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:
  1.  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.
  2. 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.
  3. 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).
  4. 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:

  1. 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.

     

  2. 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.
     
  3. 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.

     

  4. 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.

     

  5. 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.
  1. 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.
  1. 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.

SYSTEMS OF NOTE:

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

1