T.W. Converted Carrier Cabot:

Few ships have as interesting story to tell as the U.S.S. Cabot. It was built from a cruiser hull as an emergency light carrier in World War II. It was hit by two Kamikaze during the war but survived to be employed as an anti-submarine warfare carrier after the war. In the late 1960s, it was transferred to Spain and became Dedalo. It served the Spanish for 22 years and was decommissioned in 1989 to become a Museum ship in the United States. Unfortunately, this did not work out and the U.S.S. Cabot was almost scrapped several times and was saved just in the nick of time to become a museum ship.

The Cabot was badly damaged during the coming of the Rifts but enough survived for a Techno-Wizard to find and determine he wanted to restore it. This Techno-Wizard had worked with the one who had restored the Olympia and knew the techniques that he used. He gathered a large team of Techno-Wizards, Operators, and most other types of spell casters that he could get to work on the project. Through months of casting of the spell "Mend the Broken" the mages working on the project were able to restore the ship to an almost new condition. The vessel then had advanced technology and techno-wizardry added which makes it the equal to many of the most advanced carriers built just before the coming of the Rifts. Since completing the modification on the Cabot, the techno-wizard who discovered the vessel took command and has joined up with the Olympia and a small fleet of techno-wizard modified vessels.

The Cabot had been modified greatly by the United States and Spain before the ship became a museum ship. Because the Cabot had been modified more from the original design than the Olympia, the techno-wizard decided to modify it further than the Olympia had been modified. Even so, the actual modifications were less than the Coalition and the REEF has done to pre-rifts naval vessels. Many of the individual components were purchased from the REEF in Florida because the organization was that they were the easiest to negotiate with and the REEF had better components than Golden Age Weaponsmiths.

Weapon systems were one of the areas than took most advantage of new technology. The ship originally had two additional 40 mm quad anti-aircraft mounts with one mount in the front of the ship and one in the aft. In each of these mounts, a short range missile launcher similar to those used on REEF naval vessels was mounted. This is primarily for use against other missiles but can also be useful against both aircraft and surface targets. The remaining nine 40 mm cannon mounts were twin mounts and were replaced by twin mount recoilless flack cannons that are copied from the design carried on the Tarantula class corvette built by the REEF in Florida. Each mount has an independent power supply and independent laser targeting. Even though the ship is pretty well armed, it is not designed for direct combat. Two magical defense systems were copied from the Olympia. The first is called fireworks. It is a magically generated chaff and flare system that the name is derived from the fact that it looks like fireworks are being set off when it is activated. The other system is much more powerful and is quite effective at taking out missiles. It creates a magical shockwave from the ship. The main limitation is that it can only be activated once per melee.

Like the Olympia, it was decided that the final step would be to convert the hull to a much stronger material with magic and only when the ship was just about finished was it converted. This was to make working on the ship easier than it would be it they had to cut through magically augmented plates. The ship was converted using the spell that had been developed for the Olympia and it that makes normal steel and iron the equal of the super alloys on rifts Earth. On of the most debated conversions of the vessel was the propulsion system. The conversion to fusion reactors was seriously considered but it was that the original steam system would be converted to a techno-wizard steam system. This saved on having to cut into the ship and would be easier to repair in many cases. Each of the original four oil fired boilers are now magical fired and simply requires magical energy to be recharged. Another system carried that is identical to the Olympia is a special modification to the boiler system also enables the carrier to generate a cloud of fog to hide the ship. If the magical boilers do not work out well, the plan is to convert the ship to four fusion reactors.

Like on the Olympia, it was decided that in most cases technological sensor systems would be superior to magical sensors for main sensors. All of the original sensor systems were out of date and it was decided that they needed to be replaced. Various systems were purchased for the REEF in Florida. This included a compact long range sensor system modeled after the pre rifts SPS-49 Radar System, and had new radar detection systems and jamming equipment added. The vessel was first going to have no sonar systems added but concern over submarine attacks make the techno-wizard decide to go ahead and fit a sonar system as well. Some magic sensor were incorporated into the design. This included "See the Invisible" placed on several of the optics systems. Because much of the equipment of the ship now uses magical energy, the ship has a special system that gathers P.P.E. when at a Ley Line or Nexus Point

Before being brought back to the United States, the Dedalo carried seven AV-8A Matadors (Harriers) and twenty helicopters of various types. The flight deck was too small to carry any larger non VSTOL aircraft such as jet fighters and the new air group of the rebuilt T.W. carrier consisted of twelve TW-AV8B Merlin class Technowizard VTOL and ten other VSTOL aircraft (Mostly helicopters). In addition to aircraft, the Cabot carries 200 troops in Mystic Power Armor.

The crew of the vessel was reduced by over fifty percent compared to when it was in Spanish service. This was done by automating many of the systems on the ships. While the original crew quarters were far better than those that were original on the Olympia, they were still cramped and considered far from comfortable. Because of the space from smaller ships crew, the crew quarters were rebuilt with far more space per crew member. As well, the ship had magical systems added that act as environmental systems, air conditioning, and water and waste processing equipment. The new magical environmental systems make the ship fully contained and protect the crew inside the ship against gas attacks.

(Author Note: The U.S.S. Cabot is still fighting for its survival. If you wish to help save the Cabot, there is a website dedicated to the ship called Iron Women Foundation [http://www.ironwoman.org/])

Model Type: TW-CVL28
Vehicle Type: Ocean, MDC Converted Light Carrier
Crew: Ships Crew: 488 (Original crew was 1,569) with at least 10 techno-wizard and 10 other spell casting types.
Troops: 200 pilots for Mystic Power Armors and 52 aircraft pilots / crews

Robots, Power Armors, and Vehicles:
Power Armors:
200Mystic Power Armors
Fighter/Aircraft Compliment:
12TW-AV8B Merlin class Technowizard VTOL
10Other VSTOL aircraft (Mostly helicopters)

M.D.C. by location:
[1] Elevators (2):300 each
[2] Flight Deck1,500
[3] Control Bridge:600
[4] Radar System (Superstructure):100
Short Range Missile Launchers (2, Front and Rear):150 each
Twin Barrel Flack Cannon Turret (9, Sides):280
[5] Main Body:3,200

Notes:
[1] If all three elevators are destroyed, no aircraft can be moved from the hangers to the main flight deck.
[2] If the flight decks are destroyed, only VTOL aircraft can be launched or land. VTOL aircraft are at -15% to piloting.
[3] If Control Bridge is destroyed, ship can still be piloted from engineering but with a -15% to piloting rolls due to using emergency controls. Communication and sensor equipment are not concentrated on the bridge to reduce the effectiveness of bridge hits.
[4] Destroying Search Radar Tower will eliminate SPS-49 type radar system.
[5] Destroying the main body causes the ship to lose structural integrity, causing the ship to sink. There are enough life preservers and inflatable life boats to accommodate everyone on the ship.

Speed:
Surface: 36.8 mph (32 knots/59.3 kph). The ship can operate at three quarters speed on half boilers and can operate at half speed on one boiler.
Range: 575.4 miles (500 nautical miles / 926 km) for each full recharge (requires 100 P.P.E.) Each boiler can propel the ship for up 125 nautical miles (requires 25 P.P.E each). The ship carries six months worth of supplies on board

Statistical Data:
Draft: 26 feet (7.9 meters)
Length: 600 feet (182.9 meters) waterline, 622.5 feet (189.7 meters) flight deck
Width: 71.5 feet (21.8 meters) waterline, 109.3 feet (33.3 meters) flight deck
Displacement: 13,500 tons standard and 16,550 full loaded
Cargo: 800 tons of nonessential equipment and supplies. 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 aircraft, extra ammo, armor, troops, weapons, and engines.
Power System: Was original steam propulsion with four boilers and four shafts but has been converted to a Magical power supply.
Black Market Cost: Not for Sale.

WEAPON SYSTEMS:

  1. Twin Recoilless Anti-Aircraft Flack Cannon Turrets (9): The cannons are mounted in twins a protective turret on the sides of the ship with each cannon is identical to the TX-862FC with the exception that the weapons ammunition bins are larger and are mounted in pairs. The cannons are in the same position as the twin 40 mm cannon mounts with five mounts on the port side and four mounts on the starboard side. The cannon turrets can rotate 360 and the barrel can tilt up to 90 degrees. It is normally used for Anti-Aircraft purposes but also works as excellent but fairly short range artillery.
    Range: 10,000 feet (3048 meters).
    Mega Damage: Single Round: 4D6 MDC, Two Rounds 1D6x10, and Six Rounds 3D6x10. Double weapons damage if the gun is firing both cannons simultaneously
    Rate of Fire: Equal to the gunners combined hand to hand (usually 5 or 6) each (Firing both barrels counts as one attack)
    Payload: Total 1200 for each barrel (2400 total for mount). That is 200 volleys of 6 rounds, or 600 two round volleys.
    Special Feature: The flack cannon has both and independent power supply and its own laser targeting and radar tracking system (especial useful if radar system is destroyed). Sensor has a range of 11,000 feet (3353 meters). The system can also be set on automatic which gives it +1 to strike and three attacks per melee and will fire two round burst. Gives +2 when fired pilot.
  2. Two (2) Short Range Missile Launching Systems: Each launcher has a 36 Short Range Missiles and fills a similar role to the Pre-Rifts RAM missile launcher. These launchers primary purpose is to shoot incoming missiles. The missile launchers are mounted at the extreme bow and extreme fantail of the vessel in the weapon tubs that originally carried quad mounted 40 mm cannons. Missiles are usually 50% AP and 50% Plasma. Each launcher operates independently
    Range: As per short range missile type (Go to Revised bomb and missile table).
    Mega Damage: As per short range missile type (Go to Revised bomb and missile table).
    Rate of fire: One at a time or in volley of two, four, six, or twelve (Each launcher operates independently)
    Payload: 36 missiles each launcher for a grand total of 72 missiles (Has 144 missiles for reloads kept in storage)
  3. Shockwave Defense System: When it is activated, a circular energy wave is emanated from the ship in all directions. The blast is semi-spherical and effects travel upwards as well. The blast does not effect targets underwater. It is longer ranged version of the eight level spell shockwave. Unfortunately, the spell can only be activated once per melee and requires magical energy every time it is activated. It is mostly used to destroy incoming missiles. The system does not effect people and equipment on the deck of the ship
    Range: 1,000 feet (305 meters) in all directions
    Mega Damage: 1D4x10 to all targets within radius of effect (SDC objects will be completely destroyed). The system also inflicts knock as per the spell shockwave on page 144 of federation of magic. (General Guideline: Missiles of medium range and smaller have an 88% of being knocked from the air, long range missiles have a 50% chance of being knocked out of the air, and cruise missiles have a 20% of being knocked out of the air)
    Rate of Fire: Once per melee
    Payload: One, requires 35 P.P.E. to be activated again
  4. Fireworks Anti-Missile Chaff/Flare Dispenser (8): In many ways this system is similar to technological versions of the Chaff/Flare system. When the system fires, it looks like fireworks firing. The anti-missile system works by combining three spells. The three spells are Fire Bolt, Apparition, and Telekinesis. The physical effects of the system are similar to the Triax Anti-Missile chaff but instead of being reloaded, it is recharged by spells.
    Effect: Also note that the chaff cloud will also blind flying monsters that fly through cloud. They will suffer the following penalties: reduce melee attacks/actions, combat bonuses, and speed by half.
    Duration: 1D4 melee rounds.
    Payload: 10 Uses before being recharged. Each launcher is recharged by the spells Apparition (20 P.P.E.), Fire Bolt (7 P.P.E.), and Telekinesis (8 P.P.E.). The cost for all launchers to be recharged is 280 P.P.E. All launchers must be activated at the same time to operate correctly.
  5. Cloud of Fog Generator: This system is built into the ships smoke stacks and unlike most magical systems, does not require magical from a spell caster and instead uses the steam from the ships engines to produce the cloud of fog.
    Range: 6,000 feet (1,830 meters) in all directions
    Effect: Produces a fog bank that obscures vision. Visibility is reduced to 60 feet inside the cloud and even with thermal sensors, a penalty of -2 to strike parry and dodge
    Payload: Effectively Unlimited
  6. Techno-Wizard Modifications: The Cabot has the following Techno-Wizard Modifications built into the ship. These require P.P.E. or I.S.P. from the ships crew or P.P.E. battery. The PPE and ISP values listed inside of the parenthesis are if using higher PPE costs for larger vehicles.
    Special Features:

Special Systems:
The ship has all systems standard on a robot vehicle plus the following special features:

[Golden Age Weaponsmiths is a trademark owned by Kevin Siembieda and Palladium Books Inc. ]
[ Rifts® is a registered trademark owned by Kevin Siembieda and Palladium Books Inc.]

By Kitsune (E-Mail Kitsune ).

Copyright © 2000, Kitsune. All rights reserved.

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