The following material is an adaptation of a starship design from the Japanese TV series MACROSS. Please feel free to use, copy, and distribute it as you see fit. All I ask is that you give proper credit to me and do not claim that it is your own work. Comments and suggestions are welcome.


 

PHOENIX CLASS

SUPERDIMENSIONAL BATTLECRUISER

RPG Stats by Newtype Alpha (Newtype_alpha@yahoo.com)
Background info provided by NEWTYPE ALPHA PRODUCTIONS

BACKGROUND INFORMATION

The Phoenix Class Cruiser was Gallaron's first transformable battleship, and by far the most durable. Like it's distant cousin the SDF-Macross, the original Phoenix (SDF-102) was built from the salvaged hull of a wrecked Supervision Army gunboat by the crew of SDF-2 Megaroad-01 for fleet defense as a stopgap until more powerful vessels could be developed or salvaged. Through repeated use, however, the Phoenix class was found to be extremely well armed for it's size, and continued modification and refits yielded a sturdy, well balanced all range warships capable of going head to head with space craft three or four times its size. The ship was first deployed into combat under Captain Broli Kidranik as a frontline warship against the resurgent Supervision Army throughout the 2nd Supervision War, and with the addition of improved armor plating, a pinpoint barrier system and a reflex barrier system, the SDF-Phoenix soon earned a reputation for being indestructible.

Late in 2016, shortly before the formation of the Republic of Gallaron, several gunboats salvaged from the surface of Gallaron's moons and the surrounding space and were brought to the factory satellites to be refitted by the GSDF as frontline warships as the first of what would become the "Super Dimensional Fleet". All 5 of them were similarly rebuilt like the SDF-Phoenix, and like their sister ship each earned the admiration and respect of both the Zentradi and the Supervision Army for its ability to sustain mind boggling amounts of firepower and still function as a ship of the line.

As the 2nd Supervision War escalated in prevailing months and years, the GSDF began a program to construct this class of vessel from scratch, without using captured gunboats or other second-hands sources. The first trial unit, SDF-09, quickly surpassed the reputation of the Phoenix class for its resilience and performance in combat, and following designs were to follow based on the SDF-09's design. Following vessels were originally known as the "Victory Class" battlecruisers, but after the destruction and subsequent rebuilding of SDF-102 it was decided to maintain the Phoenix as the first of the line of superdimensional cruisers. After 2018, Gallaron's two Factory Satellites began a long-term program to mass produce the Phoenix class at a rate of approximately 4 to 8 per year, the exact rate of which would vary depending on the military requirements of the GSDF at any given time.

Vehicle Type: Super Dimensional Battle Cruiser (Original Designation: Supervision Army Gunboat)
Government: Republic of Gallaron (Stellar Republic)
Manufacturer: Gallaron Omega Factory Satellite/GSDF/Gallaron Spacey
Crew: 10,000 with anywhere between 10,000 to 45,000 civilians and/or troops

Notable Ships of Class:

  • SDF-102 Phoenix Vessel adapted for defense of SDF-2 Megaroad-01, first ship of its class.

  • SDF-03 Ajax Adapted from the ASS-2 space wreck discovered by Britai's flagship in 2012. Destroyed in Battle of Kaladan, April 2018.
  • SDF-04 Monitor Home ship of infamous "Skull squadron" from 2016 to 2018. Destroyed shortly before Battle of Gallaron in May 2018
  • SDF-05 Defiant Destroyed at Battle of Gallaron, July 2018
  • SDF-08 Gran'diel Flag ship of GSDF Admiral Hallas until destruction in 2017
  • SDF-09 Victory First cruiser built from scratch, served as Gallaron frontline warship throughout 2nd Supervision War
  •  

    Notable Captains of the Phoenix Class:

  • Broli Kidranik (Captain of SDF-102 during Gallaron colonization and first battles of 2nd Supervision War)

  • Matthew S. Harper Captain of SDF-03 Ajax until destruction in 2018
  • Misa Hayase Ichijo Captain of SDF-04 Monitor until destruction in 2018
  • Shikari Raskanos Captain of SDF-05 Defiant until destruction in 2018
  • Imura Elensh Captain of SDF-09 Victory
  • MDC BY LOCATION:

        Macross Cannon Booms (2)                                 12,000 each
    (1) Main Body                                                40,000
    (2) Main Engines/Leg units (2)                               15,000 each
    (2) Arms/grappler modules/spiritia probes	             12,000 each
    (3) Command Tower                                             4,000
    (3) Sensor Array (rear of Command Tower)                        850
        Heavy Laser Cannons (4)	                              1,000 each
        Secondary beam cannons (8)	                                650 each
        Anti-Warship Missile Launchers (12)                         250 each
        Anti-Mecha Laser Turrets (110)                              100 each 
        Anti-Mecha Missile Turrets (24)                             150 each 
        Airlocks/Access Hatches (150)                               250 each
        Armored outer hull (per 40ft area)                          350
        Interior walls (per 20ft area)                               20
    (4) Pin Point Barriers (12)                                   5,000 each
    (5) Omni-Directional Barrier System                          25,000
    
    

    NOTES:

    1. Depleting the MDC of the main body will put the battlecruiser out of commission. All internal systems will shut down, including life support and internal gravity. The ship itself will be an unsalvageable floating wreck.
    2. Depleting the MDC of the main engines will force the ship to rely on its secondary engines. Depleting the MDC of the main engines AND secondary engines will leave the ship adrift in space. If in an atmosphere, the ship will be unable to return to space (destruction of the main engines will force the ship to rely on anti-gravitational systems and auxiliary engines for propulsion).
    3. Destroying the command tower will instantly kill the command staff and deprive the ship of all forms of long range communications, radar and targeting. The range and targeting capabilities of the secondary systems are equal to that of a VF/S-4 Blitzkrieg The ship can still operate, but is at -3 on initiative, -3 to strike, and number of attacks per melee of the weapon systems are reduced by half. Destroying the main sensory array on top of the command tower will have the same effect, but the command staff will not be killed instantly.
    4. The Pinpoint Barriers regenerate at a rate of 330 MD per second (5000 MD per melee round). If destroyed, a barrier will completely regenerate within fifteen seconds (1 melee round).
    5. When activated, the Reflex Barrier forms a sphere around the battle fortress that can absorb up to 25,000 MDC in a single round, or 100,000 when inverted. If damaged or destroyed, the sphere regenerates at a rate of 1,000 MDC per melee round. See the Reflex Barrier entry below for details. The barrier will cease to function if ship's main body of engines take damage over 50% of their MDC capacity.

    SPEEDS:

    Speed (Sublight): 0.24 speed of light (38,400 miles per second)
    Speed (Auxiliary Drives): Mach 2.0
    Speed (Space Fold): 1 light year every 6 minutes
    Planet bound: Has been modified for extensive use within an atmosphere, often functions as command ship/fortified city hall for Gallaron colonies or bases

    Maximum Range: Unlimited (estimated life span unknown)

     

    STATISTICAL DATA:

    Length: 1,250 m
    Width: 600 m
    Height: 360 m
    Weight: 12,500,000 tons

    Fold System: Gallaron/Protoculture Fold System Cluster

    Sublight Drive: Gallaron/Protoculture Impulse Drive Cluster

    Gravity Control System: Protoculture Gravity Control System
    Auxiliary Engine: Protoculture Rocket Motor Cluster

    Sensor System: Protoculture Advanced Tracking Cluster

     

    WEAPON SYSTEMS

    1. HEAVY PARTICLE CANNON (1): The most powerful weapon of the battlecruiser is a heavy particle cannon very similar to the one used by Zentradi Nupetiet-Vergnitz command cruisers and other larger Zentradi warships. The weapon fires a beam up to 200,000 miles (320,000 km) long and 2 miles (3.2 km) wide that essentially destroys EVERYTHING in its path. The disadvantage of the weapon is the tremendous power it consumes. Once fired, the cannon takes a full 4 MINUTES (16 melee rounds) to recharge.

      1. PRIMARY PURPOSE: Heavy Assault

      2. SECONDARY PURPOSE: Anti-Warship

      3. RANGE: 200,000 miles (320,000 km)

      4. DAMAGE: Destroys EVERYTHING in its path, regardless of MDC and movement. The only way to avoid obliteration is to avoid being in the path of the beam! If used against a planet, the beam causes 3D6x1,000,000 MD (!), leaving only a radioactive crater 2D6x10 miles long and 3D6x100 feet deep. The resulting shockwave will also cause substantial damage to surrounding terrain for an additional 1D6x10 miles from the edge of the crater. (Note: A sufficiently strong force field can deflect/absorb the beam if necessary. Examples of such fields include multiple pinpoint barrier shields layered on top of each other and barriers generated by stronger Protodeviln beings. A force field must have AT LEAST 20,000 MDC capacity before it can resist a heavy particle beam of this magnitude.)

      5. RATE OF FIRE: Once per 4 minutes (16 melees).

      6. PAYLOAD: Effectively Unlimited.

    2. HEAVY LASER CANNONS (4): As backup for the heavy particle cannon, the battlecruiser is armed with four heavy laser cannons, which replaces the four rail cannons of the original SDF-1 Macross. Each can produce a powerful blast on its own, or can be fire linked with the other 3 for a powerful barrage against enemy ships. The cannons are shoulder mounted in battle mode and can fire in almost any direction, and in cruiser mode they have 30 degree rotation and a 90 degree arc of fire.

      1. PRIMARY PURPOSE: Assault

      2. SECONDARY PURPOSE: Anti-Warship

      3. RANGE: 120,000 miles (196,000 km)

      4. DAMAGE: 1D8x1000 M.D. for a single blast, 4D8x1000 MD with a full barrage

      5. RATE OF FIRE: Each cannon can fire once per round.

      6. PAYLOAD: Unlimited.

    3. HEAVY PARTICLE BEAM CANNONS (8): One of the most notable improvements in the Phoenix class's design is the redesigning of the particle turrets along the ship's hull. Based on a similar weapon system found in ancient protoculture cities on the planet Gallaron, These turrets are basically smaller versions of the battlecruiser's main cannon, with each cannon capable of firing two powerful beams at distant targets. The firepower of these cannons is what gives the Phoenix class such an edge over larger classes of warships. Only a maximum of four cannons can be brought to bear on a single target at any given time. SDF-102 Phoenix was first equipped with these beam cannons shortly before the Battle of Berren.

      1. PRIMARY PURPOSE: Anti-Warship
      2. SECONDARY PURPOSE: Ship-to-Ship Defense
      3. RANGE: 5,000 miles (8,040km).
      4. DAMAGE: 1D4x1000 M.D. per turret
      5. RATE OF FIRE: Each turret can fire once per round.
      6. PAYLOAD: Unlimited.
    4. HEAVY MISSILE LAUNCHERS (12): To back up the Anti-Ship Laser Cannons, the Phoenix cruisers have been equipped with twelve heavy missile launcher tubes that launch ICBM-like missiles at enemy ships. The missile tubes resemble torpedo launchers; 3 are mounted in each of the main cannon booms, 2 in each of the grappler modules and 2 additional tubes in the main hull bellow one of the beam turrets. The launchers contain long-range nuclear or reflex missiles and are usually used only during assaults and heavy combat.

      1. PRIMARY PURPOSE: Assault

      2. SECONDARY PURPOSE: Anti-Warship

      3. RANGE: 3,000 miles (4824 km)

      4. SPEED: Mach 2 (1340 mph/2140 kph) in an atmosphere.

      5. DAMAGE: 4D8x1000 M.D.

      6. BLAST RADIUS: 3,000 feet (915 m)

      7. RATE OF FIRE: The rapid reload system used on the missile launchers allows each tube to be loaded and fired once per round.

      8. PAYLOAD: A typical cruiser carries 100 missiles that can be readied for firing in about 10 minutes, as well as 10 of the new SLM-27 Doomsday long range missiles.

      9. NOTE: These missiles CANNOT be used by variable fighters. Each missile is approximately the same size as a VF-4 Lighting-III. Variable fighters that require nuclear ordinance usually carry RMS-1 Anti-warship long range missiles

    5. RETRACTABLE LASER TURRETS (110): As a final line of defense, the battlecruiser has retractable laser turrets mounted at various strategic places along the hull. These short-range lasers were apparently intended primarily for anti-aircraft and anti-mecha defense, but can do moderate damage against enemy spacecraft if they get too close. When not in use gun turrets are concealed within the hull underneath a sliding hatch. At most 20 lasers can be brought to bear on a single target.

      1. PRIMARY PURPOSE: Anti-Aircraft

      2. SECONDARY PURPOSE: Defense

      3. RANGE: 30 miles (48.2 km) in an atmosphere. Double in space.

      4. DAMAGE: 1D6x20 M.D. each. Several lasers can be directed to fire in volleys of 3 or more. A volley of 3 beams does 3D6x20 M.D., a volley of 6 beams does 6D6x20 M.D., and so on. A full volley of 20 beams aimed at a single target does 4D6x100 M.D. (!) if it hits.

      5. RATE OF FIRE: Each laser can fire once per melee, and can be combined in any volley combination of 3 or more lasers, up to 20 lasers. Volleys can be directed at different targets.

      6. PAYLOAD: Unlimited.

    6. ANTI-MECHA MISSILE LAUNCHERS (24): In addition to the laser turrets, the Phoenix class is equipped with anti-mecha missile launchers for close to medium range defense against mecha. Each launcher contains 10 missile tubes allowing volleys of up to 10 missiles to be fired at a single target per launcher. Once depleted, the missile launchers are reloaded by an automated loading system that takes 15 seconds (one melee round) to reload all 10 missiles. Armor-piercing smart missiles are usually used to avoid chances of friendly fighters being shot down by the missiles.

      1. PRIMARY PURPOSE: Anti-Aircraft

      2. SECONDARY PURPOSE: Anti-Warship

      3. MISSILE TYPES: Any type of Gallaron Spacey medium range missiles can be used. Smart missiles are commonly used to avoid hitting friendly aircraft.

      4. RANGE: Varies, typically 60 miles (80.4 km).

      5. SPEED: Varies, typically 1600mph (2571kmph).

      6. DAMAGE: Varies, typically 2D4x10 M.D.

      7. BLAST RADIUS: Varies, typically 15 feet.

      8. RATE OF FIRE: Volleys of 2, 4, 6, 8, or 10 missiles per launcher.

      9. PAYLOAD: Each launcher holds 8 missiles. Once the missiles are expended the launcher is reloaded within 1 round via an automated system. The reload system holds 50 missiles per launcher.

    7. GRAPPLER MODULES(2): Mounted on the arms of the ship, the two grappler modules were originally built from the hulls of a pair of modified ARMD platforms. (Originally ARMD-18 and 19, both salvaged by Gallaron forces after a Supervision raid in 2016.) These grappler modules are each equipped with a four-fingered retractable claw hand similar to the one found on UN Spacey's New Macross class ships. Each grappler module has full dexterity, and all hand movements and positions are coordinated via computer system aboard the battlecruiser, or controlled manually in a control room inside the grappler module. These modules are often used for heavy lifting or assembly of large space facilities or weapons, and are often used in the construction of space defense platforms or heavy repair work on Nupetiet-Vergnitz class battleships and sometimes the factory satellites orbiting Gallaron.

    The hands themselves are quite strong, able to crush the hulls of almost any vessel they can get a grip on, and can be used effectively in ramming/punching maneuvers much like the Daedalus attack of the original SDF-1 Macross. As a refinement of the Daedalus attack, the grappler modules are fitted with specialized tubes designed to deploy powerful explosive mines to the interior hull of the target vessel, destroying the ship from the inside out. The grappler units are also equipped with a massive airlock hatch near the clawed hands for the deployment of micronian troops or Zentradi powered armors, and can deploy enough mobile infantry to capture even the largest vessels in a matter of minutes.

     

    The BLOC-5 Refit program shortly before the opening battles of Operation Brushfire in 2019 saw the grappler modules of all Phoenix class destroyers equipped with an energy beam known as a "spiritia probe," based heavily on Supervision Army technology, which can be used to immobilize enemy ships by draining spiritia energy from its crew. When used, a the beam can render the crew of the entire vessel helpless within one melee, however the beam can only be used in extremely close quarters. (Ranges of less than 1000 meters)

      1. PRIMARY PURPOSE: Anti-Warship

      2. SECONDARY PURPOSE: Heavy lifting/construction

      3. RANGE: 540m (the ship must physically fly up to an enemy warship and punch into it with the grappler at effectively point blank range.)

      4. DAMAGE: Grappler modules enable Phoenix class cruisers to engage other starships or Protodeviln in limited hand to hand combat.

      5. Restrained Punch: 1D4x1000 M.D.

      6. Full Strength Punch: 2D6x1000 M.D.

      7. "Booster" Punch: 4D6x1000 M.D. (counts as two attacks)

      8. Tear or Pry with Hands: 1D6x1000 M.D.

      9. Daedalus attack: 3D6x1000 to MD to hull of ship, and 6D6x1000 to main body per every following melee until the attack is ended or the target ship is destroyed

      10. RATE OF FIRE: Equal to the number of attacks per melee of the ship. The ship can release self propelled explosive or micron infantry and powered armors into the hull of the ship at a rate of 5,000 per melee. Once troops are inside the ship, there is a 50% chance that they will capture the ship within 4D6 melee rounds, at which point the vessel will be able to engage in combat against friendly forces, with -3 to strike, +1 on initiative. (Roll percentile dice for every 5,000 troops; 50-99 is a captured ship.)

      11. PAYLOAD: Explosive weapons effectively unlimited (Cannot deploy more than the ship's total compliment of attached troops into the hull or hull an of enemy ship or ships. Any attempt to do so would result in the battlecruiser becoming undermanned and -2 for all attributes.)

      12. NOTES: A Daedalus attack can be deflected by an energy filed such as a pinpoint barrier system or an omni-directional barrier system. A single barrier shield can block the grappler from penetrating the hull weather or not it's MDCs are depleted in the attack, but will only deflect a Daedalus attack for 1 melee round before the grappler is able to push its way through the barrier. (multiple barriers layered on top of each other increase resistance. EX: two barriers = 2 melees.)

    DEFENSE SYSTEMS

    1. OMNIDIRECTIONAL (REFLEX BARRIER) DEFENSE SYSTEM: Used primarily as a defense against reflex weaponry or other heavy assault weapons such as the Macross cannons. The Omnidirectional Barrier Defense System, commonly referred to as a "Reflex Barrier" completely encircles the battlecruiser in a nearly-impregnable force field sphere. The disadvantage of the barrier system is that no weapons can be fired, nor any fighters/support craft launched or recovered while the shield is up, and it is therefore rarely if ever used over periods of more than a few seconds. (1 to 2 melee rounds) Under ideal circumstances, the barrier functions on a principle of action-reaction, first by absorbing incoming energy and matter, and then redirecting that energy or matter in all directions away from the ship. The energy reaction is very similar to the barrier overload of the SDF-1's Omnidirectional Barrier system, but the majority of the time is considerably less powerful.

    Due to a flaw in the system during its first use the SDF-1's barrier system overloaded, completely destroying the North American Ontario Quadrant. Because of this disastrous mishap and other problems the Omnidirectional barrier system was never used again, and no similar systems were installed in any following UN Spacey warships. Then, in 2016 Gallaron engineers managed to salvage an identical device aboard ASS-3 shortly after the craft was rebuilt into the SDF-102 Phoenix. The design team soon discovered the fault in the system that resulted in the previous catastrophe, and quickly corrected the problem. Since then, no major incidents have been recorded involving an accidental barrier overload, and the reflex barrier is now standard on all Gallaron warships. (There have been a number of intentional barrier overloads throughout the 2nd Supervision War, but in each case it was always confined to an un-populated area or an empty region of space for strategic purposes)

      1. PRIMARY PURPOSE: Defense/counter offense (reflex barrier power system can be inverted, which will result in overload and catastrophic destruction wave if the barrier absorbs more than 100,000 MD while inverted)

      2. RANGE: The barrier generates a spherical force field with a radius of 850 m around the exact center of the ship.

      3. DAMAGE CAPACITY: Can sustain up to 25,000 MD in a single round. Regenerates at a rate of 2,500 MDC per melee round. (Barrier is rarely used for more than 2 melee rounds in a row; generally used to parry enemy high powered attacks such as reflex missiles or Macross cannons.) can sustain up to 100,000 MDC while inverted.

      4. 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.

      5. NOTE: The barrier can deflect a heavy particle beam attack, such as the one generated by the SDF-01 Macross, Zentradi/Varauta command warships, and some Protodeviln. When hit by a heavy particle beam the shield will take 20,000 MD damage, with the rest of the beam being directed away from the ship by the shield. Any and all energy that strikes the shield immediately causes a powerful energy reaction, generating an equal and opposite discharge of energy to flare out from the affected spot. (Example: A beam that causes 1D6x1000 will create a shockwave similar to an RMS-1 nuclear missile. A blast from a large weapon such as a Macross Cannon would produce a shockwave to cause severe damage over a 1D6x10 mile area, and produce a near lethal radiation surge for the hundreds of miles.) If inverted, the barrier will continued to absorb energy with no apparent effects until it absorbs more than 100,000 MDC, at which point it will immediately explode. (In order to invert the barrier, the ship's chief engineer must first reconfigure the entire barrier system. The modifications require up to 6 minutes (4D6 melees) to complete, and the barrier will not be operational until it is completed.)

    1. PINPOINT BARRIER DEFENSE SYSTEM: Originally developed by researchers onboard the SDF-01 Macross during Space War One, the Pinpoint Barrier System is the main defense system on board all Gallaron starships, including the Phoenix cruisers. The 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 5000 MD in damage, which then regenerates within four seconds (1 melee round). 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 (sometimes). The Phoenix class battlecruiser is actually equipped with three separate pinpoint barrier systems, one for the main ship and the other two on the grappler arms. The grapplers pinpoint barrier cannot be moved to project the main body, just as the pinpoint barriers of the main ship cannot be moved into the grappler modules.

    The four barriers are controlled by operators in the command tower of the carrier. These operators are instructed to defend (1) the command tower, bridge, and sensor array, (2) main engines, (3) hangar bays, and (4) weapon systems, in that order. The operators primarily concentrate on defending the ship against larger spacecraft and leave defense against mecha attacking the carrier to the VF pilots.

  • PRIMARY PURPOSE: Defense (the pinpoint barrier system cannot be used as a weapon)

  • RANGE: Up to 300 feet (91.5 m) from the surface of the vessel.

  • DAMAGE CAPACITY: Can sustain up to 5000 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 ship 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 the Macross Cannon, Zentradi/Varauta command warships, and some Protodeviln. 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.

  • 01-05: Lucked out, system will be operational in 1D6 hours.

  • 06-20: Minor damage, system will require 4D6 hours to repair.

  • 21-35: Major damage, system will require 2D6x10 hours to repair (yes, DAYS of work).

  • 36-64: Completely destroyed! System can be rebuilt, but will require new parts and 2D6 DAYS of work to replace.

  • 65-79: Major damage, system will require 2D6x10 hours to repair.

  • 80-94: Minor damage, system will require 4D6 hours to repair.

  • 95-99: Lucked out, system will be operational in 1D6 hours.

  • 00: It's a miracle! Trivial damage only, system will be operational again in only 4D6 melee rounds!

  •  

    SYSTEMS OF NOTE:

  • ANTIGRAVITY PROPULSION SYSTEM: The Phoenix battlecruisers are equipped with an anti-gravity propulsion system used for planetary landings and liftoffs. As in all Gallaron transforming warships, this system has is heavily fortified for extended use in an atmosphere, and the ship can use this system to hover in place indefinitely even after sustaining heavy damage. The system will function so long as the main energy system can supply energy to it, and has a backup capacitor that can provide power to the system for up to 15 minutes should the main engines fail. (Just long enough to find a landing site or leave a planet's gravity well, the later would result in the ship being adrift in space.)
  • HYPERSPACE COMMUNICATIONS: Based on the same technology as the space fold system, the hyperspace communications relay allows faster-than-light communication between Gallaron starships and other vessels or planetary bases. Hyperspace communications are still not instantaneous, however. Audio/video communication travels through hyperspace at a rate of about 1 light year per second, so messages communicated over vast distances can still take seconds or minutes to arrive.
  • LIFE SUPPORT SYSTEMS: The Phoenix class has sufficient life support to provide breathable air and comfortable temperatures for up to 70,000 people for up to 20 years (air was recycled). In an emergency the life support system could support up to 140,000 people at one time. The ship contains enough food and water onboard to support the crew for up to 5 years (with recycling).
  • LONG-RANGE LASER/SATELLITE RELAY COMMUNICATIONS: The impressive communications array of the battle cruiser can communicate with up to 2,000 craft simultaneously at ranges of up to 900 miles (1,440 km). This range can be boosted indefinitely by using satellites or other spacecraft as to relay communications.
  • LONG-RANGE RADAR: The radar array of the battlecruiser is equally as impressive as the communication system, and can track and identify up to 2,000 craft simultaneously. The radar system has a 2,000 mile/3,200 km range.
  • SPACE FOLD SYSTEM: For FTL propulsion, the battlecruiser is equipped with a Protoculture Advanced Fold System Cluster, capable of propelling the carrier through hyperspace at speeds up to 3.28x10^10 mps (5.25x10^10 kps), or 1 light year per 6 minutes. 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 ship is equipped with Gallaron/Protoculture hybrid drive cluster that can propel the craft at speeds up to 0.24 speed of light (38,400 miles 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. In a planetary atmosphere the ship is limited to speeds of Mach 3 maximum due to hull stress.
  • SUBSPACE MASS SENSORS: The Battlecruisers 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 ship, and the readings are used both for early warning and for navigation when traveling 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 variable fighters).
  • MECHA COMPLEMENT:

  • VF/S-4 Blitzkrieg: 180 (15 squadrons)
  • VF-1F Electric Valkyrie: 120 (10 squadrons)
  • Destroid Monster: 6
  • PA-03 Queadlunn-Rau Powered Armor: 200+ (Exact number varies with number of female soldiers)
  • PA-143 Stormlord Powered Armor: 400 (40 squads)
  • Shuttles and Support Craft: 90
  • REFERENCES USED IN THIS DESIGN

  • "Doe's All The Worlds' Starship Guide: SDF-1 Macross Entry
  • Super Dimensional Fortress Macross TV series
  • The UN Spacey Database: SDF-Macross Entry/ASS-1 Entry
  • Legend of Megaroad Fanfiction
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