Tanker Ships

THE TANKER SHIP SUOTHERN VIEW, BELONGING TO UGC 14TH FLEET

Tanker Ships deliver liquid and gaseous loads around. The load may be highly volatile, such as Detonex (used in anti-matter bombs), hydrogen, etc, or may be hyper-stable, such as water. Tanker ships, due to the potentially volatile nature of their loads, rarely, if ever, process the raw materials; The lack of processing equipment also allows them to carry more load, though the argument that installing such equipment increases efficiency, as the ship can load up on raw material, then process it enr has gained support in certain (profit-motivated) circles.
Tanker ships do, however, have a very serious black mark; They are known, with unstable cargos at least, to spontaneously EXPLODE. The cause is generally known (cargo leakage), however specifics are not available in every case, as the destruction is very literally complete. Also, non-volatile cargos have, on occasion, exploded; Investigators usually chalk it up to cargo leaking from a vat (as the actual containers themselves are called) in some catastrophic fashion, hyper-pressurizing the vsl.
Note that there is no on class of Tanker ships; Almost every single ship is different, and there are no more than 2,ØØØ identical ones.
Type: Cargo Ship
Class: Gasses and Liquids.
Crew: Varies by ship; As little as 1,ØØØ to 1Ø times that number.
MDC By Location:
Main Hull: Varies by ship; Generally about 1Ø per every 1ØØ crewmen.
Bridge: Varies by ship; Generally 1 per every 1ØØ Hull MDC.
Hatches: Large through-hull hatches have 5ØØ MDC, smaller internal hatches, doors, and scuttles generally only about 1ØØ. The exact number of
hatches, doors, and scuttles vary, but two large through-hull hatches and 1Ø-1ØØ smaller, humanoid-sized through-hull hatches (underside
only) are common.

Speed and Statistical Data:
Space Fold: Not Usually Equipped.
FTL: Factor 5
Cruising Speed: Mach 2Ø.
Clearance: Varies; Generally 1ØØ to 5ØØ feet.
Beam: Generally equal to the clearance.
Length: Varies; Generally 1ØØ times the beam.
Weight: Varies. Generally about 1 ton per every 1Ø crewmen.
Cargo: Varies; Generally about 1,ØØØ tons of cargo per every ton of vsl.
Cruise Duration: Varies, but generally VERY short, 6 months is considered a “long cruise” for a tanker ship.
Power Plant: Primary: Various nuclear reactors; Output varies greatly Secondary: Solar panel arrays; Often used in place of the main power plant, since it’s free, if circumstances permit. When otherwise, it is generally used only in emergencies; Tertiary:; Battery back up. These are only used in GRAVE emergencies, but have a full six-week capability at basic life-support levels.
SPECIAL FOR HYDROGEN-HAULING VSL: Hydrogen-hauling vsls often use hydrocell generators as another backup generator system. These are perfectly safe, and the most expedient systems, when practicable.
Propulsion: Primary: Tractioning drives; Secondary: Rocket power. Hydrogen-hauling vsls also use hydrocell thrusters when practicable.
Flight System: Not Applicable; Not planet-fall capable.
Cost and Availability:Every crewman equals about 2ØØ€ towards construction cost; Takes about 6 months to build.
Black Market Cost and Availability: Varies VERY greatly; Only ships stolen from somewhere else would be available on the black market, and since these are pretty big ships, it’s hard to off-load one. However, malconts often swap these and other vsls between each other for various purposes.

Weapons Systems: Because these ARE civilian vsls, they are rarely armed with anything but the most basic self-defense mechanisms.
1. Full-Force Barrier Field: This type of vsl generally has a full-force barrier field, but only a fairly light and rudimentary one.
MDC: Generally not more than about 15Ø to 5ØØ
Range: Self + about 1Ø feet.
Payload: Technically unlimited; However, the barrier field prevents ANY approach to the vsl, and therefore must be lowered to allow cargo shuttles, in.
Attacks Per Melee: Technically unlimited; Requires one melee action to raise, if the operator happens to be standing right there when the attack begins. Sadly, all too often they are not.
2. Point Defense Lasers: These automated laser batteries kick in whenever the Collision alarm alerts. Rarely are there more than four, though.
MD: 1D4×1Ø per blast.
Range: 1ØØ feet.
Payload: Unlimited.
Attacks Per Melee: Twice per melee.


Features:
  • ESM: Radar Detector. Passively detects other radars being operated.
  • Radar: Combat grade radar. Range 1ØØ miles, can track up to 5Ø individual targets. 95% reliability (24% 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 25% (decrease skill level appropriately).
  • HUD: Displays maps, radar, targeting information, and any OTHER information the wearer wants directly in front of the user. One is located at each weapons control station, and another makes up the majority of the bridge.
  • FLIR/SLIR: Forward and Side Looking Infrared. Allows pilot to get visuals on targets at night.
  • Virtual Map: Displays a continuously-updating map of local terrain for the bridge. Takes data from and gives data to other friendly units in the area. Effective navigation of 85% as updates come. Good to 5ØØ miles. Specific range can be adjusted in 1Ø,ØØØ mile increments.
  • 1 MC: Internal loudspeaker.
  • Video Camera: Records from the HUD. 5,ØØØ hours of recording available.
  • Full range optic sensory suite: Infrared, ultra violet, Magnification, night sight, color filters, thermal imager.Range: 2ØØ miles for MOST sensors.
  • 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 feet apogee), 2 white parachute flares (1,5ØØ feet 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.
  • Average Combat Profile For A Standard Tanker Ship:
  • 2 movement actions (dodges) per melee.
  • 3 defensive actions (parries, typically with Point Defense Shields) per melee.
  • 4 aggressive actions (attacks) per melee.
  • +6 Strike with laser batteries.
  • +8 Parry with shield.