HAFS Wasp class Scout Carrier:


Companion to the Dauntless class light carrier, the Wasp class scout carriers are some of the oldest carriers still in active service in the Three Galaxies. They first entered service around the same time as the Boadicea class cruiser, Chevalier class light cruiser, and Agamemnon class battleship.


When first commissioned, the Dauntless class was considered a full fledged fleet carrier. It was decided at the same time to develop a smaller carrier which became the Wasp class. With its small fighter compliment, the class was not real popular with crew and senior officers alike. Many senior officers were concerned than the government would authorize the construction of scout carriers in the place of the Dauntless class. As a result, there were far fewer of the scout carriers were built than the larger class. When it came time to downsize the fleet, the Wasp class was the first to be mothballed although a few remained in service as training carriers for a time.


After decades of being in inactive reserves and no real prospects of ever being recommissioned, it was decided to declare the class surplus and sell them off. Interestingly, while unpopular in Human Alliance service, the escort carriers were popular in both independent defense forces and mercenary companies. They required comparatively small crews and were easy to maintain.


As time has gone on, some have been lost and others have been scrapped. Still, a reasonably large number remain in service. Many have been extensively upgraded although they are still considered weak compared to modern light carriers. The Wolfen Stalker class fast escort carrier fills a remarkably similar role to the old Wasp class. Eventually it is expected that the old Human Alliance scout carriers will be fully retired especially as repair parts get harder to acquire.


As the Dauntless class is based off a modified Boadicea class cruiser hull, the Wasp class is based on a modified Chevalier class escort cruiser hull. The scout carrier also shared the shield generators, power systems, and propulsion of the escort cruiser. This greatly reduced development costs of the tiny carrier as well simplifying logistics. As with other ships of her generation, the Wasp class carriers uses a fusion reactor instead of an anti-matter plant. While the performance of the scout carrier was considered good when first commissioned, it has been eclipsed by newer ship classes.


Unlike the light carrier and escort cruiser, the Wasp class only mounts a single long range missile battery for self defense. Modern missiles do make the battery more effective however. Backing this up are sixteen point defense mounts including four rail gun mounts, four laser mounts, and four mini-missile launchers. Otherwise, the scout carrier relies on embarked fighters for defense.


When initially commissioned, the Wasp class carrier embarked two squadron of Tiger IV class medium fighters, three squadrons of Starling class light fighter, or two light squadrons of Starling and one light squadron of Tiger IV class medium fighters. Later these were replaced by the Osprey and Vixen class fighters. Many of those still in commission operate more modern fighter designs although a surprising number still operates the older fighter classes. A consequence of the small design however is that the scout carrier has only the most minimal facilities to repair and refit fighters.


One of the issues with the scout carrier has always been that the vessel is extremely cramped. This is in large part due to the escort carrier having a much larger crew than the escort cruiser it is designed for in addition to the fighter compliment. These carriers lack much of the automation of newer warship classes. The cramped conditions became most serious on long deployments. Compared to most carriers, these scout carriers lack any embarked troops.


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


Model Type: CVS-14.

Vehicle Type: Scout Carrier.

Crew: 312 (24 Officers, 288 enlisted).

Troops: Maximum of 48 fighter pilots.


Vehicle, Robots, and Power Armors:

Configuration One:

 

36

Light Starfighters (Commonly the SF-9 Vixen Light Starfighter)

Configuration Two:

 

24

Medium Starfighters (Commonly the SF-6 Osprey Starfighters)

Configuration Three:

 

20

Light Starfighters (Commonly the SF-9 Vixen Light Starfighter)

 

10

Medium Starfighters (Commonly the SF-6 Osprey Starfighters)


M.D.C. By Location:

 

Point Defense Electromagnetic Rail Gun Turrets (4):

150 each.

 

Double Barrel Point Defense Laser Turrets (4):

150 each.

 

Long Range Missile Batteries (1):

400.

 

Mini-Missile Launchers (4):

100 each.

 

Outer Hull (40 ft/ 12.2 m Area):

120.

 

Inner Hull (40 ft/ 12.2 m Area):

80.

 

[1] Bridge:

4,000.

 

Hanger Bays (2):

2,500 each.

 

[2] Main Engines (2):

5,000 each.

 

[3] Main Body:

18,000.

 

[4] Variable Force Field:

1,200 a side (7,200 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 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% (360 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 350 mph (563 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 2.5 light years per hour.

Maximum Range: Effectively Unlimited by either Drive system. Carries about two and a half years worth of supplies on board.


Statistical Data:

Length:                544.0 feet (165.8 meters).

Height:                109.9 feet (33.5 meters).

Width:                 205.1 feet (62.5 meters).

Weight/Mass:      49,604 tons (45,000 metric tons).

Power System: Fusion with a 10 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 1,000 tons (907.2 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: Ship would cost about 450 million credits to manufacture in present time in the Three Galaxies. Ships are no longer being produced. When available, these ships sell for 600 to 900 million credits. Cost does not include embarked craft.


WEAPON SYSTEMS:

  1. Four (4) Point Defense 15 mm Electromagnetic Rail Guns: Unlike most of the rail guns used on Phase World 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. 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. Cannon uses 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. Four (4) 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. One (1) Long Range Missile Battery: Long range 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 dead at -25% to detect.) Long range missiles do not have minuses 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 missile tables for detail (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 battery, per melee attack.

    Payload: 240 long range missiles total.

  4. 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: 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 missile tables for detail.)

    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 512 mini-missiles. Cargo hold has an additional 1,048 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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