PREVIOUSATORIAN HOMEPAGENEXT

F/A-1 Vengence Fighter/Bomber


A fairly typical Vengance Fighter/Bomber
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 ½ billion) were 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; Unarmed versions are even available as pleasure craft and for stunt flying.
Name: F/A-1 Vengence Fighter/Bomber.
Type: Utility.
Crew: 1.
Passengers: None.
MDC By Location:
Fuselage-
Thrusters (3)-
1ØØ
2Ø each
Canopy-
Wings (2) and Rudder-

4Ø each

Speed and Statistical Data:
Speed: Mach 1.3 atmospheric; Mach 25 space.
Range: 4,ØØØ flight hours.
Ceiling: Fully trans-atmospheric; Can reenter an atmosphere at will.
Taxi: 1Ø MPH.
Length: 1Ø’.
Span: 7’.
Height: 5½’.
Flight System:
Primary: Grav Pod Technology.
Secondary: Standard aero-foil technology.
Thrust System: Triple RHI-711 Dual-Phase Hydrocell jet engines.
Power Plant: Same.
Cost And Availability: 6,ØØØ€; Civilian versions can be found in any major city.

Weapons Systems: Civilian versions are NOT armed, but can be easily enough; Military versions are. The militry typically buys civilian Justice’s, then arms them.
Forward Laser Cannons: the only weapon system on the Justice, a pair of light forward lasers allow the Justice to give somebody pause before firing a second time.
MD: 1D4×1Ø.
Range: 5 miles.
Rate of Fire: Per pilot’s attacks per melee.
Payload: Unlimited.

Features: * 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.5ØØ hours of recording available.
  • Radar: Civilian grade radar. Range: 2ØØ miles, can track up to 2ØØ 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 2ØØ miles (2,ØØØ 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 5Ø miles. Specific range can be adjusted in 1 mile increments.
  • *Anti-Jamming System: Reduces Electronics Countermeasure by ¾ (decrease skill level appropriately).
  • *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.
  • *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 1ØØ 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.
  • Type-11 wide band radios: Effective 1Ø mile range, auto encrypt/decrypt. Works on standard radio band wavelengths, so it can still be jammed (if the enemy knows the frequencies).



  • Combat Bonuses from Atorian Combat Robot Combat Elite:
  • 3 additional attacks per melee.
  • +4 Roll.
  • +2 Strike.
  • +5 Parry.
  • +6 Dodge.
  • One additional attack per melee at levels 6 and 11.

    PREVIOUSATORIAN HOMEPAGENEXT