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New Macross class Emigrant Ship |
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.
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.
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:
- Macross 1: No. 1, launched: Sept. 2030
- Macross 3: No. 3 Macross 3
- Macross 4: No. 4 Macross 4
- Macross 5: No. 5, destroyed: Sept. 2045
- Macross 7: No. 7, launched: 2038, destroyed: 2045 (Battle section)
- Macross 9: No. 9 Macross 9
- Macross 11: No. 11 Macross 11
- Macross 13: No. 13, destroyed: Feb. 14, 2051
- Macross Galaxy: No. 21, destroyed: Sept. 2059
BATTLE SECTION STATS
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:
- 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.
- 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).
- 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.
- 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:
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.
- PRIMARY PURPOSE: Heavy Assault
- SECONDARY PURPOSE: Anti-Warship
- RANGE: 120,000 miles in an atmosphere. Double in space.
- DAMAGE: Destroys EVERYTHING in its path, regardless of MDC and movement. The only way to avoid obliteration is to avoid being in the path of the beam! If used against a planet, the beam causes 3D6x1,000,000 MD (!), leaving only a radioactive crater 2D6x10 miles long and 3D6x100 feet deep. The resulting shockwave will also cause substantial damage to surrounding terrain for an additional 1D6x10 miles from the edge of the crater. (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 20,000 MDC capacity before it can resist a heavy particle beam of this magnitude.)
- RATE OF FIRE: Once per 5 minutes (20 melees) if connected to the New Macross battle carrier. If separated, the gunship contains generators that can recharge the cannon in 1 hour (240 melees).
- PAYLOAD: Effectively Unlimited.
- NOTE: The Macross Cannon Gunship is a fully functional starship that can support 4 crew and up to 4 passengers and propel itself through space at thrust equivalent to 1500 mph/2400 kmph. However the gunship cannot maneuver in an atmosphere and does not have any facilities on board for carrying variable fighters or shuttles.
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.
- PRIMARY PURPOSE: Defense
- SECONDARY PURPOSE: Anti-Warship
- RANGE: 24 miles (38.4 km) in an atmosphere. Double in space.
- DAMAGE: 1D4x1000 M.D. per slug. Usually fired in pairs.
- RATE OF FIRE: Each rail cannon can fire up to 4 times per melee. The guns can be combined into any volley combination, though they are usually fired in pairs.
- PAYLOAD: 500 per cannon. Additional slugs are contained onboard but must be loaded into the guns ammo containers (requires 1D4 hours).
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.
- PRIMARY PURPOSE: Heavy Assault
- SECONDARY PURPOSE: Anti-Warship
- RANGE: 4,824 km
- SPEED: Mach 2+ (2,140 kmph) in an atmosphere.
- DAMAGE: 4D6x1000 M.D.
- BLAST RADIUS: 915 m
- RATE OF FIRE: Each launcher tube holds one missile and must be reloaded after firing. Reloading a launcher tube takes 1 minute (4 melee rounds). If loaded, all 8 tubes can fire at once for a volley of 8 nuclear missiles (!).
- PAYLOAD: A typical battle carrier carries 40 missiles in storage that can be readied for firing in about 30 minutes. Additional missiles can be carried if deemed necessary, however.
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.
- PRIMARY PURPOSE: Anti-Missile
- SECONDARY PURPOSE: Anti-Aircraft
- RANGE: 48.2 km in an atmosphere. Double in space.
- DAMAGE: 1D6x20 M.D. per shot
- 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: Unlimited.
- NOTE: The lasers can be set on automatic during combat, during which time they have a +3 to strike due to their advanced tracking systems. The lasers tracking systems will target incoming missiles first and attacking mecha/aircraft second.
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.
- PRIMARY PURPOSE: Anti-Aircraft
- SECONDARY PURPOSE: Anti-Warship
- MISSILE TYPES: Any type of Medium Range Missile can be used. Smart missiles are commonly used to avoid hitting friendly aircraft.
- RANGE: Varies, typically 80.4 km.
- SPEED: Varies, typically 2,571kmph.
- DAMAGE: Varies, typically 2D4x10 M.D.
- BLAST RADIUS: Varies, typically 15 feet.
- RATE OF FIRE: Volleys of 2, 4, 6, 8, or 10 missiles per launcher.
- PAYLOAD: Each launcher holds 8 missiles. Once the missiles are expended the launcher is reloaded within 1 round via an automated system. The reload system holds 50 missiles per launcher.
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.
- PRIMARY PURPOSE: Defense (the pinpoint barrier system cannot be used as a weapon)
- RANGE: Up to 91.5 m from the surface of the vessel.
- DAMAGE CAPACITY: Can sustain up to 5,000 MD per round. Regenerates at a rate of 2,500 MD per melee round.
- RADIUS: 61 m
- DEFENSIVE MOVEMENT: Can move from one end of the carrier to the other in less than a single round. Trained operators can attempt to block attacks up to 8 times per melee (counts as a parry) and are at +7 to block. Untrained characters can parry up to their number of hand-to-hand attacks with their normal parry bonuses only.
- PAYLOAD: Nearly inexhaustible. Will work as long as system is functional (see below) and engines are intact. If main engines are destroyed, the barrier will loose power and not function.
- NOTE: If all four barriers are grouped in a single spot they can deflect a heavy particle beam attack, such as the one generated by the Macross Cannon, Zentraedi/Varuta command warships, and some Protodeviln. However, the beam will completely destroy all four barriers and put incredible strain on the pinpoint barrier system, to the point where it may short out. After deflecting an energy beam, roll percentile dice on the table below to determine additional effects/damage.
- 01-15: Lucked out, system will be operational in 1D6 hours.
- 16-30: Minor damage, system will require 4D6 hours to repair.
- 31-45: Major damage, system will require 2D6x10 hours to repair (yes, DAYS of work).
- 46-60: Completely destroyed! System can be rebuilt, but will require new parts and 2D6 DAYS of work to replace.
- 61-75: Major damage, system will require 2D6x10 hours to repair.
- 76-90: Minor damage, system will require 4D6 hours to repair.
- 91-95: Lucked out, system will be operational in 1D6 hours.
- 96-00: It's a miracle! Trivial damage only, system will be operational again in only 4D6 melee rounds!
SYSTEMS OF NOTE:
- ANTIGRAVITY PROPULSION SYSTEM: The New Macross battle carriers are equipped with an anti-gravity propulsion system used for planetary landings and liftoffs. The system is good for vertical ascent/descent only and can lift the ship at speeds of up to 1,320 feet (400 m) per minute. The system will function so long as the main engines can supply energy to it.
- HYPERSPACE COMMUNICATIONS: Based on the same technology as the space fold system, the hyperspace communications relay allows faster-than-light communication between the New Macross ships and other vessels or planetary bases. Hyperspace communications are still not instantaneous, however. Audio/video communication travels through hyperspace at a rate of about 1 second per 4,000 light years, so messages communicated overvast distances can still take seconds or minutes to arrive.
- LIFE SUPPORT SYSTEMS: The battle carriers have sufficient life support to provide breathable air and comfortable temperatures for 2,000 people for up to 30 years (air is recycled). In an emergency the life support system can support up to 10,000 people at one time, though living conditions onboard will get extremely cramped at that point. The carrier also holds sufficient food and water to support 2,000 people for up to 6 months.
- LONG-RANGE LASER/SATELLITE RELAY COMMUNICATIONS: The impressive communications array of the battle carrier can communicate with up to 1,000 craft simultaneously at ranges of up to 1,440 km. This range can be boosted indefinitely by using satellites or other spacecraft as to relay communications.
- LONG-RANGE RADAR: The radar array of the battle carrier is equally as impressive as the communication system, and can track and identify up to 2,000 craft simultaneously. The radar system has a 3,200 km range.
- SPACE FOLD SYSTEM: For FTL propulsion, the battle carrier is equipped with an ORTEC/Shinnakasu/General Galaxy Advanced Fold System Cluster, capable of propelling the carrier through hyperspace at speeds up to 3.28x10^10 mps (5.25x10^10 kmps), or 1 light year per 6 minutes. The range of the fold drive is theoretically unlimited except by the life expectancy of the spacecraft.
- SUBLIGHT ENGINES: As a backup to the Fold System, the battle carrier is equipped with ORTEC/Centinel Impulse Drive Cluster engines that can propel the craft at speeds up to 0.20 speed of light (32,000 miles per second) in space. Note that these engines are mainly intended for rapid movement inside a planetary system and are not suited for long voyages between star systems. In a planetary atmosphere the carrier is limited to speeds of Mach 3 maximum due to hull stress.
- SUBSPACE MASS SENSORS: The New Macross battle carriers are equipped with subspace sensors, which are based on the same principles as the hyperspace communications array. These sensors can essentially instantly detect mass readings and movement of objects up to 1 AU (93 million miles) distant from the carrier, and the readings are used both for early warning and for navigation when travelling at sublight speeds. Readings taken with the subspace sensors are not very detailed (-25% penalty when trying to identify a detected object) and cannot detect objects of less than 60,000 kg (this includes most variable fighters).
Ship-borne Vehicles (STANDARD):
For Macross 7:
- 450 Variable Fighters, including VF-11 (336 on active. 60 are stored in holding bays and can be readied within 2D6 hours. 24 VF-11C Full Armour)
- 3 VF-17 (with 3 reserve)
- 3 VF-19A
- 2 VF-22S Sturmvogel II (2046 February)
- 250 Attack Craft (24 VF-14. Rest VA-3)
- 9 Bombers (Starwing Bombers and VB-6)
- 60 Reconnaissance Craft
- 18 Transport Craft (including 6 Heavy VTOL Transports and 12 Multi-purpose VTOL Transports)
- 12 Liason Craft
- 20 Comserax Probe Modules
CITY class EMIGRANT SHIP SECTION STATS
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:
- 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.
- 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.
- 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.
- 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).
- 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.
- 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.
- 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 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:
- ANTIGRAVITY PROPULSION SYSTEM: The New Macross colony sections are equipped with an anti-gravity propulsion system used for planetary landings and liftoffs. The system is good for vertical ascent/descent only and can lift the ship at speeds of up to 400 m per minute. The system will function so long as the main engines can supply energy to it.
- EXTERNAL ENVIRONMENT MODULES: The New Macross emigrants can have up to 6 external domes connected to them which provide additional space for people and supplies. The disadvantage of these domes is that they are not protected by the city's projectile shield, even when the shield is fully closed. Most of the time these domes are used for parks and/or agriculture, though they are sometimes used to hold extra emigrants. Such external habitats usually become run-down quickly as they are not patrolled and maintained as frequently as the internal city is.
- HIGHWAYS AND PUBLIC TRANSPORTATION: The New Macross city has an extensive series of roadways and highways, though ownership of cars is usually restricted to public officials and maintenance/transport staff. The city also has an extensive public transportation system of buses and subway lines to help citizens get around the city. There is a main highway and subway line that completely circles the outer rim of the ship, allowing people and supplies to bypass the city and get from one end of the craft to the other in a matter of minutes.
- HOLOGRAPHIC PROJECTION SYSTEM: The city dome and the interior of the projectile shield both contain sophisticated holographic projection system which are used to generate images of terran skies. These images help to calm colonists and make them feel like they are living in a city on Earth and not on a ship voyaging through space. The holographic system is often used to divide time on the vessel into day and night segments. During the day the holographic system blocks the outside view and projects artificial sunlight over the city, and at night the system is turned off to provide an uninhibited view of the passing stars.
- HYPERSPACE COMMUNICATIONS: Based on the same technology as the space fold system, the hyperspace communications relay allows faster-than-light communication between the New Macross ships and other vessels or planetary bases. Hyperspace communications are still not instantaneous, however. Audio/video communication travels through hyperspace at a rate of about 1 second per 4000 light years, so messages communicated over vast distances can still take seconds or minutes to arrive.
- LIFE SUPPORT SYSTEMS: The city sections have sufficient life support to provide breathable air and comfortable temperatures for 400,000 people for up to 30 years (air is recycled). In an emergency the life support system can support up to 1,000,000 people for a short time. The colony also has enough water onboard to support the population for up to 10 years (with recycling) but only has enough food for approximately 2 weeks. This makes it extremely important for a New Macross fleet to have at least one Sunflower agriculture ship accompany it to provide a steady source of food for the colonists.
- LONG-RANGE LASER/SATELLITE RELAY COMMUNICATIONS: The city section has modest communications facilities that can communicate with up to 250 craft simultaneously at ranges of up to 1,440 km. This range can be boosted indefinitely by using satellites or other spacecraft as to relay communications.
- LONG-RANGE RADAR: The radar array of the city section is also modest compared to that of the New Macross battle carrier. The system can track and identify up to 500 craft simultaneously and has a 320 km range.
- PARKS AND GARDENS: In order to give the ships a more "organic" feel, New Macross cities contain several large parks, gardens, and forest areas which contain many species of fauna and flora from Earth and other major colonies. These parks are sometimes very large and thick and sometimes can be used to hide from colony officials. During the Varohta War, Varohta troops used the forests of the New Macross 07 to hide several FZ-109 Elgerzorene fighters that had entered the colony during a firefight from Macross 7 military and security forces.
- SPACE FOLD SYSTEM: For FTL propulsion, the colony block is equipped with an ORTEC/Shinnakasu/General Galaxy Advanced Fold System Cluster, capable of propelling the carrier through hyperspace at speeds up to 3.28x10^10 mps (5.25x10^10 kmps), or 1 light year per 6 minutes. The range of the fold drive is theoretically unlimited except by the life expectancy of the spacecraft. The fold drive is powerful enough to propel both the battle carrier and city block through hyperspace when they are connected.
- SUBLIGHT ENGINES: As a backup to the Fold System, the city section is equipped with OTEC/Centinel Impulse Drive Cluster engines that can propel the craft at speeds up to 0.20 speed of light (32,000 miles per second) in space. Note that these engines are mainly intended for rapid movement inside a planetary system and are not suited for long voyages between star systems. In a planetary atmosphere the carrier is limited to speeds of Mach 1 maximum due to hull stress. As with the fold drives, the engines are powerful enough to propel the craft when battle carrier is attached.
- SUBSPACE MASS SENSORS: Like the battle carriers, the New Macross colony vessels are equipped with subspace sensors for early warning of approaching objects and navigation at sublight speeds. These sensors can almost instantly detect mass readings and movement of objects up to 1 AU (93 million miles) distant from the carrier which are above 60,000 kg in mass (which means that the sensors usually cannot detect objects as small as variable fighters). Readings taken with the subspace sensors are not very detailed (-25% penalty when trying to identify a detected object) and are usually used for tracking purposes only.
Ship-borne Vehicles (STANDARD):
- 30 Variable Police Air Patrol Craft
- 30 Variable Police Space Patrol Craft
- 60 Variable Ground Police Patrol Craft
- Numerous Liason and Shuttle craft
REFERENCES
© Aaron Sketchley