BATTLE SECTION STATS
MDC BY LOCATION:
(1) Main Body 50,000
(2) Main Engines/Leg Units (2) 25,000 each
Arms (2) 25,000 each
Flight Decks/Arm Shields (2) 10,000 each
(3) Command Tower 10,000
(3) Sensor Array (Top of Command Tower) 2,000
Gunship/Main Gun (1) 20,000
Rail Cannons (4) 2,500 each
(2) Secondary Thrusters (2) 5,000 each
Small Guidance Thrusters (40) 400 each
Airlocks/Access Hatches (70) 200 each
Outer Hull (per 40ft area) 150
Interior walls (per 20ft) 20
(4) Pin Point Barriers (4) 5,000 each
NOTES:
- Depleting the MDC of the main body will put the Battle Carrier 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 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).
- Destroying the command tower will instantly kill the command staff and
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. Destroying the main sensory array on top of the command
tower will have the same effect, but the command staff will not be killed
instantly.
- 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 four seconds (2 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.
- Maximum Range: Unlimited (estimated 30 year life span)
STATISTICAL DATA:
- Length (cruiser mode): 4,983 ft (1,510 m)
Length (command tower only): 610 ft (185 m)
Height (attack mode): 3,861 ft (1,170 m)
Weight: 6,250,000 tons (empty) / 7,700,000 tons (standard)
- Fold System:
- ORTEC/Shinnakasu/General Galaxy Advanced Fold System Cluster
- Sublight Drive:
- ORTEC/Centinel Impulse Drive Cluster
- Gravity Control System: Internal
Auxiliary Engine:
- Shinnakasu/Shinsei Industries/Agar Nuclear Pulse Rocket Motor Cluster
- Radar System: Stealth Aegis Pod
WEAPON SYSTEMS:
- MACROSS CANNON MAIN GUN/GUNSHIP: The most powerful weapon on the
New Macross-class battle carriers is the Macross Cannon, which is
basically the same heavy particle beam cannon used by the original
SDF-01 Macross in the war against the Zentraedi. The cannon can
fire a beam up to 120,000 miles (192,000 km) long and 2 miles (3.2 km)
wide that essentially destroys EVERYTHING in its path. The disadvantage
of the weapon is the tremendous power it consumes. Even when connected
to the battle carrier's powerful engines the cannon takes a full 5
MINUTES (20 melee rounds) to recharge between shots.
Unlike in previous ship designs, the New Macross battle carrier's cannon
is contained in a completely separate starship unit from the rest of the
vessel. This allows a better range of motion and more accurate firing in
battle mode, as well as the ability to completely eject the cannon in the
event of an overload or serious malfunction. The cannon unit is commonly
referred to as the "Gunship", and even contains separate power
systems, engines, and life support systems that allow it to function as
an independent spaceship if necessary. The gunship can carry a crew of
four (pilot, copilot, engineer, and communications expert) but is usually
piloted by remote control when necessary. The gunship does not have
sublight or fold capacity and cannot fly in an atmosphere.
- PRIMARY PURPOSE: Heavy Assault
- SECONDARY PURPOSE: Anti-Warship
- RANGE: 60,000 feet (96,000 m) 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. (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.
- NOTE: The Macross Cannon Gunship is a fully functional starship
that can support 4 crew and up to 4 passengers and propel itself
through space at thrust equivalent to 1500 mph/2400 kmph. However
the gunship cannot maneuver in an atmosphere and does not have any
facilities on board for carrying variable fighters or shuttles.
- RAIL CANNONS: As a secondary weapon system the New Macross battle
carriers carry four large-caliber rail guns, two on each shoulder/side of
the ship. These cannons are similar to those on the original SDF-01
Macross (though much more modern) and use magnetic accelerator technology
to propel metal slugs at incredible velocities towards a target. The
slugs fired by the cannons are much larger and much more accurate than
previous rail guns, though the rate of fire of the cannons is slower than
earlier versions due to the slug's size.
- PRIMARY PURPOSE: Defense
- SECONDARY PURPOSE: Anti-Warship
- RANGE: 24 miles (38.4 km) in an atmosphere. Double in space.
- DAMAGE: 1D4x1000 M.D. per slug. Usually fired in pairs.
- RATE OF FIRE: Each rail cannon can fire up to 4 times per
melee. The guns can be combined into any volley combination, though
they are usually fired in pairs.
- PAYLOAD: 500 per cannon. Additional slugs are contained
onboard but must be loaded into the guns ammo containers (requires
1D4 hours).
- HEAVY MISSILE LAUNCHERS (8): The New Macross battle carriers
contain eight missile launcher tubes for launching ICBM-like missiles
during combat. Resembling torpedo launchers, four are mounted on each
side of the ship recessed into the hall and fire forward only. In Attack
mode these launchers are located in the shoulders of the ship near the
rail guns. The launchers contain long-range nuclear missiles and are
usually used only during assaults and heavy combat. The New Macross 07
used these launchers in combat against greater Protodeviln during one
battle of the Varuta war. Unfortunately the missiles proved ineffective
against the Protodeviln's incredible regenerative capabilities.
- PRIMARY PURPOSE: Heavy Assault
- SECONDARY PURPOSE: Anti-Warship
- 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: Each launcher tube holds one missile and must be
reloaded after firing. Reloading a launcher tube takes 1 minute (4
melee rounds). If loaded, all 8 tubes can fire at once for a volley
of 8 nuclear missiles (!).
- PAYLOAD: A typical battle carrier carries 40 missiles in
storage that can be readied for firing in about 30 minutes.
Additional missiles can be carried if deemed necessary, however.
- 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.
- 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 New Macross battle carriers. 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 5,000 MD in damage, which then regenerates within four
seconds (2 melee rounds). The barriers can also be layered on top of
each other to generate a field which provides 20,000 MDC and can even
deflect heavy particle beams (usually).
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 5,000 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.
- 01-15: Lucked out, system will be operational in 1D6 hours.
- 16-30: Minor damage, system will require 4D6 hours to
repair.
- 31-45: Major damage, system will require 2D6x10 hours to
repair (yes, DAYS of work).
- 46-60: Completely destroyed! System can be rebuilt, but
will require new parts and 2D6 DAYS of work to
replace.
- 61-75: Major damage, system will require 2D6x10 hours to
repair.
- 76-90: Minor damage, system will require 4D6 hours to
repair.
- 91-95: Lucked out, system will be operational in 1D6 hours.
- 96-00: It's a miracle! Trivial damage only, system will
be operational again in only 4D6 melee rounds!
SYSTEMS OF NOTE:
- ANTIGRAVITY PROPULSION SYSTEM: The New Macross battle carriers are
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.
- HYPERSPACE COMMUNICATIONS: Based on the same technology as the
space fold system, the hyperspace communications relay allows
faster-than-light communication between the New Macross ships 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 battle carriers have sufficient life
support to provide breathable air and comfortable temperatures for 2,000
people for up to 30 years (air is recycled). In an emergency the life support
system can support up to 10,000 people at one time, though living conditions
onboard will get extremely cramped at that point. The carrier also holds
sufficient food and water to support 2,000 people for up to 6 months.
- LONG-RANGE LASER/SATELLITE RELAY COMMUNICATIONS: The impressive
communications array of the battle carrier can communicate with up to 1,000
craft simultaneously at ranges of up to 900 miles (1,440 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 battle carrier 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 battle carrier is
equipped with an ORTEC/Shinnakasu/General Galaxy Advanced Fold System Cluster,
capable of propelling the carrier 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 battle
carrier 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 carrier is limited to speeds of Mach 3
maximum due to hull stress.
- SUBSPACE MASS SENSORS: The New Macross battle carriers are 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 carrier, 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):
- VF-11C Thunderbolt: 300 (25 Squadrons) on
active status. An additional 5 squadrons (60 Thunderbolts) are stored in
holding bays and can be readied within 2D6 hours.
- VF-17 Nightmare: 3-6 (3 Active, 0-3
Reserve)
- VF-19 Excalibur: 3
- Conserax Probe Modules: 20
NOTE: The New Macross battle carriers have enough room to hold an
additional 4 squadrons (48 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: New Macross 07
Entry"
- Macross 7 TV series
- Thanks goes to for writiing up the statistics.
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