Wolfen Stalker class Fast Escort / Scout Carrier:


Wolfen have a long history of individual and personal combat and they have never been happy fighting in a 100,000 ton cruiser because it makes them not feel like warriors. As a result, Wolfen specialize in fighter combat with a fervor not understood by Human or the Noro races.


While the Packmaster is the best known of the carrier designs, the Wolfen also produced a much smaller fast escort carrier known as the Stalker class. While smaller than most modern light fleet carriers, these escort carries are surprisingly capable. They are also much better designed and faster than most modern escort carrier which are converted cargo ships. Some people prefer the term “Scout Carrier” to represent that it is purpose built as a carrier.


The Stalker class were designed before the days of the war between the Wolfen and the Kreeghor and have served since. The tiny carriers have fought valiantly in battles against the Kreeghor and many of these vessels have been destroyed over the service of the Stalker classes.


When the Wolfen became part of the Consortium of Civilized Worlds, many of these fast escort carriers were offered to form the fleet forces of the Consortium Armed Forces but only a small number became part of the Consortium naval forces. That the fast escort carriers did not enter in large number was largely due to political reasons and not any other reasons. They were soon relegated to inactive reserve forces in the Consortium fleet where they remain today.


The forces of the Wolfen navies still operate a relatively large number of Stalker class carriers. In addition, a fair number of these fast escort carriers are in service in independent Wolfen system forces. In spire of some limitations in the fast escort carriers, many officers prefer these smaller carriers over the far larger Packmaster class carrier.


The Wolfen military forces are beginning to consider a replacement for the Stalker class. Most designs being considered are in the light carrier size class, around the size of the Human Alliance Dragonfly class with a much light fight compliment but still smaller than a true fleet carrier.


A number of these light escort carriers have found their way into the Free Worlds Council’s fleet. The leadership of the Trans-Galactic Empire believes that either the Wolfen military or the Consortium military is offering the Free Worlds Council clandestine support although there has been no good evidence supporting this as of yet. Interestingly, the fast escort carrier embarks almost as many fighters as a Kreeghor Smasher class cruiser. Otherwise, the Stalker class is much smaller and lighter armed. If engaging a Smasher class cruiser, the best tactic is to allow the fighter squadrons to engage the Kreeghor vessel.


The fast escort carrier itself is basically a destroyer sized ship and are constructed in a similar design to the Hunter class destroyer and has many similarities in appearance. It however about half again as large as a standard Hunter. The fact that the design shares much in common with the Hunter class allowed for reduced development and construction costs. It also had the advantage of reducing logistics not requiring special systems for the Stalker class carrier.


The weapon systems are also identical to those mounted on the Hunter class and are in common with a number of other Wolfen warship classes developed around the same time. Unlike many carriers, the Stalker class does mount heavy anti-ship weaponry with two 10 cm heavy particle beams, one less than the Hunter class destroyer. In addition, the carrier also mounts a single capital missile tube. Originally used for anti-ship warfare however in most cases decoy missiles are fired from the single launcher. In addition, the magazine is used for additional missiles for the fighter compliment. Some engineers have suggested replacing the particle beams with a long range missile battery.


For is size, the fast escort carrier has excellent defensive weaponry. Included in this are four medium range missile batteries, compared to two on the Hunter class, six electromagnetic rail guns, and six point defense laser mounts. There are some discussion about potential upgrades to the weapon systems although few of the tiny carriers have been upgraded in any significant manner.


As far as acceleration, faster than light speed, and maneuverability, the Stalker class fast escort carrier has similar performance to the Hunter class carrier, excellent for a relatively old carrier design. Uses an anti-matter reactor backed up with fusion power systems. Be virtue of the fast escort carrier being larger than the destroyer, the Stalker can withstand greater damage than a Hunter class. However, the small carrier mounts the same class of shields as the destroyer and are easily penetrated when engaging actual warships


Even though the crew is relatively small, the fast escort carrier does require considerably greater crew than a Hunter class destroyer. This is both due to the fast of the greater point defense battery and to service the need of the embarked fighters. The ship is not that much larger than a Hunter all considering and as a result the Stalker class is quite cramped. Some crews dislike serving aboard these tiny carriers as a result.


The Stalker class is designed around carrying its fighters in eight bays. Each bay is designed to embark six light fighters, four medium fighters, or one heavy fighter. For heavy fighters, the craft si limited to around the size of the Proctor heavy fighter. The PBI-36 Spiculum heavy fighter is of course the most common heavy fighter embarked in Wolfen service. The fighter is slightly larger than the Proctor and just barely fits in the hangers. While different bays can embark different compliments, it is more common to carry homogenous fighter groups. Due to the fast escort carrier’s cramped conditions, only limited maintenance can be done with regard to fighters. In some cases, a Packmaster class carrier might as a mother ship to allow for the repair and maintenance of fighters


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: SCVE-85.
Vehicle Type: Fast Escort / Scout Carrier.
Crew: 62 ( 6 Officers, 54 Enlisted).
Troops: 20 Marines and up to 50 fighter pilots.


Vehicle, Robots, and Power Armors:

Power Armors:

 

10

Light Power Armors

Fighter Compliment: Has eight fighter bays, each can embark six light fighters, four medium fighters, or a single heavy fighter. Below are listed three common configurations.

Configuration One:

 

48

Light Starfighters (Commonly the PBI-25 Falx Supina Light Starfighter).

Configuration Two:

 

32

Medium Starfighters (Commonly the PBI-22 Gladius class Medium Strikefighter).

Configuration Three:

 

8

Heavy Starfighters (Commonly the PBI-36 Spiculum Heavy Starfighter).


M.D.C. By Location:

 

10 cm Heavy Particle Beam Cannons (2, built into sides):

650 each.

 

Electromagnetic Point Defense Rail Gun Turrets (6):

400 each.

 

Point Defense Laser Turrets (6):

300 each.

 

Cruise Missile Launcher (1, underside):

1,000.

 

Medium Range Missile Batteries (4, Top, Sides, and Bottom):

450 each.

 

Hanger Bays (8):

1,000 each.

 

[1] Bridge:

1,500.

 

[2] Main Body:

8,000.

 

[3] Variable Force Field:

1,000 a side (6,000 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 does not have an auxiliary bridge. Even if the bridge of the ship 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.
[2] Depleting the M.D.C. of the main body will put the fast escort 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% (300 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 0.95 percent of light per melee.

Atmospheric Propulsion: Maximum speed is Mach 1 (761.2 mph / 1225.1 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 4.5 light years per hour.

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


Statistical Data:

Length:                450 feet (137.2 meters).
Height:                105 feet (32 meters).
Width:                 120 feet (36.6 meters).
Weight / Mass:    25,000 tons (22,670 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 500 ton (453.6 metric tons) of cargo not including standard compliment of supplies and ammunition. Hold is 20 x 40 x 40 feet in dimensions (6.1 x 12.2 x 12.2 meter). 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 embarked fighters, extra ammunition, armor, troops, weapons, engine, and other equipment.

Market Cost: 650 million for good condition Stalker class Fast Escort Carrier. In some circumstances, the ships can sell from 1.0 to 1.4 billion. Cost does not include embarked craft.


WEAPON SYSTEMS:

  1. Two (2) 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. The are mounted in the position of the two guns to either side of the ship with most of the cannon being inside of the hull. 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 both.)

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

    Payload: Effectively Unlimited

  2. Six (6) 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.

  3. Six (6) 18 mm Point Defense Lasers in Ball Turrets: This system is unaltered when compared to a standard Hunter class destroyer. This is the star ship’s 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.

  4. One (1) 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 the main reason 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 details (Anti-Matter multi-warheads inflict 5D6x100 M.D.C. each - Carries mostly decoys however.)

    Rate of Fire: One cruise missile per melee attack (special software is available allows 4 to 8 missile to be launched as one volley depending on gunners hand to hand attacks).

    Payload: 50 cruise missiles total (mostly decoys).

  5. Four (4) 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: 160 per launcher for a total of 640 medium range missiles.



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Writeup by Kitsune (E-Mail Kitsune).


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