Techno-Wizard Converted Frigate "HMS Iron Duke" (F234)
The Type 23 Frigate was originally designed as an anti-submarine frigate.
They were developed just as the Cold War was ending as saw the collapse
of the first Soviet Union. The design incorporated many of the lesions
learned during the Falklands War. By the time of the great revolution in
high tech super strong materials in the Twenty-Thirties, they were considered
obsolete however and those remain in British service were soon retired.
A few limped along another decade or so in foreign service.
One of the class was preserved as a museum ship however. This was the
Iron Duke. With some of the new paints and methods of preservation, she
was able to be kept in relatively good shape even though maintenance on
museum ships was generally considered a pretty low priority. There was
even some talk about activating her when much of the British fleet disappeared
in the second Falklands War although never real seriously. She would have
needed to be almost completely rebuilt and would have been of limited effectiveness.
How she survived the coming of the Rifts is unknown. The magical apocalypse
changed much of the world and destroyed most of the world's navies. Much
of the navies of the world were gone including most of the most advanced
designs. Old vessels could be considered once again effective. This included
the frigate "Iron Duke." She was found by a group of adventures who were
able to restore her to some kind of effectiveness. They added a bit of
armor so she might survive attacks but did little to her. She changed hands
several times over the next few years.
Eventually, she found her way into the hands of a group of techno-wizards.
Most of the previous owners has simply patched her back together in a slapdash
way. This group however decided to completely restore and refit her. Using
the spell of "Mend the Broken," they were able to almost completely restore
her. It was decided that a major effort would be made to make her far more
combat effective. It ended up as almost complete rebuilding in many respects.
Originally she was powered by a diesel generators powering an electrical
propulsion and a pair of gas turbines for boosting her speed. This whole
system was gutted and a pair of extremely powerful electrical motors took
their place. These give the frigate a top speed of thirty-two knots. At
first a pair of fusion turbines were strongly considered. Many old vessels
have been converted in this manner. Instead of being powered conventionally,
the electrical motors are powered through magical energy. They give a range
of about one thousand nautical miles between needing to be recharged. While
only about one eighth the range under the originally propulsion system,
it requires only a comparatively small amount of magical energy to keep
operating and the ship has almost infinite range in effect. One advantage
of an electrical propulsion system is that it is extremely quiet. The electrical
generators are similarly replaced by magical system.
Through a series of magical spells, the hull and superstructure of the
ship is enchanted so that it can withstand the damage of modern weapons.
Some of the lighter weapon systems and other features are replaced by modern
composites and alloys. As well, the weight freed up by the fact that fuel
is no longer needed allowed the addition of more armor. The ship is actually
surprisingly tough for an old converted vessel. For additional protection,
the ship has an "Armor of Ithan" force field which can be activated up
to three times per day. In addition, there is an enchantment which allows
the frigate to become impervious to energy weapon fire. This requires magical
energy each time it is activated.
Some of the older weapons were retained while others were replaced.
Probably the most important replacement was where the old Sea Wolf missile
system had been located. The previous owners had never tried to reactivate
the weapon system and plated over it. Instead, it was replaced by a eight
cell Mk 41 vertical launch system. Almost as old a system, it is usually
loaded with four medium range missiles per cell for a total of thirty-two
medium range missiles. While this is the same payload as the original Sea
Wolf system, the missiles have a much greater range and have their own
active seekers.
The 30 mm gun mounts are also replaced. In this case with techno-wizard
telekinetic machine guns replace them. Powered through magical energy,
it gives the ability to deal with small targets and can effectively engage
both surface and air targets. It can even potentially engage missiles.
Periodically, the enchantments need to be renewed but otherwise has a virtually
unlimited payload. The only real other change is the addition of a short
range missile launcher on the roof of the helicopter hanger. This launcher
was mounted by the previous owners where the Sea Wolf launchers were located
and is a Pre-Rifts RAM missile launcher.
The other weapon systems are retained largely unmodified although new
ordnance was adapted for them including new gun rounds, missiles, and torpedoes.
All of the weapon systems were also completely reconditioned. Many of her
previous owners used her more as a gun platform, with her 4.5 inch gun
mount, than anything else. Her main strike weapon against other ships still
was her eight long range anti-ship missiles. Sensor systems are also little
modified from her final Pre-Rifts configuration. While in service, her
radar and sonar system were upgraded and are relatively good even by the
standards of many post Rifts systems, many of which are based on even older
Pre-Rifts systems. The frigate crew does have a number of "See the Invisible"
optics so that they can see targets which are invisible.
Several magical features were added to the frigates in addition to those
previously listed. One of the most impressive in the enchantment of "Globe
of Silence." While the frigate design was already extremely quiet, this
put the vessel at an entirely new level. Carried on several techno-wizard
submarine designs, the enchantment renders the frigate effectively undetectable
while the enchantment is active. The hull sonar is not effective with the
enchantment, sound unable to reach the system, but the towed array is still
quite effective. This makes the frigate an incredibly dangerous opponent
for a submarine. A fight between a submarine with this enchantment and
the frigate would be extremely interesting with neither side likely able
to target the other.
Other enchantments include making the ship invisible although if the
ship attacks, the enchantment dissolves. For crew comforts, the enchantment
of "Sustain" allows the crew to be protected from gas attacks and also
means that they do not actually have to eat. To allow all of the enchantments
to be powered, the frigate has a magical energy battery. The magical energy
battery does not recharge when the ship is on a ley line but can be charged
from spell casters and does recharge on ley lines and nexus points.
One advantage of all of the magical systems is that the ship requires
a crew only about one third of what it did originally. In addition to the
frigate being extremely comfortable for the crew, this allows a large troop
compliment to be carried with a common compliment of two dozen with mystic
power armors and another two dozen with more conventional flying power
armors. There is a small hanger and the frigate usually has a single helicopter
used for anti-submarine warfare. A number of the crew need to be techno-wizards
and / or other spell casters. These make up the senior officers of the
crew. In addition, there usually are a number of apprentice techno-wizards
training as part of the ship's crew.
Model Type: TW Converted Type 23 DD-710 Frigate
Vehicle Type: Ocean, Magically Enchanted Frigate
Crew: 65 with at least four (4) techno-wizard and four (4) other
spell casting types.
Troops: 4 Helicopter / VTOL Pilots / Crew, 24 Mystic Power Armor
Pilots, and 24 Conventional Power Armor Troops.
Robots, Power Armors, and Vehicles:
Power Armors:
| 24 | Mystic Power Armors (Or other Light Power Armors) |
| 24 | Conventional Flying Power Armors (Gypsy Moth, Flying Titan, SAMAS, Predator, etc) |
Fighter/Aircraft Compliment:
| 1 | Helicopters or other VTOL Aircraft |
M.D.C. by Location:
| 4.5 inch (114 mm) /55 Mk 8 Naval Gun Mount (Forward): | 180 |
| 4.5 inch (114 mm) / 55 Barrel | 60 |
| Telekinetic Gatling Machine-Gun Mounts (2, Sides): | 100 each |
| Mk 41 Tactical eight cell Vertical Launch System (1, Forward): | 80 |
| Mk 141 Missile Canisters (8 total, Behind Mk 41 VLS): | 100 each |
| GDC Mk 49 Rolling Airframe Missile Launcher (1, Above Hanger): | 150 |
| Twin Fixed 12.75 inch (324 mm) Torpedo Launchers (2, sides): | 25 each |
| Firework" Magic Chaff and Flare Dispensers (2, superstructure): | 20 each |
| [1] Type 997 Artisan 3D Radar System (Superstructure): | 200 |
| Bridge: | 480 |
| Hanger (Aft): | 300 |
| Outer Hull (per 40 foot / 12.2 meter area): | 60 |
| [2] Main Body: | 1,500 |
| [3] "Armor of Ithan" Force Field (Three Times per Day): | 500 |
Notes:
[1] Destroying the Type 997 Artisan 3D Radar System will eliminate
the ability to track air targets at long range. The ship still has backup
systems equal to those on robot vehicles.
[2] Depleting the M.D.C. of the main body destroys the ship's structural
integrity, causing it to sink. There are enough flotation devices and inflatable
life rafts to accommodate everyone aboard.
[3] As per the spell "Armor of Ithan" - Magic, fire, lightning, and
cold all inflict one-half damage. Each activation lasts for 30 minutes
(120 melee rounds.)
Speed:
Surface: 36.85 mph (32 knots/59.30 kph).
Range: 1,000 nautical miles (1,151.5 miles / 1,853.2 km) for
each full recharge (requires four "Call Lightning" for 60 P.P.E. due to
size of engines.) Life support is "Sustain" spell and has effectively virtually
unlimited duration (Requires 24 P.P.E. or 48 I.S.P. and has a duration
of six days per activation.) The frigate carries about twelve months worth
of supplies on board ("Sustain" provides all food requirements.)
Statistical Data:
Draft: 16 feet 5 inches (5.0 meters) hull, 18 feet (5.5 meters)
screws, and 24 feet (7.3 meters) under sonar dome.
Length: 436 feet 4 inches (133 meters) overall
Width: 52 feet 10 inches (16.1 meters)
Displacement: 4,000 tons standard and 4,900 full loaded
Cargo: 200 tons (181.4 metric tons) of nonessential equipment
and supplies. 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 aircraft, extra ammo, armor,
troops, weapons, and engines.
Power System: Was original combination Diesel / Electric and
Gas Turbine but has been converted to a magical power supply (Electrical.)
Black Market Cost: Not for Sale. Such a vessel, if available
for sale, would probably cost 150 or more million.
Weapon Systems:
- One (1) Royal Armament 4.5 inch ((114 mm))/55 MK 8 Mod 1 Naval
Gun:
Based upon a naval gun from the mid twentieth century, this design
has changed little, except for a stealthy gun shield and improved reliability
and firepower. It is fully automated, and is usually aimed by radar. The
gun can be used against other ships, against ground targets, and against
aircraft. The use of rocket assisted projectiles is also possible.
The turret can rotate 360 and has a 90 arc of fire.
Maximum Effective Range: 17.4 miles (28 km)
Mega-Damage: Standard Projectiles: 2D6x10 to a blast radius
of 25 ft (7.7 m) for High Explosive, 3D6x10 to a blast radius of 6 ft (2
m) for High Explosive Armor Piercing, and 4D6x10 to a blast radius of 25
ft (7.7 m) for Plasma. Rocket projectiles: 2D4x10 to a blast radius of
20 ft (6.1 m) for High Explosive, 2D6x10 to a blast radius of 4 ft (1.2
m) for High Explosive Armor Piercing, and 3D6x10 to a blast radius of 20
ft (6.1 m) for Plasma. Use the statistics for 105 mm artillery warheads
(Go to Battlefield
Artillery for Rifts for more information - standard or rocket assisted
as appropriate.)
Rate of Fire: Up to six single shots per melee.
Payload: 800 rounds total.
- Two (2) Telekinetic Gatling Cannons:
These mounts are on
either side of the ship's superstructure, replacing the original 30 mm
mounts. Mounts have been enchanted by a series of spells so the cannons
act as a more powerful version of the TK Machine gun. This increases the
weapon's damage and instead of being reloaded, the cannons must be recharged
by the spell Telekinesis and 100 P.P.E. once per month. The cannon does
full damage to targets that are impervious to energy. Additional optics
and fire control systems have been added to enable the system to track
and target aircraft and missiles.
Maximum Effective Range: 4,000 feet (1,220 meters).
Mega Damage: 12D6
Rate of Fire: Equal to the combined hand to hand attacks of
the gunner (usually 4 or 5).
Payload: Unlimited, although the spells (100 P.P.E. each cannon)
on each must be renewed every month whether the cannon have been used or
not.
- One (1) Short MK 41 Vertical Launch Missile Launcher:
Mounted
behind the 114 cm gun mount, the launcher has eight cells for missiles.
Replaces the "Sea Wolf" vertical launch system. These are the smaller "short"
version of the missile launcher and cannot carry the longer cruise and
long range missiles. From the beginning, the launchers have been found
to be very flexible and adaptable. The launcher was originally design for
the ESSM Missile. On Rifts Earth, the launchers have been adapted to hold
four medium range missiles per cell. Missiles are used for defense against
aircraft and missiles.
Maximum Effective Range: As per long range, or medium range
missile type (See
Revised bomb and missile table
for details.)
Mega Damage: As per long range, or medium range missile type
(See Revised bomb and missile
table for details.)
Rate of Fire: One at a time or in volleys of two (2), four (4),
or eight (8) per melee and can be fired at multiple targets at the same
time.
Payload: Eight (8) cells for missiles in vertical launcher system
[Ppossible total of thirty-two (32) medium range missiles.] Only medium
range missiles can be carried and the ship carries no reloads.
- Eight (8) Mk 141 Long Range Missile Canister Launchers:
These
launchers are special canisters mounted behind the vertical launch system
and in front of the ship's superstructure. These canisters were copied
from Old United States Harpoon canister launchers. While the launchers
are reusable, they are still inexpensive and are easily jettisoned if damages.
While any long range missile type can be carried, usually special surface
skimming missiles will be carried in launchers and are used against surface
targets only.
Maximum Effective Range: As per long range missile type (Surface
skimming missiles have 25% less range than normal long range missile, See
Revised bomb and missile table
for details.)
Mega Damage: As per long range missile type (See
Revised bomb and missile table
for details.)
Rate of Fire: One at a time or in volleys of two (2), four (4),
or eight (8 - All launcher operates together)
Payload: One missile each launcher for a grand total of eight
long range missiles (Has no missiles in storage for reloads).
- One (1) GDC Mk 49 Rolling Airframe Missile Quad Launcher:
This
is a Pre-Rifts RAM missile launching system and has been modified to use
21 Short Range Missiles. Mounted above the hanger, this missile mounts
main purpose is for inner anti-missile point defense and was originally
designed to deal with cruise missiles. Short Range Missiles are usually
a mixture of 50% Armor Piercing and 50% Plasma. Launchers can lock onto
multiple targets at the same. The systems missile launchers can target
up four targets and can fire a volley up to twice per melee.
Maximum Effective Range: As per short range missile type (See
Revised bomb and missile table
for details.)
Mega Damage: As per short range missile type (See
Revised bomb and missile table
for details.)
Rate of Fire: One at a time or in volleys of two (2) or four
(4) and can be used up to twice per melee.
Payload: 21 missiles.
- Two (2) Twin 12.75 inch (324 mm) Torpedo Launchers:
There
are two fixed launchers on each side of the ship. Each tube can launch
12.75 in (324 mm) torpedoes. Torpedoes are normally used against submarines
but can be targeted on surface targets as well. Ship carries 40 reloads
for torpedoes. Treat warheads as medium range missile warheads.
Maximum Effective Range: 20 miles (32 km).
Mega Damage: By Medium torpedo warhead type (See Revised Rifts Torpedoes
for details.)
Rate of Fire: One at a time or in volleys of two (2) per side.
Reloading takes two (2) full melees.
Payload: Two (2) torpedoes each launcher for a grand total of
four (4) Four (4) torpedoes (Has 24 torpedoes for reloads.)
- Two (2) Fireworks Anti-Missile Chaff/Flare Dispensers:
In
many ways this system is similar to technological versions of the Chaff/Flare
system. When the system fires, it looks like fireworks firing. The anti-missile
system works by combining three spells. The three spells are Fire Bolt,
Apparition, and Telekinesis. The physical effects of the system are similar
to the Triax Anti-Missile chaff but instead of being reloaded, it is recharged
by spells.
Effect:
01-30 Enemy missile or missile volley detonates in chaff cloud - Missiles
are all destroyed
36-60 Enemy missile or missile volley loses track of real target and
veers away in wrong direction (May lock onto another target)
61-00 No effect, missile is still on target
Also note that the chaff cloud will also blind flying monsters that
fly through cloud. They will suffer the following penalties: reduce melee
attacks/actions, combat bonuses, and speed by half.
Duration: 1D4 melee rounds.
Payload: 10 Uses before being recharged. Each launcher is recharged
by the spells Apparition (20 P.P.E.), Fire Bolt (7 P.P.E.), and Telekinesis
(8 P.P.E.). The cost for all launchers to be recharged is 70 P.P.E. All
launchers must be activated at the same time to operate correctly.
- Magical "Globe of Silence" Silencing Feature:
Unlike on the
Nautilus class submarine, this enchantment is not always active but instead
needs to be activated when needed. The enchantment is an application of
a modified version of the spell "Globe of Silence". The hull, propellers,
and all exterior features are protected by this spell which extends outward
by 1 foot (0.3 meters). This blocks all interior noises (including the
launching of torpedoes) as well. This renders the frigate completely undetectable
using active sonars and can only be detected by passive sonar by trying
to find an area which there are no sounds (close to impossible, 5% chance
with an incredible sonar operator). Torpedoes fired against the vessel
have penalties of -10 to strike the submarine and lose all bonuses. The
hull sonar of the frigate does not extend out from the silencing system
but the towed array sonar does. Without the "Globe of the Silence",
the frigate has standard penalties to be detected.
Duration: 10 minutes per activation.
P.P.E. Cost: 40 each activation.
- Techno-Wizard Modifications:
The "Iron Duke" 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. The PPE and ISP values listed
inside of the parenthesis are if using higher PPE costs for larger vehicles.
Special Features:
Sustain (6th Level) 6 PPE or 12 ISP (24 PPE or 48 ISP)
Impervious to Energy (6th level) 20 PPE or 40 ISP (80 PPE or 160 ISP)
Invisibility-Superior (6th Level) 20 PPE or 40 ISP (80 PPE or 160 ISP)
Special Systems:
The ship has all systems standard on a robot vehicle (non environmental)
plus the following special features:
- Type 997 Artisan 3D Radar System: Long range air search and tracking
radar system. Quite capable and frequency agile, the radar system has a
range of 99.8 nautical miles (114.95 miles / 185 km). Radar system can
track up to 128 targets simultaneously.
- Type 2050 Hull Sonar System: Long Sonar system mounted at the bow
of the frigate. Sonar system has a range of around 16 nautical miles (18.4
miles / 29.6 km). This hull sonar system has both a passive and active
system built in. Sonar system can track up to 16 targets at one time. Does
not extend outside of the "Globe of Silence" sphere when active and does
not function when field is active.
- Type 2087 Towed Array Sonar: Based on powerful Pre-Rifts Towed Array
Sonar systems. The system is basically a long and very sensitive sonar
system carried behind the ship on a long cable. Sonar system has a range
of around 90 nautical miles (103.64 miles/166.79 km). This towed array
Sonar is a passive only sensor system. Sonar system can track up to 32
targets at one time. The towed array does extended outside of the "Globe
of Silence" sphere around the frigate when it is active and is unaffected
as a result.
- Racal UAF-1 Cutlass Detection / Racal Scorpion Jammer: Vessel carried
both a radar /radio detection system (ESM) and an active jamming system.
The system can detect another radar system at 125% of the range of the
transmitting radar. In jamming mode, causes -25% to detection but when
it is active, other vehicles/ bases can detect that it is jamming, and
some missiles will home in on jamming signals. Jamming also causes a -4
penalty to all radar guided weapons.
- Radar Defeating Profile: The ship superstructure is designed so
that the radar profile of the ship is reduced. Because of this, attempts
to detect the ship using radar are made with a -10% penalty to read sensor
rolls when attempting to detect this ship.
- Quieted Propulsion System: The ship has specially designed propeller
and an extremely quiet propulsion system to make from an extremely quiet
vessel. Gives a -30% penalty to any Read Sensory Instrument rolls to detect
this ship using sonar.
Go to
General Detection Penalties for more information on penalties and
bonuses to use with stealth.
- See the Invisible Optics: The ship has several special optical systems
with see the invisible on them. Same as spell and used at will. 2,000 feet
(610 meters) range. Can see forces, objects, and creatures which can turn
invisible, or are invisible. Can also see vaporous beings and astral bodies.
- P.P.E. Battery: The ship has a special P.P.E. battery, unlike similar
systems in Phase World, it does not generate magical energy but stores
magical energy. The system will store up to 500 P.P.E. and can be stored
by crew members and absorbs P.P.E. from Ley Lines and Nexus Points. It
will absorb P.P.E. at the rate of 20 per hour on ley lines and 40 per hour
on nexus points.
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Palladium Books Inc.]
Writeup by Kitsune (E-Mail Kitsune).
Copyright © 2011, Kitsune. All rights reserved.