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 ship 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:
| 160 | Warlord Mark I |
| 80 | Warlord Mark II |
Fighter Compliment:
| 48 | ST-110 Sharktooth Light Starfighters |
| 24 | FFB-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
FTL 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 ships 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 MDC 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 MDC)
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
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.
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:
- 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 FTL speeds but cannot be activated while the ship
is traveling at FTL speeds.
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.
- 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. They cannot be used faster than the
speed of light. Weapon has standard penalties to hit fighters and small
targets for a large gun. The barrels can be fired either forward and can
be rotated 60 degrees horizontally or vertically.
Range: 100,000 miles (161,000 km) in space and 100 miles (161
km) in an atmosphere.
Mega Damage: 1D6x1000 MDC each and can be combined for a total
of 2D6x1000.
Rate of fire: Maximum of once per melee per cannon.
Payload: Effectively Unlimited.
- 12 cm Heavy Laser Cannons (4):
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. They cannot be used faster
than the speed of light.
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
- 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 close to the speed of light. They have
the standard penalties for capital scale weaponry to strike small targets
such as fighters and other such small targets.
Range: 10,000 miles (16,100 km), range is 10 miles (16.1 km)
in an atmosphere
Mega Damage: 1D4x100 MDC per 80 round burst each.
Rate of fire: Equal to gunners hand to hand (Usually 4 or 5).
Payload: 32,000 rounds each (400 bursts).
- 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 MDC 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
cruise 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.
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 8000 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 Phase World
Missiles)
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).
- Point Defense Lasers/Mini Missile Batteries (16):
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.
Range: Missile range is 2 miles (3.2 km) in an atmosphere and
100 miles (161 km) in space. Lasers have a range of 1 mile in an atmosphere
and 100 miles in space.
Mega-Damage: Laser cannon does 3D4x10 M.D. 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: Laser has effectively unlimited payload. Has 32 missiles
at each launcher (has many more in storage holds).
- 22 mm GR Rail Gun/Mini Missile Batteries (16):
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 should be considered
to be 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) in space.
Range: Missile range is 2 miles (3.2 km) in an atmosphere and
100 miles (161 km) in space. Rail gun has a range of 1 mile in an atmosphere
and 100 miles in space.
Mega-Damage: GR-Cannon does 3D6x10 M.D. for a 40 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: GR Cannon has 8000 rounds/ 200 Bursts each, has 32
missiles at each launcher (has many more in storage holds).
Other Systems:
- Battlelink Main Control System: The Main Battlelink computer provides
the Death Trap with the ability to share targeting data with other capital ships
in the area, which provides all ships participating in the link with improved
targeting solutions and hit chances, both for their point defense, as well
as their capital weapon systems. For more information regarding
the Battlelink, go to
Phase World Battle Link.
- FTL Sensors: The ship has more powerful than normal sensors for
detecting targets moving at FTL speeds. Normal FTL signatures can be detected
at 15 light years.
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