TREL - RENEGADE STEALTH BATTLESHIP
Last modified: 10/31/01
RPG Stats by Kamikazi (
co366thaw@hotmail.com
)
Design layout adapted from
DAVE DEITRICH
(deitrich@mcs.net
)
Background info provided by Shadow
Works Industries
BACKGROUND
The Trel is a one
of a kind renegade battleship built in orbit around the world of Grenice-Rev'nd.
It is a blend of Zentradi/Meltrandi, UN Spacy, and Varuta technology designed
for hit-and-run operations. It is roughly the same size as a Northampton Class Stealth Frigate,
but has the firepower of a New
Macross Battle Carrier. The ship is equipped with a reflex cannon and
several other weapon systems of incredible power. The ship also carries 2 dozen
variable fighters, 8 Queadlunn-Rau Power Armor and 12 Renegade
Power Armor to compliment her powerful weaponry. Additionally, the Trel
has a redesigned Varuta fold drive. As seen in the Macross 7/Varuta war, these
drives have pin-point fold accuracy. The ship is able to fold into the middle of
a convoy or task force with no warning.
The Trel is a warship fitted with the most
advanced ECM and electronic warfare systems, and a new Cloaking Device stolen
from a wrecked Special Operations starship. (See the Monitor II Experimental Stealth
Frigate for more details.) When this system is active it enables the ship to be
nearly "invisible" to enemy radar, tracking, targeting, and early
warning systems as well as all invisible in all visual spectrums, making it
difficult if not impossible to see them or lock onto the ship with weapons or by
any other means. Computers will not notice the ship at all while its cloaked as
its' signature will be filtered out by the system because it will be evaluated
as ambient artifact. Mass and Movement detectors also will not pick up the ship
because of similar computation system filters.
RPG STATS
Government: Renegade/Anti-UN Forces
Ship Type: Stealth Battleship
Class: Trel
Manufacturer: Renegade/Anti-UN Forces on Grenice-Rev'nd
- Crew: 260 total
- Ship's Crew: 216
- VF Pilots: 24
- Zentradi/Meltrandi Troops: 20
MDC BY LOCATION:
(1) Main Body 16,000
Bridge 2,000
(2) Sensor Array (behind bridge) 800
(3) Main Engines/Power Plants (1) 7,000 each
(3) Secondary Engines (4) 1,250 each
(3) Small Guidance thrusters (24) 200 each
Long-Range Missile Launchers (4) 500 each
Medium-Range Missile Launchers (12) 250 each
Retractable Laser Turrets (12) 200 each
Small Airlocks/Access Hatches (8) 250 each
Flight Deck Airlock (2) 500
Outer Hull (per 40ft area) 120
Interior walls (per 20ft) 20
(4) Force Field 15,000
NOTES:
- Depleting the MDC of the main body will put the
battleship out of commission.
All internal systems will shut down, including life support and internal
gravity. The ship itself will be an unsalvageable floating wreck.
- Destroying the IR masking tower on the belly will
deprive the ship of all forms of long range communications, radar and targeting.
The range and targeting capabilities of the secondary systems are equal to
that of a VF-11 Thunderbolt
. The ship can still operate, but is at -3 on initiative, -3 to strike, and
number of attacks per melee of the weapon systems are reduced by half. Also
by destroying the IR masking tower the passive stealth systems (not the cloaking
device) are severely effected eliminating the ship's passive stealth capabilities
as well.
- Depleting the MDC of the main engines will force
the ship to rely on its secondary engines. Depleting the MDC of the main
engines AND secondary engines will leave the ship adrift in space. If in
an atmosphere, the ship will crash (destruction of the main engines will
render the antigravity system useless due to loss of power).
- Depleting the MDC of the Force field will shut it down
until it can fully regenerate. The Force Field is similar
in design to the Omni-Directional Barrier on the SDF-1.
The Barrier can sustain 15,000 MDC, and regenerates at a
rate of 2,500 MDC per melee round. Whilst engaged though
nothing can pass into our out of the circumference of the
shield, so the ship will be unable to open fire.
SPEEDS:
- Speed (sublight): 0.20 speed of light (32,000
miles per second)
Speed (Auxiliary Drives): Mach 3
Space Fold: Range Unlimited (1 light year every
6 minutes)
Planet bound:- Can land if necessary but not
designed to maneuver in an atmosphere. Can only land in a body of water (does
not have landing gear).
- Maximum Range: Unlimited (estimated 20
year life span, which can be extended with regular maintenance and overhauls)
Note: The Trel is extremely agile (in starship terms) and get an additional +2 to
dodge (plus stealth or cloaking bonuses) when avoiding fire from enemy starships
or Protodeviln.
STATISTICAL DATA:
- Length: ft (244 m)
Height: ft (40 m) including Bridge Tower
- Width: ft (75 m)
at maximum cross-section
Weight: 235,000 tons (standard)
- Power System:
- Modified ORTEC/General Galaxy Main
nuclear/solar reactor
- Fold System:
- Modified ORTEC/Shinnakasu/General Galaxy
Advanced Fold Cluster with Varuta enhancements
- Sublight Drive:
- Modified ORTEC/Centinel Impulse
Drive Cluster
- Gravity Control System:
Internal
Auxiliary Engine:- Shinnakasu/Shinsei
Industries/Agar Nuclear Pulse Rocket Motor Cluster
- Sensor System:
Standard & Subspace Mass Detector
WEAPON SYSTEMS:
- REFLEX CANNON MAIN
GUN: This miniaturized,
less powerful version of the
heaviest of ship-borne
weapons has an effective
range of 60,000 miles
(96,000 km); at full power
it has the effective yield
of a 80 MT fusion weapon
once every minute. The
weapon is located in an
aperture in the center
forward body. If utilized
against starships, a direct
hit would vaporize the
target vessel. The weapon
could also be set to a wider
dispersal. In this setting,
it was capable of clearing a
wide area of fighters and
other mecha, although
starships in this area would
only be blinded. The cannon
is mounted in the center of
the hull in a fixed forward
firing position. The
disadvantage of the weapon
is the tremendous power it
consumes. Even when
connected to the
battleship's powerful
engines the cannon takes a
full 5 MINUTES (20 melee
rounds) to recharge between
shots.
- PRIMARY PURPOSE:
Heavy Assault
- SECONDARY PURPOSE:
Anti-Warship
- RANGE: 20,000
miles (48,000 km) in an
atmosphere. Double in
space.
- DAMAGE: Destroys
EVERYTHING in its path,
regardless of MDC and
movement. The only way to
avoid obliteration is to
avoid being in the path of
the beam! If used against
a planet, the beam causes
3D6x1,000,000 MD (!),
leaving only a radioactive
crater 2D6x10 miles long
and 3D6x100 feet deep. The
resulting shockwave will
also cause substantial
damage to surrounding
terrain for an additional
1D6x10 miles from the edge
of the crater. If used in
a dispersion pattern, the
cannon fires a broad field
of energy over a 10 mile
wide area. Everything in
the effected area takes
4D6x100 MD. (Note:
A sufficiently strong
force field can
deflect/absorb the beam if
necessary. Examples of
such fields include
multiple pinpoint barrier
shields layered on top of
each other and barriers
generated by stronger
Protodeviln beings. A
force field must have AT
LEAST 20,000 MDC capacity
before it can resist a
heavy particle beam of
this magnitude.)
- RATE OF FIRE:
Once per 5 minutes (20
melees) if connected to
the New Macross battle
carrier. If separated, the
gunship contains
generators that can
recharge the cannon in 1
hour (240 melees).
- PAYLOAD:
Effectively Unlimited.
- HEAVY PARTICLE BEAM
CANNON: Situated
underneath the front of the
Battleship the Heavy Particle
Beam Cannon is mounted in a
rotating turret. It is very
powerful, but has a short
range. The cannon has a 270
degree range of motion and
can be raised and lowered 45
degrees.
- PRIMARY PURPOSE:
Assault
- SECONDARY PURPOSE:
Anti-Warship
- RANGE: 8 miles
(12.8 km) in an
atmosphere. Double in
space.
- DAMAGE: 2D6x1000
M.D. per blast
- RATE OF FIRE:
Cannon may be fired twice
every melee
- PAYLOAD:
Effectively Unlimited.
- REAR LASER CANNONS:
A pair of heavy laser cannons
are mounted on either side
of the rear thrusters. Each
can angle and rotate 180
degrees.
- PRIMARY PURPOSE:
Defense
- SECONDARY PURPOSE:
Anti-Warship
- RANGE: 15 miles
(24km) in an atmosphere.
Double in space.
- DAMAGE: 1D4x1000
M.D. per blast
- RATE OF FIRE:
Cannon may be fired five
times every melee.
- PAYLOAD:
Effectively Unlimited.
- LONG RANGE MISSILE
LAUNCHERS (4): For heavy
assault the Trel is armed with
four long-range missile
launchers set at key
locations along the ship's
hull. Each launcher contains
12 missile tubes allowing
volleys of up to 12 missiles
to be fired at a single
target per launcher. Once
depleted, the missile
launchers are reloaded by an
automated loading system
that takes 15 seconds (one
melee round) to reload all
12 missiles. The long-range
of these missiles makes them
extremely efficient for
battlefield support if
smaller ships. Armor-piercing
smart missiles are usually
used to avoid chances of
friendly fighters being shot
down by the missiles.
- PRIMARY PURPOSE:
Anti-Warship
- SECONDARY PURPOSE:
Defense
- MISSILE TYPES:
Any type of Long Range Missile
can be used.
- RANGE: 1000+
miles (1600+ km)..
- SPEED: Varies,
typically 1800mph.
- DAMAGE: Varies,
typically 4D6x10 M.D.
- BLAST RADIUS:
Varies, typically 15 feet.
- RATE OF FIRE:
Volleys of 4,6 or 12
missiles per launcher.
- PAYLOAD:
Each launcher holds 12 missiles. Once the missiles are expended the launcher
is reloaded within 1 round via an automated system. The reload system holds 320 missiles per launcher.
- MEDIUM MISSILE
LAUNCHERS (6): For
anti-aircraft defense, medium-range missile
launchers are set at key
locations along the ship's
hull. Each launcher contains
8 missile tubes allowing
volleys of up to 8 missiles
to be fired at a single
target per launcher. Once
depleted, the missile
launchers are reloaded by an
automated loading system
that takes 15 seconds (one
melee round) to reload all 8
missiles. Armor-piercing
smart missiles are usually
used to avoid chances of
friendly fighters being shot
down by the missiles.
- PRIMARY PURPOSE:
Anti-Aircraft
- SECONDARY PURPOSE:
Anti-Warship
- MISSILE TYPES:
Any type of Medium Range Missile
can be used. Smart missiles are commonly used to avoid hitting friendly
aircraft.
- RANGE: Varies,
typically 60 miles (80.4 km).
- SPEED: Varies,
typically 1600mph (2571kmph).
- DAMAGE: Varies,
typically 2D4x10 M.D.
- BLAST RADIUS:
Varies, typically 15 feet.
- RATE OF FIRE:
Volleys of 2, 4 or 6 missiles per launcher.
- PAYLOAD:
Each launcher holds 8 missiles. Once the missiles are expended the launcher
is reloaded within 1 round via an automated system. The reload system holds
128 missiles per launcher.
- RETRACTABLE LASER
TURRETS (12): Retractable laser turrets
mounted along the primary hull. These short-range lasers are intended primarily
for anti-aircraft and anti-mecha defense, but can do moderate damage against
enemy spacecraft if they get too close. When not in use gun turrets are concealed
within the hull underneath a sliding hatch.
- PRIMARY PURPOSE:
Anti-Mecha
- SECONDARY PURPOSE:
Defense
- RANGE:
8000 ft (2400 m)
- DAMAGE:
1D4x10 M.D. per blast
- RATE OF FIRE:
Each turret can fire three times per melee (15 seconds), and can be directed
at different targets.
- PAYLOAD:
Unlimited
- FORCE FIELD: The
Battleships Force Field
encompasses the entire
ship in a manner identical
to that to that of the
SDF-1's Omni Directional
Barrier. The Force Field
can absorb up to 15,000 MD
in damage, which
regenerates at a rate of
2,500 MDC per melee round.
Whilst engaged the
Battleship is unable to
fire its weapons.
- PRIMARY PURPOSE:
Defense (the pinpoint barrier system cannot be used as a weapon)
- RANGE: Totally
encircles vessel
- DAMAGE CAPACITY:
15,000 MDC. Regenerates
at a rate of 2,500 MD
per melee round.
- PAYLOAD:
Nearly inexhaustible.
Will work as long as
system is functional and
engines are intact. If
main engines are
destroyed, the Force
Field will loose power
and not function.
- NOTE: The
Force Field can deflect
a heavy particle beam
attack, such as the one
generated by the Macross
Cannon, Zentraedi/Varuta
command warships, and
some Protodeviln.
However, the beam will
completely destroy the
Force Field and put
incredible strain on
the, to the point where
it may short out. After
deflecting an energy
beam, roll percentile
dice on the table below
to determine additional
effects/damage.
- 01-05:
Lucked out, system will be operational in 1D6 hours.
- 06-20:
Minor damage, system will require 4D6 hours to repair.
- 21-35:
Major damage, system will require 2D6x10 hours to repair (yes, DAYS of work).
- 36-64:
Completely destroyed! System can be rebuilt, but will require new parts
and 2D6 DAYS of work to replace.
- 65-79:
Major damage, system will require 2D6x10 hours to repair.
- 80-94:
Minor damage, system will require 4D6 hours to repair.
- 95-99:
Lucked out, system will be operational in 1D6 hours.
- 00: It's
a miracle! Trivial damage only, system will be operational again in only
4D6 melee rounds!

SYSTEMS OF NOTE:
- ANTIGRAVITY
PROPULSION SYSTEM: The Trel is equipped
with an anti-gravity propulsion system used for planetary landings and liftoffs.
The system is good for vertical ascent/descent only and can lift the ship
at speeds of up to 1,320 feet (400 m) per minute. The system will function
so long as the main engines can supply energy to it.
- CLOAKING DEVICE:
The Trel is
equipped with the most
advanced stealth package
currently in existence
commonly referred to as
"The Cloaking
Device". When this
system is active it
enables the ship to be
nearly
"invisible" to
enemy radar, tracking, targeting,
and early warning
systems as well as all
invisible in all visual
spectrums, making it
difficult if not
impossible to see them
or lock onto the
frigates with weapons or
by any other means. The
cloaking device gives
the Monitor II a +4 to
dodge, +3 to strike and
automatic initiative in
combat when ever this
device is engaged. VFs
and other close-range
combat mecha ARE
affected by these
systems, as are
Protodeviln. The
battleship's stealth
systems will fail if the
main engines are
destroyed or disabled.
This "Cloaking
Device" may only be
operated for a maximum
extended period of 36
hrs. The generator which
enables this amazing
system to function
requires twice the time
to regenerate energy as
the system is used.. ie,
if you cloak for 15hrs
you require another
30hrs before you may
cloak again. Thus, after
use, the system must be
allowed to regenerate to
the full 36hr capacity
before you may cloak
again. (So, if you cloak
for 3hrs, then you can't
cloak again for another
6 hrs... this system
must be used carefully).
Yes weapons may be fired
during this cloaking
period, however their
discharge, and
trajectories will give
away the ships position
and being cloaked
doesn't mean you can't
be hit, run into
something or shot, just
that you're
"invisible".
Active sensor systems
such as radar, and
communications that
aren't laser type and
radar jamming will give
away your position as
well. Visibly this
system only slightly
distorts the background,
if the ship remains
stationary no such
distortion will be
observed. The likelihood
of someone that is very
attentive noticing the
distortion is 10% but
the likelihood of them
realizing it is a ship:
0% (if they don't know
of its existence) 5% (if
they know of its
existence). Computers
will not notice the ship
at all while its cloaked
as its' signature will
be filtered out by the
system because it will
be evaluated as ambient
artifact. Mass and
Movement detectors also
will not pick up the
ship because of similar
computation system
filters. It might be
possible to detect the
ship by the
gravitational effects
that it would exert on
space and very small
objects around it, but
again it is very
unlikely as computers on
other ships and
fighters, as well as
people that do not know
of its existence
wouldn't even think to
do it.
- ELECTRONIC
COUNTERMEASURES (ECM) "STEALTH" SYSTEMS: The Trel ECM
and "Stealth Systems" are identical to those found on the
Northampton Class Stealth Frigate. These systems disrupt
enemy radar and tracking systems, making it difficult for them to lock onto
the frigates with weapons. The stealth systems give the carrier a +3 to dodge,
+2 to strike and +1 on initiative in combat WITH OTHER STARSHIPS ONLY. VFs
and other close-range combat mecha are not affected by these systems, nor
are Protodeviln. The frigate's stealth systems will fail if the main engines
are destroyed or disabled. These systems are augmented by the passive stealth
design of the ship.
- HYPERSPACE
COMMUNICATIONS: Based on the same technology as the space fold system,
the hyperspace communications relay allows faster-than-light communication
between UN Spacy starships and other vessels or planetary bases. Hyperspace
communications are still not instantaneous, however. Audio/video communication
travels through hyperspace at a rate of about 5 seconds per light year, so
messages communicated over vast distances can still take days, weeks, or
months to arrive.
- LIFE SUPPORT
SYSTEMS: The command carrier has sufficient life support to provide breathable
air and comfortable temperatures for 750 people for up to 20 years (air is
recycled). In an emergency the life support system can support up to 1,000
people at one time, though living conditions onboard will get extremely cramped
at that point. The frigate also holds sufficient food and water to support
750 people for up to 6 months.
- LONG-RANGE
LASER/SATELLITE RELAY COMMUNICATIONS: The impressive communications array
of the carrier can communicate with up to 1,200 craft simultaneously at ranges
of up to 1100 miles (1,775 km). This range can be boosted indefinitely by
using satellites or other spacecraft as to relay communications.
- LONG-RANGE
RADAR: The radar array of the Trel is equally as
impressive as the communication system, and can track and identify up to
2,000 craft simultaneously. The radar system has a 2,000 mile/3,200 km range.
- SPACE FOLD
SYSTEM: For FTL propulsion, the battleship is equipped with an ORTEC/Shinnakasu/General
Galaxy Advanced Fold System Cluster, capable of propelling it through hyperspace
at speeds up to 3.28x10^10 mps (5.25x10^10 kmps), or 1 light year per 6 minutes.
The range of the fold drive is theoretically unlimited except by the life
expectancy of the spacecraft.
- SUBLIGHT ENGINES:
As a backup to the Fold System, the stealth command carrier is equipped
with ORTEC/Centinel Impulse Drive Cluster engines that can propel the craft
at speeds up to 0.20 speed of light (32,000 miles per second) in space. Note
that these engines are mainly intended for rapid movement inside a planetary
system and are not suited for long voyages between star systems. In a planetary
atmosphere the frigate is limited to speeds of Mach 3 maximum due to hull
stress.
- SUBSPACE MASS
SENSORS: The Trel is equipped with subspace sensors, which are
based on the same principles as the hyperspace communications array. These
sensors can essentially instantly detect mass readings and movement of objects
up to 1 AU (93 million miles) distant from the ship, and the readings are
used both for early warning and for navigation when traveling at sublight
speeds. Readings taken with the subspace sensors are not very detailed (-25%
penalty when trying to identify a detected object) and cannot detect objects
of less than 60,000 kg (this includes most variable fighters).
MECHA COMPLEMENT
(ESTIMATED):
NOTE: The Trel has enough room to hold an 6 fighters if necessary, though the landing bays would be extremely cramped
at that point.
REFERENCES USED
IN THIS DESIGN
- "Doe's All
The Worlds' Starship Guide: Stargazer Stealth Frigate Entry"
- Macross II's
Battleship
-
Jason Jorgensen
's Monitor II -class Experimental Stealth Frigate
- Macross
7 TV series
- Macross II
TV Series