 | Academy-Class Freighter/ ACADEMY-Class Corvette. |  |
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| The Geh 'Dia. | The Geh 'Dia. |
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Academy-Class Freighter/ ACADEMY-Class Corvette. |
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 | | Production Information: |
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| Manufacturer: | Corellian Engineering Corporation. |
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| Product Line: | Action series. |
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| Model: | Action VI transport. |
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| Class: | Bulk freighter. |
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| Usage: |
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| Role: | Freighter. |
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| Era: | Rise of the Empire era;Rebellion era;New Republic era;New Jedi Order era. |
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| Affiliations: | Galactic Empire;Alliance to Restore the Republic;New Republic;Smugglers' Alliance;Galactic Federation of Free Alliances. |
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| Hyperdrive Rating: | Class 1.0; Backup Class 10. |
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| Shielding: | Warship-grade shielding with independent power. |
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| Hull: | Reinforced with concealed armor. |
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| Sensor Systems: | Warship-grade sensors. |
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| Countermeasures: | Sensor mask. |
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| Armament: | Retractable turbolaser turrets (3). |
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| Complement: | Repulsorlift vehicle (1);Starfighter or shuttle (1) (optional, in cargo space). |
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| Crew: | 10. |
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| Minimum Crew: | 2. |
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| Cargo Capacity: | 90,000 metric tons. |
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| Consumables: | 6 months. |
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| Other Systems: | Hypercomm array;HoloNet transceiver;Medical equipment;Vornskr kennel. |
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 |  | | Academy-Class Frighter/ACADEMY-Class Corvette schematics. | The Wild Karrde. |
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 | Overview The Action VI- Freighter (also known as the Academy-Class Freighter) is a popular freighter built by Corellian Engineering Corporation, based on a corvette of several generations prior that were easily adapted to light militry duties. During the Forgotten War at least 1 million of these ships were purpose built as corvettes and tens of millions of freighters adapted to this duty as was clearly exemplified by the devastation in the Redou (or Redho) System where even 100 years later full clean up had not been achieved (though the Spacy and Patrol had cleared a safe navigation corridor thus reopening the Geh 'Dai "homeworld" of Tython and both ending the Geh 'Dai Civil Wars and renewing the Order's sense of purpose). Characteristics Action VI transports typically operated in convoys or in well patrolled areas of space since they lacked even the most basic forms of self-defensive measures, such as armor and weaponry making them prime targets for pirates and as such had to rely on protection from other capital ships. The only reason they were used by the Forgotten Empire was because they were quite inexpensive (relative to Imperial wealth). HistoryAround 10 milion years ago Corellian Engineering developed this spaceframe based on a simple concept to build the most efficient design possible. A box form was quickly determeied to be the form that could be built most effiecently with the ship broken up into three main sections; Powerplant and drive (engineering), crew, and cargo. The cargo section had to be as modular as possible to allow to the widest possible options. Over the centuries this basic and reliable frame proved highly effective in a great many roles leading to extensive sales, licenecing to other firms for construction, and illegal manufacture by many firms. Hulls were used in extensively duties; 75% were used as cargo ships but around 10% were used by various militries as frigates while around the same numbers were used by pirates and around 5% used in other duties (passenger ships and smugglers, though many more options existed over time). Pirates often modified Action VI ships into "interceptor frigates" capable of combating starfighters and corvettes. The most famous Action VI was Wild Karrde, the personal starship owned by smuggler Talon KARRDE. Another notable Action VI was Antan AZZAMEE'S personal starship Big Score. An Action VI class bulk freighter fresh off the CEC's assembly lines would be a ponderous and ungainly space transport that lacked armaments of any kind and could hold immense amounts of raw materials in their vast holds. However in the era just after the Forggoten War few owners would allow their ships to get underway for the first time under their own flag without upgrades to their defensive options with medium energy weapons and heavy shielding being the most common choices. Upgrades to powerplants and drive systems are much rarer and more limited in cargo versions, but is the norm in mility and pirate variants. Smugglers usually eschew upgrades to drives systems (since that would expose the ship as being faster than she should be) but almost always upgrade the defensive systems and powerplants. Heavy retractable turbolasers are the most common armaments upgrades though hidden missile launchers are not uncommon with pirates and smugglers.When the UGC annexed the Rakatan Galaxy the first things they did were to put an end to the sectarian fighting; The second was to rebuild the galactic economy by underwriting the reconstruction of merchant fleets. The Action IV-Class was one design selected for for this mission with the UGC buying the blueprints for 5M€. Main Variants The Academy-Class was built as the same basic box configuration with a limited modification to include a tube topside lengthwise along the amidship line. The hull plating selected was extremely thin for cost.The first variant was the ACADEMY-Class was built as a corvette primrily to protect freighters from pirates with the cargo space converted to additional powerplant, drive, and weapons systems. The cargo compartements can be arragned any way the owner likes; Live space (up to and including passenger space), vacuum space (all air sucked into the rest of the ship until the space might as well be wide up to space), or anything in between. Mounting and tie down brackets can be installed in hours thanks to pre-installed threaded sockets every 10 square feet. Technical Data Physical Arrangement The Academy-Class are divided into three main sections; The forward topside hump is the crew areas with the berthing, messdeck, sick bay, bridge, ship's offices, etc. The aft fifth of the hull is taken up by propulsion systems, the aft hump houses the powerplant. A dozen feet forward of the Shaft Room (propulsion space) houses the ship's auxillry craft. The rest of the ship is generally given over to cargo. The ACADEMY-Class corvette converts the aft hump and secondry craft space to expanded the shaft room then divides the cargo space into expanded powerplants, weapons systems mounts, and secondry craft launch bays. Propulsion Systems The Academy-Class uses a Tractioning drive system in-system capable of up to Mach 30 in orbit and hyperspace drive interstellar with an 1½ rating. The ACADEMY-Class is equipped with a different type of hyperdrive of a rating of 0.2 and sub-light system capable of 0.2 light speed. Tactical Systems Energy Beam Weapons Every Academy-Class leaves the shipyards with twin laser turrets one dorsal bow and the other astern aft. In theory this is enough. The ACADEMY-Class on the other hand carry one forward and one aft heavy energy battery, dual dorsal turrets, a dorsal turret, and three broadside turrets. In addition to these are over a dozen light anti-fighter/missile energy turret. Missile Systems Academy-Class don't carry missile launchers, but ACADEMY-Class have twin amidship MRM launchers. Deflector Shields Academy-Class freighters carry basic shielding (200 MDC), ACADEMY-Class carry much heavier shielding (regenerative 200 MDC per 8 panels). Tractor Beam The Academy-Class have minor tractor beams to bring cargo onboard and to tow stricken vsls but not one that can be effectively used against a resisting target. The ACADEMY-Class have a much more powerful tractor than can pull in something up to 4 times as heavy. Medical Facilities Only purpose-converted Academy-Class ships have anything more than a sickbay rated to little more than a RN or below in capabilities. Purpose-conversions are capable up to 1,000 patients. Berthing Standard Crew Berthing: Standard crew berthing is two sets of triple racks in one compartment set in banks facing one another. At the head of the set is a pair of lockers facing one another, at the feet is a pair of lockers set side by side. Senior enlisted crew consists of two sets of double racks, with one locker (typically on the right) moved to the other side and the open space replaced with a desk. Officer Berthing: Most officer berthing are arranged like senior enlisted berthing. The executive officer berthing is a single rack, twin lockers where the heads would be, and the opposite side replaced with a desk. The Cabin: The Cabin is arranged at two sets of berthing spaces; In the first is a space arranged like the XO's berthing without the desk, the second is arranged strictly with the desk. Both lead to a large messdeck/conference area. This is the captain's personal space, and entry is restricted accordingly under normal circumstances. Secondry Craft The Academy-Class typically carry up to 3 shuttles; The militry variant typically carries 1 shuttle and up to 5 fighters. Current Status The Academy-Class Freighter will be part of the UGC in general and the Rakatan Galaxy in partulicur for a VERY long time to come. Their wide utility and low cost makes them invalueable, especially with the UGC wanting very deperately to rebuild the Rakatans economy (which has be devestated by millions of sectarian war). It's not the only option available, but it's a significatly important one. Name: Action VI-Class Freighter (aka the Academy-Class. Type: Medium Freighter. Crew: Minimum: 2 Nominal: 10 Passengers: Up to 20. 180 can be carried in an evacuation, but must be transfereed to another ships within days. MDC By Location: |
Hull- Bridge- Hatches (5)- Access Tube- | 1,500 700 250 each 750 | Force Feilds (6)- Engine Compartment- Thrusters (4)- Weapons Pods (variable)- | 200 800 400 each 250 each |
| Notes: Usual penalties apply.Speed and Statistical Data: |
Speed: 404 MPH. Hyperdrive Rating: Class 10. Maximum Range: 450,000 light years. Hover System: Standard grav pods. Clearance: 100 feet 6 inches. Beam: 68 feet. Length: 360 feet 10¾ inches. Weight: 200 tons. Cargo Capacity: 115,000 tons. | Power and Drive System: SIR/Zahn-71 Fusion Reactors; Output: 115 MGw at 2,000 hsp; Range: 28 years. Cost and Availability: Each ship costs about 1M€, and takes about 3 months to build (they can pay themselves off in about 5 years; average loan period is 10). Black Market Cost and Availability: Just don't bother. They won't come through, since the ship is available and 'hot' ones are too risky for the price.
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Weapon Systems: |
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1. Point Defense Laser Turrets (10-100): An anti-fight/missile weapon. Purpose: Anti-Aircraft MD: 1D4 per turret. Rate of Fire: Per gunners attacks per melee. Range: 1 mile Payload: Unlimited. Cost Each: 600€ (that 600€ per turret, plus 1,200€ to have them properly working).
2. Short-Range Missile Batteries (variable): Installed as a defensive feature against fighters and MRMR's. Purpose: Defense Missile Type: Short Range. MD, Blast Area, and Range: Per Missile. Rate of Fire: Per pilots attacks per melee. Payload: Up to 200, depending on configuration; Generally around 10. | 3. Variable Full-Force Barrier Field: The Variable Full-Force Barrier Field provides additional protection for the vessel. Purpose: Defense. MDC: 800 per panel; 1,600 total available. NOTE: Each panel MUST still have 1 MDC for the system to continue working. Effect: Provides 800 MDC in each of 06 panels. Range: 40 feet. Coverage Characteristics: A full 360° coverage area around the ship.
4. Heavy Laser Turrets (10-20): Rarely seen even in legiamte militry conversions. Purpose: Assault MD: 3D6 time 10 per turret. Rate of Fire: Per gunners attacks per melee. Range: 10 mile Payload: Unlimited.
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| Features: |
Event Recorder: Records from sensors and the cockpit itself. 5,000 hours of recording available.Radar: Civilian grade radar. Range: 20,000 miles, can track up to 250± individual targets. 95% reliability (00% against stealthed vehicles).FLIR/SLIR: Forward and Side Looking Infrared. Allows pilot and weapons officer to get visuals on targets at night.ESM: Radar Detector. Passively detects other radars being operated.AJP: Active Jamming Pod. Causes -25% to detection but when it is active, other vehicles/bases can detect that it is jamming, and some missiles will home in on jamming signals. Jamming also causes a -4 penalty to all radar guided weapons.Decoy Pods: The Steneirian style decoy pods were installed on theships for self-defense. The decoys themselves are specially modified Mini-Missiles that produce burning globs of magnesium/aluminum alloy to confuse both radar AND heat sensory systems, obscuring the ship. NOTE: Reduce effects by 20% against smart missiles (add +20% to rolls for smart missiles). Effect:01-50: Enemy missile or missile volley detonates in chaff cloud- Missiles are all destroyed. 51-75: Enemy missile or missile volley loses track of real target and veers away in wrong direction (may lock onto another target). 76-00: No effect, missile is still on target.Also note that the chaff cloud will also blind nearby heat sensors (and optically based sensors at night) for 1 melee. They will suffer the following penalties: Reduce melee attacks/actions, and combat bonuses by half. Also creates a cloud of smoke approximately 2M² feet.Duration: 1D4 melee rounds.Rate of Fire: Once per melee.Payload: 6 chaff/flares. | Full Range Sensory Suite: Infrared, ultra violet, Magnification, night sight, color filters, thermal imager. Range is about 2,000 miles for MOST sensors.Motion Detector: Activates a loud wailing when an object is coming at the user fast, and a soft ringing if it's coming slowly. Activation ranges must be specified by the pilot.Anti-Jamming System: Reduces Electronics Countermeasure by 75% (decrease skill level appropriately).Electronic Counter Measures (ECM): These systems disrupt enemy radar and tracking systems, making it difficult for them to lock onto the ship with weapons. The countermeasures give the ship a +3 to dodge and roll and +1 on initiative in combat.Fire resistance: Fires external to the craft have no effect on it.Grav Clamps: Electro magnets in the underside of the hull allow the unit to adhere to the hulls of warships and the exteriors of SOME buildings.MRA 6 Radios: Allows real time, continuous radio link up with friendly forces in the area via satellite relay over laser radio signals, preventing jamming, and automatically encrypts/decrypts same to prevent eavesdropping.Type-11 wide band radios: Effective 10 mile range, auto encrypt/decrypt. Works on standard radio band wavelengths, so it can still be jammed (if the enemy knows the frequencies).HoloNet Hyperradio Rectenna : Gives the ship instantaneous links to HoloNet transceivers and can cataloged many thousands of transmissions from across the galaxy. Purpose: Communications System Type: Radio Effect: Carries video signals. Range: Intra-galactic.
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Combat Bonuses From Academy-Class Freighter Combat Elite: Techically none; However, individual skippers are known to modify their ships to improve perfomance (not that it helps a lot).Up to 2 additional attacks per melee.Up to +3 Parry, Dodge, and Roll.Up to +2 Strike. Even these bonuses can be improved, but will require far more modification. |