Tou Redir Class Scout Ship
(Version 1.00 - Last Modified: 09/30/2003)
- Background information inspired by Tou
Redir class Sloop by Pieter Thomassen, on the
Unofficial Robotech Reference Guide.
The first Tou Redir was launched in 1243 as the first purpose-built scout for the fast growing Zentraedi fleets.
It was intended to be a cheap, mass-produced class with excellent sensor performance for service on the fringes of
battles and capital ship formations, extending sensor coverage to find the enemy and thus bring him to battle, or
preclude surprise attacks. At the time, an initial production run of 50,000 ships was envisaged. However, the
expanding Empire, the losses due to the Ci'Vonian disaster and the following battles with the Disciples of Zor,
and the requirement to cover planets from Invid raids caused an enormous increase in the number of vessels
built.
The Tou Redir is the smallest of all Zentraedi vessels, but by far the most numerous. This is a direct consequence
of the vastness of interplanetary space, where it is relatively simple even for large ships to hide from active or
passive sensor arrays. The Tou Redir is the reconnaissance vessel of the Zentraedi fleets and carries a more
extensive sensor suite than most vessels, for both active and passive sensor sweeps. The usual position for these
ships was on the perimeter of a Zentraedi flotilla or combat action, extending the sensor coverage of the Zentraedi
battle group into as much volume of space as possible. This task required numbers in addition to good sensors, and
so the Tou Redir was designed to be small and cheap to produce and use.
As time went on, improved sensor arrays were fielded and rather than design and commission a new class, the Tou
Redir design was upgraded with the new technology, which was also retrofitted into the already existent vessels.
The fact that even after seven and a half centuries the Tou Redir was still in mass-production speaks volumes
about the soundness and adaptability of the original design. The largest adaptation was the provision for a
hangar that could house two Quel Quallie Cyclops Reconnaissance Scouts, a small ship a fifth the length of the
Tou Redir. This immensely expanded the scope of possible tasks for the Tou Redir; apart from its designed task
as a sensor picket ship, the Tou Redir could now also function as a forward scout and small raider. With the
Quel Quallies landed, the large hangar could be used to house mecha strike teams, intelligence specialist teams,
or high value, low-volume cargo for transport to or from larger Zentraedi ships.
The Tou Redir was never intended for front line duties; the ship was designed to remain out of the line of fire
of larger ships. However, as time progressed, the Tou Redir found itself in a number of combat situations. The
Disciples of Zor used their captured Tou Redir class ships as commerce raiders, where they had great success at
first. The Tou Redir ships could generally spot any enemy force capable of defeating it and could withdraw before
the enemy ship arrived. Likewise, commercial ships stood little chance of escaping the sensitive eyes and ears of
the sensor arrays. Also, the relatively small size, high speed, common profile and sizable internal space made it
a near perfect planetary raider, delivering a sizeable number of troops to lightly defended outposts and bases.
Eventually, the Tirolian forces used their Tou Redir ships to guard their merchant convoys from the Disciples of
Zor. The ships could spot enemy units while still far enough away to make an escape or prepare for battle. This
lead to numerous battles between the Tou Redir class ships between the two belligerent forces.
After the Zentraedi Holocaust, many of the Tou Redir ships that survived the battle over Earth were depleted of
energy, but still served as excellent bases for rogue Zentraedi groups. On more then once occasion, a scout ship
would suddenly activate and attack Earth ships in orbit of Earth. The remaining Tou Redir ships throughout the
Tirolian Mercantile Empire suffered from Protoculture depletion where they assigned and most were stripped by
their Zentraedi crews trying to survive or were destroyed by the Invid during the final years of the empire.
Ship Information:
- Ship Class: Destroyer
- Ship Type: Scout
- Year Commissioned: 1243 CE
- Crew: 300
- Troops:
- Air Group: 20
- Troops: 354
- Total: 374
- Total Crew and Troops: 674
Vehicle Complement:
- Combat Pod Complement:
| 305 |
Regult Combat Pod |
| 2 |
Glaug Battle Pod |
| 34 |
Light Artillery Pod |
| 17 |
Heavy Artillery Pod |
| 8 |
Recon Scout Pod |
- Fight Pod Complement:
- Power Armor Complement:
| 16 |
Nousjaedul-Ger Cavalry Power Armor |
- Other Complement:
| 2 |
Quel Quallie Cyclops Reconnaissance Scout |
| 1 |
Frandlar Tiluvo Transport Pod |
| 1 |
Liewneuatzs Personnel Shuttle |
| 5 |
Hover Platforms |
| 2 |
Reflex Warheads (of each type) |
M.D.C. by location:
- Main Laser Cannon- 700
- Retractable Particle Beam Cannons (4)- 150 each
- Retractable Laser Turrets (10)- 60 each
- Retractable Long Range Missile Turrets (24)- 100 each
- Retractable Heavy Missile Turrets (10)- 200 each
- Retractable Weapon Hatches (48)- 100 each
- Airlock Access Hatches (22) - 100 each
- Small Bomb Bay Hatch - 200
- Large Bomb Bay Hatch - 900
- Main Engines (3) - 5000 each *
- Auxiliary Engine - 3000 **
- Hull Regions (200) - 100 each
- Inner Hull Regions (200) - 50 each
- Main Body - 20,000 ***
M.D.C. Armor Rating - Hull Region: 9
M.D.C. Armor Rating - Inner Hull Region: 7
M.D.C. Armor Rating - Main Body: 17
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 10 months before the ship needs to be restocked. Water stores were recycled almost
completely.
Statistical Data:
- Height: 584' (178.0 m)
- Width: 1164' (354.8 m)
- Length: 1633' (497.7 m)
- Weight: 1.68 million tons (1.52 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: Limited
Weapon Systems:
- Main Laser Cannon
This is the most powerful cannon on the scout ship. Located at the very front of the ship, the cannon
is well protected by the hull of the ship, and without careful observation, the weapon's port can be
easily missed, at least until it fires.
- 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 (4)
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. One cannon is located on the top of the ship, on each side of the ship, and
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 (8)
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. Three
turrets are located on each side of the ship and two turrets are located 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 (24)
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. Eight turrets are located on
the top of the ship, six 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 2400 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).
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 850 people indefinitely or 1200 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 20,000 miles (32,187 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 500 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 450,000 miles (724,205 km), small
targets at a range of up to 4.5 million miles (7.2 million km), medium targets at a range of up to 9 million
miles (14.5 million km), and large targets at a range of up to 13.5 million miles (21.7 million km). 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 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
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
150 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: 3
- Strike: +2 to strike with direct fire weapons and +2 to strike with missile weapons.
- Targeting System: Can track up to 150 targets simultaneously.