UGC Clariont Flag
UGC Clariont Flag.
PLANET MASTER-Class Assault Shuttle.
UGC Clariont Flag
UGC Clariont Flag.
USS DAEDALUS was riding at anchor the day of the SDF-1's commissioning. History tells us what happened that day. Later on the REF, in it's search for a simple, reliable Mecha transport of non-combat operations
An Atypical PLANET MASTER-Class Assault Shuttle (significantly up armed).
An Early (pre-wheel) PLANET MASTER-Class Assault Shuttle.
A PLANET MASTER-Class Astern Aspect.A PLANET MASTER-Class Bridge.
looked to this stalwart of the Global Civil War for the answer. Lengthened by 50 feet, and with an additional deck for more Mecha and the new, retractable gun turrets, the simple project became a far more inclusive one, and ended up as a combination of a Light Cruiser, Box Carrier, and Landing Ship.
Amongst other noteworthy changes is the main deck. The original specification had 2 towers, joined by a "bridge" across the hull. The PLANET MASTER has a mono-unit main superstructure, with two smaller superstructures, one a smaller superstructure just port side of the main superstructure, the other a second bridge used only for backing up when planet side or backing down during docking maneuvers in space. Though the two smaller superstructures are original design, the larger main superstructure was borrowed from the PROMETHEUS-Class, due to it's more aerodynamic design and structural stability. Another noteworthy change is the Mecha load. The original design carried 165 Destroids. The PLANET MASTER carries over five TIMES that many. This is due to three main factors: Mecha Size, Hull Size, and Deck Layout.
The Mecha, itself, is smaller. This alone can account for over a 250% increase in Mecha load. Next, the hull is larger. This accounts for nearly a 200% increase in Mecha load. Finally, the old "stall" system was dropped, and the more traditional cargo loading system of "stuff it in there" increased capacity over 250%. Gone are the internal ramps, replaced by simple elevators, and the stalls, which had been mostly to hold the Mecha in place when not in use, were replaced by twin poles, one that swings down from the overhead, and another that swings up from the deck to meet it, to which the Mecha can be clamped. For long-term storage, a cargo net can also be wrapped around both the Mecha and the Mecha Stanchion, holding it that much more securely in place. As a final measure, the cargo net can be sprayed with a chemical related to "Buckeyballs" that, when dried, hardens to a near-steel toughness (but can be dissolved with a counter-agent). This chemical is also used as a field patch for damaged Mecha (disingenuously as the brand name "Steel Patch"), and aboard ships as a hull and pipe patch reinforcement.
A third major change is armaments- The BEACHMASTER-Class had no integral weapons systems. Not so the second run of PLANET MASTER. The first run didn't have any, as this was thought to be wasteful of deck space, but the error of this decision was corrected in the second run. These include 03 gun turrets, each wielding 6 of the 20 inch (40cm) autocannnons of MAC II/III fame, a stern-mounted MRM launcher (actually the Porcupine Missile System of SDF-1 fame, though doctrine hold this is ONLY loaded with MRM's), and forward mounted LRM launchers (simply the old torpedo tubes used to fire LRM's; Typically, Proton torpedoes are used). Of the first run of 2 ships, one, the UES DOUGLAS MUNROE (AS-216), was retro-fitted to an armed version. The other, the UES CHESTER PULLER (AS-217), was not.
Still the PLANET MASTER is NOT a front line combat vessel. It's primary mission is to transport spare Mecha to the fleet, and this job it does well. Up to 500 REF Destroids or VT's, or 300 RDF era Destroids/VT's, can be stored on these vessels (less the MAC II/III).
After the Tirol Assault, the need for more was quickly realized, and additional vessels were ordered. A total of 200 such vessels were eventually built. About 20 of them were unarmed versions for use by non-combat units, and another 20 converted to Artillery Battalion models (larger elevators for HAS I/II's). PLANET MASTERS can be thought of as a combination of cargo ships, LST's, and light frigates of the fleet.
Name: RDF and REF PLANET MASTER-Class Assault Shuttle
Model Type: Assault Shuttle
Crew: Because of the HUGE size of a PLANET MASTER'S crew, it has been broken down into it's component parts. Exact numbers will vary over time:
Officers: 1 Commander (CO), 1 Lt. Commander (XO), 1 Lt. (Ops Boss), and about 50 junior officers
Warrant Officers: 06 (02 Bosuns, 03 Engineers, 01 Corpsman)
Enlisted: About 2,400 Note: Enlisted numbers, more so than officers, will vary over time as people advance and transfer.
Combat Troops: Up to 250 Mecha pilots can be carried if necessary.
Passengers: Up to 2,500 troops can be carried if no Mecha is on board; This is usually part of an evacuation.
MDC By Location:
Main Hull-
Retractable Wheels (26)-
Bow Door-
Mecha Launch Ramp-
Launch Ramp Hydraulics-
Main Superstructure-
Smaller Service Tower (port of main superstructure)-
Aft Wheelhouse-
Main Thrusters (6)-
Side Hull Sliding Doors (4)-
300 each

500 each
LRM Launch Tubes (6)-
MRM Launcher (main deck)-
Retractable Gun Turrets (3)-
Main Guns (18)-
* Hull per 165 square ft area-
* Internal Doors, Hatches, Scuttles, and Bulkheads per 40 sqaure ft area-
** Amidships third of hull-
*** Main Engine (stern hull)-
**** Auxiliary Engines-

200 each
400 each
150 each


* Depleting the MDC of a specific area of the ship will breech the hull/bulkhead/etc, but will only give access to that area. A second reinforced hull must be penetrated to gain access to the ship itself. Reinforced hulls have the same MDC as the outer hull and do NOT count as interior bulkheads.
** Depleting the MDC of the amidships third of the ship will completely shut her down (as the reactor goes off-line). Nothing will operate, including life support, gravity control, communications; Nothing except engines and a few VERY BASIC damage control systems. The engines can be jury rigged in about 20 minutes to supply basic power; Life support only. Fortunately, this is a condition the crew trains for, and is ready if it happens.
*** Depleting the MDC of the Main Engines in the rear of the vessel will severely impair it, leaving only the Auxiliary Engines.
**** Depleting both the Main AND Auxiliary Engines will completely immobilize the ship, setting it adrift in space or crashing to a planet if too far into it's gravity well. The loss of Auxiliary Engines alone will NOT impair the vessels flight. While losing both the engines will immobilize the vessel, all other internal and weapons systems function normally.
Speed and Statistical Data:
Hover Over Land/Water : 500 MPH safely; Mach 08 is possible only long enough to breech an atmosphere if absolutely necessary (grav pods are the preferred method of flight, but will not be able to breech a gravity well on it's own).
Range Over Land/Water: Unlimited
Flying: 500 MPH; Operational speed: 100 MPH
Operational Ceiling: 15,000 feet before the ship must take up orbit in space.
Surfaced On The Water: 25 knots safely
Underwater: 40 knots safely
Maximum Depth: 15,000 feet (2.5 nautical miles)
Maximum Dive Time: 30 Months
Space: Main Drives: Factor 16 Auxiliary Engines: 0.16 Light
Clearance: 257 ft
Beam: 230 ft (70.10 m)
Length: 1,650 ft (50.30 m)
Weight: 139,150 tons.
Cargo: Mecha
Power Plant: Reflex heat pile system
Gravity Control: Internal
Flight Systems: Grav Pods
Cost and Availability: 4.1 billion each; Every 06 months.
Black Market Cost and Availability: Would cost around 40 billion each; Not yet available, and not likely to ever be, though individual groups have built a few for themselves.
Weapons Systems:
1. Forward LRM Tubes (6): Simple, fixed forward, missile tubes. Typically Proton Torpedoes are used.
Purpose: Assault
Missile Type: Any LRM except Reflex Multi-Warhead
MD and Range:
Rate of Fire:
Payload: 2,000

2. MRM Launcher (aft): Actually the Porcupine Missile System of SDF-1 fame, though doctrine hold this is ONLY loaded with MRM's.
Purpose: Assault
Missile Type: Any LRM except Reflex Multi-Warhead
MD and Range:
Rate of Fire:
Payload: 20,000

3. 20 inch (40ᴄᴍ) autocannons (18 in three turrets): The same as carried on the MAC II/III. A gunner is stationed in the turret as the weapons operator, but his/her duties are really to watch the machinery and ensure any breakdowns are avoided, or, barring that, the gun is shut down and ammo and power to the gun is secured. Breakdowns are EXTREMELY rare, and can usually be fixed by the gunner.
Purpose: Assault
MD: 2D5 times 10
Blast Radius: 20 feet
MD and Range: 12 miles
Rate of Fire: 06 per melee.
Payload: The stage 01 ready position (the most immediate ammo supply short of actual "lock and load") has 20 rounds per gun; The ships magazine holds 2,000 rounds, but is located on deck 05, so it takes 2.5 minutes (10 melees) to be brought up. Note: If the ship is engaged in combat long enough to require more ammo be brought up, the ship is in WAY over it's head.

4. PBT-M2 Particle Beam Turrets (10): The same used on the MTA Titan. These turrets dot the hull. They are used mostly for anti-Mecha, fighter and missile defense.
Purpose: Assault/Defense
MD: 2D6 times 10 each; Turrets can be trained on a single target to fire in tandem, increasing damage.
Rate of Fire: Each turret can fire six times per melee.
Range: 6,000 feet (just over a mile).
Payload: Unlimited.

5. Mecha And Other Vehicles: See below.

Mecha and other Vehicles:
And, of course, the ships can launch Mecha, mostly Destroids. Exact numbers will vary, but the list below is, generally speaking, a fair complement.
Non-Combat Ground Vehicles= 67 Total
Combat Ground Vehicles= 47 Total
Non-Combat Aircraft= 0 Total
Combat Aircraft:= 05 Total
AMR-10 Mecha Retrieval Units= 02
ML-3 Forklifts= 10
Hover Cargo Hauler= 05
Hovercyles= 50

AAT-40 Assault Transports= 10
Guntrucks= 10
MTA- Titan= 02
M-221 Grant Main Battle Tank= 15
M-406 Turaladri'e AIFV= 05
M-553 Lancelot Reconnaissance Tank= 02
M-558 Galahad Command Tank= 02
M-602 Anarissa SPG= 01
Not Applicable

Sea Sergeants= 05

Power Armors= Aproxiately 1,000 Total
RDF-Era Destroids= Aproxiately 352 total
REF-Era Destroids= Aproxiately 363 total
Guardians= 60 Total
RD/EF Micronian Power Armor Mk II=150
REF VR-052 Battler= 200
REF VR-041 Saber= 150
REF VR-038-LT= 200

RDF Excalibur= 50
RDF Escalators= 50
RDF Valiants= 50
RDF Crusader= 50
RDF Defender= 50
RDF Gladius= 50
RDF Mecha Knight= 50
REF Gladiator= 50
REF Excalibur= 50
REF Escalators= 50
REF Valiants= 50
TBP-Z1 Raditzs Regult Tactical Battle Pod= 100
OBP-Z2 Glaug Officer's Pod= 50
ABP-Z4 T'sentraedi VHT= 10.
RD/EF Strike Aggressor= 20
RD/EF Super Guardian= 40

Veritechs= 1,366 Total
Other Vehicles= 105 Total
RDF LVR-588 Veritech Car= 02
RDF VF-1D= 02 (with Space Augmentation Packs)
RDF VF-1J= 10 (with Space Augmentation Packs)
RDF VF-1S= 02 (with Space Augmentation Packs)
VAF-6C= 100
VAF-6J= 50
VBF-1C= 100
VBF-1J= 50
VHT= 1,000 (with VHT Augmentation Pack)
CRP-Z3 Quel Qualie Theater Scout Recon Pod= 05
Hover Platforms= 100

Mecha= Aproxiately 2,000 Total
General Cargo Arrangement:
Deck One: When used as a box carrier, this deck is loaded with Cyclones and other power armor. When used as an assault carrier, this deck is loaded with Guardians, VT's, Alphas, Betas, and other combat aircraft.
Deck Two: Mixed; Destroids, Veritechs, Guardians, and Cyclones.
Deck Three: Mixed; Destroids, Veritechs, Guardians, and Cyclones.
Deck Four (Assault Deck): When used as a box carrier, this deck contains MAC forward, Titans aft. When used as an assault carrier, it has neither of these, as they take 30 minutes apiece to off-load; Too long in combat situations. Instead this deck is used for Cyclone forward, Destroids and VHT's aft.
Deck Five: Spare parts only. Some machining rooms exist down here, where limited repairs can be made.

As noted before, this inventory is subject to change at any time, based on the needs of the REF as a whole.
Though no ABP-Z4 T'sentraedi VHT were standard, a few were deployed on PLANET MASTERS once they came on-line.
  • 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.
  • FLIR/SLIR: Forward and Side Looking Infrared. Allows pilot to get visuals on targets at night.
  • 1 MC: Internal loudspeaker.
  • 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.
  • 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: 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 PLANET MASTER-Class Assault Shuttle Combat Elite:
  • 2 additional attacks 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.