[] SDF: Heavy slots: 10, Secondary: 15, Auxiliary slots 15, 6 Free Large MS Hangers, 6 Free Strike Craft Hangers, Free ECA, Free Spinal Mount: ???
[] SDF: Heavy slots: 10, Secondary: 15, Auxiliary slots 20, 2 Free Large MS Hangers, 8 Free Strike Craft Hangers, Free ECA, Free Spinal Mount: ???
[] SDF: Heavy slots: 10, Secondary: 15, Auxiliary slots 25, 4 Free Large MS Hangers, 4 Free Strike Craft Hangers, Free ECA, Free Spinal Mount: ???
What are these ??? just things we can't build or are they reaction weapons? Or are they alien systems that we don't understand until after the rebuild?

And on the SDF options is it the fold drive or just the super reaction gun that won't be revealed until after the build is over.
 
This design is a mess. Very little heavy class to favor med/light anti mass wave. Picking up extra large hanger, barracks, SDF specials, and double i-field for extra tough carrier build.

[] Class Name: Macross
-[] SDF: Heavy slots: 10, Secondary: 15, Auxiliary slots 25, 4 Free Large MS Hangers, 4 Free Strike Craft Hangers, Free ECA, Free Spinal Mount: ???
--[] Ultra-heavy (cost 3)
--[] Heavy Railgun (cost 2) x2
--[] Medium Energy (cost 0.5) x6
--[] Light Energy (cost 1) x6
--[] Anti-MS guns (cost 1) x6
--[] Anti-Air guns (cost 0.5) x6
--[] Strike Craft Hanger (Cost 2)
--[] I-field Generator (cost 3) x2
--[] Minovsky Craft System (cost 2)
--[] (SDF Unique) MS Training Grounds and Academy (Cost 5)
--[] (SDF Unique) Fleet Command Center (Cost 5)
--[] (SDF Unique) MS Sized Hallways (Half) (Cost 5)
 
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I think we can skip the MS sized hallways. How do people feel about:

Auxiliary slots 25
[] (SDF Unique) Small MS Factory (Cost 10)
[] (SDF Unique) MS Training Grounds and Academy (Cost 5)
[] (SDF Unique) Fleet Command Center (Cost 5)
[] I-field Generator (cost 3)
[] Minovsky Craft System (cost 2)

or
[] (SDF Unique) Small MS Factory (Cost 10)
[] (SDF Unique) MS Training Grounds and Academy (Cost 5)
[] (SDF Unique) Fleet Command Center (Cost 5)
[] I-field Generator (cost 3)
[] Coms center (cost 2)


Auxiliary
[] Coms center (cost 2)

[] (SDF Unique) Fleet Command Center (Cost 5)

Manofjay, does Fleet Command Center make Coms Center obsolete/redundant?
 
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Here's my first try, looking for feedback on the schizophrenic secondary loadout. I wanted a little bit of everything.

I think it's time to start leaving anti-aircraft guns behind in favor of pure anti-mecha firepower.

[] Plan Chriswriter
-[] Class Name: Macross-class Super Dimensional Fortress
-[] SDF: Heavy slots: 10, Secondary: 15, Auxiliary slots 25, 4 Free Large MS Hangers, 4 Free Strike Craft Hangers, Free ECA, Free Spinal Mount: ???

-[] Primary Slots: 10
--[] Spinal Mount ??? (Cost Free) (One Per Ship)
--[] Ultra-heavy x2 (cost 6)
--[] Heavy Railgun x2 (cost 4)

-[] Secondary Slots: 15
--[] Medium x2 (cost 4)
--[] Light x3 (cost 3)
--[] Missile x3 (cost 3)
--[] Anti-MS guns x6 (cost 5)

-[] Auxiliary Slots: 25
--[] Large MS Hanger x4 (Cost Free)
--[] Strike Craft Hanger x4 (Cost Free)
--[] Energy Conversion Armor (Cost Free)
--[] (SDF Unique) Small MS Factory (Cost 10)
--[] (SDF Unique) MS Training Grounds and Academy (Cost 5)
--[] (SDF Unique) Fleet Command Center (Cost 5)
--[] I-field Generator (cost 3)
--[] Minovsky Craft System (cost 2)
 
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[] Class Name: Macross-Class Fortress Ship
-[] SDF: Heavy slots: 10, Secondary: 15, Auxiliary slots 25, 4 Free Large MS Hangers, 4 Free Strike Craft Hangers, Free ECA, Free Spinal Mount: ???

-[] Primary Slots: 10
--[] Spinal Mount (Cost 4 Main 3 Secondary) (One Per Ship) Free
---[] ??? (Reaction Cannon)
--[] Ultra-heavy (cost 3) x2
--[] Heavy (cost 1) x2
--[] Medium (cost 0.5) x4

-[] Secondary Slots: 15
--[] Light (cost 1) x3
--[] Light Energy (cost 1) x3
--[] Missile (cost 1) x3
--[] Anti-MS guns (cost 1) x3
--[] Anti-Air guns (cost 0.5) x6

-[] Auxiliary Slots: 25
--[] Large MS Hanger (cost 3) x4 Free
--[] Strike Craft Hanger (Cost 2) x4 Free
--[] Energy Conversion Armor (cost 2) Free
--[] (SDF Unique) Small MS Factory (Cost 10)
--[] (SDF Unique) MS Training Grounds and Academy (Cost 5)
--[] (SDF Unique) Fleet Command Center (Cost 5)
--[] I-field Generator (cost 3)
--[] Minovsky Craft System (cost 2)


Right Here is my version for the SDF. This is meant as a brutal frontline fighter and if need be an escape raft for survivors. That means equipped with some of the heaviest weapons we have to punch a hole through a fleet but also be able to deal with smaller ships. If this ship needs to go off on its own or with its own fleet it will need the manufacturing center in order to rebuild and supply Suits and Fighters to replace losses.
 
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Redesigned SDF that can operate within gravity well as well as in space. Preliminary thought as ship that serves as carrier to field massive amount of MS and spacecrafts. Decided against onboard factory as i rather have extra mobility and i field.

[] Class Name: Macross
-[] SDF: Heavy slots: 10, Secondary: 15, Auxiliary slots 25, 4 Free Large MS Hangers, 4 Free Strike Craft Hangers, Free ECA, Free Spinal Mount: ???
--[] Ultra-heavy (cost 3)
--[] Heavy Railgun (cost 2) x2
--[] Medium Energy (cost 0.5) x6
--[] Light Energy (cost 1) x6
--[] Anti-MS guns (cost 1) x6
--[] Anti-Air guns (cost 0.5) x6
--[] Strike Craft Hanger (Cost 2)
--[] I-field Generator (cost 3) x2
--[] Minovsky Craft System (cost 2)
--[] (SDF Unique) MS Training Grounds and Academy (Cost 5)
--[] (SDF Unique) Fleet Command Center (Cost 5)
--[] (SDF Unique) MS Sized Hallways (Half) (Cost 5)
 
Redesigned SDF that can operate within gravity well as well as in space. Preliminary thought as ship that serves as carrier to field massive amount of MS and spacecrafts. Decided against onboard factory as i rather have extra mobility and i field.
The ship already can operate in the atmosphere all the drive does is make it float over the ground instead of sitting on it if it ever goes that low which once it is launched it has no reason to do. If it needs to get that close to the ground it can sit in the water and either uses its multitude of long-range weapons or launch its fighters and MS. And the factory is the only way this ship can lead a fleet away from the Earth Sphere and keep them supplied.
 
@manofjay whats the difference between normal, energy and rail gun weapons? Also, how do missiles compare to Anti MS or light weapons? How is anti air different from anti MS?
 
The ship already can operate in the atmosphere all the drive does is make it float over the ground instead of sitting on it if it ever goes that low which once it is launched it has no reason to do. If it needs to get that close to the ground it can sit in the water and either uses its multitude of long-range weapons or launch its fighters and MS. And the factory is the only way this ship can lead a fleet away from the Earth Sphere and keep them supplied.

Do you mean within solar system or outside of solar system? We have supply convey running earth-moon-colonies so that area shouldn't be an issue. Von Braun is more than decent to serve as space Jaburo.
 
@manofjay whats the difference between normal, energy and rail gun weapons? Also, how do missiles compare to Anti MS or light weapons? How is anti air different from anti MS?
I've said this before elsewhere give me a bit to find the post.
how big a logistical aid would this be? I can't imagine it would be making new MS in combat or producing a notable amount to supplement a major action over a few months. But I could see it being super useful in letting it supply a fleet with a stream of spare parts.
Exactly as you said, it would also allow custom units to be designed on the fly.
 
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