T.W. “Independence” Ley Line Frigate (Heavy) / Ocean vessel:


Completed just after the War of 1812, the U.S.S. Independence was the first Ship of the Line built by the fledgling United States. It had excellent sailing qualities and was faster than most frigates. Unfortunately, the ship was built with its lower gun ports too low. As a result, in the late Eighteen Thirties, the ships had its upper deck stripped and was made a Razee. Basically a large frigate with retaining her Ship of the Line rigging, she was considered one of the finest and fastest frigates in the United States Navy. Often acted as flagship. In various roles, she served in various roles until the Twentieth century, only decommissioning in 1912 and was not scrapped until 1915 when she was burned to recover her fittings.


In the mid Twenty-First Century, a wealthy business person decide to push for building a reproduction of the razee frigate U.S.S. Independence. The story is that the person had been a crew member aboard U.S.S. Independence (LCS-2) in her youth. Of course, it was a joint project and it took over a decade to build. In the end, the ship was as close a replica as the original razee frigate as possible although modern tools were used in her construction. Unlike the U.S.S. Constitution, the ship sailed regularly. In fact, it was at sea when the Rifts struck. Somehow, the ship survived the coming apocalypse out at sea.


Even though a little bit abused, she was still in surprisingly good shape when a group of techno-wizards found her and decided that they would transform her into a line ship. The spell of “Mend the Broken” was used along with replacing some areas with wood made by Earth Warlock magic. After the ship was restored, the spell of “Ironwood” was used to allow the ship to withstand damage as if it was built from advanced composites and alloys. It also made the ship virtually invulnerable to the environment and against marine micro-organism.


Incredibly seaworthy and stable in even high seas, with her huge rig she also can reach speed in excess of thirteen knots when the wind is right. It actually is slightly faster than New Ironside class frigates, one of the few vessels of comparable size. Of course, in most cases she travels along ley lines due to being far faster. As with other large line ships, top speed on Ley Lines is one hundred and fifty miles per hour with effectively unlimited range. The spell of “Telekinesis” is used to take off and the spell of “Levitation” is used to land the vessel.


Original weaponry on the razee frigate U.S.S. Independence was forty-eight 32-pounder guns and eight 8-inch shell guns. On the reproduction, all of the weaponry was non-functional. There was a debate if all of the weapons should be replaced by telekinetic weaponry or if some should be replaced by something a bit more modern in design. In the end, that was decided that all of the weapons would be replaced by telekinetic weapons would be carried. The shell guns have much greater range than the 32-pounder guns. Not needing gun powder, a payload of one hundred rounds are carried per gun. A mixture of Thunderball, Thunderfire, and Magical Grape Shot ammunition carried. Firing a full broadside of all of these guns can be devastating especially when using Thunderfire ammunition. Been cases where she has completely wrecked another line ship with a single broadside.


The only other relatively weaponry she mounts are four telekinetic Gatling cannon mounts. With two on each side mounted on the rails, they are more effective at engaging small targets than the main battery. This includes both those attacking in flying power armors and incoming missiles. These weapons need to be recharged once per mouth but otherwise have an unlimited payload. Most of the crew are equipped with small arms such as T.W. Firebolt Pistols and T.W. Firebolt Rifles and up to around eighty marines can be embarked. Usually sixty of the troops operate mystic power armors.


For additional protection, the ship has a number of enchantments. One of most important of these is an  “Armor of Ithan” force field. This enables the ship to withstand greater damage than the ship alone could survive and can be activated up to three times per day. In addition, the ship has a number of enchanted optics which allow the crew to see invisible targets. Neither the force field or the optics require mystical energy each time they are activated. The other enchantments however do. In order to power these enchantments without depleting the spell casters in the crew, the vessels has a mystical energy battery. This recharges on Ley Lines and can also be recharged by the crew when they are not engaged in other activities. The enchantments powered by these means include “Impervious to Energy” and “Invisibility - Superior.” The battery can also be used to charge spell casting by the crew.


As with the “New Iron Sides” Ley Line frigate, the Independence requires a massive crew. It actually requires a crew even larger than “New Iron Sides.” This includes usually at least four techno-wizards including the captain. Commonly, at least four more of the crew are also spell casters including Air Elemental Masters. Crew quarters are quite cramped as a result of the large crew on a relatively small vessel. While the officers have reasonably comfortable quarters, the crew generally sleeps in hammocks. Still, there is a series of enchantments to improve the vessel’s sanitary and water facilities.


Model Type: “Independence” Ocean & Sky Ship

Vehicle Type: Ocean & Sky Sail Frigate (Heavy)

Crew: 470 with usually at least four techno-wizard, two air warlocks, and two other spell casting types recommended but not absolutely needed.

Troops: 80 (Normal of 60 pilots for Mystic Power Armors, 20 soldiers in body armor)


Robots, Power Armors, and Vehicles:

 

80

Mystic Power Armors (Possible)


M.D.C. by location:

 

Telekinetic 8 inch Shell Guns (8, 4 each side)

300 each

 

Telekinetic 32 pounder Long Guns (48, 24 each side)

250 each

 

Telekinetic Gatling Cannons (4, 2 Each side):

100 each

 

[1] Foremast (Forward Mast):

400

 

[1] Mainmast (Middle Mast):

550

 

[1] Mizzenmast (Rear Mast):

400

 

Sails (18)

100 each

 

Rudder:

650

 

[2] Main Body:

6,500

 

[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: 13 knots or higher depending on the wind (approximately 14.95 miles per hour or 24 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 three months worth of supplies on board


Statistical Data:

Length:  190 feet 9 inches (58.14 meters) at waterline

Beam:    54 feet 7 inches (16.64 meters).

Draft:    21 feet 3 inches (6.48 meters).

Displacement: 2,259 tons

Cargo: 250 tons (226.80 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 sails.

Market Cost: Would likely cost 850 to 900 million credits if sold. As far as known, the owners of this vessel will not sell it however.


WEAPON SYSTEMS:

  1. Eight (8) Telekinetic 8-inch Shell Guns: Even though designed to copy the original shell guns, the fire the same ammunition as the 32-pounder guns. Four are mounted on each side. 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 cannons use telekinesis to throw the rounds and does not use any gunpowder.

    Maximum Effective Range: 10,350 feet (3,155 meters).

    Mega-Damage: Thunderball Ammunition: 4D6x10 per round or 4D6x40 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: 8D6x10 per round or 8D6x40 for a complete broadside. The Thunderfire will often also ignite flammable materials. Magical Grape Shot Ammunition: 2D6x10 per round or 2D6x40 for a complete 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: 800 rounds (100 per shell gun), 400 rounds of Thunderball ammunition, 200 rounds of Thunderfire ammunition, and 200 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. Forty-Eight (48) Telekinetic 32 Pounder Long Guns: 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 2D6x240 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 4D6x240 for a complete broadside. The Thunderfire will often also ignite flammable materials. Magical Grape Shot Ammunition: 1D6x10 per round or 1D6x240 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: 4,800 rounds (100 per cannon), 2,400 rounds of Thunderball ammunition, 1,200 rounds of Thunderfire ammunition, and 1,200 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. Four (4) Telekinetic Gatling Cannons: These cannons are the only know non-period weapon on the ship. 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 each

    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. Techno-Wizard Modifications: The Independence 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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