Berserker Light Attack Vessel (Old Version):

The Kreeghor have recently lost a large number of starships in battles with both the REF units in Phase World and the Free Worlds Council. The amount of losses has been unable to be replaced by the manufacture of new starships and as such they have had to replace those ships from mothball fleets. The problem is that the Trans-Galactic Empire never had a large number of mothball fleets. In records, the Kreeghor have ten battle fleets of ships in mothball fleets total but when the leadership ordered the restoration of the mothball fleets, only seven of the fleets actually remained. It was found that administrators had sold ships to both the Free Worlds Council 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 present Berserker that makes up the majority of T.G.E. forces is virtually identical in external appearance to the older designs and the older designs. Luckily, the older Berserkers are still fairly capable and have 70% of the capacity of the standard Berserker. The shields are less powerful and the ship is not as heavily armored but in firepower is pretty comparable. The ships main battery are 20 cruise missile cells in two launchers but the launchers have less reloads. The ships has four plasma cannons in place of the two laser cannons and can actually inflict more damage than the laser cannons at close range. The problem is that the plasma cannons only have a fraction of the range of the laser cannons. The point defense weaponry is also effective but the rail guns are standard electromagnetic rail guns, less can be mounted, and the ships has less mini-missiles each launcher.

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

Model Type: TIV-AL
Vehicle Type: Light Attack vessel/Missile ship
Crew: 112
Troops: None
Vehicle, Robots, and Power Armors: None

M.D.C By Location:
Horn Plasma Cannons (4, Underside):350 each
Cruise Missile Batteries (2, front):800 each
Electromagnetic Rail Cannons/Missile Batteries (6):250 each
[1] Bridge:1,200
[2] Main Body:2,800
[3] Variable Force Field:800 a side (4,800 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 MDC 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% (240 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. Fighter can accelerate/decelerate at the rate of 0.75 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 3 lightyears 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: 98 feet (29.9 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/Mass: 7,200 tons (6,600 metric tons) fully loaded
Power System: Anti-Matter with a 30 year life span
Cargo: Small Cargo holds about 20x20x20 feet (6.1x6.1x6.1 meters). If ammo was taken out, amount of cargo ship is able to carry would increase greatly.
Market Cost: Ship would cost about 200 Million credits to manufacture in present time in the Three Galaxies. Ships are no longer being produced. These ships normally sell for 200 to 400 million credits when available on the black market.

WEAPON SYSTEMS:

  1. Heavy Plasma Cannons (4): The ship has four 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 four different targets or can be combined to strike one target. Weapon has standard penalties to hit fighters and small targets for a large starship weaponry. The plasma quickly breaks down when the weapon is used in an atmosphere
    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 (all four may be combined for 4D4x100)
    Rate of Fire: Two per cannon per melee.
    Payload: Effectively Unlimited
  2. Cruise Missile Batteries (2): 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. Since starships will no longer engage at rock throwing distances, whether weapons can be shot down is calculated from the speed of target, launcher, and missile. When drive goes dead, missile will still cruise 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.
    Range: 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 Phase World Missile Chart (See Phase World Missiles, Anti-Matter does 4D6x100 MDC).
    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: 80 total, 40 cruise missiles per launcher
  3. 20 mm Electromagnetic Rail Gun/Mini Missile Batteries (6): Unlike most of the rail guns used on Phase World Starships, these are standard electromagnetic rail guns. These mounts are larger than the gravity rail guns mounts carried on the modern berserkers and less rail guns can be carried. Each turret can rotate 360 and has a 180 arc of fire. Weapons are mounted around the ship for point defense. Rail gun projectile speed is close to 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)
    Range: 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 2 miles (3.2 km) in an atmosphere and 100 (161 km) in space
    Mega-Damage: Rail Cannon does 2D6x10 M.D for a 30 round burst. Missiles vary by missile type (See Phase World Missiles).
    Rate of Fire: Equal to the combined hand to hand attacks of the Gunner (usually 4 or 5). Missiles are fire one at a time or in volleys of two or four missiles
    Payload: Rail Cannon has 6000 rounds/ 200 Bursts each, has 24 missiles at each launcher (has many more in storage holds).


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By Kitsune (E-Mail Kitsune ).

Copyright © 1998, Kitsune. All rights reserved.


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