This ship is based on a ship from Robotech that was omitted from the Robotech RPG.. Images & information courtesy of The Robotech Technical Files. The Following Ship Stats and Background were generated by Rick R. Mortis and formated to the style sheets created by Dave Deitrich and Chris Meadows. Please feel free to copy or redistribute this file, please just do not claim that it is your own work. Thanks.

SDF-4 Izumo Class Super-Dimensional Battleship
RPG Stats and Background by: Rick R. Mortis.

Technical Info from the Robotech Technical Files, by Peter Walker and Pieter Thomassen

BACKGROUND

The Izumo class ships are the most powerful ships in the REF's fleet, save for the SDF-3 itself. Each massive ship carries an enormous amount of crew, troops, mecha and weapons, including a Reflex Cannon. The idea behind the design was to create a powerful flagship mounting capital weapons to transport large amounts of troops, and to lead the REF's many smaller ships into battle, all of which the Izumo excels at.

The Izumo was largely based on the smaller Ikazuchi class carrier. The hull was substantially enlarged to allow a Reflex cannon to be installed. A pair of secondary weapons pods were added to the sides to carry a pair of enormous particle cannons and to act as shields to protect the main hull from side attacks. A third, smaller weapons and hanger pod was added to the lower hull of the ship. Surprisingly, the Izumo suffers from the same flaw as the Ikazuchi and Garfish class ships- a lack of Anti-Aircraft armament. This never proved to be too much of a problem, as the Izumo was usually at the center of the fleet, and therefore well-protected.

Hangar decks and crew spaces were distributed through the vessel, including several of the quick-launch bays first used on the Ikazuchis. However, there is a large main Horizont bay located in the lower body, capable of a high turn-around rate on the shuttles. There is no command citadel, though there is a conning tower that rises above the main hull, on which the CIC is located.

Due to the high cost and complexety of constructing these ships, only four of them were ever built. The first in the class, the Thunderer served as Admiral Reinhardt's flagship during the battle of the Reflex Point. While not actually involved in that battle, it was destroyed by the Invid transmogrphication. The Ark Royal and Hood also served in that battle. The Ark Royal was severyl damagede by the Invid, and scrapped afterwards. The Hood survived, and remains in service with the Terran Navy. The last of the clasas, the Repulse dind not serve in the battle. It remains in service with the Tirolian Navy.

RPG STATS

Government: REF Govornment (Earth/Tirol)
Ship Type: Super-Dimensional Battleship (SDBB)
Manufacturer: Tirolian Shipyards
Crew:
Ship's Crew (6800 men)
Troop Compliment (24,900 total)
Army Troops: 13,000
Air Force Pilots: 5,100
Air Group: 6,800

Mecha Compliment:

(Naval/Marine Mecha - combat ready)
1000 VAF-6 Alphas/QAF-7A Shadowdrones (includes 144 in quick-release hangers)
500 VBF-1 Betas
5 EC-32 Eyrie AWACS Shuttles
8 SVT-1 Vixen trainers/fast couriers
5 Horizont shuttles
(Army/Air Force Mecha - in storage hangers)
1000 VAF-6 Alphas/QAF-7A Shadowdrones
500 VBF-1 Betas
approx 280 fast strike Destroids (Z1, Z2, REF Gladiator)
approx 245 heavy battle Destroids (REF Excaliber)
approx 175 Missile/AAA Destroids (REF Spartan, REF Raider X)
approx 20 heavy Artillery Destroids (MAC II, MAC III)
7000 VR-052 Battler Cyclones
1200 VR-041 Saber Cyclones
1500 VR-038 Light Cyclones

Notable Ships of Class:
UES Thunderer (destroyed 7/2039 by Invid)
UES Ark Royal (scrapped 12/2039 on moon)


MDC BY LOCATION:

	Particle Beam Turrets (32)			150 each
	Missile Bays (18)				100 each
	Reflex Cannon (nose)				2000
	Main Particle Beams (3)				1000 each
	Alpha Launch Bays (8)				1200 each
	Hanger Dorrs (18)				500 each
	Shuttle Bay Door (1, Bottom of main hull)	3000
	Airlocks/Access Hatches (many)			100 each
	Outer Hull (per 12 meter area)			100
	Interior walls (per 6 meter area)		20
	(1) Command Tower				4500
	Side Pods (2)					20,000 each
	Lower Pod					12,000
	Forward Section (1/3)				30,000
	Midsection (1/3)				30,000
	(2) Rear Section (1/3)				40,000
	(3) Main Thrusters (4, Rear)			9000 each
	Secondary Thrusters (8, rear)			2500 each
	(4) Pinpoint barrier force field (4)		4000 each

NOTES:

  1. 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 an Alpha. 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.
  2. Depleting the MDC of the rear section means that the back third of the ship has been destroyed. this includes all engines/thrusters, half of the main mecha hangers, and all personnel, mecha & equipment in those sections when it was destroyed. the ship will be adrift in space without any means of propulsion, and on auxiliary life support. However, the command towers, forward mecha hangers, missile launchers, weapon systems and pinpoint barrier are still fully operational.
  3. 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 crash (destruction of the main engines will render the antigravity system useless due to loss of power).
  4. The Pinpoint Barriers regenerate at a rate of 1,250 MD per second (2,500 MD per melee action). If destroyed, a barrier will completely regenerate within four seconds (2 melee actions). See the Pinpoint Barrier System entry for details.

SPEEDS:

Speed(sublight): 0.002 speed of light
Speed(conventional Drives): Capable of a sustained 0.25g acceleration until fuel is exhausted (4.2 hours). 0.5g of acceleration can be sustained for two hours, 1g for one hour, and emergency 1.2g is available for 20 minutes before auto-engine shutdown.
Space Fold: Range Unlimited. Note: when the ship uses the fold, it will transport all vessels within a 3-5 km radius of it.
Planet bound:
Can land if necessary but not designed to maneuver in an atmosphere. The ship cannot land in anything but water, otherwise it would crush the lower hull block.
Maximum Range: Unlimited (Protoculture generator has an estimated 30 year life span)

STATISTICAL DATA:

Length: 1512m
Height: 454m
Width: 423m
Weight: 161,100,000 tons
Fold System:
Robotech Research Group Mk IV Fold System
Sublight Drive:
SNECMA RB19 local, monopolar-induced gravitic space-time distortion drive.
Gravity Control System: Internal
Auxiliary Engine:
Rolls-Royce Peregrine Mk8 Fusion-Plasma Reaction Thrusters with protoculture energizer.
Radar System: Robotech Resaerch Group sensory systems

WEAPON SYSTEMS:

  1. Reflex Cannon: A miniaturised version of the incredibly destructive weapon mounted on the Robotech Master's ships. Unlike those of the Zentraedi ships or SDFs 1 and 3, the Izumo needs only a small generation area, thus the bow does not split in half like it does on those ships. The weapon is designed for use against spacecraft and massed groups of mecha, but can also be used for planetary bombardment.

    • PRIMARY PURPOSE: Heavy Assault
    • SECONDARY PURPOSE: Anti-Warship
    • RANGE: 320,000 km by 2km wide. (Half range in atmosphere)
    • 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. A force field must have AT LEAST 20,000 MDC capacity before it can resist a heavy particle beam of this magnitude.)
    • RATE OF FIRE: Once per 5 minutes (20 melees).
    • PAYLOAD: Effectively Unlimited.

  2. Three Main Particle Cannons, one in the front of each side pod and one in the underside pod. These are used for covering the ship when the Reflex Cannon is charging.

    • PRIMARY PURPOSE: Assault
    • SECONDARY PURPOSE: Anti-Warship
    • RANGE: 320,000km (Half in an atmosphere)
    • DAMAGE: 1D4x1000 M.D. each
    • RATE OF FIRE: Once every other melee
    • PAYLOAD: Effectively unlimited.

  3. Thirty-two Tripple-Barreled Particle Beam Cannon Turrets, are scattered across the ship, eight on the top, main hull, eight on the top of the secondary hulls, and the other sixteen scattered across the sides and underside. The cannons are operated by the crew of the command tower. Each turret can rotate 360 degrees with a 180 degree arc of fire.

    • PRIMARY PURPOSE: Assault/Defence
    • SECONDARY PURPOSE: Anti-Warship
    • RANGE: 320,000km (Half in an atmosphere)
    • DAMAGE: 2D6x100 M.D. each
    • RATE OF FIRE: Each turret can fire twice per melee
    • PAYLOAD: Effectively unlimited.

  4. Eighteen Missile Bays are strategically placed in the ship along its sides. They are undetectable by casual inspection until their hatches slide open. Fire long range missiles.

    • PRIMARY PURPOSE: Anti-Aircraft
    • SECONDARY PURPOSE: Anti-Warship
    • MISSILE TYPES: Any type of Long Range Missile can be used. Reflex missiles are commonly used to avoid hitting friendly aircraft.
    • RANGE: Varies
    • SPEED: Varies
    • DAMAGE: Varies
    • BLAST RADIUS: Varies
    • RATE OF FIRE: Two times per melee, but can each fire volleys of 2 or 4.
    • PAYLOAD: Each bay has 100 missiles (1800 total)

  5. Pinpoint Barrier Defence System: Originally developed by researchers onboard the SDF-1 during the First Robotech War, the Pinpoint Barrier System is a standard defense system on board all large REF starships, including the Izumo Battleships. 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 5,000 MD in damage, which then regenerates within four seconds (2 melee rounds). The barriers can also be layered on top of each other to generate a field which provides 20,000 MDC and can even deflect Reflex Cannon beams (usually).

    The four barriers are controlled by operators in the command tower of the Battleship. 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 ship to the VT 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 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 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 SDF-1, Zentraedi command warships, and Tirolian ships. 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!

SYSTEMS OF NOTE:



Designers Notes

Japanese Name: Izumo SFBB-9000 Genesis Climber MOSPEADA

Episodes Seen in: #84, #85

Conversion Notes

The info on the Izumo is limited to its breif appearance in the footage and some very sketchy information. The Japanese reference sources give the ship's length as being 500 meters, however, it is clearly far larger. A photocopied page from Sentinels refrence materials gave the ship's lenght as being clser to 1400 - 1500 meters.

The designation "SDF-4" comes from the Sentinels refrence materials. It is assumed that this ship is the "SDF-4" mentioned in episode #78.


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