RENORBY-Class
AS (Supply Ship).
United Worlds Alliance.
United Galaxies Council.
  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
REF RENORBY-Class AS MAYFLOWER.
carried by the TERRA-Class AOE (Fast Combat Support Ships), though even these can be when needed. The majority of a RENORBY'S crew is government employees other than militry; The Ships Operational and Engineering Departments are Spacy or Patrol, but the Logistical Element Unit are GSC personnel (civilian). The RENORBY-Class perfectly expressed the UWA's preference for simple, solid frames with as few unnecessary elements as possible, but also emphasizing ease of training and maintenance. They have proven so reliable in all these aspects that they are now one of the UGC's biggest exports, with tens of millions sold to unaligned systems and even enemy empires and newly annexed systems often buying them to overhaul their merchant fleet.
  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:
  • ESM: Radar Detector. Passively detects other radars being operated.
  • Radar: Combat grade radar. Range 1,000 miles, can track up to 50 individual targets. 95% reliability (24% against unfriendly stealthed vehicles).
  • IFF Tracker: Identifies friendly forces in the area; However, it requires ACTIVE ASSISTANCE for other vessels, making it spottily reliable under battle conditions. Fortunately, these vsls stay WELL to the rear, sometimes even in a whole other system during the battle.
  • FLIR: Forward Looking Infrared. Allows pilot to get see other vessels when running dark.
  • 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.
  • ESM: Radar Detector. Passively detects other radars being operated.
  • 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 ¾ (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.
  • 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.
  • 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).
  • 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 Viewports: Adjusts tinting to light conditions, up to an including a black dot if the sun is directly on the viewers face (only covers eyes).
  • Vacuum Seal: Permits use in hard vacuum (such as outer space), and other hostile environments.
  • 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.
  • Spotlight: Useful Range: 2,000 feet. Covers an area about 20 square feet effectively.
  • 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).
  • 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.
  • 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. 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; 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.

  • Combat Bonuses from REF RENORBY-Class Combat Elite: Limited; The RENORBY-Class simply isn't a warship even if fitted out as one.
  • 2 attacks per melee.
  • +3 Parry.
  • +5 Roll.
  • +1 Dodge.
  • Renorby-Class
    Articulated Barge.
    United Galaxies Council.
    United Galaxies Council.
      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
    RENORBY-Class Barge.
    RENORBY-Class With 2 Barge In Tandem; REF regulations limit a set to 5 under normal conditions.
    was cut off, then reinforced to allow it to mate to the bow of a normal ship; The powerplant was removed, with a much smaller powerplant installed (since the barge doesn't need as much power as a full ship), and the rest of the space was converted to additional cargo space.
      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:
  • 1 MC (loudspeaker): Internal loudspeaker (naval and spaceships).
  • 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 Viewports: Adjusts tinting to light conditions, up to an including a black dot if the sun is directly on the viewers face (only covers eyes).
  • Vacuum Seal: Permits use in hard vacuum (such as outer space), and other hostile environments.
  • Combat Profile from REF RENORBY-Class With Barge: Extremely limited; The RENORBY-Class isn't a warship, and the barge makes it even MORE difficult to control.
  • One movement action every 2 turns.
  • +5 Roll.
  • +1 Dodge.
    The ship's laser batteries each have 4 attacks per melee, but since they are automated they will target missiles, fighters, and shuttles only.