


FOLKER-Class
FOLKER-Class Battle Landship line drawings, portside and above. The green spot is a VT (for scale). |
| Hull- Bridge compartment- On Water Props (4)- M-14 Turrets (5)- MRM Launchers (2Ø)- M-16 Turret Gunners Compartment- M-16 Turret Laser Generator/Upper Arms (2)- | 5Ø,ØØØ 1,ØØØ 5ØØ each 3ØØ each 3ØØ 15Ø each | M-16 Turret Laser Cannon Barrels (6)- M-16 Turret MRM Launchers (2)- M-16 Turret Gatling Gun- M-16 Turret Head- M-16 Turret Head Lasers (5)- M-16 Turret Radar Array- Anchor Cables 1Ø)- | 1ØØ each 15Ø each 1ØØ 1ØØ 3Ø 1ØØ 2Ø each |
Speed and Statistical Data: Cost and Availability: 5ØØ million€; 6 months to 1 years at a shipyard. Weapons Systems: 2. Model-14 Rail Launcher Turret: Ø4 MRM Rail Launchers in a normal, vaguely tank-shaped turret, positioned 2 forward, 1 aft, and one on either outrigger wing. Only 1 type of missile is currently in use, the SSRA-5ØØ HEAP X (a tenth generation High Explosive Armor Piercing) missile. These rail launchers have auto-loaders, allowing for a GREATLY increased rate of fire. 3. Model-16 Anti-Aircraft Turret: Based on the upper body of the Mecha Knight Destroid, each FOLKER has 14 of these anti-aircraft turrets, one on top of each M-14 turret and 3 along each side of the superstructure and the dorsal side of the hull. 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. Additionally, the 3 dorsal turrets are retractable to allow ease of landing. B) MRM Launcher Shoulders (2): A pair of MRM launchers mounted at the approximate position as the shoulders. 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 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. 4. Vertical Launch Missile Launcher: A vertical LRM launcher is located on the ventral side of the upper hull. 6. Special Loads: The vessel can also carry SOME aircraft wing-mounted weapons in a dorsal bomb-bay like compartment. 8. Type XM-19 Depth Charge Dropper (2): An automatic XM-1 9. Mecha And Vehicles: Each of these vessels carry an EXTENSIVE amount of Mecha: 1Ø. Crews Weapons: No sailor worth his grog would be without a knife, and every manner of weapon has been found on these vessels, most strictly forbidden to civilians. Features:Maximum Hover Speed: 4Ø knots.
Maximum Hover Ceiling: Operationally they fly at 1ØØ feet; However, they are independently transatmospheric.
Maximum Sailing Speed: 2Ø knots.
Range In Hover: No limit; You could easily raise the anchors and continuously cruise forever.
Height: From keel to top of #2 turret is 6Ø feet.
Beam: Hull: 25 feet; Outriggers: 15Ø feet.
Length: 25Ø feet.
Weight: 2,ØØØ,ØØØ tons.
Cargo: 2 tons of cargo can be carried if CRITICALLY necessary.
Displacement: 6ØØ,ØØØ tons.
Power System:
Primary: SRO-Ø4nk Reflex Furnace
Secondary: HCS-413 Hydro-Cell Scram Jets Engines;
Tertiary: Solar Sails; Also can be used for wind sailing.Quariary: Reserve Batteries; Used for emergency power and at night if running low-power (basically hovering at anchor). 7ØØ KWh at 5,ØØØ hsp;
Flight Systems: Grav Pods.
Thrust Systems:
Secondary: Bleed off from Hydro-Cell scram jets.
Quartiary: 4 screw propellers; Only useful in the water.
Hull Life: 2Ø years before SLEP, 25 after.
Black Market Cost and Availability: They can be had for a "reasonable price" of roughly 5Ø,ØØØ to 5Ø billion€ on an almost constant basis.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.
Purpose: Offensive/Anti-Ship/Fortress
MD: 4D6×1Ø
Blast Radius: 6Ø feet
Maximum Range: 8Ø miles
Rate of Fire: 3 per launcher (barrel) per melee.
Payload: 2,ØØØ MRMs
Bonus: Using helicopter, fighter, or another ships targeting system the missile is +3 to strike. Using a combination of 2, it gains a +5 (only 2 can be combined).
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).Zulu configuration.
Purpose: Anti-City
Missile Type: Long Range
Rate of Fire: Volleys of 1, 2, 3, 5, 1Ø, 15, or all 3Ø per missilers attacks per melee.
Payload: 3Ø LRM's; Must be reloaded with special equipment (though it can be done by a EMIL LANG-Class repair ship).5. Ramming: The FOLKER-Class is equipped with a reinforced bow, allowing the ship to ram an enemy as a last resort.
Purpose: Anti-Ship
MD: 1 MD per MPH; The FOLKER takes 1 MD per 1ØØ inflicted.
Attack Per Melee: Once per every OTHER melee.
Payload: CONDITIONALLY UNLIMITED; The bow must be repaired after using this attack, but as long as it is, it can be used indefinitely.
Purpose: Offensive/Anti-Ship
MD: 4D6×1Ø per torpedo
Blast Radius: 4Ø feet
Maximum Range: 8Ø miles
Minimum Range: 5 miles
Rate of Fire: 1 torpedo per pilots attacks per melee.
Payload: Each pod holds 3 Mk-82's.7 Depth Charges: Used for hunting submarines. Automatically launches.
Maximum Effective Range/Depth: Varies by input. The gunner who’s immediately using it sets it to the depth he wants it to detonate at, then sets what will set it off (may be the depth, or some specific target or type of target).
MD: 2D6×1Ø per blast.
Blast Radius: 4Ø feet
Rate of Fire: Per gunner’s attacks per melee.
Payload: 2ØØ total.7. Mine Layer: Probably the vehicles single nastiest weapons system, the mine layers is capable of not only dropping to the ground, but actually BURYING mines anywhere from 2 inches to 2 FEET deep with little disturbed ground to expose the location (the ground will fully heal over in about 4 days with rain, or 2 weeks without). -1Ø% to detect concealment, -5% detect mines (unless mine detection equipment is used).
Maximum Depth of mines: 2 feet
Mega Damage: 6D6 per mine.
Blast Radius: 4Ø feet
Rate of Fire: Only once.
Payload: 2ØØ mines can be laid before more must be brought on board.7 Depth Charge Dropper used to harass submarines. The actual container for the depth charge is a modified version of a 2Ø-gallon fuel drum. The droppers are located either side of the hull amidships. The racks that hold the depth charges are inside the hull; The depth charge is brought up on deck by a chain system, and then dropped over the side.
Purpose: Anti-Submarine
MD: 3D6
Rate of Fire: 3 XM-17's can be dropped per launcher per melee.
Diving Range: From 1Ø feet to 15Ø feet.
Payload: 1ØØ per launcher (2ØØ total). Another 4ØØ CAN be carried on board and manually loaded into the rack (takes 2 melee actions per drum).
Effect: Duration: 1D4 melee rounds. Payload: 6Ø chaff/flares. Each time the system is engaged, the system fires off Ø4 chaff/flares. |


