Queadol Magdomilla Class Command Ship
(Version 1.00 - Last Modified: 02/14/2004)
- Background information inspired by
Queadol Magdomilla
class Task Force Command Ship by Pieter Thomassen, with Peter Walker, on the
Unofficial Robotech Reference
Guide.
Queadol Magdomilla Class Command Ship
In 1807 CE the Queadol Magdomilla concept was devised as an efficient means of building a task force
command ship and amphibious assault ship into one design. The solution was to build two ships, one with
the means to carry out planetary assaults and command duties and one to haul the large engines, mecha
complement, fold drive and other equipment that were not required for the assault task. At first, the
design was considered a high risk, but as the first series of ships proved itself in service and the
critics were silenced, and massive production efforts began.
As with the majority of the Zentraedi ships, this class was mostly destroyed in the Solar System during and
after the Zentraedi Holocaust of 2011. Although numerous Queadol Luhoutzs ships survived the fighting, they
were among the first vessels drained of whatever protoculture remained and placed in reserve. This was
because there was relatively little demand for their specialized services in the RDF / Zentraedi fleets. The
remaining command ships outside the Solar System soon met the fate of their other brethren and lost generator
power at such a rate that almost none remained after 2022. The mothballed vessels stored in the Sol System
were completely destroyed by the Invid during their initial invasion at the beginning of the Third Robotech
War.
The Queadol Magdomilla Class Command Ships were unique among Zentraedi vessels in that it was actually two
ships joined together. The rear portion of the command ship was an amphibious assault ship and had the
majority of the command ship's mecha, but the forward section was considered a light assault ship and had
the most powerful of the command ship's weapons. Usually the command ship fought without ever separating,
but some missions required the command ship to take a more active role in combat without being required to
bring the large and valuable amphibious section of the ship into combat.
Ship Information:
- Ship Class: Battlecruiser
- Ship Type: Command
- Year Commissioned: 1807 CE
- Crew: 3850
- Troops:
- Air Group: 1600
- Troops: 14,400
- Total: 16,000
- Total Crew and Troops: 19,850
Vehicle Complement:
- Note: A small number of these ships had half of the Combat Pods and Nousjadeul-Ger Cavalry
Power Armors replaced with an equal number of Queadlunn-Rau Tactical Power Armors. There were plans
to do this on all Queadol Magdomilla Class Command Ships, but lack of dedicated resources delayed
with plan indefinitely.
- Combat Pod Complement:
| 9901 |
Regult Combat Pod |
| 86 |
Glaug Battle Pod |
| 1427 |
Light Artillery Pod |
| 670 |
Heavy Artillery Pod |
| 360 |
Recon Scout Pod |
- Fight Pod Complement:
| 1352 |
Raulonve Fighter Pod |
- Power Armor Complement:
| 218 |
Nousjaedul-Ger Cavalry Power Armor |
- Other Complement:
| 12 |
Glaug Booster Unit |
| 18 |
Quel Quallie Cyclops Reconnaissance Scout |
| 16 |
Frandlar Tiluvo Transport Pod |
| 15 |
Liewneuatzs Personnel Shuttle |
| 40 |
Hover Platforms |
| 10 |
Reflex Warheads (of each type) |
Speed:
- Fold Drive: Uses a Fold Drive with a maximum speed of 10 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 16 percent of the speed of light (0.16c) and accelerate /
decelerate at a rate of 0.15 percent of light (0.0015 c) per melee.
- Atmospheric Propulsion: Uses an anti-gravity drive that has a maximum cruise speed is 350
mph (563.3 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 12 months before the ship needs to be restocked. Water stores were recycled
almost completely.
Statistical Data:
- Height: 2467' (751.9 m)
- Width: 3215' (979.9 m)
- Length: 13,077' or 2.5 miles (3985.9 m or 4.0 km)
- Weight: 110.2 million tons (100 million metric tons)
- Reactor System: Tirolian Protoculture Reactor with a life span of 50 years.
- Propulsion System: Anti-Gravity / Chemical Drive
- Gravity System: Internal
- Cargo: Extensive
Combat Summary:
- Combat Actions: 6
- Strike: +4 to strike with direct fire weapons and +3 to strike with missile weapons.
- Targeting System: Can track up to 700 targets simultaneously.
Whouva Class Amphibious Command Ship
Due to the position on the bow of combat vessels, and its assault tasks during landings, the Whouva class
suffered heavier losses than its larger sister, the Luhoutzs, did. Therefore, production of the former
outstripped that of the latter. The Whouva was very effective as a landing command and assault vessel, and
was therefore one of the first classes to be refitted with the modern Queadlunn-Rau Tactical Power Armor.
In combat the Whouva often air dropped its infantry right after the initial bombardment, using its heavy
armament to smash through any remaining defenses. With an initial landing zone secured, the more vulnerable
Zentraedi ships and auxiliaries could begin ferrying troops and supplies. This gave the Zentraedi forces a
credible 'hot-zone' insertion tactic; the vulnerability of the other craft limited them mostly to deliver
troops to a point a safe distance from the defended target. However, care still had to be taken that the
Whouva was not employed against an enemy position without orbital softening up first, or worse, alone
against another ship. The armament might have been impressive on paper, but in reality the Whouva was a
sitting duck; it was slow and lacking a solid punch against these targets. It took the Luhoutzs section to
achieve an acceptable defense against such threats.
Externally, the Whouva is one of the most 'bumpy' Zentraedi ships ever built, with a very elongated nose
and a huge bulging superstructure towards the rear. The aft end is composed almost entirely out of engine
clusters, with three fusion-plasma engines for space flight and numerous secondary plasma-shock engines
for additional atmospheric thrust. Several secondary engines are mounted in streamlined clusters on top of
the other engines; these give the ship the appearance of having fins. A mecha release hatch is located in
the bottom. Four sensor aerials are mounted on top and another cluster is under the nose. The forward hull
of the class is more heavily armored than other Zentraedi ships as one of the designed missions was 'hot
landing zone insertion', in which the ships could expect to encounter voluminous enemy fire.
Internally, there are seven deck levels. The command spaces and crew quarters are mounted in the 'hump',
the service and mecha hanger in the hull proper. The forward spikes house turret machinery and the
high-resolution sensor arrays of the Luhoutzs. All mecha are launched through the same hatch, in the bottom.
While this is not desirable when action damage to the hangar is considered, the installation does allow for
a concentrated combat drop by the infantry. The Raulonve fighters also launch through this hatch from the
Whouva. When the Whouva and the Luhoutzs are coupled, combat launches by Whouva mecha are often made from
the Luhoutzs section.
The armament of the Whouva was at the same time heavy and underpowered. The heavy guns of the Queadol
combination, the four heavy anti-ship cannons, are mounted directly behind the prow, but the small size of
the ship and hence of the generators severely limits the available power capacity and thus the rate of fire.
The Whouva has between 20% and 25% the normal rate of fire for these weapons, if the ships are disconnected.
When connected, the generators of the Luhoutzs will add their power to that generated by the Whouva and
allow a normal firing rate. Although the vessel does mount the standard Zentraedi medium cannons and
defensive missiles, there are no heavy torpedo tubes, as these are all mounted on the Luhoutzs.
Ship Information:
- Ship Class Battlecruiser
- Ship Type Command
- Year Commissioned 1807 CE
- Crew 450
- Troops
- Air Group: 360
- Troops: 3090
- Total: 3450
- Total Crew and Troops 3900
Vehicle Complement:
- Note: A small number of these ships had half of the Combat Pods and Nousjadeul-Ger Cavalry
Power Armors replaced with an equal number of Queadlunn-Rau Tactical Power Armors. There were plans
to do this on all Queadol Magdomilla Class Command Ships, but lack of dedicated resources delayed
with plan indefinitely.
- Combat Pod Complement:
| 2335 |
Regult Combat Pod |
| 21 |
Glaug Battle Pod |
| 325 |
Light Artillery Pod |
| 140 |
Heavy Artillery Pod |
| 60 |
Recon Scout Pod |
- Fight Pod Complement:
- Power Armor Complement:
| 52 |
Nousjaedul-Ger Cavalry Power Armor |
- Other Complement:
| 1 |
Glaug Booster Unit |
| 3 |
Quel Quallie Cyclops Reconnaissance Scout |
| 3 |
Frandlar Tiluvo Transport Pod |
| 6 |
Liewneuatzs Personnel Shuttle |
| 15 |
Hover Platforms |
| 4 |
Reflex Warheads (of each type) |
M.D.C. by location:
- Main Laser Cannons (4)- 1000 each
- Retractable Particle Beam Cannons (6)- 150 each
- Retractable Laser Turrets (24)- 60 each
- Retractable Long Range Missile Turrets (30)- 100 each
- Retractable Weapon Hatches (60)- 100 each
- Airlock Access Hatches (28) - 150 each
- Small Bomb Bay Hatch - 300
- Main Engines (3) - 10,000 each *
- Auxiliary Engines (2) - 6000 each **
- Hull Regions (200) - 400 each
- Inner Hull Regions (200) - 150 each
- Main Body - 80,000 ***
M.D.C. Armor Rating - Hull Region: 11
M.D.C. Armor Rating - Inner Hull Region: 9
M.D.C. Armor Rating - Main Body: 19
Notes:
| * |
Destroying the main engines will severely impair the ship, forcing it to rely on its
auxiliary engine. Reduce atmospheric speed by half and rate of acceleration in space
by 75%. |
| ** |
If both the main and auxiliary engines are put out of commission, the ship will be
floating dead in space or will crash if the damage occurs in atmosphere. if the main
engines are undamaged, the loss of the auxiliary engines will not impair the ship in
any way. |
| *** |
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 10 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 16 percent of the speed of light (0.16c) and accelerate /
decelerate at a rate of 0.16 percent of light (0.0016 c) per melee.
- Atmospheric Propulsion: Uses an anti-gravity drive that has a maximum cruise speed is 350
mph (563.3 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 12 months before the ship needs to be restocked. Water stores were recycled
almost completely.
Statistical Data:
- Height: 1808' (551.1 m)
- Width: 1145' (349 m)
- Length: 3950' or 0.7 miles (1204 m or 1.2 km)
- Weight: 27.6 million tons (25 million metric tons)
- Reactor System: Tirolian Protoculture Reactor with a life span of 50 years.
- Propulsion System: Anti-Gravity / Chemical Drive
- Gravity System: Internal
- Cargo: Extensive
Weapon Systems:
- Heavy Reflex Cannon
The most powerful weapon on the command ship, the Heavy Reflex Cannon is capable of destroying entire
fleets in a single shot, and forced opposing fleets to spread themselves out over a large area to
avoid having several ships destroyed in a single shot from this weapon. The cannon is hidden in the
core of the ship along the main axis, and the ship separates along this axis to fire. The cannon needs
five full minutes to power up its enormous capacitors and another full minute to separate the ship
before it is ready to fire. The beam itself will last for one full melee and then the capacitors can
begin recharging again. The cannon's strength is equivalent to 5 MT (megatons) of TNT. See
Tirolian Ship Systems for more details on Heavy
Reflex Cannons.
- 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: 5D4x50,000 M.D. per single blast.
- Blast Radius: The cannon's beam width is 208' (63.4 m) and when used against a planet, it
leaves a crater with a diameter of 5000' (1524 m) and a depth of 500' (152.4 m).
- M.D.C. Weapon Rating: 100
- Rate of Fire: The cannon can fire once every eight minutes, but can fire no more then five
times per hour.
- Payload: Effectively unlimited
- Main Laser Cannons (4)
Although not the most powerful weapon on the ship, the main laser cannons represent a large portion of
the ship's firepower. The cannons are well protected by the hull of the ship, and without careful
observation, the weapons' ports can be easily missed, at least until they fire. Three cannons are
located on the front of the ship and the other cannon is located on the top of the ship, facing
forward.
- 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
- Retractable Particle Beam Cannons (6)
Scattered across the hull of the ship are powerful anti-ship particle beam cannons, the cannons stand
ready to pop out from under their sliding hatches to attack. Each turret is capable of 360 degrees of
rotation with an arc of fire of 180 degrees. Two cannons are located on the bottom of the ship and two
cannons are located on each side of the ship.
- 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: 2D4x100 M.D. per single blast.
- M.D.C. Weapon Rating: 24
- Rate of Fire: Each cannon can fire twice per melee.
- Payload: Effectively unlimited
- Retractable Laser Turrets (24)
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. Five turrets are located on the top of the ship, five turrets are located on each side of
the ship, three turrets are located on the bottom of the ship, and six turrets are on the front 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
- Retractable Long Range Missile Turrets (30)
These are very similar to the Retractable Laser Turrets, except they fire missiles instead of laser
beams. They can use several different types of warheads according to the mission at hand, but they are
usually configured to be anti-spaceship missiles with the heaviest warheads available. Six turrets are
located on the top of the ship, ten turrets are located on the each side of the ship, and four turrets
are located on the bottom of the ship.
- Missile Design: SAA-1 Granite (Gliquoun Touwhaug) Long Range Missile
- Missile Type: Any available type
- Missile Guidance Systems: Select any three available guidance systems.
- Missile Warhead: Any available type
- Range: 800 miles (1288 km) in an atmosphere and 935,525 miles (1,505,582 km / 5.0 light
seconds) in space.
- Speed: 2500 mph (4023 km/h) in an atmosphere and an acceleration of 4% of light (0.04c) per
melee in space, with a maximum duration in space of 16 melees and a maximum safe speed in space of
55% of light (0.55c).
- Damage and Blast Radius: Varies with type of missile warhead.
- Rate of Fire: One at a time or in volleys of 2, 4, 6, 8 or 10 missiles. Each launched can
fire once per melee.
- Payload: 100 missiles per launcher, for a total of 3000 long range missiles.
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 3000 people indefinitely or 12,000 people for
a short period of time in case of an emergency.
- Communication Systems
The ship is equipped with four communication systems. The first is a long range laser system with a
maximum range of 100,000 miles (160,934 km), the transmissions travel at the speed of light, but they
rely on line of sight, so it cannot communicate with a ship that is on the other side of a solid object.
The second system is a long range radio system with a maximum range of 50,000 miles (80,467 km), the
transmissions travel at the speed of light, but they are easy to intercept and jam. The third system is
a satellite relay system that allows the ship to boost the range of the other communication systems
indefinitely by using satellites or other ships to relay the transmission. The forth system 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 ship's communication array can communicate with up to 8000 ships
simultaneously.
- Sensor Systems
The ship is equipped with four sensor systems. The first is the Electromagnetic Detection Equipment
that detects other sensor systems at twice the maximum range of their transmitter. The second is a
powerful array that uses standard radar waves, which are fairly easy to jam, but it is obvious when
the radar array is being jammed. The sensor can track tiny targets at a range of up to 750,000 miles
(1,207,008 km), small targets at a range of up to 7.5 million miles (12.1 million km), medium
targets at a range of up to 15 million miles (24.1 million km), and large targets at a range of up
to 22.5 million miles (36.2 million miles). The third 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 1 million miles (1.6 million km), small targets at a range of up to 10 million miles
(16.1 million km), medium targets at a range of up to 20 million miles (32.2 million km), and large
targets at a range of up to 30 million miles (48.3 million miles). The forth is a Huperspace Mass
Sensor that can detect and track ships that are using a Fold Drive. The sensor can track tiny targets
at a range of up to 4 parsecs (13.04 light-years), small targets at a range of up to 20 parsecs (65.2
light-years), medium targets at a range of up to 40 parsecs (130.4 light-years), and large targets at
a range of up to 60 parsecs (195.6 light-years). See
Tirolian 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 700 targets simultaneously, providing detailed information about the targets from the ships data
files. All direct fire weapons receive a bonus of +4 to strike and all missile weapons receive a bonus
of +3 to strike. These bonuses are in addition to any previously stated bonuses or penalties.
Combat Summary:
- Combat Actions: 6
- Strike: +4 to strike with direct fire weapons and +3 to strike with missile weapons.
- Targeting System: Can track up to 700 targets simultaneously.
Luhoutzs Class Task Force Command Ship
This vessel was conceived in 1807 as an amphibious assault and command ship, but this requirement was expanded
early on in the design process to include task force command duties as well. The task force command facilities
were not integrated with the amphibious facilities in the Whouva section, but in the Luhoutzs section proper.
In addition, the envisioned armament was upgraded as well; additional heavy cannons were added to the Whouva
section, and the medium cannon and torpedo batteries of the Luhoutzs section were increased as well.
The resulting vessel was an efficient combination of amphibious and fleet command ship. The effective firepower
of a Queadol combination was second only to Nupetiet Vergnitzs Flagships, not counting those vessels fitted
with a Reflex cannon. Consequently the class, although receiving numerous upgrades in electronic and weapon
systems over the centuries, remained in production up until the end of the First Robotech War. The class was
the heaviest design of the 'fast wing' of the Zentraedi fleet, capable of maneuvering alongside the smaller
Thuverl Salan Heavy Cruisers and the nimble Tou Redir Frigates. As a fleet command ship the Queadol Magdomilla
excelled due to its roomy command facilities and high flank acceleration, while it was of course the vehicle of
choice (barring availability of a Nupetiet Vergnitzs Flagship) during planetary assaults. Typically, a
Zentraedi task force was made up of about sixty ships of all types, lead by one Queadol Magdomilla. However,
not all Zentraedi ships were organized in task forces, the system guard forces and reconnaissance vessels often
operated independently from the task force structure. Hence, the percentage of Queadol Magdomilla ships was
lower than the task force structure and total number of Zentraedi ships would lead one to believe.
Because the Luhoutzs section would not descend to the planetary surface in an invasion, its combat tasking and
thus mecha complement differed as well. Rather than the large Regult percentage of other ships, the Luhoutzs
carried a far larger part of Raulonve fighters. The Luhoutzs, in orbit, was eminently suited to act as a large
orbital base. Regult pods would have been of relatively little use in such a situation, but with the large
fighter group, the Luhoutzs could launch airborne strikes and support missions from outside the atmosphere,
and fly better aerospace defense missions as well. This did not mean that the Luhoutzs carried little infantry
mecha; indeed, it was about as capable in this respect as the Thuverl Salan class. However, these troops used
Frandlar Tiluvo Transport Pods to travel to the surface rather than being delivered by the ships or they double
packed with the amphibious forces in the Whouva vessel.
Externally, the docked vessels are formed from a large diameter aft section (the Luhoutzs) and a smaller
lengthwise nose section with a protruding bow (the Whouva section). The Luhoutzs hull narrows very gradually
to the top of the ship, and the side armor extends below the vessel's ventral hull, forming two stakes
protruding diagonally. The armor also extends forward of the couplings to the Whouva section, giving a Luhoutzs
without forward section a hooded appearance. The four main engine clusters are to the rear, while large hangar
doors are mounted in the lower hull, opening downwards. Seven sensor pods and fins are mounted directly aft on
top of the hull.
The Nauglar Nodral Tankers are located in four of the larger Raulonve hangars, which circle the forward part of
the Magdomilla-Luhoutzs. These hangars are equipped with dedicated mecha launch tubes for a faster launch cycle,
a definite necessity given the sheer number of Raulonve mecha. The infantry mecha holds are more to the rear,
adjoining the lower hangar. However, these holds do have airlocks as the Regult and Glaug battle pods also serve
as space borne mecha.
As a combined vessel, the Queadol Magdomilla carries a very effective armament. However, the component vessels do
not divide these amongst the two in an effective manner, though design criteria made this unavoidable. The main
anti-ship cannons are mounted on the Whouva section, which does not generate enough power to charge these cannons
effectively on its own. The Luhoutzs section on the other hand mounts all the torpedo tubes, which drain
negligible power levels, even though this section generates plenty. In compensation for the loss of the main guns,
the torpedo battery has been made rather large for the size of the ship. But as it was intended to fight space
battles with both sections combined, this has rarely been a problem. The nose-on battle attitude of the Zentraedi
standard tactics does however expose the Whouva section to far more enemy fire, which occasionally lead to the
total loss of the nose ship while the aft section remained operational. Consequently, the losses (and hence
produced numbers) for the Whouva are larger than for the Luhoutzs. Both sections mounted standard (for their size)
batteries of medium cannons and defensive missiles, though the hull shape of the Luhoutzs section makes a forward
concentration (as used in nearly all other Zentraedi ships) of the medium cannons unfeasible.
Internally, there are thirteen deck levels. The upper levels are the troop and crew quarters, the middle levels
carry the engineering and command systems, and the lower levels are mostly used for hangers for the larger
auxiliaries and infantry mecha. As stated, the Raulonve hangars ring the forward section. Far more of the relative
mass of the Luhoutzs is dedicated to reaction mass stowage than on other Zentraedi designs, and the opposite holds
for the Whouva. This is because the Whouva is intended mainly for atmospheric flight, where the engines can
function in a plasma-shock expansion mode, in effect using the atmosphere as reaction mass. Consequently, its fuel
requirements are far lower and more of its mass is dedicated to cargo and weapons (such as the large particle
beams). This of course meant that, in order for the Luhoutzs combination to reach the delta-v requirements set for
Zentraedi ships, the Luhoutzs section had to carry more than its relative share of the fuel. The fuel situation
also accounts for the relative low number of troops given the size and mass of the Luhoutzs, and for the relative
large troop complement on the Whouva section. Combined these two ships mostly cancel each others weaknesses out,
and form a balanced vessel. Unfortunately, the independent capabilities of the Whouva, and the connected
requirement to carry deadweight in docked condition give the Queadol Magdomilla combination the lowest mecha /
armament-to-mass ratio of all Zentraedi ships. It is a tribute to the designers that these drawbacks had little to
no operational consequences.
Ship Information:
- Ship Class: Battlecruiser
- Ship Type: Command
- Year Commissioned: 1807 CE
- Crew: 3400
- Troops:
- Air Group: 1240
- Troops: 11,310
- Total: 12,550
- Total Crew and Troops: 15,950
Vehicle Complement:
- Note: A small number of these ships had half of the Combat Pods and Nousjadeul-Ger Cavalry
Power Armors replaced with an equal number of Queadlunn-Rau Tactical Power Armors. There were plans
to do this on all Queadol Magdomilla Class Command Ships, but lack of dedicated resources delayed
with plan indefinitely.
- Combat Pod Complement:
| 7566 |
Regult Combat Pod |
| 65 |
Glaug Battle Pod |
| 1102 |
Light Artillery Pod |
| 530 |
Heavy Artillery Pod |
| 300 |
Recon Scout Pod |
- Fight Pod Complement:
| 1014 |
Raulonve Fighter Pod |
- Power Armor Complement:
| 166 |
Nousjaedul-Ger Cavalry Power Armor |
- Other Complement:
| 15 |
Glaug Booster Unit |
| 15 |
Quel Quallie Cyclops Reconnaissance Scout |
| 13 |
Frandlar Tiluvo Transport Pod |
| 9 |
Liewneuatzs Personnel Shuttle |
| 25 |
Hover Platforms |
| 6 |
Reflex Warheads (of each type) |
M.D.C. by location:
- Retractable Particle Beam Cannons (15)- 150 each
- Retractable Laser Turrets (40)- 60 each
- Retractable Long Range Missile Turrets (115)- 100 each
- Retractable Heavy Missile Turrets (45)- 200 each
- Retractable Weapon Hatches (215)- 100 each
- Airlock Access Hatches (45) - 150 each
- Large Bomb Bay Hatch - 1000
- Main Engines (4) - 20,000 each *
- Auxiliary Engines (2) - 10,000 each **
- Hull Regions (500) - 500 each
- Inner Hull Regions (500) - 200 each
- Main Body - 250,000 ***
M.D.C. Armor Rating - Hull Region: 11
M.D.C. Armor Rating - Inner Hull Region: 9
M.D.C. Armor Rating - Main Body: 19
Notes:
| * |
Destroying the main engines will severely impair the ship, forcing it to rely on its
auxiliary engine. Reduce atmospheric speed by half and rate of acceleration in space
by 75%. |
| ** |
If both the main and auxiliary engines are put out of commission, the ship will be
floating dead in space or will crash if the damage occurs in atmosphere. if the main
engines are undamaged, the loss of the auxiliary engines will not impair the ship in
any way. |
| *** |
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 10 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 16 percent of the speed of light (0.16c) and accelerate /
decelerate at a rate of 0.15 percent of light (0.0015 c) per melee.
- Atmospheric Propulsion: Uses an anti-gravity drive that has a maximum cruise speed is 350
mph (563.3 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 12 months before the ship needs to be restocked. Water stores were recycled
almost completely.
Statistical Data:
- Height: 2467' (751.9 m)
- Width: 3215' (979.9 m)
- Length: 9898' or 1.9 miles (3016.9 m or 3.0 km)
- Weight: 82.7 million tons (75 million metric tons)
- Reactor System: Tirolian Protoculture Reactor with a life span of 50 years.
- Propulsion System: Anti-Gravity / Chemical Drive
- Gravity System: Internal
- Cargo: Extensive
Weapon Systems:
- Retractable Particle Beam Cannons (15)
Scattered across the hull of the ship are powerful anti-ship particle beam cannons, the cannons stand
ready to pop out from under their sliding hatches to attack. Each turret is capable of 360 degrees of
rotation with an arc of fire of 180 degrees. Four cannons are located on the top of the ship, three
commands are located on the bottom of the ship, and four cannons are located on each side of the ship.
- 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: 2D4x100 M.D. per single blast.
- M.D.C. Weapon Rating: 24
- Rate of Fire: Each cannon can fire twice per melee.
- Payload: Effectively unlimited
- Retractable Laser Turrets (40)
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. Five turrets are located on the top of the ship, eight turrets are located on each side of
the ship, four turrets are located on the bottom of the ship, and fifteen turrets are on the front of
the ship. The turrets on the front of the ship cannot be fired if the two ships are connected.
- 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
- Retractable Long Range Missile Turrets (115)
These are very similar to the Retractable Laser Turrets, except they fire missiles instead of laser
beams. They can use several different types of warheads according to the mission at hand, but they are
usually configured to be anti-spaceship missiles with the heaviest warheads available. 25 turrets are
located on the top of the ship, 35 turrets are located on the each side of the ship, and 20 turrets
are located on the bottom of the ship.
- Missile Design: SAA-1 Granite (Gliquoun Touwhaug) Long Range Missile
- Missile Type: Any available type
- Missile Guidance Systems: Select any three available guidance systems.
- Missile Warhead: Any available type
- Range: 800 miles (1288 km) in an atmosphere and 935,525 miles (1,505,582 km / 5.0 light
seconds) in space.
- Speed: 2500 mph (4023 km/h) in an atmosphere and an acceleration of 4% of light (0.04c) per
melee in space, with a maximum duration in space of 16 melees and a maximum safe speed in space of
55% of light (0.55c).
- Damage and Blast Radius: Varies with type of missile warhead.
- Rate of Fire: One at a time or in volleys of 2, 4, 6, 8 or 10 missiles. Each launched can
fire once per melee.
- Payload: 100 missiles per launcher, for a total of 11,500 long range missiles.
- Retractable Heavy Missile Turrets (45)
These are similar to the Retractable Long Range Missile Turrets, except they fire cruise missiles. They can
use several different types of warheads according to the mission at hand, but they are usually configured
with the heaviest warheads available. 13 turrets are located on the top of the ship, 12 turrets are located
on the each side of the ship, and 8 turrets are located on the bottom of the ship.
- Missile Design: SSA-1 Sniper (Lojredbeth Deuawhaug) or SSA-2 Scrapper (Letkes Deuawhaug) Cruise
Missiles
- Missile Type: Anti-Spaceship
- Missile Guidance Systems: Select any two available guidance systems.
- Missile Warhead: Armor Piercing, Fragmentation, High Explosive, Plasma / Napalm, Kinetic Energy,
and Reflex only.
- Range: 1600 miles (2575 km) in an atmosphere and 3,019,777 miles (4,859,860 km / 16.2 light
seconds) in space.
- Speed: 3000 mph (4828 km/h) in an atmosphere and an acceleration of 6% of light (0.06c) per
melee in space, with a maximum duration in space of 32 melees and a maximum safe speed in space of
60% of light (0.60c).
- Damage and Blast Radius: Varies with type of missile warhead.
- Rate of Fire: One at a time or in volleys of 2, 4, 6, 8 or 10 missiles. Each launched can fire
once per melee.
- Payload: 40 missiles per launcher, for a total of 1800 cruise missiles.
- Modifiers: Automatically hits a stationary target in space, has more advanced targeting equipment
that gives a bonus of +6 to strike a moving target, but has a penalty of -10 to strike any target under
500 tons (453.6 metric tons).
Special Systems:
- Missile Storage
The ship has storage for a large number of missiles used by all Zentraedi ships. Fully loaded, the ship
holds 100,000 SAA-1 Granite (Gliquoun Touwhaug) Long Range Missiles, 5000 SSA-1 Sniper (Lojredbeth
Deuawhaug) Cruise Missiles, and 5000 SSA-2 Scrapper (Letkes Deuawhaug) Cruise Missiles. These can be
transferred to other Zentraedi ships to reload their missile supplies or they can be used to reload the
ship's own missile launchers. Transferring missiles to another ship takes about ten minutes for every
150 missiles transferred. Reloading the ship's missile racks takes about 1 melee round to completely
reload one missile launcher and up to 6 launchers can be reloaded simultaneously.
- Weapon Production Facilities
The ship contains basic weapon construction facilities. There is a single factory aboard the ship and it
is dedicated to producing armor and infantry weapons. At normal production, the factory can produce 50
suits of armor of any type and 250 infantry weapons of any type per week. Double rate of production if
the factory is at maximum production, but for every month the factory is at maximum production there is
a cumulative 5% chance that the factory will fail and must be repaired at a shipyard.
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 7500 people indefinitely or 30,000 people for
a short period of time in case of an emergency.
- Communication Systems
The ship is equipped with four communication systems. The first is a long range laser system with a
maximum range of 100,000 miles (160,934 km), the transmissions travel at the speed of light, but they
rely on line of sight, so it cannot communicate with a ship that is on the other side of a solid object.
The second system is a long range radio system with a maximum range of 50,000 miles (80,467 km), the
transmissions travel at the speed of light, but they are easy to intercept and jam. The third system is
a satellite relay system that allows the ship to boost the range of the other communication systems
indefinitely by using satellites or other ships to relay the transmission. The forth system 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 ship's communication array can communicate with up to 8000 ships
simultaneously.
- Sensor Systems
The ship is equipped with four sensor systems. The first is the Electromagnetic Detection Equipment
that detects other sensor systems at twice the maximum range of their transmitter. The second is a
powerful array that uses standard radar waves, which are fairly easy to jam, but it is obvious when
the radar array is being jammed. The sensor can track tiny targets at a range of up to 750,000 miles
(1,207,008 km), small targets at a range of up to 7.5 million miles (12.1 million km), medium
targets at a range of up to 15 million miles (24.1 million km), and large targets at a range of up
to 22.5 million miles (36.2 million miles). The third 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 1 million miles (1.6 million km), small targets at a range of up to 10 million miles
(16.1 million km), medium targets at a range of up to 20 million miles (32.2 million km), and large
targets at a range of up to 30 million miles (48.3 million miles). The forth is a Huperspace Mass
Sensor that can detect and track ships that are using a Fold Drive. The sensor can track tiny targets
at a range of up to 4 parsecs (13.04 light-years), small targets at a range of up to 20 parsecs (65.2
light-years), medium targets at a range of up to 40 parsecs (130.4 light-years), and large targets at
a range of up to 60 parsecs (195.6 light-years). See
Tirolian 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 700 targets simultaneously, providing detailed information about the targets from the ships data
files. All direct fire weapons receive a bonus of +4 to strike and all missile weapons receive a bonus
of +3 to strike. These bonuses are in addition to any previously stated bonuses or penalties.
Combat Summary:
- Combat Actions: 6
- Strike: +4 to strike with direct fire weapons and +3 to strike with missile weapons.
- Targeting System: Can track up to 700 targets simultaneously.