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Model Type - UN Spacy Battleship
Class - Main Line Battleship
Crew - 1300 crew, 800 troops and pilots
MDC By Location
Main Hull 125 000
Hull per 40 ft 400
Reflex Cannon Boom 25 000
Side Sponsons 15 000
Main Engines 40 000
Secondary Engines 5 000
Bridge Tower 5 000
Main Particle Guns 1 000
Particle Guns 750
Missile Launchers 750
Hanger bays 8 000
Torpedo Launchers 2 000
Phalanx Turrets 250
Armour - stops upto and including standard 30mm rounds
Speed
Flying - mach 3 in atmosphere, mach 6 in space
Fold - 1 ly every 6 minutes
Range - unlimited
Statistics
Height - 220m
Length - 1095m
Width - 732m
Weight - 9 million tons
Cargo - 600 mecha, 12 shuttles, 18 misc craft
Power System - heat pile cluster
Weapons
Weapon Type - Underslung Heavy Fusion Particle Cannon
Primary Purpose - Anti-ship/planetary bombardment
Range - 400 000km
Damage - 1d4x1 000 000
Rate Of Fire - 1 every 5 minutes (20 melees) maximum
Payload - unlimited
Bonuses - +3 strike
Weapon Type - Main Particle Cannons (6)
Primary Purpose - Anti-ship
Range - 300 000km
Damage - 4d6x1000
Rate Of Fire - 1 per melee
Payload - unlimited
Bonuses - +2 strike
Weapon Type - Particle Gun (24)
Primary Purpose - anti-ship
Range - 300 000km
Damage - 3d6x100
Rate Of Fire - 3 per melee
Payload - unlimited
Bonuses - +2 strike
Weapon Type - Torpedo Type Launchers (12)
Primary Purpose - Anti-ship
Range - 2000km
Damage - varies with warhead type
Rate Of Fire - 1 at a time upto 4 times per melee
Payload - 40 cruise missile type weapons with one of the following warheads: Heavy HE, or Heavy Nuclear
Bonuses - +3 strike
Weapon Type - Missile launchers (24)
Primary Purpose - Anti-mecha/missle
Range - 250km
Damage - 4d6x10
Rate Of Fire - 1-10 at a time
Payload - 10 missiles ready, 100 in reload magazines, takes 1 fullmelee to reload
Bonuses - +2 strike
Weapon Type - Phalanx System (24)
Primary Purpose - Anti-mecha/missile
Range - 2400m
Damage - 4d6x10 per short burst
Rate Of Fire - 4 times per melee, short bursts only
Payload - effectively unlimited
Bonuses - +3 strike
Bonuses and Penalties
-2 versus other ships
Cannot dodge fire from mecha
+3 strike
Systems of Note
Cross Dimensional Radar - Range of 200 billion km and can track upto 50 000 targets at once. This system allows the ship to detect what may lie along thier fold path or what may be be waiting in the area of their fold destination. Also the system can detect incoming ships prior to them defolding into the area.
Standard Radar - Range of 6000km and can track upto 3000 targets at once
Radar Warning receiver - Informs the crew of possible radar lock. Range - 6000km
Targeting Computer - Assists in the tracking and identification of enemy targets to a range of 6000km and can target upto 300 targets at once
Computer Targeting System - Assists in selecting and locking on to enemy targets. +2 to strike using ranged weapons. Smart Missiles are excluded from this.
Lidar/Ladar - This system uses lasers to detect and image items as small as 25cm at 20km, as small as 150cm (2.0m) out to 50km and as small as 500cm (10.0m) out to 100km. This system also assists the other sensors in detected and identification.
Fold Communications - Range unknown. No lag in communication time out to 30ly. +1 second of lag for every 10ly thereafter. (1000ly would have a lag of 99 seconds). Amplifiers can double the effectiveness.
Standard Communications - Range of 2 000 000 km with next to no lag between communication points.
Gravitic sensors - This system detects and analyzes gravtic anomolies out to a range of 400 000km.
Electromagnetic sensors - This system detects and analyzes electromagnetic anomolies out to a range of 100 000km.
Thermal and Infa-red Sensors - This system detects and analyzes Thermal and Infa-Red anomolies out to a range of 400 000km.
Limited Electronic Coutnermeasures Capability - With a Electronic Countermeasures skill roll (or Sensor operations at -20%) the crew can impose a penalty of -3 to strike and a -20% to all sensor skill rolls of any opponents within standard radar range depending on terrain.
Combat Computer - Calculates, stores and transmits data onto a HUD (heads up display). Typically tied into the units targeting computer. Can hold thousands of entries about various enemies and robots/power armour/aircraft/vehicles.
Complete Environmental System - A completely computer controlled life support system that includes: internal cooling and temperature control, air pruification and circulation systems (gas filtration, humidifier/dehumidifier) that engages when needed (and can recirculate breathable air indefinitely if neccessary), computer controlled independant oxygen supply and purge system that automatically engages in low oxygen or contaminated air environments, insulated high temperature resistant shielding for upto 1000 degrees centrigade (normal fires do no damage though nuclear, and plasma fires do full damage), radiation shielded upto several thousand rads, and polarized and light sensitive/adjusting tinted viewports.
Standard instrumentation - Speedometer, distance travelled, inertial mapping system, power system temperature, ammunition counters, damage assessment indicators so on and so forth.
Motion detector/Collision Warning System
External Audio Pick-up system - Sound amplification listening systems that can pick up a whisper at a range of 1000m away and louder sounds at longer distances)
Spotlights - high intensity spotlights that can shine on objects upto 2000m away.
Self destruct System - Systems that destroys the unit and all of its internal components. Blast is to a radius of 2000m doing 2d4x10 000md to anything within the radius.
References Used
Robotech.com
Unofficial Robotech Reference Guide
Macross II The RPG
Macross Mecha Manual - http://www.macross2.net/m3/m3.html- for images and technical information
Fantasy and Animation HQ
Robotech RPG