| | WARRIOR-Class Destroyer. |
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The WARRIOR-Class Destroyer was designed and built by the Robotech Expeditionary Forces (REF) in 2024, during the early part of the Sentinels War (First Invid War) by converting QUILTRA QUELEUAL-Class Landing Ships. The WARRIOR-Class were intended to defend REF bases as well as escort larger capital ships to protect against Invid strike forces. The destroyers were also designed for reconnaissance, and contain both powerful sensor systems and subspace transmitters/receivers for their size. The use of T'entraedi technology greatly reduced the development time necessary for the destroyers, as well as lowering the cost of their manufacture since the Valivarre shipyards were already geared for manufacturing these systems and did not require extensive retooling.The armament of the WARRIOR-Class destroyer is impressive for its size. The main weaponry consists of two forward-mounted main laser cannons along with 8 concealed particle beam cannons. The destroyer also has six heavy missile launchers (4 forward, 2 reverse) capable of launching nuclear or reflex weaponry. As with all REF starships designed following the near-defeat at the battle of Tirol, the WARRIOR-Class also has 20 retractable laser turrets and 4 retractable medium-range missile launchers for anti-mecha defense. In addition, the destroyer's modest landing bay can support up to 30 mecha of various types, along with 3 shuttles and other support craft. The WARRIOR-Class also contains a pinpoint barrier system, as well as its own independent fold drive.Although not as glamorous as other REF starships, the WARRIOR-Class played an important part during the First Invid War providing valuable reconnaissance and defending REF bases against counterattacks as the Sentinels recaptured local group planets from the Regent's forces. During the final push to Optera near the end of the war many WARRIOR-Class Vsls took part in border raids to disrupt Invid supply lines as well as diversionary skirmishes to keep Invid forces away from the main fleet. Many WARRIOR-Class Destroyers were destroyed during the final battles of the war, though their sacrifices led to the Sentinels' triumph and the death of the Invid Regent in 2032.The WARRIOR-Class destroyers were extremely popular with REF T'sentraedi forces and even some important non-T'sentraedi REF commanders. Following the end of the Sentinels War Colonel Jonathan WOLFF took command of the RSS WOLFPACK and made it the flagship of the REF Venus Attack Group, which was the first and only time a starship smaller than a cruiser has been made flagship of an entire REF fleet. However, the WOLFPACK was hijacked by Dana STERLING and the 15TH ATAC shortly after WOLFF'S arrival at Earth and returned to Tirol with refugees from the Second Robotech War. Dana STERLING was Courts-Martialed for her actions and the WOLFPACK was reassigned to the REF Mercury Defense Group to protect Tirol. In 2042 the WOLFPACK was assigned to the Icarus Reconnaissance Mission and returned to the Sol system once again. Unfortunately the ship was destroyed shortly after arrival by the Invid Space Hive ring while trying to regain contact with REF Moon Base Copernicus.The WARRIOR-Class served until 2057 when the Class was retired in favor of newer RGF starship designs. Most of the destroyers that survived the Invid War were scrapped and recycled, although a few have been preserved. The RSS ARCHER is the most notable surviving example of this Class, and is currently on display in the RGF Naval Museum orbiting Tirol. WARRIOR-Class were originally manufactured at the Fantoma Orbiting Shipyards, though later they were also manufactured under contract at the Karbarran Space Works. At their height the WARRIOR-Class were manufactured at a rate of 15-20 per year.The WARRIOR-Class do serve in several outlier systems, as pickets in central systems, and, most importantly, are popular among REF-Allied Mercenaries and T'sentraedi Malconts that have decided to micronize themselves (a more common option now than originally). These vsls should NOT be underestimated, despite their age. Government: United Galaxies Council/REF. Ship Type: Assault Destroyer. Class: WARRIOR beginning with SFD-3000. Manufacturer: Tirol (Fantoma Orbiting Shipyard), Karbarra (Karbarran Space Works), and independent conversion. Crew: 400 total:Officers: 25 (does not include officers assigned to the Infantry Corps).Enlisted: 235.Flight Crew: 60.Other Mecha Pilots: 30.Infantry: 5,000 (Includes Infantry Corps officers). MDC By Location:* Hull ** Forward Bridge *** Flight Deck (bottom) **** Main Engines (3) **** Auxiliary Engines (2) Guidance Thrusters (24) Main Lasers (2) Particle Beam Cannons (8) Missile Launcher Tubes (6) | 8,500 750 1,200 2,000 each 800 each 200 each 300 each 75 each 150 each | Retractable Laser Turrets (20) Retractable Missile Launchers (8) ***** Pin Point Barriers (4) ****** Forward Antennae (6) ****** Main Antennae (2) Small Airlocks/Access Hatches (20) Main Airlocks (4) Outer Hull (per 402 feet area) Interior Bulkheads (per 202 feet area) | 100 each 100 each 5,000 each 50 each 200 each 250 each 500 each 200 20 | Notes:* Depleting the MDC of the hull will eliminate the destroyer. All internal systems will shut down, including life support and internal gravity. In addition, there is a 40% chance that the power systems will overload and the destroyer will explode, doing 1D6 times 1,000 M.D. to everything in a 2,000 feet (610 m) radius. Regardless of whether it explodes or not, the ship itself will be an unsalvageable floating wreck.** Destroying the forward bridge will instantly kill anyone on the command deck. However, there is an auxiliary bridge near the center of the ship that the surviving crew can take command from. If the main bridge is lost the ship will be operating at -2 initiative due to having to rely on backup systems.*** Destroying the flight decks will greatly impair the destroyer's ability to deploy and recover mecha. Under normal circumstances the destroyer can launch or recover 4 mecha per turn. For every 300 points of damage the flight deck takes reduce this number by 1. If the flight deck reaches 0 MDC then it is destroyed; no mecha can be launched or recovered, 40+(1D6 times 10)% of the flight crew will be killed, and any mecha that have already been launched will need to find another place to land.**** 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.******* Destruction of the 6 forward antennae will knock out most of the destroyer's sensor systems. Main radar will be limited to only 20 miles (32 km), and subspace sensors will be offline. Destruction of the 2 main antennae will knock out hyperspace communications.Speed and Statisitical Data: | Speed (sublight): 0.20 speed of light (32,000 miles/51,500 km per second). Speed (Auxiliary Drives): Mach 14. Space Fold: Range Unlimited (1 light year every 6 minutes). Planet bound: Has vertical take off and landing (VTOL) capability. Can reach speeds of up to Mach 8 in an upper planetary atmosphere, but not designed for extended flight or maneuvering. Can also travel underwater at up to 100mph (160 kmph) if absolutely necessary. Maximum Range: Unlimited (powered by a protoculture reactor with an estimated life span of 20 years). Length: 750 feet (250 m) | Width: 180 feet (55 m). Height: 165 feet (50 m). Weight: 40,000 tons (standard) Fold System: Robotech Research Group (RRG)-modified Shik-Telnekulla fold system cluster. Sublight Drive: Workl-Quatafilla macro nozzle cluster (RRG-modified). Gravity Control System: Geteulmaqulla-zollia internal gravity control system (RRG-modified). Auxiliary Engine: REF Naval Engineering Class IX mass-conservation thrust system. Radar System: RRG Type XIV Hyperspace Sensor Cluster. | Weapons Systems: |
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1. Main Laser Cannons (2): The main anti-starship weapons of the WARRIOR-Class Destroyers are two T'sentraedi-style heavy laser cannons mounted below and to the rear on each side of the main bridge. These lasers are fixed forward and can only fire at targets directly in front of the destroyer. The lasers can be fired individually or at the same time; most commanders alternate between the two cannons to compensate for the lasers' recharge delay. Range: 500 miles (805 km) in an atmosphere, 1000 miles (1609 km) in space. MD: 4D6 times 100 M.D. per blast. Rate of Fire: Each laser can fire once every other round. Payload: Unlimited.2. Particle Beam Cannons (8): As a backup to the main laser cannons, The WARRIOR destroyers are equipped with 8 heavy particle beam cannons mounted in concealed hardpoints on the bow of the ship. These cannons have a limited range of motion; They can be adjusted 30 degrees to the left, right, above or below the centerline of the ship. The cannons are similar to the PBC-12 cannons used on the Mk VII Excalibur destroids, but have a longer range and greater power. Range: 100 miles (161 km) in an atmosphere, 200 miles (322 km) in space. MD: 5D10+50 M.D. per blast. Rate of Fire: Each PBC can fire once per round. Payload: Unlimited.
3. Heavy Missile Launchers (6): To further augment their anti-warship firepower, the WARRIOR destroyers are equipped with 6 torpedo-like missile tubes. Four of these tubes are aimed forward while two are mounted to the rear. The launchers contain long-range nuclear missiles and are intended for use heavy combat only. Range: 2,000 miles (3,216 km). Speed: Mach 2+ (1,340 mph/2,140 kmph) in an atmosphere. MD: 6D6 times 100 MD. Blast Radius: 2,000 feet (610 m). Rate of Fire: Each launcher tube holds one missile and must be reloaded after firing. Reloading a launcher tube takes 30 seconds (2 melee rounds). If loaded, all 6 tubes can fire at once for a volley of 6 nuclear missiles (!). Payload: A typical destroyer 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 CAN NOT be used by variable fighters. Each missile is approximately 12 feet (3.6 m) long, about twice the size of a Battler Cyclone.
4. Retractable Laser Turrets (20): The destroyer has 20 retractable laser turrets mounted at various strategic places along the hull. These short-range lasers are intended primarily for anti-mecha defense, but can do moderate damage against enemy spacecraft that get too close. When not in use gun turrets are concealed within the hull underneath a sliding hatch. At most 10 lasers can be brought to bear on a single target. Range: 30 miles (48.3 km) in an atmosphere, 60 miles (96.6 km) in space. MD: 1D6 times 20 M.D. each. Several lasers can be directed to fire in volleys of 3 or more. A volley of 3 beams does 3D6 times 20 M.D., a volley of 6 beams does 6D6 times 20 M.D., and so on. A full volley of 10 beams aimed at a single target does 1D6 times 200 M.D. (!) if it hits. Rate of Fire: Each laser can fire once per melee, and can be combined in any volley combination of 3 or more lasers, up to 10 lasers. Volleys can be directed at different targets. Payload: Unlimited. Note: The lasers can be set on automatic during combat, during which time they have a +2 to strike due to their advanced tracking systems. The lasers tracking systems will target incoming missiles first and attacking mecha/aircraft second.
5. Mecha Complement: As many as 30 veritechs/destroids of all type. Also included are 50 various Cyclones, 6 TCH-4 Tractor-Haulers, 12 ML-3 Forklifts, and 3 REF Personnel Shuttles. The exact complement of will vary.
| 6. Retractable Medium Missile Launchers (4): In addition to the heavy missile launchers, the WARRIOR destroyers are armed with four medium range missile launchers which are also intended for anti-mecha defense. Each launcher contains 10 missile tubes allowing volleys of up to 10 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 10 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 REF 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) in an atmosphere. MD: Varies, typically 2D4 times 10 M.D. Blast Radius: Varies, typically 15 feet. Rate of Fire: Volleys of 2, 4, 6, 8, or 10 missiles per launcher. Payload: Each launcher holds 10 missiles. Once the missiles are expended the launcher is reloaded within 1 round via an automated system. The reload system holds 50 missiles per launcher.
7. Pinpoint Barrier System: Originally developed by researchers onboard UES MACROSS (SDF-001) during the First Robotech War, the Pinpoint Barrier System is a standard defense system on board all UGC starships and colony vessels, including the WARRIOR-Class Destroyer. 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 fifteen seconds (1 melee round). 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 center of the vessel. These operators are instructed to defend (1) any breaks or weaknesses in the main hull, (2) the main and auxiliary engines, (3) the engineering section/stealth frigate docking section and (4) any starships under construction, in that order. The operators primarily concentrate on defending the ship against larger spacecraft and leave defense against attacking mecha to the VF pilots from the stealth frigate. Purose: Defense (the pinpoint barrier system cannot be used as a weapon). Damage Capacity: Can sustain up to 5,000 MD per round. If destroyed, the barrier will regenerate to full capacity in one melee round. Range: Up to 300 feet (91.5 m) from the surface of the vessel. Radius: 200 ft (61 m). Attacks Per Melee: Can move from one end of the vessel 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, T'sentraedi Command Ships. 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! | Features: | - Radar: Combat grade radar. Range 100,000 cubic 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 30% (decrease skill level appropriately).
- Radio/RADAR Jamming System: The ship can jam all radio waves in an area of 60,000 cubic 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 lost is too great.
- 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 times 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 WARRIOR-Class Destroyer carries up to 200 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 60,000 cubic 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 LOOK dead.
- 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.
| - CBR Protection: Complete chemical, biohazard, and radiological protection.
- 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% against aliens and unknown machines 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.
- Smoke Dispensers (10): Emits a cloud of dense smoke covering an area of 100,000,000 cubic 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.
- 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 idge 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 idge. 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 idge 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 millionĀ³ 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 idge/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 own parachute cord (150 lbs tensile strength), 2-5 days rations, 2 gallons water, water purification kit- good for about 10 gallons.
| Combat Profile from WARRIOR-Class Destroyer Combat:- Attacks per melee: 15 per major weapons system.
- +9 Strike.
- +7 Dodge (at long range only).
- +6 Parry (with shields).
- +3 Inititive.
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