Macross Class Super Dimensional Fortress
(Version 1.00 - Last Modified: 10/09/2004)
- Background information inspired by ARMD-class
Sub-light Carrier by Pieter Thomassen, with Peter Walker on the
Unofficial Robotech Reference Guide.
Prior to its crash landing on Earth the name vessel of the Sian Macross Class of Battle Fortresses, the
Macross, had been converted into a vessel specifically suited for Zor's seeding attempts on other planets.
These seeding missions were the only source of protoculture for the Tirolian Mercantile Empire.
Consequently, a large Zentraedi force had been assigned to guard Zor and his ship. However, Zor had
managed to modify his ship, replacing much of the Tirolian crew, apart from a Bioroid and Clone soldier
detachment specially assigned to guard him and a skeleton crew, with Zentraedi. Using their gullibility
and natural loyalty to the Tirolians, he hid the only supply of fertile Protoculture seeds deep within the
ship and replaced the computer's AI with Ih'va, an powerful artificial intelligence that was loyal to Zor.
This gave Zor almost total control over his ship. It was his plan to desert the dying empire with the ship
and his seeds and to travel to the genetic home world of the Terran races, whose approximate location Ih'va
had discovered in the vast Haydon IV libraries. He idealistically reasoned that this world, untouched by
the greed of the Masters and the wars with the Disciples of Zor and the Invid, would have remained a
peaceful oasis. That planet was Earth.
Unfortunately, during an Invid raid in 1974, Zor was killed, taking the secrets of developing the infertile
Protoculture seeds he created for the Robotech Masters with him. The Macross, controlled by Ih'va, operating
under instructions provided by Zor in case of his death, ejected the command tower and most of the Zentraedi
and Tirolian crew and folded for parts unknown to the Robotech masters. A faint fold trace detected by the
hyperspace sensors on one of the Masters' ships could only give the roughest indication of distance and
direction, but a huge Zentraedi fleet was sent after it, or more precisely, after its seeds and secrets. As
is widely known, the Macross did make it to Earth, where it crash-landed. Because Zor's Tirolian escort died
with him, there were no Bioroids or Assault Carriers onboard the wreck, and these weapons would therefore
give the Southern Cross a nasty shock 30 years later. The exploits of the SDF-1, as the ship was later named,
are well known, as is its destruction on the in 2013.
The Humans, in an attempt to increase the size of their fleets, designed a ship based on reverse engineering
the Macross. Construction started on Earth's moon in 2003, but was temporarily stopped in 2011 following the
Zentraedi Holocaust. The ship was not finished until 2013 and was transferred to New Macross City to take on
crew and supplies. However, Kyron, the most powerful of the rogue Zentraedi warlords that became established
following the Zentraedi Holocaust, launched a surprise attack against New Macross and both the SDF-1 and SDF-2
were destroyed, along with Kyron and his partially functional Rineunadou Lojmeuean Class Monitor.
The SDF-1 Macross, and subsequently the SDF-2, are virtually identical in design to the Sian Macross Class
Battle Fortress used by the Tirolian Border Fleets. While the design remains the same, much of the internal
space was removed and replaced with equipment from Earth. Without the need to fit a crew of giants onboard,
the RDF found they had an enormous amount of space on the ship, much of it unused at the time of its launch.
The leg sections of the ship were virtually empty except for cargo areas and mecha factories. The
reconstructed SDF-1 was drastically changed by the presence of 50,000 civilians who were given permission to
rebuild Macross City in the leg sections of the ship. The city continued to expand and grow and eventually
all free space in the leg sections was used for the city. Another change was the construction of the Pin
Point Barriers and the Omni-Directional Shield from the remains of the Hexagonal Force Field Generator
originally installed on the Sian Macross class. These new force fields, while not as powerful as the original
shield, were original and unique to Human ship designs.
Names and Disposition:
| Shipyard Name |
Name |
Year Commissioned |
Notes |
| SDF-1 |
Macross |
2009 |
Destroyed in Macross City by Kyron in 2014. |
| SDF-2 |
Megalord |
2013 |
Destroyed in Macross City by Kyron in 2014. |
Ship Information:
- Ship Class: Battleship
- Year Commissioned: 2009 CE
- Crew: 3500
- Troops:
- Air Group: 1500
- Troops: 11,000
- Civilians: 70,000 from Macross Island
- Total Crew, Troops, and Civilians: 86,000
Vehicle Complement: (SDF-1 Macross)
- Destroid Complement:
| 120 |
MBR-04 Mk-VI Excalibur Main Battle Destroid |
| 100 |
MBR-07 Mk-II Gladiator Main Battle Destroid |
| 40 |
MBR-08 Mk-II Masasume Main Battle Destroid |
| 140 |
ADR-04 Mk-X Raider Air Defense Destroid |
| 180 |
SDR-04 Mk-XII Spartan Space Defense Destroid |
| 2 |
MAR-00 Mk-II Monster Mobile Artillery Destroid |
- Fighter Complement:
| 120 |
QF-3000E Ghost Drone Fighter |
| 35 |
ES-11D Reconnaissance Aero-Space Plane |
- Mecha Complement:
| 216 |
VF-1 Valkyrie Veritech Fighter |
- Other Complement:
| 12 |
SC-27 Star Goose Space Shuttle |
| 5 |
Reflex Warhead (of each type) |
| 5 |
Nuclear Warhead (of each type) |
Vehicle Complement: (SDF-2 Megalord)
- Destroid Complement:
| 80 |
MBR-04 Mk-VI Excalibur Main Battle Destroid |
| 60 |
MBR-07 Mk-II Gladiator Main Battle Destroid |
| 120 |
ADR-04 Mk-X Raider Air Defense Destroid |
| 140 |
SDR-04 Mk-XII Spartan Space Defense Destroid |
| 2 |
MAR-00 Mk-II Monster Mobile Artillery Destroid |
- Fighter Complement:
| 35 |
ES-11D Reconnaissance Aero-Space Plane |
- Mecha Complement:
| 600 |
VF-1 Valkyrie Veritech Fighter |
- Other Complement:
| 12 |
SC-27 Star Goose Space Shuttle |
| 5 |
Reflex Warhead (of each type) |
| 5 |
Nuclear Warhead (of each type) |
M.D.C. by location:
- Heavy Particle Cannon - 10,000
- Converging Beam Cannon Clusters (8) - 1000 each
- Reflex Electro-Magnetic Rail Guns (4) - 500 each
- Retractable Particle Beam Cannons (16) - 150 each
- Retractable Laser Turrets (60) - 60 each
- Retractable Howitzer Turrets (48) - 50 each
- Pepperbox Missile Turrets (48) - 150 each
- Heavy Missile Turrets (12) - 300 each
- Retractable Weapon Hatches (136) - 100 each
- Airlock Access Hatches - 100 each
- Command Tower - 10,000 *
- Sensor Tower (top portion of Command Tower) - 2000
- Side Sensor Sections (2, the "shoulders") - 10,000 each
- CVS-101 Prometheus Aircraft Carrier (left "arm", SDF-1 only) - 4500
- SLV-111 Daedalus Assault Ship (right "arm", SDF-1 only) - 5500
- ARMD Space Carriers (2, SDF-2 only) - 2000 each
- Main Engines (6) - 12,000 each **
- Auxiliary Engines (24) - 1500 each ***
- Maneuvering Thrusters (14) - 100 each
- Hull Regions (200, Main Body) - 200 each
- Hull Regions (25, each leg) - 200 each
- Main Body - 50,000 ****
- Pinpoint Barriers (3) - 5000 each
- Omni-Directional Barrier System - 25,000
M.D.C. Armor Rating - Hull Region: 11
M.D.C. Armor Rating - Main Body: 19
Notes:
| * |
Destroying the command tower will destroy the command bridge and the Sensor Tower, but the
auxiliary command bridge located in the Main Body will remain functional. |
| ** |
Destroying the main engines will severely impair the ship, forcing it to rely on its auxiliary
engine. Reduce atmospheric speed by half and rate of acceleration in space by 75%. |
| *** |
If both the main and auxiliary engines are put out of commission, the ship will be floating
dead in space or will crash if the damage occurs in atmosphere. if the main engines are
undamaged, the loss of the auxiliary engines will not impair the ship in any way. |
| **** |
Depleting the M.D.C. of the main body will shut down the entire ship, including life support,
gravity control, communications, weapons, and engines. |
Speed:
- Fold Drive: Uses a Fold Drive with a maximum speed of 10 light-years per hour. The ship's
navigational equipment cannot safely execute a fold jump of distances greater than 1 kiloparsec
(3260 light-years) and it can only be activated once per hour. After the first use, the SDF-1's
Fold Drives disappeared and the SDF-2 was built to hold a Fold Drive but one was never installed
before its destruction.
- Sublight: Can travel at up to 20 percent of the speed of light (0.20c) and accelerate /
decelerate at a rate of 0.18 percent of light (0.0018c) per melee. Following the first use of the
SDF-1's anti-gravity units, the ship was limited to its chemical rockets, which have a rate of
acceleration / deceleration of 0.01% of light (0.0001c) per melee.
- Atmospheric Propulsion: Uses an anti-gravity drive that has a maximum cruise speed is 350
mph (563.3 km/h) and can enter and leave an atmosphere with Earth-like gravity. Following the first
use of the SDF-1's anti-gravity units, the ship was limited to its chemical rockets with a maximum
cruise speed of Mach 3 (2235 mph / 3600 km/h), but it can still enter and leave an atmosphere with
Earth-like gravity.
- Maximum Range: Effectively unlimited by drive system, but onboard supplies for the crew and
troops will last for 15 years before the ship needs to be restocked. Water stores were recycled
almost completely and hydroponics installations provided the crew with a steady supply of fresh
foods.
Statistical Data:
- Height: 1024' (312 m)
- Width: 1112' (339 m), with attached carriers the SDF-1 was 1627' (496 m) wide.
- Length: 3970' or 0.75 miles (1210 m or 1.2 km)
- Weight: 19.8 million tons (18 million metric tons)
- Reactor System: Mk-II Protoculture Reactor with a life span of 15 years.
- Propulsion System: Chemical Rocket System
- Gravity System: Internal
- Cargo: Large cargo areas are scattered throughout the ship.
Weapon Systems:
- Heavy Particle Cannon
The most powerful weapon on the Macross class, the Heavy Particle Cannon is capable of destroying
entire fleets in a single shot, and forced opposing fleets to spread themselves out over a large
area to avoid having several ships destroyed in a single shot from this weapon. The cannon takes
up most of the forward section of the ship and when it fires the forward section separates sideways.
The cannon needs five full minutes to power up its enormous capacitors and another full minute to
separate the ship before it is ready to fire. The beam itself will last for one full melee and
then the capacitors can begin recharging again. The cannon's strength is equivalent to 60 MT
(megatons) of TNT. See Human Ship Systems for more
details on Heavy Particle Cannons.
- Range: 100 miles (160.9 km) underwater, 200 miles (321.9 km) through an atmosphere,
and 200,000 miles (321,869 km) in space.
- Damage: 3D4x1,000,000 M.D. per single blast.
- Blast Radius: The cannon's beam width is 2500' (762 m) and when used against a planet,
it leaves a crater with a diameter of 60,000' (11.4 miles / 18.3 km) and a depth of 6000' (1.1
miles / 1.8 km).
- M.D.C. Weapon Rating: 100
- Rate of Fire: The cannon can fire once every eight minutes, but can fire no more then
five times per hour.
- Payload: Effectively unlimited
- Converging Beam Cannon Clusters (8)
This is a unique weapon mounted on several places around the ship. It is made up of several large
particle accelerators that are linked and synchronized to aim and fire at the same time. Each
Cluster is capable of 360 degrees of rotation with an arc of fire of 180 degrees. One cluster is
located on each leg, one is located on each side of the ship, one is located on the bottom of the
ship, and the final three clusters are located on the top of the ship.
- Range: 100 miles (160.9 km) underwater, 200 miles (321.9 km) through an atmosphere, and
200,000 miles (321,869 km) in space.
- Damage: 1D4x1000 M.D. per single blast.
- M.D.C. Weapon Rating: 24
- Rate of Fire: Each cannon can fire four times per melee.
- Payload: Effectively unlimited
- Reflex Electro-Magnetic Rail Guns (4)
Mounted on the side sensor arms are four large rail guns. They use magnetic accelerator technology
to propel a large number of small metallic slugs at incredible velocity and can sustain an
extraordinarily fast rate of fire.
- Range: 16 miles (25.7 km) underwater, 32 miles (51.5 m) through an atmosphere, and
32,000 miles (51,499 km) in space.
- Damage: 3D4x100 M.D. per single blast.
- M.D.C. Weapon Rating: 25
- Rate of Fire: Each cannon can fire eight times per melee.
- Payload: Effectively unlimited
- Retractable PB-3 Particle Beam Cannons (16)
Scattered across the hull of Macross Class Battle Fortress, the Particle Beam Cannons stand ready
to pop out from under their sliding hatches to attack. Each turret is capable of 360 degrees of
rotation with an arc of fire of 180 degrees. Three cannons are mounted on each leg, two are mounted
on the top and bottom and the main cannon, and four are mounted on each side of the ship.
- Range: 100 miles (160.9 km) underwater, 200 miles (321.9 km) through an atmosphere, and
200,000 miles (321,869 km) in space.
- Damage: 2D4x100 M.D. per single blast.
- M.D.C. Weapon Rating: 24
- Rate of Fire: Each cannon can fire four times per melee.
- Payload: Effectively unlimited
- Retractable Laser Turrets (60)
The Lasers Turrets are located in batteries along the front and side of the Macross Class Battle
Fortress. They are not very powerful, but if fired in large numbers they can be devastating. They
are primarily used against enemy fighters that are attacking the ship. Twenty are mounted on each
side of the ship and forty are mounted on the front of the ship.
- Range: 1584' (482.8 m) underwater, 3168' (965.6 m) through an atmosphere, and 60 miles
(96.6 km) in space.
- Damage: 2D6x10 M.D. per single blast.
- M.D.C. Weapon Rating: 23
- Rate of Fire: Each cannon can fire four times per melee.
- Payload: Effectively unlimited
- Bonus: +1 to strike
- Retractable Howitzer Turrets (48)
Banks of rapid loading, liquid cooled auto-cannons protect the ship from enemy fighters by laying
down a dense cover. These weapons were designed as a back-up system to the retractable laser
turrets and while they are not as powerful, they have a slightly higher rate of fire. Each turret
consists of two cannons that fire simultaneously. Ten turrets are mounted on each leg, twelve
turrets are mounted on the command tower, and eight turrets are mounted on each side of the ship.
- Range: 1584' (482.8 m) underwater, 3168' (965.6 m) through an atmosphere, and 60 miles
(96.6 km) in space.
- Damage: 2D4x10 M.D. per single blast.
- M.D.C. Weapon Rating: 10
- Rate of Fire: Each cannon can fire five times per melee.
- Payload: 4000 rounds per turret, for a total of 2000 dual shots for each turret.
- Bonus: +2 to strike
- Pepperbox Missile Turrets (48)
An Earth designed missile launcher with a fast rate of fire and reload. The launchers are concealed
in the hull of the ship until needed. Six launchers are located on each leg, four are located on the
command tower, six are located on the top and bottom the main cannon, and five are located on each
side of the ship.
- Missile Design: Hughes Warhawk and General Dynamics / Euromissile / BAe Spacehawk Long
Range Missiles
- Missile Type: Varies with missile type.
- Missile Guidance Systems: Varies with type of missile design.
- Missile Warhead: Varies with type of missile design.
- Range: 800 miles (1288 km) in an atmosphere and 935,525 miles (1,505,582 km / 5.0 light
seconds) in space.
- Speed: 2500 mph (4023 km/h) in an atmosphere and an acceleration of 4% of light (0.04c)
per melee in space, with a maximum duration in space of 16 melees and a maximum
safe speed in space of 55% of light (0.55c).
- Damage and Blast Radius: Varies with type of missile warhead.
- Rate of Fire: One at a time or in volleys of 2, 4, 6, 8, or 10 missiles. Each launcher
can fire twice per melee.
- Payload: 90 missiles per launcher, for a total of 4320 long range missiles.
- Modifiers: Varies with type of missile design.
- Heavy Missile Launchers (12)
An Earth designed retractable missile turret replaced the heavy missile turrets used on the
original ship. This new design had the same payload, but could fire twice as fast. Three
launchers are located on each leg, two launchers are located on the main cannon, and two
launchers are located on each side of the ship.
- Missile Design: Lockheed Trident F4 Cruise Missile
- Missile Type: Anti-Spaceship
- Missile Guidance Systems: Select any two available guidance systems.
- Missile Warhead: Armor Piercing, Fragmentation, High Explosive, Plasma / Napalm, Fuel
Air Explosive, Kinetic Energy, Multi-Warhead, Nuclear, Proton Torpedo, and Reflex only.
- Range: 1600 miles (2575 km) in an atmosphere and 3,019,777 miles (4,859,860 km / 16.2
light seconds) in space.
- Speed: 3000 mph (4828 km/h) in an atmosphere and an acceleration of 6% of light (0.06c)
per melee in space, with a maximum duration in space of 32 melees and a maximum safe speed in
space of 60% of light (0.60c).
- Damage and Blast Radius: Varies with type of missile warhead.
- Rate of Fire: One at a time or in volleys of any size up to 12 missiles. Each launched
can fire twice per melee.
- Payload: 40 missiles per launcher, for a total of 480 cruise missiles.
- Modifiers: Automatically hits a stationary target in space, has more advanced targeting
equipment that gives a bonus of +6 to strike a moving target, but has a penalty of -10 to
strike any target under 500 tons (453.6 metric tons).
- Attached Aircraft Carriers (SDF-1 only)
After the space fold operation that took Macross Island into space in 2009, the SDF-1 found itself
in the far reaches of the solar system without support. It was forced to take the civilians from
Macross Island onboard and it was decided to attach the two large ships, the CVS-101 Prometheus
Aircraft Carrier and the SLV-111 Daedalus Assault Ship to the ship to increase its fighting power.
The ships were heavily modified to survive in space and all propulsion systems were removed. The
ships' crew complement and M.D.C. values remain unchanged, but other systems have changed. Replace
the torpedo tubes on both vessels with an equal number of Heavy Missile Turrets identical to those
on the SDF-1. The mecha complement on the Prometheus has been modified to carry 144 VF-1 Veritechs
instead of its normal fighter and Veritech complement, the ghost drones and reconnaissance aircraft
remain untouched. The mecha complement on the Daedalus remains unchanged.
- Special Missile Launchers (SDF-1 only)
During the days before the Zentraedi Grand Fleet arrived in Earth orbit, the crew of the SDF-1
modified the ship to hold several hundred extra single shot missile launchers. They were designed
to carry long range missiles, cruise missiles, and ICBMs, many of them with Reflex Warheads. These
launchers were instrumental in the destruction of Dolza's fortress during the Zentraedi Holocaust.
Shield Systems:
- Pinpoint Barriers (3)
The ship can create four small disk-shaped force fields that can be moved around the ship
to block incoming attacks. Each pinpoint barrier is 197' (60 m) in diameter and completely
regenerates all damage at the beginning of each melee round. To block an attack, each the
barrier must make a successful parry roll, with a bonus of +7. Each barrier can deflect up
to 8 separate attacks per melee round. Excess damage caused by a beam or projectile weapon
will damage the ship, but excess damage from a missile or a missile volley will be
completely deflected. Multiple barriers can be used to block the same attack, but each must
make a successful parry roll. This system became active on the SDF-1 in late 2009.
- M.D.C.: 5000 each
- Omni-Directional Barrier System
The barrier system completely covers the ship in a protective shield, but when it is active,
the ship cannot fire any of its weapons. The barrier system regenerates at a rate of 100 M.D.C.
per minute while it is active and 10,000 M.D.C. per hour while it is inactive. When the shield
reaches 0 M.D.C., violently explodes causing 1D4 million M.D. to everything within a 1D4x10
mile area, 1D4x1000 M.D. to everything 5 miles (8 km) area beyond that, and 1D4x100 M.D. to
everything 10 miles (16 km) beyond that. This system became active on the SDF-1 in late 2010.
- M.D.C.: 25,000
Special Systems:
- Electronic Warfare System
The ship is equipped with a standard RDF EW suite.
- ECM: 5
- ECCM: 5
- EWS Abilities: Attract Tracking Device, Break Tracking Device Lock-On, Light Target,
Scramble Communications, and Scramble Sensor Information.
- Mecha Production Facilities
The station contains several mecha construction facilities. There are three mecha factories
and each factory is designed to be generic and can construct any RDF mecha. At normal
production, each factory can produce 24 VF-1 Valkyrie Veritechs of any type, 20 Destroids of
any type (except the MAR-00 Mk-II Monster Destroid), and 0.25 MAR-00 Mk-II Monster Destroids.
It takes one week to retool a factory from producing one mecha type to a different mecha type.
Double rate of production if a factory is at maximum production, but for every month the
factory is at maximum production there is a cumulative 5% chance that the factory will fail
and require 1D4 weeks of repair before restarting operations.
- Auxiliary Production Facilities
The ship contains rudimentary auxiliary construction facilities. There is one auxiliary factory
and it can produce 1 SC-27 Star Goose Space Shuttle every two months. Double rate of production
if a factory is at maximum production, but for every month the factory is at maximum production
there is a cumulative 5% chance that the factory will fail and require 1D4 weeks of repair
before restarting operations.
- Weapon Production Facilities
The ship contains several weapon construction facilities. There is one factory dedicated to
producing armor and another dedicated to producing infantry weapons. At normal production,
the factories can produce 500 suits of armor of any type and 500 infantry weapons of any
type per week. Double rate of production if a factory is at maximum production, but for every
month the factory is at maximum production there is a cumulative 5% chance that the factory
will fail and require 1D4 weeks of repair before restarting operations.
- Missile Production Facilities
The ship contains several missile construction facilities. There are two missile factories and
each factory is designed to be generic and can construct nearly all missiles used by the RDF.
At normal production, each factory can produce 750 short range missiles, 500 medium range
missiles, 125 long range missiles, 25 cruise missiles, or 1 ICBM per week. It takes one week to
retool a factory from producing one missile design to a different missile design. Double rate of
production if a factory is at maximum production, but for every month the factory is at maximum
production there is a cumulative 5% chance that the factory will fail and require 1D4 weeks of
repair before restarting operations. The construction of a missile includes all guidance systems
and warheads, although no more then 1 reflex warheads of any type can be built per month and no
nuclear warheads can be constructed.
- Missile Storage
The ship has storage for a large number of missiles used by all RDF ships. Fully loaded, the ship
holds 40,000 long range missiles, 10,000 cruise missiles, and 500 intercontinental ballistic
missiles. These can be transferred to other RDF ships to reload their missile supplies or they can
be used to reload the ship's own missile launchers. Transferring missiles to another ship takes
about ten minutes for every 100 missiles transferred. Reloading the ship's missile racks takes
about 1 melee round to completely reload one missile launcher and up to five launchers can be
reloaded simultaneously.
Standard Systems:
- Life Support System
The ship has a fully operational life support system that provides fresh atmosphere throughout the
ship. The life support system can sustain a maximum of 100,000 people indefinitely or 150,000 people
for a short period of time in case of an emergency.
- Communication Systems
The ship is equipped with four communication systems. The first is a long range laser system with
a maximum range of 100,000 miles (160,934 km), the transmissions travel at the speed of light, but
they rely on line of sight, so it cannot communicate with a ship that is on the other side of a
solid object. The second system is a long range radio system with a maximum range of 16,000 miles
(25,750 km), the transmissions travel at the speed of light, but they are easy to intercept and jam.
The third system is a satellite relay system that allows the ship to boost the range of the other
communication systems indefinitely by using satellites or other ships to relay the transmission. The
forth system is a Hyperspace Communications Relay, which travels at a rate of one light-year every 5
seconds. Hyperspace communications can travel through planets and other obstructions unhindered, are
extremely difficult to intercept, and impossible to jam. The ship's communication array can contact
with up to 2000 ships simultaneously.
- Sensor Systems
The ship is equipped with four sensor systems. The first is the Electromagnetic Detection Equipment
that detects other sensor systems at twice the maximum range of their transmitter. The second is a
powerful array that uses standard radar waves, which are fairly easy to jam, but it is obvious when
the radar array is being jammed. The sensor can track tiny targets at a range of up to 900,000 miles
(1,448,410 km), small targets at a range of up to 9 million miles (14.5 million km), medium targets at
a range of up to 18 million miles (29 million km), and large targets at a range of up to 27 million
miles (43.5 million km) . The third is a Subspace Mass Sensor that uses gravity-based technology to
detect target's at real time speed. The sensor can track tiny targets at a range of up to 1.5 million
miles (2.4 million km), small targets at a range of up to 15 million miles (24.1 million km), medium
targets at a range of up to 30 million miles (48.3 million km), and large targets at a range of up to
45 million miles (72.4 million km). The forth is a Hyperspace Mass Sensor that can detect and track
ships that are using a Fold Drive. The sensor can track tiny targets at a range of up to 6 parsecs
(19.56 light-years), small targets at a range of up to 30 parsecs (97.8 light-years), medium targets
at a range of up to 60 parsecs (195.6 light-years), and large targets at a range of up to 90 parsecs
(293.4 light-years). See Human Ship Systems for more
details on sensor systems.
- Targeting Computer System
Connecting the ship's sensor systems with the weapon systems is the Targeting Computer System. The
system is designed to control all of the weapons currently equipped on the ship. This system can
track up to 300 targets simultaneously, providing detailed information about the targets from the
ships data files. All direct fire weapons receive a bonus of +5 to strike and all missile weapons
receive a bonus of +3 to strike. These bonuses are in addition to any previously stated bonuses or
penalties.
Combat Summary:
- ECM: 5
- ECCM: 5
- EWS Abilities: Attract Tracking Device, Break Tracking Device Lock-On, Light Target,
Scramble Communications, and Scramble Sensor Information.
- Combat Actions: 6
- Strike: +5 to strike with direct fire weapons and +3 to strike with missile weapons.
- Dodge: +3 to initiative and +2 to dodge
- Targeting System: Can track up to 300 targets simultaneously.