Ruardiss Nyada “Laelaps” class Missile Destroyer
(Modified Striker class):


It often surprises people from the Consortium just how much of the Three Galaxies has not been explored or has only been superficially explored. Even so, there are settlements which encroach on those areas. One of these is a system named Ruardiss Nyada.


The system was originally settled by the Wolfen although now how a vibrant population including many other sentient beings. Originally settled just after the Wolfen became members of the Consortium of Civilized Worlds, those who settled the system wanted to remain independent. Granted, the parting was quite amicable and there still remains close ties to the Consortium, especially Wolfen controlled systems.


On the fringes there are often threats which one does not find in the more settled areas of the Consortium. These include known ones such as pirates but plenty of unknown ones as well. As a result from the beginning the system of Ruardiss Nyada had a strong military. The core of this military were Wolfen fleet officers and personnel which had been demobilized with the formation of the Consortium of Civilized Worlds.


Since the foundation of the system, they have fought a number of threats. Just recently a new threat has become a serious concern. This is the Caramelles Kingdom. The kingdom has been steadily growing and becoming more of a threat. In cosmological distances, the human controlled empire is quite close. As a result, the system defense forces are attempting to get ready to protect the system for the potential threat if possible.


While system economy is quite good for a fringe world, it does not have the economic power that many systems have. Still, they needed a powerful and capable military, especially in terms of their space fleet. As a result, there was a preference for smaller warships early on. In addition, they do not generally operate the most advanced technology,. The core of their fleet came from warships which were declared surplus when the Wolfen joined the Consortium.


While the system does have extensive facilities for repair and refit of their warships, they lack facilities to actually build warships. Instead the system defense forces have tried to keep a good relationship with the Wolfen leadership within the Consortium and remain on good trading terms. They can often get smaller warships for what systems within the Consortium might normally pay. Some among the system’s military leadership has pushed for the construction of far more extensive shipyards but the cost is considered prohibitive.


While the Hunter class destroyer is considered in many ways the backbone of the system fleet, from the earliest days the Striker class destroyer were operated in some numbers. In fact, four of them were part of the initial settlement. As with those operated by the Wolfen fleet, there were issues that the missile destroyers simply did not fire a large enough volley to be effective. Tactically however, the missile destroyers would combine all of their launchers on a single target. The fire from four would often be able to still saturate the defenses of a target. As a result, the missile destroyers were considered reasonably effective.


With the introduction of the new software which allowed for multiple capital missiles to be linked even when fired one at a time, the vessels became far more effective. A single missile destroyer was now considered as effective as a four of them might have been previously. As a result, the system purchased as many of the Strikers as they could. The ships were not greatly in demand and a number were able to be purchased at an excellent price. Currently, the fleet operates a total of sixteen of these missile destroyers.


As with other warships, these missile destroyers have been upgraded in various minor ways. Of course beyond the software upgrades to the capital missile launchers, the sensor systems and fire control have been upgraded to deal with more modern threats. The only other significant upgrade is the replacement of the point defense lasers with variable focus particle beams. Originally carried on the Consortium Assault Shuttle, these particle beams are extremely effective against missile volleys.


Otherwise, the original electromagnetic rail guns are retained. There were some who wanted to replace them with the GR-1000 gravity rail guns but it was decided that it would needlessly complicate logistics while not being that much more effective than the rail guns which they replace. The original medium range missile launchers were also retained.


Based on a Hunter class destroyer and sharing most of the same systems, these destroyers are still quite fast and are able to accelerate faster than many newer warships including the Trans-Galactic Empire Berserker class attack vessel. Part of common system fleet tactics is to operate their fleets as fast moving strike forces. In addition, they have quite good faster than light speed for their age.


Originally these missile destroyers embarked the Gladius class medium fighter. The fighter has become dated with the lack of a force field generator however. These was an attempt to purchase the upgraded model however the new fighter was not available. The Bushido Industries “Katana” fighter was also looked at but the cost was considered prohibitive, costing twice as much per fighter as the Gladius. In the end it was decided that the same Bobcat fighter, first operated from the system’s carriers, would be carried aboard the missile destroyers. This is in spite of the fact that the light fighter is lighter armored that the medium fighter it replaces. The force field makes up for this however and the hanger of the missile destroyer is modified to carry six light fighters in place of four medium fighters. Eventually the plan is to replace the Bobcats in service with the more advanced Bearcat fighters. Unlike the Hunter class, these missile destroyers do not embark any troops or power armors.


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


Model Type: SMF-76B (Upgraded.)

Vehicle Type: Cruise Missile Destroyer.

Crew:           32 (4 officers and 28 enlisted).

Troops:        10 fighter pilots.


Vehicle, Robots, and Power Armors:

Fighter Compliment:

 

6

Consortium SF-128 Bobcat Light Starfighter.


M.D.C. By Location:

 

Cruise Missile Launchers (4):

800 each.

 

Medium Range Missile Batteries (2, Top and Underside):

450 each.

 

Electromagnetic Point Defense Rail Gun Turrets (4):

400 each.

 

Variable Focus Point Defense Particle Beam Cannons (4):

300 each.

 

[1] Bridge:

1,200.

 

[2] Main Body:

4,750.

 

[3] Variable Force Field:

1,000 a side (6,000 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 does not have an auxiliary bridge. Even if the bridge is destroyed, the ship can still be piloted from engineering but the ship is -3 to dodge and all weapon systems will be at local control. Weapons hit near the bridge that does 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 destroyer 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] Shields positions can be varied and all could be combined in one shield. Shields regenerate at the rate of 5% (300 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. Star Ship can accelerate/decelerate at the rate of 0.90 percent of light per melee.

Atmospheric Propulsion: Maximum cruise speed is Mach 1 (761.2 mph / 1225.1 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 one year worth of supplies on board.


Statistical Data:

Length:                332.7 feet (101.4 meters).

Height:                70 feet (21.3 meters).

Width:                 80 feet (24.4 meters).

Weight / Mass:    6,950 tons (6,304.9 metric tons).

Power System: Anti-Matter with a 50 year life span. The ship normally only goes 10 years between refueling and refitting. Backed up with emergency fusion plants.

Cargo: Small cargo hold that can carry up to 100 tons (90.7 metric tons) of cargo not including a standard compliment of supplies and ammunition. Hold is 10 x 10 x 20 feet in dimensions (3 x 3 x 6.1 meters). 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 taken up by extra ammunition, armor, troops, weapons, engine, and other equipment.

Market Cost: A “standard” Striker class Missile Destroyer costs approximately 360 million credits. Upgrades cost approximately 40 million credits for a total cost of approximately 400 million. These ships are generally not for sale however one might expect them to cost up to 600 to 800 million credits under some circumstances. In all cases, cost does not include embarked craft.


Weapon Systems:

  1. Four (4) 14.5 mm Electromagnetic Point Defense Rail Guns: Unlike most of the rail guns used on Phase World Starships, these are standard electromagnetic rail guns. They are used as an anti-Starfighter and missile weapon and against targets that are impervious to energy. Each rail gun is in a turret that can rotate 360 and has a 180 arc of fire. Projectiles are fired from rail guns at a significant fraction of the speed of light. Cannon uses 14.5 mm depleted uranium projectiles. The weapon system cannot be used to engage targets while traveling at faster than light velocities.

    Maximum Effective Range: 16 miles (26 km) through atmosphere and 800 miles (1,290 km) in space.

    Mega-Damage: Rail guns inflict 3D6x10 M.D.C. for an 80 round burst.

    Rate of Fire: Equal to the combined hand to hand attacks of the gunner (usually 4 or 5).

    Payload: 16,000 rounds (200 bursts) each cannon.

  2. Four (4) Variable Focus Particle Beam Mounts: Replace the point defense lasers and have greater range and inflict more damage be shot. These particle beams are copied from those carried on the CAF Assault Shuttle and will fire a very powerful narrow beam and can fire a scatter effect that is less powerful but is capable of striking multiple targets. The weapon system is quite useful against missiles although the cone is not as wide as Tachyon cannon sprays are (Gives +2 bonus vs fast moving targets such as missiles.) Weapons are mounted in turrets that can rotate 360 and have a 180 arc of fire. Each mount can be operated by a gunner or a gunner program (+2 to strike, 3 Attacks per melee round.)

    Maximum Effective Range: 300 miles (480 km) in space and 3 miles (4.8 km) in an atmosphere.

    Mega Damage: Single Target: 4D6x10 per blast. Wide Beam: 5D6 to all targets within a 5,000 foot (1,524 meter) diameter area. When fired as a wide beam, the cannon cannot be used on targets closer than 5,000 feet (1,524 meters) away.

    Rate of Fire: Equal to the combined hand to hand attacks of the gunner (usually 4 or 5).

    Payload: Effectively Unlimited.

  3. Four (4) Cruise Missile Launchers: One is mounted in the same position as the Hunter carries its cruise missile launcher and the other three launchers are carried in the same position as the particle beams are mounted on a normal Hunter. 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, launcher, and missile. When drive goes dead, the missile will continue to travel in a straight line unless set to self destruct but has very low odds of hitting star ships (Great for hitting bases and planets because the 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. While missiles are only launched at the rate of one at a time per launcher, the ship’s computer has special software that allows all the missiles to hit a target at the same time for the purpose to make point defense of a target is more easily overwhelmed. This is done by slowing down the acceleration of missiles and by setting some for delayed activation and target must be at least 30 seconds away. Missiles are then considered too only have an acceleration of 5% of light for the first turn.

    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) in space.

    Mega-Damage & Properties: See revised Phase World missile tables for details (Anti-Matter multi-warheads inflict 5D6x100 M.D.C. each and Fusion multi-warheads inflict 3D6x100 M.D.C. each.)

    Rate of Fire: One cruise missiles per melee attack (special software allows 4 to 8 missiles to be launched as one volley depending on gunners hand to hand attacks) per launcher. This allows total volleys of 16 to 32 cruise missiles to be launched in one melee round.

    Payload: 40 cruise missiles each for 160 total.

  4. Two (2) Medium Range Missile Batteries: Weapon 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. Missiles have 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: 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 (Multi-warhead heavy warheads inflict 5D6x10 M.D.C. each - See revised Phase World missile tables for details.)

    Rate of Fire: Can fire medium range missiles one at a time or in volleys of two (2), four (4), or eight (8)medium range missiles per battery.

    Payload: 160 per launcher for a total of 320 medium range missiles.



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Writeup by Kitsune (E-Mail Kitsune).


Copyright © 2015, Kitsune. All rights reserved.



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