Marauder

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Fan-made image by VileRancour.
Ur-Quan Topics
Species
Ur-Quan
Kzer-Za • Kohr-Ah
History
Sentient Milieu
Slave Revolt
Slave War
The Words
Doctrinal Conflict
Second Doctrinal War
Personalities
Kzer-Za • Kohr-Ah
Philosophies
Path of Now and Forever
Ur-Quan Hierarchy • Battle Thrall • Fallow Slave • Oath of Fealty Doctrinal Conflict
Ships
Dreadnought • Marauder • Sa-Matra
Science
Excruciator • Slave Shield • Talking Pet

The Kohr-Ah Marauder is a very powerful vessel rivaling the Ur-Quan Dreadnought. It is armed with spinning sawblades and a destructive F.R.I.E.D. system. The ship has been described as being ominously black, as dark as space, with an alien script carved upon the hull producing a "crusty" appearance.

Propulsion

Comparable in size, speed, acceleration and turning to an Ur-Quan Dreadnought, what the Marauder lacks in mobility it more than makes up for with its devastating weapons systems.

Armament

Primary

In combat, the Marauder launches spinning metal-blade disks with a near-limitless range and a short-range homing capability. When launched, they will travel in a given direction as long as the fire button is held down, and when it is released, they will stop and hold their position. As an enemy ship approaches, the disks will slowly close in on it, causing massive damage on contact. Blades in motion (fire button held down) are slightly affected by gravity. Once the button is released, the blade will stay in place even if right next to the planet, and will seek the enemy independent of gravitational effects.

Secondary

The "Fiery Ring of Inevitable and Eternal Destruction," or F.R.I.E.D., is a ring of super-heated, ionized gases that expands from ports opening along the Marauder's perimeter, annihilating anything in its path. If a F.R.I.E.D. shot and an enemy projectile collide, the F.R.I.E.D. will always win. This property makes them very useful for defense. Using the F.R.I.E.D. consumes half of the maximum battery.

Tactical Overview

Overall, the Kohr-Ah Marauder is one of the most powerful ships in our region of space. Its weapon systems make it an effective opponent at any range, and the primary weapon is particularly useful in "setting traps"; surrounding an enemy ship with blades on all sides and letting them close in.

Its firing rate is slower than the Dreadnought, and its weapons do less damage, but the range and homing abilities more than make up for it.

As with the Mycon Podship, the Marauder's weakness is its slow turning ability. Thus, a skilled Spathi Eluder or other nimble ship can retreat near the edge of a screen so that the Marauder begins turning around, making the Marauder vulnerable to a quick about-face, hit-and-run attack by its speedy enemy.


Marauder icon.png
3DO Kohr-Ah Marauder
Basic stats
Crew: 42 Value: 30 pts
Battery: 42 Batt. Regeneration: 0.2 units/frame
Armament
Primary: Spinning blade-disk Secondary: F.R.I.E.D.
Refire delay: 6 frames Refire delay: 9 frames
Energy use: 6 units Energy use: 20 units
Propulsion
Max speed: 30 world units/frame Turn rate: 0.2 facings/frame
Acceleration: 1.2 units/frame Mass: 10