Mandrake class Light Cruiser (United Worlds Warlock):


“I once had the privilege of doing a tour on one of the Warlocks' orbital shipyards...part of a technology exchange, teaching the locals about the vacuum-form non-metallic polymer binding process they were licensing from us...and I got along well enough with my hosts that I got familiar with how they do things...

It's pretty much the same as any shipyard you'd see in the CCW...technology may be a little cruder, but it's compensated for by magic....specially modified golems do most of the gross structural fitting for instance, which means that laying the 'cold' keel and main structural members takes a lot less time, especially on an established design...they can just position the golems on the dockyard frame like a giant jig fixture, and let them work

overtime....Teekay moves parts around better than an expensive remote waldo or workpod, and Saint Elmo's Arc is a lot safer than a fluorine torch for cutting and shaping...And there are dreamcatchers and spirit wards all over the place....confused the hell out of me at first, especially since I was looking for the jakes...

It's when they start laying the 'warm' sections---the magicked portions of the hull, that production speed takes a nosedive...

You hear the rumors every now and then of haunted starships in the CCW? Some highsteeler gets between two heavy plates on final fit, and gets killed...his soul to forever haunt the ship afterwards?....Or maybe the mad designer cursing her own ship because it wasn't to HER specs?...Yeah, that sort of thing...Well, the Warlocks take that stuff SERIOUSLY, and for good reason...See, a Warlock ship, with all of its magicked systems and P.P.E. generators is a big open glowing buffet waiting for any malign entity to take up residence...Or some bad karma in the initial construction spells, sends bad vibes throughout the whole ship...A jinx is a really BAD thing ...Every time I even brought up the subject, my colleagues would begin making warding signs...

So from day one, the ship’s construction is constantly being feng-shui'ed for alignment with the planetary leylines, local stellar patterns, and celestial events...They got computers tracking this stuff, believe me!.... Sometimes they gotta re-orient the whole shipyards just to get back in a more favorable alignment...hence all

the big thruster mounts you see on their stations...And once the TW systems start going in, work gets interrupted by periodical sweeps for malign aberrations in the local aura fields...mandatory psych-counseling for anyone with a magic or psionic rating every three days...Worse than random drug testing, and if you fail, you get pulled from the line...no exceptions...until you prove clean of bad thoughts, ill intentions, drugs, booze, or demon-dust...

And when a dockworker over on a Mandrake slip got himself killed through an accident with a rivet gun, put one through his faceplate, work just STOPPED on the ship for nearly four days while the authorities checked the bolter for bad juju, and they shipped in a team of elite mages to exorcize the ship several times....since this guy got killed near the main engine generator...'hot magic' zone....The whole cockup was a bonehead fumble accident and

everything checked out clean, but the Warlocks were taking NO chances...

So when I hear about haunted starships, I figure it's either some slipshod job or one of ours...because I can't see that sort of thing happening to the Warlocks I was among....These guys were INTENSE about it all...Oh yeah, you can call it superstition and mumbo-jumbo, but these guys are both proud and professional about it...and if that makes for a better ship in the end, well, who am I to laugh?”

----Villar T'gellan, materials engineer, LocStar Aeronautics Systems




Currently, the United Worlds Warlock navy is attempting to replace their old Dwarven Iron Ships with Morgana le Fay class cruisers. At issue however is that the Morgana le Fay class, while far cheaper than Dwarven Iron Ships, are still relatively expensive. As a result, a lower cost alternative to supplement the larger cruiser was suggested. The idea is that a lighter cruiser design could do many of the patrol missions of the heavier Morgana le Fay class yet both be less expensive and require a smaller crew. In addition, a light cruiser might be better in the role of destroyer leader than a larger vessel.


As with the Morgana le Fay class, there were various designs submitted for consideration. Many were of course quickly eliminated for a variety of reasons. One which was strongly considered however was one that was simply a stripped down version of the Morgana le Fay class. One advantage of the stripped out design would be that they could later be upgraded to the full combat capabilities of the Morgana le Fay design. In the end however, a design similarly armed but slightly smaller cruiser design was selected with the name “Mandrake” selected for the class.


In common with the Mandrake’s larger cousin, the light cruiser has a mixture of conventional technology and magic. At present, only two Mandrake class light cruisers have been completed although a number of addition light cruisers are under construction with more under construction. Even though there are currently no plans to sell these ships to independent groups within the United Worlds Warlock, these cruiser are far more likely to become available eventually, especially once the Warlock navy meets their own needs.


An attempt was made to share as many systems as possible with the light cruiser’s larger cousin in order to reduce logistics. Even though quite a bit smaller, the Mandrake is fairly close with regard to combat capabilities to the Morgana le Fay class. Of course, there had to reductions in some areas in order to be able to be carried in a smaller hull and in order to keep construction costs down.


One of the most important changes was the removal of the Rifts Projector Cannon. Not even including supporting systems, the weapon masses two hundred tons and costs half a billion credits. Even with the Morgana le Fay, some fleet officers questioned its actual effectiveness. The weapon is huge and the effects of the weapon are often rather unpredictable. In fact, the weapon can even cause beneficial effects on a target at times. Even worse, the weapon can sometimes becomes unstable, especially after being fired too often, and effect the ship firing it.


One other important reduction is in the compliment of fighters as well as in the troops embarked. The Morgana le Fay could almost operate as a light carrier when required and also carries an even larger troop compliment than the Dwarven Iron Ship. The fighter compliment and troops aboard the Mandrake are more of what might be required to protect the light cruiser.


When compared to classes from other major interstellar powers, the Mandrake actually rates surprisingly well. However, in term of conventional technology, the design definitely rates below the most advanced warships of the Consortium of Civilized Worlds. Of course the techno-wizardry gives the cruiser a host of advantages when used properly. One of these are the bottle demon missiles, both capital class and smaller missiles, which the Mandrake carries. These missiles are feared greatly by opponents for their ability to continue striking although they do create apprehension by Warlock naval person who work on the missiles as well.


There is a strong resemblance between the Mandrake and Morgana le Fay classes although one would never mistake the two classes for each other. As one might expect, it looks like the Mandrake was inspired by ancient Pre-Rifts naval designs. In a similar fashion to the Morgana le Fay, the hull of the Mandrake looks like a “tumblehome” design with the hull tapering upwards. This design is not unknown with regards to naval vessels, especially French cruisers around the turn of the Twentieth Century.


One major difference between the Mandrake and Morgana le Fay classes is that all three of the turrets on the Mandrake class are mounted forward of the main superstructure. This is believed to have been done in order to give the cruiser greater forward firepower but also reduces the armored length of the warship. The superstructure appears to be a double level design with the light cruiser’s hangers on either side. On each side of the ship above the hangers are mounted the light cruiser’s flame cannons although some have remarked that they look more like giant missiles than any kind of cannon. Under the hull of the Mandrake are mounted four capital missile launchers. In common with several crews of the Morgana le Fay class, crews of the light cruiser have painted eyes and teeth in front of the vessel.


As with the Mandrake’s larger cousin, the light cruiser takes advantage of being a modern design as well as using advanced composites and alloys in the vessel. The composition of the Mandrake and Morgana le Fay classes is virtually identical is this regard. In addition to being stronger, it has been found that the use of the advanced composites and alloys is far less expensive than enchanted iron plates.


While normal space propulsion is through Contra-Grav drives similar to those carried by most of major powers, the ship mounts a Rift Jump Drive in order to be able to travel between star systems. The conventional propulsion is a slight modified version of the system carried aboard the Morgana le Fay with slightly greater acceleration. However, the Rifts Jump Drive is basically unmodified from the heavy cruiser.


Similarly to the Rifts Jump Drive, the “Armor of Ithan” shield generator is identical to the unit carried aboard the Morgana le Fay class. In the future, an “Invincible Armor” shield generator may replace the original system but it will certainly be after the larger cruiser begins mounting them. There is an attempt being made to standardize enchantments across warships of the United Worlds Warlock fleet with the enchantments of Shadow Meld, Invisibility, and Impervious to Energy. One relatively minor change in the Mandrake class is that the mystical energy generator is slightly smaller than the unit carried aboard the heavy cruiser.


Unlike the anti-ship lasers carried on most Consortium cruisers, there is not a significant distance in range between the main battery and the secondary battery. The sixteen inch flame cannons are considered far more powerful on an individual basis but the rate of fire of the five inch lasers makes up for this in large part. A common tactic with a close pass might be to engage all of the heavy energy weaponry on a single target in an attempt to disable or destroy it.  


Of course missile combats are far more common than close range engagements. Unlike the Dwarven Iron Ship, the Mandrake is armed for long range missile engagements. A total of four capital missile launchers are mounted under the hull. The launchers themselves are basically the standard launcher from most older Wolfen warships including the Hunter class destroyer. While the Mandrake carries the same number of missiles as the Morgana le Fay class, the engineers had to reduce the light cruiser capital missile magazines.


It is expected that these vessels will carry the capital scale bottle demon missiles although likely only a limited payload will be carried. Still considered experimental, there are still concerns with these new missiles. There are various stories which have been told by Warlock navy weapon crews with regards to these new missiles including them seeming to move on their own and making disturbing sounds.


In addition to the capital scale launchers, the light cruiser has four standard class bottle demon missile launchers. Because bottle demon missiles always have some risk involved with them, the launchers were modified so that standard mini-missiles can also be fired using a special sleeve to fit in the launcher. Some captains have expressed that they would prefer medium range missile batteries over bottle demon launchers however. It is not likely that such requests will be approved however.  


In a similar fashion to the Mandrake’s larger cousin, the light cruiser mounts two mini-death cloud cannons. These are a smaller version of the mount carried on the Arcane class patrol ship. The weapon opens a rift to the elemental plane of water and when in contact with space, the water freezes. Even though the death cloud cannons on the Mandrake only release one quarter of the water of the weapon on the Arcane, the weapon is still extremely effective. It is considered most effective against volleys of missiles but is even effective against other starships when used effectively.


 Point defense is basically identical to the Morgana le Fay class cruiser aid is far better than the Dwarven Iron Ship. There are a total of twelve mounts, including six sub particle acceleration cannons and six telekinetic machine guns. These batteries are designed to deal with missiles and other attacks which manage to get through the cruiser’s other defenses.


Standard fighter compliment is a single squadron of Shadow Bolt fighters and a half squadron of Bushido Industries Katana fighter. In comparison, the Morgana le Fay class has a total of four squadrons of fighters. Some officers and engineers have suggested that with minimal modification, the Mandrake class could carry two “light” squadrons of light fighters. However, many captains like the fat that the Katana fighters are fitted with faster than light boosters and are extremely useful in the role of long range scouting. In any case, most crews are glad that the United World Warlock navy plans to retire any Naruni fighters which they are operating.


In addition to reducing the troop and fighter compliment, the engineers were able to also reduce manning requirements compared to the Morgana le Fay. Due to squeezing everything into a smaller hull however, these cruisers are more cramped than their larger cousins. Even so, they are considered far better with regards to crew comforts than the Dwarven Iron Ship were. As with most United Worlds Warlock designs, the life support systems are generally mystical in design.


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: UW-CL105.

Class: Space Cruiser (techno-wizard).

Crew: 164, including a magic team of 15 techno-wizards (levels 2-6).

Troop Capacity: 20 Marines (Shipboard Defense), 25 fighter pilots, 20 Warlock Combat Armor pilots, and can carry up to 10 passengers in addition.


Vehicles:

Power Armors & Robots:

 

8

U.W.W. W-1 Warlock Combat Armors.

 

12

U.W.W. W-F1 Flying Warlock Combat Armors.

Fighter Compliment:

 

6

Consortium / Bushido BIF-67 Katana Fighter Ship (With FTL boosters.)

 

12

U.W.W. WF-F15 Shadow Bolt Strike Ship.


M.D.C. by Location:

 

Flame Cannons (2, one on each side):

1,000 each.

 

Mini-Death Cloud Cannons (2):

200 each.

 

Medium Laser Cannon Turrets (3, Forward):

1,000 each.

 

Medium Laser Cannon Barrels (6):

500 each.

 

Cruise Missile Launchers (4, Bottom):

1,000 each.

 

Bottled Demon Missile Batteries (4):

600 each.

 

Sub Particle Acceleration Cannons (6):

100 each.

 

Twin Telekinetic Machine Gun Turrets (6):

140 each.

 

[1] Main Bridge:

12,500.

 

[1] Auxiliary Bridge:

12,500.

 

[2] Main Body:

45,000.

 

Hangar Bays (2, Sides):

2,000 each.

 

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

10,000.


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 also has an auxiliary bridge. Even if both bridges are taken out, the ship can still be piloted from engineering but the ship is -3 to dodge and all weapon systems will be at local control. Weapon hits near the bridges 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 cruiser 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 1,000 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.


Speed:

Driving on the ground: Not Possible.

Water Surface: 60 knots (111.3 km/69.6 mph).

Underwater: 40 knots (73.6 km/46 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.

Atmospheric Propulsion: Maximum speed is 200 mph (321.9 kph), can enter an atmosphere and can leave but is not designed for atmospheric flight.

Star Drive: Rift Jump Drive; maximum safe jump distance of 20 light years every four hours (Jump costs 4,000 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:  95 feet (28.9 meters) main body; 265 feet (80.7 meters) including wing structures.

Width:   130 feet (39.6 meters).

Length:  640 feet (195.1 meters).

Weight / Mass: 125,000 tons (113,400 metric tons).

Power System: Combination Fusion & Techno-wizardry with 20 year life span. The cruiser also has a P.P.E. generator that produces 4,000 P.P.E. per hour / 16.6 P.P.E. per melee (Activating the Rifts Jump Drive costs 4,000 P.P.E.) and can hold up to 16,000 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 cruiser’s crew.

Cargo: Cargo holds can hold up to 4,000 tons (3,630 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, engines, and other equipment.

Market Cost: The cruiser costs 4.2 billion credits to construct. The ship is not for sale outside the U.W.W. Armed Forces (The ship is presently not even be sold to U.W.W. member worlds.) Cost does not include embarked craft.


Weapon Systems:

  1. Two (2) 16 Inch Flame Cannons: Mounted along the sides of the ship, these flame cannons are considered extremely powerful equal to the heavy energy weapon battery on most navy’s cruisers. Each mount can rotate 60 degrees up or down and has a 30 degree arc of fire to the sides of the ship that the weapon is mounted on. Firing giant fireballs, these cannons have enormous range in space. With regards to fire control, these cannons are not designed to lock onto any targets smaller than frigates. While these cannons are able to be used to bombard planets as well as well, they have comparatively limited range in an atmosphere.

    Maximum Effective Range: 20,000 miles (32,200 km) in space and 20 miles (32.2 km) in an atmosphere.

    Mega Damage: 1D4x1000 M.D.C. each cannon.

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

    Payload: Needs 1000 P.P.E. per day to function.

  2. Six (6) 5 inch Laser Cannons mounted in Double Turrets (12 Guns Total): Each turret can rotate 270 degrees and has a 60 degree arc of fire upwards and 15 degree arc of fire downwards. All the cannons in a turret can be fired as one or each barrel can be fired separately. The ship can fire a total of three turrets forward. The ship will often engage attacking with the sides to increase the ship’s firepower. These are a modern weapon system that are powered by the ship’s fusion reactor. The cannons are not quite as powerful as the cannons on most Consortium warship classes but have a higher rate of fire. Weapon has standard penalties to hit fighters and small targets for large starship weaponry. These weapon systems 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 or both cannons in a turret can be combined for a total of 2D6x100.

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

    Payload: Effectively Unlimited.

  3. Two (2) Magical “Mini Death Cloud” Cannons: These cannons are mounted with one on each side of the ship’s superstructure. 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: Each 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.

  4. Six (6) Sub Particle Acceleration Cannons in Single Mounts: Mounted on top of the ship along the sides of the ship’s hull in turrets. Cannons turrets can fire at up to a 90 degree angle up or 55 degree angle down and can rotate up to 360 degrees side to side. The gun does not have penalties to strike small targets. Uses the spell of the same name from page 143 of World Book 16: Federation of Magic (although has far greater range.) The spells must be renewed every two months (costs 400 P.P.E. and 20,000 credits per cannon) but during that period the weapon can fire unlimited blasts.

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

    Mega Damage: 1D6x10+10 per cannon.

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

    Payload: Effective Unlimited, although the spells must be renewed every two months whether the cannons have been used or not.

  5. Six (6) Twin Heavy Telekinetic Machine Guns Turrets: These heavy machine-guns are identical to those mounted in the Shadow Bolt Starfighter but are in twin mounts. Mounted on the sides of the ship in turrets. Heavy machine gun mounts can fire at up to a 90 degree angle up or down and can rotate up to 180 degrees side to side. The machine guns do not have penalties to strike small targets. Because the machine guns inflict damage by impact, they inflict full damage to targets that are using are using the spell “Impervious to Energy.” The spells must be renewed every two months (costs 400 P.P.E. and 20,000 credits per machine gun) but during the period the weapon can fire unlimited blasts.

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

    Mega Damage: 12D6 per burst for both machine guns a turret (6D6 per heavy machine gun.)

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

    Payload: Effective Unlimited, although the spells must be renewed every two months whether the machine guns have been used or not.

  6. Four (4) Cruise Missile Launchers: The cruiser has four cruise missile tubes under the “hull.” These launchers are copied from those carried on a Hunter class destroyer. 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 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.

    The launcher can also fire a special larger version of bottled demon missiles, although for safety purposes, only a few are normally carried on board. It has been said by many people that an escaped demon is worse than a matter/anti-matter explosion. They can be launched at the same rate as conventional cruise missiles, can use the same programming, and, although slightly smaller than a standard cruise missile, they are fitted into a collar that allows them to be used in the standard launchers. The missiles accelerate at the same rate as conventional cruise missiles. Missiles are considered super smart and have +4 to strike and +5 to dodge. Unlike normal missiles, the bottled demon missile does not explode and keeps striking at its target over and over. If the target is destroyed or vanishes, the missile disappears. The missiles are literally powerful demons summoned and bottled into a missile and are an aggressive and intelligent guidance system. The evil demons will continue to chase its target until destroyed (120 M.D.C. to the missile.) Optional: Because the super bottle demon missiles use a more powerful demon and the missiles are still experimental, there is a 5% chance that the missile will turn on the ship launching it.

    Maximum Effective Range: Conventional Cruise Missiles: 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. Bottled Demon Missiles: Effectively Unlimited! Once fired, the demon controlled and powered missile will fly and pursue the designated target until its target or the missile is destroyed (or the target vanished from sight, jumps away, or gets away by another means.)

    Mega-Damage & Properties: See revised Phase World / Three Galaxies missile tables for details (Anti-Matter multi-warheads inflict 5D6x100 M.D.C. each.) Bottled Demon Missiles: 6D6x100 of magical energy every time the missile strikes (3% chance of releasing the demon every time it hits.)

    Rate of 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 sixteen (16) to thirty-two (32) cruise missiles to be launched in one melee round.

    Payload: Conventional Cruise Missiles: 40 cruise missiles per launcher for a total of 160 cruise missiles. Bottled Demon Missiles: 5 demon missiles per launcher for a total of 20 demon missiles.

  7. Four (4) Bottled Demon Missile Batteries: On each side of the hull the cruiser has two bottle demon missile batteries. The missiles are literally demons summoned and bottled into a missile and are an aggressive and intelligent guidance system. The evil demons will continue to chase its target until destroyed (50 M.D.C. to the missile.) Bottled demons are slightly larger than mini-missiles and require special launchers. Missiles have a top speed of Mach 10 in an atmosphere have an acceleration of 2% of light per turn in space. This is slightly faster than any starship except if it is exceeding it maximum safe acceleration. Missiles are considered super smart and have +4 to strike and +5 to dodge. Unlike normal missiles, the bottled demon missile does not explode and keeps striking at its target over and over. If the target is destroyed or vanishes, the missile disappears.

    The launchers have been modified so they can also fire standard mini-missiles even though the missiles are slightly smaller. This is done mainly by fitting the mini-missiles with a special sleeve that allows them to be fired from the launcher. This allows the launchers to be used for point defense and targets not worth a bottled demon. Mini-Missiles in the Phase World / Three Galaxies setting are normally smart missiles. Batteries can launch on multiple targets each at the same time.

    Maximum Effective Range: Bottled Demon Missiles: Effectively Unlimited! Once fired, the demon controlled and powered missile will fly and pursue the designated target until its target or the missile is destroyed (or the target vanished from sight, jumps away, or gets away by another means.) Conventional Mini-Missiles: Missile range is 2 miles (3.2 km) in an atmosphere and 100 miles (161 km) in space.

    Mega-Damage: Bottled Demon Missiles: 3D4x10 M.D. of magical energy every time the missile strikes (3% chance of releasing the demon every time it hits.) Conventional Mini-Missiles: Varies with mini-missile type (See revised Phase World / Three Galaxies missile tables for details.)

    Rate of Fire: Can fire missiles one at a time or in volleys of two (2), three (3), four (4), or eight (8) missiles per battery.

    Payload: Bottled Demon Missiles: 32 per battery for a total of 128 bottled demon missiles. Conventional Mini-Missiles: 64 per battery for a total of 256 mini-missiles.

  8. Techno-Wizard Modifications: The Mandrake class Cruiser 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 (10th Level) - 160 P.P.E. or 320 I.S.P.

      Invisibility-Superior (10th Level) - 160 P.P.E. or 320 I.S.P.

      Shadow Meld (10th Level) - 80 P.P.E. or 160 I.S.P.



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Image created and copyrighted by Kevin S. Wiliams (kevin@omcp.com) .

More Kevin S. Wiliams artwork at His Starship Gallery.


Writeup by Kitsune (E-Mail Kitsune).


Copyright © 2001 & 2016, Kitsune. All rights reserved.



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