UGC Clariont Flag.
UGC Clariont Flag.
YOUNGER-Class Troopship.
UGC Clariont Flag.
UGC Clariont Flag.
Based on the T'sentraedi QUILTRA QUELEUAL-Class Dock Landing Ship, the YOUNGER-Class Troopship is used to place mass amounts of infantry, power armors, and Destroids on foreign planets. The addition of 04 retractable
A YOUNGER-Class Troopship On The Move (date and circumstance unknown, but the presence of lightning indicates this in not just maneuvers).
legs allows the ship to be used as a Destroid in it's own right once troops are disgorged.
The ships land stern-down to off-load troops and Mecha, then right themselves to assist in the attack. Adding to the combined firepower of over 5,000 Destroids is the ships bow-mounted Synchro-Cannon and Destabilizer Cannon (used exclusively to destroy shields).
In an oddity of warfare, the Captain (a Lt Commander, at very least) is Spacy, but the rest of the crew are Spaceway Patrol And Enforcement Service. Added to this is the Marine Expeditionary Force on board. The idea was to establish inter-service cooperation, and to date it has worked well.
Unlike the PLANET MASTER-Class, the YOUNGER-Class IS intended to go toe-to-toe with enemy forces, including Mecha and warships (mostly frigates).
One riskier tactic is to land on "all fours", then open up Mecha launch bays and allow the Destroids to drop out. "Hot Dropping," as it's called, allows the YOUNGER to engage in combat while disgorging Mecha; It's also a necessity under fire, as the ship can not risk remaining in place long enough for Mecha to off-load. (The one pictured above in Destroid Mode is engaged in hot dropping.)
Originally the YOUNGER-Class were to be equipped with spacefold drives; However, the destruction by Invidista terrorists of Neotech Factory ZZ-780 (Eankke Sta, Index Sol 10-2) made the drives too expensive, and they were de-installed from the ships already possessing them.
Name: REF YOUNGER-Class Troopship
Model Type: Troopship/Landing Ship
Crew: 200
Passengers: Up to 20,000 troops can be carried.
MDC By Location:
Main Hull-
External Hatches (about 150)-
Internal Hatches (up to 10,000)-
Fighter Hanger Doors (5)-
150 each
100 each
500 each
Thrusters (08)-
Upper Legs (04)-
Lower Legs (04)-
Feet (04)-

2,000 each
1,500 each
1,500 each

Speed and Statistical Data:
Spacefold: Not equipped.
FTL: Factor 20.
Cruising Speed: Mach 20.
In Atmosphere: Mach 20.
Walking: Cruises at 40 MPH; Normal speed is only 20 MPH.
Spacefold Mode: 200 feet.
Destroid Mode: 400 feet.
Ground Clearance In Destroid Mode: 150 feet.
Beam: 100 feet.
Length: 20,000 feet.
Weight: 20,000 tons.
Cargo: 500,000.
Power Systems:
Primary: ZXTRA-2 (Anti-Matter) Lifespan: 20 years.
Secondary: Solar Sails. Lifespan: Unlimited, but can not achieve FTL; Used for station keeping in system.
Tertiary: Emergency Batteries 20,000. Lifespan: 10,000 hours on emergency power status.
Cost and Availability: 100 million credits; Extremely rare.
Black Market: 80,000 credits; Rarely available, but they HAVE been found. Atorians love them.
Weapons Systems:
1. Synchro-Cannon (1): This weapon system is an INCREDIBLE machine of death and destruction, and is often FAR too powerful. They are ONLY used to crack open fixed facilities, such as bunkers, to allow Mecha and Power Armored troops, to swarm inside. The power they hold is NEVER wasted on removing lesser targets, though heavy laser artillery turrets may be targeted.
MD: Absolutely destroys EVERYTHING in it's path.
Beam Width: 50 feet
Rate of Fire: Twice per melee.
Range: 20,000 feet (twice the original version).
Payload: Unlimited.

2. LA-15 Destabilizer Energy Cannon (1): Used to crack open energy barriers.
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. T'sentraedi Style Heavy Laser (03): Still a highly effective design, it is an REF standard weapon throughout the fleet. One is mounted on each side of the main hull.
MD: 1D4 times 100 per blast.
Rate of Fire: Twice per melee.
Range: 200,000 miles.
Payload: Unlimited.
4. Automated Missile Battery: The vessel has one automated missile battery, on its ventral side, fixed roughly-forward.
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 50.

5. Defensive Laser Batteries (50): 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.

6. Ships, Fighters, Power Armor, and Robots:
Shuttles- 01
Space, Guardian, and Veritech Fighters- 05; Usually Veritechs.
Destroids- As many as 5,000 Destroids of every description are carried.
Power Armor- As many as 10,000
Hovertanks and other hover vehicles- 100,000
Veritech Hovertanks- 100

  • 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 30% (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.
  • 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.
  • Retractable Arms: A series of 06 retractable arms dot the underside of the hull. They are strong enough to pick up a Destroid and load it on-board (for recovering damaged Mecha).
  • 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 About 200 miles for MOST sensors.

Combat Bonuses from YOUNGER-Class Combat Elite:
  • FIVE additional attacks per melee.
  • +4 Initiative.
  • +5 entangle/snare/grab, Parry, Dodge, and Roll.
  • +5 dodge.