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.
ARK ROYAL-Class
Escort Battle Carriers
RPG Stats by Daniel HENWOOD (dhenwood@hotmail.com)
Background text by Dave DEITRICH (deitrich@mcs.net)
Background info provided by the Macross Online Compendium
![]() An unknown ARK ROYAL-Class Escort Battle Carrier, possibly URAGA. |
* Main Body ** Command Tower ** Sensor Array (behind Command Tower) *** Foredeck *** Flight decks (2) **** Main engines (2) **** Secondary Engines (2) **** Small Guidance thrusters (36) | 4Ø,ØØØ 8,ØØØ 8ØØ 12,ØØØ 8,ØØØ each 8,ØØØ each 2,5ØØ each 2ØØ each | Main Anti-Warship Missile Launchers (6) Medium Range Missile Launchers (12) Retractable Laser Turrets (24) Small Airlocks/Access Hatches (1ØØ) Large Airlocks (2Ø) Outer Hull (per 4Øft area) Interior walls (per 2Øft) ***** Pin Point Barriers (4) | 4ØØ each 2ØØ each 3ØØ each 25Ø each 5ØØ each 12Ø 2Ø 5,ØØØ each |
Speed(sublight): Ø.2Ø speed of light (32,ØØØ miles per second). Speed(Auxiliary Drives): Mach 3 Space Fold: Range Unlimited (1 light year every 6 minutes). Planet bound: Maximum Range: Unlimited (estimated 3Ø year life span). Length: 4,95Ø ft (1,5ØØ m). | Weight: 2,5ØØ,ØØØ tons (empty)/3,1ØØ,ØØØ tons (standard). 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. Radar System: Hyperspace Sensor Pod. |
Weapons Systems:
1. Heavy Missile Launchers (6): ARK ROYAL-Class Escort Carriers are not designed for heavy starship-to-starship combat, instead relying on their fighter wings for protection and attack. However if necessary the carriers are armed with six missile launcher tubes for launching ICBM-like missiles at enemy ships. Resembling torpedo launchers, they are mounted on the front of the ship facing forward. The launchers contain long-range nuclear missiles and are usually used only during assaults and heavy combat. Speed: Mach 2+ (134Ø mph/214Ø kmph) in an atmosphere. MD: 4D6×1ØØØ MD. Range: 3,ØØØ miles (4824 km). Blast Radius: 3,ØØØ 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 6 tubes can fire at once for a volley of 6 nuclear missiles (!). Payload: A typical battle carrier carries 3Ø missiles in storage that can be readied for firing in about 3Ø 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. 2. Medium Missile Launchers (12): In addition to the heavy missile launchers, the escort carriers are armed with twelve medium missile launchers which are primarily intended for anti-aircraft defense. Each launcher contains 8 missile tubes allowing volleys of up to 8 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. 3. Retractable Laser Turrets (24): As a final line of defense the escort carrier is armed with 24 automated laser turrets that retract into the ship’s hull when not in use. These short-range lasers are intended primarily for anti-aircraft and anti-missile defense, but can do moderate damage against smaller enemy spacecraft if they get too close. The lasers are located at key points along the spacecraft’s hull. At most 4 lasers can be directed against a single target at any time. | 4. Pinpoint Barrier Defense System: Originally developed by researchers onboard the UES MACROSS (SDF-ØØ1) during the First Robotech War, the Pinpoint Barrier System is a standard defense system on board all UN Spacy starships, including the ARK ROYAL-Class Escort Carriers. 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 2ØØ feet (61 m) in length and can absorb up to 5,ØØØ 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 2Ø,ØØØ MDC and can even deflect heavy particle beams (usually). MD CAPACITY: Can sustain up to 5,ØØØ MD per round. Regenerates at a rate of 2,5ØØ MD per melee round. Range: Up to 3ØØ feet (91.5 m) from the surface of the vessel. RADIUS: 2ØØ 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. Ø1-15: Lucked out, system will be operational in 1D6 hours. 16-3Ø: Minor damage, system will require 4D6 hours to repair. 31-45: Major damage, system will require 2D6×1Ø hours to repair (yes, DAYS of work). 46-6Ø: 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 2D6×1Ø hours to repair. 76-9Ø: Minor damage, system will require 4D6 hours to repair. 91-95: Lucked out, system will be operational in 1D6 hours. 96-ØØ: It’s a miracle! Trivial damage only, system will be operational again in only 4D6 melee rounds! 5. Mecha Complement: Up to 1Ø Squadrons on active status. |