T.W. “De Zeven Provinciën” Ley Line Ship of the Line / Ocean Vessel:


Most history books tell of the battles of British and American ships. The French and Italians find themselves in the history books from time to time as well. One of the exceptions is the Dutch Ship of the Line De Zeven Provinciën, the flagship of Dutch Admiral Michiel de Ruyter during both the Second and Third Anglo-Dutch Wars. Under Admiral de Ruyter, the Battle of Texel might have been her finest battle when the Dutch beat a combined British and French Fleet. During the War of the Grand Alliance in 1692, she was badly damaged and had to be broken up a couple of years later.


There had been a previous attempt to built a reproduction of her but it had to be abandoned. Construction on a second was started but there were a number of delays including a fire. As a result, one was not completed until the beginning of the third decade of the Twenty-First Century. Build with exacting care, the reproduction was as close as possible to the original Ship of the Line. Throughout the century, she was well maintain partially as a tourist attraction. While she did not sail much, she was built to be fully capable of sailing. How she survived the coming of the Rifts is unknown. Just one day a group of techno-wizards found a ship at sea which was virtually intact although with nobody aboard the sailing vessel. Some think that the mystical energy of the coming of the Rifts may have transported her forward in time.


With how good a shape she was in, the Techno-Wizards decided that they might convert the ship over to a Ley Line vessel. Using the spell of “Mend the Broken,” they were able to restore what little damage she had actually taken. Still, she was incredibly fragile compared to a modern warship. To solve this problem, the spell of “Ironwood” was used to make her hull as tough as if she was made from the toughest composites and alloys. As an added bonus, it made the Ship of the Line virtually immune to the marine organisms which commonly threaten wooden ships.


On sail, she is capable of around eight knots when the wind is right. In length and width, she is actually smaller than the U.S.S. Constitution. While reasonably seaworthy, not as able in rough weather as later large sailing vessels. In fact, more modern frigates are often larger than the De Zeven Provinciën. None of this is much of a weakness when traveling along Ley Lines however. On Ley Lines, she is capable of speeds of up to one hundred and fifty miles an hour with altitudes of up to one thousand feet. Has virtually unlimited range, mostly limited by crew supplies. Almost always lading and taking off from water, the spell of “Telekinesis” is used to take off and the spell of “Levitation” is used to land the vessel.


Original weaponry of the De Zeven Provinciën was twelve 36-pounders and sixteen 24-pounders on the lower deck (although the ship had been changed to an all 36-pounder battery by the time of the Third Anglo-Dutch War), fourteen 18-pounders and twelve 12-pounders on the upper deck, and twenty-six 6-pounders on the forecastle, quarterdeck, and poop deck. Of course with the reproduction, all of the weaponry were non functional.


Being that there are no telekinetic 36-pounder weapons produced on Rifts Earth, it was decided that it would be impractical to return to the non standard weapon. Instead it was decided that the lower deck battery would be changed to twenty-eight 32-pounder telekinetic weapons. The 18-pounders and 12-pounder telekinetic mounts are mounted on the upper deck, and twenty-six 32-pounder carronades replace the original 6-pounder long guns. Of similar weight, the heavy carronades are far more powerful although much shorter ranged. Payload for the vessel is eighty rounds per gun with a mixture of Thunderball, Thunderfire, and Magical Grape Shot ammunition carried for the various telekinetic cannons.


For defense against smaller targets, the techno-wizards added six lightning blasters. Mounted on the forecastle, quarterdeck, and poop deck, these are most effective engaging missiles and power armors attacking the ship. Unlike the telekinetic main batteries, the lightning blasters have an effectively unlimited payload although do have to be recharged each month whether used or not. In addition, most of the ship’s crew are equipped with small arms such as T.W. Firebolt Pistols and T.W. Firebolt Rifles.


While the hull of the ship is quite tough, for additional protection the De Zeven Provinciën is also protected by an “Armor of Ithan” force field. Does not require magical energy from the crew each time it is activated and can be activated up to three times per day with a duration of thirty minutes per activation. To allow the ship’s crew to see invisible opponents, the ship of the line is equipped with enchanted optics. For the ship’s other enchantments, the De Zeven Provinciën has an enchanted battery for mystical energy. While the crew can feed mystical energy into the battery, it charges automatically from Ley Lines and Nexus Points. The battery can be used to power the techno-wizard enchantments of “Impervious to Energy” and “Impervious to Energy” as well as spell casting by the crew of the vessel.


Crew of the vessel is quite large compared to modern naval vessels and is similar to other Ley Line sailing vessels. Of the crew, normally three or four of the crew are techno-wizards including the captain. In addition, four or more of the crew are other spell casters including air masters of air. While the officers have relatively comfortable quarters, mostly in the aft of the ship, crew berthing is far more cramped. Even so, the ship is enchanted to improve sanitation and water situation over the original design. In addition to the crew, the ship usually carries eighty marines with half usually in mystic power armors.


Model Type: “Independence” Ocean & Sky Ship

Vehicle Type: Ocean & Sky Sail “Ship of the Line”

Crew: 420 with usually at least three or four techno-wizard, two air warlocks, and two other spell casting types recommended but not absolutely needed.

Troops: 80 (Normal of 40 pilots for Mystic Power Armors, 40 soldiers in body armor)


Robots, Power Armors, and Vehicles:

 

80

Mystic Power Armors (Possible)


M.D.C. by location:

 

Telekinetic 32 pounder Long Guns (28, 14 each side)

250 each

 

Telekinetic 32 pounder Carronades (26, 13 on each side)

150 each

 

Light Lightning Blaster Mounts (6, 3 Each side):

100 each

 

[1] Foremast (Forward Mast):

350

 

[1] Mainmast (Middle Mast):

500

 

[1] Mizzenmast (Rear Mast):

350

 

Sails (18)

100 each

 

Rudder:

550

 

[2] Main Body:

5,500

 

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

1,000


Notes:

[1] Destruction of a mast reduces ocean and ley line speed by 1/3 for each mast lost.

[2] Destroying the main body causes the ship to lose structural integrity, causing the ship to sink if in the water. There are enough life preservers and inflatable life boats (one of the few items of technology added) to accommodate everyone on the ship. The ship does have the Techno-Wizard addition of impervious to energy. Specifics are listed in Weapon systems.

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


Speed:

Ocean Surface: Eight knots or higher depending on the wind (approximately 9.2 miles per hour or 14.8 km per hour)

Ley Lines: 150 mph (240 kph). Requires the Telekinesis Spell (double cost at 16 P.P.E.) or 20 I.S.P. to initiative take off and Telekinesis Spell (double cost at 16 P.P.E.), Levitate Spell (double cost at 10 P.P.E.) or 20 I.S.P. to land the ship. Otherwise, the ship will float away slowly (2 mph) at about 100 feet (30.5 meters) off the ground. The ship can only travel through the air along ley lines and can switch directions at ley line nexus points.

Height: While Flying, maximum of 1000 feet (305 meters) and minimum of 200 feet (61 meters) without landing.

Range: Effectively Unlimited. The ship carries four months worth of supplies on board.


Statistical Data:

Length:  151 feet (46 meters) at gun deck

Beam:    40 feet 6 inches (12.34 meters).

Draft:    16 feet 6 inches (4.74 meters).

Displacement: 1,600 tons

Cargo: 150 tons (136.08 metric tons) of nonessential equipment and supplies. Most of the ships spaces are take up by extra ammo, armor, troops, weapons, sails, and other equipment.

Power System: Magic and 24,220 square feet of sail on three masts.

Market Cost: Would likely cost 500 to 600 million credits if sold. As far as known, the owners of this vessel will not sell it however.


WEAPON SYSTEMS:

  1. Twenty-Eight (28) Telekinetic 32 Pounder Long Guns: Mounted on the lower deck, these weapons are surprising powerful weapons and use special magic ball that inflict large amounts of damage. The cannon balls look like standard Iron balls but in reality come in three different types. The first is Thunderball which inflict considerable damage and creates a thunderclap that effects everyone within 10 feet (3 meters) of the cannon balls impact. The second is called Thunderfire and it erupts into fireball and inflicts greater damage than Thunderball ammunition but does not have the Thunderclap. The Third type of ammunition is Magic Grape Shot. This shot is designed to be used against a wide area and is very effective against personnel. The ship has twenty-four 32 pounder long cannons on each side of the gun decks. The cannons use telekinesis to throw the rounds and does not use any gunpowder.

    Maximum Effective Range: 7,880.6 feet (2,402 meters).

    Mega-Damage: Thunderball Ammunition: 2D6x10 per round or 2D6x140 for a complete broadside. Each Thunderball will also release a thunderclap as per the spell (thunderclap effects a 10 feet (3 m) radius. Thunderfire Ammunition: 4D6x10 per round or 4D6x140 for a complete broadside. The Thunderfire will often also ignite flammable materials. Magical Grape Shot Ammunition: 1D6x10 per round or 1D6x140 for an entire broadside. Each Magical Grape Shot will effect all targets within a blast radius of 20 feet (6 m).

    Rate of Fire: One shot per cannon per melee (all cannons can be fired at the same time). Cannon can be loaded and fired quickly due to not needing to load gunpowder.

    Payload: 2,240 rounds (80 per cannon), 1,120 rounds of Thunderball ammunition, 560 rounds of Thunderfire ammunition, and 560 rounds of Magical Grape Shot ammunition

    Notes: If the cannons are used against small targets (personnel, aircraft, missiles, etc) the cannons have a -4 penalty to strike (Grape shot has +4 to strike and can be used against small targets) with no bonuses to strike to strike for hand to hand or physical prowess. As well, only a single cannon can be targeted against a small target.

  2. Twenty-Six (26) T.W. 32 Pounder Carronades: Carronades fire a larger ball for a smaller cannon when compared to long guns but have a reduced range when compared to long cannons. The cannon balls look like standard Iron balls but in reality come in three different types. The first is Thunderball which inflict considerable damage and creates a thunderclap that effects everyone within 10 feet (3 meters) of the cannon balls impact. The second is called Thunderfire and it erupts into fireball and inflicts greater damage than Thunderball ammunition but does not have the Thunderclap. The Third type of ammunition is Magic Grape Shot. This shot is designed to be used against a wide area and is very effective against personnel. The ship has ten carronades on each side. The cannons use telekinesis to throw the rounds and does not use any gunpowder.

    Maximum Effective Range: 3,510 feet (1,069.8 meters).

    Mega-Damage: Thunderball Ammunition: 2D6x10 per round or 2D6x130 for a complete broadside (thirteen guns.) Each Thunderball will also release a thunderclap as per the spell (thunderclap effects a 10 feet (3 m) radius. Thunderfire Ammunition: 4D6x10 per round or 4D6x130 for a complete broadside (thirteen guns.) The Thunderfire will often also ignite flammable materials. Magical Grape Shot Ammunition: 1D6x10 per round or 1D6x130 for an entire broadside (thirteen guns.) Each Magical Grape Shot will effect all targets within a blast radius of 20 feet (6 m).

    Rate of Fire: One shot per cannon per melee (all cannons can be fired at the same time). Cannon can be loaded and fired quickly due to not needing to load gunpowder.

    Payload: 2,080 rounds (80 per carronade), 1,040 rounds of Thunderball ammunition, 520 rounds of Thunderfire ammunition, and 520 rounds of Magical Grape Shot ammunition

    Notes: If the cannons are used against small targets (personnel, aircraft, missiles, etc) the cannons have a -4 penalty to strike (Grape shot has +4 to strike and can be used against small targets) with no bonuses to strike to strike for hand to hand or physical prowess. As well, only a single cannon can be targeted against a small target.

  3. Six (6) Light Lightning Blaster: Mounted on the forecastle, quarterdeck, and poop deck, these are designed to look like swivel guns but are lightning blasters. Lighter than the Lightning Blasters mounted on some other craft, they are also shorter ranged. Additional optics and fire control have been added to enable the system to track and target aircraft and missiles The weapon must be recharged once a month using the spells “Call Lightning”, “Energy Bolt”, and 50 P.P.E.

    Maximum Effective Range: 3,000 feet (914 meters).

    Mega Damage: 1D4x10+10 per electrical blaster

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

    Payload: Effectively Unlimited.

  4. Techno-Wizard Modifications: The De Zeven Provinciën 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.

    Special Features:

      Impervious to Energy (8th Level) - 40 P.P.E. or 80 I.S.P.

      Invisibility-Superior (8th Level) - 40 P.P.E. or 80 I.S.P.

Special Systems:



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Writeup by Kitsune (E-Mail Kitsune).


Copyright © 2014, Kitsune. All rights reserved.



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