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Original RPG stats by Edwin LaCourse, Edited by Daniel Henwood
By AARON SKETCHLEY (aaronsketch@HOTdelete_thisMAIL.com)
Ver 1.2 2015.09.21

Official Setting information is in darkgreen. Extended Universe information is in steelblue.

Large Battleship

meltranflagship1 (41K)

BACKGROUND

The Meltrandi Flagship is the largest ship in the Meltrandi Fleet. It is capable of ferrying large numbers of Queadlunn-Rau Powered Suits and troops into combat.

During the final battle of Space War I over Earth, many of these ships were lost. However, the few that remained were integrated into the Unified Space Forces Earth Defence Force, charged with the protection of Earth. The others not allied with Earth fled the battle and still roam the galaxy.

These ships have an interesting feature in that the small command section can detach from the main hull, much like the Queadol Magdomilla Command ship. Unlike the Quadol Magdomilla, the Flagship was designed to go into combat and leave the command section behind to coordinate the fleet attack. Unlike other fleet flagships, this configuration was not equipped with a heavy particle beam cannon. Its most deadly weapon are the incredible numbers of Powered Suits that it carries.


RPG STATS

Vehicle Type: Meltrandi Flagship
Government: Meltrandi Forces
Manufacturer: Shebaro-Gar 8744650th Meltrandi Fully-Automated Armory Planet
Crew: 6,000 Meltrandi


MDC BY LOCATION:
(1) Forward 1/3 of Ship (Heavy Particle Cannon, Command Center) 200,000
(2) Middle 1/3 of Ship (Crew Quarters, Landing Bays)            225,000
(2) Rear 1/3 of Ship (Main Engines, Engineering)                300,000
    Sensor Array                                                  1,000
(3) Main Thruster(4)                                             20,000 each
(3) Auxiliary Engine(2)                                           8,000 each
(3) Maneuvering Thrusters (96)                                       50 each
    Heavy Laser Cannons (4)                                        2000 each
    Retractable Laser Turrets (90)                                  140 each
    Retractable Missile Turrets (200)                               100 each
    Airlocks/Access Hatches (350)                                   200 each
    Armored outer hull (per 40ft area)                              300
    Interior walls (per 20ft area)                                   20
    Special Systems						  8,000
(4)Detachable Command Section:
    Main Hull                                                     5,000
(3) Main Thruster                                                 1,000
(3) Auxiliary Engine                                                500
(3) Maneuvering Thrusters (12)                                       50 each
    Retractable Laser Turrets (4)                                   140 each
    Retractable Missile Turrets (8)                                 100 each
    Airlocks/Access Hatches (6)                                     200 each
NOTES:
  1. Depleting the MDC of the forward 1/3 of the ship will inflict heavy damage on internal systems and will force the ship to use the Sensor Array for all forms of long range communications, radar and targeting. The ship can still operate, but is at -1 on initiative, -1 to strike, and number of attacks per melee of the weapon systems are reduced by one fourth. Destroying the main sensory array will have the same effect. Destroying both will deprive the ship of all forms of long range communications, radar and targeting. 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 one half.
  2. Depleting the MDC of the middle 1/3 or the rear 1/3 of the ship will destroy the flagship. All power systems, thrusters, weapon systems, and life support will fail, and (2D4x10)% of the crew will be killed instantly by explosions, debris, and loss of atmosphere. There is a 70% chance the ship will violently explode. That's an explosion inflicting 1D10x10,000 MD to any object within 10 miles. If the ship does not explode, then the ship will be an unsalvageable wreck (though the spacewreck may still be valuable because of the technology contained within the remains).
  3. Depleting the MDC of the main thrusters will force the ship to rely on its secondary thrusters. Depleting the MDC of the main AND secondary thrusters will leave the ship adrift in space. In an atmosphere, the battlecruiser will still be able to land and achieve orbit using antigravity generators. The maneuvering thrusters will propel the ship at 10kph in any direction.
  4. Depleting the MDC of the detachable command section will likely kill the command staff (90% chance) and will force the ship to use the Sensor Array for all forms of long range communications, radar and targeting. The ship can still operate, but is at -1 on initiative, -1 to strike, and number of attacks per melee of the weapon systems are reduced by one fourth.


SPEEDS:

Speed (Sublight): 0.24 speed of light (38,400 miles per second)
Speed (Auxiliary Drives): Mach 2.0
Speed (Space Fold): 1 light year every 6 minutes
Planet bound: Can land and take off if necessary but not designed to maneuver in an atmosphere for extended periods of time.
Maximum Range: Unlimited (estimated life span unknown)


meltranflagship2 (26K)

STATISTICAL DATA:

Length: 3860 m
Width: 750 m
Height: 700 m
Weight: 182,000,000 tons (standard

Fold System: Shebaro-Gar Fold System Cluster
Sublight Drive: Shebaro-Gar Impulse Drive Cluster
Gravity Control System: Internal
Auxiliary Engine: Shebaro-Gar Rocket Motor Cluster
Sensor System: Shebaro-Gar Standard Tracking Cluster


WEAPON SYSTEMS:

1. HEAVY LASER CANNONS (4):

The main weapon of the Flagship, aside from its heavy arsenal of fighters, are the four main laser cannons. These weapons are located on the lower half of the leading edge of the port and starboard main engines.


2. RETRACTABLE LASER TURRETS (90):

The primary anti-warship weapons, (not including the Heavy Laser Cannon,) are the retractable laser turrets positionaed across the hull of the ship behind armoured sliding section of the hull. Due to turrets size and lack of agility the laser turrets have great difficulty in attempting to hit variable fighters and other mecha, and have a -12 to hit against mecha, and gain an automatic dodge against blasts from this weapon.


3. RETRACTABLE MISSAL TURRETS (200):

These are very similar to the Laser Turrets except that they fire missiles instead of laser beams. They can use several types of missiles according to the mission at hand. Each turret is capable of 360 degree rotation with a 180 degree arc.


SYSTEMS OF NOTE:


Ship-borne Vehicles (STANDARD):


REFERENCES
  • Palladium Books Game Engine and MDC Rules
  • DYRL
  • Macross DYRL Gold Book
  • Macross Chronicle

  • © Aaron Sketchley
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