Sphinx modified Gryphon class Monitor (United Worlds Warlock):


With the exception of destroyer sized vessels, the United Worlds Warlock navy had built few warships in recent times. The average warship within the United Worlds Warlock is far older than the warships of the Consortium or even the Trans-Galactic Empire. Upgrades have mostly been restricted to electronics upgrades as well although in some cases weaponry have been upgraded.


Many navy leaders within the United Worlds Warlock have long been concerned with this especially with many ships being considered to be reaching the end of their service lives without significant upgrades. The preference by fleet officers would be to replace most of the older vessels with new build designs. However, there would be no way which the budget could support this kind of program.


Instead it was decided to concentrate on cruiser class vessels with the Dwarven Iron Ships seen as in the most need of being replaced. Two designs, the Morgana le Fay and Mandrake classes were developed as replacements. Of course, it will be at least several decades to replace all of the Dwarven Iron Ships. A number of other ships, such as light carriers, are also derived from the new cruiser classes.


With regard to several other older class, it was decided to upgrade them instead of replacing them. Few were quite as old as the Dwarven Iron Ships. Operating in relatively large numbers in the system defense role, the Gryphon class monitor was considered a prime candidate for upgrading. Even though they could be replaced far less expensively than the Ultima class system defense platforms and construction of a new monitor could be done far more rapidly, it was still considered more cost effective to upgrade. Because the monitors do not have any faster than light drives, any replacement vessels would need to be constructed within the systems they defended anyway.


In design, these monitors share many similarities with the Ultima class system defense platforms and Black Swan class battlecruisers. As a result, a similar upgrade was developed to those for the two larger designs. This upgrade program is known as the “Sphinx class monitor.” In total, there were many hundreds of these monitors in service and with most of the remaining monitors planned to be upgraded, is of the largest upgrade programs ever conceived.


These ships are not completely rebuilt to reduce costs. These include retaining the original magical “Armor of Ithan” force field, the mystical energy battery, the combination fusion and techno-wizardry reactor, and the original propulsion system. There has been some criticism with regard to the propulsion with the acceleration of most warships far greater than the monitor.


The original Gryphon class monitor are built using enchanted armor plate similar to the Dwarven Iron Ship and were extremely expensive. In some cases, these plates have already been replaced by armor made from modern composite and alloys when damaged. The upgrade reinforced various areas with the same composite and alloy plates and added an addition belt of armor. It is believed that the additional protection makes these warships far tougher while the new materials will be far easier to replace.


Electronics have been upgraded as much as possible with more modern sensor arrays although the designs still lag behind the best carried on Consortium designs. While the crews of many monitors already had various additional techno-wizard enchantments, it was decided to standardize them with the upgrade. These include the enchantments of “impervious to energy,” “shadow meld,” and “invisibility.”


The basic main battery of the monitor is retained. These include the single rifts projector cannons, two triple mounts of flame cannons, and six twin mounts of anti-ship lasers. In general, the ship is consider to have excellent close range anti-ship firepower. In addition, the twelve point defense sub particle acceleration cannons and eight twin telekinetic machine gun mounts are retained.


With respect to modifications, theses monitor are being upgraded to better be able to deal with long range engagements. This was an item which these ships have often been previously criticized for. In general, these upgrades ro the monitors are similar to those mounted on both upgraded and new construction United Worlds Warlock warships.


On either side of the rifts projector cannon are mounted three capital missile launchers for a total of six launchers. The tubes themselves are basically identical to those carried on the Wolfen Hunter class destroyer and the launchers look like torpedo tubes as were carried on ancient submarines. Special software allows these missile launchers to link multiple capital missiles fired by delaying the activation of the missile’s drives. Normally these monitors carry standard capital missiles but there is also a special bottled demon missile available. Many crews are nervous around the demon missiles and they are not available outside of the United Worlds Warlock navy.


The original bottle demon missile launchers are retained although they are modified to be able to fire standard mini-missiles. Standard mini-missiles are fired through the use of a special sleeve. They are used to engage targets which are not considered worth firing bottle demon missiles at. Those operated by system defense forces might very well exclusively carry standard mini-missiles. The mini-missiles used usually are smart guided and are quite effective as close range defense against incoming missiles.


Platforms were built on the four corners of the superstructure where four mini-death cloud cannons are mounted. Opening up portals to the elemental plane of water, the water freeze almost instantly in space and is an extremely effective defense against missiles. In the hands of a good captain, the weapons can also be extremely effective against fighters and even other warships.


Finally, the Sphinx class monitor is one of the smallest starship classes which carry a “shockwave” defense system. Firing a sphere of energy in all directions, the system acts as a final close range defense against incoming missiles. Does have a number of limitations including being shorter ranged than the point defense batteries and having an extremely limited rate of fire compared to the point defense mounts.


As these ships remain relatively slow compared to many other warships, fighters are extremely important with respect to these vessel’s effectiveness. In fact, these monitors carry a fighter compliment equal to that of a number of light carriers. This includes almost one hundred Shadow Bolt fighters although there is consideration being given to upgrading these fighters. As well, a small number of Black Widow heavy fighters are carried. Mounting either conventional faster than light drives or rifts jump drives, these allow for long range scouting. Many crews are extremely glad that the Naruni fighters are in the process of being replaced. Instead, it is planned to carry two squadrons of Katana fighters manufactured by Bushido Industries. These also mount faster than light boosters which allo them to also act in the long range scouting role although slower than the Black Widow.


These monitors are considered well equipped with regards to boarding operations. As well, these monitors are well equipped to deal with boarders about the monitor as well. Compared to the Dwarven Iron Ship, they have a marine compliment three times larger including power armors. These ships are not designed for ground assault roles and do not embark any larger vehicles such as tanks.


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-SM-22 (FRAM1).

Class: Space; Monitor (techno-wizard).

Crew: 475, including a magic team of 40 techno-wizards (levels 2-6).

Troop Capacity: 100 Marines (Typically 50 stay on board for ship defense), 175 fighter pilots, 200 Warlock Combat Armor pilots, and can carry up to 20 passengers in addition to troops and crew (generally flag personnel.)


Vehicles:

Power Armors & Robots:

 

120

W-1 Warlock Combat Armors.

 

80

W-F1 Flying Warlock Combat Armors.

Fighter Compliment:

 

24

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

 

96

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

 

6

U.W.W. WF-P60S Black Widow II Heavy Starfighters


M.D.C. by Location:

 

Rift Projector Cannon (1, in front):

2,500.

 

Flame Cannon Barrels (6):

900 each.

 

Flame Cannon Turrets (2):

2,000 each.

 

Medium Laser Cannons (12):

800 each.

 

Mini-Death Cloud Cannons (4):

200 each.

 

Cruise Missile Launchers (6, front):

1,000 each.

 

Bottled Demon Missile Batteries (6):

600 each.

 

Sub Particle Acceleration Cannons (12):

100 each.

 

Twin Telekinetic Machine Gun Turrets (8):

140 each.

 

[1] Main Bridge:

20,000.

 

[1] Auxiliary Bridge:

20,000.

 

[2] Main Body:

100,000.

 

Hangar Bay (2):

10,000 each.

 

[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 Monitor 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 1000 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: 35 knots (64.8 kph / 40.3 mph).

Underwater: 25 knots (46.3 kph / 28.8 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 0.6 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

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:  240 feet (73.2 meters).

Width:   280 feet (85.3 meters).

Length:  1250 feet (381 meters).

Weight / Mass: 1.8 million tons (1.63 million metric tons).

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

Cargo: Cargo holds can hold up to 20,000 tons (18,140 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 Gryphon class monitor originally cost 34 billion to construct. Upgrading the design costs around 4 billion credits. Most Gryphon class monitors are still in United World Warlock although there is a small number which have been transferred to system defense forces. If sold, would likely sell for around twice construction costs. 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) Triple Barrel Turrets with 16 Inch Flame Cannons (6 Cannons Total): While the cannons are virtually identical to those on the Dwarven Iron ship, the heavy battery of cannons gives the ship a very powerful punch. There is a triple mount forward and aft of the main superstructure with each turret having the ability to rotate 270 degrees. In addition, each turret has a 60 degree arc of fire upwards and 15 degree arc of fire downwards. All the cannons in a turret can be fires as one or each barrel can be fired separately. The ship will often engage attacking with the sides to increase the ship’s firepower. 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 and all three cannons in a turret can be combined for a total of 3D4x1000.

    Rate of Fire: Maximum of two (2) times per melee per cannon (A total of 12 individual blasts or 4 triple blasts).

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

  3. Six (6) 5 inch Double Mount Laser Cannons (12 Cannons Total): On some versions of the ship class, the guns are in double mounts in casemates. Weapons in casemate mounts have a 150 degree rotation and a 60 degree arc of fire. Other vessels of the class have the lasers in two turrets on each side of the deck. Deck mounts can rotate 360 degrees and have an 80 degree arc of fire. In any case, these are a modern weapon system that are powered by the ship’s fusion 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 or both cannons in a turret can be combined for a total of 2D6x100.

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

    Payload: Effectively Unlimited.

  4. Four (4) Magical “Mini Death Cloud” Cannons: These cannons are mounted with two on each side of the ships superstructure. This weapon is very similar to that 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 /-30%. 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. Twelve (12) Sub Particle Acceleration Cannons in Single Mounts: Mounted on top of the ship along the sides of the ship’s hull in individual mounts. Cannons mounts 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. Eight (8) 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 platform in twin mounts. 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. Six (6) Cruise Missile Launchers: The ship has six cruise missile tubes with three on either side of the Rift Cannon. 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 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.

    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 (if they are carried at all.) 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 missiles per melee attack (special software allows 4 to 8 cruise missile to be launched as one volley depending on gunner’s hand to hand attacks) per launcher. This allows total volleys of twenty-four (24) to forty-eight (48) cruise missiles to be launched in one melee round.

    Payload: Conventional Cruise Missiles: 50 cruise missiles per launcher for a total of 300 cruise missiles. While Bottle Demon Missiles are listed, they are rarely carried.

  8. Six (6) Bottled Demon Missile Batteries: On each side of the hull the monitor has three 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. Many ships do not carry bottle demon missiles and simply replace them with conventional mini-missiles. In those cases, increase conventional missile payload.

    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 192 bottled demon missiles. Conventional Mini-Missiles: 64 per battery for a total of 3586 mini-missiles. If Bottle Demon missiles are not carried, increase mini-missiles to 96 per battery and to a total of 576 mini-missiles.

  9. Magical “Shockwave” Defense System: When it is activated, a spherical energy wave is emanated from the ship in all directions which can devastate missile volleys. The blast is semi-spherical and the affects travel upwards and downwards as well. The blast does not effect targets underwater. It is a far longer ranged version of the eight level spell “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 of the ship.

    Maximum Effective Range: 40 miles (64.4 km) in space and 4,000 feet (1,220 meters) in an atmosphere in all directions.

    Mega Damage: 2D4x10 to all targets within radius of effect (S.D.C. objects will be completely destroyed). While the weapon system does not have the range to be generally effective against larger vessels because they will rarely get within the blast radius, 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. The system also inflicts knock back as per the spell “Shockwave” on page 144 of World Book 16: Federation of Magic. 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.

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

  10. Techno-Wizard Modifications: The “Sphinx” class monitor has the following Techno-Wizard modifications built into the ship. These require P.P.E. or I.S.P. from the ship’s crew or P.P.E. battery.

    Special Features: 

    Impervious to Energy (6th Level)

    320 P.P.E. or 640 I.S.P.

     

    Invisibility-Superior (6th Level)

    320 P.P.E. or 640 I.S.P.

     

    Shadow Meld (6th Level)

    160 P.P.E. or 320 I.S.P.



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Writeup by Kitsune (E-Mail Kitsune).


Copyright © 2008, 2016, & 2017, Kitsune. All rights reserved.



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