Khonsu Anti-Fighter Escort Ship
This ship was built as an escort vessel for larger ships to serve as an anti-fighter screen for larger ships or stations. Being about the size of a shuttle, many ships can carry the khonsu in place of shuttles or even a couple of fighters. Usually used in flights of four or more, they would fly around a particular area of a ship or station to provide covering fire for the larger ship, attacking missiles or fighters that attempt to get close. Sometimes flights or squardrons of khonsu's are sent ahead of their assigned ships and act as a fire wall through which attacking fighters, or missiles are weakened, or destroyed before reaching the main ships. When using this tactic, the khonsu will quickly turn around and pursue the weakened fighters, or remain between their assigned ships and enemy capital ships that might attempt to launch more missiles.
The khonsu are fairly maneuverable for their size, combined with high speed means they can keep up with slower fighters. Requiring a small crew of about 6 (pilot, co-pilot/communications officer, and 3 gunners), although it can be operated by as few as 3 in an emergency, but not at full efficiency.
The weapons are very similar to those used in point defense systems, being rapid-fire and fast tracking, and when operating with a smaller than normal crew, the weapons can be used just like a point defense system, but with a key difference: they are set to fire upon missiles or fighters that are within range but attacking a designated ally. The 15 gauss gun turrets, with the advanced fire control system allows each gunner to control about 3 to 5 turrets at once, always keeping at least 3 to bear on any target at a time, or using fewer guns to allow the automated control system use several for point defense of the khonsu itself. This allows for a greater amount of damage, and a higher chance of hitting a target.
Khonsu (PL6)
Type: Ultralight
Subtype: Gunship
Size: Gargantuan (-4 size)
Tactical Speed: 3500 ft
Defense: 11
Flat-Footed Defense: 9
Autopilot Defense: 10
Hardness: 30
Hit Dice: 15d20 (300 hp)
Initiative Modifier: +2
Pilot's Class Bonus: +3
Pilot's Dex Modifier: +2
Gunner's Attack Bonus: +2
Length: 61 ft
Weight: 64000 lb
Targeting System Bonus: +2
Crew: 6 (trained +4)
Passenger Capacity: 0
Cargo Capacity: 200 lb
Grapple Modifier: +8
Base PDC: 53
Restriction: Military (+3)
Attack:
3 batteries of 3 Gauss guns +2 size (+4 against ultralights or missiles) ranged (8d12, 19-20x2)
Attack of Opportunity:
Point defense system (2d12x10 counts as a light type due to weapon systems) to 2000 ft
Standard PL(6) Design Spec:
Engines: Thrusters. Ion engines
Armour: vanadium
Defense Systems: point defense system (does not count as normal defense system as made of primary weapons), improved autopilot system, sensor jammer, magnetic field, damage control (1d10)
Sensors: Class III sensor array, targeting system
Communications: laser transceiver, radio transceiver
Weapons: 3 batteries of 3 gauss guns (4000 ft)
Grappling Systems: none
Notes: Each gunner controls up to 5 turrets, but usually can only bring 3 to bear on any given target, usually in a battery style. The fire control system automatically moves the appropriate turrets into the correct field as the gunner tracks a target, releasing control of one turret as it brings another to bear, keeping a steady +2 battery bonus to attack rolls. Gunners can also attempt to target missiles that would hit a nearby designated ally ship as an attack of opportunity. They make an attack roll which must match or exceed the attacker's attack roll, just like a point defense system would. However, if the gunner has multiple attacks of opportunities available to him/her, such as from feats, he/she may use those additional attacks of opportunity, unlike a point defense system.
Khonsu gunners can make attacks separately from those of the pilot, like in normal combat, as the fire control system, combined with the stabilization and other systems in the design allow for greater weapons control, and also the pilot lacks access to the weapons unless there are no gunners present, in which case the weapons act as a point defense system, but protecting a designated ally ship.
Fire Control System: The unique fire control system of the khonsu grants it a further +2 bonus to attack small ships or missiles. Any attack against missiles or ships of the ultralight type gain a further +2 to attack rolls.
Protect Ally: In combat, if there are no PCs on a khonsu, to save trying to figure out all the rolls for the crew of a khonsu, when it is within 2000 ft of a designated ally, the khonsu's weapons act as a point defense system for the ally ship, in addition to the ally's own point defense system, but acting first, and can make as many attack of opportunities +1 as crew quality's pilot's Dexterity modifier. So a Trained crew with a +2 pilot's Dexterity modifier can make 3 attacks of opportunities. Also, due to the number of guns, the khonsu acts as if it is a point defense system of a light type starship, dealing 2d12x10 damage in a 2000 ft area around its designated ally. The khonsu can also make 1 attack normally on its turn while protecting an ally in this fashion.
Hobart Class Destroyer
The Hobart destroyers, at the time of their creation, were well built craft, quite fast for their size, and could take quite a pounding due to many redundancies and solid construction, but not very maneuverable. Being part of the first and second generation space combat craft, the Hobarts used rotating sections to simulate gravity, which contained the living quarters, primary systems including life support, small hydroponics and secondary bridge. The narrow profile made it a difficult target from the fore or aft, although the spinning section did make it a little easier to spot. The hobarts were also one of the first light warships to be fitted with interstellar faster than light systems, allowing it to follow larger ships under its own power, or be used to investigate systems on its own.
Although today, the Hobart is considered obsolete, the solid construction, ease of repairs, and low crew requirements has allowed them to remain in service, usually converted into light freighters or runners, or as colonial defense units. Hobarts do not take many newer systems well, without a lot of extensive work of its systems, but the owners of these modified Hobarts think it was well worth the effort as the tough hulls have saved them many times over.
The original armament of a Hobart included three double barrel railguns, several pulse laser emitters used in a point defense system, and a large gauss cannon spinal mount. The only complaint people have of the Hobart is the lack of missile weapons, and that the only energy weapons are the point defense system, but at the time, energy weapons were power intensive, and railguns were far more reliable and ammunition easy to acquire. Updated versions might replace the railguns with lasers, but many, except retired models, retain the gauss cannon for a strong anti-capital ship weapon, and add at least one or two missile pods. Hobarts are unable to enter a planetary atmosphere, remaining in space their entire service life.
*Note: All stats such as Defense and attacks do NOT include crew bonus, these are the stats for an uncrewed version. Hobarts used at the time of their deployment would use trained for colonial defense fleets or expert for frontline units.
Hobart Destroyer (PL6)
Type: Light
Subtype: Destroyer
Size: Colossal (-8 Size)
Tactical Speed: 5250 ft (if engines suffer critical hit, speed lowers to 3500 ft)
Defense: 2 (-8 size)
Flat-Footed Defense: 2 (-8 size)
Autopilot Defense: -4 (+4 autopilot -8 size)
Hardness: 20
Hit Dice: 70d20 (1400)
Initiative Modifier:
Pilot's Class Bonus:
Pilot's Dex Modifier:
Gunner's Attack Bonus: -5 (+3 targeting system -8 size)
Length: 420 ft
Weight: 7850 tons
Targeting System Bonus: +3
Crew: 50
Passenger Capacity: 10
Cargo Capacity: 350 tons
Grapple Modifier: +16
Base PDC: 61
Restriction: Military (+3)
Attack:
3 twin fire-linked railguns -5 ranged (9d12) at up to 3 separate targets, or at most 2 at a single target but separate attack rolls;
or 1 spinal mount gauss gun -7 ranged (12d12, ignore 20 hardness/DR) and 2 twin fire-linked railguns -12 ranged (9d12 at the same target as gauss gun) and 1 twin fire-linked railgun -13 ranged (9d12) at a separate target.
Attack of Opportunity:
Point-defense system +3 ranged (2d12x10 fire)
Standard PL(6) Design Spec:
Engines: thrusters, twin improved thrust Helium-3 Plasma drive
Armour: Polymeric
Defense Systems: autopilot, damage control (2d10), chaff launcher (20 bundles), point-defense system (2d12x10 fire), radiation shielding, medium fortification*,
Sensors: Class III sensor array, Targeting system
Communications: radio transceiver, laser transceiver
Weapons: 3 twin fire-linked railguns, spinal mount gauss gun
Grappling Systems: none
Notes: The way the weapons are laid out, generally only two of the railgun turrets can target the same target, and each has their own gunner, so up two separate targets can be attacked at once. Only two of the railgun turrets can attack the same target as the spinal mount gauss gun if within range, which has to be in front of the Hobart.
Spinal Mount Gauss Gun 12d12, 20, ballistic, 8000 ft, once every two turns, 50 rounds. Gauss gun ammunition PDC 16 for 10 rounds Military restriction (+3).
*Medium fortification: Although this feature is a PL8 feature, the way the Hobart is designed and built, with its redundancies allow it to shrug off many (75%) critical strikes.
Solid Frame: The solid construction of the Hobart, which gives it its ability to shrug off critical damage, gives it several other advantages, it takes half damage from performing a ram attack (target of the ram still suffers normal full damage), the Hobart isn't considered disabled until it reaches -40 hp and doesn't start to break up until -60 hp. This has allowed many Hobarts to continue fighting past the point of many other ships. Hobarts are also easier to repair and jury-rig, reducing repair and jury-rig DCs by 2 and time by one-quarter.
Broadside: Due to the narrow design of the Hobart, only two of the railgun turrets can strike the same target, or attack in the front or rear arcs. However, in the side arcs, the gunners can opt to link the guns in a battery if they all attack the same target, granting a +2 bonus to attack.
Flying Brick: Hobarts are fast, but not very maneuverable, suffering a -4 to Pilot checks to perform maneuvers such as jinking, or avoiding navigational hazards. Most pilots and sensor operators of Hobarts learn to err on the side of caution, preparing for maneuvers early or plotting courses that will have the least amount of hazards as possible.
Designer Note: Even though I mentioned in the description one of the first to use a FTL system, you can ignore that if you wish, but I left the type of FTL up to the individual GM for the type of FTL systems used in their games, from hyperspace, hyperdrive, some form of warp or jump drives, wormhole or fold systems.
Raven Class Corvette
The Raven is a flexible design for a paramilitary, armed and armoured transport. Although the Raven is limited as a ship of the line, with thin armour and light weapons load, but a few militias use Ravens as excise cutters due to their ability to carry a platoon of troops and seize contraband. The Raven has a fairly long, narrow body, with two wide wings, which aid in its atmospheric flight capabilities, and two powerful engines mounted in the wings, thus freeing up much space in the main body for cargo. The space in the main body is modular in design, allowing it to easily, with only a few hours of work, be changed from straight cargo to cargo with barracks for a platoon of soldiers, plus room for seized contraband or equipment, or as a light medical search and rescue ship.
Fairly fast and maneuverable for its size, and needs only a crew of 12, not counting any troops or other mission specialist staff depending on configuration. In an emergency, it can run with a crew of as little of 4. Measuring only 250 feet long, just classifying it as a light ship, and still atmospheric capable.
The Raven comes armed with a dual laser turret on the top and an extended range laser in a semi turret in the nose, able to only cover a 180 degree arc in the front and to the sides. The ship comes equipped with a decent sized sickbay, which can work in tandem with larger medical facilities if set up for search and rescue operations, 5 3-men lifepods, with one being directly attached to the bridge, two on either side of the crew quarters, one near the center of the ship close to the main hold, and the last in engineering at the back of the ship. In the main hold, there are fittings for 4 to 6 larger lifepods for use, depending on configuration.
Raven (PL6)
Type: Light
Subtype: Corvette
Size: Colossal (-8)
Tactical Speed: 4000
Defense: 2 (-8 size)
Flat-Footed Defense: 2 (-8 size)
Autopilot Defense: 7 (-8 size +5 autopilot)
Hardness: 20
Hit Dice: 35d20 (700 hp)
Initiative Modifier: +2
Pilot's Class Bonus:
Pilot's Dex Modifier:
Gunner's Attack Bonus: +3
Length: 250 ft
Weight: 2400 tons
Targeting System Bonus: +3
Crew: 14 (can run with only 4)
Passenger Capacity: *
Cargo Capacity: 100* tons
Grapple Modifier: +16
Base PDC: 53
Restriction: Licenced (+1)
(Stats do not include crew bonuses)
Attack:
Extended range laser -5 ranged (6d8, range 5000 ft) and -10 fire-linked dual laser (9d8),
Or -5 fire-linked dual laser and -10 fire-linked dual laser
Attack of Opportunity:
none
Standard PL(6) Design Spec:
Engines: thrusters, ion engine (improved thrust)
Armour: Polymeric
Defense Systems: improved autopilot system, damage control system (2d10), radiation shielding (+5 Fort vs radiation)
Sensors: Class III Sensors, targeting system (+3)
Communications: Radio transceiver, laser transceiver
Weapons: Extended range laser, fire-linked dual laser turret (upgraded for semi rate of fire)
Grappling Systems: none
Improved Maneuvering Foils (+4 Pilot checks), modular hold.
Extended Range Laser
The laser mounted in the Raven's nose has a longer barrel and focusing chambers to give it incredible range.
Notes:
*The passenger capacity of a standard model Raven is 0, but when configured as a cutter, it can carry a platoon of up to 40 soldiers and has a cargo capacity of only 50 tons. For search and rescue configurations, the Raven could carry up to 80 passengers, plus adds 10 to 20 medical staff and 1 extra crew member.
Cutter Configuration
The cutter configuration adds grapples, barracks for up to 40 troops, reduces the cargo capacity to 50 tons for contraband, and has 3 cells that can hold 5 prisoners each. There is also an armoury to store the troops' weapons. There is also 4 lifepods added to the main hold for the solders to use. PDC 42
Search and Rescue Configuration
This version also has the grappler installed, but instead of a barracks, a large medical bay is installed with quarters for the medical staff, and temporary quarters for up to 80 patients with only about 30 tons for cargo. The equipment provides a +2 equipment bonus to all checks for the medical staff to treat patients. PDC 41
Defender Configuration
This version removes all the cargo capacity and replaces it with multiple missiles. These versions are usually used in defensive fleets, able to race about the battle field, releasing missiles before retreating. Four missile launchers are added, each with their own weapons station and requires a gunner, loaded with 16 missiles each. These launchers can fire independently of the weapons of the Raven, with their own targeting system (+2) but still suffers the size penalty of the ship (-8) with an additional -2 penalty as long as the ship is moving (total of -8 penalty when the ship is moving, or -6 if stationary). PDC 45 Mil (+3)
Liberty Patrol Gunship
The Liberty gunship is a small framed craft, built around a pair of heavy lasers, a pair of laser turrets and dual missile racks. The engine is mounted on a dorsal strut, which does make it somewhat vulnerable to attacks, but does allow for quicker repairs. The Liberty is atmospheric capable, able to launch attacks on land and in space, and with ftl drives, it can make lightning strikes against far targets.
Liberty's houses a crew of fourteen under extremely spartan and cramped conditions, the utilitarian philosophy of the designers applying even to the layout of the bridge controls, with the controls being extremely simple and efficient. The bridge section can detach to act as an emergency escape pod, which can make planet.
The second deck holds the crew quarters and a small sickbay, which all surround a common area serving as a rec room and galley. The third deck has the docking area for small shuttles and the main airlock, and the cradles for two launches, a four person launch, and a ten-person launch serving as a troop carrier for the six marine combat team. Engineering is located in the back which also contains the fuel storage and a small processing lab to harvest hydrogen from water and methane.
Liberty Gunship (PL6)
Type: Ultralight
Subtype: Escort
Size: Colossal (-8)
Tactical Speed: 4500
Defense: 2 (-8 size)
Flat-Footed Defense: 2
Autopilot Defense: 6 (-8 size, +4 autopilot)
Hardness: 20 ballistic, 40 all energy
Hit Dice: 20d20 (400 hp)
Initiative Modifier:
Pilot's Class Bonus:
Pilot's Dex Modifier:
Gunner's Attack Bonus: +3
Length: 175 feet
Weight: 850 tons
Targeting System Bonus: +3
Crew: 14 (6 marine)
Passenger Capacity: 0-6 (6 if no marines
Cargo Capacity: 500 lbs
Grapple Modifier: +16
Base PDC: 52
Restriction: Military (+3)
Attack:
2 fire-linked spinal mount heavy lasers -7 ranged (18d8, 8000 ft, ignore 20 points of hardness, 1/2 rounds rate of fire) and dual fire-linked laser -10 ranged (9d8, 3000 ft), and dual fire-linked laser -10 ranged (9d8, 3000 ft),
Or dual fire-linked laser -5 ranged (9d8, 3000 ft) and dual fire-linked laser -10 ranged (9d8, 3000 ft), and CHE missile -10 ranged (6d12 19-20x2),
Or 2 fire-linked spinal mount heavy lasers -7 ranged, and CHE missile -10 ranged, and CHE missile -10 ranged
Attack of Opportunity: none
Standard PL(6) Design Spec:
Engines: thrusters, ion engine (improved thrust x3)
Armour: Deflective
Defense Systems: Damage control system (1d10), radiation shielding, autopilot system, chaff launcher (10 bundles), stealth screen (sensors -10, 20% miss chance)
Sensors: Class IV sensors, targeting system (+3)
Communications: Radio transceiver, laser transceiver
Weapons: 2 fire-linked spinal mount heavy lasers, 2 fire-linked lasers x2, 2 CHE missile launchers (16 missiles total)
Grappling Systems: Grapplers
Heavy load combat (+2 weapon systems)
Andora Patrol Ship
The ships of the Andora class are produced as light, fast, system defense craft for systems looking for economical defense. The design was originally introduced by Greftsherr Armaments(the military division of Greftsherr Metals) of Alpha-Berlin some 120 years ago, and the design has changed little since. The design is mainly marketed to second- and third-tier worlds and colonies, but over the years a number have appeared in the hands of corporate security forces, pirates, mercenaries, and organized crime.
The Andoras follow a configuration of a winged cylinder with fore and aft wing assemblies, the forward wings also doubling as sensor and communications antennae arrays, while the rear fins act as radiators for the engines. Main propulsion is provided by a monobloc Thruston-A12 gravitic drive, though later ships have been equipped with Thruston-Bs and Ds, and the Hecklen Jetronimo High-Pressure Gravitic Plasma Drive, with only small variation in overall performance. The Ancdoras display a respectable turn of speed in both atmosphere and space, able to chase down most converted pirate craft, but lagging behind more modern warships and fighters.
The main armament of the Andoras is ammunition-dependent; a heavy rail-gun and several batteries of missile launchers. Because these ships rarely operate far from base facilities, ammunition dependency is not considered an issue, with local resupply near at hand. The main bite of the Andora is two batteries of long range missiles. The main direct-fire weapon of the Anchora is a RC-1800C projectile cannon, mounted in the nose, where it has an excellent arc of fire in its pivot turret. The nose mounting has proven problematic in some older vessels, however, as the sliding plates meant to protect and streamline the turret during atmospheric re-entry tended to excessive fatigue, and were prone to locking in place or not fully deploying/retracting, requiring them to be jettisoned altogether in order to clear the nose turret for action. Unnecessary damage to the forward armaments, and at least one fatal ship crash from a loss of control during re-entry, were blamed on defective nose panels, and Greftsherr went through three total designs and a costly recall and refit program before the problem was solved.
For defense, the Andoras rely on a light point defense grid consisting of three light rail guns. Armored protection is modest, backed by a shield, while the original Greftscherr ‘A’ models sported magnetic.
The Andoras are designed to hit hard at range with their weapons; they have no provision for boarding (aside from a slightly larger airlock that allows for a dozen personnel to cycle in and out at a time), nor do they carry any embarked fighters or power armors. This limits their versatility as warships and system cutter craft. If on civil space patrol or if there’s advance warning of a situation requiring boarding, the Andoras can externally carry a shuttle craft.
Andoras were designed with modular avionics; the main sensor systems are designed to be easily upgraded by swapping out the ‘black boxes’, though the main external arrays themselves, integrated as they are with the fore-and-aft wing surfaces, are more difficult to refit, requiring periodic redesign and replacement of the entire wing unit. Still, a variety of EW- and ECM/ECCM systems are common on Andoras, depending on the operator. Sensor systems are generally considered to be military-standard, with better long range ID capabilities than civilian systems.
Because they are meant as in-system patrol craft, few Andoras possess FTL drives. This requires them to be carried by other ships when deploying out-system (or being delivered to their area of operations). The savings in drive-cost and energy-usage allow the small ships to be upgraded with regards to their shield protection. Likewise, they lack much in the way of onboard cargo capability and amenities, not being expected to operate far from bases and communities where their crews can find recreation and support; typically, an Andora carries enough consumables for a four-month tour. In prolonged system sieges, with the ships cut off from easy re-supply, this can lead to endurance problems, especially since the ships cannot easily leave an interdicted system to seek refuge elsewhere.
Andoras are typically deployed in flotilla-squadrons of four or more ships, acting in mutually supporting concert, using the time-tested ‘finger four’ arrangement. A single Andora, while perfectly adequate for dealing with the average pirate, is not much of a match for a dedicated first-line warship.
Andora Patrol Ship (PL 6-7)
Type: Ultralight
Subtype: System patrol craft
Size: Colossal (-8 size)
Tactical Speed: 3500 feet
Defense: 2 (+8 size)
Flat-Footed Defense: 2 (-8 size)
Autopilot Defense: +6 (-8 size, +4 autopilot)
Hardness: 20
Hit Dice: 12d20 (240 hp)
Initiative Modifier:
Pilot's Class Bonus:
Pilot's Dex Modifier:
Gunner's Attack Bonus:
Length: 185 ft
Weight: 700 tons
Targeting System Bonus: +3
Crew: 15
Passenger Capacity: 0
Cargo Capacity: 20 ton
Grapple Modifier: +16
Base PDC: 50
Restriction: Lic (+1)
Attack:
Rail cannon -5 ranged (6d12) and 2 CHE missiles -10 ranged (6d12/19-20),
Or rail cannon -5 ranged (6d12) and 1 nuclear missile -10 ranged (6d12/19-20),
Or 2 CHE missiles -5 ranged (6d12) and 1 nuclear missile -10 ranged (16d8/19-20)
Attack of Opportunity:
Light point defense system +3 ranged (1d12x6 ballistic)
Standard Mk1 PL(6) Design Spec:
Engines: Thrusters, helium-3 plasma drive
Armour: Alloy plating
Defense Systems: Autopilot system, light point defense system (railguns), magnetic field, radiation shielding
Sensors: Phased Class III sensors, targeting system
Communications: Radio transceiver, laser transceiver
Weapons: Rail cannon, 2 CHE missile launchers (32 missiles ea), nuclear missile launcher (16 missiles)
Grappling Systems: none
Notes:
Phased Class III Sensor
Similar in principle to phased array sensors on mech, the sensor 'wings' on the Andora contain phased array sensors, allowing for greater range (increase sensor range by 25%), granting a +4 to Computer Use checks to use the sensor features.
Missile Launchers
The CHE missile launchers on the Andora are designed to fire at the same time, so two missiles are launched with each firing. However, both missiles can hit the same target, or the gunner can target two different targets at a -2 additional penalty to attack rolls.
Rail Cannon
The rail cannon is mounted in a semi turret, covering the front half arc, but can not cover the rear half. When not in use, the weapon retracts behind armoured plates, which allows for better maneuverability when entering an atmosphere, and prevents the weapon from being damaged. On Mk1s if the Andora suffers more than 100 points of damage in a single attack, there is a 25% chance the cover plates are damaged and will not retract or open. If open, they are stuck, and causes a -10 penalty to Pilot checks to enter a planetary atmosphere. If closed when damaged and jammed, they will not open until properly repaired, thus making the weapon unavailable for use during combat.
Auxiliary Craft
External mounting for a shuttle or boarding launch
Variants:
The Andora’s been around long enough that a number of aftermarket variants and conversions have appeared. Most are refits of older vessels, replacing the nose turret or long range missile launchers with other systems, such as laser cannons or additional avionics.
Mk2
The Mk2 Andora has mostly improved avionics, software upgrades. Change targeting system to Improved Targeting System, changing attack bonus to +5, the cover plates of the rail cannon have been redesigned and don't jam as easily, and in the event they are heavily damaged and jammed (must suffer 150 points of damage in a single attack with a 10% chance of jamming), can be ejected, but the Andora will suffer a -5 to Pilot checks to enter an atmosphere. The rail cannon is also modified to allow for semiautomatic and automatic fire modes.
Mk3
The Mk3 sees a redesign in the turret cover plates to reduce the chance of their jamming, and the rail cannon is replaced with a gauss gun with semiautomatic firing (8d12 4000 ft). Magnetic field is replaced with magnetic shields (60 hp in shields against ballistic damage). Light point defense system upgraded to standard point defense system as two more turrets are added, bringing the total to 5 turrets. (1d12x10 ballistic). The hull has also been reinforced, gaining 1 hit die, increasing HP by 20, bringing total to 13d20 (260 hp). Price increases to PDC 51
Mk4
The Mk4 sees some significant changes over previous models. Change sensors to Phased Array Class IV sensors, main weapon is changed to an Extended Range Heavy Laser (8d8 fire, 6000 ft, semi), nuclear missile launcher replaced with plasma missiles (18d8/19-20 fire), CHE missile launcher magazines increased to 40 missiles each. The CHE missile launchers were also redesigned with a multi-launch mode. As a full attack action, the gunner can fire up to 4 missiles from each launcher (total of 8 missiles), which can be divided between up to 8 targets within a 20,000 foot range around the Andora, suffering a -4 to one attack roll for all the missiles. Or can fire all the missiles at a single target, with only a -2 to attack roll for each missile. The hull is further reinforce, gaining an additional hit die (total of 14d20, 280 hp). Engines are improved slightly, gaining a +250 ft, for a total of 3750 ft. Price increase to PDC 52.
Mk4a
The Mk4a is a minor improvement over the Mk4, the point defense system rail guns are replaced with lasers, dealing 1d12x10 fire damage, advances in automation, reducing crew requirements down to 12 instead of 15.
Mk4b
The Mk4b is a mine sweeper version, stripping out the laser turret of the Mk4, replacing it with a dumbo nose, adding a minesweeper suite. The plasma missile launcher is also removed, replaced by a decoy drone launcher with 8 drones. Crew is reduced from 15 to 11. PDC 53
Jumper (PL6-7)
The Jumper is a small personal craft meant for making short interplanetary trips within a system for families or business. It's small enough to be stored in most civilian driveways or business parking lots, and with its hover systems to be used within city limits. For longer trips it has standard atmospheric jets which have enough power to escape the planet's atmosphere, then it switches to its space drive. Not very quick, but fairly comfortable for trips to orbiting celestial bodies or stations, or even to nearby planets within the same system.
The onboard systems include life support and radiation shielding to keep the occupants safe during their space flights, as well as a sophisticated autopilot system and navigation system for plotting the best route, being either good fuel economy or for speed. Anti-collision and high end sensors help keep the occupants safe, no matter the environment. The comfy interior seats 5, or up to 7 in cramped conditions, but this also reduces the endurance of the life support systems for interplanetary trips.
The jumper is laid out similar to a large passenger car, with two seats up front and three in the back with a bit of space to move about or seat a couple of extra people in emergencies. There is a single door on the rear between the main engines. The back part can be sealed from the front two seats to allow the back part to function as an airlock.
Jumpers come with enough fuel for traveling 1 AU (the distance between Earth and the sun Sol, approximately 92,955,807.3 miles, more than enough to usually get to the next closest planet). On board supplies include 3 survival suits modified to be environmentally and space sealed, able to keep a person alive in vacuum of space for up to 2 days, 4 days worth of water and rations, 2 first aid kits, 10 doeses of neutrad, mechanical tool kit and several spare parts for making quick repairs, 3 flares, 1 fire extinguisher, GPS and solar system equivalent GPS system with emergency beacon. A mass transceiver allows for virtually instantaneous communications within the solar system.
Jumper (PL)
Type: Ultralight
Subtype: Shuttle
Size: Huge (-2)
Tactical Speed: 1500 ft space, city limits 225 (20), outside of cities 500 (50)
Defense: 8
Flat-Footed Defense:
Autopilot Defense: 11
Hardness: 12
Hit Dice: 2d20 (40 hp)
Initiative Modifier:
Pilot's Class Bonus:
Pilot's Dex Modifier:
Gunner's Attack Bonus:
Length: 31 ft
Weight: 9000 lb
Targeting System Bonus:
Crew: 1 or autopilot
Passenger Capacity: 4 to 6
Cargo Capacity: 500 lbs
Grapple Modifier:
Base PDC: 40
Restriction:
Attack:
None
Attack of Opportunity:
None
Standard PL(6-7) Design Spec: +5 saves to radiation, +4 Defense against ram attacks, fire damage from atmospheric entry is halved, +4 Pilot, +4 Navigate, reduced engines, rugged
Engines: Thrusters
Armour: Titanium Alloy
Defense Systems: Radiation Shielding, Improved Autopilot System, Ablative Heat Shielding
Sensors: Civilian Class IV, Navigational Computer, Collision Detection Sensors
Communications: Mass Transceiver
Weapons: None
Grappling Systems:
Civilian Class IV Sensor System
This modified version of the Class IV sensors is similar to standard Class IV sensors, but lacks the ability to identify armour and weapons on scanned targets, can analyze and charge the topography of a 1500 square-mile area instead of only 1000 square-miles, voice activated and has a very simple interface.
PDC: 30
Navigational Computer
This computer system, tied into the sensors and autopilot, allows the pilot, or the autopilot to plot the safest route. This system grants a +4 bonus to Navigate checks for the pilot. The Autopilot system has a total of +8 to Navigate and Pilot checks.
Reduced Engines
The speed of the Jumper is much lower than that of other ships, this makes trips between planets longer, but saves on fuel.
Rugged
The Jumper is built fairly tough, with easy of maintenance. Repair checks to fix or jury-rig the jumper are reduced by -5, and repair times reduced by 25%.
Kestrel Cruiser
This ship was originally a small military patrol and scout ship, but decommissioned for new, better designs. The Kestrel Cruiser, not really a cruiser, functions well as a starter ship for many adventurers or long range scouts and exploratory teams. The hull is narrow for the cockpit, then widens for the main fuselage which houses the main systems, modest medbay, cargo bay, quarters, room for two drones, and other equipment added later. Two engine pods, one on each side, allows for easy repairs and replacement. The Kestrel comes standard with a single laser and one missile launcher, but there is room for an additional two weapons. It comes with light shielding for added protection and modest armour. The overall design is quite modest, takes well to modification and easy to repair and operate. A single person can run a Kestrel, but two is advisable, especially on long assignments. The ship is capable of making planetary landings and can reach orbit under its own power, although not particularly quickly.
The internal configuration of the Kestrel can be easily altered, allowing it to go from a small passenger transport to a cargo runner. In standard configuration, the Kestrel has four double bunk crew rooms, a small lounge, several storage lockers and a decently sized cargo bay and a small part sectioned off for a small ground vehicle or two, about the size of a motorcycle or ATV, a sectioned off engine room, medbay, other systems controls behind the cockpit.
In any configuration, there is enough fuel for two intersystem trips and supplies for a month for 4 people.
Kestrel Cruiser (PL6+)
Type: Ultralight
Subtype: Courier
Size: Gargantuan (-4 size)
Tactical Speed: 3500 ft.
Defense: 6
Flat-Footed Defense:
Autopilot Defense: 8
Hardness: 20
Hit Dice: 8d20 (160 hp)
Initiative Modifier:
Pilot's Class Bonus:
Pilot's Dex Modifier:
Gunner's Attack Bonus:
Length: 47 feet
Weight: 79,000
Targeting System Bonus: +2
Crew: 1-6
Passenger Capacity: 1-8
Cargo Capacity: Up to 12,000 lb
Grapple Modifier: +12
Base PDC: 58
Restriction: None
Attack:
1 laser -2 ranged (6d8) and 1 CHE missile -7 ranged (6d12/19-20)
or 1 CHE missile -2 ranged (6d12/19-20)
Attack of Opportunity:
None
Standard PL(6) Design Spec: Heavyload combat, 20 Hit points in shields, rugged, customizable, +1 Treat Injuries (Medbay)
Engines: Thrusters, ion engine
Armour: Polymeric
Defense Systems: Autopilot, light magnetic shielding,
Sensors: Class II, targeting system
Communications: radio transceiver, laser transceiver
Weapons: laser, CHE Missile (8 missiles)
Grappling Systems:
Rugged
The Kestrel Cruiser is built fairly tough, with easy of maintenance. Repair checks to fix or jury-rig the kestrel are reduced by -5, and repair times reduced by 25%.
Customizable
The Kestrel Cruiser is made using modular technology in many areas, and the design is very tolerate to modifications. This allows the internal configuration to be easily altered, new systems added with little work and a bit more than normal amount of systems can be installed than normal.
When adding in new systems, or changing an existing system for another one, reduce Craft check by 5 (this includes armour), and reduce installation time by 25% (rounding up to nearest hour).
Thrush
The Thrush is a high speed, high maneuverable light fighter used for patrols, light defense and scouting missions, although lightly armed with only three lasers and light armour. Behind the slightly angular nose and cockpit section, is the circular wings which holds the main fuselage, engines, fuel and other systems. The Thrush is equipped with powerful engines and afterburners to allow for quick interceptions or escapes when on scouting missions and out numbered and out-gunned. With thrusters lining the circular wings, The lasers are designed for select fire, either semi or full autofire.
The Thrush does have limited endurance, but more than some other light fighter, with enough fuel for 12 hours of continuous powered flight, and enough air for 30 hours. This means if the pilot gets up to speed and cuts speed and lets the craft coast for extended periods, a patrol route can be extended. However the pilot would be uncomfortable on such extended flights. The Thrush has no built in FTL drive, relaying on larger ships for transit between systems.
Thrush (PL6-7)
Type: Ultralight
Subtype: Light Fighter
Size: Gargantuan (-4 size)
Tactical Speed: 5000 ft +1000 hydrogen injectors
Defense: 6
Flat-Footed Defense: 6
Autopilot Defense:
Hardness: 12
Hit Dice: 7d20 (140 HP)
Initiative Modifier:
Pilot's Class Bonus:
Pilot's Dex Modifier:
Gunner's Attack Bonus: +2
Length: 38 feet
Weight: 25,000 lbs
Targeting System Bonus: +2
Crew: 1
Passenger Capacity: 0
Cargo Capacity: 500 lbs
Grapple Modifier: +8
Base PDC: 41
Restriction: mil (+3)
Attack: triple laser -1 ranged (9d8)
Attack of Opportunity: none
Standard PL(6-7) Design Spec:
Engines: thrusters, particle impulse engine, improved thrust x3, hydrogen injectors
Armour: titanium alloy
Defense Systems: sensor jammer, damage control (1d10)
Sensors: Class III sensors, targeting system
Communications: radio transceiver, laser transceiver
Weapons: triple laser
Grappling Systems: none
Improved Maneuverability: Due to the thruster arrangement along the edges of the circular wings, the Thrush gains a +3 bonus to Pilot checks to perform maneuvers and stunts.
Triple Laser: Set up in a two-firelinked with one in a battery, granting +1 to attack (calculated in the attack) and one full doubling number of weapons (2 lasers for +50% damage)