Clariont Flag Of The UGC.
UGS Valley Forge-Class Agricultural Ship.
Clariont Flag Of The UGC.
A basic Agricultural Ship. Usually used to grow foods for colony fleets, plants that can only grow in zero-gravity, and for manufacturing crystals, silicates, and etc that can only grow in zero-g. Each
UGS Valley Forge-Class Agricultural Ship.
replaceable agripod (the green sections in the ship above) can produce as much as 25 tons of plantlife, equaling between 2 and 20 tons of food, per year. Generally these foodstuffs are sold only to vsls in orbit, especially after a given colony's first successful harvest. They can also be equipped with grav pods if desired, however there are very few plants that can't grow in zero g (just a whole bunch that must). One agripod is usually converted to habitation for the 'agricultural crew', usually either a family or convicts serving low-level (if violent) felonies.
The agripods can, if necessary, be released from the ship to drift in space; However, in this state they can not be monitored properly, and therefore this is usually only done if the product is crystals. More often than not these are drugs that require extreme isolation (often must be grown not only in zero g, but also hard vacuum).
They have also been used as RDF Military Training Ships, system pickets, and automated space based weapons platforms. As warships, they have proven terribly disappointing. Under armored, under powered, and unable to support much in the way of weapons systems, the few used in this fashion are automated, so as not to risk a crew needlessly.
A few outlier systems have converted one or two these vessels to Space Fighter and Guardian Fighter carriers. This is frowned upon by the REF, as they are intended to feed populations and are not cosidered 'substantial' enough to maintain combat operations. However, there is nothing the UGC can do about it legally, and some of the poorer systems can't afford anything else. (At that, most are built on money they had to BARROW from other sources). However, Special Bullietien #443862 specifically states that any and all warrentees on vls used in this fashion are null and void, and that the engineering firm Galactic Shipyards (owners of the patents and specifications) accepts no liability for harm occurring to those who do so.
Atorians are known to occasionally obtain one as a forward intelligence and staging bases for latter raids; For this reason, those with an unusually high Fehran or former Atorian Empire allied species are often watched twice as carefully. More than a few such 'sleeper ships' have been busted, including one in the Sol System. (An attack on Terra would have been a major feather in their cap, but it's more likely they were targeting either Macross Island, Chiron, or the historical mothball fleet at Io Anchorage.)
Additionally, each Valley Forge-Class carries about 3,000 D-31 Series Drones. A related development is the Olympic-Class Colony Ship.
Name: UGS Valley Forge-Class
Model Type:Agricultural Ship.
Crew: As few as one.
Passengers:Generally none, only the Agricultural Crew (roughly 100).
MDC ByLocation:
Docking Bays (4)-
External Hatches-
150 each
100 each
Agridomes (up to 50)-
Thrusters (10)-
Solar Panels (up to 20)-
Sensory Arrays (up to 05)-
1,000 each
700 each
100 each
500 each
Speed and Statistical Data:
Spacefold: Not Possible. They CAN survive spacefold, however.
FTL: Factor 2
Cruising Speed: Mach 10
In Atmosphere: Will Crash, doing 1D10 times 1,000 MD to the impact area in a blast radius of 100 miles, and 1D10 times 100 to the entire face of the planet.
Clearance: 200 feet
Beam: 200 feet
Length: 200,000 feet
Weight: 20 million tons without agripods; Each agripod has an additional 100 thousand tons, plus whatever is growing.
Cargo: 500 million tons. Mostly foodstuffs (a little ironic).
Power Systems:
Primary: Solar Panels Range: 50 light years. Note: No combat can be sustained on solar panel alone.
Secondary: MCC-221a Thermal Pile Reactors Lifespan: 20 years.
Tertiary: Emergency Batteries (100,000) Lifespan: 100,000 hours on emergency power status.
Cost and Availability: 10 million credits, plus agripods (500,000 credits each); Always available.
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.
Weapons Systems:
1. Defensive Laser Batteries (10): A battery of defensive lasers dot the hulls of these vessels. Mostly for anti-missile and meteorite defense.
M.D.: 5D6 per blast.
Rate of Fire: Per gunners attacks per melee plus bonuses (generally 4 or 5 per melee).
Range: 500 feet.
Payload: Unlimited.

2. Ships, Fighters, Power Armor, and Robots:
Shuttles- Up to 02.
Mecha and Fighters-Normally none on a permanent basis, however, up to 20 can be accommodated, and these vessels are fully rated for re-fueling operations. A few outlier systems have converted one or two these vessels to Space Fighter and Guardian Fighter carriers. Though this is frowned upon by the REF, there is nothing they can really do about it.
Optional Automated Weapons Systems: Used only on Automated Defense Platforms.
1. Laser Batteries (varies): Batteries of heavier lasers replace most of the normal defensive lasers; However, at least one defensive laser battery will be retained, plus one missile battery, so no more than 08 will be carried.
M.D.: 1D4 times 100 per blast.
Rate of Fire: Twice per melee.
Range: 200,000 miles.
Payload: Unlimited.

2. Automated Missile Battery: At least ONE of the normal defensive Laser batteries will be converted to a missile battery.
Missile Type: Any MRM or LRM.
Purpose: Anti-Ship Defense.
M.D. and Range: Varies by type used.
Rate of Fire: Twice per melee.
Payload: Up to 1,000.

3. Defensive Laser Batteries (10): At least one defensive laser battery will be retained for anti-missile and meteorite defense.
M.D.: 5D6 per blast.
Rate of Fire: Per gunners attacks per melee plus bonuses (generally 4 or 5 per melee).
Range: 500 feet.
Payload: Unlimited.

A Half-Size Valley Forge-Class Agriship.
  • ESM: Radar Detector. Passively detects other radars being operated.
  • Radar: Combat grade radar. Range 100 miles, can track up to 50 individual targets. 95% reliability (00% 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.
  • 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.
  • 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 navigation of 85% as updates come. Good to 500 miles. Specific range can be adjusted in 1 mile increments.
  • Loudspeaker: Amplifies voice 1 to 100 times. 100' in normal crowds.
  • 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.
  • Telescoping Arms: By way of a Canadarm. Maximum reach is 6 feet.
  • Escape Spheres: Can hold up to 10 survivors for one week.
  • 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' apogee), 2 white parachute flares (1,500' apogee), 100' 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.
Up-Armed VALLEY FORGE-Class Combat Vessels:
Some systems have up-armed their VALLEY FORGE-Class ships to serve as picket ships. The UGC officially frowns on this practice, but if they system fully owns the ship there is nothing they can do about it. The ship is usually rigged for automated operations, with the command crew at the bridge, flight crews in makeshift accommodations around the fighter bays, and the whole ship considered 'expendable' (the bridge is usually a smaller ship grafted on to serves as a life pod).
Alterations: The alterations vary widely, but 'usually' the agripods are removed in favor of pods specially designed to support space fighters; Often these are automated or unmanned. Additionally missiles launchers and laser batteries are added.
    Combat Bonuses from UGS Valley Forge-Class Combat Elite:
  • 1 additional attack per melee.
  • One additional Attack Per melee at levels 3, 6, and 9 with any additional bonuses for the pilot.
  • +4 Initiative.
  • +5 entangle/snare/grab, Parry, Dodge, and Roll.
  • +5 dodge.