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FOLKER-Class


FOLKER-Class Battle Landship line drawings, portside
and above. The green spot is a VT (for scale).

REF Field Commanders (Colonel and above) needed a mobile HQ that could keep up with the front lines, but also be reasonably able to either fight their way out of trouble or run away if necessary. At first, Raidar X and Spartan torsos were simply mounted on the hull of standard ELEPHANTS; Starting in 2Ø79, however, a program was tested in which the old USS IOWA was set on specially-built supports, called "saddles", on the deck of an ELEPHANT to test the plausibility fo the design. Other than a few structural flaws (related to the design of the ELEPHANTS), the concept prover was a complete success.
The next step was UES FOLKER; She floated at Johannesburg Shipyards, 11 MARCH 2Ø82. An classic 4 in-line turret design, she was armed, at first, with 2 quad 4Øcm turrets (exactly like the MAC II; #1 and 3) and 2 Tśentrædi light laser turrets (#2 and 4).
An immediate problem was realized: When fired, the 4Øcm turrets would cause a list up to 4غ; The Tśentrædi laser turrets couldn't fire behind line-of-sight. This was solved 3 ways: First, all four turrets were replaced with the then new and experimental Model-14 Rail Launcher Turret. These produced 1Ø% of the recoil as the 4Øcm, even firing full broadside. Second, super-powerful ducted fans were installed all along the hull; Computer co-ordination reduced the recoil to and easily ignored 5º. Third, ultra-fast deploying legs were installed to allow use in zero-atmosphere environments, though the deploying of these reduced the initial and last volley (when used, reduce the first and last volley by one attack FOR THAT MELEE); While used, the vessel is unable to move forward or backward, though it can spin on the leg ("twisting" as it's called).
Only 3 "quaddies" (4-turreted) were ever built; FOLKER, DIXON, and MASON. MASON was later upgraded to the 5-turreted "quint" type more popular now. LBB-Ø4 ELLIS and beyond have all been quints. A second version of the FOLKER, the HUNTER-Class, was developed for use in space. The HUNTER-Class is not listed here as theyt are considered spaceships.
Name: FOLKER-Class.
Model Type: Battle Landship.
Crew:
Officers: About 3Ø.
Enlisted: About 4ØØ.
Passengers: None normally, though "specialists" are occasionally assigned to the ship.
MDC By Location:
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
7ØØ each
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

1ØØ
2Ø each
Note: Usual conditions apply.

Speed and Statistical Data:
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
Output: 2,5ØØ KWh at 1ØØ,ØØØ hsp;
Lifespan: 2Ø years.
Secondary: HCS-413 Hydro-Cell Scram Jets Engines;
Output: 2Ø,ØØØ hsp at 39,ØØØ pounds thrust;
Range:
Lifespan: 4Ø,ØØØ nautical miles.
Tertiary: Solar Sails; Also can be used for wind sailing.
Output: 1,2ØØ KWh at 65,ØØØ hsp;
Lifespan: Unlimited.

Quariary: 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: Bleed off from Hydro-Cell scram jets.
Tertiary: Solar Sails;
Output: Varies GREATLY by weather conditions;
Range: Unlimited if favorable weather.
Quartiary: 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, 25 after.

Cost and Availability: 5ØØ million€; 6 months to 1 years at a shipyard.
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.

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-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.
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).

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.
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.

4. Vertical Launch Missile Launcher: A vertical LRM launcher is located on the ventral side of the upper hull.
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.

6. Special Loads: The vessel can also carry SOME aircraft wing-mounted weapons in a dorsal bomb-bay like compartment.

A) XM-11 Torpedo Pod: An ASW torpedo pod. Carries the Mk-82 Airborne Torpedo, essentially a modified version of the Mk-81 Submarine Launched Torpedo. The initial launch is by a nothing so complicated as releasing it from the latches that hold it to the pylon. The on board hydro-cell motor then takes over as soon as the torpedo splashes. Each pod hold 3 Mk-82's.
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.
B) XM-14 Sonar Buoy Pod: An air-droppable sonar buoy used to assist in detecting and tracking incurring submarines for future reference.
C) XM-17 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.

8. Type XM-19 Depth Charge Dropper (2): An automatic XM-17 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).

9. Mecha And Vehicles: Each of these vessels carry an EXTENSIVE amount of Mecha:

RDF Escalators and Valiants: 1Ø
REF Escalators and Valiants: 2Ø
Guardians and Veritechs: 1Ø
Tanks and APCS: 1Ø
Cyclones and other Power Armors: 1ØØ

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:
  • 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.
  • 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.
  • 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.
  • 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×

  • 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.
  • 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).
  • Combat Bonuses from FOLKER-Class Combat Elite:
  • 4 additional attack per melee.
  • One additional Attack Per melee at levels 3, 6, 12, and 15 with any additional bonuses for the crew.
  • +5 Initiative.
  • +6 Strike.
  • +4 Roll.
  • +5 Dodge

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