The Megaroad-Class Colony Ships
![]() Launch of the Megaroad ¨ª1 in September, 2¨ª22 |
![]() A common poster for a Colony mission. This one is on Garuda. |
*Forward ¨ø of Ship (Colony) **Rear ¨÷ of Ship (Command Section, Main Engines) Left Wing (Crew Quarters, Landing Bays) Right Wing (Crew Quarters, Landing Bays) Main Laser Cannons (2, front) ***Command Tower ***Sensor Array (Top of Command Tower) ****Main Thrusters (4) | 6¨ª,¨ª¨ª¨ª 1 1¨ª¨ª,¨ª¨ª¨ª 1¨ª¨ª,¨ª¨ª¨ª 2,¨ª¨ª¨ª each 1¨ª,¨ª¨ª¨ª 1,¨ª¨ª¨ª 2¨ª,¨ª¨ª¨ª each | ****Secondary Thrusters (4) Guidance Thrusters (3¨ª) Airlocks/Access Hatches (15¨ª) Semi-transparent outer hull per 4¨ªft area (forward ¨ø) Armored outer hull per 4¨ªft area (rear ¨÷, wings) Interior walls (per 2¨ªft area) *****Pin Point Barriers (8) | 2,5¨ª¨ª each 3¨ª¨ª each 2¨ª¨ª each 1¨ª¨ª 25¨ª 2¨ª 5,¨ª¨ª¨ª each |
Note
Speed and Statistical Data:Speed (sublight): ¨ª.16 speed of light (25,6¨ª¨ª miles per second).
Speed (auxiliary drives): Mach 2.5.
Space Fold: Range Unlimited (1 light year every 6 minutes).
Planet bound: Can land and take off if necessary but not designed to maneuver in an atmosphere for extended periods of time.
Power Plants:771 Mini Reactors; 14 of these reserve reactors are located strategically around the ship. Output: Each can put out 1 million giga volts. Maximum Use time: Each of these reactors has about 14 hours of Protoculture in a reserve supply nearby. More should be able to be brought in that time, if the damage can¡¯t be repaired.
Length: 17,16¨ª feet (5,2¨ª¨ª m).
Length (command tower only): 792 feet (24¨ª m).
Weight: 285,¨ª¨ª¨ª,¨ª¨ª¨ª tons (empty)/351,¨ª¨ª¨ª,¨ª¨ª¨ª tons (standard).
Fold System: Equipped.
Sublight Drive: ORTEC/Rolls Royce/Shinnakasu Impulse Drive Cluster.
Gravity Control System: Internal.
Auxiliary Engine: ORTEC Rocket Motor Cluster.
1. Macross Cannons (2): Although not intended to engage directly in ship-to-ship combat, Megaroad-Class vessels carry two heavy lasers on the front of the hull that can do impressive damage if necessary. These cannons are modelled after the main laser cannons used on most T¡¯sentr©¡di warships. The cannons are fixed forward and can only fire at targets directly in front of the ship. MD: Absolutely destoys EVERYTHING in the beam width, and does an additional 1D6¡¿1¨ª¨ª¨ª MD to anything within 5¨ª,¨ª¨ª¨ª feet beyond that. Range: 5,¨ª¨ª¨ª miles (8,¨ª4¨ª km) in an atmosphere. Double in space. Rate Of Fire: Each cannon can fire once every other round. Payload: Unlimited. 2. T¡¯sentr©¡di Style Heavy Laser (¨ª4): Still a highly effective design, it is an REF standard weapon throughout the fleet. At most 21 lasers can be brought to bear on a single target. 3. Automated Missile Battery (1): Each vessel has one automated missile battery in a fixed-forward position. 4. Defensive Laser Batteries (1¨ª¨ª): Each vessel has at least 1¨ª¨ª defensive laser batteries for anti-missile and meteorite defense. 5. Ships, Fighters, Power Armor, and Robots: | 6. Pinpoint Barrier Defense System: Originally developed by researchers onboard the SDF-¨ª¨ª1 MACROSS during the First Robotech War, the Pinpoint Barrier System is a standard defense system on board all UGC Flagged-starships and colony vessels. 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 2¨ª¨ª ft (61 m) in length and can absorb up to 5,¨ª¨ª¨ª 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 2¨ª,¨ª¨ª¨ª MDC and can even deflect heavy particle beams (usually). Purpose: Defense (the pinpoint barrier system cannot be used as a weapon). Range: Up to 3¨ª¨ª feet (91.5 m) from the surface of the vessel. MDC: Can sustain up to 5,¨ª¨ª¨ª MD per round. Regenerates at a rate of 2,5¨ª¨ª MD per melee round. Radius: 2¨ª¨ª ft (61 m). Attacks Per Melee: Can move from one end of the vessel 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 + 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 and Tsentr©¡di command warships. 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. ¨ª1-15: Lucked out, system will be operational in 1D6 hours. 16-3¨ª: Minor damage, system will require 4D6 hours to repair. 31-45: Major damage, system will require 2D6¡¿1¨ª hours to repair (yes, DAYS of work). 46-6¨ª: ¢®Completely destroyed! System can be rebuilt, but will require new parts and 2D6 DAYS of work to replace. 61- 91-95: Lucked out, system will be operational in 1D6 hours. 96-¨ª¨ª: ¢®It¡¯s a miracle! ¢®Trivial damage only, system will be operational again in only 4D6 melee rounds! |
Features:
GPS, first aid kit (bandages, gau repairs and starting fires), repair kit (with MDC Repair Spray), sewing kit (a small spool of thread and 5 needles), |