The Atorians.
The Atorians.
Atorian Aero-Space Fighter.
The Atorians.
The Atorians.
A Fehran Aero-Space Fighter in action; Do NOT underestimate this craft.
The Fehran Aero-Space Fighter is based on the REF Spacer II Space Fighter. Though a clone, with inferior MDC and weapons, it does have some advantage; First, FTL Capabilities. Second, full-force variable barrier force fields which are slaved to the fire-control system; The forward force field drops as the weapons system is activated (making this ONE action for that melee, not two); Third, it is a fully trans-atmospheric fighter; Finally, it packs the Spartan missile pods first utilized by the EBSIS (in this platform), though with the REF variant, rather than the RDF variant (the slight loss of missile power is traded off for by the Guardian Fighter-like retractable arms, which are sometimes used to hold various gun pods (the ASC-era E-20 is preferred, due it's compact nature, and the ability to use them like a bird's legs to perch or land).
Disturbingly, though, the REF recently discovered an Ator Fighter manufacturing facility during a routine deep-core raid; Several pieces of the manufacturing equipment had serial numbers identifying them as property of several Spacer Fighter manufacturing facilities; Records from those plants indicate each was destroyed at termination of a VERY SHORT service lives... Whether this indicates infiltrators in the plants or not is being virulently debated in the intel community.
Name: Siferant Fighter; Official U.G.C. designation is Fehran Aero-Space Fighter.
Model Type: Aero-Space Fighter
Class: Raider
Crew: 1
Passengers: None.
MDC By Location:
Main Fuselage-
Radar Pod-
Missile Pods (2)-
100 each
Landing Struts (3)-
Cannons (4)-
Variable Force Fields (6)-
20 each
75 each
50 each (300 total)
Speed and Statistical Data:
FTL: Factor 3 of warship
Space Cruising/Combat Speed: Mach 25 or less.
Atmospheric Cruising/Combat Speed: Mach 4 or less
Height: 10 feet
Width: 8 feet
Length: 25 feet
Weight: 15 tones
Cargo: Pilot supplies only.
Power Systems:
Primary: AFPPP-001 (Anti-Matter) Lifespan: 5 years
Secondary: AFPPP-002 (Solid Rockets) Lifespan: 500,000 miles
Flight System: Anti-Gravity Pods in conjunction with bleed off from power plant.
Cost: 50,000 credits each.
Availability: Regularly available.

Weapons Systems:
1. Laser Cannons (2): The Fehran Aero-Space Fighter uses a cut-down version of the REF Raidar X Laser Cannons; The range has been reduced to increase simplicity of manufacture and maintenance.
Purpose: Offense
MD: 1D10 short burst or 2D10 heavy burst per laser.
Rate of Fire: 8 short or 4 heavy bursts per melee, per laser.
Range: 6 miles
Payload: Unlimited.
Cost: 100,000 credits each.
Availability: Commonly available

2. 30 Long and Medium Range Missiles: Using a missile pods directly based on the Super Veritech Fighter's missile/rocket pod.
Purpose: Assault
Missile Type: And Medium and Long Range except Nuclear/Reflex/Anti-Matter and Multi-Warhead.
MD and Range: Varies by type used.
Rate of Fire: Volley's of 1, 2, 3, 5, 10, or 15 per pilots attacks per melee.
Payload: 15 per launcher (30 total); This is half the total payload of the UGC's Spacer Fighter, but still VERY, VERY dangerous.

3. Full-Force Variable Barrier Force Field: The Full-Force Variable Barrier Force Field is slaved to the fire-control system;
The forward force field drops as the weapons system is activated, making this ONE action for that melee, not two. It is actually a modified version of the Gnerl fighter pod's, allowing only the effected arc to be shut down, rather than the full barrier feild.
Purpose: Defense
MDC: 50 each (6 pannels); Unlike oterh types, this field can NOT switch MDC to other panels; However, the feilds do NOT have to be intact to allow weaposn to be used.
Range: Self only.

4. 30 SRM's: This system is typically used as anti-missile batteries. Located on the underside of the fighter.
Purpose: Anti-Missile Defense
Missile Type: Short Range.
MD and Range: Varies by type used
Rate of Fire: Volleys of 2, 4, 5, or 10 times pilots attacks per melee.
Payload: 30
Cost: 3,000 credits each.
Availability: Routinely available.
  • Radar: Combat grade radar. Range: 200 miles, can track up to 200 individual targets. 95% reliability (24% against unfriendly stealthed vehicles).
  • TIES (Threat Identification and Engagement System): All sight systems and the are automatic linked to this system. This system assists the pilot in identifying the target and selected the proper weapon system or round type need for the most effective threat neutralization. The computer then places the 32 most threatening targets into the fire control computer, and assist that computer in tracking these targets. This system is cable of storing data on the top 96 Identified Targets. It tells via voice and data displayed on the Heads Up Display what the target is and what sort of weapon should be used on it. Contains all currently known designs. It has a 84% monster/D-bee/Demon success rate, and a 89% power armor or robot ID success rate. Paired with an 88% success rate for selecting the proper weapon and aiming point. It can also ID magic power's, and spell like effects 57% of the time and give suggested counters and avoidance data.
  • ESM: Radar Detector. Passively detects other radars being operated.
  • 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.
  • Anti-Jamming System: Reduces Electronics Countermeasure by 3/4 (decrease skill level appropriately).
  • Full Range Sensory Suite: Infrared, ultra violet, Magnification, night sight, color filters, thermal imager. Range is about 2,000 miles for MOST sensors.
  • MRA 6 Radios: Allows real time, continuous radio link up with friendly forces in the area via satellite relay over laser radio signals, preventing jamming, and automatically encrypts/decrypts same to prevent eavesdropping.
  • 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).
  • CBR Protection: Complete chemical, biohazard, and radiological protection.
  • 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).
    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.
  • Electronic Counter Measures (ECM): These systems disrupt enemy radar and tracking systems, making it difficult for them to lock onto the ship with weapons. The countermeasures give the Mecha a +3 to dodge, +2 to strike and +1 on initiative in combat.
  • Combat/Targeting Computer: Records all enemy and friendly activity over the course of time; Can replay that activity for the pilot, assign target designation numbers, and track likely damage based on mathematical formulas (i.e. "Right leg red" badly damaged/destroyed, "head green" not damaged, etc). Displays this information as a pop up in the HUD on request by the pilot.
  • FLIR/SLIR: Forward and Side Looking Infrared. Allows pilot and weapons officer to get visuals on targets at night.
  • Blue Force Tracker: Identifies Friend from Foe. Overlays the information on both the radar and HUD, ensuring that friendly forces are not accidentally targeted.
  • Video Recorder: Records from sensors and the cockpit itself. 500 hours of recording available.
  • GPS: Standard tracking device.
  • HUD: Displays maps, radar, targeting information, and any OTHER information the wearer wants directly in front of the user.
  • T.D.P. (4): Towed Decoy Pods. Located on the topside. The craft carries special pods that carries advanced decoy drones. These drones are launched and fly off in various directions away from the ship. Each is a specially designed radar lure that creates a radar image to mimic the vessel. If decoys are not destroyed, they can be recovered and repaired. This system has been successfully deployed against SEVERAL alien radar-type sensors (including one that works off of sound).
    MDC: 5
    Effects: The decoy has a 98% chance of fooling ordinary non militry radars and non smart guided missiles, and a 90% chance of fooling militry 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.
  • Oxygen Rebreather System: Extends pilots air supply to 100 hours; Cartridge MUST be replaced afeeter that period of time.
  • Internal temperature and humidity control: Automatically maintains pilots desired heat, humidity, and other personal comfort settings.
  • Heat And Radiation Shielding: Special shielding prevents the penetration of life threatening heat and radiation.
  • Variable Tint Cockpit Canopy: Adjusts tinting to light conditions, up to an including a black dot if the sun is directly on the pilots face (only covers eyes).

    Combat Bonuses from Fehran Aero-Space Fighter Combat Elite:
  • 3 additional attacks per melee.
  • +1 roll.
  • +1 Strike, Parry, and Dodge.
  • One additional attack per melee at levels 8 and 12.