The following material is an original work based off of designs 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.
DEFENDER - CLASS MISSILE DESTROYER
RPG Stats by KAMIKAZI
([email protected])
Background info by SHADE
ETERNAL ([email protected])
BACKGROUND
In 2018, the UN Spacy purchased eight Inferno class missile
destroyers, to determine their suitability to decimate large numbers of hostile
mecha in a combat environment. They were assigned to Galaxy Patrol 2, and faced
their first combat mission in August of 2018. There, three of the eight Infernos
were destroyed, and a fourth later scrapped. It was found that the Infernos,
while able to put forth a large number of missiles into the battle, was unable
to sustain a high enough rate of fire, and hard problems targeting all of the
enemy units at once. The UN Spacy decided against buying any more Infernos,
decommissioned the survivors, and sold them to private interests.
Their ownership becomes difficult to trace for several years, as the four
ships are passed between owners after owners, not all of them entirely friendly
to the UN Spacy, or even legal. In 2023, the Sparrow was definitely
spotted successfully running arms to rebel forces, and in late 2035, it was
spotted alongside the Inferno, both performing as cargo ships (albeit
heavily armed ones) for expensive merchandise. By 2039, the Inferno had
been acquired by the Pacifica colony in the 20 Leonis Minoris system, with the Sparrow
and Maverick being delivered by 2041.
At the time, the Pacifica colony, an extremely popular resort planet, had
recently voted to beef up it's own militia with real warships, to help protect
their home alongside the UN Spacy. However, due to the Spacy's own needs,
Pacifica was unable to purchase modern warships, and thus decided to acquire
older warships, and them upgrade them in the modest shipyards they had built for
Galaxy Patrol 8's use.
The three Infernos were bought to fulfill their original purpose pf
mecha defense for the rest of the fleet. However, the engineers on Pacifica
decided a massive refit would be needed to make them actually useful. The Inferno
was taken into it's shipyard in June of 2041 to start it's refit, which would be
completed in January of 2042, after it was decided midrefit to remove the fold
engines and add more missile launchers. The Inferno was recomissioned the
PSS Defender, and began it's shakedown cruise even as the Maverick
was brought into the shipyard for it's refit. Now that they knew how the refit
was supposed to go, the Maverick was relaunched as the PSS Guardian
in May of that year, with the PSS Watchman, formerly Sparrow,
following in October.
The Defender class, as it's now known, has quite a few differences
from it's Inferno progenitor. First, and foremost, the fold engines were
removed, rendering the Defender incapable of leaving the system on it's
own power. The Pacifica milita felt that was fine, as the role of the Defender
was to defend the planet, instead of hunting down rogue units in deep space.
Removing the fold engines freed up space for more weapon units. The normal
engines were modified to improve the Defender's maneuverability and speed
in battle.
The weapon systems received a drastic overhaul. Removed were the two anti-
warship missile launchers, along with 19 of the standard anti-aircraft
launchers. Removing the anti-warship launchers was a given, since the Defender
was not projected as battling other capital ships, and the 19 launchers were
removed in favor of a new, slightly more devious idea. Sixty(!) 12 count micro
missile launchers were concealed around the Defender, with a new loading
system restocking the launcher within 15 seconds. The number of AA lasers were
also slightly increased to 10.
The new battle plan has the Defenders closing in the incoming swarm of
mecha, firing it's standard missiles as they go, and dodging the shots from the
capital ships. All in all, it's similar to the Inferno's battle plan, with one
crucial difference. When the enemy mecha are close enough, the micro missile
launchers are to be fired in two waves, keeping a solid stream of 360 micro
missiles heading into the enemy units. This provides a much heavier rate of fire
than the Infernos can handle, and the Defender's targeting
computers have been beefed up for the one purpose of targeting as many enemy
units as possible. The new generation of missiles also makes it easier to fire
on enemy units instead of friendly ones.
The Defenders have performed well in tests and in drills, but have not
engaged in actual combat yet. The Pacifica militia is confident of their abilities
though, and is even considering building a new shipyard just to produce new
vessels of the design.
RPG STATS
Government: Pacifica Colony, 20 Leonis Minoris system
Ship Type: Missile Destroyer
Class: Defender Class
Manufacturer: ORTEC Company/UN Spacy, Refit by Pacifica Colonial Government
- Crew: 1100 total
-
- Notable Ships of Class:
-
- MGD-01 PSS Defender, formerly UNS Inferno - recomissioned January 11,
2042
- MGD-02 PSS Guardian, formerly UNS Maverick - recomissioned May 8,
2042
- MGD-03 PSS Watchman, formerly UNS Sparrow - recomissioned October 5,
2042
Naming: The names of the Defender class all relate to protectors.
MDC BY LOCATION:
(1) Main Body 18,000
(2) Command Tower 3000
(2) Sensor Array (on top of Command Tower) 700
(3) Main Engines/Power Plants (2) 2,000 each
(3) Secondary Engines (4) 800 each
(3) Small Guidance thrusters (30) 200 each
Anti-Warship Cannons (2) 300 each
Retractable Laser Cannons (10) 200 each
Anti-Aircraft Missile Launchers (20) 250 each
Mirco-Missile Launchers (60) 150 each
Small Airlocks/Access Hatches (25) 250 each
Flight Deck Airlock (1) 500
Outer Hull (per 40ft area) 120
Interior walls (per 20ft) 20
(4) Pin Point Barriers (3) 2,500 each
NOTES:
- Depleting the MDC of the main body will put the destroyer 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-4
Lightning. 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.
- 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 1,250 MD per second (2,500
MD per melee round). If destroyed, a barrier will completely regenerate
within 2 seconds (1 melee rounds). See the Pinpoint
Barrier System entry for details.
SPEEDS:
- Speed (sublight): 0.20 speed of light (32,000 miles per second)
Speed (Auxiliary Drives): Mach 3
Space Fold: None
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)
Note: The Defender-class missile destroyers are agile (in starship terms) and get an additional
+1 to dodge when avoiding fire from enemy starships or Protodeviln.
STATISTICAL DATA:
- Length: 785 feet (250 meters)
Weight: 128,000 tons (empty), 220,000 tons (Standard)
- Power System:
- ORTEC/General Galaxy Main reactor
- Fold System:
- None
- Sublight Drive:
- ORTEC/Centinel Impulse Drive Cluster
- Gravity Control System: Internal
Auxiliary Engine:
- Shinnakasu/Shinsei Industries/Agar Nuclear Pulse Rocket Motor Cluster
- Sensor System: Standard & Subspace Mass Detector
WEAPON SYSTEMS:
- ANTI-WARSHIP CANNONS (2): The main energy weapon systems of the Defender
destroyers are two heavy laser cannons, mounted on
either side of the ship near the command tower facing forward. Each laser can fire separately or together,
but can only fire at targets that are almost directly in front of the
destroyer (lasers can aim 10 degrees off the ship's centerline).
- PRIMARY PURPOSE: Assault
- SECONDARY PURPOSE: Anti-Warship
- RANGE: 100,000 miles (160,000 km)
- DAMAGE: 1D6x100 M.D. per shot
- RATE OF FIRE: Each cannon can fire twice per melee. The
cannons can fire individually or both together.
- PAYLOAD: Unlimited.
- RETRACTABLE LASER TURRETS (10): As a final line of defense, the
destroyer has retractable laser turrets mounted at various strategic places
along the hull. These short-range lasers were apparently intended primarily
for anti-aircraft and anti-mecha defense, but can do moderate damage against
enemy spacecraft if they get too close. When not in use gun turrets are
concealed within the hull underneath a sliding hatch.
- PRIMARY PURPOSE: Defense
- SECONDARY PURPOSE: Anti-Aircraft
- RANGE: 4000 ft (1200 m)
- DAMAGE: 1D4x10 M.D.
- RATE OF FIRE: Each individual turret can fire four times per
melee. Turrets can be combined in any volley combination, but the minimum
number of turrets per volley is 4.
- PAYLOAD: Unlimited.
- MEDIUM MISSILE LAUNCHERS (20): For anti-aircraft defense the
destroyers are armed with medium-range missile launchers set at key
locations along the ship's hull. 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 45 seconds (three melee rounds) to reload
all 8 missiles. Armor-piercing smart missiles are usually used to avoid
chances of friendly fighters being shot down by the missiles.
- PRIMARY PURPOSE: Anti-Aircraft
- SECONDARY PURPOSE: Anti-Warship
- MISSILE TYPES: Any type of UN Spacy Medium Range Missile can be
used. Smart missiles are commonly used to avoid hitting friendly
aircraft.
- RANGE: Varies, typically 60 miles (80.4 km).
- SPEED: Varies, typically 1600mph (2571kmph).
- DAMAGE: Varies, typically 2D4x10 M.D.
- BLAST RADIUS: Varies, typically 15 feet.
- RATE OF FIRE: Volleys of 2, 4 or 8 missiles per launcher.
- PAYLOAD: Each launcher holds 8 missiles. Once the missiles are
expended the launcher is reloaded within 3 round via an automated
system. The reload system holds 96 missiles per launcher.
- MICRO-MISSILE LAUNCHERS (60): The Defender mounts 5 dozen
micro-missile launchers as part of her new armament package. When the enemy
mecha are close enough, the micro-missile launchers are to be fired in two
waves, keeping a solid stream of 360 micro missiles heading into the enemy
units. This massive volleying effect would quickly overwhelm even the most maneuverable
fighter, and is extremely effective against capital ships at close range. 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. Armor-piercing smart missiles are usually used to avoid
chances of friendly fighters being shot down by the missiles.
- PRIMARY PURPOSE: Anti-Aircraft
- SECONDARY PURPOSE: Anti-Warship
- MISSILE TYPES: Any type of UN Spacy Mirco-Missile can be
used. Smart missiles are commonly used to avoid hitting friendly
aircraft.
- RANGE: 1 mile (1.6.4 km).
- SPEED: Varies, typically 1600mph (2571kmph).
- DAMAGE: Varies, typically 1D4x10 M.D.
- BLAST RADIUS: Varies, typically 15 feet.
- RATE OF FIRE: Volleys of 2, 4, 6 or 12 missiles per launcher.
- PAYLOAD: Each launcher holds 12 missiles. Once the missiles are
expended the launcher is reloaded within 3 round via an automated
system. The reload system holds 288 missiles per launcher.
- 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, including the Defender
destroyers. The system generates three 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 three barriers are controlled by operators in the command tower of the
missile destroyer. These operators are instructed to defend (1) the command tower,
bridge, and sensor array, (2) main engines, (3) weapon systems, and (4) hangar
bays, in that order. The operators primarily concentrate on defending the
ship against larger spacecraft and leave defense against mecha attacking the
cruiser 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 destroyer 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 three 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:
- ANTIGRAVITY PROPULSION SYSTEM: The Defender destroyers are
equipped with an anti-gravity propulsion system used for planetary landings
and liftoffs. The system is good for vertical ascent/descent only and can
lift the ship at speeds of up to 1,320 feet (400 m) per minute. The system
will function so long as the main engines can supply energy to it.
- HYPERSPACE COMMUNICATIONS: Based on the same technology as the space fold system, the hyperspace communications relay allows faster-than-light communication between UN Spacy starships and other vessels or planetary bases. Hyperspace communications are still not instantaneous, however. Audio/video communication travels through hyperspace
at a rate of about 1 second per 4000 light years, so messages communicated over vast distances can still take seconds or minutes to arrive.
- LIFE SUPPORT SYSTEMS: The missile destroyers have sufficient life
support to provide breathable air and comfortable temperatures for 1200
people for up to 20 years (air is recycled). In an emergency the life support
system can support up to 2,500 people at one time, though living conditions
onboard will get extremely cramped at that point. The destroyer also holds
sufficient food and water to support 1200 people for up to 6 months.
- LONG-RANGE LASER/SATELLITE RELAY COMMUNICATIONS: The impressive
communications array of the missile destroyer can communicate with up to 1,000
craft simultaneously at ranges of up to 900 miles (1,440 km). This range can
be boosted indefinitely by using satellites or other spacecraft as to relay
communications.
- LONG-RANGE RADAR: The radar array of the destroyer has been upgraded
to better target multiple fighters, and can track and identify up to 4,000 craft simultaneously. The radar system has a
2,000 mile/3,200 km range.
- SUBLIGHT ENGINES: As a backup to the Fold System, the missile
destroyer is equipped with ORTEC/Centinel Impulse Drive Cluster engines that can
propel the craft at speeds up to 0.20 speed of light (32,000 miles per second)
in space. Note that these engines are mainly intended for rapid movement
inside a planetary system and are not suited for long voyages between star
systems. In a planetary atmosphere the destroyer is limited to speeds of Mach 3
maximum due to hull stress.
- SUBSPACE MASS SENSORS: The Defender destroyers are equipped
with subspace sensors, which are based on the same principles as the
hyperspace communications array. These sensors can essentially instantly
detect mass readings and movement of objects up to 1 AU (93 million miles)
distant from the destroyer, and the readings are used both for early warning and
for navigation when traveling at sublight speeds. Readings taken with the
subspace sensors are not very detailed (-25% penalty when trying to identify a
detected object) and cannot detect objects of less than 60,000 kg (this
includes most variable fighters).
MECHA COMPLEMENT (STANDARD):