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Pocket carriers of the Spinward Marches

Carlobrand

SOC-14 1K
Marquis
It's fairly straightforward to convert a small freighter into a pocket carrier assuming 1) you design a fighter with the freighter's cargo bay dimensions in mind, and 2) accept a rather slow launch rate. Candidates for pocket carrier include the Subsidized Merchant (ideally suited for this role other than its limited jump range, and possibly a candidate for Q-ship carrier if constructed with four hardpoints instead of two, with the additions being pop turrets), the Subsidized Liner, the Far Trader, the X-boat Tender (already designed to carry craft and therefore able to accept a wider range of fighters rather than relying on tailored designs), the Corsair (same), and the Free Trader (with significant modification to add bay doors - most likely at the bottom of the ship - from which to launch fighters, but that would certainly surprise an attacker). The various Traveller Adventure freighters could also serve in this role. There are almost certainly other canon ships that could serve in the role, the best candidates having large cargo doors and being smallish.

Playing around with deck-plans, I found that the 130% rule out of CT Book 5, the one for ships of 1000 dT and over, works very well when fitting fighters to a ship that wasn't originally designed for them. Most times I ended up needing pretty close to 130% to give room for the fighter and for people to get into the bay and board the things, not to mention wastage when 10 dT fighters tried to get into a 46 dT bay.

The fighters I'm using are a 6 dT short-range provincial fighter and 10 dT long-range provincial fighter, the latter being long-range because it is equipped with a small craft cabin. The fighters are the same height as a shipping container and blockish in configuration for most efficient use of space. The addition of the cabin on the long-range fighter greatly eases the launch rate problem for ships posted to a specific system for long-term protection, since the fighters can remain on station for several days and need only return to the carrier periodically for maintenance and rest. They're designed under Book-5 rules so have a bit of armor, enough at TL13 to prevent criticals from the typical single-turret batteries (aside from energy weapons). The 6 dT version is a bit under 3 meters by 3.75 meters by 6.75 meters. The 10 dT version comes in two types: a bit under 3 meters by 3.75 meters by a bit under 12 meters, and a bit under 3 meters by 4.5 meters by 10 meters. They'd launch and recover under computer control to minimize the risk of damage, but their armor would likely prevent damage at recovery speed.

All fighters are 6G, use Model-1 computers in place of a bridge, and are armed with three missile launchers. They're at a bit of a disadvantage in comparison to the opponents with a bridge and computer, but their agility and numbers offset that to a certain degree. They are also fairly cheap and expendable: losing an MCr11 fighter to put a few million credits of damage to a pirate is worth it to the extent that the pirate must factor in those costs when judging whether an attack is worthwhile. Damage rules are rather generous to pilots: only 4 in 36 result in the loss of the crew, and if you add armor to eliminate those then the worst scenario is losing all your fuel or having your weapons stripped off. Missile storage is the basic 7 battery-rounds available to a triple-missile turret, after which they must break off to land and re-arm. All are single-seat fighters. All are made to TL13 standards to avoid the fighter itself becoming a prize for a lower tech polity sending out raiders to steal tech. The carriers themselves are careful to stay out of the battle since they're unarmored and vulnerable to maneuver drive hits.

Pocket carriers and their fighters are intended for the anti-piracy/anti-privateer role, in which opponents are likely to be ships under 1000 dT with computer support limited to Model/2 or /3. They are hopelessly outmatched by opponents with military-grade electronics; if facing an attack by such an opponent they'd either jump out, land and hide, or surrender themselves without a fight.

The nice thing about using a subsidy ship in this role is you can include language in the subsidy contract to make them subject to call-up for military need, which means the sector government largely doesn't need to support the ship between uses; it will be out earning most of the cost of its support.
 
As for using the Subsidized lineer, I'd suggest you to look at MT: Assignment Vigilante, if you have not.
 
Simple Question: Why do you need the carriers?

You are presumably guarding something interesting, like a planet, that can base virtually unlimited number of fighters?

To redeploy the fighters to a different system, just box them up and ship them as cargo?


If you just want to deploy fighters in-system, but far away from from any fixed installation, you do not need a jump capable carrier? Build a SDB with plenty of empty space and fill it with fighters?
 
You also have to consider all of the "tail" to support the teeth of the fighter.

If the fighter is just sitting in a box and being transported, then, sure, it's 6 tons (or whatever).

But add in the facilities for the crew, facilities for the maintenance team, spare parts and tools, plus 8 puzzle push around space, and the dimensions add up.
 
May years ago, I designed three 300 ton gunboats for GT (basicslly just SDBs). All carried 10 ton fighters: 2 for the plasma gun armed assault gunboat, 4 for the patrol gunboat and 8 for the carrier "gunboat". All three carried the fighters in bays, not hangers, which reduced required volume. The carrier gunboat did have a hanger for a single fighter (usually not occupied) to allow repairs and maintenance of a single fighter (a vehicle in a bay can only be entered and exited).
 
It depends on how you define pocket, the edition, and what kind of threats it's supposed to counter.

The Solomani built pocket carriers, but in my opinion probably only because they didn't have the shipyard capacity to construct light fleet carriers, or large enough capital ships to incorporate fighter groups.

There's mercenary and pirate carriers floating around somewhere.

Pocket implies a specific warship construction, as opposed to using civilian standards, which allows you to build the ship around the aerospace group, defined by number of fighters, size thereof, stores and crew.

Then performance of ship, armament, armour, all in a tight package.

This would be a peacetime construction, usually for a polity that can't afford a navy but needs to power project.

HTMS_Chakri_Naruebet_carrier.JPEG
 
Simple Question: Why do you need the carriers?

That's a different problem.

If the assumption is that you have carriers, then, logically, you will have Pocket Carriers since supply will never meet that actual demand and there will always be a need for cheaper ships to move fighters in to, perhaps, less contested space vs sending them to the front line.

You can also put crated fighters stored in the freighters that are part of the fleet train to replenish losses (assuming that you lose fighters more readily than you do pilots).
 
You can also put crated fighters stored in the freighters that are part of the fleet train to replenish losses (assuming that you lose fighters more readily than you do pilots).

The fleet train could also include spare trained pilots on ice
 
Simple Question: Why do you need the carriers?

You are presumably guarding something interesting, like a planet, that can base virtually unlimited number of fighters?

To redeploy the fighters to a different system, just box them up and ship them as cargo?


If you just want to deploy fighters in-system, but far away from from any fixed installation, you do not need a jump capable carrier? Build a SDB with plenty of empty space and fill it with fighters?

Well, since these are merchantmen pressed into military service, they serve both roles. They transport fighters to be landed on a planet and fielded from there, and they act as a base for fighters where there aren't suitable supports for fighters. They also act as q-ships, as flykiller pointed out, acting like prey and then surprising an attacker with fighters.

As it happens, the fighters themselves have long-range capability, as I've equipped them with a small craft cabin. This reduces the low launch rate problem, since some of the fighters can remain on station while the others are docked for maintenance and rest, and it allows them to fill the scouting role I envision for them.

In the setting of High Guard, the navy has these huge warships. In my imagining of the setting, the Imperial navy has primary responsibility for defense but relegates the role of policing to the sector government. Policing in a setting with Vargr on one flank and Sword Worlders on the other sending in privateers to disrupt trade or just for the glory of it, and with organized crime using their connections to grab prizes, is the role that the sector government fills with police cruisers, little carriers, Gazelles, and the like. Low intensity wars flare up from time to time, with the respective navies staying clear of it to prevent it escalating while the little ships skirmish with each other. I envision Kinunir as part of the sector government's policing role, though in that case it's intended more for small scale reprisal raids into Vargr territory, busting up pirate bases, or dealing with the opposing ships of similar size when the little micro-wars flare up. It's the kind of things you'd use an Imperial destroyer for if the IN wasn't afraid that throwing in its resources might escalate a conflict.

The problem here is that space is BIG. You can tie down assets monitoring the primary worlds of the various systems, but there's also the occasional miner or other business interests away from the primary worlds to worry about, and something as big as a star system has a whole lotta places that someone can hide in, and business interests and the nobility who invest in them get irritable when their more remote assets start taking it on the chin. If you just defend the primary worlds, you very quickly get a reputation for being ineffective: you're here guarding this while the mining settlement over there is being ransacked by Vargr. The pocket carrier delivers forces that can then spread out and check the likely spots where a predator might hide, with a fair chance at 6G of breaking away with the news if they do find someone, and with the ability to quickly concentrate force on that spot, assuming they have the force available to deal with it. If they don't, they've at the very least forced the vermin to go find a new rock to hide under.

It depends on how you define pocket, the edition, and what kind of threats it's supposed to counter. ...

In this context "pocket"="small", as when the British referred to the German battlecruisers being fielded as pocket battleships because their armament was in a class with the battleships of the time, or the escort carriers of WW-II.
 
If you drew a line through forty years of possible evolution, the Deutschlands are indeed, as the Germans claimed, even for diplomatic reasons, armoured cruisers.

At this point, pocket battleships would be probably twenty five to thirty kay tonnes, with fourteen inchers.

The Confederation pocket carriers are listed at between eight to ten kay tonnes, with a performance of five gees and three parsecs, and an aerospace group of forty to fifty thirty tonne fighters, plus launch tube.

Escort carriers can vary in size; merchant aircraft carriers could be anywhere between three to twenty smallcraft, principally occupied with dissuading the wolves from prowling too closely.
 
...The Confederation pocket carriers are listed at between eight to ten kay tonnes, with a performance of five gees and three parsecs, and an aerospace group of forty to fifty thirty tonne fighters, plus launch tube. ...

Solomani? I'd heard they were making trouble over on the other side of the Empire.
 
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