REF MONTGOLIFIER-Class
Construction and Repair Ship
Hull- Bridge- External Hatches (about 2ØØ)- Internal Hatches (up to 1Ø,ØØØ)- | 5Ø,ØØØ 5,ØØØ 15Ø each 1ØØ each | Repair Armature (up to 1Ø)- Thrusters (1Ø)- Solar Panels- Sensory Arrays (up to Ø5)- | 1,ØØØ each 7ØØ each 1ØØ 5ØØ each |
Speed and Statistical Data: Weapons Systems: 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. 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 (2): A pair of Mini- or Short-Range Missile Launchers, one on either side of the hull, to discourage fighters and break up meteorites and comets. 6. Ships, Fighters, Power Armor, and Robots: Each MONTGOLIFIER Repair Ship has a few robots and etc, mostly to forcibly muscle materials around. Features:Spacefold: Mk3b spacefold.
FTL: Factor 5
Cruising Speed: Mach 3
In Atmosphere: Mach 3
Clearance: 1,172 feet with scaffolding retracted, 2,789 feet with scaffolding extended.
Beam: 1,477 feet with scaffolding retracted, 1,56Ø feet with scaffolding extended.
Length: 3,675 feet
Weight: 12.5 million tons.
Cargo: ØØØ million tons.
Power Systems:
Primary: Solar Panels; Output: 1ØØ KHh (more than enough for station keeping and ship’s work); Range: 5Ø light years. Note: No combat can be sustained on solar panel alone.
Secondary: 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.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, plus agripods (5ØØ,ØØØ credits each); Always available.
Black Market: Not available; Even re-habed T’sentraedi warships are worth more. The REF couldn’t even sell captured ones as warehouses, and would be forced to scrap them out.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 IKAZUCHI-Class refits.
MDC: 3ØØ.
Attacks/Actions per Melee: Per operators attacks per melee plus bonuses (generally 4 to 6 per melee).
Range: 2Ø feet.
Payload: Unlimited.
Restrictions/Penalties: None.
MDC: 4,ØØØ.
Attacks/Actions per Melee: Per operators attacks per melee plus bonuses (generally 4 to 6 per melee).
Range: 2ØØ feet.
Payload: Unlimited.
Restrictions/Penalties: None.
MD: 5D6 per blast.
Rate of Fire: Per gunners attacks per melee plus bonuses (generally 4 or 5 per melee).
Range: 5ØØ feet.
Payload: Unlimited.4. 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.
MDC: 2,ØØØ.
Attacks/Actions per Melee: Per operators attacks per melee plus bonuses (generally 4 to 6 per melee).
Range: 2,ØØØ feet.
Payload: Unlimited.
Bonuses: Unlimited.
Restrictions/Penalties: Unlimited.
MD and Range: Varies by missile type.
Missile Type: Any Mini-Missile or SRM, though SRM is preferred as it is easier to launch.
Rate of Fire: Per gunners attacks per melee plus bonuses (generally 4 or 5 per melee).
Payload: 2,ØØØ SRMs or Mini-Missiles or combination thereof; There is no increase in capacity.
Shuttles- Ø2
Mecha and Fighters- Up to 12 Veritech Fighters are assigned to each as a defensive force.
Robots- Each ship has up to 1ØØ MPS MarkV’s and another 45-5Ø Widerul’s.
Range: About 2ØØ miles. Range: About 2ØØ miles. | Effect: 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). Pod: 5Ø Fiber Optic Cable: 1Ø Effect: Extends range of any sensors 1Ø times (or defeats other penalties in a 5 mile area). Hull: 5ØØ Short-Range communications Array (antenna to mothership): 1Ø Effect: Extends range of radios, etc 1Ø,ØØØ times. |