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 HIGH-SPEED SPACE RAIDING CRUISER STATS

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

BACKGROUND

The vanguard Frigate is used by the Varauta to scout out the edges of territory that they want to take control of. The problem with the Frigate is that they are small and undergunned and under-armed. When something bigger is required for scouting purposes and picket duty the High-Speed Raiding Cruiser is used. This manouverable vessel carriers 5 Squadrons of the FZ-109 and AZ-130 fighters for reconnaisance and defence.

Unlike the Vanguard Frigate the High Speed Cruiser is capable of going toe to toe with other large warships and lasting long enough to escape or for reinforcements to arrive. Like other large vessels that the Varauta utilise the High Speed Cruiser is equipped with a Full Force Field which surrounds the entire ship like the SDF-1's Omni-Directional Barrier.

RPG STATS

Government: Varauta Army
Ship Type: High Speed Space Raiding Cruiser
Manufacturer: Varauta Army
Crew: 640 total
Command Tower: 30
Main Ship: 400
VF Pilots: 60
Troops: 150

Note: Due its speed and manouverability the High Speed Cruiser recieves a +1 dodge bonus against other Warships (not Mecha)

MDC BY LOCATION:

(1) Main Body                                   9,500
(2) Command Tower                               1,400
(2) Communications and Sensor Array (2)           300 each
(3) Main Engines/Power Plants (2)               3,000 each
(3) Secondary Engines (4)                       1,000 each
(3) Small Guidance thrusters (24)                 200 each

    Heavy Beam Cannons (2)                      5,000 each
    Light Beam Cannons (4)                        350 each
    Anti-Warship Launchers (18)                  1,500 each    
    Retractable Laser Turrets (10)                300 each
    Retractable Missile Launchers (10)            250 each
    Fins (5)                                   1,000 each
                  
    Small Airlocks/Access Hatches (14)            250 each
    Flight Deck Airlocks (6)                      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 Cruiser 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: 366 m
Weight: 32,500 tons (28,000 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. SUPER-SIZE BORE BEAM GUN (2): The two largest eye shaped lens on either side of the Cruisers hide the Main Beam Cannons. They are capable of firing in a large arc, but are slow to fire which is why they are usually used as during the first attack to soften up the ships target for the small weapons to work on.

    • PRIMARY PURPOSE: Anti-Warship
    • SECONDARY PURPOSE: Assault
    • RANGE: 100,000 miles (160,000 km)
    • DAMAGE: 4D6x1000 M.D. each
    • RATE OF FIRE: Each cannon can fire once per melee. The cannons can fire individually or be combined to fire a single volley.
    • PAYLOAD: Unlimited.

  2. LARGE BORE BEAM GUNS (2): Either side of the Cruisers hull are two large-bore beam guns. 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.

  3. SMALL BORE BEAM GUNS (2): Two small-bore beam guns complement the larger Beam Guns in the defence of the vessel against other Capital Ships. Positioned equally to port and starboard the Transport is capable of creating a more than adequate defence against attackers.

    • 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. CONVERGING BEAM GUNS (6): Fixed forward, the converging beam guns are capable of providing a wide avenue of fire directly in front of the ship allowing it to punch through enemy battlelines to make the fast attakcs it is designed for.

    • PRIMARY PURPOSE: Heavy Assault
    • SECONDARY PURPOSE: Anti-Warship
    • RANGE: 3,000 miles (4824 km)
    • DAMAGE: 1D6x1000 M.D.
    • RATE OF FIRE: Each Beam Gun can fire up to twice per melee. The Beam guns can fire individually or be combined to fire a single volley.

  5. ANTI-WARSHIP MISSILE LAUNCHERS (18): Raiding Cruisers lack the punch of the larger ships such as the Assault Cruiser and Battleship, and have to rely on their Anti-Warship Launchers and beam cannons for protection and attack. Resembling torpedo launchers, they are mounted on the front of the ship facing forward. The launchers contain long-range heavy 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: 4D6x100 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 7 tubes can fire at once for a volley of 6 nuclear missiles (!).
    • PAYLOAD: A typical Cruiser 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. HIGH MANOUVERABILITY MICRO MISSILE LAUNCHERS (2): For anti-mecha defense the Cruisers are armed with high manouverability micro missile launchers along the ship's hull. Each launcher contains 12 missile tubes allowing volleys of up to 12 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 12 missiles.

    • PRIMARY PURPOSE: Anti-Mecha
    • SECONDARY PURPOSE: Anti-Missile
    • MISSILE TYPES: High Manouverability Micro Missile
    • RANGE: Varies, typically 1 miles (1.6 km).
    • DAMAGE: Varies, typically 1D4x10 M.D.
    • BLAST RADIUS: Varies, typically 5 feet.
    • RATE OF FIRE: Volleys of 1, 2, 4, 6 or 12 missiles per launcher (typically)
    • PAYLOAD: Each launcher holds 12 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.

  7. FORCE FIELD: The Cruisers 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 Cruiser 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!
  8. 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