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:
| 120 | W-1 Warlock Combat Armors |
| 80 | W-F1 Flying Warlock Combat Armors |
Fighter Compliment:
| 96 | WF-F15 Shadow Bolt Strike Ship |
| 24 | BIF-67 Katana fighter ship with FTL boosters |
| 6 | WF-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 TK-Machinegun 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 ships 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 MDC 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
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. Ships officers have more space for personal items. Most of
the ships 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:
- 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 on page 155 (Except ranges are 1000 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 Chart in Phase World Book page 156
Rate of Fire: Can fire once per minute (4 melee rounds/ 60 seconds).
Payload: Requires 1,000 P.P.E. per shot.
- Two Triple Barrel Turrets with 16 Inch Flame Cannons (12 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 MDC 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 24 individual blasts or 8 triple blasts).
Payload: Needs 1000 P.P.E. per day to function.
- 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 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 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.
- 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.
- 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 PPE and 20,000 credits per Cannon) but during theat 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.
- Twin TK-Machineguns 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 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.
- 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). Since star ships
will no longer engage at rock throwing distances, whether weapons can be
shot down is calculated from the speed of target, launcher, and missile.
When drive goes dead, 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 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 (100 MDC 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) 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 Missiles
(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 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.
- 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 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 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 Phase World Missiles).
Rate of fire: Can fire missiles one at a time or in volleys
of two, three, four, or eight 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.
- 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 PPE or 320 ISP
Impervious to Energy (6th level) 320 PPE or 640 ISP
Invisibility-Superior (6th Level) 320 PPE or 640 ISP
[ Phase World TM, Naruni TM, Kreegor TM, UWW TM, and CAF TM are trademarks owned
by Kevin Siembieda and Palladium Books Inc. ]
[ Rifts® is a registered trademark owned by Kevin Siembieda and
Palladium Books Inc.]
By Kitsune (E-Mail Kitsune).
Copyright © 2008, Kitsune. All rights reserved.