T.W. Tempest class Destroyer:
Techno-Wizards have converted a variety of large warships but had not
until the Tempest class created any escort vessels. The Tempest class is
on the small side and while called destroyers, they are more the size of
corvettes compared to other vessels operating on Rifts Earth. Only a fairly
small number have been completed although there are several other orders
including from the Techno-Wizard navy in the Mage City of Salem. The Techno
Wizard Navy in the Mage City originally planned to produce their own design.
Now it looks likely that they will purchase these destroyers instead.
The Tempest class Destroyer is decidedly retro in appearance and is
modeled after pre World War One destroyer designs and has a turtle shell
style bow and four stacks. The ships have a small superstructure with a
pole mast. The ship is not patterned after a specific vessel but is instead
an amalgamation of different vessels. Many sailors paint the vessel in
interesting ways including various World War One and Two camouflage patterns.
In spite of the appearance, the destroyer is a modern vessel with advanced
systems.
The most unusual feature of the Tempest is the propulsion system. It
normally travels on the surface of the water using two screws with a top
speed of almost forty knots but it has a special system to travel far faster
than that. Effectively the ship uses a leashed cyclone, or tornado, to
lift the ship off of the water and propel the vessel at almost eighty knots.
Magic keeps the vessel balanced in the storm and the ship floats about
50 feet off of the suface of the water. There are several interesting additional
effects including the fact that anything caught in the cyclone will be
often ripped apart. This is quite effective at protecting the vessel from
below and can be used to protect another vessel by running in the path
of torpedoes launched at the other vessel.
While the vessel has four smoke stacks which produce smoke and can be
used to create a cloud of fog, the ship is actually powered by four power
armor fusion reactors. The reactors take far less space than any conventional
propulsion system and have years of endurance. For when the vessel is riding
on the surface of the water, it is fitted with stabilizers. The ship uses
advanced mega-damage alloy and composite materials because they are easier
to repair than magically enchanted materials.
Weapons are a mixture of technological and techno-wizard designs. The
main weapons are two flack cannon mounts with one mount near the bow and
one on the stern. The mounts are identical to the mounts on the Jaeger
power armor. To support the heavy mounts, the ship has four Techno-Wizard
Gatling Cannons with two behind the forward cannon on the superstructure
and two just before the flack cannon on the fantail. On either side of
the superstructure are combination missile and torpedo launchers fixed
forward. These mounts are very similar to those carried on the Piranha
class patrol boat although they have a larger payload. In spite of being
fixed forward, the missiles can be fired at targets at any angle. Torpedoes
are the main weapon against submarines although they cannot be fired when
the ship is riding on top of the cyclone. On both sides of the ship's stacks
are long range missile box launchers with four missiles in each launcher.
These missile launchers are similar to late twentieth century Tomahawk
box launchers and give the boat the ability to launch up to sixteen long
range missiles total.
Sensors include both radar and sonar systems although like might be
expected, the Sonar cannot be used while the vessel is riding on the leashed
cyclone. Radar is fairly short ranged although better than those carried
on most robot vehicles. The destroyer has both a long range hull sonar
and a powerful towed array sonar system for anti-submarine warfare. In
addition to technological sensors, the vessel has magical "See the Invisible"
optics and a Magic energy battery.
The destroyers use advanced automation and have a surprisingly small
crew. The ship has an internal help as well as an external helm on the
superstructure. In addition to crew, the ship can carry a couple of dozen
troops onboard. Often, light power armors are utilized for additional ship
defense. Life support is magical and is fully environmental. Destroyers
built before World War One were uncomfortable but due to the lower crew
and reducing in equipment size, the crew is fairly comfortable. Still,
berthing areas are smaller than they are in most larger Techno-Wizard vessels.
Model Type: TW-DD-01
Vehicle Type: Ocean, Magically Enchanted Destroyer
Crew: 42 with at least 2 techno-wizard and 2 other spell casting
types.
Troops: 24
Robots, Power Armors, and Vehicles:
| 12 | Mystic Power Armors (Or other Light Power Armors) |
M.D.C. by location:
| Flack Cannon Turret (2, Forward & Aft): | 180 each |
| T.W. Gatling Cannons (4): | 100 each |
| Medium Range Missile/Torpedo Launchers (2): | 150 each |
| Long Range Missile Box Launchers (4, Sides): | 200 each |
| Bridge (Superstructure): | 250 |
| [1] Radar System (Superstructure): | 80 |
| [2] Main Body: | 900 |
Notes:
[1] Destroying Search Radar Tower will eliminate long range radar system.
The ship still has backup systems equal to those on robot vehicles.
[2] 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: 44.9 mph (39 knots / 72.3 kph) on the surface and 89.8
(78 knots / 144.6 kph) while riding on top of the magical cyclone propulsion
system.
Range: Unlimited due to fusion engines (needs to refuel every
5 years and requires maintenance as well). Ship carries 4 months of supplies
on board.
Statistical Data:
Length: 312 feet (95.1 meters) overall and 306 feet (93.3 meters)
at the waterline
Draft: 8.5 feet (2.6 meters)
Width: 32 feet (9.8 meters)
Displacement: 1,050 tons normal load and 1,450 fully loaded
Cargo: 60 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 Reactor, average life span is 5 years
Black Market Cost: Very rare and expensive, normal cost is about
300 million credits but often will costs much more.
WEAPON SYSTEMS:
- Recoilless Anti-Aircraft Flack Cannons (2):
The cannons are
mounted in an open mount in the front of the ship and on the fantail. They
are single barrel cannon systems that are identical to the TX-862FC with
the exception that the weapon's ammunition bins are larger. The cannon
turret 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
Rate of Fire: Equal to the gunners combined hand to hand (usually
5 or 6)
Payload: Total 1200 for each gun. 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 (especial
useful if radar system is destroyed). The 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 (4):
Two mounts are on the sides of the
superstructure and two are just forward of the rear gun mount. 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 cannons have been used
or not.
- Long Range Missile Box Launchers (4):
These launchers are
similar in appearance to the Old United States Tomahawk Automatic Box Launchers,
are mounted two to either side of the destroyer's smoke stacks, and while
reusable are also inexpensive and can be jettisoned. The launchers tilt
upwards when being fired and each carries four long range missiles. These
launchers give the ship a decent long range punch for its size and are
normally used against other ships although most can be targeted against
aircraft as well.
Maximum Effective Range: As per long range missile type (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, eight,
or sixteen (All four launchers operate together)
Payload: 4 missiles each launcher for a grand total of 16 long
range missiles (Has no missiles in storage for reloads)
- Medium Missile/Torpedo Launchers (2):
This system is very
similar to that carried on the Piranha combination hydrofoil and submarine.
These side-mounted launchers can fire either regular medium-range missiles
or special amphibious missiles (can be used as missile or torpedoes, have
the same damage as equivalent missile, double cost, but can travel to underwater
targets and are +2 to strike). Missile speed underwater is 120 mph (192
km) and has a range of 20 miles (32 km).
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 2, 4, or 8 missiles.
Payload: 96 total; 48 per missile launcher.
- Cyclone Propulsion System:
When the ship is riding on a cyclone,
in addition to being able to travel at massively higher speeds, it is protected
from most attacks from below. The contained storm stretches out for 100
feet (30.5 meters) on the sides, front, and rear of the vessel. Effects
are similar to the warlock spell of Tornado but the cyclone has no duration.
The vessel is not affected by the Cyclone but anything outside the vessel
is.
Maximum Effective Range: Affects an area 100 feet (30.5 meters)
around the vessel but does not protect the upper sides or top of the vessel.
Mega Damage: 2D6 to targets within 100 feet (30.5 meters) of
the storm. Targets directly caught in funnel take 4D6x10 per melee until
thrown out the sides of the Cyclone. After 1D6 Melee, the object will be
thrown from the storm and takes an additional 2D6x10 M.D.C. If the target
survives, any beings onboard, it will be stunned and immobilized for 2D6
minutes.
Rate of Fire: Always on while the ship is being propelled by
Cyclone propulsion.
Payload: Always on while the ship is being propelled by Cyclone
propulsion.
- Fireworks Anti-Missile Chaff/Flare Dispenser (2):
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, does 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 Tempest 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 P.P.E. and I.S.P. values
listed inside of the parenthesis are if using higher P.P.E. costs for larger
vehicles.
Special Features:
Shadow Meld (6th Level) 10 PPE or 20 ISP (40 PPE or 80 ISP)
Impervious to Energy (6th level) 20 PPE or 40 ISP (80 PPE or 160 ISP)
Invisibility-Superior (6th 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:
- Radar: Long range air search radar system. Has a 100 mile (86.8
nautical miles / 160.1 km) range and can track up to 96 different targets.
- Hull Sonar System: Mounted under the bow of the ship and is similar
to the Pre-Rifts SQS-53 Hull Sonar System but is much smaller. 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. Sonar is not effective while the
vessel is traveling by Cyclone propulsion
- Towed Array Sonar: The system is basically a long and very sensitive
sonar system carried behind the ship on a long cable. Similar to the Pre-Rifts
SQR-19 Sonar system but is much smaller. 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.
Sonar is not effective while the vessel is traveling by Cyclone propulsion
and the Cyclone will destroy the towed array sonar.
- ESM: Can detect another radar system at 125% of the range of the
transmitting radar.
- See the Invisible Optics: The ship 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 © 2001, Kitsune. All rights reserved.