Note: green is Official Setting information, blue is Extended Universe information, and brown is dojinshi information.
Background
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Internal organization (generic ship):
Deck One (top) a Battle Pod hangar, which exit from approximately 32 airlocks in the ceiling/top of the vessel.
Deck Two a combination of crew and Mobile Weapons.
Deck Three a crew and Mobile Weapon storage level.
Deck Four crew quarters, storage, and the Fold System.
Deck Five is the command center; with bridge, communications, navigation, weapon systems control, and officer's quarters.
Deck Six crew quarters, medical (no laboratory), auxiliary systems, water reservoir, and additional Mobile Weapons. There is a Stand-by room with 50 full-size Zentrādi ready at all times to scramble. They mainly serve to prevent boarding assaults and provide cover for other scrambling units.
Deck Seven crew quarters, hangar area with side airlocks, and additional Mobile Weapons.
Deck Eight hangar with side and bottom exits, including one small, and one large bomb-bay style hatch.
Modified Ships In The Unified Forces
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Standard Large Battleship
Crew: 650 human size
Unified Forces modified Standard Battleship
190 giant size
275 human size
RPG STATS
Vehicle Type: Battleship
Class: Suvāru Saran [Thuverl Salan]
Crew: 380 giant size;
other versions: varies (detailed on right)
Manufacturer: Zentrādi Forces
Production: Geteru Makyura Zora 4,146,163th to 53,717,550th Zentrādi Automated Armoury Planets
Government: Zentrādi Forces, Unified Government
Customer: Zentrādi Forces
Design Features: under investigation.
Variants:
Standard Suvāru Saran class Standard Battleship
Unified Forces modified Suvāru Saran class Standard Battleship
Suvāru Saran class Standard Gunship (the bow of the Medium Gunship is affixed to the front of the ship)
Suvāru Saran class Standard Large Battleship (gun turrets changed to Unified Forces ones, rail guns on the sides [both weapons copied from the SDF-1])
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MDC by Location
(1) Forward 1/3 of ship 75,000
(2) Middle 1/3 of ship 90,000
(3) Rear 1/3 of ship 85,000
(4) Main Engines (2) 10,000 each
(4) Auxiliary Engine (4) 5,000 each
Large Beam Guns (3) 250 each
Standard Beam Guns (32) 150 each
Large Missile Launchers (4) 200 each
Small Missile Launchers (16) 150 each
(5) Anti-Air Beam Guns (32) 100 each
(5) Micro-Missile Launchers (12) 100 each
(6) Outer Hull (per 12 m area) 60
(6) Outer Hull (per 152 m area) 750
Small 'Bomb Bay' Hatch 200
Large Hatches (2) 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 Large Missile Launchers 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 1.65; Mach 5 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: 510 m
Width: 610 m, not including antenna
Length: 2,000 m
Operational Interial Mass: 39.5 million t
Empty Mass: under investigation
Power System: 4 Geteru Makyura Zoriya Heat Pile System Cluster
Gravity Control System: Geteru Makyura Gravity Control Cluster
Super-Dimensional Navigation System: Shiku Terunakeru Fold System Cluster
Jet Propulsion System: Main Thruster: Wōkeri Katafirura Macro Nozzle Cluster, Vernier Thruster: Wōkeri Katafirura Vernier Nozzle Cluster
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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. Large Guided Converging Beam Gun (3)
The main anti-ship guns. Located in the middle of the ventral hull. 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: 1,600 km
- Damage: 4D4x1,000 M.D. each.
- Rate of Fire: each gun can fire 2 times per melee in any combination of volleys; minimum per volley is 3.
- Payload: unlimited as long as the main engines are operational.
2. Standard Guided Converging Beam Gun (32)
The secondary anti-ship guns. Three rows of 4 turrets on either side of the ventral hull. One row of 4 on either side of the dorsal hull. 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 fire 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. Large Anti-Ship Missile Launcher (4)
The main anti-ship missile launchers. The missiles fire out of ports concealed in the front of the ship. They are fixed to fire forwards only.
Ships in the Unified Forces are able to launch Reaction Missiles. The anti-ship missiles use the RB-5 Reaction Warhead, whose explosive power is able to be set within the range of 20 and 100 kt. At maximum power, a single missile can incapacitate a Suvāru Saran class ship.
Standard Missiles:
- Range: 5,000 km
- Speed: 3,500 kmph
- Damage: 5D6x1,000 M.D. to 25 m, 5D6x100 M.D. to 50 m, 5D6x10 M.D. to 75 m, 5D6 M.D. to 100 m radius.
- Rate of Fire: each turret can fire 1 missile 1 time per melee in any volley combination.
- Payload: 10 missiles per launcher, 40 missiles total. Can only be reloaded back at base.
Reaction Missiles:
Apply the following changes to the above:
- Range: 3,500 km
- Damage:
- • 20 kt: 4D8x50 M.D. to 750 m, 4D8x5 M.D. to 1,500 m, 4D8x2 M.D. to 2,250 m, 4D8 M.D. to 3,000 m radius.
- • 100 kt; 4D8x1,000 M.D. to 750 m, 4D8x100 M.D. to 1,500 m, 4D8x10 M.D. to 2,250 m, 4D8 M.D. to 3,000 m radius.
- • explosive yields between 20 and 100 kt are possible. Adjust the above multipliers as appropriate.
- Blast Radius: 3,000 m
4. Small Anti-Air Missile Launcher (16 [8])
One row of 4 is located on each side of the dorsal and ventral surfaces, above and below 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)
5. Anti-Air Beam Guns (32)
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.
6. Micro-Missile Launchers (12)
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).
7. 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:
✓ 160 Rigādo, 30 Jināru, and 10 Nūjaderu-Gā (200 total)
✓ 120 Rigādo, 60 Jināru, and 20 Nūjaderu-Gā (200 total)
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✗ 160 Rigādo, 60 Jināru, and 20 Nūjaderu-Gā (240 total—not enough room)
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Unified Space Forces (mixed—giant and human sized):
Zentrādi Equipment
60–80 Rigādo [Regult] Battle Pods
1–2 Gurāji [Glaug] Battle Pod
15–30 Jināru [Gnerl] Fighter Pods
5–10 Nūjaderu-Gā [Nousjadeul-Ger] Battle Suits
20 Hover Platforms
2 Re-entry Pods or 1 Light Landing Craft
2 (Zentrādi) Shuttle/ Liason Craft
4–5 Automatic Resupply Craft (Refueling Tanker)
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)
0–20 Destroids (able to operate within the ship) (Cheyenne II, S-Defender or similar)
10 small Launches (shipboard ships) (RC-4E Rabbit or similar)
3 medium Launches (shipboard ships) (SC-27 Star Goose or similar)
Standard (Zentrādi only)
120–160 Rigādo [Regult] Battle Pods (centered on reconnaissance)
3–4 Gurāji [Glaug] Battle Pod
30–60 Jināru [Gnerl] Fighter Pods
10–20 Nūjaderu-Gā [Nousjadeul-Ger] Battle Suits rarely loaded
4 Re-entry Pods
• or 3 Re-entry Pods and 1 Kerukaria [Quel-Quallie] Reconnaissance Pod
• or 2 Re-entry Pods and 1 Light Landing Craft
40 Hover Platforms
12–15 Launches (shipboard ships - small):
• 3–4 Shuttles/Liason Craft
• 2 Recovery Pods
• 7–9 Automatic Resupply Craft (Refueling Tanker)
2–4 Armoured Personnel Carrier
Unified Space Forces (human only):
120–160 VF (fixed shipboard craft only); usually divided into:
• 90–120 VF (main fighter of the era; usually VF-4, VF-11, VF-14, or VF-171)
• 4–8 Armour Packs available
• 10 Recon Packs available
• 30–40 VA (main attacker/bomber of the era; usually VA-3, VA-14, or VB-171)
0–40 Destroids (able to operate within the ship) (Cheyenne II, S-Defender or similar)
20 small Launches (shipboard ships) (RC-4E Rabbit or similar)
6 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 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: 6,500 km
10. 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:
Suvāru Saran-class Battleship (UNS spec. variant)
UN optional equipment in new section w/ stats from SDF-1 and Oberth II?
1x4 ultra-high speed electromagnetic acceleration gun (aka: railgun) (Dojinshi)
68x 2x34 Large Guided Converging Beam Turrets (Dojinshi)
24x 3x8 Small Guided Converging Beam Turrets (Dojinshi)
6x Large Missile Launcher (for Reaction Missiles) (Dojinshi)
34x 21-shotx2 x2 (not a typo) medium-close range Missile Launcher (Phalanx 2)Small Missile Launcher (Dojinshi)
many Anti-Air Beam Guns (Dojinshi)
many Micro-Missile Launchers (Dojinshi)
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REFERENCES
© Aaron Sketchley