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. comments and suggestions are welcome.
VARAUTA FLEET FLAGSHIP SPACE CARRIER
- RPG stats by DANIEL HENWOOD (dhenwood@hotmail.com)
- Based on the RPG stats of Mute
- Background info provided by the MACROSS ONLINE COMPENDIUM
BACKGROUND
With the capturing of the UN Spacy Megaroad-13 Fleet by the Protodeviln they needed a base ships to lead their Fleet. With their knowledge of Protoculture/Supervision Army technology mixed with the newly aquired UN Spacy technology the new Varauta Army were able to create an enormous mobile fortress capable of keeping the large Varauta Fleet operational anywhere in the Galaxy. The Flagship of the Geperuniti Fleet, it first encountered the Macross 7 Fleet in 2045, and the commencement of the UN Spacy/Varauta War.
Even for a ship of its size the Varauta Flagship has enormous amounts of firepower, and is without a doubt one of the most powerful weapons in the galaxy. Within its hanger bays are between 400 and 500 Varuata Variable Fighters, reconnaisance craft, bombers, and other space craft. This further enhances the Flagships ability to act as a multi-role vessel. Sequestered within its booms and main hull are Variable Fighter and spacecraft manufacturing and repair bays, including hanger bays for Vanguard Frigates, and a handful of larger warships.
RPG STATS
Government: Varauta Army
Ship Type: Fleet Flagship Space Carrier
Manufacturer: Varauta Army
Crew: 5,620
MDC BY LOCATION:
(1) Center Hull 350,000
(2) Main Engines (4) 250,000 each
Auxiliary Engines (5) 45,000 each
(3) Command Tower 25,000
Hangar Booms (2) 400,000 each
Fins (6) 2,500 each
Airlock Hatches (120) 200 each
Heavy Particle Cannon 50,000
Bombardment Particle Cannons (2):
Forward Particle Cannons (4) 2,000 each
Medium Beam Cannons (150) 150 each
Light Beam Cannons (110) 110 each
Heavy Laser Turrets (2) 2,000 each
Torpedo Tubes (8) 1,500 each
(4) Force Field 100,000
Notes:
- Depleting the MDC of the Center hull will put the ship 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 instead 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 FZ-109. The ship can still operate , but is at - 3
initiative, -3 strike, and number of attack per Mlle. of the weapons systems
are reduce by half. Destroying to main comm/sensor array on top of the command
tower will have the same effect, but the command staff will not be killed
instatntly.
- The force field will regenerate at a rate of 2,500 MD per second (5,000 MD
per melee round)
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:
- 4,230 metres
- WEIGHT:
- Mass (Empty): 210,000,000 tons
- Mass (Operational): 320,000,000 tons
WEAPON SYSTEMS:
- HEAVY PARTICLE CANNON: (2) Dual charging arrays feed power to the
flagshps's heavy particle cannon. This is the ship's most powerful weapon and
can totally disintegrate targets which are unfortunate enough to be within its
wide arc of fire. The only drawback is the time required to charge the cannon.
The cannon may fire once every 4 minutes. If one cannon array is destroyed, the
remaining array may fire a beam equal to 2D6x1000 M.D.
- PRIMARY PURPOSE: Heavy Assault
- SECONDARY PURPOSE: Anti-warship
- RANGE: 200,000 miles
- DAMAGE: Destroys everything inn 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 M.D, 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 M.D before it can resist a heavy
particle beam of the magnitude.)
- RATE OF FIRE: Once per 5 minutes (20 melees)
- PAYLOAD: Unlimited
- BOMBARDMENT PARTICLE CANNONS (2): Two horn-like projections are
located on the flagship's underside beneath the center hull. These are the
secondary particle cannons used for orbital bombardment are attacking targets
that are in front of or underneath the flagship. The Cannons have a shorter
range but are no less destructive. Likewise, a long time is necessary to fully
charge the weapon. If one cannon is destroyed, the remaining gun may fire a beam
equal to 1D4x1000 M.D.
- PRIMARY PURPOSE: Orbital Bombardment
- SECONDARY PURPOSE: Anti-Warship
- RANGE: 25,000 miles in a 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 againest a planet, the beam causes 3D6x1,000,000 M.D,
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 M.D before it can resist a heavy
particle beam of the magnitude.)
- RATE OF FIRE: Once per 5 minutes (20 melees)
- PAYLOAD: Unlimited
- FORWARD PARTICLE CANNONS (4): On each of the two arm-like booms are
two heavy duty particle cannons. These weapoons can only fire directly foorward
at targets in front of the flagshig. The four cannons are the flagships primary
antiship weapons, as the main and bombardment cannons cannot fire fast enough to
to be suitable for fleet actions.
- PRIMARY PURPOSE: Anti-warship
- SECONDARY PURPOSE: Heavy Assault
- RANGE: 75,000 miles in an atmosphere (Double in space)
- DAMAGE: 4D6x1000
- RATE OF FIRE: Each particle cannon can fire up to once per melee.
- PAYLOAD: Unlimited
- MEDIUM BEAM CANNONS (150): Numerous medium bore anti ship beam
cannons are placed at strategic locations on the upper and lower hull. Some are
retractable, other are not. All are capable of 180 degree fire in their
respective directions, and are usually reserved for defending against medium to
large sized targets.
- PRIMARY PURPOSE: Anti-Ship
- SECONDARY PURPOSE: Heavy Assault
- RANGE: 5,000 miles in an atmosphere (Double in space)
- DAMAGE: 1D4x1000 MD
- RATE OF FIRE: Each beam cannon can fire up to three times per
melee.
- PAYLOAD: Unlimited
- LIGHT BEAM CANNONS (110): Numerous small bore anti-ship and
anti-fighter beam cannons are placed at strategic locations on the upper and
lower hull. Some are retractable, other are not. All are capable of 180 degree
fire in their respective directions, and are usually reserved for defending
against small to medium size targets.
- PRIMARY PURPOSE: Anti-Warship
- SECONDARY PURPOSE: Heavy Assault
- RANGE: 250 miles in an atmosphere (Double in space)
- DAMAGE: 2D6x10 MD
- RATE OF FIRE: Each beam cannon can fire up to five times per melee.
- PAYLOAD: Unlimited
- HEAVY LASER TURRETS (2): Two heavy laser turrets are located on the
lower hull, where the booms connect to the center portion of the flagship. Each
of them are capable of rotating 180 degrees to fire.
- PRIMARY PURPOSE: Anti-warship
- SECONDARY PURPOSE: Orbital Bombardment
- RANGE: 7,500 miles in an atmosphere. Double in space.
- DAMAGE: 1D8x1000 MD per single blast, 2D8x1000 per dual blast.
- RATE OF FIRE: Each laser cannon can fire once per melee
- PAYLOAD: Unlimited
- TORPEDO TUBES (8): The forward face of the center portion of the
flagship contains enormous anti-ship torpedo tubes. All of the tubes are
protected by armored hatches when not in use. When fired they do so in rapid
succession. Torpedoes may only fire at targets in the forward arc of fire.
- PRIMARY PURPOSE:Anti-warship
- SECONDARY PURPOSE: Heavy Assault
- RANGE: 2,500 miles in atmosphere double in space
- DAMAGE: 2D6x1000 per torpedo
- RATE OF FIRE: Each launcher may fire once per every four melees.
- PAYLOAD: 2 Torpedos per launcher.
- FORCE FIELD BARRIER SYSTEM: The varauta force field system is a
derivative of the omni-directional barriers that were used by Supervision Army
vessels during the Schism War. Its function is relatively the same as the UN
Spacy's pin point barrier system, However, the force field completly enclosed
the ship in a powerful energy sheld, protecting it from attacks from any
direction. The only drawback to this is that no weapons systems may fire and no
fighters may be launched while the system is active.
- 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. It is for this reason that the Varauta have Pin Point Barrier technology as they took it 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 Mecha 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:
- ANTIGRAVITY PROPULSION SYSTEM: The Varauta flagships 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 ft per min. The system will function so long as the main
energy system can supply energy to it.
- HYPERSPACE COMMUNICATIONS: Based on the same technology as the
space fold sytem, the hyperspace communications relay allows faster-than-light
communication between the flagship and other vessels or planetary bases.
hyperspace communication are still not instantaneous, however. Audi/video
communication travels through hyperspace at a rate of about 1 second per 4000
light years, so messages communicatied over vast distances can still take
seconds or minutes to arrive.
- LIFE SUPPORT SYSTEMS: The Varauta flagships have a fully
functioning life support system which can alone provide fresh (and recycled)
atmosphere throughout the ship for the crew. The system has an approximately
30 year life span, after which its filters must be replaced.
- LONG RANGE LASER/SATELLITE RELAY COMMUNICATIONS: The communications
array of the dual command towers can communicate with up to 200 craft
simultaneously at ranges of up to 800 milles . This range can be boosted
indefienitely by using satellites or other spacecraft as to relay
communications.
- LONG RANGE RADAR: The radar array of the command tower is
equally as impressive as the communication system, and can track and identify
up to 1,500 craft simultaneously. The radar sysztem has a 1,200 mile/range.
- SPACE FOLD SYSTEM: For FTL propulsion, the flagship is equipped
with a fold sytem, capable of propelling the flagship through hyperspace at
speeds up to 9,83x10^9 mps , or 1 llight year per 10 minutes. The range of the
fold drive is theoretically unlimited except by the lilfe expectancy of the
spacecraft. The fold sytem aboad Varauta ships are extremely advanced,
allowing de-fold in very close proximity to realspace masses (i.e. a
starship). This ability was used to maximum advantage by Varauta forces during
the Varauta/Macross 7 War.
- LONG RANGED SPIRITIA IMAGER: A standard feature aboard most Varauta
fighters and warships, this imaging device is projected on the bridge main
heads up display HUD. The imager allows the ship commander to analyze spiritia
levels of distant targets without actually approaching combat range. The
spiritia imager can track, 1,500 spiritia generating targets simultaneously
and has a 1 AU (93 million mile) range.
- SUBLIGHT ENGINES: As a backup to the fold sytem, the flagship is
equipped with sublight engines that can propel the craft at speeds up to
40,100 miles per second in space. Note that these engines are mainly intended
for rapid movement inside a planetary sytem and are not suited for long
voyages between star system. In a planetary atmosphere the flagsip is limited
to speeds of Mach 2 maximum due to hull stress.
- SUPSPACE MASS SENSORS: As part of the flagship's sensor sytems, the
battleship was equipped with subspace sensor that could essentially instantly
detect mass reading and movement of objects up to 1AU (93 million miles)
distant from the flagship. Readings taken with the subspace sensor are not
very detailed (-25% penalty when trying to identify a detecte object) and
cannot detect objects of less than 60,000 kg (this includes most Zentraedi
and UN Spacy mecha)
MECHA COMPLEMENT (STANDARD):
- FZ109 Elgerzorenes: 420 (35 Squadrons) on active status.
- AZ- 130 Panterserzorenes: 36 (3 Squadrons) on active status.
- FBZ-99 Zaubergerans: 60 (5 Squadrons) on active status.
- Vanguard Frigates: 20-30
NOTE: The Varauta Flagship is capable of storing 6-8 warships inside its spacious internal docks
REFERENCES USED IN THIS DESIGN
- "Doe's All The Worlds' Starship Guide: Varauta Fleet Flagship Space Carrier Entry"
- Macross 7 This Is Animation: Animation Materials