PREVIOUSTIRESIAN MALCONTENTS HOMEPAGENEXT
AƵASHAR-CLASS GENERAL PURPOSE VESSELS.
QUILTRA DRAENITZS-Class Multipurpose Transport.
AƵASHAR-CLASS GENERAL PURPOSE VESSELS.
AZASHAR-Class General Purpose Vessels.
AZASHAR-Class General Purpose Vessels.
QUILTRA DRAENITZS-Class.
LINE DRAWING.
Line Drawing.
IN FORMATION.
In Orbit As Part Of A Fleet; Note the ROIL TILUVO-Class corvette nearby.
Background
The QUILTRA DRAENITZS-Class was the true backbone of the Tiresian fleets, both militry and civilian. They were originally designed as basic utilitarian cargo vsls and built at the Tiresian Orbital Shipyards and the Cirtzsai Yards from 1215 through 1994. From the beginning of the production run until its end, no major upgrades were made to the QUILTRA DRAENITZS-Class design save replacing obsolete equipment with more modern equivalents. Tens of thousands of the ships were built, filling every tole between fighters and Mecha and the Motherships. Due to protoculture depletion and the mostly non-military nature of the class, only 98 remained in service in 2013, the others mostly placed in long term orbital storage in the systems they worked prior to the energy crisis. Of the operational vessels, 9 arrived with the Tiresian fleet over Terra, the others having been abandoned in a deep-space depot with many other depleted ships. At the close of the war with the Invid, the depots were confiscated as part of the final surrender of the Tiresians. Any hull with an intact and complete frame was finished, prioritizing how complete the hull was at the time. Any hull not at least that much finished was scrapped. Because the REF knew there wasn’t enough Protoculture to fuel the entire fleet, they were retrofitted with much lower grade standard FTL drives and fusion reactors, becoming the first major type of ships thus equipped.
The ships remain in REF service as well as other fleets, and a few thousand served in the early Patrol as patrol and SAR boats, though these were eventually decommissioned.
These ships will never win the prize for elegance of design. Odd corners, projections and hull fixtures dot the entire surface, creating the (mistaken) impression of a ship created by slapping several unrelated hulls and parts of ship together into one craft. The main hull is shaped like a tapering rectangular box, with the smallest side vertical and the longest side in the longitudinal direction of the ship. From amidships aft a massive command tower points upwards from near the center of the dorsal hull, while to the sides and the aft a lower superstructure extends, flowing smoothly in the lower hull near the engine. Four large external docking arms project to the flanks from the forward part of the superstructure. These arms are built to connect to asteroids (or the extraction machinery from them) and allow the vessel to dock with even the most irregular formed rocks.
Internally, there are three sections distinguishable in the ship. The command tower houses the living and work spaces for the Tiresian crew, while the majority of the main hull consists of cargo holds and access bays. The holds can be reconfigured to serve as Mecha bays, fuel tanks, or evacuation quarters. The third section is the aft engineering section, housing the generators and main engine. Spread out over the hull are the defensive cannon batteries. The design was a great success, with a fast cruise acceleration and was easily adaptable to other tasks. The effectiveness of the ships was such that at the time of the downfall of the Tiresian empire no successor was in sight or even under consideration, and even the post Tiresian empires respect the ships greatly; Licenses to copy the design are the single most common type across the UGC (though this is in part due to the fact that the UGC doesn’t charge for these licenses).
Current Status (2400 on)
The UGC very much wants to homogenize the fleet in the VEROCHA- and BREETIA TULL-Classes only, but the REF has managed to keep the QUILTRA DRAENITZS-Class in some limited inventory, most especially by giving them to the poorest worlds from their Defense Forces when they can’t afford any ships at all. This means the ships will continue to be built for centuries to come, though for very limited duties.
Name: QUILTRA DRAENITZS-Class.
Model Type: Multi-Role Utilitarian Craft.
Class: The QUILTRA DRAENITZS-Class exists in a strange place all by itself.
Crew: 69.
Passengers: Life support limits are for a full complement and an emergency evacuation contingent of 14,000 provided the holds are configured to accommodate them.
MDC by Location:
Main Hull-
Command Tower-
Interior Doors, Hatches, and Scuttles-
2,000
1,000
100 each
Main Thrusters (8)-
Bow Door-
Maneuvering Thrusters (61)-
500 each
200
150 each
Speed and Statistical Data:
Atmospheric Speed Mach 2 is the maximum safe atmospheric speed due to hull stresses.
Orbital: Mach 30 or more.
On Water: The ship can not safely land on water above 15 feet in depth (5 feet if wave action over 5 feet is ongoing), and even then only carefully. They are not recommended on water over 5 feet depth, but this is recommended when the hull has been overheated. In either case, they will settle to the bottom.
Powerplant: Zorrelev-Qualdir-32 fusion reactor.
Thrust Systems: Eight Cyberdyne Systems Type 73 thrust cluster systems.
Maneuvering Thrusters: 61 vernier clusters.
Flight Systems: 55 Tsuaedrailar grav pods. These are the exact same as the original blueprints dating back as far as the 1400’s or earlier.
Space Fold: No longer so equipped.
FTL System: The QUILTRA DRAENITZS-Class uses a variant of the Shrrrivee Drive giving it a factor 6 capability.
Speed: Mach 5
Range: 50,000 miles; However, it should be remembered that the craft has to go UP and come DOWN on a single tank of gas.
Length: 1,673 feet 3 inch.
Beam: 656 feet 2 inch
Clearance: 978 feet.
Weight: 1,344,820 tons.
Cargo Bay: 1,500 feet by 600 feet 800 feet.
Cargo Weight Limit: 209 440 tons.
Construction Cost and Availability: 25 million credits; Each ships takes about 3 months to build.
Operating Cost: .25 million credits per mission.
Black Market and Availability: 1 to 500 million credits; Occasionally available. Usually they are bought legally, then used in an illegal fashion.

Weapons Systems:
The REF received an unanticipated boon in the form of these ships, but were also forced to make do with whatever they could quickly press into service at the beginning. As a result, the ships lack quite a bit in terms of firepower for ships of their size. The stats shown here represent all hulls AD 2450 on.
1. Forward-Mounted Lasers Cannons: 2 forward mounted laser cannons are located underneath hatches on the chin of the nose. They have limited arc of fire (20° off dead ahead), and zeroed at 200’. These are the same cannons installed on the REF Raidar X and similarly armed Mecha. However, due to the fact that it doesn’t have as much weight restrictions, additional focusing sub-laser assemblies were added, increasing range 50%.
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: 15 miles
Payload: Unlimited

2. L-35 Rail Launchers (6): Four L-35 rail launchers are mounted just forward of amidships, one on each side of the hull, at a 15 degree angle of the ship. A fifth is mounted astern between thrusters.
Purpose: Anti-Ship/Aircraft
Missile Type: Medium Range
Rate of Fire: Up to 5 MRM warheads can be fired form each launcher per melee.
Payload: 240 MRM warheads total.
3. Point Defense Lasers (48): Basic defensive laser turrets.
Purpose: Defense/Anti-Aircraft/Missile
MD: 4D6 per blast.
Rate of Fire: 8 attacks per melee.
Payload: Unlimited.

4. Fighters and Mecha: There are three variants of the QUILTRA DRAENITZS-Class; One is the dedicated cargo variant (closest to the original design in all respects) and can only carry one fighter or Vertiech, which they rarely do in any case. The second is the Fleet Frigate variant, which can carry up to 9 fighters or Veritechs and is the kind most often seen in REF and RDF service. A third rather rare RDF only variant is the dedicated Fighter-Tender, which can carry up to 48 fighters or 40 Veritechs, but must sacrifice most of their cargo capabilities to do so.







Features:
  • ESM: Radar Detector. Passively detects other radars being operated.
  • Radar: Combat grade radar. Range 1,000 miles, can track up to 2,500 individual targets. 95% reliability (50% 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.
  • 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.
  • AJP: Active Jamming Pod. Causes -25% to detection but when it is active, other vehicles/bases can detect that it is jamming, and some missiles will home in on jamming signals. Jamming also causes a -4 penalty to all radar guided weapons. The jamming pod is only mounted inside the port taileron.
  • 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, 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.
  • Telescoping Arms: A pair of Canadarm telescoping manipulator arms. Full extended reach: 18 feet.
  • 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.
  • 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.
  • LDP (4): Launched Decoy Pods. Located on the ventral side of the fuselage, the satellite carries advanced decoy drones, specially designed radar lure that creates a radar image to mimic the satellite. The drones are launched and fly off in various directions away from the satellite. Each is a specially. The decoys self-destruct at random times (multiples of 30 minutes, i.e. 30 minutes later, 60 minutes later, 90 minutes later, etc). This system has been successfully deployed against SEVERAL alien radar-type sensors (including one that works off of sound), but not against Invid Protoculture sensors. (They will sometimes attract Invid, however, at -50%.)
    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: 2 every melee.
    Payload: 16 Decoys each pod.
  • 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), 2 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.
  • Smoke Dispensers (8): Throws out smoke flares capable of obscuring IR and heat sensors, and defeats visual tracking of the vehicle. Mostly used for obscuring the craft during landing (as the wheels touch the system engages).




  • Combat Profile For A QUILTRA DRAENITZS-Class Multipurpose Transport:
  • 6 attack per melee.
  • +5 Initiative
  • +6 Roll
  • +6 Dodge
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