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Fehran SLAVE MASTER-Class Slaver/Pirate Ship

Atorian Slave Master-Class; Atorian
designation is MORANOR-Class.

The SLAVE MASTER-Class slaver and pirate ship is the flagship of any given fleet; Usually escorted by one or two Malcontent-Class Attack Ships, the SLAVE MASTER-Class ships are where the Assault Shuttles take all the loot gotten on raids, including slaves.
The slave pens are the worst of the ships; People are shoved into pens meant for about 10 Humanoids, but as many as 30 eventually get stuffed in there; With one open pit leading to a sewage space being their only means of relieving themselves, and food of 12 oz. of bread, 16 oz. of water, and guards who taunt their prisoners (verbally, sexually, and physically), this place was carefully engineered to be a vision of hell the likes of which the survivors of an Ator attack can not imagine. It is a carefully constructed to drive the prisoners to turn insane, abusing each other for preference. This makes them more malleable when the time comes to sell them to their sisters.
Those selected for ¡°repatriation,¡± however, have a FAR different life. Assigned two to a room in a smallish apartment with 2, separate heads, they are treated as unwelcome guests, who¡¯s only purpose is to be quiet until they can be returned, in exchange for a SUBSTANTIAL reward.
Possibly the saddest part of this is these were, originally, Atorian Empire warship, the flagships of the fleet; The Atorians answer to the SDF Series warships. Only a few dozen of these vessels managed to escape the REF onslaught, and lesser vessels have, over the intervening decades, all fallen to old age, etc. This is all that¡¯s left of the once-mighty Atorian Spacy.
Name: The Atorians name is still the MORANOR-Class from their days as Atorian Spacy Warships; Official U.G.C. designation is SLAVE MASTER-Class.
Model Type: Slaver and pirate ship.
Crew:10,000, plus up to 100,000 troops, Slave Masters, and etc.
Passengers: Up to 500,000 slaves.
MDC By Location: Note: Can be effected by SDC weapons as well.
Main Hull- 10,000
Bridge- 1,000
External Hatches (about 150)- 150 each
Internal Hatches (up to 10,000)- 100 each
Fighter Hanger Doors (5)- 500 each

Speed and Statistical Data:
FTL: Factor 20.
Cruising Speed: Mach 25.
In Atmosphere: Can be slowed to Mach 10 for a crash landing.
Clearance: 2,000 feet.
Beam: 1,500 feet.
Length: 200,000 feet.
Weight: 20 million tons.
Cargo: 500 million tons and 500,000 slaves.
Power Systems:
Primary: AMRS-1,002 (Anti-Matter).
Lifespan: 200 years.
Secondary: Solar Sails.
Lifespan: Unlimited, but can not achieve FTL; Used for station keeping in system.
Tertiary: Emergency Batteries 20,000.
Lifespan: 10,000 hours on emergency power status.
Cost and Availability: 100 million credits; Extremely rare.
Black Market: Not available; Even re-habed T'sentreadi warships are
worth more, and not NEARLY as expensive. The REF can¡¯t even sell captured
ones as warehouses, and are forced to scrap them out (at a cost of some 80,000 credits)

Weapons Systems
1. Ships, Fighters, Power Armor, and Robots: This is the ships only real weapons; The ships just aren¡¯t capable of fighting.
FEHRAN MALCONTENT-Class Raiders- 10
Assault Shuttles- 500
Fehran Fighters- 1,000
Fehran Robots- 5,000
Fehran Power Armors- 10,000







































2. Defensive Weaps: The SLAVE MASTER-Class does have a few close-in weaps for self-defense against fighters and shuttles.
Point Defense Laser Batteries (20): Mini-Lasers to engage missiles, fighters, and Mecha. Damage: 3D6 MD; Range: 5,000 feet; Rate of Fire; Per Gunner; Payload: Unlimited.
Anti-Missile Batteries (20): Ten fragmentiaon min-missiles are fired simultaniouesly, creating a cloud of steel that either shred or premeturely detonate enemy missiles. Limited use against fighters, however.
Short-Range Missile Batteries (10): Damage and Range: Varies by type used; Rate of Fire and Attacks Per Melee: Four per each of the four attacks; Payload: 30 per launcher, plus about 300 re-laods.
Sand Casters (40): Sand or other, simular materials are thrown in the general path of energy weaps. Reduces their damage by ¨÷.
Hardened Cueircurty): Can withstand a Class-IV EMP.
Chaff Throwers (200): Cansiters conatianing thousands of metal streamers decoy, confuse, and sometimes prematurely detonate incoming missiles, disppate lasers and other energy weaps, and blur the ship's radar cross-section. About 50% effective to each function.
Class-III Scramblers: Causes unshielded electronics within a 80 mile area to shut down.
Scrambler Shielding: Protects against Scramblers and other EMP weaps, and Ion Cannons. Up to Class-IV protection.
Grav-Pod Grapples (10): 200,000 foot cable with 20 million ton tow capacity.
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.
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 military radars and non smart guided missiles, and a 90% chance of fooling military 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.
Features:
  • Radar: Combat grade radar. Range: 200,000 miles, can track up to 5,000 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.
  • Anti-Jamming System: Reduces Electronics Countermeasure by ¨ú (decrease skill level appropriately).
  • 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).
  • 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.
  • 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.
  • 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¡±.
  • Survival Packs (2,000): A pack of simpler emergency survival supplies: Pup tent, sleeping bag, black light, GPS, 1st 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. Located with the Lifepods.
  • Oxygen Rebreather System: Extends ships air supply to 100,000 hours; Cartridges MUST be replaced afeeter 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 Fehran Warship Combat Elite:

  • 2 additional attacks per melee.
  • +1 Roll.
  • +1 Strike.
  • +1 Parry.
  • One additional attack per melee at levels 6 and 11.

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