Official Setting information is in
darkgreen. Extended Universe information is in
steelblue.
Anti Detection System
Some Varohta ships are equipped with an Anti-Detection System; which is similar to active stealth, and is useful against large and small radars and the like. -20% to Read Sensory Instrument checks to detect and track the frigate.
Since the Anti-Detection System is a system in the ship's hull, it can be damaged or destroyed. Once the ship has lost half of its main body MDC, there is a 50% chance that the anti-detection system will fail every time the main body of the ship is hit thereafter. Once the system has failed, it will not work again until repaired at base. For more information on stealth, please refer to the stealth rules.
Heat And Radiation Shields
Special shielding prevents the penetration of life threatening heat and radiation. A radiation detection and alarm system are linked with the shields and will sound an alarm if there is a rupture in the shields and what the levels of radiation are.
Energy Conversion Armour
The ship uses excess power from the engines to reinforce the armour strength. Effectively triples the armour's durability.
Optional Rule: since the ship's Energy Conversion Armour is a system in the hull, it can be damaged or destroyed. Once the hull has lost half of its main body MDC, there is a 50% chance that the conversion armour will fail every time the main body of the ship is hit with a critical strike thereafter. Once the system has failed, it will not work again until repaired at a shipyard.
Heavy Energy Conversion Armour
The ship uses excess power from the engines to reinforce the armour strength. Effectively triples the armour's durability.
Optional Rule: since the ship's Energy Conversion Armour is a system in the hull, it can be damaged or destroyed. Once the hull has lost half of its main body MDC, there is a 50% chance that the conversion armour will fail every time the main body of the ship is hit with a critical strike thereafter. Once the system has failed, divide the remaining MDC by 3. (Macross Quarter)
Self-Destruct
To prevent capture of a ship by the enemy, the crew can activate the ship's engines to overload, which will cause the ship to explode like a reaction warhead, after a delay of up to 60 minutes (time is set by the crew). The explosive damage is uncontained and inflicts damage out to 600 m.
- DAMAGE: 4D8x1,000 M.D. at ground zero to 100 m , 4D8x100 M.D. to 200 m, 4D8x10 M.D. to 300 m, 4D8 M.D. to 400 m, 4D8x100 S.D. (able to do M.D.) to 500 m, 4D8x10 S.D. to 600 m, 4D8 S.D. to 700 m, 4D8x-10 S.D. to 800 m).
Optional: when the ship is destroyed in combat, the same or half damage is produced in the ensuing explosion.
Ship-Borne Pin-point Barrier System
The system generates four small disc-shaped force fields that can be positioned anywhere along the ship to deflect missiles, energy beams or projectiles. The barriers can also be layered on top of each other to generate a field which can sometimes even deflect heavy particle beams.
The four barriers are controlled by operators in the command tower of the ship. 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 the defence against mobile weapons attacking the ship to the VF pilots.
- RANGE: Up to 91.5 m from the surface of the vessel.
- RADIUS: 61 m
- DEFENSIVE MOVEMENT: can move from one end of the ship 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. 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.
- 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.
(SDF-1 Macross, Macross Quarter)
Total Barrier System
Varuhta technology.
The Barrier System encompasses the entire ship in a manner identical to that to that of the SDF-1's Omni Directional Barrier. While engaged, nothing can pass through the shield - the ship is unable to fire its weapons or launch Mobile Weapons.
- RANGE: totally encircles the vessel
- DAMAGE CAPACITY: 15,000 MDC. Regenerates at a rate of 2,500 MD per melee round.
- 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: the barrier can deflect a Macross Cannon attack. However, the beam will completely destroy the barrier and put incredible strain on the system, to the point where it may short out. After deflecting the energy beam, roll the 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.
- 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.
REFERENCES
© Aaron Sketchley