Rules Governing Orbital Frames and Naval Craft:Orbital Frames are a breed apart. As such, they require special rules to govern them; rules that may not mesh perfectly at all times with the SR3 ruleset. Please, forgive me, and make any constructive comment you can think of.
Damage and Orbital Frames:[ Spoiler ]
Orbital Frames are an extremely hardy bunch. They can take damage far in excess of what logic dictates and continue to function. And so, the following changes are implemented:
Orbital Frames can have more than one ten-box damage bar. If it helps, think of them as hit points. Damage to an OF continues to stage up as normal, if you take a powerful enough attack: IE, a Deadly attack staged up becomes a Deadly shot (10 boxes) plus a Light shot (1 more box.) A D staged up twice becomes a Deadly plus a Moderate, and so forth and so on.
Orbital Frame Damage Scale:
Orbital Frames don't have Body and Armor as vehicles and people do, nor do they have Hull and Bulwark as naval ships do.
Orbital Frames have Frame and Shell ratings. Frame rating serves the same purpose as body, in that the Frame rating is the number of dice you use to resist damage. Shell ratings serve the same purpose as body, in that the Shell rating reduces the power code of damage you take, so that you can resist the damage.
Orbital Frame type damage is denoted with an F at the back of it's damage code. So a blast of power code seven, at rating Serious, and coming from a weapon that deals Orbital Frame damage would be written as "7SF".
Orbital Frame damage scale interactions:
Normal:
Normal to OF (No suffix, IE: a 7S shot,) do not bother to roll. This attack is not sufficient to damage the Frame.
OF to Normal: Do not bother to roll. The poor subject of this attack is terminated.
Naval:
Naval to OF (IE: A 7SN): Ignore half of the Frame's Shell rating, and increase the damage code by 1 (IE: A Light to a Moderate, Moderate to Serious, Serious to Deadly, Deadly to Deadly + Light.)
OF to Naval (IE: A 9MF): Ignore half of the Bulwark rating, and decrease the damage code by 2, to a minimum of L. (IE: A Light or Moderate or Serious becomes a Light, and a Deadly becomes a Moderate.) Orbital Frames are good at dealing extreme damage over a small area, not so good at inflicting gross physical damage to superstructure of much more massive things. Thus, they have to attack multiple times.
Rules Governing Orbital Frames:[ Spoiler ]
Orbital Frame Introduction[ Spoiler ]
All Orbital Frames are unique machines. They can range from the lowly unmanned Raptor to the hero Jehuty, to even such behemoths as Zakat (Although in truth, Zakat has more in common with a battleship than an Orbital Frame.) All Orbital Frames share facets in common, however. They are built for one purpose; to fight. An Orbital Frame is a machine of such jawdropping power that a single Frame, in the hands of the right Runner, can win an interstellar war.
What makes an Orbital Frame so spectacular? the answer is not easy, though it is simple. The answer boils down to "Metatron." Metatron is the awe-inspiring material that has had such profound impact on civilization in the past two hundred years. Metatron is what makes Orbital Frames so powerful.
But it's simply a matter of building the machine with the most Metatron, or the most efficient arrangement of it. An Orbital Frame is the first known use of DNI links. While it is true that they can be piloted much as a LEV is, manually by manipulating controls, or by AI-assist, most Runners, and all the best Runners, connect directly to the Frame. They become the Frame, and the Frame becomes the Runner, in a deeper way than any LEV pilot will ever experiance.
No estimation of a Frame's power can ever be accurate. An Orbital Frame evolves, constantly. You can measure what it does out of the factory, being driven by the A.I., but it won't even compare to what a skilled Runner can do. Not even close. There are two reasons for this.
The first is that Metatron grows, evolves. When refined into the form of an orbital frame, it's energy signature will adapt to that of it's Runner. This can have a profound change on the Frame's behavior, appearance, and even it's outward abilities. In the hands of a deranged madman such as Radium Levanz, the Orbital Frame Idolo, and later the frame that would be built with Metatron salvaged from Idolo, Haathor, the Frames became unhinged, unstoppably brutal. Chaotic and deadly and vicious, the Orbital Frame Idolo, and later Haathor, were extremely dangerous foes. Such frames take on the aspects of their Runners, in personality and temperment. They may even become so selfish and tempermental as to refuse computer commands, refusing to operate for any runner other than their own.
In the hands of an entirely different maniac, one with more of a veneer of civility over his bubbling madness, a chaotic need to destroy all, the most feared Orbital Frame of them all, Anubis, became like a vampire, hiding, cloaking, striking out of the darkness, with a bloodlust that was more than any one man could have. Anubis evolved to suit Nohman perfectly, the pair synergized to the point that Nohman even had a tail like Anubis' installed in himself. Cocky and arrogant, with a need for more power, Anubis was even capable of sucking Auuman's parts into itself, to become capable of greater power.
But, not all is so hopeless. In the hands of a young, inexperianced boy whose only goal, desire, need, was to protect life and stop the dieing, a boy who saw all as equal and equally worthy of life, Jehuty became the protector, the blue shield standing between the innocent and suffering. When it was further fused with Dingo Egrett, an older man with a grudge to settle, Jehuty's shift was complete. The Frame is an avenging angel, standing between those who still live and those who would do them harm, and avenging those who have died. Jehuty is a knight-errant, with power born of a need to achieve the impossible, and then succeeding. Even damaged beyond all reasonable fighting capacity, Jehuty will fight on, and with the right Runner, it can win.
Upgrading Frames[ Spoiler ]
The second reason is that more than a Frame's personality grows with it's Runner. It's abilities and power do, too. An Orbital Frame benefits from an experianced Runner in the same way that an experianced person benefits from their own experiance. In short, a Frame upgrades with it's Runner's Karma. These effects do not carry from Runner to Runner, although personality does. Jehuty in the hands of Leo Stenbuck was very different from Jehuty in the hands of Dingo Egrett, and Jehuty in the hands of it's next Runner will be different still.
Inherant stats and Derived Stats
Orbital Frames have their own phsyical stastics. Strength, Body, Quickness. These cannot be upgraded through ordinary means, such as attaching more armor plate, though some extraordinary means (IE: the settling-in of the Zero Shift, and the absorbtion of power from Anubis) can alter the base stats. However, the primary method of change is direct Karmatic upgrade. These stastics are not the only thing on a Frame that may be upgraded; take note.
An OF's baseline physical stats are considered to be it's modified racial midpoint. Twice that number is it's racial modified limit, and 1.5x that number is it's racial maximium. (Please note that the physical scores of an Orbital Frame is calculated in comparison to it's intended prey; other Orbital Frames and naval ships. These scores should not be thought of as the same as that of a person; a STR 13(18) troll of Shadowrun, for example, while superhumanly strong and possibly able to bench a hatchback car, is much, much, much weaker than a STR 6 Orbital Frame. If it helps to keep the distinguishment distinguished, you could write that as "STR 6F".)
Frame Runners controling a Frame directly (the only way to fly,) do not use the standard dice pools or derived stats for their actions. Rather, they derive stats from the Frame's physical stats and their own mental stats.
An Orbital Frame in action does not use the Control pool, like a Rigger would. It uses it's Frame pool, which is calculated as a character's Combat pool: (QCK+INT+WIL)/2, round down. The QCK rating used, however, is the Frame's, not the character's own.
Likewise, determining the Reaction score of an Orbital Frame is determined by Frame's QCK and the Runner's INT, divided by two and rounded down. (QCK+INT)/2, round down.
Another derived pool at the beck and call of a Frame Runner in a Frame is the Mobility pool. This is simply the Frame's ajusted Reaction score worth of dice. It is a dice pool which exists solely for Dodge tests; the best way to soak damage is to not get hit at all.
Additionally, a Frame can have a Reaction increase.score, which functions just like all other initiative boosters; add the rating to the Reaction score, and add the rating in dice. (IE: A Frame with a Reaction Increase of three adds +3 Reaction, and +3d6 to initiative rolls. If the Frame already had a Reaction score of 8, the Initiative of the Frame becomes 11+4d6)
A Frame's Reaction Increase is a stastic that may be improved with karma. The cost is 12 times the value you wish to reach; increasing a Frame's Reaction Increase from 1 to 2, for example, would cost 24 Karma. From 2 to 3 would cost 36, and from 3 to 4 would cost 48. There is no upper limit on the Karma that may be spent increasing the Frame's Reaction Increase, however the costs will quickly prove prohibitive.
Frames also have multiple condition monitors. It may help to think of these damage bars as contigious strings of Hit Points, if you're having a harder time thinking of it the other way. Frames never take damage penalties to their actions. Damage bars may be purchased at a rate of 5*the number of bars you want to increase. For example, if you want to go from two bars to three, it costs 15 Karma. 3 to 4, 20. 4 to 5, 25. These additional bars will add a lot of longevity to a Frame, so one should not spurn them.
The last characteristic shared by all Orbital Frames is the possession of an energy shield. This powerful, extremely versitle shield, may be raised at any time, even in another's turn, but only before the Frame has taken damage from an attack. It may only be lowered on the Frame's initiative pass. It ignores all damage from even Frame-type attacks, and there are additional special cases where it can even ignore Naval type damage. (To whit: You can ignore the impact of Anti-Spacecraft turrets, all forms of homing lasers, and all Drones except Drone-s, which is powerful enough to break the shield.)
Changes to Naval craft:[ Spoiler ]
Naval vessels (Which in this case most likely means space or sky navy, though it is not completely out of the question that somewhere they still use blue-water vessels to project power upwards,) are too large a target for an Orbital Frame to reasonably attack as a single object. An Orbital Frame can target individual sections of a Naval craft without penalty; when it comes to manouver, any naval vessel is completely at the mercy of an Orbital Frame.
Naval Engagements in Zone of the Endersrun take place at ranges that an early 20th century naval commander of blue-water vessels would recognize. Most battlefields tend to measure less than a hundred cubic kilometers. This is testament to the defensive power of Metatron, even in the relatively small (by total volume and mass) quantities present in modern battleship's armor and defensive systems. Across distances of hundreds of kilometers, the power drop-off of ships' energy weapons renders them harmless, and escort fighters, LEVs, frigates, and other point-defense craft will have an easy time blasting your missiles from the sky with homing lasers. And given the speed with which fleets can close with one another using compression drives, battles take place at small ranges. The new age is an age wherein battleships again trade broadsides. This is not to say, however, that long-range attacks do not have their place, oh no. A wave of long-range missiles can prove to be a very effective tactic, especially if your ships follow them in on Compression Drive. The enemy's defense must be split two ways. Also, a fleeing battleship, devoid of escorts, may be picked apart with long range missiles. And recon fighters still fly on very long range patrols, as do attack missions. But they shoulden't be counted on to deliver the coup de grace to anything but a lone battleship, such as the Bismarck and Arc Royal engagement.
Typical combat in Zone of the Endersrun is an exchange of battleships trying to manouver into a better firing position. While this is taking place, missiles from both sides are swept from the skies; these missiles (most of which are dummy missiles, due to the cost in a real missile,) serve to tie up point-defense so that the fighters and LEVs aren't wasted by the Homing Lasers. The fighters' come in two varieties, with one bastard hybrid; Interceptors, whose job it is to fight with other interceptors, erase bombers, and fight LEVs. Bombers, whose job it is to bring the hurt up-close and personal to the enemy's hull, and Space Superiority fighters, whose job it is to do a mix of both. LEV1s (The modern version of the perinially useless Phantoma LEV) are generally useless in a space fight, due to poor mobility and speed. They are largely ineffective against fighters, unless designated as an anti-fighter missile platform. Fighting each other is what they really do best. However, some LEV1s have been equipped with powerful melee-ranged weapons which deal Orbital Frame damage, and these are very effective at sapping the hulls of enemy ships. Combined with an overall tougher durability than fighters (Fighters use Body and Armor ratings; LEVs use Frame and Shell ratings,) LEV1s can be dangerous if they get onto the hull of an enemy ship. LEV2, the Vic Viper model, can be dangerous because it is wholely in the class of Orbital Frames, albiet very low in that class. They typically are not employed too close to anything with any significant amount of point-defense left alive, because of the prospect of losing a hot-star pilot and his extremely expensive war machine. When they do take to the fight, however, even one LEV2 can be a big thing on the battlefield.
Raptors and other, similar unmanned Frames (such as Narita), while lacking the qualities that make a real Orbital Frame impressive and frightening, they can still do what they do best. Raptors and Raptor-Derivates, as well as Naritas show up on the space battlefield as a cheaper alternative to the LEV2, and are best employed at closing with LEV1s and destroying them, as well as stripping the point-defenses from the hulls of opposing starships.
Naval Battles: Conflict without Frames[ Spoiler ]
In the interest of promoting cinematics, naval ships interact with each other in the following ways:
Naval ships can still attack one another as a single object. In this case, reduce the damage code by -2 (to a minimum of LN.)
Naval ships can also target parts of each other selectively. Making called shots in this way imposes a penalty to the attacking shot (determined by the DM, usually based on the size of the target.) This penalty can be as small as +1 (attacking the forward section) to +8 (Trying to shoot at a small object on the end of a rotating boom.)
Primary Targets and Subtargets:[ Spoiler ]
Primary Targets will be predetermined by the DM, who designs each class of ship. Typically, these will include:
Engine(s)
Reactor
Forward Hull
Midsection
Rear Hull
These are examples of 'primary targets' that you may wish to attack. Secondary targets (such as the aforementioned object on a boom; or even the boom itself, or the turrets of a ship,) are typically smaller and harder to hit, but may be advantagous to attack, and typically mount lesser Hull and Bulwark ratings than the ship's superstructure; indeed, they may be so small that they mount Body and Armor ratings, which makes these targets juicy for an Orbital Frame. (If the enemy ship mounts a very impressive Halberdier cannon, for example, that you fear might rip through your own ship in a flash, you may wish to direct all your firepower at the cannon, accepting the penalty to-hit, in the hopes of knocking it offline, or at least delivering unto it such a hefty targeting penalty that you can breathe easier.)
A secondary target is defined as something accessable from the outside; IE, a weapons turret, a boom, a sensor array.
Examples of secondary targets:
Sensors array
Comm array
Weapons
External Cargo Pods
Bridge (On smaller vessels)
Tertiary targets are targets that are inside the ship. Typically, the best way to destroy these targets is to board the ship - if the ship is large enough, this can be done in an Orbital Frame or a LEV, but this is most often the purview of space marines. (And if you're going to the trouble of putting Marines on a ship, you may as well sieze it outright.)
To attack a tertiary target from the outside, you must first establish it's existance and it's location. This is dependant on the quality of your sensors and their operator, or having knowledge of the class of ship you're attacking.
To attack a tertiary target, you need to meet it's TNs, and then punch through the armor rating of the section it is housed in. Tertiary targets rarely have any body, armor, or hull or bulwark ratings, but if they do, they apply to the attack as well. (IE: You roll your attack against the target section's armor, using it's body rating to soak damage. If the target in question is worth the additional armor to be worth a body, armor, or hull or bulwark rating, you must again attempt to smash through that.)
Once the rolling is said and done, the target takes damage. Apply TN mods to systems connected to the tertiary system as usual. If the system is destroyed, it ceases to operate, and applies a +5 TN modifier to whatever it was connected to. (If the system was Life Support, on the other hand, this is usually when the crew starts to abandon ship. Actual effects of targeting a tertiary system may vary; consult your DM for details.)
Examples of a Tertiary System:
Bridge (On larger vessels)
Life Support
Fire Control Center
Engineering
Electronics in the modern Naval Engagement.[ Spoiler ]
The various systems of electronic countermeasures that ships employ in Zone of the Endersrun are diverse, but for ease of use, they simplify to two simple mechanics:
Electronic CounterMeasures (ECM) Rating. ECM comes in ratings, like all electronics. They impose a targeting modifier of +1 per number in their rating, up to the maximium the ship is generating at any given time. (Jamming modern sensors is hard, and power may be limited. (Do I need to make a more complicated power system and wind up coming up with Starfleet battles, or just give a ship a generation limit and let them spend it on ECM and ECCM as they see fit? - help.)) ECM has no effect on melee attacks.
Electronic Counter-CounterMeasures. (ECCM) rating. ECCM simply counters out an equavilent number of ECM points by using more powerful targeting sensors that eat up the juice at a rapid pace. Again, a ship's ECCM ratings are limited by power and the equipment on-board.
Fire Control Systems:
Single FCS units are computer controlers that aid in targeting. They add Targeting Pool Dice equal to their rating to the gunners' Gunnery score. These dice may be spread through the weapons as the gunner pleases, but only refresh once per turn.
Larger ships have Fire Control Centres. These are typically manned stations that aid in the gunnery of a ship. The quality of the crew manning these stations can add additional Targeting Pool Dice. (Add targeting pool dice based on the rating of the gunnery crew. The primary gunner may use these at his discrecion.)
Active Probes and DNI gunnery stations: Additionally, some ships have strong active probe systems or Direct Neural Interface gunnery stations. Active Probes have a rating, and can add their ratings' worth of target number reductions to any shots fired in one turn. They only refresh once per turn. On the other hand, DNI gunnery stations add a flat -2 to all TNs taken. The systems are incompatable in tandem; a gunner with the luxury of both may choose to use his Active Probe or his DNI at his discrecion. Switching is a free action, but may only be done once per turn. (Not allowed to take an easy shot with the Active Probe then switch to your DNI for the rest of the turn.)
Ships at Space:[ Spoiler ]
A brief lexicon of the ships you will find:[ Spoiler ]
Destroyers: These are typically employed in interdicting space crime. Sometimes they find use in fleets that are either very strapped for funding or very well-funded as trash point-defense. Typically these ships are crewed by no more than twelve people.
Frigates: A step up from a Destroyer, a Frigate is typically the smallest ship you'll find in active combat fleets. They tend to be heavier than Destroyers, more durable, and can pack more punch.
Light Cruisers: Ships in the size class of those that fought with Jehuty above Vascillia's skies. These ships are mostly old and going out of style, replaced by the New Heavy Cruiser.
New Heavy Cruiser: A vessel the size of a Light Cruiser (or slightly larger) mounting the firepower of a Heavy Cruiser. The ships that fought Jehuty above Antillia would fall into this class.
Heavy Cruiser: The original ships of the line, the Heavy Cruiser today is an old and antiquated vessel, but it's still going quite strong. Those ships of the UNS Space Fleet which rescued Jehuty after it's final battle with Anubis inside Auuman fall into this class.
Battlecruiser: Once touted as the class of ships to end all ship classes, the Battlecruiser is now solidly middle-of-the-field when it comes to size. By far the most common ship of the line, the Battlecruiser is the largest ship one is likely to see outside of the large fleet engagements.
Dreadnought: Truely a fearsome foe in the night skies, a Dreadnought is easily twice as massive as a Battlecruiser.
Carrier: Twice as large as even the gigantic Dreadnought, the Carrier is the largest class of vessel flying. (For now.) Primarily, it's hull space is given to loading a ludicrous number of LEVs, starfighters, and raptors, though it carries the firepower to accompany them into battle and hold it's own with Dreadnoughts.
Battleship: The most compact and powerful ship of the line yet devised, the Battleship is half again as large as a Dreadnought, and packs almost twice the firepower. Truely a ship to make even an Orbital Frame pause.
Naval ship's stastic block.[ Spoiler ]
Ship-code clarification
Ships will be first listed by their class, and given a class-type designation. (Custom ships may exist, take note and do not assume this is the breadth of all that is flying.)
Destroyers: Dn-
Frigates: F-
Light Cruisers: Cl-
New Heavy Cruiser: NCh-
Heavy Cruiser: Ch-
Battlecruiser: BCh-
Dreadnought: DDn-
Carrier: CVn-
Battleship: BBn-
Monitor: Mn-
(Note that "Carrier" is both a distinct ship class, larger than a Dreadnought but carrying less firepower, intended as a platform for fighters and LEVs, and also a role suffix that may be added to another ship. Carrier class vessels always carry the Ship of the Line designation suffix, IE: CVn-Ln)
Additionally, ships will be suffixed by their intended role:
Police Patrol -Pp
Military Patrol -P
Escort -G
Carrier -Cv
Drone -DD
Ship of the Line: Ln
(A 'drone' type of ship is a missile control ship. A raptor control ship will have the Carrier designation. Ship of the Line means "General purpose ass-kicking vessel".)
The ships shown below are 'generic' vessels, using common technology. They may be found anywhere humankind is spread, and they occupy positions in both Ender and Star Command fleets. Both fleets may have their own unique configurations, however.
Next listed will be a ship's intended use, spelled out, possibly with a blurb.
The next lines will contain the overall Hull and Bulwark rating of a ship; unless otherwise indicated, all targets on a ship use these figures.
To destroy a ship outright, one must cause it sufficient damage to break up. This is not an easy task; much easier by comparison, however, is the simple act of dealing the ship enough damage to render it militarily null. This can be acomplished a number of ways; destroying a ship's primary reactor will render it without the energy to fight or manouver. Ships are usually abandoned if the reactor goes offline. You can attempt to strip it's hull of weapons and obliterate it's engines. Destroying a ship's bridge, in addition to killing the command crew, is a devestating morale crusher for the rest of the crew; such ships usually surrender, though some fight on. Or, if outright destruction is your goal, you can attack it as a whole, or blast it's individual hull sections into pieces.
Weapons and firing arcs
Weapons can have firing arcs. Some weapons, such as homing laser towers, simply can hit everywhere, these have an "All" arrangement.
Space is three-dimensional, but for the purposes of these rules, we're treating it mostly as two-dimensional. A shot that can hit a given arc can hit every target in the arc, on any elevation. Some special cases may exist, however. These will be "Above" or "Below", these weapons can hit anything below or above the ship, respectively, down to the centreline.
CODE |
Firing arc diagram The ** is the ship.
LF FF RF
LL ** RR
LA AA RA
The "A" stands for "aft." "F" is "Forward," and left and right are left and right, obviously. A weapon arc indicated with a single letter means that it hits all such targets: IE, an arc of "R" means it hits "Right Front, Right Right, and Right Aft." An arc of "FF" is "directly ahead." Some weapons may have more complicated arrangements, if you feel like the bookkeeping. These will always be written down clockwise. IE, an arc of LL-RF hits everything on every arc from Left Left to Right Front. A weapon with no listed code can fire at any target, regardless of arc.
|
Sample blank ship block:[ Spoiler ]
Ship Name
Ship Code
Blurb
Hull X, Bulwark Y
Primary Target Locations
Secondary Target Locations:
Tertiary Target Locations:
Targeting Systems:
Electronics:
Weapon Systems:
The Destroyer[ Spoiler ]
These are typically employed in interdicting space crime. Sometimes they find use in fleets that are either very strapped for funding or very well-funded as trash point-defense. Typically these ships are crewed by no more than twelve people.
The Destroyer configuration for piracy patrol is given below. These ships are sometimes configured as escorts.
Dn-Pp Patrol Craft.
Border Patrol Destroyer for use interdicting pirates and smugglers.
In shape, the Border Patrol Destroyer is a small craft, with a blunted-arrowhead shaped forward hull, a narrower rear hull, and it's engines stick out to each side and the rear on pylons.
Hull 4, Bulwark 4.
Primary Target Locations:
Forward Hull, Rear Hull, Engines
Secondary Target Locations:
Bridge (Body 4, Armor

TN +6
Reactor (Body 6, armor

TN +4
Tertiary Target Locations:
None worth shooting.
Targeting System:
Rating 2 FCS.
Electronics:
ECM 2, ECCM 2, Power 4
Weapons Systems:
4x Light Homing Laser turret
1x Light Anti-Spacecraft turret (F)
2x Raptor
1x LEV1
Variants: Some Destroyers replace the Anti-Spacecraft turret with 2 more Homing Laser turrets, or with space for an additional LEV1 or two Raptors. Destroyers that expect to experiance more heavy opposition, usually pirates, may replace two of the homing lasers with another Anti-Spacecraft turret, or else with more armor. A Destroyer with four Anti-Spacecraft turrets and two homing lasers, if unmolested, may actually prove to be a rude surprise to even a much larger ship, so they cannot entirely be discounted.
Escort Destroyer:
Dn-G
Escort Destroyer to augment point-defense of much larger craft.
Hull 4, Bulwark 6.
Primary Target Locations:
Forward Hull, Rear Hull, Engines
Secondary Target Locations:
Bridge (Body 4, Armor

TN +6
Reactor (Body 6, Armor

TN +4
Tertiary Target Locations:
None worth shooting.
Targeting System:
Rating 2 FCS, DNI Gunnery Station.
Electronics:
ECM 2, ECCM 4, Power 4
Weapons Systems:
6x Light Homing Laser turret
2x Raptor
The Frigate[ Spoiler ]
A step up from a Destroyer, a Frigate is typically the smallest ship you'll find in active combat fleets. They tend to be heavier than Destroyers, more durable, and can pack more punch. Frgiates' crews range from twenty to forty, depending on it's configuration and mission.
Escort Frigate
F-G
A typical escort frigate. This configuration is primarily employed as close-in support for a much larger vessel, thought it might also be used as the crux of a piracy patrol fleet.
In shape, the stock Frigate is a Y-shaped catamaran with a large pod on a dorsal superstructure
Hull 5, Bulwark 6
Primary Target Locations
Right Hull
Left Hull
Rear Hull.
Dorsal Superstructure
Secondary Target Locations:
Dorsal Pod (Hull 3, Bulwark 4) TN +3
Engines TN (Hull 3, Bulwark 3) +3
Reactor (Hull 4, Bulwark 4) TN +5
Tertiary Target Locations:
Bridge (Hull 3, Bulwark 3) TN +7
Hangar (Hull 4, Bulwark 6) TN +3
Command & Control (FCS and Electronics) TN +6
Targeting Systems:
Rating 3 FCS
Electronics:
Rating 3 ECM, Rating 5 ECCM, Power 5
Weapon Systems:
2x Light Homing Laser turret (FF through RR)
2x Light Homing Laser turret (LL through FF)
2x Light Homing Laser turret (RR through AA)
2x Light Homing Laser turret (AA through LL)
4x Light Homing Laser Tower
1x Medium Anti-Spacecraft Turret (F)
4x Interceptor fighters.
Drone Frigate:
F-DD
The Drone Frigate is often employed as a means of stand-off offense to provide supporting fire to a fleet engagement. It's armor has been reduced to provide for more payload.
Hull 5, Bulwark 4
Primary Target Locations
Right Hull
Left Hull
Rear Hull
Dorsal Superstructure
Secondary Target Locations:
Dorsal Pod TN (Hull 3, Bulwark 4) TN +3
Engines (Hull 3, Bulwark 3) TN +3
Reactor (Hull 4, Bulwark 4) TN +5
Tertiary Target Locations:
Missile Armory (Hull 2, Bulwark 2) TN
Command and Control (FCS and Electronics) TN +6
Targeting Systems:
Rating 1 FCS
Electronics:
ECM 6, ECCM 6, power 6
Weapon Systems:
Drone 3 Launcher (Dorsal Pod)
Drone 2 Launcher (Right Hull)
Drone 2 Launcher (Left Hull)
Drone capacity 140
1x Light Homing Laser turret ®
1x Light Homing Laser turret (L)
The Light Cruiser[ Spoiler ]
Light cruisers are bigger than frigates, but smaller than Heavy Cruisers. Like Heavy Cruisers, they're looking as though they're going out of style on paper, being that the majority of them are old hulls modernized, with inferoir interoir workings and higher crew requirements. Nevertheless, these classes of ships are beloved by their crews, and have a reputation for being some of the most stubborn ships afloat, capable of taking a major beating and still fighting. These ships are the favorites of the pirates who can sink their claws into one, having the speed to outrun anything they can't smash aside in a straight-up fight. (Though in recent years, the introduction of the New Heavy Cruiser has eroded this edge.)
Light Cruiser Escort Ship
Cl-G
This is a more modern Light Cruiser class of vessel. It's primary job is to escort larger ships and protect them from close-in attack. In shape, they consist of a large saucer-like primary hull, two vertical pylons - dorsal and ventral (top and bottom) which connect to the engines, and a weapons concentration pod on the ventral pylon.
Hull 7, Bulwark 7
Primary Target Locations:
Primary Hull
Dorsal Pylon
Dorsal Engine
Ventral Pylon
Ventral Engine
Secondary Target Locations:
Weapons Pod (Hull 7, Bulwark 7) TN +1
Reactor
Hangar
Tertiary Target Locations:
Fire Control
Electronics Bay
Weapons:
2x Light Homing Laser turret (Above)
2x Light Homing Laser turret (Below)
2x Light Homing Laser turret (All)
1x Medium Homing Laser turret (L)
1x Medium Homing Laser turret ®
1x Medium Homing Laser turret (F)
1x Medium Homing Laser turret (A)
1x Medium Anti-Spacecraft Turret (FF)
Drone 2 Launcher (Ventral Pod)
Drone Capacity 36
New Heavy Cruiser:[ Spoiler ]
Note: Moved this from the Light Cruiser to the NCh catagory. Need to write the class blurb.
New Heavy Cruiser Corsair (Pirate)
NCh-Ln
The Corsair-rigged light cruiser is one of the most feared vessels in the skies. A far cry from military spending, pirates are forced to make do with what is at hand. Despite this seeming inferiority, they can come up with some of the most effective 'uglies' of ship design. The great advantage of a Light Cruiser is it's modability, and pirates take full advantage of this.
This light cruiser (for in truth, there are more than one generic hull design that fits in this class) is the old model that Jehuty wiped from the skies above Vascillia County in the year 2174. It has been extensively modified, however, and it's weapons systems are indeed modern. This design's primary claim to fame is the use of an old technology in it's construction that wraps it's reactor in a bubble of compressed space. Far too costly to integrate into mass-production modern warships, this was a standard design feature in those days, and such ships still have their protection. These ships have crews that originally numbered more than 250. Pirate ships are apt to carry more than 400 crewmen into battle, giving them remarkable battle longevity. These are overmuscled ships from a more primitive time, but prized by anyone whose hands can be sunk into one. (The stats shown reflect those ships still in the configuration of the ships that did battle with Jehuty)
Hull 10, Bulwark 5
Primary Target Locations
Forward Starboard Hull
Forward Port Hull
Middle Starboard Hull
Middle Port Hull
Dorsal Tower
Secondary Target Locations:
Bridge (Hull 4, Body 4) TN +5
Reactor (SPECIAL) TN +7
Redundant Sensor Array #1 (Hull 4, Bulwark 6) TN +2
Redundant Sensor Array #2 (Hull 4, Bulwark) 6 TN +2
SPECIAL: The Reactor on the old-style Light Cruiser is protected by an envelope of Compression Space. Conventional weapons cannot breach the reactor, and thus this class of ship may not be rendered immobile. (An assault by a Vector Cannon or similar compression-space attack will breache the defense; in such cases, the reactor goes down catastrophically and immideately)
Tertiary Target Locations:
Fire Control #1
Fire Control #2
Secondary Bridge
Electronics Bay
Targeting Systems:
Fire Control Center (Redundant; two sets redundant fire control crews) Typical crew rating 2.
Active Probe Rating 4 (Redunant; two sets redundant sensor arrays.)
DNI Gunnery Station
Electronics:
ECM 8, ECCM 5, Power 10
Weapon Systems:
7x Light Homing Laser Turret ®
7x Light Homing Laser Turret (L)
8x Medium Homing Laser Tower
2x Anti-Spacecraft turret ®
2x Anti-Spacecraft turret (L)
1x Heavy Halbierdier Cannon (F)
Weapon Types[ Spoiler ]
Note: No Naval-mounted weapon may target an enemy that is within melee range of the ship it is mounted upon. This is a safety rule in most cases, not a limitation of the depression of the turret. This rule can be overridden; however, any misses hit the hull segment or any secondary component within melee range of the target.
Also note that ranges given are optimium engagement ranges. Range modifiers are given under each weapon type description.
(The weapon turrets may have listed Body and Armor, or Hull and Bulwark. These numbers are standard, use them as lookups unless the ship entry specifically says otherwise)
Homing Laser Family:[ Spoiler ]
Homing Laser turretsThese are turrets in various sizes, that track and fire at things. Their lasers have limited homing capabilities, but they can fire rapidly, in bursts. Each turret has +2 Targeting Pool that stacks with all other sources of Targeting Pool, and they additionally recieve a -1 TN.
Light: Range 1Km, damage 2LF (Body 2, Armor 6)
Medium: Range 2Km, damage 4LF (Body 4, Armor

Heavy: Range 5Km, damage 8LF (Hull 2, Bulwark 4)
Superheavy: Range 5Km, damage 14MF (Hull 4, Bulwark 6)
Within half the optimium range, these weapons are considered to be in short range. Reduce power code by 2, as the weapons have not properly focused yet, and apply an additional -1 TN mod, for the target having a shorter peroid in which to react.
Targeting at optimium range*1.5 is considered in long range. Reduce power code by 4 as the shot has diffused, and apply a +2 Target number penalty, instead of a bonus, as the target has a very long time in which to react.
Homing Laser TowersThese larger towers are the more proper homing lasers. Extremely efficient at destroying fighters, missiles, and quite capable of tearing up LEV1s. Each tower recieves +3 Targeting Pool Dice that stacks with all other sources of Targeting Pool, and recieves a -2 TN.
Light: Range 2Km, damage 8LF (Hull 2, Bulwark 2)
Medium: Range 4Km, damage 8MF (Hull 4, Bulwark 6)
Heavy: Range 8Km, damage 12MF (Hull 6, Bulwark 10)
Superheavy: Range 24Km, damage 14MF (Hull 7, Bulwark 12)
Within half of the optimium range, Homing Laser Towers are at their peak. Apply an additional -1 target number mod. However, they cannot effectively target anything within 50 meters of their ship, they are unable to lock-on. At 1.5 times their optimal range, they lose their effect; the target has had time to take a luncheon break and compose a victory march. Apply a +4 target number penalty, and -4 power code penalty.
Anti-Spacecraft turretsThese are the bigger, badder, meaner mutha brothuhs of Homing Laser turrets. Their homing capabilities are almost nonexistant, having only +1 targeting pool and no TN reduction, but they can be quite deadly. A large enough such turret can even pose a threat to an Orbital Frame that does not quickly close in under it's minimum range. Though they fire in bursts, they are prone to overheating, and cannot fire more than four rounds consecutively. These turrets are effective antiship weapons.
Light: Range 400 metres. Damage 6LN (Hull 4, Bulwark 4)
Medium: Range 600 meters. Damage 8LN (Hull 6, Bulwark

Heavy: Range 800 meters. Damage 10MN. (Hull 8, Bulwark 10)
Superheavy: Range 1Km. Damage 10SN. (Hull 12, Bulwark 16)
Anti-Spacecraft turrets have no penalties for lower than optimium range, however the caveat is that they may not engage a target within melee range of the turret themselves. Past 1.5x optimium range, however, they recieve a +2 TN and -2 power code
Halberd Cannon family:[ Spoiler ]
Halberd CannonsHeavy weapons designed to deal damage over time, Halberd cannons are typically used to drill into a target. Highly effective against targets not mobile enough to dodge, they are useless against fighter craft, nearly useless against LEV1s, and futile against Orbital Frames. They are siege weapons without parallel, however, and immobile targets or nearly immobile targets are sitting ducks for destruction. Halberd cannons have a charge-up/cooldown time between shots, and can sustain their fire over a peroid of rounds as listed in the weapon description. A Halberd cannon's TN is lowered by 1 for each round it fires, though this count is reset if the target succeeds on a dodge test. Halberd cannon ranges are their listed cut-off ranges; they cannot reach beyond this. Dodge tests against a Halberd cannon are always undertaken with a circumstance bonus of -2 TN.
Light: The Light Halberd cannon is essentially the same weapon as employed by a Mummyhead Raptor. Charge: 2 rounds, fire time: 6 rounds. Damage: 4LF. Initial TN +3, Range: 200 meters. (Body 4, Armor 4)
Medium: Charge: 4 rounds, fire time: 6 rounds, damage: 5LF, Initial TN +2, range 500 meters. (Body 8, Armor

Heavy: Charge: 5 rounds, fire time: 6 rounds, damage: 8LF, Initial TN +3, range 600 meters. (Hull 4, Bulwark

Superheavy: Charge 6 rounds, fire time: 8 rounds, damage: 10LF, Initial TN +4, range 800 meters. (Hull 6, Bulwark 10)
Siege: Charge 8 rounds, fire time: 8 rounds, damage: 10LN, initial TN +4, range 1Km. (Dodge tests against a Halberd Siege Cannon always succeed if the target is smaller than a Frigate and mobile.) (Hull 8, Bulwark 12)
Halberdier CannonsA natural off-shoot of the Halberd cannon, a Halberdier cannon is essentially putting all of it's eggs into one shot. A single-shot blast weapon, these can pose even a serious threat against an Orbital Frame; such are well-advised to strike fast and hard when dealing with such a weapon, and get the hell out of dodge when they see it charging up.
Light: Charge 2 rounds, damage 8LN, range 500 meters (Hull 8, Bulwark

Medium: Charge 3 rounds, damage 10LN, range 800 meters (Hull 10, Bulwark 10)
Heavy: Charge 6 rounds, damage 12MN, range 1.2Km (Hull 12 Bulwark 12)
Superheavy: Charge 8 rounds, damage 16MN, range 2Km (Hull 14, Bulwark 14)
Siege: Charge 10 rounds, damage 20SN, range 2.5Km (Hull 16, Bulwark 16)
Drones[ Spoiler ]
Drones are missiles. Unlike other weapons, they do not come in varying sizes, rather, the launchers come in varying numbers. The kicker, however, is the variety of drones available. Drones are fire and forget weapons: If your targeting system can establish that the ship in question exists, the drones will hit, provided they aren't shot down, or that the ship ceases to exist as far as the drones can tell. All drones have a very long engagement range, however, they have limited fuel. Slower drones have more explosive power, but faster drones have less chance to get shot down on the way in. Thus, drones have a speed rating, which indicates the distance they travel in a turn.
Drones have a built-in ECM of 1 and ECCM of 2. If a target ship can generate ECM greater than three times the ECCM of a drone, the drone cannot verify it's exisance, and flies on blindly until it restablishes lock with another ship of the same class and aliegence, or runs out of fuel. However, the drone control ship can use it's own ECCM in place of a drone's, effectively guiding the missile in. These rules are for the relatively dumb drones, and do not have any bearing on ship to ship combat. (If nothing else, you can visually verify a target.)
(Note: Drones fired within one of their speed ratings do not instantly hit. They impact on the beginning of their next turn after they closed within one speed rating of the target vessel. This gives a target and it's escorts an opportunity to shoot down drones fired at point-blank. A drone fired at point-blank, however, will have a target number penalty to hit it, based on it's own speed. Drones automatically target a ship as a whole. They can be aimed by a Primary Target, but not at secondary or tertiary targets.)
All drones have the same range, 30 Km.
Drone launchers come in numbers, from 1 shot to 6-shot banks. They start at Hull 4, Bulwark 4. Add +1 Hull for each launcher over 1, and +1 Bulwark for every 2. IE:
1 Drone Launcher: Hull 4, Bulwark 4.
2 Drone Launcher: Hull 5, Bulwark 4
3 Drone Launcher: Hull 6, Bulwark 5
4 Drone Launcher: Hull 7, Bulwark 5
5 Drone Launcher: Hull 8, Bulwark 6
6 Drone Launcher: Hull 9, Bulwark 6
Drone-s: Speed 500 meters/round. Damage: 15MN. Point-blank penalty to-hit: +1
Drone-m: Speed 1Km/round. Damage: 10MN. Point-blank penalty to-hit: +2
Drone-f: Speed 2Km/round. Damage: 10LN. Point-blank penalty to-hit: +3
Drone-d: Speed 2Km/round. Damage: 10D. Point-blank penalty to-hit: +3.
Drone-ds are decoy drones, with a very minor explosive charge. They have, however, found a niche in that they are fast enough to intercept fighters and especially other drones.
(Grrr... Hate... Spoiler... Tags...)