REF EMPEROR-Class Command Ship)
![]() An REF EMPEROR-Class AGF (Command, Control, Communications, and Intelligence or “C³I” Ship) |
Hull- Bridge- External Hatches (1ØØ)- Internal Doors (1,ØØØ)- Mecha Bay Doors (3)- Main Thrusters (3)- | 3,ØØØ 1,ØØØ 15Ø each 1ØØ each 2ØØ each 8ØØ each | Secondary Thrusters (3)- Weapons Turrets (3)- Retractable Weapons Turrets (1Ø)- Retractable Solar Panels (1Ø)- Radar/Sensor Arrays (1Ø)- | 6ØØ each 1,ØØØ each 8ØØ each 1ØØ each 5ØØ each |
Speed and Statistical Data: Weapons Systems:Spacefold: Mk5 Spacefold.
FTL: Factor 2Ø
Cruising Speed: Mach 5Ø
In Atmosphere: Mach 1Ø
Clearance: 12Ø feet
Beam: 26Ø feet
Length: 4ØØ feet
Weight: 2Ø,ØØØ tons.
Cargo: 2ØØ,ØØØ tons.
Power Systems:
Primary: RRG mk 14 Protoculture-fueled Reflex Furnace; Output: 51.8 Petawatts of power; Lifespan: 2Ø years; However, the systems can only run for forty-seven minutes at maximum power before overheating automatically shuts down the reactor, ruining it.
Secondary: Solar Panels; Output: 1ØØ KHh (more than enough for staion keeping and ship’s work); Range: 5Ø light years. Note: No combat can be sustained on solar panel alone.Tertiary: Emergency Batteries (1ØØ,ØØØ) Lifespan: 1ØØ,ØØØ hours on emergency power status.
Thrust Systems:
Primary: RTT 416 Tractioning Drives; Output: 1ØØ million lbs; Range: Unlimited.
Secondary: 8 Fusion-plasma reaction thrusters around the hull; Output: Output: 22 million lbs (enough to keep up with the fleet); Range: 2Ø hours at full power before overheat.
Tertiary: Quad Sparrowhawk HSP-24 Fusion-plasma Thrusters for emergency use, mounted as a quadruple bank in the central engine bay, directly behind the hull; Output: 1Ø,ØØØ lbs (enough for ships operations); Range: 2ØØ hours.
Flight System: Standard grav pods.
Cost and Availability: 1Ø million credits; Always available.
Black Market: Between 1Ø,ØØØ and 1ØØ BILLION each; Rarely available.
1. DS-1 Pinpoint Barrier Defense System: A smaller defensive system which uses four movable force field disks, conformal to the ship’s surface, to repel light missile attacks, or energy beam fire. It serves as a back up to the DS-2 system. This system is substantially inferior to those used in the IKA MDC: 5ØØ. Attacks/Actions per Melee: Per operators attacks per melee plus bonuses (generally 4 to 6 per melee). Range: 2ØØ feet. Payload: Unlimited. 2. DS-8 Variable Barrier Defense System: An advanced force field system which covers the entire ship with what appears to be a single yellow-greenish force field; However this is an illusion. The “single” barrier field is actually 6, fixed-aspect pinpoint barriers, to which power can be increased or decreased as necessary. This field will stop all solids and directed energy weapons. Excess energy is shunted from the field to large onboard capacitators, which is eventually discharged through the defensive laser batteries; In theory, this will occur in combat only, though occasional discharges happen even during Charlie periods (in port for repairs and maintenance). The storage wattage is high but not infinite, and the energy MUST be discharged BEFORE the stored energy overloads the field causing the equivalent of a nuclear missile-explosion ONBOARD and well inside the hull. Most of this damage will be to equipment surrounding the shield generators itself, so the vessel should survive; She will suffer severe damage to its internal electronics and power systems, and the systems affected will be inoperable until repairs are made. 3. DS-2 Full-Force Barrier System: An advanced force field system which covers the entire ship with a single yellow-greenish force field. This field will stop all solids and directed energy weapons. Excess energy is shunted from the field to large onboard capacitators, which is eventually discharged through the defensive laser batteries; In theory, this will occur in combat only, though occasional discharges happen even during Charlie periods (in port for repairs and maintenance). The storage wattage is high but not infinite, and the energy MUST be discharged BEFORE the stored energy overloads the field causing the equivalent of a nuclear missile-explosion ONBOARD and well inside the hull. Most of this damage will be to equipment surrounding the shield generators itself, so the vessel should survive; She will suffer severe damage to its internal electronics and power systems, and the systems affected will be inoperable until repairs are made. 4. Defensive Laser Batteries (15): A battery of defensive lasers dot the hull of these vessels. Mostly for anti-missile and meteorite defense. 5. Defensive Missile Batteries (1Ø): A Mini- or Short-Range Missile Launchers, mounted 5 per broadside to discourage fighters and break up meteorites and comets. 6. Heavy Missile Batteries (Ø8): Medium- and Long-Range Missile Launchers, mounted at the bow. | 12. IBM-85ØØ Combat Computer System: Tracks and identifies specific threats, with a database of over 1Ø,ØØØ objects stored in memory. The computer can detect, identify, and track up to 2 million targets simultaneously, and keep in active memory up to 3,ØØØ hours of such information. Feeds information to and takes information from the TIES sub-system. Purpose: Target Identification and Tracking. System Type: Computer; Ties into the TIES. Effect: Range: Per Selected Sensor. Minimum Target Characteristic: Per Selected Sensor. Coverage Characteristics: Per Selected Sensor. 13. Anarrisa Systems Threat Identification and Engagement System (TIES) Version 5.1a: A sub-system in the IBM-85ØØ Combat Computer System is TIES V; It assists the sensor operators and Mission Commander in identifying targets and selected the proper forces needed for the most effective threat neutrali 14. Hughes USQ- 15. SSRt-256 Infra-Red Detection Systems: The EC-66 has SEVERAL layers of IR sensing, covering all 6 sectors with half-coverage of adjoining sectors. 16. Laser Target Designator System: A laser target paging system that increases accuracy of identifying specific enemy targets which is then detected by friendly units. The beam can be detected by anyone with the appropriate systems. 1 18. Ships, Fighters, Power Armor, and Robots: Each EMPEROR has a few robots and etc. |
Features:
Range: About 2ØØ miles. Range: About 2ØØ miles. Cartridge MUST be replaced periodically, however. | Absolutely impervious to radiation, poisons, gases, and biological agents. Additionally, acids do half damage, and lasers do half damage in laser resistant models. 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. 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 except Protoculture sensors, 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: 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. 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: Up to 1Ø times per melee. Payload: 2Ø Decoys each pod (1Ø pods; 2ØØ total). Additional packs are kept at various locations around the ship, including escape pods. Infantry carry their survival packs with them in their backpacks, and tank and RPA crews keep them in their rides, usually stowed under a seat or etc. Pilots have them in packs attached to their legs. Each kit contains a half tent, Sleeping bag, Black light, GPS, first aid kit (bandages, gau Plasma torch (for small repairs and starting fires), Repair kit (with MDC Repair Spray), Sewing kit (a small spool of thread and 5 needles), 14 Star flares (25Ø foot apogee), 5ØØ feet of green, black, brown, or olive-drab Parachute cord (15Ø lbs tensile strength), 1Ø days emergency rations, 5 gallons emergency distilled water and purification kit (good for about 2ØØ gallons), survival radio (1Ø mile range, and can not be scrambled or secured, so enemies can listen in on and jam the signal, and a 25 lbs Type 3 (general purpose) inflatable life vest, all in a single pouch on the small of the back of the spacesuit. SMALL breaches only (included with the suit), and sacks for holding survival kits are built into the spacesuits. MDC: 3Ø, AR: 2Ø. connected to the ship by a fiber-optic cable that relays the data collected from the Pod to the vessels computers. MDC By Location: Pod: 5Ø Fiber Optic Cable: 1Ø Effect: Extends range of any sensors 1Ø times (or defeats other penalties in a 5 mile area). communications and radar range. MDC By Location: Hull: 5ØØ Short-Range communications Array (antenna to mothership): 1Ø Effect: Extends range of radios, etc 1Ø,ØØØ times. |