ATORIAN HOMEPAGE.
Atorian Attack Shuttle.
The Atorians.
The Atorians.
 The Fehran Assault Shuttle isn't an assault shuttle at all- It's an extrication shuttle. A strange conglomeration of the RDF shuttle and T'sentraedi Re-entry and Shuttle Pods, they drop combat robots and power armors about 15 mi
A Fehran Pirate Raider (Atorian Grinar Assault Shuttle), 2 views.
les from a city under Fehran fighter cover, then returns to orbit while the RPA's secure the area. Once secure, the shuttles land one by one, load on the loot, then take off again to the awaiting ships in orbit to off-load. They repeat this pattern until either all of the loot is loaded up, or until the area is threatened by a counter attack.
 Development:
 The Atorians have been oddly forthcoming about the development of the assault shuttle, even documenting much of the process on video. The basic hull is the ancient GRINAR-Class Assault Shuttle of which they had thousands of hulls during the Exodus period, but with almost every single major component system eventually overhauled or replaced entirely by REF hardware. The GRINAR-Class were developed from a much older basic hull of the same name that had been modified to utilize T'sentreadi technology and later slight modified to meet the demands of the Invid. The Exodus Fleet was able to steal thousands more on their way out using the chaos of the evacuation right from under REF noses (it's believed by many that there were more GRINAR shuttles than any other platform).
 Deployment:
 The shuttles will typically land about 15 to 20 miles from the target under fighter cover and disgorge R/PA's and armor, then return to orbit. Once the target is secured they shuttles will land one by one to load loot and surviving equipment and personnel.
 Systems:
 Hull:
 The hull is a basic segmented cylindrical hull with bulkheads between sections increasing damage control capabilities with recessed bays and cargo access doors. An addition made from the transition between pure Atorian and T'sentreadi technologies included adding the 4 "wings" which do not improve lift but do positively effect control during decent. The hull plating is basic hardened steel, as anything better is cost prohibitive.
 Powerplants:
 Powerplants varied slightly over time, but the most common and successful overall was the APP-009 anti-matter reactor. 99% of all Atorian shuttle powerplants are variants of or derived from this design.
 Propulsion:
 Sublight:
 The main sublight propulsion is Atorian designed tractioning drives, with triple auxiliary APP-010 liquid-fueled thrusters capable of only 250,000 mile travel at speed and grav pods.
 FTL:
 The FTL system is Atorian designed tractioning based system which sees service throughout the REF and Merchant Marine.
 Life Support:
 The ships have adequate life support for up to one month, or can support space suits for up to one year. This is not a great system, but the ships really weren't originally designed for extended use- They were expected to be used for as much as a month, and not much more.
 Weapons:
 The weapons systems of the Atorian shuttle are unsurprisingly underwhelming; They weren't intended as warships they were intended as landing ships, nothing more.
 Large Lasers (8):
 Equivalent to the T'sentreadi Light Energy Cannons. Eight were installed evenly around the hull.
 Quad Autocannons:
 These are basic slug throwers. Over a millennia later they were replaced by L-08 SRM Rail Launchers, and later removed entirely (not listed below).
 Twin LRM Launchers:
 Mounted amidships at the waists, these were also later discarded (not listed below).
 Strategic Implications:
 Like all Atorian ships the primary strategic implication is the mere existence of the ships, specifically the existence of some shipyard somewhere the REF and GIB can't locate. However the Attack Shuttle's existence is less concerning, since a fully functional warship should in theory be able to construct such a craft given sufficient materials and time.
 Tech Updates:
 The only noteworthy update came in the 3560's when the Atorians began equipping their shuttles with a near perfect K.A.R.R. central processor clone and Cemuh Drive, increasing their abilities over 1,000%. Hundreds of hulls were surrendered to the UGC by defectors with the defection of the T'sentreadi Ghost Bear Clan giving the REF ample opportunity to examine the ships. The KARR systems were disconnected from the ship's control systems before the defection to prevent sabotage, a concern that proved to be overly cautions as the K.A.R.R.'s began asking to fight the Atorian and Fessor fleets as soon as they could talk to UGC personnel. It's unique within the defector fleet that nearly all of the K.A.R.R.s in the shuttle fleet began making this request; Follow up interviews by KITT's suggested very strongly that the shuttle fleet K.A.R.R.s were even more disaffected with the Atorian system than the Atorians who'd originally owned the ships.
 One of the more interesting updates is the removal of many of the weapons systems; The autocannons were replaced by rail launchers briefly then removed entirely as unuseful.
 Civil Applications:
 Civil applications for the Atorian shuttle are limited, but gutted hulls have seen some use in mid-range shipping concerns. Ships painted in yellow on blue were seen in the INTERPLANETRY ALLIANCE for about 20 years before being phased out in favor of new hulls. These ships have never been built by an IPA allied faction, but the hulls have been sold to this purpose.
 Name: Grinar-Class Assault Shuttle; Officially designated the Fehran Pirate Raider by the U.G.C.
 Model Type: Shuttle
 Class: Pirate/Raider
 Crew:4 to 12, plus assault team.
 Passengers: 40 potentially. Can carry 1 Fehran Fighter, 2 Fehran combat robots, and 4 Fehran power armors. Additionally, as many as 160 slaves can be loaded on in lieu of normal loot.
 MDC By Location:
Fuselage-
Bridge-
200
100
Thrusters (3)-
Loading Hatch/Ramp-
100 each
100

 Speed and Statistical Data:
FTL: Factor 1
Cruising Speed: Mach 25 in space, Mach 4 in atmosphere; To return to space, it must reach Mach 10
In the water: It will sink in about 20 minutes. The crew can easily escape in this amount of time, but slaves are on their own to escape- And if they do, they will be rounded up again if possible.
Height: 40 feet
Width: 35 feet
Length: 160 feet.
Weight: 60 tons
Cargo: up to 100,000 tons, or 160 slaves. (About 1 in 10 will die under the cramped conditions, most towards the stern of the craft.)
Power Systems:
Primary: APP-009 (Anti-Matter) Lifespan: 30 years
Secondary: Triple APP-010 Thrusters (liquid-fueled) Lifespan: 250,000 miles
Propulsion: Tractioning Drives.
Flight System:
Primary: Grav Pods
Secondary: Triple APP-010 Triple APP-010 liquid-fueled thrusters.
Cost and Availability: 100M€; Fairly common.
Black Market: Not available; This junk isn't worth anybody but the desperate or stupid's time.

 Weapons Systems:
1. Laser Cannons (8):
Primary Purpose: Anti-Ship/Vehicle.
MD: 2D4×100.
Range: 25 miles.
Rate Of Fire: Twice per melee.
Payload: Unlimited.
2. R/PA's, Fighters, And Infantry:
Fehran Fighter: 1
Fehran Combat Robots: 2
Fehran Power Armors: 20



 Features:
  • Radar: Combat grade radar. Range: 2,000 miles, can track up to 500 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.
  • 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).
  • 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.
  • 1-MC: Internal loudspeaker. Amplifies voice 1 to 100×. 100 feet in normal crowds.
  • 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.
  • CBR Protection: Complete chemical, biohazard, and radiological protection.
  • LDP (4): Launched Decoy Pods. Located on the wingtips. The ship 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.
  • 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 2,000 miles for MOST sensors.
  • Anti-Jamming System: Reduces Electronics Countermeasure by ¾ (decrease skill level appropriately).
  • 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).
    Effect:
    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.
  • 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 user wants directly in front of her.
  • 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.
  • 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 after that period of time.
  • Internal temperature and humidity control: Automatically maintains crews 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 Atorian Shuttle Combat Elite:
  • 1 additional attacks per melee
  • +1 Roll, Parry, and Dodge
  • One additional attack per melee at levels 6 and 11
  • ATORIAN HOMEPAGE.