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

The Arcane class Patrol Ship forms the backbone of the United Worlds Warlock light forces but it is not the only ship 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 are 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. Originally ten thousand of these destroyers were constructed with over two thousand having been destroyed over the years. Of the approximately eight thousand surviving destroyers, about six hundred are operated outside of the United Worlds Warlock Navy.

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 in appearance the fact that they look like ancient naval vessels with the Werewolf. The destroyers look much like German World War One submarines with the cable cutter in the front of the bow. The superstructure also appear much like that from an ancient submarine. They are a bit larger and wider than the old submarines but are surprisingly small. In the bow are four hatches which look much like the hatches over torpedo tubes with a pair of tubes on the rear of the design with one on either side of the engines. Originally, the ship did not have any deck weaponry but a pair of guns have been fitted to all surviving vessels, greatly increasing the ship's firepower.

Like Dwarven Iron Ships, these ships were constructed from enchanted iron plates instead of high tech alloys. These are actually riveted onto the hull although the whole appearance is less crude. It is interesting to note that in many cases, these armor plates are replaced by high strength allow plays when these ships have had to be repaired. A magical force field reinforces the hull and is capable of withstanding enormous damage. Crude magical engines gave propulsion to the ships with only a couple of dozen gravities of acceleration. The ships did carry a Rift drive for long range travel but were extremely slow in normal space. Originally for weapons, the ships carried four bottle demon missile launchers on the bow and four on the stern. These launchers are smaller than those carried on the Dwarven Iron Ship with the ability to fire volleys on only four missiles per launcher. Point defense was eight light turrets with four mounting being effectively magical particle beams and four being telekinetic machine-guns. Later a pair of five inch lasers were added to the ship to increase firepower. These are in the same positions as the deck guns were on many of the submarines which the destroyers appear similar to. The main engines were replaced on virtually all vessels with technological gravity drives. Fighter compliment is the same as the Arcane class with four Shadow Bolt fighters but only carry a dozen marines normally. Crew compliment is also small, only being around a couple of dozen crew.

While almost as old as the Dwarven Iron Ships, there has been a program to upgrade these ships. These upgrades include adding a pair of cruise missile tubes above the bottle demon launchers. These are similar to those carried in a hunter class destroyer but the ship carries a pair of them. The launchers were difficult to squeeze into the hull and have a limited payload. These can fire normal cruise missiles but they can also fire a special "cruise missile' style bottle demon missile. The ships also have the smaller "Mini Missile" style bottle demon launchers modified so that they can fire standard mini-missiles which are a bit smaller. The secondary batteries are retained but the superstructure is modified and a mini death cloud cannon is mounted on the superstructure. The engine are retained as being simply too expensive to replace. The hull of the craft has been reinforced in upgraded models although armor is not replaced but instead a band of high strength modern alloys reinforces the existing armor. The standard magical force field is also retained. The first few vessels which were upgraded were ship which were operated outside of the Warlock navy but since then the Warlock Navy has become interested and began upgrading their ships as well.

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

Model Type:UW-DD-24Original Model
UW-DD-24 (FRAM I)Upgraded Model
Vehicle Type: Light Destroyer
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:
8W-1 Warlock Combat Armors
4W-F1 Flying Warlock Combat Armors
Fighter Compliment:
4WF-F15 Shadow Bolt Strike Ship

M.D.C. By Location:Standard:Upgraded:
Medium Laser Cannon Turrets (2):500 each600 each
Mini-Death Cloud Cannon:None200
Cruise Missile Launchers (2, Bow):None1,000 each
Bottled Demon Missile Batteries (6):200 each250 each
Sub Particle Acceleration Cannons (4):100 each100 each
Twin TK-Machinegun Turrets (4):140 each140 each
[1] Main Bridge:500800
[2] Main Body:2,5003,000
Hangar Bays (2, Sides):400 each500 each
[3] Magical Armor of Ithan Force Field:1,5001,500

Notes:
[1] In reality this is how much damage needs to be done for a weapon to hit the bridge through the ships 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 melees) of spellcasting to restore the force field.

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 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 but is not designed for atmospheric flight
Star Drive: Rift Jump Drive; maximum safe jump of 20 light years every four hours (costs 2,000 P.P.E.).
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: 4,200 tons (3,800 metric tons) fully loaded. Upgraded Model: 4,600 tons (4,170 metric tons) fully loaded.
Power System: Combination Fusion & Techno-wizardry with 20 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 (Activating the Rifts 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 Drive or can be used to power spells cast by the destroyer's crew.
Cargo: Cargo Holds can hold up to 100 tons of additional material. This is cut to only 25 tons on upgraded models. If all the ships ammo for was taken out, amount of cargo the ship is able to carry would increase greatly. Each enlisted crew member has a small locker for personal items and uniforms. Ships officers have more space for personal items. Most of the ships 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.
Upgraded Model: Upgrade costs around 150 million credits. If sold, upgraded version would likely cost around 700 million credits if available.

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 FTL velocities.
    Maximum Effective Range: 16,000 miles (25,000 km) in space and 16 miles (25 km) in an atmosphere.
    Mega Damage: 1D6x100 MDC 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) Mini Death Cloud Cannons (Upgrade Model Only): This cannon is mounted on the ship's sail like 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: 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 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 PPE 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 gunners hand to hand (Usually 4 or 5).
    Payload: Unlimited, although the spells must be renewed every two months whether the cannons have been used or not.
  4. Four (4) Twin TK-Machineguns Turrets: 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 PPE 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.
  5. Two (2) Cruise Missile Launchers (Upgrade Model Only): The ship has two cruise missile tubes in the bow over the bottle demon launchers. 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 still cruise 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 (100 MDC 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) 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 Phase World Missile tables (Anti-Matter does 4D6x100 MDC). 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 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 8 to 16 cruise missiles to be launched in one melee
    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 bow of the destroyer while the other two are mounted in the stern. 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 MDC 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 Phase World Missile tables.)
    Rate of Fire: Can fire missiles one at a time or in volleys of two, three, four per battery.
    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.


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By Kitsune (E-Mail Kitsune).

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