Free World Council “Ithuriel” Light Carrier (Refitted Dauntless class):


While Generally consider past their prime, the Dauntless class light carrier broke new ground with regards to carrier designs when first commissioned. They were actually considered fleet carriers at the time with the era of the huge fleet carriers of today long in the future. After the Human Alliance retired these vessels, many found employment with self defense forces and even mercenary companies.


The Free Worlds Council wants to some day build their own carrier classes. Most likely they plan to built a light carrier design because they are smaller and easier to rapidly build than the larger modern fleet carriers. Right now, they operate a large assortment of different designs with a number being converted merchant hulls. As a result, the Free Worlds Council navy was interested in acquiring a number of older light fleet carriers to study. It took them a while but they were able to acquire a pair of old Dauntless class light fleet carriers.


Even though primarily acquired to study the vessels, the Free Worlds Council navy needs every warship which they can muster in their epic battle with the Trans-Galactic Empire. As such, it makes sense that they would refit these two light carriers for their own service. The refitting of the two vessels is only recently completed with the Ithuriel being the first to complete. Her sister ship Eschiel is quite similar although there are some individual differences between the two ships.


When you compare these light carriers to modern carriers, their defensive batteries is generally considered adequate if not spectacular. In addition, their main striking weapon are fighters. As such, the biggest weaknesses of these ships are the propulsion, shields, and sensor systems. The Free Worlds Council has limited shipyard facilities so any refits are usually the minimum necessary to make warships combat ready. The two refitted Dauntless class light fleet carriers are no exception. Most fleets actually find it more cost effective to built new carriers over refitting the propulsion and power systems but the Free Worlds Council simply lacks the facilities for building new capital ships at the present time.


Over the course of many battles, many Smasher class cruisers have been wrecked. Most of these have been those in service of the Trans-Galactic Empire but a number have been in service of the Free Worlds Council navy as well. In some cases, a single cruiser can be patched together from a single cruiser but in other cases the vessels are only good for salvaging various system. This is something which the Free Worlds Council military has become quite adept at. These systems are then used to refit other ships, something which the Free Worlds Council engineers are also extremely adept at.


Similar to the Boadicea class Cruisers operated by the Free World’s council, many of the systems used in refitting these old carriers are from these wrecked Smasher class cruisers. In general such systems are far smaller than those that they replace while giving considerably better performance.


Probably the single most important system is the propulsion system. It requires a pair of propulsion systems from the cruisers in the light carrier. Still, this allows the vessels to reach speeds of up to four light years an hour and gives a considerable increase in acceleration in normal space as well. Still, the mass of the light carrier makes the vessel have a slower acceleration than an actual Smasher.


In the same manner, a pair of anti-matter plants replace the original fusion plant. These anti-matter plants produce far more power than those that the massive fusion plant they replace. Like the propulsion systems, the twin anti-matter plants are still far less massive than the original fusion plant. As with most warships, the anti-matter plant is backed up with a number of fusion reactor. Unlike the main anti-matter plants, these are largely of civilian design.


While the variable shields of the Smasher are only slightly more effective than the original shields of the Dauntless, the original shields are absolute maintenance nightmares with it being almost impossible to get spare parts. Any spare parts would have to be made special for the ancient shield generator and there is always the fear of the old system failing completely in the middle of combat. As one might expect, the Free Worlds Council has plenty of available spare parts for the variable force fields of the Smasher class.


While basic weapon systems of the Dauntless class are generally considered adequate, sensor systems of the old carrier are anything but. In some cases, even modern civilian systems can be considered more capable. In fact, while the main fire control system and sensor systems come from Smasher class systems, the secondary computer systems and electronics are largely civilian in design.


Not including fighters, the two long range missile batteries remain the light carrier’s main defensive battery. While modern batteries can throw larger volleys, these batteries can still take advantage of modern missile types. The point defense battery of twelve light guns and six mini-missile batteries is also retained. In many cases, weapon systems were not initially operational and needed to be extensively restored and even replaced in some cases.


The one major change to the actual weaponry of the carrier is the addition of four medium range missile batteries. These give the ship a measure of middle range defense. Mounted on a number of Free Worlds Council ships, these batteries are civilian weapon designs although are still quite effective.


As describe previously, the weapon of a carrier is its fighters. In general, a Dauntless class carrier embarks three squadrons of light fighters and two squadrons of medium fighters for a total of sixty fighters. There have been often issues with the Free Worlds Council with operating a huge mix of fighters which proper squadrons are hard to form as a result. The Free Worlds Council navy is attempting to operate the Ithuriel and Eschiel with more homogeneous fighter compliments. Presently, the Ithuriel has embarked a squadron of “Long Tooth” Flying Fangs with two of them being faster than light models, a squadron of Wolfen Gladius fighters, a squadron of Wolfen Falx Supina light fighters, a squadron of Human Alliance Vixen light fighters, and a squadron of Hyena light fighters. Her sister’s fighter compliment is similar although carries a squadron of Human Alliance Osprey fighters instead of the Wolfen Gladius fighters.


One huge advantage of the more modern systems is that it allows for a considerable reduction in ship’s crew. Crew is only around two thirds of the original compliment although the Free Worlds Council navy often has difficulty filling even those requirements. The smaller crew compliment allows for a larger troop compliment although rarely embarked. Often however, a number of space power armor are embarked to give the carrier an extra measure of close range defense. This includes two dozen Warlord Mark II and a dozen “Stormcrow” power armors, a knock of design of the Consortium Silver Hawk design.


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: CV-12 (Upgraded.)

Vehicle Type: Light Carrier.

Crew: 425 (40 Officers, 385 enlisted - Ship can be run by 180 crew).

Troops: 160 marines (maximum - Usually only about 60 are embarked), 120 fighter pilots, and 36 power armor pilots.


Vehicle, Robots, and Power Armors:

Power Armors:

 

12

SC-MM-1000 Stormcrow Space Combat Exoskeleton

 

24

Trans-Galactic Empire IPI-WI-H Warlord Mark II Combat Suits

Fighter Compliment:

 

10

Free Worlds Council FWC-FF-100-B/E “Long Tooth” Flying Fangs (Standard)

 

2

Free Worlds Council FWC-FF-100-C/F “Long Tooth” Flying Fangs (FTL Engines)

 

12

Human Alliance SF-9 Vixen Light Starfighter

 

12

Mercenary MSX-128 “Hyena” Light Starfighters

 

12

Wolfen PBI-22 Gladius Medium Starfighters (Old Model)

 

12

Wolfen PBI-25 Falx Supina Light Starfighters (Old Model)


M.D.C. By Location:

 

Point Defense Electromagnetic Rail Gun Turrets (6):

150 each

 

Double Barrel Point Defense Laser Turrets (6):

150 each

 

Long Range Missile Batteries (2):

600 each

 

Medium Range Missile Batteries (4):

500 each

 

Mini-Missile Launchers (6):

100 each

 

Outer Hull (40 ft/ 12.2 m Area):

150

 

Inner Hull (40 ft/ 12.2 m Area):

80

 

[1] Bridge:

8,000

 

Hanger Bays (4):

3,000 each

 

[2] Main Engines (2):

10,000 each

 

[3] Main Body:

35,000

 

[4] Variable Force Field:

3,000 a side (18,000 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% (900 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 4.0 light-years per hour.

Maximum Range: Effectively Unlimited by either drive system. Carries about four 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:      154,000 tons (139,700 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, fighter compliment, troops, weapons, engine, and other equipment.

Market Cost: A 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 “Ithuriel” design would cost around 1.5 billion credits. If sold on the market, would cost 4 to 6 billion credits.


WEAPON SYSTEMS:

  1. Six (6) 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 gun mounts 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. Six (6) Point Defense 2 cm Lasers in Double Mounts: used as an anti-starfighter and missile weapon. Each laser turret 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: 2.5 miles (4 km) miles through atmosphere and 250 miles (402.3 km) in space.

    Mega-Damage: 2D6x10 M.D.

    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: 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 long range missiles one at a time or in volleys of two (2), eight (8), sixteen (16), or twenty-four (24) long range missiles per launcher, per melee attack.

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

  4. Four (4) Medium Range Missile Batteries: A slightly modified version of the medium range missile batteries carried on a normal Merchantman. They can fire larger volleys and have a much larger payload than the launchers originally carried. Missile has a top speed of Mach 15 in an atmosphere and in space has an acceleration of 6% of light per turn. Normally used for anti-fighter and point defense. 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), eight (8), or sixteen (16) medium range missiles per battery, per melee attack.

    Payload: 160 per battery for a total of 640 medium range missiles.

  5. Six (6) 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 mini-missiles one at a time or in volleys of four (4) or eight (8) mini-missiles.

    Payload: 128 per launcher for a total of 768 mini-missiles. Cargo hold has an additional 2,304 mini-missile. Reloading launchers from cargo hold takes 1D6 minutes.



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Writeup by Kitsune (E-Mail Kitsune).


Copyright © 2015, Kitsune. All rights reserved.



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