![]() | Ultra-Dimensional Fortress. | ![]() | ||||
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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
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 detailed 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 coordinated 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 ROBOTECH DEFENSE FCORCES officer candidates 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. She is also home of 14TH Fleet Command (the flagship of 14TH Fleet). FOR REVIEW: BREETIA TULL-Class Deck Plans. Vessel Type: Ultra-Dimensional Fortress; Combination Battleship, Supra Carrier, and Space Station. Crew: 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 each 100 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 50,000 75,000 100,000 100,000 150 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): 1,000,000 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. | |||||
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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 | ||||||
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 | |||
ACS VHT-1= 200 | Hover Cargo Hauler= 200 Hover Transport Truck= 05 Hovercyles= 1,000 | Types vary; Most are Gladiators | VR-052= 3,500 VR-041= 1,000 VR-038 LT= 500 | |||
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 | |||
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 | |||
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 | |||
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. | |||
With the adoption of standardization the mecha options were reduced but the overall inventory increased. 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). | ||||||
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