Nupetiet Vergnitzs Class Flagship
(Version 1.00 - Last Modified: 12/13/2003)
- Background information inspired by Nupetiet
Vergnitzs class Fleet Command Ship by Pieter Thomassen, with Peter Walker, on the
Unofficial Robotech Reference Guide.
In order to command their growing fleets, the Tirolian Mercantile Empire designed the Nupetiet Vergnitzs Class
Fleet Command Ship for its highest ranking Zentraedi commanders. The fleet command ship was equipped with
quarters for the staff needed to control task forces of several thousand ships. To protect these staffs, and to
project power in their own right, the Nupetiet Vergnitzs was the most powerfully armed Zentraedi ship, with the
possible exception of the Rineunadou Lojmeuean Class Monitor.
The Ci'Vonian crisis was a disaster for this class as much as it was for the rest of the Zentraedi fleet and the
Empire. Almost a third of the fleet command ships defected to the Ci'Vonians, leaving the Robotech Elders with
insufficient resources to command their still massive fleet. Few ships of this class survived the following
years of fighting, as they were natural targets during all enemy encounters, for both sides. As part of the
reforms triggered by the crisis, the Nupetiet Vergnitzs design was reviewed and soon a new version came into use.
This new version soon replaced the older versions, which were decommissioned and scrapped. The alterations
included an upgrading of the armament, with 40 more medium cannons mounted, and two additional heavy cannons were
installed on the dorsal. This prompted a relocation of much of the dorsal hangar space to the ventral, and gave
the class the odd-looking 'pregnant' appearance. However, the most important refit was fitting a navigational
override system to the front of the vessel. With this device it was hoped that closer control could be enforced
and the chance of further defections considerably reduced. Over the next four centuries, the Nupetiet Vergnitzs
fulfilled their roles as fleet command ships with impressive reliability and acumen.
Typically, a Nupetiet Vergnitzs controlled several hundred ships or more. Other fleets could be assigned as well,
so the number of ships assigned could climb into the hundreds of thousands For example, the Imperial Fleet, with
slightly over a million ships, was commanded from a single Nupetiet Vergnitzs class vessel, although supported by
a number of other Nupetiet Vergnitzs vessels. In addition to their combat and command activities, the class also
often served as a tender for the smaller vessels such as the Tou Redir class, which could not carry that many
supplies, and often transferred some of the command ship's stores to replenish their own. Another vital function
was battlefield reconnaissance and air cover. The Nupetiet Vergnitzs carried a larger number of Raulonve Fighter
Pods and Quel Quallie Cyclops Reconnaissance Scouts compared to the other ships and these were considered command
assets, to be deployed as a battle group's reserve forces.
While the Zentraedi Holocaust virtually wiped out the Zentraedi fleets, losses among the Nupetiet Vergnitzs ships
were relatively the highest of any class. The RDF / Zentraedi alliance deliberately gave them a higher priority
and the Grand Fleet lost most of its coordination ability early on in the battle and the individual ships tended
to concentrate on the ships within range of their weapon systems instead of creating a strategy to win. Very few
ships of this class survived the battle and by 2020 these ships were all decommissioned or destroyed.
The Nupetiet Vergnitzs-class can best be described as a lumpy, vaguely rectangular box four km long, with a
slightly greater height than width. In addition, a large hangar extending below the hull proper to the rear gave
the class an almost pregnant appearance. The four angular blisters that mounted the phased array transmitters of
the so-called manual override beam system, which was capable of overriding the navigational systems of a large
number of mecha remotely, marked the front end. The antennas were mounted on the covers of the forward main laser
cannons. In combat, these covers opened backwards to reveal the heavy cannons underneath. Two more heavy cannons
were mounted on the dorsal hull, and a large hangar assemblage is further aft on the ventral. The rear of the
ship mounted the main reaction engine.
The armament is, like most Zentraedi designs, concentrated forward. The heavy cannons are either mounted in the
nose or capable of firing in the forward and dorsal planes only. Thus, all cannons can fire forward, although
there are no mounts bearing on the ventral and after arcs. Over half of the medium cannons are located forward,
mostly on the forward nose surface and the forward flanks and chin. This still leaves enough batteries for a more
than adequate coverage of the other firing arcs. The heavy torpedoes are mounted in the groove between the bottom
hull and the upper armor sections, in the forward part of the ship. Although these launchers are the standard
Zentraedi type also mounted on their other ships, the Nupetiet Vergnitzs mounts more of these tubes than any
other design. Finally, there is an extensive defensive missile system installed on all arcs.
Ship Information:
- Ship Class: Battleship
- Ship Type: Command
- Year Commissioned: 1489 CE
- Crew: 3530
- Troops:
- Air Group: 1500
- Troops: 15,722
- Total: 17,222
- Total Crew and Troops: 20,752
Vehicle Complement:
- Combat Pod Complement:
| 10,377 |
Regult Combat Pod |
| 88 |
Glaug Battle Pod |
| 1474 |
Light Artillery Pod |
| 806 |
Heavy Artillery Pod |
| 396 |
Recon Scout Pod |
- Fight Pod Complement:
| 1352 |
Raulonve Fighter Pod |
- Power Armor Complement:
| 654 |
Nousjaedul-Ger Cavalry Power Armor |
- Other Complement:
| 10 |
Glaug Booster Unit |
| 16 |
Quel Quallie Cyclops Reconnaissance Scout |
| 20 |
Frandlar Tiluvo Transport Pod |
| 22 |
Liewneuatzs Personnel Shuttle |
| 60 |
Hover Platforms |
| 15 |
Reflex Warheads (of each type) |
M.D.C. by location:
- Main Laser Cannons (6) - 2000 each
- Retractable Particle Beam Cannons (50) - 150 each
- Retractable Laser Turrets (150) - 60 each
- Retractable Long Range Missile Turrets (240) - 100 each
- Retractable Heavy Missile Turrets (60) - 100 each
- Retractable Weapon Hatches (500) - 100 each
- Airlock Access Hatches (208) - 200 each
- Main Engines (upper rear) - 70,000 *
- Auxiliary Engine (lower rear) - 16,000 **
- Hull Regions (500) - 700 each
- Inner Hull Regions (500) - 250 each
- Main Body - 350,000 ***
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 30 months before the ship needs to be restocked. Water stores were recycled almost
completely.
Statistical Data:
- Height: 2142' (652.9 m)
- Width: 1971' (600.8 m)
- Length: 13,202' or 2.5 miles (4024 m or 4.0 km)
- Weight: 187.4 million tons (170 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 flagship, 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 30 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: 3D4x500,000 M.D. per single blast.
- Blast Radius: The cannon's beam width is 1250' (381 m) and when used against a planet, it leaves
a crater with a diameter of 30,000' (9144 m) and a depth of 3000' (914.4 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 (6)
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. Four cannons are located on the front of
the ship and the other two are 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 (50)
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. Ten cannons are located on the top of the ship, fifteen cannons are located on
each side of the ship, and ten cannons are located on the bottom 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 (150)
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. 20
turrets are located on the top of the ship, 40 turrets are located on each side of the ship, 20 turrets are
located on the bottom of the ship, and 30 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 (240)
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. 76 turrets are located on
the top of the ship, 60 turrets are located on the each side of the ship, and 44 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 24,000 long range missiles.
- Retractable Heavy Missile Turrets (60)
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. 18 turrets are located on the top of the ship, 15 turrets are located
on the each side of the ship, and 12 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 2400 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:
- Mecha Navigational Override
This system serves to instantly abort a mission if the commander of the flagship so wishes. All mecha
under the command of the Flagship are automatically returned to their respective ships. All Zentraedi
mecha have an override mechanism and an override code that is transmitted to the flagship of the fleet
whenever a ship is placed under the command of that flagship. The override can be used so that it only
affects mecha from one, several, or all ships in the fleet that the flagship is leading. However, the
system cannot be used to target a specific mecha or a specific group of mecha based on location, only
by ship.
- Medial and Bio-Scan Facilities
The ship has extensive medical facilities that can do anything from mend broken bones to extremely
complicated surgery. The ship also has a complete bio-scan chamber used to study and analyze alien life
forms and to provide detailed information regarding the physiology, chemical structure, and genetic
structure of that life form.
- Missile Storage
The ship has storage for a large number of missiles used by all Zentraedi ships. Fully loaded, the ship
holds 200,000 SAA-1 Granite (Gliquoun Touwhaug) Long Range Missiles, 10,000 SSA-1 Sniper (Lojredbeth
Deuawhaug) Cruise Missiles, and 10,000 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
200 missiles transferred. Reloading the ship's missile racks takes about 1 melee round to completely
reload one missile launcher and up to 8 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 100
suits of armor of any type and 500 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 22,000 people indefinitely or 25,000 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 15,000 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 900,000 miles (1,448,410 km), small
targets at a range of up to 9 million miles (14.5 million km), medium targets at a range of up to 18 million
miles (29 million km), and large targets at a range of up to 27 million miles (43.5 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 1.5 million miles (2.4 million km), small targets at a
range of up to 15 million miles (24.1 million km), medium targets at a range of up to 30 million miles (48.3
million km), and large targets at a range of up to 45 million miles (72.4 million miles). The forth is a
Hyperspace 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 6 parsecs (19.56 light-years), small targets at a range of up to 30 parsecs
(97.8 light-years), medium targets at a range of up to 60 parsecs (195.6 light-years), and large targets at
a range of up to 90 parsecs (293.4 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
1000 targets simultaneously, providing detailed information about the targets from the ships data files.
All direct fire weapons receive a bonus of +5 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: 7
- Strike: +5 to strike with direct fire weapons and +3 to strike with missile weapons.
- Targeting System: Can track up to 1000 targets simultaneously.