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EMIL LANG-Class

EMIL LANG-Class Repair/Construction

After 1Ø months of service, a few ELEPHANT-Class ships had been so radically modified they no longer really qualified as cargo vessels; The first of these was the TABLOE, which had been outfitted as a construction/repair ship when one of her sisters, CIB, was attacked by Texi-Cali rebels. Badly wounded, TABLOE was sent to the rescue (along with a full Veritech Wing and Destroid Platoon). So hasty was her dispatch, TABLOE actually had to as much equipment welded to the deck as chained and tied down; Especially load-bearing equipment (such as booms). The cost of removing the equipment at this point was decided to be too great, and she was left as-is for a year while her equipment was permanently secured in place (properly welded), and more equipment added. Rechristened EMIL LANG, she became the namesake of her class.
Unfortunately, the old sailor’s superstition proved to be right; EMIL LANG was plagued with troubles, with an engine room fire within six months of her re-christening, a fiji failure during her first active working cruise, killing a BM¹, and injuring a BM² and a pair of Seamen, and a unexpected side-wind that threw her hard against a brick building, destroying an apartment, killing a 2-yr old, injuring several people, and badly damaging the ship- Three days before the anniversary of her re-christening. With that final mishap, the Earth Defense Forces (Terra’s RDF) ordered her mothballed at Ft Lauderdale Dockyards to be used as a “training and research vsl” for further development.
Most sailors will not board the vsl, though, unless every single light is on, and the grav pods were removed, shore power permanently attached, the engines pulled, and she’s now a static “training facility.” Only a few people at FLD know her true history.
Most EMIL LANG-Class vsls have not had this run of bad luck, though, and every single settled and developed planets in the UGC have at least one (some are converted ELEPHANT-Class barges).
Model Type: Repair/Construction
Crew: Reflects an militry, combat-zone crew.
Ship’s Crew: About 2Ø.
Bio-Maintenance Engineers: 1Ø.
Mechanical Engineers: 15.
Hull Fitters: Ø5.
Electrical Engineers: 1Ø.
Weapons Engineers: 15.
Damage Controlmen: Ø5
Passengers: Few if any; These are working boats, and don’t typically have passenger space.
MDC By Location:
Hull-
Bridge compartment-
On Water Props (generally 4)-
Towers (generally 4)-
M-16 Turret Gunners Compartment-
M-16 Turret Laser Generator/Upper Arms (2)-
8,ØØØ MDC
5ØØ
1ØØ each
1ØØ each
3ØØ
15Ø each
M-16 Turret Laser Cannon Barrels (4)-
M-16 Turret M.R.M. Launchers (2)-
M-16 Turret Gatling Gun-
M-16 Turret Radar Array-
Anchor Cables (1Ø)-

1ØØ each
15Ø each
1ØØ
1ØØ
2Ø each

Note: Usual conditions apply.

Speed and Statistical Data:
Maximum Hover Speed: 2Ø knots.
Maximum Hover Ceiling: 1ØØ feet.
Maximum Sailing Speed: 1Ø knots.
Range In Hover: No limit; You could easily raise the anchors and continuously cruise forever, especially if you ran ONLY on sails for both propulsion AND power.
Height: 5Ø feet from keel to top of mast, 15 feet from keel to top of deck.
Beam: 25 feet.
Length: 1ØØ feet.
Weight: Around 2Ø,ØØØ tons.
Displacement: Around 15,ØØØ tons.
Cargo: Around 1Ø tons.
Power System: These ships are usually equipped with THREE types of power; The captain holds full discretionary powers WHICH is to be considered primary, secondary, and tertiary.
1: Small Nuclear Reactor; Output: 2,5ØØ KWh at 1ØØ,ØØØ hsp; Lifespan: 1Ø to 15 years.
2: Large Hydro-Cell Engines; Output: 1,5ØØ KWh at 75,ØØØ hsp; Lifespan: Though exact ranges vary based on use, generally there is 1,ØØØ gallons per every 1ØØ³ feet of hull below the weather deck. Every gallon equals ABOUT 2Ø running hours; at maximum speed, this would equate to 4ØØ nautical miles. Higher speeds reduce fuel efficiency up to 15%.
3: Solar Sails; Also can be used for wind sailing. Output: 1,2ØØ KWh at 65,ØØØ hsp; Lifespan: Unlimited.
4: Reserve Batteries; Used for emergency power and at night if running low-power (basically hovering at anchor). Output: 7ØØ KWh at 5,ØØØ hsp; Lifespan: 4ØØ hours before serious drain shows; will usually last another 4Ø before grounding/stalling at sea. NOTE: This is by no means a primary power source; The batteries MUST be recharged as often as possible.
Flight Systems: Grav Pods.
Thrust Systems:
Primary: KKS-451 Traction Drive; Output: 21,ØØØ hsp at 43,ØØØ pounds thrust; Range: Unlimited.
Secondary: HCS-413 Hydro-Cell Scram Jets; Output: 2Ø,ØØØ hsp at 39,ØØØ pounds thrust; Range: Varies on use.
Tertiary: Solar Sails; Solar sails are the preferred method of thrust for passenger liners. Output: Varies GREATLY by weather conditions; Range: Unlimited if favorable weather.
Quadiary: 1 to 4 screw propellers; Only useful in the water Output: 1Ø,ØØØ hsp at 25,ØØØ pounds thrust; Range: Unlimited.
Hull Life: 2Ø years before SLEP, 1Ø-15 after.
Cost: 1Ø,ØØØ€ per ton; 5ØØ tons equals 5 million€.
Availability: From 5 foot×5 foot×1 foot rafts to 2Ø foot×1Ø foot×1Ø foot yachts: Always available from your nearest dealer; 2Ø foot×1Ø foot×1Ø foot to 1Ø foot×2Ø foot×1Ø foot cargo ships: Special order, generally taking 6 to 8 weeks for delivery; Above that will take 6 months to 1 years at a shipyard.
Black Market Cost and Availability: Stolen ships are occasionally availbe, but the market for these HIGHLY EXPENSIVE platforms just isn’t big enough to justify anything over a yacht. Still, they can be had for a “reasonable price” on and almost constant basis.






Weapons Systems
1. Cutting Stick: Essentially nothing more than a blunt-tipped, heavily serrated knife on an approximately 3 foot pole. Ideal for cutting lines without getting too close.
Purpose: Cutting line under tension.
Damage: 1D4 SD; No PS bonuses apply.
Range: 1 to 3 yards, depending on who made it and what mood he was in at the time.
Attacks per melee: Per user.
Payload: Unlimited (until some asshole breaks it).
For more information click HERE.

2. Model-16 Anti-Aircraft Turret: Based on the upper body of the Mecha Knight Destroid, each military ELEPHANT has these anti-aircraft turrets, each arranged differently. Each has 4 types of weapons: A pair of Laser Cannon “arms”, “shoulder” missile launchers, quintary head lasers, and a “belly” 2ØMM, 5-barreled Gatling guns for anti-missile defense. Special bonus: The turret has it’s own built-in fixed forward radar, giving it +2 to strike. Loss of this radar negates this advantage, but the guns and missiles can still be trained by information from the Combat Information Center.

A) Laser Cannons (6): Based on the laser cannons on the Raidar X, these are the main weapon of the turret. NOTE: These guns fire in tandem, like pom-pom guns. If one barrel is damaged, reduce the damage and rate of fire FOR THAT ARM by a third. Each gun must be targeting the same object as the other (can not be independently targeted).
Purpose: Anti-Aircraft/Ship.
MD: 2D1Ø short burst, 4D1Ø medium burst, or 6D1Ø long burst.
Rate of Fire: 8 short, 4 medium, or 2 long bursts per arm per melee per gunner’s attacks per melee.
Range: Ø8 miles.
Payload: Unlimited.
B) MRM Launcher Shoulders (2): A pair of MRM launchers mounted at the approximate position as the shoulders.
Purpose: Anti-Ship/Aircraft.
Missile Type: Medium Range.
Rate of Fire: Volleys of 1, 2, 3, 4, 6, 12 or all 24 per gunners attacks per melee.
Payload: 24 per launcher (48 total); Reloading takes about 5 minutes for a full reload (1Ø missiles take about 1 melee).
C) Quintary Head Lasers: Toggled directly to the gunners eyes, this weapon shoots where they see. Based directly off of the old VF-1 lasers, there are 5 lasers, arranged in the lesser-known Zulu configuration.
Purpose: Anti-Missile Defense.
MD: 5D6 per blast.
Rate of Fire: Per gunners attacks per melee.
Range: 2,ØØØ feet.
Payload: Unlimited.
D) 2ØMM Vulcan Gatling Gun: This gun is actually automated. The gunner activates the weapon by flipping a red switch under a cover on the control panel. The gun can NOT tell friend from foe, only whether an object is closing with the ship and how fast it is moving. If it meets certain criteria, the gun fires, throwing a wall of lead that either shreds the missile OR causes it to prematurely detonate.
Purpose: Anti-Missile Defense.
MD: 5D6 per 1Ø round blast.
Rate of Fire: Up to 6 per melee.
Range: 6,ØØØ feet.
Payload: 6,ØØØ rounds (6ØØ bursts). Reloading takes 2Ø minutes.

3) Crews Weapons: No sailor worth his grog would be without a knife, and every manner of weapon has been found on these vessels; Some strictly forbidden to civilians.








Civilian Features:
  • ESM: Radar Detector. Passively detects other radars being operated.
  • Radar: Civilian grade radar. Range 5Ø miles, can track up to 25 individual targets. 95% reliability (ØØ% 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 ¾ (decrease skill level appropriately).
  • HUD: Displays maps, radar, targeting information, and any OTHER information the wearer wants directly in front of the user.
  • Virtual Map: Displays a continuously-updating map of local terrain for the pilot. Takes data from other friendly units in the area. Effective land navigation of 85% as updates come. Good to 5ØØ miles. Specific range can be adjusted in 1 mile increments.
  • Video Camera: Records from the HUD and HDD. 5Ø hours
    of recording available.


  • Survival Pack: A pack of simpler emergency survival supplies:
    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 foot apogee)
    7 White Parachute Flares (1,5ØØ foot 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)
    Manual-inflating liferaft (for at-sea abandonment)
    Self-inflating lifevest (15# buoyancy).
    The liferaft can double as a Pup Tent if so desired (though most pilots prefer to use a parachute for that, if anything, due to the fact that it is easier to hide).
  • Military Features: Only available on Military EMIL LANG’S; These are IN ADDITION TO the above.
  • Radar: Combat grade radar. Range 1ØØ miles, can track up to 5Ø individual targets. 95% reliability (24% against unfriendly stealthed vehicles). The ships STILL have the civilian grade radar as well.
  • FLIR/SLIR: Forward and Side Looking Infrared. Allows pilot to get visuals on targets at night.
  • AMC/FD (2): Anti-Missile Chaff/Flare Dispensers. Actually launches a glob of burning magnesium/aluminum alloy to confuse both radar AND heat sensory systems. Fires off Ø4 chaff/flares each time it is activated. The system is KNOWN to work on all KNOWN radar and infrared systems, but concerns continue that somewhere out there their MIGHT be a system that will be totally unaffected by the system. Reduce effects by 2Ø% against smart missiles (add +2Ø% to rolls for smart missiles.)
    Effect:Ø1-5Ø Enemy missile or missile volley detonates in chaff cloud- Missiles are all destroyed.
    51-75 Enemy missile or missile volley loses track of real target and veers away in wrong direction (may lock onto another target).
    76-ØØ No effect, missile is still on target.
    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.
  • AJP: Active Jamming Pod. Causes -25% to detection but when it is active, other vehicles/bases can detect that it is jamming, and some missiles will home in on jamming signals. Jamming also causes a -4 penalty to all radar guided weapons. The jamming pod is mounted on the mast.
  • LDP (4): Launched Decoy Pods. Located on the fantail. The ships carry a special pod that carries four advanced launched decoy drones, specially designed lures that creates a radar image to mimic the ship. This system has been successfully deployed against SEVERAL alien radar-type sensors (including one that works off of sound), but have no effect on Invid Protoculture sensors.
    M.D.C.: 5
    Effects: The decoy has a 98% chance of fooling ordinary non military radars and non smart guided missiles, and a 9Ø% chance of fooling military grade radars and advanced smart missiles.
    Range: Released to go wherever it wants. Can fly independently for about 3Ø minutes.
    Rate of Fire: Per pilots attacks per melee.
    Payload: 16 Decoys total.
  • Optic Systems: Infrared: 2Ø miles, Magnification: 15×; Ultra Violet: 22 miles, Magnification: 25×; Night Vision: 24 miles, Magnification: 8×; Color Filters: 19 miles, Magnification: 2ØØ×
  • Combat Bonuses from EMIL LANG-Class Combat Elite:
  • 2 additional attacks per melee.
  • One additional attack per melee at levels 3, 12, and 18 with any additional bonuses for the crew.
  • +2 Strike.
  • +4 Roll.

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