Assault carriers are a relatively new development. These ships carry groups of fighters (usually 4 to 10) through the Void...launching the fighters where they are needed, then taking them back on board to refuel and rearm.

  • Hull Points: 75
  • Acceleration/Deceleration Factor: 2
  • Maneuver Rating: 1
  • Damage Control Rating: 150
  • Weapons: 2 or 3 laser (or xaser) assault-cannons, 1 to 6 laser (or xaser) batteries; proton (or antimatter) battery, 8 missile batteries, 10 fighters; 1 or 2 electron (or ion) batteries, 1 disintegrator assault-cannon, 3 (antimatter) torpedoes, 2 concussion mines, 2 seeker missiles[1]
  • Optional Weapons: comet gun with 1 to 4 shots, 8 to 10 gravity well-projectiles
  • Defenses: reflective hull, 1 to 4 masking screens (or x-screens), 8 to 10 ICMs
  • Crew Members: 300 to 400

Assault carriers serve as mobile bases for fighter squadrons. A carrier transports fighters to the scene of a battle and launches them, then recovers and re-arms fighters that survive the battle. Due to the large amount of maintenance required by fighters, an assault carrier needs an average of 350 crew members. Most carriers have a complement of 5 to 8 fighters, but the largest can carry 12 or more. Although they are not fast or maneuverable, an assault carrier can make 3 to 12 jumps before needing an engine overhaul (depending on the size of its engines).

Ships of the Line

Known UPF Ships: Known Sathar Attack Vessels
(by code names):
  • UPFS Archroost
  • UPFS Greatnest
  • UPFS Gurrnoton
  • SAV Deathknight
  • SAV Infamous
  • SAV Maelstrom
  • SAV Monstrous
  • SAV Notorious
  • SAV Predator
  • SAV Space Demon
  • SAV Star of Glory
  1. Star Frontiers Knight Hawks: Military Ship Construction by Daniel R. "Delta" Collins; September 2013 (Delta's D&D Blogspot)
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