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.
INFERNO-CLASS MISSILE DESTROYER
RPG Stats by KAMIKAZI
([email protected])
Background info by SHADE
ETERNAL ([email protected])
BACKGROUND
In the aftermath of Space War 1, the UN Spacy was faced with the task of
rebuilding it's shattered fleet. The acquisition of the Zentraedi factory satellite
would ease that process considerably, but the Spacy need to decide the type of
fleet it would build. A Zentraedi style fleet of large ships would be able to
fight any rogue ship head to head, but would consume large amounts of resources
and crew. A smaller style, more suited to human crew, would be more maneuverable,
and could potentially take less damage.
Ultimately, the argument was settled over the resource cost. It was felt that
with humanity's limited resources, a large number of smaller ships would be
versatile than a small number of large ships. In the future, once humanity had
expanded, perhaps the issue would be looked at again.
The Inferno class missile destroyer, launched in 2016, was the Spacy's
answer to the overwhelming number of Zentraedi mecha the Spacy was bound to face
in the galaxy. Quick and maneuverable, the Inferno was designed to attack the
enemy mecha directly, with massive amounts of anti-aircraft missiles from a
single ship. It was thought that several of these could reduce the density of
the enemy forces to the point where friendly VF forces could sweep the skies
with few losses.
The missile racks could use all of the different payloads that the Valkyries
could use, and carried ample reloads for all 39 launchers. However, the reload
time forced the captain to fire salvos of 13 launchers at a time, in order to
keep the highest sustained firepower at the quickest rate, and that the computer
systems for the Inferno had trouble coordinating all of the firepower
against the enemy targets. However, eight ships were ordered, and assigned to
Galaxy Patrol 2 when delivered.
The first, and only combat test the Inferno class received was on August
7, 2018, when GP2 engaged a small fleet of rogue Zentraedi forces. As per
mission specs, the Inferno class swept alongside the combat vessels,
firing salvos at the oncoming Zentraedi mecha. As was expected, the Infernos
caused serious damage to the oncoming horde, however, a sizable number reached
close quarters with the fleet, and engaged the Spacy VFs, preventing the Infernos
from triggering their massive salvos for fear of hitting the VFs. And then the
Zentraedi, who had closed the distance to the Spacy ships, launched their
reserves mecha forces.
In a bloody fight, GP2 managed to chase off the enemy fleet, however, 3 of the Infernos
were destroyed, and a fourth was scrapped back at Earth. Deemed ineffective, the
remaining four were decommissioned and sold to private interests.
RPG STATS
Government: New Unity Government (Earth)
Ship Type: Missile Destroyer
Class: Inferno Class
Manufacturer: ORTEC Company/UN Spacy
- Crew: 1100 total
-
- Notable Ships of Class:
- MDG-01 UNS Inferno - decommissioned and sold, April 19, 2019
- MDG-02 UNS Sidewinder - scrapped, UN Spacy Factory Satellite, Dec 24,
2018
- MDG-03 UNS Hellfire - decommissioned and sold, April 19, 2019
- MDG-04 UNS Sparrow - decommissioned and sold, April 19, 2019
- MDG-05 UNS Phoenix - destroyed, August 7, 2018
- MDG-06 UNS Durandal - destroyed, August 7, 2018
- MDG-07 UNS Maverick - decommissioned and sold, April 19, 2019
- MDG-08 UNS Tomahawk - destroyed, August 7, 2018
Naming: All of the Inferno class ships were named after missile
weapons of the late 20th century, a personal affection of the project
supervisor.
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
Heavy Missile Launchers (2) 400 each
Anti-Aircraft Missile Launchers (39) 250 each
Retractable Laser Cannons (6) 200 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: 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: 785 feet (250 meters)
Weight: 130,000 tons (empty), 200,000 tons (Standard)
- Power System:
- ORTEC/General Galaxy Main reactor
- Fold System:
- ORTEC/Shinnakasu/General Galaxy Advanced Fold Cluster
- 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 Inferno
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.
- HEAVY MISSILE LAUNCHERS (2): To back up the heavy lasers the Inferno
destroyers are 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 main laser
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 Inferno destroyers 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 destroyer 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 Soyukaze 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-4
Lightning. Variable
fighters that require nuclear ordinance usually carry RMS-1 Anti-Warship long range
missiles.
- RETRACTABLE LASER TURRETS (6): 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 (39): 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.
- 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 Inferno
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 Inferno 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 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 destroyer is
equipped with an ORTEC/Shinnakasu/General Galaxy Advanced Fold System Cluster,
capable of propelling the destroyer 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 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 Inferno 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):