![]() | AS (Supply Ship). | ![]() | |||||
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The RENORBY-Class Supply Ships were first developed by Dr. SHELDON as the go-anywhere/do-everything ship to carry general supplies for the fleets; Spare Mecha, parts, personnel, etc. The only thing not typically carried by the RENORBY-Class is fuel, food, and munitions (which are already
These ships may be non-combatants, but because of their unique cargos, they are often targeted by enemies; Therefore they ARE armed. They are quite rightfully described as "go-anywhere/do-everything"; With as few as 12 hours a RENORBY-Class can be converted to any given duty, including mixed loads; Passenger ships (from refugee carriers to first class liners), troop ships, container ships, or even light frigates or interceptor carriers (mostly jeep carriers). While the total fleet of RENORBY-Class ships in UGC possession represents less than 0.1% of the total fleet, all of the ships equipped with spacefold drives are in the council's possession via the Merchant Marine. These fleet is used strictly for littering other merchant fleets (and sometimes militry vsls) between galaxies and do not carry cargo of their own. Instead they are outfitted as fleet support vessels, with hospitals, towing equipment, some repair and dining facilities, etc. Just enough to keep the merchant fleet operating, or to enable disabled vsls to return home. Cargo Pods Cargo is loaded into curved trapezoidal pods that are inserted into the hull from the outside thus forming the hull skin itself. When no cargo pod is available the space can be covered with a temporary shell cover, but there must be a cover in place before the ship can get underway again. Any type of cargo pod imaginable can be built; There are even passenger pods (Class A, essentially a small private villa with a pool, sauna, jacuzzi, gym, theater, and small restaurants and all of the necessary support, Class B, a standard hotel arrangement, and Class C, militry style barracks typically used for poor travelers and refugees). Atmospheric conditions can range from 0A to 1KA (as standard gas ratios to specialized gasses for specific types of cargos), the pods can be powered up or down to whatever is needed, etc. If no stock cargo pod is available modifying an existing one is extremely simple. Combat Variant A RENORBY can be converted to a combat variant by swapping out the civilian cargo pods for weapons pods, but the ships can't generate enough power to support more than the standard weapons load out and as such all of the weapons pod have their own power plant, typically a small fusion generator. The Operator's Manual written by Dr. SHELDON specifically states that while anything less than a Reflex Cannon can be installed, nothing more powerful than a Makral Mossil 918 Energy Beam Cannon (the T'sentreadi heavy energy cannon) or Touwhaug Rasar 481 (T'sentreadi long range missile launchers) should be installed. With the development of Rail Launchers he revised the Operator's Manual to include the L-22. Installing an L-35 or YMH-10 Synchro Cannon remains "not recommended." AS Mayflower There will always be an AS Mayflower, named for the Terran ship; This ship does not fly the UGC's Clariont but rather the UWA's Clariont. As one Mayflower is decommissioned her replacement will come alongside; The retiring ship will hail "Vsl off my (direction), this is Mayflower on Channel 16." the new Mayflower will respond "Vessel Mayflower, this is the vessel Mayflower" to which the retiring vsl will respond "Roger that Mayflower, good luck to you kid" and the new vsl will close with "Thank you Mayflower, and congratulations." With that the retiring ship will cruise into a decommissioning yard and change from her name to her serial number awaiting conversion, scraping, or some other disposition. After 60 year of use as a numbered warehouse, the first Mayflower was permanently landed on Kepler-186f as the core of Mayflower Colony. Name: REF RENORBY-Class AS Model Type: AS/Supply Ship Crew: SHIPS COMPANY: Operational Department: 40; Engineering Department: 60 LOGISTICAL ELEMENT UNIT: 80 to 150, depending on situation. Passengers: 200-500 Troops as a reserve command. MDC By Location: | |||||||
| Hull- Bridge- External Hatches (about 20)- | 10,000 1,000 150 each | Internal Hatches (up to 100,000)- Thrusters (10)- Solar Panels- | 100 each 200 each 200 each | ||||
| Speed and Statistical Data: | |||||||
| Spacefold: Not normally equipped; If they are they carry no cargo. FTL: Factor 4. Cruising Speed: Mach 40. In Atmosphere: Mach 2½ Clearance: 200 feet. Beam: 200 feet. Length: 2,000 feet. Weight: 5 million tons. Cargo: 1 billion tons. Power Systems: Primary: Solar Panels; Output: 100 KHh (more than enough for station keeping and ship's work); Range: 50 light years. Note: No combat can be sustained on solar panel alone. Secondary: SRT 61 Fusion Reactors; Output: 20 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. 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: 1B€; 4 to 10 months for delivery. Black Market: Not available; Even re-habed T'sentraedi warships are worth more. The REF couldn't even sell captured ones as warehouses, and would be forced to scrap them out. Some are converted to barges after no longer serviceable. On the black market most are simply stripped out for parts and abandoned. | ||||||
| Weapons Systems: | |||||||
| 1. 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: 200. Attacks/Actions per Melee: Per operators attacks per melee plus bonuses (generally 4 to 6 per melee). Range: 100 feet. Payload: Unlimited. | 2. 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. 3. Ships, Fighters, Power Armor, and Robots: Each RENORBY-Class has a few robots and etc, mostly to forcibly muscle materials around. Shuttles- 02 Mecha and Fighters- Up to 12 Veritech Fighters are assigned to each as a defensive force. Robots- Each ship has up to 100 MPS MarkV's and another 45-50 Widerul's. 4. Frigate Configuration: Up to 200 weapons pods can be installed but they will need localized power plants. | ||||||
Features: | |||||||
Range: About 200 miles. | 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). 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. Payload: 60 chaff/flares. Each time the system is engaged, the system fires off 04 chaff/flares. | ||||||
![]() | Articulated Barge. | ![]() | |||||
The RENORBY-Class Supply Ships are excellent, but were limited by capacity. After about 100 years of testing, the Merchant Marine (which owns and operates the REF's RENORBY-Class) developed the RENORBY-Class articulated barge system. The stern of a normal RENORBY
Despite being an articulated barge system (the barge is solidly clamped to the ship, in this case as a pusher-puller configuration), these barges make the ship very unwieldy, and as such they move slow, turn slow, stop slow. Due to their weaker construction Renorby Barges are typically limited to atmosphere indifferent cargos only. They are never landed unless the gravest emergency arises, as lifting off again is extremely difficult and barges have snapped off during such operations. Instead the cargos are transferred from the barge to the main ship and the barge gravitationally anchored in orbit, or the entire barge simply dropped off entirely. 99% of the Renorby barges are retired RENORBY-Class hulls, and retired Renorby barges are often reused as drogues or other warehouses or otherwise converted to immobile use (such as parasite hulls to factory ships); At least one was landed and used to build the arcology of New Rivendell. Name: REF Renorby Articulated Barge. Model Type: Articulated Barge. Crew: None. A crewmember should make a round through the barge every hour, and most do. Passengers: None. These barges can only be used for passengers in the most grave circumstances, as they are prohibited by REF regulation. MDC By Location: | |||||||
| Hull- Bridge- External Hatches (about 20)- | 10,000 1,000 150 each | Internal Hatches (up to 100,000)- Thrusters (10)- Solar Panels- | 100 each 200 each 200 each | ||||
| Speed and Statistical Data: | |||||||
| Spacefold: Not equipped FTL: Per the Power Unit (the ship). As these are only intended for use with the RENORBY-Class at not more than Factor 4. Flight System: Standard grav pods. Not intended to land on a planet but they can. Cruising Speed: Per Power Unit. In Atmosphere: 10 mph max; Any faster will cause the barge to yaw and swing unpredictably. Clearance: 2,000 feet Beam: 200 feet Length: 200,000 feet Weight: 310 million tons. Cargo: 150 billion tons. Atmosphere: Typically 1% of standard. | Power Systems: Primary: Power cables to the RENORBY or other ship. Secondary:Solar Panels; Output: 100 KHh (more than enough for station keeping and ship's work); Range: 50 light years. Tertiary: Emergency Batteries (100,000) Lifespan: 8,000 hours on emergency power status. Thrust Systems: 4 Fusion-plasma reaction thrusters around the bow; Output: Output: 22 million lbs (enough to keep up with the fleet); Range: 20 hours at full power before overheat. Cost and Availability: 10,000€; 3 to 5 weeks for delivery. Black Market: Not available; Even re-habed T'sentraedi Warships are worth more. The REF couldn't even sell captured ones as warehouses, and would be forced to scrap them out. They are typically stripped for parts and then abandoned. | ||||||
| Weapons Systems: The barges don't have real weapons systems, only minor self-defense defenses. The primary defenses come from the power unit. | |||||||
| 1. 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. | The Renorby barges are protected and serviced in part by their ship's deflector shields and small craft. The Operator's Manual specifically states that no additional weapons systems should be installed in a barge other than additional defector shields. | ||||||
| Features: | |||||||
The ship's laser batteries each have 4 attacks per melee, but since they are automated they will target missiles, fighters, and shuttles only. | |||||||