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UGC Clariont Flag.
UGC Clariont Flag.
CS/A-013 and CS/A-013(a) Satellite.
UGC Clariont Flag.
UGC Clariont Flag.
CS/A-013 is a fairly cheap, reliable semi-autonomous Attack Satellite used as a "Force Multiplier" by both the REF and RDF's. The CS/A-013(a) Communications Satellite (AKA the "Dirty Commie")
AN AVERAGE CS/A-013(a) COMMUNICATIONS
AN AVERAGE CS/A-013(b) DEFENSE SATALLITE.
An Average Dirty Commie CS/A-013(a) Communications Satellite.
An Average CS/A-013(b) Defense Satellite.
is a cheap, effective, and portable communications satellite capable of full orbital positioning. Lifted by anti-grav technology, powered by solar panels and battery power, these satellites keep the far-flung militry and rescue personnel in constant communication. The "a" variant is a surveillance, communication, and observation satellite all rolled into one, and are routinely manufactured by many different systems; As a property of the UGC, the base blueprint is considered "Public Property" and as such member-systems are legally are their leisure to contract their construction to whomever they choose. (The Kobolese Confederation, for example, contracts to manufactures on the given planet's own suppliers, while the High Nenomause Commonwealth as a march contracted to one supplier for each member-world.)
The "b" variant, however, is dangerous as this is essentially a flying missile platform. As such these are VERY popular with every factions as disposable unmanned fighters; In fact, under UGC Warships any time you see "LRM" there is a 25% chance it's actually an up-armored and shielded version of the CS/A-013"b." (The TIE/d is a purely militrized example of the same idea as CS/A-013 "b," and could be compared to the satellite.)
These satellites are also commercially available, typically for mass-media relay and weather satellites. This biggest single purchaser is the Survey Board.
Name: CS/A-013 and CS/A-013(a) Communications Satellite
Model Type: CS/A-013(a) and CS/A-013(b)
Class: Communications and Communications/Observation Satellite.
Crew: None.
Passengers: None.
MDC By Location:
* Fuselage-
** Power Pack-
*** Grav Pods (5)-
**** Parachute-
100
50
50
150
Sensory Antenna-
Camera Eye-
***** Force Field-

20
20
200

Notes:
* Depleting the MDC of the main body will shut down the unit, causing it to slowly drift to earth (grav pods have independent battery back up).
** Depleting the MDC of the power pack will shut down the unit, causing it to slowly drift to earth (grav pods have independent battery back up). Battery backup can keep the unit on station up to 48 additional hours.
*** Destroying all of the grav pods will cause the parachute to deployed, bring the unit down to earth safely.
**** Destroying the parachute will cause the unit to come crashing violently to earth, causing 1D6 times 100 MD to anything caught under it (victim has automatic dodge if mobile of +5, and is only applicable if no warning can be made).
***** During general combat, the force field is kept off-line; During patrol and terminal phase, the force Field is activated.
Speed and Statistical Data:
Flying: 15 MPH.
Maximum Height: No limit. Does not even have to stay in an gravity well, though they aren't commonly used for inter-stellar transportation.
Range In The Air: Unlimited. Battery backup has 24 hours charge (only applicable at night).
Height: 4 feet 3 inches
Width: 3 feet 6 inches
Length: 25 feet 4 inches
Weight: 60 tons.
Cargo:
A variant: Communications and sensory equipment only.
B variant: Communications and sensory equipment necessary to control the weapons load (See Weapons System for "A" variant).
Power Systems:
Primary: Solar panels.
Secondary: Battery Backup (48 hours).
Tertiary: The "b" variant, Package Alpha uses a RO-723 Anti-Matter reactor. Output: 227,321 kWh; Lifespan: Estimated to be 10 years, provided it doesn't get used. Can generate up to 100 blasts.
Flight Systems:
Primary: Standard Grav Pods.
Secondary: Parachutes in emergency.
Cost and Availability: 10,000credit to authorized purchasers; Always available to authorized purchasers.
Black Market Cost and Availability: 5credit to 50 MILLIONcredit. Fluctuates WILDLY; Rare.
Weapons Systems:
"A" Variant: None. However, the satellite ITSELF can and HAS been used as a kind of brilliant bomb, and does 1D6 times 100 MD for a 3D6 mile radius from impact.
2. "B" Variant:The B variant can be armed with any kind of sub-munitions, in addition to being a long range, high explosive missile itself.
Package Alpha: A basic laser package; One fixed-forward Synchro Cannon MkV, support by both Anti-matter reactors (only available on this model) and the normal solar panels and batteries.
1. Synchro Cannon MkV: A compromise between the range of the Reflex Canon, and the portability of the Synchro Cannon, the MkV has the range of the latter, but the beam width of the former. However, due to the extra space available, the cyclic rate is increased 3 times the original design.
Purpose: Anti-Ship
MD: Absolutely destroys EVERYTHING in it's beam radius. A ship that gets "clipped" (roll to strike of 5 to 10, or a successful roll/dodge) by one will suffer 1D6 times 1,000 MD to the main, secondary, AND tertiary hulls.
Beam Radius: 50 feet.
Range: 200,000 miles.
Rate of Fire: Per Gunner's attacks per melee to a MAXIMUM of 6 times per melee.
Payload: 100 blasts.
2. Mega MRM's: Technically an LRM, Multi-warhead missile, the Package Alpha carries missiles that appear as large drums with thrust nozzles; This is launched away from the satellite with a low-pressure air burst for about 6 feet, when the rocket motor activates. The Drum Motor carries the MRM's inside for 100,000 miles, at which point the drum itself disintegrates and the 3 internal MRM's are revealed.
Purpose: Anti-Ship.
Missile Type: Modified MRMs; Warhead is typically high-explosive.
Damage: Varies by type used.
Range: Special: Normal plus 100,000 miles.
Rate Of Fire: Volleys of 10 per attacks per melee.
Payload: 100 drums (300 MRM's total).
3. SRM Pods: The satellite carries 1,000 SRM's for anti-fighter/Mecha/shuttle defense.
Purpose: Anti-Fighter/Mecha/Shuttle Defense.
Missile Type: SRM
Damage and Range: Varies by type used.
Rate Of Fire: Volleys of 50 per attacks per melee.
Effective Range: Varies by type used.
Payload: 1,000 total.
4. Kamikaze: When all other ordinance is expended, the satellite converts to an LRM During "Terminal Phase", the satellite's force fields will activate, giving it a better chance of successfully striking the target.
Purpose: Anti-Fighter/Mecha/Shuttle Defense.
Missile Type: SRM
Damage and Range: Varies by type used.
Rate Of Fire: Volleys of 50 per attacks per melee.
Effective Range: Varies by type used.
Payload: 1,000 total.











Package Beta: This is the Long range, anti-shuttle/assault ship package.
1. Laser Cannon: T'sentrædi Style Lasers. Fixed forward.
Purpose: Anti-Ship
MD: 1D4 times 100 per blast.
Range: 200,000 miles.
Rate of Fire: Twice per melee.
Payload: Unlimited.
2. MRM's: Any standard variety of MRM can be carried; However, the Plasma and Multi-Warhead are generally preferred. The satellite uses a low-pressure air burst to initially launch the missile (about 6 feet) when the rocket motor activates.
Purpose: Anti-Shuttle/Assault Ship
Missile Type: Any normal MRM; Warhead is typically Plasma or Multi-Warhead .
Damage and Range: Varies by type used.
Rate Of Fire: Volleys of 10 per attacks per melee.
Payload: 1,000 MRM's total.
3. SRM Pods: The satellite carries 1,000 SRM's for anti-fighter/Mecha/shuttle defense.
Purpose: Anti-Fighter/Mecha/Shuttle Defense.
Missile Type: SRM
Damage and Range: Varies by type used.
Rate Of Fire: Volleys of 50 per attacks per melee.
Effective Range: Varies by type used.
Payload: 1,000 total.
4. Kamikaze: When all other ordinance is expended, the satellite converts to an LRM During "Terminal Phase", the satellite's force fields will activate, giving it a better chance of successfully striking the target.
Purpose: Anti-Fighter/Mecha/Shuttle Defense.
Missile Type: SRM
Damage and Range: Varies by type used.
Rate Of Fire: Volleys of 50 per attacks per melee.
Effective Range: Varies by type used.
Payload: 1,000 total.
Package Charlie: Anti-Fighter/Mecha package; Commonly carried by warships as an outrider (launched like a regular space fighter).
1. Light Laser: Mostly a fighter harassment/self defense option. The laser itself is a modified version of the one off the MTA-Titan Mecha Transport; However, refractors are used in the emitter assembly, allowing it to be turret mounted.
Purpose: Anti-Fighter/Mecha
MD: Short Blast: 3D6 times 10; Long Blast: 6D6 times 10 per blast.
Range: 100 miles. This is SIGNIFICANTLY longer ranged than the original design.
Rate of Fire: Six blasts per melee (either type).
Payload: Unlimited.
2. SRM Pods: The satellite carries 100,000 SRM's for anti-fighter/Mecha/shuttle defense.
Purpose: Anti-Fighter/Mecha/Shuttle Offense.
Missile Type: SRM
Damage and Range: Varies by type used.
Rate Of Fire: Volleys of 500 per attacks per melee.
Effective Range: Varies by type used.
Payload: 100,000 total.
3. Kamikaze: When all other ordinance is expended, the satellite converts to an LRM During "Terminal Phase", the satellite's force fields will activate, giving it a better chance of successfully striking the target.
Purpose: Anti-Fighter/Mecha/Shuttle Defense.
Missile Type: SRM
Damage and Range: Varies by type used.
Rate Of Fire: Volleys of 50 per attacks per melee.
Effective Range: Varies by type used.
Payload: 1,000 total.











Features:
  • Stealth: An available feature, it ccives the satellite the radar cross-section equivalent to that of a small house, reduces the infrared signature to that of a toaster oven, and minimizes other radiation from the craft to essentially nil. (Not every buyer wants their satellite stealthed.)
  • Radar: Combat grade radar. Range 100 miles, can track up to 50 individual targets. 95% reliability (24% against unfriendly stealthed vehicles).
  • ESM: Radar Detector. Passively detects other radars being operated.
  • Anti-Jamming System: Reduces Electronics Countermeasure by 3/4 (decrease skill level appropriately).
  • FLIR/SLIR: Forward and Side Looking Infrared. Assists in targeting.
  • Combat Computer: Tracks enemy and friendly forces.
  • LDP (4): Launched Decoy Pods. Located on the ventral side of the fuselage, the satellite carries advanced decoy drones, specially designed radar lure that creates a radar image to mimic the satellite. The drones are launched and fly off in various directions away from the satellite. Each is a specially. The decoys self-destruct at random times (multiples of 30 minutes, i.e. 30 minutes later, 60 minutes later, 90 minutes later, etc). This system has been successfully deployed against SEVERAL alien radar-type sensors (including one that works off of sound), but not against Invid Protoculture sensors. (They will sometimes attract Invid, however, at -50%.)
    MDC: 5
    Effects: The decoy has a 98% chance of fooling ordinary non military radars and non smart guided missiles, and a 90% chance of fooling military grade radars and advanced smart missiles.
  • 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).
  • 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 Transmitter: Standard tracking device.
    Purpose: Personal tracking transmitter.
    Effect: Gives friendly forces 75% land/sea navigation.
    Range: Released to go wherever it wants. Can fly independently for about 30 minutes.
    Rate of Fire: 2 every melee.
    Payload: 16 Decoys each pod.
  • Virtual Map: Displays a continuously-updating map of local terrain for the pilot. Takes data from and gives data to other friendly units in the area. Effective land navigation of 85% as updates come. Good to 500 miles. Specific range can be adjusted in 1 mile increments.
  • Full range optic sensory suite: Infrared, ultra violet, Magnification, night sight, color filters, thermal imager. Range is about 200 miles for MOST sensors.
  • Telescoping Arms: A pair of Canadarm telescoping manipulator arms. Full extended reach: 18 feet.
  • Automatic memory: Includes over a MILLION different objects, what they are, what kind of threat they possess, etc. Can also, to some degree, recognize the effects of magic/psionic control of Humans in its view.
  • Auxiliary Parachute: Provides emergency flight characteristics. Automatically engages if anti-grav generators shut down.
  • Space-Drop Reentry Shield: Essentially a modified DS-2 Full-Force Barrier Field which protects the underside of the craft during reentry. Once the craft is inside the atmosphere, the grav pods keep it aloft.
  • Combat Bonuses for the CS/A-013(a) Communications Satellite:
  • 5 actions per melee; ALL must be dodges or rolls.
  • +3 Dodge.
  • +4 Roll with impact or fall.
  • Absolutely impervious to poisons, gases, biological agents, psionics, and magical attacks (other than physical). Additionally, acids do half damage, and lasers do half damage in laser resistant models.
    Combat Bonuses for the CS/A-013(b) Communications Satellite:
  • 5 actions per melee; ALL must be dodges or rolls.
  • +2 Strike.
  • +3 Dodge.
  • +4 Roll with impact or fall.
  • Absolutely impervious to poisons, gases, biological agents, psionics, and magical attacks (other than physical). Additionally, acids do half damage, and lasers do half damage in laser resistant models.
    CS/A-013 (both types) Satellite Skill List:
  • Pilot Self: 90%
  • Navigation: 92%.
  • Tracking From Orbit (includes spacecraft): 90%.
  • Language: Techno-can: 98%
  • Math: Advanced: 96%.
  • Basic Electronic and Mechanics: 96% (equivalent to first aid for machines).
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