Werewolf class Destroyer (U.W.W.):

Standard Model:

The Arcane class Patrol Ship forms the backbone of the United Worlds Warlock light forces but it is not the only destroyer classed vessel operated within the magical space navy. One of the other classes is known as the “Werewolf” class destroyers.


These ships are a bit smaller than the Arcane class although the are considered by many to be better optimized for independent combat than the Arcane class although they are much older. These ships are contemporaries of the Dwarven Iron Ships with construction dates of the first of the class only about fifty years after the Dwarven Iron Ships were introduced.


Originally sixteen thousand of these destroyers were constructed with over two thousand having been destroyed over the years. Of the approximately fourteen thousand surviving destroyers, about eight hundred are operated outside of the United Worlds Warlock Navy. As such, they are far more common than the larger warship.


Appearance of these destroyers are refined compared to the original Dwarven Iron Ships and do not appear to be as crude as the cruisers are. They share with the Dwarven Iron Ship that their appearance is something like some kind of ancient naval vessel with the Werewolf. The destroyers look much like German World War One submarines with even what looks like a cable cutter in the front of the bow. The superstructure also appear much like that from an ancient submarine as well with various antennas which look like they could be periscopes. Otherwise, they bit larger and wider than the old submarines but are surprisingly small. They are approximately the same size as the Wolfen Hunter class destroyer.


In common with the Dwarven Iron Ships, these ships were constructed from enchanted iron plates instead of high tech alloys which are riveted together. Even so, as previously describe, they were engineered so that the appearance is not quite as crude. Over the years many of the damaged vessels had damaged iron plates replaced by modern composite and alloy plates. In common with many United Worlds Warlock military vessels, the ship is also protected by an “Armor of Ithan” force field.


These ships have gone through a number of upgrades over the years already. Initially these destroyers had crude magical engines which provided an acceleration of only a few dozen gravities. Later these were replaced by contra-grav propulsion system. Even so, the ships are considered a bit slow in modern terms. Unlike the original normal space engines, the original jump engines are retained, giving the ship a maximum jump range of twenty light years each time it is activated.


These ships have been armed with a number of different weapon systems over their service lives. Eventually the standard weapon layout became four forward firing bottle demon launchers and two rear firing bottle demon launchers. The launchers however are smaller than those mounted on the Dwarven iron Ship with each battery only designed to fire four missiles per launcher. These missiles launchers are supplemented by a pair of conventional five inch lasers mounted on the deck forward and aft of the superstructure which replaced less powerful enchanted weapon system.


After several destroyers were lost from missile attacks, it was decided to give these ships a measure of point defense. A total of eight point defense mounts were fitted with four sub-particle acceleration cannons and four telekinetic machine guns. Even so, many crews considered the point defense batteries to be inadequate to modern missile threats.


In common with most small ships, the destroyer is quite cramped. With regards to the crew, the ship’s standard compliment is usually only about twenty-six. This usually includes at least a pair of techno-wizards. In addition, the ship can embark up to a dozen marines fitted with Warlock powers armors. There is an extremely compact fighter bay aft of the superstructure where four Shadow Bolt fighters are usually embarked.


As with most larger United Worlds Warlock naval vessels, these destroyers do have a mystic energy generator to power the various enchantments on the vessel as well as for use by the destroyer’s crew. Many commander do have additional techno-wizard enchantments added with common spells being “Shadow Meld,” “Invisibility: Superior,” and “Impervious to Energy” being especially common.

Upgrade Model:

Even though almost as old as the Dwarven Iron Ship, the United Worlds Warlock navy has started a program to upgrade at least some of these vessels although many observers think it likely that some may be retired instead of being updated. The program appears to have been inspired by a number of independents making similar upgrades to their vessels.


The most visible of the upgrades is the mounting of two capital missile tubes on the sides of the bow in a fashion that look like giant torpedo tubes. The launchers are basically copies of the launchers mounted on the Hunter class destroyer with some of the ships operated by independents actually coming from wrecked vessels. It was quite an engineering feat to squeeze the tubes into the hull and as one might expect, the payload is limited. To improve the performance of the capital missile batteries, a similar fire control program to what has recently been developed for the Hunter class is also being used. A great gunnery crew may be able to get volleys off almost equal to that of a Berserker class attack vessel.


Those outside of United Worlds Warlock military service only have conventional capital missiles available, most often fusion warheads, but the Warlock navy has a new capital class bottled demon missile which is still considered partly experimental. It has not stopped the missile from being carried on some warships although crews are often nervous around the missile even more they were around the smaller bottle demon missile. There has been a lot of talk with missile crews about the noises the missiles make.


With regard to the regular bottle demon launchers, these have been modified so that they can fire conventional mini-missiles instead of bottle demon missiles. Standard mini-missiles are a little smaller so a special sleeve has to be fitted so that they can be fired. Even so, the conventional mini-missiles are considered far more effective in the point defense role. In addition, the ships are modified with greater magazine capacity for mini-missiles. A few Warlock navy commanders have elected to forgo carrying bottle demon missiles completely. Of course bottle demon missiles are virtually unknown outside of the United Worlds Warlock navy and some independent owners have actually replaced the launchers with more conventional launchers.


In order to reduce costs of upgrades, the original secondary battery of two medium lasers and the point defense battery of eight mounts is retained unaltered in vessels in Warlock naval service. However, a “Mini-Death Cloud” cannon is mounted on the superstructure on a modified platform. Opening up a portal to the elemental plane of water, it fires off a massive stream of water which almost instantly freezes in space. This is primarily used as point defense weapon but can be effective in the anti-fighter and anti-ship roles as well when properly used.


As another effort to reduce costs, the original contra-grav propulsion system was retained in most cases although some independent operators have refitted the ships with more powerful propulsion systems. In most ships it was decided to not replace the armor. However, it was decided to instead reinforce the existing armor with a band of high strength modern alloys and composites.


The destroyer retains the original “Armor of Ithan” force field generator. While not standard across vessels operated by independent forces, those destroyers operated by the United Worlds Warlock navy do have a number of standard techno-wizard enchantments. These are “Shadow Meld,” “Invisibility: Superior,” and “Impervious to Energy.” Of course a fair number of independent operators fit their ships with the same spells.


Ship design uses modified starship speeds and weapon ranges. See Revised Starship Rules for Phase World for more details.


Model Type:

UW-DD-24

Original Model.

 

UW-DD-24 (FRAM I)

Upgraded Model.

Vehicle Type: Light Destroyer (Techno-Wizard).

Crew: 26, including a magic team of 2 techno-wizards (levels 2-6.)

Troop Capacity: 12 marines and 4 fighter pilots.


Vehicles:

Power Armors & Robots:

 

8

W-1 Warlock Combat Armors.

 

4

W-F1 Flying Warlock Combat Armors.

Fighter Compliment:

 

4

WF-F15 Shadow Bolt Strike Ship.



M.D.C. By Location:

Standard:

Upgraded:

 

5 inch Medium Laser Cannon Turrets (2):

500 each.

600 each.

 

Magical “Mini-Death Cloud” Cannon:

None.

200.

 

Cruise Missile Launchers (2, Bow):

None.

1,000 each.

 

Bottled Demon Missile Batteries (6):

200 each.

250 each.

 

Sub Particle Acceleration Cannons (4):

100 each.

100 each.

 

Twin Telekinetic Machine Gun Turrets (4):

140 each.

140 each.

 

[1] Main Bridge:

500.

800.

 

[2] Main Body:

2,500.

3,000.

 

Hangar Bay Doors (2, Sides):

400 each.

500 each.

 

[3] Magical “Armor of Ithan” Force Field:

1,500.

1,500.


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 does not have an auxiliary bridge. Even if the destroyer’s bridge is destroyed, 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 destroyer 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 150 P.P.E. and require one minute (4 melee rounds) of spell casting to restore the force field. Magic, fire, lightning, and cold all inflict one-half damage.


Speed:

Driving on the ground: Not Possible.

Water Surface: 45 knots (83.4 kph/51.8 mph).

Underwater: 35 knots (64.9 kph/40.3 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 0.8 percent of light per melee. Original magical engines had a top acceleration of about 20 gravities.

Atmospheric Propulsion: Maximum speed is 200 mph (321.9 kph), can enter an atmosphere and can leave on contra-grav propulsion 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 2,000 P.P.E. per activation.)

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:  46 feet (14.0 meters) main body; 62 feet (18.9 meters) from the bottom of the main body to the top of the superstructure.

Width:   48 feet (14.6 meters).

Length:  420 feet (128 meters).

Weight / Mass: Original Model: 5,200 tons (4,717 metric tons) fully loaded. Upgraded Model: 5,600 tons (5,080 metric tons) fully loaded.

Power System: Combination Fusion & Techno-wizardry with 10 year life span. The destroyer also has a P.P.E. generator that produces 500 P.P.E. per hour / 2 P.P.E. per melee round (Activating the Rifts Jump drive costs 2,000 P.P.E.) and can hold up to 2,000 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 destroyer’s crew.

Cargo: Cargo holds can hold up to 100 tons (90.7 metric tons) of cargo in addition to standard compliment of supplies and ammunition. This is reduced to only 25 tons (22.7 metric tons) on upgraded models to make room for additional systems. 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:

Original Model: The Destroyer would costs 600 million credits to construct. The ship is no longer in production or for sale. Cost does not include embarked craft.

Upgraded Model: Upgrade costs approximately 150 million credits. If sold, upgraded version would likely cost around 700 million credits if available. Cost does not include embarked craft.


Weapon Systems:

  1. Two (2) 5 inch Laser Cannons: These weapons are in their own turrets on the top of the ship where deck guns might be positioned on a submarine. These are a modern weapon system that are powered by the ships reactor. Each mount can rotate 180 degrees and have a 80 degree arc of fire up and a 45 degree arc of fire down. 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.

    Rate of Fire: Equal to the combined hand to hand attacks of the gunner (usually 4 or 5).

    Payload: Effectively Unlimited.

  2. One (1) Magical “Mini Death Cloud” Cannons (Upgrade Model Only): This cannon is mounted on the ship’s sail like superstructure towards the rear. 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 (2) per melee per mini-death cloud cannon.

    Payload: 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.

  3. Four (4) Sub Particle Acceleration Cannons in Single Mounts: Mounted on top of the ship along the sides of the ship’s hull in turrets. Cannons turrets can fire at up to a 90 degree angle up or 55 degree angle down and can rotate up to 360 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 World Book 16: Federation of Magic (although has far greater range.) 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 and 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: Effective Unlimited, although the spells must be renewed every two months whether the cannons have been used or not.

  4. Four (4) Twin Heavy Telekinetic Machine Guns Turrets: These heavy machine-guns are identical to those mounted in the Shadow Bolt Starfighter but are in twin mounts. Mounted on the sides of the ship in turrets. Heavy machine gun mounts can fire at up to a 90 degree angle up or down and can rotate up to 180 degrees side to side. The machine guns do not have penalties to strike small targets. Because the machine guns inflict damage by impact, they inflict full damage to targets that are using 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 machine gun) 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 machine guns a turret (6D6 per heavy machine gun.)

    Rate of Fire: Equal to the combined hand to hand attacks of the gunner (usually 4 or 5).

    Payload: Effective Unlimited, although the spells must be renewed every two months whether the machine guns have been used or not.

  5. Two (2) Cruise Missile Launchers (Upgrade Model Only): The ship has two cruise missile tubes in the bow. 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, missile will continue to travel in a straight line unless set to self destruct or receives a destruct code 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.) Note that “Capital Class” bottle demon missiles are only available in the United Worlds Warlock navy and not carried by ships operated by independent militaries. 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: 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 eight (8) to sixteen (16) cruise missiles to be launched in one melee round.

    Payload: Conventional Cruise Missiles: 20 cruise missiles per launcher for a total of 40 cruise missiles. Bottled Demon Missiles: 5 demon missiles per launcher for a total of 10 demon missiles.

  6. Six (6) Bottled Demon Missile Batteries: Standard models have not been adapted to fire conventional mini-missiles. For of these launchers are mounted in the front of the destroyer while the other two are mounted in the aft of the vessel. 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. Mini-Missile in the Phase World / Three Galaxies setting are normally smart missiles.

    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) missiles per battery, per melee attack.

    Payload: Bottled Demon Missiles: 16 per battery for a total of 96 bottled demon missiles. Conventional Mini-Missiles: 32 per battery for a total of 192 mini-missiles.

  7. Techno-Wizard Modifications (Optional / Upgrade): An attempt is being made to standardize these enchantments across all of the upgraded Werewolf class destroyers. Many non upgraded destroyers also have techno-wizard modifications and many modified vessels operated outside of the United Worlds Warlock will also have similar enchantments. These enchantments require P.P.E. or I.S.P. from the ships crew or P.P.E. battery.

    Special Features:

      Shadow Meld (6th Level) - 40 P.P.E. or 80 I.S.P.

      Impervious to Energy (6th Level) - 80 P.P.E. or 160 I.S.P.

      Invisibility-Superior (6th Level) - 80 P.P.E. or 160 I.S.P.



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Writeup by Kitsune (E-Mail Kitsune).


Copyright © 2005, 2012, & 2016, Kitsune. All rights reserved.



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