Confederation Jutland class Attack Carrier (Wing Commander):
The Jutland class attack carrier is one of the Confederations newest carrier designs developed during the Kilrathi war. The loss of the carrier "TCS Tiger's Claw" was a staggering blow to Confederation morale and the Confederation Fleet Command tasked Bureau of Ships with developing a replacement for the Bengal class Strike Carrier. The carrier was also developed to supplement the Concordia class carrier which are the mainstay of the Confederation fleet. The Concordia class carriers should not be confused with the famous Confederation class dreadnought, the TCS Concordia which was made famous under Admiral Geoffrey Tolwyn.
The result of the program to replace the Bengal class was a fast and heavily armed fleet carrier which had both more firepower and speed than the Bengal class it was designed to replace. The Jutland class is also more maneuverable than the standard Concordia class fleet carriers and are more able to survive in the heat of battle. This "Attack Carrier", as the designers christened it, is for all purposes a technological refinement of the Bengal class Strike Carrier. The first vessel of the class was named the Jutland and by tradition, Jutland class carriers are named for famous naval battles.
Compared to the standard Concordia class fleet carriers, the Jutland class attack carriers are faster and carries much greater offensive weaponry. The design is slightly smaller than the Concordia class and while they carry a similar space fighter compliment, the trade off is less ordinance for the fighters are carried and fighter handling and maintenance facilities are reduced. The attack carrier carries around eighty-five fighters, slightly reduced compared to the Bengal class. During most of the service of the carrier, thirty six Epee light fighters, twenty-four Rapier medium fighters, sixteen Sabre heavy fighters, and eight Broadsword bombers were carrier. As production of the Epee light fighter could not keep up with demand, a squadron of the light fighter were often replaced by the Ferret patrol fighter. Weapon of the class consists of anti-ship torpedo launchers for anti-capital ship use, heavy lasers, and defensive missile launchers. Later vessels are constructed with a pair of anti-matter cannons as additional weaponry and older ships have been refitted with the heavy anti-ship mounts as well. The design has received a huge amount of criticism from "carrier diehards" who consider the additional weaponry a waste of resources. Like most carrier designs, the Jutland class are designed to be able to operate as flagships. The Jutland class is far more complex and expensive than the venerable Concordia class fleet carriers and as a result take longer to build. Only one Jutland class attack carriers is built per year compared to two Concordia class carriers every year and a half. Various upgrades, including increasing armor plating and improved weapons, have increased the tonnage of the Jutland class and cost per ship.
Due to the heavier firepower and protection of the Jutland class, these carriers are much more likely to lead carrier strikes than the Concordia class and are also far more likely to be operating semi-independently. As a result of going into harms way, the Jutland class carriers have always taken heavy losses in combat. Still the carriers have taken plenty of enemies with them and the Jutland class attack carrier has distinguished itself time and time again in battle often taking the Confederation to victory. The TCS Trafalgar was lost in the Battle of Vukar Tag, and the TCS Leyte Gulf and Copenhagen were destroyed during the Battle of Earth.
Notes of game conversion:
Because of the nature of the Video Game / Novel series "Wing Commander" and the needs to put the starship into game mechanics, the starship has several modification compared to the Video Game and Novels. The most important change it to change top speed to acceleration. Like fighters in Star Wars and original Battlestar Galactica, the fighters appear to act as if they are in the atmosphere even when they operating in space. This is incorrect. The Television series Babylon 5 and the new Battlestar Galactic are good series to watch to get a clearer idea on how space vehicles would probably maneuver although still not a perfect perspective. The starship has been modified to uses my revised phase world starship rules and can hold their own against most C.A.F and Kreeghor starships. See Revised Starship Rules for Phase World for more details.
Model Type: CVA-91 Jutland class Carrier
Vehicle Type: Fleet (Attack) Carrier
Crew: 3,000 (140 Officers, 150 Chief Petty Officers, and 2,700 Enlisted)
Troops / Passengers: 150 fighter pilots. Has flag facilities for up to 80 additional personnel
|36||Light Starfighters (F-54 Epee Light Fighters / P-64 Ferret Patrol Fighters)|
|24||Medium Starfighters (F-44 Rapier Medium Fighters)|
|16||Heavy Starfighters (F-57 Sabre Heavy Fighters)|
|8||Heavy Bombers (A-17 Broadsword Heavy Bombers)|
|20||General Purpose Shuttles|
M.D.C. By Location:
|Anti-Matter Guns (2):||2000 each|
|Heavy Laser Cannon Turrets (11):||300 each|
|Long Range Missile Launcher (2):||500 each|
|Cruise Missile Launchers (6):||500 each|
|Hanger Bays (2):||2,000 each|
| Main Bridge:||7,200|
| Auxiliary Bridge:||7,200|
| Engineering section:||16,000|
|Main Engines (2):||8,000 each|
| Main Body:||34,000|
| Variable Force Field:||8,000 per side (48,000 Total)|
 In reality this is how much damage needs to be done for a weapon to hit the bridge through the ships armor. This ship also has an auxiliary bridge. Even if both bridges are 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 engineering section means that ship FTL propulsion systems are destroyed and maximum sublight acceleration is reduced to ten percent of normal (using navigational thrusters).
 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% (2,400 M.D.C.) per melee.
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 0.35 percent of light per melee.
Atmospheric Propulsion: The fleet carrier cannot operate within an atmosphere. If the ship enters an atmosphere, it will crash.
Stardrive: The fleet carrier mounts a jump drive which is capable of jumping instantly from a fixed point in a system to another fixed point in a system. These points are weaknesses in the fabric of space and have been mapped in most cases. Fuel is hydrogen which the escort carrier scoops from space to fuel the jump engine.
Maximum Range: Effectively Unlimited by either Drive system. The carrier has about two years worth of supplies on board.
Length: 2,542.7 feet (775 meters)
Height: 449.1 feet (136.9 meters) for hull and 616.8 feet (188.0 meters) including antenna
Width: 787.4 feet (240 meters)
Weight: 77,200 Tons (70,000 metric tons) fully loaded
Power System: Fusion with a 20 year life span. The ship normally only goes 5 years between refueling.
Cargo: Cargo holds are scattered about the ship that allows for carrying up to 5,000 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. Ships officers have more space for personal items. Most of the ships spaces are take up by extra ammunition, armor, troops, weapons, engine, and other equipment.
Market Cost: The Jutland class carrier costs around 38 billion credits to manufacture not including fighter compliment. Fighter compliment cost approximately 3.6 billion credits.
- Two (2) Anti-Matter Cannon Mounts: Weapons are mounted on the forward part of the ship and is the main anti-ship weaponry of the carrier besides fighters. Weapons can angle up to forty degrees to the sides and above and bellow the ship. The anti-matter cannons are extremely powerful and inflict heavy damage to other capital ships. The weapon is not designed to target fighters and has standard penalties against fighters and other small targets.
- Eleven (11) Heavy Point Defense Lasers in Dual Mounts: Ten total on top, bottom, port, and starboard side. All can fire forward and aft. Each Turret can rotate 360 and has a 180 arc of fire. Individually more powerful than the lasers mounted on fighters and have a longer range. Compared to point defense weaponry carried on most starships within the Three Galaxies, the weapon mounts have a longer range.
- Six (6) Cruise Missile Launchers: 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). Since star ships will no longer engage at rock throwing distances, 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.) Cruise missiles have minuses to hit small targets but are all considered smart missiles.
- 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). Since star ships will no longer engage at rock throwing distances, 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. Battery can launch on multiple targets each at the same time.
Maximum Effective Range: 8699.2 miles (14,000 km) in space and 43.5 miles (70 km) in an atmosphere.
Mega-Damage: 2D6x100 M.D.
Rate of Fire: Four per melee
Payload: Effectively Unlimited
Maximum Effective Range: 4,971 miles (8,000 km) in space and 24.85 miles (40 km) in an atmosphere.
Mega-Damage: 4D6x10 M.D.
Rate of Fire: Equal to the combined hand to hand attacks of the Gunner (usually 4 or 5).
Payload: Effectively Unlimited
Maximum Effective Range: 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)
Mega-Damage & Properties: See revised Phase World missile tables for details (Anti-Matter does 4D6x100 M.D.C.).
Rate of Fire: One per launcher per melee attack
Payload: 40 cruise missiles total
Maximum Effective Range: Missile range is 3400 miles (5470 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: One at a time or in volleys of 2 or 4 per launcher, per melee attack.
Payload: 144 total, 72 long range missiles per battery.
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CGI / Artwork of starship created by Wing Commander Saga Team. Picture taken from Wing Commander CIC.
Writeup by Kitsune (E-Mail Kitsune).
Rifts Conversion Copyright © 2004, 2006, & 2013, Kitsune. All rights reserved.