REF RENORBY-Class AS (Supply Ship)
![]() An REF RENORBY-Class AS |
Hull- Bridge- External Hatches (about 2Ø)- | 1Ø,ØØØ 1,ØØØ 15Ø each | Internal Hatches (up to 1ØØ,ØØØ)- Thrusters (1Ø)- Solar Panels- | 1ØØ each 2ØØ each 2ØØ each |
Speed and Statistical Data: Weapons Systems: 3. Ships, Fighters, Power Armor, and Robots: Each MONTGOLIFIER Repair Ship has a few robots and etc, mostly to forcibly muscle materials around. Features:Spacefold: Not equipped
FTL: Factor 4
Cruising Speed: Mach 4Ø
In Atmosphere: Mach 2.5
Clearance: 2,ØØØ feet
Beam: 2ØØ feet
Length: 2ØØ,ØØØ feet
Weight: 5ØØ million tons.
Cargo: 1ØØ billion tons.
Power Systems:
Thrust Systems:
Flight System: Standard grav pods.
Cost and Availability: 1 billion credits; 4 to 1Ø months for delivery.
Black Market: Not available; Even re-habed T’sentrædi warships are worth more. The REF couldn’t even sell captured ones as warehouses, and would be forced to scrap them out.1. 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: 2ØØ.
Attacks/Actions per Melee: Per operators attacks per melee plus bonuses (generally 4 to 6 per melee).
Range: 1ØØ feet.
Payload: Unlimited.2. Defensive Laser Batteries (15): A battery of defensive lasers dot the hull of these vessels. Mostly for anti-missile and meteorite defense.
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.
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. 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). | 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 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: Duration: 1D4 melee rounds. Payload: 6Ø chaff/flares. Each time the system is engaged, the system fires off Ø4 chaff/flares. |