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Javelin-class Drive Scout

Compartments: 6
Dur: 30
Maneuver Rating: -2
Acc: .6 Mpp/phase
Cruising Speed: 4 AU/hour
Berthing: 12
Armament: 1 maser cannon
Defenses: Ablative screen, Jammer, Light nanofluidic armor: d8-1 (LI), d8-1 (HI), d8
(En)
Computer: Ordinary computer core, battle comp (Ord), science comp (Ord), sensor
comp (Ord)
Engines: Inertial flux engine
Power: 1 matter converter, rated at 21 power factors
Drive: Drivewave generator rated at 5 light-years/starfall
Cost: $10,080,000

Roll Comp't Systems (Dur/Pow) Dur


1-2 Command 2x ablative screen (4/*) 10/10/5
    Ord computer core (1/0)  
    Airlock (0/0)  
3-4 Crew 2x crew quarters (2/0) 8/8/4
    Lab section (2/0)  
5-7 Electronics CE passive array (2/1) 8/8/4
    Multiphase radar (1/0)  
    Jammer (0/1)  
    Mass transceiver (1/1)  
    Laser transceiver (0/1)  
    Radio transceiver (0/1)  
8-10 Weapons Maser cannon in turret (5/3) 10/10/5
11-14 Auxiliary 3x matter converters (6/0) 12/12/6
    2x autosupport (0/2)  
15-20 Engineering 5x inertial flux engines (5/5) 12/12/6
    Drivewave generator (1/*)  

The mission of a drive scout is simple: Visit as many star systems as possible in the
shortest amount of time, conducting a basic survey of each before moving on. The
Javelin fits the bill perfectly. Its sensor suite and science lab are the envy of many larger
vessels, but its small size and eye-popping speed make it perfect for a four- or five-man
survey team. With millions of uncharted stars still waiting in the Orion Arm alone, ships
like the Javelin-class scouts are in more and more demand with each passing day.

No expense was spared in the design and construction of the Javelins. Equipped with
the very latest in drive, sensor, and engineering technology, these sleek vessels are some
of the fastest and most agile ships around. Although it carries a maser cannon in a dorsal
turret, the Javelin is not a fighter; its speed and power are its best defenses, and it can
easily run from any fight. In a normal combat configuration, the ship has 8 points of
power to devote to its two ablative screens, reducing all incoming damage by 4 points.

The ship's complement includes a captain or survey commander, the engineer, the
assistant engineer, the chief pilot, and two spacehands plus the survey team itself.

Weapon Data
System Acc Range Type Damage
Maser cannon -1 6/12/20 En/A (energy) d4+2w/d4+1m/d6+2m
North American Federation Terror-class System Escort
Compartments: 9
Dur: 50
Maneuver Rating: 0
Acc: .05 Mpp/phase
Cruising Speed: 0.2 AU/hour
Berthing: 18
Armament: 2 X-Ray lasers, 2 Launch racks w/8 CHE, 4 NUK, 2 SMP, and 2 ARN
missiles
Defenses: Chaff dispenser, Point-defense guns, Jammer, Light alloy armor: d6-1 (LI),
d6-1 (HI), d4-1 (En)
Computer: Ordinary computer core, battle comp (Ord), engineering comp (Ord), nav
comp (Ord)
Engines: 2 fusion torch engines
Power: 1 grav-fusion cell and 2 fusion generators, total 16 power factors
Drive: System only
Cost: $7,865,000

Roll Comp't Systems (Dur/Pow) Dur


  Command 3x crew quarters (3/0) 6/6/3
    Air/space radar (0/0)  
    EM detector (0/0)  
    IR detector (0/0)  
    Airlock (0/0)  
  Electronics Chaff dispenser (1/0) 6/6/3
    PD Gun (1/1)  
    Computer core (1/0)  
    Laser transceiver (0/1)  
    Radio transceiver (0/1)  
1-2 Crew Sick bay (2/0) 6/6/3
    Secondary airlock (1/0)  
3-4 Weps 1 2 X-ray lasers in turret (7/4) 14/14/7
5-6 Weps 2 2 launch racks (4/2) 8/8/4
7-9 Auxiliary Grav-fusion cell (5/0) 14/14/7
    2x life support (2/2)  
10-12 Cargo 7x fuel tank (7/0) 14/14/7
13-16 Eng 1 2x fusion torch (6/2) 16/16/8
    Fusion generator (2/0)  
17-20 Eng 2 2x fusion torch (6/2) 16/16/8
    Fusion generator (2/0)  

The Terror-class system escorts are designed for speed and firepower, sacrificing armor
protection and endurance. One of the first Fusion Age vessels designed as a pure
warship, the Terror possesses no cargo lift or passenger facilities. Its principle
armament consists of a twin-mount X-ray laser in a midships turret, plus two armored
box launchers containing 16 antiship missiles. The ship has no planetary thrusters and
therefore cannot enter a planet's atmosphere, since its fusion torch engines would
quickly overheat and melt down.

The Terror-class escorts normally require a crew of twelve spacehands and technicians,
plus a commanding officer, an ops officer, and a chief engineer. The ships are employed
as short-endurance patrol craft, attack craft, and transport escorts in hostile areas. To
date, over 100 Terror-class ships have been constructed at the North American
Federation shipyards at Ceres in the asteroid belt.

Weapon Data
System Acc Range Type Damage
X-Ray Laser 0 3/6/9 Mm En/A (energy) d6+1s/d4+2w/d4m
CHE missile +1 8/16/24 Mm LI/A (guided) d8s/d6+1w/d4+1m
NUK missile -2 10/20/30 Mm En/A (guided) 2d6s/2d6w/2d6m
SMP missile -1 8/16/24 Mm HI/A (guided) d6+2s/d6+2w/d6+4w
ARM missile -1 10/20/30 Mm LI/A (guided) d8s/2d4+1s/d4+2w

Gamemaster Tip: The Terror is a Fusion Age (PL 6) ship, which means that it's out of
place in Gravity Age or Energy Age settings. However, this may represent the best
technology available to a backward system.

Emperix-class Cruiser
By Benjamin Loebick (bloebick@juno.com)

Compartments: 10
Dur: 50
Maneuver Rating: +1
Acc: .2 Mpp/phase
Cruising Speed: 1 AU/hour
Berthing: 46
Armament: 4 maser cannon, 4 X-Ray lasers, 4 Launch racks w/20 CHE, 20 SMP, and
10 ARM missiles
Defenses: Ablative screen, Point-defense guns, Chaff dispenser, Jammer
Moderate neutronite armor: d6+1 (LI), d6+1 (HI), d6 (En)
Computer: Ordinary computer core, battle comp (Ord), sensor comp (Ord), nav comp
(Ord)
Engines: Inertial flux engine
Power: 2 matter converters, rated at 40 power factors
Drive: Drivewave generator rated at 5 light-years/starfall
Cost: $37,500,000
Roll Comp't Systems (Dur/Pow) Dur
1-2 Command 2x ablative screen (4/*) 10/10/6
    Ord computer core (2/0)  
    Electromagnetic detector (0/0)  
    Infrared detector (0/0)  
    Airlock (0/0)  
3-4 Crew 2x crew quarters (2/0) 8/8/4
    Sick bay (2/0)  
5-6 Electronics CE passive array (0/1) 8/8/4
    Multiphase radar (1/0)  
    Jammer (0/1)  
    Mass transceiver (1/1)  
    Laser transceiver (0/1)  
    Radio transceiver (0/1)  
    Point-defense gun (1/1)  
    Chaff dispenser (1/0)  
7-8 Weapons 2 Maser cannons in turret (3/3) 10/10/5
    2 X-Ray lasers in turret (2/4)  
9-10 Weapons 2 Maser cannons in turret (3/3) 10/10/5
    2 X-Ray lasers in turret (2/4)  
11-12 Weapons 2 Launch racks (4/2) 10/10/4
13-14 Weapons 2 Launch racks (4/2) 10/10/4
15-16 Auxiliary 3x matter converters (6/0) 12/12/6
    2x autosupport (0/2)  
17-18 Auxiliary 3x matter converters (6/0) 8/8/6
    2x autosupport (0/2)  
19-20 Engineering 3x inertial flux engines (4/3) 12/12/6
    Drivewave generator (2/*)  

The Emperix-class cruisers are designed as the heavy hand of the military. They are
capable of withstanding and handing out large amounts of damage. Not exceptionally
agile or fast, cruisers more than makes up for this by the armament that they carry.
Although able to fight battles at long range, the energy weapons make the cruiser nearly
undefeatable at close range. Only a few Emperix-class cruisers have been constructed,
and they serve as flagships of the military on outer worlds where the truly massive
warships have not yet been stationed. On these outer worlds they prevent pirate
predetation and enforce the peace.

The cruisers are equipped with two paired turrets on opposite sides of the ship, with the
launch racks at the front and rear. This allows the turrets to have a full range of fire
around the ship, with some overlap along a central ring. The launch racks are positioned
to be capable of firing while approaching or retreating from a ship, station or planet.
During combat, 10 points of power are diverted to the ablative screens, decreasing all
damage to the cruiser by five points.

Weapon Data
System Acc Range Type Damage
Maser cannon -1 6/12/20Mm En/A (energy) d4+2w/d4+1m/d6+2m
X-Ray Laser 0 3/6/9 Mm En/A (energy) d6+1s/d4+2w/d4m
CHE missile +1 8/16/24 Mm LI/A (guided) d8s/d6+1w/d4+1m
SMP missile -1 8/16/24 Mm HI/A (guided) d6+2s/d6+2w/d6+4w
ARM missile -1 10/20/30 Mm LI/A (guided) d8s/2d4+1s/d4+2w
Warhawk-class Missile Fighter
By Benjamin Loebick (bloebick@juno.com)

Compartments: 3
Dur: 15
Maneuver Rating: -2
Acc: .8 Mpp/phase
Cruising Speed: 5 AU/hour
Berthing: Pilot only
Armament: 2 launch racks w/6 SMP and 6 ARM missiles
Defenses: Deflection inducer, Jammer
Moderate neutronite armor: d6+1 (LI), d6+1 (HI), d6 (En)
Computer: Marginal computer core
Engines: Inertial flux engine
Power: 1 matter converter, rated at 14 power factors
Drive: System only
Cost: $6,750,000

Roll Comp't Systems (Dur/Pow) Dur


1-6 Command Deflection inducer (1/2) 12/12/5
    Multiphase radar (1/0)  
    Jammer (1/1)  
    Laser transceiver (1/1)  
    Radio transceiver (1/1)  
7-12 Weapons 2 launch racks (4/2) 10/10/4
13-20 Engineering 2x matter converters (4/0) 16/16/6
    6x inertial flux engines (6/6)  
    Autosupport unit (0/1)  

Missile fighters are intended as support on attacks against stations and capital ships.
Modified from the standard Warhawk Heavy Fighter design, missile fighters are slightly
faster and lesser armored. They generally do not close in on a target, preferring to
unleash their missiles from long range. However, they are very fast and capable of a fast
fly-by missile attack to increase accuracy and effectiveness. Unfortunately, though, they
generally suffer heavy casualties when doing this, for they do not have any dog-fighting
weapons. When attacked by other fighters, missile fighters generally flee using their
superior speed. The Warhawk is a dated design due to its old-fashioned deflection
inducer, although it's still in wide service across the galaxy. Unlike many other fighters
of the day, the Warhawk lacks drive capability and must operate from planetary bases,
stations or carriers.

Weapon Data
System Acc Range Type Damage
SMP missile -1 8/16/24 Mm HI/G (guided) d6+2s/d6+2w/d6+4w
ARM missile -1 10/20/30 Mm LI/G (guided) d8s/2d4+1s/d4+2w
PS-724 Science Outpost
By Benjamin Loebick (bloebick@juno.com)

Compartments: 8
Dur: 35
Maneuver Rating: +5
Acc: .001 Mpp/phase
Cruising Speed: orbit or .01 AU/hour
Berthing: 10
Armament: 2 X-Ray lasers, launch rack w/ 6 SMP missiles
Defenses: Ablative screen, Jammer, Point-defense guns, Chaff dispenser
Computer: Ordinary computer core, science comp (Ord), sensor comp (Am), battle
comp (Mar)
Engines: Inertial flux engine
Power: 4 matter converters, rated at 60 power factors
Drive: System only (orbital)
Cost: $36,420,000

Roll Comp't Systems (Dur/Pow) Dur


1 Command 4x ablative screen (4/*) 10/10/7
    Ord computer core (1/0)  
    Electromagnetic detector (0/0)  
    Infrared detector (0/0)  
    Airlock (0/0)  
    Point-defense gun (1/1)  
    Chaff dispenser (1/0)  
2-3 Crew 2x crew quarters (4/0) 8/8/4
    Airlock (0/0)  
4-5 Laboratory Lab section (2/0) 4/4/2
    Airlock (0/0)  
6-10 Cargo Docking tube (0/1) 2/2/1
    Escape pod launcher (1/1)  
    Satellite launcher (0/1)  
    Airlock (0/0)  
11-12 Electronics CE passive array (2/1) 8/8/7
    CE active array (1/2)  
    Multiphase radar (1/1)  
    Chromatography sensors (1/1)  
    Spectrography sensors (1/1)  
    Jammer (0/1)  
    Mass transceiver (1/1)  
    Laser transceiver (0/1)  
    Radio transceiver (0/1)  
13-16 Weapons Maser cannon in turret (2/3) 10/10/5
    Maser cannon in turret (2/3)  
    Launch rack (1/1)  
17-18 Auxiliary 4x matter converters (4/0) 12/12/6
    2x autosupport (2/4)  
19-20 Engineering inertial flux engine (3/3) 12/12/3

Science outposts are rare, for few governments are willing to spend the money
necessary to outfit them. Their primary purpose is to uncover the secrets of newly
discovered planets and gas clouds. Equipped with the most modern sensor equipment,
science outposts are able to discern even the most minute details and chemicals found
on a planet or in a nebula. Being assigned to a science station is an honor, for only the
brightest and most promising scientists are allowed the opportunity, even if they are
stuck in the middle of nowhere for months on end.

Science outposts have only marginal weaponry consisting of two computer operated X-
Ray lasers and a launch rack. Station commanders will often negotiate with aggressors,
trading information for ensured safety. If attacked, though, the station is capable of
diverting a tremendous 30 power units to the ablative screens which absorb an
incredible 15 points of damage from attacks. This alone usually prevents attack. Point-
defense guns, chaff dispensers and a jammer round out the station defenses. In extreme
instances the station's active array can be short circuited, causing a massive burst of
radiation across the spectrum which will destroy operating sensors and computers
within 50 Mm that are not highly shielded.

A science station must be dropped off at its location by a carrier ship, then the engine
will adjust the station's position as required. Although powerful, the engine's alignment
prevents true space travel. Instead, the engine is used to adjust orbit trajectory and
altitude. In deep space the engine is used to move about to sample and inspect different
locations.

Weapon Data
System Acc Range Type Damage
SMP missile -1 8/16/24 Mm HI/O (guided) d6+2s/d6+2w/d6+4w
X-Ray Laser 0 3/6/9 Mm En/G (energy) d6+1s/d4+2w/d4m
Deathtrack Defense Satellite
By Benjamin Loebick (bloebick@juno.com)

Compartments: 2
Dur: 15
Maneuver Rating: N/A
Acc: N/A
Cruising Speed: orbit
Berthing: 0
Armament: 2 kinetic lances
Defenses: Jammer,Deflection inducer,Light alloy armor: d6-1 (LI), d6-1 (HI), d4-1 (En)
Computer: Marginal computer core, battle comp (Mar)
Engines: None
Power: 2 fusion generators, total of 8 power units
Drive: system only
Cost: $1,870,000
Roll Comp't Systems (Dur/Pow) Dur
1-12 Weapons Deflection Inducer (2/2) 18/18/9
    2x kinetic lance (4/4)  
    Multiphase radar (1/0)  
    Mar computer core (1/0)  
    Jammer (1/1)  
13-20 Engineering 2x fusion generators (6/0) 12/12/6

Defense satellites are the last defense for a station or planet under attack from space.
Little more than orbitting cannons, defense satellites are built to take quite a bit of
damage before failing. They are quite dated in design, having both a fusion generator
and a deflection inducer. However, their operability has been well documented under all
situations, and many a planet has been saved from raiders by their firepower. Their low
cost makes defense satellites a favorite for petty lords across the galaxy that desire a
easy, dependable and expendable defense.

Weapon Data
System Acc Range Type Damage
Kinetic lance 0 5/10/20 HI/G (energy) d4+1w/2d4w/d4+3m
Annihilator-Class Close Assault Destroyer
By Benjamin Loebick (bloebick@juno.com)

Compartments: 20
Dur: 50
Maneuver Rating: -2
Acc: .6 Mpp/phase
Cruising Speed: 3 AU/hour
Berthing: 22
Armament: 16 maser cannons
Defenses: Jammer, Ablative screen, Point defense gun, Chaff dispenser
Moderate neutronite armor: d6+1 (LI), d6+1 (HI), d6 (En)
Computer: Ordinary computer core, battle comp (Am)
Engines: Inertial flux engine
Power: 2 matter converters rated at 40 power factors, 16 grav-fusion cells rated at 4
power factors each
Drive: Drivewave generator rated at 10 light-years/starfall
Cost: $52,740,000

Roll Comp't Systems (Dur/Pow) Dur


1 Weapons 1 1 maser cannon (1/3) 6/6/2
    grav-fusion cell (1/0)  
2 Weapons 2 1 maser cannon (1/3) 6/6/2
    grav-fusion cell (1/0)  
3 Weapons 3 1 maser cannon (1/3) 6/6/2
    grav-fusion cell (1/0)  
4 Weapons 4 1 maser cannon (1/3) 6/6/2
    grav-fusion cell (1/0)  
5 Weapons 5 1 maser cannon (1/3) 6/6/2
    grav-fusion cell (1/0)  
6 Weapons 6 1 maser cannon (1/3) 6/6/2
    grav-fusion cell (1/0)  
7 Weapons 7 1 maser cannon (1/3) 6/6/2
    grav-fusion cell (1/0)  
8 Weapons 8 1 maser cannon (1/3) 6/6/2
    grav-fusion cell (1/0)  
9 Weapons 9 1 maser cannon (1/3) 6/6/2
    grav-fusion cell (1/0)  
10 Weapons 10 1 maser cannon (1/3) 6/6/2
    grav-fusion cell (1/0)  
11 Weapons 11 1 maser cannon (1/3) 6/6/2
    grav-fusion cell (1/0)  
12 Weapons 12 1 maser cannon (1/3) 6/6/2
    grav-fusion cell (1/0)  
13 Weapons 13 1 maser cannon (1/3) 6/6/2
    grav-fusion cell (1/0)  
14 Weapons 14 1 maser cannon (1/3) 6/6/2
    grav-fusion cell (1/0)  
15 Weapons 15 1 maser cannon (1/3) 6/6/2
    grav-fusion cell (1/0)  
16 Weapons 16 1 maser cannon (1/3) 6/6/2
    grav-fusion cell (1/0)  
17 Engineering 6x inertial flux engine (6/6) 12/12/6
    Drivewave generator (0/*)  
18* Auxiliary 2x matter converters (3/0) 8/8/6
    2x autosupport (3/4)  
19* Electronics 2x crew quarters (2/0) 6/6/3
    Computer core (1/0)  
    Laser transceiver (0/1)  
    Radio transceiver (0/1)  
    Multiphase Radar (1/0)  
    CE passive array (0/1)  
20 Command 4x ablative screen (1/*) 6/6/3
    Point defense Gun (1/1)  
    Chaff dispenser (0/0)  
    EM detector (0/0)  
    IR detector (0/0)  
    Airlock (0/0)  

Close Assault Destroyers are made only for war. The physical orientation of the ship
allows a maximum of 12 cannons to be brought to bear upon any single target. This,
coupled with the high maneuverability and speed, makes assault destroyers feared
across the galaxy. A favored tactic of Close Assault Destroyer commanders is to wait in
hiding near a planet, then burst forth with turrets blazing. Close Assault Destroyers have
been known to obliterate much larger ships with this tactic, catching them by surprise
before they are able to reconfigure for battle.

When entering battle, Close Assault Destroyers divert 18 points of energy to the
ablative screens, allowing them to absorb 9 points of damage from each attack. Often
times the captains will spin their ship along the longitudinal axis in order to confuse
enemies and evenly distribute any damage to the destroyer. The onboard battle
computer has been specially designed with this tactic in mind.

Due to the construction of the destroyer, the two interior compartments (auxiliary and
electronics) can be damaged only after an outer section has been completely destroyed.
Any hits on either of these compartments is transferred to a different, accessible
compartment.

Weapon Data
System Acc Range Type Damage
Maser cannon -1 6/12/20Mm En/A (energy) d4+2w/d4+1m/d6+2m
C.S.S. Illustra (Medium Freighter class)
By Dan Baker baker@argay.com.au

Compartments: 7
Dur: 48
Maneuver Rating: +1
Acc: 1 Mpp
Cruise Speed: 1 AU/hour
Berthing: 12
Armament: -
Defenses: Point-defense gun
Armor: Light Polymeric (0 dur), d4-1 (LI), d4-1 (HI), d4-2 (En)
Computer: Ordinary computer core, Ordinary navigation and engineering dedicated
computers
Engines: Induction engine
Power: 2 mass reactor rated for 15 power factors
Drive: 5 light-years per starfall

Roll Comp't Systems (Dur/Pow) Dur


  Command Point-defense gun (2/2) 6/6/3
    Multiband radar (0/0)  
    Radio transceiver (0/1)  
    Laser transceiver (0/1)  
    Airlock (0/0)  
    Reentry capsule (0/0)  
    Ordinary computer core (1/0)  
1-2 Engineering 1 Induction engine (6/6) 18/18/9
    Stardrive (3/*)  
3-4 Auxiliary Mass reactor (2/*) 6/6/3
    Auto support (0/2)  
    Recycler unit (1/1)  
5-6 Engineering 2 Mass reactor (1/*) 2/2/1
7-9 Crew Crew quarters (2/0) 4/4/2
10-12 Cargo 1 Cargo space (10/0) 20/20/10
13-16 Cargo 2 Cargo space (10/0) 20/20/10
17-20 Cargo 3 Cargo Space (10/0) 20/20/10

The Illustra class freighters have served the galaxy for nearly 50 years now and what
fine vessels they are. Used by dozens of mining, refining, and transport companies the
real benefit of the Illustra is in it's versatility. It's even been used by some of the smaller
systems as troop carriers for their armies. Three large cargo compartments give 600m³
of storage capacity. Two engineering compartments split the load with an auxiliary
compartment to power the large ship. Powerful induction engines and a stardrive fill
one engineering compartment, while in the other lies the smaller of the two mass
reactors, often used as a backup. The auxiliary compartment contains a larger mass
reactor plus the engineering dedicated computer, and the crew's auto-support and
recycling systems. The comfortable crew's quarters contain staterooms for the captain,
first officer and chief engineer and single berths for the remaining crew. This area also
contains a well stocked mess hall and a functional bathroom facilities. Finally the
command compartment comes equipped with excellent communication arrays, a
computer core, two point-defense guns and a re-entry pod in case of emergency.

Gnat Interceptor (Fighter class)


By Dan Baker baker@argay.com.au

Compartments: 2
Dur: 10
Maneuver Rating: -2
Acc: 4 Mpp
Cruise Speed: 3 AU/hour
Berthing: 1 (pilot)
Armament: Laser cannon
Defenses: Jammer
Armor: Light Cerametal (0 dur), d6-1 (LI), d6-1 (HI), d6-1 (En)
Computer: Marginal computer core
Engines: Induction engine
Power: Mass reactor rated for 10 power factors
Drive: System only

Roll Comp't Systems (Dur/Pow) Dur


1-6 Command Laser Cannon (2/2) 4/4/2
    Radio transceiver (0/1)  
    Laser transceiver (0/1)  
    Airlock (0/0)  
    Reentry capsule (0/0)  
    Marginal computer core (0/0)  
    Jammer (0/1)  
7-20 Engineering Mass reactor (4/*)  
    Autosupport (0/1)  
    Induction engine (4/4) 16/16/8

The Gnat is designed as a fast interceptor whose primary function is in the defense of
vital installations and capital ships. Popular with smaller nations, pirates, smugglers and
traders alike, the Gnat provides a cheap alternative to some of the larger fighters going
around. With two large induction engines the Gnat certainly fulfills the speed
requirements, however, the inclusion of such large engines has required the designers to
sacrifice the number of weapons systems available to them. And so the Gnat is armed
with only a single laser cannon. This has meant any nation willing to field the Gnat has
had to design tactics suitable for such a light fighter. The most effective tactic is how
this fighter received it's name. A large squadron of 12-21 fighters would swarm over a
ship while capital ships move in to support. With so many fighters all firing laser
cannons, the armor and defenses of the enemy ship soon collapse, allowing friendly
capital ships to mop up any remaining resistance. And so it came to pass that the Gnat
was born - an annoying little thing on its own, but when there's a swarm look out!

Weapon Data
System Acc Range Type Damage
Laser Cannon 0 1/2/3 En (e) d4s/d4w/d4+2w
Pegasus Troop Carrier
By Raymond raycobra@xs4all.nl

Hull Type: Corvette


Hull Size: 60
Maneuver Rating : +1
Cruising Speed: 1.5 AU/h
Acc: 2 Mpp
Hyper drive factor: 2.0
Number of Compartment: 9 (12)
Armaments: Laser cannon (0, 1/2/3, en[e], d4s/d4w/d4+2w, 4); Particle Beam (0,
6/12/18, en[e], d6+3s/d4+11m/d4+3m, 2)
Armor:Light Neutronite d6/d6/d6-1
Defense: Chaff, Point defense gun

Compartments:

1 Command   8/8/4
  Airlock [b] 0/0  
  Computer core 2/0  
  Multiband radar 0/0  
  Radio transceiver 0/1  
  Sickbay 2/0  
2 Weapon (def)   16/16/8
  Defense system (g) 0/0  
  Point defense gun 2/2  
  Chaff 1/0  
  Turret belly 1/0  
  Particle beam x1 4/5  
3 Crew   20/20/10
  Crew quarters (officers x6) 1/0  
  Crew quarters (men x10) x7 7/0  
  Workshop 2/1  
4 Engineering (1)   12/12/6
  Matter converter x3 6/*  
  Autosupport unit x4 0/4  
5 Engineering (2)   8/8/4
  Inertial flux engine 4/4  
6 Hyper drive   20/20/10
  Hyper drive 2.0 10/*  
7 Launch(1)   14/14/7
  Airlock x5 5/0  
  Turret top rightwing 1/0  
  Laser cannon 2/2  
8 Launch(2)   14/14/7
  Turret top leftwing 1/0  
  Laser cannon 2/2  
  Airlock x5 5/0  
9 Cargo   4/4/2
  Cargo space 2/0  

The Albatross class troop carrier is a new type of troop carrier. It uses a system of
airlocks to connect with a number of drop ships attached to the wings. These drop ships
are self-contained ships that are dropped when the troop carrier arrives on its
destination. The troops can use the carriers for repair and they can protect it when it is
under attack. A standard mission carries 4 drop-ships containing light infantry (240
troopers), 4 drop-ships containing medium infantry (120 powered amour troopers) and 2
Support drop-ships containing 288 cubic meters of Storage (this can contain anything
from a tank to food).

Drop-ship

1 Command   12/12/6
  Autosupport unit 0/1  
  Multiband radar 0/0  
  Crew quarters x6 6/0  
2 Engineering   8/8/4
  Mass reactor 2/*  
  Induction engine 2/2  

This drop-ship can carry 60 light troops or 30 medium troops.


If the crew quarters is replaced with a cargo hold it can be used as a support ship.

Sussex Class Patrol Frigate


By Nathan Banks (crazynate@worldnet.att.net)
For those interested in more details on larger ship construction and bigger ships, I
submit the following:

The Sussex Class Patrol Frigate is constructed with PL7 technology. It sees duty as a
convoy escort, or independent patrol vessel. It normally carries a dozen fully equipped
marines to board, inspect, and seize selected spacecraft in addition to its crew. A
boarding pod is included. The price is right for small planetary navies or similar
medium sized organizations.

Construction Cost $522,135,000


Compartments: 24
Dur: 120
Maneuver Rating: 0
Acc: 2
Cruise: 1.5 AU/hour
Berthing: 30
Armament: Matter torpedo (forward arc), Plasma cannon turret (rear arc), Particle
beam turret x 2 (one port arc, one starboard arc), Launch rack w/8 missiles (8 MRB)
Defenses: Point defense gun, Deflection inducer, Jammer
Armor: Moderate Neutronite (12 dur), d6+1 (LI), d6+1 (HI), d6 (En)
Computer: Good computer core with Good battle, communication, defense,
engineering, navigation, and sensor dedicated computers
Engine: Induction engine with stabilizer
Power: 18 Mass reactors rated for 90 power factors
Drive: 10 light-years per starfall

Roll Comp't Systems (Dur/Pow) Dur


1 Command Mass detector (1/0) 10/10/5
    Multiband radar (0/0)  
    Spectroanalyzer (1/1)  
    EM detector (0/0)  
    IR detector (0/0)  
    Laser transceiver (0/1)  
    Radio transceiver (0/1)  
    Mass transceiver (1/1)  
    Jammer (0/1)  
    Good computer core (2/0)  
2-3 Engineering 1 Induction engine x 5 (10/10) 20/20/10
4-5 Engineering 2 Induction engine x 5 (10/10) 20/20/10
6-7 Engineering 3 Stardrive (3/*) 18/18/9
    Autosupport 1-3 (0/3)  
    Reentry capsule (0/0)  
    Stabilizer x 6 (6/0)  
8-9 Auxiliary 1 Mass reactor x 5 (10/*) 20/20/10
10-11 Auxiliary 2 Mass reactor x 5 (10/*) 20/20/10
12 Auxiliary 3 Mass reactor x 5 (10/*) 20/20/10
13 Auxiliary 4 Mass reactor x 3 (6/*) 18/18/9
    Autosupport 4-6 (0/3)  
    Boarding Pod (2/0)  
    Recycler Unit (1/1)  
14 Electronics Deflection inducer (6/12) 12/12/6
15 Crew Crew quarters (5/0) 14/14/7
    Airlock (0/0)  
    Sick bay (2/0)  
16 Weapons 1 Matter torpedo (5/4) 10/10/5
17 Weapons 2 Port particle beam turret (5/5) 10/10/5
18 Weapons 3 Starboard particle beam turret (5/5) 10/10/5
19 Weapons 4 Rear plasma cannon turret (4/3) 10/10/5
    Point defense gun (1/1)  
20 Weapons 5 Launch rack (2/1) 4/4/2
Weapon Data
System Acc Range Type Damage
Matter torpedo +1 2/5/10 En (e) A 2d6s/2d6w/d6+3m 2
Plasma cannon 0 4/8/16 En (e) A d6+2w/d8+2w/d6+1m 3
Particle beam 0 6/12/18 En (e) A d6+3s/d4+1m/d4+3m 2
MRB missile -1 10/20/30 En (g) A 2d4+1s/2d4w/d8+1m (2 for launch rack)

Creation notes

This ship is beyond the tables given in the GMG. I merely extrapolated on the
Ship Hull table, Starfall Distances table, and Ship Maneuverability table.
To extrapolate on the Ship Hull table, I multiplied the Comp and Dur by n where
n was how many times as big I wanted the hull. The frigate hull was created by
multiplying the (12 comp/ 60 dur) military hull by 2. The cost was more
complicated. Essentially the military hull table increases by a factor of 10 every
6 compartments, while the civilian cost increases by a factor of 100 every 12
compartments. My frigate hull cost $500M.
To extrapolate on the other two tables, I divided the durability up into sections
of 60 and treated these sections and the remainder as parts of a whole. For
example, using this method a 150 durability ship would have 2 x 60 durability
sections and 1 x 30 durability section. It would require 45 power factors for each
60 durability section and 25 power factors for the 30 durability section (115 PF
total) minimum to obtain a 10 light-year starfall. Similarly, 9 movement points
(2x4 + 1) would give it a +1 maneuver rating.
Everything else just follows from the existing rules. Larger ships should have
their damage tables abridged (using multiple identical compartments) for
playability, otherwise the above system appears to work.
Concord Wolverine-Class Drive Scout
By Jeff Sease <jsease@ccs.logicsouth.com>

Compartments: 8
Durability: 60
Maneuvering Rating: 0
Acceleration: 2 Mpp
Cruising Speed: 1.5 AU/hour
Berthing: 18
Armament: Plasma Cannons (x2) (Accuracy: 0 Range: 4/8/16 Type: En(e) Damage:
d6+2w/d8+2w/d6+1m Actions: 3)
Defences: Point Defence Gun, Chaff Dispenser, Jammer
Armour: Light Neutronite - d8-1 (LI) / d8-1 (HI) / d8 (En)
Computer: Computer Core (A), Battle (A), Communication (A), Defence (A),
Engineering (A), Navigation (A), Sensor (A)
Engines: Induction Engine, Stabilizers (x3)
Power: Mass Reactors (x2) (45 power factors total)
Drive: Stardrive (10 light years/starfall)
Cost: $ 14,995,000

Roll Comp't Systems (Dur/Pow) Dur


1-2 Command Computer Core 3/0 10/10/5
  Battle 0/0  
  Communication 0/0  
  Defence 0/0  
  Engineering 0/0  
  Navigation 0/0  
  Sensor 0/0  
  Laser Transceiver 0/1  
  Radio Transceiver 0/1  
  Mass Transceiver 1/1  
  Chaff Dispenser 1/0  
  Jammer 0/1  
  Airlock 0/0  
  Re-Entry Capsule 0/0  
3-4 Engineering 1 Induction Engine 10/10 20/20/10
5-6 Engineering 2 Stabilizers 3/0 12/12/6
  Stardrive 3/*  
7-8 Auxiliary 1 Mass Reactor 10/* 20/20/10
  Auto-Support Units (x3) 0/3  
9-10 Auxiliary 2 Mass Reactor 8/* 16/16/8
11-12 Weapons Turret: Plasma Cannon (Port) 4/3 18/18/9
  Turret: Plasma Cannon (Starboard) 4/3  
  Point Defence Gun (Dorsal) 1/1  
13-16 Electronics Air/Space Radar 0/0 4/4/2
  EM Detector 0/0  
  IR Detector 0/0  
  Mass Detector 1/0  
  Multi-Band Radar 0/0  
  Spectroanalyzer 1/1  
17-20 Crew Crew Quarters (x3) 3/0 20/20/10
  Sick Bay 2/0  
  Airlock 1/0  
  Escape Pods (x2) 4/0  
CSS Paladin
Concord Paladin Class Corvette Explorer
By John W. Bowden (l-p@zeus.chapel1.com)

Schematic (334K JPG)


Compartments: 12
Durability: 60
Maneuver Rating: 0
Acceleration: 2 (.25 with one engine)
Cruse Speed: 1.5 AU/hour (.3 with one engine)
Berthing: 40 crew, 10 officers.
Armament: Dual Plasma Turrets; Rng: 4/8/16; Dmg: d6+2w/d8+2w/d6+1m En(e)
Defenses: Jammer (Radio only)
Armor: Light Neutronite (d6/d6/d6-1)
Computer: 1 Mechalus "BrainChild" Computer Core (Amazing). See below for more
information on dedicated computer systems.
Power: 2 Starmech 2459.7 mass reactors (22.5 power factors each, 45 total)
Engines: 2 Starmech Ogre class Induction engines (rated for dual or single use)
Drive: 1 Orlamu Jackrabbit class Stardrive (10 Lightyear starfall, 5 with only one mass
reactor)

Roll Compartment System (Dur/Pwr) Durability


(-4) Command Communications 10/10/5
  Radio (0/1)
  Laser (0/1)
  Backup Autosupport (0/1)
  Computers
  Amazing Core (3/0)
  9 Stations
  Sensors
  Multi-band Radar
  EM detector
  IR detector
  Mass Detector (1/0)
  Spectroanalyzer (1/1)
  Airlock
 
(-3) Engineering Stardrive (3/20 or 45) 10/10/5
  Recycler (1/1)
  Airlock (1/0)
  Computer
  4 Stations
 
(-2) - (-1) Weapon Turret (1/0) 8/8/4
  Plasma Cannon (3/3)
 
0-1 Crew Officer Quarters (1/0) 8/8/4
  Crew Quarters (1/0)
  Crew Quarters (1/0)
  Crew Mess/Lounge (1/0)
  Autosupport (0/1)
 
2-3 Weapon Turret (1/0) 8/8/4
  Plasma Cannon (3/3)
 
4-5 Crew Officer Quarters (1/0) 8/8/4
  Crew Quarters (1/0)
  Crew Quarters (1/0)
  Officer Mess/Lounge (1/0)
  Autosupport (0/1)
 
6-7 Engineering Induction Engine (5/5) 10/10/5
  Computer
  6 Stations
 
8-9 Engineering Mass Reactor (9/+22.5) 18/18/9
  Computer
  8 Stations
  Backup Autosupport (0/1)
 
10 - 11 Engineering Induction Engine (5/5) 10/10/5
  Computer
  6 Stations
 
12 - 14 Engineering Mass Reactor (9/+22.5) 18/18/9
  Computer
  8 Stations
  Backup Autosupport (0/1)
 
15 - 17 Crew Sickbay (2/0) 8/8/4
  6 Stations
  Lab Section (2/0)
  4 Stations
  Autosupport
 
18 - 20 Cargo Cargo Hold (1/1) 4/4/2
  Ship Stores (1/1)

History
The Paladin class corvette is a paradox; it is both one of the oldest, and one of the
newest additions to the Concord fleet. Originally called Venus class in the Union of Sol,
these ships were designed for support and escort duty. Lightly armored and heavily
weaponed, they were made for multi-role combat situations. Over 100 years old, they
served well in the old Union, and many were lost during the Second Galactic War.

The Paladin itself was heavily damaged in a battle around the Union world of Taue-
Marek during the GW2. The Paladin had been sent on a mercy mission to drop off a
vaccine to the colonies there, and had just finished unloading when four ships, easily
recognized as pirates, were detected starrising in the outer system. Knowing they were
outmatched the captain and crew still defended the colony. While the ship was slowly
being blown from around them, the captain tried ploy after desperate ploy. In the end,
the Paladin destroyed one of the pirate vessels, and disabled two others. The last pirate
vessel's final shot finally broke through the armor of the bridge, killing the command
crew and destroying the computer. The last pirate, intent on its victim, never saw the
High-Roller coming. A merchant vessel, it fired its (highly illegal) twin missile racks at
the pirate, destroying it and saving the crew of the Paladin.

In honor of the ship's memory, the entire class of ship was renamed Paladin. The
Paladin itself was retired to scrap, and was quickly forgotten. Fifteen years ago the
Paladin was sold to the Mechalus. It was then sent to CyberSpace Academy for training
purposes. Several classes spent nearly a decade rebuilding her, from the reinforced
support skeleton to the prototype neural net computer installed under the floor of the
bridge. After all was said and done, the ship was better than new. The Mechalus then
gave the ship to the Concord as a gift, along with 5 of her sisters.

Stats
The Paladin class corvette is designed as a multi-purpose starship. The ship was
obviously made to survive anything: The redundant mass reactors and induction
engines, the backup life-support, and heavily armored bridge and stardrive show that.
The sickbay and biolab allow it mercy and science missions. The twin plasma turrets
and light armor allow it to defend the target of its choice. It's recycling system and
comfortable crew quarters allows it to be out for around 30 weeks with a happy crew.

The crew quarters are modular, and can be rebuild to hold anything from the standard
two bunk - one desk room, to a Weren toilet, to a small office. Each room contains links
for life support and computer access. Each officer has a room to himself, with the
captain and first officer having a larger one to hold a small office niche. Four toilets and
showers are housed in both the port and starboard crew sections. The crew lounge and
comfortably seat 30 with two holovid entertainment stations and a kitchen/fridge, while
the officer lounge doubles as a meeting room (with another two holovids...). Each crew
room holds a computer, desk, chair, and a two bunk bed with storage space. The officer
quarters have about the same, but with a single bed with overhead storage. The
Captain's/1st officer's quarters have a full computer control station, desk, bed, three
chairs, and a closet.

The sickbay offers succor to four crewmembers, and includes the best surgery autodoc
that money can buy. With twin labs and an office for the medical officer, with area
comes with a dedicated medical computer built into every bed (-3 bonus), and links the
computer core's science stations.

The biolab has in addition to its two offices a locked storage room and two airlocked
bio-containment labs. These labs have airlocks to separate them from the rest of the
biolab, and are capable of being burned with superheated plasma, frozen with liquid
nitrogen, and finally, vented into space. These labs allow harmful substances to be
examined without danger to the crew. Each containment lab has an emergency locker.

The engineering sections are made so if one mass reactor and/or induction engine is
destroyed that the ship can still function. Each section is separated from the others with
one-meter thick internal armored support walls.

The computer is an amazing system, not only is it powerful, but also modular in
hardware and software. Each section of the ship has dedicated stations, but instead of
having it set to only one type of system (weapon, science, sensors, etc...), the station can
be set to act as any type of station needed. To do this takes one round to download the
new settings from the computer core. This means that the weapons could be controlled
from the biolab, or that a destroyed sensor station could be reloaded into the
communication console.

The computer also has one more trick. It contains an AI of amazing quality. The AI can
control all ship functions and can also monitor its own internal sensors to talk with its
crew. Built into its very being is a desire to protect its crew and defend the interests of
the Concord. These computers start at level 4 and are normally gained at the rate of one
every two years. The Paladin's AI is known as "Sis."

Notes
This ship type is not for sale. It is only for the use of characters that are working for the
Concord. If any of these seven ships ever were lost, the concord would spare no expense
recapturing them. Voidcorp is examining the possibility of "borrowing" one for
dissection.

CSS Paladin
Concord Sentry - Class Corvette
By Brian Kjestrup (mailto:lZuloth@Hotmail.com)

Compartments: 12
Durability: 60
Maneuver Rating: 0
Acc: 2 Mpp
Cruising Speed: 1.5 AU/hr
Berthing: 36
Cost: $ 12.990.000
Armament: Plasma cannon, 2 Mass cannons, 2 Launch racks
Defenses: Deflection inducer
Armor: Moderate cerametal (6 dur) d4+1 (LI), d4+1 (HI), d4+1 (En)
Computer: Ordinary computer core, ordinary battle, comm, defense, nav and sensor
computer
Engines: Induction engines
Power: 2 Mass reactors rated at 15 powerfactors each
Drive: 5 light-years per starfall

Roll Comp't Systems (Dur/Pow) Durability


- Command Airlock (0/0) 8/8/4
  Mass transciever (1/1)
  Plasma cannon (3/3)
  Radio transciever (0/0)
  Reentry capsule (0/0)
- Electronics Computer core (1/0) 10/10/5
  Deflection inducer (3/6)
  Jammer (0/1)
  Laser transciever (0/1)
  Mass detector (1/0)
  Multiband radar (0/0)
- Crew 1 Airlock (1/1) 10/10/5
  Crew quarters (2/0)
  Sick bay (2/0)
1 Crew 2 Airlock (1/0) 10/10/5
  Crew quarters (4/0)
2-3 Weapons 1 Turret: Mass cannon (3/3) 6/6/3
4-5 Weapons 2 Turret: Mass cannon (3/3) 6/6/3
6-7 Weapons 3 Launch rack (2/1) 4/4/2
8-9 Weapons 4 Launch rack (2/1) 4/4/2
10-11 Auxiliary 1 Autosupport unit (0/1) 12/12/6
  Mass Reactor (6/*)
12-14 Auxiliary 2 Mass reactor (6/*) 12/12/6
15-17 Engineering 1 Induction engine (6/6) 12/12/6
18-20 Engineering 2 Induction engine (4/4) 14/14/7
  Stardrive (3/*)

Weapon Data

System Acc Range (Mm) Type Damage Actions


Plasma cannon 0 4/8/16 En (e)/A d6+2w/d8+2w/d6+1m 3
Mass cannon 0 5/10/15 LI (p)/A d6+2s/d6+1w/d6+3w 3
Launch rack -- as load --
Courser-class Long Range Supply Carrier
Benjamin Loebick, bloebick@juno.com

Compartments: 7
Durability: 60
Maneuverability Rating: 0
Acc: 3 Mpp
Cruise: 2 AU/hr
Berthing: 16
Armament: none
Defenses: Ablative shield, jammer, chaff, light neutronite armor (d6 LI / D6 HI / d6-1
En)
Computer: Computer core (O), comm comp (O), eng comp (O), nav comp (O), sensor
comp (O)
Engines: Inertial flux engines
Power: 2 matter converters rated at 35 power factors each, 3 accumulators storing 30
power factors
Drive: Drivewave generator rated at 25 light years/starfall
Cost: $17,475,000

Roll Comp't System (Dur,Pow) Dur


1-14 Command Airlock (1,0) (20,20,10)
  Reentry capsule (0,0)
  Laser transceiver (0,1)
  Radio transceiver (0,1)
  Multiphase radar (1,0)
  Chaff (1,0)
  Computer core (1,0)
  Ded. Communications (0,0)
  Ded. Engineering (0,0)
  Ded. Navigation (0,0)
  Ded. Sensors (0,0)
  Crew Quarters (2,0)
  Passenger suite (2,0)
  Sick bay (2,0)
15-28 Engineering 5x Matter converter (10,0) (20,20,10)
  Primary Autosupport unit (0,1)
29-42 Engineering 5x Matter converter (10,0) (20,20,10)
  Secondary Autosupport unit (0,1)
43-57 Engineering 5x Inertial flux engine (5,5) (20,20,10)
  3x Accumulator (3,0)
  Drivewave (1,*)
  Recycler unit (1,1)
  Tertiary Autosupport unit (0,1)
58-71 Electronics 3x Ablative shield (6,*) (12,12,6)
  Jammer (0,1)
72-85 Cargo Airlock (0,0) (20,20,10)
  10x Autocargo (10,10)
86-100 Cargo Airlock (1,0) (8,8,4)
  3x Autocargo (3,3)

The Courser-class ships were designed for one purpose in mind: get supplies to a
trouble point fast. To accomplish this feat, the Courser-class was given the newest
Drivewave technology, inertial flux engines, and matter converters. Capable of
starfalling 25 light-years at a time, the Courser-class is nearly unequaled in the speed at
which it can cross the expanses of the universe.

Courser-class ships are extremely over powered, using only 13 of the available 70
power factors when every system is turned on (not including the autocargos). This
allows the ship to recharge the accumulators quickly. These accumulators are then used
when the ship starfalls. If the accumulators are not charged when the ship makes
starfall, a Courser-class can still travel 15 light-years using the available power from the
mass reactors.

Although not equipped with any weapons, captains of a Courser-class supply ship
should not fear combat. Even in a surprise attack, 57 power factors are available to the
ablative screens. If prepared for an attack and using the accumulators, 98 power factors
can be diverted to the ablative shields, effectively rendering all but the most powerful of
foes impotent.

Very few Courser-class ships have been built due to their high cost and narrow
specialization. All known Courser-class ships are under the control of various
militaries, ready to act rapidly in case of danger.

Reliant-class Freighter
Benjamin Loebick, (bloebick@juno.com)

Compartments: 5
Durability: 48
Maneuverability: +1
Accelerate: 1
Cruise: 1
Berthing: 8
Armor: Light Alloy d6-1 LI/d6-1 HI/d4-1 En
Defenses: none
Armament: Launch Rack (owner designates missiles)
Power: 3x mass reactors rated for 15 power factors
Engines: 3x induction engines
Drive: 15 light years
Cost: $5,110,000

Roll Comp't Systems (Dur/Pow) Dur


1-3 Command Airlock (0/0) 16/16/8
  Reentry capsule (0/0)
  Mass detector (1/0)
  Multiband radar (0/0)
  Laser transceiver (0/1)
  Radio transceiver (0/1)
  Computer core, Ordinary (1/0)
  Communications computer (0/0)
  Engineering computer (0/0)
  Navigation computer (0/0)
  Sensors computer (0/0)
  Crew quarters (1/0)
  Passenger suite (1/0)
  Sick bay (2/0)
  Launch rack (2/0)
4-6 Engineering Induction engine 3x (6/0) 20/20/10
  Stardrive (3/*)
  Recycler unit (1/0)
  2x Autosupport unit (0/2)
7-9 Auxiliary Mass reactor 3x (6/3) 20/20/10
  4x accumulator (4/*)
  Backup autosupport unit (0/1)
10-14 Cargo Airlock (1/0) 20/20/10
  9x Autocargo (9/9)
15-20 Cargo Airlock (1/0) 20/20/10
  9x Autocargo (9/9)

The Reliant-class freighter is a interesting vessel. Capable of 15 light-year starfalls, it


has a much greater range than most other cargo carriers. However, the primary engines
are small, and the ship is slow and difficult to maneuver. Yet it is still fairly popular due
to the fact that it can carry 432 m3 of cargo. The cargo holds are fully automated,
allowing easy loading and unloading, greatly decreasing the amount of time that the
freighter must stay in port. This also makes Reliant-class freighters popular with port
authorities and shippers.

The lack of any weapons and defenses often discourages traders who wish to use
Reliant-class freighters in frontier systems. However, in the more civilized and secure
inner worlds, Reliant-class freighters are often seen. The onboard recycling unit permits
the crew of 8 to make extremely long hauls that most other vessels are just unable to
accept.

Mayflower-class Colony Ship (PL 7)


Cliff Dible (diblecli@pilot.msu.edu)
Cost: $4,290,000
Compartments: 12
Durability: 48
Maneuver Rating: +3
Acc.: .25 Mpp
Cruising Speed: .3 AU/hr
Berthing: 6 / 96
Armament: Laser Cannon
Range 1/2/3 Mm
Damage d4s/d4w/d4+2w
Defenses: None
Armor: Light Polymeric, d4-1 (LI), d4-1 (HI), d4-2 (En)
Computer: Ordinary Computer Core, Ordinary Navigation Computer
Engines: Induction Engine
Power: Mass Reactor rated at 15 power factors
Drive: 5 light years per starfall
Roll Comp't Systems Durability
<0 Command Laser Cannon (2/2) 6/6/3
  Radio Tranceiver (0/1)
  Air/Space Radar (0/0)
  Ordinary Computer Core (1/0)
  Airlock (0/0)
  Reentry Capsule (0/0)
1-2 Engineering Induction Engine (2/2) 10/10/5
  Stardrive (3/*)
3-4 Auxilary Mass Reactor (6/*) 20/20/10
  Life Support (3/3)
  Recycler Unit (1/1)
5-6 Crew 1 Crew Module (1/0) 6/6/3
  Sick Bay (2/0)
7-9 Crew 2 Crew Module (8/0) 16/16/8
  used for passengers
10-12 Crew 3 Crew Module (8/0) 16/16/8
  used for passengers
13-16 Cargo 1 Cargo Space (6/0) 12/12/6
17-20 Cargo 2 Cargo Space (5/0) 10/10/5

First designed just after the invention of the stardrive, the Mayflower-class colony ship
has been an invaluable tool in settling other star systems. Several hundred have already
been built, and several new Mayflowers are built every year. Cheaply produced and
capable of paying for itself within a few runs, the Mayflower is ideal for the individual
businessman

The Mayflower itself is not capable of starting a colony by itself. However, it is ideal in
transporting colonists to already established colonies. Able to carry nearly 100
colonists, the range of the Mayflower is remarkable for a ship its size. Although slow
with only a 5 light-year jump range, the onboard recycler allows the Mayflower to travel
140 to 200 light-years before it is necessary to replenish supplies.

In a fight, the Mayflower is relatively incapable of defending itself, being poorly armed
and armored, not to mention slow. This has made it a target of pirates and thieves. But
the lack of valuable items onboard, and the fact of its passengers likely being nearly
penniless, having spent their savings on passage, makes the Mayflower unattractive to
any but the most desperate of pirates.

Luxur-class Pleasure Cruise ship


Benjamin Loebick, (bloebick@juno.com)

Durability: 48
Starfall: 10 light years
Compartments: 5
Armor: Light Alloy d6-1 LI/d6-1 HI/d4-1 En
Engines: 6x induction engines
Power: 8x mass reactors rated at 40 power factors
Maneuverability: -1
Accelerate: 3
Cruise: 2
Cost: $7,800,000 (new)
C1: Command Random damage: 1-3
  Stun 16 _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _
  Wound 16 _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _
  Mortal 8 _ _ _ _ _ _ _ _
 
  Airlock
  Reentry capsule
  Mass detector 10 Mm/50 Mm/100 Mm
  Multiband radar 30 Mm/60 Mm/ 90 Mm
  Laser transceiver
  Radio transceiver
  Computer core, Ordinary
  Communications computer
  Defense computer
  Engineering computer
  Navigation computer
  Sensors computer
  Crew quarters 2x
  Sick bay
 
C2: Engineering Random damage: 4-6
  Stun 20 _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _
  Wound 20 _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _
  Mortal 10 _ _ _ _ _ _ _ _ _ _
 
  Induction engine 5x
  Autosupport unit
 
C3: Engineering Random damage: 7-9
  Stun 20 _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _
  Wound 20 _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _
  Mortal 10 _ _ _ _ _ _ _ _ _ _
 
  Mass reactor 3x
  Induction engine
  Drivewave
  Recycler unit
  Autosupport unit
 
C4: Auxiliary Random damage: 10-14
  Stun 20 _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _
  Wound 20 _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _
  Mortal 10 _ _ _ _ _ _ _ _ _ _
 
  Mass reactor 5x
  Autosupport unit
 
C5: Crew Random damage: 15-20
  Stun 20 _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _
  Wound 20 _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _
  Mortal 10 _ _ _ _ _ _ _ _ _ _
 
  Airlock
  Reentry capsule
  Passenger suite 10x

The Luxur-class cruise ship is for those few rich travelers who can afford to take
pleasure cruises through the galaxy. Filled with creature comforts and a crew highly
trained in personal services, Luxur-class ships are known across scores of worlds as the
best luxury cruise money can hire. Serving cuisine of every known world, even the most
discerning taste will be pleased. Only recently has a Luxur-class ship visited the Verge,
carrying a full load of curious Concord tourists.

The ten staterooms of all Luxur-class are placed forward with the external bulkhead
made completely of clear plexite. The clear bulkheads allow tremendous views. Two
layers of polarizing film allow occupants to opaque the plexite, if desired. Although an
owner may customize each stateroom, all are identical in the factory-delivered ship. In
order to make the voyage more enjoyable for all guests by keeping the servants out of
sight, the service crew is quartered with the ship crew.

Powered by efficient mass reactors, the induction engines are capable of impressive
speeds, moving quickly through stellar systems. Equipped with both a multiband radar
and a mass detector, the Luxur-class cruise ship is able to avoid colliding with any
objects while travelling at such speeds. Additionally, the drivewave permits starfalls of
10 light years - quite impressive for a civilian pleasure craft. Speed and maneuverability
are the only defenses of Luxur-class ships, which have only a light alloy armor for
protection against hostiles.

Although somewhat expensive to purchase new, most Luxur-class ships have been
successful in making their owners rich. The high number of tourists the ship can
accommodate, and the limited number of cruise ships available to the wealthy public,
allow most owners to charge almost any price for voyages. Occasionally a used Luxur-
class cruise ship will be available on the market, but this is rare as they are often quickly
repurchased.

Designed using Ed Friedlander's Alternity generator; reformatted by author.

Pilum-class Drive Scout


Benjamin Loebick, (bloebick@juno.com)

Durability: 40
Compartments: 6
Maneuverability: -2
Accelerate: 6
Cruise: 4
Starfall: 10 light years
Armament: Maser cannon
Armor: Light Nanifluidic d8-1 LI/d8-1 HI/d8 En
Power: 5x matter converter rated for 35 power factors
Engines: 8x inertial flux engines
Cost: $11,000,000

C1: Command Random damage: 1-2


 
  Stun 10 _ _ _ _ _ _ _ _ _ _
  Wound 10 _ _ _ _ _ _ _ _ _ _
  Mortal 5 _ _ _ _ _
 
  Ablative shield
  Computer core, Ordinary
  Battle computer
  Communications computer (O)
  Defense computer (O)
  Engineering computer (O)
  Navigation computer (O)
 
C2: Engineering Random damage: 3-4
 
  Stun 20 _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _
  Wound 20 _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _
  Mortal 10 _ _ _ _ _ _ _ _ _ _
 
  8x Inertial flux engine
  Drivewave
  Recycler unit
  2x Autosupport unit
 
C3: Weapons Random damage: 5-7
 
  Stun 10 _ _ _ _ _ _ _ _ _ _
  Wound 10 _ _ _ _ _ _ _ _ _ _
  Mortal 5 _ _ _ _ _
Weapon Dur Pow Acc Range Type Damage Actions
Turret 1 0 0 -- as weapon --
Maser cannon 4 3 -1 6/12/20 En[e] d6+2w/d4+1m/d6+2m 4
C4: Auxiliary Random damage: 8-10
 
  Stun 20 _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _
  Wound 20 _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _
  Mortal 10 _ _ _ _ _ _ _ _ _ _
 
  5x Matter converter
  2x Backup autosupport unit
 
C5: Electronics Random damage: 11-14
 
  Stun 12 _ _ _ _ _ _ _ _ _ _ _ _
  Wound 12 _ _ _ _ _ _ _ _ _ _ _ _
  Mortal 6 _ _ _ _ _ _
 
  Remote network
  CE passive array 50 Mm/100 Mm/150 Mm
  Multiphase radar 40 Mm/80 Mm/120 Mm
  Jammer
  Laser transceiver
  Radio transceiver
  Mass transceiver
  Science computer (O)
  Sensors computer (O)
 
C6: Crew Random damage: 15-20
 
  Stun 8 _ _ _ _ _ _ _ _
  Wound 8 _ _ _ _ _ _ _ _
  Mortal 4 _ _ _ _
 
  Airlock
  Reentry capsule
  2x Crew quarters
  Lab section

Power usage:

8x Inertial flux engine 8


Recycler unit 1*
4x Autosupport unit 2*
Remote network 2*
CE passive array 1*
Jammer 1
Ablative shield special
Laser transceiver 1*
Radio transceiver 1*
Mass transceiver 1*
Maser cannon 3
 
Total 23
In combat configuration, each item with an asterisk (*) is shut down, allowing 21 power
factors to be diverted to the ablative shields.

The Pilum-class drive scout is very similar to the Javelin-class drive scout but is slightly
larger, has better sensor capability, and a greater starfall distance. Equipped with the
same cutting-edge technology and sensors as a Pilum-class vessel, the Pilum-class is
designed to replace the JPilum-class and permit faster exploration of new star systems.

Although armed with a powerful weapon, the Pilum-class is designed to run away. The
dorsal maser cannon is mounted facing aft, allowing the fleeing craft to fire on any
pursuers. Since the crew of a Pilum-class scout is small and probably untrained in
spaceship defenses and weapons, both the weapon and defense systems are completely
automated (although human override is possible). The dedicated defense computer is
tied into the battle computer, allowing maximum efficiency between the jammer, the
ablative screens and the weapon firing control.

Ship designed using Ed Friedlander's Alternity generator, format changed by creator.

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