Ghost Battleship Yamato:
Captain Maseo Miyazaki watched in horror as the giant tentacle ripped the Sawakaze in half. Both ends of the doomed destroyer floated for a few moments before disappearing beneath the black water. Even as the SAMAS power armors made another pass on the hideous demon, he knew that the situation was hopeless. His ship, the Kongo, was down to 30% of its missile stores and the frigate Tokachi was heavily damaged. No, there was no way his small taskforce would survive this battle with this Lord of the Deep.
Captain Miyazaki was issuing additional orders, when he saw a sheer wall of fog roll in from nothingness. One moment to was completely clear, and the next they were surrounded by gray haze. Suddenly a huge gray hull came slicing out of the fog. The Kongo's helmsman turned the wheel hard to starboard to prevent a collision with the massive vessel coming right at them. Collision averted, the Kongo was still rocked by the huge ship’s wake and was nearly capsized.
Even as they got back to their feet, the Kongo's crew was thrown back to the deck by the enormous back-blast of the mysterious ship’s weapons. Every window on the ship was broken and several crewmen's eardrums burst from the pressure. Captain Miyazaki was able to make it to one of the shattered pilothouse windows in time to see the ship’s second volley. Two enormous turrets fired the largest guns that Miyazaki had ever seen. From this close range, he could see that they were bigger than the 16-inch guns he saw on the USS Missouri memorial in Hawaii as a teenager.
The six shells all struck the great tentacle and caused a huge explosion. It recoiled in pain, but turned to attack this strange new threat. The ship turned and brought its third rear turret to bear on the monster. As hundreds of smaller guns fired on the smaller tentacles attacking the taskforce, all three of the ship’s main turrets fired on the main huge tentacle. They all struck it square center, and it latterly exploded from the force of the blast. The smaller tentacles that survived the ship’s onslaught quickly disappeared beneath the waves in retreat.
Just as he was breathing a sigh of relief, Captain Miyazaki saw the huge ship’s guns turn in the direction of the Kongo. He had just moments before recognized their savior and now would-be assailant. He yelled to a signalman through the broken bridge window to quickly raise the ship’s colors. Following the order, the Japanese ensign shown high above the Kongo only a few moments later.
The effect was instant with the ship’s guns returning to their normal positions. A blinker light began flashing in Morse code that they would stay on station while the survivors were rescued. Utilizing the SAMAS power armor units, this was accomplished quickly, though there were less than thirty from the Sawakaze. As the last men were brought aboard, Captain Miyazaki looked out just in time to see the strange, enormous ship disappear into the fogand then the fog too was gone.
As Captain Miyazaki oversaw the taskforce's withdrawal to safer waters, he knew his report would be a strange one, even in this strange, new land. The Yamato was afloat and fighting once again.
The IJNS Yamato her sister ship Musashi were the largest, heaviest battleships ever constructed, weighing over 65 thousand tons. She carried the heaviest armament ever fitted to a battleship; nine 46 cm (18.1 inch) guns. The Yamato was built at a specially prepared dock at Kure Naval Dockyards beginning on 4 November 1937. She was launched on 8 August 1940 and commissioned on 16 December 1941.
The Yamato was designed to be superior to any ship that the United States was likely to produce. The 46 cm (18.2 inch) main guns were selected over 40.6cm (16 inch) because the width of the Panama Canal would make it impracticable for the U.S. Navy to construct a battleship with the same caliber guns without severe design restrictions or an inadequate defensive arrangement. To further confuse the intelligence agencies of other countries, her main guns were officially named as 40.6cm Special, and civilians were never notified of the true nature of the guns.
Yamato was the flagship of Admiral Isoroku Yamamoto from 12 February 1942, replacing Nagato. She took part in the Midway operation in June, 1942, but took no active part in the Battle of Midway. She remained the flagship until February 11, 1943, when the flag was transferred to her sister ship Musashi. She was with the Japanese fleet in the Battle of the Philippine Sea in June 1944. In October, she participated in the Battles of Leyte Gulf and Samar, during which she first fired her main guns in action, and she received two bomb hits from aircraft which did little damage.
Her final mission was as part of Operation Ten-Go following the invasion of Okinawa on 1 April 1945. She was sent on a suicide mission to attack the US fleet supporting the US troops landing on the west of the island. On 6 April Yamato and her escorts left port at Tokuyama. They were sighted on 7 April by American submarines as they exited the Inland Sea southwards. The U.S. Navy launched 386 aircraft to intercept the task force, and the planes engaged the ships starting at 12:30 that afternoon. Yamato took 8 bomb and 10 torpedo hits before, at about 14:23, she capsized to port and her aft magazines detonated. She sank while still some 200 km from Okinawa. Of her crew 2,475 were lost, and the 269 survivors were picked up by the escorting destroyers.
Since the Great Cataclysm, the Yamato has been seen only a few dozen times. In each case, the ship has fired on any vessel or aircraft that has not shown Japanese colors. The ship has only been seen within a 500 mile radius of the Japanese islands and seems to be tied to the islands by some mystic force. The ship has also been known to attack supernatural creatures on sight.
It seems clear that the ship is motivated to protect the Japanese islands from any foreign, human or nonhuman, invaders. The ship seems to be alive just like it is a person. Unlike some haunted vehicles, the Yamato appears to be a completely independent being in its own right.
No one has ever been on the deck of the ship; at least no one has ever lived to tell the tale. Whenever someone has tried to swim, sail, or fly to the ship, they have been warded off by close warning shots from the battleships smaller machine guns. Descriptions of the ship indicate that the ship is completely intact. In fact the ship looks exactly like it did the day it was sunk in 1945.
Whenever the ship is closely approached, an aura of fear and doom can be felt from the ship, save for any of Japanese descent. These individuals are instilled with feelings of safety and national pride. Stories tell that it has been badly mauled in several battles and that the ship seems to heal whenever it is damaged. No crewmen are seen on deck or on the bridge, leading some magicians to believe that the souls of her crew have been absorbed by the ship itself, making it a truly independent entity. Although the Yamato is seen with her catapults intact, there seem to be no floatplanes on the ship and none have ever been seen. The Yamato seems to appear and disappear within fog banks. It has not ever been seen on a clear day, and seems to avoid contact with the living as much as possible.
Model Type: Yamato class
Vehicle Type: Ocean, Ghost Battleship
Crew: Unknown (2,744 full crew in 1945, 2,475 killed aboard
on final mission)
Horror Factor: 18; 10 for humans of Japanese heritage
M.D.C. by Location:
Eighteen Inch (460 mm) Cannon Barrels (9, 3 each turret): | 300 each | |
Eighteen Inch (460 mm) Cannon Turrets (3 - Triple mounts): | 1,500 each | |
Six Inch (155 mm) Cannon Barrels (6, 3 each turret): | 75 each | |
Six Inch (155 mm) Cannon Turrets (2 - Triple mounts): | 350 each | |
Five Inch (127 mm) Gun Barrels (24, 12 each turret): | 60 each | |
Five Inch (127 mm) Gun Turrets (12 - Twin mounts): | 250 each | |
25 mm Triple mount Machine Guns (50): | 125 each | |
25 mm Single mount Machine Guns (2): | 50 each | |
[1] Superstructure/Conning Tower: | 2,500 | |
[2] Main Body: | 15,000 |
Notes:
[1] If the superstructure/conning tower is destroyed, fired control
for long range gunner is reduced and the ship has -8 to strike with 18.1
inch cannons at long range.
[2] Destroying the main body causes the ship to lose structural integrity,
causing the ship to sink. There are various predictions of what would occur.
Some believe that the ship would simply come out of the water after a few
days once it has restored itself.
Note: The ship will regenerate at 20% of the hit locations M.D.C.
per day, meaning all damage will be restored within 5 days of being damaged.
Even if a hit location is completely destroyed, it will slowly regenerate
until completely restored.
Speed:
Surface: 31 mph (27 knots/50 kph).
Maximum Effective Range: Effectively Unlimited, the engines appear to need no
refueling and seem to run on magical energy.
Statistical Data:
Length: 800.5 ft (256 meters) water-line and 862.5 ft (263 meters)
overall
Draft: 36 feet (11 meters)
Width: 121 feet (36.9 meters)
Displacement: 65,027 tons (empty); 72,800 tons (full load)
Power System: Magic, systems seem to work as if run by magic
Black Market Cost: Not for Sale, due to the haunted nature of
the ship it is doubtful anyone would want the ship and the ship is completely
independent.
WEAPON SYSTEMS:
- Three (3) “Balefire” Triple Barrel 18.1 inch/45-calibur Naval
Guns: Two turrets are mounted forward of the ship’s superstructure
and one is mounted behind the ship’s superstructure. Each turret can rotate
about 280 degrees and can elevate up to forty-five degrees. Original cannons
but “Ghost” energies cause the cannon to fire rounds constructed from magical
energy instead of standard projectiles. The ship will reload the cannon
from the magazines each time it is fired. When rounds are being expended,
the rounds will be restored at the rate of eight rounds per minute. Rounds
will affect both the target hit and any crew inside as if they are hit
by the spell “Havoc.” Virtually any target which finds itself under the
guns of the ghost ship will find itself a wreck within just a few minutes.
Maximum Effective Range: 26.1 miles (22.7 nautical miles / 42 km).
Mega Damage: Round inflicts 2D6x100 M.D.C. directly to the target to a blast radius of 20 ft (6.1 m). Round also inflicts 1D6 Direct to hit points per melee (Inflicts double M.D.C. to Supernatural Creatures) to the crew and the target also needs to save vs. magic or are -3 to initiative, strike, parry, and dodge. (Has no sense of direction or time.) Secondary effect goes direct through power armor and vehicles. Havoc affects a 60 foot (18.3 meter) radius area. Duration of secondary effect is ten melees.
Rate of Fire: Once every two melees or two shots per barrel per minute (Can fire up to six shots per turret per minute or up to eighteen shots with all three turrets).
Payload: 1200 Rounds with 100 per gun. (Regenerates at the rate of two rounds every 15 seconds) - Two (2) “Balefire” Triple Barrel Six Inch (155 mm)/60 Calibur
Anti-Destroyer Guns: The cannons are mounted in turrets behind both
the front and rear main turrets. Originally there were two additional turrets
to the side of the superstructure, but these are not present. Each turret
can rotate about 280 degrees and can elevate up to fifty-five degrees.
Like the main cannons, the cannons fire rounds constructed from magical
energy instead of standard projectiles. The ship will reload the cannons
from the magazines each time they are fired. When rounds are being expended,
the rounds will be restored at the rate of eight rounds per minute. Rounds
will affect both the target hit and any crew inside as if they are hit
by the spell “Havoc.”
Maximum Effective Range: 17 miles (14.8 nm/27.4 km)
Mega-Damage: Round inflicts 5D6x10+20 M.D.C. directly to the target to a blast radius of 10 ft (3.0 m). Round also inflicts 2D6 Direct to hit points per melee (Inflicts double M.D.C. to Supernatural Creatures) to the crew and the target also needs to save vs. magic or are -3 to initiative, strike, parry, and dodge. (has no sense of direction or time.) Secondary effect goes direct through power armor and vehicles. Havoc affects a 20 foot (6.1 meter) radius area. Duration of secondary effect is ten melees.
Rate of Fire: Maximum of one per melee per cannon.
Payload: 2500 Round with 250 per gun (Regenerates at the rate of two rounds every 15 seconds) - Twelve (12) “Balefire” Twin Barrel Five Inch (127 mm) / 40 Anti-Aircraft
Guns: The turrets are spread around the superstructure on the main
deck. Although intended as anti-aircraft mounts, they do have a fair anti-surface
capability. Each turret can rotate about 180 degrees and can elevate up
to ninety degrees. As a result, the cannons cannot be used against air
targets. Like the main cannons, the cannons fire rounds constructed from
magical energy instead of standard projectiles. The ship will reload the
cannon from the magazines each time it is fired. When rounds are being
expended, the rounds will be restored at the rate of eight rounds per minute.
Rounds will affect both the target hit and any crew inside as if they are
hit by the spell “Havoc.”
Maximum Effective Range: 9.1 miles (7.9 nm/14.6 km)
Mega-Damage: Round inflicts 4D6x10 M.D.C. directly to the target to a blast radius of 10 ft (3.0 m). Round also inflicts 1D6 Direct to hit points per melee (Inflicts double M.D.C. to Supernatural Creatures) to the crew and the target also needs to save vs. magic or are -3 to initiative, strike, parry, and dodge. (has no sense of direction or time.) Secondary effect goes direct through power armor and vehicles. Havoc affects a 20 foot (6.1 meter) radius area. Duration of secondary effect is ten melees.
Rate of Fire: Maximum of two per melee per cannon.
Payload: 2500 Round with 250 per gun (Regenerates at the rate of two rounds every 15 seconds) - Fifty (50) “Balefire” Triple Barrel 25mm Anti-Aircraft Machine-Guns:
These weapons are mounted around the ship to provide close range anti-aircraft
defense. These weapons also fire “Balefire” rounds although the rounds
do not have the secondary havoc effects of the 14 inch and 5 inch rounds
although payload appears to be virtually infinite.
Maximum Effective Range: 4.66 miles (4.04 nm/7.5 km)
Mega Damage: Short Burst 1D6x10 and Long Burst 3D6x10
Rate of Fire: Three per melee
Payload: Effectively Unlimited - Two (2) “Balefire” Single Barrel 25mm Anti-Aircraft Machine-Guns:
These weapons are mounted around the ship to provide close range anti-aircraft
defense. These weapons also fire “Balefire” rounds although the rounds
do not have the secondary havoc effects of the 14 inch and 5 inch rounds
although payload appears to be virtually infinite.
Maximum Effective Range: 4.66 miles (4.04 nm/7.5 km)
Mega Damage: Short Burst 5D6 and Long Burst 1D6x10+10
Rate of Fire: Equal to combined hand to hand attacks of gunner (usually three for ghosts)
Payload: Effectively Unlimited.
Special Abilities as a Haunted Vehicle:
- Will of Its Own: The ship has a will of its own and operates completely independently. No one seems to be able to make sense of the course of the ship and the ships motivations. The guns on the ship can fire at the usual rate of fire and ship can make course changes on its own. The ship will always defend Japanese assets and people. Most people who have studied the ship do not really consider it to be good but more aberrant in its alignment, and something appears spooky about the ship beyond that of most haunted vessels.
- Inexhaustible Propulsive Force: Range and fuel are not a problem; the craft seems able to go on forever, powered by a magical power source. The ship seems to also produce electricity to run all of the ship’s systems.
- Regenerates Damage: The ship will regenerate at 20% of the hit locations M.D.C. per day, meaning all damage will be restored within 5 days of being damaged. Even if a hit location is completely destroyed, it will slowly regenerate until completely restored.
- Natural P.P.E.: 1,000; The ship virtually fairly hum with magical energy. The energy regenerates at the rate of 100 P.P.E. per hour. Double P.P.E. and regeneration on ley lines and triple P.P.E. and regeneration at a Ley Line Nexus. Magical energy can be used by the ships ghost crew for powering psionics.
- Natural Invisibility: The ship is capable of assuming an invisible (Both visually and on Radar) and perfectly silent state, even when running full out! The vehicle cannot engage in any sort of offensive action (such as firing a weapon) without dropping its invisibility. Can engage this ability 6 times per day with a duration of up to 60 minutes at a time. This can be performed by the ship itself or maybe on of the ghosts, no one knows.
- Natural Intangibility: The vehicle has the ability to become immaterial and intangible, and ghost through solid objects. Although it cannot sail on dry land, can pass through other ships, the sides of locks, and other solid objects. The ship cannot be harmed by normal weapons while intangible but can be affected by magic weapons and psionics. Conventional weapons cannot be used while the ship is intangible. Speed does not change while intangible. The ship appears to be ghostlike when it goes intangible and cannot be detected on radar. Can engage this ability 6 times per day for up to 30 minutes at a time.
- Ghost Glow / Aura of Doom: The vehicle seems to shimmer with a barely visible glow that usually intensifies in areas of high magic. The glow seems to create an aura of doom around the battleship for about 20 feet (6.1 meters). The aura cause anyone within the area of effect who fails their saving throw to lose half their attacks per melee, their skill performances will be half, initiative will be half, and will be at -4 to strike, parry, and dodge.
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Special Credit to Talis D. Merrill (taalismn@pop.tiac.net) for many of the concepts and enchantments / powers for Ghost / Haunted vehicles.
Writeup by Kamikazi (kamikazi_gm@hotmail.com)
Minor Revisions by Kitsune (E-Mail Kitsune).
Copyright © 2006, Kamikazi. All rights reserved.