The following material is an adaptation of a starship
design from MACROSS M3, a sequel to the original Japanese MACROSS
TV series. Please feel free to use, copy, and distribute it as you see fit. All
I ask is that you give proper credit to the author and do not claim that it is
your own work. Comments and suggestions are welcome.
HARUNA CLASS STEALTH CRUISER
RPG Stats by DANIEL HENWOOD (dhenwood@hotmail.com)
Technical
Advice & Images by MARK MCALISTER (mcalister@cytechcis.net)
Background
info provided by the MACROSS ONLINE
COMPENDIUM

BACKGROUND
With design and production of the Haruna Class of Stealth Cruisers beginning shortly after Space War I this class of ship is one of the first UN Spacy vessels to emrge after the war. Built on the captured Factory Satellite the Haruna Cruisers are heavily influenced by Zentraedi and Meltrandi designs, being something of a mixture of styles culminating in an aesthetically pleasing vessel. The ship itself is heavily armed with dual barrelled Particle Beam cannons and Anti-Warship missiles, making it a more than adequate front-line combat warship Whilst they are designed for frontline combat, the Haruna Class Stealth Cruisers are not intended for heavy starship combat against Zentraedi and Meltrandi warships which greatly outgun them. Its weapons are designed for both offence, and defence, with a large number of anti-warship missile launchers sequestered in the booms on the side of the ship.
Although they are not Carriers the Haruna Class of Cruisers do carry three dozen Variable Fighters for defensive purposes, which are stored within the main body and side boom sections of the ship. When the fighters are being prepped for launch they are loaded into cylindrical canisters that rotate the Variable Fighters into position for launching. When the Cruiser is ready to launch its Variable Fighters the Cruiser's side booms open outwards with launch rails sliding out from the forward section of the booms and locking into position on both sides of the ship, allowing fighters to launch forwards of the ship. The fighters inside of their canisters are positioned onto the launch rails and the canisters then withdraw to aloow the fighter to launch, and the canister to load another fighter. Due to the size of the ship and the launch rails the ship is capable of launching 3 fighters per launch rail per melee. (Total 6 VF's launched per melee.) It takes 3 melee's to launch all of the ships fighters. This system of loading and launching fighters is an early version of the system used to launch Special Forces fighters on board the New Macross Class of Carriers.
RPG STATS
Government: New Unity Government (Earth)
Ship Type: Stealth Cruiser
Class: Haruna Class
Manufacturer: ORTEC Company/UN Spacy
- Crew: 434 total
- Command Tower: 18
- Main Ship: 350
- VF Pilots: 36
- Troops: 30
- Notable Ships of Class:
- Algenicus: Command Ship of the Dancing Skulls Special Forces Squadron commanded by Max and Milia Jenius)
- Red Moon: Commanded by Max Jenius and the birthplace of Mylene Jenius
MDC BY LOCATION:
(1) Main Body 9,000
(2) Command Tower 1,750
(2) Sensor Array (behind Command Tower) 800
Side Booms Sections (2) 2,500 each
Launch Rails (2) 600 each
(3) Main engines (2) 2,500 each
(3) Secondary Engines (2) 1,000 each
Small Guidance thrusters (30) 200 each
Main Anti-Warship Missile Launchers (24) 400 each
Dual Barrel Particle Beam Cannons (3) 200 each
Retractable Laser Turrets (16) 300 each
Small Airlocks/Access Hatches (40) 250 each
Large Airlocks (1) 600 each
Outer Hull (per 40ft area) 120
Interior walls (per 20ft) 20
(4) Pin Point Barriers (4) 2,500 each
NOTES:
- Depleting the MDC of the main body will put the Cruiser out of commission.
All internal systems will shut down, including life support and internal
gravity. The ship itself will be an unsalvageable floating wreck.
- 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 behind the
command tower will have the same effect, but the command staff will not be
killed instantly.
- 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).
- 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: 350 metres
Weight: 150,000 tons (empty) / 175,000 tons (standard)
- Fold System:
- ORTEC/Shinnakasu/General Galaxy Advanced Fold System Cluster
- Sublight Drive:
- ORTEC/Centinel Impulse Drive Cluster
- Gravity Control System: Internal
Auxiliary Engine:
- Shinnakasu/Shinsei Industries/Agar Nuclear Pulse Rocket Motor Cluster
- Radar System: Hyperspace Sensor Pod
WEAPON SYSTEMS:
- DUAL BARREL PARTICLE BEAM CANNONS (3): A heavier version of the
particle beam cannons used on the SDF-1 and Zentraedi ships, the Dual Barrel
P-Beam Cannons are large, but provide a heavy punch forward and rear, with two
facing forward, and one facing aft.
- PRIMARY PURPOSE: Anti-Warship
- SECONDARY PURPOSE: Assault
- RANGE: 100,000 miles (160,000 km) in an atmosphere. Double in
space.
- DAMAGE: 2D6x1000 M.D. per shot
- RATE OF FIRE: Twice per melee
- PAYLOAD: Unlimited.
- HEAVY ANTI-WARSHIP MISSILE LAUNCHERS (24): In addition to the Dual Barrel Particle Beam Cannons the Cruiser is equipped with Heavy Anti-Warship Missiles which launch from ejection ports on the boom sections of the Cruiser. The missiles provide heavy supporting fire for the cruiser when entering combat, and can potentially end a batle with a single salvo of missiles.
- PRIMARY PURPOSE: Anti-Warship
- SECONDARY PURPOSE: Assault
- RANGE: 3,000 miles (4824 km)
- SPEED: Mach 2+ (1340 mph/2140 kmph) in an atmosphere.
- DAMAGE: 4D6x1000 M.D.
- BLAST RADIUS: 300 feet
- 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 24 tubes can fire at once for a volley of 6 nuclear
missiles (!).
- PAYLOAD: The Haruna Cruisers carry 6 missiles per launcher in
reserve.
- NOTE: These missiles CANNOT be used by variable fighters. Each
missile is approximately the same size as a VF-11 Thunderbolt. Variable
fighters that require nuclear ordinance usually carry RMS-1 Anti-Warship
long range missiles.
- RETRACTABLE LASER TURRETS (16): As a final line of defense the
Cruisers are armed with 16 automated laser turrets that retract into the
ship's hull when not in use. These short-range lasers are intended primarily
for anti-aircraft and anti-missile defense, but can 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 4 lasers can be directed against a
single target at any time.
- PRIMARY PURPOSE: Anti-Missile
- SECONDARY PURPOSE: Anti-Aircraft
- RANGE: 30 miles (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.
- 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 Haruna Class Stealth Cruisers. 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
200 ft (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 bay, 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 300 feet (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: 200 ft (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:
- STEALTH SYSTEMS: The Haruna Cruisers are equipped with advanced Stealth System that disrupt enemy radar and tracking systems, making it difficult for them to lock onto the ship with weapons. The stealth systems give the Cruiser a +3 to dodge, +2 to strike and +1 on initiative in combat WITH OTHER STARSHIPS ONLY. VFs and other close-range combat mecha are not affected by these systems, nor are Protodeviln. The Cruiser's stealth systems will fail if the main engines are destroyed.
- ANTIGRAVITY PROPULSION SYSTEM: The Haruna Class Stealth Cruisers 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 Cruiser 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 seconds per 4000 light years, so messages communicated over a few
seconds or minutes to arrive.
- LIFE SUPPORT SYSTEMS: The cruisers have sufficient life support to
provide breathable air and comfortable temperatures for 600 people for up to
30 years (air is recycled). In an emergency the life support system can
support up to 1,000 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 800 people for up to 6 months.
- LONG-RANGE LASER/SATELLITE RELAY COMMUNICATIONS: The impressive
communications array of the escort carrier can communicate with up to 1,000
craft simultaneously at ranges of up to 900 miles (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 cruiser is equally as
impressive as the communication system, and can track and identify up to 2,000
craft simultaneously. The radar system has a 2,000 mile/3,200 km range.
- SPACE FOLD SYSTEM: For FTL propulsion, the cruiser 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 cruiser 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 Cruisers 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).
MECHA COMPLEMENT (STANDARD):
REFERENCES USED IN THIS DESIGN
- "Doe's All The Worlds' Starship Guide: Haruna Class Stealth Cruiser Entry"
- Macross M3 DreamCast Game