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:

12Mystic Power Armors
12T.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:

  1. 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.
  2. 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.
  3. 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)
  4. 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.
  5. 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.
  6. “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.
    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 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.
  8. 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:




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Line drawing by Kitsune (E-Mail Kitsune).


Writeup by Kitsune (E-Mail Kitsune).


Copyright © 2009 & 2010, Kitsune. All rights reserved.



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