Slayne Leviathan War Cruiser:


One of the many lesser powers in the Three Galaxies, the Slayne control a total of around twelve systems. This is slightly misleading because they can survive in extreme environments without support. They have colonized planets which would have likely been left uninhabited otherwise. The Slayne have no close Terran equivalent in terms of biology although can be considered sentient. They have a society which has feudal and hive like features.


While the Slayne lag behind the major powers of the Three Galaxies as far as technology, they reside in a comparative backwater and are able to compete with their neighbors. As well, they have advanced bio-materials which are as strong as some of the strongest alloys and composites used by the most advanced civilizations. As such, their ships and other designs can withstand incredible abuse.


The Slayne Leviathan is their largest warship. Unlike the Kraken class, the Leviathan is a second generation ship which was developed only after the Slayne managed to acquire some true military technology even if comparatively primitive. It is hard to catagorize the vessel. The most similar in size is the Wyvern class pocket battleship produced by the Tri-Galactic Military Service. Unlike the "Pocket Battleship," it is armed with cruiser scale weaponry and is an outgrowth of a cruise design. As such, the most preferred term among military analysts is "War Cruiser."


These ships do sometimes operate on their own although they much more commonly operate as flagships of a squadron of Kraken class cruisers. Destroyers often operate as screening elements. It appears as if about a dozen of these War Cruisers are in service with several are known to have been lost in engagements. How long it takes to produce one of these War Cruisers is unknown.


As with the Naga and Kraken class vessels, the hull of the War Cruiser is made from the incredibly strong bio-armor which the Slayne specialize in producing. This black hull material appears to be grown and is covered in what appears to be thorns or spikes. No two Leviathan class vessel appear to be exactly the same. As well, the hull has the ability to both regenerate damage and adapt to attacks against it.


The rest of the ship is less advanced. Most of the Slayne's technology is adapted from those of other powers. While fairly adept at copying technology, they are far less able to develop their own new technology. They are slightly better at adapting systems but even there they are behind most other sentient organisms in the Three Galkaxies.


The ship is protected by a variable force field although the shield lags behind those of the major powers. They are only slightly more powerful than those mounted on the far smaller Consortium Warshield class cruiser. This shield is one of their few known examples of actually adapting technology. The shield system on the Kraken class simply was not powerful enough to be effective protection for the War Cruiser.


Like the smaller vessels produced by the Slayne, the power plant on the Leviathan are fusion plants instead of an anti-matter power plant. These have an advantage, especially for a group still grappling with advanced technology, of being far safer. These plants are far more massive than fusion plants operated by the more advanced civilizations of the Three Galaxies. The engines on the Leviathan are also pretty massive although are limited to only around three light years per hour. Acceleration in normal space is also far less than those of most warships.


Life support is quite primitive aboard the vessels. In fact, a human aboard one of their ships would require additional support, such as an environmental suit, to survive any length of time. The Slayne require far less oxygen than most organisms and can survive in extreme environments as far as heat and cold. Like other vessel classes, these ships have a hydroponic section which grows bacteria which act as one of their main food sources. Most other organisms could not subsist off of this bacteria.


These ships do carry a larger fighter compliment than other Slayne warship classes with thirty-six fighters total. These fighters lag behind most more modern fighters and the "Smiter" fighters act mostly in defensive roles for the War Cruiser. About twice as many soldiers are carried aboard as the Kraken class cruiser with the troops equipped with Ravenger class power armors. For crew, the ship operates with a crew of around a thousand, far greater than a human ship likely would require, with the vast majority being "worker" types. Many tasks performed by automation are performed by them. Two dozen "Officer" types are embarked and over a hundred "Engineer" types are part of the crew. Sometimes a single "Lord" or a pair of "Lords"will be aboard one of these War Cruisers.


This ship is interesting in how its is armed. Most of the Slayne ships are equipped more for missile combat than for energy weaponry. The Leviathan is much closer balanced than most other classes. Still, it does carry a heavy missile battery of six capital scale missile launchers. These are adapted from older Kreeghor type launchers although the ship does have an increased missile payload. A total of eighty missiles per launcher are carried. The Slayne lack the most advanced missile types such as as gravity singularity, super heavy anti-matter, and X-Ray laser warheads. As well, they have not developed the "brilliant" guidance system although they do have "smart" missile technology.


The Slayne, unlike the Consortium, do not operate long range missile launchers for defensive batteries. Instead their vessels mount medium range missile batteries which are adapted from a merchant class battery from the ship which they originally gained space capabilities from. The launchers have been modified for a greater payload. The Leviathan mounts a total of twelve of these batteries.


These War Cruisers lack true battleship class weaponry. Instead six 25 cm and twelve 12 cm heavy lasers similar to those mounted on the Kraken are carried. These weapon systems are from Kreeghor weapon systems like many of the weapon systems carried on the War Cruiser. The 25 cm heavy laser battery is designed to fire directly forward with the lighter weaponry designed to cover the sides of the vessel.


A light defensive battery of twenty-four mounts are carried mostly for defense against incoming missiles. Combined with a direct fire weapon system, each has a mini-missile launcher with twenty-four missiles. Half of the mounts have a laser mount with the other half being a standard electromagnetic rail gun. The Slayne presently lack the technology to manufacture gravity rail guns although the electromagnetic rail guns are still quite capable. Also, as extremely mature technology, the electromagnetic mounts are extremely easy to mainatin.


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


Model Type: Slayne War Cruiser
Vehicle Type: Light Battle Cruiser
Crew: 1040 (24 "Officer" Types, 120 "Engineer" Types, and 896 "Worker" Types. Sometimes a single "Lord" or a pair of lords will be onboard.
Troops: 480 "Soldier" Types (Equipped with power armors), 48 "Engineer"Types (Fighter Pilots)


Vehicle, Robots, and Power Armors:
Power Armors:

480Slayne "Ravager" Power Armors
Fighter Compliment:
36Slayne "Smiter" Space Fighters


M.D.C. By Location:

25 cm "Horn" Heavy Laser Cannons (6, Front and Sides):1,200 each
12 cm Heavy Laser Cannons (12, Sides):650 each
Cruise Missile Batteries (6, Front and Sides):800 each
Medium Range Missile Batteries (12):240 each
Point Defense Lasers / Missile Batteries (12):220 each
Rail Cannons / Missile Batteries (12):220 each
[1] Main Engines (2)20,000 each
[2] Bridge:22,000
[2] Secondary Bridge:22,000
Hanger Bay:12,000
[3] Main Body:122,000
[4] Variable Force Field:6,000 a side (36,000 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 2D4x100 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% (1,800 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 0.60 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: 1340.55 feet (408.6 meters) for the main hull. 1378.61 (420.2 meters) with horn cannons. Spikes / thorns add an additional 39.37 feet (12 meters) to the length of the ship.
Height: 291.34 feet (88.8 meters) for the main hull. Spikes / thorns add an additional 39.37 feet (12 meters) to the height of the ship.
Width: 356.96 feet (108.8 meters) including cruise missile batteries. 328.74 feet (100.2 meters) for main hull. Spikes / thorns add an additional 39.37 feet (12 meters) to the width of the ship.
Weight: 2.31 million tons (2.1 million 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 55,116 tons (50,000 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. Six (6) 25 cm "Horn" Heavy Laser Cannons: Kreeghor style weapon systems. Two cannons are located on the front of the starship and four are located along the side. Weapons 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 (Two can be combined for a total of 2D4x1000.)
    Rate of Fire: Maximum of once per melee per cannon.
    Payload: Effectively Unlimited.
  2. Twelve (12) 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. Six (6) Cruise Missile Batteries: The older Kreeghor launchers could launch as large a volley as the newer launchers and are modified for a higher payload (double from 40 to 80 cruise missiles.) 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 sixty (60) missiles per melee. Launchers are reloaded on the same melee and can be fired again on the next.
    Payload: 480 total, 80 cruise missiles per launcher.
  4. Twelve (12) 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 768 medium range missiles.
  5. Twelve (12) 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. 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 (288 total, can carry potentially several times more in storage holds).
  6. Twelve (12) 20 mm Electromagnetic Rail Gun/Mini Missile Batteries: Unlike most of the rail guns used on most 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 (288 total, can carry potentially several times more in storage holds.)


Special Equipment:



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Image drawn and copyrighted by Talis D. Merrill (taalismn@pop.tiac.net).


Writeup by Kitsune (E-Mail Kitsune).


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