The following material is
an adaptation of the starship design from the Japanese TV series MACROSS
(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 me and do not claim that it is your own work. Comments and suggestions
are welcome.
SDF-01 MACROSS (PRE & POST REFIT)
RPG Stats by Kamikazi
([email protected])
Background info provided by the MACROSS
ONLINE COMPENDIUM
BACKGROUND
On
July 1st, 1999, the destiny of humanity was changed forever when a huge
meteor from space crashed into South Ataria Island in the southern Pacific
Ocean. Upon investigation by the United Nations, the "meteor" was in fact
determined to be an alien spacecraft, representing mankind's first contact
with an intelligent species from beyond the planet. Over the next 10 years
the spacecraft (named Alien
Star Ship 1, or ASS-1)
was excavated, disassembled, studied, reverse-engineered, and eventually
rebuilt and renamed the SDF-01 Macross. The Macross has become the
most famous ship in human history and is singularly responsible for mankind's
emergence as a galactic power.
No one knew what to expect when the alien ship crash-landed on the tiny
Pacific island in 1999. Some saw its arrival as an omen of doom, others
as a gift from the stars. The profound division would cause many conflicts
over the following years, but as the ship was explored and the belligerent
nature of the alien builders was confirmed, the people of Earth pulled
together under the auspices of the United Nations to prepare themselves
for a possible invasion.
After ten years of hard work, the Fortress, now very different from
its original appearance, was deemed ready for launch on February 7, 2009
after initial estimated launch date of May, 2006. Great celebrations were
organized. Then the much-dreaded alien invasion suddenly arrived on Earth.
In the confusion of the battle, the Fortress spacefolded, unfortunately
taking a large chunk of the island with it. Due to an incorrectly rebuilt
fold system, the Macross crew found themselves in orbit around Pluto, without
the critical machinery needed to quickly take them home.
The Macross had also inadvertently taken the whole of South Ataria Island
with it to the orbit of Pluto. Stuck in space for months, with no fold
drive and an unexpected population of nearly 70,000 civilians, the ship's
authorities had no choice but to devote the immense cargo bays of the vessel
to the construction of a small city. In addition,
the aircraft carrier CVS-101 Prometheus and landing ship SLV-111
Daedalus were attached to the hull in February and March, and their
crews incorporated into the Macross defenses.
After the end of Space War I, the New United Nations Military Command
Center was built in the midsection of the SDF-1 Macross. After the (First
Defensive) Battle of Macross City and the resulting heavy damage on the
Macross in January 2012, the United Nations authorized a complete overhaul,
including redesigned bow-firing cannon and improved bridge layout. The
Prometheus and Daedalus were removed and replaced by two
ARMD Space Carrier Platforms. The overhaul was largely completed by September
2012 before the space launch ceremony of the SDF-2
Megaroad-01.
Space flight and combat tests of the Ghost
X-9 unmanned fighter conducted from the Macross under ship captain
Higgins. "Sharon Apple Incident" occurs during the Space War I Armistice
30th anniversary ceremony and Ghost
X-9 public unveiling 2040 March.
Construction of second Macross class ship begins November, 2003, but
was halted during Space War I. Construction resumes as a colonization
ship after Space War I on half-constructed and renamed SDF-2
Megaroad-01 on June, 2010.
RPG STATS
-
Vehicle Class: Super Dimensional Battle Fortress (Original Designation:
Inspection Army Gunboat)
Government: UN Spacy
Manufacturer: OTEC Co (Original builders: Supervision Army)
Crew:
-
Officers: 150
-
Assigned Personal: 1450
-
Combat Troops (Including pilots): 1200
-
Civilians: 70,000 (reduced to 56,000 and then 40,000 by attrition)
Notable Ships of Class:
-
SDF-01 Macross
-
SDF-02
Megaroad 01 (Redesigned as Multi-generation Long-range Colony
Vessel)
MDC BY LOCATION:
(1) Main Body 20,000
(2) Command Tower 6,000
(2) Sensor Array (behind Command Tower) 1,000
Arms (Pre refit) see Prometheus and Daedalus
Arms (Post refit) see ARMD Platforms
Leg Sections (City) 10,000 Each
(3) Leg Thrusters (2) 8,000 each
(3) Secondary Thrusters (36) 800 each
(3) Maneuvering Thrusters (48) 50 each
Small airlocks (42) 400 each
Large airlocks (8) 800 each
Main Cannons (2) 8,000 each
Rail Cannons (4) 1,500 each
Secondary Beam Turrets (8) 750 each
Long Range Missile Launchers (18) 500 each
Medium Range Missile Launchers (48) 200 each
Dual Howitzer Turrets (48) 150 each
Retractable Laser Turrets (48) 150 each
Armored outer hull (per 40ft area) 300
Interior walls (per 20ft area) 20
(4) Energy Barrier 100,000
(5) Pin Point Barriers (4) 5,000 each
NOTES:
-
Depleting the MDC of the main body will put the fortress out of commission.
All internal systems will shut down, including life support and internal
gravity. All power systems, thrusters, weapon systems, internal gravity
and life support will fail, and (2d4x10)% of the crew will be killed instantly
by explosions, debris, and loss of atmosphere. The ship will be an unsalvageable
wreck (though the spacewreck may still be valuable because of the technology
contained within the remains).
-
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 fighter. The ship can still operate, but is at -3 on initiative,
-3 to strike, and number of attacks perr melee of the weapon systems are
reduced by half. Destroying the main sensory array on top of the command
tower will have the same effect, but the command staff will not be killed
instantly.
-
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 battlecruiser
will still be able to land using antigravity engines but will not be able
to take off again.
-
When activated, the Energy Barrier forms a sphere around the battle fortress
that can absorb up to 100,000 MDC in a single round. If damaged or destroyed,
the sphere regenerates at a rate of 2,500 MDC per melee round. See the
Energy
Barrier System entry below for details. The barrier will cease to function
if either the middle 1/3 or rear 1/3 of the ship takes damage over 50%
of its MDC capacity.
-
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): 0.24 speed of light (38,400 miles per second)
Speed (Auxiliary Drives): Mach 2.0
Speed (Space Fold): 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.
-
Maximum Range: Unlimited (estimated life span unknown)
STATISTICAL DATA:
Length:
SDF-01
Macross:1210 meters (1200 meters after 2012 overhaul)
SDF-02
Megaroad: 1620 meters (planned)
Width: 496 meters (600 meters after 2012 overhaul)
Height: 312 meters
Weight:
SDF-01
Macross:18,000,000 tons standard (2009), 22,000,000 standard (after 2012
overhaul)
SDF-02 Megaroad: 20,700,000 standard (planned)
Fold System: Protoculture Fold System Cluster (Disappeared 2009)
Sublight Drive: Protoculture/Inspection Army Impulse Drive Cluster
Gravity Control System: Internal
Auxiliary Engine: Inspection Army Rocket Motor Cluster
Sensor System: Protoculture Advanced Tracking Cluster
WEAPON SYSTEMS:
- HEAVY PARTICLE CANNON: The most powerful weapon of
the SDF-01 is a heavy particle cannon very similar to the one used by Zentraedi
Nupetiet-Vernitzs command cruisers and other larger Zentraedi warships.
The weapon fires a beam up to 120,000 miles (192,000 km) long and 2 miles
(3.2 km) wide that essentially destroys EVERYTHING in its path. The disadvantage
of the weapon is the tremendous power it consumes. Once fired, the cannon
takes a full 5 MINUTES (20 melee rounds) to recharge.
-
PRIMARY PURPOSE: Heavy Assault
-
SECONDARY PURPOSE: Anti-Warship
-
RANGE: 60,000 miles (96,000 km) in an atmosphere. Double in space.
-
DAMAGE: Destroys EVERYTHING in its path, regardless of MDC and movement.
The only way to avoid obliteration is to avoid being in the path of the
beam! If used against a planet, the beam causes 3D6x1,000,000 MD (!), leaving
only a radioactive 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. (Note:
A sufficiently strong force field can deflect/absorb the beam if necessary.
Examples of such fields include multiple pinpoint barrier shields layered
on top of each other and barriers generated by stronger Protodeviln beings.
A force field must have AT LEAST 20,000 MDC capacity before it can resist
a heavy particle beam of this magnitude.)
-
RATE OF FIRE: Once per 5 minutes (20 melees).
-
PAYLOAD: Effectively Unlimited.
- RAIL CANNONS (4): As a secondary weapon system the Macross carries
four large-caliber rail guns, two on each shoulder/side of the ship. These
cannons use magnetic accelerator technology to propel metal slugs at
incredible velocities towards a target. Originally four heavy laser cannons
were mounted on the shoulders, but they were damaged
beyond repair when the ASS-1 crashed, and were replaced with the rail cannons during
the rebuilding of the starship.
- PRIMARY PURPOSE: Defense
- SECONDARY PURPOSE: Anti-Warship
- RANGE: 24 miles (38.4 km) in an atmosphere. Double in space.
- DAMAGE: 1D4x500 M.D. per slug. Usually fired in pairs.
- RATE OF FIRE: Each rail cannon can fire up to 8 times per melee.
The guns can be combined into any volley combination, though they are
usually fired in pairs.
- PAYLOAD: 500 per cannon. Additional slugs are contained onboard
but must be loaded into the guns ammo containers (requires 1D4 hours).
- SECONDARY BEAM TURRETS (8): The SDF-01 is armed with several
large beam turrets at key locations along the hull, giving the fortress
additional punch in close to medium ship-to-ship combat. These turrets
can only fire along limited arcs, and only a maximum of four cannons can
be brought to bear on a single target at any given time.
-
PRIMARY PURPOSE: Anti-Warship
-
SECONDARY PURPOSE: Ship-to-Ship Defense
-
RANGE: 100 miles (160 km) in an atmosphere. Double in space.
-
DAMAGE: 2D4x100 M.D.
-
RATE OF FIRE: Each turret can fire once per round.
-
PAYLOAD: Unlimited.
- LONG RANGE
MISSILE LAUNCHERS (18): There are eighteen such launchers scattered across the ship, mostly across the "torso". They can use several types
of missiles according to the mission at hand, but they generally us the
most lethal warheads. The missiles are stored in reinforced, armored bunkers
to prevent detonation due to battle damage; small robotic conveyors are
used to load them in the launchers, reducing the danger to human life and
greatly improving the rate of fire.
-
PRIMARY PURPOSE: Defense
-
SECONDARY PURPOSE: Anti-Warship, Anti-Missile
-
RANGE: Various with Warhead Type
-
DAMAGE: Various with Warhead Type
-
RATE OF FIRE: Each launcher can fire once per melee in volleys of
2,4,6, or 8. Launchers can be combined in any volley combination, as long
as each fires only once per melee. Missiles can also be launched as a randomly fired barrage, but never individually.
-
PAYLOAD: Effectively unlimited due to the large ammo supply available.
- MEDIUM RANGE MISSILE LAUNCHERS (48): For anti-aircraft defense
the battle fortress is 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 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.
-
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, 4,6 or 8 missiles per launcher.
-
PAYLOAD: Effectively unlimited due to the large ammo supply available.
- DUAL 400MM HOWITZERS (48): Banks of rapid-loading, liquid-cooled
autocannons, like those of the HWR-00
Mk.II Monster, protect the ship from enemy fighters by laying
down a dense cover of high explosive shells. There are forty-eight turrets,
each turret mounting two such cannons. The cannons are slaved to a single
fire control system, providing devastating firepower through each double
blast.
-
PRIMARY PURPOSE: Defense
-
SECONDARY PURPOSE: Anti-Aircraft
-
RANGE: 12 miles (19.3 km) in an atmosphere. Double in space.
-
DAMAGE: 1D4x10 M.D. per cannon, but always fired in pairs
(2D4x10 M.D.)
-
BLAST RADIUS: 50 ft (15.2 m)
-
RATE OF FIRE: Each cannon can fire twice per melee. Cannons are
fired in volleys of 2.
-
PAYLOAD: Effectively unlimited due to the large ammo supply
available.
- RETRACTABLE LASER TURRETS (48): As a final line of defense,
the battle fortress 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.
-
OMNI-DIRECTIONAL BARRIER DEFENSE SYSTEM:
One unique system of the ASS-1 that the Zentraedi fleet lacked is an energy
barrier defense system that completely encircles the battle fortress in
a nearly-impregnable force field sphere. The disadvantage of the barrier
system is that no weapons can be fired, nor any fighters/support craft
launched or recovered while the shield is up.
Although this system was nearly destroyed in the crash of the ASS-1,
UN Spacy researchers were able to study and reverse-engineer the system,
eventually leading to the development of the Pinpoint Barrier System
that is now standard on most UN Spacy spacecraft and fighters. The engineers
also succeeded in rebuilding the shattered barrier generator onboard the
SDF-01, but unfortunately due to a flaw in the system the barrier overloaded
during its first use, completely destroying the North American Ontario
Quadrant. Because of this disastrous mishap and other problems the omnidirectional
barrier system has not been approved yet for general use on UN Spacy spaceships.
-
PRIMARY PURPOSE: Defense (the omni-directional barrier system cannot
be used as a weapon)
-
RANGE: The barrier generates a spherical force field with a radius
of 3000 ft (910 m) around the exact center of the ship.
-
DAMAGE CAPACITY: Can sustain up to 100,000 MD in a single round.
Regenerates at a rate of 2,500 MD per melee round.
-
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: The barrier can deflect a heavy particle beam attack, such
as the one generated by the SDF-01 Macross, Zentraedi/Varuta command warships,
and some Protodeviln. When hit by a heavy particle beam the shield will
take 25,000 MDC damage, with the rest of the beam being deflected around
the shield.
- PINPOINT BARRIER DEFENSE SYSTEM:
Originally developed by researchers onboard the SDF-01 Macross during Space
War One, the Pinpoint Barrier System became a standard defense system on
board all UN Spacy starships. 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 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 barriers are controlled by operators in the command tower of the
ship. These operators are instructed to defend (1) the command tower, bridge, and sensor array, (2) any breaks or weaknesses
in the front 2/3 of the ship around the city-colony, (3) main engines,
and (4) hangar bays and weapon systems, in that order. The operators primarily
concentrate on defending the ship against larger spacecraft and leave defense
against mecha attacking the carrier to the VF pilots and laser turrets.
-
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 carrier 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.
-
01-15: 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!
SYSTEMS OF NOTE:
-
ANTIGRAVITY PROPULSION SYSTEM: The SDF-01 was 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 1/3 of the ship) can supply energy
to it. (Note: The first time this system was used on the SDF-01
the antigrav generators tore away from the ship. The generators were later
replaced and the areas around them were structurally enforced to prevent
a repeat of the disaster.)
-
HIGHWAYS AND PUBLIC TRANSPORTATION: The city-colony inside the Macross
has an extensive series of roadways for quick transportation of supplies
and troops throughout the area. The city also has an extensive public transportation
system of buses and subway lines to help citizens get around. Usually only
colony officials, maintenance/transport staff, and military personnel are
allowed to own vehicles.
-
HOLOGRAPHIC PROJECTION SYSTEM: The semi-transparent windows surrounding
the city-colony contain a sophisticated holographic projection system which
is used to generate images of Terran skies over the windows. These images
help to calm colonists and make them feel like they are living in a city
on Earth and not on a ship voyaging through space. The holographic system
is often used to divide time on the vessel into day and night segments.
During the day the holographic system blocks the outside view and projects
artificial sunlight over the city, and at night the system is turned off
to provide an uninhibited view of the passing stars.
-
HYPERSPACE COMMUNICATIONS: The original ASS-1 was equipped with
a hyperspace communications relay allowing faster-than-light communication
between the ships and other Inspection Army forces. This system was heavily
damaged in the crash of the ASS-1 and could not be salvaged. The UN Spacy
did not develop hyperspace communications until after the end of Space
War 1 when scientists and technicians were able to examine similar systems
aboard captured Zentraedi warships.
-
LIFE SUPPORT SYSTEMS: The SDF-01 had sufficient life support to
provide breathable air and comfortable temperatures for up to 70,000 people
for up to 20 years (air was recycled). In an emergency the life support
system could support up to 140,000 people at one time. The ship contained
enough food and water onboard to support the crew for up to 5 years (with
recycling).
-
LONG-RANGE LASER/SATELLITE RELAY COMMUNICATIONS: The impressive
communications array of the Macross command tower 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 command tower is equally
as impressive as the communication system, and can track and identify up
to 2,000 craft simultaneously. The radar system has a 1,000 mile/1,600
km range.
-
LONG-RANGE TRACKING SENSORS: The SDF-01 command tower was equipped
with a complex sensor system that could track and identify up to 1,500
craft simultaneously. The system had a 2,000 mile/3,200 km range.
-
SPACE FOLD SYSTEM: The SDF-01's fold system disappeared on February 9, 2009 after her accidental fold near Pluto's orbit. The ASS-1 was originally
equipped with an fold system 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 was theoretically unlimited except
by the life expectancy of the spacecraft (which is unknown).
-
SUBLIGHT ENGINES: As a backup to the Fold System, the SDF-01 was
equipped with impulse engines that could propel the craft at speeds up
to 0.24 speed of light (38,400 miles per second) in space. Note that these
engines were 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 2.0 maximum due to hull
stress.
-
SUBSPACE MASS SENSORS: As part of the SDF-01's sensor systems, the
fortress was equipped with subspace sensors that could essentially instantly
detect mass readings and movement of objects up to 1 AU (93 million miles)
distant from the carrier. 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 Zentraedi
and UN Spacy mecha).
MACROSS CITY:
-
CITY OVERVIEW
-
The city is best described as an arcology, or “city within a building.”
Everything is linked together, with factories and living areas mixed in
with recreation areas and parks. The interior of the city looks like a
gigantic shopping mail where everything can be found.
-
The city is built on a “terrace” pattern. Each level generally has a large
central open space with many sub-levels on each side. Walkways, escalators
and bridges link the sub-levels between themselves. A large road usually
occupies the middle portion of the lower sub-level, leaving most of the
city to the pedestrians.
-
Although the walls are covered with buildings, some have gigantic viewports
built in them, giving an unequaled view of space. These viewports have
large retractable armor panels which can slide into place to protect the
city during emergencies.
-
A major feature of the city is the presence of numerous video panels giving
up to date information on anything from the progress of the war to the
latest fashion trend. They also serve as advertisement boards.
-
POINTS OF INTEREST:
-
The city offers much to the occasional visitors, although it has lost most
of its past splendor due to the hardship of the war (not to mention the
effects of the conversion to Storm Attacker mode).
-
A major attraction is the Macross Stadium where many well-known singers
performed, including the famous Minmay. The stadium is large, capable of
seating nearly 30,000 people comfortably. The stage is fully equipped with
holographic and laser systems capable of dazzling light effects. A powerful
digital sound system offers superior acoustic performances. The stadium
can be completely covered by retractable armored plates for complete protection.
-
Another attraction is the Holo Palace, a holographic amusement center which
allows people to play any role they want. The most popular attraction is
the Wardrobe Hall, where holoprojectors can clothe the visitors and transform
them into fantasy versions of themselves. The Holo Palace is found in the
Red Light district (see below).
-
Numerous parks and relaxation areas are available to people who want a little
peace and quiet. These places are decorated with many trees, fountains
and the like. The majority of the grounds are made up of promenades, where
a constant relaxed atmosphere is created through soft music, flowers, coffee
shops and boutiques.
-
Numerous smaller parks can be found throughout the city and the civilian
living areas.
-
STREETS:
-
The streets are mostly reserved for pedestrians. Cars (electric, of course;
see below) have their own avenues at “ground level” (i.e., the lowest sub-level).
The streets are fairly large and colorful, and are all equipped with cleaning
drones which hurry to pick up anything dropped by passers-by, ensuring
that walkways remain spotless. Like everything in the city, the trash is
recycled into new material by automatic processing systems hidden under
the infrastructure.
-
Service stands and small Shops are found at every street corner and intersection,
and sell food, personal trinkets, and many other items to all. Several
service robots (small, roving vending machines) can be seen moving about,
offering their products (mostly drinks) in a shrill, computerized voice.
-
VEHICLES:
-
Since Macross City is located in such a small enclosed area, internal combustion
engines are out of the question. Electric cars were the perfect replacement,
as people needed something small, non polluting, easily repairable and
that could at least look good.
-
Although the city offers an excellent mass transit service, many persons
own a small car. These are offered by various dealers throughout the malls,
with the latest models on exposition. Electric scooters and bikes are also
available. Most vehicles are offered in shades of blue, green and red,
although special colors can be made to order.
-
The cars’ batteries can be recharged at the service stations; car owners
merely exchange their used batteries for charged ones rather than wait.
The batteries cannot be recharged at home, since no facilities (power grid,
plugs) were planned for this.
-
Cars, trucks and bikes are restricted to certain areas of the ship. Not
respecting this rule leads to heavy fines and possible confiscation of
the vehicle.
-
SHOPPING MALLS:
-
Malls are dispersed all over Levels I, II and Ill of each leg sector. They
are surrounded by promenades covered with flowers, trees, statues and advertisement
panels. Advertisements are also found on the floor of the various walkways.
Giant, high resolution screens alternatively show ads, music videos and
news.
-
The malls are opened twenty-four hours a day, just like the rest of the
city. Level II is where most of the important shops are located. Level
I Contains mainly offices and restaurants, while Level III is mostly a
promenade with small specialized boutiques.
-
SCHOOLS:
-
Since Macross City contains so many civilians, a lot of them were bound
to be young children. There are three schools in the city: South Ataria
High School, Macross Elementary School, and Pacific Elementary School.
Both Macross Elementary and South Ataria High are located in the right
leg on Level I, while Pacific is situated in the left leg, on Level I also.
South Ataria has a small University section, but since most of the people
at this level are either in the military or working, the attendance is
pretty low.
-
The education in these schools is very good, even though they were created
as a temporary solution to make sure that the kids did not fall behind
until they return to Earth. Also to make sure that they do not become bored
— a potentially troublesome state of mind aboard a closed ship.
-
The schools are administrated by the city council and are funded by the
parents.
-
ADMINISTRATION:
-
The city is administrated by a council of people of mixed origins, including
the military. The head of the council is considered to be the mayor. Although
the mayor and his council makes all the decisions concerning the city,
they can be vetoed by the Macross’ captain, especially in matters of security.
-
Each leg has its own administrative council which report back all its decisions
and needs to the city council. They have no real power except over the
resources needed to make their sector run properly.
-
POLICE/SECURITY:
-
Having that many people sharing so small a space forced the adoption of
a severe law and order system. In Macross City, rowdy behavior is certain
to land you in prison (if only to sober up), while robbery and physical
violence are severely punished.
-
Cops take care of the everyday police work, but ship security is enforced
by the Military Police — and these guys are not kidding around. Fortunately,
every inhabitant is aware that this is not an attempt to restrict their
freedom, but rather to ensure that everybody can live in peace in the closed
universe of the ship's city.
-
CIVIL DEFENSE:
-
Civil Defense is assured by both ground troops and mecha. The machines
are usually ground mecha such as Tomahawks, Defenders and Spartans (the
Phalanx and Monster are not suited to this task and are thus not used).
A few Valkyries are also in service, but they are rarely used, their potential
being better employed out in space.
-
A Civil Defense base can be found on Level V of each leg, ready to dispatch
its troops anywhere in the sector. Another base is located in the main
body proper. The Civil Defense is composed of volunteers trained and commanded
by professional soldiers. They are more or less efficient in their duty,
and their presence is reassuring to the inhabitants of the city.
-
INDUSTRIES:
-
Since the Macross had to make its way through the Solar System while both
transporting more than seventy thousand civilians and being hounded by
the Zentran fleet, it had to have an industrial complex capable of providing
the necessary means of life and the material to defend the ship.
-
The most important industry is hydroponics, as it provides both food and
oxygen to the inhabitants and crew. Most of the hydroponic farms can be
found on Level IV. The second most important industry is weapon manufacturing,
which makes the missiles, shells and guns needed by the ship out of space
debris collected during the trip. An entire line was devoted to manufacturing
the 55mm shells used by the old Valkyries’ gun pods.
-
The third most important industry is the mecha construction plant, which
builds both new units and spare parts. Most of the material comes from
recycled debris such as ordinary garbage and destroyed enemy mecha. On
the Macross, recycling is a way of life by necessity.
-
RED LIGHT DISTRICT:
-
Although it may seems surprising, there is a Red Light district on board.
It is located in the right leg’s second level and is mostly frequented
by military personnel. The name “Red Light’ is slightly exaggerated, however,
as there is no prostitution. The district, however, is the least respectable
part of town and is the place where people meet for a wild time.
-
BUNKERS:
-
The city’s underground houses the many systems necessary to the day-to-day
Operations of the place. In between these are heavily armored bunkers capable
of housing the entire population of the ship’s internal city. Each bunker
can house up to a thousand people and is equipped with an independent air
and power supply. An internal gravity system shields the occupants against
the worst effects of the ships transformation and any possible combat damage.
-
COMMUNICATIONS SYSTEM:
-
The Macross is equipped with a vast array of communication and detection
gear, including deep space sensors. It also mounts an enormous radar system
which can acquire and track several thousand targets at once.
-
COMMAND TOWER:
-
The Command Tower can be detached from the rest of the ship it need be.
Note that this is an emergency system and that the tower cannot be reattached
to the ship afterward without extensive facilities and resources. It is
equipped with an anti-gravity device that is mostly used to slow down the module
if the ejection occurs in a gravity well. Maximum speed
is around 350 kph, and the tower cannot just simply hover around due to
its very limited internal energy reserve.
-
BRIDGE:
-
The bridge of the Macross is separated in three main sections: floor, secondary
bridge and main bridge. The floor section is where all the action takes
place. It is covered by many computer and communication stations and is
where the information coming and going from the ship is processed. The
floor is always buzzing with activity, giving it an atmosphere that could
be described as organized chaos.
-
The secondary bridge contains the main weapon control stations, where every-thing
about the ship’s armament is monitored. If the main bridge is damaged in
some way, the secondary bridge can replace it for the majority of its functions
(although it would become a bit cramped from all the extra crewmen).
-
The main bridge has six stations: the captain’s chair, first officer, second
officer, communication officer, system officer and tactical operation officer.
Both the first and second officers’ stations are located at the front and
oversee most of the bridge’s operations. The captain’s station is right
behind the first officer’s and is equipped with a communication system
that is linked to all sections of the ship. The Tac0ps station is behind
the second officer’s post and mounts a large data screen on which all relevant
information is displayed. The remaining two crew stations are located in
the back.
-
HOLOGRAPHIC DISPLAY:
-
The bridge section is equipped with two huge head-up display screens. One
is anchored on the ceiling and the other, to the floor. They can both move
via a powerful hydraulic system. The lower HUD is renowned for having been
used as a make-shift stage by the famous Minmay during the ship’s return
to Earth.
-
COMMAND TOWER SECURITY:
-
The access to the bridge section is heavily restricted. There are always
guards at the airlocks and the only way to get past them is with a correct
ID card. The access to the command tower itself is also controlled, but
much less rigidly.
MECHA COMPLEMENT:
REFERENCES USED IN THIS DESIGN
-
"Doe's All The Worlds' Starship Guide: SDF-01
Macross Entry"
-
Super Dimensional Fortress Macross TV series
-
Palladium Books Macross II Deck Plans Volume Three
-
Palladium Books Robotech RPG