Haunted Light Carrier “Indomitable” (Human Alliance Dauntless class):


The Dauntless class was one of the first carrier classes built by the fledgling Human Alliance. In actuality, the Indomitable was one of the last carriers of the Dauntless class built. Even so, she got into some tough scrapes early on. In fact she is one of the warships in the Human Alliance navy that received the greatest numbers of awards.


There was a group which called themselves rebels but might be more accurately described as pirates. They managed to seize the planet of Dynar IV but not before the government was able to call for help. Only the Indomitable and her escort, a single Chevalier class escort carrier were in the vicinity. The Indomitable herself was only about six months out of the yard. Unfortunately, it would take weeks for more warships to reach the system. Faster than light speeds were far less back then.  


Being the only Human Alliance warships nearby, the two ships responded to the distress call. When they got to the system they appears to be badly outnumbered. There was a couple of small cruiser and a number of corvettes in the occupying force. Even so, the captain of the Indomitable was able to come up with a number of tricks and in the end was able to drive the rebels out of the system.


This was but the first of many incidents, some which she took a primary role while others she took much more secondary role. Still, it was not long until the Human Alliance began retiring Dauntless class carriers with the much larger Intrepid class fleet carriers coming into service. Initially most were put in inactive reserves but eventually they began scrapping the carriers or selling them off.


There was a different fate in store for the Indomitable however. It was decided that a handful of Dauntless class carriers would be retained as training carriers. They were far less expensive to maintain and operate than the Intrepid class. In this role, she served for a great many years, however eventually the Human Alliance decided to retire the remaining Dauntless class carriers.


Initially the Indomitable was actually bought by a group that planned to convert her into a museum ship. The Human Alliance planned to practically give them the light carrier in fact. Unfortunately, one of the board of trustees swindled the organization and the whole plan fell through.


The Indomitable instead found its way into the hands of a system self defense force. They actually ended up upgrading the light carrier while in service. In turn, the light carrier found its way into the hands of a mercenary company. They further upgraded the light carrier.


Major upgrades over the years include a better power plant, faster engines, improved shields, and upgraded weaponry. Of course modern missiles and fighters are far more capable than those when she was first put into service. Lesser upgrades include new electronics including sensor systems. Wherever possible, upgraded systems are of civilian designs but does have modern military class sensors.


Due to additional automation and many of the modern systems requiring lower manning, the crew compliment has been greatly reduced from what was originally required to operate the light carrier. Crew quarters have been modified a great many times while the ship has been service. When originally built, the Indomitable was designed for a human only crew.


Some military historians have remarked that almost every generation of fighter has flown off the decks of the light carrier. Her initial compliment was the Tiger IV and Starling fighters. Later she carried Osprey and Vixen fighters. Since being retired from Human Alliance service, she has operated Scorpions and even a handful of Katana fighters from her decks. Other fighters include the Venom light fighter and even a few Hyena class light fighters. For medium fighters, the Starhawk has been operated off her decks. As far as is known, a Black Eagle has never operated from her decks but it has been suggested to just give her time.


As time went on, the light carrier has gotten a reputation for being haunted. Does not seem to be a true ghost ship like some ships but seems to have a presence about it. There are stories of the captain talking to previous captains of the ship. There are also tales of crew seeing somebody aboard in an unfamiliar uniform and even talking to them in some cases. There have been those who have attempted to read the ship and they get many presences.


It at least seems to help that the vast majority of the spirits aboard the ship seem to be friendly or at least not actively unfriendly. Some do appear less social than others but none appear actively hostile. There appears to be a definite feeling of goodness coming from the ship.


Those aboard her with good intentions seem to feel safe. There seems to also be a luck that seems to pervade the light carried. Only on occasion does the Indomitable seem to do something on its own. There have been some cases where the light carrier will make a minor course correction. Probably the most extreme example of the ship doing something on its own is that the ship’s general quarters alarm suddenly went off. Nobody seemed to be able to shut it off. The captain then detected an ambush.


There are stories about dreams some of the crew have had about past events. There are some dreams about battles but they are not the horrifying dreams that some haunted ships are said to cause in their crew. Some are even surprisingly mundane such as when one of the long ago captains proposed to her girlfriend and their later wedding held aboard the Indomitable.


Some stories of haunted and ghost ships tell that such ships never need repairs and seem to regenerate damage when they take it. Unfortunately, the Indomitable does not seem to be one of these ships. Instead, the crew has to spend many hours of hard work. Even so, she does not seem to be any harder to keep maintained than one might expect for a ship her age. Luckily, the Indomitable also seems willing to be upgraded which there are also stories of such ships rejecting upgrades.


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 Dauntless class light carrier.

Vehicle Type: Light Carrier (Haunted).

Crew: 420 (30 Officers, 390 enlisted) - Does not include haunting presences.

Troops: 80 marines (typically stay on board for ship defense), 120 fighter pilots, 24 space power armor pilots, and 24 light power armor pilots.

Horror Factor: 12 (15 to evil.)


Vehicle, Robots, and Power Armors:

Power Armors:

 

24

Light Power Armors (Often includes K-Universal based designs.)

 

24

Space Power Armors (May include Silverhawk “Knock Off” designs and/or Warhammer based designs.)

Fighter Compliment:

 

36

Light Starfighters (May include the Vixen, Venom, Hyena, and Scorpion Light Starfighters.)

 

24

Medium Starfighters (May include the Osprey, Starhawk, or Katana Medium Starfighters.)


M.D.C. By Location:

 

Point Defense Electromagnetic Rail Gun Turrets (6):

150 each.

 

Variable Focus Point Defense Particle Beam Cannons (6):

150 each.

 

Long Range Missile Batteries (2):

600 each.

 

Medium Range Missile Batteries (6):

300 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:

4,000 per side (24,000 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% (1,200 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 0.80 percent of light per melee.

Atmospheric Propulsion: Maximum speed is 400 mph (643.7 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 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:      158,000 tons (143,350 metric tons).

Power System: Advanced Fusion with a 20 year life span. The ship normally only goes 5 years between refueling and refitting. Replaced original fusion reactor.

Cargo: Cargo holds are scattered about the ship that allows for carrying up to 8,000 tons (7,260 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 fighters, extra ammunition, armor, troops, weapons, engine, and other equipment.

Market Cost: Not for sale. Due to the haunted nature of the vessel, it is almost impossible to calculate the value of the ship. 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. If the Indomitable was not haunted, the upgrades might cost around 1 to 1.5 billion credits and the ship might sell for 4 to 6 billion credits. Cost does not include embarked craft.


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 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 weapon system cannot be used to engage targets while traveling at faster than light velocities. These 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) 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 all considered smart missiles. Batteries can launch on multiple targets each at the same time. 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. Batteries contain a lower number of individual launchers than the batteries on modern Consortium warships with each launcher being 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: Launcher magazines are increased from standard capacity of 32 missiles per battery. 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, per melee attack.

    Payload: 128 per battery for a total of 512 medium range missiles.

    5 Six (6) Mini-Missile Launchers: These are missile turrets used for point defense against enemy fighters and missiles. Missiles have a top speed of Mach 10 in an atmosphere and have an acceleration of 2% of light per turn in space. This is 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. Mini-Missiles in the Phase World / Three Galaxies setting are normally smart missiles.

    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.

Special Abilities as a Haunted Vehicle:

Quirks as a Haunted Vehicle:



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Special Credit to Talis D. Merrill (taalismn@pop.tiac.net) for many of the concepts and enchantments / powers for Ghost / Haunted vehicles.


Writeup by Kitsune (E-Mail Kitsune).


Copyright © 2017, Kitsune. All rights reserved.



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