MIRIYA PARINO-STERLING-Class Interdiction Ship

A MIRIYA PARINO-STERLING-Class Interdiction Ship

Normally, UGC Policy restricts the Spacy from using Patrol-related technology; the MIRIYA PARINO-STERLING-Class Interdiction Ship, however, is an exception from this rule. The MIRIYA-Class was originally built for the Patrol; BLOCKADER-Class vsls, while more than able to handle vsls attempting to run a blockade once close to a planet, were hard-pressed to handle a ship atempting to enter the system. Generally, a blockade-runner could ENTER an interdicted planet easily enough. Getting back into space was the trick. the MIRIYA-Class, however, have four large globes that house gravity well generators which litterally grab onto a vsl in-system, even when travelling on FTL Drives, preventing them from getting close to a planet. They will not, however, have any effect on vsls traveling in hyperspace (under spacefold). In conjuction with BLOCKADER-Class vsls, the MIRIYA-Class are used to blockade planets or moons, and by fleet commanders on the edge of a battle area to prevent enemy ships from escaping. Over 1ØØ of these vsls surround FBX 2155532Ø at all times (FBX 2155532Ø is the most-heavily interdicted planet in the entire UGC). The Galactic Intelligance Bureau also has about a dozen of these vsls, and the Patrol has 1,ØØØ. They are a CRITICAL asset to the UGC.
Despite the relatively simple nature of the MIRIYA-Class, they are VERY heavily armed, and more than able to take care of themselves if attacked; With 6Ø T’sentrædi Style Heavy Laser turrets, 2Ø Automated Missile Batteries, 2ØØ Space Fighters, 25Ø Guardians, and 5Ø Veritechs, as well as a STRONG assortment of Destroid and Hovertanks, these are NOT the ships te average blockade runner wants to run into- Even enemy warship commanders are wary of falling into one of these vsls.
Name: REF MIRIYA PARINO-STERLING-Class.
Model Type: Interdiction Ship.
Crew:
Officers: 2ØØ.
Enlisted: 25ØØ.
Passengers: About 1,ØØØ person CAN be accomadated in nessesary; These are usually prisoners, however.
MDC By Location:
Main Hull-
Bridge-
External Hatches (5Ø)-
Internal Hatches (5ØØ)-
2Ø,ØØØ
15,ØØØ
5ØØ each
3ØØ each
Fighter Hanger Doors (1Ø)-
Detainee Vsl Bay Door (dorsal)-
Radar/Communications Antenna Arrays (3Ø)-
Thrusters (3)-
4ØØ each
1,5ØØ
35Ø each
2,ØØØ each
Speed and Statistical Data:
Spacefold: Equpied.
FTL: Factor 1Ø
Cruising Speed: Factor 1 or less.
In Atmosphere: 5 MPH; Can only BARELY return to orbit IF at a proper aero-spaceport.
Clearance: 329 feet
Beam: 657 feet
Length: 1,969 feet
Weight: 2 million tons (weighs so much more because of the Gravity Well Generators).
Cargo: 6,Ø63 tons.
Power Systems:
Primary: FKr 41ØØ Fusion Pile Reactors (5); Output: 551,ØØØ KwH, more than enough to do EVERYTHING and them some.
Lifespan: 6 years at nornaml useage, 1 year if the ships been worked hard. Secondary: Solar Sail Array; Output: 413,ØØØ KwH; Lifespan: Unlimited, but can not achieve FTL; Used for station keeping in system. Can support ALL missions with sail array alone, however.
Tertiary: Reserve Batteries (5ØØ,ØØØ); Output: 25,ØØØ KwH; Lifespan: 3 weeks on emergancy power only; The ship is now a very large lifeboat.
Cost and Availability: Each of these vsls, despite their relatively SMALL size (especially when compared to other capital ships), cost 2ØØ MILLION credits and take 1Ø YEARS to build; This is due to the gravity well Generators, which are some much more complicated- And expesive- That any normal grav pods. There are currently 1ØØ,ØØØ of these vsls in each galaxy, and three times that number being laid down.
Black Market: About the same, but much more rare; This is HIGHLY restricted military hardware, and the components for them are hard to come by, making tracking of illegally constructed ones far easier. The gravity well generators, the only component that would make capture of these vsls worth while, are equipped with self-destruct mechanisms, to ensure they can not easily be captured. To date, only one, TANKRED, was captured, by a well-funded black-market supported team. Her whereabouts are not yet known.

Weapons Systems: Note: “Weapons Systems” refers to normal baseline weapons systems; Before the vessels even come off the skegs, they are usually re-designed with some extra weapons.
1. Gravity Well Generators: This is the primary “weapon” of the ship; Litterally
grabs any vsl it’s pointed at and holds onto it; Not “always” effective, and rarely effective entirely on it’s own, but will slow any vsl down for a short while, allowing a boarding vsl to come alongside.
Effect: Creates a gravitaition effect equal to that of a white dwarf star in a 16³ mile area.
Number of attacks per melee: Equal to user’s attacks per melee (treat it as a laser battery for game purposes).
Range: 2,ØØØ miles.
Payload: Unlimited.

2. T’sentrædi Style Heavy Laser (6Ø): Still a highly effective design, it is an REF standard weapon throughout the fleet.
MD: 1D4×1ØØ per blast.
Rate of Fire: Twice per melee.
Range: 2ØØ,ØØØ miles.
Payload: Unlimited.

3. Automated Missile Battery (2Ø): 2Ø of these batteries are on each vessel.
Missile Type: Any MRM or LRM
Purpose: Anti-Ship Defense.
MD and Range: Varies by type used.
Rate of Fire: Twice per melee.
Payload: Up to 1,ØØØ.

4. Defensive Laser Batteries (1ØØ): Each vessel has 1ØØ defensive laser batteries for anti-missile and meteorite defense.
MD: 5D6 per blast.
Rate of Fire: Per gunners attacks per melee plus bonuses (generally 4 or 5 per melee).
Range: 5ØØ feet.
Payload: Unlimited.

5. Ships, Fighters, Power Armor, and Robots:
Shuttles- 1ØØ
Space Fighters- 2ØØ
Guardian Fighters- 25Ø (various types)
Veritech Fighters- 5Ø (mostly Super and Strike VF-1J, S, AND Z‘s and Alpha or Super Alpha’s)
Aerial Fighters- 1Ø-2Ø.
Destroids- About 1ØØ
Standard Hovertanks and other hover vehicles- As many as 5Ø
Veritech Hovertanks- 2Ø

Features
  • ESM: Radar Detector. Passively detects other radars being operated.
  • Radar: Combat grade radar. Range 1ØØ miles, can track up to 5Ø individual targets. 95% reliability (24% against unfriendly stealthed vehicles).
  • Blue Force Tracker: Identifies friend from foe. Overlays the information on both the radar and HUD, ensuring that friendly forces are not accidentally targeted.
  • GPS: Standard tracking device. Ties into the Blue Force Tracker.
  • Anti-Jamming System: Reduces Electronics Countermeasure by 25% (decrease skill level appropriately).
  • HUD: Displays maps, radar, targeting information, and any OTHER information the wearer wants directly in front of the user. One is located at each weapons control station, and another makes up the majority of the bridge.
  • FLIR/SLIR: Forward and Side Looking Infrared. Allows pilot to get visuals on targets at night.
  • Virtual Map: Displays a continuously-updating map of local terrain for the bridge. Takes data from and gives data to other friendly units in the area. Effective navigation of 85% as updates come. Good to 5ØØ miles. Specific range can be adjusted in 1Ø,ØØØ mile increments.
  • 1 MC: Internal loudspeaker.
  • Video Camera: Records from the HUD. 5,ØØØ hours of recording available.
  • Full range optic sensory suite: Infrared, ultra violet, Magnification, night sight, color filters, thermal imager.Range: 2ØØ miles for MOST sensors.
  • Survival Pack: A pack of simpler emergency survival supplies: Pup tent, sleeping bag, black light, GPS, first aid kit (bandages, gauze, bandage tape, pads, antiseptic/analgesic), plasma torch (for small repairs and starting fires), repair kit (with MDC Repair Spray), sewing kit (a small spool of thread and 5 needles), 7 star flares (25Ø feet apogee), 2 white parachute flares (1,5ØØ feet apogee), 1ØØ feet of black or brown parachute cord (15Ø lbs tensile strength), 2-5 days rations, 2 gallons water, water purification kit- good for about 1Ø gallons.
  • Combat Bonuses from MIRIYA PARINO-STERLING-Class Combat Elite:
  • 4 additional attacks per melee.
  • One additional Attack Per melee every other level with any additional bonuses for the crew.
  • +5 strike (+8 strike with Gravity Well Generators).
  • +5 dodge.