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  by Angus McDonald
c-ACT_x_3_sat_orbit1.jpg image (C) 1999 Vision Forge Graphics


Begin Open Game Content
Measurement Mental-State - Close Escort (modified: 02-Dec-2002
Specifications: Tons Cost (MCr) EP
600-ton Hull (Needle/Wedge) 600 72
Model/4 Fib Computer -8.4 67.2 -2
  Avi: Normal M/2
  Sens: Extreme M/6
  Comm: Extreme M/6
Bridge -20
Jump Drive: 4 -30 120 -24
Jump Fuel (1xJump4) -240
Maneuver Drive: 6G -102 51 -36
Power Plant: Fusion-15 -36 108 +72
Power Plant Fuel: 4 weeks -36
Fuel Purification Plant-15 -3 0.03
Armour: +7 (TL-14 x 48 units) -48 5.1
Hard Points: 6 -0.6
  2x Triple Pulse Laser-13 Turret -2 5 -6
  2x Triple Missile Rack-13 Turret -2 6.5 0
  1x Triple Beam Laser-13 Turret -1 4 -3
  1x Triple Sandcaster-13 Turret -1 1 0
Ammo:
  100x Sand Canisters -5 0.04
  6x Missile Magazines -6 0.6
  90x Bomb-Pumped Laser Missiles -1.5 6.75
  90x Nuclear Missiles -1.5 4.5
Staterooms: 3 -12 1.5
Small Cabins: 8 -16 2
Low Berths: 3 Emergency (12 people) -3 0.3
Freshers: 5 -2.5 0.08
Airlocks: 3 -9 0.01
Docking Umbilical -2.5 0.05
Ship's Boat (Ext Docking/Streamlined) -9 30.602
Cargo -2
Totals 0 486.262 37
Design Discount (20%) 389.010
 
Combat Stats:
Agility +6
Atmospheric Speeds NOE: 1175kph
Cruising: 3525kph
Maximum: 4700kph
AC 25
AR +7
SI 175
Triple Pulse Laser Turret
To Hit: +3
Dmg: 3d10 (19/x2)
Range: 45000km
Triple Missile Turret
(Bomb-Pumped Laser Missile)
To Hit: +3
Dmg: 3d10 (19/x1)
Range: 90000km
Triple Missile Turret
(Nuclear Missile)
To Hit: +3
Dmg: 3d6 (17/x2) +3d12 Radiation
Range: 90000km
Triple Beam Laser Turret To Hit: +4
Dmg: 4d8 (20/x1)
Range: 30000km
Triple Sandcaster Turret +4 AC
 
Crew:
Pilot/Commander
Astrogator/Sensors
5 Engineers
6 Gunners (1 also a medic)
 
Software: Type Cost (Cr) PP
Model/4 PP Total (Max: 13) INT 7 (inc. above) 49
Anti-Missile Def 1,000 -2
Auto-Evade Def 5,000 -1
ECM Def 4,000 -3
Return Fire x5 Def 5,250 -1
Double Fire x2 Off 8,000 -8
Gunner Interact x5 Off 5,000 -5
Predict x5 Off 37,500 -10
Select x5 Off 15,000 -5
Weapons Systems Off 4,000 -1
Library Data Misc 3,000 -1
Lang Module: Galanglic UI 1,000 -5
Lang Module: Irilitok UI 1,000 -5
Lang Module: Hiver UI 1,000 -5
Lang Module: Hhkar UI 1,000 -5
Personality Interface UI 10,000 -1
Anti-Hijack Ops 1,000 -1
Generate Ops 8,000 -1
Jump-4 Ops 500,000 -41
Totals - All/Combat 560,750 -52 +4
 
Description:
The Measurement Mental-State class Close Escorts are the smallest ship that the Star Legion will give an independent mission to. Usually the Navy prefers sending a wolfpack of small ships, or a solitary large ship on missions, but the Measurement Mental-State class were designed to be tough and independent enough to act alone if necessary.

The majority of the ship is built at TL-13, but the Fusion Power Plant and Fuel Purification systems are TL-15 in order to save on volume, and the Armor is TL-14 for the same reason. Provided sufficient imported supplies of these parts exist, this allows Class-A starports on TL-13 worlds to contruct the Measurement Mental-State ships.

Conditions are reasonable for long journeys, although not spacious. The commander (usually a Tactician) has a stateroom to act as both cabin and office, and the rest of the crew have their own small cabins, with a fresher shared between two, except for the two most junior engineering and gunnery ratings who share a stateroom between the two of them. A spare fresher resides outside of the bridge area for general crew use when on watch.

Combat Notes:
The combat stats shown do not take into account average crew skills, or the typical software package carried by a Measurement Mental-State Close Escort. The triple pulse laser turrets can fire twice a round, and all weapon systems get +2 To Hit due to software and +11 To Hit due to Gunners' skills, as well as the ability to make called shots on specific areas of target ships (Heavy Metal feat).

The typical role of the Measurement Mental-State class is fleet escort, commerce raiding and long-range lone patrol. It is rare for them to engage in boarding actions, hence the lack of ship's troops. Should the need arise to board an enemy vessel, the role falls to the gunnery crew, who will use either the ship's boat or the docking umbilical to cross to the enemy vessel.

End Open Game Content