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The Atorians.
The Atorians.
Atorian Malcontent-Class Frigate Ship.
The Atorians.
The Atorians.
Based on stolen GARFISH-Class HSTC readouts, the Malcontent-Class ships are THE Atorian Ship-Of-The-Line. Sadly, for more than 3 ceneturies this limit of their power projection was
An Atorian Malcontent-Class Corvette; Note that they didn't even try and STYLE them differently.
BARELY adequate to anything greater than pirating and slaving; Usually small to medium sized cities in system-perimeter worlds. In other words, unarmed targets.
More recently they have been probing more hardened targets, even a series of raids on Fantoma, Terra, and Tirol. These were assisted by advanced parties softening up the targets and approaching via a little observed route, but that they made the raids is very unsettling to UGC militry planners.
The Atorians know they have no chance against the REF warships; Even small CDF battle stations are ussually more than a match for them. However, the Malcontent-Class is a legitimate threat to civilian targets, and as pirates and slavers the Ators have had great success. In numbers, the Malcontent-Class may yet prove to be a serious threat to the UGC in the future.
Name: HORADISH-Class; Official U.G.C. designator is FEHRAN MALCONTENT-Class.
Model Type: High-speed attack, patrol, and raider/slaver ship.
Crew: 30 to 60, depending on the mission.
Passengers: Up to 100 assault troops and prize crews. Official U.G.C. policy holds these are pirates and rebels.
MDC By Location:
Main Hull-
Bow-
Bow Cannon-
Retractable Laser Turrets (3)-
Hanger Bay-
2,000
500
250
100 each
900
Hanger Bay Doors (2)-
Thrust Nozzles (2)-
Interior Doors-
Exterior Doors-

600 each
600 each
100 each
150 each

Speed and Statistical Data:
FTL: Factor 12
Cruising/combat speed: Mach 25
Flying in atmosphere: Hover Stationary to Mach 25; Cruising speed in Mach 4 or less.
Ceiling: Trans-Atmospheric
Surfaced and Underwater: Can use an improvised sail to maintain SOME sense of control in the event of a crash landing. A wrecked ship can float on the surface of the water, and crude sails can be improvised to provide MINIMAL control (-25% to pilot sailboat skill). However, it can NOT submerge, or it will sink.
Clearance: 120 feet
Beam: 250 feet
Length: 400 feet
Weight: 20,000 tons
Cargo: Up to 200 million tons of cargo and loot, and up to 50,000 slaves can safely be brought on board.
Power System:
Primary: APP-001 (Anti-Matter) Lifespan: 20 years
Secondary: Solar Sails Lifespan: Unlimited, but the ship will not have FTL capabilities.
Tertiary: Batteries Lifespan: 6 months, and can NOT fly. It can hold station over a gravity well, however, to serve as a massive life-pod.
Cost and Availability: 50 million credits/Occasionally available.
Black Market Cost and Availability: Not available; Nobody wants this junk.
Weapons Systems:
1. Laser Turrets: Fehran tech can only BARELY produce a poor-quality knock off of the T'sentraedi Light Laser turret. They area arranged 2 dorsal, 1 ventral.
Purpose: Defense/Anti-Missile/Fighter
MD: 2D6 times 10 per blast.
Rate of Fire: Twice per melee.
Range: 4,000 feet (double in space)
Payload: Unlimited

2. Forward PBC: Also a knock-off of T'sentraedi hardware, most of these are actually the real thing, scrounged off of T'sen warships.
MD: 1D4 times 1,000
Rate of Fire: Once every other melee
Range: 100,000 miles (double in space)
Payload: Unlimited
3. 4 Missile Launchers: 2 dorsal, 2 ventral
Missile Type: Nuclear or Anti-Matter only. (See payload).
Purpose: Assault/Anti-Ship/City
MD: Nuclear: 3D6 times 10 Anti-Matter: 2D10 times 1,000
Rate of Fire: Once per melee per tube.
Range: 1,800 miles
Payload: 40 total. If Anti-Matter missiles are in inventory (only 1% have these weapons), the will ONLY be 4 of them.

4. Mecha and Fighters:
20 Fehran Aero-Space Fighters
10 Fehran Assault Robots
100 Fehran Power Armors
5 Assault Shuttles (clips on like a parasite).

Features:
  • Radar: Combat grade radar. Range: 20,000 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.
  • 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.
  • Type-11 wide band radios: Effective 10,000 mile range (satellite linking), auto encrypt/decrypt. Works on standard radio band wavelengths, so it can still be jammed (if the enemy knows the frequencies).
  • 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.
  • 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.
  • 1-MC: Internal loudspeaker.
  • 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.
  • CBR Protection: Complete chemical, biohazard, and radiological protection.
  • LDP (4): Launched Decoy Pods. Located on the dorsal and ventral stern. 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.
  • 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 bridge sensors. 5,000 hours of recording available.
  • GPS Transmitter: Emits a signal for friendly force GPS Systems.
  • HUD: Displays maps, radar, targeting information, and any other information wanted directly in front of the user. A 100 foot by 8 foot wrap around display is located on the bridge.
  • Lifepods: Each vessel has 100 person lifepod per every 10 crew members; All others are considered "expendable."
  • Oxygen Rebreather System: Extends ships air supply to 100,000 hours; Cartridges 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 Bridge Viewports: 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 Malcontent-Class Combat Elite:
  • 2 additional attacks per melee
  • +1 roll
  • +1 Strike
  • +1 Parry and dodge.
  • One additional attack per melee at levels 6 and 11.
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