T.W. “Dauntless” Ley Line Sloop / Ocean Vessel:

The original H.M.S. Dauntless was a sixth-rate Combatant-class sloop of the British Royal Navy. A total of three of these sloops were built. Launched in 1804 and commissioned in 1805, her design was based on the Danish Praam. These sailing vessels were rated as sloops and were flush decked vessels designed to carry a heavy armament for having a shallow draft of only eleven feet. In 1807, she was ordered to sail up the Vistula to break through French forces besieging the Prussian forces in the city of Danzig. While going up river, she ran aground on a sandbar and was under bombardment by French forces for over an hour before surrendering.

During the middle of the Twenty-First Century, a number of naval enthusiasts built reproductions of ships from the age of sail. A variety of different ships were built up to the size of Ships of the Line were built during the Twenty-First century. Most were far smaller of course with many being sloops, schooners, and brigs. Built in England, the HMS Dauntless was one of these far smaller vessels. As with most of the reproductions, she took far longer to build than the original HMS Dauntless.

It is hard to know how she survived the coming of the Rifts although a surprising number of these reproductions managed to survive the destruction of much of the world. The Dauntless was found drifting in the North Sea just off the English coast with nobody aboard. While significantly damaged, her hull was still intact and able to be repaired. It is unknown who exactly found it but they sold it to a group of techno-wizards interested in restoring the ship and turning it into a Ley Line ship.

While the restoration by the techno-wizards was extensive, they were able to bring it back to its original condition largely through the use of the spell “Mend the Broken” although some items simply had to be replaced such as one of the mast was beyond repair and the sails were shredded. Once the ship was restored, the spell of “Ironwood” was used so that the ship would be able to withstand modern weaponry which would otherwise shatter her into splinters. The enchantment has the secondary advantage of protecting her from the ravages of the marine organisms which has been the bane of wooden vessels since ancient times.

As with most reproductions, the weaponry on her were non functional designed to fire what are effectively saluting charges. The original HMS Dauntless was rated at eighteen guns although carried twenty to twenty-two carronade - twenty-four pounders. The techno-wizards decide to replace the reproduction weaponry with the same class of carronades as the original. The twenty carronade mounts are telekinetic weaponry and do not require gun powder. While carronades are shorter ranged than long guns, they inflict greater damage. Three different enchanted rounds are available with a total of one thousand rounds carried, enough for fifty rounds per gun.

Mounted on the rails, on each side of the ship are two light telekinetic machine gun mount for a total of four mounts. Able to effectively engage smaller targets than the heavy broadside weaponry, the telekinetic machine guns have advanced fire control systems. These mounts require being recharged each month but otherwise the weaponry have an unlimited payload. In addition, the crew carry a variety of small arms for shipboard defense with T.W. Firebolt Pistols and T.W. Firebolt Rifles being dominant. In addition, the sloop can embark up to twenty suits of mystic power armor.

The ship is protected by an “Armor of Ithan” force field so that it can withstand great damage. Able to be activated up to three times per day, the force field protects the entire ship not just the hull. There are a variety of other enchantments including “Impervious to Energy” and “Invisibility Superior.” Unlike the force field, these enchantments require mystical energy from the crew or the ship’s battery. The ship’s mystic energy battery recharges only on ley lines and next points although the ship almost exclusively operates on ley lines. Of course, spell casters in the crew can also feed mystical energy into the battery. Of more minor note, the ship has a variety of optics with “See the Invisible” on them.

While the ship is perfectly capable of sailing on the ocean and is capable of speeds of around twelve knots when the winds are right, she far more commonly travels along Ley Lines. Only case where she might sail on the ocean is when there is a short distance between Ley Lines and faster to cross using the ocean than tracking along ley lines to a nexus point to switch ley lines. On ley lines, she can reach speeds up to around one hundred and fifty miles per hour so this is quite rare. On ley lines, the Dauntless can fly up to around one thousand feet in altitude and as low as 200 feet.

As with most techno-wizard line vessels, the Dauntless operates with a large crew. Standard crew is around one hundred and twenty one with around twenty or so additional troops. Usually, two of the crew are techno-wizards with other spell casters also making up part of the crew. Ley Line Walkers and Air Elemental masters being the most common other spell casting types. Normally the spell casters act as the ship’s officers although sometimes part of the ship’s normal crew are spell casters in training. Crew berthing is cramped with most of the crew sleeping in hammocks although officer quarters in the after portion of the ship are more comfortable. Enchantments do make the ship more comfortable than the original sloop with magical sanitation and drinking water systems.

Model Type: “Dauntless” Ocean & Sky Ship

Vehicle Type: Ocean & Sky Sail Sloop

Crew: 121 with usually at least two techno-wizard, two air warlocks, and two other spell casting types recommended but not absolutely needed.

Troops: 20 (Normal of 10 pilots for Mystic Power Armors, 10 soldiers in body armor)

Robots, Power Armors, and Vehicles:



Mystic Power Armors (Possible)

M.D.C. by Location:


Telekinetic 24 pounder Carronades (20, 10 each side - Gun Deck):

125 each


Light Telekinetic Machine Guns (4, 2 each side):

60 each


[1] Foremast (Forward Mast):



[1] Mainmast (Middle Mast):



[1] Mizzenmast (Rear Mast):



Sails (15)

50 each





[2] Main Body:



[3] Magical “Armor of Ithan” Force Field (Three Times per Day):



[1] Destruction of a mast reduces ocean and ley line speed by 1/3 for each mast lost.

[2] Destroying the main body causes the ship to lose structural integrity, causing the ship to sink if in the water. There are enough life preservers and inflatable life boats (one of the few items of technology added) to accommodate everyone on the ship. The ship does have the Techno-Wizard addition of impervious to energy. Specifics are listed in Weapon systems.

[3] As per the spell - Magic, fire, lightning, and cold all inflict one-half damage. Each activation lasts for thirty (30) minutes.


Ocean Surface: 12 knots or higher depending on the wind (approximately 13.81 miles per hour or 22.2 km per hour)

Ley Lines: 150 mph (240 kph). Requires the Telekinesis Spell (double cost at 16 P.P.E.) or 20 I.S.P. to initiative take off and Telekinesis Spell (double cost at 16 P.P.E.), Levitate Spell (double cost at 10 P.P.E.) or 20 I.S.P. to land the ship. Otherwise, the ship will float away slowly (2 mph) at about 100 feet (30.5 meters) off the ground. The ship can only travel through the air along ley lines and can switch directions at ley line nexus points.

Height: While Flying, maximum of 1000 feet (305 meters) and minimum of 200 feet without landing

Range: Effectively Unlimited. The ship carries two months worth of supplies on board.

Statistical Data:

Length:  120 feet (37 meters) overall and 99 feet 6 inches (30.33 meters) at the keel.

Beam:    28 feet (8.5 meters).

Draft:    11 feet 3 inches (3.43 meters).

Displacement: 416 tons

Cargo: 25 tons (22.68 metric tons) of nonessential equipment and supplies. Most of the ships spaces are take up by extra ammo, armor, troops, weapons, sails, and other equipment.

Power System: Magic and sails.

Market Cost: Would likely cost 150 to 200 million credits if sold. As far as known, the owners of this vessel will not sell it however.


  1. Twenty (20) Telekinetic 24 Pounder Carronades: Carronades fire a larger ball for a smaller cannon when compared to long guns but have a reduced range when compared to long cannons. The cannon balls look like standard Iron balls but in reality come in three different types. The first is Thunderball which inflict considerable damage and creates a thunderclap that effects everyone within 10 feet (3 meters) of the cannon balls impact. The second is called Thunderfire and it erupts into fireball and inflicts greater damage than Thunderball ammunition but does not have the Thunderclap. The Third type of ammunition is Magic Grape Shot. This shot is designed to be used against a wide area and is very effective against personnel. The ship has two mounts which can fire with the broadside or act as bow chasers. The cannons use telekinesis to throw the rounds and does not use any gunpowder.

    Maximum Effective Range: 3,150 feet (960.1 meters).

    Mega-Damage: Thunderball Ammunition: 2D4x10 per round or 2D4x100 for a complete broadside (ten guns.) Each Thunderball will also release a thunderclap as per the spell (thunderclap effects a 10 feet (3 meters) radius. Thunderfire Ammunition: 4D4x10 per round or 4D4x100 for a complete broadside (ten guns.) The Thunderfire will often also ignite flammable materials. Magical Grape Shot Ammunition: 1D4x10 per round or 1D4x100 for an entire broadside (ten guns.) Each Magical Grape Shot will effect all targets within a blast radius of 20 feet (6 m).

    Rate of Fire: One shot per cannon per melee (all cannons can be fired at the same time). Cannon can be loaded and fired quickly due to not needing to load gunpowder.

    Payload: 1,000 rounds (50 per cannon), 500 rounds of Thunderball ammunition, 250 rounds of Thunderfire ammunition, and 250 rounds of Magical Grape Shot ammunition

    Notes: If the cannons are used against small targets (personnel, aircraft, missiles, etc) the cannons have a -4 penalty to strike (Grape shot has +4 to strike and can be used against small targets) with no bonuses to strike to strike for hand to hand or physical prowess. As well, only a single cannon can be targeted against a small target.

  2. Four (4) Light Telekinetic Machine Guns: Mounted on the rails of the ship are six telekinetic machine-guns. While not period pieces, they are disguised to look like weapons of the time and are designed to look like small period swivel weapons. Mounts have been enchanted by a series of spells so the cannons act as a more powerful version of the TK Machine gun. This increases the weapons damage and instead of being reloaded, the machine guns must be recharged by the spell Telekinesis and 50 P.P.E. once per month. The cannon does full damage to targets that are impervious to energy. Additional optics and fire control have been added to enable the system to track and target aircraft and missiles

    Maximum Effective Range: 4,000 feet (1,220 meters).

    Mega Damage: 6D6 each

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

    Payload: Unlimited, although the spells (50 P.P.E. each mount) on each must be renewed every month whether the cannon have been used or not.

  3. Techno-Wizard Modifications: The Dauntless has the following techno-wizard modifications built into the ship. These require P.P.E. or I.S.P. from the ships crew or P.P.E. battery.

    Special Features:

      Impervious to Energy (6th Level) - 40 P.P.E. or 80 I.S.P.

      Invisibility-Superior (6th Level) - 40 P.P.E. or 80 I.S.P.

Special Systems:

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Writeup by Kitsune (E-Mail Kitsune).

Copyright © 2014, Kitsune. All rights reserved.