The following material is an adaptation of a UN Navy Warship. Please feel free to use it as you see fit. All I ask is that you give proper credit to the author and do not claim that it is your own work. Comments and suggestions are welcome.

ASUKA II CLASS
SMALL SCALE STEALTH CARRIER

RPG Stats by DANIEL HENWOOD
Background info provided by the MACROSS COMPENDIUM

BACKGROUND

The Aircraft Carrier is the most versatile ship on the sea's, capable of carrying out a wide variety of missions from interdiction to assault with its embarked Carrier Air Wing. The problem with an Aircraft Carrier though is that in a naval battle it is the primary target of an attacking force, and due to its size is a relatively easy to see and hit target. Utilising advanced stealth design and stealth systems the Asuka II Stealth Carrier is capable of reducing its sensor profile to almost nothing in all but the worst situations. This allows the Carrier to get its Air Wing of fighters closer to the enemy than other Aircraft Carriers.

Due to its experimental status the Asuka II Carrier is being used as a testbed for the VF-0 Variable Fighter, fielding some 36 VF-0's which are under going sea-tests with their variable systems, and their conventional engines, as opposed to the Fusion engines of the VF-1 Valkyrie Variable Fighter.

RPG STATS

Government: United Nations Government
Ship Type: Stealth Aircraft Carrier
Class: Asuka II
Manufacturer: ORTEC/UN Navy
Crew: 1250

MDC BY LOCATION:

(1) Main Body                                   5,000
(2) Command Tower                               1,000
(2) Sensor Array (on top of Command Tower)        250
(3) Flight Deck                                 1,500
(4) Propellors (2)                                350 each

    Dual Barrel Beam Gun                          300 
    30mm Phalanx CIWS (5)                         150 each
    VLS Launcher                                  250 each

    Outer Hull (per 40ft area)                    100
    Interior walls (per 20ft)                      10

NOTES:

  1. Depleting the MDC of the main body will put the Carrier out of commission. All internal systems will shut down, the ship itself will be an unsalvageable sinking wreck.
  2. Destroying the command tower will instantly kill the command staff and deprive the ship of all forms of long range communications, radar and targeting. Destroying the main sensory array behind the command tower will have the same effect, but the command staff will not be killed instantly.
  3. Destroying the flight deck will impair the Carriers ability to deploy and recover Aircraft.
  4. Depleting the MDC of the propellors will leave the ship adrift until such time as they are repaired or the ship is towed back to port.

SPEEDS:

Speed: 30 knots
Maximum Range: Unlimited (Nuclear powered)

STATISTICAL DATA:

Length: 250 metres
Engines:
Nuclear Fusion Reactor
Radar Systems:
Aegis Control System

WEAPON SYSTEMS:

  1. DUAL BARRELLED BEAM GUN: The Asuka II has on its starboard side a singular Over-Technology Beam gun for direct anti-warship defence, and heavy assault. Due to its small size for an Aircraft Carrier however the Beam Gun is more a last line of defence against attacking ships than anything else.

  2. PHALANX 30MM CIWS (5): As a last line of defence against attacking aircraft and missiles the Asuka II is equipped with five Phalanx Close In Weapon Systems. Controlled by the ships Weapons Officer these guns auto-track by radar and will engage any enemy aircraft or mecha that the Weapons Officer picks up on radar. The Phalanx weapon systems are positioned forward portand starboard, aft port and starboard, and midship's starboard.
  3. VLS LAUNCHER SYSTEM: The primary Anti-Aircraft weapon of the Asuka II Stealth Carrier is the VLS, (Vertical Launch System,) launcher mounted on the starboard midships.
  4. JAMMING SYSTEM Used to defeat hostile radar and Sonar, the ECM/ESM, (Electronic Counter Measures,) jammers will confuse all radar and sonar so that the ships is much harder to be detected or locked onto with radar/sonar guided weapons. This does not give away the position of the ship but it does let the enemy know that they are there. The only way that it can be defeated is with ECCM, (Electronic Counter-Counter Measures.)

  5. CHAFF/FLARE DECOY DISPENSORS (8): The Carriers Counter-measures dispensors consist of eight six-barrelled 130mm Chaff/Flare launchers. Triggered by the Weapons Officer, they will release either a chaff cloud or single flare depending on what the Weapons Officer chooses. They are used to confuse enemy missiles attacking the Carrier. Smart missiles get a 20% bonus when rolling on the below chart.

SYSTEMS OF NOTE:

AIRCRAFT COMPLEMENT (STANDARD):

REFERENCES USED IN THIS DESIGN