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By AARON SKETCHLEY (aaronsketch@HOTdelete_thisMAIL.com)
Based on stats by Santiago Padilla
Ver 1.6 2015.08.30

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

Macross Quarter Class Variable Attack Space Carrier

MacrossQuarterFortress (125K)

BACKGROUND

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 hull is composed from the center hull, both the port (left) side forward ARMD-L "carrier" and starboard (right) side forward ARMD-R "gunship", and upper left and right BASTER-L and BASTER-R "Mobile Gun-Battery Ships". In the three-dimensional operation of these 5 ships and the ship-borne aircraft loaded in the ARMD-L, the Macross Quarter also functions as a small-scale fleet.

Each ship, even when separated, 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. Though the ship usually takes the fortress form, due to transformation, it can also operate in the humanoid storming-attack form. In this case, the central hull becomes the center of the human form, and because the ARMD-R is docked in the right arm, and the ARMD-L is docked with the left arm, it is possible to respectively use them as a Gatling type buster cannon and shield.

The ARMD-R Gunship is equipped with a Gatling type buster cannon, and in addition to being the main gun of the Macross Quarter, can also be used as a sabre-shaped weapon; with it's heavy energy conversion armour and a pin-point barrier expanded over the bow.

The ARMD-L Carrier performs typical carrier ship-launches. In addition, since the flight deck has heavy energy conversion armour, in Storming-Attack form, it becomes a shield.

Macross Quarter was built in Macross Frontier's dock and handed over to S.M.S. after completion. It was registered as a "Special Duty Operation Warship" (when incorporated into the New Unified Space Forces, it became "Small mobile combat aircraft carrier"). It was moored to a special pier on Island 1's port side and functioned as a central command and graveyard facilities of S.M.S.. At the request of the Executive Office of the President and with permission of the New Unified Forces headquarters to sortie in the Macross Galaxy Rescue Operation on May 1, 2059 and henceforth for Anti-Vajra combat after a complete overhaul of the radar system.


RPG STATS

Vehicle Type: Variable Attack Space Aircraft Carrier
Class: Carrier
Crew: 200 (35 officers, 150 enlisted, 15 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

Ships in class


MDC BY LOCATION:

Location MDC Location MDC
(1,2) Main Body
(3) Main Engines/Leg units
Arms (2)
Hands (2)
(4) Command Tower
(5) Sensor Array (2)
(6) Carrier (ARMD-L)
(6) Gunship (ARMD-R)
(6) Mobile-gun battery (BASTER-L, -R) (2)
20,000
10,000 each
5,000 each
1,000 each
3,000
550 (each)
See ARMD-L stats
See ARMD-R stats
See BASTER-L/R stats
Quarter Cannons (10)
Heavy Missile Launchers (2)
Medium Anti-Ship Missile Launcher (4)
Anti-Aircraft Missile Launcher (8)
Twin Beam CIWS Turrets (24)
Destroid Booths (12)
Armored outer hull (per 12 m area)
Interior walls (per 6 m area)
(7) Pin Point Barriers (4)
550 each
275 each
250 each
175 each
300 each
150 each
350
20
5,000 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: 50 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+


MacrossQuarterBattroid (151K)

STATISTICAL DATA:

Macross Quarter - Main Body:
Length: 402 m in Fortess mode; 79.2 m in Battroid mode
Width: 152 m in Fortess mode; 140 m* inbattroid mode
[* movie version is 270 m]

Height: 82 m in Fortess mode; 217 m in battroid mode
Operational Inertial Mass: 165,000 t

Macross Quarter - with ARMD-L/-R, BASTER-L/-R:
Length: 472 m in Fortress mode; 79.2 m in Battroid mode
Width: 178 m in Fortress mode; 164 m in Battroid mode
Height: 96 m in Fortress mode; 316 m in Battroid mode
Weight: 265,000 [165,000] 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:

When the ARMD-L/-R and Baster-L/-R seperate from the Macross Quarter, the armaments built into them are only directly available to the command crew of each respective ship, and not the command crew of the Macross Quarter itself. 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. ARMD-R GUNSHIP - GATLING TYPE BUSTER CANNON (1):

MacrossQuarterclass2 (77K) Gatling-type buster cannon/Heavy Quantum Reaction Cannon, mounted on starboard side. 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)

When firing the ARMD-R, the ARMD-L is stored on the back of the Macross Quarter.

Refer to the ARMD-R Gunship for stats.


2. BASTER-L, BASTER-R - MOBILE GUN BATTERY (2):

The BASTER-L, BASTER-R Mobile Gun Batteries are fully functional starships that provide additional firepower and, when seperated, fire support for the Macross Quarter fleet.

Refer to the BASTER-L/-R Mobile Gun Battery ship for stats.


3. QUARTER CANNONS (10):

The Quarter Cannons are auxillary guns that are the main weapon in Fortress mode. Each turret is capable of destroying a Vajra Destroyer with a single salvo. 2 turrets are in front of the bridge, 2 each on the shoulders, 1 each on the upper legs and 1 each on the lower legs. The Macross Quarter No.17 has 24 turrets (2 turrets in front of the bridge, 3 each on the shoulders, 2 each on the upper legs and 5 each on the lower legs).
Each turret is equipped with a pair (2) of beam cannons that fire in unison.


4. BIFORS ANTI-SHIP MISSILE LAUNCHER (2):

The Macross Quarter has missile launcher tubes for launching ICBM-like missiles during combat. Resembling torpedo launchers, the launchers contain long-range nuclear missiles and are usually used only during assaults and heavy combat. 1 is mounted, recessed into the hull, in each forearm and fire forward only.

The missile tubes are also linked via a loading system to the arm hangars of the ship. This allows the Macross Quarter class carrier to use VF Rocket Sleds, which allow fighters to rapidly enter a planetary atmosphere without wasting fuel.


5. MEDIUM SELF-GUIDED ANTI-SHIP MISSILE LAUNCHERS (4)

Each forearm and lower leg section has one launcher (on the port side in the port sections, and the starboard side on the starboard sections). They can be fired in any mode.


5. ANTI-AIRCRAFT MISSILE LAUNCHERS (8)

Distributed evenly over the hull. Each launcher contains 10 missile tubes allowing volleys of up to 10 missiles to be fired at a single target per launcher.


7. RAMMINGTON 20 mm TWIN BEAM CIWS (24):

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. 4 are spread evenly on each forearm, 6 are spread evenly on each lower leg, and 6 are spread evenly on the central hull of the Macross Quarter. At most 4 lasers can be directed against a single target at any time.


8. ARMOURED DESTROID BOOTHS (12):

There are booths on the main body of the Macross Quarter 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.


9. SHIP-BORNE CRAFT (STANDARD):

The Macross Quarter has a hanger in each forearm and lower leg. The forearms are usually reserved for aerospace craft, and the lower legs for Destroids and ground vehicles. The armoury usually has enough stores (Super Parts, missiles, etc.) for 5 to 10 combat sorties.

The hangar ceilings are 15 m high. Only the hangars and cargo bays are macron (battroid) scale. The rest of the ship is micron scale.
Forearms (each):
  • 1 shuttle/liason craft
  • room for 12 QF-4000 (AIF-7S) Ghost or 3 VFs
  • Lower Legs (each):
  • 6 Cheyenne II: for AA duties
  • storage space (room for 6 Cheyenne II/VF or 12 Beatrice or Trucks)

  • 10. HAND TO HAND COMBAT

    If necessary, the pilot of the Macross Quarter can engage in melee combat rather than use a weapon. The Macross Quarter is extremely agile, and can execute most typical hand to hand combat moves; such as punches, jump kicks, leap attacks, rolling with impacts, etc..

    DAMAGE:
  • Restrained Punch: 1D4x100 M.D.
  • Full Strength Punch: 4D6x100 M.D.
  • "Booster" Punch: 1D4x1,000 M.D. (counts as two attacks)
  • Tear or Pry with Hands: 1D6x100 M.D. + additional ripping and frame damage.
  • Kick: 4D6x100 M.D.
  • Leap Kick: 2D6x1,000 M.D. (counts as two attacks)
  • Body Flip/Throw: 2D6x100 M.D.
  • Body Block/Tackle: 2D6x100 M.D.
  • Stomp: 1D6x1,000 M.D. (only effective against small objects. Some may be instantly destroyed.)

  • SENSOR SYSTEMS

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


    MacrossQuarterclass1 (33K)

    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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