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UGC Clariont Flag
UGC Clariont Flag.
MIRIYA PARINO-STERLING-Class Interdiction Ship.
UGC Clariont Flag
UGC Clariont Flag.
Normally, UGC Policy restricts the Spacy from using Patrol-related technology; the MIRIYA PARINO-STERLING-Class Interdiction Ship, however, is an exception from this rule. The MIRIYA-Class was
A MIRIYA PARINO-STERLING-CLASS INTERDICTION SHIP.
A MIRIYA PARINO-STERLING-
Class Interdiction Ship.
originally built for the Patrol; BLOCKADER-Class vsls, while more than able to handle vsls attempting to run a blockade once close to a planet, were hard-pressed to handle a ship atempting to enter the system. Generally, a blockade-runner could ENTER an interdicted planet easily enough. Getting back into space was the trick. the MIRIYA-Class, however, have four large globes that house gravity well generators which litterally grab onto a vsl in-system, even when travelling on FTL Drives, preventing them from getting close to a planet. They will not, however, have any effect on vsls traveling in hyperspace (under spacefold). In conjuction with BLOCKADER-Class vsls, the MIRIYA-Class are used to blockade planets or moons, and by fleet commanders on the edge of a battle area to prevent enemy ships from escaping. Over 100 of these vsls surround FBX 21555320 at all times (FBX 21555320 is the most-heavily interdicted planet in the entire UGC). The Galactic Intelligance Bureau also has about a dozen of these vsls, and the Patrol has 1,000. They are a CRITICAL asset to the UGC.
Despite the relatively simple nature of the MIRIYA-Class, they are VERY heavily armed, and more than able to take care of themselves if attacked; With 60 T'sentrædi Style Heavy Laser turrets, 20 Automated Missile Batteries, 200 Space Fighters, 250 Guardians, and 50 Veritechs, as well as a STRONG assortment of Destroid and Hovertanks, these are NOT the ships the average blockade runner wants to run into- Even enemy warship commanders are wary of falling into one of these vsls.
Name: REF MIRIYA PARINO-STERLING-Class.
Model Type: Interdiction Ship.
Crew:
Officers: 200.
Enlisted: 2500.
Passengers: About 1,000 person CAN be accomadated in nessesary; These are usually prisoners, however.
MDC By Location:
Main Hull-
Bridge-
External Hatches (50)-
Internal Hatches (500)-
20,000
15,000
500 each
300 each
Fighter Hanger Doors (10)-
Detainee Vsl Bay Door (dorsal)-
Radar/Communications Antenna Arrays (30)-
Thrusters (3)-
400 each
1,500
350 each
2,000 each
Speed and Statistical Data:
Spacefold: Equpied.
FTL: Factor 10
Cruising Speed: Factor 1 or less.
In Atmosphere: 5 MPH; Can only BARELY return to orbit IF at a proper aero-spaceport.
Clearance: 329 feet
Beam: 657 feet
Length: 1,969 feet
Weight: 2 billion tons (weighs so much more because of the Gravity Well Generators).
Cargo: 6,063 tons.
Power Systems:
Primary: FKr 4100 Fusion Pile Reactors (5); Output: 551,000 KwH, more than enough to do EVERYTHING and them some. Lifespan: 6 years at nornaml useage, 1 year if the ships been worked hard.
Secondary: Solar Sail Array; Output: 413,000 KwH; Lifespan: Unlimited, but can not achieve FTL; Used for station keeping in system. Can support ALL missions with sail array alone, however.
Tertiary: Reserve Batteries (500,000); Output: 25,000 KwH; Lifespan: 3 weeks on emergancy power only; The ship is now a very large lifeboat.
Cost and Availability: Each of these vsls, despite their relatively SMALL size (especially when compared to other capital ships), cost 200 MILLION credits and take 10 YEARS to build; This is due to the Gravity Well Generators, which are so much more complicated- And expesive- That any normal grav pods. There are currently 100,000 of these vsls in each galaxy, and three times that number being laid down.
Black Market: About the same, but much more rare; This is HIGHLY restricted militry hardware, and the components for them are hard to come by, making tracking of illegally constructed ones far easier. The gravity well generators, the only component that would make capture of these vsls worth while, are equipped with self-destruct mechanisms, to ensure they can not easily be captured. To date, only one, TANKRED, was captured, by a well-funded black-market supported team. Her whereabouts are not yet known.
Weapons Systems:
1. Gravity Well Generators: This is the primary "weapon" of the ship; Litterally grabs any vsl it's pointed at and holds onto it; Not "always" effective, and rarely effective entirely on it's own, but will slow any vsl down for a short while, allowing a boarding vsl to come alongside.
Effect: Creates a gravitaition effect equal to that of a white dwarf star in a 16³ mile area.
Number of attacks per melee: Equal to user's attacks per melee (treat it as a laser battery for game purposes).
Range: 2,000 miles.
Payload: Unlimited.

2. T'sentrædi Style Heavy Laser (60): Still a highly effective design, it is an REF standard weapon throughout the fleet.
MD: 1D4 times 100 per blast.
Rate of Fire: Twice per melee.
Range: 200,000 miles.
Payload: Unlimited.

3. Automated Missile Battery (20): 20 of these batteries are on each vessel.
Missile Type: Any MRM or LRM
Purpose: Anti-Ship Defense.
MD and Range: Varies by type used.
Rate of Fire: Twice per melee.
Payload: Up to 1,000.

4. Defensive Laser Batteries (100): Each vessel has 100 defensive laser batteries for anti-missile and meteorite defense.
MD: 5D6 per blast.
Rate of Fire: Per gunners attacks per melee plus bonuses (generally 4 or 5 per melee).
Range: 500 feet.
Payload: Unlimited.

5. Ships, Fighters, Power Armor, and Robots:
Shuttles- 100
Space Fighters- 200
Guardian Fighters- 250 (various types)
Veritech Fighters- 50 (mostly Super and Strike VF-1J, S, AND Z's and Alpha or Super Alpha's)
Aerial Fighters- 10-20.
Destroids- About 100
Standard Hovertanks and other hover vehicles- As many as 50
Veritech Hovertanks- 20






Features:
  • ESM: Radar Detector. Passively detects other radars being operated.
  • Radar: Combat grade radar. Range 100 miles, can track up to 50 individual targets. 95% reliability (24% 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.
  • Anti-Jamming System: Reduces Electronics Countermeasure by 25% (decrease skill level appropriately).
  • HUD: Displays maps, radar, targeting information, and any OTHER information the wearer wants directly in front of the user. One is located at each weapons control station, and another makes up the majority of the bridge.
  • Full range optic sensory suite: Infrared, ultra violet, Magnification, night sight, color filters, thermal imager.Range: 200 miles for MOST sensors.
  • Virtual Map: Displays a continuously-updating map of local terrain for the bridge. Takes data from and gives data to other friendly units in the area. Effective navigation of 85% as updates come. Good to 500 miles. Specific range can be adjusted in 10,000 mile increments.
  • FLIR/SLIR: Forward and Side Looking Infrared. Allows pilot to get visuals on targets at night.
  • 1 MC: Internal loudspeaker.
  • Video Camera: Records from the HUD. 5,000 hours of recording available.
  • 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 (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 MIRIYA PARINO-STERLING-Class Combat Elite:
  • 4 additional attacks per melee.
  • One additional Attack Per melee every other level with any additional bonuses for the crew.
  • +5 strike (+8 strike with Gravity Well Generators).
  • +5 dodge.
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