PREVIOUSSHIPS HOMEPAGENEXT

UGS Valley Forge-Class Agricultural Ship

A basic Agricultural Ship. Usually used to grow foods for colony fleets, plants that can only grow in zero-gravity, and for manufacturing crystals, silicates, and etc that can only grow in zero-g. Each replaceable agripod (the green sections in the ship above) can produce as much as 25 tons of plantlife, equaling between 2 and 2Ø tons of food, per year. Generally these foodstuffs are sold only to vsls in orbit, especially after a given colony’s first successful harvest. They can also be equipped with grav pods if desired, however there are very few plants that can’t grow in zero g (just a whole bunch that must). One agripod is usually converted to habitation for the “agricultural crew”, usually either a family or convicts serving low-level (if violent) felonies.
The agripods can, if necessary, be released from the ship to drift in space; However, in this state they can not be monitored properly, and therefore this is usually only done if the product is crystals. More often than not these are drugs that require extreme isolation (often must be grown not only in zero g, but also hard vacuum).
They have also been used as RDF Military Training Ships, system pickets, and automated space based weapons platforms. As warships, they have proven terribly disappointing. Under armored, under powered, and unable to support much in the way of weapons systems, the few used in this fashion are automated, so as not to risk a crew needlessly.
A few outlier systems have converted one or two these vessels to Space Fighter and Guardian Fighter carriers. This is frowned upon by the REF, as they are intended to feed populations and are not considered “substantial” enough to maintain combat operations. However, there is nothing the UGC can do about it legally, and some of the poorer systems can’t afford anything else. (At that, most are built on money they had to BARROW from other sources). However, Special Bullietien #443862 specifically states that any and all warrentees on vls used in this fashion are null and void, and that the engineering firm Galactic Shipyards (owners of the patents and specifications) accepts no liability for harm occurring to those who do so.
Atorians are known to occasionally obtain one as a forward intelligence and staging bases for latter raids; For this reason, those with an unusually high Fehran or former Atorian Empire allied species are often watched twice as carefully. More than a few such “sleeper ships” have been busted, including one in the Sol System. (An attack on Terra would have been a major feather in their cap, but it’s more likely they were targeting either Macross Island, Chiron, or the historical mothball fleet at Io Anchorage.)
Name: UGS Valley Forge-Class
Model Type: Agricultural Ship.
Crew: As few as one.
Passengers: Generally none, only the Agricultural Crew (roughly 1ØØ).
MDC By Location:
5,ØØØ
5ØØ
15Ø each
1ØØ each
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: Not Possible. They CAN survive spacefold, however.
FTL: Factor 2
Cruising Speed: Mach 1Ø
In Atmosphere: Will Crash, doing 1D1Ø×1,ØØØ MD to the impact area in a blast radius of 1ØØ miles, and 1D1Ø×1ØØ to the entire face of the planet.
Clearance: 2ØØ feet
Beam: 2ØØ feet
Length: 2ØØ,ØØØ feet
Weight: 2Ø million tons without agripods; Each agripod has an additional 1ØØ thousand tons, plus whatever is growing.
Cargo: 5ØØ million tons. Mostly foodstuffs.
Power Systems:
Primary: Solar Panels Range: 5Ø light years. Note: No combat can be sustained on solar panel alone.
Secondary: MCC-221a Thermal Pile Reactors Lifespan: 2Ø years.
Tertiary: Emergency Batteries (1ØØ,ØØØ) Lifespan: 1ØØ,ØØØ hours on emergency power status.
Cost and Availability: 1Ø million credits, plus agripods (5ØØ,ØØØ credits each); Always available.
Black Market: Not available; Even re-habed T'sentraedi warships are worth more. The REF couldn't even sell captured ones as warehouses, and would be forced to scrap them out.

Weapons Systems:
1. Defensive Laser Batteries (1Ø): A battery of defensive lasers dot the hulls
of these vessels. Mostly for anti-missile and meteorite defense.
M.D.: 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. Ships, Fighters, Power Armor, and Robots:
Shuttles- Up to Ø2.
Mecha and Fighters- Normally none on a permanent basis, however, up to
2Ø can be accommodated, and these vessels are fully rated for
re-fueling operations. A few outlier systems have converted one or two these vessels to Space Fighter and Guardian Fighter carriers. Though this is frowned upon by the REF, there is nothing they can really do about it.











Optional Automated Weapons Systems: Used only on Automated Defense Platforms.
1. Laser Batteries (varies): Batteries of heavier lasers replace most of the normal defensive lasers; However, at least one defensive laser battery will be retained, plus one missile battery, so no more than Ø8 will be carried.
M.D.: 1D4×1ØØ per blast.
Rate of Fire: Twice per melee.
Range: 2ØØ,ØØØ miles.
Payload: Unlimited.

2. Automated Missile Battery: At least ONE of the normal defensive Laser batteries will be converted to a missile battery.
Missile Type: Any MRM or LRM.
Purpose: Anti-Ship Defense.
M.D. and Range: Varies by type used.
Rate of Fire: Twice per melee.
Payload: Up to 1,ØØØ.

3. Defensive Laser Batteries (1Ø): At least one defensive laser battery will be retained for anti-missile and meteorite defense.
M.D.: 5D6 per blast.
Rate of Fire: Per gunners attacks per melee plus bonuses (generally 4 or 5 per melee).
Range: 5ØØ feet.
Payload: Unlimited.

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 (ØØ% 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.
  • Virtual Map: Displays a continuously-updating map of local terrain for the pilot. 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 1 mile increments.


  • Loudspeaker: Amplifies voice 1 to 1ØØ times. 1ØØ’ in normal crowds.
  • 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.
  • Telescoping Arms: By way of a Canadarm. maximum reach is 6 feet.
  • Escape Spheres: Can hold up to 1Ø survivors for one week.
  • 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’ apogee), 2 white
    parachute flares (1,5ØØ’ apogee), 1ØØ’ 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.
  • Combat Bonuses from UGS Valley Forge-Class Combat Elite:
  • 1 additional attack per melee.
  • One additional Attack Per melee at levels 3, 6, and 9 with any additional bonuses for the pilot.
  • +4 Initiative.
  • +5 entangle/snare/grab, Parry, Dodge, and Roll.
  • +5 dodge.

    PREVIOUSSHIPS HOMEPAGENEXT