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UPF SHIPS

ULTRALIGHT STARSHIP SUBTYPES


Ultralight ships cover most small spacecraft, including fighters, cutters, launches, and couriers.
An ultralight starship can be up to 250 feet long. It occupies a 250-foot-by-250-foot fighting space, and up
to four ultralight starships can occupy a single 500-foot square. Due to their relatively small size, ultralight
starships can form into wings (see Ultralight Starship Wings).
In addition, all ultralight starships share the following design specs.
Engines: All ultralight starships have thrusters. In addition, ships of PL 6 or higher have one other type of
engine (see Starship Engines).
Armor: An ultralight ship has one type of armor (see Starship Armor).
Defensive Systems: An ultralight starship has a maximum of one defensive system per 3 Hit Dice (see
Starship Defense Systems).
Sensors: An ultralight starship has a maximum of two sensor systems (see Starship Sensors).
Communications: An ultralight starship has a maximum of two external communication systems (see
Starship Comm Systems).
Weapons: An ultralight starship has one beam, projectile, or missile weapon per 3 Hit Dice (see Starship
Weapons).
These weapons are often fire-linked. An ultralight ship cannot be armed with mines.
Grappling Systems: An ultralight starship may have up to two grappling systems (see Grappling Systems).
Each grappling system takes away one of the ships weapon slots (see above).

FIGHTER (PL 6)

Fighters are fast and maneuverable ships, designed to attack larger ships with assault rockets. A fighter has
one crew member (the pilot) and carries enough life support for approximately 20 hours. Fighters. Fighters
are small, single-seat spaceships. They must be based on an assault carrier or a space station. Fighters are
fast and maneuverable. but because they are small the only weapons they can carry are three assault
rockets. Their size also makes them easy to destroy.

A fighter that has fired all of its assault rockets can dock at a station or assauIt carrier to rearm. In order to
dock, the fighter must stop (have a speed of O) in the same hex as the station or assault carrier.

To be rearmed, a fighter must spend one complete game turn on board its station or carrier. If the fighter's
base is attacked, the fighter cannot be rearmed that turn. A fighter that is docked cannot be attacked.

Type: Ultralight Size: Gargantuan (4 size)


Subtype: Fighter Tactical Speed: 3,500 ft. (7 sq.)
Defense: 19 Length: 33 feet
Flat-footed Defense: 13 Weight: 39,000 lb.
Autopilot Defense: 6 Targeting System Bonus: +2
Hardness: 20 Crew: 1 (ace +12)
Hit Dice: 8d20 (160 hp) Passenger Capacity: 1
Initiative Modifier: +8 Cargo Capacity: 1,700 lb.
Pilots Class Bonus: +7 Grapple Modifier: +8
Pilots Dex Modifier: +6 Base Purchase DC: 48
Gunners Attack Bonus: +8/+3 Restriction: Military (+3)

Attack: 2 fire-linked fusion beams +6/+1 ranged (15d8)


Attack of Opportunity: None

Standard PL 6 Design Specs:


Engines: Ion engine, thrusters
Armor: Polymeric
Defense Systems: Damage control system (1d10), sensor jammer
Sensors: Class III sensor array, targeting system
Communications: Laser transceiver, radio transceiver
Weapons: 2 fire-linked fusion beams (range incr. 3,000 ft.)
Grappling Systems: None

DEFLECTIVE (PL 7)
Deflective armor is composed of a shiny, light, flexible polymer especially good at neutralizing energy
damage but less effective against ballistic attacks.
Hardness: 20 against attacks that deal ballistic damage, 40 against all other attacks.
Tactical Speed Penalty: None.
Weight: One-tenth the weight of the starship (rounded down).
Purchase DC: 15 + one-half the base purchase DC of the starship.
Restriction: Military (+3).

HP 8 ADF 4 MR 5 DCR 30
Weapons: AR(x3)
Defenses: RH

AR = Assault Rockets M = Mines


DC = Disruptor Beam Cannon PB = Proton Beam Battery
EB = Electron Beam Battery RB = Rocket Battery
LB = Laser Beam Battery S = Seeker Missiles
LC = Laser Beam Cannon T = Torpedos

Defenses use the following abbreviations:

RH = Reflective Hull SS = Stasis Screen


ES = Electron Screen MS = Masking Screen
PS = Proton Screen ICM = Interceptor Missiles

ASSAULT FIGHTER (PL 7)


The assault fighter is similar to the PL 6 fighter, but with superior engines, armaments, and defenses at the
cost of less cargo capacity.

Type: Ultralight Size: Gargantuan (4 size)


Subtype: Assault fighter Tactical Speed: 4,000 ft. (8
sq.)
Defense: 19 Length: 32 feet
Flat-footed Defense: 13 Weight: 36,000 lb.
Autopilot Defense: 6 Targeting System Bonus: +4
Hardness: 20 (ballistic) or Crew: 1 (ace +12)
40 (other damage forms)
Hit Dice: 9d20 (180 hp) Passenger Capacity: 1
Initiative Modifier: +8 Cargo Capacity: 1,200 lb.
Pilots Class Bonus: +7 Grapple Modifier: +8
Pilots Dex Modifier: +6 Base Purchase DC: 48
Gunners Attack Bonus: Restriction: Military (+3)
+8/+3

Attack: 2 fire-linked particle beams +8 ranged (18d8) and plasma missile +3 ranged (18d8/1920); or 2
fire-linked particle beams +8/+3 ranged (18d8)
Attack of Opportunity: None

Standard PL 7 Design Specs:


Engines: Induction engine, thrusters
Armor: Deflective
Defense Systems: Autopilot system, improved damage control (2d10), stealth screen
Sensors: Class V sensor array, improved targeting system
Communications: Mass transceiver, radio transceiver
Weapons: 2 fire-linked particle beams (range incr. 4,000 ft.), 1 plasma missile launcher (8 missiles; range
incr. 5,000 ft.)
Grappling Systems: None

LIGHT STARSHIP SUBTYPES


Light starships include corvettes, frigates, destroyers, haulers, and industrial ships, such as garbage barges
and fuel carriers. Light starships are somewhat better armed and armored than ultralight starships, but
sacrifice a little in the way of speed.
A light starship measures 251500 feet long. It has a 500-footby- 500-foot fighting space and occupies a
single 500-foot square. In addition, all light starships share the following design specs.
Engines: All light starships have thrusters plus one other type of engine (see Starship Engines).
Armor: A light starship has one type of armor (see Starship Armor).
Defensive Systems: A light starship has a maximum of one defensive system per 10 Hit Dice (see Starship
Defense Systems).
Sensors: A light starship has a maximum of two sensor systems (see Starship Sensors).
Communications: A light starship has up to two external communication systems (see Starship Comm
Systems).
Weapons: A light starship has one beam, projectile, or missile weapon per 10 Hit Dice (see Starship
Weapons). These
weapons are often fire-linked. A light starship cannot be armed with mines.
Grappling Systems: A light starship may have up to two grappling systems (see Grappling Systems). Each
grappling
system takes away one of the ships weapon slots (see above).

DESTROYER (PL 6)
Destroyers take their name from the torpedo-boat destroyers of the late 19th century. They are integral to
the defense of a task force, screening it against small craft and attack ships. Destroyers are often armed
with one or two bombs or missiles useful against much larger ships. A destroyer is usually about 450 to 600
feet long and masses about 8,000 tons. It carries a crew of 150 to 200.
Type: Light Size: Colossal (8 size)
Subtype: Destroyer Tactical Speed: 3,000 ft. (6 sq.)
Defense: 11 Length: 450 feet
Flat-footed Defense: 7 Weight: 8,000 tons
Autopilot Defense: 7 Targeting System Bonus: +3
Hardness: 30 Crew: 80 (expert +8)
Hit Dice: 80d20 (1,600 hp) Passenger Capacity: 48
Initiative Modifier: +4 Cargo Capacity: 400 tons
Pilots Class Bonus: +5 Grapple Modifier: +16
Pilots Dex Modifier: +4 Base Purchase DC: 60
Gunners Attack Bonus: +4 Restriction: Military (+3)

Attack: 4 fire-linked heavy neutron guns 1 ranged (20d8) and 2 fire-linked nuclear missiles 6 melee
(24d8/1920) and needle driver 6 melee (8d12); or 4 fire-linked nuclear missiles 1 ranged (24d8/1920)
and 2 fire-linked heavy neutron guns 6 melee (20d8) and needle driver 6 melee (8d12)
Attack of Opportunity: Point-defense system +3 ranged (2d1210)

Standard PL 6 Design Specs:


Engines: Fusion torch, thrusters
Armor: Vanadium
Defense Systems: 1 chaff launcher (16 chaff bundles), 1 decoy drone launcher (4 drones), improved
autopilot system, improved damage control (3d10), magnetic field, point-defense system, radiation
shielding, self-destruct system
Sensors: Class II sensor array, targeting system
Communications: Laser transceiver, radio transceiver
Weapons: 4 fire-linked heavy neutron guns (range incr. 6,000 ft.), 2 fire-linked nuclear missile launchers (8
missiles each), 1 needle driver (range incr. 4,000 ft.)
Grappling Systems: Grapplers

Destroyers. HULL SIZE = 6. Destroyers carry 40 to 50 crew members. They are very similar to
frigates, being only slightly larger and a bit less maneuverable. A destroyer carries more fuel than
a frigate, but still needs an engine overhaul after every three jumps. The UPF has only a few
destroyers. The Sathar have made them their most common warships.

HP 50 ADF 3 MR 3 DCR 75
Weapons: LC RB(x4) LB T(x2) EB
Defenses: RH MS(x2) ICM(x5)

AR = Assault Rockets M = Mines


DC = Disruptor Beam Cannon PB = Proton Beam Battery
EB = Electron Beam Battery RB = Rocket Battery
LB = Laser Beam Battery S = Seeker Missiles
LC = Laser Beam Cannon T = Torpedos

RH = Reflective Hull SS = Stasis Screen


ES = Electron Screen MS = Masking Screen
PS = Proton Screen ICM = Interceptor Missiles

FRIGATE (PL 6)
A military vessel used for scouting and escort duties, the frigate is primarily intended to act as a screen for
larger vessels against attacks by small craft.
Type: Light Size: Colossal (8 size)
Subtype: Frigate Tactical Speed: 3,000 ft. (6 sq.)
Defense: 11 Length: 360 feet
Flat-footed Defense: 7 Weight: 4,800 tons
Autopilot Defense: 7 Targeting System Bonus: +3
Hardness: 30 Crew: 60 (expert +8)
Hit Dice: 60d20 (1,200 hp) Passenger Capacity: 32
Initiative Modifier: +4 Cargo Capacity: 200 tons
Pilots Class Bonus: +5 Grapple Modifier: +16
Pilots Dex Modifier: +4 Base Purchase DC: 60
Gunners Attack Bonus: +4 Restriction: Military (+3)

Attack: 2 fire-linked heavy neutron guns 1 ranged (15d8) and 2 nuclear missiles 6 ranged (16d8/1920)
and needle driver 6 ranged (8d12); or 2 fire-linked nuclear missiles 1 ranged (24d8/1920) and 2
unlinked heavy neutron guns 6 ranged (10d8) and needle driver 6 ranged (8d12)
Attack of Opportunity: Point-defense system +3 ranged (2d1210)

Standard PL 6 Design Specs:


Engines: Fusion torch, thrusters
Armor: Vanadium
Defense Systems: Improved autopilot, improved damage control (3d10), magnetic field, point-defense
system, radiation shielding, self-destruct system
Sensors: Class II sensor array, targeting system
Communications: Laser transceiver, radio transceiver
Weapons: 2 fire-linked heavy neutron guns (range incr. 6,000 ft.), 2 fire-linked nuclear missile launchers (8
missiles each), 1 needle driver (range incr. 4,000 ft.)
Grappling Systems: Grapplers

Frigate. HULL SIZE =5. The frigate is the smallest of the "full size" spacefleet vessels. Carrying
25 to 30 crew members, frigates can make high speed patrols, and up to three jumps before
needing an overhaul. Frigates are the mainstay of the UPF fleet.

HP 40 ADF 4 MR 3 DCR 70
Weapons: LC RB(x4) LB T(x2)
Defenses: RH MS(x2) ICM(x4)

AR = Assault Rockets M = Mines


DC = Disruptor Beam Cannon PB = Proton Beam Battery
EB = Electron Beam Battery RB = Rocket Battery
LB = Laser Beam Battery S = Seeker Missiles
LC = Laser Beam Cannon T = Torpedos

RH = Reflective Hull SS = Stasis Screen


ES = Electron Screen MS = Masking Screen
PS = Proton Screen ICM = Interceptor Missiles

MEDIUMWEIGHT STARSHIP SUBTYPES


Mediumweight starships encompass cruisers, clippers, and most transports. They balance firepower and
defense with speed and maneuverability.
A mediumweight starship measures 5011,000 feet long. It occupies a 1,000-foot-by-1,000-foot fighting
space (4 500-foot
squares). In addition, all mediumweight starships share the following design specs.
Engines: All mediumweight starships have thrusters plus one other type of engine (see Starship Engines).
Armor: A mediumweight starship has one type of armor (see Starship Armor).
Defensive Systems: A mediumweight starship has a maximum of one defensive system per 25 Hit Dice
(see Starship Defense Systems).
Sensors: A mediumweight starship has a maximum of three sensor systems (see Starship Sensors).
Communications: A mediumweight starship has up to two external communication systems (see Starship
Comm Systems).
Weapons: A mediumweight starship has one beam, projectile, or missile weapon per 25 Hit Dice (see
Starship Weapons).
These weapons are often fire-linked or arrayed in batteries. A minelayer is considered a single weapon.
Although it weighs no more than a few thousand pounds, each mine consumes 100 tons of a ships cargo
capacity (most of it taken up by the launch system and radiation shielding).
Grappling Systems: A mediumweight starship may have up to two grappling systems (see Grappling
Systems). Each grappling system takes away one of the ships weapon slots (see above).

CRUISER (PL 6)
The cruiser is a warship that serves several roles. It may be part of a task force, escorting capital ships or
laying mines. It may operate independently as a scout and raider. Conversely, it may serve in diplomatic
and scientific tasks. Light cruisers frequently have outstanding endurance and can operate with little or no
resupply for months on end. A cruiser hull could serve equally well as an escort carrier or assault transport.

Type: Mediumweight Size: Colossal (8 size)


Subtype: Cruiser Tactical Speed: 3,000 ft. (6 sq.)
Defense: 7 Length: 720 feet
Flat-footed Defense: 5 Weight: 28,800 tons
Autopilot Defense: 5 Targeting System Bonus: +3
Hardness: 30 Crew: 120 (trained +4)
Hit Dice: 200d20 (4,000 hp) Passenger Capacity: 80
Initiative Modifier: +6 Cargo Capacity: 7,200 tons
Pilots Class Bonus: +3 Grapple Modifier: +16
Pilots Dex Modifier: +2 Base Purchase DC: 64
Gunners Attack Bonus: +2 Restriction: Military (+3)

Attack: Battery of 3 fusion beams 1 ranged (10d8/1920) and battery of 3 CHE missiles 6 ranged
(6d12/1820); or Battery of 3 CHE missiles 1 ranged (6d12/1820) and battery of 4 fusion beams 6
ranged (10d8/1920)
Attack of Opportunity: Point-defense system +3 ranged (3d1210)

Standard PL 6 Design Specs:


Engines: Fusion torch, thrusters
Armor: Vanadium
Defense Systems: Autopilot system, 1 chaff launcher (8 chaff bundles), 1 decoy drone launcher (8 drones),
improved damage control (4d10), magnetic field, point-defense system, radiation shielding, self-destruct
system
Sensors: Class III sensor array, targeting system
Communications: Laser transceiver, radio transceiver
Weapons: 1 battery of 4 fusion beams (range incr. 3,000 ft.), 1 battery of 3 CHE missile launchers (24
missiles each), 1 minelayer (36 fusion mines with magnetic fields and stealth screens; 5d1010 damage)
Grappling Systems: Grapplers
STRIKE CRUISER (PL 7)
These armored cruisers often serve as the centerpiece of raiding or patrolling task forces, especially if
heavier warships are unavailable. Many strike cruisers are configured for task force command functions;
the command cruiser is a common variant of this hull type. A strike cruiser hull could easily serve as a light
carrier or assault carrier.
Type: Mediumweight Size: Colossal (8 size)
Subtype: Strike cruiser Tactical Speed: 3,500 ft. (7 sq.)
Defense: 11 Length: 950 feet
Flat-footed Defense: 7 Weight: 38,000 tons
Autopilot Defense: 7 Targeting System Bonus: +5
Hardness: 40 Crew: 160 (expert +8)
Hit Dice: 250d20 (5,000 hp) Passenger Capacity: 40
Initiative Modifier: +8 Cargo Capacity: 1,200 tons
Pilots Class Bonus: +5 Grapple Modifier: +16
Pilots Dex Modifier: +4 Base Purchase DC: 68
Gunners Attack Bonus: +4 Restriction: Military (+3)

Attack: Battery of 4 antimatter guns +4 ranged (10d8/1920) and battery of 3 plasma missiles 2 ranged
(18d8/1820); or Battery of 3 plasma missiles +3 ranged (18d8/1820) and battery of 4 antimatter guns 1
ranged (10d8/1920)
Attack of Opportunity: Point-defense system +5 ranged (3d1210)

Standard PL 7 Design Specs:


Engines: Particle impulse engine, thrusters
Armor: Neutronite
Defense Systems: 1 chaff launcher (16 chaff bundles), improved autopilot system, improved damage
control (4d10), light fortification, magnetic field, particle field, point-defense system, radiation shielding,
repair drones, self-destruct system
Sensors: Class V sensor array, improved targeting system
Communications: Drivesat comm array, mass transceiver
Weapons: 1 battery of 4 antimatter guns (range incr. 5,000 ft.), 1 battery of 3 plasma missile launchers (16
missiles each), 1 minelayer (8 gravitic mines with displacers, magnetic fields, and particle fields; 10d1010
damage)
Grappling Systems: Grapplers, tractor beam emitter

Light Cruiser. HULL SIZE = 12-14. Light cruisers carry 70 to 100 crew members and can be built
with a size 12, 13 or 14 hull. These ships tend to be fast and well-armed, but cannot absorb as
much damage as a heavy cruiser or battleship. A light cruiser can make three jumps before
requiring an engine overhaul.

HP 70 ADF 3 MR 2 DCR 100


Weapons: DC LB EB PB RB(x6) T(x4)
Defenses: RH ES SS ICM(x8)

AR = Assault Rockets M = Mines


DC = Disruptor Beam Cannon PB = Proton Beam Battery
EB = Electron Beam Battery RB = Rocket Battery
LB = Laser Beam Battery S = Seeker Missiles
LC = Laser Beam Cannon T = Torpedos

RH = Reflective Hull SS = Stasis Screen


ES = Electron Screen MS = Masking Screen
PS = Proton Screen ICM = Interceptor Missiles

HEAVY STARSHIP SUBTYPES


Heavy starships are the workhorses of space travel: battle cruisers, battleships, fleet carriers, tankers, liners,
and heavy transports. They move relatively quicklythanks to massive enginesbut maneuver very
slowly. Their real strength lies in their armor and armaments; even civilian heavy starships are built to take
a pounding.
A heavy starship measures 1,0011,500 feet long. It has a 1,500- foot-by-1,500-foot fighting space (9 500-
foot squares).
In addition, all heavy starships share the following design specs.
Engines: All heavy starships have thrusters plus one other type of engine (see Starship Engines).
Armor: A heavy starship has one type of armor (see Starship Armor).
Defensive Systems: A heavy starship has a maximum of one defensive system per 50 Hit Dice (see
Starship Defense Systems).
Sensors: A heavy starship has a maximum of three sensor systems (see Starship Sensors).
Communications: A heavy starship has two external communication systems (see Starship Comm
Systems).
Weapons: A heavy starship has one beam, projectile, or missile weapon per 50 Hit Dice (see Starship
Weapons). These weapons are often arrayed in batteries. A minelayer is considered a single weapon.
Although it weighs no more than a few thousand pounds, each mine consumes 100 tons of a ships cargo
capacity (most of it taken up by the launch system and radiation shielding).
Grappling Systems: A heavy starship may have up to two grappling systems (see Grappling Systems).
Each grappling system takes away one of the ships weapon slots (see above).

HEAVY SHIP DESCRIPTIONS


Specific subtypes of heavy starships are given here.

BATTLESHIP (PL 6)
The mainstay of many spacefaring navies, the battleship is heavily armed and armored, although not very
maneuverable. Battleships serve as the backbone of any battle fleet.
Type: Heavy Size: Colossal (8 size)
Subtype: Battleship Tactical Speed: 3,000 ft. (6 sq.)
Defense: 11 Length: 1,250 feet
Flat-footed Defense: 7 Weight: 125,000 tons
Autopilot Defense: 7 Targeting System Bonus: +3
Hardness: 30 Crew: 400 (expert +8)
Hit Dice: 400d20 (8,000 hp) Passenger Capacity: 200
Initiative Modifier: +4 Cargo Capacity: 30,000 tons
Pilots Class Bonus: +5 Grapple Modifier: +16
Pilots Dex Modifier: +4 Base Purchase DC: 72
Gunners Attack Bonus: +4 Restriction: Military (+3)
Attack: Battery of 3 heavy neutron guns +1 ranged (10d8/1920) and 2 fire-linked nuclear missiles 6
ranged (24d8/1920) and needle driver 6 ranged (8d12); or 2 fire-linked nuclear missiles 1 ranged
(24d8/1920) and battery of 3 heavy neutron guns 4 ranged (10d8/1920) and needle driver 6 ranged
(8d12)
Attack of Opportunity: Point-defense system +3 ranged (4d1210)

Standard PL 6 Design Specs:


Engines: Fusion torch, thrusters
Armor: Vanadium
Defense Systems: 1 chaff launcher (16 chaff bundles), 1 decoy drone launcher (4 drones), improved
autopilot system, improved damage control (5d10), magnetic field, point-defense system, radiation
shielding, self-destruct system
Sensors: Class II sensor array, targeting system
Communications: Laser transceiver, radio transceiver
Weapons: 1 battery of 4 heavy neutron guns (range incr. 6,000 ft.), 2 fire-linked nuclear missile launchers
(16 missiles each), 1 needle driver (range incr. 4,000 ft.)
Grappling Systems: Grapplers

Battleship. HULL SIZE = 20. Several battleships have recently been built by the UPF. These are
the mightiest warships in the frontier, and carry about 400 crew members. A battleship has
excellent maneuverability and acceleration, and can absorb considerable damage. In addition,
the new and durable engines mounted on these ships allow 12 jumps between overhauls. The
biggest disadvantage of the battleship is its extreme cost; only three have been commissioned at
the current time.

HP 120 ADF 2 MR 2 DCR 200


Weapons: DC LB(x3) PB EB(x2) S(x4) T(x8) RB(x10)
Defenses: RH ES PS SS ICM(x12)

AR = Assault Rockets M = Mines


DC = Disruptor Beam Cannon PB = Proton Beam Battery
EB = Electron Beam Battery RB = Rocket Battery
LB = Laser Beam Battery S = Seeker Missiles
LC = Laser Beam Cannon T = Torpedos

RH = Reflective Hull SS = Stasis Screen


ES = Electron Screen MS = Masking Screen
PS = Proton Screen ICM = Interceptor Missiles

FLEET CARRIER (PL 6)


The fleet carrier has the ability to launch devastating attacks from millions of miles away, in the form of
large numbers of fighters or assault fighters. Most fleet carriers are lightly armed, as they rely on their
escorting vessels and payload of fighters to defend them against attack.
In addition to its normal cargo capacity, a fleet carrier can hold 16 fighters or assault fighters. Its listed crew
complement does not include the ace pilots who fly these fighter craft. (Pilots count against the passenger
capacity.) A fleet carrier can deploy up to 4 ultralight craft as a move action.

Type: Heavy Size: Colossal (8 size)


Subtype: Fleet carrier Tactical Speed: 3,000 ft. (6 sq.)
Defense: 11 Length: 1,400 feet
Flat-footed Defense: 7 Weight: 140,000 tons
Autopilot Defense: 7 Targeting System Bonus: +3
Hardness: 30 Crew: 320 (expert +8)
Hit Dice: 500d20 (10,000 hp) Passenger Capacity: 80
Initiative Modifier: +6 Cargo Capacity: 40,000 tons
Pilots Class Bonus: +5 Grapple Modifier: +16
Pilots Dex Modifier: +4 Base Purchase DC: 72
Gunners Attack Bonus: +4 Restriction: Military (+3)

Attack: Battery of 5 neutron guns +3 ranged (6d8/1920) and 2 batteries of 2 CHE missiles 5 ranged
(6d12/1820)
Attack of Opportunity: Point-defense system +3 ranged (4d1210)

Standard PL 6 Design Specs:


Engines: Fusion torch, thrusters
Armor: Vanadium
Defense Systems: 2 chaff launchers (8 chaff bundles each), 2 decoy drone launchers (4 drones each),
improved autopilot system, improved damage control (5d10), magnetic field, point-defense system,
radiation shielding, self-destruct system
Sensors: Class III sensor array, targeting system
Communications: Laser transceiver, radio transceiver
Weapons: 1 battery of 5 neutron guns (range incr. 5,000 ft.), 2 batteries of 2 CHE missile launchers (4
launchers total, 16 missiles each)
Grappling Systems: Grapplers

Assault Carrier. HULL SIZE = 14-17. Assault carriers serve as mobile bases for fighter
squadrons. A carrier transports fighters to the scene of a battle, launches them, and recovers
and re-arms fighters that survive the battle. Because of the large amount of maintenance required
by fighters, an assault carrier carries 300 to 400 crew members. Most carriers have a
complement of 5 to 8 fighters, but some of the largest can carry 12 or more. Although they are not
fast or maneuverable, an assault carrier can make 3 to 12 jumps before needing an engine
overhaul, depending on the size of its engines.

HP 75 ADF 2 MR 1 DCR 150


Weapons: LB PB RB(x8) fighter(x10)
Defenses: RH MS(x4) ICM(x10)

AR = Assault Rockets M = Mines


DC = Disruptor Beam Cannon PB = Proton Beam Battery
EB = Electron Beam Battery RB = Rocket Battery
LB = Laser Beam Battery S = Seeker Missiles
LC = Laser Beam Cannon T = Torpedos

RH = Reflective Hull SS = Stasis Screen


ES = Electron Screen MS = Masking Screen
PS = Proton Screen ICM = Interceptor Missiles

BATTLE CRUISER (PL 7)


The battle cruiser is a formidable warship that sacrifices weight of armor in exchange for speed. Its heavy
weapons can make short work of any smaller vessel, and it can usually outrun anything big enough to stand
up to it in a fair fight.
Type: Heavy Size: Colossal (8 size)
Subtype: Battle Cruiser Tactical Speed: 4,000 ft. (8 sq.)
Defense: 11 Length: 1,360 feet
Flat-footed Defense: 7 Weight: 140,000 tons
Autopilot Defense: 7 Targeting System Bonus: +5
Hardness: 30 Crew: 320 (expert +8)
Hit Dice: 450d20 (9,000 hp) Passenger Capacity: 160
Initiative Modifier: +4 Cargo Capacity: 50,000 tons
Pilots Class Bonus: +5 Grapple Modifier: +16
Pilots Dex Modifier: +4 Base Purchase DC: 72
Gunners Attack Bonus: +4 Restriction: Military (+3)

Attack: 4 fire-linked heavy particle beams +1 ranged (32d8) and 1 battery of 3 plasma missiles 2 ranged
(18d8/1820)
Attack of Opportunity: Point-defense +5 ranged (4d1210)

Standard PL 7 Design Specs:


Engines: Particle impulse engine, thrusters
Armor: Cerametal
Defense Systems: 1 chaff launcher (8 chaff bundles), 1 decoy drone launcher (4 drones), improved
autopilot, improved damage control (5d10), magnetic field, particle field, radiation shielding, self-destruct
system
Sensors: Class IV sensor array, improved targeting system
Communications: Drivesat comm array, mass transceiver
Weapons: 4 fire-linked heavy particle beams (range incr. 5,000 ft.), 1 battery of 3 plasma missile launchers
(16 missiles each), 1 minelayer (50 gravitic mines with displacers, magnetic fields, and particle fields;
10d1010 damage)
Grappling Systems: Tractor beam emitter

Heavy Cruiser. HULL SIZE = 16-18. Heavy cruisers are the original battleships of the spacefleet.
All heavy cruisers, both Sathar and UPF, are old ships. They are among the slowest and least
maneuverable starships. The Sathar have many heavy cruisers in active service, but the UPF has
been phasing them out in favor of modern battleships. A heavy cruiser can make a dozen
interstellar jumps before the engine must be overhauled.
AR = Assault Rockets M = Mines
DC = Disruptor Beam Cannon PB = Proton Beam Battery
EB = Electron Beam Battery RB = Rocket Battery
LB = Laser Beam Battery S = Seeker Missiles
LC = Laser Beam Cannon T = Torpedos

Defenses use the following abbreviations:

RH = Reflective Hull SS = Stasis Screen


ES = Electron Screen MS = Masking Screen
PS = Proton Screen ICM = Interceptor Missiles

SUPERHEAVY STARSHIP SUBTYPES


Superheavy starships include mammoth, ponderous dreadnoughts, super-carriers, and super-freighters.
A superheavy starship measures 1,501 feet long or longer. The smallest superheavy starships (measuring
1,5012,000 feet long) have a 2,000-foot-by-2,000-foot fighting space (16 500-foot squares), although
larger fighting spaces are possible.
In addition, all superheavy starships share the following design specs.
Engines: All superheavy starships have thrusters plus as many as two other types of engine (see Starship
Engines).
Armor: A superheavy starship has one type of armor (see Starship Armor).
Defensive Systems: A superheavy starship has a maximum of one defensive system per 150 Hit Dice (see
Starship Defense Systems).
Sensors: A superheavy starship has a maximum of three sensor systems (see Starship Sensors).
Communications: A superheavy starship has two external communication systems (see Starship Comm
Systems).
Weapons: A superheavy starship has one beam, projectile, or missile weapon per 150 Hit Dice (see
Starship Weapons). These weapons are often arrayed in batteries. A minelayer is considered a single
weapon. Although it weighs no more than a few thousand pounds, each mine consumes 100 tons of a ships
cargo capacity (most of it taken up by the launch system and radiation shielding).
Grappling Systems: A superheavy starship may have up to two grappling systems (see Grappling
Systems). Each grappling system takes away one of the ships weapon slots (see above).

DREADNOUGHT (PL 7)
The mightiest ships found in the battle lines of a stellar navy, dreadnoughts are titanic vessels armed with
awesome firepower and virtually impregnable defenses. Its fighting space takes up 36 500-foot squares (a
6-square-by-6-square area).
Type: Superheavy Size: Colossal (8 size)
Subtype: Dreadnought Tactical Speed: 3,500 ft. (7 sq.)
Defense: 11 Length: 2,750 feet
Flat-footed Defense: 7 Weight: 540,000 tons
Autopilot Defense: 7 Targeting System Bonus: +5
Hardness: 40 Crew: 2,000 (expert +8)
Hit Dice: 1,200d20 (24,000 hp) Passenger Capacity: 1,600
Initiative Modifier: +6 Cargo Capacity: 120,000 tons
Pilots Class Bonus: +5 Grapple Modifier: +16
Pilots Dex Modifier: +4 Base Purchase DC: 80
Gunners Attack Bonus: +4 Restriction: Military (+3)

Attack: 4 fire-linked quantum cannons +1 ranged (32d8) and battery of 4 heavy mass cannons 1 ranged
(10d12/1920) and 2 fire-linked mass reaction missiles 4 ranged (20d8/1820)
Attack of Opportunity: Point-defense system +5 ranged (5d1210)

Standard PL 7 Design Specs:


Engines: Induction engine, thrusters
Armor: Neutronite
Defense Systems: 1 chaff launcher (8 chaff bundles), 1 decoy drone launcher (8 drones), displacer,
improved autopilot system, improved damage control (6d10), light fortification, magnetic field, particle
field, point-defense system, radiation shielding, repair drones, self-destruct system
Sensors: Class V sensors, improved targeting system
Communications: Drivesat comm array, mass transceiver
Weapons: 1 battery of 4 heavy mass cannons (range incr. 6,000 ft.), 4 fire-linked quantum cannons (range
incr. 6,000 ft.), 1 battery of 2 mass reaction missile launchers (60 missiles each), 1 minelayer (100 gravitic
mines with displacers, magnetic fields, and particle fields; 10d1010 damage)
Grappling Systems: Tractor beam emitter

STAR CARRIER (PL 7)


A larger version of the fleet carrier, the star carrier serves as a mobile base for smaller craft. A star carriers
fighting space takes up 36 500- foot squares (a 6-square-by-6-square area).
In addition to its normal cargo capacity, a star carrier can hold 72 fighters or assault fighters. Its listed crew
complement does not include the ace pilots who fly these fighter craft. (Pilots count against the passenger
capacity.) A star carrier can deploy up to 8 ultralight craft as a move action.
Type: Superheavy Size: Colossal (8 size)
Subtype: Star carrier Tactical Speed: 3,500 ft. (7 sq.)
Defense: 11 Length: 3,000 feet
Flat-footed Defense: 7 Weight: 600,000 tons
Autopilot Defense: 7 Targeting System Bonus: +5
Hardness: 40 Crew: 2,400 (expert +8)
Hit Dice: 1,000d20 (20,000 hp) Passenger Capacity: 600
Initiative Modifier: +6 Cargo Capacity: 200,000 tons
Pilots Class Bonus: +5 Grapple Modifier: +16
Pilots Dex Modifier: +4 Base Purchase DC: 80
Gunners Attack Bonus: +4 Restriction: Military (+3)

Attack: Battery of 5 mass cannons +5 ranged (8d12/1920) and battery of 4 antimatter guns 1 ranged
(10d8/1920)
Attack of Opportunity: Point-defense system +5 ranged (5d1210)

Standard PL 7 Design Specs:


Engines: Induction engine, thrusters
Armor: Neutronite
Defense Systems: 1 decoy drone launcher (4 drones), improved autopilot system, improved damage
control (6d10), light fortification, magnetic field, particle field, point-defense system, radiation shielding,
repair drones, self-destruct system Sensors: Class V sensors, improved targeting system
Communications: Drivesat comm array, mass transceiver
Weapons: 1 battery of 5 mass cannons (range incr. 5,000 ft.), 1 battery of 4 antimatter guns (range incr.
5,000 ft.)
Grappling Systems: Tractor beam emitter
Fighters. Fighters are small, single-seat spaceships. They must be based on an
assault carrier or a space station. Fighters are fast and maneuverable. but
because they are small the only weapons they can carry are three assault
rockets. Their size also makes them easy to destroy.

A fighter that has fired all of its assault rockets can dock at a station or assauIt
carrier to rearm. In order to dock, the fighter must stop (have a speed of O) in the
same hex as the station or assault carrier.

To be rearmed, a fighter must spend one complete game turn on board its station
or carrier. If the fighter's base is attacked, the fighter cannot be rearmed that turn.
A fighter that is docked cannot be attacked.

Hull Points: 8
ADF: 5
MR: 5
Weapons: 3 assault rockets
Defenses: reflective hull

Frigate. Frigates are small warships, carrying about 25 crew members. They are
commonly used as patrol ships by the UPF, as they are large enough to handle
most pirate ships and other criminal vessels.

Hull Points: 40
ADF: 3
MR: 3
Weapons: laser cannon, laser battery, 2 torpedos, 4 rocket batteries
Defenses: reflective hull, 1 masking screen, 4 ICMs

Destroyer. Destroyers are slightly larger than frigates, and also a little slower.
They carry 40 to 50 crew members. Their main function is to escort larger ships.

Hull Points: 50
ADF: 3
MR: 2
Weapons: laser cannon, laser battery, 2 torpedos,6 rocket batteries
Defenses: reflective hull, 2 masking screen, 4 ICMs
Heavy Cruiser. These large ships were the first space battleships. Advances in
technology have caused them to be downgraded to cruisers, and they tend to be
slow and somewhat clumsy compared to most modern warships.

Hull Points: 80
ADF: 1
MR: 1
Weapons: laser cannon, 3 laser batteries, 4 torpedos, 8 rocket batteries
Defenses: reflective hull, masking screen, 8 ICMs

Assault Carrier. This type of ship is a relatively new development. Assault


carriers carry groups of four to 10 fighters through the Void, launching the fighters
where they are needed and taking them back on board to refuel and rearm.

Hull Points: 75
ADF: 2
MR: 1
Weapons: 2 laser cannons, 6 laser batteries
Defenses: reflective hull, masking screen, 8 ICMs

Space Station. These are large outposts that orbit planets. A space station has
no engines to move itself; it simply serves as a base of operations for other
ships.

Any ship can dock at a space station by entering the station's hex and stopping
there. At the end of the movement phase, the ship's counter is placed under the
station's counter to show that it has docked. As long as the ship remains there. it
is linked to the station, and people and supplies can move back and forth freely.
The ship can leave the station during its movement phase, and pays no penalty
for doing so. When the station moves, the ship that is leaving does not move with
the station. It can move normally during its movement phase.

A docked ship can use its battery weapons to help defend the station. A docked
ship cannot fire any forward-firing weapons. torpedos or ICMs.

An attacker must declare whether his ship is firing at the space station or at a
ship that is docked with the station. Any docked ship except fighters and assault
scouts can be attacked by enemy ships. If a station is destroyed while ships are
docked at it, each docked ship takes points of damage equal to one-half of the
station's original hull points. If a ship is destroyed while docked, the station takes
points of damage equal to one-half of the ship's original hull points.

Hull Points: 20 to 200


ADF: 0
MR: 0
Weapons: 1 to 3 laser batteries, 2 to 12 rocket batteries
Defenses: reflective hull, 1 to 4 masking screen, 2 to 8 ICMs

Advanced Game Ship Statistics

Each type of ship that can be used in the Advanced Game is listed in this section.
All of the information on weapons, defenses, movement and damage control that
is needed for play is included. Players should read this section carefully, since
the specifications used in the Advanced Game are different from those in the
Basic Game.

The format used for each ship will be:

Ship Type: Hull Points; ADF; MR; Damage Control Rating


Weapons:
Defenses:

The following abbreviations are used for weapons:

AR = Assault Rockets M = Mines


DC = Disruptor Beam Cannon PB = Proton Beam Battery
EB = Electron Beam Battery RB = Rocket Battery
LB = Laser Beam Battery S = Seeker Missiles
LC = Laser Beam Cannon T = Torpedos

Defenses use the following abbreviations:

RH = Reflective Hull SS = Stasis Screen


ES = Electron Screen MS = Masking Screen
PS = Proton Screen ICM = Interceptor Missiles

Assault Scout: HP 15 ADF 5 MR 4 DCR 50


Weapons: AR(x4) LB
Defenses: RH

Minelayer: HP 50 ADF 1 MR 2 DCR 75


Weapons: M(x20) S(x4) LB(x2)
Defenses: RH ICM(x4)

Assault Carrier: HP 75 ADF 2 MR 1 DCR 150


Weapons: LB PB RB(x8) fighter(x10)
Defenses: RH MS(x4) ICM(x10)

Space Station: (Statistics for stations vary with the size and type of station.)
HP 20-300 ADF 0 MR 0 DCR 1/2 HP
Weapons: 1 EB, LB, PB or RB per 50 HP
Defenses: RH All Screens ICM(x4-24)

Assault Scout. HULL SIZE =3. Assault; scouts can be used to attack larger ships much as
fighters can, but their larger size and crew of 4 to 6 give them much more versatility. They can
make interstellar trips, although they require an overhaul. after each jump. They serve as scouts
and rescue ships as well as combat vessels. Assault Scout. Assault scouts are larger than
fighters, and carry five crew members. They are as fast as fighters, and are big enough to
operate without a base station or carrier. They are lightly armed and easily damaged, however.

Like fighters, assauIt scouts can rearm at a space station. They cannot be attacked while docked
at the station. Assault scouts cannot be rearmed at assault carriers.

Minelayer. HULL SIZE = 7. Minelayers carry 30 to 40 crew members. Although larger than a
destroyer, a minelayer has a smaller area devoted to living quarters for the crew, since most of
the ship is used to store mines and seeker missiles. Its ion engines ire slow, but very reliable, so
a minelayer can make many jumps before it needs an overhaul.

Assault Transport. HULL SIZE = 8-10. Assault transports can be built with a size 8, 9 or 10 hull.
They carry very few weapons, relying heavily on other ships for protection. A transport can carry
from 600 to 1,000 troopers, however. The ship's cargo hold carries one shuttle for every 100
soldiers. An assault transport's ion engines are slow, but these ships can make more than a
dozen jumps between overhauls.

HULL SPECIFICATION CHART

Type Leng/Diam Hatches Engines ADF/MR

1 10/2 33/7 1 1 5
2 30/5 98/16 1 1 4
3 50/8 164/26 1 2 4
4 75/12 245/39 2 1 4
5 100/15 327/49 2 3 3
6 130/20 425/65 2 3 3
7 150/25 491/82 2 2 3
8 180/30 589/98 3 2 3
9 210/35 687/114 3 2 3
10 240/40 785/131 3 3 3
11 270/45 883/147 3 3 3
12 300/50 981/164 4 4 3
13 340/55 1112/180 4 4 3
14 380/60 1243/196 5 6 3
15 420/70 1373/229 5 4 2
16 450/75 1472/245 5 6 2
17 475/80 1553/262 6 6 2
18 500/85 1635/278 6 6 2
19 540/90 1766/294 6 4 2
20 600/100 1982/327 8 8 2

Lengths and diameters are given in meters.

SF Knight Hawks Weapons d20 Future Equivalent


AR = Assault Rockets Missle, KE Submunition = D20Future p141 PL 6
DC = Disruptor Beam Cannon Molecular Disruptor = D20Future Tech p43 PL 8
EB = Electron Beam Battery Particle Beam, Heavy = D20Future p141 PL 7
LB = Laser Beam Battery Particle Beam = D20Future p141 PL 7
LC = Laser Beam Cannon Particle Beam = D20Future p141 PL 7
LP = Laser pod Particle Beam = D20Future p141 PL 7
M = Mines Mine, Gravitic = D20Future p141 PL 7
PB = Proton Beam Battery Particle Beam, Heavy = D20Future p141 PL 7
RB = Rocket Battery Missle, KE Submunition = Battery Rules D20F p140
S = Seeker Missiles Missle, Plasma = D20Future p141 PL 7
T = Torpedoes Missle, Mass Reaction = D20Future p141 PL 7

Defenses use the following abbreviations

SF Knight Hawks Weapons d20 Future Equivalent


RH = Reflective Hull Deflective = D20Future p133 PL 7
ES = Electron Screen Particle Field = D20Future p136 PL 7
PS = Proton Screen Particle Field = D20Future p136 PL 7
SS = Stasis Screen Particle Field = D20Future p136 PL 7
MS = Masking Screen Particle Field = D20Future p136 PL 7
ICM = Interceptor Missiles Interceptor Missiles = D20Future Tech p41 PL 6
FEDERATION EXPEDITIONARY FORCE ROSTER

UPFS ELEANOR MORAES


Research Vessel HP: 15 LB (Energ 1; Symmes)ADF MR DCR
DEFENSES: RH LB (Energ 1; Psshest) 4 3 69
DAMAGED SYSTEMS:
Other Crew Skills: Pilot 2 (Hakes); Engin 4 (Innesti); Astro 1 (Molokov)
SPEED:

UPFS Backdoor
Unarmed Scout Ship HP: 10 ADF MR DCR
DEFENSES: RH 6 5 69
DAMAGED SYSTEMS:
Other Crew Skills: Pilot 2 (Momnod); Engin 4 (Dog)
SPEED:

CMS OSPREY
Assault Scout HP: 15 AR (Rockt 3; Rhed)ADFMR DCR
DEFENSES: RH LB (Energ 2; Hartis) 5 4 59
DAMAGED SYSTEMS:
Other Crew Skills: Pilot 3 (Dentin); Engin 3 (Risz); Astro 2 (Klast)
SPEED:

UPFS FLYING CLOUD


Frigate HP: 40 RB (Rockt 4) ADF MR DCR
DEFENSES: RH; ICM T (Rockt 5) 4 3 70
DAMAGED SYSTEMS: LC (Energ 3)
Other Crew Skills: Pilot 5; Engin 4; Astro 4 LB (Energ 3)
SPEED:

UPFS KRIS
Assault Scout HP: 15 AR (Rockt 2) ADF MR DCR
DEFENSES: RH LB (Energ 3) 5 4 50
DAMAGED SYSTEMS:
Other Crew Skills: Pilot 2; Engin 2; Astro 2
SPEED:
UPFS DOBERU
Assault Scout HP: 15 AR (Rockt 2) ADF MR DCR
DEFENSES: RH LB (Energ 2) 5 4 50
DAMAGED SYSTEMS:
Other Crew Skills: Pilot 2; Engin 2; Astro 2
SPEED:

The Eleanor Moraes and the Backdoor are PC ships. The referee should examine the skill levels listed for these ships and adjust them
to match the PCs skills, if necessary.

SHIP SPECIFICATIONS

UPFS Backdoor: Sathar Scout Vessel


Hull Size: 3
Length: 30 meters
Width: 8 meters
Wingspan: 24 meters
Hull Points: 10
Hatches: 1
Engines: 2 atomic, size A
Fuel: 1 loaded, 1 reserve
ADF/MR: 6/5
Weapons: None
Defenses: Reflective Hull
Life Support: Main 6
Backup 6
Communications: Videocom; Subspace Radio
Detection: Radar
Computer Programs:
Computer Security Alarm
Installation Security Astrogation
Computer Lockout Life Support
Damage Control Atomic Drive

Notes: The hull has 100 + 2d100 Structural Points. The entire bridge has independent propulsion and life support and can be
detached in emergencies.

Backdoor Personal Gear (Most borrowed from Eleanor Moraes)

6 Sathar Spacesuits with radiation protection


2 Armored Sathar Spacesuits
12 Spare Life Support Canisters
1 Engineer Toolkit
1 Laser Torch with Powerpack
2 Anchors, 1000 meters of cable
10 Spare Suit Patches
1 Robcomkit
1 Techkit
1 Envirokit
2 Radiophones
12 Standard Equipment Kits
4 Infrared Goggles
2 Laser Rifles
2 Automatic Pistols (400 rounds each)
4 Grenade Rifles
5 each of all six Grenade types
4 Laser Pistols
4 Vibroknives
6 Albedo Suits
6 Skeinsuits
20 Powerclips
6 Power Backpacks

UPFS Eleanor Moraes: Research Ship


Hull Size: 3
Length: 50 meters
Width: 24 meters
Wingspan: 24 meters
Hull Points: 15
Hatches: 2
Engines: 2 atomic, size A
Fuel: 1 loaded, 1 reserve
ADF/MR: 4/3
Weapons: 2 Laser Batteries
Defenses: Reflective Hull
Security: Level 3
Life Support: Main 25
Backup 25
Communications: Videocom; Subspace Radio; Radiophone
Detection: Radar
Computer Programs:
Computer Security Alarm
Installation Security Astrogation
Computer Lockout Life Support
Damage Control Atomic Drive
Information Storage Analysis
Robot Management Language
Maintenance
Surface Craft: Explorer, Survey Blimp
Robots: 1 Remote Survey Robot (level 4) with heavy-duty
jetcopter chassis, two work limbs, laser
battery/automatic rifle turret, programs include
attack/defense, computer link, topographical
survey, sample collection, photo survey, site
maintenance.
2 Utility Robots (level 3) with standard body,
programs include computer link and maintenance.

Note: Bridge section has independent propulsion and life support and can be detached in an emergency.

Eleanor Moraes Personal Gear

16 Space Suits
2 Radiation Suits
20 Spare Life Support Canisters
2 Rocket Packs
20 Rocket Pack Fuel Canisters
2 Engineer Toolkits
1 Laser Powertorch with powerpack
2 Pairs of Magnetic Shoes
2 Anchors, 1000 meters of cable
40 Spare Suit Patches
3 Medkits, 20 Freeze Fields
12 Gas masks
3 Robcomkits
3 Techkits
3 Envirokits
3 Radiophones
12 Poly-Voxes
20 Standard Equipment Packs
12 Infrared Goggles
20 Laser Pistols
4 Laser Rifles
2 Grenade Rifles
20 Doze Grenades
30 Tangler Grenades
20 Smoke Grenades
6 Incendiary Grenades
3 Fragmentation Grenades
2,000 grams of Tornadium D-19
2 Stunsticks
16 Skeinsuits
16 Inertia Screens
100 Powerclips
20 Power Backpacks

CMS Osprey: Assault Scout


Hull Size: 3
Length: 30 meters
Width: 10 meters
Wingspan: 26 meters
Hull Points: 15
Hatches: 1
Engines: 2 atomic, size A
Fuel: 1 loaded, 1 reserve
ADF/MR: 5/4
Weapons: 1 Laser Battery, 4 Assault Rockets
Defenses: Reflective Hull
Security: Level 3
Life Support: Main 12
Backup 12
Communications: Videocom; Subspace Radio
Detection: Radar, Energy Sensor
Computer Programs:
Computer Security Alarm
Installation Security Astrogation
Computer Lockout Life Support
Damage Control Atomic Drive

Note: Sky Bridge and Lower Bridge have independent propulsion and life support and can be detached in an emergency.

Osprey Personal Gear

12 Space Suits
12 Spare Life Support Canisters
2 Armored Space Suits
2 Rocket Packs
2 pairs of Magnetic Shoes
2 Anchors, 1000 meters of Cable
40 Spare Suit Patches
30 Rocket pack Fuel canisters
2 Engineer Toolkits
1 Laser Powertorch with powerpack
3 Medkits, 20 Freeze Fields
12 Gas Masks
1 Robcomkit
3 Techkits
1 Envirokit
3 Radiophones
12 Poly-Voxes
12 Standard Equipment Packs
12 Infrared Goggles
2 Electrostunners
12 Laser Pistols
4 Laser Rifles
2 Sonic Disruptors
2 Sonic Stunners
1 Heavy laser
2 Automatic Rifles (400 rounds each)
2 Automatic Pisols (400 rounds each)
2 Needler Pistols (200 rounds each
2 Needler Rifles (200 rounds each)
2 Machine Guns (4,000 rounds each)
2 Gyrojet Pistols (200 rounds each)
2 Gyrojet Rifles (200 rounds each)
4 Grenade Rifles
4 Grenade Mortars
20 each of all six Grenade types
1 Rocket Launcher (10 rounds)
1 Recoilless Rifle (40 rounds)
2,000 grams of Tornadium D-19
4 Stunsticks
4 Vibroknives
12 Military Skeinsuits
12 Albedo Suits
6 Albedo Screens
6 Inertial Screens
6 Sonic Screens
100 Powerclips
20 Power Beltpacks
12 Power Backpacks

Map Note on Osprey: Use the large color map from the Knight Hawks game for a layout of the Osprey, with the following
modifications:

1. The Sky Bridge and the Lower Bridge are rigged with emergency
escape gear.

2. The Storage Deck is now boarding party Quarters, and has four
double-occupancy cabins.

3. The weapons locker is on the Sky Bridge.


Sathar Freighter: HP 40 / ADF 3 / MR 1 / DCH 40 Weapon: LB Defenses: None

Sathar Shuttles
Hull Size: 2
Length: 25 meters
Width: 5 meters (hull diameter)
Wingspan: 20 meters
Hatches: 1
Engine: Atomic, type-A
Fuel: 1 loaded, 1 in reserve
ADF/MR: 4/4
DCR: 26
Weapons: None
Defenses: None
Main Life support: 4
Backup Life Support: 4
Communications: Videocom, Radio
Detection: Radar
Computer Programs: Life Support; Atomic Drive; Astrogation (in-system
only)

Notes: Only Pilot Skill level 1 is required to operate this shuttle. The cargo bay can be rigged with improvised acceleration couches to
carry 30 passengers, if they provide their own life support.

SATHAR SHIP ROSTER

SHUTTLE
HP: 10 No Weapons ADF MR DCR
DEFENSES: RH 4 4 25
DAMAGED SYSTEMS:
Other Crew Skills: Pilot 1
SPEED:

SATHAR FIGHTERS A-F


HP: 5 AR (Rockt 2) ADF MR DCR
DEFENSES: RH 5* 5* 23
DAMAGED SYSTEMS:
Other Crew Skills: Pilot 2
SPEED:

SAV RIPPER
Sathar Fighter G HP: 5 AR (Rockt 2) ADF MR DCR
DEFENSES: RH 5 5 23
DAMAGED SYSTEMS:
Other Crew Skills: Pilot 3
SPEED:

SAV REAVER
Sathar Fighter H HP: 5 AR (Rockt 2) ADF MR DCR
DEFENSES: RH 5 5 23
DAMAGED SYSTEMS:
Other Crew Skills: Pilot 4
SPEED:
SAV FIRESTORM
Heavy Cruiser HP: 80 RB (Rockt 5) ADF MR DCR
DEFENSES: RH; ICM T (Rockt 5) 1 1 108
DAMAGED SYSTEMS: LB (Energ 5)
Other Crew Skills: Pilot 6; Engin 4; Astro 3 LB (Energ 5)
SPEED:

SAV PREDATOR
Assault Carrier HP: 75 RB (Rockt 5) ADF MR DCR
DEFENSES: RH; ICM LB (Energ 5) 2 1 105
DAMAGED SYSTEMS: LB (Energ 5)
Other Crew Skills: Pilot 6; Engin 4; Astro 4
SPEED:

SATHAR FIGHTERS I-M


(aboard Predator) HP: 5 AR (Rockt 1) ADF MR DCR
DEFENSES: RH 5* 5* 23
DAMAGED SYSTEMS:
Other Crew Skills: Pilot 1**
SPEED:

* Mhemne pilots cannot use ADF or MR higher than 3 without suffering skill penalties and risking blackout.
ADF or MR of 4: Reduce all skill and attack percentages to 50% of normal. There is a 20% chance of blackout per turn.
ADF or MR of 5: Reduce all skill and attack percentages to 10% of normal. There is a 50% chance of blackout per turn.
If a pilot blacks out, a deadman switch automatically reduces the acceleration to ADF 2. The pilot regains consciousness in one turn.
The ship
maintains its previous course while the pilot is unconscious.
** Inexperienced pilots; suffer -50% modifier when attacking.
ALIEN LIFE FORM UPDATE FILE

THE ZURAQQOR
PHYSICAL APPEARANCE

The Zuraqqor are a race of intelligent, bipedal insects. They have large buglike eyes, two
antennae, and small wings. The ''Alien'' counters from the STAR FRONTIERS game are used to
represent the Zuraqqor.

CULTURE

Zuraqqor live in vast communal buildings called Hives. Each Hive houses 100,000 or more.
Zuraqqor planets are divided into Hive Districts, each controlling several Hives.

Zuraqqor society is divided into five classes, called orders: worker, warrior, technician, king,
queen. The class of each Zuraqqor is determined at birth. The five orders have sliqhtly different
physical structure that distinguish them from one another. Individual Zuraqqor do not have much
personality; they act as members of their class.

About 75% of all Zuraqqor are workers. Workers do the basic labor of Zuraqqor society. The task
could be simple, such as on an assembly line, or complex, such as a merchant banker. Workers
might use machines as part of their jobs. However, they will never repair, direct, or command
machines or robots. Such work is the prerogative of the technician class. Workers are sexless
creatures with a heavier bulid than the other orders.

Warriors are the fighters of Zuraqqor society. They are sexless and make up about 10% of the
Zuraqqor population. They are heavier and stronger than all orders except workers. Warriors are
more agile than other orders, and are the only ones normally allowed to bear weapons (other
Zuraqqor can bear arms if the threat of death is immediate). Zuraqqor warriors repair and
maintain their personal weapons, but the heavier weapons and equipment are maintained by a
few technicians attached to the squad.

Technicians have a monopoly on science and technology in Zuraqqor society. They have larger
brains than warriors or workers, but are not as strong as either. Technicians have gender, but they
are sterile. Technicians make up about 10% of Zuraqqor society. Over the years, technicians
became more important as technology became more complex. Technicians now enjoy privileges
that workers and warriors do not have. Technicians have a decisive role in society and try to limit
kings and queens to figurehead status. Rival groups of technicians often stage palace revolutions
to put their own candidates on the thrones.

Queens are the leaders of the worker order (although their power, like that of the Kings, is now
limited by the powerful technician order). Each Hive contains one Queen. The Hive Queens elect
one District Queen yearly and the District Queens elect a Planet Queen every ten years. Aside
from their leadership duties, the queens mate with kings to produce each generation of Zuraqqor.
The queens bear thousands of young several times per year. Zuraqqor young are born in a
primitive embryo stage then mature in the Hive hatcheries.

Kings lead the Zuraqqor warriors, just as queens lead the workers. There is one King in each
Hive. Kings have an organization similar to that of the queens (Hive King, District King, and
Planetary King).
PLAYER CHARACTER BRIEFING ON ZURAQQOR

Zuraqqor are cunning and dangerous. Any encouter with them should be reported immediately. If
escape is impossible, citizens should attack immediately, attempting to capture a live Zuraqqor for
study if possible. When Zuraqqor are encountered with Sathar, citizens should either attempt to
escape or attack to kill, as the Zuraqqor are known to be allies of the Sathar.

Cybodragon (Sathar Attack Monster)

TYPE: Giant Cybernetic Omnivore


NUMBER: 1-2
MOVE: Fast
IM/RS: 8/75
STAMINA: 500
ATTACK: 80
DAMAGE: 10-100 bite, claws, metal
SPECIAL tentacles
ATTACK: 10-100 laser eye, 10-100 laser
SPECIAL eye, 3-30 flamethrower
DEFENSE: None
NATIVE All terrains except mountains
WORLD: and dense forests

DESCRIPTION: A cybodragon is a huge lizard that has been made into a Sathar attack monster.
Many parts of its body have been replaced by machinery. Its eyes have been replaced by two
laser rifles set on 10 SEU. A flamethrower is installed in its mouth. The cybodragon also has
metal tentacles as melee weapons. Electronic sensors serve the same function as eyes.

A cybodragon has four attacks per turn. The laser eyes can attack two different
targets if desired. The cybodragon can also use its flamethrower and its tentacles
in the same turn. However, in melee combat the ranged weapons can be used
only against the cybodragon's melee opponents. The flame- thrower has 10 charges,
each causing 3d10 points of damage. The range of the flamethrower, in meters, is:
10/20/30/40/50. In melee, the cybodragon uses its claws, bite, and various metal tentacles to
cause 10-100 points of damage per hit.

Cybodragons are Sathar creations. The malignant aliens use them to guard installations and to
provide support in battle.

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