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Post by accidentalbystander on Oct 26, 2018 18:31:56 GMT -6
New Consoles:
Gravity SlingArcana Console Cost: 15 A ship fitted with a Gravity Sling may choose to use it to move other ships and, thanks to the laws of Isaac Newton, itself, simultaneously. Should the crew of the other ship not allow this to occur unchallenged, make an opposed Arcana test. If successful, you may move the other ship up to 16 VU for an Escort class, 11 for a Destroyer, 7 for a Cruiser, and 4 for a Battleship. The same laws apply for your own ship, except in the opposite direction. The Sling may only be used on ships within 20 VU. Warp Chaff Emitter Arcana Console Cost: 15 A crude Thaumaturgic Countermeasures system, Warp Chaff serves to - rather than hide a vessel from notice - make a ship and its general surroundings the most enticing target for guided weaponry by swamping sensors in false augury returns. Should a launched hostile torpedo have a ship with an active Warp Chaff system within its range and arc, it will be attracted towards it and veer from its intended trajectory to instead attack the ship with the active Chaff console - suffering a -5 penalty to accuracy in the process. The launching ship may, through an opposed Arcana test against the Chaff-emitting ship, attempt to return the torpedo to its original course. Should an Emitter-equipped ship be jammed, the Emitter will offline and may only be returned to activity when the ship is not suffering the effects of a jam. Activating an Emitter is a complex and tedious task not entirely unlike booting up, operating, and maintaining a UNIVAC, and therefore requires an Arcana test against a TN of 15; however, once online, it may be deactivated at will by the Chief Arcana Officer of the ship.
Flux Disentangler Arcana Console Cost: 10 A Flux Disentangler serves to increase a ship's resistance to jamming attempts by allowing it to neutralize sensor noise. The ship receives two free raises on all rolls made to counteract jamming.
Ansible Command Console Cost: 15 A Fleet Command Link, colloquially known as an Ansible, allows a single designated Admiral to extend the jurisdiction - and therefore bonuses - of their command actions into aligned ships that are also equipped with a Link. This does not displace the captains aboard linked ships: they may perform their own command actions as well. Any ships that are jammed are cut out of the link until such time as they regain communications capability.
Contamination Proofing Engineering Console Cost: 5 A few modifications to vessel design such as distributed life-support, atmosphere monitors, and readily-available chemsuits later, and the ship only loses half as much Crew from the effects of Sporeheads, as well as providing a free raise to the Command test to restore order and prevent further fatalities. MinelayerTactical Console Cost: 20 By performing an engineering test of TN 10, one torpedo for a success and for every raise may be converted into a mine. These mines may be stored for future dispersal - like a torpedo - or immediately scattered anywhere within 2 VUs of the dropping ship; they become active (meaning they can be told to fly into legal targets) three rounds later. Mines function almost exactly like torpedoes; this means that they keep their firing arc limitations and therefore need to be pointed in a direction upon deployment. However, their range is halved (due to the autonomous guidance and IFF package necessary) and they are, of course, stationary. Should any hostile ship or wing of strikecraft not running silent enter or pass through their firing arc, they may attack (as a reaction to the ship entering their arc) as a torpedo, using the Crew Quality of the ship they were dropped plus one as rolled and Crew Quality as kept dice for the hit test; For example, if the Crew Quality is 2, then you roll 3k2. A Minelayer console can store 5 torpedoes or mines. Detecting a mine requires an Active Augury, the result of which determines within how many VUs of the ship performing the augury mines are revealed. For example, if a Crew Quality 2 Monitor-Class Exploration Ship were to perform an Active Augury targeted at local space, rolling/keeping two dice and getting an 8, along with the +10 to sensors from the hull would result in it detecting any mines within 18 VUs. If the Quath Mine nine VUs away which it had just detected after entering into the range and arc of were dropped by a ship with a crew quality of 3, it would roll 4k3 to hit the ship and - should the test succeed - deal damage as though it were a regular Quath Torpedo. To hit a deployed mine with a ship-based weapon requires a ballistics test against a TN of 30, and a success results in the destruction of the targeted mine. LaboratoryUniversal Console Cost: 15 Your ship has a research facility installed, operated by only the finest and brightest sorcerers/physicists/psychologists/engineers/politicians/etc. given access to the bleeding edge of engineering and analytical technology. Constantly collecting and measuring information, every now and then these masters of their fields can - in a flash of insight - get you out of a jam or solve a problem in a seemingly magical fashion. Once per scene, you may choose to automatically pass a test of a category dependent on where the Lab is located (For example, Command tests if you put it in the place of a Command console), receiving raises equal to Crew Quality or the Bridge Officer's dots in the tested skill. If the Lab is in a Universal slot, you may instead choose to have it spectacularly explode in some strange reaction which miraculously kills nobody and just happens to negate one non-Maneuver action taken by a hostile ship. Improved Multiphasic Shielding Arcana Console Cost: 15 Regular Improved Shield consoles only improve the outermost layer of a Multiphasic Shield. This console is specifically tuned with rotating fractal scatter modulators to offer a slight improvement to each layer of a Multiphasic Shield Array. A ship with an Improved Multiphasic Shielding console improved the maximum shield capacity of each Multiphasic Shield layer by 2. Programmable Quantum Nanolattice Universal Console Cost: X The Programmable Quantum Nanolattice is a fairly recent development first seen in 40,116. Based on technology derived from Syrneth relics, they allow spelljammers fitted with them to carry a more versatile loadout than would otherwise be possible by reassembling in real time. Select one console that you could place in the slot that the Nanolattice console occupies, and another console of any type. A Nanolattice console may only act as one of these two selected modules at a time but, with a TN 15 Command test, the Captain may take a Command Action to shift any or all Nanolattice consoles on their ship to their other mode. The cost of a Nanolattice console is equal to the sum of the costs of the two selected modules plus 5. --- New Weapons: Point-Defense Weapon Type Any fast-tracking and accurate close-in weapon system designed to intercept and destroy guided ordnance before they can impact with their intended target can be listed under the general category of Point-Defense - and due to the pinpoint precision they require, weapons of this type may only be mounted in Lance batteries. They may be fired as a reaction to a torpedo being launched from or at a ship within the weapon’s firing range and arc, or the ship bearing the point-defense itself, if they have not already been used this round. To protect the Point-Defense equipped ship, the firing arc of the PD weapon - were its range infinity - must be able to encompass the ship from which the torpedo was launched. This is treated as a Shot Guns test, with the torpedo's static defense being its roll to hit the ship - and, should the test end a success for the defender, the torpedo is destroyed. Due to their reliance on accuracy instead of caliber, they take -2k1 to Damage, -3 to Disruption, -5 to Critical rating, but receive a +15 bonus to Accuracy in turn.
Spore Torpedo Dam. 2k1, Dis. 0, Crit 0, Acc. -5, Rng. 15, Narrow arc, Cost 5 "Sporeheads," so-named for the most noticeable effect of their use, (widespread ecological damage due to the spread of a superbly engineered collection of fast-growing fungi) happen to be outlawed in just about every remotely civilized Crystal Sphere, and those found to possess them tend to be branded terrorists and given the death penalty. This is a consequence of the inhumanity of this weapon; while Sporeheads do not do damage directly, they instead bore into a targeted ship - provided its shields are down - and release a murderous combination of pathogens and the toxic brew they inhabit while in transit to a target ecology. Not only is this very unpleasant - and lethal - to anybody with the misfortune of sharing a room with the torpedo, but this can also be lethal to anybody sharing a ventilation system with it as well. Needless to say, the lucky ones are those who die fast. Should a Sporehead impact with a ship without active shields, 4 Crew are immediately lost, and - until a Command test against a TN of 20 to effect a quarantine is passed - two more Crew will be lost every round afterwards. Should another Sporehead impact, the vessel only loses 4 more Crew - the deaths-over-time thing doesn't stack. When used in Planetary Bombardment, Sporeheads disperse their payload in the upper atmosphere; it can be days or weeks before the microbe invaders, dispersed across tens or hundreds of kilometers, land and begin to wreak havoc on both the local ecology and any people who happen to be living in it.
--- Below is a draft of some replacement fightercraft stuff. HangarTactical Console Cost: 20 For speedy force projection at long ranges, hangars allow a ship to launch squadrons of purpose-built light and agile single-person vessels. Each strikecraft wing comes with 5 Pilots. Detecting a wing of strikecraft requires either an Active Augury, the result added to 20 to determine within what distance you spot strikecraft that round, or that they enter within 20 VUs of an owned or aligned vessel. Should a strikecraft wing be fired on, the number of Pilots killed is equal to 1 + however many raises the attacker received on the attack test. Strikecraft only have so much power and fuel, and therefore must resupply every 20 rounds or be left adrift with no life support - so, essentially, destroyed. Completely destroyed wings can be replaced while the ship is in port, and can be treated as Torpedoes with a cost of 3 for acquisition purposes. All maneuver actions roll and keep 3. This upgrade can be taken multiple times. One Hangar allows a ship to carry and launch one wing of strikecraft of the types listed below: Fighters <cite></cite>Maneuver: +20 Acceleration: +25 Speed: 16 Your conventional fighters, these may fire on any craft within 5 VU, rolling 5 and keeping 3 before adding 5 to the result. Should the attack be made against a spaceship, they roll Pilots and keep 3 and halve the result for damage.
Bombers <cite></cite>Maneuver: +15 Acceleration: +15 Speed: 12 Take an Interceptor, replace the repeating arrays with a spinally-mounted cannon or similar heavy armament, and you have just made a Bomber. Bombers may fire against craft which are within 5 VU, rolling for a hit with 5 and keeping 3, but when firing on other strikecraft they do so with a -10 modifier. Should a hit be made, they roll Pilots and keep 3 for damage and roll on the crit table at +0. Attacks may penetrate shields, but doing so halves the damage dealt and does not cause a roll on the crit table. Bombers may also carry and deploy up to 5 mines.
Flaws:
Flawed Consoles For those whose ambition and desperation to travel the Warp are held back only by their limited funds, sometimes it is necessary to cut corners. Flawed Consoles take up slots as normal, but provide penalties to a ship instead of benefits, and BP is earned by installing them. These are especially common in larger, more expensive hulls, especially the gargantuan Babylon-class stations.
Shaky Bridge Command Console Cost: -10 The ship's bridge doubles as a shock absorber, shaking violently upon impact. Whenever the ship takes Hull damage, all Bridge officers must make a Constitution or Dexterity Test with a TN equal to the damage taken, or be knocked to the ground and Stunned for one round.
Haunting Arcana Console Cost: -5 Some past tragedy has infested the ship with vengeful ghosts, an ancient curse, or some other horror of the Warp. Rolls on the Warp Encounter Table are made at +2, and any Warp Phenomena rolls aboard this ship are made at +20.
Reactor Core Engineering Console Cost: -10 This ship relies on a centralized power system which, if disabled, triggers a deadly chain reaction. The Reactor Core can be targeted and disabled like regular consoles. If an attack disables this console, repeat the attack, rolling a second time for damage and critical effects.
Thermal Exhaust Port Tactical Console Cost: -5 The ship has an exposed heat outlet, leaving it vulnerable to small one-man fighters. Fightercraft attacks against this ship gain +3 Crit.
No Supply Vaults Universal Console Cost: -10 Slimmed-down stowage leaves this vessel constantly short on supplies, making long range voyages difficult. The ship may only make Extended Repairs while docked at a port.
Centralized Life Support Engineering Console Cost: -10 The last thing a spelljammer needs in battle is for one hit to knock out all or most of its life support. If the Centralized Life Support module is damaged, the ship loses one point of crew at the end of every round until it is repaired.
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Post by Divergent Reality on Feb 7, 2019 11:19:36 GMT -6
ConsolesUniversal Promenade Cost: 10 BP Commonly installed on large leisure vessels and space stations, this ship features a public walkway meant for enjoyment. Many feature expansive windows, shops, and restaurants. Each Promenade can support around 10 major places of business and a dozen or so small kiosk or tent shops. ArcanaSlipstream Generator Cost: 20 BP The Slipstream Generator is an uncommon Helm addition used for group fleet movements. It allows groups of ships to enter and exit Warp travel as a single group. A vessel equipped with this console may use their Arcana roll to bring up to 5 additional ships with them using one Navigator's tests. While bringing other ships along, even when utilizing a Portal Relay, a Navigator must test to enter the Warp as if they were not using one. Any time Warp Travel Encounters are rolled add 1 to the result for each ship tagging along. Flaws Universal Unruly Stowaways
Cost: -5BP Sometimes unfriendly entities find their way in rooms lost due to repairs or modifications, gaps in bulkheads, or general unrest amongst the rabble. These groups jump at a chance to stick it to the man when enemies arrive. Any time you are targeted by a Boarding Party reduce the effective Crew Quality by 1 for your opposed Melee test.
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Post by sliprunner on Feb 12, 2019 17:16:59 GMT -6
(Copy-pasting from old 'Navy Has Arrived' thread)
=SHUTTLES= Note: Shuttles are considered a size bellow Escorts. Each crew dot is considered roughly 2 personnel. Additionally for ramming purposes they roll 1k1 and reduce by half for damage. Any Silent Running activities are at a +5 Bonus, and are automatically capable of going Atmospheric. They may not make jumps to warp, and may not mount heavy weapons. Shuttles may use Turret weapons as per Wave Motion Guns when in a planetary environment, but otherwise may not make standard planetary bombardment.
Puppy-Class Gunboat The Puppy class is a tiny and almost completely silly vessel, but is often carried as a raider vessel by some navies. Its frame just barely encompass its armament, while its almost pitiful armor shrouds the barely existent crew. With a lack of any support systems its sole advantage seems to be the two weapon mounts.
Hull Class: Shuttle Cost: 5BP Crew: 8 Hull Strength: 15 Maneuverability: +10 Acceleration: +5 Speed: 10 Sensors: +0 Consoles: N/A Weapons: 2 Forward
Guppy-Class Torpedo Bomber The Guppy is probably the smallest vessel to have ever been fitted with a Torpedo launcher, and this is well reflected in its design. The entire ship is built around its single weapon mount for a torpedo tube, with almost no capabilities beyond this.
Hull Class: Shuttle Cost: 5BP Crew: 6 Hull Strength: 20 Maneuverability: +5 Acceleration: +10 Speed: 10 Sensors: +0 Consoles: N/A Weapons: 1 Forward Torpedo Carrier: The vessel can carry an additional 5 torpedoes, these may be fired from any torpedo tube installed on the vessel.
Kitten-Class Spec Ops Boat The Kitten class while originally designed as a Drop ship had vastly inflated in development, its stealth capabilities are of considerable note and the vessel itself seems almost built for a suicidal rush into enemy hands.
Hull Class: Shuttle Cost: 5BP Crew: 4 Hull Strength: 10 Maneuverability: +10 Acceleration: +10 Speed: 12 Sensors: +5 Consoles: 1 Arcana Weapons: N/A Warp Core: This shuttle may make jumps to warp Stealth Coating: This ship has a +5 Bonus to Silent Running checks. =ESCORTS= Gremlin-Class Torpedo Boat A somewhat crude design, the Gremlin has seen use in only a few navies but has still become well known. The boat was first and foremost designed around a torpedo system and its rather horrendously ugly design represents that, Engines, Armor, and even the bridge itself seem to be strapped around the armored core that houses a torpedo magazine. Service use of the Gremlin has made its naming well deserved, as the vessels high Maneuverability paired with its ridiculous armament have made it a nightmare to eliminate. With almost no regard to any other function, the Gremlin has made for a rather terrifying if limited use hull.
Hull Class: Escort Cost: 25BP Crew: 14 Hull Strength: 40 Maneuverability: +10 Acceleration: +5 Speed: 14 Sensors: +0 Consoles: 1 Tactical Weapons: 1 Forward Torpedo Carrier: The vessel can carry an additional 5 torpedoes, these may be fired from any torpedo tube installed on the vessel.
Boot-Class Blink Vessel Fitting an entirely newly designed drive, the Boot class is a fairly untested and woefully unusual vessel. No solid production for the vessel can be found even though models occasionally appear for sale, leaving the exact source of this craft unknown. Its limited armament and almost complete lack of support systems would almost make the vessel pointless, especially at its cost, if not for the 'Blink' Drive the vessel was built around. An Archaic piece of technology that is hardly understood by those who command these craft, yet in turn allows them to accomplish, with some degree of effort, short tactical jumps.
Hull Class: Escort Cost: 40BP Crew: 12 Hull Strength: 35 Maneuverability: +10 Acceleration: +10 Speed: 12 Sensors: +0 Consoles: 1 Universal Weapons: 1 Forward, 1 Rear Blink Drive: As an Arcana action, this vessel may made a TN 20 check to 'blink' the vessel up to 5VU in a direction. The drive requires 5 rounds between each activation.
Serenity-Class Flying Gun Designed almost as a joke by several drunken engineers in a late night at the shipyard, the Serenity class is the bare minimum of what would make an Escort class ship. A single heavy mounting resides at its core, while the ship itself carries an ungodly reactor setup to power it. Engines, Sensors, and indeed even crew space seem to of been slapped on as an after thought.
Hull Class: Escort Cost: 20BP Crew: 8 Hull Strength: 30 Maneuverability: +5 Acceleration: +0 Speed: 10 Sensors: -5 Consoles: 2 Tactical Weapons: 1 Forward Capital Capacitors: The vessel rolls +1k0 on damage rolls with weapons.
Leopard-Class Prowler For a stealth designed vessel, the Leopard is overly well known as a class. The vessel has been used to pull of many a grand escapade or other dangerous mission, something that's earned an almost cult loving of the vessel. Many an aspiring captain dreams of commanding one of these vessels, almost ironically making them unfit to ever use one, let alone survive long after acquiring one.
Hull Class: Escort Cost: 25BP Crew: 8 Hull Strength: 25 Maneuverability: +5 Acceleration: +5 Speed: 12 Sensors: +5 Consoles: 1 Arcana Weapons: 2 Forward Stealth Coating: This ship has a +5 Bonus to Silent Running checks.
=DESTROYERS= Paradox-Class Large Destroyer The logical conclusion of an arms race between two competing shipyards, the Paradox class pushes the boundaries of what can be considered a destroyer. Its 'All Direction' layout for turret mountings leave it able to equip and prepare for combat at any possible angle, furthering this the vessel is well equipped to handle torpedo mountings with ample room in the hull given over towards this role. The primary flaw of the destroyer is its lack of versatility, having very little in the way of non-combat support capabilities. In-spite of this flaw, the Paradox class has been gaining traction with several navies.
Hull Class: Destroyer Cost: 40BP Crew: 14 Hull Strength: 50 Maneuverability: +5 Acceleration: +5 Speed: 8 Sensors: +5 Consoles: 1 Command, 2 Engineering, 3 Tactical Weapons: 1 Forward, 1 Port, 1 Starboard, 1 Rear Heavy Torpedo Carrier: The vessel can carry an additional 10 torpedoes, these may be fired from any torpedo tube installed on the vessel.
Gonville-Class Monitor A simple design to fill a simple need, the Gonville class was designed such to encompass a single turret mount. While the design is lacking in several regards, the turret mount allows the vessel to greatly overcome these when employed in a support role. It has seen service in several navies to relocate defensive walls as needed, causing several changes in tactics as these 'Flying Turrets' have proven more then capable of inflicting harm. The design itself though does suffer from how minimalist it is, with barely enough crew on board to operate the critical systems.
Hull Class: Destroyer Cost: 30BP Crew: 12 Hull Strength: 55 Maneuverability: +0 Acceleration: -5 Speed: 6 Sensors: +5 Consoles: 1 Command, 2 Tactical, 1 Universal Weapons: 1 Foreward Turret Turret Mount: Rotate 45 degree 1/turn, up to 90 degree rotation left/right
Panther-Class Blockade Runner The fairly hush nature of the Panther class, both in service and in design, has left very little information available on how the vessel preforms. Available only by exclusive orders, such vessels have become something of a myth for how rarely they are ever seen. The vessel is by far one of the best stealth vessels ever designed, mostly due to the fact people still question if it even actually exists or is an elaborate hoax.
Hull Class: Destroyer Cost: 35BP Crew: 10 Hull Strength: 50 Maneuverability: +5 Acceleration: +0 Speed: 8 Sensors: +10 Consoles: 2 Arcana Weapons: 1 Port, 1 Starboard Stealth Coating: This ship has a +5 Bonus to Silent Running checks.
Sulco-Class Super Frigate The Sulco class is a very strange vessel, and with the first vessel having been designed and built by a less then sane individual its no surprise. Built around an entirely new pattern of turret, the Sulco has no vector uncovered by its unusual arrangement. Further still the advanced turret drives allow the weapons unparalleled reaction speed, though they sacrifice the main advantage to turrets in preventing heavy weapons from being mounted.
Hull Class: Destroyer Cost: 40BP Crew: 16 Hull Strength: 65 Maneuverability: +0 Acceleration: +0 Speed: 8 Sensors: +0 Consoles: 1 Engineering, 2 Tactical Weapons: 1 Forward, 3 Central turrets Rapid Turret Mount: Rotate 90 degree 1/turn, may not mount heavy weapons
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Post by sliprunner on Feb 12, 2019 17:17:40 GMT -6
=CRUISERS= Pandora-Class Flank Cruiser Another incarnation of the strange design principles laid down in the Dunwich Class, the Pandora class has seen a stripping of weapon mounts in order to mount heavier engines. Its Arrangement of weapons in port and starboard mounts allows it notably more versatility in weapon mountings. As a more modernized version of the Dunwich class it also supports Arcana Consoles, giving it an edge over the Dunwich in many situations. These updates to the design have resulted in crew space and engineering support being devoured, reducing its direct combat potential compared to other options.
Hull Class: Cruiser Cost: 55BP Crew: 16 Hull Strength: 55 Maneuverability: +5 Acceleration: +0 Speed: 8 Sensors: +0 Consoles: 1 Arcana, 1 Command, 2 Tactical, 1 Universal Weapons: 2 Port, 2 Starboard
Jackson-Class Heavy Monitor The Jackson is a somewhat unusual development, having been designed by several minor spheres to mount the firepower that would otherwise require capital ships. The foremost of this design was taking a small monitor design and drastically enlarging it, allowing the vessel to mount two very heavy turret mounts. As the spheres lacked the capability for otherwise major construction capabilities, the Jackson class suffers significantly in its engine capabilities in order to mount reactors powerful enough for the turret mounts.
Hull Class: Cruiser Cost: 50BP Crew: 16 Hull Strength: 55 Maneuverability: +0 Acceleration: -5 Speed: 6 Sensors: -5 Consoles: 1 Engineering, 2 Tactical Weapons: 1 Forward Turret, 1 Rear Turret Turret Mount: Rotate 45 degree 1/turn, up to 90 degree rotation left/right
Contradiction-Class Arsenal Cruiser An evolution of the Paradox class, the Contradiction is the result of a joint effort between the two competing yards. Built as an enlarged version the ship bolsters more crew and even supports a heavier armament. While she has sacrificed some of the mobility of her predecessor the Contradiction class is looking to be a successful continuation.
Hull Class: Cruiser Cost: 60BP Crew: 20 Hull Strength: 60 Maneuverability: +5 Acceleration: +0 Speed: 7 Sensors: +0 Consoles: 1 Command, 2 Engineering, 3 Tactical, 1 Universal Weapons: 1 Forward, 2 Port, 2 Starboard, 1 Rear Heavy Torpedo Carrier: The vessel can carry an additional 10 torpedoes, these may be fired from any torpedo tube installed on the vessel.
=BATTLESHIPS= Lion-Class Assault Vessel Built to the specifications laid down by a rather brutal admiral, the Lion class warship is designed for a full frontal assault. Favoring heavy boarding conflict the vessel is armed with specialized drop pods for this exact purpose, further serving as a way to deploy equipment from orbit as needed. Extremely heavy armor allows the vessel to weather assaults that would leave other vessels crippled, and the vast network of redundant systems keep the ship functional even after strikes that would debilitate lesser ships. The ships notable engines allow it to keep pace with even some cruisers, though this all comes at significant cost of armament and support systems.
Hull Class: Battleship Cost: 85BP Crew: 28 Hull Strength: 95 Maneuverability: +0 Acceleration: +0 Speed: 6 Sensors: -5 Consoles: 1 Engineering, 2 Tactical Weapons: 2 Forward, 2 Rear Sturdy: Critical hits against this ship are rolled at -2 Assault Drop pods: The vessel can launch boarding assaults at 3VU instead of 1VU.
Vanguard-Class Super Battleship One of the heaviest battleships designed to date that avoids Dreadnought classification, the Vanguard was built with the single purpose of maximizing firepower on targets, with a broadside mounting that would put many vessels to shame. The vessel is a rather rare sight due to the significant cost over a normal battleship, along with its somewhat niche role compared to a proper dreadnought. The vessel does still serve with distinction and for the navies that can afford it is the first step towards super capitals, something its rather extensive maintenance and crew demands reflect easily.
Hull Class: Battleship Cost: 100BP Crew: 30 Hull Strength: 100 Maneuverability: -5 Acceleration: -5 Speed: 3 Sensors: -5 Consoles: 1 Arcana, 2 Command, 1 Engineering, 2 Tactical, 2 Universal Weapons: 4 Foreward, 3 Rear, 1 Center Turret Turret Mount: Rotate 45 degree 1/turn Sturdy: Critical hits against this ship are rolled at -2
Gangut-Class Floating Battery The Gangut class is a venerable warship, while not ancient by any means it has seen service in several wars. The class itself doesn't boat over the top firepower, it doesn't even compare all to favorably to the Belle class. What the Gangut does hold that gives it such class is that its a fairly easy to come by capital ship, and proves its worth rather readily.
Hull Class: Battleship Cost: 70BP Crew: 24 Hull Strength: 90 Maneuverability: -5 Acceleration: -5 Speed: 4 Sensors: -5 Consoles: 1 Arcana, 1 Command, 2 Engineering, 3 Tactical, 1 Universal Weapons: 2 Forward Turrets, 1 Rear Turret Turret Mount: Rotate 45 degree 1/turn, up to 90 degree rotation left/right
Rasputin-Class Super Battleship A complete rebuild of the Gangut class, breathing a new life into the vessel. While the Rasputin class is no Dreadnought, it has earned a reputation for being able to brawl with most everything it comes across. The impressive durability of the vessel seems to be in part from the vessel having had redundancy installed in almost every square inch of hull. While lacking in some regards, especially in engine capabilities, the largest trouble the Rasputin class suffers is its limited crew for its armament.
Hull Class: Battleship Cost: 100BP Crew: 24 Hull Strength: 110 Maneuverability: -5 Acceleration: -5 Speed: 3 Sensors: -5 Consoles: 1 Arcana, 1 Command, 2 Engineering, 2 Tactical, 1 Universal Weapons: 2 Forward, 2 Rear, 2 Forward Turrets, 1 Rear Turret Turret Mount: Rotate 45 degree 1/turn, up to 90 degree rotation left/right Sturdy: Critical hits against this ship are rolled at -4 Large Turns: Ships of this class may only make 45 degree turns in place of 90 degree turns.
=DREADNOUGHTS= Note: Dreadnoughts are considered a size above Battleships. Each crew dot is considered roughly 80 personnel. Additionally for ramming purposes they deal 4k4 damage. Their scale is between 3-6KM. Any Silent Running checks are at a -20 penalty, and Dreadnoughts may not mount cloaking devices. Note2: The Tessier-Class and Babylon-Class are considered Dreadnoughts
Yamato-Class Dreadnought An unsightly relic of ancient times, these behemoth vessels when encountered are often considered the pride and glory of entire nations. Packing more firepower then many smaller navies and enough defenses to weather a warp storm, these vessels are far beyond the manufacturing capabilities of all but a few shipyards. Designed first and foremost for the heaviest of fleet engagements they are proud to serve in this role to any end. Unfortunately such a massive vessel commands equally massive resources, even then the engines while titanic in scale to most vessels are woefully inadequate for the Yamato class, rendering these vessels by far the slowest.
Hull Class: Dreadnought Cost: 250BP Crew: 50 Hull Strength: 180 Maneuverability: -10 Acceleration: -10 Speed: 1 Sensors: -5 Consoles: 2 Arcana, 3 Command, 3 Engineering, 4 Tactical, 2 Universal Weapons: 4 Port, 4 Starboard, 2 Triple Forward Turrets, 1 Triple Rear Turret Triple Turret Mount: Rotate 45 degree 1/turn, up to 90 degree rotation left/right, may mount 3 weapons. Sturdy: Critical hits against this ship are rolled at -2 Large Turns: Ships of this class may only make 45 degree turns in place of 90 degree turns.
Nightmare-Class Dreadnought Seeing the need for a very specialized warship, the Nightmare class was designed with full intention to unleash utter destruction upon its foes. Designed to be able to hunt down and destroy entire navies, the service record of even a single vessel of this class often amounts to reading archives worth of destroyed vessels. While fairly tame for a dreadnought in full scale, their armament and indeed their specialized defensive systems are what set them above and beyond many. The requirements of the design place insane strain upon its reactors though, leaving these ships with an unusual weakness compared to many vessels.
Hull Class: Dreadnought Cost: 150BP Crew: 40 Hull Strength: 140 Maneuverability: -10 Acceleration: -5 Speed: 3 Sensors: -5 Consoles: 2 Arcana, 1 Command, 2 Engineering, 2 Tactical, 2 Universal Weapons: 3 Forward, 1 Port, 1 Starboard, 2 Rear, 3 Center turrets Center Turret Mount: Rotate 45 degree 1/turn Sturdy: Critical hits against this ship are rolled at -2
Arcadia-Class Dreadnought Completely alien in design, the original designer of the Arcadia class has been lost to time, even as the remaining vessels of this class demonstrate profound capabilities. Built around a Heavy turret system that allows even their heavy armament to respond in a flexible manner. These vessels are rather coveted by those who can aquire them, partly from the ever dwindling number of Arcadia class ships in service, and partly from the capabilities of these vessels. While some more modern designs they eclipsed them in slight regard, they still remain well known for being the first Dreadnoughts in service.
Hull Class: Dreadnought Cost: 200BP Crew: 45 Hull Strength: 160 Maneuverability: -10 Acceleration: -10 Speed: 2 Sensors: -10 Consoles: 1 Arcana, 2 Command, 3 Engineering, 3 Tactical, 2 Universal Weapons: 3 Port, 3 Starboard, 2 Forward Twin Turrets, 1 Rear Twin turret Twin Turret Mount: Rotate 45 degree 1/turn, up to 90 degree rotation left/right, May mount 2 weapon systems. Sturdy: Critical hits against this ship are rolled at -2 Large Turns: Ships of this class may only make 45 degree turns in place of 90 degree turns.
Pegasus-Class Dreadnought A grand a glorious symbol of modern engineering, and of the changing ideals in Spelljammer design, the Pegasus remains the only ship to properly learn the title 'Super Carrier'. Equipped with massive room for hangers, the considerable mass of the ship means its direct capabilities aren't limited by much either, although much less then other Dreadnoughts.
Hull Class: Dreadnought Cost: 150BP Crew: 40 Hull Strength: 120 Maneuverability: -10 Acceleration: -10 Speed: 2 Sensors: +0 Consoles: 2 Arcana, 2 Command, 4 Tactical, 2 Universal Weapons: 3 Port, 3 Starboard Sturdy: Critical hits against this ship are rolled at -2 Huge Hangers: Strikecraft Squadrons launched from this vessel have 2 extra units.
Czar-Class Pre-Dreadnought A horrifically outdated design, the Czar class is looked upon with some disdain by many navies. While it once had a grand record, and was a glorious sight at many battles, time has not treated the class well. Production of the Czar class only happens by either special order or when a navy is becoming desperate to replace super-capital losses. It does hold significant still as one of the few designs that exist from before the Dreadnought Era.
Hull Class: Dreadnought Cost: 125BP Crew: 32 Hull Strength: 120 Maneuverability: -10 Acceleration: -10 Speed: 2 Sensors: -5 Consoles: 1 Arcana, 3 Command, 3 Engineering, 2 Tactical Weapons: 5 Forward, 4 Rear Sturdy: Critical hits against this ship are rolled at -4 Large Turns: Ships of this class may only make 45 degree turns in place of 90 degree turns.
Monarch-Class Pre-Dreadnought Still in service in many navies, the Monarch is another example of Pre-Dreadnought design. Originally built to serve as a superior counterpart to the Czar class, the Monarch has gone on to serve well after refits were done to the class. While she is a fair bit distanced from the original blueprints the vessel still carries remnants of her somewhat unusual capabilities. Specifically the sheer level of modularity built into the vessel.
Hull Class: Dreadnought Cost: 125BP Crew: 34 Hull Strength: 120 Maneuverability: -10 Acceleration: -10 Speed: 2 Sensors: -5 Consoles: 1 Arcana, 1 Command, 2 Engineering, 1 Tactical, 4 Universal Weapons: 4 Forward, 1 Port, 1 Starboard, 3 Rear Sturdy: Critical hits against this ship are rolled at -2 Large Turns: Ships of this class may only make 45 degree turns in place of 90 degree turns.
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Post by sliprunner on Feb 12, 2019 17:17:52 GMT -6
=Additional Shields= Note: This was done specifically for shuttles and dreadnoughts. Shuttle Grade [Mk -] [5BP, Shuttles can only use this Mark] Standard: 40/15 Covariant: 60/5 Regenerative: 40/25 Resilient: 40/5 Multiphasic: N/A (No Shuttle Grade version)
Dreadnought Grade [Mk V] [30BP, Only Dreadnoughts can use this Mark] Standard: 140/25 Covariant: 180/15 Regenerative: 120/45 Resilient: 140/15 Multiphasic: 20/10 (x9)
Ablative Shields of this type are by no means the most durable or even quick to regenerate, instead they share the interesting capability in adapting to the damage they are taking. The speed at which they adapt is such that no individual weapon strike can knock them out on their own, drastically improving ship suitability in larger engagements. The general result is guaranteeing the shields themselves will last against at least four separate attacks, more then enough to ensure some measure of response. Unfortunately such shields do have a fatal flaw, If sensors are unable to identify the ship before it attacks (Such as if the vessel was successfully preforming a silent running check), the shields will be unable to adapt to the impending strike and completely negate it's damage limiting qualities. [Simple Terms: If a vessel is silent running, remains undetected, and strikes a ship with Ablative shields, it ignores the max damage the shields can receive per strike]
Shuttle Grade [Non-existent] MK 1: 50 Capacity / 5 Regen / Max 10 damage per strike MK 2: 60 Capacity / 5 Regen / Max 12 damage per strike MK 3: 80 Capacity / 10 Regen / Max 16 damage per strike MK 4: 100 Capacity / 10 Regen / Max 20 damage per strike MK 5: 120 Capacity / 15 Regen / Max 24 damage per strike =Special Hulls= Sajuuk-Class Super Dreadnought The creation of war, the Sajuuk-class is one of the largest vessels ever constructed. Their hulls are wrapped in armor and strengthened to withstand all but the strongest of assaults, while gun batteries that dwarf those of entire nations cross the hull; This class proves to be the last word in Spelljammer conflicts thus far. Only three are known to exist currently making these vessels dreaded by all that see them. They are Harbingers of destruction, for their arrival means the might of an entire empire has arrived, bringing untold destruction to entire spheres in the blink of an eye. The greatest secret these hold in their core are the strange Syrenth built reactors that power them, providing the otherwise impossible power demands of such a massive vessel.
Hull Class: Dreadnought Cost: 400BP Crew: 75 Hull Strength: 225 Maneuverability: -10 Acceleration: -10 Speed: 1 Sensors: -5 Consoles: 3 Arcana, 3 Command, 3 Engineering, 3 Tactical, 4 Universal Weapons: 3 Forward, 3 Rear, 6 Port, 6 Starboard, 2 Triple Forward Turrets, 2 Triple Rear Turret Triple Turret Mount: Rotate 45 degree 1/turn, up to 90 degree rotation left/right, may mount 3 weapons. Sturdy: Critical hits against this ship are rolled at -5 Supercharged Shields: Ships of this class increase shield regen by 5. Absurd Turns: Ships of this class may only make 45 degree turns in place of 90 degree turns. They may only turn once every two rounds. Slow Movement: Ships of this class require 2 turns to move one square
Eclipse-Class Star Fort Designed in secret over a millennia, the Eclipse class is the incarnation of absolute madness. Made to be the foremost principle of power these monolithic constructions do not disappoint, with only a single example known to exist. The size of such weapons rivals that of moons and otherwise could be considered a stellar object instead of any sort of vessel or installation, indeed their size is such that no engine is capable of moving them, forcing such constructs to move only by warp travel. Plated in enough structural armor to ignore even the heaviest assaults, and bristling with weapons at every corner; However, these are but the least of its nightmarish capabilities as at their heart lays a terrifying S2 reactor, this monstrosity has but one purpose, the destruction of planets. A notable energy build up from the S2 Reactor signifies the activation of its Warpstone relay, a specialized emitter system connected to the S2 reactor, capable of focusing the might into a single focused point. Having only been utilized once before, the energies unleashed were enough to tear the fabric of space and almost completely erase an entire planet save only for a few stray chunks.
Hull Class: Superweapon (Dreadnought) Cost: N/A [1000BP, can never be bought] Crew: 75 Hull Strength: 300 Maneuverability: -30 Acceleration: N/A Speed: N/A Sensors: +30 Consoles: 18 Universal Weapons: 24 Mounting points Additional Batteries: All weapons mounted have an arc of 'Wide' Sturdy: Critical hits against this ship are rolled at -5 Supercharged Shields: Ships of this class increase shield regen by 5. Advanced Armor: Ships of this class reduce all damage taken to a maximum of 10 Immobile: Ships of this class may not take Maneuver actions, they may only move by making warp jumps. S2 Warpstone Relay: This weapon takes 8 hours to charge, once charged it may make a single attack. If a ship is hit by this attack it is immediately destroyed, additionally it may target a planet, destroying the planet over 10 minutes as the fabric of space is undone, tearing the planet apart and erasing its physical existence. Anything hit by the S2 Warpstone Relay is permanently etched into the umbra, frozen to the moment of its destruction.
=Additional Consoles= Large Shuttle Bay Universal Console Cost: 10BP+Shuttle An advanced shuttle bay specifically for drydock support of a Shuttle. This bay is primarily intended for use with small Patrol Boat type shuttles, or other similarly large craft unable to make warp jumps on their own. The Bay is able to repair shuttles that are docked, supplies carried allowing repairing up to 10 Hull Strength, +5 for every cargo bay on the ship, This requires allocation of 1 crew (from parent or docked vessel) per 2 Hull strength being repaired and takes 3 rounds, No more crew may be assigned then the Parent ships Crew Quality.
Escort Class Docking Bay Engineering Console (Minimum Hull Class: Cruiser) Cost: 40BP Specialized facilities meant to recreate a miniature scale drydock allow for both field recovery and repair of Escort class vessels. An Escort class vessel may be docked to the bay, shielding it from attack and allowing it to be carried for Warp Travel. Supplies carried allow repairing of up to 15 Hull Strength, +5 for every cargo bay on the ship. Repairing the docked ship requires allocation of 1 crew (from parent or docked vessel) per 1 Hull strength being repaired and takes 3 rounds, No more crew may be assigned then the Parent ships Crew Quality.
Living Metal Plating Engineering Console Cost: Variable [Shuttle: 5BP | Escort: 10BP | Destroyer: 15BP | Cruiser: 20BP | Battleship: 25BP | Dreadnought: 30BP] Advanced plates of a specialized nanomaterial are a technological wonder to behold. So long as the ship is bellow 1/2 Hull Integrity they are capable of repairing 2 Hull Integrity per turn. While the repairs from this are minimal at best, sometimes even a tiny bit of patch work can save the lives of many a crewmember. Unfortunately these plantings are expensive and require a higher cost for larger and larger hulls. Additionally they are incapable of repairing critical damage, and should this Console be disabled the ship instead loses hull integrity at a rate of 1 per round until they are at 1/2 hull integrity.
Flak Batteries Tactical Console Cost: 15BP Vastly Outdated in many ways yet still well proven, Flak batteries are installed to the ship and equipped with automated response systems. When a Strikecraft Squadron enters within 5VU, or makes an attack run against the Spelljammer, they may once per turn make a free attack against the Squadron, Rolling 3k(Crew Quality). These weapons are vastly ineffective against even shuttle sized spelljammers and thus are incapable of damaging them beyond scratching armor. The Flak batteries may be actively crewed, gaining one additional attack per turn for every 2 Crew assigned. If multiple flak batteries are installed, only one can be used against a squadron in a turn. Additionally: Firework rounds may be loaded for a spectacular show. Edit: Clarification: May be used as point defense against torpedoes, as per point defense weapon type. You do not need to assign crew for the attack, crew is only used for extra attacks.
Secondary Batteries Tactical Console (Minimum Hull Class: Cruiser) Cost: 25BP Numerous small guns can be mounted on larger ships, providing them with additional firepower against the smaller vessels in service. When You are within 5VU of another vessel, the secondary batteries may make a free attack against the target. You roll and Keep crew quality for this attack. If the target is hit, roll 3k1 for damage with 0 disruption, this attack may not cause a roll on the critical table. Secondary batteries may make an additional attack for every 2 crew assigned to them, if multiple secondary batteries are installed they may each make a free attack. Edit: Clarification: You do not need to assign crew for the attack, crew is only used for extra attacks.
Holographic Reserve Officer Command Console Cost: 15BP An extremely unusually and almost silly use of technology, this system was designed originally to provide a more interactive interface with the vessel and was quickly discovered to have other uses. When this system is installed choose one type of actions (Except Tactical) aboard the vessel, so long as this Console remains functional actions of that type require one less crew then normal; However, should this Console be knocked out the loss of the automation within those areas imposes a -1k0 penalty on actions of that type, in addition to requiring normal crew requirements.
Drone Control Units Engineering Console [Universal] Cost: 10BP [20BP] These somewhat bulky control units take up a lot of room, however for some captains they are a necessity for the function of the ship. While normally intended to be installed as part of engineering systems, it is possible to integrate them elsewhere on the vessel at higher cost. Having a Drone Control unit on board reduces the ships total crew capacity by 2 but provides 4 dice for crew actions, enabling a smaller crew to operate a larger ship in most circumstances. If the ship's crew count is ever reduced to 0 then safeties activate within the Drone control units to prevent Rouge AI activity, maintaining the reduced crew capacity but eliminating the dice provided; This safety may only be deactivated in drydock. If the Console is knocked out by damage then you lose the dice provided by the Drone Control Units, and the safety is activated. Additionally when crew is lost, The dice pool provided by drone control is reduced by 1/2 the crew lost by the effect.
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Post by Marr965 on Sept 7, 2020 18:27:25 GMT -6
Lavellier-Class Laboratory ShipFrom the manufacturer's own Matrix page: "The Lavellier-Class Lab Ship is designed for scientific research. Plenty of staterooms provide ample space for the crew plus a full contingent of scientific and research personnel. The lab ship carries a single pinnace with provisions for landing an ATV or light aircraft to a planetary surface. ATV and light aircraft sold separately. No vehicle garage supplied with ship. The ship also houses spacious laboratories, with provisions for a wide variety of equipment and research. Equipment supplied with ship may not conform to customer expectations. Equipment supplied with ship may malfunction in non-Sigil-like environments. Consult manufacturers of equipment in the event of catastrophic failure. All rights reserved." Actual users of the Lavellier-Class have reported that it's basically a big, fat donut which looks like a target, and its lack of armaments and slow pace does little to disabuse pirates of that notion. For all that, it does provide some benefits: ripping out the laboratories provides a surprisingly large amount of space for crew quarters, armour and other, more useful modules, and retrofitting weapon hardpoints onto the ring structure provides a 360-degree firing arc.
Lavellier-Class Laboratory Ship (Manufacturer-approved outfitting) 50 BP
Class | Escort | Crew Size
| 2 | Hull Strength
| 10
| Manoeuvrability | +0 | Acceleration | +0 | Speed | 3 | Sensors | +5 |
Consoles: Enhanced Sensors (factored in), Library Computer, Laboratory (Universal), Laboratory (Universal), Laboratory (Universal) Weapons: None
Lavellier-Class Laboratory Ship (Retrofitted) 20 BP
Class | Escort | Crew Size
| 10 | Hull Strength
| 30
| Manoeuvrability | +0 | Acceleration | +0 | Speed | 4
| Sensors | +0 |
Consoles: 1 Arcana, 1 Command, 2 Universal Weapons: 2 Forward, 2 Rear
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Post by Divergent Reality on Nov 30, 2021 21:03:30 GMT -6
EscortsA simple retrofit to aging or damaged Endurance vessels is to simply strip the interior and convert it to cargo space. Removing weapon mounts, amenities, and other options the Halfinger can easily take items from Sphere A to Sphere B. Halfinger | Endurance Class | Hull Class | Escort | Crew | 14 | Crew Quality | 2 | Hull Strength | 60 | Shield | MK.I Regenerative | Maneuverability | +0 | Acceleration | +5 | Speed | 7 | Sensors | +0 | Consoles | Cargo Bays | Weapons | None | BP Cost | 45 (Holdings 1) |
The Europa Falcon SC-105 is a converted salvage tug repurposed for war efforts. It's powerful engines were heavily modified to put more juice into it's single weapon mount than to actual propulsion. It's previous life still visible with a pair of functional arms installed. Should an enemy manage to close in after bombardment the SR-105 has a full complement of Murder Servitors to help keep the crew safe. Europa Falcon SC-105 | Serenity Class | Hull Class | Escort | Crew | 8 | Crew Quality | 2 | Hull Strength | 30 | Shield | MK.I Standard | Maneuverability | +5 | Acceleration | +0 | Speed | 10 | Sensors | -5 | Consoles | Grapple Arms, Murder Servitors | Weapons | Forward Antimeson Heavy Cannon | Capital Capacitors | The vessel rolls +1k0 on damage rolls with weapons
| BP Cost | 70 (Holdings 2) |
Small fast ships have several tactics available to them, one of the most common is to simply get and get out quickly. The Quantum Mark is built on a speedy Sultana Class allowing them to get into position, strike quickly, board with their Assault Shuttles and to get out quickly while discouraging pursuers with a rear mounted Cannon. Should their target be easy enough the Quantum Mark has cargo bays to hold their reward. Quantum Mark | Sultana Class | Hull Class | Escort | Crew | 14 | Crew Quality | 2 | Hull Strength | 45 | Shield | MK.I Multiphasic | Maneuverability | +5 | Acceleration | +10 | Speed | 12 | Sensors | +0 | Consoles | Assault Shuttles, Cargo Bays | Weapons | Forward Heavy Beam, Rear Cannon | BP Cost | 65 (Holdings 2) |
Like most Endurance class the Golden Tooth is an old design. It's simple layout features a single prow mounted Melta Heavy Cannon for a simple and effective method of attack. This variant features extra shuttle bays allowing this ship to work as an effective internship ferry. Many Golden Tooth found service as a potent delivery system for important persons such as prisoners for exchange or dignitaries between opposing fleets. Anyone within reach of the shuttles would not want to be on the receiving end of their main armament. These were usually painted in garish 'dazzle' paint schemes for easy recognition. In modern times it is not unheard of for admirals to send five or more of these inexpensive vessels to "take a bite" out of specific targets. Golden Tooth | Endurance Class | Hull Class | Escort | Crew | 14 | Crew Quality | 2 | Hull Strength | 60 | Shield | MK.I Covariant | Maneuverability | +0 | Acceleration | +5 | Speed | 7 | Sensors | +0 | Consoles | Expanded Shuttle Bay | Weapons | Forward Melta Heavy Cannon | BP Cost | 45 (Holdings 1) |
DestroyersNamed after tusked boars, the Sutwaeji is a moderately priced Destroyer with a bad reputation. It's armaments are respectable with heavy hitting fore and aft weapons, a minelayer and a reinforced nose for ramming. Everything about the ship runs well and can be considered positives including the console selections. The ship's downside are it's hauntings. Whispers and apparitions during Warp transit make this ship stressful for most crew. Sutwaeji | Cole Class | Hull Class | Destroyer | Crew | 18 | Crew Quality | 2 | Hull Strength | 55 | Shield | MK.I Standard | Maneuverability | +5 | Acceleration | +5 | Speed | 9 | Sensors | +5 | Consoles | Expanded Shuttle Bay, Haunting Warpsbane Hull, Minelayer, Ramming Prow, Teneboro-Maze | Weapons | Forward Heavy Cannon, Rear Melta Beam Array | BP Cost | 120 (Holdings 3) |
BP cost includes 5 Photon mines. Code 767 is a very expensive missile boat. Its development designation stuck when people regularly scoffed the design and equipment choices. The high quality and close range nature of many of the weapons onboard give many captains reason to outfit 767s with the best crew they can find. Pairing a Paradox chassis with Torpedo Tubes and Thrust Vectoring allow this ship to fire a wide variety of munitions and move more nimbly than most other vessels in its class. Code 767 | Paradox Class | Hull Class | Destroyer | Crew | 14 | Crew Quality | 5 | Hull Strength | 50 | Shield | MK.I Regenerative | Maneuverability | +5 (+10 Thrust Vectoring) | Acceleration | +5 | Speed | 8 | Sensors | +5 | Consoles | Assault Shuttles, Contamination Proofing, Destiny Knot, Murder Servitors, Ramming Prow, Thrust Vectoring | Weapons | Forward Torpedo Tube, Port and Starboard Beam Arrays | Heavy Torpedo Carrier
| The vessel can carry an additional 10 torpedoes, these may be fired from any torpedo tube installed on the vessel.
| BP Cost | 173 (Holdings 4) |
This version carries the 23BP of torpedos: 3x Photon, 2x Monopole, 1x Quath, 1x Cruise, 1x High-Act, 1x Rift This exploration and research vessel was the end result of a development directive to develop a ship capable of quickly surveying Spheres, planets, and other interstellar phenomenon. These are all well and good, the Panther chassis paired with an Ancient Spelljamming Helm and upgraded sensors does these duties beautifully. The second request was widely considered an unavoidable Alpha fueled demand: that the ship "shoot lighting to scare the shit out of primitives so they think we're gods or something." Unsurprisingly, this inflated the cost of the ship. What was surprising was the combination of Positron weapons and high end sensors, this science vessel can also sniff out and attack hidden targets at long range. Solar Pathfinder | Panther Class | Hull Class | Destroyer | Crew | 10 | Crew Quality | 3 | Hull Strength | 50 | Shield | MK.II Resilient | Maneuverability | +5 | Acceleration | +0 | Speed | 8 | Sensors | +10 (+15 Advanced Sensors) | Consoles | Ancient Spelljamming Helm, Advanced Sensors | Weapons | Port and Starboard Positron Heavy Beams | Stealth Coating | This ship has a +5 Bonus to Silent Running checks.
| BP Cost | 115 (Holdings 3) |
Fluff TBD The Sceeshe | Cole Class | Hull Class | Destroyer | Crew | 18 (20 with Rating Quarters) | Crew Quality | 2 | Hull Strength | 55 | Shield | MK.II Regenerative | Maneuverability | +5 | Acceleration | +5 | Speed | 9 | Sensors | +5 (+10 with Enhanced Sensors) | Consoles | Advanced Bridge Design, Enhanced Sensors, Flux Disentangler, Rating Quarters, Targeting Computer, Weapon Capacitor | Weapons | Foreward Orgone Cannon, Rear Positron Turret | BP Cost | 140 (Holdings 4) |
Notes After putting all the core and brew ship components into a spreadsheet I let RNG take the wheel.
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Post by Divergent Reality on Jan 13, 2022 17:49:21 GMT -6
CruisersLike other Bismark class vessels the Harpalyke is a testbed for advanced Spelljammer consoles. Much to the chagrin of technological purists it features an AI officer to assist with engineering duties. It also boasts a chaff Emitter and a bolstered hull if it's diversion role is too successful. Harpalyke | Bismarck Class | Hull Class | Cruiser | Crew | 22 | Crew Quality | 2 | Hull Strength | 100 (110 Hardened Armor) | Shield | MK.III Resilient | Maneuverability | +0 | Acceleration | +0 | Speed | 8 | Sensors | +10 | Consoles | Advanced Bridge Design, Hardened Armor, Holographic Reserve Officer, Warp Chaff Emitter | Weapons | Foreward Cannon and Heavy Beam | BP Cost | 150 (Holdings 4) |
Building upon simple designs, The Capella features mighty torpedo stores, a targeting computer and a dedicated handedness. To maximize broadside capability each vessel is built with their torpedo tubes entirely on the port or starboard side of a ship. Many captains attempt to circle or outflank enemy formations to fire with full effect. Ships are designed with identical gun ports on both sides of the ship preventing easy recognition of their hand. The Capella | Contradiction Class | Hull Class | Cruiser | Crew | 20 | Crew Quality | 4 | Hull Strength | 60 | Shield | MK.III Metaphasic | Maneuverability | +5 | Acceleration | +0 | Speed | 7 | Sensors | +0 | Consoles | Arsenal, Targeting Computer | Weapons | 2 Port OR 2 Starboard Torpedo Tubes | Heavy Torpedo Carrier | The vessel can carry an additional 10 torpedoes, these may be fired from any torpedo tube installed on the vessel.
| BP Cost | 135 (Holdings 4) With listed Torpedos 187 (Holdings 5) |
15 Photon , 5 Micro, 2 Monopole, 1 Quath, 1 Rift, 1 Spore The Bellver was designed as a larger scale exploration vessel. It's standard hull was upgraded with advanced sensors and a library allowing for detailed analysis of their findings. A wing allows terrestrial landings for exploration and refit. As a nod to classic ships the Belver is armed with Driver Cannons. The Bellver | Pandora Class | Hull Class | Cruiser | Crew | 16 | Crew Quality | 4 | Hull Strength | 55 | Shield | MK.III Regenerative | Maneuverability | +5 | Acceleration | +0 | Speed | 8 | Sensors | +0 (+5 Enhanced Sensors) | Consoles | Enhanced Sensors, Library Computer, Partial Wing | Weapons | Port Driver Heavy Cannon Starboard Driver Heavy Cannon | BP Cost | 150 (Holdings 4) |
The predecessors to the Origin Rift were testbeds for various types of Warp free travel, the results offered promising results in gravitational bending but could not hope to produce enough power to compete with traditional Warp Drives. Instead this form of propulsion was used as a tool to push and pull other vessels for advantageous firing positions. Captains of Origin Rifts can shove around ships to put them into optimal ranges for their guns, or to hasten contact with their prow. Origin Rift | Gaff Spree Class | Hull Class | Cruiser | Crew | 18 | Crew Quality | 2 | Hull Strength | 65 (75 Hardened Armor) | Shield | MK.III Resilient | Maneuverability | +0 | Acceleration | +0 | Speed | 8 | Sensors | +5 | Consoles | Assault Shuttles, Cargo Bays, Diplomatic Quaters, EPS Conduits, Gravity Sling, Hardened Armor, Ramming Prow | Weapons | Forward Melta Beam Array, Positron Beam Array, Cannon, Antimeson Heavy Cannon
| BP Cost | 140 (Holdings 4) |
BattleshipsThe markets for Rasputin class vessels tend to be three types: militaries, mega corporations, and wealthy individuals. These groups tend to have a stock of weapons and 'jammer consoles spread through their shipyards and other facilities. The Adept is a barebones ship marketed to people looking for a cutting edge heavy ship with room to customize to their tastes. This leaves the Adept underequipped and lacking in firepower. A nod to this was given in weapon selection and equipment. A long range Positron cannon to reach approaching vessels, a rear mounted Melta cannon for those that do get too close and a self destruct in case it all goes pear shaped. Adept | Rasputin Class | Hull Class | Battleship | Crew | 24 | Crew Quality | 2 | Hull Strength | 110 | Shield | MK.III Standard | Maneuverability | -5 | Acceleration | -5 | Speed | 3 | Sensors | -5 | Consoles | Assault Shuttles, Self Destruct | Weapons | Foreward Positron Heavy Cannon Rear Melta Heavy Cannon | Turret Mount | Rotate 45 degree 1/turn, up to 90 degree rotation left/right (currently unused)
| Sturdy | Critical hits against this ship are rolled at -4
| Large Turns | Ships of this class may only make 45 degree turns in place of 90 degree turn
| BP Cost | 160 (Holdings 4) |
This Vanguard class Battleship was rechristened Vigil of Skorgrah after it's extended deployment during a campaign against Ork fleets. While light on weapons for it's size the inclusion of multiple Las arrays allows captains to efficiently target vessels. Many shipwide improvements allow captain and crew to survive damage that would usually leave a ship undermanned and unable to continue a fight. Vigil of Skorgrah | Vanguard Class | Hull Class | Battleship | Crew | 30 | Crew Quality | 2 | Hull Strength | 100 | Shield | MK.IV Covariant | Maneuverability | -5 (+0 Thrust Vectoring) | Acceleration | -5 | Speed | 3 | Sensors | -5 | Consoles | Advanced Sickbay, Destiny Knot, Extended Supply Vaults, Improved Shields, Murder Servitors, Targeting Computer, Tenebro-Maze, Thrust Vectoring
| Weapons | Foreward: 2x Beam Array, 2x Cannons Center Turret: Heavy Beam | Sturdy | Critical hits against this ship are rolled at -2
| Turret Mount | Rotate 45 degree 1/turn
| BP Cost | 270 (Holdings 6) |
Magic and warp energy are put to work fueling the engine core and weapons of the Trenxal battleship. Built with a massive engine this vessel can easily outpace any other battleship class and a surprising number of smaller vessels. It's reliance on speed and firepower alone leave it lacking in most standard consoles you might find on a ship of this size. It's low cost compared to other battleships make it a reasonable choice for quick strike missions. Trenxal | Lion Class | Hull Class | Battleship | Crew | 28 | Crew Quality | 3 | Hull Strength | 95 | Shield | MK.IV Standard | Maneuverability | +0 (+5 Large Engine Core) | Acceleration | +0 | Speed | 6 (8 Large Engine Core) | Sensors | -5 | Consoles | Large Engine Core | Weapons | Foreward: Orgone Cannon, Heavy Beam Rear: Beam Array, Orgone Turret | Assault Drop Pods | The vessel can launch boarding assaults at 3VU instead of 1VU
| Sturdy | Critical hits against this ship are rolled at -2
| BP Cost | 180 (Holdings 5) |
Built upon the classic Belle hull, the Drauttiek offers few upgrades aside from those dedicated to offense and internal defence. The most prominent being its targeting computers. Filling the role as a rear line fighter to finish battles it bears a quartet of Array weapons on the prow allowing the Drauttiek the option to alpha strike once it eventually brings it's weapons into range. Drauttiek | Belle Class | Hull Class | Battleship | Crew | 24 | Crew Quality | 4 | Hull Strength | 90 | Shield | MK.IV Metaphasic | Maneuverability | -5 | Acceleration | -5 | Speed | 4 | Sensors | +0 | Consoles | Assault Shuttles, Murder Servitors, Targeting Computer | Weapons | Foreword: Orgone Heavy Beam, Heavy Beam, Melta Heavy Beam, Beam Array Rear: Beam Array, Heavy Cannon, Turret | BP Cost | 230 (Holdings 5) |
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Post by Divergent Reality on Jan 24, 2022 15:50:48 GMT -6
DreadnoughtsDespite its obvious alien appearance with bulbous weapon mounts and strangely arching prow the Crildrael is an unforgiving opponent. It is outfitted to command a fleet to break a target. It has proven itself capable in this regard by the inclusion of an Ansible to communicate and coordinate ship movements. Three quarters of the weapons mounted on this ship are housed in the fore and aft turrets to compensate for a sluggish yaw so it is never without targets. Anything unwilling to flee or yield is broken across it's tremendous cutwater. Crildrael | Arcadia Class | Hull Class | Dreadnought | Crew | 45 (47 Rating Quarters | Crew Quality | 2 | Hull Strength | 160 | Shield | MK.V Ablative | Maneuverability | -10 | Acceleration | -10 | Speed | 2 | Sensors | -10 | Consoles | Advanced Bridge Design, Ansible, Assault Shuttles, Improved Shields, Laboratory (Universal), Ramming Prow, Rating Quarters, Secondary Batteries, Targeting Computer
| Weapons | Foreword Turret: Cannon, Melta Beam Cannon Foreward Turret: Cannon, Orgone Heavy Beam Port: Positron Beam Array Starboard: Positron Beam Array Rear Turret: Antimeson Cannon, Positron Heavy Beam | Twin Turret Mount
| Rotate 45 degree 1/turn, up to 90 degree rotation left/right, May mount 2 weapon systems
| Sturdy | Critical hits against this ship are rolled at -2
| Large Turns | Ships of this class may only make 45 degree turns in place of 90 degree turns
| Flaws | Reactor Core, Thermal Exhaust Port | BP Cost | 405 (Holdings 8) |
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Post by ScrapyardDragon on Apr 25, 2024 14:37:05 GMT -6
Slipspace Drive Arcana Console Cost: 10 Developed by the T'au Empire for safer voyages across the wheel, a Slipspace drive allows a spelljammer to enter and travel through the umbra instead of diving all the way into the warp. While safer than traveling through the warp outright, the umbra is also closer to realspace geometries, meaning voyages take longer. Still beats traveling through the materium though, and its popular among ghost pirates who like to hide out in the umbra while waiting in ambush. The ship's travel time is doubled, but all warp encounter rolls are at -3.
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Post by ScrapyardDragon on May 1, 2024 16:23:02 GMT -6
The gremlin should not be speed 14. Thats faster than the sultana from core, and being the fastest hull in the game is the sultana's whole gimmick. Even matching it at 12 is questionable.
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Post by ScrapyardDragon on May 2, 2024 20:56:31 GMT -6
Spelljammer weapon type. Syphon - Syphon weapons are an alteration to the standard orgone weapon, drawing in the energy of enemy shield's to replenish one's own. They don't do much against enemy hull's and have a small effective range, but can be a lifesaver in protracted combat. Syphon weapons deal -1k0 damage, have halved range, and have -2 crit, but have +5 accuracy and restore your ship's shields by an amount equal to half the damage they deal to enemy shields. Syphon weapons cost +10 bp.
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