T.G.E. Super Berserker Light Attack Vessel:


The Kreeghor Empire has consistently been engaging their ships with other groups and finding that they have not been destroying as many enemy ships as they would like and that the ratio of their loss compared to enemy losses was much higher than they would like. These engagements have included both full fledged battles against the Free Worlds Council fleets and raids against the Consortium of Civilized Worlds and the United Worlds Warlock that the Trangalactic Empire claimed were pirate raids. The Kreeghor Emperor was also very nervous about strengthening command structure of fleets because of fear of an Admiral of trying to take over the Transgalactic Empire. Because of this, the attempt was made to make the smaller combatants harder to fight in an individual basis and giving the ships larger teeth to fight with. As a result, the Super Berserker class light attack vessel has been developed. So far, this ship design has taken over about one quarter of the Trangalactic Empires production of Berserker class destroyer. As far as the production plans of the future, the Kreeghor Emperor plans to replace half of all Berserker production within one year and all berserker production within two and a half years with the Super Berserker. He has no plans to modify existing Berserkers by replacing horn cannons with X-Ray laser arrays.


These ships has never been used against ships of the Consortium of Civilized Worlds or the United Worlds Warlocks because it would be too suspicious to believe that the ship is a pirate ship but the ship has been used against Free Worlds Council ships and has been devastating in battle against the Free World's ships. The first time this ship design was used in battle, the ship met 2 standard Hunter class destroyers. The ship closed quickly to beam weapon range and fired both weapons at the first Hunter, destroying it. As the ship quickly left energy weapon range, the ship fired it's cruise missile batteries at the other Hunter and was able to overwhelm the Hunter's point defense weaponry very quickly.


This ship is built off the frame of a standard Berserker class missile ship but is actually designed for close combat instead of long range combat. This is because the horn lasers have been replaced by an extremely high powered energy weapons that use a nuclear fusion explosion to power the X-ray laser array. This weapon is very powerful but has severe dangers inherent in the weapons design. Because of how powerful this weapon is, the Super Berserker will attempt to close as fast as it can so the ship can fire the ships X-Ray laser arrays before it can be destroyed by missiles. This weapon is more further described under the weapon system listing. The ship is otherwise like a standard Berserker. This means that it still carries two cruise missile batteries with ten launchers in each battery and eight combination gravity rail guns and mini-missile launchers for point defense. The ship, like the original Berserker, also carries no troops or fighters.


The Super Hunter class destroyer, in service in the fleets of the New Coventry Star Kingdom, can fire an almost equivalent firepower over the period the X-ray lasers take to be reloaded and rearmed because of its much higher rate of fire and the Hunter does not have the dangers of exploding a bomb inside of your starship.


In physical appearance, this ship is identical to a standard Berserker except that in place of the Horn Lasers are the experimental weapon system. These weapons appear to be fat tubes in appearance as apposed to the long slender structures of the horn cannons.


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


Model Type: TIV-AS2
Vehicle Type: Light Attack Vessel
Crew: 103
Troops: None
Vehicle, Robots, and Power Armors: None


M.D.C. By Location:

X-ray Laser Arrays (2, Underside):550 each
Cruise Missile Batteries (2, front):1,000 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.) 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. Frigate 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: 112 feet (34.1 meters) from the X-ray laser arrays to the top of the ship or 80 feet (24.4 m) main body only.
Width: 65 feet (19.8 meters)
Weight: 7,600 tons (6895 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: Small Cargo holds about 20 x 20 x 20 feet (6.1 x 6.1 x 6.1 meters). If all the ships ammo for was taken out, amount of cargo the 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 365 million Credits.


WEAPON SYSTEMS:

  1. Two (2) X-Ray Laser Arrays: This weapon system is powered by a nuclear fusion bomb. The bomb is detonated inside a series of very powerful force fields and incredibly heavy armor that are designed to resist the explosion. The energy and radiation of the explosion are directed to power a series of X-ray laser arrays that are longer ranged than those of an X-ray missile warhead. Each cannon fires off 10 X-ray laser beams from the explosion. They can be targeted as one or individually. Individually targeting the lasers reduces the damage because not all beams will usually hit but it virtually removed the chance the weapon system will completely miss. This is because normally the target will attempt to make radical course change changes as the weapon fires and can completely dodge much easier if the beams are targeted together. When fired together, the two X-Ray Laser Arrays can easily destroy frigates and destroyers in one shot. Laser resistant materials do not take half damage from this weapon. The weapon has less range than the original horn laser's beams unfortunately. The weapon system also has a major problem. Each time the weapon is fired, there is a 5% chance the shield around the fusion explosion will fail causing that weapon system to be destroyed. In addition, 1% of the time the array is fired, the system will fail catastrophically and destroy the ship in a massive explosion (the whole crew is killed). The weapon system cannot be used to engage targets while traveling at faster than light velocities.
    Maximum Effective Range: 8,000 miles (12,875 km) in space and 8 miles (12.9 km) in an atmosphere.
    Mega-Damage: fires ten beams with each doing 2D4x100 per beam (2D4x1,000 for one array total or 4D4x1,000 for both arrays when combined)
    Rate of Fire: 1 shot per array for every two melees rounds.
    Payload: Weapon requires a fusion bomb to fire array. The ship can carry up to 200 bombs (100 for each array) but will normally only carry 40 bombs (20 for each array) unless on long range missions.
  2. Two (2) Cruise Missile Batteries: 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. 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 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 10 per launcher, per melee round, for a total of 20 missiles per melee. Launchers are reloaded on the same melee and can be fired again on the next.
    Payload: 100 total, 50 cruise missiles per launcher
  3. Eight (8) 22 mm GR Rail Gun/Mini Missile Batteries: Weapons are mounted around the ship for point defense. 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) 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, can carry potentially several times more in storage holds.)



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Writeup by Kitsune (E-Mail Kitsune).


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