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Space Cruiser Stealth Cruiser |
BACKGROUND
A space cruiser that is deployed to the New Unified Forces in great numbers and is operated as the main power of the war fleet of a Super Long Rane Emigration Fleet. Together with it's stealthiness, the cruiser has had it's fire power improved to be greater than that of the Northampton class. The cruiser takes pride in its high speed and fire power. Along with maintaining speed, the hull has a shape that takes stealthiness into account.
The Stealth Cruiser Space Cruiser is the only new model of warship within the military vessels of the Macross Frontier escort fleet. The capital ship is deployed in great numbers to the New Unified Forces' escort fleet.
While it's approximately the same size as the Northampton class, the Stealth Cruiser surpasses the Northampton on the armaments side. The cruiser is equipped with a great number of beam turrets from the bow to the stern. With that great firepower, the cruiser took an active role in the escort fleet.
RPG STATS
Vehicle Type: Escort Ship
Class: Cruiser
Crew: 470 (75 officers, 370 enlisted, 25 pilots with the capability to accommodate another 50 personnel on special assignment).
Manufacturer: OTEC Company
Government: New Unified Government (Earth)
Customer: New Unified Space Forces
MDC BY LOCATION:
Location |
MDC |
Location |
MDC |
(1) Main Body
(2) Command Tower
(2) Sensor Array (on top of Command Tower)
(3) Main Engines/Power Plants (2)
(3) Secondary Engines (4)
(3) Small Guidance thrusters (20)
Anti-ship Beam Guns (4)
72 mm Beam Gun Turrets (5)
Heavy Anti-Ship Missile Launchers (4)
|
9,350
1,900
375
2,500 each
1,000 each
200 each
500 each
500 each
400 each
|
Medium Anti-Ship Missile Launchers (6)
58 mm Beam Gun Turrets (6)
Anti-Aircraft Missile Launcher (4)
Twin Beam CIWS Turrets (24)
Hangar Airlock (2)
Outer Hull (per 12 m area)
Interior walls (per 6 m)
(4) Pin Point Barriers (4)
|
250 each
300 each
250 each
300 each
100
120
20
2,500 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).
- (5) The pin-point barrier will regenerate at a rate of 2,500 MD per melee round.
SPEEDS:
Speed (sublight): later models: 0.25 speed of light (approximately 75,000 kmps)
Speed (Auxiliary Drives): later models: Mach 6 (Mach 12 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: 1.90+ G
STATISTICAL DATA:
Length: 260 m
Height: 67 m
Width: 87 m
Operational Weight: 1,500 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: 2,500 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-AIR ANTI-SHIP BEAM GUNS (4):
The main weapon system of the Space Cruiser Stealth Cruiser are four heavy laser cannons, mounted on either side of the ship near the command tower. Despite the ship's small size, these cannons pack a punch equal to those used by larger Unified Forces and Zentraadi vessels and make the Space Cruiser a foe to be reckoned with. Each laser can fire separately or together, but can only fire at targets that are almost directly in front of the cruiser (lasers can aim 10° off the ship's centerline).
- PRIMARY PURPOSE: Anti-Ship
- SECONDARY PURPOSE: Anti-Air
- RANGE: 3,000 km
- DAMAGE: 1D8x1,000 M.D. per blast. The four guns can be fire linked, for a maximum of 4D8x1,000 MD.
- RATE OF FIRE: each cannon can fire twice (2) per melee. The guns can be fired individually or be combined to fire a single volley.
- PAYLOAD: Unlimited.
2. BIFORS ANTI-SHIP MISSILE LAUNCHER (4):
The Stealth Cruiser Space Cruiser 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. 2 are mounted on each side in the bow, recessed into the hull and fire forward only.
- PRIMARY PURPOSE: Heavy Assault
- SECONDARY PURPOSE: Anti-Warship
- 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.
- PAYLOAD: 10 per launcher in a rotary loading mechanism. (40 total)
3. MEDIUM SELF-GUIDED ANTI-SHIP MISSILE LAUNCHERS (6):
Three are located recessed in each side of the bow. All six launchers fire forward.
- 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 six launchers can be fired together.
- PAYLOAD: 15 missiles per launcher, 90 missiles total. A few dozen missiles are held in storage, but require 1D4x5+20 minutes to load.
4. 72 mm BEAM GUN TURRET (5):
Stealth Cruiser Space Cruisers are also armed with anti-ship beam turrets. Three turrets are on the top, in front of the command tower, and two turrets are on the underside..
- PRIMARY PURPOSE: Anti-Ship
- SECONDARY PURPOSE: Anti-Air
- RANGE: 1,500 km
- DAMAGE: 1D10x100 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 10D10x100 MD (front/sides) or 2D10x100 MD (rear).
- 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.
5. TWIN 58 mm BEAM GUN TURRETS (6):
Stealth Cruiser Space Cruisers are also armed with anti-warship beam turrets. Three turrets are near the bow: 1 top and 2 bottom, and three turrets are mounted in the stern: 2 top and 1 bottom.
- PRIMARY PURPOSE: Assault
- SECONDARY PURPOSE: Anti-Warship
- RANGE: 1,000 km
- DAMAGE: 1D8x100 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 6D8x100 MD (front/rear) or 8D8x100 MD (side).
- RATE OF FIRE: Each cannon can fire twice per melee. The cannons in each turret can be fired individually or together in a single volley.
- PAYLOAD: Unlimited.
6. RAMMINGTON 20 mm TWIN BEAM CIWS (24):
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.
- 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.
7. ANTI-AIRCRAFT MISSILE LAUNCHERS (4)
Two in the front half of the ship, mounted port and starboard, and two in the rear half, mounted port and starboard. 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: 2,500 kmph
- 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.
8. SHIP-BORNE CRAFT (STANDARD):
The Stealth Cruiser Space Cruiser has a relatively "large" hangar located in the under side of the central section of the hull with room for 12 VFs. In an emergency, 18 can be squeezed in, but the hangar will be extremely cramped and there is no room for either stores nor maintenance.
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.
- 6 VF-171
- 2 RVF-171
- 12 QF-4000 (AIF-7S) Ghost
- 1 Beatrice
- 1 Shuttle/Liason Craft
9. HAND TO HAND COMBAT
If necessary, the pilot of the Stealth Frigate Space Frigate 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: 1D8x1,000 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 350 km.
- FOLD COMMUNICATIONS: range approximately 10 light years (95 trillion km) when deployed in outer space.
- 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 3,000 targets simultaneously and can record position, speed, and direction of motion for all targets tracked. Can target 175 targets at the same time.
- RADIO/VIDEO COMMUNICATION
- SENSOR DOME: installed in the bottom of the hull. It is used for such things as catching the position of enemy warships. Range: 1,000 km (10,000 km in space).
OTHER STANDARD EQUIPMENT
Unless otherwise noted, refer to
Ship Other Systems for details.
- AIRLOCKS: 24 are scattered over the hull.
- ARMOURY
- CARGO HATCHES: 6 are scattered over the hull.
- DOCKING - HARD & SOFT
- GRAVITY CONTROL
- IFF ANTENNA
- IFF/UHF DATALINK ANTENNA AND TACAN/UHF ANTENNA
- LANDING BAY: 1 in the underside of the rear hull connecting the hangar to the outside. Destroying the door will depressurize the hangar only. It has two interior airlocks to access the rest of the ship. It requires 2D6 minutes to cycle. The door 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.
- 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.
- +2 initiative
- +3 to strike.
- +4 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