Grr’Dok
“Huntsman” Attack Frigate
The Grr’Dok Attack Frigate (known
as the Huntsman or Arkhon Raider in the Protectorate) is the most numerous
class of warship operated by the Arkhon Empire. Traveling alone, or in groups
of three, they are dispatched in large numbers to prowl enemy space, shut down
shipping and commerce and harass enemy forces. They are also the escort vessels
and destroyers of the Arkhon fleet, and even operate as small troop carriers
when necessary.
These ships have been in service for more than 200 years,
highlighting just how large the technology gap is between the Arkhons and humanity, at the same time showing how rapidly
that gap has closed.
Fast and maneuverable, they handle more like a giant
fighter than they do a frigate. With the exception of the massive Motherships, this is an advantage the Arkhon have over the
Protectorate with most of their vessels. When most citizens of the Protectorate
think of the Arkhon space fleet, they are thinking of this vessel.
The Huntsman is heavily armed, though it is limited by the
fact that all of its weapons are forward firing. For some reason, the Arkhon
have never invested heavily in turrets and protecting their ships’ flanks.
Instead, they rely on maneuverability, spreads of missiles, fighters and group
formations, preferring to put as much energy as possible into enemy targets
directly off their bow. The Huntsman’s primary weapons are a pair of Antiproton
Magnetic Missile (AMMs) Cannons located on the tip of
each “wing.” These cannons generate and condense powerful balls of antiprotons,
which annihilate any normal protons they come into contact with, releasing
large amounts of energy. The missiles are wrapped in a magnetic shell, to
prevent the antiprotons from detonating prematurely. The Protectorate is not
sure how this is achieved, as the science is beyond them, even though they have
captured and studied Huntsmen for years. Some believe the Arkhons
stole the technology from a more advanced species.
The Huntsman also has a medium tri-beam blaster located
under the bridge, two long-range missile launchers just inside the wing shields
and a light tri-beam blaster above the bridge for point defense.
The Huntsman is armored with cerasteel,
and takes half damage from energy weapons, but double damage from kinetic
weaponry.
Model: Grr’Dok Attack Frigate
Class: Frigate
Crew: 90 crewmembers,
plus 40 troops and 4 ground combat vehicles of any kind upon special
assignment.
M.D.C. by
Location
Tri-beam
blaster – 500
AMM
cannons (2) – 700 each
Wing
shields (2) – 1,000 each
*Long-range
missile launchers (2) – 300 each
Light
tri-beam blaster – 150
Engineering
section and thrusters (rear 1/3 of ship) – 2,000
**Armored
bridge – 1,200
***Main
Body – 8,000
*The
Long-range missiles launchers are protected by the wing shields, and require a
called shot at -3 to strike.
**Destroying the bridge will eliminate the main computer
and controls, but the ship can be controlled from the engineering section, deep
inside the ship. The secondary control system is less sensitive and is -2 to
strike, parry and dodge. Hits on the bridge may injure crew members even if
they do not destroy it; see Ship Combat Rules in Rifts Dimension Book 3: Phase
World Sourcebook.
***Depleting the M.D.C. of the Main Body causes the
anti-matter core to overload, destroying the vessel and doing 1D6x100 M.D. to
anything within a 1,000-foot radius.
Speed
Max Acceleration/Deceleration Rate: 8G’s per melee round.
Spacefold Capabilities:
Approximately 1 light year per day.
Top
Atmospheric Maneuvering Speed: Mach 9 (can
achieve escape velocity on a full engine burn).
Statistical Data
Height: 58 ft
Length: 175 ft
Width: 195 ft
Cargo: 3,000 tons
Power Plant: Anti-matter generator
Range: Six months of travel supplies are standard
FTL System: Arkhon Spacefold Generator
Cost: Not officially for sale, however the Arkhon have been
known to “arrange” for some of these ships to fall into the hands of pirates and
raiders harassing their enemies. It is believed that these models have a hidden
“kill switch” that Arkhon captains can activate if the ship is used against
Arkhon targets.
Weapon Systems
1. Antiproton
Magnetic Missile Cannons (2): These two
cannons fire concentrated spheres of antiprotons trapped in magnetic bottles.
They are considered a form of energy missile, because the Arkhon targeting
computers sync the magnetic field to that of the electromagnetic signature of
the target vessel. At short range (under 10 miles) the missiles are almost
impossible to avoid or destroy. But beyond that range, the magnetic field can
be disrupted by kinetic attacks. If enough damage is done to the field the
missile will explode. The magnetic field has 200 M.D.C.
Primary Purpose:
Anti-Ship
Mega-Damage: 1D6x100
M.D. per shot. Both cannons can lock onto the same target and fire a dual shot,
doing 2D6x100 M.D.
Rate of Fire: Each
cannon can fire twice per melee round.
Bonus: +3 to strike,
in addition to standard bonuses.
Payload: Effectively
unlimited.
2. Tri-Beam
Cannon: This is a larger version of the
standard tri-beam energy weapon used by Arkhon ground troops. It does double
damage to most physical materials, however it does
normal damage to force fields. Unfortunately, the Protectorate has not yet
developed large-scale force field technology. When and if they ever do, the
Arkhon are in serious trouble.
Primary Purpose:
Anti-Ship
Mega-Damage: 2D4x100
M.D. per shot.
Rate of Fire: Twice
per melee round.
Payload: Effectively
unlimited.
3. Long-range
missile launchers (2): The Arkhon missile
technology, outside of a few cosmetic differences, is virtually identical to
that of the Protectorate. The only major difference is that Arkhon long-range
missiles have double the range of Protectorate missiles. The Arkhon are mostly
stingy with their use, and primarily use them as extreme-range striking weapons
and planetary bombardment and siege weapons. Huntsman commanders will often
fire spreads set to target any enemy vessel in range to cover a hasty retreat.
Primary Purpose:
Assault
Mega-Damage: Varies
with missile type.
Rate of Fire: Individually,
or in volleys of 2 or 4. Each launcher can fire four volleys per melee round.
Payload: 40 missiles
per launcher, for a total of 80.
4. Light tri-beam
blaster: Located just above the bridge,
this is a rapid-fire, defensive anti-fighter and anti-missile weapon, capable
of firing in a forward 60 degree cone.
Primary Purpose:
Defense
Mega-Damage: 2D6x10
M.D.
Rate of Fire: Six
attacks per melee round.
Payload: Effectively
unlimited.
5. Sensors: In general, Arkhon vessels have longer range sensors than
most protectorate vessels, although they are often simply mass detection
devices. The Attack Frigate long-range mass sensors have a range of 1 A.U.
Short-range sensors, capable of delivering much higher levels of detail, have a range of 300,000 miles.
6. Bonuses: The attack frigate receives a +2 to initiative and a +3 to
dodge.