Morgana Le Fey class Cruiser (U.W.W.):


The Fleets of the Warlock Navies have huge number of Dwarven Iron Ships but these ships are getting old and there is a pressing need for the U.W.W. Navy to either completely reconstruct the ships or to replace them with newly constructed cruisers. One of the problems with the Iron Ships is that to refit one of them would cost almost as much as building a more capable and modern cruiser. For this reason, refitting the ships was never seriously considered although a few individual owners have refitted their ships. Several cruiser design plans were brought forward for consideration for the U.W.W. Navies new cruiser. One of the design was based on a smaller version of the Black Swan class Battlecruiser. It was later modified to take advantage of some of the newer equipment fitted into the Fire Drake Battlecruiser. After consideration, all other plans were eliminated for various reasons and this design was the one to be selected for the replacement of the Dwarven Iron Ship. Each ship only costs a fraction of what a Dwarven Iron Ship costs and costs only a little more than a pure technological cruiser. Like most U.W.W. designs, the cruiser is a mixture of standard technology and techno-wizardry. The class is slightly larger than a Dwarven Iron Ship but is actually a little bit shorter. The ship is still in the size category of a standard cruisers and not a heavy cruiser. The first ship of the class is the Morgana Le Fey and ships of the class are named after famous Sorcerers and Sorceresses of either historical significance or important members of the U.W.W. So far only a very small number have been constructed but the eventual plan is to replace all Dwarven Iron Ships over the next forty or so years. It is unknown whether these ships will be sold to either independent fleets within the U.W.W. or to outside interests although it is likely that a bunch of Dwarven Iron Ships will be sold.


The ship is pretty capable although in a straight fight the ship could run into problems engaging ships of equal mass and size that are pure technology. This is especially true with the most advanced star nations such as the Consortium of Civilized Worlds. The ship is not without its advantages. The ship carries more fighters than virtually any cruiser of its size and both types of the bottle demon missile launchers are greatly feared.


In appearance, the Morgana le Fay class has elements of a pre-rifts naval ship in its appearance and has two turrets in front of the ship superstructure and one behind the superstructure. The superstructure is large and distinct but the bow of the ship is almost the reverse of modern navy ship bows with the front tapering up instead of downwards. The ship has a Rift Projector Cannon near the bottom of the main hull form but unlike previous ship class, the weapon has a cap to protect it when not in use. Underneath the ships hull, four cruise missile launchers are carried and near the rear of the ship, behind the rear main turret, are the hanger bays. The hull is smooth and welded instead of crude appearing riveted plates. Several captains have had eyes and shark mouths painted on the bow of the ship.


The hull of constructed from advanced alloys instead of enchanted metal plates that are riveted together. It is believed that the alloy formula was purchased from Bushido Industries. The armor is a lot less expensive than the design on the Iron ship which reduces both the cost of construction of each ship and the cost of repairs. The magical plates carried on Dwarven Iron Ships are hideously expensive and large amounts of the U.W.W. Navy budget were just spent on maintaining the older cruisers. Sublight Propulsion on the ship is the standard contra-grav systems favored by most technologic cultures although the ship uses a U.W.W. Rift drive for FTL travel. The ship carries magical shield similar to Dwarven Iron ships but the system generators are slightly smaller. In the nose of the ship is a Rifts Projector Cannon. Along the sides of the ships hull are two heavy flame cannons. The ship has a total of six laser cannon mounted in pairs in three turrets. Each has a greater rate of fire than those carries by CAF ships but inflict less damage. The ship also carries four cruise missile launchers of similar design to the one that is carried on older Wolfen Hunter class destroyer. They have been fitted to carry a super bottle demon type missile. The ship also carries four standard bottle demon launchers. One place where the ships design excels is its vastly improved point defense. 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.


The ships carry the same number of fighters as a Dwarven Iron Ship but the Naruni fighters have been replaced by the Katana manufactured by Bushido Industries inside of the Consortium of Civilized Worlds. The fighter carry better ordinance loads and are faster. The ship has a slightly larger crew than a Dwarven Iron Ship and has a larger number of troops onboard as well. Even so, most of the ships equipment is smaller, allowing for more comfort and less cramped quarters. The older Dwarven Iron Ships have a reputation for being cramped and unsanitary which have both been addressed in the Morgana ley Fey class Cruiser. As a result crew moral has been better for the newer class.


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


Model Type: UW-CL82
Class: Space Cruiser (techno-wizard)
Crew: 285, including a magic team of 22 techno-wizards (levels 2-6).
Troop Capacity: 100 Marines (Typically 50 stay on board for ship defense), 50 fighter pilots, 50 Warlock Combat Armor pilots, and can carry up to 20 passengers in addition.


Vehicles:
Power Armors & Robots:

20W-1 Warlock Combat Armors
30W-F1 Flying Warlock Combat Armors
Fighter Compliment:
36WF-F15 Shadow Bolt Strike Ship
12BIF-67 Katana fighter ship with FTL boosters


M.D.C. by Location:

Rift Projector Cannon (1, in front):2,000
Flame Cannons (2, one on each side)1,000 each
Medium Laser Cannon Turrets (3, 2 Forward & 1 Aft):1,000 each
Medium Laser Cannon Barrels (6):500 each
Mini-Death Cloud Cannons (2):200 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:55,000
Hangar Bay:5,000
[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 ship is -3 to dodge and all weapon systems will be at local control. Weapon hits near the bridge 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 0.95 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: 100 feet (30.5 meters) main body; 180 feet (54.9 meters) from the bottom of the main body to the top of the bridge.
Width: 140 feet (42.7 meters) for main hull and 380 feet (115.8 meters) including wing structures
Length: 720 feet (219.5 meters)
Weight / Mass: 185,000 tons (167,800 metric tons)
Power System: Combination Fusion & Techno-wizardry with 20 year life span. The Cruiser also has a P.P.E. generator that produces 6,000 P.P.E. per hour / 25 P.P.E. per melee round (Activating the Rifts Jump Drive costs 8,000 P.P.E.) and can hold up to 20,000 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 12,000 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 take up by extra ammunition, armor, troops, weapons, engine, and other equipment.
Market Cost: The Cruiser costs 5.4 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. Rifts Projector Cannon: In the nose of the ship is large opening which is the main barrel of the cannon. When not in use, the cannon has a cover to protect it from combat or debris. The cannon creates a huge rift in front of the cannon that has a variable effect. This weapon can become a danger to the ship if it fails. The cannon has a 0.5% cumulative chance of failure (i.e., becomes 1% after two shots, 2% after four, and so on) if fired multiple times within a twenty four hour period. This cannon has penalties to strike small targets. For more information on the Rifts Projector Cannon, refer to page 155 of Dimension Book 2: Phase World (Except ranges are 1,000 times range in book in space)
    Mega-Damage: Roll on table in Dimension Book 2: Phase World on page 156.
    Maximum Effective Range: 50,000 miles (80,000 km) in space and 50 miles (80 km) in an atmosphere.
    Rate of Fire: Can fire once per minute (4 melee rounds/ 60 seconds).
    Payload: Requires 1,000 P.P.E. each time fired.
  2. 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.
  3. 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 two turrets forward, one turret aft of the ship, and can fire three turrets to the side of the ship. The ship will often engage attacking with the sides to increase the ships firepower. These are a modern weapon system that are powered by the ships 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. Weapon has standard penalties to hit fighters and small targets for a 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.
  4. Mini Death Cloud Cannons (2): These cannons are mounted with one on each side of the ships 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 ships P.P.E. generator.
  5. 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.
  6. 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.
  7. 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. Missile has 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, 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 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 missile are only launched at the rate of one at a time per launcher, the ships computer has special software that allows all the missile 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 missile and by setting some for delayed activation and target must be a least 30 seconds away. Missile are then considered to 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 missile, 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
    Payload: Conventional Cruise Missiles: 50 cruise missiles per launcher for a total of 200 cruise missiles. Bottled Demon Missiles: 5 demon missiles per launcher for a total of 20 demon missiles
  8. 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 missile, 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.
    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.)
    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.
    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.
  9. 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 © 1999 & 2000, Kitsune. All rights reserved.



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