ARK ROYAL-CLASS
ESCORT BATTLE CARRIERS
(Version 0.8
- Last modified: 07/25/98 20:06)
RPG Stats by DANIEL HENWOOD
(dhenwood@hotmail.com)
Background text by DAVE
DEITRICH (deitrich@mcs.net)
Background info provided by the MACROSS
ONLINE COMPENDIUM
BACKGROUND
The aircraft carrier has been the dominant symbol
of naval power since the Second World War. A carrier could transport fighters
armed with torpedoes, bombs, missiles, or nuclear weapons that could sink
entire fleets of battleships before they could approach close enough to
become a threat. These rules of combat have remained true even in the 21st
century where space has become the new naval battlefield. The Variable
Fighter (VF) is the most versatile weapon in the UN Spacy's arsenal. However,
in order to use VFs to maximum effect a mobile base of operations that
can support, re-arm, and repair them during combat is necessary. The Ark
Royal-class Battle Carrier is one of the latest spacecraft designs
produced to fulfill this role.
Ark Royal Battle Carriers form the backbone
of the UN Spacy's military forces. They can quickly carry almost 400 VFs
along with their pilots, support crews, supplies, and weaponry to anywhere
they are needed in Unity Government space and beyond. Unlike their sister
ships, the New Macross-class Battle Carriers, the Ark Royals
are not transformable and are thus far less costly to build and operate.
On the other hand, Ark Royals are not designed for heavy ship-to-ship combat
and are more heavily reliant on their fighter squadrons for protection.
Like the New Macross carriers, Ark Royal carriers often act as flagships
for UN Spacy task forces. Their advanced sensors and communications gear
allows their commanders to coordinate fighter squadrons and ships over
large distances in carefully orchestrated attacks. The carriers are also
common sights among UN Spacy colonization fleets, but here there role is
somewhat different. Ark Royal carriers are often put in command of large
civilian colonization vessels, and the ships are physically mated to the
colony vessels where they form the command and control centers for the
ships. This arrangement is particularly beneficial as it provides the civilian
vessels with a dedicated defense force of VFs, and provides the crew of
the carrier with luxuries and entertainment that they normally do not have
access to in an all-military fleet. Colony ships designed to mate with
Ark Royal carriers include Riviera resort vessels, Hollywood
entertainment vessels, Beginhill training vessels, and Einstien
research vessels.
Ark Royal Battle Carriers were first launched
in 2031 have been part of the UN Spacy's fleet for over 15 years, and there
are no plans to retire the design any time in the future. Although not
as powerful as the New Macross carriers, they are far more cost
effective to produce and operate. 75% of UN Spacy fleets are commanded
by Ark Royal carriers, and ALL currently active colony fleets have 4-8
battle carriers as part of their forces.
RPG STATS
Government: New Unity Government (Earth)
Ship Type: Long Distance Variable Fighter
Command Carrier
Class: Ark Royal Class
Manufacturer: ORTEC Company/Three Star Heavy
Industries/UN Spacy
-
Crew: 2,063 total
-
Command Tower: 62
-
Main Ship: 1,300
-
VF Pilots: 350 + 50 reserve
-
Troops: 250
-
Notable Ships of Class:
-
CV-404 Uraga (launched 2036 as part of the
Macross 07 colony fleet, destroyed 2046 by Protodeviln)
-
CV-406 Branpton (launched 2036 as part of
the Macross 07 colony fleet)
-
CV-412 [#####] (launched 2036 as part of the
Macross 07 colony fleet)
-
CV-417 [#####] (launched 2036 as part of the
Macross 07 colony fleet)
MDC BY LOCATION:
(1) Main Body 40,000
(2) Command Tower 8,000
(2) Sensor Array (behind Command Tower) 800
(3) Foredeck 12,000
(3) Flight decks (2) 8,000 each
(4) Main engines (2) 8,000 each
(4) Secondary Engines (2) 2,500 each
(4) Small Guidance thrusters (36) 200 each
Main Anti-Warship Missile Launchers (6) 400 each
Medium Range Missile Launchers (12) 200 each
Retractable Laser Turrets (24) 300 each
Small Airlocks/Access Hatches (100) 250 each
Large Airlocks (20) 500 each
Outer Hull (per 40ft area) 120
Interior walls (per 20ft) 20
(5) Pin Point Barriers (4) 5,000 each
NOTES:
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Depleting the MDC of the main body will put the Carrier
out of commission. All internal systems will shut down, including life
support and internal gravity. The ship itself will be an unsalvageable
floating wreck.
-
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 behind the command tower will have the
same effect, but the command staff will not be killed instantly.
-
Destroying the foredeck or 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 12 VFs per turn.
If the foredeck is destroyed this number drops to 6, and each flight deck
destroyed reduces this number by 3. If both the foredeck and the flight
decks are destroyed the carrier can only launch or recover one aircraft
every other turn.
-
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 antigravity system useless due to loss of power).
-
The Pinpoint Barriers regenerate at a rate of 1,250
MD per second (2,500 MD per melee round). If destroyed, a barrier will
completely regenerate within four seconds (2 melee rounds). See the Pinpoint
Barrier System entry for details.
SPEEDS:
-
Speed(sublight): 0.20 speed of light (32,000
miles per second)
Speed(Auxiliary Drives): Mach 3
Space Fold: Range Unlimited (1 light year
every 6 minutes)
Planet bound:
-
Can land if necessary but not designed to maneuver
in an atmosphere.
-
Maximum Range: Unlimited (estimated 30 year
life span)
STATISTICAL DATA:
-
Length: 4,950 ft (1,500 m)
Length (command tower only): 726 ft (220
m)
Weight: 2,500,000 tons (empty) / 3,100,000
tons (standard)
-
Fold System:
-
ORTEC/Shinnakasu/General Galaxy Advanced Fold System
Cluster
-
Sublight Drive:
-
ORTEC/Centinel Impulse Drive Cluster
-
Gravity Control System: Internal
Auxiliary Engine:
-
Shinnakasu/Shinsei Industries/Agar Nuclear Pulse
Rocket Motor Cluster
-
Radar System: Hyperspace Sensor Pod
WEAPON SYSTEMS:
-
HEAVY MISSILE LAUNCHERS (6): Ark Royal
Escort Carriers are not designed for heavy starship-to-starship combat,
instead relying on their fighter wings for protection and attack. However
if necessary the carriers are armed with six missile launcher tubes for
launching ICBM-like missiles at enemy ships. Resembling torpedo launchers,
they are mounted on the front of the ship facing forward. The launchers
contain long-range nuclear missiles and are usually used only during assaults
and heavy combat.
-
PRIMARY PURPOSE: Heavy Assault
-
SECONDARY PURPOSE: Anti-Warship
-
RANGE: 3,000 miles (4824 km)
-
SPEED: Mach 2+ (1340 mph/2140 kmph) in an
atmosphere.
-
DAMAGE: 4D6x1000 M.D.
-
BLAST RADIUS: 3,000 feet (915 m)
-
RATE OF FIRE: Each launcher tube holds one
missile and must be reloaded after firing. Reloading a launcher tube takes
1 minute (4 melee rounds). If loaded, all 6 tubes can fire at once for
a volley of 6 nuclear missiles (!).
-
PAYLOAD: A typical battle carrier carries
30 missiles in storage that can be readied for firing in about 30 minutes.
Additional missiles can be carried if deemed necessary, however.
-
NOTE: These missiles CANNOT be used by variable
fighters. Each missile is approximately the same size as a VF-11
Thunderbolt. Variable fighters that require nuclear ordinance usually
carry RMS-1 Anti-Warship long range missiles.
-
MEDIUM MISSILE LAUNCHERS (12): In addition
to the heavy missile launchers, the escort carriers are armed with twelve
medium missile launchers which are primarily intended for anti-aircraft
defense. Each launcher contains 8 missile tubes allowing volleys of up
to 8 missiles to be fired at a single target per launcher. Once depleted,
the missile launchers are reloaded by an automated loading system that
takes 15 seconds (one melee round) to reload all 8 missiles. Armor-piercing
smart missiles are usually used to avoid chances of friendly fighters being
shot down by the missiles.
-
PRIMARY PURPOSE: Anti-Aircraft
-
SECONDARY PURPOSE: Anti-Warship
-
MISSILE TYPES: Any type of UN Spacy Medium
Range Missile can be used. Smart missiles are commonly used to avoid
hitting friendly aircraft.
-
RANGE: Varies, typically 60 miles (80.4 km).
-
SPEED: Varies, typically 1600mph (2571kmph).
-
DAMAGE: Varies, typically 2D4x10 M.D.
-
BLAST RADIUS: Varies, typically 15 feet.
-
RATE OF FIRE: Volleys of 2, 4, 6, or 8 missiles
per launcher.
-
PAYLOAD: Each launcher holds 8 missiles. Once
the missiles are expended the launcher is reloaded within 1 round via an
automated system. The reload system holds 40 missiles per launcher.
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RETRACTABLE LASER TURRETS (24): As a final
line of defense the escort carrier is armed with 24 automated laser turrets
that retract into the ship's hull when not in use. These short-range lasers
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.
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PRIMARY PURPOSE: Anti-Missile
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SECONDARY PURPOSE: Anti-Aircraft
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RANGE: 30 miles (48.2 km) in an atmosphere.
Double in space.
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DAMAGE: 1D6x20 M.D. per shot
-
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: Unlimited.
-
NOTE: The lasers can be set on automatic during
combat, during which time they have a +3 to strike due to their advanced
tracking systems. The lasers tracking systems will target incoming missiles
first and attacking mecha/aircraft second.
-
PINPOINT BARRIER DEFENSE SYSTEM: Originally
developed by researchers onboard the SDF-01 Macross during Space War One,
the Pinpoint Barrier System is a standard defense system on board all UN
Spacy starships, including the Ark Royal escort carriers. The system generates
four small disc-shaped force fields that can be positioned anywhere along
the ship to deflect missiles, energy beams or projectiles. Each pinpoint
barrier is about 200 ft (61 m) in length and can absorb up to 5,000 MD
in damage, which then regenerates within four seconds (2 melee rounds).
The barriers can also be layered on top of each other to generate a field
which provides 20,000 MDC and can even deflect heavy particle beams (usually).
The four barriers are controlled by operators
in the command tower of the carrier. These operators are instructed to
defend (1) the command tower, bridge, and sensor array, (2) main engines,
(3) hangar bays, and (4) weapon systems, in that order. The operators primarily
concentrate on defending the ship against larger spacecraft and leave defense
against mecha attacking the carrier to the VF pilots.
-
PRIMARY PURPOSE: Defense (the pinpoint barrier
system cannot be used as a weapon)
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RANGE: Up to 300 feet (91.5 m) from the surface
of the vessel.
-
DAMAGE CAPACITY: Can sustain up to 5,000 MD
per round. Regenerates at a rate of 2,500 MD per melee round.
-
RADIUS: 200 ft (61 m)
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DEFENSIVE MOVEMENT: Can move from one end
of the carrier to the other in less than a single round. Trained operators
can attempt to block attacks up to 8 times per melee (counts as a parry)
and are at +7 to block. Untrained characters can parry up to their number
of hand-to-hand attacks with their normal parry bonuses only.
-
PAYLOAD: Nearly inexhaustible. Will work as
long as system is functional (see below) and engines are intact. If main
engines are destroyed, the barrier will loose power and not function.
-
NOTE: If all four barriers are grouped in
a single spot they can deflect a heavy particle beam attack, such as the
one generated by the Macross Cannon, Zentraedi/Varuta command warships,
and some Protodeviln. However, the beam will completely destroy all four
barriers and put incredible strain on the pinpoint barrier system, to the
point where it may short out. After deflecting an energy beam, roll percentile
dice on the table below to determine additional effects/damage.
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01-15: Lucked out, system will be operational
in 1D6 hours.
-
16-30: Minor damage, system will require 4D6
hours to repair.
-
31-45: Major damage, system will require 2D6x10
hours to repair (yes, DAYS of work).
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46-60: Completely destroyed! System can be
rebuilt, but will require new parts and 2D6 DAYS of work to replace.
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61-75: Major damage, system will require 2D6x10
hours to repair.
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76-90: Minor damage, system will require 4D6
hours to repair.
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91-95: Lucked out, system will be operational
in 1D6 hours.
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96-00: It's a miracle! Trivial damage only,
system will be operational again in only 4D6 melee rounds!
SYSTEMS OF NOTE:
-
ANTIGRAVITY PROPULSION SYSTEM: The Ark Royal
escort carriers are equipped with an anti-gravity propulsion system used
for planetary landings and liftoffs. The system is good for vertical ascent/descent
only and can lift the ship at speeds of up to 1,320 feet (400 m) per minute.
The system will function so long as the main engines can supply energy
to it.
-
HYPERSPACE COMMUNICATIONS: Based on the same
technology as the space fold system, the hyperspace communications relay
allows faster-than-light communication between the New Macross ships and
other vessels or planetary bases. Hyperspace communications are still not
instantaneous, however. Audio/video communication travels through hyperspace
at a rate of about 5 seconds per light year, so messages communicated over
vast distances can still take days, weeks, or months to arrive.
-
LIFE SUPPORT SYSTEMS: The escort carriers
have sufficient life support to provide breathable air and comfortable
temperatures for 2,200 people for up to 30 years (air is recycled). In
an emergency the life support system can support up to 4,000 people at
one time, though living conditions onboard will get extremely cramped at
that point. The carrier also holds sufficient food and water to support
2,200 people for up to 6 months.
-
LONG-RANGE LASER/SATELLITE RELAY COMMUNICATIONS:
The impressive communications array of the escort carrier can communicate
with up to 1,000 craft simultaneously at ranges of up to 900 miles (1,440
km). This range can be boosted indefinitely by using satellites or other
spacecraft as to relay communications.
-
LONG-RANGE RADAR: The radar array of the escort
carrier is equally as impressive as the communication system, and can track
and identify up to 2,000 craft simultaneously. The radar system has a 2,000
mile/3,200 km range.
-
SPACE FOLD SYSTEM: For FTL propulsion, the
escort carrier is equipped with an ORTEC/Shinnakasu/General Galaxy Advanced
Fold System Cluster, capable of propelling the carrier through hyperspace
at speeds up to 3.28x10^10 mps (5.25x10^10 kmps), or 1 light year per 6
minutes. The range of the fold drive is theoretically unlimited except
by the life expectancy of the spacecraft.
-
SUBLIGHT ENGINES: As a backup to the Fold
System, the escort carrier is equipped with ORTEC/Centinel Impulse Drive
Cluster engines that can propel the craft at speeds up to 0.20 speed of
light (32,000 miles per second) in space. Note that these engines are mainly
intended for rapid movement inside a planetary system and are not suited
for long voyages between star systems. In a planetary atmosphere the carrier
is limited to speeds of Mach 3 maximum due to hull stress.
-
SUBSPACE MASS SENSORS: The Ark Royal escort
carriers are equipped with subspace sensors, which are based on the same
principles as the hyperspace communications array. These sensors can essentially
instantly detect mass readings and movement of objects up to 1 AU (93 million
miles) distant from the carrier, and the readings are used both for early
warning and for navigation when travelling at sublight speeds. Readings
taken with the subspace sensors are not very detailed (-25% penalty when
trying to identify a detected object) and cannot detect objects of less
than 60,000 kg (this includes most variable fighters).
MECHA COMPLEMENT (STANDARD):
-
VF-11: 300 (25 Squadrons)
on active status. An additional 5 squadrons (60 Thunderbolts) are stored
in holding bays and can be readied within 2D6 hours. 2-5 VF-11C squadrons
(24-60 aircraft) are outfitted with heavy armor
for close-range heavy combat when necessary.
-
VA-3 Invader:
24 (2 Squadrons) on active status.
-
VF-17 Nightmare: 30
on active status.
NOTE: The Ark Royal escort carriers have enough
room to hold an additional 4 squadrons (48 fighters) if necessary, though
the landing bays would be extremely cramped at that point.
REFERENCES USED IN THIS DESIGN
-
"Doe's All The Worlds' Starship Guide: Uraga Escort
Battle Carrier Entry"
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Macross 7 TV series