REF TERRA-Class Fast Combat Support Ships
Hull- Bridge- External Hatches (about 2ØØ)- Internal Hatches (up to 1Ø,ØØØ)- | 5,ØØØ 5ØØ 15Ø each 1ØØ each | Agridomes (up to 5Ø)- Thrusters (1Ø)- Solar Panels (up to 2Ø)- Sensory Arrays (up to Ø5)- | 1,ØØØ each 1ØØ each 5ØØ each |
Speed and Statistical Data: Weapons Systems: 2. DS-8 Variable Barrier Defense System: An advanced force field system 3. 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. 4. Ships, Fighters, Power Armor, and Robots: Features:Spacefold: Mk3 Spacefold (an older version).
FTL: Factor 5
Cruising Speed: Mach 2Ø
In Atmosphere: Mach Ø2 safely
Clearance: 1,172 feet
Beam: 1,411 feet
Length: 3,674 feet, 6 inches
Weight: 1Ø.8 million tons without cargo; 45 to 5Ø million tons with full load.
Cargo: 35 to 4Ø million tons.
Cargo Profile: A typical cargo profile would look ROUGHLY as follows:
Munitions Load:
Fuel Load: Can carry 2Ø billion gallons of hydro-cell.
Foodstuffs Load:75 tons
Power Systems:
Primary: Solar Panels;
Secondary: RRG mk 14 Protoculture-fueled Reflex furnace;
power before overheating automatically shuts down the reactor, ruining it.
Tertiary: Emergency Batteries (1ØØ,ØØØ)
Thrust Systems:
Primary: RTT 416 Tractioning Drives;
Secondary: 8 Fusion-plasma reaction thrusters around the hull;
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;
Flight Systems: Standard grav pods.
Cost and Availability: 1ØØ million€; 8 to 12 months to build.
Black Market Cost and Availability: 1Ø thousand to 1ØØ billion€; 8 to 12 months to build.1. Defensive Laser Batteries ( 7): A battery of defensive lasers mounted 4 dorsal, 3 ventral along the hulls 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.
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.
MDC: 1ØØ.Attacks/Actions per Melee: Per operators attacks per melee plus bonuses (generally 4 to 6 per melee).
Range: 2Ø 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- About 2Ø, mostly Guardians.
Range: About 2ØØ miles. Range: About 2ØØ miles. are kept at various locations around the ship, including escape pods. Infantry carry their survival packs with them in their backpacks, and tank and RPA crews keep them in their rides, usually stowed under a seat or etc. Pilots have them in packs attached to their legs. Each kit contains a half tent, Sleeping bag, Black light, GPS, first aid kit (bandages, gau 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), 14 Star flares (25Ø foot apogee), 5ØØ feet of green, black, brown, or olive-drab Parachute cord (15Ø lbs tensile strength), 1Ø days emergency rations, 5 gallons emergency distilled water and purification kit (good for about 2ØØ gallons), survival radio (1Ø mile range, and can not be scrambled or secured, so enemies can listen in on and jam the signal, and a 25 lbs Type 3 (general purpose) inflatable life vest, all in a single pouch on the small of the the back of the spacesuit. | 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. 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: 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). MDC By Location: Hull: 5ØØ Short-Range communications Array (antenna to mothership): 1Ø Effect: Extends range of radios, etc 1Ø,ØØØ times. |