This ship is based on a ship from Robotech that was omitted from the Robotech RPG.. Images & information courtesy of The Robotech Technical Files. The Following Ship Stats and Background were generated by Rick R. Mortis and formated to the style sheets created by Dave Deitrich and Chris Meadows. Please feel free to copy or redistribute this file, please just do not claim that it is your own work. Thanks.

Tirolian Battleship
RPG Stats and Background by: Rick R. Mortis.

Technical Info from the Robotech Technical Files, by Peter Walker and Pieter Thomassen

BACKGROUND

Please Insert Rigid Flavour Text Structure here.

RPG STATS

Government: Robotech Masters (Tirol)
Ship Type: General purpose command ship and Reflex Cannon vessel
Manufacturer: Robotech Automated Factory Sattelites
Crew: (approx 4000 total)
Command Clones (approx 100)
Ship's Crew (approx 1000)
Bioroid Pilots (approx 3000)

Mecha Compliment:

Approx 1000 Bioroids (usually Standard Combat or Scout Bioroids)
Approx 1000 Bioroid Hoverplatforms
25 Assault Carriers


MDC BY LOCATION:


	Reflex Cannon (1)			2,500
	Main Particle Beams (2)			1,000
	Secondary Particle Beams (8)		1,000
	AA Lasers (400)				100
	Airlocks/Hatches (Many)			100
	Mecha Hatches (Several)			250
	Shuttle Bay Hatches (2)			1,500
	(1) Command tower			10,000
	Hyperspace sensor booms (2)		7,500
	Main Body (hull)			300 per 9 meters (30ft)
	(2) Total Main Body			90,000
	(3) Force shield			25,000

NOTES:

  1. 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 an Alpha. 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.
  2. Depleting the MDC of the entire spacecraft will wreck it and set it adrift.
  3. The Barriers regenerates at a rate of 2,500 MD per second (5000 MD per melee action). If destroyed, the barrier will completely regenerate within ten seconds (four melee actions). See the Barrier System entry for details.

SPEEDS:

Speed(sublight): 0.001 speed of light
Speed(conventional Drives): Maximum space acceleration possible is 1.5g, sustainable indefinitely
Space Fold: Range Unlimited.
Flying speed is about mach 0.9, due to the ships size and shape. Capable of breaching the atmosphere and re-entering under its own power.
Maximum Range: Unlimited (Protoculture generator has an estimated 50-65 year life span)

STATISTICAL DATA:

Length: 510 meters (overall)
Height: 298 meters (overall)
Width: 200 meters (overall)
Weight: 500,000 tons.
Fold System:
Robotech Masters Fold System
Sublight Drive:
Monopolar-induced gravitic space-time distortion drive.
Gravity Control System: Internal
Auxiliary Engine:
Fusion-Plasma Reaction Thrusters with protoculture energizer.
Radar System: Various sensory systems

WEAPON SYSTEMS:

  1. Reflex Cannon: A miniaturised version of the incredibly destructive weapon mounted on the Robotech Master's ships. Unlike those of the Zentraedi ships or SDFs 1 and 3, the Battleship needs only a small generation area, thus the bow does not split in half like it does on those ships. The weapon is designed for use against spacecraft and massed groups of mecha, but can also be used for planetary bombardment. This weapon served as the basis for the Ikazuchi's Reflex Cannon.

    • PRIMARY PURPOSE: Heavy Assault
    • SECONDARY PURPOSE: Anti-Warship
    • RANGE: 320,000 km by 2km wide. (Half range in atmosphere)
    • 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 against a planet, the beam causes 1D6x1,000,000 MD (!), leaving only a radioactive crater 1D6x10 miles long and 3D6x100 feet deep. The resulting shockwave will also cause substantial damage to surrounding terrain for an additional 1D6x5 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. A force field must have AT LEAST 20,000 MDC capacity before it can resist a heavy particle beam of this magnitude.)
    • RATE OF FIRE: Once per 5 minutes (40 melees).
    • PAYLOAD: Effectively Unlimited. Note: By the time the Robotech Masters had reached Earth, most of the ships lacked sufficient power to use their Reflex Cannons.

  2. Two Main Particle Beam Cannons. Two Main Poarticle Beam Cannons are mounted on the lower forwards hull of the battleship. Unlike the main cannons on the Tirolian Destroyer and the Zentraedi Ship, these cannons can be moved independantly of the rest of the ship. Each cannon can rotate 45 degrees up and down or to either side.

    • PRIMARY PURPOSE: Assault/Defence
    • SECONDARY PURPOSE: Anti-Warship
    • RANGE: 320,000km (Half in an atmosphere)
    • DAMAGE: 1D4x1000 M.D.
    • RATE OF FIRE: Once every other melee
    • PAYLOAD: Effectively unlimited.

  3. Eight Secondary Particle Beam Cannons. Eight particle beam cannons are mounted on the ship. Two are located on the upper forwards hull, and two are located on the lower forwards hull. Another two are mounted forwards of the command tower, and another two mounted aftwards of it, facing rear.

    • PRIMARY PURPOSE: Assault/Defence
    • SECONDARY PURPOSE: Anti-Warship
    • RANGE: 160,000km (Half in an atmosphere)
    • DAMAGE: 4D6x100 M.D.
    • RATE OF FIRE: Once per melee
    • PAYLOAD: Effectively unlimited.

  4. 400 Rapid-Fire Laser Turrets are mounted on the ship, 20 of these cannons are mounted on the bow, another ten are mounted on the stern, twenty are mounted around the command tower and 75 are divided over each of the dorsal, port, ventral and starboard hull surfaces. Each is operated by a gunner from within the ship. The +1 strike bonus is added to the gunner's own hand to hand combat bonus (if any). 360 degree rotation and a 180 degree arc of fire.

    • PRIMARY PURPOSE: Anti-Mecha
    • SECONDARY PURPOSE: Anti-Missile
    • RANGE: 2.4 km (Half in an atmosphere)
    • DAMAGE: 2D4x10 M.D.
    • RATE OF FIRE: Six times per melee
    • PAYLOAD: Effectively unlimited.

  5. Defence Barrier: The ship is equipped with an all-enclosing defensive barrier to protect it from enemy fire. Unlike the Pinpoint Barriers on the SDF-1 or the shields on the Robotech Master's Mothership, the Shield surrounding the Battleship is all-encompassing. Any attack that hits the ship while the barrier is up will be absorbed by the barrier. However, while the barrier is up the ship can not fire any of its weapons or deploy mecha. The shield has an MDC of 25,000, and regenerates damage at the rate of 2,500 MDC per round. If the shiled is destroyed, it can be re-erected in one round (15 seconds).

    • PRIMARY PURPOSE: Defense (the barrier system cannot be used as a weapon)
    • DAMAGE CAPACITY: Can sustain up to 25,000 MD per round. Regenerates at a rate of 5,000 MD per melee round.
    • RADIUS: 500 meters
    • 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: The Barrier can deflect a heavy particle beam attack, such as the one generated by the SDF-1, Zentraedi command warships, and Tirolian ships. However, the beam will completely destroy the barrier and put incredible strain on the 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:



Designers Notes

Japanese Name: Unknown Super Dimensional Cavalry: Southern Cross

Episodes Seen in: #41, #54

Conversion Notes

There is very little forrtage of this ship, no written information and only the one picture. All of the information in this file is speculation.


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