Gryphons Claw Escort Carrier:

Several militaries in the Three Galaxies have converted cargo ships to escort carriers. The concept first came into being during World War Two when ocean going cargo ships were converted into tiny carriers called "Escort Carriers." This has found its way into the Three Galaxies with star ships. Converted cargo ships are among the most common carriers operated within the Three Galaxies. In most cases, moderate sized vessels similar to the typical medium freighter are used. There are huge numbers of cargo ships operated within the Three Galaxies and the ships can often be purchased extremely cheaply. They have a reasonable amount of cargo space which make them easy to convert to escort carriers.

It costs to convert a merchant ship into an escort carrier only a fraction of what it would cost to construct a light carrier with a similar fighter compliment. Gryphons Claw herself is an escort carrier that is serving in the Free Worlds Council navy but is typical for an escort carrier and many other escort carriers have virtually the same statistics as the Gryphons Claw. Still, it should not be assumed that the Gryphon Claw represents a majority of escort carrier designs. Most of the variation in the design are in the shipboard weaponry although some ships are virtually unaltered from the original merchant design and only have their cargo hold converted to carry fighters and retain the original weapon systems and non-variable shield generators.

The Free Worlds Council navy operates several other escort carriers and they are an important component of their military. Each carrier os slightly different with one of the escort carriers operated by the Free Worlds Council was originally the HMS Ark Royal but was retired when replaced by a new light fleet carrier design. The Trans-Galactic Empire's intelligence services believe that it was given by New Coventry to the Free Worlds Council but New Coventry records show that the ship was sold for scrap.

While some Escort Carriers only have their cargo hold rebuilt to carry fighters, the Gryphon's Claw has been upgraded more extensively than that. Still, it shares many of the same weaknesses common to Escort Carriers. Its acceleration is less than most fleet carriers due to retaining the ship's original engines although particle and radiation shielding have been upgraded so the ship can reach upwards of sixty percent of light. Faster than light speed is also on the slow end compared to most military vessels. The ship is lightly armored as a merchant hull and has fairly weak defensive shields as well although unlike most merchant vessels, they are variable force fields.

Like most carriers, the weapons on the Gryphon's Claw are mostly defensive and are designed to protect the ship from incoming missiles and against fighters. Most weapons are light rail guns and energy weapons supported by medium range missile launchers and mini-missile launchers. The ship is not really expected to engage in battle itself. The ship is armed with a single heavy particle beam and three heavy laser cannons. These are enough to deal with a single frigate or other small ship attacking but not for any kind of fleet action. Most of the weapon systems carried on the carrier are salvaged from other vessels.

Like most Carriers, the Escort Carrier relies on its fighters as its main weaponry. The Gryphon's Claw can carry up to about fifty-six fighters total. Due to being purpose build, even most light carriers can carry a larger fighter compliment. As well, escort carriers with no upgrades to weapon system can often carry a few additional fighters. The Gryphons Claw's fighters are a much wider assortment then is normal for a carrier to have and the fighters include older Wolfen and Human Alliance fighters, some gotten under the table from the CAF, some stolen from the Kreeghor, and other that were purchased from Naruni Industries. Many of the fighters are older designs. Somehow the ship was able to acquire two Star Ghost fighters for the carrier. These along the with the long range Black Eagles are usually used for scouting. The mixture of different designs has received criticism from both inside and outside the Free Worlds Council Military because it is hard to form homogeneous fighter squadrons with such a mix of different designs.

Ship design uses modified starship speeds and weapon ranges. See Revised Starship Rules for Phase World for more details.

Model Type: CVER-128 Escort Carrier (Refitted)
Vehicle Type: Space, Escort Carrier (Converted Heavy Cargo Ship)
Crew: 508 Crew (ship can be run by 175 crew)
Troops: 200 Marines , 48 fighter pilots , and cam carry up 150 passenger.

Vehicle, Robots, and Power Armors: This is the listing for the Gryphons Claw, other escort carriers can have completely different fighter or power armor compliments.
Power Armors:
10CAF Silver Hawk Power Armors
20Knock Off Silver Hawk Power Armors
20Kreeghor Warlord Mark 2 Combat Suits
Fighter Compliment:
2Bushido Industries BIF-67 Katana Star fighters
6Consortium SF-69 Scorpion Star Interceptor
2Consortium SF-101I-LR Storm Eagle medium interceptor
6Human Alliance SF-6 Osprey Starfighters
6Human Alliance SF-9 Vixen Light Starfighter
12Kreeghor Flying Fang Interceptor
6Naruni NE-SF10 Broadsword Fighters
4Naruni FB-49 Fire Eater Fighters
4Wolfen PBI-22 Gladius Medium Starfighters (Old Model)
6Wolfen PBI-25 Falx Supina Light Starfighters (Old Model)
2Star Ghost Starfighters

M.D.C. By Location:
40 cm Heavy Particle Beam Turret:1,000
10 cm Medium High Intensity Laser Cannons (3):400 each
2.5 cm Triple Barrel Defense Laser Turrets (8):200 each
GR-1000 Rail Gun Turrets (4)250 each
Medium Range Missile Batteries (4):500 each
Mini-Missile Launchers (4):100 each
Hanger Bays (4):1,500
Outer Hull (40 ft/ 12.2 m Area):120
Inner Hull (40 ft/ 12.2 m Area):80
[1] Main Body:18,000
[2] Bridge:1,200
[3] Variable Force Field2,000 a side (12,000 Total)

Notes:
[1] Depleting the MDC 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.
[2] In reality this is how much damage needs to be done for a weapon to hit the bridge through the ships armor. This ship does not have an auxiliary bridge. Even if the bridges 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] Shields positions can be varied and all could be combined in one shield. Shields regenerate at the rate of 5% (600 MDC) per melee

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 0.7 percent of light per melee. Ship has had the merchant radiation and particle shields replaced with military shields.
Atmospheric Propulsion: Maximum speed is 300 mph (483 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 3 light years per hour.
Maximum Range: Effectively Unlimited by either Drive system. carries about one year worth of supplies on board.

Statistical Data:
Length: 628 feet (191.4 meters)
Height: 145 feet (44.2 meters)
Width: 240 feet (73 meter)
Weight: 145,000 Tons (131,500 metric tons)
Power System: Advanced Fusion with a 20 year life span. The ship normally only goes 5 years between refueling and refitting.
Cargo: Cargo holds are scattered about the ship that allows for carrying up to 40,000 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. Ships officers have more space for personal items. Most of the ships spaces are take up by extra ammunition, armor, troops, weapons, engine, and other equipment.
Market Cost: Including both the original cost of the cargo ship and modifications, the ship costs 1.5 billion credits.

WEAPON SYSTEMS:

  1. One (1) 40 cm Heavy Particle Beam Cannon Turret: Heavy particle beam cannon is on the top of the ship near the bow in a turret that can rotate 360 and has a 180 arc of fire. Weapon system has standard penalties to hit small targets such as missiles and starfighters. The weapon system cannot be used to engage targets while traveling at FTL velocities.
    Maximum Effective Range: 70 miles (112.7 km) through atmosphere and 70,000 miles (112,650 km) in space.
    Mega-Damage: 3D6x100
    Rate of Fire: Maximum of three (3) times per melee.
    Payload: Effectively Unlimited
  2. Three (3) 10 cm HI Laser Cannons (Medium) Turret: One on port side, one on starboard side and one at top aft of ship. Each Turret can rotate 360 and has a 180 arc of fire. Weapon system has standard penalties to hit small targets such as missiles and starfighters. The weapon system cannot be used to engage targets while traveling at FTL velocities.
    Maximum Effective Range: 16 miles (25.8 km) through atmosphere and 16,000 miles (25,800 km) in space.
    Mega-Damage: 1D6x100
    Rate of Fire: Equal to the combined hand to hand attacks of the Gunner (usually 4 or 5).
    Payload: Effectively Unlimited
  3. Eight (8) 2.5 cm Point Defense Lasers in Triple Mounts: Eight total on Top, Bottom, port, and bottom side and are the main defensive batteries of the ship. All can fire forward and aft. Each Turret can rotate 360 and has a 180 arc of fire. The weapon system cannot be used to engage targets while traveling at FTL velocities.
    Maximum Effective Range: 2.5 miles (4 km) miles through atmosphere and 250 miles (40.2 km) in space.
    Mega-Damage: 3D6x10 M.D.
    Rate of Fire: Equal to the combined hand to hand attacks of the Gunner (usually 4 or 5).
    Payload: Effectively Unlimited
  4. Four (4) GR-1000 Large Rail Guns: There are 2 rails guns on each side on the top along the port and starboard side and are effective against targets which are impervious to energy weapons. Each Rail Gun is in a Turret that can rotate 360 and has a 180 arc of fire. Projectiles come out of launchers at a significant fraction of the speed of light. The weapon system cannot be used to engage targets while traveling at FTL velocities. Cannon uses a 30 mm projectile.
    Maximum Effective Range: 16 miles (26 km) through atmosphere and 1,600 miles (2,575 km) in space.
    Mega-Damage: 40 round burst does 4D6x10 M.D.
    Rate of Fire: Equal to the combined hand to hand attacks of the Gunner (usually 4 or 5).
    Payload: 10,000 Rounds (500 Bursts) each cannon.
  5. 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: 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 (See Phase World Missiles).
    Rate of Fire: Can fire missiles one at a time or in volleys of 2, 4, 8, or 16 missiles per battery.
    Payload: 160 per battery for a total of 640 medium range missiles.
  6. Four (4) 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: 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 Phase World Missiles).
    Rate of Fire: Can fire missiles one at a time or in volleys of 4 or 8 missiles
    Payload: 128 per launcher for a total of 512 mini-missiles. Cargo hold has an additional 1024 mini-missile. Reloading launchers from cargo hold takes 1D6 minutes.

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By Kitsune (E-Mail Kitsune).

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