PREVIOUSRECONSTRUCTION ERA HARDWarE.NEXT
UGC Clariont Flag.
Plenipotentiary Council.
General
Purpose
Trains.
UGC Clariont Flag.
Plenipotentiary Council.
The roads of Earth were little more than black pebble paths, and not very good ones at that. To aid over-land trade and travel, the REF built rail roads connecting major population centers along former major highways.
Train Engine.
Passenger Car.
These trains are hydro-cell powered, but otherwise are all standard technology. The decision to use dual rail rather than mono-rail and grav-pod technologies was strictly based on cost- Though mono-rail and grav pod technologies were more efficient and fairly cheap, they were still more expensive than standard tech. Trains can carry 100 times the cargo at 1/100th the cost of any other type of mass transportation system, and as such became critical to restart the global economy.
The decision to use hydro-cell rather than standard diesel engines were also cost-based; Though diesel engines are cheaper, and hydro-cell fuel can be synthesized from diesel fuel, the REF already had a large supply of hydro-cell engines on hand ready to use, and a large stockpile of hydro-cell fuel. Diesel engines big enough to use for trains were around, but far too many of them would have required far too much work to make them useable; There just wasn't enough engines to make it worth the troubles.
To support this plan, the REF was obliged to build an extensive railroad system, and before the decade was over had actually built a system where no area, with the exception of certain "protected" areas (such as old-growth forests) were more than 50 miles from a track; "One Hour To The Train" was the slogan of the program. Once built, to maintain the system the REF was obliged to make certain deals with various factions of Terra, including some that had been considered "terrorist" groups (such as the Brotherhood of Steel affiliated The Anarchists). These groups promised to maintain and protect the network as long as the REF supplied them with the materials to do so.
Train components, in order of importance, were and still are:
02a.Tracks : Two tracks, set 4 ft 8.5 in apart, and joined by ties (typically pressure treated wood, though pre-stressed concrete, some are steel, and some commuter tracks are composite plastic).
02b. Locomotive: Provides the power for entire assembly to move. Usually only one is found on a given train, though this is by no means mandatory, and double, triple, and even quadruple locomotives can be found; Additionally, the locomotive is usually found at the lead end of the train (at least at speed), though in some cases a locomotive can be found at the end of the train (this is typically in cases where backing is already known to be needed as a result of the area to be transited and/or cargo carried).
Without the two above elements, there is NO train.
03. Flatbed Cars: Flatbed cars can very literally be converted to anything (though not necessarily comfortably, safely, or efficiently, especially with passenger and livestock).
04. Passenger Cars: Designed specifically for transporting people safely and efficiently. Some are outfitted with mess (dining) areas, some with berthing (sleeping) cabins, but most are outfitted as rows of seats. Not to be confused with Commuter Cars. Typically double-decked.
05. Car-Carriers: Double-decked cars originally designed to carry automobiles; These had an importance outside of this since they were so common and could be converted to livestock carriers by the addition of partitions as needed.
06. Livestock Cars: Designed to carry livestock.
07. Fuel Cars: Tank cars filled with fuel for extended range. Only fuel cars are permanently fitted with tanks; Otherwise flatbed cars are used (with the liquid loads in tank containers).
9. Commuter Cars: Local urban rail public transportation system; Lower capacity and lower speed vehicles that use electric engines integrated into the passenger cars. These systems typically follow the local automobile rods to some degree.
08. Armored Cars: Any train protected by armor. Typically only certain cars are armored.
09. Draisines: Armed and armored cars; Typically these had autocannons. The UWA preferred a version armed with 01 M-18 Turreted Rail Launcher and 02 M-16 Anti-Aircraft Turrets.
Technically "draisine" refers to an auxiliary rail vehicle used to transport crew and material necessary for the maintenance of railroad. However, the term is also applied to armed trains.

MDC By Location: Exact MDC will vary based on many factors, including who it was made by, the exact model, and what they made it for. Combat version have more MDC, up to 10 times as much.
Locomotive-
Flatbed Cars-
Passenger Cars-
Car-Carriers-
Livestock Cars-
Varies, 500-1,500
50
150
200
100
Fuel Cars-
Commuter Cars-
Armored Cars-
Draisines-

200
150
Varies, 150-500
Varies, 150-500

Speed And Statistical Data:
Average Speed: 100 mph.
Average Endurance: 1,000 miles before requiring refueling.
Average Cargo Capacity: 1 million tons. passengers, chattel, and goods can be carried on the same train, however the types of cargo are not supposed to be combined directly.
Cargo: Up to 90,000 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: An engine runs about 60,000credit; Cars run around 10,000credit each. New engines can be delivered in 2 to 3 weeks; New cars can be delivered next day.
Weapons System:
If armed, the weaps will generally be limited to defensive only; Versions armed with L-02a Rail Launcher and M-16 Anti-Aircraft Turrets are relatively common. A heavily armed version has also been seen with an M-18 Rail Launcher turret mid-deck and 02 M-16 Anti-Aircraft Turrets (one forward one aft).
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" 20MM, 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 it's 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.
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) 20MM 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 Assembly; 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 M16 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 credits each.
Availability: Rarely available.
2. Model-18 Rail Launcher Turret: 3 MRM Rail Launchers in a normal, vaguely tank-shaped turret, positioned on either outrigger hull. Only 1 type of missile is currently in use, the SSRA-483 HEAP II (second generation High Explosive Armor Piercing) missile. Unlike normal land-based rail launchers, naval rail launchers have auto-loaders allowing for a GREATLY increased rate of fire.
Purpose: Offensive/Anti-Ship/Fortress
MD: 4D6 times 10
Blast Radius: 60 feet
Maximum Range: 80 miles
Rate of Fire: 3 per launcher per melee
Payload: 200 MRMs
Bonus: Using Helicopter, fighter, or ships targeting system the missile is +3 to strike. Using a combination of 2, it gains a +5 (only 2 can be combined).

3. L-02a Rail Launcher: This towed rail launcher system consists of four specially engineered heavy rail gun barrels mounted on a 2 wheel carriage. The LIMA-02 (said "LEE-MA zero too") is fed from four 20-round drums on both sides of the system. This system is effective both in a low-altitude air defense role, and in a ground-role. The system is optically or radar controlled and can be installed on armored vehicles. Designed for Micro-Missiles. Can be mounted on any vehicle.
Purpose: Heavy Assault.
Weight: 1.2 tons
Damage and Range: Varies by type used.
Rate Of Fire: Per gunner's attacks per melee.
Payload: 20 per magazine (loads from the sides) per barrel (80 total).
Bonus: Either quadruples the normal range of the missile OR triples it and adds +3 to strike.
Cost and Availability: 10,000credit each; By Assignment
Black Market Cost: Not available




















Features:
  • HUD: Displays maps, radar, targeting information, and any OTHER information the user wants directly in front of the them.
  • Activities Recorder: Essentially the same as a plane's black boxes, this system records from sensors and the cockpit itself. 500 hours of recording available.
  • Radar: Civilian grade radar. Range: 20 miles, can track up to 200 individual targets. 90% reliability.
  • FLIR: Forward Looking Infrared. Allows engineer to see forward at night.
  • Full Range Sensory Suite: Infrared, ultra violet, Magnification, night sight, color filters, thermal imager. Range is about 2,000 miles for MOST sensors.
  • XTNDR RADAR/Radio Antenna Extender Jack: A simple, 2 cubic feet helium balloon lofts a 10 lb. pod 100 feet into the air. Hanging from this payload is a fiber-optic cable that relays the data collected from the XTNDR Pod to the tanks computers. Note that using this system under heavy foliage will allow the radar, etc to work there, at no penalties, but it will not break the canopy either. The M-18 is not big enough to carry an XTNDR, but can tow a trailer designed for them.
    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).
  • GPS: Standard tracking device.
  • Loudspeaker: Amplifies voice 1 to 100 times. 100 feet in normal crowds.
  • 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).
  • Decoys: Specially modified Mini-Missiles used as decoys; 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 Mecha. 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 effect 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. Also, a cloud of smoke approximately 25 cubic feet wide and high by about 1 half-mile long.
    Duration: 1D4 melee rounds.
    Rate of Fire: Once per melee.
    Payload: 6 chaff/flares.
Combat Bonuses For Trains:
  • None. What the trains have is the ability to move.
  • PREVIOUSRECONSTRUCTION ERA HARDWarE.NEXT