Modified Zentraedi Destroyer "The Terrible":

The Terrible was originally one of the huge number of ships in Dolza's fleet. It was badly damaged in the course of the battle between Breetai and Dolza but was captured by Breetai. The present captain of the Terrible was originally the Zentraedi captain of a Salan Scout but after the Destroyers was repaired from the battle, she was given the command of the Zentraedi Destroyer, also known as a Thuverl Salan. All Zentraedi onboard the ship were micronized and a good percentage of the crew are human volunteers. This was partially done so the ship would not consume as much supplies when in operation, this was able to greatly reduce cramp conditions on the ship, and had the nice feature that the crew had far more comfortable quarters. Most of the mecha were micronized Zentraedi designs with a few REF and RDF mecha. The ship is thought lost in the Robotech world but in reality was somehow rifted to the Three Galaxies in the Corkscrew Galaxy. The crew soon discovered the myriad of different cultures within the Three Galaxies. Some of the Zentraedi crew wanted to work as pirates but both the Captain and many of the humans on the crew were against that and in order for the ship to pay its operating expenses, ship operated as a mercenary ship. The captain decided that the ship would have an easier time being hire if it had a name. Various names were discussed but the favorite of the crew was the Terrible so the ship when by the Name of Private Ship (PS) Terrible and very much lived up to the ships name. The Terrible is the name of British warships going back to the year 1694. The ship has done some work with the forces of the REF in the Three Galaxies but is only loosely associated with them because she does not want her ships crew to loose their individual identity. For first non REF job, the ship worked for the Free Worlds Council for a period of time and then did several jobs for various other parties including some mostly legal privateer jobs. In the end, the ship and crew had earned a vast amount of money and it was decided that a large amount of money would be used to refit the ship including the fact that crew members donated much of their money to the refitting of the ship. The refit was done in a large dockyard in orbit of center and it is believed that the work was done by associates of the REF so that no secrets were revealed about the fold drives or the heavy energy weaponry. 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. Many new crew members that were native to the Three Galaxies were also recruited. The fighters had been refitted as well and a large percentage of the vehicles were replaced by Phase World fighters as well. They are in most ways superior to those that were available initially. A huge amount of the fighters were purchased from Bushido Industries and was purchased as a sizeable discount. The ship still does work periodically for the REF when they need her services and the captain and crew will not hesitate if this is the case.

The Terrible is now among the most powerful ships within the Three Galaxies and would likely be considered a Battleship in the Three Galaxies. The ship itself is larger than a Consortium Protector class battleship and rivals the Kreeghor Doombringer class Dreadnought when the actual open space is calculated for the Kreeghor Doombringer. While much of the basic ship is unmodified there is also severe modifications in some areas of the ship. Most of the main energy weapons are unmodified but the design was already modified and the ship carried two mega lasers instead of one. The big additions are to the ships point defense and the missile launchers. The ship when first operated in the Three Galaxies just refitted the launchers to fire standard Phase World missiles and left the launchers in place. Because the ship was generally under-gunned when missile weaponry was compared, the launchers were used as strictly anti-missile defense All of the launchers were later replaced by standard CAF style Cruise and Long Range missile launchers and the ship can now hold its own in virtually any missile duel. The ships originally had no point defense weaponry but initially when the humans got possession of the ship there were 28 "Phalanx" turrets added. This was done as an experiment and is similar to what was done in the Macross II Timeline. While these point defense weapons were fairly decent, there are much better point defense weapons available within the Three Galaxies so the weapons were replaced by more advanced point defense weapons including GR-1000 Gravity Rail Guns, Particle Beam turrets, and Scatter Shot Mini-Missile Launchers. One other change was made to the ship. All of the forward light lasers were removed and eight rail guns similar to those carried on CAF ships. 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 and Cruisers protected by that spell quickly. The ship retained some Protoculture based systems such as the Fold Drives although most of the power comes from anti-matter now. The standard sensors have been retained but powerful sensors from the Three Galaxies have been added as well.

While extra equipment has been added to the ship design, the addition of automation has actually decreased the crew that is needed for the ship. Both the bridge and the captains cabin have been redone so they look like they are constructed from one although in reality it is a high strength ceramic armor for those spaces.

This starship design uses modified starship speed and 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 Phase World terms)
Crew: 2540 (300 officers and 2240 Enlisted).
Troops: 4946 (345 Veritech Pilots, 1008 Starfighter Pilots, 1325 Robot Pilots, 2000 K-Universal Pilots, and 168 shuttle pilots)

Mecha Compliment:
Veritechs: 215 total
75Modified VF-1A Veritech Fighters
38Modified VF-1J Veritech Fighters
12Modified VF-1S Veritech Fighters
25Modified VF-1A Super Veritech Fighters
10Modified VF-1J Super Veritech Fighters
5Modified VF-1S Super Veritech Fighters
60Modified VF-1X Veritech Fighters
Starfighters: 596 total
300BIF-75 Tanto light Starfighters
200BIF-67 Katana Starfighters with FTL Boosters
48BIF-67-ST Ninja-To Stealth Starfighter
24BIF-88 Bisento Heavy Starfighter
24SG-1 Star Ghost Starfighters
Power Armors / Robots: 3050
2000Kittani K-Universal Power Armors
300Kittani Transformable Robot Fighters
250BI NuStingers Customizable Mecha
50ME-95A1 Avenger Power Armors
400SH-CCW100 Silver Hawk Power Armors
Assault Shuttles: 16
16CAF Assault Shuttles

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
Gravity Auto-cannons (24):250 each
Particle Beam Cannons (24):150 each
Scatter 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 ships 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 MDC 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 MDC) per melee

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 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 and has a Reflex Heat Pile System to power protoculture systems.
Gravitational Control System: Internal and External
Cargo: Cargo holds are scattered about the ship that allows for carrying up to 1 million 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. Platform officers have more space for personal items. Most of the platforms spaces are take 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. 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.
    Mega-Damage: Normally destroys all targets within beam. Weapon does 2D6x1,000,000 MDC 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.
    Range: 100,000 Miles (160,000 km) in the atmosphere, range is doubled in space 200,000 Miles (320,000 km).
    Rate of Fire: The Cannon can fire once every eight minutes but limited to five blasts per hour.
    Payload: Effectively Unlimited
  2. Twin 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.
    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. 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.
    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 and are all mounted near the front of the ship. These cannons replace the ships forward laser mounts and are far more effective. 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.
    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).
  5. Twenty Four (24) GR-1000 Large Rail Guns: Used as an anti-Starfighter and missile weapon and against targets that are impervious to energy. Each Rail Gun is in a Turret that can rotate 360 and has a 180 arc of fire. Projectiles come out of launchers at close to the speed of light. Cannon uses a 30 mm projectile.
    Range: 16 miles (26 km) through atmosphere and 1,600 miles (2,575 km) in space.
    Mega-Damage: 40 round burst does 4D6x10 M.D.
    Rate of Fire: Equal to the combined hand to hand attacks of the Gunner (usually 4 or 5).
    Payload: 10,000 Rounds (500 Bursts) each cannon.
  6. Twenty Four (24) 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. 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).
    Range: 300 miles (480 km) in space and 3 miles (4.8 km) in an atmosphere.
    Mega Damage: Single Target: 4D6x10 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). Since star ships will no longer engage at rock throwing distances, whether weapons can be shot down is calculated from the speed of target, launching starship, and missile. When drive goes dead, missile 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 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 launcher is a standard CAF launcher. Launchers can launch on multiple targets each.
    Range: 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: See Phase World Missiles (Anti-Matter does 4D6x100 MDC).
    Rate of fire: One at a time or in volleys of 2, 8, 16, or 32 per launcher, per melee round, for a maximum of 128 missiles per melee. Launchers are reloaded on the same melee and can be fired again on the next.
    Payload: 128 total, 32 cruise missiles per launcher. Ship has 20 reload of missiles (2560 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). Since star ships 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 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.
    Range: Missile range is 3400 miles (5470 km) in an atmosphere and 1,800,000 miles (2,89700 km/9.7 light seconds) in space.
    Mega-Damage & Properties: See Phase World Missiles (Fusion does 2D4x100 MDC).
    Rate of fire: One at a time or in volleys of 2, 8, 16, or 32 per launcher, per melee attack.
    Payload: 2560 total, 320 long range missiles per launcher.
  9. Sixteen (16) Scatter 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.
    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 Phase World Missiles).
    Range: Special Multi-Warheads: Missile range is 1 mile (1.6 km) in an atmosphere and 50 miles (80 km) in space. Conventional Warheads: Missile range is 2 miles (3.2 km) in an atmosphere and 100 miles (161 km) in space
    Rate of fire: Can fire missiles one at a time or in volleys of 4 or 8 mini missiles per launcher
    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.

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By Kitsune (E-Mail Kitsune ).
Copyright © 1999, Kitsune. All rights reserved.


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