
The DFA destroyer was developed as a replacement of the old DFA class destroyer, It is is extremely powerful. It is developed on the Templar design philosophy of heavy offensive and the aphorism "the best defense is a good offense" is almost perfectly epitomized by the Templar. The destroyer's heavy guns, superior acceleration, and incredibly powerful phase shields give the destroyer an extremely high survival rate. The ship mounts anti-matter guns and eight anti-ship torpedo launcher for anti-ship roles and four heavy lasers and six mass driver mounts for anti-fighter defense. As a result of the heavy point defense mounts, it is extremely dangerous to make torpedo runs against the destroyer. The weaponry is similar to the Confederation Gilgamesh class although the Confederation class carries more torpedo launchers and is better armored and protected by shields than all enemy Destroyers.
Unlike most destroyers, the DFA carries a small number of fighters and the ability to carry fighters is one of the reason why the DFA destroyer is slightly larger than most star ships. A total of twelve fighters are carried with normally four light fighters, six medium fighters, and two heavy fighters embarked onboard. These fighters are normally used as protection for the destroyer or ships it is escorting not for direct strike missions. Some of these destroyers have been fitted with a larger hanger and can carry double the number of fighters.
Model Type: DFA Destroyer
Vehicle Type: Destroyer
Crew: 335 (28 officers and 307 Enlisted)
Troops / Passengers: 16 fighter pilots. Can embark up to 20 additional personnel (40 with extreme overcrowding)
Vehicles:
Fighter Compliment (Early): 4 Light Fighters
6 Medium Fighters
2 Heavy Fighters
Fighter Compliment (Carrier Conversion): 8 Light Fighters
12 Medium Fighters
4 Heavy Fighters
Other vehicles: 2 General Purpose Shuttles
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. Star Ship can accelerate/decelerate at the rate of 0.45 percent of light per melee.
Atmospheric Propulsion: The destroyer cannot operate within an atmosphere. If the ship enters an atmosphere, it will crash.
Stardrive: The destroyer mounts a jump drive which is capable of jumping instantly from a fixed point in a system to another fixed point in a system. These points are weaknesses in the fabric of space and have been mapped in most cases. Fuel is hydrogen which the destroyer scoops from space to fuel the jump engine.
Maximum Range: Effectively Unlimited by either Drive system. The destroyer has about one year worth of supplies on board.
Statistical Data:
Length: 1,292.65 feet (394 meters)
Height: 510.17 feet (155.5 meters)
Width: 543.96 feet (165.8 meters)
Weight: 12,125.4 Tons (11,000 metric tons) fully loaded
Power System: Fusion with a 20 year life span. The ship normally only goes 5 years between refueling.
Cargo: Cargo holds are scattered about the ship that allows for carrying up to 500 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. Ships officers have more space for personal items. Most of the ships spaces are take up by extra ammunition, armor, troops, weapons, engine, and other equipment.
Market Cost: The Ralatha class destroyer costs around 3.6 billion credits to manufacture. Fighter compliment cost approximately 300 million credits.
WEAPON SYSTEMS:
Two (2) Anti-Matter Cannon Mounts: Weapons are mounted on the forward part of the ship and is the main anti-ship weaponry of the destroyer. Weapons can angle up to forty degrees to the sides and above and bellow the ship. The anti-matter cannons are extremely powerful and inflict heavy damage to other capital ships. The weapon is not designed to target fighters and has standard penalties against fighters and other small targets.
Maximum Effective Range: 8699.2 miles (14,000 km) in space and 43.5 miles (70 km) in an atmosphere.
Mega-Damage: 2D6x100 M.D.
Rate of Fire: Four per melee
Payload: Effectively Unlimited
Four (4) Heavy Point Defense Lasers in Dual Mounts: Two are mounted on the top of the vessel while the other two mounts are on the bottom of the destroyer. All three can fire forward and aft. Each Turret can rotate 360 and has a 180 arc of fire. Individually more powerful than the lasers mounted on fighters and have a longer range. Compared to point defense weaponry carried on most starships within the Three Galaxies, the weapon mounts have a longer range.
Maximum Effective Range: 4,971 miles (8,000 km) in space and 24.85 miles (40 km) in an atmosphere.
Mega-Damage: 4D6x10 M.D.
Rate of Fire: Equal to the combined hand to hand attacks of the Gunner (usually 4 or 5).
Payload: Effectively Unlimited
Six (6) Light Point Defense mass Driver in Single Mounts: six total on top, bottom, port, and starboard side. All can fire forward and aft. Each Turret can rotate 360 and has a 180 arc of fire. Weapon is equal to standard fighter mass driver mounts except has a higher payload. Compared to most point defense weaponry carried on most starships within the Three Galaxies, the weapon mounts have a longer range.
Maximum Effective Range: 1,242.7 miles (2000 km) in space and 6.21 miles (10 km) in an atmosphere.
Mega Damage: 2D6x10 per 20 round burst.
Rate of fire: Equal to the combined hand to hand attacks of the Gunner (usually 4 or 5).
Payload: 20,000 Rounds (1000 Bursts) per cannon
Eight (8) Cruise Missile Launchers: 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, 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.) Cruise missiles have minuses to hit small targets but are all considered smart missiles.
Maximum Effective 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 Revised Phase World Missile tables (Anti-Matter does 4D6x100 MDC). (Anti-Matter does 4D6x100 MDC).
Rate of fire: One per launcher per melee attack
Payload: 32 cruise missiles total (4 each launcher)