U.W.W. “Pandora” Special Operations Transport:
While the United World Warlock operates a large number of Techno-Wizard based designs, a surprising number of civilian vessels have no magic. In fact, most statistics indicate that the majority of merchant vessels plying their trades in Warlock space are more or less conventional in origin.
While unique in their heavy use of magic, the United Worlds Warlock has many of the same problems with other governments have. Terrorists, insurgencies, militant groups, and pirates just scratch the surface. Some of these are extremely hard to deal with in a conventional manner. As such, the United Worlds Warlock has developed a number of unconventional assets. One of these is the vessel "Pandora."
The Pandora began its life in Consortium space as a standard merchant vessel. Medium sized, it was later converted by the Independent Defense Force of the Planet Cascade as an armed transport. Heavy weaponry was added to the vessel but there were allegations that the planet which it served was using the ship for clandestine activities against the Consortium. The ship was seized and after an investigation, the ship was disarmed and sold. Often, the ships are scrapped not resold.
The United Worlds Warlock military was able to purchase the ship through back channels for their own special operations. A mobile repair dock was used and the ship was refitted in a secret location. The refit included new heavy weaponry and fittings for four Assault Shuttles. Used for clandestine activities, the ship was kept off the list of United Worlds Warlock vessels.
The ship has become better known in recent times with it being used to deal with a number of individuals from the Nostradamus Liberation Front who seized the liner "Moon Rose." Still, there is little actually known about this vessel beyond the fact that the United Worlds Warlock operates a Special Operations Transport. There is even speculation if they only have a single one of these vessels or if they have several in their fleet.
As the ship is converted from a merchant hull, the ship is slightly less strong than one which would have been purpose built. The ship retains a variable force field instead of replacing it with a techno-wizard force field. Unlike most of the weapon systems, the military class force field generators were not stripped. As well, the standard Contra-Grav drive systems are retained. The main techno-wizard modifications in the addition of the enchantment "Invisibility" and the addition of techno-wizard sensor systems. The ship does also have a techno-wizard battery to provide magical energy to the crew.
In addition to the four Iron Spear shuttles, the transport carries three squadrons of fighters potentially although the ship is often deployed without fighters. For troops, the ship is designed around carrying eighteen hundred marines in various types of power armor. Standard troops are not carried but instead Marine Raiders and Force Recon are carried. Only extremely rarely are armored vehicle carried. If they are carried, they have to be carried onboard the shuttles. Most missions are designed for light troops although approximately one third are fitted with Raider Augmentation. For the ships missions, the ship does not carry troops embarked in the shuttles for extended periods. Often, the compliment carried onboard the ship may actually be fairly light with only enough for one assault mission.
Weaponry is a mixture of technology and techno-wizardry. The ship retains six medium range missile batteries from when it operated for the Independent Defense Force. There are also six laser batteries mounted from when in served in this role. Otherwise, virtually all of the weapon systems have been stripped from the ship. Instead of four particle beams, the ship mounts four flame cannons. One weakness is that the ship has to dip into the stratosphere to use the flame cannon batteries. In addition, there are a pair of mini-death cloud cannons, twelve point defense batteries - half sub particle acceleration cannons and half telekinetic machine guns, and four bottle demon launchers. All of these mounts are concealed used plating when not in use. The ship lacks long range missiles or capital type missiles.
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: CRA-1565-TW
Vehicle Type: Special Operations Transport (T.W. Converted Medium
Freighter design)
Crew: 320 (38 Officers and 282 Enlisted) including a magic team
of 12 techno-wizards (levels 2-6).
Troops: 1,792 Marines, 48 Fighter Pilots, and 36 Shuttle Crew.
Vehicles:
Power Armors & Robots:
576 | W-1 Warlock Combat Armors (With Raider augmentation) | |
1024 | W-1 Warlock Combat Armors (Flying Suits can be substituted) | |
192 | WF-1R Force Recon Warlock Combat Armors |
24 | WF-F15 Shadow Bolt Strike Ship | |
12 | BIF-67 Katana fighter ship |
4 | MS-22 "Special Operations" Iron Spear Assault Shuttles |
M.D.C. by Location:
Concealed Flame Cannons (4): | 1,000 each | |
Laser Batteries (6): | 500 each | |
Concealed Mini-Death Cloud Cannons (2): | 200 each | |
Concealed Sub Particle Acceleration Cannons (6): | 100 each | |
Concealed Twin TK-Machine Gun Turrets (6): | 140 each | |
Medium Range Missile Batteries (6): | 300 each | |
Concealed Bottled Demon Missile Batteries (4): | 600 each | |
Concealed Fighter Hanger Doors (2): | 3,000 each | |
Concealed Shuttle Hangers (2): | 4,000 each | |
Outer Hull (40 ft/ 12.2 m Area): | 125 | |
Inner Hull (40 ft/ 12.2 m Area): | 100 | |
[1] Contra-Grav Engines (2): | 10,000 each | |
[2] Bridge: | 12,000 | |
[3] Main Body: | 65,000 | |
[4] Variable Force Field: | 5,000 side (30,000 total) |
Notes:
[1] Destroying the main engines means that the ship’s faster than light systems are destroyed
and maximum sublight speed is reduced by half.
[2] 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 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.
[3] Depleting the M.D.C. of the main body will put the Q-Ship out of
commission. All internal systems will shut down, including life support
and internal gravity. The ship itself will be an unsalvageable floating
wreck.
[4] Shields positions can be varied and all could be combined in one
shield. Shields regenerate at the rate of 5% (1,500 M.D.C.) per melee.
Speed:
Driving on the Ground: Not Possible.
Sublight: Has a special sublight engine that allows the ship
to travel up to 60 percent of the speed of light maximum due to civilian
shields. Star Ship can accelerate/decelerate at the rate of 0.5 percent
of light per melee. Ship has had the merchant radiation and particle shields
replaced with military ones.
Atmospheric Propulsion: Maximum speed is 250 mph (402 kph),
can enter an atmosphere and can leave but is not designed for atmospheric
flight
Stardrive: Uses a Gravitonic Drive system that allows the ship
to reach a maximum of 2.5 light years per hour.
Maximum Range: Effectively Unlimited by either drive system.
Carries about two years worth of supplies on board for the ship’s crew.
Statistical Data:
Length: 950 feet (289.6 meters)
Height: 330 feet (100.6 meters)
Width: 320 feet (97.5 meters)
Weight: 330,000 Tons (300,000 metric tons)
Power System: Fusion with a 20 year life span. Carries four
reactors onboard. The ship normally only goes 5 years between refueling
and refitting. The vessel also has a P.P.E. generator that produces 4,000
P.P.E. per hour / 16.6 P.P.E. per melee and can hold up to 16,000 P.P.E.
in storage. This P.P.E. can be used to power the spells cast by the vessel's
crew.
Cargo: Cargo holds are scattered about the ship that allows
for carrying up to 8,000 tons (7,260 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 take up by
extra ammunition, armor, troops, weapons, engine, and other equipment.
Market Cost: Would likely cost 5 to 6 billion credits to construct
WEAPON SYSTEMS:
- Concealed 16 Inch Flame Cannons (4 Cannons Total): The heavy
battery of cannons gives the ship a very powerful punch and are mounted
on the sides of the ship. Replace particle beam mounts. 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 8 blasts).
Payload: Effectively Unlimited; Needs 1000 P.P.E. per day to function. - Concealed Mini Death Cloud Cannons (2): 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 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. - Six (6) Laser Batteries: Original weapon system. Weapon system
is used as an anti-missile, anti-power armor, and anti-star fighter. Weapons
system has no penalties to hit fighters and small targets and 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: 200 miles (322 km) in space and 4 miles (6.4 km) in an atmosphere.
Mega Damage: 3D6x10 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. - Concealed Sub Particle Acceleration Cannons (6) 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 down and can
rotate up to 180 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 Federation of Magic. 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. 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: Unlimited, although the spells must be renewed every two months whether the cannons have been used or not. - Concealed Twin Telekinetic Machine Gun Turrets (6): These cannons
are identical to those mounted in the Shadow Bolt Starfighter but are in
twin mounts. Mounted on the sides of the ship in turrets. Cannons turrets
can fire at up to a 90 degree angle up or down and can rotate up to 180
degrees side to side. The gun does not have penalties to strike small targets.
Because the cannons do damage by impact, they do full damage to targets
that 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 cannon) 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 cannons in a turret.
Rate of Fire: Equal to the combined hand to hand attacks of the gunner (usually 4 or 5).
Payload: Unlimited, although the spells must be renewed every two months whether the cannons have been used or not. - Six (6) Medium Range Missile Batteries: A slightly modified
version of the medium range missile batteries carried on a normal Freight
Master. They can fire larger volleys and have a much larger payload than
the launchers originally carried. 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 (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), four (4), eight (8), or sixteen (16) missiles per battery.
Payload: 80 per battery for a total of 480 medium range missiles. - Concealed Bottled Demon Missile Batteries (4): These missile
launchers are another point defense system, though it is always manually
controlled (nobody is interested in putting an AI in charge of bottled
demons). On each side of the hull the vessel has three 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. 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).
Missiles are super smart and have +4 to strike and +5 to dodge. Unlike
normal missiles, the bottled demon does not explode and keeps striking
at its target over and over. If the target is destroyed or vanishes, the
missile disappears. Batteries can launch on multiple targets each. The
launchers have been modified so they can fire standard mini-missiles. 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. Often
the ship carries exclusively conventional warheads or a very limited number
of bottled demon 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) per battery.
Payload: Bottled Demon Missiles: 32 per battery for a total of 192 bottled demon missiles. Conventional Mini-Missiles: 64 per battery for a total of 384 mini-missiles. - Techno-Wizard Modifications: The Pandora class vessel 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 (10th Level) - 80 P.P.E. or 160 I.S.P.
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..
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Writeup by Kitsune (E-Mail Kitsune).
Copyright © 2008, Kitsune. All rights reserved.