BREETIA TULL-Class
Ultra-Dimensional Fortress
We have built this great ship not because we WANT to, but to show our enemies, whoever and wherever they may be, that was CAN. And we will build MORE of these ship to reinforce that message. This is not the limit of our abilities; We could build a warship so enormous, that this vessel would seem but a small ships boat, a fighter, in comparison. Let this ship, UWS BREETIA TULL, be a warning to all, friend or foe, of the United Worlds Alliance’s might and resolve, that she may never see war.
UWA Chairman Gregoriy PERTOVICH, during the commissioning of UWS BREETIA TULL
(later changed to UGS BREETIA TULL), 13 MARCH, 215Ø AD.
Forward Laser Mounts (2,ØØØ)- Main Reflex Laser Cannons (2)- Forward Light Lasers (8Ø)- Retractable Heavy Laser Turrets (2ØØ)- Sychro Cannon Turrets (2Ø)- Retractable Rail Gun Turrets (1ØØ)- Missile Turrets (2ØØ)- Anti-Missile Missile Turrets (2ØØ)- * Retractable Weapon Hatches (5ØØ)- * Personnel Hatches (3ØØ)- | 5Ø each 2,ØØØ each 6Ø each 1ØØ each 1ØØ each (non-retractable) 1ØØ each 1ØØ each 1ØØ each 1ØØ each 2ØØ each | * Mecha Hatches (1ØØ)- ** Hull per 4ز feet area- ** Hull per 5ØØ² feet area- *** Forward ⅓rd of ship’s hull- **** Main Amidships Hull- ***** Main Engine (stern hull)- ***** Auxiliary Engines- ****** Bulkhead per 4ز feet area- ****** Bulkhead per 5ØØ² feet area- | 2,4ØØ each 1ØØ 1,2ØØ 5Ø,ØØØ 1ØØ,ØØØ 1ØØ,ØØØ 15Ø 1,8ØØ |
NOTES:
* Personnel and Mecha Hatches- Personnel hatches are ROUGHLY 4ز feet in area; Mecha hatches are roughly 5ØØ² feet in area.
** Penetrating the hull in a given area will not destroy the ship, but WILL allow access to the ship. However, this isn’t normally done except in rescue operations. A second reinforced hull must be penetrated to gain access to the ship itself, and often a third hull as well. These reinforced hulls have the same MDC as the outer hull and do NOT count as interior bulkheads.
*** Depleting the MDC of the forward 1/3rd of ship will take all forward systems, including 1/2 of all missile launchers, off-line, and cause a total loss of atmosphere in the outer sections; Most decks have only ONE outer section.
**** Depleting the MDC of the Main Amidships Section will effectively kill the ship.
***** Depleting the MDC of all four Engine Rooms will leave the ship adrift in space, unable to maneuver (see Starship Rules). However, if even ONE of these section survives, the ship will still be able to maneuver, if limitedly.
****** Depleting the MDC of any one section of bulkhead will allow access to the area behind it, making it scrap metal. This is normally done only in rescue operations.
Speed and Statistical Data: Note; “Safe Speed” refers to safe for those around it; Numbers in Parenthesis is actual speed.
Hover Over Land/Water: 25 MPH safely (Mach 2); The ship’s grav pods do NOT require great speed to reach orbit. Range Over Land/Water: Unlimited Flying: Ø.1 Mach (Mach 2) Operational Ceiling: 5Ø,ØØØ Feet before the ship must take up orbit in space. Surfaced On The Water: 2 Knots (2Ø Knots) Underwater: Ø.2 Knots (same) Maximum Depth: NO LIMIT; Can handle pressure up to 1,ØØØ atmospheres. Maximum Dive Time: 2ØØ Months Space: Main Drives: .Ø5 Light Auxiliary Engines: Mach 2ØØ Ship Class: Combination Battleship, Super Carrier, and Space Station. Year Commissioned: 215Ø AD Length: 15,ØØØ feet (ØØØØØ m) Beam: 3,942 (1,2Ø1.6 m) | Draft: 2,142 feet (652.9 m) Weight: 2ØØ million tons Cargo: 6ØØ million tons (not including Mecha and other combat vehicles). Power System: Primary: Reflex heat-pile system (Protoculture) Secondary: RXRT-411 Reactor (Human designed) Tertiary: Solar Sails (can be used on planet). Mecha Launch tubes can be used, and only 2 of the three systems can be used at the same time. The main drives will also be off-line. Flight System: T’sentrædi/Human hybrid grav pods. Cost: 6ØØ billion credits each. Availability: 2 years to build; Currently, only 2ØØ exist. Operational Costs (yearly): 1ØØØ,ØØØ credits. Black Market Cost: Black Market Availability: Not available; There simply isn’t anybody who could afford such a vessel. |
Weapons Systems: 2. LA-15 Destabili 3. Light Laser Batteries (8Ø): Scattered around the bow, ventral, and abeam forwards of the ship. Individually, they are the least impressive armaments on the ship. Firing simultaneously in volleys of a do 4. Retractable Laser Turrets (1ØØ): Scattered throughout the hull of the ship, dorsal, ventral, abeam, and astern. They are hidden under sliding hatches until need for combat, when they rise from their bays to assail an enemy. The Laser Turrets are capable of 36غ rotation with a full 18غ traverse. 5. Retractable Rail Gun Turrets (1ØØ): Likewise scattered throughout the hull of the ship. They fire ½ inch metal slugs which creates a “metal wall” 6,ØØØ² feet at various ranges beyond the vessel to prematurely detonate incoming missiles (6Ø% chance). The turrets are capable of 36غ rotation with a full 18غ traverse. 8. Anti-Missile Turrets (1ØØ): Scattered throughout the hull. They are hidden under hatches, and are capable of 36غ rotation with a full 18غ traverse. 9. Synchro Cannon Mk IV (2Ø): 1/1Øth of the original Missile Turrets have been replaced with Synchro Cannon Mk IV’s. Unlike the highly limited range Synchro Cannons used during the assault on Reflex Point, these ship-borne versions have the far greater range of the original guns, but at the limited beam area of the land versions. They also have the lower rate of fire of the smaller versions, but gain the 36غ rotation with a full 18غ traverse of normal Laser Turrets. Mecha and other Vehicles:1. A Pair of Reflex Cannons: The same main weapon of the SDF-1, it is the most devastating of weapons system of the ship. To fire, the ship needs five minutes (2Ø melees) to power up, then 1 minute (4 melees) to initiali ze. When ready, the vessels forward section opens up like a monstrous, gaping jaw with “teeth” of crackling energy. Only then can it release it’s pure energy bolt of destruction. The beam lasts one full melee (15 seconds), cutting a swath approximately 1 mile (Ø.8 km) wide and 1ØØ,ØØØ miles (8Ø,ØØØ km) long. The massive amount of focused energy required for the beam restricts the number of attacks to once every eight minutes (32 melees).
Purpose: Assault/Anti-Planet
MD: Absolutely, totally, without failure destroys EVERYTHING in it’s path, regardless of MDC Against a planet, it inflicts 2D6 time one MILLION MD, leaving a massive, smoldering crater measuring 1D6x1Ø MILES wide and 3D5x1ØØ ft deep.
Rate of Fire: Once very 8 MINUTES (32 melees), to a maximum of 5 blasts per hour.
Range: 1ØØ,ØØØ miles (double in space).
Payload: Unlimitedzer Energy Cannon (2): Used to crack open energy barriers. These replaced the original Heavy Bow Lasers.
MD: 1D6x1Ø per blast.
Rate of Fire: Per gunners attacks per melee.
Range: 2Ø,ØØØ feet (significantly more range than the Mecha version).
Payload: Unlimited.zen or more beams, they are devastating. In the open area between the bow sections, there are only 1Ø of these weapons, as they have limited effectiveness; Here they are used mostly as anti-Mecha defense. Traverse is a full 36غ and arc 18غ.
Purpose: Assault/Defense
MD: 1D6×2Ø each; Several lasers can be trained on a single target to fire in volleys of 3 each, i.e. 3 cannons equals 3D6×2Ø, 6 turrets equals 6D6×2Ø, 9 turrets equals 9D6×2Ø, etc.
Rate of Fire: Each turret can fire once per melee, and can be combined in any volley combination.
Range: 3Ø miles
Payload: Unlimited
Purpose: Assault
MD: 1D4×1ØØ
Rate of Fire: Each turret can fire twice per melee, and can be combined in any volley combination of three (3, 6, 9, 12, etc).
Range: 1ØØ,ØØØ miles (double in space).
Payload: Unlimited
Purpose: Assault
MD: 1D4×1ØØ
Rate of Fire: Each turret can fire twice per melee, and can be combined in any volley combination of three (3, 6, 9, 12, etc).
Range: 6,ØØØ miles.
Payload: Each turret has an stage one load of 8,ØØØ rounds; Takes 2 melee to reload. The magazine holds 1ØØ times that many.6. Retractable Missile Turrets (2ØØ): Likewise scattered throughout the hull of the ship. They are hidden under hatches, and are capable of 36غ rotation with a full 18غ traverse.
Purpose: Assault
Missile Types: Any Medium or Long Range Missile.
MD and Range: Varies by type used.
Rate of Fire: Each missile turret can be fired once per melee, and can be combined with any number GREATER THAN 1Ø. The minimum that can be fired is 1Ø.
Payload: 2,ØØØ LRM’s and 2Ø,ØØØ MRM’s7. Rail Launchers (25): Located on the dorsal hull of the ship; Hidden under hatches, these are used for planetary and station bombardment.
Purpose: Planetary and Station Bombardment.
Missile Types: Any Medium or Long Range Missile.
MD and Range: Varies by type used.
Rate of Fire: 3 per launcher per melee, and can be combined with any number GREATER THAN 5. The minimum that can be fired is 5.
Payload: 2,ØØØ LRM’s and 2Ø,ØØØ MRM’s
Bonus: The missile can either gain triple damage OR double damage and +5 strike.
Purpose: Anti-Missile Defense
Missile Types: Equivalent to an SRM with an MRM warhead.
MD: 2D6×1Ø.
Range: Ø5 miles
Rate of Fire: Volleys of 1 to 1Ø per gunners attacks per melee.
Payload: Each turret has 2ØØ, plus the magazine has 1ØØ times that many.
Purpose: Assault
MD: Absolutely destroys EVERYTHING in the 5Ø ft. beam area. Against ships, they can be deflected and absorbed by shields ONCE EACH, then strike the hull and penetrate right through, but won’t cause any collateral damage except on a NATURAL 2Ø to strike (when it hits a reactor, fuel cell, etc, destroying the ship outright).
Rate of Fire: Twice per melee maximum.
Range: 1ØØ,ØØØ miles (double in space).
Payload: Unlimited
RDF-Era Mecha= 114 Destroids= 1Ø (types vary) VF-1 Veritech= 1ØØ T’sentrædi Landing Pod= Ø4 RDF-Era Vehicles= 56Ø Transitional Mecha= 1,Ø45 Transitional Vehicles= 35Ø ASC-Era Mecha= 2ØØ A.S.C. Vehicles= 1,2Ø5 | REF-Era Mecha= 22,Ø25 Destroids= 5,ØØØ (types vary; Mostly the Gladiators) Cyclones= 5,ØØØ Veritechs= 1Ø,5ØØ New-Style T’sentrædi Mecha= 1,525 REF-Era Vehicles= 359 |
Other Materials= 81,26Ø Again, these ships have so much material on board, it had to be listed separately.
Tíua EP-3 EP-4Ø 4Ømm Pulse Beam Cannon= 2,ØØØ RL-6 Rocket Launcher= 2ØØ Gallant H-9Ø Weapons System= 1Ø,ØØØ SAL-9 Single Shot Laser Pistol= 5Ø FAL-2 Auto Pulse Laser Rifle= 1Ø | Boiroid Terminator armor= 5,ØØØ CVR-3= 1Ø,ØØØ CVR-4= 2,ØØØ |
Features:
Optic Systems: A specially-designed bank of cameras that can read the seconds on a digital wrist-watch in the dark, and can read a normal chronometer even in low-light. Range: 1ØØ,ØØØ feet. Must be pointed at a nearby wall or window. Also note that the chaff cloud will also blind nearby heat sensors (and optically based sensors at night) for 1 melee. They will suffer the following penalties: Reduce melee attacks/actions, and combat bonuses by half.Duration: 1D4 melee rounds.Payload: 6Ø chaff/flares. Each time the system is engaged, the system fires off Ø4 chaff/flares. |