Techno Wizard Angelstar class Submarine:


The Techno-Wizard Nautilus class submarine is an extremely interesting design in many ways although the vessel is quite expensive. In reaction, a less expensive submarine design was attempted. There were several easy ways to attempt a less expensive design. The first was a less expensive propulsion system and a second was a much smaller boat. The vessel design was named the "Angelstar" and it is believed that over a dozen have been constructed with many more planned.


Before widespread nuclear power used on submarines, most submarines were diesel / electric designs Even afterwards, many smaller navies did not operate any nuclear submarines. When running on electric batteries, these submarines were incredibly quiet. The major disadvantage is that the submarine required massive amounst of batteries and was far from quiet when running on its diesel motors.


With the ability to convert electrically powered vehicles to run on magical energy, this gave the perfect method to power the vessel instead of using a fusion power plant. This would also allow for the elimination of the diesel engines completely and remove the batteries as well. The magical propulsion plant gives the boat a range of about one thousand miles between charges. Because a spell casting can simply pump more magical energy into the engines, the submarine can be considered to have almost an indefinite range. Top speed is not near as fast as the Nautilus with a top speed of only around twenty-five knots underwater although few consider this to be a serious weakness. The form of the submarine is such that it does not perform as well on a surface as it does underwater and is limited to around fifteen knots.


The hull form of the Angelstar is far more conventional than the Nautilus which makes the vessel far quieter naturally. A rubber coating further reduces the submarine's noise signature and the propeller is a shrouded pump jet to reduce it even more. There is the ability to create a globe of silence around the submarine but unlike the Nautilus, it is not always one and requires a significant magical energy expenditure.


The hull is far smaller than the larger techno-wizard submarine and is only about one hundred and forty feet long and displaces about four hundred tons. Construction is from advanced alloys and composites which allow the submarine to withstand incredible pressures. For additional protection, the vessel has an “Armor of Ithan” force field which can be activated up to three times per day.


At first it was planned that the vessel would not have full life support but this would greatly reduce underwater operations even with the "Breath Without Air" enchantment. It was not as hard to engineer in as was feared because the crew only numbers about a dozen due to automation greatly reducing the need for a large crew. At least of the crew does need to be a techno-wizard or other spell caster though and have a couple is much preferred. As might be expected, this is quite often the captain of the vessel. The submarines has a quite reasonable sonar system although not the equal of the most advanced pre-rifts systems.


At first full sized torpedo tubes were planned but careful evaluation seemed to indicate that the launchers were too large to carry enough torpedoes to be truly effective. Instead, lighter weight launchers were fitted which are similar to those carried on the Piranha submersible hydrofoil. Mounted on either side of the bow, these are the equivalent of medium range missile launchers and special submersible missiles are usually fitted. A secondary mounting of a retractable Telekinetic Gatling Cannon fitted in front of the superstructure. Unlike most conventional weapon systems, the enchantments need to be recharged once a month. For defense against incoming torpedoes, the submarine is fitted with noisemakers.


Model Type: TW-SSK-25
Vehicle Type: Ocean, Magical Fast Attack Submarine
Crew: 12 (one officer) with usually at least one techno-wizard or other spell casting type (two is preferred.)
Troops: None


M.D.C. by Location:

Medium Range Missile/Torpedo Launchers (2):100 each
T.W. Retractable Gatling Cannons (1, forward of sail):125 each
Main Sail / Bridge:200
[1] Bow Planes (2):100 each
[2] Propeller (1):120
[3] Main Body:800
[3] Magical “Armor of Ithan” Force Field (Three Times per Day):200


Notes:
[1] Destroying the submarines bow planes will reduce the submarines ability to change depths but will not eliminate it. It also makes it difficult for the submarines crew to control the submarine giving a penalty of -25% to all piloting rolls.
[2] Destroying the submarines propeller causes serious problem. The submarine will no longer be able to use forward momentum and the bow planes to keep the submarine level. It is recommended that ballast takes are immediately blown so submarine comes to surface.
[3] Depleting the M.D.C. of the main body destroys the submarine's structural integrity, causing it to sink. If the submarine is underwater, the entire crew will die unless protected by environmental armors that can withstand the pressure that the submarine is under. If on the surface, there are enough flotation devices and inflatable life rafts to accommodate everyone aboard.
[4] As per the spell “Armor of Ithan” - Magic, fire, lightning, and cold all inflict one-half damage. Each activation lasts for 30 minutes (120 melee rounds.)


Speed:
Surface: 17.3 mph (15 knots /27.8 kph)
Underwater: 28.8 mph (25 knots/ 46.3 kph)
Maximum Depth: 2.5 miles (4.02 km)
Range: 1,000 nautical miles (1151.5 miles / 1853.2 km) for each full recharge (requires four castings of “Call Lightning” for 60 P.P.E. due to size of engines.) Life support is conventional and has effectively virtually unlimited duration. The submarine carries about two months worth of supplies on board.


Statistical Data:
Length: 138.2 feet (42.12 meters)
Draft: 13.4 feet (4.08 meters)
Width: 14.8 feet (4.51 meters)
Displacement: 380 tons surface and 440 tons submerged
Cargo: Submarine is very cramped, 4 tons (3.2 metric tons) of nonessential equipment and supplies. Each enlisted crew member has a small locker for personal items and uniforms. Boats officers have more space for personal items. Most of the boats spaces are take up by extra torpedoes, weapons, and engines.
Power System: Techno-Wizard Electrical Engine Conversion (Powered by “Call Lightning” spell)
Black Market Cost: Quite expensive and rare, average cost of 80 to 100 million credits.


WEAPON SYSTEMS:

  1. One (1) Retractable Telekinetic Gatling Cannon: Mount has been enchanted by a series of spells so the cannons act as a more powerful version of the Telekinetic Machine gun. Forward of main sail, mount is retractable inside of the boats hull for when the submarine is diving although can be used underwater against torpedoes and other targets. This increases the weapons damage and instead of being reloaded, the cannons must be recharged by the spell Telekinesis and 100 P.P.E. once per month. The cannon does full damage to targets that are impervious to energy. Additional optics and fire control have been added to enable the system to track and target aircraft and missiles
    Maximum Effective Range: 4,000 feet (1,220 meters).
    Mega Damage: 12D6
    Rate of Fire: Equal to the combined hand to hand attacks of the gunner (usually 4 or 5).
    Payload: Unlimited, although the spells (100 P.P.E. each cannon) on each must be renewed every month whether the cannon have been used or not.
  2. Two (2) Medium Missile/Torpedo Launchers: This system is a copy of the weapon systems mounted on the Piranha submersible hydrofoil design. These side-mounted launchers can fire either regular medium-range missiles or special amphibious missiles (can be used as missile or torpedoes, have the same damage as equivalent missile, double cost, but can travel to underwater targets and are +2 to strike). Missile speed underwater is 120 mph (192 km) and have a range of 20 miles (32 km). The submarine usually carries only the special purpose amphibious missiles in the launchers.
    Maximum Effective Range: As per medium range missile type (See revised bomb and missile tables for details.)
    Mega Damage: As per medium range missile type (See revised bomb and missile tables for details.)
    Rate of Fire: Can fire missiles / torpedos one at a time or in volleys of two (2), four (4), or eight (8) missiles / torpedoes
    Payload: Thirty-Two (32) total; Sixteen (16) per missile / torpedo launcher.
  3. Magical “Globe of Silence” Submarine Silencing Feature: Unlike on the Nautilus class submarine, this enchantment is not always active but instead needs to be activated when needed. The enchantment is an application of a modified version of the spell “Globe of Silence.” The hull, propeller, and all exterior features are protected by this spell which extends outward by 1 foot (0.3 meters). This blocks all interior noises as well. This renders the submarine completely undetectable using active sonars and can only be detected by passive sonar by trying to find an area which there are no sounds (close to impossible, 5% chance with an incredible sonar operator). Torpedoes fired against the submarine have penalties of -10 to strike the submarine and lose all bonuses. The hull sonar of the submarine does not extend out from the silencing system but the towed array sonar does.
    Duration: 10 minutes per activation.
    P.P.E. Cost: 40 each activation
  4. Noisemakers: The submarine carries noisemakers to decoy torpedoes. They are most effective against normal torpedoes and less effective against "smart" torpedoes. The noisemakers are launched from the middle of the submarine. Considered effective useless when “Globe of Silence” is active by most captains / crews.
    Effect: 50% of decoying normal torpedoes and 20% of decoying smart torpedoes.
    Rate of Fire: Two (2) at a time (Can be reloaded in one melee)
    Payload: 20 Noisemakers.
  5. Techno-Wizard Modifications: The Angelstar has the following Techno-Wizard Modifications built into the boat. These require P.P.E. or I.S.P. from the boats crew or P.P.E. battery.
    Special Features:
      Shadow Meld (6th Level) - 20 P.P.E. or 40 I.S.P.
      Impervious to Energy (6th Level) - 40 P.P.E. or 80 I.S.P.
      Invisibility-Superior (6th Level) - 40 P.P.E. or 80 I.S.P.


Special Systems:
The submarine has all systems standard on a robot vehicle plus the following special features:




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Writeup by Kitsune (E-Mail Kitsune).


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