PREVIOUSSHIPS HOMEPAGENEXT
UGC Clariont Flag.
UGC Clariont Flag.
REF EMPEROR-Class AGF (C3I Ship).
UGC Clariont Flag.
UGC Clariont Flag.
The EMPEROR'S were envisioned as mobile, flexible, and versatile command ships to serve as the flagships for Fleet Commanders providing flagship facilities and support for the Fleet
An REF EMPEROR-Class AGF (Command, Control,
Communications, and Intelligence or "C3I" Ship).
Launch Bays.
Commander and his embarked staff, and as fast-response ships for evolving situations. They would transport over 800 combat-ready Marines, along with their equipment, vehicles, ammunition, fuel and cargo, at high speeds to the site of an amphibious operation. The ability to embark shuttles and Mecha enable these vessels to operate independently of the fleet, allowing fleet commanders to be on-scene and to act on their own imitative quickly and efficiently.
EMPEROR operations have been far from routine and they have demonstrated their flexibility in a variety of differing operations. During the FBX 21555320 Crisis they participated in the evacuation of the civil population, and deploying Marines and Soldiers to hold the White Line the extra few weeks to make OPERATION SKYVAC possible. In 2169, the EMPEROR-Class IPS MACKENZZIE became the First ship of her class to successfully probe the then uncharted Steiner Empire, leading to the 6-week Steinerarian Conflict.
During that conflict, MACKENZZIE served as the test platform for the prototype FAG-36 Hornet Guardian Fighter/Attack Guardian. In 2179, EMPEROR-Class SULISTIAN assisted in the evacuation of 2 million civilians from the Cybertronian spaceport at Underend and became the focal point of UWA activity in the sector at the outbreak of the Cybertronian Civil War. The combination of these two crisis's forced an increase in the responsibilities of the ships and their crew.
Originally painted white to show their position easier, they were latter repainted with a subdued black-grey for camophlage; They are not, however, stealthed.
In 2220, the EMPEROR-Class were returned to Robotech and Neotech Factories for the First time in 8 decades, whereupon they began a major upgrade program which included increasing her air re-circulation capacity, replacing and upgrading the ship's main drives, extensively expanding the electronics and communications package and replacing two 3 the original T'sentraedi style lasers with heavier tri-part beam cannons (see tri-part beam cannons).
The EMPEROR'S returned to their sectors and resumed their duties four months later. In 2223, the EMPEROR-Class SCIIF embarked equipment from Counter-Mine Detachment 142 for minesweeping operations, in response to anonymous attempts to disrUp shipping in the Sol, Azumption, and Haydon systems generally attributed to a joint Tiresian/Invidia Malconts.
Generally speaking, the EMPORER-Class serves as the Fleet Traffic Control, directing other vsls on their operations. Their WICKEDLY expanded radar and combat computers make them ideal intelligence platforms as well, an the expansion of the Anarrisa Systems TIES to the TIES V variant makes them essentially able to identify anything it known universe, and unknown objects are at least identified a to mission and weapons profiles instantly. (Of course, TIES takes up the space of a medium-sized TV, whereas TIES V takes up the space of a living room.) Two or three of these vsls are typically assigned to a battle fleet, flanking the main force to observe any attempts at out-flanking by the enemy; This includes using asteroids and comets as coverage for a sneak attack. To multiply the coverage area increase coverage angle, the EMPEROR-Class has 10 EC-66 "God's Eye" AWACS craft assigned permanently to the ship, with secured laser links to their mother ships.
Like all vsls listed here, the EMPEROR-Class is a convert; In this case, the GARFISH-Class, which were selected due to their unique Alpha/Beta launch bays, which were ideal for the Gods Eyes.
Name: EMPEROR-Class AGF
Model Type: AGF (Command Ships)
Crew: 100, plus God's Eye crews and Alpha pilots
Passengers: Few; Occasionally, 100 or so people will be temporarily assigned.
MDC By Location:
Hull-
Bridge-
External Hatches (100)-
Internal Doors (1,000)-
Mecha Bay Doors (3)-
Main Thrusters (3)-
3,000
1,000
150 each
100 each
200 each
800 each
Secondary Thrusters (3)-
Weapons Turrets (3)-
Retractable Weapons Turrets (10)-
Retractable Solar Panels (10)-
Radar/Sensor Arrays (10)-

600 each
1,000 each
800 each
100 each
500 each

Speed and Statistical Data:
Spacefold: Mk5 Spacefold.
FTL: Factor 20
Cruising Speed: Mach 50
In Atmosphere: Mach 10
Length: 400 feet
Beam: 260 feet
Clearance: 120 feet
Weight: 20,000 tons.
Cargo: 200,000 tons.
Power Systems:
Primary: RRG mk 14 Protoculture-fueled Reflex Furnace; Output: 51.8 Petawatts of power; Lifespan: 20 years; However, the systems can only run for forty-seven minutes at maximum power before overheating automatically shuts down the reactor, ruining it.
Secondary: Solar Panels; Output: 100 KHh (more than enough for staion keeping and ship's work); Range: 50 light years. Note: No combat can be sustained on solar panel alone.
Tertiary: Emergency Batteries (100,000) Lifespan: 100,000 hours on emergency power status.
Thrust Systems:
Primary: RTT 416 Tractioning Drives; Output: 100 million lbs; Range: Unlimited.
Secondary: 8 Fusion-plasma reaction thrusters around the hull; Output: Output: 22 million lbs (enough to keep up with the fleet); Range: 20 hours at full power before overheat.
Tertiary: Quad Sparrowhawk HSP-24 Fusion-plasma Thrusters for emergency use, mounted as a quadruple bank in the central engine bay, directly behind the hull; Output: 10,000 lbs (enough for ships operations); Range: 200 hours.
Flight System: Standard grav pods.
Cost and Availability: 10 million credits; Always available.
Black Market: Between 10,000 and 100 BILLION each; Rarely available.






Weapons Systems:
Though an EMPEROR-Class ship is more than able to defend herself, her primary function, and therefore weap, is her EXTENSIVE sensory suite; Therefore, any sensor not necessary to ship's functions (simple maneuvering) are listed here, rather than in Features.
1. DS-1 Pinpoint Barrier Defense System: A smaller defensive system which uses four movable force field disks, conformal to the ship's surface, to repel light missile attacks, or energy beam fire. It serves as a back up to the DS-2 system. This system is substantially inferior to those used in the IKAZUCHI-Class refits.
MDC: 500.
Attacks/Actions per Melee: Per operators attacks per melee plus bonuses (generally 4 to 6 per melee).
Range: 200 feet.
Payload: Unlimited.

2. DS-8 Variable Barrier Defense System: An advanced force field system which covers the entire ship with what appears to be a single yellow-greenish force field; However this is an illusion. The "single" barrier field is actually 6, fixed-aspect pinpoint barriers, to which power can be increased or decreased as necessary. This field will stop all solids and directed energy weapons. Excess energy is shunted from the field to large onboard capacitators, which is eventually discharged through the defensive laser batteries; In theory, this will occur in combat only, though occasional discharges happen even during Charlie periods (in port for repairs and maintenance). The storage wattage is high but not infinite, and the energy MUST be discharged BEFORE the stored energy overloads the field causing the equivalent of a nuclear missile-explosion ONBOARD and well inside the hull. Most of this damage will be to equipment surrounding the shield generators itself, so the vessel should survive; She will suffer severe damage to its internal electronics and power systems, and the systems affected will be inoperable until repairs are made.
MDC: 1,500 per panell (6).
Coverage Characteristics: A full 360º coverage area around the ship.
Attacks/Actions per Melee: Per operators attacks per melee plus bonuses (generally 4 to 6 per melee).
Range: 200 feet.
Payload: Unlimited.

3. DS-2 Full-Force Barrier System: An advanced force field system which covers the entire ship with a single yellow-greenish force field. This field will stop all solids and directed energy weapons. Excess energy is shunted from the field to large onboard capacitators, which is eventually discharged through the defensive laser batteries; In theory, this will occur in combat only, though occasional discharges happen even during Charlie periods (in port for repairs and maintenance). The storage wattage is high but not infinite, and the energy MUST be discharged BEFORE the stored energy overloads the field causing the equivalent of a nuclear missile-explosion ONBOARD and well inside the hull. Most of this damage will be to equipment surrounding the shield generators itself, so the vessel should survive; She will suffer severe damage to its internal electronics and power systems, and the systems affected will be inoperable until repairs are made.
MDC: 10,000.
Attacks/Actions per Melee: Per operators attacks per melee plus bonuses (generally 4 to 6 per melee).
Range: 200 feet.

4. Defensive Laser Batteries (15): A battery of defensive lasers dot the hull of these vessels. Mostly 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. Defensive Missile Batteries (10): A Mini- or Short-Range Missile Launchers, mounted 5 per broadside to discourage fighters and break up meteorites and comets.
MD and Range: Varies by missile type.
Missile Type: Any Mini-Missile or SRM, though SRM is preferred as it is easier to launch.
Rate of Fire: Per gunners attacks per melee plus bonuses (generally 4 or 5 per melee).
Payload: 2,000 SRMs or Mini-Missiles or combination thereof; There is no increase in capacity.

6. Heavy Missile Batteries (08): Medium- and Long-Range Missile Launchers, mounted at the bow.
MD and Range: Varies by missile type.
Missile Type: Any MRM OR LRM.
Rate of Fire: Per gunners attacks per melee plus bonuses (generally 4 or 5 per melee).
Payload: 200 MRMs and 20 LRM's.

7. Tri-Part Beam Cannons (10): A triple-Particle Beam weapon based, in part, on the Gnerl's nose PBC. The three PBC's now fire together, on a carrier-beam laser which increases their range and cohesion MUCH FURTHER than standard as well as increases accuracy; The carrier-beam laser is itself fairly harmless except to civilian-grade optics. However, the beams, when they reach their maximum range, implode (like a collapsing star), creating an explosion. The explosion is fairly harmless.
MD: 6D6 per triple blast.
Rate of Fire: Per gunners attacks per melee plus bonuses (generally 4 or 5 per melee).
Range: 500 feet; Range can actually be adjusted by reducing or increasing power to the carrier laser.
Payload: Unlimited.

8. Hardened Circuits: The electronics on board are unaffected by EMPs or scramblers.
Purpose: Defense.
Effect: EMPs, even military grade ones, have no effect. Ators are known to have such weapons.
Range: On board.
Coverage Characteristics: All on-board electronics.

9. Magnetic Shields: A magnetic shield beyond the Full-Force Barrier Field disperses ion and particle beams and befuddles missile electronics.
Purpose: Defense.
Type: Shield.
Effect: All particle beams do 1/2 damage; Missiles have a 30% chance of being confused and missing; Ion beams are also diminished: Roll normal effect +10%; If restricted, ship is sluggish, not DIS.
Range: 350 feet beyond the craft.
Effective Against: Particle and ion beam and missiles only; Lasers are unaffected, as are other weapons.
Coverage Characteristics: A full 360º coverage area around the craft.

10. Decoy Pods: The Steneirian style decoy pods still in use on the Steiner Fighter has been installed on the EMPEROR-Class under a working agreement with the Steiner Republic. The decoys themselves are specially modified Mini-Missiles that produce burning globs of magnesium/aluminum alloy to confuse both radar AND heat sensory systems, as well as creating a lot of smoke to obscure the fighter. NOTE: Though the modified mini-missiles combine smoke flares, AMC/FDs, and LDP's, they aren't powerful enough for use with Destroids/Guardians/Etc. Reduce effects by 20% against smart missiles (add +20% to rolls for smart missiles.)
Purpose: Defense.
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, a cloud of smoke approximately 25 cubic feet.
Duration: 1D4 melee rounds.
Rate of Fire: Once per melee.
Payload: 6 chaff/flares.

11. Westinghouse SAQ-310(V) Active Sensor Jamming: A circuit-hardening program that provides internal ECM protection. NOTE: The system has an effective protective sphere of 200 cubic; Beyond that, the system is spotty and insufficiently effective, though intermittent jamming effect continues. Friendly units are equipped with overrides, so the jamming doesn't effect them.
Purpose: Sensor and radio jamming.
System Type: Radar jammer.
Effect: Causes a loss 75% loss of information to enemy radar in a 200 miles sphere; Reduce enemy read sensory equipment by 40%.
Range: 200 cubic miles.
Effective Against: Any sensors and radio EXCEPT laser comms.
Coverage Characteristics: A full 360º within the 200 cubic mile sphere.

12. IBM-8500 Combat Computer System: Tracks and identifies specific threats, with a database of over 10,000 objects stored in memory. The computer can detect, identify, and track up to 2 million targets simultaneously, and keep in active memory up to 3,000 hours of such information. Feeds information to and takes information from the TIES sub-system.
Purpose: Target Identification and Tracking.
System Type: Computer; Ties into the TIES.
Effect: 70% chance of identifying an unknown object (never before seen) at type and purpose; 78% of identifying a known type variant (such as the Fehran Fighter variant of the Spacer I Space Fighter); 90% of identifying a known type base model (such as the Spacer I Space Fighter).
Range: Per Selected Sensor.
Minimum Target Characteristic: Per Selected Sensor.
Coverage Characteristics: Per Selected Sensor.

13. Anarrisa Systems Threat Identification and Engagement System (TIES) Version 5.1a: A sub-system in the IBM-8500 Combat Computer System is TIES V; It assists the sensor operators and Mission Commander in identifying targets and selected the proper forces needed for the most effective threat neutralization. The computer then identifies the 300 most threatening targets for the Combat Computer, and assist it in tracking these targets. This system is cable of storing data on the top 9,000 Identified Targets. It tells the Combat Computer what the target is and what sort of forces should be used on it. Contains all currently known designs, all known major variants, and design characteristics parameters for unknown designs; The system has an 80% unknown design type ID success rate (this reflects chances of identifying an unknown design by type, such as bomber vs. attacker). It also has a 90% ID rate for known designs, and 85% id rate for major variants. Even when the specific variant can not be identified, the basic design USUALLY still can be, and when all else fails it can still at least determine what type of craft the target is. When even this fails, it can read out size, power use, and identifiable weapons systems for the sensor operators.
The system also can interface directly with the sensor operators via text readout and synthesized voice system; One such sub-sub-assembly exists for each sensor operator and the Mission Commander; Additionally, they can select data to be shown on their individual displays.
Purpose: Target Identification and Threat Assessment.
System Type: Threat Identification and Engagement System (TIES)
Effect: Knows every major type of threat in the universe, including machines, psionics, magic, and natural occurrences with a effective understanding of 98%.
Range: Per Selected Sensor.
Minimum Target Characteristic: Not Applicable.
Coverage Characteristics: Per Selected Sensor.

14. Hughes USQ-700 Laser Communications Jammer: Designed to detect, analyze, monitor, and jam voice and data laser link signals by enemy forces. NOTE: This is line of sight weapon, and must be aimed PRECISELY at either a transceiver or receiver.
Purpose: SIGINTS and communications jamming.
System Type: Laser-based.
Effect: Can intercept, decode, and jam enemy laser communications.
Range: 20,000 miles.
Coverage Characteristics: A full 360º coverage area.
NOTE: Requires a strike to use at least 03 times per melee for full effect at +3 to strike; Each failed roll results in a loss of 33% of the total potential data. Will NOT work against shield-equipped vessels.

15. SSRt-256 Infra-Red Detection Systems: The EC-66 has SEVERAL layers of IR sensing, covering all 6 sectors with half-coverage of adjoining sectors.
Purpose: Detection, Identification, and Tracking.
Sensor Type: IR.
Effect: Detects all IR sources inside the effective coverage area.
Range: 100,000 cubic miles.
Minimum Target Characteristic: Any IR source, regardless of characteristics.
Coverage Characteristics: A full 360º coverage.

16. Laser Target Designator System: A laser target paging system that increases accuracy of identifying specific enemy targets which is then detected by friendly units. The beam can be detected by anyone with the appropriate systems.
Purpose: Tracking.
System Type: Laser.
Effect: Aims a low-intensity laser (no damage except to sensitive sensors) at a given object.
Range: 20,000 miles.
Minimum Target Characteristic: Not Applicable.
Coverage Characteristics: A full 360º coverage inside the effective area.

17. Optic Sensors Systems: The craft is equipped with sensors far greater than normal combat aircraft sensors. NOTE: These sensors on this craft is actually GREATER than those on spycraft.Infrared: Detects objects by their IR reflectiveness. The beam will be visible to anyone with IR sensitive optics.
Purpose: Detection, Identification, and Tracking.
Sensor Type: IR.
Range: 20 miles
Magnification: 30 times
Minimum Target Characteristic: Not applicable.
Coverage Characteristics: Full 360º coverage area, with secondary focusing direct viewing.
Ultra Violet: Sees in terms of a second range of light; NOTE: Some animals see in this range as well; Additionally, UV can be felt by Human eyes (damages the nerve endings).
Magnification: 25 times
Purpose: Detection, Identification, and Tracking.
Sensor Type: UV.
Range: 22 miles
Minimum Target Characteristic: 00,000
Coverage Characteristics: Full 360º coverage area, with general viewing only.
Night Vision: A passive light image intensifier that emits no light of its own, but relies on ambient light which is amplified to produce a visible picture.
Magnification: 8 times
Purpose: Nighttime visibility.
Sensor Type: IR.
Effect: Allows the operator to see as if in daylight, if late in the afternoon; The picture is full natural color.
Range: 24 miles
Minimum Target Characteristic: 00,000
Coverage Characteristics: Direct viewing only.
Color Filters: Allows the operator to see only one color or select only one color to see in; Typically only used at night to counteract the effects of red lights used onboard.
Magnification: 200 times
Purpose: Detection, Identification, and Tracking.
Sensor Type: Color filtration.
Effect: Filters out selected colors; only the primary colors red, blue, and yellow can be filtered, and purple, green, and orange will see be seen as more of the viewable color.
Range: N/A.
Minimum Target Characteristic: Based on color only.
Coverage Characteristics: Toggles to the optic systems.
Thermal Imager: A passive optical heat sensor that detects infrared radiation projected by Warm objects and converts that data into a visible image. The system enables the pilot to see in the dark, in shadows, and through smoke, and also adds a +10% bonus to pilots using a tracking skill. NOTE: UGC standard defensive smoke has chemicals in it that will defeat this sensor, and the EC-66 is equipped with such smoke emitters.
Magnification: 40 times
Purpose: Detection, Identification, and Tracking.
Sensor Type: Thermal.
Range: 50 miles
Minimum Target Characteristic: Can see from -400º (essentially "Absolute Zero") to 50,000º (outer stellar range) Fahrenheit.
Coverage Characteristics: Full 360º coverage area, with secondary focusing direct viewing.

18. Ships, Fighters, Power Armor, and Robots: Each EMPEROR has a few robots and etc.
Shuttles- 02
EC-66 "God's Eye" AWACS- 12
Mecha and Fighters- Up to 8 Veritech Fighters are assigned to each as a defensive force. There aren't normally Guardians assigned.


Features:
  • 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 3/4 (decrease skill level appropriately).
  • HUD: Displays maps, radar, targeting information, and any OTHER information the wearer wants directly in front of the user.
  • FLIR/SLIR: Forward and Side Looking Infrared. Allows pilot to get visuals on targets at night.
  • Recorders: Records from various ships sensors, etc; 500 hours of recording available.
  • Full range optic sensory suite: Infrared, ultra violet, Magnification, night sight, color filters, thermal imager. Range: About 200 miles.
  • Repair Armature: The ship has 5 pairs of armatures that can be extended up to 5 TIMES their normal length; Between each, forcefields can be erected, allowing crews to work without spacesuits and in zero gravity.
  • 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 3/4 (decrease skill level appropriately).
  • HUD: Displays maps, radar, targeting information, and any OTHER information the wearer wants directly in front of the user.
  • FLIR/SLIR: ForWard and Side Looking Infrared. Allows pilot to get visuals on targets at night.
  • Recorders: Records from various ships sensors, etc; 500 hours of recording available.
  • Full range optic sensory suite: Infrared, ultra violet, Magnification, night sight, color filters, thermal imager.
    Range: About 200 miles.
  • Telescoping Armatures: Telescoping armatures for grappling for repairing other vsls. Reach is 20 feet; Not sufficient for combat operations. NOTE: This is NOT the same as the repair armatures, with are MUCH more substantial.
  • Grapples: 2,000 foot cables, equipped with grav pods, for grappling with other vsls. Tensile Strength: 20,000 tons.
  • 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 operator.
  • 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).
  • 1 MC (loudspeaker): Internal loudspeaker (naval and spaceships).
  • Fire resistance: Fires external to the platform are not felt at all.
  • Oxygen Rebreather System: Extends air supply to triple the ships air supply.
    Cartridge MUST be replaced periodically, however.
  • Internal temperature and humidity control: Automatically maintains crew's desired heat, humidity, and other personal comfort settings.
  • Heat And Radiation Shielding: Special shielding prevents the penetration of life threatening heat and radiation.
  • Variable Tint Cockpit Canopy/Facesheild: Adjusts tinting to light conditions, up to an including a black dot if the sun is directly on the viewers face (only covers eyes). Ties into HUD.
  • CBR Protection: Complete chemical, biohazard, and radiological protection.
    Absolutely impervious to radiation, poisons, gases, and biological agents. Additionally, acids do
    half damage, and lasers do half damage in laser resistant models.
  • Vacuum Seal: Permits use in hard vacuum (such as outer space), and other hostile environments.
  • Spotlight: Useful Range: 200 feet. Covers an area about 20 square feet effectively.
  • Anti-Jamming System: Reduces Electronics Countermeasure by 3/4 (decrease skill level appropriately).
  • 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.
  • AMC/FD (2): Anti-Missile Chaff/Flare Dispensers. Actually launches a glob of burning magnesium/aluminum alloy to confuse both radar AND heat sensory systems. Fires off 04 chaff/flares each time it is activated. The system is KNOWN to work on all KNOWN radar and infrared systems except Protoculture sensors, but concerns continue that somewhere out there their MIGHT be a system that will be totally unaffected by the system. 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.
    Duration: 1D4 melee rounds.
    Payload: 60 chaff/flares. Each time the system is engaged, the system fires off 04 chaff/flares.
  • Launched Decoy Pods: Located on the dorsal amidships main hull. Each is a specially designed radar lure that creates a radar image to mimic the machine. If decoys are not destroyed, they can be recovered and repaired. This system has been successfully deployed against SEVERAL alien radar-type sensors (including one that works off of sound).
    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.
    Range: Released to go wherever it wants; Can fly independently for about 30 minutes.
    Rate of Fire: Up to 10 times per melee.
    Payload: 20 Decoys each pod (10 pods; 200 total).
  • Holographic and Plasma Display Screens: A collection of over-sized displays set around the vessel at several strategic places allow the crew to know whatever information is required; One battery is set into the bridge for dedicated ship's operations; Another set a ventral compartment overlooking whatever ship is being repaired.
  • Survival Pack: Each crew member is required to keep a survival pack on their person at all items;
    Additional packs are kept at various locations around the ship, including escape pods. Infantry carry their
    survival packs with them in their backpacks, and tank and RPA crews keep them in their rides, usually
    stowed under a seat or etc. Pilots have them in packs attached to their legs. Each kit contains a half 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), 14 Star flares (250 foot apogee), 500 feet of green, black, brown, or olive-drab Parachute cord (150 lbs tensile strength), 10 days emergency rations, 5 gallons emergency distilled water and purification kit (good for about 200 gallons), survival radio (10 mile range, and can not be scrambled or secured, so enemies can listen in on and jam the signal, and a 25 lbs Type 3 (general purpose) inflatable life vest, all in a single pouch on the small of the back of the spacesuit.
  • Spacesuit: Protects the wearer in space for up to 200 hours IF not damaged; Can be repaired for SMALL breaches only (included with the suit), and sacks for holding survival kits are built into the spacesuits.
    MDC: 30, AR: 20.
  • Escape Pods: 20 escape pods can each carry 20; Each pod carries 30 additional survival packs.
  • XTNDR V RADAR/Radio Antenna Extender Pod: A simple, 20 cubic pod, containing a pod 100 lbs, connected to the ship by a fiber-optic cable that relays the data collected from the Pod to the vessels computers.
    MDC By Location:
    Pod: 50
    Fiber Optic Cable: 10
    Effect: Extends range of any sensors 10 times (or defeats other penalties in a 5 mile area).
  • CS/A-013(a) Communications Satellite: Each vsl carries up to 20 of these disposable satellites for extended communications and radar range.
    MDC By Location:
    Hull: 500
    Short-Range communications Array (antenna to mothership): 10
    Effect: Extends range of radios, etc 10,000 times.



  • Combat Bonuses from REF EMPEROR-Class Combat Elite:
  • 4 additional attacks per melee.
  • One additional Attack Per melee at levels 3, 6, 9, 12, and 15 with any additional bonuses for the pilot.
  • +4 Parry (with shields).
  • +6 Roll.
  • +6 Dodge.
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