Sphinx modified Gryphon class Monitor (U.W.W.):


Many classes in the United Worlds Warlock are reaching the end of their service lives without upgrades. Many Fleet Officers would prefer to replace all of the ships with new designs but it is simply a case where the budget does not allow for the replacement of all classes. In general, smaller ships are considered more important to replace than the larger ships. The main vessel in service which is planned for replacement is the Dwarven Iron Ships but it will take at least several decades to replace.


Instead of replacement, upgrades are planned for several older classes. The Gryphon class Monitor are operated in large number for defense of important systems. They were less expensive to build than Ultima class system defense platforms and could be constructed much more rapidly. Because they do not mount any faster than light drives, they can carry much heavier weaponry than a small battlecruiser of a similar size. Many hundreds of the ships are still in service and a major upgrade is planned for most of the remaining ships. The upgrades on these ships are similar to that planned for several other older classes including the Ultima and Black Swan classes. The upgraded version class is known as the Sphinx class Monitor.


The original Gryphon class monitor are built using enchanted armor plate similar to the Dwarven Iron Ship and were extremely expensive. When the ships were upgraded, the ships have added armor which is made from high strength composites and alloys. This increases the ability of the ship’s ability to withstand damage and are far easier to replace. Standard magical shields from the Gryphon class are retained on the Sphinx as well as the system engines. The electronic suites of these ships are greatly upgraded with more modern sensor arrays although the designs still lag behind the best carried on Consortium designs.


Weaponry is an important part of the ship’s upgrades with the main weaponry greatly augmented. The triple barrel sixteen inch flame cannons and the twin five in laser cannons remain the ship’s main battery. As well, the point defense mounts are retained for self defense. To augment these defense mounts, four mini-death cloud cannons are mounted. Like most United Worlds Warlock upgraded ships, a group of six cruise missile launchers are mounted around the Rift Cannon and fire directly forward. There are special bottle demon missiles, much larger than the standard bottle demon missiles, which can be fired from the launchers but are rarely carried due to the danger the missiles pose. Special software is mounted to allow larger combined missile volleys to be fired. The standard bottle demon missile launchers are also retained but are modified so that they can fire standard mini-missiles as well. The Sphinx class is one of the smallest ship classes which carry a shockwave defense system


In many cases, these ships were designed for boarding operations. As such, they carry a relatively large marine compliment. This includes a heavy power armor compliment but no larger vehicles such as tanks. The ship also carries a large fighter compliment equal to that of some light carriers. The Shadow Bolt fighters have been retained although there is consideration being given to upgrading the fighters. As well, a small number of Black Widow heavy fighters are carried. These allow for long range scouting. The Naruni fighters are generally considered unsatisfactory and are being replaced by Bushido Industries' Katana fighters. These generally carry faster than light drives to supplement the Black Widow heavy fighters in the long range scouting rolls.


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


Model Type: UW-SM-22 (FRAM1)
Class: Space; Monitor (techno-wizard)
Crew: 475, including a magic team of 40 techno-wizards (levels 2-6).
Troop Capacity: 100 Marines (Typically 50 stay on board for ship defense), 175 fighter pilots, 200 Warlock Combat Armor pilots, and can carry up to 20 passengers in addition.


Vehicles:
Power Armors & Robots:

120W-1 Warlock Combat Armors
80W-F1 Flying Warlock Combat Armors
Fighter Compliment:
96WF-F15 Shadow Bolt Strike Ship
24BIF-67 Katana fighter ship with FTL boosters
6WF-P60S Black Widow II Heavy Starfighters


M.D.C. by Location:

Rift Projector Cannon (1, in front):2,500
Flame Cannon Barrels (6):900 each
Flame Cannon Turrets (2):2,000 each
Medium Laser Cannons (8)800 each
Mini-Death Cloud Cannons (4):200 each
Cruise Missile Launchers (6, front):1,000 each
Bottled Demon Missile Batteries (4):600 each
Sub Particle Acceleration Cannons (8):100 each
Twin Telekinetic Machine Gun Turrets (6):140 each
[1] Main Bridge:20,000
[1] Auxiliary Bridge:20,000
[2] Main Body:100,000
Hangar Bay (2):10,000 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 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 Monitor 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: 35 knots (64.8 kph / 40.3 mph)
Underwater: 25 knots (46.3 kph / 28.8 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 0.6 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
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: 240 feet (73.2 meters)
Width: 280 feet (85.3 meters)
Length: 1250 feet (381 meters)
Weight / Mass: 1.8 million tons (1.63 million metric tons)
Power System: Combination Fusion & Techno-wizardry with 20 year life span. The Monitor also has a P.P.E. generator that produces 6,000 P.P.E. per hour / 25 P.P.E. per melee and can hold up to 20,000 P.P.E. in storage. This P.P.E. can be used to power spells cast by the Monitor's crew.
Cargo: Cargo holds can hold up to 20,000 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 Gryphon class Monitor originally cost 42 billion to construct. Upgrading the design costs around 4 billion credits. Most Gryphon class Monitors are still in United World Warlock although there is a small number which have been transferred to system defense forces. If sold, would likely sell for around twice construction costs.


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)
    Maximum Effective Range: 50,000 miles (80,000 km) in space and 50 miles (80 km) in an atmosphere.
    Mega-Damage: Roll on table in Dimension Book 2: Phase World on page 156.
    Rate of Fire: Can fire once per minute (4 melee rounds/ 60 seconds).
    Payload: Requires 1,000 P.P.E. each time fired.
  2. Two Triple Barrel Turrets with 16 Inch Flame Cannons (6 Cannons Total): While the cannons are virtually identical to those on the Dwarven Iron ship, the heavy battery of cannons gives the ship a very powerful punch. Each top turret can rotate 270 degrees and has a 60 degree arc of fire upwards and 15 degree arc of fire downwards. The bottom turret can rotate 360 degrees and has a 15 degree arc of fire upwards and 60 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 three turrets forward, two turret aft of the ship, and can fire four turrets to the side of the ship. The ship will often engage attacking with the sides to increase the ships firepower. The cannons fires giant fireballs which can travel enormous distances. The cannons fire control is not designed to lock onto 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 and all three cannons in a turret can be combined for a total of 3D4x1000.
    Rate of Fire: Maximum of two (2) times per melee per cannon (A total of 12 individual blasts or 4 triple blasts).
    Payload: Needs 1000 P.P.E. per day to function.
  3. Four (4) 5 inch Double Mount Laser Cannons (8 cannons Total): On some versions of the ship class, the guns are in double mounts in Casemates. Weapons in casemate mounts have a 150 degree rotation and a 60 degree arc of fire. Other vessels of the class have the lasers in two turrets on each side of the deck. Top mounts mount can rotate 360 degrees and have a 80 degree arc of fire up and a 45 degree arc of fire down. In any case, 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. Weapon has standard penalties to hit fighters and small targets for a large starship weaponry. The weapon system cannot be used to engage targets while traveling at faster than light velocities.
    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 (4): These cannons are mounted with two on each side of the ships superstructure. This weapon is very similar to that 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 (8) in Single Mounts: Mounted on top and bottom 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. Six (6) Cruise Missile Launchers: The ship has six cruise missile tubes with three on either side of the Rift Cannon. 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.
    While rarely carried, launcher can also fire a special larger version of the bottle demon missiles although for safety purposes, only a few would likely be 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). Bottled Demon missiles are not available outside the United World Warlock Navy but are listed incase they become available.
    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 24 to 48 cruise missiles to be launched in one melee
    Payload: Conventional Cruise Missiles: 50 cruise missiles per launcher for a total of 300 cruise missiles. While Bottle Demon Missiles are listed, they are rarely carried.
  8. Bottled Demon Missile Batteries (4): On each side of the hull the Monitor 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. Many ships do not carry bottle demon missiles and simply replace them with conventional mini-missiles. In those cases, increase conventional missile payload.
    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. If Bottle Demon missiles are not carried, increase mini-missiles to 96 per battery and to a total of 384 mini-missiles.
  9. Techno-Wizard Modifications: The "Sphinx" class Monitor 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 (6th Level) - 160 P.P.E. or 320 I.S.P.
      Impervious to Energy (6th level) 320 P.P.E. or 640 I.S.P.
      Invisibility-Superior (6th Level) 320 P.P.E. or 640 I.S.P.



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Writeup by Kitsune (E-Mail Kitsune).


Copyright © 2008, Kitsune. All rights reserved.



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