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BACKGROUND (as per robotech.com)

Macross-cruiser


One of the best known vessels, if not the best known vessel, of the Robotech Wars is the SDF-1 Battlefortress. Originally, this was a Battlefortress belonging to the Robotech Masters, but it escaped to and crashed on Earth under orders from Zor. The planet Earth spent almost a decade repairing the ship and learning its secrets, then went to war with the Zentraedi fleets that came to retrieve the Battlefortress. During the war, much of Macross City was recreated inside the ship, an amazing feat of creative use of available internal spaces.

The forward half of the ship is made up of the main armament. On the flanks here are some of the mecha hangars. Behind this is the central hull, command citadel and the 'shoulders' with additional hangars. At the rear are the main reaction engines and the engineering sections. After its first and only fold in human service, two naval carriers were attached to the shoulders. The hull could be transformed into something resembling a humanoid shape, with the main gun booms protruding out of the shoulders. The original purpose for this ability is unknown, though speculation runs towards better engineering access for repairs and refits.

As a vessel, the SDF-1 is relatively small and carries few mecha compared to the main line of Zentraedi vessels. The main cannon can destroy any enemy ship, but only one or two at a time, and it has a lengthy recharge cycle. It is suspected that it is more of a planetary bombardment weapon than an anti-ship cannon. However, its secondary particle cannon armaments are more powerful than those on Zentraedi vessels. Even so, the crew of the SDF-1 was exceedingly lucky that their opponents had orders to capture the vessel, rather than destroy it.

The SDF-1 served until 2014, when the ship was destroyed in a kamikaze attack by Khyron. Many of its systems were salvaged and used for the SDF-3. A nearly-complete sister ship, the SDF-2, was destroyed minutes before the SDF-1.


Model Type - SDF-1
Class - Super Dimensional Battlefortress
Crew - 3500 + 1500 air group and pilots + 11000 troops and other personnel + 50 000 or more civilians


MDC By Location

Main Hull 50 000
Hull per 40 ft 250
Reflex Cannon Booms 65 000 ea
Main Engines/Legs 55 000 ea
Secondary Engines 5 000 ea
Bridge Tower/Head 6 000
Upper Arm/Docking pylon 2 500 ea
Lower Arms (2, see Daedulus, Prometheus or ARMD) NA
Main Particle Guns 1 000 ea
Secondary Particle Gun 750
Sextuple Missile Launcher 750
Rail Cannons 1 500 ea
Particle Guns 250 ea
Missile Launchers 250 ea
Hanger bays 2 500 ea
Pin Point Barrier (3 then 4) 5 000 ea
Omni-directional Barrier 150 000

Note - when reduced to 0 the ODB will explode outwards doing 5d6x1000 damage to everything out to a radius of 25km.

AR - 17
Armour - stops up to and including the equivalent of standard 40mm rounds


Speed

Flying - Mach 3 max in atmosphere
Space - the main drives of the ship propel it at at 2.5 SU for interplanetary travel (50 million kilometers per hour) and it has a maneuver rate in combat of 6 MU.
Space Fold - Prior to the Fold Drive disappearing after it's initial jump from Earth to Pluto (even though it was aiming for beyond the Moon), the SDF-1 could make Jumps at a rate 12-14LY per hour with a maximum jump distance of about 500LY when fully charged.
Range - Essentially unlimited but consumables could only last up to 3 years however they could be extended up to 15 years or so with strict rationing.


Statistics

Macross-cruiser-lineart


Height - Cruiser Mode 312m, Gun Mode 1200m approx
Length - Cruiser mode 1210m, Gun mode 450m approx
Width - 339m originally, 496m with earth carriers attached
Weight - 18 million tons
Cargo - Combat ops could only be maintained for 25 days
Power System - Robotech: RRG Mk.1 protoculture-fueled Reflex furnace cluster
Cost - refit cost was presumed to be billions of US Dollars if not 10's of Billions


Weapons

Macross-attack


Weapon Type - Reflex Cannon
Primary Purpose - Anti-ship/planetary bombardment
Range - Atmosphere: 30/75/150km, Space: 90/225/450mu
Damage - 1d6x1 000 000
Rate Of Fire - 1 every 5 minutes (20 melees) maximum
Payload - unlimited

Weapon Type - Main Particle Cannons (8)
Primary Purpose - Anti-ship
Range - Atmosphere: 30/75/150km, Space: 90/225/450mu
Damage - 4d6x1000
Rate Of Fire - 2 per melee
Payload - unlimited

Weapon Type - Secondary Particle Cannon (1, destroyed during launch)
Primary Purpose - anti-ship
Range - Atmosphere: 30/75/150km, Space: 90/225/450mu
Damage - 2d6x1000
Rate Of Fire - 3 per melee
Payload - unlimited

Weapon Type - Sextuple Missile (1, replaced the secondary particle cannon)
Primary Purpose - Anti-mecha/missile
Range - Atmosphere: 40/100/200km, Space: 12/30/60mu
Damage - 3d6x10
Rate Of Fire - 1-60 at a time up to 4 times per melee
Payload - 60 missiles ready, 60 in a reload magazine, takes 2 full melees to reload
Bonuses - +2 strike

Weapon Type - Railcannons (4)
Primary Purpose - Anti-ship
Range - Atmosphere: 16/40/80km, Space: 12/30/60mu
Damage - 4d6x1000
Rate Of Fire - 2 per melee
Payload - 3000 projectiles

Weapon Type - Particle Gun (16)
Primary Purpose - anti-ship
Range - Atmosphere: 30/75/150km, Space: 90/225/450mu
Damage - 3d6x100
Rate Of Fire - 4 per melee
Payload - unlimited

Weapon Type - Torpedo Type Launchers (12)
Primary Purpose - Anti-ship
Range - Atmosphere: 400/1000/2000km, Space: 40/100/200mu
Damage - varies with warhead type
Rate Of Fire - 1 at a time up to 4 times per melee
Payload - 40 cruise missile type weapons with one of the following warheads: Heavy HE, or Heavy Nuclear
Bonuses - +2 strike

Weapon Type - Missile launchers (48)
Primary Purpose - Anti-mecha/missle
Range - Atmosphere: 40/100/200km, Space: 12/30/60mu
Damage - 3d6x10
Rate Of Fire - 1-10 at a time per launcher
Payload - 10 missiles ready, 100 in reload magazines, takes 1 full melee to reload
Bonuses - +2 strike


Bonuses and penalties

Cannot dodge fire from fighters/mecha
+2 strike ranged
"Punch" - 5d6x1000md (Deadulus attack)


Systems and Facilties of Note

Macross-side


Cross Dimensional Radar - Range of 200 billion km and can track up to 100 000 targets at once. This system allows the ship to detect what may lie along their fold path or what may be be waiting in the area of their fold destination. Also the system can detect incoming ships prior to them defolding into the area.

Short Range Sensor Systems - Calibrated for use while in a star system. Range is 1 million km. Can track up to 10 000 targets, dsiplays 500 targets, and lock on to 200 targets at once.

Radar Warning receiver - Informs the crew of radar locks. Range - same as short range radar.

Targeting Computer - Assists in the tracking and identification of enemy targets to a range equal to the short range radar system.

Computer Targeting System - Assists in selecting and locking on to enemy targets. +2 to strike using ranged weapons. Smart Missiles are excluded from this.

Lidar/Ladar - This system uses lasers to detect and image items as small as 50cm at 20km, as small as 300cm (2.0m) out to 50km and as small as 1000cm (10.0m) out to 100km. This system also assists the other sensors in detected and identification.

Electronic Warfare Systems - These systems help interfere with an opposing ships sensor and targeting systems to give the ship an advantage in travelling and combat. A successful Electronic warfare skill imparts a penalty of -10% to any opposing ships trying to detect the vessel or communicate with it's allies as well as a penalty of -3 to strike in combat. Opposing sensor operators can try to break through the interference at penalty of -15% to their sensor operations skill. Range is equal to the short range sensors.

Fold Communications - Range unknown. No lag in communication time out to 20ly. +1 second of lag for every 20ly thereafter. (1000ly would have a lag of 49 seconds). Amplifiers can double the effectiveness.

Standard Communications - Range of 1 million km with next to no lag between communication points.

Gravitic sensors - This system detects and analyzes gravitic anomalies out to a range of 300 000km.

Electromagnetic sensors - This system detects and analyzes electromagnetic anomalies out to a range of 300 000km.

Thermal and Infra-red Sensors - This system detects and analyzes Thermal and Infra-Red anomalies out to a range of 300 000km.

Combat Computer - Calculates, stores and transmits data onto a HUD (heads up display). Typically tied into the units targeting computer. Can hold thousands of entries about various enemies and robots/power armour/aircraft/vehicles.

Complete Environmental System - A completely computer controlled life support system that includes: internal cooling and temperature control, air purification and circulation systems (gas filtration, humidifier/dehumidifier) that engages when needed (and can recirculate breathable air indefinitely if necessary), computer controlled independent oxygen supply and purge system that automatically engages in low oxygen or contaminated air environments, insulated high temperature resistant shielding for up to 1000 degrees centigrade (normal fires do no damage though nuclear, and plasma fires do full damage), radiation shielded up to several thousand rads, and polarized and light sensitive/adjusting tinted viewports.

Standard instrumentation - Speedometer, distance travelled, inertial mapping system, power system temperature, ammunition counters, damage assessment indicators so on and so forth.

Motion detector/Collision Warning System - Range 2km

External Audio Pick-up system - Sound amplification listening systems that can pick up a whisper at a range of 10kmm away and louder sounds at longer distances)

Spotlights - high intensity spotlights that can shine on objects up to 2000m away.

Shuttle Bays/Hangers - Carries X number of various craft. Also the bay is equipped with a moderately powered tractor beam to assist with launch, landing, and recovery of damaged shuttles or craft.

Crew Quarters: The majority of the enlisted crew and junior officers shared quarters and bunk areas on board the ship. Generally Junior Officers bunked in pair while enlisted personnel bunked in fours, sixes or eights.

Officer Quarters - The starship features separate quarters for higher-ranked officers. These staterooms were composed of two or more areas, featuring separate bed and bathrooms and a dedicated work and living area.

VIP and Captain's quarters: Each starship typically features a number of VIP staterooms, reserved for guests. Usually, the accommodations of the ship's commanding officer were similar to these staterooms, being slightly larger and better equipped than the standard officer's quarters.

Mess Hall/Crew Lounge - This is where crew members can relax and enjoy a meal or a quick snack in a social setting. It is also the place where officials, such as ambassadors of other worlds, can be entertained. Gatherings were also held there by the crew in general. The person in charge of activities within the mess hall held the title of mess officer and is usually Lieutenant JG to full Lieutenant depending on the ship.

Consumables Storage - This is simply the storage of food stuffs, medical supplies, exotic items, and a variety of perishable items.

Gym - The gymnasium was an area of a starship which was dedicated to physical fitness and exercise. It also allowed the practice of self defense techniques and some sports among other physical activities.

Observation Deck/Lounge - The observation lounge or conference lounge was a special designation referring to the briefing room on board. The observation lounge was used as a meeting place for the ship's senior staff as well as special events and gatherings. Some went to the observation lounge simply for the view.

Cargo Bays - As it states, simple bays where cargo and goods are stowed during travel.

Raw Material Storage - Simply put, this is the storage for all the "material" used.

Captain's Ready Room - This is a personal office reserved for the commanding officer of the starship and is typically accessed from the bridge. Here, the captain can engage in administrative work with all relevant office equipment at hand without interfering with bridge operations while having instant access to the bridge in the event of a crisis. In addition, this room is usually the preferred place where the captain could hold private discussions and/or receive classified communications. In the absence of the ship's commanding officer, the use of the ready room accordingly falls to whichever officer is in command of the vessel at the time.

Sickbay/Medical - Sickbay, also known as the dispensary or the med-bay, is the main medical center aboard the starships. The section is presided over by the chief medical officer (CMO), a senior staff member. The CMO is supported by various medical practitioners. When rendering aid to a stricken planet or spacecraft, the sickbay staff treats and cares for the wounded.

Manufacturing Facilities - The ship had significant manufacturing capabilities for making ammunition and various parts for almost anything on board.

Self destruct System - Systems that destroys the unit and all of its internal components. Blast is to a radius of 2000m doing 2d4x10 000md to anything within the radius.

Macross "City" - After the space fold incident the and citizens managed to largely rebuild Macross City within the bowels of the ship including "streets", "parks", etc. The city being in the ship is credited with why the defenders were able to be so effective and determined to keep the ship safe.


Carried Craft (at launch)

approx 212 VF-1 Valkyrie
approx 587 Destroids
approx 120 QF-3000 Ghost
approx 50 auxiliary craft

Note - the numbers above varies significantly over the life of the vessel in Earth use anywhere from half to double what is listed.


References Used for images and technical information

Robotech.com
Macross Mecha Manual
Robotech Reference Guide
Mecha HQ
Robotech RPG
Macross Compendium
Phaseworld books
Seto Kaiba

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