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.

SDF-2 Megaroad-01 (2016 Refit)

BACKGROUND

In the year 2016, SDF-2 Megaroad-01 deviated from its planned course to investigate an ancient protoculture colony on the remote planet of Gallaron. Their course change lead them into an uncharted region of space called the Arturo Sector, a region who's spatial properties had been greatly distorted by the overuse of Fold Weaponry and made hyperspace navigation and communication extremely difficult. Temporarily out of contact with the UN Spacey, the SDF-2 arrived at the planet Gallaron to find a small Zentradi fleet besieged by an armada of vessels belonging to the Supervision Army. It was learned that the planet Gallaron was the resting place of advanced weaponry coveted by the Supervision Army space fleet, and seeing this as a serious threat to the security of the galaxy the colony ship joined forces with several Zentradi units with a derelict factory satellite to help defend the planet. Not wanting to involve the UN Spacey in what was expected to be a long and difficult campaign (which it was) a formal announcement of autonomy was sent in to the UN Space Government by messenger with a request not to interfere with what was being called the 2nd Supervision War. Instead of honoring the request as expected, UN Chairman Bruno J. Gloval ignored the request completely and classified all documents regarding the colony ship, forever establishing the Megaroad-01's status as "missing."

The Megaroad-01 colony soon got more than they bargained for. The almost constant threat by Supervision forces, and their unnerving ability to infiltrate Gallaron space resulted in heavy losses for the GSDF in the first year of the fighting. In an act of sheer desperation to overcome their inferior manpower and firepower in almost every engagement, Captain Misa Hayase Ichijo ordered the SDF-2 to be refit as a major frontline battleship to assist in the defense of the planet. With the city block moved to the surface of the planet, the now empty front sections of the ship were fitted with a 4-boomed energy cannon similar to the one used in the SDF-1 Macross but three times as powerful. In addition, some of the upper levels and the lower levels of the ship that once contained the hydroponics gardens and storage bays were replaced by additional fighter bays and macron crew sections, and the semi-transparent hull of the ship was removed in favor of functional armor panels and additional weapon systems.

SDF-2 saw its first combat action as a major battleship in 2016 at the battle of Soccoro-Delkaan. Though the battle itself ended in victory for the Supervision Army and retreat for the Gallaron space forces, the ship immediately proved it's worth both as a command ship and as a combat vessel, and would continue to lead the GSDF into battle against the Supervision Army for at least the next 30 years.

RPG STATS

Vehicle Class: SDF-2 Megaroad-01
Type: Super Dimensional Battleship
Government: Republic of Gallaron (Stellar Republic)
Manufacturer: ORTEC Company/UN Spacey/Gallaron Alpha Factory Satellite
Crew: 9,310, can and does carry anywhere between 1,000 and 20,000 civilians as population support.

    Command Tower: 110

    Main Ship: 6,250

    VF Pilots: 600

    PA Troops: 300

    Troops: 2,500

    Civilian support: 11,120 (approx)

 

Notable Ships of Class:

  • SDF-2 Megaroad-01 Modified 2016 as a major battleship by Megaroad-01 colonists. Flag ship of Gallaron Space Defense Fleet (GSDF)

  • MDC BY LOCATION:

    (1) Forward 2/3 of Ship (Main cannon, landing bays)	  	240,000
    (2) Rear 1/3 of Ship (Command Section, Main Engines)     	175,000
        Left Wing (Crew Quarters, Landing Bays)          	        100,000
        Right Wing (Crew Quarters, Landing Bays)         	     	100,000
        Main Laser Cannons (14, front)                   	          2,000 each
    (3) Command Tower                                   	         10,000
    (3) Sensor Array (Top of Command Tower)             	          1,000
    (4) Main Thrusters (4)                            	         20,000 each
    (4) Secondary Thrusters (4)                       	          2,500 each
        Guidance Thrusters (50)                       	            300 each
        Airlocks/Access Hatches (250)                 	            200 each
        Armored outer hull per 40ft area		 	            250
        Interior walls (per 20ft area)               	             20
    (5) Pin Point Barriers (8)                      	          5,000 each
    (6) Omni-Directional Barrier System                        	 50,000
    NOTES:

    1. Depleting the MDC of the front 2/3 section of the SDF-2 will disable the main cannon and put the forward fighter bays out of commission. The ship will still be able to maneuver and engage in combat, but all forward weapon systems will not function properly (number of attacks per melee divided by 3).

    2. Depleting the MDC of the rear 1/3 section of the SDF-2 will destroy the ship, due to loss of the power systems and main engines. All internal systems will shut down, including life support and internal gravity. The Megaroad itself will be unsalvageable.

    3. 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 Lighting. 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.

    4. 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. In an atmosphere, the Megaroad will still be able to land using antigravity engines (provide the rear 1/3 of the spacecraft is intact) but will not be able to take off again.

    5. 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).

    6. When activated, the Reflex Barrier forms a sphere around the ship that can absorb up to 50,000 MDC in a single round, or 200,000 when inverted. If damaged or destroyed, the sphere regenerates at a rate of 1,000 MDC per melee round. See the Reflex Barrier entry below for details. The barrier will cease to function if ship's main body of engines take damage over 50% of their MDC capacity. Any type of barrier overload has a 55% chance of destroying the ship.

    SPEEDS:

    Speed (sublight): 0.24 speed of light
    Speed (Auxiliary Drives): Mach 2.7
    Space Fold: Range Unlimited (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 30 year life span)

     

    STATISTICAL DATA:

    Length: 17,160 ft (5,200 m)
    Length (command tower only): 792 ft (240 m)
    Weight: 4,520,000 tons (empty) / 5,250,000 tons (standard)

    Fold System: Protoculture Super Heavy Fold System Cluster

    Sublight Drive: Macron Industries Impulse Drive Cluster

    Gravity Control System: Internal
    Auxiliary Engine: ORTEC Rocket Motor Cluster

    Radar System: Stealth Aegis Pod

     

    WEAPON SYSTEMS:

    1. HEAVY PARTICLE BEAM CANNON (1): The most noticeable feature of the SDF-2's refit is the powerful main cannon installed inside the hull in place of the city block. In waiting mode, it is concealed within the hull of the ship behind a heavily armored sliding cover at the bow of the ship, and cannot be accessed from the outside of the ship unless a large section of the outer hull is removed or destroyed. This weapon is the most devastating beam cannon ever mounted on a space craft, and is easily three times as powerful as the main cannon of the SDF-1. The weapon fires a beam up to 200,000 miles (320,000 km) long and 4 miles (6.4 km) wide that instantly destroys EVERYTHING in its path. The main drawback of the weapon is the enormous power it consumes. Once fired, it requires a full 10 minutes (40 melees) before it can be fired again, and is therefore mainly used against enemy command ships or heavily defended installations during the opening stages of combat.

      1. PRIMARY PURPOSE: Heavy Assault

      2. SECONDARY PURPOSE: Anti-Warship/planetary bombardment

      3. RANGE: 200,000 miles (320,000 km) Double in space

      4. 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 6D6x1,000,000 MD (!), leaving only a radioactive crater 4D6x10 miles long and 6D6x100 feet deep. The resulting shockwave will also cause substantial damage to surrounding terrain for an additional 1D6x100 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 40,000 MDC capacity before it can resist a heavy particle beam of this magnitude.)

      5. RATE OF FIRE: Once every 10 minutes. (40 melees)

      6. PAYLOAD: Unlimited. Will function so long as the command section (rear 1/3 of the ship) is intact.

    2. HEAVY MISSILE LAUNCHERS (12): The SDF-2 contains twelve missile launcher tubes for launching ICBM-like missiles during combat. Resembling torpedo launchers, six are mounted on each wing of the ship recessed into the hull and fire forward only. Like the heavy laser cannons, the missile launchers are intended to be used against enemy warships.

      1. PRIMARY PURPOSE: Assault

      2. SECONDARY PURPOSE: Anti-Warship

      3. RANGE: 15,000 miles (24,120 km)

      4. SPEED: Mach 2+ (1340 mph/2140 kmph) in an atmosphere.

      5. DAMAGE: 4D6x1000 M.D.

      6. BLAST RADIUS: 3,000 feet (915 m)

      7. RATE OF FIRE: Each launcher tube holds one missile and must be reloaded after firing. Reloading a launcher tube takes 30 seconds (2 melee rounds). If loaded, all 12 tubes can fire at once for a volley of 12 nuclear missiles.

      8. PAYLOAD: SDF-2 Carries 200 missiles that can be readied for firing in about 10 minutes, as well as 20 of the new SLM-27 Doomsday long range missiles.

      9. NOTE: These missiles CANNOT be used by variable fighters. Each missile is approximately the same size as a VF-4 Lighting-III. Variable fighters that require nuclear ordinance usually carry RMS-1 long range missiles.

    3. HEAVY LASER CANNONS (14): The SDF-2's newly refit hull allows for the ship to carry 12 additional heavy laser cannons closely based on the laser turrets found on all Zentradi vessels. These weapons are powerful enough to destroy all but the largest and most powerful enemy battleships with a single blast. They are fixed forward with a 30 degree arc, and can only hit objects almost directly in front of the ship.

      1. PRIMARY PURPOSE: Defense

      2. SECONDARY PURPOSE: Anti-Warship

      3. RANGE: 100,000 miles (160,000 km) in an atmosphere. Double in space.

      4. DAMAGE: 1D6x1000 M.D.

      5. RATE OF FIRE: Each cannon can fire once every other round.

      6. PAYLOAD: Unlimited.

    4. RETRACTABLE P-BEAM TURRETS (40): In addition to the upgraded Heavy Laser Cannons the SDF-2 has been equipped with 40 retractable heavy particle cannons mounted in self contained turrets. Each cannon delivers less damage individually than the heavy laser cannons, but in a concentrated volley they can create powerful broadsides with half of the P-Beams being on the port side, the other half being on the starboard side, 10 on each side mounted forward and. These turrets are based loosely on the particle cannons used on most Zentradi vessels, but are mounted in a twin-barrel turret to increase individual firepower. At most 20 turrets can be brought to bear on a single target.

      1. PRIMARY PURPOSE: Assault

      2. SECONDARY PURPOSE: Anti-Warship

      3. RANGE: 100,000 miles (160,000 km)

      4. DAMAGE: 2D6x100 M.D. per shot, 4D6x1000 for a full volley

      5. RATE OF FIRE: Each cannon can fire three times per melee. The cannons can fire individually or be combined with the heavy lasers to fire a single volley.

      6. PAYLOAD: Unlimited.

    5. RETRACTABLE LASER TURRETS (130): Though modified for combat use, the SDF-2 is still vulnerable to attacks from enemy mecha. To further the defensive cappabilities of the ship, SDF-2's laser defense system was upgraded with newer technology, making this ship virtually impregnable to enemy mecha. These small, short-range lasers are 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 the gun turrets are concealed within the hull underneath a sliding hatch. At most 24 lasers can be brought to bear on a single target.

      1. PRIMARY PURPOSE: Anti-aircraft

      2. SECONDARY PURPOSE: Anti-missile

      3. RANGE: 30 miles (48.2 km) in an atmosphere. Double in space.

      4. DAMAGE: 1D6x20 M.D. each. Several lasers can be directed to fire in volleys of 3 or more. A volley of 3 beams does 3D6x20 M.D., a volley of 6 beams does 6D6x20 M.D., and so on. A full volley of 24 beams aimed at a single target does 6D6x100 M.D. (!) if it hits.

      5. RATE OF FIRE: Each laser can fire 4 times per melee, and can be combined in any volley combination of 3 or more lasers, up to 24 lasers. Volleys can be directed at different targets.

      6. PAYLOAD: Unlimited.

      7. NOTE: The advanced technology of these new laser turrets makes them slightly more accurate than their UN counterparts. The turrets are +1 to strike individually and +2 in a volley of three or more lasers.

    6. RETRACTABLE MEDIUM MISSILE LAUNCHERS (40): For anti-aircraft defense the SDF-2 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.

      1. PRIMARY PURPOSE: Anti-Aircraft

      2. SECONDARY PURPOSE: Anti-Warship

      3. MISSILE TYPES: Any type of GSDF medium missile can be used. Smart missiles are commonly used to avoid hitting friendly aircraft.

      4. RANGE: Varies, typically 60 miles (80.4 km).

      5. SPEED: Varies, typically 1600mph (2571kmph).

      6. DAMAGE: Varies, typically 2D6x10 M.D.

      7. BLAST RADIUS: Varies, typically 15 feet.

      8. RATE OF FIRE: Volleys of 2, 4 or 6 missiles per launcher.

      9. 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.

     

    DEFENSE SYSTEMS:

    1. OMNIDIRECTIONAL (REFLEX BARRIER) DEFENSE SYSTEM: Used primarily as a defense against reflex weaponry or other heavy assault weapons such as the Macross cannons. The Omnidirectional Barrier Defense System, commonly referred to as a "Reflex Barrier" completely encircles the battleship 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, and it is therefore rarely if ever used over periods of more than a few seconds. (1 to 2 melee rounds) Under ideal circumstances, the barrier functions on a principle of action-reaction, first by absorbing incoming energy and matter, and then redirecting that energy or matter in all directions away from the ship. The energy reaction is very similar to the barrier overload of the SDF-1's Omnidirectional Barrier system, but the majority of the time is considerably less powerful.

    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 4th Supervision War, but in each case it was always confined to an un-populated area or an empty region of space for strategic purposes) The SDF-2 is actually equipped with two reflex barrier systems that reinforce each other to cover the entire ship.

      1. 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 200,000 MD while inverted)

      2. RANGE: The barrier generates a spherical force field with a radius of 2900 m around the exact center of the ship.

      3. DAMAGE CAPACITY: Can sustain up to 50,000 MD in a single round. Regenerates at a rate of 5,000 MD 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 200,000 MDC while inverted.

      4. 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.

      5. NOTE: The barrier can deflect a heavy particle beam attack, such as the one generated by the SDF-1 Macross, Zentradi/Varauta command warships, and some Protodeviln. When hit by a heavy particle beam the shield will take 20,000 MDC damage, with the rest of the beam 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.) If inverted, the barrier will continued to absorb energy with no apparent effects until it absorbs more than 200,000 MDC, at which point it will immediately explode. (In order to invert the barrier, the ship's cheif 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.)

    1. 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 Spacey starships, starting with the Megaroad colony 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 Megaroa-01carries two PPB systems as opposed to a single system on most Gallaron vessels. If one group of two is disabled or destroyed (e.g. by deflecting a heavy particle beam) the other will continue to function. 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) 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 to the VF pilots and laser turrets.

      1. PRIMARY PURPOSE: Defense (the pinpoint barrier system cannot be used as a weapon)

      2. RANGE: Up to 300 feet (91.5 m) from the surface of the vessel.

      3. DAMAGE CAPACITY: Can sustain up to 5,000 MD per round. Regenerates at a rate of 2,500 MD per melee round.

      4. RADIUS: 200 ft (61 m)

      5. 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.

      6. 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.

      7. 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, Zentradi/Varauta 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.

      8. 01-15: Lucked out, system will be operational in 1D6 hours.

      9. 16-30: Minor damage, system will require 4D6 hours to repair.

      10. 31-45: Major damage, system will require 2D6x10 hours to repair (yes, DAYS of work).

      11. 46-60: Completely destroyed! System can be rebuilt, but will require new parts and 2D6 DAYS of work to replace.

      12. 61-75: Major damage, system will require 2D6x10 hours to repair.

      13. 76-90: Minor damage, system will require 4D6 hours to repair.

      14. 91-95: Lucked out, system will be operational in 1D6 hours.

      15. 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 Megaroad colony vessels 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 energy system (in the rear 1/3 of the ship) can supply energy to it.

  • HOLOGRAPHIC PROJECTION SYSTEM: The semi-transparent panels of the original colony ship were replaced by sturdier armor plating and a reinforced hull structures after the ship's 2016 refit. The original holographic projection system was then modified to encompass the ship's exterior, giving the SDF-2 the unique ability to camouflage itself against nearby objects such as asteroids, terrain, or even other starships, and it can also be used to confuse enemies forces with holographic images. This system aides the battleship very much like the ECM jamming systems of the Maizuru class Stealth Carrier, and can give the ship +2 to dodge +1 to strike and +1 on initiative in combat with other starships AND and close range mecha and even protodeviln. The system will continue function unless the MDC of the forward 2/3 of the ship is reduced by half, or if the command section is destroyed.

  • HYPERSPACE COMMUNICATIONS: Based on the same technology as the space fold system, the hyperspace communications relay allows faster-than-light communication between the New Macross 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 1 second per light year, so messages communicated over vast distances can still take seconds or minutes to arrive.

  • LIFE SUPPORT SYSTEMS: The Megaroad vessels have sufficient life support to provide breathable air and comfortable temperatures for up to 20,000 people for up to 30 years (air is recycled). In an emergency the life support system can support up to 60,000 people at one time, though living conditions onboard will get extremely cramped at that point. The ship also has food stored to support the crew for 5 years and enough water for up to 15 years (with recycling). If disabled, the Megaroad has enough emergency rations onboard for approximately 2 weeks.

  • LONG-RANGE LASER/SATELLITE RELAY COMMUNICATIONS: The impressive communications array of the Megaroad 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.

  • SPACE FOLD SYSTEM: For FTL propulsion, the Megaroad is equipped with an ORTEC Heavy Duty Fold System Cluster, capable of propelling the colony ship through hyperspace at speeds up to 9.83x10^9 mps (1.57x10^10 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 battle carrier is equipped with ORTEC/Rolls Royce/Shinnakasu 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 carrier is limited to speeds of Mach 2.5 maximum due to hull stress.

  •  

    MECHA COMPLEMENT (STANDARD):

  • VF-1F Electric Valkyrie: 240 (20 squadrons)

  • VF-4 Lightning-III: 420 (35 Squadrons)

  • PA-142 Stormlord: 300 (30 squads)

  • Shuttles and Support Craft: 124

  • REFERENCES USED IN THIS DESIGN

  • "Doe's All The Worlds' Starship Guide: SDF-02 Megaroad-01 Entry

  • Macross Flashback 2012

  • Macross 7 TV series

  • Legend of Megaroad Fanfiction