Starwind Kingdom “Cygnet II” class Star Sloop-Of-War:

When people think of magic oriented space faring nations in the Three Galaxies, most think of the United Worlds Warlock. There are a number of other powers which are dominated by magic. Most are minor, only one or two star systems. However, there are some larger magic dominated powers including Starwind Kingdom. They are far smaller than the United Worlds Warlock but they are still a multi-star kingdom which operates significant numbers of starships and has a large merchant marine.

While the starships of the Starwind Kingdom are considered techno-wizardry, they are more magic oriented than the United Worlds Warlock in design. They also travel between stars in a different manner than the vast majority of powers in the Three Galaxies including the United Worlds Warlock. Their ships use a faster than light travel method known as “Cosmic Ley Line Sailing.” Their ships actually unfurl sails to travel along ley lines between star systems. Unfortunately due to the way the system interacts with the magic inherent in a star system, the ships cannot travel along a ley line inside star systems.

While limited to ley lines, their ships are surprisingly fast with some ships able to travel up to twelve light years per hour on a normal ley line. The Cygnet is a little slower with a top speed of nine light years per hour. Smaller ships can carry more masts and sails for their size because surface area compared to volume decreases as a ship gets larger. As with other vessels, these ships can reach faster speeds on more powerful ley lines with these ships having been known to reach eighteen light years per hour on the most powerful ley lines.

The Starwind Kingdom uses different terms for their vessels than most of the Three Galaxies. Their “Sloops-Of-War” are basically the equivalent of destroyers. Their largest ships are called “Frigates” and are basically the same basic size classes as most cruisers in the Three Galaxies. The Cygnet class sloop-of-war is operated in the largest numbers by the Starwind Kingdom navy and might be considered the workhorse of their forces. The navy operates far more Cygnet class sloops-of-war than they do Swiftsure class cutters.

In common with other starship classes of the Starwind Kingdom, the Cygnet had major overhauls after encountering the other major powers of the Three Galaxies. Initially their ships were at a significant disadvantage in combat. There are believed to be few, if any, unmodified Cygnet class sloops-of-war remaining in service. In order to differentiate the upgraded vessels, they are generally known as the “Cygnet II” class.

These ships were original fitted with ion thrusters with an acceleration limited to a few Gs. In addition, power was provided by a fission, not fusion, reactor which was considered quite primitive compared to most of the powers in the Three Galaxies. Replacing the original propulsion system is a contra-grav system with far greater acceleration. Replacing the original reactor is a civilian design fusion plant. Other than powering the propulsion system, the fusion plant powers relatively modern sensor systems.

The other major upgrade is in the weaponry. Original weaponry consisted of twenty-eight hyper velocity telekinetic cannons, eight telekinetic Gatling cannons, and two “focused shockwave” cannons. Each telekinetic cannon was more powerful than those carried on the Swiftsure class cutter but still relatively short ranged. They are considered the largest which could effectively be hand loaded. Only eight are retained with heavier weaponry and missile systems largely replacing them. In addition the magazines for the telekinetic cannons are reduced. A common tactic of these ships in battle is to spin on their access in order to be able to bring a second broadside to bear.

As the ship does not have the power runs for conventional energy weapons, the ship mounts four “Annihilate” cannons instead for its main anti-ship weaponry. In addition, the sloop mounts a pair of capital missile launchers similar to those carried on a number of older Wolfen vessels. As is common, the ship uses software to enable it to fire heavier volleys of missiles. Finally the sloop mounts four medium range missile batteries similar to those carried on many merchant vessels in the Three Galaxies. Payload for the missile launchers is increased compared to most merchant vessels however.

While the ship’s faster than light propulsion does not need magical energy to power it, the ship does require magical energy for a number of systems and enchantments. With the exception of the missile launchers, all of the energy weapons require mystical energy to power them. As such, the Cygnet carries a mystical energy generator. The generator is similar to those carried on most United Worlds Warlock vessels although is believed to have been independently developed.

To give the ship additional protection, the ship has a protective force field. Originally the ship mounted an “Armor of Ithan” force field but many have been upgraded to “Invincible Armor.” It costs quite a bit more in terms of mystical energy but gives far better protection than the original force field. Eventually it is planned to upgrade all ships to the more powerful force field but only about one quarter of sloops in Starwind Kingdom service have so far been upgraded. Those that have been sold have rarely mounted the upgraded force field however.

The conventional techno-wizard enchantments of “Impervious to Energy” and “Invisibility: Superior” are standard on these vessels. These are part of the reason why these warships have been able to survive as well as they have when initially they were badly outranged and had almost hopeless acceleration. These ships do not have try life support. Instead, the ship has the enchantment of “Sustain” in order for the crew to survive when the ship is in space.

Instead of being constructed from advanced composites and alloys as most starships in the Three Galaxies are, the sloop-of-war is instead constructed from wood. Otherwise, there are only a handful of starships in the United Worlds Warlock constructed from wood. A large percentage of the wood is made mystically. Compared to advanced composites and alloys, wood is far easier to shape. Once the ship is basically complete, the enchantment of “Ironwood” makes the ship as strong as if it were made from advanced materials.

These ships are generally considered works of art. Many have highly decorated sterns reminiscent of naval vessels from the great age of sail. Below the decorative part of the stern are where the thrusters originally were mounted and not where the contra-grav propulsion is located. The hull is more or less an elongdated prolate spheroid although with a flattened deck where the “Annihilate” cannons and the Gatling cannons are mounted. There are two large openings in the bow where the two capital missile batteries are mounted.

As with most cosmic ley line vessels, the masts are mounted in an “X” pattern on the Cygnet and are generally folded against the hull when not in use. The ship has a total of eight masts which it carries its ethereal sails on. These mystical sails appear when the ship enters a ley line. These is also a forward spear like bowsprit which helps with navigation of the ship.

These ships require a crew of one hundred and twenty to get full performance, far larger than most conventional warships of similar size. Even compared to most United Worlds Warlock vessels, these ships require large crews. These large crews are required in order to man the sails. In order to get the best performance from a ley line, the sails require constant adjustment and for some reason automated systems seem unable to perform the task well. Often in addition to the captain, these ships have a sailing master in order to navigate and adjust the sails.

No fighters are embarked but a relatively large marine compliment is usually embarked. Normal troop compliment is forty marines. Originally the marines were not fitted with power armors but recently the mystic power armor has been introduced. So far only a small percentage of marines are equipped with them but the plan is to eventually have the entire marine compliment with the armors.

This starship design uses modified starship speed and weapon range rules. See Revised Starship Rules for Phase World / Three Galaxies for more details.

Model Type: “Cygnet II” Cosmic Ley Line Sloop-Of-War.

Vehicle Type: Cosmic Ley Line Sloop-Of-War.

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

Troops: 40 marines.


Power Armors & Robots:



Mystic Power Armors (Maximum - 10 common).

M.D.C. by Location:


Magical “Focused Shockwave” Cannons (2, top and bottom):

500 each.


Turret Mounted “Annihilate” Cannons (4):

600 each.


Hyper Velocity Telekinetic Cannons (8, 4 each side):

250 each.


Telekinetic Gatling Cannons (8, 4 each side):

100 each.


Cruise Missile Launchers (2, bow):

800 each.


Medium Range Missile Batteries (4, 2 each side):

300 each.


Bowsprit (1):



[1] Foremasts (4, Forward Masts):

480 each.


[1] Mizzenmasts (4, Rear Masts):

540 each.


[2] Main Contra-Grav Engines (2, Rear):

1,200 each.


[3] Main Bridge:



[4] Main Body:



[5] Optional: Magical “Armor of Ithan” Force Field:



[6] Optional: Magical “Invincible Armor” Force Field:



[1] Destruction of a mast will reduce speed along Ley Lines by one eighth (1/8) for each mast lost.

[2] Destruction of a single contra-grav engine will reduce normal space acceleration by twenty-five percent (25%). Destruction of both engines means the ship is effectively dead in space.

[3] In reality this is how much damage needs to be done for a weapon to hit the bridge through the ship’s armor. This ship does not have an auxiliary bridge. Even if the sloop-of-war’s bridge is destroyed, 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.

[4] Depleting the M.D.C. of the main body will put the sloop-of-war out of commission. All internal systems will shut down, including life support and internal gravity. The ship itself will be an unsalvageable floating wreck.

[5] This is not a variable force field, but a magical shield that must be completely depleted. Once the shield has been knocked down, it will cost 150 P.P.E. and require one minute (4 melee rounds) of spell casting to restore the force field. Magic, fire, lightning, and cold all inflict one-half damage.

[6] This is not a variable force field, but a magical shield that must be completely depleted. Once the shield has been knocked down, it will cost 400 P.P.E. and require one minute (4 melee rounds) of spell casting to restore the force field. When knocked down, no additional damage beyond which destroyed the shield will be transferred to the cutter.

Some ships mount the “Armor of Ithan” force field while a smaller number have been refitted with the “Invincible Armor” force field.


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 0.80 percent of light per melee.

Atmospheric Propulsion: Maximum speed is 200 mph (321.9 kph), can enter an atmosphere and can leave on contra-grav propulsion but is not designed for atmospheric flight. Masts need to be folded down when the ship is operating in an atmosphere.

Star Drive: Special Cosmic Ley Line travel. Ship travels along cosmic ley lines only and can only switch ley lines at nexus points. Can only be used outside of star systems with a maximum speed of 9.0 light years per hour on an average cosmic ley line. Can travel faster on more powerful cosmic ley lines and slower on less power cosmic ley lines.

See full description of Cosmic Ley Line travel for full details.

Range: Effectively Unlimited by either propulsion system. Life support is “Sustain” spell and has effectively virtually unlimited duration (Requires 48 P.P.E. or 96 I.S.P. and has a duration of six days per activation.)  

Statistical Data:

Height:  64 feet (19.51 meters) for the main hull with sails retracted and 92 feet (28.04 meters) including “Directed Shockwave” Cannons.

Sails extend in an “X” type pattern. With sails extended, height is 432 feet (131.67 meters). Foremasts are 248 feet (75.59 meters) each. Mizzenmasts are 264 feet (80.47 meters) each.

Width:   72 feet (21.95 meters) with sails retracted. With sails extended, width is 432 feet (131.67 meters).

Length:  366 feet (111.56 meters) for the main hull and 412 feet (125.58 meters) with the bowsprit.

Weight / Mass: 4,824 tons (4,376.26 metric tons).

Power System: Advanced Fusion with a 10 year life span. The sloop-of-war also has a P.P.E. generator that produces 480 P.P.E. per hour / 2 P.P.E. per melee round and can hold up to 2,400 P.P.E. in storage.

Cargo: Cargo holds can hold up to 200 tons (181.4 metric 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. Ship’s officers have more space for personal items. Most of the ship’s spaces are taken up by extra ammunition, armor, troops, weapons, propulsion, and other equipment.

Market Cost: Cost to construct is around 600 million credits. These ships are occasional available for sale and then to cost between 800 million and one billion credits depending on condition. Cost does not include any embarked mystic power armors.


  1. Two (2) Magical “Focused Shockwave” Cannons: One is mounted above the hull while the other is mounted below. While the standard shockwave fires a wave in all directions, focused shockwave is more concentrated in the form of a cone. While still useful against missiles, the system is effective against other vessels as well. It is a far longer ranged version of the eight level spell “Focused Shockwave.” Unfortunately, the spell can only be activated once per melee and requires magical energy every time it is activated. The system does not affect people and equipment on the deck or rigging of the ship.

    Maximum Effective Range: 4,000 miles (6,440 km) in space and 40,000 feet (12,200 meters) in an atmosphere in a cone. Cone is ten percent as wide as the distance the cone is from the ship. At maximum range in space, cone will be 400 miles (644 km) wide.

    Mega Damage: 2D4x10 to all targets within cone of effect (S.D.C. objects will be completely destroyed). Unlike the normal shockwave enchantment, this spell enchantment will inflict greater damage to larger ships. Destroyer sized ships (greater than 1,000 tons but less than 40,000 tons) have damage multiplied by 5, light cruiser sized ships (greater than 40,000 tons but less than 100,000 tons) have damage multiplied by 10, heavy cruiser sized ships (Greater than 100,000 but less 1 million tons) have damage multiplied by 20, and the truly huge ships like heavy cargo ships and battleships (1 million tons and greater) have damage multiplied by 100. The system also inflicts knock back as per the spell “Focused Shockwave” on website. In space, missiles hit by the shockwave will have a -6 to strike if not outright destroyed and small craft pilots have to make a piloting roll at -30%.

    Rate of Fire: Once per melee round per cannon.

    Payload: One each cannon, requires 35 P.P.E. to be activated again.

  2. Four (4) “Annihilate” Cannons: Mounted in turrets on the sloop-of-war, these cannons are extremely powerful and act as the main weaponry of the sloop. The cannon fires a black sphere which is magically contained anti-matter. It inflicts incredible damage to the target although range is limited compared to heavy lasers. Weapons system, when used hit fighters and small targets, has half the normal penalties to hit due to sophisticated fire control. The barrels can be fired either forward or behind and can be rotated 60 degrees horizontally or vertically.

    Maximum Effective Range: 10,000 miles (16,000 km) in space and 10 miles (16 km) in an atmosphere.

    Mega Damage: 2D4x100 M.D.C. each.

    Rate of Fire: four (4) times per melee per cannon.

    Payload: Needs 300 P.P.E. per day to function.

  3. Eight (8) Hyper Velocity Telekinetic Cannons: There are four guns on each side of the vessel. Originally there were fourteen per broadside but were replaced by other weaponry. Unlike almost all weapons in the Three Galaxies, these weapons actually fire a fire ball at their target. They are in many way a refinement of techno-wizard naval vessels with telekinetic weapons and have much greater projectile velocity and range. Still, they look externally like ancient naval vessel cannons and they fire what looks like ancient iron balls. There are three basic types of balls which can be fired from the cannons. 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 missiles, personnel, and other small targets.

    Maximum Effective Range: 1492 miles (2,402 km) in space and 7,880.6 feet (2,402 meters) in an atmosphere.

    Mega-Damage: Thunderball Ammunition: 2D6x10 per round or 2D6x40 for a complete broadside (4 guns.) Each Thunderball will also release a thunderclap as per the spell (thunderclap effects a 10 feet (3 meter) radius. Thunderfire Ammunition: 4D6x10 per round or 4D6x40 for a complete broadside (4 guns.) The Thunderfire will often also ignite flammable materials. Magical Grape Shot Ammunition: 1D6x10 per round or 1D6x40 for an entire broadside (4 guns.) Each Magical Grape Shot will effect all targets within a blast radius of 40 feet (12.2 meters).

    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. Ship can spin on its axis to quickly bring both batteries to bear on a single target.

    Payload: 1,600 rounds (200 per cannon), 800 rounds of Thunderball ammunition, 400 rounds of Thunderfire ammunition, and 400 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.

  4. Eight (8) Telekinetic Gatling Cannons: Mounts have been enchanted by a series of spells so the cannons act as a more powerful version of the Telekinetic Machine gun. 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 small craft and missiles.

    Maximum Effective Range: 200 miles (320 km) in space and 2 miles (3.2 km) in an atmosphere.

    Mega Damage: 12D6 each.

    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.

  5. Two (2) Cruise Missile Launchers: From scrapped or upgraded Wolfen warships and mounted to either side of the bow of the vessel. Missiles have a top speed of Mach 25 in an atmosphere and have an acceleration of 10% of light per turn (far faster than any starship) in space. Whether missiles can be shot down is calculated from the speed of target, launching starship, and missiles. When drive goes dead, missiles will continue to travel in a straight line unless set to self destruct or receives a destruct code, but have very low odds of hitting star ships (Great for hitting bases and planets because target does not move and missiles, when unpowered, are at -25% to be detected.) Cruise missiles have penalties to hit small targets but are almost always smart missiles. While missiles are only launched at the rate of one at a time, the ship’s computer has special software that allows all the missiles to hit a target at the same time for the purpose of making the point defense of a target more easily overwhelmed. This is done by slowing down the initial acceleration of missiles and by setting some for delayed activation although the target must be at least 30 seconds away (2 melee rounds) with regard to flight time. Missiles are then considered to only have an acceleration of 5% of light for the first turn. Batteries can launch on multiple targets each at the same time although rarely are.

    Maximum Effective Range: Cruise 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) in space.

    Mega-Damage & Properties: See revised Phase World / Three Galaxies missile tables for details (Anti-Matter multi-warheads inflict 5D6x100 M.D.C. each and Fusion multi-warheads inflict 3D6x100 M.D.C. each.)

    Rate of Fire: One cruise missiles per melee attack (special software allows 4 to 8 cruise missiles to be launched as one volley depending on gunner’s hand to hand attacks) per launcher. This allows total volleys of 8 to 16 cruise missiles to be launched in one melee round.

    Payload: 40 cruise missiles each for 80 total.

  6. Four (4) Medium Range Missile Batteries: Batteries are mounted on the port and starboard sides of the ship and replace broadside cannons. Weapon system is used for hitting enemy robots, fighters, and missiles (both cruise and long range missiles.) Missiles have a top speed of Mach 15 in an atmosphere and have an acceleration of 6% of light per turn in space. Weapon system can be used on multiple targets simultaneously. Mounts are basically a civilian model with a greater payload.

    Maximum Effective Range: Medium Range Missile range is 160 miles (257.5 km) in an atmosphere and 80,000 miles (128,750 km/0.43 light seconds) in space.

    Mega-Damage: Varies with medium range missile type (Multi-warhead heavy warheads inflict 5D6x10 M.D.C. each - See revised Phase World / Three Galaxies missile tables for details.)

    Rate of Fire: Can fire medium range missiles one at a time or in volleys of two (2), four (4), or eight (8) medium range missiles per melee attack.

    Payload: One-Hundred and Twenty-Eight (128) medium range missiles per battery (512 medium range missiles total.)

  7. Techno-Wizard Modifications: The “Cygnet” 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)

    80 P.P.E. or 160 I.S.P.


    Invisibility-Superior (6th Level)

    80 P.P.E. or 160 I.S.P.


    Sustain (6th Level)

    48 P.P.E. or 96 I.S.P.

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Writeup by Kitsune (E-Mail Kitsune).

Copyright © 2017, Kitsune. All rights reserved.