Terran United Nations.
Single Stage To Orbit Shuttle.
Terran United Nations.
Indomitable-Class SSTOS.
Line Drawing; Abeam View, Overhead View (bay doors opened and closed).
The Indomitable-Class SSTOS is a general-purpose space shuttle from before the Global Civil War; It was intended to service the Internationalists, specifically the space station. USS Indomitable herself, a US Air Force Shuttle, was built after the retirement of the standard Space Shuttles (OV-101 Enterprise, OV-103 Discovery, OV-104 Atlantis, and OV-105 Endeavour), based heavily on lessons learned for the destruction of OV-102 Columbia and OV-099 Challenger- Most especially, that Challenger was destroyed during launch due to her two-stage nature, and that Columbia was destroyed during return to mis-installed heat shields. Indomitable was built as a single-stage ship to prevent the sort of accident that befell Challenger, and the ground crew was all Air Force personnel, placing them under the UCMJ. That put the fear not of God, but of something even worse- Leavenworth Penitentiary.
Unfortunately the vehicle was forgotten about for many years, amidst the chaos of the GCW, the Fɪʀsᴛ and Sᴇᴄᴏɴᴅ Rᴏʙᴏᴛᴇᴄʜ Wᴀʀs, the anarchy and technological backslide of the Tʜɪʀᴅ Rᴏʙᴏᴛᴇᴄʜ Wᴀʀ, and the general apathy of the short-lived Second Invid Occupation, until the return of the Regis, who took the Invid back to Optera. The orbiter was acquired by the REF, and rebuilt as a working, no frills shuttle during Reconstruction. UES Indomitable SSTOS-02 was used to get men and material into orbit cheaply and reliably.
The Indomitable-Class SSTOS features a ventral airlock hatch, twin shuttle bay doors, a 'Canadarm' manipulator arm, two forward lasers (hidden under bow doors under the chin of the craft), and a command deck with habitation modules integrated into that area (even though the shuttle was intended as short-term transporter).
It has become the standard use space shuttle, sold to anyone with the money, which has come down significantly down from 200 millioncredit in the 21ˢᵗ century to 20 millioncredit now. (Even the operating cost have come down; In 2150 it cost 50 millioncredit per mission; now it's as little as 4 millioncredit per mission.) However, these costs are still far too steep for recreational users, and the Alpha Star is typically purchased for those uses. They are also commonly found in the hands of start-up colonies as defense platforms/light bombers, and picket ships, and by pirates as raider ships.
Name: Indomitable-Class SSTOS
Model Type: Single Stage To Orbit Shuttle
Class: Orbiter
Crew: 4 to 6
Passengers: Another one or two personnel can be accommodated.
MDC by Location:
Command Deck Section (cockpit)-
Interior Doors, Hatches, and Scuttles-

100 each

Thrusters (4 forward, 2 amidships, 6 aft)-
Canadarm Manipulator Arm-
Standard Manipulator Arm-

150 each
100 per each section (3 sections)
200 each section (2 sections; A third can be added).
Speed and Statistical Data:
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: 204 feet
Girth: 80 feet
Height: 60 feet.
Weight: 552 tons.
Cargo Bay: 10 feet by 12 feet by 20 feet
Cargo Weight Limit: 200 tons
Construction Cost and Availability: 200 millioncredit; Each ships takes about 3 months to build.
Operating Cost: 50 million credits per mission; About 4 missions are authorized per year.
Black Market and Availability: 1 to 500 millioncredit; Occasionally available. Usually they are bought legally, then used in an illegal fashion.

Weapons Systems:
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. MRM Launcher: An MRM launcher mounted on the ventral side of the craft provides some aggressive characteristics. Note that this is the same type of launcher used on the Armored Veritech and its Destroid knock-off.
Purpose: Anti-Ship/Aircraft
Missile Type: Medium Range
Rate of Fire: Volleys of 1, 2, 3, 4, 6, 12 or all 24 per gunners attacks per melee.
Payload: 24 total; Can not be reloaded in the air (requires special equipment).
3. Ball Laser Turrets: A pair of fixed position laser turrets, one dorsal and another ventral. Traverse is a full 360° and arc is 190°.
Purpose: Defense/Anti-Aircraft/Missile
MD: 4D6 per blast.
Rate of Fire: Per gunners attacks per melee.
Payload: Unlimited.
Intrepid-Class With Justice Fighter In Action (concept art).

4. Fighters and Mecha: The Indomitable-Class can carry one of the following Fighter/Mecha packages:
3 Spacer Space Fighters;
2 Spacer Space Fighters and one Destroid or Guardian;
2 Guardian or Veritech Fighters;
Or 1 Aerial Fighter.
  • 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).
    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).
  • CS/A-013(a) Communications Satellite (4): Each Indomitable-Class Patrol Ship can carry up to 4 of these disposable satellites for extended communications and radar range. (This is in addition to any loaded on as cargo.)

    Combat Bonuses from Indomitable-Class SSTOS Elite:
  • 2 additional attack per melee.
  • One additional Attack Per melee at levels 3, 9, and 15 with any additional bonuses for the pilot.
  • +2 Initiative
  • +4 Roll
  • +6 Dodge