Pioneer Class Super Dimensional Fortress
(Version 1.00 - Last Modified: 05/14/2006)
- Background information inspired by
Pioneer
Class Super Dimensional Fortress (SDF) by Pieter Thomassen, with Peter
Walker, on the
Unofficial
Robotech Reference Guide.
The SDF-3 Pioneer was completed in February 2022, and soon folded for Tirol with most of the
Home Fleet of the time. Upon arrival in the Oort cloud of the Valivarre system, the Pioneer
left its obviously non-Tirolian fleet trailing behind and proceeded to Tirol. The crew had
anticipated either talks or combat with the Zentraedi and/or the Robotech Masters, but instead,
long range scans of Tirol showed non-Tirolian invaders in some numbers. The allied Zentraedi
recognized these as the Invid, the REF High Command considered an immediate return home if the
Robotech Masters were not still on Tirol, but to determine this the REF must reach the planet.
This forced the REF into a war different from the one for which it was prepared. Still, after
fierce fighting, Tirol-space was dominated by the REF, and less than two months later REF
troops were mopping up the last of the Invid on Tirol. Unfortunately, during the battle the
SDF-3's Fold Drive was badly damaged. To make matters worse, the REF determined that the
Robotech Masters had indeed left the Valivarre system to travel to Earth for the remains of
the SDF-1 Macross.
As much because of the state of its fold systems as of its enormous firepower, the Pioneer
would serve as the main protection for the single most important Human asset in the local
group, Tirol. While other ships of the fleet were detached for duty with the alliance from
occupied planets known as the Sentinels, the Pioneer remained in orbit around Tirol. Because
of the strategic value of the ship, she was not to undergo her refit until her new engines
had been fabricated, for her stay in space dock had to be as short as possible. She was
scheduled to undergo this refit shortly after the first of the new class of battle fortresses,
the Izumo, had been completed. However, before this happened, General Edwards staged his coup.
As the loyalist and rebel forces on board the SDF-3 were about evenly matched, both sides
silently agreed that the Pioneer would not be a target in the naval engagements, though the
small arms battles on board were often fierce, leading to an armed standstill. In the end,
Edwards lost his gamble and his life, and the Pioneer came out of the civil war undamaged, but
the Orbital Yards and her new fold engines were destroyed. It was necessary to fabricate new
fold engines at Kaberra then fold them to Tirol to once again make the ship fold-capable.
Shocked with the ease with which the Invid destroyed the attack wings sent to prepare the way
for the reclamation of Earth, the REF high command decided to assemble most of the fleet and
prepare for a long and large campaign to retake the planet. It was not until 2038 that they
were confident they could defeat the Invid on Earth. In a spectacular and much recorded sight
the Pioneer folded from the system she had guarded for so long to the system of her birth,
accompanied by her close escort of Garfish destroyers. She has not been heard from since.
The SDF-3 Pioneer was primarily designed to be the flagship for the Human expedition, named
the Pioneer Mission, to achieve a peace treaty with the Robotech Masters or to ensure that
the next Robotech War would be fought light-years away from Earth. As such, it would be
necessary to open talks with the Tirolians but still have the capability of waging a war
without any support from Earth. Achieving diplomacy would be difficult, since, according to
Zentraedi descriptions, that race had become after many centuries of war prone to attack
first and sift through the wreckage later.
To approach the Masters, it was decided that the SDF-3 would have to appear as normal as
possible to the Masters, at least until messages rather than weapon salvos were exchanged.
Thus, the decision was made to model the exterior characteristics of the SDF-3 not on the
rare Macross class of battle fortresses, but on the Sian Dereta class, a Border Fleet design.
It was hoped the Masters would be more trusting of a ship they believed was under the command
of some of their clone Triumvirates. However, the internals of the SDF-3 were to be as
advanced as Earth was capable of producing. At that time, the technological standard of Earth
was based on the Macross's systems, which had been mostly deciphered. The SDF-3 was first
constructed with only a light exterior hull. Once completed, exterior hull plates scavenged
from Zentraedi ships were mounted on the Pioneer, giving the ship an almost authentic
exterior.
As designed, the central hull section, which served the same function as the central hull
section of the Macross, was the smallest, most important and best-shielded part of the ship.
It was flanked by the two engine sections, which contained the reaction engines and most of
the special equipment on the SDF-3. These three sections were all mounted behind the twin
cannon booms, receiving additional protection. The two engine sections were themselves
shielded by what were dubbed the 'outriggers' of the ship. These large and heavily armored
outer hull sections flanked the engine sections. These outriggers contained several laser
turrets and sensors. On top of the SDF-3 was a conning tower, a rather low and stretched-out
design compared with the conning tower of the Macross. It contained the navigation bridge
and several key sensor installations.
A unique feature of the Sian Dereta class was its twin Reflex Cannons. As the original
Zentraedi vessel was designed for the Border Fleets, and thus to operate for extended
periods without external maintenance, two Reflex Cannons were provided in order to save wear
and tear on a single cannon by repeated firings. In addition, the two cannons could be fired
in sequence, giving the Sian Dereta the power of two regular monitors, though only for one
salvo as the ships could not recharge more than one cannon at a time. As a near copy of the
Sian Dereta class, the Pioneer also carried twin Reflex Cannons. However, as the Tirolians
found the advantages of twin cannons specious, so did the Humans, and later ships reverted to
a single Reflex Cannon.
As stated above, the capabilities and internal systems of the SDF-3 differed considerably of
those of the Sian Dereta. The Reflex cannons on the Macross class were more powerful and
smaller than those on the Sian Dereta, and the Macross-style Reflex Cannon had to be slightly
redesigned so as to conform to the resulting longer beam-generation area, as well as to the
fact that the inner sections of the cannon booms no longer rotated. The additional space
between each cannon and the outer shell was partly filled with four large particle beam
cannons. These four were mounted in the outer forward corners of the cannon booms. Another
six, for a total of ten, were mounted in the normal Sian Dereta heavy weapon mountings; four
on the engine pods and two in the dorsal main cannon booms. The ubiquitous Zentraedi laser
turrets of the Sian Dereta were replaced with a terrestrial two-barrel design, also used on
the other ships of the fleet, with a higher rate of fire and a larger yield. The missile
batteries too were fully human in design. In addition to this heavy weapons suite, about as
powerful as a large Zentraedi ship, the SDF-3 carried 1100 Naval fighters, a full Army Corps,
two Zentraedi Cavalry regiments, and a full Air Force. In effect, the SDF-3 combined the
capabilities of the Tokugawa Class Cruiser with those of the Tokugawa Class Assault Landing
Ship. Unfortunately, there was insufficient hangar space to allow the Army and Air Force
mecha to operate from the SDF-3 as additions to the Naval Air group. The SDF-3 had one of the
best fighting groups in the Human Robotech Forces, not to mention the most powerful.
In addition to all this fighting capability, the SDF-3 was equipped with on board factories
of much the same capabilities as those on board the Macross, and until ground-side factories
could be set up, the SDF-3 would be the single source of newly fabricated supplies for the
fleet within light-years. The most glaring technical problem with the SDF-3 lay in its fold
system. Using the controversial technique of placing two fold-systems in tandem, the engines
were never fully tested until the REF's departure. Upon arrival in Fantoma-space, the engines
failed and were destroyed. The SDF-3 had to be completely refitted with newly built fold
engines. However, the sorry state of the Tirolian facilities, the pressures of the Sentinels'
War, and the destruction of the Orbital Shipyards during Edwards' coup caused an unintended
delay in of over a decade; it was not before 2038 that the fold system was once again
operational on the SDF-3. As is widely known, the ship never defolded from hyperspace after
its last jump with the Saturn Group, and the most likely explanation is that the new fold
system failed in mid-jump, destroying the ship; or that it malfunctioned less severely and
defolded and stranded the SDF-3 in an unknown location, but outside of communication range
with either Earth or Tirol.
Names and Disposition:
| Shipyard Name |
Name |
Year Commissioned |
Notes |
| SDF-3 |
Pioneer |
2022 |
Missing en route to Earth in 2038 CE. |
Ship Information:
- Ship Class: Battleship
- Ship Type: Expeditionary
- Year Commissioned: 2022 CE
- Crew: 2500
- Troops:
- Air Group: 3400
- Air Force: 5100
- Air Corps: 13,000
- Zentraedi Calvary Regiments (2): 600
- Strategic Support Group: 24,000
- Total: 46,100
- Total Crew and Troops: 48,600
Vehicle Complement: (2022 CE Complement)
- 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 |
| 20 |
MAR-00 Monster Mobile Artillery Destroid |
- Fighter Complement:
| 1750 |
SF-6 Vulture Fighter |
| 20 |
ES-11D Reconnaissance Aero-Space Plane |
- Mecha Complement:
| 1200 |
VAF-6 Alpha Veritech Fighter |
| 132 |
VBF-1 Beta Veritech Fighter |
| 48 |
VF-2V Vindicator Veritech Fighter |
| 24 |
VE-1 Intelligence Reconnaissance Valkyrie Veritech |
| 24 |
VHT-1 Centaur Hover Tank |
| 12 |
VHT-2 Spartas Hover Tank |
- Zentraedi Mecha Complement:
| 360 |
ZP-1 Tactical Battle Pod |
| 120 |
ZP-2 Officer Combat Pod |
| 36 |
Regult Combat Pods |
| 36 |
Glaug Battle Pods |
| 60 |
Nousjadeul-Ger Calvary Power Armor |
| 48 |
Queadlunn-Rau Tactical Power Armor |
| 24 |
Raulonve Fighter Pods |
- Other Complement:
| 17 |
Predator Drop Ship |
| 4 |
GMU-1 Ground Mobile Siege Unit (fully loaded) |
| 5 |
Nuclear Warhead (of each type) |
| 5 |
Reflex Warhead (of each type) |
Vehicle Complement: (2038 CE Complement)
The hanger designed to hold two Garfish Class Destroyers can hold two Horizont
Troop Shuttles in place of each detroyer.
- Cyclone Complement:
| 3700 |
VR-052 Battler Cyclone Cycle |
| 1000 |
VR-041 Saber Cyclone Cycle |
| 1400 |
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 |
- Fighter Complement:
- Mecha Complement:
| 1860 |
VAF-6 Alpha Veritech Fighter |
| 72 |
VAF-7S Shadow Alpha Veritech Fighter |
| 960 |
VBF-1 Beta Veritech Fighter |
| 72 |
VBF-1S Shadow Beta Veritech Fighter |
| 60 |
VF-2S Shadow Vindicator Veritech Fighter |
| 12 |
VE-1 Intelligence Reconnaissance Valkyrie Veritech |
| 36 |
VHT-2 Spartas Hover Tank |
- Other Complement:
| 13 |
Horizont Troop Shuttle |
| 2 |
Garfish Class Destroyer |
| 6 |
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 Cannons (2) - 15,000 each
- PB-45 Particle Beam Cannon Turrets (16) - 500 each
- LT-5 Point Defense Laser Turrets (60) - 150 each
- SLS-25 Vertical Missile Launchers (14) - 200 each
- SRS-2 Heavy Missile Launchers (12) - 250 each
- Retractable Weapon Hatches (102) - 100 each
- Airlock Access Hatches - 100 each
- Side Sensor Arms (2) - 15,000 each
- Command Tower - 10,000 *
- Main Engines (4) - 10,000 each **
- Auxiliary Engines (15) - 2500 each **
- Maneuvering Thrusters (12) - 100 each
- Hull Regions (220, Main Body) - 500 each
- Hull Regions (20 on each of two Engine Sections) - 500 each
- Main Body - 120,000 ***
- 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 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.
- Sublight: Can travel at up to 20 percent of the speed of light (0.20c) and
accelerate / decelerate at a rate of 0.15 percent of light (0.0015c) 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 ten 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: 1512' (461 m)
- Width: 1700' (518 m)
- Length: 4603' or 0.87 miles (1403 m or 1.4 km)
- Weight: 35.1 million tons (31.8 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 Cannons (2)
The most powerful weapon on the Pioneer class, the Heavy Particle Cannons are
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 cannons take up most of the
forward sections of the ship and use Tirolian technology to eliminate the
need for the ship to split along a central axis. Each cannon needs five full
minutes to power up its enormous capacitors before it is ready to fire, but the
ship can only recharge one cannon at a time. 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 30 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: 3D4x500,000 M.D. per single blast.
- Blast Radius: Each cannon's beam width is 1250' (381 m) and when
used against a planet, it leaves a crater with a diameter of 30,000' (9144
m) and a depth of 3000' (914.4 m).
- M.D.C. Weapon Rating: 100
- Rate of Fire: Each cannon can fire once every eight minutes, but
can fire no more then five times per hour.
- Payload: Effectively unlimited
- PB-45 Particle Beam Cannon Turrets (16)
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. Four turrets are
mounted on the top of each of the forward booms, two turets are mounted on the
bottom of each of the forward booms, and the other four are mounted in the
ship's engine section.
- 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 (60)
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. Six of the turrets are mounted on top of each of the forward
booms, Four turrets are mounted on the bottom of each of the foward booms, 12
are mounted in the upper main hull, 4 are in each of the side bodies, and the
other 20 were dispersed over the ship's other hull areas.
- 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 (14)
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
engines, four amidships, four are in the bow, and the final two launchers are
located near the bridge.
- 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 5600 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).
- SRS-2 Heavy Missile Launchers (12)
A ramp type launch system was designed for the new cruise missiles used by the
REF. While these launchers held significantly less rockets, they retained the
fast rate of fire that the older designs used on the ARMD cruisers had. Six
launchers are located in each of the two forward booms.
- Missile Design: RRG RMS-3 Archangel of Death Cruise Missiles
- Missile Type: Anti-Spaceship only.
- 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 5 missiles.
Each launcher can fire twice per melee round.
- Payload: 15 missiles per launcher, for a total of 180 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).
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: 4
- 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
three 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 four 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 are two
auxiliary factories and they can each 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 are three
factories 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 four 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 60,000 long range missiles, 15,000 cruise missiles, and
750 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
six 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
60,000 people indefinitely or 80,000 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 3500 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 200 targets simultaneously,
providing detailed information about the targets from the ships data files. All
direct fire weapons receive a bonus of +4 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: 4
- 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: +4 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 200 targets simultaneously.