Thoth Industries “Crystal Shard” Corvette (T.W.):


Similarly to the Consortium, there are multiple starship builders within the territories of the United Worlds Warlock. While some manufacture ships for the United Worlds Warlock Military, others build ships for independent defense forces and mercenary companies. One of these is a company known as Thoth Industries and is run by a techno-wizard who goes by the name Asyribis. It is rumored that she is actually the Demi-God daughter of the Egyptian god Thoth and she actually named the company after her father.


The company builds several different classes of “Crystal Shard” classes including fighters, corvettes, and a light cruiser. The company also produces their own modified version of the Mystic Power Armor. Currently the company does not build any vessels than the light cruiser and it is believed that such a design would be cost prohibitive. As it is, the designs tend to cost twice what a conventional starship with no techno-wizard enchantments might cost.


In general, the engineering standards of designs within the United Worlds Warlock are considered relatively primitive by both military leaders and engineers. Of course, the enchantments make up for this is large part but are still often described as crude. The “Crystal Shard” designs however are an exception to this perception of being crude with the engineering considered the equal of designs from the Consortium of Civilized Worlds in terms of engineering. A number of engineers have examined the designs and most have reported them as being quite favorable.


So far a number of independent system defense forces within United Worlds Warlock Space have purchased “Crystal Shard” corvettes even though they are quite expensive. In addition, a number of techno-wizard mercenary companies have also purchased these corvettes. Interestingly, a handful actually have been purchased by wealthy individuals as private yachts. Rumor is that Asyribis herself operates one as her one private corvette.


However, there has been little luck getting the United Worlds Warlock navy interested in purchasing these vessels. The military has purchased a handful of fighters for evaluation purposes but has not committed to any major purchase of even the fighter design, let alone the corvette or light cruiser classes. It has been speculated that there is an institutional resistance to designs so different to the standard designs operated by the military currently.


These corvettes have shown themselves to be extremely effective in a number of engagements. In most cases these have been against pirates although they have also shown themselves to go well against other United Worlds Warlock designs. In addition, these ships are believed to have engaged both Splugorth and Trans-Galactic Empire forces and have shown that they are easily the equal of them as well.


In common with other “Crystal Shard” designs, the corvette has an appearance which reminds one of a crystalline manta-ray although with its wings bent slightly forward as well as having a far shorter “tail” than an actual manta-ray has. These craft are incredible beautiful and have been described as lethal works of art. The vehicles are well streamlined for both atmospheric and underwater operations in addition to space.


When compared to the Proctor class heavy fighter and similar craft, the “Crystal Shard” corvette is quite a bit larger. However, the corvette is still significantly smaller than the Hunter class destroyer which is operated in large numbers by the Consortium Armed Forces. Corvettes in general operate in this niche role, larger than any fighter yet still smaller than a destroyer.


The enchanted crystalline material which the “Crystal Shard” corvette is made from is incredibly strong, equal to virtually any corvette, but is also impervious to all non mystical energy weapons. Often the crystalline hull is described as a variation on the material used to construct Mystic Power Armor. As with the Mystic Power Armor, the use of the enchantment “Armor of Ithan” and large amount additional focused magical energies can be used to heal damage against the corvette.


While the hull of the corvette is impervious to non magical energy weapons, there are still a number of kinetic weapons such as rail guns and armor piercing missiles. In addition, magical energy weapons are also effective against the mystical protection of the corvette. As a result, spearheaded by Asyribis, was the need for a force field to provide an additional layer of protection. In a similar manner as with the fighter, various options were tested under simulated conditions including standard variable force fields, “Armor of Ithan” force fields, and “Invincible Armor” force fields. It was found that once the variable forced field was knocked down, it would require too long to regenerate back to effective levels. While it required far greater mystical energies, the “Invincible Armor” force field gave far better protection than the “Armor of Ithan” force field.


Even with United Worlds Warlock navy designs, contra-grav drives systems are used as normal space propulsion in the vast majority. They are far more efficient than most other options and the “Crystal Shard” corvette uses contra-grav propulsion. While the “Crystal Shard” corvette does not have as good an acceleration as the company’s fighter, it does have better acceleration than even upgraded model Consortium Proctor class heavy fighter. In addition, the corvette is quite maneuverable for its size and the corvette is piloted more like a fighter than a more conventional star ship.


The United Worlds Warlock navy has an experimental Rifts Jump Drive for the Black Widow fighter. Thoth Industries examined it to look at the option of fitting their corvette with something similar. The problem is that the drive still often has issues. As a result, it was decided to fit a conventional contra-grav faster than light drive due to being far more reliable. It actually is one of the more advanced systems in the Three Galaxies with the ability to travel up at to six light years per hour.


Due to the incredible acceleration of the corvette, some military experts thought the crystalline craft actually was powered by an anti-matter reactor. Otherwise it was thought that the power plant would require so much volume and mass to greatly reduce missile payload. However the fusion reactor is instead stored in a permanent dimensional pocket which allows an oversized reactor to be carried. The fact that the reactor is stored within a dimensional pocket makes it harder to maintain than it might otherwise be but is designed for easy refitting. Advantages of the reactor being inside of the dimensions include that in case the fusion bottle fails, the plasma will not be released outside the dimensional pocket, and that the corvette has effectively no neutrino signature.


Unlike the “Crystal Shard” fighter, the corvette uses both magic and pure technological based systems with regard to the various weapon systems fitted to the vessel. Developed by Thoth Industries is a cannon known as the “Annihilate” cannon. These twin cannon fire bolts of the same energy which is created by the spell and inflict incredible damage for their size. However, they are not as long ranged as most anti-ship laser mounts. Even though not primarily designed to engage small targets, they are more effective than standard heavy weaponry. Secondary weaponry is more conventional in design with four variable focus particle beams and a pair of heavy point defense rail guns.


The missiles on the “Crystal Shard” corvette are carried in bays as one might carry missiles if it were just a large fighter. The corvette has two large bays under the fuselage area with each designed to be able to twenty-four capital missiles. There are also two smaller bays under what be considered the wings of the corvette. Each is designed to be able to carry twenty-four long range missiles. In either case, smaller ordnance can be substituted as required including long range and medium range missiles. Unlike a number of other corvette designs, the “Crystal Shard” corvette does not have any external hard points.


As with the “Crystal Shard” fighter, there is no provision to carry “Bottle Demon” type missiles. Asyribis has always considered the missiles too dangerous to those using them for her to have her designs carry them. As well, they are extremely expensive as well as extremely difficult to acquire outside of United Worlds Warlock naval service. If the navy was to become interested in operating these corvettes, one might expect them to at least use the capital scale “Bottle Demon” missiles on the corvette. Other mystical type missiles may be carried on occasion however.


With respect to crew, the corvette is designed to be able to be operated by a crew as small as ten although a number of operators prefer a slightly larger crew in order to reduce the workload for the crew. There are actually twenty-four berths total aboard. In some cases this might include marines, especially if involved in anti-piracy operations. The corvette does not really have space to carry standard power armors but the marines are commonly equipped with mystic power armors. Otherwise, crew quarters are considered reasonably comfortable although both cramped and spartan. With a few compliment, nobody aboard has their own private crew quarters. Interestingly, the corvette does mount a single techno-wizard transporter for long range teleporting.


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: TI CC-04-A.

Vehicle Type: Multi-Role Corvette.

Crew: Ten normal although sixteen common for long range missions (Has space for a total of twenty-four crew / troops / passengers).

Troops: Zero to fourteen marines (depending on configuration).


Vehicle, Robots, and Power Armors:

Power Armors:

 

8

Mystic Power Armors (Maximum - TI DS-MPA-2W Dawnstar common.)


M.D.C. By Location:

 

Nose “Annihilate”Cannons (2, front):

800 each.

 

Variable Focus Point Defense Particle Beam Cannons (4):

150 each.

 

GR-1000 Gravity Rail Gun Turrets (2):

400 each.

 

Primary Ordnance Bays (2, underside of main body):

800 each.

 

Secondary Ordnance Bays (2, underside of “wings”):

600 each.

 

[1] Bridge:

1,000.

 

[2] Main Engines (2):

1,200 each.

 

[3] Main Body:

4,000.

 

[4] Magical “Invincible Armor” Force Field:

5,000.


Notes:

[1] 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 corvette’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.

[2] Destroying the main engines means that the ship’s faster than light propulsion systems are destroyed and maximum sublight speed is reduced by half.

[3] Depleting the M.D.C. of the main body will put the corvette out of commission. All internal systems will shut down, including life support and internal gravity. The ship itself will be an unsalvageable floating wreck. Note: The corvette is impervious to all non magical energy weapons. Hull can also be completely regenerated with the spell “Armor of Ithan” and 3,000 P.P.E.

[4] 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 500 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 corvette.


Speed:

Driving on the Ground: Not Possible.

Sublight: Has a special sub-light engine that allows the ship to travel up to 60 percent of the speed of light. The corvette can accelerate/decelerate at the rate of 1.4 percent of light per melee.

Atmospheric Propulsion: Maximum speed is Mach 6 (4,567.8 mph / 7,350.5 kph), can enter an atmosphere because flight system is by contra grav. Because all ordnance are in bays, they do not reduce the corvette’s atmospheric top speed.

Surface Travel: Can float on the surface or can travel as a hydrofoil on the surface of the water with a top speed of 420 mph (676 kph / 365 knots).

Underwater: Has a maximum speed underwater of 57.6 mph (50 knots/ 92.7 kph).

Maximum Depth: 5 miles (8.05 km).

Stardrive: The corvette has a special Gravitronic Drive system which allows the corvette to reach a maximum of six light-years per hour.

Range: Life support will keep crew alive for up to ten years, as long as the P.P.E. generators are kept in working order.


Statistical Data:

Length:                178.0 feet (54.3 meters) including stinger tail.

Height:                63.2 feet (19.3 meters).

Width:                 216.8 feet (66.1 meters).

Mass/Weight:      1,850 tons (1,678.3 metric tons).

Power System: Advanced Fusion with a 10 year life span. Stored in a special dimensional pocket. The corvette also has a P.P.E. generator that produces 1,000 P.P.E. per hour and can hold up to 5,000 P.P.E. in storage. This P.P.E. can be used to power the spells cast by the corvette’s crew and enchantments on the vessel.

Cargo: Has a small cargo hold which can carry up to 20 tons (18.14 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, engine, and other equipment.

Market Cost: 600 million credits.


WEAPON SYSTEMS:

  1. Two (2) “Annihilate” Cannons: Mounted in fixed mounts in the front of the corvette, these cannons are extremely powerful and act as the main guns of the corvette. 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 weapon system cannot be used to engage targets while traveling at faster than light velocities.

    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 or both cannons can be combined for a total of 4D4x100.

    Rate of Fire: four times per melee per cannon.

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

  2. Two (2) GR-1000 Heavy Point Defense Rail Guns: Gravity rail guns are in turrets that can rotate 360 and has a 180 arc of fire. The GR-1000 Rail Guns both are more powerful and have more range than the conventional rail guns and are the same rail guns which is carried in the C.A.F. Scorpion Starfighter. Considered extremely effective even compared to other point defense gravity rail guns. Even so, the mounts are not really for use against capital ships but can devastate a fighter quickly. They are also extremely effective against targets which are imperious to energy. When used in space, projectiles are fired from rail gun at a significant fraction of the speed of light. When used in an atmosphere, projectile velocities are slower to prevent them from burning up but still are at hypersonic speeds. The gravity rail guns uses a 30 mm projectile. The weapon system cannot be used to engage targets while traveling at faster than light velocities.

    Maximum Effective Range: 16 miles (26 km) through atmosphere and 1,600 miles (2,575 km) in space.

    Mega-Damage: Rail gun inflicts 4D6x10 M.D.C. for a 40 round burst.

    Rate of Fire: Equal to the combined hand to hand attacks of the gunner (usually 4 or 5).

    Payload: 10,000 Rounds (250 bursts) each cannon.

  3. Four (4) Variable Focus Particle Beam Mounts: These particle beams are copied from those carried on the CAF Assault Shuttle and will fire a very powerful narrow beam and can fire a scatter effect that is less powerful but is capable of striking multiple targets. The weapon system is quite useful against missiles although the cone is not as wide as Tachyon cannon sprays are (Gives +2 bonus vs fast moving targets such as missiles.) Weapons are mounted in turrets that can rotate 360 and have a 180 arc of fire. Each mount can be operated by a gunner or a gunner program (+2 to strike, 3 Attacks per melee). The weapon system cannot be used to engage targets while traveling at faster than light velocities.

    Maximum Effective Range: 300 miles (480 km) in space and 3 miles (4.8 km) in an atmosphere.

    Mega Damage: Single Target: 4D6x10 per blast. Wide Beam: 5D6 to all targets within a 5,000 foot (1,524 meter) diameter area. When fired as a wide beam, the cannon cannot be used on targets closer than 5,000 feet (1,524 meters) away.

    Rate of Fire: Equal to the combined hand to hand attacks of the gunner (usually 4 or 5).

    Payload: Effectively Unlimited.

  4. Two (2) Primary Ordnance Bays: On the underbelly of the corvette are two ordnance bays which allow the corvette to carry missiles. The corvette can carry up to sixteen cruise missiles each or a variety of smaller ordnance. Two long range missiles or four medium range missiles can be substituted for each cruise missile. Ordnance can be mixed and matched as needed. Cruise missile are normally carried when on an anti-capital ship role and long and medium range missiles when fighting star fighters. Cruise 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. Long Range Missiles have a top speed of Mach 20 in an atmosphere and and have an acceleration of 8% of light per turn (faster than any starship) in space. Medium Range Missiles have a top speed of Mach 15 in an atmosphere and have an acceleration of 6% of light per turn 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 with virtually all missiles carried being smart missiles. Missiles can be launched on multiple targets simultaneously.

    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, Long Range Missile range is 3,400 miles (5470 km) in an atmosphere and 1,800,000 miles (2,897,000 km/9.7 light seconds) in space, and 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 & Properties: See revised Phase World / Three Galaxies missile tables for details (Cruise Anti-Matter multi-warheads inflict 5D6x100 M.D.C. each and Long Range Fusion warheads inflict 2D4x100 M.D.C. each.)

    Rate of Fire: Can fire missiles one at a time or in volleys of two (2), four (4), six (6), eight (8), or sixteen (16) missiles.

    Payload: 24 Cruise missile, 48 long range missiles, or 96 medium range missiles per bay (Two long range missiles or four medium range missiles can be substituted for one cruise missile.)

  5. Secondary Ordnance Bays (2): On the undersides of the corvette’s “wings” are two ordnance bays which allow the corvette to carry missiles. The corvette can carry up to twenty four long range missiles each or a variety of smaller ordnance. Two medium range missiles can be substituted for each long range missile. Ordnance can be mixed and matched as needed. Long Range Missiles have a top speed of Mach 20 in an atmosphere and and have an acceleration of 8% of light per turn (faster than any starship) in space. Medium Range Missiles have a top speed of Mach 15 in an atmosphere and have an acceleration of 6% of light per turn 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.) Missiles can be launched on multiple targets simultaneously.

    Maximum Effective Range: Long Range Missile range is 3,400 miles (5,470 km) in an atmosphere and 1,800,000 miles (2,897,000 km/9.7 light seconds) in space, and 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 & Properties: See revised Phase World / Three Galaxies missile tables for details (Fusion warheads inflict 2D4x100 M.D.C. each.)

    Rate of Fire: Can fire missiles one at a time or in volleys of two (2), four (4), six (6), eight (8), twelve (12), or twenty-four (24) missiles.

    Payload: 24 long range missiles or 48 medium range missiles per bay (Two medium range missiles can be substituted for a long range missile.)

  6. Techno-Wizard Modifications: The Crystal Shard Corvette has the following Techno-Wizard modifications built into the vessel. These require P.P.E. or I.S.P. from the pilot, crew, or mystic energy generator.

    Special Features: 

    Invisibility-Superior (8th Level)

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

     

    Shadow Meld (8th Level)

    20 P.P.E. or 40 I.S.P.



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Writeup by Kitsune (E-Mail Kitsune).


Copyright © 2005 & 2017, Kitsune. All rights reserved.



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