T.W. Converted Cruiser Olympia:
A Techno-Wizard found what could only be called the remnants of the
cruiser Olympia near where the city Philadelphia and decided that it would
be worth the effort to restore the ship. The Olympia was at one time a
very famous ship and was Dewey's flagship in the Battle of Manila during
the Spanish American War. The techno-Wizard recruited as many people as
he could including other techno-wizards, Operators, and most other types
of spell casters. Through repeated uses of the spell "Mend the Broken"
the workers were able to restore the ship to its restored pre-rifts condition.
Once the ship was restored, a complicated use of magic was able to make
the ship equal to most ships constructed after the coming of the Rifts.
The end result after many years of labor is one of the most advanced magical
constructs on Rifts Earth.
It was decided that the final step would be to convert the hull to a
much stronger material with magic and only when the ship was just about
finished was it converted. It was converted using a specially developed
spell that makes normal steel and iron the equal of the super alloys on
rifts Earth. The reason it was done last was to enable the modification
of the ship with less work involved. One of the first conversions of the
restored ship was to convert the ship from conventional steam propulsion
to a techno-wizard steam system. The ship had a total of four coal fired
boilers. Each boiler is now magical fired and simply requires magical energy
to be recharged. A special modification to the boiler system also enables
them to generate a cloud of fog to hide the ship.
Magical sensors were discussed but technological sensor systems in most
ways are superior so the ship's main sensors are pure technology based.
They purchased a modified version of the pre rifts SPS-49 Radar System,
an old towed array sonar, and a hull sonar from Golden Age Weaponsmiths.
The radar is the only non period piece of equipment visible on the exterior
ship and it is mounted on the forward mast which has been heavily reinforced.
The ship also has radar detection and jamming equipment but those are concealed
as part of the ship's superstructure. The ship has improved fire control
optics and also has 'See the Invisible' placed on several of the optics.
Because much of the equipment of the ship now uses magical energy, the
ship has a special system that gathers P.P.E. when at a Ley Line or Nexus
Point.
Weaponry was a huge hurdle and various ideas were discussed by the designers
with the eventual idea being actually relatively simple. The eight inch
guns were retained but were modified to fire at a better rate and so that
they could be raised to a higher elevation. Several magical shell types
were designed for the cannon as well. The ship has ten five inch guns,
with five on either side of the ship. Like the eight inch guns, the rate
of fire has been increased but due to the fact that the guns are in casemates,
the arc of fire of the cannons could not be increased very much. The light
weaponry has been removed with the exception of four Gatling cannons which
have been converted to techno-wizard machineguns. Due to the fact that
modern torpedoes are far more effective than the original torpedo tubes
were before they were removed, new torpedo tubes have been mounted where
the originals were mounted. The ship has a total of six torpedo tubes with
two to either side, one forward, and one aft. These are effective against
both submarines and surface targets. The results of all the modifications
were a ship that could destroy most ships if it could get within gun range
but missiles could easily destroy it long before it gets within range so
a form of an anti-missile system had to be constructed. Two defense systems
were developed. The first is called fireworks. It is a magically generated
chaff and flare system that the name is derived from the fact that it looks
like fireworks are being set off when it is activated. The other system
is much more powerful and is quite effective at taking out missiles. It
creates a magical shockwave from the ship that can knock all the missiles
from the sky. The main limitation is that it can only be activated once
per melee.
Ships of the late Nineteenth Century were very uncomfortable and magical
environmental systems were set up so the crew could live in far more comfort
than the original crews were. This also allows the ship to be fully protected
against environmental conditions and gas attacks. At the same time, water
generating systems were replaced by magical versions and the ship was divided
into crew quarters. Original, the crew slept on hammocks (although ship's
officers had relatively comfortable quarters) and sanitary facilities were
sketchy at very best.
Due to the fact that the amount of crew has been reduced, it was possible
to carry some troops as well. Berthing areas have been designed for up
to 100 troops with space for half of them to have mystic power armors.
Due to their being no room, the ship does not have facilities for aircraft.
Model Type: TW-C6
Vehicle Type: Ocean, MDC Converted Armored Cruiser
Crew: 125 (Original crew was 428) with at least 4 techno-wizard
and 4 other spell casting types.
Troops: 100 (50 pilots for Mystic Power Armors, 50 soldiers
in body armor)
Robots, Power Armors, and Vehicles:
M.D.C. by location:
| Eight Inch Cannon Barrels (4, 2 each turret) | 200 each |
| Eight Inch Cannon Turrets (2 - Double mounts): | 450 each |
| Five Inch Cannons (10, 5 on each side) | 125 each |
| T.W. Gatling Cannons (4): | 100 each |
| Torpedo Tubes (6): | 35 each |
| [1] Radar System: | 200 |
| [2] Bridge: | 450 |
| [3] Main Body: | 2,100 |
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: 27.6 mph (24 knots/44.4 kph). The ship can operate
at three quarters speed on half boilers and can operate at half speed on
one boiler.
Range: 500 nautical miles for each full recharge (requires 100
P.P.E.) Each boiler can propel the ship for up 125 nautical miles (requires
25 P.P.E each). The ship carries three months worth of supplies on board
Statistical Data:
Length: 344 feet (104.9 meters)
Draft: 21.5 feet (6.6 meters)
Width: 53 feet (16.2 meters)
Displacement: 6,500 tons full load
Cargo: 200 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: Was original steam propulsion but has been converted
to a Magical power supply.
Black Market Cost: Not for Sale.
WEAPON SYSTEMS:
- Two (2) Double Barrel Eight Inch (203 mm) Naval Guns:
The
ship has a double barrel eight inch gun turret on the front of the ship
and a double barrel eight inch gun turret on the rear of the ship. Various
ideas for magical style cannons were explored but ir was eventually decided
that simple 8 inch guns would be the best and the cannon design was retained.
Special magical shells have been designed for the cannon though and the
cannons can also use rocket assisted projectiles for extended range although
normally only a very small number are carried. The cannons were modified
to be faster reload (same reloading system as carried on the Sea King class
cruiser) and to have a higher angle of fire. The eight inch cannons can
be used against air targets as well as well as against surface targets
Maximum Effective Range: 20 miles (17.4 nm/32.2 km) for standard
projectiles. 30 miles (36 nm/48.2 km) for rocket propelled rounds.
Mega-Damage: Standard Projectiles: 4D6x10 to a blast
radius of 50 ft (15.2 m) for High Explosive, 6D6x10 to a blast radius of
10 ft (3 m) for High Explosive Armor Piercing, and 8D6x10 to a blast radius
of 50 ft (15.2 m) for Plasma. Rocket projectiles: 3D6x10 to a blast
radius of 30 feet (9.1 m) for High Explosive, 4D6x10 to a blast radius
of 6 ft (2 m) for High Explosive Armor Piercing, and 5D6x10 to a blast
radius of 30 feet (9.1 m) for Plasma. Magical Warheads: Treat as
spells of the same level cast at eighth level: Negate Mechanics, Annihilate,
Electromagnetism, Hurricane, Tornado, and Tidal wave. Others are possible
as well but are not common. Cannons can also use special purpose warheads,
use the statistics for 203 mm artillery warheads (Go to
Battlefield
Artillery for Rifts for more information - standard or rocket assisted
as appropriate).
Rate of Fire: Two shots per barrel per melee (Can fire up to
4 shots per turret per melee or up to 8 shots with both turrets).
Payload: 240 Rounds (120 per turret), usually carries 20 High
Explosive, 40 High Explosive Armor Piercing, 60 Plasma, 20 Rocket Propelled
High Explosive Armor Piercing, 20 Rocket Propelled Plasma rounds, and 60
magical warheads of various types (Only 4 Annihilates because they are
very expensive).
- Ten (10) Five Inch (127 mm) Naval Guns in Casemates:
Five
are mounted on either side of the ship. The cannons look like the original
cannons but they are an automatic model with a higher rate of fire. The
guns have a limited arc of fire due to the fact that they are mounted in
casemates and cannot be used against air targets. The cannons add enough
firepower to the ship to be retained and the cannons can be used against
other ships and against ground targets. The cannons can use rocket assisted
projectiles but they are not normally carried.
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 (If
actually carried).
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
(If Carried): 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. Cannons can also
use 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: Maximum of four per melee per cannon.
Payload: 4,000 rounds (400 per gun mount), Usually carries 1000
High Explosive, 1000 High Explosive Armor Piercing, and 2,000 Plasma, Ship
will carry special rounds only when employed in artillery roles.
- TK Gatling Cannons (4):
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 weapons 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.
- Six (6) Torpedo Launchers:
The ship has two torpedo tubes
on each side of the ship and one forward and one aft. The original tubes
were removed long before the ship even became a museum ship but new ones
have been placed on the ship and are useful against both submarines and
surface ships. The ship carries caries 36 reloads for torpedoes.
Maximum Effective Range: 20 miles (32 km)
Mega Damage: By Medium torpedo warhead type (See Revised Rifts Torpedoes).
Rate of fire: One at a time per torpedo tube (Torpedoes can
be fired in volleys of two to either side), Reloading takes 1 full melee
Payload: 2 torpedo each side and one on front and back for a
grand total of 6 torpedoes (Has a total of 36 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 effect targets underwater.
It is longer ranged version of the eight level spell shockwave. Unfortunately,
the spell can only be activated once per melee and requires magical energy
every time it is activated. It is mostly used to destroy incoming missiles.
The system does not effect 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 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:
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 (8):
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 ship's
smoke stacks and unlike most magical systems, does not require magical
from a spell caster and instead uses the steam from the ships engines 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 Olympia 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 (10th Level) 10 PPE or 20 ISP (40 PPE or 80 ISP)
Impervious to Energy (10th level) 20 PPE or 40 ISP (80 PPE or 160 ISP)
Invisibility-Superior (10th 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:
- SPS-49 Radar: Long range air search Pre-Rifts 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
- SQS-53 Hull Sonar System: Mounted under the bow of the ship. 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
- 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
Palladium Books Inc. ]
[ Rifts® is a registered trademark owned by Kevin Siembieda and
Palladium Books Inc.]
By Kitsune (E-Mail Kitsune ).
Copyright © 1998, 1999, 2000, & 2001, Kitsune. All rights reserved.