Adroit class Scout Carrier (Modified Scimitar Patrol Ship):

The Scimitar class patrol ship is one of the more common military vessels in the Three Galaxies. It is operated in large numbers by the Consortium military and numbers have been sold to independent defense forces as well. Even though still being constructed, a number of older vessels have been stripped and sold as surplus as well.

There have been a number of modifications to the vessel in order for it to perform in various different roles. The Shark class minesweeper has been produced by the Consortium since the introduction of the patrol ship and recently the Consortium has begun converting Scimitar class vessels to the Long Bow configuration, replacing the anti-ship rail guns with a pair of long range missile batteries. In addition, the Tri-Galactic Military has converted numbers of these vessels into high speed transports.

With the ability to convert these ships to different roles, it is almost natural to expect that one might convert the patrol ship into very small carriers. While small merchant vessels can be converted to the role, the designs often are considered lacking. Converted cargo vessels usually are relatively unprotected as well as being relatively slow vessels. There have been a number of different operations who have attempted to convert Scimitar patrol ships to carriers, some considered more successful than others.

The Adroit is considered one of the more successful conversions of the Scimitar class, both retaining much of the weaponry of the standard Scimitar while being able to carry a reasonable fighter compliment. There are several systems which offer similar conversions. These ships have been considered by the Consortium military although most fleet officers prefer larger carriers.

In order to act a carrier, the Scimitar’s hull is fitted with a pair of bays with one on each side of the hull. Each bay has a capacity for eight light fighters. The Adroit retains the original bay from the Scimitar for six light fighters giving the vessel the ability to embark a maximum of twenty-two fighters. While still far less than most light carriers, it is still a large enough fighter compliment to be used effectively. Due to the size of the vessel, there are minimal maintenance facilities however.

As with the standard Scimitar class, one of the most commonly embarked fighter is the Scorpion although most independent forces operate upgraded models instead of the original model. Other fighters embarked include the Bobcat and the older Human Alliance Vixen fighters. In some cases, the Wolfen Falx Supina light fighter has even been operated from the tiny carrier. While a mixture of different light fighters can be embarked, most operators operate these carriers with homogenous fighter groups.

In a similar manner to the Long Bow class, the heavy anti-ship rail guns are replaced by a pair of long range missile batteries although does not have quite as large a magazines as the missile escort modification. These batteries are considered effective both against small targets, such as fighters and missiles, as well as against other ships. However, the two twelve centimeter lasers are retained giving the tiny carrier reasonably close range anti-ship firepower.

In the standard Adroit design, the point defense batteries are unchanged compared to the Scimitar although there some operators replace them with different point defense arrays. Standard point defense battery include four 25 mm particle beam mounts and eight mini-missile batteries. With the availability of mini-missile class “smart missiles,” the mini-missile batteries can be extremely effective although have extremely limited interception range.

With the additional hangers and other modifications, the mass of the Adroit carrier is slightly greater than the standard Scimitar class although it has little effect on the performance of the vessel. Even so, the Adroit does have a lower normal space acceleration than many destroyers, including the Trans-Galactic Empire Berserker class attack vessel. As such, it is potentially vulnerable to interception. The hangers also increase the drag of the carrier when it is operating in an atmosphere and has a slightly top speed is that medium.

In addition to the standard fighter compliment, the tiny carrier can embark up to two dozen space power armors, typically the Silverhawk within Consortium space. However, the standard marine compliment is greatly reduced with a maximum standard marine compliment of forty marines. These normally perform the role of internal defense although may be deployed in some cases when required.

This starship design uses modified starship speed and weapon range rules. See Revised Starship Rules for Phase World / Three Galaxies for more details.

Model Type: SV-25.

Vehicle Type: Scout / Fast Escort Carrier.

Crew: 148 (15 Officers and 133 Enlisted).

Troops: 36 fighter pilots, 24 Silverhawk power armor pilots, and 40 marines.

Vehicle, Robots, and Power Armors:

Power Armors:



Space Power Armors (Commonly SH-CCW100 Silver Hawk Power Armor).

Fighter Compliment:



Light Starfighters (Commonly SF-69 CAF Scorpion Light Star Fighter).

M.D.C. By Location:


12 cm Heavy Laser Cannons (2):

800 each.


Point Defense Particle Beam Cannons (4):

150 each.


Long Range Missile Batteries (2):

600 each.


Mini Missile Launchers (8):

100 each.


Centerline Fighter Hanger Bay Door:



Side Fighter Hanger Bay Doors (2):

400 each.


Side Hanger Bays (2):

1,500 each


[1] Main Engines (2):

1,200 each.


[2] Bridge:



[3] Main Body:



[4] Variable Force Field:

1,000 per side (6,000 total).


[1] Destroying the main engines means that the ship’s faster than light propulsion systems are destroyed and maximum sublight speed is reduced by half.

[2] In reality this is how much damage needs to be done for a weapon to hit the bridge through the ship’s armor. This ship does not have an auxiliary bridge. Even if the 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.

[3] Depleting the M.D.C. of the main body will put the scout carrier out of commission. All internal systems will shut down, including life support and internal gravity. The ship itself will be an unsalvageable floating wreck.

[4] Shields positions can be varied and all could be combined in one shield. Shields regenerate at the rate of 5% (300 M.D.C.) per melee round.


Driving on the Ground: Not Possible.

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.

Atmospheric Propulsion: Maximum speed is Mach 1.8 (1,370 mph / 2,205 kph), can enter an atmosphere and can leave but is not designed for atmospheric flight.

Stardrive: Uses a Gravitonic Drive system that allows the ship to reach a maximum of 5.0 light years per hour.

Maximum Range: Effectively Unlimited by either Drive system. Carries about one year worth of supplies on board and has a small hydroponic section.

Statistical Data:

Length:                500 feet (152.40 meters).

Height:                80 feet (25.60 meters).

Width:                 152 feet (46.33 meters).

Mass/Weight:      13,800 tons (12,519.2 metric tons).

Power System: Anti-Matter with a 50 year life span. The ship normally only goes 10 years between refueling and refitting. Backed up with emergency fusion plants.

Cargo: Small cargo hold that can carry up to 300 ton (272.2 metric tons) of cargo not including standard compliment of supplies and ammunition. Hold is 20 x 20 x 30 feet (6.1 x 6.1 x 9.1 meter) in dimensions. 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 fighters, ammunition, troops, weapons, engine, and other equipment.

Market Cost: 500 million for a fully refitted Adroit class scout carrier with new weapon systems. The Black Market or the Kreeghor would offer several times it's value for an undamaged completely working ship. Cost does not include embarked craft.


  1. Two (2) 12 cm Heavy Laser Cannons: The weapon system cannot be used to engage targets while traveling at faster than light velocities. Weapon has standard minuses to hit fighters and small targets. The barrels can be can be rotated 180 degrees in all directions. Up to two may be fired as one volley.

    Maximum Effective Range: 16 miles (25.8 km) through atmosphere and 16,000 miles (25,800 km) in space.

    Mega Damage: 2D6x100 M.D.C. each. Both laser cannons can be combined for 4D6x100 Mega Damage.

    Rate of Fire: Maximum of two (2) times per melee each.

    Payload: Effectively Unlimited.

  2. Four (4) 25 cm Point Defense Particle Beams: These weapons are used for anti-missile, anti-power armor, and anti-star fighter defense. Each particle beam is in a turret that can rotate 360 and has a 180 arc of fire. The weapon system cannot be used to engage targets while traveling at faster than light velocities.

    Maximum Effective Range: 600 miles (960 km) in space and range is 6 miles (9.6 km) in atmosphere.

    Mega Damage: 3D6x10 M.D.C. each.

    Rate of Fire: Equal to the combined hand to hand attacks of the Gunner (usually 4 or 5).

    Payload: Effectively Unlimited.

  3. Two (2) Long Range Missile Batteries: Missiles have a top speed of Mach 20 in an atmosphere and have an acceleration of 8% of light per turn (faster than any starship) in space. Whether missiles can be shot down is calculated from the speed of target, launcher, and missiles. When drive goes dead, missiles will continue to travel in a straight line 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 missiles, when unpowered, are at -25% to be detected.) Long range missiles do not have penalties to hit small targets, unlike cruise missiles, and are almost always smart missiles. Batteries can launch on multiple targets each at the same time.

    Maximum Effective Range: Long Range Missile range is 3,400 miles (5,470 km) in an atmosphere and 1,800,000 miles (2,897,000 km/9.7 light seconds) in space.

    Mega-Damage & Properties: See revised Phase World / Three Galaxies Missiles tables for details (Fusion warheads inflict 2D4x100 M.D.C. each.)

    Rate of Fire: Can fire long range missiles one at a time or in volleys of two (2), eight (8), sixteen (16), or thirty-two (32) long range missiles per launcher, per melee attack.

    Payload: 320 total, 160 long range missiles per battery.

  4. Eight (8) Mini-Missile Launchers: These are missile turrets used for point defense against enemy fighters and missiles. Missiles have a top speed of Mach 10 in an atmosphere and have an acceleration of 2% of light per turn in space. This is slightly faster than any starship except if it is exceeding it maximum safe acceleration. Batteries can launch on multiple targets each at the same time. Mini-Missiles in the Phase World / Three Galaxies setting are normally smart missiles.

    Maximum Effective Range: Mini Missile range is 2 miles (3.2 km) in an atmosphere and 100 miles (161 km) in space.

    Mega-Damage: Varies with mini-missile type (See revised Phase World / Three Galaxies Missiles tables for details.)

    Rate of Fire: Can fire mini-missiles one at a time or in volleys of four (4) or eight (8) missiles per battery.

    Payload: 128 per launcher for a total of 1,024 mini-missiles. Cargo hold has an additional 1,024 mini-missile. Reloading launchers from cargo hold takes 1D6 minutes.

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Writeup by Kitsune (E-Mail Kitsune).

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