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Toxic Waste Transfer Vsls

AN A-TYPICAL TOXI WASTE SHIP, GSS Toxicity

To the left is a picture of a toxic wastes ship. The picture is deceptive, in that this is the starboard side- The vsl shown is actually moving AWAY from the viewer, not towards.
Being a crewman on a toxic wastes ship is probably the safest job in the galaxies- And with good reason. Toxic wastes ships transport, as the name implies, transport materials so toxic they can’t even be kept on an inhabited planet, PERIOD. Considering that nuclear wastes are considered “acceptable” wastes to keep on-planet, the implication is unavoidable.
Amongst the other wastes carried by toxic wastes ships are decayed Detonex (used in anti-matter bombs), keriliium (a hypertoxic alloy of mercury and several other minerals, making it both metal and liquid- It also seeps into EVERYTHING it touches, and is mildly acidic in it’s “stabilized” state, but wildly acidic before treatment; It’s a byproduct of starship manufacturing), etc. Nobody- NOBODY- Raids a toxic wastes ship. In fact, even the most desperate pirates and malconts fear toxic waste ships; They’ll call off an invasion, before they’ll risk encountering a “dirty diaper boat.”
AN A-TYPICAL SHUTTLE.
Typically, these vsls collect containers in orbit around a waste producer, move on to the next site and repeat until the holds are filled, then head off to certain, pre-designated “dump sites”, planets that can not be inhabited ever, where the sludges, powders, and etc are very unceremoniously ejected and forgotten. The containers themselves are typically re-used, though some REALLY nasty materials contaminate even their containers so badly those must be ejected as well.
Life for the crew of a toxic wastes ships is surprisingly good; Besides the fact that they have immediate access to a full surgeon (though often one who has lost their license), they receive pays more than ten TIMES the standard for their grade on any other type of ship, plus their accommodations are equal to those enjoyed by the Commanding Officers of Battlecarriers; Many such vsls are in fact family businesses, with two or three families banding together to build or buy one such vsl.
Safety on these vsls are also far better than most other vsls; Better than passenger vsls, in fact. The absolute last ditch is to evacuate to the upper superstructure, then jettisoning; This then becomes a lifepod capable of handling a couple hundred passengers, handling only a couple dozen at most. One such vsl is depicted to the right.
Type: Toxic Wastes Ship
Class: There is no one class of toxic wastes ship; In fact, there are less than a dozen vsls that have another like her. Almost to a one, they are on-of-a-kinds.
Crew: Very small; As little as 1Ø on “most” Toxic Waste Transfer Vsls.
MDC By Location:
Main Hull-
Bridge-





Varies by ship; Generally 1Ø,ØØØ.
Generally 1,ØØØ Hull MDC.





Hatches-






Large through-hull hatches have 5ØØ MDC,
smaller internal hatches, doors, and scuttles
generally only about 1ØØ. The exaxt 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: Usually Equipped.
FTL: Factor 2- Thought they move from system to sytem quickly, they preffer to move VERY slowly through systems themselves.
Cruising Speed: Mach 5.
Clearance: Generally 1,ØØØ feet.
Beam: Generally equal to the clearance.
Length: Generally 1Ø,ØØØ feet.
Weight: Generally about 1 million tons.
Cargo: Varies; Generally about 75Ø,ØØØ tons of toxic sludges; Because of the increased protections required to safely transport toxic wastes, they tend to carry less cargo than the ship’s weight.
Cruise Duration: The cruise of a toxic wastes ship never really ends; They go from system to system, picking up the wastes until they get to the dump site.
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.
Propulsion: Primary: Tractioning drives; Secondary: Rocket power.
Flight System: Standard grav pods; However. when ever practicable the ships simply drop waste containers onto the targeted planet/moon/etc and moving on.
Cost and Availability: About 2ØØ,ØØØ,ØØØ€ to construct; Takes about 3 years to build.
Black Market Cost and Availability: Not available; Nobody would WANT one, with good reason.


Weapons Systems: Because these ARE civilian vsls, they are rarely armed with anything but the most basic self-defense mechanisms. However, because of the nature of the cargo nobody would even try to fire on one of these vsls; This has actually been used by RDF’s, throwing a toxic wastes vsl at attacking malconts to stall the assault. Though strictly illegal, there has never once been a successful prosecution for this tactic, and only a few dozen half-hearted ones. Quite a few reprimands for this tactic have ensued, however.
1. Full-Force Barrier Field: This type of vsl generally has a full-force barrier field, but of the highest quality one.
MDC: Rarely lees than 5ØØ per panel; As many as 2Ø panels.
Range: Self + about 1ØØ 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 less than 2ØØ.
MD: 1D4×1Ø per blast.
Range: 1ØØ feet.
Payload: Unlimited.
Attacks Per Melee: Twice per melee.


Features:
  • 1 MC (loudspeaker): Internal loudspeaker.
  • ESM: Radar Detector. Passively detects other radars being operated.
  • Radar: Civilian grade radar. Range 1ØØØ miles, can track up to 5Ø individual targets. 8Ø% reliability (ØØ% against unfriendly stealthed vehicles).
  • HUD: Displays maps, radar, targeting information, and any OTHER information the crew member wants directly in front of them.
  • FLIR/SLIR: Forward and Side Looking Infrared. Allows crew to get visuals at night and in deep space.
  • 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, 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: 12Ø chaff/flares. Each time the system is engaged, the system fires off Ø4 chaff/flares.
  • Virtual Map: Displays a continuously-updating map of all bodies ahead for the pilot. Takes data from and gives data to other ships in the area. Effective navigation of 85% as updates come. Good to 5ØØ miles. Specific range can be adjusted in 1 mile increments.
  • Video Camera: Records from the HUD. 5Ø hours of recording available.
  • Full range optic sensory suite: Infrared, ultra violet, Magnification, night sight, color filters, thermal imager. Range is about 2ØØ miles for MOST sensors.
  • Escape Pods: There are SUPPOSED TO BE 1 1Ø-man pod per every 5 crewmembers. And once in a while there are.
  • 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 foot apogee), 1ØØ feet of black or brown parachute cord (15Ø lbs tensile strength; This is in addition to several hundred feet from their parachute itself), 2-5 days rations, 2 gallons water, water purification kit (good for about 1Ø gallons), manual-inflating liferaft (for at-sea abandonment), self-inflating lifevest (15# buoyancy). The liferaft can also double as a Pup Tent if so desired (though most pilots prefer to use a parachute for that, if anything, due to the fact that it is easier to hide). Typically kept with the escape pods. Note that a pup tent has very little use in hard vacuum, but can be handy if you crash land on a planet unexpectantly.


  • Combat Profile for an average Toxic Waste Transfer ship:
  • 2 attacks per melee for automated laser batteries.
  • 4 attacks per melee for the pilots (dodges/parries only)
  • +3 to strike
  • +2 to parry (only applies when actually underway, not when anchored)
  • +2 to dodge (only applies when actually underway, not when anchored).

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