U.W.W. Ultima (Upgrade) class System Defense Platform:
The Ultima class system defense platforms are used to protect the most
important systems in the United Worlds Warlock. The platforms date from
around the beginning of the United Worlds Warlock and are only slightly
newer than the Dwarven Iron Ships which still form the bulk of mobile forces.
They each pack tremendous firepower and have a huge number of fighters.
In spite of their age, these huge platforms were incredibly expensive to
construct and, while considered outdated by some U.W.W. Naval leaders,
are considered to have been too expensive to construct in terms of resources
to simply abandon. The platforms have been steadily upgraded including
fighters, point defense systems, and electronics. Still, the upgrades have
not kept pace with other forces. There was some consideration given to
retiring the platforms but instead it was decided that the platforms would
receive comprehensive upgrades. Originally, fourteen platforms were constructed
but only twelve remain. Two were lost in combat and several have been badly
damaged. Only three have been so far upgraded and it may be decades before
all of the remaining platforms are upgraded. Most of the U.W.W. Military
funds are being spent on mobile forces and many Naval leaders prefer monitors
for system defense over the giant system defense platforms. Monitors are
far cheaper and are far more mobile. Some naval officers even suggested
the idea of reusing the weaponry on the platforms on the construction of
monitors and battlecruisers. Each platform, if decommissioned, could provide
enough flame cannons for four monitors or three battlecruisers.
Replacing the enchanted iron plates on the defense platforms, so it
was decided that the armor would be reinforced instead. Around the round
body of the platform, a belt of additional armor was added and various
other locations received additional armor as well. Instead of being from
enchanted iron plates, the new armor is from high strength composites and
alloys. This armor is actually stronger than the enchanted iron armor.
The normal weaponry carried on a system defense platform is retained including
the Rifts Cannon and the twelve flame cannon turrets. Giving the platform
a better long range missile firepower was one of the priorities of the
engineers. The problem is solved by the addition of twenty cruise missile
launchers. These launchers are similar to those carried in the Wolfen Hunter
class destroyers and have been added to several other Warlock Naval vessel
classes as well. Eight of the cruiser missile launchers fire forward while
four fire to each side and four fire aft. Like with the Flame Cannons,
the platform can be spun at high speed to fire massive volleys of cruise
missiles. Software allows missile volleys to be linked and huge volleys
of missiles to be fire. A small number of Bottled Demon cruise missiles
are usually carried. The platform also has vastly increased point defense.
Part of this is due to eight mini-death cloud cannon mounts. These are
incredibly effective against missiles and can be used against larger targets
as well. While the standard bottle demon launchers are retained, they have
been refitted to fire normal mini-missiles for point defense. The remaining
point defense weapons are also retained. Combined, the point defense systems
are quite effective and they are supplemented by a shockwave defense system.
The platform is simply too large to use standard techno-wizard modifications.
Replacing fighters for the upgraded defense platforms is a priority and
all upgraded platforms carry Katana fighters with FTL boosters instead
of the earlier Broadswords or Fire Eaters.
This starship design uses modified starship speed and ranges. See
Revised Starship Rules for Phase World for more details
Model Type: UW-SDP18 (FRAM1): Upgraded System Defense Platform
Vehicle Type: System Defense Platform
Crew: 2,420 (240 officers and 2,180 enlisted)
Troops: 1,200 Marines (Typically 600 stay on board for platform
defense), 800 fighter pilots, 6000 Warlock Combat Armor pilots, and can
carry up to 500 passengers in addition.
Vehicles:
Power Armors:
| 4000 | W-1 Warlock Combat Armors |
| 1000 | W-F1 Flying Warlock Combat Armors |
Fighter Compliment:
| 480 | WF-F15 Shadow Bolt Strike Ship |
| 160 | BIF-67 Katana Fighters with FTL boosters |
| 60 | WF-P60S Black Widow II Heavy Starfighters |
M.D.C. by Location:
| Rifts Projector Cannon (One, Nose of Platform): | 5,000 |
| Flame Cannon Barrels (36): | 900 each |
| Flame Cannon Turrets (12): | 2,000 each |
| Cruise Missile Launchers (20, 8 front, 4 back, and 4 sides): | 1,000 each |
| Mini-Death Cloud Cannons (8): | 200 each |
| Bottled Demon Missile Batteries (32): | 600 each |
| Sub Particle Acceleration Cannons (48): | 100 each |
| Twin TK-Machinegun Turrets (48): | 140 each |
| [1] Main Bridge: | 50,000 |
| [1] Auxiliary Bridge: | 50,000 |
| [1] Flag Bridge: | 50,000 |
| [2] Main Body: | 450,000 |
| Hangar Bays (4): | 40,000 each |
| [3] Main Engines (2, rear of ship): | 80,000 each |
| [4] Magical Armor of Ithan Force Field: | 30,000 |
Notes:
[1] In reality this is how much damage needs to be done for a weapon
to hit the bridge through the platform's armor. This ship also has both
an auxiliary bridge and a flag bridge. Even if all three 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 ship's integrity can injure crew members on or
near the bridge.
[2] Depleting the MDC of the main body will put the platform 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] Destroying the main engines reduces maximum sublight speed by half.
[4] 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 3000 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: 30 knots (55.6 kph / 34.5 mph)
Underwater: 10 knots (18.5 kph / 11.5 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 0.2 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: 638 feet (194.5 meters)
Width: 2620 feet (708.6 meters)
Length: 3022 feet (921.1 meters)
Weight: 44.8 million tons fully loaded, plus up to 1.5 million
tons of additional cargo.
Power System: Combination Fusion & Techno-wizardry with
20 year life span. The System Defense Platform also has a P.P.E. generator
that produces 12,000 P.P.E. per hour / 50 P.P.E. per melee. This P.P.E.
can be used to power spells cast by the Battlecruiser crew.
Cargo: Cargo Holds can hold up to 1.5 million tons of additional
material. Each enlisted crew member has a small locker for personal items
and uniforms. The Platform's officers have more space for personal items.
Most of the platform's are take up by extra ammo, armor, troops, and weapons
Market Cost: The Platform costs 225 billion credits to construct.
The ship is not for sale outside the UWW Armed Forces (The platform will
not even be sold to UWW member worlds)
Weapon Systems:
- Rifts Projector Cannon:
In the bow of the platform, such
as it is, is large opening which is the main barrel of the cannon. 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.
- Twelve Triple Barrel Turrets with 16 Inch Flame Cannons (36 Cannons
Total):
While the cannons are virtually identical to those on the Dwarven
Iron ship, the heavy battery of cannons gives the platform a very powerful
punch. The platform has a total of eight turrets on the top and twelve
turrets on the bottom of the platform, Each top turret can rotate 270 degrees
and has a 60 degree arc of fire upwards and 15 degree arc of fire downwards.
Each bottom turret can rotate 270 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 72 individual blasts or 24 triple blasts).
Payload: Each cannon needs 1000 P.P.E. per day to function.
- Mini Death Cloud Cannons (8 - Upgraded Platforms):
These
cannons are around the platforms with four on the top and four on the bottom
of the platform. 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 (48) in Single Mounts:
Mounted on top of the ship along the sides of the platform'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 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 (48):
these cannons are identical
to those mounted in the Shadow Bolt Starfighter but are in twin mounts.
Mounted on top of the platform 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. 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.
- Twenty (20) Cruise Missile Launchers:
The ship has been refitted
with four missile tubes on either side of the ships rift cannon and four
on the port, starboard, and aft side of the platform. This is to give the
platform the ability to fire cruise missiles. 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. 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 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). 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 80 to 160 cruise
missiles to be launched in one melee
Payload: Conventional Cruise Missiles: 50 cruise missiles
per launcher for a total of 1,000 cruise missiles.
Bottled Demon Missiles:
5 demon missiles per launcher for a total of 100 demon missiles.
- Bottled Demon Missile Batteries (8):
On each side of the
hull the Battlecruiser has four 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. 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 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 1024 bottled demon missiles. Conventional Mini-Missiles:
64 per battery for a total of 2048 mini-missiles.
8. Shockwave Defense System: When it is activated, a spherical
energy wave is emanated from the ship in all directions which can devastate
missile volleys. The blast is semi-spherical and the affects travel upwards
and downwards as well. The blast does not effect targets underwater. It
is a far longer ranged version of the eight level spell shockwave. Unfortunately,
the spell can only be activated once per melee and requires magical energy
every time it is activated. The system does not affect people and equipment
on the deck of the ship
Maximum Effective Range: 40 miles (64.4 km) in space and 4,000
feet (1,220 meters) in an atmosphere in all directions.
Mega Damage: 2D4x10 to all targets within radius of effect (SDC
objects will be completely destroyed). The system also inflicts knock back
as per the spell shockwave on page 144 of federation of magic.
Rate of Fire: Once per melee
Payload: One, requires 35 P.P.E. to be activated again
[ 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).
Drawing by Talis D. Merrill (taalismn@pop.tiac.net).
Writeup by Kitsune (E-Mail Kitsune).