Dok’Mas “Mothership” Mobile Space Battlefortress

 

The Arkhon Mothership is, quite simply, the most feared vessel in the Empire’s arsenal, and perhaps the most feared ship in the entire quadrant. Oh, the Starfarer, Novaslayer and Vorhasi ships are probably more powerful. But they don’t make a habit of arriving in your star system with massive fleets and pulverizing your civilization into radioactive ash. The Motherships have kind of garnered that reputation over the centuries.

In a classic example of “if it ain’t broke, then don’t fix it” the Dok’Mas has been in service with the Arkhon for a staggering 800 years. In all that time, there is no record of one ever being destroyed in ship-to-ship combat. Before the first Terran-Arkhon War, there was no record of one ever being destroyed at all, but the Protectorate was able to bring the first war to a close by destroying a Mothership and the Volo Anchorage while the ship was in dock.

The Dok’Mas fills multiple roles. It is a command ship, battleship, and carrier. It houses nearly 200 fighters, a squadron of scout ships, and can deliver a regiment of ground troops. They are also, generally, the home base and political center of a particular Great Family. There are less than two dozen of these massive ships, and they are heavily politicized vessels, with virtually all crewmembers being of the same family clan. They also have the firepower of a small fleet, and never travel alone.

A standard escort for a Mothership is four Huntsman attack frigates. A full triangle (12) of Clawfish II will also be on patrol at all times, divided into groups of four. However, an attack fleet with a Mothership at its head is massive; meant to smash entire civilizations. It generally consists of the Mothership’s squadron and four Imperial Task Forces.

Three Motherships and their accompanying attack fleets have been assigned the “glory” of destroying the Protectorate. The Protectorate command calculates that destroying just one of them in battle will stall the Arkhon offensive and shatter the morale of the Great Families, quenching their thirst for war. However, the Great Families fear this and have held the ships back unless they know they have an overwhelming advantage. This has worked somewhat in the Protectorate’s favor, taking these mighty pieces off the board for major engagements…for the time being.

However, the Arkhon have recently unveiled a new command strike cruiser design that seems to indicate that they’ll be pulling the Motherships even further back for this conflict, potentially while fielding something just as nasty, but more expendable.

Model: Dok’Mas Mobile Space Fortress

Class: Command Battlecarrier

Crew: 6,200 crew and pilots, and can carry a phalanx of ground troops (2,000 to 5,000 soldiers).

Combat craft: 168 Clawfish II fighters

24 Spikefish fighters

6 Vinn’Dok “Stalker” Scout ships

M.D.C. by Location

Tri-beam omegacannons (2) – 25,000 each

Heavy AMM launchers (4) – 4,000 each

Light tri-beam blasters (30) – 150 each

Wingshield missile launchers (4) – 6,000 each

Wingshields (2) – 60,000 each

Wings (2) – 25,000 each

Engineering section and main thruster – 80,000

*Command Center – 15,000

**Main Body – 250,000

*Destroying the Command Center is only a temporary setback for these massive ships. They can be controlled with equal precision from the Imperial Throne Room at the center of each ship. Great Family Patriarchs can use this ability to override a commander’s orders and usurp control of the vessel.

**Depleting the Main Body renders the ship a useless floating wreck, only able to deploy fighters and launch missiles. Reducing it to -20,000 M.D.C. causes the vessel to explode in a titanic blast that does 2D6x10,000 M.D. to a one-mile radius. This has only happened once in history, at the Volo Anchorage. The damage was enough to send the massive space station crashing down to the planet, causing a “nuclear winter” that affects the once-lush world to this day.

Speed

Maximum Speed: .25 C (25% of the speed of light)

Maximum Acceleration/Deceleration Rate: 4Gs per melee round

Top Atmospheric Maneuvering Speed: Mach 6, and can achieve escape velocity on a 50% burn.

Statistical Data

Height: 355 ft

Length: 1130 ft

Width: 1035 ft

Cargo: One million tons

Power Plant: Micro-Singularity

Range: 10 years of supplies and consumables

FTL: Arkhon Spacefold Generator

Cost: Not for sale.

 

Weapon Systems

 

1. Tri-beam Omegacannons (2): These are the largest tri-beam weapons ever created. Very few ships in existence can stand up to more than a few shots from these weapons. Most are destroyed in a single blast. Fortunately, the Mothership lacks the maneuverability of other Arkhon ships, so most Protectorate ships know to stay out of the direct line of fire.

Primary Purpose: Assault

Mega-Damage: 4D6x1,000 each. A dual blast does 8D6x1,000, but dual blasts can only be fired at truly massive objects, like space stations or plantery targets such as cities. These do double damage to most solid matter.

Effective Range: 20,000 miles.

Rate of fire: Once per melee round

Payload: Effectively unlimited.

 

2. Heavy AMM Launchers (4): These launchers on the upper hull fire large Antiproton Magnetic Missiles identical to those mounted on the Arkhon Battlewagons. At short range (under 10 miles) the missiles are almost impossible to avoid or destroy. But beyond that range, the magnetic field can be disrupted by kinetic attacks. If enough damage is done to the field, the missile will explode. The magnetic field has 500 M.D.C. and the missile travels at a speed of about 400,000 m.p.h.

Primary Purpose: Anti-ship

Mega-Damage: 2D4x1,000 M.D. per missile when used for direct damage. Dispersion setting does 4D4x100 M.D. to a 500-foot radius.

Effective Range: 1,000 miles.

Rate of fire: Once per melee round.

Bonuses: +3 to strike.

Payload: Effectively unlimited.

 

3. Wingshield Missile Launchers (4): These are standard long-range missile launchers. Often used for planetary bombardment

Primary Purpose: Assault

Mega-Damage: Varies with missile type.

Effective Range: Varies with missile type, twice the range of standard missiles

Rate of Fire: individually, or in volleys of 2, 4, 8, 16, 20 or 40 (the latter three require all missile launchers firing in tandem)

Payload: Each launcher has a magazine of 400 missiles, for a total of 1,600, and a reload for each in storage.

 

4. Light tri-beam blasters (30): These anti-starfighter turrets are scattered around the hull and operated from a central gunnery center deep within the ship.

Primary Purpose: Defense

Mega-Damage: 2D4x10 M.D.

Effective Range: 2 miles

Rate of fire: four times per melee round

Payload: Effectively unlimited.

 

5. Short-range missile launcher system: The floors and ceilings of the launch ring that houses the ship’s fighters are lined with short-range missiles tied into one launch system. These are fired in massive, random, spreads at incoming enemy fighters and missiles. They are fired blind; their guidance system causing them to lock onto the nearest enemy vessel once launched (see missile rules for space combat in the Rifts Phaseworld Sourcebook).

Primary Purpose: Defense

Mega-Damage: 2D6x10 M.D. for armor piercing missiles, the standard missile for this system.

Effective Range: 15 miles

Rate of fire: generally fired in spreads of 40 or 80 missiles at a time.

Payload: The ring contains 30,000 missiles, which are shielded from outside attack. It is unknown as to whether this ring has any safeguards versus being rigged to blow.

 

6. Sensors: The Motherships have a massive sensor suite that can provide basic scanning information for everything within a one light-year diameter. Short-range, more detailed, scans can detect specific information about two million miles away, giving it excellent early warning capabilities.