"Widow Ching" Pirate Cruiser (Converted TGE Defiler Cruiser):


The Defiler was the cruiser class in the Trans-Galactic Empire which preceded the Smasher class cruiser. Larger and requiring much larger crews, these ships were retired although most were put into reserve mothball fleets. Many of these reserve ships disappeared. Some ended up in the hands of the Free Worlds Council and some ended up in "Other" hands. The "Widow Ching" was one of these.


The "Widow Ching" is one of the most well known pirate ships in the Three Galaxies, the flagship of a pirate fleet. Known as the "Widow' Fleet," is is commanded by a female pirate and is composed of a heavy cruiser, a couple of light cruisers, a carrier, and a couple of dozen destroyers. The fleet even has a support / repair ship and several cargo vessels. Pirates will almost never engage military forces unless they think they have a clear edge but the admiral is willing to engage military forces with several of them resulting in sound defeats for the military forces. She will even threaten star systems with her forces.


Most major powers, including the Consortium and the Trans-Galactic Empire, have warrants against her. The Trans-Galactic Empire also suggest that she is harbored by the Free Worlds Council. While they deny harboring her, they have no warrant against her. It is also suggested that she is harbored within Spluggorth controlled territories. Her crews seem to be extremely loyal to her and there are no known attempts to assassinate or betray her.


The "Widow Ching" has been extensively modified in pirate service so that she is far more effective than a standard Defiler class cruiser. Most pirate ships are designed around the ability to capture merchant ships and to be be able to smash anything smaller so that they don't get into a protracted combat. Her ships are designed differently, they are designed as true warships and her ships are modified for better survivability in combat. The "Widow Ching" follows this philosophy.


One major change is the removal of the plasma battery. Extremely short ranged, these weapons are of marginal use as a result. These are replaced by four medium range missile batteries. These give the ship a measure of stand off missile defense. While civilian designs, payload is vastly increased. The particle beam battery is also removed although is replaced with an energy weapon battery. The pirate cruiser mounts four 12 cm lasers instead of the original six particle beams. Of Human Alliance / Consortium design, each laser more powerful, better ranged, and has twice the rate of fire.


The capital missile batteries are retained although they are modified so a single missile can be fired. This allows the cruiser to fire gravity missiles to pull a ship out of faster than light space. This is a comparatively simple modification. Payload is unchanged for the capital missile batteries. Unlike most independent forces, the pirate fleet has limited access to anti-matter warhead although does not have access to super heavy anti-mater warheads, gravity warheads, or X-Ray laser warheads. The combination point defense batteries are unmodified. The ship carries six mounts which combine an electromagnetic rail gun with a mini-missile launcher and six mounts which combine a point defense laser with a mini-missile launcher.


Warships of cruiser class and larger carry at least a pair of light shuttles. The "Widow Ching" carries armed light shuttles for boarding. This means that unlike some smaller ships converted for pirates, she retains her full fighter compliment. Actually the fighter compliment is increased because two of the squadrons of Flying Fangs are replaced by three squadrons of light fighters, a knock off fighter virtually identical to the Bobcat light fighter. One squadron of Flying Fangs are retained although they are modified to mount four missile hard points. Each modified Flying Fang fighter can carry four capital missiles, eight long range missiles, or sixteen medium range missiles (or a mixture of ordnance) in addition to internal payload.


The standard Kreeghor power armor compliment is not carried but instead are replaced by K-Universal power armors. Because these armors are far smaller, the compliment can be vastly increased. A total of two hundred K-Universal power armors are carried. As well, forty "knock off" Silverhawk power armors are carried. Troop compliment is decreased slightly to make space for the additional fighter pilots. Crew is basically unchanged from a standard Defiler class and the ship remains quite cramped. The secondary bridge is taken over by the admiral as her "Flag Bridge."


The pirate ship was able to capture a "Military" Star Witch class clipper with the faster than light drives and shields intact. The shields and engines were stripped from the civilian vessels and mounted in the pirate ship. Even though civilian designs, these systems are far newer than the systems they replace. This gives the ship a fifty percent greater top speed than a standard Defiler class. It still does remain slower than the "new" Defiler II class cruiser. The shield generators are about a third more powerful than those original on the pirate cruiser. Replacing the drives was a major operation and required almost a year of yard work in secret. The sensors of the Star Witch, where better than the original systems, were also exchanged for the older systems.


Ship design uses modified starship speeds and weapon ranges. See Revised Starship Rules for Phase World for more details.


Model Type: Modified TGE TIV-DC
Vehicle Type: Heavy / Command Cruiser
Crew: 650 (40 Offficers and 610 Enlisted)
Troops: 360 Marines and 60 Fighter Pilots


Vehicle, Robots, and Power Armors:
Power Armors:

200K-Universal Power Armors
40"Knock Off" Silverhawk Power Armors
Fighter Compliment:
12FF-100 Standard Flying Fangs (Modified with 4 missile hard points)
36"Knock Off" Bobcat Light Fighters
Assault Shuttles:
2Light Assault Shuttles (Modified Civilian Passenger Shuttles)


M.D.C. By Location:

Main 25 cm Heavy Laser Cannon Lances (2, Top):1,000 each
Secondary 12 cm Heavy Laser Cannons (4):600 each
Cruise Missile Batteries (4, Front & Sides):800 each
Medium Range Missile Batteries (4):300 each
Point Defense Lasers / Missile Batteries (8):200 each
Rail Cannons / Missile Batteries (8):250 each
Outer Hull (40 ft/ 12.2 m Area):125
Inner Hull (40 ft/ 12.2 m Area):85
[1] Bridge:8,000
[1] Secondary / Flag Bridge:8,000
Hanger Bay:5,000
[2] Main Body:35,000
[3] Variable Force Field:4,000 side (24,000 total)


Notes:
[1] In reality this is how much damage needs to be done for a weapon to hit the bridge through the ship’s armor. This ship also has an auxiliary bridge. Even if both bridges are taken out, the ship can still be piloted from engineering but ship is -3 to dodge and all weapon systems will be at local control. Weapon hits near the bridge that do not penetrate the ships integrity can injure crew members on or near the bridge.
[2] Depleting the M.D.C. of the main body will put the cruiser out of commission. All internal systems will shut down, including life support and internal gravity. The ship itself will be an unsalvageable floating wreck.
[3] [4] Shields positions can be varied and all could be combined in one shield. Shields regenerate at the rate of 5% (1,200 M.D.C.) per melee.


Speed:
Driving on the Ground: Not Possible.
Sublight: Has a special sublight engine that allows the ship to travel up to 60 percent of the speed of light. The cruiser can accelerate/decelerate at the rate of 0.8 percent of light per melee.
Atmospheric Propulsion: Maximum speed is 200 mph (322 kph), can enter an atmosphere and can leave but is not designed for atmospheric flight
Stardrive: Uses a Gravitonic Drive system that allows the ship to reach a maximum of 4.5 light-years per hour.
Maximum Range: Effectively Unlimited by either Drive system. Carries about two years worth of supplies on board.


Statistical Data:
Length: 820 feet (249.9 meters)
Height: 310 feet (94.5 meters) from the laser cannons lances to the bottom of the ship or 255 feet (77.2 meters) main body only.
Width: 240 feet (73.2 meters)
Weight: 212,000 tons (192,320 metric tons) fully loaded
Power System: Anti-Matter with a 30 year life span. The ship normally only goes 6 years between refueling and refitting.
Cargo: Small Cargo holds an additional 2,000 tons (1814.3 metric tons) of cargo in addition to standard compliment of supplies and ammunition. If ammo was taken out, amount of cargo ship is able to carry would increase greatly. Each enlisted crew member has a small locker for personal items and uniforms. ship’s officers have more space for personal items. Most of the ship’s spaces are take up by extra ammunition, armor, troops, weapons, engine, and other equipment.
Market Cost: Old Defiler class cruisers normally sell for 4 to 5 billion credits when available on the black market. As modified, the "Widow Ching" would likely run between 4.5 and 6 billion credits.


WEAPON SYSTEMS:

  1. Two (2) 25 cm Heavy Laser Cannon Lances: Cannons are located on the top front of the starship and are used as anti-capital ship weapons and can take out frigates in one shot and can do large amounts of damage to bases or larger starships. The Laser cannons can be combined together or each one used separately. The weapon system cannot be used to engage targets while traveling at faster than light velocities. Weapon has standard penalties to hit fighters and small targets for a large weapon system. The barrels can be fired either forward and can be rotated 60 degrees horizontally or vertically.
    Maximum Effective Range: 80,000 miles (128,700 km) in space. and 80 miles (128.7 km) in an atmosphere.
    Mega Damage: 1D4x1000 M.D.C. each and can be combined for a total of 2D4x1000.
    Rate of Fire: Maximum of once per melee per cannon.
    Payload: Effectively Unlimited.
  2. Four (4) 12 cm Heavy Laser Cannons: Replaces particle beam batteries. Laser cannons are used against frigates and as against heavily reinforced targets. Two are located on either side of ship. Weapon has standard minuses to hit fighters and small targets. The barrels can be can be rotated 180 degrees in all directions. Only two cannons can be fired as one volley. The weapon system cannot be used to engage targets while traveling at faster than light velocities.
    Maximum Effective Range: 16 miles (25.8 km) through atmosphere and 16,000 miles (25,800 km) in space.
    Mega Damage: 2D6x100 M.D.C. each or 4D6x100 for two.
    Rate of Fire: Maximum of two (2) times per melee each laser cannon.
    Payload: Effectively Unlimited.
  3. Four (4) Cruise Missile Batteries: The older Kreeghor launchers could launch as large a volley as the newer launchers but were larger which reduced payload. The ship carries batteries with ten cruise missile launchers each to launch cruise missile. Missile has a top speed of Mach 25 in an atmosphere and in space has an acceleration of 10% of light per turn (far faster than any starship) in space. Whether weapons can be shot down is calculated from the speed of target, launcher, and missile. When drive goes dead, missile will continue to travel in a straight line unless set to self destruct but has very low odds of hitting other starships (Great for hitting bases and planets because target does not move and missile when dead at -25% to detect.) Cruise missiles have minuses to hit small targets but are all considered smart missiles. Each battery can be used to launch against multiple targets but is rarely used that way. Launchers are modified so a single missile can be fired and whatever remains in the launcher can be flushed in a single firing. Unlike most pirates, these ships have limited access to anti-matter warheads.
    Maximum Effective Range: Cruise Missile range is 8,000 miles (12,875 km) in an atmosphere and 4,000,000 miles (6,437,376 km/ 21.5 light seconds)
    Mega-Damage & Properties: See revised Phase World missile tables for details (Anti-Matter multi-warheads inflict 5D6x100 M.D.C. each.)
    Rate of Fire: Volleys of one or ten per launcher, per melee round, for a maximum of 20 missiles per melee (whatever the remained in the launcher can be fired as a single volley as well) Launchers are reloaded on the same melee and can be fired again on the next.
    Payload: 160 total, 40 cruise missiles per launcher (Standard Payload is 40 Anti-Matter warheads, 8 Gravity Warheads, and 112 Heavy Fusion Warheads.)
  4. Four (4) Medium Range Missile Batteries: Replace plasma batteries and are modified civilian type medium range missile launchers with a vastly increased payload. Missile has a top speed of Mach 15 in an atmosphere and in space has an acceleration of 6% of light per turn. Normally used for anti-fighter and point defense. Batteries can launch on multiple targets each at the same time.
    Maximum Effective Range: Medium Range Missile range is 160 miles (257.5 km) in an atmosphere and 80,000 miles (128,750 km/0.43 light seconds) in space
    Mega-Damage: Varies with medium range missile type (See revised Phase World missile tables for details.)
    Rate of Fire: Can fire missiles one at a time or in volleys of two (2), four (4), or eight (8) missile per melee attack.
    Payload: 128 per battery for a total of 512 medium range missiles.
  5. Eight (8) Point Defense Lasers/Mini Missile Batteries: Each turret can rotate 360 and has a 180 arc of fire. Weapons are mounted around the ship for point defense. Weapons are mounted around the ship for point defense. Missile has a top speed of Mach 10 in an atmosphere and in space has an acceleration of 2% of light per turn (slightly faster than any starship except if it is exceeding it maximum safe acceleration) in space. Missile batteries can launch on multiple targets each at the same time.
    Maximum Effective Range: Mini-Missile range is 2 miles (3.2 km) in an atmosphere and 100 miles (161 km) in space. Lasers have a range of 2 miles (3.2 km) in an atmosphere and 100 miles (161 km) in space.
    Mega-Damage: Laser cannon inflicts 2D4x10 M.D. Mini-Missiles vary by missile type (See revised Phase World missile tables for details.)
    Rate of Fire: Equal to the combined hand to hand attacks of the gunner (usually 4 or 5). Mini-Missiles are fired one at a time or in volleys of two (2) or four (4) mini-missiles.
    Payload: Laser has effectively unlimited payload. Has 24 mini-missiles at each launcher (192 total, can carry potentially several times more in storage holds).
  6. Eight (8) 20 mm Electromagnetic Rail Gun/Mini Missile Batteries: Unlike most of the rail guns used on Phase World Starships, these are standard electromagnetic rail guns. Each turret can rotate 360 and has a 180 arc of fire. Weapons are mounted around the ship for point defense. The rail gun still fires projectiles at incredible velocities compared to rail guns on Rifts Earth and projectiles are fired from rail guns at a significant fraction of the speed of light. Missile has a top speed of Mach 10 in an atmosphere and in space has an acceleration of 2% of light per turn (slightly faster than any starship except if it is exceeding it maximum safe acceleration). Missile launchers can launch on multiple targets each at the same time.
    Maximum Effective Range: Mini-Missile range is 2 miles (3.2 km) in an atmosphere and 100 miles (161 km) in space. Rail guns have a range of 2 miles (3.2 km) in an atmosphere and 100 miles (161 km) in space.
    Mega-Damage: Rail Cannon inflicts 2D6x10 M.D. for a 30 round burst. Mini-Missiles vary by mini-missile type (See revised Phase World missile tables for details.)
    Rate of Fire: Equal to the combined hand to hand attacks of the gunner (usually 4 or 5). Mini-Missiles are fired one at a time or in volleys of two (2) or four (4) mini-missiles.
    Payload: Rail Cannon has 6000 rounds/ 200 Bursts each, has 24 mini-missiles at each launcher (192 total, can carry potentially several times more in storage holds.)



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Writeup by Kitsune (E-Mail Kitsune).


Copyright © 2011, Kitsune. All rights reserved.



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