Author note: The attached PDF also includes the record sheet for the standard Star League era Ranger class, for clarity's sake
The only example of the Star League's Ranger class fleet carriers to survive the war against the Usurper, SLS Indomitable was still in sufficiently good condition to accompany the Exodus fleet, but would be almost immediately mothballed upon the arrival to the Pentagon worlds and quickly manage to fade into obscurity, managing to sit out the Pentagon civil war, the liberation of the Pentagon Worlds, and almost the entire history of the Clans nearly untouched. The primary reason for this was that a fleet carrier, while an obvious asset to the vast fleets of the Star League, simply was not that useful to the Star League in Exile, the warring Pentagon Powers, or the Clans of Kerensky. The Indomitable was built around supporting and conducting massive fighter operations on a scale that simply were not or could not be done in the days of the Pentagon civil war or after the founding of the Clans. Part of the cache of mothball ships awarded to Clan Sea Fox, the Indomitable only tangible affect on life in the homeworlds would come during the Snow Ravens' petulant scheme to eradicate the Fox's namesake. Prior to these events the Snow Ravens, possibly the only clan that might have seen value in the Indomitable, had been tentatively negotiating to obtain the carrier. Not only was this deal thoroughly killed by the treacherous behavior of the Snow Raven Khans, but the Sea Foxes (now Diamond Sharks) would instead trade the ship to the Steel Vipers... for a single Batu omnifighter. While the Steel Vipers had no use for the Indomitable either, they did see the value of antagonizing their own long term enemy, and would happily fend off a brief flurry of Snow Raven trials for the ship throughout 2984. In time, even the Snow Ravens' interest (and their wounded pride) would subside, and the Indomitable would remain undisturbed in the New Kent naval cache from then on, even avoiding attention during the Wars of Reaving, though this had as much to do with her decaying condition as it did her general unsuitability.
Salvation for the Indomitable would not come until the 3110s, as the clans began to rebuild their naval forces in preparation for the long delayed return to the Inner Sphere. Wanting a response to the two Leviathan Ultima class battleships the Star Adders were planning, the Cloud Cobras would trial successfully for possession of the Indomitable from the Adders and move the ship to their own expanding shipyards over Roche. Unlike the other clans, who were perhaps still to locked into their ideas of traditional combat, the Cloud Cobras had internalized some of the lessons of the handful of major naval engagements of the Wars of Reaving, and perhaps understood better than most what conquering Terra would ultimately entail. True, a single ship carrying multiple clusters of aerospace forces would not have much practical use in typical clan trials, but that same ship would be vital for the final battles on the march to Terra, where the clans would likely face major naval opposition.
Surveys of the carrier indicated the vessel had been largely left to rot while in mothballs. The armor and outer hull were compromised by extended unshielded exposure to cosmic rays and micro meteors, and the neutral atmosphere that had been meant to preserve the interior had almost entirely leaked out through leaks in the hull. Components and even entire weapon mounts were also completely absent, most likely the result of dark caste scavenging over the centuries. While the jump core and major structures remained reasonably intact (sufficient to move the ship from New Kent to Roche in the first place), every other part of the ship would have to be repaired, restored, or even replaced. The Warrior Caste, however, remained committed to the program, and work would begin in 3115.
Given the extent of the necessary reconstruction, the Cloud Cobras would also take the opportunity to incorporate a large number of upgrades and modifications into the design to improve its direct anti-ship firepower and even further expand its fighter complement. Over half of the original light naval lasers were removed, and eight naval gauss rifles and four heavy naval autocannons were mounted in their place. While half of the original compliment of naval missile tubes were likewise removed (or had already been lost to scavenging), several close defense anti-fighter batteries would make up for the loss in air defense, and a particularly heavy battery of anti-missile guns was installed to counter the anticipated nuclear attacks expected from the honorless forces of the Inner Sphere. The ship's primary weapon, her aerospace complement, was nearly doubled to support a full three clusters of aerospace fighters, and the original marine spaces were updated to accommodate a full cluster of elementals, making the carrier a functional naval galaxy all on her own, and possibly the most powerful naval element in the homeworlds, when fully manned. These upgrades, as well as the standard modification of a lithium fusion battery, would cost the ship approximately ninety thousand tons of cargo space, however the Khans are confident that the ship retains more than enough cargo space for active operations at her full complement.
While the Indomitable, re-cristened the Purity upon her formal entry into active service, is seen as the pride of the Cloud Cobra fleet, it cannot be denied that the labor and material cost that went into restoring and modernizing the ship was extreme. In terms of material, the Cloud Cobras expended more than the cost of acquiring an entirely new built York class from the Coyotes, while the six years of work refitting the ship consumed so much of the clan's available labor resources that it critically delayed most of their other naval programs, slowing the Fredasa construction project as well as jumpship and dropship production. Much as the Leviathan Ultima has for the Star Adders, the refit of the Purity has caused the Cloud Cobras to fall behind the other clans in terms of total numbers of new ships built. At present, the Carrier itself is not exactly operating at its full capability, carrying only a fraction of its designed aerospace and elemental complement, though this is by design. Absent an actual invasion of the Inner Sphere or a direct threat from a peer opponent, the Cloud Cobras do not presently see the need to concentrate such a large force aboard a single ship. They remain confident, however, that the Purity's time will come.
Ranger Carrier Purity
Mass: 1,300,000 tons
Technology Base: Clan (Advanced)
Introduced: 3121
Mass: 1,300,000
Battle Value: 243,881
Tech Rating/Availability: F/X-X-F-X
Cost: 20,615,268,000 C-bills
Fuel: 14,000 tons (35,000)
Safe Thrust: 3
Maximum Thrust: 5
Sail Integrity: 6
KF Drive Integrity: 26
Heat Sinks: 2200 (4400)
Structural Integrity: 90
Armor
Nose: 458
Fore Sides: 438/438
Aft Sides: 438/438
Aft: 418
Cargo
Bay 1: Fighter (300) 14 Doors
Bay 2: Small Craft (40) 3 Doors
Bay 3: Cargo (104853.0 tons) 4 Doors
Ammunition:
120 rounds of AR10 Killer Whale ammunition (150 tons),
400 rounds of Extended-Range ATM/12 ammunition (4 tons),
240 rounds of Heavy N-Gauss ammunition (2 tons),
120 rounds of AR10 Barracuda ammunition (90 tons),
2,400 rounds of Hyper-Assault Gauss Rifle/40 ammunition (8 tons),
120 rounds of AR10 White Shark ammunition (120 tons),
400 rounds of Standard ATM/12 ammunition (4 tons),
80 rounds of NAC/35 ammunition (2 tons),
400 rounds of High-Explosive ATM/12 ammunition (4 tons)
Dropship Capacity: 2
Grav Decks: 2 (150 m, 150 m)
Escape Pods: 50
Life Boats: 100
Crew: 72 officers, 243 enlisted/non-rated, 112 gunners, 800 bay personnel, 250 BA marines
Notes: Equipped with
lithium-fusion battery system
1 Mobile Hyperpulse Generators (Mobile HPG)
2,340 tons of lamellor ferro-carbide armor.
Weapons: Capital Attack Values (Standard)
Arc (Heat) Heat SRV MRV LRV ERV Class
Nose (1,074 Heat)
4 Naval Laser 55 548 36(360) 36(360) 36(360) 22(220) Capital Laser
4 Naval Laser 35
4 Capital Missile Launcher (AR10 Launcher) 80 8(80) 8(80) 8(80) 8(80) AR10
AR10 Barracuda Ammo (40 shots)
AR10 Killer Whale Ammo (40 shots)
AR10 White Shark Ammo (40 shots)
2 Naval Gauss (Heavy) 36 60(600) 60(600) 60(600) 60(600) Capital Gauss
Heavy N-Gauss Ammo (60 shots)
10 ER Large Pulse Laser 130 10(100) 10(100) 10(100) 0(0) Pulse Laser
10 ER PPC 150 15(150) 15(150) 15(150) 0(0) PPC
10 HAG/40 80 32(320) 24(240) 24(240) 0(0) AC
Hyper-Assault Gauss Rifle/40 Ammo (300 shots)
10 Laser AMS 50 3(30) 0(0) 0(0) 0(0) AMS
FRS/FLS (1,024 Heat)
4 Naval Laser 55 548 36(360) 36(360) 36(360) 22(220) Capital Laser
4 Naval Laser 35
4 Capital Missile Launcher (AR10 Launcher) 80 8(80) 8(80) 8(80) 8(80) AR10
AR10 Barracuda Ammo (40 shots)
AR10 Killer Whale Ammo (40 shots)
AR10 White Shark Ammo (40 shots)
2 Naval Gauss (Heavy) 36 60(600) 60(600) 60(600) 60(600) Capital Gauss
Heavy N-Gauss Ammo (60 shots)
10 ER Large Pulse Laser 130 10(100) 10(100) 10(100) 0(0) Pulse Laser
10 ER PPC 150 15(150) 15(150) 15(150) 0(0) PPC
10 HAG/40 80 32(320) 24(240) 24(240) 0(0) AC
Hyper-Assault Gauss Rifle/40 Ammo (300 shots)
RBS/LBS (1,128 Heat)
4 Naval Laser 55 548 36(360) 36(360) 36(360) 22(220) Capital Laser
4 Naval Laser 35
10 ATM 12 80 20(200) 20(200) 0(0) 0(0) ATM
Standard ATM/12 Ammo (100 shots)
High-Explosive ATM/12 Ammo (100 shots)
Extended-Range ATM/12 Ammo (100 shots)
10 ER Large Pulse Laser 130 10(100) 10(100) 10(100) 0(0) Pulse Laser
10 HAG/40 80 32(320) 24(240) 24(240) 0(0) AC
Hyper-Assault Gauss Rifle/40 Ammo (300 shots)
10 Laser AMS 50 3(30) 0(0) 0(0) 0(0) AMS
2 Naval Autocannon (NAC/35) 240 70(700) 70(700) 0(0) 0(0) Capital AC
NAC/35 Ammo (40 shots)
ARS/ALS (290 Heat)
10 HAG/40 80 32(320) 24(240) 24(240) 0(0) AC
Hyper-Assault Gauss Rifle/40 Ammo (300 shots)
10 ATM 12 80 20(200) 20(200) 0(0) 0(0) ATM
Standard ATM/12 Ammo (100 shots)
High-Explosive ATM/12 Ammo (100 shots)
Extended-Range ATM/12 Ammo (100 shots)
10 ER Large Pulse Laser 130 10(100) 10(100) 10(100) 0(0) Pulse Laser
Aft (994 Heat)
4 Naval Laser 55 548 36(360) 36(360) 36(360) 22(220) Capital Laser
4 Naval Laser 35
2 Naval Gauss (Heavy) 36 60(600) 60(600) 60(600) 60(600) Capital Gauss
Heavy N-Gauss Ammo (60 shots)
10 ER Large Pulse Laser 130 10(100) 10(100) 10(100) 0(0) Pulse Laser
10 ER PPC 150 15(150) 15(150) 15(150) 0(0) PPC
10 HAG/40 80 32(320) 24(240) 24(240) 0(0) AC
Hyper-Assault Gauss Rifle/40 Ammo (300 shots)
10 Laser AMS 50 3(30) 0(0) 0(0) 0(0) AMS