Eagles Nest class Pocket Carrier (FWC):

This starship design is a product of the Free Worlds Council and there are few ships similar to it. The Free Worlds Council started mainly by using converted cargo ships as carriers but while converted cargo ships are cheap, it was decided to try for a very small full carrier design. The plan was for the ships to be constructed in sections and unlike most designs actually assembled on planets. This is very important because of the very limited shipbuilding capacity of the Free Worlds Council and allowed the ships to be assembled in non traditional methods. As a benefit, a relatively large number of these ships have been able to be produced. A few mercenary fighter squadrons have expressed a strong interest in purchasing this ship and one is currently working for the Free Worlds Council in return for getting one of these vessels. There has been some discussion of selling the plans to an outside interest for a large sum of money although it is simply a matter of time until another group begins manufacturing a similar design.

The concept of this ship is to carry and be able to maintain as many fighters as possible in as small a design as possible. The ability to maintain fighters is important to the design and otherwise the design for the Centurion class starfighter transport might have worked just as well. The Eagles Nest can carry and maintain up to six medium fighters. Medium fighters include the Black Eagle, Katana, and Flying Fang fighters. Smaller fighter can be carried as well but fighter numbers are still limited to six fighters. Larger fighters such as the Proctor cannot be carried by the ship. Each fighter is in its own separate bay with three bays on each side of the ship. The ships ability to reload fighters is limited, assume the carrier can fully rearm each fighter four times but will then be out of missiles. The ship maintains no power armors or marines.

The ships are only lightly armed with only a few weapon mounts. The ship has two turrets with one in the top middle rear of the ship and the other in the bottom middle rear of the ship. The turret has three anti-ship laser cannon. While the cannons have a high rate of fire, these mounts are too large to be used against fighters and are too small to dissuade destroyers when the ship is operating alone. Two or more pocket carriers are capable of driving off destroyers when they are operating together. The turrets each also carry a medium range missile launcher. While the launcher appears to only have one tube, the missile launcher actually has eight tubes and can fire up to eight medium range missiles as a volley. This weapon system acts as both the ships main anti-fighter weapon and anti-missile weapon. The remained of the ships weapon systems are purely point defense. The ship has two mini-missile launchers, two point defense rail gun mounts, and two point defense laser mounts. Shield on the ship are lighter than those on most destroyers but are still capable of withstanding moderate damage before being breached.

The ship does have two main advantages over converted cargo ships. The first is that the ship is faster. The ship is designed to outrun most larger ships. Only a few destroyers can come close to matching this ships acceleration and the ship can accelerate as fast as a Kreeghor Flying Fang Fighter. The second advantage is that the ships can also maintain a fast FTL speed and can reach emergencies more rapidly that the fleets other carrier classes.

Tactics for these ships are different than most carriers. These ships are often forced to operate by themselves or in pairs. The ships will drop out of FTL far beyond the normal system boundaries and enter system on standard propulsion. The fighters are launched for a raid. The ship will then shut down it engines and slingshot around the star and pick up the fighters on the other side of the system. If other ships go after the ship, it will FTL out of system and attempt to recover fighters later.

The ship is about the size of a small destroyer or large corvette. The ship is wider than it is tall and in rear of the ship is one large engine. In front of the ship, the ship narrows to a very blunt point. The ship is not especially aerodynamic but is still relatively capable in an atmosphere. These ships are very cramped and have quarters that are almost as restricted as a Proctor class heavy fighter and are more cramped than a Hunter class destroyer.

This starship design uses modified starship speed and ranges. See Revised Starship Rules for Phase World for more details

Model Type: DDLV-5
Vehicle Type: Space, Pocket /Escort Carrier (Corvette Size)
Crew: 24 ships crew and 12 for fighter maintenance
Troops: 12 fighter pilots.

Vehicle:
Fighter Compliment:
6Medium Starfighters (Various)

M.D.C By Location:
Main Turrets (2- bottom and top rear of ship):1,200 each
Medium Laser cannons (3 each turret)500 each
Medium Range Missile Launcher (1 each turret)500 each
Triple Barrel Defense Laser Turrets (2):200 each
Rail Gun Mounts (2):200 each
Mini-Missile Launchers (2):150 each
[1] Fighter Bay Doors (6):400 each
[2] Main Body:2,800
[3] Bridge:800
[4] Variable Force Field800 a side (4,800 Total)

Notes:
[1] Each Hanger is subdivided from the other hangers so destroying one hanger door does not put all other hanger areas in vacuum. Loss of a hanger door does reduce atmospheric speed to 200 mph or less due to huge amounts of wind drag.
[2] Depleting the MDC 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.
[3] 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.
[4] Shields positions can be varied and all could be combined in one shield. Shields regenerate at the rate of 5% (600 MDC) per melee

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 1.0 percent of light per melee.
Atmospheric Propulsion: Maximum speed is Mach 1 (741.4 mph / 1,193.3 kph), can enter an atmosphere and can leave and is much better at atmospheric flight than most ships her size.
Stardrive: Uses a Gravitonic Drive system that allows the ship to reach a maximum of 5.5 light years per hour.
Maximum Range: Effectively Unlimited by either Drive system. The Ship carries about one year worth of supplies on board.

Statistical Data:
Length: 225 feet (68.6 meters)
Height: 65 feet (19.8 meters)
Width: 115 feet (35.1 meter)
Weight / Mass: 5,500 Tons (4,990 metric tons)
Power System: Nuclear with a average life span of 25 years. Ship normally only operates for 8 years between refueling and refit.
Cargo: Cargo holds are scattered about the ship that allows for carrying up to 600 tons of Cargo in addition to standard compliment of supplies and ammunition. The ship also has small lockers for the ships crew and fighter pilots for personal items.
Market Cost: 450 million credits but virtually impossible to purchase because the Free World Council need all ships constructed.

WEAPON SYSTEMS:

  1. Combined Triple Laser / Medium Range Missile Launcher Turrets (2): The turrets are mounted near the rear of the ship on the top and bottom of the ships. The laser canons act as the ships main anti-ship weaponry and the medium range missile launchers are mainly used against missiles and starships. The turret has the ability to rotate 360 degrees and mounts have a 75 degree arc of fire upwards.
    1. Laser cannons (3 each): These laser cannons are similar to those carried on "The Stick In Your Eye" and the weapon design may have been copied off of that ship. The laser cannons have a high rate of fire but do not have sophisticated enough fire control so the weapon system has standard penalties to hit small targets such as missiles and starfighters.
      Range: 10 miles (16.1 km) through atmosphere and 10,000 miles (16,090 km) in space.
      Mega-Damage: 1D4x100 each (Can be combined for up to 3D4x100)
      Rate of Fire: Maximum of twice per melee per turret
      Payload: Effectively Unlimited
    2. Medium Range Missile Launcher (1 each): This launcher is a slightly larger tube mounted to the right of the two laser cannons. The launcher is normally used against starfighter and missiles but can be used against larger ships as well. The launcher can launch on multiple targets at the same time. Missile has a top speed of Mach 15 in an atmosphere and in space has an acceleration of 6% of light per turn. While not normally done, missiles may be launched on targets and allowed to drift dead to their target. The launchers may pull from each others magazines in emergencies.
      Mega-Damage: varies with medium range missile type (See Phase World Missiles)
      Range: 160 miles (257.5 km) in an atmosphere and 80,000 miles (128,750 km/0.43 light seconds)
      Rate of fire: Can fire missiles one at a time or in volleys of 2, 4, or 8.
      Payload: 64 total each launcher.
  2. Two (2) 2.5 cm Point Defense Lasers in Triple Mounts: Mainly used as an anti-starfighter and missile weapons and have no penalties to strike small targets. Each laser turret can rotate 360 and has a 180 arc of fire. Both turrets are mounted on the bottom of the ship.
    Range: 2.5 miles (4 km) miles through atmosphere and 250 miles (40.2 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
  3. Two (2) Point Defense Rail Guns: Both rail guns are mounted on the top of the ship in front of the hanger section. 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 come out of launchers at close to the speed of light. Cannon uses a 20 mm projectile.
    Range: 2 miles (3.2 km) through atmosphere and 200 miles (320 km) in space.
    Mega-Damage: 20 round burst does 2D4x10 M.D.
    Rate of Fire: Equal to the combined hand to hand attacks of the Gunner (usually 4 or 5).
    Payload: 10,000 Rounds (500 Bursts) each cannon.
  4. Two (2) Mini-Missile launchers: One mount is on the top of the ship and the other is on the bottom of the ship. 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).
    Mega-Damage: varies with mini-missile type (See Phase World Missiles)
    Range: Missile range is 2 miles (3.2 km) in an atmosphere and 100 miles (161 km) in space
    Rate of fire: Can fire missiles one at a time or in volleys of 4 or 8 missiles
    Payload: 128 per launcher for a total of 512 mini-missiles. Cargo hold has an additional 512 mini-missile. Reloading launchers from cargo hold takes 1D6 minutes.


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By Kitsune (E-Mail Kitsune ).

Copyright © 1999, Kitsune. All rights reserved.


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