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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.
=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.
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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 Enhanced Sensors) | Consoles | Ancient Spelljamming Helm, Enhanced 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 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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methodia
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Post by methodia on May 18, 2024 20:10:15 GMT -6
Old New Hulls, harvested from book 3. Most of them are by Yog Sothoth. Shuttle Tanaka-class Scout The Tanaka-class spaceframe could be said to be "one-third steamboat, one-third sultana... and one-third cold vacuum;" not only was most of the hull cut out, but a fair portion of the life-support, module volume, and weapon mountings, too. While decreased safety does increase savings in mass and money, it also tends to result in things spontaneously combusting - which would be why most vessels of this class are constantly depressurized, with the crew wearing voidsuits for the entirety of their voyage, so as to prevent fires. Cheap to construct, and therefore very much expendable, it's not uncommon to find vessels of this type rushed to the front fitted with little more than a self-destruct - and a melta-array, if the captain is lucky. While you won't be seeing very many of these far from the primitive rim-worlds where they're often built, you likely will be finding an abundance of these on and above those same worlds. Hull Class: Shuttle Cost: 5 BP Crew: 7 Hull Strength: 25 Maneuverability: +5 Acceleration: +5 Speed: 8 Sensors: +0 Consoles: 1 Universal, 1 Engineering Weapons: 1 Forward
Escorts Kepler-class Probe While formally referred to as the "Johannes-class Ultralight Covert Reconnaissance Vehicle," the test captain and her crew's somewhat infamous streak of neardeaths in the first fourteen prototypes became a commonly recounted tale among those in the business of prodding around the Astral Sea, and what they christened their ships (partially for the records, partially to keep morale up; if you're flying the "Kepler XI," that likely means you haven't died 10 times) became the class's colloquial name. Originally deployed as a series of agile and low-observable recon ships, the Kepler proved valuable in industrial espionage-- a job it did well, aside from its first fourteen iterations being destroyed or near-slagged (a tale for another time). Still, despite having armor made of what might as well be tin-foil, its superb and almost fighter-like capacity for graceful high-gee maneuvers has proven it a valuable asset to any recon group - despite its low crew and equipment count. As said in the pilot's manual, which was written largely by the test crew: "When in deadly danger, when beset by doubt, pray the afterburners are fine and bring the ship about" Hull Class: Escort Cost: 15 BP Crew: 3 Hull Strength: 10 Maneuverability: +5 Acceleration: +15 Speed: 12 Sensors: +5 Consoles: 1 Arcana, 3 Universal Weapons: Unarmed Stealthy: Silent Running tests are made at +10
Tchar-class Raider Despite being plagued by a long spoolup time, the unique (and fragile) propulsion mechanism borne by the Tchar-class gifts it with agility that is surprising even for an Escort - as a product of this, a Tchar is can easily turn on a dime. However, don't expect it to be able to spot much: interference from the motors tends to disrupt scanning. Hull Class: Escort Cost: 25 BP Crew: 12 Hull Strength: 30 Maneuverability: +10 Acceleration: -5 Speed: 10 Sensors: -5 Consoles: 1 Arcana, 1 Tactical, 1 Command, 1 Engineering, 1 Universal Weapons: 2 Rear Fragile: Critical hits against this hull are rolled at +2 Agile: Capable of performing 180- degree turns instead of 90-degree turns.
Destroyers Kitty Hawk-class Strike Carrier Considered by many to be the first hull specifically designed to bear strike-craft into combat, the Kitty Hawk is noteworthy for its nigh-complete lack of armament but excess of Tactical console slots, allowing it to carry quite a few wings into battle. Its speed allows it to easily act as a mobile resupply point for its fighters, as well as weave around the edges of a pitched battle and deploy bombers strategically to pick off unsupported vessels. While somewhat expensive to equip and supply, it is best not to underestimate its tactical value. Hull Class: Destroyer Cost: 35 BP Crew: 22 Hull Strength: 35 Maneuverability: +0 Acceleration: +5 Speed: 9 Sensors: +5 Consoles: 1 Arcana, 2 Engineering, 3 Tactical, 3 Universal Weapons: 1 Forward Fighter Bay: Can deploy crew for Fightercraft rules as per Book 2 p. 131.
Panopticon-class Observation Platform Like the Babylon-class, the Panopticon is a completely immobile orbital "watchman," easily capable of performing long-range scans. With its highly sophisticated thaumaturgical sensors, the Panopticon may scan "off-center," effectively allowing it to throw an Active Augury's point of origin elsewhere in space, but this reduces its sensors bonus for the Augury roll by the distance in VUs between it and the area it is scanning. While the first iterations of this design may have been used for Warp telescopy, it has also found use as a command station on outlying worlds. Hull Class: Destroyer Cost: 50 BP Crew: 12 Hull Strength: 80 Maneuverability: -20 Acceleration: N/A Speed: N/A Sensors: +35 Consoles: 2 Arcana, 2 Command, 2 Engineering, 1 Tactical, 4 Universal Weapons: Unarmed Fragile: Critical hits against this hull are rolled at +2. Obvious: Silent Running tests are made at -20.
Cruiser Dunwich-class Ship of the Line Intended to serve as a high-firepower Cruiser capable of strafing with heavy guns or forward/rear 'broadsides' with side-mounted batteries, the Dunwich can hold its own in most combat situations. It is - however - an aging design, and as such lacks the natural capacity for Arcana modules that most other shipwrights would take for granted, as well as having rather sluggish propulsion systems. Hull Class: Cruiser Cost: 50 BP Crew: 20 Hull Strength: 80 Maneuverability: -5 Acceleration: -5 Speed: 6 Sensors: -5 Consoles: 1 Command, 3 Engineering, 2 Tactical, 3 Universal Weapons: 3 Port, 3 Starboard Fighter Bay: Can deploy crew for Fightercraft rules as per Book 2 p. 131.
Battleships Blood Wind-class Basestar First designed to act as a tender for numerous strikecraft squadrons, the Blood Wind-class hull - like most carriers, both sea and spaceborne - is capable of projecting force over a large area due to the nimbleness of aforementioned strikecraft, provided it has dedicated hangar space. While not the most heavily armed and armored battleship-size craft, it can be refitted to serve most other needs, thanks to its unsurpassed crew capacity and space for Tactical, Engineering, and Universal modules. Potential alternative uses include acting as a torpedo depot, marine transport, flagship, or bearer of CIWS/ECM equipment. Hull Class: Battleship Cost: 80 BP Crew: 30 Hull Strength: 80 Maneuverability: -10 Acceleration: -5 Speed: 4 Sensors: +5 Consoles: 1 Arcana, 1 Command, 2 Engineering, 4 Tactical, 3 Universal Weapons: 2 Forward, 2 Rear
Mayflower-class Liner Once intended to slowboat to other Crystal Spheres through the Astral Sea, the Mayflower-class began to see use as a personnel carrier for both naval officers and marines after humankind obtained Warp travel capabilities. Capable of carrying an astounding 3,000 sapients right out of the drydock - although only 400 can be up and about at once, due to a life support system designed in a more civilized age - it's an invaluable asset for both boarding and planetary invasion operations. It is, however, a slug among slugs - don't expect it to be going anywhere fast, and by any definition of fast. Hull Class: Battleship Cost: 90 BP Crew: 8 Crew Stasis Capacity: 52 Hull Strength: 50 Maneuverability: -5 Acceleration: -10 Speed: 2 Sensors: +5 Consoles: 2 Arcana, 2 Command, 4 Engineering, 3 Universal Weapons: 1 Forward, 1 Rear Special: May move full speed while silent running.
Dreadnaughts Tessier-class Super-Dreadnought The pinnacle of capital-ship engineering, a Tessier is monolithic enough to be capable of stuffing even what would be considered a spinal gun into a superheavy turret. As if that weren't enough, this goliath has enough armor to shrug off what might be a critical hit on lesser ships. However, the Tessier is likely going to be the slowest vessel in the fleet by far, and therefore a prime target for bombers and Rift or Spore torpedoes; as such, only the unwise dispatch a Tessier without adequate point-defense coverage. Hull Class: Battleship Cost: 200 BP Crew: 45 Hull Strength: 160 Maneuverability: -15 Acceleration: -10 Speed: 2 Sensors: -5 Consoles: 3 Arcana, 3 Command, 3 Engineering, 3 Tactical, 6 Universal Weapons: 4 Port, 4 Starboard, 1 twobarrel Omni (See Omni-Turret) Omni-Turret: Can hold up to two nonturret weapons, which can rotate up to 45 degrees a round, deciding what they can hit. Sturdy: Critical hits against this ship are rolled at -2. Hard to Move: Ships with this hull can only rotate 45 degrees where other hulls could rotate 90 degrees. Obvious: Silent Running tests are made at -20. Fighter Bay: Can deploy crew for Fightercraft rules as per Book 2 p. 131.
Babylon-class Orbital Defense Fortress The Babylon-class is sometimes referred to not as the orbital construct it is but instead as an "artificial moon," and with good reason; capable of supporting a total of 25,000 people indefinitely, it's very clearly visible in the night sky above any world it happens to be orbiting. It is, however, completely stationary and thoroughly incapable of escaping the gravity well of whatever world it's built over; it cannot perform Maneuver actions and will naturally rotate 20 degrees, in a direction decided at the time of its construction, every round. While entirely useless on offense, a fully kitted-out Babylon is a rather formidable barrier against planetary invasion. Hull Class: Battleship Cost: 400 BP Crew: 50 Non-Crew Personnel Capacity: 450 Hull Strength: 250 Crit Modifier: -3 Maneuverability: -30 Acceleration: N/A Speed: N/A Sensors: +30 Silent Running: -30 Consoles: 1 Arcana, 3 Command, 1 Tactical, 2 Engineering, 10 Universal Weapons: 3 Forward, 3 Rear, 3 Port, 3 Starboard Sturdy: Critical hits against this hull are rolled at -3. Obvious: Silent Running tests are rolled at -30 Fighter Bay: Can deploy crew for Fightercraft rules as per Book 2 p. 131.
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methodia
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Post by methodia on May 21, 2024 1:27:02 GMT -6
New Spelljammer hulls by me. Mainly large platforms, based off of some of the larger 40k vessels of the same type. And another one based off of gundam style space landmass platforms, as seen in G-Gundam and some of the less serious series.
CruiserRamilies Class Star Fort HullRamilies Class Star-forts are a class of gigantic semi-mobile space stations capable of moving through warp space. This class of star-fort exists in scant supply and are vital to the navies that use them as forward fleet bases, each one is capable of shortening campaigns by decades through it's deployment. Hull Class: Cruiser Cost: 65 BP Crew: 25 Hull Strength: 100 Maneuverability: -5Acceleration: -5Speed: 4 Sensors: +15 Consoles: 2 Tactical, 1 Arcana, 1 Engineering, 2 Command, 4 Universal Weapons: 2 Forward, 2 Rear, Central Forward Torpedo Tube (5 torpedo capacity). Hard to Move: Ships with this hull can only rotate 45 degrees where other hulls could rotate 90 degrees. Fighter Bay: Can deploy crew for Fightercraft rules as per Book 2 p. 131. BattleshipsPhalanx Class Void Monastery HullA Phalanx is the massive starship that serves as the mobile fortress-monastery of various astartes and legiones chapters. These hulls are typically outfitted with docking bays for other ships and are used mobile capitals, headquarters, and other grand projects. Coated in towering forests of spires interlaced with flying buttresses, it looks like a flying church-like structure but can dwarf small moons. Hull Class: Battleship Cost: 80 Crew: 30 Hull Strength: 110 Maneuverability: -10Acceleration: -10 Speed: 3 Sensors: +15 Consoles: 2 Tactical, 2 Command, 2 Engineering, 1 Arcana, 4 Universal Weapons: 3 Forward, 1 Forward Torpedo Tube (5 Torpedo capacity), 2 Rear, 1 Rear Torpedo Tube (5 Torpedo capacity). Hard to Move: Ships with this hull can only rotate 45 degrees where other hulls could rotate 90 degrees. Phalanx Protocol: Negate the first 10 damage dealt to every attack against the Phalanx, minimum 0. Fighter Bay: Can deploy crew for Fightercraft rules as per Book 2 p. 131. Tortuga Void PlatformTo make a Tortuga, you rip up a chunk of landmass, hollow it out, slap it on an astral platform, and launch it into space. Commonly used for space stations, planetary orbital colonies, and cultivation sects. Previous models were known to be easily sabotaged and dropped onto planetary surfaces, so these ones are harder to knock down by masked vigilantes. Most often seen in use by various Orderite factions to spread their message, though a few chaotic groups have been known to do so as well. Hull Class: Battleship Cost: 80 Crew: 25 Hull Strength: 120 Maneuverability: -10 Acceleration: -10 Speed: 2 Sensors: +15 Consoles: 2 Arcana, 2 Command, 3 Engineering, 4 Universal Weapons: Unarmed Hard to Move: Ships with this hull can only rotate 45 degrees where other hulls could rotate 90 degrees. Obvious: Silent Running tests are made at -20. Hardy: Critical hits against this hull are rolled at -3. Tortuga Fabrication: Negate the first 5 damage dealt from attacks to this spelljammer. DreadnoughtBlackstone Fortress Class Recreation HullA pale imitation of the real thing, but a grand superproject in it's own right. A madman project by Miki Heavy Industries, these are smaller than the true Blackstone Fortresses, but are actually available to purchase. Massive wheel shaped ships of alien origin, said to have inspired the mark of chaos, these massive void citadels have massive amounts of guns, enough surface to have graveyards of shuttle and escort ships, and a massive cannon that literally fires immaterium itself through a tear in the warp at your enemies. If you see one of these, it's too late to pray for mercy. Hull Class: Dreadnought Cost: 200 Crew: 40 Hull Strength: 200 Maneuverability: -20 Acceleration: -10 Speed: 1 Sensors: +20 Consoles: 2 Arcana, 2 Command, 2 Engineering, 2 Tactical, 8 Universal Weapons: 1 Special Warp Cannon Mount, 4 Forward, 4 Rear, 1 Forward Torpedo Tube (10 Torpedo Capacity), 1 Rear Torpedo Tube (10 Torpedo Capacity) Special: The special mounted weapon must be a non-turret Lance weapon. It gains the following Modifiers instead of choosing a weapon type: Wide firing arc. +1k1 Damage. Double Range. 0 Disruption. 0 Crit. Ignore shields and deal damage to hull directly. Firing this gun is a 4 step process. A Navigator is required. First an Active Augury arcana action against the target must be made. Then a portal to the warp (a TN 25 'enter the warp' roll) must be opened. Then the cannon can be fired. Then immediately make a TN 25 'exiting the warp' test to close the warp portal. Failure to follow the steps before and after firing results in the equivalent of a Rift torpedo hitting the ship's hull directly immediately as a catastrophic warp rift opens. Being jammed prevents you from opening a portal or firing the cannon, and not doing the active augury prevents you from firing the cannon as well. Hard to Move: Ships with this hull can only rotate 45 degrees where other hulls could rotate 90 degrees. Two Blackstone Fortresses fire upon a Phalanx. An Example of a Tortuga Platform. Changelog Adjusting for various stats on all the platforms. Upping hull strength and sensors, lowering manneuverability and acceleration, adjusting consoles, and tightening wording on the Blackstone Fortress' warp cannon. It now has to be a cannon.
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Post by Divergent Reality on May 25, 2024 23:15:04 GMT -6
The Eternal Crusade style ships are a lifeline for fleet based Aasimar. Without a planet to call home they rely on their own ways to increase a fighting force's numbers. They are equipped with multiple Ritual Chambers to press willing aspirants into the Aasimar mould. Over the course of a long warp jump a whole company of fighters can be crafted and made ready for combat. Built as a base to increase their numbers the Aasimar spared few expenses creating a ship to safeguard their green troops and crush threats in their way. Eternal Crusade | Bounty-Class Fleet Support Ship | Hull Class | Battleship | Crew | 22 | Crew Quality | 4 | Hull Strength | 110 | Shield | MK.IV Regenerative | Maneuverability | -5 | Acceleration | -5 | Speed | 4 | Sensors | +5 | Consoles | 3x Ceremonial Ritual Chamber, Improved Shields, Hardened Armor, Ramming Prow, Reinforced Bulkheads | Weapons | Forward: Heavy Cannon, 2x Heavy Beam Rear: 3x Beam Array | BP Cost | 275 |
The Rebirth is a kind way of saying abducted. This vessel takes a very different approach to Tiefling recruitment. Smaller vessels capable of hidden movement to bolster their ranks. The Ruinous Powers have less desire to maintain a known presence in common space while conducting these operations. Almost all of the consoles are dedicated to their job of speedy movement and avoiding unwanted attention. Rebirth | Thresher-Class Frigate | Hull Class | Destroyer | Crew | 16 | Crew Quality | 2 | Hull Strength | 60 | Shield | MK.II Standard | Maneuverability | +5 | Acceleration | +15 | Speed | 12 | Sensors | +5 | Consoles | 2x Ceremonial Ritual Chamber, Cloaking Device, Large Engine Core, Self Destruct | Weapons | Forward: Cannon Rear: Antimeson Cannon | BP Cost | 120 (Holdings 3) |
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Post by Divergent Reality on Jul 2, 2024 21:19:05 GMT -6
Slaves, servitors, criminals, half lobotomized undesirables all make poor crew choices unless piloting an absolutely disposable vessel. The Creeper has one job, sneak up on enemy vessels and cause as much damage as possible. Creeper Kamikaze Ship Sultana Class Light Frigate Hull Class: Escort Crew: 14 Crew Quality: 1 Hull Strength: 45 Shield: Mk1 Standard Maneuverability: +5 Acceleration: +10 Speed: 12 Sensors: +0 Consoles: Self Destruct Weapons: None Flaws: Cobbled Tek n' Bits/Scrap Technology Cost 10BP
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Post by Divergent Reality on Jul 13, 2024 19:44:26 GMT -6
The Carrier Ship Rectifier is an upgraded version of a classic warlord’s design. Gutting the internal structure to fit thousands of Light Jets this vessel is designed for large scale invasions rather than orbital bombardments. Carrier Ship Rectifier Belle Class Battleship Hull Class: Battleship Crew: 24 Crew Quality: 3 Hull Strength: 90 Shield: Mk.III Regenerative Maneuverability: -5 Acceleration: -5 Speed: 4 Sensors: +0 Consoles: Assault Shuttles, Drop Pod Bay, Ramming Prow Weapons: 4x Forward Heavy Cannon Fighter BaysCost: 205 The Drop Pod Bay is fitted with 20 Drop Pods
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