Background
An artillery-type space warship retained by the Zentrādi Forces. The vessel excels in bombardment capabilities. The Medium Gunboat is configured so that the main armament is exposed from the inside and is prepared for firing when the warship's bow separates up and down. The gunboat was operated in order to target enemy ships, enemy positions, and so on from long range.
The Medium Gunboat and other warships such as the Kirutora Keruēr and the Suvāru Saran battled the SDF-1 as part of the Bodoru Main Fleet. In addition to fleet battles at the front line, the Medium Gunboat also performed such things as defending Buritai's Noputi Baganisu and managing sorties of small mobile weapons.
The Gunboat's control room is furnished with many different kinds of equipment and route maps.
If a Kirutora Keramittsu fires its Heavy Quantum Reaction Cannon at a planet with an atmosphere, it can turn a large city into a crater with a single shot. However, their main duties are to provide supporting fire in fleet battles.
There are few production plants for the Medium Gunship, and despite the ardent demands from each unit in the Zentrādi Forces that operate it, the number of Factory Satellites that spit this ship out is very small. In general, they number about 1 in every 100 ships. They are often unable to be deployed in division-class fleets that have about 100 ships, because the Medium Gunship tends to be preferably deployed in the main fleet itself or in its elite guards.
The performance of the Medium Gunship is very high. Much of the reason for that isn't only because the ship is equipped with a Heavy Quantum Reaction Cannon—the ship has the mobility and manoeuvrability at a level where the Heavy Quantum Reaction Cannon can be used in fleet battles.
The biggest feature of the gunship is that it operates a Heavy Quantum Reaction Cannon. The Heavy Quantum Reaction Cannon is the most powerful direct-strike weapon among the Zentrādi armaments. Also, as a kind of beam weapon, it had the great advantage that it could be used any number of times as long as the system (the cannon) wasn't destroyed. The cannon in the Medium Gunship is the smallest sized Heavy Quantum Reaction Cannon. However, it has the advantage of being the easiest to use during fleet battles.
Also, because of its excellent detection and search abilities (gun sighting abilities), even without operating the main cannon, the Medium Gunship was suitable for reconnaissance missions. And as a single ship could be used against a large number of enemies due to its Heavy Quantum Reaction Cannon, the Medium Gunship was also often used for reconnaissance-in-force missions. The gunship was often used instead of the Scout Ship for particularly important reconnaissance missions.
Internal organization (generic ship):
under investigation
Modified Ships In The Unified Forces
Under investigation
Kirutora Keramittsu Medium-sized Battleship
Crew: 180–250 giant-size
UNS Kirutora Keramittsu Large Battleship
580 human size
UNS Kirutora Keramittsu New Large Battleship
370 human size
some giant-size
RPG STATS
Vehicle Type: Gunship
Class: Kirutora Keramittsu Medium Gunship
Crew: 180–250 giant-size
Manufacturer: Zentrādi Forces
Production: under investigation
Government: Zentrādi Forces, Unified Government
Customer: Zentrādi Forces
Design Features: under investigation.
Variants:
Standard Kirutora Keramittsu Medium Gunship
Kirutora Keramittsu Medium-sized Battleship (no bow Heavy Quantum Reaction Cannon)
Unified Forces modified Kirutora Keramittsu Large Battleship (gun turrets and so on changed to Unified Forces ones [weapons copied from the SDF-1])
Kirutora Keramittsu New Large Battleship (gun turrets and so on changed to Unified forces ones [weapons copied from the Macross Frontier era Stealth Frigate])
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MDC by Location
(1) Forward 1/3 of ship (gun booms) 35,000
(2) Middle 1/3 of ship 50,000
(3) Rear 1/3 of ship 45,000
(4) Main Engines (2) 8,000 each
(4) Auxiliary Engine (2) 2,500 each
Standard Beam Turrets (15) 150 each
Small Missile Turrets (8) 150 each
(5) Anti-Air Beam Turrets (14) 100 each
(5) Micro-Missile Launchers (8) 100 each
(6) Outer Hull (per 12 m area) 60
(6) Outer Hull (per 152 m area) 750
Large Hatch 900 each
Exterior Airlock Access Hatches (96) 100 each
(6) Interior Walls (per 12 m area) 40
Interior Hatches 50 each
(7) Pin-point Barrier System (4) 2,500 each
NOTES:
(1) Depleting the MDC will put the Heavy Quantum Reaction Cannon, and a full third of the ship's offensive batteries out of commission. This handicaps the ship's fighting capabilities.
(2) Depleting the MDC will put the command bridge and auxiliary command bridge out of commission. It will also shut down all weapon controls, and the majority of the Mobile Weapon launch facilities—rendering the ship flyable, but its weapon systems unable to fire, and its troops unable to scramble except for small batches.
(3) Depleting the MDC will shut down communications and the engines, setting the ship adrift. Life support, gravity control, and weapons will be severely limited.
(4) Depleting the MDC of the main engines will force the ship to rely on its auxiliary engine, and will render the Gravity Control System useless due to loss of power. Depleting the MDC of the main engines AND auxiliary engines will leave the ship adrift in space. If in an atmosphere, the ship will crash.
(5) Not standard. Modified ships ONLY.
(6) Punches a hole into a specific area of the hull. Note: with the outer hull, the hole will only give access to the weapon turret access corridor (approximately 31 m wide). To gain access to the inside of the ship, one must go through the second hull. The damage control system will automatically seal off any compartments that have been exposed to vacuum.
(7) Not standard. Modified ships ONLY. See below (Defensive Systems) for details.
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Speeds
Sub-light: 0.16 speed of light (modified ships are 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: 1.4 G+
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Statistical Data
Height: 370 m, not including antenna
Width: under investigation
Length: 1,500 m
Operational Interial Mass: 16 million t
Empty Mass: under investigation
Power System: 4 high-output reactors
Gravity Control System: under investigation
Super-Dimensional Navigation System: under investigation
Jet Propulsion System: Main Thruster: under investigation, Vernier Thruster: under investigation
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Defensive Systems
Note: Refer to the
Ship Defensive Systems for stats unless otherwise noted herein.
Ship-borne Pinpoint Barrier System
Damage Capacity: 2,500 MDC.
Regeneration Rate: 2,500 MD per melee round.
1. Heat And Radiations Shields
2. Energy Conversation Armour
3. Self-destruct
4. Ship-borne Pinpoint Barrier System: modified Zentrādi ships only!
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Offensive Systems
1. Small Heavy Quantum Reaction Cannon (1)
The Medium Gunboat is configured so that the main armament is exposed from the inside and is prepared for firing when the warship's bow separates up and down. It was operated in order to target such things as enemy ships and positions from long range.
It takes a full 150 seconds (10 melee rounds) to recharge between shots. Rapid-fire is possible with lower output—because of the small proportions and reduced output of these cannons, the capacitors can be recharged about once every 7 seconds (1/2 melee round). Power modulation allows for the intensity of the beam to be regulated. It can be fired at once for a powerful shot, or in sequence for an almost constant bombardment of an enemy target.
- Range: 3,200 km and 1.6 km wide.
- Damage: 1D4x100,000 MD, Rapid-fire Cannon: 4D4x1,000 MD.
- Rate of Fire: 1 time per 10 melee rounds (2.5 minutes), Rapid-fire Cannon: 2 times per melee.
- Payload: unlimited as long as the main engines are operational.
NOTE: A sufficiently strong force field can deflect/absorb the beam if necessary. Examples of such fields include multiple Pinpoint Barrier shields layered on top of each other, and barriers generated by stronger Protodevilun beings. A force field must have
at least 10,000 MDC capacity before it can resist a Heavy Quantum Reaction Beam Cannon shot.)
2. Standard Guided Converging Beam Gun (15)
The secondary anti-ship guns. 4 turrets on the ventral hull. 5 on either side, and 1 in the middle of the dorsal hull (2 of the turrets on either side also have an unrestricted field of fire above the ship). The turrets stand ready to pop-up out from under their sliding hatches to fire. Each Turret is capable of 360° rotation with a 180° arc of fire.
- Range: 1,200 km
- Damage: 2D4x1,000 M.D. each.
- Rate of Fire: each gun can 2 times per melee in any combination of volleys; minimum per volley is 3.
- Payload: unlimited as long as the main engines are operational.
3. Small Anti-Air Missile Launcher (8)
One row of 4 is located on each side of the dorsal surface, above the large blister on the side. The turrets stand ready to pop-up out from under their sliding hatches to fire. Each Turret is capable of 360° rotation with a 180° arc of fire.
- Range: 50 km
- Speed: mach 2.4 (3,000 kmph)
- Damage: 3D6x10 M.D. to 24 m radius.
- Rate of Fire: each turret can fire 1 missile 2 times per melee in any combination of volleys; minimum per volley is 3.
- Payload: effectively unlimited (max 2 missiles per turret per melee)
4. Anti-Air Beam Guns (14)
Evenly distributed over the hull. These CIWS (Close in Weapons Systems) 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 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.
Unified Forces modified ships only! Standard ships rely on Mobile Weapons for close-in defence.
- Range: 1,100 m
- Damage: 1D8 per round. 1D4x10 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 times per melee in any combination of bursts. At most, 4 guns can be directed against a single target at any time.
- Payload: 40 rounds per melee. If set on automatic, the gun turrets are limited to bursts of 10 or 20 rounds per attack.
5. Micro-Missile Launchers (8)
Evenly distributed over the hull. These missile launchers can either be computer or manually controlled, and do not suffer the negative modifiers to hit attacking Mobile Weapons that the 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.
Unified Forces modified ships only! Standard ships rely on Mobile Weapons for close-in defence.
- Missile Types: close-combat seeking missiles
- Range: 4.8 km
- Speed: Mach 2+ in an atmosphere.
- Damage: 2D8x10+10 M.D. to 3 m radius.
- Rate of Fire: each launcher can fire 1–12 missiles 2 times per melee in any combination of volleys. At most, 4 launchers can be directed against a single target at any time.
- Payload: effectively unlimited (max 12 missiles per launcher per melee).
6. Ship-borne Craft
The ship carries a great number of carrier-borne small Mobile Weapons. The Mobile Weapons are primarily used for both defence and tactical missions. Due to space limitations, there is a bit of either/or with the number of Mobile Weapons that the ship is able to effectively maintain and sortie. For example:
✓ 80 Rigādo, 20 Jināru, and 20 Nūjaderu-Gā (120 total)
✓ 60 Rigādo, 30 Jināru, and 30 Nūjaderu-Gā (120 total)
|
✗ 80 Rigādo, 40 Jināru, and 40 Nūjaderu-Gā (160 total—not enough room)
|
Unified Space Forces Kirutora Keramittsu New Large Battleship
(mixed—giant and human sized):
Zentrādi Equipment
0–20 Nūjaderu-Gā [Nousjadeul-Ger] Battle Suits
Unified Forces Equipment
60–80 VF (fixed shipboard craft only); usually divided into:
• 40–60 VF (main fighter of the era; usually VF-4, VF-11, VF-14, or VF-171)
• 2–4 Armour Packs available
• 5 Recon Packs available
• 0–20 VA (main attacker/bomber of the era; usually VA-3, VA-14, or VB-171)
several Large Variable Bombers (VB-6 or similar)
50–100 Unmanned Aircraft (QF-4000 or similar)
12 small Launches (shipboard ships) (RC-4E Rabbit or similar)
4 medium Launches (shipboard ships)/ (SC-27 Star Goose or similar)
Standard (Zentrādi only)
60–80 Rigādo [Regult] Battle Pods (centered on reconnaissance)
1–2 Gurāji [Glaug] Battle Pod
20–40 Jināru [Gnerl] Air-battle Pods
20–40 Nūjaderu-Gā [Nousjadeul-Ger] Battle Suits
0 Re-entry Pods
20 Hover Platforms
6–8 Launches (shipboard ships - small):
• 4–6 Shuttles/Liason Craft
• 1 Recovery Pods
• 1–3 Automatic Resupply Craft (Refueling Tanker)
Unified Space Forces (human only):
80 VF (fixed shipboard craft only); usually divided into:
• 60–70 VF (main fighter of the era; usually VF-4, VF-11, VF-14, or VF-171)
• 2–4 Armour Packs available
• 2–4 Recon Packs available
• 10–20 VA (main attacker/bomber of the era; usually VA-3, VA-14, or VB-171)
0–20 Destroids (able to operate within the ship) (Cheyenne II, S-Defender or similar)
12 small Launches (shipboard ships) (RC-4E Rabbit or similar)
4 medium Launches (shipboard ships) (SC-27 Star Goose or similar)
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Sensor Systems
Note: refer to the Ship Sensor Systems for details, unless otherwise noted herein.
1. Control System
2. Fold Communication
3. Electromagnetic Wave Sensor: 1.5 AU
4. Internal Sensors
5. Long Range Laser/Satellite Relay Communications: range: effectively unlimited.
Ranges greater than 1/4 AU (approx. 2 minutes one-way) becomes a one-sided transmission.
6. Optics: Hybrid Sensor/TV Camera System
7. Radio Interference Network: range: 80 km.
Can be increased by linking additional battle cruisers (+80 km per ship).
8. Radar Jamming: range: 16 km area up to 650 km away.
9. Search And Targeting Radar: range: 13,000 km
7. Super Dimensional Space Communications: range: 500 ly
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Other Standard Equipment
Note: Refer to the Ship Other Systems for details, unless otherwise noted herein.
0. Double Reinforced Hulls and Access Tunnels: line the full length of most deck levels.
1. Airlocks: scattered over the hull in the following positions:
Top Outer Hull: 32 Airlocks/Access Hatches
Side Outer Hull: 18 Airlocks/Access Hatches each side
Bottom Hull: 20 Airlocks/Access hatches, 1 Small 'Bomb Bay' Hatches, 1 Large Hatch
Rear Hull: 8 Airlocks/Access Hatches, 1 Large Hatch
2. Docking—Hard & Soft
3. Gravity Control
4. IFF Antenna
5. Laboratory
6. Life Support Systems
7. Medical Facilities
8. Nutrient and Water Dispensaries
9. Sublight Engines
10. Space Fold System
11. Water Supply
12. Weapon Bays
13. Zentrādi Command Center/Ship's Bridge
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Combat Bonuses For Spacecraft Training
Note: unless modified, the entirety of the ship is macron (Battroid) scale.
None!
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To do list:
Kirutora Keramittsu-class Large Battleship
Heavy Quantum Reaction Cannon: 1
Twin Barrelled Guided Converging Beam Gun Turrets (large): 13 (26 cannons)
Triple Barrelled Guided converging Beam Gun Turrets (medium): 5 (15 cannons)
Close & Medium Range Missile Launchers (Phalanx 2): 24 twin-24 tube turrets 24x 48 tubes)
Kirutora Keramittsu-class New Large Battleship
Large Heavy Quantum Reaction Cannon: 1
Medium Heavy Quantum Reaction Cannon: 2
Twin Barrelled Guided Converging Beam Gun Turret (medium): 1 (2 cannons) [translator's note: where?]
72 mm Twin-Barrelled Beam Gun Turret: 23 (46 guns)
58 mm Twin-Barrelled Beam Gun Turret: 50 (10 guns) [translator's note: an error?]
29 mm Twin-Barrelled CIWS: 40 (80 guns; stowable type)
4-tube Anti-ship Missile Launcher: 4 (16 tubes; stowable type)
12-tube Proximity [Close] Air Defence Missile Launcher: 1 (12 tubes)
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REFERENCES