Mandrake class Light Cruiser (U.W.W.):


"I once had the privilege of doing a tour on one of the Warlocks' orbital shipyards...part of a technology exchange, teaching the locals about the vacuum-form non-metallic polymer binding process they were licensing from us...and I got along well enough with my hosts that I got familiar with how they do things...


It's pretty much the same as any shipyard you'd see in the CCW...technology may be a little cruder, but it's compensated for by magic....specially modified golems do most of the gross structural fitting for instance, which means that laying the 'cold' keel and main structural members takes a lot less time, especially on an established design...they can just position the golems on the dockyard frame like a giant jig fixture, and let them work


Overtime....Teekay moves parts around better than an expensive remote waldo or workpod, and Saint Elmo's Arc is alot safer than a fluorine torch for cutting and shaping...And there are dreamcatchers and spirit wards all over the place....confused the hell out of me at first, especially since I was looking for the jakes...


It's when they start laying the 'warm' sections---the magicked portions of the hull, that production speed takes a nosedive...


You hear the rumors every now and then of haunted starships in the CCW? Some highsteeler gets between two heavy plates on final fit, and gets killed...his soul to forever haunt the ship afterwards?....Or maybe the mad designer cursing her own ship because it wasn't to HER specs?...Yeah, that sort of thing...Well, the Warlocks take that stuff SERIOUSLY, and for good reason...See, a Warlock ship, with all of its magicked systems and P.P.E. generators is a big open glowing buffet waiting for any malign entity to take up residence...Or some bad karma in the initial construction spells, sends bad vibes throughout the whole ship...A jinx is a really BAD thing ...Every time I even brought up the subject, my colleagues would begin making warding signs...


So from day one, the ship’s construction is constantly being feng-shui'ed for alignment with the planetary leylines, local stellar patterns, and celestial events...They got computers tracking this stuff, believe me!.... Sometimes they gotta re-orient the whole shipyards just to get back in a more favorable alignment...hence all


the big thruster mounts you see on their stations...And once the TW systems start going in, work gets interrupted by periodical sweeps for malign aberrations in the local aura fields...mandatory psych-counseling for anyone with a magic or psionic rating every three days...Worse than random drug testing, and if you fail, you get pulled from the line...no exceptions...until you prove clean of bad thoughts, ill intentions, drugs, booze, or demon-dust...


And when a dockworker over on a Mandrake slip got himself killed through an accident with a rivet gun, put one through his faceplate, work just STOPPED on the ship for nearly four days while the authorities checked the bolter for bad juju, and they shipped in a team of elite mages to exorcise the ship several times....since this guy got killed near the main engine generator...'hot magic' zone....The whole cockup was a bonehead fumble accident and


everything checked out clean, but the Warlocks were taking NO chances...


So when I hear about haunted starships, I figure it's either some slipshod job or one of ours...because I can't see that sort of thing happening to the Warlocks I was among....These guys were INTENSE about it all...Oh yeah, you can call it superstition and mumbo-jumbo, but these guys are both proud and professional about it...and if that makes for a better ship in the end, well, who am I to laugh?"


----Villar T'gellan, materials engineer, LocStar Aeronautics Systems



The United Worlds Warlock is attempting to replace their older cruisers with Morgana Le Fey class cruisers. The problem is that the vessels are expensive so a lower cost alternative to supplement the larger cruiser was suggested. A lighter cruiser design could do many of the patrol missions of the heavier Morgana class yet be less expensive and need a smaller crew. As well, it was considered that a light cruiser could also operate as a destroyer leader. Various designs were considered but finally a design similar to the Morgana Le Fey class was selected. As many features as possible were retained although significant reduction were made to the vessel. Like the Mandrake's larger cousin, the light cruiser is a mixture of conventional technology and magic. So far only two Mandrake class light cruisers are completed but a much larger number are under construction. While no vessels have been made available to independent fleets within the U.W.W., it is likely that the vessel will be sold when target numbers for the main Navy fleet are reached.


In general combat ability, the Mandrake is fairly close in capabilities to the ship’s larger cousin but there are several key changes in the design. The first is that the Rift Cannon is deleted from the design. This weapon requires a vast amount of space in the vessel and its effects are rather unpredictable. The weapon system can actually at times do beneficial effects to what is targeted by it. As well, the weapon can become unstable if used too often. Another key modification is the reduction in number of fighters carried. When compared to classes from other Star Nations, the Mandrake rates well although without techno-wizard modifications would probably rate slightly lower than most advanced starship classes it is compared to. The vessel retained the more feared bottle demon missile launchers so most vessels do not like engaging it.


The vessel is similar in appearance to the Morgana le Fey and has a similar appearance to Pre-Rifts Naval vessels. Like the Morgana class, the hull tapers upwards like some French cruisers around the turn of the Twentieth Century. Like many crews of the Morgana class, many crews have painted eyes and teeth in front of the vessel. The vessel has three turrets in front of the ship’s superstructure. The ship has a double level superstructure which the ship’s hangers are on either side. The vessel is a little shorter than the heavy Warlock cruiser. Visible to either side are the ship’s flame cannons. They are mounted above the ships hangers. In many ways, the mounts look more like giant missiles than cannon mounts. Below the main hull are four cruiser missile launchers.


Like the vessels larger cousin, the Mandrake takes advantage of modern designs and uses the advanced alloys as the Morgana Le Fey. The advanced alloys have been found to be less expensive then enchanted iron plates. While normal space drives are Contra-Grav like those carried by most of major powers, the ship retains a Rift Drive for Faster than Light travel. The shield generator is identical to the generator carried on the Morgana class.


Like the larger cruiser, the Mandrake main firepower is the two heavy flame cannons along the side of the hull.


While each of the six laser cannons mounted in front of the superstructure have a greater rate of fire than those carried by CAF ships, they inflict less damage. The cruise missile launchers are of a similar design to the one that is carried on the far older Wolfen Hunter class destroyer. These have been fitted to be able to use the super bottle demon type missile which has been introduced on several other classes. The ship also carries four standard bottle demon launchers. Point defense is the same as the Morgana class cruiser. The ship carries for point defense a total of two mini-death cloud cannons with one on either side of the superstructure, six sub particle acceleration cannon mounts along the hull, and six twin telekinetic machine-gun mounts. Unfortunately, the ship was too small to mount a shockwave defense system.


As listed previously, the class has a reduced number of fighters compared to the Morgana Le Fey class. Where the Morgana carries five squadrons of fighters, the Mandrake carries only eighteen fighters. The ship carries one squadron of Shadow Bolt fighters and a half a squadron of Bushido Industries' Katana fighters with faster than light boosters. One of the main roles planned for the Katana fighters is for long range scouting. The Katana has been found to be superior to the Naruni fighters and the Katana will likely be carried in all new starship classes and be back fitted to older vessels.


While the vessel's crew is reduced from that of the Morgana Le Fey, the ship is smaller and carries more equipment for its size. As a result, the Mandrake is far more cramped although it is no where near as bad as the old Dwarven Iron Ships were. All life support system are modern and the crew is still comfortably housed onboard. In addition to reducing the amount of crew, the number of troops is drastically reduced and are considered for shipboard defense only.


This starship design uses modified starship speed and ranges. See Revised Starship Rules for Phase World for more details.


Model Type: UW-CL105
Class: Space Cruiser (techno-wizard)
Crew: 164, including a magic team of 15 techno-wizards (levels 2-6).
Troop Capacity: 20 Marines (Shipboard Defense), 50 fighter pilots, 20 Warlock Combat Armor pilots, and can carry up to 10 passengers in addition.


Vehicles:
Power Armors & Robots:

8W-1 Warlock Combat Armors
12W-F1 Flying Warlock Combat Armors
Fighter Compliment:
12WF-F15 Shadow Bolt Strike Ship
6BIF-67 Katana fighter ship with FTL boosters


M.D.C. by Location:

Flame Cannons (2, one on each side)1,000 each
Mini-Death Cloud Cannons (2):200 each
Medium Laser Cannon Turrets (3, Forward):1,000 each
Medium Laser Cannon Barrels (6):500 each
Cruise Missile Launchers (4, Bottom):1,000 each
Bottled Demon Missile Batteries (4):600 each
Sub Particle Acceleration Cannons (6):100 each
Twin Telekinetic Machine Gun Turrets (6):140 each
[1] Main Bridge:12,500
[1] Auxiliary Bridge:12,500
[2] Main Body:45,000
Hangar Bays (2, Sides):2,000 each
[3] Magical “Armor of Ithan” Force Field:10,000


Notes:
[1] In reality this is how much damage needs to be done for a weapon to hit the bridge through the ship’s armor. This ship also has an auxiliary bridge. Even if both bridges are taken out, the ship can still be piloted from engineering but the ship is -3 to dodge and all weapon systems will be at local control. Weapon hits near the bridges that do not penetrate the ships integrity can injure crew members on or near the bridge.
[2] Depleting the M.D.C. of the main body will put the cruiser out of commission. All internal systems will shut down, including life support and internal gravity. The ship itself will be an unsalvageable floating wreck.
[3] This is not a variable force field, but a magical shield that must be completely depleted. Once the shield has been knocked down, it will cost 1000 P.P.E. and require one minute ( 4 melees) of spellcasting to restore the force field.


Speed:
Driving on the ground: Not Possible.
Water Surface: 60 knots (111.3 km/69.6 mph)
Underwater: 40 knots (73.6 km/46 mph)
Sublight: Has a special sublight engine that allows the ship to travel up to 60 percent of the speed of light. Star Ship can accelerate/decelerate at the rate of 1.0 percent of light per melee.
Atmospheric Propulsion: Maximum speed is 200 mph (321.9 kph), can enter an atmosphere and can leave but is not designed for atmospheric flight
Star Drive: Rift Jump Drive; maximum safe jump distance of 20 light years every four hours (Jump costs 4,000 P.P.E. per activation.)
Maximum Effective Range: Life support will keep crew alive for up to ten years, as long as the P.P.E. generators are kept in working order.


Statistical Data:
Height: 95 feet (28.9 meters) main body; 265 feet (80.7 meters) including wing structures.
Width: 130 feet (39.6 meters)
Length: 640 feet (195.1 meters)
Weight / Mass: 125,000 tons (113,400 metric tons)
Power System: Combination Fusion & Techno-wizardry with 20 year life span. The Cruiser also has a P.P.E. generator that produces 4,000 P.P.E. per hour / 16.6 P.P.E. per melee round (Activating the Rifts Jump Drive costs 4,000 P.P.E.) and can hold up to 16,000 P.P.E. in storage. This P.P.E. can be used to power the Rifts Jump Drive or can be used to power spells cast by the Cruiser crew.
Cargo: Cargo holds can hold up to 4,000 tons of additional material. 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 extra ammunition, armor, troops, weapons, engine, and other equipment.
Market Cost: The Cruiser costs 4.2 billion credits to construct. The ship is not for sale outside the U.W.W. Armed Forces (The ship is presently not even be sold to U.W.W. member worlds.)


Weapon Systems:

  1. 16 Inch Flame Cannons (2 Cannons Total): The heavy battery of cannons gives the ship a very powerful punch and are mounted on the sides of the ship. Each mount can rotate 360 degrees up or down and has a 60 degree arc of fire to the sides of the ship that the weapon is mounted on. The cannons fires giant fireballs which can travel enormous distances. The cannons fire control is not designed to lock onto any targets smaller than frigates but the cannons can be used to bombard planets as well.
    Maximum Effective Range: 20,000 miles (32,200 km) in space and 20 miles (32.2 km) in an atmosphere.
    Mega Damage: 1D4x1000 M.D.C. each cannon
    Rate of Fire: Maximum of two (2) times per melee per cannon (A total of 4 blasts).
    Payload: Needs 1000 P.P.E. per day to function.
  2. Six (6) 5 inch Laser Cannons mounted in Double Turrets: Each turret can rotate 360 degrees and has a 60 degree arc of fire upwards and 15 degree arc of fire downwards. All the cannons in a turret can be fires as one or each barrel can be fired separately. The ship can fire a total of three turrets forward. The ship will often engage attacking with the sides to increase the ship’s firepower. These are modern weapon systems that are powered by the ship’s reactor. The cannons are not quite as powerful as the cannons on the CAF classes but have a higher rate of fire which makes up much of the difference. Weapons have standard penalties to hit fighters and small targets for large starship weaponry.
    Maximum Effective Range: 16,000 miles (25,000 km) in space and 16 miles (25 km) in an atmosphere.
    Mega Damage: 1D6x100 M.D.C. each or both cannons in a turret can be combined for a total of 2D6x100.
    Rate of Fire: Equal to the combined hand to hand attacks of the gunner (usually 4 or 5).
    Payload: Effectively Unlimited.
  3. Mini Death Cloud Cannons (2): These cannons are mounted with one on each side of the ship’s superstructure. This weapon is very similar to the cannon that is mounted on the Arcane patrol ship. The weapon release a massive amount of water that quickly freezes. While the ice is not a solid barrier, the particle density of the ice is great enough to eliminate missiles and inflict large amounts of damage to larger targets. Each weapon releases about 1/4 of the ice that the weapon mounted on the Arcane patrol ship does. The weapon can also be used to block heavy plasma weapons and can be used to hide a ship on sensors systems. The "wall" of ice has a virtually indefinite duration in space but does drift at the heading and speed of the ship launching the "wall" of ice. If used in an atmosphere, the weapon has only a momentary duration and reduced effects. The weapon system is useless underwater. The cloud of ice is -6 to dodge normally with the penalties for large ships used as well.
    Maximum Effective Range: can be accurately targeted up to 1,000 miles (1,600 km) with a diameter of 25,000 feet (15,200 meters) when used in space and 10 miles (16 km) with a diameter of 250 feet (152 meters) when used in an atmosphere.
    Mega-Damage: A ship or missile 1D6 x speed of target in percentage of light. For example, a ship traveling at 10% of the speed of light would have 1D6x10 inflicted on them. Larger ships will have greater damage inflicted on them. Destroyer sized ships (greater than 1000 tons but less than 40,000 tons) have damage multiplied by 5, Light Cruiser sized ships (greater than 40,000 tons but less than 100,000 tons) have damage multiplied by 10, Heavy cruiser sized ships (Greater than 100,000 but less 1 million tons) have damage multiplied by 20, and the truly huge ships like heavy cargo ships and battleships (1 million tons and greater) have damage multiplied by 100. Most missiles are automatically destroyed by the cloud of ice. If used in an atmosphere, the weapon will automatically knock missiles off course and anyone flying through the cloud of water will need to make a piloting roll at -6. Optional: The speed of the ship launching the cloud may also be calculated but it is math intensive due to the fact that direction of travel and vectors will also effect the damage of the weapon.
    Rate of Fire: Twice per melee per mini-death cloud cannon.
    Payload: Each weapon may be activated 20 times per twenty four hour period. Further activations require 100 P.P.E. from either onboard magicians or drawing on the ship’s P.P.E. generator.
  4. Sub Particle Acceleration Cannons (6) in Single Mounts: Mounted on top of the ship along the sides of the ships hull in turrets. Cannons turrets can fire at up to a 90 degree angle up or down and can rotate up to 180 degrees side to side. The gun does not have penalties to strike small targets. Uses the spell of the same name from page 143 of Federation of Magic. The spells must be renewed every two months (costs 400 P.P.E. and 20,000 credits per Cannon) but during that period the weapon can fire unlimited blasts
    Maximum Effective Range: 200 miles (320 km) in space. 2 miles (3.2 km) in an atmosphere.
    Mega Damage: 1D6x10+10 per cannon.
    Rate of Fire: Equal to the combined hand to hand attacks of the gunner (usually 4 or 5).
    Payload: Unlimited, although the spells must be renewed every two months whether the cannons have been used or not.
  5. Twin Telekinetic Machine Gun Turrets (6): These cannons are identical to those mounted in the Shadow Bolt Starfighter but are in twin mounts. Mounted on the sides of the ship in turrets. Cannons turrets can fire at up to a 90 degree angle up or down and can rotate up to 180 degrees side to side. The gun does not have penalties to strike small targets. Because the cannons do damage by impact, they do full damage to targets that are using the spell impervious to energy. The spells must be renewed every two months (costs 400 P.P.E. and 20,000 credits per cannon) but during the period the weapon can fire unlimited blasts.
    Maximum Effective Range: 200 miles (320 km) in space and 2 miles (3.2 km) in an atmosphere.
    Mega Damage: 12D6 per burst for both cannons in a turret.
    Rate of Fire: Equal to the combined hand to hand attacks of the gunner (usually 4 or 5).
    Payload: Unlimited, although the spells must be renewed every two months whether the cannons have been used or not.
  6. Four (4) Cruise Missile Launchers: The ship has four cruise missile tubes under the ship. The launchers are copied from those carried on a Hunter class destroyer. Missiles have a top speed of Mach 25 in an atmosphere and in space has an acceleration of 10% of light per turn (far faster than any starship.) Whether weapons can be shot down is calculated from the speed of target, launcher, and missile. When drive goes dead, the missile will continue to travel in a straight line unless set to self destruct but has very low odds of hitting star ships (Great for hitting bases and planets because the target does not move and missile when dead at -25% to detect.) Cruise missiles have minuses to hit small targets but are all considered smart missiles. While missiles are only launched at the rate of one at a time per launcher, the ship’s computer has special software that allows all the missiles to hit a target at the same time for the purpose to make point defense of a target is more easily overwhelmed. This is done by slowing down the acceleration of missiles and by setting some for delayed activation and target must be a least 30 seconds away. Missiles are then considered too only have an acceleration of 5% of light for the first turn. These launchers can also be combined with pepper box launchers. Batteries can launch on multiple targets each at the same time
    The launcher can also fire a special larger version of the bottle demon missiles although for safety purposes, only a few are normally carried on board. It has been said by many people that an escaped demon is worse than a matter/anti-matter explosion. They can be launched at the same rate as conventional cruise missiles, can use the same programming, and although slightly smaller than a standard cruise missile they are fitted into a collar that allows them to be used in the standard launchers. The missiles accelerate at the same rate as conventional cruise missiles. Missiles are super smart and have +4 to strike and +5 to dodge. Unlike normal missiles, the bottled demon does not explode and keeps striking at its target over and over. If the target is destroyed or vanishes, the missile disappears. The missiles are literally powerful demons summoned and bottled into a missile and are an aggressive and intelligent guidance system. The evil demons will continue to chase its target until destroyed (120 M.D.C. to the missile.) Optional: Because the super bottle demon missiles use a more powerful demon and the missiles are still experimental, there is a 5% chance that the missile will turn on the ship launching it.
    Maximum Effective Range: Conventional Cruise Missiles: Missile range is 8,000 miles (12,875 km) in an atmosphere and 4,000,000 miles (6,437,376 km/ 21.5 light seconds) in space. Bottled Demon Missiles: Effectively Unlimited! Once fired, the demon controlled and powered missile will fly and pursue the designated target until its target or the missile is destroyed (or the target vanished from sight, jumps away, or gets away by another means)
    Mega-Damage & Properties: Conventional Cruise Missiles: See revised Phase World missile tables for details (Anti-Matter multi-warheads inflict 5D6x100 M.D.C. each.) Bottled Demon Missiles: 6D6x100 of magical energy every time the missile strikes (3% chance of releasing the demon every time it hits.)
    Rate of Fire:One cruise missile per melee attack (special software allows 4 to 8 missile to be launched as one volley depending on gunners hand to hand attacks) per launcher. This allows total volleys of 16 to 32 cruise missiles to be launched in one melee round.
    Payload: Conventional Cruise Missiles: 40 cruise missiles per launcher for a total of 160 cruise missiles. Bottled Demon Missiles: 5 demon missiles per launcher for a total of 20 demon missiles
  7. Bottled Demon Missile Batteries (4): On each side of the hull the Cruiser has two bottle demon missile batteries. The missiles are literally demons summoned and bottled into a missile and are an aggressive and intelligent guidance system. The evil demons will continue to chase its target until destroyed (50 M.D.C. to the missile.) Bottled demons are slightly larger than mini-missiles and require special launchers. Missile has a top speed of Mach 10 in an atmosphere and in space has an acceleration of 2% of light per turn (slightly faster than any starship except if it is exceeding it maximum safe acceleration). Missiles are super smart and have +4 to strike and +5 to dodge. Unlike normal missiles, the bottled demon does not explode and keeps striking at its target over and over. If the target is destroyed or vanishes, the missile disappears. Batteries can launch on multiple targets each. The launchers have been modified so they can fire standard mini-missiles. This is done mainly by fitting the mini-missiles with a special sleeve that allows them to be fired from the launcher. This allows the launchers to be used for point defense and targets not worth a bottled demon. Batteries can launch on multiple targets each at the same time.
    Maximum Effective Range: Bottled Demon Missiles: Effectively Unlimited! Once fired, the demon controlled and powered missile will fly and pursue the designated target until its target or the missile is destroyed (or the target vanished from sight, jumps away, or gets away by another means) Conventional Mini-Missiles: Missile range is 2 miles (3.2 km) in an atmosphere and 100 miles (161 km) in space.
    Mega-Damage: Bottled Demon Missiles: 3D4x10 M.D. of magical energy every time the missile strikes (3% chance of releasing the demon every time it hits.) Conventional Mini-Missiles: Varies with mini-missile type (See revised Phase World missile tables for details.)
    Rate of Fire: Can fire missiles one at a time or in volleys of two (2), three (3), four (4), or eight (8) per battery.
    Payload: Bottled Demon Missiles: 32 per battery for a total of 128 bottled demon missiles. Conventional Mini-Missiles: 64 per battery for a total of 256 mini-missiles.
  8. Techno-Wizard Modifications: The Morgana class Cruiser 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:
      Shadow Meld (10th Level) - 80 P.P.E. or 160 I.S.P.
      Impervious to Energy (10th Level) - 160 P.P.E. or 320 I.S.P.
      Invisibility-Superior (10th Level) - 160 P.P.E. or 320 I.S.P.



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Image created and copyrighted by Kevin S. Wiliams (kevin@omcp.com) .

More Kevin S. Wiliams artwork at His Starship Gallery.


Writeup by Kitsune (E-Mail Kitsune).


Copyright © 2001, Kitsune. All rights reserved.



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