Archangel modified Dauntless class Light Carrier:


Hidden in the asteroid belt of the Siskpoint system, the light carrier Archangel sat with power down. The ancient carrier waited quietly, power down to a minimum, and just about invisible. Her fighters sat in their launch bays, pilots waiting for the order to launch. Not even the planetary government knew where the ship was. That is how Captain Kerry Tamba liked it.


Pirates had already attacked the system half a dozen times and the light carrier had been hired to stop them. While fixed defenses around Zelle, the only inhabited planet, had prevented it from being raided, the disruption in the outer system was creating a huge amount of hardship. Merchant ships had been taken and mining ships had been seized as well. There was no firm identity on the attackers although they appeared to be military designs not converted merchant ships like many pirate vessels. If these attacks were not stopped soon, the planetary economy would collapse. Unfortunately, the system was far from wealthy and they could afford to hire only the single carrier.


Captain Kerry Tamba watched over her tactical officers display. The electronic suite of the carrier had been completely updated, replaced by the sensors carried on a Warshield class cruiser. It was far more powerful and sensitive than what was carried on most ships in this area and should be able to sense any pirate ship before their sensors could detect the Archangel. The ships sensors were augmented by a group of sensor pods, forming a web to ensnare any enemy ship. The only thing on the light carrier’s sensors was a gaggle of ore carriers traveling away from the asteroid belt.


Originally, a Human Alliance Dauntless class carrier. Over the years, the ship had been completely upgraded. New sensors, upgraded shields, new engines, and more powerful weaponry. The ship had belonged to Kerry’s father before her. She had grown up onboard the carrier and had inherited it when her father died. Much of the crew had served with her father and it was hard getting used to commanding them. Her ship was independent, not tied to any mercenary company. Sometimes she thought that were a dying breed.


Two blips suddenly appeared and the edge of the sensor probes. Mass readings started coming back. They were both the size of destroyers. It would still be several minutes before a more complete reading on the ships but the power reading indicated that they were warships. They were obviously not system ships and they had no IFF so they were not likely to be Consortium ships. The Captain stated quietly, “Call General Quarters and get the fighter’s scrambled.” The ship’s alarm began blaring.


Suddenly, the sensor web detected another ship. This one was definitely more massive than the two closer targets, cruiser sized. The two smaller ships were obvious in a sweep pattern in support other larger ship. There was something interesting about the formation, it seemed tighter than most pirate forces. Captain Tamba watched the data stream in as the ships approached. Their course changes and the three ships began closing on the ore haulers.


“All stations report manned and ready,” reported her second in command. “All fighters report ready for launch,” he added a moment later. It would still be some time before the mysterious ships could be identified. The cruiser sized ship could be a cruiser or a light carrier. As a result, there was little purpose in launching fighters.


Each ship has a distinctive drive pattern and mass. As more data came back to the carrier, the three ships’ identities became clear. The pirate ships were in reality Kreeghor vessels. Combined with how professional the three ships were being operated made Kerry wonder if the ships were really pirate vessels. The two smaller ships were Berserker class light attack craft and the larger ship was a Smasher class. The Smasher class were classified as Cruisers but with thirty-six fighters, they had almost as many fighters as many light carriers. The Archangel herself only carried two squadrons more than the Smasher. The whole force was one of fairly heavy metal for her forces to fight.


They were some distance from Trans-Galactic Empire controlled space and the Empire had not seemed to show any real interest in the area. Captain Tamba had to wonder. There were always stories of shake ups within the Empire. Officers would back the wrong faction and find themselves outlaws. If in command of a ship or a task force, everybody under them might face death as well. Many of them went pirate, often as far away from Kreeghor controlled space as they could. She had to wonder if they had taken any damage or lost any fighters. Still, the situation was such that she can capture the enemy ships. It would boost the profit from the mission enough so that it was not simply break even.


A plan began to take shape in her mind. It was time to begin launching fighters.



As the fighter accelerated, Commander Vivian Masters swung away from the carrier. She had once been Captain Tamba’s wing man when the Captain had simply been a fighter pilot. The two women had been on a first name basis until the Captain had inherited the ship from her father. As a result of their time together, the Captain trusted Vivian like she did no one else and she was the one the captain had selected to lead the most sensitive part of the strike even though she was not the most senior pilot.


The Commander’s element of four fighters formed up and she brought up the course which had been laid in for her fighters. The course was directly towards the three vessels designed to attack the cruiser with surprise. Hopefully, the main alpha strike would distract the three Kreeghor ships so that her group would not be detected.


As her fighters began accelerating away from the carriers, the other fighters began launching from the light carrier. First, the modified Scorpion class fighters began launching. They were organized into three squadrons of twelve. This was joined by Katana medium fighters. These were organized into two squadrons of ten. They too began accelerating, the main body on a intercept course between the ore carriers and the Kreeghor vessels, although keeping their acceleration down so that Vivian’s could get into position. They stayed slightly disorganized although most of them were in truth elite pilots.


The four fighters commanded by Vivian were also a modification of the Katana fighter. In this case, they were modified with the addition of a phase field. With the phase field active, the fighters were intangible. Normal lasers or other weapons would pass right through them and the fighters were virtually undetectable. The fighter was called the Ninja-to and were extremely expensive, far more expensive than a standard Katana.


As soon as she was outside of the asteroid belt, she commanded her three wing man. “Activate Phase Fields now.” She switched her own phase field on and the four Ninja-to became intangible within moments of each other. The fighter’s acceleration was reduced to one quarter of normal and no weapon could be used while the phase field was online. She settled in for a long wait while the ships closed. Hopefully the ghost strike would disrupt the Kreeghor group. There should be enough numbers in the main strike to defeat the Kreeghor fighters but the fight would be much more dicey and there would be much greater losses as a result.


Suddenly, there appeared additional drive sources as the Smasher class began launching fighters. They obviously had iron discipline. That was good. Thirty-two fighters formed up in a wedge around the two Berserker craft. Apparently some had been lost and the energy output on the larger ships showed that they had been damaged. The Berserkers pulled slightly ahead of the Smasher although the three ships were still within support of each other.


Her big question is if the enemy fighters would operate by the book or if the commander would be more flexible. If they operated ‘By The Book,’ the main force would have their best chance against them. The Kreeghor did not have much in the way of long range defensive batteries, relying on the fighters. If the three capital ships began launching capital missiles against the fighters, even though not designed to target fighters, it would force the fighters to expend ordnance protecting themselves.


The Archangel’s fighters closed into cruise missile range. No capital missiles were fired. The Scorpion light fighters had their shield down so they would appear to be standard models. The standard Kreeghor Flying Fang fighter was armed with medium range missiles and it was likely the Kreeghor fighters would wait until they were within missile range and then try and cut down the Scorpion light fighters before they engages in close range combat. Vivian did not think it would have worked even with standard Scorpion fighters but it was possible.


Waiting for the right moment, her fighter dropped its phase field and just a second later her three wing man became solid as well. The main body of the Archangel’s fighters was just outside of medium range missiles. Two of the Ninja-to fighters volleyed two capital missiles each at the Smasher. They hit the ship’s shield almost as one and knocked the forward shields flat.


Each of the Ninja-to fighters were armed with a pair of phase cannons. They would only have one pass. All four fighters opened up on the bridge of the Smasher. Passing through the hull as if it did not exist, the weapons penetrated into the bridge. The whole bridge crew died within moments. Within moments, the four fighters were passed outside of point defense range.


Virtually as one fighter, the Katana and Scorpion fighters launched long range missiles at the Flying Fang Fighters. There was a moment of confusion from the loss of command from the cruiser. Kreeghor fighters began exploding.




The Archangel is one of the most unique carriers within the Three Galaxies. There is only a relatively small number of warships operated independently. There are even less carriers operated independently. Most carriers not in military service are in mercenary companies. Independent ships operate as convoy escorts as well as against pirates and others. The Archangel has one of the best reputation for success of independently operated military vessels.


The Archangel started its life as a Human Alliance Dauntless class light carrier. All of these carriers have been long retired by the Human Alliance and only a comparative handful of these carriers are still operational. When first built, they were considered incredible vessels but by most modern standards, they are considered completely obsolete.


Unlike most of the Dauntless class carriers, the Archangel has been upgraded to the point where it is the equal of most much newer light carriers. The story which the crew tells is that the ship was virtually scrap when recovered and Captain Samuel Tamba completely rebuilt the carrier. He was suppose to have gotten the light carrier for next to nothing. The ship is now commanded by his daughter, Kerry Temba. Previously, she had served in various roles onboard including as a fighter pilot. Much of the crew has served under both captains


Many of the systems in the light carrier are from Warshield class cruisers. As the ship has been virtually rebuilt completely, even the main power system has been replaced. The light carrier mounts an anti-matter reactor in place of the original fusion system. The original fusion system was extremely bulky and the anti-matter system is much smaller and far more powerful. The drives are also far more powerful, doubling faster than light speed and increasing acceleration by over twenty-five percent as well. Like with the reactor, the drives are smaller although not by as large a margin as the reactors.


The shields on the carrier are twice as powerful as the original ones. Some of the space allowed the rearrangement of the interior of the carrier and addition armor is added to increase the ability of the ship to withstand damage which penetrates the heavier shields. More powerful sensors allow the light carrier to detect at a much greater range. As well, the detail of the tracking systems is far greater than possible with the original systems. They feed all new command and control systems. Still, the carrier retains only a single bridge.


Weaponry has been completely replaced with powerful gravity rail guns replacing the original electromagnetic rail guns as well as the laser turrets being replaced by variable frequency particle beams. The long missile launchers are also replaced with higher capacity launchers and four medium range missile launchers, similar to those carried on the Hunter class destroyer. The medium range missile launcher replace the six mini-missile launchers and much of the remaining space cleared by new systems is taken up by the ammunition for the medium range launchers. These systems give the carrier a three layered defense in place of the original two layer defense.


Even with the upgrades to the ship, the main strike weapon of the carrier is its fighters. The carrier is designed to embark thirty-six light fighters and twenty-four medium fighters. Under Captain Samuel Tamba, the fighters were Scorpion fighter-bombers and Osprey interceptors. Under his daughter, the Scorpion class fighters were upgraded with shield generators and were modified with the ability to carry long range and medium range missiles in addition to anti-ship missiles. Twenty of the Osprey interceptors have been replaced by Katana fighters and there are four Ninja-to stealth fighters. The captain are trying to acquire four faster than light packs for her fighters. Due to hanger configuration, there is no increase in number of fighters. Magazine space for fighter ordnance is increased, allowing for several additional strike missions.


The new systems allow a reduction in crew on the carrier from over six hundred to under four hundred. Crew quarters are increased in size with the captain’s cabin doubled in size. Still, the number of marines is increased along with the number of power armors embarked.


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: Modified CV-12.

Vehicle Type: Light Carrier.

Crew: 380 (22 Officers, 358 enlisted).

Troops: 120 marines ( typically stay on board for ship defense), 120 fighter pilots, and 60 power armor pilots.


Vehicle, Robots, and Power Armors:

Power Armors:

 

60

Light Power Armors.

Fighter Compliment:

 

20

Bushido Industries BIF-67 Katana Star fighters.

 

4

Bushido Industries BIF-67-ST Ninja-To Stealth Star fighters.

 

36

Consortium SF-69M Super Scorpion Star Interceptors.


M.D.C. By Location:

 

GR-1000 Rail Gun Turrets (6):

400 each.

 

Variable Focus Point Defense Particle Beam Cannons (6):

300 each.

 

Long Range Missile Batteries (2):

400 each.

 

Medium Range Missile Batteries (4):

450 each.

 

Outer Hull (40 ft/ 12.2 m Area):

120.

 

Inner Hull (40 ft/ 12.2 m Area):

80.

 

[1] Bridge:

10,000.

 

Hanger Bays (4):

3,500.

 

[2] Main Engines (2):

12,000 each.

 

[3] Main Body:

40,000.

 

[4] 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 does not have an auxiliary bridge. Even if the bridge 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] 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 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.

[4] 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 0.85 percent of light per melee.

Atmospheric Propulsion: Maximum speed is 300 mph (480 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 5 light-years per hour.

Maximum Range: Effectively Unlimited by either Drive system. Carries about six years worth of supplies on board.


Statistical Data:

Length:                645 feet (196.5 meters).

Height:                165 feet (50.3 meters).

Width:                 282 feet (86.0 meters).

Weight/Mass:      156,000 tons (141,500 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: Cargo holds are scattered about the ship that allows for carrying up to 12,000 tons (10,900 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: An unmodified Dauntless class carrier would costs around 1.5 billion credits to manufacture and the vessels sell for 2.5 to 4.5 billion credits. To modify a Dauntless class carrier to the configuration of the Archangel class light carrier would cost around 2 billion credits. If sold on the market, would cost 7 to 8 billion credits. Cost does not include embarked craft.


WEAPON SYSTEMS:

  1. Six (6) GR-1000 Heavy Point Defense Rail Guns: Gravity rail guns are in turrets that can rotate 360 and has a 180 arc of fire. The GR-1000 Rail Guns both are more powerful and have more range than the conventional rail guns and are the same rail guns which is carried in the C.A.F. Scorpion Starfighter. Considered extremely effective even compared to other gravity rail guns. Even so, the mounts are not really for use against capital ships but can devastate a fighter quickly. They are also extremely effective against targets which are imperious to energy. When used in space, projectiles are fired from rail gun at a significant fraction of the speed of light. When used in an atmosphere, projectile velocities are slower to prevent them from burning up but still are at hypersonic speeds. The gravity rail guns uses a 30 mm projectile. 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 1,600 miles (2,575 km) in space.

    Mega-Damage: Rail gun inflicts 4D6x10 M.D.C. for a 40 round burst.

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

    Payload: 10,000 Rounds (250 bursts) each cannon.

  2. Six (6) Variable Focus Particle Beam Mounts: Replace the point defense lasers and have greater range and inflict more damage be shot. These particle beams are copied from those carried on the CAF Assault Shuttle and will fire a very powerful narrow beam and can fire a scatter effect that is less powerful but is capable of striking multiple targets. The weapon system is quite useful against missiles although the cone is not as wide as Tachyon cannon sprays are (Gives +2 bonus vs fast moving targets such as missiles.) Weapons are mounted in turrets that can rotate 360 and have a 180 arc of fire. Each mount can be operated by a gunner or a gunner program (+2 to strike, 3 Attacks per melee).

    Maximum Effective Range: 300 miles (480 km) in space and 3 miles (4.8 km) in an atmosphere.

    Mega Damage: Single Target: 4D6x10 per blast. Wide Beam: 5D6 to all targets within a 5,000 foot (1,524 meter) diameter area. When fired as a wide beam, the cannon cannot be used on targets closer than 5,000 feet (1,524 meters) away.

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

    Payload: Effectively Unlimited.

  3. Two (2) Long Range Missile Batteries: Missiles have a top speed of Mach 20 in an atmosphere and have an acceleration of 8% of light per turn (faster than any starship) in space. Whether missiles can be shot down is calculated from the speed of target, launcher, and missiles. When drive goes dead, missiles 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 missiles, when unpowered, are at -25% to be detected.) Long range missiles do not have penalties to hit small targets, unlike cruise missiles, and are almost always smart missiles. Batteries can launch on multiple targets each at the same time. These are modern Consortium missile batteries similar to those carried on a number of warships.

    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 long range 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, for a maximum of 64 missiles per attack.

    Payload: 480 total, 240 long range missiles per battery.

  4. Four (4) Medium Range Missile Batteries: Weapon system is used for hitting enemy robots, fighters, and missiles (both cruise and long range missiles.) Missiles have a top speed of Mach 15 in an atmosphere and have an acceleration of 6% of light per turn in space. Weapon system can be used on multiple targets simultaneously.

    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).


Copyright © 2007, 2015, & 2017, Kitsune. All rights reserved.



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