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NUPETIET-GOLGRANZS

Zentraedi Dreadnaught

The Nupetiet-Golgranzs Dreadnaught is the largest class of ship in the Zentraedi fleet.
Only to the Zentraedi mobile fortress base ships, and factory satellites are larger than
this imposing vessel. As a variant of the Nupetiet hull, the Golgranzs was designed to
specialize in planetary bombardment as well as serve as a carrier of the fleet. While it
still is capable of operating in a Command and Control function, its typical for the
command crew of these vessels to surrender that role to a fleet command Nupetiet-
Vergnitzs. Additionally, the Golgranzs Dreadnaught lacks the Manual Mecha Override
system utilized by other Command and Control flagships.

The Dreadnaught was put into production shortly after the Nupetiet-Vergnitzs
Flagships entered service millennia ago. While only a relative handful of the Vergnitzs
Flagships were built, a considerable number more of Golgranzs Dreadnaughts were
completed to serve in the Zentraedi armada. Crucial to the military suppression efforts
of the Robotech Master Empire, the Dreadnaught is more heavily armed than the
Vergnitzs class, and it uses that strength to decimate opposing fleets, and neutralize
planetary installations. These ships carry thousands of mecha and small craft, and over
10,000 crew and embarked soldiers, making them a potent combination of battleship
and carrier.

The distinguishing feature of the The Nupetiet-Golgranzs is the massive mass driver
cannon mounted on its ventral hull. Before the advent of fleet wide use of the Super
Heavy Reflex Cannon, the mass driver carrying Dreadnaught was the primary
Zentraedi vessel that was involved in direct planetary assaults. By firing immense
projectiles at the surface of a planet, the Dreadnaught could deliver a massive
destructive force equaling that of cataclysmic meteor strikes. For centuries, the
Golgranzs Dreadnaught would be the most powerful ship in the Zentraedi armada until
it became both feasible and practical to mount Super Heavy Reflex Cannons on
Zentraedi vessels. While the mass driver bested the Reflex cannons in rate of fire, with
the destructive results that were comparable, the logistics of using Reflex weapons in
the field would beat out that of the solid projectile weapon. Production of the Golgranzs
Dreadaught ceased once the first Nupetiet-Vergnitzs Quelans Battle Flagship rolled off
the factory lines, followed by the Qultra-Quelamitz Reflex Gunboats. While production
was phased out, there are still many Nupetiet-Golgranzs in service among the fleets.
The ship is still a highly valued carrier with a tested design that still holds value as a
planetary bombardment vessel.

Model Type: Nupetiet Golgranzs Class


UEDF Reporting Name: Zentraedi Dreadnaught
Class: Dreadnought
Ship’s Complement:
Ship’s Crew: 3,200 assigned crew/personnel
Aerospace Pilots: 4,000
Embarked Mechanized Infantry: 6,300
Embarked Naval Infantry: 2,000

Mecha Compliment:
Gnerl Fighter Pods: 2,500
Regult Class Battlepods: 3,000
Glaug Battlepods: 120
Nousjadeul Class Power Armors: 1,200
Tolver-Malgrin: 20
Golg Gant Charts: 10
Quel-Quallie Recon Pods: 10
Liewneuatzs Shuttles: 20
Frandlar-Almaug Transports: 50
Frandlar-Tiluvo Reentry Pods: 150
Quel-Gulnau Recovery Pods: 100

M.D.C. by Location:
Interior Bulkheads per 10 ft area (3 m) — 75
Interior Hatches — 100 each
Exterior Hatches — 250 each
Aerospace Fighter Launch Tube Bays (10) — 800 each
Large Ship Hanger Bay Doors (8) — 1,500 each
Thruster Array — 25,000
Main Anti-Ship Particle Cannons (6) — 500 each
Converging Beam Cannons (150) — 350 each
Light Lasers Turrets (200) — 250 each
Torpedo Tubes (60) — 200 each
Retractable Missile Turrets (250) — 350 each
Mass Driver (1) — 30,000
* Forward Hull Section (1/3) — 66,000
** Midships Hull Section (1/3) — 66,000
*** Aft Hull Section (1/3) — 76,000
**** Outer Hull per 40 ft area (12.2 m) — 100

* Destroying the forward hull section obliterates the main particle cannons, as well
as a third of the dreadnaught’s offensive batteries.
** Destroying the midships hull section wipes out the command deck, the majority
of mecha launch capabilities (75%), and eliminates all weapons controls, rendering the
ship flyable, but its weapon systems unable to fire and its troops unable to scramble
except in small batches.
*** Destroying the aft section of the hull destroys the engines, setting the massive
ship adrift in space. If in an atmosphere, the ship will crash as destruction of the engines
will render the antigravity mechanisms useless due to the damage to the power
systems.
**** Punching holes in the hull causes the damage control system automatically seal
off whatever compartment has been exposed to vacuum. Ships are highly
compartmentalize to prevent easy decompression of the whole ship.

Speed:
Atmosphere: The dreadnaught is relatively slow and awkward in an atmosphere due to
its size and mass. It’s restricted to a cruising speed of 250 mph (402.3 kph), and is really
only suited for landing and takeoffs.
Space: Orbital cruising speed of 17,600 mph (28,324.5 kph) or Mach 23. Maximum
interplanetary speed of 2,250,000 mph (3,621,020 kph) or 0.00326c can be attained within
8 days of sustained acceleration (without the use of the Fold Drives).
Maximum Range: Limited only by supplies. The ship’s Reflex furnace has fuel enough
for 100 years, although shipboard expendables are only good for seven to ten years of
continual deployment with a standard crew and troop compliment. The fold array is
good for jumps up to 180 parsecs, with longer trips requiring multiple folds.
Statistical Data:
Length: 13,314 ft (4,058.1 m)
Beam: 1,980 ft (603.5 m)
Height: 4,300 ft (1,310.6 m)
Weight: 170,270,000 tons
Power Source: One capitol Reflex Furnace powering two, four nozzle capitol thruster
arrays, numerous vernier thrusters, gravity control system, and capitol fold drive array.

Weapon Systems:

1. Super Mass Driver: The Super Mass Driver mounted on the ventral hull of the
Dreadnaught is an incredibly devastating weapon. Using the same principles as a rail
gun, the mass driver consists of a long barrel connected to a large structure that houses
the loading mechanism, payload, and factory bay for converting mined asteroids, or
other materials into reserve ammunition. The mass driver fires huge, high-density
rounds of metal and stone that weigh tens of tons each. The effect of this weapon when
fired into the atmosphere of a planet is like that of a devastating meteor strike.

Primary Purpose: Planetary Bombardment


Secondary Purpose: Anti-Installation
Weight: Not applicable, part of the ship’s hull.
Range: 500 miles (804.7 km) in atmosphere, 300,000 miles (402,336 km) in space. Can
strike targets at further distances in space, but there is a penalty of -2 to strike for every
additional 500 miles.
Mega-Damage: 6D6x1,000 per shot against ships/fortresses. When used against a
planet, it does 2D6x100,000 M.D. to everything within the five mile (8 km) diameter
impact epicenter, and 1D4x100,000 M.D. from the shockwave and firestorm to the
subsequent five mile (8 km) secondary blast diameter and 4D6x10 M.D. to everything
for the next 10 miles (16 km). This attack leaves a crater that is 1D6 miles wide and
3D6x100 feet deep.
Rate of Fire: Once per minute (four melees)
Payload: 12 rounds. The factory facility can convert asteroid and scrap material into
new rounds at a rate of one round per hour.
Note: This weapon has difficulty hitting small, fast targets like mecha and aerospace
fighter craft, and even ships as large as Horizon class transports. Refer to Space Combat
Ship charts in Shadow Chronicles Deluxe RPG or Robotech: Genesis Pits Sourcebook.

2. Anti-Ship Super Particle Cannons (6): Mounted in the bow and on the forward
dorsal hull surface, these massive particle cannons are the Nupetiet-Golgranzs’ main
anti-ship armament. They can be fired singly, in pairs, or all at once. Mounted fully
within the hull of the ship, they are well protected and only the focusing arrays are
visible, protected by an armored blister. The particle cannons have incredible range and
destructive power, capable of handling even the largest ships and planet-sized military
installations in a few blasts.

Primary Purpose: Anti-Ship.


Secondary Purpose: Anti-Installation, Planetary Bombardment.
Weight: Not applicable, part of the ship’s hull.
Range: 200,000 miles (321,869 km) in atmosphere, double in space.
Mega-Damage: 1D10x1000 M.D. per single blast. Against a station or planet, the guns
will do the listed damage at the point of impact (100 ft/30.5 m radius) and 2D4x10 M.D.
of heat damage to a 200 ft (61 m) radius around it. These guns will consume entire city
blocks, start fires, and turn landscapes into charred wastelands.
Rate of fire: Each of the six cannons can fire once per melee round.
Payload: Effectively unlimited
Note: These weapons have difficulty hitting small, fast targets like mecha and aerospace
fighter craft, and even ships as large as Horizon class transports. Refer to Space Combat
Ship charts in Shadow Chronicles Deluxe RPG or Robotech: Genesis Pits Sourcebook.

3. Retractable Anti-Ship Converging Beam Cannon (150): Scattered around the hull in
focused offensive batteries, these retractable particle cannons are used primarily against
capital and sub-capitol class ships. Each beam cannon turret is capable of 360 degree
rotation with a 180 degree arc of fire.

Primary Purpose: Anti-Ship.


Secondary Purpose: Anti-Installation, Planetary Bombardment.
Weight: Not applicable, part of the ship’s hull.
Range: 100,000 miles (160,934 km) in atmosphere, double in space.
Mega-Damage: 1D10x100 M.D. per single blast.
Rate of fire: Each cannon can fire twice per melee round (every 7 seconds)
Payload: Effectively unlimited
Note: These weapons have difficulty hitting small, fast targets like mecha and aerospace
fighter craft, and even ships as large as Horizon class transports. Refer to Space Combat
Ship charts in Shadow Chronicles Deluxe RPG or Robotech: Genesis Pits Sourcebook.

4. Retractable Light Lasers Turrets (200): These medium-caliber, rapid-fire lasers are the
dreadnaught’s chief anti-mecha weapons. The light lasers are mounted in batteries
along strategic parts of the ship. They are the least impressive armaments on the vessel,
but when fired in volleys, they can be devastating. Each laser turret is capable of 360
degree rotation with a 180 degree arc of fire.
Primary Purpose: Anti-Mecha and Anti-Fighter
Secondary Purpose: Anti-Ship
Weight: Not applicable, part of the ship’s hull.
Range: 60 miles (96 km) in atmosphere, double in space.
Mega-Damage: 3D4x10 M. D. per single blast.
Rate of Fire: Each blast counts as one melee attack.
Payload: Effectively unlimited.

5. Rapid-Fire Torpedo Launchers (60): Mounted forward along the ventral hull below
the bow, these launch tubes fire fast and powerful anti-ship torpedoes. While the
torpedoes are fast in a straight line, they are relatively clumsy and are mostly suitable
only for capitol ship, or fortress engagement.

Primary Purpose: Anti-Ship


Secondary Purpose: Anti-Installation
Weight: Not applicable, part of the ship’s hull.
Range: Extended-Range, varies with missile type. (Double standard long-range missile)
Mega-Damage: Varies by warhead. Commonly loaded with Heavy Reflex warhead
torpedoes. Use Long-Range missile damage, but double yield and blast radius.
Rate of Fire: Each of the 60 launch tubes can fire one missile per attack, but multiple
tubes can fire simultaneously at the same target to create a volley of 2, 4, 8, 16, or 32.
Each torpedo launched cuts as one melee attack for that tube.
Payload: Each of the 60 launch tubes holds 10 torpedoes in armored magazines. The
dreadnaught carries 2D4x100 additional torpedoes in its cargo.

6. Anti-Ship Missile Launchers (250): These retractable, single tube missile launchers
round out the Nupetiet-Golgranzs’ armament. Each launcher can fire short-range
missiles at an incredible rate to deter assault from small craft. Each turret is capable of
360 degree rotation with a 90 degree arc of fire.

Primary Purpose: Anti-Mecha and Anti-Fighter


Secondary Purpose: Anti-Warship
Weight: Not applicable, part of the ship’s hull.
Range: As per short-range missile type. Increase range by 60% when fired in space.
Mega-Damage: Varies by warhead, typically HEAP or Fragmentation.
Rate of Fire: Each of the 250 missile launchers can fire one missile per attack, but
multiple launchers can fire simultaneously at the same target to create a volley of 2, 4, 6,
8, 16, 32 or 64 missiles.
Payload: Each launcher has its own payload of 30 missiles in an armored magazine for a
total of 7,500 missiles at the ready. The ship carries an additional 72,000 missiles in its
stores for rearming.

7. Ship’s Systems of Note:


• Standard for Zentraedi vessels
• Command and Control Systems (see Nupetiet-Vergnitzs)
• Tactical life support
• Aerospace fighter and mecha launch and recovery facilities
• Salvage Bays
• Limited Repair/Production Facilities

RPG Design Notes:


Created: 04-15-2015
Updated: 09-04-2017
Playable: 04-21-2015

Sources Used:
• Kitsune’s Science Fiction Conversions
• Macross II: Deck Plans - Volume Two
• Novacomp: Galactic Database
• Rifts Dimension Book 13: Fleets of the Three Galaxies
• Robotech Campaigns: Fan Site
• Robotech: The Macross Saga Sourcebook

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