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UGC CLARIONT FLAG.
UGC Clariont Flag.
BREETIA TULL-Class
Ultra-Dimensional Fortress.
UGC CLARIONT FLAG.
UGC Clariont Flag.
Tireisian Empire designed the NUPETIET-VERGNITZS-Class Fleet Command Ship for its T'sentraedi Fleet Commanders. These ships were equipped with quarters for the staff needed to control task forces of several thousand
UGS BREETIA TULL, NAMESAKE OF THE CLASS.
UGS BREETIA TULL, Namesake Of The Class.
"We have built this great ship not because we WANT to, but to show our enemies, whoever and wherever they may be, that was CAN. And we will build MORE of these ship to reinforce that message. This is not the limit of our abilities; We could build a warship so enormous, that this vessel would seem but a small ships boat, a fighter, in comparison. Let this ship, UWS BREETIA TULL, be a warning to all, friend or foe, of the United Worlds Alliance's might and resolve, that she may never see war."
UWA Chairman Gregoriy PERTOVICH, during the commissioning of UWS BREETIA TULL (later changed to UGS BREETIA TULL), 13 MARCH, 2150 AD.
ships.
These ships served the T'sentraedi well for many centuries, and several million are suspected to still be at large in the universe; A fleet of some 2,000 factory-condition ships, sans crews, were discovered in the historic "Forgotten Anchorage Fleet" in OBR-661a (along with hundreds of thousands of other vessels). The picture to the right is UGS BREETIA TULL during her Commissioning Ceremony (13 MARCH, 2150 AD, ©Intergalactic News Services, Inc., all rights reserved).
The PIONEER-Class was what could be considered a prototype to the BREETIA TULL-Class; It is essentially the PIONEER-Class at the NUPETIET-VERGNITZS-Class length and draft; Another, simpler explanation, is that it is a pair of NUPETIET-VERGNITZS-Class hulls welded together abeam. Indeed, the concept prover, UGS BREETIA TULL, was nothing more than a pair of NUPETIET-VERGNITZS-Class from the Forgotten Fleet, which, as mentioned before, were in basically new conditions.
UGS BREETIA TULL was a success before she even left dry dock; Due to the unusual size, the hulls had to be put together partly sticking out of the Neotech Factory they were being overhauled at. While there, an Fehran malcont raider force appeared to attempt a slave raid.
The hulls, firing in carefully co-ordinated patterns, not only disabled the Ator's capital ships drives, but also made a joke of their space fighters; As a last, desperate measure, the Ators threw their robots and Mecha into the fray, vehicles NEVER meant for space combat. UGC fighters, Guardians, and Veritechs destroyed these forces, without a single DAMAGED UGC vehicle (less a pair of fighters that collided due to a control failure on one, and a Guardian with a leg damaged during launch). (The Atorians would learn many lessons from this debacle, leading to the new generation of Atorian ships, fighters, and robots, but in this case, the battle went pretty much the UWA's way alone.)
Because of the unusual engineering aspects, the ships had to be design with some unusual features; Normally, a ship's "stories" are called Decks (not "levels," as some historians claim); With the BREETIA TULL-Class UDF, this tradition has been slightly modified. The decks are major sections of the ship, connected to each other by elevators and ladders. Each deck has as many as 10 sub-decks, which are referred to as levels. Levels on a given deck can only access other levels on that deck, making some redundancies necessary; For example, each deck has a messdeck (where the crew eats) and sick bay (where doctors do their usual work). Also, each messdeck has 1 or 2 battle aid stations (where bandages, antiseptics, and other emergency medical supplies are kept), as the messdecks become sickbays during combat. For this reason, the sickbay and battle aid stations are separated by a single bulkhead, and have 2 doors allowing access; One for personnel going to the sickbay from the messdeck, the other for personnel going to the messdeck from the sickbay. (There is also a pair of doors leading into the sickbay from the passageway.)Inspire by and dedicated in memory of the World Trade Center, destroyed by murderers 11 SEPTEMBER 2001.
Another unusual feature of the ship is the flight operations; Normal ships flight operations center around a single, full ship length electromagnetic tube used both for fighter recovery and launch, and is situated dead center of the hull; Around this, the ship would be built, making it the back bone of the ship.
However, after the debacle that was the VEROCHA-Class development (using this same technique), UWA engineers elected to create a smaller launch area, and more of them. The entire superstructure of the ship was originally only conceived to support the needs of flight ops; The re-design turning this into the command area was an after-thought of that. The three side by side and 7 high launch tubes allow 21 fighters to launch simultaneously, each about 15 seconds after the last in the pre-stack configuration ("like bullets in a clip" as one engineer put it).
Originally built during the era of the United Worlds Alliance, but commissioned just weeks after the end of the UWA-Atorian empire War, the BREETIA TULL-Class UDF was conceived as a One-Ship Fleet, capable, if necessary, of launching a full invasion in and of themselves. Though practicality prohibits it, these ships can operate entirely on their own for nearly-indefinite periods. Their unusual size, combined with the fact that they can EASILY accommodate any ship then in the REF fleet (they still can, more so now that the last of the old-style T'sentraedi warships have been decommissioned and scrapped, and replaced by smaller ships) make them technically a space station in their own right. Shortsightedness on the part of program managers, however, left it relatively under-manned in terms of fighter and Mecha protection, and the ships are HIGHLY vulnerable to this threat.
However, this ship DOES have an aspect not addressed in ANY ship of great mass, especially on this scale- Stealth. Conceived from the start with stealthing characteristics, the ships can not be seen at all unless the Commanding Officer want them to be; In fact, several raycons must be used to fully identify the ship. (Even without full stealthing, the ships would be difficult to see in space, due to the relative smallness of this ship to even a large asteroid, unless one turns their sensors directly towards it.) In the early 2200's, the ships were upgraded with Chameleon System, increasing the invisibility- Or decreasing it. The Captain can elect to change the visible spectrum of the ship's hull to anything they desire, and the vessels are usually dull-white with the UGC's flag amidships. (for a long time, they were running bright-white, but other spacers complained about this, and as space based commerce increased, the ships began toning down the lights.)
The first ship, UGS BREETIA TULL, has since been decommissioned, and became the Khyron Kravsherra Militry Academy, where Earth Defense Forces (the Terran element of the Robotech Defense Forces) officers are trained, and the Khyron Kravsherra Militry Museum (where thousands of example war machines are kept in best-possible condition). However, she remains in the REF's official inventory both as a Legacy Ship (a vessel critical to history) and a Reserve Fleet asset; She can be re-activated in mere minutes if necessary as a full element of the fleet.
FOR REVIEW: BREETIA TULL-Class Deck Plans (coming soon).
Vessel Type: Ultra-Dimensional Fortress; Combination Battleship, Supra Carrier, and Space Station.
Crew:
  • Ship's Company:
  • Deck Department: 20,000
  • Operations Department: 3,000
  • Engineering Department: 15,000
  • Air Group: 12,000 (includes some support personnel)
  • Infantry: 30,000
  • Destroid Pilots: 7,000
  • Total Crew and Troops: 87,000
  • Combat Troops: As many as 40,000 are carried when the mission profile calls for any.
  • Passengers: Up to 100,000 non-combat persons (including scientists, refugees, and other specialists) can be accommodated under emergency conditions; About 1,000 such are usually aboard, even during Condition IV (combat) conditions.
    MDC By Location:
  • Forward Laser Mounts (2,000)-
    Main Reflex Laser Cannons (2)-
    Forward Light Lasers (80)-
    Retractable Heavy Laser Turrets (200)-
    Sychro Cannon Turrets (20)-
    Retractable Rail Gun Turrets (100)-
    Missile Turrets (200)-
    Anti-Missile Missile Turrets (200)-
    * Personnel Hatches (300)-
    * Mecha Hatches (100)-
    50 each
    2,000 each
    60 each100 each
    100 each (non-retractable)
    100 each
    100 each
    100 each
    200 each
    2,400 each
    * Retractable Weapon Hatches (500)-
    ** Hull per 402 feet area-
    ** Hull per 5002 feet area-
    *** Forward third of ship's hull-
    **** Main Amidships Hull-
    ***** Main Engine (stern hull)-
    ***** Auxiliary Engines-
    ****** Bulkhead per 402 feet area-
    ****** Bulkhead per 5002 feet area-

    100 each
    100
    1,200
    50,00075,000
    100,000
    100,000
    150
    1,800
    NOTES:
    * Personnel and Mecha Hatches- Personnel hatches are ROUGHLY 402 feet in area; Mecha hatches are roughly 5002 feet in area.
    ** Penetrating the hull in a given area will not destroy the ship, but WILL allow access to the ship. However, this isn't normally done except in rescue operations. A second reinforced hull must be penetrated to gain access to the ship itself, and often a third hull as well. These reinforced hulls have the same MDC as the outer hull and do NOT count as interior bulkheads.
    *** Depleting the MDC of the forward third of ship will take all forward systems, including 1/2 of all missile launchers, off-line, and cause a total loss of atmosphere in the outer sections; Most decks have only ONE outer section.
    **** Depleting the MDC of the Main Amidships Section will effectively kill the ship.
    ***** Depleting the MDC of all four Engine Rooms will leave the ship adrift in space, unable to maneuver (see Starship Rules). However, if even ONE of these section survives, the ship will still be able to maneuver, if limitedly.
    ****** Depleting the MDC of any one section of bulkhead will allow access to the area behind it, making it scrap metal. This is normally done only in rescue operations.
    Speed and Statistical Data:
    Note; "Safe Speed" refers to safe for those around it; Numbers in Parenthesis is actual speed.
    Hover Over Land/Water: 25 MPH safely (Mach 2); The ship's grav pods do NOT require great speed to reach orbit.
    Range Over Land/Water: Unlimited.
    Flying: 0.1 Mach (Mach 2).
    Operational Ceiling: Not applicable; Trans-orbital.
    Surfaced On The Water: 2 Knots (20 Knots).
    Underwater: 0.2 Knots (same).
    Maximum Depth: 15 miles (24.1km).
    Maximum Dive Time: 200 Months.
    Space:
    FTL Drives: Factor 50.
    Main Drives: .05 Light
    Auxiliary Engines: Mach 200.
    Ship Type: Combination Battleship, Super Carrier, and Space Station.
    Year Commissioned: 2150 AD.
    Length: 15,000 feet (00000 m).
    Beam: 3,942 (1,201.6 m).
    Clearance: 2,142 feet (652.9 m).
    Weight: 200 million tons.
    Cargo: 600 million tons (not including Mecha and other combat vehicles).
    Power System:
    Primary: Reflex heat-pile system (Protoculture)
    Secondary: RXRT-411 Reactor (Human designed)
    Tertiary: Solar Sails (can be used on planet). Note: When solar sails are used only the missile launchers, light lasers, and Mecha Launch tubes can be used, and only 2 of the three systems can be used at the same time. The main drives will also be off-line.
    Flight System: T'sentraedi/Human hybrid grav pods.
    Cost and Availability: 600 billion credits each; 2 years to build; Currently, only 2,000 exist (up from 200 three years ago).
    Operational Costs (yearly): 1000,000 credits.
    Black Market Cost and Availability: 700 BILLION credits each for a knock-off; Not available; There simply isn't anybody who could afford such a vessel that would want one.
    Weapons Systems:
    1. A Pair of Reflex Cannons: The same main weapon of the SDF-1, it is the most devastating of weapons system of the ship. To fire, the ship needs five minutes (20 melees) to power up, then 1 minute (4 melees) to initialize. When ready, the vessels forward section opens up like a monstrous, gaping jaw with "teeth" of crackling energy. Only then can it release its pure energy bolt of destruction. The beam lasts one full melee (15 seconds), cutting a swath approximately 1 mile (0.8 km) wide and 100,000 miles (80,000 km) long. The massive amount of focused energy required for the beam restricts the number of attacks to once every eight minutes (32 melees).
    Purpose: Assault/Anti-Planet.
    MD: Absolutely, totally, without failure destroys EVERYTHING in it's path, regardless of MDC. Against a planet, it inflicts 2D6 time one MILLION MD, leaving a massive, smoldering crater measuring 1D6 times 10 MILES wide and 3D5 times 100 ft deep.
    Rate of Fire: Once very 8 MINUTES (32 melees), to a maximum of 5 blasts per hour.Range: 100,000 miles (double in space).
    Payload: Unlimited.

    2. LA-15 Destabilizer Energy Cannon (2): Used to crack open energy barriers. These replaced the original Heavy Bow Lasers.
    MD: 1D6 times 10 per blast.
    Rate of Fire: Per gunners attacks per melee.
    Range: 20,000 feet (significantly more range than the Mecha version).
    Payload: Unlimited.

    3. Light Laser Batteries (80): Scattered around the bow, ventral, and abeam forwards of the ship. Individually, they are the least impressive armaments on the ship. Firing simultaneously in volleys of a dozen or more beams, they are devastating. In the open area between the bow sections, there are only 10 of these weapons, as they have limited effectiveness; Here they are used mostly as anti-Mecha defense. Traverse is a full 360 degree and arc 180 degree.
    Purpose: Assault/Defense.
    MD: 1D6 times 20 each; Several lasers can be trained on a single target to fire in volleys of 3 each, i.e. 3 cannons equals 3D6 times 20, 6 turrets equals 6D6 times 20, 9 turrets equals 9D6 times 20, etc.
    Rate of Fire: Each turret can fire once per melee, and can be combined in any volley combination.
    Range: 30 miles.
    Payload: Unlimited.

    4. Retractable Laser Turrets (100): Scattered throughout the hull of the ship, dorsal, ventral, abeam, and astern. They are hidden under sliding hatches until need for combat, when they rise from their bays to assail an enemy. The Laser Turrets are capable of 360 degree rotation with a full 180 degree traverse.
    Purpose: Assault.
    MD: 1D4 times 100.
    Rate of Fire: Each turret can fire twice per melee, and can be combined in any volley combination of three (3, 6, 9, 12, etc).
    Range: 100,000 miles (double in space).
    Payload: Unlimited.

    5. Retractable Rail Gun Turrets (100): Likewise scattered throughout the hull of the ship. They fire 1/2 inch metal slugs which creates a "metal wall" 6,0002 feet at various ranges beyond the vessel to prematurely detonate incoming missiles (60% chance). The turrets are capable of 360 degree rotation with a full 180 degree traverse.
    Purpose: Assault.
    MD: 1D4 times 100.
    Rate of Fire: Each turret can fire twice per melee, and can be combined in any volley combination of three (3, 6, 9, 12, etc).
    Range: 6,000 miles.
    Payload: Each turret has an stage one load of 8,000 rounds; Takes 2 melee to reload. The magazine holds 100 times that many.
    6. Retractable Missile Turrets (200): Likewise scattered throughout the hull of the ship. They are hidden under hatches, and are capable of 360 degree rotation with a full 180 degree traverse.
    Purpose: Assault.
    Missile Types: Any Medium or Long Range Missile.
    MD and Range: Varies by type used.
    Rate of Fire: Each missile turret can be fired once per melee, and can be combined with any number GREATER THAN 10. The minimum that can be fired is 10.
    Payload: 2,000 LRM's and 20,000 MRM's.

    7. Rail Launchers (25): Located on the dorsal hull of the ship; Hidden under hatches, these are used for planetary and station bombardment.
    Purpose: Planetary and Station Bombardment.
    Missile Types: Any Medium or Long Range Missile.
    MD and Range: Varies by type used.
    Rate of Fire: 3 per launcher per melee, and can be combined with any number GREATER THAN 5. The minimum that can be fired is 5.
    Payload: 2,000 LRM's and 20,000 MRM's.
    Bonus: The missile can either gain triple damage OR double damage and +5 strike.

    8. Anti-Missile Turrets (100): Scattered throughout the hull. They are hidden under hatches, and are capable of 360 degree rotation with a full 180 degree traverse.
    Purpose: Anti-Missile Defense.
    Missile Types: Equivalent to an SRM with an MRM warhead.
    MD: 2D6 times 10.
    Range: 05 miles.
    Rate of Fire: Volleys of 1 to 10 per gunners attacks per melee.
    Payload: Each turret has 200, plus the magazine has 100 times that many.

    9. Synchro Cannon Mk IV (20): 1/₁₀ᵗʰ of the original Missile Turrets have been replaced with Synchro Cannon Mk IV's. Unlike the highly limited range Synchro Cannons used during the assault on Reflex Point, these ship-borne versions have the far greater range of the original guns, but at the limited beam area of the land versions. They also have the lower rate of fire of the smaller versions, but gain the 360 degree rotation with a full 180 degree traverse of normal Laser Turrets.
    Purpose: Assault.
    MD: Absolutely destroys EVERYTHING in the 50 ft. beam area. Against ships, they can be deflected and absorbed by shields ONCE EACH, then strike the hull and penetrate right through, but won't cause any collateral damage except on a NATURAL 20 to strike (when it hits a reactor, fuel cell, etc., destroying the ship outright).
    Rate of Fire: Twice per melee maximum.
    Range: 100,000 miles (double in space).
    Payload: Unlimited.
    A Synchro Cannon Mk I.
    Mecha And Other Vehicles:
    In addition to her integral weapons, the BREETIA TULL-Class Supra Carrier has a huge compliment of Mecha and combat vehicles, as well as non-combat vehicles; So extensive, in fact, that in this one class, the Mecha and vehicles had to be listed SEPARATELY from other weaps.
    Total Mecha= 42,339
    Vehicles: (* indicates combat-vehicles)= 2,474
    RDF-Era Mecha= 114
    RDF-Era Vehicles= 560
    Transitional Mecha= 1,045
    Transitional Vehicles= 350
    Destroids= 10 (types vary)
    VF-1 Veritech= 100
    T'sentraedi Landing Pod= 04
    *QF-300E Ghost Drone= 500
    RDF Shuttle= 20
    God's Eye Recon= 40
    Spacer I Fighters= 20,000
    Gladius Destroid= 20
    Veritech Car= 25
    Micronian MK I= 1,000
    Porcupine Missile Hoverpod= 100
    Hovergun= 250
    ASC-Era Mecha= 200
    A.S.C. Vehicles= 1,205
    REF-Era Destroids= 5,000
    Cyclones= 5,000
    ACS VHT-1= 200Hover Cargo Hauler= 200
    Hover Transport Truck= 05
    Hovercyles= 1,000
    Types vary; Most are GladiatorsVR-052= 3,500
    VR-041= 1,000
    VR-038 LT= 500
    REF-Era Veritechs= 10,500
    REF T'sentraedi Mecha= 1,525
    REF-Era Vehicles= 359
    Non-Combat Aero-Space
    VAF-6 Alpha= 5,000
    VBF-1 Beta= 5,000
    VF-1V Vindicator= 500
    TBP-Z1 Battlepod= 1,000
    OBP-Z2 Officer's Pod= 20
    CRP-Z3 Cyclops= 05
    ABP-Z4 Assault Battle Pods= 500
    * ATV: Missile Launcher= 10
    APT Tank Carrier= 200
    AAT-30= 50
    AAT-40= 50
    ML-3 Fork Lift= 20
    TCH-4 Tractor= 05
    AMR-10 Mecha Retrieval Vehicle= 10
    * MTA-Titan Command Vehicle= 10
    HORIZONT= 04
    MC-31 Angel Air Ambulance=12
    ES-101 Gullwing Surveillance Craft=6
    Combat Support Aero-Spacecraft
    Helicopters
    Standard F/B/A
    Aero-Space F/B/A
    C-130 Hercules
    S/EA-6B Prowler=12
    EC-66 "God's Eye" AWACS=4
    CSS-228 Raptor Combat Shuttle=12
    UC-721 Justice Utility Craft=24
    XTNDER I Observation Pod=200
    HH-65A Dolphin=12
    HH-60 Blackhawk=18
    RAH-66 Comanche=18
    F/A-18 Hornet=144
    F/A-22 Raptor Stealth Fighter=12
    ASF-14 Viper Starfighter=72
    ASS-14 Laura Starfighter=12
    ASB-601 Cylon Aero-Space Bomber=12
    Space F/B/A
    Guardians
    Veritechs
    Warbirds
    Spacer II Space Fighters: 200
    TIE Drone=2,000 (disposable; double as missiles when the need presents)
    MG-8 Phantom II=12
    A/FG-36 Hornet I=144
    A/BG-20 Thunderbolt V "Thud"=72
    EAG-81 Malcorn JSTARS)=24
    PV-07 Police Veritech=24
    SVF-1 Super Veritech Fighter=72
    SVA-1 Strike Veritech Attacker=72TIGERSHARK-Class Submersible=24
    VB-06 Konig Monster Veritech=24
    F-4U Corsair=288
    B-25 Mitchell=12
    Rail Launcher= 1,900
    Tanks= 8,300
    Weapons= 64,260
    Body Armors= 17,000
    L-02a Rail Launcher= 1,000
    L-08 Rail Launcher= 800
    L-15b Rail Launcher= 100
    M-221 Grant Main Battle Tank= 1,000
    M-406 Turaladri'e AIFV= 2,500
    M-553 Lancelot Recon Tank= 600
    M-558 Galahad Command Tank= 50
    M-602 Anarissa SPG= 50
    M-610 Supply Vehicle= 1,000
    M-611 Perceval Supply Vehicle= 1,000
    E-664 Badger Engineering Vehicle= 100
    M-18 Armadillo Anti-Aircraft Vehicle= 2,000
    M-18 Laser Rifle= 100,000
    Tíuaza Milldiem 281= 50,000
    EP-37 60mm Beam Cannon= 2,000
    EP-40 40mm Pulse Beam Cannon= 2,000
    RL-6 Rocket Launcher= 200
    Gallant H-90 Weapons System= 10,000
    M-2 HMG= 2,000
    PB-22a Shoulder PBC= 10,000
    M-550d Heavy PBC= 10,000
    APFSDS= 200
    Boiroid Terminator armor= 5,000
    CVR-3= 10,000
    CVR-4= 2,000
    NOTE: This is in addition to crew's issued armors.
    Other Options:
    At least a few thousand regional procured machines are typically included. Also, anything listed on this site OTHER than Malcontent Mecha can be carried (this gives GM's the flexibility to introduce whatever they might want into their campaign).
    Features:
    • Radar: Combat grade radar. Range 100,000³ 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 25% (decrease skill level appropriately).
    • Radio/RADAR Jamming System: The ship can jam all radio waves in an area of 60,000³ 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%).
    • 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 shot down is too great. Note that the sensors on this craft is nowhere near as extensive as it's larger brothers.
      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.
    • CS/A-013 Satellites (6): Each BREETIA TULL-Class Ultra-Dimensional Fortress carries 20 of these disposable satellites for extended communications and radar range. The exact type carried will vary based on the mission profile.
    • 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 II fame), full surgical hospital facilities, T'sentraedi sizing chambers, full chemistry, biology, and etc laboratories, a CERTIFIED forensics lab, etc. These are needed for militry 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 60,000³ 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.
    • 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.
    • CBR Protection: Complete chemical, biohazard, and radiological protection.
    • Energy Dampeners: Makes a ship LOOK dead.
    • Stealth: Gives the ship the radar cross-section equivalent to that of a eagle (or snowball), hides the infrared signature to that of a bad cough, and minimizes other radiation from the craft to essentially nil. However, the acoustic signature could NEVER be minimized in a craft of this size and complexity.
    • Smoke Dispensers (10): Emits a cloud of dense smoke covering an area of 100,000,000³ 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.
    • 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.
    • 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).
    • 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: 5
      Effects: The decoy has a 98% chance of fooling ordinary non militry radars and non smart guided missiles, and a 90% chance of fooling militry 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 bridge 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 bridge. 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 bridge crew; A second set of displays are also located at Fleet Command Center, and if necessary, 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 million³ 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.
    • Heat And Radiation Shielding: Special shielding prevents the penetration of life threatening heat and radiation.
    • Variable Tint Bridge/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.
    • ESM: Radar Detector. Passively detects other radars being operated.
    • 1 MC: Internal loudspeaker.
    • 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, 1ˢᵗ 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 brown parachute cord (150 lbs tensile strength), 2-5 days rations, 2 gallons water, water purification kit- good for about 10 gallons.

    Combat Bonuses from BREETIA TULL-Class Ultra-Dimensional Fortress Combat:
  • Attacks per melee: 10 per major weapons system (less restricted weapons, such as Reflex Cannons, etc).
  • +6 Strike.
  • +4 Dodge (at long range only).
  • +4 Parry (with shields).
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