PEGASUS HAAC-3
Heavily Armored Assault Carrier
With the losses the Arabian-class HAACs were taking to the Invid, REF High Command decided to revise the design to make it better able to combat the Invid. The result is the Pegasus-class of HAACs, first deployed in 2026. While keeping the cargo and mecha capacity of the original Arabians, the Pegasi use a primitive type of "Shadow" technology to mask their Protoculture emissions from the Invid while still maintaining full power under "cloak". These ships can get within short range of an Invid ship before they are detected. Besides two platoons of Destroids, or VHT-1s, and a small defensive complement of Alpha Veritech Fighters, the Pegasi were also outfitted to carry and retrieve a fully operational MTA-Titan Ground Mobile Unit. Designed and built during the Sentinels War, many of the Pegasi started equipping Perytonian vehicles and weapons in their storage areas, along with standard REF equipment. During the later stages of the Sentinel War, the Pegasi began switching out a platoon of destroids for a full squadron of Alphas and a squadron of Betas, depending on the mission parameters. The Pegasi are usually used as blockade runners. Their fast speeds, combined with their "shadow" capabilities, make them more suited to transporting supplies to bases and allies behind enemy lines than outright combat with Invid ships. There are currently four known Pegasi remaining out of forty made; the Enterpret, the Gyrfalcon, the Excelsior, and the Raptor.
PEGASUS HAAC-3
Vehicle Type: Space, Heavily Armored Assault Carrier.
Crew and Troops: 247 (235) + 200
Ship's Crew: Ship's Captain (1), first officer and second in command (1), Bridge Officers (15), Mechanical Engineers (30), Bio-Mechanical Engineers (10), Security Force (48), Assorted Other Personnel (60).
Troops: 42 Destroid Pilots, 5 Destroid Officers, 35 Pilots; or
Troops: 24 (12) VHT-1 Crew, 1 VHT-1 Officer, and 35 Pilots; or
Troops: 22 Destroid Crew, 3 Destroid Officers, and 55 Pilots.
Mecha Capability:
2 M.A.C. III's and 23 Assorted Destroids, or
25 VHT-1 Spartas Hovertanks
6 Alpha Fighters
2 Azteca Assault Shuttles
1 MTA-Titan
Mecha Capability:
1 M.A.C. III and 12 Assorted Destroids, or
13 VHT-1 Spartas Hovertanks
12 Alpha Fighters
12 Beta Fighters
2 Azteca Assault Shuttles
1 MTA-Titan
2 |
AMR-10 Armored Mecha Retrieval Vehicle |
4 |
TCH-4 Tractor Hauler |
4 |
HCT-20 Bull Dog |
4 |
ML-3 Forklift |
2 |
AAT-40 Armored Transport |
2 |
ARRAV Armored Rocket and Radar Assault Vehicle |
4 |
VM-9H Silverback |
4 |
Perytonian Air Skimmers |
M.D.C. by Locations:
15000 Main Body
200 per 30 sq. ft. Main Body (hull)
600 Bridge
1500 Bridge Tower
4750 Hanger Sections (2)
500 Hanger Main Doors (2)
500 Stabilizer Wings (2)
3500 Engines (2)
200 Airlock Hatches
250 Inner Walls
200 Retractable Twin Laser Turrets (2)
300 Retractable Laser Turret Shields (2)
450 Forward Laser Turrets (3)
150 Retractable Laser Turrets (18)
500 Rear Missile Bays (2)
500 Forward Missile Bays (4)
5000 DS-1 Pinpoint Barrier (3)
Speed:
Conventional Sublight Propulsion: .20 the speed of light.
Emergency Propulsion: Maximum speed is the equivalent of Mach 14.
Space Fold: A standard space fold drive. Area of effect: one to two miles.
Atmospheric Speeds: Maximum is Mach 4
Length: 1850 feet.
Height: 205 feet.
Main Body Width: 512 feet.
Weight: 68000 tons.
Maximum Range: Unlimited. Protoculture reactors give it an estimated life of 30 years of constant use. The "Shadow" system hides the protoculture emissions from the Invid, making the ship effectively invisible at long distances.
Main Engine: Reflex, heat pile system.
Notes: +2 Strike, +6 Strike in close combat, +4 Dodge in Space, +2 Dodge in Atmosphere, +7 Parry.
Destruction of the stabilizer wings eliminates any atmospheric dodge bonus.
WEAPON SYSTEMS
1. DS-1 Pinpoint Barrier Defense System: Operates the same as those on the Ikazuchi Command Carrier.
2. Retractable Twin Laser Turrets (2): These laser turrets are identical to the secondary lasers mounted on Zentraedi cruisers. They retract behind armored plate shields mounted on the sides of the vessel. They are capable of 360 degree rotation with a 180 degree arc of fire. They can fire individually, or with the others simultaneously.
Primary Purpose: Anti-Spacecraft.
Range: 100,000 miles in atmosphere, double in space.
Mega-Damage: 2D6*100 MD per blast.
Rate of Fire: Three per Melee.
3. Forward Laser Turrets (3): These laser turrets are identical to the retractable twin laser turrets and can fire in a volley with them. Two are mounted under the flight decks and are capable of 180 degree rotation with a 135 degree arc of fire. The last is mounted under the forward section of the main body and is capable of 360 degree rotation with a 180 degree arc of fire. They can fire individually, or with the others simultaneously.
Primary Purpose: Anti-Spacecraft.
Range: 100,000 miles in atmosphere, double in space.
Mega-Damage: 2D6*100 MD per blast.
Rate of Fire: Three per Melee.
4. Retractable Laser Turrets (18): There are eight anti-mecha laser turrets mounted ventrally and eight mounted dorsally, with two more mounted on either side of the bridge tower. They have a 90 degree rotation with a 180 degree arc of fire and fully cover all aspects of the main body.
Primary Purpose: Defense.
Range: 1 mile in atmosphere, double in space.
Mega-Damage: 2D6*10 MD per blast
Rate of Fire: Six per melee.
5. Rear Missile Bays (2): These dorsal missile bays fire vertically from the rear section of the main body.
Primary Purpose: Assault/Defense.
Missile Type: Long-Range of any type; usually Plasma (Heavy), Proton Torpedo (Heavy), Reflex (Heavy), or Reflex Multi-Warhead.
Range: Varies with missile type; 500 to 2100 miles.
Mega-Damage: Varies with missile type.
Rate of Fire: 4, 8, or 16 missiles per volley.
Payload: 128 each.
6. Forward Missile Bays (4): These missile bays fire forward from two torpedo tube-like launchers mounted on either side of the launch bays.
Primary Purpose: Assault/Defense.
Missile Type: Long-Range of any type; usually Plasma (Heavy), Proton Torpedo (Heavy), Reflex (Heavy), or Reflex Multi-Warhead.
Range: Varies with missile type; 500 to 2100 miles.
Mega-Damage: Varies with missile type.
Rate of Fire: 2 or 4 missiles per volley.
Payload: 16 each.
7. Launch Bays (2): The Pegasus-class has two catapult style launch bays that can launch either the two shuttles or two mecha in any mode per action.
Special Notes:
Most large space vessels have the following facilities and equipment. Only their placement, size, and complexity vary with each ship’s layout.
1. Speed of Light Travel: All spacecraft can travel at a fraction of the speed of light.
2. Auxiliary engines and propulsion system: allows for travel at around the speed of sound. These engines are used only in emergencies.
3. The Command Center/Ship’s Bridge: This is the heart of the big ships. This massive area controls and monitors external and internal communications, sensory data, and weapon systems. Toward the center of the chamber is the strategy and tactics conference table. Computer generated graphics, plotting arms, and superimposed holograms, can display a complete visual image, with accompanying data regarding an enemy target(s). Over 700 targets, within an 80,000-mile area, can be identified, tracked, and visually displayed, with an accuracy margin of 94%. An array of computer banks, conference tables, data posts, monitors, large screens, and holographic displays protrude from the floor, walls, ceiling, and even dangle in mid-air.
Depending on the preferences of the various races, the commander may control the ship from a command bubble, a raised command deck, or even just a center mounted command chair. In any case, the ship’s commanding officer can observe all activity. Holographic displays, triggered by voice activation, spring to life at the slightest grumble. In some cases, a small forcefield or a transparent armor bubble with a MDC of 50 may protect the command area.
4. Auxiliary Bridge: Most vessels have an auxiliary bridge buried deep within the heart of the vessel. This bridge has most of the same abilities of the main bridge, but in a much smaller area. As such, the displays aren’t as numerous or as large as those on the main bridge. As this bridge is very rarely used, junior officers are usually assigned here, with a command level officer in charge.
5. Radio Interference Network: From the Command Center, the ship can project an area or net of intense radio interference that can completely isolate an enemy. The range of the radio jamming is approximately 50 miles, but can be increased by linking additional ships into the network (adds 50 miles per each additional vessel). Anyone caught within the radio interference net will be unable to receive any short or long-range transmissions. A superior communications system, like that of another cruiser, will be able to maintain internal communications as well as boosted short range communications within 25 miles from the main receiver. There are no limitations as to the duration of these jamming signals, which can be maintained for months.
6. Radar Jamming: From the Command Center, a ship can jam an enemy’s radar. Range is a 10-mile area up to 400 miles away.
7. Long Range Video and Communications System: From the Command Center, can send clean, accurate audio-visual transmissions up to 10,000 miles away, as well as pick up and monitor outside transmissions. The range of transmission is doubled in space and can be further extended by bouncing transmissions from one ship to another.
8. Internal Security System: From the Command Center, besides monitoring hatch and door status all over the ship, the sensors monitor the temperature, radiation, motion, and chemical make-up of the ship’s breathable oxygen. The system can detect interlopers, disturbances, or anomalies on board the vessel.
9. Medical Facilities/Laboratory: Big ships have fully stocked, modern medical facilities, equal to any ground-based hospital. Any medical procedures that are available to a race can be performed in the medical facilities, including bionic and cybernetic replacements of limbs and organs. The laboratory facilities include chemical, biological, spectrographic radiation, and sound analysis, storage of specimens, and audio/visual/computer data recording.
10. Mess Halls: Distributes various foods and drinks. Water is also dispensed at these locations.
11. Water Supply: A large reservoir of drinking water is stored on all vessels, in addition to the supplies at the mess halls.
12. Launch Bays: These huge, wide-open storage areas for fully functioning combat ready fighters and shuttles can be found scattered throughout the ships.
13. Vehicle/Armor Bays: A comparatively smaller chamber containing weapons, armor, and ground vehicles, usually connected to the launch bays by corridors or elevators.