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-24 | Original 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:
| 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: |
| Medium Laser Cannon Turrets (2): | 500 each | 600 each |
| 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 TK-Machinegun Turrets (4): | 140 each | 140 each |
| [1] Main Bridge: | 500 | 800 |
| [2] Main Body: | 2,500 | 3,000 |
| Hangar Bays (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 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:
- 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.
- 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.
- 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.
- 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.
- 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
- 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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