Techno-Wizard Converted Gunboat “Grey Falcon” (SGB10):


Originally a total of sixty steam gunboats were planned by the British Royal Navy, only ten were actually completed. Developed during World War II, these boats were developed in response to a need to hunt down German E-Boats. Unlike most craft of similar size, they were planned with steam propulsion. These vessels were also much larger than most small craft and looks in many ways like small destroyers and were considered extremely graceful in appearance. The German E-Boat commanders respected the steam gun boats almost as much as they did destroyers.


At the end of the war, the surviving boats were retired from military service. Most were scrapped but one was used for experimental engine testing. A couple of others were converted into houseboats including the Grey Falcon, the last of the class completed. Eventually, the steam gun boat was lost track of and it was thought that she was thought to have been scrapped while in reality she rusted beached far to the north.


What might have occurred in the end but luckily she was rescued. There was a wealthy British naval enthusiast whom his grandfather have served aboard the Grey Falcon. He worked hard to track down the fate of his grandfather’s boat, thinking it had most likely been scrapped or wrecked. Still there were rumors that it had survived. After several years he was able to find the old boat and with his own money decided to restore the Grey Falcon. Of course this took several years. Fully restored, the gunboat became a museum vessel.


Somehow the ancient gunboat survived the coming of the Rifts surprisingly intact but she was lost again for many decades. Eventually a group of adventurers found the vessel. Hard to know if the corvette had already been berthed ashore or if she had been beached during the intervening years. They took a look around the vessel but saw little worth looting. The boat became basically a story they told to others about their travels. Of course the stories grew on the telling.


Most of those listening to the stories took it to be just a tall tale, which had now grown to the point where they seemed to be describing a battleship, but not by a pair of techno-wizards who were curious about the vessel. They traveled to where the adventurers seemed to describe the vessel being and found the Grey Falcon. Partially covered in debris and sand, the boat was still surprisingly intact.


The two techno-wizards decided to see if they might restore the ancient vessel. Unlike the naval enthusiast, they were not so much concerned about restoring the boat to its original condition but instead to a fighting condition. Still, they used the spell of “Mend the Broken” to restore the vessel as much as possible. This helped especially with the structural repair the boat had taken during the time it had been abandoned.


In many places, the original steel for the hull had been replaced by plates of modern composites and alloys. This was one of the reasons why the vessel had survived as well as it had. It was decided to strip off the remaining steel plates, many of which had rusted through, and replace them also with plates of modern materials. In addition, the ship was further reinforced in key areas. Much of the additional displacement was compensated by the fact that the gunboat would not need to carry any fuel.


Even so, there were concerns about how much damage the boat can withstand. For additional protection, the techno-wizards added an “Armor of Ithan” force field. The force field can be activated up to three time per day and can withstand substantial damage before being knocked down. In addition, magic, fire, cold, and lighting all inflict less damage against the force field than might be otherwise expected.


There was some disagreement about the engines but in the end it was decided to simply convert them to run on magical energies. The steam plant can run for up to five hundred nautical miles each time it is activated and as long as the enchantment is renewed, the vessel has virtually limitless endurance. Full speed for the boat is thirty-five knots and is surprisingly seaworthy for a relatively small vessel.


With regards to weapons, it was decided to replace the 76.2 mm gun with a Triax TX-862FC flack cannon mount. This twin mount has good range and excellent firepower. It is powerful enough to inflict considerable damage even upon larger vessels. The vessel has a total of eight hundred rounds of ammunition for the flack cannon. Replacing the six pounder guns are 30 mm chain guns. Originally automatic grenade launchers were considered but were discarded in the end due to lack of range. The chain guns have twice the range and still inflict respectable damage. Replacing the twin 20 mm mounts on raised mounts are twin telekinetic machine gun mounts. The only weapon system which does not require ammunition, the telekinetic machine guns need to be recharged once a month with a variety of spells. Even so, the enchanted weapon is effective against targets protected by the spell of “Impervious to Energy.”


More radical is that the twin torpedo tubes are replaced by a pair of autoloading torpedo tubes. The boat has a total of eight torpedoes including reloads. The additional reloads are inside the hull of the gunboat and the reload system passes through the vessel’s deck. For additional firepower, the boat mounts a pair of forward firing mini-missile launchers. Each has a payload of thirty-two missiles for a total of sixty-four mini-missiles. While rarely loaded, the mini-missile launchers could also be used to fire mini-torpedoes.


The boat also has a number of different techno-wizard enchantments. Of course there is the previously discussed “Armor of Ithan” force fields. In addition the boat has a magical “Fireworks” chaff and flare system and a “Cloud of Fog” generator. The generator is part of the boat’s stacks and uses steam from the boiler to create the cloud. For the comfort of the crew and to protect from gas attacks, there is the enchantment of “Sustain.” The ship’s optics are enchanted with the spell of “See the Invisible.” Finally, there are the enchantments of “Invisibility - Superior” and “Impervious to Energy.”


Unlike the smaller Techno-Wizard PT Boats, the Grey Falcon does have a small mystic energy generator. The battery can be recharged on ley lines and ley nexus. Otherwise, spell casters needs to pump their own mystical energies into the battery.


There are some limited modifications with modern sensors. Most important is the addition of a maxi radar allowing it some limited ability to track aircraft and other fast moving targets. Also includes a small hull sonar, an electronic warfare detection suite, and nigh vision optics. There is also a vastly upgraded radio suite. Even so, the electronic suite comes nowhere close to that of a standard robot vehicle.


[Author Note: In real life, only nine Steam Gun Boats were constructed but originally sixty were planned. As such, “Grey Falcon” is fictional. However, several were converted to house boats after the war.]


Model Type: Techno-Wizard Converted Steam Gun Boat.

Vehicle Type: Ocean, Magically Enchanted Gun / Torpedo Boat.

Crew: 18 (2 officers). Usually at least one techno-wizard or other spell casting type (two is preferred.)

Troops: None (Has space for four passengers / extra crew.)


M.D.C. by Location:

 

Triax TX-862FC Flack Cannon Turret (1, aft):

180.

 

Rheinmetall Mk 30 RH-305 30 mm Auto Cannons (2, forward)

80 each.

 

Twin Telekinetic Machine-Guns (2, sides of bridge):

60 each.

 

Torpedo Tubes (2, sides of superstructure):

60 each.

 

Mini-Missile Launchers (2, sides of superstructure):

60 each.

 

Bridge (Superstructure):

120.

 

Fireworks” Magic Chaff and Flare Dispensers (2):

20 each.

 

[1] Medium Range Radar System (Pilot House):

50.

 

[2] Main Body:

650.

 

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

200.


Notes:

[1] Destroying medium range radar system will eliminate the ability to effectively track airborne targets. Some weapon systems have their own internal tracking systems however.

[2] Destroying the main body causes the boat to lose structural integrity, causing the vessel to sink. There are enough life preservers and inflatable life boats to accommodate everyone on the vessel.

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


Speed:

Surface: 40.3 mph (35 knots/ 64.8 kph) maximum.

Range: 575.4 miles (500 nautical miles / 926 km) for each full recharge (requires 25 P.P.E.)

Life support is “Sustain” spell and has effectively virtually unlimited duration (Requires 24 P.P.E. or 48 I.S.P. and has a duration of five days per activation.) The gunboat normally carry supplies for crew for four weeks although can be increased up to six weeks. (The spell “Sustain” provides all food requirements however.)


Statistical Data:

Draft:    5 feet 6 inches (1.7 meters).

Length:  145 feet 8 inches (44.4 meters) overall.

Width:   20 feet (6.1 meters).

Displacement: 245 tons full load.

Cargo: Can carry 20 tons (18.14 metric tons) of nonessential equipment and supplies. Each enlisted crew member has a small locker for personal items and uniforms. Vessel’s officers have more space for personal items. Most of the boat’s spaces are taken up by extra ammo, armor, weapons, and engines.

Power System: Was original steam propulsion with one boilers and two shafts but has been converted to a magical power supply.

Black Market Cost: Not for Sale. Such a vessel, if available for sale, would probably cost 50 or more million.


WEAPON SYSTEMS:

  1. One (1) TX-862FC Recoilless Anti-Aircraft Flack Cannon: The cannon is mounted in an open mount after of the superstructure. This mount is a modified TX-862FC mounted in an open mount with a payload of eight hundred rounds. The cannon turret can rotate 360 and the barrel can tilt up to 90 degrees. It is normally used for anti-aircraft purposes but also works as excellent but fairly short range artillery.

    Maximum Effective Range: 10,000 feet (3,048 meters).

    Mega Damage: Single Round: 4D6 M.D.C., Two Rounds: 1D6x10 M.D.C., and Six Rounds: 3D6x10 M.D.C.

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

    Payload: Has a total of 800 rounds. That is 133 volleys of 6 rounds, or 400 two round volleys.

    Special Feature: The flack cannon has both and independent power supply and its own laser targeting and radar tracking system (especial useful if radar system is destroyed). The sensor has a range of 11,000 feet (3,353 meters). The system can also be set on automatic which gives it +1 to strike and three attacks per melee and will fire two round burst. Gives +2 when fired.

  2. Two (2) Rheinmetall Mk 30 RH-305 30 mm Auto Cannons: These guns are mounted in single mounts on the front of the vessel. One is just forward of the superstructure while the other is far closer to the bow. Mounts have a 360 degree rotation and can angle up to 85 degrees to target aircraft as well as ground targets. 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).

    Payload: 1,200 round (60 bursts) magazine.

  3. Two (2) Twin Telekinetic Machine-Gun Mounts: These mounts are on either side of the boat’s superstructure. These are enchanted by a series of spells so the cannon acts as a more powerful version of the 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 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.)

  4. Two (2) Heavy Torpedo Tubes: On the sides of the gunboat are two torpedo tubes with a single tube on each side of the superstructure. The torpedo tubes have an automated reload system which passes through the boat’s deck. In addition to the torpedoes in the tubes, the gunboat has six reloads. The torpedo tubes fire a 21 inches (533 mm) wide torpedo. While the boat has a short range sonar, the vessel rarely fires torpedoes at underwater targets. The warhead of the torpedoes are similar to long range missile warheads. In addition to conventional torpedoes, there are also special techno-wizard torpedoes which are sometimes carried.

    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: Can fire torpedoes one at a time or in volleys of two (2) torpedoes. Requires one full melee round to reload tubs.

    Payload: Eight (8) torpedoes total (Two in the tubes and six torpedoes as reloads.)

  5. Two (2) Mini-Missile Launchers: Mounted to either side of the pilot house is a mini-missile launcher. Mounts are behing the machine guns and above the torpedo tubes. The launcher is designed for rapid fire use to engage larger enemy craft. The weapon is designed to be able to destroy enemy vehicles quickly. The launcher is controlled by the captain, pilot, or copilot of the vessel.

    Maximum Effective Range: Varies with mini-missile type; Usually armor piercing or fragmentation are carried (See revised bomb and missile tables for details.)

    Mega Damage: Varies with mini-missile type; Usually armor piercing or fragmentation are carried (See revised bomb and missile tables for details.)

    Rate of Fire: Can fire mini-missiles one at a time or in volleys of two (2), four (4), eight (8), or twelve (12) mini-missiles each launcher.

    Payload: Each launcher carries thirty-two (32) mini-missiles for sixty-four (64) missiles total.

  6. Two (2) 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.

    Effect:

      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 70 P.P.E. All launchers must be activated at the same time to operate correctly.

  7. Magical “Cloud of Fog” Generator: This system is built into the vessel’s smoke stacks and unlike most magical systems, does not require magical from a spell caster and instead uses the steam from the ship’s engines to produce the cloud of fog.

    Maximum Effective Range: 6,000 feet (1,830 meters) in all directions.

    Effect: Produces a fog bank that obscures vision. Visibility is reduced to 60 feet inside the cloud and even with thermal sensors, a penalty of -2 to strike parry and dodge.

    Payload: Effectively Unlimited.

  8. Techno-Wizard Modifications: The Grey Falcon gunboat has the following techno-wizard modifications built into the vessel. These require P.P.E. or I.S.P. from the boats crew or P.P.E. battery.

    Special Features:

      Sustain (5th Level)                          24 P.P.E. or 48 I.S.P.

      Impervious to Energy (5th level)     40 P.P.E. or 80 I.S.P.

      Invisibility-Superior (5th Level)      40 P.P.E. or 80 I.S.P.

Special Systems:

The boat does not carry the standard sensor systems of a robot vehicle, unlike most vessels, and has more limited equipment.



[ Altarain TM, Bandito Arms TM, Brodkil TM, Chipwell Armaments TM, Coalition States TM, Cyber-Knight TM, Federation of Magic TM, Free Quebec TM, Golden Age Weaponsmiths TM, Horune TM, Iron Heart Armaments TM, Kankoran TM, Kittani TM, Kydian TM, Larsen’s Brigade TM, M.D.C. TM, Mechanoids TM, Mega-Damage TM, Megaversal Legion TM, Millennium Tree TM, Mutants in Orbit TM, Naruni Enterprises TM, Naut’Yll, New Navy TM, New Sovietskiy TM, NGR TM, Nog Heng TM, Northern Gun TM, Phase World TM, Psyscape TM, Rifter TM, SAMAS TM, S.D.C. TM, Shemarrian TM, Splugorth TM, Stormspire TM, Sunaj TM, Tolkeen TM, Triax TM, Wellington Industries TM, Wilk’s Laser Technologies TM, Xiticix TM, and Zaayr TM are trademarks owned by Kevin Siembieda and Palladium Books Inc. ]

[ Beyond the Supernatural®, Heroes Unlimited®, Nightbane®, Ninjas & Superspies®, Palladium Fantasy®, and Rifts® are registered trademarks owned by Kevin Siembieda and Palladium Books Inc. ]


Writeup by Kitsune (E-Mail Kitsune).


Copyright © 2015, Kitsune. All rights reserved.



Return