Main Power System(1): anti-matter reflex furnace. The
powerplant of the Elmeth can deliver up to 30 mW of power, and can operate
for fifteen minutes at maximum power before overheat initiates autoshutdown.
Maneuvering Thrusters (16): fusion-plasma reaction
thrusters with steerable nozzles on the bow(3), sides(4 each), top(3), and
Reaction-mass Thrusters (4): fusion-plasma reaction
thrusters with anti-matter energizer in the rear of the main hull mounted in
two columns of two.
Anti-gravity System (1): 2 anti-gravity pods.
Planetary Capabilities: The Elmeth-class has atmospheric
capabilities through its reaction thrusters and anti-gravity system. The
ships' lower body has several retractable landing struts that have
sufficient strength to let the ship land on them, although the landing
ground should be as firm as possible (granite is recommended). The ship
would float in an ocean if it needed.
Endurance and mobility limits:
The stores endurance is two days maximum.
The Reflex furnace can function for about 5 years at normal usage levels
before an energizer rebuild is necessary.
At full power, the main propulsion systems can produce up to 6.3
meganewtons of thrust at a minimal reaction mass efficiency profile, or as
little as 433 kilonewtons of thrust at a maximum efficiency setting. At
lower power levels, these thrusts are commensurately smaller.
At full power, the Elmeth-class can achieve a maximum delta-v of 1099 kps
at the cruising acceleration of 1.0 G, a maximum delta-v of 289 kps at
the battle acceleration of 1.6 G, and a delta-v of at most 96.6 kps at
the flank acceleration of 2.21 G. At lower power levels, these ranges are
The maximum atmospheric speed is Mach 2. The maximum hover time on the
anti-gravity systems is limited only by maintenance requirements.
Tachyon Cannon(2): The secondary weapon systems of the
armor are a pair of forward facing tachyon cannons mounted on the front of
the vessel. These cannons can rotate up ninety degrees or down 15
degrees, but must the whole armor must be turned to get any horizontal arc
of fire. The cannons, while not as powerful as those on a warship, are
still quite deadly and can deliver a .5 TJ burst of energy every ten seconds
at ranges of up to 50,000 km.
Psycommu Bits (12): The Elmeth's bits were its primary weapon, and
they consisted of a simple body housing an own onboard fusion reactor for
power, maneuvering thrusters and a tachyon cannon. Being independently
powered, the bits could be employed as long as the pilot was able to control
them, and they were extremely fast and small, making them almost impossible
to detect visually - much less, to destroy. They can usually operate
for up two hours before needing to be shut down for cooling. The
cannons fire a 350 MJ burst every five seconds with a range of five
km. The number of bits able to be deployed at once varies from pilot
to pilot with the average being four. These bits are stored internally
and released through one of two ports on either side of the armor.
Air group and mecha complement:
Psycommu Control System(1): This man-machine interface receives the
pilot's powerful thought waves and translates them into computer commands,
allowing a pilot to control a mobile weapon by thought alone. However, due
to the system's bulk, it can only be installed in mobile armors or giant
scaled-up mobile suits. The development of the psycommu system makes
possible a deadly new combat tactic. Using the psycommu system to coordinate
several remote weapons, the pilot can attack and enemy from multiple
directions simultaneously - a technique known as an all-range attack.
Commands are transmitted to these remote weapons by the pilot's amplified
thought waves, which are unaffected by jamming. This technique, however, is
usable by only the most powerful of psychics.
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