Troops: 1000
MDC BY LOCATION:
(1) Main Body 350,000
(2) Command Tower 15,000
(2) Sensor Array 12,000
(3) Main Engines/Power Plants (2) 70,000 each
(3) Secondary Engines (4) 20,000 each
(3) Small Guidance thrusters (80) 200 each
Heavy Laser Cannons (20) 500 each
Retractable P-Beam Turrets (60) 300 each
Retractable Missile Launchers (100) 200 each
Anti-Aircraft Missile Launchers (6) 250 each
Small Airlocks/Access Hatches (300) 250 each
Large Airlocks (50) 500 each
Outer Hull (per 40ft area) 120
Interior walls (per 20ft) 20
(4) Pin Point Barriers (4) 5,000 each
NOTES:
- Depleting the MDC of the main body will put the Battleship 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 atop 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 2 seconds (1 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.
Can only land in a body of water (does not have landing gear).
- Maximum Range: Unlimited (estimated 20 year life span, which
can be extended with regular maintenance and overhauls)
STATISTICAL DATA:
- Length: 18,800 ft (5,730 m)
Weight: 1,400,000 tons (empty)
- Power System:
- Worquli-Quatafilla Main reactor
- Fold System:
- Worquli-Quatafilla Fold System Cluster
- Sublight Drive:
- Worquli-Quatafilla Nozzle Cluster
- Gravity Control System: Internal
Auxiliary Engine:
- Worquli-Quatafilla
- Sensor System: Standard & Subspace Mass Detector
WEAPON SYSTEMS:
- HEAVY PARTICLE BEAM CANNON (1): The main weapon of the Neo Nupetiet and its most devasting. The Main Particle Beam Cannon fires a 100,000 mile long and 1 mile wide,(double in space) beam of destructive energy annihilating everything in its path. Anything caught is instantly destroyed unless emplying a Pin Point Barrier or Omni-Directional Barrier.
- PRIMARY PURPOSE: Heavy Assault
- SECONDARY PURPOSE: Anti-Warship
- RANGE: 100,000 miles (160,000 km) Double in space
- DAMAGE: Destroys everything in its path
- RATE OF FIRE: Once every 8 minutes.
- PAYLOAD: Unlimited. Will function so long as the
main engines are intact.
- HEAVY LASER CANNONS (20): Situated on the front of the Battleship the Heavy Laser Cannons are the mainstay of the Neo Nupetiets weapons. A single volley from them will destroy all but the most resiliant of vessels reducing them to molten metal in seconds.
- PRIMARY PURPOSE: Assault/Defence
- SECONDARY PURPOSE: Anti-Warship
- RANGE: 100,000 miles (160,000 km) Double in space
- DAMAGE: 1D6x1000 MD
- RATE OF FIRE: Once per melee.
- PAYLOAD: Unlimited. Will function so long as the
main engines are intact.
- RETRACTABLE MEDIUM MISSILE LAUNCHERS (100): For anti-aircraft defense the
Battleships are armed with medium-range missile launchers set at key
locations along the ship's hull. Each launcher contains 6 missile tubes
allowing volleys of up to 6 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 8 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 or 6 missiles per launcher.
- PAYLOAD: Each launcher holds 6 missiles. Once the missiles are
expended the launcher is reloaded within 1 round via an automated
system. The reload system holds 36 missiles per launcher.
- RETRACTABLE P-BEAM TURRETS (60): In addition to the Heavy Laser Cannons the retractable P-Beam turrets deliver less damage individually, but in a concetrated volley create powerful broadsides with half of the P-Beams beaing on the port side, the other half being on the starboard side.
- PRIMARY PURPOSE: Assault
- SECONDARY PURPOSE: Anti-Warship
- RANGE: 100,000 miles (160,000 km)
- DAMAGE: 1D6x100 M.D. per shot
- RATE OF FIRE: Each cannon can fire twice per melee. The
cannons can fire individually or be combined with the heavy lasers
to fire a single volley.
- PAYLOAD: Unlimited.
- RETRACTABLE LASER TURRETS (60): Small mecha and missiles are capable of dodging the warship crushing blasts of the larger of the Neo Nupetiets vessels which is why retractable laser turrets where installed to fend off attackers in Mecha. The turrets do not suffer from the normal negative modifiers that large ships have against Mecha.
- PRIMARY PURPOSE: Anti-Missile
- SECONDARY PURPOSE: Anti-Mecha
- RANGE: 30 miles (48 km) Double in space
- DAMAGE: 1D6x100 M.D. per shot
- RATE OF FIRE: Equal to controllers attack, if set to automatic then 4 per melee.
- PAYLOAD: Unlimited.
- 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 Neo Nupetiet Vergnitz-bis Battleships. 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 (1 melee round). The barriers can also be layered on top of
each other to generate a field which provides 10,000 MDC and can even
deflect heavy particle beams (sometimes).
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 Battleship 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.
- 01-05: Lucked out, system will be operational in 1D6 hours.
- 06-20: Minor damage, system will require 4D6 hours to
repair.
- 21-35: Major damage, system will require 2D6x10 hours to
repair (yes, DAYS of work).
- 36-64: Completely destroyed! System can be rebuilt, but
will require new parts and 2D6 DAYS of work to
replace.
- 65-79: Major damage, system will require 2D6x10 hours to
repair.
- 80-94: Minor damage, system will require 4D6 hours to
repair.
- 95-99: Lucked out, system will be operational in 1D6 hours.
- 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 Neo Nupetiet Battleships 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 UN Spacy starships 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 Battleships have sufficient life
support to provide breathable air and comfortable temperatures for 10,000
people for up to 20 years (air is recycled). In an emergency the life support
system can support up to 15,000 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 10,000 people for up to 6 months.
- LONG-RANGE LASER/SATELLITE RELAY COMMUNICATIONS: The impressive
communications array of the Battleship 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 Neo Nupetiet 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 Battleship is
equipped with an Worquli-Quatafilla Fold System Cluster,
capable of propelling the Battleship 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 Neo Nupetiet Vergnitz-bis
is equipped with Worquli-Quatafilla 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 Neo Nupetiet Battleships 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 Neo Nupetiets have enough room to hold an
additional 4 squadrons (48 fighters) if necessary, though the landing bays
would be extremely cramped at that point.
REFERENCES USED IN THIS DESIGN
- "Doe's All The Worlds' Starship Guide: Neo Nupetiet Vergnitz-bis Class Battleship
Entry"
- Macross 7 TV series
- Robotech: Zentraedi Book
- Macross II Deckplans
- Macross Digital Mission VF-X Pilots Handbook