The aircraft carrier had been the dominant symbol of naval power from the Second World War until the Unifications Wars; A carrier could transport fighters armed with torpedoes, bombs, missiles, or nuclear | An Unknown ARK ROYAL-Class Escort Battle Carrier, Possibly URAGA. |
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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 Veritech Fighter (VF) is the most versatile weapons platform in the UGC'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-Class Battle Carriers form the backbone of the UGC's militry forces. They can quickly carry almost 400 VFs along with their pilots, support crews, supplies, and weaponry to anywhere they are needed in UGC territory and beyond. The ARK ROYAL-Class are not transformable and are thus far less costly to build and operate. On the other hand, ARK ROYAL-Class are not designed for heavy ship-to-ship combat and are more heavily reliant on their fighter squadrons for protection. 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 UGC Colonization fleets, but here there role is somewhat different. ARK ROYAL-Class 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-militry fleet. Colony ships designed to mate with ARK ROYAL-Class Carriers include Riviera resort Vsls, Hollywood Entertainment Vsls, BEGINHILL Training Vsls, and Einstien-Class Research Vsls. ARK ROYAL-Class Battle Carriers were first launched in 2031 have been part of the Spacy's fleet ever since, and there are no plans to retire the design any time in the future. Although not as powerful as the ARK ROYAL-Class carriers and others, they are far more cost effective to produce and operate. They can also operate in space OR within an atmosphere equally well, and can even rest atop the water with ease. With a recent retrofit they submerge (like the HAYES-Class carrier), and thus are being considered as a replacement for the HAYES-, ARMOR-, YOUNGER-, PLANETMASTER-, EMPORER-, and KHYRON-Classes. However, this decision, yea or nay, is still in the distance. (They are not being considered to replace any fast-reaction vsls, however.)Ship Type: Long Distance Space, Guardian, and Veritech Fighter Command Carrier.Crew: 2,063 total. Command Tower: 62.Main Ship: 1,300 to 1,500.VF Pilots: 300 to 500.Troops: 1,000.MDC By Location: |
1. Heavy Missile Launchers (6): ARK ROYAL-Class 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. Speed: Mach 2+ (1340 mph/2140 kmph) in an atmosphere. MD: 4D6 times 1000 MD. Range: 3,000 miles (4824 km). 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. 2. 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. Missile Types: Any type of UN Spacy Medium Range Missile can be used. Smart missiles are commonly used to avoid hitting friendly aircraft. Speed: Varies, typically 1600mph (2571kmph). MD: Varies, typically 2D4 times 10 MD. Range: Varies, typically 60 miles (80.4 km). 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. 3. 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. MD: 1D6 times 20 M.D. per shot Range: 30 miles (48.2 km) in an atmosphere. Double in space. 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. | 4. Pinpoint Barrier Defense System: Originally developed by researchers onboard the UES MACROSS (SDF-001) during the Fɪʀsᴛ Robotech War, the Pinpoint Barrier System is a standard defense system on board all UN Spacy starships, including the ARK ROYAL-Class 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 feet (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. MD Capacity: Can sustain up to 5,000 MD per round. Regenerates at a rate of 2,500 MD per melee round. Range: Up to 300 feet (91.5 m) from the surface of the vessel. Radius: 200 ft (61 m). 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 and T'sentraedi command warships. 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.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 2D6 times 10 hours to repair (yes, DAYS of work).46-60: Completely destroyed! System can be rebuilt, but will require new parts and 2D6 DAYS of work to replace.61-75: Major damage, system will require 2D6 times 10 hours to repair.76-90: Minor damage, system will require 4D6 hours to repair.91-95: Lucked out, system will be operational in 1D6 hours.96-00: It's a miracle! Trivial damage only, system will be operational again in only 4D6 melee rounds!
5. Mecha Complement: Up to 10 Squadrons on active status.
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- Radar: Combat grade radar. Range 100,0003 miles, can track up to 50,000 individual targets. 95% reliability (24% against unfriendly stealthed vehicles).
- ESM: Radar Detector. Passively detects other radars being operated.
- Blue Force Tracker: Identifies friend from foe. Overlays the information on both the radar and HUD, ensuring that friendly forces are not accidentally targeted.
- Anti-Jamming System: Reduces Electronics Countermeasure by half (decrease skill level appropriately).
- Radio/RADAR Jamming System: The ship can jam all radio waves in an area of 60,0003 miles; While active, enemy radar will have a "wash" effect, where a large, highly unstable cloud of radar paint will appear and heterodynes will form on radio systems. An experienced (fifth level and above) radar operator can SOMETIMES use the flow of the wash to narrow down the source of the jamming, but typically this does little good. Note: This IS a form of radar signal, and can therefore by tracked by some ESM systems (-10%).
- Sensory Systems: These ships are equipped with a wide range of sensors; However, some of the higher end material is NOT carried, as the possibility of being shot down is too great. Note that the sensors on this craft is nowhere near as extensive as it's larger brothers.
- Optic Systems: A specially-designed bank of cameras that can read the seconds on a digital wrist-watch in the dark, and can read a normal chronometer even in low-light. Range: 100,000 feet. Must be pointed at a nearby wall or window.
- Other Features of the Optic Systems:
- Infrared: 20 miles, Magnification: 15 times
- Ultra Violet: 22 miles, Magnification: 25 times
- Night Vision: 24 miles, Magnification: 8 times
- Color Filters: 19 miles, Magnification: 200 by 0
- Thermal Imager: 10 miles, Magnification: 40 times
- Laser Listening Taps: A special type of laser sensors that can listen in on spoken conversations, in crowded and noise-filled places. Range: 100,000 feet. Just be pointed at a nearby wall or window.
- Laser Communications Interception System: A signal interceptor systems that can not only eavesdrop on laser-secured radio systems, but in fact can even JAM them, causing a totally worthless signal to be received. Range: 100 miles. NOTE: Requires a successful roll to strike, and does not work on vessels/targets protected by full force barrier fields (standard or variable).
- Electro-Magnetic Sensory Screen/Scramble: An EMP-based dampening system that can tap into computers, copying all the data and leaving a blank computer in it's wake (does not work on hardened circuitry. Range: 150,000 feet.
- CS/A-013 Satellites (6): Each ARK ROYAL-Class Escort Carriers carries 5 of these disposable satellites for extended communications and radar range. The exact type carried will vary based on the mission profile.
- Landing Struts: A collection of 1,000 "legs" allowing the ship to land on a planet; Each leg is 10 feet tall, and the "feet" are 20 feet long by 10 wide; With this amount of ground-area, these ships only places 1,000 foot-pounds on the ground.
- Chameleon System: Pleizio-ceramic tiles darkened or lightened as necessary to render the craft indistinct, but visible. The ship can also make itself MORE visible, which it often does for "special purposes."Minimum Effective Distance: 5,000 feet.
- AMCFD (2): Anti-Missile Chaff/Flare Dispensers. Actually launches a glob of burning magnesium/aluminum alloy to confuse both radar AND heat sensory systems. Fires off 04 chaff/flares each time it is activated. The system is KNOWN to work on all KNOWN radar and infrared systems, but concerns continue that somewhere out there their MIGHT be a system that will be totally unaffected by the system. Reduce effects by 20% against smart missiles (add +20% to rolls for smart missiles).
- Effect:
- 01-50 Enemy missile or missile volley detonates in chaff cloud- Missiles are all destroyed.
- 51-75 Enemy missile or missile volley loses track of real target and veers away in wrong direction (may lock onto another target).
- 76-00 No effect, missile is still on target.
- Also note that the chaff cloud will also blind nearby heat sensors (and optically based sensors at night) for 1 melee. They will suffer the following penalties: Reduce melee attacks/actions, and combat bonuses by half.
- Duration: 1D4 melee rounds.
- Payload: 60 chaff/flares. Each time the system is engaged, the system fires off 04 chaff/flares.
- Advanced Alarm Systems: A collection of over 5 MILLION sensors capable of tracking a single rat anywhere onboard; Even pressure and weight sensors and an inertial dampening register system (detects actual weight under load when moving; I.E., how much inertia the ship has, indicating stowaways/unauthorized cargo).
- Advanced Medical/Science Capacities: Cryogenic chambers (including LP-04's of MG-8 Phantom III fame), full surgical hospital facilities, T'sentraedi sizing chambers, full chemistry, biology, and etc laboratories, a CERTIFIED forensics lab, etc. These are needed for military operations in some systems.
- Mecha/Fighter Rail Launch System: Using the same technology used in missile rail launch systems, electromagnets are used in place of catapults for launching Mecha and Space Fighters. Mecha/Fighter Speed At Launch: Mach 2.5.
- Radio/RADAR Jamming Pod Missiles: Essentially a long-range missile equipped with a C-441 Canister Pod. Jams all radio waves in an area of 60,0003 miles; While active, enemy radar will have a "wash" effect, where a large, highly unstable cloud of radar paint will appear and heterodynes will form on radio systems. Because the source of the jamming is moving INSIDE the wash area, it can only be tracked visually IF it can even be seen (painted matte black for that reason).Range: Generally between 6,000 and 18,000 miles. Requires a successful roll to strike.
- Energy Dampeners: Makes a ship LOOKS dead.
- Smoke Dispensers (10): Emits a cloud of dense smoke covering an area of 100,000,000³ feet; Fully capable of obscuring IR and heat sensors, and defeats visual tracking of the vehicle. Mostly used for escape and to cover retreating forces.
| - CBR Protection: Complete chemical, biohazard, and radiological protection.
- Hyperspace Communications System: Spans the voids of space allowing instantaneous, real-time communications between star systems, even galaxies. Note: The system CAN span between galaxies, but only between the closest galaxies in "real time;" Beyond that, it requires a few seconds to make a transmission. However, this systems allows the UGC to communicate throughout the currently-occupied cluster in "conference calls" of over 20,000 people, in only MOMENTS.
- TIES (Threat Identification and Engagement System): All sight systems and the are automatic linked to this system. This system assists the pilot in identifying the target and selected the proper weapon system or round type need for the most effective threat neutralization. The computer then places the 32 most threatening targets into the fire control computer, and assist that computer in tracking these targets. This system is cable of storing data on the top 96 Identified Targets. It tells via voice and data displayed on the Heads Up Display what the target is and what sort of weapon should be used on it. Contains all currently known designs. It has a 84% monster/D-bee/Demon success rate, and a 89% power armor or robot ID success rate. Paired with an 88% success rate for selecting the proper weapon and aiming point. It can also ID magic power's, and spell like effects 57% of the time and give suggested counters and avoidance data.
- MRA 6 Radios: Allows real time, continuous radio link up with friendly forces in the area via satellite relay over laser radio signals, preventing jamming, and automatically encrypts/decrypts same to prevent eavesdropping.
- Type-11 wide band radios: Effective 100,000,000 mile range, auto encrypt/decrypt. Works on standard radio band wavelengths, so it can still be jammed (if the enemy knows the frequencies).
- Combat/Targeting Computer: Records all enemy and friendly activity over the course of time; Can replay that activity for the crew, assign target designation numbers, and track likely damage based on mathematical formulas (i.e. "Right leg red" badly damaged/destroyed, "head green" not damaged, etc). Displays this information as a pop up in the HUD on request by the pilot.
- LDP (4): Launched Decoy Pods. Located around the hull. The ship carries special pods that carries advanced decoy drones. These drones are launched and fly off in various directions away from the ship. Each is a specially designed radar lure that creates a radar image to mimic the vessel. If decoys are not destroyed, they can be recovered and repaired. This system has been successfully deployed against SEVERAL alien radar-type sensors (including one that works off of sound).
- MDC: 5
- Effects: The decoy has a 98% chance of fooling ordinary non military radars and non smart guided missiles, and a 90% chance of fooling military grade radars and advanced smart missiles.
- Range: Released to go wherever it wants. Can fly independently for about 30 minutes.
- Rate of fire: 2 every melee.
- Payload: 16 Decoys each pod.
- Motion Detector: Activates a loud wailing when an object is coming at the user fast, and a soft ringing if it's coming slowly. Activation ranges must be specified by the bridge crew.
- FLIR/SLIR: Forward and Side Looking Infrared. Allows pilot and weapons officer to get visuals on targets at night.
- Blue Force Tracker: Identifies Friend from Foe. Overlays the information on both the radar and HUD, ensuring that friendly forces are not accidentally targeted.
- Operations Recorder: Records from sensors, stations, and the bridge. 5,000 hours of recording available.
- GPS Transceiver: Sends out a standard tracking signal; Also, takes data from the local GPS transceivers when available.
- Bridge Command HUD: Displays maps, radar, targeting information, and any OTHER information the wearer wants directly in front of the OOD and other bridge crew; A second set of displays are also located at Fleet Command Center, and if nessesary, additional displays can be installed. The display is 10 feet tall by 30 feet long, and can be swung up out of the way on the OOD's command; Smaller 20 inch screens can still be used. Similar smaller HUDS are located at all gunnery stations, fighter/Mecha launch stations, sickbay (including portable displays for use in the Battle Aid Station), Damage Control Lockers (for use with fire fighting gear) and other key locations.
- Virtual Map: Displays a continuously-updating map of local system for the pilot. Effective navigation of 85% as updates come. Good to 500 million cubic miles. Specific range can be adjusted in 100 thousand mile increments.
- Oxygen Rebreather System: Extends ships air supply to 1 million man-hours; Cartridge MUST be replaced after that period of time.
- Internal Temperature And Humidity Control: Automatically maintains crews desired heat, humidity, and other personal comfort settings. Each compartment can be individually set.
- Heat And Radiation Shielding: Special shielding prevents the penetration of life threatening heat and radiation.
- Variable Tint Bridge/Ships Windows: Adjusts tinting to light conditions, up to an including a black dot if the sun is directly on the window; the opacity can be adjusted manually or automatically. Note: Certain lighting conditions activate an emergency darkening, followed by shuttering and dogging of airports.
- Airports: Massive hatch-like doors that cover the ships various window, usually during battle. They have the same MDC as normal personnel hatches (200 each). Automatic safety devices shutter and dog the airports during certain conditions, though this can be manually over-ridden.
- ESM: Radar Detector. Passively detects other radars being operated.
- 1 MC: Internal loudspeaker.
- Video Camera: Records from the HUD. 5,000 hours of recording available.
- Full range optic sensory suite: Infrared, ultra violet, Magnification, night sight, color filters, thermal imager.Range is about 200 miles for MOST sensors.
- Survival Pack: A pack of simpler emergency survival supplies: Active vacuum air supplies (for use in space if atmosphere is lost), pup tent, sleeping bag, black light, GPS, first aid kit (bandages, gauze, bandage tape, pads, antiseptic/analgesic), plasma torch (for small repairs and starting fires), repair kit (with MDC Repair Spray), sewing kit (a small spool of thread and 5 needles), 7 star flares (250 feet apogee), 2 white parachute flares (1,500 feet apogee), 100 feet of black or brown parachute cord (150 lbs tensile strength), 2-5 days rations, 2 gallons water, water purification kit- good for about 10 gallons.
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