Trilobite Class Combat Vessel
(Version 1.00 - Last Modified: 03/15/2005)
The Trilobite vessels were the first real combat ship built by the Invid. Capable of fighting the smaller
Zentraedi vessels head-to-head, the Trilobite Class Combat Vessel in an interesting example of Invid
technology. Completely inexperienced with designing combat ships, the Invid managed to design a very
effective ship, which balances a powerful weapons suite with a large mecha complement. Developed just prior
to the Invid's final invasion of the Tirolian Mercantile Empire, the Trilobite saw little action until the
arrival of the REF and the start of the Sentinels' War where it proved its worth in combat.
The Trilobite vessels operate as mobile hives, with an Invid Brain providing the command and control system
for the Invid forces. When the Trilobite vessels were first deployed during the Sentinels' War, the REF was
amazed at how quickly the Invid had adapted to use these ships with their standard tactic of mass mecha
swarms. Invid strategies had changed overnight to accommodate the new ships, but while the REF had a
difficult time dealing with massive swarms of mecha, they could handle combat against a capital ship.
The Trilobite class takes its design from the Mollusk carriers and the Cargo Transport; it resembles a
large, flat oval with several spines protruding from its surface. These spines form the main anti-ship
weapons of the Trilobite and are quite powerful. The ship also carries a substantial mecha complement
that is well rounded for any mission the ship might be involved in, from planetary assault to space
combat.
Ship Information:
- Ship Class: Battlecruiser
- Year Commissioned: 2009 CE
- Crew: 450
- Troops:
- Air Group: 8800
- Troops: 1600
- Total: 10,400
- Total Crew and Troops: 10,850 and 1 Invid Brain
Vehicle Complement:
- Inorganic Complement:
| 1000 |
Cougar |
| 100 |
Crann |
| 500 |
Odeon |
| 750 |
Scrim |
- Mecha Complement:
| 7200 |
Iigaa Armored Scout |
| 1600 |
Gurab Shock Trooper |
- Power Armor Complement:
| 1600 |
Malar Enforcer Power Armor |
- Other Complement:
| 480 |
Malar Assault Speeder |
- Ship Complement:
| 2 |
Oyster Class Drop Ship |
| 2 |
Mollusk Class Carrier |
| 2 |
Scorpion Class Gunship |
M.D.C. by location:
- Main Laser Cannons (2) - 2000 each
- Heavy Laser Cannons (6) - 500 each
- Retractable Laser Turrets (100) - 100 each
- Retractable Weapon Hatches (100)- 100 each
- Airlock Access Hatches - 100 each
- Main Thrusters (6) - 4000 each *
- Small Maneuvering Jets (24) - 200 each
- Large Maneuvering Jets (8) - 200 each
- Anti-Gravity Domes (12) - 500 each **
- Hull Regions (50, Main Body) - 300 each
- Hull Regions (10, Engine Section) - 500 each
- Main Body - 20,000 ***
M.D.C. Armor Rating - Hull Region: 11
M.D.C. Armor Rating - Main Body: 19
Notes:
| * |
Destroying the main engines will severely impair the ship, forcing it to rely on its
maneuvering thrusters and its anti-gravity engines. Reduce atmospheric speed by a quarter
and rate of acceleration in space by 50%. |
| ** |
Destroying more then half of the anti-gravity domes will prevent the ship from leaving an
Earth-like atmosphere and will reduce its atmospheric speed by 50%. If all of the domes are
destroyed while the is in an atmosphere the ship will crash, and reduce rate of acceleration
in space by 5% for each destroyed dome. |
| *** |
Depleting the M.D.C. of the main body will shut down the entire ship, including life
support, gravity control, communications, weapons, and engines. The command bridge will
also be destroyed. |
Speed:
- Fold Drive: Uses a Fold Drive with a maximum speed of 5 light-years per hour. The ship's navigational
equipment cannot safely execute a fold jump of distances greater than 1 kiloparsec (3260 light-years) and it
can only be activated once per hour.
- Sublight: Can travel at up to 15 percent of the speed of light (0.15c) and accelerate / decelerate at
a rate of 0.1 percent of light (0.001c) per melee.
- Atmospheric Propulsion: Uses an anti-gravity drive that has a maximum cruise speed is Mach 3 (2235
mph / 3600 km/h) and can enter and leave an atmosphere with Earth-like gravity.
- Maximum Range: Effectively unlimited by drive system, but onboard supplies for the crew and troops
will last for 3 months before the ship needs to be restocked.
Statistical Data:
- Height: 574' (175 m)
- Width: 2297' (700.1 m)
- Length: 3215' (979.9 m)
- Weight: 1.49 million tons (1.35 million metric tons)
- Reactor System: Invide-style Protoculture Reactor with a life span of 20 years.
- Propulsion System: Anti-Gravity / Chemical Drive
- Gravity System: Internal
- Cargo: A series of large cargo bays.
Weapon Systems:
- Main Laser Cannons (2)
Mounted in the front of the ship are two powerful laser cannons modeled off of the main laser
cannons on most Zentraedi ships. These canons are the main anti-ship weapons on the Trilobite.
- Range: 100 miles (160.9 km) underwater, 200 miles (321.9 km) through an atmosphere, and
200,000 miles (321,869 km) in space.
- Damage: 1D4x1000 M.D. per single blast.
- M.D.C. Weapon Rating: 23
- Rate of Fire: Each cannon can fire once per melee.
- Payload: Effectively unlimited
- Heavy Laser Cannons (6)
To assist the main laser cannons, the Trilobite has six heavy laser cannons which are similar
in power to the Retractable Particle Beam Cannons mounted on Zentraedi ship. Each cannons is
mounted on a turret capable of 360 degrees of rotation with an arc of fire of 180 degrees. Three
cannons are mounted on the front of the ship and one cannon is mounted on each side and the top
of the ship.
- Range: 25 miles (40.2 km) underwater, 50 miles (80.5 km) through an atmosphere, and
50,000 miles (80,467 km) in space.
- Damage: 2D4x100 M.D. per single blast.
- M.D.C. Weapon Rating: 23
- Rate of Fire: Each cannon can fire three times per melee.
- Payload: Effectively unlimited
- Bonus: +2 to strike
- Retractable Laser Turrets (100)
With the abundance of destroyed Zentraedi ships scattering the Tirolian Mercantile Empire, especially
during the conflict against the Disciples of Zor, the Invid were able to salvage a large number of
the small anti-mecha laser turrets from those ships and mount them on the Trilobite vessels. The
Lasers Turrets are located in batteries along the all sides of ships and are used as anti-mecha and
small anti-ship weapons. They are not very powerful, but if fired in large numbers they can be
devastating. Twenty turrets are located on each side of the ship, the top of the ship, the bottom of
the ship, and ten are mounted on the front and back of the ship.
- Range: 1584' (956.6 m) underwater, 3168' (956.6 m) through an atmosphere, and 60 miles
(96.6 km) in space.
- Damage: 2D6x10 M.D. per single blast.
- M.D.C. Weapon Rating: 23
- Rate of Fire: Each cannon can fire four times per melee, but they must fire in a volley of
at least three cannons.
- Payload: Effectively unlimited
Special Systems:
- Protoculture Cell Energizer
The ship's protoculture reactor is equipped with a special unit that allows the ship to recharge a
limited number of Protoculture cells. The unit can recharge up to 50 Protoculture Cells per hour, \
but no more then 1000 cells can be recharged per day.
- Protoculture Cell Storage
The ship holds a small number of Protoculture Cells used by all Invid mecha and inorganics in a
large storage compartment deep within the ship's hull. The ship holds 6000 Protoculture Cells that
can be quickly moved from the storage to the mecha bay to be used in any drained mecha.
Standard Systems:
- Life Support System
The ship has a fully operational life support system that provides fresh atmosphere throughout the ship.
The life support system can sustain a maximum of 11,000 people indefinitely or 12,500 people for a short
period of time in case of an emergency.
- Communication Systems
The ship is equipped with two communication systems. The first is a Hyperspace Communications Relay,
which travels at a rate of one light-year every 5 seconds. Hyperspace communications can travel
through planets and other obstructions unhindered, are extremely difficult to intercept, and
impossible to jam. The second is telepathy used by the Invid Brain, which instantaneous, cannot be
intercepted and cannot be jammed, but the range is limited to 1 light-hour (671,061,600 miles /
1,079,968,960 km). The ship's communication array can contact with up to 200 ships simultaneously.
- Sensor Systems
The ship is equipped with two sensor systems. The first is a Protoculture Emission Sensor that can detect
any source of Protoculture energy. The sensor can track tiny targets at a range of up to 125,000 miles
(201,168 km), small targets at a range of up to 1.25 million miles (2 million km), medium targets at a
range of up to 2.5 million miles (4 million km), and large targets at a range of up to 3.75 million miles
(6 million km). The second is a Subspace Mass Sensor that uses gravity-based technology to detect
target's at real time speed. The sensor can track tiny targets at a range of up to 500,000 miles (804,672
km), small targets at a range of up to 5 million miles (8 million km), medium targets at a range of up to
10 million miles (16.1 million km), and large targets at a range of up to 15 million miles (24.1 million
km). See Invid Ship Systems for more details on sensor
systems.
- Targeting Computer System
Connecting the ship's sensor systems with the weapon systems is the Targeting Computer System. The system
is designed to control all of the weapons currently equipped on the ship. This system can track up to
200 targets simultaneously, providing detailed information about the targets from the ships data files.
All direct fire weapons receive a bonus of +4 to strike. These bonuses are in addition to any previously
stated bonuses or penalties.
Combat Summary:
- Combat Actions: 4
- Strike: +4 to strike with direct fire weapons.
- Targeting System: Can track up to 200 targets simultaneously.