The following material is an adaptation of the starship design from MACROSS 7-TRASH,set in the same place and time as the Macross 7 series, a sequel to the original Japanese MACROSS TV series (which becameRobotech here in the U.S.).
HEAVEN CLASS CEMETERY SHIP
RPG Stats by Mark McAlister

BACKGROUND
Heaven,
(Cemetery Ship of the New Macross 7 Emigration Fleet) is a middle class ship providing cemeteries for those preferring the traditional ways, containing temples, churches, and also contain some residential districts. Some refer to it as the 'ghost ship', but its environment is not bad. Heaven Class Ships are linked to the Bolognese Class Stealth Frigates in much the same way that the New Macross Battle sections and City sections combine to form one larger ship. The Frigates can disconnect from the Heaven Class Ship if neccessary, and the Heaven Class Ship is equipped with an emergency bridge to control the ship whilst the Frigate is detached.
RPG STATS
Government: New Unity Government (Earth)
Ship Type: Long Distance Cemetery Ship
Class: Heaven Class
Manufacturer: ORTEC Company/UN Spacy
- Crew (not including Frigate):
- Military Crew: 1,000
- Civilian Crew: 3,000
- Police/Civil Defense: 300
- Permanent Civilian Populace: 30,000
-
MDC BY LOCATION:
(1) Main Body 150,000
(2) Atmospheric Dome 30,000
(2) Atmospheric Dome (Per 40 ft area) 200
Small Airlocks/Access Hatches (250) 250 each
Main Airlock 1,000
Outer Hull (per 40ft area) 120
Interior walls (per 20ft) 40
Connection Joint/Engineering Section 25,000
(3) Main Engines/Power Plant (2) 50,000 each
(3) Auxiliary Engines (4) 7,000 each
(4) Pin Point Barriers (4) 5,000 each
NOTES:
- Depleting the MDC of the main body will essentially destroy the Ship. 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 (and marine life) must be rescued quickly or will die from asphyxiation as the remaining atmosphere drains into space.
- The semi-transparent ocean dome is protected by the Pin Point Barrier Defence System and not a Projectile Sheild. Therefore in If the atmospheric dome is destroyed while in space (1D6x10) percent of the colonists inside will be instantly killed due to explosive decompression.
- 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 colony ship adrift in space. If in an atmosphere, the colony 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): 0.16 speed of light (25,600 miles per second)
Speed(Auxiliary Drives): Mach 3
Space Fold: Range Unlimited (1 light year every 6 minutes)
Planet bound: - Designed to land in a planetary ocean when necessary but not designed to maneuver in an atmosphere. The Heaven Class Ship is NOT designed to land on the ground. If it does so the landing will inflict 3D6x1000 MD damage to the main body of the spacecraft.
- Maximum Range: Unlimited (estimated 30 year life span)
DEFENSE SYSTEMS:
- 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 and colony Ships, including the Heaven Class ships. 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) any breaks or weaknesses in the projectile shield and/or ocean dome, (2) the engineering section/Frigate docking section, and (3) the main and auxiliary engines, in that order. The operators primarily concentrate on defending the ship against larger spacecraft and leave defense against attacking mecha to the VF pilots from the battle carrier.
- 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 Ship.
- 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 Ship 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 Heaven Class colony Ships areequipped with an anti-gravity propulsion system used for planetary landingsand liftoffs. The system is good for vertical ascent/descent only and canlift the ship at speeds of up to 1,320 feet (400 m) per minute. The systemwill function so long as the main engines can supply energy to it.
- HYPERSPACE COMMUNICATIONS: Based on the same technology as thespace fold system, the hyperspace communications relay allowsfaster-than-light communication between the Heaven Class ships and otherShips or planetary bases. Hyperspace communications are still notinstantaneous, however. Audio/video communication travels through hyperspace at a rate of about 1 second per 4000 light years, so messages communicated overvast distances can still take seconds or minutes to arrive.
- LIFE SUPPORT SYSTEMS: The Heaven Class colony ship has sufficient lifesupport to provide breathable air and comfortable temperatures for 50,000people, for up to 30 years. In an emergency the life supportsystem can support up to 100,000 people for a short time.
- LONG-RANGE LASER/SATELLITE RELAY COMMUNICATIONS: The Heaven Class Ship has modest communications facilities that can communicate with up to 250 craftsimultaneously at ranges of up to 900 miles (1,440 km). This range can beboosted indefinitely by using satellites or other spacecraft as to relaycommunications.
- LONG-RANGE RADAR: The radar array of the Heaven Class Ship is alsomodest compared to that of the docked escort frigate. The system cantrack and identify up to 500 craft simultaneously and has a 200 mile/320 kmrange.
- SPACE FOLD SYSTEM: For FTL propulsion, the Ship is equippedwith an ORTEC/Shinnakasu/General Galaxy Advanced Fold System Cluster, capableof 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 driveis theoretically unlimited except by the life expectancy of the spacecraft. The fold drive is powerful enough to propel both the frigate and cemetery block through hyperspace when they are connected.
- SUBLIGHT ENGINES: As a backup to the Fold System, the colony Shipis equipped with ORTEC/Centinel Impulse Drive Cluster engines that can propelthe craft at speeds up to 0.16 speed of light (25,600 miles per second) inspace. Note that these engines are mainly intended for rapid movement insidea 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 maximumdue to hull stress. As with the fold drives, the engines are powerful enoughto propel the craft when battle carrier is attached.
- SUBSPACE MASS SENSORS: Like the escort frigates, the Heaven Class colony Ships are equipped with subspace sensors for early warning ofapproaching objects and navigation at sublight speeds. These sensors canalmost instantly detect mass readings and movement of objects up to 1 AU (93million miles) distant from the frigate which are above 60,000 kg in mass(which means that the sensors usually cannot detect objects as small asvariable fighters). Readings taken with the subspace sensors are not verydetailed (-25% penalty when trying to identify a detected object) and areusually used for tracking purposes only.
MECHA COMPLEMENT (STANDARD):
NONE! However, the landing bays in the Heaven Class Ship has enough room and resources to adequately support up to 3 squadrons (36 fighters) of VFs if necessary.

REFERENCES USED IN THIS DESIGN
Macross 7 Trash