NationStates Jolt Archive


Vietnamexico and Zactarn Prime Unveil New Spaceships

Vietnamexico
01-08-2005, 20:55
http://frm220.free.fr/images/Images_diverses/Starship%20tcs-709-41.jpg

Vehicle Class: Megaroad-class Colony Ships
Type: Multi-generation Long-range Colony Vessel
Government: Vietnamexico/ Zactarn Prime
Manufacturer: Viet Bong Industries
Crew:
Command Tower: 110
Ship Crew: 5,830
VF Pilots: 324 + 192 reserve
Troops: 1,240
Civilian Colonists: 80,000
Notable Ships of Class:

SDF-2 Megaroad-01 (launched 2012, disappeared near center of galaxy in 2016. Fate unknown.)
Megaroad-13 (launched 2020, discovered and colonized planet Varuta in 2025. Crew and colonists taken over by Protodeviln in 2043, ship scrapped by Varuta empire shortly afterwards.)
MDC BY LOCATION:

(1) Forward 2/3 of Ship (Colony) 60,000
(2) Rear 1/3 or Ship (Command Section, Main Engines) 175,000
Left Wing (Crew Quarters, Landing Bays) 100,000
Right Wing (Crew Quarters, Landing Bays) 100,000
Main Laser Cannons (2, front) 2,000 each
(3) Command Tower 10,000
(3) Sensor Array (Top of Command Tower) 1,000
(4) Main Thrusters (4) 20,000 each
(4) Secondary Thrusters (4) 2,500 each
Guidance Thrusters (30) 300 each
Airlocks/Access Hatches (150) 200 each
Semi-transparent outer hull per 40ft area (forward 2/3) 100
Armored outer hull per 40ft area (rear 1/3, wings) 250
Interior walls (per 20ft area) 20
(5) Pin Point Barriers (8) 5,000 each

NOTES:

Depleting the MDC of the front 2/3 section of the Megaroad ship will essentially destroy the city-colony contained within the ship. (2D4x10) percent of the colonists inside the city will be killed instantly due to explosive decompression, and all internal structures and facilities will be destroyed. The ship can still function and is maneuverable (for what it's worth) but its use as a colony ship will be lost. If the forward section is destroyed the main laser cannons will also be rendered inoperable.
Depleting the MDC of the rear 1/3 section of the Megaroad ship will destroy the ship, due to loss of the power systems and main engines. All internal systems will shut down, including life support and internal gravity. The Megaroad itself will be unsalvageable, and any surviving colonists must be rescued quickly or they will die as the heat and atmosphere of the city-colony drains into space.
Destroying the command tower will instantly kill the command staff and deprive the ship of all forms of long range communications, radar and targeting. The range and targeting capabilities of the secondary systems are equal to that of a VF-4 Lightning III. The ship can still operate, but is at -3 on initiative, -3 to strike, and number of attacks per melee of the weapon systems are reduced by half. Destroying the main sensory array on top of the command tower will have the same effect, but the command staff will not be killed instantly.
Depleting the MDC of the main engines will force the ship to rely on its secondary engines. Depleting the MDC of the main engines AND secondary engines will leave the ship adrift in space. In an atmosphere, the Megaroad will still be able to land using antigravity engines (provide the rear 1/3 of the spacecraft is intact) but will not be able to take off again.
The Pinpoint Barriers regenerate at a rate of 1,250 MD per second (2,500 MD per melee round). If destroyed, a barrier will completely regenerate within four seconds (2 melee rounds). See the Pinpoint Barrier System entry for details.
SPEEDS:
Speed(sublight): 0.16 speed of light (25,600 miles per second)
Speed(Auxiliary Drives): Mach 2.5
Space Fold: Range Unlimited (1 light year every 6 minutes)
Planet bound:
Can land and take off if necessary but not designed to maneuver in an atmosphere for extended periods of time.
Maximum Range: Unlimited (estimated 30 year life span)
STATISTICAL DATA:
Length: 17,160 ft (5,200 m)
Length (command tower only): 792 ft (240 m)
Weight: 285,000,000 tons (empty) / 351,000,000 tons (standard)

Fold System:
ORTEC Heavy Duty Fold System Cluster
Sublight Drive:
ORTEC/Rolls Royce/Shinnakasu Impulse Drive Cluster
Gravity Control System: Internal
Auxiliary Engine:
ORTEC Rocket Motor Cluster
Radar System: Stealth Aegis Pod


WEAPON SYSTEMS:
HEAVY LASER CANNONS (2): Although not intended to engage directly in ship-to-ship combat, Megaroad-class vessels carry two heavy lasers on the front of the hull that can do impressive damage if necessary. These cannons are modelled after the main laser cannons used on most Zentraedi warships. The cannons are fixed forward and can only fire at targets directly in front of the ship.

PRIMARY PURPOSE: Defense
SECONDARY PURPOSE: Anti-Warship
RANGE: 5,000 miles (8,040 km) in an atmosphere. Double in space.
DAMAGE: 1D6x1000 M.D.
RATE OF FIRE: Each cannon can fire once every other round.
PAYLOAD: Unlimited.

RETRACTABLE LASER TURRETS (126): The Megaroad colony ships have retractable laser turrets mounted at various strategic places along the hull. These short-range lasers are intended primarily for anti-aircraft and anti-mecha defense, but can do moderate damage against enemy spacecraft if they get too close. When not in use gun turrets are concealed within the hull underneath a sliding hatch. At most 21 lasers can be brought to bear on a single target.

PRIMARY PURPOSE: Defense
SECONDARY PURPOSE: Anti-Aircraft
RANGE: 30 miles (48.2 km) in an atmosphere. Double in space.
DAMAGE: 1D6x20 M.D. each. Several lasers can be directed to fire in volleys of 3 or more. A volley of 3 beams does 3D6x20 M.D., a volley of 6 beams does 6D6x20 M.D., and so on. A full volley of 21 beams aimed at a single target does 4D6x100 M.D. (!) if it hits.
RATE OF FIRE: Each laser can fire once per melee, and can be combined in any volley combination of 3 or more lasers, up to 21 lasers. Volleys can be directed at different targets.
PAYLOAD: Unlimited.

HEAVY MISSILE LAUNCHERS (12): Megaroad-class vessels contain twelve missile launcher tubes for launching ICBM-like missiles during combat. Resembling torpedo launchers, six are mounted on each wing of the ship recessed into the hull and fire forward only. Like the heavy laser cannons, the missile launchers are intended to be used in defense against enemy warships.

PRIMARY PURPOSE: Defense
SECONDARY PURPOSE: Anti-Warship
RANGE: 3,000 miles (4,824 km)
SPEED: Mach 2+ (1340 mph/2140 kmph) in an atmosphere.
DAMAGE: 4D6x1000 M.D.
BLAST RADIUS: 3,000 feet (915 m)
RATE OF FIRE: Each launcher tube holds one missile and must be reloaded after firing. Reloading a launcher tube takes 1 minute (4 melee rounds). If loaded, all 12 tubes can fire at once for a volley of 12 nuclear missiles (!).
PAYLOAD: Megaroad ships carries 60 missiles in storage that can be readied for firing in about 30 minutes. Additional missiles can be carried if deemed necessary, however.
NOTE: These missiles CANNOT be used by variable fighters. Each missile is approximately the same size as a VF-11 Thunderbolt. Variable fighters that require nuclear ordinance usually carry RMS-1 Anti-Warship long range missiles.

PINPOINT BARRIER DEFENSE SYSTEM: Originally developed by researchers onboard the SDF-01 Macross during Space War One, the Pinpoint Barrier System became a standard defense system on board all UN Spacy starships, starting with the Megaroad colony ships. The system generates four small disc-shaped force fields that can be positioned anywhere along the ship to deflect missiles, energy beams or projectiles. Each pinpoint barrier is about 200 ft (61 m) in length and can absorb up to 5,000 MD in damage, which then regenerates within four seconds (2 melee rounds). The barriers can also be layered on top of each other to generate a field which provides 20,000 MDC and can even deflect heavy particle beams (usually).
The Megaroad vessels carry two PPB systems as opposed to a single system on most UN Spacy vessels. If one group of four is disabled or destroyed (e.g. by deflecting a heavy particle beam) the other will continue to function.

The barriers are controlled by operators in the command tower of the ship. These operators are instructed to defend (1) the command tower, bridge, and sensor array, (2) any breaks or weaknesses in the front 2/3 of the ship around the city-colony, (3) main engines, and (4) hangar bays and weapon systems, in that order. The operators primarily concentrate on defending the ship against larger spacecraft and leave defense against mecha attacking the carrier to the VF pilots and laser turrets.


PRIMARY PURPOSE: Defense (the pinpoint barrier system cannot be used as a weapon)
RANGE: Up to 300 feet (91.5 m) from the surface of the vessel.
DAMAGE CAPACITY: Can sustain up to 5,000 MD per round. Regenerates at a rate of 2,500 MD per melee round.
RADIUS: 200 ft (61 m)
DEFENSIVE MOVEMENT: Can move from one end of the carrier to the other in less than a single round. Trained operators can attempt to block attacks up to 8 times per melee (counts as a parry) and are at +7 to block. Untrained characters can parry up to their number of hand-to-hand attacks with their normal parry bonuses only.
PAYLOAD: Nearly inexhaustible. Will work as long as system is functional (see below) and engines are intact. If main engines are destroyed, the barrier will loose power and not function.
NOTE: If all four barriers are grouped in a single spot they can deflect a heavy particle beam attack, such as the one generated by the Macross Cannon, Zentraedi/Varuta command warships, and some Protodeviln. However, the beam will completely destroy all four barriers and put incredible strain on the pinpoint barrier system, to the point where it may short out. After deflecting an energy beam, roll percentile dice on the table below to determine additional effects/damage.
01-15: Lucked out, system will be operational in 1D6 hours.
16-30: Minor damage, system will require 4D6 hours to repair.
31-45: Major damage, system will require 2D6x10 hours to repair (yes, DAYS of work).
46-60: Completely destroyed! System can be rebuilt, but will require new parts and 2D6 DAYS of work to replace.
61-75: Major damage, system will require 2D6x10 hours to repair.
76-90: Minor damage, system will require 4D6 hours to repair.
91-95: Lucked out, system will be operational in 1D6 hours.
96-00: It's a miracle! Trivial damage only, system will be operational again in only 4D6 melee rounds!


SYSTEMS OF NOTE:
ANTIGRAVITY PROPULSION SYSTEM: The Megaroad colony vessels are equipped with an anti-gravity propulsion system used for planetary landings and liftoffs. The system is good for vertical ascent/descent only and can lift the ship at speeds of up to 1,320 feet (400 m) per minute. The system will function so long as the main energy system (in the rear 1/3 of the ship) can supply energy to it.
HIGHWAYS AND PUBLIC TRANSPORTATION: The city-colony inside the Megaroad has an extensive series of roadways for quick transportation of supplies and troops throughout the area. The city also has an extensive public transportation system of buses and subway lines to help citizens get around. Usually only colony officials, maintenance/transport staff, and military personnel are allowed to own vehicles.
HOLOGRAPHIC PROJECTION SYSTEM: The semi-transparent windows surrounding the city-colony contain a sophisticated holographic projection system which is used to generate images of terran skies over the windows. These images help to calm colonists and make them feel like they are living in a city on Earth and not on a ship voyaging through space. The holographic system is often used to divide time on the vessel into day and night segments. During the day the holographic system blocks the outside view and projects artificial sunlight over the city, and at night the system is turned off to provide an uninhibited view of the passing stars.
HYDROPONIC FOOD GARDENS: The lower decks of the Megaroad vessels contain an extensive hydroponics facility for growing food to feed the colonists and crew. The techniques used to grow food onboard the colony are so effective that they can feed the 80,000 colonists and 7,696 troops onboard the Megaroad on an ongoing basis, making the colony self-sufficient.
HYPERSPACE COMMUNICATIONS: Based on the same technology as the space fold system, the hyperspace communications relay allows faster-than-light communication between the New Macross ships and other vessels or planetary bases. Hyperspace communications are still not instantaneous, however. Audio/video communication travels through hyperspace at a rate of about 5 seconds per light year, so messages communicated over vast distances can still take days, weeks, or months to arrive.
LIFE SUPPORT SYSTEMS: The Megaroad vessels have sufficient life support to provide breathable air and comfortable temperatures for up to 90,000 people for up to 30 years (air is recycled). In an emergency the life support system can support up to 120,000 people at one time, though living conditions onboard will get extremely cramped at that point. The colony also has enough water onboard to support the population for up to 15 years (with recycling). Food can also be supplied indefinitely to the crew provided that the hydroponic gardens onboard remain intact (see above). If these gardens fail for whatever reason the Megaroad has enough emergency rations onboard for approximately 2 weeks.
LONG-RANGE LASER/SATELLITE RELAY COMMUNICATIONS: The impressive communications array of the Megaroad command tower can communicate with up to 1,000 craft simultaneously at ranges of up to 900 miles (1,440 km). This range can be boosted indefinitely by using satellites or other spacecraft as to relay communications.
LONG-RANGE RADAR: The radar array of the command tower is equally as impressive as the communication system, and can track and identify up to 2,000 craft simultaneously. The radar system has a 1,000 mile/1,600 km range.
SPACE FOLD SYSTEM: For FTL propulsion, the Megaroad is equipped with an ORTEC Heavy Duty Fold System Cluster, capable of propelling the colony ship through hyperspace at speeds up to 9.83x10^9 mps (1.57x10^10 kmps), or 1 light year per 10 minutes. The range of the fold drive is theoretically unlimited except by the life expectancy of the spacecraft.
SUBLIGHT ENGINES: As a backup to the Fold System, the battle carrier is equipped with ORTEC/Rolls Royce/Shinnakasu Impulse Drive Cluster engines that can propel the craft at speeds up to 0.16 speed of light (25,600 miles per second) in space. Note that these engines are mainly intended for rapid movement inside a planetary system and are not suited for long voyages between star systems. In a planetary atmosphere the carrier is limited to speeds of Mach 2.5 maximum due to hull stress.
Vietnamexico
01-08-2005, 21:16
http://www.steelfalcon.com/Macross/Images/uraga.gif

Government: Vietnamexico/Zactarn Prime
Ship Type: Long Distance Variable Fighter Command Carrier
Class: Ark Royal Class
Manufacturer: Viet Bong Industries

Crew: 2,063 total
Command Tower: 62
Main Ship: 1,300
VF Pilots: 350 + 50 reserve
Troops: 250


MDC BY LOCATION:

(1) Main Body 40,000
(2) Command Tower 8,000
(2) Sensor Array (behind Command Tower) 800
(3) Foredeck 12,000
(3) Flight decks (2) 8,000 each

(4) Main engines (2) 8,000 each
(4) Secondary Engines (2) 2,500 each
(4) Small Guidance thrusters (36) 200 each

Main Anti-Warship Missile Launchers (6) 400 each
Medium Range Missile Launchers (12) 200 each
Retractable Laser Turrets (24) 300 each

Small Airlocks/Access Hatches (100) 250 each
Large Airlocks (20) 500 each
Outer Hull (per 40ft area) 120
Interior walls (per 20ft) 20

(5) Pin Point Barriers (4) 5,000 each

NOTES:

Depleting the MDC of the main body will put the Carrier out of commission. All internal systems will shut down, including life support and internal gravity. The ship itself will be an unsalvageable floating wreck.
Destroying the command tower will instantly kill the command staff and deprive the ship of all forms of long range communications, radar and targeting. The range and targeting capabilities of the secondary systems are equal to that of a VF-11 Thunderbolt. The ship can still operate, but is at -3 on initiative, -3 to strike, and number of attacks per melee of the weapon systems are reduced by half. Destroying the main sensory array behind the command tower will have the same effect, but the command staff will not be killed instantly.
Destroying the foredeck or the flight decks will greatly impair the carrier's ability to deploy and recover aircraft. Under normal operations the carrier can launch or recover up to 12 VFs per turn. If the foredeck is destroyed this number drops to 6, and each flight deck destroyed reduces this number by 3. If both the foredeck and the flight decks are destroyed the carrier can only launch or recover one aircraft every other turn.
Depleting the MDC of the main engines will force the ship to rely on its secondary engines. Depleting the MDC of the main engines AND secondary engines will leave the ship adrift in space. If in an atmosphere, the ship will crash (destruction of the main engines will render the antigravity system useless due to loss of power).
The Pinpoint Barriers regenerate at a rate of 1,250 MD per second (2,500 MD per melee round). If destroyed, a barrier will completely regenerate within four seconds (2 melee rounds). See the Pinpoint Barrier System entry for details.
SPEEDS:
Speed(sublight): 0.20 speed of light (32,000 miles per second)
Speed(Auxiliary Drives): Mach 3
Space Fold: Range Unlimited (1 light year every 6 minutes)
Planet bound:
Can land if necessary but not designed to maneuver in an atmosphere.
Maximum Range: Unlimited (estimated 30 year life span)




STATISTICAL DATA:
Length: 4,950 ft (1,500 m)
Length (command tower only): 726 ft (220 m)
Weight: 2,500,000 tons (empty) / 3,100,000 tons (standard)
Fold System:
ORTEC/Shinnakasu/General Galaxy Advanced Fold System Cluster
Sublight Drive:
ORTEC/Centinel Impulse Drive Cluster
Gravity Control System: Internal
Auxiliary Engine:
Shinnakasu/Shinsei Industries/Agar Nuclear Pulse Rocket Motor Cluster
Radar System: Hyperspace Sensor Pod

WEAPON SYSTEMS:
HEAVY MISSILE LAUNCHERS (6): Ark Royal Escort Carriers are not designed for heavy starship-to-starship combat, instead relying on their fighter wings for protection and attack. However if necessary the carriers are armed with six missile launcher tubes for launching ICBM-like missiles at enemy ships. Resembling torpedo launchers, they are mounted on the front of the ship facing forward. The launchers contain long-range nuclear missiles and are usually used only during assaults and heavy combat.

PRIMARY PURPOSE: Heavy Assault
SECONDARY PURPOSE: Anti-Warship
RANGE: 3,000 miles (4824 km)
SPEED: Mach 2+ (1340 mph/2140 kmph) in an atmosphere.
DAMAGE: 4D6x1000 M.D.
BLAST RADIUS: 3,000 feet (915 m)
RATE OF FIRE: Each launcher tube holds one missile and must be reloaded after firing. Reloading a launcher tube takes 1 minute (4 melee rounds). If loaded, all 6 tubes can fire at once for a volley of 6 nuclear missiles (!).
PAYLOAD: A typical battle carrier carries 30 missiles in storage that can be readied for firing in about 30 minutes. Additional missiles can be carried if deemed necessary, however.
NOTE: These missiles CANNOT be used by variable fighters. Each missile is approximately the same size as a VF-11 Thunderbolt. Variable fighters that require nuclear ordinance usually carry RMS-1 Anti-Warship long range missiles.

MEDIUM MISSILE LAUNCHERS (12): In addition to the heavy missile launchers, the escort carriers are armed with twelve medium missile launchers which are primarily intended for anti-aircraft defense. Each launcher contains 8 missile tubes allowing volleys of up to 8 missiles to be fired at a single target per launcher. Once depleted, the missile launchers are reloaded by an automated loading system that takes 15 seconds (one melee round) to reload all 8 missiles. Armor-piercing smart missiles are usually used to avoid chances of friendly fighters being shot down by the missiles.

PRIMARY PURPOSE: Anti-Aircraft
SECONDARY PURPOSE: Anti-Warship
MISSILE TYPES: Any type of UN Spacy Medium Range Missile can be used. Smart missiles are commonly used to avoid hitting friendly aircraft.
RANGE: Varies, typically 60 miles (80.4 km).
SPEED: Varies, typically 1600mph (2571kmph).
DAMAGE: Varies, typically 2D4x10 M.D.
BLAST RADIUS: Varies, typically 15 feet.
RATE OF FIRE: Volleys of 2, 4, 6, or 8 missiles per launcher.
PAYLOAD: Each launcher holds 8 missiles. Once the missiles are expended the launcher is reloaded within 1 round via an automated system. The reload system holds 40 missiles per launcher.

RETRACTABLE LASER TURRETS (24): As a final line of defense the escort carrier is armed with 24 automated laser turrets that retract into the ship's hull when not in use. These short-range lasers are intended primarily for anti-aircraft and anti-missile defense, but can do moderate damage against smaller enemy spacecraft if they get too close. The lasers are located at key points along the spacecraft's hull. At most 4 lasers can be directed against a single target at any time.

PRIMARY PURPOSE: Anti-Missile
SECONDARY PURPOSE: Anti-Aircraft
RANGE: 30 miles (48.2 km) in an atmosphere. Double in space.
DAMAGE: 1D6x20 M.D. per shot
RATE OF FIRE: Equal to the controller's number of hand-to-hand attacks. If set on automatic each laser turret can fire up to 4 shots per round.
PAYLOAD: Unlimited.
NOTE: The lasers can be set on automatic during combat, during which time they have a +3 to strike due to their advanced tracking systems. The lasers tracking systems will target incoming missiles first and attacking mecha/aircraft second.

PINPOINT BARRIER DEFENSE SYSTEM: Originally developed by researchers onboard the SDF-01 Macross during Space War One, the Pinpoint Barrier System is a standard defense system on board all UN Spacy starships, including the Ark Royal escort carriers. The system generates four small disc-shaped force fields that can be positioned anywhere along the ship to deflect missiles, energy beams or projectiles. Each pinpoint barrier is about 200 ft (61 m) in length and can absorb up to 5,000 MD in damage, which then regenerates within four seconds (2 melee rounds). The barriers can also be layered on top of each other to generate a field which provides 20,000 MDC and can even deflect heavy particle beams (usually).
The four barriers are controlled by operators in the command tower of the carrier. These operators are instructed to defend (1) the command tower, bridge, and sensor array, (2) main engines, (3) hangar bays, and (4) weapon systems, in that order. The operators primarily concentrate on defending the ship against larger spacecraft and leave defense against mecha attacking the carrier to the VF pilots.


PRIMARY PURPOSE: Defense (the pinpoint barrier system cannot be used as a weapon)
RANGE: Up to 300 feet (91.5 m) from the surface of the vessel.
DAMAGE CAPACITY: Can sustain up to 5,000 MD per round. Regenerates at a rate of 2,500 MD per melee round.
RADIUS: 200 ft (61 m)
DEFENSIVE MOVEMENT: Can move from one end of the carrier to the other in less than a single round. Trained operators can attempt to block attacks up to 8 times per melee (counts as a parry) and are at +7 to block. Untrained characters can parry up to their number of hand-to-hand attacks with their normal parry bonuses only.
PAYLOAD: Nearly inexhaustible. Will work as long as system is functional (see below) and engines are intact. If main engines are destroyed, the barrier will loose power and not function.
NOTE: If all four barriers are grouped in a single spot they can deflect a heavy particle beam attack, such as the one generated by the Macross Cannon, Zentraedi/Varuta command warships, and some Protodeviln. However, the beam will completely destroy all four barriers and put incredible strain on the pinpoint barrier system, to the point where it may short out. After deflecting an energy beam, roll percentile dice on the table below to determine additional effects/damage.
01-15: Lucked out, system will be operational in 1D6 hours.
16-30: Minor damage, system will require 4D6 hours to repair.
31-45: Major damage, system will require 2D6x10 hours to repair (yes, DAYS of work).
46-60: Completely destroyed! System can be rebuilt, but will require new parts and 2D6 DAYS of work to replace.
61-75: Major damage, system will require 2D6x10 hours to repair.
76-90: Minor damage, system will require 4D6 hours to repair.
91-95: Lucked out, system will be operational in 1D6 hours.
96-00: It's a miracle! Trivial damage only, system will be operational again in only 4D6 melee rounds!




SYSTEMS OF NOTE:
ANTIGRAVITY PROPULSION SYSTEM: The Ark Royal escort carriers are equipped with an anti-gravity propulsion system used for planetary landings and liftoffs. The system is good for vertical ascent/descent only and can lift the ship at speeds of up to 1,320 feet (400 m) per minute. The system will function so long as the main engines can supply energy to it.
HYPERSPACE COMMUNICATIONS: Based on the same technology as the space fold system, the hyperspace communications relay allows faster-than-light communication between the New Macross ships and other vessels or planetary bases. Hyperspace communications are still not instantaneous, however. Audio/video communication travels through hyperspace at a rate of about 5 seconds per light year, so messages communicated over vast distances can still take days, weeks, or months to arrive.
LIFE SUPPORT SYSTEMS: The escort carriers have sufficient life support to provide breathable air and comfortable temperatures for 2,200 people for up to 30 years (air is recycled). In an emergency the life support system can support up to 4,000 people at one time, though living conditions onboard will get extremely cramped at that point. The carrier also holds sufficient food and water to support 2,200 people for up to 6 months.
LONG-RANGE LASER/SATELLITE RELAY COMMUNICATIONS: The impressive communications array of the escort carrier can communicate with up to 1,000 craft simultaneously at ranges of up to 900 miles (1,440 km). This range can be boosted indefinitely by using satellites or other spacecraft as to relay communications.
LONG-RANGE RADAR: The radar array of the escort carrier is equally as impressive as the communication system, and can track and identify up to 2,000 craft simultaneously. The radar system has a 2,000 mile/3,200 km range.
SPACE FOLD SYSTEM: For FTL propulsion, the escort carrier is equipped with an ORTEC/Shinnakasu/General Galaxy Advanced Fold System Cluster, capable of propelling the carrier through hyperspace at speeds up to 3.28x10^10 mps (5.25x10^10 kmps), or 1 light year per 6 minutes. The range of the fold drive is theoretically unlimited except by the life expectancy of the spacecraft.
SUBLIGHT ENGINES: As a backup to the Fold System, the escort carrier is equipped with ORTEC/Centinel Impulse Drive Cluster engines that can propel the craft at speeds up to 0.20 speed of light (32,000 miles per second) in space. Note that these engines are mainly intended for rapid movement inside a planetary system and are not suited for long voyages between star systems. In a planetary atmosphere the carrier is limited to speeds of Mach 3 maximum due to hull stress.
SUBSPACE MASS SENSORS: The Ark Royal escort carriers are equipped with subspace sensors, which are based on the same principles as the hyperspace communications array. These sensors can essentially instantly detect mass readings and movement of objects up to 1 AU (93 million miles) distant from the carrier, and the readings are used both for early warning and for navigation when travelling at sublight speeds. Readings taken with the subspace sensors are not very detailed (-25% penalty when trying to identify a detected object) and cannot detect objects of less than 60,000 kg (this includes most variable fighters).