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Section of Site: Starships D6Belongs to Faction: Galactic EmpireSubtype: CapitalEra: ImperialCanon: No

KDY Super Carrier XI

A rare failure for KDY, the Super Carrier XI was constructed in response
to requests by certain factions of the admiralty, led mainly be Admiral
Drez, for a larger version of KDY's standard Escort Carrier. Due to
insufficient funding and interest from the rest of the admiralty, the
result was largely unsatisfactory, and only a few thousand vessels of the
class were ever commissioned into the Imperial Navy.

Based on the spaceframe of the Super Transport XI, the Super Carrier XI
has several marked improvements over the Super Transport implemented to
make it a viable combat ship. Even so, the vessel is barely combat worthy
with only a half dozen anti-capital ship twin laser cannons. Its anti-
starfighter defenses are somewhat better, mounting 24 of the quad laser
cannons found on the Lancer-Class Frigate. The hull has been strengthened
slightly from the original design and a rather anemic shield generator
has been installed. The main ion drives have been upgraded slightly, but
the hyperdrive units are still as slow as ever. The sensor package is
also stock for the original design. The design team assigned to build the
ship had intended to install a series of maneuvering thrusters, but only
got as far as mounting the drive spars and support pylons before funding
ran out. As such the ship moves with all the grace of a drunken bantha.
The main reason any ships of the class were purchased at all, and the only
real saving grace of the design, are the massive hangar bays. Able to
accommodate two full wings of TIEs or one wing of Skiprays, these ships
are able to deliver massive amounts of fighter support to any conflict
they are involved in. Due to their unprecedented capacity for massed
Skipray deployment, over 78% of the Super Carriers used by the Imperial
Navy are stocked entirely with Skipray Blastboats. Due to the weak combat
ability of the carrier, standard doctrine has one squadron of Skiprays or
two squadrons of TIEs assigned to guard the ship any time fighter deployment
is called for. The Empire has also begun quietly slipping these ships into
convoys of bulk transports. One particularly effective tactic is the use
of the Super Carrier XI in conjunction with convoys of Super Transport XI's.
Since the two vessels look virtually identical, most raiders won't realize
one of the "bulk freighters" is a carrier until the fighters begin launching.
No known pirate armada can hope to survive against the onslaught of two wings
of TIE fighters or an entire wing of Skipray Blastboats. Typically one Super
Carrier is assigned for every five Super Transports in a convoy. Though a
failure with the Imperial Navy, KDY has secured permission to market the
Super Carrier XI on the Independent Market. The vessel has been received
with much more enthusiasm by planetary militias due to its ability to serve
as a mothership for planetary fighter corps. Since the vast majority of
worlds have no more than two or three squadrons of fighters anyway, these
ships more than meet the needs of most worlds. They are also quite useful
for intimidation purposes, as raiders rarely expect a single Outer Rim world
to have a ship nearly the size of a Victory-Class Star Destroyer guarding it!
Experienced pirates know that these vessels are weakly defended, but many
neophyte raiders will turn tail and run rather than confront so massive a
ship in combat.

Craft: KDY's Super Carrier XI
Type: Heavy Escort Carrier
Scale: Capital
Length: 840 meters
Skill: Capital Ship Piloting
Crew: 420 or 840 depending on fighter complement, Gunners: 60, Skeleton: 73/+15
Crew Skill: Astrogation: 3D+2, Capital Ship Gunnery: 4D, Capital Ship Piloting:
            4D+1, Capital Ship Shields: 3D, Sensors: 3D+2, Starship Gunnery: 3D+1
Cargo Capacity: 500 metric tons
Consumables: 1 year
Cost: 80 million credits
Hyperdrive Multiplier: x3
Hyperdrive Backup: x20
Nav Computer: Yes
Maneuverability: 0D
Space: 4
Hull: 4D
Shields: 1D+2
        Passive: 30/1D
        Scan: 40/2D
        Search: 50/2D+2
        Focus: 4/3D
24 Quad Laser Cannons
        Fire Arc: 6 Front, 6 Left, 6 Right, 6 Back
        Crew: 2 Each
        Scale: Starfighter
        Skill: Starship Gunnery
        Fire Control: 4D
        Space Range: 1-3/12/25
        Atmosphere Range: 100-300/1.2/2.5 km
        Damage: 4D
6 Twin Laser Cannons
        Fire Arc: 1 Front, 2 Left, 2 Right, 1 Back
        Crew: 2 each
        Skill: Capital Ship Gunnery
        Fire Control: 3D
        Space Range: 1-3/12/25
        Atmosphere Range: 2-6/24/50 km
        Damage: 3D

Support Craft:
        2 Wings (144) of TIE-series craft
        1 Wing of other models of fighter, including Skiprays
        and 6 Shuttlecraft

Modification Notes: Due to the mounting of drive spars and support pylons
for a maneuvering system, anyone able to acquire the parts (a Moderate Bargain
roll can get them for 2 million credits, a Difficult Con roll can lower that
price to 500,000 credits) can install maneuvering thrusters on the vessel greatly
improving its combat worthiness. Actual installation requires 3 weeks of work
and either a Very Difficult Capital Ship Repair roll or a Moderate Capital Ship
Engineering roll. The thrusters will provide a between 1D+1 and 2D+1
maneuverability depending on the quality and power of the units installed.

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