MONITOR II -CLASS EXPERIMENTAL STEALTH FRIGATE
UNS MJOLLNIR
Last modified: 06/09/00 23:58
    RPG Stats by Jason Jorgensen (drakkenwulf@mindspring.com)
    Design layout adapted from DAVE
    DEITRICH (deitrich@mcs.net)
    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. 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