Techno-Wizard Converted Cruiser "USS Olympia":
A Techno-Wizard found what could only be called the remnants of the
cruiser Olympia near where the city Philadelphia had once been and decided
that it would be worth the effort to restore the ship. It is one of the
first vessels Pre-Rifts believed to have been converted to techno-wizardry
The Olympia was at one time a very famous ship and was Admiral George
Dewey's flagship in the Battle of Manila during the Spanish American War.
As a result of the cruiser's pivotal role in the Spanish American War,
it was restored to a similar state to when it was the flagship of the admiral
and preserved as a museum ship.
In order to restore the vessel, the Techno-Wizard recruited as many
people as he could including other techno-wizards, operators, and many
other types of spell casters. Through repeated uses of the spell "Mend
the Broken" the magic workers were able to restore the ship to its preserved
Pre-Rifts condition. Once the ship was restored, a complicated use of magic
was able to make the ship virtually equal to most ships constructed after
the coming of the Rifts. The end result after many years of labor is one
of the most advanced magical constructs on Rifts Earth.
It was decided that the final step would be to convert the hull to a
much stronger material with magic and only when the ship was just about
finished was it converted. It was converted using a specially developed
spell that makes normal steel and iron the equal of the super alloys on
Rifts Earth. The reason it was done last was to enable the modification
of the ship with less work involved.
One of the first conversions of the restored ship was to convert the
ship from conventional steam propulsion to a techno-wizard steam system.
The ship had a total of four coal fired boilers. Incredibly messy, such
boilers had to be fed by shovel and coal produced a tremendous amount of
smoke and soot. Each boiler is now magical fired and simply requires magical
energy to be recharged. The ship needs its engines recharged every five
hundred nautical miles and some modifications to the hull, including a
modified bulbous bow, allows for a slightly higher top speed. It would
have required virtually dismantling the whole ship to mount a modern fusion
plant and was not even serious considered. A special modification to the
boiler system also enables them to generate a cloud of fog to hide the
ship.
Purely techno-wizard magical sensors were discussed but conventional
technological sensor systems in most ways are superior so the ship's main
sensors are pure technology based. They purchased a modified version of
the Pre-Rifts SPS-49 Radar System, an old towed array sonar, and a hull
sonar all from Golden Age Weaponsmiths. The radar is the only non period
piece of equipment visible on the exterior ship and it is mounted on the
forward mast which had to be heavily reinforced to properly support. In
addition to increasing the ships's top speed, the bulbous bow mounts the
hull sonar system. The ship also has radar detection and jamming equipment
but those are concealed as part of the ship's superstructure. As well,
communication systems were fitted. These were previously completely lacking.
The ship has improved fire control optics and also has 'See the Invisible'
placed on several of the optics. Because much of the equipment of the ship
now uses magical energy, the ship has a special system that gathers P.P.E.
when at a Ley Line or Nexus Point.
Weaponry was a huge hurdle and various ideas were discussed by the designers
with the eventual idea being actually relatively simple. The eight inch
guns were retained but were modified to fire at a better rate and so that
they could be raised to a higher elevation. In addition to extended range
rounds, several magical shell types were designed for the eight inch cannons
as well. The ship has ten five inch guns, with five on either side of the
ship. Like the eight inch guns, the rate of fire has been increased but
due to the fact that the guns are in casemates, the arc of fire of the
cannons could not be increased by a significant margin. As well, the techno-wizards
have been unable to develop smaller enchanted rounds. Extended range rounds
are available but rarely are carried. The light weaponry has been removed
with the exception of four Gatling cannons which have been converted to
telekinetic machine guns.
Due to the fact that modern torpedoes are far more effective than the
original torpedo tubes were before they were removed, new 12.75 inch torpedo
tubes have been mounted where the original 18 inch tubes were mounted.
The ship has a total of six torpedo tubes with two to either side, one
forward, and one aft. These are effective against both submarines and surface
targets.
The results of all the modifications to the main battery was a ship
that could destroy most ships if it could get within gun range but missiles
could easily destroy it long before it gets within range so a form of an
anti-missile system had to be constructed. Two defense systems were developed.
The first is called fireworks. It is a magically generated chaff and flare
system that the name is derived from the fact that it looks like fireworks
are being set off when it is activated. The other system is much more powerful
and is quite effective at taking out missiles. It creates a magical shockwave
from the ship that can knock all the missiles from the sky. The main limitation
of this defense system is that it can only be activated once per melee.
Ships of the late Nineteenth Century were very uncomfortable. As a result,
the enchantment of "Sustain" was added to the vessel so the crew could
live in far more comfort than the original crews were. This also allows
the ship to be fully protected against environmental conditions and gas
attacks. At the same time, water generating systems were replaced by magical
versions and the ship was divided into crew quarters. Original, the crew
slept on hammocks, although ship's officers had relatively comfortable
quarters, and the original sanitary facilities were sketchy at very best.
Due to the fact that the size of crew has been reduced, it was possible
to carry a reasonable number of troops as well. Berthing areas have been
designed for up to one hundred troops with space for half of them to have
mystic power armors. Due to there being no place to carry one, the ship
does not have facilities for embarking aircraft. Still, it has been considered
that carrying a few sky cycles might be extremely helpful in the scouting
and defensive rolls.
Model Type: TW-C6
Vehicle Type: Ocean, M.D.C. Converted Armored Cruiser
Crew: 125 (Original crew was 428) with at least 4 techno-wizard
and 4 other spell casting types.
Troops: 100 (50 pilots for Mystic Power Armors, 50 soldiers
in body armor)
Robots, Power Armors, and Vehicles:
M.D.C. by location:
| Eight Inch Cannon Barrels (4, 2 each turret) | 200 each |
| Eight Inch Cannon Turrets (2 - Double mounts): | 450 each |
| Five Inch Cannons (10, 5 on each side) | 125 each |
| Telekinetic Gatling Cannons (4, 2 each side of main deck): | 100 each |
| 12.75 inch (324 mm) Torpedo Tubes (6): | 35 each |
| "Firework" Magic Chaff and Flare Dispensers (8, superstructure): | 20 each |
| [1] SPS-49 Radar System: | 200 |
| [2] Bridge: | 450 |
| Outer Hull ((per 40 foot / 12.2 meter area): | 60 |
| [3] Main Body: | 2,100 |
Notes:
[1] Destroying SPS-49 radar system will eliminate all forms of long
range radar. The ship does not any form of short range radar system.
[2] If Control Bridge is destroyed, the ship can still be piloted from
engineering but with a -15% to piloting rolls due to using emergency controls.
Communication and sensor equipment are not concentrated on the bridge to
reduce the effectiveness of bridge hits.
[3] Destroying the main body causes the ship to lose structural integrity,
causing the ship to sink. There are enough life preservers and inflatable
life boats to accommodate everyone on the ship.
Speed:
Surface: 27.6 mph (24 knots/44.4 kph). The ship can operate
at three quarters speed on half boilers and can operate at half speed on
one boiler.
Range: 575.4 miles (500 nautical miles / 926 km) for each full
recharge (requires 100 P.P.E.) Each boiler can propel the ship for up 125
nautical miles (requires 25 P.P.E each). The ship carries three months
worth of supplies on board. 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 ten days per activation.)
Statistical Data:
Length: 344 feet (104.9 meters)
Draft: 21.5 feet (6.6 meters) not including sonar dome.
Width: 53 feet (16.2 meters)
Displacement: 6,500 tons full load
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 extra ammo, armor, troops, weapons,
and engines.
Power System: Was original steam propulsion but has been converted
to a Magical power supply. Techno-Wizard Electric Generators provide power
aboard the vessel (Require four lightning bolts / 60 P.P.E. to recharge.)
Black Market Cost: Not for Sale. If sold, it would be worth
upwards of 400 to 600 million credits.
WEAPON SYSTEMS:
- Two (2) Double Barrel Eight Inch (203 mm) Naval Guns:
The
ship has a double barrel eight inch gun turret on the front of the ship
and a double barrel eight inch gun turret on the rear of the ship. Various
ideas for magical style cannons were explored but ir was eventually decided
that simple eight inch guns would be the best and the cannon design was
retained. Special magical shells have been designed for the cannon though
and the cannons can also use rocket assisted projectiles for extended range
although normally only a very small number are carried. The cannons were
modified to be faster reload (same reloading system as carried on the Sea
King class cruiser) and to have a higher angle of fire. The eight inch
cannons can be used against air targets as well as well as against surface
targets
Maximum Effective Range: 20 miles (17.4 nm/32.2 km) for standard
projectiles. 30 miles (36 nm/48.2 km) for rocket propelled rounds.
Mega-Damage: Standard Projectiles: 4D6x10 to a blast
radius of 50 ft (15.2 m) for High Explosive, 6D6x10 to a blast radius of
10 ft (3 m) for High Explosive Armor Piercing, and 8D6x10 to a blast radius
of 50 ft (15.2 m) for Plasma. Rocket projectiles: 3D6x10 to a blast
radius of 30 feet (9.1 m) for High Explosive, 4D6x10 to a blast radius
of 6 ft (2 m) for High Explosive Armor Piercing, and 5D6x10 to a blast
radius of 30 feet (9.1 m) for Plasma. Magical Warheads: Treat as
spells of the same level cast at eighth level: Negate Mechanics, Annihilate,
Electromagnetism, Hurricane, Tornado, and Tidal wave. Others are possible
as well but are not common. Cannons can also use special purpose warheads,
use the statistics for 203 mm artillery warheads (Go to
Battlefield
Artillery for Rifts for more information - standard or rocket assisted
as appropriate.)
Rate of Fire: Two shots per barrel per melee (Can fire up to
4 shots per turret per melee or up to 8 shots with both turrets).
Payload: 240 Rounds (120 per turret), usually carries 20 High
Explosive, 40 High Explosive Armor Piercing, 60 Plasma, 20 Rocket Propelled
High Explosive Armor Piercing, 20 Rocket Propelled Plasma rounds, and 60
magical warheads of various types (Only 4 Annihilates because they are
very expensive).
- Ten (10) Five Inch (127 mm) Naval Guns in Casemates:
Five
are mounted on either side of the ship. The cannons look like the original
cannons but they are an automatic model with a higher rate of fire. The
guns have a limited arc of fire due to the fact that they are mounted in
casemates and cannot be used against air targets. The cannons add enough
firepower to the ship to be retained and the cannons can be used against
other ships and against ground targets. The cannons can use rocket assisted
projectiles but they are not normally carried.
Maximum Effective Range: 12 miles (10.4 nm/19.3 km) for standard
projectiles, 20 miles (17.4 nm/32.2 km) for rocket propelled rounds (If
actually carried).
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 (If Carried): 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. Cannons can also use special
purpose warheads, 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: Maximum of four per melee per cannon.
Payload: 4,000 rounds (400 per gun mount), Usually carries 1000
High Explosive, 1000 High Explosive Armor Piercing, and 2,000 Plasma, Ship
will carry special rounds only when employed in artillery roles.
- Four (4) Telekinetic Gatling Cannons:
Mounts have been enchanted
by a series of spells so the cannons act as a more powerful version of
the Telekinetic Machine gun. This increases the weapons 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 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.
- Six (6) 12.75 inch (324 mm) Torpedo Turbes/ Launchers:
The
ship has two torpedo tubes on each side of the ship and one forward and
one aft. The original tubes were removed long before the ship even became
a museum ship but new ones have been placed on the ship and are useful
against both submarines and surface ships. The ship carries caries 36 reloads
for torpedoes.
Maximum Effective Range: 20 miles (32 km)
Mega Damage: By Medium torpedo warhead type (See
Revised Rifts Torpedoes.)
Rate of Fire: One at a time per torpedo tube (Torpedoes can
be fired in volleys of two to either side), Reloading takes 1 full melee
Payload: 2 torpedo each side and one on front and back for a
grand total of 6 torpedoes (Has a total of 36 torpedoes for reloads)
- Shockwave Defense System:
When it is activated, a circular
energy wave is emanated from the ship in all directions. The blast is semi-spherical
and effects travel upwards as well. The blast does not effect targets underwater.
It is 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. It is mostly used to destroy incoming missiles.
The system does not effect people and equipment on the deck of the ship
Maximum Effective Range: 1,000 feet (305 meters) in all directions
Mega Damage: 1D4x10 to all targets within radius of effect (SDC
objects will be completely destroyed). The system also inflicts knock as
per the spell shockwave on page 144 of federation of magic. (General Guideline:
If the shockwave does not destroy the incoming missiles then missiles of
medium range and smaller have an 88% of being knocked from the air, long
range missiles have a 50% chance of being knocked out of the air, and cruise
missiles have a 20% of being knocked out of the air)
Rate of Fire: Once per melee
Payload: One, requires 35 P.P.E. to be activated again
- Eight (8) 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. Only useful against missiles, not useful against torpedoes
underwater.
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 280 P.P.E. All
launchers must be activated at the same time to operate correctly.
- Cloud of Fog Generator:
This system is built into the ship's
smoke stacks and unlike most magical systems, does not require magical
from a spell caster and instead uses the steam from the ships engines to
produce the cloud of fog.
Range: 6,000 feet (1,830 meters) in all directions
Effect: Produces a fog bank that obscures vision. Visibility
is reduced to 60 feet inside the cloud and even with thermal sensors, a
penalty of -2 to strike parry and dodge
Payload: Effectively Unlimited
- Techno-Wizard Modifications:
The Olympia 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 (10th Level) 6 PPE or 12 ISP (24 PPE or 48 ISP)
Shadow Meld (10th Level) 10 PPE or 20 ISP (40 PPE or 80 ISP)
Impervious to Energy (10th level) 20 PPE or 40 ISP (80 PPE or 160 ISP)
Invisibility-Superior (10th Level) 20 PPE or 40 ISP (80 PPE or 160
ISP)
Special Systems:
The ship has all systems standard on a robot vehicle plus the following
special features:
- SPS-49 Radar: Long range air search Pre-Rifts radar system. Radar
system has a range of 445 nautical miles (512.1 miles / 824.1 km). Radar
system can track up to 128 targets simultaneously.
- SQS-53 Hull Sonar System: Mounted under the bow of the ship. 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
- SQR-19 Towed Array Sonar: 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 75 nautical miles (86.3 miles/139.9 km). This towed
array Sonar is a passive only sensor system. Sonar system can track up
to 32 targets at one time.
- Advanced Integrated Electronic Warfare System (AIEWS): Combination
of radar 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.
- See the Invisible Optics: The ships 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.
[Golden Age Weaponsmiths is a trademark owned by Kevin Siembieda and
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[ Rifts® is a registered trademark owned by Kevin Siembieda and
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By Kitsune (E-Mail Kitsune).
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