S.D.F.-6 Olympus class Super Battle Fortesses (REF Three Galaxies):


The REF decided to build most of their starships based of starship designs they already had a basic plan for instead of designing completely new starship designs from the beginning. This has allowed for the far more rapid designing of starships and the use of systems already standard on their starships. For their heaviest ship design, they decided to modify the SDF-3 Super Dimensional Battle Fortress to build they heaviest starships. The resulting ship class, the SDF-6 Class Super Dimensional Battle Fortresses was the result. Not including the twin reflex cannons, these ships have virtually equal firepower with a CAF Protector class battleships and yet carry twice as many fighters than a CAF Packmaster class carriers. In addition, the ships will often carry 48 pepperbox launchers on external racks on the ship. The SDF-4 and SDF-5 where additional Super Battle Fortresses built within the Robotech universe, giving the SDF-6 as the first SDF designation available to the new class of battle fortresses. All ships of this class are manufactured in a Robotech Factory Satellite the REF was able to find in a very isolated system within Kreeghor space.


REF reflex and laser weaponry systems are slight smaller than the Three Galaxy's equivalents, allowing the SDF-6 to mount a larger number of energy weapon mounts and yet have larger space for fighters. Because the REF was weak on point defense weaponry and missile weapon, they elected to use standard systems from the Three Galaxies. The ship also replaced the DS-2 Full barrier system with variable shields because they have higher flexibility and allow for fire out of them. The ships armor uses the more advanced alloys used in Phase World which allows the ship to withstand far more abuse than the original SDF-3.


The ships now use a combination of both anti-matter and protoculture systems. This has allowed the ship to have a longer duration. Because this ship uses a fold drive system, the ship can travel distances far more rapidly than ships from other governments within Phase World


Even though these ships have a lot of firepower and are capable of acting as battleships, most captains prefer to operate the ships as carriers and stay on the edges of the battle. These ships can carry far more fighters than ships in the Three Galaxies because the repair and maintenance equipment is designed to be much smaller that those carried on ships in the Three Galaxies. Another factor is that the starship carries far less troops shuttles. These ships carry more fighters than the original SDF-3 because the number of Destroid have been decreased to add more space. Like the original SDF-3, the SDF-6 class have the ability to build and maintain weapons, cyclones, veritechs, destroids, and fighters.


As much of the original recreational facilities have been left intact on this class of ship but some of the ship’s spaces have been reduced to provide for additional magazines, to provide for additional crew, and to provide for the addition of point defense weaponry. This ship has no provisions for carrying full size Zentraedi although a few could be housed in the hanger bays in an absolute emergency. Because of the removal of full sized Zentraedi, the other equipment such as the sizing chamber has been removed as well.


This starship design uses modified starship speed and weapon range rules. See Revised Starship Rules for Phase World / Three Galaxies for more details.


Vehicle Type: SDF-6
Class: Space fold Battleship/ Battle Carrier.
Crew: 10405 total (533 in Command Tower, 750 in each laser arm, 8372 on main decks of ship).
Troops: 8120 Total (2200 Veritech Pilots, 200 Destroid Pilots, 3500 Cyclone Riders, 560 Glitter Boy Pilots, 1180 Zentraedi Warriors with 50% being Officers, and 480 additional crew members)
Total of Crew and Troops: 18,525, can fit 1,000 passengers


STANDARD MECHA COMPLEMENT
Veritechs: 1,296 total

504VAF-9C Contra Grav Alpha Combat Model Fighters
12VAF-9ECM Contra Grav Alphas with Hurricane Jammer.
108VAF-9STEALTH Contra Grav Alphas with Shadow Cloaking Device.
372VBF-3C Contra Grav Beta Combat Models.
108VBF-3STEALTH Contra Grav Betas with Shadow cloaking Device.
192Supers Vindicator Upgrade
Starfighters: 96 total
60QF-4000C Star Phantom Unmanned Fighters
6QF-4000ECM Star Phantom Unmanned Fighters with Hurricane Jammer.
30QF-4000STEALTH Star Phantom Fighters with Shadow Cloaking Device
Destroids: 1386 Total
45REF Excaliburs Upgrades
45REF Gladiators Upgrade
15REF MAC III Upgrade
45REF Raidar X Upgrade
30REF Spartan Upgrade
1100REF Z-2 Zentraedi Officers Battle Pod with Vehicle
10REF Z-3 Cyclops Upgrade
96REF Z-4 Micronised Female Zentraedi Power Armor Upgrade
Power Armors: 560 total
560REEF-USA-G14E Glitter Boys
Cyclones: 5,000 total
3000VR-052 Battlers
500VR-048 Saber
1500VR-038 Light
Other Vehicles:
12Horizant Transatmospheric Shuttles
12MTA Titan Upgrades


M.D.C. by Location:

[1] Main Thrusters (4):40,000 each
[1] Secondary Thrusters (8):10,000 each
Deck One Dome Hangers (2):8,000 each
Main Hanger Doors (2):8,000 each
Main Hangers (2, bottom):30,000 each
[2] Command Tower/Bridge:50,000
[2] Secondary Bridge:50,000
[3] Main Body ( Middle and Rear of ship):200,000
Outer Hull (Per 40 ft area):200 per 40 ft area
[4] Variable force fields:15,000 per side (90,000 total)
[5] Pinpoint Barrier (force field)(4):5,000 each
Main Armaments:
The Main Gun Reflex Cannons (2, Forward 1/3 of ship):50,000 each
Laser arms (2, one each side):40,000 each
Main Lasers (4, 2 on each arm):2,500 each
Zentraedi Style Laser Turrets (48):600 each
Cruise Missile Batteries (4):1,000 each
Long range Missile batteries (8):600 each
Secondary Armaments:
Point Defense Particle Beams (24):200 each
Point Defense Gravity Rail guns (24):250 each
Tachyon Scatter Beams (12):250 each
Medium Range Missile Launchers (8):500 each


Notes:
[1] Destruction of all four main engines will reduce the ships acceleration by 80%, destruction of Secondary engines will further reduce the ships acceleration by 15%. With all engines destroyed, the ship will only be able to accelerate at 5% of normal acceleration using maneuvering thrusters.
[2] The main bridge is exposed but have extremely heavy armor. The secondary bridge is in the middle of the ship and this is how much damage needs to be done for a weapon to hit the bridge through the ship’s armor. This ship also has an auxiliary bridge. Even if both bridges are destroyed, the ship can still be piloted from engineering but ship is -3 to dodge and all weapon systems will be at local control. Weapon hits near the bridge that do not penetrate the ships integrity can injure crew members on or near the bridge.
[3] Depleting the M.D.C. of the main body will put the SDF out of commission. All internal systems will shut down, including life support and internal gravity. The ship itself will be an unsalvageable floating wreck.
[4] Shields positions can be varied and all could be combined in one shield. Shields regenerate at the rate of 5% (3000 M.D.C.) per melee
[5] The ship has four mobile shields to support the ship main shields. Each shield measures 200 ft (61 m) in diameter and can withstand 5,000 M.D.C. each. Each shield regenerates all 5,000 M.D.C. every four seconds. The shields when operated by a trained operator are +7 to parry (In addition to skill bonuses) and the operator has eight parries per melee (unless hand to hand gives more attacks per melee). An untrained operator has their normal parry bonuses and their hand to hand attacks only. The shields can be used to parry virtually any attack but follow special rules when attempting to parry weapons like the heavy particle beam from a Zentraedi flagship.


Speed:
Driving on the Ground: Not possible but can land on a planet if absolutely necessary.
Sublight: Has a special sublight engine that allows the ship to travel up to 60 percent of the speed of light. Star Ship can accelerate/decelerate at the rate of 1.0 percent of light per melee.
Space Fold: The ship is estimated to travel a total of 100 light years per hour in normal space and 500 light years per hour in deep space such as between galaxies. This allows the ship to travel between even galaxies very rapidly. Note: When the SDF-6 Ship Class uses its space fold, it will also transport all vessels /objects within 2 or 3 miles. The ship can further expand its fold drive to transports all ships in a 50 mile radius. Fold drive does not work deep in a gravity well (Gravity wells interfere with fold drives)
Planet Bound: The SDF-6 can land on a planet if absolutely necessary, but is not designed to maneuver in an atmosphere (uses anti-gravity and conventional propulsion).
Maximum Range: Unlimited, Combined power systems give it an estimated life of 50 years of constant use. Sublight engines and space fold offer virtually infinite range. Carries five years of supplies that could be stretched to seven in an emergency.


Statistical Data:
Length: 5,322 feet (1,622 meters)
Height: 1,190 feet (362.7 meters)
Width: 924 feet (281.6 meters)
Weight/ Mass: 47 million tons (42.6 million metric tons)
Power System: Anti-Matter with a 50 year life and has a Reflex Heat Pile System to power protoculture systems. The anti-matter is stored in a fourth dimensional location which removes the vulnerability of the power system from critical hits to it.
Gravitational Control System: Internal and External
Cargo: Cargo holds are scattered about the ship that allows for carrying up to 1 million tons of cargo in addition to standard compliment of supplies and ammunition.
Market Cost: The REF does not sell these platforms. Without factory support, each platform would cost about 50 billion credits each. The Kreeghor, Naruni, and the Black Market would be willing to pay hundreds of billions of credits for one of these ships for examples of the particle beam, the special long range laser cannons, the pinpoint barrier system, and the fold drive system.


WEAPON SYSTEMS:

  1. Main Gun/ Reflex Cannons: The SDF-6 class have two Reflex cannons instead of one. Both cannons can be fired simultaneously for a wider beam or can be staggered to give a greater rate of fire. This cannon can destroy virtually any target with one of the beams. These weapon systems have standard penalties to strike small targets.
    Mega-Damage: Normally destroys all targets within beam. Weapon inflicts 3D4x1,000,000 M.D.C. to huge target that are unable to be destroyed by one shot and will create a crater a planet that is 3D6x100 feet deep and eight times as wide.
    Maximum Effective Range: 60,000 miles (96,480 km) in the atmosphere, range is doubled in space (120,000 miles/192,960 km).
    Rate of Fire:Each cannon can fire once every ten minutes. A common tactic is to fired one every five minutes effectively reducing time limit by five minutes.
    Payload: Effectively Unlimited
  2. LA-4 Laser Cannon (4, Laser Arm): There are two laser on each of the two arms for a total of 4 lasers. Each arm can rotate 360 degrees and the actual lasers can rotate 40 degrees. These weapons are capable of destroying frigates and destroyers in one strike and wrecking cruisers in a few hits. These weapon systems have standard penalties to strike small targets and two can be linked together for greater damage. Each laser arms is filled with troops and mecha.
    Maximum Effective Range: 200,000 Miles (320,000 km) in space and 100,000 Miles (160,000 km) in an atmosphere.
    Mega-Damage: 1D6x1000 each (Two may be combined for 2D6x1000)
    Rate of Fire:Each of the four LA-4 laser can fire ONCE per melee.
    Payload: Effectively Unlimited
  3. Forty-Eight (48) Zentraedi style laser turrets: Two are on the each of the dome hangers, 10 are on the nose of each main gun, and the rest are distributed around the ship. Each turret can rotate 360 degrees with a 180 degree arc of fire. Each Turret can rotate 360 and has a 180 arc of fire. These weapon systems have standard penalties to strike small targets. While the weapons are not linked together, some groups may wish to combine rolls to decrease bookkeeping.
    Maximum Effective Range: 200,000 Miles (320,000 km) in space and 100,000 Miles (160,000 km) in an atmosphere.
    Mega-Damage: 1D4x100 each
    Rate of Fire:Each turret can fire twice (2) per melee.
    Payload: Effectively Unlimited
  4. Twenty Four (24) GR-1000 Heavy Point Defense Rail Guns: Used as an anti-starfighter and missile weapon and against targets that are impervious to energy. Each rail gun is in a turret that can rotate 360 and has a 180 arc of fire. When used in space, projectiles are fired from rail guns at a significant fraction of the speed of light. Cannon uses a 30 mm projectile.
    Maximum Effective Range: 16 miles (26 km) through atmosphere and 1,600 miles (2,575 km) in space.
    Mega-Damage: Rail gun inflicts 4D6x10 M.D.C. for a 40 round burst.
    Rate of Fire: Equal to the combined hand to hand attacks of the gunner (usually 4 or 5).
    Payload: 10,000 Rounds (250 Bursts) each cannon.
  5. Twenty Four (24) 25 mm Point Defense Particle Beams: These weapons are used for anti-missile, anti-power armor, and anti-star fighter defense. Each Turret can rotate 360 and has a 180 arc of fire.
    Maximum Effective Range: 600 miles (960 km) in space and range is 6 miles (9.6 km) in atmosphere.
    Mega Damage: 3D6x10 M.D.C. each.
    Rate of Fire: Equal to the combined hand to hand attacks of the gunner (usually 4 or 5).
    Payload: Effectively Unlimited.
  6. Twelve (12) Point Defense Tachyon Scatter Beams: The main purpose of this system is as an anti-missile point defense. They do this by firing a wide blast that affects all targets in a cone that can destroy whole volleys of missiles before the strike the ship (Roll once against a volley and unless the missiles roll to dodge greater than strike roll, they are all destroyed.) The stream lasts for significant fraction of a second and missiles tend to run into the stream (Gives +4 bonus vs fast moving targets such as missiles.) This system has an interesting property that the system can actually be used at FTL speeds because Tachyons travel faster than the speed of light. Each Tachyon Scatter Beam is in a turret that can rotate 360 and has a 180 arc of fire.
    Maximum Effective Range: 99.4 miles (160 km) with a width of 12.4 miles (20 km), range and width is one sixteenth in an atmosphere.
    Mega Damage: 2D4x10 M.D.C. each.
    Rate of Fire: Maximum of four (4) times per melee each.
    Payload: Effectively Unlimited..
  7. Four (4) Cruise Missile Batteries: Four of the long range missile launching bay are replaced by Cruise missile launchers. Missile has a top speed of Mach 25 in an atmosphere and in space has an acceleration of 10% of light per turn (far faster than any starship.) Whether weapons can be shot down is calculated from the speed of target, launching starship, and missile. When drive goes dead, missile will continue to travel in a straight line unless preset to self destruct or receives a destruct code but has very low odds of hitting star ships (Great for hitting bases and planets because target does not move and missile, when unpowered, is at -25% to be detected.) See modified starship rules for more details - Cruise missiles have penalties to hit small targets but are all considered smart missiles. This launcher is a standard CAF starship cruise missile launcher. Each Battery can launch on multiple targets each.
    Maximum Effective Range: Cruise Missile range is 8,000 miles (12,875 km) in an atmosphere and 4,000,000 miles (6,437,376 km/ 21.5 light seconds) in space.
    Mega-Damage & Properties: See revised Phase World / Three Galaxies missile tables for details (Anti-Matter multi-warheads inflict 5D6x100 M.D.C. each.)
    Rate of Fire: Can fire missiles one at a time or in volleys of two (2), eight (8), sixteen (16), or thirty-two (32) missiles per launcher, per melee round, for a maximum of 128 missiles per melee. Launchers are reloaded on the same melee and can be fired again on the next.
    Payload: 128 total, 32 cruise missiles per launcher. Ship has 10 reload of missiles (1280 cruise missiles total)
  8. Eight (8) Long Range Missile Batteries: Eight of the ships remaining four remaining long range missile bays have been replaced by CAF style long range missile batteries. Missile has a top speed of Mach 20 in an atmosphere and in space has an acceleration of 8% of light per turn (faster than any starship.) Whether weapons can be shot down is calculated from the speed of target, launcher, and missile. When drive goes dead, missile will continue to travel in a straight line unless set to self destruct but has very low odds of hitting star ships (Great for hitting bases and planets because target does not move and missile, when unpowered, is at -25% to be detected.) Long range missiles do not have penalties to hit small targets unlike cruise missiles and are all considered smart missiles. Each battery can launch on multiple targets each.
    Maximum Effective Range: Long Range Missile range is 3,400 miles (5,470 km) in an atmosphere and 1,800,000 miles (2,897,000 km/9.7 light seconds) in space.
    Mega-Damage & Properties: See revised Phase World / Three Galaxies missile tables for details (Fusion warheads inflict 2D4x100 M.D.C. each.)
    Rate of Fire: Can fire missiles one at a time or in volleys of two (2), eight (8), sixteen (16), or thirty-two (32) missiles per launcher, per melee attack.
    Payload: 2560 total, 320 long range missiles per launcher.
  9. Eight (8) Medium Range Missile Batteries: Weapon system is used for hitting enemy robots, fighters, and against incoming cruise missiles. Like other Phase world systems, weapon system range and speed has been greatly increased compared to Rifts Earth systems. Missile has a top speed of Mach 15 in an atmosphere and in space has an acceleration of 6% of light per turn. Each Battery can launch on multiple targets.
    Maximum Effective Range: Medium Range Missile range is 160 miles (257.5 km) in an atmosphere and 80,000 miles (128,750 km/0.43 light seconds) in space.
    Mega-Damage: Varies with medium range missile type (See revised Phase World / Three Galaxies missile tables for details. )
    Rate of Fire: Can fire missiles one at a time or in volleys of two (2), four (4), eight (8), or sixteen (16) missiles per launcher.
    Payload: 320 per launcher for a total of 1280 medium range missiles.



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Writeup by Kitsune (E-Mail Kitsune).


Copyright © 1998, 1999, & 2008, Kitsune. All rights reserved.



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