Aberrant 2.0 Starships

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Vessels Overview

Remember that most military vessels take only 1 HL of damage, no matter how many post-soak levels are rolled, from attacks without sufficient area of effect (with an area less than their Massive rating, and take half post-soak damage from weapons with areas less than double their Massive rating), and are large enough so that they cannot attempt to evade most attacks (any attack with an AV rating equal to or less than than their Gargantuan rating)

All ship-to-ship weapons (smart missiles, light/medium/heavy naval lasers/coilguns/etc) are assumed to have sufficient penetration and blast radius to do serious damage to ships (versus just poking a hole) and ignore the Massive qualifier.

Tesser System

The original Tesser system, invented in 2138, was a massive system which required nearly 70% of a vessel's mass to achieve FTL jump capability, deployed only on the few Leviathan jumpships that allowed Earth intermittent recontact with the colonies. The second generation of this technology, invented in 2147 and coming into common use today, is a much cheaper system with literal orders of magnitude less necessary mass. A combination of an Astronomical Ranging and Enhancement System and a bioapp that emulates the Upeo teleportation capability, these hybrid bioapps allow a ship to make one jump approximately every week.

Still exceedingly expensive (all Tessers are Cost ●●●●● ●●●●● ● or ~50 billion Yuan), and requiring a trained Clairsentient psion formatted to the app (which is Tolerance 6, requiring any Tesser-equipped ship to use a very powerful Psi), these jump drives still have a minimum mass of 1 kiloton + 1% of the hosting vessel's tonnage, which means that only larger frigates and freighters can be equipped with independent Tesser apps without being custom-designed for FTL travel.

The imperfect noetic teleportation of a Tesser causes disorientation and shock in all users. Neutrals and Psions roll Psi, and are temporarily disoriented (+2 difficulty to all actions) for a number of hours equal to each success, and take feedback damage equal to (Psi/2) dice of bashing damage, rounding up. Doing this is particularly dangerous for Novas, though. With no true noetic template, they take (Quantum + Taint) levels of aggravated damage from a jump, and must roll (Quantum + Taint). The Nova is then disoriented and weakened for 1 day per success, adding +2 difficulty to all actions and halving all Mega-Attributes and power ratings (round up). Nobody has yet been foolish enough to attempt to use quantum teleportation to move a Tesser, or throw one through a Warp. The results of such an action would likely be horrific.

A handful of IFTs (now Interstellar Freight Transports) have been equipped with the Tesseract Drive, and the People's Republic of China has refit two of its four Novastorms, as well as a small handful of lesser ships, with Tessers. However, due to the relative rarity of jump-capable Psions, the Leviathan with its ability to jump a small fleet with a single Psion at the helm, is likely here to stay.

Player Vessels

The Heart for a Bullet

Pirate craft of unknown base manufacture. Heavily modified?

Abilities: Handling + 1, VS 5 (5 G maximum acceleration), Gargantuan (1)
Crew: Up to 10.
Cargo: Up to 50t.
Components: Hull, Drive, 2 x Laser Turrets, 2 x PD Turrets, 1 x Plasma Cannon, 2 x Sensor Arrays. Stealth Systems?.


Special Features: Stealth Systems?, Maintenance Robots, Docking Collar (1 shuttle), Atmospheric Capable (safe speed 2000 (1600), max speed 4000 (3200)).

Structural

  • Hull: Massive (10), Health Levels -0 x 20/-1 x 20/-2 x 20/-3 x 10/-4 x 10/-5 x 10/Disabled, Armor 18. Hull damage applies penalties to all actions.
  • Drive: Massive (5), Health Levels -0 x 10/-1 x 10/-2 x 10/-3 x 10/-4 x 10/Disabled, Armor 18. Each -1 penalty to drive reduces VS and Handling by 1.
  • Docking Collar: Health Levels -0 x 10/-1 x 10/-2 x 10/Disabled, Armor 5. Each -1 penalty adds +1 difficulty for any ship attempting to dock with that collar.

Weapons

  • Laser Turret (2): Health Levels -0 x 12/-1 x 12/-2 x 12/-4 x 12/Disabled, Armor 20. Turret damage reduces the effectiveness of the weapon housed in the turret.
Medium Laser: Accuracy + 2, Damage 25L [20], Rate 1/2, Range 30,000, Magazine (inf), AP(5), AV(3) in anti-ship mode
Accuracy +4, Damage 20L [10], AP (3), AA in anti-fighter/aberrant mode
  • PD Turret (2): Health Levels -0 x 10/-1 x 10/-2 x 10/-4 x 10/Destroyed, Armor 15. Turret damage reduces the effectiveness of the weapon housed in the turret. The Peregrine's PD lasers are AI-controlled, with a total defensive pool of 14d.
PD Laser (Accuracy + 3, Damage 15L, Rate 60, Range 1,000, Magazine (inf), AA, AP(1))
  • Heavy Railgun: Health Levels -0 x 10/-1 x 10/-2 x 10/-4 x 10/Disabled, Armor 15. Plasma Cannon damage reduces the effectiveness of the spinal-mount railgun.
Heavy Railgun: Accuracy + 2, Damage 36L [32], Rate 1/5, Range 40,000, Magazine (inf), AP(8), AV(6)

Sensors

  • Sensors (2): Advanced Sensors (+3 to awareness and attack rolls), Health Levels -0 x 2/-1 x 6/-2 x 6/-3 x 2/Destroyed (-6), Armor 8. Sensor damage applies penalties to weapons fire and detection. Use the least damaged sensor array to calculate penalties.

Civilian Vessels

L-B Venture B-9 IFT

The Venture Intrasystem Freight Transport is a large bulk hauler, with the capability to carry massive amounts of machinery and resources throughout a system. Dwarfing most military ships with at 400 meters long and with a 200,000 ton empty mass, and housing cavernous cargo holds, these vessels are the lifeblood of various things such as Helium-3 mining and, with a retrofit of Tesser systems, interstellar colonization (and potentially trade). Recent insurgency actions and the cost of hyperfusion-equipped warships (and escort duty) have resulted in the B-9 variant, with light energy weapons turrets mounted.

Abilities: Handling -2, VS 1 (0.5 G maximum acceleration fully loaded), Gargantuan (10)
Crew: 30.
Components: Hull, Drive, 5 x Sensors, 10 x Docking Collars, 4 x PD turrets, 4 x Laser Turrets.


Special Features: Cargo Bay (up to 600,000 tons of cargo), Docking Collars (up to 10 shuttles/mining ships/etc docked externally)

Structural

  • Hull: Massive (40), Health Levels -0 x 50/-1 x 50/-2 x 50/-3 x 50/-4 x 50/-5 x 50/Disabled, Armor 15. Hull damage applies penalties to all actions.
  • Drive: Massive (20), Health Levels -0 x 20/-1 x 20/-2 x 20/-3 x 20/-4 x 20/Disabled, Armor 15. Each -1 penalty to drive reduces Handling by 1 and acceleration by 0.1 G.
  • Docking Collar (10): Health Levels -0 x 10/-1 x 10/-2 x 10/Disabled, Armor 10. Each -1 penalty adds +1 difficulty for any ship attempting to dock with that collar.

Weapons

  • Laser Turret (4): Health Levels -0 x 12/-1 x 12/-2 x 12/-4 x 12/Disabled, Armor 25. Turret damage reduces the effectiveness of the weapon housed in the turret.
Light Naval Laser: Accuracy +3, Dmg 30L [12], Range 8,000, Rate 2, Magazine (inf), AP:9
  • PD Turret (4): Health Levels -0 x 10/-1 x 10/-2 x 10/-4 x 10/Destroyed, Armor 20. Turret damage reduces the effectiveness of the weapon housed in the turret. The Venture's PD lasers are AI-controlled, with a total defensive pool of 8d.
PD Laser: Accuracy + 1, Damage 12L, Rate 60, Range 1,000, Magazine (inf), AA, AP:1

Sensors

  • Sensors (5): Health Levels -0 x 2/-1 x 6/-2 x 6/-4 x 6/Destroyed (-5), Armor 10. Sensor damage applies penalties to weapons fire and detection. Use the least damaged sensor array to calculate penalties.


L-B Vulcan Mark IV

Although obsolete for decades, the Mark IV Vulcan is still a common sight along the asteroid belt, in the hands of crews of every type. A small freighter originally designed for multirole operations, many Mark IVs nowadays are in the hands of the Outer System Insurgents, modified into raiding vessels with engine enhancements, heavier armor, and superior weapons. There are even rumors that a handful of Mark IVs have been modified with a Tesser system, allowing them FTL travel. The current Vulcan model, the Mark V, has additional anti-piracy armaments, a larger cargo hold, and a lower crew supply (noted in parentheses).

Abilities: Handling -2, VS 3 (0.75 G maximum acceleration fully loaded, 3G empty), Gargantuan (6)
Crew: 18, Mark V has 12. Additional life support and quarters given for a scientific team, which is often used for armed boarders in Pirate Vulcans.
Components: Hull, Drive, 2 x Sensors, 2 x Docking Collars, 2 x PD turrets, 2 x Laser Turrets (Mark V only), 1 x Mining Laser.

Special Features: Cargo Bay with up to 65,000 tons of cargo (70,000 tons of cargo for the Mark V), Docking Collars (up to 2 shuttles/mining ships/etc docked externally)

Structural

  • Hull: Massive (15), Health Levels -0 x 20/-1 x 20/-2 x 20/-3 x 10/-4 x 10/-5 x 10/Disabled, Armor 15. Hull damage applies penalties to all actions.
  • Drive: Massive (10), Health Levels -0 x 10/-1 x 10/-2 x 10/-3 x 10/-4 x 10/Disabled, Armor 15. Each -1 penalty to drive reduces Handling by 1 and fully loaded acceleration by 0.15 G.
  • Docking Collar (2): Health Levels -0 x 10/-1 x 10/-2 x 10/Disabled, Armor 10. Each -1 penalty adds +1 difficulty for any ship attempting to dock with that collar.

Weapons

  • Mining Laser: Health Levels -0 x 12/-1 x 12/-2 x 6/-4 x 6/Disabled, Armor 15. Turret damage reduces the effectiveness of the weapon housed in the turret.
Mining Laser: Accuracy -2, Damage 40L [20], Rate 1/2, Range 30,000, Magazine (inf), AP:12
  • PD Turret (2): Health Levels -0 x 10/-1 x 10/-2 x 10/-4 x 10/Destroyed, Armor 20. Turret damage reduces the effectiveness of the weapon housed in the turret. The Vulcan's PD lasers are AI-controlled, with a total defensive pool of 8d.
PD Laser (Accuracy + 1, Damage 10L, Rate 60, Range 1,000, Magazine (inf), AA, AP(1))
  • Laser Turret (2): Health Levels -0 x 12/-1 x 12/-2 x 12/-4 x 12/Disabled, Armor 25. Turret damage reduces the effectiveness of the weapon housed in the turret.
Light Naval Laser: Accuracy +3, Dmg 30L [12], Range 8,000, Rate 2, Magazine (inf), AP:9

Sensors

  • Sensors (2): Health Levels -0 x 2/-1 x 6/-2 x 6/-4 x 6/Destroyed (-5), Armor 5. Sensor damage applies penalties to weapons fire and detection. Use the least damaged sensor array to calculate penalties.

Orgotek Leviathan

The largest vessels to ever be built by man, the Leviathans house the first generation tesser drive, the first man-made artificial FTL system. Over 70% of the vessel's mass goes into the Tesser, making the Leviathan slow, poorly armed, and fragile for its size. Fortunately for Leviathan crews, 1200 meters of length still gives it a rather significant amount of protection, and a single Leviathan can dock up to four frigates, a dozen corvettes like the Peregrine or Phoenix, and 96 fighters. Massing at nearly 8 million tons, the Leviathan is an extremely expensive vessel, even with the lower cost per-ton of biotech solutions and the influence of Qin mass-production techniques. Only three exist-Leviathan, Moby Dick, and Behemoth, with a fourth, Kraken, under construction.

Abilities: Handling -3, VS 1 (0.25 G maximum acceleration), Gargantuan (10)
Crew: 120 + 240 Marines.
Components: Hull, Drive, Tesser, 6 x Sensors, 4 x Hangars, 12 x Docking Collars, 4 x Frigate Collars, 12 x PD turrets, 4 x Twin Heavy Laser Turrets, 2 x Smart Missile Launchers.


Special Features: Tesser Drive (FTL jumps), 12 Docking Collars, 4 Frigate Collars, Hangar capacity (up to 96 fighters).

Structural

  • Hull: Massive (70), Health Levels -0 x 80/-1 x 80/-2 x 80/-3 x 80/-4 x 80/-5 x 80/Disabled, Armor 18. Hull damage applies penalties to all actions.
  • Drive: Massive (30), Health Levels -0 x 30/-1 x 30/-2 x 30/-3 x 30/-4 x 30/Disabled, Armor 16. Each -1 penalty to drive reduces Handling by 1 and acceleration by 0.05 G.
  • Tesser: Massive (60), Health Levels -0 x 20/-1 x 20/-2 x 20/-3 x 10/-4 x 10/-5 x 10/Disabled, Armor 16. Each -1 penalty to Tesser operations adds +1d to backlash rolls, increases recharge time by 3 days, and adds +1 difficulty to achieve an accurate jump.
  • Hangar (4): Massive (15), Health Levels -0 x 30/-1 x 30/-2 x 30/Disabled, Armor 16. Disabling the hangar prevents the Leviathan from launching and recovering fighters from that hangar. Each -1 penalty adds +1 difficulty for any fighter attempting to land on the Leviathan. The Leviathan's hangars can handle up to 24 fighters each.
  • Frigate Collars (4): Massive (5), Health Levels -0 x 20/-1 x 20/-2 x 20/-4 x 20/Disabled, Armor 16. Each -1 penalty adds +1 difficulty for any ship attempting to dock.
  • Docking Collars (12): Health Levels -0 x 15/-1 x 15/-2 x 15/Disabled, Armor 12. Each -1 penalty adds +1 difficulty for any ship attempting to dock with that collar.

Weapons

  • Heavy Laser Turret (4): Massive (5), Health Levels -0 x 15/-1 x 15/-2 x 15/-4 x 15/Disabled, Armor 30. Turret damage reduces the effectiveness of the weapon housed in the turret.
Heavy Lasers (2): Accuracy + 2, Damage 40L [20], Rate 1/2, Range 30,000, Magazine (inf), AP:12
  • PD Turret (12): Health Levels -0 x 10/-1 x 10/-2 x 10/-4 x 10/Destroyed, Armor 20. Turret damage reduces the effectiveness of the weapon housed in the turret. The Leviathan's PD lasers are AI-controlled, with a total defensive pool of 12d.
PD Laser: Accuracy + 1, Damage 12L, Rate 60, Range 1,000, Magazine (inf), AA, AP:1
  • Missile Launcher (2): Massive (5), Health Levels -0 x 20/-1 x 10/-2 x 10/-4 x 10/Disabled, Armor 24. Missile launcher damage reduces the effectiveness of the smart missiles and their tracking.
Conventional Missile: Accuracy +3, Dmg 50L [40], Range 60,000, Rate 1/5, Magazine 20, Guided, AP:15, AV:10, Exp:5
Nuclear Missile: Dmg 50A [75] + 50L [100] (halve lethal damage in vacuum), Exp:10, Magazine 5

Sensors

  • Sensors (6): Massive (5), Health Levels -0 x 4/-1 x 12/-2 x 12/-4 x 12/Destroyed (-5), Armor 14. Sensor damage applies penalties to weapons fire and detection. Use the least damaged sensor array to calculate penalties.

Military Vessels

Nova Starcraft A-5L Phoenix (Corvette)

The 54 meter long Phoenix is the backbone of the FSA's Earth-based defense fleet, a 1.2 kiloton warship with the maneuverability of a fighter, the armor of a main battle tank, and sufficient firepower to heavily damage a frigate. Nicknamed the "Aberrant Buster" for its sorties against the Blight Zone Aberrants (including one Confederate-led incursion which led to his hasty retreat and the destruction of four confirmed "true" Aberrants), the Phoenix's primary weapon is its massive spinal-mount Plasma Induction Gun, which takes up nearly 10% of the vessel's mass. A cheaper export and patrol variant, the "Guardian", removes the plasma cannon in favor of more crew space and endurance, but is otherwise identical.

Abilities: Handling + 3, VS 10 (5 G maximum acceleration), Gargantuan (1)
Crew: 5 Components: Hull, Drive, 2 x PD Turrets, 2 x Laser Turrets, 2 x HK Missile Racks, 1 x PIG, 2 x Sensor Arrays

Special Features: Modular Weapons Bay (can carry up to two naval smart missiles or fusion warheads, or other ordinance such as cluster bombs), Atmospheric Capable (safe speed 200 [1600], max speed 8000 [6400])

Structural

  • Hull: Massive (5), Health Levels -0 x 30/-1 x 30/-2 x 20/-3 x 20/-4 x 20/Disabled, Armor 30. Hull damage applies penalties to all actions.
  • Drive: Massive (3), Health Levels -0 x 20/-1 x 20/-2 x 10/-3 x 10/-4 x 10/Disabled, Armor 25. Each -1 penalty to drive reduces VS and Handling by 1.

Weapons

  • Laser Turret (2): Health Levels -0 x 15/-1 x 15/-2 x 15/-4 x 15/Disabled, Armor 25. Turret damage reduces the effectiveness of the weapon housed in the turret.
Light Naval Laser: Accuracy +3, Dmg 30L [12], Range 8,000, Rate 2, Magazine (inf), AP:9
  • PD Turret (2): Health Levels -0 x 10/-1 x 10/-2 x 10/-4 x 10/Destroyed, Armor 25. Turret damage reduces the effectiveness of the weapon housed in the turret. The Phoenix's PD lasers are AI-controlled, with a total defensive pool of 14d.
PD Laser: Accuracy + 3, Damage 15L, Rate 60, Range 1,000, Magazine (inf), AA, AP:1
  • H-K Racks (2): Health Levels -0 x 24/Destroyed, Armor 10. Missile Rack damage destroys 1 missile per lost health level.
H-K Missiles: Accuracy +0, Dmg 30L [14], Range 5,000, Rate 4, Magazine 24, AP:6, AA, Guided
  • PIG: Health Levels -0 x 20/-1 x 10/-2 x 5/-4 x 5/Disabled, Armor 30. PIG damage reduces the effectiveness of the PIG. The PIG deals 3 unsoakable lethal health levels to the vessel's main hull for every -1 damage penalty it has suffered whenever fired, due to overloaded systems.
Lance Mode: Accuracy + 0, Damage 45L [30], Rate 1/2, Range 6,000, Magazine (inf), AP:20, AV:6
Spray Mode: Accuracy + 4, Damage 30L [15], Rate 1/2, Range 2,000, Magazine (inf), AP:15, Area:2

Sensors

  • Sensors (2): Advanced Sensors (+3 to awareness and attack rolls), Health Levels -0 x 4/-1 x 4/-2 x 3/-3 x 3/Destroyed (-8), Armor 10. Sensor damage applies penalties to weapons fire and detection. Use the least damaged sensor array to calculate penalties.

Banji Peregrine (Recon Vessel)

The Banji Peregrine is an advanced reconnaissance vessel with cutting edge passive stealth and sensors technology for discreet observation of locales. With a "mere" 500 ton mass these vessels are lightweight and quite nimble for their size. Civilian variants lack the stealth technology of the military version, and remove the missile launcher for additional cargo space.

Abilities: Handling + 1, VS 5 (2.5 G maximum acceleration), Gargantuan (1)
Crew: 5 + 4 Passengers (typically a Marine VBSS team).
Components: Hull, Drive, 2 x Laser Turrets, 2 x PD Turrets, 1 x Missile Launcher, 2 x Sensor Arrays. Stealth Systems (+3 to detection, +3 difficulty to attack warship via missile weapons).


Special Features: Stealth Systems (+3 to detection, +3 difficulty to attack warship via missile weapons), Atmospheric Capable (safe speed 2000 (1600), max speed 4000 (3200)).

Structural

  • Hull: Massive (5), Health Levels -0 x 30/-1 x 20/-2 x 20/-3 x 20/-4 x 20/Disabled, Armor 20. Hull damage applies penalties to all actions.
  • Drive: Massive (3), Health Levels -0 x 15/-1 x 15/-2 x 10/-3 x 10/-4 x 10/Disabled, Armor 20. Each -1 penalty to drive reduces VS and Handling by 1.

Weapons

  • Laser Turret (2): Health Levels -0 x 15/-1 x 15/-2 x 15/-4 x 15/Disabled, Armor 20. Turret damage reduces the effectiveness of the weapon housed in the turret.
Medium Laser: Accuracy + 2, Damage 35L [15], Rate 1, Range 30,000, Magazine (inf), AP:12
  • PD Turret (2): Health Levels -0 x 10/-1 x 10/-2 x 10/-4 x 10/Destroyed, Armor 18. Turret damage reduces the effectiveness of the weapon housed in the turret. The Peregrine's PD lasers are AI-controlled, with a total defensive pool of 14d.
PD Laser: Accuracy + 3, Damage 15L, Rate 60, Range 1,000, Magazine (inf), AA, AP:1
  • Missile Launcher: Health Levels -0 x 15/-1 x 15/-2 x 10/-4 x 10/Disabled, Armor 18. Missile launcher damage reduces the effectiveness of the smart missiles and their tracking.
Smart Missile: Accuracy +3, Dmg 50L [40], Range 60,000, Rate 1/5, Magazine 20, Guided, AP:15, AV:10, Exp:5

Sensors

  • Sensors: Advanced Sensors (+5 to awareness and attack rolls), Health Levels -0 x 5/-1 x 10/-2 x 10/-4 x 5/Destroyed (-8), Armor 10. Sensor damage applies penalties to weapons fire and detection. Use the least damaged sensor array to calculate penalties.

Banji Kestrel (Frigate)

The 280 meter long Banji Kestrel is the workhorse frigate of most nations. Massing 60,000 tons, the Kestrel has excellent protection, heavy firepower, and surprisingly good acceleration. The Kestrel's crew of 100 is adequate for monitoring all systems, and it can carry a platoon of marines for boarding/counterboarding ops.

Abilities: Handling -1, VS 4 (2 G maximum acceleration), Gargantuan (6).
Crew: 100 + 40 Marines
Components: Hull, Drive 3 x Sensor Arrays, 1 x Drive System, 2 x Coilgun Turrets, 5 x Laser Turrets, 4 x Point Defense Turrets, 3 x Missile Launchers

Structural

  • Hull: Massive (20), Health Levels -0 x 50/-1 x 50/-2 x 50/-3 x 50/-4 x 50/Disabled, Armor 24. Hull damage applies penalties to all actions.
  • Drive: Massive (10), Health Levels -0 x 30/-1 x 30/-2 x 30/-3 x 30/Disabled, Armor 20. Each -1 penalty to drive reduces VS and Handling by 1.

Weapons

  • Coilgun Turret (3): Massive (5), Health Levels -0 x 25/-1 x 25/-2 x 25/-4 x 25/Disabled, Armor 25. Damage to this component reduces the effectiveness of the weapons mounted on it.
Heavy Coilguns (2): Accuracy + 1, Dmg 40L [30], Range 15,000, Rate 1/2, Magazine 50, AP:20, AV:6
  • Laser Turret (6): Massive (5), Health Levels -0 x 25/-1 x 25/-2 x 10/-4 x 10/Disabled, Armor 25. Damage to this component reduces the effectiveness of the weapons mounted on it.
Medium Lasers (2): Accuracy + 2, Damage 35L [15], Rate 1, Range 30,000, Magazine (inf), AP:12
  • Anti-Aberrant Turret (6): Health Levels -0 x 10/-1 x 10/-2 x 10/-4 x 10/Destroyed, Armor 15. Turret damage reduces the effectiveness of the weapon housed in the turret. The Kestrel's Anti-Aberrant weapons blisters are AI-controlled, with a total attack pool of 10d + weapon accuracy.
Medium Autolaser: Accuracy +2, Damage 15L [5], Range 750, Rate 30, Magazine (inf), AP:5
Smart Missile Launcher: Accuracy +0, Range 2,000, Damage 25L [10], Rate 9, Magazine 9, AP:10, Guided
  • PD Turret (4): Health Levels -0 x 10/-1 x 10/-2 x 10/-4 x 5/Destroyed, Armor 15. Turret damage reduces the effectiveness of the weapon housed in the turret. The Scarab's PD lasers are AI-controlled, with a total defensive pool of 9d + weapon accuracy.
PD Laser (Accuracy +3, Damage 12L, Rate 60, Range 1,000, Magazine (inf), AA, AP(1))
  • Missile Launcher (3): Massive (5), Health Levels -0 x 20/-1 x 20/-2 x 20/-4 x 20/Disabled, Armor 24. Missile launcher damage reduces the effectiveness of the smart missiles and their tracking.
Conventional Missile: Accuracy +3, Dmg 50L [40], Range 60,000, Rate 1/5, Magazine 12, Guided, AP:15, AV:10, Exp:5
Nuclear Missile: Dmg 50A [75] + 50L [100] (halve lethal damage in vacuum), Exp:10, Magazine 3

Sensors

  • Sensors (4): Advanced Sensors (+3 to awareness and attack rolls), Health Levels -0 x 20/-2 x 10/-3 x 10/Destroyed (-8), Armor 10. Sensor damage applies penalties to weapons fire and detection. Use the least damaged sensor array to calculate penalties.

Orgotek Scarab (Frigate)

A miniscule vessel compared to most hardtech frigates, the Scarab is still atmosphere-capable even with its 80 meter length, and is still quite capable of holding its own against larger vessels with its advantages in maneuverability and size. Psions may format to the Scarab's weapons or controls-formatting adds +2 to the accuracy of weapons, or +2 to the Scarab's maneuverability. Formatting to one aspect of the Scarab is Tolerance 5.

Abilities: Handling +0, VS 6 (3 G acceleration), Gargantuan (2)
Crew: 6 (commander, helmsman, 4 gunners) + 12 passengers (typically a marine team)
Hangar Space: Two fighters (typically 2 Locusts)
Components: Hull, Drive, Forward Weapons Bay, 2 x Coilgun Turrets, 4 x PD Turrets, 3 x Anti-Aberrant Turrets, 2 x Missile Launchers, 4 x Sensor Arrays
Mass: 10,000 tons

Special Features: ECM (+1 difficulty to attack), Atmospheric Capable (safe speed 1500 (1200), max speed 3000 (2400)).

Structural

  • Hull: Massive (10), Health Levels -0 x 60/-1 x 30/-2 x 30/-3 x 30/-4 x 30/Disabled, Armor 24. Hull damage applies penalties to all actions.
  • Drive: Massive (5), Health Levels -0 x 30/-1 x 15/-2 x 15/-3 x 15/-4 x 15/Disabled, Armor 20. Each -1 penalty to drive reduces VS and Handling by 1.
  • Hangar Pods (2): Massive (5), Health Levels -0 x 50/Disabled, Armor 20. Disabling a Hangar Pod prevents the use of it for launching and recovering fighters.

Weapons

  • Forward Weapons Bay (2): Health Levels -0 x 30/-1 x 30/-2 x 30/Disabled, Armor 25. Damage to this component reduces the effectiveness of the weapons mounted on it.
Heavy Lasers (3): Accuracy + 2, Damage 40L [18], Rate 1/2, Range 40,000, Magazine (inf), AP:15
  • Coilgun Turret (2): Health Levels -0 x 20/-1 x 20/-2 x 20/-4 x 10/Disabled, Armor 20. Damage to this component reduces the effectiveness of the weapons mounted on it.
Light Coilguns (2): Accuracy + 2, Dmg 30L [10], Range 15,000, Rate 5, Magazine 200, AP:10
  • PD Turret (4): Health Levels -0 x 10/-1 x 10/-2 x 5/-4 x 5/Destroyed, Armor 15. Turret damage reduces the effectiveness of the weapon housed in the turret. The Scarab's PD lasers are AI-controlled, with a total defensive pool of 9d + weapon accuracy.
PD Laser (Accuracy +3, Damage 12L, Rate 60, Range 1,000, Magazine (inf), AA, AP(1))
  • Anti-Aberrant Turret (4): Health Levels -0 x 10/-1 x 10/-2 x 10/-4 x 10/Destroyed, Armor 15. Turret damage reduces the effectiveness of the weapon housed in the turret. The Scarab's Anti-Aberrant weapons blisters are AI-controlled, with a total attack pool of 10d + weapon accuracy.
Medium Autolaser: Accuracy +2, Damage 15L [5], Range 750, Rate 30, Magazine (inf), AP:5
Smart Missile Launcher: Accuracy +0, Range 2,000, Damage 25L [10], Rate 9, Magazine 9, AP:10, Guided
  • Missile Launcher (2): Health Levels -0 x 15/-1 x 15/-2 x 15/-4 x 15/Disabled, Armor 20. Missile launcher damage reduces the effectiveness of the smart missiles and their tracking.
Conventional Missile: Accuracy +3, Dmg 50L [40], Range 60,000, Rate 1/5, Magazine 8, Guided, AP:15, AV:10, Exp:5
Nuclear Missile: Dmg 50A [75] + 50L [100] (halve lethal damage in vacuum), Exp:10, Magazine 2

Sensors

  • Sensors (4): Advanced Sensors (+3 to awareness and attack rolls), Health Levels -0 x 15/-2 x 10/-3 x 10/Destroyed (-8), Armor 10. Sensor damage applies penalties to weapons fire and detection. Use the least damaged sensor array to calculate penalties.

L-B Novastorm IAC (Cruiser)

Considered by many to be the pinnacle of modern warship design, the Novastorm cruiser is 500 meters long, bristles with heavy weapons, and ensconced in a nearly impenetrable shell of olaminium-reinforced armor. Capable of carrying up to eight fighters or shuttles and with a standard complement of 120 marines, the Novastorm is worth its absolutely staggering cost-so much so that even the industrial and military powerhouse that is China can only field four of these vessels.

Abilities: Handling -3, VS 2 (1 G acceleration), Gargantuan (10)
Crew: 280 + 120 marines
Hangar Space: Eight Fighters
Components: Hull, 2 x Drive, Hangar, 3 x Coilgun Turrets, 6 x Plasma Turrets, 12 x PD Turrets, 12 x Anti-Aberrant Turrets, 5 x Missile Launchers, 10 x Sensor Arrays
Mass: 1.9 million tons

Special Features: Olaminium Dispersive Cladding (armor can soak aggravated damage at half effectiveness).

Structural

  • Hull: Massive (35), Health Levels -0 x 100/-1 x 75/-2 x 75/-3 x 75/-4 x 75/Disabled, Armor 40. Hull damage applies penalties to all actions.
  • Drive (2): Massive (15), Health Levels -0 x 150/Disabled (-1), Armor 30. Each -1 penalty to drive reduces VS and Handling by 1.
  • Hangar: Massive (15), Health Levels -0 x 150/Disabled, Armor 25. Disabling the hangar prevents the Novastorm from launching and recovering fighters.

Weapons

  • Coilgun Turret (3): Massive (5), Health Levels -0 x 40/-1 x 40/-2 x 20/-4 x 20/Disabled, Armor 40. Damage to this component reduces the effectiveness of the weapons mounted on it.
Superheavy Coilguns (2): Accuracy + 1, Dmg 70L [35], Range 25,000, Rate 1/2, Magazine 50, AP:30, AV:8
  • Plasma Turret (6): Massive (5), Health Levels -0 x 25/-1 x 25/-2 x 25/-4 x 25/Disabled, Armor 25. Damage to this component reduces the effectiveness of the weapons mounted on it.
Plasma Cannon (2): Accuracy + 0, Damage 50L [30], Rate 1/2, Range 6,000, Magazine (inf), AP:20, AV:6 in Lance Mode
Accuracy + 4, Damage 30L [15], Rate 1/2, Range 2,000, Magazine (inf), AP:15, Area:2 in Spray Mode
  • PD Turret (12): Health Levels -0 x 20/-1 x 20/-2 x 10/-4 x 10/Destroyed, Armor 25. Turret damage reduces the effectiveness of the weapon housed in the turret. The Novastorm's PD lasers are AI-controlled, with a total defensive pool of 10d + weapon accuracy.
Advanced PD Laser: Accuracy + 5, Damage 15L, Rate 60, Range 1,000, Magazine (inf), AA, AP:1
  • Anti-Aberrant Turret (12): Health Levels -0 x 20/-1 x 20/-2 x 10/-4 x 10/Destroyed, Armor 20. Turret damage reduces the effectiveness of the weapon housed in the turret. The Novastorm's Anti-Aberrant weapons blisters are AI-controlled, with a total attack pool of 10d + weapon accuracy.
Medium Autolaser: Accuracy +2, Damage 15L [5], Range 750, Rate 30, Magazine (inf), AP:5
Smart Missile Launcher: Accuracy +0, Range 2,000, Damage 25L [10], Rate 9, Magazine 9, AP:10, Guided
  • Missile Launcher (5): Massive (5), Health Levels -0 x 20/-1 x 20/-2 x 20/-4 x 20/Disabled, Armor 25. Missile launcher damage reduces the effectiveness of the smart missiles and their tracking.
Heavy Antiship Missile: Accuracy +3, Dmg 60L [50], Range 60,000, Rate 1/5, Magazine 30, Guided, AP:25, AV:10, Exp:5
Tactical Fusion Missile: Dmg 50A [75] + 50L [100] (halve lethal damage in vacuum), Exp:10, Magazine 15
Strategic Fusion Warhead: Dmg 80A [120] + 80L [160] (halve lethal damage in vacuum), Exp:15, Magazine 5

Sensors

  • Sensors (10): Advanced Sensors (+3 to awareness and attack rolls), Health Levels -0 x 40/Destroyed (-8), Armor 20. Sensor damage applies penalties to weapons fire and detection. Use the least damaged sensor array to calculate penalties.