Dire Wolf Class Assault Carrier (Modified Packmaster Carrier):


With the construction of the new Independence class battle carrier, the Consortium Navy knew they would need assault carriers to carry troops for planetary assaults. However, the admirals in the fleet did not want to invest large amounts of their budget into building a new class of planetary assault carriers either as it would cut into their fleet carrier budget. Even as it authorized the construction of the new Battle Carriers, the Consortium government already was balking at the cost of the new vessels.


After weighing various options, the best option seemed to be converting Packmaster class carriers to planetary assault carriers. As soon as the first Independence class carrier was commissioned, the CFS Dire Wolf was placed in a shipyard to be rebuilt. It was decided to make as austere a conversion as possible so as to reduce the cost of conversion and not cut into the budget for the new battle carriers.


The original plan was to convert about half of the Packmaster class Carriers to the assault carrier role. The other half was planned to be replaced by Independence class Battle Carriers. The replaced ships would be placed in inactive reserve, also known as mothball status, and a correspondent number of the Intrepid class carriers in mothball status would most likely be scrapped as this occurred. As planned, the program would require quite a number years and standard Packmaster carriers would still remain in service for long period of time. Due to cost concerns, there is some doubt about the whole program being completed.


In the assault carrier conversion, the carrier’s hull is only slightly modified with the main modification being the decrease in the number of fighter bays while at the same time increasing of troop areas. For protection, the carrier retains the original variable shields as the unmodified Packmaster class carrier along with no change in the armor. Early on, there was some discussion given to increasing the armor of the assault carrier but the expenses involved would have put the conversion of these vessels over the planned budget. Interestingly, the Dire Wolf class is actually more fragile than the old Human Alliance Intrepid class carrier.


Weapon systems received only relatively minor modification. The biggest change is that the two capital missile batteries are replaced by a pair of long range missile batteries. Even if not converted to assault carrier role, the navy leaders would like to replace the original capital missile batteries with long range missile batteries on all Packmaster class carriers. The long range missile batteries are not quite as useful against larger warships ships but can still be used effectively against warships, especially destroyers and frigates. The main advantage however is that they are more flexible than the capital missile launchers, able to engage fighters and missiles. Missiles and fighters are also often the largest threat to carriers. The long range missile batteries are quite a bit smaller than the capital missile batteries that they replace.


It was decided that the heavy energy weapon battery of two 20 cm laser cannons as the carriers main energy weapon battery and four 12 cm laser cannons as the carriers secondary energy weapon battery would be retained. Part of this was simply due to cost but it was also seen that the energy battery, especially the 20 cm mounts, is extremely useful for planetary bombardment, reducing the need for support. The 12 cm battery, with its shorter range however means that the carrier would have to drop fairly deep into the atmosphere and be exposed to far more potential ground fire. In addition to ground bombardment, the heavy energy battery is also useful at dissuading frigates and destroyers. It was never on the table to replace the main energy weapon battery with Graser cannons even though far more effective on an individual. Some fleet officers would have like to seen a few of the new heavy mass drivers mounted because of their effectiveness for ground bombardment but cost was an issue with them as well.


As with the main energy battery, the pint defense battery is also unmodified with eight gravity auto cannons, twelve particle beams, and twelve mini-missile batteries. As the only real defense against incoming missiles with the Packmaster, the defenses were easily overwhelmed. As a second line of defense against missiles and fighters, supporting the long range missile batteries, they are considered quite a bit more effective.


In the assault carrier conversion, the Dire Wolf class assault carrier reduces the number of fighters carried by the carrier drastically and replaces them with ground assault vehicles. While a compliment of around five hundred fighters are carried on the Packmaster carrier, the Dire Wolf only carries a fighter compliment of one hundred and twenty medium and light starfighter. The conversion also completely eliminates the embarked heavy fighters. Due to a shortage of Black Eagle fighters, some older Osprey class fighters are likely to be used to fill the lack on new fighters. As a second line role, the older fighters should be quite adequate and the Black Eagle is likely not the best design for planetary assaults anyway.


With the elimination of much of the fighter compliment, this allowed the assault carrier to more that double the amount of ground assault forces embarked aboard the vessel. The Dire Wolf carries a total of twelve thousand ground assault troops, compared to five thousand for the Packmaster, including those that operate ground assault power armors. While embarked troops is doubled, the number of assault shuttles is only increased from fifty to sixty. Unless a base or planet is well defended, it is considered that the assault carrier has the embarked forces to occupy the location. Upgraded assault shuttles is considered a priority however.


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: LCS-700.

Class: Strategic Carrier Ship.

Crew: 1,250 crew members (including officers).

Troop Capacity: Has 1,500 pilots and co-pilots, and carries 12,000 additional troops.


Vehicles:

Power Armors & Robots:

320

SH-CCW100 Silver Hawk Power Armors

3,000

CAF-PA-10 Ground Pounder Power Armors

200

CAF-AR-20 Bombard Infantry Robots

30

BR-CCW2000 Battleram Robots

Fighter Compliment:

60

SF-69 CAF Scorpion Star Interceptor

30

BIF-67 Katana Star fighters

30

SF-6 Osprey Starfighters or SF-101 Black Eagle Star fighters

Assault Shuttles:

60

SAS-12 CAF Assault Shuttles

Tanks & Other Vehicles:

300

MBT-35 Phalanx Main Battle Tanks

400

IFV-100 Maniple Infantry Fighting Vehicle


M.D.C. by Location:

20 cm Main Laser Batteries (2):

1,200 each

12 cm Secondary Laser Batteries (4):

800 each

Long Range Missile Batteries (2):

800 each

Gravity Auto-cannons (8):

200 each

Particle Beam Turrets (12):

150 each

Mini-Missile Launchers (12):

100 each

Hangar Section (Lower ½ of the Ship):

60,000

[1] Bridge:

15,000

[1] Auxiliary Bridge:

15,000

[2] Main Body:

80,000

[3] Variable Force Field: 

5,000 a side (30,000 Total)


Notes:

[1] 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 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 M.D.C. of the main body will put the 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.

[3] Shields positions can be varied and all could be combined in one shield. Shields regenerate at the rate of 5% (1,500 M.D.C.) per melee round.


Speed:

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 0.70 percent of light per melee.

Atmospheric Propulsion: Maximum speed is 200 mph (322 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 4 light years per hour.

Maximum Range: Effectively Unlimited by either drive system. Carries about one years worth of supplies on board, but can be stretched to two in an emergency.


Statistical Data:

Height:         1,000 feet (305 meters).

Width:          1,000 feet (305 meters).

Length:        5,253 feet (1,600 meters).

Mass/Weight: 50 million tons (45.4 Million Metric Tons) fully loaded, plus can carry an additional 5 million tons (4.54 metric tons) of cargo.

Power System: Anti-matter; average energy life of 50 years. The ship normally only goes 10 years between refueling and refitting. Backed up with emergency fusion plants.

Cargo: Cargo holds are scattered about the ship that allows for carrying up to 5 million tons (4.54 million metric tons) of cargo in addition to standard compliment of supplies and ammunition. 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 ships spaces are taken up by extra ammunition, armor, troops, weapons, engine, and other equipment.

Market Cost: The Assault Conversion cost 4 billion credits. The Packmaster class carrier costs 20 billion credits to construct. The ship is not for sale outside the Consortium. Cost does not include embarked craft.


Weapon Systems:

  1. Two (2) 20 cm Heavy Laser Cannons: These cannons are used to engage any large ships, including destroyers and frigates, that come into range and when the Packmaster engages in orbital bombardment. The Laser cannons can be combined together or each one used separately. The weapon system cannot be used to engage targets while traveling at faster than light velocities. Weapon has standard penalties to hit fighters and other small targets for a large energy battery.

    Maximum Effective Range: 100,000 miles ( 160,000 km) in space., or 100 miles (160 km) in an atmosphere.

    Mega-Damage: 1D4x1,000 per single blast or 2D4x1,000 per double blast.

    Rate of Fire: Two double blasts or two single blasts each (4 total per battery).

    Payload: Effectively unlimited.

  2. Four (4) 12 cm Laser Cannons: These cannons are used to engage frigates or low altitude orbital bombardment. The four cannons are aimed in two separate directions; two cannons can engage the same target, but not all four. The weapon system cannot be used to engage targets while traveling at faster than light velocities. Weapon has standard penalties to hit fighters and other small targets for a heavy energy battery. The barrels can be can be rotated 180 degrees in all directions.

    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. Two laser cannons can be combined for 4D6x100 Mega Damage.

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

    Payload: Effectively Unlimited.

  3. Eight (8) 20 mm Point Defense Gravity Rail Guns: Used as an anti-starfighter and missile weapon and against targets that are impervious to energy. Each rail gun is mounted in a turret that can rotate 360 and has a 180 arc of fire. When used in space, projectiles are fired from the rail guns at a significant fraction of the speed of light. Gravity rail guns use a 20 mm projectile. The weapon system cannot be used to engage targets while traveling at faster than light velocities.

    Maximum Effective Range: 2 miles (3.2 km) through atmosphere and 200 miles (320 km) in space.

    Mega-Damage: Rail guns inflict 2D4x10 M.D.C. for a 20 round burst.

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

    Payload: 10,000 Rounds (500 Bursts) each cannon.

  4. Twelve (12) 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.

  5. Two (2) Long Range Missile Batteries: Long range missile has a top speed of Mach 20 in an atmosphere and in space has an acceleration of 8% of light per turn (faster than any starship.) Whether weapons can be shot down is calculated from the speed of target, launcher, and missile. When missile drive goes dead, missile 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 missile, when unpowered, is at -25% to be detected.) Long range missiles do not have penalties to hit small targets, unlike cruise missiles, and are all considered 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 missile tables for details (Fusion warheads inflict 2D4x100 M.D.C. each.)

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

    Payload: 512 total, 256 long range missiles per battery. Ship has an additional 5,120 long range missile for fighter reloads but can be used for the ship as well.

  6. Twelve (12) Mini-Missile Launchers: These are missile turrets used for point defense against enemy fighters and missiles. 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). Batteries can launch on multiple targets each at the same time.

    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 missile tables for details.)

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

    Payload: 128 per launcher for a total of 1,536 mini-missiles. Cargo holds have an additional 2,304 mini-missile. Reloading launchers from the cargo holds takes 1D6 minutes.



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Writeup by Kitsune (E-Mail Kitsune).


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