Official Setting information is in darkgreen
. Extended Universe information is in steelblue
These are micron-size, and require 1/3 of the outer hull MDC (12 m area) to destroy. Destroying an airlock will depressurize the connected interior sections of the ship, and trigger emergency bulkheads to close. Emergency bulkheads are 2/3 of the interior wall MDC.
Airlocks require 1D4 melees to cycle. The airlock is operated by radio signal or a control panel with a display, keypad and devices for media input (card swipers, USB ports, etc.). External control panels are protected from space debris by a sliding cover. Some control panels are encrypted or electronically locked.
Contains enough weapons and spacesuits to equip the entire crew.
These are macron-size, and are equal to the outer hull MDC (12 m area) to destroy. Destroying a cargo hatch will depressurize the cargo bay only. The cargo bay is usually full of equipment in cargo containers and usually only large enough for 1 or 2 VFs to fit inside. Cargo bays have one or two interior Airlocks to access the rest of the ship.
Cargo Hatches require 2D6 minutes to cycle. The cargo hatch is operated by radio signal or a control panel with a display, keypad and devices for media input (card swipers, USB ports, etc.). External control panels are protected from space debris by a sliding cover. Some control panels are encrypted or electronically locked.
The Cargo Hatches are used during soft docking, and have dedicated rigs for establishing cable connection to transfer cargo with other ships.
Docking - Hard & Soft
The systems used to link two (or more) ships together.
DOCKING HARD: the ships are locked together and crew, cargo and sometimes even motorized vehicles can be transferred from one ship to the other via protected, pressurized passageways. The ship's systems are also connected, allowing for the transfer of such things as power, water, oxygen and so forth. The hard dock systems can be located anywhere on the ship, and some are dedicated to specific ships (E.g.: the front of the New Macross class City Ship and the rear of the New Macross class Battle class Carrier).
Note: if the hull in the area that the hard dock systems are located in is damaged, the ship may not be able to establish a hard dock.
DOCKING SOFT: the ships fly parallel with each other, maintaining the same speed. Wires for the transfer of cargo and tubes for the transfer of such things as fuel and air are strung between the ships. Carrier borne craft are also likely to be used in the transfer of material, especially crew. The operation is a bit more risky (as personnel on both ships are outside the ship), but the docking can be stopped at any time.
The system provides both simulated gravity within the carrier and on it's outer surface, as well as an anti-gravity propulsion system used for planetary landings and liftoffs. The system is good for vertical ascent/descent only. The system will function so long as the main engines can supply energy to it.
The associated systems receives codes from other aero-spacecraft and identifies them as either friend or foe. This eases in targeting and tracking your enemies, without hitting your allies with "friendly fire".
IFF/UHF Datalink Antenna And TACAN/UHF Antenna
Tactical Air Navigation (TACAN) provides radio (UHF) navigation information such as bearing, identification and distance information.
Zentradi ships: although rarely used, most of the big battle cruisers have some type of laboratory. The facility is almost fully automated (70%) with a battery of pre-programmed tests and analysis. Facilities include chemical, biological, spectrographic radiation and sound analysis, storage of specimens and audio/visual/computer data recording. Only officers have access to the laboratory.
Life Support Systems
The ship has sufficient life support to provide breathable air and comfortable temperatures for the crew for up to 30 years (the air is recycled). In an emergency, the life support system can support up to double the crew at one time. The ship has enough food and water onbard to support the crew for up to 6 months (can be extended to 9 months with rationing).
The Zentradi medical facility is modern, but minimal, equal to a top grade paramedic facility. Facilities are ideal for tending to cuts, bruises and broken bones. The Zentradi's warrior nature is such that the severely wounded are left for dead. Consequently, a full hospital facility is rarely needed.
Nutrient and Water Dispensaries
Zentradi ships - these places distribute a blend of liquid nutrients and vitamins designed specifically for the Zentradi. Water is also dispensed at these locations.
As a backup to the fold System, the warship is equipped with engines that can propel the craft at speeds approaching that of the speed of light, in space. These engines are mainly intended for rapid movement inside a planetary system and are not suited for long voyages between planetary systems.
Space Fold System
For FTL propulsion, the ship is equipped with a Fold System; capable of propelling the ship through Super Dimension Space. The range of a single fold is limited by the amount of energy the ship can produce to power the drives, baring any Fold Faults. However, with appropriate recharge periods, the ship could theoretically make unlimited Space Folds; limited only be the needs of the crew.
The mechanisms (on a centuries old Zentradi ship) for accomplishing a Space Fold are rather touchy and destructive. Thus, it is NOT a method recommended for everyday travel.
Game Master Note: There is a 15% chance of a faulty Space Fold. If a faulty Fold occurs, roll on the following table to determine the degree of damage or error:
01-14 off course by 2D4 hours via light speed.
15-29 off course by 1D4 days via light speed.
30-43 off course by 2D6 days via light speed.
44-59 off course by 1D4 weeks via light speed.
60-72 off course by 3D4 weeks via light speed, plus the Fold System is damaged and can not be used without increased risk (40% chance of a faulty Space Fold. Roll on this table again if a Fold is made).
73-87 Fold System has vanished into thin air. Impossible to Fold again; off course by 2D4 weeks via light speed travel.
88-00 right location, but the Fold System explodes, destroying the entire deck level it was on, and damaging main engines. Only
auxiliary engines and propulsion works (bad news).
The ship features a stealthy hull which gives them advantage over other ships. This Stealthy Composition hull disrupt enemy radar and tracking systems, making it difficult for them to lock onto the frigate with sensors and weapons. This gives the 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.
Allows the ship to reconfigure itself from Fortress mode to Battroid mode. The process is almost completely automated, allowing the crew to trouble shoot damaged sections that don't automatically start transforming or monitoring the evacuation of sections that will be depressurized and the proper sealing of hatches.
UHF & VHF Antenna
The Ultra High Frequency and Very High Frequency Antenna transmit and receives tactical, operational, and administrative information in the UHF range. They support line-of-sight communications.
Zentradi ships - a large reservoir of drinking water is stored on all vessels in addition to the supplies at the dispensaries.
A weapon bay is a comparatively small chamber containing weapons and equipment, not Mobile Weapons. Typically, they contain 3D4x100 rifles, 2D4x10 pistols, 4D6x10 missiles for Battle Pods, 3D4x10 suits of Battle Armor (these are NOT Power Suits) and 1D4 Hover Platforms.
Zentradi Command Center/Ship's Bridge
This is the heart of the big ships. This massive area controls and monitors external and
internal communications, sensory data and weapon systems. Toward the center of the chamber is the strategy and tactics conference
table. Computer generated graphics, plotting arms, and superimposed holograms, can display a complete visual image, with accompanying
data regarding an enemy target(s). Over 700 targets, withinan 80,000 mile area, can be identified, tracked and visually displayed,
with an accuracy margin of 94%. An array of computer banks, conference tables, data posts, monitors, large screens and holographic displays protrude from the floor, walls, ceiling, and even dangle in mid-air.
Towering above all of this activity, like a giant unblinking eye, is the command bubble. From here, approximately 61m above the floor, the ship's commanding officer can observe all activity. Holographic displays, triggered by voice activation, spring to life at his slightest grumble. The bubble itself is small, but comfortable, designed to accommodate only the ship's commander, his (or her) loyal advisor, and the officer who is second in command.Note: The bubble is an extremely tough, transparent material with an M.D.C. of 50.
© Aaron Sketchley