Official Setting information is in
darkgreen. Extended Universe information is in
steelblue.
BACKGROUND
The new model space carrier that the Varohta Forces put into battle during the war's final phase. Even though each warship in the Varohta Forces is loaded with Variable Fighters, the Varohta Forces finally accepted the necessity of a dedicated carrier, and built this ship in haste.
It is a large warship that exceeds 1,000 m. This same warship is equipped with a great number of armaments, such as large-bore beam guns, close-range missiles, and reaction missile launchers. Though it is a carrier, it is endowed with the fire power of a heavy cruiser class. Furthermore, even though it operated equipped with about 200 Variable Fighters, the New Gigantic Carrier takes only about 20 minutes until it's deployed all 200 craft that are loaded within it; as it is equipped with 4 opening-and-shutting style scramble catapults per side that can discharge a maximum of 24 Variable Fighters at the same time.
The lower half of the stern is the engine section, and the upper part is the hangar section. In addition to the bridge, the main armaments, such as the Reaction Missile Launchers and Large-Bore Beam Guns, are concentrated on the warship's front. In the warship's center to stern are the Scramble Catapult Decks. Each catapult deck can launch 3 Variable Fighters at the same time. Because of these catapults, the New Gigantic Carrier demonstrates a carrier-borne aircraft deployment ability that the other warships on the Varohta Fleet do not have.
3 were operated by the Varohta Forces.
RPG STATS
Vehicle Type: Carrier
Class: Warship
Crew: 2,090 total (command tower: 70, main ship: 1,200, pilots: 320, troops: 500)
Manufacturer: Varohta Forces
Government: Varohta Forces
Customer: Varohta
Design Features: armour planks; sliding anti-ship missile, catapult decks.
Variants:
- New Gigantic Carrier: production version
MDC BY LOCATION:
Location |
MDC |
Location |
MDC |
Main Body 1
Command Tower 2
Communications and Sensor Array 2 (2)
Main Engines/Power Plants 3 (2)
Secondary Engines 3 (4)
Small Guidance thrusters 3 (36)
Fins (9)
Main Battery Guns (2)
Sub-Battery Guns (4)
|
45,000
4,000
550 each
7,500 each
2,500 each
200 each
1,000 each
500 each
350 each
|
Converging Beam Guns (6)
Missile Launchers (3) (1 bottom, 2 top)
Small Anti-Aircraft Guns (48)
Outer Hull (per 12 m area)
Interior Hangar Walls (per 6 m area)
Interior Walls (per 3 m area)
Pin-point Barrier System 4
Total Barrier System 4
|
250 each
250 each
100 each
300
20
200 SDC
2,500 each
15,000
|
NOTES:
- 1 Depleting the MDC of the main body will put the cruiser 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 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.
- 3 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).
- 4 see below (Defensive Systems) for details.
SPEEDS:
Sub-light: 0.20 speed of light
Auxiliary Drive: Mach 3; Mach 9 in space.
Space Fold Range: 50 light years if there are no fold faults.
Planet bound: can land if necessary but not designed to manoeuvre in an atmosphere. Can only land in a body of water.
Maximum Range: estimated 20 year life span, which can be extended with regular maintenance and overhauls.
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: under investigation
Length: 1,356 m
Operational Mass: 2,500,000 t
Empty Mass: under investigation
Power Plant: under investigation
DEFENSIVE SYSTEMS
Note: Refer to the
Ship Defensive Systems for stats unless otherwise noted herein:
1. HEAT AND RADIATION SHIELDS
2. SELF-DESTRUCT
3. ENERGY CONVERSION ARMOUR
4. SHIP-BORNE PIN-POINT BARRIER SYSTEM:
- Damage Capacity: 2,500 MDC.
- Regeneration Rate: 2,500 MD per melee round.
5. TOTAL BARRIER SYSTEM:
- Damage Capacity: 15,000 MDC.
- Regeneration Rate: 2,500 MD per melee round.
OFFENSIVE SYSTEMS
1. MAIN BATTERY: SUPERSIZE-BORE BEAM GUN (2)
In the bow. Only the nozzle of the beam gun is exposed. The beam is aligned [with the target] by twisting in a deflection field.
- RANGE: 1,600 km
- DAMAGE: 4D6x1000 M.D. each.
- RATE OF FIRE: each battery can fire twice per melee. The battery can fire individually or be combined to fire a single volley.
- PAYLOAD: Unlimited as long as the main engines are operational.
2. SUB-BATTERY: LARGE-BORE BEAM GUN (4)
On both sides of the bow, behind the main battery. Only the nozzle of the beam gun is exposed. The beam is aligned [with the target] by twisting in a deflection field.
- RANGE: 1,200 km
- DAMAGE: 2D6x1000 M.D. each.
- RATE OF FIRE: each battery can fire twice per melee. The battery can fire individually or be combined to fire a single volley.
- PAYLOAD: Unlimited as long as the main engines are operational.
3. CONVERGING BEAM GUN (6)
In the lower side of the front of the bow. Only the nozzle of the beam gun is exposed. The beam is aligned [with the target] by twisting in a deflection field.
- RANGE: 300 km
- DAMAGE: 1D10x100 M.D. each.
- RATE OF FIRE: each beam gun can fire up to twice per melee. The beam guns can fire individually or be combined to fire a single volley.
- PAYLOAD: Unlimited as long as the main engines are operational.
4. LARGE ANTI-WARSHIP MISSILE LAUNCHER (1)
The lower part of the bow is armed with a Large Anti-Warship Missile sliding type missile magazines launching mechanism. Each one is loaded with 9 Large Anti-Warship Missiles.
- RANGE: 5,000 km
- SPEED: 3,750 kph
- DAMAGE: 4D8x1,000 M.D. at to 250 m, 4D8x100 M.D. to 500 m, 4D8x10 M.D. to 750 m, 4D8 M.D. to 1,000 m.
- BLAST RADIUS: 1,000 m
- RATE OF FIRE: 1 to 9 per launcher. Each launcher tube holds one missile and must be reloaded after firing. Reloading a launcher tube takes 1 minute (4 melee rounds).
- PAYLOAD: 9 missiles per launcher, 9 missiles total. Can only be reloaded back at base.
5. RAPID-FIRE HIGH-SPEED MISSILE LAUNCHER (2)
On the top of the hull behind the bridge. Only the nozzle of the missile launcherers are exposed. Each launcher is a cluster of 12 missile launchers.
- MISSILE TYPES: Small High-Speed High-Manoeuvrability Missiles
- RANGE: 10 km
- SPEED: Mach 2+ in an atmosphere.
- DAMAGE: 3D6x10 M.D. each
- BLAST RADIUS: 3 m
- RATE OF FIRE: 1 to 12 missiles per launcher. Each launch tube can fire a maximum of 4 times per melee round. The two launchers can be fired together.
- PAYLOAD: 12 missiles per launch tube, for a total of 288 missiles
6. SMALL ANTI-AIRCRAFT GUNS (48)
Mounted all over the hull, approximately 8 per side. 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. At most 4 guns can be directed against a single target at any time.
- RANGE: 1,100 km
- DAMAGE: DAMAGE: 1D12 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 gun turret can fire up to 4 shots per round.
- PAYLOAD: 40 rounds per melee. The guns are limited to bursts of 10 or 20 rounds per attack.
- NOTE: The gun turrets can be set on automatic during combat, during which time they have a +2 to strike due to their advanced tracking systems. The gun turrets' tracking systems will target incoming missiles first and attacking mobile weapons second.
7. SHIP-BORNE CRAFT
The carrier can be equipped with Variable Fighters to increase its versatility. The Variable Fighters are housed in the hangar on the upper half of the rear of the hull. Both sides of the top of the rear of the carrier has 4 opening and shutting style scramble catapults that can discharge a maximum of 24 Variable Fighters at the same time. They are primarily used for defence, but can also be deployed on tactical missions.
- VF TYPES: Fz-109 Elgerzorene. Though any standard sized VF can be used.
- TOTAL: on the order of 160 to 20. The carrier can launch all 200 fighters within 20 minutes.
SENSOR SYSTEMS
Note: Refer to the
Ship Sensor Systems for stats unless otherwise noted herein:
1. LONG-RANGE DETECTION SYSTEM: Range: 2 AU
2. LONG-RANGE LASER/SATELLITE RELAY COMMUNICATIONS
3. SEARCH AND TARGETING RADAR: Range: 6,500 km
4. SUPER DIMENSIONAL SPACE COMMUNICATIONS: Range: 500 light years
OTHER STANDARD EQUIPMENT
Note: Refer to the
Ship Other Systems for stats unless otherwise noted herein:
1. AIRLOCKS: 70 are scattered over the hull
2. ARMOURY
3. CARGO HATCHES: 14 spread over the hull
4. GRAVITY CONTROL
5. LIFE SUPPORT SYSTEMS
6. SPACE FOLD SYSTEM
7. SUBLIGHT ENGINES
COMBAT BONUSES FOR SPACECRAFT TRAINING
Note: only the hangars and cargo bays are macron (battroid) scale. The rest of the ship is micron scale.
REFERENCES
© Aaron Sketchley