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Albatross

 

 

Code Name

Albatross

Length

147.7 meters

Unit Type

Atmospheric Attack Carrier

Empty Weight

32410.6 metric tons

Manufacturer

Earth Federal Forces

Max Gross Weight

37000.0 metric tons

Operator

Earth Federal Forces

Armour Type

Titanium Alloy

Rollout

UC 0079

Power Plant

4 Minovsky Type Ultra Compact Fusion Reactors

First Deployment

UC 0079

Power Output

140000 kW (35000 kW each)

Accommodation

Crew of 10, can accommodate up to 18

Air Speed

Mach 2.6

Saving Bonuses

Stun: N/A
Beam: 0 to Vulnerable sections only

Propulsion

18 x Jet Engines:

2500000 Kg total

Sensor Range 

100000 meters

Repair Rating

3

 

MDC BY LOCATION

Roll

Location

MDC

Strike Penalty

1-10

3-Barrel Mega Particle Gun (1)

(Vulnerable)

200 each -2

11-30

Wings (2)

600 each

-2

31-40

Main Bridge (Vulnerable)

300

-2

41-90

Main Body 900

-3

91-95

AA Gun Turrets (6)

(Vulnerable)

50 each

-1

96-100

Tail

(Vulnerable)

200 -2


Notes:

1) Destroying the Main Body will destroy the Ship.

2) Destroying the Main Bridge will disable the Ship.

3) All parts listed as Vulnerable are required to roll a Beam Save if hit with a Beam Weapon.

 

FIXED ARMAMENTS

Weapon

Type

Range

Damage

Payload

Notes

3-Barrel Mega Particle Gun (1)

Beam

Short - Long

3D6 x 20 each

50

- Rotating: May not fire at targets behind or under the Ship.

- Fire Linked: All barrels may fire on a ship or large target.

Bomb/Fighter Bay Explosive Directly Below Ship 2D4 x 10 Carpet Bombing: 3 minutes

- Mounted underneath Main Body

- Special: carpet bomb- Inflicts damage on all targets that pass under the ship. To avoid damage a dodge or leap dodge of 18+ must be made.

- Can also carry fighters, but not fighters and bombs at the same time

2-Barrel AA Gun Turrets (6) Projectile Short 1D4 x 10 each 50 each

- Rotating: 2 may fire at targets 360 degrees under the ship, 4 may fire at targets in front of the ship, and 2 may fire at targets on each side of the ship (2 on left, 2 on right), and 2 may fire at targets behind the ship.

- These turrets are manned, and require operators in order to fire.

- Stun Value: 12

Anti-Ship Missile Bays (2) Explosive Short - Med 2D4 x 10 each 8 per bay

- Mounted on Wings

- Forward Fixed: May only fire at targets in front of ship

- Fire Linked: Optional, both bays may fire simultaneously

 

COMBAT BONUSES

Environment

APM

Strike

Dodge

Roll

Airborne

4

Fixed

0

Max: 4

+2

Max: 5

-2

Max: 3

 

STANDARD EQUIPMENT

 

Minovsky Particle Scattering System: Doubles the distance strike penalties to those attacking from mid, long, or assault distances. See Minovsky Physics section for details.

 

Mobile Unit Complement:

Vehicle Complement: 8 Core Fighters, dropped out of Bomb/Fighter Bay underneath Albatross. Bay can carry Fighters or Bombs, but not both.

 

Original Vehicle Design: Marc Daoust and (Background created by Trevor Brown)
Original Artwork: Marc Daoust

Background:

The Federation had designs for airborne battleships long before the start of the One Year War. However, Federation officials believed that the production of such large aircraft was not cost effective and as a result any designs for such units where shelved. When Zeon forces began to produce and field their Gaw attack carriers it quickly became apparent to the Federation of the usefulness of having airborne battleships. Federation engineers combined ideas from several old, unused designs and technology salvaged from destroyed Zeon Gaws. The result was the Albatross. The Federation began mass production shortly after Operation Odessa and managed to build and field over 40 of them before beginning Operation Star One. Production was then temporarily halted until the end of the war. Once the war had ended limited production of the Albatross continued, resulting in the destruction of dozens of remnant Zeon bases (and the surrounding area), by means of massive carpet bombing and air raids.

 

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Rifts™ RPG system copyright Palladium Games.
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