Techno-Wizard “Karya” Scout Cruiser (Wooden):
The name “Karya” is the name of a wood nymph, or dryad, from ancient Greek mythology. This is because, unlike just about every modern naval vessel, the hull of the ship is actually made from wood. Of course, wood enchanted by the spell “Iron Wood” can be considered to be the equal of the strongest composites and alloys but is still quite unusual. Originally the cruiser was named the “Iron Oak” but was later changed.
The ship itself can be considered on the small size for a cruiser but is still among the largest naval vessels ever constructed of wood. In general, wooden vessels much larger than three hundred feet have trouble with sagging and leaking. Of course, enchanted wood, being much stronger does not have the same issues but still few builders have dared to build such large vessels actually from wood.
While the ship is in many ways a modern design, even though made from wood, the ship does appear to have taken its appearance from the ancient Pre-Rifts British Apollo and Astraea class cruisers. There are significant difference especially in terms of the actual hull form in order for the vessel to be able to operate at better speed. Even though they are not used, the vessel is fitted with two prominent smoke stacks to complete the appearance of ancient steam vessel.
It is hard to accurately describe the vessel. The term of the original Apollo and Astraea class cruisers was “Protected Cruiser” which does not fit real well but the ship might considered on the slow side to really be considered a “Scout Cruiser.” Still, the term seems to be the one that the techno-wizards who build the vessel seem to prefer so it seems to have stuck. Still, it is quite a bit faster than the original Apollo and Astraea class cruisers which its appearance is derived from.
Propulsion is provided by two powerful electric motors which are converted to techno-wizardry and powered by the spell “Call Lighting” cast into the engines. Each engine produces around 12,500 horsepower with the ship having a maximum speed of around twenty-six knots. A single engine will allow the boat to travel at up twenty knots. On each full charge, the boat has a maximum range of one thousand nautical miles. With the ease of recharging the engines, the vessel has effectively infinite range while far less expensive than a fusion reactor might cost.
Weaponry seems to be mostly derived from non naval weapon systems. On the bow and stern are standard 155 mm artillery mounts. In addition, on each side of the hull are four 30 mm chain guns. Even though relatively close ranged, they are capable of shredding most targets. Between the chain gun mounts are twin telekinetic machine gun mounts. Unlike either the 155 mm artillery mounts or the 30 mm chain guns, the telekinetic machine guns do not require ammunition although need to be recharged each month by the crew.
Mounted on the deck are a pair of box launchers. One is between the two fake smoke stacks while the other is behind the smoke stacks. Often they are covered by tarps to hide their appearance, each one has a capacity for twelve long range missiles for a total of twenty-four long range missiles. The cruiser is designed to engage in close range gun combat more than missile combat. In addition the ship mounts four short range missile launchers to give some measure of effective anti-missile defense. Two are mounted on the sides of the forward superstructure while two are mounted on the sides of the rear mast support.
The one naval weapon the ship does have are torpedo tubes. The Karya mounts four forward firing torpedo tubes and two aft firing torpedo tubes. A total of twenty-four torpedoes are carried for reloads with eight for the rear tubes and sixteen for the forward tubes. In some cases enchanted “elemental” torpedoes may be fired. In addition, the cruiser can engage both surface and underwater targets with the torpedoes.
Electronics are relatively austere. They are more the systems that one might expect on a corvette or other small boat not a cruiser and are relatively short ranged. Even so, the systems can be considered generally reasonably capable. Systems include an active single panel phased array radar system mounted in the mast along with a short ranged hull sonar. There is discussion abut adding a short range towed sonar array to the cruiser at a later time.
Other than the propulsion system and the telekinetic machine gun, the boat has a number of enchantments. To give additional protection, the ship has an “Armor of Ithan” force field which can be activated up to three times per day. Additionally, the ship has a mystic energy battery which can be used to power various enchantments. The battery does not generate mystic energy on its own but can store energy from crew members or will absorb mystic energy from ley lines and nexus points. For protection against missiles, the cruiser has a magic chaff and flare system. The various optic systems on the bridge are fitted with the “See the Invisible” enchantment.
The vessel has a number of more conventional enchantment as well. These include being able to make the ship impervious to energy as well as invisible. Both enchantments are extremely useful in combat or when trying to evade an opponent. There is also the enchantment of “Sustain” which allows the crew to survive without air, water, or food for six days each time that it is activated.
Because of the relatively heavy gun battery, the cruiser requires a relatively large crew even though most of the other systems require few crew members. In total, the ship requires a crew of around one hundred and forty. Usually that crew requires four or five techno-wizards and the same number of other types of spell casters. Even though designed to look like the crew quarters of an old naval vessel, crew quarters are still relatively comfortable. Normal marine compliment is sixty with the troops usually fitted with mystic power armor. No other vehicles are usually embarked.
Model Type: TW-CS-36.
Vehicle Type: Ocean, Magically Enchanted Light Cruiser / Gunboat.
Crew: 142 with usually at least 4 to 5 techno-wizard and 4 to 5 other spell casting types but not absolutely needed.
Troops: 60 (usually fitted with mystic power armor.)
Robots, Power Armors, and Vehicles:
|
60 |
Mystic Power Armors. |
M.D.C. by Location:
|
Single Barrel 155 mm Cannon Mounts (2, forward and aft): |
250 each. |
|
155 mm Cannon / Howitzer Barrels (2): |
80 each. |
|
Wellington Bushmaster II Cain Guns (8, 4 each side): |
80 each. |
|
[1] Twin Telekinetic Machine-Guns (6, 3 each side): |
60 each. |
|
WI-66L Long Range Missile Twin Launchers (2, 12 cells each): |
200 each. |
|
WI-54S Short Range Missile Box Launchers (4, retractable): |
40 each. |
|
Heavy 21 inch (533 mm) Torpedo Tubes (4 bow and 2 stern tubes): |
80 each. |
|
[1] “Fireworks” Magic Chaff and Flare Dispensers (4, superstructure): |
20 each. |
|
[2] EADS 3D TRS-16 (SPS-75) Phased Array Radar System: |
120. |
|
[3] Bridge: |
425. |
|
[4] Main Body: |
2,000. |
|
[5] “Armor of Ithan” Force Field (three times per day): |
500. |
Notes:
[1] These are small and difficult targets to strike, requiring the attacker to make a “called shot,” but even then the attacker is -4 to strike.
[2] Destroying rotating phased array radar system will eliminate the ability to effectively track airborne targets. Some weapon systems have their own internal tracking systems however.
[3] If the control bridge is destroyed, the ship can still be piloted from engineering but with a -15% to piloting rolls due to using emergency controls. Communication and sensor equipment are not concentrated on the bridge to reduce the effectiveness of strikes against the bridge.
[4] Destroying the main body causes the ship to lose structural integrity, causing the ship to sink. There are enough life preservers and inflatable life boats to accommodate everyone on the ship.
[5] As per the spell “Armor of Ithan” - Magic, fire, lightning, and cold all inflict one-half damage. Each activation lasts for 30 minutes (120 melee rounds.)
Speed:
Surface: 26 knots (20.9 mph/ 48.1 kph) on both engines. The vessel will operate at 20 knots (23.0 mph / 37.0 kph) on a single engine.
Range: 1,000 nautical miles (1,151.5 miles / 1,853.2 km) for each full recharge (requires 30 P.P.E.) Charging a single engine gives a range of 500 nautical miles (575.8 miles / 926.6 km) and costs 15 P.P.E. for a single casting of “Call Lightning.” Speed however is limited to 20 knots (23.0 mph / 37.0 kph) in such a case.
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.) The cruiser carries about eight months worth of supplies on board (“Sustain” provides all food requirements.)
Statistical Data:
Length: 344 feet 9 inches (105.08 meters) overall and 322 feet 3 inches (98.22 meters) at the waterline.
Draft: 19 feet 6 inches (5.94 meters).
Width: 49 feet 9 inches (15.16 meters).
Displacement: 4,460 tons standard and 4,840 tons fully loaded.
Cargo: Can carry 200 tons (181.43 metric tons) of nonessential equipment and supplies. 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 ammo, armor, troops, weapons, and engines.
Power System: Techno-Wizard Electrical Engine Conversion (Powered by “Call Lightning” spell).
Black Market Price: Not for sale. If sold, it would be worth upwards of 300 to 500 million credits. Cost does not include embarked craft and power armors.
WEAPON SYSTEMS:
Two (2) Single Barrel 155 mm Howitzer / Naval Guns: Actually not naval guns but converted ground artillery pieces. It fires standard artillery shells and is normally fired indirectly on the target but can be fired as direct fire if necessary. Fire control does allow engaging air targets as well. The cannon is loaded by a automatic shell loading device, which is fed from a onboard magazine. The magazine is fully automated and keeps stock of the amount and type of rounds still available. It can switch between rounds at will. It uses modern Rifts artillery rounds and can use both non rocket assisted and rocket assisted rounds. Due to cooling systems, rate of fire can be maintained unlike most land based systems.
Maximum Effective Range: 18.6 miles (30 km) for non rocket assisted and 24.9 miles (40 km) for rocket assisted projectiles.
Mega-Damage: By artillery round type (Go to Battlefield Artillery for Rifts for more information: Fragmentation 2D4x10, High Explosive 2D6x10, Armor Piercing 3D6x10, Plasma 4D6x10, and has a vast number of other type of rounds as well.)
Rate of Fire: Four (4) shots per barrel per melee maximum of eight (8) rounds total per melee round between both mounts.
Payload: 500 rounds (250 rounds per weapon mount). Ship normally carries usually carries 60 High Explosive, 125 High Explosive Armor Piercing, 125 Plasma, 60 Rocket Propelled High Explosive, 65 Rocket Propelled High Explosive Armor Piercing, and 65 Rocket Propelled Plasma rounds. The ship will carry special rounds when employed in artillery roles.
Eight (8) Wellington Bushmaster II Chain Gun Mounts: Mounted on the sides of the vessel, the cruiser carries eight 30 mm chain gun (Wellington Bushmaster II) mounts. Each mount can rotate 270 degrees and can elevate up to 60 degrees so the chain gun can fire at low flying aircraft although primarily role is against surface targets. Controlled by a gunner. The 30 mm cannon fires heavy ramjet rounds with armor piercing warheads which inflict as much damage as most heavy rail guns. The ramjet rounds inflict great damage and can quicky punch through the front armor of a tank or the main armor of a giant robot.
Maximum Effective Range: 6,000 feet (1,830 meters).
Mega Damage: 2D6x10 for a burst of 20 rounds, 3D6 for each round.
Rate of Fire: Equal to the combined hand to hand attacks of the gunner (usually 4 or 5). Each burst counts as one melee action.
Payload: 1600 round drum magazine (80 bursts) each.
Six (6) Twin Telekinetic Machine-Gun: Mounted on the sides of the hull between the 30 mm chain guns with three on each side. These are enchanted by a series of spells so the cannon acts as a more powerful version of the standard Telekinetic Machine-Gun. This increases the weapon’s damage and instead of being reloaded, the cannon must be recharged by the spell Telekinesis and 50 P.P.E. per barrel (100 P.P.E. total per mount) each once per month. The cannon does full damage to targets that are impervious to energy. Weapon mounts have advanced fire control to track and target missiles and other small airborne targets.
Maximum Effective Range: 4,000 feet (1,220 meters).
Mega Damage: 1D6x10+10 total (6D6 per barrel).
Rate of Fire: Equal to the combined hand to hand attacks of the observer / gunner (usually 4 or 5).
Payload: Unlimited, although the spells must be renewed every month whether the cannon have been used or not (costs 50 P.P.E. per barrel / 100 P.P.E. for each mount.)
Two (2) Twin WI-66L Long Range Missile / Rocket Launchers: Twin launchers are mounted together as a single rotating mount. Mounted on the center line with one between the fake smoke stacks and the other behind the smoke stacks. Launchers are usually flush against the deck and covered with a tarp when not being operated. Each twin launcher can carry a total of twelve long range missiles for a total of twenty-four long range missiles. No reloads are carried although launcher can be reloaded rapidly. While normally guided missiles are used, the launchers will sometime launch unguided versions to reduce the cost of ordinance used. The launchers can rotate 360 degrees. Anti-Submarine rocket launched torpedoes also can be fired from the launcher (See revised Rifts torpedoes for details) although usually none are actually carried.
Maximum Effective Range: As per long range missile type (See revised bomb and missile tables for details.)
Mega Damage: As per long range missile type (See revised bomb and missile tables for details.)
Rate of Fire: Can fire long range missiles one at a time or in volleys of two (2), four (4), or six (6) long range missiles per twin launcher.
Payload: Twelve (12) long range missiles per twin launcher for a total of twenty-four (24) long range missiles.
Four (4) WI-54S Short Range Missile Box Launchers: Mounted on each side of the superstructure and the rear mast are a pair of box launchers which retract when not in use and when reloading. The launchers can rotate 360 degrees and have a 90 degree arc of fire. The missile launchers reload extremely rapidly and are ready to be fire on the next attack. The system is designed to be able to target multiple incoming missiles simultaneously.
Note: SAM style missiles are missiles that sacrifice payload for higher speeds, see Chris Curtis’ modified missile table for specifics.
Maximum Effective Range: Varies by short range missile type (See revised bomb and missile tables for details - SAM style missiles normally.)
Mega-Damage: Varies by short range missile type (See revised bomb and missile tables for details - SAM style missiles normally.)
Rate of Fire: Can fire short range missiles one at a time or in volleys of two (2) or four (4) short range missiles per launcher. Launchers retract and are ready to fire for next melee attack.
Payload: Four (4) short range missiles each launcher for sixteen (16) total. The vessel carries thirty-two (32) missiles as reloads for each launcher for a total of one hundred and twenty-eight (128) short range missiles total. If a launcher is damaged, those missiles cannot be accessed except manually. (Sometimes additional missiles are carried in the cargo hold for reloads.)
Six (6) 21 inch (533 mm) Heavy Torpedo Tubes: On the bow of the cruiser are four torpedo tubes and there are two torpedo tubes in the stern. Tubes are 21 inches (533 mm) wide and torpedoes can be used against both surface ships as well as against submarines. For warheads, heavy torpedoes should be treated as having long missiles warheads. Cruiser carries twenty-four reloads for torpedoes with sixteen for the forward tubes and eight for the aft tubes. There are also special techno-wizard torpedoes available.
Maximum Effective Range: 40 miles (34.8 nautical miles / 64 km).
Mega Damage: By heavy torpedo warhead type (See revised Rifts torpedoes for details.)
Rate of Fire: Forward Tubes: Can fire heavy torpedoes one at a time at a time or in volleys of two (2), three (3), four (4) heavy torpedoes. After Tubes: Can fire heavy torpedoes one at a time at a time or in volleys of two (2) heavy torpedoes. Reloading takes one full melee round.
Payload: Six (6) heavy torpedoes total - Four (4) forward and two (2) aft. (Has twenty-four [24] additional torpedoes total for reloads - Sixteen [16] for the forward tubes and eight [8]for the aft tubes.) Techno-wizard elemental torpedoes are often carried.
Eight (8) Magical “Fireworks” Anti-Missile Chaff/Flare Dispensers: In many ways this system is similar to technological versions of the Chaff/Flare system. When the system fires, it looks like fireworks firing. The anti-missile system works by combining three spells. The three spells are Fire Bolt, Apparition, and Telekinesis. The physical effects of the system are similar to the Triax Anti-Missile chaff but instead of being reloaded, it is recharged by spells. Only useful against missiles, not useful against torpedoes underwater.
Effects:
01-35
Enemy missile or missile volley detonates in chaff cloud - Missiles are all destroyed.
36-60
Enemy missile or missile volley loses track of real target and veers away in wrong direction (May lock onto another target.)
61-00
No effect, enemy missile or missile volley is still on target.
Also note that the chaff cloud will also blind flying monsters that fly through cloud. They will suffer the following penalties: reduce melee attacks/actions, combat bonuses, and speed by half.
Duration: 1D4 melee rounds.
Payload: 10 Uses before being recharged. Each launcher is recharged by the spells Apparition (20 P.P.E.), Fire Bolt (7 P.P.E.), and Telekinesis (8 P.P.E.). The cost for all launchers to be recharged is 280 P.P.E. All launchers must be activated at the same time to operate correctly.
Techno-Wizard Modifications: The vessel has the following Techno-Wizard modifications built into the ship. These require P.P.E. or I.S.P. from the ships crew or the ship itself. The P.P.E. and I.S.P. values listed inside of the parenthesis are if using higher P.P.E. costs for larger vehicles.
Special Features:
Impervious to Energy (6th level)
20 P.P.E. or 40 I.S.P. (80 P.P.E. or 160 I.S.P.)
Invisibility-Superior (6th Level)
20 P.P.E. or 40 I.S.P. (80 P.P.E. or 160 I.S.P.)
Sustain (6th Level)
6 P.P.E. or 12 I.S.P. (48 P.P.E. or 96 I.S.P.)
Special Systems:
The cruiser does not carry the standard sensor systems of a robot vehicle, unlike most vessels, and has more limited equipment.
EADS 3D TRS-16 (SPS-75) Phased Array Radar System: Long range air search and tracking radar system that has a single rotating phased array instead of four phased array panels. Quite capable and effective against jamming and surface clutter. System is designed to track up to 128 targets simultaneously and is capable of limited fire control. Range: 124.3 miles (108.0 nautical miles / 200 km), subject to the radar horizon.
Mini-Hull Sonar System: Mounted under the bow of the vessel. This hull sonar system has both a passive and active system built in and has the ability to track up to 8 targets at one time. Range: 5.8 miles (5 nautical miles / 9.3 km).
E.S.M.: The system can detect another radar system at around 125% of the range of the transmitting radar and is usually subject to radar horizon. This includes all active radar guided weapons.
Nightvision Optics: Uses light amplification to make a picture. Emits no light but will not work in absolute darkness. System can be dazzled by sudden bright lights but does not physically blind the crew. Range: 2,000 feet (609 meters).
Magical “See the Invisible” Optics: The ships has several special optical systems with see the invisible on them. Same as spell and used at will. Can see forces, objects, and creatures which can turn invisible, or are invisible. Can also see vaporous beings and astral bodies. Range: 2,000 feet (610 meters).
P.P.E. Battery: The ship has a special P.P.E. battery, unlike similar systems in Phase World, it does not generate magical energy but stores magical energy. The system will store up to 500 P.P.E. and can be stored by crew members and absorbs P.P.E. from Ley Lines and Nexus Points. It will absorb P.P.E. at the rate of 20 per hour on ley lines and 40 per hour on nexus points.
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Writeup by Kitsune (E-Mail Kitsune).
Copyright © 2017, Kitsune. All rights reserved.