YOUNGER-Class Troopship


YOUNGER-Class Troopship in it’s three main mode; Transport, Assault, and “Hot Drop.”

Based on the T’sentrædi QUILTRA QUELEUAL-Class Dock Landing Ship, the YOUNGER-Class Troopship is used to place mass amounts of infantry, power armors, and Destroids on foreign planets. The addition of Ø4 legs allows the ship to be used as a Destroid in it’s own right once troops are disgorged.
The ships land stern-down to off-load troops and Mecha, then right themselves to assist in the attack. Adding to the combined firepower of over 5,ØØØ Destroids is the ships bow-mounted Synchro-Cannon and Destabilizer Cannon (used exclusively to destroy shields).
In an oddity of warfare, the Captain (a Lt Commander, at very least) is Spacy, but the rest of the crew are Spaceway Patrol And Enforcement Service. Added to this is the Marine Expeditionary Force on board. The idea was to establish inter-service cooperation, and to date it has worked well.
Unlike the PLANET MASTER-Class, the YOUNGER-Class IS intended to go toe-to-toe with enemy forces, including Mecha and warships (mostly frigates).
One riskier tactic is to land on “all fours”, then open up Mecha launch bays and allow the Destroids to drop out. “Hot Dropping,” as it’s called, allows the YOUNGER to engage in combat while disgorging Mecha; It’s also a necessity under fire, as the ship can not risk remaining in place long enough for Mecha to off-load. (The one pictured above in Destroid Mode is engaged in hot dropping.)
Originally the YOUNGER-Class were to be equipped with spacefold drives; However, the destruction by Invidista terrorists of Neotech Factory ZZ-78Ø (Eankke Sta, Index Sol 1Ø-2) made the drives too expensive, and they were de-installed from the ships already possessing them.
Name: REF YOUNGER-Class Troopship
Model Type: Troopship/Landing Ship
Crew: 2ØØ
Passengers: Up to 2Ø,ØØØ troops can be carried.
MDC By Location:
Main Hull-
Bridge-
External Hatches (about 15Ø)-
Internal Hatches (up to 1Ø,ØØØ)-
Fighter Hanger Doors (5)-
2Ø,ØØØ
1,ØØØ
15Ø each
1ØØ each
5ØØ each
Thrusters (Ø8)-
Upper Legs (Ø4)-
Lower Legs (Ø4)-
Feet (Ø4)-

2,ØØØ each
1,5ØØ each
1,5ØØ each
1,5ØØ

Speed and Statistical Data:
Spacefold: Not equipped.
FTL: Factor 2Ø.
Cruising Speed: Mach 2Ø.
In Atmosphere: Mach 2Ø.
Walking: Cruises at 4Ø MPH; Normal speed is only 2Ø MPH.
Clearance:
Spacefold Mode: 2ØØ feet.
Destroid Mode: 4ØØ feet.
Ground Clearance In Destroid Mode: 15Ø feet.
Beam: 1ØØ feet.
Length: 2Ø,ØØØ feet.
Weight: 2Ø,ØØØ tons.
Cargo: 5ØØ,ØØØ.
Power Systems:
Primary: ZXTRA-2 (Anti-Matter) Lifespan: 2Ø years.
Secondary: Solar Sails.
Lifespan: Unlimited, but can not achieve FTL; Used for station keeping in system.
Tertiary: Emergency Batteries 2Ø,ØØØ.
Lifespan: 1Ø,ØØØ hours on emergency power status.
Cost and Availability: 1ØØ million credits; Extremely rare.
Black Market: 8Ø,ØØØ credits; Rarely available, but they HAVE been found. Atorians love them.

Weapons Systems:
1. Synchro-Cannon (1): This weapon system is an INCREDIBLE machine
of death and destruction, and is often FAR too powerful. They are ONLY
used to crack open fixed facilities, such as bunkers, to allow Mecha and Power
Armored troops, to swarm inside. The power they hold is NEVER wasted on
removing lesser targets, though heavy laser artillery turrets may be targeted.
MD: Absolutely destroys EVERYTHING in it’s path.
Beam Width: 5Ø feet
Rate of Fire: Twice per melee.
Range: 2Ø,ØØØ feet (twice the original version).
Payload: Unlimited.

2. LA-15 Destabilizer Energy Cannon (1): Used to crack open energy barriers.
MD: 1D6×1Ø per blast.
Rate of Fire: Per gunners attacks per melee.
Range: 2Ø,ØØØ feet (significantly more range than the Mecha version).
Payload: Unlimited.

3. T’sentrædi Style Heavy Laser (Ø3): Still a highly effective design, it is an REF standard weapon throughout the fleet. One is mounted on each side of the main hull.
MD: 1D4×1ØØ per blast.
Rate of Fire: Twice per melee.
Range: 2ØØ,ØØØ miles.
Payload: Unlimited.

4. Automated Missile Battery: The vessel has one automated missile battery, on its ventral side, fixed roughly-forward.
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 5Ø.

5. Defensive Laser Batteries (5Ø): Each vessel has at least 5Ø 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.

6. Ships, Fighters, Power Armor, and Robots:
Shuttles- Ø1
Space, Guardian, and Veritech Fighters- Ø5; Usually Veritechs.
Destroids- As many as 5,ØØØ Destroids of every description are carried.
Power Armor- As many as 1Ø,ØØØ
Hovertanks and other hover vehicles- 1ØØ,ØØØ
Veritech Hovertanks- 1ØØ

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 3Ø% (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.
  • Retractable Arms: A series of Ø6 retractable arms dot the underside of the hull. They are strong enough to pick up a Destroid and load it on-board (for recovering damaged Mecha).
  • 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 About 2ØØ miles for MOST sensors.
  • Combat Bonuses from YOUNGER-Class Combat Elite:
  • FIVE additional attacks per melee.
  • +4 Initiative.
  • +5 entangle/snare/grab, Parry, Dodge, and Roll.
  • +5 dodge.