Megas
04-07-2005, 03:47
Capitol Ships/Planet Killers
Paragon class capitol flagship
Statistics
Length: 5.32 km
Width: 2.52 km
Height: 2.01 km
Weight: (operational) 4,258,275,000 metric tons
Crew complement: 8200 enlisted, 160 officers
-Propulsion Systems-
Main power system: RRG Mk.6 protoculture-fueled Reflex furnace cluster. The powerplant of a the Paragon can nominally deliver up to 87.2 Petawatts of power, and can operate for seventy-five minutes at maximum power before overheat initiates auto-shutdown.
Maneuvering Thrusters (14) : Fusion-Plasma Reaction Thrusters clusters with steerable nozzles. Three are located on each side of the ship, two are located on the ventral sides of the booms, two on the dorsal sides of the booms. Two are located on top of the ship and two are located underneath.
Reaction-mass Thrusters (6) : RRG HPC-2 Fusion-Plasma Reaction Thrusters with protoculture energizer mounted in a vertical row of three in each boom.
Anti-gravity System: 45 RRG Olympic anti-gravity pods.
Space Fold (1) : RRG YS-6 spacefold. This system normally generates a hull-conformal fold, but is capable of spherical folds.
Planetary Capabilities: The Paragon 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. The ship will float in an ocean, and this is the preferred landing in the absence of landing infrastructure.
-Weapon Systems-
Mk. 2 Reflex Railgun: The effects of this weapon against planets are equal to the heat and blast effects of the detonation of a fusion weapon of 3,000 megatons, if fired at full power. If utilized against starships, the largest vessels can be destroyed by the leakage of the beam. A direct hit will vaporize the target vessel. It utilizes reactor output to stream pure protoculture energy at target. Beam expands to 11 km wide. Max effective range: unknown, has reached planets from outside solar system.
Mk. 1 Reflex cannons (2): Belly mounted Relfex cannons. The effects of this weapon against planets are equal to the heat and blast effects of the detonation of a fusion weapon of 265 megatons, if fired at full power. If utilized against starships, the largest vessels can be destroyed by the leakage of the beam. A direct hit will vaporize the target vessel. The weapon can also be set to a wider dispersal. While not nearly as effective as a tight beam against warships, it is capable of clearing a wide area of fighters and other mecha.
Mk.1 particle cannon (Makral Deim 773) (16) : As the Reflex cannon cannot be fired fast enough to be effective against multiple heavy opponents, the main anti-ship weapons are 8 heavy particle cannons. They are built as a large turret with two barrels projecting from the front, but as with the Reflex cannon the beam is generated between the barrels. Eight of these weapons are mounted on the ship: one on the side and on the dorsal of each cannon boom, one on the dorsal of each leg, and one on the forward dorsal and ventral side of the main hull. The power supply to these cannons is a new design, and incorporates an accumulation system that can store sufficient power for 8 full power salvos. The accumulators can replenish at effectively six full power salvos per minute. The beam has an effective range of 300,000 km and a full power discharge of 2.5 terajoules, equivalent to 500 tons of TNT.
Mk.2 plasma cannon (Makral Deim 869) (4) : This weapon is a three barreled plasma beam weapon with half the yield of the larger particle beams, but no less than three times the rate-of-fire.
The Mk.2 particle cannon has an effective range of 300,000 km, a full power discharge of 1.25 terajoules and, while using an accumulation system in its power supply like the Mk.1 cannons, can recharge for 12 full power salvo's per minute due to improvements in beam generation and accumulator efficiency.
The available ammunition consists of KCP Kinetic Core Penetrating (hull penetration rounds), KPI Kinetic Penetrating Incendiary (plasma incendiary rounds) and MKEP Multiple Kinetic Energy Penetrator (flechette cluster rounds), the latter as anti-mecha formation weapons.
This cannon is intended to be used as a possible complement to the heavy beam weapons, and the designers turned it into an area-defense weapon against mecha as well, though it is not as effective as a main gun salvo set on wide dispersal. In addition, this accurate weapon can also be used in pin-point attacks against ground targets, though only with KCP rounds as the KPI and MKEP rounds burn up on atmospheric re-entry.
Mk.3 particle cannon (Makral Mossil 996-3) (32) : Turrets with effectively three standard particle beam cannons each. Two are on each of the ventral hips, one on each of the dorsal legs, dorsal and ventral center body and the upper dorsal shoulders, four are mounted on the shoulders proper and two are mounted forward of the side-mounted large particle beams on the cannon booms. Each barrel can fire 3,000 MJ of particle energy every 5 seconds, or less powerful discharges at a higher rate of fire. The effective range is 300,000 km. This is an improvement on the standard particle turret system, which suffered from no armor protection, as well as from unwanted hit dispersal on a target. The new design features essentially three of the older cannons into one, heavily armored turret. This increases resilience and decreased hit dispersal greatly.
Mk.1 Ballistic missile launcher (24) : The Mk.1 Ballistic missile launcher, fires the Trident F4 rocket.
he F4 is a multi warhead design, carrying 5 warheads of 300 kT yield, and a guidance system suited only for anti-ship engagements.
Mk.88 Defense missile launcher (96) : A retractable 'pepperbox' launcher based on the naval MLB-10 system, but refitted for vacuum launches. The launcher is mainly for defensive purposes.
Each launcher has 10 missiles in the launch box and another 110 rounds in the magazine, for a total of no fewer than 5,760 missiles carried. The most common missile is the Hughes Warhawk missile, complemented by the General Dynamics/Euromissile/BAe Spacehawk. Both missiles are procured with conventional as well as nuclear warheads.
RRG-SP missile launcher (4) : A sextuple missile launch box for the same missiles as the Mk.88 fires. This is a field invention and refit using the turret of the destroyed Mk.2 particle cannon turret, each vertical pair of launch boxes firing though one of the gun ports. The turret is retrofitted to store 120 Spacehawk missiles.
-Electronics Systems-
XS-2 Barrier Defense System: An advanced forcefield system which covers the full four pi steradians around the ship with a yellow-greenish forcefield (or if desired, only part of the ship). This field will stop all solids and directed energy weapons. However, excess energy which cannot be shunted from the field into the monopolar heatsinks will be stored in the virtual structure of the field itself. The storage wattage is high but not infinite, and when the barrier overloads the field will discharge the stored energetic particles. This discharge will have the force of a high-yield (>45 MT) fusion bomb. However, as the discharged energetic particles' vectors will be away from the field and its generating vessel, the vessel will survive, though it will suffer severe damage to its electronics and power systems, and will not be battleworthy until repairs are made.
-Mech Complement-
-1 cruiser/smaller ship or
-15,000 mecha units and
-250,000 infantry units
Patton class capitol flagship
PIC: http://www.artemisgames.com/robotech/images/sdf-1a.jpg
-Dimensions-
Length: 1570m over all
Height: 372m
Width : over all 524m
Mass : 18,500,000 metric tons, operational (typical)
Fuel Mass : 2,350,000 metric tons, maximum (typical)
-Ship's Complement-
Ships' crew (6,000 men),
Mech pilots/techs (1,500 men),
Troops and additional personnel (12,500 men)
-Propulsion Systems-
Main power system: RRG Mk.1 protoculture-fueled Reflex furnace cluster. The powerplant of a Patton-class vessel can nominally deliver up to 43.2 Petawatts of power, and can operate for seventy-five minutes at maximum power before overheat initiates auto-shutdown.
Maneuvering Thrusters (14) : Fusion-Plasma Reaction Thrusters clusters with steerable nozzles. Three are located on each side of the ship, two are located on the ventral leg, two on the dorsal leg, two on the dorsal cannon booms and two on the ventral cannon booms.
Reaction-mass Thrusters (6) : RRG HPC-2 Fusion-Plasma Reaction Thrusters with protoculture energizer mounted in a vertical row of three in each aft leg.
Secondary thrusters (24) :
8 RRG VFR-2 Fusion-Plasma Reaction Thrusters with protoculture energizer mounted in two clusters of four underneath the 'shoulders'.
9 RRG VFR-3 Fusion-Plasma Reaction Thrusters with protoculture energizer mounted on the ventral central body in a cluster of 3x3 engines, forward of the VFR-2 thrusters.
7 RRG VFR-4 Fusion-Plasma Reaction Thrusters with protoculture energizer mounted on the ventral central body, in a cluster of two side rows of two and one central row of three aft of the VFR-2 thrusters.
Anti-gravity System: 15 RRG Olympic anti-gravity pods.
Space Fold (1) : RRG YS-2 spacefold. This system normally generates a hull-conformal fold, but is capable of spherical folds.
Planetary Capabilities: The Patton-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. The ship will float in an ocean, and this is the preferred landing in the absence of landing infrastructure.
-Weapon Systems-
Mk.1 Reflex cannon (Makral Ever 248) (1) : This weapon forms the forward part of the ship. The two forward booms slide and rotate to the side, and a particle beam generation then takes place between the two booms. This weapon is the most modern, smallest and most powerful of the larger Reflex cannon.
The effects of this weapon against planets are equal to the heat and blast effects of the detonation of a fusion weapon of 265 megatons, if fired at full power.
If utilized against starships, the largest vessels can be destroyed by the leakage of the beam. A direct hit will vaporize the target vessel. The weapon can also be set to a wider dispersal. While not nearly as effective as a tight beam against warships, it is capable of clearing a wide area of fighters and other mecha.
Mk.1 particle cannon (Makral Deim 773) (8) : As the Reflex cannon cannot be fired fast enough to be effective against multiple heavy opponents, the main anti-ship weapons are 8 heavy particle cannons. They are built as a large turret with two barrels projecting from the front, but as with the Reflex cannon the beam is generated between the barrels. Eight of these weapons are mounted on the ship: one on the side and on the dorsal of each cannon boom, one on the dorsal of each leg, and one on the forward dorsal and ventral side of the main hull. The power supply to these cannons is a new design, and incorporates an accumulation system that can store sufficient power for 8 full power salvos. The accumulators can replenish at effectively six full power salvos per minute. The beam has an effective range of 300,000 km and a full power discharge of 2.5 terajoules, equivalent to 500 tons of TNT.
Mk.2 plasma cannon (Makral Deim 869) (1) : This weapon is a three barreled plasma beam weapon with half the yield of the larger particle beams, but no less than three times the rate-of-fire.
The Mk.2 particle cannon has an effective range of 300,000 km, a full power discharge of 1.25 terajoules and, while using an accumulation system in its power supply like the Mk.1 cannons, can recharge for 12 full power salvo's per minute due to improvements in beam generation and accumulator efficiency.
The available ammunition consists of KCP Kinetic Core Penetrating (hull penetration rounds), KPI Kinetic Penetrating Incendiary (plasma incendiary rounds) and MKEP Multiple Kinetic Energy Penetrator (flechette cluster rounds), the latter as anti-mecha formation weapons.
This cannon is intended to be used as a possible complement to the heavy beam weapons, and the designers turned it into an area-defense weapon against mecha as well, though it is not as effective as a main gun salvo set on wide dispersal. In addition, this accurate weapon can also be used in pin-point attacks against ground targets, though only with KCP rounds as the KPI and MKEP rounds burn up on atmospheric re-entry.
Mk.3 particle cannon (Makral Mossil 996-3) (16) : Turrets with effectively three standard particle beam cannons each. Two are on each of the ventral hips, one on each of the dorsal legs, dorsal and ventral center body and the upper dorsal shoulders, four are mounted on the shoulders proper and two are mounted forward of the side-mounted large particle beams on the cannon booms. Each barrel can fire 3,000 MJ of particle energy every 5 seconds, or less powerful discharges at a higher rate of fire. The effective range is 300,000 km. This is an improvement on the standard particle turret system, which suffered from no armor protection, as well as from unwanted hit dispersal on a target. The new design features essentially three of the older cannons into one, heavily armored turret. This increases resilience and decreased hit dispersal greatly.
Mk.1 Ballistic missile launcher (12) : The Mk.1 Ballistic missile launcher, fires the Trident F4 rocket.
he F4 is a multi warhead design, carrying 5 warheads of 300 kT yield, and a guidance system suited only for anti-ship engagements.
Mk.88 Defense missile launcher (48) : A retractable 'pepperbox' launcher based on the naval MLB-10 system, but refitted for vacuum launches. The launcher is mainly for defensive purposes.
Each launcher has 10 missiles in the launch box and another 110 rounds in the magazine, for a total of no fewer than 5,760 missiles carried. The most common missile is the Hughes Warhawk missile, complemented by the General Dynamics/Euromissile/BAe Spacehawk. Both missiles are procured with conventional as well as nuclear warheads.
RRG-SP missile launcher (1) : A sextuple missile launch box for the same missiles as the Mk.88 fires. This is a field invention and refit using the turret of the destroyed Mk.2 particle cannon turret, each vertical pair of launch boxes firing though one of the gun ports. The turret is retrofitted to store 120 Spacehawk missiles.
-Electronics Systems-
XS-1 Barrier Defense System: An advanced forcefield system which covers the full four pi steradians around the ship with a yellow-greenish forcefield (or if desired, only part of the ship). This field will stop all solids and directed energy weapons. However, excess energy which cannot be shunted from the field into the monopolar heatsinks will be stored in the virtual structure of the field itself. The storage wattage is high but not infinite, and when the barrier overloads the field will discharge the stored energetic particles. This discharge will have the force of a high-yield (>45 MT) fusion bomb. However, as the discharged energetic particles' vectors will be away from the field and its generating vessel, the vessel will survive, though it will suffer severe damage to its electronics and power systems, and will not be battleworthy until repairs are made.
-Mecha Complement-
- 800 Veritechs
- 400 Destroids
- 300 Auxilliary Vehicles
Tristar class capitol ship
PIC: http://www.artemisgames.com/robotec...Tristar_s21.jpg
Ship's complement:
Tristar class
Ships' crew (1600 men),
Mecha Pilots/Techs (1400 men),
Dimensions:
Length: 1024.6 m (Tristar)
Height: 420.1 m
Width: 405.6 m (72.6 m over main body)
Mass : 10,240,820 metric tons, operational (Tristar typical)
Fuel Mass: 956,300 metric tons, maximum (typical).
-Propulsion Systems-
Main power system: RRG Mk.12 protoculture-fueled Reflex furnace. The powerplant of the Tristar-class vessel can deliver up to 526 Terawatts of power, and can operate for sixty-seven minutes at maximum power before overheat initiates autoshutdown.
Maneuvering thrusters (24): Fusion-plasma reaction thruster clusters with steerable nozzles. Four are located in the bottom, four each on the sides of the nose, four on each sponson and four on top of the vessel.
Reaction-mass thrusters (4): Westinghouse RT-82 fusion-plasma reaction thrusters with protoculture energizer mounted in a diamond configuration in the rear of the main hull.
Emergency thrusters (4): SNECMA BCET-6T fusion-plasma reaction thrusters with protoculture energizer paired in a vertical arrangement outside of the side main reaction thrusters.
Anti-gravity system (1): Three RRG Titan anti-gravity pods.
Space Fold RRG Mk.3 spacefold. This system generates a fold-bubble (of limited dimensions) rather than a conformal fold.
Planetary capabilities: The Tristar-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. The ship will float in an ocean, but many of the ingress and excess hatches will be blocked by the ocean, greatly hampering access to the ship.
-Weapon Systems-
Oto-Melara RT-60 double barreled rail gun (2): This weapon is a close range, heavy but slow firing weapon. It can fire a 1.69 kg heavy projectile at speeds of around 60 kps and at a rate of 12 rounds per minute. Each round will impact relatively stationary targets with a kinetic energy of 3040MJ. However, due to the nature of the weapon, its effective range is less than 400 km. Two types of projectile are available: The Kinetic Core Penetrating (KCP) round which will impact and penetrate until its energy is spent and the Kinetic Penetrating Incendiary round, which vaporizes into a directed plasma jet after breaching the outer armor of a target. The RT-60 turrets are mounted directly in front of the command tower, one behind the particle beam cannons, the other directly in front of them.
PB-45 particle beam system (1): This twin cannon, with an effective range of 300,000 km, is designed to suppress other large spacecraft. It can deliver 4500 MJ per salvo, each barrel firing once every three seconds in a high intensity pulse or in a long duration beam. This cannon is mounted forward of the PB-25 mounts on the upper hull.
PB-25 particle beam system (2): A faster firing, but less powerful weapon than the PB-45, this cannon has the same effective range of 300,000 km. Each salvo can deliver 2500 MJ, and the mount can recharge every two seconds.Two mounts are installed abeam from each other between the PB-45 system, and the RT-60 turret and bridge tower.
RRG LT-15 Double Laser Turret (6): Installed in a low lying turret, this double barreled weapon has an effective range of 300,000 km, and delivers 1500 MJ of laser energy every two seconds at the highest rate of fire. Two turrets are mounted abeam of the command tower. Two more are mounted on each side of the main hull forward and lower than the centerline of the sponsons, and the last two are mounted on the dorsal main hull.
RRG PB-4 particle turret (10): A fast firing medium caliber particle beam cannon in a low lying round turret. The cannon can fire 400 MJ per second of particle energy as short duration beams or as enclosed particle packets ('disks') with an effective range of 300,000 km. This cannon is not quite capable enough to be effective against larger ships than Re-entry pods, Assault Carriers or Shell-dor carriers. Six mounts are located near the forward terminus of the sponsons; one dorsal, one ventral and one to the side on each beam. The other four are mounted one to each main engine.
RRG RG-2 Point Defense turret (4): The RG-2 mount is designed to deliver heavy firepower on very close targets. A double barreled rail gun with a round sensor between the barrels, the RG-2 is stored inside the hull, but elevates upwards from under movable panels into firing position. The RG-2 fires 0.227 kg KPI rounds at 25 kps, giving the rounds a kinetic impact energy of 71 MJ. Maximum effective range for this system is 20 km against mecha sized targets, maximum rate of fire is 120 rounds per minute.
Four of these cannons are mounted in the hull, near the curvature of the side sponsons.
Oerlikon PD-2 Point Defense turret (4): The PD-2 is a double barreled laser cannon, with an on-mount multi-spectral sensor. Designed for point defense against mecha, missiles and small vessels, the PD-2 delivers 50 MJ of laser energy four times per second. They are mounted around the engines (2) and the forward hull (2), behind movable panels.
SMS-10 Spacelord vertical missile launch system (4). This missile system consists of two rows with five launch tubes for Spacelord missiles. The launcher is fed from two hull magazines containing 120 reload missiles each, each magazine serving the two launchers on one beam. The typical warheads are 150 kT reaction warheads for anti-ship use or a high explosive directed energy warhead. These systems are located in the dorsal and ventral side sponsons.
SRS-2 Skylord launchers (2): A ramp type launch system for Skylord ship-to-ship rockets. The SLBM-sized Skylord is a rocket with a special 3 MT nuclear fusion warhead that accelerates at 10 g throughout its flight and has a delta-v of 8 kps. A conventional warhead can also be mounted. The two double ramps are located in the forward dorsal hull.
SRS-3 Skylord launchers (2): A system almost identical to the SRS-2 described above, save that there are three ramps rather than two.
The triple launchers are located in the side sponsons.
XS-1 Barrier Defense System: An advanced forcefield system which will stop all solids and directed energy weapons. However, excess energy which cannot be shunted from the field into the monopolar heatsinks will be stored in the virtual structure of the field itself. The storage wattage is high but not infinite, and when the barrier overloads the field will discharge the stored energetic particles. This discharge will have the force of a high-yield (>45 MT) fusion bomb. However, as the discharged energetic particles' vectors will be away from the field and its generating vessel, the vessel will survive, though it will suffer severe damage to its electronics and power systems, and will not be battleworthy until repairs are made.
-Mecha Complements-
- 700 Veritechs
Paragon class capitol flagship
Statistics
Length: 5.32 km
Width: 2.52 km
Height: 2.01 km
Weight: (operational) 4,258,275,000 metric tons
Crew complement: 8200 enlisted, 160 officers
-Propulsion Systems-
Main power system: RRG Mk.6 protoculture-fueled Reflex furnace cluster. The powerplant of a the Paragon can nominally deliver up to 87.2 Petawatts of power, and can operate for seventy-five minutes at maximum power before overheat initiates auto-shutdown.
Maneuvering Thrusters (14) : Fusion-Plasma Reaction Thrusters clusters with steerable nozzles. Three are located on each side of the ship, two are located on the ventral sides of the booms, two on the dorsal sides of the booms. Two are located on top of the ship and two are located underneath.
Reaction-mass Thrusters (6) : RRG HPC-2 Fusion-Plasma Reaction Thrusters with protoculture energizer mounted in a vertical row of three in each boom.
Anti-gravity System: 45 RRG Olympic anti-gravity pods.
Space Fold (1) : RRG YS-6 spacefold. This system normally generates a hull-conformal fold, but is capable of spherical folds.
Planetary Capabilities: The Paragon 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. The ship will float in an ocean, and this is the preferred landing in the absence of landing infrastructure.
-Weapon Systems-
Mk. 2 Reflex Railgun: The effects of this weapon against planets are equal to the heat and blast effects of the detonation of a fusion weapon of 3,000 megatons, if fired at full power. If utilized against starships, the largest vessels can be destroyed by the leakage of the beam. A direct hit will vaporize the target vessel. It utilizes reactor output to stream pure protoculture energy at target. Beam expands to 11 km wide. Max effective range: unknown, has reached planets from outside solar system.
Mk. 1 Reflex cannons (2): Belly mounted Relfex cannons. The effects of this weapon against planets are equal to the heat and blast effects of the detonation of a fusion weapon of 265 megatons, if fired at full power. If utilized against starships, the largest vessels can be destroyed by the leakage of the beam. A direct hit will vaporize the target vessel. The weapon can also be set to a wider dispersal. While not nearly as effective as a tight beam against warships, it is capable of clearing a wide area of fighters and other mecha.
Mk.1 particle cannon (Makral Deim 773) (16) : As the Reflex cannon cannot be fired fast enough to be effective against multiple heavy opponents, the main anti-ship weapons are 8 heavy particle cannons. They are built as a large turret with two barrels projecting from the front, but as with the Reflex cannon the beam is generated between the barrels. Eight of these weapons are mounted on the ship: one on the side and on the dorsal of each cannon boom, one on the dorsal of each leg, and one on the forward dorsal and ventral side of the main hull. The power supply to these cannons is a new design, and incorporates an accumulation system that can store sufficient power for 8 full power salvos. The accumulators can replenish at effectively six full power salvos per minute. The beam has an effective range of 300,000 km and a full power discharge of 2.5 terajoules, equivalent to 500 tons of TNT.
Mk.2 plasma cannon (Makral Deim 869) (4) : This weapon is a three barreled plasma beam weapon with half the yield of the larger particle beams, but no less than three times the rate-of-fire.
The Mk.2 particle cannon has an effective range of 300,000 km, a full power discharge of 1.25 terajoules and, while using an accumulation system in its power supply like the Mk.1 cannons, can recharge for 12 full power salvo's per minute due to improvements in beam generation and accumulator efficiency.
The available ammunition consists of KCP Kinetic Core Penetrating (hull penetration rounds), KPI Kinetic Penetrating Incendiary (plasma incendiary rounds) and MKEP Multiple Kinetic Energy Penetrator (flechette cluster rounds), the latter as anti-mecha formation weapons.
This cannon is intended to be used as a possible complement to the heavy beam weapons, and the designers turned it into an area-defense weapon against mecha as well, though it is not as effective as a main gun salvo set on wide dispersal. In addition, this accurate weapon can also be used in pin-point attacks against ground targets, though only with KCP rounds as the KPI and MKEP rounds burn up on atmospheric re-entry.
Mk.3 particle cannon (Makral Mossil 996-3) (32) : Turrets with effectively three standard particle beam cannons each. Two are on each of the ventral hips, one on each of the dorsal legs, dorsal and ventral center body and the upper dorsal shoulders, four are mounted on the shoulders proper and two are mounted forward of the side-mounted large particle beams on the cannon booms. Each barrel can fire 3,000 MJ of particle energy every 5 seconds, or less powerful discharges at a higher rate of fire. The effective range is 300,000 km. This is an improvement on the standard particle turret system, which suffered from no armor protection, as well as from unwanted hit dispersal on a target. The new design features essentially three of the older cannons into one, heavily armored turret. This increases resilience and decreased hit dispersal greatly.
Mk.1 Ballistic missile launcher (24) : The Mk.1 Ballistic missile launcher, fires the Trident F4 rocket.
he F4 is a multi warhead design, carrying 5 warheads of 300 kT yield, and a guidance system suited only for anti-ship engagements.
Mk.88 Defense missile launcher (96) : A retractable 'pepperbox' launcher based on the naval MLB-10 system, but refitted for vacuum launches. The launcher is mainly for defensive purposes.
Each launcher has 10 missiles in the launch box and another 110 rounds in the magazine, for a total of no fewer than 5,760 missiles carried. The most common missile is the Hughes Warhawk missile, complemented by the General Dynamics/Euromissile/BAe Spacehawk. Both missiles are procured with conventional as well as nuclear warheads.
RRG-SP missile launcher (4) : A sextuple missile launch box for the same missiles as the Mk.88 fires. This is a field invention and refit using the turret of the destroyed Mk.2 particle cannon turret, each vertical pair of launch boxes firing though one of the gun ports. The turret is retrofitted to store 120 Spacehawk missiles.
-Electronics Systems-
XS-2 Barrier Defense System: An advanced forcefield system which covers the full four pi steradians around the ship with a yellow-greenish forcefield (or if desired, only part of the ship). This field will stop all solids and directed energy weapons. However, excess energy which cannot be shunted from the field into the monopolar heatsinks will be stored in the virtual structure of the field itself. The storage wattage is high but not infinite, and when the barrier overloads the field will discharge the stored energetic particles. This discharge will have the force of a high-yield (>45 MT) fusion bomb. However, as the discharged energetic particles' vectors will be away from the field and its generating vessel, the vessel will survive, though it will suffer severe damage to its electronics and power systems, and will not be battleworthy until repairs are made.
-Mech Complement-
-1 cruiser/smaller ship or
-15,000 mecha units and
-250,000 infantry units
Patton class capitol flagship
PIC: http://www.artemisgames.com/robotech/images/sdf-1a.jpg
-Dimensions-
Length: 1570m over all
Height: 372m
Width : over all 524m
Mass : 18,500,000 metric tons, operational (typical)
Fuel Mass : 2,350,000 metric tons, maximum (typical)
-Ship's Complement-
Ships' crew (6,000 men),
Mech pilots/techs (1,500 men),
Troops and additional personnel (12,500 men)
-Propulsion Systems-
Main power system: RRG Mk.1 protoculture-fueled Reflex furnace cluster. The powerplant of a Patton-class vessel can nominally deliver up to 43.2 Petawatts of power, and can operate for seventy-five minutes at maximum power before overheat initiates auto-shutdown.
Maneuvering Thrusters (14) : Fusion-Plasma Reaction Thrusters clusters with steerable nozzles. Three are located on each side of the ship, two are located on the ventral leg, two on the dorsal leg, two on the dorsal cannon booms and two on the ventral cannon booms.
Reaction-mass Thrusters (6) : RRG HPC-2 Fusion-Plasma Reaction Thrusters with protoculture energizer mounted in a vertical row of three in each aft leg.
Secondary thrusters (24) :
8 RRG VFR-2 Fusion-Plasma Reaction Thrusters with protoculture energizer mounted in two clusters of four underneath the 'shoulders'.
9 RRG VFR-3 Fusion-Plasma Reaction Thrusters with protoculture energizer mounted on the ventral central body in a cluster of 3x3 engines, forward of the VFR-2 thrusters.
7 RRG VFR-4 Fusion-Plasma Reaction Thrusters with protoculture energizer mounted on the ventral central body, in a cluster of two side rows of two and one central row of three aft of the VFR-2 thrusters.
Anti-gravity System: 15 RRG Olympic anti-gravity pods.
Space Fold (1) : RRG YS-2 spacefold. This system normally generates a hull-conformal fold, but is capable of spherical folds.
Planetary Capabilities: The Patton-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. The ship will float in an ocean, and this is the preferred landing in the absence of landing infrastructure.
-Weapon Systems-
Mk.1 Reflex cannon (Makral Ever 248) (1) : This weapon forms the forward part of the ship. The two forward booms slide and rotate to the side, and a particle beam generation then takes place between the two booms. This weapon is the most modern, smallest and most powerful of the larger Reflex cannon.
The effects of this weapon against planets are equal to the heat and blast effects of the detonation of a fusion weapon of 265 megatons, if fired at full power.
If utilized against starships, the largest vessels can be destroyed by the leakage of the beam. A direct hit will vaporize the target vessel. The weapon can also be set to a wider dispersal. While not nearly as effective as a tight beam against warships, it is capable of clearing a wide area of fighters and other mecha.
Mk.1 particle cannon (Makral Deim 773) (8) : As the Reflex cannon cannot be fired fast enough to be effective against multiple heavy opponents, the main anti-ship weapons are 8 heavy particle cannons. They are built as a large turret with two barrels projecting from the front, but as with the Reflex cannon the beam is generated between the barrels. Eight of these weapons are mounted on the ship: one on the side and on the dorsal of each cannon boom, one on the dorsal of each leg, and one on the forward dorsal and ventral side of the main hull. The power supply to these cannons is a new design, and incorporates an accumulation system that can store sufficient power for 8 full power salvos. The accumulators can replenish at effectively six full power salvos per minute. The beam has an effective range of 300,000 km and a full power discharge of 2.5 terajoules, equivalent to 500 tons of TNT.
Mk.2 plasma cannon (Makral Deim 869) (1) : This weapon is a three barreled plasma beam weapon with half the yield of the larger particle beams, but no less than three times the rate-of-fire.
The Mk.2 particle cannon has an effective range of 300,000 km, a full power discharge of 1.25 terajoules and, while using an accumulation system in its power supply like the Mk.1 cannons, can recharge for 12 full power salvo's per minute due to improvements in beam generation and accumulator efficiency.
The available ammunition consists of KCP Kinetic Core Penetrating (hull penetration rounds), KPI Kinetic Penetrating Incendiary (plasma incendiary rounds) and MKEP Multiple Kinetic Energy Penetrator (flechette cluster rounds), the latter as anti-mecha formation weapons.
This cannon is intended to be used as a possible complement to the heavy beam weapons, and the designers turned it into an area-defense weapon against mecha as well, though it is not as effective as a main gun salvo set on wide dispersal. In addition, this accurate weapon can also be used in pin-point attacks against ground targets, though only with KCP rounds as the KPI and MKEP rounds burn up on atmospheric re-entry.
Mk.3 particle cannon (Makral Mossil 996-3) (16) : Turrets with effectively three standard particle beam cannons each. Two are on each of the ventral hips, one on each of the dorsal legs, dorsal and ventral center body and the upper dorsal shoulders, four are mounted on the shoulders proper and two are mounted forward of the side-mounted large particle beams on the cannon booms. Each barrel can fire 3,000 MJ of particle energy every 5 seconds, or less powerful discharges at a higher rate of fire. The effective range is 300,000 km. This is an improvement on the standard particle turret system, which suffered from no armor protection, as well as from unwanted hit dispersal on a target. The new design features essentially three of the older cannons into one, heavily armored turret. This increases resilience and decreased hit dispersal greatly.
Mk.1 Ballistic missile launcher (12) : The Mk.1 Ballistic missile launcher, fires the Trident F4 rocket.
he F4 is a multi warhead design, carrying 5 warheads of 300 kT yield, and a guidance system suited only for anti-ship engagements.
Mk.88 Defense missile launcher (48) : A retractable 'pepperbox' launcher based on the naval MLB-10 system, but refitted for vacuum launches. The launcher is mainly for defensive purposes.
Each launcher has 10 missiles in the launch box and another 110 rounds in the magazine, for a total of no fewer than 5,760 missiles carried. The most common missile is the Hughes Warhawk missile, complemented by the General Dynamics/Euromissile/BAe Spacehawk. Both missiles are procured with conventional as well as nuclear warheads.
RRG-SP missile launcher (1) : A sextuple missile launch box for the same missiles as the Mk.88 fires. This is a field invention and refit using the turret of the destroyed Mk.2 particle cannon turret, each vertical pair of launch boxes firing though one of the gun ports. The turret is retrofitted to store 120 Spacehawk missiles.
-Electronics Systems-
XS-1 Barrier Defense System: An advanced forcefield system which covers the full four pi steradians around the ship with a yellow-greenish forcefield (or if desired, only part of the ship). This field will stop all solids and directed energy weapons. However, excess energy which cannot be shunted from the field into the monopolar heatsinks will be stored in the virtual structure of the field itself. The storage wattage is high but not infinite, and when the barrier overloads the field will discharge the stored energetic particles. This discharge will have the force of a high-yield (>45 MT) fusion bomb. However, as the discharged energetic particles' vectors will be away from the field and its generating vessel, the vessel will survive, though it will suffer severe damage to its electronics and power systems, and will not be battleworthy until repairs are made.
-Mecha Complement-
- 800 Veritechs
- 400 Destroids
- 300 Auxilliary Vehicles
Tristar class capitol ship
PIC: http://www.artemisgames.com/robotec...Tristar_s21.jpg
Ship's complement:
Tristar class
Ships' crew (1600 men),
Mecha Pilots/Techs (1400 men),
Dimensions:
Length: 1024.6 m (Tristar)
Height: 420.1 m
Width: 405.6 m (72.6 m over main body)
Mass : 10,240,820 metric tons, operational (Tristar typical)
Fuel Mass: 956,300 metric tons, maximum (typical).
-Propulsion Systems-
Main power system: RRG Mk.12 protoculture-fueled Reflex furnace. The powerplant of the Tristar-class vessel can deliver up to 526 Terawatts of power, and can operate for sixty-seven minutes at maximum power before overheat initiates autoshutdown.
Maneuvering thrusters (24): Fusion-plasma reaction thruster clusters with steerable nozzles. Four are located in the bottom, four each on the sides of the nose, four on each sponson and four on top of the vessel.
Reaction-mass thrusters (4): Westinghouse RT-82 fusion-plasma reaction thrusters with protoculture energizer mounted in a diamond configuration in the rear of the main hull.
Emergency thrusters (4): SNECMA BCET-6T fusion-plasma reaction thrusters with protoculture energizer paired in a vertical arrangement outside of the side main reaction thrusters.
Anti-gravity system (1): Three RRG Titan anti-gravity pods.
Space Fold RRG Mk.3 spacefold. This system generates a fold-bubble (of limited dimensions) rather than a conformal fold.
Planetary capabilities: The Tristar-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. The ship will float in an ocean, but many of the ingress and excess hatches will be blocked by the ocean, greatly hampering access to the ship.
-Weapon Systems-
Oto-Melara RT-60 double barreled rail gun (2): This weapon is a close range, heavy but slow firing weapon. It can fire a 1.69 kg heavy projectile at speeds of around 60 kps and at a rate of 12 rounds per minute. Each round will impact relatively stationary targets with a kinetic energy of 3040MJ. However, due to the nature of the weapon, its effective range is less than 400 km. Two types of projectile are available: The Kinetic Core Penetrating (KCP) round which will impact and penetrate until its energy is spent and the Kinetic Penetrating Incendiary round, which vaporizes into a directed plasma jet after breaching the outer armor of a target. The RT-60 turrets are mounted directly in front of the command tower, one behind the particle beam cannons, the other directly in front of them.
PB-45 particle beam system (1): This twin cannon, with an effective range of 300,000 km, is designed to suppress other large spacecraft. It can deliver 4500 MJ per salvo, each barrel firing once every three seconds in a high intensity pulse or in a long duration beam. This cannon is mounted forward of the PB-25 mounts on the upper hull.
PB-25 particle beam system (2): A faster firing, but less powerful weapon than the PB-45, this cannon has the same effective range of 300,000 km. Each salvo can deliver 2500 MJ, and the mount can recharge every two seconds.Two mounts are installed abeam from each other between the PB-45 system, and the RT-60 turret and bridge tower.
RRG LT-15 Double Laser Turret (6): Installed in a low lying turret, this double barreled weapon has an effective range of 300,000 km, and delivers 1500 MJ of laser energy every two seconds at the highest rate of fire. Two turrets are mounted abeam of the command tower. Two more are mounted on each side of the main hull forward and lower than the centerline of the sponsons, and the last two are mounted on the dorsal main hull.
RRG PB-4 particle turret (10): A fast firing medium caliber particle beam cannon in a low lying round turret. The cannon can fire 400 MJ per second of particle energy as short duration beams or as enclosed particle packets ('disks') with an effective range of 300,000 km. This cannon is not quite capable enough to be effective against larger ships than Re-entry pods, Assault Carriers or Shell-dor carriers. Six mounts are located near the forward terminus of the sponsons; one dorsal, one ventral and one to the side on each beam. The other four are mounted one to each main engine.
RRG RG-2 Point Defense turret (4): The RG-2 mount is designed to deliver heavy firepower on very close targets. A double barreled rail gun with a round sensor between the barrels, the RG-2 is stored inside the hull, but elevates upwards from under movable panels into firing position. The RG-2 fires 0.227 kg KPI rounds at 25 kps, giving the rounds a kinetic impact energy of 71 MJ. Maximum effective range for this system is 20 km against mecha sized targets, maximum rate of fire is 120 rounds per minute.
Four of these cannons are mounted in the hull, near the curvature of the side sponsons.
Oerlikon PD-2 Point Defense turret (4): The PD-2 is a double barreled laser cannon, with an on-mount multi-spectral sensor. Designed for point defense against mecha, missiles and small vessels, the PD-2 delivers 50 MJ of laser energy four times per second. They are mounted around the engines (2) and the forward hull (2), behind movable panels.
SMS-10 Spacelord vertical missile launch system (4). This missile system consists of two rows with five launch tubes for Spacelord missiles. The launcher is fed from two hull magazines containing 120 reload missiles each, each magazine serving the two launchers on one beam. The typical warheads are 150 kT reaction warheads for anti-ship use or a high explosive directed energy warhead. These systems are located in the dorsal and ventral side sponsons.
SRS-2 Skylord launchers (2): A ramp type launch system for Skylord ship-to-ship rockets. The SLBM-sized Skylord is a rocket with a special 3 MT nuclear fusion warhead that accelerates at 10 g throughout its flight and has a delta-v of 8 kps. A conventional warhead can also be mounted. The two double ramps are located in the forward dorsal hull.
SRS-3 Skylord launchers (2): A system almost identical to the SRS-2 described above, save that there are three ramps rather than two.
The triple launchers are located in the side sponsons.
XS-1 Barrier Defense System: An advanced forcefield system which will stop all solids and directed energy weapons. However, excess energy which cannot be shunted from the field into the monopolar heatsinks will be stored in the virtual structure of the field itself. The storage wattage is high but not infinite, and when the barrier overloads the field will discharge the stored energetic particles. This discharge will have the force of a high-yield (>45 MT) fusion bomb. However, as the discharged energetic particles' vectors will be away from the field and its generating vessel, the vessel will survive, though it will suffer severe damage to its electronics and power systems, and will not be battleworthy until repairs are made.
-Mecha Complements-
- 700 Veritechs