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.


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.

Effective Range: 500 miles

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.

Effective Range: 800 miles.

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.

Effective Range: 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.

Effective Range: 5 miles

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.