Vannes Khyber class Light Carrier:


Historically, many smaller military forces prefer to operate escort carriers converted from merchant hulls. Few new carrier designs were available and there were limited numbers of older light carriers available. Almost no many minor powers operate large fleet carriers due to their cost. Ship building facilities to build light carriers were also expensive to invest in so few went that route either.


As with other warships, the Vannes system decided to built their own carriers. Instead of refitting merchant ships as escort carriers or attempting to buy discarded light carriers, they decided to build their own light carrier class. They also built their own cruiser, destroyer, and fighter designs. They also had quite extensive shipbuilding facilities.


For a single system, Vannes system had a massive force at one time. This was because, while settled by humans, the system was far outside of Human Alliance controlled space. The system was especially rich in resources which is why it was so tempting. Several neighbors were also less than friendly.

At one time, the fleet consisted of around two dozen cruisers and around one hundred destroyers. In addition, the fleet operated eight light carriers at its peak.


As time went on, the neighbors became trading partners and much less of a threat. This enabled the fleet to be downsized. The Human Alliance continued expanding, coming closer to the system. Eventually, the Human Alliance became on of the foundations of the Consortium with the Consortium eventually actually surrounding the Vannes system. At that point, after much debate, the system decided to join the Consortium.


While as the region had become more peaceful, the military had reduced fleet numbers, the joining of the Consortium allowed for a vast reduction in military forces. In fact forces were reduced to four cruisers and two dozen destroyers. In addition, shipyard facilities were sharply reduced. All of the remaining light carriers were retired although two were put in reserve instead of being discarded. Although similar in many respects, these are of a later class than the Khyber class.


Of the various other light carriers, some were scrapped while others were sold both to mercenary companies and other minor powers. While there are a comparatively small number and they are old, there are not that many similar ships in service. Some of these old carrier over the years have been extensively updated and modernized by their new owners.


Instead of designing the light carrier from the beginning, it was decided to adapt the design of the Sceptre class cruiser into that of a light carrier. It is not considered by many an ideal design and carries a smaller compliment than it might as a purpose built carrier of the same mass. Still, in most cases they were adequate in the light carrier role. Using the cruiser as a basis allowed for a much lower development cost as well as reducing logistics. It is slightly larger at around one hundred and eighty thousand tons. Even so, it is not really any tougher than the cruiser it is based on. The force fields of the cruiser design are retained.


Compared to modern vessels, the ship is slow, with a top faster than light speed of two and a half light years per hour. Due to the ship being slightly heavier, normal space acceleration is reduced compared to the Sceptre class cruiser. The fusion plant is identical to that carried in the Sceptre as well. Power to mass, it is far inferior to modern fusion plants.


The most important weaponry of any carrier is its fighter compliment. The Khyber embarks four squadrons of medium fighters. The Vannes system did not manufacture any light fighter designs but instead relied on the Starhawk medium fighter. Now of course most carriers embark a variety of different fighters with the Vannes systems including the addition of light fighters. Presently the system still operated the Starhawk in limited numbers but is likely to replace it with the Bushido Industries Katana fighter within a few years. Otherwise, the carrier can also embark a dozen light power armors mostly used for shipboard defense.


The ship is armed for self defense. The two cruise missile batteries are deleted but the four long range missile batteries are retained. Missile payload is cut however by around thirty percent. This makes the light carrier able to defend itself fairly well As well, the ship mounts twelve rail gun mounts and eight mini-missile batteries for close range defense. Some of the surviving ships have had their defense suite greatly modified although in general with modern missiles the defensive suite is capable against most threats. None of the heavy particle beam mounts are retained on the light carrier.


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


Model Type: VCVL-04

Vehicle Type: Light Carrier

Crew: 660 (65 Officers, 595 enlisted).

Troops: 40 marines (typically stay on board for ship defense), 60 fighter pilots, and 12 power armor pilots


Vehicle, Robots, and Power Armors:

Fighter compliment can vary with often three squadrons of light fighters replaces two squadrons of medium fighters.

Power Armors:

12

Light Power Armors

Fighter Compliment:

48

Medium Starfighters (Originally the VFA-01A Starhawk but varies greatly)


M.D.C. By Location:

Point Defense Electromagnetic Rail Gun Turrets (12):

150 each

Long Range Missile Batteries (4):

400 each

Mini-Missile Launchers (8):

100 each

Outer Hull (40 ft/ 12.2 m Area):

120

Inner Hull (40 ft/ 12.2 m Area):

80

[1] Bridge:

6,000

[1] Auxiliary Bridge:

6,000

Hanger Bays (4):

6,000 each

[2] Main Engines (2):

8,000 each

[3] Main Body:

28,500

[4] Variable Force Field:

2,500 a side (15,000 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 also has an auxiliary bridge. Even if both bridges are taken out, 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 cruiser 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% (750 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 0.55 percent of light per melee.

Atmospheric Propulsion: Maximum speed is 200 mph (30 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 one year worth of supplies on board.


Statistical Data:

Length: 625 feet (190.50 meters).

Height: 152 feet (46.33 meters).

Width: 265 feet (80.77 meters).

Weight/Mass: 176,000 tons (159,660 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 8,000 tons (7,257.5 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: Ship would cost about 1.5 billion credits to manufacture in present time in the Three Galaxies (not including fighters or power armors.) Ships are no longer being produced. When available, these ships sell for 2.5 to 4.5 billion credits.


WEAPON SYSTEMS:

  1. Twelve (12) 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.

    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) 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. 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 more information (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 twenty-four (24) per battery, per melee attack.

    Payload: 672 total, 168 long range missiles per battery.

  3. Eight (8) 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 more information.)

    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 1,024 mini-missiles. Cargo hold has an additional 3072 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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