MONITOR II -CLASS EXPERIMENTAL STEALTH FRIGATE
UNS MJOLLNIR
Last modified: 06/09/00 23:58
RPG Stats by Jason Jorgensen ([email protected])
Design layout adapted from DAVE
DEITRICH ([email protected])
Background info provided by Shadow Works Industries
BACKGROUND
The Monitor II -class Experimental Stealth
Frigate is currently a one of a kind warship in use by Shadow
Works Industries. This vessel was designed for a variety of
different missions, including escort, patrols, reconnaissance,
and especially, special operations deployment. This Frigate was
originally designed based off of the Meltrandi
Monitor/ Gunship. It has been reduced in size to roughly
equal the dimensions of the Northampton
Class Stealth Frigate to be a technology test bed for things
such as the cloaking system, and D-Gate. This ship has also
played an impotrant role in the flight testing of new
experimental VF designs. Its ability for stealth is unmatched by
any known craft anywhere and therefore is an excellent choice for
the most elite of special operations units to pick it up. The
ability to carry 4 full wings either conventional or mixed of
variable fighters into combat severely imporves the mission scope
of the operatives as it is a huge improvement over the small load
of . The Monitor II frigate is a warship equipped with the most
advanced ECM and electronic warfare systems, and the new Cloaking
Device leading to its designation as Experimental Stealth
Frigate. The Monitor II frigate was first launched in 2046 and
was produced by Shadow Works Industries' Advanced Projects
Fabrication and Testing Facility on Pluto known as Dark Star.
NOTE: The Monitor II and the base on Pluto are currently in the
possession of SSS-971. Also of note: A ship before the Monitor II
was created, she is a modified Northampton she contains all of
the same systems and crew complimant that the Monitor II has.
Except she DOES NOT have the D-GATE.
She does have ALL other systems including the PULSE
CANNON, CLOAKING DEVICE and WHISKERS. This Modified Northampton is
currently in the posession of an undisclosed SSS squadron that
operates directly under the Special Securities: Earth, branch of
the New Unity Government (UN Govt.).
RPG STATS
Government: New Unity Government (Earth)
Ship Type: Experimental Stealth Frigate
Class: Monitor II Class
Manufacturer: Shadow Works Industries
- Crew: 82 total
- Command Tower: 4
- Main Ship: 56
- VF Pilots: 12
- Troops: 10
- *NOTE: Due to this ship's size a crew equal to that of a
Northampton (750 total) may be
- supported. Due to its special operatios nature however,
all non-essential functions are
- carried out by automated systems tied into the ships main
computer.
MDC BY LOCATION:
(1) Main Body 12,500
Command Center 2,500
(2) Sensor Array (in IR masking tower on belly) 900
(3) Main Engines/Power Plants (2) 4,000 each
(3) Secondary Engines (4) 1,250 each
(3) Small Guidance thrusters (20) 200 each
Main Cannons (2) 500 each
Heavy Missile Launchers (2) 400 each
Anti-Warship Cannons (8) 300 each
Anti-Aircraft Missile Launchers (6) 250 each
Small Airlocks/Access Hatches (25) 250 each
Flight Deck Airlock (2) 500
Outer Hull (per 40ft area) 120
Interior walls (per 20ft) 20
(4) Pin Point Barriers (4) 2,500 each
Whiskers Drones (6) 250 each
NOTES:
- Depleting
the MDC of the main body will put the frigate 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).
- The Pinpoint Barriers regenerate at a rate of 1,250 MD
per second (2,500 MD per melee round). If destroyed, a
barrier will completely regenerate within 2 seconds (1
melee rounds). See the Pinpoint Barrier
System entry for details.
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 Monitor II-class frigate 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: 840 ft (262.5 m)
Weight: 120,000 tons (empty) / 160,000 tons
(standard)
- Power System:
- Modified ORTEC/General Galaxy Main reactor
- Fold System:
- ORTEC/Shinnakasu/General Galaxy Advanced Fold Cluster
- 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:
- MAIN LASER CANNONS (2): The main weapon systems of
the Monitor II frigate is two heavy laser cannons, one
mounted on the outside of each weapon arm facing forward.
Despite the ship's small size these cannons pack a punch
equal to those used by larger UN Spacy and Zentraedi
vessels and make the Monitor II a foe to be reckoned
with. Each laser can fire separately or together, but can
only fire at targets that are almost directly in front of
the frigate (lasers can aim 10 degrees off the ship's
centerline).
- PRIMARY PURPOSE: Heavy Assault
- SECONDARY PURPOSE: Anti-Warship
- RANGE: 100,000 miles (160,000 km)
- DAMAGE: 1D8x1000 M.D. per blast
- RATE OF FIRE: Unlimited. Will function so long
as the main engines are intact.
- HEAVY MISSILE LAUNCHERS (2): To back up the heavy
lasers the Monitor II frigates are also armed with two
heavy missile launcher tubes that launch ICBM-like
missiles at enemy ships. The missile tubes resemble
torpedo launchers and are mounted alongside the main
laser cannons on each side of the ship. The launchers
contain long-range nuclear or reflex missiles and are
usually used only during assaults and heavy combat. The
torpedo tubes are also linked via an elaborate loading
system to the main mecha bay of the warship. This allows
the Monitor II frigates to use the new VF Rocket Sleds
which allow fighters to rapidly enter a planetary
atmosphere without wasting fuel. Details on these rockets
can be found on the UN
Spacy Optional VF Systems page.
- PRIMARY PURPOSE: Assault
- SECONDARY PURPOSE: Anti-Warship (Mecha
Planetary Assault)
- RANGE: 3,000 miles (4824 km)
- SPEED: Mach 2+ (1340 mph/2140 kmph) in an
atmosphere.
- DAMAGE: 4D6x1000 M.D.
- BLAST RADIUS: 3,000 feet (915 m)
- RATE OF FIRE: The rapid reload system used on
the missile launchers allows each tube to be loaded
and fired once per round. The launchers can fire both
missiles and VF Assault Rockets at this rapid rate.
- PAYLOAD: A typical battle carrier carries 20
missiles in storage that can be readied for firing in
about 30 minutes. Additional missiles can be carried
if deemed necessary, however. The Monitor II will
only be issued VF Rocket Sleds for special missions,
in which case they will be given 48 rockets (enough
for every VF carried).
- NOTE: These missiles CANNOT be used by
variable fighters. Each missile is approximately the
same size as a VF-11 Thunderbolt.
Variable fighters that require nuclear ordinance
usually carry RMS-1
Anti-Warship long range missiles.
- ANTI-WARSHIP CANNONS (8): Monitor II frigates are
also armed with anti-warship cannons similar to zentraedi
concealed laser cannons. Six of these lasers are mounted
facing forward while two are mounted to the rear to
attack enemies behind the ship. Like the main laser
cannons the anti-warship cannons have only a limited arc
of fire (15 degrees off centerline) and thus can only be
used against ships to the front or rear of the frigate.
- PRIMARY PURPOSE: Assault
- SECONDARY PURPOSE: Anti-Warship
- RANGE: 100,000 miles (160,000 km)
- DAMAGE: 1D6x100 M.D. per shot
- RATE OF FIRE: Each cannon can fire twice per
melee. The cannons can fire individually or be
combined with the heavy lasers to fire a single
volley.
- PAYLOAD: Unlimited.
- MEDIUM MISSILE LAUNCHERS (6): For anti-aircraft
defense the frigates are armed with medium-range missile
launchers set at key locations along the ship's hull.
Each launcher contains 6 missile tubes allowing volleys
of up to 6 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 UN Spacy 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 6 missiles. Once
the missiles are expended the launcher is reloaded
within 1 round via an automated system. The reload
system holds 36 missiles per launcher.
- ENERGY DISRUPTION PHASED PULSE CANNON (1):
Located between the deployable weapon arms of the Monitor
II is the Energy Disruption Pulse Cannon. This new weapon
system is designed to be used expressly in conjunction
with the D-Gate system. When the weapon arms part the
Energy Disruption Pulse Cannon is exposed and may be
fired. The only warning an enemy may have is that an
unknown, unclassifiable energy surge will be detected in
the general direction of the Monitor II, giving the enemy
time to raise their shields or move their Pinpoint
Barrier defenses into place. The cannon will then be
triggered to fire, and a pulse of 3 large phased energy
bolts are unleashed. If all three of these bolts strike
the shield or barrier system, a powersurge powerful
enough to disable the ENTIRE electrical system of any
size ship is triggered. The only systems not effected
will be life support, all other systems will however be
disabled/ shorted out, included in this are the main
engines and secondary engines of the ship effectively
crippling the ship. If only two strike, the shield and
barrier systems as well as the main engines and all
systems solely supported by them will be disabled. And if
only one bolt strikes, the power generator for the shield
and or barrier system will be disabled, and some minor
electrical systems (GM's discression) will be disabled.
- PRIMARY PURPOSE: Starship Seizure
Operations
- SECONDARY PURPOSE: Starship
Disablement
- RANGE: 45,000 miles (72,500 km)
- DAMAGE: SPECIAL- SEE ABOVE
DESCRIPTION
- RATE OF FIRE: Cannon may be fired
once every 2 melees. Note- firing once does release
the triple pulse of phased energy as described above.
- PAYLOAD: Unlimited
- D-GATE EXPERIMENTAL TRANSPORTATION SYSTEM (1):
Located in the deep bowles of the Monitor II is the
"D-Gate" this dimensional gate is used as a
kind of alternative to the space fold. An experimental
weapon and transportation system created by Shadow Works
Industries, it is the only "mobile" version of
the gate in existence. This gate is one of two found in
the universe, the other is a fixed gate found on Pluto in
the Shadow Works base located there. The D-Gate is
functional on the premise that as long as the PRECISE
location at any given time of the target destination is
known, one may enter this destination in to the gate's
system, and the gate will activate. The gate will then
allow the traveller to enter into the 4th dimension (via
an adjustment in the vibrational frequency of the person
or object) transporting them instantly (as time is only a
convention in the plain of the 3rd dimension) to the
precise target location where upon the traveler will exit
the gate's portal back into the 3rd dimension once again
thus, having traveled the distance in no time at all.
NOTE* this is NOT the same as a space fold, worm hole, or
any other means of conventional transportation. It is
however related directly to a master psychic's ability to
alter their vibrational frequency to such a high rate so
to allow them to pass through matter time and space (kind
of like the theoretical ability of teleportation) because
this shift requires travel on a 4th dimensional level, a
guide is required to allow the traveling object or person
to safely adjust to travel and movement on the 4th
dimension. This guide MUST be a master psychic who is
very familiar with astral projection and vibrational
frequency travel. There are some limitations in addition
to the limitation on target destination such as the type
of weapons, equipment, and people that may travel:
Weapons based on fission technology and reflex technology
may not use the gate as the instability of reflex and
fission material at high vibrations will cause the weapon
to detonate as it's being placed into the gate (this is
bad). People who travel through the gate must be in a
near medatative state, completely relaxed, asleep, or
drugged will even suffice if assisted by a particularly
strong psychic. This system does not emmit any energy or
signature that is detectable by normal means, a psychic
that is sensitive may feel a flux in the energies around
him/her if near by, and a master psychic may see the
travelers right before they enter bask into the 3rd
dimension but other than that it's completely
undetectable. Unfortunately if the target destination is
not accurately predicted, the travellers may end up
returning to the 3rd dimension, in the middle of mass
containing objects such as floors. walls, trees, windows,
and other such things that the body may normally not pass
through. This will instantly kill the character or
destroy the object therefor this system is not to be
taken lightly or used without caution. This is the main
reason that the ENERGY DISRUPTION PHASED PULSE CANNON was
created. The original design of the gate was to allow a
boarding party to quickly and stealthily take an enemy
ship. The weapon would disable the ship, allowing the
precise computations of the target destination to be made
with better accuracy enabling the boarding/ seizure party
to safely make the trip.
- PRIMARY PURPOSE: Boarding/ Seizure
Operations
- SECONDARY PURPOSE: Travel to precise
predetermined locations
- RANGE: Unlimited provided the
calculations are exact enough to safely transport
- RATE OF FIRE/ USE: The gate may be
opened for 15sec (1 melee) once every 5 minutes (20
melees)
- SIZE LIMITATION: Objects using the
gate must beable to pass through a ring that is 9
feet (2.75 m) any other size limitation is dependant
on area you are travelling to.
- PINPOINT BARRIER DEFENSE SYSTEM: Originally
developed by researchers onboard the SDF-01 Macross
during Space War One, the Pinpoint Barrier System is a
standard defense system on board all UN Spacy starships,
including the Monitor II frigates. The system generates
four small disc-shaped force fields that can be
positioned anywhere along the ship to deflect missiles,
energy beams or projectiles. Each pinpoint barrier is
about 200 ft (61 m) in length and can absorb up to 2,500
MD in damage, which then regenerates within four seconds
(1 melee round). The barriers can also be layered on top
of each other to generate a field which provides 10,000
MDC and can even deflect heavy particle beams
(sometimes). The four barriers are controlled by
operators in the command tower of the carrier. These
operators are instructed to defend (1) the command tower,
bridge, and sensor array, (2) main engines, (3) hangar
bays, and (4) weapon systems, in that order. The
operators primarily concentrate on defending the ship
against larger spacecraft and leave defense against mecha
attacking the carrier to the VF pilots.
- PRIMARY PURPOSE: Defense (the pinpoint barrier
system cannot be used as a weapon)
- RANGE: Up to 300 feet (91.5 m) from the
surface of the vessel.
- DAMAGE CAPACITY: Can sustain up to 2,500 MD
per round. Regenerates at a rate of 2,500 MD per
melee round.
- RADIUS: 200 ft (61 m)
- DEFENSIVE MOVEMENT: Can move from one end of
the carrier to the other in less than a single round.
Trained operators can attempt to block attacks up to
8 times per melee (counts as a parry) and are at +7
to block. Untrained characters can parry up to their
number of hand-to-hand attacks with their normal
parry bonuses only.
- PAYLOAD: Nearly inexhaustible. Will work as
long as system is functional (see below) and engines
are intact. If main engines are destroyed, the
barrier will loose power and not function.
- NOTE: If all four barriers are grouped in a
single spot they 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 all four barriers and put incredible strain
on the pinpoint barrier system, 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!
- "WHISKERS" REMOTELY
OPERATED VEHICLE SENSOR SYSTEM (6): Whiskers are
R.O.V. sensor and communication systems that the ship has
(functioning like scouts or AWACS craft). These drones
are controlled like any remotely operated vehicle by a
crew member on the bridge (usually the tactical command
and control technician). Once the Drones are on station
the control may be handed over to the main computer for
basic operations. Any one or all six may be operated at
once inside their effective controllable range. One
noteworthy aspect is that they are able to relay control
through one another to extend this effective controllable
range.
- PRIMARY PURPOSE: Reconissance/
Remote Sensor package
- SECONDARY PURPOSE: Communications
extension, AWACS
- SENSOR PACKAGE: Mass detectors,
motion detectors, full spectrum optics, standard
encrypted and laser communications, video, LIDAR,
radar (active and passive), laser targetting, audio.
- SENSOR RANGE: All sensor ranges are
equal to those of the VE-1 ELINTSEEKER Valkyrie's NR-SR-E3/NR-SL-E3
FAST Arm Sensor Units except for the radar
system which is equivelent to the NR-BP-E7 FAST Packs
this 600 mile range also includes control relay
capability..
- SIZE: 30 feet (9.1 m) long
- WEIGHT: 24 tons
- SPEED: Hover stationary (max. alt.
of 10,000ft) to Mach 8.3 (5561 mph/8900 kmph) in an
atmosphere making the Whisker vehicle
trans-atmospheric over an Earth class planet. Mach 10
(6700 mph/10720 kmph) in space.
- MAIN BODY MDC: 250 each
- MANUVERABILITY: +2 on initiative
(Whiskers vehicles are passive stealth), +3dodge
- EFFECTIVE CONTROL RANGE FROM MONITOR II:
Direct control range is 3000 miles (4838 km) if the
craft are used to extend this range through relaying
to one another the maximum distance away from the
Monitor II the last Whisker can be is: 6000 miles
(9676 km)
- PAYLOAD: The Monitor II carries 6
whiskers in separate recessed, hatch covered docking
compartments found around the outer hull. There are a
total of 18 docking compartments through out the
entire ship, making it less likely that enemies will
target the compartments themselves and in doing so
take out a whisker.
SYSTEMS OF NOTE:
- ANTIGRAVITY PROPULSION SYSTEM: The Monitor II
frigate 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 Monitor II frigate is
equipped with the most advanced setalth 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, targetting, 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
frigate'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 likelyhood of someone
that is very attentive noticing the distortion is 10% but
the likelyhood 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 Monitor II's ECM and "Stealth
Systems" are identical to those found on the Northampton
Class Stealth Frigate which are the smallest UN Spacy
capital ships to be equipped with advanced ECM packages
commonly referred to as "Stealth Systems".
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 Monitor II 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
and are always engaged unless the "Cloaking
Device" is engaged which automatically turns the ECM
and other "lesser" stealth systems off.
- 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 experimental stealth
frigate 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 experimental
stealth frigate 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
experimental stealth frigate 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
experimental stealth frigate 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 experimental stealth frigate 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 Monitor II frigate 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 travelling
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 (STANDARD):
NOTE: The Monitor II frigates have enough room to hold
an additional squadron (12 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 7 TV series