T.W. Windjammer II Ley Line Galleon / Ocean Vessel:
The T.W. Windjammer is often called a frigate but can be more accurately described as a Galleon. In appearance, they are closest to historic records of the British Golden Hind which was commanded by Sir Francis Drake. The ships displacement is also similar as well as its weaponry. A common mistake is the listing of the displacement of around fifty tons while the vessels actually displace around three hundred tons.
A number of these vessels have been built at Queenston Harbor with most of the vessels used for harbor defense. The ships are primarily propelled by sail but can be powered by oars as well. In general, they are considered too slow to operate on the open ocean but are considered excellent for harbor defense. They are heavily armed and incorporate several powerful enchantments.
As might be expected, the vast majority of these vessels are retained by Queenston and only a handful of these vessels have been sold. Of these, a few have been sold to techno-wizard who decided to convert the vessels to operate on ley lines as well as on oceans. A total of four Windjammer class Galleons are believed to have been converted to Ley Line vessels. There are several of Ley Line frigates, sloops, and schooners. All of these are extremely rare and the techno-wizards building these vessels have never been able to keep up with demands. Some vessel classes such as the New Ironsides class dwarf the Windjammer in both size and firepower.
While the Windjammer is considered under gunned compared to some other techno-wizard vessel designs, they are still considered generally excellent vessels. Like all Windjammer Galleons which are sold by Queenston harbor, the dome of elementals are not mounted but otherwise have all standard equipment mounted of vessels operated by their forces.
Only slightly modified by the techno-wizards who convert them to Ley Line vessels, still the modifications are important. When converted to Ley Line vessels, their top speed is around one hundred and fifty miles per hour on Ley Lines and the vessels retain the ability to operate on the open water. The hull of the vessels are reinforced to allow the vessels to withstand more damage although the reinforcements had to be limited and the ships cannot take as much damage as such vessels as the Hornet class Ley Line Sloop. See the Invisible optics and a techno-wizard battery are added to the ship. The techno-wizard enchantments of invisibility and impervious to energy are also added to increase the vessel's ability to survive.
Weaponry of a standard Windjammer Galleon are twenty cannons. These are small cannons but of fairly long ranged. The cannons are called "Small Culverins" and are approximately the same size and firepower of the later nine pounder cannon. Some crews have considered replacing the cannons with shorter ranged but more powerful carronades. They fire through magic using telekinesis instead of gunpowder. Payload on the Windjammer is usually limited to ten rounds per gun. The ships don't have enough space to carry as heavy a load of shots as most Ley Line vessels but payload is still increased to around forty rounds per gun although at the expense of most of the cargo space. Normal payload is forty percent Thunderball ammunition, forty percent Thunderfire ammunition, and twenty percent magical grapeshot. The ships mount a pair of magical lightning blasters on the deck. These are more flexible than the main battery although are not as powerful as the main battery combined. Another advantage is that the two lightning blasters have a virtually unlimited payload. One is mounted on the stern where the Elemental Dome is mounted on a standard version of the vessel
In addition to the crew, the Windjammer Ley Line vessels carry around ten marines normal although some have none embarked. Normally four are fitted in mystic power armors although in some cases all are equipped with the magical power armors. The “Angel of War” armor is also popular. The crew sleeps in hammocks and quarters are quite cramped although officers have more space with staterooms in the fantail.
Model Type: "Windjammer II" Ocean & Sky Ship
Class: Ocean & Sky Sail Galleon
Crew: 63 total; captain and first mate (warlock or ley line walker O.C.C.), two navigators, three engineers, chief gunner, a medical officer (healer or priest), cook, three assistant cooks, 20 gunners, and 30 additional seamen.
Troops: 10 (Normal of 4 pilots for Mystic Power Armors, 6 soldiers in body armor)
Robots, Power Armors, and Vehicles:
|10||Mystic Power Armors (Possible)|
M.D.C. by Location:
| Front and Rear Masts||60 each|
|Sails (7):||30 each|
|Oars (30, 15 per side):||20 each|
|"Small Culverin" T.K. Cannons (20, 10 per side):||50 each|
|Lightning Blaster Mounts (2, main deck):||80 each|
| Main Body||1,000|
| Armor of Ithan Force Field (Three Times per Day):||150|
 Destruction of a mast reduces ocean and ley line speed by 1/3 for each mast lost.
 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.
 As per the spell - Magic, fire, lightning, and cold all inflict one-half damage. Each activation lasts for 30 minutes.
Ocean Surface: On sail, 16 mph (26 km), When rowed, 6 mph (9.6 km); speed is doubled along ley lines due to the magical nature of the vessel.
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.
Maximum Effective Range: Effectively Unlimited. The ship carries two months worth of supplies on board.
Width: 30 feet (9 meters)
Length: 130 feet (40 meters)
Draft: 14 feet 6 inches (4.4 meters)
Weight: 340 tons
Cargo: 5 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 Price: 280 million credits. There are only a handful of these ships in existence.
- Twenty (20) T.W. "Small Culverin" Guns: There are ten guns on each side. 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 cannons use telekinesis to throw the rounds and does not use any gunpowder.
- Two (2) Heavy Lightning Blasters: These cannons are the only know non-period weapon on the ship. The lightning blasters have a slightly better range and have an unlimited payload compared to hand held lightning blasters. The weapon pulls its energy from a tiny rift from the elemental plane of air and does not need to be recharged. Additional optics and fire control have been added to enable the system to track and target aircraft and missiles
- Techno-Wizard Modifications: The Windjammer 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.
Maximum Effective Range: 4,000 feet (1,220 meters).
Mega-Damage: Thunderball Ammunition: 5D6 per round or 5D6x10 for a complete broadside. Each Thunderball will also release a thunderclap as per the spell. Each Thunderball will also release a thunderclap as per the spell (thunderclap effects a 10 feet (3 m) radius.) Thunderfire Ammunition: 1D6x10 per round or 1D6x100 for a complete broadside. The Thunderfire will often also ignite flammable materials. Magical Grape Shot Ammunition: 3D6 per round or 3D6x10 for a complete broadside. Each Thunderball will also release a thunderclap as per the spell. 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 (40 per cannon), 320 rounds of Thunderball ammunition, 320 rounds of Thunderfire ammunition, and 160 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.
Maximum Effective Range: 4,000 feet (1,220 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.
- Impervious to Energy (5th Level) - 40 P.P.E. or 80 I.S.P.
Invisibility-Superior (5th Level) - 40 P.P.E. or 80 I.S.P.
- Magical “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 300 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 10 per hour on ley lines and 20 per hour on nexus points.
[ Altarian TM, Bandito Arms TM, Brodkil TM, Chipwell Armaments TM, Coalition States TM, Cyber-Knight TM, Federation of Magic TM, Free Quebec TM, Golden Age Weaponsmiths TM, Iron Heart Armaments TM, Kankoran TM, Kittani TM, Larsen's Brigade TM, M.D.C. TM, Mechanoids TM, Mega-Damage TM, Megaversal Legion TM, Millennium Tree TM, Mutants in Orbit TM, Naruni Enterprises TM, New Navy TM, New Sovietskiy TM, NGR TM, Nog Heng TM, Northern Gun TM, Phase World TM, Psyscape TM, Rifter TM, SAMAS TM, S.D.C. TM, Shemarrian TM, Splugorth TM, Stormspire TM, Sunaj TM, Tolkeen TM, Triax TM, Wellington Industries TM, Wilk's Laser Technologies TM, Xiticix TM, and Zaayr TM are trademarks owned by Kevin Siembieda and Palladium Books Inc. ]
[ Beyond the Supernatural®, Heroes Unlimited®, Nightbane®, Ninjas & Superspies®, Palladium Fantasy®, and Rifts® are registered trademarks owned by Kevin Siembieda and Palladium Books Inc. ]
Writeup by Kitsune (E-Mail Kitsune).
Copyright © 2007, Kitsune. All rights reserved.