Starwind Kingdom “White Rose II” class Light Star Frigate:

The United Worlds Warlock is the largest magic oriented entity within the Three Galaxies but they are far from the only one although the others are often ignored. Most of the other governments are relatively small and are only a single star system or maybe a handful. There are exceptions however including the Starwind Kingdom. In fact, the kingdom is more magic oriented with far less conventional technology than the United Worlds Warlock.

Like the United Worlds Warlock, they build ships that travel the stars. While the United Worlds Warlock uses mostly Rifts Jump Drives, the ships of the Starwind Kingdom uses a form of faster than light travel known as “Cosmic Ley Line Sailing.” Their ships can only travel between star systems along cosmic ley lines. Sails are actually used to enable these ships to use these ley lines. Due to the disturbance of ley lines in solar systems, ships cannot travel along ley lines at faster than light speeds in a solar system.

One issue which cosmic ley line ships have is that as size goes up, surface area goes down in comparison to internal volume and usually mass. This effects how much sail a larger ship can carry in relation to their size. As a result, as ships get larger, their best ley line sailing speed tends to go down. While the fastest cutters can reach speed of up to twelve light years per hour, the White Rose class frigate is limited to seven and a half light years per hour on an average ley line. Now, the ship can sail faster on more powerful ley lines but a smaller ship will still usually be able to easily overhaul it.

Frigates in the Starwind Kingdom are similar in size to cruisers operated by other major powers and fill a similar role. Until relatively recently, the White Rose was the largest warship of the Starwind Kingdom and was simply designed as a frigate. When compared to the cruisers operated by most governments, the vessel is on the small size only massing around fifty thousand tons.

Similarly to the smaller warship classes operated by the Starwind Kingdom, there are few if any White Rose class frigates which have not been upgraded. As with other upgraded classes, the ship is given the “II” designation. The “White Rose II” is considered far more effective than the original version of frigate with a greatly upgraded weapon suite along with improved in system propulsion.

The original propulsion were ion engines capable of only a few Gs of acceleration with power provided by a relatively crude fission reactor. In general, the Starwind Kingdom lacks in advanced technology. As an upgrade, the original ion engines are replaced by contra-grav propulsion with an off the shelf civilian fusion reactor providing power. Other than powering the propulsion, the fusion plant mainly provides power to sensors with the ship no able to power any conventional energy weaponry.

Originally the frigate was armed with four “Focused Shockwave” cannons, fifty-two hyper velocity telekinetic cannons, and sixteen telekinetic Gatling cannons. In order to mount a more effective weapons battery, many of the broadside guns were removed. While cannons can be devastating at close range, they have extremely limited range. Twelve per side are retained for a total of twenty-four cannons. These cannons are the same size as those carried on the Cygnet class sloop-of-war with larger guns being considered too heavy to quickly load and fire. Note though that these ships can quickly spin on their axis in order to bring the second broadside to bear. The other original weapon systems are retained in the “White Rose II.”

In the place of the original battery, the ship mounts two forward firing heavy lightning cannons, six “Annihilate” cannons in turrets, four capital missile launchers, and six medium range missile batteries. The lightning cannons are actually an extremely powerful weapon on par with the fireball weaponry mounted on the Dwarven Iron Ship. The “Annihilate” cannons act as secondary anti-ship weaponry. The capital missile batteries are similar to those carried on man older Wolfen warship classes and the medium range missile batteries are modified versions of merchant class missile batteries.

While the White Rose class frigate does not require the massive amount of mystical energy to jump between star systems that most United Worlds Warlock ships do, most of the systems aboard the frigate do require magic to power them. Some in fact require huge amounts of mystical energy and it would be almost impossible for the crew to provide this energy. As a result, the frigate has a powerful mystical energy generator similar to that mounted on most United Worlds Warlock military vessels.

The main line of protection of the frigate is a powerful enchanted force field. Originally this was an “Armor of Ithan” force field but now these ships are being upgraded to a more powerful “Invincible Armor” force field. Even though a number of sloops-of-war and cutters have been upgraded, frigates are considered a priority with about two thirds having currently been upgraded to the more powerful force field. Few sold though will have the upgraded force field.

As addition protection, the White Rose has the enchantment of “Impervious to Energy.” In addition, the ship has the enchantment of “Invisibility Superior.” By the careful use of these enchantments, these ships were able to get close to enemy vessels in order to use their broadside batteries. One issue with starships built by the Starwind Kingdom is that their ships do not have conventional life support. Instead they rely on the enchantment of “Sustain” in order to maintain livable conditions aboard their vessels.

Even though the Starwind Kingdom does build a larger frigate class, the White Rose is the largest wooden warships currently in service with their navy. For the new frigate class, the navy decided to go to modern composites and alloys instead. Many of the techniques useful for smaller vessels are much harder to use as vessels get larger. However, the White Rose is considered just small enough for those techniques to be still considered effective. Much of the wood used for the White Rose is created through the “Create Wood” enchantment and once the ship is complete, the ship is then enchanted with the spell “Ironwood.” Using those enchantments, the ship is as strong as if were made from more modern materials.

These ships are considered beautiful by most who examine them and they are often described as works of art. The upper part of the stern in reminiscent of those from the great age of sail. As with those ancient sailing vessels, the officers quarters are located in this area. Below this stern area was originally the thrusters but has since been replaced by the contra-grav propulsion system. In common with the sloop-of-war, the hull form is basically an elongated prolate spheroid although with a flattened deck where the “Annihilate” cannons and the Gatling cannons are mounted. The ship also has four large openings in the bow where the four capital missile launchers are and in the middle are the two heavy lightning cannons.

Unlike sailing vessels of ancient days where the sails were mounted on the deck above the ship, the White Rose mounts its sails in an “X” pattern. The masts are usually folded against the hull when not on a ley line. In addition, the sails are ethereal and only appear when the frigate is traveling along a ley line. The ship has a total of twelve sails in rows of three. In addition, the frigate has a long spear of a bowsprit located between the two lightning cannons. The bowsprit assists in controlling the frigate.

Crew of the frigate is huge, around twice what a Dwarven Iron Ship requires even though the frigate is far smaller. One of the main jobs for the crew is manning the sails. They require minute adjustment while traveling along a ley line or the frigate cannot get the best performance out of the line. These frigates almost always have sailing masters in addition to the captain in order to command those adjusting the rigging and in order to better navigate cosmic ley lines.

Unlike most cruiser class vessels in the Three Galaxies, the White Rose class frigate does not embark any fighters. They would have required almost complete rebuilding in order to add hanger bays. They do however have a decent marine compliment. Standard marine compliment is one hundred and twenty. Originally the troops were not fitted with any sort of power armor but since then the techno-wizard mystic power armor has been adopted. Currently only about half of marines embarked aboard the cruisers are fitted with the armor although plans are that eventually all marines will be equipped with the mystic power armor.

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: “White Rose II” Cosmic Ley Line Light Frigate.

Vehicle Type: Cosmic Ley Line Frigate (Light).

Crew: 480 with usually at least six techno-wizard and six other spell casting types recommended but not absolutely needed.

Troops: 120 marines and 36 fighter pilots.


Power Armors & Robots:



Mystic Power Armors (Maximum - 60 common).

M.D.C. by Location:


Magical “Focused Shockwave” Cannons (4, top and bottom):

500 each.


Main 15 inch Heavy Lightning Cannons (2):

800 each.


Turret Mounted “Annihilate” Cannons (6):

600 each.


Hyper Velocity Telekinetic Cannons (24, 12 each side):

250 each.


Telekinetic Gatling Cannons (16, 8 each side):

100 each.


Cruise Missile Launchers (4, bow):

800 each.


Medium Range Missile Batteries (6, 3 each side):

300 each.


Bowsprit (1):



[1] Foremasts (4, forward masts):

820 each.


[1] Mainmasts (4, middle masts):

880 each.


[1] Mizzenmasts (4, rear masts):

820 each.


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

6,500 each.


[3] Main Bridge:



[4] Main Body:



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



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



[1] Destruction of a mast will reduce speed along Ley Lines by one twelfth (1/12) 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 frigate’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 frigate 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 800 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 1,600 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.


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 0.75 percent of light per melee.

Atmospheric Propulsion: Maximum speed is 160 mph (257.5 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 7.5 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 48 P.P.E. or 96 I.S.P. and has a duration of eight days per activation.)  

Statistical Data:

Height:  73 feet (22.25 meters) for the main hull with sails retracted and 101 feet (30.78 meters) including “Directed Shockwave” Cannons.

Sails extend in an “X” type pattern. With sails extended, height is 736 feet (224.33 meters). Foremasts are 446 feet (135.94 meters) each. Mainmasts are 466 feet (142.04 meters) each. Mizzenmasts are 434 feet (132.28 meters) each.

Width:   82 feet (24.99 meters) with sails retracted. With sails extended, width is 736 feet (224.33 meters).

Length:  584 feet (178.00 meters) for the main hull and 656 feet (199.95 meters) with the bowsprit.

Weight / Mass: 58,648 tons (53,204.6 metric tons).

Power System: Advanced Fusion with a 10 year life span. The frigate also has a P.P.E. generator that produces 4,800 P.P.E. per hour / 20 P.P.E. per melee round and can hold up to 12,000 P.P.E. in storage.

Cargo: Cargo holds can hold up to 1,200 tons (1,088.6 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 2.5 billion credits. These ships are occasional available for sale and then to cost between 3 billion and 5 billion credits depending on condition. Cost does not include any embarked mystic power armors.


  1. Four (4) Magical “Focused Shockwave” Cannons: Two is mounted above the hull while the other two are mounted below. 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 per cannon.

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

  2. Two (2) 15 inch Heavy Lightning Cannons: These cannons are mounted in the bow of the light frigate and are quite powerful. They actually are longer ranged than the fireball guns mounted on the Dwarven Iron Ship. The fire control for the cannons is not designed to lock onto any targets smaller than frigates, but the cannons can be used to bombard planets as well.

    Maximum Effective Range: 32,000 miles (50,000 km) in space and 32 miles (50 km) in an atmosphere.

    Mega Damage: 1D4x1,000 each cannon.

    Rate of Fire: Maximum of two (2) times per melee per cannon (A total of 4 blasts).

    Payload: Needs 1,200 P.P.E. per day to function.

  3. Six (6) “Annihilate” Cannons: Mounted in turrets on the light frigate, these cannons are extremely powerful and act as the secondary weaponry of the frigate. The cannon fires a black sphere which is magically contained anti-matter. It inflicts incredible damage to the target although range is limited compared to heavy lasers. Weapons system, when used hit fighters and small targets, has half the normal penalties to hit due to sophisticated fire control. The barrels can be fired either forward or behind and can be rotated 60 degrees horizontally or vertically.

    Maximum Effective Range: 10,000 miles (16,000 km) in space and 10 miles (16 km) in an atmosphere.

    Mega Damage: 2D4x100 M.D.C. each.

    Rate of Fire: four (4) times per melee per cannon.

    Payload: Needs 300 P.P.E. per day to function.

  4. Twenty-Four (24) Hyper Velocity Telekinetic Cannons: There are twelve guns on each side of the vessel. Originally there were twenty-six per broadside but were replaced by other weaponry. 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: 1492 miles (2,402 km) in space and 7,880.6 feet (2,402 meters) in an atmosphere.

    Mega-Damage: Thunderball Ammunition: 2D6x10 per round or 2D6x120 for a complete broadside (12 guns.) Each Thunderball will also release a thunderclap as per the spell (thunderclap effects a 10 feet (3 meter) radius. Thunderfire Ammunition: 4D6x10 per round or 4D6x120 for a complete broadside (12 guns.) The Thunderfire will often also ignite flammable materials. Magical Grape Shot Ammunition: 1D6x10 per round or 1D6x120 for an entire broadside (12 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: 4,800 rounds (200 per cannon), 2,400 rounds of Thunderball ammunition, 1,200 rounds of Thunderfire ammunition, and 1,200 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.

  5. Sixteen (16) 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.

  6. Four (4) Cruise Missile Launchers: From scrapped or upgraded Wolfen warships and mounted to either side of the bow of the vessel. Missiles have a top speed of Mach 25 in an atmosphere and have an acceleration of 10% of light per turn (far faster than any starship) in space. Whether missiles can be shot down is calculated from the speed of target, launching starship, and missiles. When drive goes dead, missiles will continue to travel in a straight line unless set to self destruct or receives a destruct code, but have very low odds of hitting star ships (Great for hitting bases and planets because target does not move and missiles, when unpowered, are at -25% to be detected.) Cruise missiles have penalties to hit small targets but are almost always smart missiles. While missiles are only launched at the rate of one at a time, the ship’s computer has special software that allows all the missiles to hit a target at the same time for the purpose of making the point defense of a target more easily overwhelmed. This is done by slowing down the initial acceleration of missiles and by setting some for delayed activation although the target must be at least 30 seconds away (2 melee rounds) with regard to flight time. Missiles are then considered to only have an acceleration of 5% of light for the first turn. Batteries can launch on multiple targets each at the same time although rarely are.

    Maximum Effective Range: Cruise Missile range is 8,000 miles (12,875 km) in an atmosphere and 4,000,000 miles (6,437,376 km/ 21.5 light seconds) in space.

    Mega-Damage & Properties: See revised Phase World / Three Galaxies missile tables for details (Anti-Matter multi-warheads inflict 5D6x100 M.D.C. each and Fusion multi-warheads inflict 3D6x100 M.D.C. each.)

    Rate of Fire: One cruise missiles per melee attack (special software allows 4 to 8 cruise missiles to be launched as one volley depending on gunner’s hand to hand attacks) per launcher. This allows total volleys of 16 to 32 cruise missiles to be launched in one melee round.

    Payload: 60 cruise missiles each for 240 total.

  7. Six (6) Medium Range Missile Batteries: Batteries are mounted on the port and starboard sides of the ship and replace broadside cannons. 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: One-Hundred and Twenty-Eight (128) medium range missiles per battery (768 medium range missiles total.)

  8. Techno-Wizard Modifications: The “White Rose” 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)

    80 P.P.E. or 160 I.S.P.


    Invisibility-Superior (8th Level)

    80 P.P.E. or 160 I.S.P.


    Sustain (8th Level)

    48 P.P.E. or 96 I.S.P.

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Writeup by Kitsune (E-Mail Kitsune).

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