T.W. “Hornet” class Ley Line Sloop / Ocean vessel:
The “Hornet” class Ley Line Brig is based off of the third USS Hornet, an eighteen gun sail brig / sloop which fought in the War of 1812 just like the USS Constitution. The USS Hornet was originally a Brig but was rebuilt into a Sloop just before the War of 1812. The USS Hornet was the command of James Lawrence, who gave the Navy their famous motto "don't give up the ship" among a variety of other captains including James Biddle. The sloop had quite a reputation with her exploits including the capture of the Privateer Dolphin, the HMS Peacock, and the HMS Penguin. She attempted to engage the HMS Cornwallis which was a 74 gun ship. The Hornet mistakenly identified the larger vessel as a cargo vessel. However, by throwing overboard boats, guns, and other equipment she managed to build her speed up to escape unharmed. The USS Hornet sank in a gale off Tampico, Mexico on September 29, 1829 with the loss of all hands.
While the “New Ironsides” are wonderful vessels, they are fairly large and require huge crews. It was decided that a smaller ship would be developed. This would have the advantage of requiring a much smaller crew and would also be much quicker to build. Far less in the form of plans could be found for the USS Hornet and as such is less close to the original design. This is likely due to the larger frigate surviving for over two centuries and having been studied by many scholars and military historians. Still each sloop is hand crafted and mimic as closely as possible the original sloop. They are incredible works of art and require around ten months to build with a virtual army of expert craftsman with many techno-wizards also helping with the crafting of the vessels. Demand for these vessels are just as great as for the larger vessels and the builder cannot keep up with demands.
Construction techniques are surprisingly similar to the way which the original sailing sloop was constructed. The designer is a traditionalist wherever possible. In some cases, the wood which the vessel was constructed from are no longer available and substitutions are made. As well, some of the wood used is not cut but is instead created by the magic of Earth Warlocks. When the hull is completed, the ships are launched into the water and are tested to make sure that they are seaworthy. Some techno-wizards create ley line vessels and do not test to see if the ships are actually seaworthy. It is at this point that the true magic work begins on the vessel. Multiple castings of the spell “Ironwood” makes the ship incredibly tough and able to withstand modern combat. While the main purpose is to makes the ship able to survive combat, it also has the added advantage of making the ship impervious to natural rot, worms, and many of the other problems that wooden ships have had since the dawn of sailing vessels. The next step for the techno-wizards is the magic to make the ship a true Ley Line Ship. While not as large as the "New Ironside" frigates, they are still far larger than most Ley Line vessels. They are larger than the “Windjammer” frigates which while called frigates are tiny.
Once the main enchantments are completed, the internal fittings of the sloop and the ship’s guns are fitted. Each cannon is forged in a mostly traditionally fashion and while being cast, they are enchanted as TK Thunderball Cannons. This is in a similar fashion to those used on the Windjammer T.W. class frigate although are quite a bit larger and are virtually identical to those carried on the “New Ironsides” class frigates. The ship carries twenty carronades of the thirty-two pound class and two long guns of the twelve pound class. The long guns are mounted in swivel mountings and can be fired either forward as chasers or be added to the sloop's broadside. The original weaponry is supplemented by a pair of T.W. converted Civil War style Gatling Cannons. These help protect the ship from smaller opponents such as power armors. The ship does have a magic energy battery although it is much smaller than the one carried on the "New Ironside" class frigates.
While the sloop does not have the raw firepower of the “New Ironsides”, it still has the ability to inflict incredible damage although range is still very limited. It can destroy most patrol boats and modern frigates in a single broadside if it gets close enough. A common tactic is to use invisibility to sneak up to an opponent and then open fire with complete surprise.
The sloop, like the original, requires a large crew although far smaller than the larger techno-wizard frigate. Magical sanitary facilities and water producing have been added so the crew may have decent comforts but the quarters have been kept similar to the original ship because it was felt that the original feel was the best. The officers, specifically the captain, have more comfortable quarters. Standard is 30 marines who often use Mystic Power Armor.
Model Type: “Hornet” Ocean & Sky Ship
Vehicle Type: Ocean & Sky Sail Sloop
Crew: 132 with usually at least two techno-wizard, two air warlocks,
and two other spell casting types recommended but not absolutely needed.
Troops: 30 (Normal of 10 pilots for Mystic Power Armors, 20
soldiers in body armor)
Robots, Power Armors, and Vehicles:
30 | Mystic Power Armors (Possible) |
M.D.C. by Location:
12 pounder Long Guns (2, 1 each side on swivel mounts): | 100 each | |
32 pounder Carronades (18, 9 on each side) | 150 each | |
TW Gatling Cannons (2, 1 each side): | 100 each | |
[1] Foremast (Forward Mast): | 200 | |
[1] Mainmast (Middle Mast): | 275 | |
[1] Mizzenmast (Rear Mast): | 200 | |
Sails (15) | 60 each | |
Rudder: | 300 | |
[2] Main Body: | 2,000 | |
[3] Armor of Ithan Force Field (Three Times per Day): | 500 |
Notes:
[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 30 minutes.
Speed:
Ocean Surface: 15 knots or higher depending on the wind (approximately
17.27 miles per hour or 28 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 (61 meters) without landing.
Maximum Effective Range: Effectively Unlimited. The ship carries two months worth
of supplies on board.
Statistical Data:
Length: 106 feet 9 inches (32.5 meters)
Beam: 31 feet 5 inches (9.6 meters)
Draft: 14 feet (4.3 meters)
Displacement: 480 tons
Cargo: 25 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: 200 million credits, there is a long waiting period
and the cost to get one will often involve many extra costs as well.
WEAPON SYSTEMS:
- Two (2) T.W. 12 Pounder Long Guns: These weapons are surprising
powerful weapons and use special magic ball that inflict large amounts
of damage. 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: 4,740 feet (1,444.8 meters)
Mega-Damage: Thunderball Ammunition: 1D4x10 per round. Each Thunderball will also release a thunderclap as per the spell (thunderclap effects a 10 feet (3 m) radius. Thunderfire Ammunition: 2D4x10 per round. The Thunderfire will often also ignite flammable materials. Magical Grape Shot Ammunition: 4D6 per round. 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: 200 rounds (100 per cannon), 100 rounds of Thunderball ammunition, 50 rounds of Thunderfire ammunition, and 50 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. - Eighteen (18) T.W. 32 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 nine carronades on each side. The cannons
use telekinesis to throw the rounds and does not use any gunpowder.
Maximum Effective Range: 3,510 feet (1,069.8 meters)
Mega-Damage: Thunderball Ammunition: 2D6x10 per round or 2D6x90 for a complete broadside. Each Thunderball will also release a thunderclap as per the spell (thunderclap effects a 10 feet (3 m) radius. Thunderfire Ammunition: 4D6x10 per round or 4D6x90 for a complete broadside. The Thunderfire will often also ignite flammable materials. Magical Grape Shot Ammunition: 1D6x10 per round or 1D6x90 for an entire broadside. 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: 1,800 rounds (100 per carronade), 900 rounds of Thunderball ammunition, 450 rounds of Thunderfire ammunition, and 450 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. - TK Gatling Cannons (2): These cannons are the only know non-period
weapon on the ship. 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 cannons
must be recharged by the spell Telekinesis and 100 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: 12D6
Rate of Fire: Equal to the combined hand to hand attacks of the gunner (usually 4 or 5).
Payload: Unlimited, although the spells (100 P.P.E. each cannon) on each must be renewed every month whether the cannon have been used or not . - Techno-Wizard Modifications: The New Ironsides 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 (8th Level) - 40 P.P.E. or 80 I.S.P.
Invisibility-Superior (8th Level) - 40 P.P.E. or 80 I.S.P.
Special Systems:
- 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. 2,000 feet (610 meters) range. Can see forces, objects, and creatures which can turn invisible, or are invisible. Can also see vaporous beings and astral bodies.
- 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 300 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 10 per hour on ley lines and 20 per hour on nexus points.
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Writeup by Kitsune (E-Mail Kitsune).
Copyright © 2008, Kitsune. All rights reserved.