Tri-Galactic Military Wildfire class Scout Carrier:


The Tri-Galactic Military Service have been able to acquire a number of retired Consortium Scimitar class patrol vessels. Most were stripped and required extensive rebuilding. Still, the ships are considered excellent vessels, being relatively fast while having the ability to adapt the vessels into a variety of roles.


A number have been converted by the Tri-Galactic Military Service into Bengal class fast transports. With their comparatively large storage holds, the Scimitar class are in many ways ideal for that role compared to most destroyer class vessels. In addition the Tri-Galactic Military Service have decided to convert a number into what is effectively an extremely light carrier. The term “Scout Carrier” is often used for these vessels.


Such conversions are not unknown with a number of Scimitar class patrol vessels having been converted in such a manner. The Adroit class scout carrier is a good example of this. In addition to operating these scout carriers in their own forces, the mercenary company has sold a number of these vessels and will convert them as well.


In order to be converted into scout carriers, a pair of bays were mounted on the ship with one on either side of the original hull. Each hanger has the ability to carry nine light fighters. With the original internal hanger, the ship can carry a total of two squadrons of fighters. The Tri-Galactic Military Service operates mostly the Consortium Scorpion light fighter although most have been upgraded in a similar manner to the “Fleet Upgrade.”


As most of these ships were stripped of all of their weaponry before being sold as surplus including both the heavy anti-ship gravity rail guns and laser cannon batteries. Instead of restoring the weapon, a pair of long range missile batteries are mounted. These give the ship decent long range defense and can be used in the anti-ship capacity as well. Between both launchers, just over two hundred and fifty missiles are carried.


Instead of the original defensive particle beams, the scout carrier mounts four variable focus particle beams. They are more powerful than the original particle beams as well as being extremely effective against missile strikes if fired in wide beam mode. These particle beams originally were carried on the Consortium Assault Shuttle but have since been adopted for a number of other classes.


The only weapon which is retained at the eight mini-missile batteries. These are mostly used to engage incoming missiles. Even though relatively short ranged, these batteries are considered surprisingly effective due to most mini-missiles in the Three Galaxies having smart guidance systems. Mini-Missile payload is however decreased compared to the standard Scimitar class patrol vessel.


One issue that there has been with the Scimitar class is that they require relatively large crews. As a carrier however, a certain amount of personnel are required for fighter operations even though maintenance facilities are limited. Some additional efforts were also made to add additional automation to the vessels as well. As a result, these ships require only marginally greater crews.


With regard to the marine compliment, these ships carry a vastly smaller marine compliment. Instead of carrying around one hundred troops, it carries two dozen troops in space power armor, often the Silver Hawk although various knock offs are reasonably common as well. Otherwise the ship carries only twenty marines for shipboard defense. These marines also assist in fighter operations, weapon control, and damage control when required.


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: TMS-SC-20.

Vehicle Type: Scout / Fast Escort Carrier.

Crew: 108 (10 Officers and 98 Enlisted).

Troops: 36 fighter pilots, 24 Silver Hawk power armor pilots, and 20 marines.


Vehicle, Robots, and Power Armors:

Power Armors:

 

24

Space Power Armors (Commonly SH-CCW100 Silver Hawk Power Armor).

Fighter Compliment:

 

24

Light Starfighters (Commonly SF-69 CAF Scorpion Light Star Fighter).


M.D.C. By Location:

 

Variable Focus Point Defense Particle Beam Cannons (4):

150 each.

 

Long Range Missile Batteries (2):

600 each.

 

Mini Missile Launchers (8):

100 each.

 

Centerline Fighter Hanger Bay Door:

500.

 

Side Fighter Hanger Bay Doors (2):

400 each.

 

Side Hanger Bays (2):

1,800 each.

 

[1] Main Engines (2):

1,200 each.

 

[2] Bridge:

2,000.

 

[3] Main Body:

5,000.

 

[4] Variable Force Field:

1,000 per side (6,000 total).


Notes:

[1] Destroying the main engines means that the ship’s faster than light propulsion systems are destroyed and maximum sublight speed is reduced by half.

[2] 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 scout carrier’s 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.

[3] Depleting the M.D.C. of the main body will put the scout 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% (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 0.8 percent of light per melee.

Atmospheric Propulsion: Maximum speed is Mach 1.65 (1,256 mph / 2,021 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 5.0 light years per hour.

Maximum Range: Effectively Unlimited by either Drive system. Carries about one year worth of supplies on board and has a small hydroponic section.


Statistical Data:

Length:                500 feet (152.40 meters).

Height:                80 feet (25.60 meters).

Width:                 153 feet (46.63 meters).

Mass/Weight:      13,400 tons (12,156.3 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 20 x 50 feet (6.1 x 6.1 x 15.2 meter) in dimensions. 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, ammunition, troops, weapons, engine, and other equipment.

Market Cost: 450 million for a fully refitted Wildfire class scout carrier with new weapon systems. The Black Market or the Kreeghor would offer several times it’s value for an undamaged completely working ship. Cost does not include embarked craft.


WEAPON SYSTEMS:

  1. Four (4) Variable Focus Particle Beam Mounts: 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.

  2. 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.

    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) missiles per battery, per melee attack.

    Payload: 256 total, 128 long range missiles per battery.

  3. Eight (8) 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 per battery, per melee attack.

    Payload: 128 per launcher for a total of 1,024 mini-missiles.



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Writeup by Kitsune (E-Mail Kitsune).


Copyright © 2017, Kitsune. All rights reserved.



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