Quiltra Queleual Class Multipurpose Transport
(Version 1.00 - Last Modified: 02/14/2004)
- Background information inspired by
Quiltra Queleual-class
Zentraedi multi-purpose transport vessel by Pieter Thomassen, with Peter Walker, on the
Unofficial Robotech Reference
Guide.
After the loyal Zentraedi armada had bombarded their home, the surviving Ci'Vonians and their allies declared
war on the Tirolian Mercantile Empire. As part of their efforts, small flotillas of Tou Redir ships were sent
deep into the Empire to raid the interstellar commerce that provided the Tirolian treasury with a large part of
its wealth. The first Tirolian counter against this form of warfare was a system of convoys escorted by loyal
Zentraedi ships, which, while effective, created inevitable delays that lowered the volume of transported goods
by nearly 40%. Clearly, a more effective counter was required. This came in the form of the Quiltra Queleual
armed merchant, which carried sufficient armament to hold Tou Redir sized ships off long enough for a ship to
escape. The threat from larger ships remained, but the required number of Zentraedi escort vessels was greatly
reduced than with the old unarmed cargo ships.
The Quiltra Queleual was not a privately owned ship, but a military vessel with a Zentraedi crew. Officially
licensed transport companies could rent volume and mass on these large vessels, which kept up a regular service
between the Empire's planets. As the threat of the Disciples of Zor waned and more Quiltra Queleual Class
Transports became available, other uses were found for the voluminous ships. From the start, a Zentraedi troop
transport function had been foreseen, but within two centuries, the Quiltra Queleual became the exclusive supply
ship for the Zentraedi fleets as well. As the depredations of the Disciples had become mere minor nuisances by
the 1880's CE, the civilian transport services were stopped and all Quiltra Queleual class vessels were
incorporated into the Zentraedi fleets as landing ships and underway replenishment vessels. Unarmed civilian
cargo ships once again became the norm for transporting goods within the Tirolian Mercantile Empire.
As a supply ship, the Quiltra Queleual class carried enough supplies to completely reload a flagship, numerous
small ships, or several medium-sized capital ships. However, as standard operating procedures ensured that the
ships were never completely exhausted of supplies, a single Quiltra Queleual transport was often sufficient to
supply a flotilla of ships. The landing ship configuration could carry thousands of troops, their weapons and
supplies, and the means to land them on a planet. However, this number of troops was rarely needed except for
planetary invasions. Usually, a complement of troops were added to the supply ship to provide replacement
troops during extended deployments.
The hull of the Quiltra Queleual class is shaped like a rectangular brick, a compromise between atmospheric
capability, accessible and usable volume, and ease of manufacture. There are six engine clusters in the aft
section; all of which can fire forward for braking and other maneuvers; the two upper engines though ports in
the upper hull, the lower four engines through forward nozzles that are closed by a hinged hatch when not in
use. There is the normal number of attitude thrusters spread over the ship. The aft bulkhead has airlocks along
its periphery for access to the auxiliary vessel hangars. The locks, two in the upper half and one in the lower
half, are large enough to admit Frandlar Tiluvo Transport Pods. There are three more large hatches in the rest
of the ship, one in the nose and two in the sides. These hatches cover the entrances to multiple internal decks,
and can be used for voluminous cargo. The bottom of a Quiltra Queleual contains extendable elevators and ramps
leading to the lower decks; cargo, or, in the troop carrier configuration, troops, can be embarked or
disembarked directly onto a surface. It is not necessary for the ship to actually land on a planet in order to
do this, typically the anti-gravity systems are used to keep the ship aloft while the embarkation /
disembarkation takes place.
The armaments on the ship are limited, as the Quiltra Queleual class was not designed to stand in the
battle-line. There are ten heavy missile launchers, and ten times as many normal missile launchers spread
across the ship. As the Tou Redir sized vessels the Quiltra Queleual was designed to hold off could not mount
an extensive anti-torpedo batteries as larger ships, this number of launchers sufficed. The cannon armament
does not follow the normal Zentraedi layout of heavy fire forward and medium fire on the other arcs. Rather,
the turrets are mounted, like the defensive missile system, for spherical coverage.
Ship Information:
- Ship Class: Troop Transport
- Ship Type: Heavy
- Year Commissioned: 1610 CE
- Troop Variant:
- Crew: 3160
- Troops:
- Air Group: 1550
- Troops: 24,348
- Total: 25,898
- Total Crew and Troops: 29,058
- Cargo Variant:
- Crew: 3160
- Troops:
- Air Group: 400
- Troops: 3076
- Total: 3476
- Total Crew and Troops: 6636
Vehicle Complement (Troop Variant):
- Combat Pod Complement:
| 12,670 |
Regult Combat Pod |
| 95 |
Glaug Battle Pod |
| 1835 |
Light Artillery Pod |
| 1379 |
Heavy Artillery Pod |
| 620 |
Recon Scout Pod |
- Fight Pod Complement:
| 1352 |
Raulonve Fighter Pod |
- Power Armor Complement:
| 1962 |
Nousjaedul-Ger Cavalry Power Armor |
- Other Complement:
| 4 |
Glaug Booster Unit |
| 29 |
Quel Quallie Cyclops Reconnaissance Scout |
| 32 |
Frandlar Tiluvo Transport Pod |
| 12 |
Liewneuatzs Personnel Shuttle |
| 40 |
Hover Platforms |
| 5 |
Reflex Warheads (of each type) |
Vehicle Complement (Cargo Variant):
- Combat Pod Complement:
| 2398 |
Regult Combat Pod |
| 21 |
Glaug Battle Pod |
| 325 |
Light Artillery Pod |
| 123 |
Heavy Artillery Pod |
| 88 |
Recon Scout Pod |
- Fight Pod Complement:
- Other Complement:
| 1 |
Glaug Booster Unit |
| 2 |
Quel Quallie Cyclops Reconnaissance Scout |
| 4 |
Frandlar Tiluvo Transport Pod |
| 6 |
Liewneuatzs Personnel Shuttle |
| 40 |
Hover Platforms |
| 3 |
Reflex Warheads (of each type) |
M.D.C. by location:
- Retractable Particle Beam Cannons (6) - 150 each
- Retractable Laser Turrets (18) - 60 each
- Retractable Long Range Missile Turrets (100) - 100 each
- Retractable Heavy Missile Turrets (10) - 100 each
- Retractable Weapon Hatches (134) - 100 each
- Small Airlock Access Hatches (82) - 200 each
- Large Airlock Access Hatches (9) - 400 each
- Main Engines (upper rear) - 50,000 *
- Auxiliary Engine (lower rear) - 10,000 **
- Hull Regions (400) - 500 each
- Inner Hull Regions (400) - 150 each
- Main Body - 200,000 ***
M.D.C. Armor Rating - Hull Region: 9
M.D.C. Armor Rating - Inner Hull Region: 7
M.D.C. Armor Rating - Main Body: 18
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 0.14 percent of light (0.0014 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 20 months before the ship needs to be restocked. Water stores were recycled almost
completely.
Statistical Data:
- Height: 1575' (480 m)
- Width: 1640' (499.9 m)
- Length: 9813' or 1.9 miles (2991 m or 3.0 km)
- Weight:
- Troop Variant: 165.3 million tons (150 million metric tons)
- Cargo Variant: 231.5 million tons (210 million metric tons)
- Reactor System: Tirolian Protoculture Reactor with a life span of 35 years.
- Propulsion System: Anti-Gravity / Chemical Drive
- Gravity System: Internal
- Cargo: Very Extensive
Weapon Systems:
- 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 top 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 (18)
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. Two
turrets are located on the top of the ship, six turrets are located on each side of the ship, and four
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 (100)
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. Thirty turrets are located
on the top of the ship, 25 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 10,000 long range missiles.
- Retractable Heavy Missile Turrets (10)
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. Two turrets are located on the top of the ship, three turrets are
located on the each side of the ship, and two 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 400 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 400,000 SAA-1 Granite (Gliquoun Touwhaug) Long Range Missiles, 20,000 SSA-1 Sniper (Lojredbeth
Deuawhaug) Cruise Missiles, and 20,000 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
400 missiles transferred. Reloading the ship's missile racks takes about 1 melee round to completely
reload one missile launcher and up to 4 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 200
suits of armor of any type and 1000 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.
- Protoculture Reactor Recharger (Optional)
The ship can be equipped with six special Protoculture Reactor Rechargers. Each recharger is able to
recharge a two other ship's Protoculture Reactors. Each recharger has enough energy to recharge fifteen
years of life to a single, average-sized reactor. Flagships are recharged half a year for every year
they drain and scout ships are recharged two years for every year they drain.
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 32,000 people indefinitely or 64,000 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 contact with up to 2500 ships simultaneously.
- Sensor Systems
The ship is equipped with three 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 150,000 miles (241,402 km),
small targets at a range of up to 1.5 million miles (2.4 million km), medium targets at a range of up to
3 million miles (4.8 million km), and large targets at a range of up to 4.5 million miles (7.2 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 100,000 miles (160,934 km), small
targets at a range of up to 1 million miles (1.6 million km), medium targets at a range of up to 2 million
miles (3.2 million km), and large targets at a range of up to 3 million miles (4.8 million miles). 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
300 targets simultaneously, providing detailed information about the targets from the ships data files.
All direct fire weapons receive a bonus of +2 to strike and all missile weapons receive a bonus of +2 to
strike. These bonuses are in addition to any previously stated bonuses or penalties.
Combat Summary:
- Combat Actions: 4
- Strike: +2 to strike with direct fire weapons and +2 to strike with missile weapons.
- Targeting System: Can track up to 300 targets simultaneously.