alternity rog player's handbook starships pl 8
DESCRIPTION
Alternity Science Fiction Adventure Game - Star*Drive Starships of the VergeTRANSCRIPT
Player's Handbook
Starships
Drive LinerProgress Level: 7 Tech Tracks: D, GDescriptionAn updated version of the PL 6 system passenger carrier with a mass reactor, stardrive andmodernised missile propulsion.
Toughness: Small Craft (Sm) Stun: 16 Wound: 16 Mortal: 8 Critical: 4Crew Complement: 8 Max. Personnel Capacity: 20 Max. Endurance: 100 daysArmor: Light alloy d4-1 (LI), d4-1 (HI), d4-2 (En) Target: +2 stepsAirlocks: 1 Maximum Jump Distance: 5 LYManeuverability Rating: 4 Maneuvers: 4/round Acceleration: 1* MppSensors: Air/Space Radar (active) Range: 5/10/20 Arcs: F Targeting: Normal
Attacks Acc End Accel Damage Type ModeCHE missile +0 6 5 d6+1s/d6+1w/d4+2m En/L Launch
4/round
Hull: Fast freighter Hull: +32 Cost: $600KArmour: Light alloy* Hull: 1 Cost: $50KPower: Mass reactor Hull: 3 Power: +10 Cost: $2.75MEngine: Fusion torch engine Hull: 3 Power: 1 Cost: $800K
Fuel tank Hull: 1.5 Cost: $65KFTL: Stardrive Hull: 3 Power: 9 Cost: $5MSupport: Autosupport Hull: 1 Power: 1 Cost: $200K
Crew Quarters Hull: 2 Cost: $20KCrew Cabin Hull: 1 Cost: $20KPassenger Quarters Hull: 12 Cost: $300K
Weapons: Missile rack Hull: 2 Power: 1 Cost: $50KCHE active radar missiles, 4 Cost: $360K
Defences: -Command: Cockpit (3 stations) Hull: 1.5 Cost: $300K
Radio Transceiver Hull: 0.5 Power: 1 Cost: $25KSensors: Air/space radar Hull: 0.5 Power: 1 Cost: $20KMisc: -
Total: $10.54M
* Warships statistics for light alloy armour: LI d4-1 / HI d4-1 / En d4-2, Hull 2.5%, Cost $50K/HullPoint
Damage Zones:F: air/space radar, radio transceiver, cargo space, cockpitFC: launch rack, passenger quarters, crew quartersAC: passenger quarters, autosupport, mass reactor, stardriveA: fuel tank, fusion torch engine
Drive CutterProgress Level: 7 Tech Tracks: D, G, SDescriptionThis cutter has a stardrive, along with as many of the systems assigned in the Player's Handbookas 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: 3Crew Complement: 4 Max. Personnel Capacity: 4 Max. Endurance: 100 daysArmor: Medium neutronite d6+1 (LI), d6+1 (HI), d6+1 (En) Target: +2 stepsAirlocks: 1 Maximum Jump Distance: 6 LY (using variant rule)Maneuverability Rating: 5 Maneuvers: 5/round Acceleration: 2 MppSensors: Multiband Radar (active) Range: 10/20/40 Arcs: 4 Targeting: Normal
Attacks Acc Arcs Range Damage Type ModePlasma cannon -2 F, 0P,
0S1/2/4 d6+2w/d8+2w/d6+1m En/Sm F
Hull: Cutter Hull: +20 Cost: $600KArmour: Medium neutronite Hull: 1 Cost: $500KPower: Mass reactor Hull: 4 Power: +14 Cost: $3MEngine: Induction engine Hull: 2 Power: 2 Cost: $2MFTL: Stardrive Hull: 3 Power: 9 (+5) Cost: $5MSupport: Autosupport Hull: 1 Power: 1 Cost: $200K
Cabins Hull: 2 Cost: $40KWeapons: Plasma cannon Hull: 3 Power: 3 Cost: $400KDefences: Deflection inducer Hull: 1 Power: 2 Cost: $500KCommand: Cockpit (2 stations) Hull: 1 Cost: $200K
Mass Transceiver Hull: 1 Power: 1 Cost: $100KSensors: Multiband radar Hull: 2 Power: 4 Cost: $200KMisc: Stabiliser Hull: 1 Power: 1 Cost: $200K
Total: $12.94M
Damage Zones:F: plasma cannon, mass transceiver, cockpitFC: deflection inducer, multiband radar, crew quartersAC: autosupport, mass reactorA: stabiliser, induction engine, stardrive
Drive TraderProgress Level: 7 Tech Tracks: D, G, SDescriptionThis trader has a stardrive with sufficient mass reactor capacity to power it, along with thesystems assigned in the Player's Handbook. As mentioned, the ship can carry extra crew or (withsome refits) a few passengers. The ship has limited scope to improve its systems by sacrificingcargo space or crew berths.
Toughness: Good Stun: 12 Wound: 12 Mortal: 6 Critical: 3Crew Complement: 6 Max. Personnel Capacity: 10 Max. Endurance: 100 daysArmor: Medium cerametal d4+1 (LI), d4+1 (HI), d4+1 (En) Target: +2 stepsAirlocks: 1 Maximum Jump Distance: 5 LYManeuverability Rating: 4 Maneuvers: 4/round Acceleration: 0.5* MppSensors: Air/Space Radar (active) Range: 5/10/20 Arcs: 4 Targeting: Normal
Attacks Acc Arcs Range Damage Type ModeMass cannon -1 F, 0P,
0S1/3/5 d6+2s/d6+1w/d6+3w LI/Sm F
Point defensegun
-1 A, P, S,0P, 0S
1/2/3 d4s/d4w/d4+2w HI/G F/B/A
Hull: Trader Hull: +24 Cost: $500KArmour: Medium cerametal Hull: 1 Cost: $200KPower: Mass reactor Hull: 3 Power: +10 Cost: $2.75MEngine: Ion engine Hull: 2 Power: 1 Cost: $1.2M
Fuel tank Hull: 0.5 Cost: $55KFTL: Stardrive Hull: 3 Power: 9 Cost: $5MSupport: Autosupport Hull: 1 Power: 1 Cost: $200K
Crew Cabins Hull: 2 Cost: $40KCrew Quarters Hull: 2 Cost: $20K
Weapons: Mass cannon Hull: 2 Power: 3 Cost: $300KDefences: Point defense gun turret Hull: 1 Cost: $250KCommand: Cockpit (2 stations) Hull: 1 Cost: $200K
Radio Transceiver Hull: 0.5 Power: 1 Cost: $25KSensors: Air/space radar Hull: 2 Power: 4 Cost: $80KMisc: Cargo hold 100m3 Hull: 3 Cost: $50K
Total: $10.87M
Damage Zones:F: mass cannon, radio transceiver, cockpitFC: air/space radar, cargo hold, crew cabins, crew quartersAC: point defense gun turret, air/space radar, autosupport, mass reactor, stardriveA: fuel tank, ion engine
Drive TransportProgress Level: 7 Tech Tracks: D, G, SDescriptionThis passenger transport has a stardrive with sufficient mass reactor capacity to power it, alongwith the systems assigned in the Player's Handbook. A drive transport fitted with an auto-cargosystem holds 400m3 (40 cargo units) of goods.
Toughness: Small Craft (Sm) Stun: 20 Wound: 20 Mortal: 10 Critical: 5Crew Complement: 10 Max. Personnel Capacity: 22 Max. Endurance: 100 daysArmor: Medium alloy d4+1 (LI), d4+1 (HI), d4 (En) Target: +2 stepsAirlocks: 2 Maximum Jump Distance: 5 LYManeuverability Rating: 4 Maneuvers: 4/round Acceleration: 0.5* MppSensors: Air/Space Radar (active) Range: 5/10/20 Arcs: F, P, S Targeting: Normal
Attacks Acc Arcs Range Damage Type ModeIR laser -2 F, 0P,
0S1/2/3 d4+1s/d4+1w/d6+1w En/Sm F
Hull: Fast transport Hull: +40 Cost: $800KArmour: Medium alloy Hull: 2 Cost: $300KPower: Mass reactor Hull: 3 Power: +10 Cost: $2.75MEngine: Ion engine Hull: 4 Power: 2 Cost: $1.2M
Fuel tank Hull: 2 Cost: $70KFTL: Stardrive Hull: 3 Power: 9 Cost: $5MSupport: Autosupport Hull: 1 Power: 1 Cost: $200K
Crew Quarters Hull: 2 Cost: $20KCrew Cabins, 2 Hull: 2 Cost: $40KPassenger Quarters, 6 Hull: 12 Cost: $300K
Weapons: IR laser Hull: 2 Power: 2 Cost: $250KDefences: -Command: Command deck (6 stations)
Hull: 2 Cost: $600KRadio Transceiver Hull: 0.5 Power: 1 Cost: $25K
Sensors: Air/space radar Hull: 1.5 Power: 3 Cost: $60KMisc: Cargo hold 100m3 Hull: 3 Cost: $50K
Total: $11.665M
Damage Zones:F: IR laser, air/space radar, radio transceiver, command deckFC: passenger quarters, crew quartersAC: cargo hold, autosupport, mass reactor, stardriveA: fuel tank, ion engine
Drive YachtProgress Level: 7 Tech Tracks: C, D, GDescriptionIncludes the systems assigned in the Player's Handbook, replacing the grav-fusion cell with amass reactor to power a stardrive and adding extra power for an extended starfall.
Toughness: Good Stun: 12 Wound: 12 Mortal: 6 Critical: 3Crew Complement: 6 Max. Personnel Capacity: 8 Max. Endurance: 100 daysArmor: Medium cerametal d4+1 (LI), d4+1 (HI), d4+1 (En) Target: +2 stepsAirlocks: 2 Maximum Jump Distance: 6 LY (using variant rule)Maneuverability Rating: 4 Maneuvers: 4/round Acceleration: 2 MppSensors: Mass detectors (passive) Range: 10/30/50 Arcs: All Targeting: +1
Attacks Acc Arcs Range Damage Type ModeX-ray laser -2 F, 0P,
0S1/2/3 d6+1s/d4+2w/d4m En/Sm F
Hull: Trader Hull: +24 Cost: $500KArmour: Medium cerametal Hull: 1 Cost: $200KPower: Mass reactor Hull: 5 Power: +17 Cost: $3.25MEngine: Induction engine Hull: 2 Power: 2 Cost: $2MFTL: Stardrive Hull: 3 Power: 9 (+5) Cost: $5MSupport: Autosupport Hull: 1 Power: 1 Cost: $200K
Crew Quarters Hull: 2 Cost: $20KPassenger Quarters Hull: 2 Cost: $100K
Weapons: X-ray laser Hull: 2 Power: 2 Cost: $350KDefences: -Command: Command deck (6 stations)
Hull: 2 Cost: $600KMass Transceiver Hull: 1 Power: 1 Cost: $100KComputer Core, Good Hull: 1 Power: 1 Cost: $1M
Sensors: Mass detectors Hull: 2 Power: 2 Cost: $400KMisc: -
Total: $13.72M
Damage Zones:F: X-ray laser, mass transceiver, command deck, computer coreFC: mass detector, crew quarters, passenger quartersAC: mass detector, autosupport, mass reactorA: induction engine, stardrive
Space FighterProgress Level: 8 Tech Tracks: C, G, M, S, T, XDescriptionAs described in the Player's Handbook, this one to two-man battlecraft includes the ability totravel between star systems.
Toughness: Small Craft (Sm) Stun: 8 Wound: 8 Mortal: 4 Critical: 2Crew Complement: 2 Max. Personnel Capacity: 2 Max. Endurance: 3 daysArmor: Medium nanofluidic 2d4 (LI), 2d4 (HI), 2d4 (En) Target: +3 stepsAirlocks: - Maximum Jump Distance: 5 LYManeuverability Rating: 4 Maneuvers: 4/round Acceleration: 10 MppSensors: Multiband Radar (active) Range: 10/20/40 Arcs: All Targeting: Normal
Attacks Acc Arcs Range Damage Type ModeKinetic lance -4 F, 0P,
0S2/4/6 d4+1w/2d4w/d4+3m HI/Sm F
Hull: Strike fighter Hull: +15 Cost: $500KArmour: Medium nanofluidic Hull: 1.5 Cost: $1.5MPower: Matter converter Hull: 2 Power: +9 Cost: $4.4MEngine: Gravitic redirector engine Hull: 3 Power: 2 Cost: $6MFTL: Drivewave Hull: 2 Power: 6 Cost: $6MSupport: -Weapons: Kinetic lance Hull: 2 Power: 1 Cost: $750KDefences: -Command: Cockpit (2 stations) Hull: 1 Cost: $200K
Mass Transceiver Hull: 1 Power: 1 Cost: $100KAttack computer Hull: 0.5 Cost: $200K
Sensors: Multiband radar Hull: 2 Power: 4 Cost: $200KMisc: -
Total: $19.85M
Damage Zones:F: kinetic lance, multiband radar, mass transceiver, cockpit, attack computerA: multiband radar, gravitic redirector engine, matter converter, drivewave
AlternityScience Fiction
Adventure Game
Boxed Set
Lophir Dynamics Herald-Class CourierProgress Level: 7 Tech Tracks: D, GDescriptionSee 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: 2Crew Complement: 4 Max. Personnel Capacity: 8 Max. Endurance: 100 daysArmor: Light cerametal d6-1 (LI), d6-1 (HI), d6-1 (En) Target: +2 stepsAirlocks: 1 Maximum Jump Distance: 5 light-yearsManeuverability Rating: 4 Maneuvers: 4/round Acceleration: 2 MppSensors: Multiband Radar (active) Range: 10/20/40 Arcs: F Targeting: Normal
Hull: Courier Hull: +16 Cost: $400KArmour: Light cerametal Hull: 0.5 Cost: $50KPower: Mass reactor Hull: 3 Power: +10 Cost: $2.75MEngine: Induction engine Hull: 2 Power: 2 Cost: $2MFTL: Stardrive Hull: 3 Power: 9 Cost: $5MSupport: Autosupport Hull: 1 Power: 1 Cost: $200K
Crew quarters Hull: 2 Cost: $20KCrew cabin Hull: 1 Cost: $20KEntertainment bay Hull: 1 Cost: $50K
Weapons: -Defences: -Command: Cockpit (3 stations) Hull: 1.5 Cost: $300K
Radio transceiver Hull: 0.5 Power: 1 Cost: $25KSensors: Multiband radar Hull: 0.5 Power: 1 Cost: $50KMisc: -
Total: $10.845M
Damage Zones:F: multiband radar, radio transceiver, entertainment bay, crew cabin, crew quarters, autosupportA: induction engine, mass reactor, stardrive, cockpit
Star*Drive
Starships of the Verge
Solar-X Gull-Class Interplanetary LaunchProgress Level: 7 Tech Tracks: D, GDescriptionSolar-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: 2Crew Complement: 3 Max. Personnel Capacity: 3 to 6 Max. Endurance: 3, 66 or 100 daysArmor: Medium cerametal d4+1 (LI), d4+1 (HI), d4+1 (En) Target: +2 stepsAirlocks: 1 Maximum Jump Distance: -Maneuverability Rating: 4 Maneuvers: 4/round Acceleration: 3 MppSensors: Multiband Radar (active) Range: 10/20/40 Arcs: 4 Targeting: Normal
Hull: Custom (Gig) Hull: +12 Cost: $350KArmour: Medium cerametal Hull: 0.5 Cost: $50KPower: Mass reactor Hull: 2 Power: +7 Cost: $2.5MEngine: Induction engine Hull: 2 Power: 2 Cost: $2MFTL: -Support: Autosupport Hull: 1 Power: 1 Cost: $200K
Configurable section Hull: 2 Cost: $50KWeapons: -Defences: -Command: Cockpit (2 stations) Hull: 1 Cost: $200K
Radio Transceiver Hull: 0.5 Power: 1 Cost: $25KSensors: Multiband radar Hull: 2 Power: 4 Cost: $200KMisc: Escape Pod Hull: 1 Cost: $50K
Total: $5.625M
Damage Zones:F: multiband radar, radio transceiver, configurable section, escape pod, cockpitA: multiband radar, autosupport, mass reactor, induction engine
Solar-X Hermes-Class CourierProgress Level: 7 Tech Tracks: C, D, F, GDescriptionStar*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: 2Crew Complement: 4 Max. Personnel Capacity: 8 Max. Endurance: 100 daysArmor: Light cerametal d6-1 (LI), d6-1 (HI), d6-1 (En) Target: +2 stepsAirlocks: 1 Maximum Jump Distance: -Maneuverability Rating: 4 Maneuvers: 4/round Acceleration: 2 MppSensors: Multiband Radar (active) Range: 10/20/40 Arcs: F Targeting: Normal
Attacks Acc Arcs Range Damage Type ModePlasma cannon -2 (+1) F, 0P,
0S1/2/4 d6+2w/d8+2w/d6+1m En/Sm F
Hull: Courier Hull: +16 Cost: $400KArmour: Light cerametal Hull: 0.5 Cost: $50KPower: Mass reactor Hull: 2 Power: +7 Cost: $2.5MEngine: Induction engine Hull: 2 Power: 2 Cost: $2MFTL: -Support: Autosupport Hull: 1 Power: 1 Cost: $200K
Crew Quarters Hull: 2 Cost: $20KPassenger Quarters Hull: 2 Cost: $50K
Weapons: Plasma cannon fixed mount Hull: 2 Power: 3 Cost: $300KDefences: Jammer Hull: 1 Power: 1 Cost: $100KCommand: Cockpit (1 station) Hull: 0.5 Cost: $100K
Radio Transceiver Hull: 0.5 Power: 1 Cost: $25KComputer Core, Ordinary Hull: 1 Power: 1 Cost: $500KNav Control, Ordinary Hull: 1 Cost: $500K
Sensors: Multiband radar Hull: 0.5 Power: 1 Cost: $50KMisc: -
Total: $6.795M
Damage Zones:F: plasma cannon, jammer, multiband radar, radio transceiver, computer coreA: crew quarters, passenger cabin, autosupport, induction engine, mass reactor, cockpit
Concord Blade-Class ScoutProgress Level: 7 Tech Tracks: C, D, G, SDescriptionThis 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: 4Crew Complement: 6 Max. Personnel Capacity: 8 Max. Endurance: 100 daysArmor: Medium neutronite d6+1 (LI), d6+1 (HI), d6+1 (En) Target: +2 stepsAirlocks: 2 Maximum Jump Distance: 6 LY using variant rule, no Nav ControlManeuverability Rating: 4 Maneuvers: 4/round Acceleration: 3 MppSensors: Multiband Radar (active) Range: 10/20/40 Arcs: 4 Targeting: Normal
Attacks Acc Arcs Range Damage Type ModeMass cannon -1 F, 0P,
0S1/3/5 d6+2s/d6+1w/d6+3w LI/Sm F
Point defensegun
-1 F, P, S,0P, 0S
1/2/3 d4s/d4w/d4+2w HI/G F/B/A
Hull: Scout Hull: +30 Cost: $800KArmour: Medium neutronite Hull: 1.5 Cost: $750KPower: Mass reactors, 2 x 2 Hull: 4 Power: +14 Cost: $5MEngine: Induction engine Hull: 5 Power: 5 Cost: $3.5MFTL: Stardrive Hull: 3 Power: 9 (+5) Cost: $5MSupport: Autosupport Hull: 1 Power: 1 Cost: $200K
Crew Cabin Hull: 1 Cost: $20KCrew Quarters Hull: 2 Cost: $20K
Weapons: Mass cannons, 2 Hull: 4 Power: 6 Cost: $600KDefences: Point defense gun turret Hull: 1 Cost: $250KCommand: Cockpit (2 stations) Hull: 1 Cost: $200K
Radio Transceiver Hull: 0.5 Power: 1 Cost: $25KComputer core, Good Hull: 1 Power: 1 Cost: $1MNav Control, Good Hull: 1 Cost: $750KSensor Control, Good (radar) Hull: 1 Cost: $600K
Sensors: Multiband radar Hull: 2 Power: 4 Cost: $200KEM Detectors Hull: 1 Cost: $40K
Misc: -Total: $18.955M
Damage Zones:F: point defense gun, multiband radar, EM detector, radio transceiver, cockpit, computer coreFC: mass cannon x 2, crew cabin, crew quartersAC: multiband radar, EM detector, induction engine, stardriveA: autosupport, mass reactor x 2
Sparrow-Class ScoutProgress Level: 7 Tech Tracks: C, D, F, G, SDescriptionBoth Star Force and independent operators contracted to the Concord Scout Service use armeddrive scout ships of similar design (see Red Starrise, pages 4 and 6-7). The Monitor'scommander has authorised refit of this scout for mass-reaction missiles in potentially hostilespace.
Toughness: Small Craft Stun: 15 Wound: 15 Mortal: 8 Critical: 4Crew Complement: 6 Max. Personnel Capacity: 8 Max. Endurance: 100 daysArmor: Medium neutronite d6+1 (LI), d6+1 (HI), d6+1 (En) Target: +2 stepsAirlocks: 1 Maximum Jump Distance: 7 LY*Maneuverability Rating: 4 Maneuvers: 4/round Acceleration: 2 MppSensors: Multiband Radar (active) Range: 10/20/40 Arcs: 4 Targeting: Normal
Attacks Acc Arcs Range Damage Type ModePlasma cannon -3 F, 0P,
0S1/2/4 d6+2w/d8+2w/d6+1m En/Sm F
Attacks Acc End Accel Damage Type ModePlasma EMhoming missile
-2* 4 6 d6+3w/d8+3w/d6+2m En/L Launch4/round
MRB activeradar missile
+0 6 5 2d4+1s/2d4w/d8+1m En/M Launch2/round
Hull: Scout Hull: +30 Cost: $800KArmour: Medium neutronite Hull: 1.5 Cost: $750KPower: Mass reactors, 1 x 2.5, 1 x 3 Hull: 5.5 Power: +19 Cost: $5.375MEngine: Induction engine Hull: 2 Power: 2 Cost: $2MFTL: Stardrive Hull: 3 Power: 9 (+10) Cost: $5MSupport: Autosupport Hull: 1 Power: 1 Cost: $200K
Crew Cabin Hull: 1 Cost: $20KCrew Quarters Hull: 2 Cost: $20K
Weapons: Plasma cannon Hull: 3 Power: 3 Cost: $400KMissile rack Hull: 2 Power: 1 Cost: $50KPlasma EM homing missiles, 4 Cost: $400KMRB active radar missiles, 2 Cost: $560K
Defences: Chaff Hull: 1 Cost: $50KCommand: Cockpit (2 stations) Hull: 1 Cost: $200K
Radio Transceiver Hull: 0.5 Power: 1 Cost: $25KComputer core, Ordinary Hull: 1 Power: 1 Cost: $500KFire Control, Ordinary (plasma cannon)
Hull: 1 Cost: $900KNav Control, Ordinary Hull: 1 Cost: $750K
Sensors: Multiband radar Hull: 2 Power: 4 Cost: $200KEM Detector Hull: 0.5 Cost: $20K
Misc: Escape pod Hull: 1 Cost: $50KTotal: $18.27M
Damage Zones:F: plasma cannon, chaff, radio transceiver, cockpit, computer coreFC: missile rack, multiband radar, EM detectorAC: multiband radar, crew quartersA: escape pod, autosupport, mass reactor x 2, induction engine, stardrive
Vendetta-Class MarauderProgress Level: 7 Tech Tracks: C, D, F, GDescriptionRogue shipyards in some dark corner of the Verge – very likely Ptolemy, before the Regency ofBluefall devastated its shipyards, and various other corsair havens – produce these military-ratedcraft especially for the use of pirate fleets, such as the Kind Pirates of Oberon (Planet ofDarkness, p. 28). Extra living quarters convert easily to store booty or fit additional systems whennot needed for passengers, boarding troops or prisoners.
Toughness: Small Stun: 20 Wound: 20 Mortal: 10 Critical: 5Crew Complement: 10 Max. Personnel Capacity: 16 Max. Endurance: 100 daysArmor: Medium neutronite d6+1 (LI), d6+1 (HI), d6+1 (En) Target: +2 stepsAirlocks: 1 Maximum Jump Distance: 6 LY*Maneuverability Rating: 4 Maneuvers: 4/round Acceleration: 2 MppSensors: Multiband Radar (active) Range: 10/20/40 Arcs: 4 Targeting: Normal
Attacks Acc Arcs Range Damage Type ModePlasma cannon -4 F, 0P,
0S1/2/4 d6+2w/d8+2w/d6+1m En/Sm F
Point defensegun
-3 F, P, S,0P, 0S
1/2/3 d4s/d4w/d4+2w HI/G F/B/A
Hull: Escort Hull: +40 Cost: $1MArmour: Medium neutronite Hull: 2 Cost: $1MPower: Mass reactors, 2 x 2 Hull: 4 Power: +14 Cost: $5MEngine: Induction engine Hull: 4 Power: 4 Cost: $3MFTL: Stardrive Hull: 3 Power: 9 (+5) Cost: $5MSupport: Autosupport Hull: 1 Power: 1 Cost: $200K
Passenger Cabins Hull: 4 Cost: $100KCrew Quarters Hull: 4 Cost: $40K
Weapons: Plasma cannon Hull: 3 Power: 3 Cost: $400KDefences: Point defense gun turret Hull: 1 Cost: $250K
Jammer Hull: 1 Power: 1 Cost: $100KDamage control Hull: 2 Power: 2 Cost: $200K
Command: Command deck (6 stations) Hull: 2 Cost: $600KRadio Transceiver Hull: 0.5 Power: 1 Cost: $25KComputer core, Good Hull: 1 Power: 1 Cost: $1MFire Control, Good (plasma cannon)
Hull: 1 Cost: $900KFire Control, Good (point defense gun)
Hull: 1 Cost: $300KNav Control, Good Hull: 1 Cost: $750K
Sensors: Multiband radar Hull: 2 Power: 4 Cost: $200KEM detector Hull: 0.5 Cost: $20K
Misc: Escape pods Hull: 2 Cost: $100KTotal: $20.185M
Damage Zones:F: plasma cannon, point defense gun, jammer, radio transceiver, escape pod, command deckFC: multiband radar, EM detector, escape pod, crew quarters, passenger cabins, mass reactor,computer coreAC: multiband radar, crew quarters, autosupport, mass reactorA: induction engine, stardrive
Solar-X Nike-Class System Defence GunboatProgress Level: 7 Tech Tracks: C, D, G, SDescriptionAs 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: 5Crew Complement: 10 Max. Personnel Capacity: 12 Max. Endurance: 100 daysArmor: Medium neutronite d6+1 (LI), d6+1 (HI), d6+1 (En) Target: +2 (+4) stepsAirlocks: 1 Maximum Jump Distance: -Maneuverability Rating: 4 Maneuvers: 4/round Acceleration: 2 MppSensors: Multiband Radar (active) Range: 10/20/40 Arcs: 4 Targeting: Normal
Attacks Acc Arcs Range Damage Type ModeMass cannon -1 F, 0P,
0S1/3/5 d6+2s/d6+1w/d6+3w LI/Sm F
Attacks Acc End Accel Damage Type ModeCHE 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: $1MArmour: Medium neutronite Hull: 2 Cost: $1MPower: Mass reactors, 3 x 2 Hull: 6 Power: +21 Cost: $7.5MEngine: Induction engine, 2 x 2 Hull: 4 Power: 4 Cost: $4MFTL: -Support: Autosupport Hull: 1 Power: 1 Cost: $200K
Crew Quarters Hull: 4 Cost: $40KWeapons: Mass cannons, 2 Hull: 4 Power: 6 Cost: $600K
Launch tubes, 2 Hull: 6+4 Power: 2 Cost: $400KActive radar CHE missiles, 8 Cost: $720KActive radar KESM missiles, 4 Cost: $400KEM Homing CHE missiles, 8 Cost: $640K
Defences: Deflection inducer Hull: 2 Power: 4 Cost: $1MCommand: Cockpit (4 stations) Hull: 2 Cost: $400K
Mass Transceiver Hull: 1 Power: 1 Cost: $100KComputer Core, Good Hull: 1 Power: 1 Cost: $1MFire Control, Good (missile tubes)
Hull: 1 Cost: $1.8MSensor Control, Good Hull: 1 Cost: $600K
Sensors: Multiband radar Hull: 2 Power: 4 Cost: $200KMisc: -
Total: $21.4M
Damage Zones:F: multiband radar, crew quarters, cockpit, computer coreFC: mass cannon x 2, missile tube x 2AC: deflection inducer, mass transceiver, autosupport, mass reactorA: multiband radar, induction engine x 2, mass reactor x 2
Alaundrin Lucre-Class EscortProgress Level: 7 Tech Tracks: C, D, G, SDescription“For many years, the Lucre-class ships were the only warships for sale to any system in theVerge” — Star*Drive Campaign Setting, p. 106Extra bunk space and a small but efficient cargo area allow the Lucre to fulfil a variety of functionsas 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: 5Crew Complement: 20 Max. Personnel Capacity: 36 Max. Endurance: 100 daysArmor: Medium neutronite d6+1 (LI), d6+1 (HI), d6+1 (En) Target: +1 (+3/+5/+6) stepsAirlocks: 1 Maximum Jump Distance: 12 LYManeuverability Rating: 3 Maneuvers: 3/round Acceleration: 1 MppSensors: Multiband Radar (active) Range: 10/20/40 Arcs: All Targeting: Normal
Attacks Acc Arcs Range Damage Type ModeMass 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 ModeCHE activeradar missile
-1 6 5 d6+1s/d6+1w/d4+2m En/L Launch4/round
CHE EMhoming missile
-1* 6 5 d6+1s/d6+1w/d4+2m En/L Launch4/round
MRB activeradar missile
-1 6 5 2d4+1s/2d4w/d8+1m En/M Launch2/round
Hull: Corvette Hull: +88 Cost: $5MArmour: Medium neutronite Hull: 4 Cost: $2MPower: Mass reactors, 2 x 5 Hull: 10 Power: +35 Cost: $9.5MEngine: Induction engine Hull: 4 Power: 4 Cost: $3MFTL: Stardrive Hull: 4 Power: 12 (+23)Cost: $6MSupport: Autosupport Hull: 2 Power: 2 Cost: $400K
Crew Quarters Hull: 10 Cost: $100KCrew Cabins Hull: 6 Cost: $60K
Weapons: Twin mass cannon turrets, 2 Hull: 8 Power: 12 Cost: $1.12MMissile racks Hull: 8 Power: 4 Cost: $200KCHE EM homing missiles, 6 Cost: $480KCHE active radar missiles, 8 Cost: $720KMRB active radar missiles, 2 Cost: $460KTractor beam Hull: 2 Power: 5 Cost: $500K
Defences: Deflection inducer Hull: 4 Power: 8 Cost: $2MJammer Hull: 1 Power: 1 Cost: $100KChaff (8 launches) Hull: 2 Cost: $100K
Command: Command deck (6 stations) Hull: 2 Cost: $600KRadio transceiver Hull: 0.5 Power: 1 Cost: $25KLaser transceiver Hull: 1 Power: 1 Cost: $50KComputer core, Ordinary Hull: 1 Power: 1 Cost: $500KFire Control, Ordinary (mass cannon)
Hull: 1 Cost: $2.4MFire Control, Ordinary (missiles) Hull: 1 Cost: $2.4M
Sensors: Multiband radar Hull: 2 Power: 4 Cost: $200KEM detectors Hull: 1 Cost: $40KIR detectors Hull: 2 Cost: $80K
Misc: Sick bay Hull: 1 Cost: $150KCargo hold 200m3 Hull: 6 Cost: $100KAutocargo Hull: 1 Power: 1 Cost: $30KEscape pods Hull: 4 Cost: $200K
Total: $38.515M
Damage Zones:F: twin mass cannon turret, jammer, multiband radar, radio transceiver, escape pods, commanddeckFC: missile rack, chaff, deflection inducer, EM detector, IR detector, laser transceiver, computercoreP: tractor beam, autocargo, cargo holdS: crew quarters, crew cabins, sick bayAC: twin mass cannon turret, missile rack, multiband radar, autosupport, mass reactorA: EM detector, IR detector, mass reactor, induction engine, stardrive
Star*Drive
Space Fighters
of the External War
Star Force Meteor Aerospace FighterProgress Level: 7 Tech Tracks: C, D, G, SDescriptionSee Star*Drive Campaign Setting, p. 208-209, and Wikipedia: Nial class heavy fighter
Toughness: Small Craft (Sm) Stun: 8 Wound: 8 Mortal: 4 Critical: 2Crew Complement: 1 Max. Personnel Capacity: 1 Max. Endurance: 3 daysArmor: Medium neutronite d6+1 (LI), d6+1 (HI), d6+1 (En) Target: +3 stepsAirlocks: - Maximum Jump Distance: -Maneuverability Rating: 4 Maneuvers: 4/round Acceleration: 4 MppSensors: Multiband Radar (active) Range: 10/20/40 Arcs: 4 Targeting: Normal
Perks: Excellent Design
Attacks Acc Arcs Range Damage Type ModeX-ray laser -3 F, 0P,
0S1/2/3 d6+1s/d4+2w/d4m En/Sm F/B/A
Hull: Strike fighter Hull: +15.5 Cost: $1MArmour: Medium neutronite Hull: 1 Cost: $1MPower: Mass reactor Hull: 3 Power: 10 Cost: $2.75MEngine: Induction engine Hull: 3 Power: 3 Cost: $2.5MFTL: -Support: -Weapons: Autofire X-ray laser Hull: 3 Power: 2 / 4 Cost: $1.1MDefences: Stealth hull Hull: 2 Power: 1 Cost: $1MCommand: Cockpit (1 station) Hull: 0.5 Cost: $200K
Radio transceiver Hull: 0.5 Power: 1 Cost: $50KAttack computer Hull: 0.5 Cost: $400K
Sensors: Multiband radar Hull: 2 Power: 4 Cost: $300KMisc: -
Total: $10.3M
Damage Zones:F: autofire X-ray laser, stealth hull, multiband radar, radio transceiver, cockpit, attack computerA: stealth hull, multiband radar, induction engine, mass reactor
Star Force Nardo Short Range FighterProgress Level: 7 Tech Tracks: D, F, G, SDescriptionA 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: 2Crew Complement: 2 Max. Personnel Capacity: 2 Max. Endurance: 3 daysArmor: Medium neutronite d6+1 (LI), d6+1 (HI), d6+1 (En) Target: +3 stepsAirlocks: - Maximum Jump Distance: -Maneuverability Rating: 4 Maneuvers: 4/round Acceleration: 4 MppSensors: Multiband Radar (active) Range: 10/20/40 Arcs: 4 Targeting: Normal
Attacks Acc Arcs Range Damage Type ModePlasma cannon -2 F, 0P,
0S1/2/4 d6+2w/d8+2w/d6+1m En/Sm F
Crew: Ordinary 12/6/3
Hull: Strike fighter Hull: +15 Cost: $500KArmour: Medium neutronite Hull: 1 Cost: $500KPower: Mass reactor Hull: 2 Power: +7 Cost: $2.5MEngine: Induction engine Hull: 3 Power: 3 Cost: $2.5MFTL: -Support: -Weapons: Plasma cannon Hull: 3 Power: 3 Cost: $400KDefences: Jammer Hull: 1 Power: 1 Cost: $100KCommand: Cockpit (2 stations) Hull: 1 Cost: $200K
Radio transceiver Hull: 0.5 Power: 1 Cost: $25KSensors: Multiband radar Hull: 2 Power: 4 Cost: $200KMisc: Accumulator Hull: 1 Cost: $40K
Reentry capsule Hull: 0.5 Cost: $5KTotal: $6.97M
Damage Zones:F: plasma cannon, jammer, multiband radar, radio transceiver, reentry capsule, cockpitA: multiband radar, induction engine, accumulator, mass reactor
Thuldan Space FighterProgress Level: 7 Tech Tracks: D, F, G, SDescriptionAs described in Star Compendium, p. 106
Toughness: Small Craft (Sm) Stun: 8 Wound: 8 Mortal: 4 Critical: 2Crew Complement: 2 Max. Personnel Capacity: 2 Max. Endurance: 3 daysArmor: Medium neutronite d6+1 (LI), d6+1 (HI), d6+1 (En) Target: +3 (+5) stepsAirlocks: - Maximum Jump Distance: -Maneuverability Rating: 4 Maneuvers: 4/round Acceleration: 3 MppSensors: Multiband Radar (active) Range: 10/20/40 Arcs: 4 Targeting: Normal
Attacks Acc Arcs Range Damage Type ModePlasma cannon -2 F, 0P,
0S1/2/4 d6+2w/d8+2w/d6+1m En/Sm F
Crew: Good 14/7/3
Hull: Strike fighter Hull: +15 Cost: $500KArmour: Medium neutronite Hull: 1 Cost: $500KPower/Engine: Microinductor* Hull: 4 Power: +6 Cost: $4.4MFTL: -Support: -Weapons: Plasma cannon Hull: 3 Power: 3 Cost: $400KDefences: Deflection inducer Hull: 1 Power: 2 Cost: $500KCommand: Cockpit (2 stations) Hull: 1 Cost: $200K
Radio transceiver Hull: 0.5 Power: 1 Cost: $25KSensors: Multiband radar Hull: 2 Power: 4 Cost: $200K
EM detectors Hull: 1 Cost: $40KMisc: 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: NoAccel at: 5% 10% 15% 20% 30% 40% 50%
- - 2 3 4 5 6
Damage Zones:F: plasma cannon, multiband radar, EM detector, radio transceiver, cockpitA: deflection inducer, multiband radar, EM detector, accumulator, microinductor
Sifarv Raptor Space FighterProgress Level: 7 Tech Tracks: C, D, G, SDescriptionThis 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: 2Crew Complement: 1 Max. Personnel Capacity: 1 Max. Endurance: 3 daysArmor: Medium neutronite d6+1 (LI), d6+1 (HI), d6+1 (En) Target: +3 stepsAirlocks: - Maximum Jump Distance: -Maneuverability Rating: 5 Maneuvers: 5/round Acceleration: 5 MppSensors: Multiband Radar (active) Range: 10/20/40 Arcs: 4 Targeting: Normal
Perks: Exceptional DesignSpecial: Inherent stability (+1 manoeuvre class)
Attacks Acc End Accel Damage Type ModePlasma 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: +11Armour: Medium neutronite Hull: 0.5Power: Mass reactor Hull: 2 Power: +7Engine: Induction engine Hull: 3 Power: 3FTL: -Support: -Weapons: Missile rack Hull: 2 Power: 1
Plasma mass homing missiles, 8Defences: -Command: Cockpit (1 station) Hull: 0.5
Radio transceiver Hull: 0.5 Power: 1Attack computer Hull: 0.5
Sensors: Multiband radar Hull: 2 Power: 4Misc: -
Damage Zones:F: multiband radar, radio transceiver, cockpit, attack computerA: missile rack, multiband radar, induction engine, mass reactor
Kroath SphereProgress Level: 7 Tech Tracks: D, GDescriptionSee Alien Compendium, p. 123
Toughness: Small Craft (Sm) Stun: 5 Wound: 5 Mortal: 3 Critical: 2Crew Complement: 1 Max. Personnel Capacity: 1 Max. Endurance: 100 daysArmor: Medium (unknown) d6+1 (LI), d6+1 (HI), d6+2 (En) Target: +3 stepsAirlocks: - Maximum Jump Distance: -Maneuverability Rating: 4 Maneuvers: 4/round Acceleration: 4 MppSensors: Multiband Radar (active) Range: 10/20/40 Arcs: 4 Targeting: Normal
Attacks Acc Arcs Range Damage Type ModeMass cannon -1 F, 0P,
0S1/3/5 d6+2s/d6+1w/d6+3w LI/Sm F
Crew: Kroath system operator 12/6/3
Hull: Fighter Hull: +10Armour: Medium (unknown) Hull: 0.5Power: Mass reactor Hull: 2 Power: +7Engine: Induction engine Hull: 2 Power: 2FTL: -Support: -Weapons: Mass cannon Hull: 2 Power: 3Defences: Jammer Hull: 1 Power: 1Command: Gel-suspended pilot Hull: -
Radio transceiver Hull: 0.5 Power: 1Sensors: Multiband radar Hull: 2 Power: 4Misc: -
Damage Zones:F: mass cannon, multiband radar, radio transceiver, gel-suspended pilotA: jammer, multiband radar, induction engine, mass reactor