Izumo Class Super Dimensional Fortress
(Version 1.00 - Last Modified: 05/21/2006)
- Background information inspired by
Izumo Class
Super Dimensional Battlefortress (Battleship/Carrier) by Pieter Thomassen
and Peter Walker on the
Unofficial
Robotech Reference Guide.
The construction of the first of the class, the Izumo, began in late 2025 in the Tirol
Orbital Shipyards, with the second vessel, the Jerusalem, having its first metal cut
three months later. However, due to the depleted state of the shipyards, the involvement
of the Invid with the Sentinels and several design changes made after decoding modern
Tirolian technologies, construction was halted repeatedly. In 2030, at the time Edwards
staged his coup, the Izumo was 70% ready, the Jerusalem 62%. Because of their unfinished
state, Edwards pressed neither vessel into service, though all work on the hulls was
halted during the REF Civil War. In the last days of Edwards' rein, the Tirolian Orbital
Shipyards were gutted and almost destroyed. The estimated repair period 15 years, though
limited construction would be possible during that time. All ships under construction
were damaged in the disaster. It took the REF two years to clear the debris, negotiate
the use of and retool some Kaberran yards. In 2032, the Izumo and Jerusalem were folded
to Kaberra for completion. In 2033, a third ship was begun at Kaberra, the Varanasi.
Construction went as planned, the Izumo finally completing in 2034, the Jerusalem in
2035, and the Varanasi in 2037. Because of the greatly diminished threat of the Invid
and the resulting greater safety of Tirol, construction of further Izumo vessels was
delayed in favor of the Ikazuchi cruisers. Not until 2038 did the fourth Izumo class
vessel, the Dunhuang, begin construction in the partially operational Tirol Orbital
Shipyards. However, due to the still great damage to those yards, and because of the low
priority assigned to the ship, she was not ready at the time of the Battle at Reflex
Point.
Contrary to their design intention, which was as a strategic asset and guard fleet for
the Valivarre system, the Izumo vessels were used in fleet actions. This could be done
because there were no longer any forces known to the REF capable of mounting a large
attack on Tirol. The existence of the Regis, who possessed more Invid than the Regent,
was at that time not confirmed. In the mop-up operations, the Izumo vessels served as
fleet flagships, each vessel housing the admiral and staff commanding a number of Task
Forces. The Izumo ships were used as production centers and for the heavy assaults.
Three of these vessels, the Izumo, Jerusalem and Varanasi were sent to Earth. The
Jerusalem was the flagship of the Jupiter Attack Group and was destroyed along with the
rest of its fleet. The other two vessels were part of the Saturn Attack Group and were
present at the Battle at Reflex Point. During this battle, the Izumo was destroyed
outright in the wake of the Invid departure fold. The Varanasi was so heavily damaged
she was declared a constructional total loss and was used for scrap. The fourth ship of
this class, the Dunhuang, was still being built during the Battle at Reflex Point and
after the battle, it became the flagship for the REF Navy and remained in orbit of Tirol
to protect it from possible Invid attacks.
The origin of the Izumo Class Super Dimensional Fortress lies in 2024, after the REF had
taken Tirol and the Sentinels campaign had gotten under way. The crippling of the SDF-3
meant that the defense of Tirol and, in the worst case, a possible evacuation of the
planet side REF forces, would be difficult to accomplish if the system came under
determined attack. At that time, the forces of the Invid Regent were still considered
quite capable of launching such an attack, though they were at the moment engaged with
the Sentinels. Thus, the Izumo was designed to two specifications: the ship had to carry
a Reflex Cannon and it had to be large enough to transport a large fraction of the REF
should that be required. The result was the largest and heaviest ship yet built by Human
forces, rivaling the Zentraedi Thuverl Salan cuiser in mass. The ships were to begin
construction in the Tirol Orbital Yards.
The Izumo design is distantly inspired by the philosophy that yielded the Ikazuchi Class
Heavy Cruisers. The main body of the vessel retains the 'brick on its side' shape for
much of its length, though it can be divided into two sub-sections: A narrow, aft
central section containing the central engines and anchoring the command tower, and an
enlarged and heightened forward cannon section. In addition, three additional modules
are attached; two connecting by a long plane to the two sides of the central body,
directly to the central engine block, and one to the keel. At the front of the
sub-bodies the heavy laser cannons are mounted, which, in concert with the main Heavy
Particle Cannon in the main body, can bring an enormous amount of fire to bear on the
forward arc. In addition, the forward subsection of the main body shields much of the
vessel from return fire, and the side bodies shield the aft main body from flanking
maneuvers. At normal battle attitudes, the Izumo's vital aft central body is usually
only exposed on its top and bottom sides, and only in a very limited way forward of
the engine blocks. This all combines (because of the ships' attitude) to make the
central section the least vulnerable section of the ship.
The lower body contains the Destroid hangars, as well as many ground forces supplies,
to facilitate unloading. The troops are quartered in the other sections of the vessel,
and this section has an independent anti-gravity engine block to enable it to make
planetary landings. The command citadel is located on top of a tower that rises above
the main hull, above the aft central engines. The Flag Bridge is located in this
citadel. Hangar decks and crew spaces are distributed through the central and side
bodies, though most fighter mecha are launched from the side bodies. This includes
eight larger versions of the quick-launch bays first used on the Ikazuchi. There are
two large Horizont bays located in the side bodies, just forward of the side aft
engine sections. They are closed by a large trapezoidal shutter door in the roof, and
capable of a high turn-around rate on the shuttles.
Names and Disposition:
| Shipyard Name |
Name |
Year Commissioned |
Notes |
| CAV-01 |
Izumo |
2034 |
Part of the Saturn Attack Group, destroyed over Earth in 2038
CE. |
| CAV-02 |
Jerusalem |
2035 |
Part of the Jupiter Attack Group, destroyed over Earth in 2038
CE. |
| CAV-03 |
Varanasi |
2037 |
Part of the Saturn Attack Group, scrapped over Earth in 2038
CE. |
| CAV-04 |
Dunhuang |
2039 |
In Active Service with the REF Navy. |
Ship Information:
- Ship Class: Battleship
- Year Commissioned: 2034 CE
- Crew: 6800
- Troops:
- Air Group: 6800
- Air Force: 5100
- Air Corps: 13,000
- Total: 24,900
- Total Crew and Troops: 31,700
Vehicle Complement:
There are four Alpha Launch Bays on each of the side Hulls, each holds 24 Alpha
Fighters, for a total of 192 Alphas.
- Cyclone Complement:
| 4000 |
VR-052 Battler Cyclone Cycle |
| 1300 |
VR-041 Saber Cyclone Cycle |
| 1200 |
VR-038 Light Cyclone Cycle |
- Destroid Complement:
| 360 |
MBR-24 Excalibur Main Battle Destroid |
| 360 |
MBR-27 Gladiator Main Battle Destroid |
| 120 |
MBR-22 Condor Main Battle Destroid |
| 72 |
ADR-24 Raider Air Defense Destroid |
| 108 |
SDR-24 Spartan Space Defense Destroid |
| 12 |
MAR-00 Monster Mobile Artillery Destroid |
| 8 |
MAR-20 Little Monster Mobile Artillery Destroid |
- Mecha Complement:
| 960 |
VAF-6 Alpha Veritech Fighter |
| 120 |
VAF-7S Shadow Alpha Veritech Fighter |
| 480 |
VBF-1 Beta Veritech Fighter |
| 120 |
VBF-1S Shadow Beta Veritech Fighter |
| 60 |
VF-2S Shadow Vindicator Veritech Fighter |
| 60 |
VE-1 Intelligence Reconnaissance Valkyrie Veritech |
| 36 |
VHT-2 Spartas Hover Tank |
- Other Complement:
| 20 |
Horizont Troop Shuttle |
| 5 |
GMU-1 Ground Mobile Siege Unit (fully loaded) |
| 3 |
YMH-10 Self-Propelled Synchro Cannon |
| 5 |
Nuclear Warhead (of each type) |
| 5 |
Reflex Warhead (of each type) |
M.D.C. by location:
- Heavy Particle Cannon - 20,000
- LC-12 Main Laser Cannons (3) - 5000 each
- PB-45 Particle Beam Cannon Turrets (32) - 500 each
- LT-5 Point Defense Laser Turrets (18) - 150 each
- SLS-25 Vertical Missile Launchers (18) - 200 each
- Retractable Weapon Hatches (76) - 100 each
- Alpha Launch Bays (8) - 1200 each
- Airlock Access Hatches - 100 each
- Main Hangers (2) - 10,000 each
- Hull Connectors (3) - 15,000 each
- Command Tower - 10,000 *
- Main Engines (10) - 10,000 each **
- Maneuvering Thrusters (24) - 500 each
- Hull Regions (200, Central Hull) - 450 each
- Hull Regions (80 on each of two Side Hulls) - 400 each
- Hull Regions (45, Lower Hull) - 400 each
- Hull Regions (20 on each of three Engine Sections) - 400 each
- Main Body (Central Hull) - 100,000 ***
- Side Hulls (2) - 40,000 each
- Lower Hull - 20,000
- DS-1 Pinpoint Barriers (4) - 5000 each
- DS-2 Omni-Directional Barrier - 60,000
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, but the
auxiliary command bridge will remain functional. |
| ** |
If the main engines are put out of commission, the ship will be floating
dead in space or will crash if the damage occurs in atmosphere. |
| *** |
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.
- Sublight: Can travel at up to 20 percent of the speed of light (0.20c) and
accelerate / decelerate at a rate of 0.2 percent of light (0.002c) per melee.
- Atmospheric Propulsion: Mach 3 (2235 mph / 3600 km/h), can enter and leave
an atmosphere under its own power, but it is not designed for atmospheric flight.
- Maximum Range: Effectively unlimited by drive system, but onboard supplies
for the crew and troops will last for six years before the ship needs to be
restocked. Water stores were recycled almost completely and hydroponics
installations provided the crew with a limited supply of fresh foods.
Statistical Data:
- Height: 1903' (580 m)
- Width: 2044' (623 m)
- Length: 4633' or 0.9 miles (1412 m or 1.4 km)
- Weight: 64.5 million tons (58.5 million metric tons)
- Reactor System: Mk-II Protoculture Reactor with a life span of 40 years.
- Propulsion System: Chemical Rocket
- Gravity System: Internal
Weapon Systems:
- Heavy Particle Cannon
The most powerful weapon on the Izumo 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 central hull and uses new Tirolian technology to eliminate the
need for the ship to split along a central axis. The cannon needs five full
minutes to power up its enormous capacitors before it is ready to fire. The beam
itself will last for one full melee round 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: 150 miles (241.4 km) underwater, 300 miles (482.8 km)
through an atmosphere, and 300,000 miles (482,803 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
- LC-12 Main Laser Cannons (3)
At the front of the secondary and lower hulls of the vessel are power laser
cannons. The laser cannons are designed for anti-ship warfare and are very
powerful.
- 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 once every other melee round.
- Payload: Effectively unlimited
- PB-45 Particle Beam Cannon Turrets (32)
This twin-cannon turret is designed to attack large spaceships. Each turret can
rotate 360 degrees and has an arc of fire of 180 degrees. Eight are mounted on
the upper central hull, two groupings of two turrets are on either side, on top,
and on bottom of the side bodies, for a total of 8 on each side body, and an
additional eight turrets on the bottom of the central hull.
- Range: 93.2 miles (150 km) underwater, 186.4 miles (300 km) through
an atmosphere, and 186,411 miles (300,000 km) in space.
- Damage: 2D4x100 M.D. per single blast.
- M.D.C. Weapon Rating: 24
- Rate of Fire: Each cannon can fire twice per melee round.
- Payload: Effectively unlimited
- LT-5 Point Defense Laser Turrets (18)
The LT-5 lasers are designed to deliver heavy firepower on very close targets.
A double-barreled laser with a round sensor between the barrels, the LT-5 is
stored inside the hull, but elevates upwards from under movable panels into
firing position. Four turrets are mounted on each side body, two in the lower
body, six in the forward section of the central body, and the remaining six
are mounted in the aft section of the central body.
- Range: 1.6 miles (2.5 km) underwater, 3.1 miles (5 km) through an
atmosphere, and 310.7 miles (500 km) in space.
- Damage: 2D6x10 M.D. per single blast.
- M.D.C. Weapon Rating: 23
- Rate of Fire: Each turret can fire four times per melee round.
- Payload: Effectively unlimited
- SLS-25 Vertical Missile Launchers (18)
This system replaces the Pepperbox launchers used on old RDF ship designs. This
new system consists of two rows of five launch tubes for each missile launcher,
this allows for an even higher rate of fire. Four launchers are located near the
aft engines, two others are near the bridge, four on each side body, and the
remaining four are located in forward section of the central hull.
- Missile Design: Hughes Warhawk and General Dynamics / Euromissile / BAe
Spacehawk Long Range Missiles
- Missile Type: Anti-Spaceship only.
- Missile Guidance Systems: Select any one available guidance system.
- Missile Warhead: Armor Piercing, Fragmentation, High Explosive, Plasma
/ Napalm, Fuel Air Explosive, Kinetic Energy, Multi-Warhead, Nuclear, Proton
Torpedo, and Reflex only.
- 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 any size up to 10 missiles.
Each launcher can fire three times per melee round.
- Payload: 400 missiles per launcher, for a total of 7200 long range
missiles.
- Modifiers: Increase range in space by 25%, but reduce warhead strength
by 10%. 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).
Shield Systems:
- DS-1 Pinpoint Barrier System (4)
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.
- M.D.C.: 5000 each
- DS-2 Omni-Directional Barrier System
An adaptation of the system first developed on the SDF-1 Macross, the DS-2 Barrier
System completely covers the ship in a protective shield. Unfortunately, the ship
protected by the shield cannot fire any of its weapons without hitting the shield
that is protecting it. 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.
- M.D.C.: 60,000
Special Systems:
- Electronic Warfare System
The ship is equipped with a standard REF EW suite.
- ECM: 5
- ECCM: 5
- EWS Abilities: Attract Tracking Device, Break Tracking Device Lock-On,
Generate ECM and ECCM (3 points), Light Target, Scramble Communications, and
Scramble Sensor Information.
- SF-X Shadow Cloaking Device (after 2037 CE refit only)
Developed alongside the mecha version, the SF-X Shadow Cloaking Device has only
one purpose: to prevent any Protoculture emissions from escaping a ship. With an
active shadow device, a ship is basically rendered invisible to the Invid's most
powerful sensor system and most Invid brains will ignore a target that they can
see on their subspace mass sensors, but not on their Protoculture sensors.
Unfortunately, the device is not very stable and there is a 50% chance that the
device will fail when the ship loses at least 50% of its main body; roll for the
first time it is reduced past this point and for each subsequent attack that
inflicts at least 1% of the main body's M.D.C. in a single attack or a volley.
- Cyclone Production Facilities
The ship contains several cyclone cycle construction facilities. There are
two cyclone factories and each factory is designed to be generic and can
construct any REF cyclone cycle. At normal production, each factory can produce
150 VR-052 Battler Cyclone Cycles, 75 VF-041 Saber Cyclone Cycles, or 200
VR-038 Light Cyclone Cycles per month. 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.
- Mecha Production Facilities
The ship contains several mecha construction facilities. There are two mecha
factories and each factory is designed to be generic and can construct any REF
mecha. At normal production, each factory can produce 25 VAF-6 Alpha Fighters,
15 VBF-1 Beta Fighters, 10 VF-2 Vindicator Fighters, 30 SF-6 Vulture Space
Fighters, 20 VHT-2 Spartas Hover Tanks, 25 ZP-1 Tactical Battle Pods, 20 ZP-2
Officer Combat Pods, 20 Destroids of any type (except the MAR-00 Mk-II Monster
Destroid and the MAR-20 Mk-III Little Monster Destroid), 3 MAR-20 Mk-III
Little Monster Destroid, and 1 MAR-00 Mk-II Monster Destroids per month. 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 12 SF-7 Shadow Cloaking Devices or 1
YMH-10 Synchro Cannon per month, 1 GMU-1 Ground Mobile Siege Unit every two
months, or 1 Horizont Troop Shuttle or Predator Drop Ship every three 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 250 suits of armor of any type
and 250 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 REF. 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 REF 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 REF
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
35,000 people indefinitely or 60,000 people for a short period of time in case
of an emergency.
- Communication Systems
The ship is equipped with three 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 10,000 miles (16,100
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 ship's communication
array can maintain contact with up to 2500 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 missiles using
non-autonomous guidance systems 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,
Generate ECM and ECCM (3 points), Light Target, Scramble Communications, and
Scramble Sensor Information.
- Combat Actions: 8
- Strike: +5 to strike for all direct fire weapons and +3 to strike for all
missiles using non-autonomous guidance systems.
- Targeting System: Can track up to 300 targets simultaneously.