Planet Carbonarra, Sentinel World.
VEROCHA-Class Frigate.
Planet Carbonarra, Sentinel World.
Planet Carbonarra, Sentinel World.Planet Carbonarra, Sentinel World.
A Prototype VEROCHA-Class Frigate, The FFCG-002 FEROCHA; FEROCHA Was The Vessel That, While Completed In Time For The pro-Unificationists To Steal Her, Was Unable To Clear The Dock, And Remained In Carbonaran Control.
The VEROCHA-Class Frigate is a bit of a misnomer; At more than twice the size of an IKAZUCHI, the VEROCHA-Class are actually more a fighter carrier than a frigate. However, they fill the traditional role of a frigate, with it's largely independent duties, very well.
VEROCHA typically operate in pairs, whether assigned to a battle fleet or independently; As part of a battle fleet, they serve as a screening force against fighters and attack shuttles; Independently, they are typically used to ferry attack shuttles and/or fighters to the theater, then supply fire support for the assault.
The VEROCHA-Class was first developed by the Carbonnarans during the Unification Wars by Sullian Industries of Carbonnara, which was a front for REF Intelligence; The Carbonnaran Government sank BILLIONS to develop and build the first 5 of the ships, but before the fifth was built, they were stolen by Pro-Unificationsists Carbonarans. This led to the Carbonnaran request for a cease-fire, and in turn the Carbonarans to join the IPA. (The Unificationsists were NOT an REF front, but the REF allowed the Carbonarans to think so until after the talks were concluded.)
Since then, this class has remained in service; As of 2412 the VEROCHA-Class completely took over the IKAZUCHI-Class duties, with the last one in service decommissioned and transferred to the Historic Ships Fleet.
Blocks: This list is limited to major changes
01. The first 4 of the class; Armed with T'sentraedi style energy turrets, including 20 heavy energy beams mounted three to a turret with 4 turrets to a belt (3 belts forward 2 aft).
02. The second block off the class. The turrets were re-arranged into belts of 3, with an additional belt added aft. This configuration remains in service today.
12. Replacment of T'sentraedi energy weapons with rail launchers (L-22's in the main turrets, L-15's in anti-fighter batteries, and L-02's for point defense and anti-missile batteries).
13. Hulls were lengthened by 70 feet by the addition of 6 frames to increase the main magazine.
21. Final removal of all missile launchers and conversion to fighter bays; The fighters are now vertically launched and usually vertically recovered, but parasite hooks (modified Canadarms) can be used in emergency situations. The original fighter launch/hanger bays were sealed at this point.
23. This block was developed as dedicated fighter carriers, with the main rail launcher turrets removed entirely and the magazine space converted to increased fighter capacity. This block was discontinued after 200 ships due to the results of The Battle Of Undarie.
24. Dedicated jeep carriers; No fighter recovery capabilities were included, increasing capacity by 10%. Fighters from box carriers are transferred over and prepped for integration to the fleet, and as such the #2 fighter launch doors were re-installed. This block was discontinued due to the results of The Battle Of Undarie.
31. Replaced half of the L-08 micro missile turrets with T'sentraedi light energy turrets as a result of The Battle Of Undarie.
69. The ships were reconfigured for full coed crew capabilities; Before this, the crew berthing had to be re-arranged for male/female ratios from time to time. With this block, quasi-portable partitions were developed to allows the berthing to be bifurcated as needed to accommodate crew needs; Additionally, ship's heads can be swapped around as needed with only a few hours labor.
The simple fact is nobody's actually sure how many of these ships actually exist now; As of 2482, the UGC lost even the ability to track the numbers effectively. As a result the UGC chose to change the requirements, dictating that every fleet would have not less than 100 and not more than ships at all times, with not less than one third battle ready ("Kara thun") at any time. The best assessment of the fleet indicates that there are around 1 millions ships.
Name: REF VEROCHA-Class Frigate/Fleet Carrier
Model Type: Frigate and Jeep Carrier (a designation that will be switched with the IKAZUCHI-Class eventually).
Crew: 2,000
Passengers: Roughly 2,000, mostly Marines.
MDC By Location:
Main Hull-
External Hatches (about 150)-
150 each
Internal Hatches (up to 10,000)-
Fighter Hanger Doors (2)-
Thrusters (10)-
100 each
500 each

Speed and Statistical Data:
Spacefold: Equipped.
FTL: Factor 10.
Cruising Speed: Mach 10.
In Atmosphere: Not possible; Will crash, essentially rendering the planet uninhabitable.
Clearance: 1,100 feet.
Beam: 500 feet.
Length: 6500 feet.
Weight: 60 million tons.
Cargo: 5,000 tons.
Power Systems:
Primary: MARS-72,000 (Anti-Matter); Lifespan: 200 years.
Secondary: Solar Sails; Lifespan: Unlimited, but can not achieve FTL; Used for station keeping in system.
Tertiary: Emergency Batteries 20,000; Lifespan: 1 million hours on emergency power status.
Cost and Availability: 100 million credits; Extremely rare.
Black Market: 600 million credits; Only one is known to have made it to the black market, into the hands of T'sentraedi malconts. Knockoffs appear from time to time, especially in the hands of Fehran malconts.

Weapons Systems:
1. L-02 Rail Launchers (50): Quad mounted on retractable turrets as point defense and anti-missile defenses. Fed by unlinked belts on both sides of the system, strictly radar controlled. Designed for Micro-Missiles.
Purpose: Point and anti-missile defense.
Damage and Range: Varies by type used.
Rate Of Fire: Six attacks per melee.
Payload: 500,000 Micro Missiles.
Bonus: Triples normal range it and adds +3 to strike.

2. L-15b Rail Launchers (50): This self propelled rail launcher system consists of a semi automatic weapon system. The Type 15b system is fed from an unlinked belt. The system is radar controlled. Designed for SRM's.
Purpose: Anti-ship/Bombardment.
Damage and Range: Varies by type used.
Rate Of Fire: Three attacks per melee.
Payload: 10,000 SRM's.
Bonus: Quadruples the normal range of the missile and adds +3 to strike.

3. L-22 Rail Launchers (72): Four of these launchers are mounted in each of the ship's 18 turrets as the ship's main weapons. It is radar controlled, manually commanded, and can be supported by off-site radar designators. Designed for MRM's.
Purpose: Heavy Assault.
Damage and Range: Varies by type used.
Rate Of Fire: Once per melee.
Payload: 7,200 MRM's (100 per launcher.
Bonus: Triples the normal range of the missile and adds +3 to strike.

4. Defensive Laser Batteries (100): Each vessel has at least 50 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: A long tube through the center of the main hull, reaching from bow to stern, works like a gigantic rail-gun to either launch or recover Space Fighters, Guardian Fighters, and Veritech Fighters. As a fighter approaches the stern, electromagnets "reel" it in, then decelerate the craft, or re-launch it (if there is a danger). The same electromagnets also launch fighters out the bow in groups of 5 at around 30 seconds between them, at up to 10 g's (pilots don't feel it so badly, due to weightlessness and compensators). Additionally, Destroids and Shuttles can be launched in this fashion. With the advent of Block 21, the launch and recovery tube remained in place but is now rarely used for the ship's own fighter compliment for recovery as it was discovered that recovery of fighters that could land on their own was best done through large recovery bays and now are mostly for visiting/arriving craft and damaged fighters.
Shuttles- As many as 1,000
Space, Guardian, and Veritech Fighters- As many as 1 MILLION, though normally about 2/3 will be Space Fighters, 1/4 Guardians, and the remainder Veritechs. Aerial Fighters and attackers may also be carried.
Destroids- As many as 100,000
Standard Hovertanks and other hover vehicles- As many as 5,000
Veritech Hovertanks- Up to 2,000.

  • 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.
  • 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.
  • Anti-Jamming System: Reduces Electronics Countermeasure by 25% (decrease skill level appropriately).
  • 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 VEROCHA-Class Frigate Combat Elite:
  • 03 additional attacks per melee.
  • One additional Attack Per melee at levels 3, 6, and 9 with any additional bonuses for the crew.
  • +4 Initiative.
  • +5 entangle/snare/grab, Parry, Dodge, and Roll.
  • +5 dodge.