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Original RPG stats by Daniel Henwood
By AARON SKETCHLEY (aaronsketch@HOTdelete_thisMAIL.com)
Ver 1.2 2015.08.30

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

New Macross class Emigrant Ship

City1 (111K)

BACKGROUND

This class was designed as the flagship for the Super Long Range Emigration Fleets. Macross 5 was constructed by Zentraadi and designed with Zentraadi technology. Macross 5 and Macross 7 share similar designs due to structures designed by General Galaxy.

The feature of Macross 7 is in the structure which the City ship connects with the Battle class ship. This is something which assures the functional specialization of the emigrant ship by dividing the combat and residential divisions clearly and is a structure common in the New Macross class emigration ship (there are differences in details of the warship). In addition, this warship structure was inherited by the Island Cluster class.

The City defensive shell over the majority of City section (not on Macross 1 at its 2038 launch). Aerospace facilities include twelve standard catapults, six at the forward end of of the flight deck, three at the center, and three to the port at the aft angled deck. Bridge includes three electromagnetic catapults for immediate scramble of interceptor-fighters and command liaison craft hatch. Outside the main city dome are the docking bay island (approximately 300 m long) and event dome, both uncovered by defensive shell (docking bay island reused as "Akusho (Acshio) Area" on Macross 7). Central hanger has control room and fire-safety system. Transport network seen on top of City 7's dome, "Stellar Arm Line", is spread out on the surface. Four-tier bridge structure (Battle 7).

In attack mode, armaments are exposed and close-quarter combat ability is high. Transformation is used to improve combat capability and is more advanced the the first generation Macross class warship. Transformation during atmospheric entry is possible. Use of gunship (Macross Cannon) mainly in Attack-mode allows for unrestricted angle-of-fire. Internalized-type armaments for stealth purposes. Forward deck of the aircraft carrier, located on the forearms, can be used as a shield, therefore, energy converting armor in addition to normal compound armor is used. Diamond in the shoulder region functions as a defense shield. Due to the aircraft carrier's large size, stealthing was difficult. To compensate, active stealth function is used for the stealth nature. The aircraft carrier's two-step flight deck has demonstrated superior aircraft deployment capability. Angled deck on the port-side of the of the aft deck. It does not adhere to a passive stealth form due to active stealth.

New Macross class ships are composed of two main sections: Battle and City ships (with power plant docking unit). Battle class ships designed as super-sized variable-purpose stealth space attack carrier. City class ships designed as Super Long Range Emigration ships. The Battle class ship can separate from the City class ship when it is necessary during combat. Bridge located on the starboard-side allows use of the aft deck. Fold navigation is possible for the Gunship.

The City class ship is designed to act as a oceanic-floating city upon arrival at an immigration planet. Although the dome that protects City 7 can open approximately 90-degrees, it is usually locked in a semi-open state. Hologram of the sky is projected in the inside of the shell. Underside of the City class ship has 2 vacuum docks which can accommodate 2 Battle class ships for maintenance and it provides a double defensive shutter. The fin located on the power plant dock which extends from the top and the bottom is the heat dissipation system. Bridge catapults are plasma accelerators for high speed aircraft launching. When sortieing, guidelines and guide beacon are projected forward.

NewMacross2 (43K) The interiors of the New Macross city sections contain large metropolitan areas that are over 50 square kilometers in size. These cities are usually extremely clean and well kept, and feature many parks and public areas for use by citizens. Most colony residents enjoy a high standard of living, which helps to offset the boredom of long-distance space travel. The only exceptions to this rule are residents living in the external habitation modules of the city section. Each city ship can have up to 5 external living areas attached to the main hull. These areas are not protected by the projection shield and are therefore much more vulnerable to attack. Usually these areas are used for agriculture or additional parks, but occasionally they are used to house additional settlers who are added to the mission at the last minute. These areas usually become havens for "second-class citizens" and can resemble the slums of most major cities.

Previous colonization fleets usually consisted of one Megaroad ship and a modest escort fleet. However, when a New Macross ship is launched it is accompanied by a fleet of special-purpose colony ships that make up a self-supporting community in space, allowing the ships to operate for years without contact from home. (current estimates are that a New Macross colony fleet can operate for up to 30 years without resupply.) The accompanying colony fleet usually includes at least one of each of the following ships; Three Star-class mobile factory ships, Riviera-class (and/or Mark Twain-class) resort ships, Hollywood-class amusement ships, Einstien-class research ships, Beginhill-class military training vessels, and Sunflower-class agriculture ships. These ships are in addition to a moderately large military escort fleet made up mostly of Ark Royal-class variable fighter carriers, Maizuru-class cruisers, and Stealth Frigate escorts.

GM'S NOTE: The interior colony section for every New Macross vessel is designed differently to form unique cities in space. If you plan to use a New Macross ship as the focus of a Macross 7 campaign then I highly recommend at least mapping out the city interior, as the characters will probably be spending most of their free time (and possibly a lot of their duty time) inside the city. One easy way to do this is to take a detailed map of the city of your choice and draw an oval 5 km long by 3.5 km wide around the downtown city section.


Battle1 (47K)

RPG STATS

Government: Unified Government (Earth)
Ship Type: Long Distance Emigration Ship/Space Attack Carrier
Class: New Macross Class
Manufacturer: OTEC Company/Three Star Heavy Industries/UN Spacy
Crew:
Battle Section (2,779 total)
Command Tower: 104
Main Ship: 2,165
VF Pilots: 450
Troops: 60
City Section (360,520 total)
Crew: 10,520
Civilian Colonists: 350,000

Notable Ships of Class:


BATTLE SECTION STATS

Battle2 (28K)

MDC BY LOCATION:

(1) Main Body                                  50,000
    Arms (2)                                   25,000 each
    Flight Decks/Arm Shields (2)               10,000 each
(2) Main Engines/Leg Units (2)                 25,000 each

(3) Command Tower                              10,000
(3) Sensor Array (Top of Command Tower)         2,000

(2) Secondary Thrusters (2)                     5,000 each
    Small Guidance Thrusters (40)                 400 each

    Gunship/Main Gun (1)                       20,000
    Rail Cannons (4)                            2,500 each

    Airlocks/Access Hatches (70)                  200 each
    Outer Hull (per 40ft area)                    150
    Interior walls (per 20ft)                      20

(4) Pin Point Barriers (4)                      5,000 each
NOTES:
  1. Depleting the MDC of the main body will put the Battle Carrier 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. 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 antigravity system useless due to loss of power).
  3. Destroying the command tower will instantly kill the command staff and 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. Destroying the main sensory array on top of the command tower will have the same effect, but the command staff will not be killed instantly.
  4. The Pinpoint Barriers regenerate at a rate of 1,250 MD per second (2,500 MD per melee round). If destroyed, a barrier will completely regenerate within four seconds (2 melee rounds). See the Pinpoint Barrier System entry for details.


SPEEDS:

Speed(sublight): 0.20 speed of light (32,000 miles per second)
Speed(Auxiliary Drives): Mach 3
Space Fold: Range Unlimited (1 light year every 6 minutes)
Planet bound: Can land if necessary but not designed to maneuver in an atmosphere.
Maximum Range: Unlimited (estimated 30 year life span)


STATISTICAL DATA:

Length (cruiser mode): 1,510 m
Length (command tower only): 185 m
Height (attack mode): 1,170 m
Weight: 6,250,000 tons (empty) / 7,700,000 tons (standard)

Fold System: OTEC/Shinnakasu/General Galaxy Advanced Fold System Cluster
Sublight Drive: OTEC/Centinel Impulse Drive Cluster
Gravity Control System: Internal
Auxiliary Engine: Shinnakasu/Shinsei Industries/Agar Nuclear Pulse Rocket Motor Cluster
Radar System: Stealth Aegis Pod


WEAPON SYSTEMS:

Gunship1 (11K)

1. MACROSS CANNON MAIN GUN/GUNSHIP:

The most powerful weapon on the New Macross-class battle carriers is the Macross Cannon, which is basically the same heavy particle beam cannon used by the original SDF-01 Macross. The cannon can fire a beam up to 192,000 km long and 3.2 km wide that essentially destroys EVERYTHING in its path. The disadvantage of the weapon is the tremendous power it consumes. Even when connected to the battle carrier's powerful engines the cannon takes a full 5 MINUTES (20 melee rounds) to recharge between shots.

Unlike in previous ship designs, the New Macross battle carrier's cannon is contained in a completely separate starship unit from the rest of the vessel. This allows a better range of motion and more accurate firing in battle mode, as well as the ability to completely eject the cannon in the event of an overload or serious malfunction. The cannon unit is commonly referred to as the "Gunship", and even contains separate power systems, engines, and life support systems that allow it to function as an independent spaceship if necessary. The gunship can carry a crew of four (pilot, copilot, engineer, and communications expert) but is usually piloted by remote control when necessary. The gunship does not have sublight or fold capacity and cannot fly in an atmosphere.


Battle4 (7K)

2. RAIL CANNONS:

As a secondary weapon system the New Macross battle carriers carry four large-caliber rail guns, two on each shoulder/side of the ship. These cannons are similar to those on the original SDF-01 Macross (though much more modern) and use magnetic accelerator technology to propel metal slugs at incredible velocities towards a target. The slugs fired by the cannons are much larger and much more accurate than previous rail guns, though the rate of fire of the cannons is slower than earlier versions due to the slug's size.


3. HEAVY MISSILE LAUNCHERS (8):

The New Macross battle carriers contain eight missile launcher tubes for launching ICBM-like missiles during combat. Resembling torpedo launchers, four are mounted on each side of the ship recessed into the hall and fire forward only. In Attack mode these launchers are located in the shoulders of the ship near the rail guns. The launchers contain long-range nuclear missiles and are usually used only during assaults and heavy combat. The New Macross 07 used these launchers in combat against greater Protodeviln during one battle of the Varuta war. Unfortunately the missiles proved ineffective against the Protodeviln's incredible regenerative capabilities.


4. RETRACTABLE LASER TURRETS (30):

For anti-aircraft/anti-mecha defense the New Macross battle carriers are armed with 30 automated laser turrets that retract into the cruiser's hull when not in use. These short-range lasers can also do moderate damage against smaller enemy spacecraft if they get too close. The lasers are located at key points along the spacecraft's hull. At most 6 lasers can be directed against a single target at any time.


Battle7 (28K)

5. MEDIUM MISSILE LAUNCHERS (12):

In addition to the laser turrets, the battle carriers are armed with twelve medium missile launchers for additional anti-mecha defense. Each launcher contains 10 missile tubes allowing volleys of up to 10 missiles to be fired at a single target per launcher. Once depleted, the missile launchers are reloaded by an automated loading system that takes 15 seconds (one melee round) to reload all 10 missiles.


6. PINPOINT BARRIER DEFENSE SYSTEM:

Originally developed by researchers onboard the SDF-01 Macross during Space War One, the Pinpoint Barrier System is a standard defense system on board all UN Spacy starships, including the New Macross battle carriers. The system generates four small disc-shaped force fields that can be positioned anywhere along the ship to deflect missiles, energy beams or projectiles. Each pinpoint barrier is about 61 m in length and can absorb up to 5,000 MD in damage, which then regenerates within four seconds (2 melee rounds). The barriers can also be layered on top of each other to generate a field which provides 20,000 MDC and can even deflect heavy particle beams (usually).

The four barriers are controlled by operators in the command tower of the carrier. These operators are instructed to defend (1) the command tower, bridge, and sensor array, (2) main engines, (3) hangar bays, and (4) weapon systems, in that order. The operators primarily concentrate on defending the ship against larger spacecraft and leave defense against mecha attacking the carrier to the VF pilots.


Battle6 (53K)

SYSTEMS OF NOTE:


Battle5 (19K)

Ship-borne Vehicles (STANDARD):

For Macross 7:


CITY class EMIGRANT SHIP SECTION STATS

NewMacross1 (89K)

MDC BY LOCATION:

(1) Main Body (Bottom Shell)                    250,000
    Projectile Shield (Top Shell)               250,000
    Projectile Shield (Per 40 ft area)              500
(2) City Dome                                    50,000
(2) City Dome (Per 40 ft area)                      100
(3) Top Shell hinge joint                        20,000
    Command Tower                                25,000
    Connection Joint/Engineering Section         40,000

(4) Main Engines/Power Plant (2)                 80,000 each
(4) Auxiliary Engines (4)                        10,000 each

(5) Akusho Garden (Acshio Area)                   5,000
(5) Event Subdome                                25,000
(6) Outer Shell Mayoral Tower                    15,000
(6) Outer Shell Mayoral Tower (Per 20 ft area)      250

(7) Pin Point Barriers (8)                        5,000 each
NOTES:
  1. Depleting the MDC of the main body will essentially destroy the City section. All internal systems will shut down, including life support and internal gravity. The colony ship itself will be an unsalvageable floating wreck, and any surviving colonists must be rescued quickly or will die from asphyxiation as the remaining atmosphere drains into space.
  2. In "Shell Down" mode, the semi-transparent city dome is completely covered by the projectile shield. Therefore in order to attack the city dome in this mode the projectile shield must be penetrated or destroyed first. If the City Dome is destroyed while in space 2D4x10% of the emigrants inside will be instantly killed due to explosive decompression.
  3. If the hinge joint for the top shell is destroyed it will float away from the main spacecraft (assuming the colony ship is in space). The city dome will take 1D6x1000 MD as the top shell scrapes across its surface. If the hinge joint is destroyed in an atmosphere while the top shell is open it will come crashing down, doing 2D6x1000 damage to the city dome. Either way, the effects of the shock waves on the city inside will be catastrophic.
  4. Depleting the MDC of the main engines will force the ship to rely on its auxiliary engines. Depleting the MDC of the main engines AND auxiliary engines will leave the emigrant ship adrift in space. If in an atmosphere, the emigrant ship will crash (destruction of the main engines will render the antigravity system useless due to loss of power).
  5. The Acshio Area and Event Subdome are not protected by the projectile shield, even in "Shell Down" mode.
    Note: The Acshio Area is unique to the Macross 07, though other New Macross emigrant ships may have similar attachments.
  6. In "Shell Down" mode, the mayoral tower is protected and contained within the command tower on top of the projectile shield. Therefore in order to attack the mayoral tower in this mode the command tower must be penetrated/destroyed first.
  7. The Pinpoint Barriers regenerate at a rate of 1,250 MD per second (2,500 MD per melee round). If destroyed, a barrier will completely regenerate within four seconds (2 melee rounds). See the Pinpoint Barrier System entry for details.


City4 (33K)

SPEEDS:

Speed(sublight): 0.20 speed of light (32,000 miles per second)
Speed(Auxiliary Drives): Mach 1
Space Fold: Range Unlimited (1 light year every 6 minutes)
Planet bound: Can land if necessary but not designed to maneuver in an atmosphere.
Maximum Range: Unlimited (estimated 30 year life span)


STATISTICAL DATA:

Length (city section): 5,000 m
Length (connector/engineering section): 800 m
Length (Acshio external island): 300 m
Length (overall): 5,800 m
Weight: Approximately 7,777,770,000 tons standard

Power System: OTEC/General Galaxy Main Reactor(700,000,000 kilowatts per hour)
Fold System: OTEC/Shinnakasu/General Galaxy Advanced Fold System Cluster
Sublight Drive: OTEC/Centinel Impulse Drive Cluster
Gravity Control System: Internal
Auxiliary Engine: Shinnakasu/Shinsei Industries/Agar Nuclear Pulse Rocket Motor Cluster


DEFENSE SYSTEMS:

1. PINPOINT BARRIER DEFENSE SYSTEM:

See the Pinpoint Barrier Defense System entry above for full details. The New Macross city section has two PPB systems as opposed to a single system on the Battle class carrier. If one group of four is disabled or destroyed (E.g. by deflecting a heavy particle beam) the other will continue to function. The operators of the barriers are instructed to defend (1) any breaks or weaknesses in the projectile shield and/or city dome, (2) the command tower and mayoral tower, (3) the main engines, and (4) the engineering section/battle carrier docking section, in that order.


SYSTEMS OF NOTE:


Ship-borne Vehicles (STANDARD):


REFERENCES
  • Palladium Books Game Engine and MDC Rules
  • Macross 7
  • Macross Chronicle
  • This is Animation Special: Macross 7
  • This is Animation: Macross 7 TV Animation Series

  • © Aaron Sketchley
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