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Player's Handbook

Starships
Drive Liner
Progress Level: 7 Tech Tracks: D, G
Description
An updated version of the PL 6 system passenger carrier with a mass reactor, stardrive and
modernised missile propulsion.
Toughness: Small Craft (Sm) Stun: 16 Wound: 16 Mortal: 8 Critical: 4
Crew Complement: 8 Max. Personnel Capacity: 20 Max. Endurance: 100 days
Armor: Light alloy d4-1 (LI), d4-1 (HI), d4-2 (En) Target: +2 steps
Airlocks: 1 Maximum Jump Distance: 5 LY
Maneuverability Rating: 4 Maneuvers: 4/round Acceleration: 1* Mpp
Sensors: Air/Space Radar (active) Range: 5/10/20 Arcs: F Targeting: Normal
Attacks Acc End Accel Damage Type Mode
CHE missile +0 6 5 d6+1s/d6+1w/d4+2m En/L Launch
4/round
Hull: Fast freighter Hull: +32 Cost: $600K
Armour: Light alloy* Hull: 1 Cost: $50K
Power: Mass reactor Hull: 3 Power: +10 Cost: $2.75M
Engine: Fusion torch engine Hull: 3 Power: 1 Cost: $800K
Fuel tank Hull: 1.5 Cost: $65K
FTL: Stardrive Hull: 3 Power: 9 Cost: $5M
Support: Autosupport Hull: 1 Power: 1 Cost: $200K
Crew Quarters Hull: 2 Cost: $20K
Crew Cabin Hull: 1 Cost: $20K
Passenger Quarters Hull: 12 Cost: $300K
Weapons: Missile rack Hull: 2 Power: 1 Cost: $50K
CHE active radar missiles, 4 Cost: $360K
Defences: -
Command: Cockpit (3 stations) Hull: 1.5 Cost: $300K
Radio Transceiver Hull: 0.5 Power: 1 Cost: $25K
Sensors: Air/space radar Hull: 0.5 Power: 1 Cost: $20K
Misc: -
Total: $10.54M
* Warships statistics for light alloy armour: LI d4-1 / HI d4-1 / En d4-2, Hull 2.5%, Cost $50K/Hull
Point
Damage Zones:
F: air/space radar, radio transceiver, cargo space, cockpit
FC: launch rack, passenger quarters, crew quarters
AC: passenger quarters, autosupport, mass reactor, stardrive
A: fuel tank, fusion torch engine
Drive Cutter
Progress Level: 7 Tech Tracks: D, G, S
Description
This cutter has a stardrive, along with as many of the systems assigned in the Player's Handbook
as the hull can fit. The Excellent Design Perk could provide space to carry an accumulator.
Toughness: Small Craft (Sm) Stun: 10 Wound: 10 Mortal: 5 Critical: 3
Crew Complement: 4 Max. Personnel Capacity: 4 Max. Endurance: 100 days
Armor: Medium neutronite d6+1 (LI), d6+1 (HI), d6+1 (En) Target: +2 steps
Airlocks: 1 Maximum Jump Distance: 6 LY (using variant rule)
Maneuverability Rating: 5 Maneuvers: 5/round Acceleration: 2 Mpp
Sensors: Multiband Radar (active) Range: 10/20/40 Arcs: 4 Targeting: Normal
Attacks Acc Arcs Range Damage Type Mode
Plasma cannon -2 F, 0P,
0S
1/2/4 d6+2w/d8+2w/d6+1m En/Sm F
Hull: Cutter Hull: +20 Cost: $600K
Armour: Medium neutronite Hull: 1 Cost: $500K
Power: Mass reactor Hull: 4 Power: +14 Cost: $3M
Engine: Induction engine Hull: 2 Power: 2 Cost: $2M
FTL: Stardrive Hull: 3 Power: 9 (+5) Cost: $5M
Support: Autosupport Hull: 1 Power: 1 Cost: $200K
Cabins Hull: 2 Cost: $40K
Weapons: Plasma cannon Hull: 3 Power: 3 Cost: $400K
Defences: Deflection inducer Hull: 1 Power: 2 Cost: $500K
Command: Cockpit (2 stations) Hull: 1 Cost: $200K
Mass Transceiver Hull: 1 Power: 1 Cost: $100K
Sensors: Multiband radar Hull: 2 Power: 4 Cost: $200K
Misc: Stabiliser Hull: 1 Power: 1 Cost: $200K
Total: $12.94M
Damage Zones:
F: plasma cannon, mass transceiver, cockpit
FC: deflection inducer, multiband radar, crew quarters
AC: autosupport, mass reactor
A: stabiliser, induction engine, stardrive
Drive Trader
Progress Level: 7 Tech Tracks: D, G, S
Description
This trader has a stardrive with sufficient mass reactor capacity to power it, along with the
systems assigned in the Player's Handbook. As mentioned, the ship can carry extra crew or (with
some refits) a few passengers. The ship has limited scope to improve its systems by sacrificing
cargo space or crew berths.
Toughness: Good Stun: 12 Wound: 12 Mortal: 6 Critical: 3
Crew Complement: 6 Max. Personnel Capacity: 10 Max. Endurance: 100 days
Armor: Medium cerametal d4+1 (LI), d4+1 (HI), d4+1 (En) Target: +2 steps
Airlocks: 1 Maximum Jump Distance: 5 LY
Maneuverability Rating: 4 Maneuvers: 4/round Acceleration: 0.5* Mpp
Sensors: Air/Space Radar (active) Range: 5/10/20 Arcs: 4 Targeting: Normal
Attacks Acc Arcs Range Damage Type Mode
Mass cannon -1 F, 0P,
0S
1/3/5 d6+2s/d6+1w/d6+3w LI/Sm F
Point defense
gun
-1 A, P, S,
0P, 0S
1/2/3 d4s/d4w/d4+2w HI/G F/B/A
Hull: Trader Hull: +24 Cost: $500K
Armour: Medium cerametal Hull: 1 Cost: $200K
Power: Mass reactor Hull: 3 Power: +10 Cost: $2.75M
Engine: Ion engine Hull: 2 Power: 1 Cost: $1.2M
Fuel tank Hull: 0.5 Cost: $55K
FTL: Stardrive Hull: 3 Power: 9 Cost: $5M
Support: Autosupport Hull: 1 Power: 1 Cost: $200K
Crew Cabins Hull: 2 Cost: $40K
Crew Quarters Hull: 2 Cost: $20K
Weapons: Mass cannon Hull: 2 Power: 3 Cost: $300K
Defences: Point defense gun turret Hull: 1 Cost: $250K
Command: Cockpit (2 stations) Hull: 1 Cost: $200K
Radio Transceiver Hull: 0.5 Power: 1 Cost: $25K
Sensors: Air/space radar Hull: 2 Power: 4 Cost: $80K
Misc: Cargo hold 100m3 Hull: 3 Cost: $50K
Total: $10.87M
Damage Zones:
F: mass cannon, radio transceiver, cockpit
FC: air/space radar, cargo hold, crew cabins, crew quarters
AC: point defense gun turret, air/space radar, autosupport, mass reactor, stardrive
A: fuel tank, ion engine
Drive Transport
Progress Level: 7 Tech Tracks: D, G, S
Description
This passenger transport has a stardrive with sufficient mass reactor capacity to power it, along
with the systems assigned in the Player's Handbook. A drive transport fitted with an auto-cargo
system holds 400m3 (40 cargo units) of goods.
Toughness: Small Craft (Sm) Stun: 20 Wound: 20 Mortal: 10 Critical: 5
Crew Complement: 10 Max. Personnel Capacity: 22 Max. Endurance: 100 days
Armor: Medium alloy d4+1 (LI), d4+1 (HI), d4 (En) Target: +2 steps
Airlocks: 2 Maximum Jump Distance: 5 LY
Maneuverability Rating: 4 Maneuvers: 4/round Acceleration: 0.5* Mpp
Sensors: Air/Space Radar (active) Range: 5/10/20 Arcs: F, P, S Targeting: Normal
Attacks Acc Arcs Range Damage Type Mode
IR laser -2 F, 0P,
0S
1/2/3 d4+1s/d4+1w/d6+1w En/Sm F
Hull: Fast transport Hull: +40 Cost: $800K
Armour: Medium alloy Hull: 2 Cost: $300K
Power: Mass reactor Hull: 3 Power: +10 Cost: $2.75M
Engine: Ion engine Hull: 4 Power: 2 Cost: $1.2M
Fuel tank Hull: 2 Cost: $70K
FTL: Stardrive Hull: 3 Power: 9 Cost: $5M
Support: Autosupport Hull: 1 Power: 1 Cost: $200K
Crew Quarters Hull: 2 Cost: $20K
Crew Cabins, 2 Hull: 2 Cost: $40K
Passenger Quarters, 6 Hull: 12 Cost: $300K
Weapons: IR laser Hull: 2 Power: 2 Cost: $250K
Defences: -
Command: Command deck (6 stations)
Hull: 2 Cost: $600K
Radio Transceiver Hull: 0.5 Power: 1 Cost: $25K
Sensors: Air/space radar Hull: 1.5 Power: 3 Cost: $60K
Misc: Cargo hold 100m3 Hull: 3 Cost: $50K
Total: $11.665M
Damage Zones:
F: IR laser, air/space radar, radio transceiver, command deck
FC: passenger quarters, crew quarters
AC: cargo hold, autosupport, mass reactor, stardrive
A: fuel tank, ion engine
Drive Yacht
Progress Level: 7 Tech Tracks: C, D, G
Description
Includes the systems assigned in the Player's Handbook, replacing the grav-fusion cell with a
mass reactor to power a stardrive and adding extra power for an extended starfall.
Toughness: Good Stun: 12 Wound: 12 Mortal: 6 Critical: 3
Crew Complement: 6 Max. Personnel Capacity: 8 Max. Endurance: 100 days
Armor: Medium cerametal d4+1 (LI), d4+1 (HI), d4+1 (En) Target: +2 steps
Airlocks: 2 Maximum Jump Distance: 6 LY (using variant rule)
Maneuverability Rating: 4 Maneuvers: 4/round Acceleration: 2 Mpp
Sensors: Mass detectors (passive) Range: 10/30/50 Arcs: All Targeting: +1
Attacks Acc Arcs Range Damage Type Mode
X-ray laser -2 F, 0P,
0S
1/2/3 d6+1s/d4+2w/d4m En/Sm F
Hull: Trader Hull: +24 Cost: $500K
Armour: Medium cerametal Hull: 1 Cost: $200K
Power: Mass reactor Hull: 5 Power: +17 Cost: $3.25M
Engine: Induction engine Hull: 2 Power: 2 Cost: $2M
FTL: Stardrive Hull: 3 Power: 9 (+5) Cost: $5M
Support: Autosupport Hull: 1 Power: 1 Cost: $200K
Crew Quarters Hull: 2 Cost: $20K
Passenger Quarters Hull: 2 Cost: $100K
Weapons: X-ray laser Hull: 2 Power: 2 Cost: $350K
Defences: -
Command: Command deck (6 stations)
Hull: 2 Cost: $600K
Mass Transceiver Hull: 1 Power: 1 Cost: $100K
Computer Core, Good Hull: 1 Power: 1 Cost: $1M
Sensors: Mass detectors Hull: 2 Power: 2 Cost: $400K
Misc: -
Total: $13.72M
Damage Zones:
F: X-ray laser, mass transceiver, command deck, computer core
FC: mass detector, crew quarters, passenger quarters
AC: mass detector, autosupport, mass reactor
A: induction engine, stardrive
Space Fighter
Progress Level: 8 Tech Tracks: C, G, M, S, T, X
Description
As described in the Player's Handbook, this one to two-man battlecraft includes the ability to
travel between star systems.
Toughness: Small Craft (Sm) Stun: 8 Wound: 8 Mortal: 4 Critical: 2
Crew Complement: 2 Max. Personnel Capacity: 2 Max. Endurance: 3 days
Armor: Medium nanofluidic 2d4 (LI), 2d4 (HI), 2d4 (En) Target: +3 steps
Airlocks: - Maximum Jump Distance: 5 LY
Maneuverability Rating: 4 Maneuvers: 4/round Acceleration: 10 Mpp
Sensors: Multiband Radar (active) Range: 10/20/40 Arcs: All Targeting: Normal
Attacks Acc Arcs Range Damage Type Mode
Kinetic lance -4 F, 0P,
0S
2/4/6 d4+1w/2d4w/d4+3m HI/Sm F
Hull: Strike fighter Hull: +15 Cost: $500K
Armour: Medium nanofluidic Hull: 1.5 Cost: $1.5M
Power: Matter converter Hull: 2 Power: +9 Cost: $4.4M
Engine: Gravitic redirector engine Hull: 3 Power: 2 Cost: $6M
FTL: Drivewave Hull: 2 Power: 6 Cost: $6M
Support: -
Weapons: Kinetic lance Hull: 2 Power: 1 Cost: $750K
Defences: -
Command: Cockpit (2 stations) Hull: 1 Cost: $200K
Mass Transceiver Hull: 1 Power: 1 Cost: $100K
Attack computer Hull: 0.5 Cost: $200K
Sensors: Multiband radar Hull: 2 Power: 4 Cost: $200K
Misc: -
Total: $19.85M
Damage Zones:
F: kinetic lance, multiband radar, mass transceiver, cockpit, attack computer
A: multiband radar, gravitic redirector engine, matter converter, drivewave
Alternity
Science Fiction
Adventure Game
Boxed Set
Lophir Dynamics Herald-Class Courier
Progress Level: 7 Tech Tracks: D, G
Description
See Starships, p. 68, Alternity SF Adventure Game boxed set and Incident at Exile. As explained
in Starships, the Herald design is widely used and very easily configurable to upgrade its surplus
crew space for distinguished guests, exchange some accommodations for cargo space or even
rebuild its power and FTL systems to use different technologies. Some Heralds are armed.
Toughness: Good Stun: 8 Wound: 8 Mortal: 4 Critical: 2
Crew Complement: 4 Max. Personnel Capacity: 8 Max. Endurance: 100 days
Armor: Light cerametal d6-1 (LI), d6-1 (HI), d6-1 (En) Target: +2 steps
Airlocks: 1 Maximum Jump Distance: 5 light-years
Maneuverability Rating: 4 Maneuvers: 4/round Acceleration: 2 Mpp
Sensors: Multiband Radar (active) Range: 10/20/40 Arcs: F Targeting: Normal
Hull: Courier Hull: +16 Cost: $400K
Armour: Light cerametal Hull: 0.5 Cost: $50K
Power: Mass reactor Hull: 3 Power: +10 Cost: $2.75M
Engine: Induction engine Hull: 2 Power: 2 Cost: $2M
FTL: Stardrive Hull: 3 Power: 9 Cost: $5M
Support: Autosupport Hull: 1 Power: 1 Cost: $200K
Crew quarters Hull: 2 Cost: $20K
Crew cabin Hull: 1 Cost: $20K
Entertainment bay Hull: 1 Cost: $50K
Weapons: -
Defences: -
Command: Cockpit (3 stations) Hull: 1.5 Cost: $300K
Radio transceiver Hull: 0.5 Power: 1 Cost: $25K
Sensors: Multiband radar Hull: 0.5 Power: 1 Cost: $50K
Misc: -
Total: $10.845M
Damage Zones:
F: multiband radar, radio transceiver, entertainment bay, crew cabin, crew quarters, autosupport
A: induction engine, mass reactor, stardrive, cockpit
Star*Drive
Starships of the Verge
Solar-X Gull-Class Interplanetary Launch
Progress Level: 7 Tech Tracks: D, G
Description
Solar-X's small craft employs a larger than standard hull size to provide sufficient endurance for
system-wide excursions. The Gull's configurable hull section can accommodate either a
passenger suite (2 passengers), crew berths (6 crew), cargo (5 cargo units) or a combination of
these (minimal allowance for the launch's crew to rest off duty, plus 24m3 / 2 standard units of
cargo).
Toughness: Good Stun: 6 Wound: 6 Mortal: 3 Critical: 2
Crew Complement: 3 Max. Personnel Capacity: 3 to 6 Max. Endurance: 3, 66 or 100 days
Armor: Medium cerametal d4+1 (LI), d4+1 (HI), d4+1 (En) Target: +2 steps
Airlocks: 1 Maximum Jump Distance: -
Maneuverability Rating: 4 Maneuvers: 4/round Acceleration: 3 Mpp
Sensors: Multiband Radar (active) Range: 10/20/40 Arcs: 4 Targeting: Normal
Hull: Custom (Gig) Hull: +12 Cost: $350K
Armour: Medium cerametal Hull: 0.5 Cost: $50K
Power: Mass reactor Hull: 2 Power: +7 Cost: $2.5M
Engine: Induction engine Hull: 2 Power: 2 Cost: $2M
FTL: -
Support: Autosupport Hull: 1 Power: 1 Cost: $200K
Configurable section Hull: 2 Cost: $50K
Weapons: -
Defences: -
Command: Cockpit (2 stations) Hull: 1 Cost: $200K
Radio Transceiver Hull: 0.5 Power: 1 Cost: $25K
Sensors: Multiband radar Hull: 2 Power: 4 Cost: $200K
Misc: Escape Pod Hull: 1 Cost: $50K
Total: $5.625M
Damage Zones:
F: multiband radar, radio transceiver, configurable section, escape pod, cockpit
A: multiband radar, autosupport, mass reactor, induction engine
Solar-X Hermes-Class Courier
Progress Level: 7 Tech Tracks: C, D, F, G
Description
Star*Drive Arms and Equipment Guide, p. 90, describes the Hermes-class courier. This rendition
might prove to be a little short of Power Factors in combat, suggesting a reason for its extended
crew allowance it needs at least one power tech at his station to fight the ship effectively.
Toughness: Good Stun: 8 Wound: 8 Mortal: 4 Critical: 2
Crew Complement: 4 Max. Personnel Capacity: 8 Max. Endurance: 100 days
Armor: Light cerametal d6-1 (LI), d6-1 (HI), d6-1 (En) Target: +2 steps
Airlocks: 1 Maximum Jump Distance: -
Maneuverability Rating: 4 Maneuvers: 4/round Acceleration: 2 Mpp
Sensors: Multiband Radar (active) Range: 10/20/40 Arcs: F Targeting: Normal
Attacks Acc Arcs Range Damage Type Mode
Plasma cannon -2 (+1) F, 0P,
0S
1/2/4 d6+2w/d8+2w/d6+1m En/Sm F
Hull: Courier Hull: +16 Cost: $400K
Armour: Light cerametal Hull: 0.5 Cost: $50K
Power: Mass reactor Hull: 2 Power: +7 Cost: $2.5M
Engine: Induction engine Hull: 2 Power: 2 Cost: $2M
FTL: -
Support: Autosupport Hull: 1 Power: 1 Cost: $200K
Crew Quarters Hull: 2 Cost: $20K
Passenger Quarters Hull: 2 Cost: $50K
Weapons: Plasma cannon fixed mount Hull: 2 Power: 3 Cost: $300K
Defences: J ammer Hull: 1 Power: 1 Cost: $100K
Command: Cockpit (1 station) Hull: 0.5 Cost: $100K
Radio Transceiver Hull: 0.5 Power: 1 Cost: $25K
Computer Core, Ordinary Hull: 1 Power: 1 Cost: $500K
Nav Control, Ordinary Hull: 1 Cost: $500K
Sensors: Multiband radar Hull: 0.5 Power: 1 Cost: $50K
Misc: -
Total: $6.795M
Damage Zones:
F: plasma cannon, jammer, multiband radar, radio transceiver, computer core
A: crew quarters, passenger cabin, autosupport, induction engine, mass reactor, cockpit
Concord Blade-Class Scout
Progress Level: 7 Tech Tracks: C, D, G, S
Description
This modern Concord scout craft has a deck plan in the Star*Drive Campaign Setting, p. 201.
Toughness: Small Craft Stun: 15 Wound: 15 Mortal: 8 Critical: 4
Crew Complement: 6 Max. Personnel Capacity: 8 Max. Endurance: 100 days
Armor: Medium neutronite d6+1 (LI), d6+1 (HI), d6+1 (En) Target: +2 steps
Airlocks: 2 Maximum Jump Distance: 6 LY using variant rule, no Nav Control
Maneuverability Rating: 4 Maneuvers: 4/round Acceleration: 3 Mpp
Sensors: Multiband Radar (active) Range: 10/20/40 Arcs: 4 Targeting: Normal
Attacks Acc Arcs Range Damage Type Mode
Mass cannon -1 F, 0P,
0S
1/3/5 d6+2s/d6+1w/d6+3w LI/Sm F
Point defense
gun
-1 F, P, S,
0P, 0S
1/2/3 d4s/d4w/d4+2w HI/G F/B/A
Hull: Scout Hull: +30 Cost: $800K
Armour: Medium neutronite Hull: 1.5 Cost: $750K
Power: Mass reactors, 2 x 2 Hull: 4 Power: +14 Cost: $5M
Engine: Induction engine Hull: 5 Power: 5 Cost: $3.5M
FTL: Stardrive Hull: 3 Power: 9 (+5) Cost: $5M
Support: Autosupport Hull: 1 Power: 1 Cost: $200K
Crew Cabin Hull: 1 Cost: $20K
Crew Quarters Hull: 2 Cost: $20K
Weapons: Mass cannons, 2 Hull: 4 Power: 6 Cost: $600K
Defences: Point defense gun turret Hull: 1 Cost: $250K
Command: Cockpit (2 stations) Hull: 1 Cost: $200K
Radio Transceiver Hull: 0.5 Power: 1 Cost: $25K
Computer core, Good Hull: 1 Power: 1 Cost: $1M
Nav Control, Good Hull: 1 Cost: $750K
Sensor Control, Good (radar) Hull: 1 Cost: $600K
Sensors: Multiband radar Hull: 2 Power: 4 Cost: $200K
EM Detectors Hull: 1 Cost: $40K
Misc: -
Total: $18.955M
Damage Zones:
F: point defense gun, multiband radar, EM detector, radio transceiver, cockpit, computer core
FC: mass cannon x 2, crew cabin, crew quarters
AC: multiband radar, EM detector, induction engine, stardrive
A: autosupport, mass reactor x 2
Sparrow-Class Scout
Progress Level: 7 Tech Tracks: C, D, F, G, S
Description
Both Star Force and independent operators contracted to the Concord Scout Service use armed
drive scout ships of similar design (see Red Starrise, pages 4 and 6-7). The Monitor's
commander has authorised refit of this scout for mass-reaction missiles in potentially hostile
space.
Toughness: Small Craft Stun: 15 Wound: 15 Mortal: 8 Critical: 4
Crew Complement: 6 Max. Personnel Capacity: 8 Max. Endurance: 100 days
Armor: Medium neutronite d6+1 (LI), d6+1 (HI), d6+1 (En) Target: +2 steps
Airlocks: 1 Maximum Jump Distance: 7 LY*
Maneuverability Rating: 4 Maneuvers: 4/round Acceleration: 2 Mpp
Sensors: Multiband Radar (active) Range: 10/20/40 Arcs: 4 Targeting: Normal
Attacks Acc Arcs Range Damage Type Mode
Plasma cannon -3 F, 0P,
0S
1/2/4 d6+2w/d8+2w/d6+1m En/Sm F
Attacks Acc End Accel Damage Type Mode
Plasma EM
homing missile
-2* 4 6 d6+3w/d8+3w/d6+2m En/L Launch
4/round
MRB active
radar missile
+0 6 5 2d4+1s/2d4w/d8+1m En/M Launch
2/round
Hull: Scout Hull: +30 Cost: $800K
Armour: Medium neutronite Hull: 1.5 Cost: $750K
Power: Mass reactors, 1 x 2.5, 1 x 3 Hull: 5.5 Power: +19 Cost: $5.375M
Engine: Induction engine Hull: 2 Power: 2 Cost: $2M
FTL: Stardrive Hull: 3 Power: 9 (+10) Cost: $5M
Support: Autosupport Hull: 1 Power: 1 Cost: $200K
Crew Cabin Hull: 1 Cost: $20K
Crew Quarters Hull: 2 Cost: $20K
Weapons: Plasma cannon Hull: 3 Power: 3 Cost: $400K
Missile rack Hull: 2 Power: 1 Cost: $50K
Plasma EM homing missiles, 4 Cost: $400K
MRB active radar missiles, 2 Cost: $560K
Defences: Chaff Hull: 1 Cost: $50K
Command: Cockpit (2 stations) Hull: 1 Cost: $200K
Radio Transceiver Hull: 0.5 Power: 1 Cost: $25K
Computer core, Ordinary Hull: 1 Power: 1 Cost: $500K
Fire Control, Ordinary (plasma cannon)
Hull: 1 Cost: $900K
Nav Control, Ordinary Hull: 1 Cost: $750K
Sensors: Multiband radar Hull: 2 Power: 4 Cost: $200K
EM Detector Hull: 0.5 Cost: $20K
Misc: Escape pod Hull: 1 Cost: $50K
Total: $18.27M
Damage Zones:
F: plasma cannon, chaff, radio transceiver, cockpit, computer core
FC: missile rack, multiband radar, EM detector
AC: multiband radar, crew quarters
A: escape pod, autosupport, mass reactor x 2, induction engine, stardrive
Vendetta-Class Marauder
Progress Level: 7 Tech Tracks: C, D, F, G
Description
Rogue shipyards in some dark corner of the Verge very likely Ptolemy, before the Regency of
Bluefall devastated its shipyards, and various other corsair havens produce these military-rated
craft especially for the use of pirate fleets, such as the Kind Pirates of Oberon (Planet of
Darkness, p. 28). Extra living quarters convert easily to store booty or fit additional systems when
not needed for passengers, boarding troops or prisoners.
Toughness: Small Stun: 20 Wound: 20 Mortal: 10 Critical: 5
Crew Complement: 10 Max. Personnel Capacity: 16 Max. Endurance: 100 days
Armor: Medium neutronite d6+1 (LI), d6+1 (HI), d6+1 (En) Target: +2 steps
Airlocks: 1 Maximum Jump Distance: 6 LY*
Maneuverability Rating: 4 Maneuvers: 4/round Acceleration: 2 Mpp
Sensors: Multiband Radar (active) Range: 10/20/40 Arcs: 4 Targeting: Normal
Attacks Acc Arcs Range Damage Type Mode
Plasma cannon -4 F, 0P,
0S
1/2/4 d6+2w/d8+2w/d6+1m En/Sm F
Point defense
gun
-3 F, P, S,
0P, 0S
1/2/3 d4s/d4w/d4+2w HI/G F/B/A
Hull: Escort Hull: +40 Cost: $1M
Armour: Medium neutronite Hull: 2 Cost: $1M
Power: Mass reactors, 2 x 2 Hull: 4 Power: +14 Cost: $5M
Engine: Induction engine Hull: 4 Power: 4 Cost: $3M
FTL: Stardrive Hull: 3 Power: 9 (+5) Cost: $5M
Support: Autosupport Hull: 1 Power: 1 Cost: $200K
Passenger Cabins Hull: 4 Cost: $100K
Crew Quarters Hull: 4 Cost: $40K
Weapons: Plasma cannon Hull: 3 Power: 3 Cost: $400K
Defences: Point defense gun turret Hull: 1 Cost: $250K
Jammer Hull: 1 Power: 1 Cost: $100K
Damage control Hull: 2 Power: 2 Cost: $200K
Command: Command deck (6 stations) Hull: 2 Cost: $600K
Radio Transceiver Hull: 0.5 Power: 1 Cost: $25K
Computer core, Good Hull: 1 Power: 1 Cost: $1M
Fire Control, Good (plasma cannon)
Hull: 1 Cost: $900K
Fire Control, Good (point defense gun)
Hull: 1 Cost: $300K
Nav Control, Good Hull: 1 Cost: $750K
Sensors: Multiband radar Hull: 2 Power: 4 Cost: $200K
EM detector Hull: 0.5 Cost: $20K
Misc: Escape pods Hull: 2 Cost: $100K
Total: $20.185M
Damage Zones:
F: plasma cannon, point defense gun, jammer, radio transceiver, escape pod, command deck
FC: multiband radar, EM detector, escape pod, crew quarters, passenger cabins, mass reactor,
computer core
AC: multiband radar, crew quarters, autosupport, mass reactor
A: induction engine, stardrive
Solar-X Nike-Class System Defence Gunboat
Progress Level: 7 Tech Tracks: C, D, G, S
Description
As described in the Star*Drive Arms and Equipment Guide, p. 91, Solar X Shipyards can adapt its
popular corporate defence craft to the client's tactical preferences with some refit work in the
command compartment, replacing the sensor control computer with either extra fire control or a
jammer.
Toughness: Small Stun: 20 Wound: 20 Mortal: 10 Critical: 5
Crew Complement: 10 Max. Personnel Capacity: 12 Max. Endurance: 100 days
Armor: Medium neutronite d6+1 (LI), d6+1 (HI), d6+1 (En) Target: +2 (+4) steps
Airlocks: 1 Maximum Jump Distance: -
Maneuverability Rating: 4 Maneuvers: 4/round Acceleration: 2 Mpp
Sensors: Multiband Radar (active) Range: 10/20/40 Arcs: 4 Targeting: Normal
Attacks Acc Arcs Range Damage Type Mode
Mass cannon -1 F, 0P,
0S
1/3/5 d6+2s/d6+1w/d6+3w LI/Sm F
Attacks Acc End Accel Damage Type Mode
CHE active
radar missile
-2 6 5 d6+1s/d6+1w/d4+2m En/L Launch
2/round
KESM active
radar missile
-3 6 5 d6+2s/d6+2w/d6+4w HI/L Launch
2/round
CHE EM
homing missile
-2* 6 5 d6+1s/d6+1w/d4+2m En/L Launch
2/round
Hull: Escort Hull: +40 Cost: $1M
Armour: Medium neutronite Hull: 2 Cost: $1M
Power: Mass reactors, 3 x 2 Hull: 6 Power: +21 Cost: $7.5M
Engine: Induction engine, 2 x 2 Hull: 4 Power: 4 Cost: $4M
FTL: -
Support: Autosupport Hull: 1 Power: 1 Cost: $200K
Crew Quarters Hull: 4 Cost: $40K
Weapons: Mass cannons, 2 Hull: 4 Power: 6 Cost: $600K
Launch tubes, 2 Hull: 6+4 Power: 2 Cost: $400K
Active radar CHE missiles, 8 Cost: $720K
Active radar KESM missiles, 4 Cost: $400K
EM Homing CHE missiles, 8 Cost: $640K
Defences: Deflection inducer Hull: 2 Power: 4 Cost: $1M
Command: Cockpit (4 stations) Hull: 2 Cost: $400K
Mass Transceiver Hull: 1 Power: 1 Cost: $100K
Computer Core, Good Hull: 1 Power: 1 Cost: $1M
Fire Control, Good (missile tubes)
Hull: 1 Cost: $1.8M
Sensor Control, Good Hull: 1 Cost: $600K
Sensors: Multiband radar Hull: 2 Power: 4 Cost: $200K
Misc: -
Total: $21.4M
Damage Zones:
F: multiband radar, crew quarters, cockpit, computer core
FC: mass cannon x 2, missile tube x 2
AC: deflection inducer, mass transceiver, autosupport, mass reactor
A: multiband radar, induction engine x 2, mass reactor x 2
Alaundrin Lucre-Class Escort
Progress Level: 7 Tech Tracks: C, D, G, S
Description
For many years, the Lucre-class ships were the only warships for sale to any system in the
Verge Star*Drive Campaign Setting, p. 106
Extra bunk space and a small but efficient cargo area allow the Lucre to fulfil a variety of functions
as the leading ship of a small fleet, including simple trade to bolster the system's revenues.
Toughness: Light Stun: 20 Wound: 20 Mortal: 10 Critical: 5
Crew Complement: 20 Max. Personnel Capacity: 36 Max. Endurance: 100 days
Armor: Medium neutronite d6+1 (LI), d6+1 (HI), d6+1 (En) Target: +1 (+3/+5/+6) steps
Airlocks: 1 Maximum Jump Distance: 12 LY
Maneuverability Rating: 3 Maneuvers: 3/round Acceleration: 1 Mpp
Sensors: Multiband Radar (active) Range: 10/20/40 Arcs: All Targeting: Normal
Attacks Acc Arcs Range Damage Type Mode
Mass cannon -2 F or A,
P, S,
0P, 0S
1/3/5 d6+2s/d6+1w/d6+3w LI/Sm F
Attacks Acc End Accel Damage Type Mode
CHE active
radar missile
-1 6 5 d6+1s/d6+1w/d4+2m En/L Launch
4/round
CHE EM
homing missile
-1* 6 5 d6+1s/d6+1w/d4+2m En/L Launch
4/round
MRB active
radar missile
-1 6 5 2d4+1s/2d4w/d8+1m En/M Launch
2/round
Hull: Corvette Hull: +88 Cost: $5M
Armour: Medium neutronite Hull: 4 Cost: $2M
Power: Mass reactors, 2 x 5 Hull: 10 Power: +35 Cost: $9.5M
Engine: Induction engine Hull: 4 Power: 4 Cost: $3M
FTL: Stardrive Hull: 4 Power: 12 (+23)Cost: $6M
Support: Autosupport Hull: 2 Power: 2 Cost: $400K
Crew Quarters Hull: 10 Cost: $100K
Crew Cabins Hull: 6 Cost: $60K
Weapons: Twin mass cannon turrets, 2 Hull: 8 Power: 12 Cost: $1.12M
Missile racks Hull: 8 Power: 4 Cost: $200K
CHE EM homing missiles, 6 Cost: $480K
CHE active radar missiles, 8 Cost: $720K
MRB active radar missiles, 2 Cost: $460K
Tractor beam Hull: 2 Power: 5 Cost: $500K
Defences: Deflection inducer Hull: 4 Power: 8 Cost: $2M
Jammer Hull: 1 Power: 1 Cost: $100K
Chaff (8 launches) Hull: 2 Cost: $100K
Command: Command deck (6 stations) Hull: 2 Cost: $600K
Radio transceiver Hull: 0.5 Power: 1 Cost: $25K
Laser transceiver Hull: 1 Power: 1 Cost: $50K
Computer core, Ordinary Hull: 1 Power: 1 Cost: $500K
Fire Control, Ordinary (mass cannon)
Hull: 1 Cost: $2.4M
Fire Control, Ordinary (missiles) Hull: 1 Cost: $2.4M
Sensors: Multiband radar Hull: 2 Power: 4 Cost: $200K
EM detectors Hull: 1 Cost: $40K
IR detectors Hull: 2 Cost: $80K
Misc: Sick bay Hull: 1 Cost: $150K
Cargo hold 200m3 Hull: 6 Cost: $100K
Autocargo Hull: 1 Power: 1 Cost: $30K
Escape pods Hull: 4 Cost: $200K
Total: $38.515M
Damage Zones:
F: twin mass cannon turret, jammer, multiband radar, radio transceiver, escape pods, command
deck
FC: missile rack, chaff, deflection inducer, EM detector, IR detector, laser transceiver, computer
core
P: tractor beam, autocargo, cargo hold
S: crew quarters, crew cabins, sick bay
AC: twin mass cannon turret, missile rack, multiband radar, autosupport, mass reactor
A: EM detector, IR detector, mass reactor, induction engine, stardrive
Star*Drive
Space Fighters
of the External War
Star Force Meteor Aerospace Fighter
Progress Level: 7 Tech Tracks: C, D, G, S
Description
See Star*Drive Campaign Setting, p. 208-209, and Wikipedia: Nial class heavy fighter
Toughness: Small Craft (Sm) Stun: 8 Wound: 8 Mortal: 4 Critical: 2
Crew Complement: 1 Max. Personnel Capacity: 1 Max. Endurance: 3 days
Armor: Medium neutronite d6+1 (LI), d6+1 (HI), d6+1 (En) Target: +3 steps
Airlocks: - Maximum Jump Distance: -
Maneuverability Rating: 4 Maneuvers: 4/round Acceleration: 4 Mpp
Sensors: Multiband Radar (active) Range: 10/20/40 Arcs: 4 Targeting: Normal
Perks: Excellent Design
Attacks Acc Arcs Range Damage Type Mode
X-ray laser -3 F, 0P,
0S
1/2/3 d6+1s/d4+2w/d4m En/Sm F/B/A
Hull: Strike fighter Hull: +15.5 Cost: $1M
Armour: Medium neutronite Hull: 1 Cost: $1M
Power: Mass reactor Hull: 3 Power: 10 Cost: $2.75M
Engine: Induction engine Hull: 3 Power: 3 Cost: $2.5M
FTL: -
Support: -
Weapons: Autofire X-ray laser Hull: 3 Power: 2 / 4 Cost: $1.1M
Defences: Stealth hull Hull: 2 Power: 1 Cost: $1M
Command: Cockpit (1 station) Hull: 0.5 Cost: $200K
Radio transceiver Hull: 0.5 Power: 1 Cost: $50K
Attack computer Hull: 0.5 Cost: $400K
Sensors: Multiband radar Hull: 2 Power: 4 Cost: $300K
Misc: -
Total: $10.3M
Damage Zones:
F: autofire X-ray laser, stealth hull, multiband radar, radio transceiver, cockpit, attack computer
A: stealth hull, multiband radar, induction engine, mass reactor
Star Force Nardo Short Range Fighter
Progress Level: 7 Tech Tracks: D, F, G, S
Description
A dozen of these typical Star Force warcraft accompany the Lighthouse through the Verge (The
Lighthouse, p. 11).
Toughness: Small Craft (Sm) Stun: 8 Wound: 8 Mortal: 4 Critical: 2
Crew Complement: 2 Max. Personnel Capacity: 2 Max. Endurance: 3 days
Armor: Medium neutronite d6+1 (LI), d6+1 (HI), d6+1 (En) Target: +3 steps
Airlocks: - Maximum Jump Distance: -
Maneuverability Rating: 4 Maneuvers: 4/round Acceleration: 4 Mpp
Sensors: Multiband Radar (active) Range: 10/20/40 Arcs: 4 Targeting: Normal
Attacks Acc Arcs Range Damage Type Mode
Plasma cannon -2 F, 0P,
0S
1/2/4 d6+2w/d8+2w/d6+1m En/Sm F
Crew: Ordinary 12/6/3
Hull: Strike fighter Hull: +15 Cost: $500K
Armour: Medium neutronite Hull: 1 Cost: $500K
Power: Mass reactor Hull: 2 Power: +7 Cost: $2.5M
Engine: Induction engine Hull: 3 Power: 3 Cost: $2.5M
FTL: -
Support: -
Weapons: Plasma cannon Hull: 3 Power: 3 Cost: $400K
Defences: Jammer Hull: 1 Power: 1 Cost: $100K
Command: Cockpit (2 stations) Hull: 1 Cost: $200K
Radio transceiver Hull: 0.5 Power: 1 Cost: $25K
Sensors: Multiband radar Hull: 2 Power: 4 Cost: $200K
Misc: Accumulator Hull: 1 Cost: $40K
Reentry capsule Hull: 0.5 Cost: $5K
Total: $6.97M
Damage Zones:
F: plasma cannon, jammer, multiband radar, radio transceiver, reentry capsule, cockpit
A: multiband radar, induction engine, accumulator, mass reactor
Thuldan Space Fighter
Progress Level: 7 Tech Tracks: D, F, G, S
Description
As described in Star Compendium, p. 106
Toughness: Small Craft (Sm) Stun: 8 Wound: 8 Mortal: 4 Critical: 2
Crew Complement: 2 Max. Personnel Capacity: 2 Max. Endurance: 3 days
Armor: Medium neutronite d6+1 (LI), d6+1 (HI), d6+1 (En) Target: +3 (+5) steps
Airlocks: - Maximum Jump Distance: -
Maneuverability Rating: 4 Maneuvers: 4/round Acceleration: 3 Mpp
Sensors: Multiband Radar (active) Range: 10/20/40 Arcs: 4 Targeting: Normal
Attacks Acc Arcs Range Damage Type Mode
Plasma cannon -2 F, 0P,
0S
1/2/4 d6+2w/d8+2w/d6+1m En/Sm F
Crew: Good 14/7/3
Hull: Strike fighter Hull: +15 Cost: $500K
Armour: Medium neutronite Hull: 1 Cost: $500K
Power/Engine: Microinductor* Hull: 4 Power: +6 Cost: $4.4M
FTL: -
Support: -
Weapons: Plasma cannon Hull: 3 Power: 3 Cost: $400K
Defences: Deflection inducer Hull: 1 Power: 2 Cost: $500K
Command: Cockpit (2 stations) Hull: 1 Cost: $200K
Radio transceiver Hull: 0.5 Power: 1 Cost: $25K
Sensors: Multiband radar Hull: 2 Power: 4 Cost: $200K
EM detectors Hull: 1 Cost: $40K
Misc: Accumulator Hull: 1 Cost: $40K
Total: $6.905M
* Tech: D, G, Power: +1.5, Base Cost: $2M, Cost/Hull Point: $600K, Min. Size: 3, Max. Size: 5,
Fuel: No
Accel at: 5% 10% 15% 20% 30% 40% 50%
- - 2 3 4 5 6
Damage Zones:
F: plasma cannon, multiband radar, EM detector, radio transceiver, cockpit
A: deflection inducer, multiband radar, EM detector, accumulator, microinductor
Sifarv Raptor Space Fighter
Progress Level: 7 Tech Tracks: C, D, G, S
Description
This fighter's extraordinary performance and powerful engine combine to keep it out of the sights
of opponents of its class or to close the range rapidly with heavier ships, while its missiles have
sufficient punch while they last to cripple another fighter or menace much larger targets.
Toughness: Small Craft (Sm) Stun: 5 Wound: 5 Mortal: 3 Critical: 2
Crew Complement: 1 Max. Personnel Capacity: 1 Max. Endurance: 3 days
Armor: Medium neutronite d6+1 (LI), d6+1 (HI), d6+1 (En) Target: +3 steps
Airlocks: - Maximum Jump Distance: -
Maneuverability Rating: 5 Maneuvers: 5/round Acceleration: 5 Mpp
Sensors: Multiband Radar (active) Range: 10/20/40 Arcs: 4 Targeting: Normal
Perks: Exceptional Design
Special: Inherent stability (+1 manoeuvre class)
Attacks Acc End Accel Damage Type Mode
Plasma missile -4 4 6 d6+3w/d8+3w/d6+2m En/L Launch
4/round
Crew: Sifarv pilot: manoeuvre Veteran 14/7/3 (-d4), other crew checks Ordinary 12/6/3
Hull: Fighter Hull: +11
Armour: Medium neutronite Hull: 0.5
Power: Mass reactor Hull: 2 Power: +7
Engine: Induction engine Hull: 3 Power: 3
FTL: -
Support: -
Weapons: Missile rack Hull: 2 Power: 1
Plasma mass homing missiles, 8
Defences: -
Command: Cockpit (1 station) Hull: 0.5
Radio transceiver Hull: 0.5 Power: 1
Attack computer Hull: 0.5
Sensors: Multiband radar Hull: 2 Power: 4
Misc: -
Damage Zones:
F: multiband radar, radio transceiver, cockpit, attack computer
A: missile rack, multiband radar, induction engine, mass reactor
Kroath Sphere
Progress Level: 7 Tech Tracks: D, G
Description
See Alien Compendium, p. 123
Toughness: Small Craft (Sm) Stun: 5 Wound: 5 Mortal: 3 Critical: 2
Crew Complement: 1 Max. Personnel Capacity: 1 Max. Endurance: 100 days
Armor: Medium (unknown) d6+1 (LI), d6+1 (HI), d6+2 (En) Target: +3 steps
Airlocks: - Maximum Jump Distance: -
Maneuverability Rating: 4 Maneuvers: 4/round Acceleration: 4 Mpp
Sensors: Multiband Radar (active) Range: 10/20/40 Arcs: 4 Targeting: Normal
Attacks Acc Arcs Range Damage Type Mode
Mass cannon -1 F, 0P,
0S
1/3/5 d6+2s/d6+1w/d6+3w LI/Sm F
Crew: Kroath system operator 12/6/3
Hull: Fighter Hull: +10
Armour: Medium (unknown) Hull: 0.5
Power: Mass reactor Hull: 2 Power: +7
Engine: Induction engine Hull: 2 Power: 2
FTL: -
Support: -
Weapons: Mass cannon Hull: 2 Power: 3
Defences: Jammer Hull: 1 Power: 1
Command: Gel-suspended pilot Hull: -
Radio transceiver Hull: 0.5 Power: 1
Sensors: Multiband radar Hull: 2 Power: 4
Misc: -
Damage Zones:
F: mass cannon, multiband radar, radio transceiver, gel-suspended pilot
A: jammer, multiband radar, induction engine, mass reactor