T.G.E. Death Trap class FTL Interdiction Battle Cruiser:


For long years, battle between starships have been virtually exclusively fought around star systems. Within the last hundred years, special missile warheads were designed that created a small and localized disturbance that can pull ships out of FTL travel but they have a very limited radius. A recent breakthrough has been a far more powerful generator that can be used multiple times and effects a much larger radius. Interestingly, the Trans-Galactic Empire was the first group to come out with the design. The Trans-Galactic Empire constructed the first model on the hull of a converted cargo ship. It worked very well until it pulled something nasty from FTL travel. The Kreeghor claims that the ship was being used by the border of the C.C.W. but it is more likely that it was being operated within the C.C.W. border. Whatever the ship was, it was small, packed a huge amount of weaponry, and decimated the battle fleet escorting the Generator. The Kreeghor suspect that they pulled a Neural Prime from FTL travel. The second is being built on the hull of an Eradicator class Battlecruiser and is expected to be commissioned soon. This means that the conventional weaponry had to be greatly reduced and the Death Trap carries about the weaponry of a heavy cruiser. The eventual plan is to have about twelve of the Death Trap class FTL Interdiction Battlecruisers. Unlike most Kreeghor capital ships, this ship will normally be escorted by cruisers and frigates. One theory being entertained by several members of C.A.F. think tanks is that the ships will be used to make C.A.F. ships disappear without the Kreeghor being accused.


In external appearance, the Death Trap looks like the Eradicator class Battlecruiser with the exception that it has four projections on each side that are the gravity wave generators. The gravity wave generators are the heart of the system. It works by setting up a randomly variable gravity field. They have the ability to both prevent ships to enter into FTL travel and to pull ships out of FTL travel if they are using a Contra-Grav Drive or Phase Drive. This makes these ships good at controlling merchant trade and to attack fleets during FTL travel. It takes about ten minutes for a FTL propulsion system to be reactivated once a ship has been pulled from FTL travel. The ships are lighter armed than Eradicators but is still decently armed. The ship has four heavy capital missile batteries, two heavy laser cannons, four smaller capital scale laser cannons, and four heavy gravity rail guns. The rail guns are effective against targets that are impervious to energy. As far as anybody has been able to tell, these batteries are virtually identical copies to those carried on CAF ships. No bomb charged X-Ray Lasers are carried because the ships are considered too valuable to be lost due to an internal explosion. For point defense, the ship has sixteen combination laser cannons and mini missile launchers and the same number of combination rail guns and mini-missile launchers. This gives the ship very good defenses against other ships. The ship carries about the same shields and armor of an Eradicator class Battlecruiser. The ship has excellent sensors that gives a 50% increase in the range able to detect starships moving at FTL speeds. As well, the ship has a battle link so it can control a battle group.


Because the ship may be required to board other ships, the Death Trap carries more fighters and soldiers than the Eradicator does but still carries far less troops and fighter than a Doombringer class Dreadnought. The ship carries standard of six squadrons of twelve fighters each. Three of these squadrons are fighters and the new Sharktooth fighters have been assigned to this roll and the ship carries three squadrons of Flying Fang Bombers. The ship also carries a good number of power armors to increase the effectiveness of boarding parties.


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


Model Type: TIV-DTIBC-2
Vehicle Type: FTL Interdiction Battlecruiser
Crew: 2,800
Troops: 1,200 Marines and 140 Fighter Pilots


Vehicle, Robots, and Power Armors:
Power Armors:

160Warlord Mark I
80Warlord Mark II
Fighter Compliment:
48ST-110 Sharktooth Light Starfighters
24FFB-120 Flying Fang Bombers (Carries 4 Cruise missiles)


M.D.C. By Location:

[1] Gravity Wave Generators (4):2,000 each
Heavy Laser Cannon Lances (2, top):1,500 each
12 cm Secondary Heavy Laser Cannons (4):800 each
8 cm G-Cannon Turrets (4):750 each
Heavy Capital Missile Batteries (4, front & Sides):1,200 each
Point Defense Lasers / Missile Batteries (16):350 each
GR Rail Cannons / Missile Batteries (16):400 each
Outer Hull (40 ft/ 12.2 m Area):180
Inner Hull (40 ft/ 12.2 m Area):100
[2] Bridge:40,000
[2] Secondary Bridge:40,000
Hanger Bay:30,000
[3] Main Body:200,000
[4] Variable Force Field:10,000 a side (60,000 Total)


Notes:
[1] The destruction of one Gravity Wave Generator will prevent the F.T.L. Interdiction system from operating
[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 Battlecruiser out of commission. All internal systems will shut down, including life support and internal gravity. The ship itself will be an unsalvageable floating wreck.
[4] Shields positions can be varied and all could be combined in one shield. Shields regenerate at the rate of 5% (3,000 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. The battlecruiser can accelerate/decelerate at the rate of 0.85 percent of light per melee.
Atmospheric Propulsion: Maximum speed is 300 mph (480 kph), can enter an atmosphere and can leave but is not designed for extended atmospheric use.
Stardrive: Uses a Gravitonic Drive system that allows the ship to reach a maximum of 5.0 light-years per hour.
Maximum Range: Effectively Unlimited by either Drive system. Carries about two years worth of supplies on board.


Statistical Data:
Length: 3,720 feet (1,133.9 meters)
Height: 610 feet (185.9 meters)
Width: 875 feet (266.7 meters)
Weight: 14.5 million tons (13.2 million metric tons) fully loaded
Power System: Anti-Matter with a 50 year life span. The ship normally only goes 10 years between refueling and refitting.
Cargo: Several small cargo holds can carry an additional 20,000 tons total. 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: 52 billion to construct. No ships of this design have ever been put on sale on the market by the Kreeghor Military. Various intelligence groups of other governments would offer huge sums of money to purchase on of these ships


WEAPON SYSTEMS:

  1. Gravity Wave Generator: This system is a very special system that has the ability to prevent most FTL propulsion systems from activating and can be used to pull ships using Contra-Grav and Phase Drive FTL propulsion from FTL travel. It does this by setting up a randomly fluctuating gravity field. It normally requires a period of ten minutes before a ship pulled out of FTL in this way can re-enter FTL travel. The system will effect targets traveling at faster than light speeds but cannot be activated while the ship is traveling at faster than light velocities.
    Maximum Effective Range: 372,564 (599,460 km / 2 light second) radius
    Effects: Prevents ships using most FTL travel systems from entering FTL and pulls ships using Contra-Grav and Phase Drive FTL propulsion from FTL travel. Requires 10 minutes for a ship to re-enter FTL.
    Rate of Fire: Effectively Unlimited, requires 2 melee of charging to activate and 2 melees to shut down
    Payload: Effectively Unlimited.
  2. Two (2) 30 cm Heavy Laser Cannon Lances: Cannons are identical to the main cannon of the Smasher but the ship carries two cannons in place of the one on the Smasher and have heavier armor around them. The cannons mounts are located on the top 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 large weapon system. The barrels can be fired either forward and can be rotated 60 degrees horizontally or vertically.
    Maximum Effective Range: 100,000 miles (161,000 km) in space. and 100 miles (161 km) in an atmosphere.
    Mega Damage: 1D6x1000 M.D.C. each and can be combined for a total of 2D6x1000.
    Rate of Fire: Maximum of once per melee per cannon.
    Payload: Effectively Unlimited.
  3. Four (4) 12 cm Heavy Laser Cannons: These weapons are scattered around the ship and are the ships support energy weaponry. The weapon systems, like the primary laser cannons, are 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. Each laser in mounted in a turret that has a 360 degree rotation and a 90 degree arc of fire. Up to two cannons may be combined as one volley or all weapons may be targeted individually. 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 two cannons)
    Rate of Fire: Two per cannon per melee or two double blasts
    Payload: Effectively Unlimited
  4. Four (4) 8 cm Heavy Rail Guns: Used as one of the ships secondary batteries. They are used against targets that are impervious to energy as well. System can be operated by a gunner or a gunner program (+2 to strike, 3 Attacks per melee) and can rotate 180 degrees. Rail gun projectile speed should be considered to be a significant fraction of the speed of light. The weapon system cannot be used to engage targets while traveling at faster than light velocities. They have the standard penalties for capital scale weaponry to strike small targets such as fighters and other such small targets.
    Maximum Effective Range: 10,000 miles (16,100 km) in space, range is 10 miles (16.1 km) in an atmosphere.
    Mega Damage: 1D4x100 M.D.C. per 80 round burst each.
    Rate of Fire: Equal to the combined hand to hand attacks of the gunner (usually 4 or 5).
    Payload: 32,000 rounds each (400 bursts).
  5. Four (4) Heavy Capital Missiles Batteries: These launchers are in may ways are the heart of the Defiler II. Each battery can only launch up to 4 heavy capital missiles at one time but these missiles are much larger missiles than the cruise missile launchers on most ships in Phase World and actually contain a full four cruise missiles each. The Heavy Capital Missiles have penalties to hit small targets but are considered smart missiles. Each missile is considered to have 500 M.D.C. and are almost as large as a small starfighter. Because of this, the missiles cannot be carried on true starfighters. Missiles has a top speed of Mach 30 in an atmosphere and in space has an acceleration of 12% of light per turn (far faster than any starship.) When drive goes dead, the missiles will still travel in a straight line unless preset to self destruct or receives a destruct code but has very low odds of hitting star ships (Great for hitting bases and planets because target does not move and torpedoes when dead at -25% to detect.). Missiles actually carry 4 cruise missile in each that can separate anywhere along their range from the full range of a cruise missile away from their target to just before they strike their target or even staying intact until they strike the target. Missile from each battery may be aimed at the same target or may be aimed at separate targets. See modified starship rules for more details.
    Maximum Effective Range: Heavy Capital Missile Portion: Powered missile range is 16,000 miles (25,750 km) in an atmosphere and 8,000,000 miles (12,874,752 km/ 43 light seconds) in space. Cruise Missile Portion: After separation, the 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: Missile carries 4 cruise missile warheads (See revised Phase World missile tables for details.)
    Rate of Fire: Volleys of 4 per battery, per melee round, for a maximum of 16 missiles per melee. Launchers are reloaded on the same melee and can be fired again on the next.
    Payload: 128 total, 8 missiles per launcher and 32 per battery (Includes reloads).
  6. Sixteen (16) 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. 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. 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 3D4x10 M.D. 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 32 mini-missiles at each launcher (512 total, can carry potentially several times more in storage holds).
  7. Sixteen (16) 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 still 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 (362 km) in space.
    Mega-Damage: GR-Cannon inflicts 3D6x10 M.D. for a 40 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: GR Cannon has 8000 rounds/ 200 Bursts each, has 32 mini-missiles at each launcher (512 total, can carry potentially several times more in storage holds.)


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