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REF TERRA-Class Fast Combat Support Ships

TERRA-CLASS AOE (FAST COMABT SUPPORT SHIPS); IF YOU LOOK CLOSELY, YOU WILL NOTICE THE “7“ ON THE SIDE OF THE HULL IS RIGHT SIDE UP, INDICATING AN INVERTED HULL.

The original TERRA-Class AOE (Fast Combat Support Ships) were converted TOKUGAWA-Class Carriers, which carried food, fuel, and munitions to combat-active units, rather than Veritechs and fighter. This allows more combat-capable vsls to stay in the fight longer. Because of the nature of these ships, they are considered combat assets; However, they are kept as far from active fighting as possible, supplying the actual fighting ships with these munitions. They do NOT refuel/arm fighters, but do refuel KC refuelers; The time necessary to refuel an individual fighter is too long to make it practicable as in inflight-refueler for anything smaller than a ship (>1,ØØØ,ØØØ gal. liquid load).
TERRA-Class form the backbone of the logistical tail, with as many as 1 TERRA per every 1Ø warships; An impressive number, when one considers that one TERRA’s can fully re-fuel, -arm, and -plenish a dozen warships. The hangar space was converted into munitions and fuel storage bunkers, where they could be quickly ejected in the event of an emergency; To date, only one such bunker has been ejected, after a fitting in a fuel bunker developed a leak- The bunker did not HAVE TO be jettisoned, but the captain elected to be safe, as repairs to the fitting would have taken too much time (this being during the Atorian War).
The TERRA-Class will remain in service for many years to come; However, initial bids requests for their replacement has already been issued, with the total capacity to be 3 to 4 times that of the TERRA.
Name: TERRA-Class
Model Type: Fast Fleet Support Ship
Crew:
Officers: Lieutenant Commander (CO), two Lieutenants (the XO and Ops Boss), three Lieutenants (junior grade/one Engineer, one Deck Officer, and one Operations Officer), and five Ensigns (one Deck, one Ops, one Snipe, one Medical {may be a Lt/jg}, and one “Load Officer”, usually someone working on a Militry Intelligence path).
Warrant Officers: One each of Bosun (BM’s and GM’s), Engineer (all engineers except DC’s), Shipwright (DC’s), one Medic (HM’s), and an
Operations Officers (OS’s).
Enlisted:
Five Chief Petty Officers (a Boatswain’s Mate, a Drive Systems Specialist, a Power Systems Engineer, a Hospital Corpsman, and a
Damage Controlman);
Six First Class Petty Officers (a BM, a pair DS’s, a pair of PE’s, and a DC; A First-Class HM can be included if necessary under circumstances);
Two Second Class Petty Officers (1 DS, 1 PE);
Six Third Class Petty Officers (2 BM’s, 1 DC, 2 HM’s, and 4 Operations Specialist (combination of Radarman and Radio Operator)
Non-Rates: Engineering and Deck Departments have as many as 25 Spacers and Engineers each.
Passengers: Only a couple hundred safely. 1,ØØØ can be brought on board for a short period of time, such as during an evacuation.
MDC By Location:
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
7ØØ each
1ØØ each
5ØØ each

Speed and Statistical Data:
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:
SMALL ARMS:
E-CLIPS: 1Ø,ØØØ e-clips and chargers.
PROTOCULTURE CELLS: 1ØØ million cells.
HEAVY WEAPONS:
.5Ø Caliber Machine Gun Rounds: 2Ø million rounds.
25MM: 15 million rounds.
32MM: 2Ø million rounds.
MISSILES:
Mini-Missiles: 1ØØ,ØØØ
SRMs: 5Ø,ØØØ
MRMs: 25,ØØØ
LRMs: 5,ØØØ
Fuel Load: Can carry 2Ø billion gallons of hydro-cell.
Foodstuffs Load:
Fruits/Vegetables: 1ØØ tons
Breads/Grains: 5ØØ Tons (unprocessed)
Dairy/Eggs: 5Ø-75 tons
Meat/Poultry: 1Ø tons
Dry Stores: 1Ø,ØØØ 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: 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 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.

Weapons Systems:
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.

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.
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.

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.
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.

4. Ships, Fighters, Power Armor, and Robots:
Shuttles- Ø2
Mecha and Fighters- About 2Ø, mostly Guardians.

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 ¾ (decrease skill level appropriately).
  • HUD: Displays maps, radar, targeting information, and any OTHER information the wearer wants directly in front of the user.
  • FLIR/SLIR: Forward and Side Looking Infrared. Allows pilot to get visuals on targets at night.
  • Recorders: Records from various ships sensors, etc; 5ØØ hours of recording available.
  • Full range optic sensory suite: Infrared, ultra violet, Magnification, night sight, color filters, thermal imager.
    Range: About 2ØØ miles.
  • 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.
  • HUD: Displays maps, radar, targeting information, and any OTHER information the wearer wants directly in front of the user.
  • FLIR/SLIR: Forward and Side Looking Infrared. Allows pilot to get visuals on targets at night.
  • Recorders: Records from various ships sensors, etc; 5ØØ hours of recording available.
  • Full range optic sensory suite: Infrared, ultra violet, Magnification, night sight, color filters, thermal imager.
    Range: About 2ØØ miles.
  • Telescoping Armatures: Telescoping armatures for refueling and grappling with other vsls. Reach is 2Ø feet; Not sufficient for combat operations.
  • Grapples: 2,ØØØ foot cables, equipped with grav pods, for grappling with other vsls. Tensile Strength: 2Ø,ØØØ tons.
  • Motion Detector: Activates a loud wailing when an object is coming at the user fast, and a soft ringing if it’s coming slowly. Activation ranges must be specified by the operator.
  • MRA 6 Radios: Allows real time, continuous radio link up with friendly forces in the area via satellite relay over laser radio signals, preventing jamming, and automatically encrypts/decrypts same to prevent eavesdropping.
  • Type-11 wide band radios: Effective 1Ø mile range, auto encrypt/decrypt. Works on standard radio band wavelengths, so it can still be jammed (if the enemy knows the frequencies).
  • Survival Pack: Each crew member is required to keep a survival pack on their person at all items; Additional packs
    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, 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), 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.
  • Variable Tint Cockpit Canopy: Adjusts tinting to light conditions, up to an including a black dot if the sun is directly on the viewers face (only covers eyes). Ties into HUD.
  • CBR Protection: Complete chemical, biohazard, and radiological protection. Absolutely impervious to radiation, poisons, gases, and biological agents. Additionally, acids do half damage, and lasers do half damage in laser resistant models.
  • Vacuum Seal: Permits use in hard vacuum (such as outer space), and other hostile environments.
  • Spotlight: Useful Range: 2ØØ feet. Covers an area about 2ز feet effectively.
  • AJP: Active Jamming Pod. Causes -25% to detection but when it is active, other vehicles/bases can detect that it is jamming, and some missiles will home in on jamming signals. Jamming also causes a -4 penalty to all radar guided weapons.
  • 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 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:
    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: 6Ø chaff/flares. Each time the system is engaged, the system fires off Ø4 chaff/flares.
  • 1 MC (loudspeaker): Internal loudspeaker (naval and spaceships).
  • Fire resistance: Fires external to the platform are not felt at all.
  • Oxygen Rebreather System: Extends air supply to triple the ships air supply. Cartridge MUST be replaced periodically, however.
  • Internal temperature and humidity control: Automatically maintains crew’s desired heat, humidity, and other personal comfort settings.
  • Heat And Radiation Shielding: Special shielding prevents the penetration of life threatening heat and radiation.
  • Launched Decoy Pods: Located on the dorsal amidships main hull. Each is a specially designed radar lure that creates a radar image to mimic the machine. If decoys are not destroyed, they can be recovered and repaired. This system has been successfully deployed against SEVERAL alien radar-type sensors (including one that works off of sound).
    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).
  • Holographic and Plasma Display Screens: A collection of over-sized displays set around the vessel at several strategic places allow the crew to know whatever information is required; One battery is set into the bridge for dedicated ship’s operations; Another set a ventral compartment overlooking whatever ship is being repaired.
  • Spacesuit: Protects the wearer in space for up to 2ØØ hours IF not damaged; Can be repaired for SMALL breaches only (included with the suit), and sacks for holding survival kits are built into the spacesuits. MDC: 3Ø, AR: 2Ø.
  • Escape Pods: 2Ø escape pods can each carry 2Ø; Each pod carries 3Ø additional survival packs.
  • XTNDR V RADAR/Radio Antenna Extender Pod: A simple, 2س pod, containing a pod 1ØØ lbs, connected to the ship by a fiber-optic cable that relays the data collected from the Pod to the vessels computers.MDC By Location:
    Pod: 5Ø
    Fiber Optic Cable: 1Ø
    Effect: Extends range of any sensors 1Ø times (or defeats other penalties in a 5 mile area).
  • CS/A-Ø13(a) Communications Satellite: Each vsl carries up to 2Ø of these disposable satellites for extended communications and radar range.
    MDC By Location:
    Hull: 5ØØ
    Short-Range communications Array (antenna to mothership): 1Ø
    Effect: Extends range of radios, etc 1Ø,ØØØ times.
  • Combat Bonuses from REF TERRA-Class Combat Elite:
  • 2 additional attacks per melee.
  • One additional attack per melee at levels 2, 4, 8, and 16 with any additional bonuses for the crew.
  • NO Initiative; This vsl can NOT take initiative, regardless any other factors.
  • +5 Entangle/Grab (with Armatures)
  • +8 Snare (with Grapples)
  • +8 Parry (with shields)
  • +4 Dodge
  • +3 Roll

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