Thuverl Salan Class Destroyer
(Version 1.00 - Last Modified: 12/12/2003)
- Background information inspired by Thuverl
Salan class Heavy Cruiser by Pieter Thomassen, with Peter Walker, on the
Unofficial Robotech Reference Guide.
After the Ci'Va disaster, the Tirolian Empire was in a full-scale war with the Ci'Vonian survivors and their
Zentraedi allies. A huge portion of the fleet had defected and during the initial years of the war, the remaining
forces were too spread out for anything but a purely defensive stance, making it extremely difficult to locate the
bases used by the Disciples of Zor. Just as bad, due to the nature of the threat, the remaining Zentraedi forces
had no technological advantage over their enemy. To compensate, the Robotech Elders felt that production of large
numbers of improved Zentraedi ships was one of their highest priorities. The Thuverl Salan design was a direct
result of this, designed with the firepower to take on most types of ships used by the Disciples of Zor. Also, the
class was produced on an unprecedented scale. Its design was suited for massive production runs as well as for a
long lifecycle, as volume and mass had been reserved at the outset for the inevitable updates and refits that would
be carried out during the design's lifetime.
As the years went on, the Tirolian Mercantile Empire produced larger and larger numbers of the Thuverl Salan
vessels, although relatively few updates were made on the basic class, another tribute to the original design teams.
In action, the Thuverl Salan cruisers proved to be quite effective, completely outclassing any smaller ship, such as
the Tou Redir scout ships. By the time of the First Robotech War, the Thuverl Salan ships were the backbone of the
Zentraedi fleet, and they were also prominently involved in the earlier battles in the Sol system. The first
encounter of the Terran forces with a Thuverl Salan was mere minutes after the initial Zentraedi defold in the solar
system, when an advanced force of these cruisers took on the orbital fleet to clear the way for the main Zentraedi
body and fleet train. The Zentraedi lost one Thuverl Salan and another one was severely damaged, but few ships of
the orbital fleet survived the encounter, as the Zentraedi vanguard broke through their ranks with ease. Further
combat in the solar system saw the destruction of nine other Thuverl Salan ships, though it must be noted that the
Zentraedi were not trying to destroy the SDF-1, but to capture it relatively intact.
The Thuverl Salan class was the most numerous of the Zentraedi capital ships, in addition to one of the most modern.
Designed for ease of production as well as for combat effectiveness, the class was produced in enormous numbers, only
exceeded in quantity by the ubiquitous Tou Redir scout ship. The basic hull shape of the Thuverl Salan was that of a
bulged wedge, with a superstructure rising from amidships and continuing to the rear. The engines were mounted in the
aft sides of the hull, protruding underneath the hull proper in long blisters. In the ventral hull, between the
engines and under the superstructure, is a large dual hatch leading to the auxiliary craft hangars. A large
retractable sensor fin jutted backwards near the hangar and other fins were mounted on the main hull and the engines.
The outer hull was formed of two halves, an upper and a lower one, and a groove between them ran most of the length
of the ship.
The armament of the ship was diverse and effective. The heaviest cannons carried were three large laser cannons,
mounted in three turrets on the forward incline of the superstructure. This ensured the heaviest possible salvo with
the minimum exposed silhouette in standard Zentraedi combat attitudes. The more commonly used medium particle
batteries were mostly concentrated forward as well, with large clusters of the retractable turrets bearing on the
forward arc on and around the sensor pad, and forward of the two reaction engines. The heavy missile launchers were
also forward, firing from the groove between the dorsal and ventral main hull. As usual, the defensive missile
turrets were mounted for spherical coverage.
Ship Information:
- Ship Class: Cruiser
- Ship Type: Heavy
- Year Commissioned: 1560 CE
- Crew: 2130
- Troops:
- Air Group: 350
- Troops: 7194
- Total: 7544 (maximum)
- Total Crew and Troops: 9674
Vehicle Complement:
- Combat Pod Complement:
| 5076 |
Regult Combat Pod |
| 44 |
Glaug Battle Pod |
| 684 |
Light Artillery Pod |
| 314 |
Heavy Artillery Pod |
| 156 |
Recon Scout Pod |
- Fight Pod Complement:
- Power Armor Complement:
| 218 |
Nousjaedul-Ger Cavalry Power Armor |
- Other Complement:
| 5 |
Glaug Booster Unit |
| 9 |
Quel Quallie Cyclops Reconnaissance Scout |
| 8 |
Frandlar Tiluvo Transport Pod |
| 6 |
Liewneuatzs Personnel Shuttle |
| 40 |
Hover Platforms |
| 5 |
Reflex Warheads (of each type) |
M.D.C. by location:
- Main Laser Cannons (3)- 800 each
- Retractable Particle Beam Cannons (12)- 150 each
- Retractable Laser Turrets (36)- 60 each
- Retractable Long Range Missile Turrets (70)- 100 each
- Retractable Heavy Missile Turrets (22)- 200 each
- Retractable Weapon Hatches (140)- 100 each
- Airlock Access Hatches (70) - 100 each
- Small Bomb Bay Hatch - 200
- Large Bomb Bay Hatch - 900
- Main Engines (2) - 10,000 each *
- Auxiliary Engine - 5000 **
- Hull Regions (300) - 300 each
- Inner Hull Regions (300) - 150 each
- Main Body - 90,000 ***
M.D.C. Armor Rating - Hull Region: 11
M.D.C. Armor Rating - Inner Hull Region: 9
M.D.C. Armor Rating - Main Body: 20
Notes:
| * |
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. The command bridge will also be destroyed. |
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 16 percent of the speed of light (0.16c) and accelerate / decelerate at
a rate of 0.15 percent of light (0.0015 c) 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.
- Maximum Range: Effectively unlimited by drive system, but onboard supplies for the crew and troops
will last for 18 months before the ship needs to be restocked. Water stores were recycled almost
completely.
Statistical Data:
- Height: 1673' (509.9 m)
- Width: 2480' (755.9 m)
- Length: 6620' or 1.3 miles (2018 m or 2.0 km)
- Weight: 43.5 million tons (39.5 million metric tons)
- Reactor System: Tirolian Protoculture Reactor with a life span of 35 years.
- Propulsion System: Anti-Gravity / Chemical Drive
- Gravity System: Internal
- Cargo: Limited
Weapon Systems:
- Heavy Reflex Cannon
The most powerful weapon on the Thuverl Salan destroyer, the Heavy Reflex 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 is hidden in the core of
the ship along the main axis, and the ship separates along this axis to fire. 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 5 MT (megatons) of TNT. See
Tirolian Ship Systems for more details on Heavy Reflex
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: 1D4x250,000 M.D. per single blast.
- Blast Radius: The cannon's beam width is 208' (63.4 m) and when used against a planet, it leaves
a crater with a diameter of 5000' (1524 m) and a depth of 500' (152.4 m).
- 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
- Main Laser Cannons (3)
Although not the most powerful weapon on the ship, the main laser cannons represent a large portion of the
ship's firepower. Located at the very front of the ship, the cannons are well protected by the hull of the
ship, and without careful observation, the weapons' ports can be easily missed, at least until they fire.
- 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: 23
- Rate of Fire: Each cannon can fire once per melee.
- Payload: Effectively unlimited
- Retractable Particle Beam Cannons (12)
Scattered across the hull of the ship are powerful anti-ship particle beam cannons, the 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 located on the top of the ship, two cannons are located on
each side of the ship, two cannons are located on the bottom of the ship, and three cannons are located on
the front 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 twice per melee.
- Payload: Effectively unlimited
- Retractable Laser Turrets (36)
The Lasers Turrets are located in batteries along the all sides of ships and are used as anti-mecha and small
anti-ship weapons. They are not very powerful, but if fired in large numbers they can be devastating. Six
turrets are located on the top of the ship, eight turrets are located on each side of the ship, four turrets
are located on the bottom of the ship, and ten turrets are on the front of the ship.
- Range: 1584' (956.6 m) underwater, 3168' (956.6 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, but they must fire in a volley of at least
three cannons.
- Payload: Effectively unlimited
- Retractable Long Range Missile Turrets (70)
These are very similar to the Retractable Laser Turrets, except they fire missiles instead of laser beams.
They can use several different types of warheads according to the mission at hand, but they are usually
configured to be anti-spaceship missiles with the heaviest warheads available. 12 turrets are located on
the top of the ship, 24 turrets are located on the each side of the ship, and 10 turrets are located on
the bottom of the ship.
- Missile Design: SAA-1 Granite (Gliquoun Touwhaug) Long Range Missile
- Missile Type: Any available type
- Missile Guidance Systems: Select any three available guidance systems.
- Missile Warhead: Any available type
- 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 launched can fire
once per melee.
- Payload: 100 missiles per launcher, for a total of 7000 long range missiles.
- Retractable Heavy Missile Turrets (22)
These are similar to the Retractable Long Range Missile Turrets, except they fire cruise missiles. They can
use several different types of warheads according to the mission at hand, but they are usually configured
with the heaviest warheads available. Four turrets are located on the top of the ship, eight turrets are
located on the each side of the ship, and two turrets are located on the bottom of the ship.
- Missile Design: SSA-1 Sniper (Lojredbeth Deuawhaug) or SSA-2 Scrapper (Letkes Deuawhaug) Cruise
Missiles
- Missile Type: Anti-Spaceship
- Missile Guidance Systems: Select any two available guidance systems.
- Missile Warhead: Armor Piercing, Fragmentation, High Explosive, Plasma / Napalm, Kinetic Energy,
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 2, 4, 6, 8 or 10 missiles. Each launched can fire
once per melee.
- Payload: 40 missiles per launcher, for a total of 880 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).
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 10,000 people indefinitely or 15,000 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 50,000 miles (80,467 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 1500 ships simultaneously.
- Sensor Systems
The ship is equipped with three 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 450,000 miles (724,205 km), small
targets at a range of up to 4.5 million miles (7.2 million km), medium targets at a range of up to 9 million
miles (14.5 million km), and large targets at a range of up to 13.5 million miles (21.7 million miles). 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 500,000 miles (804,672 km), small targets at a range
of up to 5 million miles (8 million km), medium targets at a range of up to 10 million miles (16.1 million
km), and large targets at a range of up to 15 million miles (24.1 million miles). See
Tirolian 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
500 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 all missile weapons receive a bonus of +3 to
strike. These bonuses are in addition to any previously stated bonuses or penalties.
Combat Summary:
- Combat Actions: 5
- Strike: +4 to strike with direct fire weapons and +3 to strike with missile weapons.
- Targeting System: Can track up to 500 targets simultaneously.