T.W. “Ranger” Ley Line Sloop / Ocean Vessel:


Built in Kittery Maine for the Continental Navy, the first U.S.S. Ranger was an eighteen gun “Sloop of War” originally commanded by Captain John Paul Jones, better known for being the captain of the Bonhomme Richard which he transferred from the Ranger to command. The Ranger received the second salute to an American fighting vessel by a foreign power. In addition, the sloop captured quite a number of prizes during American War of Independence. With other Continental Congress ships, she captured almost twenty prizes. Included in this is the British warship H.M.S. Drake. The Ranger challenged her in British home waters and was the first American warship to beat a British there. While in command of Ranger, John Paul Jones led a daring raid on the British port of Whitehaven, spiking the guns of the fortress as well as burning the ships in the harbor. Ranger was eventually captured by the Royal Navy at Charleston South Carolina and later commissioned in the Royal Navy as H.M.S. Halifax.


During the middle of the Twenty-First Century, there was a resurgence of interest in the age of sail and a number of reproductions of various warships were built. One of these was a reproduction of the first U.S.S. Ranger. While modern tools were used, whenever possible the vessel duplicated the original ship of Captain John Paul Jones. The Revolutionary War sloop was researched extensively to copy the vessel as closely as possible. Like the original Ranger, the reproduction Ranger was actually built in Maine although much further up the coast. Similar to most other reproduction warships, she carried lightweight cannons unable to fire anything beyond a light charge.


Maybe the lack of technology allowed the ship to survive the coming of the Rifts or perhaps it was due to being at sea when the Rifts hit but the Ranger was somehow able to survive the magical energies which reshaped the world. Armageddon seemed to actually only cause some minor damage and she was discovered by a group of techno-wizards virtually intact. Already having a ship in quite good shape, they decided to transform the Ranger into a Ley Line vessel. Otherwise, some minor repairs were needed as well as replacing the non function weaponry with something effective. Unlike some line ships, the Ranger has been sold a number of times over the years. In most cases, one or more of the owners are techno-wizards.


While some portions of the vessel were replaced, much of the ship was restored through the use of the spell “Mend the Broken.” Of course, anything made from non magical wood is quite vulnerable to any attack and virtually any modern weapon would shred the slop. Similar to most other similar techno-wizard vessels, the ship was enchanted with the spell “Ironwood.” With this enchantment, the ship is as tough as if it was made from advanced composites and alloys. The enchantment also makes the sloop virtually immune to what was almost always the bane of wooden ships since almost the first one hit the water, marine organisms burrowing into the wood. In addition, the wooden ships is immune to rot and almost all rigors of the environment.


Not quite as far under sail as some of the other techno-wizard sailing ships she is still capable of around twelve knots when the wind is right. Unlike many other sloops, she is a three masted design. Of course, the ship rarely travels on the ocean but instead travels along Ley Lines. Along Ley Lines, she can travel much faster with speeds up to one hundred and fifty miles per hour. In the air, the ship can fly quite high, up to around one thousand feet. The spell of “Telekinesis” is used to launch the sloop and the spell of “Levitation” is used to land it when it actually lands, which is extremely rare for the sloop to actually land.


The original U.S.S. Ranger was armed with eighteen six pounder long guns mounted on a single deck. It was decided to replace these with twenty-four pounder carronades. While shorter ranged and not the original weaponry, they are far more powerful. Nine of the carronades firing at a single target. Cannonballs are fired using telekinesis, removing the need for gun powder. Fifty rounds per cannon are provided with various ammunition types able to be fired including Thunderball, Thunderfire, and Magical Grape Shot.


On the main deck are four light lightning blasters mounted along the rails of the sloop. Unlike the main battery, these mounts can engage small targets including flying power armors and incoming missiles using modern targeting systems. These mounts need to be recharged once a month using the spell of “Call of Lightning” even if not used. Otherwise, the weapon mounts have an unlimited payload. The crew are also armed with variety of small arms including T.W. Firebolt Pistols and T.W. Firebolt Rifles. In addition, up to twenty suits of mystical power armor can be embarked.


For additional defense, the ship is protected by an “Armor of Ithan” force field. The force field protects the entite ship when active, not just the hull. Able to be activated up to three times per day, the force field does not require magical energy from the crew. The other protective techno-wizard enchantment, that of “Impervious to Energy” which requires magical energy from the ship’s crew. With the enchantment active, the ship takes no damage from energy weapons such as lasers and particle beams.


A number of other mystical enchantment, not directly defensive, are also added to the vessel. The other main one is “Invisibility Superior.” As with the enchantment giving the sloop protection against energy weapons, the invisibility enchantment requires mystical energy from the crew. Various optics aboard the sailing ship have enchantments which allow the crew to see invisible targets. As with many other mystical ships, the Ranger has a mystical energy battery. The battery pulls mystical energy from Ley Lines and Ley Line Nexus Points. In addition, spell casters aboard the sloop can channel magical energy into the battery.


Compared to modern vessels, the sailing vessel requires a large crew although small compared to many larger vessels. Normal crew is around one hundred and forty, including marines. Several of the crew normally are techno-wizards and other spell casters. Often the captain and second in command are techno-wizards. Most common other spell casting types are Ley Line walkers and air elemental masters. While officer quarters in the rear of the sloop are comparatively comfortable, the rest of the crew is far more cramped with hammocks for most of the crew. Still, the ship has enchantments to improve crew comforts including better sanitation and mystically produced water.


Model Type: “Hornet” Ocean & Sky Ship

Vehicle Type: Ocean & Sky Sail Sloop

Crew: 120 with usually at least two techno-wizard, two air warlocks, and two other spell casting types recommended but not absolutely needed.

Troops: 20 (Normal of 10 pilots for Mystic Power Armors, 10 soldiers in body armor)


Robots, Power Armors, and Vehicles:

 

20

Mystic Power Armors (Possible)


M.D.C. by Location:

 

Telekinetic 24 pounder Carronades (18, 9 each side - Gun Deck):

125 each

 

Light Lightning Blaster Mounts (4, 2 Each side - Upper Deck):

100 each

 

[1] Foremast (Forward Mast):

160

 

[1] Mainmast (Middle Mast):

240

 

[1] Mizzenmast (Rear Mast):

160

 

Sails (15)

50 each

 

Rudder:

275

 

[2] Main Body:

1,600

 

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

400


Notes:

[1] Destruction of a mast reduces ocean and ley line speed by 1/3 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 thirty (30) minutes.


Speed:

Ocean Surface: 12 knots or higher depending on the wind (approximately 13.81 miles per hour or 22.2 km per hour)

Ley Lines: 150 mph (240 kph). Requires the Telekinesis Spell (double cost at 16 P.P.E.) or 20 I.S.P. to initiative take off and Telekinesis Spell (double cost at 16 P.P.E.), Levitate Spell (double cost at 10 P.P.E.) or 20 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 without landing

Range: Effectively Unlimited. The ship carries two months worth of supplies on board.


Statistical Data:

Length:  116 feet (35 meters).

Beam:    28 feet (8.5 meters).

Draft:    13 feet 6 inches (4.11 meters).

Displacement: 308 long tons

Cargo: 20 tons (18.14 metric tons) of nonessential equipment and supplies. Most of the ships spaces are take up by extra ammo, armor, troops, weapons, sails, and other equipment.

Power System: Magic and sails.

Market Cost: If sold, would cost 120 to 160 million credits. Owners will rarely sell vessel however has been sold a few times.


WEAPON SYSTEMS:

  1. Eighteen (18) Telekinetic 24 Pounder Carronades: Nine are mounted on each side with two able to fire forward to act as chaser guns. Carronades fire a larger ball for a smaller cannon when compared to long guns but have a reduced range when compared to long cannons. 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: 3,150 feet (960.1 meters).

    Mega-Damage: Thunderball Ammunition: 2D4x10 per round or 2D4x90 for a complete broadside (nine guns.) Each Thunderball will also release a thunderclap as per the spell (thunderclap effects a 10 feet (3 meters) radius. Thunderfire Ammunition: 4D4x10 per round or 4D4x90 for a complete broadside (nine guns.) The Thunderfire will often also ignite flammable materials. Magical Grape Shot Ammunition: 1D4x10 per round or 1D4x90 for an entire broadside (nine guns.) 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: 900 rounds (50 per cannon), 450 rounds of Thunderball ammunition, 225 rounds of Thunderfire ammunition, and 225 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. Four (4) Light Lightning Blaster: Mounted on the upper deck of the sloop, these are designed to look like swivel guns but are lightning blasters. Lighter than the Lightning Blasters mounted on some other craft, they are also shorter ranged. Additional optics and fire control have been added to enable the system to track and target aircraft and missiles The weapon must be recharged once a month using the spells “Call Lightning”, “Energy Bolt”, and 50 P.P.E.

    Maximum Effective Range: 3,000 feet (914 meters).

    Mega Damage: 1D4x10+10 per electrical blaster

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

    Payload: Effectively Unlimited.

  3. 3.Techno-Wizard Modifications: The “Ranger” 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 (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:



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Writeup by Kitsune (E-Mail Kitsune).


Copyright © 2014, Kitsune. All rights reserved.



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