T.W. “Eaglet” class Ley Line Ketch / Ocean Vessel:


There are a number of different designs for ley line ships, some large while some much smaller. Even though the larger vessels generally garner more attention, the smaller ones are far more common. Compared to larger craft, they require smaller crews and are far easier to build. The designs of smaller ships such as ketches often are less well described so designers have to make a number of assumptions when building them.


One of the better known of the smaller vessel designs is the “Eaglet” class Ley Line Ketch. They are believed to be loosely based on a Sixteenth Century English Ketch also named the “Eaglet.” Even though smaller, the techno-wizard builders construct these ships with the same exacting detail and incredible craftsmanship of some of the best of the larger vessels. These vessels are actually quite well armed for their size with four light cannon on each side.


In materials, these ships are made from wood although enchanted by the spell of “Ironwood” so that they can withstand as much damage as if they were made from modern composites and alloys. This also protects the vessels from both marine organisms and other effects of the environment. While some of the wood is natural, some of the wood is created through Earth Elemental magic especially the larger parts that it is hard to find large enough trees.


While good sailing vessels, the Eaglet class are more designed for seaworthiness than speed. Twin masted vessels, top speed is normally only around eight knots. As with most Ley Line vessels, she only rarely sails on the water but instead normally operated on Ley Lines. Ley Line travel is much more rapid with speeds of up to around one hundred miles per hour, slower than most larger Ley Line vessels. On Ley Lines, the Ketch has a maximum altitude of around one thousand feet and can fly as low as around two hundred feet.


The main battery is a total of eight telekinetic cannons with four on each side. Based on guns known as “Sakers,” they are smaller than the guns mounted on most Ley Line vessels. Still, they do not require gun powder which allows for more ammunition to be carried than might otherwise be carried. Twenty rounds per gun are carried with all three of the standard ammunition types being carried.


Backing up the main battery, two light telekinetic machine guns are mounted. These mounts are designed to look like “Falconet” light guns. Fire control systems allow the weapon systems to engage smaller targets including missiles and attacking light troops. While the machine guns have an effectively unlimited payload, they require to be recharged each month even if not used. In addition to the ship’s mounted weaponry, the crew usually carries a variety of small arms including as T.W. Firebolt Pistols and T.W. Firebolt Rifles. Usually no troops are embarked aboard however.


For additional protection against attack, the Eaglet has an “Armor of Ithan” force field. Able to be activated up to three times per day, the force field protects the whole vessel not just the hull. The ship has a number of enchanted optics which allow the crew of the ketch to see invisible targets. For the other enchantments and for the use of spell casters, the Eaglet carries a small mystic energy battery. The battery recharges on Ley Lines and Ley Line Nexus Points. In addition, spell casters on the crew can feed mystical energy into the battery. The two main enchantments are “Impervious to Energy” and “Invisibility Superior.


Crew of the ketch is around thirty with usually at least one techno-wizard although not essential. This is commonly is the captain of the Ley Line vessel. Quite often a Ley Line Walker or Air Elemental Master is a member of the crew. Officer quarters are reasonably comfortable but otherwise the ship is quite cramped. The remained of the crew sleep in hammocks. Otherwise, the ketch is equipped with enchanted sanitation and water facilities to make the vessel a bit more comfortable than it would be otherwise.


Model Type: “Eaglet” Ocean & Sky Ship

Vehicle Type: Ocean & Sky Sail Ketch

Crew: 28 with usually at least one techno-wizard. Common as well is at least one air warlock and a couple of other spell casters but not absolutely needed.

Troops: None Standard.


M.D.C. by Location:

 

“Saker” Light Telekinetic Cannons (8, 4 per side):

45 each

 

“Falconet” Light Telekinetic Machine Guns (2, main deck):

60 each

 

[1] Mainmast (Forward Mast):

160

 

[1] Mizzenmast (Rear Mast):

120

 

[1] Sails (6):

60 each

 

Rudder:

120

 

[2] Main Body:

680

 

[3] Magical “Armor of Ithan” Force Field (Three Times per Day):

300


Notes:

[1] Destruction of a mast reduces ocean and ley line speed by ½ for each mast lost.

[2] Destroying the main body causes the ship to lose structural integrity, causing the ship to sink if in the water. There are enough life preservers and inflatable life boats (one of the few items of technology added) to accommodate everyone on the ship. The ship does have the Techno-Wizard addition of impervious to energy. Specifics are listed in Weapon systems.

[3] As per the spell “Armor of Ithan” - Magic, fire, lightning, and cold all inflict one-half damage. Each activation lasts for 30 minutes.


Speed:

Ocean Surface: Eight knots or higher depending on the wind (approximately 9.2 miles per hour or 14.8 km per hour)

Ley Lines: 100 mph (160.9 kph). Requires the Telekinesis Spell (cost 8 P.P.E.) or 10 I.S.P. to initiative take off and Telekinesis Spell (cost 8 P.P.E.), Levitate Spell (cost 5 P.P.E.) or 10 I.S.P. to land the ship. Otherwise, the ship will float away slowly (2 mph) at about 100 feet (30.5 meters) off the ground. The ship can only travel through the air along ley lines and can switch directions at ley line nexus points.

Height: While Flying, maximum of 1000 feet (305 meters) and minimum of 200 feet (61 meters) without landing.

Range: Effectively Unlimited. The ship carries four weeks worth of supplies on board.


Statistical Data:

Length:  61 feet 4 inches (18.69 meters)

Beam:    16 feet 2 inches (4.95 meters).

Draft:    7 feet 2 inches (2.18 meters).

Displacement: 68 tons

Cargo: 10 tons (9.07 metric tons) of nonessential equipment and supplies. Most of the ships spaces are take up by extra ammo, armor, weapons, sails, and other equipment.

Power System: Magic and sails.

Market Cost: 40 million credits, there is a long waiting period and the cost to get one will often involve many extra costs as well.


WEAPON SYSTEMS:

  1. Eight (8) Telekinetic “Saker” Guns: There are four guns on each side. These weapons are surprising powerful weapons and use special magic ball that inflict large amounts of damage. The cannon balls look like standard Iron balls but in reality come in three different types.. The first is Thunderball which inflict considerable damage and creates a thunderclap that effects everyone within 10 feet (3 meters) of the cannon balls impact. The second is called Thunderfire and it erupts into fireball and inflicts greater damage than Thunderball ammunition but does not have the Thunderclap. The Third type of ammunition is Magic Grape Shot. This shot is designed to be used against a wide area and is very effective against personnel. The cannons use telekinesis to throw the rounds and does not use any gunpowder.

    Maximum Effective Range: 3,200 feet (975 meters).

    Mega-Damage: Thunderball Ammunition: 3D6 per round or 12D6 for a complete broadside. Each Thunderball will also release a thunderclap as per the spell. Each Thunderball will also release a thunderclap as per the spell (thunderclap effects a 10 feet (3 m) radius.) Thunderfire Ammunition: 6D6 per round or 2D6x10+20 for a complete broadside. The Thunderfire will often also ignite flammable materials. Magical Grape Shot Ammunition: 2D6 per round or 8D6 for a complete broadside. Each Magical Grape Shot will effect all targets within a blast radius of 20 feet (6 m).

    Rate of Fire: One shot per cannon per melee (all cannons can be fired at the same time). Cannon can be loaded and fired quickly due to not needing to load gunpowder.

    Payload: 160 rounds (20 per cannon), 60 rounds of Thunderball ammunition, 60 rounds of Thunderfire ammunition, and 40 rounds of Magical Grape Shot ammunition

    Notes: If the cannons are used against small targets (personnel, aircraft, missiles, etc) the cannons have a -4 penalty to strike (Grape shot has +4 to strike and can be used against small targets) with no bonuses to strike to strike for hand to hand or physical prowess. As well, only a single cannon can be targeted against a small target.

  2. Two (2) “Falconet” Light Telekinetic Machine Guns: Mounted on the forward part of the ship are two telekinetic machine-guns. While not period pieces, they are disguised to look like weapons of the time and are designed to look like small “Falconet” type swivel weapons complete with designs of birds of prey. Mounts have been enchanted by a series of spells so the cannons act as a more powerful version of the TK Machine gun. This increases the weapons damage and instead of being reloaded, the machine guns must be recharged by the spell Telekinesis and 50 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: 6D6 each

    Rate of Fire: Equal to the combined hand to hand attacks of the gunner (usually 4 or 5).

    Payload: Unlimited, although the spells (50 P.P.E. each mount) on each must be renewed every month whether the cannon have been used or not .

  3. Techno-Wizard Modifications: The Ketch has the following techno-wizard modifications built into the ship. These require P.P.E. or I.S.P. from the ships crew or P.P.E. battery.

    Special Features:

      Impervious to Energy (4th to 6th Level) - 20 P.P.E. or 40 I.S.P.

      Invisibility-Superior (4th to 6th Level) - 20 P.P.E. or 40 I.S.P.

Special Systems:



[ Altarain TM, Bandito Arms TM, Brodkil TM, Chipwell Armaments TM, Coalition States TM, Cyber-Knight TM, Federation of Magic TM, Free Quebec TM, Golden Age Weaponsmiths TM, Horune TM, Iron Heart Armaments TM, Kankoran TM, Kittani TM, Kydian TM, Larsen’s Brigade TM, M.D.C. TM, Mechanoids TM, Mega-Damage TM, Megaversal Legion TM, Millennium Tree TM, Mutants in Orbit TM, Naruni Enterprises TM, Naut’Yll, New Navy TM, New Sovietskiy TM, NGR TM, Nog Heng TM, Northern Gun TM, Phase World TM, Psyscape TM, Rifter TM, SAMAS TM, S.D.C. TM, Shemarrian TM, Splugorth TM, Stormspire TM, Sunaj TM, Tolkeen TM, Triax TM, Wellington Industries TM, Wilk’s Laser Technologies TM, Xiticix TM, and Zaayr TM are trademarks owned by Kevin Siembieda and Palladium Books Inc. ]

[ Beyond the Supernatural®, Heroes Unlimited®, Nightbane®, Ninjas & Superspies®, Palladium Fantasy®, and Rifts® are registered trademarks owned by Kevin Siembieda and Palladium Books Inc. ]


Writeup by Kitsune (E-Mail Kitsune).


Copyright © 2014, Kitsune. All rights reserved.



Return