Techno-Wizard Aurora class Scout Cruiser:
Some Techno-Wizards have spend years restoring old pre-rifts vehicles
including old naval vessels. Some Techno-Wizards consider themselves to
be more practical and produce more modern designs that just appear to be
of an old design. The designers of the Aurora class Scout Cruiser can be
listed with the second group. Instead of rebuilding an old Naval warship,
they built a vessel that appears similar to old Naval Vessels while incorporating
as many modern features as possible and using modern high strength composites
and alloys. Missiles are also far more important than they are on most
Techno-Wizard naval vessels. Multiple Techno-Wizard features are also incorporated
into the design making it an incredibly capable vessel. The appearance
of the vessel seems to be based on the Post World War One Omaha class Scout
Cruiser. The Aurora class is far larger than the converted U.S.S. Olympia.
In role, the cruiser acts as both a scouting vessel and as a flagship for
destroyers and other light craft. Even thought it is called a cruiser,
the Aurora is the size of a destroyer compared to the vessels of many other
navies.
Only a couple of these vessels have been constructed as of yet but four
more are under construction at the present time. Eventually, these ships
will probably become the flagships of many Techno-Wizard fleets. They are
faster and are considered far more capable than previous designs.
The high tech heart of the cruiser are fusion reactors instead of some
form of magical power system. The reactors generate far more power for
the size of the vessel and enable the cruiser to reach a maximum speed
of greater than 36 knots. The fusion power plants also produce years of
power and do not need to be watched constantly. While the ship has four
smokestacks that produce smoke, they have nothing to do with the propulsion
of the vessel. Through magic, the smokestacks can be used to produce a
smokescreen to camouflage the vessel. The hull of the vessel is also conventional
in design using normal armored plates which are easier and less expensive
to replace than magical iron plates. The lighter alloys also have many
advantages in terms of shear weight. The ship is slightly wider than the
original Omaha class cruiser which makes it more stable and be able to
withstand more damage.
Weaponry is an interesting combination of gun systems and missiles.
The main firepower of the cruiser is guns but the vessel also has a respectable
amount of missile weaponry as well. The vessel also carries torpedoes and
techno-wizard systems to support the main weaponry.
The ship carries more gun mounts than is standard on most other Post
Rifts designs and is cable of quickly turning any vessel that gets within
gun range into wreckage. The main weaponry is six turrets which each mount
twin five inch guns with one in front, two to either side of the front
superstructure, one on the fantail, and two on either side of the rear
superstructure. These guns are capable against surface targets, ground
targets, and aircraft. The ship carries five twin mounts of flack cannons
for close range firepower. Two mounts are on either side of the hull and
one mounted on the rear superstructure. These guns are all purpose like
the main guns of the cruiser although they are especially effective against
aircraft. The ship carries two Techno-Wizard Gatling cannons on the forward
superstructure for close range defense.
Medium Range missile vertical style launchers are on mounted either
side of the hull and mainly meant for missile defense but can be used against
other targets as well. For use against larger targets, the cruiser has
eight long range missiles behind the forward superstructure. The missile
racks are similar to Pre-Rifts harpoon canisters and can be jettisoned
if required. For close range defense, the ship carries two short range
missile launchers similar to the Pre-Rifts RAM launchers. One is mounted
on the top of the forward superstructure and the other is mounted on the
after superstructure.
For use against submarines and against other naval vessels, the Cruiser
has three heavy torpedo tubes on either side. They are mounted just forward
of the rear superstructure. Large torpedoes were chosen because they are
far more damaging and have a longer range than medium torpedoes carried
on most Navel vessels.
Techno-Wizard defense systems include a shock wave protective system
that is very effective against missile strikes. In addition, the ship carries
a magical chaff and flare system to decoy missiles as well. A magical smoke
generation system allows the ship to create a cloud to hide the vessel.
The ship has several standard techno-wizard enchantments to augment the
abilities of the vessel. The ship also has a magic energy battery to power
the various magical systems.
The ship carries a variety of sensor systems. The ship carries a long
range search radar which ties into the missile fire control systems. The
ship also carries both a powerful hull and towed array sonar system to
detect targets underwater. The cruiser also carries special "See the Invisible"
optics for use against targets using invisibility.
The ship uses advanced automation similar to what is used on the Tempest
class destroyer and has a crew of only around two hundred and fifty. In
addition the ship carries one hundred troops with sixty of them in mystic
power armors. The ship also can carry two aircraft for scouting with two
catapults to launch the aircraft. The interior of the ship is designed
to look like that of an early twentieth century vessel although the crew
quarters are carefully constructed to be far more comfortable while still
looking retro. The ship uses magical life support systems to protect the
crew of the vessel.
Model Type: TW-CL-01
Vehicle Type: Ocean, Magically Enchanted Light Cruiser
Crew: 254 with at least 6 techno-wizard and 6 other spell casting
types.
Troops: 100 (60 pilots for Mystic Power Armors, 40 soldiers
in body armor)
Robots, Power Armors, and Vehicles:
| 60 | Mystic Power Armors |
| 2 | Float Plane style Aircraft |
M.D.C. by location:
| Twin Barrel Five Inch (127 mm) Cannon Turrets (6): | 300 |
| Twin Barrel Flack Cannon Turret (5): | 280 each |
| T.W. Gatling Cannons (2): | 100 each |
| Side Medium Range VLS Missile Launcher (2, 16 Cell): | 300 each |
| Missile Canisters (8 total - Behind Forward Superstructure): | 100 each |
| Short Range Missile Launchers (2, Front and Rear): | 150 each |
| Triple Torpedo Launchers (2, sides): | 75 each |
| Electromagnetic Rail Catapult (2, Sides): | 125 each |
| Rear Pole Mast: | 100 |
| [1] Radar System: | 200 |
| [2] Bridge: | 550 |
| [3] Main Body: | 2,800 |
Notes:
[1] Destroying Search Radar Tower will eliminate SPS-49 radar system.
[2] If Control Bridge is destroyed, the ship can still be piloted from
engineering but with a -15% to piloting rolls due to using emergency controls.
Communication and sensor equipment are not concentrated on the bridge to
reduce the effectiveness of bridge hits.
[3] Destroying the main body causes the ship to lose structural integrity,
causing the ship to sink. There are enough life preservers and inflatable
life boats to accommodate everyone on the ship.
Speed:
Surface: 42 mph (36.5 knots/ 67.6 kph)
Range: Effectively Unlimited due to fusion engines (needs to
refuel every 15 years and requires maintenance as well). Ship carries six
months of supplies on board.
Statistical Data:
Length: 558 feet (107.08 meters) overall and 552 feet (168.25
meters) at the waterline
Draft: 16.5 feet (5.03 meters) mean and 22.2 feet (6.77 meters)
under the sonar dome
Width: 60.5 feet (18.44 meters)
Displacement: 7,400 tons standard and 9,550 tons fully loaded
Cargo: 500 tons of nonessential equipment and supplies. Each
enlisted crew member has a small locker for personal items and uniforms.
Ships officers have more space for personal items. Most of the ship's spaces
are taken up by extra ammo, armor, troops, weapons, and engines.
Power System: Nuclear Reactors, average life span is 10 years
Black Market Price: Very rare and expensive, normal cost is
about 600 million credits but often will costs much more.
WEAPON SYSTEMS:
- Six (6) Double Barrel Five Inch (127 mm) Naval Guns:
The
ship has one mount in the front of the superstructure, two on either side
of the rear superstructure, one on the fantail, and two on either side
of the rear superstructure. Based on Pre-Rifts Mark 45 Mount carried on
the Burke class destroyer and other late Twentieth Century and early Twenty
First Century but is modified into a twin barrel mount. The guns can be
used against other ships, against ground targets, and against aircraft.
The five inch guns can also use rocket assisted projectiles for extended
range.
Maximum Effective Range: 12 miles (10.4 nm/19.3 km) for standard
projectiles, 20 miles (17.4 nm/32.2 km) for rocket propelled rounds.
Mega-Damage: Standard Projectiles: 2D6x10 to a blast
radius of 25 ft (7.7 m) for High Explosive, 3D6x10 to a blast radius of
6 ft (2 m) for High Explosive Armor Piercing, and 4D6x10 to a blast radius
of 25 ft (7.7 m) for Plasma. Rocket projectiles: 2D4x10 to a blast
radius of 20 ft (6.1 m) for High Explosive, 2D6x10 to a blast radius of
4 ft (1.2 m) for High Explosive Armor Piercing, and 3D6x10 to a blast radius
of 20 ft (6.1 m) for Plasma. Double weapon's damage if the gun is firing
both cannons simultaneously and for special purpose warheads use the statistics
for 105 mm artillery warheads (Go to Battlefield
Artillery for Rifts for more information - standard or rocket assisted
as appropriate).
Rate of Fire: Five shots per barrel per melee (Firing both barrels
counts as one attack)
Payload: 3000 rounds (500 rounds per weapon mount). Ship normally
carries usually carries 1000 High Explosive, 750 High Explosive Armor Piercing,
750 Plasma, 500 Rocket Propelled High Explosive, 250 Rocket Propelled High
Explosive Armor Piercing, and 250 Rocket Propelled Plasma rounds. The ship
will carry special rounds when employed in artillery roles.
- Twin Recoilless Anti-Aircraft Flack Cannon Turrets (5):
The
cannons are mounted in twins mounts with two on either side of the vessel
and one on the fantail above the fire inch turret. Each cannon is identical
to the TX-862FC with the exception that the weapon's ammunition bins are
larger and are mounted in pairs. The cannons are in the same position as
the twin 40 mm cannon mounts with five mounts on the port side and four
mounts on the starboard side. The cannon turrets can rotate 360 and the
barrel can tilt up to 90 degrees. It is normally used for Anti-Aircraft
purposes but also works as excellent but fairly short range artillery.
Maximum Effective Range: 10,000 feet (3048 meters).
Mega Damage: Single Round: 4D6 MDC, Two Rounds 1D6x10, and Six
Rounds 3D6x10. Double weapons damage if the gun is firing both cannons
simultaneously
Rate of Fire: Equal to the gunners combined hand to hand (usually
5 or 6) each (Firing both barrels counts as one attack)
Payload: Total 1200 for each barrel (2400 total for mount).
That is 200 volleys of 6 rounds, or 600 two round volleys.
Special Feature: The flack cannon has both and independent power
supply and its own laser targeting and radar tracking system (especially
useful if radar system is destroyed). Sensor has a range of 11,000 feet
(3353 meters). The system can also be set on automatic which gives it +1
to strike and three attacks per melee and will fire two round burst. Gives
+2 when fired.
- TK Gatling Cannons (2):
The cannons are on either side of
the forward superstructure. Mounts have been enchanted by a series of spells
so the cannons act as a more powerful version of the TK Machine gun. This
increases the weapon's damage and instead of being reloaded, the cannons
must be recharged by the spell Telekinesis and 100 P.P.E. once per month.
The cannon does full damage to targets that are impervious to energy. Additional
optics and fire control have been added to enable the system to track and
target aircraft and missiles.
Maximum Effective Range: 4,000 feet (1,220 meters).
Mega Damage: 12D6
Rate of Fire: Equal to the combined hand to hand attacks of
the gunner (usually 4 or 5).
Payload: Unlimited, although the spells (100 P.P.E. each cannon)
on each must be renewed every month whether the cannon have been used or
not.
- Long Range Missile Launchers (8):
These launchers are special
canisters that are located between the forward superstructure and the first
stack on the ship. These canisters were copied from Old United States Harpoon
canister launchers. While the launchers are reusable, they are still inexpensive
and are easily jettisoned. While any long range missile type can be carried,
usually special surface skimming missiles will be carried in launchers
and are used against surface targets only.
Maximum Effective Range: As per long range missile type (Surface
skimming missiles have 25% less range than normal long range missile, Go to Revised
bomb and missile table).
Mega Damage: As per long range missile type (Go to Revised
bomb and missile table).
Rate of fire: One at a time or in volleys of two, four, or eight
(All launchers operate together)
Payload: One missile each launcher for a grand total of eight
long range missiles (Has no missiles in storage for reloads).
- Medium Range Missile Batteries (2):
These Batteries are located
on the sides of the ship near the middle of the vessel. Each system can
launch up to 16 simultaneously each and automatically reload the launcher
after each firing. This acts as the ships point defense and is normally
used to engage incoming air targets and missiles. Launchers look like a
vertical launch missile launcher similar to the Pre-Rifts Vertical Launch
Sea Sparrow launchers.
Maximum Effective Range: As per medium range missile type (Go to Revised
bomb and missile table).
Mega Damage: As per medium range missile type (Go to Revised
bomb and missile table).
Rate of fire: One at a time or in volleys of two, four, eight,
or sixteen per launcher
Payload: 64 medium range missiles total for each launcher for
a total of 128 medium range missiles.
- Short Range Missile Quad Launcher (2):
One is mounted on
the front superstructure and the other is mounted on the rear superstructure.
The weapon is a modified version of the Pre-Rifts RAM missile launching
system and has been designed to use 21 Short Range Missiles. These missile
mounts main purpose is for inner anti-missile point defense and was originally
designed to deal with cruise missiles. Short Range Missiles are usually
a mixture of 50% Armor Piercing and 50% Plasma. Launchers can lock onto
multiple targets at the same. The systems missile launchers can target
up four targets and can fire a volley up to twice per melee.
Maximum Effective Range: As per short range missile type (Go to Revised
bomb and missile table).
Mega Damage: As per short range missile type (Go to Revised
bomb and missile table).
Rate of fire: One at a time or in volleys of two or four and
can be used up to twice per melee.
Payload: 21 missiles each
- Two (2) Heavy Torpedo Launchers:
There is one launcher on
each side of the ship. Each torpedo launcher has three torpedo tubes and
tubes fire heavy torpedoes. Torpedoes are normally used against submarines
but can be targeted on surface targets as well. Ship carries 30 reloads
for torpedoes. By Heavy torpedo warhead type.
Maximum Effective Range: 40 miles (64 km)
Mega-Damage: By Heavy torpedo warhead type (See Revised Rifts Torpedoes).
Rate of fire: One at a time or in volleys of 2, or 3 per side,
Reloading takes 1 full melee
Payload: Three torpedoes each launcher for a grand total of
six heavy torpedoes (Has 30 torpedoes for reloads)
- Shockwave Defense System:
When it is activated, a circular
energy wave is emanated from the ship in all directions. The blast is semi-spherical
and effects travel upwards as well. The blast does not affect targets underwater.
It is longer ranged version of the eight level spell shockwave.
Unfortunately, the spell can only be activated once per melee and required
magical energy every time it is activated. It is mostly used to destroy
incoming missiles. The system does not affect people and equipment on the
deck of the ship
Maximum Effective Range: 1,000 feet (305 meters) in all directions
Mega Damage: 1D4x10 to all targets within the radius of effect
(SDC objects will be completely destroyed). The system also inflicts knock
as per the spell shockwave on page 144 of federation of magic. (General
Guideline: If the shockwave does not destroy the incoming missiles then
missiles of medium range and smaller have an 88% of being knocked from
the air, long range missiles have a 50% chance of being knocked out of
the air, and cruise missiles have a 20% of being knocked out of the air)
Rate of Fire: Once per melee
Payload: One, requires 35 P.P.E. to be activated again
- Fireworks Anti-Missile Chaff/Flare Dispenser (4):
In many
ways this system is similar to technological versions of the Chaff/Flare
system. When the system fires, it looks like fireworks firing. The anti-missile
system works by combining three spells. The three spells are Fire Bolt,
Apparition, and Telekinesis. The physical effects of the system are similar
to the Triax Anti-Missile chaff but instead of being reloaded, it is recharged
by spells.
Effect:
01-30 Enemy missile or missile volley detonates in chaff cloud - Missiles
are all destroyed
36-60 Enemy missile or missile volley loses track of real target and
veers away in wrong direction (May lock onto another target)
61-00 No effect, missile is still on target
Also note that the chaff cloud will also blind flying monsters that
fly through cloud. They will suffer the following penalties: reduce melee
attacks/actions, combat bonuses, and speed by half.
Duration: 1D4 melee rounds.
Payload: 10 Uses before being recharged. Each launcher is recharged
by the spells Apparition (20 P.P.E.), Fire Bolt (7 P.P.E.), and Telekinesis
(8 P.P.E.). The cost for all launchers to be recharged is 280 P.P.E. All
launchers must be activated at the same time to operate correctly.
- Cloud of Fog Generator:
This system is built into the ships
smoke stacks and unlike most magical systems, do not require magical from
a spell caster and instead uses the steam from a tap to the elemental planes
of fire and water to produce the cloud of fog.
Range: 6,000 feet (1,830 meters) in all directions
Effect: Produces a fog bank that obscures vision. Visibility
is reduced to 60 feet inside the cloud and even with thermal sensors, a
penalty of -2 to strike parry and dodge
Payload: Effectively Unlimited.
- Techno-Wizard Modifications:
The Aurora 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. The PPE and ISP values listed
inside of the parenthesis are if using higher PPE costs for larger vehicles.
Special Features:
Shadow Meld (8th Level) 10 PPE or 20 ISP (40 PPE or 80 ISP)
Impervious to Energy (8th level) 20 PPE or 40 ISP (80 PPE or 160 ISP)
Invisibility-Superior (8th Level) 20 PPE or 40 ISP (80 PPE or 160 ISP)
Special Systems:
The ship has all systems standard on a robot vehicle plus the following
special features:
- Compact Long Range Air Search Radar: Similar to the Pre-Rifts SPS-49
Air Search Radar but is smaller and uses Rifts electronics. Long range
air search radar system. Radar system has a range of 445 nautical miles
(512.1 miles / 824.1 km). Radar system can track up to 128 targets simultaneously
- Hull Sonar System: Mounted under the bow of the ship and is similar
to the Pre-Rifts SQS-53 Hull Sonar System. Sonar system has a range of
around 16 nautical miles (18.4 miles / 29.6 km). This hull sonar system
has both a passive and active system built in. Sonar system can track up
to 16 targets at one time
- Towed Array Sonar: Based on the Pre-Rifts SQR-19 Towed Array Sonar.
The system is basically a long and very sensitive sonar system carried
behind the ship on a long cable. Sonar system has a range of around 75
nautical miles (86.3 miles/139.9 km). This towed array Sonar is a passive
only sensor system. Sonar system can track up to 32 targets at one time.
- Advanced Integrated Electronic Warfare System (AIEWS): Combination
of radar detection system (ESM) and an active jamming system. The system
can detect another radar system at 125% of the range of the transmitting
radar. In jamming mode, causes -25% to detection but when it is active,
other vehicles/ bases can detect that it is jamming, and some missiles
will home in on jamming signals. Jamming also causes a -4 penalty to all
radar guided weapons.
- See the Invisible Optics: The ships has several special optical
systems with see the invisible on them. Same as spell and used at
will. 2,000 feet (610 meters) range. Can see forces, objects, and creatures
which can turn invisible, or are invisible. Can also see vaporous beings
and astral bodies.
- P.P.E. Battery: The ship has a special P.P.E. battery, unlike similar
systems in Phase World, it does not generate magical energy but stores
magical energy. The system will store up to 500 P.P.E. and can be stored
by crew members and absorbs P.P.E. from Ley Lines and Nexus Points. It
will absorb P.P.E. at the rate of 20 per hour on ley lines and 40 per hour
on nexus points.
[Golden Age Weaponsmiths is a trademark owned by Kevin Siembieda and
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[ Rifts® is a registered trademark owned by Kevin Siembieda and
Palladium Books Inc.]
Picture and Writeup by Kitsune (E-Mail Kitsune ).
Copyright © 2001, Kitsune. All rights reserved.