Professional Documents
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FIGHTING
STARSHIPS
POWERS OF THE WYAN SECTOR
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cube root of the main drive thrust rating x5 for basic FTL drives, x 10 for
advanced FTL Drives, and x20 for super-advanced FTL drives.
While the Warp Space drive is the most common form of FTL travel,
some races use alternate forms of drives allowing for instantaneous
point to point jumps, or accessing other spaces for effects dissimilar to
that of Warp Space but giving end effects that are roughly equivalent.
A few races rely on either acceleration or instantaneous gates, or on
even stranger, dimensional folding techniques.
Powerplant:
Power generation is usually based on antimatter conversion. The
massive energies released are channeled through superconducting
plasma conduits built into all parts of the hull. Such a naval vessel has a
maximum patrol endurance of around five to ten years without
refueling and resupply. Combat endurance is far lower, sometimes no
more than a few days or even hours of heavy combat. Other races
have moved from using antimatter as fuel to directly harnessing the
energies underlying the space-time continuum or by dropping taps in
to hyperspace itself. Some still use fusion power plants for simplicity
and reliability, accepting the fuel limitations those bring, while others
have experimented with direct matter-to-energy conversion, without
the need for antimatter storage.
Defenses:
Local shield generators absorb and shunt away incoming energy. These
shut down when their capacity is overwhelmed, but can usually cycle
back online within a few minutes if they do not burn out before
shutting down. Other navies use deflecting technologies of various
sorts that prevent a share of incoming energy from reaching the hull, or
a combination of both.
Laser, Particle, and Other Weaponry (Beams):
Though supplanted in some navies by more expensive and higher
technology solutions, the classic applications of high energy lasers,
charged particle beams, and similar devices are still favored by poorer
nations, or those practical enough to favor reliability and sustainability
over pursing technologies that lie at the limits of their reach. It is wise
not to disdain such equipment, as even an antique photon drive laser
can, in certain circumstances, eviscerate the advanced star
dreadnoughts of a powerful, but arrogant, major navy.
Fighters:
Many flavors of small craft see military use, from the cheap and
expendable Nemishan autonomous drones to the fantastically
expensive Wyan Falling Leaf multirole fighters. Advances in beam
technologies have reduced the past dominance of fighter craft, but
many races still field them for their advantages in reach and flexibility.
Missiles:
Fusion, Anti-Matter, Mass Conversion, and other more exotic forms of
one-use craft have come in and out of fashion in this sector for the past
five centuries. The combination of reach, low cost, and potential
firepower makes the Malyrushan Missile Massacre (so named for the
first major navy to rely on them) a common choice for those nations
otherwise at a technological disadvantage.
under the advisement of the Counsel of Dukes. The Crown also sets the
broad strokes of internal policy and has the power to accept or reject
the appointments of the legislature. There is a small legal branch
consisting of planetary Courts and Sub-Courts for inter-clade matters.
Atop the legal branch sits a High Court that addresses issues between
duchies.
Internal conflicts between duchies are usually resolved through the
political process, though military skirmishing is not unknown. Violence
is usually brief, followed by quick and total reconciliation. Closer ties of
trade and alliance are constantly sought both within and without the
alliance. This has resulted both in the Commonwealth having many
allies available to them, but also has found them caught up in other
nations wars.
Many species are citizens within the Commonwealth, either as
individuals, clades, or their own worlds or star nations. Notable among
these are the Alleoul Sodality, a theocracy of snake-like psychics, the
Carcharcal Guilds, a trading consortium of various aquatic species, and
the Kurutulmak Imperium, a Romanesque empire of small raptoriods.
Many other less numerous species and individuals are present, making
up nearly a quarter of the Commonwealths population.
The Commonwealth has been known to start wars with its neighbors
to settle intractable disputes. In such case it attempts to end the
conflict quickly and to engage in only limited war. They have difficulty
understanding why their neighbors are wont to hold grudges, as the
Wyans tend to leave conflicts in the past, whether won or lost.
Wyan Physiology
The average socially adult Wyan is 124cm in height and masses
approximately 130kg. They are heavily furred bilaterally symmetric
quadruped/bipeds. Two primary legs are digitigrade, short, and
massively muscled, ending in broad double-cloven hooves with a
secondary hoof-spur at the back. The two arms are similar to legs in
size and length, and a 4-legged locomotion style is adopted when in a
hurry, or by the young or elderly. Hands are broad with four short, wide
digits usually ending in very heavy spade or chisel like nails. In some
individuals the nails are trimmed or clipped into shapes appropriate to
a hobby or profession, or for aesthetic reasons. The two central digits
are larger and broader, while the two digits at the edge of the hand are
lighter, more dexterous, and fully opposable.
There is no nose, and Wyans breathe through muscular openings
along the upper flanks. Sense of taste and smell are far superior to
human norm both operating through a wide mouth. Instead of teeth
they have a slow-growing ridge of hardened metallic bone. Four
primary eyes are located about the forward arc of the skull. The eyes
are large and compound, sensitive from deep red down into the
infrared. A smattering of eye-spots or sensor pits around the head,
shoulders, and hips contribute to situational awareness. Perception
and awareness is great at close range, but Wyans cannot see clearly
beyond twenty meters. Large external eardrums are overlaid by thick
protective pads which can be withdrawn for increased sensitivity.
Hearing is similar to human average, though limited to lower
frequencies. Communication is by a combination of tongue and jaw
clicks, taps, and chatters, along with much deeper, sonorous tones
produced by the breathing passages along the flanks.
Metals are found in bones and connective tissues, contributing great
structural strength but also great mass and density. No Wyan can
swim. Differences in muscle structure and nervous systems cause the
Wyan to be incredibly strong but lack fine control. A average Wyan is
far stronger than the strongest unaugmented humans, but no Wyan
could accurately pitch a baseball or shoot a basketball. The digestive
system is similar to human and omnivorous. Wyans are non-selffertilizing hermaphrodites. The reproductive organs are located within
an expandable pouch located on the lower belly, where the young will
spend their first months of life. Sexual maturity occurs at between eight
and twelve and lasts until twenty to thirty. Births are live with the
children carried in the pouches of their parents and their no longer
fertile grandparents. Any Wyan can nurse young. At the end of their
fertile years, a series of physiological changes cause the sex organs to
atrophy while skin, muscle, and bone all thicken and strengthen. The
fur will take on a metallic sheen which increases with advancing age.
Adulthood also brings on emotional and mental changes similar to
those in humans as they pass through their late teens and early
twenties. Absent advanced medicine, a Wyan will usually experience
mental or physical decline beginning around the age of fifty.
Wyan Psychology
Having evolved as mostly subterranean creatures with strong clan
structures and heavy external pressures, the Wyan psychology is
radically different than that of Humans. Whereas a human generally
will seek the best for themselves or their immediate family first, for an
adult Wyan, the circle of self-and-family extends to the entire local
clade, analogous to a human village or township. All those not in that
clade are either Freen (Other-who-is-us.. as close or closer than human
blood brothers, and treated as a member of the same Clade) Stren
(Other-who-is-not-yet-us, best friends that dont KNOW that we are
best friends.. yet) or Tharn (Other who will never be us - At best
unworthy of trust, frequently to be avoided or destroyed).
Throughout most of early Wyan history, the survival of individual
clades depended on all too rare contact with other clades to provide
genetic influx and trade of materials or goods not available to the
mostly sedentary clans. Despite this focus on the family, a Wyan
certainly can and would be willingly separated from the clade even for
an extended period of time but would still consider itself part of its
Clade, and the journey would be as a representative of the clade. Such
journeymen might well find a permanent home in a new clade,
marrying in and bringing grandchildren-in-pouch to join the new
family. In return, a Journeyman from the new clade would be asked to
return to the newcomers home. Such clade marriages have a joyous
religious significance and are often attended by elaborate rituals.
Equally important to the Wyan psychology is their simultaneous love
of underground safety and security and a striving for the above-ground
light of the sun and stars. Most Wyan are homebodies by human
standards, though some feel the calling of the sky strongly.
Wyan Sociology
Compared to the other in-play races, they typical Wyan is
moderately agoraphobic, exceptionally friendly, completely selfsacrificing to the clade or to close friends, and eager to meet new
people and trade in new ideas and new goods. They are the traders,
the community builders, and the consensus seekers of the in play
species. Individual Wyans will tend to treat freshly met strangers (Wyan
or otherwise) as best friends they are only meeting, but have learned to
be somewhat wary of these Stren, at least at first. Conflict with Stren is
possible, though it is usually friendly and serves only to establish who is
right over an otherwise irreconcilable issue. Once the issue is resolved
the conflict ends and past wrongs are forgotten, everyone becoming
Stren again.
Based on the contact between them, Stren can be formally inducted
as Freen, or the relationship may simply evolve in that direction. A
Wyan does not consider species or history to be any boundary to
making a Stren into a Freen. A Wyan will engage in conflict with a Freen
only with the greatest of misery and the most extensive attempts to
defuse the situation, and will generally assume any Freen that is doing
something bad is doing so for perfectly good reasons that the Wyan
doesnt understand, or because the Freen themselves inexplicably do
not understand that what they are doing is bad. Freenships gone
inevitably bad because of irreconcilable outside forces or unresolvable,
conflicting commitments are the highest form of Wyan tragic theatre,
and usually end with the conflict avoided by the suicide or social flight
of one or both of the Freens.
The designation Tharn is rarely applied to other sentient
individuals, and mostly reserved for things that are alive, dangerous,
and unable to be reasoned with. These things are to be avoided if
possible, and utterly destroyed if they represent a threat to the clade.
The Nemishan are tottering on the edge of a Tharn designation due to
their behavior in the war.
Naval ships are designed for very long service lives, and a hull will be
subject to numerous service life extension programs and down to bare
hull rebuilds, as their equipment is designed to be largely modular,
rather than 'baked into' the hull construction. The war era vessels are
an exception, rush built for the Nemeshan war and not designed for
long service lives. Despite their relative youth, extensive rebuilds and
increasing maintenance are already a problem for these vessels.
The vessels of the Navy vary widely in design and specific
capabilities. Ships with long lifespans, various Ship-Building Clades with
widely differing design philosophies, and member races who maintain
their own naval traditions, shipyards, and technologies all contribute to
this fact. In general, a given squadron will consist of a single races
ships, but mixed deployments do occur. The Royal Navy serves as the
heavily federalized and lavishly equipped core component of the Wyan
Navy. Classically something of a Wyans only club, the Royal Navy is
currently undergoing a revolution with a new generation of high
performance, high endurance, and high cost vessels showcasing the
best of technology and personnel of all the Commonwealth races. The
brainchild of Senator Mantill, they are intended to represent
maximum warships, built with an acceptance of lavish outlays of
capital, exotic resources, design time, and build times. In return, it is
hoped that by accepting these one-time costs, the modern vessels of
the Royal Navy will offer a high return on that investment in terms of
service life and space superiority.
Range
24mu
36mu
48mu
Beam Width
1mu
1.5mu
2mu
Anything in the beaten area of these weapons receives 2BD PSP hits.
These hits deal 1 damage each to fighters, gunboats, and ordinance.
Against vessels and stations, each hit will do 1d6 damage per size class
these weapons do 2BD hits. Each hit does 1 damage to fighters,
gunboats, and any ordinance.
Against ships, stations, and other large targets each hit does 1d6
damage per size class of the target up to size class 3. Multi-section
units, such as some superships or large stations will receive this hit on
every section in the beaten area, with damage based on the mass of
that section.
Defense Drones
The Camelopard Class Defense Drone consists of a small, heavily
stealthed craft deploying a hot-burn, short duration advanced area
screen generator. Currently deployed only by the Ionian Gold class
Support Cruisers, the Navy currently plans to eventually install at least
one or two Camelopard bays on most Wyan ships of the line.
Mass:
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NPV: 1494
The Fire Sermon and her sisters were the largest and best armed vessels in the
Wyan Royal Navy at the outbreak of the Nemishan War. In the dark early days of
the conflict, they served as the anchor of the Wyan Line of Battle against
overwhelming Nemishan firepower. The existing vessels have been heavily refit
to accommodate the realities of the Nemishan conflict.
Mass:
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NPV: 1922
Serving the heavy fleet carrier role, the Unreal City class vessels were originally
stopgap fighter carriers, based on the hulls of the Fire Sermon class
Superdreadnoughts. Though intended to be temporary, the class was successful
enough to become the standard fleet carrier, though its operations are somewhat
hampered by limited fighter handling compared to total hangar space.
DN Look to Windward
TMF: 167
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NPV: 910
Introduced to give the Wyan Royal Navy very fast raiding and battlefield support
units. Unpopular with political leaders before the war as too offensive in
mission and design, with the outbreak of the Nemishan conflict, these vessels
were widely deployed to raid enemy infrastructure and rear areas, keeping them
off balance while the Commonwealth struggled to catch its breath. Few returned
home.
Mass:
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NPV: 669
The oldest design still in service and used as the proving ground for successive
upgrades, the Thunder class are the best known and most widely recognized
vessels of the modern Royal Navy. Squadrons of these BCs substitute for
dreadnoughts when none are available.
BC Datta
TMF: 122
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NPV: 701
The Datta, or Gift class variant of the Thunder exchanges the plasma cannons
for paired spinal mounts. Lacking the high FTL speeds and extensive secondary
armament of the larger Windward class vessels, the Datta was intended for fleet
fire support. Though initially successful in that role, they quickly became a
priority focus for enemy fire, forcing the vessels to break off or risk destruction
after only a few firing opportunities.
CV Damyata
TMF: 122
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NPV: 828
CS Ionian Gold
TMF: 102
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NPV: 532
The Ionian Gold Class Support Cruiser was introduced to provide electronic
warfare support to the heavy battle-line vessels. Boasting 4 on-board
Camelopard area screening remotes, the Gold class vessels can provide, if
temporarily, extensive defenses to the capital ships they support. Outside battle
roles, the extensive sensor facilities and boat bays makes them ideal exploration
and survey vessels.
CA Phoenician
TMF: 86
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NPV: 426
Following the same built philosophy as the Datta and Windward class vessels, the
Phoenician is an uprated follow-on to the Consider Phlebas. Only a handful of
yards were producing this design before the war, and few examples of the original
design have survived to the modern era. This is due to no inherit flaw in the
vessel in the role for which it was intended. Given access to spinal weaponry
weapons, fleet commanders have tended to force these vessels into roles for
which they were not designed, leaving them punching above their weight class.
CA Consider Phlebas
TMF: 82
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NPV: 440
Entering service as a light version of the Thunder class BCs, the Phlebas class was
intended to serve on long detached patrols and exploration cruises. Capable of
self-protection and moderate intensity power projection, they retain enough
combat power from their larger siblings to serve as the core of lighter battle line
formations.
CL Handful of Dust
TMF: 64
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NPV: 351
Optimized from the earliest days as a fast commerce raider and commerce
protection craft, the Dust class vessels have always been among the fastest of the
Wyan warships, at least at FTL speed. Unfortunately, improved FTL speeds on
such light ships have resulted in sometimes-dangerous drive flutters at high FTL
speed, such that the helmsbeings tend to refer to them as the Handful class.
Mass:
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NPV: 359
An upgrade/replacement for the Rumors in the fleet support role, the Hyacinth
Girl CVEs boast extensive fighter carriage, allowing it to offer additional point
defense or striking power to the battleline. The additional secondary hull allows
each to serve as hanger for an individual fighter squadron, while the crew
functions are moved entirely to the primary hull.
DD Aetherial Rumors
TMF: 33
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NPV: 171
If there is a Scout in the Royal Wyan Navy, it is the light vessels of the Aether
class. Though lacking extensive sensor suits, their small size, coupled with
unusual resilience in such a small vessel, as well as their relatively high FTL speed,
allow them to slip in and out of hostile space at little risk, and to range far from
home.
cargo holds onto anything they can find in an attempt to make money
a high risk, but potentially high return, strategy.
AMF Merchantman
TMF: 242
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NPV: 867
The Merchantman class Armed Merchant Freighters are the largest and heaviest
of the Carcharcar converted merchant vessels. Like all of the Armed Merchant
Freighters, the Merchantman suffers from poor electronic suits, relatively fragile
hulls, poor handling, and all the other drawbacks associated with trying to turn a
freighter into a warship. Despite this, its phenomenal displacement and
attendant raw firepower make it a useful and powerful unit.
AMF Fluyt
TMF: 124
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NPV: 450
Found on far more routes than the larger Merchantman, the Fluyt class ships are
the backbone of the Carcharcar Guilds. Given the vast number of reliable,
inexpensive hulls in service, it is no surprise that the militarized variant of the
Fluyt carry most of the heavy lifting in Carcharcar armed conflicts.
AMF Xebec
TMF: 64
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NPV: 204
The Xebec class hulls are most often found as free traders working triangle or
longer trade routes between secondary worlds. As a result of this, fewer are in
the hands of the major guilds, and they are less likely to be pressed into military
service. Even so, the heavy broadside armament of a Xebec that has switched out
its cargo pods for armament pods serves as a painful surprise to unwary
commerce raiders.
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NPV: 116
Although not properly an Armed Merchant Freighter due to the fact that they
come armed as a default, the blockade runners are still frequently drafted into
military service. Armed with heavy batteries of box missile launchers, the
Blockade Runners are designed to cripple or dissuade enemy police and military
craft to allow them to continue on their holy mission of free economic expansion.
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NPV: 1178
Massive firepower, thick hulls, and heavy screens define the pride of the CGS
Navy. Also defining the pride of the CGS Navy: huge crew requirements, massive
costs, and terrible handling. Though popular as prestige vessels and for flagshowing, the 1st rates should be limited to positions in the heart of the wall of
battle, where their crushing firepower at extreme range and massive resilience
are decisive advantages and where its pitiful handling and relatively weak selfdefense fore and aft are not decisive.
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NPV: 849
Having no better shielding than a 3rd rate ship, with no better handling than the
massive 1st rates, the 2nd rate Warships are the least popular of the CGS capital
ships. Most are older vessels remaining in service, a relic from the era when they
were the first rate ships of the navy. Some are still slowly produced by yards
unable to handle the 1st rate ships.
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NPV: 738
The 3rd Rate is the most common capital ship of the CGS Navy. Though more
lightly armed than the first and second rate ships, its better handling and lower
cost make it more efficient in use. The heavy batteries of broadside Meson Guns
actually give the 3rd Rates no more throw weight than the frigates, but they
function at vastly greater ranges, forcing opponents to either charge directly into
the line of battle, or accept unreturned volleys at long range.
CGS Frigate
TMF: 118
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NPV: 446
The Carcharcar use their Frigate-weight ships in wide ranging deployments, flag
showing, gunboat diplomacy, convoy escort, and convoy raiding. Powerful,
capable, and small and handy enough to be widely used, they are the ship most
often thought of as the Carcharcar Warship.
CGS Brig
TMF: 61
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NPV: 237
Used in circumstances where firepower is called for but a full-on Frigate would be
excessive, the Guilds send Brigs to far flung stations where a naval presence is
required. Similar to light cruisers in other navies, the combination of
independence of action and substantial ability and authority found in the Brigs
make them a popular first assignment for newly minted captains with an eye on
promotion within the guild.
CGS Corvette
TMF: 24
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NPV: 100
The Corvettes serve as fleet support and additional defense for their larger
siblings in fleet actions, and are often deployed in hunting packs or for local
system defense and anti-piracy operations. Based on a modified Blockade Runner
hull, Corvettes can be rapidly built out and widely deployed, with their losses little
felt by the Guilds.
BBF Griffin
TMF: 162
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NPV: 629
The Griffin Class fast Battleships represent the newest construction of the
Kurtulmak Imperial Navy. While they have no real advantage over the older
Battleships in armament, the radically increased combat speed enables them to
control the range of engagement more easily, buying time for the heavy class-A
Point Singularity Cannon to end the conflict.
BB Sphinx
TMF: 123
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NPV: 515
Despite falling out of production, the Sphinx class Battleships remain the mainstay
of the Kurtulmak line of battle. Designed to operate in elements of 2, 3, or more
vessels, they rely on their paired short-range heavy plasma cannon to dissuade
the enemy from closing the range, while raining a storm of point singularity fire
on their opponents. While neither so large nor so powerful as the capital ships of
other races, the Sphinx class represents the high water mark of the Kurtulmak
Good Enough design philosophy.
BC Firebird
TMF: 124
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NPV: 519
DN Manticore
TMF: 100
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NPV: 392
These older DNs are being cycled out of service as the new fast battleships free
the older, standard battleships for the supporting and system defense roles that
are all the old Manticores are fit to fulfill, these days. Light screens, low hull
resilience, lack of reach, and the absence of significant point defense or defensive
plasma cannon limit their utility, but within the limited range of their big guns, the
quartet of Class B Medium Point Singularity Cannon can unleash devastating fire,
proving that even aging dragons must be treated with respect.
CA Pegasus
TMF: 80
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NPV: 341
Laid down at the same time as the fast battleships, the Pegasus class Heavy
Cruisers are expected to become the most numerous vessels in the fleet over the
next half-century or so. Lacking defensive plasma launchers, they rely on speed
and agility when functioning alone, and shelters under the defensive fire of the
battleships while contributing its own fire when in support of the wall of battle.
CE Couatl
TMF: 60
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NPV: 247
The Couatl class Escort Cruiser is designed to protect other vessels from
aggressive fighter swarms or medium to heavy vessels maneuvering to close the
range. The trio of fast-tracking light point singularity cannon give it the ability to
threaten even the largest of capital ships that come within its range, while its
heavy point defense arrays make life easier for the gunners on the capital ships.
Though the initial years of the war went very well for the Animosity,
they have encountered greater and greater difficulties and are starting
to see reverses as the larger Wyan industrial base and overall
technology level begins to counteract the larger Nemishan navy and
initial surprise. Whether the Animosity responds with further
escalation, or whether it can be convinced to submit to a show of
superior force, is a hot topic of discussion among xenosociologists,
diplomats, and politicians throughout the sector.
SDN Ragnarok
TMF: 264
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NPV: 1036
The largest and most powerful vessels in the Superiority, the Ragnarok vessels
rely, as do smaller craft, on the combination of devastating salvos of heavy antiship missiles, combined with swarms of drone fighters, to overwhelm enemy
defenses and break down resistance as quickly as possible. Very rarely seen,
these vessels usually serve as the personal flagships of Nemishan High Lords.
DN Armageddon
TMF: 220
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NPV: 938
With a greater emphasis on combat drones and much lighter missile batteries, the
Armageddon class Dreadnought would be classified as a fleet carrier in any other
navy. One advantage of the vast internal volume allowed by the lighter missile
armament is that the Armageddon carries deeper bays for its missile armament,
being able to continue missile fire in support of its drones for longer than most
other ships.
BDN Gotterdammerung
TMF: 202
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NPV: 804
BBH Ravage
TMF: 180
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NPV: 652
If the Dreadnought classes are the command vessels of the Supremacy, it is the
Battleship vessels that serve as the core of the battle fleet. More agile than the
larger vessels, the Ravage class boasts an extensive missile armament with deep
missile bays. However, this missile armament comes at the sacrifice of drone
stowage, such that the Ravage is unsuited to independent operation, and is best
served to stay within the center of the wall of battle.
BB Havoc
TMF: 160
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NPV: 570
Like its larger cousin, the Havoc class prioritizes missile throw weight over the
multirole nature of its drones. Limited in their ability to conduct independent
operations, the Havoc class, fielded in large numbers, is designed to overwhelm
its foes with a veritable storm of missiles.
BC Strife
TMF: 160
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NPV: 570
Expanded drive systems and reduced hull bracing allows a variant of the Havoc
class to perform faster, raiding based roles. Though the Strife Class BCs require
escort to function effectively against enemy capital ships, the combination of
heavy missile armament and fast (for the Superiority) drive systems makes it a
capable strike against enemy shipping, space infrastructure, or underdefended
worlds.
CA Assault
TMF: 90
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NPV: 324
Fast enough, with enough missile launchers to overwhelm most enemies in its
size class, and enough drone fighters to provide a reasonable level of protection
or secondary offense, the Assault class Heavy Cruiser is the most frequently
encountered Nemishan Superiority Warship. Its good enough design philosophy,
whilst uninspiring, makes for a very effective, affordable, workmanlike heavy
cruiser, able to fill most demands the navy would make of it.
CL Blitzkrieg
TMF: 64
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NPV: 252
Trading in its larger siblings capital launchers for an octet of short range missile
swarm launchers and a second squadron of defense drones, the Blitzkrieg class
CLs may be called upon to escort the battleships with their drones and defend
their flanks with their one-shot missile swarms, or to serve as the core of fast
strike forces of lighter vessels. Like the Assault, it is a frequently seen vessel
employed in numerous roles.
DD Attack
TMF: 44
Mass:
Dimensions:
Crew:
Range/Speed:
Service:
NPV: 164
Lighter and less well armed than the Blitzkreig class light cruisers, the Attack class
destroyers are an attempt to solve the same sorts of problems at a lower per-unit
cost. It has not been entirely successful in that role, as its limited drone
complement and quartet of boxed missile launchers is often not enough
armament to dissuade enemy approach or draw enemy fire, leaving more than
one Attack commander raging as his ship floats, ignored, its weapons expended to
little effect, whilst the capital ship it was assigned to protect burns before it.
SCT Barrage
TMF: 24
Mass:
Dimensions:
Crew:
Range/Speed:
Service:
NPV: 83
The barrage class Scout is used by the Nemishan Superiority to explore enemy
trade routes (destroying merchant ships in a swarm of scatterpack missiles),
enemy space installations (destroying space facilities in a swarm of scatterpack
missiles) and lightly defended enemy worlds (destroying colonies in a swarm of
scatterpack missiles). Unlike most races scouts, which wander everywhere and
report back on what is there, the Barrage class scouts of the Superiority wander
everywhere and report back on what they blew up there.
are usually large, multi-limbed organisms resembling a terran brittlestar of around 300 kilos mass and with a maximum arm span of twenty
meters or more. Based on their environmental preferences, they seem
to be evolved from cold, high pressure liquid ammonia environment,
but have displayed no difficulties operating in the environment of
whatever race they are visiting. Individuals have displayed what appear
to be psionic abilities including telekinesis, energy manipulation, and
telepathy, but there is some suggestion that these abilities are
technological rather than innate in origin. In any event, this may be a
distinction without a difference, as the typical Hydraxian appears to be
heavily modified by biological and mechanical technologies, and is
accompanied by a swarm of progressively smaller drones, micro
drones, and nanotech swarms.
The Melds have been active in known space for the entirety of
recorded history. Archeological records of now extinct races hint at a
past where the Melds took a more active role in the sector, a role from
which they withdrew after what appears to have been some kind of
apocalyptic war. What role the Melds played in this war is unknown,
and they themselves are silent on the matter.
Advanced Sensors
Enhanced sensors function as normal sensors from 24-36mu. Within
24mu, they can provide the exact number, size, and arc of enemy
weapon mounts, type of all missiles and fighters, type and thrust of
main drive.
A pair of Advanced Sensors reach out to 48 mu. Within 36mu they
function as enhanced sensors. Within 24mu they provide full access to
the enemy SSD at all times, including all power allocation if appropriate.
Sensors are vital for the use of needle beams. Lacking special sensors, a
ship may not fire a needle beam as such outside of range 12. Enhanced
sensors allow needle functions to range 24, and a pair of advanced
sensors allows needle functions to a maximum range of 36.
Holofields
Holofields confuse enemy targeting. All weapons that require a to-hit
roll suffer a -1DRM on such rolls, including missile lock-on rolls. In
addition, Needle Beams cannot directly damage systems on ships with
active Holofields. Holofields also reduce the attack range of missiles,
fighters, and ordinance by 1mu, to a minimum of 1mu. AOE weapons
such as Plasma Bolts, Antimatter Missiles, and Spinal Mounts are
unaffected by Holofields.
Stealth Hulls
Fire against a ship with level 1 stealth is treated as if at an effective
range 20% greater than the true range (or reduce range brackets by
1/6th). Fire against a ship with level 2 stealth is treated as if at an
effective range 50% greater than the true range (or reduce range
brackets by 1/3). This also applies to missile lock-on range, fighter
attack range, and sensor range.
Stealth hulls are indicated on the SSD, at the end of rows of hull boxes.
Stealth Hull effects are lost along with their row of hull boxes.
Note that Hydraxians do not have to waive the effect of level 2 stealth
to fire at targets beyond 24mu.
Superadvanced FTL
Hydraxian vessels are equipped with super-advanced FTL systems.
These hyper-advanced drives may warm up their FTL drives to depart
under FTL without penalties to maneuver or fire. They may choose to
enter or exit FTL without triggering FTL interactions.
Biomechanical Armor
Hydraxian biomechanical armor attempts to self repair any damaged
boxes immediately before the damage control step of any turn. Roll
one die per damaged armor box. On a D6 roll of 5 or 6, the armor box
is repaired. On a roll of 1, it is destroyed, and may not attempt further
self repair. External repairs by damage control parties may be
attempted on either damaged or destroyed boxes as normal for
damage control. Successful repairs via damage control will repair
damaged or destroyed biomechanical armor to pristine condition,
capable of further self repair. Damage Control Parties may NOT
attempt to repair biomechanical armor whilst the vessel is cloaked or in
FTL.
ECM
The larger Hydraxian vessels mount additional signature dampening
technologies, making them oddly stealthier than their smaller
companions. Each functioning ECM system reduces the targeting range
of missiles and fighters against the carrying vessel by 1mu, cumulative
with and applied after the effects of Stealth.
(Over Last photo delivered by the Wyan Agent Marta Harni on her infiltration mission to a
suspected Hydraxian colony world. The nature, role, and scale of the beings in the image are
unknown)
While cloaked, the vessel may not be the target of any weapons, and
ignores nearly all effects and interactions. The only thing that may
affect such a ship is a planet, asteroid, or star. If it moves into one of
these objects, it will be destroyed.
Hydraxian Starguard Special Rules
Masters of Space-Time Technologies
The Hydraxians long history in space and comfort with the intricacies
of warpspace allow them great freedom in sliding back and forth across
its borders. Hydraxian vessels may choose, despite their
Superadvanced drives to cause FTL interactions on FTL entry or exit.
They cause these actions at an increased range of 12mu, and do not
take damage from the interaction only deal it. They may also
combine the action of their FTL drives with the action of their cloaks
without limitation.
The Last of their Kind
Hydraxian vessels are exceptionally slow to produce and precious
beyond counting. Any Hydraxian vessels destroyed count as double
their NPV for purposes of any victory point calculations. Vessels which
flee combat will count only their normal NPV. Use this rule if and only
if the Hydraxians are Masters of Space-Time Technologies.
Water Babies!
Hydraxian vessels are fully streamlined and have paid points for the
privilege. A Hydraxian vessel may freely enter the atmosphere or
hydrosphere of any planet. They may begin play hidden on such
planets (and their presence must be recorded before the game).
Mass:
Dimensions:
Crew:
Range/Speed:
Service:
NPV: 2298
The Astarte class Grand Leviathans are the largest ships observed in the Hydraxian
Star Guard and the most powerful vessels in service in the Wyan Sector. Most
often floating as invisible sentinels over some other races conflict, they rarely act.
When they do act, shattered task forces and broken worlds are left in their wake,
as the gods of war slip silently back into the depths of warpspace.
Mass:
Dimensions:
Crew:
Range/Speed:
Service:
NPV: 1702
A Leviathan class vessel is simply a Grand Leviathan writ small. Though lacking
some of her larger sisters reach and firepower, the Kali class is more widely
deployed and somewhat more likely to be spotted floating inscrutably, like her
larger twin, over the battlefields of the Wyan sector.
Mass:
Dimensions:
Crew:
Range/Speed:
Service:
NPV: 1400
The first major departure of the Leviathan line, the Nike Class Leviathan Cruisers
are the agile, fragile, fast response wing of the Starguard. Displaying acceleration
and agility greater than all but the fastest of fast pickets and scouts, coupled with
FTL transit times five times faster than most other fleets, the Nikes can appear
without warning at any point in space or time in the Wyan Sector, to enforce the
inscrutable policies of the Hydraxian Empire.
Mass:
Dimensions:
Crew:
Range/Speed:
Service:
NPV: 1202
If the Leviathans are the Hydraxian capital ships, then the Hunter class vessels
are the cruisers intended for extended patrol duty, alone or in small squadrons,
or operating in support of the Leviathans. The Athena class vessels sit on the
edge between the Hunters and Leviathans, playing the role of Superheavy
Cruiser to the Nikes Battlecruiser', matching or exceeding her larger sisters
combat power in exchange for a more
Mass:
Dimensions:
Crew:
Range/Speed:
Service:
NPV: 749
A more representative Hunter class vessel, the Menhit is perhaps the most
commonly encountered Hydraxian vessel. The massive batteries of left and right
side armament serve it well in its intended role of flashing passes and flank
strikes, intended to cripple an opponents mobility and senses, such that the
hunters can then lazily pick it apart at their will.
Mass:
Dimensions:
Crew:
Range/Speed:
Service:
NPV: 448
Lancer class vessels form up in tight squadrons or schools, which then lash out,
swarming down single enemy capital vessels like a school of piranha. Relatively
fragile for a Hydraxian vessel, the Lancers rely on mobility and quickly crippling
their prey for their survival.
Mass:
Dimensions:
Crew:
Range/Speed:
Service:
NPV: 312
Schools of Zorya Class Guardians attend upon the Leviathans and Huntships like a
group of Fluke-Skates following a Carcharcar Saber-Killer on the prowl. Like the
small fish, they prey upon the shattered leavings of their larger cousins killing..
but unlike a Fluke-Skate, the Zoryas will act to defend their relatives vulnerable
nose and rear from imprudent attackers, surfacing from hyperspace just as an
assailant thinks it has found an advantage.
Heavy Grasers
Class I Heavy Grasers: 16mu rangeband rather than 18.
Class II Heavy Graser: 21mu rangeband instead of 18.
Class III Heavy Graser: 22.5mu rangeband (23 for the math adverse)
Point Defense Mounts (But NOT dual purpose weapons, Phasers, etc.)
Point Defense and Area Defense Mounts now fire as Interceptors, IE at
a +1 DRM. This change does NOT apply to other weapons that may
choose to fire as point defense or area defense, only to the specialist
systems themselves.
Phasers with Advanced Fire Control
Class III Phasers fire as 3 ADS, rather than 1. Class IV and higher
phasers double their ADS value for each increased class