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ARMD Combat Space Carrier |
BACKGROUND
The ARMD (Armaments Rigged-up Moving Deck) is a Space Carrier that has a mechanism for docking with the SDF-1, and was expected to have been operated as a sub-system of the Macross.
Even though this warship was initially developed as an orbiting station for space fighters, midway through development it was included as part of the Macross's Strategic Systems, and had improvements conducted on it's front part. As a result, besides being given a mechanism to attach to the Macross, such things as its armour plating, beam guns and missile launchers were increased, and the ARMD's fighting strength, propulsive power and so on were improved.
Among the 8 ARMD, ARMD 01 and ARMD 02 were built in the earlier period and were also operated as Variable Fighter test flight stations. As the warship verified that it had excellent all-purposefulness in these tests, it came to join the space patrol fleets with several Space Destroyers. In 2009, when the two ships that were deployed to space were attacked by the Zentraadi Forces immediately following the Macross's Space Launch Ceremony, they returned fire by sortieing their carrier borne craft, such as the Lancer II. However, as the difference in fighting power was great, the Zentraadi defeated the two ships.
The ARMD was based on a front-line station that was built at Lagrange 5, and proved to have a style that supported combat with it's improvements in such areas as it's bridge and armament group. The armaments that where installed when the ARMD was improved are guided focusing beam guns and large and medium sized missile launchers. As a result, this warship guaranteed an offensive ability that could also cope with a fleet battle. The ARMD's internal structure is hardly changed from the front-line station, and it is thought that the fighter hangar and maintenance deck were also used without change.
In addition to the bridge being installed at the front of the ship, it's understood that thrusters are also installed on both ends of the ship; and even though a thruster part is installed in the rear part of the ship, it's guessed that the thruster is combined with the parts used in docking with the Macross.
Ghost unmanned fighters, Lancer II manned fighters, and the VF-1 were carried aboard the ARMD. The ARMD also functioned as these fighter's carrier and headquarters.
By 2014, 14 had been created for the Unified Forces, with plans for 15 and onwards in existance. The 11th to 14th ARMD had a fold system built into the ships, with the 11th having folded to catch up to and merge with the Megaroad 01 Fleet.
Author's note: available information at the time of writing implies that the ARMD class ceased production when the ARMD-II class began production around 2015. It is likely that 2 to 3 more ARMD class ships were produced by then, for a total of 16 or 17.
RPG STATS
Vehicle Type: Space Combat Carrier
Class: Carrier
Crew: 1,200 (75 officers, 925 enlisted, 200 pilots with capability to accommodate another 250 personnel on special assignment).
Manufacturer: Unified Space Forces Space Armory
Government: Unified Government; New Unified Government
Customer: Unified Forces
Design Features: increased armour plating; improved propulsive power and armaments
Variants:
- First period type: ARMD-01, -02. Used as VF test flight stations before being planned to operate as the SDF-1's arms
- Production type: ARMD-03 to 10
- Fold System equipped Production type: ARMD-11 onwards
Ships of Class:
ARMD-1 H.J. Niiven
ARMD-2 Invincible
ARMD-3 Enterprise
ARMD-4 Clemenceau
ARMD-5 Akagi
ARMD-6 Constellation
ARMD-7 Ranger
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commissioned before 2009.01; destroyed 2009.02
commissioned 2009.01; destroyed 2010.02
commissioned 2009.08 (02?); destroyed 2010.02
commissioned 2009.10 (08?); destroyed 2010.02
commissioned 2010.01 (2009?); destroyed 2010.02
commissioned 2010.01 (2009.11?); close defense of Apollo base
commissioned 2010.01 (2009.10?); destroyed 2010.02
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ARMD-8 Midway
ARMD-9 Minsk
ARMD-10 Haruna
ARMD-11 Kiev
ARMD-12 Independence
ARMD-13 Forrestal
ARMD-14 Rhysling
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Commissioneed 2011 (2010.01?); close defence of L-5
commissioned 2011.08 (2010.11?); departed with Megaroad-01
commissioned 2011.08; departed with Megaroad-01
commissioned 2012.02; 2013.02 merged with Megaroad-01 Fleet
commissioned 2013.02
commissioned 2014.05
commissioned 2014.09
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Note: content in brackets with question marks is the earliest appearance; which may indicate when the hull was finished and VF squadrons began transferring to it, not necessarily when the ship was commissioned.
MDC BY LOCATION:
Location |
MDC |
Location |
MDC |
(1) Main Body
(2) Main Engines
(2) Sub-Engines (2)
(3) Bridge
(4) Sensor Array (4)
Guided Focusing Beam Gun Turrets (5)
Large Anti-Ship Missile Launcher (2)
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8,000
2,000 each
750 each
750
350 each
450 each
600 each
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Medium Anti-Ship Missile Launcher (6)
Small Anti-Aircraft Guns (48)
Outer Hull (per 12 m area)
Interior Hangar Walls (per 6 m area)
Interior Walls (per 3 m area)
(5) Pinpoint Barrier System (2) (2020 onwards)
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250 each
100 each
300
20
200 (SDC)
5,000 each
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NOTES:
- (1) 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.
- (2) 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 anti-gravity system useless due to loss of power).
- (3) Destroying the command tower will instantly kill the command staff (main bridge).
- (4) Located on the four corners of the ship. Destroying all four sensor arrays will 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.
- (5) The pin-point barrier will regenerate at a rate of 2,500 MD per melee round.
SPEEDS:
Speed (sublight): 0.1 speed of light (approximately 30,000 kmps)
Speed (Auxiliary Drives): Mach 6 in space.
Space Fold Range: 25 light years if there are no fold faults (from ARMD-11 only).
Planet bound: cannot fly in an atmosphere. Will burn up and crash.
Maximum Range: estimated 20 year life span, which can be extended with regular maintenance and overhauls.
Maximum Underwater Depth: N/A
Maximum rate of ascent: 400 m per minute using the anti-gravity propulsion system.
Maximum instantaneous acceleration during combat: 1.55 G+
STATISTICAL DATA:
Height: under investigation
Width: 220 m
Length: 430 m
Operational Inertial Mass: 174,000 t
Power System: Over Technology Advanced Heat Pile System x2
Jet Propulsion System: Over Technology Advanced Main Nozzle Cluster OTMN-3T x2, many Vernier Thrusters
Fold Engine: OTM Macross Fold engine cluster system.
Gravity Control System: Over Technology Advanced Gravity Control System
DEFENSIVE SYSTEMS
- DAMAGE CAPACITY: 2,500 MDC. Regenerates at a rate of 2,500 MD per melee round.
5. ELECTRONIC COUNTERMEASURES
Note: In space, Radio and Radar Waves are range x10.
OFFENSIVE SYSTEMS:
Note: Stats indicate the Effective Range. Maximum Range is effective range x1.5, but is -3 to strike.
In space: Explosions and shock-waves: range x 10, but damage x0.1 in the extended shock-wave; Lasers: range x2; Extended range is range x3, but is -2 to strike and damage x0.5; Other weapons: range x2
1. OVERTECHNOLOGY GUIDED FOCUSING BEAM GUN SYSTEM (5)
Two are mounted dorsally on the bow, and three are mounted ventrally at the stern. The gun barrels can be aimed and fired independently, but can only be moved vertically to a new target.
- PRIMARY PURPOSE: Assault
- SECONDARY PURPOSE: Defence
- RANGE: 450 km
- DAMAGE: 1D8x100 M.D. per gun. The two guns on a single turret can be fire linked.
- RATE OF FIRE: each gun can fire three (3) times per melee. The gun turrets can be fired individually or be combined to fire a single volley.
- PAYLOAD: Unlimited as long as the main engines are operational.
2. LARGE ANTI-WARSHIP MISSILE LAUNCHER (2)
Anti-warship missile launchers are built into the rear of the upper surface of the ARMD. The cover opens, and the missile rises above the surface of the ship using vernier thrusters built into the missile itself. The verniers then jet at their maximum output, and the missile charges toward the target at high-speed. The large missile has an astounding destructive force that can defeat a Zentraadi ship in a single attack. The missile automatically pursues it's target with the verniers it's equipped with. The missile has a kind of reaction shell whose destructive force surprised the Zentraadi.
- PRIMARY PURPOSE: Assault
- SECONDARY PURPOSE: Defence
- RANGE: 3,500 km
- SPEED: 4,300 kph
- DAMAGE: 4D8x1,000 M.D. to 750 m, 4D8x100 M.D. to 1,500 m, 4D8x10 M.D. to 2,250 m, 4D8 M.D. to 3,000 m.
- BLAST RADIUS: 3,000 m
- RATE OF FIRE: 1 per launcher. Both launchers can be fire linked.
- PAYLOAD: 5 missiles per launcher, 10 missiles total. Can only be reloaded back at base.
3. MEDIUM SELF-GUIDED ANTI-SHIP MISSILE LAUNCHER (6)
Three are mounted on each of the auxillary engines on the sides of the hull. Each launcher has three (3) launch tubes, that automatically reload after firing.
- PRIMARY PURPOSE: Assault
- SECONDARY PURPOSE: Defence
- RANGE: 3,500 km
- SPEED: 3,000 km
- DAMAGE: 4D8x50 M.D. to 25 m, 4D8x5 M.D. to 50 m, 2D8 M.D. to 75 m.
- BLAST RADIUS: 75 m
- RATE OF FIRE: 1 to 3 missiles per launcher. Each launcher can fire a maximum of 2 times per melee round. The six launchers can be fired together.
- PAYLOAD: 12 missiles per launch tube, 72 missiles total. A few dozen missiles are held in storage, but require 1D4x5+20 minutes to load.
4. SMALL ANTI-AIRCRAFT GUNS (48)
Mounted all over the hull, approximately 8 per side. The guns are essentially a GU-11 gun pod mounted on a turret with a larger magazine. With a rate of fire of 1,200 rounds per minute, the guns can expend their entire magazine within seconds. To prevent this, they have been mechanically preset to be able to fire in burst of either 5, 10, 20 rounds, or multiples of 10 until the magazine is emptied.
- PRIMARY PURPOSE: anti-missile
- SECONDARY PURPOSE: anti-aircraft
- RANGE: 1,100 m
- DAMAGE: DAMAGE: 1D12 per round. 1D6X10 MD per 5 round burst. Refer to the Gun Pods and Beam Machine Gun Burst and Spray Rules for alternatives.
- RATE OF FIRE: Equal to the pilot's combined number of attacks. The AA guns aren't limited to bursts of 5, 10 or 20 rounds.
- PAYLOAD: 1,200 rounds (200 along the barrel, and 1,000 in the replaceable magazine). Magazine requires 1D6 melee actions if spare magazine and appropriate equipment is standing by. Requires 1D6 melees if only a spare magazine is ready.
- NOTE: The AA guns can be set on automatic during combat, during which time they have a +1 to strike due to their tracking systems. The AA Guns' tracking system will target incoming missiles first and attacking mobile weapons second.
5. SHIP-BORNE CRAFT (STANDARD)
Ghost unmanned fighters, Lancer II manned fighters, and up to 8 squadrons of 16 to 20 Variable Fighters are also loaded on the ARMD. The ARMD functions as their carrier and headquarters. The armoury usually has enough stores (Super Parts, missiles, etc.) for 5 to 10 combat sorties.
The hangar ceiling is 15 m high. Only the hangars and cargo bays are macron (battroid) scale. The rest of the ship is micron scale.
Initial Period Type:
270 QF-3000E Ghost
78 SF-3A Lancer II
48 to 60 VF-1 in 3 squadrons
numerous other small craft (Shuttle/Liason Craft, Spider Bug, etc.)
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Middle Period Type (2014~):
64 to 80 VF-1 or VF-5000
64 to 80 VF-4
numerous Shuttle/Liason Craft, Spider Bug, etc.
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Later Period Type (2030~):
32 to 40 VA-3
64 to 80 VF-11
32 to 40 VF-14
numerous Shuttle/Liason Craft, Spider Bug, etc.
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6. HAND TO HAND COMBAT
If necessary, the pilot of the ARMD class Space Carrier can use the ship itself as a weapon. The attack isn't recommended as, even though the PPB may prevent the ship itself from being damaged, the sudden stop will send everything that isn't strapped down flying, and may cause considerable damage or even death among the crew.
DAMAGE:
- Ram: 1D4x1,000 M.D. (counts as two attacks)
SENSOR SYSTEMS
Unless otherwise noted, refer to
Ship Sensor Systems for details.
Note: In space, Radio and Radar Waves are range x10.
- CONTROL SYSTEM
- OPTICS - ATFLiR Advanced Targeting Forward-Looking Infrared
- OPTICS: HYBRID SENSOR/TV CAMERA SYSTEM
- RADAR - INTEGEATED MULTI-PURPOSE SENSOR SET: range: over 3,200 km. Can detect and track up to 1,500 targets simultaneously and can record position, speed, and direction of motion for all targets tracked. Can target 125 targets at the same time. (Later models can track 3,000 targets, and can guide missiles at 175 targets.)
- RADIO/VIDEO COMMUNICATION
ARMD-11 onwards also have:
- FOLD COMMUNICATIONS: range approximately 2.5 light years (47.5 trillion km) when deployed in outer space.
- FOLD WAVE SENSOR
OTHER STANDARD EQUIPMENT
Unless otherwise noted, refer to
Ship Other Systems for details.
- AIRLOCKS 40 are scattered over the hull.
- ARMOURY
- CARGO HATCHES: 6 are scattered over the hull.
- DOCKING - HARD & SOFT
- DOCKING MODULE: installed on the back of the ship, and is constructed to connect with the SDF-1 and SDFN side gunwale docking arm. The docking arm can slide left and right along the joining part of the module.
- GRAVITY CONTROL
- IFF ANTENNA
- IFF/UHF DATALINK ANTENNA AND TACAN/UHF ANTENNA
- LARGE DOCKS: the warship's bow and the lower side of the main nozzle in the warship's stern are large docks.
- LIFE SUPPORT SYSTEMS: Pre-SWI: Because of their limited stockpiles of food, water and air, ARMD rarely venture beyond the outer reaches of the Solar System.
- SUBLIGHT ENGINES
- SPACE FOLD SYSTEM: ARMD 11 and onwards only.
- UHF & VHF ANTENNA
COMBAT BONUSES FOR SPACECRAFT TRAINING
The following is in ship-to-ship combat with enemy starships or Protodeviln. They do not apply in ship to mobile weapon combat.
- +3 attack per melee (plus those of the pilot). +1 attack at levels 3, 6, 11 and 15.
REFERENCES
© Aaron Sketchley