Wolfen Packmaster Class Carriership:

The Wolfen Packmaster is slightly different from the standard Packmaster in CAF service although the ships look identical except on very close visuals where the different weapon mounts can be seen. The original Packmaster had a different weapons layout that was much like an enlarged version of what is carried on the Hunter class Destroyer. The ship carries two heavy lasers. These were retained in the Consortium version of this ship. This weapon is backed by six particle beam cannons equal to those carried on the Hunter class Destroyer but with the ability to move more. There is some discussion of replacing these weapons with the more rapid firing guns that are carried on the New Coventry version of the Hunter. Instead of having the large capacity cruise battery missile that is carried on the CAF version, this ship carries the rapid firing launchers that are on the hunter. Recently, software has enable these launchers to become far more effective although they are most often used to launch decoy and jamming missile to protect the ship. The point defense of the ship is about equal to that of the CAF version of the Packmaster but the medium range missiles give the ship a longer defensive range.

The ship requires a slightly larger crew than the CAF version of the ship but the troop and vehicle compliment is about the size. In the compliments composition, the Wolfen version of the Packmaster carries a mixture of Wolfen designed equipment and CAF designed equipment due to there being a shortage of Wolfen vehicles although the Wolfen designs are still far mor common. Recently, the Wolfen have began replacing their older Gladius class medium Starfighters with a more modern and more powerful version of the fighter.

Originally the Packmaster was an experiment, it was to see if a fleet style carrier and a planetary assault carrier could be combined into the same platform. This was just prior to the Wolfen getting involved with fighting the Kreeghor. Because they had no other carrier designs in the works, they mass produced the Packmaster. The ship did well in combat but due to its duel nature it was not as effective in fleet operations as a fleet carrier would have. As a result of their mass production, a large number of these carriers were remaining after the Kreeghor /Wolfen War and they formed the backbone of the Wolfen post war fleets. At this time, there was some discussion of converting half of the ships over to standard fleet carriers and half over to planetary assault carriers. Two test beds were actually created. One was a fleet carrier and the other was an assault carrier. While the Wolfen fleet officers gave excellent reviews, the government canceled funding to convert more of the carriers.

A while later tensions mounted again at the possibility of going to war against the Human Alliance but instead of a War, the two groups ground and along with the Noro race became the Consortium of Civilized Worlds. When forming military fleets, varies ships from the various races were adopted. The Packmaster was in reality adopted over the Intrepid class fleet carriers by Bureaucrats. They saw it as a way to combine two different ship classes to save money. Several Admirals, both Human and Wolfen, were against the idea and the weaknesses of the ship have been shown ever since.

Recently, with the CAF introducing the Independence class carrier, the Wolfen have began considering modifying several of their Packmasters into pure carriers. Both of the original prototype converted carriers were lost in battles against the Kreeghor during the war the CCW had against the Trans-Galactic Empire but it is likely that the cruise missile launchers will be replaced by long range missile launchers for better point defense. Fighters on the fleet carrier will likely be increased by about 50% and the assault carrier version would likely have a compliment very similar to the Dire Wolf class Assault Carrier.

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

Model Type: CS-700-I
Class: Strategic Carrier Ship.
Crew: 1,650 crew members (including officers).
Troop Capacity: Has 3,000 pilots and co-pilots, and carries 5,000 additional troops

Vehicles: These listing are for modern compliments and assume Wolfen Equipment being used in most cases. Old compliments were similar in number but were of earlier designs. As well, due to a shortage on Wolfen vehicles, new CAF or other designs are often carried in place of them.
Power Armors & Robots:
320Silver Hawk Power Armors
1200Spartan Power Armors
120Bombard Infantry Robots
30Battleram Robots
Fighter Compliment:
260Falx Supina Light Starfighters
240Gladius Medium Starfighters (Old or New)
20Spiculum Heavy Starfighters
Assault Shuttles:
50Wolfen Cohort class Assault Shuttles
Tanks & Other Vehicles:
150Phalanx Main Battle Tanks
200Maniple IFV

M.D.C. by Location:
20 cm Main Laser Cannons (2):1,200 each
Heavy Particle Beam Cannons (6):650 each
Rail Gun Turrets (8):400 each
Point Defense Laser Turrets (12):300 each
Cruise Missile Launchers (8):1,000 each
Medium Range Missile Batteries (8):450 each
Hangar Section (Lower 1/2 of the Ship):60,000
[1] Bridge:15,000
[1] Auxiliary Bridge:15,000
[2] Main Body:80,000
[3] Variable Force Field:5,000 a side (30,000 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] 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] Shields positions can be varied and all could be combined in one shield. Shields regenerate at the rate of 5% (1,500 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 0.7 percent of light per melee.
Atmospheric Propulsion: Maximum speed is 200 mph (322 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 4 lightyears per hour.
Maximum Range: Effectively Unlimited by either Drive system. Carries about one years worth of supplies on board, but can be stretched to two in an emergency.

Statistical Data:
Height: 1,000 feet (305 meters)
Width: 1,000 feet (305 meters)
Length: 5253 feet (1600 meters)
Weight: 50 million tons fully loaded, plus can carry an additional 5 million tons of cargo
Power System: Anti-matter; average energy life of 50 years. The ship normally only goes 10 years between refueling and refitting.
Cargo: 5 million tons. 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: Production cost of 18 billion credits (not counting other vehicles). The ship is no longer manufactured and is not available outside of the Consortium Armed Forces and Wolfen Planets Military Forces.

Weapon Systems:

  1. Two (2) 20 cm Heavy Laser Cannons: These cannons are used to engage any large ships that come into range, or on the few occasions when the Packmaster joins in on orbital bombardment. The Laser cannons can be combined together or each one used separately. The weapon system cannot be used to engage targets while traveling at FTL velocities. Weapon has standard penalties to hit fighters and small targets for a large gun.
    Mega-Damage: 1D4x1,000 per single blast or 2D4x1,000 per double blast.
    Rate of Fire: Two double blasts or two single blasts each (4 total per battery).
    Effective Range: 100,000 miles ( 160,000 km) in space, or 100 miles (160 km) in an atmosphere.
    Payload: Effectively unlimited.
  2. Six (6) Heavy Particle Beam Cannons: The particle beams are the same version of the particle beams that are on a standard Hunter with the same range and same beam output. They are mounted in turrets which allows the guns to move more freely. There is discussion of replacing the cannons with the faster firing versions carried on the Hunters in New Coventry service or something similar. The weapon system cannot be used to engage targets while traveling at FTL velocities.
    Range: 10,000 miles (16,000 Km) in space and 20 miles (32 km) in an atmosphere.
    Mega-Damage: 2D4x100 M.D. each (4D4x100 Maximum for both)
    Rate of Fire: Each one can be fired up to one time in a melee.
    Payload: Effectively Unlimited
  3. Eight (8) 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 14.5 mm depleted uranium projectiles. The weapon system cannot be used to engage targets while traveling at FTL velocities.
    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.
  4. Twelve (12) Point Defense Lasers in Ball Turrets: This system is an unaltered when compared to a standard Hunter class destroyer. This is the star ships primary anti-starfighter, anti-robot, and anti-missile defense system.. Each laser is in a Turret that can rotate 360 and has a 180 arc of fire. The weapon system cannot be used to engage targets while traveling at FTL velocities.
    Range: 200 miles (320 km) in space and has a range of 4 miles (6.4 km) in an atmosphere.
    Mega Damage: 2D6x10 MDC each.
    Rate of fire: Equal to gunners hand to hand (Usually 4 or 5).
    Payload: Effectively Unlimited.
  5. 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. While the launchers presently do not carry the software to launch multiple missiles as a volley, it could be programmed in easily. While early in the ships careers, this launchers were used for combat, they are mostly used to launch decoys and that is why they have not upgraded the launch software to launch volleys.
    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 Phase World Missiles (Anti-Matter does 4D6x100 MDC).
    Rate of fire: One per melee attack (special software allows 4 to 8 missile to be launched as one volley depending on gunners hand to hand attacks) per launcher. This allows total volleys of 32 to 64 cruise missiles to be launched in one melee
    Payload: 50 cruise missiles each for 400 total (most decoys). Ship has an additional 2000 cruise missile for fighter reloads but can be used for the ship as well.
  6. Eight (8) Medium Range Missile Batteries: Weapon system is used for hitting enemy robots, fighters, and against incoming cruise missiles. Like other Phase world systems, weapon system range and speed has been greatly increased compared to Rifts Earth systems. Missile has a top speed of Mach 15 in an atmosphere and in space has an acceleration of 6% of light per turn. Batteries can launch on multiple targets each at the same time.
    Mega-Damage: varies with medium range missile type (See 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 missiles per launcher.
    Payload: 240 per launcher for a total of 1,920 medium range missiles. Does not include missile reloads for fighters wich is about 12,000 missiles.

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By Kitsune (E-Mail Kitsune ).

Copyright © 1999, Kitsune. All rights reserved.


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