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.
HAHSA-CLASS DREADNOUGHT
RPG Stats by KAMIKAZI
([email protected])
Background info by SHADE
ETERNAL ([email protected])
BACKGROUND
The UN Spacy isn't held in high regard in certain parts of the settled galaxy,
due to it's occasional inability to respond to crisises fast enough. Several of
the more industrious colonies have taken it upon themselves to begin their own
modest designs, for that day when the invasion comes, and the Spacy is nowhere
to be seen. Numerous colonies are backed by corporations seeking an outlet for
their designs not controlled by the New Unity Government, and thus, many unique
prototypes are produced.
One such prototype is the Hasha-class Dreadnought, designed by the Nova
Trinary Corporation at it's space dock in orbit around Daiya Seven. It is
unique, in that it's based around a pair of massive rail guns, codenamed, Shuurai.
While the New Macross Battle carriers have rail guns on their 'shoulder'
assembly, the Hasha's Shuurai rail launchers run the length of the
ship, 1700+ meters, allowing it to accelerate it's ferrous slugs at speeds over
4 km/sec toward the target. However, the power required to fire the Shuurai
actually drains the rest of the ship of it's power, rendering it a sitting duck
while the Shuurai are engaged. Moreover, their firing arc is limited to
straight ahead, which, combined with it's below average maneuverability, makes
use of the rail launchers in ship-to-ship combat dubious, though planetary
bombardment, and ship-to-station fire would be unaffected. To compensate, the Hasha
mounts the firepower of two Normandy-class heavy cruisers, one hundred
and ninety six VF-11J Raidens, produced exclusively for the Hasha,
and eight independently operating PPB generators.
RPG STATS
Government: Nova Trinary Corp.
Ship Type: Dreadnought
Class: Hasha Class
Manufacturer: Nova Trinary Corporation
- Crew: 2700 crew compliment
- 250 VF pilots
-
- Notable Ships of Class:
- Hasha (DRND 01), laided down July 6, 2049, launched January 11, 2051,
currently undergoing testing
MDC BY LOCATION:
(1) Main Body 70,000
(2) Command Tower 15,000
(2) Sensor Array (on top of Command Tower) 2500
(3) Main Engines/Power Plants (2) 24,000 each
(3) Secondary Engines (4) 2,500 each
(3) Small Guidance thrusters (30) 400 each
(4) Shuurai rail launchers (2) 12,000 each
Heavy Laser Cannons (14) 1200 each
Heavy Missile Launchers (2) 600 each
Anti-Warship Cannons (20) 400 each
Anti-Aircraft Missile Launchers (56) 250 each
Anti-Aircraft Laser Cannons (36) 300 each
Small Airlocks/Access Hatches (150) 250 each
Flight Deck Airlock (2) 500
Outer Hull (per 40ft area) 120
Interior walls (per 20ft) 20
(5) Pin Point Barriers (24) 2,500 each
NOTES:
- Depleting the MDC of the main body will put the dreadnought 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 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).
- Depleting the MDC of the rail cannons will leave them inoperable. Destroying
half of the armor tubing with render them unable to fire, but they can be
repaired. Reducing the MDC to zero will completely destroy the cannons.
- 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: Range Unlimited (1 light year every 6 minutes)
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)
STATISTICAL DATA:
- Length: 5661.28 feet (1726 m)
Weight: 850,000 tons (empty), 1,200,000 tons (Standard)
- Power System:
- Sunglow Energy Corp.'s prototype Overtechnology main reactor (reverse
engineered and then improved from OTEC/General Galaxy reactors) 1,200,000,000
kw/h
Note: Reactor has a slight problem with overheating while operating the Shuurai
and any four sets of the PPB. (39% of the time, +15 for each additional PPB set
online. +10 for every round the Shuurai and any 4+ PPB sets are
activated.)
- Fold System:
- ORTEC/Shinnakasu/General Galaxy Advanced Fold Cluster
- Sublight Drive:
- Mashimer Drives 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:
- Imperiator Shuurai Hypervelocity rail launchers (2): While
the New Macross Battle carriers have rail guns on their 'shoulder' assembly,
the Hasha's Shuurai rail launchers run the length of the ship,
1700+ meters, allowing it to accelerate it's ferrous slugs at speeds over 4
km/sec toward the target. Their firing arc is limited to straight ahead,
which, combined with it's below average maneuverability, makes use of the rail
launchers in ship-to-ship combat dubious, though planetary bombardment, and
ship-to-station fire would be unaffected. However, if a enemy ship does get
into the Shuurai's line of fire, it usually doesn't last long.
- PRIMARY PURPOSE: Planetary Bombardment
- SECONDARY PURPOSE: Heavy Assault
- RANGE: Effectively unlimited
- DAMAGE: 1D6x20,000 M.D. per slug. The only way to avoid
obliteration is to avoid being in the path of fire! If used against a
planet, the cannons leave a crater 2D6x10 miles long and 3D6x100 feet
deep. The resulting shockwave will also cause substantial damage to
surrounding terrain for an additional 1D6x10 miles from the edge of the
crater.
- RATE OF FIRE: Each rail cannon can fire once per melee. This
could be increased if the problems with the power can be worked out. Both
cannons can be combined into one devastating volley, though they are
usually fired singly.
- PAYLOAD: 48 per cannon. Another 48 slugs are contained onboard
but must be loaded into the guns ammo containers (requires 1D4 hours).
- Note: When the Shuurai fires, it drains power from the rest of
the ship. Only life support and guidance thrusters are left with power for
a full minute after the are fired. In addition, the reactor has a slight problem with overheating while
operating the Shuurai and any four sets of the PPB. (39% of the
time, +15 for each additional PPB set online. +10 for every round the Shuurai
and any 4+ PPB sets are activated.)
- HEAVY LASER CANNONS (14): The Hasha is equiped with fourteen heavy laser cannons, mounted on
either side of the ship near the command tower facing forward. Ten of these lasers are mounted facing forward while
four are
mounted to the rear to attack enemies behind the ship. Each laser can fire
separately or together, but can only fire at targets that are almost directly
in front of or behind the dreadnought (lasers can aim 10 degrees off the
ship's centerline).
- PRIMARY PURPOSE: Heavy Assault
- SECONDARY PURPOSE: Anti-Warship
- RANGE: 100,000 miles (160,000 km)
- DAMAGE: 1D8x1000 M.D. per blast
- RATE OF FIRE: Unlimited. Will function so long as the
main engines are intact.
- HEAVY MISSILE LAUNCHERS (2): To back up the heavy lasers the Hasha
is also armed with two heavy missile launcher
tubes that launch ICBM-like missiles at enemy ships. The missile tubes
resemble torpedo launchers and are mounted alongside the Shuurai rail
cannons on each side of the ship. The launchers contain long-range
nuclear or reflex missiles and are usually used only during assaults and
heavy combat.
The torpedo tubes are also linked via an elaborate loading system to
the main mecha bay of the warship. This allows the Hasha cruisers
to use VF Rocket Sleds which allow fighters to
rapidly enter a planetary atmosphere without wasting fuel. Details on
these rockets can be found on the
UN Spacy Optional VF
Systems page.
- PRIMARY PURPOSE: Assault
- SECONDARY PURPOSE: Anti-Warship (Mecha Planetary Assault)
- RANGE: 3,000 miles (4824 km)
- SPEED: Mach 2+ (1340 mph/2140 kmph) in an atmosphere.
- DAMAGE: 4D6x1000 M.D.
- BLAST RADIUS: 3,000 feet (915 m)
- RATE OF FIRE: The rapid reload system used on the missile
launchers allows each tube to be loaded and fired once per round.
The launchers can fire both missiles and VF Assault Rockets at this
rapid rate.
- PAYLOAD: A typical battle carrier carries 20 missiles in
storage that can be readied for firing in about 30 minutes.
Additional missiles can be carried if deemed necessary, however.
The Hasha will only be issued VF Rocket Sleds
for special missions, in which case they will be given 48 rockets
(enough for every VF carried).
- 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.
- ANTI-WARSHIP CANNONS (20): The Hasha is also
armed with anti-warship cannons similar to Zentraedi concealed laser
cannons. Like the heavy cannons, several are mounted to the rear to attack
vessels following the ship. Twelve of these lasers are mounted facing forward while
eight are
mounted to the rear. Like the main
laser cannons the anti-warship cannons have only a limited arc of fire
(15 degrees off centerline) and thus can only be used against ships to
the front or rear of the dreadnought.
- 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 be combined with the heavy lasers
to fire a single volley.
- PAYLOAD: Unlimited.
- RETRACTABLE LASER TURRETS (56): As a final line of defense, the
dreadnought 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 8.
- PAYLOAD: Unlimited.
- MEDIUM MISSILE LAUNCHERS (36): For anti-aircraft defense the
dreadnought is armed with medium-range missile launchers set at key
locations along the ship's hull. Each launcher contains 6 missile tubes
allowing volleys of up to 6 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.
- 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 6 missiles per launcher.
- PAYLOAD: Each launcher holds 6 missiles. Once the missiles are
expended the launcher is reloaded within 1 round via an automated
system. The reload system holds 36 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.
It has been incorporated into the design of the Hasha. 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 7,500 MDC and can even
deflect heavy particle beams (sometimes).
The three barriers are controlled by operators in the command tower of the
dreadnought. 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 cruiser to the VF pilots. The Hasha-class
dreadnoughts carry eight separate generators for a total of 24 defensive barriers
- 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 dreadnought 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 three
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 Hasha is 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 dreadnought has sufficient life
support to provide breathable air and comfortable temperatures for 3000
people for up to 20 years (air is recycled). In an emergency the life support
system can support up to 5000 people at one time, though living conditions
onboard will get extremely cramped at that point. The dreadnought also holds
sufficient food and water to support 3000 people for up to 6 months.
- LONG-RANGE LASER/SATELLITE RELAY COMMUNICATIONS: The impressive
communications array of the dreadnought 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 dreadnought is equally
as impressive as the communication system, and can track and identify up to
2,000 craft simultaneously. The radar system has a 2,000 mile/3,200 km range.
- SPACE FOLD SYSTEM: For FTL propulsion, the dreadnought is
equipped with an ORTEC/Shinnakasu/General Galaxy Advanced Fold System Cluster,
capable of propelling the dreadnought through hyperspace at speeds up to
3.28x10^10 mps (5.25x10^10 kmps), or 1 light year per 6 minutes. The range of
the fold drive is theoretically unlimited except by the life expectancy of the
spacecraft.
- SUBLIGHT ENGINES: As a backup to the Fold System, the dreadnought 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 dreadnought is limited to speeds of Mach 3
maximum due to hull stress.
- SUBSPACE MASS SENSORS: The Hasha is 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 dreadnought, 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):