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| Ship's Computer (Technical Database). Posted by Information Officer. | Group: public |
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| Author | Message | [bottom] |
| Information Officer Tue 18 Nov 2008 at 23:28 |
![]() UES Eclipse UES Eclipse with Sensor fins and main cannon retracted. Eclipse-class Super Dimensional Heavy Scout (SDHS) Contributors: (see bottom for version notes) V1 By: “Limey Dragon” et al V2 By: Brian Laxson Ship's complement: = Ship Crew: 61 (standard Garfish is 57) [Bridge Crew: 9 as Captain, Pilot, 3 copilot, 4 Communication Engineers; Command/Backup Crew: 20 as Ops Commander, 2 Advisor, Pilot, 2 copilot, 4 Communications, 6 aids, 4 security; Medical: 5 as Doctor, 2 nurse, 2 paramedics; Engineering Team: 18 as 4 Biomaintenance Engineers (BME), 3 Mechanical Eng (ME), 4 Electrical Eng (EE), 8 Assistants; Kitchen/Steward: 8 as 2 Senior, 6 Junior members] = Troops: 100 (standard Garfish is 96) All troops are issued a Cyclone and CVR-3. Usage depends on assignment. [#1 Platoon: 40 as 8 x 4 man fireteams, 4 man leader team (Platoon CO, Platoon NCO, 2 Assistants), 4 man support team (BME, EE, ME, Medic) #2 Platoon: 40 as same as #1 Platoon #3 Command Section: 12 as Commanding Officer, 2IC, 2 x Senior Enlisted, 4 x Comm, 4 x Guard Detail #4 Police Section: 4 as 4 man MP team #5 Combat Engineering Section: 4 as 4 man CBE team (construction and demolition)] = Support Personnel (standard Garfish can house 288. Some allotment on the Eclipse-class used for slight increase in ship crew and troops) = Sciences 20, typical [Scientist Officers: 5 Assistants: 5 Lab Technicians: 10] = Flight Crew: 58, (may vary by mecha carried) [Veritech Pilots: 36 Destroid Pilots: 12 Shuttle Crew: 8 Administration: 2 as Yeoman, CO’s Aides] = Hanger Crew: 174 [Deck Officers: 6 as 2 Senior, 4 Junior Flight Engineering: 138 as BME: 86 (2 per fighter, 1 per shuttle/destroid), Mech Eng: 12, Elec Eng: 12, Assistants: 24; Ordnance Detail: 18 as 2 Officer, 4 NCO, 12 Enlisted (preparing, arming, testing and manufacturing missiles and gun systems) Deck Handlers: 8 as 2 NCO, 6 Enslisted (for moving cargo, parking mecha, etc around the hanger bays) Administration: 4 as 4 Yeoman] = Habitation: 12 (Additional manpower for cooking, laundry, recreation organizers, steward and basic supply handling. Often assisted by crew on light duties. Help deal with large number of persons onboard.) [Habitation Officer, Quartermaster, 2 NCO, 8 Enlisted) = Passenger Spaces: 4 (some spaces consumed fitting in laboratories) Dimensions: Length: Main Hull 183.4 m Hanger Deck 100.2 m Total Length: 183.4 m Height: Main Hull 33.2 m Hanger Deck 56.0 m Total Height: 61.2 m Width: Main Hull 59.4 m Hanger Deck 20.2 m Total Width 99.8 m Mass : Operational: 152,150 metric tons Fuel Mass: 30,100 metric tons <b>Propulsion systems: Main power system: RRG Mk20 protoculture-fueled Reflex furnace. The powerplant of the Garfish-class vessel can deliver up to 167 Terawatts of power, and can operate for eighty-three minutes at maximum power before overheat initiates auto shutdown. Air group and mecha complement: Shuttle bays are denoted as port/stbd and upper/lower. Each of these has a large hatch that reveals an internal top & bottom deck. The given density provides room for maintenance, rearming and repair. In an emergency the number of mecha can be increased by two times or more. Upper Bays (port/stbd each): top: 1 Shuttle bottom: 2 fighters, 2 Destroid Lower Bays (port/stbd each): top: 8 fighters, 2 Destroid bottom: 8 fighters, 2 Destroid Giving 36 fighters, 12 Destroid, 2 Shuttles. For fighter squadrons see suggested squadron configurations. Normally a 12-mecha squadron is assigned to each lower pod. The final squadron is then spread out across the various remaining locations. A typical destroid allotment is: 4 Gladiator Mk III or Bioroid Interceptor (1 per hanger pod using arms to assist work), 4 of Excaliber Mk VII or REF Zentradi Pods (for combat assignments and additional arms), 4 of Raider X (REF) (for air defense). Note that destroids are fitted to walk on the hull of the vessel creating a much needed close defence system. Generally there being numerous Beta fighters onboard the REF Spartan is not carried. The SDHS are generally important enough not be issued the outdated Condor Mk II though they could be carried. (For reference a normal Garfish has 3 short pods hold top: 3 fighters; bottom: 2 fighter, 2 Destroids. A shuttle would fill either top or bottom deck. This gives the standard Garfish 15 fighters and 6 Destroids. The back of the hanger pod includes engines, workshops, ammo bunkers, support vehicles/equipment etc. 1 or 2 more per pod could be squeezed in at a reduction of supplies/tools.) Ground vehicles: To support the scouting function the Eclipse-class carries a wide range of ground vehicles. Most can be moved to the hangers and loaded onto a shuttle. Those marked with a ** can not move around inside the ship so must offload by ramp. Cyclones: About 200 Cyclone infantry mecha, used by the mecha pilots, infantry and spares. There is roughly one spare per three issued cyclones. Other Mecha vehicles: (optional) 6 Silverback (2 each of light, espionage and heavy variants) (used for construction, fire support and assisting in the hangers) Conventional vehicles: 2 of AAT-40** armed jeep, 4 of AAT-30** jeep, 1 of HACT-20** armoured cargo truck (20 ton capacity), 7 trailers (4 x flatbed, 1 x water/liquid tank, 1 x high capacity generator, 1 x mobile lab/workshop), 16 of hover cycles (as an alternate scouting vehicle), Recovery vehicles: 1 of AMR-10** mecha recovery (useful for recovering mecha and as a heavy construction vehicle.) Engineering Vehicles: (includes those in use in the hanger bays) 8 of TCH-4 all purpose tractor hauler (1 per hanger pod, 4 spare), 4 of M.O.V. Mole mining vehicle (for exploration or mining repair materials), 12 of ML-3 Forklift (1 per bay deck, 4 spare), 2 of TC-56 Agricultural Tractors (with various front-end and trailer units) Electronics: = Hyperspace sensors, enables course estimation of hyperspace jumps and improving its own navigation. = Adjustable Parabolic Dish (APD), 10 m diameter, retractable ventral, = Electromagnetic detectors connecting to the APD including radar, radio, infrared, visual spectrum etc = Enhanced active scanning by focusing beams with the APD = Hyper communications systems = Additional EM-sensor plates, on hanger pods, giving an extensive array for the size of the vessel. Approximately 200% the amount of a standard Garfish, often used to broaden the range of EM frequencies scanned for = Onboard laboratories = Starting in 2043-2044 the some vessels of this class were fitted with Shadow devices before their attempts to liberate Earth from the Invid occupation. Weapons: = 1 x triple large beam cannon turret. Dorsal retractable. = 6 x missile launch tube around the forward hull. 6 missiles each, total 36 loaded with possibly more in cargo storage. Note: As with the Garfish base model the Eclipse lacks a close in defence system. In stead it relies on the mecha it carries. Note: Destroids can be deployed onto the hull as an additional defence measure. Design notes: The Garfish cruisers, named for their main hull shape, were designed by the REF as multi-purpose vessels, with either additional sensors and long duration for long-range reconnaissance missions, a small troop contingent for commando assaults, with additional supplies to function as a tender for their sisters, or as fleet cruisers. Consequently, a Garfish's weaponry is heavy for its size, but, by compromise of design, concentrated for the most part in its heavy gun turret. Created in 2040, this variant of the Garfish would come to be known as the Eclipse-class. It was designed as a Super Dimensional Heavy Scout (SDHS), capable of handling extended missions away from the fleet. Search missions were incredibly costly and slow, especially with the fleet limited to exploring one direction at a time. The need arose for independent vessels capable of self-sustaining long term operations, but maintaining the communication abilities to coordinate with the fleet, as well as sufficient firepower to survive and escape any "first-contact" situation with known (or unknown) hostile forces. The Eclipse-class are equipped with massive hangar facilities occupying the lower half of the sides of the ship. These hangars would house three squadrons of Veritechs allowing for useful variants being carried. With compliments of Cyclone-equipped Marines, Destroids and ground vehicle a preliminary ground bases can be established. Between the hanger bays, not visible from the side, the aft hull bulges downward. A larger cargo bay door is fitted allowing larger ground vehicles to offload. It gives more room for the Eclipse to carry manufacturing facilities allowing the ship to sustain itself longer than typical Capital-ships. Another internal modification is a laboratory complex of five labs and an office. These allow onsite study of findings. Two systems are mounted on retractable hardware allowing them to be withdrawn into the ship during typical space travel times. Their retractable nature improves fuel efficiency during hyperspace and atmospheric flight. After all the class mandate is for scouting without consuming large amounts of protoculture. When exploring strange findings this also protects them from damage. On the ventral side where the standard Garfish carries a turret there was not enough nearby interior volume to retract the turret. Thus this powerful turret is now mounted amidships on the dorsal side of the craft. This effectively replaces the underside belly turret. It also removes problem due to blockage from the hanger pods and risks of blinding the ventral sensor cluster. Now on the dorsal side Robotech engineers had what they needed to install an enclosure for it. In place of the original turret a retractable sensor cluster is placed. This is smaller than the turret and as such can retract into the hull here. It is smaller than a similar one used on pure science vessels like the Deukalion. Still when deployed it significantly improves the scout vessels passive and active scanning. This position gives it a good view downward for surveying planets. In space the ship can freely rotate as needed. One challenge for the Eclipse-class is the very low mecha-support ratio. Compared to a standard Garfish they carry roughly two and a half times the number of fighters but only a small increase in support personnel. Most of the flight time for a scouting force is expected to be low intensity patrols with correspondingly lower maintenance demands. It is the mecha-support imbalance that has prevented the alternate 36-fighter hanger arrangement from making a fleet wide replacement of the standard Garfish’s 15-fighter hanger bays. Sample Vessels Hull Name Completed Fate Eclipse 2042 In Service Nova 2042 In Service Flare 2043 In Service Quasar 2043 In Service Pulsar 2045 In Production Dyson 2045 In Production Event Horizon 2046 Pre-Production Photon 2047 Pre-Production (unnamed) 2049 Scheduled (unnamed) 2049 Scheduled Sample Fighter Squadrons: Stealth Squadron: Provides shadow/stealth force for scouting or strikes. Flight A: 2 Shadow Alpha, 2 Shadow Beta Flight B: 2 Shadow Alpha, 2 Shadow Beta Flight C: 2 Shadow Alpha, 2 Shadow Beta Strike Squadron: Combines agility with heavy hitting power. Flight A: Command Alpha, Agile Alpha, 2 Beta Flight B: Command Alpha, Agile Alpha, 2 Beta Flight C: 2 Agile Alpha, 2 Beta Light Recon Squadron: A very common squadron taking advantage of mass production, simplified logistics and common maintenance needs. Lacks Beta fighters for surface to orbit flight and heavy hitting power. Flight A: Command Alpha, 3 Recon Alpha Flight B: Command Alpha, 3 Recon Alpha Flight C: 4 Recon Alpha Heavy Recon Squadron: A common squadron with good all round abilities. With each Alpha having a Beta they are capable of surface to orbit flight and high speed space manoeuvres. Flight A: Command Alpha, Recon Alpha, 2 Beta Flight B: Command Alpha, Recon Alpha, 2 Beta Flight C: 2 Recon Alpha, 2 Beta Combat Support Squadron: Provides specialized units and teams to broaden tactical options. Remember speed limitations of the AWACS Beta. Flight A: Command Alpha, Beta, Recon Alpha, AWACS Beta Flight B: Command Alpha, Beta, Recon Alpha, Medical Beta Flight C: 2 of WW Alpha, 2 of HESM Beta Science Support Squadron: Provides a range of support to exploration and science missions. Remember speed limitations of the AWACS Beta. Flight A: Command Alpha, Beta, Recon Alpha, AWACS Beta Flight B: Command Alpha, Beta, Recon Alpha, AWACS Beta Flight C: Command Alpha, Beta, Recon Alpha, Medical Beta (regular Betas usually carrying passengers, airlocks or cargo instead of bomb loads) Version Notes: V1: As posted for start of Robotech: Shadow Chronicles - Eclipse (Freeform) an RPOL online game V2: Sep09 revision by Brian Laxson for game restart. Concept intact. Primary artwork intact. Remeasured hanger capacities. Consistency fixes. Removed hull # from production list to allow option for larger fleet. RPOL formatting codes. Weapon systems list. SHS to SDHS to match SDF format. Details on electronics improved. Sample squadrons listed. Noted maintenance issue for large fighter force. Crew details. Ground vehicle details. This message was last edited by the player at 17:23, Sat 19 Sept 2009. | |||||
| Information Officer Wed 19 Nov 2008 at 22:49 |
Designation: VFA-6X Shadow AlphaMecha Class: Veritech fighter, aerospace capable. Crew: 1 pilot. Weight: 16.70 tons (dry) FIGHTER MODE Length: 10.25m Height: 4.60m Wingspan: 8.20m Max speed at sea level: 1100 kph Max speed at 10,000m: 1900 kph Max speed at 30,000m: 3000 kph GUARDIAN MODE Length: 8.00m Height: 5.72m Width: 4.84m Max speed at low altitudes: 680 kph BATTLOID MODE Depth: 5.25m Height: 8.75m Breadth: 4.84m Max speed at all altitudes: 312 kph Max walking speed: 120 kph ARMAMENT 1 x 1-barreled disruptor cannon, functions as a heavy beam cannon and also has a disruptive effect against force fields. 2 x Light lasers in the nosecone 60 x 190mm short-range missiles, mounted in single-shot surface launchers spread out along the fuselage. DESCRIPTION: The Veritech Alpha Fighter is Earth's premier third-generation transformable fighter, serving the Expeditionary Forces through its mission in deep space and the reclamation missions to Earth. The fighter is fully space-capable, and is carried in great numbers on the Ikazuchi-class cruiser. However, the limited fuel tankage of this craft gives it short legs in space, a deficiency that led to the development of the Beta Fighter, to which this mecha can attach. In addition, the Alpha can not reach suborbital altitudes on its own, and also required the Beta for this. The Alpha also shines in atmospheric operations, where its small size and large thrust to weight ratio makes it a nimble and elusive target. This is made possible by two powerful main engines in the legs and powerful secondary engines in the forearms. The Alpha's weapons fit is extremely powerful for a fighter of this size, and carries a destructive capacity comparable to the heaviest of the first-generation Destroids, combining a powerful beam gun with a vast number of short-range missiles. Late in the Third Robotech War, the -S variant was introduced, combining radar stealth and a sophisticated protoculture cloaking device to minimize detection cross-section. This variant, known as the "Shadow Fighter", was issued a far larger gun pod than prior Alpha variants, also capable of engaging Invid force fields, and displayed several changes to the airframe. Additionally, the Shadow Fighter's hands were replaced by a three-fingered claw. The active sensor pod on the shoulder was deleted, in favor of improved passive sensors internal to the mecha. The VTOL thruster under the fighter mode fuselage was also deleted, and some slight remodelling was done to the intakes, shoulders, and upper legs, but the plane's airframe was essentially that of the venerable Alpha. This message was last edited by the GM at 23:32, Wed 19 Nov 2008. | |||||
| Information Officer Wed 19 Nov 2008 at 23:01 |
Designation: VR-052CYCLE MODE Length: 2.4m (7.1ft) Height: 1.2m (3.8ft) Width: 0.5m (1.6ft) Max speed: 200kph (124mph) ARMOR MODE Height: 2.5m (7.2ft) Breadth: 1.0m (3.3ft) Depth: 1.7m (5.4ft) Max flight speed: 60 kph (assuming 85 kg pilot) Max walking speed: Approx. 25% greater than pilot's top running speed. DESCRIPTION: Following the successful deployment of the VR-030 and VF-040 series , the VR-050 series took the best elements of previous Cyclone designs and put them all in one package, resulting in the final production model VR-052. The lightweight agility of the VR-030 combined with the heavy firepower capability of the 040 series made for what would become the standard ride-armor for REF soldiers. As the VR-052 entered service, Cyclone platoons no longer had to balance their light and heavy Cyclone assets as the VR-052 was well suited to both roles. The 030 and 040 series still saw much action, but were now used more to augment and support of the main line Cyclone infantry units using the VR-052. The versatility of the VR-050 series is demonstrated by the externally mounted weapons such as the EP-40 pistol featured on the "T" model and the forearm mounted anti-personnel missiles on the "F" Cyclone. This message was last edited by the GM at 23:01, Wed 19 Nov 2008. | |||||
| Information Officer Wed 19 Nov 2008 at 23:04 |
Designation: VR-041CYCLE MODE Length: 2.0m (6.9ft) Height: 1.0m (3.6ft) Width: 0.5m (1.6ft) Max speed: 200kph (124mph) ARMOR MODE Height: 2.3m (6.9ft) Breadth: 1.0m (3.3ft) Depth: 1.6m (5.2ft) Max flight speed: 60 kph (assuming 85 kg pilot) Max walking speed: Approx. 25% greater than pilot's top running speed. DESCRIPTION: Unlike the quick strike "hit and run" tactics that exemplified the abilities of its -030 predecessor, the -040 series Cyclone was designed to get its hands dirty in frontline heavy duty combat roles. The -040 series packed a lot of firepower in its two weapons pods that would mount on the "chest" of the ride armor battloid-mode. The two launchers any carry twelve (six in each pod) units of mission-specific ordnance. When equipped with the missile package, the short-range missiles find their targets via the standard terminal laser/radar-guided system found on all Cyclones. The -040 series has the ability to deliver a devastating missile barrage along with the speed and mobility inherent with all transformable veritech motorcycles. Though lacking a specific anti-personnel firearm as part of its standard fixed weaponry, the -040 series is unique amongst its fellow Cyclones with its distinctive ceramic blades fitted to the forearm guard front wheel covers. The strong, lightweight sabers were developed to pierce Invid armor and hive walls, but are also incredibly lethal weapons in close combat. As with other Cyclones, the pilot of this mecha wears the standard armor suit, the CVR-3. COMMON ARMAMENT PACKAGES H: The "Heavy" unit configuration. Used for fire support and demolition missions. M: A favorite model for REF medics where the missile pods are replaced with medical supplies easily accessible for battlefield triage. This message was last edited by the GM at 23:04, Wed 19 Nov 2008. | |||||
| Information Officer Wed 19 Nov 2008 at 23:07 |
Designation: VR-038CYCLE MODE Length: 2.1m (6.9ft) Height: 1.1m (3.6ft) Width: 0.5m (1.6ft) Max speed: 200kph (124mph) ARMOR MODE Height: 2.1m (6.9ft) Breadth: 1.0m (3.3ft) Depth: 1.6m (5.2ft) Max flight speed: 60 kph (assuming 85 kg pilot) Max walking speed: Approx. 25% greater than pilot's top running speed. DESCRIPTION: One of the older Cyclone designs developed for the REF, the -030 series was originally designed to be a more lightly armored and faster mecha than the general issue counterpart. A successful design, it saw numerous variants, culminating with the -038 version. This mecha soldiered on throughout the 2030s and into the 3rd Robotech War, where it served with scouts, anti-armor specialists, and forward observers. This mecha had no built-in armament, though weapons packages could be fitted to the forearms. Like all Cyclones, the pilot of this mecha had to wear a specially fitted suit of armor, the CVR-3, to which the Cyclone mounts in Battloid mode. The -030 series Cyclones were most often seen with hand-held weapons, in the -A and -L weapons package configurations. COMMON ARMAMENT PACKAGES A: No standard fixed weapons; only hand-held weapons carried. (used for courier/messenger duty) L: 60mm terminally-guided rocket launcher, mounts to front of vehicle in motorcycle mode. Six rocket payload. R: Digital Video Recorder/Night Vision Optics (used for reconaissance) | |||||
| Information Officer Thu 20 Nov 2008 at 01:08 |
Designation: Veritech Beta VFB-9Mecha Class: Veritech fighter/bomber, aerospace capable. Crew: 1 pilot. Weight: 29.50 tons (dry) FIGHTER MODE Length: 9.75m Height: 6.10m Wingspan: 19.50m Max speed at sea level: 700 kph Max speed at 10,000m: 1930 kph Max speed at 30,000m: 8900 kph GUARDIAN MODE Length: 8.00m Height: 8.50m Wingspan: 19.50m Max speed at low altitudes: 500 kph BATTLOID MODE Depth: 13.70m Depth: 7.30m Breadth: 8.50m Max speed at all altitudes: 482 kph Max walking speed: 128 kph ARMAMENT 3 x 3-barreled 80mm pulse beam cannons, one mounted in the center intake, available in fighter and guardian modes, and the other two mounted on the leg intakes, available only in fighter mode 2 x 3-barreled pulse beam cannons, mounted in the forearms, and available only in Battloid mode 2 x chest missile launchers holding 10 x 190mm short-range missiles each. Blocked when Alpha fighter joined. Total ammunition supply on the vehicle is 40 missiles. 2 x shoulder missile launchers holding 8 x 340mm short-range missiles each, mounted behind the chest launcher and firing from the top. 1 x bomb bay capable of holding 4 metric tons of ordnance, the size limited by the bay doors. 3 x hardpoints on each wing capable of carrying long-range missiles or multiple ejection launchers. However, all of the ordnance must be ejected before the Beta can go to Battloid mode. DESCRIPTION: The Veritech Beta Fighter was developed as a heavily armed and armored booster system for the Alpha fighter to extend its range in space, as well providing the ability to reach orbit from the surface. The fighter can operate from the Horizont dropship when joined with an Alpha fighter. Besides operating as a large fuel tank for the space Alpha-Beta combination, it allows for high thrust capabilities for an Alpha Battloid for high maneuverability in close combat, in addition to augmenting the Alpha's missile load, and carrying a formidable weapons capability when operating independently. Without the attached Alpha fighter, the Beta fighter relies on its excessive thrust to overcome its non-aerodynamic shape in an atmosphere. Its true power comes in Battloid mode, where an impressive amount of firepower is available for heavy assault. The Beta fighter was first tested as early as 2022 as the VF-X-7, but the tests were deemed a failure, and the Beta concept was shelved for over a decade, while the SFA-5 Conbat soldiered on as the Expeditionary Force's heavy ordnance strike fighters. Eventually, the Beta concept was revived with significant updates and upgrades, and entered service as the VF/B-9 only a few years before the ill-fated Mars Division mission to reclaim Earth. Beta fighters are deployed in unit colors that usually match their mated Alpha fighter. EDIT: We have decided that with an attached Alpha the chest missiles MAY be fired with the Alpha in fighter. They can not be safely fired with the Alpha in Gaurdian or Battloid mode.
This message was last edited by the player at 22:06, Wed 03 Dec 2008. | |||||
| Information Officer Thu 20 Nov 2008 at 01:08 |
Designation: Veritech Alpha VFA-6HMecha Class: Veritech fighter, aerospace capable. Crew: 1 pilot. Weight: 16.70 tons (dry) FIGHTER MODE Length: 10.25m Height: 4.60m Wingspan: 8.20m Max speed at sea level: 1100 kph Max speed at 10,000m: 1900 kph Max speed at 30,000m: 3000 kph GUARDIAN MODE Length: 8.00m Height: 5.72m Width: 4.84m Max speed at low altitudes: 680 kph BATTLOID MODE Depth: 5.25m Height: 8.75m Breadth: 4.84m Max speed at all altitudes: 312 kph Max walking speed: 120 kph ARMAMENT 1 x 3-barreled 80mm pulse beam cannon in a gun pod. Barrels usually fire. A second pod is possible, but not standard issue. 2 x Light lasers in the Alpha's nose 4 x 78mm short-range missiles mounted in the head. Total ammunition supply is 8 missiles 60 x 190mm short-range missiles, mounted in single-shot surface launchers spread out along the fuselage DESCRIPTION: The Veritech Alpha Fighter is Earth's premier third-generation transformable fighter, serving the REF through its mission in deep space and the reclamation missions to Earth. The fighter is fully space-capable, and is carried in great numbers on the Ikazuchi-class cruiser. However, the limited fuel tankage of this craft gives it short legs in space, a deficiency that led to the development of the Beta Fighter, to which this mecha can attach. In addition, the Alpha can not reach suborbital altitudes on its own, and also required the Beta for this. The Alpha also shines in atmospheric operations, where its small size and large thrust to weight ratio makes it a nimble and elusive target. This is made possible by two powerful main engines in the legs, powerful secondary engines in the forearms, and a dedicated VTOL thruster on the underside of the fuselage. The Alpha's weapons fit is extremely powerful for a fighter of this size, and carries a destructive capacity comparable to the heaviest of the first-generation Destroids, combining a powerful beam gun with a vast number of short-range missiles. Seen during the 3rd Robotech War, the -H variant was typically painted blue, and was generally issued to officers. This message was last edited by the GM at 01:08, Thu 20 Nov 2008. | |||||
| Information Officer Thu 20 Nov 2008 at 01:09 |
Designation: Veritech Alpha VFA-6IMecha Class: Veritech fighter, aerospace capable. Crew: 1 pilot. Weight: 16.70 tons (dry) FIGHTER MODE Length: 10.25m Height: 4.60m Wingspan: 8.20m Max speed at sea level: 1100 kph Max speed at 10,000m: 1900 kph Max speed at 30,000m: 3000 kph GUARDIAN MODE Length: 8.00m Height: 5.72m Width: 4.84m Max speed at low altitudes: 680 kph BATTLOID MODE Depth: 5.25m Height: 8.75m Breadth: 4.84m Max speed at all altitudes: 312 kph Max walking speed: 120 kph ARMAMENT 1 x 3-barreled 80mm pulse beam cannon in a gun pod. Barrels usually fire. A second pod is possible, but not standard issue. 2 x Light lasers in the Alpha's nose 4 x 78mm short-range missiles mounted in the head. Total ammunition supply is 8 missiles 60 x 190mm short-range missiles, mounted in single-shot surface launchers spread out along the fuselage DESCRIPTION: The Veritech Alpha Fighter is Earth's premier third-generation transformable fighter, serving the REF through its mission in deep space and the reclamation missions to Earth. The fighter is fully space-capable, and is carried in great numbers on the Ikazuchi-class cruiser. However, the limited fuel tankage of this craft gives it short legs in space, a deficiency that led to the development of the Beta Fighter, to which this mecha can attach. In addition, the Alpha can not reach suborbital altitudes on its own, and also required the Beta for this. The Alpha also shines in atmospheric operations, where its small size and large thrust to weight ratio makes it a nimble and elusive target. This is made possible by two powerful main engines in the legs, powerful secondary engines in the forearms, and a dedicated VTOL thruster on the underside of the fuselage. The Alpha's weapons fit is extremely powerful for a fighter of this size, and carries a destructive capacity comparable to the heaviest of the first-generation Destroids, combining a powerful beam gun with a vast number of short-range missiles. Seen during the 3rd Robotech War, the -I variant, usually painted green, most noticably distinguished from the commander's model by a single thin stabilizer fin on the head. This message was last edited by the GM at 01:09, Thu 20 Nov 2008. | |||||
| Information Officer Thu 20 Nov 2008 at 01:09 |
Designation: Veritech Alpha VFA-6ZMecha Class: Veritech fighter, aerospace capable. Crew: 1 pilot. Weight: 16.70 tons (dry) FIGHTER MODE Length: 10.25m Height: 4.60m Wingspan: 8.20m Max speed at sea level: 1200 kph Max speed at 10,000m: 2050 kph Max speed at 30,000m: 3250 kph GUARDIAN MODE Length: 8.00m Height: 5.72m Width: 4.84m Max speed at low altitudes: 775 kph BATTLOID MODE Depth: 5.25m Height: 8.75m Breadth: 4.84m Max speed at all altitudes: 368 kph Max walking speed: 140 kph ARMAMENT 1 x 3-barreled 80mm pulse beam cannon in a gun pod. Barrels usually fire. A second pod is possible, but not standard 2 x Light lasers in the Alpha's nose 4 x 78mm short-range missiles mounted in the head. Total ammunition supply is 8 missiles 60 x 190mm short-range missiles, mounted in single-shot surface launchers spread out along the fuselage DESCRIPTION: The Veritech Alpha Fighter is Earth's premier third-generation transformable fighter, serving the Expeditionary Forces through its mission in deep space and the reclamation missions to Earth. The fighter is fully space-capable, and is carried in great numbers on the Ikazuchi-class cruiser. However, the limited fuel tankage of this craft gives it short legs in space, a deficiency that led to the development of the Beta Fighter, to which this mecha can attach. In addition, the Alpha can not reach suborbital altitudes on its own, and also required the Beta for this. The Alpha also shines in atmospheric operations, where its small size and large thrust to weight ratio makes it a nimble and elusive target. This is made possible by two powerful main engines in the legs, powerful secondary engines in the forearms, and a dedicated VTOL thruster on the underside of the fuselage. The Alpha's weapons fit is extremely powerful for a fighter of this size, and carries a destructive capacity comparable to the heaviest of the first-generation Destroids, combining a powerful beam gun with a vast number of short-range missiles. Introduced late in the 3rd Robotech War, the -Z variant, often painted red, and optimized for atmospheric operations, was distinct in the thick dorsal stabilizer on its head. Beyond the obvious change, the -Z was outfitted with more powerful engines, and was a more capable fighter in all modes and at all altitudes. It was expected that this fighter would become the standard variant late in the 3rd Robotech War, but this was superceded by the Shadowfighter, which did not incorporate the improved engines. This message was last edited by the GM at 01:09, Thu 20 Nov 2008. | |||||
| LimeyDragon GM, 13 posts Thu 20 Nov 2008 at 17:51 |
Designation: VM-9LMecha Class: Light, High mobility veritech strike vehicle Crew: 1 pilot, second seat for a passanger or gunnner BUGGY MODE Length: 3.9m (12'-10") Height: 1.8m (5'-11") Height w/turret: 2.4m (7'-11") Width: 2.1m (6'-11") Width w/weapons: 2.4m (7'-11") Max speed: 225kph (140mph) ARMOR MODE Height: 4.1m (13'-5") Height w/turret: 6.3m (20'-8') Breadth: 3.4m (11'-2") Depth: 2.7m (9') Max speed: 96kph (60mph) ARMAMENT 1 x Modular Rear Equipment Mount: Varaint A- HRG-140 Dual Rail Gun Varaint B- AAC-11 Flak Cannon Variant C- LMMDS-12 Misile Delivery system Variant D- MMDS-6 Misile Delivery system Variant E- MMDS-48 Misile Delivery system Variant F- OSS-88 Scout/Reconnaissance Sensor Suite 4 x Modular Weapon System for Wheel Hardpoints EP-40 Ion Pulse Pistol GR-97 Mini Misile Delivery system EP-37 60mm Pulse Beam Rifle HRG-70 Rapid Fire Rail Gun RL-6 60mm Light Repeating Rocket Cannon H-260 Valiant Laser Assault Rifle DESCRIPTION: Description is pending... Also there are 3 version of this. light, heavy, recon. This message was last edited by the GM at 22:23, Thu 20 Nov 2008. | |||||
| LimeyDragon GM, 19 posts Thu 20 Nov 2008 at 22:50 |
This message was last edited by the GM at 14:59, Fri 18 Sept 2009. | |||||
| LimeyDragon GM, 37 posts Sun 23 Nov 2008 at 00:31 |
PURPOSE: To provide “Wild Weasel” emissions destruction ability to any Alpha variant, including Shadow Fighters. ARMAMENT LOST: 36 x 190mm short-range missiles, mounted in single-shot surface launchers spread out along the fuselage (this leaves 24 of the missiles, 8 in each shoulder, and 4 in each leg) SYSTEMS GAINED: 8 x 250mm medium-range Homing Emission Seeking Missiles (HESM) 1 x HESM targeting computer 1 x Enhanced ECM Pod (internal) 1 x Decoy Launcher (internal) with 16 decoy bundles SYSTEM DESCRIPTIONS: HOMING EMISSION SEEKING MISSILES (forearms, 4 in each as 2 per side of the forearm): PRIMARY PURPOSE: SEAD (Suppression of Enemy Air Defences) SECONDARY PURPOSE: Anti-Mecha RANGE: 40 miles (64 km) CAPABILITIES: While twice the diameter of a normal short-range missile the HESM packs only about twice the punch of a regular missile. The real difference is in its much greater range, about eight times that of a normal missile. Its guidance system includes an emission detector that uses the missiles own flight to triangulate a position. Once this is achieved the missile will dive in to detonate on that location even if the sensor is turned off. For safety reasons the missile is normally set to disregard any friendly IFF carrying unit. When launched the HESM can be set to listen to the launcher for command updates allowing it to fly complicated courses or change target mid-flight. One practice is to launch HESM then make a fly by near any air defences. As the defences turn on their targeting emitters the HESM are directed to destroy them. While optimized for stationary targets the HESM can be used against enemy mecha, with a tendency to impact on or near the sensors. HESM TARGETTING COMPUTER (cockpit): PRIMARY PURPOSE: Control of HESM missiles CAPABILITIES: This is an expansion to the Alpha’s battle computer. It allows various uses of HESM missiles. Without this the HESM can only be fired in a general self seeking mode or in a one-at-a-time position set. With this computer working the existing control displays the pilot can make wonderful use of the HESM. It includes the ability to receive and remember the location of enemy emitters. The computer can also provide the communication signals to change HESM operations mid-flight. Pattern firing is also possible including establishing time delays for a “walking barrage”. ENHANCED ECM POD (one leg, replaces 8 short range missiles): PRIMARY PURPOSE: Defensive ECM SECONDARY PURPOSE: ECCM RANGE: 10 miles (16 km) CAPABILITIES: Replacing the 8-missile side leg launchers is an Enhanced ECM Pod. This unit can run either in several automatic modes or manually set by the pilot. Its purpose is to bombard enemy receivers to confuse their aim. As with any ECM doing this also broadcasts the fighter’s rough location so is usually used when coming under fire. The equipment does have an ability to be aimed at a nearby target (reflecting the range figure) though performance degrades the farther away it goes. Against small self-seeking missiles the unit is very effective. Larger missiles tend to be “smarter” and progressively harder to jam. DECOY LAUNCHER (one leg, replaces 8 short range missiles): PRIMARY PURPOSE: Defensive RANGE: own fighter (or combined alpha/beta) CAPABILITIES: This launcher carries a number of decoy bundles. These bundles come in a variety of types and are chosen based on expected enemies. Their size is just a little more than the warhead of the regularly carried missile. This allows twice as many to be carried. The most common produces a mecha-sized cloud of heated and reflective smoke (this is useful against most missiles). There are more dedicated infrared/thermal smokes and chaff only clouds. Additional types also exist, developed as the REF finds enemies using different sensors. There is even a “waste protoculture” version that uses materials from exhausted protoculture cells to obscure Invid protoculture sensors. Pilots are advised the smoke only works when between you and the missile. Some missiles can re-acquire you after losing lock. Furthermore a missile flying into a cloud might happen to come out at an angle to hit you. The Decoy launcher is there to augment your defensive flying. VISUAL DIFFERENCES: Fore arm missile packs are thicker/swollen. Leg missile packs on 8-launcher side are thicker/swollen. DESCRIPTION: The Wild Weasel or “WW” variant was created due to the ever present need for “Search for Enemy Air Defence” (SEAD) operations. A major challenge to the project was to make one suitable for any Alpha variant. Each Alpha has a different shoulder sensor pod and the Shadow fighters have none. The decision was made then to only free up space by removing a portion of the short-range missiles. Several remain for mecha combat or blasting stubborn air defences. The typical mission profile has two or more WW approaching an area ahead of the main effort. HESM are launched from a long range at existing enemy emitters. Then the WW fly close one at a time. If a new enemy air defences activates the targeted WW goes into defensive flying while the other WW fires another HESM. Only after depleting the HESM due the WW repeat this bait and fire using regular short-range missiles. The gun pod is kept as a backup weapon. If an AWACS or capital ship is scanning the area it can also feed the fighter target information. It can then launch the HESM to knock out these positions. Working in a ground-position mode the HESM could also be used in a bombardment mode. Combined with the update-in-flight the full salvo of HESM could actually puncture warship armour if they all impacted in a small area. It could also be used to blast a hardened bunker or land in a pattern over a weaker one such as an industrial yard. When an Alpha is outfitted as a Wild Weasel the letters WW are added to the variant. For example a recon wild weasel is a 6RWW and command is a 6CWW. This is considered a moderate refit of an Alpha with the new components being installed and tested in under a week. This message was last edited by the GM at 00:34, Sun 23 Nov 2008. | |||||
| LimeyDragon GM, 38 posts Sun 23 Nov 2008 at 00:32 |
This message was last edited by the GM at 15:16, Fri 18 Sept 2009. | |||||
| LimeyDragon GM, 39 posts Sun 23 Nov 2008 at 00:33 |
Veritech Beta VFB-9 WE Designation: Veritech Beta VFB-9 WE Mecha Class: Veritech fighter/bomber, aerospace capable. Crew: 1 pilot, 4 AWACS/ELINT operators Weight: 34 tons (dry) FIGHTER MODE Length: 9.75m Height: 6.10m Wingspan: 19.50m Max speed at sea level: 700 kph Max speed at 10,000m: 1930 kph Max speed at 30,000m: 8900 kph Note safe max speed is limited by the radome (see description below) GUARDIAN MODE Length: 8.00m Height: 8.50m Wingspan: 19.50m Max speed at low altitudes: 500 kph BATTLOID MODE Depth: 13.70m Depth: 7.30m Breadth: 8.50m Max speed at all altitudes: 482 kph Max walking speed: 128 kph ARMAMENT 1 x 3-barreled 80mm pulse beam cannons, one mounted in the center intake, available in fighter and guardian modes 2 x 3-barreled pulse beam cannons, mounted in the forearms, and available only in Battloid mode 2 x chest missile launchers holding 10 x 190mm short-range missiles each. Blocked when Alpha fighter joined. Total ammunition supply on the vehicle is 40 missiles. 3 x hardpoints on each wing capable of carrying long-range missiles or multiple ejection launchers. However, all of the ordnance must be ejected before the Beta can go to Battloid mode. REMOVED WEAPONS: 2 x shoulder missile launchers holding 8 x 340mm short-range missiles each, mounted behind the chest launcher and firing from the top. 2 x 3-barreled 80mm pulse beam cannons, two mounted on the leg intakes, available only in fighter mode 1 x bomb bay capable of holding 4 metric tons of ordnance, the size limited by the bay doors. ADDED SYSTEMS: 1 x Dorsal Sensor Radome (in place of shoulder missile system, does not retract) 2 x Steerable Electromagnetic Sensors 1 x Communications Array (internal) 1 x Control Bay EQUIPMENT DETAILS: DORSAL SENSOR RADOME (top): PRIMARY PURPOSE: Enhanced Reconnaissance RANGE: 250 miles (400 km) DETECTION CAPABILITIES: The radar of the radome can detect and track up to 800 targets simultaneously and can record position, speed, and direction of motion for all targets tracked. The VF's onboard computer can only track 400 of these contacts simultaneously, but the telemetry from the radome can be transmitted via communications to a command ship for further analysis. The radome also contains electromagnetic and visual spectrum sensors for detecting spatial disturbances in the immediate area, such as incoming or outgoing folds or cloaked ships. TWO STEERABLE ELECTROMAGNETIC SENSORS (exterior sides/legs): PRIMARY PURPOSE: Enhanced Reconnaissance RANGE: Active: 120 miles (192 km) Passive: 40 miles (64 km) DETECTION CAPABILITIES: The sensor array can take detailed structural readings of an object and detect power sources, weapon ports, transmitters, and other valuable statistical data. Each can be replaced with a recon drone (see description text below). COMMUNICATIONS ARRAY (exterior aft top and internal): PRIMARY PURPOSE: Transmission interception SECONDARY PURPOSE: Electronic Warfare RANGE: Receive: 250 miles (400 km) Transmit: 750 miles (1200 km) DETECTION CAPABILITIES: The communications array can intercept any radio signals or other electromagnetic transmissions and retransmit them to a command center for analysis. Note that this does not necessarily mean that the receiver will be able to understand the communication (coded transmissions will still be received in code). Alternatively, the transmitter can generate a blanket "white noise" across the radio spectrum, disrupting ALL radio transmissions. CONTROL BAY (internal): PRIMARY PURPOSE: Air Control Operations SECONDARY PURPOSE: Electronic Warfare Operations OPERATION CAPABILITIES: Computers and consoles for four (4) operators arranged as Air Traffic Control, Electronic Warfare, Sensor Specialist, Flight Engineer DESCRIPTION: The Beta “AWACS ELINT” variant is produced to fill the need for forward AWACS and ELINT capabilities in the REF forces. The larger size of the BETA made it a natural choice for such a high capability unit. An issue with this refit is its complexity taking two weeks, if all goes well, to convert to or from it. At least half the operating units where factory built in this mode. As with other refit programs it can be applied to both regular and shadow variants. Such units have the designation “WE” added to them. This led to troops nicknaming them “Wacky”, coming from a mutilation of dropping the “A” from AWACS and forcing in the ELINT “E”. The largest addition by far is the Dorsal Sensor Radome. It replaces the shoulder missile launcher system. Given the size of the dish it is not possible for it to retract as the launchers did. This powerful radar array provides a dominating view of the battlefield in all directions and at ranges beyond normal mecha. In space there is no significant impact on flight performance. Improvements in structural methods overcomes some of the wind sheer limits to give the mecha to a top speed of Mach 1.5 or around 1800 kph. Any faster, and the advanced avionics suite will be ripped off. For a Beta fighter this means it is not capable of trans atmospheric flight. Removing the leg pulse cannon provided power and structural mounting for a dedicated manipulator system that mounts a steerable electromagnetic sensor. Having two of these sensors allows full coverage around the fighter. Control of these can be passed to the Beta’s pilot, the Electronic Warfare operator or the Sensor Specialist. The communications array sits partly in the aft dorsal area where the shoulder launchers retracted into. This is just the antenna of the system. The rest of it exists within the Beta’s protected shell. The bomb bay is converted to electronic operations room. This includes seating for several operators. Each operator is expected to be wearing CVR-3 armor. Consoles and computers are provided for each. The first operator is an air traffic controller. They direct traffic, relay warnings of enemy movement and query unidentified units. They work closest with the radome. The second operator station is for electronic warfare. Jamming, counter-jamming and quick emitter identification fall into this operation. They can also take over either of steerable sensors. The third acts as a sensor specialist to scan for or identify objects. This is the main operator for the steerable sensors. This includes taking time to run data through recognition programs. The operator can also receive scans from others for this purpose. The fourth acts as a flight engineer who monitors the additional equipment on board. They could also do field repairs if they can access the damaged equipment. Operators 1, 2 and 3 use a common “glass” display which runs software appropriate to their duty. This allows them to focus 2 or 3 of them onto one task in particular. This allows the same BETA variant to function as a 3-controller AWACs, dedicated EW craft, dedicated science ship or a blending of the three functions. Usually an Alpha fighter is attached. Should the combined craft come into danger the Alpha becomes a last-ditch interceptor while the Beta WE moves off. While combined the Alpha pilot monitors for local dangers and handles their own flight maneuvers. Relieved of flight control the pilot in the Beta cockpit usually takes over using one of the steerable sensors. The control hookups that allow the Alpha to control a normal Beta does allow the Alpha to access the WE special equipment. In large wing operations the wing commander might choose to hook up to the Beta-WE. This would give them direct access to the communications gear and tactical information. In this role the Beta’s pilot resumes flight control. However, most commanders prefer to be farther forward in the main action. The high quality of the sensors has also given the WE another role, that of scientific scout. In this role the sensor specialist position is taken by the mission scientist. Alternatively the capacity for up to two others to sit by the Beta pilot may allow the scientists to seat-swap with the operators. If a mission requires specialized equipment the steerable sensors on the legs can be changed in about 30 minutes for a full capability hanger. While the sensor hardware is being changed the computer software is also changed over. Another 30 minutes of testing is recommended. An further ability exists to replace the steerable sensors with recon drones. These drones have a much smaller scanner. Electromagnetic scanner range is Active: 40 miles (192 km) Passive: 10 miles (64 km). It also includes the equipment roughly equivalent to a recon Alpha. The drone can operate for an hour before returning to recharge. It can either transmit live data or await returning for a discrete download. Shadow variants of the drone exist that are exceptionally useful against the Invid. Drone control can be done in several ways. An autopilot program can be given some guidelines for remote operation such as “If not being followed return to point A, if being followed go to point B and transmit your recorded data.” A datalink through the WE communications system (or a garfish or larger ship) can give live commands. A 500m tether line can also relay commands but as this must sit outside the Beta’s armor even when not in use so is not recommended nor is it normal practice. This message was last edited by the GM at 15:19, Fri 18 Sept 2009. | |||||
| LimeyDragon GM, 60 posts Tue 25 Nov 2008 at 16:38 |
Designation: MBR-12 Mk III Condor Mecha Class: Heavy Mobile Infantry Battloid (Destroid) Crew: 1 Marine (pilot), and cyclone Weight: 15.70 tons (dry) FLIGHT MODE Length: 16.8m Height: 4.1m Wingspan: 9.3m Max speed at sea level: 550 kph Max speed at 10,000m: 950 kph Max speed at 30,000m: 1500 kph BATTLOID MODE Depth: 6.3m Height: 12.8m Breadth: 6.3m Max speed at all altitudes: 112 kph Max running speed: 128 kph ARMAMENT 4 x EP-13 THREE-BARRELED 80MM PARTICLE GUN POD 1 x MM-16 MULTI-MISSILE SYSTEM 3 x DDI-6 MEDIUM RANGE MISSILE SYSTEM DESCRIPTION: The original MBR-12 Mark II was designed as the premier cavalry mecha for the REF during the Sentinels campaign. The Condor internal structure was taken from the Alpha fighter. Additional armor was added using the newer armor plating developed for the Z2 Battlpod. Although, the protection was not as extensive as that given to the REF destroids, the quick strike mission of the Condor mandated that the design be maneuverable first and foremost. The MM-60 missile launcher was taken from the VAF-6 design; however, engineers had to reduce the number of missile to 54 in order to fit into the more heavily armored chasse. In practice, the Mark II design proved problematic. The mecha was not nearly maneuverable as the VAF-6 or even the VBF-1 in the air, and did not have the firepower nor the armor of the destroids on the ground. As pilots in the MBF-12 Condor continually suffered casualty rates twice as high as their veritech and destroid brethren, the REF high command decided to remove the Condor and assign all the remaining unit to ship board defense, reconnaissance, and for use by the REF Marines as an air cavalry mecha. Surprisingly, the MBR-12 Condor Mark II, proved to be extremely adept as a ship board defensive unit. In space borne operations, the Condor was nearly as maneuverable as the Alpha fighter and had the greater armor and firepower. Small squadrons of Condors were formed onboard larger capital ships to provide an extended defensive capability. The standard defensive tactic was to form a strong defensive perimeter several kilometers form the ship where they would break up incoming waves of Invid mecha before they reached the the inner defense perimeter of the ship. The REF was desperately looking for a stop gap measure to overcome the woeful lack of anti-mecha weapons mounted on their capital ships. The Condor proved so successful, that an upgraded version was ordered in limited quantities. The Mark III was designed for space based defensive operations of capital ships only. The mecha would have only have limited mobility in terrestrial atmospheres and gravities. The Mark III was to use the same chases; however, armor was to be increased another 25% over that of the Mark II. An additional Pratt and Whitney JG95D engine was added to the rear of the Mark III in order to offset the additional mass from the armor and increased weaponry. Designers felt that the Mark II, needed longer range weaponry and upgraded short range capability. Three DDI-6 medium range missile launchers were added to the shoulders of the mecha. These launchers would primarily be used to carry the new Diamondback Mod G cluster missile designed to destroy large formations of Invid at distances greater than 20 kilometers. Four EP-13 (taken from the VAF-6) were added to replace the original EP-12. These weapons would quickly make short work of any Invid that managed get into range. The MM-54 system was scaled back to 16 hammerhead missiles in order to improve the armor on the arms and to compensate for the increased power drain caused by the EP-13's. Production began in early 2044, near the end of the Sentinel campaign. The Mark III proved its worth in the campaign on Xylos IV. At the time squadrons (some 20 Mark III's) were assigned to the the SS. Victorious. Approximately 100 Invid Armored Scouts were able to break through the RDF blockade of the planet and closed on the command ship. The 20 Mark III's were not only able to save the ship but destroyed 93 of the incoming units before the veritech squadrons were able to engage. This message was last edited by the GM at 23:27, Tue 25 Nov 2008. | |||||
| LimeyDragon GM, 78 posts Rogue Wed 26 Nov 2008 at 17:52 |
![]() Designation: VF-1V Vindicator Mecha Class: Veritech fighter, aerospace capable. Crew: 1 pilot, storage for cyclone. Weight: 21 tons (dry) FIGHTER MODE Length: 15.7m Height: 6.7m Wingspan: 14.0m Max speed at sea level: 1100 kph Max speed at 10,000m: 1800 kph Max speed at 30,000m: 3000 kph GUARDIAN MODE Length: 14.3 Height: 9.0m Width: 14.0m Max speed at low altitudes: 1072 kph BATTLOID MODE Length: 7.32m Height: 14.0m Width: 6.1m Max speed at all altitudes: 640 kph Max walking speed: 128 kph ARMAMENT 1 x EU-12 DESTABLIZER 1 x MM-70 MULTI-MISSILE SYSTEM (shoulders/forearms/legs) 2 x NP-BP-10 FAST PACK (HMMP-04 Missile Launcher/Booster Engine) DESCRIPTION: The last of the VF series Veritech Fighters is the Vindicator. It is actually a cross between an Alpha and a VF Veritech. The Vindicator has the size and mass of the old VF series Veritech, but the basic shape, styling and armaments of the Alpha Fighter. Although it towers 46 ft. (14 m), the Marines added it to its active mecha as a first strike assault unit that fights alongside the Shadow Fighters. Doctor R. Burke, the mecha's co-designer, has coined the nickname "Zentraedi Buster" because it was originally intended to combat any Zentraedi warriors who may still serve the Robotech Masters. The Vindicator also uses an earlier, larger version of the destabilizer energy weapon and has the "shadow cloaking device" built into it. In fact, at a quick glance, the Vindicator appears to be a larger version of the Shadow Fighter. The VF-1V is super scarce on the war ravaged Earth. It was designed in space and never added to the RDF's or Southern Cross' mecha forces. Instead, it was kept exclusively part of the Marine forces. This message was last edited by the GM at 17:54, Wed 26 Nov 2008. | |||||
| Information Officer GM, 1 post Thu 27 Nov 2008 at 22:49 |
Due to image size no longer displaying within RPOL. Please click on the link above. STL-B26 DIXON [By Brian Laxson] CLASS: Military Shuttle SIZE: Lengths: Length with ramp closed 29m Length with ramp extended 34.6m (Ramp ratio approximately 1:3) Heights: Height with rudders up: 14.8m Height with rudders down and landing gear extended: 12.1m Underneath access typical: 1.8m Thicknesses: Thickness of main fuselage: 7.6m Thickness at flight deck: 10.3m Thickness of wing (typical): .3m Widths: Width with wings folded 14.0m (each wing panel added .3m, each joint added .1m) Width with wings extended: 42.8m (each wing panel added 4.8m) Width of fuselage only: 11.6m ENGINES: 4 x Beta fighter engines SPEED: (matched to Beta for ease of game play) Max speed at sea level: 700 kph Max speed at 10,000m: 1930 kph Max speed at 30,000m: 8900 kph Speed is reduced depending on mass of cargo carried. Atmospheric flight without wings is possible but limited to 350kph, less with heavy cargo. Without wings going from surface to orbit is not possible. Descending from orbit to ground without wings is extremely dangerous. Space flight without wings is unaffected. CARGO CAPACITY: Length: 16m Width: 10m Height: 5m Volume: 800m3 Footprint: 160m2 CREW: Minimum 1 (Pilot) Normally 4 (Pilot, Co-Pilot, Flight Engineer, Load Master) ARMAMENT: 3 x RETRACTING PULSE LASER TURRETS (port, starboard, bottom-rear) SHIP SYSTEMS: CARGO BAY WITH ADAPTIVE SEATING The cargo bay floor is itself an important member of the ship’s systems. Most importantly it contains the fold-away seating system. It is this equipment that converts the Dixon from moving cargo to passengers to Cyclone troops. Each seat is .8m wide (31in or a little under 3ft) and the rows are 1.8m centre to centre. This leaves roughly 2m for moving around at the front and back. Each row consists of five seats on each side of a 2m wide centre walkway. There are seven rows of seats. These seats are for normal passengers up to those wearing CVR-3 armour. Cyclones require more space with securing belts for them at seats #2 and #4 of each set of five. Each half-row of five also can link together as a table supported only on the aft side. This creates a space suitable for person to be laid down underneath and on top of the resulting flat surface. The seating is accompanied by cargo handling equipment. Dispersed between the seats are hatches, which elevate columns and rows of rollers. These ease moving cargo around inside the bay. At points matching standard cargo container sizes are lock points. These fit into full-height pillars kept in the back of the cargo area so that the Dixon can better secure cargo pods during flight. They also form the uprights for shelving. Along the walls are power connecters from which cords can be run to cargo pods or equipment in the bay. STORABLE WINGS AND RUDDER: To reduce hanger needs the Dixon can fold its wing and store its rudders. While necessary for atmospheric flight they provide no benefit in space only operations. Some larger ships have a few space-only Dixons that don't even mount these mechanically complicated components. Fleet protocol does call for the dismounted equipment to be stored somewhere in their mother ships. Dixon wings are top mounted with three articulated folds. Folding the wing greatly reduces the width and deck space. It is actually necessary for the wing to fold, or not be installed, for the side airlocks to reach out past them. To reduce overall height the rudders can rotate down along the fuselage as well. 2 x EXTENDING AIRLOCKS (port and starboard) Behind the cargo area the Dixon mounts an airlock on each side. These airlocks have a cross section of 2.5x2.5m allowing a single Cyclone to pass through or two people side by side. Each airlock can extend 3.5m from the fuselage. The end of the airlock includes both a standard hatch and an inflatable collar. This collar can be used to make a seal over a breach, different airlock or other relatively flat surface. Note: the deployed wings are much longer than the airlock can extend. BIDIRECTIONAL FLIGHT As it must enter and leave small hangers the Dixon incorporates an unusual design feature. It is actually intended for low speed flight backwards. The flight deck includes two full sets of pilot controls. One is facing forward and the other backwards. The autopilot can be used to allow a single pilot to move from one seat to the other. The blinder effect of the rudders is a small problem that can be handled by lowering the rudders. Straight in and out flight can be done with the rudders still raised. FORWARD CARGO RAMP The front portion of the bow opens up and extends a ramp. On even ground this ramp is at a 1:3 ratio, that is for every measurement vertical you move three horizontal. This ramp looks similar to that on the Daedalus carrier that formed one hand of the SDF-1. A system of rollers matching the cargo bay is on the ramp ease of cargo movement. SAMPLE CARGO ARRANGEMENTS: >800 m3 of cargo loose or on shelving >28 of Cyclones, Battloid, on secure seating (rows of 4 as 2 either side of a centre walk space, columns of 7) >24 of Cyclones, Battloid, on secure seating plus supporting cargo (Cargo up to 2 of 2x4x5m of shelving or 80m3 total. Typically tools, ammunition, parts and trooper backpacks. Average of 3m3 per trooper and 8m3 of tools. Typical 3m3 per trooper as .5m3 for backpack, .5m3 parts, 1m3 of ammunition and 0.5m3 of personal field kit and .5m3 portion of unit field kit) >63 of Cyclones, Battloid, cramped and unsecured standing (rows of 7, columns of 9) >70 Passengers, on secure seating (rows as 10 as 5 each side of a centre walk space, columns of 7 ) >160+ Passengers, cramped and unsecured (with no backpacks or luggage) >28 Flat/Stretcher spaces maximum, (for example used in medical evacuation or sleeping areas) >6 of 5x5x5m cargo containers, (2 wide, 3 deep) >3 of 5x10x5m cargo containers, (as 3 sideways or 1 sideways and 2 parallel) >A combination of the above PHYSICAL LAYOUT: Starting at the bow the Dixon has most of its bow as a downward opening hatch. A ramp then extends to complete the connection to the ground. The top of the bow contains sensors including cameras for the pilot to guide a landing. Running behind the ramp is the cargo area, the single largest room of the Dixon. On the outside of this same area are the top mounted wings. Access is through the forward cargo ramp and two Cyclone-sized doors towards the sides of the aft wall into the airlock. These doors appear to be recessed due to the back wall actually being storage compartments for cargo gear, such as the full-height bracing pillars. Behind the cargo area the inside is split into two decks, each 2.5m tall. The lower is the central airlock network. Of the lower chamber on the wall adjoining the cargo area are two Cyclone-sized doors. These are alternate disembarking points for troops so equipped. From the central chamber the port and starboard sides lead into the extending airlocks. Going aft is the access to engineering spaces. The upper chamber is a mechanical space. It houses the ships life support systems and storage. By being in this central position they life support can easily adjust the airlock, cargo bay and crew areas. On each side of the mechanical space is one of the retractable turrets. This have a good arc of fire to the side and half of the rear. If wings are deployed a large coverage gap exists in the front-up elevation but front-level and front-down are unaffected. Folded wings prevent any directly forward firing but once off the direct forward region there is a clear view. The next major area is the crew space. It is comprised of three decks each 2.5m tall. It is in this area that the steep stairways exist for transferring between decks. These stairways only grudgingly allow a Cyclone to wrestle its way up. Externally this area is recognised by the raised flight deck with its many windows. The raised flight deck gives the pilots a very good view around the craft. Being a bi-directional cockpit the shape matches front and back. Contained within are the fore and aft piloting seats. There are two auxiliary stations facing port and starboard. The flight engineer, navigation tasks, gunnery operation or maintenance programs are done. In the centre is the stairway connecting to the middle deck. The middle deck contains a workshop. It is primarily for work on the Dixon’s engines. Ground troops also make use of it for repairs on their Cyclones. It matches the height of the mechanical bay ahead of it. An armoured hatch on the aft side leads to the engine spaces. Overlapping stairways in the middle lead up and down, an awkward placement when moving larger equipment. The bottom deck has several crew services. These are present for long flights or for comfort of the passengers. Against the airlock-side wall is a bunkroom, which isn’t as noisy as being against the engine-side wall. There is also food service area with an auto-latching fridge, auto-latching cabinets, sink on a small counter and a heating unit. A head nearby contains a toilet, sink and small laundry unit. A locker room gives a rare place for privacy. It includes two chairs and eight lockers. Each locker can store a CVR-3 and a small amount of personal belongings. Normally they are assigned out two to each crewmember so that more personal affects can be stored. Access on this deck includes a single hatch forward to the airlock and a stairway up to the middle deck. Aft of this is engine spaces. Here resides the powerplant and the four (4) engines. The propulsion system is taken directly from the Beta fighter. Having the same mechanical and fuel needs was a major selling point in the selection of the Dixon shuttle. Each engine had a corresponding external bulge which houses vector thrusters including the forward facing vents for reverse flight. Access is on the upper catwalk leading to the workshop area. Externally are the rudder joints, which rotate forward when not in use. On the bottom rear edge is a retractable turret. Its mounting gives it full coverage of the important half-sphere to the rear and the downward half-sphere. This placement can also prove dangerous as a weapon misfire is very likely to damage the engines. Ducting inside the bottom plates of the Dixon lead to the VTOL thrusters. HISTORY AND OPERATIONS: Named for a Skull Squadron pilot of the first Robotech War the "Dixon" shuttle was made to fill the role of small transport. It is a size selected to fit in vessels of the Garfish size and up. Most large cruisers carry a small number of Dixons. Shuttles like the Horizont have a much larger cargo capacity. However, for ship to ship personnel or supply movement they are way to large. Furthermore the Horizont's cargo pods are meant to be left in place and take similarly large hangers to provide access. It is said that battles are won by the Horizont but ships are run by the Dixon. The greatest limitation on the Dixon is the requirement to land inside a Garfish hanger. Yet it was still mandated for the Dixon to move 500 to 1,000m3 of cargo. With many navy ships having in excess of a thousand crew moving at least fifty (50) people at a time was also a design requirement. As you can see the Dixon fulfilled all design objectives. Landing groups can also be deployed by the Dixon. Adjusted for carrying cyclones gives a 24-cyclone landing party. Being able to deploy such a team makes the Dixon useful for scouting, raids and moving troops after the main planetary drop. The Dixon is capable of operating in space, in an atmosphere, landing on a planet or achieving orbit. The engine used for this is the same as was made for the Beta fighter. The storing of wings and rudder are a point of criticism of the Dixon. Should these devices get stuck or break down it cripples atmospheric flight and may block landing. The key counter argument is of course that not storing them makes a shuttle with worthwhile cargo capacity to large for the smaller vessels. As these are only needed in atmospheres some ships just operate the Dixon in space without them even installed. This message was last edited by the player at 17:24, Sat 19 Sept 2009. | |||||
| Information Officer GM, 2 posts Thu 27 Nov 2008 at 22:50 |
PURPOSE: To provide “Wild Weasel” emissions destruction ability to any Alpha variant, including Shadow Fighters. ARMAMENT LOST: 2 x chest missile launchers holding 10 x 190mm short-range missiles each. Total ammunition supply on the vehicle is 40 missiles. SYSTEMS GAINED: 2 x chest missile launchers holding 4 x 250mm medium-range Homing Emission Seeking Missiles (HESM). Total ammunition supply on the vehicle is 16 missiles. 1 x HESM targeting computer (HS refit only) SYSTEM DESCRIPTIONS: HOMING EMISSION SEEKING MISSILES (chest launchers, 8 in each: PRIMARY PURPOSE: SEAD (Suppression of Enemy Air Defences) SECONDARY PURPOSE: Anti-Mecha RANGE: 40 miles (64 km) CAPABILITIES: While twice the diameter of a normal short-range missile the HESM packs only about twice the punch of a regular missile. The real difference is in its much greater range, about eight times that of a normal missile. Its guidance system includes an emission detector that uses the missiles own flight to triangulate a position. Once this is achieved the missile will dive in to detonate on that location even if the sensor is turned off. For safety reasons the missile is normally set to disregard any friendly IFF carrying unit. When launched the HESM can be set to listen to the launcher for command updates allowing it to fly complicated courses or change target mid-flight. One practice is to launch HESM then make a fly by near any air defences. As the defences turn on their targeting emitters the HESM are directed to destroy them. While optimized for stationary targets the HESM can be used against enemy mecha, with a tendency to impact on or near the sensors. HESM TARGETTING COMPUTER (cockpit): PRIMARY PURPOSE: Control of HESM missiles CAPABILITIES: This is an expansion to the Alpha’s battle computer. It allows various uses of HESM missiles. Without this the HESM can only be fired in a general self seeking mode or in a one-at-a-time position set. With this computer working the existing control displays the pilot can make wonderful use of the HESM. It includes the ability to receive and remember the location of enemy emitters. The computer can also provide the communication signals to change HESM operations mid-flight. Pattern firing is also possible including establishing time delays for a “walking barrage”. VISUAL DIFFERENCES: Chest missile packs are thicker/swollen. DESCRIPTION: The Beta HESM Support or “HS” is designed as the support for the Wild Weasel Alpha “WW” refit. Primarily the Beta greatly increases the amount of HESM missiles carried. The refit takes two or three days, primarily to install and test the targeting computer. The full refit includes the HESM targeting computer however this is not necessary. The “HESM Only” or “HO” version can be done in about a day. It relies on the Alpha’s HESM targeting computer to make full use of the missiles. Even in detached mode the Beta can launch the missiles to receive in-flight instructions from the Alpha. The Wild Weasel’s jamming and decoy system were not included in the refit plan for several reasons. First the Alpha is the nimbler unit better suited to the close up “baiting” portion of the SEAD missions. Secondly by limiting the components involved the refit can be more quickly done in the field to make or unmake replacements. Third the multiple guns, medium missiles and bombs of the Beta give a way to deal with targets resistant to the HESM attacks. As air defence is normally around valuable targets the Beta weapons could also be used for striking the defended target. | |||||
| Information Officer GM, 5 posts Thu 27 Nov 2008 at 23:24 |
Designation: Veritech Beta VFB-9M Medical Variant Mecha Class: Veritech fighter/bomber, aerospace capable. Crew: 1 pilot. Passengers: 3 patients. Weight: 29.50 tons (dry) FIGHTER MODE Length: 9.75m Height: 6.10m Wingspan: 19.50m Max speed at sea level: 700 kph Max speed at 10,000m: 1930 kph Max speed at 30,000m: 8900 kph GUARDIAN MODE Length: 8.00m Height: 8.50m Wingspan: 19.50m Max speed at low altitudes: 500 kph BATTLOID MODE Depth: 13.70m Depth: 7.30m Breadth: 8.50m Max speed at all altitudes: 482 kph Max walking speed: 128 kph ARMAMENT 3 x 3-barreled 80mm pulse beam cannons, one mounted in the center intake, available in fighter and guardian modes, and the other two mounted on the leg intakes, available only in fighter mode 2 x 3-barreled pulse beam cannons, mounted in the forearms, and available only in Battloid mode 2 x chest missile launchers holding 10 x 190mm short-range missiles each. Blocked when Alpha fighter joined. Total ammunition supply on the vehicle is 40 missiles. 2 x shoulder missile launchers holding 8 x 340mm short-range missiles each, mounted behind the chest launcher and firing from the top. 3 x hardpoints on each wing capable of carrying long-range missiles or multiple ejection launchers. However, all of the ordnance must be ejected before the Beta can go to Battloid mode. REMOVED WEAPONS: 1 x bomb bay capable of holding 4 metric tons of ordnance, the size limited by the bay doors. DESCRIPTION: The Medical Bay - Beta Fighter converts the bomb bay into a small medical facility. This allows a capacity for fighter wings to rescue their own pilots and perform combat medical activities. When so converted an "m" is added to the Beta's type designation. The only notable external difference is the air lock hatch in place of the bomb bay hatch. The bomb bay is rated as optionally holding 10 passengers. Items for the conversion will be discussed further on. The conversion consumes this passenger space as follows: 2 spaces for a two person airlock. 3 spaces for patient area 1 space for medical electronics 1 space for medical supplies 1 space for EVA stores 2 space for movement In order to rescuing injured pilots in space you need an airlock. This allows them to be brought inside without exposing other patients. The airlock can house two people at a time, namely the patient and the rescuer. One of the two may be wearing a cyclone, usually the rescuer. A patient will almost always need to exit cyclone for medical treatment. The patient bunks consist three cots. Each cot can be folded away into the wall. All are designed as removable spinal boards, though the highest one is harder to use. This gives the fighter a capacity for three (3) patients. The medical electronics includes numerous devices. It is located on the mid-point of the wall opposite the patient bunks. One device is a combined heart monitor and defibrillator which can be hooked up to three patients at a time. If it detects heart failure it will sound an alarm which if not silenced in 30 seconds will "shock" the patient. There is a Zero-G IV System for sending plasma, blood or fluids into patients even when the fighter has no gravity. (Normal IV feeds depend on gravity to work). There is also three breathing regulators with their own air bottle and mask, allowing adaptation to non-human species. Another item present is a reference computer. This lets the medic review medical procedures or lookup poison responses. A two-way video communication relay is also present for a distant doctor to walk the medic through a complicated procedure. A poseable manipulator arm with a video camera is used to transmit images to the remote doctor. Medical supplies are stored in marked cabinets. A full list would be too extensive to list. Major components include splints, numerous sizes and shapes of bandages, pressure bandages, clamps, sealants, disinfectants, cleansers, CPR masks, tubes, scalpels etc. There is also a small fridge for storing blood, plasma and perishable medicines. Additional drawers hold various medications from cough tablets, minor painkillers to stronger drugs. EVA storage centers on a Cyclone (usually a VR-041-M). Its flight ability is necessary for retrieving patients in space. The VR-041-M has two definite advantages in this role. Firstly the saber blades can cut free a trapped patient. Secondly the medical supplies stored in place of the chest missiles allow immediate triage. Additional EVA stores includes a spare CVR-3 armor, three "soft" space suits (if needed one for each patient), a collection of tether lines, an air replacement hookup (draws from the fighter's system to recharge cyclones, CVR-3, space suits) and an assortment of sealing patches. The remaining space is what is needed for the medic to move around inside the medical bay. This includes enough room to put on and take off the EVA cyclone. The Beta's main cockpit houses one pilot but may hold up to two others. If a lot of injured where expected an extra combat medic or two could be carried. They could not be there wearing cyclones so there is still just one cyclone and thus just one EVA rescuer. It would be risky to conduct an EVA rescue in an ongoing battle. However, the Beta itself can grab an ejected pilot and hold them up to the airlock. If the patient is capable of motion they can quickly enter without the need for an EVA rescue. The Beta's normal external cyclone storage is used for a patient sidecar. The location of the cyclone now being inside with internal access. We find one particular challenge to the medical Beta. The pilot must become trained in both using mecha and in being a combat medic. Such cross-trained personnel require effort to train and thus a valued commodity. It usually also means they have not taken as many advanced mecha combat courses. In action squadrons tend to be protective of their "second ride home". As the outfitting of the medical bay is completely isolated to the bomb bay there is really no impact in the Beta's other capabilities. Installing or removing the medical bay can be done as a field refit. This will take a few days if the parts are on hand. Any version of the Beta not using its bomb bay could be outfitted as a medical bay. Thus there are already normal and shadow Medical Beta fighters. From an operation stand point the most useful gain is to long range scouting groups. This is even truer of vessels sent away from the main fleet on independent missions. Strike groups might also include them to conduct immediate rescue of downed pilots. In practice an odd result in one skirmish has become an accepted option. Should a downed pilot be rescued who is still in good health they could take over piloting the fighter. This allows the original pilot-medic to focus on attending other patients. A maximum capacity medical rescue for the BETA-M would be consist of seven (7) rescues and the original Veritech Medic as: 1 uninjured acting as pilot 2 light injured sitting in the cockpit 1 moderate injured laying on the floor or cockpit/bomb bay joint. 3 badly injured on the bunks and the Veritech Medic in the walking areas looking over the badly injured. This message was last edited by the player at 19:05, Sun 07 Dec 2008. | |||||
| Information Officer GM, 7 posts Sat 29 Nov 2008 at 00:46 |
http://www.xs4all.nl/~ptn/Naval/NeutronS.html Summary: Unmammed super missile Fold Capable 15 million Megatons (15,000 BT... 15 TT) The weapon's surface was lined with a neutron-rich material, for maximal neutron radiation emission on detonation and short-lived neutron-emitting fallout. A super explosion on par with the great asteroid theories. Neutron component makes radiation affect short lived. Thus a great nuclear explosion with little nuclear-winter. At this point of the story we have not heard from Earth. Last we heard Admiral Rick Hunter sent the Icarus to warn them not to fire them due to the danger in a last minute test. | |||||
| Information Officer GM, 21 posts Fri 12 Dec 2008 at 22:27 |
![]() ![]() Class: Toronto SDMD Super Dimensional Mobile Depot Naming: The ships are named for earth cities that existed prior to the Robotech Wars. In honour of those lost when an attack overloaded the SDF-1's defense shield the first vessel was named the Toronto. Concepts: >ARMD style appearance >Light Carrier type equipment >Garfish & Horizon repair and recovery >Transport of munitions and supplies in Horizon style cargo pods >Hanger space for replacing or repairing fighters and shuttles Main physical components: Central Hull >Prow - center bow - long range sensors, communciations, navigation > Front - ship-bridge, light factories, medical facility, auxillary power, officer quarters, cargo pod ramp > Mid-front - cargo pod chambers >Mid-center - service battloid hangers, pod access chambers, LR missile magazines > Mid-aft - Garfish hangers, heavy factories >Aft hull - workshops, engines, reflex furnance and fold drive Side hulls >Front - Secondary hangers >Mid-front - mecha repair hangers, battloid sized airlocks >Mid - LR missile launchers >Mid-aft - crew quarters >Aft - crew quarters Top surface uses >Front - 2 Horizon landing pads >Mid-front - cargo pod exchange >Mid - service battloid access, control tower >Aft-front - 2 Garfish hanger hatches doubling as secondary Horizon landing pads >Aft - armored crash deck Weapons: 16 x Pulse laser turrets [3 along each box edge ventral-port, ventral-stbd, ventral-port, ventral-stbd and 4 on prow (2 dorsal, 2 ventral)] 2 x LR missile banks [20 tubes each, mid-port, mid-stbd. 100 missiles ready per bank. 200 total.] 6 x Garfish Turrets [ventral prow, dorsal prow, mid-ventral-port, mid-ventral-starboard, mid-dorsal-port, mid-dorsal-starboard] Cargo Capacity As a mobile depot this massive vessel carries a huge amount of supplies for the UEEF. =300 cargo pods (described below) =Ammunition Bunkers for 2,000 heavy/long missile and 4,000 medium missiles and 40,000 short range missiles. =96,000m3 General Stores from 12 Cargo Bays each 8,000m3 (5m high by 40m long by 40m wide) =80,000 m3 of Water Tanks (4 of 20,000m3 each with a filtration and purification center) =80,000m3 Fuel Tanks (typically loaded with propellant only) from 2 of 20,000m3 main tanks and 4 of 10,000m3 auxiliary tanks. =10,000m3 Protoculture storage facility =10,000m3 Armory (1,000 of various cyclones, 4,000 CVR-3, several thousand handheld weapons of various types) Native Personnel and Craft: Each SDMD and in fact each assignment will lead to a different loading of people and craft. Native refers to the personnel and craft which is attached as directly serving the SDMD rather than a vessel its looking after. Personnel: 1,400 native crew plus 600 patients or passengers 220 Ship operations performaing command, communication, navigation, traffic control and gunnery. 60 Load masters handling storage and movement of cargo pods and other items. 140 Engineering handling propulsion including the fold system and reflex furnance. 40 Pilots for shuttles 60 Pilots for fighter and battaloid operations 120 Hanger personnel 240 Marines providing security 300 Factory workers 120 Hospital staff 600 patients or passengers Native Craft: 18 Alpha, 12 Beta, 18 Condor Battloid 12 Biorod style Battloid 10 Dixon Shuttles 200 Cyclones for marines 200 Cyclones for other users 2 Horizon Shuttles (for moving pods) Cargo Pods: The pod storage area is five pods front to back by six tall by five across. This makes for 150 pods in each compartmant or 300 overall. An armored bulkhead seperates the two compartments to limit catastrophic loss. A transfer hatch at the bottom may be opened if movement between compartments is necessary. In front of the pod compartment is the pod handling area. This area allows pods to be opened for loading, unloading or contents transfer. It is also where they are pulled out from the storage racks. From here they either go to the top deck for pickup by Horizons or out a ramp for planetary movement. The ramp is how they are normally loaded at a base or station. Given the tight confines and large capacity of pods the location of pods is electronically recorded. Like a container shipyard the computer is vital to efficient operations. The inventory of pods is also recorded allowing the location of smaller items to be determined. Sample Cargo Pod Loadups Cargo pods could be loaded in customized ways. However their are several standardized arrangements. These are used by the fleets to handle their common needs. Based on statistics, maintenance schedules and predications they are loaded for the likely needs. Actual usage will vary and UEEF updates loading plans from time to time. The following is just a few with their contents summarized. The general categories are: Munitions - for active combat resupply and some repair Repair - for repairing battle damage Resupply - for routine usage Operations - pod that operate as a facility when deployed Storage - contain vehicles or other items in long term storage. >Munitions fighter: Most of the space is taken up by missiles alloted by typical squadron usage rates. Most of this is short range missiles and replacement components for gun systems. Other items include medium missiles, bombs and wing pods as used by a Beta fighters. A small amount of space is also used for related parts like fire control optics, tools and testing equipment. >Munitions battloid: simliar to fighter munitions but planned for battloid supplies. >Munitions cyclone: simliar to the fighter munitions but planned for the much smaller cyclones and silverback. >Repair Ship: Includes parts, tools and test equipment for doing battle repairs to most UEEF ships. This includes spare hull plates which may give an odd appeareance as they might not match the normal curves of what they cover. Standard consoles are included for temporary replacemets until the ship returns to dock. >Repair Mecha: Simliar as repair ship but intended for fixing mecha. >Resupply Ship: includes food, water, filters, paint, sealants and other items routinely used up on ships. >Resupply Ship: like ship resuppy but meant for routine ground activity. >Operations Base: A mixture of cyclones in storage mode, pre-fab buildings, base equipment, ammunition and other supplies used in ground operations. Includes two small trucks for moving the supplies. Also has seating by the hatch in case personnel are being sent down with it. >Operations Medical: Contains the equipment for surgery rooms. Also stores housing that can be erected to provide additional rooms for patient wards. Also has seating by the hatch in case personnel are being sent down with it. >Operations Communications: Contains communication gear including a tower to be erected near the bunker. Includes generators, computers and consoles for running large ground based activities. Also has seating by the hatch in case personnel are being sent down with it. >Operations Mining: Intended to setup a ground based mining operation. Includes robotic miners, trucks and a preliminary ore-processer. >Stored Mecha: Pods can also be filled with stored mecha. These mecha are not immediately usable. They are packed for long term storage. In some cases parts are removed to fit them inside the pod. Tools, test equipment and powercells arer included for the mecha to be ready. Depending on the size several mecha or hundreds of cyclones will fit. General fleet support pod arrangement: 300 pods as 20 Munitions Ship 20 Munitions Fighter 15 Munitions Battloid 15 Munitions Cyclone 30 Resupply Ship 20 Resupply Mecha 20 Resupply Ground 20 Store Alpha (5 each) 20 Store Beta (3 each) 20 Store Battaloid (5 each) 5 Store Cyclone (800 each) 5 Store Ground Vehicle (various trucks etc) 20 Repair Ship 20 Repair Mecha 10 Repair Cyclone & Ground Vehicles 20 Operations (various) 20 Others, raw materials or empty Typical Escort An SDMD would rarely fly alone. A minimal accompanient on detached duty is: 2 Garfish - standard 6 Horizon In large operations an Ikazuchi is normally attached to act as sheppard for every one to four SDMD. Additonal Garfish and Horizons would also be attached. This message was last edited by the player at 14:14, Sat 13 Dec 2008. | |||||
| Information Officer GM, 31 posts Tue 20 Jan 2009 at 01:47 |
Portable Scan Dihilator: The portable scan dihilator is an uniquely comprehensive sensory device with FULL scanning capabilities. 1. Radar/Sonar: Range: limited to a 5 mile area. A trained operator (sensory equipment skill) can positively identify readings as specific objects or vehicles, pinpoint location, and estimate rate of travel and direction at 65% proficiency. 2. Sensors include dosimeter, radar detector, heat, infrared, ultraviolet, microwave, and energy sensitive instruments; all of which identify, locate source, and record. 3. Long range wide band radio with scrambler. Range: 40 mile radius. 4. Detachable short range (hand-held) communicator. Range: 3 miles. 5. Video camera (mini) with both wide and narrow angle lenses. Audio-visual recorder using metal discs with digital meter; lens filters, telescopic lens (480m) and tripod included. Capable of radio telemetry when boosted by long range radio. Cost is about 4200 credits. Fair availability. (Appears as in the Robotech RPG by Palladium. A fairly all purpose science scanner. Much like a Star Trek Tricoder) | |||||
| Information Officer GM, 80 posts Sat 7 Feb 2009 at 01:25 |
What matters the most is the power of transmitter. A cyclone's radio wont go very far. Maybe across one major wall but thats it. Like a cell phone inside a concrete&steel building. A fighter can send to others in nearby rooms. It will cut through a couple walls. We are talking a couple hundred meters. If you where near the surface you would be able to talk to ships and fighters outside. The AWACS can get through large chunks of the station. You would need to be in a different module to not hear it. The Eclipse will also be doing pretty good at sending signals. Being an AWACS it can automatically route signals though there would be a time delay. So here is some examples.... Remy is on a cyclone somewhere in the factory. He cant get a message to Rian in the hanger. Rian might be able to send-only to him. With the help of the AWACS then Rian can definitely send-only to Remy. Now it does matter a little the quality of the listening gear. This is usually about the same scale as the transmitter. Roughly from weakest to strongest the ability to penetrate interiors is: infantry sets: cvr-3 [weakest] mini-mecha: cyclone or PSD's radio full size mecha: alpha or beta or a dixon-shuttle special mecha: Alpha-Command variant dedicated mecha: Beta-WE ships: Eclipse a Garfish type scout cruiser This message was last edited by the player at 23:07, Sat 07 Feb 2009. | |||||
| Information Officer GM, 139 posts Fri 17 Apr 2009 at 22:41 |
Generally accepted info on the Vindicator http://www.robotechresearch.com/rpg/mecha/ref/veritech/vf_2v_Vindicator/vf_2.html |
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