That's an impressive example, yeah - but I recall that one of Cold Navy's ships has a ROF 1/PEN 3/DMG 3 weapon with Variable PEN and Variable DMG. If it hits, it gets three rolls on the VPEN table for a max of 9 PEN dice. If all those hit, they get 27 rolls on the VDMG table for a theoretical maximum of 81 damage dice! Pass the duct tape! :shock:

Of course, the odds of rolling all sixes on your Variable tables is astronomically small, so don't count on busting ships with every missile hit... still, you've got a 50% chance on every Variable die to put a little extra oomph into your hits.

The Variable table is rolled according to how many successes you have. Take the number of to-hit successes, multiply them by the PEN rating. Roll the result against the Variable table. Then roll the final result against the enemy's shields.

This is all AFAIK, of course.

Best of luck!

3

(9 replies, posted in Discussion)

Reminds me of Christmas Eve last year, when I went sledding with my cousin in T-shirt, jeans and sneakers, while he was in a parka, clodhoppers and like two more layers. Of course, I've lived in Oregon all my life, and he was five hours out of 80-degree Phoenix... I'm hardcore! lol

FURIES-CLASS HULL
The largest and most capable hull in the Concordance fleet. Unlike the Fates-class ships, the equipment mounts cannot be hot-swapped - once the hardware is in place, it takes drydock work to convert one ship to another. On the upside, though, all three ships based off the Furies hull have similar loadouts, and an adept dock team can perform one full conversion in under twenty hours.

Alecto class Battlecruiser   (670)
Hull: 14 13 12 11 10 9 8 7 6 5 4 3 2 1
Engines: 6 5 4 3 2 1
Shields: 4 3 2 1
[a] "Beehive" Penetrator Cannon [2/4/6, 3+, 1/2/2, Continuing Damage, No Hull Damage, Extra Crew Casualties]
AB, AB, C, D, EF
[b ] EMP Shockwave Torpedo [3/6/9, 4+, 2/2/2, Ignores Shields, Must Re-Roll Penetration Dice]
AB, AB, C, C, D, D, EF, EF
[c] Centrifugal Particle Accelerator [6/12/18, 5+, 1/3/3, Must Re-Roll To-Hit Dice, Doubled Range Modifiers]
AB, AB, AB, AB
Hyperdrive [O], Armor Plating, Security Team [OOOOOOOOOO], Ionic Shielding, Science Lab
1[Ha], 2[Eb], 3[Hb], 4[Sc], 5[H], 6[Q]

Megaera class CRE Cruiser   (790)
Hull: 14 13 12 11 10 9 8 7 6 5 4 3 2 1
Engines: 6 5 4 3 2 1
Shields: 4 3 2 1
[a] "Beehive" Penetrator Cannon [2/4/6, 3+, 1/2/2, Continuing Damage, Extra Crew Casualties, No Hull Damage]
AB, AB, C, D, EF
[b ] EMP Shockwave Torpedo [3/6/9, 4+, 2/2/2, Ignores Shields, Must Re-Roll Penetration Dice]
AB, C, D, EF
[c] CIWS Super Gatling Driver [1/2/3, 3+, 3/1/1, Repeating, No Range Modifiers, Re-Rolls To-Hit Dice]
AB, AB, AB, C, C, C, D, D, D, EF, EF
Hyperdrive [O], Armor Plating, Security Team [OOOOOOOOOO], Ionic Shielding
1[Ha], 2[Eb], 3[Hc], 4[Sc], 5[H], 6[Q]

Tisiphone class Battle Carrier   (1425)
Hull: 14 13 12 11 10 9 8 7 6 5 4 3 2 1
Engines: 6 5 4 3 2 1
Shields: 4 3 2 1
[a] "Beehive" Penetrator Cannon [2/4/6, 3+, 1/2/2, Continuing Damage, Extra Crew Casualties, No Hull Damage]
AB, C, D, EF
[b ] EMP Shockwave Torpedo [3/6/9, 4+, 2/2/2, Ignores Shields, Must Re-Roll Penetration Dice]
AB, CE, DF
Hyperdrive [O], Armor Plating, Security Team [OOOOOOOOOO], Ionic Shielding, Fighter Bay, Aslt, Sml, Shdw [OOOOOOOOOO], Fighter Bay, Aslt, Sml, Slow [OOO]
1[HQ], 2[EQ], 3[Ha], 4[Sb], 5[H], 6[Q]

NEMESIS-CLASS HULL
Based off the Fates-class hull, with the weapon mounts largely removed to install hangars for the Erinyes' Persephone-class fire support mechs.

Nemesis class Forward Carrier   (329)
Hull: 5 4 3 2 1
Engines: 8 7 6 5 4 3 2 1
Shields: 2 1
[a] CIWS Mass Driver [1/2/3, 3+, 1/1/1]
AC, BD
Hyperdrive [O], Armor Plating, Security Team [OOOOOOOOOO], Fighter Bay, Aslt, Sml, Slow [OOOOOO]
1[HEa], 2[ES], 3[HQ], 4[EQ], 5[HQ], 6[EQ]

HECATE-CLASS HULL
The Hecate-class is bigger and slightly better shielded than the Fates-class ships that protect it. Their assignment is to close with the enemy and deliver as much of their payload into the enemy lines as they can.

Hecate class Ship of the Line   (352)
Hull: 8 7 6 5 4 3 2 1
Engines: 8 7 6 5 4 3 2 1
Shields: 3 2 1
[a] EM Torpedo Launcher [3/6/9, 4+, 2/1/2, Halves Shields, Must Re-Roll Penetration Dice]
AB, AB, C, C, D, D, EF, EF
[b ] Gravity-Lensed Laser Cannon [4/8/12, 5+, 1/2/2, Doubled Range Modifiers, Must Re-Roll To-Hit Dice]
AB, AB, C, C, D, D, EF
[c] CIWS Mass Driver [1/2/3, 3+, 1/1/1]
ABCD, ABCD, CDEF
Hyperdrive [O], Armor Plating, Marine Squad [OOOOOOOOO], Security Team [OOOOOOOOOO]
1[HQc], 2[EQ], 3[Ha], 4[Ea], 5[Hb], 6[Sb]

KER-CLASS HULL
The Keres are based off of Hecate-class hulls that have been stripped of most weapon mounts, much like the Nemesis to the Fates-class hulls. They carry two squads of Nike-class stealth mechs in addition to their squads of Persephone fire support mechs.

Ker class Escort Carrier   (503)
Hull: 8 7 6 5 4 3 2 1
Engines: 8 7 6 5 4 3 2 1
Shields: 3 2 1
[a] CIWS Mass Driver [1/2/3, 3+, 1/1/1]
ACE, BDF
Hyperdrive [O], Armor Plating, Security Team [OOOOOOOOOO], Marine Squad [OOOOOOOOO], Fighter Bay, Aslt, Sml, Slow [OOOO], Fighter Bay, Aslt, Sml, Shdw [OO]
1[HQ], 2[EQ], 3[HQ], 4[Ea], 5[H], 6[S]

TYCHE-CLASS HULL
Tyches are the smallest ships the Concordance uses as fleet flagships. Their armament is well suited for taking on heavily shielded ships, and is typically used to soften up hard targets for smaller vessels.

Tyche class Heavy Cruiser   (394)
Hull: 11 10 9 8 7 6 5 4 3 2 1
Engines: 8 7 6 5 4 3 2 1
Shields: 3 2 1
[a] EMP Shockwave Torpedo [3/6/9, 4+, 2/2/2, Ignores Shields, Must Re-Roll Penetration Dice]
AB, AB, C, C, D, D, E, F
[b ] Gravity-Lensed Laser Cannon [4/8/12, 5+, 1/2/2, Doubled Range Modifiers, Must Re-Roll To-Hit Dice]
C, C, C, D, D, D
[c] CIWS Mass Driver [1/2/3, 3+, 1/1/1]
ABCD, ABCD, CDEF, CDEF
Hyperdrive [O], Armor Plating, Security Team [OOOOOOOOOO], Ionic Shielding
1[HQ], 2[Ea], 3[Ha], 4[Eb], 5[Hb], 6[Sc]
TL: E: 0 S: 0 W: 1 Q: 0

The Erinyes Concordance is not so much a race as it is a science project. The brainchild of Terran cyberneticist Nikos Chrysostom's research into cyberorganic augmentation, these modified humans have largely broken free of any restraints programmed into them. Since Chrysostom's original work was in restoring physical capabilities to injured humans, most of the early-model "augs" are distinguished by their individual implants. The newer ones, the ones augmented since Chrysostom's death, are modded according to their assigned duties. However, when Chrysostom attempted to augment damaged neural and cortical processes, the combined artificial and human intelligence of his first successful experiment proved too much for him to handle. Now, all of these "augs" have had brain implants, both for performance reasons and obedience to their new ruler, Enyo.

The fleet of the Erinyes Concordance - Erinyes coming from Terran Greek, signifying a type of vengeful goddess - is, for the most part, a nonviolent one. The prevailing tactics regarding them are to avoid them unless they initiate contact first. When the Concordance feel they have been wronged, they will throw as many ships as they can at the initiating party - which has led to a number of misunderstandings turning deadly.

Their ship-building philosophy revolves mostly around common hulls, with only a given ship's armament changing its class. Their weaponry is modular, so one ship could be converted from one class into another in the space of hours.

The Concordance easily has one of the most adept weapons development teams in known space, even though their implementation is not always effective. (Weapon TL is +1, all others 0.)

FATES-CLASS HULL
The smallest hull in the Erinyes Concordance fleet. The hardened weapon mounts make it tough for these ships to lose any of their myriad weapons, even though their weak shields are easy for enemy weapons to break through.

Clotho class Torpedo Gunship   (201)
Hull: 5 4 3 2 1
Engines: 8 7 6 5 4 3 2 1
Shields: 2 1
[a] EM Torpedo Launcher [3/6/9, 4+, 2/1/2, Halves Shields, Must Re-Roll Penetration Dice]
AB, AB, AB, C, C, C, D, D, D, EF, EF
Hyperdrive [O], Armored Gun Batteries, Armor Plating, Security Team [OOOOOOOOOO]
1[HEa], 2[ESa], 3[HQa], 4[EQ], 5[Ha], 6[Ea]

Lachesis class Autocannon Gunship   (218)
Hull: 5 4 3 2 1
Engines: 8 7 6 5 4 3 2 1
Shields: 2 1
[a] Mass Driver Autocannon [2/4/6, 3+, 3/1/1]
AB, AB, C, C, C, D, D, D, EF, EF
Hyperdrive [O], Armored Gun Batteries, Armor Plating, Security Team [OOOOOOOOOO]
1[HEa], 2[ESa], 3[HQ], 4[EQ], 5[Ha], 6[Ea]

Atropos class Grav-Laser Gunship   (189)
Hull: 5 4 3 2 1
Engines: 8 7 6 5 4 3 2 1
Shields: 2 1
[a] Gravity-Lensed Laser Cannon [4/8/12, 5+, 1/2/2, Doubled Range Modifiers, Must Re-Roll To-Hit Dice]
AB, AB, AB, C, C, C, D, D, D, EF, EF
Hyperdrive [O], Armored Gun Batteries, Armor Plating, Security Team [OOOOOOOOOO]
1[HEa], 2[ESa], 3[HQa], 4[EQ], 5[Ha], 6[Ea]

CODENAME: FURY
The latest engagement in the Charon sector revealed a new surprise from the Shadow Dragons - hordes of ships between a Fireball-class and a Festival-class in size. Designated "Fury", these destroyer-class ships are different in that their Drunkard Missile launchers are vertically arrayed, not horizontally. They also were seen deploying remotely-detonated mines into the battlefield in the heat of battle - another first for the Dragons.

Fury class Destroyer   (191)
Crew: 294    Displacement: 111.9 KMt
Hull: 7 6 5 4 3 2 1
Engines: 8 7 6 5 4 3 2 1
Shields: 3 2 1
[a] Drunkard Missile Launcher [3/6/9, 4+, 1/2/2, Must Re-Roll To-Hit Dice, Re-Rolls Penetration Dice]
ABC, ABD
[b ] High-Speed Particle Blaster [5/10/15, 4+, 2/2/1, Doubled Range Modifiers]
AB, AB
Hyperdrive [O], Mine [OOOO], Long Range Sensors [O], Sunbursts [OOOOOOOOOO]
1[HS], 2[EQ], 3[HQ], 4[Ea], 5[Hb], 6[E]

CODENAME: FOUNDRY
The Second Fleet of the Erinyes Concordance entered Alpha Charon with the intent of wiping out the Shadow Dragon presence there. What they found was a horde of Dragon ships, both known and unknown. Most notable was a combined carrier and fighter design previously unseen, which proved to be a dangerous combatant. Foundry is the name of the new carrier, and has been seen to be faster than many ships of equal or lesser size. It is very much vulnerable to attack, but the thirty-six bombers it carries (described below) are equally dangerous to starships.

Foundry class Fast Carrier   (759)
Hull: 10 9 8 7 6 5 4 3 2 1
Engines: 8 7 6 5 4 3 2 1
Shields: 3 2 1
[a] Drunkard Missile Launcher [3/6/9, 4+, 1/2/2, Must Re-Roll To-Hit Dice, Re-Rolls Penetration Dice]
AC, BD, EF, EF
Hyperdrive [O], Fighter Bay, Fast, XRng, Bmbr [OOOOOO]
1[HQ], 2[EQ], 3[Ha], 4[E], 5[H], 6[S]

Foundry carries six squadrons of a new fighter-class ship that is essentially engines and an offset cockpit installed around a huge frigate cannon and tracking system. Effective against starships but somewhat lacking against fighters, they were observed in Alpha Charon operating under cover of Faultline squadrons during their attack runs. They have been coded as Flagstaff-class bombers, and anti-fighter defense operators are advised to treat them as a threat.

Flagstaff-class Bomber
Fast, Bomber, Extended Range
Ships: 6 5 4 3 2 1
Speed: 12
Range: 2
+1 to hit vs. starships, -1 to hit vs. fighters.

CUCKOO
There is nothing notable about this vessel - its job is to repair damaged vessels (up to Cardinal-class) and treat wounded personnel, not exchange shots with warships. In emergency situations, it can deploy a decoy to draw off fire while it charges its hyperdrive, but it is not meant for front-line or any other type of combat.

Cuckoo class Small Ship Tender   (19)
Crew: 423    Displacement: 89.9 KMt
Hull: 6 5 4 3 2 1
Engines: 3 2 1
Shields:
Hyperdrive [O], Repair Bay x6, Medical Bay x6, Decoy [O]
1[H], 2[E], 3[H], 4[Q], 5[H], 6[H]

BUZZARD
Much in line with its smaller cousin, the Cuckoo, the Buzzard's task is to repair ships (Crow- and Raven-sized) and treat wounded. It carries three flights of F47 fighters for self-defense, but it sees combat so rarely that the bays are used for auxilliary kitchen space - so if nothing else, Buzzard fighter pilots are kept well fed.

Buzzard class Large Ship Tender   (260)
Crew: 1041   Displacement: 252 KMt
Hull: 12 11 10 9 8 7 6 5 4 3 2 1
Engines: 3 2 1
Shields: 2 1
Hyperdrive [O], Repair Bay x12, Medical Bay x12, Security Team [OOO], Fighter Bay, Aslt, Hvy, Sml [OOO]
1[H], 2[E], 3[H], 4[S], 5[H], 6[Q]

RAVEN'S NEST
The NUR has bases all over their territory, hidden inside asteroids and shielded from all but the most intense scans. Any one of them is capable of churning out any Raven ship up a Crow-class LWP, though much of their production capacity is used restocking F1 drone fighters. A few unscrupulous station commanders take private commissions to requested specifications outside of the NUR's well-established ship-sales department, though Tech Levels of the requested ship cannot exceed -1 for engines or +0 for the other categories.

Raven's Nest class Asteroid Station   (860)
Crew: 1875   Displacement: 400 KMt
Hull: 16 15 14 13 12 11 10 9 8 7 6 5 4 3 2 1
Engines: 0
Shields: 0
Anti-Fighter Batteries [O], Armor Plating, Construction Bay x12, Repair Bay x12, Fighter Bay, Aslt, Hvy, Sml [OOOOOOOOOOOO]
1[H], 2[Q], 3[H], 4[Q], 5[H], 6[H]

CARDINAL
This escort carrier is not in wide use anymore, being extremely short on weapons and only carrying three squadrons of F47 fighters into battle. It has limited long-range engagement capacity with its rockets and a single plasma cannon used for defending its flanks, but can't go toe-to-toe with big ships, isn't fast enough to outrun little ships, and with the manually piloted Pinion fighters, it can't dump them and hyperspace without leaving their pilots in the cold.

Cardinal class Escort Carrier   (337)
Crew: 282    Displacement: 89.9 KMt
Hull: 6 5 4 3 2 1
Engines: 6 5 4 3 2 1
Shields: 3 2 1
[a] B3 "Adder" Rockets [4/8/12, 4+, 1/1/2]
AB
[b ] E5 "Stream" Plasma Cannon [1/2/3, 5+, 1/2/2, Repeating]
CDEF
Hyperdrive [O], Fighter Bay, Aslt, Hvy, Sml [OOO],
Armor Plating, Security Team [OO]
1[HQ], 2[EQ], 3[Ha], 4[Eb], 5[H], 6[S]

MACAW
The NUR is especially fond of these new ships. They call them "standoff carriers" because of the deployment method favored for them - at the back of the line of battle, pelting enemies with rocket and energy fire, while their Pinions and the Blackbirds of the fleet keep them at bay. Even if the enemies break through the forward line, a short-range engagement with a Macaw is typically a dangerous proposition, especially if the Macaw isn't alone.

Macaw class Standoff Carrier   (949)
Crew: 666    Displacement: 189.9 KMt
Hull: 10 9 8 7 6 5 4 3 2 1
Engines: 3 2 1
Shields: 3 2 1
[a] B4 "Ambler" Rockets [6/12/18, 4+, 1/2/3]
AC, BD
[b ] K6 "Popcorn" Autocannon [3/6/9, 3+, 2/2/1]
ABCD, EF
[c] E14 "Spine" Gamma Ray Lance [5/10/15, 5+, 1/3/2]
ABC, ABD
Hyperdrive [O],
Fighter Bay, Aslt, Hvy, Sml [OOOOOOOO],
Security Team [OOOOOO]
1[HQ], 2[EQ], 3[Ha], 4[Sb], 5[Hc], 6[Q]

CROW
The Crow is the most massive ship in standard service with the NUR. Not necessarily the most dangerous, even though the front-mounted Particle Vortex Gun has a good chance of hitting close and midrange targets for massive damage and its secondary weapons threaten targets at long-range. It carries six flights of F47 fighters, whose casualty rates off Crow-class LWPs are elevated at best.

Crow class Large Weapon Platform   (931)
Crew: 693    Displacement: 251.3 KMt
Hull: 12 11 10 9 8 7 6 5 4 3 2 1
Engines: 3 2 1
Shields: 4 3 2 1
[a] B4 "Ambler" Rockets [6/12/18, 4+, 1/2/3]
AB
[b ] K8 "Pesto" RA Kinetic Cannon [5/10/15, 3+, 1/2/2]
ABCD, EF
[c] E15 "Swirl" Particle Vortex Gun [4/8/12, 4+, 3/3/3, Re-Rolls To-Hit Dice, Doubled Range Modifiers]
AB
Hyperdrive [O], Security Team [OOOOOOOOOO],
Fighter Bay, Aslt, Hvy, Sml [OOOOOO]
1[HQ], 2[Ea], 3[Hb], 4[Sc], 5[H], 6[Q]

RAVEN
The flagship of the Navy of the Unkindness of Ravens is a slightly modified Crow-class LWP. The NUR got away with installing an experimental, shield-resonant energy cannon in place of the Crow's PVG and loading an additional three squadrons of Pinion fighters, by virtue of an improved engine package "acquired" from a former customer's modified Crow-class. The NUR has had no luck in adapting it to other ships.

Raven class Flagship   (1214)
Crew: 783    Displacement: 251.9 KMt
Hull: 12 11 10 9 8 7 6 5 4 3 2 1
Engines: 3 2 1
Shields: 4 3 2 1
[a] B4 "Ambler" Rockets [6/12/18, 4+, 1/2/3]
AB
[b ] K8 "Pesto" RA Kinetic Cannon [5/10/15, 3+, 1/2/2]
ABCD, EF
[c] E16 "Sabre" Ship Cracker [5/10/15, 5+, 1/3/3, Variable DMG, Shield-Resonant]
AB
Hyperdrive [O], Fighter Bay, Aslt, Hvy, Sml [OOOOOOOOO],
Security Team [OOOOOOOOOO]
1[HQ], 2[Ea], 3[Hb], 4[Sc], 5[H], 6[Q]

F1 Down-class Computer-Controlled Tactical Fighter
Slow, Assault, Heavy
Ships: 6 5 4 3 2 1
Speed: 8
Rolls 2 dice per surviving fighter on attack, requires 4 1's to lose one fighter on an attack.
Requires 2 1's to lose 1 fighter on defense.

The Ravens are generally considered cowardly; that doesn't make them stupid, or bad engineers. The Down-class fighter is ideal for the Raven viewpoint - it provides the flexibility and threat of a fighter platform, without opening any Ravens to risk. The onboard computer is not an efficient machine, which along with the active deflector array on the front pulls power away from the engines.

F47 Pinion-class Attack Fighter
Assault, Heavy, Small
Ships: 4 3 2 1
Speed: 10
Rolls 2 dice per surviving fighter on attack, requires 4 1's to lose one fighter on an attack.
Requires 2 1's to lose 1 fighter on defense.

As good as the Down-class fighter is, there are just some situations where a Raven needs to get dropped into a cockpit and shot into deep space. (Usually, they're situations involving punishment.) As such, most larger Raven ships will carry flights of Pinion-class fighters, as the tiny fighters are just as tough, are faster, and can be packed much tighter than a Down. However, the necessity of putting a live Raven in them makes them unpopular among the NUR.

(Note: All starship TLs are +0, except engines which are -1.)

HUMMINGBIRD
The Ravens are fond of throwing as many fighters into the fray as they can, and this has led to some unorthodox arrangements in their navy - the oddest probably the Hummingbird. This ship amounts to a flying fighter bay - engines, hyperdrive and two short-range rocket launchers wrapped around a storage and launching facility for F1 drone fighters. The overwhelming application of Hummingbirds is as follows: Wait for battle commencement. Hyperspace in. Launch fighters. Hyperspace out. Needless to say, they're very popular among NUR personnel.

Hummingbird class Ultra-Light Carrier   (104)
Crew: 90     Displacement: 9.9 KMt
Hull: 1
Engines: 6 5 4 3 2 1
Shields: 0
[a] B2 "Asp" Rockets [2/4/6, 4+, 1/1/1]
ABC, ABD
Hyperdrive [O], Fighter Bay, Slow, Hvy, Aslt [O]
1[H2EQ], 2[3Ea], 3[H2Ea], 4[2EQa], 5[HEQa], 6[2EQ]

BLUEBIRD
Bluebirds are the carrier variant of the Ravens' Light Ship program. They have enough in the way of weapons that they're actually expected to stick around and do some damage before jumping out, though most captains tend to remain at the back of the battle, using their medium-range rockets to pelt their targets until their fighters are destroyed and their marines are defeated or complete their missions.

Bluebird class Light Ship, Carrier   (245)
Crew: 225    Displacement: 51.9 KMt
Hull: 4 3 2 1
Engines: 6 5 4 3 2 1
Shields: 2 1
[a] B2 "Asp" Rockets [2/4/6, 4+, 1/1/1]
ABC, ABD
[b ] B3 "Adder" Rockets [4/8/12, 4+, 1/1/2]
AB
Hyperdrive [O], Fighter Bay, Slow, Hvy, Aslt [OO], Marine Squad [OOO]
1[HS], 2[EQ], 3[HQ], 4[Ea], 5[Hb], 6[E]

BLACKBIRD
Where Bluebird is the carrier variant of the Light Ship, Blackbird is its attack variant. The fighter bays and marine pods have been replaced with an additional rocket launcher and a set of coilguns. Its mission is to put itself in the line of fire between the enemy and the Raven carriers. They are not popular assignments.

Blackbird class Light Ship, Assault   (77)
Crew: 198    Displacement: 52 KMt
Hull: 4 3 2 1
Engines: 6 5 4 3 2 1
Shields: 2 1
[a] B2 "Asp" Rockets [2/4/6, 4+]
ABC, ABD, EF
[b ] B3 "Adder" Rockets [4/8/12, 4+, 1/1/2]
AB
[c] K1 "Peanut" Coilgun [2/4/6, 3+, 1/1/2]
ABCD, ABCD, CDEF
Hyperdrive [O], Armor Plating
1[HSc], 2[EQ], 3[Ha], 4[Ea], 5[Hb], 6[Ec]

There is a particular race of intelligent birds in one of the Coreward systems that knows neither fear nor pity. They are smart enough to know how a modern warship works (in fact, they could probably build one), and given a large enough group, could easily overcome the unlucky crew of an errant ship and steal it, becoming a plague upon the universe.

Fortunately, they're routinely slaughtered to feed the citizens of the Unkindness of Ravens, the other race of intelligent birds in that same Coreward system. (When asked how they could consume fellow sentient beings, the answer is invariably "With salt.")

"Ravens" is a human appellation that stuck within the universal community, seeing the creatures as upscaled, anthropomorphized black birds, whereas the Ravens themselves tend to call members of their species "fellow things that are not to be eaten," and while technically the human name for a flock of ravens is an "unkindness," not a flock, the difference is lost on the Ravens, the universal community, and most humans (with the possible exception of ornithologically trained starship captains).

Their ships have a definite bird motif - outstretched wings, long tail sections, and an annoying tendancy to make a mess on freshly refitted ships - and despite their dated engine technology, the Ravens' ships are still in demand among races and organizations that can afford prebuilt ships but not their own research programs. A Raven ship, while not invulnerable by any means, can be a fearsome opponent, and many pirate, police, military and corporate organizations count these bird-men's ships among their fleets.

The Navy of the Unkindness itself, on the other hand, is not nearly as intimidating. It is common practice for ships passing through Raven space to take the brunt of their pompous pronouncements, put some weapons fire across the nose of the NUR fleet, and continue their journey chased by the grovelling of many black bird-men.

If actually attacked by intruders, the Ravens will pull back for reinforcing unless they outnumber their attacker at least 3:1. Their attack pattern resembles that of the flocking-attack action of Earth birds - many passes on a single target by hordes of ships. Coupled with the small nature of the bulk of their fleet's ships are the prevalence of fighters among even the smallest vessel. The goal of any Raven fleet is to overwhelm the enemy with fighters and starships, and they're very good about coordinating hyperspace jumps into and out of the battle.

Especially when the battle isn't going well. They're absolutely incredible about getting out of harm's way.

CODENAME: FESTIVAL
Festival is sometimes categorized as a "stray cruiser" - designed to operate alone, and survive long an attack long enough to call in reinforcements. It is the smallest ship observed to carry Faultline fighters, though its shortage of high-power weapons usually condemns it to light-ship mop-up.

Festival class Stray Cruiser   (302)
Crew: 351    Displacement: 136 KMt
Hull: 8 7 6 5 4 3 2 1
Engines: 7 6 5 4 3 2 1
Shields: 4 3 2 1
[a] Drunkard Missile Launcher [3/6/9, 4+, 1/2/2, Must Re-Roll To-Hit Dice, Re-Rolls Penetration Dice]
AC, BD
[b ] Shrapnel Driver [1/2/3, 3+, 1/1/1, Range-Based DMG]
ACE, BDF
Hyperdrive [O], Armor Plating, Long Range Sensors [O], Overthrusters [O], Fighter Bay, Fast, Intc, XRng [O], Sunbursts [OOOO]
1[HQ], 2[EQ], 3[Ha], 4[Eb], 5[H], 6[S]

CODENAME: FORTUITOUS
Fortuitous is larger than Festival, and is usually found operating in hunter-pairs supported with several Fallacies and a few Fireballs. It was the first Dragon ship seen to carry a Gravity Field Emission Coil, a dangerous weapon capable of bypassing standard-spec shielding altogether. Fortunately, its mount is extremely inflexible, and it has proven to be a difficult weapon to hit with.

Fortuitous class Heavy Cruiser   (637)
Crew: 507    Displacement: 189.9 KMt
Hull: 10 9 8 7 6 5 4 3 2 1
Engines: 6 5 4 3 2 1
Shields: 4 3 2 1
[a] Drunkard Missile Launcher [3/6/9, 4+, 1/2/2, Must Re-Roll To-Hit Dice, Re-Rolls Penetration Dice]
AC, BD
[b ] Gravity Field Emission Coil [5/10/15, 5+, 3/1/2 Ignores Shields]
AB
[c] Shrapnel Driver [1/2/3, 3+, 1/1/1, Range-Based DMG]
EF
Hyperdrive [O], Armor Plating, Long Range Sensors [O], Fighter Bay, Fast, Intc, XRng [OOOO], Security Team [OO]
1[HQ], 2[EQ], 3[Ha], 4[Eb], 5[Hc], 6[S]

CODENAME: FRACTIOUS
Fractious is the biggest ship yet witnessed operating under the Shadow Dragon Cartel's banner. It has only been seen once, when the Republican Pathfinders attempted to secure a route through Epsilon Charon with a full-size task force. The Pathfinders were sent packing. Fractious has been called a battlecruiser by some races, although it is certainly on-par with some battleships.

Fractious class Battlecruiser   (1204)
Crew: 999    Displacement: 359.8 KMt
Hull: 15 14 13 12 11 10 9 8 7 6 5 4 3 2 1
Engines: 4 3 2 1
Shields: 5 4 3 2 1
[a] Gravity Field Emission Coil [5/10/15, 5+, 3/1/2, Ignores Shields]
AB, AB
[b ] Drunkard Missile Launcher [3/6/9, 4+, 1/2/2, Must Re-Roll To-Hit Dice, Re-Rolls Penetration Dice]
AC, AC, AC, BD, BD, BD
[c] Shrapnel Driver [1/2/3, 3+, 1/1/1, Range-Based DMG]
ACE, ACE, ACE, ACE, ACE, BDF, BDF, BDF, BDF, BDF
Hyperdrive [O], Armor Plating, Armored Gun Batteries, Fighter Bay, Fast, Intc, XRng [OOOO], Long Range Sensors [O], Launch Bay [O], Security Team [OOOO]
1[HQ], 2[Ea], 3[Hb], 4[Sc], 5[Hc], 6[Q]

CODENAME: FALLACY
Fallacy is the smallest non-fighter-class ship seen operated by the Shadow Dragons, and the ship most commonly captured. It isn't built for comfort, but rather speed and harassment capabilities. It won't survive a head-on engagement with a dreadnaught, but its most common use is to pull off smaller fleet assets and dice up fighter formations to allow bigger Dragon ships to move into slugging range.

Fallacy class Gunboat   (96)
Crew: 126    Displacement: 36 KMt
Hull: 3 2 1
Engines: 12 11 10 9 8 7 6 5 4 3 2 1
Shields: 2 1
[a] Drunkard Missile Launcher [3/6/9, 4+, 1/2/2, Must Re-Roll To-Hit Dice, Re-Rolls Penetration Dice]
AB
[b ] Pulsed Particle Blaster [1/2/3, 4+, 2/1/1, Doubled Range Modifiers, Repeating]
ABCDEF
Long Range Sensors [O], Sunbursts [OOOOOOOOO]
1[HES], 2[2EQ], 3[HEQ], 4[2Ea], 5[HEb], 6[ES]

CODENAME: FIREBALL
Fireball is a frigate-sized vessel that has been seen mostly as a secondary combatant. Its best-suited task, like that of Fallacy, is to contend with fighters and lighter vessels, but it has also been seen in the pursuit role; lobbing Drunkard missiles at departing ships' engines, using its (typically) superior speed to trail and dog the heels of fleeing enemies. Fireballs are called such because of the first several encounters with them - Drunkard missiles exploded inside their launch bays, setting them ablaze.

Fireball class Pursuit Frigate   (130)
Crew: 264    Displacement: 89.9 KMt
Hull: 6 5 4 3 2 1
Engines: 9 8 7 6 5 4 3 2 1
Shields: 3 2 1
[a] Drunkard Missile Launcher [3/6/9, 4+, 1/2/2, Must Re-Roll To-Hit Dice, Re-Rolls Penetration Dice]
AB, AB
[b ] Shrapnel Driver [1/2/3, 3+, 1/1/1 Range-Based DMG]
AB, CE, DF
Hyperdrive [O], Anti-Fighter Batteries [O],
Overthrusters [O], Sunbursts [OOO]
1[HS], 2[EQ], 3[HQ], 4[Ea], 5[Hb], 6[E]

CODENAME: FULLBACK
Fullback is not commonly seen, appearing most often after engagements involving transports and other merchant vessels. It's armed and armored, but remains very much vulnerable unless guarded by other ships. Its sheer rarity means that it's never been captured.

Fullback class Armored Cargo Vessel   (111)
Crew: 233    Displacement: 189.6 KMt
Hull: 10 9 8 7 6 5 4 3 2 1
Engines: 3 2 1
Shields: 3 2 1
[a] Drunkard Missile Launcher [3/6/9, 4+, 1/2/2, Must Re-Roll To-Hit Dice, Re-Rolls Penetration Dice]
AC, BD
[b] Shrapnel Driver [1/2/3, 3+, 1/1/1, Range-Based DMG]
EF, EF, EF
Hyperdrive [O], Cargo Bays, Armor Plating
1[Ha], 2[Eb], 3[H], 4[S], 5[H], 6[Q]

"Mike-Two, pull up close to Mama Bear, and stay tight. Last place you wanna get caught off guard is in this maze."

--As recorded on the black box of the ore transporter MV Houston Belle, found hulled along with its escorts in the Rho Charon system.

The Outer Rim is a dangerous place to do business, and enough unescorted bulk carriers have been toasted to scare all but the most well-prepared merchant fleets out of an Outer Rim prospect. Usually, "well-prepared" is defined as "armed to the teeth, and as far beyond as we can get away with, without cutting into cargo space."

This generally means that an Outer Rim convoy is as dangerous as a military task force of any Coreward race, and keeps the pirate wannabes in personal skiffs with coilguns bolted to the sides well out of the Rim. The pirates that do stay out here are loaded for this kind of bear.

The Charon sector is particularly vicious - filled with ore belts richer than any two Coreward sectors put together, but claimed by the Shadow Dragon Cartel, a crime syndicate with tentacles in illicit activities from slavery on the Rim to polluting on Coreward worlds. No coilgun-skiffs are found here - the Dragons rake in a whole system's GDP worth of income, their ships are original in design, and their weaponry is so far removed from any military predecessor as to be unrecognizeable.

Of course, they don't spill the beans about their ships' capabilities, so the information gathered here is compiled from encounters Dragon ships (largely off of black boxes) and the odd captured vessel. It is known that their systems, while scratch-built, are just as efficient as an average military's. (All TLs are +0.)

Their signature weapon is called the Drunkard Missile; a fast-moving ballistic weapon with an erratic flight path. While its sheer randomness limits range and makes hits unlikely, the warheads that do connect usually land on parts of the shield that automatic shield vectoring software is not anticipating hits from, defeating shielding much easier and striking the hull with considerably more force than expected.

Their only encountered fighter-class ship, codenamed Faultline, is a fast-moving interceptor with long-range particle blasters. A Faultline has never been captured, as its pilots activate their self-destruct if all Dragon ships have been destroyed and there is no hope of winning.

Faultline-class Fighter
Fast, Interceptor, Extended Range
Ships: 6 5 4 3 2 1
Speed: 12
Range: 2
+1 to hit vs. fighters, -1 to hit vs. starships

15

(0 replies, posted in Starmada X)

Throwing my modest designs into the fray... enjoy or rip apart, your pick.

The foundation of the Republican Pathfinders was a landmark in the history of human space exploration. Their mission was to find a safe normal-space route through the Sargasso Deeps, a huge wasteland of rocks, radioactivity and unstable gravitic anomalies that made straight-line hyperspace jumps through it a dangerous - if not suicidal - proposition. It took ten years and a fleet of a thousand brand new ships, but the Terran Republic cheered them on as they neared the end.

Until, you know, they actually reached the other side.

The public, with its typical mercurial nature, forgot about the Pathfinders, and with public interest went government funding. So now, having saved the galaxy for commerce, the Pathfinders do commission work for some of the major corporations of the galaxy, mapping out hazardous sectors and escorting vulnerable caravans through hostile territory.

All of the Pathfinders are master-grade astrogators at least, their commanding officers have uncanny instincts when it comes to hyperspacing, and every last one of them is nuttier'n a can of cashews. Heaven forbid someone should keep them from going where they want to - all of their ships are outfitted with surplus thermonuclear weapons, and they don't shy away from using them.

The following is a list of ships found in the typical Pathfinder Expeditionary Fleet. All ships are comparably advanced to the average univeral fleet. (All TLs are 0.)

Striker class Corvette (71)
Hull: 3 2 1
Engines: 9 8 7 6 5 4 3 2 1
Shields: 2 1
[a] Kinetic Autocannon [2/4/6, 3+, 2/1/1]
ABCD
[ b ] 1Kt Thermonuclear Mortar [4/8/12, 4+, 1/1/2, Expendable]
AB, AC, AC, BD, BD
Hyperdrive [O], Armor Plating, Electronic Warfare System [O], Long Range Sensors [O]
1[HEQ], 2[2Ea], 3[HEb], 4[ESb], 5[HSb], 6[EQb]

Trailblazer class Frigate   (227)
Hull: 6 5 4 3 2 1
Engines: 6 5 4 3 2 1
Shields: 3 2 1
[a] Twin Kinetic Autocannon [2/4/6, 3+, 3/1/1]
ABCD
[ b ] 1Kt Thermonuclear Missiles [4/8/12, 4+, 1/1/2]
ACE, ACE, BDF, BDF
[c] 1Mt Thermonuclear Missiles [4/8/12, 4+, 1/1/3]
AB
Hyperdrive [O], Armor Plating, Security Team [OOOOOOOOOO], Drone [OOO]
1[HQ], 2[EQ], 3[Ha], 4[Eb], 5[Hb], 6[Sc]

Cartographer class Destroyer   (297)
Hull: 9 8 7 6 5 4 3 2 1
Engines: 5 4 3 2 1
Shields: 3 2 1
[a] Heavy Kinetic Autocannon [3/6/9, 3+, 1/2/2]
ACE, BDF
[ b ] 1Mt Thermonuclear Missiles [4/8/12, 4+, 1/1/3]
AB, AB
[c] 1Mt Neutron Missiles [4/8/12, 4+, 1/1/3, No Hull Damage, Extra Crew Casualties]
AC, BD
Hyperdrive [O], Armor Plating, Security Team [OOOOOOOOOO], Drone [OO], Spinal Mount (9/18/27) [O], Long Range Sensors [O]
1[HQ], 2[EQ], 3[Ha], 4[Eb], 5[Hc], 6[S]

Plunder class Command/Cargo Ship   (308)
Hull: 12 11 10 9 8 7 6 5 4 3 2 1
Engines: 1
Shields: 5 4 3 2 1
[a] 1Kt Thermonuclear Missiles [4/8/12, 4+, 1/1/2]
AC, BD, EF
[ b ] 1Mt Thermonuclear Missiles [4/8/12, 4+, 1/1/3]
AB, AB
[c] 1Mt Neutron Missiles [4/8/12, 4+, 1/1/3, No Hull Damage, Extra Crew Casualties]
AB
Hyperdrive [O], Armor Plating, Security Team [OOOOOOOOO], Cargo Bays
1[Ha], 2[Eb], 3[Hc], 4[S], 5[H], 6[Q]

16

(123 replies, posted in Starmada)

Hey, I'm really digging this file - but I've come across a small omission in the Special Equipment list. Anti-Fighter Batteries don't show up in the list even when you've got them OK'd in the Nation tab.

The fleet builder's a nifty idea - and I like the layout, too. Nice work.