The following material is an adaptation
of mecha from MACROSS DIGITAL MISSION: VF-X a Playstation game designed
within the MACROSS series. Please feel free to use, copy, and distribute
it as you see fit. All I ask is that you give proper credit to me and do
not claim that it is your own work. Comments and suggestions are welcome.
Sentinel Class Stealth Attack Carrier
RPG Stats by Daniel
Henwood (dhenwood@hotmail.com)
Design layout adapted from DAVE
DEITRICH (deitrich@mcs.net)
Background info provided by the MACROSS
ONLINE COMPENDIUM
BACKGROUND
The Sentinel Class Carrier is the newest and smallest addition to
the UN Spacy Fleet, having only begun to be produced recently. Although
this 114 metre Carrier is designated as a Stealth Attack Carrier is certainly
not a front line combat vessel and is designed for Special Forces and Reconnaisance
missions where its speed and stealth are paramount to the completion of
its mission. The Sentinel Carrier carries only a small complement
of Variable Fighters for reconnaisance purposes, or Special Forces missions.
These Fighters are always stealth capable Fighters, usually VF-19 Excaliber's
or VF-22 Sturmvogel's, for Special Forces assignments, or VF-17 Nightmares
for Fleet reconnaisance. Only a handful of these vessels have been manufactured
and assigned to specialist units, however the UN Spacy plans to put more
into production in the near future.
RPG STATS
Government: New Unity Government (Earth)
Ship Type: Stealth Attack Carrier
Class: Sentinel Class
Manufacturer: ORTEC Company/UN Spacy
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Crew: 30 total
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Bridge: 4
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Main Ship: 20
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VF Pilots: 6
MDC BY LOCATION:
(1) Main Body 5,000
(2) Bridge 750
(2) Sensor Array (on top of Bridge) 200
Main Sensor Array (Foldout) 1,000
(3) Main Engines/Power Plants (2) 1,500 each
(3) Secondary Engines (4) 600 each
(3) Small Guidance thrusters (10) 50 each
Dorsal Mounted Anti-Ship Cannon 500
Triple-barreled Laser Cannon 500
Retractable Laser Turrets (10) 150 each
Anti-Aircraft Missile Launchers (6) 250 each
Clam Shell Section 2,000
Catapult Arm 800
Small Airlocks/Access Hatches (14) 250 each
Outer Hull (per 40ft area) 120
Interior walls (per 20ft) 20
(4) Pin Point Barriers (4) 2,500 each
NOTES:
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Depleting the MDC of the main body will put the Carrier out of commission.
All internal systems will shut down, including life support and internal
gravity. The ship itself will be an unsalvageable floating wreck.
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Destroying the Bridge will instantly kill the command staff and deprive
the ship of all forms of long range communications, radar and targeting.
The range and targeting capabilities of the secondary systems are equal
to that of a VF-11
Thunderbolt. The ship can still operate, but is at -3 on initiative,
-3 to strike, and number of attacks per melee of the weapon systems are
reduced by half. Destroying the main sensory array atop the Bridge will
have the same effect, but the command staff will not be killed instantly.
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Depleting the MDC of the main engines will force the ship to rely on its
secondary engines. Depleting the MDC of the main engines AND secondary
engines will leave the ship adrift in space. If in an atmosphere, the ship
will crash (destruction of the main engines will render the antigravity
system useless due to loss of power).
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The Pinpoint Barriers regenerate at a rate of 1,250 MD per second (2,500
MD per melee round). If destroyed, a barrier will completely regenerate
within 2 seconds (1 melee rounds). See the Pinpoint Barrier
System entry for details.
SPEEDS:
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Speed(sublight): 0.20 speed of light (32,000 miles per second)
Speed(Auxiliary Drives): Mach 3
Space Fold: Range Unlimited (1 light year every 6 minutes)
Planet bound:
-
Can land if necessary but not designed to maneuver in an atmosphere. Can
only land in a body of water (does not have landing gear).
-
Maximum Range: Unlimited (estimated 20 year life span, which can
be extended with regular maintenance and overhauls)
STATISTICAL DATA:
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Length: 114 m
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Width: 18.4 m
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Height: 24.5 m
Weight: 650,000 tons (empty)
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Power System:
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ORTEC/General Galaxy Main reactor
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Fold System:
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ORTEC/Shinnakasu/General Galaxy Advanced Fold Cluster
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Sublight Drive:
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ORTEC/Centinel Impulse Drive Cluster
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Gravity Control System: Internal
Auxiliary Engine:
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Shinnakasu/Shinsei Industries/Agar Nuclear Pulse Rocket Motor Cluster
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Sensor System: Standard & Subspace Mass Detector
WEAPON SYSTEMS:
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DORSAL MOUNTED ANTI-SHIP CANNON: The main Anti-Ship weapon of the
Sentinel Carrier is the Dorsal mounted Anti-Ship Laser Cannon. This
singular Cannon is the only sizeable defence that the Sentinel Carrier
has for defending itself against larger Ships. The Sentinel Carrier is
neither a large, or stand and fight vessel, and is thus equipped lightly,
so this Anti-Ship Cannon is the Carriers best line of defence other than
its own Variable Fighters.
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PRIMARY PURPOSE: Anti-Warship
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SECONDARY PURPOSE: Defence
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RANGE: 100,000 miles (160,000 km)
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DAMAGE: 1D8x1000 M.D. per blast
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RATE OF FIRE: Twice per melee.
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TRIPLE-BARRELED LASER CANNON: This triple barreled Laser Cannon
is a backup weapon to the Dorsal Mounted Anti-Ship Cannon. Although it
lacks the power of the larger weapon it is still capable of delivering
sizable amounts of firepower to any fire fight the Carrier may find itself
in.
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PRIMARY PURPOSE: Heavy Assault
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SECONDARY PURPOSE: Anti-Warship
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RANGE: 100,000 miles (160,000 km)
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DAMAGE: 3D6x100 M.D. (1D6x100 per barrel)
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RATE OF FIRE: 4 times per melee.
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RETRACTABLE LASER TURRETS (10): The greatest close in threats to
the Carrier is enemy Mecha, which is why several Retractable Laser Turrets
have been equally distributed across the surface of the Carriers. These
Close in Weapons Systems,(CIWS,) can either be computer or manually controlled
and do not suffer the negative modifiers to hitting attacking Mecha, that
larger Starship based weapons do. The Laser Turrets are retractable and
are hidden beneath sliding panels in the hull normally.
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PRIMARY PURPOSE: Defence
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SECONDARY PURPOSE: Anti-Mecha
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RANGE: 5 miles (8 km)
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DAMAGE: 2D6x10 M.D. per shot
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RATE OF FIRE: Each cannon can fire four times per melee. The cannons
can fire individually or be combined to fire a single volley.
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PAYLOAD: Unlimited.
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ANTI-AIRCRAFT MISSILE LAUNCHERS (6): For anti-aircraft defense the
Carriers are armed with medium-range missile launchers set towards the
front of the ships hull. Each launcher contains 6 missile tubes allowing
volleys of up to 6 missiles to be fired at a single target per launcher.
Once depleted, the missile launchers are reloaded by an automated loading
system that takes 15 seconds (one melee round) to reload all 8 missiles.
Armor-piercing smart missiles are usually used to avoid chances of friendly
fighters being shot down by the missiles.
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PRIMARY PURPOSE: Anti-Aircraft
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SECONDARY PURPOSE: Anti-Warship
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MISSILE TYPES: Any type of UN Spacy Medium
Range Missile can be used. Smart missiles are commonly used to avoid
hitting friendly aircraft.
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RANGE: Varies, typically 60 miles (80.4 km).
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SPEED: Varies, typically 1600mph (2571kmph).
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DAMAGE: Varies, typically 2D4x10 M.D.
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BLAST RADIUS: Varies, typically 15 feet.
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RATE OF FIRE: Volleys of 2, 4 or 6 missiles per launcher.
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PAYLOAD: Each launcher holds 6 missiles. Once the missiles are expended
the launcher is reloaded within 1 round via an automated system. The reload
system holds 36 missiles per launcher.
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PINPOINT BARRIER DEFENSE SYSTEM: Originally developed by researchers
onboard the SDF-01 Macross during Space War One, the Pinpoint Barrier System
is a standard defense system on board all UN Spacy starships, including
the Sentinel Carriers. The system generates four small disc-shaped
force fields that can be positioned anywhere along the ship to deflect
missiles, energy beams or projectiles. Each pinpoint barrier is about 200
ft (61 m) in length and can absorb up to 2,500 MD in damage, which then
regenerates within four seconds (1 melee round). The barriers can also
be layered on top of each other to generate a field which provides 10,000
MDC and can even deflect heavy particle beams (sometimes).
The four barriers are controlled by operators in the command tower of
the carrier. These operators are instructed to defend (1) the command tower,
bridge, and sensor array, (2) main engines, (3) hangar bays, and (4) weapon
systems, in that order. The operators primarily concentrate on defending
the ship against larger spacecraft and leave defense against mecha attacking
the carrier to the VF pilots.
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PRIMARY PURPOSE: Defense (the pinpoint barrier system cannot be
used as a weapon)
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RANGE: Up to 300 feet (91.5 m) from the surface of the vessel.
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DAMAGE CAPACITY: Can sustain up to 2,500 MD per round. Regenerates
at a rate of 2,500 MD per melee round.
-
RADIUS: 200 ft (61 m)
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DEFENSIVE MOVEMENT: Can move from one end of the carrier to the
other in less than a single round. Trained operators can attempt to block
attacks up to 8 times per melee (counts as a parry) and are at +7 to block.
Untrained characters can parry up to their number of hand-to-hand attacks
with their normal parry bonuses only.
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PAYLOAD: Nearly inexhaustible. Will work as long as system is functional
(see below) and engines are intact. If main engines are destroyed, the
barrier will loose power and not function.
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NOTE: If all four barriers are grouped in a single spot they can
deflect a heavy particle beam attack, such as the one generated by the
Macross Cannon, Zentraedi/Varuta command warships, and some Protodeviln.
However, the beam will completely destroy all four barriers and put incredible
strain on the pinpoint barrier system, to the point where it may short
out. After deflecting an energy beam, roll percentile dice on the table
below to determine additional effects/damage.
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01-05: Lucked out, system will be operational in 1D6 hours.
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06-20: Minor damage, system will require 4D6 hours to repair.
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21-35: Major damage, system will require 2D6x10 hours to repair
(yes, DAYS of work).
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36-64: Completely destroyed! System can be rebuilt, but will require
new parts and 2D6 DAYS of work to replace.
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65-79: Major damage, system will require 2D6x10 hours to repair.
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80-94: Minor damage, system will require 4D6 hours to repair.
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95-99: Lucked out, system will be operational in 1D6 hours.
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00: It's a miracle! Trivial damage only, system will be operational
again in only 4D6 melee rounds!
SYSTEMS OF NOTE:
- ANTIGRAVITY PROPULSION SYSTEM: The Sentinel Carriers are equipped with an anti-gravity propulsion system used for planetary landings and liftoffs. The system is good for vertical ascent/descent only and can lift the ship at speeds of up to 1,320 feet (400 m) per minute. The system will function so long as the main engines can supply energy to it.
- ELECTRONIC COUNTERMEASURES (ECM) "STEALTH" SYSTEMS: The Sentinel Carriers are equipped with advanced ECM packages commonly referred to as "Stealth Systems". These systems disrupt enemy radar and tracking systems, making it difficult for them to lock onto the Carriers with weapons. The stealth systems give the Sentinel Carrier a +3 to dodge, +2 to strike and +1 on initiative in combat WITH OTHER STARSHIPS ONLY. VFs and other close-range
combat mecha are not affected by these systems, nor are Protodeviln. The Carriers Stealth systems will fail if the main engines are destroyed.
- HYPERSPACE COMMUNICATIONS: Based on the same technology as the space fold system, the hyperspace communications relay allows faster-than-light communication between UN Spacy starships and other vessels or planetary bases. Hyperspace communications are still not instantaneous, however. Audio/video communication travels through hyperspace at a rate of about 1 second per 4000 light years, so messages communicated over vast distances
can still take seconds or minutes to arrive.
- LIFE SUPPORT SYSTEMS: The Stealth Carriers have sufficient life support to provide breathable air and comfortable temperatures for 100 people for up to 20 years (air is recycled). In an emergency the life support system can support up to 150 people at one time, though living conditions onboard will get extremely cramped at that point. The carrier also holds
sufficient food and water to support 100 people for up to 6 months.
- LONG-RANGE LASER/SATELLITE RELAY COMMUNICATIONS: The impressive communications array of the Stealth Carrier can communicate with up to 1,000 craft simultaneously at ranges of up to 900 miles (1,440 km). This range can be boosted indefinitely by using satellites or other spacecraft as to relay communications.
- LONG-RANGE RADAR: The radar array of the Stealth Carrier is equallyas impressive as the communication system, and can track and identify upto 2,000 craft simultaneously. The radar system has a 2,000 mile/3,200km range.
- SPACE FOLD SYSTEM: For FTL propulsion, the Stealth Carrier is equipped with an ORTEC/Shinnakasu/General Galaxy Advanced Fold System Cluster, capable of propelling the carrier through hyperspace at speeds up to 3.28x10^10 mps (5.25x10^10 kmps), or 1 light year per 6 minutes. The range of the fold drive is theoretically unlimited except by the life expectancy of
the spacecraft.
- SUBLIGHT ENGINES: As a backup to the Fold System, the Stealth Carrieris equipped with ORTEC/Centinel Impulse Drive Cluster engines that canpropel the craft at speeds up to 0.20 speed of light (32,000 miles per second) in space. Note that these engines are mainly intended for rapid movement inside a planetary system and are not suited for long voyages between star systems. In a planetary atmosphere the Carrier is limited
to speeds of Mach 3 maximum due to hull stress.
- SUBSPACE MASS SENSORS: The Sentinel Carriers are equipped with subspace sensors, which are based on the same principles as the hyperspace communications array. These sensors can essentially instantly detect mass readings and movement of objects up to 1 AU (93 million miles) distant from the Carrier,
and the readings are used both for early warning and for navigation when travelling at sublight speeds. Readings taken with the subspace sensors are not very detailed (-25% penalty when trying to identify a detected object) and cannot detect objects of less than 60,000 kg (this includes most variable fighters).
MECHA COMPLEMENT (STANDARD):
NOTE: The Sentinel Carriers have only enough room to hold 6 Fighters.
However some of the few Sentinel Carriers that have been built have been
modified to allow them to double up on the Fighter Bay's, allowing the
Carriers to carry 12 Fighters. Although this makes things very cramped
at this point. Shuttles and other craft can connect to the Sentinel Carrier
via the Airlocks.
REFERENCES USED IN THIS DESIGN
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"Doe's All The Worlds' Starship Guide: Sentinel Class Stealth Attack
Carrier Entry"
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Macross Digital Mission: VF-X