The System Lords.
The System Lords.
Ori Fighter.
The Ori.
Ori Fighter.
Ori Fighter In Space.
Production Information:
Technical Specifications:
Length:148 feet.
Height/depth:6 feet.
Sensor systems:Ori sensor array.
Armament:Ori pulse cannon.
Other systems:Self-Destruct System.
  • Fighter.
  • Affiliation:
  • Ba'al (5);
  • Free Jeffa Nation (25,);
  • Hak'tyl (3,);
  • Tau'ri (25);
  • Tok'ra (2,);
  • Previously the Ori.
  • The Ori Fighter were small fightercraft used by the servants of the Ori during their conquest of the Goa'uld Galaxy.
    These craft are larger than an Udajeet but much smaller than an Al'kesh-Class. They were used to scout settlements for the presence of an altar which symbolized a world embracing Origin. If one was not found, the fighters would provide air support for the Ori army, and use their energy weapons to attack enemy positions out of range of the Ori ground forces. Additional duties of the Ori fighters are the destruction of enemy fighters launched in defense. They were launched from the bow of an Ori warship, which could accommodate five hundred fighters.
    After the successful entry into the Gao'uld Galaxy, Ori fighters were deployed by their respective motherships to combat resistance on the primary worlds of the System Lords. Once deployed, they proved to be capable of both the fighting both Cheops-Class Starships and the Udajeets the System Lords were fielding in defense without any difficulty.
    A squadron of fighters were deployed to determine if a planet had converted to Origin. After no sighting of an Ara and observing a number of Goa'uld personnel, a fighter was sent to support an Ori army in order to convert its population (by force when necessary).
    After the defeat of the Ori, the surviving fighters were confiscated by the System Lords, where ownership of them would be fought over for the next 5 years, until the arrival of the Tau'ri.
    The Ori Fighters are powered by an ususal anti-matter drive. The UGC doesn't fully understand this system yet, but fortunately isn't too concerned about it at the moment either; It's the most powerful poubnd-for-pound they've ever seen, but better systems exist, and the UGC wouldn't use an anti-matter powerplant in general, and certainly not for a fighter.FTL:
    The FTL drive has the UGC very worried indeed; FTL in a fighter is unsettling, but not that critical, but THIS IS A SPACE FOLD SYSTEM. That means an Ori Fighter could make a trans-galactic voyage independently of a starship.
    The UGC hasn't unraveled the secrets of the Ori Fighter space fold, though they can mostly replicate it, and certainly rebuild one; In fact, many components can be built from scratch. CONTROL OF INTER GALACTIC TRAVEL IS THE UGC'S GREATEST STRATEGIC STRENGTH, and this threatens to undermine that power. The best translation of the space fold is the "Shik-Telnekulla Fold System Cluster."Strategic Implications:
    Everyone who has one or experience with them knows the Ori Fighter can make inter-galactic transits, but none of them seem to have quite realized the implications. If they have, they've kept mum about it, and to date nobody has unravelled the secret.
    It should be noted that some groups have realized the implications to a limited degree; The Lucian Alliance in particular uses them for smuggling small packages (since they can de-fold in distal parts of a given galaxy making detection more difficult).Sub-Light Drives And Gravity Control:
    The sub-light drives are Geteulmaqulla-Zollia gravity control system, an advanced form of traction drive.Auxiliary Engine:
    In-system, in-orbit, and combat thrust control is via a pair of Geltrah'K macro nozzle clusters, which is a basic plasmafied gas thrust system.Electronics:
    The Ori Fighter uses a basic set of electronics; Forward scan radar, weapons lock on targettting radar, infra red scanners, etc. For reasons that are still not clear, the Ori skimped horribly on their precious fighters.Weapons:
    As originally designed, the Ori fighter had a pretty good complement of fighter-to-fighter weaposn and fighter-to-ground weaps for infantry support; This could be supplemented with anti-ship weapons, btu at a heavy cost on manuverabilithy.When the System Lords came to control the Ori ships (and their fighters), they swapped out most of these with weaposn they were more familiar with. Quad Ori Pulse Weapons:
    This was the only original weapons system kept on, since it was pretty simple and thuis easily replicated and repaired. Fixed forward (having only a 2 degree mobility), but powerful enough to be used in real combat.
    Staff Cannons:
    A more powerful version of the Ma'Tok infantry grade staff weapon, ti was design around a mount that allowed the pilot to remove the weapon if shot down. However, there is no record of this occurring.
    Wing-/Fuselage-Mounted Missiles:
    The original Ori anti-ship missiles were removed and replaced by Goa'uld. The locally designed ones reduced flexibility even further, however (ONE attack per melee), and thus are only used in the most extreme circumstances.Survival Syems:
    None. The pilot's flight suit and a small bag of survival supplies are all they get.
    The Goa'uld treat people as expendable; The Ori considered it a BLESSING to die in battle for their As a result, the Goa'uld actually UPgraded the fighter's survival systems.
    Tau'ri Era
    With their backs up against the walls, the System Lords would deploy the Ori Fighters without restraint; Over the 5 millennia since the defeat of the Ori the System Lords tended not to risk their fighters overmuch, typically using them either in exclusively defence, or in small numbers to contest control of worlds protected solely by Udajeet or a few HA'TAK-Class Battleships (never a world defended by Ori Fighters or ORI-Class Warships).
    But the Tau'ri simply rolled the System Lords up. Of the roughly 5 million or so fighters the System Lords deployed, only about a half-million survived the UCG's arrival. (Compared to the hundreds of billions the Ori fielded, this is an appallingly LOW attrition rate.)
    The UGC requested a few fighters for research and development; The Free Jaffa Nation, out of gratitude to the UGC for their part in throwing off the System Lord masters, granted then 25 units.
    The Jeffa and Tok'Ra have no idea how to produce these fighters, and even the UGC has only reverse-engineered about half of the fighters total design. When they do complete this task (will take about 12 years), the design will NOT be made available to the Free Jeffa Nation nor Tok'Ra, even if they do enter the UGC as full members. They will NEVER be put into full production, since the UGC's own fighters are in too many ways much better, but it is a highly interesting weapons platform, and one the UGC will want to know more about.
    Free Jaffa Nation;
    Lucian Alliance;
    Tau'ri (very few, research-only units);
    Ori (formerly).
    Ship Type: Battleship.
    Crew: 1 total.
    MDC By Location:
    Beam Cannon-
    Cockpit Canopy-
    Thrusters (6)-
    1 each
    15 each
    * Depleting the MDC of the forward section means that the forward third of the ship has been destroyed. This includes the main cannon and the command center. Nothing on the ship, including life support, engines, and weapons will work, leaving the ship a floating wreck.
    ** Depleting the MDC of the main engines will force the ship to rely on its secondary engines. Depleting the MDC of the main engines AND secondary engines will leave the ship adrift in space. If in an atmosphere, the ship will crash (destruction of the main engines will render the antigravity system useless due to loss of power).

    Speed and Statistical Data:
    Speed (Sublight): .1 speed of light.
    Speed (Conventional Drives): Can maintain .23g for 5 hours 6 minutes; Capable of 1.1g for 38 minutes; and the emergency thrusters can propel a fighter at 2.1g for 1.8 minutes.
    Space Fold: Range Unlimited.
    Planet bound: Can land if necessary but not designed to maneuver in an atmosphere. Maximum speed limited to Mach 1.
    Maximum Range: Unlimited (Protoculture generator has an estimated 3 year life span).
    Length: 3,997 feet 4.5 inches
    Clearance: 189 feet 6 inches.
    Beam: 125 feet 1.5 inches.
    Displacement: 25,3, tons.
    Fold System: Shik-Telnekulla fold system cluster.
    Sublight Drive: Geteulmaqulla-Zollia gravity control system.
    Gravity Control System: Geteulmaqulla-Zollia gravity control system.
    Auxiliary Engine: Workl-Quatafilla macro nozzle cluster.
    Cost And Availability About 1million credit; Fairly rare, though. Though it has become more popular with the UGC due to it's cost, it was never really popular with the malcontent crowd outside the T'sentraedi.
    Weapons Systems:
    1. Twin Ori Pulse Weapons (4): Fixed forward (2° traverse, elevation, and declination).
    MD: 5D6 each.
    Range: 5 miles.
    Rate of Fire: 3 attacks per melee.
    Payload: Effectively Unlimited.

    2. Staff Cannons: Much more powerful version of the Ma'Tok Staff weapon (used if the pulse weapons have been removed or damaged beyond any chance of repair).
    MD: 3D1 per barrel per emplacement (4 barrels per emplacement).
    Range: 25 miles (double in space)
    Rate of Fire: 6 attacks per melee.
    Payload: Effectively Unlimited.
    3. Wing-/Fuselage-Mounted Missiles: Added by the System Lords.
    Missile Types: Any normal type of Mediaum Range Missile can be used.
    MD and Range: Varies.
    Rate Of Fire: Once per melee.
    Payload: 2 missiles.

    • ESM: Radar Detector. Passively detects other radars being operated.
    • Radar: Combat grade radar. Range 1 miles, can track up to 5 individual targets. 95% reliability (24% against unfriendly stealthed vehicles).
    • Long Range Encrypted 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.
    • Short Range Wide Band Radios: Effective 1 mile range. Works on standard radio band wavelengths, so it can still be jammed (if the enemy knows the frequencies).
    • Blue Force Tracker: Identifies friend from foe. Overlays the information on both the radar and HUD, ensuring that friendly forces are not accidentally targeted.
    • Anti-Jamming System: Reduces Electronics Countermeasure by 3/4 (decrease skill level appropriately).
    • GPS: Standard tracking device. Ties into the Blue Force Tracker.
    • 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.
    • A.J.P.: 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 tailerons.
    • Full Range Sensory Systems: Infrared, Ultra Violet, Color Filters, and Thermal Imager: Range: 1 miles; Magnification: 4 times.
    • Virtual Map: Displays a continuously-updating map of local terrain for the pilot. Takes data from other friendly units in the area. Effective land navigation of 85% as updates come. Good to 5 miles. Specific range can be adjusted in 1 mile increments.
    • Survival Pack: A pack of simpler emergency survival supplies. Not found on the fighters of some factions.
      Combat Bonuses for Ori Fighter Combat Elite:
    • +3 attacks per melee (to a total maximum of 6).
    • +3 Strike.
    • +4 Dodge, Parry, and Roll.