Anda di halaman 1dari 68

1

S*D NEW WARSHIPS SYSTEM TABLES


Version 2.0
Acknowledgments:
I wish to thank the community of AlternityRPG.net for their assistance with this project. Without their feedback
and recommendations, none of this would be completed.
I also wish to thank Apoc for his outstanding work on his Warship ship builder file, and for his work writing up his
house rules. I willingly admit to being a big fan of his work, and to having borrowed extensively from his work. I only take
credit for original items not found in either his builder or in the original Warships supplemental.
I would also like to thank all of those who helped me with checking figures and stats within this work by actually
building ships using these rules and tables. They helped me to find many of the flaws within this work and debug them.
NOTES TO THE READER:
This is a work in progress, and is susceptible to future changes. Ive included only some system descriptions, and
only those that I felt needed explaining. This is far from complete, as it is still missing details for species other than the
core Stellar Ring, the Externals, and the medurr.
I also warn that there have been changes to some items, especially the tech requirements. This is simply to
make the system more compatible with the Star*Drive setting without adding systems that may be problematic.
If anyone has any comments or recommendation, please feel free to mention them. I am always open to critiques
and suggestions.
Thank you,
John Weber (cobalt_phoenix)

Table of Contents
SETTING NOTES ................................................................................................................................................................... 3
MODULAR EQUIPMENT ....................................................................................................................................................... 5
MODULAR TECHNOLOGIES ............................................................................................................................................ 5
NEW & MODIFIED HULLS ..................................................................................................................................................... 9
NEW AND MODIFIED ARMOR ............................................................................................................................................ 11
NEW AND MODIFIED POWER SYSTEMS ......................................................................................................................... 13
REACTOR SHUTDOWNS ................................................................................................................................................ 14
NEW AND MODIFIED ENGINE SYSTEMS ......................................................................................................................... 16
COMBINED ENGINES ...................................................................................................................................................... 18
NEW AND MODIFIED FTL ENGINES ................................................................................................................................. 19
CALCULATING STARDRIVE RATINGS ......................................................................................................................... 20
Using Faster-Than-Light Engines .................................................................................................................................. 22
NEW AND MODIFIED ACCOMMODATIONS ...................................................................................................................... 24
WEAPON SYSTEMS ............................................................................................................................................................ 26
WEAPON MOUNTS .......................................................................................................................................................... 26
NEW AND MODIFIED BEAM WEAPONS ....................................................................................................................... 28
NEW AND MODIFIED PROJECTILE WEAPONS ........................................................................................................... 30
NEW MISSILES, BOMBS, MINES, & LAUNCHERS ....................................................................................................... 32
NEW AND MODIFIED WARHEADS ................................................................................................................................ 35
NEW AND MODIFIED GUIDANCE SYSTEMS ................................................................................................................ 37
NEW AND MODIFIED TORPEDOES AND SPECIAL WEAPONS .................................................................................. 39
NEW AND MODIFIED DEFENSIVE SYSTEMS................................................................................................................... 42
STEALTH TECHNOLOGY................................................................................................................................................ 44
Stealth in S*D New ........................................................................................................................................................... 45
3

NEW AND MODIFIED C SYSTEMS ................................................................................................................................... 47


NEW SHIP SENSORS .......................................................................................................................................................... 50
PAINTING TARGETS ....................................................................................................................................................... 52
NEW AND MODIFIED COMPUTERS .................................................................................................................................. 53
NEW AND MODIFIED HANGERS AND MISCELLANEOUS .............................................................................................. 56
ZONE LIMITS........................................................................................................................................................................ 59
APPENDIX 1: VEHICLE STORAGE & TROOP SUPPORT ............................................................................................... 60
APPENDIX 2: SPECIAL RULES FOR SPACECRAFT ...................................................................................................... 63
SHIPS, PLANETS, AND ATMOSPHERES ...................................................................................................................... 63
ATMOSPHERIC FLIGHT .............................................................................................................................................. 63
SHIP WEAPONS ........................................................................................................................................................... 66
SHIP SENSORS ............................................................................................................................................................ 67
PLANETARY DEFENSE ............................................................................................................................................... 67
ORBITAL BOMBARDMENT ......................................................................................................................................... 67
AIRLESS WORLDS ...................................................................................................................................................... 68

SETTING NOTES
NEW TECHNOLOGIES
Biotech:
This is a special technology track that is based on the development of organic systems that can mirror more normal
technologies. Rather than relying on metals, plastics, and oils, this technology relies on bone, chitin, sinew, and organic fluids. Due to
the difficulty in creating such technology, most pieces of biotech are one progress level higher than normal. For humanity, biotech is
poorly understood. Humans, fraal, tsa, and mechalus ships rely on more conventional hard technology, and biotech has resulted in
considerable consternation to Stellar Ring engineers.
The real benefit of biotech is the fact that it is self-repairing. Biotech items that suffer from stun or wound damage heal the
damage in the same way as a normal organic species, but can also be repaired in a manner similar to normal ship technology.
However, because it is based on biological process and organic materials, biotech systems are not as resilient as normal technology.
When damaged, biotech suffers a +1 step penalty to all damage checks to determine system damage. Furthermore, biotech can bleed
out, requiring additional damage checks (at no penalty) in subsequent combat rounds until stabilized or repaired. A biotech system is
considered stable when it has achieved one amazing success on a damage check. Once stabilized, a biotech system begins to heal
itself at a rate of 1 stun point per hour, 1 wound point per day, and 1 mortal point per week (critical damage cannot be healed naturally).
Damage is always healed starting with mortal damage and then progressing to wound and finishing with stun damage. Furthermore,
biotech systems use electrical power to heal, requiring any damaged system to remain fully powered for healing to occur. In the case
of FTL drives and similar systems, the power needed is the minimum energy required to power the system.

Sifarv Fighter Tech


The sifarv use a significant amount of technology similar to humanitys. However, it is more advanced in several regards. One
such field of expertise demonstrated by the sifarv is seen in their fighter technology. Using superior materials, building standards, and
unknown technologies, the sifarv are able to build fighter hulls that mirror the capabilities of a fighter equipped with a stabilizer. As a
result, all sifarv fighters gain a +1 to their maneuverability class, making all sifarv fighters rated at an MC of 5. However, this is not
without its costs, effectively tripling the hull costs.

Technology Tracks in S*D New


The technology tracks of S*D New are very similar to the original technology tracks for Star*Drive as presented in the
Warships supplement. However, there are some alterations. For ease of use, all species and groups are included below. In general,
all of the species presented below have achieved general Gravity Age technology. However, some species are lacking in some fields
and advanced in others.

Human: Gravity Manipulation, Dark Matter Tech, Fusion Tech, Quantum Manipulation, Super-materials, Computer Tech
th
Humans are the base-line for S*D New. By the dawn of the 26 century, humanity has become fully immersed in Gravity Age
technology. Only the most far flung, isolated, and backward worlds still rely on Fusion Age technology in most of their
systems. By 2500, the production of PL6 technologies for starships has fallen by the wayside, and of those that survive, PL7
tech has developed them beyond their old concepts.

Fraal: Gravity Manipulation (at PL8), Dark Matter Tech (at PL6), Fusion Tech, Quantum Manipulation, Psi-Tech (except
psychoportive drive), Computer Tech.
The oldest of humanitys allies, the fraal effectively gave humans gravitic technology in exchange for dark matter tech.
However, both races are very much behind the other in terms of both technologies. Humanitys grasp on dark matter has
yielded the development of multiple generations of mass reactors and MRB warheads while fraal gravitic sciences have given
them engines capable of flying circles around human vessels. The fraal also never developed advanced super-materials such
as neutronite, instead relying on other technologies to achieve advanced materials. Fraal psi-tech also has proven to be a
great boon to the species, providing them with advanced armor, weapons, and equipment that grants them impressive
capabilities to match their formidable mental powers.

Mechalus: Antimatter Tech, Fusion Tech, Super-materials (at PL8), Computer Tech (at PL8)
The mechalus are acknowledged as the Stellar Rings masters of computers, and not just because of their natural cybernetic
implants. Mechalus technology in the fields of computers far outshines any other known extant species. However, mechalus
advances do not end just with computers, as they have developed antimatter-based systems to a level beyond the
understanding of any other species from the Stellar Ring while their material sciences have advanced beyond humanitys.
Mechalus nanofluidic armor and antimatter weapons provide them with a significant defensive and offensive capability, while
their computers make them even more formidable. It is likely a good thing that humanity has allied itself with the mechalus.
The mechalus are not without flaws, however, as they never developed technologies allowing for artificial gravity or fasterthan-light travel, requiring them to purchase them from their human, tsa, and fraal allies.

Tsa: Matter Coding (at PL8), Fusion Technology, Quantum Manipulation (at PL6), Super-materials (excluding neutronite),
Energy Transformation (at PL8), and Computer Tech
The tsa represent a major hurdle to human domination in the Stellar Ring. Unlike all other species, the tsa developed not
only their own faster-than-light drives, but also their own high-speed sub-light engines, defenses, and weapons which make
humanitys technology pale by comparison. While humans can grasp fraal gravity manipulation and mechalus computers and
antimatter, tsa matter coding and energy transformation technologies have remained an uncomfortable enigma to human
scientists, and the tsa have to date not discussed how the technologies function. Needless to say, tsa vessels are quite
powerful. Fortunately, the tsa have specifically maintained a neutral stance towards the human stellar nations, and have
specifically elected to not produce super-heavy warships.

NOTE: The tsa do not build super-heavy warships, instead focusing on heavy and medium warships. They also favor lighter
armors, specifically cerametal and crystallis armors, and never developed the heavier neutronite armor.
Medurr: Gravity Manipulation, Fusion Technology, Quantum Manipulation (at PL8), Matter Transmission, Super-materials,
Computer Tech (at PL6)
The second species encountered by humans to have developed their own FTL technologies, and the first confirmed outside of
known space, the medurr are generally considered on-par with humanity. Their prized technology revolves around matter
transmission, a rare technology that allows the medurr to transform energy into matter and back again. It is this technology
which has enabled the medurr to build their starships and explains the fact that all medurr ships have unique hull shapes, even
within the same class. The swirls, spurs, barbs, spheres, and other common features of medurr materials are a direct result of
the use of massive amounts of energy being transformed into solid matter at a whim. The massive power requirements
needed for such transformations are provided by the medurrs advanced quantum power plants, a technology which has
wowed human scientists since first contact. However, the Medurr are not entirely equal to humanity, as their computer
technology demonstrates. Medurr computers are, by contrast, archaic to human systems, demonstrating the medurrs limited
capability in combat. During the Battle of Cambria, human ships consistently tracked and targeted medurr vessels more
efficiently, and their advanced fire control computers and guidance systems gave humans a massive advantage over medurr
warships.
Ikrl Theocracy (PL8): Biotech, Gravity Manipulation, Dark Matter Tech, Fusion Tech, Super-materials (at PL7), Computer
Tech
The Ikrl Theocracy was the first group equipped with superior technology to be encountered by humanity. While the medurr,
mechalus, fraal, and tsa all have some technology superior to humanity, they are still generally equal to humans in overall
technological development and remain firmly in the Gravity Age. The Ikrl, however, are the first species or nation encountered
with solid Energy Age development. However, this does not mean that the Ikrl are vastly superior to humans and their allies.
Ikrl technology is, for the most part, biological in nature and nominally supplied by the nsss and the kadarans. However,
while the Ikrl Theocracy is equipped with Energy Age technology, most of these systems mirror PL7 human technology. As a
result, much of the Theocracys technological superiority exists only on paper rather than in reality.
NOTE: The Ikrl Theocracy predominately uses ship systems that contain a biological component. While their technology
tracks seem to suggest that they can access ship systems of incredible power, they are normally limited to only those systems
that require the biotech track. This means that, while they seem to be able to use the drivewave generator and dynamic mass
reactor, they are limited to the Bio-DM reactor and the divinity drive, both of which are more akin in capabilities to human PL7
mass reactors and stardrives. However, they do have full access to PL8 dark matter weapons such as black lasers and dark
fusion cannons.
o Sifarv (PL7): Gravity Manipulation, Dark Matter Tech, Fusion Tech, Super-materials
The Sifarv are one of two exceptions within the Ikrl Theocracy. While a majority of the sifarv fleet uses kadaran
fashioned biotech, the sifarv still maintain a healthy percentage of their own conventional ships. A majority of these
are fighter craft (described above), which are incredibly capable. They also maintain a number of medium, heavy,
and super-heavy warships using their technology. In fact, all of the Theocracys fortress ships are built using sifarv
technology. While humans usually describe these ships as hard tech, they are actually more cybernetic in nature.
The sifarv use a solid metal hull and armor, but routinely use biotech for several systems, including life support,
drives, power plants, engines, and weapons.
o Thaal (PL7): Psi-tech (except psychoportive drive)
Unlike their cousins the fraal, the thaal never continued development of most technologies, and instead came to rely
on their sifarv and kadaran allies for most of their technology. However, there is one exception: psi-tech. Just like
the fraal, the thaal are natural Mindwalkers, and this encourage their development of advanced psionic technologies.
In general, the thaal install their psi-tech onto ships built by the sifarv or the kadarans, leaving the other systems in
the hands of other species. However, within the Theocracy, only the thaal are allowed to build, operate, and maintain
psi-tech systems.
o Nsss / Kadaran (PL8): Normal Ikrl technology
From a gaming stand point, the nsss and kadaran technology is effectively identical. That is not to say that they are
not different, but that the gaming system doesnt allow for specific differences between the two except for generally
favorite technologies. Usually, the nsss actually operate their own ships, which are usually armed with render
cannons and black lasers. The kadarans, however, usually do not have their own ships, instead building them for the
Theocracy. They also have a tendency to favor dark plasma weapons and particle beams. It is also important to
remember that these two species are locked in a heated contest for dominance within the Theocracy, so the two
usually do not break from their favored design choices.
o Other Species: Normal Ikrl technology
While the Theocracy is dominated by the sifarv and the thaal, there are numerous client and slave species, including
the kroath, klick, and bareem. These species occupy a varying number of positions within the Theocracy hierarchy,
yet all of them rely on normal Theocracy technology. The bareem usually do not operate starships, instead serving
with the sifarv. When they do operate them, these ships are usually supplied by the kadarans. This trend also exists
with the klicks and the kroath, both of whom are kadaran creations and are fully supplied by the kadaran
technologies. However, as both of these species are slave species, they are only given technologies authorized by
Theocracy leadership.

MODULAR EQUIPMENT
The following system options are based on the Separable Compartments perks as originally presented in Dragon
#255 and the Warships conversion performed by James Hobson.
----------------------------------------------------------------------------------------------------------------------------- ------------------------------------Becoming more and more common, the idea of modular systems and technologies provides numerous benefits
for not only spacecraft and stations, but for surface ships and vehicles, as well. Modular designs make heavy use of
compressing a single system or a number of systems into as small an area as possible, eliminating their footprint. For
comparison, a normal fusion beam could span numerous decks and have various components located within numerous
areas of the zone it is placed in, making removal, maintenance, and replacement difficult due to the extensive amount of
work to access all of its components. A modular fusion beam, however, has all of its components contained within a given
area, usually right next to each other (both horizontally and vertically), making installation, removal, and replacement far
easier.
Modular designs see a number of benefits. For one, they allow for easier installation and replacement, which
decreases hull construction times and repair times. Second, they allow a ship to be more easily reconfigured, even after
construction is complete. A modular ship, such as the modern Littoral Combat Ships of the US Navy, can swap out
modules from their hulls, allowing them to carry specific equipment intended for a specific mission, which can be changed
at a later time in relative ease. Third, modular designs allow a stellar navy to build a smaller number of ships which can
be changed to allow a smaller fleet to perform a far greater number of tasks. A modular destroyer can be used to
transport troops, serve in a missile/fighter defense role, or can carry scientific payloads for survey missions, with the only
difference being the specific systems installed at any one time.
However, modular systems do suffer some issues. For one, they are far more expensive than normal systems,
as the equipment must be designed for a specific configuration which may not be optimal for the basic system. Second,
using modules can require more space be devoted to their handling systems, though this varies. Third, many modular
ships are small, and the number of modules carried are limited. This usually forces them into specialist roles, where they
may excel but cant compete against larger generalist ships. A modular destroyer, for example, may boast more sensor
systems than a survey cruiser, but this is at the cost of weapons, defenses, and troop space.

MODULAR TECHNOLOGIES
The following technologies do not belong to any particular technology track, and are available to all species and
stellar nation. However, some groups, such as the mechalus and StarMech Collective, more commonly use these
technologies than others. Each entry contains the following data: space is a rating of the additional hull points needed for
the system; power is any extra hull points needed for the system; cost is the cost modifier for when the system is used;
and availability determines whether or not there are any special restrictions imposed on the system.
Modular Hull
Space:
Power:
Cost:
Availability:

0 HP
0 PP
2 x base hull price (not total ship cost)
Any

The largest and most extensive of the modular technologies, the modular hull represents a design standard where
the ship was designed with ease of construction in mind. Each zone within the hull is designed to be built separately, with
only power, water, and air connections needing to be linked prior to final welding. This allows a ship to be built faster and
in smaller yards. Furthermore, the modular hull allows entire zones to be quickly and easily removed in a ship yard, with
each zone being merely welded into place.
The standard modular hull doesnt require any additional space or power to function, as that price is paid by the
ship yard where it is built. However, it is more expensive, as it requires extensive design studies and specialized
manufacturing standards. When built, a ship with a modular hull has its zones constructed inside of small ship yards
capable of constructing ships of the zone size. Once complete, these zones are then transferred to a larger yard where
they are assembled into the complete ship. Final assembly should be treated as 1 HP per 20 HP of ship, and add an
additional week to construction to account for the zone transfers. This benefit also plays into removing a zone, as it is
treated as 1 HP per 10 HP of zone.
Example: A normal destroyer has a hull size of 160 HP. Under normal conditions, this requires a minimum of a
16 HP dry dock to construct from start to finish, and a time 83 weeks (2 HP per week build time), which is a little over a
year and a half. However, a destroyer with a modular hull can have each of its 6 zones being built within 6 assembly
bays, each rated for 44 HP (a 44 HP assembly bay), and each building at a rate of 4 HP per week (roughly 9 to 11 weeks,
depending on zone size). Once completed, the zones can then be moved to a 16 HP dry dock and assembled in 8
weeks. The time difference is 83 weeks (roughly 1.6 years) versus 20 weeks (roughly 5 months).

Modular Zone
Space:
Power:
Cost:
Availability:

1 HP per 50 HP assigned; 1.5 x normal cost of systems in system modules


0 PP
$250K + $50K per HP assigned
Any (limited by system)

A modular zone is an area of the ship specially modified with an internal lattice support network, quick-connect
power, air, water, and fuel lines, and specialized removable hull plates. The system is intended to serve as a sort of
hanger bay for installed modules, which can be quickly and effectively removed from the bay. The modular zone
effectively turns a part of or all of a zone on the ship into a fully modular equipment section.
The systems that are placed within this bay are normally known as system modules. Each system module is not
size limited, and can include numerous systems within each module. For military craft, common system modules are
available for weapons, sensors, troop quarters, and even power plants. In fact, many troop ships rely on modular zones,
allowing them to quickly and efficiently swap out transport equipment for infantry, armor, and aircraft, or to be rededicated
to direct combat duties using weapon system modules.
Swapping out modules requires very little time, usually 1 day per 10 hull points of modules. However, swapping
out modules cannot be done easily, and requires extensive work areas and equipment. Normally, this means that a ship
must have its swapped out in a repair bay, a repair cradle, assembly bay, or dry dock. Modules can be replaced while
away from port, but this requires 1 week per 10 HP of module and a repair check. Attempting this activity at a faster pace
inflicts a +2 step penalty on the attempt. Failure indicates 1d6 points of stun damage is inflicted to both the ship and the
module, while critical failure indicates 1d6 points of wound damage is inflicted to both.
Real World Example: The US Navys Littoral Combat Ships use a design which incorporates module bays,
which allows them to move shipping container-sized modules into and out of the ship. Each of these modules is
dedicated to a specific mission, and can be loaded and unloaded at pier side. The module types include additional crew
or troop berthing, anti-submarine warfare packages, anti-surface warfare packages, and counter mine packages.
Modular System
Space:
Additional 1 HP per 20 HP of system
Power:
0
Cost:
Additional $100K for ship cost, 1.5 x normal system cost for each module
Availability:
Any (varies by system)
The modular system is a smaller version of the modular zone, but is only capable of supporting a single module.
This module is a predefined size, usually based on a single specific system, which can then be swapped out for any other
module of the same size. This system requires one additional hull point be devoted to the system for every 20 hull points
in the module (this additional HP is contained within the ship). However, there are some limitations to this.
The modules that can be swapped out must all be of the same type. For example, weapons systems are
contained within weapon modules, and only weapon modules can replace each other. Just like the modular zone, a
modular system is intended to be swapped out in a ship yard or a hanger, and requires 1 day per 10 hull points dedicated
to the module. If the module is replaced away from the proper facilities, it requires 1 week per 10 HP and a repair check.
Attempting this activity at a faster pace inflicts a +2 step penalty on the attempt. Failure indicates 1d6 points of stun
damage is inflicted to both the ship and the module, while critical failure indicates 1d6 points of wound damage is inflicted
to both.
Normal module types include: electronics modules (for both sensors and computers), weapon modules (for both
weapons and defensive systems), engineering modules (for power plants, support systems such as life support, and
miscellaneous systems such as workshops), crew/cargo modules (capable of supporting both crew accommodations and
cargo systems including hangers), and engine modules (for both sub-light and FTL drives).
Example: A cruiser is equipped with a weapon module containing a single fusion beam turret. The normal
system costs 19 HP and $250M. As a weapon module, it cost 20 HP (19 HP +1 per 20) and $100K. The module itself is
19 HP and $375M. However, this can be swapped out in 2 days for a 19 HP ordinance cell array (76 points of ordinance),
whose cost would be $1837.5K. It can also be swapped out in 2 days for module containing a quad heavy mass cannon
turret (16 HP) and 3 point defense gun turrets (3 HP), costing $19,875K.

7
TABLE SDN S1a: Ships of Star*Drive Military Hulls
Type

Hull Pts

5%

10%

Fighter*
Strike Fighter*
Heavy Fighter*
Cutter
Scout
Gunboat
Drive Cutter

10 (+4)
15 (+6)
20 (+8)
20
30
40
50

0.5
1
1
1
1.5
2
2.5

1
1.5
2
2
3
4
5

Corvette
Deep Space Scout
Frigate
Destroyer
Assault Ship

80 (+8)
100 (10)
120 (+12)
160 (+16)
200 (+20)

4
5
6
8
10

8
10
12
16
20

Fleet Destroyer
Light Cruiser
Heavy Cruiser
Armored Cruiser
Strike Cruiser
Assault Cruiser
Light Carrier

260 (+52)
320 (+64)
400 (+80)
480 (+96)
540 (+108)
600 (+120)
720 (+144)

13
16
20
24
27
30
36

26
32
40
48
54
60
72

Battlecruiser
Battleship
Assault Carrier
Fleet Carrier
Heavy Battleship

960 (+288)
1200 (+360)
1400 (+420)
1600 (+480)
2000 (+600)

48
60
70
80
100

96
120
140
160
200

Tough
Mvr
Target
Small Craft
SC
4
+3
SC
4
+3
SC
4
+3
SC
4
+2
SC
4
+2
SC
4
+2
SC
4
+2
Light Ships
Lt
3
+1
Lt
3
+1
Lt
3
+1
Lt
3
+1
Lt
3
+1
Medium Ships
Md
2
0
Md
2
0
Md
2
0
Md
2
-1
Md
2
-1
Md
2
-1
Md
2
-1
Heavy Ships
Hvy
1
-2
Hvy
1
-2
Hvy
1
-2
Hvy
1
-3
Hvy
1
-3
Super-heavy Ships

Damage Track

Crew

Cost

5/5/3/2
8/8/4/2
10 / 10 / 5 / 3
10 / 10 / 5 / 3
15 / 15 / 8 / 4
20 / 20 / 10 / 5
25 / 25 / 13 / 7

1
2
2
4
6
10
14

$300 K
$325 K
$350 K
$450 K
$600 K
$800 K
$1 M

20 / 20 / 10 / 5
25 / 25 / 13 / 7
30 / 30 / 15 / 8
40 / 40 / 20 / 10
50 / 50 / 25 / 14

20
25
60
80
60

$2 M
$3 M
$4 M
$6 M
$10 M

35 / 35 / 18 / 9
40 / 40 / 20 / 10
45 / 45 / 23 / 12
60 / 60 / 30 / 15
70 / 70 / 35 / 18
80 / 80 / 40 / 20
90 / 90 / 45 / 23

195
240
300
360
405
150
540

$20 M
$40 M
$80 M
$120 M
$160 M
$200 M
$240 M

60 / 60 / 30 / 15
75 / 75 / 38 / 19
88 / 88 / 44 / 22
100 / 100 / 50 / 25
125 / 125 / 63 / 32

960
1200
420
1600
2000

$500 M
$750 M
$1 B
$1.25 B
$1.5 B

3200
160
320
SHvy
1
-3
100 / 100 / 50 / 25
3200
$2 B
(+1600)
Super
4000
200
400
SHvy
1
-4
125 / 125 / 63 / 32
4000
$4 B
Dreadnought
(+2000)
6400
Super Carrier
320
640
SHvy
1
-4
200 / 200 / 100 / 50
6400
$10 B
(+3200)
12,000
Fortress Ship
600
1200
SHvy
1
-5
375 / 375 / 188 / 94
12,000
$25 B
(+6000)
Fortress Ship,
16,000
800
1600
SHvy
1
-5
500 / 500 / 250 / 125
16,000
$50 B
heavy
(+8000)
Fortress Ship,
20,000
1000
2000
SHvy
1
-5
625 / 625 / 313 / 157
20,000
$75 B
super
(+10,000)
28,000
Cathedral Ship
1400
2800
SHvy
1
-5
875 / 875 / 438 / 219
28,000
$125 B
(+14,000)
*Fighters do not have passages within their hulls, and gain bonus HP due to optimized space
Type: The normal ship type used by a hull of this size.
Hull Pts: The number of hull points available for this type. Bonus hull points are in parenthesis
Toughness: The ships toughness rating.
Target: The step modifier to targeting with weapons and active sensors
Maneuver: The ships maneuverability class.
5% and 10%: The number of hull points a system requiring 5 or 10 percent of the hull requires.
Damage track: The ships damage track, read as stun / wound / mortal / critical.
Crew: A general estimate of crew size. For assault ships, assault cruisers, and assault carriers, this does not include embarked troops.
Dreadnought

8
TABLE SDN S1b: Ships of Star*Drive Civilian Hulls
Type

Hull Pts

5%

10%

Launch*
Skiff*
Courier*
Trader
Fast Freighter
Yacht
Fast Transport
Drive Courier
Fast Explorer

8 (+3)
12 (+5)
16 (+6.5)
24
32
36
40
48
56

0.5
0.5
1
1
1.5
2
2
2.5
3

1
1
1.5
2
3
3.5
4
5
6

Hauler
Large Yacht
Industrial
Super Yacht
Light Miner
Heavy Hauler
Explorer

72 (+7)
84 (+8)
96 (+10)
108 (+11)
120 (+12)
140 (+14)
160 (+16)

3
4
5
5
6
7
8

7
8
10
11
12
14
16

System Liner
Md Freighter
Clipper
Md Transport
Miner
Med Explorer
Surveyor

180 (+36)
240 (+48
360 (+72)
480 (+96)
540 (+108)
600 (+120)
660 (+132)

9
12
18
24
27
30
33

18
24
36
48
54
60
66

Tanker
Star Liner
Heavy
Transport
Bulk Freighter
Bulk Miner

720 (+216)
840 (+252)

36
42

72
84

1280 (+384)

64

128

1400 (+420)
1600 (+480)

70
80

140
160

Super
Freighter
Colony
transport
Super
Transport

Tough
Mvr
Small Craft
Good
4
Good
4
Good
4
Good
4
SC
4
SC
4
SC
4
SC
4
SC
4
Light Ships
SC
3
SC
3
SC
3
SC
3
SC
3
SC
3
SC
3
Medium Ships
Light
2
Light
2
Light
2
Light
2
Light
2
Light
2
Light
2
Heavy Ships
Med
1
Med
1
Med

Med
1
Med
1
Super Heavy Ships

Target

Damage Track

Crew

Cost

+3
+3
+2
+2
+2
+2
+2
+2
+2

4/4/2/2
6/6/3/2
8/8/4/2
12 / 12 / 6 / 3
16 / 16 / 8 / 4
18 / 18 / 9 / 5
20 / 20 / 10 / 5
22 / 22 / 11 / 6
24 / 24/ 12 / 6

1
2
2
3
4
6
5
6
12

$220 K
$300 K
$380 K
$460 K
$540 K
$600 K
$660 K
$720 K
$1 M

+1
+1
+1
+1
+1
+1
+1

18 / 18 / 9 / 5
21 / 21 / 11 / 6
24 / 24 / 12 / 6
27 / 27 / 14 / 7
30 / 30 / 15 / 8
33 / 33 / 16 / 8
36 / 36 / 18 / 9

5
12
6
18
8
12
22

$900 K
$1.2 M
$1.5 M
$2 M
$3 M
$4 M
$6 M

0
0
0
-1
-1
-1
-1

23 / 23 / 12 / 6
30 / 30 / 15 / 8
45 / 45 / 23 / 12
60 / 60 / 30 / 15
68 / 68 / 34 / 17
72 / 72 / 36 / 18
80 / 80 / 40 / 20

30
12
60
60
27
66
72

$8 M
$18 M
$28 M
$38 M
$49 M
$75 M
$89 M

-1
-1

45 / 45 / 23 / 12
53 / 53 / 27 / 14

90
168

$80 M
$120 M

-2

80 / 80 / 40 / 20

160

$160 M

-2
-2

88 / 88 / 44 / 22
100 / 100 / 50 / 25

175
200

$200 M
$240 M

2400
120
240
Heavy
0
-3
75 / 75 / 38 / 19
300
(+1200)
3600
180
360
Heavy
0
-4
113 / 113 / 57 / 29
720
(+1800)
4800
240
480
Heavy
0
-4
150 / 150 / 75 / 38
600
(+2400)
10,000
City Ship
500
1000
Heavy
0
-5
313 / 313 / 157 / 79
7,000
(+5000)
Metropolis
14,000
700
1400
Heavy
0
-5
438 / 438 / 219 / 110
10,000
Ship
(+7000)
*Launches, skiffs, and couriers do not have passages within their hulls, and gain bonus HP due to optimized space
Type: The normal ship type used by a hull of this size.
Hull Pts: The number of hull points available for this type. Bonus hull points are in parenthesis
Toughness: The ships toughness rating.
Target: The step modifier to targeting with weapons and active sensors
Maneuver: The ships maneuverability class.
5% and 10%: The number of hull points a system requiring 5 or 10 percent of the hull requires.
Damage track: The ships damage track, read as stun / wound / mortal / critical.
Crew: A general estimate of crew size. For liners, transports, clippers, and yachts, this does not include passengers.

$360 M
$800 M
$2.5 B
$10 B
$16 B

NEW & MODIFIED HULLS


Military vs. Civilian Hulls
In S*D New, there are several primary
differences between military and civilian hulls. Most of
them are easily visible, namely that military hulls are
tougher and have slightly better damage tracks to their
civilian counterparts, but are dramatically more
expensive. However, these are not the only differences.
The key differences between military and civilian
hulls are in their building materials and construction
standards. A vast majority of this deals with the power
distribution system that is always built into the hull as
well as the structural framework of the ship. Military
hulls are specially designed to handle large numbers of
large, distributed systems that demand significant power,
which civilian ships cant do.
For power distribution, military ships do not
suffer any limit to where a system can be placed within
the hull. Civilian ships, on the other hand, can only
distribute enough power to handle 3 power points to any
given system not located within a section containing a
power plant. If a system is installed that demands more
power than 3 PP without a power source located within
the same section, it must be trickle charged or left offline. This means that a weapon requiring 9 power points
can only be fired once every 3 combat rounds unless a
reactor is located within the same compartment.
The difference in the hull framework also leads
to dramatic design differences. While a civilian hull can
handle large engines, power plants, and drive systems
as a normal part of their installation, a majority of the hull
simply cant cope with large systems. As a rule, a
civilian hull can only handle systems that occupy 15% of
the ships maximum section hull points. This means
that, if a ship had a maximum of 90 hull points per
section, a system is limited to 9 hull points. This rule
does not include power plants, engines, drives, armor,
hangers, or miscellaneous systems (such as the
refinery).
Shuttles
Shuttles consist of three small ships that are
normally used for the transport of equipment, personnel,
and supplies between ships, stations, and ground bases.
The three types are the launch, the skiff, and the courier.
All shuttles use a specially designed hull that lacks
internal spacing. This means that they dont have the
normal passageways and crawl spaces found on larger
vessels. Instead, this space is used for the ships
equipment. This design gives all shuttles a benefit
similar to the economy-of-scale found on larger vessels.
There are some penalties for this extra space,
however. For one, shuttles cant be fixed internally by
the crews, and must be repaired externally through
strategically placed removable hull panels. The result is
that attempts to repair the ship via EVA suffer a +2 step
penalty. Repairing the vessel at a docking clamp is only
slightly easier, suffering a +1 step penalty. When
properly stored in a hanger or on a landing pad, shuttles
do not suffer any penalty to repairs. In all cases,

however, it requires twice as long to repair the ship than


normal, due to the need to disassemble the ship around
the damaged area.
Fighters
These small ships, which include fighters, strike
fighters, and heavy fighters, are designed for short range
combat operations. Due to its small size, the fighter
(sometimes referred to as the light fighter or carrier
fighter) is intended for use aboard carriers and space
stations with limited space. The larger strike fighter is
normally seen aboard large carriers and fortress ships,
as well as in ground bases. The heavy fighter, on the
other hand, packs enough punch to destroy capital ships
and is normally used only on ground bases, though a
fortress ship may carry a squadron or two.
Fighter hulls are also commonly used to
construct drop ships. While the normal hull is not built
with internal passages, it is perfectly acceptable to add
crew or cargo systems to a fighter hull to make it into a
troop or vehicle transport. The most common are
hangers, seating decks, and cargo bays, with the largest
drop ships bearing a mix.
All fighters are designed in the same manner as
civilian shuttles, though built with tougher materials.
None of these three hulls has any internal passages or
crawl spaces, requiring all repairs to be done externally.
As a result, they suffer the same repair penalties as
shuttles.
Assault Craft
Assault craft are intended to transport troops
from their bases to the battlefields of other worlds. The
smallest of the type, the assault ship, is designed to
transport a company of light infantry, heavy infantry, or
armored vehicles. Unlike larger vessels, it is intended to
land on a planet rather than using embarked drop ships.
The larger assault cruiser is designed to transport an
entire battalion of infantry reinforced with armor. While it
can land on a planet, it is too large to land anywhere
except in a spaceport, and so usually embarks drop
ships. The largest assault transport is the assault
carrier. Capable of transporting an entire regiment of
Marines, the assault carrier is the largest dedicated troop
carrier in human space. Even the mighty fortress ships
only match the troop space of the assault carrier.
Explorers
While most government exploration is performed
by military vessels, civilian organizations usually cannot
afford or procure military hulls for such operations. Enter
the explorer hulls, ships specifically designed for use
with both deep and near space exploration missions.
Historically, roughly 78% of known human space was
first surveyed by civilian explorer ships.
Explorer hulls vary little except in the size
category. The largest is referred to as a surveyor, and
range down to the smallest fast explorer. However,
explorers do differ from other hull types due to their

10
design standards. Specialized hull materials combined
with custom hull geometry helps to provide greater
sensor functionality and FTL speeds.
All explorer hulls gain a 10% boost to their base
FTL ratings, and add 25% to their maximum sensor
range. In both cases, the boosts provided by the hull are
custom applications to the hull with the original systems,
and affects all such systems. Replacing the affected
systems with a different system type nullifies the bonus
granted by the hull. Note that the FTL boost does not
affect star rift technology, and the sensor boost does not
apply to long-range FTL sensors such as the drivespace
detection array.
City Ships
The largest civilian vessels, city ships are
sometimes called generation ships and are designed to
be a true home in space. The standard city ship is the
about 2 kilometers in length and carries a population of 5
to 9 thousand people. The larger metropolis ship
measures roughly 3 kilometers in length, making it as
large as a fortress ship, and is home to 8 thousand or
more. In both cases, the crew is more like a
population, as most of them truly make the ship their
permanent home.
Currently, few city ships are active among
humanity, with the largest number being in Rigunmor
space. Not surprising, these flying Rigunmor cities are
unique centers of commerce that constantly travel

between worlds, helping to link the interstellar economy.


The fraal, however, came to Sol aboard several of these
ships, and all of them are still active and traveling
through space.
Fortress ships
Considered the largest ships built by human
hands, the fortress ships serve as either engines of
commerce, gateways of exploration, or weapons of war,
depending on the current political climate. There are
four sizes of fortress ship, with the smallest being also
the most commonly seen at 2.5 to 3 kilometers long.
The larger heavy fortress ship is less common,
stretching from 3 to 3.5 kilometers in length, and
representing about 30% of total fortress ship number in
human space. The super fortress ship is even larger
and rarer, with only 7 of these 3.5 to 4 kilometer ships
built and only 6 still currently in operation. The only
nation to have two of these rare warships is the Thuldan
Empire, with the Galactic Concord, Union of Sol, Orion
League, and VoidCorp each having one super fortress
ship.
The last and the largest of the fortress ships is
better known as a cathedral ship. Measuring roughly 6
kilometers in length, these vessels are the largest
confirmed warships in known space. Only one of these
ships has been built by humanity, the Rigunmor
Oneagle. However, they are far more common in the
Perseus Arm, with the sifarv possessing eight of them.

11

TABLE SDN S2: New Armors


Armor Type

Tech

LI

HI
En
Hull
Cost/HP
Availability
Progress Level 7
Cerametal, light*
-d6-1
d6-1
d6-1
0%
$100 K
MIL
Cerametal, medium
-d4+1
d4+1
d4+1
5%
$200 K
MIL
Cerametal, heavy!
-d8
d8
d8
10%
$400 K
MIL
Cerametal, super-heavy
-d8+2
d8+2
d8+2
20%
$600 K
MIL
Durasteel, light*
-d4
d4
d4
0%
$80 K
COM
Durasteel, medium
-d4+1
d4+1
d4+1
5%
$160 K
CON
Durasteel, heavy!
-d6+1
d6+1
d6+1
10%
$240 K
CON
Durasteel, super-heavy
-d6+3
d6+3
d6+2
20%
$320 K
CON
Neutronite, medium
G+S
d6+1
d6+1
d6+1
5%
$500 K
RES
Neutronite, heavy!
G+S
d8+1
d8+1
d8+1
10%
$1 M
RES
Neutronite, super-heavy
G+S
d8+3
d8+3
d8+3
20%
$2 M
RES
Neutronite, battleplate
G+S
2d6+3
2d6+3
2d6+3
30%
$4 M
RES
Plasteel, light*
-d4
d4-1
d4-1
0%
$35 K
COM
Plasteel, medium
-d4+1
d4
d4
5%
$70 K
COM
Reactive, medium
S
d4+2
d6
d4
5%
$150 K
MIL
Reactive, heavy!
S
2d4+1
d8
d4+1
10%
$300 K
MIL
Reactive, super-heavy
S
2d4+3
d8+2
d4+3
20%
$600 K
MIL
TuN, medium
G+S
d8+1
d8+1
d8+1
5%
$1 M
RES
TuN, heavy!
G+S
d10+1
d10+1
d10+1
10%
$2 M
RES
TuN, super-heavy
G+S
d10+3
d10+3
d10+3
20%
$4 M
RES
TuN, battleplate
G+S
2d8+3
2d8+3
2d8+3
30%
$6 M
RES
Progress Level 8
Carapace, light*
B
d6-1
d6-1
d6
0%
$150 K
External
Carapace, medium
B
d4+2
d4+2
d6+1
5%
$300 K
External
Carapace, heavy!
B
d6+2
d6+2
d6+3
10%
$500 K
External
Carapace, super-heavy
B
d8+2
d8+2
d8+4
20%
$1 M
External
Crystallis, light*
P, X
d6-1
d6
d6+2
0%
$250 K
Tsa, Fraal
Crystallis, medium
P, X
d6
d6+1
2d4+1
5%
$500 K
Tsa, Fraal
Quantum steel, light*
Q
d6
d6
d6
0%
$300 K
Medurr
Quantum steel, medium
Q
d6+2
d6+2
d6+2
5%
$600 K
Medurr
Quantum steel, heavy!
Q
d8+1
d8+1
d8+1
10%
$1.2 M
Medurr
Quantum steel, super-heavy
Q
d8+3
d8+3
d8+3
20%
$2.4 M
Medurr
Nanofluidic, light*
C+S
d8-1
d8-1
d8
0%
$500 K
Mechalus
Nanofluidic, medium
C+S
2d4
2d4
2d4
5%
$1 M
Mechalus
Nanofluidic, heavy!
C+S
2d4+1
2d4+2
2d4+1
10%
$2 M
Mechalus
Nanofluidic, super-heavy
C+S
2d4+3
2d4+4
2d4+3
20%
$4 M
Mechalus
*Light armor has no hull point cost. To determine cost, calculate the armors hull point value as though it were 2.5% of the hull.
! Heavy armor cannot be installed on small craft.
Super-heavy armor cannot be installed on small craft or light ships
Battleplate cannot be installed on small craft, light ships, or medium ships
Tech: The technology track required for this type of armor. If more than one is listed, those separated by a comma are either/or, while
those separated by a + require both.
LI, HI, En: The armors protective value against Low Impact, High Impact, and Energy attacks, respectively.
Hull: The amount of the ships hull points required by the armor of this weight. Refer to the hull table for the number of hull points each
percentage equals. Note that light armor cost no hull points, but is considered to take up 2.5% (or half of 5%, rounded
normally) for the purpose of determining cost.
Cost per Hull Point: Each hull point allocated to armor costs this much money. If the armor installation takes less than 1 hull point, use
a minimum of 1 hull point worth of armor.
Availability: A rating of how easy it is to acquire armor of a given type. For entries listing species, assume that only this species
military has access to the given armor.

NEW AND MODIFIED ARMOR


New Thickness: Battleplate
Available only to the largest and heaviest
warships, battleplate is the thickest category of armor.

On average, battleplate measures multiple meters in


thickness. Only heavy and super-heavy ships can
mount battleplate armors.

12
Currently, only the stellar navies construct ships
with battleplate armor. Not even the wealthiest systems
bother to provide the funding for such equipment for their
planetary defense forces. Assume that any ship
equipped with such protection is a national asset.
Durasteel:
An advanced form of alloy armor, durasteel
consists of molecularly strengthened steel alloy. A
similar form of this same material is used for the metal
framework of a starship. In the Gravity Age, durasteel
replaces stainless and vanadium steel alloys in nearly all
respects.
Plasteel:
An advanced polymer, plasteel is a composite
material similar to earlier polymeric. However, it is
tougher than the earlier version.
TuN
Short for tungsten neutronite, TuN alloy is an
advanced form of neutronite armor plating. However,
rather than using a gravimetrically compressed steel
alloy, TuN uses highly purified tungsten, making it
denser and stronger than normal neutronite. It is,
however, far more expensive, and is only used in limited
quantities.
Crystallis
Composed of a crystalline matrix, crystallis
armor is the best armor system against energy weapons.
Furthermore, the material is able to use the energy it
absorbs to repair itself, sealing hull breaches after
attacks. Both the fraal and the tsa have developed their
own versions of this armor, but there are differences in
the specific materials.
The tsa version appears to be a silver material
tinged in red and consists of a super-conductive crystal

matrix designed to channel and spread the energy from


an attack throughout the entire hull, greatly reducing the
damage. By contrast, the fraal developed a material that
appears to be a dull gray crystal with blue streaks, and is
based on psi-crystal technology. Other than materials
and appearance, the fraal crystallis armor acts as a
buffer against psionic attacks and counts as an active
psionic system.
Carapace
This is an organic armor, composed of tough
chitin plates surrounding dense bone panels, highstrength organic fibers, and fluid-filled sacks. Although it
is organic, it is engineered for extreme amounts of
strength. It is also similar to crystallis armor in its ability
to repair damage. However, it relies on materials
supplied by the ship to repair itself, rather than using the
energy delivered by the attack.
Quantum Steel
A mysterious metal alloy used by the medurr,
quantum steel defies the science and knowledge of the
Stellar Ring. While it is referred to as a steel alloy by
humanity, the actual base metal is still unknown. In
reality, it is forged through the same process as all of the
medurrs equipment, specifically using matter/energy
conversion technologies. Because of the way the
material is created, this armor always has the
appearance of whorls and hollows, with virtually no
straight lines anywhere on the ship.
Unlike other known space-faring species, the
medurr place this armor on every ship in the Imperium.
As a result, it should be considered Common to medurr
ship builders, but no other species currently has access
to the material.

13

TABLE SDN S3: Star*Drive Power Plants


Min
Size

Fuel

1
1

---

$100 K

Yes

$4 M

$400 K

Core

3.5

$1.8 M

$200 K

Core

4.0

$2 M

$250 K

Core

Mass Reactor, Gen 4**

4.5

$3 M

$400 K

Core

Power Cell

--

3.0

$500 K

$50 K

No

Tachyonic Collider

3.5

$1 M
$100 K
Progress Level 8

No

Power Plant

Base
Cost/
Cost
Hull Pt
Progress Level 7
$50 K
$10 K
$75 K
$20 K

Tech

Pow

-*

-*

F+G

4.0

$2 M

Antimatter Reactor

4.0

Mass Reactor, Gen 2.5

Mass Reactor, Gen 3

Fuel Tank
Advanced Fuel Tank*
Advanced Fusion Reactor

Fuel Cost /
Fuel Eff.
------Eff. 400
$1 K per HP
3-5 years recore
starting cost
6 months recore
$5 K per HP
6 months recore
$5 K per HP
6 months recore
$5 K per HP
48 hr recharge
$500 per HP
--

Avail
COM
CON
CON
Mech
CON
MIL
RES
COM
COM

48 hr recharge
EX
$5 K per HP
Eff. 450
Bio-plasma Cell
B+F
3.5
$2.5 M
$350 K
4
Yes
EX
$1 K per HP
1 year recore
Bio-DM Reactor
D+B
5.5
$5 M
$200 K
1
Core
EX
$5 K per HP
Matter Converter
M, X
5.0
$4 M
$200 K
2
No
-Tsa
Quantum Cell
Q
6.0
$10 M
$500 K
3
No
-Med
*The advanced fuel tanks tech track depends on the specific fuel type it is used to contain. Antimatter requires an A rating while dark
matter requires a D rating. The power requirement, however, is always the same, costing 1 power point.
**The Generation 4 Mass Reactor was only recently produced by StarMech, and is only available from them.
Tech: The technology track necessary to produce this item. If multiple tracks are indicated, those separated by a comma are either/or,
while those separated by a + require both.
Pow: The amount of power produced by a power plant of 1 hull point. Fractions round normally, so a 2 point antimatter reactor
produces 8 power points. The advanced fuel tank does not produce power, but instead requires power to function.
Base Cost: The cost for each separate power plant installed.
Cost / Hull Pt: The cost for each hull point, cumulative with the base cost.
Min Size: The smallest power plant possible, in hull points
Fuel: Whether or not a power system requires additional tankage. Core means that the systems contain its own fuel source, but must
be refueled regularly.
Fuel Cost / Fuel Eff.: The efficiency and fuel cost for a power system. For ships requiring fuel tanks, this is the number of fuel days per
a single 1 HP fuel tank. For systems with cores, the time between refueling is noted.
Avail: The availability of a power system, noted as common (COM), controlled (CON), military (MIL), and restricted (RES). For those
associated with specific species, the codes Mech (mechalus), Tsa, EX (Externals), and Med (medurr) are given.
Bio-electric cell

3.0

$1 M

$100 K

No

NEW AND MODIFIED POWER SYSTEMS


Advanced Fuel Tank
While the basic fuel tank is still vital to fusion
and fission plants in the Gravity Age, the staple power
plants of the era simply cant use it. However, given the
distances the stellar nations have traveled, there is very
much a desire for a system that can be used to store
additional fuels for longer exploration and patrol
missions.
The advanced fuel tank is a far more improved
fuel storage system intended to store rare and
dangerous materials such as antimatter and dark matter.
The system is based around a much improved fuel tank

composed of advanced materials. Added to this is a


specialized containment system.
All advanced fuel tanks cost the same amount of
money and store the same amount of additional fuel,
with each hull point of advanced fuel tank containing
enough to refuel 10 HP worth of reactors. However, the
containment systems used by the system require power
to function. Regardless of the fuel type, an advanced
fuel tank always requires 1 power point to maintain
containment. If the containment field fails, the fuel is
either allowed to escape (as in the case of dark matter)
or explodes (as in the case of antimatter). The
antimatter explosion is equal to a 10 hull point reactor.

14

Advanced Fusion Reactor


Considered by many engineers to be one of the
greatest marvels of the Gravity Age, the advanced fusion
reactor is a direct descendent of the older fraal gravfusion generator. Compact and efficient, the advanced
fusion reactor is as large as a mass reactor and just as
powerful. The safety record for this system is also far
greater than the antimatter reactor used by the
mechalus.
However, there are some flaws to the system
that have made it less popular than both of these
systems. For one, this system cannot power the
stardrive, which makes it only useful as a secondary
power system. The second flaw is that the system is still
based on a fusion reaction, which means the reactor
requires fuel tanks, which only adds to the systems cost
and size.
While the advanced fusion reactor is generally
considered worthless to drive ships, it does have some
popularity. Many system ships located in star systems
equipped with an extensive fueling network have elected
to use this reactor for their power needs. It has also
proven to be a popular export to the tsa and mechalus,
both of whom lack gravity technology.

This system is different than the accumulator,


namely in how it functions. The power cell is a true
battery, containing advanced Gravity Age materials
which generate power via chemical reactions. In
contrast, the accumulator is merely a capacitor, storing
power using advanced metals until discharge. As a
result, the power cell functions as a source of
emergency power for a starship, while the accumulator
only provides a short power boost.
The bio-electric cell is the version used by the
Ikrl Theocracy. While it does use a chemical reaction to
produce energy, the bio-electric cell relies on massive
muscle contractions to generate power using tissue
similar to the muscles of an electric eel. As a result, it is
much harder to recharge, taking three times as long.
Bio-plasma Cell
This is an organic power generator used by the
Externals. It uses hydrogen to produce electricity in a
manner similar to a fusion generator, though it is more
efficient and more powerful. It is commonly used by the
Externals slave races, and is also the primary power
source aboard their organic ships.

REACTOR SHUTDOWNS
Mass Reactors
th
At the dawn of the 26 century, humanity has
developed five generations of mass reactors.
Generation 1 was the first production model produced,
and was carried aboard the first ships powered by mass
reactors. With the creation of the stardrive, humanity
quickly developed the generation 1.5 and generation 2,
which was used in the first waves of human exploration
and expansion. Both of these later generations are,
however, considered obsolete, and havent been
produced since the mid-twenty-third century. Currently,
humans build only three generations of mass reactor,
the Gen 2.5, Gen 3, and Gen 4. The Gen 2.5 was
developed during the Interbellum, and has since become
the standard for civilian ships. The Gen 3 was first
produced at the height of the Second Galactic War, and
is still used only by the various stellar navies. The latest
system, the Gen 4, was only developed by StarMech in
2486, and is only available from StarMech directly.
It was recently discovered that the Externals
also have an organic version of the mass reactor, known
as the Bio-DM reactor. Not only is this reactor smaller, it
is also more powerful than human designs. Currently,
StarMech, the Concord, and VoidCorp are working hard
to acquire examples for reverse engineering.
Power Cell
The power cell is a powerful battery capable of
generating enormous amounts of power. However,
unlike normal power generators and reactors, the cell
can only produce power for a total of 48 hours. It can be
recharged, however, at a rate of 1 HP per hour.
Recharging requires 5 power points per round dedicated
to the cell.

Running a power plant constantly makes little


sense. This is especially true when traveling through
drivespace, the primary means of FTL travel in S*D
New. Ships in drivespace dont need their engines,
sensors, weapons, and similar equipment powered up
through most of the journey, and would likely only switch
such systems on a few hours before arrival.
While shutting down a power plant is not difficult,
it is not necessarily a good thing, either. For most
plants, there are few problems. Fusion-based reactors
and the tsas matter converter use simple non-reactive
fuel, such as hydrogen, which doesnt have a problem
sitting in a fuel tank. The tachyonic collider is equipped
with a system to trap tachyons, and doesnt suffer from
shutdowns, either, and the quantum cell relies only on
quantum fluctuations present throughout the universe to
produce energy.
However, other power systems are not so
forgiving. The mass reactor relies on contained dark
matter, which is non-reactive to such an extent that it
requires specialized containment fields to store it. As a
result, human mass reactors cant be shut down without
losing their containment fields. Human developers have
attempted to counter this issue using battery cells, but
these only function for a few days before the dark matter
is allowed to leak from the reactor, requiring refueling
before it can be turned on again.
Antimatter reactors are even more problematic,
as they contain volatile antimatter within a special
magnetic containment unit. Like the mass reactor, the
mechalus have elected to use a small battery cell to
serve as an emergency back-up, but it lasts mere hours.
Reactor Containment Failures
For any reactor using either antimatter or dark
matter as a fuel source, assume the reactor requires 1

15
power point per round to maintain the fuels containment
system, which can be supplied by another power plant.
If the containment fails, the fuel is immediately released.
For the mass reactor, this means only that the reactor is
no longer able to generate energy until it is refueled. For
the antimatter reactor, containment failure means the
release of antimatter, causing an explosion within the
ship equal to a matter warhead (3d6w / 3d6m / 3d6c,
blast radius of 10 / 20 / 40 km, Super-heavy firepower,
Energy damage), centered on the zone containing the

reactor. As this is inside the ships hull, armor does not


stop any of this damage.
To combat containment failure, both mass
reactors and antimatter reactors include an emergency
battery capable of powering the unit for a limited time.
The battery on the mass reactor is capable of operating
for 1d6 days, while the antimatter reactors battery lasts
for 3d10 hours.

16

TABLE SDN S4: Star*Drive Engines


Engine
Particle
Impulse
Adv Particle
Impulse
Plasma Pulse
Engine*
Induction
Engine
HP Induction
Engine
Microinductor*
Antimatter
Drive
Matter Pulse
Engine

Tech

Pow

Min
Size

--

0.75

--

0.75

Base
Cost

Cost /
Acceleration rating at _____%
HP
5
10
15
20
30
40
Progress Level 7

50

$500 K

$300 K

0.5

1.0

1.5

2.0

2.5

3.0

3.5

$700 K

$300 K

1.0

1.5

2.0

2.5

3.0

3.5

-1.0

$1 M

$350 K

0.5

1.0

1.5

2.0

2.5

3.0

3.5

1.0

$1 M

$500 K

1.25

$2 M

$500 K

1.5

2.5

G+D

-2.0

$2 M

$600 K

0.5

1.0

2.0

2.5

1.5

$1 M

$300 K

1.5

-2.0

$2 M

$350 K

1.5

2.5

Notes
Civilian
engine
Civilian
engine
Civilian
Engine
Military
engine
StarMech
engine
Fighter
engine
100 Eff.
$25K/hp
50 Eff.
$25K/HP

Progress Level 8
Bio-plasma
Fighter
B
-1.5
2
$1 M
$300 K
0.5
1.0
1.5
2
3
4
5
Drive*
engine
Bio-field
Primary
B+G
1.0
2
$1.5 M
$500 K
1
2
3
4
5
6
8
Generator
engine
Inertial Flux
Primary
X
1.0
1
$2 M
$500 K
2
3
4
5
6
8
10
T
Engine
engine
Matter Flux
Fighter
X
-2.5
2
$4 M
$600 K
1
2
3
4
5
6
8
T
Drive
Engine
Gravitic
Primary
G
0.67
3
$3 M
$1 M
2
4
6
8
10
12
16
F
Redirector
engine
Plasma
Fighter
F+G
-2.0
3
$5 M
$1 M
1
2
4
6
8
10
12
F
inductor
engine
*The plasma pulse engine, micorinductor, and bio-plasma drive both include a power plant producing power beyond their needs. The
bio-plasma drive has an efficiency of 200 and costs $1 K per HP to refuel. The microinductor uses a mass reactor, and
requires refueling every 6 months at a cost of $5 K per HP.
The antimatter drive and matter pulse engine are available only to the mechalus. They have the same speed as an advanced particle
impulse engine in an atmosphere.
The bio-plasma drive and bio-field generator are available only to the Externals.
T
The inertial flux engine and matter flux engine are available only to the tsa.
F
The gravitic redirector and plasma inductor are available only to the fraal.
Tech: The technology track required to build an engine of this type. If more than one tech is listed, those separated by a comma are
either/or while those separated by a + require both.
Pow: The number of power points required by each hull point assigned to the engine.
Min Size: The smallest number of hull points that can be assigned to this system.
Base Cost: The cost for an engine installation of this type.
Cost / HP: The cost per hull point assigned to this engine, cumulative with base cost.
Acceleration rating at ____%: The ships acceleration for an installation ranging from 5 to 50 percent of the overall hull, not including
bonus hull points.
Notes: General notes pertaining to how the system applies to the setting or its efficiency. For example, the particle impulse drive is the
main civilian engine, while the induction engine is available only to military forces. For entries marked Primary engine, this is
the engine used by both civilian and military craft of all sizes, while Fighter engine means it is commonly only seen on
fighters and can be installed only on ships with 20 or fewer hull points.

NEW AND MODIFIED ENGINE SYSTEMS


Advanced Particle Impulse Engine
This engine system is an upgraded version of
the older particle impulse engine. It uses a technology
developed during the Second Galactic War, increasing
performance and efficiency. While it is faster than its

predecessor, it is still slower than the induction engine.


First introduced in 2416, this engine has become the
dominant civilian engine in the Stellar Ring, and is
poised for a rapid takeover of the newly reopened
frontier.

17
Plasma Pulse Engine
This engine blends a Gravity Age fusion cell with
a particle impulse engine system in a similar manner to
the microinductor (described later). While not as fast as
other engine systems, the plasma pulse engine provides
not only enough power for its self, but also generates
energy for other systems. Though the amount of
additional power is not enough to attract military or
government attention, the benefits have drawn interest
from civilian ship builders.
The fusion cell installed within the plasma pulse
engine requires a hydrogen fuel tank to operate and has
an efficiency is 300 days per fuel tank. Refueling cost is
$1,000 per fuel tank. The plasma pulse engine is unable
to be installed in starships with more than 30 hull points,
making it more common with shuttles and couriers. Due
to the technological standards of the known races, all
species within the Stellar Ring have developed this
engine system. While each of these different engines
operate on the same principles and function identically in
terms of game mechanics, there are detectable
differences. EM and radiation based detectors can
determine the species of origin for these engines with a
single Good or Amazing quality result on a sensor skill
check.
HP Induction Engine
Another late-age engine developed during
wartime, the high-performance (HP) induction engine
uses new advanced gravity induction coils to produce
higher speeds. However, unlike the advanced particle
impulse engine, the HP induction engine has a greater
power demand. First introduced by StarMech in 2432,
the HP induction engine was considered to be too
expensive for most ships during GW2. Since the end of
the war, however, it has rapidly become the standard
engine used by stellar navies, and many older wartime
ships have been upgraded with these engines.
Microinductor
This is a hybrid of the mass reactor and
induction engine intended for use in fighters and
shuttles. It is based on a common vehicle engine of the
name and concept, and is the only vehicle-based engine
to be successfully converted into a ship engine. The
microinductor produces not only enough power to run its
induction coils, but also produces excess power that can
be used for other systems. The system was developed
during GW2 as a means of reducing the overall costs of
fighters and shuttles while boosting the number of
systems they were able to carry. Unfortunately, the
microinductor was never able to truly reach this
potential, but it has still proven popular for small craft. In
fact, it is currently the only type of induction engine that
is readily available to civilians, though most military
forces have converted their fighters over to the faster HP
induction engine.
The coils of the microinductor are specially
designed for small craft. As a result, the microinductor
can only be used with ships of 30 hull points or less.

The installed reactor has a fuel core rated for 6 months


of operation, requiring $5,000 per hull point to refuel.
Bio-Plasma Drive
This system is similar to the Bio-Plasma Cell,
except it more mirrors a combination of the fusion torch
and particle impulse engine. It uses hydrogen fuel to
generate a super-heated plasma exhaust, which is
directed outward to produce thrust. The reaction also
generates excess power, which is tapped by the engine
for the ships use. As an organic system, it is commonly
found on External fighter craft and shuttles.
Bio-field Drive
This engine operates in a way that baffles even
the smartest humans and fraal engineers. From all
appearances, it generates a controlled gravity field that
operates in the same way as the gravity induction
engine. However, only the Externals, and specifically
the kadarans, know how the engine actually works. The
rest of the External species only have enough basic
knowledge to effect repairs and perform maintenance.
Antimatter Drive
Developed by the mechalus, the antimatter drive
is a powerful and efficient engine system. The drive is
actually a modification of the basic particle impulse
engine. Rather than relying solely on a matterantimatter reaction, the drive uses the resulting energy
to significantly boost the overall power of the integral
impulse engine. Rather than being a rocket, the drive
uses the reaction in the same way as an afterburner on
a jet engine, dramatically increasing overall thrust.
Unlike older reaction-thrust engines, the
antimatter drive does not require fuel tanks to operate.
Instead, the engine contains its own supply antimatter
fuel. Regardless of the size of the engine, the antimatter
drive always carries enough antimatter fuel to last for
100 days and costs $25,000 per hull point to refuel.
Because the drive contains a particle impulse
engine, the antimatter drive can function inside of an
atmosphere. However, it is limited to the same speeds
as a particle impulse engine. This feature is also able to
allow the drive to function without fuel, though at the
same acceleration characteristics as the particle impulse
engine. This feature has made it common for mechalus
vessels to use the engine as a particle impulse drive
until the higher speeds are needed.
Matter Flux Drive
Similar to the microinductor, this engine
combines a matter converter with an inertial flux drive.
The resulting engine is powerful and easily capable of
providing energy for the entire ship. Of even greater
benefit to crews is the fact that the fuel requirements are
minimal, and can be met with virtually any type of matter.
Like the microinductor, this system can only be used on
ships of 30 HP or less.
This system is only available to the tsa, and is
routinely mounted in their fighters and drop ships. Its
high speed capabilities allows tsa fighters to match or
exceed the fastest of human ships.

18
Plasma Inductor
This relatively recent fraal engine was first seen
during GW2. From the sensor data gathered by various
ships, it appears to be a much improved copy of the
human micro-inductor. Rather than using a mass
reactor to produce power, though, the fraal elected to
use a variant of the advanced fusion reactor. While it
doesnt produce as much power as the human model,
the high efficiency of the fraal gravitic coils allows for far
greater speeds than the micro-inductor could ever dream
of.
Just like the micro-inductor, the plasma inductor
is limited to ships of 30 HP or less. It is believed to only
be built by the fraal, and is seen aboard their more
common fighter and shuttle craft. A number of human
governments have also come to believe that the thaal
and the sifarv may have used their understanding of
advanced gravitic technology to copy this engine, those
these reports are unsubstantiated.
Matter Pulse Engine
Similar to the plasma inductor, matter flux drive,
and micro-inductor, the matter pulse drive is a combined
engine and power plant system. Developed by the
mechalus, it combines an antimatter drive with an
antimatter reactor. Like the antimatter drive, it uses a
matter/antimatter reaction to boost the ships speed, but
can be flown as a normal advanced particle impulse
engine. The fuel for both the reactor and the engine is
located in the same storage cell, effectively cutting the

supply in half when in full operation (this can be


increased if only the antimatter reactor is at full power
and the antimatter drive is left in slower particle impulse
mode).
This system is routinely used by the mechalus in
their fighter designs and even aboard their shuttles.
However, it cannot be used on any ship hull greater than
30 HP.

COMBINED ENGINES
It is possible to combine different types of
engines within the hull of a ship so long as they are of
the same combat scale. This is more common with
military vessels built by nations seeking a ship with
overall cheaper engines without suffering a dramatic loss
of speed. This also allows warships with easily
detectable and targetable engines to perform a partial
shutdown without losing the ability to accelerate.
When combining engines, determine the
acceleration for each engine type by its total hull
percentage, and then add the two together to find the
total acceleration value for the vessel. For example, a
ship with 10% of its hull devoted to induction engines
and 10% to particle impulse engines would first
determine the two separately (induction engines at 10%
have a rating of 2 and particle impulse engines at 10%
have a rating of 1), and then add the two together (a
total acceleration of 3).

19

TABLE SDN S8a: Star*Drive FTL Engines


Engine

Tech

Pow

Min Size
Base Cost
Cost / HP
Rating
Specific
Progress Level 7
Stardrive
G
8!
3
$2 M
$1 M
Varies
CON
Stardrive booster
G
8!
4
$3 M
$1 M
Varies
CON
Stardrive, MG
G
8!
3
$2.5 M
$1.5 M
Varies
MIL
Stardrive, Orlamu
G
7!
3
$2.25 M
$1 M
Varies
RES
Matter Drive
G+D
10
3.5
$2.5 M
$1.25 M
Varies
RES
Matter Drive booster
G+D
10
5
$3 M
$1.25 M
Varies
RES
Hyperdrive
X
5
3
$4 M
$2 M
See Table S8c
Tsa
Rift Activator
T
2
1
$500 K
$100 K
---Medurr
Star Rift Generator
T

160
$5 B
$300 K
Unlimited
Medurr
Progress Level 8
Divinity Drive
B+D
8
4
$3 M
$1.5 M
Varies
External
! The stardrive variants require a mass reactor for power. Performance varies by type.
The matter drive, matter drive booster, and divinity drive contain a small amount of dark matter, allowing them to use any power plant.
However, performance varies in a manner similar to the stardrive.
The Star Rift generator can use both ship power and external power to operate. See details.
Tech: The technology track required to build an engine of this type. If more than one tech is listed, those separated by a comma are
either/or while those separated by a + require both.
Pow: The number of power points required by each hull point assigned to the engine.
Min Size: The smallest number of hull points that can be assigned to this system.
Base Cost: The cost for an engine installation of this type.
Cost / HP: The cost per hull point assigned to this engine, cumulative with base cost.
Rating: The effective FTL speed provided by the drive. Refer to system descriptions for details.
Specific: The availability code for each type of human drive, or the specific species that uses it. For example, both the matter drive and
the Orlamu stardrive are only available from the Orlamu Theocracy, and are thus restricted.

Ship Type
Small Craft
Light
Medium
Heavy
Super-heavy

Stardrive
5 LY
10 LY
15 LY
20 LY
30 LY

TABLE SDN S8b: Stardrive Variant Performance


Stardrive, MG
5 LY
10 LY
20 LY
30 LY
40 LY

Stardrive, Orlamu
5 LY
10 LY
20 LY
30 LY
40 LY

Matter drive
4 LY
8 LY
12 LY
16 LY
24 LY

Divinity Drive
5 LY
10 LY
15 LY
25 LY
35 LY

TABLE SDN S8c: Hyperdrive Speeds


Drive system
Hyperdrive

5%
1 ly/day

10%
2 ly/day

Speed at _____% of hull


15%
20%
25%
3 ly/day
4 ly/day
5 ly/day

30%
6 ly/day

35%
8 ly/day

NEW AND MODIFIED FTL ENGINES


Star Rift Generator:
This is the system the medurr use to link two
star systems together, and is basically the same as a
Jump Gate. However, the medurr design has some
issues. For one, a Star Rift can only transport a ship of
equal or lesser size to the generator. For example, a
generator of 160 hull points could allow the transport of a
destroyer or smaller ship. For the engine to function,
each hull point of the generator requires 3.5 power
points.
There is a way to circumvent the size limit. A
Star Rift can place itself at a set distance from a star and
tap the stars power directly. This allows for a ten-fold

increase in size. For example, a 160 hull point Star Rift


placed near a star could allow the transport of a 1600
hull point ship, equal to a fleet carrier. To gain this
advantage, a Star rift must be placed within 0.1 to 0.5
AU of a star (specific distance depends on spectral
class).
A Star Rift requires another Star Rift to function,
and forms a bridge between the two points. A ship
equipped with a Star Rift can form this bridge for other
vessels, but cannot travel through a bridge it forms itself.
Hyperdrive:

20
Developed by the tsa, the hyperdrive creates a
corridor in space where light speed limit no longer exists.
However, unlike the stardrive where all travel takes the
same time regardless of distance, the hyperdrive travels
at super-velocity, making travel time based on speed
and distance.
The speed a hypership can obtain is based on
the size of the drive and the power devoted to it. Refer
to the table SDN S8c to determine the speed of the ship.
It is also possible to increase the speed of a hypership
by devoting more power to the hyperdrive directly.
Every 10 additional power points devoted to the
hyperdrive increases the speed of the ship by an
additional 0.1 ly per day.
Unlike the stardrive and star rift generator, the
hyperdrive requires constant power during operation.
However, the actual amount of power needed to
maintain the drive is only half of the power needed to
jump between real space and hyperspace. This means
that, to enter or exit hyperspace safely, the hyperdrive
requires 5pp/hp, but only needs 2.5pp/hp while traveling
in hyperspace.
Hyperspace itself is a gray void, similar to
drivespace. However, it is filled with radiation caused by
leakage from real space. This radiation is incredibly
damaging to starships and lethal to living beings. To
survive, a starship needs a protective shell, usually
provided by an ablative shield. The shield must always
be powered while the ship is in hyperspace.
Furthermore, the shields integrity slowly degrades at a
rate of 4 shield points per day (1 point per 6 hours). This
degradation is unavoidable, and can only be corrected
by exiting hyperspace and allowing the shield to go
through a cool down phase. This requires 1 hour per
day of travel. Until this cool down is performed, an
ablative shield will continue to suffer these lost shield
points as though they were permanently lost.
Stardrive Variants:
The first human stardrive was activated in the
year 2160. After over 300 years of development,
numerous stardrive models are now in existence. The
original Gen 1 production stardrives were only able to
operate a one fifth the current standards set by the Gen
4s. All of the stardrives in current use fall into one of five
categories.
The basic stardrive, also known as the Gen 4, is
the standard civilian drive engine. It is more powerful
and efficient than any of its predecessors, but has been
surpassed by more advanced models. It was first
introduced as a military upgrade during the First Galactic
War, but was disseminated to the general population
during the early years of the Interbellum.
The MG stardrive is the military version of the
basic stardrive (MG stands for Military Grade). First
introduced less than a decade before the start of the
Second Galactic War, the MG stardrive is a more
efficient engine with a dramatically increased range.
The most advanced stardrive in human space is
the Orlamu stardrive. Available only through the Orlamu
government, the Orlamu stardrive is more efficient and

more accurate than the either the basic or military


stardrives. This is reflected in the fact that the Orlamu
stardrive requires not only less power, but also boasts a
-1 step bonus to navigation checks. However, it is also
the most expensive stardrive variant available to
humanity.
First developed by the Orlamu, the matter drive
is designed for use by those who dont want to use a
mass reactor to power their ship. To allow for entry into
drivespace, however, a stardrive has to have ready
access to a dark matter supply. This is normally
achieved by using the mass reactor. The matter drive,
however, is an exception to this rule, as it has its own
dark matter containment vessel. While this increases
the minimum size and the cost of the drive over the
normal stardrive, it does allow the use of other power
plants to achieve faster-than-light travel.
A special modification available for the civilian
stardrive and matter drive is a booster system. The
booster works not by increase the ships speed, but by
decreasing the time it requires between jumps. Both
variants utilize a roll-on/roll-off system that allows for
rapid removal of the drives tachyonic containment
systems. Rather than requiring days for the drive to
recharge, a ships crew can swap the spent tachyon
cells at a port facility in a matter of hours. The specific
time required depends on the size of the drive,
specifically 1d6+1 hours, with an addition 1 hour per 5
HP of the drive. Replacing the drive in such a way
requires a port with the proper facilities and available
drives, and is normally limited to baseports and larger
stations. Due to religious reasons, Orlamu ships are
never equipped with a stardrive booster, as they believe
the time spent in real space is intended to prepare ones
self for the upcoming communion with the Divine
Unconcious.
The last of the stardrive variants known to
th
humanity in the 26 century is the divinity drive. Used
exclusively by the Externals, the divinity is the standard
FTL engine used by the klicks, kroath, kadarans, sifarvs,
nsss, and other Ikrl worshipers. To date, no one in the
Stellar Ring or in the Verge has figured out how the
system works, but it has been described as an organic
version of humanitys technological stardrive. Unlike
other stardrives, this system does not actually use
drivespace, tapping instead another pocket dimension
that is parallel to normal space. As a result, it is
impossible for human technology to detect ships
traveling with this drive. There are some other
differences, though humanity has yet to fully understand
them. For example, travel times are not the normal 121
hours seen with the stardrive, though it appears to still
be roughly 5 days. For the purposes of game
mechanics, treat the divinity drive as a form of stardrive.

CALCULATING STARDRIVE RATINGS


All stardrives, even the organic ones, follow a
simple set of rules for determining their overall size,
power, and range. While some of the details vary, the
rules apply to all.

21
Size: All stardrives take up 5% of a ships hull. This
means that a 100 hull point vessel requires a 5 hull point
drive. However, all stardrives also have a minimum size,
which must be met as well. A 50 hull point ship requires
a 3 hull point stardrive even though 5% of the hull would
be 2.5 hull points.
Power: The amount of power a stardrive requires is
directly related to the size of the drive and the size of the
ship. As seen on Table S8a, each stardrive type has a
certain number of power points required for each hull
point of drive.
Range: The range a stardrive equipped ship can
achieve depends on the size of the ship and the amount
of power the vessel can sink into the drive. Each
stardrive has a base range based on the ships size, as
shown in Table S8b. This is the normal range a ship can
travel with the base power requirements. However, it is
possible to increase this range by overpowering the
drive. For every 1 power point provided to the drive over
the minimum requirement, the ship gains an additional
0.1 ly to its range.
Piggy-backing: Stardrive equipped vessels are capable
of transporting a number of other ships externally
through drivespace. However, there are limits to this
ability. All stardrive equipped vessels automatically can
carry 10% of their primary hull with them into drivespace
for free. It is possible to jump with more than 10%,
including up to an addition amount of hull points equal to
the ships primary hull. However, it is necessary to
recalculate the drive rating if this is done. While the
stardrive itself does not need to be increased, the
amount of power needed to starfall is determined by the

effective size of the drive. To determine the amount of


power needed, add the ships primary hull and the total
hull points from any piggybacking ships together,
subtracting 10% of the primary hull. Use this to calculate
the effective size of the drive, and then multiply by the
power points needed.
Note that ships can gain more power by tapping
the mass reactors of piggybacking ships. However, this
does require that said piggy-backing ships are equipped
with mass reactors. It takes roughly 1d4+1 hours for a
single team of 4 engineers to run the cables between
two ships, though it only takes 1d4-1 hours to unhook
them.
Example: Chris is building a destroyer, and decides to
equip the ship with an MG stardrive. A destroyer hull is
160hp, which means that the stardrive is 8hp (5% of 160
is 8). Furthermore, the drive requires 5 pp/hp, which is
multiplied by 8 to yield 40 pp/jump. Chris decides to
equip this destroyer with 24hp of Gen 3 mass reactors,
totaling 96 power points, which is 56 more than the ship
needs. This means the ship can jump a maximum of
15.6 light years (56 pp x 0.1 ly/pp + 10 ly base).
If this destroyer were to try to jump with two
corvette hulls piggy-backing, it would require 76 pp ((160
hp + 160 hp 16 hp) x 0.05 x 5 pp/hp = 76 pp/jump). As
the destroyer would still have a surplus of 20pp, it is
possible for the destroyer to jump 12 ly with these two
piggy-backing corvettes.

22

Using Faster-Than-Light Engines


FTL Accuracy
The basic accuracy of the stardrive was first
introduced in the Players Handbook on pages 86 to 87,
under the description of the drivespace astrogation
specialty skill. However, due to the alterations
presented within this supplement, the accuracy of S*D
New FTL drives varies more than originally presented
within the original skill. As a result, the following rules
govern the accuracy of FTL drives within S*D New.
The medurrs star rift generator is by far the
most accurate FTL system. In the case of this system,
the accuracy is always perfect, as the rift merely forms a
bridge between two ships and/or stations within space.
Regardless of the navigators skill check, the system will
always function in the same manner. For the accuracy
of a star rift, the dependency is in the placement of the
destination star rift, which is beyond the control of the
navigator.
The use of a star rift generator requires a
successful Navigation star rift astrogation skill check
requiring 30 seconds. Any success automatically links
to the appropriate star rift, while a failure means the
wrong rift was connected. Consult Table SDN S8d for
results. A star rift generator requires d8 hours to
activate the link between the departure and arrival
points.
For stardrives, the accuracy of the system is
based on both the specific variant of stardrive and the
results of a Navigation drivespace astrogation skill
check. The most accurate stardrives are those
constructed by the Orlamu, who are renowned for their
attention to detail and understanding of drivespace
physics. The worst, however, is the divinity drive used
by the Ikrl Theocracy; to date, no one has been able to
determine why this variant suffers from accuracy issues,
though there are hundreds of theories. The other
variants fall in between these two in terms of accuracy.
Successful use of a stardrive requires a
Navigation drivespace astrogation skill check usually
requiring 5 minutes (consult the Navigation Situational
Modifiers table on page 86 of the PHB for details). A
successful skill check means the ship arrived within the
system, with the specific degree of success determining
the rough distance from the target. A failure or critical
favor translates to a random arrival point light years
away from the target. Consult Table SDN 8d for specific
details.

The hyperdrive is by far the most complicated


FTL drive to navigate with. Unlike the stardrive, where
the course is plotted through drivespace regardless of
the ships course and speed within real space, a
hypership must jump in the general direction of its target
destination. As a result, hyperships must spend
considerable time aligning their real space course with
their hyperspace course prior to a jump. The
calculations must also be used to determine the correct
timing for return to normal space, as even a few seconds
can result in billions of kilometers of distance.
Plotting a course through hyperspace
successfully requires a Navigation hyperspace
astrogation skill check, requiring 10 minutes. For each
minute less than 10 spent, apply a +2 step penalty to the
check. The degree of success for this check determines
the specific distance from the target, with any success
translating to an arrival within the target system, while a
failure or critical failure translates to an off course result.
Consult Table SDN S8d for specific details.
While the character plotting the course can roll
this skill check, it is recommended that the GM should
roll for the character and then provide the result at an
appropriate time during the session. The intention for
this secrecy is due to the nature of FTL navigation. A
navigator would not know prior to arrival whether or not
the ship arrived within the target system, nor would they
know the proximity of the ships arrival point.
The skills Navigation star rift astrogation and
hyperspace astrogation function virtually identically to
Navigation drivespace astrogation. Furthermore, they
have the same cost in skill points, and can never be
used untrained.
GAMEMASTERS NOTE
While in my opinion it is acceptable to allow a
player to roll their own Navigation skill check, it is far
better to roll this yourself. A player should not know if
they had sent the ship off course using the FTL drives of
S*D New until they returned to normal space. This is
due to the fact that virtually all FTL systems utilize
another dimension which can be described as a grey
void without any sensor cues. By concealing the result
until the return to normal space, a GM can easily
maintain suspense while the ship is traveling at FTL
speeds.

23

TABLE SDN S8d: FTL Accuracy by Drive System


Drive Type

Result of Navigation Skill Check


Ordinary
Failure

Amazing

Good

d4 AU from target

d12+2 AU from
target

Edge of target
system

Off course; roll on


Table SDN 8e

d4-1 AU from target

d8+1 AU from
target

Edge of target
system

Off course; roll on


Table SDN 8e

d20x250 Mm from
target

d4 AU from target

d8+2 AU from
target

Off course; roll on


Table SDN 8e with
-1 step bonus

Matter drive

d4+1 AU from
target

d12+3 AU from
target

Edge of target
system

Off course; roll on


Table SDN 8e

Divinity drive

d4+2 AU from
target

d12+5 AU from
target

Edge of target
system

Off course; roll on


Table SDN 8e

d6-1 AU from target

d10+4 AU from
target

Edge of target
system

Off course; roll on


Table SDN 8e

Link in d4-1 hours

Link in d6 hours

Link in d8 hours

Off course; roll on


Table SDN 8e

Stardrive

Stardrive, MG

Stardrive, Orlamu

Hyperdrive

Star rift

Critical Failure
Off course; roll on
Table SDN 8e with
+2 step penalty
Off course; roll on
Table SDN 8e with
+2 step penalty
Off course; roll on
Table SDN 8e
Off course; roll on
Table SDN 8e with
a +2 step penalty
Off course; roll on
Table SDN 8e with
a +2 step penalty
Off course; roll on
Table SDN 8e with
+2 step penalty
Off course; roll on
Table SDN 8e with
+2 step penalty

Drive Type: The specific type of FTL drive used by the traveling ship.
Result of Navigation Skill Check: The specific result of the navigators Navigation skill check. The specific results are as follows.
X distance from target the ship arrives within the specified random distance from the target planet
Edge of system the ship arrives somewhere along the farthest orbital ring for the target star; use tables G60 & G61 on pages
193 & 195 of the GMG for specific orbital rings and distances; for example, a G-type star has an outer orbital ring of 45 AU;
note that this is not the farthest filled ring, but the farthest possible ring
Off course the ship is off course, requiring a second skill check against Table SDN 8e
Off course with +2 step penalty the ship is horribly off course, requiring a second skill check against Table SDN 8e; this roll is
made with a +2 step penalty
Off course with a -1 step bonus the ship is off course, and must make a second skill check against Table SDN 8e; this roll is
made with a -1 step bonus; note this is only used with the Orlamu stardrive
Link in dx hours this is the time it requires for a star rift to activate, based on the success of the navigators roll

TABLE SDN 8e: Revised FTL Off Course Results


Result
Critical Failure

Failure

Ordinary
success

Good success
Amazing
success

Stardrive Variant
Travel ships maximum distance in
drivespace in a random wrong
direction
Travel 50% of the ships maximum
distance in the intended direction,
then 50% in a random wrong
direction
Travel 75% of the ships maximum
distance in the intended direction,
then 25% in a random wrong
direction
Travel 90% of the ships maximum
distance in the intended direction,
then 10% in a random wrong
direction
Arrive at the edge of the destination
star system

Hyperdrive
Travel the 100% of ships travel time
in a random wrong direction

Star Rift
Link fails; after d8 hours, a portal to
any random point within 10,000 light
years is opened

Travel 50% of the ships travel time


in the intended direction, then 50%
in a random wrong direction

Link in d8 hours to any random


wrong star rift within the galaxy

Travel 75% of the ships travel time


in the intended direction, then 25%
in a random wrong direction

Link in d8 hours to a random wrong


star rift within 100 light years of the
intended destination

Travel 90% of the ships travel time


in the intended direction, then 10%
in a random wrong direction

Link in d8 hours to the star rift


closest to the intended destination

Arrive at the edge of the destination


star system

Link in d8 hours

24

TABLE SDN S9: Star*Drive Support System


System

Tech

Hull

Power
Cost
Notes
Progress Level 6
Life Support
-1
1
$100 K
Life support for 20 hull points
Slave Quarters
-3
0
$40 K
Berthing for 40 slaves
Crew/Troop Bunkroom
-3
0
$40 k
Berthing for 20 junior enlisted
Cabin
-0.5
0
$10 K
Berthing for 2 crewmen
Crew/Staff Quarters
-2
0
$20 K
Berthing for 6 senior enlisted
Officer Quarters
2
0
$25 K
Berthing for 6 junior officers
Officer Suite
2
0
$30 K
Berthing for 4 senior officers
Seating Deck
-2
0
$10 K
Temporary seating for up to 20 passengers
Passenger Quarters
-2
0
$50 K
Staterooms for 2 or 4 people
Commissary
3
0
$100 K
Galley and mess area for 40 people
Dorm/Barracks
-2
0
$30 K
Living area for 4 people
Small Apartment
-1
0
$25 K
Full living space for up to 2
Medium Apartment
-2
0
$50 K
Full living space for up to 3
Large Apartment
-3
0
$100 K
Full living space for up to 4
Deluxe Apartment
-5
0
$150 K
Full living space for up to 6
Cryogenics Unit
-2
1
$100 K
Capacity of 12 people
Hydroponics Bay
-2
1
$75 K
Feeds 10 people
Recycler Unit
-1
1
$300 K
Reduces consumption to 10% for 20 people
Deep Stores
-1
0
$5 K
Increases stores by 1,000 days
$20 K /
Automation, Light
C
1%
1 / HP
Reduces crew requirements by 25%
HP
$30 K /
Automation, Heavy
C
5%
1 / HP
Reduces crew requirements by 50%
HP
Progress Level 7
Autosupport
-1
1
$200 K
Life support for 40 hull points
Advanced Hydroponics
-1
1
$150 K
Feeds 10 people
Advanced Recycler
S
0.5
1
$500 K
Reduces consumption to 10% for 20 people
Life Suspension Unit
S
1
1
$250 K
Capacity of 12 people
$100 K / Reduces crew requirements by 75%; with
Automation, Robotic
C
10%
1 / HP
HP
supercomputer AI, reduces crew to 0
Progress Level 8
Organic Hull
B
1
1
$400 K
Life support for 80 hull points, recycling for 10 people
Tech: The technology track required to build an engine of this type. If more than one tech is listed, those separated by a comma are
either/or while those separated by a + require both.
Pow: The number of power points required by each hull point assigned to the engine.
Hull: The number of hull points used by this system.
Cost: The cost of the system for each installation.
Notes: Specific details for each system

NEW AND MODIFIED ACCOMMODATIONS


Crew & Passenger
The crew and passenger systems are
considered temporary. They are composed of a berthing
space, a supply of consumables (food, air, and water),
and a small communal area that serves as a galley and
mess deck. As these systems are considered
temporary, they are usually uncomfortable. While it is
true that many crew members view their ship as their
home, most people couldnt handle being crammed into
what some call a tin can for years at a time. Game
masters may decide to impose Will checks for each
month after the fifth consecutive month a crew spends in
these quarters, with a cumulative step penalty added for
each month starting at +0. Failure results in a
degradation of the crews skill score and perhaps even
psychosis.

There are four basic types of crew berthing. The


crew/troop bunkroom is intended for junior enlisted,
specifically for private through sergeant or spaceman
nd
through petty officer 2 class. While every crewmember
is guaranteed a bunk with storage space and a gear
locker, they are not the most comfortable, nor do they
have a terrific amount of space, but they are adequate
for large numbers of people for at least a few months.
The crew/staff quarters offers more space than a
bunkroom, and is intended for senior noncommissioned
st
officers, usually ranked staff sergeant or petty officer 1
class and above.
Officer quarters are another step up from crew
quarters. While they both have the same amount of
space, officer quarters feature real china plates and
silver ware, as well as cloth napkins. This berthing

25
space is normally reserved for junior officers (ensign
nd
through lieutenant or 2 lieutenant to captain). The best
crew accommodations on the ship, however, can be
found in the officer suite. Reserved for the ships highest
ranking officers (lieutenant commanders/majors and
above), these accommodations include private heads
and greater personal space.
The passenger quarters, by contrast, include
two separate rooms, each with a queen-sized bed and
wonderful dcor. These are intended to transport paying
customers, and their money must be well spent. Just
like the other temporary quarters, these systems include
a supply of food, water, and air.
On the opposite end of the spectrum are slave
quarters. These cramped quarters provide only the
basic necessities of life, with almost no personal space
of any kind to be found. In S*D New, the medurr are the
only race to use these extensively. By contrast, the
sifarv and bareem have worked hard to ensure that most
if not all of their slave races are permanently controlled
by the masters, and are usually permitted normal
quarters.
Permanent Residence
Unlike the normal crew berthing, permanent
residence systems are intended for long-term occupation
within the ship. These systems normally include a
combined kitchen and dining area, a personal head, a
living room, and at least one bedroom. There is also
enough space for all of the mementoes, clothing, and
personal items one would normally have at home.
The basic permanent residence is the dorm or
barracks. This is composed of a suite with 4 small
bedrooms, a communal head, and a living room. This is
normally reserved for military personnel or long-term
single residents, and provides plenty of private space.
This system includes both a supply of air and water, but
doesnt contain any food, which must be supplied by
other means.
The standard permanent residence for families
is the apartment, which is normally reserved for married
couples, families, or single parents with children. The
basic small apartment is a single bedroom that is
suitable for either one or two people. The next size up is
a medium apartment consisting of two bedrooms, with a
single master bedroom large enough for two as well as a
smaller bedroom. The large apartment is just like the
medium apartment, but with an additional small
bedroom, a larger kitchen/dining area, and a larger living
room. The deluxe apartment is the largest permanent
residence found on board a ship, and features a single
master bedroom, a large living room, a separate dining
area and kitchen, two bathrooms, and two mid-sized
bedrooms. All apartments contain a supply of water and
air, but not a supply of food, which must be provided
through other means.
As both the dorm and the various apartments
lack a supply of food, it is normally recommended to
include either a commissary or a commerce deck (see

description under Support System). The commissary is


a large galley and dining area that can feed 40 people,
with enough supplies to last 200 days (8,000 man-days).
Hydroponic bays are also commonly used for feeding
permanent residents.
Automation
These systems effectively replace a ships or
stations crew members with various electronic networks,
computer controls, and mechanic components. This can
include equipment transfer cranes, magazine
autoloaders, and robotic hoists. It must be noted that all
of these components are part of the ship, and not just
the use of robotic crew members. The result is that
automated ships require fewer crew members to operate
under normal conditions. The specific amount of
reduction depends on the specific level of automation. If
a ship designer wishes to add robotic crew members,
they require the inclusion of robotic support suite, found
under the Miscellaneous systems section.
However, automation is not perfect. Unlike crew
quarters and engines, automation cannot be targeted.
Instead, it is an invisible system, consisting of
hundreds, thousands, and even millions of subsystems
scattered throughout the ship, and cannot be targeted by
enemy weapons fire in itself. Instead, automation
actually makes ship systems more fragile due to their
increased complexity. Each level of automation adds a
penalty to the damage checks rolled to determine the
effects of system damage.
Light automation is the most minimal of
changes, but it reduces the crew requirement by 25%.
Costing 1% of the ships hull, light automation does not
invade the ship to a dramatic level. This level of
automation adds a +1 penalty to damage checks.
Heavy automation involves even greater
amounts of technology and reduces the crew
requirements by 50%. Costing 5% of the hull, heavy
automation is more invasive than light automation, and
far more complicated. This system adds a +1 step
penalty to damage checks.
Robotic automation is the most technically
advanced, and reduces crew requirements by 75%. In
effect, this system replaces nearly all of the crew except
the officers and some of the engineering crew.
Unfortunately, this also makes it the most vulnerable to
damage, and even repairs are incredibly difficult. With a
robotic automation system installed, all damage and
repair checks suffer a +2 step penalty.
It should be noted that it is possible to replace
the remaining crew members with robotic units.
However, this still requires an overall command structure
directing the robots. This can be accomplished using
either human officers or an AI using an installed
supercomputer system. StarMech has routinely used
the latter option, including in its famous Warhulk-class
cruisers. See the robotic support suite on page 44 for
details.

26

WEAPON SYSTEMS
WEAPON MOUNTS
This section doesnt present anything new. Instead, it serves to merely repeat the data originally presented in
Warships concerning weapon mounts, and is intended solely for ease of use.
WEAPON MOUNTS BY SIZE AND TYPE
Mount Type
Cost Mod
HP Mod
Fixed Mounts
Single
0.75
0.75
Double
1.125
1.125
Triple
1.5
1.5
Quadruple
1.875
1.875
Standard Mounts
Single
1
1
Double
1.5
1.5
Triple
2
2
Quadruple
2.5
2.5
Turret Mounts
Single
1.25
1.25
Double
1.875
1.875
Triple
2.5
2.5
Quadruple
3.125
3.125
Concealed Mounts
Single
1.5
1.5
Double
2.25
2.25
Triple
3
3
Quadruple
3.75
3.75
Banks
Single
1.25
1
Double
1.875
1.5
Triple
2.5
2
Quadruple
3.125
2.5
Mount Type: the type of mount used for the weapon, broken
down into single weapons, double weapons, triple
weapons, and quadruple weapons
Cost Mod: the cost modifier for the weapon
HP Mod: the hull point modifier for the weapon

Hull Point Cost for Fixed Mounts and Turrets


Standard
Fixed
Turret
1
1
1
2
2
3
3
2
4
4
3
5
5
4
6
6
5
8
7
5
9
8
6
10
9
7
11
10
8
13
11
8
14
12
9
15
13
10
16
14
10.5
17.5
15
11
19
16
12
20
17
13
21
18
13.5
22.5
19
14
24
20
15
25
21
16
26
22
16.5
27.5
23
17
29
24
18
30
25
19
31
26
19.5
32.5
27
20
34
28
21
35
29
22
36
30
23
38

The two tables above are expanded using data from pages 70 to 72 in Warships. They both regard the hull point and financial
cost for weapons of various sizes. The table on the right is useful for determining both the cost and size modifiers for a weapon, and
combines all of the factors presented in Warships. This includes not only the type of mounting for the weapon but also the number of
weapons in the mount. The final modifiers can be applied directly to both the hull and monetary costs of any weapon.
The table on the left is an expanded version of Table 5-7, which was originally presented on page 71 of Warships. While the
original Table 5-7 went from 1 hull point to 30 hull points, it had several jumps, notably between 16 and 20 and 20 and 30. I have taken
the time to include all hull point numbers between 1 and 30, regardless of whether any weapon actually is rated for such a size. All
numbers follow the rule of rounding to the nearest half hull point.
Note that the concealed mount is a modification of the standard mount, and can only fire in one arc. If a concealed turret is
desired, the base multiple for a single weapon becomes 1.875 times the space and cost (equal to a double turret mount). However,
due to the complexity of a concealed turret, only a single weapon can be installed within the turret itself, though multiple concealed
turrets can be installed.

Dam

27

TABLE SDN S10a: Star*Drive Beam Weapons


Weapon

Fire

Damage

Mode

2
2
4
5
2
3

Acc
Range
Progress Level 7
$150 K
-2
1/2/3
$150 K
-1
1/2/3
$250 K
-1
1/2/4
$300 K
-1
1/2/4
$250 K
-2
0/1/2
$400 K
-2
1/2/4

En/S
En/S
En/L
En/L
En/S
En/S

d4s / d4w / d4+2w


d4+1s / d4+1w / d6+2w
d+1s / d4+1w / d6+2w
d6+1s / d4+2w / d4m
d4+3w / d6+3w / d4+2m
d6+2w / d8+2w / d6+1m

B/A
F
F/B/A
F
F***
F***

$12 M

2/4/8

En/L

d8+2w / d12+2w / d8+2m

F/G

F
F
F
Q

15
24
60
4

15
24
75
5

$25 M
$100 M
$200 M
$500 K

+1
+3
+3
-2

3 / 6 / 12
4 / 8 / 12
5 / 10 / 15
2/4/6

En/M
En/H
En/SH
En/S

d12+2w / d12+4w / d8+5m


d12+4m / 2d8+5m / d8+6c
3d6m / 3d4c / 3d6c
d6+3s / d4+1m / d4+3m

F/G
F/G
F
F

$4 M

-1

2/4/6

En/L

d12+3s / d6+1m / d6+3m

F/G

Q
Q
A
A
G

18
20
11
24
7

18
20
11
24
7

$50 M
$80 M
$20 M
$100 M
$8 M

+2
+3
0
+3
0

4 / 8 /12
4 / 8 / 12
2 / 5 / 10
4 / 8 / 16
2/4/6

En/M
En/H
En/M
En/H
En/L

2d8w / 2d6m / 2d4c


3d6w / 3d6m / 4d6m
2d6+1w / 2d8+1w / 2d8m
2d6+1m / 2d8+1m / 2d8c
2d6+2s / d8+2w / d6+1m

F/G
F/G
F/G
F/G
F/G

13

13

$30 M

3 / 6 / 12

En/M

2d6+2s / d8+2w / d6+1m

F/G

20

20

En/H

2d6+1s / d10+2w / 2d4m

F/G

Blacklaser PD
Blacklaser

D
D

1
3

2
3

$100 M
+1
3 / 6 / 12
Progress Level 8
$800 K
-3
1/2/4
$1 M
-3
3 / 6 / 12

En/S
En/S

d6w / d8w / d4m


d8w / d12w / d8m

Heavy Blacklaser

En/L

2d6w / 2d8w / d12m

F/B/A
F/B/A
F/B/A/
G

Laser PD*
Pulse Laser*
Laser drill*
X-ray Cannon*
Plasma PD**
Plasma Cannon
Hvy Plasma
Cannon**
Fusion Beam**
Hvy Fusion Beam**
Fusion Bore**
Particle Beam**
Hvy Particle
Beam**
Quantum Cannon**
Boson Gun**
Matter Beam
Heavy Matter Beam
Render Cannon**
Hvy Render
Cannon**
Render Beam**

Tech

Hull

Pow

----F
F

1
1
3
3
1
3

Cost

$6 M

-1

4 / 8 / 16

d12+2w / 2d8+2w /
F/G
d12+2m
Dark Plasma Gun
D
3
3
$600 K
-2
1/3/5
En/S
d8+3w / d8+5w / d6+4m
F***
d12+3w / 2d8+2w /
Dark Plasma Beam
D
8
8
$16 M
0
2 / 6 / 10
En/L
F/G
d12+3m
2d8+4w / 2d6+3m /
Dark Fusion Beam
D
15
15
$32 M
+1
3 / 8 / 13
En/M
F/G
2d6+2c
Hvy Dark Fusion
2d8+4m / 3d6+4m /
D
24
24
$150 M
+3
4 / 10 / 16
En/H
F/G
Beam
2d6+4c
2d8+4m / 2d8+4c /
Dark Fusion Bore
D
60
75
$350 M
+3
5 / 12 / 20
En/SH
F
3d8+3c
Kinetic Lance
X
2
1
$750 K
-3
2/4/6
HI/S
d4+1w / 2d4w / d4+3m
F
Hvy Kinetic Lance
X
5
3
$2 M
-2
3/5/8
HI/L
d6+2w / d12+2w / d6+4m
F/G
Zero Bore
Q
100
120
$300 M
+3
6 / 12 / 18
En/SH
4d6m / 3d6c / 3d8c
F
*Most lasers are considered controlled for the purposes of availability. The only exception is the X-ray cannon, which is considered
military.
**Plasma/fusion based weapons, particle/quantum weapons, and render weapons are considered military for the purposes of
availability
***These weapons can be modified to fire in either burst or autofire modes. The modification increases the hull by 1, power by 2, and
monetary cost by 50%.
Progress Level 8 weapons are unavailable except to those species/groups that have access to the required tech track
Tech: The technology track required to build an engine of this type.
Pow: The number of power points required by each hull point assigned to the engine.
Hull: The number of hull points used by this system.
Cost: The cost of the system for each installation.
Acc: The weapons base accuracy.
Range: The weapons short/medium/long ranges in megameters.
Fire: The weapons type (low impact, high impact, or energy) and firepower (small, light, medium, heavy, or super-heavy).
Damage: The weapons damage for an Ordinary/Good/Amazing-quality success on an attack roll.
Mode: The weapons allowed fire modes. F is for single shot, G stands for group (or battery), B stands for burst fire, and A
stands for autofire.
Assault Blacklaser

13

13

$30 M

6 / 12 / 24

En/M

28

NEW AND MODIFIED BEAM WEAPONS


DEVELOPER NOTES:
Standards: In S*D New, Fusion Age weapons
have been made completely obsolete. While it is
possible to find them in use, especially with less
developed races, none of the militaries of the Stellar
Ring use such weapons. Even on the frontier, such as
the Verge, Fusion Age weapons are not very common.
Only the most backwater worlds still rely on such
technology. However, criminals have been known to
use them, though they generally prefer more modern
weapons.
Availability: All weapons in Star*Drive are highly
restricted. Of those on the table above, only lasers are
considered civilian, but are still rated as controlled.
All of the other weapons on table S10a should be
considered at least military, with the more dangerous
weapons considered restricted. It should be noted that
it is usually easier to purchase weapons in frontier
regions, though more advanced items are usually very
hard to find.
Gravity Age Lasers
After centuries of development, laser weapons
have made tremendous leaps and bounds. While they
arent as popular with main-line military forces, they still
see use with many planetary defense forces and civilian
groups.
The two primary laser weapons of the Gravity
Age are the laser point defense system and the pulse
laser. The laser point defense system fires long beams
of infrared light intended to turn missiles and fighters into
molten slag. It is commonly used as a close-in weapon
system on naval warships, and is also used on some
PDF fighters. A modified form of this weapon is used in
the pulse laser. However, instead of firing long beams
and slashes, the pulse laser traps the energy and
releases it as a compressed bolt, greatly increasing the
damage potential by focusing far more energy onto a
smaller area.
Another laser system which is not normally
considered to be a weapon is the laser drill. This system
was developed for mining operations, and is designed to
cut into asteroids and rocky moons. It can also be used
to liquefy rocky materials by directing tremendous
amounts of heat onto them. It is also commonly used as
a privateer weapon on the frontier.
A throwback to the Fusion Age, the X-ray
cannon is a larger and more powerful version of the
older X-ray laser. It incorporates pulse laser advances
to allow for both increased range and hitting power. Of
all of the Gravity Age lasers, this is the only one used by
professional militaries against other warships, and is
heavily restricted. Some naval forces, such as the
Thuldan Imperial Navy, make heavy use of this weapon
on their auxiliary vessels and sometimes front-line
warships.

Fusion Weapons
One of the two standards in military hardware,
fusion weapons generate super-heated plasma which is
then hurled at the target. While most of the normal
fusion weapons are presented in the original Warships
supplement, there are two new systems presented here.
The plasma point defense system is commonly used by
stellar navies for close-in combat against missiles and
fighters, and has been used successfully in a ground
attack role on drop ships and fighters. The heavy fusion
beam is also used extensively by the stellar navies, and
is the preferred weapon for battlecruisers, battleships,
dreadnoughts, and fortress ships.
Particle Beams
These weapons use quantum manipulation
technology to strip neutrons or other subatomic particles
from a heavy noble gas and then hurl them in
devastating beams. At their smallest level, particle
beams only cause burning and blistering of the target,
though crews have suffered from neutron radiation and
EMP-like effects. At their largest, such as the quantum
cannon and the boson gun, the beam consists of so
many particles that they can inflict even greater damage
by causing localized fission reactions and decay of the
targets hull.
The Ikrl Theocracy have developed bio-tech
variants of these weapons. These weapons are usually
used aboard klick warships, and have proven to be
incredibly dangerous.
Render Weapons
These weapons use gravity manipulation
technology similar to the tractor beam to generate a
rapidly cycling gravitational field between themselves
and the target, resulting in terrible tidal forces. Ships are
literally ripped apart by render weapons. Renders are
not very common among humanity, as there are far
more powerful weapons that cost less than or equal to
renders. However, the Externals are well known for
using these weapons, especially the nsss and the
kroath.
Blacklasers
These weapons differ from the system original
presented in Warships. Blacklasers use a system
similar to solid state laser, but the fluorescing material is
enriched with dark matter. The resulting laser beam
contains broad spectrum high-energy electromagnetic
radiation. To human eyes, the beam is blue-violet color,
but it actually contains UV and x-ray radiation as well.
These weapons are used heavily by the Externals, and
can be found on many of their ships.
Dark Plasma Weapons
A favorite of the kroath and sifarv, dark plasma
weapons operate in a similar manner to fusion weapons.
However, the plasma mixture either contains some
amount of dark matter or is entirely derived from dark

29
matter, resulting in a more energetic plasma beam.
Impacts from dark plasma weapons have a greater
tendency to slag the target, and they give off far more
harmful high-band radiation.
Kinetic Lances

Developed by the tsa, kinetic lances operate in


a similar manner to ablative shields. They create a
stream of virtual particles which are directed at a target.
On impact, they strike like a solid slug, punching
massive holes in the targets hull. Because of the tsa
policy of not sharing weapon technology, only the tsa
are known to build or possess these weapons.

30

TABLE SDN S10b: New Star*Drive Projectile Weapons


Weapon

Tech

Hull

Pow

Cost

Acc
Range
Progress Level 7
$300 K
-1
1/3/5

Fire

Damage

Mode

Mass Cannon
Heavy Mass
Cannon
Mass Driver*
Heavy Mass
Driver*
DM Launcher
Light Tach Rifle
Tach Rifle
Heavy Tach
Rifle**
Super Tach Rifle
Antimatter Gun
Storm PDG
Accelerator
Heavy Accelerator

LI/S

d6+2s / d6+1w / d6+3w

F/G

$2 M

2/4/6

LI/L

2d6s / 2d6w / 3d6w

F/G

12

$6 M

+1

3/6/9

LI/L

F/G

$40 M

+3

4 / 8 / 10

LI/H

1
4
8

$2 M
$15 M
$30 M

-3
0
+1

1/2/5
4 / 6 / 10
6 / 8 / 10

HI/S
HI/L
HI/M

2d6w / 2d6+1w / 3d6+1w


2d6+2w / 2d6+2m /
2d6+2c
d8w / d6-1m / d6+1m
d8w / d6m / d8m
d12w / d8m / d12m

18

26

S
X
X

1
6
12

F/B/A
F/G
F/G

24

16

$60 M

+3

6 / 9 / 12

HI/H

d12+2w / 2d6m / d6+2c

F/G

X
A
----

40
25
1
9
18

30
18
0
7
14

2d8m / 2d12m / 2d8c


3d6w / 3d4m / 3d4c
d6+2s / d6+1w / d6+3w
By warhead -----------By warhead ------------

F
F/G
B/A
F/G
F/G

Sliver Gun

--

$120 M
+4
8 / 10 / 14
$80 M
+4
4 / 8 / 12
$300 K
-1
1/2/3
$10 M
+1
3/5/7
$40 M
+3
4 / 8 / 10
Progress Level 8
$250 K
-2
1/2/4

F/B/A

Kinetic Converter

20

10

$50 M

d6+1w / d6+3w / d4+2m


d12+3w / d12+3m /
d12+1c

+2

4 / 8 / 16

HI/SH
En/H
HI/Gd
----------------------HI/S
LI/H

F/G

F/G

*Mass drivers are considered controlled for the purposes of availability


**All tach rifles are constructed by the tsa, and are available only to them
The sliver gun requires 5 pp per shot when using burst or autofire modes.
Tech: The technology track required to build an engine of this type.
Pow: The number of power points required by each hull point assigned to the engine.
Hull: The number of hull points used by this system.
Cost: The cost of the system for each installation.
Acc: The weapons base accuracy.
Range: The weapons short/medium/long ranges in megameters.
Fire: The weapons type (low impact, high impact, or energy) and firepower (small, light, medium, heavy, or super-heavy).
Damage: The weapons damage for an Ordinary/Good/Amazing-quality success on an attack roll.
Mode: The weapons allowed fire modes. F is for single shot, G stands for group (or battery), B stands for burst fire, and A
stands for autofire.

NEW AND MODIFIED PROJECTILE WEAPONS


DEVELOPER NOTES:
Standards: In S*D New, Fusion Age weapons
have been made completely obsolete. While it is
possible to find them in use, especially with less
developed races, none of the militaries of the Stellar
Ring use such weapons. Even on the frontier, such as
the Verge, Fusion Age weapons are not very common.
Only the most backwater worlds still rely on such
technology. However, criminals have been known to
use them, though they generally prefer more modern
weapons.
Availability: All weapons in Star*Drive are highly
restricted. Of those on the table above, only mass
drivers are considered civilian, but are still rated as
controlled. All of the other weapons on table S10b
should be considered at least military, with the more
dangerous weapons considered restricted. It should
be noted that it is usually easier to purchase weapons in
frontier regions, though more advanced items are
usually very hard to find.

Mass Drivers and Mass Cannons


Mass drivers are the Gravity Age version of the
old rail gun and gauss gun. Instead of using
electromagnetic acceleration, however, mass drivers use
gravity induction technology to hurl a solid slug at superhigh velocities. This makes them more power hungry,
but far more powerful. Due to their lack of accuracy,
mass drivers are not normally used by military forces,
though they are quite popular with space miners to break
up asteroids into smaller chunks of rock.
Similar to mass drivers, mass cannons use
gravity induction to fire small solid slugs at the target.
However, unlike mass drivers which fire a normal solid
slug, mass cannons charge their projectiles with
gravitons, dramatically increasing their effective mass.
As a result, their impacts hit much harder than their size
suggests. Unlike mass drivers, which are generally used
by civilians, mass cannons are popular with planetary
defense forces and professional naval units, especially
in the anti-fighter role.

31
Tach Rifles
These tsa weapons fire hyperspace rockets,
capable of briefly dropping into hyperspace. A simple
timer causes them to return to normal space just in time
to hit the target at incredible velocity. As these are tsa
weapons, they are only manufactured by the tsa, who
have a policy of not selling their weapons to non-tsa.
Only tsa vessels are equipped with tach rifles, and they
are commonly used aboard tsa warships.
Antimatter Gun
This weapon is a mechalus design similar to the
mass driver. However, instead of firing a solid slug of
metal, the antimatter gun fires a slug of antimatter. On
impact, the antimatter splatters to create an even larger
blast effect.
Accelerators
These weapons use a linear accelerator to hurl
modified, unguided bombs at a target. The standard
accelerator can fire any bomb casing of 1 point or less
(light or medium) while the heavy accelerator is
specifically designed to fire heavy bomb casings. Both
systems have a 20-point magazine integral to the
system, though it can be expanded by 4 points for every
additional hull point assigned at a cost of $50,000.
Remember that each accelerator has its own magazine,
even when mounted in multiples. A twin accelerator
turret has two 20-point magazines.
As already stated, the bomb casings used by the
accelerator are modified versions of the standard bomb
casings. The modifications involved generally involve
necessary equipment to allow them to be fired by the
accelerator, but also includes a removal of the casings
guidance section. The result is that these casings cost
only 75% of the norm (light casings cost $3,750, medium
casings $7,500, and heavy casings $15,000).
DM Launcher
Developed during GW2, the Defensive Missile
Launcher was created in a joint operation between
StarMech and Austrin-Ontis. While the intent was to
produce the smallest ship-to-ship combat missile in
history, the system failed to live up to expectations. It
was discovered, however, to be effective in a pointdefense role by larger ships.
The standard DM Launcher consists of a fixed
box launcher containing 12 DM missiles. Each DM
missile consists of a small but powerful explosive
warhead, a battery, a small induction engine, and a dualband RF/IR seeker. The battery only provides enough
power for 20 seconds of operation, limiting its range to
less than a single action round. To boost the
capabilities, DM missiles are programmed to be fired in

the direction of their targets, and are limited to a single


arc of fire. This can be increased by installing the
launcher in a turret, allowing for an additional two arcs of
fire for the weapons. Note that the base cost of the
weapon is for a fixed installation, which is considered to
be a standard mounting for this weapon. DM missiles
can be fired singly, in a three shot burst, or as a rapid
fire attack launching all available missiles.
While the basic DM launcher contains only 12
shots, this can be expanded by adding another 1 hull
point magazine/autoloader combination. Each additional
hull point added in this way increase the number of
missiles for each launcher by 12 shots. It requires a
single 30 second combat round to reload the launcher.
The DM launcher is commonly found on
StarMech and Austrin-Ontis warships, and was sold
extensively to other Profit nations during GW2. Since
the end of the war, both nations have sold the launchers
to other groups, and it has become popular with the
Orion League, the Borealis Republic, Insight, and the
Galactic Concord.
Storm PDG
This system is an upgraded version of the older
point defense gun. It fires not only at a dramatically
higher rate, but it also uses rocket-assisted sabot rounds
at a higher muzzle velocity, allowing it to keep up with
the rapid improvements in missile technology. The
weapon has a standard magazine of 2000 rounds,
enough for 250 bursts.
Sliver Gun
This External weapon fulfills the same function
as the point defense gun and mass cannon, providing a
rapid-fire anti-missile and anti-fighter projectile weapon.
It uses an incredibly efficient mass driver system to fire
small crystal slivers at over 4000 rounds per minute.
The weapon has a standard magazine of roughly 6000
rounds, but the high rate of fire limits this to a mere 22
bursts. The magazine can be increased by 8000 rounds
(roughly 30 bursts) by dedicating an additional hull point
to the weapon. Each hull point added to the magazine
costs $20,000.
Kinetic Converter
Another tsa weapon, the kinetic converter uses
the same technology as the inertial flux engine to rapidly
accelerate a slug up to near the speed of light. The
resulting impact is almost as powerful as a fusion
warhead. As this is a tsa weapon, they are not sold on
the open market. In fact, only heavy tsa warships and
military stations have ever been seen with these
weapons.

32

TABLE SDN S11a: Star*Drive Missile Launchers


Launcher

Tech

Hull

Power

Reload

ROF

Fixed cell launcher

--

10

$500 K

40

All

Extra cells

--

$10 K

+4

--

--

10

$1 M

40

All

Extra Cells
-1
0
$25 K
+4
N
Weapons Rack
-2
1
$100 K
8
N
Weapons Rack, light
-1
1
$75 K
4
N
Tech: The technology track required to build an engine of this type.
Pow: The number of power points required by each hull point assigned to the engine.
Hull: The number of hull points used by this system.
Cost: The cost of the system for each installation.
Cap: The capacity of the launch system.
Reload: Whether or not this system can be reloaded in open space.
ROF: The number of missiles, bombs, or mines that may be fired in a single round.

-All
All

Ordinance Cell Array

Cost
Cap
Progress Level 7

Notes
Can only be equipped with one
size of weapon
Carries missiles, bombs, and/or
mines
Carries missiles/bombs
Carries missiles/bombs

TABLE SDN S11b: Star*Drive Ordinance Casings


Casing

Tech

Size
War
Guid
Cost
Progress Level 7
Bomb/mine casing, light
-0.5
1
0
$5 K
Bomb/mine casing, medium
-1
2
0.5
$10 K
Bomb/mine casing, heavy
-2
4
0.5
$20 K
Scylla mine, light
-2
*
1
$50 K
Scylla mine, heavy
-4
*
2
$75 K
Grav missile, light
G
1
1
0.5
$60 K
Grav missile, medium
G
2
2
1
$90 K
Grav missile, heavy
G
4
4
2
$150 K
Grav missile, cruise
G
4
2
3
$250 K
Impulse missile, light
-1
1
0.5
$40 K
Impulse missile, medium
-2
2
1
$60 K
Impulse missile, heavy
-4
4
2
$100 K
Impulse missile, cruise
-4
2
3
$200 K
Progress Level 8
Flux missile, micro
X
0.5
1
0.5
$50 K
Flux missile, light
X
1
2
1
$75 K
Flux missile, medium
X
2
4
3
$100 K
Flux missile, cruise
X
4
2
2
$250 K
Bio-missile, light
B
1
1
0.5
$60 K
Bio-missile, medium
B
2
2
1
$80 K
Bio-missile, heavy
B
4
4
2
$120 K
Bio-missile, cruise
B
4
2
3
$200 K
*Scylla mines have a payload of a single light missile; see system description for further details.
Tech: The technology track required to build a casing of this type.
Size: The number of launch system capacity points required by this weapon.
War: The size of the warhead that can be mounted within this casing.
Guid: The size of the guidance system that can be mounted within this casing.
Cost: The cost of the casing.
Acc: The basic accuracy modifier for the weapon, in steps.
End: The number of rounds in which the casings battery can power the propulsion system.
ACC: The acceleration rating of the missile system, in megameters per phase per phase.

Acc

End

ACC

-3
-2
-1
-2
-1
-1
0
+1
+1
-1
0
+1
+1

-----4
6
8
16
4
6
8
16

-----14
16
18
8
8
10
14
6

-3
-2
-1
0
-2
-1
0
0

3
6
10
28
4
6
8
16

18
20
20
14
12
16
18
8

NEW MISSILES, BOMBS, MINES, & LAUNCHERS


Bombs/Mines vs Missiles:
There is a significant difference between bombs
and missiles. A bomb is a reentry casing containing a
guidance system and warhead. It also includes a small

maneuvering system and a small deployable parachute


intended to reduce reentry speed. Since they dont have
an engine system or power plant, bomb casings are not
very large, and take up very little space.

33
Mines are another special case. All mines
incorporate stealth technology that hides them from
probing sensors, but they are still surprisingly small.
Just like the bomb casings, however, mine casings still
do not have any engines. Instead, they are equipped
with a simple set of maneuvering thrusters that are
intended for initial deployment and precision placement.
In contrast, a missile casing is twice the size for
the same size warhead. All of this space is taken up by
a powerful engine and battery pack. Unlike the engines
used on starships, missile engines are super-charged
and actually suffer damage when activated. However,
they can get away with this due to their single-use
design, where they are intended to be destroyed
anyway. Even missile battery packs rapidly overheat,
and many recovered missiles are filled with molten slag
caused by the combined overheating of the engines and
batteries. Normally, the only items that can be
harvested from a recovered missile are the warhead and
sensor systems.

weapons. In contrast, smaller missiles are now far more


effective when used to target incoming missile flights, as
they can be carried in large numbers but their speed and
endurance limits them to closer engagements.

Missile Speed Modifications Explained


As originally presented in Warships, missile
weapons contained a number of flaws. In effect, they
were too powerful and too effective against what could
be viewed as a traditional ship, yet it is possible to build
a fair sized vessel with the capability to match or exceed
the speed of any missile weapon available at the same
Progress Level.
According to the way the rules were written, a
large vessel would always have an easier time achieving
high acceleration ratings than smaller vessels.
However, small missiles were developed as the fastest
possible weapons, while medium and large missiles
lagged behind. In addition, as previously noted, a ship
with 50% of its hull devoted to engines could outrun any
medium or heavy missile, and match the speed of any
light missile. In effect, the rules made missiles either the
most powerful weapons of all time (as there werent any
limits on their sensor capabilities) or were so slow to
make them pointless to mount.
As a result, I have a love/hate relationship with
Warship missiles, which I have attempted to deal with in
this supplement. One solution I am attempting to use is
by altering missile engine performance. As previously
noted, a missiles engine does not function in the same
power range as a spacecrafts engine. A ships engine
is intended for months if not years of operation, while a
missile is built to operate for mere minutes. As a result,
a missile is always intentionally operating at a power
level that rapidly damages the engine, eventually
resulting in unrepairable harm. Furthermore, I have
elected to follow the unwritten rule of Warships,
specifically altering missile speeds to make larger
missiles (with larger engines) much faster than smaller
missiles.
What much of this means is that larger missiles
(which are limited in their number because of size and
cost issues) are far more effective at killing larger ships,
which have little hope of ensuring they can out run the

NEW MISSILE TYPE: Cruise Missiles


A modified version of the heavy missile, a cruise
missile sacrifices warhead and engine space for
additional power cells and sensors, dramatically
increasing its range. While this makes the cruise missile
both slower and usually less powerful than a normal
heavy missile, it allows for missile shots at extreme
ranges (usually referred to as beyond horizon shots, as
the target is beyond the sensor horizon of the launching
ship). The standard for cruise missile use is for the
target to be a fixed target, such as a planet or fixed
station, or for target data to be fed to the launching
vessel by forward deployed scouts. It should also be
noted that most cruise missiles are equipped with
multiple guidance systems, especially inertial units, to
give them the best chance of finding and striking the
target. The casings for cruise missiles are also modified
to incorporate low-observable stealth technologies,
applying a +2 step penalty to detection by targeted ships
(note that active sensors can render cruise missiles
more easily detectable by the target).
While cruise missiles have a lower acceleration
rating than other types of heavy missiles, their high
endurance allows them to attack at much higher speeds
than normal. Cruise missiles can easily be fired from
outside of the sensor range for most ships.
By far the best cruise missile type is the flux
cruise missile, used only by the tsa. Thanks to their
incredibly small and powerful inertial flux engines, flux
cruise missiles are built to be the same size as a normal
human heavy missile, allowing them to increase their
range without sacrificing payload capacity.

NEW LAUNCHER: Fixed Cell Array


This system is a heavily simplified version of the
ordinance cell array. In an effort to reduce the cost of
the expensive weapon system, the fixed cell array
incorporates a number of launch cells which are
designed to only handle a single size of weapon. To
determine the number of cells included within the
launcher, take the total capacity and divide it by the
intended size of the weapon (heavy equals 4, medium
equals 2, and light equals 1). The fixed cell array can
only fire missiles, not bombs or mines.
For an example, a heavy fixed cell array with a
total capacity of 40 points would have 10 cells capable of
handling up to 10 heavy missiles, 10 cruise missiles, or a
mixture of the two.

NEW CASINGS
Scylla Mines
Named for the famous monster of the Odyssey,
Scylla mines are a specialized weapon system designed
to kill enemy warships. They function in the same
manner as a normal mine system, with a stealth casing

34
containing a guidance system, targeting computer, and
payload. However, where they differ from a traditional
mine is in the fact that all Scylla mines also function as
miniature missile launchers.
Scylla mines automatically contain a missile,
which is launched when a target is detected within
range. They effectively operate as a modern US Navy
CAPTOR mine, which contains a light weight torpedo
which is launched at an enemy target.
All Scylla mines contain enough space to hold a
single light missile, with larger mines being equipped
with more space for additional sensors. To determine
the cost, damage, and range of a Scylla mine, construct
both the mine and the desired light missile separately,
and then add them together.
Grav Missiles
These missile types use a gravity induction
engine, making them the fastest missile weapons of the
Gravity Age. Unfortunately, they are easy to detect after
launch using a mass detector. They are also fairly
expensive when compared to other missile casings of
the era. Despite this, the grav missile is the standard
missile type in service with most professional stellar
navies, though not all planetary defense forces can
afford to use them in large numbers
Impulse Missiles
The most basic missile casing type of the
Gravity Age, the impulse missile uses a particle impulse
engine to generate thrust. This lower grade engine

makes them relatively cheap when compared to grav


missiles, and they are usually popular with planetary
defense forces and colonial navies operating on a limited
budget. While impulse missiles are not as fast as grav
missiles, they are still faster than a normal starship, and
can easily close the distance.
Flux Missiles
Utilizing the miracle of a mini-inertial flux engine,
flux missiles are the smallest and fastest missiles in the
Stellar Ring. Their blistering speed can catch virtually
any ship, and theyre small size ensures any missile ship
armed with them can out gun nearly any other vessel.
However, they are only produced by the tsa, who have
never sold them to other groups. As a result, only the
tsa stellar navy is equipped with flux missiles.
Bio-missiles
These weapons use the External bio-field
generator to produce thrust. They function in the same
capacity as the grav missile, though they are completely
composed of organic materials. However, unlike other
organic technologies, these weapons are not capable of
self-repair. Instead, they are almost completely formed
from a tough chitin carapace containing the engine and a
simple power source. As an external weapon, it is the
standard missile system used by the species of the Ikrl
Theocracy, mainly the klicks, kroath, nsss, and sifarv.

35

TABLE SDN S11c: Star*Drive Warheads


Warhead

Tech

War

Cost

Acc
Fire
Damage
AoE
Progress Level 6
Comm Buoy
C
2
$5 K
--------AA Burst
-1
$5 K
+2
HI/S
d8+3w / d6m / 2d4m
10 / 20 / 40 m
CHE
-2
$10 K
0
En/L
d6+1s / d6+1w / d4+2m
20 / 40 / 60 m
Submunition, KE
-2
$20 K
+1
HI/L
d6+2s / d6+2w / d6+4w
200 m
Submunition, MN
-2
$25 K
-1
HI/G
d6w-1w / d6w / d8+2w
200 m
Submunition, HE
-4
$60 K
-1
HI/S
d4w / d4+2w / d6+2w
200 m
Submunition, IPG
-2
$25 K
-2
En/Gd
d4+4w / d6+4w / d4+2m
200 m
Nuke, Low-yield
-1
$500 K
0
En/L
2d6s / 2d6w / 2d6m
200 / 400 / 800 m
Nuke, Mid-yield
-2
$750 K
-1
En/M
2d4w / 2d4m / 2d4c
2 / 6 / 12 km
Nuke, Hi-yield
-4
$1 M
-2
En/H
2d6w / 2d6m / 2d6c
5 / 10 / 20 km
Nuke, Neutron
-2
$500 K
-1
------------ See description -----------1 / 2 / 4 km
Progress Level 7
Pulse Jammer Pod
C
2
$300 K
--+4 steps to sensor checks
5 / 10 / 15 Mm
Adv decoy, Mk 1
C
1
$150 K
--+1 step penalty
-Adv decoy, Mk 2
C
2
$300 K
--+2 step penalty
-Adv decoy, Mk 3
C
4
$600 K
--+3 step penalty
-Plasma
F
1
$50 K
+1
En/L
d6+3w / d8+3w / d6+2m
60 / 120 / 180 m
Heavy Plasma
F
2
$150 K
0
En/M
d8+4w / d12+3w / d8+2m
100 / 200 / 300 m
Advanced Fusion
F
4
$750 K
-1
En/H
2d8w / 2d6+1m / 2d6+1c
6 / 12 / 24 km
MRB, Low-yield
D
1
$250 K
+1
En/L
d8+1s / d6+1w / d6+1m
250 / 500 / 1000 m
MRB, Mid-yield
D
2
$500 K
0
En/M
2d4+1s / 2d4w / d8+1m
500 m / 1 / 2 km
MRB, Hi-yield
D
4
$1 M
-1
En/H
2d6+1s / 2d6w / 2d6m
3 / 6 / 12 km
Matter
A
4
$2 M
-1
En/SH
3d6w / 3d6m / 2d6+2c
10 / 20 / 40 km
Progress Level 8
Starload
D
1
$80 K
+2
En/L
2d6w / 2d6m / 2d6c
80 / 160 / 240 m
Dark Fusion, LY
D
2
$1 M
-1
En/H
2d8w / 2d8m / 2d8c
2 / 4 / 8 km
Dark Fusion, HY
D
4
$2 M
-2
En/SH
3d6w / 3d6m / 2d8+2c
6 / 12 / 30 km
Tech: The technology track required to build a warhead of this type.
War: The size of the warhead.
Cost: The cost of the warhead.
Acc: The basic accuracy modifier for the warhead, in steps.
Fire: The attack type (low impact, high impact, or energy) and its firepower (small, light, medium, heavy, or super-heavy).
Damage: The damage inflicted on an Ordinary, Good, or Amazing-quality success on an attack roll.
AoE: The Area of Effect for the warhead, read as Amazing / Good / Ordinary- quality damage in the listed distance.

NEW AND MODIFIED WARHEADS


Comm Buoy
The Comm Buoy is a non-lethal system intended
for use with missiles, bombs, and mines. Instead of
loading the payload bay with explosives or hazardous
materials, this system installs a small computer, power
pack, and radio transceiver. When launched, the
warhead begins transmitting a prerecorded message for
up to an hour with a communication range of up to 2000
Mm. Optionally, the system can be set to broadcast
after a preset time delay, though this still eats into the
systems power supply. For each hour of delay, 1 minute
is removed from the overall transmission time.
It is important to remember that, while the
system can delay the broadcast, it cannot increase the
engines operational time. A comm buoy loaded into a
missile with an endurance of 4 rounds will still run out of
power and maneuvering ability after 4 rounds. Also, the
computer does not have encryption software installed,
though a message can be encrypted prior to being
loaded into the computers memory.

A third option is also available, where the buoy


serves as a simple beacon. In this setting, the buoy only
broadcasts a simple tone or tone set, such as a basic
SOS signal. In this configuration, the buoy can last up to
1 day. Tone sets are already coded into the system, and
are routinely used for very basic communication at
extreme ranges. Because this setting relies on simple
messages, the communication range is increased to
4000 Mm.
Submunition Warheads
Submunition warheads, better known as
Submunition Packs, cluster bombs, or SMPs, are
designed to carry bundles of smaller items or bomblets,
which are dispersed upon detonation. For weapons
that inflict damage throughout the area, roll an attack
against all targets to determine specific damage. For
those that do not cause immediate damage, such as the
MN Submunition, assume that any creature or ground
vehicle moving through the area has an equally random

36
chance to trip a mine within a single square meter. The
character should roll a DEX check to determine if they
trip a mine or not. Depending on the depth of the field,
this can be an ordinary difficulty (periphery), good
difficulty (off center), or amazing difficulty (on center). A
failure indicates the character has tripped a mine.
The KE Submunition carries a bundle of high
density metal rods for use against space-born targets.
They operate in the same fashion as the KE
Submunition from Warships.
The MN Submunition (or MN SMP) is a mine
carrier intended to target ground troops and operates as
an area denial weapon. It carries over 400 land mines
which are deployed within a 200 meter diameter circle
around the point of release. For more information on
land mines, see their description under Prepared
Explosives on page 180 of the Players Handbook.
The HE Submunition warhead is similar to the
MN Submunition, but carries 400 small grenade-sized
bombs, each containing a shaped charge warhead,
which are randomly dispersed throughout the area of
effect. Treat each of these weapons as a hand grenade
in terms of blast radius and mass. The HE SMP is
intended for use against buildings and armored vehicles.
The IPG Submunition contains roughly 200
incendiary plasma grenades. After release, these
weapons are scattered over the 200 meter diameter
deployment area, creating a massive firestorm. The
blaze is hot enough to melt the steel and plastic
components used in light military vehicles and turn
unprotected troops into smoking husks. It is also
incredibly useful in destroying buildings and has been
used as a terror weapon.
Nukes
One of the most popular warheads used in
space, nuclear warheads provide a massive amount of
firepower in a surprisingly small amount of space. The
low-yield nuke is a basic plutonium implosion design,
allowing for a small and efficient system measuring 1 to
2 kilotons. The mid-yield nuke, which is the most
commonly used nuclear warhead, uses the low-yield as
a basis, but includes a tritium booster to increase the
yield to roughly 150 kilotons. The larger high-yield nuke
is a pure fusion device, relying on a mixed hydrogen
isotope core to produce a 1 megaton blast. The Gravity
Age advanced fusion warhead is a 5 megaton version
using a more efficient fusion detonation system.
The neutron nuke, better known as a neutron
bomb, is a modified form of the mid-yield nuke.
However, instead of having a radiation casing designed
to retain neutrons to increase the blast yield (as is
normally seen in nuclear weapons), the neutron bomb
allows these neutrons to be released as a massive pulse
of radiation. This pulse is extremely damaging to living
tissue and computers, but not normally to a ships
material components. Neutron warheads have a

firepower rating of En/L and deal d6w, d8w, and d8+2w


for ordinary, good, and amazing hits. However, unlike
other weapons, the neutron bombs damage is not
normally degraded by quality. Instead, for every grade
above light the target is, remove one point from the
damage. For example, a battlecruiser hit by a neutron
warhead would be exposed to d6-2w, d8-2w, and d8w
before armor is calculated. Furthermore, this damage
only affects the crew and computer systems.
Pulse Jammer Pod
This warhead is basically a miniature RF spike
generator. On detonation, the weapon releases a pulse
of radio frequency energy, scrambling electronics.
Unfortunately, it is not powerful enough to completely fry
the hardened electronics used by spacecraft and
missiles. Instead, the pulse interferes with the exposed
electronic detector arrays used by sensor systems,
which are required to have less shielding.
The damage inflicted by the pulse only creates
static inside of sensor systems. All targets within 5 Mm
of the detonation point suffer a +4 step penalty to their
sensor checks. This penalty reduces to +3 steps out to
10 Mm, and +2 steps at up to 15 Mm. This penalty
affects all manner of sensors. The static also remains,
reducing one step for every round after detonation.
Advanced Decoy
A much improved version of the Fusion Age
decoy drone, the advanced decoy system is smaller and
more versatile. The system includes an upgrade
package to the missiles engines, reducing their
acceleration by half but doubling their endurance. In
addition, the engine is placed under the direct control of
the systems computer, which also controls the variable
strength emitters. Courses and emission strengths can
be preprogrammed or altered after launch. These new
emitters and engine modifications allow the advance
decoy to mimic almost any ship class without having to
be specially built for a specific ship.
As a result of the new emitters and realistic
maneuvers, advanced decoys add a penalty to a hostile
ships sensor check to discern the decoy from the real
ship. The amount of the penalty depends on the size
and capability of the advanced decoy. The smallest
Mark I adds a +1, a Mark II adds a +2, and a Mark III
adds a +3 step penalty.
Dark Fusion
Similar to plasma and fusion warheads, dark
fusion generates an explosion by initiating a fusion
reaction of dark matter. The results, however, are far
more destructive than a normal fusion device. Dark
fusion warheads are only available to the Externals, and
are used extensively by the sifarv, the kroath, and the
nsss. Surprisingly, the klicks are not trusted with these
weapons.

37

TABLE SDN S11d: Star*Drive Guidance Systems


System

Tech

Size

Cost

Acc
Range
Progress Level 6
-1
6
0
3
0
5
0
2
-1
2
+1
10,000
+1
100
+1
10,000
+2
0
+1
2
0
3
Progress Level 7
-1
4 (8)*

Semi-active Radar
Active Radar
EM Homing
IR Homing
Dual-mode
Command (radio)
Command (laser)
Command (datalink)
Inertial
Image Recognition
Laser Homing

------------

1
1
1
0.5
0.5
0.5
1
0.5
0.5
0.5
0.5

$10 K
$20 K
$10 K
$10 K
$30 K
$5 K
$10 K
$5 K
$2 K
$5 K
$15 K

Multiband Radar

--

0.5

$25 K

Mass Homing

$50 K

-1

10

Passive Homing

0.5

$50 K

-1

AI Probability
Bio-seeker, active
Bio-seeker, IR
Bio-seeker, EM

C
B
B
B

1
1
0.5
0.5

$30 K
$30 K
$20 K
$25 K

Notes
+2 step penalty to jamming
Can be jammed
Accuracy drops to +2 if target is not EM active
Accuracy drops to +2 if target is not IR hot
Combines EM and IR homing
Can be jammed
Cannot be jammed
+1 to jamming
Determines position only
Cannot be jammed, relies on video image
Cannot be jammed
Can be active or semi-active
Accuracy reduced to +2 if target is not using gravity
generation**
Combines EM and IR homing with image
recognition

Progress Level 8
-2
8
0
3
0
2
0
5

Tracks EM emissions with computer enhancement


Can be jammed
Accuracy drops to +2 if target is not EM active
Accuracy drops to +2 if target is not IR hot
Can only be used against psionically active
Psi-homing
P
1
$50 K
-2
5
targets
*Multiband radar has a range of 4 megameters when used actively, or a range of 8 megameters when used semi-actively
**Gravity generation includes all engines, weapons, defenses, and communication systems marked under a tech track of G, such as
the induction engine, mass cannon, MADAR, and artificial gravity
Psionically active targets are those with crew using active Mindwalking skills or ships with active psionic technology; this includes fraal
crystallis armor and similar system marked reached using the Psionic tech track
Tech: The technology track required to build a guidance system of this type.
Size: The size of the guidance system.
Cost: The cost of the guidance system.
Acc: The basic accuracy modifier for the guidance system, in steps. This is cumulative with the accuracy modifiers for the casing and
warhead.
Range: The maximum range for a successful lock against a target. A missile must be within this range before the guidance system
can detect the target. Note that for both of the command link systems, this is the maximum range for communication between
the weapon and the controlling ship.

NEW AND MODIFIED GUIDANCE SYSTEMS


Size & Range:
All guidance systems take up space within a
missile, bomb, or mine casing, which is determined by
the specific type of guidance system. A guidance
system must be of equal or lesser size to the space
inside the chosen casing. However, it is possible to fit
more than one guidance system into a casing, so long
as the total space taken up by all of the guidance
systems does not exceed the space available within the
casing. For example, a medium grav missile casing has
enough space for 1 point of guidance system. This is
enough for a single active or semi-active radar unit, an
EM homing system, or a laser command system. It is
also possible for the same missile to be equipped with a
multiband radar unit and radio command unit together.
All guidance systems now have a range statistic.
This is the maximum range at which the guidance

system can actually detect and lock onto the target. If


the target is outside of this range, the missile cannot
detect it, and cannot home in on it. While all missiles are
given basic targeting data when launched, they will only
be able to travel toward where the target should be,
which means it is possible to maneuver outside of the
weapons search area. The only counter to this is to
install a command or data link system, which allows the
launching ship to feed further targeting data to the
guidance system.
Semi-Active & Active Radar:
There are two primary types of radar in the
Fusion Age, active and semi-active. Active radar
guidance uses a system that includes both a receiver
and a transmitter, with the missile generating its own
radar pulses. Active radar is always fire-and-forget,

38
especially once the weapon locks onto the target, and
the launching ship does not need to maintain contact
with the target after firing. In contrast, semi-active radar
uses only receiver elements and relies on an external
radar source (such as a ship). This allows for a longer
locking range, as the larger receiver is more sensitive,
but it also means that at least one allied ship must
maintain active detection on the target using radar.
Data link & Command guidance:
Data links and command guidance systems both
generally do the same thing, establishing a direct data
connection between the launching ship and the weapon.
Command systems, whether relying on lasers or radios,
give the launching ship direct control over the weapon,
allowing a weapon technician to literally fly it. The data
link, however, only allows for updated targeting data,
and the ship has no control over the weapons course or
speed.
Inertial guidance:
This system uses a series of accelerometers
and a high precision navigation system to accurately
determine the weapons position with an incredibly high
degree of accuracy. Unfortunately, the system itself
does not actually detect a target, and instead relying on
data uploaded just prior to launch or while the weapon is
on the way to the target. If no additional data is passed
to the system, the weapon will proceed to the original
location, whether the target is there or not. Surprisingly,
this is still one of the most popular guidance systems
available, remaining a dominate system well into the
Energy Age. This is partly due to the fact that it is small
and cheap, allowing it to be married with other systems,
but also because it is extremely effective against nonmoving ground targets.

Laser-homing:
This system is similar to semi-active radar,
except it relies on Ladar. As a result, the target must be
illuminated with a Ladar sensor for this guidance system
to lock on to the target.
Multiband Radar:
This is a more advanced form of radar system,
capable of operating as either active or semi-active
guidance. The specific operation type is determined at
launch, though it can be changed if the weapon is also
equipped with either a data link or a command guidance
system.
Bio-seeker:
These are the organic versions of the IR, EM,
and active radar homing systems. As these are
composed of organic rather than technological
components, it is not uncommon for these systems to
look like they have one or more eyes, which includes
compound, reptilian, avian, or mammalian.
Psi-homing:
Developed by the fraal, psi-homing is similar to
both EM and IR homing, but focuses on psionic energy.
It is only effective against a target with an active psionic
system.
However, it is possible to use the psi-homing
system against a target containing numerous
Mindwalkers if they are tightly grouped together. Any
ship with 1000 or more Mindwalkers aboard can be
targeted with this guidance system at a +2 step penalty.

39

TABLE SDN S12: New Star*Drive Torpedoes and Special Weapons


Weapon
Tractor Beam
Gravity Sling
Tidal Induction
Generator
Drivespace
Inhibitor
LIPP Cannon
Flare Launcher
Matter Torpedo
Plasma Torpedo
Pulse Gun

Tech

Hull

Pow

Cost

Acc
Range
Progress Level 7
$150 K
-1
0
$600 M
*
0

G
G

2
80

1
80

110

300

$3 B

100

150

$25 M

F
Q
D
F
S

110
105
5
10
4

90
180
7
15
6

Fire

Damage

Mode

---

Special
Special

F
F

1/2/3

--

Special

15 / 30 / 75

--

Special

$1.5 B
*
1
-Special
$2 B
*
1
-Special
$600 K
0
2/4/8
En/M
2d6s / 2d6w / d6+3m
F
$10 M
+1
3/6/9
En/H
3d6s / 3d6w / d8+3m
F
$1 M
-2
1/2/3
En/SH
3d4s / 3d6s / 2d4w***
F
Progress Level 8
Flux Torpedo
X
5
6
$2 M
+1
4 / 8 / 16
En/M
d6+3w / 2d6+2w / 3d6+2w
F
Inertial Torpedo
X
8
14
$8 M
+1
3/6/9
HI/H
2d6s / 2d6w / 2d6m
F
Neural Inhibitor
P
12
20
$40 M
0
1/2/3
**
d12s / d12w / d20w**
F
Drive Torpedo
G+D
24
45
$100 M
+2
4 / 8 / 20
En/H
d8+1s / d6+1w / d6+1m
*The gravity sling, tidal induction generator, LIPP cannon, and flare launcher are all intended to be used against a planetary surface,
and cannot be used in space combat against maneuvering ships.
**The neural inhibitor only affects crewmen; see the weapon description.
***The pulse gun never upgrades damage against targets of inferior toughness.
Weapon: The name of the weapon.
Tech: The tech track required by this weapon. If more than one is listed, those separated by a comma are either/or while those
separated by a + require both.
Hull: The number of hull points required for the installation of this weapon system.
Pow: The power required to employ this weapon in one round of combat.
Cost: The cost to install the weapon.
Acc: The weapons base accuracy.
Range: The weapons short/medium/long ranges in megameters.
Fire: The weapons type (low impact, high impact, or energy) and firepower (small, light, medium, heavy, or super-heavy).
Damage: The weapons damage for an Ordinary/Good/Amazing-quality success on an attack roll.
Mode: The weapons allowed fire modes. F is for single shot, G stands for group (or battery), B stands for burst fire, and A
stands for autofire.

NEW AND MODIFIED TORPEDOES AND SPECIAL WEAPONS


DEVELOPERS NOTE:
Torpedoes and special weapons usually fall
outside of beam, projectile, and missile weapons, and
many are a blending of two or more of these other
weapons. As a result, some of these weapons are
completely harmless while others represent firepower
that greatly outmatches their size. Assume that all
torpedoes and special weapons except the tractor beam
are considered restricted by all governments in the
Stellar Ring.
SUPER WEAPONS:
Unlike all other weapons presented in this
supplement, super weapons are designed specifically for
the targeting of colonized worlds. While other weapons,
such as nuclear warheads, can be used to for the same
kind of attack, super weapons can only be used against
non-maneuvering targets, and most require the
presence of an atmosphere or land mass to function. As
a result, super weapons can usually only be used
against planets.
All super weapons are heavily restricted by
every known government, and are only found on a small

number of warships. They are also so costly as to price


them out of most civilian budgets. Surprisingly, many
nations consider them to be abhorrent, yet every nation
includes them in their arsenals as a last resort. During
GW2, these were the weapons that decimated enemy
worlds and killed billions of civilians.
All super weapons are marked with an SW as
part of their descriptions below.
Gravity Sling (SW)
This unusual weapon is related to the tractor
beam. However, rather than affecting ships, this
weapon is designed to hurl asteroids at planets.
Weapons such as this were a common item during the
Second Galactic War, and more than one world suffered
massive bombardment by a group of these ships.
The gravity sling works in the same way as the
tractor beam, though it is larger and more power hunger.
A single sling can lock onto an asteroid with a diameter
of up to 200 meters, though multiple slings can be
combined to lock onto a larger asteroid. Both the
acceleration and the overage factor of the tractor beam
also applies to this weapon. However, unlike the tractor

40
beam, which can exert this acceleration over multiple
rounds, the gravity sling can only affect an asteroids
speed once. Aiming the asteroid requires 1d6 minutes,
during which time the ship must remain in the same hex
as the asteroid being used.
This system cannot be used in combat against
other ships or stations. It can only be used against
planets, asteroid bases, and similar large targets that are
known to be in a fixed orbit. Impact damage is up to the
GM, but it should at least equal a nuclear warhead.
Tidal Induction Generator (SW)
Another super weapon developed during GWII,
the tidal induction generator is similar to the render
cannon, but produces small tectonic changes within a
planetary body. When activated, the generator rapidly
cycles between attraction and repulsion forces against
the targets surface. If used against a solid land mass,
these forces cause earthquakes in a 200 km diameter of
the target point. If used against a large body of water, it
can cause a rapid rise in sea levels by up to 3 meters,
resulting in micro-tsunamis out to 300 km.
The effects of this weapon can be combined
with other tidal induction generators, increasing the
effective radius by half with each unit added. For
example, two generators cause earthquakes out to 300
km, three will cause earthquakes out to 400 km, and so
on. This weapon can only be used against a planetary
surface, and is unable to function against a ship, station,
or asteroid base.
Drivespace Inhibitor
This system creates a massive gravitational
anomaly around the generating ship or station, making
any attempt to activate a stardrive, drivewave,
drivespace transceiver, or drivespace detector nearly
impossible within its area of effect. While the inhibitor
doesnt actually damage drivespace technology, the field
makes entering or using drivespace extremely difficult.
The actual difficulty depends on the distance from the
inhibitor. Any ship within 15 megameters suffers a +5
step penalty, while those within 30 megameters suffer a
+4 step penalty, and those out to 75 megameters suffer
a +3 step penalty.
LIPP Cannon (SW)
The Laser Induced Plasma Pulse Cannon (or
LIPP Cannon, for short) uses a powerful laser system to
transform the atmosphere of a planet into a massive
plasma pulse wave. The resulting damage rapidly
expands outward and consists not only of superheated
plasma, but also a compression wave and electric
discharge. The weapon affects all targets within 50 km
of the target point, but it requires 3d10+5 minutes to
calibrate the weapon to a specific target atmosphere.
Flare Launcher (SW)
Another super-weapon, the flare launcher
bombards the target with a wide blast of subatomic
particles, mimicking the effects of a solar flare. The
initial effect of this weapon is a massive EM pulse,

followed by rising radiation levels. The longer the


weapon fires at the target, the more rapidly the radiation
level rises.
The initial damage caused by the flare launcher
is 3d4s / 3d6s / 2d4w in a blast radius of 20 / 50 / 120
km from the center of the target area. Afterward, for
every hour the launcher fires at the target, the radiation
rating rises by 1 point and expands by 15 km. So, for
example, a city on a world with a R1 rating is targeted by
a flare launcher for 2 hours. Within 15 km of the
targeting point, the radiation is R3, while the rating from
15 to 30 km is R2. Once the target reaches R5, each
hour increases the radius of the radiation by another 15
km.
Matter Torpedo
This weapon fires a small dark matter warhead.
On impact, the weapon detonates in a massive ball of
dark matter plasma, scorching the target with
tremendous heat and radiation. The system contains an
integral magazine of 30 warheads.
Plasma Torpedo
Similar to the matter torpedo, the plasma
torpedo uses a high efficiency fusion warhead. The
standard plasma torpedo has a magazine of 30 shots.
Pulse Gun
The pulse gun is a Gravity Age version of the RF
spike. With improvements in materials and technology,
the pulse gun doesnt burn itself out with use, and is
capable of multiple shots. However, the weapon does
need time to reset its electronics, and can only be used
once every 5 minutes (10 combat rounds).
Flux Torpedo
This weapon fires an energy torpedo that, on
impact, alters the inertial state of the targets atoms,
causing the target to literally burst apart. Unlike other
torpedoes, the flux torpedo doesnt affect a large area,
but is still extremely powerful and deadly. This system is
only available to the tsa. This weapon has an integral
magazine of 50 shots.
Inertial Torpedo
This weapon combines an ablative shield and an
inertial flux engine with a power cell. On impact, the
shield protects the projectile from damage for a split
second, allowing the weapon to burrow into the target.
In addition, while the weapon is protected by the ablative
shield, the target is still damaged in the same manner as
other projectile weapons. Once the shield fails, the
weapon is destroyed, expending its remaining kinetic
energy inside the target. Unlike other torpedoes, this
weapon inflict only kinetic energy damage, effectively
exploding on impact with the target. Because of its
burrowing feature, the inertial torpedo reduces the
targets armor by half. This armor-piercing ability also
affects particle screens. Just like the flux torpedo, this
weapon is only available to the tsa. The flux torpedo
has an integral magazine of 40 shots.

41

Drive Torpedo
This system places a dark fusion warhead inside
a weapon equipped with a small stardrive similar to the
ones used in a drivesat. Moments after launch, the
weapon drops into drivespace and emerges one combat
round later. After returning to real space, the warhead
explodes. It is actually possible for this weapon to
emerge inside an unmoving target, such as a space
station or a disabled ship. For this to work, the target
must be unable to maneuver or accelerate, and the
gunner or weapons officer makes a called shot. If

successful, the weapon emerges inside a random


section of the target and ignores the targets armor
completely. The drive torpedo launcher has an integral
magazine of 10 shots.
Currently, there is only one species known to
have these weapons: the sifarv. It was this weapon
which was used to destroy Nova Station during the
Battle of Tendril. Lethes crew were able to successfully
bypass Novas armor and managed to get in a lucky hit
by landing the weapon inside the stations main
engineering area, causing a massive secondary
explosion that ripped apart the station.

42

TABLE SDN S13: Star*Drive Defensive Systems


System

Tech

Hull

Power

Charged Hull

--

0.5

Damage Control

--

5%

1/hull

Magnetic Screen
Stealth Hull

S
S

4
2

2
0

VM Aura

Q+M

2.5%

2/hull

Advanced Jammer
Coronal Hull
Defense Network
Deflection Inducer

-S
C,F
G

1
4
2
1

1
3
2
2

Cost
Coverage
Progress Level 6
$25 K
50 HP
$100 K /
-HP
$400 K
100 HP
$500 K
50 HP
$250 K /
-HP
Progress Level 7
$100 k
100 HP
$2 M
50 HP
$500 K
100 HP
$500 K
20 HP

Avail

Missile Spoofer

G+C

$200 K

50 HP

MIL

Particle Screen

20 HP

Repair Bots

5%

1/hull

$750 K
$500 K /
HP

Notes

CON

Degausses hull, d4s (En) to EVA

COM

-2 step bonus to Damage Checks

CON
MIL

+2 steps to missiles, projectiles


+2 steps to Sensor Checks

EX

Adds d4 / d6 / d6 to armor

RES
COM
RES
MIL

MIL

+3 steps to missiles, sensors


See description
Special
+2 steps to enemy attacks
+3 steps to missile targeting or missile
destroyed
Adds d4 / d4 / d6 to armor

--

CON

-3 step bonus to Damage Checks

Stardrive
Scrambler
Stealth Shield

$200 K

100 HP

RES

+4 step penalty to drive detectors

G, M

RES

Thermal shell

2.5%

+3 steps to Sensor Checks


Multiply atmospheric acceleration by 2
and speed by 1.5

Q+M

5%

2/hull

--

5%

2/hull

M
D+G
X

1
4
1

5
2
--

$2 M
100 HP
$100 K /
-HP
$250 K /
-HP
Progress Level 8
$100 K
-$500 K /
-HP
$1 M
100 HP
$2 M
100 HP
$500 K
--

0.5

$250 K

VM Shell
Ablative Capacitor
Ablative Shield
Generator
Cloaking Unit
Drive Drone
Energy Compiler
Nano-jammer

100 HP

COM
EX

Adds d6 / d8 / d8 to armor

Tsa

10 shield points

Tsa

Capacitor or compiler required

Tsa
EX
Tsa

+4 steps to Sensor Checks


3 drones
20 shield points
+3 steps to missiles, sensors;
Can hack enemy sensors

Mech

$250 K /
-EX
Adds d6+2 / d8+2 / d8+2 to armor
HP
Tech: The tech required to build this device. If more than one tech is listed, those separated by a comma are either/or while those
separated by a + require both.
Hull: The number of hull points required by the system.
Power: The number of power points required by one unit of this type, or for one hull point of this system in the case of systems defined
as a percentage of the hull.
Cost: The cost for one unit of this system, or per hull point of a system based on a percentage of the hull.
Coverage: The number of hull points one unit of this type can protect.
Avail: The availability of a device, listed as either common (COM), controlled (CON), military (MIL), or restricted (RES). For those
devices used only by a specific group or species, the species has been noted as either tsa or External (EX).
VM Shield

Q+M

10%

2/hull

NEW AND MODIFIED DEFENSIVE SYSTEMS


Charged Hull
This system creates an electrical current along
the hull of a starship. Originally intended simply to
electrocute potential boarders, the system is also able to
degauss the hull. All magnetic clamps connected to the
hull when this system is activated automatically
disengage. This includes the clamps used by boarding
pods, e-suits, powered armor, and docking clamps.
Furthermore, anyone touching the hull automatically
takes d4 stun per round until they are no longer touching

the hull. Armor does apply against this damage, and it is


considered energy and rated at ordinary firepower.
Advanced Jammer
This is the Gravity Age version of the older
jammer system. The system relies on technology similar
to multiband radar, allowing it to more rapidly determine
a broadcasting system and jam it effectively. Because of
the potential for misuse, all jamming technology is
considered to be heavily restricted in terms of

43
availability. Only military forces can legally possess a
jammer system, and all meaningful authorities will
impound a civilian vessel equipped with them unless the
owner can produce a license.
Coronal Hull
The coronal hull is a special series of
modifications made to a ship to allow it to operate within
the inner orbital track of star. This includes an advanced
cooling system for the hull, improved radiation shielding,
and a magnetic screen to protect the sensitive
electronics. While these improvements are very
effective, they are not perfect. A ship equipped with
such technology can survive for roughly 120 hours (5
days) within an inner orbital track. However, this system
requires significant maintenance following each
excursion, demanding 4 hours of repair for every hour
spent within the inner orbit of a star. This damage is
considered to be stun damage, but does not fill up the
ships damage track. Repairs can be made by the crew
or by repair crews at a base or space station. If no
repairs are made, this systems protection is reduced by
the amount of time previously spent within the inner
zone of the star.
For example, a ship spends 48 hours inside the
inner orbital ring of a star. The ships coronal hull
requires 192 hours of repairs. Without this repair period,
the ship can only survive for another 72 hours within the
stars inner orbital track. Partial repairs are acceptable,
as well, at a rate of 15 minutes of protection for every
hour spent in repair.
Due to the improvements added by this system,
a ship equipped with a coronal shield is actually better
protected against energy-based attacks. Add +2 to the
ships armor rating in the energy category. This bonus
can only be added to physical armor, not to temporary
armor such as a particle screen.
Normal: A ship traveling through the inner
orbital ring of a star takes damage at a rate of 1 stun
point per hour (minimum of 1 stun point). As the ships
damage track fills and the ship runs out of stun points,
the damages converts, first to wound damage, then to
mortal damage, and eventually to critical damage.
Armor has no effect against this damage, as it is
subjected to the same intense heat and radiation as the
rest of the ship. The damage quality (ie SC, Light,
Medium, Heavy, Super-heavy) is equal to the ships
toughness.
The coronal hull is intended merely to delay this
damage. Once the 120 hours of protection provided by
this system are complete, the ship begins to take
damage as normal.
Developers Note: This system is intended to
allow a ship to move closer than the first orbital track of a
star, based off of the original GMG star system orbital
rings. In this case, F, G, and K-class stars all have the
same inner orbital track of 0.3 AU, while an O/B and Aclass stars have an inner-most ring of 0.7 AU. GMs
should feel free to adjust the distance where this system
is needed for a specific star.

Missile Spoofer
Similar to the jammer system, the missile
spoofer is an example of an active defense system.
However, unlike the jammer and advanced jammer,
which just generates static on the same radio
frequencies used for missiles and sensors, the missile
spoofer tricks incoming missiles into premature
detonation.
The spoofer consists of laser, IR, radio
frequency, and gravity emitters. When activated, the
system uses these emitters to generate a false sensor
echo between the ship and incoming missiles. While the
larger and more capable sensors of spacecraft arent
fooled by this echo, the smaller and less powerful
targeting sensors aboard missiles have far greater
trouble in telling the difference.
When used, the missile spoofer forces all
incoming missiles to roll an attack check with a +3 step
penalty. A failure means that the missile locks onto the
false echo and detonates in the adjoining hex of the
target, well outside of the warheads blast radius. The
only missiles immune to the missile spoofer are those
without targeting sensors, such as command links, data
links, and inertial homing. Also, the psi-homing system
also cant be spoofed using this system.
Thermal Shell
Thanks to the advanced engines of the Gravity
Age and Energy Age, starship hulls are no longer
protected by the thick heat shields present on their
earlier Fusion Age ancestors. While their hulls are much
stronger, PL7 and PL8 ships are not designed to handle
high-speed reentries and instead rely on their engines to
provide a significant amount of braking power to reduce
atmospheric friction. As a rule, a PL7+ starship will
always take damage due to the heating of the hull during
high-speed reentry, and can only survive one such
attempt during an emergency.
The thermal shell, however, represents a new
ideal for a heat shield. Using advanced ceramics,
metals, and crystal composites, the thermal shell allows
a Gravity or Energy Age ship greatly increase their
tolerable atmospheric speeds. When used, a thermal
shell allows a spacecraft to double its atmospheric
acceleration rating and its atmospheric speed by 150%
(see Appendix 2 for details).
Not surprisingly, this system is popular for
shuttles and fighters, as well as many small craft. Drop
ships and assault ships are also commonly equipped
with it. However, ships of heavy and super-heavy size
are rarely equipped with a thermal shell due to the
massive costs.
Drive Drone
This system is similar to a decoy drone, but is
equipped with an FTL drive. When used, it produces an
FTL signature that mimics the launching ships own drive
signature. As a result, it allows a ship to fool drivespace
detection equipment within range, inflicting a +3 step
penalty to sensor checks to determine where the ship
actually traveled to. However, the drones used by this

44
system are much larger than a normal decoy drone,
requiring more space and power while only holding 3
drones. Unlike decoy drones, this system is useless in
ship combat, and only functions against FTL detection
systems.
Nano-jammer
Developed by the mechalus, this system is a
vastly improved jammer system using millions of nanotransceiver elements, making it far more efficient but far
more expensive. It is also not able to jam gravity-based
sensors.
However, the nano-jammer has another
specialized capability: it can hack an enemy missile or
sensor. Using advanced computing techniques, the
nano-jammer allows a mechalus crew to not only jam but
also hack the sensors of enemy ships and missiles. This
ability is limited to systems relying on radio frequency
emissions, such as radars, EM detectors, and radios.
When used, the mechalus sensor operator must
make a successful Computer Operation hacking skill
check. The complexity of the check is equal to the
quality of the system (assume all missiles have Ordinary
quality). Once complete, the mechalus operator has
complete control over the hacked sensor and any
attached dedicated computer (at the GMs discretion,
this includes the sensor control computers and possibly

the computer core, nav computers, and some fire control


computers). Common tactics are to shut down the
sensor and lock out its crew, cause the sensor to report
false returns, or cause the sensor system to report
nothing (including the position of the mechalus ship).
Against radio transceivers, this can allow access to the
targets comm signals. Against missiles, the mechalus
crew can cause them to detonate, switch to a different
target, or shut down.
To clear out the hacking, the enemy crew must
perform one of two actions. First, they can attempt to
counter the hack using their own Computer Operation
hacking skill check, with a bonus provided by the quality
of the ships computer core. Second, they can shut
down the system physically and make a repair check to
whip the circuits.
Due to their limited familiarity with gravitic
technology, this system cannot be used against mass
transceivers or mass detectors. It is also worthless
against IR detectors and radiation detectors. However, it
is effective against the passive array. The mechalus
have been known to use this system extensively aboard
their patrol craft and warships, and will use it to counter
hostile shipping with hours of false sensor echoes and
computer viruses.

STEALTH TECHNOLOGY
Stealth systems are incredibly useful. In effect, they dont hide a ship, but instead reduce its sensor signature
dramatically below the threshold for detection. This involves not only reducing the ships radar cross section, but also
canceling out the vessels passive signature, including hiding or channeling RF and IR emissions and even canceling out
its mass signature. In general, stealth systems operate as follows:
Fusion Age: Fusion age stealth technology, including the stealth hull, is intended to counter radar, EM, and IR
systems. Such equipment usually involves specialized shaping and materials to either scatter radar away from hostile
receivers or to channel it in other directions, blocking and reducing EM emissions, and covering high-output IR emissions
to prevent viewing. Against more developed PL7+ sensors, Fusion Age stealth is heavily flawed.
Gravity Age and Up: PL7+ stealth makes use less of specialized shaping and instead focuses on active stealth
technologies. The PL7 stealth shield uses active out-of-phase emissions to cancel hostile radar waves, and advanced
gravity induction technologies to reduce the detection range of the ships gravity well. The cloaking unit expands on these
concepts even more so, presenting a field which bends radar energy around the ship and either canceling or transforming
the ships own natural emissions into other forms (such as accelerating IR emissions into UV light, making the ship
invisible to IR detectors).
Using Stealth Technology: All stealth systems (better described as low-observable systems) are intended to
help prevent detection of the ship by hostile targets. With that in mind, the following rules apply.
Initial detection: A stealth ship can approach a target undetected. When the ship first enters the targets sensor
range, roll an opposed skill check (sensors for the enemy and defenses for the ship). The penalty applied by the
stealth system is applied against the targets roll, though the bonus/penalty applied by the ships size, the sensors
range, and any included computer system are also applied. If the stealth ship wins the opposed skill check, the
ship remains undetected.
Subsequent detection: The target ship is allowed another opposed skill check (sensors vs defenses) whenever
the stealth ship meets one of the following criteria: the ship makes a radical maneuver (GMs discretion), the ship
accelerates/decelerates with a rating faster than 5, the ship enters short sensor range, or the ship enters a
radically new sensors range (based on type, such as gravitic, IR, EM/radar, Laser, etc). Subsequent checks still
apply the normal bonuses/penalties.
Attacks: A ship can attack while it is in a stealth mode. However, it must suffer any penalties imposed by its
targeting sensors as well as range. If the ship has not been detected, the target is not allowed to know that it has
been successfully locked onto by a weapon system. If the ship has not been detected, assume it has the edge in
the combat round. Once the stealth ship fires, it is detectable for the rest of the combat round, though any
targeting checks made by the enemy vessel are still penalized by the stealth system. At the end of the round, the

45

stealth ship can attempt a radical maneuver to break the sensor lock (the only time this is allowed) and return to
an undetected state. The two ships should make another opposed skill check (sensors vs defenses) to determine
if the ship regains its stealth or not.
Active broadcasts: A ship is always free to use its active sensor and communication systems when it is using
stealth. Whether or not these systems make the ship detectable depends on the equipment of the enemy. For
example, a stealth ship using Madar against an enemy not equipped with a mass detector suffers no penalty for
using this system. Ladar, however, is one of the best systems for stealth ships, as it is only detectable by a target
when the laser locks onto the hostile sensor. Most stealth ships rely on Ladar specifically for this purpose, and
keep the sensor in a broad sweep mode, making it impossible to detect.
Losing stealth: After a stealth ship is detected, either after a radical maneuver or acceleration, or by attacking or
actively broadcasting, it still retains the benefits of its stealth system (so long as it remains in place). While the
ship may be easily detected by an EM detector while using its radio, only this sensor can keep a lock on the ship
normally. All other sensors (such as radar, mass detectors, and IR detectors) suffer the normal detection penalty
imposed by the stealth system.
Regaining stealth: After an enemy ship detects a stealth vessel, it is possible for the stealth vessel to regain its
hidden position. This requires that the enemy sensor operator lose contact with the ship via a failed sensor
check. In every round after a stealth ship is detected, the sensor operator must continuously make sensor checks
to keep the track. If the check fails, the track is lost. Note that a stealth ship actively radiating does not require a
check with the appropriate sensor. For example, a stealth vessel using active radar can easily be tracked by an
enemy vessel using its EM detector. However, the enemy vessel must constantly roll sensor skill checks to keep
the stealth ship on its radar. A failure means that the enemy ships radar loses the track, even though the ship is
still detectable with the EM detector.

Stealth in S*D New


In S*D New, ever stellar nation has invested in stealth systems. However, by far the nsss and the tsa make the
most use out of these systems. During GWII, tsa vessels defended their space and maintain their neutrality. On two
known occasions, once against both Austrin and Nariac fleets attempting to pass through their space, tsa stealth vessels
made sweeping strikes from seemingly nowhere and everywhere, causing significant damage to the larger and more
heavily armed human warships. To this day, neither the Austrins nor the Nariacs admit to having been bested, and
instead claim to have suffered a navigational error, which they quickly corrected. Rumors also abound of additional
attempts by both nations, and even by VoidCorp and the Solar Union, to enter tsa space without permission, only to
suffer heavy damage and withdrawal.
In the Verge, the nsss have used similar tactics on humanitys colonies. Nsss vessels, reported as neartransparent ghost ships, have prowled the shipping lanes around various small colonies for decades. For many years,
these were just considered spacers tales, with hard evidence only discovered after the end of the Long Silence. During
the Exeat Incursion in 2503, the nsss made full use of the stealth technologies, striking the Verge Alliance battle groups
from the rear while the Exeats main forces maintained a stand-off distance. Suddenly fighting on two fronts, the Verge
vessels would be forced to have some ships turn to strike at the nsss craft, at which point the Exeats forces would
pounce. During the Battle of Aegis in 2503, this tactic very nearly succeeded until the arrival of The Lighthouses battle
group. While the effects of Phlegthons new tachyon cannon proved devastating, the battle opened with Verge forces
divided by the Exeats use of stealth tactics.

46

TABLE SDN S14: Star*Drive Command, Control, and Communication Systems


System

Tech

Hull

Cockpit

--

0.5

Command Deck

--

2+

Flag Bridge
Launch Tower
Drone Control Center
Traffic Control Center
Laser Transceiver, O
Laser Transceiver, G
Laser Transceiver, A
Radio Transceiver, O
Radio Transceiver, G
Radio Transceiver, A
Comm Suite

--C
---------

3
2
3
5
1
2
4
0.5
1
2
1

Cyberpit
Cybernetic Command
Deck
ARC Control Center
Advanced Combat
Coordination Center
Advanced Traffic Control
Center
Assault Control Center
Mass Transceiver, O
Mass Transceiver, G
Mass Transceiver, A
Multiband Comm Array, O*
Multiband Comm Array, G*
Multiband Comm Array, A*
Advanced Comm Suite
Improved Comm Suite
Drivesat Comm Array

0.5

2+

$200 K

Combines flag bridge and launch tower

--

$500 K

Directs all space traffic within 10 AU

-G
G
G
C
C
C
G+C
C
G+C

3
1
2
4
0.5
1
2
1
1
150

0
1
2
4
1
2
4
1
1
300

$50 K
$100K
$200 K
$400 K
$50 K
$75 K
$150 K
$150 K
$100 K
$2 B

Hyperspace Comm Array

X+C

150

300

$2 B

Directs ground battles and air support missions


Range 10 AU (instant), 10 channels
Range 30 AU (instant), 20 channels
Range 40 AU (instant), 40 channels
Range 3000 Mm, 16 channels, 4 encrypted
Range 6000 Mm, 32 channels, 8 encrypted
Range 12,000 Mm, 64 channels, 16 encrypted
Range 3000 Mm, 6 multiband / 1 mass channel (10 AU)
Range 3000 Mm, 6 radio / 3 laser channels
Interstellar comms to 50 light-years
Interstellar comms via hyperspace; available to the tsa
only

B
C
P

0.5
0.5
0.5

Gelpit
Nanopit
Psipit
Cybergrated Command
Deck

Power
Cost
Progress Level 6
0
$100 K
$300 K /
0
HP
0
$50 K
0
$50 K
1
$100 K
0
$250 K
1
$50 K
2
$100 K
4
$200 K
1
$25 K
2
$50 K
4
$100 K
1
$75 K
Progress Level 7
0
$250 K
$400 K /
0
HP
1
$500 K

Progress Level 8
0
$350 K
0
$500 K
0
$500 K
$450 K /
0
HP
$450 K /
0
HP

Notes
Per station (max 4 stations)
+1 hull point per 100 hull (max 10 hull points, 4 stations
per hull point)
Eliminates penalties for squadron commanders
Coordinates launch and recover for up to 40 small craft
Controls up to 24 drones
Directs all space traffic within 1000 Mm
Range 2000 Mm, 4 channels
Range 8000 Mm, 8 channels
Range 16,000 Mm, 16 channels
Range 2000 Mm, 10 channels
Range 4000 Mm, 20 channels
Range 8000 Mm, 40 channels
Range 1000 Mm, 3 radio / 1 laser channel
Per station (max 4 stations)
+1 hull point per 100 hull (max 10 hull points, 4 stations
per hull point)
Controls up to 72 drones

Per station (max 4 stations), kroath only


Per station (max 4 stations), mechalus only
Per station (max 4 stations), fraal only
+1 hull point per 100 hull (max 10 hull points, 4 stations
C
2+
per hull point)
+1 hull point per 100 hull (max 10 hull points, 4 stations
Psionic Command Deck
P
2+
per hull point)
Combines flag bridge, launch tower, assault control
Virtual Battle Center
C
4
0
$800 K
center, and traffic control center
Bioelectric Comm Array, O
B
0.5
1
$50 K
Range 2000 Mm, 10 channels, External only
Bioelectric Comm Array, G
B
1
2
$100 K
Range 4000 Mm, 20 channels, External only
Bioelectric Comm Array, A
B
2
4
$150 K
Range 8000 Mm, 40 channels, External only
Divinity Array
B+C
600
1000
$1.5 B
See description
Divinity Transceiver
G
2
2
$200 K
External only
Psionic Transceiver
P
1
2
$150 K
Fraal only
*The multiband comm system is considered classified military hardware, and has an availability rating of restricted.
Tech: The technology track needed to build this system. For systems with more than one technology listed, a comma separation
means either/or while a + means both are required.
Hull: The amount of hull points required by the system.
Power: The number of power points required by one unit of this type.
Cost: The cost of one system, or per hull point of a system based on percentage. Some systems are more expensive in larger
installations.

47

NEW AND MODIFIED C3 SYSTEMS


COMMAND SYSTEMS
Cockpits
The standard cockpit is the core of all small
ships, especially fighters and shuttles. The system itself
consists of not only command displays and control
stations, but also a basic life support system for the
operator. For each half hull point dedicated to a cockpit,
a single control station and enough life support for 3
days is included. All cockpits also include a hatch or
canopy for use by the crew. In the event of an
emergency, a cockpit can be jettisoned from the ship
and used as a reentry capsule.
A single seat cockpit includes displays for the
helm, communications, navigation, sensors, weapons,
and defenses. Larger cockpits usually divide these
functions amongst the crew, though systems such as
sensors are usually repeated across all of the stations.
Aboard two-seater fighters, for example, it is not
uncommon for one seat to serve piloting functions
involving helm, navigation, sensors, and direct fire
weapons, while the other seat serves as a copilot/gunner
with sensors, indirect fire weapons, defenses, and
communications. Cockpits can only be used aboard
ships of 50 hull points or less.
The PL7 cyberpit is a modified cockpit that
includes a cybernetic connection system. Data gathered
by the sensors is directly sent to the operators brain
while operating commands are sent to the computer.
The result is that operators can literally think commands
at their ship and the ship does it, providing a -1 bonus to
all system operation skill checks and a -1 step bonus to
piloting checks. A pilot or system operator is required to
have an NI Jack, Optic screen, and Nanocomputer to
gain the benefits of this system.
Similar to the cyberpit but for mechalus, the
nanopit taps the users full body cybernetic network,
making the ship an extension of their own bodies.
Mechalus pilots and operators using this system gain a
-1 step bonus on all system operation, navigation, and
piloting skill checks.
Similar to the nanopit, the psipit uses psionic
crystal technology to allow a Mindwalker pilot to directly
connect to the ship, providing a -1 step bonus to all
system operation, navigation, and piloting skill checks. It
is only available to the fraal, and is geared specifically to
their mental abilities. However, any Mindwalker with the
datalink skill can use it.
Used extensively by the Ikrl Theocracy, and
especially by the kroath, the gelpit surrounds its
occupant in a fluid-filled space. For kroath, this serves a
similar function to the nanopit, allowing their nanites to
directly make contact with the ship. This system is well
known to be used on kroath spheres, but little is known
about a different variant used by the sifarv. In this
variant, the gel serves as a biological connection
system, linking the pilots nervous system with the ship.
In both cases, it provides a -1 step bonus to piloting and
system operation skill checks.

Command Decks
The command deck is a large space containing
numerous work stations, displays, and control consoles
used to operate the systems of a ship. Unlike the
cockpit, it does not include a life support system, but is
able to handle the functions of any ship type, regardless
of size. However, the size of the ship determines the
size of the command deck. The basic 2-point command
deck can handle ships of up to 100 hull points. For
every 100 hull points after this, an additional 1 hull point
must be added to the command deck. For example, a
300-point hull requires a command deck of 4 hull points.
The number of stations located on a command
deck is determined by the size of the command deck
itself. For every hull point assigned to the system, 4
stations are included. In addition to these 4 stations,
every command deck has two command stations
reserved for the captain and executive officer. The rest
of the stations are designed for multifunction capability.
An advancement on the basic command deck,
the Gravity Age cybernetic command deck uses
cybernetic interfaces to increase efficiency and capability
of the displays and controls. Crewmembers interfaced
with the system gain a -1 bonus on piloting and system
operation skill checks. This requires the use of a
Nanocomputer, NI Jack, and Optic screen.
The more advanced cybergrated command deck
is a development of the older cybernetic command deck.
However, it is designed for mechalus operators, and
provides a fully immersive environment through the
mechalus nervous system. When connected, all
operators gain a -1 step bonus to all piloting or system
operation skill checks.
Similar to the cybergrated command deck, the
psionic command deck uses psionic crystal technology
to directly link the minds of the crew with the ship itself.
Designed by the fraal, any fraal can link with the ship
using this system, though Mindwalkers of other species
require the datalink specialty skill. All operators linked
with this system receive a -1 step bonus to piloting and
system operation skill checks.

CONTROL SYSTEMS
Drone Control Centers
While the flag bridge and launch tower provide
the ability to coordinate the operations of other ships, the
drone control center specifically commands other
vessels. Commonly found on drone carriers, drone
control centers allow for the direct control of a number of
ships operated by drone computers, allowing a
command ship to provide an overarching guidance to
drone operations. The DCC contains numerous control
stations that are used to command unmanned ships.
The DCC is capable of handling the operations of up to
24 separate drones. When used, it allows for the drone
control officer to use his Tactics space tactics skill to
improve the tactics of deployed drones, though at a -1
step penalty.

48
The Autonomous Robotic Computer Control
center, or ARC control center for short, is an improved
version of the DCC. It is capable of controlling 72
drones simultaneously.
Optionally, drone control centers can be used to
control both robotic infantry and unmanned vehicles. As
these types of robotic systems are simpler than drone
spacecraft, they are usually controlled as a set of
groups. Each control center dedicated to controlling
ground units can control either 5 times as many vehicles
or 10 times as many robotic infantry, and can also use
mixed units. For example, a normal DCC can control up
to 120 drone vehicles, 240 robotic infantry, or a mix of
the two. A common StarMech ARC control center
usually controls a veritable army of 12 space fighters, 4
drop ships, 100 robotic vehicles, and 360 robotic
infantry.
Advanced Combat Coordination Center
An evolution of the both the flag bridge and
launch tower, the ACCC combines the functions of both.
While the launch tower remains in use for light carriers
and even some fleet carriers, all super carriers and
fortress ships are equipped with this system. The
system provides a -1 bonus to all Tactics space tactics
skill checks.
Assault Control Center
The assault control center is similar to both the
flag bridge and ACCC, but is geared entirely to ground
combat. The system features a large holographic
display showing friendly and known hostile forces, and
provides vectoring for air support units such as ground
attack fighters. It also coordinates orbital bombardment
targeting by friendly ships in orbit. This system provides
a -1 bonus to all Tactics infantry and vehicle skill
checks.
The ACC is commonly found aboard ships that
serve command functions during ground assaults. This
includes assault carriers, command cruisers, battleships,
dreadnoughts, carriers, and fortress ships.
Traffic Control Centers
More often found on space stations as opposed
to starships, traffic control centers are used to direct
spacecraft moving throughout the space around them.
The system includes integration between all available
sensor data as well as communications and
transponders to maintain an up-to-date picture of space,
including planned routes and time scales for all of the
ships detected. Furthermore, the system does not need
to maintain continuous contact on the ships around it.
The integrated traffic control computers included with the
system retain contact data and optimize subsequent
sensor scans which is then fed into advanced routeplanning software, allowing the system to maintain
relatively accurate travel data on all known ships within
range. While the system is far from perfect, it is usually
viewed as a vital addition in most populated systems.
The basic traffic control center of PL6 is capable
of handling all of the traffic routes within 1000

Megameters of the ship or station it is mounted on. The


Gravity Age advanced traffic control center uses even
more powerful and capable computers which are
capable of linking to FTL sensors and communication
systems, as well as mass detectors and mass
transceivers. These advancements boost the effective
control range to 2000 Mm, or 10 AU if mass systems are
used.
Virtual Battle Center
This Energy Age system combines the flag
bridge, launch tower, and assault control center into a
single system. The more powerful integrated computers
and improved displays included within this system are
boosted by the presence of advanced AI software,
granting a -1 step bonus to all Tactics skill checks.

COMMUNICATION SYSTEMS
Comm Suite
A favorite system for small craft, the comm suite
integrates a both a laser and radio transceiver into a
single communication system. While this does provide a
relatively cheap, versatile system inside a surprisingly
small package, it does suffer from less range and fewer
channels than the larger communication systems. The
less common Gravity Age version is the improved comm
suite, which combines a better radio transceiver with a
new advanced laser transceiver, granting greater range
and capabilities.
An improved version, known as the advanced
comm suite, becomes available in PL7. This variant
uses the more capable multiband comm array as the
basis of the radio, allowing for increased range and a
greater number of channels. Just like the larger
multiband comm array (described below), this system
can use a multi-frequency ability to create an encrypted
comm channel. However, it can only create a single
encrypted channel at a time, which removes 4 of the 6
available channels.
It also swaps the laser transceiver of the original
suite for a small mass transceiver. However, while this
is a massive improvement to both the range and channel
variability, the advanced comm suite still does not truly
compare to the larger comm systems of the Gravity Age.
Multiband Comm Array
This multiband comm system uses an array
similar to the multiband radar antenna, consisting of flat
panels containing dozens, hundreds, or even thousands
of receiver/transmitter pairs, allowing it to broadcast
across numerous frequencies. It has a built-in multifrequency transmission program, breaking down a
message into multiple digital parts and then
broadcasting them simultaneously across numerous
frequencies. Only another multiband comm system can
actually receive the message, though it still requires the
transmission scheme to make sense of the data. This
can be further encrypted with normal
encryption/decryption software. Because the multifrequency system requires multiple comm frequencies,

49
the system can only handle fewer channels when it is
active.
The multi-frequency ability of the multiband
comm system also imposes a +2 step penalty to
jamming attempts.
Hyperspace Comm Array
This system allows for FTL communications via
hyperspace. It functions using small FTL-capable
satellites which rapidly cycle between normal space and
hyperspace, using similar principles to the drivespace
comm array. Just like their drivesat cousins, hyperspace
comm sats cannot handle maneuvering by their parent
ship, requiring that the vessel remain stationary or on a
fixed course and speed (no acceleration or
maneuvering).
Unlike the drivespace comm array, however, this
system uses hyperspace, which operates under different
properties than drivespace. While the drivespace comm
array can send messages up to 50 light years with a
constant speed of 11 hours, hyperspace systems
broadcast signals that are rated at a variable speed,
which means the transmission time is based on
distance. The array broadcasts a message at a speed
of 5 light years per hour (effectively 120 ly per day),
making it faster than a drivespace comm array.
However, hyperspace radiation does degrade
the message over time. For every day, or 120 light
years, of travel time the message spends in hyperspace,
the more hyperspace radiation degrades it. Apply a +1
step penalty for each day the message travels through
hyperspace. For example, a message will have no
degradation for the first 120 light years, a +1 step
penalty between 120 and 240 light years, a +2 step
penalty between 240 and 360 light years, and so on.
This penalty applies to the detection of the message as
well as the subsequent clean up to gain the information.
Currently, the hyperspace comm array is only
used by the tsa, who have scattered various arrays
throughout the stellar ring and have even placed several
on the frontier. To date, they have relied on this
impressive network solely for the benefit of diplomatic
messages and commercial communications, mostly due
to their ban on human stations in the Tsa Cluster.
However, in recent years, the Galactic Concord, Borealis
Republic, and the Orion League have entered into talks
to build tsa supplied and operated hyperspace networks
for use within their space. The Concord has also been
discussing the possibility of using such a network to
connect the various regions of the frontier back to
Concord space.
Divinity Array
This is a massive network of communication
circuits, computer systems, and transmitter arrays used
by the Ikrl Theocracy to connect their worlds. The

divinity array (an actual translation of the name given to


the technology by the thaal) is believed to operate
predominately within drivespace, though it does seem
able to connect to other dimensions as well. However,
humanity has to date gained little understanding to how
this system actually operates or even what limitations it
suffers from. Assume the rest of this entry is known only
among the Ikrl Theocracy.
A divinity array operates in a similar manner to a
drivespace comm array, but it actually taps multiple subdimensions rather than drivespace or hyperspace. As a
result, it is non-detectable by the technology of the
stellar nations. Furthermore, the divinity array requires a
high degree of calibration. As a result, it can only be
used on space stations in a fixed, stable orbit or, more
commonly, on a planet.
The range of this system is far greater than the
normal drivespace array. However, the specific
communication range is based on the specific system
the array is connecting to. When communicating with
another divinity array, the range is effectively 1000 light
years. However, when communicating with the smaller
ship-based divinity transceiver, the range is limited to a
smaller 100 light years.
The divinity array is also able to connect to the
dimensional prison holding the Ikrl themselves.
However, this requires a massive number of arrays
working together, resulting in the so-called comm
worlds of the Theocracy. For this system to tap the Ikrl
directly, roughly 50 such systems must be located within
relative proximity of each other, and that only provides
enough for a brief 5 second message. Comm worlds in
the Theocracy routinely have hundreds of these arrays,
allowing for minutes of combined messaging time
between the church leaders and their gods.
Divinity transceiver
The divinity transceiver is a smaller version of
the divinity array, tapping alternate dimensions parallel
to normal space to send messages. However, unlike the
array, the transceiver is much smaller and is capable of
ship-board use. The transceiver has a range of 20 light
years and requires 1 day to reach the target regardless
of distance.
The range of the transceiver can be boosted by
combining the power of multiple transceivers. For each
additional transceiver added, the range is increased by
10 light years, though travel time for the message is still
the same.
Bioelectric Comm Array
The bioelectric comm array uses electric pulses
to generate radio waves. The system actually has
numerous muscles nodes that generate massive
voltages, producing a radio signal. In all other respects,
it functions just like a radio transceiver.

50

TABLE SDN S15a: Star*Drive Sensors


System

Tech

Hull

Power
Cost
Type
Range
Arcs
Targeting
Progress Level 6
Air/Space Radar, M*
-0.5
0.5
$10 K
Active
2 / 5 / 10
1
Normal
Air/Space Radar, O*
-0.5
1
$20 K
Active
5 / 10 / 20
1
Normal
Air/Space Radar, G*
-1
2
$40 K
Active
10 / 20 / 40
1
Normal
Air/Space Radar, A*
-2
4
$80 K
Active
15 / 30 / 60
1
Normal
Ladar, Marginal*
-0.5
0.5
$50 k
Active
2 / 5 / 15
1
Normal
Ladar, Ordinary*
-1
1
$100 k
Active
5 / 10 / 30
1
Normal
Ladar, Good*
-2
2
$200 k
Active
7 / 15 / 45
1
Normal
Ladar, Amazing*
-4
4
$400 k
Active
10 / 20 / 60
1
Normal
Radiation Detector*
-1
0
$50 K
Passive
6 / 10 / 30
1
+3 steps
Progress Level 7
Mass Detector, Ord
G
1
1
$100 K
Passive
10 / 30 / 50
2
+1 step
Mass Detector, Good
G
2
2
$200 K
Passive
15 / 45 / 75
2
+1 step
Mass Detector, Am
G
4
4
$400 K
Passive
20 / 60 / 100
2
+1 step
Passive Array, Mar
C
0.5
0
$20 K
Passive
5 / 10 / 20
1
+2 step
Passive Array, Ord
C
1
0
$40 K
Passive
10 / 20 / 40
1
+2 step
Passive Array, Good
C
2
1
$60 K
Passive
15 / 30 / 60
1
+2 step
Passive Array, Am
C
3
2
$120 K
Passive
20 / 40 / 80
1
+2 step
Multiband Radar, Ord*
-0.5
1
$50 K
Active
10 / 20 / 40**
1
Normal
Multiband Radar, Gd*
-1
2
$75 K
Active
16 / 32 / 64**
1
Normal
Multiband Radar, Am*
-2
3
$100 K
Active
24 / 48 / 96**
1
Normal
Spectroanalyzer
-1
1
$100 K
Active
Special
1
None
Drive Detection Array
G+C
80
120
$1 B
Passive
Special
4
None
Remote Network
C
2
2
$750 K
Remote
Special
4
-Probe, advanced
C
1
0
$500 K
Remote
Special
4
None
Probe, planetary
S
1
0
$500 K
Remote
Special
4
None
Progress Level 8
CE Passive Array, Ord
C
2
1
$1 M
Passive
30 / 60 / 100
2
Normal
CE Passive Array, Gd
C
4
2
$2 M
Passive
40 / 80 / 120
2
Normal
CE Passive Array, Am
C
8
4
$4 M
Passive
50 / 100 / 150
2
Normal
Multiphase Radar, Ord
C
1
0
$250 K
Active/Passive
20 / 40 / 80
1
Normal
Multiphase Radar, Good
C
2
1
$500 K
Active/Passive
30 / 60 / 120
1
Normal
Multiphase Radar, Amazing
C
4
2
$1 M
Active/Passive
40 / 80 / 160
1
Normal
MADAR, Ordinary
G
1
1
$200 K
Active
20 / 30 / 40
1
+1 step
MADAR, Good
G
2
2
$500 K
Active
25 / 40 / 65
1
+1 step
MADAR, Amazing
G
4
4
$1 M
Active
30 / 50 / 70
1
+1 step
Omniscience Sphere
P
3
1
$2 M
Passive
50
4
Normal
*Air/Space radar and Ladar are considered civilian grade, and are listed as either common or controlled availability. Multiband radar,
however, is always military grade.
**Multiband radar can be used as Ladar at half of the normal range.
Multiphase radar is capable of both active and passive modes, with 50% range in passive. It is available only to the mechalus.
Tech: The technology type necessary to build this device.
Hull: The number of hull points required for the system.
Power: The number of power points required by one unit of this type.
Cost: The cost of one unit of this system.
Type: Active, passive, or remote.
Range: Short, medium, and long range sensor checks made with this system.
Arcs: How many arcs of fire one sensor unit bears on. Multiple sensors may be purchased to provide 360-degree coverage.
Targeting: Attack penalties for firing on a target using this sensor information, written as a step penalty.

NEW SHIP SENSORS


SENSOR QUALITY:
Starship sensors are incredibly complex. They
consist not only of the actual sensory component, such
as an antenna or camera, but also a network of
computers which sifts through the incoming data and

then processing it to allow an operator to effectively


interpret the space around the ship. However, not all
sensors use the best computers or sensory systems.
The quality of a sensor determines the actual
tolerances the sensor can handle. The better the

51
sensor, the better the data it provides. Sensor quality is
a measure of this ability. Marginal sensors are the
weakest, and use the lowest grade of equipment.
Ordinary sensors are by far the most commonly used,
and are normally used on civilian ships. Good quality
sensors make use of high-end technology and
computers to provide an outstanding view of the
universe around them. Amazing quality sensors use the
latest cutting edge computers, programs, and fuzzy logic
to interpret incoming data with a clarity that cant be
surpassed. For those sensors that do not have a listed
quality, assume they are of ordinary quality. The only
exception to this rule is for FTL sensors such as the
Drivespace Detection Array. Due to the nature of these
sensors, they are always of good quality.
Sensor control computers (found under
computer systems) consist of a second stage of data
processing, and help to clean up the incoming data even
more. The quality of a sensor and a sensor computer
determines the number of targets the sensor can track.
Refer to Table S15b: Sensor Tracking Capability below
for specific targeting abilities.
LADAR Detection
As this was omitted in Warships, assume that
ladar emissions can be detected by IR detectors, Hi-res
video, and the passive array. However, to detect the
emissions, the ship must be scanned using the ladar
unit. These sensors cannot detect ladar being used
within their detection range unless used against them.
Radiation Detector:
This sensor system is used to detect hard
radiation. It can be used to detect active, unshielded
sources of alpha, beta, and gamma rays. It can also
detect stray neutrons emitted from nuclear reactions,
and is useful for measuring X-rays and UV rays.
The source of the radiation must be exposed to
space for this system to work. For example, a nuclear
warhead is completely shielded, so cannot be detected
prior to detonation. However, a fusion torch engine is
easily detected by this system due to the radioactive
exhaust emitted by the engine. Partially shielded
radiation sources inflict a +1 step penalty to detection.
Partial shielding is normally found on reactors, as they
still must vent the radioactive fuel by-products into
space.
Passive Array:
The passive array combines the Fusion Age EM
detector, IR detector, and Hi-Res video into a single
system. It is considered a normal sensor, and is used by
both military and civilian vessels. It can detect any radio
or microwave emissions, as well as thermal, low light,
and normal imaging.

The passive array gains the same bonuses to


targeting as its constituent systems. Against a target
using an active EM system, such as radar and radio
systems (including multiband technologies), the array
provides a -2 step bonus to targeting. If the target is
using a fusion-based engine or power plant, or has an
antimatter engine active, the array gains a -2 step bonus
to targeting. However, if a target currently has both of
these types (active EM and active IR) at the same time,
the passive array provides a -3 step bonus to targeting
the ship.
Multiband Radar:
This system uses flat panels containing
thousands of small receiver/transmitter elements. As a
result, it can broadcast radar pulses across multiple
frequencies and can rapidly change bands to maintain
targeting.
The flat panels of this planar array can also be
used for constructive/destructive interference, producing
a narrow, focused beam of radar energy that functions
like Ladar. When used in this manner, multiband radar
is limited to half of its normal detection range, but is
effectively impossible to jam.
Planetary Probe:
This system consists of probes that are actually
robots. When traveling through space, the probe has an
acceleration of 0.5 Mpp, and has only basic inertial
navigation. After reentry, the probe deploys legs and
arms, transforming into a mobile science station. Each
has atmospheric, biological, and planetary sensors, and
2
is capable of surveying an area of 15 km every 12
hours. The probe is fully shielded against reentry, and
can be deployed at a distance of up to 0.5 AU from a
planet, while it can relay data reliably at a distance of up
to 1 AU. The probe has a battery life of up to 108 hours.
A military version of this probe also exists, and
incorporates stealth shield technology and new sensors.
It is used for long range recon missions, and is able to
2
scan an area of up to 20 km per 12 hours. It also has a
longer battery life of 120 hours.
Multiphase Radar:
This sensor system, developed by the
mechalus, combines the effects of an active radar
system and an EM detector. Advanced nano-tech
receiver/emitter panels are combined with sophisticated
computer controls. When in an active mode, millions of
emitters are used to pulse radar waves. In a passive
mode, the millions of nano-receivers are used to sift
through massive amounts of EM data, though at only
half the systems normal range.

52

Sensor Quality
Marginal
Ordinary
Good
Amazing

TABLE SDN S15b: Sensor Tracking Capability


Sensor Computer Quality
None
Ordinary
Good
5
10
20
10
20
30
15
30
40
20
40
Unlimited

Amazing
30
40
Unlimited
Unlimited

PAINTING TARGETS
This is an option usable with any active and passive sensor combination. In essence, it allows one vessel to
paint an enemy ship to allow a second vessel to attack it. This concept works in the same way as semi-active radar
homing and laser homing guidance systems for missiles. The specific details of this ability depend on specific active
sensor system, as presented below.
Radar: Active radar systems such as air/space radar and multiband radar are able to paint a target for ships
equipped with the EM detector, passive array, or CE passive array. The multiphase radar is further able to paint targets
for other ships equipped with multiphase radar set to passive mode.
Ladar: Ladar systems can paint other ships for other ladar units. However, for this to work, the second ladar unit
must be set to a passive non-emitting mode. The range of the passive ladar is only half the normal range for the sensor.
Effect: Painting a target for another ship allows the second vessel to remain in a passive mode, making them
harder to detect prior to attacking. However, the scattering of an active sensors energy is not perfect, and imposes a +1
step penalty to the passive ships targeting systems. This penalty can easily be overcome with the right combination of
weapons and targeting computers.
Detection: While a ship painting an enemy vessel can allow another friendly ship to remain hidden, the active
ship can still be detectable by an enemy. Assume the ship using active sensors is detectable by an enemy vessel so long
as the enemy vessel is equipped with sensors capable of detecting the active sensor. For the purposes of this system,
assume that IR, Hi-res video, and the passive array can detect ladar emissions.

53

TABLE SDN S16: Star*Drive Computers


System

Tech

Hull

Power
Cost
Notes
Progress Level 6
Drone Computer, Ord
C
0.5
0
$300 K
Skill score of 10, 3 specialty skills
Computer Core, Ord
C
1
1
$500 K / HP
1 required per 200 hull points
Fire Control, Ord
C
1
0
$200 K / HP*
-1 step bonus to dedicated weapon
Sensor Control, Ord
C
1
0
$200 K / HP*
-1 step bonus to dedicated sensor
Tac Control, Ord
C
1
0
$100 K
-1 step bonus to Tactics skill check
Nav Control, Ord
C
1
0
$500 K
-1 step bonus to Maneuver checks
Science Control, Ord
C
1
0
$100 K
-1 step bonus to Science checks
Progress Level 7
Attack Computer
C
0.5
0
$200 K
-1 step bonus to attack rolls
Drone Computer, G
C
0.5
0
$600 K
Skill score of 12, 6 specialty skills
Computer Core, Good
C
1
1
$1 M / HP
1 required per 200 hull points
Fire Control, Good
C
1
0
$300 K / HP*
-2 step bonus to dedicated weapon
Sensor Control, Good
C
1
0
$300 K / HP*
-2 step bonus to dedicated sensor
Tac Control, Good
C
1
0
$200 K
-2 step bonus to Tactics skill checks
Nav Control, Good
C
1
0
$750 K
-2 step bonus to Maneuver checks
Science Control, Good
C
1
0
$300 K
-2 step bonus to Science checks
Super Computer**
C
+3
+2
$3 M
Allows for full AI; see notes
Progress Level 8
Drone Computer, Am
C
0.5
0
$1.5 M
Skill score of 14, 8 specialty skills
Computer Core, Am
C
1
0
$2 M / HP
1 required per 200 hull points
Fire Control, Amazing
C
1
0
$300 K
-3 step bonus to dedicated weapon
Sensor Control, Am
C
1
0
$300 K
-3 step bonus to dedicated sensor
Tac Control, Amazing
C
1
0
$400 K
-3 step bonus to Tactics skill checks
Nav Control, Amazing
C
1
0
$1 M
-3 step bonus to Maneuver checks
Science Control, Am
C
1
0
$600 K
-3 step bonus to Science skill checks
Nerve Core, Ord
B
1
1
$750 K / HP
1 required per 200 hull points; sentient
Nerve Core, Good
B
1
1
$1.5 K / HP
1 required per 200 hull points; sentient
Nerve Core, Am
B
1
1
$3 M / HP
1 required per 200 hull points; sentient
Fire Bulb, Ord
B
1
0
$250 / HP
-1 step bonus to dedicated weapon
Fire Bulb, Good
B
1
0
$400 / HP*
-2 step bonus to dedicated weapon
Fire Bulb, Amazing
B
1
0
$750 K
-3 step bonus to dedicated weapon
Sensor Bulb, Ord
B
1
0
$250 K / HP*
-1 step bonus to dedicated sensor
Sensor Bulb, Good
B
1
0
$400 K / HP*
-2 step bonus to dedicated sensor
Sensor Bulb, Amazing
B
1
0
$750 K
-3 step bonus to dedicated sensor
Nav Bulb, Ord
B
1
0
$450 K
-1 step bonus to Maneuver checks
Nav Bulb, Good
B
1
0
$600 M
-2 step bonus to Maneuver checks
Nav Bulb, Amazing
B
1
0
$900 K
-3 step bonus to Maneuver checks
*Per hull point of the system the computer is dedicated to.
**Supercomputers are added to a base computer core of any quality. Compute the computer as normal, then add the hull, power, and
cost when you add the supercomputer.
PL8 Amazing computers are available only to the mechalus.
Nerve cores are composed of neural tissue, and are always intelligent. See entry for details.
Tech: The technology track required to build this device.
Hull: The number of hull points required by the system.
Power: The number of power points required by one unit of this type.
Cost: The cost for one unit, or per hull point of the system based on percentage of the hull.

NEW AND MODIFIED COMPUTERS


Drone Computers:
Drone computers are designed for use on fighter
hulls only, and can only be mounted within ships of 20
hull points or less. All drone computers are based on

robotic computers, and are fully integrated within the


ship they are mounted in. While not sentient, they are
capable of problem solving and relatively free thinking
within the boundaries of their programing. This also

54
means that cutting them off from their carrier or
command post will not cause them to drift aimlessly,
though it will remove any level of tactical thinking the
drones have (drone fighters are very good at following
orders, but humans and other species are far better at
making leaps of logical thinking). Usually, they attempt
to carry out the last order given to them before returning
to their base or ship to reestablish contact.
Drone computers are usually associated with
two groups in Star*Drive, specifically the StarMech
military and the mechalus. These two groups more than
any other have placed their faith in computers, and it
shows. StarMech successfully used numerous light
carriers and fleet carriers to carry swarms of unmanned
fighters into battle against the Expansion Pentad, and
they proved their worth in the low casualty counts. The
mechalus are the only other group with the technology
and know-how to beat StarMech designs, and mechalus
drone fighters have proven to be incredibly deadly.
The basic programing for a drone computer is
expressed as either a broad skill or a specialty skill and
all are equipped with the following broad skills: Vehicle
Operation, Navigation, and System Operation. They are
also equipped with a number of specialty skills, which
must be selected from those associated with these
broad skills. Note that the rank of the specialty skill can
be increased at the cost of spending more than one
specialty skill slot on it. The specific number of specialty
skill slots, as well as the basic skill score, depends on
the quality of the drone computer.
For example, a good quality drone computer has
a skill score of 12 and 6 specialty skill slots. A builder
could allocate these slots to result in the following skill
package: Vehicle Operation space (fighter),
Navigation system; System Operation
communications, sensors, weapons 2. The resulting
fighter would have effective skill scores of Vehicle
Operation space (fighter) 13/6/3; Navigation system
13/6/3; System Operation communications 13/6/3,
sensors 13/6/3, weapons 14/7/3.
Supercomputer:
This system exchanges the normal mainframe
computer used in a ships computer core for a

supercomputer. The installation of a supercomputer is


highly prized by ship AIs, as it allows nearly unlimited
processing power for their programs (see chapter 5 of
Dataware, pages 49 to 61). Their unlimited active
memory slots also make this add-on popular on large
warships and even civilian craft with large crew or
passenger sizes. They can literally handle all of the data
traffic for the entire ship with little to no lag. Due to their
processing power, supercomputers can be added to any
quality grade of computer core.
When installing a supercomputer, compute the
normal computer cores size and cost first, and then add
the additional hull points, power points, and system cost
to this. For example, a mechalus heavy cruiser has an
amazing computer core installed. As the ship is 400 hull
points, this installation requires 2 hull points, 2 power
points, and $4 million. If a supercomputer is added, the
cores statistics is increased by 3 hull points, 2 power
factors, and $3 million, resulting in a computer system
that occupies 5 hull points, draws 4 power points, and
costs $7 million.
Nerve Cores:
Nerve cores are exactly what they sound like:
they are a cluster of nerve tissue grown within the hull of
a ship. The result is a naturally occurring AI within
every Nerve core. The intelligence of the core depends
on the quality: an ordinary core has scores of INT 10,
WILL 9, PER 9; a good core has scores of INT 12, WILL
10, PER 9; and an amazing core has scores of INT 14,
WILL 11, PER 10.
Just like other living organisms, the nerve core
can have broad and specialty skills. However, it is
limited to Vehicle Operation space, and any
intelligence, will, or personality-based skill. Otherwise,
the nerve core functions just like a normal computer.
Nerve Bulbs:
These are specialized nerve bundles that are
linked to a ships nerve core, granting it additional
abilities. They function just like the specialty control
computers used by humanity.

55
TABLE SDN S17: Star*Drive Hangers and Miscellaneous Installations
System

Tech

Hull

Pow

Cost
Type
Notes
Progress Level 6
Airlock
-1
0
$10 K
--Included with command deck or crew quarters
Airlock, Cutting
-+1
1
$80 K
--Cuts through attached hull
Airlock, Decon
-+0.5
1
$50 K
--Adds decontamination facilities
Brig
-2
0
$20 K
Accom
Holds 4 prisoners
Chapel
-3
0
$100 K
Accom
Religious services for up to 50 people
Commerce Deck
-5
1
$100 K
Accom
6 shop fronts, space for 100 shoppers
Lab Section
-2
0
$100 K
Accom
-Medical Cubical
-0.5
0
$25 K
Accom
0 beds
Medical Suite
-1
0
$50 K
Accom
2 beds
Office Space
-2
0
$40 K
Accom
Office space for 10
Recreation Deck
-2
0
$50 K
Accom
Recreation space for up to 30
Ships Exchange
-1
0
$25 K
Accom
1 shop front, space for 10 shoppers
Sick Bay
-2
0
$150 K
Accom
4 beds
Surgical Bay
-4
0
$300 K
Accom
10 beds
Armor Bay
-1
0
$50 K
Cargo
10 suits of powered armor
Armory
-1
0
$50 K
Cargo
Weapons for 40 soldiers
3
Cargo Bay
-2
0
$20 K
Cargo
Per 50 m
3
Cargo Hold
-3
0
$50 K
Cargo
Per 100 m
3
Cargo Space
-1
0
$10 K
Cargo
Per 24 m
3
Cargo Tank
-1
0
$35 K
Cargo
Holds 24 m of fluids or gases
Magazine
-1
0
$50 K
Cargo
Per 8 size points of carried ordnance
Fuel Collectors
-2
0
$100 K
Fuel
-Docking Clamps
-2
0
$50 K
Hanger
Per 10 HP capacity
Fighter Clamps
-1
0
$30 K
Hanger
Per 5 HP capacity, fighters only
Hanger
-1
0
$100/25 K
Hanger
Per hull point capacity
Hanger, Dedicated
-1
0
$200/35 K
Hanger
Per 2 hull point capacity
Escape Pod
-1
0
$50 K
Misc
10 man capacity
Landing Bay
-3
0
$50 K
Misc
Holds 30 troops (or 20 heavy) for rapid drops
Mining Arm
-5
2
$250 K
Misc
Allows mining in zero-g
Reentry Capsule
-0.5
0
$5 K
Misc
2 man capacity
Refinery
-50
100
$15 M
Misc
Basic refinement of minerals
Workshop
-2
1
$20 K
Misc
-Progress Level 7
Robot Support Suite
C
3
1
$400 K
Accom
Robotic crew quarters
Autocargo
-1
1
$30 K
Cargo
Per 6 HP of cargo serviced
Utility System
-*
0
$15 K
Cargo
Converts cargo space
Security Suite
-1
1
$200 K
Cmd
Per 40 HP protected
Stabilizer
G, X
5%
1/HP
$200 K / HP
Engine
Adds 1 to maneuverability
Antimatter Creator
A
1
5
$2 M
Fuel
Creates 1 HP of antimatter per day
Dark Matter Collector
D
1
2
$500 K
Fuel
Refuels 4 HP per hour
Boarding Pod
-2
0
$200 K
Hanger
10 troop capacity
Evac System
-4
0
$250 K
Hanger
4 10-man lifeboats
Extra Pods
-1
0
$50 K
Hanger
2 10-man lifeboats
Ord Transfer System
-2
2
$150 K
Hanger
Reload missiles in d4x10 min
Fabrication Facility
-4
2
$200 K
Misc
Repair mortal damage in space
Robotic Miner Suite
C
4
2
$500 K
Misc
Improved zero-g mining
Accumulator
S
1
0
$40 K
Power
Stores 10 power points
Progress Level 8
Kroath Gel Bay
B
3
1
$200 K
Accom
Supports 30 kroath soldiers
Holofield Bay
Q, C
1
1
$100 K
Misc
Recreation/training for 10 people
Kroath Creation Suite
B
2
1
$400 K
Misc
Manufactures kroath soldiers
Nanomanufacture Bay
S, C
4
4
$500 K
Misc
-1 step bonus to repair mortal damage
Organic Tech-tree Bay
B
4
3
$300 K
Misc
Repair mortal damage in space
*The utility systems size depends on what kind of cargo system it is add to. See description for details
Tech: The technology type necessary to build this device.
Hull: The number of hull points required for the system.
Power: The number of power points required by one unit of this type.
Cost: The cost of one unit of this system.
Type: The general type of the system, intended only to show where the system should be grouped.

56

NEW AND MODIFIED HANGERS AND MISCELLANEOUS


Airlocks:
Both the cutting and decon airlocks are add-ons
to an existing airlock. If a ship does not have an airlock,
it must buy one before purchasing either of these
systems. Add the hull, power, and cost onto the original
airlock. Note that if the original airlock was purchased
as part of a command deck or crew accommodation, it
still remains as free and costs no hull points; for such a
modification, assume the original airlock had a cost of 0
hull, 0 power, and $0.
Armor Bay and Armory:
These two systems serve a similar purpose,
namely to equip troops and crew with the latest in
personal firepower. Both of these systems are regular
parts for troop ships and military warships.
The armory is outfitted with a number of weapon
racks, with enough space for 40 long arms (rifles,
shotguns, and SMGs), 40 pistols, 40 grenades, and 4
heavy weapons (machine guns and rocket/bantam
launchers). There is also enough space for a small
magazine capable of storing 4 magazines or power
packs for each weapon. For an addition hull point and
$10 K, the magazine may be expanded to allow for an
addition 20 magazines or power packs for each weapon,
as well as a grenade locker containing 1000 grenades.
The armor bay is similar to the armory, but
dedicated to aiding in the use and maintenance of
powered armor such as body tanks. Each bay contains
10 cradles fitted with robotic arms that assist in the
donning and removal of heavy powered armor. The
cradles are also equipped with power connectors,
allowing for each suit to be recharged quickly and
effectively. Equipment lockers holding spare parts and
repair tools are also included. The variety of armor
supported by this system includes not only body tanks,
but also powered assault armor and hard e-suits.
Docking and Fighter Clamps:
Docking clamps function just as they original did
in Warships. However, they cannot lock onto a fight
equipped with only a cockpit, due not only to the shape
of the cockpits canopy, but also due to the way it
operates. They are also equipped with an extension
corridor that can lock onto another ships airlock. Two
airlocks cannot actually connect to each other, so for two
ships to dock, one must use a docking clamp of
sufficient size. A fighter clamp is a specialized docking
clamp used with fighters. It is smaller, but more
expensive, and can only function with canopies.
Both the docking clamp and the fighter clamp
can be modified to assist in piggy backing. For an
additional $10,000 dollars per clamp, an additional
extension arm and cabling is installed, connecting the
power plant of the docked ship to the power network of
the piggybacking vessel. This add-on reduces the

amount of time it takes to tap a piggybacked ships


power system from 1d4+1 hours to 3 action rounds.
Refueling Equipment
Refueling equipment consists of ship systems
designed to either collect or manufacture fuel for
reactors. The simplest is the hydrogen collector, which
consists of a simple ram scoop that funnels gaseous fuel
(usually hydrogen) either into a fuel tank or directly into a
reactor.
The later dark matter collector is far more
complicated, but can be used to refuel a mass reactor or
to fill an advanced fuel tank for later use. This collector
can refuel up to 4 hull points worth of mass reactor per
hour. Due to the larger size of the containment vessel in
an advanced fuel tank, it requires 2.5 hours to fill a
single hull point of tank.
In contrast to the collectors, the antimatter
creator manufactures antimatter particles. While the
creation of antimatter was possible in the Information
Age, the antimatter creator is far more efficient and
effective. This system can manufacture antimatter
quickly enough to viably refuel antimatter reactors.
However, the system is not nearly as efficient as the
dark matter collector, and requires a full day to produce
enough antimatter for a single hull point of reactor. If
used to fill an advanced fuel tank, it requires 10 days per
hull point.
General Crew Accommodations:
These are specialized crew systems that dont
actually provide either living space, food, air, or water for
the ships crew or passengers. This includes the chapel,
ships post, commerce deck, recreation deck, office
space, and holofield bay.
The chapel is a general worship area for
religious services. The specific design, layout, and
dcor depend on the religious order, and can vary
heavily. The Orlamu are well known for having large
view ports and meditation pads for contemplation of the
Divine Unconscious. An Inseer chapel, on the other
hand, is much more austere, with simple seating and NI
Jack ports connecting the devout to a virtual chapel
linked to the Grid. The base price for this space is just
that: the minimum price. Grander chapels are not
uncommon, and can easily cost hundreds of thousands
of Concord dollars.
Both the ships post and the commerce deck
serve the same function: selling items to customers.
The ships post is a simple, small shop, usually found on
large warships and troop carriers. It normally sells some
basic snack food, basic clothing, rank insignia, hats, and
collector items branded with the ships name. By
contrast, the commerce deck is designed for cruise
ships, space stations, star ports, and luxury liners.
Featuring a large promenade with 6 shop fronts, the

57
commerce deck is a fully stocked shopping area, and,
just like the chapel, can be improved with additional
decorations; it is not uncommon for the most high-end
luxury liners to have gilded dcor on their commerce
decks. Restaurants and food markets are not
uncommon in this space, though it usually is more
focused on clothing, jewelry, and commemorative items.
The office space contains 10 small cubicles, as
well as a small area containing a table and a wall screen
for presentations. Each cubicle contains a desk with a
desk top computer hooked into the ships computer
network.
The recreation deck has various uses. On some
ships, especially warships, it is a full service gym
containing exercise equipment. On more entertainmentminded vessels, this space is normally used for hologaming systems, casinos, or sporting areas such as
tennis or basketball courts. Optionally, the recreation
deck can be made into a class room, which is useful
aboard generation or colony ships as well as permanent
space stations. The holofield bay is just an updated
version of the recreation deck capable of producing freestanding holograms that can mimic real-world items.
Medical Units:
The medical unit is rated by the amount of bed
space it has. The medical cubical (sometimes called
medical cubby) is the smallest, being a simple room
with a small desk, a chair, several lockers and storage
cabinets, and a simple examination bed/table, as well as
a healthy supply of first aid equipment. It is considered
an Ordinary quality facility (-1 step bonus). The medical
suite is a larger version of the medical cubical. It has
two rooms, one containing a desk, a chair, and several
storage cabinets and lockers, while the other contains
two beds with life support monitors. The medical suite is
considered to be an Ordinary quality facility (-1 step
bonus).
The sick bay is a small ship board hospital, and
contains not only work space for the medical staff, but 4
beds for patient recovery and even a small operating
theater. It is considered to be a Good quality medical
facility (-2 step bonus).
The surgical bay is a full blown medical office,
complete with a full surgical bay, medical computer,
pharmacy, and 5 two-person recovery rooms. It is
normally seen aboard hospital ships, large warships,
assault carriers, and large space stations. As an
Amazing quality medical facility, it provides a -3 step
bonus to all Medical Science treatment and surgery
checks. The surgical bay can also be expanded. For
each additional hull point spent on the system, an
additional 6 beds can be added. Each additional
expansion costs $50 K.
Mining Systems:
Two mining systems are included. The Mining
Arm is a system that actually attaches an asteroid to the
ship, and then begins to cut it apart and transfer the
chunks into the ships cargo bays. The Robotic Mining
Suite consists of a bay of multiple robots equipped with

laser mining tools that transfer resources to the ships


cargo bays.
The Refinery is a specialized facility that is
capable of transforming raw ore into processed raw
materials. This only allows for the creation of basic
materials, not high technology. For example, a refinery
can turn iron ore into iron, or platinum ore into refined
platinum-family metals, but it cannot create neutronite
plates.
Organic Systems:
The Organic Tech-tree Bay is the Externals
version of a fabrication facility. It functions in the same
way, and can build the same things, except it only
produces bio-tech items.
The Kroath Gel Bay is to the kroath what the
crew/troop bunkroom is to humans. It contains a
number of gel-filled alcoves and tanks where they can
rest and repair themselves.
The Kroath Creation Suite is a ship board
manufacturing center for kroath troops. Victims are
brought in to the suite and strapped to a table, where
they are injected with kroath nanites. When they leave,
they are fully functional kroath troops. Each suite has 12
conversion tables, as well as a manufacturing system for
additional nanites.
Robotic Support Suite:
This is the same thing as a crew/troop bunkroom
except for robots. It includes alcoves, cubbies, or racks
for multiple robots, as well as a basic maintenance area.
It has enough space for 30 man-sized robots (1 to 2
meter height/length). If smaller robots are desired,
assume that it can hold 40 robots that are half size (51
cm to 1 m), 60 robots that are a quarter size (11 to 50
cm), or 100 robots of tiny size (under 10 cm). While
basic maintenance is handled by this system, major
repairs still require the use of a workshop, fabrication
facility, or nanomanufacturing bay.
The robotic support suite is normally used
aboard ships in place of normal crew members. These
robot crew members still need overall leadership,
however, which is normally supplied by either normal
officers or from an AI loaded into a supercomputer. The
latter is a common arrangement on StarMech warships
such as the Warhulk-class cruisers. Famous for their
capabilities during GW2, the Warhulks relied almost
entirely on robots to operate and repair the ships, with
only a handful of human crewmembers aboard who were
kept in cryogenic stasis.
A ships robots are normally controlled from the
ships command deck/cockpit. However, the ships
computer core can also be used to control the ships
robots, and the main engineering console in the ships
engineering section usually has full access as well.
Other locations capable of controlling a ships robots are
left up to the GMs discretion.
Note that the robotic support suite is not the
same thing as automation. In the case of automation,
crew positions are intentionally reduced through the use
of fixed computers, mechanical systems, or robotic

58
systems. In contrast, the robotic support suite simply
allows the ship to carry robots.
Utility System:
The utility system is a modification to a normal
cargo unit. It provides modifications similar to
autocargo, but is focused on making the cargo system
more versatile. The modifications include a cargo
loading ramp, roll on/roll off track system, fold-down
seating for troops or passengers, and vehicle locking
points. When used, the seating occupies half of the
normal cargo volume available. This allows a craft
equipped with a utility system to rapidly reconfigure the
space for new mission requirements, and can easily
deploy troops, cargo, and vehicles in unprepared landing
areas. This ability makes it very popular for drop ships
and small troop transports.
The cost of the utility system is the same, as the
components are relatively cheap. However, the size of
the utility system and the amount of seating available
depends on the size of the modified cargo system. A
modified cargo space seats 10 and costs no additional
hull points; a modified cargo bay seats 20 and costs an
additional 0.5 hull points; and a modified cargo hold
seats 40 and costs 1 hull point. In addition, removable,
bolt-down seating can be installed that doubles the
seating capacity at the cost of all cargo volume. Each
removable seat unit contains 4 seats and costs $1000.
Workshops, Fabrication Facilities, and
Nanomanufacturing bays:
These three systems allow for the manufacturing
of a large variety of items. The more advanced two can
even be used to repair a starships mortal damage
without the need for a repair yard.
However, they do not have the ability to produce
advanced materials. Instead, they rely on a ships stores
of materials to manufacture items. This means that
none of them are capable of creating neutronite plates
from plain steel, but they can work with neutronite plating
from storage or after it has been removed from the hull.

These systems can also be used to construct a


starship. However, such an attempt requires numerous
skill checks, as well as a hanger bay of sufficient size to
house the vessel while it is being built. Each system
requires a successful Technical Science skill check to
produce. If the crew uses systems identical to their own
ships systems, the repair specialty skill is applicable. If
the crew is instead using systems not found on their ship
in the craft they are building, a Technical Science
invention skill check is required. A check must be done
each week of construction. Assembly of the various
systems requires either a System Operation
engineering or a Technical Science repair skill check.
Constructing a ship in a hanger using one of
these systems also requires time and resources.
Assume that a ship has a number of repair points equal
to its main hull size (ie a destroyer has 160 repair
points). During construction, each hull point of system
translates to 2 repair points. Also, the crafts hull itself is
counted as a separate system, and requires equal
consideration. The amount of time it takes to build a
ship using these systems is incredibly slow, with only 1
HP of ship system completed each week. Assembly
also requires 1 week per hull point of craft.
Any failed skill check results in damage to the
system under construction. Repairing damage to
systems under construction is treated as normal
damage, and can be repaired in the same way.
However, this also requires the expenditure of more
repair points.
For example, a cruisers crew decides to build a
30 hull point scout. They have access to 2 fabrication
facilities, a 30 HP hanger bay, and 200 repair points.
The scouts hull alone requires 30 weeks to build, and
another 30 weeks for the systems contained within it
(totaling 60 weeks, though if both fabrication facilities are
used, this can be reduced to 30 weeks). Furthermore, it
requires 120 repair points to build the scout.

59

ZONE LIMITS
HIT LOCATIONS AND ZONE LIMITS
Type
Military Small Craft

Military Light ships

Military Medium ships

Military Heavy ships

Military Super-Heavy
ships

Civilian Small craft

Civilian Light ships

Civilian Medium ships

Civilian Heavy ships

Civilian Super-heavy
ships

Hull
Fighter
Strike fighter
Heavy fighter
Cutter
Scout
Gunboat
Drive cutter
Corvette
Deep space scout
Frigate
Destroyer
Assault ship
Fleet destroyer
Light cruiser
Heavy cruiser
Armored cruiser
Strike cruiser
Assault cruiser
Light carrier
Battlecruiser
Battleship
Assault carrier
Fleet carrier
Heavy battleship
Dreadnought
Super dreadnought
Super carrier
Fortress ship
Heavy fortress ship
Super fortress ship
Cathedral ship
Launch
Skiff
Courier
Trader
Fast Freighter
Yacht
Fast Transport
Drive Courier
Fast Explorer
Hauler
Large Yacht
Industrial
Super Yacht
Light Miner
Heavy Hauler
Explorer
System Liner
Medium Freighter
Clipper
Medium Transport
Miner
Med Explorer
Surveyor
Tanker
Star Liner
Heavy Transport
Bulk Freighter
Bulk Miner
Super Freighter
Colony transport
Super Transport
City Ship
Metropolis Ship

Size
10 (+4)
15 (+6)
20 (+8)
20
30
40
50
80 (+8)
100 (+10)
120 (+12)
160 (+16)
200 (+20)
260 (+52)
320 (+64)
400 (+80)
480 (+96)
540 (+108)
600 (+120)
720 (+144)
960 (+288)
1200 (+360)
1400 (+420)
1600 (+480)
2000 (+600)
3200 (+1600)
4000 (+2000)
6400 (+3200)
12,000 (+6000)
16,000 (+8000)
20,000 (+10,000)
28,000 (+14,000)
8 (+3)
12 (+5)
16 (+6.5)
24
32
36
40
48
56
72 (+7)
84 (+8)
96 (+10)
108 (+11)
120 (+12)
140 (+14)
160 (+16)
180 (+36)
240 (+48)
360 (+72)
480 (+96)
540 (+108)
600 (+120)
660 (+132)
720 (+216)
840 (+252)
1280 (+384)
1400 (+420)
1600 (+480)
2400 (+1200)
3600 (+1800)
4800 (+2400)
10,000 (+5000)
14,000 (+7000)

Zone
2
2
2
4
4
4
4
6
6
6
6
6
8
8
8
8
8
8
8
12
12
12
12
12
20
20
20
20
20
20
20
2
2
2
4
4
4
4
4
4
6
6
6
6
6
6
6
8
8
8
8
8
8
8
12
12
12
12
12
20
20
20
20
20

Zone Limit
8
12
16
14
10
14
17
22
27
33
44
55
62
75
96
115
130
144
172
156
195
227
260
325
480
600
960
1800
2400
3000
4200
6
8
12
8
11
12
14
16
19
20
23
26
30
33
38
44
43
58
86
115
130
144
158
117
136
208
227
260
360
540
720
1500
2100

60

APPENDIX 1: VEHICLE STORAGE & TROOP SUPPORT


VEHICLE STORAGE
The table below provides basic data on space requirements for vehicles of various sizes. This includes if the
vehicle is transported inside of a hanger or in a cargo system. This is simply a recommendation, and not a requirement.
Included are examples of a vehicle of the type, as well as how the vehicle compares to spacecraft in terms of size. It can
be assumed that a vehicle stored in a cargo system is purposely contained in an unusable form. For example, a vehicle
with wings likely has them either removed or folded for storage, compressing its foot print. It can also be assumed that all
vehicles stored inside a cargo system do not contain hazardous materials such as fuels or ammunition. Vehicles stored in
a cargo system can be transferred to a hanger area for use only if the hanger and cargo system are within the same
section of the ship
TABLE SDN SA1: VEHICLE STORAGE TABLE
Vehicle
Example
Effective Size
Hanger
Cargo
Helicopter, light
UH-1 Huey, AH-1 Cobra
Fighter
10
2 / hold
Helicopter, medium
UH-60 Blackhawk, AH-64 Apache
Strike Fighter
15
1 / hold
Helicopter, heavy
CH-47 Chinook, CH-53 Sea Stallion
Cutter
20
1 / hold
Jet fighter, light
F-16, F-18, MiG-29
Fighter
10
2 / hold
Jet fighter, heavy
F-14, F-22, Su-35
Strike Fighter
20
1 / hold
Skybike
One or two person motorcycle
-0.5
6 / space
Skycar, light
4 person coupe or economy car
-2
1 / space
Skycar, medium
5 person mid-size or luxury
-5
3 / hold
Skycar, heavy
8 person van, truck, or SUV
Launch
8
1 / bay
Skytank, light
APC or light tank
Fighter
10
2 / hold
Skytank, heavy
Main battle tank
Strike Fighter
15
1/ hold
Ultralight
--1
4 / space
Motorcycle / ATV
One or two people
-0.5
6 / space
Car, small
4 person coupe or economy
-2
1 / space
Car, medium
5 person mid-size or luxury
-5
3 / hold
Car, Large
8 person van, truck, or SUV
Launch
8
3 / hold
Tank, light
Bradley, LAV, or Stryker
Launch
8
3 / hold
Tank, heavy
M1A1 Abrams, T-80
Skiff
12
2 / hold
Truck, light
RV, Grizzly ground car
Launch
8
3 / hold
Truck, heavy
Semi-truck, FMTV truck
Skiff
12
2 / hold
Jet ski / Canoe
--0.5
6 / space
Boat, light
Bass boat, speed boat
Launch
8
3 / hold
Boat, medium
Power boat, speed boat
Courier
16
1 / hold
Boat, heavy
Cigarette boat, cabin cruiser
Trader
24
N/A
Mini-sub, light
One or two people
-5
1 / bay
Mini-sub, medium
Up to four people
Launch
8
1 / hold
Mini-sub, heavy
Up to 20 people (ASDS)
Courier
16
1 / hold
Ship, small
Fishing trawler, yacht
Fast freighter
32
N/A
Ship, light
USCG cutter
Gunboat
40
N/A
Ship, medium
Small freighter, attack sub
Corvette
80
N/A
Launch
-Launch
8
3 / hold
Fighter
-Fighter
10
2 / hold
Skiff
-Skiff
12
2 / hold
Strike fighter
-Strike fighter
15
1 / hold
Courier
-Courier
16
1 / hold
Drop ship/Cutter
-Drop ship/Cutter
20
1 / hold
NOTE: Vehicles, including space craft, secured in a cargo unit are considered to be packaged and prepared for shipping. Packaging
includes strapping them into loading pallets, folding wings, removing weapons, emptying fuel tanks, and securing hatches. As
such, they must be unloaded and unpacked for use. In contrast, vehicles in a hanger are considered to be ready for operation,
and can be driven or flown out of the hanger.
Type: The type of vehicle, based on the mode of travel and specialty skill used.
Vehicle: The specific vehicle category, based on general size.
Example: An example or basic description the vehicle category.
Effective Size: The vehicles size compared to normal space craft.
Hanger: The number of hull points a single vehicle of this type occupies in a hanger.
Cargo: The number of vehicles that can be fit in the minimum space given. For example, 6 skybikes can be fit into a single cargo
space, while only a single heavy sky tank can fit into a cargo hold.
Space

Water

Ground

Air

Type

61
TROOP SUPPORT REQUIREMENTS
The table below contains basic data on the normal size for a deployed Marine or Army unit, based off of the
standard used by the Galactic Concord. While this does provide a good rule-of-thumb for calculating what systems are
needed to house a specific unit of a given size aboard a starship, it should only be considered general data. Note that the
smallest unit presented here is a company of soldiers. While it is possible to deploy smaller units, most troop ships and
assault craft are constructed for larger formations to increase efficiency. Also, the table does not include units larger than
a regiment, as it is also incredibly rare for divisions, corps, and armies to be placed inside a single ship.
UNIT DESCRIPTIONS
Infantry units
Artillery units
The backbone of the military, infantry forces
Light artillery consists of military light trucks
consist of light troops armed with rifles and combat
armed with weapons such as PDGs, AA/AT missiles,
armor. The standard infantry company is composed of 5
and laser cannons, and are intended for close battlefield
platoons, consisting of 3 rifle platoons, a headquarters
support of infantry. The larger heavy artillery units rely
platoon, and a special weapons platoon. The latter
on light tanks to transport heavier guns, such as particle
includes a machine gun squad, a bantam missile squad,
beams, ship-type missiles, and plasma cannons.
a sniper squad, and a grenadier squad. An infantry may
Regardless of the type, an artillery battery consists of 4
or may not be deployed with vehicles, consisting of a
artillery platoons and a headquarters platoon. The larger
light military truck, which is used for medevacs, resupply,
artillery battalion combines a battery of heavy artillery
and rapid battlefield movements. The infantry battalion
and two batteries of light artillery, as well as a support
consists of 3 infantry companies combined with a
company.
company of light tanks to provide armored support. A
support company is also included to provide
Aerospace units
headquarters and logistical support.
The basic aerospace squadron consists of either
12 fighters or 8 strike fighters, along with maintenance
Powered / SPECOP units
crews and a support company. The attack squadron is
A modification to regular infantry, powered units
intended for ground attack and escort missions, while
consist of heavy infantry armed with heavier weapons
the transport squadron is equipped with drop ships to
and body tanks. The powered company has a similar
ferry troops, armor, and supplies from a troop ship to the
make-up to an infantry company, though it replaces the
ground; drop ships also serve in a small ground attack
special weapons platoon with an assault platoon for
role. The larger aerospace group consists of one
close-quarters combat. The powered battalion consists
squadron of 12 fighters, one squadron of 8 strike
of 3 companies alongside a light tank company and a
fighters, and a mixed transport squadron equipped with
support company.
6 light drop ships and 4 medium drop ships. It is
SPECOP (short for Special Operations) units
normally deployed on larger troop carriers to support
are the most elite infantry of all time. These troops are
large units of ground forces.
equipped with massive firepower, as well as vehicles
and body tanks. SPECOP forces are generally
Support units
organized identically to powered units, but are not
Better known as a headquarters unit, support
deployed with armored units at the battalion level.
units consist of a number of subunits used to support
ground forces. All support units contain the following
Armored / Cavalry units
offices: Administration, Medical, Electronics, Supply,
Armored forces consist of tank units. As the
and Intelligence. Further, the support company includes
crews are the same size, the only difference is in the
a 40-strong platoon of recon troops armed with rifles and
type. A heavy armored platoon is equipped with main
recon body tanks (attached to the Intelligence office).
battle tanks, while a light armored platoon contains light
These offices serve as the staff units of a unit
tanks (normally deployed with infantry units). Cavalry
commander. Supply companies are used to support
forces consist of normal infantry squads centered on an
battalions, while a supply battalion normally supports a
APC or IFV, and are intended to function beside other
regiment.
armored forces. The standard armored company
consists of 4 tank platoons, each with 4 tanks, as well as
Expeditionary Unit
a headquarters platoon. In contrast, a cavalry company
This is a powerful combined arms force
consists of an all-armored force of infantry, with 3
deployed
for normal patrols in the Stellar Ring. It is
combat platoons and a headquarters platoon. An
centered
on
an infantry battalion, supported by a heavy
armored battalion combines these two forces, consisting
armored
company,
a squadron of drop ships, and a
of 2 heavy armored companies, two cavalry companies,
heavy
artillery
battery.
and a support company.

62
TABLE SDN SA2 TROOP SUPPORT TABLE
Unit
Company, Infantry
Company, Powered or
SPECOP

Commander

Personnel

Captain

6 / 6 / 180

Vehicles
COMPANIES
24 x light trucks

Captain

6 / 6 / 180

9 x light trucks

Supplies / Subordinates
6x cargo holds, 5x armories
6x cargo holds, 5x armories, 16x
armor bays

MAX HP
78
79

16 x tanks*
69 (light)
10x cargo holds, 2x armories
6 x light trucks
75 (heavy)
9 x light trucks
8x cargo holds, 8x armories, 4x
Company, Support
Captain
12 / 12 / 120
79
8 x heavy trucks
armor bays
24 x light gun trucks**
6x cargo holds, 4x armories, 20x
Battery, Light Artillery
Captain
6 / 6 / 140
100
9 x light trucks
magazines
24 x light tanks
6x cargo holds, 4x armories, 30x
Battery, Heavy Artillery
Captain
6 / 6 / 140
110
9 x light trucks
magazines
Troop, Cavalry
Captain
6 / 6 180
24 x light tanks
6x cargo holds, 5x armories
78
BATTALIONS
87 x light trucks
36x cargo holds, 25x armories, 4x
Battalion, Infantry
Major
37 / 36 / 720
16 x light tanks
384
armor bays
8 x heavy trucks
37 / 36 / 720
42 x light trucks
Battalion, Powered or
36x cargo holds, 25x armories,
387
Major
(31 / 30 / 660
16 x light tanks
SPECOP
52x armor bays
(318 SPECOP)
SPECOP)
8 x heavy trucks
32 x heavy tanks
48 x light tanks
40x cargo holds, 22 x armories, 4x
Battalion, Armored
Major
37 / 36 / 600
387
33 x light trucks
armor bays
8 x heavy trucks
45 x light trucks
Battalion, Support
Major
61 / 60 / 600
40x cargo holds, 40x armories
377
40 x heavy trucks
48 x light gun trucks**
24 x light tanks
26x cargo holds, 20x armories, 4x
Battalion, Artillery
Major
31 / 30 / 540
391
36 x light trucks
armor bays, 70x magazines
8 x heavy trucks
12 x fighters or 8 x strike
30x cargo holds, 8x armories, 5x
Squadron, Attack
Major
37 / 36 / 220
fighters
342
armor bays, 96x magazines
24 x light trucks
12 x fighters or 8 x strike
30x cargo holds, 8x armories, 5x
Squadron, Transport
Major
37 / 36 / 220
fighters (drop ships)
342
armor bays, 96x magazines
24 x light trucks
COMBINED ARM FORCES
126 x light trucks
24 x light gun trucks**
16 x heavy tanks
82x cargo holds, 39x armories, 9x
Expeditionary Unit, INF+
Lt. Colonel
88 / 84 / 1140
895
16 x light tanks
armor bays, 116x magazines
8 x heavy trucks
12 or 8 x drop ships
12 x fighters
8 x strike fighters
90x cargo holds, 24x armories,
Aerospace Group
Lt. Colonel
112 / 108 / 660
1022
6 x light drop ships
15x armor bays, 288x magazines
4 x heavy drop ships
*Armored companies can be equipped with either light or heavy tanks. The specific type of tank depends on the specific unit. Note that the maximum
HP needed is split between light armor and heavy armor.
** Light artillery uses a specialized light truck, replacing the cargo area for a vehicle weapon system such as a laser cannon, chain gun, missile rack, or
rocket pack.
Transport squadrons use fighter or strike fighter hulls as drop ships.
Unit: The general unit type. Note that many military forces use these organizational names within their forces.
Commander: The officer rank normally in command of the unit. For quarters, Captains are junior officers normally berthed in an officer quarters, while
Lt. Colonels and Colonels are senior officers berthed in officer suites.
Personnel: The total number of troops, including the commander, normally found within a given unit. The data is read as Officers / Staff NonCommissioned Officers / Enlisted. All SNCOs are berthed in troop quarters, while enlisted ranks (sergeant and below) are berthed in troop
bunkrooms.
Vehicles: The number of vehicles normally transported with the unit. This number is presented without details as to how these vehicles are transported,
and can be carried in either hangers or in cargo areas. Note that infantry units are equipped with a military truck, roughly the size of an SUV
or large car. While at least a handful of such trucks are deployed with infantry units, the number given is the maximum and a unit could be
deployed with fewer vehicles.
Supplies / Subordinates: This lists the various cargo holds, armories, armor bays, and magazines needed to support the equipment for the unit,
including rations, water, tents/shelters, and spare parts.
MAX HP: Roughly the maximum space required to aboard a single transport to support a given unit. Note that all vehicles (except spacecraft) are
assumed to be stowed in cargo units. Spacecraft are assumed to have half their number carried in clamps and half in hangers.
Company, Armored

Captain

6 / 6 / 60

63

APPENDIX 2: SPECIAL RULES FOR SPACECRAFT


This section presents a number of house rules intended to either replace or supplement the rules governing
starships as presented in the Warships supplement. While these rules are going to be used and referenced within the
various sections of S*D New, it is ultimately up to a Game Master as to whether to use them or not. They are also fully
usable with other settings outside of S*D New, so long as such settings use Warships as the primary system for space
combat and ships.

SHIPS, PLANETS, AND ATMOSPHERES


The rules for how starships interact with planets
and asteroids were originally presented on pages 16 to
17 of Warships under the heading The Battleground.
These rules in effect laid out the rules for a spacecraft to
approach and enter an atmosphere, as well as how a
ship would interact with a planet in terms of orbital
bombardment. However, these rules did not cover the
interactions of a ship when it has entered an
atmosphere, nor did it cover the interaction of groundbased defense forces on planets with ships in orbit or
near a planet. As such, the following rules have been
developed to determine just what effects a ship can
expect when inside of an atmosphere or when
interacting with planetary forces.

ATMOSPHERIC FLIGHT
It is an understatement to say that a Gravity or
Energy Age ship has engines of incredible power. As
noted in Warships, the average PL7+ engine can
produce forces hundreds of times the force of gravity on
Earth. To deal with this massive power output, Gravity
and Energy Age spacecraft are equipped with inertial
dampening systems, artificial gravity, and strong hull
frames. However, while all of these countermeasures
are impressive, they are still intended for use in the
vacuum of space. Once a ship enters an atmosphere,
these defenses are made moot.
Entering an atmosphere forces a ship to deal
with much higher gas densities than it is normally
equipped to handle. Admittedly, any PL7+ engine can
easily attain speeds Mach 50 or higher, but the ship itself
would be ripped apart by frictional heating and buffeting
in the attempt. As a result, all spacecraft have a
maximum atmospheric flight speed. This is a simple
speed limit which tells the operators the maximum safe
speed the ship can travel before damage is incurred.
The following are the general rules.
Atmospheric Acceleration & Speed
As previously mentioned, all starships have a
maximum speed which they can attain within an
atmosphere. However, they also have a maximum
acceleration rating. For both, this is better described as
a base value, as it can be modified. The specific details
for calculating these ratings are presented on Table SDN
SA3a: Atmospheric Flight Modifiers. To determine a
ships atmospheric acceleration and speed ratings,

multiply the ships normal engine rating by the modifier


presented on the table. For acceleration modifiers, this
is the acceleration rating based on the normal 3-second
Alternity action phase. Speed is to be read in the
Alternity standard of kilometers per hour. Note that a
ship is not required to travel at its maximum speed or
acceleration, and can travel slower than this without
penalty.
To convert the acceleration rating from the
Alternity standard of a 3-second action phase to a
Warships 30-second combat round, first divide the
2
acceleration by 9 to make it m/s , then multiply by 999 to
2
covert to meters per round (or mrr). This can be further
2
converted to kilometers per round by dividing by 1000
(or krr). It is recommended to convert to krr and then
round to the nearest half krr. See examples below for
details.
To convert the ships speed from the Alternity
standard to Warships standard is much easier. Divide
the base speed by 360 to convert from kph to kilometers
per second. From there, multiply by 30. This yields a
value of kilometers per round (kpr).
Example 1: A 16 hull point human shuttle
equipped with 4 hull points of advanced particle impulse
engines enters an atmosphere. In space, its engines
have an acceleration rating of 2.5. In an atmosphere, its
base acceleration is 150 mpp (16,650 mrr, or 16.5 krr in
Warships) and base speed is 1550 kph (or 129 kpr).
Example 2: A 15 hull point fraal fighter is
equipped with a gravitic redirector of 7.5 hull points (50%
of its hull). In space, it has an acceleration rating of 14
(the fastest possible in S*D New). In an atmosphere, it
has a speed of 8680 kph (or 723 kpr) and an
acceleration rating of 840 mpp (or 93,240 mrr, or 93 krr)
Example 3: A 260 hull point fleet destroyer is
equipped with 52 hull points in HP induction engines has
a normal acceleration of 5 in space. In an atmosphere, it
has an acceleration of 100 mpp (or 11,100 mrr, or 11 krr)
and a speed of 1000 kph (or 83 kpr).
Flight Regimes
A flight regime is a speed range which describes
flow properties of a fluid body (including air). In the case
of this supplement, it is used to describe the maximum
speed range a spaceship or vehicle is designed to
handle. The actual regime speeds are based presented
on table SDN SA3b: Atmospheric Flight Regimes is

64

TABLE SDN SA3a: ATMOSPHERIC FLIGHT MODIFIERS


Type
Acceleration
Speed
Regime
Maneuver*
Missile
60x
620x
Hypersonic
-3
Shuttle/Fighter
60x
620x
Supersonic
-2
Small Craft
30x
310x
Supersonic
-1
Light Ship
25x
260x
Transonic
0
Medium Ship
20x
200x
Transonic
+1
Heavy Ship
15x
100x
Subsonic
+2
Super-heavy Ship
10x
50x
Subsonic
+3
*Inclusion of a stabilizer system in a ship increases the maneuverability class of a ship by one grade. Remember that a
sifarv fighter includes a stabilizer automatically, and has a natural -3 maneuver rating.
Type: The general typing of a ship. Shuttles and fighters are the specific shuttle and fighter hulls presented on tables
SDN S1a & SDN S1b.
Acceleration: The acceleration modifier for a ship. This is multiplied against the ships normal engine performance to
determine the maximum acceleration of the ship while flying in an atmosphere.
Speed: The speed modifier for a ship. This is multiplied against the ships normal engine performance to determine the
maximum acceleration of the ship while flying in an atmosphere. If this speed is exceeded, assume the ship begins to
suffer damage (see table SDN SA3b for specific damage values).
Regime: The normal flight regime a ship of a given type is normally designed to handle. Note that a ships maximum
flight speed may be above or below this value. If a ships maximum speed is above this, they still take damage if they
fly at such speeds.
Maneuver: The maneuver rating for a ship of a given size while flying in an atmosphere. This applies to all piloting
checks made by the ships pilot.

TABLE SDN SA3b: ATMOSPHERIC FLIGHT REGIMES


Regime

Mach

Speed (kph)

Speed (m/s)

Speed (game)
Damage
Penalty
< 0.8 km / phase
Subsonic
< 0.8
< 980
< 273
d4s (LI)
0
< 8 km / round
0.8 1 km / phase
Transonic
0.8 1.2
980 1,470
273 409
d6s (LI)
+1
8 12 km / round
1 5 km / phase
Supersonic
1.2 5.0
1470 6,126
410 1,702
d6w (LI)
+2
12 51 km / round
5 10 km / phase
Hypersonic
5.0 10.0
6,126 12,251
1,702 3,403
d8w (En)
+3
51 102 km / round
10 25 km / phase
High-Hypersonic 10.0 25.0
12,251 30,626 3,403 8,508
d8+2w (En)
+4
102 255 km / round
> 25 km / phase
Re-entry
25.0 <
30,626 <
8,508 <
d12+4w (En)
+5
> 255 km / round
Regime: The general categories of flight speed within an atmosphere, based on the speed of sound. Most modern
aircraft operates either in the subsonic, transonic, and supersonic flight regimes.
Mach: The relationship between an air or spacecrafts speed and the speed of sound. The speed of sound is Mach 1.
Speed (kph): The speed range in kilometers per hour for a given regime.
Speed (m/s): The speed range in meters per second for a given regime.
Speed (game): The speed range in game terms for a given regime. The top number represents the speed using a
standard Alternity single action phase of 3 seconds, while the lower number represents the speed using a Warships
combat round of 30 seconds.
Damage: The damage inflicted to an aircraft or spacecraft not designed to travel at the given regime or above its
maximum speed. This damage is inflicted per unit time, be it a 3-second phase or a 30-second combat round.
Included is the type of damage inflicted. Note that armor can protect against this damage. Firepower should be
considered equal the ships toughness.
Penalty: The penalty applied to all piloting skill checks while a ship is traveling in a given speed regime.
actually based on NASA data as to how they model flight
speed ranges, though there is admittedly much scientific
debate concerning the specific details and properties.
All atmospheric flight regimes are derived from the
speed of sound on Earth. The specific flight regimes are

subsonic, transonic, supersonic, hypersonic, highhypersonic, and re-entry.


The subsonic flight regime is below the speed of
sound. This is the regime of most propeller-driven
aircraft and some smaller commercial aircraft, with most

65
having straight wings with a high aspect ratio. For
starships, this is the limits for heavy and super-heavy
vessels. Their massive size makes it difficult for them to
travel faster than this without taking damage. At this
point, ships can begin to feel a mild buffeting or
turbulence, though this is usually not harmful.
The transonic flight regime is a zone around the
Mach 1 (the speed of sound) where aircraft and
spacecraft begin to deal with the transition between
subsonic and supersonic flight, resulting in the creation
of a shock front (what people on the ground call a sonic
boom). High-flying aircraft such as commercial jet liners
normally fly on the lower end of this zone, just below the
speed of sound. The buffeting and turbulence first seen
in subsonic flight becomes more pronounced as a
vehicle begins to break the sound barrier, and can be
harmful if it is not designed to handle the additional
stress caused by the resulting shock front. At this point,
most aircraft have swept wings. This is also the range
limit for both medium and light ships. While their smaller
size lets them handle the creation of a sonic boom, they
are still too massive to not suffer damage when going
faster than this.
The supersonic flight regime is beyond the zone
just beyond the speed of sound. The air flow around the
craft is moving faster than the speed of sound (roughly
343 m/s at sea level on Earth). Aircraft designed to fly
this fast usually are designed with a sleek airframe, with
no extreme changes in cross-sectional area with thin
th
st
swept wings. Most late 20 century and early 21
military fighter aircraft are designed to fly this fast, and
some civilian airliners have been built to the same
standards (such as the Concord jet liner). For aircraft
and spacecraft attempting to fly in this regime, expect
extreme buffeting and turbulence as the air attempts to
rip the external structures off the skin. For spacecraft,
only small craft are capable of flying in this regime
safely, with fighters and shuttles being the fastest
spacecraft.
The hypersonic flight regime is the point where a
moving body begins to experience new problems with
the airflow around itself. This includes the creation of
chaotic vortices and thermal heating of the skin from
st
friction with the air. In the 21 century, only one manned
aircraft, the North American X-15, has achieved
hypersonic speeds (setting records in the 1950s and
1960s with a Mach 6.72 maximum speed and an altitude
th
of 107.8 km). By the 26 century, enough aircraft and
spacecraft have traveled at these speeds to make such
flight routine. While space-based missiles are
constructed to handle the high temperatures generated
at these speeds, no ship hull is designed to fly at these
speeds regularly. For a ship to fly at these speeds, it
requires the use of the thermal shell (see page 40 for
system details).
The high-hypersonic flight regime is nearly the
same as the hypersonic regime. However, at this point,
the frictional heating becomes a significant burden, and
requires intensive maintenance. The heating is easily
enough to cause damage to the hull of a ship or melt the
skin of an aircraft. Most vehicles intended to operate at

these speeds have wedge shapes with chisel noses,


stub wings, and high-temperature composite skins.
The fastest known speed zone, the re-entry
flight regime is the speed of a normal PL5 and PL6
spacecraft when it enters a planets atmosphere. The
lower limits of this regime are just below minimal orbital
velocity (roughly Mach 25.4). However, PL7+ engines
make such high re-entry speeds unnecessary, as a
ships engines are powerful enough to maintain a stable
orbit at lower speeds. From there, a Gravity Age ship
can more gracefully enter a planets atmosphere by
using their engines as a breaking system to keep their
speeds within a safe regime. It should be noted that a
PL7+ ship hull can survive such speeds, though it
causes terrible damage. Note that PL7 and PL8 bomb
casings lack engines for atmospheric breaking, and are
thus designed to withstand re-entry speeds.
Maneuver Rating
Many early spacecraft relied on chemical
reaction thrusters for maneuvering in space, but suffered
from the need to have small control surfaces for
operations at incredibly high re-entry speeds. Even
Fusion Age ships suffered from this problem, and were
generally described as flying bricks. With the
development of powerful Gravity Age engines,
spacecraft were able to rely on their main engines
producing thrust in almost any direction to allow for
maneuvering in space. This development further
benefited such ships by allowing them to perform the
same operations in an atmosphere. While flying through
air, Gravity and Energy Age spacecraft use their engines
to create directional thrust, though some supplement this
with small wings or fins.
Like a ships speed, the maneuvering rating of a
ship is based on its size. Smaller ships are almost
always more maneuverable than larger vessels, as their
smaller size makes it easier for them to turn tightly. By
far the most maneuverable space-based vehicle is a
missile. Note that a ship with a stabilizer system has its
maneuver rating improved by one grade.
The maneuver rating of a ship is also influenced
by its velocity. Each flight regime shown on table SDN
SA3b includes a penalty, which is applied to a ships
maneuver rating while traveling at this speed. The
higher the speed, the more difficult it is to maneuver
without risk of losing control.
Atmospheric Maneuvers
PL7+ spacecraft flying through a planets
atmosphere are not limited in their maneuver options.
With the power of their options, and are capable of flying
in the same way as a PL5 helicopter. This means they
can not only bank and turn, but also hover, fly sideways,
and even fly in reverse. However, many of these
maneuvers are not easy, and require a skill check to
perform. Generally speaking, spacecraft operate in the
same manner as PL7 aircraft, and use the same rules.
Nap-of-Earth flight: This special maneuver is
both difficult and dangerous. In essence, it involves the
ship purposely flying at an altitude of 50 meters or less

66
above a planets surface. Flying this low at high speeds
is incredibly risky, as there is a serious risk of crashing
into hills, ridges, trees, buildings, power lines, and
communication towers. Flying this low over water can
also impose danger from waves, fog, rocks, and even
hostile creatures. Safe flight this low is usually at a
speed of less than 200 kph.
However, military pilots are routinely trained in
flying this low, as it does have its advantages. For one,
it keeps the ship below the radar and thus can only be
detected at a ground-based sensors shortest range.
Flying sensors also suffer an additional +1 penalty for
trying to spot a low-flying ship from above due to ground
clutter (this is at the GMs discretion).

Unfortunately, flying this low also limits a ships


sensors by the same degree (shortest range only).
Furthermore, this area is extremely cluttered, and rates
as a hazardous condition (see page 135 of the GMG),
imposing an additional +2 penalty to maneuvers. Also,
flying nap-of-Earth at speeds higher than 200 kph
imposes a penalty to maneuvers due to short detection
ranges and potential hidden obstacles. Apply a +1
penalty for every 200 kph above the 200 speed limit a
craft is traveling (+0 at 0-200, +1 at 200-400, +2 at 400600, etc).

TABLE SDN SA4: BEAM AND PROJECTILE WEAPON MODIFIERS


Firepower
Use
Range Modifier
Orbital
Good
Yes
500m x
No
Small Craft
Yes
1000m x
No
Light
Yes
5km x
Altitude
Medium
Yes
10km x
Altitude
Heavy
Yes
20km x
Ground
Super-heavy
No
N/A
N/A
Firepower: The firepower rating of a given beam or projectile weapon.
Use: Determines if a weapon of a given firepower can be used safely within an atmosphere. Super-heavy weapons are
too powerful to be used safely, and inflict damage on the ship using them.
Range Modifier: This modifier determines the effective range scores for a given weapon. Multiply the values by the
weapons base range.
Orbital: Determines if a weapon can reach an orbiting ship while the ship is in an atmosphere. No means it cannot be
used at all for such attacks, Altitude means the ship can fire while flying at normal altitudes of 10-20 kilometers, and
Ground means they can be used while the ship has landed on the planets surface.

SHIP WEAPONS
The weapons used by spacecraft are incredibly
powerful, just like their engines. However, just like their
engines, using weapons designed for space inside of an
atmosphere causes problems. Projectile weapons have
their shells suffer from atmospheric drag forces, beam
weapons suffer from energy attenuation and bleed off,
and missile weapons can rip themselves apart when
traveling at high speeds within an atmosphere. As a
result, all ship weapons suffer from a number of
restrictions when used not within an atmosphere.
Type
For the most part, only beam, projectile,
missiles, and bombs can be used inside of an
atmosphere. Beams and projectile weapons of PL7+
design are created for the purpose, and can operate
without modification (though they are at a disadvantage).
Missile weapons are also capable of atmospheric
operations, and their guidance systems include an
atmospheric flight program to allow them to operate
normally (though at reduced speeds). Bombs can also
be dropped from high altitudes or used as depth
charges, and all bomb casings use advanced heat
shields so they can even be deployed from orbit.
However, not all weapons are usable within an
atmosphere. Torpedoes and other special weapons

cannot be fired within an atmosphere, as the gravity well


and atmosphere of the planet interferes with their use.
Additionally, mines are also not usable, as they are
designed specifically for use in space. Most of these
systems have computerized safeties to prevent their
use, and bypassing them usually disables the weapon.
Firepower (Beam and Projectile only)
The firepower of a ships weapon is what
determines the specific range and abilities of a beam or
projectile weapon. Refer to table SA4: Beam and
Projectile Weapon Modifiers above. This table stipulates
what modifiers apply to a ships weapons, and also
stipulates whether or not such weapons can strike
orbiting craft. For example, a point-defense gun has
Good firepower and a range of 1/2/3 Mm in space. In a
planets atmosphere, the same weapon retains its
damage and firepower, but is limited to a range of
500/1000/1500 meters, and cannot strike at spacecraft
in orbit. Note that weapons with super-heavy firepower
cannot be fired will inside an atmosphere. Their power
is such that any attempt automatically inflicts Ordinary
damage to the firing ship due to overpressure and rapid
heating of the air.
Missiles
Missile weapons are fully capable of being fired
within an atmosphere. As previously noted, PL7+

67
missiles include an atmospheric flight program, which
automatically governs their operation when fired at
targets also within an atmosphere. As they operate in
the same way as spacecraft, refer to tables SA3a and
SA3b for specific speed modifiers and flight regimes.
Missiles can also be fired from the ground
against ships in space. However, it does require time for
them to reach space. When fired, they should be
considered in the atmosphere for one 30-second round.
In the next round, they are allowed to advance to the
position of low orbit. It is thus only in the third round
after firing that they can begin normal maneuvers and
acceleration in space. For light missiles, with only 4
rounds of endurance, this means that the weapon has
only two rounds before it is useless. For this reason,
most surface-to-space missiles are medium or heavy
missile weapons, with light missiles reserved for
targeting ships in low orbit.

SHIP SENSORS
Just like a ships weapons, ship sensors suffer
from operating on in an atmosphere. Gases in the air,
and particularly water vapor, absorb and refract radar
energy, and a planets mass hides targets from gravitic
detection. On colonized worlds, radio communications
from cell phones, wireless networks, and even radio
frequency emissions from power lines can provide
enough background clutter to make EM detection difficult
at long ranges. Visually, the planets heat and weather
plays havoc on thermal and visual sensors, and can
scatter lasers easily. As a result, the sensors of a
spacecraft are hampered in their capabilities.
Sensor Limits: The limits on a ships sensors
inside of an atmosphere are straight forward. Multiply
the normal range by 5 and change the units from Mm to
km. For example, a marginal Air/Space Radar unit has a
range of 2/5/10 Mm in space, but a range of 10/25/50 km
in an atmosphere. Compare this to an amazing
Multiband radar unit with a range of 120/240/480 km.
This also applies to passive systems, as well.
Sensor Horizon: The sensor horizon is an
effect which is seen with sensors near the ground, such
as on surface vehicles, landed starships, and also
ground bases. The effect is caused by trees, humidity,
hills, ridges, and even animals scattering radio frequency
pulses, heat, and lasers near the ground. The result is
that all sensors within 50 meters of the ground suffer
from a sensor horizon where they cant detect objects
near the ground. This limits the effectiveness of any
sensor to its shortest range when attempting to detect
targets within 50 meters of the ground. All sensors
suffer from this effect, including passive systems such as
the mass detector and passive array.
Example: A ship has landed on a planets
surface to hide, and the crew has posted a sensor watch
to keep an eye out for anything coming their way. The
ships radar has a range of 5/10/20 Mm normally, but is
reduced to 25/50/100 km on the surface. However, as
the ship has landed, the radar is within 50 meters of the
ground. This means that the radar has a horizon of 25

km if it wants to detect any target within 50 meters of the


ground, such as a low-flying aircraft or spacecraft, a
ground vehicle, or a surface ship.
NOTE: It is possible to negate a sensor horizon,
but this requires careful placement of the sensor. It must
be placed on an area with good visibility for the sensor,
above the rest of the local terrain, such as a cliff or a tall
hill or ridge. The area around the placement must also
be relatively flat.
Unusable Sensors: Some sensors simply cant
be used in an atmosphere. Specifically, all drive-based
sensors, such as the drive detection array, require
deploying a constellation of small satellites to function,
which cant be done when the sensor is on a planet.

PLANETARY DEFENSE
As can be seen, the effects of an atmosphere
heavily limit the capabilities of ship-based weapons and
sensors, which are also commonly used by ground
bases and vehicles. As a result, the ability of a planet to
defend itself from an attack is hampered. Assume that a
ship must have sensors powerful enough to see up to
low orbit, defined in Warships as being within one hex of
the planets surface (roughly 250 to 750 km above the
planet). Further, a ship must have weapons capable of
striking the target once detection is made. Both of these
conditions require the use of large, powerful sensors (at
least Good quality, if not Amazing quality) and cannons
of Medium firepower or greater. This limits the
capabilities of most ground defense to large and well
equipped ground bases on the surface of a planet, which
are expensive to build.
Missiles can help to defend a planet, but they
suffer from their own problems. They are expensive to
build in large numbers, and can take weeks to
manufacture. Furthermore, they are still required to
spend 2 combat rounds gaining altitude before they can
maneuver in space and use their speed to an
advantage. Unfortunately, they can be detected the
moment they are fired, and the target is still free to react
to them while the missile is in the atmosphere.
The result is that most planets in S*D New do
not use heavy ground-based defensive positions to
defend a planet, and instead rely on orbiting positions
which are not hampered by limited ranges for their
sensors and weapons. Defense satellites equipped with
cheaper sensors and weapons allow a planet to pack a
massive punch, and orbiting moons and asteroids can
easily be used as large and heavily armed defensive
posts with enough firepower to destroy a fortress ship.

ORBITAL BOMBARDMENT
Spacecraft not in a planets atmosphere can
also be hampered by it, as well. Strikes against a
planets surface still suffer from air resistance and other
effects that prevent long-range attacks and detection.
Originally, Warships presented the following rule for
orbital bombardment:

68
To conduct an orbital bombardment,
the attacking ship must assume a low or
high orbit over the specified hex of the
target planet and remain there for at
least one fire phase. (Page 17,
Warships)
This rule effectively places all ship attacks
against worlds as occurring within 1 to 3 hexes of their
surface. However, this supplement expands on this rule,
and limits the effectiveness of a ship attempting such
attacks.
Detecting targets: Sensors are limited by the
effects of atmospheric lensing. This is caused by the
atmosphere bending light and even radar beams.
Because of this effect, a ship cannot detect a target well
enough to attack it unless it is in orbit.
Limits on Firepower: To attack a planet from
orbit requires weapons that are powerful enough to hit
the surface with enough energy to cause damage, and
that is after losing energy to the atmosphere. For this
reason, only weapons of Medium firepower and greater
are able to be used from orbit.
Limits on Guided Ordinance: Missiles are not
very effective when used in orbital bombardment
missions. They lack a reverse button on their engines,
so they end up hitting the atmosphere at incredibly high
speeds and are destroyed from reentry long before they
near their targets. As a result, missile weapons must be
fired in an atmospheric mode, which reduces their
speeds to their normal atmospheric rating. This limits
their use to low orbit launches only.
Bombs can also be used against a planet, as
their casings are designed to withstand orbital reentry.
However, they follow normal rules (being deployed in the
same hex as the target) and can only be used from low
orbit. Mines, on the other hand, are not usable against
planetary targets.
Special Weapons: Within this supplement, a
number of specialized weapons were introduced that are
intended for orbital bombardment. This includes the
LIPP cannon and Flare launcher (see page 36 for
details). These weapons are so specialized that they
cannot be used against starships and space stations,
only planets. When used, they are intended to be
placed in low orbit around the world (roughly 250 to 750
km above the planets surface) prior to activation. Once
in place, they can strike as normal against the surface,
hitting any target within the hex below them. The only
exception to this rule is the Gravity Sling, which is used
to hurl asteroids at a target. This must be employed in
an area with enough asteroids to be usable.

Special Note (Antimatter): Antimatter


weapons are especially troublesome in an atmosphere.
Weapons such as the Matter Beam and Antimatter
Cannon hurl small particles of antimatter at a target.
When that target is on a planets surface, however, the
atmosphere forms a material barrier between the firing
ship and the target. When used, assume these
weapons hit the upper atmosphere and explode, causing
their normal damage to everything around them within
their blast radius. Remember that the Matter warhead
used in missiles, bombs, and mines is not limited in this
way, as the antimatter is fully encased and protected.

AIRLESS WORLDS
Worlds with a rating of P0 on the GRAPH scale
are not the same as worlds with an atmosphere.
Sensors and weapons dont suffer from interactions with
the planets gases, and the surface isnt filled with
swarming creatures like birds and insects. As a result,
many of the considerations mentioned here do not apply.
Spacecraft Speed: Over the surface of an
airless world, spacecraft are limited by air resistance,
and can accelerate as fast as they desire. However, this
is generally dangerous, as any wrong move could cause
the ship to slam into the ground at speeds too great to
survive. In general, the speed limits presented here are
a good rule of thumb to follow for ships operating below
the Low Orbit level of 250 to 750 km above an airless
world. This is not required, and a ship can easily travel
much faster, though a GM should apply a penalty to all
maneuvers while the ship is flying so fast.
Spacecraft Weapons: Without an atmosphere,
there isnt any air resistance or energy attenuation
caused by the planets gases. As a result, all spacecraft
weapons operate at their normal ranges and capabilities.
There are also no limits on weapons being fired from the
surface at targets in orbit and beyond.
Missile Weapons: Missile weapons are fully
capable of being fired from an airless world, and
immediately begin normal acceleration. They are not
required to travel through the atmosphere and gain orbit,
and instead act as though they were fired by a ship in
normal space.
Sensors: Ship sensors are also not limited by
an atmosphere, and function with normal ranges. If a
GM desires, place a sensor horizon at 500 km around a
landed ship, which takes the planets surface terrain into
account and blocks the view of low-flying spacecraft.
However, drivespace detection arrays and similar
systems relying on deployed satellites are still not usable
while a ship is on an airless world.

Anda mungkin juga menyukai