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UGC Clariont Flag.
UGC Clariont Flag.
REF DAVID ESTEP-Class Hospital Ship (T-AH)
UGC Clariont Flag.
UGC Clariont Flag.
Hospital Ships are designed to provide an afloat medical capability in support of amphibious task forces and forward deployed Spacy elements and provide a full-service hospital asset for disaster relief and humanitarian operations galaxy wide.
DAVID ESTEP-CLASS HOSPITAL SHIP UGC WAINWRIGHT, NAMED FOR LT COMMANDER DENISE WAINWRIGHT, SPACY MEDICAL COPRS, KIA ON FBX 21555320 WITH 3RD MARINE.
DAVID ESTEP-Class Hospital Ships UGS WAINWRIGHT, named for Lt Commander
Denise WAINWRIGHT, Spacy Medical Corps, KIA on FBX 21555320 with 3RD Marine.
The JAMIE WRIGHT-Class Hospital Ship was a TOKUGAWA-Class Carrier converted during the Regent War. A second TOKUGAWA was later converted to a WRIGHT later on. However, the WRIGHT'S were horribly inefficient, and the REF wanted to replace them long ago. After the debacle on FBX 21555320, the Council finally accepted that this need was long overdue.
DAVID ESTEP-Class Hospital Ship was also a convert, in this case the IZUMO-Class Super Dimensional Fortress. The IZUMO-Class ships were the most powerful ships in the REF's fleet save for the SDF-3 itself, a position it enjoyed until the advent of the BREETIA TULL-Class. Even now, the IZUMO-Class Battlewagons are QUITE powerful, but there is more to this ship than only that; Partly based on the smaller IKAZUCHI-Class Carrier, the hull was substantially enlarged to allow a Reflex cannon to be installed.
The DAVID ESTEP-Class uses the additional space for a 10,000 bed in-patient hospital, 200 consultive medical suites (most used for psychiatric counseling), a 200-unit maternity ward, etc. Unlike the predecessor WRIGHT-Class, each bed on the ESTEP-Class is pre-equipped with a combination of magnetic/overpressure systems for instant conversion to an ICU bed, effectively making the vsl a 10,000 ICU hospital, with extended burn, chemical, and biological units. The newly re-fitted vsls also has a feature never before seen: Around the hull is 200 scuttle airlocks designed SPECIFICALLY for escape pods, allowing them to off-load without being brought on board, saving at least 20 minutes. Extendable arms and grav-pod equipped grapples bring the escape pods in automatically, even if the pod's passengers are incapacitated (or dead).
Name: DAVID ESTEP-Class
Model Type: Hospital Ship
Crew:
Ship's Company: Officers: 200; Enlisted: 6,800 men
Hospital Company: Officers: 100 (about 1/4 doctors of all background, 1/2 nurses, ⅛ Scientists of various types, and the rest of various sorts- Mostly lawyers); Enlisted: 8,000 men (⅞ would be the equivalent of EMT's the rest either LVN's or CNA's in civilian life).
Passengers: Up to 10,000 sick and injured persons, plus up to 200,000 uninjured persons; 200 infants; ships crew, etc.
MDC By Location:
* Hull-
Forward Section (1/4)
Midsection (1/4)
*** Main Thrusters (4, comprising the stern 1/4 of the hull).
** Bridge-
Side Pods (2)
Lower Pod
*** Secondary Thrusters (9, stern of side and lower pods)
105,000
33,000
30,000

10,000 each (40,000 total)
4,500
20,000 each
12,000

2,500 each
**** Pinpoint Barrier Force Field (6)-
**** Variable Full-Force Barrier Force Field-
External Hatches (about 1,000)-
Internal Hatches (up to 100,000)-
Solar Panels (up to 20)-
Sensory Arrays (up to 05)- 500 each
Medivac Shuttle Launch Bays (10)
Hanger Doors (20)

10,000 each

100,000 total
150 each
100 each
100 SDC each (not MDC)
500 each
2,000 each
5,000 each

NOTES:
* Depleting the MDC of the main hull will utterly destroy the ship, leaving it a drifting wreck, on fire, hard vacuumed, and/or blowing up entirely.
** Destroying the command tower will instantly kill the command staff and deprive the ship of all forms of long range communications, radar and targeting. The range and targeting capabilities of the secondary systems are equal to that of an Alpha. The ship can still operate, but is at -3 on initiative, -3 to strike, and number of attacks per melee of the weapon systems are reduced by half.
*** Depleting the MDC of the rear sections means that the ship's engines and thrusters have been destroyed, half of the main Mecha hangers, and all personnel, Mecha & equipment in those sections when it was destroyed. The ship will be adrift in space without any means of propulsion, and on auxiliary life support. However, the command towers, forward Mecha hangers, missile launchers, weapon systems and pinpoint barrier are still fully operational. Also, the Tractioning Drive will be unaffected, as will solar sails; A master Spacer MIGHT be able to rig the vsl to run away form the battle between these
**** Depleting the MDC of the main engines will force the ship to rely on its secondary engines. Depleting the MDC of the main engines AND secondary engines will leave the ship adrift in space. If in an atmosphere, the ship will crash (destruction of the main engines will render the antigravity system useless due to loss of power).
The Pinpoint and Variable Full-Force Barrier Field regenerate at a rate of 1,250 MD per second (2,500 MD per melee action). If destroyed, a barrier will completely regenerate within four seconds (2 melee actions). See the Pinpoint Barrier Field and Variable Full-Force Barrier Field for more information on these systems.
Speed and Statistical Data:
Spacefold: Mk3 Epsilon variant spacefold.
FTL: Factor 2
Cruising Speed: Mach 10
In Atmosphere:
Clearance: 1,489 feet, 6 inches
Beam: 1,388 feet
Length: 4,961 feet
Weight: 162 million tons.
Cargo: 500 million tons.
Power Systems:
Primary: Solar Panels Range: 50 light years. Note: No combat can be sustained on solar panel alone.
Secondary: MCC-221a Thermal Pile Reactors Lifespan: 20 years.
Tertiary: Emergency Batteries (100,000) Lifespan: 100,000 hours on emergency power status.
Cost and Availability: 10 million credits, plus agripods (500,000 credits each); Always available.
Black Market: Billions; Ultra-rare.
Weapons Systems:
As a "non-combatant" vsl, hospital ships are typically not armed; Therefore, their main defense is other vsls around them, and the reputation the UGC has earned of what they do to people who shoot at hospitals and hospital ships- Most nuclear and Reflex weaps incidents have been precipitated by the shooting on a hospital/hospital ship.
The UGC doesn't fuck around on this issue. Shooting at ANYTHING with a big red cross on it, that's fatal; they WILL kill you. They will kill your buddies; Theys will kill EVERYTHING around you. They won't STOP killing until they kinda feel like it, or run out of ammo, whichever comes last.
DO NOT SHOOT AT A HOSPITAL SHIP. 'Nuff said. Hopefully.
1. Pin Pinpoint Barrier Defense System: Originally developed by researchers onboard the SDF-1 during the First Robotech War, the Pinpoint Barrier System is a standard defense system on board all large REF starships, including the IZUMO-Class Battleships (which the ESTEP-Class was converted from). The system generates four disc-shaped force fields 5002 in area that can be positioned anywhere along the ship to deflect missiles, energy beams or projectiles. Each pinpoint barrier can absorb up to 10,000 MD in damage, which then regenerates within four seconds (2 melee rounds). The barriers can also be layered on top of each other to generate a field which provides 20,000 MDC and can even deflect Reflex Cannon beams (usually). The six barriers are controlled by operators in the command tower of the Hospital Ship, who are trained to defend (1) main engines, (2) the command tower/bridge, (3) sensor array/hangar bays, and (4) other systems, in that order. The operators primarily concentrate on defending the ship against larger spacecraft and missiles, leaving Mecha defense to the Mecha.
Purpose: Defense (the system can NOT be used as a weapon)
MDC: Can sustain up to 5,000 MD per round. Regenerates at a rate of 2,500 MD per melee round.
Range: Up to 300 feet (91.5 m) from the surface of the vessel.
Radius: 500 ft (61 m)
Attacks Per Melee: Can move from one end of the ship to the other in less than a single round. Trained operators can attempt to block attacks up to 8 times per melee (counts as a parry) and are at +7 to block. Untrained characters can parry up to their number of hand-to-hand attacks with their normal parry bonuses only.
PAYLOAD: Nearly inexhaustible. Will work as long as system is functional (see below) and engines are intact. If main engines are destroyed, the barrier will loose power and not function.
NOTE: If all four barriers are grouped in a single spot they can deflect a heavy particle beam attack, such as the one generated by the SDF-1, T'sentrædi command warships, and Tiresian ships. However, the beam will completely destroy all four barriers and put incredible strain on the pinpoint barrier system, to the point where it may short out. After deflecting an energy beam, roll percentile dice on the table below to determine additional effects/damage.01-15: Lucked out, system will be operational in 1D6 hours.
16-30: Minor damage, system will require 4D6 hours to repair.
31-45: Major damage, system will require 2D6 times 10 hours to repair (yes, DAYS of work).
46-60: Completely destroyed! System can be rebuilt, but will require new parts and 2D6 DAYS of work to replace.
61-75: Major damage, system will require 2D6 times 10 hours to repair.
76-90: Minor damage, system will require 4D6 hours to repair.
91-95: Lucked out, system will be operational in 1D6 hours.
96-00: It's a miracle! Trivial damage only, system will be operational again in only 4D6 melee rounds!

2. Defensive Laser Batteries (200): A battery of defensive lasers dot the hulls 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: 2,000 feet.
Payload: Unlimited.

3. Ships, Shuttles, Power Armor, and Robots:
INTREPID-Class Shuttles
-Class Shuttles
Shuttles- Up to 10
Mecha-
MG-8 Phantom Dustoff Variant= As many as 500 can be accommodated, though generally only 100 are.
Other VT's and Guardians= 50 to 500 is possible, though these are NOT combat vessels, and this is generally frowned upon.

4. DS-25 Variable Full-Force Barrier Defense Field: The DS-25 VFFBDF is a hybrid of the DS-1 Pinpoint and DS-2 Full-Force Barrier Defense Fields; Essentially, 06 DS-1 generators form shields about 200 feet away from the ship, each overlapping 1/4 area of the 4 it borders, creating a 50% overlap area; Essentially a 50/50 chance of hitting TWICE the MDC. However, each individual shield's MDC can be adjusted, potentially negating this advantage.
The shields are fully adjustable, but each shield MUST HAVE an MDC point or the entire system will collapse; The can not be any uncovered area. The shields regenerate in four melees to full-strength, and can even deflect Reflex Cannon beams (barely). The unusual configuration of the shield energizer allows the ship to fire ENERGY WEAPONS through the shield; However, this version is wickedly expensive, and therefore it's installation on warships is awaiting a full cost/benefit analysis. The DS-25's design is heavily influenced by the T'sentrædi Gnerl Fighter Pod's variable Force Field; It was NOT used on the IZUMO-Class Battleships.
MDC: Can sustain up to 5,000 MD per round. Regenerates at a rate of 2,500 MD per melee round.
Range: Up to 300 feet (91.5 m) from the surface of the vsl.
Radius: 500 ft (61 m)
Attacks Per Melee: Can move from one end of the ship to the other in less than a single round. Trained operators can attempt to block attacks up to 8 times per melee (counts as a parry) and are at +7 to block. Untrained characters can parry up to their number of hand-to-hand attacks with their normal parry bonuses only.
PAYLOAD: Nearly inexhaustible. Will work as long as system is functional (see below) and engines are intact. If main engines are destroyed, the barrier will loose power and not function.

NOTE: If all four barriers are grouped in a single spot they can deflect a heavy particle beam attack, such as the one generated by the SDF-1, T'sentrædi command warships, and Tiresian ships. However, the beam will completely destroy all four barriers and put incredible strain on the pinpoint barrier system, to the point where it may short out. After deflecting an energy beam, roll percentile dice on the table below to determine additional effects/damage.
01-15: Lucked out, system will be operational in 1D6 hours.
16-30: Minor damage, system will require 4D6 hours to repair.
31-45: Major damage, system will require 2D6 times 10 hours to repair (yes, DAYS of work).
46-60: Completely destroyed! System can be rebuilt, but will require new parts and 2D6 DAYS of work to replace.
61-75: Major damage, system will require 2D6x10 hours to repair.
76-90: Minor damage, system will require 4D6 hours to repair.
91-95: Lucked out, system will be operational in 1D6 hours.
96-00: It's a miracle! Trivial damage only, system will be operational again in only 4D6 melee rounds!

NOTE: TOP SECRET INFORMATION: Each ESTEP-Class Hospital Ship actually carries 6 DS-25 generators, each on a semi-independent power system; Secure power to a damaged system BEFORE energizing a new system. This will cause a temporary dip in the shield; Every enemy that has tested the system has mistaken this for the system compensating for the shield's power supply recovering from an attack.











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.
  • Mine Detector (in feet): 85% detect mine or +50% to detect concealment.
  • GPS: Standard tracking device. Ties into the Blue Force Tracker.
  • Anti-Jamming System: Reduces Electronics Countermeasure by 3/4 (decrease skill level appropriately).
  • 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.
  • FLIR/SLIR: Forward and Side Looking Infrared. Allows crew to get visuals on targets at night.
  • HUD: Displays maps, radar, targeting information, and any OTHER information the wearer wants directly in front of the user.
  • Loudspeaker: Amplifies voice 1 to 100 times. 100' in normal crowds.
  • Video Camera: Records from the HUD. 50 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 foot apogee), 7 white parachute flares (1,500 foot 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 Profile for REF DAVID ESTEP-Class Combat: Limited; Remember, this is hospital ship, and typically kept well to the rear, or even in another solar system.
    • 12 attacks per melee (combination of dodge, parry, and roll).
    • +4 Initiative
    • +5 Parry, Dodge, and Roll
    • +5 dodge
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