Modified Zentraedi Destroyer “The Terrible”:


A Zentraedi Destroyer, also known as a Thuverl Salan, the Terrible was originally one of the huge number of ships in Dolza’s fleet. The vessel was badly damaged in the course of the battle between Breetai and Dolza but was captured by Breetai’s forces. Unlike many of the ships, it was still salvageable and it was decided to repair it.


Her ship also badly damaged, a female Zentraedi captain of a Salan Scout was given command of the ship after it had been rebuilt. It was decided to micronize all of the Zentraedi in the crew and convert the ship over to being operated by human sized crew. Instead of it being a crew of female Zentraedi, it became more of a mix of the two sexes although a large number of her original crew remained with her. They were joined by additional human crew to completely fill out the crew. The advantages of a micronized crew were many. These include the fact that they consume far less in the way of supplies and crew quarters are far more comfortable. General logistics also are far easier with a human sized crew.


At the time, most of the mecha which were embarked were various Zentraedi designs reworked to be operated by human sized crew. In addition, a small number of REF and RDF mecha and vehicle designs augmented the various Zentraedi designs.


The ship was thought lost in a later battle but in reality the huge warship somehow jumped across dimensions into the Three Galaxies, in fact in the Corkscrew Galaxy. The ship was quite different than any of the other starships in the Three Galaxies. There was a lot of culture shock for human and Zentraedi alike in the crew with the myriad of different cultures within the Three Galaxies.


The captain had an issue soon after ending up in the Three Galaxies with a number of her Zentraedi crew wanting to become pirate. Not all of the other Zentraedi wanted to go rogue and virtually none of the humans wanted to operate as pirates either. A handful of crew decide to leave the crew at that point although the vast majority decided to remain loyal to their captain.


Of course, the was still the concern about how to support the ship especially when the fighters needed to be replaced and the ship needed various upgrades in order to continue to be effective. It was decided that the ship would operate in the mercenary role. The ship needed a name which would inspire fear and the name “Terrible” was chosen. The captain found the name in a database of ancient British naval warships with the name going way back to the year 1694. The crew approved of the name and the ship became the Terrible.


The captain decide to take a short term commission with a mercenary company so that she might upgrade the ship with some point defense initially with further upgrades to come. With the ability to just vast distances and the incredible powerful main particle beam, the ship was considered extremely lethal and effective even with only the minor refit. The captain had been long known for such tactics unlike a great many Zentraedi officers. Among the enemies the ship fought, the name “Terrible” seemed to be extremely fitting.


Eventually the ship was able to manage a more complete refit. The crew had managed to earn what might be considered a small fortune. Still, in order to afford the refit, the whole crew had to chip into the rebuild and refit of the huge warship. The actual refit was done in one of the largest ship’s dock in the Tri-Galactic Military Service. Six months later, and a lot poorer, the ship came up with better sensors, battleship class shields, powerful missiles launchers, and powerful new point defense. Those who did the refit were not allowed to either examine the jump drives or the heavy particle beam weaponry.


As one might expect, some crew decide to retire to various planets although the majority stayed aboard. They were replaced by new crew from various places around the Three Galaxies and include a number of the different sentient organisms around the Three Galaxies. The ship is in many ways a melting pot, in many cases of people who simply do not really fit in.


Other upgrades includes upgrading the remaining fighters and replacing losses with more common fighters from around the Three Galaxies. The captain was able to get a good deal on a number of Bushido Industries fighter designs. She was even able to get a handful of the Ninja-to stealth fighters. There was a mecha design known as the Stinger which was a mash up of different systems. They had been operating a number of these and the captain was able to get them to develop a new robot design to fill the same role but was extremely dangerous and effective.


Interestingly, a number of pilots of Avenger armors became interested in joining the huge warship. As word spread, more pilots of the armor decided to join the ship as well. More and more joined the ship’s company until the Terrible now embarks one of the largest numbers of the rare armor of any unit within the Three Galaxies. It has been found that these armors can operate extremely effectively alongside the NuStinger armors.


For a time afterwards, the ship worked for the Free Worlds Council where the ship became a terror of Trans-Galactic Empire warships. This was around the time where a few REF ships found their way into the Three Galaxies as well. The REF and her ship formed a loose alliance but the captain decided to remain independent so her own people did not loose their individual identities. Still, in general the captain of the Terrible will try to help the REF when they need it.


It should be noted that with the refits, the Terrible is among the most powerful warships with the Three Galaxies. Even though it was considered originally a destroyer, it would be better to consider the vessel either a battleship or battle carrier. In actual size, the vessel is larger than a Consortium Protector class battleship and rivals the Kreeghor Doombringer class Dreadnought. While the Doombringer might look bigger, the way it is built gives the Trans-Galactic Empire vessel much more open space.


Some areas of the Terrible are virtually unmodified while other areas are practically rebuilt. The main energy weaponry is standard although it mounts a pair of mega-lasers instead of the single laser. This modification was already done before the warship ever entered the Three Galaxies. With its energy weaponry, it can shred just about any warships it engages in battle with.


The most important addition to the ship as far as weaponry are the vessel’s point defense and missile weaponry. Initially, the missile launchers mounted on the destroyer simply were refitted to fire modern missiles used in the Three Galaxies. Because the ship was considered only lightly armed with regards to missile weaponry, these launchers concentrated on point defense of the vessel. In the major refit, these were replaced by capital and long range missile batteries simply to those carried on a Consortium Protector class battleship. Unfortunately, anti-matter warheads are generally not available and X-ray laser warheads are only carried when the warship is working with the REF or the Free Worlds Council.


While the ship originally had almost nothing in the way of point defense weaponry, even before it reached the Three Galaxies it had twenty-eight “Phalanx” turrets added. This already gave the ship some manner of close range point defense but it was decided to replace these when the ship was refitted by the Tri-Galactic Military shipyards. It was decided to fit variable focus particle beams, GR-1000 heavy point defense rail guns, and scatter shot style mini-missile batteries.


The final modification was to remove the forward light lasers and replace them with eight heavy anti-ship rail guns similar to what is fitted on several Consortium warship designs. These were added because the ship has had several incidents with ships that were impervious to energy and they wanted to be able to take out destroyers, cruisers, and other smaller warships protected by that spell quickly.


The Protoculture based systems were partially retained including the fold drives. However, the ship now mounts an anti-matter reactor which provides far greater power for the volume of the reactor. Some of the original sensors were also retained by they were also supplemented by modern sensor systems from the Three Galaxies. Other upgrades include additional armor and new variable force fields. The first refit was a force field generator from a Human Alliance Yamato class battleship but it was later further upgraded with a force field generator pirated from off a wrecked Doombringer class Dreadnought.


One might expect all of these new systems to increase crew requirements but in fact due to advanced automation the crew required to operate the vessel has been greatly reduced. The reduction in crew requirements enables the crew to have quite comfortable quarters. As a touching gesture by the crew, the primary bridge and the captain’s cabin were both done in wood so that it looks like those of an ancient sailing vessel. Even so, the spaces are protected by high strength composite and alloy armors.


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


Vehicle Type: Thurverl Salan.

Class: Space Fold Destroyer (Would be considered a battleship by Three Galaxies terms).

Crew: 2,540 (300 officers and 2240 Enlisted).

Troops: 4,946 (345 Veritech Pilots, 1,008 Starfighter Pilots, 1,275 Robot Pilots, 2,000 K-Universal Pilots, and 168 shuttle pilots).


Mecha Compliment:

Power Armors / Robots: 2,950.

 

500

Bushido Industries “NuStingers” Customizable Mecha.

 

400

Consortium SH-CCW100 Silver Hawk Power Armors.

 

2,000

Kittani K-Universal Power Armors.

 

50

M'Kri Hardware ME-95A1 Avenger Power Armors.

Starfighters: 596 total.

 

200

Bushido Industries BIF-67 Katana Starfighters with FTL Boosters

 

48

Bushido Industries BIF-67-ST Ninja-To Stealth Starfighter with FTL Boosters

 

300

Bushido Industries BIF-75 Tanto light Starfighters.

 

24

Bushido Industries BIF-88 Bisento Heavy Starfighter.

 

24

Promethean SG-1 Star Ghost Starfighters.

Veritechs: 215 total.

 

75

Modified VF-1A Veritech Fighters.

 

38

Modified VF-1J Veritech Fighters.

 

12

Modified VF-1S Veritech Fighters.

 

25

Modified VF-1A Super Veritech Fighters.

 

10

Modified VF-1J Super Veritech Fighters.

 

5

Modified VF-1S Super Veritech Fighters.

 

60

Modified VF-1X Veritech Fighters.

Assault Shuttles: 16 total.

 

16

CAF Assault Shuttles (Modified with variable force fields).


M.D.C. by Location:

 

Mega Laser Cannons (2, forward):

2,000 each.

 

Old Zentraedi Style Laser Turrets (120):

600 each.

 

G-Cannon Turrets (8):

800 each.

 

Cruise Missile Batteries (4):

1,000 each.

 

Long-Range Missile Batteries (8):

600 each.

 

GR-1000 Point Defense Rail Gun Turrets (24):

250 each.

 

Variable Focus Particle Beam Cannons (24):

150 each.

 

“Scatter Shot” Mini-Missile Launchers (16):

100 each.

 

Outer Hull Section (40 ft/12.2 m area):

200.

 

Inner Hull Section (40 ft/12.2 m area):

120.

 

[1] Main Bridge:

75,000.

 

[1] Auxiliary Bridge:

75,000.

 

[1] Flag Bridge:

75,000.

 

[2] Main Body:

300,000.

 

Primary Hangar Bay:

50,000.

 

Secondary Hanger Bay:

25,000.

 

[3] Main Thrusters (2):

75,000 each.

 

[3] Secondary Thrusters (1):

20,000 each.

 

[4] Variable Force Fields:

15,000 on each side (90,000 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 both an auxiliary bridge and a flag bridge. Even if all three 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 destroyer 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] Destruction of main thruster main engine will reduce the ships acceleration by 40% for each engine destroyed, destruction of Secondary engines will reduce the ships acceleration by 15%. With all engines destroyed, the ship will only be able to accelerate at 5% of normal acceleration using maneuvering thrusters.

[4] Shields positions can be varied and all could be combined in one shield. Shields regenerate at the rate of 5% (4500 M.D.C.) per melee round.


Speed:

Driving on the Ground: Not possible but can land on a planet if absolutely necessary.

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 0.5 percent of light per melee.

Space Fold: The ship is estimated to travel a total of 100 light years per hour in normal space and 500 light years per hour in deep space such as between galaxies. This allows the ship to travel between even galaxies very rapidly. Note: When the Terrible uses its space fold, it will also transport all vessels /objects within 2 or 3 miles. The ship can further expand its fold drive to transports all ships in a 50 mile (80.5 km) radius. Fold drive does not work deep in a gravity well (Gravity wells interfere with fold drives.)

Planet Bound: The Terrible can land on a planet if absolutely necessary, but is not designed to maneuver in an atmosphere (uses anti-gravity and conventional propulsion).

Maximum Range: Unlimited, Combined power systems give it an estimated life of 50 years of constant use. Sublight engines and space fold offer virtually infinite range. Carries five years of supplies that could be stretched to seven in an emergency.


Statistical Data:

Length:                6,560 feet (2,000 meters).

Width:                 2,460 feet (750 meters).

Height:                1,675 feet (510 meters).

Weight/Mass:      44.1 million tons (40 million metric tons).

Power System: Anti-Matter with a 50 year life (normally goes 10 years between refueling and refitting) and has a Reflex Heat Pile System to power protoculture systems. Backed up with emergency fusion plants.

Gravitational Control System: Internal and External.

Cargo: Cargo holds are scattered about the ship that allows for carrying up to one million tons (910,000 metric tons) of cargo in addition to standard compliment of supplies and ammunition. 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 taken up by extra ammo, armor, troops, weapons, engine, reaction mass, equipment, and hydroponics.

Market Cost: The captain will not sell the ship. Without factory support, one of these ships would cost about 50 billion credits each. The Kreeghor, Naruni, and the Black Market would be willing to pay hundreds of billions of credits for one of these ships for examples of the particle beam, the special long range laser cannons, and the fold drive system.


Weapon Systems:

  1. One (1) Main Gun/ Particle Beam Cannons: The cannon are incredibly powerful and can destroy virtually any target with one of the beams. These weapon systems have standard penalties to strike small targets. To fire, the ship needs five minutes (20 melee) to charge and one minute (4 melees) to prepare to fire. The blast is approximately 1 mile (1.6 km) wide. In some cases an extremely powerful force field might be able to repel the particle beam but usually ends up overwhelming the force field.

    Maximum Effective Range: 100,000 Miles (160,000 km) in the atmosphere, range is doubled in space 200,000 Miles (320,000 km).

    Mega-Damage: Normally destroys all targets within beam. Weapon inflicts 2D6x1,000,000 M.D.C. to huge target that are unable to be destroyed by one shot and will create a crater a planet that is 3D6x100 feet deep and eight times as wide.

    Rate of Fire: The cannon can fire once every eight minutes but limited to five blasts per hour.

    Payload: Effectively Unlimited.

  2. Twin (2) Main Laser Cannons (a.k.a Mega-Lasers): Mounted in the front end of the Zentraedi Destroyer, the cannon has a greater rate of fire than the original. There are also two mega laser cannons in place of one mega laser cannons. The Mega Lasers has standard penalties to strike fighters and other small targets. These weapons are capable of destroying frigates and destroyers in one strike and wrecking cruisers in a few hits.

    Maximum Effective Range: 200,000 miles (320,000 km) in space and 100,000 miles (160,000 km) in an atmosphere.

    Mega-Damage: 2D4x1000 (4D4x1000 for both).

    Rate of Fire: Each cannon can fire ONCE per melee.

    Payload: Effectively Unlimited.

  3. One Hundred and Twenty (120) Old Zentraedi style Laser Turrets: Each turret can rotate 360 degrees with a 180 degree arc of fire. Each Turret can rotate 360 and has a 180 arc of fire. These weapon systems have standard penalties to strike small targets. While the weapons are not linked together, some groups may wish to combine rolls to decrease bookkeeping. The number of cannons is based on the number carried on Marduk ships.

    Maximum Effective Range: 200,000 miles (320,000 km) in space and 100,000 miles (160,000 km) in an atmosphere.

    Mega-Damage: 1D4x100 each (can be group in groups of ten for 1D4x1000 for damage purposes)

    Rate of Fire: Each turret can fire twice (2) per melee.

    Payload: Effectively Unlimited.

  4. Eight (8) 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. Heavy rail gun projectiles come out of the heavy rail guns at a significant fraction of the speed of light. The weapon system cannot be used to engage targets while traveling at faster than light velocities.

    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. Twenty Four (24) GR-1000 Heavy Point Defense Rail Guns: Gravity rail guns are in a turret that can rotate 360 and has a 180 arc of fire. The GR-1000 Rail Guns both are more powerful and have more range than the conventional rail guns and is the same rail gun which is carried in the C.A.F. Scorpion Starfighter. Considered extremely effective even compared to other gravity rail guns. Even so, the mounts are not really for use against capital ships but can devastate a fighter quickly. They are also extremely effective against targets which are imperious to energy. Rail gun rounds are fired out of rail gun at a significant fraction of the speed of light. Cannon uses a 30 mm projectile. The weapon system cannot be used to engage targets while traveling at faster than light velocities.

    Maximum Effective Range: 16 miles (26 km) through atmosphere and 1,600 miles (2,575 km) in space.

    Mega-Damage: Rail gun inflicts 4D6x10 M.D.C. for a 40 round burst.

    Rate of Fire: Equal to the combined hand to hand attacks of the gunner (usually 4 or 5).

    Payload: 10,000 Rounds (250 bursts) each cannon.

  6. Twenty Four (24) Variable Focus Particle Beam Mounts: These particle beams are copied from those carried on the CAF Assault Shuttle and will fire a very powerful narrow beam and can fire a scatter effect that is less powerful but is capable of striking multiple targets. The weapon system is quite useful against missiles although the cone is not as wide as Tachyon cannon sprays are (Gives +2 bonus vs fast moving targets such as missiles.) Weapons are mounted in turrets that can rotate 360 and have a 180 arc of fire. Each mount can be operated by a gunner or a gunner program (+2 to strike, 3 Attacks per melee).

    Maximum Effective Range: 300 miles (480 km) in space and 3 miles (4.8 km) in an atmosphere.

    Mega Damage: Single Target: 4D6x10 per blast. Wide Beam: 5D6 to all targets within a 5,000 foot (1,524 meter) diameter area. When fired as a wide beam, the cannon cannot be used on targets closer than 5,000 feet (1,524 meters) away.

    Rate of Fire: Equal to the combined hand to hand attacks of the gunner (usually 4 or 5).

    Payload: Effectively Unlimited.

  7. Four (4) Cruise Missile Batteries: 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.) Whether weapons can be shot down is calculated from the speed of target, launching starship, and missile. When drive goes dead, missile will continue to 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 missile when dead at -25% to detect.) See modified starship rules for more details - Cruise missiles have minuses to hit small targets but are all considered smart missiles. This battery is a standard CAF battery. Batteries can launch on multiple targets each.

    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 (Fusion multi-warheads inflict 3D6x100 M.D.C. each.)

    Rate of Fire: Can fire cruise missiles one at a time or in volleys of two (2), eight (8), sixteen (16), or thirty-two (32) cruise missiles per battery, per melee round, per melee round, for a maximum of 128 missiles per melee. Batteries are reloaded on the same melee and can be fired again on the next.

    Payload: 128 total, 32 cruise missiles per battery. Ship has 20 reload of missiles (2,560 cruise missile reloads total.)

  8. Eight (8) Long Range Missile Batteries: 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 long range missiles one at a time or in volleys of two (2), eight (8), sixteen (16), or thirty-two (32) long range missiles per battery, per melee attack.

    Payload: 2,560 total, 320 long range missiles per battery.

  9. Sixteen (16) “Scatter Shot” Mini-Missile Launchers: While these launchers can fire normal mini-missiles, they can also fire a new scatter style mini-missile. The mini-missile splits into four smaller even smaller missiles. The hope is that this weapon will be very effective against missiles although it will normally require more than one warhead per missile being hit. One huge advantage is that the four smaller missile strikes the target as a volley preventing the target from dodging. The disadvantage is that the missiles have about half the range a normal mini-missile has. Normal mini-missiles may be used as well. 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.) Batteries can launch on multiple targets each at the same time.

    Maximum Effective Range: Special Multi-Warheads: Scatter Missile range is 1 mile (1.6 km) in an atmosphere and 50 miles (80 km) in space. Conventional Warheads: Mini-Missile range is 2 miles (3.2 km) in an atmosphere and 100 miles (161 km) in space.

    Mega-Damage: Special Multi-Warheads: Convention Fragmentation: 3D6 for one smaller missile and 1D6x10 for all four smaller missiles. K-Hex Fragmentation or Plasma: 4D6 for one smaller missile and 2D4x10 for all four smaller missiles. Conventional Warheads: Varies with mini-missile type (See revised Phase World missile tables for details.)

    Rate of Fire: Can fire missiles one at a time or in volleys of four (4) or eight (8) missiles.

    Payload: 128 per launcher for a total of 2,048 mini-missiles. Cargo hold has an additional 6,144 mini-missile. Reloading launchers from cargo hold takes 1D6 minutes. Half the mini-missiles are standard and the other half are special multi-warheads.



[ Phase World TM, Brodkil TM, Kreeghor TM, and CAF are trademarks owned by Kevin Siembieda and Palladium Books Inc. ]

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Writeup by Kitsune (E-Mail Kitsune).


Copyright © 1999 & 2015, Kitsune. All rights reserved.



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