The following material is an adaptation of the starship design from MACROSS
PLUS, 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.
PROVIDER-CLASS REPLENISHMENT AND MANUFACTURING SHIP
RPG Stats by KAMIKAZI ([email protected])
BACKGROUND
The Megaroad 01 colony fleet launched in 2012 for the Galactic core. While the
Megaroad was able to grow enough food in their hydroponics gardens to feed the
colonists, the Megaroad did not have any manufacturing capabilities. Maintenance
and repair is a major problem facing the UN Spacy long range colony missions.
Carrying a large enough supply of spare parts for all mecha and starships in a
colony mission was unfeasible, so the UN Spacy needed to come up with a way for
fleets to manufacture and store their own parts and supplies while light years
away from the nearest supply depot.
The UN Spacy decided to use the hulls of several Quiltra Queleual
transport it create a manufacturing ship capable of supporting a Megaroad Colony
fleet. These ships, known as the Provider class, had their upper two
decks converted into comfortable micron sized housing areas. Their middle decks
were dedicated to stores and prefabricated parts, and their lower decks
contained a complete manufacturing facility based on technology recovered from
the Protoculture factory satellite captured by the UN Spacy in October 2011. The
automated factory can manufacture almost any component, from miniaturized
microchips to complete mecha. The factory can even manufacture from scratch
small starships such as the Northampton-class
stealth frigate. However this process usually takes several months. The Provider
is of course capable of conducting routine repair and maintenance on starships
as well to prolong their active lifespan.
The Providers are also capable of developing new products and weapons.
It is here aboard these giant vessels that the research and development needs of
the Fleet are met. These hotbeds of invention, alteration and reverse
engineering are where the Albert Einstein's and Stephen Hawking's of the 21st
Century work. All manner of things that the Fleet might need are developed here,
and in the event of the Fleet locating unknown mecha or Protoculture artifacts
it is here that they would be brought for investigation.
The crew complement of the ship includes a trained engineering staff of over 500
along with the most advanced CADAM (computer-aided design and manufacturing)
systems available to the UN Spacy. In addition Providers usually maintain
constant contact with other colony missions as well as UN Spacy headquarters via
the Galaxy Network communications net, allowing new designs to be quickly
disseminated across the UN Spacy fleet as they are developed. This permits even
the most distant colony missions to keep their equipment and mecha up to date
with the latest technology available.
The Provider-class retains the majority of the weapon systems of the Quiltra
Queleual-class. In addition, she is assigned several squadrons of variable
fighters and power armor units. The number of mecha is vastly reduced from the Quiltra
Queleual, as most of the internal space is taken up with manufacturing
factories. The ship usually remains close of the center of the
colonization fleet for protection.
Provider-class ships were launched until 2030 with the Three
Star Mobile Manufacturing Platform replaced them. They continue to
support those Megaroad
colonization fleets that are still seeking planets to settle.
RPG STATS:
Government: New Unity Government (Earth)
Ship Type: Long Distance Replenishment and Manufacturing Ship
Class: Provider Class
Manufacturer: ORTEC Company/Three Star Heavy Industries/UN Spacy
- Crew: 5300 total (2100 full-sized Zentran)
- Ships Crew: 2750 (950 full-sized Zentran)
- Engineers: 500 (75 full-sized Zentran)
- Technicians: 1735 (850 full-sized Zentran)
- VF Pilots: 120
- Zentraedi Battle Pod and Power Armor Pilots: 225
Notable Ships of Class:
UNS Provider (launched 2012, disappeared near center of galaxy in 2016.
Fate unknown.)
UNS Extender (launched 2014, attached to Megaroad 02 Colony Fleet)
UNS Supplier (launched 2014, attached to Megaroad 03 Colony Fleet)
UNS Rainbow (launched 2017, attached to Megaroad 08 Colony Fleet)
MDC BY LOCATION:
(1) Forward 1/3 of Ship (Command Center, Manufacturing Center) 68,600
(2) Middle 1/3 of Ship (Crew Quarters, Storage Bays) 67,300
(3) Rear 1/3 of Ship (Main Engines, Engineering) 67,100
Sensor Array 1,000
(4) Main Thrusters (2) 13,500
(4) Auxiliary Engine (2) 6,000
Retractable Laser Turrets (25) 150 each
Retractable Missile Turrets (80) 100 each
Main Airlocks (4) 800
Airlocks/Access Hatches (150) 200 each
Armored outer hull (per 40ft area) 300
Interior walls (per 20ft area) 20
(5) Pin Point Barriers (4) 5,000 each
NOTES:
- Destroying the forward 1/3 of the ship will destroy 1/3 of all missile
and laser turrets. It will not impair the ships space flight, but
atmospheric maneuvering becomes impossible. The ship can still operate,
but is at -1 on initiative, -1 to strike, and number of attacks per melee of
the weapon systems are reduced by one fourth.
- Depleting the MDC of the Middle 1/3 of the ship will destroy
the ship. All power systems, thrusters, weapon systems, and life
support will fail, and (2d4x10)% of the crew will be killed instantly by explosions,
debris, and loss of atmosphere. There is a 70% chance the ship will violently
explode. That's an explosion inflicting 1d4x2,000 MD to any object
within 2 miles. If the ship does not explode, then the ship will be
a wreck (though the space wreck may still be valuable because of the technology
contained within the remains). Destroying the Command Center will
likely kill the command staff (90% Chance) and will force the ship to use the
Sensor Arrays for all forms of long range communications, radar and targeting.
The ship can still operate, but is at -1 on initiative, -1 to strike, and
number of attacks per melee of the weapon systems are reduced by one fourth.
Destroying all the main sensory arrays on the ship will have the same effect,
but the command staff will not be killed instantly. Destroying both will
deprive the ship of all forms of long range communications, radar and
targeting. 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
one half.
- Depleting the MDC of the Rear 1/3 of the ship will destroy
the ship. All power systems, thrusters, weapon systems, and life
support will fail, and (2d4x10)% of the crew will be killed instantly by explosions,
debris, and loss of atmosphere. There is a 70% chance the ship will violently
explode. That's an explosion inflicting 1d4x2,000 MD to any object
within 2 miles. If the ship does not explode, then the ship will be
a wreck (though the spacewreck may still be valuable because of the technology
contained within the remains).
- Destruction of a Main Thruster will slow the ships speed by 1/2.
Totally depleting the MDC of the main thrusters will force the ship to rely on its secondary
thrusters. Depleting the MDC of the main AND secondary thrusters will leave the ship
adrift in space. In an atmosphere, the ship will still be able to land and
achieve orbit using antigravity generators. The maneuvering thrusters will propel the ship
at 100 kph in any direction.
- 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 four seconds (2 melee rounds). See the Pinpoint
Barrier System entry for details.
SPEEDS:
- Speed(sublight): 0.16 speed of light (25,600 miles per second)
Speed(Auxiliary Drives): Mach 3
Space Fold: Range Unlimited (1 light year every 6 minutes)
Planet bound:
- Designed to land in a planetary ocean when necessary but not designed to
maneuver in an atmosphere. The Provider-class vessels are NOT
designed to land on the ground. If they do so the landing will inflict
3D6x1000 MD damage to the main body of the spacecraft.
- Maximum Range: Unlimited (estimated 30 year life span)
STATISTICAL DATA:
- Length: 9840 feet (3000 m)
Height: 660 m
-
Width: 680 m
Weight: 150,000,000 tons (standard)
- Power System: Workl-Quatafilla Main reactor
Fold System: Workl-Quatafilla Advanced Fold Cluster
- Sublight Drive: Workl-Quatafilla Macro Nozzle Cluster
- Gravity Control System: Geteulmaqulla-Zollia Gravity Control
System
Auxiliary Engine: Workl-Quatafilla Nuclear Pulse Rocket Motor
Cluster
- Sensor System: Spoltra-Shifd Standard Tracking Cluster
WEAPON SYSTEMS:
- RETRACTABLE LASER TURRETS (25): Also called Electro-Elementary
Particle Beam Guns, these weapons are scattered along
the front, sides, and rear of the ship. They are hidden beneath a
sliding hatch until needed for combat, when the hatch slides back and they
rise up for combat. They are capable of 360* rotation and 180 * arc of
fire.
- PRIMARY PURPOSE: Antiaircraft
- SECONDARY PURPOSE: Defense
- RANGE: 1000 miles (48.2 km) in space. 500 miles in an
atmosphere.
- DAMAGE: 1D6x20 M.D. each. Several lasers can be directed to
fire in volleys of 3 or more. A volley of 4 beams does 4D6x20 M.D.
- RATE OF FIRE: Each laser can fire once per melee, and can be combined in any
volley combination of 3 or more lasers, up to all 11 lasers. Volleys can be directed at
different targets.
- PAYLOAD: Unlimited.
- RETRACTABLE MISSILE TURRETS (80): These are very similar to the Laser
Turrets except that they fire missiles instead of laser beams. They can use
several types of missiles according to the mission at hand. Each turret is
capable of 360* rotation with a 180* arc.
- PRIMARY PURPOSE: Antiaircraft
- SECONDARY PURPOSE: Defense
- RANGE: Varies with warhead used.
- DAMAGE: Varies with warhead used.
- RATE OF FIRE: Each turret can fire once per melee.
- PAYLOAD: Effectively Unlimited.
- 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 and colony vessels, including the Provider-class
ships. 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 200 ft (61 m) in length and can
absorb up to 5,000 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 20,000 MDC and can even deflect heavy
particle beams (usually).
The four barriers are controlled by operators in the command tower of the
ship. These operators are instructed to defend (1) any breaks or weaknesses
in the main hull, (2) the main and auxiliary engines, (3) the engineering
section/stealth frigate docking section and (4) any starships under
construction, in that order. The operators primarily concentrate on
defending the ship against larger spacecraft and leave defense against
attacking mecha 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 5,000 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 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 +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.
- 01-15: Lucked out, system will be operational in 1D6 hours.
- 16-30: Minor damage, system will require 4D6 hours to
repair.
- 31-45: Major damage, system will require 2D6x10 hours to
repair (yes, DAYS of work).
- 46-60: 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 2D6x10 hours to
repair.
- 76-90: Minor damage, system will require 4D6 hours to
repair.
- 91-95: Lucked out, system will be operational in 1D6 hours.
- 96-00: It's a miracle! Trivial damage only, system will be
operational again in only 4D6 melee rounds!
CONSTRUCTION CAPABILITIES:
As stated above, the main purpose of the Provider manufacturing platforms
is to produce all parts, supplies, and materials the colony mission needs to
operate. In general it can be assumed that Provider ships are constantly
busy around the clock producing a wide range of standard products. However there
are times when the GM will need to know approximately how long it takes a Provider
facility to manufacture critical pieces of equipment (usually military in
nature, such as mecha and starships).
The numbers below are intended to give the GM a rough estimate of how fast
construction takes place aboard the Provider. For each entry two values
are listed. The first is the amount of time it takes the automated factories
aboard the vessel to produce the item from scratch, and the second lists how
many can be produced in a given period of time. The factory aboard the Provider
operates in an assembly line fashion so that multiple items can be constructed
at the same time. This data assumes that the Provider has an ample supply
of asteroids and space debris available to it for raw materials. These figures
should be used for approximation only; GMs, feel free to change these values as
you see fit.
SYSTEMS OF NOTE:
- ANTIGRAVITY PROPULSION SYSTEM: The Provider 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 energy system (in the rear 1/2 of the ship) can supply energy to
it.
- COMMAND CENTER: This is the heart of the ship. This large
area controls and monitors external and internal communications, sensory data,
and weapon systems. Computer generated graphics, plotting arms, and
superimposed holograms, can display a complete visual image with accompanying
data regarding an enemy target. An array of computer banks, data display
terminals, monitors. large screens and holographic displays protrude from the
floors, walls, ceilings and even dangle in mid air. Towering over above all
this activity is the command bubble. From here the the ship's commander and
XO can direct and observe all activity. Voice activated Holographic displays
are tied into the command bubble and spring to life at the commanders behest.
There are six other smaller command bubbles that can control the ship in case
of emergencies. NOTE: The Command Bubble is a totally contained area
with independent atmosphere and has an MDC of 300. Aux Command Bubbles are
also self contained and have an MDC of 75 each.
- HYPERSPACE COMMUNICATIONS: Based on the same technology as the
space fold system, the hyperspace communications relay allows
faster-than-light communication between the Riviera ships and other vessels
or planetary bases. Hyperspace communications are still not instantaneous,
however. Audio/video communication travels through hyperspace at a rate of
about 5 seconds per light year, so messages communicated over vast distances
can still take days, weeks, or months to arrive.
- LIFE SUPPORT SYSTEMS: The Provider vessel has sufficient
life support to provide breathable air and comfortable temperatures for
250,000 people for up to 30 years. In an emergency the life support system
can support up to 350,000 people for a short time.
- LONG-RANGE LASER/SATELLITE RELAY COMMUNICATIONS: The Provider
has modest communications facilities that can communicate with up to 250
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 Provider is also
modest compared to that of the most military vessels. The system can track
and identify up to 500 craft simultaneously and has a 200 mile/320 km range.
- SPACE FOLD SYSTEM: For FTL propulsion, the vessel is equipped with
an ORTEC/Shinnakasu/General Galaxy Advanced Fold System Cluster, capable of
propelling the ship 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 vessel is
equipped with ORTEC/Centinel Impulse Drive Cluster engines that can propel
the craft at speeds up to 0.16 speed of light (25,600 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 ship is limited to speeds of Mach 1 maximum
due to hull stress. As with the fold drives, the engines are powerful enough
to propel the craft when the stealth frigate is attached.
- SUBSPACE MASS SENSORS: Like the most colony vessels, Provider
ships are equipped with subspace sensors for early warning of approaching
objects and navigation at sublight speeds. These sensors can almost
instantly detect mass readings and movement of objects up to 1 AU (93
million miles) distant from the ship which are above 60,000 kg in mass
(which means that the sensors usually cannot detect objects as small as
variable fighters). Readings taken with the subspace sensors are not very
detailed (-25% penalty when trying to identify a detected object) and are
usually used for tracking purposes only.
MECHA COMPLEMENT (STANDARD):
REFERENCES USED IN THIS DESIGN
Roycommi Automated Factory Bodolza
Fleet Zentraedi Landing Ship
Macross Mecha Designs' Three
Star Mobile
Manufacturing Platform