T.G.E. Defiler class Heavy Cruiser:


Prior to the construction of the Smasher class Cruiser and the Kreeghor Dreadnought, the Defiler class Heavy Cruiser did the jobs of both of the classes. When the two newer ship classes entered service, the Defiler were removed from service and in many cases were scrapped. As a result, only a few Defilers remained. The Kreeghor lost a large number of Smasher class cruisers in wars against the Free Worlds Council and the REF units in Phase World. To replace some of the losses, the Kreeghor decided to put the remaining ships back into service. Unfortunately for the Trans-Galactic Empire, about one quarter the estimated number of Cruisers had disappeared. It was found that several administrators had sold ships to the Free Worlds Council, to Mercenary Companies, and to independent persons as well. Heads rolled, and in the Kreeghor Empire, this means literally. This does not solve the problem is that now the Kreeghor forces are now far under-strength when compared to the goals of the Empire. Virtually all available mothball ships were reactivated to strengthen their fleets. These ships can also sometimes be found in Free Worlds Council and small independent fleets.


The T.G.E. appears to be working on the construction of a new starship class that is based on the Defiler class. Several Governments are very nervous about the new ship.


The ship has a physical appearance similar to most Kreeghor ships although the ship is a fair amount larger than a Smasher class Cruiser. The Defiler has more firepower than a Smasher but is larger, requires a much larger crew, slower, has only equal shields, and carriers the same number of fighters as the Smasher as well. The ship carries four cruise missile launchers which gives the ship double the missile throw weight which makes the ship very dangerous. For energy weapons, the main weapon are two heavy laser cannons. The ships secondary weaponry is divided into two different types. The ship has six particle beam cannons for long range use. Like the laser cannon, they have a limited rate of fire. To support this, the ship also has eight plasma cannons. These are a very close weapons but take up little space and inflict a large amount of damage. For point defense weaponry, the ship has eight combination point defense laser and mini-missile launcher turrets combination point defense laser and mini-missile launchers and eight combination rail gun laser and mini-missile launcher turrets.


These ships are incredibly cramped with the vast majority of the ship being used for weaponry, engines, and other equipment. This is further increased by the carrying of fighters. As a result, only the officers have quarters and the crew sleeps in cubbyholes around the ship.


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


Model Type: TIV-DC
Vehicle Type: Heavy / Command Cruiser
Crew: 650
Troops: 400 Marines and 45 Fighter Pilots


Vehicle, Robots, and Power Armors:
Power Armors:

80Warlord Mark I
40Warlord Mark II
Fighter Compliment:
24FF-100 Standard Flying Fangs
12FFB-120 Flying Fang Bombers (Carries 4 Cruise missiles)


M.D.C. By Location:

Heavy Laser Cannon Lances (2, Top):1,000 each
Secondary Particle Beam (6):600 each
Horn Plasma Cannons (8):350 each
Cruise Missile Batteries (4, Front & Sides):800 each
Point Defense Lasers / Missile Batteries (8):200 each
Rail Cannons / Missile Batteries (8):250 each
Outer Hull (40 ft/ 12.2 m Area):125
Inner Hull (40 ft/ 12.2 m Area):85
[1] Bridge:8,000
[1] Secondary Bridge:8,000
Hanger Bay:5,000
[2] Main Body:35,000
[3] Variable Force Field:3,000 a side (18,000 Total)


Notes:
[1] 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.
[2] 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.
[3] 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. The cruiser can accelerate/decelerate at the rate of 0.6 percent of light per melee.
Atmospheric Propulsion: Maximum speed is 200 mph (322 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 two years worth of supplies on board.


Statistical Data:
Length: 820 feet (249.9 meters)
Height: 310 feet (94.5 meters) from the laser cannons lances to the bottom of the ship or 255 feet (77.2 meters) main body only.
Width: 240 feet (73.2 meters)
Weight: 210,000 tons (190,500 metric tons) fully loaded
Power System: Anti-Matter with a 30 year life span. The ship normally only goes 6 years between refueling and refitting.
Cargo: Small Cargo holds an additional 2,000 tons. If ammo was taken out, amount of cargo ship is able to carry would increase greatly. 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: Ship would cost about 2.8 Billion credits to manufacture in present time in the Three Galaxies. Ships are no longer being produced. These ships normally sell for 4 to 5 billion credits when available on the black market.


WEAPON SYSTEMS:

  1. Two (2) 25 cm Heavy Laser Cannon Lances: Cannons 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: 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) Support Particle Beam Cannons: Powerful weapons but have a limited rate of fire. The cannons are spread around the ships hull. These support the main laser cannons. Up to two cannons may be combined on a 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 large weapon system.
    Maximum Effective Range: 10,000 miles (16,000 km) in space and 20 miles (32 km) in an atmosphere.
    Mega-Damage: 2D4x100 M.D. each (up to two may be combined for 4D4x100)
    Rate of Fire: Maximum of once per melee per cannon.
    Payload: Effectively Unlimited
  3. Eight (8) Heavy Plasma Cannons: The ship has eight plasma cannons. They are powerful but are very short ranged, most useful in close in strafing runs against much larger ships and stations. Weapon system can engage up to eight different targets or up to four can be combined. Weapon has standard penalties to hit fighters and small targets for a large starship weaponry. The weapon system cannot be used to engage targets while traveling at faster than light velocities. The plasma quickly breaks down when the weapon is used in an atmosphere
    Maximum Effective Range: 1,250 miles (2,012 km) in space and 12,000 feet (3,660 meters) in an atmosphere.
    Mega-Damage: 1D4x100 M.D. each (up to four may be combined for 4D4x100)
    Rate of Fire: Two per cannon per melee.
    Payload: Effectively Unlimited
  4. 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. 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) in space.
    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 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
  5. Eight (8) 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 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 6000 rounds/ 200 Bursts each, has 24 mini-missiles at each launcher (192 total, can carry potentially several times more in storage holds.)



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