The following material is an adaptation of the starship design from MACROSS 7, 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 me and do not claim that it is your own work. Comments and suggestions are welcome.

SUNNYFLOWER CLASS AGRICULTURE SHIP

RPG Stats by DANIEL HENWOOD (dhenwood@hotmail.com)
Layout adapted from DAVE DEITRICH (deitrich@mcs.net)
Background info provided by the MACROSS ONLINE COMPENDIUM

BACKGROUND

The Sunnyflower Class Agricultural Platform is probably the second most essential part of the entire New Macross Class Colony Fleet. Where the Riviera vessels provide water, fish and recreational facilities, the Sunnyflower provides the food for the Fleet's 1 million inhabitants. Without this essential platform the entire Fleet would starve to death within a few short weeks. The interior of the Sunnyflower platform resembles a giant greenhouse with various fruits and vegetables growing under the light filtering through the semi-transparent Dome. Animals are also kept within the confines of the ship for manure and fresh meat purposes.

To protect this essential part of the Fleet the Sunnyflower vessel has two forms of defence. Its first being the Guantanamo Stealth Carrier that controls all of the functions of the platform whilst attached. In the event of the Carrier disconnecting itself from the Sunnyflower, control is passed over to the emergency bridge of the Sunnyflower. The second line of defence are the 14 Shield sections that give the Agricultural Platform its name. In shell down mode the 14 shield sections are down and cause the platform to resemble a Sunnyflower which the ship is named after. In the event of an attack these sections immediately and swiftly come up to cover the semi-transparent Dome of the vessel to shelter the Dome and protect it from a breach.

In the event that a colony fleet encountered a habitable world, the Sunnyflower platform would work with both the Riviera and Einstein Class vessels to determine if the prospective colony world is capable of supporting life.

RPG STATS

Government: New Unity Government (Earth)
Ship Type: Long Distance Colonization Agricultural Platform
Class: Sunnyflower Class
Manufacturer: ORTEC Company/UN Spacy
Crew (not including Guantanamo Carrier): 11,200 total
Ships Crew: 1,000
Agriculturalists/Researchers: 10,000
Police/Civil Defense: 200

MDC BY LOCATION:

(1) Main Body                                   125,000
    Agricultural Dome                            25,000
(2) Agricultural Dome (per 40ft area)               200
    Projectile Shield (closed)                   70,000
    Projectile Shield fins (14)                   5,000 each             
    Small Airlocks/Access Hatches (125)             250 each
    Main Airlock                                  1,000
    Small Hydroponics pods (18)                   2,000 each
    Outer Hull (per 40ft area)                      120
    Interior walls (per 20ft)                        40
    Lower Sensor Spoke                            1,500
    Connection Joint/Engineering Section          7,000
(3) Main Engines/Power Plant (2)                 30,000 each
(3) Auxiliary Engines (4)                         5,000 each
(4) Pin Point Barriers (4)                        5,000 each

NOTES:

  1. Depleting the MDC of the main body will essentially destroy the vessel. 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.
  2. In "Shell Up" mode, the semi-transparent Agricultural dome is completely covered by the projectile shield. Therefore in order to attack the dome in this mode the projectile shield must be penetrated or destroyed first. If the dome is destroyed while in space (1D6x10) percent of the colonists inside will be instantly killed due to explosive decompression.
  3. 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 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 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 Sunnyflower 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 (the lower sensor spoke will be automatically destroyed).
Maximum Range: Unlimited (estimated 30 year life span)

STATISTICAL DATA:

Length (main body): 2,750 m
Height (main body): 2,750 m
Length (connector/engineering section): 130 m
Length (overall, including Guantanamo): 3,280 m
Power System:
ORTEC/General Galaxy Main Reactor
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
Sensors: Standard plus Subspace Mass Detector

DEFENSE SYSTEMS:

  1. 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 vessels, including the Sunnyflower colony Platforms. 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 sheild or Agricultural Dome, (2) the engineering section/battle carrier 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 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 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 vessel 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/Varauta 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:

MECHA COMPLEMENT (STANDARD):

NONE However, the landing bays of the Sunnyflower have enough room and resources to adequately support up to 2 squadrons (24 fighters) of VFs if necessary.

REFERENCES USED IN THIS DESIGN