Professional Documents
Culture Documents
STARSHIPS
Human Civilian and Merchant Marine ships
2165- 2194
Full Thrust- Fleet Book
http://emeraldcoastskunkworks.wordpress.com/
These extremely rare ships were built during the Kra’Vak war to
assist convoys needing fighter cover against the fast moving
corvette raiders often employed by the enemy.
This ship’s hangars are subject to the ‘Critical hits to hangar bays’ rule.
DEEP SPACE PASSENGER LINER/TRANSPORT
These ships are the largest vessels designed solely for transporting
passengers. Some ships are luxurious space liners while others are
basic colony transports. A few are even owned by large sporting
teams for use by the players and training staff.
DEEP SPACE PASSENGER LINER/TRANSPORT
NPV 108 CPV 70 MASS 46
PRIVATE YACHT
They carry cargo holds outfitted with collapsible fuel bladders, and
the holds may carry any combination of fuel and supplies.
SCIENCE VESSEL – LONG RANGE
These ships are used for transporting non-FTL ships between star
systems. These may include system defense boats, freighters,
prospecting ships, ore extraction facilities, private yachts, and
other civilian ships.
Each ship has a FTL tug rating listed on the SSD; ships being carried
dock to the FTL tug during transport.
FTL TUG (LARGE)
FTL TUG (SMALL)
DEEP SPACE SALVAGE AND REPAIR TUG
Deep space salvage and repair ships are critical to any navy and
civilian shipping concern. Most are privately owned, with their
proprietors leasing the ships to various government agencies as
the need arises. A few of these vessels have gone rogue over the
years and ply the space lanes looking for abandoned or crippled
ships to strip and plunder.
DEEP SPACE SALVAGE AND REPAIR TUG
NPV 287 CPV 246 MASS 112
FLEET REPAIR DOCK
Fleet repair docks are the life blood of naval task forces. These
large ships will follow closely behind the fleet, repairing badly
damaged ships and getting them back into the fight.
Fuel scoop and tanker ships serve a vital role: gathering and
processing hydrogen and anti-hydrogen slush fuel. They operate
by diving into a nebula, and by use of a large ramscoop (highly
focused magnetic fields forming a “scoop”) and a massive particle
accelerator, convert nebular gasses into fuel.
The ramscoop field does come with its own risks; any vessel in the
path of the field will suffer severe crew casualties and systems
damage, and so such ships normally operate alone. Much of the
time, they operate with a naval vessel in nearby attendance to
reduce the risk of piracy.
FUEL SCOOP AND TANKER
RULES FOR FUEL SCOOP AND TANKER SHIP
Each fuel tank contains 16 units of fuel. The players may decide among
themselves how much fuel a given ship needs, and how long the
refueling process takes. Do this before the game begins. The fuel
tanks are damaged on threshold hits like any other system.
Underneath the antimatter tanks are two check boxes. If BOTH boxes
on a given antimatter tank are destroyed, the tank loses containment
(unless fully empty), which will immediately destroy the ship. If the
ship is destroyed by reactor breach or checking off the last damage
point box, the ship also explodes immediately due to loss of
containment. When the ship explodes, all units and ships within 3"
take 200 points of damage (screens are ineffective at reducing this
damage). All units between 3" and 6" away take 100 points of
damage, and units between 6" and 9" away take 50 points of damage.
If the ship has operating screens, then every system on the ship must
make an immediate threshold-5 die roll upon entering the field during
the Movement Phase (i.e., roll a D6 for each system and a result of 5
or 6 indicates that the system is destroyed). Each turn that the ship
remains inside the area of operation, repeat the threshold-5 check
rolls.
If the ship does not have operating screens, then make the above
threshold-5 checks, PLUS it takes additional crew losses. Measure the
range between the ship and the ship mounting the ramscoop. If the
ship is between 0 and 3" away, it takes 4D6 crew losses immediately.
If it is over 3" but less than 6" it takes 3D6 crew losses. If it is over 6"
but less than 9" it takes 2D6 crew losses, and if it is over 9" and up to
12" away, it takes 1D6 crew losses.
If a ship enters the area of operation during the movement phase with
operating screens, but loses all of its screens due to combat damage
or a failed threshold-5 check, it takes crew losses as above during the
End Phase.
The ship has a modified frigate hull attached to the fuel ship, which
operates as the ship’s Command Module. While it is attached, most of
its systems do not operate (but may be damaged by threshold checks)
with the following exceptions: Enhanced Sensors. Note that there are
additional damage boxes to the right of the normal ramscoop damage
boxes. These represent the attached Command Module. Score
damage against the Command Module as you would with a regular
ship - after you reach the end of the damage row on the ramscoop
hull, score damage from left to right against the Command Module.
The Command Module has 1 crew unit, and the ramscoop has 6. There
are no crew accommodations on the ramscoop, so the Command
Module has passenger quarters for the 6 additional crew units. The
Command Module may detach from the ramscoop hull if necessary.
Write down the order "detach" during the Write Orders Phase. During
the rest of the turn, the ship may perform no actions other than to
move straight ahead at its current velocity. During the End Phase, the
Command Module's systems become operational and it may then be
used as any normal ship.
POLICE AND CUSTOMS CRUISERS
This ship is well equipped with beam weapons and has Stealth-2
added to its hull to reduce the chances of being hit. It is also
equipped to board ships and arrest the crew as necessary.
Some systems alter the weapons mix, but this is a typical vessel.
POLICE SHIP (POORER SYSTEM)
Space Yacht
Asteroid prospector
Sub light units comprise the majority of space vessels that are
encountered in star systems. From asteroid prospecting ships to
ore extraction facilities, to system tugs for moving around bulk
cargo, to freighters hauling freight in-system, to private pleasure
yachts, there are a vast variety of ships that may be encountered.
There also exist a number of sub light system defense ships, but
these will be covered in a future supplement.
VERY LARGE FREIGHTER (NO FTL)
NPV 243, CPV 47, MASS 132
LARGE FREIGHTER (NO FTL)
NPV 164, CPV 92, MASS 88
MEDIUM FREIGHTER (NO FTL)
NPV 83, CPV 43, MASS 44
PRIVATE SURVEY / PROSPECTING SHIP (NO FTL)
These small ships are the lifeblood of the asteroid mining industry.
They seek out and mine small deposits of ore, and bring the ore to
ore extraction facilities for smelting and transport to market.
PRIVATE SURVEY / PROSPECTING SHIP (NO FTL)
ORE EXTRACTION FACILITY
System tugs are used to move heavy loads around a star system.
They typically move ore extraction facilities into a new mining
area, or re-position a small asteroid into a more convenient orbit.
Damaged ships may dock to the tug and be moved in the event of
drive damage.
SYSTEM POLICE SHIP (NO FTL)
This ship carries out the usual police duties, but because it has no
FTL drive, it is restricted to a single star system. Its engines have
been enlarged, giving it higher thrust. It retains the stealth feature
of its FTL-equipped cousin.
SYSTEM POLICE (POORER SYSTEM, NO FTL DRIVE)
This ship carries out the usual police duties, but because it has no
FTL drive, it is restricted to a single star system. Its engines have
been enlarged, giving it higher thrust. It removes the stealth
features to save on cost, and replaces the Beam-3 with a one shot
Salvo missile launcher
SYSTEM POLICE FLASHIP (NO FTL DRIVE)