![]() | Cargo Ship. | ![]() | |||
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The Fraternity-Class Cargo Ship is nothing more than 2 Liberty II-Class Cargo ships spliced together (see Liberty-Class Cargo Ship); The bow of one is cut off, as is the stern of another. The 2 hulls are then spliced together to make one super-sized cargo ship. All 6
For over 100 years these ships suffered a critical vulnerability; Their great length made them prone to crack apart at the point where the two hulls are joined. For this reason, they were restricted to sailing in seas of less than 10 feet. Satellite observation and on board CS/A-013(a) Satellites (communications and weather variants) assist in avoiding such hazards, and detour as much as 250+ miles to remain safe, or delay setting sail as much as a week in the event of a fast-moving hurricane or other major storm. Though this flaw has since been corrected by a new, single keel and port/starboard trans-hull lateral member (essentially a pair of steel beams reaching from bow to stern right along the wx deck) in the few dozen remaining examples, most Fraternity captains will still err on the side of caution, avoiding any seas greater than 30' and winds over 15 knots. Not that it matters much- Most Fraternity-Class ships were converted to Elephant-Class ships long ago, using their inherent buoyant characteristics (they are ships after all) to rest on whatever bodies of water do present themselves when available to save money on berthing space, then re-engaging the grav pods when it's time to off load. Name: Fraternity-Class Model Type: 800 foot cargo ship Class: Massive Cargo Ship Crew: Nominally about 75 to 100. Special and dangerous cargos may require as much as twice this number. Live animal cargos (such as cattle) require about 150 to 200, depending on the type. Passengers: Nominally none; However, they CAN be converted as troopships and liners, capable of transporting 6,000 First class passengers or 10,000 troops. Unofficially, they can carry about 2,000 "extra hands" (who pay between 150 and 1,000€ for the "privilege" of working there). MDC By Location: | |||||
| Hull- Pilot House- M-16 Sec. Laser Turret (Head)- M-16 Sec. Lasers (Head Lasers; 5)- M-16 Gunners Compartment- M-16 Laser Generator/Upper Arms (2)- M-16 Laser Cannon Barrels (4)- | 700 500 50 25 each 300 150 each 100 each | M-16 MRM Launchers (2)- M-16 Gatling Gun- M-16 Radar Array- Radar Unit- Anchor Chains (2 bow, 2 aft)- Mooring Cables (20 each side)- | 150 each 100 100 300 250 each 200 each | ||
| Speed & Statistical Data: | |||||
| Speed: 11 knots (both on the water and flying). Range: 11,000 miles. Can be refueled underway. Length: 800 feet Beam: 56 feet Draft: 15 feet; Unlike the Liberty-Class, the Fraternity-Class does NOT have bow doors as the ships are simply too long and insufficiently stable to allow landing operations; They are restricted to regular ports (though they can work in some shallow water ports). This is not applicable to grav pod refit hulls. Clearance: 40 feet. | Cargo: Up to 9,000 TONS of cargo can be carried. Power System: Hydro-cell. Drive Systems: Water Jet (sucks water in front, spits it out under high pressure and heat out the back). Cost and Availability: 210,000€ new and unarmed; 4-6 months to construct; The Ten were raced out to prove it could be done, but after that production was slowed (especially after it was realized that The Ten all needed EXTENSIVE repairs). Black Market: Not available. The Black Market isn't interested in selling them now or ever. | ||||
| Weapons Systems: | |||||
| 1. Model-16 Anti-Aircraft Turret: Each vessel has 05 of these anti-aircraft turrets, one at the bow and one at each corner of the superstructure. The turret is based on the torso of the MKD-401 Mecha Knight Destroid, and has 4 types of weapons: A pair of Laser Cannon "arms," "shoulder" missile launchers, a "belly" 20ᴍᴍ, 5-barreled Gatling guns for anti-missile defense, and a head laser turret. However, the PBC and MRM launcher were not kept due to cost concerns. SPECIAL BONUS: The turret has its own built-in fixed forward radar, giving it +2 to strike. Loss of this radar negates this advantage, but the guns and missiles can still be trained by information from the Combat Information Center. | 2. Small Boats: Most Fraternity-Class ships carry a few small boats for salvage, abandon ships, to assist in mooring (during unusually difficult or non-existant ports), and other general purposes. 3. Crews Weapons: No sailor worth his grog would be without a knife, and every manner of weapon has been found on these vessels, most strictly forbidden to civilians. Additional weapons, both mounted and personal, can be added if needed. 4. Cutting Stick: Essentially nothing more than a blunt-tipped, heavily serrated knife on an approximately 3 foot pole. Ideal for cutting lines without getting too close. ![]() Purpose: Cutting line under tension. Damage: 1D4 SD; No PS bonuses apply. Range: 1 to 3 yards, depending on who made it and what mood he was in at the time. Attacks per melee: Per user. Payload: Unlimited (until some asshole breaks it). For more information click HERE. | ||||
| A) Laser Cannons (4): This is the main weapon of the turret. NOTE: These guns fire in tandem, like pom-pom guns. If one barrel is damaged, reduce the damage and rate of fire FOR THAT ARM by a Third. Each gun must be targeting the same object as the other (can not be independently targeted). Purpose: Anti-Aircraft/Ship MD: 2D10 short burst, 4D10 medium burst, or 6D10 long burst. Rate of Fire: 8 short, 4 medium, or 2 long bursts per arm per melee per gunner's attacks per melee. Range: 10 miles Payload: Unlimited B) MRM Launcher Shoulders (2): A pair of MRM launchers mounted at the approximate position as the shoulders. Purpose: Anti-Ship/Aircraft Missile Type: Medium Range Rate of Fire: Volleys of 1, 2, 3, 4, 6, 12 or all 24 per gunners attacks per melee. Payload: 24 per launcher (48 total); Reloading takes about 5 minutes for a full reload (10 missiles take about 1 melee). C) 20ᴍᴍ Vulcan Gatling Gun: This gun is actually automated. The gunner activates the weapon by flipping a red switch under a cover on the control panel. The gun can NOT tell friend from foe, only whether an object is closing with the ship and how fast it is moving. If it meets certain criteria, the gun fires, throwing a wall of lead that either shreds the missile OR causes it to prematurely detonate. Purpose: Anti-Missile Defense. MD: 5D6 per 10 round blast. Rate of Fire: Up to 6 per melee. Range: 6,000 feet Payload: 6,000 rounds (600 bursts). Reloading takes 20 minutes. | D) Defensive Head Lasers (5): The same as the VF-1 Zulu Head Assmebly; Though the Zulu would not be used on the final VF-1 design, it was used in the M-16 AA Turret as it provide a little more power to target. Purpose: Anti-Aircraft/Missile MD: 1D6 per barrel; A total of 5 barrels are available. Rate of Fire: per gunner's attacks per melee. Range: 200 feet Payload: Unlimited E) Head Lasers: The M-16 AA Turret uses the Zulu head used on the Mecha Knight, a five-barrel variant of the RDF VF-1 series head. Purpose: Defense MD: 1D6 MD per barrel used; 1, 2, 4, or all 5. Rate of Fire: per pilot's attacks per melee. Range: 200 feet Payload: Unlimited. Cost: 50,000€ each. Availability: Rarely available. ![]() | ||||
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