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By AARON SKETCHLEY (aaronsketch@HOTdelete_thisMAIL.com) Ver 1.5 2015.08.25

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

ARMD-L Carrier

ARMD-L (138K)

BACKGROUND

The ARMD (Armaments Rigged-up Moving Deck) Gunship class is part of a multi-purpose space battle carrier that was developed on the concept of "comparatively smaller yet excels in manoeuvrability". With a high manoeuvrability that far surpasses that of a usual warship and with a reaction engine cluster of significant power, it has great firepower due to a buster cannon. The design was carried out by Macross Frontier's Hashuu [Yaesu] Heavy Industries and L.A.I., and it was built in a dock inside the Macross Frontier.

The ARMD-L gunship, even when separated from the Macross Quarter, can cruise in the void of space, fold, and so forth on it's own, as well as such things as cruise in the atmosphere and underwater.

60 to 80 fighters, bombers and so on, Destroids, etc., can be loaded on board the ARMD-L. When normal, the flight deck forms a 0.5 G gravitational field, and ship-launches like a typical carrier can be carried out. In addition, since the flight deck has heavy energy conversion armour, in Storming-Attack form, it becomes a shield. Three standard linear (electromagnetic)-type catapults (includes the angled deck).

The ARMD-L was designed as a support ship that provides air support for the Macross Quarter, the Macross Quarter Fleet and landing operations, as well as air attack operations. The VFs and Destroids stationed aboard the ARMD-L are also used as mechanized infantry.


RPG STATS

Vehicle Type: Extension Rig(ging) for the Macross Quarter class
Class: ARMD carrier
Crew: 180 (20 officers, 80 enlisted, 80 pilots with the capability to accommodate another 20 personnel on special assignment).
Manufacturer: Hashuu [Yaesu] Heavy Industries and L.A.I.
Government: New Unified Government (Earth)
Customer: S.M.S., New Unified Forces


MDC BY LOCATION:

Location MDC Location MDC
Fligh Deck
(1) Main Body
(2) Main Engines
Bow/forward third
(3) Sensor Array (sides) (2)
Medium Anti-Ship Missile Launcher (3)
4,000
6,000
2,500
2,000
350
250 each
Anti-Aircraft Missile Launcher (4)
Twin Beam CIWS Turrets (8)
Elevator (3)
Armored outer hull (per 12 m area)
Interior walls (per 6 m area)
(5) Pin Point Barrier (4)
175 each
300 each
500 each
350
20
2,500 each


SPEEDS:

Speed (sublight): 0.25 speed of light (approximately 75,000 kmps)
Speed (Auxiliary Drives): Mach 4 (Mach 8 in space)
Space Fold Range: 25 light years if there are no fold faults.

Planet bound: Can cruise in atmosphere and underwater.
Maximum Range: estimated 30 year life span, which can be extended with regular maintenance and overhauls.
Maximum Underwater Depth: under investigation

Maximum rate of ascent: 400 m per minute using the anti-gravity propulsion system.
Maximum instantaneous acceleration during combat: 3.5 G+


STATISTICAL DATA:

Length: about 194 m
Operational Inertial Mass: 30,000 t

Main Engine: Reaction Engine Cluster
Fold Engine: OTM Macross Fold engine cluster system.
Sublight Drive: OTEC/Sentinel Impulse Drive Cluster
Gravity Control System: OTEC Advanced Gravity Control System


DEFENSIVE SYSTEMS

1. HEAT AND RADIATION SHIELDS

2. HEAVY ENERGY CONVERSION ARMOUR

3. SELF-DESTRUCT

4. SHIP-BORNE PIN-POINT BARRIER SYSTEM

5 ELECTRONIC COUNTERMEASURES

Note: In space, Radio and Radar Waves are range x10.


OFFENSIVE SYSTEMS:

The ship has acquired a fighting strength that can oppose the Vajra by converting or refitting the missile warheads and guns to MDE warhead and beam specification using Fold Quartz extracted from Vajra corpses.
Note: Stats indicate the Effective Range. Maximum Range is effective range x1.5, but is -3 to strike.
In space: Explosions and shock-waves: range x 10, but damage x0.1 in the extended shock-wave; Lasers: range x2; Extended range is range x3, but is -2 to strike and damage x0.5; Other weapons: range x2

1. MEDIUM SELF-GUIDED ANTI-SHIP MISSILE LAUNCHERS (3):

Two are recessed in the middle of the sides of the ship and one is in the bulbous bow, facing forward.


2. ANTI-AIRCRAFT MISSILE LAUNCHERS (4)

Four per side. Each launcher contains 10 missile tubes allowing volleys of up to 10 missiles to be fired at a single target per launcher.


3. RAMMINGTON 20 mm TWIN BEAM CIWS (8):

These Close in Weapons Systems (CIWS) can either be computer or manually controlled and do not suffer the negative modifiers to hitting attacking mobile weapons, that larger Starship based weapons do. They are intended primarily for anti-aircraft and anti-missile defense, but can do moderate damage against smaller enemy spacecraft if they get too close. Three are spread evenely on both the port and starboard sides of the ARMD-L, and 2 are on the dorsal side, one near the bow and 1 near the stern.


4. SHIP-BORNE CRAFT (STANDARD):

The ARMD-L serves as the main carrier in the Macross Quarter fleet, with a large hangar in the middle of the hull. The armoury usually has enough stores (Super Parts, missiles, etc.) for 5 to 10 combat sorties.] A maximum 80 units carried aboard the ARMD-L.

The hangar is divided into two sections: a larger front section, where aircraft storage and maintenance is carried out, and a smaller rear section, where Battroid and Queadlunn-Rhea storage and maintenance is performed. Between the two sections are an airlock and the two central elevators to the flight deck. If a VB-6 is included in the ship, it is usually stored in shuttle mode with its wings folded up in the rear secton. There are three elevators providing access from the hanger to the flight deck, and doors in the Battroid section of the hangar that provide direct access to space.

The hangar ceiling is 15 m high. Only the hangars, gun barrel and cargo bays are macron (battroid) scale. The rest of the ship is micron scale.

Macross Quarter No. 25 ARMD-L:
  • 62 VF-25
  • 1 VB-6
  • 3 Queadluun-Rhea
  • 3 QF-4000 (AIF-7S) Ghost
  • 8 Cheyenne II: for defence
  • 3 Shuttles/Liason Craft
  • NUNS type ARMD-L:
  • 40 VF (usually VF-171)
  • 6 Queadluun-Rhea (or 3 and 1 VB-6)
  • 60 QF-4000 (AIF-7S) Ghost
  • 5 Cheyenne II: for defence
  • 3 Shuttles/Liason Craft

  • 5. HAND TO HAND COMBAT

    If necessary, the pilot of the ARMD-L can use the ship itself as a weapon. The attack isn't recommended as, even though the PPB may prevent the ship itself from being damaged, the sudden stop will send everything that isn't strapped down flying, and may cause considerable damage or even death among the crew.

    DAMAGE:


    SENSOR SYSTEMS

    Unless otherwise noted, refer to Ship Sensor Systems for details.
    Note: In space, Radio and Radar Waves are range x10.


    OTHER STANDARD EQUIPMENT

    Unless otherwise noted, refer to Ship Other Systems for details.


    COMBAT BONUSES FOR SPACECRAFT TRAINING

    The following is in ship-to-ship combat with enemy starships or Protodeviln. They do not apply in ship to mobile weapon combat.


    REFERENCES
  • Palladium Books Game Engine and MDC Rules
  • Macross Frontier
  • Macross Chronicle
  • Great Mechanics.DX 7
  • Theatrical Macross F ~The False Princess~
  • Official Complete Theatrical Macross Frontier Wings of Goodbye

  • © Aaron Sketchley
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