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.

VARAUTA STANDARD BATTLELINE BATTLESHIP

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

BACKGROUND

The Varauta Battleline Battleship is the most heavily armed warship in the Varauta Army's Fleet. Sacrificing fighter defence for weapons the Varauta Battleship is a floating arsenal of firepower capable of taking on vessels far larger than itself and infliciting heavy damage on them. This particular class of vessel is also the most widely used warship in the Varauta Fleet, and the frontline of attack in any ship to ship combat. At 600 metres long it is less than half the length of an Ark Royal Class Escort Carrier but more than capable of taking one on and surviving if it weren't for the formidable firepower of the Ark Royal's Fighter screen.

With their advanced sensor suites they are capable of detecting future conquests for the Varauta and pacifying them with their weapons and Fighter Squadrons, these great vessels form the backbone of the Main Varauta Fleet and smaller Varauta Fleets. Some smaller Fleets have Battleships as their Fleet Flagships, the Fleet Commander directing their forces from the well protected Bridge of the Battleship.

RPG STATS

Government: Varauta Army
Ship Type: Standard Battle Line BattleShip
Manufacturer: Varauta Army
Crew: 725 total
Command Tower: 30
Main Ship: 510
VF Pilots: 36
Troops: 150

MDC BY LOCATION:

(1) Main Body                                  18,000
(2) Command Tower                               3,000
(2) Communications and Sensor Array (2)           550 each
(3) Main Engines/Power Plants (2)               6,000 each
(3) Secondary Engines (4)                       2,000 each
(3) Small Guidance thrusters (36)                 200 each

    Heavy Beam Cannons (2)                      5,000 each
    Medium Beam Cannons (8)                     3,000 each
    Light Beam Cannons (12)                       350 each
    Heavy Anti-Warship Missile Launchers (4)    1,500 each    
    Light Anti-Warship Missile Launchers (8)      400 each 
    Retractable Laser Turrets (20)                300 each
    Retractable Missile Launchers (14)            250 each
    Fins (6)                                    1,000 each
                  
    Small Airlocks/Access Hatches (20)            250 each
    Flight Deck Airlocks (4)                      500
    Outer Hull (per 40ft area)                    120
    Interior walls (per 20ft)                      20

(4) ForceField                                 15,000 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. Depleting the MDC of the Forcefield will shut it down until it can fully regenerate. The Force Field is similar in design to the Omni-Directional Barrier on the SDF-1. The Barrier can sustain 15,000 MDC, and regenerates at a rate of 2,500 MDC per melee round. Whilst engaged though nothing can pass into our out of the circumference of the shield, so the ship will be unable to openfire.

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: 600 m
Weight: 180,000 tons (150,000 empty)
Power System:
Varauta Army Main reactor
Fold System:
Varauta Army Advanced Fold Cluster
Sublight Drive:
Varauta Army Impulse Drive Cluster
Gravity Control System: Internal
Auxiliary Engine:
Varauta Army Nuclear Pulse Rocket Motor Cluster
Sensor System: Standard; Subspace Mass Detector & Spiritia Imager

WEAPON SYSTEMS:

  1. HEAVY BEAM CANNONS (2): The two largest eye shaped lens on either side of the Cruisers hide the Main Beam Cannons. Their destructive power can be unleashed in a 180 degree firearc on their respective sides of the vessel, (port/starboard,) enabling them to jointly fire on vessels dead ahead and behind.

    • PRIMARY PURPOSE: Anti-Warship
    • SECONDARY PURPOSE: Assault
    • RANGE: 100,000 miles (160,000 km)
    • DAMAGE: 2D6x1000 M.D. each
    • RATE OF FIRE: Each cannon can fire twice per melee. The cannons can fire individually or be combined to fire a single volley.
    • PAYLOAD: Unlimited.

  2. MEDIUM BEAM CANNONS (8): Eight eye shaped lens of a size slightly smaller than the large lens of the Heavy Beam Cannons line the exterior of the Battleship, four to each side. The Medium Beam Cannons have a fire arc of 180 degree's on their respective sides of the vessel, (port/starboard,) enabling them to jointly fire on vessels dead ahead and behind.

    • PRIMARY PURPOSE: Anti-Warship
    • SECONDARY PURPOSE: Assault
    • RANGE: 100,000 miles (160,000 km)
    • DAMAGE: 1D4x1000 M.D. each
    • RATE OF FIRE: Each cannon can fire twice per melee. The cannons can fire individually or be combined to fire a single volley.
    • PAYLOAD: Unlimited.

  3. LIGHT BEAMS CANNONS (12): Twelve light beam Cannons complement the Heavy & Medium Beam Cannons in the defence of the vessel against other Capital Ships. Positioned equally to port and starboard the Battleship is capable of creating a wall of fire that few attacking ships could withstand.

    • PRIMARY PURPOSE: Assault
    • SECONDARY PURPOSE: Anti-Warship
    • RANGE: 5 miles (double in space)
    • DAMAGE: 2D6x100 M.D. each
    • RATE OF FIRE: Each turret can fire up to four times per melee. The cannons can fire individually or be combined to fire a single volley.
    • PAYLOAD: Unlimited.

  4. HEAVY ANTI-WARSHIP MISSILE LAUNCHERS (4): The Battleship in addition to its Beam Cannons sports Heavy Missile launchers secreted within slide down sections of the lower hull. Each of the missile launchers holds 12 missiles however they can only fire a maximum of 3 at a time per launcher. All four of the launchers can fire at once giving a volley of 12 missiles. The launchers contain long-range nuclear missiles and are usually used only during assaults and heavy combat.

    • 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).
    • PAYLOAD: A typical Battleship carries 60 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.

  5. LIGHT ANTI-WARSHIP MISSILE LAUNCHERS (8): As a backup to the Heavy Anti-Warship Missile Launchers the Varauta Battleships carry a lighter version of the nuclear missiles for smaller targets and as a backup if the Heavy Launchers are destroyed or run out of missiles. Dorsal mounted the Light Missile Launchers do not need to slide down into a firing position and can be fired much quicker, something they are used for if the battleship is suprised.

    • 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: 2D6x1000 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 Battleship carries 30 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.

  6. RETRACTABLE LASER TURRETS (20): Retractable laser turrets line the sides of the Battleship, a deterrant enemy Mecha and Missile's that dare to attack the varauta Battleship. 10 turrets to each side,(port & starboard,) of the Vessel provide close in defence against attacking mecha, but can be used against larger vessels attacking them as well.

    • PRIMARY PURPOSE: Anti-Mecha
    • SECONDARY PURPOSE: Anti-Missile
    • RANGE: 5 miles (double in space)
    • DAMAGE: 2D6x10 M.D. each
    • RATE OF FIRE: Each turret can fire up to four times per melee. The cannons can fire individually or be combined to fire a single volley.
    • PAYLOAD: Unlimited.

  7. RETRACTABLE MISSILE LAUNCHERS (14): For anti-mecha 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 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.

  8. FORCE FIELD: The Battleships Force Field encompasses the entire ship in a manner identical to that to that of the SDF-1's Omni Directional Barrier. The Force Field can absorb up to 15,000 MD in damage, which regenerates at a rate of 2,500 MDC per melee round. Whilst engaged the Battleship is unable to fire its weapons.

    • PRIMARY PURPOSE: Defense (the Force Field cannot be used as a weapon)
    • RANGE: Totally encircles vessel
    • DAMAGE CAPACITY: 15,000 MDC. Regenerates at a rate of 2,500 MD per melee round.
    • PAYLOAD: Nearly inexhaustible. Will work as long as system is functional and engines are intact. If main engines are destroyed, the Force Field will loose power and not function.
    • NOTE: The Force Field 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 the Force Field and put incredible strain on the, 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!
  9. 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, which is why the Varauta were able to copy the technology from the Megaroad-13 Fleets 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 2,500 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 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 2,500 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):

REFERENCES USED IN THIS DESIGN