Vinn’Dok “Stalker” Scout Corvette

Before the Clawfish II fighter, the Vinn’Dok was the first Arkhon vessel engineered specifically as an answer to a Protectorate design. This stealthy scout craft is fast, lightly armed and designed to fulfill the same role, and destroy, the Holstein pinnace.

First rolling out of Arkhon space docks in the last year of the first war, the Vinn’Dok was a nasty surprise for the fleet. Not that the vessel is particularly deadly, it is not designed for heavy combat. But it is designed to sneak past enemy lines, gather intelligence, and cause havoc. This is something the Vinn’Dok does very well.

Perhaps its most remarkable feature is its ability to clone the electromagnetic signature of other vessels. Not only that, but they are also able to steal the transponder signal of Protectorate civilian vessels. Vinn’Dok commanders would use these abilities to ambush civilian Protectorate vessels, sneak past the defense net, and gather information or cause havoc. Fortunately, they are not able to change their physical appearance, so a visual I.D. will instantly give them away. However, almost all space traffic and navigation is handled by instruments.

The Vinn’Dok are also good raiders, due in part to their previously-stated abilities. Even without them, they are able to swoop down on transports and convoys, do significant damage, and escape before Protectorate forces can respond.

In Arkhon task forces, the Vinn’Dok does many of the same duties as the Holstein. It has an advanced ECM suite to jam enemy scanners. It usually acts as an advance scout, and as a light escort. It can also accompany triangles of fighters on long-range assaults. They also function as boarding vessels, usually carrying two platoons of Arkhon troops trained to excel at close-quarters, fierce combat, such as Spectral Hunters and Fallam Battlemasters.

Quite often, the Stalker forward scouts will engage in deadly cat-and-mouse hunts with Holsteins. Both vessels will be jamming each other while trying to hunt each other down while blind through guesswork and tactics, reminiscent of opposing submarine commanders from Earth’s Second World War.

The Vinn’Dok are armed with a pair of light tri-beam blasters, an anti-starfighter tri-beam blaster, and a medium-range missile launcher. They are much faster than the Holsteins, but not as well-armored. They are also not quite as versatile.

Model: Vinn’Dok Scout Corvette

Class: Light Frigate

Crew: Ten, and can carry up to 20 troopers

M.D.C. by Location

Tri-beam blasters (2) – 200 each

Missile launcher – 100

Light tri-beam blaster – 100

Wingshields (2) – 300 each

Cockpit – 250

*Main body – 1,000

*Depleting the Main Body destroys the vessel, causing its anti-matter reactor to explode, doing 1D6x100 M.D. to everything within a 100-foot radius.


Maximum Acceleration/Deceleration Rate: 7Gs per melee round.

Maximum Speed: .25 C (25% of the speed of light)

Spacefold Capabilities: Approximately 1 light year per day.

Maximum Atmospheric Speed: Mach 10. Able to achieve escape velocity on a full engine burn, but cannot maneuver.

Statistical Data

Height: 28 ft

Length: 98 ft

Width: 70 ft

Cargo: 170 tons

Power Plant: Anti-matter reactor.

Range: Two months of supplies are standard.

FTL System: Arkhon spacefold generator

Cost: Numerous knock-offs, pirated and derelict Stalkers have been put on the market for sale. They are a favorite of pirates. Only the pirated and refurbished derelicts have the transponder spoof system. Knock-offs do not, and are not made of ceresteel. Mostly used by non-human pirate organizations when not in the hands of the Arkhon.


Weapon Systems


1. Tri-beam blasters (2): The Vinn’Dok’s main guns are a pair of tri-beam blasters that are much more powerful as those found on fighters. Most commanders prefer to use these weapons to quickly disable enemy ships’ ability to communicate or fight, as directly destroying enemy vessels is, generally, not their mission.

Primary Purpose: Assault

Mega-Damage: 6D6x10 M.D. for a dual blast, double damage to most solid matter.

Effective range: 4 miles in space, 2 miles in atmosphere.

Rate of fire: Four times per melee round

Payload: Effectively unlimited.


2. Medium-range missile launcher: This weapon gives the Vinn’Dok its long-range punch. It can also delay fire the weapons; meaning the missiles can be launched inactive long enough for the ship to maneuver to a different location and remain undetected. Then, the missiles activate and home in on their assigned target. The launcher can also be used against fighters and enemy missiles.

Primary Purpose: Anti-ship

Mega-Damage: Varies with type. Armor piercing is standard for 3D6x10 M.D.

Effective Range: Varies with type, generally about 150 miles in space, 50 miles in atmosphere.

Rate of fire: Can be fired individually or in pairs.

Payload: The launcher has a magazine of 20 missiles.


3. Light tri-beam blaster: An anti-starfighter and anti-missile weapon mounted above the cockpit. It can fire in a 60 degree forward cone.

Primary Purpose: Defense

Mega-Damage: 2D4x10 M.D., double damage to most solid matter.

Effective range: 2 miles in space, 4,000 feet in atmosphere.

Rate of fire: Four times per melee round.

Payload: Effectively unlimited.


Sensors and ECM capabilities: Can jam all enemy signals within a 250,000-mile globe. Short-range sensors have a range of about 500,000 miles, long-range sensors have a range of about 20 million miles.