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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-R Gunship

ARMD-R (92K)

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". It has a high manoeuvrability that far surpasses that of a usual warship and a reaction engine cluster of significant power. 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-R 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.

The ARMD-R's prow is equipped with a Gatling type buster cannon. With energy also supplied from the center hull, a more and more powerful shot in heavy quantum reaction mode is possible. Heavy energy conversion armour is used in the warship's bow, and a pin-point barrier can also be expanded to be used at the same time. At this time, it is also like a sabre-shaped weapon. The ARMD-R connects to the Macross Quarter's forward starboard (right) side) and is capable of the Daedalus Attack.

The ARMD-R was designed as a support ship that, after providing heavy fire support for the Macross Quarter fleet, would land to disgorge it's detachment of troops as the Macross Quarter's main landing craft; all the while protected by air support from the ARMD-L.


RPG STATS

Vehicle Type: Extension Rig(ging) for the Macross Quarter class
Class: ARMD Gunship
Crew: 70 (10 officers, 30 enlisted, 30 pilots with the capability to accommodate another 50 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
Forward Third/Gun Barrel
(1) Main Body
(2) Main Engines
(3) Command Tower
(4) Sensor Array (top and bottom) (2)
Medium Anti-Ship Missile Launcher (2)
Anti-Aircraft Missile Launcher (2)
6,000
4,000
2,500
750
350
250 each
175 each
Twin Beam CIWS Turrets (4)
Landing Bay Door
Destroid Booths (10)
Armored outer hull (per 12 m area)
Interior walls (per 6 m area)
(5) Pin Point Barrier (4)
300 each
700
150 each
350
20
2,500 each


SPEEDS:

Speed (sublight): 0.25 speed of light (approximately 75,000 kmps)
Speed (Auxiliary Drives): Mach 6 (Mach 12 in space)
Space Fold Range: 35 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 217 m
Operational Inertial Mass: 35,000 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


MacrossQuarterclass2 (77K)

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. GATLING TYPE BUSTER CANNON (1):

The main weapon of the ARMD-R Gunship is a gatling-type buster cannon/Heavy Quantum Reaction Cannon. The Heavy Quantum Reaction Cannon can be used when energy is supplied by the central hull. Rapid-fire is possible with lower output in addition to being used as melee weapon when combined with pin-point barrier. (Macross Cannon)

The cannon is one of the most powerful weapon ever mounted on a ship of this size. Because of the small proportions and reduced output of these cannons, the capacitors can be recharged about once every 20 seconds (18 melee rounds). Power modulation allows for intensity of beam to be regulated. It can be fired at once for a powerful shot, or in sequence for an almost constant bombardment of an enemy target.


2. MEDIUM SELF-GUIDED ANTI-SHIP MISSILE LAUNCHERS (2):

Twp are recessed in the ventral hull, in front of the command tower.


3. ANTI-AIRCRAFT MISSILE LAUNCHERS (2)

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


4. RAMMINGTON 20 mm TWIN BEAM CIWS (4):

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. Two BEAM CIWS are located on the port and starboard sides of the BASTER, with 2 near the bow, and 2 near the stern.


5. ARMOURED DESTROID BOOTHS (10):

There are booths along the top of the ARMD-R for the deployment of the anti-aircraft Cheyenne II. In general, anti-aircraft interception is carried out from within the booths. However, the booths can open up and the Cheyenne II can separate from them as necessary.

In addition to providing armour, the booths provide direct connections to both the Macross Quarter's power supply and sensors, providing the Destroids with the full capabilities of the Macross Quarter's sensors and coordinating each of the Cheyenne II to provide a better overall defensive net.


6. SHIP-BORNE CRAFT (STANDARD):

The ARMD-R serves as the main landing ship in the Macross Quarter fleet, with a large hangar, hatch and landing ramp located in the underside of the central section of the hull. The armoury usually has enough stores (Super Parts, missiles, etc.) for 5 to 10 combat sorties.]

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.

Hangar:
  • 12 Cheyenne II: for AA duties and landing
  • 6 Beatrice: for landing
  • 1 Shuttle/Liason Craft

  • Forward Third/Gun Barrel Armoured Hatches (12):
  • 12 Cheyenne II: (1 in each) for AA duties, landing and boarding (Daedalus Attacks).

  • 7. HAND TO HAND COMBAT

    If necessary, the pilot of the BASTER 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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