Tempest Class Arbiter
(Version 1.00 - Last Modified: 10/09/2002)
The Arbiter is the seat of power for the Judicator caste in the Protoss Grand Fleet. From these unique ships, the
Judicator Enforcers ensured that the Templar caste carried out the will of the Conclave. Unlike every other
ship in the Grand Fleet, these ships are crewed exclusively by the Judicator caste; members of the other castes
are forbidden from serving on them. While this has caused tension between the leaders of the Grand Fleet and the
Conclave, the Judicator caste commanders of the arbiters are unusually sensitive to the needs of the Templar
caste and do not interfere with the orders or command structure established by the Executors. The same cannot
be said for the Judicator Enforcers that serve aboard each and every other ship in the Grand Fleet.
These ships possess a unique Khaydarin Crystal Energy Core that allows them to manipulate and warp the space-time
continuum, making them valuable assets to the Grand Fleet. Unfortunately, the core takes up most of the internal
volume of the ship, leaving little room for weapons and defensive systems.
Ship Information:
- Vehicle Type: Special Operations Vessel
- Crew:
- Regular Crew: 120
- High Templar: 18
- Total Crew: 138
- Troops:
- Zealots: 60
- Dragoons: 12
- High Templar: 12
- Templar Pilots: 6
- Total Troops: 90
- Total Crew and Troops: 228
Vehicle Complement:
- Fighter Complement:
- Robot Complement:
| 6 |
Utility Probes |
| 2 |
Observers |
M.D.C. by location:
- Phase Disruptor Cannon - 800
- Photon Rail Guns (12) - 200 each
- Mini-Missile Launchers (4) - 100 each
- Hanger Bay - 3000
- Main Engines (2) - 6000 each *
- Secondary Engines (2) - 4000 each *
- Hull Regions (10, Per Side Section) - 800 each
- Hull Regions (30, Main Section) - 500 each
- Main Body (2, Side Sections) - 8000 each
- Main Body (Main Section) - 15,000 **
- Shield Generator - 20,000 ***
M.D.C. Armor Rating - Hull Region: 9 (See Mega-Damage Properties for
more details on M.D.C. Armor and Weapon Ratings)
M.D.C. Armor Rating - Main Body: 14
Notes:
| * |
Depleting the M.D.C. of the main engines will destroy the FTL propulsion system and ship's maximum
sublight speed is reduced by 75%. Destroying the secondary engines will have no effect if the main
engine is still intact, otherwise it will completely immobilize the ship. If both engine systems
are destroyed inside the gravity well of a planet, the ship will crash. |
| ** |
Depleting the M.D.C. of the Main Body will put the ship out of commission. All internal systems
will shut down, including life support and internal gravity. |
| *** |
The shield generator creates a powerful shield around the ship. At maximum strength the shield
has 20,000 M.D.C. and regenerates at a rate of 1000 M.D.C. per melee round and can remain active
indefinitely. If completely depleted, the shield cannot be recreated for half an hour, after that time
it can be reactivated at full strength. |
Speed:
- Stardrive: Uses a Gravitronic Drive System with a maximum speed of 6 light-years per hour.
- Sublight: Can travel at up to 55 percent of the speed of light (0.55c) and accelerate / decelerate at
a rate of 1.0 percent of light (0.01 c) per melee.
- Atmospheric Propulsion: Uses an anti-gravity drive that has a maximum cruise speed is 200 mph (322 km/h)
and can enter and leave an atmosphere with Earth-like gravity.
- Maximum Range: Effectively unlimited by drive system and carries about one year worth of supplies
for the crew and troops.
Statistical Data:
- Height: 180' (54.9 m)
- Width: 480' (146.3 m)
- Length: 1350' (411.5 m)
- Weight: 112,000 tons (101,605 metric tons)
- Reactor System: Khaydarin Crystal Reactor with a life span of 200 years.
- Propulsion System: Anti-Gravity Generator
- Cargo: Cargo holds are scattered throughout the ship with a maximum cargo capacity of 5000 tons
(4536 metric tons).
Weapon Systems:
- Phase Disruptor Cannon
The Phase Disruptor Cannon is a larger version of the main weapon of the Dragoon Cyborg and is the main
armament of the arbiter. Located in the forward section of the ship, the cannon works by disrupting
electrons at the point of intact by placing them slightly out of phase. With the electrons out of phase,
the protons repel from each other and the area around the point of impact disintegrates. This weapon is
considered to be the equivalent of a particle beam weapon.
- Range: 50 miles (80.5 m) underwater, 100 miles (160.9 km) through atmosphere, and 10,000 miles
(16,093 km) in space.
- Damage: 2D4x100 M.D. per blast
- M.D.C. Weapon Rating: 20
- Rate of Fire: The cannon can fire four times per melee.
- Payload: Effectively Unlimited
- Photon Rail Guns (12)
The Photon Rail Guns are an improved version of a regular rail gun. They fire charged particles encased
inside of solid shells. When the shells hit a target, they burst and the charged particles create a small,
explosive chain reaction, which causes increased damage to the target. Four turrets around mounted on the
front of the ship, three are on each side section, and the remaining two are mounted in the rear. Each of
these point defense turrets can rotate 360 degrees and has an arc of fire of 180 degrees.
- Range: 5 miles (8 km) underwater, 10 miles (16.1 km) through an atmosphere, and 1000 miles (1609
km) in space.
- Damage: 3D6x10 M.D. per burst of 30 rounds from a single rail gun or 6D6x10 M.D. per burst of 30
rounds from both rail guns.
- M.D.C. Weapon Rating: 12
- Rate of Fire: Equal to number of combined hand-to-hand attacks (usually 4 to 6).
- Payload: 45,000 rounds per turret, for a total of 1500 bursts per rail gun.
- Mini-Missile Launchers (4)
These are missile turrets used for point defense against enemy fighters and missiles. One launcher is mounted
on the front of the ship, one launcher is on each side section, and the remaining launcher is in the rear
section.
- Missile Size: Mini-Missiles
- Range: 2 miles (3.2 km) in an atmosphere and 100 miles (160.9) in space.
- Speed: 1000 mph (1609 km/h) in an atmosphere and an acceleration of 2% of light (0.02c) per
melee in space.
- Damage: Varies with type of missile warhead.
- Blast Radius: Varies with type of missile warhead.
- Rate of Fire: One at a time or in volleys of 2, 4, or 8 missiles.
- Payload: 128 missiles per launcher, for a total of 512 mini-missiles. Another 1024 mini-missiles
are in storage, but reloading each launcher requires 1D6 minutes.
Special Systems:
- Khaydarin Crystal Energy Core
The Arbiter features a heavily modified Khaydarin Crystal in a second core. Unlike the reactor core,
this second energy core is not designed to generate energy; instead it is used to create special
space-time anomalies that can have devastating affects in nearby space. The crystal has three special
powers: stasis, recall, and cloak. These powers use standard I.S.P. energy that only the crystal can
generate. Stasis requires 100 I.S.P., recall requires 150 points, and cloak will continue to function
as long as there is energy left in the core. The crystal core can hold a maximum of 250 I.S.P. and
regenerates 25 I.S.P. per melee.
- Stasis: The Arbiter can strengthen an area of the space-time continuum, which will place
everything within that area outside of normal reality. While outside reality, time will not pass
for the affected units and nothing outside the area can affect them. This ability can be made to
affect everything within a 1 mile (1.6 km) radius and can be generated up to 1000 miles (1609 km)
away from the ship. It can affect units without a Khaydarin Crystal Reactor, affect units with
a Khaydarin Crystal Reactor, or both. The stasis will last for five minutes and the Arbiter can
do nothing to change the length of time the units are in stasis.
- Recall: This ability creates a hole in the space-time continuum that can be used to instantly
transport vessels and units from one location to another. Since Khaydarin Crystals naturally are
drawn towards each other, the Arbiter can instantly bring crystal-powered units from any place in the
megaverse to its present location. The hole in space-time will collapse within milliseconds of being
created. To be affected by the ability, a unit, be it a space ship, a Dragoon soldier, or a robot,
must be powered by an active Khaydarin Crystal and the Arbiter must know the frequency of the crystal.
The Arbiter selects a single Khaydarin Crystal as the focal point of the recall and everything powered
by a Khaydarin Crystal, or inside a powered device, within a variable radius between 100' (30.5 m) to
2 miles (3.2 km) will be transported. The transported units can appear anywhere with 10 miles of the
Arbiter, but they will generally appear in the same relative positions they held before they were
transported. For example, unit A is to the left of unit B before transport, and will be in the same
position after transport. No unit can be accidentally or purposely transported into objects, such as
walls, asteroids, or the ground, but they can be placed past obstacles such as doors or within
fortifications. Due to the dangers of transporting units into dangerous areas, this ability is usually
only used during planned operations, such as sneaking the Arbiter past enemy lines and then transporting
an awaiting fleet of carriers or transporting an army of Zealots and Dragoons deep behind enemy lines.
- Cloak: As long as the Khaydarin Crystal Energy Core has any remaining PPE, the Arbiter will warp
the space-time continuum in the surrounding space. Due to the resonant nature of Khaydarin Crystals,
this ability will only affect units powered by Khaydarin Crystals. Affected units become warped and much
harder to detect and target. All attacking units are -5 to strike a unit that is affected by the Cloak
and affected units will be invisible to most forms of detection (including gravity sensors) until they
are within 1% of the sensor's maximum range. This ability does not affect Arbiters, even if an Arbiter
is within range of another Arbiter, also, a Protoss warrior wearing nothing powered by a Khaydarin Crystal
will not be affected.
Standard Systems:
- Life Support System
The ship has a fully operational life support system that provides fresh atmosphere throughout the ship. The
life support system can sustain a maximum of 300 people indefinitely or 600 people for a short period of
time in case of an emergency.
- Electronic Warfare System
The ship is equipped with an EW package that allows it to generate 4 points of ECM amd 2 points of ECCM.
The following EWS special functions are available: Attract Tracking Device and Break Tracking Device
Lock-On. See Electronic Warfare and EWSs for more details
on Electronic Warfare and Electronic Warfare Systems.
- Communication System
The ship is equipped with a Crystal Communicator that has no maximum range, even when communicating with
devices that are not crystal communicators. Also, the system can instantly communicate with crystal
communicators in other dimensions. The ship's communication array can contact with up to 100 ships
simultaneously.
- Sensor Systems
The ship is equipped with four powerful sensor systems. The first is a powerful radar array that has a
range of 25 million miles (40.2 million km) and uses standard radar waves, which are fairly easy to jam,
but it is obvious when the radar array is being jammed. The second is a standard gravity sensor that has
a range of 80 million miles (128.7 million km). The third is a standard neutrino sensor that has a range
of 40 million miles (64.4 million km). The final system is a magical energy sensor that will detect
anything that has more then 50 points of PPE or ISP, is a supernatural creature or creature of magic, or
is a dimensional anomaly within 4 light-years.
- Targeting Computer System
Connecting the ship's sensor systems with the weapon systems is the Targeting Computer System. The system
is designed to control all of the weapons currently equipped on the ship. This system can track up to
200 targets simultaneously, providing detailed information about the targets from the ships data files.
All direct fire weapons receive a bonus of +4 to strike and all missile weapons receive a bonus of +2 to
strike. These bonuses are in addition to any previously stated bonuses or penalties.
Combat Summary:
- ECM: 4
- ECCM: 2
- Combat Actions: 4
- Strike: +4 to strike with direct fire weapons and +2 to strike with missile weapons.
- Targeting System: Can track up to 200 targets simultaneously.