Troops: 280
MDC BY LOCATION:
(1) Main Body 24,000
(2) Command Tower 3,400
(2) Communications and Sensor Array (2) 300 each
(3) Main Engines/Power Plants (2) 7,500 each
(3) Secondary Engines (4) 2,600 each
(3) Small Guidance thrusters (24) 200 each
Heavy Beam Cannons (2) 3,000 each
Medium Beam Cannons (4) 1,500 each
Light Beam Cannons (2) 350 each
Converging Beam Guns (7) 1,500 each
Fins (12) 1,000 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 Cruiser 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: 684 m
Weight: 195,000 tons operational, 125,000 tons empty
- 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 & Spiritia
Imager
WEAPON SYSTEMS:
- HEAVY BEAM CANNONS (2): The two largest eye shaped lens on either
side of the Transports 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.
- MEDIUM BEAM CANNONS (4): Located forward of the two Heavy Beam Cannons the Medium Beam Cannons are the primary offensive weapon of the Battroid Carrier 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: 1D4x1000 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.
- LIGHT BEAMS CANNONS (2): Two light beam Cannons complement the
Heavy and Medium Beam Cannons in the defence of the Carrier against other Capital
Ships. Positioned equally to port and starboard the Transport is capable of
creating an adequate defence against attackers.
- PRIMARY PURPOSE: Assault
- SECONDARY PURPOSE: Anti-Warship
- RANGE: 5 miles (double in space)
- DAMAGE: 2D6x100 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.
- CONVERGING BEAM GUNS (7): Battroid Transports are not designed for heavy starship-to-starship combat, instead relying on their fighter wings for protection and attack. However the carriers are armed with seven Converging Beam Guns for defence against enemy ships. Resembling stubby protrusions, they are mounted on the front of the ship facing forward.
- PRIMARY PURPOSE: Heavy Assault
- SECONDARY PURPOSE: Anti-Warship
- RANGE: 3,000 miles (4824 km)
- DAMAGE: 1D6x1000 M.D.
- RATE OF FIRE: Each Beam Gun can fire up to twice per melee.
The Beam guns can fire individually or be combined to fire a single volley.
- HEAVY MISSILE LAUNCHERS (2): Battroid Carriers are equipped with Anti-Warship missile launchers for launching ICBM-like missiles at enemy ships. Hidden within the body of the ship these launchers slide out to reveal themselves, fire, and then slide back into ther hiding positions so as not to present an easy target to enemy mecha.
- PRIMARY PURPOSE: Heavy Assault
- SECONDARY PURPOSE: Anti-Warship
- RANGE: 3,000 miles (4824 km)
- SPEED: Mach 2+ (1340 mph/2140 kmph) in an atmosphere.
- DAMAGE: 4D6x1000 M.D.
- BLAST RADIUS: 3,000 feet (915 m)
- RATE OF FIRE: Each launcher tube holds one missile and must be
reloaded after firing. Reloading a launcher tube takes 1 minute (4 melee
rounds).
- PAYLOAD: A typical Transport carries 30 missiles in storage
that can be readied for firing in about 30 minutes. Additional missiles
can be carried if deemed necessary, however.
- NOTE: These missiles CANNOT be used by variable fighters. Each
missile is approximately the same size as a VF-11
Thunderbolt. Variable fighters that require nuclear ordinance usually
carry RMS-1
Anti-Warship long range missiles.
- FORCE FIELD: The Vessels 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
Transport is unable to fire its weapons or launch mecha.
- 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/Varauta 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 Battroid Transports
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 Transports have sufficient life support
to provide breathable air and comfortable temperatures for 1000 people for
up to 20 years (air is recycled). In an emergency the life support system
can support up to 2,000 people at one time, though living conditions onboard
will get extremely cramped at that point. The Transport also holds
sufficient food and water to support 1000 people for up to 6 months.
- LONG-RANGE LASER/SATELLITE RELAY COMMUNICATIONS: The impressive
communications array of the Heavy Battroid Transport 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 Transport 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 Battroid Transport 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 Heavy
Battroid Transport 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 Transportr
is limited to speeds of Mach 3 maximum due to hull stress.
- SUBSPACE MASS SENSORS & SPIRITIA IMAGER: The Varauta Heavy
Battroid Transports 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 Transport, 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: 72 (6 Squadrons) on active status.
- FBZ-99 Zaubergeran: 12 (1 Squadron) on active status.
- AZ-130 Pantzerzorene: 12 (1 Squadron) on active status.
Only 3-5 VF's are usually active, the rest will be in storage for transport.
REFERENCES USED IN THIS DESIGN