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
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.
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:
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
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
11
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.
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
13
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
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
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
14
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.
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
16
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.
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.
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
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
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
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
5%
1 ly/day
10%
2 ly/day
30%
6 ly/day
35%
8 ly/day
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
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
22
23
Amazing
Good
d4 AU from target
d12+2 AU from
target
Edge of target
system
d8+1 AU from
target
Edge of target
system
d20x250 Mm from
target
d4 AU from target
d8+2 AU from
target
Matter drive
d4+1 AU from
target
d12+3 AU from
target
Edge of target
system
Divinity drive
d4+2 AU from
target
d12+5 AU from
target
Edge of target
system
d10+4 AU from
target
Edge of target
system
Link in d6 hours
Link in d8 hours
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
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
Link in d8 hours
24
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
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
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
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
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
B/A
F
F/B/A
F
F***
F***
$12 M
2/4/8
En/L
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
F/G
F/G
F
F
$4 M
-1
2/4/6
En/L
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
F/G
F/G
F/G
F/G
F/G
13
13
$30 M
3 / 6 / 12
En/M
F/G
20
20
En/H
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
Heavy Blacklaser
En/L
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
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
30
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
F/G
$2 M
2/4/6
LI/L
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
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
F/G
X
A
----
40
25
1
9
18
30
18
0
7
14
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
+2
4 / 8 / 16
HI/SH
En/H
HI/Gd
----------------------HI/S
LI/H
F/G
F/G
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
32
Tech
Hull
Power
Reload
ROF
--
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
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
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
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.
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
35
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.
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
37
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
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
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.
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,
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
42
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
COM
CON
MIL
EX
Adds d4 / d6 / d6 to armor
RES
COM
RES
MIL
MIL
--
CON
Stardrive
Scrambler
Stealth Shield
$200 K
100 HP
RES
G, M
RES
Thermal shell
2.5%
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
Tsa
EX
Tsa
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
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
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.
46
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
--
$500 K
-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
X+C
150
300
$2 B
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
47
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
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
50
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.
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.
52
Sensor Quality
Marginal
Ordinary
Good
Amazing
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
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.
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
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
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
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.
59
ZONE LIMITS
HIT LOCATIONS AND ZONE LIMITS
Type
Military Small Craft
Military Super-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
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
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,
64
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
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
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).
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
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
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.
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.