Barring injury or death in combat, the average career of a UGC military member is expected to last somewhere between 10 and 15 years. This poses a serious problem for deep space colony | REF BEGINHILL-Class Mobile Training And Command Centers. |
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missions, which can easily last for decades before a suitable planet is found for settlement. In order for the military to function at peak efficiency during these missions there must be a steady inflow of new recruits to replace older soldiers who have retired or been promoted. Shipping in new soldiers from homeworlds would be prohibitively expensive as well as bad for morale (soldiers who were shipped out would be separated from their families for decades). Therefore the UN Spacy had to devise a way to train new recruits in the field during the course of the colony missions. The BEGINHILL-Class Mobile Training Facilities were originally designed to fulfill this need.BEGINHILL-Class ships are complete self-contained TRACEN's. The central hull of the vessels contain dormitories for cadets and barracks for enlisted, classrooms, lecture halls and simulators while the "wings" of the ships contain four enclosed biospheres simulating different types of terrain, from a parade grounds and athletic fields to dense jungles and forests. A typical military career begins with a rigorous 6-week basic training course, typically followed by specialization courses that can take anywhere from 4 to 6 months for enlisted personnel, and full 4 year colleges for cadets. In Wartime the time it takes to train new recruits can be reduced up to 50%, though such accelerated courses are much more stressful on the trainees and produces an "inferior" product than proper training programs. (The 6-wk officer Basic Training Program remains the same, but the 4-yr program is cut to 2-yr.) BEGINHILL-Class vessels can train recruits for any UGC military profession, from infantry and Boatswain's Mate/Machine Keeper to VF pilot and Ships Command. (Though it would be a surprise to some, the Spacy/Patrol's Boatswain's Mates/Machine Keepers and the Army/Marine's Infantry are the most MOST critical of occupations in the UGC militry; Without these three groups, the whole system would grind to an absolute halt in six months, and would never be able to fully recover.) The ships also conduct refresher courses and continuing/advanced training for all branches of the military. Every military officer on a UN Spacy colony mission is required to spend at least 2 weeks per year aboard a BEGINHILL vessel, where they are educated in the latest advances and tactics from UGC/REF Militry Headquarters on Optera (enlisted personnel are sent on an as-needed basis).In an emergency, the BEGINHILL-Class vessels are also capable of acting as the command and control center for a colony fleet if the fleet's Command Ship (typically a Megaroad-Class Colony Ship) is lost. BEGINHILL-Class ships are equipped with advanced sensor suites equivalent to those found on any other militry vsl. The center of the ship contains a large multi-level situation room that is constantly staffed and maintained during Wartime in case of an emergency. BEGINHILL-Class vessels also contain powerful communication suites with military-grade encryption and ECCM capabilities, providing a constant communications link between the colony ships as well as secure communications back to UGC Militry High Command Headquarters.Like most other colony ships the BEGINHILL vessels are largely unarmed and must rely on an ARK ROYAL-Class Escort Battle Carrier docked at the bow of the ship for protection. However due to the sensitive military nature of the vessels they are almost always assigned an escort fleet of 6 to 12 proper combat ships for protection. In addition the large hangar bays onboard the BEGINHILL-Class ships can carry up to 20 squadrons of VFs and other fighters. Although primarily used for training, these squadrons can be fully equipped for battle with only a few hours of Warning.BEGINHILL-Class ships have proven very successful in the field and produce 90% of the UGC's new personnel every year; 50% of the militry's civilian employees even receive their training on these vsls. They are crucial to the UGC's overall colonization strategy, as well as ensuring the safety of citizens out on the fringes of known space. Every UGC colony mission in service today has 1-3 BEGINHILL-Class vessels assigned to it (depending on fleet size), and there are no plans to replace or retire these vessels at any time.An interesting note it the hull history of the vsls; The namesake, UES BEGINHILL herself, was a Robotech Factory recovered, largely intact, after being abandoned somewhere around 1,000 years before. Her conversion to a TRACEN was accidental; She had been abandoned in the Azumption System not due to damage, loss of Protoculture, or occupation by the Invid, nor any other condition "requiring" abandonment, but because the asteroid she was rending down apparently was NOT as rich in iron (a critical mineral) as expected, and another factory needed the personnel. The ship was intended to be re-occupied, but she was simply lost in the shuffle. The REF simply occupied her at the time solely to control her movement, to ensure she didn't stray into spacelanes. The survivors of the Tirol Campaign were transferred there, then some enlisted n the REF; They had to be trained, so part of the ship was converted. As more Sentinel and Allied Worlds (such as Fljyt) were liberated, more enlistees poured in. So on it went, until the ship was formally re-designated a TRACEN, converted fully to those duties, and christened BEGINHILL (she had not, before that, apparently had a name, though this is in debate).UGC-aligned systems also have these vsls, as do some colleges (GS St Gertrude Medical College is a roving medical school completely contained in a BEGINHILL-Class, for example). Government: United Galaxies Council. Ship Type: Mobile Training Center. Class: BEGINHILL-Class. Crew (not including Escort Carrier): 50,000 total. Military Crew: 3,500.Civilian Crew: 500.Instructors/Staff: 2,000.Recruits/Trainees: 40,000 (average).Military Police: 1,000.Permanent Civilian Populace: 3,000. MDC By Location: |
Heat And Radiation Shielding: Special shielding prevents the penetration of life threatening heat and radiation. Radar: Combat grade radar. Range 100,000 cubic miles, can track up to 50,000 individual targets. 95% reliability (24% against unfriendly stealthed vehicles). ESM: Radar Detector. Passively detects other radars being operated. Blue Force Tracker: Identifies friend from foe. Overlays the information on both the radar and HUD, ensuring that friendly forces are not accidentally targeted. Anti-Jamming System: Reduces Electronics Countermeasure by 30% (decrease skill level appropriately). Sensory Systems: These ships are equipped with a wide range of sensors; However, some of the higher end material is NOT carried, as the possibility of being lost is too great.Optic Systems: A specially-designed bank of cameras that can read the seconds on a digital wrist-watch in the dark, and can read a normal chronometer even in low-light. Range: 100,000 feet. Must be pointed at a nearby wall or window.Other Features of the Optic Systems:Infrared: 20 miles, Magnification: 15 times.Ultra Violet: 22 miles, Magnification: 25 times.Night Vision: 24 miles, Magnification: 8 times.Color Filters: 19 miles, Magnification: 200 times 0.Thermal Imager: 10 miles, Magnification: 40 times.Laser Listening Taps: A special type of laser sensors that can listen in on spoken conversations, in crowded and noise-filled places. Range: 100,000 feet. Just be pointed at a nearby wall or window.Laser Communications Interception System: A signal interceptor systems that can not only eavesdrop on laser-secured radio systems, but in fact can even JAM them, causing a totally worthless signal to be received. Range: 100 miles. NOTE: Requires a successful roll to strike, and does not work on vessels/targets protected by full force barrier fields (standard or variable).Electro-Magnetic Sensory Screen/Scramble: An EMP-based dampening system that can tap into computers, copying all the data and leaving a blank computer in it's wake (does not work on hardened circuitry. Range: 150,000 feet. Landing Struts: A collection of 1,000 "legs" allowing the ship to land on a planet; Each leg is 10 feet tall, and the "feet" are 20 feet long by 10 wide; With this amount of ground-area, these ships only places 1,000 foot-pounds on the ground. Chameleon System: Pleizio-ceramic tiles darkened or lightened as necessary to render the craft indistinct, but visible. The ship can also make itself MORE visible, which it often does for "special purposes."Minimum Effective Distance: 5,000 feet. AMCFD (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 04 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 20% against smart missiles (add +20% to rolls for smart missiles.)Effect:01-50 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).76-00 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: 60 chaff/flares. Each time the system is engaged, the system fires off 04 chaff/flares. Advanced Alarm Systems: A collection of over 5 MILLION sensors capable of tracking a single rat anywhere onboard; Even pressure and weight sensors and an inertial dampening register system (detects actual weight under load when moving; I.E., how much inertia the ship has, indicating stowaways/unauthorized cargo). Advanced Medical/Science Capacities: Cryogenic chambers (including LP-04's of MG-8 Phantom III fame), full surgical hospital facilities, T'sentrædi sizing chambers, full chemistry, biology, and etc laboratories, a CERTIFIED forensics lab, etc. These are needed for military operations in some systems. Mecha/Fighter Rail Launch System: Using the same technology used in missile rail launch systems, electromagnets are used in place of catapults for launching Mecha and Space Fighters. Mecha/Fighter Speed At Launch: Mach 2.5. Radio/RADAR Jamming Pod Missiles: Essentially a long-range missile equipped with a C-441 Canister Pod. Jams all radio waves in an area of 60,000 cubic miles; While active, enemy radar will have a "wash" effect, where a large, highly unstable cloud of radar paint will appear and heterodynes will form on radio systems. Because the source of the jamming is moving INSIDE the wash area, it can only be tracked visually IF it can even be seen (painted matte black for that reason).Range: Generally between 6,000 and 18,000 miles. Requires a successful roll to strike. TIES (Threat Identification and Engagement System): All sight systems and the are automatic linked to this system. This system assists the pilot in identifying the target and selected the proper weapon system or round type need for the most effective threat neutralization. The computer then places the 32 most threatening targets into the fire control computer, and assist that computer in tracking these targets. This system is cable of storing data on the top 96 Identified Targets. It tells via voice and data displayed on the Heads Up Display what the target is and what sort of weapon should be used on it. Contains all currently known designs. It has a 84% monster/D-bee/Demon success rate, and a 89% power armor or robot ID success rate. Paired with an 88% success rate for selecting the proper weapon and aiming point. It can also ID magic power's, and spell like effects 57% of the time and give suggested counters and avoidance data. CBR Protection: Complete chemical, biohazard, and radiological protection. 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 100,000,000 mile range, auto encrypt/decrypt. Works on standard radio band wavelengths, so it can still be jammed (if the enemy knows the frequencies). 1 MC: Internal loudspeaker. CS/A-013 Satellites (6): Each BEGINHILL-Class TRACEN carries up to 200 of these disposable satellites for extended communications and radar range. The exact type carried will vary based on the mission profile. Energy Dampeners: Makes a ship LOOK dead. Radio/RADAR Jamming System: The ship can jam all radio waves in an area of 60,000 cubic miles; While active, enemy radar will have a "wash" effect, where a large, highly unstable cloud of radar paint will appear and heterodynes will form on radio systems. An experienced (5th level and above) radar operator can SOMETIMES use the flow of the wash to narrow down the source of the jamming, but typically this does little good. Note: This IS a form of radar signal, and can therefore by tracked by some ESM systems (-10%). Hyperspace Communications System: Spans the voids of space allowing instantaneous, real-time communications between star systems, even galaxies. Note: The system CAN span between galaxies, but only between the closest galaxies in "real time;" Beyond that, it requires a few seconds to make a transmission. However, this systems allows the UGC to communicate throughout the currently-occupied cluster in "conference calls" of over 20,000 people, in only MOMENTS. Smoke Dispensers (10): Emits a cloud of dense smoke covering an area of 100,000,000 cubic feet; Fully capable of obscuring IR and heat sensors, and defeats visual tracking of the vehicle. Mostly used for escape and to cover retreating forces. Combat/Targeting Computer: Records all enemy and friendly activity over the course of time; Can replay that activity for the crew, assign target designation numbers, and track likely damage based on mathematical formulas (i.e. "Right leg red" badly damaged/destroyed, "head green" not damaged, etc). Displays this information as a pop up in the HUD on request by the pilot. LDP (4): Launched Decoy Pods. Located around the hull. The ship carries special pods that carries advanced decoy drones. These drones are launched and fly off in various directions away from the ship. Each is a specially designed radar lure that creates a radar image to mimic the vessel. 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).MDC: 5Effects: The decoy has a 98% chance of fooling ordinary non military radars and non smart guided missiles, and a 90% chance of fooling military grade radars and advanced smart missiles.Range: Released to go wherever it wants. Can fly independently for about 30 minutes.Rate of fire: 2 every melee.Payload: 16 Decoys each pod. 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 idge crew. FLIR/SLIR: ForWard and Side Looking Infrared. Allows pilot and weapons officer to get visuals on targets at night. Blue Force Tracker: Identifies Friend from Foe. Overlays the information on both the radar and HUD, ensuring that friendly forces are not accidentally targeted. Operations Recorder: Records from sensors, stations, and the idge. 5,000 hours of recording available. GPS Transceiver: Sends out a standard tracking signal; Also, takes data from the local GPS transceivers when available. Bridge Command HUD: Displays maps, radar, targeting information, and any OTHER information the wearer wants directly in front of the OOD and other idge crew; A second set of displays are also located at Fleet Command Center, and if nessesary, additional displays can be installed. The display is 10 feet tall by 30 feet long, and can be swung up out of the way on the OOD's command; Smaller 20 inch screens can still be used. Similar smaller HUDS are located at all gunnery stations, fighter/Mecha launch stations, sickbay (including portable displays for use in the Battle Aid Station), Damage Control Lockers (for use with fire fighting gear) and other key locations. Virtual Map: Displays a continuously-updating map of local system for the pilot. Effective navigation of 85% as updates come. Good to 500 million cubic miles. Specific range can be adjusted in 100 thousand mile increments. Oxygen Rebreather System: Extends ships air supply to 1 million man-hours; Cartridge MUST be replaced after that period of time. Internal Temperature And Humidity Control: Automatically maintains crews desired heat, humidity, and other personal comfort settings. Each compartment can be individually set. Variable Tint idge/Ships Windows: Adjusts tinting to light conditions, up to an including a black dot if the sun is directly on the window; the opacity can be adjusted manually or automatically. Note: Certain lighting conditions activate an emergency darkening, followed by shuttering and dogging of airports. Airports: Massive hatch-like doors that cover the ships various window, usually during battle. They have the same MDC as normal personnel hatches (200 each). Automatic safety devices shutter and dog the airports during certain conditions, though this can be manually over-ridden. Video Camera: Records from the HUD. 5,000 hours of recording available. Full range optic sensory suite: Infrared, ultra violet, Magnification, night sight, color filters, thermal imager.Range is about 200 miles for MOST sensors. Survival Pack: A pack of simpler emergency survival supplies: Active vacuum air supplies (for use in space if atmosphere is lost), 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 (250 feet apogee), 2 white parachute flares (1,500 feet apogee), 100 feet of black or own parachute cord (150 lbs tensile strength), 2-5 days rations, 2 gallons water, water purification kit- good for about 10 gallons.
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