T.G.E. Battle Axe class Minesweeper:

(Modified Berserker Light Attack Vessel):


The Berserker attack ship is the foundation of the Trans Galactic / Kreeghor Naval Forces. Huge numbers of these attack craft are operated by them and a surprising number of these vessels are operated outside of the Trans-Galactic Empire. The most common other power operating these ships is the Free World Council although these ships are operated by mercenaries and other small powers.


The basic design of the Berserker is also used as the basis of the main minesweeper design operated by the Trans-Galactic Empire. This class is know as the Battle Axe class. The numbers are tiny compared to the number of attack craft. There was an older class of minesweeper based on the older Berserker design although all have been long retired. Still, a small number of these older ships are operated by other powers. Only a handful of the newer Battle Axe class Minesweepers are operated outside of the Trans-Galactic Empire with most in Free World Council fleet. The Kreeghor Empire also operates a mine layer design based on a cruiser design.


Minesweepers in the Three Galaxies operate under different principles compared to ocean type minesweepers. One reason is that mines are often energy batteries or autonomous missile batteries. Minesweepers have to engage mines at a longer range as a result. Minesweepers use long range missiles usually to destroy mines and they have to have good point defensive systems to protect the minesweepers. Most Minesweepers are relatively small, destroyer class, although some are based on larger designs such as battleships. They also have to mount extremely powerful although fairly short ranged sensor array.


Most of the systems of the standard Berserker are retained on the minesweeper. These include the basic hull, the defensive shields, and the propulsion systems. The ship has a top speed of about four light years per hour and can operate with Trans-Galactic Empire battle fleets. One major change is a powerful sensor array which combines radar, gravity sensors, and neutrino sensors. Mounted between the twin heavy lasers, the sensor systems are slightly shorter ranged than the sensor arrays mounted on the Consortium Shark class minesweeper. The sensor system is one of the main reasons behind the larger crew than a standard Berserker. Cargo capacity is greatly reduced compared to a standard Berserker.


Much of the weaponry from the standard Berserker design is also retained. The main energy weapons carried by the Black Axe, a pair of 12 cm laser cannons, are retained even though they are not effective in the vessel's primary role. As well, the point defense batteries are retained. A total of eight mounts which combine a 22 mm gravity rail gun and mini-missile launchers. These are of more use for the minesweeper as the close range defense of the vessel.


The major change in the design is the replacement of the cruise missile batteries with a pair of long range missile batteries and a pair of medium range missile batteries. Between the batteries, a total of eighty long range missiles and one hundred and twenty medium range missiles are carried. The long range missiles usually are outfitted with advanced "Brilliant" guidance system.


One weakness of most Trans-Galactic Empire designs are outfitted with little in the way of long range defensive systems. The official reasoning for this is that Kreeghor ships are not suppose to operate in defensive roles. A few creative and flexible commanders have experimented with operating these minesweepers with a pair of standard Berserkers with the battle fleet. In this role, the 12 mm laser cannons can be useful.


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


Model Type: TIV-MS
Vehicle Type: minesweeper
Crew: 109
Troops: None
Vehicle, Robots, and Power Armors: None


M.D.C. By Location:

Central Sensor Suite (Front):500
Horn Heavy Laser Cannons (2, Underside):700 each
Long Range Missile Launcher (2, Front):500 each
Medium Range Missile Batteries (2, Front):300 each
GR Cannons/Missile Batteries (8):400 each
[1] Bridge:1,500
[2] Main Body:3,500
[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. This ship does not have an auxiliary bridge. The ship can still be piloted from engineering but ship is -3 to dodge. All weapon systems will be at local control. Weapon hits near the bridge can injure crew members near the bridge.
[2] Depleting the M.D.C. of the main body will put the Frigate 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.)


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 ship can accelerate/decelerate at the rate of 0.9 percent of light per melee.
Atmospheric Propulsion: Maximum speed is 500 mph (804.7 km), 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 light years per hour.
Maximum Range: Effectively Unlimited by either Drive system. carries about one year worth of supplies on board.


Statistical Data:
Length: 300 feet (91.5 meters)
Height: 104 feet (32.7 meters) from the horn cannons to the top of the ship or 80 feet (24.4 m) main body only.
Width: 65 feet (19.8 meters)
Weight: 7,165.0 tons (6,500 metric tons) fully loaded
Power System: Anti-Matter with a 40 year life span. The ship normally only goes 8 years between refueling and refitting.
Cargo: In addition to the standard compliment of ammunition and supplies, the vessel can carry 20 tons (18.1 metric tons) of additional cargo. 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: No ships of this design have ever been put on sale on the market. Cost to build ship is about 350 million Credits.


WEAPON SYSTEMS:

  1. Two (2) 12 cm Horn Heavy Laser Cannons: Retained from the standard Berserker class attack craft even though of limited use in the vessel's primary role. Weapon system designed for anti-capital ship and anti-installation.They have the standard penalties for capital scale weaponry to strike small targets such as fighters and other such small targets. Weapon system can engage two different targets or can be combined to strike one target. Weaponry fires in a 45 degree cone off the bow of the vessel. The weapon system cannot be used to engage targets while traveling at faster than light velocities.
    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 (2D6x100 + 200 for both cannons)
    Rate of Fire: Two per cannon per melee or two double blasts
    Payload: Effectively Unlimited
  2. Two (2) Long Range Missile Batteries: With the medium range missile, replaces the cruise missile launchers. Long range missile has a top speed of Mach 20 in an atmosphere and in space has an acceleration of 8% of light per turn (faster than any starship.) 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 star ships (Great for hitting bases and planets because target does not move and missile when dead at -25% to detect.) Long range missiles do not have minuses to hit small targets unlike cruise missiles and are all considered smart missiles. Launchers can launch on multiple targets each.
    Maximum Effective Range: Long Range Missile range is 3,400 miles (5,470 km) in an atmosphere and 1,800,000 miles (2,897,000 km/9.7 light seconds) in space.
    Mega-Damage & Properties: See revised Phase World missile tables for details (Fusion warheads inflict 2D4x100 M.D.C. each.)
    Rate of Fire: Can fire missiles one at a time or in volleys of two (2), four (4), or eight (8) missile per launcher melee attack for a maximum of sixteen (16) long range missiles per melee
    Payload: Eighty (80) total, forty (40) long range missiles per launcher
  3. Two (2) Medium Range Missile Batteries: With the long range missiles launchers, replace the cruise missile launchers. Replaces mini-missile launchers. 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 launcher melee attack for a maximum of sixteen (16) long range missiles per melee
    Payload: Sixty (60) per battery for a total of One Hundred and Twenty (120) medium range missiles.
  4. Eight (8) 22 mm GR Rail Gun/Mini Missile Batteries: Each turret can rotate 360 and has a 180 arc of fire. Weapons are mounted around the ship for point defense. The rail gun fires projectiles at incredible velocities compared to rail guns on Rifts Earth and projectiles are fired from the 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) in space. 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. Gravity Rail guns have a range of 4 miles (6.4 km) in an atmosphere and 200 miles (362 km) in space
    Mega-Damage: GR-Cannon inflicts 3D6x10 M.D. for a 40 round burst. Mini-Missiles damage varies 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: GR Cannon has 8,000 rounds/ 200 Bursts each, has 32 mini-missiles at each launcher (256 total, no reloads are usually carried).


Sensor System of Note:



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Writeup by Kitsune (E-Mail Kitsune).


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