The following material is an adaptation of the starship design from
MACROSS 7, a sequel to the original Japanese MACROSS TV
series (which became Robotech here in the U.S.). 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.
THE NEW MACROSS (NEXT AGE) COLONY SHIPS
Original RPG Stats by DANIEL HENWOOD (dhenwood@hotmail.com)
Modified RPG
Stats by MARK MCALISTER(mcalister@cytechcis.net
Background
text by DAVE
DEITRICH (deitrich@mcs.net)
Background info
provided by the MACROSS ONLINE
COMPENDIUM

BACKGROUND
The New Macross-Class Colony Ships are the
latest long-range exploration and colonization vessels being used by the UN
Spacy to probe the far reaches of the galaxy. The first of these vessels, the
New Macross 01, was launched from Earth in September 2030, and since then
an average of one New Macross ship per year has been launched from the solar
system or one of the older human colonies. The new colony ships have replaced
the older Megaroad-Class Colony Ships that had been in service ever since
the launch of the SDF-2 Megaroad-01 in June 2012.
The New Macross ships represent a fundamental redesign and redevelopment of
the UN Spacy's colonization strategy. The new vessels are designed to be the
flagships of colonization fleets carrying well over 1 million civilian settlers.
The colony portion of the New Macross vessels (usually called the "City"
part) alone can carry over 350,000 people, a vast improvement over the
80,000-colonist capacity of the Megaroad vessels. In addition the City block
provides much better protection for the civilians than earlier ships did. The
semi-transparent dome covering the city can be enclosed by a heavy projection
shield that completely protects the colony from attacks (except for external
areas, see below). When not in danger, the shield can be lifted off the dome to
provide colonists with an awe-inspiring view of the stars. The raising and
lowering of the shield gives the impression of a giant clam opening and closing
its shell, which has led to ships of this class being nicknamed "clamshell
ships" and "clamshell colonies".
The New Macross vessels are also intended to serve as the flagship for the
colonization fleet's military escort forces. Unlike previous colony ships the
New Macross vessels are actually two starships in one. The front part of the
ship is a military Battle Carrier which can separate from the colony part and
engage in battle separately when necessary. The carrier (usually called the
"Battle" section) can carry over 350 variable fighters at maximum
capacity and contains sophisticated communication and radar systems which allows
it to effectively coordinate the fighter wings and escort ships in battle. In
addition the battle section is transformable (has two modes of operation,
Cruiser and Attack mode) and is armed with an impressive array of
anti-warship weaponry, including missile launchers, rail guns, and a heavy
particle beam cannon modeled after the original Macross Cannon on the SDF-01
Macross. The Macross Cannon is of particular interest, as it is a
self-contained spaceship that can be released from the New Macross battle
section and maneuvered and fired under its own power if necessary. The
performance of the New Macross battle sections has been so impressive that the
UN Spacy has constructed a few of the battle carriers individually (without the
city sections) to serve as command ships for all-military space fleets.
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
Uraga-class variable fighter carriers, Maizuru-class cruisers, and
Stealth Frigate escorts.
To date 15 New Macross colony fleets have been launched since 2030. So far
only two of these fleets have met with significant problems or resistance. The
New Macross 05 and New Macross 07 colony fleets encountered the
Varuta forces and Protodeviln beings while exploring near the center of the
galaxy, leading to the UN Spacy/Varuta War of 2045-2046. The Macross
05 fleet was destroyed shortly after landing on the planet Rax in 2045, and
the Macross 07 fleet suffered heavy damage including the loss of the
Battle 07 carrier on the home planet of the Protodeviln during the final
battle of the war. Fortunately none of the other New Macross fleets have
encountered similar problems yet, but no one really knows what dangers are still
waiting in the unexplored parts of the galaxy the ships are heading into.
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: New Unity Government (Earth)
Ship
Type: Long Distance Emigration Ship/Space Attack Carrier
Class:
New Macross Class
Manufacturer: ORTEC Company/Three Star Heavy
Industries/UN Spacy
Crew:
- Battle Section (2,000 total)
- Command Tower: 74
- Main Ship: 1,226
- VF Pilots: 240 + 100 reserve
- Troops: 360
- City Section (360,520 total)
- Crew: 10,520
- Civilian Colonists: 350,000
- Notable Ships of Class:
- New Macross 05 (launched 2036, destroyed 2045 by Varuta forces)
- New Macross 07 (launched 2038, battle section destroyed 2046 by
Protodeviln Gepruniti)
- New Macross13 (Next Age Carrier comandeered by the Black Rainbow
Terrorist group & modified with a Sound Jamming System to be used against
the UN Spacy in an uprising against the UNG.)

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) 22,500 each
(3) Command Tower 11,000
(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) 22,500
Rail Cannons (2) 3,500 each
Tri-Barrelled Particle Beam Guns (4) 1,500 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
(5) Sound Jamming System Antennae (2) 1,000 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.
- There are two Sound Jamming Systen Antennae (one located on each shoulder
in attack configuration, and located on the sides of the ship in cruiser
mode). When one antennae is destroyed, only 50% of incoming missles are
effected, when both antennae are destroyed, the jamming system ceases to
function altoghether, leaving the ship vulnerable to all incoming missile
attacks.
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): 4,983 ft (1,510 m)
Length (command
tower only): 610 ft (185 m)
Height (attack mode): 3,861 ft
(1,170 m)
Weight: 6,250,000 tons (empty) / 7,700,000 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: Stealth Aegis Pod
WEAPON SYSTEMS:
- 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
in the war against the Zentraedi. The cannon can fire a beam up to 120,000
miles (192,000 km) long and 2 miles (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: 60,000 feet (96,000 m) 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.
- RAIL CANNONS: Located on each shoulder of the ship in attack
configuration, partially concealed, are two heavy rail cannons lightly larger
than those of the earlier New Macross ships. These cannons are similar to
those on the original Macross (though much more modern) and use magnetic
accelerator technology to propel metal slugs at incredible velocities torward
a terget. The slugs fired by the cannons are much larger and 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: 1D6x1000 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).
- TRI-BARRELLED PARTICLE BEAM CANNONS (4): Also located on the
shoulder of the ship in attack configuration are four tri-barrelled particle
beam cannons, (two facing forward, two facing aft) these guns are located on
the sides of the ship in cruiser mode and have a 180 degree arc of fire.
- PRIMARY PURPOSE: Defense
- SECONDARY PURPOSE: Anti-Warship
- RANGE: 20 miles in an atmosphere. Double in space.
- DAMAGE: 1D4x1000 M.D. per slug. Usually fired in pairs.
- RATE OF FIRE: Each gun 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: Unlimited
- 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: 3,000 miles (4824 km)
- SPEED: Mach 2+ (1340 mph/2140 kmph) in an atmosphere.
- DAMAGE: 4D6x1000 M.D.
- BLAST RADIUS: 3,000 feet (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.
- 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 (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: 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.
- 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. Armor-piercing smart missiles are usually used to avoid chances of
friendly fighters being shot down by the missiles.
- PRIMARY PURPOSE: Anti-Aircraft
- SECONDARY PURPOSE: Anti-Warship
- MISSILE TYPES: Any type of UN Spacy Medium
Range Missile can be used. Smart missiles are commonly used to avoid
hitting friendly aircraft.
- RANGE: Varies, typically 60 miles (80.4 km).
- SPEED: Varies, typically 1600mph (2571kmph).
- 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.
- 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
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 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 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:
- SOUND JAMMING SYSTEM (SJS): Located on the sides of the ship (on
the shoulders in attack configuration) are two Sound Jamming Antennae capable
of emitting Sound Jamming Waves. These waves create a spherical aura around
the ship and confuse all incoming missles causing them to detinate at a safe
distance around the ship. Range: 5000 feet NOTE:
This method of defense is only capable of stopping (jamming and
detinating) incoming missles, the system is non-effective against energy-type
attacks. While the SJS system is in use, the ship cannot engage any of it
weapons, the SJS must cease in order to fire any kind of weapons.
- 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 4000 light year, so messages communicated over
vast 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 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 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 2,000 mile/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).
MECHA COMPLEMENT (STANDARD):
NOTE: The New Macross battle carriers have enough room to hold an
additional 4 squadrons (48 fighters) if necessary, though the landing bays would
be extremely cramped at that point.
COLONY SHIP (CITY) 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) percent of the colonists 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 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 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 colony 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): 16,500 ft (5,000
m)
Length (connector/engineering section): 2,640 ft (800
m)
Length (Acshio external island): 990 ft (300 m)
Length
(overall): 19,140 ft (5,800 m)
Weight: Approximately 7,777,770,000
tons standard
- Power System:
- ORTEC/General Galaxy Main Reactor(700,000,000 kilowatts per hour)
- 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
DEFENSE SYSTEMS:
- 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
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 1,320 feet (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 colonies 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 settlers. 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 5 seconds per light year, so messages communicated over
vast distances can still take days, weeks, or months 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 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 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 200 mile/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 UN Spacy/Varuta war Varuta
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 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 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.
MECHA COMPLEMENT (STANDARD):
NONE! However, the landing bays in the New Macross colony
ships have enough room and resources to adequately support up to 3 squadrons
(36 fighters) of VFs if necessary.
Variable Police Air Patrol Craft: 30
Variable Police Space Patrol Craft: 30
Variable Ground Police Patrol Craft: 60
REFERENCES USED IN THIS DESIGN
- "Doe's All The Worlds' Starship Guide: New Macross 13 Entry"
- Macross 7 TV series
- Macross 7 This Is Animation: Animation Materials
- Macross VFX2 video game
- Macross VFX2 Visual Guidebook