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.

NEO NUPETIET VERGNITZ-BIS CLASS BATTLESHIP

RPG Stats by DANIEL HENWOOD (dhenwood@hotmail.com)
Background info provided by the MACROSS ONLINE COMPENDIUM

BACKGROUND

The Neo Nupetiet Vergnitz-bis Class Battleship is the largest ship in the UN Spacy Fleet at over three miles long it dwarves even the New Macross Class Carriers. Originally Zentraedi Nupetiet Vergnitz Class Battleships, only a handful of these behemoths exist as the majority were destroyed in the battle against Bodolza. Those that remained after the conflict where inducted into the UN Spacy Fleet and underwent refitting to accomodate Micron's into their crews.

Vrlitwhai Kridonak's Flagship was the first of the Battleships to undergo refitting and introduction and became the first ship of the new UN Spacy Fleet. Several of this class of ship left with the Megaroad-01, as have other's with other Fleets. One such ship accompanied the ill fated Macross-05 Fleet and was destroyed on the ground by the Varauta.

RPG STATS

Government: New Unity Government (Earth)
Ship Type: Battleship
Class: Neo Nupetiet Vergnitz-bis Class
Manufacturer: Worquli-Quatafilla/ORTEC Company/UN Spacy
Crew: 8979 total
Command Tower: 125
Main Ship: 3000
VF Pilots: 684 +150 (reserve)
Zentraedi Mecha Pilots: 4020
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:

  1. 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.
  2. 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.
  3. 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).
  4. 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:

  1. 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.

  2. 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.

  3. 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.

  4. 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.

  5. 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.

  6. 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:


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