Part 3: MOVEMENT
Speed
Every ship has a speed when the game starts. This speed is the number of hexes the ship will move on the space map during its turn. Players should write down each of their ships' speeds so they remember them during the turn. Also, a ship's speed this turn will affect its speed next turn.
Acceleration and Deceleration
Each ship has an Acceleration/Deceleration Factor (ADF). This is a number that tells the player how many hexes the ship can add to or subtract from its speed in one turn. Ships accelerate or decelerate just before they move. A ship cannot accelerate and decelerate on the same turn.
EXAMPLE: A ship that moved five hexes last turn has a speed of 5 at the beginning of this turn. If its ADF is 2, it can add one or two hexes to its previous speed. or subtract one or two hexes from its previous speed. This turn, the ship can move 3. 4, 5, 6 or 7 hexes. The player decides he wants the ship to move 6 hexes this turn. He moves the ship 6 hexes, then writes down "6" as the ship's speed so he will remember it next turn.
STOPPING. A ship can stop movi ng (decelerate to a speed of O) only if its speed during the previous turn was equal to or less than its ADF. A ship that had a speed of O during the last turn can remain at O, or accelerate to any speed up to its ADF. A ship does not move at all on the turn it stops.
TOP SPEED. Ships do not have a top speed. They can accelerate to any speed, but players may find that ships traveling very fast willbe forced to leave the map.
Turning
Each ship has a Maneuver Rating (MR). This number tells the player how many times the ship can turn during its move.
The bow (front) of a ship always must point at one of the six sides of the hex the ship is in. When a ship moves, it must move into the hex it is facing.
A ship can turn after it enters a hex. A ship turns by rotating so that itsbow faces the first hexside to its right or left. During its move, a ship can make a number of turns equal to its MR. A ship can turn only one hexside in any hex, however. If the number of hexes a ship moves is less than its MR, it still can turn only once per hex.
EXAMPLE: The frigate in the illustration has a speed of 7 and an MR of 3. The player controlIing the ship decides she wants it to perform a wide turn. She moves the ship forward three hexes and turns it one hex side to the left. She then moves it two more hexes and turns to the left again. So far, the ship has moved five hexes and turned twice. She moves the ship one hex forward. turns it left again, and finishes the move by moving the ship one more hex forward. The ship has now moved seven hexes and turned three times.
If a ship has a speed of zero through the entire turn, it can rotate during its movement phase so it faces any hexside.
Stacking Counters
Any number of ships can be in one hex at the same time. Ships can shoot at other ships in the same hex without penalty.
Planets
A hex that contains a planet counter is blocked. No ship can move into or through that hex. The planet also blocks shots if the shortest path from the attacker to the target must be traced through the planet's hex.
Orbiting Planets
Any ship that starts its move in a hex next to a planet can orbit that planet. The player simply announces during his movement phase that the ship is orbiting the planet.
A ship that is orbiting a planet has a speed of zero. However, the ship automatically moves one hex around the planet each turn. The direction of the orbit (clockwise or counterclockwise) is up to the player who controls the ship. Once it is established, the direction cannot be changed unless the ship leaves orbit and returns to start a new orbit in the opposite direction. The ship in the illustration is orbiting clockwise. The numbers show how many turns it will take the ship to move from its starting hex to the various hexes around the planet. It will return to its starting hex in six turns.
Because a ship in orbit has a speed of zero. it can rotate to face any hexside during its movement. The ship can rotate this way even if it leaves orbit during the turn. If the ship leaves orbit, it still has its full MR to use during its move.
Moving Off The Map
Ships that ieave the map are considered lost and are taken out of the game. If a ship travels off the map because it cannot turn before reaching the edge, then it cannot return to the map on a later turn.
Part 4: COMBAT
A ship can fire its weapons during the opposing player's movement phase and during its own combat phase. Weapons cannot be fired at any other time during the turn.
Range
Before firing any weapons. the player that is attacking must count the range from the attacking ship to its target. To find the range, count the number of hexes in the shortest path between the attacking ship and the target sh ip. Count the hex the target ship is in, but not the hex the attacking ship is in. Weapons cannot be fired at targets beyond a certain range. and some weapons become less effective at long ranges; see Weapon Systems for more information.
Fields of Fire
Laser batteries, torpedos and rocket batteries can be fired in any direction. Laser cannons and assault rockets can only be fired straight ahead of the firing ship. Laser cannons and assault rockets are called Forward Firing Weapons. Forward firing weapons can be fired at any target inside the three-hexwide area outlined in the diagram. (The weapons are not limited to the range shown in the diagram. The field of fire extends to the limit of the weapon's range. Targets in the central row of hexes are easier to hit; see Head-On Shots.)
HEAD-ON SHOTS
If a moving ship enters a hex containing an enemy ship. the moving ship may always use its FF weapons against that enemy ship. The enemy ship, however, may only use an FF weapon for defensive fire if the last hex the moving ship was in before entering the enemy's hex was in the enemy ship's forward field of fire.
Aiming Weapons
A player must announce which weapons he is using and which targets he will use them against before the dice are rolled to resolve any attacks. If a target is destroyed by the first few shots, any other weapons the player had aimed at that target must be fired, even though there is nothing for them to hit. The attacker cannot shift these weapons to a new target once they are aimed. If these wasted shots include torpedo or rocket fire, these weapons are fired and must be crossed off the attacking ship's record sheet.
EXAMPLE: A player announces he will fire five weapons - two lasers, two torpedos and a rocket battery - at an enemy. The lasers and one torpedo are enough to destroy the target. The second torpedo and the rocket battery are wasted shots, because their target is already destroyed.
Combat Procedure
When a player wants to shoot at an enemy ship, he must use the Combat Table. Find the row on the Combat Table that lists the weapon being fired, and the column that lists the defensive system being used by the target ship. The number that is printed at the intersection of the weapon's row and the defense's column is the attacker's percentage chance to hit the target. If the attacker rolls this number or less on d1OO, the target ship has been hit. If the target ship has more than one defensive system operating, the defense that is most effective against the attacking weapon is used.
EXAMPLE: A laser battery is being fired at a ship that has a reflective hull. According to the Combat Table, the laser battery has a 50% chance to hit its target. The attacking player rolls d100 and the result is 26. This number is less than or equal to 50, so the laser hits the ship. If the ship had a masking screen, the laser battery would have had only a 1O% chance to hit, and a roll of 26 would have missed.
Attack Modifiers
A ship's percentage chance to hit its target can be modified by several factors. These are explained below.
Head-On Shots. If a forward-firing weapon is used against a target in the center row of the three-hex firing area, the attacker can add lO% to his chance to hit. This central row is shown in the Forward Field of Fire diagram. If a ship with a forward-firing weapon enters the same hex its target is in, the attacking ship automatically gets the head-on bonus.
Range Diffusion. Laser cannons and laser batteries become less effective at longer ranges. The attacker's chance to hit his target with a laser weapon is reduced by 5% x the range to the target.
EXAMPLE: A ship is firing its laser cannon at an enemy ship that is four hexes away. The target ship has a reflective hull, so the attacker's base chance to hit is 60%. The attacker is making a head- on shot, increasing the chance to 70%. This is reduced by (4 x 5% =) 20% because of the range. The attacker will hit the enemy ship on a d100 roll of (70-20=) 50 or less.
Evasive Maneuvers. Fighters and assault scouts have a special defensive ability. Because they are small and maneuverable, these types of ships can try to dodge torpedos that have been launched at them. The player controlling the ship under attack must declare that he is taking evasive action. The MR of the evading ship is then multiplied by 5% and the result is subtracted from the torpedo's percentage chance to hit.
If the evading ship is not destroyed by the torpedo, it must turn in every hex it enters during its next move. until its MR is used up. The ship must move a number of hexes equal to or greater than its MR on its next turn; it cannot evade by staying in its hex and rotating. An evading ship can zig-zag or move in a circle.
Rate of Fire
Laser cannons, laser batteries and rocket batteries can be fired during both the controlling player's combat phase and during his opponent's combat phase. Torpedos and assault rockets can be fired only during the controlling player's combat phase. A ship with more than one torpedo, assault rocket or rocket battery can fire each only once per turn. For example, a ship with four torpedos and two rocket batteries can fire only one torpedo and one rocket battery per turn.
Automatic Hits and Misses
If a target is within a weapon's maximum range, a dl100 roll of 5 or less always will hit the target, even if the attack's chance to hit was modified to O by range, evasion or other factors. Similarly, a d100 roll of 96 or more will always miss, even if the attack's chance to hit was modified above 100%.
Defensive Attacks
The non-moving player can shoot at his opponent's ships at the start of his opponent's combat phase. Moving ships can be shot at in any hex they moved through during their move. No shots are resolved until after all ships have finished moving. At that time, the non- moving player can shoot at any of his opponent's ships as if they were in any hex they moved through during the turn. The non- moving player can place upsidedown counters in hexes his opponent's ships move through, so he will remember where the opposing ships traveled.
Laser cannons, laser batteries and rocket batteries can be fired defensively at the start of the moving player's combat phase. Torpedos and assault rockets cannot be launched at this time; they can be used only during the player's own combat phase.
Ship Damage
If a weapon hits its target, the player who made the attack must roll dice to determine how many points of damage the attack caused. The number of dice rolled depends on the weapon used; this information is listed on the Combat Table.
Each ship has a number of Hull Points. When a ship is hit, the number of points of damage caused by the attack is subtracted from the ship's hull points. When all of the ship's hull points are gone, the ship is destroyed and immediately removed from the map.
EXAMPLE: An assault scout has 15 hull points. In one turn it is hit by a rocket battery (2d1O points of damage). The attacking player rolls 2d1O and gets a total of 11 points of damage. The defending player subtracts 11 from his ship's 15 hull points, leaving it with 4 hull points. On the next turn, the ship is hit by a laser battery (1d10 points of damage). This attack causes 6 points of damage. This damage reduces the ship's hull points to O or less, so the ship is destroyed and the player removes it from the map.
Weapon Systems
The following weapons are used in the Basic Game. The abbreviations listed after the weapon name are explained at the end of the weapon list.
Laser Cannon - FF / RD / Range: 10 / Damage: 2d10
A laser cannon is a large weapon that is mounted on the bow of a spaceship. It fires an intense, concentrated beam of light.
Pod Laser - FF / RD / Range: 5 / Damage: 1d10
A pod laser system is a down scaled set of laser battery guns fixed onto a hull to provide a forward firing energy weapon for smaller craft.
Laser Battery - RD / Range: 9 / Damage: 1d10
A laser battery is a cluster of very small laser cannons mounted in a rotating turret. It can fire in any direction, but is not as powerful as a laser cannon.
Torpedo - MPO / LTD / Range: 4 / Damage: 4d10
A torpedo is a self-guided nuclear bomb that homes in on its target after it is launched. Torpedos are propelled by prolonged fission reactions which enable them to travel at tremendous speeds. A ship can carry only a limited number of torpedos, and these must be marked off the ship's record sheet as they are used.
Assault Rockets - MPO / FF / LTD / Range: 4 / Damage: 2d1O+4
Assault rockets usually are carried by fighters and other small ships. They can be launched at a target during the owning player's combat phase. Assault rockets are powered by a brief fusion reaction which causes them to fly even faster than torpedos. Unlike torpedos, however, assault rockets are not guided missiles. They rely on their tremendous speed to hit their target before it can dodge away. A ship can carry only a limited supply, so assault rockets must be marked off the ship's record sheet as they are fired.
Rocket Battery - LTD / Range: 3 / Damage: 2d10
A rocket battery is a cluster of small rocket launchers. These rockets are much smaller than assault rockets, but they cause nearly as much damage as an assault rocket because many rockets are fired together. Like torpedos and assault rockets, rocket batteries must be marked off the ship's record sheet as they are fired.
Explanation of Terms
FF --- Forward-firing weapon
MPO --- Moving Player Only. MPO weapons can be fired only during the attacking player's combat phase.
RD --- Range Diffusion. The accuracy of RD weapons is reduced by 5% x the range to the target.
LTD --- Limited Supply. A ship can carry only a limited supply of these weapons. They must be marked off the ship's record sheet as they are fired.
Range: # --- The weapon can be used only against targets within the listed range of hexes.
Damage: #d10-- - This is the number of 1 O-sided dice that are rolled to determine how many points of damage are caused by a successful attack.
Defensive Systems
The following types of spaceship defenses are available in the Basic Game. If a ship has more than one defensive system, an attack's chance to hit is calculated against the most effective defense.
Reflective Hull. This is mirror-Iike paint that is sprayed onto a ship's hull. It will often cause a laser beam to bounce off the ship without causing any damage. A reflective hull is the most common defense on spaceships.
Masking Screen. A masking screen is created when a ship releases a cloud of water vapor into space. The vapor crystalizes a nd forms a protective cloud surrounding the ship. Besides making the ship more difficult to hit, a masking screen absorbs energy from a laser. If a ship is hit by a laser while inside a masking screen, the amount of damage that is rolled is divided in half (fractions are rounded up). The result is the number of damage points inflicted on the target ship. A masking screen has exactly the same effect on a laser fired out of the screen as it does on a laser fired into the screen. If a ship surrounded by a masking screen fires its lasers, resolve the attack as if the defending ship is masked.
To indicate that a ship is using a masking screen, place a screen counter on top of the ship counter.This screen counter stays on top of the ship as long as the ship travels in a straight line at its current speed. If a ship or space station in orbit around a planet creates a masking screen, the screen will last through one complete orbit. The hex the ship or station was in when the screen was created should be marked with an upside-down counter, so players will know when one orbit is finished. A ship can carry only a limited number of masking screens. These must be marked off the ship's record sheet as they are used. When all of them are used, the ship cannot create any more masking screens.
Interceptor Missiles (ICM). Interceptor missiles are small missiles that can be fired at incoming torpedos, assauIt rockets and rocket battery barrages. Before the torpedo or rocket attack is resolved, the player controlling the target ship can declare that it is launching ICMs. The player must declare how many ICMs the ship is using. The attack's chance to hit is determined as if the attack was hitting a reflective hull or a masking screen, whichever the ship is using. The number of ICMs launched by the target ship is multiplied by the modifier on the Combat Table, and the result is subtracted from the attack's chance to hit.
EXAMPLE: A torpedo is launched at a ship with a reflective hull. The player that controls the target ship announces that it wiII fire two of its ICMs in defense. The torpedo normaIly has a 70% chance to hit, but each of the ICMs lowers this by lO%. The torpedo's final chance to hit is (70 - 20 =) 50%. A ship carries a limited number of ICMs. Whenever one is used. it must be checked off the ship's record sheet. ICMs can defend onlv the ship that launched them.
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COMBAT TABLE |
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|
Weapons | | Defenses | | Damage |
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| Reflective Hull | Masking Screen | ICM | |
|
Laser Cannon | 60%* | 20%** | --- | 2d10 |
Pod Laser | 60%* | 10%** | --- | 1d10 |
Laser Battery | 50%* | 10%** | --- | 1d10 |
Torpedo | 70% | 70% | -10%/lCM | 4d10 |
Assault Rocket | 60% | 60% | -5%/ICM | 2d10+4 |
Rocket Battery | 40% | 40% | -3%/lCM | 2d10 |
|
* +15% to hit for no reflective hull ** The target ship takes only,one-half damage (round fractions down) if it is hit. |
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WEAPON RESTRICTIONS TABLE |
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Weapon | | Restrictions | | Range |
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|
Laser Cannon | | FF, RD | | 10 |
Pod Laser | | FF, RD | | 5 |
Laser Battery | | RD | | 9 |
Torpedo | | MPO, LTD | | 4 |
Assault Rocket | | MPO, LTD, FF | | 4 |
Rocket | | MPO, LTD | | 3 |
Part 5: SPACE SHIPS
All of the various types of ships and stations used in the Basic Game are described below. Besides a short report about the ship, each description includes the number of hull points the vessel has, the movement information, the Damage Control Rating, the types of weapons it can carry as well as how many limited supply weapons (torpedos and rockets) it carries, and the defensive systems built into the ship.
Not all ships of the same type are identical. All ships of one type will have the same ADF, MR, DCR, and hull points. The weapon and defense information, however, lists the maximum amount of equipment a ship can carry. Many ships do not carry their maximum armament.
WARSHIPS
Fighter: Fighters are small, single-seat spaceships. They must be based on an assault carrier or a space station. Fighters are fast and maneuverable. but because they are small the only weapons they can carry are three assault rockets. Their size also makes them easy to destroy.
A fighter that has fired all of its assault rockets can dock at a station or assauIt carrier to rearm. In order to dock, the fighter must stop (have a speed of O) in the same hex as the station or assault carrier. To be rearmed, a fighter must spend one complete game turn on board its station or carrier. If the fighter's base is attacked, the fighter cannot be rearmed that turn. A fighter that is docked cannot be attacked. A fighter may also land on a planet for rearming. To do so it must first orbit the planet (re: ending it's move in a hex adjacent to a planet with a speed of zero), and then it may enter the atmosphere onthe next turn. There are two weapons configurations for a fighter, it can have either configuration but prior to launch the specific configuration must be stated and it can not change until the fighter docks with a station or carrier, or if it lands on a planet with a host base.
Hull Size: | 1 | Hull Points: | 8 | Propulsion: | Space |
ADF: | 5 | MR: | 5 | DCR: | 30 |
Weapons: | pod Laser, assault rocket OR 3 assault rockets |
Defenses: | reflective hull |
Assault Scout: Assault scouts are larger than fighters, and carry five crew members and can have up to seven troops. They are as fast as fighters, and are big enough to operate without a base station or carrier. They are lightly armed and easily damaged, however.Like fighters, assauIt scouts can rearm at a space station. They cannot be attacked while docked at the station. Assault scouts cannot be rearmed at assault carriers, but they may land on a planet like fighters.
Hull Size: | 3 | Hull Points: | 15 | Propulsion: | Star |
ADF: | 5 | MR: | 4 | DCR: | 50 |
Weapons: | 4 assault rockets, laser battery |
Defenses: | reflective hull |
Frigate: Frigates are small warships, carrying about 25 crew members and up to 15 troops. They are commonly used as patrol ships by the UPF, as they are large enough to handle most pirate ships and other criminal vessels. The smallest of the big ships, they are often considered as capital ships whether serving as a flagship for local planetary militias or operating under UPF detachment. Frigates and larger warships may not land on a planet.
Hull Size: | 5 | Hull Points: | 40 | Propulsion: | Star |
ADF: | 4 | MR: | 3 | DCR: | 70 |
Weapons: | laser cannon, laser battery, 2 torpedos, 4 rocket batteries |
Defenses: | reflective hull, 1 masking screen, 4 ICMs |
Destroyer: Destroyers are slightly larger than frigates, and also a little slower. They carry 30 crew members and up to 20 troops. Their main function is to escort larger ships, but otherwise performs as a frigate.
Hull Size: | 6 | Hull Points: | 50 | Propulsion: | Star |
ADF: | 3 | MR: | 3 | DCR: | 75 |
Weapons: | laser cannon, 2 laser batteries, 2 torpedos, 4 rocket batteries |
Defenses: | reflective hull, 2 masking screen, 4 ICMs |
Light Cruiser: These large ships are among the latest in warfare. They are fast and well armed, but can not absorb as much damage as a heavy cruiser or battleship. They carry 60 crew members and up to 40 troops. A light cruiser will be dispatched to settle a dispute or establish a strong military presence, as even the strongest of civilian ships is no match.
Hull Size: | 12 | Hull Points: | 70 | Propulsion: | Star |
ADF: | 3 | MR: | 2 | DCR: | 100 |
Weapons: | laser cannon, 2 laser batteries, 4 torpedos, 6 rocket batteries |
Defenses: | reflective hull, 3 masking screens, 6 ICMs |
Assault Carrier: This type of ship is a relatively new development. Assault carriers carry groups of six to twelve fighters through the Void, launching the fighters where they are needed and taking them back on board to refuel and rearm. An assault carrier carries 160 crew members along with 240 flight crew members to support the fighter craft.
Hull Size: | 15 | Hull Points: | 75 | Propulsion: | Star |
ADF: | 2 | MR: | 1 | DCR: | 150 |
Weapons: | 2 laser batteries, 8 rocket batteries; 6-12 fighters |
Defenses: | reflective hull, 3 masking screens, 8 ICMs |
Heavy Cruiser: These large ships were the first space battleships. Advances in technology have caused them to be downgraded to cruisers, and they tend to be slow and somewhat clumsy compared to most modern warships. However, they make up for lacking performance with a heavy offense and a resiliently strong hull structure. They carry 70 crew members and up to 50 troops.
Hull Size: | 16 | Hull Points: | 80 | Propulsion: | Star |
ADF: | 2 | MR: | 1 | DCR: | 100 |
Weapons: | laser cannon, 3 laser batteries, 6 torpedos, 8 rocket batteries |
Defenses: | reflective hull, 4 masking screens, 8 ICMs |
Battleship: These galactic dreadnoughts are the mightiest vessels to travel between the stars. The UPF has only a few of them, and they usually stay near the largest space stations. Battleships have never fought in ship-to-ship battles, so their effectiveness is a matter of theory. A battleship carries 150 crew members and up to 100 troops.
Hull Size: | 20 | Hull Points: | 120 | Propulsion: | Star |
ADF: | 2 | MR: | 2 | DCR: | 200 |
Weapons: | laser cannon, 4 laser batteries, 8 torpedos, 10 rocket batteries |
Defenses: | reflective hull, 4 masking screens, 12 ICMs |
Orbital Space Stations
Space Station: These are large outposts that orbit planets. A space station has no engines to move itself; it simply serves as a base of operations for other ships. Any ship can dock at a space station by entering the station's hex and stopping there. At the end of the movement phase, the ship's counter is placed under the station's counter to show that it has docked. As long as the ship remains there. it is linked to the station, and people and supplies can move back and forth freely. The ship can leave the station during its movement phase, and pays no penalty for doing so. When the station moves, the ship that is leaving does not move with the station. It can move normally during its movement phase.
A docked ship can use its battery weapons to help defend the station. A docked ship cannot fire any forward-firing weapons. torpedos or ICMs. An attacker must declare whether his ship is firing at the space station or at a ship that is docked with the station. Any docked ship except fighters and assault scouts can be attacked by enemy ships. If a station is destroyed while ships are docked at it, each docked ship takes points of damage equal to one-half of the station's original hull points. If a ship is destroyed while docked, the station takes points of damage equal to one-half of the ship's original hull points.
Hull Points: | 20 to 200 |
ADF: | 0 |
MR: | 0 |
Weapons: | 1 to 3 laser batteries, 2 to 12 rocket batteries |
Defenses: | reflective hull, 1 to 4 masking screen, 2 to 8 ICMs |
Fortified Military Stations: Like a space station, a military station serves as a base to a fleet or militia. Civilian craft rarely are permitted access to them, and are usually admitted under escort by a warship in dire situations. A civilian station always orbits nearby a military station at any established UPF charter world.
Hull Points: | 40 to 400 |
ADF: | 0 |
MR: | 0 |
Weapons: | 4 to 12 laser batteries, 4 to 24 rocket batteries |
Defenses: | reflective hull, 3 to 12 masking screen, 6 to 36 ICMs |
Expanded Ship List
WARSHIPS
Light Fighter: The light fighter is designed as an "anti-fighter" craft, intended to fend off craft that are a danger to larger vessels without sacraficing the valuable punch of assault rockets against easily destroyed vessels. Their lesser offensive and defensive punch is countered by improved performance. The light fighter may make atmospheric landings.
Hull Size: | 1 | Hull Points: | 5 | Propulsion: | Space |
ADF: | 6 | MR: | 5 | DCR: | 30 |
Weapons: | pod laser |
Defenses: | reflective hull |
Heavy Fighter: On the flip-side of the Frontier Credit is the heavy fighter, a larger version of the standard fighter that can accomodate a second crewmember. Slow and sloppy by fighter standards, the greater offensive payload more than makes up for the lacking performance. The heavy fighter is looked on as a work horse that packs a good punch, capable of taking out both larger vessels as well as eliminating potentially dangerous smaller ones. The heavy fighter may make interstellar jumps, but is usually ferried by a mother ship. They are capable of atmospheric landings.
Hull Size: | 2 | Hull Points: | 12 | Propulsion: | Star |
ADF: | 4 | MR: | 4 | DCR: | 35 |
Weapons: | pod laser, 2 assault rockets |
Defenses: | reflective hull |
Supply/Repair Vessel: These craft serve as support to a fleet detachment, not engaging directly in the battles but rather assisting damaged vessels along with rearming depleted systems and serving refueling missions as well. Any other ship that docks with a Supply/Repair Vessel may utilize its services.
Hull Size: | 8 | Hull Points: | 40 | Propulsion: | Star |
ADF: | 3 | MR: | 3 | DCR: | 80 |
Weapons: | 2laser batteries |
Defenses: | reflective hull, masking screen, 3 ICMs |
Reloads: 8 torpedoes, 36 rocket battery salvos, 16 assault rockets
Refueling Capactiy: 24 star drives
GOVERNMENT/SUBSIDIZED CRAFT
Assault Courier: A small craft used by a local government or business to carry out errands without sacraficing a more important vessel of a fleet or detachment, such as transporting an officer or small cargo to a waiting vessel or station. It is typically crewed by four persons, but can accomodate up to eight.
Hull Size: | 3 | Hull Points: | 15 | Propulsion: | Star |
ADF: | 4 | MR: | 4 | DCR: | 35 |
Weapons: | pod laser, laser battery |
Defenses: | reflective hull |
Cargo Capactiy:1
Gunned Skiff class Privateer: similar to an assault courier in concept but in a larger scale, the gunned skiff can be utilized for a myriad of missions. The ship can accomodate up to six persons.
Hull Size: | 4 | Hull Points: | 20 | Propulsion: | Star |
ADF: | 4 | MR: | 4 | DCR:32 | 40 |
Weapons: | pod laser, laser battery |
Defenses: | reflective hull, masking screen |
Cargo Capactiy:2
Fleet Escort: a swift yet well armed craft used to escort and/or protect other vessels. It can carry up to 16 crew members including ten troops.
Hull Size: | 4 | Hull Points: | 20 | Propulsion: | Star |
ADF: | 4 | MR: | 3 | DCR: | 40 |
Weapons: | 2 laser batteries, rocket battery |
Defenses: | reflective hull |
Cargo Capactiy:1
Broadsword class Privateer: smallest of the non-military capital-grade ships, the broadsword is swift and deadly as well as versatile. Four cabins can accomodate up to eight crew members.
Hull Points: | 25 Cargo Capactiy:2.5 |
ADF/MR: | 3/3 |
DCR: | 35 |
Weapons: | laser cannon, laser battery |
Defenses: | reflective hull, masking screen |
Falcon class Para-Military Freighter: A small, swift, and armed freight hauler designed to withstand attack. It can be manned by up to ten crew although five to six is the norm.
Hull Size: | 5 | Hull Points: | 30 | Propulsion: | Star |
ADF: | 4 | MR: | 3 | DCR: | 45 |
Weapons: | 2 laser batteries |
Defenses: | reflective hull, 2 ICMs |
Cargo Capactiy:4
Hawk class Para-Military Freighter: a slightly larger cousin to the Falcon class frieghter, the Hawk can be operated by six crew members yet accomodates up to twelve.
Hull Size: | 6 | Hull Points: | 35 | Propulsion: | Star |
ADF: | 3 | MR: | 3 | DCR: | 50 |
Weapons: | 2 laser batteries |
Defenses: | reflective hull, masking screen, 2 ICMs |
Cargo Capactiy:5
Vanguard class Privateer: The Vanguard dwarfs the other armed G/S vessels. Although not quite in the cruiser-grade class, this vessel almost sports a frigate's arsenal of weaponry. Eight cabins can accomodate up to 16 crew members.
Hull Size: | 9 | Hull Points: | 45 | Propulsion: | Star |
ADF: | 3 | MR: | 2 | DCR: | 45 |
Weapons: | laser cannon, 2 laser batteries, 2 rocket batteries |
Defenses: | reflective hull, masking screen, 2 ICMs |
Cargo Capactiy:3
Avenger class Privateer: the cruiser-grade entry of the government/subsidized craft brings even more firepower to the battleground. Ten cabins allow for up to 20 crew members.
Hull Size: | 10 | Hull Points: | 50 | Propulsion: | Star |
ADF: | 3 | MR: | 2 | DCR: | 45 |
Weapons: | laser cannon, 4 laser batteries, rocket battery |
Defenses: | reflective hull, 4 ICMs |
Cargo Capactiy:3.5
Bold Heron class Para-Military Freighter: A large scale hauler that boasts enough weaponry to ensure delivery of heavier loads. Twelve cabins accomodate is sufficient up to 24 comfortably, although the vessel can be operated efficiently with half that.
Hull Size: | 12 | Hull Points: | 70 | Propulsion: | Star |
ADF: | 3 | MR: | 2 | DCR: | 80 |
Weapons: | 2 laser batteries, 2 rocket batteries |
Defenses: | reflective hull, masking screen, 3 ICMs |
Cargo Capactiy:10
Laconian Galleon class Privateer: a mighty vessel that can perform multiple tasks whenver called upon, the Laconian Galleon is perhaps one of the finer ships that a contracted civilian can serve aboard. Very well armed with a sufficient hold to carry valuable cargoes, the ship can be crewed by as few as ten yet houses upwards of 40.
Hull Size: | 13 | Hull Points: | 65 | Propulsion: | Star |
ADF: | 3 | MR: | 1 | DCR: | 59 |
Weapons: | laser cannon, 6 laser batteries |
Defenses: | reflective hull, 6 ICMs |
Cargo Capactiy:4
CIVILIAN SHIPS
1> FREIGHT HAULERS
Merchant Scout: Merchant scouts are civilian versions of assault scouts redesigned to carry small cargoes. Due to their small size and limited range, they are not the most profitable for long hauls but can fare well on short hops to nearby systems. Like assault scouts, a merchant scout may land on a planet. Their speed and optional light armament prompts a quick business charter for those that wish their supplies to get to a neighboring system quickly. They can accomodate up to 8 crew members, but requires as few as two or three to operate depending on the voyage.
Hull Size: | 3 | Hull Points: | 15 | Propulsion: | Star |
ADF: | 4 | MR: | 4 | DCR: | 29 |
Weapons: | none |
Defenses: | optional reflective hull |
Cargo Capactiy:3
Light Freighter: A light freighter is a frigate-sized freight hauler that can carry a considerably larger load than a merchant scout. However due to their size they may not make planetary landings, but their increased payload capacity and decent performance makes them attractive to potential customers. A light freighter may accomodate up to 10 persons but can be operated by as few as three, with a five person crew being the average.
Hull Size: | 5 | Hull Points: | 25 | Propulsion: | Star |
ADF: | 3 | MR: | 3 | DCR: | 35 |
Weapons: | none |
Defenses: | optional reflective hull, |
Cargo Capactiy:5
Stock Freighter: A stock freighter, roughly equivelent in size to a destroyer, can carry slightly more cargo than a light freighter. They aren't as fast but owners may add a laser battery with no penalties to performance or cargo capacity, making them a preferred method of transport for higher risk cargo. A stock freighter may accomodate up to 12 persons but can be operated by as few as four, with a six person crew being the standard.
Hull Size: | 6 | Hull Points: | 30 | Propulsion: | Star |
ADF: | 3 | MR: | 3 | DCR: | 38 |
Weapons: | optional laser battery |
Defenses: | optional reflective hull |
Cargo Capactiy:6
Macro Freighter: A Macro freighter is a larger craft intended to carry greater loads to distant systems. They are about the same size as a light cruiser. They may also carry additional firepower and defenses with no penalties. A macro freighter may accomodate up to 24 persons but can be operated by as few as eight, with a twelve person crew being the norm. A macro freighter may carry one shuttle in its own dedicated bay.
Hull Size: | 12 | Hull Points: | 60 | Propulsion: | Star |
ADF: | 3 | MR: | 3 | DCR: | 56 |
Weapons: | two optional laser batteries |
Defenses: | optional reflective hull, optional masking screen |
Cargo Capactiy:12
Bulk Freighter: A bulk freighter is a very large craft intended to carry huge loads to multiple and/or distant systems. About the same size as an assault carrier, and like a macro freighter they may also carry additional firepower and defenses with no penalties. A bulk freighter may accomodate up to 36 persons but can be operated by as few as twelve, with an 18 person crew being the usual staff. A bulk freighter may carry up to two shuttles in their own dedicated bays.
Hull Size: | 18 | Hull Points: | 90 | Propulsion: | Star |
ADF: | 2 | MR: | 2 | DCR: | 74 |
Weapons: | three optional laser batteries |
Defenses: | optional reflective hull, masking screen, and 2 ICMs |
Cargo Capactiy:18
Dreadnaught Freighter: A dreadnaught freighter is the largest civilian craft available. It is designed to ferry massive loads as it travels about the Frontier, dropping off and acquiring new cargos at each stop. It equals a battleship in sheer size, and they typically come standard with additional firepower and defenses and often add more with no penalties. A dreadnaught freighter may accomodate up to 40 persons but a 20 person crew is the designated size. A bulk freighter may carry up to two shuttles in their own dedicated bays, and has the option of carrying up to six light fighters in their own bays at a performance penalty (-1 cargo for every two fighters).
Hull Size: | 20 | Hull Points: | 100 | Propulsion: | Star |
ADF: | 2 | MR: | 2 | DCR: | 80 |
Weapons: | up to 4 laser batteries or three rocket batteries |
Defenses: | optional reflective hull and up to 2 masking screens and 4 ICMs |
Cargo Capactiy:20
2> PASSENGER LINERS
Type I Space Liner: the smallest interstellar passenger transport with a 150 person capacity. Typical cabin set-up would include 30 double occupancy journey class cabins, 10 double occupancy first class cabins, and 25 frozen berths, leaving room for a crew of 25.
Hull Size: | 6 | Hull Points: | 30 | Propulsion: | Star |
ADF: | 3 | MR: | 3 | DCR: | 38 |
Weapons: | none |
Defenses: | optional reflective hull |
CPassenger Capactiy:150
Type II Space Liner: interstellar passenger transport with a 225 person capacity.
Hull Size: | 9 | Hull Points: | 45 | Propulsion: | Star |
ADF: | 3 | MR: | 3 | DCR: | 38 |
Weapons: | optional laser battery |
Defenses: | optional reflective hull |
CPassenger Capactiy:225
Type III Space Liner: interstellar passenger transport with a 300 person capacity.
Hull Size: | 12 | Hull Points: | 60 | Propulsion: | Star |
ADF: | 3 | MR: | 3 | DCR: | 56 |
Weapons: | optional laser battery |
Defenses: | optional reflective hull and masking screen |
Passenger Capactiy:300
Type IV Space Liner: interstellar passenger transport with a 375 person capacity.
Hull Size: | 15 | Hull Points: | 75 | Propulsion: | Star |
ADF: | 2 | MR: | 2 | DCR: | 65 |
Weapons: | two optional laser batteries |
Defenses: | optional reflective hull and masking screen |
Passenger Capactiy:375
3> MINING VESSELS
Miners -TBA-
Claim Jumper class Miner: accomodates 3 units worth of ore
Hull Size: | 3 | Hull Points: | 15 | Propulsion: | Star |
ADF: | 4 | MR: | 4 | DCR: | 38 |
Weapons: | none |
Defenses: | optional reflective hull |
Hold: 3
Dredger class Miner
Hull Size: | TBA | Hull Points: | TBA | Propulsion: | Star |
ADF: | TBA | MR: | TBA | DCR: | TBA |
Hold: TBA
Prospector class Miner
Hull Size: | TBA | Hull Points: | TBA | Propulsion: | Star |
ADF: | TBA | MR: | TBA | DCR: | TBA |
Hold: TBA
Excavator class Miner
Hull Size: | TBA | Hull Points: | TBA | Propulsion: | Star |
ADF: | TBA | MR: | TBA | DCR: | TBA |
Hold: TBA
4> OTHER
Scout Ship: Civilian scout ships are similar in design to military assault scouts, but lack the integrity, weaponry, and performance. They are typically produced by megacorporations for sale to the pulbic, however on occassion a civilian may acquire a surplus demilitarized/retired assault scout to the same spec but with more hull points. Both versions are streamlined and may land on a planet.
Since the basic design is a gutted version of the standard military version, it can be ordered or retrofitted in numerous ways. It can accomodate 3 units worth of cargo, or it can be converted to a limited passenger liner (or even a mock yacht) to accomodate up to 50 persons, or it can be rigged for exploration duties using the excess hull space for additional fuel and life support. Combinations are also possible, such as a 1U hold and 25 person capacity.
Hull Size: | 3 | Hull Points: | 15 | Propulsion: | Star |
ADF: | 4 | MR: | 4 | DCR: | 29 |
Weapons: | none |
Defenses: | none |
Cargo/Passenger Capacity: varies
PIRATE CRAFT
Hatchet class Fighter: a small, quick, and agile single person craft used in groups to quickly overtake any escort craft that may be guarding a ripe target vessel. Capable of atmospheric landings.
Hull Size: | 1 | Hull Points: | 7 | Propulsion: | Space |
ADF: | 5 | MR: | 5 | DCR: | 25 |
Weapons: | pod laser |
Defenses: | reflective hull |
Cybot class Assault Scout: the pirate assault scout is loosely designed after the UPF scout. It holds a crew of up to eight, and is primarily used as a preliminary strike vessel for a larger craft, but they have been known to operate alone as well.
Hull Size: | 3 | Hull Points: | 20 | Propulsion: | Star |
ADF: | 4 | MR: | 4 | DCR: | 40 |
Weapons: | pod laser |
Defenses: | reflective hull |
Cargo Capacity: 0.5
Corvette: the pirate corvette is a recently discovered menace, small and well armed. It is able to overtake most larger civilian craft with ease and can match speed with all but the smaller military vessels. It can carry up to 25 crew members, most of which are troops. It is also capable of atmospheric landings.
Hull Size: | 4 | Hull Points: | 25 | Propulsion: | Star |
ADF: | 3 | MR: | 3 | DCR: | 50 |
Weapons: | laser cannon, laser battery |
Defenses: | reflective hull, masking screen |
Cargo Capacity: 1
Black Condor class frigate: the pirate frigate is a well armed vessle used as a flagship in major operations. It can carry up to 40 persons including 20 troops and hatchet fighter support personnel.
Hull Size: | 5 | Hull Points: | 35 | Propulsion: | Star |
ADF: | 3 | MR: | 3 | DCR: | 60 |
Weapons: | laser cannon, 3 laser batteries, rocket battery; 4 hatchet fighters |
Defenses: | reflective hull, masking screen, 2 ICMs |
Cargo Capacity: 2
Dominator class Destroyer: a pirate destroyer is the capital ship of an operation, rarely seen beyond any larger scale mission. It can carry upwards of 50 crew including 30 troops and fighter support personnel.
Hull Size: | 7 | Hull Points: | 45 | Propulsion: | Star |
ADF: | 3 | MR: | 2 | DCR: | 70 |
Weapons: | laser cannon, 4 laser batteries, 2 rocket batteries; 4 hatchet fighters |
Defenses: | reflective hull, masking screen, 3 ICMs |
Cargo Capacity: 2
Pirates will also utilize various freighters, privateers, and the occassional yacht or liner in the course of their criminal operations.
YACHTS
Lansing class Yacht: The entry level yacht features all the basic neccesities for a luxurious space cruise: 4 first class cabins that can accomodate up to eight persons with all the usual ammenities that can be expected on a pleasure cruise.
Hull Size: | 3 | Hull Points: | 15 | Propulsion: | Star |
ADF: | 4 | MR: | 3 | DCR: | 29 |
Weapons: | laser battery |
Defenses: | reflective hull |
Cargo Capacity: 1
Evergleem Schooner class Yacht: Slightly larger thant he Lansing, the ES class yacht boasts a little extra boost in offensive capability toward unwelcome visitors and gives up power for increased maneuverability. Six first class cabins can accomodate up to twelve beings with good looks, charm, and grace.
Hull Size: | 4 | Hull Points: | 20 | Propulsion: | Star |
ADF: | 3 | MR: | 4 | DCR: | 32 |
Weapons: | pod laser, laser battery |
Defenses: | reflective hull |
Cargo Capacity: 1.5
Clarion Clipper class Yacht: A newer design for a relatively fast and well armed craft. The craft was designed to spec to accomodate the requests of the Valentine Royal Family, with eight first class cabins boasting luxurious appointments to accomodate a total of 16 travellers.
Hull Size: | 5 | Hull Points: | 25 | Propulsion: | Star |
ADF: | 3 | MR: | 3 | DCR: | 35 |
Weapons: | laser cannon, laser battery |
Defenses: | reflective hull, 2 ICMs |
Cargo Capacity: 2
Anthem class Yacht: The Anthem is a glorious vessel, the pride of many an owner. While it gives up performance, this yacht is designed for the slow lazy cruise and has many offerings for its guests including in-suite spas & saunas. The ten suites will accomodate up to 20 persons, and an additional 10 double cabins is designed for crew and servants (such as chefs, entertainers, and the like).
Hull Size: | 6 | Hull Points: | 30 | Propulsion: | Star |
ADF: | 2 | MR: | 2 | DCR: | 38 |
Weapons: | laser battery, rocket battery |
Defenses: | reflective hull, masking screen, 2 ICMs |
Cargo Capacity: 2.5
Lady Luck class Yacht: The next step up in luxury transport offers more generous defensive and offensive capabilities, not to mention power and poise. The Lady Luck offers twelve suites for up to 24 occupants, and an additional 12 double cabins for crew and workers. A casino deck separates the LL from smaller yachts.
Hull Size: | 7 | Hull Points: | 35 | Propulsion: | Star |
ADF: | 3 | MR: | 3 | DCR: | 41 |
Weapons: | laser cannon, 2 laser batteries |
Defenses: | reflective hull, masking screen, 2 ICMs |
Cargo Capacity: 3
Gazelle class Yacht: at the top of the food chain lies the grandfather of all luxury transports, the Gazelle. Based on the Lady Luck platform, the Gazelle adds a restaraunt section on the gaming level along with other forms of recreation such as a launch deck that guests may experience spacewalks in vacc-suits along with co-piloting a launch, shuttle, or mock star fighter. They can even participate in space-skeet from the open bay doors of the launch deck, or launching a grav-ball into the depths of space. 15 suites can accomodate up to 30 guests long with the 15 double cabins intended for the crew and operators.
Hull Size: | 9 | Hull Points: | 45 | Propulsion: | Star |
ADF: | 3 | MR: | 2 | DCR: | 47 |
Weapons: | laser cannon, laser battery, rocket battery |
Defenses: | reflective hull, masking screen, 4 ICMs |
Cargo Capacity: 4
SMALL CRAFT
Launch: A launch is a small space-faring craft designed to carry out routine errands for the parent ship. It can be operated by a single person and will accomodate up to ten beings for ten hours. The vehicle is not suited for atmospheric use.
Hull Size: | 1 | Hull Points: | 2 | Propulsion: | Space |
ADF: | 1 | MR: | 5 | DCR: | 20 |
Weapons: | none |
Defenses: | none |
Passenger Capacity: 10 (inc operator)
Lifeboat: a lifeboat is a revamp of the launch, intended to support the occupants for a longer period of time during emergency situations. Like the launch it can be operated by a single being. It will support up to 20 beings for 30 hours, and can make atmospheric landings.
Hull Size: | 1 | Hull Points: | 5 | Propulsion: | Space |
ADF: | 1 | MR: | 3 | DCR: | 25 |
Weapons: | none |
Defenses: | none |
Passenger Capacity: 20 (inc operator)
Cutter: an armed transport craft capable of moving up to 14 people (including the standard crew of two) and a small load of goods between ships and/or stations. The life support will accomodate the maximum 14 people for up to 100 hours. The ship is often utilized by local militias as a patrol vessel, capable of supporting the crew of two for up to 35 days assuming no passengers are taken aboard. The vehicle is not suited for atmospheric use.
Hull Size: | 1 | Hull Points: | 8 | Propulsion: | Space |
ADF: | 4 | MR: | 3 | DCR: | 25 |
Weapons: | optional pod laser |
Defenses: | optional reflective hull |
Cargo Capacity: 0.5 Passenger Capacity: 12
Shuttle: A shuttle is a small craft that can ferry supplies and personnel to orbitting vessels or craft docked at a space station. They are not interstellar capable vehicles, but are very useful for spacecraft that may not make atmospheric landings. Larger civilian craft often employ or even carry one or two of them as support craft. They can be manned by one or two crew members and may carry up to 20 total for up to 120 days in space before the life support is taxed.
Hull Size: | 2 | Hull Points: | 10 | Propulsion: | Space |
ADF: | 1 | MR: | 3 | DCR: | 26 |
Weapons: | none |
Defenses: | optional reflective hull |
Cargo Capacity: 0.5 Passenger Capacity: 20