Trumpeter Assault Carrier (Escort Design):


A common tactic in militaries with limited resources is to use escort carriers instead of light carriers. Using converted merchant hulls, they are far cheaper to building and often cheaper to operate as well. As a result, they are extremely popular. They do not have the capabilities of a true carrier however. Light carriers are usually better protected, better armored, faster, and better armed. Still, fighters are the main striking weapons of any carrier.


As one might expect, they are also used for planetary assault carriers. Even some military forces which operate light carriers in fleet roles operate escort carrier type ships for planetary assault roles. As with escort carriers filling fleet roles, they are far cheaper to build than a true carrier design. Speed and fighting power is usually considered less critical in such roles. In addition, they are often escorted by additional warships including other carriers.


One might say that the Trumpeter is fairly typical of escort design assault carriers. Still, one should not consider the ship to be truly representative. There is so much variation in design that it is almost impossible to find a truly representative design. Almost every escort carrier design, if serving in the fleet or planetary assault roles, is different. Many are built from salvaged weapon systems and are built on a wide variety of different merchant hulls although medium sizes are generally preferred. Light hulls don’t have the cargo space and heavier hulls are much more expensive and just simply to large to be effective.


The Trumpeter herself is build on a TS-100K Trans-Star merchant hull. As a merchant ship, she served for over four decades under a variety of different names. It is not too uncommon for merchant ships to bought and renamed multiple times. The merchant ship was even attacked a few times by pirates but was lucky. She was generally well maintained and was purchased for an extremely good price by a small mercenary group who had managed to save up enough funds to refit the ship but not enough to buy a true assault carrier. It was decided to convert her for planetary assault roles. The mercenary crew usually ties themselves to a larger mercenary company to assist in planetary assault.


As far as the engineering plant, the ship is unchanged. She retains the original faster than light drives, in system drives, and fusion plant. The ship’s top speed is three light years per hour compared to four or five per hour for most warship designs. Generally, this is not considered particularly critical especially for planetary assault roles. The fusion plant is far easier to maintain than most military anti-matter plants although the energy density is far lower for the power plant.


The hull of the ship also is unarmored and will not take as much damage as most true warships. However, the ship does replace the standard conventional shields with much more powerful variable shields although light compared to most warships of the same size class. They are only about half as powerful as those mounted on the similarly sized Warshield class cruiser. In addition to the combat shields, the civilian class particle shielding is replaced by military class particle shielding so that it can operate at over twenty percent of the speed of light.


The original point defense laser array of four is retained unmodified. This is supplemented by four electromagnetic rail guns. Even though many prefer gravity rail guns, the electromagnetic rail guns are still extremely effective and reliable. Although the four medium range missile battery is also retained, they are is modified for a higher payload and greater rate of fire. In addition, four mini-missile launchers help to boost the medium range defense missile battery. Finally, the ship does mount a pair of eighteen centimeter particle beams. While the mounts can be used as anti-ship weaponry, they are more frequently used to strike ground targets from low orbit. The new weapon systems are salvaged from scrapped vessels to reduce building costs.


Sensor and communication system are upgraded so that the ship has full military class systems in both cases with an especially good command and control for troops. There was no need seen to build a secondary bridge so the ship could become in serious trouble if the vessel’s bridge is damaged. These is a limited command and control facility for the troops but does not have the ability to command the ship. It does have full linkage to the ship’s communication suite.


The Trumpeter carries a total of around four hundred troops. Of these, about two hundred are in various power armors, mostly light and medium ground power armors. Still, a small compliment are of Silverhawk knock off designs with a small number of actual Silverhawk power armors operated by the commander of the space power armor section. There are four assault light shuttles of the Tri-Military Service Rampage carried in individual bays. In addition, the ship can carry up to four heavy tanks of up to one hundred tons and twenty light tanks and armored personnel carriers with a maximum weight is around thirty tons each. As far as fighter compliment, the ship carries a single squadron of light fighters and a half squadron of medium fighters. Usually this includes a half squadron of Scorpion light fighters, a half squadron of Vixen light fighters, and a half squadron of Osprey class medium fighters. Even with the ship being greatly modified to carry a large troop compliment and a small fighter compliment, the ship does retain considerable cargo capacity to provide troop supplies.


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


Model Types: Modified TS-100K Trans-Star Medium Merchant.

Vehicle Type: Assault Carrier (Escort Design - Modified Medium Freighter)

Crew: 345 (25 Officers and 320 Enlisted Crew)

Troops: 512 (200 Armored Troops, 200 Power Armor Troops, 36 Fighter Pilots / Crew, 24 Shuttle Crews, and 52 Vehicle Crews)


Vehicles:

Power Armor Compliment:

180

Light / Medium Power Armors

15

Silverhawk “Knock Off” Power Armors

5

CAF Silver Hawk Power Armors

Fighter Compliment:

6

Consortium SF-69 Scorpion Star Interceptor

6

Human Alliance SF-6 Osprey Starfighters

6

Human Alliance SF-9 Vixen Light Starfighter

Shuttle Compliment:

4

Trans-Military Service TMS-LAS-04 Rampage class Light Assault Shuttles

Tanks & Other Vehicles:

4

Tanks (Maximum 100 tons)

20

Infantry Fighting Vehicles / Light Tanks (Maximum 30 tons)


M.D.C. By Location:

18 cm Particle Beam Batteries (2):

800 each

Triple Barrel Defense Laser Turrets (4):

150 each

Point Defense Electromagnetic Rail Gun Turrets (4):

150 each

Medium Range Missile Launchers (4):

400 each

Mini-Missile Launchers (4):

100 each

Outer Hull (40 ft/ 12.2 m Area):

125

Inner Hull (40 ft/ 12.2 m Area):

75

Shuttle Bays (4):

800 each

Fighter Bays (2):

1,200 each

[1] Bridge:

1,500

[2] Main Engines (2):

4,000 each

[3] Main Body:

16,000

[4] Variable Force Field

2,000 a side (12,000 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 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% (600 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 0.7 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 years worth of supplies on board.


Statistical Data:

Length: 623.4 feet (190 meters).

Height: 139.4 feet (42.5 meters).

Width: 244.4 feet (74.5 meter)

Weight: 150,460 Tons (136,500 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 20,000 tons (18,145 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 extra ammunition, armor, troops, weapons, engine, and other equipment.

Market Cost: 1.6 Billion credits to build and convert (Does not include standard fighter, shuttles, embarked vehicle, and power armor compliment.)


WEAPON SYSTEMS:

  1. Two (2) Main 18 cm Particle Beam Batteries: 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.

  2. 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 two)

    Rate of Fire: Maximum of three (3) times per melee per particle beam.

    Payload: Effectively Unlimited.

  3. Four (4) 2.5 cm Point Defense Lasers in Triple Mounts: Mounted on the top, bottom, port, and bottom side of the vessel. All mounts 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 Faster than Light velocities.

  4. Maximum Effective Range: 2.5 miles (4 km) miles through atmosphere and 250 miles (402 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.

  5. Four (4) Electromagnetic Point Defense 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 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.

  6. 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.

  7. Four (4) Medium Range Missile Batteries: A slightly modified version of the medium range missile batteries carried on the normal ship. 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.

  8. 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, per melee attack.

    Payload: 160 per battery for a total of 640 medium range missiles.

  9. 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.

  10. 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) mini-missiles.

    Payload: 128 per launcher for a total of 512 mini-missiles. Cargo hold has an additional 2,048 mini-missile. Reloading launchers from cargo hold takes 1D6 minutes.



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Writeup by Kitsune (E-Mail Kitsune).


Copyright © 2013, Kitsune. All rights reserved.



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