Techno-Wizard Converted Destroyer “HMS Chrysalis”:


The C class destroyers was a large program of destroyers for the British Navy during World War II. The hull and machinery were based on those of the pre-war J class destroyers although had improvements with regards to weaponry and electronics. The initial batch were equipped with a similar weapon fit to the Z class destroyers with various changes to the weapon suit on later groups. Completed relatively late in the war, these destroyers did have any extensive wartime service.


Ordered from the White shipyard, HMS Chrysalis was one of the last of the C class destroyer to enter service, actually completed too late too late to serve in World War II. The destroyer was however involved in both the Korean War and the Suez Crisis. In service, she had various updates. One of her 4.5 inch guns was removed and replaced by a Sea Cat missile launcher and her torpedo tubes were replaced by a Squib anti-tor launcher. Otherwise, both her radar and sonar were updated. She served until 1973 when she was decommissioned after twenty-five years of service.


It just so happened that the First Sea Lord had served aboard her first as a junior officer and later as the captain. In addition, there was a group of former sailors and officers who wished her preserved. Through extensive lobbying, the ship was saved from the scarp yard. Instead, she was preserved as a museum ship. It helped that the destroyer was in excellent condition unlike many of her sisters.


As a museum ship, HMS Chrysalis continued to be extremely well maintained. Eventually the old destroyer was dry docked to protect her from the ravages of the ocean. Luck pays a strong part in what survived the apocalypse and what did not. Somehow, the old destroyer was able to survive the destruction virtually unscathed. Even when she was found by a group of adventurers many decades later, HMS Chrysalis was in surprisingly good condition partially due to new advanced composite paints being virtually immune to corrosion.


 A group of British techno-wizards learned of the vessel and decided that they would restore the old destroyer back to operational condition. Through the use of the spell “Mend the Broken” they were able to restore much of the damage which had resulted from her being unmaintained for many decades. Different techno-wizards converting pre-rifts vessels have different solutions. Some replace the original materials with modern composites and alloys while others enchant the original materials so that they are as tough as modern materials. In rebuilding the vessel, the techno-wizard decided for a hybrid approach. They enchanted the ship to make it far stronger while at the same time reinforcing it with modern composites and alloys.


With regard to the engines, it was decided to try the easiest solution. This was to convert the original engines to an enchanted steam plant. Other solutions would have involved stripping the ship down in order for new engines to be mounted. The enchanted steam plant gives a range of five hundred nautical miles between needing to be recharged. While this is only a fraction of the original range, the engines can be easily recharged with magical energy and have in effective virtually unlimited range. While designed to be able to reach speeds of up to thirty-six knots, in service C class destroyers usually could only reach speeds of up to thirty-two knots. As converted to a techno-wizard vessel, the destroyer maintains the same top speed of around thirty-two knots. As part of the enchanted steam plant, the vessel has a “cloud of fog” generator.


As previous discussed, three out of the four of her original guns were retained. It was simply a matter of reconditioning the gun and adapting modern rounds to the 4.5 inch weapons. The mount however does have shorter range than more modern 4.5 inch mounts. Her original 40 mm guns were replaced by four modern Triax flack cannons. These weapons are extremely effective anti-aircraft mounts while also effective against better armored threats. On either side of the superstructure is a single telekinetic machine gun mount as well. Unlike the other weapon mounts, these weapon mounts have effectively unlimited payload and are recharged each month with mystical energy.


With regard to missile launchers, the Sea Cat launcher is replaced by a short range boxed launcher. The original Sea Cat launcher had four missiles with additional missiles needing to be reloaded by hand. The short range missile launcher however has a total payload of thirty-six missiles and is far more effective against incoming missile volleys. Even though the destroyer carries thirty-six additional missiles normally, There is however no reload system and additional missiles have to be reloaded manually. Replacing the Squib launcher is a long range missile launcher with a total of twelve long range missiles. Instead of missiles, rocker launched torpedoes can also be fired. On each side of the boat are twin mount torpedo tubes. These were added so that the destroyer might have an anti-submarine weapon other than firing anti-submarine rockets from the long range missile launcher.


Of course the electronics of the old destroyer were completely outdated long before the coming of the Rifts. Actually, they were outdated even before the destroyer was decommissioned. As a result, modern electronics including a new radar and sonar suit were fitted. For radar, the TRS-16 active phased array radar system is fitted. While relatively short ranged compared to some modern radars, it is still extremely effective. A small but modern mini-sonar system replaces the original and a reasonably capable although comparatively short ranged towed array sonar system is also fitted in the stern of the destroyer. A new modern electronic warfare suite is also fitted to deal with modern advanced sensor suits.


While most of the weaponry the weaponry of the vessel is of conventional origin and much of the sensor suite is also of conventional origin, the destroyer does mount a number of techno-wizard features beyond the propulsion system. One of the most important is that the HMS Chrysalis can activated an “Armor of Ithan” force field up to three times per day, giving additional protection. As an additional missile defense, the destroyer has the “Fireworks” chaff and flare enchantment. In addition, the destroyer has a number of common techno-wizard enchantment including “Impervious to Energy,” “Invisibility: Superior,” and “Sustain.” Unlike the mystical force field, these enchantments require mystical energy from either the crew or the magical energy battery. As with many techno-wizard designs, there is the enchantment of “See the Invisible” on the various optics.


With regard to crew, various efforts were made to reduce crew requirements. Original crew requirement was around one hundred and eighty six with twelve to fourteen officers. Instead the old destroyer can be operated by a crew as little as sixty however usually two or more should be techno-wizards or other spell casters. With the enchantment of “Sustain,” crew quarters are far more comfortable than they might otherwise be. In addition to the crew, up to two dozen troops in power armor can be embarked. It was decided to split the power armor compliment into twelve with mystic power armors and twelve with Triax X- l0A Predator armors. There is no provision for any small aircraft however.


[Author’s Note: In reality, there was never a “C” class destroyer named Chrysalis and meant as a fictional vessel. There was however a huge class of “C” class destroyers, some of which were cancelled and replaced by “Weapon” class destroyers. There is one preserved “C” class destroyer named HMS Cavalier.] 


Model Type: T.W. Converted “C” class Destroyer.

Vehicle Type: Ocean, Magically Enchanted Light Destroyer.

Crew: 64 with usually at least two (2) techno-wizard and two (2) other spell casting types but not absolutely needed.

Troops: Twenty-Four (24) total - 12 mystic power armor pilots and 12 conventional power armor troops.


Robots, Power Armors, and Vehicles:

Power Armors:

 

12

Mystic Power Armors (Or other light power armors.)

 

12

X- l0A Predators (Or other conventional flying power armors.)


M.D.C. by location:

 

Mk IV 4.5 Inch (114 mm) / 45-cal Barrels (3, 1 each mount):

50 each.

 

Mk IV 4.5 Inch (114 mm) / 45-cal Mounts (3, 2 forward & 1 aft):

150 each.

 

Triax TX-862FC Flack Cannon Turret (4, sides):

180.

 

Telekinetic Twin Machine-Guns (2, Sides of Bridge):

100 each.

 

Long Range Missile Launchers (1, 12 cells each):

300 each.

 

Short Range Missile Launchers (1, aft):

180.

 

Twin 12.75 inch (324 mm) Torpedo Launchers (2):

25 each.

 

[1] EADS 3D TRS-16 Active Phased Array Radar System:

120.

 

Fireworks” Magic Chaff and Flare Dispensers (2, superstructure):

20 each.

 

Bridge:

350.

 

Outer Hull (per 40 foot / 12.2 meter area):

60.

 

[2] Main Body:

1,100.

 

[3] “Armor of Ithan” Force Field (Three Times per Day):

400.


Notes:

[1] Destroying phased array radar system will eliminate the ability to effectively track airborne targets. Some weapon systems have their own internal tracking systems however.

[2] Destroying the main body causes the destroyer to lose structural integrity, causing the vessel to sink. There are enough life preservers and inflatable life boats to accommodate everyone on the vessel.

[3] As per the spell “Armor of Ithan” - Magic, fire, lightning, and cold all inflict one-half damage. Each activation lasts for thirty (30) minutes.


Speed:

Surface: 36.82 mph (32 knots/ 59.26 kph). The ship can operate at three quarters speed on one boiler.

Range: 575.4 miles (500 nautical miles / 926 km) for each full recharge (requires 50 P.P.E.) Each boiler can propel the ship for 287.9 miles (250 nautical miles / 463.3 km) with 25 P.P.E. each.

Life support is “Sustain” spell and has effectively virtually unlimited duration (Requires 24 P.P.E. or 48 I.S.P. and has a duration of six days per activation.) The destroyer carries about four months worth of supplies on board (“Sustain” provides all food requirements.)


Statistical Data:

Draft:    10 feet (3.05 meters).

Length:  350 feet (106.68 meters) waterline, 362 feet 9 inches (110.57 meters) overall.

Width:   35 feet 9 inches (10.90 meters).

Displacement: 1,740 tons standard and 2,570 full loaded.

Cargo: 80 tons (72.57 metric tons) of nonessential equipment and supplies. 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 taken up by aircraft, extra ammo, armor, troops, weapons, and engines.

Power System: Was original steam propulsion with two boilers and two shafts but has been converted to a magical power supply.

Black Market Cost: Not for Sale. Such a vessel, if available for sale, would probably cost 100 or more million.


Weapon Systems:

  1. Three (3) Mk IV 4.5 inch (114 mm)/45 Naval Guns: Two of these guns are mounted forward of the superstructure while one is mounted on the fantail. There was additional automation added both to reduce gun crews and the rate of fire was also increased slightly. The gun can be used against other ships, against ground targets, and against aircraft. The use of rocket assisted projectiles is also possible. The gun mount can rotate 360 and has a 90 arc of fire.

    Maximum Effective Range: 12.4 miles (18.95 km).

    Mega-Damage: Standard Projectiles: 2D6x10 to a blast radius of 25 feet (7.7 meters) for High Explosive, 3D6x10 to a blast radius of 6 feet (2 meters) for High Explosive Armor Piercing, and 4D6x10 to a blast radius of 25 feet (7.7 meters) for Plasma. Rocket Projectiles: 2D4x10 to a blast radius of 20 feet (6.1 meters) for High Explosive, 2D6x10 to a blast radius of 4 feet (1.2 meters) for High Explosive Armor Piercing, and 3D6x10 to a blast radius of 20 feet (6.1 meters) for Plasma. 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: Up to four (4) single shots per melee per mount.

    Payload: 200 rounds per gun for 600 rounds total.

  2. Four (4) TX-862FC Recoilless Anti-Aircraft Flack Cannons: The cannons are mounted in open mounts with one on each side of the hull by the main stack and two aft of the stack between the long range and short range missile launchers These mounts are modified TX-862FC mounted in an open mount with a payload of eight hundred rounds each. The mounts can rotate 360 and the barrel can tilt up to 90 degrees. They are normally used for anti-aircraft purposes but also works as excellent but fairly short range artillery.

    Maximum Effective Range: 10,000 feet (3,048 meters).

    Mega Damage: Single Round: 4D6 M.D.C., Two Rounds: 1D6x10 M.D.C., and Six Rounds: 3D6x10 M.D.C.

    Rate of Fire: Equal to the combined hand to hand attacks of the gunner (usually 4 or 5).

    Payload: Has a total of 1,200 rounds. 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 (3,353 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.

  3. Two (2) Twin Telekinetic Machine Guns: These mounts are on either side of the ship’s superstructure. Mounts have been enchanted by a series of spells so the cannons act as a more powerful version of the T.K. 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 systems 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.

  4. One (1) Long Range Missile Box Launcher: The box launcher launcher has two “boxes” that can fire missiles that are mounted on the sides of a rotating stand. Each “box” can carry a total of six long range missiles for a total of twelve long range missiles per launcher. The launchers can rotate 360 degrees and can lock onto multiple targets. Usually missiles are fired at other surface targets but aircraft can also be targeted and anti-submarine rocket launched torpedoes can also be fired.

    Maximum Effective Range: As per long range missile type (See revised bomb and missile tables for details.)

    Mega Damage: As per long range missile type (See revised bomb and missile tables for details.)

    Rate of Fire: Can fire long range missiles one at a time or in volleys of two (2), four (4), or six (6) long range missiles per launcher.

    Payload: Twelve (12) long range missiles total.

  5. One (1) Short Range Missile Launching System: Mounted on aft part of the destroyer above the 4.5 inch gun, the launcher has a payload of thirty-six short range missiles and fills a similar role to the Pre-Rifts RAM missile launcher. The launcher’s primary purpose is to shoot down incoming missiles and usually the higher speed surface to air missiles are used. Missiles are usually a fifty / fifty mix of armor piercing and plasma missiles.

    Note: SAM style missiles are missiles that sacrifice payload for higher speeds, see Chris Curtis’ modified missile table for specifics.

    Maximum Effective Range: As per short range missile type (See revised bomb and missile tables for details - SAM style missiles normally.)

    Mega Damage: As per short range missile type (See revised bomb and missile tables for details - SAM style missiles normally.)

    Rate of Fire: Can fire short range missiles one at a time or in volleys of two (2), four (4), six (6), or twelve (12) short range missiles. Reloading launcher requires two minutes (six missiles per minute); twice as long if the crew is not familiar with the loading procedure.

    Payload: Thirty-six (36) short range missiles with an additional thirty-six (36) missiles for reloads kept in storage.

  6. Two (2) Twin Tube 12.75 inch (324 mm) Torpedo Launchers: There is one launcher on each side of the ship forward of aft 4,5 inch gun mounts. Each torpedo launcher has two torpedo tubes and tubes are 12.75 inch (324 mm) wide. Torpedoes are normally used against submarines but can be targeted on surface targets as well. Ship carries twelve reloads for torpedoes. For the most part torpedo warheads are equal to medium range missile warheads.

    Maximum Effective Range: 20 miles (17.4 nautical miles / 32 km).

    Mega Damage: By medium torpedo warhead type (See revised Rifts torpedoes for details.)

    Rate of Fire: Can fire medium range torpedoes one at a time or in volleys of two (2) medium range torpedoes per side. Reloading of tubes takes one full melee round.

    Payload: Two (2) medium range torpedoes each launcher for a grand total of four (4) torpedoes [Has eight (8) torpedoes for reloads.]

  7. Two (2) Magical “Fireworks” Anti-Missile Chaff/Flare Dispensers: 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:

      01-35 - 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, enemy 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 despenser 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 70 P.P.E. All launchers must be activated at the same time to operate correctly.

  8. Magical “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 ship’s engines to produce the cloud of fog.

    Maximum Effective 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.

  9. Techno-Wizard Modifications: The destroyer 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:

      Sustain (6th Level) - 6 P.P.E. or 12 I.S.P. (24 P.P.E. or 48 I.S.P.)

      Impervious to Energy (6th level) - 20 P.P.E. or 40 I.S.P. (80 P.P.E. or 160 I.S.P.)

      Invisibility-Superior (6th Level) - 20 P.P.E. or 40 I.S.P. (80 P.P.E .or 160 I.S.P.)

Special Systems:

The destroyer does not carry the standard sensor systems of a robot vehicle, unlike most vessels, and has more limited equipment.



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Writeup by Kitsune (E-Mail Kitsune).


Copyright © 2016, Kitsune. All rights reserved.



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