T.W. “Pandora” class Ley Line Frigate (Light) / Ocean vessel:


The H.M.S. Pandora was a 24 gun Frigate, a fairly light vessel, of the British Royal Navy. It was tiny compared to the H.M.S. Victory. At the time, the British Navy was the largest navy in the world. It was sent in search of Fletcher Christian's mutineers onboard the H.M.S. Bounty. On her homeward voyage with fourteen prisoners onboard, the frigate struck part of the Great Barrier Reef of Australia and later sank. She sank virtually intact when she sank in Seventeen Ninety-One and was later discovered by underwater explorers. Due to extensive excavation on the vessel, there was a huge amount of resources available to the techno-wizard in order to reproduce the vessel.


While the U.S.S. Constitution and U.S.S. Hornet are reproduced by techno-wizards in North America, techno-wizards in other lands reproduce other vessels. In fact, a group of techno-wizards converted the H.M.S. Victory into a techno-wizard vessel. The Victory is huge and in many ways, smaller vessels are more handy and effective. British techno-wizard of course were most interested in designs from their island and a group found plans for the H.M.S. Pandora and decided to use her as the basis for a ley line vessel. It is interesting that the Pandora class vessels are called "Frigates" while they are around the same size as the Hornet class Ley Line Sloops. The class took their name from the H.M.S. Pandora which they are based on and most of the vessels are named after women from ancient mythology. Like American vessels, these ships are works of art and are extremely beautiful. They are designed to copy as closely as possible the original vessel and require about a year to build. Each vessel has a figurehead at the bow which is a female figure, usually representing the figure from mythology.


These frigates are constructed from wood like the originals and are constructed through traditional shipbuilding for wooden vessels. The wood is partially created through the magic of Earth Warlocks. In many cases the original wood used in not readily available and would require scouring the world to find. As a result, the Earth Warlocks make the construction far easier than it would be otherwise. The ships are designed to be completely seaworthy. While the creators of the Hornet and New Ironside class do the same thing, not all Techno-Wizard who create such vessels do. To allow the ships to survive in environment of Rifts Earth, the ships have multiple castings of “Ironwood.” While this is mainly to allow the ship to survive in combat, it also makes the ships virtually impervious to the oceans, weather, and parasites. After that, the ship is enchanted so that it becomes a true Ley Line Frigate. While still not a huge vessel, the Pandora is still larger than many other vessels including the “Windjammer” frigates.


For weaponry, these ships mount lighter guns than the Hornet class Ley line Sloops although the weapons of the light frigate are longer ranged. The Original H.M.S. Pandora mounted twenty-two six pound guns and four eighteen pound carronades. The techno-wizards decided to mount large guns than the six pounders and instead nine pounders are mounted. The beam of the vessel is increased slightly to compensate for replacing the six pound cannons with nine pound cannons. The four eighteen pound carronades are retained. Of course instead of normal shot, the cannons and carronades are converted to fire enchanted rounds through telekinesis. Through magic, the cannons rate of fire is greatly increased. While the firepower of the Pandora is not as great as the Hornet class, it is still impressive. Like many other Ley Line vessel, the ship has a pair of Gatling techno-wizard machine guns which appear to be of American Civil War vintage. They are mounted on the bow on either side. These are mainly used to protect the ship from attacking power armors and other small targets. The Pandora class frigates carry a techno-wizard battery to power enchantments.


The interior of the vessel is designed to mimic as closely as possible the original vessel although has additional techno-wizard amenities including magical sanitary facilities and water producing equipment. Officers quarters, especially the captain's quarters, are more comfortable. The Captain has his own fireplace, for example. In addition to the crew, the ship often carries twenty-five marines who are often outfitted with Mystic Power Armor.


Model Type: “Pandora” Ocean & Sky Ship
Vehicle Type: Ocean & Sky Sail Frigate (Light)
Crew: 140 with usually at least two techno-wizard, two air warlocks, and two other spell casting types recommended but not absolutely needed.
Troops: 25 (Normal of 8 pilots for Mystic Power Armors, 17 soldiers in body armor)


Robots, Power Armors, and Vehicles:

25Mystic Power Armors (Possible)


M.D.C. by Location:

18 pounder Carronades (4, 2 each side):100 each
9 pounder Long Guns (22, 11 on each side):80 each
T.W. Gatling Cannons (2, 1 each side):100 each
[1] Foremast (Forward Mast):210
[1] Mainmast (Middle Mast):280
[1] Mizzenmast (Rear Mast):210
Sails (15)60 each
Rudder:300
[2] Main Body:2,200
[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: 13 knots or higher depending on the wind (approximately 14.95 miles per hour or 24 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: 114 feet 3 inches (34.8 meters) billet head to taffrai); 96 feet 3 inches (29.3 meters) at keel.
Beam: 33 feet 6 inches (10.2 meters)
Draft: 15 feet (4.6 meters)
Displacement: 520 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: 180 million credits, there is a long waiting period and the cost to get one will often involve many extra costs as well.


WEAPON SYSTEMS:

  1. Twenty-Two (22) T.W. 9 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 cannons use telekinesis to throw the rounds and does not use any gunpowder.
    Maximum Effective Range: 4,860 feet (1,481.3 meters)
    Mega-Damage: Thunderball Ammunition: 5D6 per round or 5D6x11 for a complete broadside. Each Thunderball will also release a thunderclap as per the spell. Each Thunderball will also release a thunderclap as per the spell (thunderclap effects a 10 feet (3 m) radius.) Thunderfire Ammunition: 1D6x10 per round or 1D6x110 for a complete broadside. The Thunderfire will often also ignite flammable materials. Magical Grape Shot Ammunition: 3D6 per round or 3D6x11 for a complete broadside. Each Thunderball will also release a thunderclap as per the spell. 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: 2,200 rounds (100 per cannon), 1100 rounds of Thunderball ammunition, 550 rounds of Thunderfire ammunition, and 550 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
  2. Four (4) T.W. 18 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. Mounted on the upper deck. 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: 3,000 feet (914.4 meters)
    Mega-Damage: Thunderball Ammunition: 1D6x10 per round or 2D6x10 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: 2D6x10 per round or 3D6x10 for a complete broadside. The Thunderfire will often also ignite flammable materials. Magical Grape Shot Ammunition: 6D6 per round or 12D6 for a complete 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: 400 rounds (100 per cannon), 200 rounds of Thunderball ammunition, 100 rounds of Thunderfire ammunition, and 100 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.
  3. TK Gatling Cannons (2): These cannons are the only know non-period weapon on the ship. These are mounted on either side of the bow on the main deck and can fire forward as well as to the side. 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 .
  4. Techno-Wizard Modifications: The Pandora 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:




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Writeup by Kitsune (E-Mail Kitsune).


Copyright © 2006, Kitsune. All rights reserved.



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