Slayne Kraken class Cruiser:


The Slayne cannot be considered one of the major races of the Three Galaxies. A total of twelve star systems are controlled by the Slayne. In several of the star systems, the culture inhabits multiple planets although many planets are far from Terran norms. In fact most humans could not survive on these planets without extensive technology. Their culture is highly stratified with an almost hive like society in some respects although also can be described feudal in many respects as well. Physiologically, these organisms can be considered sentient although there is no close equivalent to Terran type organisms.


Their bio-technology, especially in terms of high strength materials, is incredibly advanced although are otherwise far less advanced. They have adopted technology from other civilizations with much of their military hardware coming from older Trans-Galactic Empire Technology. Much of their other technology is copied from civilian designs. Some areas include weaponry, electronics, propulsion systems (both sub light and faster than light drives), and defensive shields.


The Slayne Kraken class is directly descended from the Slayne's first warship design. Hundreds have been built although huge numbers have been destroyed. A little less than a hundred of these cruisers are in service. Like most Slayne vessels, Consortium Navy Intelligence uses monster names to describe the vessels. Greatly modified since that design, the vessel can be considered virtually a new design. It is believed that no "original" Kraken class cruisers remaining in service. The Kraken class was improved slowly so there is no defined "improved" version. The Kraken fills a similar role to the Trans-Galactic Smasher and the Consortium Warshield class cruisers. It is large, around twice the mass of a Warshield class.


One of the unchanged parts of the design is the hull of the vessel. This dull black bio-armor is incredibly tough, equal to that of the best alloys and composites used by the most advanced civilizations. As well, the material can regenerate damage and can adapt to weapon systems. The hull is grown on a frame and is covered in what appears to be spikes and thorns. No two Kraken class cruisers appear exactly the same. While not up to modern standards, the ship is also protected by a variable force field. The original version of the Kraken did not mount a variable force field but instead mounted a standard force field based on a civilian design.


Instead of mounting an anti-matter power plant like the most advanced Consortium and Kreeghor warship classes, the Kraken mounts fusion power plants. While these power plants are far more massive than anti-matter plants, they are extremely safe compared to anti-matter plants. The ship uses contra-grav propulsion systems similar to Consortium and Kreeghor designs although more massive than the more advanced civilizations. Top velocity in faster than light space is about three light years an hour.


As far as environments, the Slayne can survive in much more extreme conditions than most sentient organisms in the Three Galaxies. They can survive both extremes of temperature and quite low oxygen contents. Life support is extremely primitive aboard the ship and humans would have a hard to survive aboard the ship for any length of time. Aboard the ship is a hydroponic section which grows a bacteria type food source which the Slayn can eat. A human would likely barely even recognize the hydroponic section. The hydroponic section also produces a large percentage of the oxygen aboard the ship.


The crew is far larger than human crewed vessels with a crew of six hundred. Most of the crew are from the "worker" class. About a dozen of the crew are of the "officer" class and about sixty "engineers" are also onboard the cruiser. Two hundred troops of the "soldier" class are carried aboard equipped with power armors. The Kraken class carries only a dozen "Smiter" class fighters aboard which are crewed by engineers. The Slayne fighter classes lag behind those of the Consortium and the Kreeghor. As such, they operate far smaller numbers of fighters.


Originally the main weaponry of the cruiser were missiles derived from the civilian defensive missiles carried aboard the merchant vessel which they originally gained their space travel technology. These were far less capable than true capital missiles and the launchers were replaced by four standard capital missile batteries based on older Kreeghor designs. Even though far more massive than more modern launchers and a total of one hundred and sixty missiles. The Slayne have not mastered the more advanced missile types such as gravity singularity, super heavy anti-matter, and X-Ray laser warheads. As well, they have not developed the "brilliant" guidance system.


Defensive missile batteries are virtually unchanged from the original launchers. A total of eight medium range missile launchers are mounted on the Kraken. These launchers are based on civilian launchers although payload is increased for the launchers. A total of five hundred and twelve medium range missiles are carried with sixty-four per launcher.


The originally battery of heavy direct fire weapons of the Kraken were modified from the defensive laser weaponry mounted aboard the civilian design which they also copied their original space technology from. These have been replaced by more powerful weapon systems. Main energy battery is a pair of 25 cm laser cannons and six 12 cm lighter laser cannons. The 25 cm mounts fire directly forward with the lighter weaponry mounted along the sides of the cruiser.


Defensive batteries of the ship were originally also based on the defensive laser battery of the merchant origins of most of their technology. These have also been upgraded. A total of sixteen defensive mounts act as close defense weaponry of the cruiser. Eight combine a laser array with mini-missile launchers and eight combine a conventional rail gun with mini-missile launchers. The Slayne do not have the manufacturing technology for gravity rail guns. Each mini-missile launcher has twenty-four mini-missiles ready to fire. The Slayne do have smart guided mini-missiles.


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


Model Type: Slayne Kraken Cruiser
Vehicle Type: Heavy Cruiser
Crew: 622 (12 "Officer" Types, 64 "Engineer" Types, and 546 "Worker" Types
Troops: 220 "Soldier" Types (Equipped with power armors), 16 "Engineer"Types (Fighter Pilots)


Vehicle, Robots, and Power Armors:
Power Armors:

220Slayne "Ravager" Power Armors
Fighter Compliment:
12Slayne "Smiter" Space Fighters


M.D.C. By Location:

25 cm "Horn" Heavy Laser Cannons (2, Front):1,200 each
12 cm Heavy Laser Cannons (6, Sides):650 each
Cruise Missile Batteries (4, Front and Sides):800 each
Medium Range Missile Batteries (8):240 each
Point Defense Lasers / Missile Batteries (8):220 each
Rail Cannons / Missile Batteries (8):220 each
[1] Main Engines (2)12,000 each
[2] Bridge:14,000
[2] Secondary Bridge:14,000
Hanger Bay:6,000
[3] Main Body:62,800
[4] Variable Force Field:3,000 a side (18,000 Total)


Notes:
[1] Destroying the main engines means that the ship’s faster than light propulsion systems are destroyed and maximum sublight speed is reduced by half.
[2] 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.
[3] 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.
Has the ability to repair itself. The ships hull and ships systems regenerate damage at the rate of 1D4x100 M.D.C. per minute. The ship can only repair up to half the total M.D.C. of the main body without needing additional resources.
[4] Shields positions can be varied and all could be combined in one shield. Shields regenerate at the rate of 5% (900 M.D.C.) per melee round.


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 0.65 percent of light per melee.
Atmospheric Propulsion: Maximum speed is 200 mph (321.9 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 3 light years per hour.
Maximum Range: Effectively Unlimited by either Drive system. Carries about six year worth of supplies on board and has a small hydroponic (bacteria type) section.


Statistical Data:
Length: 805.45 feet (245.5 meters) for the main hull. 878.61 (267.8 meters) with horn cannons. Spikes / thorns add an additional 29.53 feet (9 meters) to the length of the ship.
Height: 263.12 feet (80.2 meters) for the main hull. Spikes / thorns add an additional 29.53 feet (9 meters) to the height of the ship.
Width: 316.93 feet (96.6 meters) including cruise missile batteries. 290.68 feet (88.6 meters) for main hull. Spikes / thorns add an additional 29.53 feet (9 meters) to the width of the ship.
Weight: 242,508.5 tons (220,000 metric tons)
Power System: Fusion with a 12 year life span. The ship normally only goes 5 years between refueling and refitting.
Cargo: Small cargo hold that can carry up to 5,511.6 ton (5,000 metric tons) of cargo not including standard compliment of supplies and ammunition. Ship is extremely cramped compared to the ships of most navies. Most of the ship’s spaces are taken up by extra ammunition, armor, troops, weapons, engine, and other equipment.
Market Cost: The Slayne will not sell these ships. While the technology of the ship is based on older designs of the other cultures of the Three Galaxies. Due to the bio-armor, many civilizations would offer huge sums of money for the vessel (Several billion at least.)


WEAPON SYSTEMS:

  1. Two (2) 25 cm "Horn" Heavy Laser Cannons: Kreeghor style weapon systems. Cannons are located on the 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 capital scale 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. Six (6) 12 cm Laser Cannons: Kreeghor style weapon mount in the sides of the vessel. Weapon system designed for anti-capital ship and anti-installation. Weapon system can engage multiple different targets or can be combined to strike one target. 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 capital scale weapon system.
    Maximum Effective Range: 16,000 miles (25,750 km) in space and 16 miles (25 km) in an atmosphere.
    Mega-Damage: 1D6x100 + 100 M.D. each (Two can be combined for 2D6x100 + 200)
    Rate of Fire: Two per cannon per melee or can fire in double blasts.
    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. 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.
    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 ten (10) per launcher, per melee round, for a total of forty (40) missiles per melee. Launchers are reloaded on the same melee and can be fired again on the next.
    Payload: 160 total, 40 cruise missiles per launcher.
  4. Eight (8) Medium Range Missile Batteries: Based on civilian type launchers although have a higher payload. Medium range missiles have 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) missiles per battery
    Payload: 64 per battery for a total of 512 medium range missiles.
  5. Eight (8) Point Defense Lasers/Mini Missile Batteries: Unlike most of the rail guns used on most Phase World Starships, these are standard electromagnetic rail guns. 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. per blast. 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: 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 6,000 rounds/ 200 Bursts each, has 24 mini-missiles at each launcher (192 total, can carry potentially several times more in storage holds.)


Special Equipment:



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Writeup by Kitsune (E-Mail Kitsune).


Copyright © 2010, Kitsune. All rights reserved.



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