“Gicel Wulf” (Ice Wolf) Werewolf Destroyer (T.W. / U.W.W.):

The “Gicel Wulf”, or Ice Wolf, is a heavily modified Werewolf class destroyer. Many independent owners of these vessels will use the word “Wolf” somewhere in their names. The operators of the Dwarven Iron Ship “Lady Arctis” wanted to build some escorts for the larger warship with the idea being to use some of the same technology to make the vessel more effective. The plan seems to be that several additional destroyers will be converted in a similar manner.

In comparison to Dwarven Iron Ships, Werewolf class destroyers are relatively easy to acquire by independent grounds. There were around sixteen thousand build in total for the United Worlds Warlock navy and approximately eight hundred are in the hands of independents. These include defense forces within United Worlds Warlock space but also includes mercenaries and even a few private individuals.

As with the Dwarven Iron Ship that became, “Lady Arctis,” they looked for a destroyer which had largely been stripped out yet the frame was still strong and the ship able to be easily rebuild. They also wanted the “Armor of Ithan” force field generator, the rifts jump drive, and the mystical energy battery remaining intact.

They found what appeared to be the perfect vessel in ship that had been damaged a number of years prior and had orbited around the system virtually forgotten. Even so, the destroyer had been stripped while sitting mostly forgotten. The system defense force had been ordered by their government to downsize their fleet and it was easy to sell off a ship that there was no interest in instead of active vessels. As a result, the ship was able to purchased at what amounted to a fraction of her original cost.

In a similar manner to the “Lady Arctis,” there is mounted a special system which opens a portal to the elemental plane of water. These feed special telescoping sprinklers which spay the hull with ice to act as additional armor. As the Gicel Wulf is a smaller vessel, the weight of the ice does reduce the acceleration of the destroyer far more than it does the Dwarven Iron Ship. When loaded down with ice armor, the destroyer’s acceleration is reduced to less than the larger vessel even though when unencumbered had greater acceleration. Luckily, the extra mass of the ice is not an issue with regard to the range of rifts jump drives.

In addition to having the sprinklers to create the ice armor, the destroyer also has a special mystical cannon that fires a huge stream of water from the elemental plane of water. In space, the water freezes to ice virtually instantly. It is considered extremely effective against volleys of missiles but can be used as an effective weapon as well against both enemy fighters and larger vessels. The ‘Mini-Death Cannon” as it is often called is mounted on a platform which is modified into the rear of the superstructure.

It was decided to completely strip off her original enchanted iron plates and they were sold to other navies included the United Worlds Warlock navy. Instead, modern composite and alloy plates were fitted. They are far less expensive, easier to replace, and actually are stronger than the original armor material. In some places parts of the frame were also reinforced with modern materials. Even though the ship still looks like an ancient submarine design, the appearance is vastly changed from a standard Werewolf class destroyer.

With the hull plating stripped during rebuilding, reworking the weaponry of the warship than it would be otherwise. As with the standard upgrade to the Werewolf, a pair of capital missile launchers are mounted on the sides of the bow, appearing to be giant torpedo tubes. Other missile batteries designs were considered but none could be worked into the design in any practical manner. Even so, with advanced fire control software, the capital missile tubes can fire a respectable volley of missiles. Normal missile warheads are multi-warhead fusion although a few decoys are often carried as well.

Because bottle demon missiles are extremely difficult to get outside of the Warlock navy, a pair of medium range missile batteries and a pair of mini-missile batteries are mounted in their place. The medium range missile batteries are standard merchant missile batteries with a greater payload and the mini-missile batteries are similar to those mounted on many Human Alliance and Consortium warships. The medium range missile batteries are designed to engage missiles at longer ranges with the mini-missile batteries are designed to deal with those which get though the ship’s other defenses.

While there was some debate about mounting different weapon systems, it was eventually decided to retain the forward and aft medium lasers for close range anti-ship weaponry. Unlike the standard Werewolf destroyer, variable focus particle beams and conventional electromagnetic rail guns are carried instead of the original point defense weaponry.

As previously described, the original contra grav propulsion for normal space operations war replaced by a more powerful drive system. In addition, the original techno-wizard fusion reactor was replaces by a more advanced conventional unit of civilian design. An added benefit is that the reactor requires less maintenance and can be operated by a small reactor crew as well.

In addition to the fusion plant, many of the new systems require less crew to operate. Instead of requiring a crew of twenty-six, the ship requires a crew of only twenty-two. It was decided to slightly reduce the marine compliment as well from twelve to ten. This was partially done so that the cramped nature of the original Werewolf class might be partially reduced. The ship likely requires only a single techno-wizard but in most cases at least will be embarked.

All of the marines are fitted with space power armors. Due to being an excellent power armor, even though a knock off design of the Silverhawk, the ship operates the Stormcrow space power armor. The ship does still embark four light fighters although Ross Aerospace “I.C.E. Hyena” is carried due to being a relatively affordable. All four embarked fighters cost only thirty percent more than a single Shadow Bolt fighter.

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: Modified UW-DD-24.

Vehicle Type: Light Destroyer (Techno-Wizard).

Crew: 22, requires at lest one techno-wizard with two preferred (levels 2-6.)

Troop Capacity: 10 marines and 4 fighter pilots.


Power Armors & Robots:



SC-MM-1000 Stormcrow Space Combat Exoskeleton.

Fighter Compliment:



Ross Aerospace MSX-128-ICE “I.C.E. Hyena” Light Starfighters.

M.D.C. By Location:


Ice Armor [4]:


5 inch Medium Laser Cannon Turrets (2):

600 each.



Magical “Mini-Death Cloud” Cannon:




Variable Focus Particle Beam Mounts (4):

150 each.



Point Defense Electromagnetic Rail Guns (4):

150 each.



Cruise Missile Launchers (2, Bow):

1,000 each.



Medium Range Missile Batteries (2):

400 each.



Mini-Missile Launchers (2):

100 each.



[1] Main Bridge:




[2] Main Body:




Hangar Bays Doors (2, Sides):

600 each.



[3] Magical “Armor of Ithan” Force Field:




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

[3] 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 150 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.

[4] Ice armor protects only major hit locations with a maximum protection of 20% of individual hit locations. The ice armor generator costs 50 P.P.E. to activate with each activation restoring one fifth (1/5) of the maximum ice armor. Requires five activations to fully built or restore the ice armor. Ice generators generally only work while the ship is in space although might also work in some arctic conditions.


Driving on the ground: Not Possible.

Water Surface: 45 knots (83.4 kph/51.8 mph).

Underwater: 35 knots (64.9 kph/40.3 mph).

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 1.0 percent of light per melee. The ice armor reduces acceleration by around 10%, reducing acceleration to 0.80 percent of light per melee.

Atmospheric Propulsion: Maximum speed is 250 mph (402.3 kph), can enter an atmosphere and can leave but is not designed for atmospheric flight. Reduce speed to 200 mph (321.9 kph) if carrying ice armor and armor is likely to rip off in an atmosphere.

Star Drive: Rift Jump Drive; maximum safe jump distance of 20 light years every four hours (Jump costs 2,000 P.P.E. per activation.)

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:

Height:  46 feet (14.0 meters) main body; 62 feet (18.9 meters) from the bottom of the main body to the top of the superstructure. Does not included ice armor.

Width:   49.5 feet (15.1 meters). Does not included ice armor.

Length:  426.5 feet (129.0 meters). Does not included ice armor.

Weight / Mass: 5,750 tons (5,216 metric tons) fully loaded. Does not included ice armor.

Power System: Conventional Advanced Fusion with a 20 year life span. The destroyer also has a P.P.E. generator that produces 500 P.P.E. per hour / 2 P.P.E. per melee round (Activating the Rifts Jump Drive costs 2,000 P.P.E.) and can hold up to 2,000 P.P.E. in storage. This P.P.E. can be used to power the Rifts Jump Drive or can be used to power spells cast by the destroyer’s crew.

Cargo: Cargo holds can hold up to 40 tons (36.3 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: The Werewolf class destroyer costs approximately 600 million credits to construct. These ship is no longer in production or for sale. Upgrades to vessel costs approximately 200 million credits. If sold, upgraded version would likely cost around 750 million credits if available. Cost does not include embarked craft.

Weapon Systems:

  1. Two (2) 5 inch Laser Cannons: These weapons are in their own turrets on the top of the ship where deck guns might be positioned on a submarine. These are a modern weapon system that are powered by the ships reactor. Each mount can rotate 180 degrees and have a 80 degree arc of fire up and a 45 degree arc of fire down. The cannons are not quite as powerful as the cannons on the CAF classes but have a higher rate of fire. Weapon has standard penalties to hit fighters and small targets for large starship weaponry. The weapon system cannot be used to engage targets while traveling at faster than light velocities.

    Maximum Effective Range: 16,000 miles (25,000 km) in space and 16 miles (25 km) in an atmosphere.

    Mega Damage: 1D6x100 M.D.C. each.

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

    Payload: Effectively Unlimited.

  2. One (1) Magical “Mini Death Cloud” Cannons (Upgrade Model Only): This cannon is mounted on the ship’s sail like superstructure towards the rear. This weapon is very similar to the cannon that is mounted on the Arcane patrol ship. The weapon release a massive amount of water that quickly freezes. While the ice is not a solid barrier, the particle density of the ice is great enough to eliminate missiles and inflict large amounts of damage to larger targets. Each weapon releases about 1/4 of the ice that the weapon mounted on the Arcane patrol ship does. The weapon can also be used to block heavy plasma weapons and can be used to hide a ship on sensors systems. The “wall” of ice has a virtually indefinite duration in space but does drift at the heading and speed of the ship launching the “wall” of ice. If used in an atmosphere, the weapon has only a momentary duration and reduced effects. The weapon system is useless underwater. The cloud of ice is -6 to dodge normally with the penalties for large ships used as well.

    Maximum Effective Range: Can be accurately targeted up to 1,000 miles (1,600 km) with a diameter of 25,000 feet (15,200 meters) when used in space and 10 miles (16 km) with a diameter of 250 feet (152 meters) when used in an atmosphere.

    Mega-Damage: A ship or missile 1D6 x speed of target in percentage of light. For example, a ship traveling at 10% of the speed of light would have 1D6x10 inflicted on them. Larger ships will have greater damage inflicted on them. 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. Most missiles are automatically destroyed by the cloud of ice. If used in an atmosphere, the weapon will automatically knock missiles off course and anyone flying through the cloud of water will need to make a piloting roll at -6. Optional: The speed of the ship launching the cloud may also be calculated but it is math intensive due to the fact that direction of travel and vectors will also effect the damage of the weapon.

    Rate of Fire: Twice (2) per melee per mini-death cloud cannon.

    Payload: Weapon may be activated 20 times per twenty four hour period. Further activations require 100 P.P.E. from either onboard magicians or drawing on the ship’s P.P.E. generator.

  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.)

    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. Four (4) Point Defense 15 mm Electromagnetic Rail Guns: Unlike most of the rail guns used on Phase World / Three Galaxies starships, these are standard electromagnetic rail guns. They are used as an anti-starfighter and missile weapon and against targets that are impervious to energy. Each rail gun is in a turret that can rotate 360 and has a 180 arc of fire. When used in space, projectiles are fired from rail gun mounts at a significant fraction of the speed of light. The weapon system cannot be used to engage targets while traveling at faster than light velocities. Rail gun uses 15 mm depleted uranium projectiles.

    Maximum Effective Range: 16 miles (26 km) through atmosphere and 800 miles (1,290 km) in space.

    Mega-Damage: Rail gun inflicts 3D6x10 M.D.C. for an 80 round burst.

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

    Payload: 16,000 rounds (200 bursts) each cannon.

  5. Two (2) Cruise Missile Launchers: The ship has two cruise missile tubes in the bow. The launchers are copied from those carried on a Hunter class destroyer. Missiles have a top speed of Mach 25 in an atmosphere and in space has an acceleration of 10% of light per turn (far faster than any starship.) Whether weapons can be shot down is calculated from the speed of target, launcher, and missile. When drive goes dead, missile will continue to travel in a straight line unless set to self destruct or receives a destruct code but has very low odds of hitting star ships (Great for hitting bases and planets because the target does not move and missile when dead at -25% to be detected.) Cruise missiles have penalties to hit small targets but are all considered smart missiles. While missiles are only launched at the rate of one at a time per launcher, the ship’s computer has special software that allows all the missiles to hit a target at the same time for the purpose to make point defense of a target is more easily overwhelmed. This is done by slowing down the acceleration of missiles and by setting some for delayed activation and target must be a least 30 seconds away. 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. Bottle demon missiles are not available.

    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 (Fusion Multi-Warhead missiles inflict 3D6x100 M.D.C. each.)

    Rate of Fire: Can fire one cruise missile per melee attack (special software allows 4 to 8 missile to be launched as one volley depending on gunners hand to hand attacks) per launcher. This allows total volleys of eight (8) to sixteen (16) cruise missiles to be launched in one melee round.

    Payload: Thirty (30) cruise missiles per launcher for a total of sixty (60) cruise missiles.

  6. Two (2) Medium Range Missile Batteries: These batteries are basically standard merchant class medium range missiles batteries. Each battery is on the port and starboard side of the ship. Missile has a top speed of Mach 15 in an atmosphere and in space has an acceleration of 6% of light per turn. Normally used for anti-fighter and point defense. Batteries can launch on multiple targets each at the same time.

    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) missile per melee attack.

    Payload: eighty (80) medium range missiles per battery for 160 medium range missiles total.

  7. Two (2) Mini-Missile Launchers: Mini-missile launchers of a Human Alliance design and, with the medium range missile launchers, replace the six bottle demon launchers. These are missile turrets used for point defense against enemy fighters and missiles. Missile has a top speed of Mach 10 in an atmosphere and in space has an acceleration of 2% of light per turn (slightly faster than any starship except if it is exceeding it maximum safe acceleration.) Batteries can launch on multiple targets each at the same time. Mini-Missile in the Phase World / Three Galaxies setting are normally smart missiles.

    Maximum Effective Range: Mini Missile range is 2 miles (3.2 km) in an atmosphere and 100 miles (161 km) in space.

    Mega-Damage: Varies with mini-missile type (See revised Phase World / Three Galaxies missile tables for details .)

    Rate of Fire: Can fire mini-missiles one at a time or in volleys of four (4) or eight (8) mini-missiles.

    Payload: 128 per launcher for a total of 256 mini-missiles. Cargo hold has an additional 256 mini-missile. Reloading launchers from cargo hold takes 1D6 minutes.

  8. Ice Generators: Along the ship is a series of pipes which are designed to spray out water with nozzles on telescoping pipes designed to spray downwards onto the ship. These are connected to a dimensional gateway to the elemental plane of water. In most cases, ships have to take on the water and slowly spray it onto the hull but the system is automatic on the “Gicel Wulf.” Each time the system is activated, it forms or restores one fifth of the maximum amount of ice. Protects major hit locations but not minor hit locations.

    Range: Vessel only.

    Effects: Creates ice armor which protects major hit locations on vessel. Maximum addition protection is 20% of hit location. Each activation forms or restores one fifth (1/5) of maximum ice armor protection. Only creates ice in space and other extremely cold conditions.

    Rate of Fire: Can be activated once a minute (4 melee rounds).

    Payload: Each activation costs 50 P.P.E.

  9. Techno-Wizard Modifications: The “Gicel Wulf” 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:

      Shadow Meld (6th Level) - 80 P.P.E. or 160 I.S.P.

      Impervious to Energy (6th Level) - 160 P.P.E. or 320 I.S.P.

      Invisibility-Superior (6th Level) - 160 P.P.E. or 320 I.S.P.

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Writeup by Kitsune (E-Mail Kitsune).

Copyright © 2016, Kitsune. All rights reserved.