Kilrathi Dubav class Light Carrier (Wing Commander):
The Dubav class carrier is the first class of light carrier built from the keel up by the Kilrathi. Prior to this class, the Kilrathi navy operated the Fralthi class cruisers converted to light carriers as well as the Fralthra-class Heavy Cruiser having a sizeable fighter wing and being able to operate as light carriers themselves.
It is believed by Confederation Intelligence that the ships were specifically developed as a counter for the Confederation's escort carriers and for the role of operating against Confederation rear echelon areas allowing the fleet carriers to be tasked for other roles. Due to the fear that these ships might be used in the role of a raid against the Confederation inner colonies or even against Earth itself, Confederation High Command has decided to keep Third Fleet in reserve as a counter to the light carriers. There have been several engagements between these Kilrathi light carriers and Confederation escort carriers far from the main lines of the conflict.
While normally escorted by destroyers or corvettes, these ships are designed with the ability to operate independently as much as possible. State of the art vessels, these ships are designed to operate far from logistical support and are well armed for self defense with six heavy laser turrets and a pair of long range missiles launchers. While the main weaponry of the ship are its fighters, the light carrier also carries eight anti-ship missile launchers. The ship also carries powerful sensors and advanced jamming systems.
The Dubav class light carrier carry a fighter wing of forty fighters and bombers. Extensive repair facilities, more like what one would expect for a full fleet carrier are part of the fighter facilities. All of the additional systems puts a squeeze on the amount of actual embarked craft that these carriers can handle. Compared to the Dubav class light carrier, the new Confederation Eagle class light carrier can embark fifty fighters. In addition to the fighters, the vessel is designed to carry a reinforced company of marines and has eight assault shuttles for support of the marines. In many ways these ships can be considered the equivalent of an amphibious carrier of the Twentieth and Twenty-First Century.
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: Dubav class Light Carrier
Vehicle Type: Light Carrier / Assault Carrier
Crew: 760 (40 Officers and 720 Enlisted)
Troops / Passengers: 60 fighter pilots. Can embark up to 200 marines for assault missions
|16||Light Starfighters (Normally Darket Light Starfighters)|
|12||Medium Starfighters (Normally Dralthi IV Medium Starfighters)|
|8||Heavy Starfighters (Normally Vaktoth Heavy Starfighter)|
|4||Heavy Fighter / Bombers (Normally Paktahn Torpedo Bombers)|
M.D.C. By Location:
|Heavy Laser Cannon Turrets (6):||300 each|
|Long Range Missile Launcher (2):||500 each|
|Cruise Missile Launchers (8):||500 each|
|Hanger Bay (2):||3,500 each|
| Engineering section:||10,000|
|Main Engines (2):||5,000 each|
| Main Body:||21,000|
| Variable Force Field:||3,000 per side (18,000 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 does not have an auxiliary bridge. Even if the bridges 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 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% (900 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 0.40 percent of light per melee.
Atmospheric Propulsion: The light carrier cannot operate within an atmosphere. If the ship enters an atmosphere, it will crash.
Stardrive: The light 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 one year worth of supplies on board.
Length: 2,034.1 feet (620 meters)
Height: 294.9 feet (89.9 meters) for hull and 329.7 feet (100.5 meters) including antenna
Width: 918.6 feet (310 meter)
Weight: 38,580 Tons (35,000 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 Dubav class Light Carrier costs around 18 billion credits to manufacture not including fighter compliment. Fighter compliment cost approximately 1.6 billion credits.
- Six (6) Heavy Point Defense Lasers in Dual Mounts: Six 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.
- Eight (8) 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 still cruise 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 still cruise 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: 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 (Anti-Matter does 4D6x100 MDC).
Rate of Fire: One per launcher per melee attack
Payload: 32 cruise missiles total (4 each launcher)
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 (Fusion does 2D4x100 MDC).
Rate of Fire: One at a time or in volleys of 2 or 4 per launcher, per melee attack.
Payload: 80 total, 40 long range missiles per battery..
- Jamming System: The system creates a powerful jamming field with a 240 mile (386.2 km) radius in an atmosphere and 240,000 miles (386,200 km) in space effecting all directions around the vessel. The system jams all radars, radios, and all equipment that uses RF waves. In most cases, the system will also jam the equipment in friendly forces and all equipment in fighter that is using it. E.C.M. pod gives an additional +4 to dodge missiles due to spoofing although some missiles can be set to home on jamming signals.
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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 © 2006 & 2013, Kitsune. All rights reserved.