Wolfen Packmaster Class Carriership:


While the Consortium and Wolfen Packmaster class carriers share the same hull and most systems, the Wolfen version does mount different weapon systems. These are generally only apparent on close visual examination of the carrier.


Most of the weapon systems mounted on the Wolfen version of the Packmaster the carrier shares with the Hunter class destroyer. Of course the carrier mounts a far heavier battery than the destroyer does being far more massive. The carriers are actually pretty well armed for anti-ship engagements with a heavy energy weapon battery and multiple capital missile launchers. Many officers have been critical of the situation due to the fact that a much more effective fighter and missile defense could otherwise be mounted.


Interestingly, the only weapon system which the Wolfen and Consortium versions of the carrier share are a pair of 20 cm laser cannons. These lasers are backed up by six ten centimeter particle beams identical to those carried on the Hunter class destroyer. Unlike those mounted on the Hunter, they have a wide arc of fire. There is some discussion about replacing them with the double firing particle beams developed by New Coventry for their own Hunter class destroyers although most consider the upgrade unlikely.


Instead of having the large capacity capital missile battery that is carried on the Consortium version of the carrier, the Wolfen version carries the rapid firing launchers that are on the Hunter. Because the launchers fire one at a time, the weapon systems were generally considered ineffective. However, recently new software upgrades allowed the launchers to link capital missiles together into effective volleys. Even so, the launchers more commonly are used to fire decoy missiles. One of the upgrades considered for the carrier is to replace all but two of the launchers and mount a pair of long range missile batteries to improve defensive firepower.


These carriers mount eight medium range missile batteries. These are considered more effective anti-missile defenses by many fleet officers than mini-missile batteries. Backing up the medium range missile batteries are twenty close in point defense mounts with twelve point defense laser mounts and eight point defense rail gun mounts.


Not fitted with some of the automation of the Consortium version of the carrier, the Wolfen version requires a slightly larger crew. As far as embarked troops and vehicle compliment, the compliment is similar in size to those operated by the Consortium Armed Forces. For the actual composition of embarked vehicles, the Wolfen version of the Packmaster carries a mixture of Wolfen designed equipment and Consortium designed equipment. There is something of a shortage of Wolfen vehicles however the majority of the embarked vehicles are of Wolfen design. Recently, the Wolfen have began replacing their older Gladius medium and Falx Supina light starfighters with more modern and advanced version of the fighters. In many cases, a mixture of old and new fighter designs will be embarked.


When it entered service initially, the Packmaster was considered something of an experiment. The idea was to see if a fleet style carrier and a planetary assault carrier could be combined into the same platform. The introduction was just prior to the Wolfen getting involved with fighting the Kreeghor. There were massive fighter battles and the Wolfen military had no other large carrier designs in the works and as a result it was decided to mass produced the Packmaster design.


The composite carrier was considered reasonably effective but even then it received quite a bit of criticism with the argument being that a pure fleet carrier would be far more effective in space warfare. Many officers transitioning off the far smaller Stalker class faster escort carrier find the change hard to adjust to with many requesting to return to the smaller carrier. However due to its shear size, it takes a dozen or more of the tiny Stalker class to equal a single Packmaster class. The Stalker also has extremely limited repair and refit facilities for its embarked fighters. The Packmaster carriers extensive facilities to do just that.


Something as big as a Packmaster cannot be considered to be mass produced in the same manner as a destroyer however quite a number of these carriers remained when the Kreeghor /Wolfen War concluded. These carriers formed the backbone of the Wolfen post war fleets. At this time, there was some discussion of converting many of the carriers to either a more conventional fleet carrier or to operate as planetary assault carriers. It even got to the point where two test beds were converted, one for each role. The Wolfen officers involved with the carriers gave them excellent reviews however the government canceled funding to convert more of the carriers.


When tensions escalated between the Wolfen government and the Human Alliance, there were concerns of war between the two major powers. It was almost sure to have weakened both fatally with the Trans-Galactic taking advantage of the situation. Luckily, the situation was able to be defused. With the Noro, the two powers formed the Consortium of Civilized Worlds. Combined they were a far more dangerous threat to any potential hostile powers than either one on its own.


As part of the formation of the Consortium, the Consortium Armed Forces were formed from the military forces of the three major members. Each did keep their own forces as well. In the role of carrier, the Packmaster was adopted over the Human Alliance Intrepid class fleet carrier. As one might expect, it was a bureaucratic decision. It was seen by government leaders as a way to combine two different ship classes to save money. Many admirals, human and wolfen alike, protested strongly citing a number of potential weaknesses in the Packmaster.


Consortium fleet officers continued to push for a fleet carrier and eventually they were able to get authorization for a new design. This is the Independence class carrier and only a handful have entered service. At the same time, a number of Packmaster class were brought into refit to convert them into planetary assault carriers. With this, several among the Wolfen military leadership began pushing again to convert a number of carriers as was originally planned. Several in the Wolfen government are quite receptive to the idea however the negotiations are still in the early stages.


If approved, it is not likely that the conversion would be identical to the two prototype converted carriers. Unfortunately both had been lost in engagements against the Kreeghor during the war the Consortium had against the Trans-Galactic Empire. The lost of the planetary assault carrier was especially sad, having been put in the role where one might put a standard Packmaster and the fighter squadrons were overwhelmed.


Most estimates are that fighter compliment of the fleet carrier version should be about fifty percent greater than a standard Packmaster. In general, the Dire Wolf class is looked at as how the Wolfen ships might be converted to the planetary assault role. As described above, there are several ideas on how the carriers might be modified as far as weaponry with most mounting a pair of long range missile batteries replacing most of the capital missile launchers. Some are more radical however, replacing virtually all anti-ship weaponry with better defensive weaponry. There is also a push to upgrade the shield generators on the fleet carrier conversions although likely not on the assault carrier conversion. In all likelihood, if the ships are converted, the assault carrier version will be far more austere.


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: CS-700-I.

Class: Strategic Carrier Ship.

Crew: 1,650 crew members (including officers).

Troop Capacity: Has 3,000 pilots and co-pilots, and carries 5,000 additional troops.


Vehicles: These listing are for modern compliments and assume Wolfen Equipment being used in most cases. Old compliments were similar in number but were of earlier designs. As well, due to a shortage on Wolfen vehicles, new CAF or other designs are often carried in place of them.

Power Armors & Robots:

 

30

Consortium BR-CCW2000 Battleram Robots.

 

120

Consortium CAF-AR-20 Bombard Infantry Robots.

 

320

Consortium SH-CCW100 Silver Hawk Power Armors.

 

1,200

Wolfen GTA-14 Spartan Ground Power Armors.

Fighter Compliment:

 

240

Wolfen PBI-22 Gladius class Medium Strikefighter (Often a mixture of older and newer models).

 

260

Wolfen PBI-25 Falx Supina Light Starfighter (Often a mixture of older and newer models).

 

20

Wolfen PBI-36 Spiculum Heavy Starfighter.

Assault Shuttles:

 

50

Wolfen ASA-01 Cohort class Assault Shuttles.

Tanks & Other Vehicles:

 

200

Wolfen IFV-100 Maniple Infantry Fighting Vehicle.

 

150

Wolfen MBT-35 Phalanx Main Battle Tanks.




M.D.C. by Location:

 

20 cm Main Laser Cannons (2):

1,200 each.

 

10 cm Heavy Particle Beam Cannons (6):

650 each.

 

Electromagnetic Point Defense Rail Gun Turrets (8):

400 each.

 

Point Defense Laser Turrets (12):

300 each.

 

Cruise Missile Launchers (8):

1,000 each.

 

Medium Range Missile Batteries (8):

450 each.

 

Hangar Section (Lower Half 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 per 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 (4.5 million 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 ton (4.5 million metric tons) of cargo total not including 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 fighter compliment, embarked vehicles, extra ammunition, armor, troops, weapons, engine, and other equipment.

Market Cost: Production cost of 18 billion credits (not counting other vehicles). The ship is no longer manufactured and is not available outside of the Consortium Armed Forces and Wolfen Planets Military Forces.


Weapon Systems:

  1. Two (2) 20 cm Heavy Laser Cannons: These cannons are used to engage any large ships that come into range, or on the few occasions when the Packmaster joins in on 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 small targets for large starship weaponry.

    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. Six (6) 10 cm Heavy Particle Beam Cannons: The particle beams are the same version of the particle beams that are on a standard Hunter with the same range and same beam output. They are mounted in turrets which allows the guns to move more freely. There is discussion of replacing the cannons with the faster firing versions carried on the Hunters in New Coventry service or something similar. The weapon system cannot be used to engage targets while traveling at faster than light velocities.

    Maximum Effective Range: 10,000 miles (16,000 km) in space and 20 miles (32 km) in an atmosphere.

    Mega-Damage: 2D4x100 M.D. each (4D4x100 Maximum for two combined.)

    Rate of Fire: Each one can be fired up to one time in a melee.

    Payload: Effectively Unlimited.

  3. Eight (8) 14.5 mm Electromagnetic Point Defense 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. Rail gun uses 14.5 mm depleted uranium projectiles. The weapon system cannot be used to engage targets while traveling at faster than light velocities.

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

    Mega-Damage: Rail guns inflict 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.

  4. Twelve (12) 18 mm Point Defense Lasers in Ball Turrets: This system is an unaltered when compared to a standard Hunter class destroyer. This is the star ships primary anti-starfighter, anti-robot, and anti-missile defense system.. Each laser 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: 200 miles (320 km) in space and has a range of 4 miles (6.4 km) in an atmosphere.

    Mega Damage: 2D6x10 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. Eight (8) Cruise Missile Launchers: Missile has a top speed of Mach 25 in an atmosphere and in space has an acceleration of 10% of light per turn (far 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.) Cruise missiles have penalties to hit small targets but are all considered smart missiles. While the launchers presently do not carry the software to launch multiple missiles as a volley, it could be programmed in easily. While early in the ships careers, this launchers were used for combat, they are mostly used to launch decoys and that is why they have not upgraded the launch software to launch volleys.

    Maximum Effective Range: Cruise Missile range is 8,000 miles (12,875 km) in an atmosphere and 4,000,000 miles (6,437,376 km/ 21.5 light seconds) in space.

    Mega-Damage & Properties: See revised Phase World / Three Galaxies missile tables for detailss (Anti-Matter multi-warheads inflict 5D6x100 M.D.C. each.)

    Rate of Fire: One cruise missile per melee attack (special software allows 4 to 8 missile to be launched as one volley depending on gunners hand to hand attacks) per launcher. This allows total volleys of 32 to 64 cruise missiles to be launched in one melee round.

    Payload: 50 cruise missiles each for 400 total (mostly decoys). Ship has an additional 2,000 cruise missile for fighter reloads but can be used for the ship as well.

  6. Eight (8) Medium Range Missile Batteries: Weapon system is used for hitting enemy robots, fighters, and against incoming cruise missiles. Like other Phase world systems, weapon system range and speed has been greatly increased compared to Rifts Earth systems. Missile has a top speed of Mach 15 in an atmosphere and in space has an acceleration of 6% of light per turn. Batteries can launch on multiple targets each at the same time.

    Maximum Effective Range: Medium Range Missile range is 160 miles (257.5 km) in an atmosphere and 80,000 miles (128,750 km/0.43 light seconds) in space.

    Mega-Damage: Varies with medium range missile type (Multi-warhead heavy warheads inflict 5D6x10 M.D.C. each - See revised Phase World / Three Galaxies missile tables for details.)

    Rate of Fire: Can fire medium range missiles one at a time or in volleys of two (2), four (4), or eight (8) medium range missiles per battery.

    Payload: 240 per launcher for a total of 1,920 medium range missiles. Does not include missile reloads for fighters which is about 12,000 missiles.



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Writeup by Kitsune (E-Mail Kitsune).


Copyright © 1999 & 2015, Kitsune. All rights reserved.



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