The following material was written by
Nathan
Babcook (hellcat@computerland.net)
and is used in THE THIRD INVID WAR with
permission. Please feel free to use, copy, and distribute it as you see fit,
but please give proper credit to the author and do not claim that it is your
own work. Comments and suggestions are welcome.
THUNDERER-CLASS BATTLE FORTRESS
RPG Stats by
NATHAN BABCOOK
(hellcat@computerland.com)
Background info provided by the
ROBOTECH TECHNICAL FILES
BACKGROUND
The SDF-4 Thunderer was one of the first new starships built
following the end of the Sentinels War (First Invid War). The design for
the new battle fortress had actually been developed during the height of the
war, but difficulties experienced during the repair and refit of the Fantoma
Orbiting Shipyards prevented construction on the warship from beginning
until late 2031. The Thunderer was finally launched in 2034, two years
after the fall of the Invid Regent. However the Thunderer and her
sister ships would play an important role in the Second and Third Invid Wars.
The Thunderer class drew heavily on the design studies of the Ikazuchi
class command carriers, but was expanded to include more reflex weaponry
and a larger mecha complement. The main body of the vessel retains the
'brick on its side' shape for much of its length, though it can be divided
into three sub-sections: A narrow, downsloping aft central section, an
enlarged and heightened forward cannon section, and a wide and low engine
block aft. In addition, three additional modules are attached; two connecting
by a passage to the two sides of the central body and directly to the engine
block, and one to the keel. At the front of the side bodies the heavy particle
cannons are mounted, which, in concert with the main reflex 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 and the engine
block from flanking maneuvers. At normal battle attitudes, the Thunderer'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.
Hangar decks and crew spaces are distributed through the vessel, including
eight quick-launch bays first used on the Ikazuchi command carriers. There is
a large Horizont bay located in the lower body, capable of a high turn-around
rate on the shuttles. The lower body also contains Destroid hangars, to
facilitate unloading. The Air Group hangars are all in the main and side
bodies. There is no command citadel, though there is a command tower that
rises above the main hull, shortly before the deck begins its aft downslope.
The flag bridge is located in this tower.
The SDF-4 Thunderer and the SDF-5 Izumo were both destroyed in
the final battle of the Second Invid War when the Regis and her forces fled
from Earth. The SDF-6 Prometheus, named in honor of the Prometheus
Attack Group and intended to be the flagship for the fleet, was completed
and launched in 2042. Two more Thunderer battle fortresses were under
construction at the end of the Third Invid War, but both were converted into
newer Olympus-class Battle Fortresses prior to completion. The
SDF-6 Prometheus is the only surviving example of this starship class,
and still serves proudly as the flagship of the 2nd RGF Starfleet. The
Thunderer, Izumo and Prometheus were
all built at the Fantoma Orbiting Shipyard.
RPG STATS
Government: Robotech Expeditionary Force, later Sentinels Alliance
Ship Type: Super Dimensional (Space Fold) Battle Fortress
Class: Thunderer SDF
Manufacturer: Tirol (Fantoma Orbiting Shipyard)
- Crew: 7,850 total
- Officers: 420
- Main Crew: 4,150
- Flight Crew: 2,800
- Mecha Pilots:
- Troops: 1,800
- Notable Ships of Class:
-
| SDF-4 Thunderer |
launched 2034, first new battle fortress constructed at Tirol, assigned as
flagship of REF Jupiter Attack Group #2 in 2038, destroyed above Earth by Invid
Regis same year |
| SDF-5 Izumo |
launched 2037, assigned as flagship of REF Jupiter Attack Group #3 in 2038,
attempted to destroy the surface of the Earth using Neutron-S missiles,
destroyed above Earth by Invid Regis same year |
| SDF-6 Prometheus |
launched 2042, assigned as flagship of the REF Prometheus Attack Fleet in
2046, survived final battle of Third Invid War, assigned to Robotech Guardian
Forces in 2051, assigned as flagship of the 2nd RGF Starfleet in 2054, still
in service circa 2080 |
MDC BY LOCATION:
(1) Forward Primary Hull (forward 1/3 of ship) 60,000
(2) Rear Primary Hull (rear 2/3 of ship) 55,000
(3) Port Secondary Hull 45,000
(3) Starboard Secondary Hull 45,000
Hull Nacelle Connectors (2) 20,000
(4) Dorsal Secondary Hull (main hangar bay) 30,000
(5) Command Tower 10,000
(6) Alpha Launch Bays (8) 1,200 each
(7) Main Engines (3) 15,000 each
(7) Auxiliary Engines (14 total)
- Side Body (6) 3,000 each
- Central Front Body (4) 3,000 each
- Central Aft Body (4) 3,000 each
Guidance Thrusters (60) 200 each
Forward Reflex Cannon (in nose) 5,000
Particle Beam Cannons (2) 2,000 each
Zentraedi-Style Laser Cannons (17) 150 each
Zentraedi-Style Missile Launchers (12) 150 each
Point Defense Turrets (12) 100 each
(8) DS-2 Full Barrier Shield System 80,000
(8) DS-1 Pin Point Barrier System (4) 5,000 each
Main Hangars Doors (2) 1,000 each
Alpha Launch Bays Hangar Doors (8) 800 each
Secondary Hangar Doors (14) 500 each
Main Airlocks (15) 500 each
Small Airlocks/Access Hatches (200) 100 each
Outer Hull (per 40ft area) 200
Interior walls (per 20ft area) 40
NOTES:
- Depleting the MDC of the forward primary hull will knock out forward reflex
cannon, 5 of the laser cannons and 4 of the main missile launchers. Crew
casualties will be heavy; 30+(6D6)% of the crew will be killed instantly when
the forward section is destroyed.
- Depleting the MDC of the rear primary hull will essentially destroy the
battle fortress. All power systems, the main engines and the auxiliary engines
will be eliminated (see below). Crew losses will be heavy; (8D6)% of the crew
will be instantly killed. In addition, all internal systems will shut down due
to lack of power, including life support and internal gravity. Finally, there
is a 50% chance that the reflex furnace will overload and explode, doing
6D6x1,000 M.D. to everything in a 5,000 ft (1,525 m) radius.
- Depleting the MDC of either the port or starboard secondary hulls will
knock out one of the particle beam cannons, 4 of the laser cannons and 2 of
the missile launchers. Four of the eight Alpha launch bays will also be
destroyed. Crew losses will be significant; (6D6)% of the crew will be killed
(primarily mecha pilots and flight crew).
- Depleting the MDC of the dorsal secondary hulls will kill (6D6)% of the
crew (primarily horizont pilots and flight crew). In addition, the battle
fortress' ability to recover mecha will be greatly reduced due to the loss of
the main hangar bay Under normal circumstances a Thunderer SDF can launch or
recover 30 mecha or small ships per turn excluding the Alphas in their launch
bays. For every 1,000 points of damage the flight deck takes reduce this number
by 1. If the flight deck reaches 0 MDC then it is destroyed; no mecha
can be launched or recovered, 40+(1D6x10)% of the flight crew will be killed,
and any mecha that have already been launched will need to find another place
to land (this includes the Alphas in the launch bays).
- Destroying the command tower will instantly kill anyone on the bridge, as
well as (2D6)% of the overall crew. Radar and primary communications will be
knocked out. There are two auxiliary bridges in the main body of the ship
that the surviving crew can take command from. However if the command tower
is lost then the ship will be at -5 initiative and -3 to dodge due to loss of
sensors.
- Destroying the Alpha launch bays will greatly impair the carrier's ability
to rapidly deploy mecha. For every launch bay destroyed 24 Alphas will be
eliminated, along with their pilots and support crews.
- Depleting the MDC of the main engines will force the ship to rely on its
auxiliary engines. Depleting the MDC of the main engines AND auxiliary
engines will leave the ship adrift in space. If in an atmosphere, the ship
will crash (destruction of the main engines will render the antigravity system
useless due to loss of power).
- The DS-2 Barrier System regenerates at a rate of 40 MDC per melee round,
and the Pinpoint Barriers regenerate at a rate of 2,500 MD per melee round.
If destroyed, both barrier systems will eventually completely regenerate
themselves. See the DS-2 Barrier System and the
DS-1 Pinpoint Barrier entries for details.
SPEEDS:
- Speed (sublight): 0.18 speed of light (25,600 miles/41,200 km per
second)
Speed (conventional): equvalent to 5,360 mph (1,635 kmph)
Space Fold:
- Range unlimited (1 light year every 6 minutes). The Thunderer's spacefold
drive will transport all vessels within a three mile (4.5 km) radius with it
when it executes a fold. Up to 100 smaller craft can be transported with the
command carrier when it folds.
- Planet bound:
- The Thunderer has atmospheric capabilities through its thrusters
and anti-gravity system. The maximum hover time on the anti-gravity systems
is limited only by the protoculture supplies and maintenance requirements.
Due to the ship's design, it cannot land on open ground without crushing the
lower body, the use of the anti-gravity system will enable the ship to
attempt a landing, however, while landed, the battlefortress must operate
her antigravs at -99% local g at all times to prevent damage to the lower
body. The Thunderer will float in an ocean, and this is the preferred
landing method for planetary operations.
- Maximum Range: Unlimited (powered by a protoculture reactor with an
estimated life span of 40 years)
STATISTICAL DATA:
Length: 5,310 ft (1,618 m)
Width: 2,832 ft (864 m)
Height: 1,915 ft (583 m)
Weight: 30,000,000 metric tons (standard)
- Main Power System:
- RRG mk 15 protoculture-fueled Reflex furnace, Mk8
Fusion-Plasma Reaction Thrusters with protoculture energizer. Mk-3
Fusion-Plasma Emergency Reaction Thrusters with protoculture energizer.
- Fold System:
- Robotech Research Group (RRG) Mk. 4 fold system cluster
- Sublight Drive:
- REF Naval Engineering Class XXIV macro nozzle cluster
- Gravity Control System:
- Thurian internal gravitic field system
- Auxiliary Engine:
- REF Naval Engineering Class XXII mass-conservation thrust system
- Radar System:
- RRG Type XX Alpha Hyperspace Sensor Cluster
WEAPON SYSTEMS:
- REFLEX CANNON: This is the heaviest of the ship-borne weapons, at
full power it has the effective yield of a 14 MT fusion weapon,
approximately equivalent to the firepower of a fully-powered Zentraedi
Monitor. Unlike the Zentraedi Monitor and Flagship as well as the
SDF-1, this weapon does not require a split-boom firing design. The
weapon is located in an aperture in the center forward body and is
concealed much like the mega-laser on the Ikazuchi and
Icarus-class command carriers.
- Primary Purpose: Anti-Warship/Anti-Planet
- Range: 300,000 km
- Mega Damage: Destoys everything in its path. Fires a 2 mile
wide beam of destruction.
- Rate of Fire: Once every 20 Melees (5 Minutes)
- Payload: Effectively Unlimted
- PARTICLE BEAM CANNONS (2): Located in the forward Port and
Starboard Hulls These weapons can fire 2.5 TJ of particle energy per
shot once every fifteen seconds. The cannons can fire separately at
different targets or fire coaxially (by themselves, or with the main
Reflex Cannon) at a single target.
- Primary Purpose: Assault/Anti-Warship
- Range: 100,000 Miles in an atmosphere, 200,000 miles in space.
- Mega Damage: 1D4X1000
- Rate of Fire: each may fire once per melee.
- Payload: Effectively Unlimted
- ZENTRAEDI-STYLE PARTICLE GUN TURRETS (17): Each turret is capable
of delivering 3000 MJ of particle energy. These weapons are mounted on
the upper central hull, aft (2) and forward (3), on top of the side bodies
(2 each), under the side bodies (2), and under the central bodies aft
(2) and forward (2).
- Primary Purpose: Anti-Spaceship.
- Range: 50,000 Miles in an atmosphere, 100,000 miles in space.
- Mega Damage: 1D4X100
- Rate of Fire: 5 shots per melee
- Payload: Effectivly Unlimted
- ZENTRAEDI-STYLE MISSILE LAUNCHERS (12): Four launchers are located
near the engines, two others near the bridge, two on the side bodies,
and the remaining four are located forward.
- Primary Purpose: Defense/Anti-Missile, Anti-Ship
- Range: Varies with Missile Type
- Mega Damage: Typically 4D6X100
- Rate of Fire: twice per melee, in volley of 2 or 4
- Payload: 350 missile per launcher
- PL-2A POINT DEFENSE TURRETS (12): Mounted behind movable panels in
the side bodies (4) and the central bodies (8), these standard REF
weapons can fire 56 MJ of particle energy four times per second.
- Primary Purpose: Anti-Mecha
- Range: 30 miles in an atmosphere, 60 miles in space
- Mega Damage: 2D6X20
- Rate of Fire: five shots per melee
- Payload: effectively unlimited
- DS-2 FULL BARRIER DEFENSE SYSTEM: The
Thunderer battle fortresses are equipped with a full barrier system similar
to the one fitted on the SDF-3. When activated the force field encompasses
the entire ship, which prevents the launch of mecha, firing of weapons or
even using the main thrusters while the shield is up. The shield can be
erected or dropped in 5 seconds; in game terms, the shield can be dropped,
mecha recovered, weapons fired and the shield raised in the same melee
round, but the rate of fire for all weapons and the number of mecha that
can be launched/recovered is reduced by 2/3. The DS-2 can regenerate its
MDC at a rate of 10,000 MDC per hour (40 MDC per round).
- DS-1 PINPOINT BARRIER DEFENSE SYSTEM: The Pinpoint
Barrier System generates four small disc-shaped force fields that can be
positioned anywhere along the ship to deflect missiles, energy beams or
projectiles. Each pinpoint barrier is about 200 ft (61 m) in length and can
absorb up to 5,000 MD in damage, which then regenerates within 30 seconds (2
melee attacks). The barriers can also be layered on top of each other to
generate a field which provides 20,000 MDC and can even deflect heavy
particle beams (usually). The DS-1 is considered a backup system for the
DS-2 Full Barrier System.s
The four barriers are controlled by operators in the command tower of the
carrier. These operators are instructed to defend (1) the command
tower, (2) main engines, (3) flight deck, and (4) weapons systems
in that order. The operators primarily concentrate on defending
the ship against larger spacecraft and leave defense against mecha
attacking the battle fortress to the Veritechs and retractible weapon
systems.
- PRIMARY PURPOSE: Defense (the pinpoint barrier system cannot be
used as a weapon)
- RANGE: Up to 100 feet (30.5 m) from the surface of the vessel.
- DAMAGE CAPACITY: Can sustain up to 5,000 MD per round.
Regenerates at a rate of 2,500 MD per melee round.
- RADIUS: 200 ft (61 m)
- DEFENSIVE MOVEMENT: Can move from one end of the carrier to
the other in less than a single round. Trained operators can attempt
to block attacks up to 8 times per melee (counts as a parry) and are
at +7 to block. Untrained characters can parry up to their number of
hand-to-hand attacks with their normal parry bonuses only.
- PAYLOAD: Nearly inexhaustible. Will work as long as system is
functional (see below) and engines are intact. If main engines are
destroyed, the barrier will loose power and not function.
- NOTE: If all four barriers are grouped in a single spot they
can deflect a heavy particle beam attack, such as the one generated
by Zentraedi or Robotech Master warships. However, the beam will
completely destroy all four barriers and put incredible strain on the
pinpoint barrier system to the point where it may short out. After
deflecting an energy beam, roll percentile dice on the table below to
determine additional effects/damage.
- 01-15: Lucked out, system will be operational in 1D6 hours.
- 16-30: Minor damage, system will require 4D6 hours to
repair.
- 31-45: Major damage, system will require 2D6x10 hours to
repair (yes, DAYS of work).
- 46-60: Completely destroyed! System can be rebuilt, but
will require new parts and 2D6 DAYS of work to
replace.
- 61-75: Major damage, system will require 2D6x10 hours to
repair.
- 76-90: Minor damage, system will require 4D6 hours to
repair.
- 91-95: Lucked out, system will be operational in 1D6 hours.
- 96-00: It's a miracle! Trivial damage only, system will
be operational again in only 4D6 melee rounds!
ENDURANCE NOTES:
The dry stores endurance is limited to about 20 years, as the on board
recycling installations are very extensive, and only incidental biomass
losses need to be replenished. Water stores are recycled almost
completely. The hydroponics installations on board will provide the
crew with a steady supply of fresh foods, and some can even be
'exported' to smaller ships in the fleet.
The mecha consumables supplies (mainly missiles) are very extensive,
and can sustain continuous combat operations for over twenty-five days
against the Invid. However, battles against the Zentraedi or other
powers with capital ships will exhaust the anti-ship missile supplies
at a faster rate, and the Thunderer-class cannot sustain those
operations for more than two or three days. The ship launched missile
magazines should suffice for three large battles or five or more
skirmishes.
Several small Robotech Factories are located in the ship which are
designed to produce spare parts and ammunition for the Thunderer's
mecha complement. If necessary, they can be used to construct
complete mecha, however the rate of production is fairly low. The
factories can produce roughly 10 Cyclone-sized mecha per day or 3
Veritech-sized mecha per week.
SYSTEMS OF NOTE:
- ANTIGRAVITY PROPULSION SYSTEM: The Thunderer battle fortresses
are equipped with anti-gravity propulsion systems which are used for planetary
landings and liftoffs. The system is good for vertical ascent/descent only and
can lift the ship at speeds of up to 1,320 feet (400 m) per minute. The system
will function so long as the main engines can supply energy to it.
- HYPERSPACE COMMUNICATIONS: Thunderer SDFs are equipped with
hyperspace communications relays which allows faster-than-light communication
between the ships and other vessels or planetary bases. Hyperspace
communications are still not instantaneous, however. Audio/video
communication travels through hyperspace at a rate of about 5 seconds per
light year, so messages communicated over vast distances can still take days,
weeks, or months to arrive.
- LIFE SUPPORT SYSTEMS: The Thunderer SDFs have sufficient life
support to provide breathable air and comfortable temperatures for 12,000
people for up to 20 years (air is recycled). In an emergency the life support
system can support up to 16,000 people at one time, though living conditions
onboard will get extremely cramped at that point.
- LONG-RANGE LASER/SATELLITE RELAY COMMUNICATIONS: The impressive
communications array of the SDF can communicate with up to 1,000
craft simultaneously at ranges of up to 1,200 miles (1,920 km). This range
can be boosted indefinitely by using satellites or other spacecraft to relay
communications.
- LONG-RANGE RADAR: The radar array of the Thunderer can
track and identify up to 800 craft simultaneously. The radar system has a
3,000 mile/4,800 km range.
- SPACE FOLD SYSTEM: Thunderer SDFs are equipped with a Robotech
Research Group fold drive, capable of propelling the ship through hyperspace
at speeds up to 3.28x10^10 mps (5.25x10^10 kmps), or 1 light year per 6
minutes. When executing a space fold the cruiser will transport any ships
within a 3 mile (4.8 km) radius with it, allowing it to transport up to about
100 smaller ships with it, if necessary. The range of the fold drive is
theoretically unlimited except by the life expectancy of the spacecraft.
- SUBLIGHT ENGINES: As a backup to the Fold System, the battle fortress
is equipped with sublight engines that can propel the ship at speeds up to
0.18 speed of light (28,800 miles/46,350 km per second) in space. Note that
these engines are mainly intended for rapid movement inside a planetary system
and are not suited for long voyages between star systems.
- SUBSPACE MASS SENSORS: Thunderer SDFs are equipped
with subspace sensors which are based on the same principles as the
hyperspace communications array. These sensors can essentially instantly
detect mass readings and movement of objects up to 1 AU (93 million miles)
distant from the carrier, and the readings are used both for early warning and
for navigation when travelling at sublight speeds. Readings taken with the
subspace sensors are not very detailed (-25% penalty when trying to identify a
detected object) and cannot detect objects of less than 60,000 kg (this
includes most veritechs and Invid mecha).
MECHA COMPLEMENT:
The immense landing bays of the Thunderer SDFs can hold and support a grand total
of 1,218 veritechs/destroids of any type, in addition to the 192 Alpha fighters in
the 8 Alpha launch bays, as long as the mecha are smaller than 50 ft (15.2 m) and
weigh less than 40 tons each. In addition, there are 18 special berths for larger
mecha up to 100 ft (30.4 m) tall and 300 tons in weight (i.e. Mac II or III).
Below are some typical mecha complements, though changes may be made if
required by a particular mission.
RSS Thunderer Mecha Complement (circa 2038)
- 192 VAF-6 Alpha Fighters housed in 8 Alpha launch bays (Sentinels
pg. 82)
- 258 VAF-6 Alpha Fighters (Sentinels pg. 82)
- 40 VAF-6R Reconaissance Alpha Fighters (Sentinels pg. 82)
- 290 VBF-1 Beta Fighters (Sentinels pg. 87)
- 24 VF-1V
Vindicators
- 96 VF-1 Veritech Fighters (Robotech RPG pg. XX)
- 3500 VR-052 Battler Cyclones (Sentinels pg. Z)
- 600 VR-041 Sabre Cyclones (Sentinels pg. Z)
- 900 VR-038 Light Cyclones (Sentinels pg. Z)
- 50 VR-055 Devastator Cyclones
- 40 Mk III Gladiator Destroids (Sentinels pg. 63)
- 40 Mk II Gladiator Destroids (Robotech RPG pg. Q)
- 50 Mk VII Excaliber Destroids (Sentinels pg. 61)
- 100 Mk VI Excaliber Destroids (Robotech RPG pg. Q)
- 70 Mk XIII Spartan Destroids (Sentinels pg. 68)
- 30 Mk XII Spartan Destroids (Robotech RPG pg. Q)
- 50 Mk XI Raidar X Destroids (Sentinels pg. 66)
- 50 Mk X Raidar X Destroids (Robotech RPG pg. Q)
- 12 M.A.C. III Destroids (Sentinels pg. 65)
- 6 M.A.C. II Destroids (Robotech RPG pg. Q)
- 60 TBP-Z1 Tactical Battle Pods (Sentinels pg. 70)
- 20 OBP-Z2 Officer's Battle Pods (Sentinels pg. 72)
- 4 CRP-Z3 Cyclops Theatre Scouts (Sentinels pg. 73)
- 40 AAT-40 Assault Transports (Sentinels pg. 107)
- 60 AAT-30 Assault Transports (Sentinels pg. 107)
- 36 ARRAV Rocket Launchers (Sentinels pg. 108)
- 3 MTA Titans (Sentinels pg. 114)
- 12 Cat's Eye Recon Planes (Robotech RPG pg. R)
- 9 T.A.S.C. Pegasus Assault Shuttles (Southern Cross pg. S)
- 20 Horizont Transatmospheric Shuttle (three are modified to carry MTA Titans,
Sentinels pg. 94)
RSS Prometheus Mecha Complement (circa 2047)
In addition the Icarus carries 100 TCH-4 Tractor-Haulers, 200+ ML-3 Forklifts,
30 MOV Moles, 12 AMR-10 Mecha Retrieval Transport Vehicles, 24 REF Personnel
Shuttles and 16 REF Cargo Shuttles onboard.