The following material is an adaptation of a starship design from the Japanese TV series MACROSS-II: Lovers Again and the Palladium Books Macross-II Deck Plans Volume Two. 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.
Nupesiet-Draenitz Class
Super Dimensional Destroyer
RPG Stats by Newtype Alpha (newtype_alpha@yahoo.com)
Background
The Nupesiet-Draenitz class destroyer (Also called the Gladiator class after the first ship of the line, Zjen-Diel) is a small, transformable strike craft based on the Phoenix class Super Dimension Cruisers and designed with technology recovered from a Supervision Army destroyer. This vessels is unique among Gallaron warships because of its design history; the initial development of the vessel was carried out in total secrecy under tight government controls, without the knowledge or cooperation of military officials. Surprisingly, the vessel later proved to be a very formidable combat vessel in its own rights, despite the fact that its designers had little to no experience with functional combat space craft. Like it's larger cousins, the Gladiator is designed for durability under heavy fire, and currently has one of the highest survival rates of any ship in the Gallaron Spacy. At the same time, this ship is amazingly agile for a vessel of its size, and can literally fly circles around the GSDF's standard Thor class missile destroyers.
Despite being transformable, the Gladiator class' small size and simplistic design can be mass produced for a relatively low cost. This is mainly due to the fact that aside from the four main cannons mounted on the arms and shoulders, the weapons and defensive systems of this destroyer are simple and unremarkable by almost any standards. The main strength of the vessel is actually its ability to put a large amount of fire power on a single target with its four main cannons and do so more accurately and consistently than the larger cannons of the Phoenix class cruisers. The four main cannons are not nearly as powerful as larger energy cannons they are based on, but the firepower in each gives the destroy the ability to engage vessels two or even three times its size, or apply a steady bombardment on ground targets from orbit over a long period of time. The design philosophy actually resembles the Zentradi gunships with it's light secondary armament and small fighter compliment (In fact Gladiator class ships are sometimes called "Walking gunship" by their crews) Unlike the Zentradi gunships, however, the Gladiator can also be used as a ground-to-space defense weapon in defense of colonies or bases within Gallaron Space, and is often used in such a way by the GSDF as a mobile gun emplacement or dedicated base defense unit. The Gladiator Class entered mass production in late 2018 for deployment during Operation Brushfire, and thanks in part to its performance in the campaign it has since earned itself a place on the frontlines of every military action of the GSDF for years to come.
RPG STATS
Vehicle Type: Super Dimensional destroyer
(Walking gunship)
Government: Republic of Gallaron (Stellar Republic)
Manufacturer: Gallaron Alpha Factory Satellite/Macron Industries/Elder's
Committee
Crew: 954 total
Command Tower: 24
Main Ship: 650
VF Pilots: 180
Powered Armor Pilots: 200
Notable Ships of Class:
SDG-01 Gladiator
MDC BY LOCATION:
(2) Main Cannon Booms 10,000 each
(1) Main Body 20,000
(2) Main Engines/Leg units 10,000 each
(2) Arm Cannons 8,000 each
(3) Command Tower 3,000
(3) Sensor Array (rear of Command Tower) 550
Secondary beam cannons (5) 550 each
Anti-Mecha Laser Turrets (40) 100 each
Anti-Mecha Missile Turrets (10) 150 each
Airlocks/Access Hatches (50) 250 each
Armored outer hull (per 40ft area) 350
Interior walls (per 20ft area) 20
(4) Pin Point Barriers (4) 5,000 each
(5) Omni-Directional Barrier System 25,000
NOTES:
Depleting the MDC of the main body will put the ship out of commission. All internal systems will shut down, including life support and internal gravity. The ship itself will be an unsalvageable floating wreck.
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).
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/S-4 Blitzkrieg fighter. 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 on top of the command tower will have the same effect, but the command staff will not be killed instantly.
The Pinpoint Barriers regenerate at a rate of 330 MD per second (5000 MD per melee round). If destroyed, a barrier will completely regenerate within fifteen seconds (1 melee round).
When activated, the Reflex Barrier forms a sphere around the battle fortress that can absorb up to 25,000 MDC in a single round, or 100,000 MDC when inverted. If damaged or destroyed, the sphere regenerates at a rate of 1,000MDC per melee round. The barrier will cease to function if ship's main body of engines take damage over 50% of their MDC capacity.
SPEEDS:
Speed (Sublight): 0.24 speed of light
Speed (Auxiliary Drives): Mach 2.5
Speed (Space Fold): 1 light year every 6 minutes
Planet bound: Can function proficiently in an atmosphere as long as
gravity control systems are operational, often functions ground based as a fixed
gun emplacement for new colonies or major bases.
Maximum Range: Unlimited (estimated life span unknown)
STATISTICAL DATA:
Length: 844 m (457m transformed)
Weight: 856,000 tons (empty)
Fold System: Gallaron/Protoculture fold system cluster
Sublight Drive: Protoculture Impulse Drive Cluster
Gravity Control System: Gallaron/Protoculture gravity control system
Auxiliary Engine: Gallaron/Overtechnology nozzle cluster
Sensor System: Protoculture Advanced Tracking Cluster
WEAPON SYSTEMS:
HEAVY PARTICLE CANNON (4):
PRIMARY PURPOSE:
SECONDARY PURPOSE:
RANGE:
DAMAGE:
RATE OF FIRE:
PAYLOAD:
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 10,000 MDC capacity before it can resist a heavy particle beam of this magnitude.)
SECONDARY BEAM CANNONS (5): As an added close-in punch, the destroyer is also equipped with 5 small beam cannons based on similar weapons found on the larger Superdimensional battlecruisers. These turrets can only fire along limited arcs, and only a maximum of three cannons can be brought to bear on a single target at any given time.
PRIMARY PURPOSE:
SECONDARY PURPOSE:
RANGE:
DAMAGE:
RATE OF FIRE:
PAYLOAD:
ANTI-MECHA LASER TURRETS (40): The greatest threats to transforming destroyer is enemy mecha, hence the large number of Anti-Aircraft weapons equally distributed across the surface of the ship. These defense systems can either be computer or manually controlled and do not suffer the negative modifiers to hitting attacking mecha, that larger Starship based weapons do. The Laser Turrets are retractable and are hidden beneath sliding panels in the hull normally.
PRIMARY PURPOSE:
SECONDARY PURPOSE:
RANGE:
DAMAGE:
RATE OF FIRE:
PAYLOAD:
ANTI-MECHA MISSILE LAUNCHERS (10): In addition to the laser turrets, the destroyer is equipped with anti-mecha missile launchers for close to medium range defense against mecha. Each launcher contains 10 missile tubes allowing volleys of up to 10 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 10 missiles. Armor-piercing smart missiles are usually used to avoid chances of friendly fighters being shot down by the missiles.
PRIMARY PURPOSE:
SECONDARY PURPOSE:
MISSILE TYPES:
RANGE:
SPEED:
DAMAGE:
BLAST RADIUS:
RATE OF FIRE:
PAYLOAD:
DEFENSE SYSTEMS
OMNIDIRECTIONAL BARRIER DEFENSE SYSTEM:
Due to a flaw in the system during its first use the SDF-1's barrier system overloaded, completely destroying the North American Ontario Quadrant. Because of this disastrous mishap and other problems the Omnidirectional barrier system was never used again, and no similar systems were installed in any following UN Spacey warships. Then, in 2016 Gallaron engineers managed to salvage an identical device aboard ASS-3 shortly after the craft was rebuilt into the SDF-102 Phoenix. The design team soon discovered the fault in the system that resulted in the previous catastrophe, and quickly corrected the problem. Since then, no major incidents have been recorded involving an accidental barrier overload, and the reflex barrier is now standard on all Gallaron warships. (There have been a number of intentional barrier overloads throughout the 2nd Supervision War, but in each case it was always confined to an un-populated area or an empty region of space for offensive purposes)
PRIMARY PURPOSE: Defense/counter offense (reflex barrier power system can be inverted, which will result in overload and catastrophic destruction wave if the barrier absorbs more than 100,000 MD while inverted)
RANGE: The barrier generates a spherical force field with a radius of 500 m around the exact center of the ship.
DAMAGE CAPACITY: Can sustain up to 25,000 MD in a single round. Regenerates at a rate of 2,500 MDC per melee round. (Barrier is rarely used for more than 2 melee rounds in a row; generally used to parry enemy high powered attacks such as reflex missiles or Macross cannons.) can sustain up to 100,000 MDC while inverted.
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, Zentradi/Varauta command warships, and some Protodeviln. When hit by a heavy particle beam the shield will take 20,000 MD damage, with the rest of the beam being directed away from the ship by the shield. Any and all energy that strikes the shield immediately causes a powerful energy reaction, generating an equal and opposite discharge of energy to flare out from the affected spot. (Example: A beam that causes 1D6x1000 will create a shockwave similar to an RMS-1 nuclear missile. A blast from a large weapon such as a Macross Cannon would produce a shockwave to cause severe damage over a 1D6x10 mile area, and produce a near lethal radiation surge for the hundreds of miles.) If inverted, the barrier will continued to absorb energy with no apparent effects until it absorbs more than 100,000 MDC, at which point it will immediately explode. (In order to invert the barrier, the ship's chief engineer must first reconfigure the entire barrier system. The modifications require up to 6 minutes (4D6 melees) to complete, and the barrier will not be operational until it is completed.)
PINPOINT BARRIER DEFENSE SYSTEM: Originally developed by researchers onboard the SDF-01 Macross during Space War One, the Pinpoint Barrier System is the main defense system on board all Gallaron starships, including the Gladiator destroyers. 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 (1 melee round). 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 (sometimes).
The four barriers are controlled by operators in the command tower of the carrier. 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 carrier region of the powered armor and VF pilots.
PRIMARY PURPOSE:
RANGE:
DAMAGE CAPACITY:
RADIUS:
DEFENSIVE MOVEMENT:
PAYLOAD:
NOTE:
- Lucked out, system will be operational in 1D6 hours.
01-05:
- Minor damage, system will require 4D6 hours to repair.
06-20:
- Major damage, system will require 2D6x10 hours to repair (yes, DAYS of work).
21-35:
- Completely destroyed! System can be rebuilt, but will require new parts and 2D6 DAYS of work to replace.
36-64:
- Major damage, system will require 2D6x10 hours to repair.
65-79:
- Minor damage, system will require 4D6 hours to repair.
80-94:
- Lucked out, system will be operational in 1D6 hours.
95-99:
- It's a miracle! Trivial damage only, system will be operational again in only 4D6 melee rounds!
00:
SYSTEMS OF NOTE:
ANTIGRAVITY PROPULSION SYSTEM:
HYPERSPACE COMMUNICATIONS:
LIFE SUPPORT SYSTEMS:
LONG-RANGE TRACKING SENSORS:
SPACE FOLD SYSTEM:
SUBLIGHT ENGINES:
SUBSPACE MASS SENSORS:
MECHA COMPLEMENT:
VF/S-4 Blitzkrieg:
VF-1F Electric Valkyrie:
PA-143 Stormlord Powered Armor:
Shuttles and Support Craft:
REFERENCES USED IN THIS DESIGN
"Macross II: Sourcebook One"
Legends of Megaroad: Book Two Fanfiction
Macross: Space War-II
Notes: The design for the Nupisiet-Draenitz class Super Dimension destroyer are adapted from the Palladium Books Macross II sourcebook's Macross Cannon entry. These are NOT the stats provided in the book, nor do they even remotely resemble the stats found in this book. If you would like to know the exact RPG stats for the Macross Cannon, you're welcome to E-mail me and ask for them, but I'm warning you now not to bother. They are absolutely ridiculous. Send complaints/comments to Newtype_alpha@yahoo.com ^_^