EMSTAR-Class Hight Speed Rescue Ship (Patrol)

When Max STERLING first formed the Space Patrol And Enforcement Services, he was reacting to personal experience; As a Veritech Fighter Pilot aboard SDF-ØØ1 EDS MACROSS, he had been disabled a few times in space. Dead adrift, in a Veritech losing atmosphere, is not a friendly place to be. His close friend and ally, Rick HUNTER, had suffered that fate many more times (due both to time in service and that Max was such a better pilot, as evidenced by Adm HUNTER’S own journals).
As a child, Admiral STERLING had wanted to join the American Coast Guard, despite his own nationality (he was actually a Spaniard). The wartime pragmatisms precluded this; For one thing, he was in Macross when the whole island was spacefolded. Not a particularly good start. For another, the RDF was recruiting for VERITECH PILOTS, not Rescue Swimmers and etc. Indeed, at first it was thought the Veritech Pilots would be the rescue force of the SDF-ØØ1; That this eventually proved not quite correct is inconsequential.
However, his own experiences on MACROSSS had a chilling effect on then-Captain STERLING. He wanted to ensure this would NEVER happen again. The MAXIMILLIAN STERLING-Class SAR Ship was the first “official” vsls in this line of thought, but suffer from one critical failure; They’re basically just floating Search And Rescue (SAR) Stations and mobile hospitals; At that, they aren’t even full hospitals. Though they have all the RANGE in the Galaxy, but none of the SPEED, and in life-saving speed isn’t simply life, it’s death too.
The spaceyards at Recominy promised that they could delivery a new, long range in-system SAR boat, tentatively called the “Sledge”, based loosely on the ROIL TILVU-Class Shuttle. However, the catcher system kept failing, leading to cost overruns, and eventually the program was scrapped. The old MACROSS-era C-13Ø’s converted to use in space were rushed into service.
This satisfied NO ONE however, and the REF was aggressively searching for a new solution. The answer eventually looked at was a cut-down version of the Galactica-Class Exploration Vessel. The EMSTAR-Class is the result.
The engineers on the EMSTAR-Class, however, went way more than one better; They built probably THE ultimate SAR and Law Enforcement (L/E) vsl. Fast, highly maneuverable, and well-armed, but some of the weapons can double as life-saving as well as assault weapons. This made it unique; The only potential LIFE SAVING weapons ever in UGC history (a heritage only met once before, on Terra).
As a bonus, while the EMSTAR-Class vsls can operate independently, even up to four star systems, they can still FIT into the standard flight bays on both the MAXIMILLIAN STERLING-Class and the MIRIYA PARINO-STERLING-Class Interdiction Ships; The SC-130’s, because of their wingspan, could not fit into the flight bays. The EMSTAR-Class can’t fit in exactly right, because they’re too long, but they can nose in most of the way, and the refits on the flight bay were so simple that they too two weeks not only to create, but to go from one set of drawings, of the EMSTAR-Class’s hull, to the first fully refitted MAXIMILLIAN STERLING-Class- Three days before the EMSTAR itself was delivered (though she was enr to her new home).
One aspect of the converted C-130’s that survived was the bow doors; They can literally scoop up victims as they proceed along. A new feature is the “recovery net”; Though it is a feature, it is actually listed in Weapons Systems because of it’s L/E applications. It allows the vsl to collect literally anything floating in space; Victims, evidence, even disabled vsls (though the Grappler Cables are better for that).
Type: SAR and L/E Ship.
Class: EMSTAR-Class.
Crew:
Officers: 4.
Enlisted: About 25.
MDC By Location:
Hull-
Bridge-
2ØØ
15Ø
Missile Bays/Laser Turrets-
Thrusters (8)-
5Ø each
1ØØ each

Speed and Statistical Data:
Space Fold: Limited to 14 light hours (about 2 systems).
FTL: Factor 5Ø (¡!).
Cruising Speed: Factor 3Ø.
Clearance: 15 feet.
Beam: 38 feet.
Length: 2ØØ feet.
Weight: 2ØØ,ØØØ tons.
Cargo: Up to 2,ØØØ tons.
Cruise Duration: Can operate up to 2Ø months without support, but VERY rarely goes more than a few hours on their own.
Power Plant:
Primary: Quad RHY-411 Reflex Furnace.
Secondary: Solar Array.
Propulsion:
Primary: Tractioning drives.
Secondary: Bleed off from the Reflex Furnaces.
Flight System: Grav pods, but not inteded to fly per se.
Cost and Availability: 1.2 million credits; Takes about 6 months to build.
Black Market Cost and Availability: Could be as little as 1Ø% to 1Ø× as much, but not too popular. There was a single attempt by Ator Malconts to use one in a ruse to get inside the security zone around a militry out-load, but a simple querry to local command revealed the truth, andf the ship was boarded. The captured Ators are now on a FOLSOM -Class Prison Barge.

Weapons Systems:
1. Grappler Cables: This is a “weapon” per se; A grav pod, set to positive generation away from the ship, literally grabs anything within a 1ØØ³’ of the pod; Actually has a guarantee of striking against a willing target (such as a disabled vsl), but requires a normal attack role against an unwilling one (such as a smuggler). Generally not used for rescue work per se, but to garb a vsl that’s adrift long enough to allow passengers to transition to the EMSTAR- Or to allow boarders to transition over to a smuggler.
Effect: Creates a gravitation effect equal to that of a white dwarf star in a 1ØØ³’ area.
Number of attacks per melee: Equal to user’s attacks per melee (treat it as a laser battery for game purposes).
Range: 2ØØ,ØØØ feet.
Payload: Unlimited.
Bonus to Strike: Automatic Strike to a willing target (no need to roll to strike), +1Ø to strike against a hostile target; Also has effectively unlimited automatic attacks; If it misses, the nature of gravity pods causes them to whip around at go after the target a second, third, fourth, whatever it takes attempts.

2. Recovery Net: Based on the concept of fishing nets, a 4ز’ net will deploy ALL AROUND THE SHIP in whatever direction desired by the CO (or team leader), catching literally anything larger than 1²’ across. The nets become cluttered fast, making them slightly less than popular.
Effect: Catches anything larger than 1²’ across within 4Ø’ of the hull.
Number of attacks per melee: Only one per se; However, hits everything in the sphere of influence.
Range: 4Ø effective feet.
Payload: Unlimited.
Restrictions: Because they catch so much material they clutter, or become “fouled”, quickly. To clear them, they must be brought in, then broomed off. The whole process takes one melee action.

3. T’sentrædi Style Heavy Laser (Ø2): Still a highly effective design, it is an REF standard weapon throughout the fleet.
MD: 1D4×1ØØ per blast.
Rate of Fire: Twice per melee.
Range: 2ØØ,ØØØ miles.
Payload: Unlimited.

4. Automated Missile Battery (Ø4): Ø4 of these batteries are on each vessel. Ingeniously, some of the missiles in inventory are search and rescue in nature; Modified versions of the ancient Prowler UAV. The largest missile launchers are on the twin “outriggers”, like the fighter bays on the Galactica- and BATTLESTAR-Class’.
Missile Type: Any MRM or LRM
Purpose: Anti-Ship Defense.
MD and Range: Varies by type used.
Rate of Fire: Twice per melee.

Special “Prowler” option: The REF took the ancient American Prowler Unmanned Aerial Vehicle, replacing the jet engines with a standard reflex engine and tractioning drives.
Purpose: SAR and long-range observation.
Effect: Extends the ship’s effective viewing area in all sensors; Though it has all the sensors that the ship does, they’re only about 1Ø% as powerful, so they only see 1Ø% as far. However, considering they open up viewing areas the ship may not otherwise have, this is an INCREDIBLE advantage.
Rate of Fire: Once per melee.
Payload: Up to 1,ØØØ.

Features
  • FLIR/SLIR: Forward and Side Looking Infrared. Allows crew to get visuals at night and in deep space.
  • 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: 12Ø chaff/flares. Each time the system is engaged, the system fires off Ø4 chaff/flares.
  • 1 MC (loudspeaker): Internal loudspeaker.
  • ESM: Radar Detector. Passively detects other radars being operated.
  • Radar: Civilian grade radar. Range 1ØØØ miles, can track up to 5Ø individual targets. 8Ø% reliability (ØØ% against unfriendly stealthed vehicles).
  • HUD: Displays maps, radar, targeting information, and any OTHER information the crew member wants directly in front of them.
  • Virtual Map: Displays a continuously-updating map of all bodies ahead for the pilot. Takes data from and gives data to other ships in the area. Effective 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. 5Ø hours of recording available.
  • Full range optic sensory suite: Infrared, ultra violet, Magnification, night sight, color filters, thermal imager. Range is about 2ØØ miles for MOST sensors.
  • Escape Pods: There are SUPPOSED TO BE 1 1Ø-man pod per every 5 crewmembers. And once in a while there are.
  • Survival Pack: A pack of simpler emergency survival supplies: Pup tent, 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), 1ØØ feet of black or brown parachute cord (15Ø lbs tensile strength; This is in addition to several hundred feet from their parachute itself), 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 also 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). Typically kept with the escape pods. Not that a pup tent has very little use in hard vacuum, but can be handy if you crash land on a planet unexpectedly.
  • EPIRB: Emergency Position Indicating Radio Beacon; An automated distress buoy that can be jettisoned in the event of massive catastrophe. Mining ships are unique for having these, as they tend to settle into a given asteroid for years at a time, and are therefore relatively stagnant and can be found, if the circumstances require. To date, EPIRBS have been used only in 1Ø% of all emergencies, and all of these have been CRITICAL; Fire on board ship.


  • Combat Profile for EMSTAR-Class ship:
  • 2 attacks per melee for automated laser batteries.
  • 4 attacks per melee for the pilots (dodges/parries only; only applies when actually underway, not when anchored to an asteroid).
  • +3 to strike.
  • +2 to parry (only applies when actually underway, not when anchored to an asteroid).
  • +2 to dodge (only applies when actually underway, not when anchored to an asteroid).