Techno-Wizard “White Swan” Destroyer:
Unlike the Tempest and Sea Demon class destroyers, the White Swan is not a whole class of vessels but is a single ship. It is believed that the crew built the ship for their own use over several years, scavenging materials from all over to build their ship. The captain and executive officer of the vessel has been asked several times if they would be willing to share the design for the vessel but such requests have always been refused.
As one might expect from the name of the vessel, the destroyer is painted all in white. Military vessels, when not at war, often were painted white. It makes the ships look quite sharp and has the added benefit of being much cooler than it would be otherwise. The White Swan is otherwise in a style similar to a World War One type destroyer although is not a direct copy of any specific class. It does not have a turtle back style bow that the Tempest and Sea Demon classes have. It has a fairly solid superstructure and has four stacks for the engines.
The vessel combines conventional technology and techno-wizardry to make a vessel which is more capable than a vessel of its size normally would be. In many ways, even though slightly larger than the Tempest class, is a simpler design. The vessel does not have a fusion power plant and instead has a techno-wizard converted steam plant. Top speed is around thirty-six knots. The vessel also lacks a the Tempest propulsion system which is the single most expensive feature of the vessel.
The vessel is made from modern alloys and composites and is surprisingly tough. It is quite a bit tougher than the Tempest class destroyer although not as tough as the much larger Aurora class scout cruiser. In addition, the vessel is protected by a magical force field which can be activated up to three times per day. As well, the vessel can be made to be impervious to energy weapons.
Crew of the vessel is four dozen with eight of the crew believed to be techno-wizards. The ship has a techno-wizard battery to help the crew power the various enchantments onboard. As well, the ship has a total of two dozen troops with flying power armors. Half of the compliment are in mystic power armors with the other half “Angel of War” power armors. The ship is designed to be fairly comfortable to the crew although the crew compartments are smaller than larger vessels. The ship has the "Breath Without Air" enchantment but is otherwise not fully environmental.
The ship has a powerful long range search radar system which can track multiple targets. The ship also has an electronic warfare system which combines a radar detection system and a powerful jamming system. In addition, the vessel has a short range hull sonar system and a much more and long ranged effective towed array sonar system. These systems are based on pre-Rifts systems. The ship has “See The Invisible” optic systems as well.
Weaponry is mostly conventional with a pair of rapid fire Mk 75 three inch guns as the main weaponry of the destroyer. Each are recovered from pre-Rifts vessels with one is mounted on the bow while the other is mounted on the stern of the vessel. A total of two hundred rounds are carried for each weapon mount. The ship has a pair of Gatling Telekinetic cannons as additional close range weaponry and for use as inner anti-missile defense. These mounts need to be recharged once a month but otherwise have an unlimited payload.
In the bow of the vessel are four torpedo tubes. Firing twenty-one inch torpedoes instead of the smaller torpedo launchers mounted on the Tempest and Sea Demon classes. There launchers are similar to the tubes carried on submarine with a total of twenty torpedoes carried. Usually conventional torpedoes are carried but magical torpedoes can also be fired from the tubes.
Mounted behind the ship’s smoke stacks, the ship carries missile launchers in addition to torpedoes and the gun mounts. The first is a pair of vertical missile launchers with eight tubes each launcher. Not mounted quite flush, these are basically short length Mk 41 launchers and cannot fire cruise missiles. Like the three inch gun mounts, these are recycled from pre-Rifts vessels. Each one can carry two long range missiles or four medium range missiles. Missile launched torpedoes can also be fired from the launchers. Usually, sixteen long range missiles and thirty-two medium range missiles are carried. In addition, the ship mounts a pair of short range missile launchers. These are mounted on either side of the after superstructure and are mainly for missile defense.
The ship carries several defensive systems. These include the ability of the vessel to become invisible. If the ship looks like it is going to be overwhelmed, that is the most common tactic. In addition, the ship has the ability to create a cloud of steam to hide the vessel. For a last line of defense against missiles, the ship has a fireworks chaff and flare system.
Model Type: T.W. Destroyer
Vehicle Type: Ocean, Magically Enchanted Destroyer
Crew: 48 (With eight techno-wizards)
Troops: 24
Robots, Power Armors, and Vehicles:
12 | Mystic Power Armors | |
12 | T.W. “Angel of War” Body Armors / Power Armors |
M.D.C. by Location:
3 inch (76-mm)/62-cal DP Mk 75 (2, Bow and Stern): | 180 each | |
T.W. Telekinetic Gatling Cannons (2, Side): | 100 each | |
Torpedo Tubes (4 - Bow of destroyer): | 80 each | |
MK-41 Tactical 8 cell VLS (2): | 80 each | |
Short Range Missile Launchers (2, Sides): | 180 | |
Bridge (Superstructure): | 500 | |
[1] Long Range Radar System (Superstructure): | 80 | |
[2] Main Body: | 1,250 | |
[3] Armor of Ithan Force Field (Three Times per Day): | 500 |
Notes:
[1] Destroying Search Radar Tower will eliminate long range radar system.
The ship still has backup systems equal to those on robot vehicles.
[2] 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.
[3] As per the spell - Magic, fire, lightning, and cold all inflict one-half damage. Each activation lasts for 30 minutes.
Speed:
Surface: 41.5 mph (36 knots/ 66.7 kph) The ship can operate
at ninety percent speed (32.4 knots) on three boilers, three quarters speed
(27 knots) on half boilers and can operate at half speed (18 knots) on
one boiler.
Range: 500 nautical miles (575.8 miles / 926.6 km) for each
full recharge (requires 100 P.P.E.) Each boiler can propel the ship for
up 125 nautical miles (requires 25 P.P.E. each). Ship can carry supplies
for crew for up to four months.
Statistical Data:
Length: 348 feet (106.07 meters) overall and 325 feet (99.06
meters) at the waterline
Draft: 10.9 feet (3.32 meters)
Width: 34.25 feet (10.44 meters)
Displacement: 1,475 tons normal load and 1,950 fully loaded
Cargo: Can carry 100 tons of nonessential equipment and supplies. Each
enlisted crew member has a small locker for personal items and uniforms.
Ships 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: Magical Techno-Wizard steam system
Black Market Cost: Not available, would likely cost 150 million
credits to construct.
Weapon Systems:
- Two (2) 3 inch (76-mm) 62-cal DP Mk 75 Naval Gun: The ship
mounts a pair of rapid fire three inch gun mounts. One is on the bow while
the other is on a raised platform forward of the ship’s fantail. The guns
are very reliable and fires very rapidly (About 85 rounds per minute).
The main weaknesses of the gun are its relatively short range and the fact
it cannot use rocket assisted projectiles. The gun was carried on many
ship classes around the world until well into the Twenty First century.
The guns can be used against other ships, ground targets, aircraft, and
even missiles. These guns were among the smallest that could use a proximity
fuse for their warheads.
Maximum Effective Range: 4.9 miles (4.3 nautical miles/8.0 km) for standard projectiles
Mega-Damage: High Explosive: 1D4x10 M.D.C. with 10 ft (3 m) blast radius per single shot and 3D4x10 M.D.C. with 20 ft (6.1 m) blast radius for three round burst. High Explosive Armor Piercing: 1D6x10 M.D.C. with 4 ft (1.2 m) blast radius per single shot and 3D6x10 M.D.C. with 8 ft blast radius for three round burst. Plasma: 2D4x10 M.D.C. with 12 ft (3.7 m) blast radius per single shot and 6D4x10 M.D.C. with 25 ft (7.6 m) blast radius for three round burst.
Rate of Fire: Equal to Gunners Hand to Hand (Three round bursts count as one attack).
Payload: 200 rounds each. Ship normally carries usually carries 75 High Explosive, 75 High Explosive Armor Piercing, and 50 Plasma for each mount. - TK Gatling Cannons (2): The cannons are on either side of
the forward superstructure. 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 weapon's 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. - Four (4) Heavy Torpedo Tubes: On the bow of the destroyer
are four torpedo tubes. 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.
Destroyer carries 20 reloads for torpedoes. 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: Can fire torpedoes one at a time or in volleys of two (2), three (3), or four (4) torpedoes. Reloading takes 1 full melee
Payload: 4 Total (Has 20 torpedoes for reloads) - Two (2) Tactical MK 41 Vertical Launch Missile Launchers (2):
Mounted behind the stacks, each launcher has eight cells for for missiles.
These are the smaller tactical version of the missile launcher and cannot
carry the longer cruise missile. From the beginning, the launchers have
been found to be very flexible and adaptable. The launcher was originally
design for the Tomahawk and Standard SM-2 Missile. On Rifts Earth, the
launchers have been adapted to hold two long range missiles or four medium
range missiles per cell. Long range missiles are normally used against
aircraft and other large targets, and medium range missiles are normally
used against closer targets such as incoming missiles.
Maximum Effective Range: As per long range, or medium range missile type (See revised bomb and missile tables for details.)
Mega Damage: As per long range, or medium range missile type (See revised bomb and missile tables for details.)
Rate of Fire: Can fire missiles one at a time or in volleys of two (2), four (4), or eight (8) missiles per melee and can be fired at multiple targets at the same time.
Payload: Eight (8) cells for missiles in each VLS launcher for a total of sixteen (16) launcher cells. Two long range missiles, or four medium range missiles may be carried per cell. Usually a total of sixteen long range missiles and thirty-two medium range missiles are carried. Ship carries no reloads. - Short Range Missile Launching Systems (2): Each launcher
is mounted on the sides of the after superstructure. Launcher has the ability
to launch 24 Short Range Missiles and automatically reloads every time
a missile or missiles are fired. The launcher is fitted with multiple fire
control systems and can target missiles on multiple targets. Normal missile
mixture is 50% Armor Piercing Missiles and 50% Plasma missiles. Usually
the faster surface to air missiles are fired from launcher.
Maximum Effective Range: As per short range missile type (See revised bomb and missile tables for details.)
Mega Damage: As per short range missile type (See revised bomb and missile tables for details.)
Rate of Fire: Can fire missiles one at a time or in volleys of two (2), four (4), six (6), twelve (12), or twenty four (24) missiles
Payload: 48 short range missiles each launcher for 96 short range missiles total. - “Fireworks” Anti-Missile Chaff/Flare Dispenser (2): 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.
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. - Magical “Cloud of Fog” Generator: This system is built into the ships
smoke stacks and unlike most magical systems, does not require magical
from a spell caster and instead uses the steam from a tap to the elemental
planes of fire and water to produce the cloud of fog.
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. - 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:- Breath without Air (8th Level) - 5 P.P.E. or 10 I.S.P. (10 P.P.E. or 20 I.S.P.)
Impervious to Energy (8th Level) - 20 P.P.E. or 40 I.S.P. (80 P.P.E. or 160 I.S.P.)
Invisibility-Superior (8th Level) - 20 P.P.E. or 40 I.S.P. (80 P.P.E. or 160 I.S.P.)
Special Systems:
The ship can be considered to have all systems standard on a robot vehicle plus the following special features:
- 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.
- Long Range Radar: Long range air search radar system. Has a 200 mile (322 km) range and can track up to 192 different targets.
- Hull Sonar System: Mounted under the bow of the ship and is similar to the Pre-Rifts SQS-53 Hull Sonar System but is much smaller. Sonar system has a range of around 18.4 miles (16 nautical miles / 29.6 km). This hull sonar system has both a passive and active system built in. Sonar system can track up to 16 targets at one time. Sonar is not effective while the vessel is traveling by Cyclone propulsion
- Towed Array Sonar: The system is basically a long and very sensitive sonar system carried behind the ship on a long cable. Similar to the Pre-Rifts SQR-19 Sonar system but is much smaller. Sonar system has a range of around 86.3 miles (75 nautical miles /139.9 km). This towed array Sonar is a passive only sensor system. Sonar system can track up to 32 targets at one time. Sonar is not effective while the vessel is traveling by Cyclone propulsion and the Cyclone will destroy the towed array sonar.
SLY-2+ Advanced Integrated Electronic Warfare System (AIEWS): Combination of radar / radio detection system (ESM) and an active jamming (ECM) system. 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 the ability to detect radar guided weapons. Can be used for limited targeting. In jamming mode, causes -25% to detection but when it is active, other vehicles/ bases can detect that it is jamming, and some missiles will home in on jamming signals. Some missiles also have AESA type radars themselves and/or have backup infra-red sensors. Jamming also causes a -4 penalty to all radar guided weapons. Can be used to jam a wide area or for focused jamming against several targets.
- 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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Line drawing by Kitsune (E-Mail Kitsune).
Writeup by Kitsune (E-Mail Kitsune).
Copyright © 2009 & 2010, Kitsune. All rights reserved.