Vannes Llewellyn class Light Carrier:

While larger military forces such as the Human Alliance tend to construct purpose built carriers, both fleet and light carriers, many single system powers prefer to convert merchant hulls to escort carriers. This is even though such carriers are much more effective generally than escort carrier designs. Non escort type carriers tend to be far more expensive to built and maintain.

As with their cruiser and destroyer designs, the Vannes system decided to built their own light carrier design. When the system was founded, it was far outside of Human Alliance controlled space and several neighbors were hostile. Heavily based on the Sceptre class cruiser, a total of eight light “Khyber” class carriers were built. This was in addition to two dozen cruisers and almost one hundred destroyers. The system also maintained extensive ship building and refitting facilities.

As time went on, the Khyber class light carriers began showing their age. They simply were not as fast as new ship designs. As well, armor materials had improved and shields had gotten quite a bit more powerful. As a result, it was decided to replace the Khyber class light carrier with a new and more advanced carrier class. Upgrading the old carriers was not considered cost effective and new built carriers would stimulate system industry. As with the original light carrier design, it was decided to develop it from their main cruiser design. The Tigress class had replaced the Sceptre class as the main cruiser class. As such, the new light carrier was still quite similar to the Khyber class.

A total of six of these new “Llewellyn” class light carriers were built although two of the original Khyber class were initially retained in a reserve status. With the lessening of tensions between the Vannes system and their neighbors, the system considered themselves able to cut their forces. Still, there were enough concerns to keep a relatively large fleet.

The Consortium of Civilized Worlds eventually came to engulf the Vannes systems. After a large amount of debate and a referendum, the system decided to join the Consortium. As a result, the Consortium largely took over defense of the region of space where the Vannes system is located. With that, the system was able to reduce fleets to something more like a self defense force. The fleet was cut to four cruisers and two dozen destroyers. In addition, the shipyards were largely turned over to civilian shipbuilding interests and only refitting capability is retained in the military yards.

All of the remaining carriers were retired although two were retained in reserve status. Currently, there is push back by military leadership to keep at least one of these carriers in active status. There is some government support for this so it is fairly likely to occur. One idea is to rotate the carriers with one on active duty for five years and then switch places. There is also a proposal to purchase two New Coventry Ark Royal class carriers although it is considered a pretty expensive option.

The other four Llewellyn class light carriers were all retired, mostly sold to other parties including both mercenary companies and other system defense forces. Unlike the Khyber class light carriers, these ships are generally considered reasonable up to date and have been little upgraded. Of course, most carry very different fighter wings from when they served in the Vannes navy.

Instead of relying on a fusion plant, the Llewellyn class relies on an anti-matter plant. This power plant is far more compact than the original plant while also producing far more power. In addition, the new propulsion system enables the ship to travel up to four light years per hour and the light carrier has far better normal space acceleration than the previous class.

New composites and alloys enable the light carrier to withstand far more damage than the Khyber class. In addition, the variable shields are able to withstand around sixty percent greater damage than the original design. Even so, the ship is really not meant to engage in direct combat. Few carriers are designed for that. Best tactic is to run away while letting escorts and fighters engage the enemy.

Still, the light carrier is well protected for self defense. The ship has four long range missile batteries. While the number of batteries are the same, missile payload is increased over the Khyber class. Otherwise, the self defense weaponry is unchanged. The ship carries twelve electromagnetic rail gun mounts and eight mini-missile batteries. Payloads for these weapon systems are unchanged unlike the long range missile batteries. The ship does not mount any form of heavy energy weapons such as particle beams.

While the number of fighters embarked is unchanged compared to the original design, greater automation allowed for a sizable crew reduction. In addition, the ship does have the ability to embark a larger marine compliment with a total of sixty marines and twenty-four power armor troops. If reactivated, some or all of the power armor troops might be converted into using Silverhawk power armors to help support the fighters.

While the VFA-01E Super Starhawk was the embarked fighter for most of the career of these carriers, it is quite likely that these fighters will get replaced. Quite likely sixty Bearcat light fighters could be embarked in place of the original forty medium fighters. In such a case, at least some of the marines may be landed in order for there to be more pilots embarked. Another possibility is the Bushido Industries “Katana” fighter,

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: VCVL-28

Vehicle Type: Light Carrier

Crew: 580 (55 Officers, 525 enlisted).

Troops: 60 marines (typically stay on board for ship defense), 60 fighter pilots, and 24 power armor pilots

Vehicle, Robots, and Power Armors:

Fighter compliment can vary with often three squadrons of light fighters replaces two squadrons of medium fighters.

Power Armors:


Light Power Armors

Fighter Compliment:


Medium Starfighters (Originally the VFA-01E Super Starhawk but varies greatly)

M.D.C. By Location:

Point Defense Electromagnetic Rail Gun Turrets (12):

150 each

Long Range Missile Batteries (4):

500 each

Mini-Missile Launchers (8):

100 each

Outer Hull (40 ft/ 12.2 m Area):


Inner Hull (40 ft/ 12.2 m Area):


[1] Bridge:


[1] Auxiliary Bridge:


Hanger Bays (4):

8,000 each

[2] Main Engines (2):

10,000 each

[3] Main Body:


[4] Variable Force Field:

4,000 a side (24,000 Total)


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

[3] Depleting the M.D.C. of the main body will put the cruiser 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% (1,200 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 0.70 percent of light per melee.

Atmospheric Propulsion: Maximum speed is 200 mph (300 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 4.0 light years per hour.

Maximum Range: Effectively Unlimited by either drive system. Carries about one and a half year worth of supplies on board.

Statistical Data:

Length: 625 feet (190.50 meters).

Height: 152 feet (46.33 meters).

Width: 272 feet (82.91 meters).

Weight/Mass: 178,000 tons (161,480 metric tons)

Power System: Anti-Matter with a 25 year life span. The ship normally only goes 7 years between refueling and refitting.

Cargo: Cargo holds are scattered about the ship that allows for carrying up to 10,000 tons (9,071.8 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 ship’s spaces are taken up by extra ammunition, armor, troops, weapons, engine, and other equipment.

Market Cost: Ship would cost about 1.8 billion credits to manufacture in present time in the Three Galaxies (not including fighters or power armors.) Ships are no longer being produced. When available, these ships sell for 3.0 to 5.5 billion credits.


  1. Twelve (12) Point Defense 15 mm Electromagnetic Rail Guns: Unlike most of the rail guns used on Phase World / Three Galaxies starships, these are standard electromagnetic rail guns. They are used as an anti-starfighter and missile weapon and against targets that are impervious to energy. Each rail gun is in a turret that can rotate 360 and has a 180 arc of fire. When used in space, projectiles are fired from rail guns at a significant fraction of the speed of light. The weapon system cannot be used to engage targets while traveling at faster than light velocities. Rail guns use 15 mm depleted uranium projectiles.

    Maximum Effective Range: 16 miles (26 km) through atmosphere and 800 miles (1,290 km) in space.

    Mega-Damage: Rail gun inflicts 3D6x10 M.D.C. for an 80 round burst.

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

    Payload: 16,000 Rounds (200 Bursts) each cannon.

  2. Four (4) Long Range Missile Batteries: 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 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. Batteries have a lower number of actual launchers than the modern CAF long range missile batteries and each launcher is slightly larger in size.

    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 twenty-four (24) per battery, per melee attack.

    Payload: 960 total, 240 long range missiles per battery.

  3. Eight (8) 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 missiles one at a time or in volleys of four (4) or eight (8) mini-missiles.

    Payload: 128 per launcher for a total of 1,024 mini-missiles. Cargo hold has an additional 3,072 mini-missile. Reloading launchers from cargo hold takes 1D6 minutes.

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Writeup by Kitsune (E-Mail Kitsune).

Copyright © 2013, Kitsune. All rights reserved.