Empress Tilashi IV class Light Cruiser (Ralsiian Star Empire):


The Empress Tilashi IV class Light Cruisers were designed as flagships for large squadrons of Destroyers. The Light Cruiser has little other function in the Royal Ralsiian Navy, however, this one is an important one. There is one cruiser in operation for each twenty destroyers the Royal Ralsiian Navy has, and each Light Cruiser is designed to serve as a flagship for that Destroyer Squadron. The Destroyer Squadrons are further divided into flotillas of five destroyers each for melee action, with the Cruiser acting independantly.


The cruisers carry a large number of small, rapid-firing guns with very long barrels for increased acceleration of the plasma and hence range. Likewise, they carry a torpedo armament nearly equal to the Empress Sikala class Heavy Cruisers, though only three fourths as many cruise missiles. Secondary armament is likewise reduced; Still, the Tilashi IV class has a reputation as cramped ships, when an Admiral and staff are embarked and they have their full war-load, unlike the Sikalas, which are downright roomy by Ralsiian standards.


A few of the cruisers have been lost, but replacements built, keeping the numbers steady. In terms of capability, the Empress Tilashi IV class are the smallest ships to mount the huge sensor arrays of the larger Ralsiian vessels, necessary for their flagship role, and carry a hefty fighter loadout, likewise necessary.
However, they have the speed of the destroyers and can lead them on torpedo attacks against enemy lines. The cruisers compare favourably with the Heavy Cruiser designs of any other star nation, and could be considered slightly superiour overall to the Defiler-II class of the Trans-Galactic Empire, which is it's closest counterpart in capabilities and operations.


Still, these cruisers will never be found alone; They have well defined rolls as flagships, and hence would not be wasted as detached patrol ships. One flotilla of destroyers will always be accompanying an Empress Tilashi IV class Light Cruiser, and usually it's full squadron. These squadrons serve to screen heavier ships, as well, and those that are sent on patrol can be expected to show up anywhere on the fringes of the Empire where there might be trouble.


The crews of these ships often end up in naval landing parties, fighting pirates, or the incursions of other governments, and a fair number of clashes with unknown vessels have also occured. Likewise, they are famous for chasing down a great number of smugglers.
Overall, these are excellent craft except in terms of crew comfort, capable of dueling against any "cruiser" in the Three-Galaxies and winning; However, they are far fewer in number than those cruisers. This is made up for, on the other hand, by their constant accompaniment of destroyers.


The sleek ships follow the "sandwiched" naval hull style, with high superstructures and many multiple turreted guns, that are common of Ralsiian warships, and are considered the most beautiful of the Royal Ralsiian Navy's warship classes. Rather like the far larger Empress Saverana IIs, these ships have an almost "Forest" of guns, with their thirty long-barreled main cannon in ten triple turrets.
Because of the very cramped nature of the design, however, if new Light Cruisers are built to compliment an increased number of destroyers, they will be most likely of a new class.
Likewise, hull armour is deficient, with firepower being the focus on these ships as opposed to defensive measures, though shielding is good.


This starship design uses modified starship speed and ranges. See Revised Starship Rules for Phase World for more details.


Model Type: Empress Tilashi IV class Light Cruisers.
Vehicle Type: Light Cruiser.
Crew: 1,200 (50 Officers, 50 Warrant Officers, 300 Petty Officers, 800 Enlisted)
Troops: 300 Marines.
Craft pilots and Support Personnel: 700.


Vehicle compliment:

8Torpedo Bombers
32Heavy Starfighters
32Space Capable Power Armors
4Multi-purpose non-combatant shuttles
4Boarding shuttles/dropships


M.D.C. By Location:

Light Ion Bolt Cannon Barrels (24): 500 each
Light Ion Bolt Cannon Triple Turrets (8):5,000 each
Medium Plasma pulse cannons (8):300 each
Anti-Missile Octuple Interceptors (16):180 each
MRM Pepperbox Launchers (8):1,000 each
Non-Reloadable Heavy Torpedo Tube Quintuple Mounts (4):3,000 each
Launch/Recovery Bays (2, one left, one right):3,000 each
[1] Bridge:5,000
[1] Auxiliary Bridge:5,000
[2] Main Sensor clusters (2, forward dorsal, aft dorsal):5,000 each
[3] Cruise Missile Tubes (24):200 each
[4] Main Body:65,000
[5] Central support wings (2):10,000 each
[6] Ion Fusion Engines (8):4,000 each
[6] Gravitic Engines (2):5,000
[7] Shield Banks (6):5,000 a side


Notes:
[1] The forward superstructure on the dorsal side of the ship is the main bridge structure; The actual bridge is buried deep inside of it and this is the damage required to punch through the incredibly thick and heavy armour that makes up the bridge to reach it. The secondary bridge is in the after dorsal superstructure, similiarly protected. Even if both bridges are taken out, the ship can still be piloted from the Flag Bridge, though the Flag Bridge is rather more vunerable, and contrary to it's name, Admirals rarely use it because of it's vunerable position (Though it is fitted for use by an Admiral and staff). As a final backup, the ship can be operated from engineering, but the 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] The first Main sensor cluster is located on the forward control tower section; The second on the after superstructure/third launching bay structure. Destroying first one has no effect, but destroying both means that the ship loses it's tachyon sensors and tachyon (FTL) communications systems. This will, in addition to taking out the Tachyon sensors, limit the ship to lightspeed only communications. The conventional sensors are buried deep in the hull, and serve as the tetriary systems.
[3]The Cruise Missile Tubes are recessed into the hull, and normally flush with armour plates serving as the outer tube hatches. This makes the Cruise Missile Tubes a very difficult shot; They require a called shot at -3 to strike to hit.
[4] Depleting the M.D.C. of the main body will put the Light Cruiser out of commission. All internal systems will shut down, including artificial gravity but excluding life support, which is so compartmentalized as to remain functional. Fighters and other craft can still be launched and recovered, and if the ships carry any missiles they could also be launched; However, otherwise, the ship would be effectively dead and drifting. At -2,500 M.D.C., the ship will likely (80% chance) explode violently, inflicting 1D4x1000 damage on any craft within a 15km radius of the site of the ship’s explosion. If it does not, then it will simply break apart into dozens or hundreds of pieces without exploding. There are enough emergency lifepods onboard for the entire crew, troops, and pilots/support personnel for shuttles and fighter/PA craft.
[5] Destroying one of the wings will destroy two of the Non-Reloadable Quintuple Heavy Torpedo Mounts and four interceptor cannons, and take out one gravitic drive, reducing maximum acceleration to 0.4% of the speed of light per melee round (Total), as it will not only destroy one gravitic wing, but hence leave the other out of alignment and unable to be used. Destroying the second will destroy another two of the Non-Reloadable Quintuple Heavy Torpedo Mounts and four interceptor cannons, but will not cause further reductions in speed, as the drive is already inoperable from the imbalance from the loss of the first wing. The FTL drives are buried deep in the hull and are unaffected by the destruction of either or both wings, being totally separate.
[6] The Destruction of one Ion engine reduces the ships maximum acceleration by 0.1% of the speed of light per melee round; Each Ion Engine destroyed increases that by another 0.1%, until, with all four engines knocked out, the maximum acceleration is 0.6% of the speed of light per melee round. The results of destroying a gravitic drive are covered above.
[7]Each shield generator covers a specific area of the hull, one sixth of the coverage, and cannot be "stacked" over a single area. Each shield bank take damage and recharges separately, at a rate of 5% per melee round (250 M.D.C. per melee round per shield). They will simply be back up at 5% of their maximum levels in the next melee round. This means that the enemy must constantly inflict more than 5% of the shields' M.D.C. per melee round or the hits won't get through. However, since the shields are limited to each side they protect and are not variable, this is not as impossible as it may first seem. The shields may be recycled safely once per hour. "Recycling" the shields involves dumping energy stored in large capacitators into the shields. The energy instantly brings the shield bank being recycled back to maximum power (Each of the six shield banks must be recycled separately). A second attempt can be made to recycle a shield bank in less than an hour, but only after the capacitators have recharged, which takes five minutes, also, if this is done, there is a 40% chance that the shield bank will burn out and be overloaded and destroyed. An attempt to recycle the shields a third time in less than an hour is impossible. (Note, however, that the recycling "Hour" starts counting from when the first recycling is done, not the second, if a second is successfully completed.)


Speed:
Driving on the Ground: Not Possible.
Sublight: The starship does not have an effective top speed but is limited by acceleration. The Empress Tilashi IV class Light Cruiser can reach a top acceleration of 1% of the speed of light per melee round, but due to high fuel consumption will normally only travel 0.6% of the speed light per melee round, which is the maximum speed the gravitic engines can provide on their own; The Ion Engines are normally not used at all, the gravitic engines functioning as "Cruising Turbines" would on a water-borne naval warship. The Ion engines are engaged for boosting the ship to it's flank acceleration of 1% of the speed of light per melee round.
Because the cruiser is shielded from the effects of radiation and hypervelocity atomic particles, the cruiser can be operated at speeds of up to 60 percent of light.
Atmospheric Propulsion: The ship can enter the atmosphere, but at -3 to all piloting rolls, a top speed of Mach 10, and is rather cumbersome. Water landings are possible; the cruiser can float comfortably in water deep enough to hold them.
Stardrive: The Empress Tilashi IV class Light Cruisers use the latest model of Contra-Gravity FTL drives developed by the Ralsiians, which allow a maximum speed of 6.5 light years per hour, the maximum really possible for such drives when powered by fusion engines. As with all such drives, outside of the rim of any of the galaxies, the speed is increased x500.
Maximum Range: Conditionally unlimited, while the fusion reactors give power for over two decades of service, the ships Ion Engines are limited by the ships reaction mass. Hence, the Gravitic Drives are used for cruising, as they provide effectively unlimited range.
The cruiser carries four (4) Days of reaction mass for travel at 0.1% of the speed of light in acceleration per melee round using only Ion engines. Double the consumption of fuel for 0.1% of the speed of light per melee round of each additional 0.1%; A total of 0.4%. There is no fuel consumption for the Gravimetric engines (Max acceleration of 0.6% of lightspeed per melee round), other than the fact that they drain large amounts of power, but that is well within the fusion reactors' capacity. The ship will often accelerate for a period of time and then shut down the engines and travel using the ships velocity. The ship only has enough fuel for 12 hours at maximum acceleration normally. Should the ship use more than half of its reaction mass when accelerating, the ship will be unable to decelerate fully using only Ion engines. If the ship runs out of fuel then it must decelerate using gravitic drives only. With the Bussard Ramscoops activated, increase the length of time the Destroyer is capable of spending at it's current acceleration x80 and double the amount of fuel required to sustain that acceleration (That's the physical reality of the matter; For game play purposes, increase the time by x40.).
At Flank Acceleration, the ship will burn it's full reaction mass in 12 hours; However, with the Bussard Ramscoops, the ship will take 20 days at flank acceleration to burn through it's reaction mass, thereby virtually negating the need to refuel or worry about use of maximum acceleration for long periods of time; The hydrogen collectors on Ralsiian ships are very advanced, and since the Gravitic drives are reliable, the ships mostly cruise on them exclusively.


Statistical Data:
Length: 1167 feet (350 meters)
Height: 210 feet (63 meters) for the hull only; 360 feet (108 meters) including the superstructure; An additional 140 feet (42 meters) for tachyonic scanners and sensor arrays on the dorsal surface.
Width: 210 feet (63 meters) for the hull only; 417 feet (125 meters) overall including the wings.
Mass/Weight: 551,207 Tons (500,000 metric tons)
Power System: 4 Altaira type Medium Plasma Fusion reactors. (25 year duration) However, it is recommended that the drive and power system have routine maintenance every 5 years. Also, the ship only carries about a three month's supply of reaction mass for the ion engines. (Note: the Gravitic drives don`t need any!)
Cargo: 50,000 tons maximum.
Market Cost: 5 billion credits to construct


WEAPON SYSTEMS:

  1. Twenty four (24) Light Ion Bolt Cannons : These are the primary weapons of the Light Cruisers and are used nearly exclusively on these ships and others of their size. Each turret has three cannons on the Empress Tilashi IV class. These guns, like those of all Ralsiian warships, emphasize on range over hitting power. The design of the Light Cruiser allows no less than all 24 of these cannons to be presented to either broadside, or 12 either forward or aft. The extreme range of the guns is made possible by the Ionized Plasma being encased in a magnetic bottle. The cannons have a very minor increase in firepower over the medium plasma pulse cannons that are normally used as secondary batteries, and have the same rate of fire, but have half again the range, and hence very long barrels compared with the medium plasma pulse cannons. They share the same heavy gun vunerability in Nebula as larger weaponry.
    Maximum Effective Range: 93 miles (150km) in the atmosphere and 93,516 miles (150,000km) in space., 46,758 miles (75,000km) inside a Nebula's perimeter.
    Mega Damage: 4D8x10+100 per cannon.
    Rate of Fire: Three times per melee round.
    Payload: Effectively Unlimited.
  2. Two (2) Quintuple Mount Heavy Torpedo Tubes : ): These massive torpedoes are the ultimate weapons in the arsenal of the Ralsiian Star Empire, and nearly destroyed the Trans-Galactic Empire's Armageddon class Super Dreadnought when used in combat for the first time. Each torpedo masses around 100 tons and the cost to manufacture one is more expensive than your average space capable power armour and approaches that of some light starfighters (Though the torpedo could do far more damage to a capital ship than a light starfighter could ever hope to.) The torpedo is smaller than a light starfighter, but largely because it is more dense; It is shaped in a fashion resembling naval torpedoes. The torpedoes have a top speed of Mach 35 in an atmosphere and in space has an acceleration of 10% of light per turn (far faster than any starship.) Whether weapons can be shot down is calculated from the speed of target, launching starship, and missile. When the drive goes dead, the torpedo will continue to travel in a straight line unless preset to self destruct or receives a destruct code but has very low odds of hitting star ships (Great for hitting bases and planets because target does not move and the torpedo when dead is at -25% to detect.)
    There are a total of ten tubes. Five are in each mount. The Torpedo Tubes are mounted on barbettes and can swivel, but cannot elevate or depress like the cannons in a turret. There is one mount on the dorsal centerline, and one mount on the ventral centerline, so that a full broadside is 10 Heavy Torpedo Tubes. They can be combined for mass broadsides of twenty torpedoes with the Non-Reloadable Heavy Torpedo Tubes.
    M.D.C.: The torpedo's body has an M.D.C. of 250.
    Maximum Effective Range: Missile range is 21,800 miles (35,000 km) in an atmosphere and 10,000,000 miles (16,000,000 km) in space.
    Mega Damage: The Heavy Torpedoes have massive focused Anti-Matter warheads. The reactor that powers the drive is unstable but very powerful, and has fields that directs the matter/anti-matter annihilation of the explosion into an arc five degrees in radii forward. Directly in the path of this is a thin layer of superdense material built into the missile. The energies of the M/AM explosion are sufficient to convert this material into a very narrow cone of plasma traveling at barely sublight velocities. The damage inflicted is 4D6x1000 M.D.C. The resulting explosion is capable of incredible penetration and does critical damage on a roll of 18-20. As a downside, unless a direct hit is scored on the target or the shields of the target, no damage is done; There is absolutely no blast radius for this weapon; However, the weapon can be detonated up to 150km from the target and a "Plasma Torch" of annihilated matter will still strike the target doing full damage; The torpedo must be facing dead-on to the target for that "Plasma Torch" from the detonation to hit, however.
    Rate of Fire: Each mount has five Torpedo Tubes; Each tube can fire one torpedo per melee round, for a total of 5 torpedoes per melee per quintuple mount. There are no reloads availible for these reduced mounts.
    Payload: Each tube has one torpedo stored, and three reloads, for a total of 20 torpedoes per mount, and 40 torpedoes total between both launchers; No reloads can be carried.
  3. Four (4) Non-Reloadable Quintuple Mount Heavy Torpedo Tubes : ): These massive torpedoes are the ultimate weapons in the arsenal of the Ralsiian Star Empire, and nearly destroyed the Trans-Galactic Empire's Armageddon class Super Dreadnought when used in combat for the first time. Each torpedo masses around 100 tons and the cost to manufacture one is more expensive than your average space capable power armour and approaches that of some light starfighters (Though the torpedo could do far more damage to a capital ship than a light starfighter could ever hope to.) The torpedo is smaller than a light starfighter, but largely because it is more dense; It is shaped in a fashion resembling naval torpedoes. The torpedoes have a top speed of Mach 35 in an atmosphere and in space has an acceleration of 10% of light per turn (far faster than any starship.) Whether weapons can be shot down is calculated from the speed of target, launching starship, and missile. When the drive goes dead, the torpedo will continue to travel in a straight line unless preset to self destruct or receives a destruct code but has very low odds of hitting star ships (Great for hitting bases and planets because target does not move and the torpedo when dead is at -25% to detect.)
    There are a total of twenty. Five are in each Heavy Torpedo Mount. The tubes are mounted on barbettes and can swivel, but cannot elevate or depress like the cannons in a turret. The tubes are arranged in such a fashion that ten can train on targets to each side, but only six to targets forward or aft. This means that 20 torpedoes can be fired in a broadside salvo, or 20 torpedoes in an end-on or stern attack salvo. However, firing off any one salvo leaves the remaining salvoes limited to 10 torpedoes; Standard doctrine is to launch only ten torpedoes at a time, anyway.
    M.D.C.: The torpedo's body has an M.D.C. of 250.
    Maximum Effective Range: Missile range is 21,800 miles (35,000 km) in an atmosphere and 10,000,000 miles (16,000,000 km) in space.
    Mega Damage: The Heavy Torpedoes have massive focused Anti-Matter warheads. The reactor that powers the drive is unstable but very powerful, and has fields that directs the matter/anti-matter annihilation of the explosion into an arc five degrees in radii forward. Directly in the path of this is a thin layer of superdense material built into the missile. The energies of the M/AM explosion are sufficient to convert this material into a very narrow cone of plasma traveling at barely sublight velocities. The damage inflicted is 4D6x1000 M.D.C. The resulting explosion is capable of incredible penetration and does critical damage on a roll of 18-20. As a downside, unless a direct hit is scored on the target or the shields of the target, no damage is done; There is absolutely no blast radius for this weapon; However, the weapon can be detonated up to 150km from the target and a "Plasma Torch" of annihilated matter will still strike the target doing full damage; The torpedo must be facing dead-on to the target for that "Plasma Torch" from the detonation to hit, however.
    Rate of Fire: Each mount has five Torpedo Tubes; Each tube can fire one torpedo per melee round, for a total of 5 torpedoes per melee per quintuple mount. There are no reloads availible for these reduced mounts.
    Payload: Each tube has one torpedo stored, and no reloads, for a total of 20 Heavy Torpedoes on the ship. The No-Reload only applies to combat situations; These are not disposable tubes. They can be reloaded in a spacedock or by a resupply ship.
  4. Twenty Four (24) Cruise Missile Tubes : : Missiles have 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.) Whether weapons can be shot down is calculated from the speed of target, launching starship, and missile. When drive goes dead, missile will continue to travel in a straight line unless preset to self destruct or receives a destruct code but has very low odds of hitting star ships (Great for hitting bases and planets because target does not move and missile when dead at -25% to detect.) See modified starship rules for more details - Cruise missiles have minuses to hit small targets but are all considered smart missiles. Each tube is limited to one target per melee. The Cruise Missile Tubes are in four clusters of three and twelve single tubes, all recessed into the hull of the ship.
    Maximum Effective Range: : 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) in space
    Mega Damage: See revised Phase World missile tables for details (Anti-Matter multi-warheads inflict 5D6x100 M.D.C. each.)
    Rate of Fire: Can fire missiles one at a time per each tube, per melee round, for a maximum of 32 missiles per melee. Cruise Missile Tubes are reloaded on the same melee and can be fired again on the next.
    Payload: 192 total, 8 cruise missiles per tubes. No reloads normally carried, though extra missiles can be carried in the cargo holds and reloaded manually or with robotic vehicles; Definitely not something to do while in combat.
  5. Eight (8) Medium Plasma pulse cannons: These are the primary weapons of Destroyers and are used as the secondary weapons on virtually every other Ralsiian design, including the Empress Tilashi IV class Light Cruisers, though some older light ships also have them as their main guns. These guns, like those of all Ralsiian warships, emphasize on range over hitting power. The design of the Light Cruiser allows four of these weapons to fire to either broadside, or four to fire forward, or four to fire aft. The extreme range of the guns is made possible by the Ionized Plasma being encased in a magnetic bottle. These cannons have the same range problems in Nebula that all weapons firing encased plasma do, resulting in inferior ranges to those of capital ship secondary batteries when in Nebulas. This makes Ralsiian cruiser Commanders quite reluctant to engage in Nebulas; Indeed, their entire fleet doctrine involves avoiding them with everything except light ship (IE: Fighter) strikes
    Maximum Effective Range: 62 miles (100 km) in the atmosphere and 62,344 miles (100,000 km) in space, 31,172 miles (50,000 km) inside a Nebula's perimeter.
    Mega Damage: 4D8x10+50 per cannon.
    Rate of Fire: Three times per melee round.
    Payload: Effectively Unlimited.
  6. Eight (8) Medium Range Missile Batteries : : Weapons system is used for hitting enemy robots, fighters, and against incoming cruise missiles. Like other Phase world systems, weapon system range and speed has been greatly increased compared to Rifts Earth systems. Missile has a top speed of Mach 15 in an atmosphere and in space has an acceleration of 6% of light per turn. Batteries can launch on multiple targets each at the same time.
    Maximum Effective Range: : 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), six (6), or twelve (12) missiles per launcher per melee round. Launcher automatically reloads another missile as soon as one has been expended, that tube(s) being ready for firing in the next melee round.
    Payload: 288 per launcher for a total of 2304 medium range missiles. No reloads normally carried, though extra missiles can be carried in the cargo holds and reloaded manually or with robotic vehicles; Definitely not something to do while in combat.
  7. Sixteen (16) Octuple Interceptor Plasma Pulse Cannons and Medium Range Missile Launchers: These are the main point defense weaponry of all Ralsiian warships and are mounted on some Ralsiian merchant vessels, as well. They are capable of being used against both fighters and missiles, though otherwise unarmed merchants will also use them, particularly the missiles, against capital ships as an act of desperation. These mounts are distributed evenly around the hull of the Light Cruiser. Each Turret can rotate 360 and has a 90-180 arc of fire. The weapons have no penalties to strike small targets but are relatively short ranged when firing plasma bolts. However, the weapons consist of eight barrels built in a circle around a central tube that fires medium range missiles, useful against incoming heavy missiles, power armours, fighters, torpedo bombers, and other such threats, though it has a limited payload.
    Maximum Effective Range: Plasma Cannon: 11.5 miles (18.5 km) in the atmosphere, 500 miles (800 km) in space. Range Medium Range Missiles: 160 miles (257.5 km) in an atmosphere and 80,000 miles (128,750 km/0.43 light seconds) in space.
    Mega Damage: 6D6+50 for the plasma cannon; Varies with Medium Range Missile type for Medium range missiles (see revised Phase World missile tables for details.
    Rate of Fire: 6 bursts of six plasma pulses per barrel (A total of 48 pulses in one burst), per melee round for plasma cannons. One missile per melee round for Medium range missile launcher; Launcher automatically reloads in the same round.
    Payload: Effectively Unlimited for Plasma Cannons; Eight medium range missiles for the missile payload for each weapon; 128 Medium Range Missiles total. Medium Range Missiles can be reloaded from stores, but this is complicated and definitely not advisable in combat conditions.
    Bonuses: +6 bonus to strike fighters, power armours and missiles/torpedoes, for Plasma cannon ONLY, NO special bonuses for the Medium Range Missiles.


Special systems:




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