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.
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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.
The aircraft carrier has been the dominant symbol of naval power since the Second World War. A carrier could transport fighters armed with torpedoes, bombs, missiles, or nuclear weapons that could sink entire fleets of battleships before they could approach close enough to become a threat. These rules of combat have remained true even in the 21font size=1>st century where space has become the new naval battlefield. The Veritech Fighter (VF) is the most versatile weapon in the UN Spacy’s arsenal. However, in order to use VFs to maximum effect a mobile base of operations that can support, re-arm, and repair them during combat is necessary. The ARK ROYAL-Class Battle Carrier is one of the latest spacecraft designs produced to fulfill this role.
ARK ROYAL-Class Battle Carriers form the backbone of the UN Spacy’s military forces. They can quickly carry almost 4ØØ VFs along with their pilots, support crews, supplies, and weaponry to anywhere they are needed in Unity Government space and beyond. The ARK ROYAL-Class are not transformable and are thus far less costly to build and operate. On the other hand, ARK ROYAL-Class are not designed for heavy ship-to-ship combat and are more heavily reliant on their fighter squadrons for protection. Like the New Macross carriers, Ark Royal carriers often act as flagships for UN Spacy task forces. Their advanced sensors and communications gear allows their commanders to coordinate fighter squadrons and ships over large distances in carefully orchestrated attacks. The carriers are also common sights among UN Spacy colonization fleets, but here there role is somewhat different. ARK ROYAL-Class Carriers are often put in command of large civilian colonization vessels, and the ships are physically mated to the colony vessels where they form the command and control centers for the ships. This arrangement is particularly beneficial as it provides the civilian vessels with a dedicated defense force of VFs, and provides the crew of the carrier with luxuries and entertainment that they normally do not have access to in an all-military fleet. Colony ships designed to mate with ARK ROYAL-Class Carriers include Riviera resort Vsls, Hollywood Entertainment Vsls, BEGINHILL Training Vsls, and Einstien-Class Research Vsls.ARK ROYAL-Class Battle Carriers were first launched in 2Ø31 have been part of the UN Spacy’s fleet for over 15 years, and there are no plans to retire the design any time in the future. Although not as powerful as the New Macross carriers, they are far more cost effective to produce and operate. 75% of UN Spacy fleets are commanded by Ark Royal carriers, and ALL currently active colony fleets have 4-8 battle carriers as part of their forces.
Ship Type: Long Distance Space, Guardian, and Veritech Fighter Command Carrier.
Crew: 2,Ø63 total.
Command Tower: 62.
Main Ship: 1,3ØØ to 1,5ØØ.
VF Pilots: 3ØØ to 5ØØ.
Troops: 1,ØØØ.
MDC By Location:
* 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

5,ØØØ each
Notes:
* Depleting the MDC of the main body will put the Carrier out of commission. All internal systems will shut down, including life support and internal gravity. The ship itself will be an unsalvageable floating wreck.
** 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 behind the command tower will have the same effect, but the command staff will not be killed instantly.
*** Destroying the foredeck or the flight decks will greatly impair the carrier’s ability to deploy and recover aircraft. Under normal operations the carrier can launch or recover up to 12 VFs per turn. If the foredeck is destroyed this number drops to 6, and each flight deck destroyed reduces this number by 3. If both the foredeck and the flight decks are destroyed the carrier can only launch or recover one aircraft every other turn.
**** 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).
***** The Pinpoint Barriers regenerate at a rate of 1,25Ø MD per second (2,5ØØ MD per melee round). If destroyed, a barrier will completely regenerate within four seconds (2 melee rounds). See the <#ppb">Pinpoint Barrier System entry for details.


Speed and Statistical Data
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:
Can land if necessary but not designed to maneuver in an atmosphere.
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.
Missile Types: Any type of UN Spacy Medium Range Missile can be used. Smart missiles are commonly used to avoid hitting friendly aircraft.
Speed: Varies, typically 16ØØmph (2571kmph).
MD: Varies, typically 2D4×1Ø MD.
Range: Varies, typically 6Ø miles (8Ø.4 km).
Blast Radius: Varies, typically 15 feet.
Rate Of Fire: Volleys of 2, 4, 6, or 8 missiles per launcher.
Payload: Each launcher holds 8 missiles. Once the missiles are expended the launcher is reloaded within 1 round via an automated system. The reload system holds 4Ø missiles per launcher.

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.
MD: 1D6×2Ø M.D. per shot
Range: 3Ø miles (48.2 km) in an atmosphere. Double in space.
RATE OF FIRE: Equal to the controller’s number of hand-to-hand attacks. If set on automatic each laser turret can fire up to 4 shots per round.
Payload: Unlimited.
NOTE: The lasers can be set on automatic during combat, during which time they have a +3 to strike due to their advanced tracking systems. The lasers tracking systems will target incoming missiles first and attacking mecha/aircraft second.

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).
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.
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.






















Refrences Used In This Design:
“Daniel HENWOOD’s ARK ROYAL-Class Escort Battle Carriers” Entry”; His refrences are his own.
Dave DEITRICH/Andering REDDSON”  src=