VEROCHA-Class Frigate


A prototype VEROCHA-Class Frigate, the FFCG-¨ª¨ª2 FEROCHA; FEROCHA was the vessel that, while completed in time for the pro-Unificationists to steal her, was unable to clear the dock, and remained in Carbonarran control.

The VEROCHA-Class Frigate is a bit of a misnomer; At more than twice the size of an IKAZUCHI, the VEROCHA-Class are actually more a fighter carrier than a frigate. However, they fill the traditional role of a frigate, with it¡¯s largely independent duties, very well.
VEROCHA typically operate in pairs, whether assigned to a battle fleet or independently; As part of a battle fleet, the serve as a screening force against fighters and attack shuttles; Independently, they are typically used to ferry attack shuttles and/or fighters to the theater, then supply fire support for the assault.
The VEROCHA-Class was first developed by the Canobaerrans during the Unification Wars by Sullian Industries of Carbonnarra, which was a front for REF Intelligence; The Carbonnaran Government sank BILLIONS to develop and build the first 5 of the ships, but before the fifth was built, they were stolen by Pro-Unificationsists Carbonarrans. This lead to the Carbonnaran request for a cease-fire, and in turn the Carbonarrans to join the IPA. (The Unificationsists were NOT an REF front, but the REF allowed the Carbonarrans to think so until after the talks were concluded.)
Since then, this class has remained in service; Plans are to eventually have them completely take over current IKAZUCHI-Class duties, using those then as quick-reaction platforms and ¡°jeep carriers.¡±
Name: REF VEROCHA-Class Frigate/Fleet Carrier
Model Type: Frigate and Jeep Carrier (a designation that will be switched with the IKAZUCHI-Class eventually).
Crew: 2,¨ª¨ª¨ª
Passengers: Roughly 2,¨ª¨ª¨ª, mostly Marines.
MDC By Location:
Main Hull-
Bridge-
External Hatches (about 15¨ª)-
1¨ª,¨ª¨ª¨ª,¨ª¨ª¨ª
1¨ª,¨ª¨ª¨ª
15¨ª each
Internal Hatches (up to 1¨ª,¨ª¨ª¨ª)-
Fighter Hanger Doors (2)-
Thrusters (1¨ª)-
1¨ª¨ª each
5¨ª¨ª each
1¨ª,¨ª¨ª¨ª

Speed and Statistical Data:
Spacefold: Equipped
FTL: Factor 1¨ª
Cruising Speed: Mach 1¨ª
In Atmosphere: Not possible; Will crash, essentially rendering the planet uninhabitable.
Clearance: 1,1¨ª¨ª feet
Beam: 5¨ª¨ª feet
Length: 65¨ª¨ª feet
Weight: 6¨ª million tons
Cargo: 5,¨ª¨ª¨ª tons
Power Systems:
Primary: MARS-72,¨ª¨ª¨ª (Anti-Matter);
Lifespan: 2¨ª¨ª years
Secondary: Solar Sails;
Lifespan: Unlimited, but can not achieve
FTL; Used for station keeping in system.
Tertiary: Emergency Batteries 2¨ª,¨ª¨ª¨ª;
Lifespan: 1 million hours on emergency
power status.
Cost and Availability: 1¨ª¨ª million credits; Extremely rare.
Black Market: 6¨ª¨ª million credits; Only one is known to have
made it to the black market, into the hands of T'sentr©¡di malconts. Knockoffs
appear from time to time, especially in the hands of Fehran malconts.

Weapons Systems:
1. T'sentr©¡di Style Heavy Laser (1): Still a highly effective design, it is an REF standard weapon throughout the fleet. Normally they are designed to have ¨ª6 to 18 such turrets.
MD: 1D4¡¿1¨ª¨ª per blast.
Rate of Fire: Twice per melee.
Range: 2¨ª¨ª,¨ª¨ª¨ª miles.
Payload: Unlimited.

2. Automated Missile Battery: Normally this class packs ¨ª3 automated missile batteries, located amid and around the waist of the ship.
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¨ª,¨ª¨ª¨ª.

3. Defensive Laser Batteries (1¨ª¨ª): Each vessel has at least 1¨ª¨ª 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: 5¨ª¨ª feet.
Payload: Unlimited.

4. Ships, Fighters, Power Armor, and Robots: This is the ships MAIN weapon,
and the launching of fighters is the specialty. A long tube through the center of the
main hull, reaching from bow to stern, works like a gigantic rail-gun to either launch
or recover Space Fighters, Guardian Fighters, and Veritech Fighters. As a fighter
approaches the stern, electromagnets ¡°reel¡± it in, then decelerate the craft, or re-launch
it (if there is a danger). The same electromagnets also launch fighters out the bow, at up to 1¨ª g¡¯s (pilots don¡¯t feel it so badly, due to weightlessness and compensators). Additionally, Destroids and Shuttles can be launched in this fashion.
Shuttles- As many as 1,¨ª¨ª¨ª
Space, Guardian, and Veritech Fighters- As many as 1 MILLION, though normally about ¨ö will be Space Fighters, ¨ü¡¯s Guardians, and the remainder Veritechs. Aerial Fighters and attackers may also be carried.
Destroids- As many as 1¨ª¨ª,¨ª¨ª¨ª
Standard Hovertanks and other hover vehicles- As many as 5,¨ª¨ª¨ª
Veritech Hovertanks- Up to 2,¨ª¨ª¨ª.









Features:
  • ESM: Radar Detector. Passively detects other radars being operated.
  • Radar: Combat grade radar. Range 1¨ª¨ª miles, can track up to 5¨ª 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.
  • 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.
  • Anti-Jamming System: Reduces Electronics Countermeasure by 25% (decrease skill level appropriately).
  • 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 5¨ª¨ª miles. Specific range can be adjusted in 1¨ª,¨ª¨ª¨ª mile increments.
  • 1 MC: Internal loudspeaker.
  • Video Camera: Records from the HUD. 5,¨ª¨ª¨ª hours of recording available.
  • Full range optic sensory suite: Infrared, ultra violet, Magnification, night sight, color filters, thermal imager.Range is about 2¨ª¨ª 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 (25¨ª feet apogee), 2 white parachute flares (1,5¨ª¨ª feet apogee), 1¨ª¨ª feet of black or brown parachute cord (15¨ª lbs tensile strength), 2-5 days rations, 2 gallons water, water purification kit- good for about 1¨ª gallons.
  • Combat Bonuses from VEROCHA-Class Frigate Combat Elite:
  • ¨ª3 additional attacks per melee.
  • One additional Attack Per melee at levels 3, 6, and 9 with any additional bonuses for the crew.
  • +4 Initiative.
  • +5 entangle/snare/grab, Parry, Dodge, and Roll.
  • +5 dodge.