Xanadu Station "Bretagne" class Modified UN SPACY Macross Cannon:
The Xanadu colony task force had two Macross Cannons as escort and since
then, Xanadu Station has constructed an addition Macross cannon. While
the ships are changed little cosmetically, they have been heavily modified
and are far more effective in many ways. They are still meant more for
close combat than long range missile duels. One reason it took so long
to build an additional unit was that it took several years to refit the
already existing Macross cannons. The vessels can still transform as they
could originally. Because of their importance to system defense, these
ships rarely leave system and at most one vessel will be detached from
Xanadu System.
The main guns of the ship were left completely intact but the missile
launchers were upgraded and point defense weaponry was added to the vessels.
The eight original long range missile launchers are replaced by four long
range missile launchers and two cruise missile launchers identical to those
carried on the Consortium Navy Warshield and Protector classes of warships.
The four medium range missile launchers are replaced by identical launchers
to those carried on Wolfen Hunter class Destroyers although they carry
a larger payload. The new missile launchers are far greater ranged but
except for the cruise missile launchers, the weapons are meant for ship
defense. For inner point defense, the ship carries twelve point defense
particle beams, twelve point defense rail guns, and twelve mini-missile
launchers. These weapon systems are all Consortium designs as well.
In addition to weapon systems, the ship has been upgrade in propulsion,
protection, and computers. The computer systems are far more powerful than
those that they replace. The ship's armor has been virtually completely
replaced with Phase World material and the ships can take far more abuse
than they could originally. In addition, the ships have variable shields.
All combined, these ships can take far more damage than the first two could
when they were first constructed. Propulsion has been radically improved,
the thrusters have been replaced by contra grav drives. The ships' performance
in normal space is greatly improved and the ships now can travel via contra
grav FTL drives. Previously, the ships were dependent on another ship with
Jump Drives. Although the FTL drives on this ship are far slower than those
of a Jump Drive, they make the ship far more independent. Because of the
extra power needed by the addition systems, the ships were converted to
anti-matter engines. The solar backup system was retained to run life support
if the ship is damaged.
Some sources incorrectly list the crew of a Macross Cannon, as only
being 96. This is incorrect and the ships require about 480 crew members
although they can be operated at full capacity by a crew of only 96 for
short periods of time. The ships do boast impressive automation. The new
systems added to the modified Macross Cannon increase crew requirement
by forty crew members for a total of 520 crew. In addition, the ships carry
a number of fighter pilots and defense troops onboard. All ground Mecha
have been stripped out and all embarked craft are either Valkyrie or conventional
fighters. The ships normally operate sixteen Silverhawk Power Armors which
are crewed by marines. In addition to crew and troops, the vessel has a
flag bridge and can operate as a command ship.
Ship design uses modified starship speeds and weapon ranges. See
Revised
Starship Rules for Phase World for more details.
Vehicle Type: MC-III-B
Class: Macross Space Battleship (transformable)
Crew: 520 (65 Officers, 455 enlisted)
Troops: 48 Marines (including 16 in Silverhawk Power Armor),
90 fighter pilots, and 36 additional passengers.
Vehicle, Robots, and Power Armors:
Power Armors:
| 16 | SH-CCW100 Silverhawk Attack ExoSkeleton |
Conventional Fighter Compliment:
| 3 | SF-101LR Black Eagle medium fighter |
| 3 | BIF-67 Katana fighter ship |
Valkyrie Fighter Compliment:
| 24 | Improved VF-2SS Valkyrie |
| 8 | Improved VF-2SS SAP Valkyrie |
| 8 | Improved VF-2SS SAP Specials Valkyrie |
| 12 | Improved VF-XX Zentran Valkyrie |
M.D.C. by Location:
| Observation Bubble (1, bridge) | 2000 |
| Communications Antennas (3, bridge) | 400 each |
| [1] Bridge Tower (1, top) | 10,000 |
| [1] Secondary Bridge: | 10,000 |
| [2] Leg Thrusters (2) | 40,000 each |
| Small Guidance Thrusters (36) | 400 each |
| Main Cannons (2, large arms) | 20,000 each |
| Secondary Cannons (2, smaller arms) | 10,000 each |
| Point Defense Gravity Rail Guns (12): | 200 each |
| Point Defense Particle Beam Cannons (12): | 150 each |
| Cruise Missile Batteries (2): | 1,000 each |
| Long Range Missile Batteries (4): | 600 each |
| Medium Range Missile Batteries (4): | 500 each |
| Mini Missile Launchers (12): | 100 each |
| Outer Hull (40 ft/ 12.2 m Area): | 200 |
| Inner Hull (40 ft/ 12.2 m Area): | 125 |
| [3] Main Body | 100,000 |
| [4] Variable Force Field: | 10,000 a side (60,000 Total) |
Notes:
[1] The main bridge is exposed but is protected by heavy armor. The
secondary bridge is deep within the ship and the ship's main armor must
be penetrated (reflected by the high MDC value). The secondary bridge normally
acts as the flag bridge when the ship is acting as a Flagship. Even if
both bridges are destroyed, the ship can still be piloted from engineering
but the ship is -3 to dodge and all weapon systems will be at local control.
Weapon hits near the bridge that do not penetrate the ships integrity can
injure crew members on or near the bridge.
[2] Destroying the main engines means that the ship's FTL propulsion
systems are destroyed and maximum sublight speed is reduced by half.
[3] Depleting the MDC of the main body will put the cruiser out of
commission. All internal systems will shut down, including life support
and internal gravity. The ship itself will be an unsalvageable floating
wreck.
[4] Shields positions can be varied and all could be combined in one
shield. Shields regenerate at the rate of 5% (1800 MDC) per melee rounds.
Speed:
Driving on the Ground: Not Possible.
Sublight: Has a special sublight engine that allows the ship
to travel up to 60 percent of the speed of light. Star Ship can accelerate/decelerate
at the rate of 0.8 percent of light per melee.
Atmospheric Propulsion: With the addition of contra grav flight,
the Bretagne class Macross Cannon can land on a planet if absolutely necessary,
but is not designed to maneuver in an atmosphere with a maximum speed is
300 mph (480 kph).
Stardrive: Uses a Gravitonic Drive system that allows the ship
to reach a maximum of 4.5 light years per hour.
Maximum Range: Effectively Unlimited by either Drive system.
Carries about three years worth of supplies on board.
Statistical Data:
Length: Prone Position: 1600 feet (488 m), Soldier
Combat Position: 800 feet (245 m)
Height: Prone Position: 285.8 feet (87.1 m)
Width: Prone Position: 709 feet (216.1 m)
Weight: 8,568,000 tons (7,773,000 metric tons)
Cargo: Can carry up to 20,000 tons total extra material between
the various cargo holds. Each enlisted crew member has a small locker for
personal items and uniforms. Ships officers have more space for personal
items. Most of the ship's spaces are taken up by extra ammo, armor, troops,
weapons, engine, reaction mass, and equipment.
Power System: Anti-Matter with a 50 year life span. The ship
normally only goes 10 years between refueling and refitting. Has a solar
emergency backup (indefinite life - Can only power life support and basic
systems).
Market Cost: Never been sold, The ships would probably cost
10 Billion credits to build due to special Macross Technology.
Weapon Systems
- The Main Disintegration Cannons (2):
The two largest cannons
are located in the forward section of the vessel when in the prone position
or as the top arm-like appendages in the soldier configuration. The cannons
can fire in either position. The advantage of the soldier configuration
is that the secondary cannons are not fixed forward and can be aimed in
a variety of directions/positions like a human arm. This mobility of the
secondary cannon arms also provides greater protection for the main guns.
Although there are two main cannon appendages, both are needed to fire
the deadly beam. Energy is generated between the two appendages for 10
seconds before the all-destroying blast is unleashed. This weapon generates
a beam 20,000 miles long and 1 mile wide. It takes 10 seconds to charge
to fire each blast and then takes 4 melees (60 seconds) to recharge before
it can be fired again. If one cannon is destroyed, the disintegration beam
cannot be fired but remaining cannon can fire blast similar to secondary
beam cannons five times per melee. If one cannon is destroyed, disintegrator
beam cannot be fired but the remaining cannon can fire still fire powerful
blasts. The ship may also fire the powerful rapid fire bursts if desired
but will prevent recharging for heavy disintegration beams (Range of this
has also been increased). The weapon system cannot be used to engage targets
while traveling at FTL velocities.
Maximum Effective Range: Disintegrate Mode: 20,000 miles
(32,000 km) in the atmosphere, range is doubled in space (40,000 miles/64,000
km). Rapid Fire Mode: 32,000 miles (50,000 km) in space and 32 miles
(50 km) in an atmosphere.
Mega-Damage: Disintegrate Mode: Normally destroys all
targets within beam. Weapon does 1D4x1,000,000 MDC to huge target that
are unable to be destroyed by one shot and will create a crater a planet
that is 1D6x100 feet deep and eight times as wide. Rapid Fire Mode:
1D6x1000 (2D6x1000 for both cannons combined)
Rate of Fire: Disintegrate Mode: Once every minute or
four melees. Rapid Fire Mode: Each cannon can fire five (5) times
per melee for a total of 10 times per melee round (Cannot recharge for
disintegrate mode when in this mode.
Payload: Both Modes: Effectively Unlimited.
- Secondary Beam Cannons (2):
Unlike the beam guns, the two
smaller arms can fire a powerful anti-spaceship energy beam several times
a melee round (15 seconds). These cannons, the missiles and the assault
mecha on board are used to fight the enemy and to protect the big cannons
while they are recharging.
Maximum Effective Range: 32,000 miles (50,000 km) in space and
32 miles (50 km) in an atmosphere.
Mega-Damage: 1D6x1000 or 2D6x1000 if both arms fire simultaneously
at the same target.
Rate of Fire: Effectively 10 attacks per melee. Each secondary
cannon-arm can shoot five times per melee round (15 seconds) and can be
directed at different target areas.
Payload: Effectively unlimited.
- Twelve (12) Point Defense Rail Guns:
Used as an anti-Starfighter
and missile weapon and against targets that are impervious to energy. Each
Rail Gun is in a Turret that can rotate 360 and has a 180 arc of fire.
Projectiles come out of launchers at close to the speed of light. Cannon
uses a 20 mm projectile. The weapon system cannot be used to engage targets
while traveling at FTL velocities.
Maximum Effective Range: 2 miles (3.2 km) through atmosphere
and 200 miles (320 km) in space.
Mega-Damage: 20 round burst does 2D4x10 M.D.
Rate of Fire: Equal to the combined hand to hand attacks of
the Gunner (usually 4 or 5).
Payload: 10,000 Rounds (500 Bursts) each cannon.
- Twelve (12) Point Defense Particle Beams:
These weapons are
used for anti-missile, anti-power armor, and anti-star fighter defense.
The weapon system cannot be used to engage targets while traveling at FTL
velocities.
Maximum Effective Range: 600 miles (960 km) in space and range
is 6 miles (9.6 km) in atmosphere.
Mega Damage: 3D6x10 MDC each.
Rate of fire: Equal to gunners hand to hand (Usually 4 or 5).
Payload: Effectively Unlimited.
- Two (2) Cruise Missile Batteries:
Missiles have a top speed
of Mach 25 in an atmosphere and in space has an acceleration of 10% of
light per turn (far faster than any starship). Since star ships will no
longer engage at rock throwing distances, whether weapons can be shot down
is calculated from the speed of target, launching starship, and missile.
When drive goes dead, missiles will still cruise unless preset to self
destruct or receives a destruct code but has very low odds of hitting star
ships (Great for hitting bases and planets because target does not move
and missiles when dead are at -25% to detect.) See Modified starship rules
for more details, Cruise missiles have standard penalties hit small targets
but are all considered smart missiles. These batteries are standard CAF
batteries. Batteries can launch on multiple targets each at the same time.
Maximum Effective Range: Missile range is 8000 miles (12,875
km) in an atmosphere and 4,000,000 miles (6,437,376 km/ 21.5 light seconds)
in space
Mega-Damage & Properties: See
Phase World Missiles
(Anti-Matter does 4D6x100 MDC).
Rate of fire: One at a time or in volleys of 2, 8, 16, or 32
per launcher, per melee round, for a maximum of 64 missiles per melee.
Launchers are reloaded on the same melee and can be fired again on the
next.
Payload: 64 total, 32 cruise missiles per battery. Ship has
10 reload of missiles (640 cruise missile reloads total).
- Four (4) Long Range Missile Batteries:
Missiles have a top
speed of Mach 20 in an atmosphere and in space has an acceleration of 8%
of light per turn (faster than any starship). Since star ships will no
longer engage at rock throwing distances, whether weapons can be shot down
is calculated from the speed of target, launcher, and missile. When drive
goes dead, missiles will still cruise unless set to self destruct but has
very low odds of hitting star ships (Great for hitting bases and planets
because target does not move and missiles when dead are at -25% to detect.)
Long range missiles do not have minuses to hit small targets unlike cruise
missiles and are all considered smart missiles. Batteries can launch on
multiple targets each at the same time.
Maximum Effective Range: Missile range is 3400 miles (5470 km)
in an atmosphere and 1,800,000 miles (2,89700 km/9.7 light seconds) in
space.
Mega-Damage & Properties: See
Phase World Missiles
(Fusion does 2D4x100 MDC).
Rate of fire: One at a time or in volleys of 2, 8, 16, or 32
per launcher, per melee attack.
Payload: 1280 total, 320 long range missiles per battery.
- Four (4) Medium Range Missile Batteries:
Weapon system is
used for hitting enemy robots, fighters, and against incoming cruise missiles.
Like other Phase world systems, weapon system range and speed has been
greatly increased compared to Rifts Earth systems. Missiles have a top
speed of Mach 15 in an atmosphere and in space has an acceleration of 6%
of light per turn. Batteries can launch on multiple targets each at the
same time.
Maximum Effective Range: 160 miles (257.5 km) in an atmosphere
and 80,000 miles (128,750 km/0.43 light seconds)
Mega-Damage: Varies with medium range missile type (See
Phase World Missiles)
Rate of fire: Can fire missiles one at a time or in volleys
of 2, 4, or 8 missiles per battery.
Payload: 320 per launcher for a total of 1280 medium range missiles.
- Twelve (12) Mini-Missile launchers:
These are missile turrets
used for point defense against enemy fighters and missiles. Missile has
a top speed of Mach 10 in an atmosphere and in space has an acceleration
of 2% of light per turn (slightly faster than any starship except if it
is exceeding it maximum safe acceleration). Batteries can launch on multiple
targets each at the same time.
Maximum Effective Range: Missile range is 2 miles (3.2 km) in an atmosphere and
100 miles (161 km) in space
Mega-Damage: varies with mini-missile type (See
Phase World Missiles).
Rate of fire: Can fire missiles one at a time or in volleys
of 4 or 8 missiles
Payload: 128 per launcher for a total of 1,536 mini-missiles.
Cargo hold has an additional 1,536 mini-missile. Reloading launchers from
cargo hold takes 1D6 minutes.
[ Phase World TM, CAF TM, CCW TM, and Kreeghor TM, and Mutants in OrbitTM
are trademarks owned by Kevin Siembieda and Palladium Books Inc. ]
[ Rifts® is a registered trademark owned by Kevin Siembieda and
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[ Macross® is a registered trademark owned and licensed by Big
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By Kitsune (E-Mail Kitsune ).
Copyright © 2001, Kitsune. All rights reserved.