REFS Thoroughbred HAAC-2
Heavily Armored Assault Carrier

With the conversion of the Alabama-class HAAC to a Command Carrier model, it was decided that a new transatmospheric combat companion was needed as an escort. The Arabian-class HAAC was the companion vessel designed to escort the Alabama-class command carriers. As an experimental series of Troop Carriers, the Arabians combined the qualities that would later be used to design the Garfish and the Horizont. They have the speed and maneuverability of the Horizont, combined with the cargo and weapons capability of the Garfish. The Arabians also use a type of "stealth" technology. These ships can practically get within short range of an enemy ship before they can be detected. They each carry two platoons of Destroids, or VHT-1s, along with a small complement of Corsair III Fighters to help defend them. While these are early Southern Cross and REF designs, many of them started equipping Perytonian vehicles and weapons in their storage areas during the Sentinels War to save space. During the later stages of the Sentinel War, the Arabians began switching out a platoon of destroids and the Corsairs for a squadron of Alphas and a squadron of Betas, depending on the mission parameters. The Arabians are usually used as blockade runners. Their fast speeds, combined with their "stealth" capabilities, make them more suited to transporting supplies to bases and allies behind enemy lines than outright combat with Invid ships. Following the Sentinels War, there are only two known Arabians remaining out of the twenty made, the original Arabian and the Thoroughbred. The rest were destroyed during almost twenty-five years of active duty. During the Battle of Cygnus Arrigulae, the Arabian was severely damaged by several Invid strikes and had its two forward laser turrets destroyed. They were never replaced and the Arabian has since been assigned to escort duties. After several close calls, the Thoroughbred has been assigned to train up and coming ships crews and raw recruits.

Thoroughbred HAAC-2
Vehicle Type:
Space, Heavily Armored Assault Carrier.
Crew and Troops: 160.
Ship's Crew: Ship's Captain (1), first officer and second in command (1), Bridge Officers (10), Mechanical Engineers (20), Bio-Mechanical Engineers (10), Security Force (48), Assorted Other Personnel (50).
Troops: 30 Pilots.

Mecha Capability:
18    Alpha Fighters
3      Recon Alpha Fighters
6      Beta Fighters
2      Recon Beta Fighters
1      C&C Beta Fighter
18    TREAD Boosters
2 AMR-10 Armored Mecha Retrieval Vehicle
4 TCH-4 Tractor Hauler
4 HCT-20 Bull Dog
4 ML-3 Forklift
2 AAT-40 Armored Transport
2 ARRAV Armored Rocket and Radar Assault Vehicle
4 VM-9H Silverback
178 Original Assorted Cyclone Models
4 Perytonian Air Skimmers


M.D.C. by Locations:
20000     Total Main Body
400       per 30 sq. ft. Main Body (hull)
1500     Bridge
2250     Bridge Tower
4750     Hanger Sections (2)
250       Hanger Side Doors (4)
500       Hanger Main Doors (2)
750       Hanger Top Doors (2)
550       Solar Wing Panels (4)
150       Solar Wing (tip) Laser Turrets (4)
300       Solar Wing (base) Lasers (4)
3550     Engines (2)
150       Airlock Hatches
100       Inner Walls
200       Retractable Twin Laser Turrets (2)
450       Retractable Laser Turret Shields (2)
75         Retractable Laser Turrets (14)
600       Forward Laser Turrets (3)
500       Rear Missile Bays (2)
500       Forward Missile Bays (2)
5000     DS-1 Pinpoint Barrier (2)
6000     Variable Forcefield, 1000 MDC per side.
Armor Level: 30

Speed:

Conventional Sublight Propulsion: .22 the speed of light.
Emergency Propulsion: Maximum speed is the equivalent of Mach 15.
FTL Drive: A single 4.5 lyr/hour CG Drive, parts for 2 spare drives.
Space Fold: A standard space fold drive. Area of effect: one mile.
Atmospheric Speeds: Maximum is Mach 3

Length: 1872 feet.
Height: 325 feet.
Main Body Width: 832 feet.
Weight: 48900 tons.
Maximum Range: Unlimited. Protoculture reactors give it an estimated life of 30 years of constant use. Solar Wing Panels allows these ships to operate for extended periods of time without activating their Protoculture reactors. While in "Stealth" mode, the ships are restricted to half of their maximum speeds.
Main Engine: Reflex, heat pile system.
Notes: +2 Strike, +6 Strike in close combat, +5 Dodge in Space, +3 Dodge in Atmosphere, +7 Parry.
While operating in "Stealth" mode on the Solar Wing Panels, the Arabians can't fire the side and forward laser turrets. The ships must first switch internal power back to the Protoculture reactors.

WEAPON SYSTEMS
1. DS-1 Pinpoint Barrier Defense System: Operates the same as the Ikazuchi Command Carrier's.

2. Retractable Twin Laser Turrets (2): These laser turrets are identical to the secondary lasers mounted on Zentraedi cruisers. They retract behind armored plate shields mounted on the sides of the vessel. They are capable of 360 degree rotation with a 180 degree arc of fire. They can fire individually, or with the others simultaneously.
Primary Purpose: Anti-Spacecraft.
Range: 100,000 miles in atmosphere, double in space.
Mega-Damage: 2D6*100 MD per blast.
Rate of Fire: Three per Melee.

3. Forward Laser Turrets (3): These laser turrets are identical to the retractable twin laser turrets and can fire in a volley with them. Two are mounted under the flight decks and are capable of 180 degree rotation with a 135 degree arc of fire. The last is mounted under the forward section of the main body and is capable of 360 degree rotation with a 180 degree arc of fire. They can fire individually, or with the others simultaneously.
Primary Purpose: Anti-Spacecraft.
Range: 100,000 miles in atmosphere, double in space.
Mega-Damage: 2D6*100 MD per blast.
Rate of Fire: Three per Melee.

4. Solar Wing (base) Lasers (4): These laser turrets are identical to the light lasers mounted on Zentraedi cruisers. They are mounted facing forward. The solar wings can sweep forwards and backwards (normally for reentry) giving the lasers a 45 degree arc of fire.
Primary Purpose: Defense.
Range: 30 miles in atmosphere, double in space.
Mega-Damage: 2D6*20 MD per blast.
Rate of Fire: Four per melee.

5. Solar Wing (tip) Laser Turrets (4): These anti-mecha laser turrets are nominally mounted forwards and have a 360 degree rotation with a 270 degree arc of fire; however, with the sweep of the wing panels, the turrets can fully cover the forward arc of the main body.
Primary Purpose: Defense.
Range: 1 mile in atmosphere, double in space.
Mega-Damage: 1D4*10 MD per blast.
Rate of Fire: Six per melee.
Note: Due to the overlapping fire arcs of the wingtip turrets and the anti-mecha lasers, targets caught in the forward arc suffer a -4 to dodge from the crossfire.

6. Retractable Laser Turrets (14): There are four anti-mecha laser turrets mounted ventrally and ten mounted dorsally. They have a 90 degree rotation with a 180 degree arc of fire and fully cover all aspects of the main body.
Primary Purpose: Defense.
Range: 1 mile in atmosphere, double in space.
Mega-Damage: 1D4*10 MD per blast.
Rate of Fire: Six per melee.
Note: Due to the overlapping fire arcs of the wingtip turrets and the anti-mecha lasers, targets caught in the forward arc suffer a -4 to dodge from the crossfire.

7. Rear Missile Bays (2): These dorsal missile bays fire vertically from the rear section of the main body.
Primary Purpose: Assault/Defense.
Missile Type: Long-Range of any type; usually Plasma (Heavy), Proton Torpedo (Heavy), Reflex (Heavy), or Reflex Multi-Warhead.
Range: Varies with missile type; 500 to 2100 miles.
Mega-Damage: Varies with missile type.
Rate of Fire: 4, 8, or 16 missiles per volley.
Payload: 128 each.

8. Forward Missile Bays (2): These missile bays fire forward from two torpedo tube-like launchers mounted on the launch bays. Following some aquisitions that Raven Team procurred, these bays now carry CAF High Yield Antimatter Cruise Missiles.
Primary Purpose: Assault.
Missile Type: Long-Range of any type; Currently Anitmatter Cruise Missiles.
Range: 500,000 miles in space, 1000 miles in atmosphere.
Mega-Damage: 1D4*1000 MD.
Rate of Fire: 2 or 4 missiles per volley.
Payload: 16 each, for 32 total. An additional 100 are stored in the cargo bays.

9. Launch Bays (4): With the permanent disembarking of her shuttles, the Thoroughbred can utilize all four launch bays. Each bay can launch either one fighter each (catapult style) or two battloid/guardian mode mecha each per action.



Captain Thoroughbred – Captain James Theodore Walsh: Following the Battle of McKlever, Captain Walsh was given command of the Thoroughbred.
5th Level Human Veritech Pilot
IQ 19 MA 17 PS 12 SPD 15
ME 13 PP 24 PB 18 PE 18
Skills of Note:  
Sensory Equipment: 51% + 25%   Spacecraft (Starship): 41% + 12%
Weapon Systems: 66% + 25%   Space Tactics: 31% + 15%
Navigation: 46% + 15%  

30 Veritech Pilots: Nova, Harrier, Starling, Indigo, and Verdant Teams.
2nd Level Veritech Pilots



Special Notes:
Most large space vessels have the following facilities and equipment. Only their placement, size, and complexity vary with each ship’s layout.
1. Speed of Light Travel: All spacecraft can travel at a fraction of the speed of light.
2. Auxiliary engines and propulsion system: allows for travel at around the speed of sound. These engines are used only in emergencies.
3. The Command Center/Ship’s Bridge: This is the heart of the big ships. This massive area controls and monitors external and internal communications, sensory data, and weapon systems. Toward the center of the chamber is the strategy and tactics conference table. Computer generated graphics, plotting arms, and superimposed holograms, can display a complete visual image, with accompanying data regarding an enemy target(s). Over 700 targets, within an 80,000-mile area, can be identified, tracked, and visually displayed, with an accuracy margin of 94%. An array of computer banks, conference tables, data posts, monitors, large screens, and holographic displays protrude from the floor, walls, ceiling, and even dangle in mid-air.
Depending on the preferences of the various races, the commander may control the ship from a command bubble, a raised command deck, or even just a center mounted command chair. In any case, the ship’s commanding officer can observe all activity. Holographic displays, triggered by voice activation, spring to life at the slightest grumble. In some cases, a small forcefield or a transparent armor bubble with a MDC of 50 may protect the command area.
4. Auxiliary Bridge: Most vessels have an auxiliary bridge buried deep within the heart of the vessel. This bridge has most of the same abilities of the main bridge, but in a much smaller area. As such, the displays aren’t as numerous or as large as those on the main bridge. As this bridge is very rarely used, junior officers are usually assigned here, with a command level officer in charge.
5. Radio Interference Network: From the Command Center, the ship can project an area or net of intense radio interference that can completely isolate an enemy. The range of the radio jamming is approximately 50 miles, but can be increased by linking additional ships into the network (adds 50 miles per each additional vessel). Anyone caught within the radio interference net will be unable to receive any short or long-range transmissions. A superior communications system, like that of another cruiser, will be able to maintain internal communications as well as boosted short range communications within 25 miles from the main receiver. There are no limitations as to the duration of these jamming signals, which can be maintained for months.
6. Radar Jamming: From the Command Center, a ship can jam an enemy’s radar. Range is a 10 miles area up to 400 miles away.
7. Long Range Video and Communications System: From the Command Center, can send clean, accurate audio-visual transmissions up to 10,000 miles away, as well as pick up and monitor outside transmissions. The range of transmission is doubled in space and can be further extended by bouncing transmissions from one ship to another.
8. Internal Security System: From the Command Center, besides monitoring hatch and door status all over the ship, the sensors monitor the temperature, radiation, motion, and chemical make-up of the ship’s breathable oxygen. The system can detect interlopers, disturbances, or anomalies on board the vessel.
9. Medical Facilities/Laboratory: Big ships have fully stocked, modern medical facilities, equal to any ground-based hospital. Any medical procedures that are available to a race can be performed in the medical facilities, including bionic and cybernetic replacements of limbs and organs. The laboratory facilities include chemical, biological, spectrographic radiation, and sound analysis, storage of specimens, and audio/visual/computer data recording.
10. Mess Halls: The main mess hall is located in the forward prow of the main body. There are also small galleys located in the bridge tower and in the engineering section.
11. Water Supply: A large reservoir of drinking water is stored on all vessels, in addition to the supplies at the mess halls.
12. Launch Bays: The Thoroughbred has four launch bays, two huge lower bays which hold the assault shuttles, and two slightly smaller upper bays designed to launch fighters and mecha into battle.
13. Vehicle/Armor Bays: The Thoroughbred has two huge vehicle bays which take up the majority of the forward section of the main body. The upper bay holds the various flying mecha, while the lower bay holds the ground mecha. The two bays are connected by several elevators and access hatches. 1