Troops: 250
MDC BY LOCATION:
(1) Main Body 23,000
(2) Command Tower 3,500
(2) Communications and Sensor Array (2) 400 each
(3) Main Engines/Power Plants (2) 7,000 each
(3) Secondary Engines (4) 2,500 each
(3) Small Guidance thrusters (24) 200 each
Heavy Particle Cannon Lens 3,000
Heavy Beam Cannons (2) 5,000 each
Retractable Laser Turrets (24) 300 each
Retractable Missile Launchers (20) 250 each
Small Airlocks/Access Hatches (32) 250 each
Flight Deck Airlocks (10) 500
Outer Hull (per 40ft area) 120
Interior walls (per 20ft) 20
(4) ForceField 15,000 each
NOTES:
- Depleting the MDC of the main body will put the ship out of
commission. All internal systems will shut down, including life support and
internal gravity. The ship itself will be an unsalvageable floating wreck.
- Destroying the command tower 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 command tower will have the same
effect, but the command staff will not be killed instantly.
- 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).
- Depleting the MDC of the Forcefield will shut it down until it can fully
regenerate. The Force Field is similar in design to the Omni-Directional
Barrier on the SDF-1. The Barrier can sustain 15,000 MDC, and regenerates at
a rate of 2,500 MDC per melee round. Whilst engaged though nothing can pass
into our out of the circumference of the shield, so the ship will be unable
to openfire.
SPEEDS:
- 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:
- Length: 864 m
- Weight: 550,000 tons (Empty), 600,000 tons (Operational)
- Power System:
- Varauta Army Main reactor
- Fold System:
- Varauta Army Advanced Fold Cluster
- Sublight Drive:
- Varauta Army Impulse Drive Cluster
- Gravity Control System: Internal
Auxiliary Engine:
- Varauta Army Nuclear Pulse Rocket Motor Cluster
- Sensor System: Standard; Subspace Mass Detector, Aegis Head Sensor & Spiritia
Imager
WEAPON SYSTEMS:
- HEAVY PARTICLE CANNON (1): The main weapon of the Assault Cruiser
and its most devastating is the Heavy Particle Cannon, identical to the
one's used on the Zentraedi vessels. The cannon itself is mounted on the
underside of the Cruiser behind the protective Focusing Lens Array which is
retracted when not in use.
- PRIMARY PURPOSE: Heavy Assault
- SECONDARY PURPOSE: Anti-Warship
- RANGE: 100,000 miles (160,000 km) (1 mile wide)
- DAMAGE: Destroys everything in its path
- RATE OF FIRE: Can be fired every 10 melee rounds
- PAYLOADE: Unlimited. Will function so long as the main engines
are intact.
- HEAVY BEAM CANNONS (2): The eye shaped lens on either side of the
Cruiser hide the Main Beam Cannons. Their destructive power can be unleashed
in a 180 degree firearc on their respective sides of the vessel,
(port/starboard,) enabling them to jointly fire on vessels dead ahead and
behind.
- PRIMARY PURPOSE: Anti-Warship
- SECONDARY PURPOSE: Assault
- RANGE: 100,000 miles (160,000 km)
- DAMAGE: 2D6x1000 M.D. each
- RATE OF FIRE: Each cannon can fire twice per melee. The cannons
can fire individually or be combined to fire a single volley.
- PAYLOAD: Unlimited.
- RETRACTABLE LASER TURRETS (48): Retractable laser turrets line
the sides of the cruiser for Anti-Mecha and Anti-Missile defence. 24 turrets
to each side of the Cruiser give it a good defence attacking mecha and can
also be turned against larger vessels as well if need be.
- PRIMARY PURPOSE: Anti-Mecha
- SECONDARY PURPOSE: Anti-Missile
- RANGE: 5 miles (double in space)
- DAMAGE: 2D6x10 M.D. each
- RATE OF FIRE: Each turret can fire up to four times per melee.
The cannons can fire individually or be combined to fire a single volley.
- PAYLOAD: Unlimited.
- RETRACTABLE MISSILE LAUNCHERS (26): For anti-mecha defense the
Cruisers are armed with medium-range missile launchers set at key locations
along the ship's 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.
- PRIMARY PURPOSE: Anti-Aircraft
- SECONDARY PURPOSE: Anti-Warship
- MISSILE TYPES: Any type Medium Range Missile can be used. Smart
missiles are commonly used to avoid hitting friendly aircraft.
- RANGE: Varies, typically 60 miles (80.4 km).
- SPEED: Varies, typically 1600mph (2571kmph).
- DAMAGE: Varies, typically 2D4x10 M.D.
- BLAST RADIUS: Varies, typically 15 feet.
- RATE OF FIRE: Volleys of 2, 4 or 6 missiles per launcher.
- 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.
- FORCE FIELD: The Cruisers Force Field encompasses the entire ship
in a manner identical to that to that of the SDF-1's Omni Directional
Barrier. The Force Field can absorb up to 15,000 MD in damage, which
regenerates at a rate of 2,500 MDC per melee round. Whilst engaged the
Cruiser is unable to fire its weapons.
- PRIMARY PURPOSE: Defense (the Force Field cannot be used as a
weapon)
- RANGE: Totally encircles vessel
- DAMAGE CAPACITY: 15,000 MDC. Regenerates at a rate of 2,500 MD
per melee round.
- PAYLOAD: Nearly inexhaustible. Will work as long as system is
functional and engines are intact. If main engines are destroyed, the
Force Field will loose power and not function.
- NOTE: The Force Field 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
the Force Field and put incredible strain on the, 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.
- 01-05: Lucked out, system will be operational in 1D6 hours.
- 06-20: Minor damage, system will require 4D6 hours to repair.
- 21-35: Major damage, system will require 2D6x10 hours to
repair (yes, DAYS of work).
- 36-64: Completely destroyed! System can be rebuilt, but will
require new parts and 2D6 DAYS of work to replace.
- 65-79: Major damage, system will require 2D6x10 hours to
repair.
- 80-94: Minor damage, system will require 4D6 hours to repair.
- 95-99: Lucked out, system will be operational in 1D6 hours.
- 00: It's a miracle! Trivial damage only, system will be
operational again in only 4D6 melee rounds!
- 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, which is why the Varauta were able to copy the technology from the Megaroad-13 Fleets ships. 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.
- PRIMARY PURPOSE: Defense (the pinpoint barrier system cannot be
used as a weapon)
- RANGE: Up to 300 feet (91.5 m) from the surface of the vessel.
- 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)
- 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.
- 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.
- 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.
- 01-05: Lucked out, system will be operational in 1D6 hours.
- 06-20: Minor damage, system will require 4D6 hours to
repair.
- 21-35: Major damage, system will require 2D6x10 hours to
repair (yes, DAYS of work).
- 36-64: Completely destroyed! System can be rebuilt, but
will require new parts and 2D6 DAYS of work to
replace.
- 65-79: Major damage, system will require 2D6x10 hours to
repair.
- 80-94: Minor damage, system will require 4D6 hours to
repair.
- 95-99: Lucked out, system will be operational in 1D6 hours.
- 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 Varauta Assault Cruisers 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.
- HYPERSPACE COMMUNICATIONS: Based on the same technology as the
space fold system, the hyperspace communications relay allows
faster-than-light communication between Varauta 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 Assault Cruisers have sufficient life
support to provide breathable air and comfortable temperatures for 1500
people for up to 20 years (air is recycled). In an emergency the life
support system can support up to 2,500 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 1500 people for up to 6
months.
- LONG-RANGE LASER/SATELLITE RELAY COMMUNICATIONS: The impressive
communications array of the Cruiser 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 Assault Cruiser is
equally as impressive as the communication system, and can track and
identify up to 2,000 craft simultaneously. The radar system has a 2,000
mile/3,200 km range.
- SPACE FOLD SYSTEM: For FTL propulsion, the Cruiser is equipped
with a Varauta Army 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 Assault
Cruiser is equipped with Varauta Army Impulse Drive Cluster engines that can
propel 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 Cruiser is limited to
speeds of Mach 3 maximum due to hull stress.
- SUBSPACE MASS SENSORS & SPIRITIA IMAGER: The Varauta Assault
Cruisers are equipped with subspace sensors & Spiritia Imagers, 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). The Spiritia IMagers detect and note the strength of Spiritia
within the same range.
MECHA COMPLEMENT (STANDARD):
- FZ-109 Elgerzorenes: 60 (5 Squadrons) on active status.
- FBZ-99 Zaubergeran: 12 (1 Squadrons) on active status.
- AZ-130 Pantzerzorene: 12 (1 Squadron) on active status.
REFERENCES USED IN THIS DESIGN
- "Doe's All The Worlds' Starship Guide: Varauta Assault Cruiser
Entry"
- Macross 7 TV series