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Macross Quarter Class Variable Attack Space Carrier |
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
- No. 17: Macross 17 Fleet
- No. 23: Macross 23 Fleet
- No. 25: Macross 25 Fleet
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
|
NOTES:
- (1) Depleting the MDC of the main body will put the ship out of commission. All internal systems will shut down, including life support and internal gravity. The ship itself will be an unsalvageable floating wreck.
- (2) Since the ship's electromagnetic docking system is a mechanism 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 system will fail every time the main body of the ship is hit with a critical strike thereafter. Once the system has failed, the ship cannot use the electromagnetic docking mechanism to attach the ARMD-L or BASTER-L/R to the back of the ship.
- (3) Depleting the MDC of the main engines will force the ship to rely on its secondary engines. Depleting the MDC of the main engines AND secondary engines will leave the ship adrift in space. If in an atmosphere, the ship will crash (destruction of the main engines will render the gravity control system useless due to loss of power).
- (4) Destroying the command tower will instantly kill the command staff (main bridge) and destroy both sensor arrays.
- (5) Destroying both sensor arrays will deprive the ship of all forms of long range communications, radar and targeting. The range and targeting capabilities of the secondary systems are equal to that of a VF-11 Thunderbolt. 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 half.
- (6) Can seperate from the Macross Quarter and move independently.
- (7) The pin-point barrier will regenerate at a rate of 2,500 MD per melee round.
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+
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
- DAMAGE CAPACITY: 5,000 MDC. Regenerates at a rate of 2,500 MD per melee round.
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):
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.
- PRIMARY PURPOSE: Anti-Warship
- SECONDARY PURPOSE: Heavy Assault
- RANGE: 48,000 km (Heavy Quantum Reaction Cannon is also 800 m wide).
- DAMAGE: Heavy Quantum Reaction Cannon: 1D4x100,000 MD; Rapid fire Gatling buster cannon: 4D4x1,000 MD
Melee weapon: 2D4x1,000 MD
- RATE OF FIRE: Rapid fire Gatling Buster cannon: once per 10 seconds (1 melee). Heavy Quantum Reaction Cannon: once per 120 seconds (8 melees)
Melee weapon: equal to the pilot's attacks.
- PAYLOAD: Effectively unlimited.
NOTE:A sufficiently strong force field can deflect/absorb the beam if necessary. Examples of such fields include multiple pinpoint barrier shields layered on top of each other and barriers generated by stronger Protodeviln beings. A force field must have AT LEAST 10,000 MDC capacity before it can resist a heavy particle beam of this magnitude.)
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.
2a. QUARTER CANNON (1)
The main weapon systems of the Mobile Gun-Battery ship is a Quarter Cannon. The cannon is fixed facing forward and has slightly better performance than the turret version.
- PRIMARY PURPOSE: Anti-Warship
- SECONDARY PURPOSE: Heavy Assault
- RANGE: 1,800 km
- DAMAGE: 2D8x1,000 M.D. per cannon per blast.
- RATE OF FIRE: can fire up to 4 times per melee.
- PAYLOAD: Unlimited
2b. RAIL CANNONS (2)
The main bombardment cannon of the Mobile Battery ships, these heavy rail cannons use magnetic accelerator technology to propel shells at incredible velocities torward a target. These immense cannons are used for long range artillery bombardment purposes. The railguns fire a self-guided shell, and are capable of precision fire to a range of more than 500 km.
The shells can be controlled during flight, somewhat similar to how wire-guided missiles are. The shells can be redirected up to 45º off of the initial firing arc, governed by the initial firing angle and muzzle velocity. The shells cannot be redirected to hit targets behind the Mobile Battery Ship. Nor can they be hijacked in midair to hit the ship itself.
- PRIMARY PURPOSE: Artillery Bombardment
- SECONDARY PURPOSE: Anti-Warship
- RANGE: precise fire to just over 500 km (5,000 km in space).
- DAMAGE: 4D6x1,000 M.D. per cannon per blast.
- RATE OF FIRE: Each rail cannon can fire up to 2 times per melee. The guns can be combined into any volley combination, though they are usually fired in pairs.
- PAYLOAD: 250 per cannon. Additional shells are contained onboard but must be loaded into the guns ammo containers (requires 1D4 hours).
- TIME TO HIT TARGET: Based on a muzzle velocity of approximately Mach 12.0 (12,864 kmph). GMs are advised to either increase the time or decrease the time depending on their opinion of a slower or faster muzzle velocity. (Divide time to target by 10 in space.)
Distance Travelled |
100 km |
50 km |
25 km |
20 km |
10 km |
5 km |
Time to target |
27 seconds |
14 seconds |
6.8 seconds |
5.5 seconds |
2.8 seconds |
1.3 seconds |
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.
- PRIMARY PURPOSE: Anti-Warship
- SECONDARY PURPOSE: Defense
- RANGE: 1,600 km
- DAMAGE: 2D6x1,000 M.D. per cannon per blast.
- RATE OF FIRE: Each turret can fire up to 3 times per melee. The battery can fire individually or be combined to fire a single volley.
- PAYLOAD: Unlimited
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.
- PRIMARY PURPOSE: Heavy Assault
- SECONDARY PURPOSE: Anti-Warship
- RANGE: 5,000 km
- SPEED: Mach 4+ (4,280 kmph; Mach 8+ in space)
- DAMAGE: 4D10x1,000 M.D. to 750 m, 4D10x100 M.D. to 1,500 m, 4D10x10 M.D. to 2,250 m, 4D10 M.D. to 3,000 m.
- BLAST RADIUS: 3,000 m
- RATE OF FIRE: 1 per launcher. All four (4) launchers can be fired at the same time. Each launcher can fire a maximum of 2 times per melee round.
- PAYLOAD: 10 per launcher (40 total). The Macross Quarter class Carrier will only be issued VF landing pods for special missions. The VF landing pods replace the Anti-Ship Missiles. A maximum of 18 VF landing pods can be carried, with 2 Anti-Ship Missiles (1 per launcher) held in reserve in the rotary loading mechanism.
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.
- PRIMARY PURPOSE: Assault
- SECONDARY PURPOSE: Defence
- RANGE: 4,000 km
- SPEED: Mach 6+ (7,350 kmph, Mach 12+ in space)
- DAMAGE: 4D10x50 M.D. to 25 m, 4D10x5 M.D. to 50 m, 4D10 M.D. to 75 m.
- BLAST RADIUS: 75 m
- RATE OF FIRE: 1 to 5 missiles per launcher. Each launcher can fire a maximum of 2 times per melee round. The four launchers can be fired together.
- PAYLOAD: 15 missiles per launcher, 60 missiles total. A few dozen missiles are held in storage, but require 1D4x5+20 minutes to load.
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.
- PRIMARY PURPOSE: Anti-aircraft
- SECONDARY PURPOSE: Anti-Warship
- MISSILES TYPE: Short-range high-maneuverability self-guided missiles
- RANGE: 50 km
- SPEED: Mach 2+ (2,450 kmph, Mach 4+ in space)
- DAMAGE: 3D8x10 M.D.
- BLAST RADIUS: 15 m
- RATE OF FIRE: 1 to 10 missiles per launcher.
- PAYLOAD: 10 missiles per launcher. Once the missiles are expended, the launcher is reloaded within 1 round via an automated system. The reload system holds 50 missiles per launcher.
- OTHER: Missile Body 10 MDC; Proximity fuse detonation. Defeats target via fragmentation. 1/2 damage vs. armoured targets. 2 attacks, +2 to strike.
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.
- PRIMARY PURPOSE: Anti-Missile
- SECONDARY PURPOSE: Anti-Aircraft
- RANGE: 4,000 m
- DAMAGE: 1D6 MD per round. 1D6X10 MD per 10 round burst. Refer to the Gun Pods and Beam Machine Gun Burst and Spray Rules for alternatives.
- RATE OF FIRE: Equal to the controller's number of hand-to-hand attacks. If set on automatic each laser turret can fire up to 4 shots per round.
- PAYLOAD: 40 rounds per melee. The CIWS are limited to bursts of 10 or 20 rounds per attack.
- NOTE: The Beam CIWS can be set on automatic during combat, during which time they have a +3 to strike due to their advanced tracking systems. The Beam CIWS tracking systems will target incoming missiles first and attacking mobile weapons second.
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.
- PRIMARY PURPOSE: Anti-Aircraft fire support
- DEFENCE: provide partial cover for the Cheyenne II stationed within them. Attackers must make a called shot to hit the Cheyenne II.
- NOTE: +3 to strike when connected to the Macross Quarter's sensor network.
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)
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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.)
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SENSOR SYSTEMS
Unless otherwise noted, refer to
Ship Sensor Systems for details.
Note: In space, Radio and Radar Waves are range x10.
- CONTROL SYSTEM
- ELECTROMAGNETIC WAVE SENSOR: range 375 km.
- FOLD COMMUNICATIONS: range approximately 10 light years (95 trillion km) when deployed in outer space.
- FOLD WAVE SENSOR: can identify up to 3,096 targets simultaneously, and can guide long to medium-range missiles at 186 targets at the same time.
- OPTICS - ATFLiR Advanced Targeting Forward-Looking Infrared
- OPTICS: HYBRID SENSOR/TV CAMERA SYSTEM
- RADAR - INTEGEATED MULTI-PURPOSE SENSOR SET: range: range: over 3,200 km. Can detect and track up to 3,096 targets simultaneously and can record position, speed, and direction of motion for all targets tracked. Can target 186 targets at the same time.
- RADIO/VIDEO COMMUNICATION
OTHER STANDARD EQUIPMENT
Unless otherwise noted, refer to
Ship Other Systems for details.
- AIRLOCKS: 40 are scattered over the hull. 4 in each forearm, 8 in each lower leg and 16 in the central core.
- ARMOURY
- CARGO HATCHES: 10 are scattered over the hull. 1 in each forearm, 2 in each leg, and 4 in the central core.
- DOCKING - HARD & SOFT
- GRAVITY CONTROL
- IFF ANTENNA
- IFF/UHF DATALINK ANTENNA AND TACAN/UHF ANTENNA
- LANDING BAY/HANGAR: 1 is located in each forearm, behind the hand, and 1 is located in each lower leg, behind the knee joint connection. Destroying the hatch that accesses the hangar will depressurize the hangar only. It has two interior airlocks to access the rest of the ship. It requires 2D6 minutes to cycle. The door is operated by radio signal or a control panel with a display, keypad and devices for media input (card swipers, USB ports, etc.). External control panels are protected from space debris by a sliding cover. Some control panels are encrypted or electronically locked.
- LIFE SUPPORT SYSTEMS
- SUBLIGHT ENGINES
- SPACE FOLD SYSTEM
- TRANSFORMATION MECHANISM
- UHF & VHF ANTENNA
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.
- +3 attack per melee (plus those of the pilot). +1 attack at levels 3, 6, 11 and 15.
- +1 initiative
- +2 to strike.
- +3 to parry
- +5 to dodge
- +3 to roll with a punch or fall with an impact, reducing damage by half.
- Tilt Dodge Modifier: -5.
- Critical strike same as pilot's hand-to-hand.
- Body block/tackle/ram - 1D6x100 M.D. plus a 50% chance of knocking an opponent down, causing him to lose initiative and one attack that melee round.
REFERENCES
© Aaron Sketchley