HAFS Intrepid Class Fleet Carrier:

Before the founding of the Consortium of Civilized Worlds, the Human Alliance Forces Navy had a large fleet on their own right. The primary carrier in service with the Human Alliance Forces Navy was the Intrepid class fleet carrier. When the Consortium Armed Forces was formed, these ship were decommissioned, sold to other navies, or put in mothballs because the Wolfen Packmaster Carrier was adopted by the fleet. While the official government stance is that Packmaster class carriers were much better than any carrier design the Humans or Noro had come up with, the fact is that the bureaucrats decided that a ship that combines both a fleet carrier and an assault carrier would be ideal. Many admirals at the time were strongly apposed to the adopting of the Packmaster because the marines simply are a waste on fleet missions and the ship huge fighter compliment is costly for assault missions. The other point most Admirals pointed out is that the heavy weapon systems are not strong enough to fight a true capital ship and yet they take up huge amounts of space that could be better used for either more fighters or better point defense. Today, many admirals including a few Wolfen admirals still lobby for a new fleet carrier class. Even though the bureaucrats prevented these ships from C.A.F. service when the C.C.W. was formed, there are still almost as many Intrepid fleet carriers sitting in the C.A.F. mothball fleet as they have been since the actual forming of the C.C.W. A few were activated and modernized for use in the war against the Kreegor and participated in many battles and served as well as the Packmasters did. This carrier design is the most common design in the hands of Mercenary groups with the exception of carriers that rebuilt merchant hulls. Intrepid Carriers can also be found in the fleets of many Human Independent Defense Forces and some are still serving in the remnants of the Human Alliance Forces Navy

In appearance, these ships are much more rounded than a Packmaster and all the fighter bays are along the sides of the hull. The ships defense weaponry is mounted on the top and bottom of the ship.

The ship has no heavy offensive weapons although the ship has four long range missile batteries that while designed as anti- starfighter weapons are quite capable of stopping capital ships smaller than cruisers. For short range point defense, the ship carries sixteen rail gun mounts, sixteen laser cannons, and sixteen mini-missile launchers. This means that they are much better at stopping fighter and missile attacks than a Packmaster. The long range missile batteries have less actual launchers because launchers designed and built then were slightly more cumbersome.

In ships in active service with various fleets, the fighters that are carried are modern star fighters but in the ships in the C.A.F. mothball fleet, ancient star fighters can be found in the hangers. The ship does carry a few marines but the are for shipboard protection.

Intrepid class in the CAF mothball fleet or in service in the Human Alliance Forces Navy are named after famous carriers (Both Ocean and Space). Examples include Intrepid, Wasp, Lexington, Kaga, Jeanne D'Arc, and Implacable.

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

Model Type: CVA-55
Vehicle Type: Fleet Carrier
Crew: 1,200
Troops: 800 marines (200 in power armor) and 800 fighter pilots

Vehicles: These listing are for modern compliments. Old compliments were similar in number but were of earlier designs. Ship not in the H.F.N. fleets may have totally different types of vehicles as ships compliment but numbers will be about the same for the various classes of vehicles.
Power Armors & Robots:
200SH-CCW100 Silverhawk Attack ExoSkeleton
10Battleram Robots
Fighter Compliment:
120SF-69 CAF Scorpion Star Interceptor
120BIF-67 Katana Star fighters
120SF-6 Osprey Starfighters or SF-101 Black Eagle Star fighters
15CAF LRF-25 Proctor Long Range Star Fighters

M.D.C By Location:
Point Defense Rail Gun Turrets (16):150 each
Triple Barrel Defense Laser Turrets (16):150 each
Long Range Missile Batteries (4):500 each
Mini-Missile Launchers (16):100 each
Outer Hull (40 ft/ 12.2 m Area):150
Inner Hull (40 ft/ 12.2 m Area):100
[1] Bridge:25,000
[1] Auxiliary Bridge:25,000
Hanger Bays (2):25,000 each
[2] Main Engines (4):10,000 each
[3] Main Body:100,000
[4] Variable Force Field:6,000 a side (36,000 Total)

Notes:
[1] 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 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 ship FTL systems are destroyed and maximum sublight speed is reduced by half.
[3] 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.
[4] Shields positions can be varied and all could be combined in one shield. Shields regenerate at the rate of 5% (1,800 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 0.6 percent of light per melee.
Atmospheric Propulsion: Maximum speed is 300 mph (482 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 3.5 lightyears per hour.
Maximum Range: Effectively Unlimited by either Drive system. Carries about four years worth of supplies on board.

Statistical Data:
Length: 4,200 feet (1,280 meters)
Height: 620 feet (190 meters)
Width: 800 feet (245 meters)
Mass/Weight: 30 million tons (27.2 million metric tons)
Power System: Anti-Matter with a 25 year life span
Cargo: Cargo holds are scattered about the ship that allows for carrying up to 2 million tons of Cargo in addition to standard compliment of supplies and ammunition.
Market Cost: Ship would cost about 15 billion credits to manufacture in present time in the Three Galaxies. Ships are no longer being produced. When available, these ships can sell as high as 40 to 50 billion credits.

WEAPON SYSTEMS:

  1. Sixteen (16) 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 come out of launchers at close to the speed of light. Cannon uses a 15 mm depleted uranium projectiles.
    Range: 16 miles (26 km) through atmosphere and 800 miles (1,290 km) in space.
    Mega-Damage: 80 round burst does 3D6x10 M.D.
    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. Sixteen (16) 2 cm Point Defense Lasers in Double Mounts: used as an anti-Starfighter and missile weapon. Each laser turret can rotate 360 and has a 180 arc of fire.
    Range: 2.5 miles (4 km) miles through atmosphere and 250 miles (40.2 km) in space.
    Mega-Damage: 2D6x10 M.D.
    Rate of Fire: Equal to the combined hand to hand attacks of the Gunner (usually 4 or 5).
    Payload: Effectively Unlimited
  3. Four (4) Long Range Missile Launchers: 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. Batteries can launch on multiple targets each. Batteries have a lower number of actual launchers than the modern CAF long range missile batteries and each launcher is slightly larger in size.
    Range: Missile range is 3400 miles (5470 km) in an atmosphere and 1,800,000 miles (2,89700 km/9.7 light seconds) in space.
    Mega-Damage & Properties: See Phase World Missiles (Fusion does 2D4x100 MDC).
    Rate of fire: One at a time or in volleys of 2, 8, 16, or 24 per launcher, per melee attack.
    Payload: 960 total, 240 long range missiles per launcher.
  4. Sixteen (16) 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).
    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 2048 mini-missiles. Cargo hold has an additional 4608 mini-missile. Reloading launchers from cargo hold takes 1D6 minutes.

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By Kitsune (E-Mail Kitsune ).

Copyright © 1998, Kitsune. All rights reserved.


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