Troops: 500
MDC BY LOCATION:
(1) Main Body 45,000
(2) Command Tower 4,000
(2) Communications and Sensor Array (2) 300 each
(3) Main Engines/Power Plants (2) 7,500 each
(3) Secondary Engines (4) 2,500 each
(3) Small Guidance thrusters (50) 200 each
Fins (9) 1,000 each
Heavy Beam Cannons (6) 500 each
Light Beam Cannons (6) 350 each
Retractable Missile Launchers (18) 250 each
Small Airlocks/Access Hatches (70) 250 each
Flight Deck Airlocks (14) 500
Outer Hull (per 40ft area) 120
Interior walls (per 20ft) 20
(4) ForceField 20,000 each
NOTES:
- 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.
- 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: 1400 ft
Weight: 925,000,000 tons
- 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 (6): Aimed forward from their bow mounting the
six cannons these Heavy Beam Cannons are capable of unleashing devasting
salvo's of destructive energy on the Varauta's targets.
- 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.
- LIGHT BEAMS CANNONS (6): Six light beam Cannons complement the
Heavy Beam Cannons in the defence of the Carrier against other Capital
Ships. Positioned equally to port and starboard the Carrier 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.
- 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 Carriers 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: 20,000 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!
SYSTEMS OF NOTE:
- ANTIGRAVITY PROPULSION SYSTEM: The Varauta Super Sized 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.
- 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 5 seconds per light year, so messages communicated over vast distances
can still take days, weeks, or months to arrive.
- LIFE SUPPORT SYSTEMS: The Varauta Super Carriers have sufficient
life support to provide breathable air and comfortable temperatures for 3000
people for up to 20 years (air is recycled). In an emergency the life
support system can support up to 5,500 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 3,000 people for up to 6
months.
- LONG-RANGE LASER/SATELLITE RELAY COMMUNICATIONS: The impressive
communications array of the 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 Varauta Carrier 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 Carriers 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 Carrier is limited to speeds of Mach 3 maximum
due to hull stress.
- SUBSPACE MASS SENSORS & SPIRITIA IMAGER: The Varauta Super
Sized Carriers 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: 216 (18 Squadrons) on active status.
- FBZ-99 Zaubergeran: 36 (3 Squadrons) on active status.
- AZ-130 Pantzerzorene: 36 (3 Squadron) on active status.