Official Setting information is in
darkgreen. Extended Universe information is in
steelblue.
Uraga class Stealth Aerospace Escort Carrier |
BACKGROUND
The Uraga class is a stealth battle carrier that features a two-level style deck that is endowed with the ability to operate 65-75 ship-borne craft. It also boasts of Cruiser class combat abilities and is endowed with the facilities to serve as the flagship of a small fleet. Because it's mass-production costs are also high, as it is a class of newly produced warships, there are also Uraga class warships that are operated as defensive stations that are connected to the core ships of the Macross 7 fleet. The same type of warship in the Macross 7 fleet includes the likes of the resort ship Riviera's CV404 "Uraga" and the amusement ship Hollywood's CV406 "Branpton".
The shape of the warship somewhat resembles that of the New Macross class Battle 7. Arranged in the warship's stern are such things as the main nozzles, a hanger-style gate and a docking system. The Uraga class is endowed with a balanced combined performance with a high carrier-based craft operational capability. The Uraga class play an active role as the vital point of an emigration fleet's escort vessels, where it also easily handles patrol missions.
Macross Frontier
The Uraga class Two-Deck Style Water and Space Carrier was built as a warship higher in rank than the Guantánamo class. The Uraga class possess a carrier-borne craft operational capability that far exceeds that of the Guantánamo class. They are multipurpose carriers that can act on water in addition to the atmosphere and the void of space.
Even though its a warship with great combined performance that also once served as the flagship of small fleets, its deployment seems to have remained in small numbers. With a shape that resembles the New Macross class Battle 7, the Uraga class are 500 m class hulls that have a vast flight-deck. The basic structure of the Uraga class in the Macross Frontier fleet seem to have been similar to the ships that were operated by such fleets as Macross 7.
Connecting an Uraga class to a large Emigrant vessel is particularly beneficial, as it provides the Emigrant vessel with a dedicated VF defence force and provides the crew of the carrier with luxuries and entertainment that they would normally not have access to in a military vessel. Emigrant ships designed to mate with the Uraga class include the Amusement Ship Hollywood, Ocean and Resort Ship Riviera, Research and Experiment ship Einstein and Unified Forces Training Ship Beginhill.
Uraga class carriers were first launched in 2031 and have been part of the Unified Space Forces fleet for close to 30 years, and there are no plans to retire the design any time soon. Although not as powerful as the New Macross carriers, they are far more cost effective to produce and operate. 75% of Unified Space Forces's fleets are commanded by Uraga carriers, and ALL currently active emigrant fleets have 4-8 Uraga class Carriers as part of their forces.
RPG STATS
Vehicle Type: Escort Ship
Class: Water and Space Carrier
Crew: 725 (150 officers, 470 enlisted, 100 pilots with the capability to accommodate another 100 personnel on special assignment).
Manufacturer: OTEC Company
Government: Unified Government (Earth), New Unified Government (Earth)
Customer: New Unified Space Forces, New Unified Space Forces
Ships of Class:
CV-404 Uraga
CV-406 Brampton
CV-412 Aberdeen
CV-417 Keflavik
|
Macross 07 fleet; launched 2036, destroyed 2046 by Protodeviln
Macross 07 fleet; launched 2036
Macross 07 fleet; launched 2036
Macross 07 fleet; launched 2036
|
CVS-670 Rakayou
CVS-707 Velagulf
CVS-720 Fahrion
CVS-761 Vandeglift
CVS-??? Keiga
CVS-??? Magellan
|
Launched as part of the Macross Frontier fleet
Launched as part of the Macross Frontier fleet
Launched as part of the Macross Frontier fleet
Launched as part of the Macross Frontier fleet
Launched as part of the Macross Frontier fleet
Launched as part of the Macross Frontier fleet
|
MDC BY LOCATION:
Location |
MDC |
Location |
MDC |
(1) Main Body
(2) Command Tower
(3) Sensor Array (on top of Command Tower)
(4) Main Engines/Power Plants (2)
(4) Secondary Engines (2)
(4) Small Guidance thrusters (36)
(5) Foreward Flight Deck
(5) Mid Flight Deck
(5) Rear Flight Deck
|
18,000
3,000
500
5,000 each
1,500 each
200 each
2,500
3,000
3,500
|
Heavy Anti-Ship Missile Launchers (4)
Medium Anti-Ship Missile Launchers (4)
Anti-Ship Anti-Air Beam Guns (4)
30 mm Beam CIWS Turrets (18)
Anti-Air Missile Launchers (6)
Outer Hull (per 12 m area)
Interior walls (per 6 m)
(6) Pin Point Barriers (4)
|
400 each
250 each
300 each
300 each
250 each
120
20
5,000 each
|
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) Destroying the command tower will instantly kill the command staff (main bridge) and destroy one of the sensor arrays.
- (3) Destroying both 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.
- (4) 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).
- (6) Destroying any one of the flight decks will greatly impair the carrier's ability to deploy and recover aircraft. Under normal operations, the carrier can launch or recover up to 15 VFs per melee (2 in VTOL). If the foredeck or mid-flight deck is destroyed, this number drops to 9. If both the foredeck and the mid-flight decks are destroyed, the carrier can only launch or recover 3 aircraft per melee (2 in VTOL). If all 3 flight decks are destroyed, the carrier cannot perform normal operations and can only recover aircraft via the access hatches (once every 2 melees per hatch).
- (5) The pin-point barrier will regenerate at a rate of 2,500 MD per melee round.
SPEEDS:
Speed (sublight): 0.20 speed of light (approximately 60,000 kmps)
Speed (Auxiliary Drives): Mach 5 (Mach 10 in space)
Space Fold Range: 50 light years if there are no fold faults.
Planet bound: Can cruise in atmosphere, but can only land in water.
Maximum Range: estimated 30 year life span, which can be extended with regular maintenance and overhauls.
Maximum Underwater Depth: under investigation
Maximum rate of ascent: 400 m per minute using the anti-gravity propulsion system.
Maximum instantaneous combat acceleration: 1.75+ G
STATISTICAL DATA:
Length: 550 m
Operational Weight: 25,000 t
Main Engine: General Galaxy Impulse Drive Engine
Fold Engine: OTEC / Shinnakasu Fold System (auxiliary gravity field control system)
Sublight Drive: OTEC/Centinel Impulse Drive Cluster
Gravity Control System: OTEC Advanced Gravity Control System
DEFENSIVE SYSTEMS
- DAMAGE CAPACITY: 5,000 MDC. Regenerates at a rate of 2,500 MD per melee round.
4. ELECTRONIC COUNTERMEASURES
Note: In space, Radio and Radar Waves are range x10.
OFFENSIVE SYSTEMS:
The ship has acquired a fighting strength that can oppose the Vajra by converting or refitting the missile warheads and guns to MDE warhead and beam specification using Fold Quartz extracted from Vajra corpses.
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. BIFORS ANTI-SHIP MISSILE LAUNCHER (4):
The Uraga class Escort Carrier has missile launcher tubes for launching ICBM-like missiles during combat. Resembling torpedo launchers, the launchers contain long-range nuclear missiles and are usually used only during assaults and heavy combat. Two are mounted on the port and starboard sides, near the front, recessed into the hull and fire forward only.
The missile tubes are also linked via a loading system to the main hangar of the ship. This allows the Uraga class carrier to use VF Rocket Sleds, which allow fighters to rapidly enter a planetary atmosphere without wasting fuel.
- PRIMARY PURPOSE: Anti-Ship
- SECONDARY PURPOSE: Heavy Assault
- RANGE: 5,000 km
- SPEED: Mach 4+ (4,280 kmph; Mach 8+ in space)
- DAMAGE: 4D10x1,000 M.D. to 750 m, 4D10x100 M.D. to 1,500 m, 4D10x10 M.D. to 2,250 m, 4D10 M.D. to 3,000 m.
- BLAST RADIUS: 3,000 m
- RATE OF FIRE: 1 per launcher. All four (4) launchers can be fired at the same time. Each launcher can fire a maximum of 2 times per melee round.
- PAYLOAD: 10 per launcher (40 total). The Uraga class Carrier will only be issued VF landing pods for special missions. The VF landing pods replace the Anti-Ship Missiles. A maximum of 36 VF landing pods can be carried, with 4 Anti-Ship Missiles (1 per launcher) held in reserve in the rotary loading mechanism.
2. MEDIUM SELF-GUIDED ANTI-SHIP MISSILE LAUNCHERS (4):
Two are located recessed in each of the edges of the hull, in approximately the center of the ship.
- PRIMARY PURPOSE: Assault
- SECONDARY PURPOSE: Defence
- RANGE: 4,000 km
- SPEED: Mach 6+ (7,350 kmph, Mach 12+ in space)
- DAMAGE: 4D10x50 M.D. to 25 m, 4D10x5 M.D. to 50 m, 4D10 M.D. to 75 m.
- BLAST RADIUS: 75 m
- RATE OF FIRE: 1 to 5 missiles per launcher. Each launcher can fire a maximum of 2 times per melee round. The two launchers can be fired together.
- PAYLOAD: 15 missiles per launcher, 60 missiles total. A few dozen missiles are held in storage, but require 1D4x5+20 minutes to load.
3. BIFORS ANTI-SHIP ANTI-AIR BEAM GUNS (4):
These turrets are capable of delivering sizable amounts of firepower to any fire fight the carrier may find itself in.
- PRIMARY PURPOSE: Anti-Warship
- SECONDARY PURPOSE: Defence
- RANGE: 1,000 km
- DAMAGE: 1D6x100 M.D. per blast. The two guns on a single turret can be fire linked, and the turrets can be fire linked with other turrets, for a maximum of 8D6x100 MD.
- RATE OF FIRE: Each cannon can fire four times per melee. The cannons in each turret can be fired individually or together in a single volley.
- PAYLOAD: Unlimited as long as the main engines are operational.
4. BIFORS 30 mm BEAM GUN LASER PHALANX CIWS (18):
These Close in Weapons Systems (CIWS) can either be computer or manually controlled and do not suffer the negative modifiers to hitting attacking mobile weapons, that larger Starship based weapons do. They are intended primarily for anti-aircraft and anti-missile defense, but can do moderate damage against smaller enemy spacecraft if they get too close. The lasers are located at key points along the spacecraft's hull. At most 4 lasers can be directed against a single target at any time. On earlier models, they retract into the ship's hull when not in use.
- PRIMARY PURPOSE: anti-missile
- SECONDARY PURPOSE: anti-aircraft
- RANGE: 4,000 m
- DAMAGE: 1D6 MD per round. 1D6X10 MD per 10 round burst. Refer to the Gun Pods and Beam Machine Gun Burst and Spray Rules for alternatives.
- RATE OF FIRE: Equal to the controller's number of hand-to-hand attacks. If set on automatic each laser turret can fire up to 4 shots per round.
- PAYLOAD: 40 rounds per melee. The CIWS are limited to bursts of 10 or 20 rounds per attack.
- NOTE: The Beam CIWS can be set on automatic during combat, during which time they have a +3 to strike due to their advanced tracking systems. The Beam CIWS tracking systems will target incoming missiles first and attacking mobile weapons second.
5. BIFORS ANTI-AIR HIGH-MANOEUVERABILITY MISSILE SYSTEM (6):
One launcher in the front, another in the rear, and 2 on both the port and starboard sides, where the fore and mid-decks, and mid and rear decks meet. Each launcher contains 10 missile tubes allowing volleys of up to 10 missiles to be fired at a single target per launcher.
- PRIMARY PURPOSE: Anti-aircraft
- SECONDARY PURPOSE: Anti-Warship
- MISSILES TYPE: Short-range high-maneuverability self-guided missiles
- RANGE: 50 km
- SPEED: Mach 2+ (2,450 kmph, Mach 4+ in space)
- DAMAGE: 3D8x10 M.D.
- BLAST RADIUS: 15 m
- RATE OF FIRE: 1 to 10 missiles per launcher.
- PAYLOAD: 10 missiles per launcher. Once the missiles are expended, the launcher is reloaded within 1 round via an automated system. The reload system holds 50 missiles per launcher.
- OTHER: Missile Body 10 MDC; Proximity fuse detonation. Defeats target via fragmentation. 1/2 damage vs. armoured targets. 2 attacks, +2 to strike.
5. SHIP-BORNE CRAFT (STANDARD):
The Uraga class have a high carrier-based craft operational capability. 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.
2040's - 65-75 ship-borne craft
48 VF-11C on active status.
4 VF-11C Protect Armour: for close-range heavy combat.
12 VA-3M (1 squadron) on active status
3 VF-17 on active status
2 VF-19A on active status (reserved for officer ace pilots)
1 VB-6
5 Shuttles/Liason Crafts
Note: in some fleets there were only VF-14/VA-14 (all 70 VFs).
|
2050's - 65-75 ship-borne craft
24 QF-4000 (AIF-7S) Ghost (3 squadrons) on active status
24 VF-171 (2 squadrons) on active status (a portion may be converted to the VF-25)
12 VB-171 (1 squadron) on active status
9 VA-3M on active status
1 VB-6
5 Shuttles/Liason Craft
Note: in some fleets there were only VF-171/VB-171 (all 70 VF) or all QF-4000 (150-225 Ghosts).
|
6. HAND TO HAND COMBAT
If necessary, the pilot of the Uraga class 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: 1D10x1,000 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
- ELECTROMAGNETIC WAVE SENSOR: range 250 km. (Later models are 350 km.)
- FOLD COMMUNICATIONS: range approximately 5 light years (47.5 trillion km) when deployed in outer space. (Later models are 10 light years (95 trillion km).
- FOLD WAVE SENSOR: can identify up to 2,064 targets simultaneously, and can guide long to medium-range missiles at 124 targets at the same time. (Later models can track 3,096 targets, and can missiles to guide 186 targets.)
- 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 2,064 targets simultaneously and can record position, speed, and direction of motion for all targets tracked. Can target 124 targets at the same time. (Later models can track 3,096 targets, and can missiles to guide 186 targets.)
- RADIO/VIDEO COMMUNICATION
OTHER STANDARD EQUIPMENT
Unless otherwise noted, refer to
Ship Other Systems for details.
- AIRLOCKS: 90 are scattered over the hull.
- ARMOURY
- CARGO HATCHES: 20 are scattered over the hull.
- DOCKING - HARD & SOFT
- 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
- SUBLIGHT ENGINES
- SPACE FOLD SYSTEM
- STEALTHY COMPOSITION
- 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.
- +1 initiative
- +2 to strike.
- +3 to dodge
- +3 to roll with impact, reducing damage by half.
- Tilt Dodge Modifier: -5.
- Critical strike same as pilot's hand-to-hand.
REFERENCES
© Aaron Sketchley