Free Quebec Warrior class Carrier:
When the Coalition first began its explosive expansion of their navy, Free Quebec was not seriously concerned but they soon became concerned about the Coalitions carriers being able to be positioned off their east coast. Panic set in and there was a demand from the leaders of Free Quebec for their navy to begin development of a force of carriers to deal with this situation. Most of the admirals were not seriously concerned because the Coalition forces would have to go by Atlantis and other dangerous locations and would likely lose most of their ships in such a voyage. Still, the admirals worked on developing a carrier design to deal with future problems.
The problem was that most of the designs would be too expensive and would require the construction of new facilities to build the ships. One design was similar to the pre-Rifts Kiev class and would have been as much a missile cruiser as an aircraft carrier. The design was too expensive and carried too few aircraft for what was wanted so it was dropped. While the NGR had some powerful light carriers, the leadership doubted it had the currency and did not want to strain relationships with the nation across the ocean. Free Quebec also did not have the design experience to build a trimaran design of the displacement required
The design that was finally approved came from a junior engineer and was the simplest of any of the carrier designs. The ship was inspired by the American pre-Rifts Wasp design and some background information on some British carrier designs. The ship was designed to be constructed in a modular fashion similar to the American amphibious carriers. The ship was only armed for point defense but will be much less expensive and faster to built to build that the Chi-Town class carrier. Instead of constructing the vessel one at a time, four hulls have already been laid down and all four should be completed within six months after the Coalition completes the CSS Chi-Town. Before the next two Coalition carriers are complete, the Free Quebec navy should have twelve of these carriers completed provided nothing settles the dispute before then. There has been some consideration of constructing some of the ships in a slightly different configuration with the capacity for assault forces.
As stated previously, the Warrior class carrier is a simple design. Both the hull and superstructure are boxy and the hull only tapers slightly at the waterline. This box-like construction gives the ship a large amount of internal volume. Propulsion is provided by four fusion reactors that power twin shafts. The ship carries strong armor and will be able to withstand a large amount of damage before sinking. The ship’s main weaponry is the embarked aircraft and power armors but the ship does carry some point defense. The ship carries two medium range vertical launch missile systems, four short range missile box launchers, and four laser CIWS systems. The medium range launchers are part of the superstructure and the other weapon systems are along the hull under the flight deck. The ship carries a powerful air search radar that is copied from the NGR ships that Free Quebec purchased. Along with being floating air bases, these ships are designed to act as flagships and have powerful command and control facilities. These ships use a large amount of automation and require much smaller crews than their Coalition counterparts.
These ships were designed from the beginning to operate only VTOL aircraft and do not have catapults or arresting gear. It also lacks the angled flight deck common to most pre-rifts designs. The ship does have a six-degree ski-jump on the bow to allow aircraft to take off easier with heavy loads. The ship has two elevators with one aft and the other forward of the superstructure. Original it was planned to use Grey Falcon fighters but instead Yellow Jacket fighters will be embarked. A total of three squadrons will be embarked. In addition to fighters, the carriers will use Triax Mosquito designs for both radar aircraft and anti-submarine warfare. If need be, some of the fighters can be replaced by aircraft for other roles. In addition to aircraft, the carrier will have a total of 400 power armors. It was decided that the power armors would be the equal of any sky cycles as well as able to deal with other power armors.
Model Type: CFV-01C
Vehicle Type: Ocean, Nuclear Aircraft Carrier
Crew: Ship’s complement 850, Air Crew 450, and Flagship Staff
50 (when acting as a flagship)
Troops: 460 power armor pilots
Robots, Power Armors, and Vehicles:
Power Armors:
240 | QPA-101 Pale Death SAMAS | |
160 | QPA-102 Violator SAMAS |
36 | QF-1800 Yellow Jacket Fighter | |
4 | XM-270E Mosquito ERC (Airborne Radar) | |
6 | XM-270F Mosquito ASW (Anti-Submarine Warfare) |
M.D.C. by Location:
[1] Exterior Elevators (2): | 400 each | |
[2] Flight Deck: | 3,000 | |
Hanger Doors (2): | 350 each | |
Quadruple Laser CIWS (4, 2 Forward & 2 Aft): | 250 each | |
Medium Range Missile Launchers (2, Superstructure): | 300 each | |
Short Range Missile Launchers (4, 2 Forward & 2 Aft): | 180 each | |
[3] APAR Radar Systems (4, Superstructure): | 100 each | |
[4] Bridge / Command Tower: | 2,500 | |
Outer Hull (per 40 ft area): | 50 | |
[5] Main Body: | 10,000 |
Notes:
[1] In all three elevators are destroyed, no aircraft can be moved
from the hangers to the flight deck, meaning that they cannot be launched
unless already on the flight deck.
[2] If the flight deck is destroyed, only Helicopters and other VTOL
aircraft can be launched or land. VTOL aircraft are at -15% to piloting.
[3] Destroying Phase Array radar panels will destroy the ship’s fire
control systems but guns have backup systems and panels can compensate
for each other.
[4] If command tower/bridge is destroyed, the APAR Radar and most communication
will be lost. Ship can still be piloted from engineering with a -15% to
piloting rolls.
[5] Depleting the M.D.C. of the main body destroys the ship’s structural
integrity, causing it to sink. There are enough flotation devices and inflatable
life rafts to accommodate everyone aboard.
Speed:
On Water: 32 knots (36.8 mph / 59.3 kph)
Maximum Effective Range: Effectively Unlimited (must refuel about every twenty
years). Ship carries six months of supplies and consumables on board.
Statistical Data:
Length: 900 feet (274.3 meters) overall and 850 feet (259.1
meters) waterline
Draft: 32.5 feet (9.9 meters)
Width: 150 feet (45.7 meters) overall and 117.5 feet (35.8 meters)
waterline
Displacement: 38,500 tons standard and 42,800 tons fully loaded
Cargo: Can carry 4,000 tons of nonessential equipment and supplies. Each
enlisted crew member has a small locker for personal items and uniforms.
Ships officers have more space for personal items. Most of the ship’s spaces
are taken up by extra ammo, armor, troops, weapons, and engines.
Power System: 4 Nuclear Reactor, average life span is 20 years
Market Cost: Not for Sale but costs around 1.1 billion credits
to construct. If found and sold on the black market, it would probably
cost 2 to 5 billion credits.
WEAPON SYSTEMS:
- Quadruple Laser CIWS (4): Copied Triax design. These weapons
hold four laser barrels in a turret. All turrets are located on the sides
of the hull, with two on the fantail behind the hangar and the other two
on both sides of the ski-jump ramp. Each quadruple turret fires multiple
bursts of laser pulses which have a great chance to hit incoming missiles
and planes. The system is normally linked to a powerful automatic tracking
system and operates fully automatically to eliminate air targets with missiles
being prime targets tracked. The system can be put on manual and is devastating
to ground targets and can be used as short range line-of-sight artillery
as well. The system is fitted with both an independent power supply and
a laser and radar targeting system. Each turret has a 90-degree elevation,
and a rotation of 360 degrees.
Maximum Effective Range: 12,000 feet (3,600 meters).
Mega Damage: Burst does 4D4x10, fires bursts only
Rate of Fire:8 Attacks per melee (+5 to strike) on automatic or by gunners hand to hand if on manual.
Payload: Unlimited
Special Feature: The system has a +5 bonus to strike when on automatic and gives a bonus of +2 to strike if used by a gunner. - Medium Range Missile Launchers (2): Like the Laser CIWS,
these are copied from Triax designs. As opposed to the systems on the Helgoland
frigate these are VLS batteries, like the LRM launchers. The missiles are
arranged in an 8 by 4 pattern, and each tube has one reload. The launchers
are mounted on the forward end and after parts of the superstructure. The
systems can launch up to 32 missiles simultaneously each and the launcher
is automatically reloaded. These launchers act as the ships middle point
defense and are normally used to engage incoming air targets and missiles.
Maximum Effective Range: As per medium range missile type (See revised bomb and missile tables for details.)
Mega Damage: As per medium range missile type (See revised bomb and missile tables for details.)
Rate of Fire: Can fire missiles one at a time or in volleys of two (2), four (4), eight (8), sixteen (16), twenty-four (24), or thirty two (32) missiles (Each launcher operates independently.)
Payload: 32 missiles in each launcher, with 32 missiles in each magazine for automatic reloads, for a total of 128 Medium Range Missiles. - Short Range Missile Launching Systems (4): All turrets are
located on the sides of the hull, with two on the fantail behind the hangar
and the other two on both sides of the ski-jump ramp beside laser CIWS
mounts.Each launcher has the ability to launch 24 Short Range Missiles
and automatically reloads every time a missile or missiles are fired. Each
launcher is fitted with multiple fire control systems and can target missiles
on multiple targets. Normal missile mixture is 50% Armor Piercing Missiles
and 50% Plasma missiles.
Maximum Effective Range: As per short range missile type (See revised bomb and missile tables for details.)
Mega Damage: As per short range missile type (See revised bomb and missile tables for details.)
Rate of Fire: Can fire missiles one at a time or in volleys of two (2), four (4), six (6), twelve (12), or twenty four (24) missiles (Each launcher operates independently.)
Payload: 72 short range missiles per launcher for a grand total of 288 short range missiles.
Special Systems:
The ship has all systems standard on a robot vehicle plus the following
special features:
- APAR 12 Three Dimensional Search Radar System An incredibly advanced radar and computer system first developed before the coming of the Rifts and is the equal of the Aegis system on Coalition Navy vessels. Powerful and flexible radar system that is comprised of four panels that each emit radar waves. If allowed by the horizon, the system can track out to 800 miles (1,280 km) and can simultaneously track and identify up to 1,152 targets at one time. The system controls missile launched from the long range missile launchers and the system can track and guide each individual missile to a individual target for up to 288 targets. If a target is eliminated, missiles are automatically guided to a new target. The system can also control missiles launched from other linked vessels as well and can also act as fire control for gun mounts. The system gives a +10% to read sensory rolls, +2 on initiative, and +1 to strike.
- Command and Control Facilities: The carrier carries extra communications equipment and command facilities, to enable the ship to operate as the flagship for a flotilla. When operating in a flotilla, all ships get an additional +5% on Read Sensory Instrument skill rolls, +5% on Weapon Systems skill rolls, +1 to strike with all weapon systems, and +10% on communication skill rolls.
- Advanced Hull Sonar: Mounted under the bow of the ship. Range of 25 miles (21.7 nm / 40.2 km). This hull sonar system has both a passive and active system built in. Sonar system can track up to 32 targets at one time
- Combination Radar Detectors and Active Jamming System: Combination of radar detection system (ESM) and an active jamming system. The system can detect another radar system at around 125% of the range of the transmitting radar, subject to radar horizon. In jamming mode, causes -25% to detection but when it is active, other vehicles/ bases can detect that it is jamming, and some missiles will home in on jamming signals. Jamming also causes a -4 penalty to all radar guided weapons.
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Writeup by Kitsune (E-Mail Kitsune).
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