“Swiftsure II” class Star Cutter:


While the United Worlds Warlock is the best known magic oriented space faring powers in the Three Galaxies, there are others with one of the largest other powers one known as the Starwind Kingdom. Even though much smaller than the United Worlds Warlock, they still have a robust space presence. Interestingly, their “technology” actually is more mystical in design than United Worlds Warlock designs.


Their starships do not use Rifts Jump Drives in order to travel between star systems. Instead they rely on an interstellar travel method which relies on riding on cosmic ley lines between systems. These ships unfurl sails from around the hull which catch the ley lines. Such sails only work outside of star systems because something about star systems seems to disrupt the ability to travel. Ships are also able to cross between ley lines on cosmic ley line nexuses.


These ships typically mount their masts in an “X” shaped pattern with two or three masts per corner for eight to twelve masts total. These is also a forward spear like mast which helps with navigation of the ship. The side masts extend when the ship is traveling along a cosmic ley line and they are typically retracted to the hull with the masts folded backwards when the ship is traveling in normal space. The sails themselves are ethereal and appear when the ship is in the cosmic ley line. When extended, these ships are typically much wider than they are long.


While limited in their ability to travel, ships traveling along ley lines actually is one of the fastest means of travel within the Three Galaxies. Due to the fact that smaller ships have more surface area compared to volume, they can deploy more sails. As such, smaller ships tend to be faster than larger ships. The Swiftsure class is one of the fastest designs, able to reach up to twelve light years per hour on an average cosmic ley line. On some extremely powerful cosmic ley lines, these ships have actually been known to reach speeds of up to twenty-four light years per hour.


The Swiftsure class is one of the smallest warships operated by the Starwind Kingdom Navy. These ships are sometimes used as couriers and scouts. Comparatively lightly armed, they also sometimes operate in the anti-piracy and escort role as well because my pirate vessels are also often comparatively small vessels. Larger warships however make up the bulk of the Starwind Kingdom navy. In fact, the navy operates far more sloops-of-war than it does cutters.


There are few original Swiftsure, if any, class cutters still in service that have not been upgraded with the upgraded class usually called the Swiftsure II class. Outwardly the upgraded cutter looks virtually identical to the original but has a number of important upgrades in order to better be able to survive against more conventional adversaries. In large part the technology of the upgrades comes from contact with other space faring powers. Other starships operated by the Starwind Kingdom have been upgraded in a similar manner.


One of the most important of these is the ship’s normal space propulsion. Originally these ships were propelled in normal space by primitive ion engines limited to a few gravities of acceleration. Power was provided by an equally primitive fission type nuclear reactor. It is believed that all have been replaced by modern contra-grav propulsion systems. The original fission reactors have been replaced by more advanced fusion reactors. Even so, the fusion reactor provides to little more than the propulsion system and sensors. One of the few other modern technological systems is the sensors.


Another area of upgrades is the weaponry. Unlike most starships in the Three Galaxies, most of the weaponry is mounted along the centerline. The original main battery were sixteen telekinetic heavy culverns which fire enchanted cannonballs at hyper velocity. A variety of different cannonballs could be fired and even though relatively short ranges, were still surprisingly effective. In order to fire a second volley, the ship can simply spin on its centerline. Two were removed on each side and were replaced by medium range missile batteries. These are similar to those carried on many merchant vessels in the Three Galaxies although do have a greater payload.


These ships also mount an unusual weapon which fires a focused shockwave. It has been compared to the Death Cloud cannon mounted on a number of United Worlds Warlock designs. There are major differences including that the directed shockwave cannon only lasts momentary but it is extremely effective against missiles and is capable of damaging larger vessels as well. The ship mounts four telekinetic Gatling cannons as additional close range point defense.


In order to power the various enchantments, these ships mount a mystical energy battery similar to that mounted on many United Worlds Warlock vessels. In addition to the weaponry, most of these ships have an “Armor of Ithan” force field although a small number have been upgraded to a more powerful “Invincible Armor” force field and the plan is to eventually upgrade all ships in such a manner. Heavier warships are considered a priority however. For additional protection, these ships have the enchantment of “Impervious to Energy.” These ships do not have true life support and rely on the enchantment of “Sustain” to allow the crew to survive while the ship is in space.


While there are a handful of starships built from wood in the United Worlds Warlock, it is extremely rare. Many of the starships built in the Starwind Kingdom however are made from wood including the Swiftsure class. Much of the wood used to build these ships is created by the spell “Create Wood” and once the ships are built, they are enchanted by the spell “Ironwood.” Enchanted in this manner, the ships are as touch as if they were build from advanced composites and alloys while before being enchanted are easy to form and shape. In addition to the hull, the masts are also constructed from wood. Many of these ships can be considered works of art and are highly decorated.


Compared to conventional starships operated by the major powers and even United Worlds Warlock vessels, these ships do require large crews. Part of this is due to the sails requiring minute adjustments which require crews to actually man the rigging. The Swiftsure needs a crew of around eighty to operate effectively with any smaller crew reducing efficiency especially with respect to cosmic ley line sailing. An important position aboard is the sailing master who’s job it is to fine tune the sails for maximum efficiency. These ships also can embark up to twenty marines.


This starship design uses modified starship speed and weapon range rules. See Revised Starship Rules for Phase World / Three Galaxies for more details.


Model Type: “Swiftsure II” Cosmic Ley Line Cutter.

Vehicle Type: Cosmic Ley Line Cutter.

Crew: 80 with usually at least two techno-wizard and two other spell casting types recommended but not absolutely needed.

Troops: 20 marines.


M.D.C. by Location:

 

Magical “Focused Shockwave” Cannon (top):

500.

 

Hyper Velocity Telekinetic Heavy Culvern (12, 6 each side):

200 each.

 

Telekinetic Gatling Cannons (4, 2 each side):

100 each.

 

Medium Range Missile Batteries (2, 1 each side):

300 each.

 

Bowsprit (1):

250.

 

[1] Foremasts (4, Forward Masts):

400 each.

 

[1] Mizzenmasts (4, Rear Masts):

450 each.

 

[2] Main Contra-Grav Engines (2, Rear):

800 each.

 

[3] Main Bridge:

500.

 

[4] Main Body:

3,200

 

[5] Optional: Magical “Armor of Ithan” Force Field:

1,000.

 

[6] Optional: Magical “Invincible Armor” Force Field:

2,500.


Notes:

[1] Destruction of a mast will reduce speed along Ley Lines by one eighth (1/8) for each mast lost.

[2] Destruction of a single contra-grav engine will reduce normal space acceleration by twenty-five percent (25%). Destruction of both engines means the ship is effectively dead in space.

[3] In reality this is how much damage needs to be done for a weapon to hit the bridge through the ship’s armor. This ship does not have an auxiliary bridge. Even if the cutter’s bridge is destroyed, the ship can still be piloted from engineering but ship is -3 to dodge and all weapon systems will be at local control. Weapon hits near the bridge that do not penetrate the ships integrity can injure crew members on or near the bridge.

[4] Depleting the M.D.C. of the main body will put the cutter out of commission. All internal systems will shut down, including life support and internal gravity. The ship itself will be an unsalvageable floating wreck.

[5] This is not a variable force field, but a magical shield that must be completely depleted. Once the shield has been knocked down, it will cost 100 P.P.E. and require one minute (4 melee rounds) of spell casting to restore the force field. Magic, fire, lightning, and cold all inflict one-half damage.

[6] This is not a variable force field, but a magical shield that must be completely depleted. Once the shield has been knocked down, it will cost 250 P.P.E. and require one minute (4 melee rounds) of spell casting to restore the force field. When knocked down, no additional damage beyond which destroyed the shield will be transferred to the cutter.

Some ships mount the “Armor of Ithan” force field while a smaller number have been refitted with the “Invincible Armor” force field.


Speed:

Driving on the ground: Not Possible.

Sublight: Has a special sublight engine that allows the ship to travel up to 60 percent of the speed of light. Star Ship can accelerate/decelerate at the rate of 0.85 percent of light per melee.

Atmospheric Propulsion: Maximum speed is 200 mph (321.9 kph), can enter an atmosphere and can leave on contra-grav propulsion but is not designed for atmospheric flight. Masts need to be folded down when the ship is operating in an atmosphere.

Star Drive: Special Cosmic Ley Line travel. Ship travels along cosmic ley lines only and can only switch ley lines at nexus points. Can only be used outside of star systems with a maximum speed of 12.0 light years per hour on an average cosmic ley line. Can travel faster on more powerful cosmic ley lines and slower on less power cosmic ley lines.

See full description of Cosmic Ley Line travel for full details.

Range: Effectively Unlimited by either propulsion system. 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.)


Statistical Data:

Height:  58 feet (17.68 meters) for the main hull with sails retracted and 72 feet (21.95 meters) including “Directed Shockwave” Cannon.

Sails extend in an “X” type pattern. With sails extended, height is 345 feet (105.16 meters). Foremasts are 190 feet (57.91 meters) each. Mizzenmasts are 205 feet (64.00 meters) each.

Width:   55 feet (16.76 meters) with sails retracted. With sails extended, width is 345 feet (105.16 meters).

Length:  225 feet (68.58 meters) for the main hull and 288 feet (87.78 meters) with the bowsprit.

Weight / Mass: 1,780 tons (1,614.79 metric tons).

Power System: Advanced Fusion with a 10 year life span. The cutter also has a P.P.E. generator that produces 240 P.P.E. per hour / 1 P.P.E. per melee round and can hold up to 1,200 P.P.E. in storage.

Cargo: Cargo holds can hold up to 100 tons (90.7 metric tons) of cargo in addition to standard compliment of supplies and ammunition. Each enlisted crew member has a small locker for personal items and uniforms. Ship’s officers have more space for personal items. Most of the ship’s spaces are taken up by extra ammunition, armor, troops, weapons, propulsion, and other equipment.

Market Cost: Cost to construct is around 400 million credits. These ships are occasional available for sale and then to cost between 600 and 800 million credits depending on condition.


WEAPON SYSTEMS:

  1. One (1) Magical “Focused Shockwave” Cannon: While the standard shockwave fires a wave in all directions, focused shockwave is more concentrated in the form of a cone. While still useful against missiles, the system is effective against other vessels as well. It is a far longer ranged version of the eight level spell “Focused Shockwave.” Unfortunately, the spell can only be activated once per melee and requires magical energy every time it is activated. The system does not affect people and equipment on the deck or rigging of the ship.

    Maximum Effective Range: 4,000 miles (6,440 km) in space and 40,000 feet (12,200 meters) in an atmosphere in a cone. Cone is ten percent as wide as the distance the cone is from the ship. At maximum range in space, cone will be 400 miles (644 km) wide.

    Mega Damage: 2D4x10 to all targets within cone of effect (S.D.C. objects will be completely destroyed). Unlike the normal shockwave enchantment, this spell enchantment will inflict greater damage to larger ships. Destroyer sized ships (greater than 1,000 tons but less than 40,000 tons) have damage multiplied by 5, light cruiser sized ships (greater than 40,000 tons but less than 100,000 tons) have damage multiplied by 10, heavy cruiser sized ships (Greater than 100,000 but less 1 million tons) have damage multiplied by 20, and the truly huge ships like heavy cargo ships and battleships (1 million tons and greater) have damage multiplied by 100. The system also inflicts knock back as per the spell “Focused Shockwave” on website. In space, missiles hit by the shockwave will have a -6 to strike if not outright destroyed and small craft pilots have to make a piloting roll at -30%.

    Rate of Fire: Once per melee round.

    Payload: One, requires 35 P.P.E. to be activated again.

  2. Twelve (12) Hyper Velocity Telekinetic Heavy Culverns: There are six guns on each side of the vessel with the two further forward also able to fire as chaser weaponry. Originally there were eight per broadside but two were replaced by medium range missile batteries. Unlike almost all weapons in the Three Galaxies, these weapons actually fire a fire ball at their target. They are in many way a refinement of techno-wizard naval vessels with telekinetic weapons and have much greater projectile velocity and range. Still, they look externally like ancient naval vessel cannons and they fire what looks like ancient iron balls. There are three basic types of balls which can be fired from the cannons. 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 missiles, personnel, and other small targets.

    Maximum Effective Range: 1,023 miles (1,646 km) in space and 5,400 feet (1,645.9 meters) in an atmosphere.

    Mega-Damage: Thunderball Ammunition: 2D4x10 per round or 2D4x60 for a complete broadside (six guns.) Each Thunderball will also release a thunderclap as per the spell (thunderclap effects a 10 feet (3 meter) radius. Thunderfire Ammunition: 4D4x10 per round or 4D4x60 for a complete broadside (six guns.) The Thunderfire will often also ignite flammable materials. Magical Grape Shot Ammunition: 1D4x10 per round or 1D4x60 for an entire broadside (Six guns.) Each Magical Grape Shot will effect all targets within a blast radius of 40 feet (12.2 meters).

    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. Ship can spin on its axis to quickly bring both batteries to bear on a single target.

    Payload: 1,200 rounds (100 per cannon), 600 rounds of Thunderball ammunition, 300 rounds of Thunderfire ammunition, and 300 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. Four (4) Telekinetic Gatling Cannons: Mounts have been enchanted by a series of spells so the cannons act as a more powerful version of the Telekinetic 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 small craft and missiles.

    Maximum Effective Range: 200 miles (320 km) in space and 2 miles (3.2 km) in an atmosphere.

    Mega Damage: 12D6 each.

    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. Two (2) Medium Range Missile Batteries: Each battery is on the port and starboard side of the ship and replace two broadside cannons per side. Weapon system is used for hitting enemy robots, fighters, and missiles (both cruise and long range missiles.) Missiles have a top speed of Mach 15 in an atmosphere and have an acceleration of 6% of light per turn in space. Weapon system can be used on multiple targets simultaneously. Mounts are basically a civilian model with a greater payload.

    Maximum Effective Range: Medium Range Missile range is 160 miles (257.5 km) in an atmosphere and 80,000 miles (128,750 km/0.43 light seconds) in space.

    Mega-Damage: Varies with medium range missile type (Multi-warhead heavy warheads inflict 5D6x10 M.D.C. each - See revised Phase World / Three Galaxies missile tables for details.)

    Rate of Fire: Can fire medium range missiles one at a time or in volleys of two (2), four (4), or eight (8) medium range missiles per melee attack.

    Payload: Ninety-Six (96) medium range missiles per battery (192 medium range missiles total.)

  5. Techno-Wizard Modifications: The “Swiftsure” 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 (5th Level)

    40 P.P.E. or 80 I.S.P.

     

    Invisibility-Superior (5th Level)

    40 P.P.E. or 80 I.S.P.

     

    Sustain (5th Level)

    24 P.P.E. or 48 I.S.P.



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Writeup by Kitsune (E-Mail Kitsune).


Copyright © 2017, Kitsune. All rights reserved.



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