Tri-Galactic Military Banshee class Light Carrier:
The Tri-Galactic Military is the largest mercenary company in the Three Galaxies and is absolutely huge rivaling many militaries. While the Tri-Galactic Military operates a number of destroyers, cruisers, and "Pocket Battleships," the majority of their forces is composed of light carriers. These have advantages over fleet carriers in that they are less costly to build so that more can be built and the loss of a carrier is less significant. Many actions do not require the resources of a full fleet carrier either.
While many of the carriers operated by the Tri-Galactic Military are retired ships from various militaries, they also build their own light carriers. Even though their own forces are not composed exclusively of their own carriers, they have sold a number of these light carriers. Tri-Galactic Military has a number of small yards for the purpose of building and refitting ships of various classes. This includes for outside interests including other mercenary companies and small governments. Recently, the introduction of the New Coventry Invincible class light carrier has began competing within Consortium space.
Many light carrier classes are built in a light fleet carrier and light assault carrier. The Tri-Galactic Military adds a third type, the hybrid class which can be considered in many ways to be a smaller version of the Packmaster class carrier and carries a larger fighter compliment than most assault carriers while also having a light assault compliment.
Fighter compliment for the light fleet carrier version is ninety-six fighters with five squadrons of light fighters and three squadrons of light fighters. Most carriers operated by the Tri-Galactic Empire usually embark Scorpion light fighters and Katana medium fighters. As well, the carrier embarks twenty Silver Hawk space power armors. A small number of troops is embarked, mostly for shipboard defense.
The planetary assault carrier version embarks eight Rampage assault shuttles, two squadrons of light fighters, and one squadron of medium fighters. Heavy shuttles such as the CAF assault shuttle are too large to be embarked. Thirty tanks and fifty infantry support vehicles are carried along with four hundred ground power armors and twenty Silverhawk power armors. In some cases, robots replace the tanks and infantry support vehicles as part of the vehicle compliment. Light tanks can be substituted for infantry support vehicles.
The third version as a hybrid embarks four Rampage assault shuttles, two squadrons of light fighters just like the assault carrier, and two squadrons of medium fighters instead of a single squadron. As with the planetary assault version, the carrier cannot carry any large shuttle types but is limited to lighter shuttles. Tanks are cut down to ten but carries thirty infantry support vehicles. The ship does carry two hundred ground armors and twenty Silverhawk power armors. There have been some experiments with the Hybrid with Squire support shuttles replacing two of the assault shuttles. Experiments have been mixed so far and the support shuttles have not been widely adopted.
The ship does not mount the latest faster than light drives although is faster than the Wyvern class pocket battleship. The light carrier can travel at up to four light years per hour. Top speed in normal space is slightly less than the new Human Alliance Dragonfly class light carrier. Similar to most newer ships in the Three Galaxies, power plant for the light carrier is an anti-matter plant.
Designed mostly to merchant standards as a cost saving measure, the Banshee class carrier is very lightly armored compared to most warships of similar mass. Both the Dragonfly and Invincible class light carriers are better protected. Compared to the Dragonfly and Invincible classes, these light carriers lack an auxiliary bridge. The lack of a secondary bridge is to reduce costs, simplify the design, and reduce crew compliment. This bridge is armored unlike most of the ship so that it is less likely to be taken out easily. Bays are also larger on the Banshee class. The ship also has comparatively light shields, about equal to those carried on the Trans-Galactic Empire Smasher class cruiser.
Weaponry is a mixture of old weaponry from retired warships and new weapon systems. The light carriers are also armed with heavier anti-ship weaponry than most light carriers. These light carriers are armed with a pair of eighteen centimeter particle beams with most salvaged from scrapped warships. Longer ranged than most light weaponry, these mounts are mostly as defense against attacking destroyers and frigates. Also from retired ships, these ships mount six electromagnetic rail gun mounts and six mini-missile batteries. New weaponry includes two long range missile batteries and six variable focus particle beams. Especially effective as close defense against missiles, the particle beams are copies from the mounts carried on the Consortium Assault Shuttle. Even though weaponry is a mixture of older and newer systems, the sensor and electronic warfare suites have no such compromise. Instead, the sensor systems are generally the newest systems available.
Crew of all three Banshee carrier subclasses is just a bit more than three hundred with the light fleet carrier version having a slightly larger crew than the others. Interesting is that due to having a much smaller troop compliment, the light fleet carrier is the least cramped. Like most warships, these ships have extensive automation although still have relatively large crews. The rearming of fighters is mostly automated. These light carriers also have a fully staffed medical center including operating room and emergency stasis tubes.
Ship design uses modified starship speeds and weapon ranges. See
Starship Rules for Phase World for more details.
|Model Type:||TMS-LFC-08||Banshee Light Fleet Carrier|
|TMS-LAC-09||Banshee Light Assault Carrier|
|TMS-LHC-10||Banshee Light Hybrid Carrier|
|Crew:||TMS-LFC-08||345 (20 Officers and 325 Enlisted)|
|TMS-LAC-09||320 (16 Officers and 304 Enlisted)|
|TMS-LHC-10||330 (18 Officers and 312 Enlisted)|
|Troops:||TMS-LFC-08||144 fighter pilots, 60 Silverhawk pilots, 60 Marines.|
|TMS-LAC-09||54 fighter pilots, 48 Shuttle pilots / crew, 20 Silverhawk pilots, 800 marines|
|TMS-LHC-10||72 fighter pilots, 24 Shuttle pilots / crew, 20 Silverhawk pilots, 400 marines.|
|0||400||200||Light / Medium Power Armors|
|20||20||20||Silverhawk Power Armors|
|60||24||24||Light Starfighters (Commonly SF-69 CAF Scorpion)|
|36||12||24||Medium Starfighters (Commonly BIF-67 Katana)|
|0||8||4||Rampage class Light Assault Shuttles|
|0||30||10||Tanks (Maximum 100 tons)|
|0||50||30||Infantry Fighting Vehicles / Light Tanks (Maximum 30 tons)|
M.D.C. By Location:
|18 cm Particle Beam Batteries (2):||1,000 each|
|Variable Focus Particle Beam Cannon Turrets (6):||150 each|
|Point Defense Electromagnetic Rail Gun Turrets (6):||150 each|
|Long Range Missile Batteries (2):||600 each|
|Mini-Missile Launchers (6):||100 each|
|Outer Hull (40 x 40 ft/ 12.2 m x 12.2 Area):||150|
|Inner Hull (40 x 20 ft/ 12.2 m x 12.2 Area):||100|
|Hanger Bays (6):||5,000 each|
| Main Engines (2):||9,000 each|
| Main Body:||35,000|
| Variable Force Field:||3,000 side (18,000 total)|
 In reality this is how much damage needs to be done for a weapon to hit the bridge through the ship’s hull. 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.
 Destroying the main engines means that the ship’s faster than light systems are destroyed and maximum sublight speed is reduced by half..
 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.
 Shields positions can be varied and all could be combined in one shield. Shields regenerate at the rate of 5% (950 M.D.C.) per melee round.
Driving on the Ground: Not Possible.
Sublight: Has military class shielding and can reach 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 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 4.0 light years per hour.
Maximum Range: Effectively Unlimited by either Drive system. Light fleet carrier version carries about two years worth of supplies on board. Planetary assault carrier / hybrid versions carry about one year worth of supplies on board.
Length: 965 feet (294.13 meters)
Height: 325 feet (99.06 meters)
Width: 455 feet (138.68 meters)
Weight/Mass: 360,000 tons (326,600 metric tons) fully loaded
Power System: Anti-Matter with a 25 year life span. The ship normally only goes 7 years between refueling and refitting.
Light Fleet Carrier Version: Cargo holds are scattered about the ship that allows for carrying up to 15,000 tons (13,610 metric tons) of cargo in addition to standard compliment of supplies and ammunition.
Planetary Assault Carrier Version: 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.
Hybrid Carrier Version: 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 - used for vehicles / troop compliment.
Market Cost: 6.5 billion credits to construct and sells for around 9 billion credits normally (Does not include standard fighter and power armor compliment.)
- Two (2) 18 cm Main Particle Beam Mounts: These 18 cm particle beams are mounted in the forward area of the ship. Batteries can be fired up to 120 degrees toward the rear on either side (can only fire one cannon at a target at that angle but can spin to be able to bring both batteries to bear) and can fire at a 30 degree angle up or down. The weapon system cannot be used to engage targets while traveling at faster than light velocities.
- Six (6) 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).
- Six (6) 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 guns at a significant fraction fraction of the speed of light. Mounts uses 15 mm depleted uranium projectiles. The weapon system cannot be used to engage targets while traveling at F.T.L. velocities.
- 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, 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.
- Six (6) 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: 70,000 miles (112,650 km)in space and 70 miles (112.7 km) in an atmosphere.
Mega Damage: 3D6x100 M.D.C. each (6D6x100 M.D.C. for both)
Rate of Fire: Maximum of three (3) times per melee per particle beam.
Payload: Effectively Unlimited.
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.
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.
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) per launcher, per melee attack.
Payload: 480 total, 240 long range missiles per launcher.
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 details.)
Rate of Fire: Can fire missiles one at a time or in volleys of four (4) or eight (8) missiles.
Payload: 128 per launcher for a total of 768 mini-missiles. Fleet carrier version has an additional 2,304 mini-missile in the cargo holds. Reloading launchers from cargo hold takes 1D6 minutes. Planetary assault carrier / hybrid versions do not carry reloads in cargo bay (used for troop / vehicle compliment)
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Writeup by Kitsune (E-Mail Kitsune).
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