Morgana le Fay class Cruiser (United Worlds Warlock):


The fleets of the United Worlds Warlock Navies have huge number of Dwarven Iron Ships in service but these ships are considered to be getting old. As a result, most senior fleet officers consider there to be a pressing need for the U.W.W. Navy to either completely reconstruct these ships or to replace them with newly constructed cruisers. In addition, since the formation of the United Worlds Warlock, no new Dwarven Iron Ships had been constructed and some had been lost over the years.


One of the issues going against the idea of upgrading the Dwarven Iron Ships is that to refit one of them would cost almost as much as building a more capable and modern cruiser. For this reason, refitting these old ships was never seriously considered although a few individual owners have refitted their ships. For individual owners, it makes far more sense because it is hard to actually get cruiser sized warships in the first place and so it is far more likely to upgrade them even if not generally considered cost effective.


As replacement for the Dwarven Iron Ship, several cruiser design plans were brought forward for consideration by the United Worlds Warlock navy. One of those on the short list was a designed which came from a redesign of the Black Swan class battlecruiser. Of course it was far smaller than the original battlecruiser. Later, a number of upgrades were worked into the design which were similar to those also fitted into the Firedrake battlecruiser and likely to be fitted into all Black Swan battlecruisers eventually.


There were several other designs which were also on the short list. There was considerable debate with regards to the new cruiser design. Eventually however, all of the other cruiser design plans were eliminated for a variety of reasons with the design based on a smaller Black Swan battlecruiser being the one selected for the replacement of the Dwarven Iron Ship.


Interestingly, each of these new cruisers only costs a fraction of what a new Dwarven Iron Ship might cost and costs only a little more than a pure technological cruiser. In common with most modern United Worlds Warlock designs, the cruiser is a mixture of standard technology and techno-wizardry. In actual mass, the new cruisers are slightly larger than a Dwarven Iron Ship although are is actually a little bit shorter in length. Even so, their mass keeps them comfortably in the standard cruiser category although some consider them to fit better into the heavy cruiser category.


With regard to naming, the lead ship of the class was named the Morgana le Fay and ships of the class are named after legendary Sorcerers and Sorceresses or important leaders within the United Worlds Warlock, most powerful practitioners of the mystical arts themselves. In terms of construction, only a relatively small number have been completed so far. The present plan is to replace the Dwarven Iron Ships completely in United Worlds Warlock navy service in the next forty years or so. Some have raised concerns that the cost of these vessels, even though far cheaper than the ships they replace, may create delays in replacement of the Dwarven Iron Ship with alternative ideas being considered.


It is unknown whether these cruisers will be sold to either independent fleets within Warlock space or to outside interests. There has however been some independent groups which have shown an interest in the design but it is likely decades away. It is far more likely that older Dwarven Iron Ships will be sold off first, possibly for a fraction of what they originally cost.


These ships are generally considered pretty capable although in a straight fight these ships could run into problems engaging ships of equal mass and size that are pure technological in design. This is especially the case with regards to engaging the more advanced starship designs such as those of the Consortium of Civilized Worlds. Even so, a smart captain does not consider these ships to be without its own advantages. These cruisers carry a large fighter compliment for a cruiser and carry both capital scale and smaller scale bottle demon missiles. Even though the missiles cause some trepidation with the crew, they are even more feared by others.


In appearance, the Morgana le Fay class has a number of elements of an ancient pre-rifts naval ship in its appearance. These include having two turrets in front of the ship superstructure and one behind the superstructure. The superstructure is large and distinct although the bow of the ship is almost the reverse of modern navy ship bows with the front tapering up instead of downwards. This is not unknown and was once known as a “tumblehome” design.


One thing which stands out is the Rift Projector Cannon near the bottom of the main hull form with, unlike previous ship class, the weapon having a cap to protect it when not in use. Underneath the ship’s hull, four capital missile launchers are carried and near the rear of the ship, behind the rear main turret, are the hanger bays. The hull is smooth and welded instead of crude appearing riveted plates. Several captains have had eyes and shark mouths painted on the bow of the ship to make them look more fearsome.


The hull of constructed from advanced composites and alloys instead of enchanted metal plates that are riveted together. It is believed that the composite and alloy formulas were purchased from Bushido Industries and the ship is far stronger than Dwarven Iron ship. In addition, the armor is far less expensive than the design on the Iron ship which reduces both the cost of construction of each ship and the cost of repairs. The magical plates carried on Dwarven Iron Ships are hideously expensive and large amounts of the United Worlds Warlock navy budget have been spent on just maintaining the older cruisers. Some intrepid independent owners of the Dwarven Iron Ships have actually ended up stripping the old materials and replacing them with more modern materials in order to reduce maintenance costs.


Propulsion on the ship in normal space is through the standard contra-grav systems favored by most technologic based cultures although the cruiser uses a United Worlds Warlock rift jump drive for travel between star systems. The rifts jump engines give a range of twenty light years between jumps, the same as the Dwarven Iron Ship, but the contra-grav drives give an acceleration of around twenty percent greater than the old ships.


For additional protection, the Morgana le Fay class carries magical “Armor of Ithan” shield similar to Dwarven Iron Ships although the mystical shield generators are slightly smaller. There is talk about a future upgrade where the force field may be replaced by an “Invincible Armor” shield generator. Most think it unlikely that early ships will be refitted but later ships may be built with the generators. In common with other new United Worlds Warlock designs, there is an attempt also being made to standardize the enchantments carried aboard the vessel with the spells of Shadow Meld, Invisibility, and Impervious to Energy.


As previously described, in the nose of the cruiser is a Rifts Projector Cannon. Some have argued that the weapon actually has dubious military value. However, the ship mounts a number of additional heavy direct fire weapons. These include two heavy flame cannons with one on either side of the hull. One of the more notable weapons however are the six laser cannon mounted in pairs in three twin turrets. Each has a greater rate of fire than those carries by CAF ships but have a lower power throughput.


For long range combat, these cruisers are far better equipped than most previous warship classes. Most important in this regard are the four capital missile launchers of similar design to the one that is carried on the Wolfen Hunter class destroyer. In addition to being able to fire standard capital missiles, the launchers are able to fire a “capital scale” super bottle demon missile. Still experimental, payload carried of these bottle demon missiles is usually limited. In addition, these ships also carries four standard bottle demon launchers. In order to conserve bottle demon missiles, the launchers have been modified to also be able to fire conventional mini-missiles. Some captains however prefer standard medium range missile batteries because they are considerably longer ranged than mini-missiles yet far safer than bottle demon missiles.


One place where the ship’s design is considered to excels is in its vastly improved point defense. The ship carries two mini-death cloud cannons with one on either side of the superstructure. Adapted from the larger versions carried on the Arcane class patrol ship, these weapons open up a rift to the elemental plane of water. When used in space, the water almost instantly freezes. As one might expect, they are incredible effective against missiles and can be used quite well against other warships and fighters. Additional point defense includes six sub particle acceleration cannon mounts along the hull and six twin telekinetic machine-gun mounts. Unfortunately, the ship was too small to mount the shockwave defense system mounted on the Firedrake Battlecruiser.


With regards to fighter compliment, these cruisers carry basically the same number of fighters as a Dwarven Iron Ship. However, it was decided to replace the Naruni fighters commonly embarked aboard the older vessels with the Katana fighter design manufactured by Bushido Industries, a major military manufacturer within the Consortium of Civilized Worlds. In comparison, the Bushido fighter design carries a greater ordnance load and has far greater acceleration. An attempt is being made that half of the Katana fighters embarked will have contra-grav faster than light booster units.


As far as crew, these ships do require a slightly larger crew than a Dwarven Iron Ship due to the greater number of weapon systems. These ships do have less automation than is standard for Consortium warships, also leading to the requirement for larger crews. In addition, these ships carry a considerably larger troop compliment including power armor troops. Even so, these ships are larger and much of the ship’s equipment is smaller than equipment aboard Dwarven Iron Ship, allowing for more comfort and less cramped quarters. The older Dwarven Iron Ships have long had a reputation for being cramped and unsanitary which have both been addressed in the Morgana ley Fay class Cruiser. As a result crew moral has been better for the newer class.


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: UW-CL82.

Class: Space Cruiser (techno-wizard).

Crew: 285, including a magic team of 22 techno-wizards (levels 2-6).

Troop Capacity: 100 Marines (Typically 50 stay on board for ship defense), 50 fighter pilots, 50 Warlock Combat Armor pilots, and can carry up to 20 passengers in addition to crew and troops.


Vehicles:

Power Armors & Robots:

 

20

U.W.W. W-1 Warlock Combat Armors.

 

30

U.W.W. W-F1 Flying Warlock Combat Armors.

Fighter Compliment:

 

12

Consortium / Bushido BIF-67 Katana Fighter Ship (Half with FTL boosters.)

 

36

U.W.W. WF-F15 Shadow Bolt Strike Ship.


M.D.C. by Location:

 

Rift Projector Cannon (1, in front):

2,000.

 

Flame Cannons (2, one on each side):

1,000 each.

 

Magical “Mini-Death Cloud” Cannons (2):

200 each.

 

Medium Laser Cannon Turrets (3, 2 Forward & 1 Aft):

1,000 each.

 

Medium Laser Cannon Barrels (6):

500 each.

 

Cruise Missile Launchers (4, Bottom):

1,000 each.

 

Bottled Demon Missile Batteries (4):

600 each.

 

Sub Particle Acceleration Cannons (6):

100 each.

 

Twin Telekinetic Machine Gun Turrets (6):

140 each.

 

[1] Main Bridge:

12,500.

 

[1] Auxiliary Bridge:

12,500.

 

[2] Main Body:

55,000.

 

Hangar Bay:

5,000.

 

[3] Magical “Armor of Ithan” Force Field:

10,000.


Notes:

[1] 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 also has an auxiliary bridge. Even if both bridges are taken out, 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.

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

[3] 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 1,000 P.P.E. require one minute (4 melee rounds) of spell casting to restore the force field. Magic, fire, lightning, and cold all inflict one-half damage.


Speed:

Driving on the ground: Not Possible.

Water Surface: 60 knots (111.3 km/69.6 mph).

Underwater: 40 knots (73.6 km/46 mph).

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 0.95 percent of light per melee.

Atmospheric Propulsion: Maximum speed is 200 mph (321.9 kph), can enter an atmosphere and can leave but is not designed for atmospheric flight.

Star Drive: Rift Jump Drive; maximum safe jump distance of 20 light years every four hours (Jump costs 4,000 P.P.E. per activation.)

Range: Life support will keep crew alive for up to ten years, as long as the P.P.E. generators are kept in working order.



Statistical Data:

Height:  100 feet (30.5 meters) main body; 180 feet (54.9 meters) from the bottom of the main body to the top of the bridge.

Width:   140 feet (42.7 meters) for main hull and 380 feet (115.8 meters) including wing structures.

Length:  720 feet (219.5 meters).

Weight / Mass: 185,000 tons (167,800 metric tons).

Power System: Combination Fusion & Techno-wizardry with 20 year life span. The cruiser also has a P.P.E. generator that produces 6,000 P.P.E. per hour / 25 P.P.E. per melee (Activating the Rifts Jump Drive costs 4,000 P.P.E.) and can hold up to 20,000 P.P.E. in storage. This P.P.E. can be used to power the Rifts Jump Drive or can be used to power spells cast by the cruiser’s crew.

Cargo: Cargo holds can hold up to 12,000 tons (10,900 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, engine, and other equipment.

Market Cost: The cruiser costs 5.4 billion credits to construct. The ship is not for sale outside the U.W.W. Armed Forces (The ship is presently not even be sold to U.W.W. member worlds.) Cost does not include embarked craft.


Weapon Systems:

  1. One (1) Rifts Projector Cannon: In the nose of the ship is large opening which is the main barrel of the cannon. When not in use, the cannon has a cover to protect it from combat or debris. The cannon creates a huge rift in front of the cannon that has a variable effect. This weapon can become a danger to the ship if it fails. The cannon has a 0.5% cumulative chance of failure (i.e., becomes 1% after two shots, 2% after four, and so on) if fired multiple times within a twenty four hour period. This cannon has penalties to strike small targets. For more information on the Rifts Projector Cannon, refer to page 155 of Dimension Book 2: Phase World (Except ranges are 1,000 times range in book in space.)

    Maximum Effective Range: 50,000 miles (80,000 km) in space and 50 miles (80 km) in an atmosphere.

    Mega-Damage: Roll on table in Dimension Book 2: Phase World page 156.

    Rate of Fire: Can fire once per minute (4 melee rounds/ 60 seconds).

    Payload: Requires 1,000 P.P.E. each time fired.

  2. Two (2) 16 Inch Flame Cannons: Mounted along the sides of the ship, these flame cannons are considered extremely powerful equal to the heavy energy weapon battery on most navy’s cruisers. Each mount can rotate 60 degrees up or down and has a 30 degree arc of fire to the sides of the ship that the weapon is mounted on. Firing giant fireballs, these cannons have enormous range in space. With regards to fire control, these cannons are not designed to lock onto any targets smaller than frigates. While these cannons are able to be used to bombard planets as well as well, they have comparatively limited range in an atmosphere.

    Maximum Effective Range: 20,000 miles (32,200 km) in space and 20 miles (32.2 km) in an atmosphere.

    Mega Damage: 1D4x1000 M.D.C. each cannon.

    Rate of Fire: Maximum of two (2) times per melee per cannon (A total of 4 blasts).

    Payload: Needs 1000 P.P.E. per day to function.

  3. Six (6) 5 inch Laser Cannons mounted in Double Turrets (12 Barrels Total): Each turret can rotate 270 degrees and has a 60 degree arc of fire upwards and 15 degree arc of fire downwards. All the cannons in a turret can be fired as one or each barrel can be fired separately. The ship can fire a total of two turrets forward, one turret aft of the ship, and can fire three turrets to the side of the ship. The ship will often engage attacking with the sides to increase the ship’s firepower. These are a modern weapon system that are powered by the ship’s reactor. The cannons are not quite as powerful as the cannons on most Consortium warship classes but have a higher rate of fire. Weapon has standard penalties to hit fighters and small targets for large starship weaponry. These weapon systems cannot be used to engage targets while traveling at faster than light velocities.

    Maximum Effective Range: 16,000 miles (25,000 km) in space and 16 miles (25 km) in an atmosphere.

    Mega Damage: 1D6x100 M.D.C. each.

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

    Payload: Effectively Unlimited.

  4. Two (2) Magical “Mini Death Cloud” Cannons: These cannons are mounted with one on each side of the ships superstructure. This weapon is very similar to the cannon that is mounted on the Arcane patrol ship. The weapon release a massive amount of water that quickly freezes. While the ice is not a solid barrier, the particle density of the ice is great enough to eliminate missiles and inflict large amounts of damage to larger targets. Each weapon releases about 1/4 of the ice that the weapon mounted on the Arcane patrol ship does. The weapon can also be used to block heavy plasma weapons and can be used to hide a ship on sensors systems. The “wall” of ice has a virtually indefinite duration in space but does drift at the heading and speed of the ship launching the “wall” of ice. If used in an atmosphere, the weapon has only a momentary duration and reduced effects. The weapon system is useless underwater. The cloud of ice is -6 to dodge normally with the penalties for large ships used as well.

    Maximum Effective Range: Can be accurately targeted up to 1,000 miles (1,600 km) with a diameter of 25,000 feet (15,200 meters) when used in space and 10 miles (16 km) with a diameter of 250 feet (152 meters) when used in an atmosphere.

    Mega-Damage: A ship or missile 1D6 x speed of target in percentage of light. For example, a ship traveling at 10% of the speed of light would have 1D6x10 inflicted on them. Larger ships will have greater damage inflicted on them. 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. Most missiles are automatically destroyed by the cloud of ice. If used in an atmosphere, the weapon will automatically knock missiles off course and anyone flying through the cloud of water will need to make a piloting roll at -6. Optional: The speed of the ship launching the cloud may also be calculated but it is math intensive due to the fact that direction of travel and vectors will also effect the damage of the weapon.

    Rate of Fire: Twice (2) per melee per mini-death cloud cannon.

    Payload: Each weapon may be activated 20 times per twenty four hour period. Further activations require 100 P.P.E. from either onboard magicians or drawing on the ship’s P.P.E. generator.

  5. Six (6) Sub Particle Acceleration Cannons in Single Mounts: Mounted on top of the ship along the sides of the ship’s hull in turrets. Cannons turrets can fire at up to a 90 degree angle up or 55 degree angle down and can rotate up to 360 degrees side to side. The gun does not have penalties to strike small targets. Uses the spell of the same name from page 143 of World Book 16: Federation of Magic (although has far greater range.) The spells must be renewed every two months (costs 400 P.P.E. and 20,000 credits per cannon) but during that period the weapon can fire unlimited blasts.

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

    Mega Damage: 1D6x10+10 per cannon.

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

    Payload: Effective Unlimited, although the spells must be renewed every two months whether the cannons have been used or not.

  6. Six (6) Twin Heavy Telekinetic Machine Guns Turrets: These heavy machine-guns are identical to those mounted in the Shadow Bolt Starfighter but are in twin mounts. Mounted on the sides of the ship in turrets. Heavy machine gun mounts can fire at up to a 90 degree angle up or down and can rotate up to 180 degrees side to side. The machine guns do not have penalties to strike small targets. Because the machine guns inflict damage by impact, they inflict full damage to targets that are using are using the spell “Impervious to Energy.” The spells must be renewed every two months (costs 400 P.P.E. and 20,000 credits per machine gun) but during the period the weapon can fire unlimited blasts.

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

    Mega Damage: 12D6 per burst for both machine guns a turret (6D6 per heavy machine gun.)

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

    Payload: Effective Unlimited, although the spells must be renewed every two months whether the machine guns have been used or not.

  7. Four (4) Cruise Missile Launchers: The cruiser has four cruise missile tubes under the “hull.” These launchers are copied from those carried on a Hunter class destroyer. 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 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.

    The launcher can also fire a special larger version of bottled demon missiles, although for safety purposes, only a few are normally carried on board. It has been said by many people that an escaped demon is worse than a matter/anti-matter explosion. They can be launched at the same rate as conventional cruise missiles, can use the same programming, and, although slightly smaller than a standard cruise missile, they are fitted into a collar that allows them to be used in the standard launchers. The missiles accelerate at the same rate as conventional cruise missiles. Missiles are considered super smart and have +4 to strike and +5 to dodge. Unlike normal missiles, the bottled demon missile does not explode and keeps striking at its target over and over. If the target is destroyed or vanishes, the missile disappears. The missiles are literally powerful demons summoned and bottled into a missile and are an aggressive and intelligent guidance system. The evil demons will continue to chase its target until destroyed (120 M.D.C. to the missile.) Optional: Because the super bottle demon missiles use a more powerful demon and the missiles are still experimental, there is a 5% chance that the missile will turn on the ship launching it.

    Maximum Effective Range: Conventional Cruise Missiles: 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. Bottled Demon Missiles: Effectively Unlimited! Once fired, the demon controlled and powered missile will fly and pursue the designated target until its target or the missile is destroyed (or the target vanished from sight, jumps away, or gets away by another means.)

    Mega-Damage & Properties: See revised Phase World / Three Galaxies missile tables for details (Anti-Matter multi-warheads inflict 5D6x100 M.D.C. each.) Bottled Demon Missiles: 6D6x100 of magical energy every time the missile strikes (3% chance of releasing the demon every time it hits.)

    Rate of Fire: One cruise missile per melee attack (special software allows 4 to 8 missile to be launched as one volley depending on gunners hand to hand attacks) per launcher. This allows total volleys of sixteen (16) to thirty-two (32) cruise missiles to be launched in one melee round.

    Payload: Conventional Cruise Missiles: 50 cruise missiles per launcher for a total of 200 cruise missiles. Bottled Demon Missiles: 5 demon missiles per launcher for a total of 20 demon missiles.

  8. Four (4) Bottled Demon Missile Batteries: On each side of the hull the cruiser has two bottle demon missile batteries. The missiles are literally demons summoned and bottled into a missile and are an aggressive and intelligent guidance system. The evil demons will continue to chase its target until destroyed (50 M.D.C. to the missile.) Bottled demons are slightly larger than mini-missiles and require special launchers. Missiles have a top speed of Mach 10 in an atmosphere have an acceleration of 2% of light per turn in space. This is slightly faster than any starship except if it is exceeding it maximum safe acceleration. Missiles are considered super smart and have +4 to strike and +5 to dodge. Unlike normal missiles, the bottled demon missile does not explode and keeps striking at its target over and over. If the target is destroyed or vanishes, the missile disappears.

    The launchers have been modified so they can also fire standard mini-missiles even though the missiles are slightly smaller. This is done mainly by fitting the mini-missiles with a special sleeve that allows them to be fired from the launcher. This allows the launchers to be used for point defense and targets not worth a bottled demon. Mini-Missiles in the Phase World / Three Galaxies setting are normally smart missiles. Batteries can launch on multiple targets each at the same time.

    Maximum Effective Range: Bottled Demon Missiles: Effectively Unlimited! Once fired, the demon controlled and powered missile will fly and pursue the designated target until its target or the missile is destroyed (or the target vanished from sight, jumps away, or gets away by another means.) Conventional Mini-Missiles: Missile range is 2 miles (3.2 km) in an atmosphere and 100 miles (161 km) in space.

    Mega-Damage: Bottled Demon Missiles: 3D4x10 M.D. of magical energy every time the missile strikes (3% chance of releasing the demon every time it hits.) Conventional Mini-Missiles: Varies with mini-missile type (See revised Phase World / Three Galaxies missile tables for details.)

    Rate of Fire: Can fire missiles one at a time or in volleys of two (2), three (3), four (4), or eight (8) missiles per battery.

    Payload: Bottled Demon Missiles: 32 per battery for a total of 128 bottled demon missiles. Conventional Mini-Missiles: 64 per battery for a total of 256 mini-missiles.

  9. Techno-Wizard Modifications: The “Morgana le Fay” class cruiser 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 (10th Level) - 160 P.P.E. or 320 I.S.P.

      Invisibility-Superior (10th Level) - 160 P.P.E. or 320 I.S.P.

      Shadow Meld (10th Level) - 80 P.P.E. or 160 I.S.P.



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Image created and copyrighted by Kevin S. Wiliams (kevin@omcp.com) .

More Kevin S. Wiliams artwork at His Starship Gallery.


Writeup by Kitsune (E-Mail Kitsune).


Copyright © 1999, 2000, & 2016, Kitsune. All rights reserved.



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