

The following material is an adaptation of the starship design from
MACROSS 7, a sequel to the original Japanese MACROSS TV series (which became
Robotech here in the U.S.). Please feel free to use, copy, and distribute it
as you see fit. All I ask is that you give proper credit to the author and
do not claim that it is your own work. Comments and suggestions are welcome.
THE NEW MACROSS COLONY SHIPS
(Version 1.2
- Last modified: Friday, 18-Jan-08 02:59:00 PST)
RPG Stats by DANIEL HENWOOD
(dhenwood@hotmail.com)
Background text by DAVE DEITRICH
(deitrich@mcs.net)
Background info provided by the
MACROSS ONLINE COMPENDIUM

BACKGROUND
The New Macross-Class Colony Ships are the latest long-range
exploration and colonization vessels being used by the UN Spacy to probe the
far reaches of the galaxy. The first of these vessels, the New Macross
01, was launched from Earth in September 2030, and since then an average
of one New Macross ship per year has been launched from the solar system or
one of the older human colonies. The new colony ships have replaced the
older Megaroad-Class Colony Ships that had been in service ever since
the launch of the SDF-2 Megaroad-01 in June 2012.
The New Macross ships represent a fundamental redesign and redevelopment of
the UN Spacy's colonization strategy. The new vessels are designed to be the
flagships of colonization fleets carrying well over 1 million civilian
settlers. The colony portion of the New Macross vessels (usually called the
"City" part) alone can carry over 350,000 people, a vast improvement
over the 80,000-colonist capacity of the Megaroad vessels. In addition the
City block provides much better protection for the civilians than earlier
ships did. The semi-transparent dome covering the city can be enclosed by a
heavy projection shield that completely protects the colony from attacks
(except for external areas, see below). When not in danger, the shield can
be lifted off the dome to provide colonists with an awe-inspiring view of
the stars. The raising and lowering of the shield gives the impression of a
giant clam opening and closing its shell, which has led to ships of this
class being nicknamed "clamshell ships" and "clamshell colonies".
The New Macross vessels are also intended to serve as the flagship for the
colonization fleet's military escort forces. Unlike previous colony ships the
New Macross vessels are actually two starships in one. The front part of the
ship is a military Battle Carrier which can separate from the colony part and
engage in battle separately when necessary. The carrier (usually called the
"Battle" section)
can carry over 350 variable fighters at
maximum capacity and contains sophisticated communication and radar systems
which allows it to effectively coordinate the fighter wings and escort ships
in battle. In addition the battle section is transformable (has two modes of
operation, Cruiser and Attack mode) and is armed with an
impressive array of anti-warship weaponry, including missile launchers, rail
guns, and a heavy particle beam cannon modeled after the original Macross
Cannon on the SDF-01 Macross. The Macross Cannon is of particular
interest, as it is a self-contained spaceship that can be released from the
New Macross battle section and maneuvered and fired under its own power if
necessary. The performance of the New Macross battle sections has been so
impressive that the UN Spacy has constructed a few of the battle carriers
individually (without the city sections) to serve as command ships for
all-military space fleets.
The interiors of the New Macross city sections contain large metropolitan
areas that are over 50 square kilometers in size. These cities are usually
extremely clean and well kept, and feature many parks and public areas for use
by citizens. Most colony residents enjoy a high standard of living, which
helps to offset the boredom of long-distance space travel. The only
exceptions to this rule are residents living in the external habitation
modules of the city section. Each city ship can have up to 5 external living
areas attached to the main hull. These areas are not protected by the
projection shield and are therefore much more vulnerable to attack. Usually
these areas are used for agriculture or additional parks, but occasionally
they are used to house additional settlers who are added to the mission at the
last minute. These areas usually become havens for "second-class citizens"
and can resemble the slums of most major cities.
Previous colonization fleets usually consisted of one Megaroad ship and a
modest escort fleet. However, when a New Macross ship is launched it is
accompanied by a fleet of special-purpose colony ships that make up a
self-supporting community in space, allowing the ships to operate for years
without contact from home. (current estimates are that a New Macross colony
fleet can operate for up to 30 years without resupply.) The accompanying
colony fleet usually includes at least one of each of the following ships;
Three Star-class mobile factory ships, Riviera-class (and/or
Mark Twain-class) resort ships, Hollywood-class amusement ships,
Einstien-class research ships, Beginhill-class military training
vessels, and Sunflower-class agriculture ships. These ships are in
addition to a moderately large military escort fleet made up mostly of
Uraga-class variable fighter carriers, Maizuru-class cruisers, and
Stealth Frigate escorts.
To date 14 New Macross colony fleets have been launched since 2030. So far
only two of these fleets have met with significant problems or resistance.
The New Macross 05 and New Macross 07 colony fleets encountered
the Varuta forces and Protodeviln beings while exploring near the center of
the galaxy, leading to the UN Spacy/Varuta War of 2045-2046. The
Macross 05 fleet was destroyed shortly after landing on the planet Rax
in 2045, and the Macross 07 fleet suffered heavy damage including the
loss of the Battle 07 carrier on the home planet of the Protodeviln
during the final battle of the war. Fortunately none of the other New Macross
fleets have encountered similar problems yet, but no one really knows what
dangers are still waiting in the unexplored parts of the galaxy the ships are
heading into.
GM'S NOTE: The interior colony section for every New Macross vessel is
designed differently to form unique cities in space. If you plan to use a New
Macross ship as the focus of a Macross 7 campaign then I highly recommend at
least mapping out the city interior, as the characters will probably be
spending most of their free time (and possibly a lot of their duty time)
inside the city. One easy way to do this is to take a detailed map of the
city of your choice and draw an oval 5 km long by 3.5 km wide around the
downtown city section.

RPG STATS
Government: New Unity Government (Earth)
Ship Type: Long Distance Emigration Ship/Space Attack Carrier
Class: New Macross Class
Manufacturer: ORTEC Company/Three Star Heavy Industries/UN Spacy
Crew:
- Battle Section (2,000 total)
- Command Tower: 74
- Main Ship: 1,226
- VF Pilots: 240 + 100 reserve
- Troops: 360
- City Section (360,520 total)
- Crew: 10,520
- Civilian Colonists: 350,000
- Notable Ships of Class:
- New Macross 05 (launched 2036, destroyed 2045 by Varuta forces)
- New Macross 07 (launched 2038, battle section destroyed 2046 by
Protodeviln Gepruniti)

BATTLE SECTION STATS
MDC BY LOCATION:
(1) Main Body 50,000
Arms (2) 25,000 each
Flight Decks/Arm Shields (2) 10,000 each
(2) Main Engines/Leg Units (2) 25,000 each
(3) Command Tower 10,000
(3) Sensor Array (Top of Command Tower) 2,000
(2) Secondary Thrusters (2) 5,000 each
Small Guidance Thrusters (40) 400 each
Gunship/Main Gun (1) 20,000
Rail Cannons (4) 2,500 each
Airlocks/Access Hatches (70) 200 each
Outer Hull (per 40ft area) 150
Interior walls (per 20ft) 20
(4) Pin Point Barriers (4) 5,000 each
NOTES:
- Depleting the MDC of the main body will put the Battle Carrier 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-11 Thunderbolt.
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 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): 0.20 speed of light (32,000 miles per second)
Speed(Auxiliary Drives): Mach 3
Space Fold: Range Unlimited (1 light year every 6 minutes)
Planet bound:
- Can land if necessary but not designed to maneuver in an atmosphere.
- Maximum Range: Unlimited (estimated 30 year life span)
STATISTICAL DATA:
- Length (cruiser mode): 4,983 ft (1,510 m)
Length (command tower only): 610 ft (185 m)
Height (attack mode): 3,861 ft (1,170 m)
Weight: 6,250,000 tons (empty) / 7,700,000 tons (standard)
- Fold System:
- ORTEC/Shinnakasu/General Galaxy Advanced Fold System Cluster
- Sublight Drive:
- ORTEC/Centinel Impulse Drive Cluster
- Gravity Control System: Internal
Auxiliary Engine:
- Shinnakasu/Shinsei Industries/Agar Nuclear Pulse Rocket Motor Cluster
- Radar System: Stealth Aegis Pod
WEAPON SYSTEMS:
- MACROSS CANNON MAIN GUN/GUNSHIP: The most powerful weapon on the
New Macross-class battle carriers is the Macross Cannon, which is
basically the same heavy particle beam cannon used by the original
SDF-01 Macross in the war against the Zentraedi. The cannon can
fire 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. Even when connected
to the battle carrier's powerful engines the cannon takes a full 5
MINUTES (20 melee rounds) to recharge between shots.
Unlike in previous ship designs, the New Macross battle carrier's cannon
is contained in a completely separate starship unit from the rest of the
vessel. This allows a better range of motion and more accurate firing in
battle mode, as well as the ability to completely eject the cannon in the
event of an overload or serious malfunction. The cannon unit is commonly
referred to as the "Gunship", and even contains separate power
systems, engines, and life support systems that allow it to function as
an independent spaceship if necessary. The gunship can carry a crew of
four (pilot, copilot, engineer, and communications expert) but is usually
piloted by remote control when necessary. The gunship does not have
sublight or fold capacity and cannot fly in an atmosphere.
- PRIMARY PURPOSE: Heavy Assault
- SECONDARY PURPOSE: Anti-Warship
- RANGE: 60,000 feet (96,000 m) 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) if connected to
the New Macross battle carrier. If separated, the gunship contains
generators that can recharge the cannon in 1 hour (240 melees).
- PAYLOAD: Effectively Unlimited.
- NOTE: The Macross Cannon Gunship is a fully functional starship
that can support 4 crew and up to 4 passengers and propel itself
through space at thrust equivalent to 1500 mph/2400 kmph. However
the gunship cannot maneuver in an atmosphere and does not have any
facilities on board for carrying variable fighters or shuttles.
- RAIL CANNONS: As a secondary weapon system the New Macross battle
carriers carry four large-caliber rail guns, two on each shoulder/side of
the ship. These cannons are similar to those on the original SDF-01
Macross (though much more modern) and use magnetic accelerator technology
to propel metal slugs at incredible velocities towards a target. The
slugs fired by the cannons are much larger and much more accurate than
previous rail guns, though the rate of fire of the cannons is slower than
earlier versions due to the slug's size.
- PRIMARY PURPOSE: Defense
- SECONDARY PURPOSE: Anti-Warship
- RANGE: 24 miles (38.4 km) in an atmosphere. Double in space.
- DAMAGE: 1D4x1000 M.D. per slug. Usually fired in pairs.
- RATE OF FIRE: Each rail cannon can fire up to 4 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).
- HEAVY MISSILE LAUNCHERS (8): The New Macross battle carriers
contain eight missile launcher tubes for launching ICBM-like missiles
during combat. Resembling torpedo launchers, four are mounted on each
side of the ship recessed into the hall and fire forward only. In Attack
mode these launchers are located in the shoulders of the ship near the
rail guns. The launchers contain long-range nuclear missiles and are
usually used only during assaults and heavy combat. The New Macross 07
used these launchers in combat against greater Protodeviln during one
battle of the Varuta war. Unfortunately the missiles proved ineffective
against the Protodeviln's incredible regenerative capabilities.
- PRIMARY PURPOSE: Heavy Assault
- SECONDARY PURPOSE: Anti-Warship
- RANGE: 3,000 miles (4824 km)
- SPEED: Mach 2+ (1340 mph/2140 kmph) in an atmosphere.
- DAMAGE: 4D6x1000 M.D.
- BLAST RADIUS: 3,000 feet (915 m)
- RATE OF FIRE: Each launcher tube holds one missile and must be
reloaded after firing. Reloading a launcher tube takes 1 minute (4
melee rounds). If loaded, all 8 tubes can fire at once for a volley
of 8 nuclear missiles (!).
- PAYLOAD: A typical battle carrier carries 40 missiles in
storage that can be readied for firing in about 30 minutes.
Additional missiles can be carried if deemed necessary, however.
- NOTE: These missiles CANNOT be used by variable fighters. Each
missile is approximately the same size as a
VF-11 Thunderbolt. Variable
fighters that require nuclear ordinance usually carry RMS-1 Anti-Warship long range missiles.
- RETRACTABLE LASER TURRETS (30): For anti-aircraft/anti-mecha defense
the New Macross battle carriers are armed with 30 automated laser turrets
that retract into the cruiser's hull when not in use. These short-range
lasers can also do moderate damage against smaller enemy spacecraft if
they get too close. The lasers are located at key points along the
spacecraft's hull. At most 6 lasers can be directed against a single
target at any time.
- PRIMARY PURPOSE: Anti-Missile
- SECONDARY PURPOSE: Anti-Aircraft
- RANGE: 30 miles (48.2 km) in an atmosphere. Double in
space.
- DAMAGE: 1D6x20 M.D. per shot
- RATE OF FIRE: Equal to the controller's number of hand-to-hand
attacks. If set on automatic each laser turret can fire up to 4 shots
per round.
- PAYLOAD: Unlimited.
- NOTE: The lasers can be set on automatic during combat, during
which time they have a +3 to strike due to their advanced tracking
systems. The lasers tracking systems will target incoming missiles
first and attacking mecha/aircraft second.
- MEDIUM MISSILE LAUNCHERS (12): In addition to the laser turrets,
the battle carriers are armed with twelve medium missile launchers for
additional anti-mecha defense. 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: Anti-Aircraft
- SECONDARY PURPOSE: Anti-Warship
- MISSILE TYPES: Any type of UN Spacy Medium Range Missile can be used.
Smart missiles are commonly used to avoid hitting friendly aircraft.
- RANGE: Varies, typically 60 miles (80.4 km).
- SPEED: Varies, typically 1600mph (2571kmph).
- DAMAGE: Varies, typically 2D4x10 M.D.
- BLAST RADIUS: Varies, typically 15 feet.
- RATE OF FIRE: Volleys of 2, 4, 6, 8, or 10 missiles per launcher.
- PAYLOAD: Each launcher holds 8 missiles. Once the missiles are
expended the launcher is reloaded within 1 round via an automated
system. The reload system holds 50 missiles per launcher.
- PINPOINT BARRIER DEFENSE SYSTEM: Originally developed by
researchers onboard the SDF-01 Macross during Space War One, the Pinpoint
Barrier System is a standard defense system on board all UN Spacy
starships, including the New Macross battle carriers. 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
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 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 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 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!

SYSTEMS OF NOTE:
- ANTIGRAVITY PROPULSION SYSTEM: The New Macross battle carriers are
equipped with an anti-gravity propulsion system used for planetary landings
and liftoffs. The system is good for vertical ascent/descent only and can
lift the ship at speeds of up to 1,320 feet (400 m) per minute. The system
will function so long as the main engines can supply energy to it.
- HYPERSPACE COMMUNICATIONS: Based on the same technology as the
space fold system, the hyperspace communications relay allows
faster-than-light communication between 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 5 seconds per light year, so messages communicated over
vast distances can still take days, weeks, or months to arrive.
- LIFE SUPPORT SYSTEMS: The battle carriers have sufficient life
support to provide breathable air and comfortable temperatures for 2,000
people for up to 30 years (air is recycled). In an emergency the life support
system can support up to 10,000 people at one time, though living conditions
onboard will get extremely cramped at that point. The carrier also holds
sufficient food and water to support 2,000 people for up to 6 months.
- LONG-RANGE LASER/SATELLITE RELAY COMMUNICATIONS: The impressive
communications array of the battle carrier 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 battle carrier is equally
as impressive as the communication system, and can track and identify up to
2,000 craft simultaneously. The radar system has a 2,000 mile/3,200 km range.
- SPACE FOLD SYSTEM: For FTL propulsion, the battle carrier is
equipped with an ORTEC/Shinnakasu/General Galaxy Advanced Fold System Cluster,
capable of propelling the carrier 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 battle
carrier is equipped with ORTEC/Centinel Impulse Drive Cluster engines that can
propel the craft at speeds up to 0.20 speed of light (32,000 miles per second)
in space. Note that these engines are mainly intended for rapid movement
inside a planetary system and are not suited for long voyages between star
systems. In a planetary atmosphere the carrier is limited to speeds of Mach 3
maximum due to hull stress.
- SUBSPACE MASS SENSORS: The New Macross battle carriers are equipped
with subspace sensors, which are based on the same principles as the
hyperspace communications array. These sensors can essentially instantly
detect mass readings and movement of objects up to 1 AU (93 million miles)
distant from the carrier, and the readings are used both for early warning and
for navigation when travelling at sublight speeds. Readings taken with the
subspace sensors are not very detailed (-25% penalty when trying to identify a
detected object) and cannot detect objects of less than 60,000 kg (this
includes most variable fighters).
MECHA COMPLEMENT (STANDARD):
- VF-11C Thunderbolt: 300 (25 Squadrons) on
active status. An additional 5 squadrons (60 Thunderbolts) are stored in
holding bays and can be readied within 2D6 hours.
- VF-17 Nightmare: 3-6 (3 Active, 0-3
Reserve)
- VF-19 Excalibur: 3
- Conserax Probe Modules: 20
NOTE: The New Macross battle carriers have enough room to hold an
additional 4 squadrons (48 fighters) if necessary, though the landing bays
would be extremely cramped at that point.

COLONY SHIP (CITY) SECTION STATS
MDC BY LOCATION:
(1) Main Body (Bottom Shell) 250,000
Projectile Shield (Top Shell) 250,000
Projectile Shield (Per 40 ft area) 500
(2) City Dome 50,000
(2) City Dome (Per 40 ft area) 100
(3) Top Shell hinge joint 20,000
Command Tower 25,000
Connection Joint/Engineering Section 40,000
(4) Main Engines/Power Plant (2) 80,000 each
(4) Auxiliary Engines (4) 10,000 each
(5) Akusho Garden (Acshio Area) 5,000
(5) Event Subdome 25,000
(6) Outer Shell Mayoral Tower 15,000
(6) Outer Shell Mayoral Tower (Per 20 ft area) 250
(7) Pin Point Barriers (8) 5,000 each
NOTES:
- Depleting the MDC of the main body will essentially destroy the City
section. All internal systems will shut down, including life support and
internal gravity. The colony ship itself will be an unsalvageable
floating wreck, and any surviving colonists must be rescued quickly or
will die from asphyxiation as the remaining atmosphere drains into space.
- In "Shell Down" mode, the semi-transparent city dome is completely covered
by the projectile shield. Therefore in order to attack the city dome in
this mode the projectile shield must be penetrated or destroyed first.
If the City Dome is destroyed while in space (2D4x10) percent of the
colonists inside will be instantly killed due to explosive decompression.
- If the hinge joint for the top shell is destroyed it will float away from
the main spacecraft (assuming the colony ship is in space). The city
dome will take 1D6x1000 MD as the top shell scrapes across its surface.
If the hinge joint is destroyed in an atmosphere while the top shell is
open it will come crashing down, doing 2D6x1000 damage to the city dome.
Either way, the effects of the shock waves on the city inside will be
catastrophic.
- Depleting the MDC of the main engines will force the ship to rely on its
auxiliary engines. Depleting the MDC of the main engines AND auxiliary
engines will leave the colony ship adrift in space. If in an atmosphere,
the colony will crash (destruction of the main engines will render the
antigravity system useless due to loss of power).
- The Acshio Area and Event Subdome are not protected by the projectile
shield, even in "Shell Down" mode. Note: The Acshio Area is
unique to the Macross 07, though other New Macross colony ships
may have similar attachments.
- In "Shell Down" mode, the mayoral tower is protected and contained within
the command tower on top of the projectile shield. Therefore in order to
attack the mayoral tower in this mode the command tower must be
penetrated/destroyed first.
- 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): 0.20 speed of light (32,000 miles per second)
Speed(Auxiliary Drives): Mach 1
Space Fold: Range Unlimited (1 light year every 6 minutes)
Planet bound:
- Can land if necessary but not designed to maneuver in an atmosphere.
- Maximum Range: Unlimited (estimated 30 year life span)
STATISTICAL DATA:
Length (city section): 16,500 ft (5,000 m)
Length (connector/engineering section): 2,640 ft (800 m)
Length (Acshio external island): 990 ft (300 m)
Length (overall): 19,140 ft (5,800 m)
Weight: Approximately 7,777,770,000 tons standard
- Power System:
- ORTEC/General Galaxy Main Reactor(700,000,000 kilowatts per hour)
- Fold System:
- ORTEC/Shinnakasu/General Galaxy Advanced Fold System Cluster
- Sublight Drive:
- ORTEC/Centinel Impulse Drive Cluster
- Gravity Control System: Internal
Auxiliary Engine:
- Shinnakasu/Shinsei Industries/Agar Nuclear Pulse Rocket Motor Cluster
DEFENSE SYSTEMS:
- PINPOINT BARRIER DEFENSE SYSTEM: See the Pinpoint
Barrier Defense System entry above for full details. The New Macross
city section has two PPB systems as opposed to a single system on the
battle carrier. If one group of four is disabled or destroyed (e.g. by
deflecting a heavy particle beam) the other will continue to function.
The operators of the barriers are instructed to defend (1) any breaks or
weaknesses in the projectile shield and/or city dome, (2) the command
tower and mayoral tower, (3) the main engines, and (4) the engineering
section/battle carrier docking section, in that order.
SYSTEMS OF NOTE:
- ANTIGRAVITY PROPULSION SYSTEM: The New Macross colony sections are
equipped with an anti-gravity propulsion system used for planetary landings
and liftoffs. The system is good for vertical ascent/descent only and can
lift the ship at speeds of up to 1,320 feet (400 m) per minute. The system
will function so long as the main engines can supply energy to it.
- EXTERNAL ENVIRONMENT MODULES: The New Macross colonies can have up
to 6 external domes connected to them which provide additional space for
people and supplies. The disadvantage of these domes is that they are not
protected by the city's projectile shield, even when the shield is fully
closed. Most of the time these domes are used for parks and/or agriculture,
though they are sometimes used to hold extra settlers. Such external habitats
usually become run-down quickly as they are not patrolled and maintained as
frequently as the internal city is.
- HIGHWAYS AND PUBLIC TRANSPORTATION: The New Macross city has an
extensive series of roadways and highways, though ownership of cars is usually
restricted to public officials and maintenance/transport staff. The city also
has an extensive public transportation system of buses and subway lines to
help citizens get around the city. There is a main highway and subway line
that completely circles the outer rim of the ship, allowing people and
supplies to bypass the city and get from one end of the craft to the other in
a matter of minutes.
- HOLOGRAPHIC PROJECTION SYSTEM: The city dome and the interior of
the projectile shield both contain sophisticated holographic projection system
which are used to generate images of terran skies. 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: 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 5 seconds per light year, so messages communicated over
vast distances can still take days, weeks, or months to arrive.
- LIFE SUPPORT SYSTEMS: The city sections have sufficient life
support to provide breathable air and comfortable temperatures for 400,000
people for up to 30 years (air is recycled). In an emergency the life support
system can support up to 1,000,000 people for a short time. The colony also
has enough water onboard to support the population for up to 10 years (with
recycling) but only has enough food for approximately 2 weeks. This makes it
extremely important for a New Macross fleet to have at least one Sunflower
agriculture ship accompany it to provide a steady source of food for the
colonists.
- LONG-RANGE LASER/SATELLITE RELAY COMMUNICATIONS: The city section
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 city section is also
modest compared to that of the New Macross battle carrier. The system can
track and identify up to 500 craft simultaneously and has a 200 mile/320 km
range.
- PARKS AND GARDENS: In order to give the ships a more "organic"
feel, New Macross cities contain several large parks, gardens, and forest
areas which contain many species of fauna and flora from Earth and other major
colonies. These parks are sometimes very large and thick and sometimes can be
used to hide from colony officials. During the UN Spacy/Varuta war Varuta
troops used the forests of the New Macross 07 to hide several FZ-109 Elgerzorene fighters that had entered the
colony during a firefight from Macross 7 military and security forces.
- SPACE FOLD SYSTEM: For FTL propulsion, the colony block is equipped
with an ORTEC/Shinnakasu/General Galaxy Advanced Fold System Cluster, capable
of propelling the carrier 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.
The fold drive is powerful enough to propel both the battle carrier and city
block through hyperspace when they are connected.
- SUBLIGHT ENGINES: As a backup to the Fold System, the city section
is equipped with ORTEC/Centinel Impulse Drive Cluster engines that can propel
the craft at speeds up to 0.20 speed of light (32,000 miles per second) in
space. Note that these engines are mainly intended for rapid movement inside
a planetary system and are not suited for long voyages between star systems.
In a planetary atmosphere the carrier 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 battle carrier is attached.
- SUBSPACE MASS SENSORS: Like the battle carriers, the New Macross
colony vessels 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 carrier 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):
NONE! However, the landing bays in the New Macross colony ships have
enough room and resources to adequately support up to 3 squadrons (36
fighters) of VFs if necessary.

REFERENCES USED IN THIS DESIGN
- "Doe's All The Worlds' Starship Guide: New Macross 07
Entry"
- Macross 7 TV series

