T.W. Converted Battleship Texas:
Still under conversions, the Battleship Texas will likely become the
ultimate Techno-Wizard converted vessel. The conversion process will require
three to four years and borrows ideas from the conversions of the early
Twentieth Century cruiser Olympia and the World War Two carrier Cabot but
with a few twists in the design as well. Only a little newer than the cruiser
but it is much more heavily armed and served in both World War One and
World War Two. The battleship carries ten fourteen inch guns which can
devastate anything afloat and the ship will likely form the nucleus and
flagship of a new techno-wizard navy.
The ship was found in relatively poor condition in what was the Old
American Empire State of Texas. The ship's position was slightly inland
from the sea and was shielded from the worst that Storms from the coming
of the Rifts could do. It was discovered several years before an attempt
to salvage it was started and the ship had to be made seaworthy before
it could even be towed to where the techno-wizard could work on the ship.
The idea of converting the vessel was inspired by the conversion of other
vessels through techno-wizardry. One of the advantages of having techno-wizards
restore a vessel as opposed to normal shipfitters is that the can use magic
to make the ship remember what it looked like in its prime and then restore
it to that condition through the spell "Mend the Broken." Like the ships
before it, the conversion of the ship could almost be called a labor of
love by the techno-wizards. The ship is unusual and is even more of a relic
than World War Two vessels and it is likely that the oddness of the vessel
is much that attracts their interest.
The plan is to keep the vessel appearing as much like the original as
possible. The design is closest to that of the ship during the end of World
War Two and while the ship was preserved as a museum ship. Because much
of the equipment of the ship now will use magical energy, the ship will
have a special system that gathers P.P.E. when at a Ley Line or Nexus Point.
The armor plates are to be enchanted like the Olympia so that they are
as strong as the alloy and composite plates used in the construction of
advanced naval ships. This process is a major undertaking and will take
months to complete. The propulsion system is different from those on most
other major techno-wizard vessels. The vessel is steam powered but does
not use magic energy from a techno-wizard and instead relies on the interaction
between water elementals and fire elementals to produce the needed steam.
The system is similar to that carried on the Iron Mark tank except it is
built on a larger scale. This power source has a virtually indefinite duration
unlike the steam plants on the Cabot and Olympia and the lesser elementals
do not mind being used in this manner as they get to travel around the
world contained in the ships boilers. This system is expected to produce
more power than the original power plant and be able to propel the vessel
at about 22 knots. Like the other techno-wizard steam powered naval vessels
and the elemental steam powered tank, the Texas is planned to be fitted
with a "Cloud of Smoke" generator on the smokestack.
Weapon systems are planned to contain a combination of old weapon systems
and modern weapon systems. The ten fourteen inch guns will be retained
but they will have automation added so that they can be fired more rapidly
and require less crew than they did originally. As well, the blueprints
of several later battleship classes were studied and the turrets are going
to be modified so that the maximum upward angle of the barrels is thirty
degrees. Some books listed that this modification had already been done
to the vessel but it was never carried out. When the ship became a museum
ship, only six of the original sixteen mounts of five inch guns remained.
These were also modified for a higher rate of fire and a higher angle of
fire. Even with the modification, these casemate mounts will not be able
to be used effectively against aircraft and other fast moving targets.
Rocket assisted projectiles were adapted for both weapon systems and magical
projectiles are being designed for the fourteen inch cannons. All of the
ships light weaponry have been completely stripped with the plan to replace
them with new weapon systems. In the position vacated bye rearmost quad
forty millimeter mounts on the superstructure will be mounted short range
missile box launchers. These systems are very similar to the pre-rifts
RAM missile launchers. The remaining positions of both three inch guns
and forty millimeter quad mounts will be replaced by double barrel flack
cannon mounts. These mounts are identical to those carried on the USS Cabot
and are essentially a copy of the Triax flack cannon from the Jaeger power
armor. There is planned to be one mount on either side of the signal bridge,
four on either side of the superstructure, one on either side of the smoke
stack on the main deck, two on the main deck on either side of the rear
tripod mast, and two mounts on the fantail also on the main deck. This
gives the ship a total of eighteen flack cannon mounts. The possibility
exists of adding a large number of smaller mounts in the future. The battleship
originally carried four torpedo tubes with two on either side. These weapon
systems were removed before World War Two but new torpedo tubes are planned
to be mounted in the same location as the original torpedo tubes. The new
tubes and torpedoes will be of a modern design and will be effective against
both submarines and surface targets.
In addition to conventional weapon systems, the vessel is planned to
be equipped with several forms of magical protection. These systems are
similar to those carried on other Techno-Wizard vessels. The first is a
magical chaff and flare style decoy system that looks like fireworks when
it is activated. The second is a magical shockwave which can easily knock
down all the missiles fired at it. The main limitation is that it can only
be activated once per melee.
The radar systems mounted on the ship were badly outdated and all need
to be replaced. The forward mast is planned to be reinforced and an SPS-49
Radar System mounted where the old radar system was mounted. It is interesting
because the vessel was one of the first to mount an experimental radar
system. The radar system will be backed up with an advanced radar detection
and jamming systems which also came from pre-rifts vessels. The ship also
mounts improved fire control systems including radar and laser targeting.
It was decided that a sonar system would be needed to give the battleship
some defenses against submarines and a powerful pre-rifts sonar system
is also planned to be mounted. For magical sensor systems, the battleship
will have 'See the Invisible' placed on several of the optics.
The berthing areas were updated several times since the ship was commissioned
but were still relatively uncomfortable. The modifications will allow a
sizeable reduction in the crew and new berthing areas are being set up
for the crew. This coupled with a magical environmental system will make
the ship far more comfortable and fully protected against environmental
conditions and gas attacks.
The ship is planned to carry about two hundred troops with half of the
troops being in mystic power armors. The ship will be fitted with a catapult
on top of the middle turret and will be able to carry up to two floatplane
style aircraft. The aircraft will likely be reproductions of the World
Tar Two Kingfisher patrol aircraft and the catapults are planned to be
electromagnetic in operation.
Model Type: TW-BB-35
Vehicle Type: Ocean, MDC Converted Armored Cruiser
Crew: 420 (Late World War 2 crew was 1,725) with at least 12
techno-wizard and 10 other spell casting types.
Troops: 200 (100 pilots for Mystic Power Armors, 100 soldiers
in body armor)
Robots, Power Armors, and Vehicles:
| 100 | Mystic Power Armors |
| 2 | Float Plane style Aircraft |
M.D.C. by location:
| Fourteen Inch Cannon Barrels (10, 2 each turret) | 250 each |
| Fourteen Inch Cannon Turrets (5 - Double mounts): | 1,100 each |
| Five Inch Cannons (6, 3 on each side) | 150 each |
| Twin Barrel Flack Cannon Turret (18, Sides): | 280 |
| Short Range Missile Launchers (2, Rear of Superstructure): | 150 each |
| Torpedo Tubes (4, Sides): | 50 each |
| Electromagnetic Rail Catapult (Top of Turret Three): | 200 |
| Rear Tripod Mast | 600 |
| [1] Radar System: | 400 |
| [2] Bridge: | 1,500 |
| [3] Main Body: | 8,500 |
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: 25.3 mph (22 knots/40.8 kph).
Range: Effectively Unlimited (Special magical elemental power
source.) The ship carries six months worth of supplies on board
Statistical Data:
Length: 573 feet (174.7 meters) overall
Draft: 31.5 feet (9.6 meters)
Width: 106.25 feet (32.4 meters)
Displacement: 28,500 tons normal load and 30,500 fully loaded
Cargo: 600 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 (uses water and fire elementals to feed power
system with an indefinite duration).
Black Market Cost: Not for Sale.
WEAPON SYSTEMS:
- Five (5) Mk XII Double Barrel Fourteen Inch (356 mm) Naval Guns:
Two turrets are mounted on the ship forward of the ship's superstructure
ship, one turret is mounted behind the superstructure but before the rear
pole mast, and two turrets are mounted on the rear of the vessel. Tow turrets
can fire forward, two turrets can fire to the rear, and all five turrets
can fire to the side. The barrels have been modified so that can be elevated
up to 30 degrees and the turrets can rotate 280 degrees. These cannons
are less powerful than those that were mounted on the later Iowa class
battleship but are still capable of destroying a target in a small number
of shots. Likely, any other Naval ship that gets within these guns will
be destroyed in just a few minutes. The cannons are also very effective
in ground bombarding roles. These cannons do have a limited rate of fire
and are too large to be effectively used against aircraft. The cannons
can also use rocket assisted projectiles for extended range.
Maximum Effective Range: Standard Projectiles: 22.7 miles
(19.7 nautical miles / 36.5 km). Rocket projectiles: 34.1 miles
(29.6 nautical miles / 54.9 km)
Mega-Damage: Standard Projectiles: 5D6x10 to a blast
radius of 50 ft (15.2 m) for High Explosive, 6D6x10+10 to a blast radius
of 10 ft (3 m) for High Explosive Armor Piercing, and 1D4x100+100 to a
blast radius of 50 ft (15.2 m) for Plasma. Rocket projectiles: 4D4x10
to a blast radius of 30 feet (9.1 m) for High Explosive, 5D6x10 to a blast
radius of 6 ft (2 m) for High Explosive Armor Piercing, and 6D6x10 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,
double the statistics for 203 mm artillery warheads for damage and effects
(Go to Battlefield
Artillery for Rifts for more information - standard or rocket assisted
as appropriate).
Rate of Fire: Once every two melees or two shots per barrel
per minute (Can fire up to 4 shots per turret per minute or up to 20 shots
with all five turrets).
Payload: 1200 Rounds (240 per turret), usually carries 240 High
Explosive, 300 High Explosive Armor Piercing, 300 Plasma, 120 Rocket Propelled
High Explosive, 120 Rocket Propelled High Explosive Armor Piercing, and
120 Rocket Propelled Plasma rounds. The ship will carry special rounds
when employed in artillery roles.
- Six (6) Five Inch (127 mm) Naval Guns in Casemates:
Three
are mounted on either side of the ship in the superstructure on the main
deck level. All hull mounts have been removed since before World War II.
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. Can also use special warheads, treat as 105
mm standard artillery warheads payload for damage.
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: 2,400 rounds (400 per gun mount), Usually carries 600
High Explosive, 600 High Explosive Armor Piercing, and 1,200 Plasma, Ship
will carry special rounds only when employed in artillery roles.
- Twin Recoilless Anti-Aircraft Flack Cannon Turrets (18):
The cannons are mounted in twins a protective turret on the sides of the
ship with 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 mounts
replace 40 mm and 3 inch Cannon mounts. There is one mount on either side
of the signal bridge, four on either side of the superstructure, one on
either side of the smoke stack on the main deck, two on the main deck on
either side of the rear tripod mast, and two mounts on the fantail also
on the main deck. 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 pilot.
- Two (2) Short Range Missile Launching Systems:
Each launcher
has a 36 Short Range Missiles and fills a similar role to the Pre-Rifts
RAM missile launcher. These launchers primary purpose is to shoot incoming
missiles. The missile launchers are mounted in the rearmost superstructure
position in the weapon mounts that originally carried quad mounted 40 mm
cannons. Missiles are usually 50% AP and 50% Plasma. Each launcher operates
independently
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, four, six,
or twelve (Each launcher operates independently)
Payload: 36 missiles each launcher for a grand total of 72 missiles
(Has 144 missiles for reloads kept in storage)
- Four (4) Heavy Torpedo Launchers:
The ship has two torpedo
tubes on each side of the ship. 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 32 reloads for torpedoes.
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 per torpedo tube (Torpedoes can
be fired in volleys of two to either side), Reloading takes 1 full melee
Payload: 2 torpedo each side for a grand total of 4 torpedoes
(Has a total of 32 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:
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 (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 ships
smoke stacks and unlike most magical systems, does not require magical
from a spell caster and instead uses the steam from the ship's 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 Texas 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
- 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 © 2001, Kitsune. All rights reserved.