The Former Atorian Empire.
UC-721 Justice
Utility Craft.
The Former Atorian Empire.
The defeat of the Atorian Empire brought into the IPA service an untold number of Vengeance Fighters/Attack craft; Most were scrapped, but many (about 1/2 billion) were
A Fairly Typical UC-721 Justice Utility Craft.
kept for Research and Development. The REF (especially the Marine) were impressed with the craft, especially the modest successes the Ators did have with them in the final hours of the war (used as flying bombs; see The IPA-Atorian War for details).
These craft were reverse-engineered, then re-built into speedy little one-man runabouts, ideal for repair craft, trainers, and light surveillance/exploration craft; They are even available as pleasure craft and for stunt flying. Competitor craft do exist, including the Alpha Star and other pleasure craft, but the Justice remains one of the most popular for many reasons, including price (they run as little as a private car), availability, and modifiability (they can be re-engined, re-tooled, and customized just about any way imaginable, short of FTL and size- and even those could be negotiable in the future). It doesn't hurt any that the Justice is also the only one currently subsidized by the UGC (though the Alpha Star is being considered for industrial applications, and the Alpha Probe has been approved for subsidy).
What looks like a cargo bay hatch is, in fact, the main hatch, giving access to both the cockpit and RHI-711 dual phase hydrocell scramjet.
The Justice is VERY lightly armed, and there are no plans to down grade their firepower by the UGC. As one UWA Haller put it rather blandly, "If they were any more lightly armed, we'd have to ground them as fundamentally unsafe."
Name: UC-721 Justice Utility Craft.
Type: Utility.
Crew: 1.
Passengers: None.
MDC By Location:
Wings (2) and Rudder-
40 each
Speed and Statistical Data:
Speed: Mach 1.3 atmospheric; Mach 25 space.
Range: 4,000 flight hours.
Ceiling: Fully trans-atmospheric; Can reenter an atmosphere at will.
Taxi: 10 MPH.
Length: 10'.
Span: 7'.
Height: 5.5'.
Weight: 1.5 tons.
Flight System:
Primary: Grav Pod Technology.
Secondary: Standard aero-foil technology.
Thrust System: Single RHI-711 Dual-Phase Hydrocell scramjet engines.
Powerplant: Same.
Cost And Availability: 6,000credit; Civilian versions can be found in any major city.
Weapons Systems:
Civilian versions are minimally armed; Militry versions are more heavily so (those stats not reflected here). The militry typically buys civilian Justice's, then uparms them.
1. Forward Laser Cannons: A pair of light forward lasers allow the Justice to give somebody pause before firing a second time.
MD: 1D4 times 10.
Range: 5 miles.
Rate of Fire: Per pilot's attacks per melee.
Payload: Unlimited.
2. Mini-Missile Launcher: A relatively new addition, these were added after the Beorge Crisis.
MD and Range: Varies by type.
Rate of Fire: One missile per pilot's attacks per melee.
Payload: 10 in bay, 2 on wings.

* indicates militry-only versions.
  • HUD: Displays maps, radar, targeting information, and any OTHER information the wearer wants directly in front of the user.
  • Video Recorder: Records from sensors and the cockpit itself. 500 hours of recording available.
  • Radar: Civilian grade radar. Range: 200 miles, can track up to 200 individual targets. 95% reliability (24% against unfriendly stealthed vehicles).
  • 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.
  • Full Range Sensory Suite: Infrared, ultra violet, Magnification, night sight, color filters, thermal imager. Range is about 200 miles (2,000 miles for militry versions) for MOST sensors.
  • Motion Detector: Activates a loud wailing when an object is coming at the user fast, and a soft ringing if it's coming slowly. Activation ranges must be specified by the pilot.
  • *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.
  • Virtual Map: Displays a continuously-updating map of local terrain for the pilot. Effective land navigation of 85% as updates come. Good to 50 miles. Specific range can be adjusted in 1 mile increments.
  • *Anti-Jamming System: Reduces Electronics Countermeasure by 3/4 (decrease skill level appropriately).
  • CBR Protection: Complete chemical, biohazard, and radiological protection.
  • *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.
  • *Grav Clamps: Actually reversing the polarity of the grav pods; Allow the craft to adhere to any SOLID (and some liquids) in the known universe.
  • Variable Tint View Panes: Adjusts tinting to light conditions, up to an including a black dot if the sun is directly on the pilots face (only covers eyes).
  • Fire resistance: Fires external to the craft are not felt at all.
  • Internal temperature and humidity control: Automatically maintains users desired heat, humidity, and other personal comfort settings.
  • *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 as requested by the pilot.
  • Oxygen Rebreather System: Extends pilots air supply to 100 hours; Cartridge MUST be replaced after that period of time.
  • *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.
  • Type11 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).
    Combat Profile For Justice Fighter:
  • 2 attack per melee.
  • No bonuses nor penaltties to Strike, Dodge, Parry.