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AZASHAR-CLASS GENERAL PURPOSE VESSELS.
AZASHAR-Class General Purpose Vessels.
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AZASHAR-CLASS GENERAL PURPOSE VESSELS.
AZASHAR-Class General Purpose Vessels.
ROIL TILUVO-Class Assault Corvette.
LINE DRAWING.
In Combat.
These ships were built at the Tirolian Orbital Shipyards and the Cirtzsai Yards from 1662 through 1994. From the beginning of the production run until its end, no major upgrades were made to the QUILTRA DRAENITZS-Class design save replacing obsolete equipment with more modern equivalents. The total number of QUILTRA DRAENITZS-Class transports constructed is 9,693.
Of this number, 625 were destroyed prior to 2010. Due to protoculture depletion and the mostly non-military nature of the class, only 98 remained in service in 2013, the others mostly placed in long term orbital storage in the systems they worked prior to the energy crisis. Of the operational vessels, 9 arrived with the Tirolian Fleet in Earthspace, the others having been abandoned in a deep-space depot with many other depleted ships. This depot has to this date not been found.
After the heavy fighting of the Second Robotech War, no operational QUILTRA DRAENITZS-Class transports remained. Several captured vessels were scrapped at Moon Base Luna
Ship's Complement:
Ships' Crew: 69; Life support limits are for a full complement and an emergency evacuation contingent of 14,000 supernumeraries, provided the holds were configured to accommodate them.
Dimensions:
Propulsion Systems:
Main Powerplant: Zorrelev-Qualdir-76 protoculture-fueled Reflex furnace cluster. The powerplant of a QUILTRA DRAENITZS-Class vessel can nominally deliver up to 2.2 Petawatts of power, and can operate for ninety minutes at maximum power before overheat initiates auto-shutdown.
Maneuvering Thrusters (61):
Fusion-plasma reaction thruster clusters with steerable nozzles. These engines are mounted with six each to the bow, stern, dorsal, ventral, starboard and port hull, with an additional five thrusters each in the command tower and the four docking extensions.
Reaction-mass thruster:
One Varrelev Ghnowait-11 fusion-plasma reaction thruster with protoculture energizer mounted in the rear of the ship.
Secondary thrusters:
None. However, the maneuvering thrusters are half again as powerful as is standard for a Tirolian ship of comparable size, allowing the QUILTRA DRAENITZS-Class more mobility with this thruster system than usual.
Anti-gravity system:
55 Tsuaedrailar anti-gravity pods.
Space fold:
Nolfantom-proldarc'lev F45 spacefold. This system generates a hull-conformal fold.
Planetary Capabilities:
The QUILTRA DRAENITZS-Class has atmospheric capabilities through its reaction thrusters and anti-gravity system. The hull has sufficient structural strength for the ship to make a cold landing on it. Note that the ground underneath should be as firm as possible.
Endurance And Mobility Limits:
The dry stores endurance was limited to about 2 months with a standard crew complement and no use of cargo holds for additional supplies. Water stores are recycled almost totally.
The Reflex furnace can function for about 35 years at normal usage levels before an energizer rebuild is necessary.
At full power, the main propulsion systems can nominally produce up to 33.6 Giganewtons of thrust at a minimal reaction mass efficiency profile, or as little as 122 Meganewtons of thrust at a maximum efficiency setting. At lower power levels, these thrusts are commensurately smaller.
At full power, the Quiltra Draenitzs-class can nominally achieve a maximum delta-v of 410 kps at the cruising acceleration of 0.1 gees, a maximum delta-v of 78 kps at the battle acceleration of 1.0 gees, and a delta-v of at most 23.8 kps at the flank acceleration of 2.8 gees. At lower power levels, these ranges are commensurately smaller.
The fold systems were not navigationally guaranteed for any single jump beyond 3 kiloparsecs. If longer voyages were required, the ship had to conduct multiple fold jumps.
The maximum sustained atmospheric speed was limited to Mach 2. A higher speed could be attained while accelerating to orbit, or in emergencies, but this stressed the engines to above their sustainable heat tolerances. The maximum hover time on the anti-gravity systems was limited only by the protoculture supplies and maintenance requirements.
Weapon Systems:
Makral Taranoul 103 particle cannon (39): This cannon formed the standard close-in weapon system of the Tirolian fleets. The cannons are mounted on an elevated structure in batteries of three cannons each. The triple batteries are distributed around the ship, with each aspect having at least two unmasked at all times. The Taranoul system has an effective range of 45 km against small targets, a practically continuous rate of fire and a power output of near 3 MJ/s at full power.
Air Group and Mecha Complement:
(mining operations)
52 mining, prospector and tug vessels, repair and sensor drones.
(troop transport)
360 Sestralian bioroids with skysleds,
33 attack drones,
6 Liewdrallon shuttlecraft.
Design Notes:
Designed as a general cargo vessel, the Quiltra Draenitzs is not a ship likely to gain a prize for elegance of design. Odd corners, projections and hull fixtures dot the entire surface, creating the (mistaken) impression of a ship created by slapping several unrelated hulls and parts of ship together into one craft. Spread out over the hull are the defensive cannon batteries.
The Quiltra Draenitzs has a main hull shaped like a tapering rectangular box, with the smallest side vertical and the longest side in the longitudinal direction of the ship. From amidships aft, a massive superstructure sits on the upper deck. The tall command tower points upwards from near the center of the weather deck, while to the sides and the aft a lower superstructure extends, flowing smoothly in the lower hull near the engine. Four large external docking arms project to the flanks from the forward part of the superstructure. These arms are built to connect to asteroids (or the extraction machinery on them) and allow the vessel to dock with even the most irregular formed rocks.
Seven distinctive Tirolian docking and embarkation ports can be seen on the hull, three almost directly aft of the bow (one forward and one for the dorsal and ventral each), with two more ports on each flank forward and under the command tower.
Internally, there are three sections distinguishable in the ship. The command tower houses the living and work spaces for the Tirolian crew, while the majority of the main hull consists of cargo holds and access bays. The holds can be reconfigured to serve as mecha bays, fuel tanks, or evacuation quarters. The third section is the aft engineering section, housing the generators and main engine.
History:
The Quiltra Draenitzs medium transport vessel is the Tirolian workhorse for all manner of transport tasks ranging from large-scale troop movements through fleet tender duties to ore carrier, much in the same way as the Quiltra Queleual served in the Zentraedi fleets. The Draenitsz was mainly designed to serve as ore carrier for the asteroid mining operations that served the Tirolian economy directly, but given the required characteristics, a multi-purpose capability was designed into the class so that they could serve as general supply vessels, mecha landers and tenders for the Tirolian fleet if needed. As such, a point-defense battery was included from the first design.
The Quiltra Draenitsz design was a success. The design coupled a large cargo capacity with a fast cruise acceleration (equal to that of Tirolian Navy vessels) and was easily adaptable to other tasks. The class started series production in the mid-17th century and remained in production for over three centuries, supplementing older designs at first, replacing them as time went by. The effectiveness of the Draenitsz was such that at the time of the downfall of the Tirolian Mercantile Empire, no successor was in sight or even under consideration.
In the Second Robotech War the Draenitsz played a minor role in the Tirolian naval attacks, as this war was fought mostly at short range. On some of the longer ranged raids made by the Tirolian light forces, Draenitsz vessels went with the combat forces in the role of tankers and tenders. Once, a clandestine landing operation was made with a Draenitsz vessel acting as a survey and recovery vessel. But over all, the Draenitsz class was of little importance in the war. After the war, several of the mothballed vessels in the former Mercantile Empire were re-energized and pressed into service with the new naval and merchant fleets, but no plans exist for renewed production. Admittedly, the number of stored hulls is high and retrofitting cheaper than new production; the new powers content with refurbished craft or new, indigenous designs.
Name: ROIL TILUVO-Class Assault Corvette.
Model Type: Single Stage To Orbit Shuttle
Class: Orbiter
Crew: 4 to 6
Passengers: Another one or two personnel can be accommodated.
MDC by Location:
Fuselage-
Command Deck Section (cockpit)-
Interior Doors, Hatches, and Scuttles-
200
150
100 each
Thrusters (4 forward, 2 amidships, 6 aft)-
Canadarm Manipulator Arm-
Standard Manipulator Arm-
150 each
100 per each section (3 sections)
200 each section (2 sections; A third can be added).
Speed and Statistical Data:
Speed: Mach 5
Range: 50,000 miles; However, it should be remembered that the craft has to go UP and come DOWN on a single tank of gas.
Length: 204 feet
Girth: 80 feet
Height: 60 feet.
Weight: 552 tons.
Cargo Bay: 10 feet by 12 feet by 20 feet
Cargo Weight Limit: 200 tons
Construction Cost and Availability: 200 million€; Each ships takes about 3 months to build.
Operating Cost: 50 million credits per mission; About 4 missions are authorized per year.
Black Market and Availability: 1 to 500 million€; Occasionally available. Usually they are bought legally, then used in an illegal fashion.

Weapons Systems:
1. Forward-Mounted Lasers Cannons: 2 forward mounted laser cannons are located underneath hatches on the chin of the nose. They have limited arc of fire (20° off dead ahead), and zeroed at 200'. These are the same cannons installed on the REF Raidar X and similarly armed Mecha. However, due to the fact that it doesn't have as much weight restrictions, additional focusing sub-laser assemblies were added, increasing range 50%.
Purpose: Anti-Aircraft/Ship
MD: 2D10 short burst, 4D10 medium burst, or 6D10 long burst.
Rate of Fire: 8 short, 4 medium, or 2 long bursts per arm per melee per gunner's attacks per melee.
Range: 15 miles
Payload: Unlimited

2. MRM Launcher: An MRM launcher mounted on the ventral side of the craft provides some aggressive characteristics. Note that this is the same type of launcher used on the Armored Veritech and it's Destroid knock-off.
Purpose: Anti-Ship/Aircraft
Missile Type: Medium Range
Rate of Fire: Volleys of 1, 2, 3, 4, 6, 12 or all 24 per gunners attacks per melee.
Payload: 24 total; Can not be reloaded in the air (requires special equipment).

3. Ball Laser Turrets: A pair of fixed position laser turrets, one dorsal and another ventral. Traverse is a full 360° and arc is 190°.
Purpose: Defense/Anti-Aircraft/Missile
MD: 4D6 per blast.
Rate of Fire: Per gunners attacks per melee.
Payload: Unlimited.

4. Fighters and Mecha: The Indomitable-Class can carry one of the following Fighter/Mecha packages:
3 Spacer Space Fighters;
2 Spacer Space Fighters and one Destroid or Guardian;
2 Guardian or Veritech Fighters;
Or 1 Aerial Fighter.

Features:
  • ESM: Radar Detector. Passively detects other radars being operated.
  • Radar: Combat grade radar. Range 1,000 miles, can track up to 2,500 individual targets. 95% reliability (50% against unfriendly stealthed vehicles).
  • Blue Force Tracker: Identifies friend from foe. Overlays the information on both the radar and HUD, ensuring that friendly forces are not accidentally targeted.
  • GPS: Standard tracking device. Ties into the Blue Force Tracker.
  • Anti-Jamming System: Reduces Electronics Countermeasure by ¾ (decrease skill level appropriately).
  • HUD: Displays maps, radar, targeting information, and any OTHER information the wearer wants directly in front of the user.
  • FLIR/SLIR: Forward and Side Looking Infrared. Allows pilot to get visuals on targets at night.
  • AJP: Active Jamming Pod. Causes -25% to detection but when it is active, other vehicles/bases can detect that it is jamming, and some missiles will home in on jamming signals. Jamming also causes a -4 penalty to all radar guided weapons. The jamming pod is only mounted inside the port taileron.
  • AMC/FD (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.
  • Telescoping Arms: A pair of Canadarm telescoping manipulator arms. Full extended reach: 18 feet.
  • Video Camera: Records from the HUD. 50 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.
  • Virtual Map: Displays a continuously-updating map of local terrain for the pilot. Takes data from and gives data to other friendly units in the area. Effective land navigation of 85% as updates come. Good to 500 miles. Specific range can be adjusted in 1 mile increments.
  • LDP (4): Launched Decoy Pods. Located on the ventral side of the fuselage, the satellite carries advanced decoy drones, specially designed radar lure that creates a radar image to mimic the satellite. The drones are launched and fly off in various directions away from the satellite. Each is a specially. The decoys self-destruct at random times (multiples of 30 minutes, i.e. 30 minutes later, 60 minutes later, 90 minutes later, etc). This system has been successfully deployed against SEVERAL alien radar-type sensors (including one that works off of sound), but not against Invid Protoculture sensors. (They will sometimes attract Invid, however, at -50%.)
    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.
  • Survival Pack: A pack of simpler emergency survival supplies: 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 foot apogee), 2 white parachute flares (1,500 foot 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.
  • Smoke Dispensers (8): Throws out smoke flares capable of obscuring IR and heat sensors, and defeats visual tracking of the vehicle. Mostly used for obscuring the craft during landing (as the wheels touch the system engages).
  • CS/A-013(a) Communications Satellite (4): Each Indomitable-Class Patrol Ship can carry up to 4 of these disposable satellites for extended communications and radar range. (This is in addition to any loaded on as cargo.)

    Combat Bonuses from Indomitable-Class SSTOS Elite:
  • 2 additional attack per melee.
  • One additional Attack Per melee at levels 3, 9, and 15 with any additional bonuses for the pilot.
  • +2 Initiative
  • +4 Roll
  • +6 Dodge
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