Invincible class light fleet carrier/ Sir Percival class assault carrier:

(Light Fleet Carrier / Light Assault Carrier - New Coventry)


This was the first large starship design developed and constructed by New Coventry. With New Coventry being so close to the Trans-Galactic Empire border, it was decided that a large increase in fleet size was needed. Previously, New Coventry operated ships purchased from the Consortium and others. Smaller ships, such as Hunter class destroyers, are far less of a concern and New Coventry continues buying them and refitting them to New Coventry standards but capital ships is a different situation. The Consortium charges a premium to independent defense forces who want to buy capital ships.


The light carrier class was a large factor in New Coventry building their own shipyard. The system previously only had a relatively minor refit yard. New Coventry Admiralty was able to persuade the house of commons and lords to fund the building of the yards for civilian purposes as well even though the yards are almost completely dedicated to military construction and refitting. The building yards are presently limited to ships of less than four hundred meters in length.


New Coventry had previously operated a pair of escort carriers which had been converted from merchant hulls. Extremely fragile, these ships were slow compared to purpose built vessels and had small fighter compliments. New Coventry Admiralty wanted light carriers. Basically cruiser sized, they are a bit larger, much tougher, and carry a larger fighter compliment than escort carriers but are still far cheaper and replaceable than fully sized fleet carriers. Only the largest militaries tend to operate full sized fleet carriers. Even the Human Alliance has recently gone back to the idea of light carriers.


As far as other light carriers, there are some older classes such as the Dauntless class light carrier but they simply are too old to be effective combat units and even inferior to converted vessels in many respects. There is the Tri-Galactic Military Service Banshee class light carrier but the design has several weaknesses including a relatively slow faster than light speed and being constructed more to civilian standards. With much pressure from the king, commons and lords authorized construction of the Invincible class light carrier. Later, an assault carrier version, known as the Sir Percival class was developed using the same basic hull. These are designed to seize enemy planets rapidly in case of a war. Against the Trans-Galactic Empire, this is designed to create a buffer zone. Presently four light fleet carriers and four light planetary assault carriers are in service with two more light fleet carriers planned for a total of six light fleet carriers.


As with the yard, the design was argued to have civilian applications. In this case, the same basic hull was for a merchant ship. As a merchant ship, the design, known as the "Cutty Sark"class cargo ship is build much heavier than most civilian designs. It also requires a large crew for most newer civilian designs with a crew of one hundred and twenty with ten officers. Unfortunately, none of these ships have sold to outside parties due to cost although the New Coventry Navy does use the ship as auxiliaries in various roles. One of its virtues is the fact that it is as fast as most warships.


Unlike the merchant conversion, the light carrier design has found interest from other parties and New Coventry has built a number of these light carriers for other independent defense forces within Consortium space. Warship sales enable the New Coventry Defense Forces to fund their own shipbuilding. There are many other defense forces which have expressed an interest and there is a concern that the New Coventry yards will be unable to keep up with demands. At one time, the Human Alliance was considering building a modified version of these carriers. In the end, the Human Alliance decided to develop their own design. New Coventry will not sell these vessels or their designs to powers outside of Consortium space or to mercenary companies. Even though only available within Consortium space, the Invincible class had caused the Tri-Galactic Military to lose several potential contracts for their Banshee class light carrier. In general, New Coventry military industries are flourishing and contributing greatly to the planet's economy.


Built to military standards, the Invincible and Sir Percival class share the same design as much as practical. These ships are designed to be as modular as possible. While most major governments build their designs to be as modular as possible, all of this was new to New Coventry shipbuilding. The modular nature of the designs allows for more rapid construction, easier repairs, and a single source of spare components to be shared between the two classes.


As many systems as possible are common systems used in many Consortium designs licenced for production. This includes the anti-matter power plant, propulsion systems, and most of the weapon systems. In several cases, the Consortium did not want to share technology and New Coventry ended up developing their own systems. This includes the shield generators carried on the carrier. Originally, the generator carried on the Warshield class cruiser was planned for the light carrier. The shield generator developed by New Coventry is twenty percent more powerful than the generator mounted on the Warshield.


The Invincible / Sir Percival design does have one potential design flaw. This is that the weaponry is not really well suited for a carrier. New Coventry wanted a light carrier which could defend itself from frigates and possibly cruisers with weaponry almost up to cruiser level. These included heavy energy batteries of eight 12 cm lasers and a pair of capital missile batteries. These use space which could otherwise be used for additional fighters or defensive weaponry. There has been some discussion in the Admiralty about stripping at least the capital missile battery and doubling the long range missile battery. The fire control systems carried aboard the Invincible have not been upgraded to use “Pepper Box” cruiser missile launchers unlike New Coventry destroyers and cruisers.


Secondary battery, other than only mounting two long range missile batteries is excellent and in some ways better than the Consortium standard defensive array. Instead of mounting mini-missile mounts, the light carrier has medium range missile batteries which enables it to engage incoming missiles from further out. This is backed up by GR-1000 heavy point defense rail guns, particle beam mounts, and tachyon scatter beam mounts. The last is especially effective against incoming missile volleys but is extremely short ranged. The weapon array was first tested on the HMS Black Prince, a modified Warshield class cruiser, and was considered quite successful.


Having a compliment of almost 150 fighters, the compliment presently consists of a mix of New Coventry manufactured fighters and fighter designs from the Consortium and Bushido Industries. Even though originally developed by Xanadu station, the Spitfire heavy fighter is generally considered a New Coventry fighter and New Coventry has manufactured the Badger light fighter for over a decade. Even though usually a pair of destroyers are assigned to each carrier, the Spitfire makes an excellent scout craft with its high faster than light speed. The main medium fighters operated by New Coventry are the Black Eagle, Storm Eagle, and Katana. While New Coventry previously operated the Human Alliance Osprey, these fighters have never been operated from the Invincible class. The remaining Osprey class fighters were retired when the two escort carriers were retired. In retrospect, the Osprey fighters could be upgraded to near current fighter standards. The plan is to replace the various medium fighters with a single fighter class, the Lightning, when it is available. A single medium fighter will reduce logistics and being produced by New Coventry, it will also reduce dependency on other powers.


The assault carrier version only operates two squadrons of fighters, one of light fighters. It does carry eight Consortium assault shuttles. There are plans to upgrade these shuttles to the standards of the "Advanced Model" with external missile hard points and a protective force field. In addition to the power compliment, the Sir Percival usually embarked a full sixty-four Naruni Juggernaut heavy tanks. New Coventry is tried to reduce their dealings with Naruni Industries and is looking towards replacing the Juggernaut. The Phoenix Armory Slammer and Sniper are the most likely candidates even though far more expensive than the Juggernaut. This has not stopped Naruni Industries from attempting to sell the upgraded version of Juggernaut and Apex Defense Manufactures has offered the Kodiak Tiger as an alternative. Capital and long range missile payloads are reduced in the Sir Percival by half although medium range missile payload it unchanged on the assault carrier.


This starship design uses modified starship speed and ranges. See Revised Starship Rules for Phase World for more details.

Model Type:CVL-04Invincible class Light Fleet Carrier
LCV-05Sir Percival class Planetary Assault Carrier

Vehicle Type: Light Carrier or Planetary Assault Carrier.

Crew:CVL-04480 (30 Officers and 450 Enlisted)
LCV-05450 (25 Officers and 425 Enlisted)
Troops:CVL-04230 Fighter Pilots, 80 Silverhawk Pilots, and 120 Combat Environment Power Armor Pilots.
LCV-0548 fighter pilots, 80 Shuttle Pilots and Crew, 80 Silver Hawk Pilots,640 Combat Environment Power Armor Pilots, and 300 Juggernaut Crew members


Vehicles:

CVL-04LCV-05
Power Armors:
120640Combat Environment Power Armors
8080SH-CCW100 Silverhawk Attack ExoSkeleton
Fighter Compliment:
7212CSF-4 Badger class Light Interceptors
244SF-101LR Black Eagle medium fighter
244SF-101I-LR Storm Eagle medium interceptor
244BIF-67 Katana fighter ship
40CMS-1X Spitfire Heavy Modular Starfighter
Assault Shuttles:
08CAF Assault Shuttles
Tanks & Other Vehicles:
064Naruni Juggernaut Heavy Tanks


M.D.C. By Location:

12 cm Laser Cannons (8):800 each
GR-1000 Rail Gun Turrets (8):250 each
Point Defense Particle Beam Turrets (8):200 each
Tachyon Scatter Beams (8):200 each
Cruise Missile Batteries (2):1,000 each
Long Range Missile Batteries (2):800 each
Medium Range Missile Batteries (8):500 each
Outer Hull (40 ft/ 12.2 m Area):200
Inner Hull (40 ft/ 12.2 m Area):150
[1] Bridge:12,000
[1] Auxiliary Bridge:12,000
Hanger Doors (32):4,000 each
[2] Main Engines (2):15,000 each
[3] Main Body:60,000
[4] Variable Force Field:6,000 per side (36,000 Total)


Notes:
[1] In reality this is how much damage needs to be done for a weapon to hit the bridge. This ship does have an auxiliary bridge. The ship can still be piloted from engineering but ship is -3 to dodge. All weapon systems will be at local control. Weapon hits near the bridge can injure crew members near the bridge.
[2] Depleting the M.D.C. of the main body will put the ship out of commission. All internal systems will shut down, including life support and internal gravity. The ship itself will be an unsalvageable floating wreck.
[3] Destroying the main engines means that the ship’s faster than light systems are destroyed and maximum sublight speed is reduced by half.
[4] Shields positions can be varied and all could be combined in one shield. Shields regenerate at the rate of 5% (1,800 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 250 mph (402 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. Fleet Carrier: Carries about four years worth of supplies on board. Assault Carrier: Carries about two years worth of supplies on board.


Statistical Data:
Length: 1,250 feet (381 meters)
Height: 600 feet (57.1 meters)
Width: 400 feet (141.7 meters)
Weight/Mass: 455,000 tons (404,100 metric tons) fully loaded
Power System: Anti-Matter with a 50 year life span. The ship normally only goes 10 years between refueling and refitting.
Cargo:
CVL-04: Cargo holds are scattered about the ship that allows for carrying up to 20,000 tons (18,140 metric tons) of cargo in addition to standard compliment of supplies and ammunition.
LCV-05: Cargo holds are scattered about the ship that allows for carrying up to 30,000 tons (27,220 metric tons) of cargo in addition to standard compliment of supplies and ammunition - used for vehicles / troop compliment.
Market Cost: The Fleet carrier and Assault carrier designs sell for around 12 billion credits (cost around 8 billion each to construct - Does not include standard fighter and power armor complement.)


WEAPON SYSTEMS:

  1. Eight (8) 12 cm Heavy Laser Cannons: Used as one of the ships secondary batteries. Two are located on the front, two are located on each side, and two are located on the back. All the weapons on a side may be combined as one attack or used separately. The weapon system cannot be used to engage targets while traveling at faster than light velocities. Weapon has standard minuses to hit fighters and small targets. The barrels can be can be rotated 180 degrees in all directions. Up to two may be fired as one volley.
    Maximum Effective Range: 16 miles (25.8 km) through atmosphere and 16,000 miles (25,800 km) in space.
    Mega Damage: 2D6x100 M.D.C. each or up to 4D6x100 for two cannons..
    Rate of Fire: Maximum of two (2) times per melee each.
    Payload: Effectively Unlimited.
  2. Eight (8) GR-1000 Heavy Point Defense Rail Guns: The GR-1000 Rail Guns both are more powerful and have more range than the conventional rail guns. This greatly increases their effectiveness. Even so, the mounts are not really for use against capital ships but can devastate a fighter quickly. The mounts are still useful against incoming missiles and against opponents who are impervious to energy. Each Gravity Rail Gun is in a turret that can rotate 360 and has a 180 arc of fire. Projectiles are fired from rail gun 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. The gravity rail guns 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: Rail gun inflicts 4D6x10 M.D.C. for a 40 round burst.
    Rate of Fire: Equal to the combined hand to hand attacks of the gunner (usually 4 or 5).
    Payload: 10,000 Rounds (250 Bursts) each cannon.
  3. Eight (8) 25 mm Point Defense Particle Beams: They are used for anti-missile, anti-power armor, and anti-starfighter. The weapon system cannot be used to engage targets while traveling at faster than light velocities.
    Maximum Effective Range: 600 miles (960 km) in space and range is 6 miles (9.6 km) in atmosphere.
    Mega Damage: 3D6x10 M.D.C. each.
    Rate of Fire: Equal to the combined hand to hand attacks of the gunner (usually 4 or 5).
    Payload: Effectively Unlimited.
  4. Eight (8) Point Defense Tachyon Scatter Beams: The main purpose of this system is as an anti-missile point defense. They do this by firing a wide blast that affects all targets in a cone that can destroy whole volleys of missiles before the strike the ship (Roll once against a volley and unless the missiles roll to dodge greater than strike roll, they are all destroyed.) The stream lasts for significant fraction of a second and missiles tend to run into the stream. This system has an interesting property that the system can actually be used at faster than light velocities because Tachyons travel faster than the speed of light. Each Tachyon Scatter Beam is in a turret that can rotate 360 and has a 180 arc of fire.
    Maximum Effective Range: 99.4 miles (160 km) with a width of 12.4 miles (20 km), range and width is one sixteenth in an atmosphere.
    Mega Damage: 2D4x10 M.D.C. each.
    Rate of Fire: Maximum of four (4) times per melee each.
    Payload: Effectively Unlimited.
  5. Two (2) Cruise Missile Batteries: Missile has a top speed of Mach 25 in an atmosphere and in space has an acceleration of 10% of light per turn (far faster than any starship.) Whether weapons can be shot down is calculated from the speed of target, battery, 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.) Cruise missiles have minuses to hit small targets but are all considered smart missiles. This battery is copy of the CAF batteries. Batteries can launch on multiple targets each at the same time.
    Maximum Effective Range: Cruise Missile range is 8,000 miles (12,875 km) in an atmosphere and 4,000,000 miles (6,437,376 km/ 21.5 light seconds) in space.
    Mega-Damage & Properties: See revised Phase World missile tables for details (Anti-Matter multi-warheads inflict 5D6x100 M.D.C. each.)
    Rate of Fire: Can fire missiles one at a time or in volleys of two (2), eight (8), sixteen (16), or thirty-two (32) missiles per battery, per melee round, for a maximum of 64 missiles per melee. Batteries are reloaded on the same melee and can be fired again on the next.
    Payload: 64 total, 32 cruise missiles per battery. Fleet Carrier: Ship has 4 reload of missiles (256 cruise missiles reloads total). Assault Carrier: Ship has 2 reload of missiles (128 cruise missiles reloads total.)
  6. 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, battery, 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. This battery is copy of the CAF batteries. 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 missile tables for details (Fusion warheads inflict 2D4x100 M.D.C. each.)
    Rate of Fire: Can fire 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, for a maximum of 64 missiles per attack.
    Payload: Fleet Carrier: 640 total, 320 long range missiles per battery. Assault Carrier: 320 total, 160 long range missiles per battery.
  7. Eight (8) Medium Range Missile Batteries: 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 (See revised Phase World missile tables for details.)
    Rate of Fire: Can fire missiles one at a time or in volleys of two (2), four (4), eight (8), or sixteen (16) missiles per battery.
    Payload: 160 per battery for a total of 1,280 medium range missiles.



[ Brodkil TM, Bushido Industries TM, CAF TM, Catyr TM, CCW TM, Consortium of Civilized Worlds TM, Free Worlds Council TM, Gene Splicers TM, K-Hex TM, Kittani TM, Kreeghor TM, Machine People TM, M.D.C. TM, Mega-Damage TM, M’Kri Hardware TM, Monro TM, Mutants in Orbit TM, Naruni Enterprises TM, Noro TM, Paradise Federation TM, Phase World TM, Rifter TM, SAMAS TM, S.D.C. TM, Seljuks TM, Splugorth TM, Trans-Galactic Empire TM, Tri-Galactic Military Service TM, United Worlds Warlock TM, U.W.W. TM, Wolfen TM, and Zembahk TM are trademarks owned by Kevin Siembieda and Palladium Books Inc. ]

[ Beyond the Supernatural®, Heroes Unlimited®, Nightbane®, Ninjas & Superspies®, Palladium Fantasy®, and Rifts® are registered trademarks owned by Kevin Siembieda and Palladium Books Inc. ]


Image is taken from the video game Mobius Link.

Mobius Link, and all Images taken from it, are copyrighted by I.MAGIC.

Information about I.MAGIC and their games and other articles can be found at I.MAGIC COSMOS, the I.MAGIC homepage.

Despite numerous attempts to contact I.MAGIC, we could not get a answer. Should I.MAGIC, or any other copyright holder, feel that this is unfair use of their property, please mail E-Mail Kitsune. The picture and all references to it will then be removed from this page. Please note that this is a non-profit page, and that no money is made of it. This is merely a hobby for us, and we do not want to slighten I.MAGIC, nor anyone else who might hold the copyright to this picture.


Writeup by Kitsune (E-Mail Kitsune).


Copyright © 1998, 1999, 2008, & 2010, Kitsune. All rights reserved.



Return