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, welcome to Voyages of the Dastavka

13:26, 23rd April 2024 (GMT+0)

Gear Available.

Posted by FateFor group 0
Fate
GM, 8 posts
Roll for dodge!
Mon 18 May 2015
at 11:07
  • msg #1

Gear Available

PERSONAL GEAR

Ballistic Sunglasses (DR4)        $35,       neg
Heavy towel                       $5       1 lbs
Microfibre Towel, fast drying     $30   0.25 lbs
Sonic Shower Head                 $400,   10 lbs,
Sleep Set                         $400,  0.4 lbs, A/24 hrs
Autokitchen                       $20 k, 400 lbs,
Enhanced Targeting scope          $8 k,    2 lbs, B/400 hrs
Data Storage, 10 PB               $10,  0.01 lbs,
Plasma Torch                      $250,    5 lbs, C/0.25 hrs
Fusion Torch                      $2 k,   40 lbs, Dp/0.25 hrs
Portable Antimatter Trap          $20 k,  20 lbs, 2D/10000 hrs
Portable Antimatter Storage Field $40 k,  20 lbs, 2D/1000 hrs
Contragravity Belt                $12 k, (Uses Piloting (Flight Pack), used where there is gravity)
Hand Thruster                     $50,     4 lbs, 30x1 sec burst
   Extra cylinders                $10,     1 lb
Thruster Pack                     $2 k,   40 lbs, 100 seconds of thrust
   Extra Cylinders                $30,    10 lbs, 5 sec replacement
Psionic Mind Shield Headband      $1 k,  0.1 lbs, B/100 hrs

This is really a novelty item, as Psionics have never been documented. Some explorers swear by them, others swear they are useless.

Portable Toolkits                 $600, 20 lbs, 10B/10 uses,
Armoury (Body Armour, Heavy Weapons,Small Arms, Vehicular Armour), Electrician, Mechanic(Robot, Fusion Plants, Maneuver drives, Jump drives, High Performance Spacecraft, Contragrav Vehicles, Aerospace), Machinist

Portable Toolkits                 $1,200, 10 lbs, 10A/10 hrs/shots
Electronics Repair(Communications, Electronic warfare, Media, Medical, Psytronics, Scientific, Security, Sensors, Surveillance, Computers), Armoury (Force Shields) for antimatter traps

Note that each specialization requires it's own toolkit. For toolkits that are based on the same skill to be combined, add only 50% of cost and weight for the second and subsequent specializations. Ie Mechanic (Fusion Drive, Maneuver drives, Jump drives) would cost $1200, and weigh 40 lbs, but would not be good for fixing the starship life support systems.

Starships toolkits are specific for one specific starship. Component toolkits may be for many versions of that component, ie a Mechanic(Fusion Reactor) kit would work for a starship of a vehicle that had one.

Construction Foam, Gallon            $10,  5 lbs,
High Energy Explosive, 1 lb          $40,  1 lbs,
Blast Foam Cannister                $100,  30 lbs,
Robotic Minifac                   $100 k, 100 lbs, External Power supply
Electronic Lockpick               $1,500, 0.2 lbs, A/2 hrs
Comms, Tiny, 1 mile                  $50, 0.1 lbs, A/15 d
Comms, short Range, 10 miles        $100, 0.5 lbs, B/15 d, +$500 Scrambler
Comms, Medium Range, 100 miles      $200,   1 lbs, C/15 d, +$200 for a screen, +$500 Scrambler
Comms, Long Range, 1000 miles       $500,  10 lbs, D/4 d, +$100 Screen, +$500 Scrambler



Note, as battery details are vague in GURPS Traveller: Interstellar Wars, I have adopted UT rules with batteries.


Battery, AA cell                    $1, 0.0005 lbs, 1.8 kWs
Battery, A cell                     $2,  0.005 lbs, 18 kWs
Battery, B cell                     $3,   0.05 lbs, 180 kWs
Battery, C cell                     $10,   0.5 lbs, 1800 kWs
Battery, D cell                     $100,    5 lbs , 18 MWs
Battery, E cell                     $2 k,   20 lbs, 180 MWs
Battery, F cell                     $20 k, 200 lbs, 1800 MWs


Non-rechargable batteries provide 4 times the power.

DEFENSIVE CLOTHING

Gripboots                           $500, 2 lbs,
Assault Boots DR 18/9               $150, 3 lbs
Nanoweave Bodysuit DR 18/6*         $900, 6 lbs,
Bioplas Bodysuit DR 15/5*           $1,800, 3 lbs,
Nanoweave Suit DR 18/6*             $1,200, 8 lbs,
Bioplas Suit DR 15/5*               $2,400, 4 lbs,
Light Clamshell DR 45               $600, 12 lbs, Torso only
Heavy Clamshell DR 60               $900, 18 lbs, Torso only


Note that Bioplas suits are self repairing in sunlight, and include a waste disposal system which actually reduces suit life support power consumption when it is installed.

Sealed Suits (Helment, Gloves and boots needed for space.)
Nanoweave Tacsuit DR 30/15*         $3 k,  15 lbs, C/18hrs

Space  Suits (Vacc Suit Skill)
Smart Vacc Suit DR 6*                   $5 k, 15 lbs 2C/36 hrs
Space Biosuit DR 15/3*                  $10 k, 5 lbs, 2C/6 weeks (In sunlight,self repairing, DR 5 vs cor, cr, tox, else DR 15)
Nanoweave Vacc Suit DR 30/15*           $12 k, 30 lbs, 2C/36 hrs
Space Armour DR 75 T, 30 F, 45 else     $20 k, 52 lbs, B/36 hrs, includes space combat helmet, biomedical sensors, waste relief, climate control,
PF 10 radiation and 10 atm pressure protection.
Full Biosuit with add-ons               $11.2 k, 19.6 lb, D/2 weeks (In sunlight,self repairing, DR 5 vs cor, cr, tox, else DR 15)
Includes ESM, Filter Mask, Respirator, Small Air Tank, Advanced Rebreather, Inertial Compass, Hyperspectral Visor, Desert System, Short Range Communicator(Com Scrambler), Inertial Navigation, Trauma Maintainance, Near Miss indicator, Personal Radar/Laser Detector, Biomedical Sensors, Radiation Badge, Small Ladar, Mind Shield, Gripboots

Environmental Gear
Air Mask                                $100,    1 lb
Air Tank, Small (6 hrs)                 $60,     2 lbs
Air Tank, Mini (15 mins)                $50,   0.5 lbs
Air Tank, Medium (18 hrs)               $80,     4 lbs
Air Tank, Large (36 hrs)                $200,   10 lbs
Advanced Rebreather (Tank duration x10) $100,    1 lb
Artificial Gill                         $2 k,   25 lbs, D/24 hrs
Filter Mask                             $200,    1 lbs
Filters                                 $40,  0.25 lbs
Respirator                              $300,    3 lbs, B/3 days
Reducing Respirator                     $500,    5 lbs, C/3 days
Reducing respirator Recharge            $50,     1 lb, needed every 2 weeks of operation
Pressure Tent (One person)              $500,   15 lbs
Pressure Tent (Two person)              $1,500, 30 lbs
Pressure Tent (Eight person)            $5 k,  150 lbs
Rescue Ball                             $800,    5 lbs
Seurrat Penlight, 10 yd beam            $12,  0.12 lbs, B/120 hrs, Rugged
Vilani Mini Flashlight, 30 yds beam     $31,  0.21 lbs, B/24 hrs,  Rugged
Vilani Heavy Flashlight, 100 yd beam    $66,  1.22 lbs, C/120 hrs, Rugged
Inertial Navigation                     $60,   0.1 lbs, A/200 hrs
Inertial Compass                        $250,    1 lbs,
Pressure Box                            $600,    7 lbs, 2C/168 hrs
Envirobag                               $80,     2 lbs, C/72 hrs, Can be sealed with air
Rugged Expensive Envirobag              $320,  1.6 lbs, C/72 hrs, Can be sealed with air
Filtration Canteen                      $180,    1 lbs,
Vapour Canteen                          $450,    2 lbs empty, 4 lbs full (1 qrt), B/100 qrts
Spider Cage (SM 0)                      $2 k,   10 lbs,
Spider Cage (SM 1)                      $4 k,   20 lbs,
Spider Cage (SM 2)                      $8 k,   40 lbs,
Spider Cage (SM 3)                      $16 k,  80 lbs,
Vapour Collector                        $10 k, 120 lbs, E/720 hrs
Survival watch                          $300,  0.5 lbs, B/2060 hrs
    included biomonitor, chronometer, inertial compass, magnetic compass,
    homing beacon, tiny radio, waterproof, 0-10 atm, Motion powered
Survival Module                         $600,    4 lbs, C/336 hrs
Personal Re-entry Kit                   $15 k,  30 lbs,
Atmosphere Tester                       $400,    1 lbs, 2A/3weeks    Elec. Ops (Sensors)
Biosniffer                              $2 k,    2 lbs, 2A/2weeks    Elec. Ops (Sensors)
Chemisniffer                            $700,    2 lbs, 2A/2weeks    Elec. Ops (Sensors)
Sonic Probe                             $500, 0.25 lbs, B/12 hrs  Elec. Ops (Sonar)
Basic Solar Powered Battery charger     $100,    2 lbs
Expedition Solar Powered Recharger      $400   1.6 lbs  Rugged Expensive Battery Charger

Hovercart Steamer                       $500    44 lbs  Holds 400 lbs, C/12 hrs
Hovercart Steamer, Voice controlled     $800    44 lbs  Holds 400 lbs, C/12 hrs
Hovercart Smugglers Steamer            $4300    44 lbs  Holds 400 lbs, C/12 hrs, 40 lb secret Comp.
Hovercart Smugglers Steamer, V/C       $4600    44 lbs  Holds 400 lbs, C/12 hrs, 40 lb secret Comp.

Similar to the old Terran shipping containers, there are able to withstand space.
20'Cargo Container, space (20'x8'x6'4")$1500   2.5 t Holds 24 t, 2 dTon, DR4
20'Cargo Container, space (20'x8'x9'4")$2000   3.5 t Holds 24 t, 3 dTon, DR4
40'Cargo Container, space (40'x8'x6'4")$3000     5 t Holds 29 t, 6 dTon, DR4

WEAPONS

Gauss Shotgun Pistol              $2 k, 3 lbs, C
Gauss CAW                         $2,400, 10 lbs, C
Gauss Rifle, 4mm                  $7,100, 8.5 lbs, C
Gauss Pistol, 4mm                 $1,700, 2 lbs, C
Hand Flamer*                      $1200, 3.3 lbs, 2C/56 shots
Tactical Missile Launcher 100mm   $10 k, 35 lbs,
Multiple Light Anti-Armour, 64 mm $24 k, 35 lbs,
Heavy Laser Pistol*               $2,400, 3.3 lbs, 2C/56 shots
Laser Rifle*                      $8 k, 8 lbs, Dp/83 shots
Portable Rail Gun 10mmG           $18 k, 20 lbs, C
Storm Carbine, 10mmCL             $1,800, 8 lbs,
Storm Rifle, 10mmCLR              $2,700, 10 lbs,
Underbarrel Grenade Launcher, 40mmPLB $200, 3 lbs,
Underbarrel Grenade Launcher, 25mmPC  $300, 1.5 lbs,
Storm Chaingun, 10mmCLR           $11 k, 20 lbs,
Hunter 64mm Missile               $500, 5 lbs,
Limpit Mine dispenser             $200, 2 lbs,
Heavy Flamer*                     $10 k, 20 lbs, Dp/35 shots
Assault Flamer*                   $2,300, 5.6 lbs, 2C/28 shots
Heavy Plasma Gun*                 $40 k, 20 lbs, Dp/20 shots


* These weapons do not require ammunition: The only use power cells.

AMMUNITION

Gauss Shotgun Ammo           $10, 0.5 lbs,
Gauss CAW Ammo               $30, 1.5 lbs,
Gauss Rifle, 4mm Clip        $28, 1.4 lbs,
Gauss Pistol, 4mm Clip       $10, 0.5 lbs,
Hand Grenades (HE, HEC, Empty Biochem) $40, 1 lbs,
HE Limpit Mines               $40, 1 lbs,
HEMP Limpit Mines             $80, 1 lbs,
Hand Grenades (Tangler, Flare) $80, 1 lbs,
Hand Grenades (Thermobaric)   $200, 1 lbs,
Storm Carbine, 10mmCL Ammo    $40, 2 lbs,
40mm Grenades (HE, HEC, Empty Biochem) $16, 0.4 lbs,
40mm Grenades (Tangler, Flare, HEMP) $32, 0.4 lbs,
40mm Grenades (Thermobaric)    $80, 0.4 lbs,
25mm Grenades (HE, HEC, Empty Biochem) $10.8, 0.27 lbs,
25mm Grenades (Tangler, Flare, HEMP) $21.6, 0.27 lbs,
25mm Grenades (Thermobaric)    $54, 0.27 lbs,
Storm Chaingun, 10mmCLR Clip   $120, 6 lbs</tt>

Missiles

Missile Launchers, Acc: 3, ROF: 1, Rcl: 1
Infantry Missile Launcher (IML), 64mm:
     Dam: 6dx5 pi++, Range:750/6,000, ST: 7, 4 lb, 1 shot, $2 k

Multiple Light Anti-Armour Weapon System (MLAW system), 64mm:
     Dam: 6dx5 pi++, Range:750/6,000, ST: 11, 35 lb, 6 shot, $23 k

Tactical Missile System (TML system), 100mm:
     Dam: 6dx50 pi++, Range:3,000/15,000, ST: 11, 35 lb, 1 shot, $10 k

Ammunition for IML/MLAW/LAW 64 mm, 2 lbs with warhead
Unguided Missile Body             : $100
IR Homing (Skill 14)              : $400
Multi-Spectral Homing (Skill 15)  : $1,000
Warhead (add to above)
  Solid Ammo         $10, 6dx5 pi++
  HE Ammo            $10, (8d+8)x2 cr ex [3d]
  HEC Ammo           $10, (8d+8)x2 cr ex
  HEMP Ammo          $20, 6dx8(10) cr inc + linked 8d cr ex [3d]
  Shaped Charge Ammo $20, (6d+6)x7(10) cr inc + linked 8d cr ex [3d]
  Stingray           $50, 3dx5(0.25) pi++ + linked 3d burn sur
  EMP Ammo           $100, HT-8(2)*, 8 yards + linked 2d cr ex
  Plasma Ammo        $100, 6dx4 burn ex sur


64mm: Hunter Missile, $500, 5 lbs
      Flight Time: 1 min, 16 miles,
      Detection: 2,000 yard Radar or Laser/Radar/Radio tracking or Command
      IQ: 5 (Non-Sentient), Per: 12, Dodge: 9, HP: 6, SM: -4

      Warheads, All 64 mm plus below:
          0.01 kT Mininuke: 6dx200 cr ex, 4dx200 burn ex* rad sur, $10,000
          SEFOP: 6dx7 (3) cr inc (attacks from top), $50

Ammunition for TML, 100mm, 25 lbs with warhead
Unguided Missile Body             : $400
IR Homing (Skill 14)              : $1,600
Multi-Spectral Homing (Skill 15)  : $4,000
Warhead (add to above)
  Solid Ammo         $40, 6dx50 pi++
  HE Ammo            $40, (6d+6)x5 cr ex [5d]
  HEC Ammo           $40, (6d+6)x5 cr ex
  HEMP Ammo          $80, 6dx12(10) cr inc + linked 8dx2 cr ex [3d]
  Shaped Charge Ammo $80, (6d+6)x10(10) cr inc + linked 8dx2 cr ex [5d]
  Stingray           $200, 3dx50(0.25) pi++ + linked 5d burn sur
  EMP Ammo           $400, HT-8(2)*, 16 yards + linked 4d cr ex
  Plasma Ammo        $400, 6dx10 burn ex sur

*Failure means electrical systems knocked out for error margin seconds

100mm: Striker Missile, $3,400, 17 lbs
      Flight Time: 1 min, 32 miles,
      Detection: 4,000 yard Radar or Laser/Radar/Radio tracking or Command
      IQ: 6 (Non-Sentient), Per: 12, Dodge: 9, HP: 12, SM: -2

      Floater Missile, $5,000, 5 lb
      Flight Time: 1 min, 320 miles,
      Detection: 4,000 yard Radar or Laser/Radar/Radio tracking or Command
      IQ: 6 (Non-Sentient), Per: 12, Dodge: 9, HP: 12, SM: -4

Homing Projectiles (All Homing Projectiles use Artillery(Guided Missiles) to Aim)
      Infrared (Attack skill 14), CF +3, Minimum size 10mm
      Multi-Spectral (Attack skill 14), CF +9, Minimum Size 25mm

      Basic Dedicated 'Intelligence" +$10,000, IQ: 6, Piloting 10, Combat Reflexes
         Cannot learn, but can be programmed to go to a certain location and turn on sensors
         and look for a target that meets a certain description. Can also be programmed with
         evasive tactics (Dodge 6), reduced Basic move for that round by 1 per dodge in the round
         it Dodges.

ROBOTS

To help with visualization, a dTon is defined as 500 cubic feet. A standard Real life 20 ft shipping container is 2.344 dTons. Game shipping containers come in the following sizes

0.25 dTon (5 x 4 x 6.25 feet)
1 dTon (10 x 8 x 6.25 feet)
2 dTon (20 x 8 x 6.25 feet)

Note: Vehicle prices assume mass production, and do not include weapons unless otherwise stated.

Without a Robot Brain, the robot is assumed to be remote controlled, and a communicator and complexity 4 control program is needed. This may be a dedicated computer, and would be the only form of 'robot' allowed by the Imperium.


Hovercart (Voice Controlled)      $600,    4 lbs, C/12 hrs
Scout Robot                       $5 k,    4 lbs, 2B/8 hrs (Small Robot brain needed)
       Tracked, Submarine (+$3 k), Rotor (+$3 k) or Contragrav (+$5 k)
Robot Mule                        $3 k,  150 lbs, D/8 hrs (Small Robot brain needed)
Techbot                          $10 k,   50 lbs, D/24 hrs (Small Robot brain needed)
Contragrav Techbot               $20 k,   50 lbs, D/24 hrs (Small Robot brain needed)
Combat Android                  $200 k,  200 lbs, 2D/24 hrs (Small Robot brain needed)
Warbot (TL10 Vertol Contragrav) $200 k, 1000 lbs, E (Mini computer brain needed)


ROBOT BRAIN COMPUTERS
Computers for Robot Brains need to have the Robot brain option, and should have synaptic processing. This doubles price, and gives the computer an IQ of Complexity +4 and the ability to learn IQ bases skills only. No computer can be self-aware.

Basic Small Robot Brain Computer    $30 k,  3 lbs, Complexity 4, max IQ:8, DX:10
Small Robot Brain Computer          $600 k, 3 lbs, Complexity 5,     IQ:9, DX:10
Minicomputer Robot Brain            $3 m,  30 lbs, Complexity 6,     IQ:10, DX:11


COMMON COMPUTERS

Mainframe           $250 k, 1,000 lbs, Complexity 7, (5 kW)
Microframe          $50k,     100 lbs, Complexity 6, (500 W)
Minicomputer        $10 k,     10 lbs, Complexity 5, 2C/20 hrs (50 W)
Small               $2 k,       1 lbs, Complexity 4, 2B/20 hrs
Tiny                $400,      0.1 lbs, Complexity 3, 2A/20 hrs


Options

Cheap     -1 Complexity, price x0.05
Genius    +1 Complexity, price x20
Compact   weight x0.5, price x2
Dedicated  weight x0.5, price x0.2,
      Can only run a single software program, designated when the computer is built.
Hardened  weight x3, price x5, More resistant to electromagnetic pulses and surges.
High Capacity price x1.5, Allows an extra 50% of programs to run.

Terminals

Palmtop                $100, 0.5 lbs, 2A/20 hrs
HUD                     $50, modifies sensor goggles and uses their power
Laptop                $1000, 5 lbs, 2B/20 hrs
Desktop                $500, 10 lbs, C/10 hrs
Workstation Terminal  $1000, 40 lbs, external power


Note, power requirements should be added together. A number of smaller batteries may be replaced by a single larger one. Each size of battery increase provides x10 power, so a small computer (2B/20 hrs) in a laptop (2B/20 hrs) would have endurance of 4B/20 hrs, or 1 B per 5 hrs. If more endurance was desired, it could be replaced with 1 x C battery, lasting for 5 x 10 = 50 hours! This would change the weight as well.

Software

Data Holo Disk, Large full Library on one common subject, $1000, neg weight
Program Complexity 1, 2        Free
Program Complexity 3        $50
Program Complexity 4        $200
Program Complexity 5        $1 k
Program Complexity 6        $5 k
Program Complexity 7        $20 k
Program Complexity 8        $100 k


Common Software Packages

Basic Software (Accounting, Datalink, Entertainment, Word Processor) Each Complexity 2, Free
Technical Reference (+2 to a technical skill)  Complexity 3, $50
Routine Vehicle Operation*, skill 13 Complexity 3, $1 k
Jump Planning Database, per route 100 GB, $1000
Basic Personality Simulator (For Robots) Complexity 5, $1 k
Personality Simulator (For Robots) Complexity 6, $5 k
Interpreter Translation Program, Native level, Complexity 5, $1 k
Expert Skill* (Single Easy Academic skill, skill level 12) Complexity 3, $50
Expert Skill* (Single Average Academic skill, skill level 12) Complexity 4, $200
Expert Skill* (Single Hard Academic skill, skill level 12) Complexity 5, $1 k
Expert Skill* (Single Very Hard Academic skill, skill level 12) Complexity 6, $5 k
Other Programs, such as Damage Control, Jump Navigation, Internal Security, Gunner and Targeting programs can also be purchased, but these are usually purchased for a specific vessel, and have been purchased for your vessel.

* Higher levels of skill can be purchased by adding a similar amount to the programs complexity.

Common Vilani Computers
The simple complexity 2 software that is considered essential for accounting, messaging or writing, or simple mathematics
Hardened Comp. 2 Palmtop            $120, 1 lbs, B/50 hrs
Comp. 2 Palmtop                     $100, 0.63 lbs, B/50 hrs
One of the most Common Computers is the Vilani Technical Reference. This dedicated reference gives +2 to a Technical skill, and comes on a dedicated Tiny computer with a Palmtop that has had the A batteries replaced with a single B battery.
Vilani Technical Reference          $230, 0.63 lbs, B/50 hrs, same programs as technical reference below.
Hardened Technical Reference        $450, 1 lb, B/50 hrs, 1 Specialization per unit.
First Aid, Armory, Animal Handling, Electrician, Electronic Repair*, Freight Handling, Sewing, Hazardous materials, Jeweler, Machinist, Mechanic, Metallurgy, Prospecting, Psychology, Diagnosis, Physician, Surgery, Veterinarian, Pharmacy, Poisons, Gardening, Farming, Riding, Biology, Geography*, Geology, Chemistry, Mathematics, Physics, History, Accounting, Economics, Law*, Market Analysis*, Merchant*, Navigation**, Shiphandling, Survival, Teaching, Theology (1 religion only),
For Easy Skills
Hardened Comp. 3 Palmtop            $450,   1 lbs, B/50 hrs
Comp. 3 Palmtop                     $225,0.63 lbs, B/50 hrs, considered expendable
 Area Knowledge (One System only), News Browser*, Word processor, Vessel Internal Security (14), Piloting/Driving (13, for vehicle control computers), Translator (Broken, 1 language), Simple Entertainment, (some *)
For Average skills
Hardened Comp. 4 Palmtop          $8,200,   1 lbs, B/50 hrs
Hardened Comp. 4 Tablet           $2,300, 2.1 lbs, B/9 hrs
Comp. 4 Desktop                   $1,100,  11 lbs, C/10 hrs or external power
Administration, Cartography**, Meteorology*, Research*, Writing (Called Proofreader), Piloting/Driving (14, for vehicle control computers), Forward Observer**, Electronics Operation (used to control the operation of equipment), Vessel Internal Security (15), Artillery (12)#, Gunner (12)#, Translator (Accented, 1 language), Entertainment, (some *)
For Hard Skills
Hardened Comp. 5 Tablet           $43,000,  2.1 lbs, B/9 hrs
Hardened Comp. 5 Notebook         $21,000, 11.5 lbs, 2C/18 hrs
Comp. 5 Desktop, not hardened      $2,500,   19 lbs, C/5 hrs or external
Mathematics, Market Analysis, Intelligence Analysis#, Forgery#, Finance, Engineer, Economics, Cryptography#, Astronomy**, Accounting, Piloting/Driving (15, for vehicle control computers), Vessel Internal Security (16), Artillery (13)#, Gunner (13)#, Translator (Native, 1 language), Advanced Entertainment*

A Tablet is a Small Computer in a 'Palmtop' Case

* Has a Communications device to connect to local networks. Add $500 for Hardened short range communicator. Battery life becomes 2B/10 hrs, weight 1.5 lbs
** Has a GPS and Inertial Compass. Add 0.1 lbs, $500
# Controlled

If Manufacturing Computers of your own design but using existing software, Royalties (included in costs above) must be paid for software as follows:
 For Technical references and easy Skills, royalties are $50 per machine
 For Average Skills, royalties are $200 per machine
 For Hard Skills, royalties are $1000 per machine

The number of Vilani who can write their own programs is VERY small. It is likely that only one individual on a planet could actually program computers. The roll to write a program is equal to the skill - the complexity of the program. Normal time taken per try is as follows:
Complexity      Time
1               1 hr
2               3 hr
3               1 day
4               1 week
5               3 weeks
6               2 months
7               1 year


Note that Vilani programming and Terran programming are very different and must be learned separately, due to the differences in the systems. One is hardware programming, one is software programming.

VEHICLES

Common Vehicle Designs

Note, vehicle ranges assuming rechargeable batteries. Multiply range by 4 for rechargeable batteries.

Grav Bike, 25 K Solars, 0.3 dTons, 2E/240 miles
 (Grav Propulsion unit/Move: 80, DR: 2, dHP: 1.6, dTons of Cargo Space: neg, seat only)
Cheapest Grav transport available

Grav Car, 210 K Solars, 2 dTons, F/570 miles
 (Grav Propulsion unit/Move: 190, DR: 4, dHP: 8, dTons of Cargo Space: 0.125)
The basic Grav car for the middle class Vilani or Terran citizens

Grav Jeep, 400 K Solars, 4 dTons, 2F/1000 miles
 (Grav Propulsion unit/Move:100, DR: 4, dHP: 5, dTons of Cargo Space: 1)

Ambulance, 820 K Solars, 4 dTons, Fusion Reactor
 (Grav Propulsion unit/Move: 460, DR: 100, dHP: 13, 2 Sickbays)
These units have saved many lives, and continue to do so. An Imperial design copied by Terrans, they outpace even speeders and their Fusion reactors, though large, ensure they never get caught short.

Imperial Air Raft, 600 K Solars, 4 dTons, 2F/540 miles
  (Grav Propulsion unit/Move:30, DR: 16, dHP:5, dTons of Cargo Space: 2.4)

H & M Air Raft, 560 K Solars, 4 dTons, 2F/540 miles
 (Grav Propulsion unit/Move:30, DR:18, dHP:5.3, dTons of Cargo Space: 2.4)

K. D. Air Raft, 700 K Solars, 4 dTons, 2F/680 miles
 (Grav Propulsion unit/Move:40, DR: 16, dHP:5, dTons of Cargo Space: 2.4)

An “air/raft” is the gravitic equivalent of the personal ground car. They are slow, and can become rather difficult to handle in high or turbulent winds. They are open-topped, and can be covered with a cloth or plastic canopy, but cannot be sealed against vacuum. They can go to an orbiting ship, but occupants need to be wearing a sealed suit with air.

Imperial Speeder, 1 M Solars, 6 dTons, 16F/3000 miles
  (Grav Propulsion unit/Move: 300, DR: 12, dHP: 5.7, dTons of Cargo Space: 0.3),

H & M Speeder, 1 M Solars, 6 dTons, 16F/3000 miles
 (Grav Propulsion unit/Move: 300, DR: 10, dHP: 5.7, dTons of Cargo Space: 0.4),

K.D. Speeder, 1.2 M Solars, 6 dTons, 22F/3600 miles
 (Grav Propulsion unit/Move: 360, DR: 12, dHP: 5.7, dTons of Cargo Space: 0.3),

Speeders are large, overpowered gravitic vehicles, sacrificing passenger and cargo space for streamlining and speed. They are sealed against high winds and vacuum, and can easily be used for surface-to-orbit travel. A standard speeder can carry a driver, one passenger, and up to 200 pounds of cargo.

Imperial G-Carrier, 1 M Solars, 8 dTons, 3F/300 miles
  (Grav Propulsion unit/Move:30, DR: 22, dHP: 6.3, dTons of Cargo Space: 3.4),
  Maximum Weapons: < 500 lbs

H & M G-Carrier, 1 M Solars, 8 dTons, 3F/300 miles
 (Grav Propulsion unit/Move:30, DR: 24, dHP: 6.7, dTons of Cargo Space: 3.4),
 Maximum Weapons: < 500 lbs

K.D. G-Carrier, 1.2 M Solars, 8 dTons, 4F/600 miles
 (Grav Propulsion unit/Move:40, DR: 28, dHP: 7.2, dTons of Cargo Space: 3.4),
 Maximum Weapons: < 500 lbs

G-Carriers are usually designed for light troop transport duties, carrying heavier armour and often mounting a Gatling Laser in an open gun mount. They are sealed, but are too slow for travel beyond low planetary orbit. They are generally big enough to carry a micro-fusion reactor for power. A standard G-Carrier can carry a driver, a gunner, and up to 12 passengers, with two tons of cargo.

Non-Grav Vehicles

Wheeled, tracked or legged vehicles are generally only used by the poor, or for very specific uses that Grav vehicles are not as well suited for.

Bus, 400 K Solars, 6 dTons, 6F cell/480 miles
  (Wheeled (Road)/Move:60, DR: 10, dHP:12, Seats 48),
With 12 hours endurance, these buses are designed to transport the poor in shifts, with the banks of batteries taking just 5 hours to change. The have 2 sets, with one charging and the other in the bus to enable them to run 24 hrs a day.

Mini-Bus, 170 K Solars, 4 dTons, 2F cell/600 miles
  (Wheeled (Road)/Move: 50, DR: 10, dHP:9, Seats 24),
These small buses can transport 24 persons at lower speed. Designed to run in suburban areas to feed the larger mass transport system, these can be found in all small planets with breathable atmospheres.

Car, 40 K Solars, 2 dTons, 2F cell/2300 miles
  (Wheeled (Road)/Move: 50, DR: 4, dHP:6, Seats 4, Cargo: 0.85 Ton),
The cheapest form of personal transport available.

4x4 Car, 60 K Solars, 2 dTons, 4F cell/1900 miles
  (Wheeled (All Terrain)/Move: 40, DR: 4 (0.6 underneath), dHP:6, Seats 2/4, Cargo: 2/0.2 ton),
This is a 2 seater ute that could mount a machine gun on the roof, or have 4 seater wagon version.

Tractor, 110 K Solars, 2 dTons, 2F cell/380 miles
  (Tracked/Move: 20, DR: 10, dHP:7, Seats 2, Cargo: 12 ton),
The Basic farm equipment, very common.

Exo-Spider, 200 K Solars, 4 dTons, Fusion Reactor
  (Legs Propulsion unit/Move:16, DR:70, dHP:11, Cargo: 24 ton),
These crawling vehicles are used by explorers or those who need to be up close in hostile terrain. The base model does not come with sensors, though these are commonly added, along with labs, sickbays or bunks.

All Terrain Truck, 200 K Solars, 5 dTons, Fusion Reactor
  (Wheeled (All Terrain)/Move:40, DR:40, dHP:10, Seating: 24/12 and 15 ton cargo/ 30 ton, no PAX),
A versatile and cheap all terrain truck, these are often used as Troop carriers by the Vilani military, or as supply trucks by all armies, due to their versatile abilities. Medical bays can be added in place of 12 seats for an extra $100,000, or repair versions for an extra $20,000.

AK L Miner, 25 M Solars, 20 dTons, Fusion Reactor
  (Legs Propulsion unit/Move:11, DR:100 on all sides, dHP:10, dTons of Cargo Space: 0.6),
An extraordinary unit designed as a small mobile factory for remote bases, this includes a small robofac unit on legs. Including a laboratory to test products before use and a workshop to keep it running, this unit is sealed and has life support for the most hostile environment. It also has robotic arms to pick up the raw materials. It is still in prototype stage.

Military Vehicles

Imperial Military Vehicles

Main Battle Tank, $4100 k Solars, 32x12x8.5 (10 dTons)
The Main Imperial Battle Tank (MBT), capable of being a threat to ships in orbit due to the Multifunction Space missile launcher.
(Tracks, Move: 20.5, DR, Front: 700, Other: 500, SM:+6, HP: 230)
Sensors: 14, Fusion Power Plant, Space Missile Launcher, 40mm Auto EMGL,
6x64mm Multiple Light Anti-Armour Missile Launcher, 100mm Tactical Missile Launcher

Medium Tank, $3700 k Solars, 30x11.9x7 (8 dTons)
Like most Imperial designs, this one also relies heavily on missiles. Faster and with similar front armour to MBT, and only slightly cheaper, it is much faster and has a railgun.
(Tracks, Move: 39, DR, Front:700, Other: 350, SM:+5, HP: 210)
Sensors: 16, Fusion Power Plant, 40mm Railgun, 40mm Auto EMGL,
6x64mm Multiple Light Anti-Armour Missile Launcher, 100mm Tactical Missile Launcher

Armoured Personel Carrier, $1000 k Solars, 23x10x8 (6 dTons)
This heavy weapon is also a squad support vehicle.
(Wheels, AT, Move: 24, DR: 160, SM:+4, HP: 150)
Sensors: 14, Seats: 24, Fusion Power Plant, Gauss HMG,

Mobile Anti-Aircraft Guns, $670 k Solars, 16.95x10x9 (5 dTons)
4 Gauss Heavy Machine Guns, also dangerous against infantry.
(Wheels, AT, Move: 33.5, DR: 40, SM:+3, HP: 110)
Sensors: 16, Fusion Power Plant, 4x Gauss HMG

Mobile Missile Launcher, $590 k Solars, 16.95x10x9 (5 dTons)
Mobile Missile Platform, this is very popular.
(Wheels, AT, Move: 33.5, DR: 40, SM:+3, HP: 110)
Sensors: 16, Fusion Power Plant,
Dual 6x64mm Multiple Light Anti-Armour Missile Launcher, 100mm Tactical Missile Launcher, Gauss HMG

Combat Engineers Vehicle, $240 k Solars, 14.65x10x8 (4 dTons)
Designed to keep things moving, after the fight usually.
(Tracks, Move: 16, DR: 40, SM:+3, HP: 140)
Sensors: 2, Fusion Power Plant, Gauss HMG

Armed Transport, $370 k Solars, 14.65x10x8 (4 dTons)
Lacking the protection of the APC, this is used primarily for transport.
(Tracks, Move: 40, DR: 40, SM:+3, HP: 100)
Sensors: 16, Seats: 12, Fusion Power Plant, Gauss HMG

Self Propelled Artillery, $550 k Solars, 14.65x10x8 (4 dTons)
This is the Emprires primary indirect fire weapon.
(Tracks, Move: 40, DR: 40, SM:+3, HP: 110)
Sensors: 16, Fusion Power Plant, 64mm Electromag Mortar, 100mm Cannon, Gauss HMG

Self-Propelled Mortar, $490 k Solars, 14.65x10x8 (4 dTons)
This is the secondary indirect fire vehicle.
(Tracks, Move: 40, DR: 40, SM:+3, HP: 100)
Sensors: 16, Fusion Power Plant, 2x64mm Electromag Mortar, Gauss HMG

Wheeled Scout, $111 k Solars, 12x7x6 (2 dTons)
(Wheels, AT, Move: 70, DR: 4 (No protection for PAX except from front), SM:+2, HP: 80)
Sensors: 2, 4x F Batteries, Range: 1680 miles, Gauss HMG,

Terran Military Vehicles

MBT, $6200 k Solars, 32x12x8.5 (10 dTons)
The Heavy Terrain Main Battle tank sports a plasma Gun in a turret.
(Tracks, Move: 21, Armour, DR:700, Other: 500, SM:+6, HP: 240)
Sensors: 17, Fusion Power Plant, Plasma Cannon, Gatling Laser,

G Tank, $7.1 M Solars, 32x14x8.1 (11 dTons)
(Grav Drive, Move: 500, DR, Front:700, Others: 300, SM:+6, HP: 240)
Sensors: 16, Fusion Power Plant, Plasma, Gatling Laser

G APC, $3.5 M Solars, 16x14x8.5 (6 dTons)
(Grav Drive, Move: 500, DR: 500, SM:+4, HP: 230)
Sensors: 14, Fusion Power Plant, Gatling Laser

APC, $1.9 m Solars, 23x10x8 (6 dTons)
When Terrans travel by ground transport, they use these.
(Wheels, AT, Move: 24, DR: 160, SM:+4, HP: 150)
Sensors: 14, Fusion Power Plant, Gatling Laser,

Armoured Car, $1.53 M Solars, 20.5x9x8 (5 dTons)
Heavily armoured wheeled vehicle with a strike laser, and a Gatling laser backup.
(Wheels, AT, Move: 34, DR: 140, SM:+3, HP: 140)
Sensors: 16, Fusion Power Plant, Strike Laser, Gatling Laser

Wheeled Scout, $137 k Solars, 12x7x6 (2 dTons)
(Wheels, AT, Move: 70, DR: 4 (No protection for PAX except from front), SM:+2, HP: 80)
Sensors: 2, 4x F Batteries, Range: 1680miles, Gatling Laser

Self-Propelled Artillery, $420 k Solars, 14.65x10x8 (4 dTons)
100 mm self propelled Artillery cannon.
(Tracks, Move: 40, DR: 40, SM:+3, HP: 110)
Sensors: 16, Fusion Power Plant, 100mm Cannon

Self-Propelled Mortar, $520 k Solars, 14.65x10x8 (4 dTons)
Twin Mortars and a Gatling Laser for self defence in a turret.
(Tracks, Move: 40, DR: 40, SM:+3, HP: 100)
Sensors: 16, Fusion Power Plant, 2x64mm Electromag Mortar, Gatling Laser

Self-Propelled AA Missile launcher, $430 k Solars, 14.65x10x8 (4 dTons)
Twin 100 mm missile launcher and a 64 missile launcher in a single turret.
(Wheels, AT, Move: 60, DR: 40, SM:+3, HP: 100)
Sensors: 16, Fusion Power Plant,
6x64mm Multiple Light Anti-Armour Missile Launcher, Dualx100mm Tactical Missile Launcher,

Self-Propelled AA gun, $580 k Solars, 14.65x10x8 (4 dTons)
Triple Gatling Lasers in a single turret. Good versus anything with light armour...
(Tracks, Move: 40, DR: 40, SM:+3, HP: 100)
Sensors: 16, Fusion Power Plant, 3x Gatling Laser,

Personal Carrier, $410 k Solars, 14.65x10x8 (4 dTons)
Light transport for troops.
(Wheels, AT, Move: 60, DR: 40, SM:+3, HP: 110)
Sensors: 16, Seats: 12, Fusion Power Plant, Gatling Laser

Assault Gun, $6010 k Solars, 14.65x10x8 (4 dTons)
A heavy gun with minimal armour.
(Wheels, AT, Move: 29, DR: 40, SM:+3, HP: 130)
Sensors: 10, Fusion Power Plant,
Laser Cannon, Semi-Portable Flamer, Gatling Laser

VEHICULAR WEAPONS
Note, for weapons other than Missiles in space, multiply ranges by 500. Space Missiles slow to move 370 in atmosphere.

Laser Weapons, Rcl: 1
Gatling Laser: Acc: 18, Dam: 6dx2 (2) burn, Range:2,900/8,700, ROF: 4, 70 lbs, 100 shots/E cell (720 kW) , $70 k
Strike Laser: Acc: 18, Dam: 6dx5 (2) burn, Range:18,000/54,000, ROF: 1, 0.5 t, 66 shots/F cell (2.7 MW), $500 k
Laser Cannon: Acc: 18, Dam: 6dx10 (2) burn, Range:41/125 miles, ROF: 1, 4 t, 83 shots/10xF cell (22 MW), $4 M

Pulse Laser Cannon: Acc: 32, Dam: 4dx10 (5) burn, Range: 40/120 miles, ROF: 1, 3 t, 10 MW, $0.5 M
Beam Laser Cannon: Dam: Acc: 32, 7dx10 (5) burn, Range: 40/120 miles, ROF: 1, 3 t, 20 MW, $1 M

Plasma Weapons, Rcl: 2
Semi-Portable Flamer: Acc: 12, Dam: 6dx3 burn, Range:150/450, ROF: 1, 70 lb, 100 shots/E cell (180 kW), $35 k
Semi-Portable Plasma Gun: Acc: 12, Dam: 20d (2) burn ex, Range:1,000/3,000, ROF: 3, 70 lb, 100 shots/E cell (540 kW), $140 k
Plasma Gatling Gun: Acc: 12, Dam: 6dx5 (2) burn ex, Range:1,500/4,500, ROF: 10, 250 lb, 100 shots/5xE cell (9 MW), $320 k
Plasma Cannon: Acc: 29, 12dx20 (3) burn ex, Range: 15/60 miles, ROF: 1, 5 t, 20 MW, $1.5 M

Conventional Weapons
40mm PLB Mortar: Acc:2, Rcl: 1, Dam: 1d pi++, Range:75/450, ROF: 4x4, 12 lb, 16 shots, $1 k
64mm PLB Mortar: Acc:3, Rcl: 1, Dam: 6dx2 pi++, Range:360/3,000, ROF: 6x5, 160 lb, 30 shots, $6 k
Storm Chaingun, 10mm CLR: Acc:5, Rcl: 3, Dam: 9d pi+, Range:1,300/5,800, ROF: 10, 20/6 lbs, 60 shots, $11 k
Heavy Chaingun, 15mmCL: Acc:6, Rcl: 2, Dam: 15d pi+, Range:2,000/9,000, ROF: 12, 75 lb, 50 shots, $34 k
Tank Cannon, 100mmCL: Acc:6, Rcl: 4, Dam: 6dx25, Range: 3,000/10,000, ROF: 1, 2.25 t, 1 shots, $100 k

Electromagnetic Weapons, Rcl: 2
64mm Electromag Mortar: Acc:4, Dam: 6dx3 pi++, Range:1,000/6,000, ROF: 1, 50 lb, 4 shots/D Cell (450 kW), $40 k
Auto EMGL 40mm Grenades: Acc:4, Dam: 8d pi++, Range:300/2,000, ROF: 1, 64 lb, 20 shots/D Cell (90 kW), $54 k
Gauss HMG, 7mm: Acc:8, Dam: 16d(3) pi, Range:3,000/12,000, ROF: 20, 64 lb, 200 shots/D Cell (180 kW), $44 k
Gauss Minigun, 4mm: Acc:8, Dam: 10d(3) pi-, Range:1,800/7,200, ROF: 100, 64 lb, 1,000 shots/D Cell (180 kW), $44 k
Railgun, 40mm: Acc:8, Dam: 6dx25 (3) pi, Range:4.5/16.5 miles, ROF: 20, 2 t, 200 shots/10 MW, $630 k

AMMUNITION

40mm Grenades see above
Storm Chaingun, 10mmCLR Clip   $120, 6 lbs,
Portable Rail Gun 10mmG Ammo   $30, 1.5 lbs,


Missiles

64mm and 100mm missiles are detailed above.

100mm: Striker Missile, $3,400, 17 lbs
      Flight Time: 1 min, 32 miles,
      Detection: 4,000 yard Radar or Laser/Radar/Radio tracking or Command
      IQ: 6 (Non-Sentient), Per: 12, Dodge: 9, HP: 12, SM: -2

      Floater Missile, $5,000, 5 lb
      Flight Time: 1 min, 320 miles,
      Detection: 4,000 yard Radar or Laser/Radar/Radio tracking or Command
      IQ: 6 (Non-Sentient), Per: 12, Dodge: 9, HP: 12, SM: -4


Spaceship Missiles
TL: 10. Hull: Cylinder Streamlined hull, 4 dDR armor, 2 dHP Hull, Stealth (-6 to detection)
Statistics: Mass 0.15 tons(30 per dTon), Cost $30,000, SM +0, sAccel 8.0 G, Top Air Speed 740 mph
A missile blows itself up after three turns when it runs out of power.

Homing Projectiles (All Homing Projectiles use Artillery(Guided Missiles) to Aim)
      Infrared (Attack skill 14), CF +3, Minimum size 10mm
      Multi-Spectral (Attack skill 14), CF +9, Minimum Size 25mm

      Basic Dedicated 'Intelligence" +$10,000, IQ: 6, Piloting 10, Combat Reflexes
         Cannot learn, but can be programmed to go to a certain location and turn on sensors
         and look for a target that meets a certain description. Can also be programmed with
         evasive tactics (Dodge 6), reduced Basic move for that round by 1 per dodge in the round
         it Dodges.

      Warheads, All 100 mm plus below:
          0.1 kT Mininuke: 6dx600 cr ex, 6dx400 burn ex* rad sur, $40,000
          SEFOP: 6dx10 (3) cr inc (attacks from top), $200

      Sensor Warhead, Ship Missiles only, must be controlled
          Up to 3 lbs of sensors may be installed, cost is 5x the individual sensors.
      Typical Sensor Package for sensor warhead
          Hyperspectral Sensors with 8 x Magnification, Tactical ladar (20 mile range)
          Tactical radar (20 mile range)
          $50,000

      Range upgrades increase size of missile by +1 for each upgrade,
          +1 CF for first upgrade, CF doubles for each subsequent upgrade.
          Range doubles for each upgrade.
          Any missile that has had range upgraded requires a new custom launcher.
          Weight Doubles for every range upgrade.

Ship Missile Launcher:  Dam: 12dx10 (10) exp, Range:10,000/240,000 miles, 1 t, 12 shots, $750 k
Normal missile remotely controlled with launchers Gunner(missile) skill, with a maximum range of 1 minute, unless otherwise stated.

k - Thousands of Dollars
m - Millions of Dollars

Some other items from TL 10- in Ultra-tech and Space may be available on request: these are the common Terran and Imperial items. Edit note: 16 September 2016, added proper missile and warhead tables.

VILANI 'MIRACLE' DRUGS

Whilst Vilani Medical knowledge is more limited that their Terran counterparts, they have drugs which make up for this in the average Vilani's life.

Kulikasu: The “physician’s friend,” this drug was discovered early in
Vilani history and is presently used all over Imperial space. The patient must
make a roll against HT-6 or fall unconscious until the drug wears off. While
under the influence of the drug, the patient loses the Slow Healing disad-
vantage and acquires Regeneration (Regular) [1 hp/hr]. The drug is administered as
an injection, with each dose lasting (25 – HT)/4 hours; multiple doses
extend the effect but also multiply the penalty to the HT roll to retain con-
sciousness. LC 3, cost per dose $300.

Ushkiirga: This anti-bacterial agent is sometimes called the “ultimate
antibiotic” by Terran physicians. It not only attacks bacterial infections
directly, but it also bolsters the Human immune system and improves
resistance even against viral diseases. It provides a +8 bonus to all HT rolls
to resist infection or infectious disease. It is administered by injection,
with each dose lasting (25 – HT)/4 hours; multiple doses extend the
effect. LC 3, cost per dose $250.

Sharaddun: This drug is often used by Vilani soldiers in combat, and has
appeared on the Terran black market. While under the influence of the drug,
the user acquires the Enhanced Time Sense advantage. At the end of the
drug’s period of effect, he must make a HT-4 roll or take 1d FP and 1d HP.
The drug is administered as an injection, with each dose lasting (25 – HT)
minutes; multiple doses extend the effect, but the fatigue and hit points
lost must be determined for each dose. LC 1, cost per dose $1,000.

Urshaggim: Another “combat drug” often used by Vilani soldiers, this drug
provides a +1 bonus to ST, DX, and HT for the duration of its effect. At the
end of the drug’s period of effect, the user must make a HT-4 roll (using his
unmodified HT) or take 1d HP. The drug is administered as an injection,
with each dose lasting (25 – HT) minutes; multiple doses extend the effect,
but the hit points lost must be determined for each dose. LC 1, cost per
dose $1,000.
This message was last edited by the GM at 05:44, Mon 21 Mar 2022.
Fate
GM, 24 posts
Roll for dodge!
Fri 29 May 2015
at 12:05
  • msg #2

Equipment Quality Modifiers

The following quality modifiers are found in several locations, and repeated here for clarity.

Guns

Fine (Accurate): Weapon must have minimum Acc of 2, this add +1 Acc, CF: +0.75.

Very Fine (Accurate): Weapon must have minimum Acc of 4, this add +2 Acc, CF: +3.75.

Reliability is not an issue with normal TL9+ weapons unless they are not maintained, hence improving reliability (which relies on the item being maintained to be effective) is of no value.

Styled: Hand-tooled, gold-plated, etc. Gives a reaction or Influence roll bonus if the item is the focus of the action. Any item: +1 bonus for +1 CF, +2 for +4 CF, and +3 for +9 CF.

Ordinary Items, Any item except vehicles, weapons, armour and clothing.

Cutting-Edge/Expensive: Made of the latest materials. Multiply weight by 2/3, cost x2

Disguised: The item resembles something else of similar shape; e.g., handcuffs that look like a chunky bracelet. Discovering the hidden function requires a Search roll. Any item: +4 CF.

Fine-Quality*: Gives +2 to operation skill, or adds +2 to existing modifier. If quality affects weight, x20 weight. Any item but sights/scopes or labs (their bonus depends on size): +19 CF.

Good-Quality*: Gives +1 to operation skill, or adds +1 to existing modifier. If quality affects weight, x5 weight. Any item but sights/scopes or labs: +4 CF.

Rugged: Shockproof and waterproof, giving +2 to rolls to avoid breakage, water damage: Cost x2, weight x1.2.

Styled: Hand-tooled, gold-plated, etc. Gives a reaction or Influence roll bonus if the item is the focus of the action. Any item: +1 bonus for +1 CF, +2 for +4 CF, and +3 for +9 CF.

* Good- and fine-quality are mutually exclusive.

Apply all Cost Factors before applying multipliers.

Clothing and Armour

Camouflage*: Helps the wearer hide in one specific setting (desert, urban night, etc.), giving a Camouflage bonus but also -1 to reactions in most nonmilitary settings. Armor or clothing: +1 for +0 CF, +2 for +1 CF, +3 for +2 CF.

Disguised: Armor that wouldn’t normally resemble ordinary clothing can be tailored so that it does. Discovering the truth requires a Search roll. Armor: +4 CF.

Styled*: The most common clothing enhancement! Gives a reaction or Influence roll bonus whenever the GM feels that being well-dressed would count. Clothing: +1 bonus for +1 CF, +2 for +4 CF, and +3 for +9 CF.

Undercover: Helps the wearer conceal weapons, giving a Holdout bonus. Armor or clothing: +1 bonus for +4 CF, +2 for +19 CF.

* Camouflage and styled are mutually exclusive.

Vehicles

Attractive: Custom paint job, velvet-glove interior, etc., gives a reaction or Influence roll bonus in scenes where the vehicle is the center of attention: +1 for +1 CF, +2 for +2 CF, and +3 for +3 CF.

Rugged Design: Gives a HT bonus: +1 for +1 CF, +2 for +4 CF.

Superior Handling: Gives a Handling bonus: +1 for +1 CF or +2 for +4 CF.

Second-hand vehicles are cheap but often defective. Buy a vehicle from the Vehicle Table and apply the desired options. Then for every 10% knocked off final price (max. 60% off),
roll 2d on this table in front of the GM:

2-3 –  Bad Engine: Engine dies (effectively disabled) for 3d seconds on any failed control roll. Reroll for unpowered vehicles or repeated results.
4 –    Unresponsive: -1 to Handling.*
5-6 –  Mistreated: -1 to HT.*
7 –    No problem!
8-9 –  Short “Legs” (Inefficient motor): -10% Range.*
10 –   Wobbly: -1 to SR.*
11 –   Slow: -10% Top Speed.*
12 –   Unsafe: No note or “c” (Combustible) on HT becomes “f” (Flammable), “f” becomes “x” (Explosive). Reroll after this reaches “x” (“f,” if unpowered).*

* Multiple occurrences are cumulative!

Ships

Ship reliability is based on their HT scores. Ships loose a point of HT approximately every 50 years.

HT           Price Multiplier
12             5.0
11             2.0
10             1.0
9               0.5
8               0.1
This message was last edited by the GM at 08:09, Sun 29 Jan 2023.
Fate
GM, 215 posts
Roll for dodge!
Fri 14 Aug 2015
at 12:58
  • msg #4

Terran Ship designs

Terran System vessels

Monitor Class Gunboat 3.5 B Solars, 2000 dTon Cylinder
Heavy and slow, these are not intended to work with fleets but rather in their absence. Armour capable of deflecting missiles, there are only a few Vilani warships that are of concern to it, other than those armed with nuclear weapons. Of the ships the Vilani have fielded, only the Kidashi and the Durim have Heavy Particle Cannon, and only the Deraanasa has a spinal weapon, and even they would need to take a good aimed shot. Boarding action is the only real threat to this, but with the speed, most simply run away, so it is ideal for defending planets, it's anticipated role.
(3.2G/Move:370, dDR:720, dHP: 167, Cargo Space: 10.5 dTons, SM:+10)
Weapons: 15x Beam, 1x Heavy Particle, Crew:94, Endurance: 2.3 Weeks/dTon,
1x Ships Boat (Standard)

Terran System Shamsir 1.9 B, 1000 dTon Flattened Sphere, Modification Cost 430 M Solars
Small craft cost 472 M Solars.
Since these craft cannot enter Vilani space, using them to defend key systems means their jump drive can be removed, giving them greater combat capacity.
(6G/Move:3250, dDR:135, dHP: 70, Cargo Space: 8.5 dTons, SM:+10)
Crew:176 (included 90 troops), Endurance: 4 weeks, 4 Bed Sickbay, 1 Workshop, 1 Robofac
Weapons: 18xBeam, 3xSandcaster,
4x AK Heavy Bomber, 4x AK Heavy Ball Fighter, 6x AK Missile Fighter,

Landing Craft, 900 M Solars, 1000 dTon Flattened Sphere
Heavily armed insertion vehicles that are used with the Landing Dock, these can carry over 500 troops and combat vehicles, including crews, and have enough armour to be used as fire support. They also have extensive repair and hospice facilities. They are intended to land and HQ an entire armoured battalion.
(1.6G/Move:3272, dDR:300, dHP: 115, Cargo Space: 28.5 dTons, SM:+10)
Weapons: 10x Beam, 2x Missile, 4x Plasma Guns, Crew:559
8x G Tank (8 crew), 12x G APC (26 crew), 8x Terran Scout Car (4 crew)
10 Sickbays, 10 Workshops

Cannonball System defence Boat, 919 M Solars, 400 dTon Sphere
These small system defence vessels have enough armour to deflect missiles. They make great companions for the Monitor class.
(4G/Move:370, dDR:730, dHP: 105, Cargo Space: 0 dTons, SM:+9)
Weapons: 9x Beam in 3 turret, Crew:25, Endurance: 20 Days

Bannerjee System defence, 790 M Solars, 400 dTons
The Bannerjee System defence vessels are designed for defending key systems and hiding there in order to attack support vessels moving through the system.
(6G/Move:5000, dDR:150, dHP:90, Cargo Space: 29 dTons),
Weapons:6x Beams, 6x Missiles, 3x Sandcasters in 5 turrets

Interplanetary Shuttle, 21 M Solars, 100 dTons
These small shuttles replace airliners for Interplanetary and intraplanetary passenger and small cargo movements.
(1.3G/Move:370, dDR:10, dHP:25, Cargo Space: 41 dTons)

Ships Boat (Standard), 17 M Solars, 30 dTons
Standard ships boats, also used for planetary operations.
(2.1G/Move:1350, dDR:10, dHP:20, Cargo Space: 20 dTons, Seating for 48)

Ships Boat (Cargo), 17 M Solars, 30 dTons
Cargo version of ships boat.
(2G/Move:1350, dDR:10, dHP:20, Cargo Space: 24 dTons)

Ships Boat (Passenger), 17 M Solars, 30 dTons
Passenger version of ships boat, often used as a planetary airline.
(2.7G/Move:1350, dDR:10, dHP:20, Cargo Space: 4 dTons, Seating for 240)

Ships Boat (Fuel), 17 M Solars, 30 dTons
Fuel skimmimg version of ships boat, used to collect fuel by larger non-streamlined vessels.
(4G/Move:1350, dDR:10, dHP:20, Fuel Space: 24 dTons)

Ships Boat (Base), 17 M Solars, 30 dTons
Used as a base for explorers and prospectors.
(2.2G/Move:1200, dDR:10, dHP:20, Cargo Space: 8 dTons, Seating for 12)
2x Laboratory, Life Support for 10

Ships Boat (Transport), 17 M, 30 dTon Needle/Wedge
Often used as cheap interplanetary transports, they also work very well as transports or lifeboats. This includes Life support and bunk space for 60, and is one of the few times Vilani will use bunks.
(2.7G/Move:427, dDR:10, dHP: 22, Cargo Space: 12 dTons, SM:+7)
Crew:3, Life support: 60

Ships Boat (Lifeboat) 17 M, 30 dTon Needle/Wedge
Used by freighters or exploratory vessels.
(2.2G/Move:427, dDR:10, dHP: 28, Cargo Space: 4 dTons, SM:+7)
Crew:3, Endurance: 20Days,


Ships Boat (Military), 35.5 M Solars, 30 dTons
Used as a base for Military forces.
(4G/Move:675, dDR:27, dHP:30, Cargo Space: 8.5 dTons)
Weapons: 1 Turret, 1x Beam, 1x Missile, 1x Sandcaster, Workshop, Sickbay, Life Support and bunks for 20
__________________________________________________________________________________________

The AK Heavy Ball Series are really only useful in space, unlike the ships boats or the AK modular series, but in space they truly excel. They have become to become more common, due to their interchangeability.

AK Heavy Ball Bomber, 42 M Solars, 20 dTon Sphere, 10 yd dia x2
(6G/Move:370, dDR:128, dHP: 32, Cargo Space: 0.1 dTons, SM:+6)
Weapons: 1xPlasma, Crew:2, Endurance: 14 Weeks,

AK Heavy Ball Fighter, 46 M Solars, 20 dTon Sphere, 10 yd dia x4
(6G/Move:370, dDR:88, dHP: 30, Cargo Space: 0.1 dTons, SM:+6)
Weapons: 3xBeam, Crew:2, Endurance: 14 Weeks,

AK Heavy Ball Transport, 38 M Solars, 20 dTon Sphere10 yd dia x0
Like the other small spherical craft, this is designed to withstand Pulse laser fire.
(4G/Move:370, dDR:94, dHP: 30, Cargo Space: 0.5 dTons, SM:+6)
Weapons: 3xBeam, Crew:2+28, Endurance: 4 Weeks,

AK Ball Heavy Recovery, 28 M Solars, 20 dTon Sphere, 10 yd dia x0
This heavy unit can only be purchased from a Terran Planet. It contains a complete Robofac unit that can perform the same work as 10 Engineers at skill 14 per 30 minutes. In addition, the workshop facilities allow actual engineers to work alongside it, further increasing production, though transport of 12 individuals in this is tight.
(1.4G/Move:370, dDR:10, dHP: 21, Cargo Space: 0.5 dTons, SM:+6)
Weapons: Laser Cutter, Crew:5, Endurance: 28 Weeks
1 Workshop, 1 Industrial Robofac unit

AK Heavy Ball Freight, 17 M Solars, 20 dTon Sphere, 10 yd dia
This cheap craft is just designed for moving goods.
(1.73G/Move:370, dDR:10, dHP: 19, Cargo Space: 13.5 dTons, SM:+6)
Weapons: 2x Pulse, 1x Sandcaster, Crew:2
_______________________________________________________________________________________________

Assault Craft, 28 M Solars, 20 dTons
Same as the Imperial Assault craft, used to land troops on a planet or another ship.
(4G/Move:1900, dDR:13, dHP:25, Cargo Space: 7.5 dTons),
Weapons:1x Beams, 1x Missile, 1x Sandcaster, Seating for 24

Fighter, 22 M Solars, 10 dTons Wedge shape
Standard Terran fighter.
(6G/Move:2200, dDR:16, dHP:20, Cargo Space: 0 dTons),
Weapons:2x Pulse Lasers

Lifeboat, 8.2 M Solars, 10 dTons
Another Imperial standard. Can keep up to 20 in hibernation for centuries.
(1.5G/Move:1100, dDR:10, dHP:20, Cargo Space: 1 dTons)

Combo Fighter, 19 M Solars, 8 dTons Wedge shape
This design has now been officially purchased by the Terran Military, who does not consider the lack of armour to be a significant factor, considering how easily dispatched by Pulse lasers most fighters are anyway. Their smaller size and cheaper cost allows more weapons to be fielded, and important factor in many battles. They are starting to be replaced by the even smaller AK modular series though, which the Chinese have unofficially made copies of.
(6G/Move:1753, dDR:10, dHP:19, Cargo Space: 0 dTons),
Weapons:2x Missiles, 1x Beam forward facing

Terran Trading vessels

Karl Marx, 310 M Solars, 1000 dTons
The biggest of the free traders, and most heavily armed.
(1.6G/Move:370, dDR:12, dHP:50, Cargo Space: 522 dTons),
Weapons:9x hardpoints, Ships Boat

Zheng He Survey, 320 M Solars, 800 dTons, 31 yd dia
A substantial survey vessel.
(1.9G/Move:300, dDR:10, dHP:45, Cargo Space: 160.5 dTons),
Weapons:5x Hardpoints, 120 dTon Hanger bay

Lightning, 250 M Solars, 400 dTons
Moderately armed, moderately fast, moderately cheap, these are amoung the most common and most capable of the free traders.
(3G/Move:1950, dDR:10, dHP:45, Cargo Space: 162 dTons),
Weapons:4 x hardpoints, 2 Air Rafts

AK Fuel Tanker, 228.53 M Solars, 300 dTon Flattened Sphere
A basic fuel tanker for skimming, with jump capacity, the base has a couple of these.
(4G/Move:2131, dDR:14, dHP:44, Fuel Space: 200 dTons, 16 dTon/hr refining capacity, SM:+9)
Crew: 8, Life Support: 10, Cargo Space: 2 dTon (70 weeks)
Weapons: 3x Beams, 3x Pulse, 3x Sandcasters,

Harmonious Repose Yatch, 78 M Solars, 200 dTons
A civilian luxury spacecraft.
(2G/Move:1200, dDR:12, dHP:35, Cargo Space: 22 dTons),
Weapons:2x hardpoints, 2 Air Rafts

Hero Freighter, 68 M Solars, 200 dTons
A copy of the cheap and common Imperial small cargo vessels.
(1.5G/Move:370, dDR:10, dHP:30, Cargo Space: 87.5 dTons),
Weapons:2x hardpoints

Phidippides Courier, 150 M Solars, 200 dTons
A Terran small armed vessel. Also a capable raider.
(6G/Move:2250, dDR:10, dHP:40, Cargo Space: 22.5 dTons),
Weapons:3x hardpoints,

Terran Warships

Revenge Class Dreadnought, 46.6 B Solars, 30,000 dTon Cylinder
Designed to replace both the Kiev and Nimitz classes this new design is a bold and fast vessel intended to outrun fighters if outnumbered.
(6.2G/Move:370, dDR:400, dHP: 294, Cargo Space: 203 dTons, SM:+13)
Weapons: 84x Beam, 2x Heavy Particle Cannon, Heavy Particle Spinal Cannon
Crew:1098, Endurance: 41 Weeks, 1 Hanger Bay, Capacity: 400 dTons, 30 dTon launch tube.

Kiev Class Dreadnought, $40.1 B, 25,000 dTon Cylinder
An experiment in building the biggest warship they could pushed by the Russian government, these monsters are nonetheless dangerous to any that get near them, but so expensive only 2 were ever built, one barely surviving at Procyon, just making it to a jump point with heavy damage thanks only to it's extreme armour. A similar thing happened at Nusku. Following that experience, they had engines upgraded, removing the hanger to do so and removing armour to give greater speed.
(6.2G/Move:370, dDR:330, dHP: 273, Cargo Space: 28.5 dTons, SM:+12)
Weapons: 54x Beam, 1x Heavy Particle, 1x Repulsor, Heavy Particle Spinal Cannon
Crew:900, Endurance: 7 weeks.

Nimitz Class Dreadnought, $32 B, 20,000 dTon Cylinder
A smaller, cheaper alternative to the Kiev class, this is built around the same weapon as the Kiev class. As if to prove a point, 4 of these were constructed. Their lack of embarked aircraft and reduced armour are not considered significant problems, though unlike the Kiev class, two were lost at Nusku.
(5G/Move:370, dDR:320, dHP: 255, Cargo Space: 28 dTons, SM:+12)
Weapons: 51x Beam, 1x Repulsor, Heavy Particle Spinal Cannon
Crew:649, 2x Assault Shuttles

Hive Class Battleship, 20.3 B Solars, 15,000 dTon Cylinder
Undergoing a midlife upgrade prior to the attack on Nusku, the previous capacity of 100 fighters has been reduced, but the addition of the 30 AKHB series means these will be in the fight for longer, as well as adding transports as escape vessels to cut back on the losses of experienced men. Repulsors have been replaced by the more versatile beam turrets. The discussion of the AK Modular fighters to add 150 missile capacity was the real hot topic of this upgrade.
(6.1G/move:370, dDR: 480, dHP: 245, dTons of Cargo Space:310, SM:+12)
Crew:892, Life Support: 1412, 20 Workshops, 20 Sickbays, Fuel:3000 dTons (2 Parsecs)
Weapons: 78xBeam in 26 turrets, 3x Heavy Particle Cannon,
2x AK 450 person transport, 50x AK Short Range Missile Fighter, 10x AK Heavy Bomber, 20x AK Heavy Ball Fighter

Britain Class Carrier (u), 14.5 B Solars, 15,000 dTon Cylinder
Named after great aerial battles, these Carriers have served as the mainstay for Terran Fighter forces since the last Interstellar War. Recently upgraded engines to enable them to outrun Vilani fighters after three were lost at Nusku. The small craft have been modified too, replacing the standard fighters with the more robust AKHB fighters, and adding 100 small modular fighters to add 300 missile capability. The repulsor has been removed in favour of more beam weapons and two large jump capable transports added for the crew to escape or to be used to capture enemy ships, depending on the battle.
(6.1G/move:370, dDR: 170, dHP: 191, dTons of Cargo Space:126.5, SM:+12)
Crew:1259, Life Support: 1902, 20 Workshops, 20 Bed Hospital, Fuel:3000 dTons (2 Parsecs)
Weapons: 108xBeam in 36 turrets, 2x Heavy Missile Arrays
5 Hanger Bays, Capacity: 800 Tons, 2x AK 450 person transport, 100x AK Short Range Missile Fighter, 5x AK Heavy Bomber, 90x AK Heavy Ball Fighter, 5x AK Ball Heavy Recovery

Bush Class Battle Cruiser, 15 B, 11,000 dTon Cylinder
These Heavy Cruisers have enough armour and weapons to pose a threat to any Vilani fleet. With 50 embarked fighters and a number of other small vessels, plus 500 troops, they are among the most useful of Terra's fleet. 5 were destroyed at Procyon.
(6G/Move:370, dDR:385, dHP: 213, Cargo Space: 189.5 dTons, SM:+12)
Weapons: 21x Beam, 2x Heavy Particle, 1x Bay Plasma Cannon, 1x Repulsor, Crew:1043, including 500 troops
50x Fighters, 5x Ships Boats, 10x Assault Shuttles, 2x G-Carriers,
1x Hanger Bays, Capacity: 100 Tons

Cannonball Cruiser, 13.5 B Solars, 10,000 dTon Sphere (78 yard dia.)
This new design by Kalishnkov for the AK Ball Cruiser was renamed, and is based on the highly successful cruiser design that played a crucial role in destroying the fleet that captured Nusku. This one, however, has food production that can stretch endurance considerably, as well as extra point defence weapons.
(6.1G/Move:370, dDR:720, dHP: 215, Cargo Space: 362 dTons, SM:+12)
Weapons: 30x Beam, 1x Heavy Particle, 1x Bay Plasma, Crew:240, Endurance: 43 Days/dTon,
1x AK Fuel Tanker, 1x AK 250 person transport, 10x AKHB Fighter, 5x AK APC, 10x AK Modular Fighter, 1x Ships Boat Rescuer

Landing Dock, 7.3 B Solars, 10,000 dTon Sphere (78 yard dia.)
These are designed to bring three battalions to a hostile system to take over. They have moderate armour, but are not designed to land themselves. Or to get too close to the planet...
(3.6G/Move:370, dDR:250, dHP: 156, Cargo Space: 313 dTons, SM:+12)
Weapons: 28x Beam, 14x Missile, Crew:560, 1 Hanger Bays, Capacity: 1500 Tons, 1000 Low Berths
2x Landing Craft, Usually 1 more in Hanger, and one 300 dTon Fuel Tanker. Often fighters make up the rest of the hanger space.
10 x Sick-bays, 10x Workshops

Supply Ship A, 9.7 B Solars, 10000 dTon Flattened Sphere
These extraordinary Supply vessels create food. If an army marches on it's stomach, these vessels remove the need to stop, unless there are not enough of them.
(6.1G/Move:6262, dDR:200, dHP: 186, Cargo Space: 56 dTons, Fuel: 4000 dTons, SM:+12)
Crew:129, Life Support: 140, Food Production Capacity: 700 persons fed per day
10 Workshops, 5 Bed Hospital, 4 Laboratories,
1x 100 person Survival Vessel,
Weapons: 75xBeam, 1xHeavy Missile,

Supply Ship B, 10.4 B Solars, 10000 dTon Flattened Sphere
These supply vessels not only carry supplies, but can manufacture them as well!
(6G/Move:6075, dDR:200, dHP: 176, Cargo Space: 674 dTons, Fuel: 4000 dTons, SM:+12)
Crew:249, Life Support: 300, Manufacturing Capacity: 20 K$/hr, or 0.1 t/hr, whichever is less for the item.
10 Workshops, 10 Bed Hospital,
2x 100 person Survival Vessel, 50x AK Miniminer,
Weapons: 75xBeam, 1xHeavy Missile,

Supply  Ship C, 10 B Solars, 10000 dTon Flattened Sphere
Refuelling vessels, these specialize in refining as well as carrying fuel. They can refine an entire tank of over 5,000 dTons in 6 hrs.
(6G/Move:6262, dDR:240, dHP: 186, Cargo Space: 30 dTons, Fuel: 5300 dTons, SM:+12)
Crew:125, Life Support: 140, Endurance: 19 Weeks/10 dTons, Refining Capacity: 896 dTon/hr
10 Workshops, 5 Bed Hospital,
1x 100 person Survival Vessel,
Weapons: 75xBeam, 1xHeavy Missile,


Vladivostok Class Attack Cruiser, 8.6 B Solars, 6,000 dTons
These vessels bore the brunt of the Third Interstellar war, though there have been some minor improvements.
(6G/Move:370, dDR:361, dHP:181, Cargo Space: 73.5 dTons),
Weapons:30x Beams, Heavy Particle cannon, Repulsor, 30 x Fighter, 2 x Assault Shuttles, 2 x G Carriers

Merrimak Class Cruiser, 8.3 B, 5000 dTon Sphere
This interesting proposal was made in the light of the heavy armoured cruisers (secretly of Terran design) fielded by Kimashargur during a recent civil war. These are slightly smaller but cheaper.
(6.1G/Move:370, dDR:720, dHP: 191, Cargo Space: 15 dTons, SM:+11)
Weapons: 24x Beam, 1x Heavy Particle, Crew:219, Endurance: 1 Week/dTon,
1x Ships Boat (Standard)

Iishuni Class Cruiser, 8.2 B Solars, 5000 dTon Sphere, 62 yd dia
Adopted by the Russian Government, this design only started construction after news of the Girii conflict arrived.
(6.1G/Move:370, dDR:720, dHP: 191, Cargo Space: 7 dTons, Fuel: 2 Parsecs, SM:+11)
Crew:222, Life Support:230, Endurance: 7 weeks, 10 Workshops, 10 Bed Hospital,
Weapons: 30xBeam, 1x Bay Plasma,
3x AKHB 66p Lifeboat

Tower Shield Class Escort, 7.5 B Solars, 4500 dTon Sphere (60 yd dia)
This new design is intended as an escort for the heaviest of battles. Able to shoot down over 200 missiles with even a green crew, they are also capable of hunting fighters without having to worry about the missiles...unless they are nuclear. It is probably the most expensive escort ever.
(6.1G/move:370, dDR: 720, dHP: 186, Cargo Space: 22 dTons, SM:+11)
Crew:226, Life Support: 240(10 Low Berth), 10 Workshops, 10 Sick-bays, Fuel:900 dTons (2 Parsecs)
Weapons: 51x Beams in 17 turrets, 2x Ships Boat (Standard)

Upgraded Alert Cruiser, 5.7 B Solars, 4,000 dTon Cylinder
Following the fall of Nusku, all the remaining aging Alert class have been put into yard to be upgraded, removing Survey gear and reducing fuel tanks to 2 Parsec range for greater combat survivability following their recent poor performance at Nusku and Procyon. The repulsor has been removed in favour of more Beam weapons, and armour has been increased.
(6.1G/Move:370, dDR:285, dHP: 156, Cargo Space: 24.5 dTons, SM:+11)
Weapons: 15x Beam, 1x Heavy Particle, 1x Bay Plasma,
Crew:399, Endurance: 13 Weeks, 10 Workshops, 10 Sick-bays, 2 Laboratories
20 x Combo Fighter, 2x Assault Shuttles, 2x G-Carriers

Musician Class Auxiliary Cruiser, 3.8 B Solars, 3,000 dTon Cylinder
More of a heavy raider than a front line warship, the musician class was named in the hope of lifting peoples spirits during the 4th Interstellar War. It has fuel for 3 parsec in hyperspace and can outpace fighters. With 100 troops, accommodation is tight, but the moderate armour and the Heavy Particle Cannon give it respectable firepower. It is designed to kill up to 3 Kargash class cruisers easily, keeping it's distance and using fighters to assist in the point defence. It is intended to full the secondary role of the Alert class, freeing them up for front lines.
(6.3G/Move:370, dDR:165, dHP: 127, Cargo Space: 42.5 dTons, SM:+10)
10 Workshops, 10 Sick-bays, 4 Laboratories, Survey Module
Weapons: 27x Beam, 1x Heavy Particle, Crew:257, Endurance: 36 Weeks,
20 x Combo Fighters, 2x Assault Shuttles, 2x G-Carriers

Mandella Class Destroyer, 2.9 B Solars, 2,000 dTons
The destroyers are hunters of incursions. Their heavy particle cannon allows them to hit hard, and their beam banks are excellent point defence.
(6G/Move:370, dDR:210, dHP:120, Cargo Space: 38 dTons),
Weapons:12x Beams, 1x Heavy Particle cannon

Shield II Class Escort, 3.3 B Solars, 2,000 dTon Cylinder
An alternative to the Buckler class is the second version of the Shield class. Heavier armour and slower, it is designed for major battles where capital ships need escorts that have a better survival rate than fighters against Vilani secondary armaments. It has had many auxiliary functions removed, such as small craft, many troops, laboratories and survey modules, reducing crew significantly.
(6.1G/Move:370, dDR:340, dHP: 138, Cargo Space: 12 dTons, SM:+10)
Weapons: 45xBeam, Crew:102, Endurance: 25.5 Weeks, 8x Workshops, 8x Sick-bays
1x Ships Boat (Standard)

Shield Class Destroyer Escort, 3.1 B Solars, 2,000 dTon Sphere
These vessels are dedicated escorts designed to provide point defence for other vessels. Probably the fastest ships in the fleet, they also make good anti-fighter vessels.
(7G/Move:370, dDR:290, dHP: 122, Cargo Space: 16 dTons, SM:+10), Weapons: 30x Beam
8x Workshops, 8x Sick-bays, 4x Laboratories, 1x Survey Module
Crew:149, Endurance: 166 Days, 1x Ships Boat (Standard), 10x Fighter, 2x Assault Shuttle

Buckler Class Escort, 1.7 B Solars, 1,100 dTon Cylinder
In an effort to cut costs and reduce fighter losses, this small design was recently proposed. It carries the same number of beams as the original Shield class, but no fighters and 41% of the crew, it costs only 55% of the price. Based off a stretched Agrippa hull, it has potential to be much more numerous, and it's armour is still thick enough top present significant problems to any light turret weapons. It is excellent as a hunter of fighters, and with respectable armour, some argue the most cost efficient form of escorts.
(7G/Move:370, dDR:190, dHP: 104, Cargo Space: 17 dTons, SM:+10)
Weapons: 30xBeam, Crew:61, Endurance: 3.5 Weeks/dTon, 4x Sick-bays, 4x Workshops
1x Ships Boat (Standard)

Agrippa Corvette, 1.5 B Solars, 1,000 dTons
Patrol craft for low intensity theatres, the Corvettes are fairly numerous and quite capable escorts.
(6G/Move:4900, dDR:138, dHP:100, Cargo Space: 30 dTons, SM: +10),
Crew: 61 (6 Troops, 9 Gunners)
Weapons:6x Beams, 6x Pulse, 10x Plasma Cannons,

Modified Terran Shamsir 1.5 B Solars, upgrade cost 400 M Solars, 1000 dTon Flattened Sphere
These ships are made from captured Shamshirs, and fit much better within Terran military doctrine. They generally operate in defence with other defensive fleets, since Vilani will seize them in Vilani space.
(6G/Move:3250, dDR:110, dHP: 70, Cargo Space: 11.5 dTons, SM:+10)
Crew:154 (100 troops), Endurance: 4 weeks, 1 Workshop, 1 Robofac, 4 Bed Sickbay
Weapons: 18x Beam, 3x Sandcasters,
2x AK Heavy Bomber, 1x AK Ball Heavy Recovery, 5x AK Missile Fighter,

Hardrada Raider, 700 M Solars, 800 dTons
The commerce raiders can carry a lot of troops behind enemy lines for commando raids on key installations.
(4G/Move:3150, dDR:75, dHP:80, Cargo Space: 48 dTons),
Weapons:12x Beams, 6x Missiles, 6x Sandcasters, 2 Ships boats

Constable Class Customs boat, 917 M Solars, 600 dTon Needle/Wedge
The Terrans answer to the Gashidda class is 50% larger and twice as expensive. But then, the Terrans do not have as many planets to guard.
(5G/Move:3852, dDR:80, dHP: 81, Cargo Space: 12.5 dTons, SM:+9)
Weapons: 19x Beam, 2x Sandcaster, Crew:67, Endurance: 284 Days
1x Ships Boat (Standard), 2x Assault Shuttle
2x Workshops, 2x Sickbays, 1x Laboritories, 1x Survey Module

AK Extended Patrol, 481 M Solars, 400 dTon Sphere (27 yard dia.)
Kalishnikovs answer to extended patrols of the 'outback' regions has been adopted by Chrysolite. The Vatfacs enable food production, if you could call it that, sufficient to supply the whole ship, and a Robofac replaces a workshop to enable greater production of spare parts. Faster and with heavier armour than the Gashidda, it has fewer weapons, unless you add in the two small combo fighters carried. It utilizes the much smaller APC for inspections. Since it is a patrol craft and not an exploration craft, it carries no Laboratories or Survey Modules.
(6G/Move:370, dDR:120, dHP: 65, Cargo Space: 22.5 dTons, SM:+9)
2x Sick-bays, 1x Workshop, 1x Robofac, 1.5x Vatfac (Provides enough food for 30)
Life Support 46+4 Low Berth, 20x single level bunks, 5x staterooms (1 double)
Fuel for 2 parsecs Jump, refuel in 6.3 hrs
Weapons: 6x Beam, 2x Missile, 1x Sandcaster, Crew:24, Endurance: Indefinite
2x AK Modular Combo Fighter, 1x AK APC

Richthofen Missile Corvette, 470 M Solars, 400 dTons
Built following the third Interstellar war, these are an experiment with Imperial tactics. They also provide useful cover for gun boats on their approach, as they can target multiple small targets. This design is now considered obsolete.
(6G/Move:370, dDR:140, dHP:70, Cargo Space: 16.5 dTons),
Weapons:12x Missiles

Crocket Class Scout, 140 M Solars, 100 dTons
Small scouts designed to counter the Iiken scouts, they are more capable in combat, but not as versatile.
(4G/Move:2800, dDR:70, dHP:50, Cargo Space: 0.5 dTons),
Weapons:2x Beams, 2x Missiles, 2x Sandcasters
This message was last edited by the GM at 10:33, Tue 19 Jan 2021.
Fate
GM, 2422 posts
Roll for dodge!
Mon 27 May 2019
at 02:43
  • msg #6

Imperial Vessels

Imperial Law Concerning Spacecraft Design
The Imperial Edict concerning spacecraft designs takes many pages and has more clauses than any lawyer cares to summarize, but the overall summary is recognised to fall into the following points:

A) Any Craft over 20,000 dTons and intended for Interstellar travel must be under the direct authority of the Ishimkarun, or will be subject to confiscation. Starbases or system craft of this size must receive operating permits from the local saarpuhii (Sector Command) or they will be confiscated by the same. Permits must therefore be obtained before construction begins!

B) Any craft intended for interstellar travel over 1,000 dTons must be an approved Imperial design. No changes beyond replacement of weapons will be accepted. (Pulse, Beams or Missile Launchers are interchangeable. Bay weapons must be interchanged with weapons of the same size.)

C) Any craft intended for interstellar travel must have an approved chassis design. Craft 1,000 dTons and under have more flexibility in design, but the chassis must be an approved one.

D) Anyone found building non-approved designs must make a presentation to the Ishimkarun why the design is needed and why an existing design cannot fulfill the role. Such a presentation is required to add a new approved design. None have been added in 900 years.

It is noted that craft not designed for Interstellar travel, including starbases that have a temporary jump drive installed for the purposes of placement and small system craft, have almost no limitation as long as they remain 20,000 dTons or less.

AK Kalishnikov Enterprise has entered several designs for approval. He does not expect a response before 2182

Designs Submitted

AK Giriian Bulk Carrier, 10,000 dTon Sphere (78 yard dia.)
AK Giriian Branch Freighter, 2,000 dTon Sphere (46 yard dia.)
AK Giriian Branch Passenger Liner, 2,000 dTon Sphere (46 yard dia.)
AK Ball Transport, 1,000 dTon Sphere (37 yd dia)

Additionally, he has submitted several chassis for approval

AK Fuel Tanker, 300 dTon Flattened Sphere
AK Ball 200 Series, 200 dTon Sphere (22 yd dia)
AK Ball 100 Series, 100 dTon Sphere, (17 yd dia)

Approval of these is likely to be strongly opposed by Sharurshid as being 'destabilizing', a claim not without truth.

The list below is not exhaustive: there are other designs not in use in Imperial archives, but there are not believed to be many.

Common Imperial Starbases

Military Base, 11.5 B, 50,000 dTon Sphere, 134 dia sphere
Designed as sector command centres, these have the heaviest armour ever seen in space and practically immune to missile strikes, even offering some protection against nuclear warheads. With additional Iikens and Gashiddas, a massive 10,000 dTon Cargo bay, 10x 100 dTon Fighter bays and a 4,000 dTon Figher bay with a fighter rail launcher in addition to the 250 specialised fighters. Usually based in orbit near a planet, the low storage is not seen as a big concern as extra supplies are usually stored planetside, or kept in one of the massive military transports that can dock there.

While very expensive, their high cost usually is seen as an investment into Sector security, and they are probably the most utilized assets in the sector fleets, acting as command and control for the various patrols, as well as a secure location for various command discussions.
(0.1G/Move:370, dDR:1300, dHP: 350, dTons of Cargo Space (Half Supplies): 813, SM:+13)
Weapons: 18xBeam, 27xPulse, 8xPlasma, 6xHeavy Missile,  Crew:51, Accommodation: 2100 (+100 Low Berth)
Endurance: 4 Weeks, 12 Hanger Bays, Capacity: 15,000 Tons, Fuel: 10,000 dTons, 20 Labs, 250 Workshops, 250 Bed Hospital
50x Ships Boat (Standard), 250x Fighter (Missile), 20x Iiken Class Courier, 10x Patrol Cruiser

Naval Base, 7.6 B, 35,000 dTon Sphere, 119 dia sphere
These bases form the Naval Headquarters for important systems. Heavily armoured, large missile batteries and plenty of fighters, they have a few plasma cannons just in case some get too close but many beam weapons to deal with the threat of nuclear missiles, considered the greatest threat to these bastions of power. Whilst often compared to the Vegan carriers due to the similar price ticket, these are not designed to go anywhere and often form a hub for the patrolling Gashiddas of a region. Value for money, little else permanently removes pirates from a system like these, but they have to be built in the system. A single Vegan, by contrast, can patrol a whole group of systems...
(0.24G/Move: 370, dDR: 500, dHP: 237, dTons of Cargo Space (Half Supplies): 393, SM:+13)
Weapons: 24x Beam, 27x Pulse, 8x Plasma, 4x Heavy Missile, Crew:41, Accommodation: 525 (+50 Low Berth)
Endurance: 8 Weeks,, 1 Hanger Bays, Capacity: 10,000 Tons, Fuel: 10,000 dTons, 10 Labs, 100 Workshops, 100 Bed Hospital
50x Ships Boat (Standard), 250x Fighter (Missile), 10x Iiken Class Courier, 5x Patrol Cruiser

Mining Base, 3.6 B, 20,000 dTon 100 yd dia Sphere
These large bases are designed tough to be positioned within asteroid belts. Their heavy armour and plasma cannon are capable of handling small asteroids, and the engines are larger than most starbases to get out of the way of anything they cannot dodge. They also often carry mining nuclear missiles for those tighter situations, though these have caught pirates unawares as well. The large workshops include considerable refinery equipment. They are usually serviced by a monthly branch freighter that can land in their massive hangers. These craft are usually constructed elsewhere with a jump drive in the hanger. The jump drive, along with it's own power supply, cost $1.8 billion (not included in the cost) and take up 1200 dTons of space in the cargo bay, are then removed.
(0.2G/Move:370, dDR:500, dHP: 222, dTons of Cargo Space: 3468, SM:+12)
Weapons: 21xBeam, 8xPlasma, 3xHeavy Missile,  Crew:72, Visitors: 238 (+50 Low Berth)
Endurance: 11 Weeks (168 dTons), 2 Hanger Bays, Capacity: 3000 Tons, Fuel: 8000 dTons, 10 Labs, 20 Bed Hospital,
1000 Workshops, 2 GW reactor for smelter, 3000 dTons of cargo space for goods.
5x 10 dTon Lifeboats

Small Trade Base, 1.3 B, 10,000 dTon 78 yd dia Sphere
The Vilani usually trade with planets, but sometimes a well positioned starbase can do very well too. They have limited movement for positioning. These craft are usually constructed elsewhere with a jump drive in the hanger. The jump drive, along with it's own power supply, cost $900 million (not included in the cost) and take up 600 dTons of space in the cargo bay, are then removed.
(0.1G/Move: 370, dDR: 200, dHP: 134, dTons of Cargo Space: 994, SM:+12)
Weapons: 8xBeam, 12x Pulse, 4x Sandcaster, 2x Heavy Missile, Crew:78, Visitors: 305 (+50 Low Berth)
Endurance: 64 Weeks, 2 Hanger Bays, Capacity: 2500 Tons, Fuel: 4000 dTons, 2 Labs, 20 Workshops, 20 Bed Hospital
5x 10 dTon Lifeboats

Refuelling Base, 867.9 M, 5000 dTon 62 yd dia Sphere
The smallest bases are still more than twice the size of a Branch freighter, but much less than twice as expensive. The real purpose of these bases is often for commercial work done in secret, far from prying eyes. There are a few amoung Geonee and Vegan worlds. These craft are usually constructed elsewhere with a jump drive in the hanger. The jump drive, along with it's own power supply, cost $450 million (not included in the cost) and take up 300 dTons of space in the cargo bay, are then removed.
(0.1G/Move: 370, dDR: 200, dHP: 117, Cargo Space: 475 dTons, Fuel: 2000 dTons, SM:+11)
Weapons: 8x Beam, 12x Pulse, 2x Plasma Cannon, 1x Heavy Missile Array, Crew:108, Visitors: 89 (20 Low Berth)
Endurance: 44 Weeks, 2 Hanger Bays, Capacity: 1100 Tons, Fuel: 2000 dTons, 20 Labs, 20 Workshops, 20 Bed Hospital
5x 10 dTon Lifeboats

Research Base, 1.02 B, 5000 dTon Sphere 62 yd dia Sphere
These bases are often called refining bases, and their uses vary considerably. Much of the tanks and the 55 refineries are not fuel, but other chemicals.
(0.11G/Move:370, dDR:200, dHP: 118, Cargo Space: 380 dTons, Fuel Capacity: 2000 dTon, SM:+11)
Weapons: 18x Beams, 2x Plasma Cannon, 1x Heavy Missile, Crew:108, Visitors: 89 (20 Low Berth)
Endurance: 44 Weeks, 2 Hanger Bays, Capacity: 1100 Tons, Fuel: 2000 dTons, 20 Labs, 20 Workshops, 20 Bed Hospital

Imperial System Ships

The following craft available in Terran space were originally Imperial Designs:

Interplanetary Shuttle
Ships Boat (Standard)
Ships Boat (Cargo)
Ships Boat (Passenger)
Ships Boat (Fuel)
Ships Boat (Base)
Lifeboat

Hero Interplanetary Shuttle, 4.2 M Solars, 200 dTon Close Structure
If you every wondered what happened to old Hero's wonder no more! Once they become too unreliable for interstellar travel, many spend the rest the rest of their days with the jump drive removed transporting cargo between mines and planets. Rarely, new vessels can be specially constructed for this role, adjust price and HT accordingly.
(2G Empty/Move:370, dDR:10, dHP: 30, Cargo Space: 169.5 dTons, Crew: 6, SM:+8, HT: 8)

Interplanetary Shuttle, 21.3 M Solars, 100 dTon Close Structure
These small shuttles are more suited for those that prefer reliable interplanetary travel.
(3.6G Empty, Typically 1.3G/Move:370, dDR:10, dHP: 24, Cargo Space: 41 dTons, Crew: 5, SM:+8)

Interplanetary Cargo Shuttle, 21.8 M Solars, 100 dTon Close Structure
Sometimes used where routes are regular or cargos particularly dense, these small shuttles get plenty of use.
(5.8G Empty/Move:370, dDR:10, dHP: 24, Cargo Space: 76 dTons, Crew: 5, SM:+8)

Assault Shuttle, 28 M Solars, 20 dTons
Imperial Assault craft, lightly armoured, used to land troops on a planet or another ship. It also has some cargo capacity.
(4G/Move:1900, dDR:13, dHP:25, Cargo Space: 7.5 dTons),
Crew:2, 10 bunk beds with life support or Seating for 24
Weapons:1x Beams, 1x Missile, 1x Sandcaster

Combat Shuttle 39M, 20 dTon Needle/Wedge
A more heavily armoured shuttle, at the expense of space.
(4G/Move:2679, dDR:68, dHP: 34, Cargo Space: 1.5 dTons, SM:+6)
Crew:2, Life Support: 10 (bunks), Sickbay
Weapons: 1x Beam Laser, 1x Missile, 1x Sandcaster

Cargo Shuttle 15M, 20 dTon Needle/Wedge
Poor mans ships boat, usable by Gashiddas and countless others. Amoung the cheapest craft available...dirt cheap and common!
(1.48G/Move:1094, dDR:10, dHP: 20, dTons of Cargo Space: 14, SM:+6)
Crew:2, Life Support:5 or Seating for 12
Weapons: 1x Pulse, 1x Missile, 1x Sandcaster,

Imperial Fighter, 20 M Solars, 10 dTons
The standard Imperial Fighter for 2000 years. Terrans can reproduce it, but prefer better designs.
(6G/Move:2650, dDR:33, dHP:25, dTons of Cargo Space: 0), Weapons:2x Missiles,

Imperial Defence Fighter, 22 M Solars, 10 dTons
The standard Imperial Point Defence Fighter for 2000 years. Terrans can reproduce it, but prefer better designs.
(6G/Move:2255, dDR:20, dHP:22, dTons of Cargo Space: 0), Weapons:3x Pulse Lasers

Imperial Beam Fighter, 26 M Solars, 10 dTons
This is a rare but acceptable version of the Vilani Fighter, mounting a single Beam weapon. It is usually seen in Kimashargur hands.
(6G/Move:2804, dDR:43, dHP:25, dTons of Cargo Space: 0.1), Weapons:1xBeam Weapon

Imperial Civilian Vessels

Sharurshid Line Freighter, 2.9 B Solars, 10,000 dTons
The largest and major backbone of Vilani trade, these support the main trade routes.
(1G/Move:300, dDR:10, dHP:80, dTons of Cargo Space: 6881), Weapons:4x hardpoints

Sharurshid Branch Freighter, 580 M Solars, 2,000 dTons
These large freighters support Vilani branch freight routes.
(1G/Move:300, dDR:10, dHP:50, dTons of Cargo Space: 1338.5),

Sharurshid Passenger liner, 580 M Solars, 2000 dTons
These are the major passenger transports between Vilani systems.
(1.2G/Move:300, dDR:10, dHP:60, dTons of Cargo Space: 136.5), 4 Ships Boats (PAX)
PAX: 6 Luxury, 50 First Class, 150 Standard, 280 Low. Max 415 PAX.

Sharushid Remote Freighter, 352 M Solars, 1000 dTon Flattened Sphere
Originally designed to service planets off the branch lines that needed larger services than Heros could provide, usually for specific large shipments or very important individuals, these craft are capable of aerodynamic flight as well as safe Gas Giant refueling, making them excellent for servicing remote locations.
They are capable of significant weapons, making the requirement for an escort unnecessary in times of peace, and they are more economical in terms of purchase price per dTon of cargo and better for crew than Heros, but not as good as the larger branch freighters. They also are cheaper to run per dTon of cargo than the smaller vessels.
(2.1G/move:2069.5, dDR: 10, dHP: 50, Cargo Space:441 dTons, Fuel:200 dTons (2 Parsecs), SM:+10)
2x Ships Boat (Standard), 1 Workshops, 1 Sickbays
8x Hardpoints, Crew:24, PAX: 20 Standard, 10 First, 5 Luxury

Ikaakur Hospital Ship, 498 M Solars, 800 dTon Flattened Sphere
Hailing from the days when the Vilani were explorers, these Hospital ships were designed to assist in dealing with the many plagues that came with meeting new worlds. A fleet of 50 to 100 of these would travel to stricken worlds, combining their laboratories to resolve the problem. There are calls to rebuild the fleet in the light of meeting with Terrans.
(2.39G/move:2229, dDR: 50, dHP: 70, Cargo Space: 20 dTons, Fuel: 2 Parsecs, SM:+10)
Crew:119 (50 medical specialists), Life support: 171
10 Workshops, 50 Bed Hospital, 2 Laboratories
1x Ships Boat (Standard), 1x Ships Boat (Cargo), 1x Ships Boat (Fuel), 2x Ships Boat (Base)
Weapons: 7x Hardpoints

Hero Prisoner Transport, 0.1 B Solars, 200 dTon Close Structure
(1.5G/move:370, dDR: 10, dHP: 30, Cargo Space:5.5 dTons, SM:+8)
Crew:32(20 guards), Life Support: 35(100 Low Berth), Fuel:40 dTons (2 Parsecs), 1 Workshops, 5 Sickbays
Weapons: 9xPulse,

Hero Freighter, 68 M Solars, 200 dTons
These are the tiny freighters that handle all the Vilani's odd jobs. Many can be bought second hand for reduced prices.
(1.5G/Move:370, dDR:10, dHP:30, dTons of Cargo Space: 87.5)
2x Hardpoints, Crew: 8, PAX: 4 Standard, 1 First, 14 Low

Iken, 110 M Solars, 100 dTons
The smallest Vilani craft often used as courier or sometimes given as retirement packages to distinguished Vilani.
(3G/Move:2100, dDR:50, dHP:45, dTons of Cargo Space: 3), Weapons:2x hardpoints, Air Raft

Iken Cargo Courier, 43.8M, 100 dTon Needle/Wedge
The smallest Cargo vessel in the Imperium, and the cheapest way to fly. You get what you pay for...
(2.7G/Move:1107, dDR:10, dHP: 30, Cargo Space: 47.5 dTons, SM:+8, Fuel: 2 Parsecs)
Weapons 2x Hardpoints, Crew:4, Life Support/Accommodation for 6.

Imperial Warships

All Imperial Warships over 1000 dTons have two bridges, usually similar.

'Royal' Battleship, 50 B Solars, 40,000 dTon Cylinder
Really more of a carrier, the heavy armour and high speed of these vessels causes them to be classified as battleships, but the lack of heavy weaponry, replaced instead with missile batteries and numerous fighters, means they do not really fit into either category due to the fitout alone. Their use as front line combatants, however, means they are definitely battleships.
(5G/move:370, dDR: 500, dHP: 306, dTons of Cargo Space:1644, SM:+13)
Weapons: 21x Beams in 7 turrets, 20x Plasma Cannon, 2x Heavy Particle, 6x Heavy Missile,
Crew:2624, Fuel:8000 dTons (2 Parsecs)
1 Hanger Bays, Capacity: 1000 Tons,
Small Craft Bays: 10x Ships Boat (Standard), 10x H & M Basilisk G Carrier, 500x Fighter
50 Workshops, 50 Sickbays, 2 Laboratories

'Imperial' Battleship, 57.34 B Solars, 40,000 dTon Flattened Sphere
These are the massive warships that have cowed entire worlds. Not fast, but the armour is so thick that even missile usually bounce off. They are usually deployed in such a way that enemies have to run from them, so their slow speed is not seen as a problem...they simply never have to run! Always operating in concert with smaller ships that utilize missile swarms, usually half of their 200 fighter complement are missile fighters, with the other half acting as point defence if need be. The Empire is said to have 50 of these monsters, and there are usually a number of Line Freighters and many Tankers supporting the main fleet.
(4G/Move:8285, dDR:575, dHP: 354, dTons of Cargo Space: 202.5, SM:+13)
Weapons: 27x Beam, 3x Heavy Particle Cannons, 1x Repulsor, Heavy Particle Cannon Spinal Mount
Crew:1845, 10x 100 dTon Hanger Bays (Usually with 100 Missile fighters),
100x Fighters (Usually Beam, as point defence), 10x Ships boats, 10x G-Carriers

Imperial Command Carrier 29.6 B Solars, 40,000 dTon Sphere
Unlike the Shangarim carriers, these massive ships usually accompany support fleets, where their slow speed is not considered to be a problem. The massive numbers of fighters they can field makes them a favorite for those more economically minded, who point out that they can carry nearly twice the fighters as the Shangarim carriers and six times the number of fighters a Vegan class can carry, for less than 4 times the cost of a Vegan class. Of course, the fact that most of the fighters are a missile fighters and that they are slow and with huge crews and poor armour is often overlooked by these economic admirals.
(1.6G/Move:370, dDR:150, dHP: 195, dTons of Cargo Space: 618.5, SM:+13)
Weapons: 33x Beam, 1x Heavy Particle, 3x Heavy Missile, 2x Repulsor, Crew:5370,
12 Hanger Bays, Capacity: 4000 Tons
Usual Compliment: 1000 Fighters, 5 Hero Freighters, 1 Sharrukin Tanker

Shangarim Carrier, 27.32 B Solars, 30,000 dTon Sphere
These massive ships accompany the battle fleet that goes with the battleships. Capable of launching over 1,000 missiles each with a fill load of missile fighters, The carriers themselves typically hang back and use their own batteries in defence of the support fleet, though sometimes they do accompany the battleships to assist in the point defence. They can bolster their strength with another 250 fighters in the hangers if the situation warrants it, increasing the fighter missile swarm to 1500. Arguments regarding whether these or the Vegan class of carrier are better economically have been engaged since the Vegan polity was defeated.
(4G/Move:370, dDR:150, dHP: 197, dTons of Cargo Space: 221.5, SM:+13)
Weapons: 27x Beam, 3x Heavy Missile, 2x Repulsor, Crew: 2804,
10x 100 dTon Hanger Bays (Usually 100 fighters), 1x 500 dTon Hanger Bay, 1x 1000 dTon Hanger Bay
500x Fighters, 10x Ships boats

Behemoth Battleship, 39 B Solars, 25000 dTon Cylinder
Designed to kill anything it cannot outrun, this slow Behemoth cannot outrun very much, but it's thick armour is meant to ensure it never has to. This vessel was designed to deal with small fast vessels that attacked transports back when the Imperium was invading worlds. They are under the command of the leaders of the Shangarim.
(5G/Move:370, dDR:425 dDr, dHP:282, dTons of Cargo Space: 93.5, SM: +12), 50 Troops
Weapons: 28x Beam, 14x Missiles, 3x Light particle Cannon, Heavy Particle Cannon Spinal Mount

Shangarim Troop Transport, 57.7 B Solars, 20,000 dTon Flattened Sphere
Massive ships with the sole purpose of transporting an entire Imperial Army. Able to be delivered in group of 2,000, it can carry 14,000 troops.
(1.6G/Move:3189, dDR:90, dHP: 195, Cargo Space: 1314.5 dTons, SM:+12)
Crew: 97, Life Support: 2100, Endurance: 26 Weeks, 100 Bed Hospital, 100 Workshops.
Weapons: 16x Beams, 32x Pulses, 4x Heavy Missile Array, 100 x Assault Shuttle

Shangarim Transport, 31.9 B Solars, 20,000 dTon Flattened Sphere
This massive armoured transport has about twice the capacity of a Sharurshid Line Freighter, but it is faster, more heavily armed and armoured. It normally carries supplies or a tank battalion, and plenty of ammunition.
(1.6G/Move:3514, dDR:90, dHP: 160, Cargo Space: 13552 dTons, SM:+12)
Crew: 97, Life Support: 110, 5 Bed Hospital, 15 Workshops.
Weapons: 16x Beams, 32x Pulses, 4x Heavy Missile Array

Shangarim Tanker, 34.3 B Solars, 20,000 dTon Flattened Sphere
These are the massive refuelling transports that follow the Imperial battle fleets around.
(1.6G/Move:2557, dDR:100, dHP: 164, Cargo Space: 170 dTons, SM:+12)
Crew: 97, Life Support: 110, Endurance: 441 Weeks, 5 Bed Hospital, 5 Workshops.
Fuel: 17500 dTons, Refining rate: 1008 dTons/hr
Weapons: 16x Beams, 32x Pulses, 4x Heavy Missile Array

Deraanasa Battle Cruiser, 23.52 B Solars, 20000 dTon Cylinder
This very old design was used by local governors as their flagships in times gone by as a show of force. They are very expensive, however, and are probably the largest and most expensive ships outside of the Imperial fleet. Designed for close-up operations, they are built around a massive spinal weapon, but most current Vilani combat philosophies do not support such a weapon except in a last ditch defence. Hence, these vessels are mainly for show by local nobles.
(5G/Move:370, dDR:280, dHP: 244, dTons of Cargo Space: 44, SM:12)
Weapons: 36x Beam, 20x Plasma, 1x Spinal Light Particle Cannon

Erasharshi Assault Carrier, 7.3 B Solars, 15000 dTons
This massive warship was only seen recently, though it can be found in historic literature as an Interstellar Assault ship capable of carrying an entire battalion, complete with support staff. It was used in the capture of Nusku, and lost there when the Terrans attacked the system.
(3G/Move:370, dDR:156, dHP:168, dTons of Cargo Space: 150), 1200 troops + Support
Weapons:2x Beam, 2x Missiles, 2x Sandcasters, 4 x Plasma Cannons, 5 x Light Missile Array, 1 x Repulsor,
20 x Fighter (Missile), 30 x Assault Shuttle, 2 x Iiken Class Courier
10 x 60 dTon Hanger Bays, filled as per mission.

Lemrukiri Heavy Cruiser, 15.2 B Solars, 12000 dTon Cylinder
This very dated design was used in the suppression of Vilani Dissidents 500 years ago, and has reappeared to deal with the urbarrani due to their high speed. The poor economic position of the Rim provinces ensures these are not produced by Dingir in great numbers.
(6G/Move: 370, dDR: 310, dHP:204, dTons of Cargo Space: 204.5, SM: +12)
Weapons: 24x Beam, 4x Heavy Missile,
100 x Fighters (Missile), 10 x Assault Shuttle, 5 x Ships Boats

Vegan Class Light Carrier, 7.9 B Solars, 10,000 dTon Cylinder
These fearsome carriers were named after the race they were built specifically to bring to heel. It is said 500 of these were the backbone of the massive missile swarms that devastated Muan Issler, with each vessel (including the full 160 fighters) being responsible for 434 missiles, they accounted for 217,000 missiles per swarm. The call for their return brings echoes of Vilani conquest, but the numbers required to effect the devastation of the past are a long way from being seen.
(6G/Move 370, dDR: 109, dHP:154, dTons of Cargo Space: 206.5, SM: +12)
Weapons: 12x Beam, 12x Pulse, 6x Missile, 6x Sandcaster in 12 turrets, 3x Heavy Missile, Crew: 826
1000 dTon Fighter bay with 10 dTon launch tubes, usually 100 Fighters (Missile)
600 dTon Ships Hanger, usually 60 spare Fighters (Missile)

Sharrukin Fleet Tanker, 4.2 B Solars, 10000 dTon Flattened Sphere
Ask any veteran of the third Interstellar war, and they will tell you the most memorable sight they saw was watching one of these explode. The fact that they are so spectacular and yet they still accompany fleets into battle should speak volumes for their importance in keeping the fleets moving.
(2.99G/Move:2631, dDR:30, dHP: 114, dTons of Fuel Space: 8150, SM:+12)
Weapons: 11x Beam, 22x Pulse, 3x Light Missile, Crew:75

Aasha Command Cruiser, 7.2 B Solars, 8,000 dTons
These rarely move alone, usually commanding a fearsome fleet of lesser cruisers. Few have ever been destroyed in combat, for good reason.
(4G/Move:370, dDR:207, dHP:161, dTons of Cargo Space: 309.5, Crew: 560, Life Support 665+100 LB SM: +11),
Weapons:21x Beams, 3x Heavy Missile Array, 200 Troops
1 Gashidda Class Patrol Cruiser, 2 Iken class scouts, 5 x Assault Shuttles, 5 Ships Boats, 500 dTon Hanger
20 x Fighter (Missile)

Kidashi Class Cruiser, 8.3 B Solars, 6000 dTon Cylinder
An older design, this fast moving Cruiser has made only a recent appearance, presumably in answer to larger numbers of Terran warships armed with beam weapons and many small fighters. They are used as escorts for Kargash class fleets, and often as command vessels in favour of the slower Aasha class. Their high cost and lack of missiles does make them unfavoured by many, however, who point instead at the Vegan class as better value for money.
(6G/Move 370, dDR:400, dHP:186, dTons of Cargo Space: 102.5, SM: +11, Crew:290, Fuel:1200 dTons (2 Parsecs))
Weapons: 30x Beam, 10x Plasma, 1x Heavy Particle, 10 Workshops, 10 Sickbays, 4 Laboratories
10 x Fighter (Missile), 5 x Ships Boats

Duriim Cruiser, 7.75 B Solars, 6000 dTon Cylinder
Designed to work with the Kidashi Class Cruiser, the Duriim sacrifices point defence for larger arrays and Repulsors. It is seen as a relic of the past, carrying both missiles and Heavy particle cannon, but specializing in neither.
(6G/Move:370, dDR:352, dHP:179, dTons of Cargo Space: 10.5, SM: +11)
Weapons: 6x Beam in 2 turrets, 1x Heavy Particle, 1x Light Missile, 1x Repulsor
5 x 40 dTon Hanger bays (Usually containing 20 Fighters), 10 x Ships Boats

Merishmirr Cruiser, 3.3 B Solars, 4000 dTons
The backbone of the Vilani attacks, these are sometimes used to hunt high profile targets or to threaten restless worlds.
(5G/Move:370, dDR:220, dHP:139, dTons of Cargo Space: 36.5),
365 Crew, 200 Troops, 60 Flight, 80 Minimum
Weapons:9x Beams, 2 x Heavy Missile Array,
10 x Fighter (Missile), 5 Assault Shuttles, 1 Ships boat, 100 dTon Hanger Bay

Kargash Light Cruiser, 2.5 B Solars, 2000 dTons
These vessels are usually used en mass for major wars. Smaller numbers can be found patrolling important routes or systems.
(6G/Move:370, dDR:240, dHP:120, dTons of Cargo Space: 31),
102 crew, 31 in Gunnery/troops, 60 Minimum
Weapons:4x Plasma Cannons, 2 Light Missile Arrays, 100 dTon Hanger Bay

Shamshir Destroyer Escort, 1.2 B Solars, 1000 dTons
Usually used in fleets of 10,these vessels are the standard escorts for Imperial fleets.
(5G/Move:370, dDR:160, dHP:100, dTons of Cargo Space: 26.5),
56 Crew, 17 in Gunnery/Flight/troops, Minimum 25
Weapons:6x Pulse, 15x Missiles,
90 dTon Hanger Bay

Urima Frigate, 1.1 B Solars, 1000 dTon Cylinder
This old design of Escort was phased out due to their lack of armour and missiles, but they were renown for blocking waves of missiles and fighters effectively when used in large numbers. Their high speed make them extremely effective against missile swarms, whose speed they can match, but their defensive nature makes them unpopular choices for commanders, due to the lack of glory is shooting missiles as opposed to destroying ships.
(8G/Move:3,250, dDR:95, dHP:70, dTons of Cargo Space: 23.5, SM: +10)
Weapons: 9x Beam, 18x Pulse, 50 dTon Hanger Crew:59, Cargo:23.5 dTons

Sharrukin Tanker, 564 M Solars, 1000 dTons
Slow and large, these are the large fuel ships that follow the battle fleets around. Attacking them is usually a brief, explosive affair...
(2G/Move:1619, dDR:16, dHP:60, dTons of Fuel Space: 700),
Weapons:4x Beams, 4x Pulse, 4x Sandcasters, 4x Plasma Cannons,

Gashidda Patrol Cruiser, 440 M Solars, 400 dTons
More border protection than military, these are used to control drugs, Weapons and other illegal activities.
(4G/Move:3250, dDR:90, dHP:70, dTons of Cargo Space: 51.5),
Crew: 36, 19 in Gunnery/Flight/troops, Minimum 12
Weapons:3x Pulse, 9x Missiles, 3x Sandcasters,
Assault Craft

Accepted Imperial Modifications

While it is true that the Vilani Empire does not allow new designs, modifications of existing designs are considered 'customisation' and is permitted to a certain extent. These designs are the stretching of the envelope, the limit of what the Empire is willing to accept in regard to new designs.

Pirate Shamshir, 1.5 B, 1000 dTon Flattened Sphere
Though referred to as the ultimate pirate craft (Vilani authorities would never like to admit there are bigger craft around!) these are just as often found among more progressive navies. They do well in offering different tactics to some commanders, such as those on Girii.
(6G/Move:3250, dDR:145, dHP: 100, dTons of Cargo Space: 43, SM:+10)
Crew:53, Endurance: 0.25dTon/week, 2 Workshops, 2 Sickbays
Weapons: 12xBeam, 4xPlasma, 5x Seru Heavy Ball Fighter

Pirate Gashidda, 623.9 M Solars, 400 dTon Close Structure
This design is intended to incorporate the new Heavy Fighters.
(6G/Move:370, dDR:115, dHP: 66, dTons of Cargo Space: 20.5, SM:+9)
Weapons: 6x Beam, 2x Plasma Cannon, Crew:23, Endurance: 81 weeks,
3x Seru Heavy Ball Fighter,

Escort Gashidda, 599 M Solars, 400 dTon Close Structure
Very similar to other Gashiddas that get captured, this version has just beam turrets and carries three heavy fighters. Its design has resulted from a need for more robust protection of capital ships from fighters and missiles, though if used with precision attacks it can be dangerous. It is sometimes produced as cheap protection for interstellar conflicts.
(6G/Move:370, dDR:115, dHP: 66, dTons of Cargo Space: 12.5, SM:+9)
Weapons: 12x Beams in 4 turrets, Crew:23, Endurance: 12 weeks,
60 dTon of dedicated small craft (usually 2 ships boats but also 3x Seru Heavy Fighters)

Mercenary Hero, 156.9 M Solars, 200 dTon Close Structure
(4.6G, 6G W/O Fighters/Move:370, dDR:45, dHP: 30, Cargo Space: 4 dTons, SM:+8)
Weapons: 3xBeam, 6xMissile, Crew:20, Endurance: 9 Weeks/dTon,
4x Dissident Fighter,

Upgraded Hero, 152.6 M Solars, 200 dTon Close Structure
Heros can be upgraded. This version has bigger engines, armour and weapons at the expense of cargo capacity.
(4G/Move:370, dDR:43, dHP:30, dTons of Cargo Space: 47.5),
Weapons:3 Pulse, 4x Missiles, 2x Sandcaster
1x Assault Shuttle

Hero Smuggler, 126.8 M Solars, 200 dTon Close Structure
Used to dispose of valuables for cash. It has enough fuel for 2 double jumps.
Crew Positions: Pilot, Navigator, Gunner, Gunner, Engineer, Drive Technician, Reactor Technician, Flight Technician, Small Craft Pilot, Medic
(6.1G/Move:370, dDR:10, dHP: 30, Cargo Space: 12.5 dTons, SM:+8, Parsecs of Fuel: 4)
Crew:10, Endurance: 17 Weeks/dTon, Life Support: 16, 1 Workshops, Sickbay
Weapons: 4xPulse, 2xMissile, 1x Cargo Shuttle,

Armed Hero 66.1 M Solars, 200 dTon Close Structure
These are the tiny freighters that handle all the Vilani's odd jobs. Many can be bought second hand for reduced prices. This one has bunkrooms, minimal weapons and no embarked vehicle.
(2.2G/Move:370, dDR:10, dHP: 30, dTons of Cargo Space: 87.5, SM:+8)
Weapons: 9x Pulse Lasers, Crew:6,

Iiken Inspector, M$105.4 Solars, 100 dTon Needle/Wedge
Often used where there are not facilities for larger craft, and where there are not expected to be hostile craft (or there are bigger warships around) this small Iiken is really just a launch.
(6.1G/Move:2304, dDR:10, dHP: 35, Cargo Space: 4 dTons, SM:+8, Fuel: 2 Parsecs)
Crew: 7, Life support: 12, 1 Workshops, 1 Sickbays, 1x Imperial Inspection shuttle
Weapons: 2x Pulse, 2x Missile, 2x Sandcaster

Iken, 110 M Solars, 100 dTons, 100 dTon Needle/Wedge
The smallest Vilani craft often get captured and used for more nefarious purposes. Or just get used as personal starships.
(3G/Move:2100, dDR:50, dHP:45, dTons of Cargo Space: 3.5)
Weapons:4x Missiles, 2x Pulse Lasers, Air Raft

Iiken Courier, M$88.1 Solars, 100 dTon Needle/Wedge
Often referred to as a smuggler vessel, there are commonly found running passengers to small systems.
(6G/move:2020.5, dDR: 10, dHP: 33, Cargo Space: 4.5 dTons, SM:+8, Fuel: 4 Parsecs)
Crew: 5, Life support: 8, 1 Workshops, 1 Sickbays, Fuel Processor (1.6 dTon/hr), 1x H & K Air Raft,
Weapons: 2xPulse, 2xMissile, 2xSandcaster,

Bounty Hunter Mk I, 174 M  Solars, 100 dTon Needle/Wedge
A modified Iken hull, with 2 Iken engines and a Hero engine as backup to give enough speed to outrun fighters, the bounty Hunter has 1 fixed forward firing Plasma and a light turret with 3 Beam weapons. Crewed by a Pilot/Commander, 4 engineering and one other gunner, there are sometimes 4 troops in addition to the crew of six, with a medic often amoung the troops. These would be the most powerful dissident vessels commonly encountered. They are designed to get up close and ambush, to make the most of their plasma, and are feared by Gashiddas, with good reason if the gunner and pilot are capable! Many are operated by private companies to assist law enforcement, or by pirates on the other side of law enforcment!
(6G/Move:3351, dDR:59, dHP: 49, Cargo Space: 1.75 dTons, SM:+8)
Weapons: 3x Beam in 1 turret, 1x Plasma, Crew:6, Life Support: 12

Bounty Hunter Mk II, 165 M  Solars, 100 dTon Needle/Wedge
A cheaper version of the Bounty Hunter, Mk IIs have less armour and more cargo capacity.
(6.1G/Move:3227, dDR:50, dHP: 47, Cargo Space: 5.75 dTons, SM:+8)
Weapons: 3x Beam in 1 turret, 1x Plasma, Crew:10.

Iken Cargo Courier, $43.7 M Solars, 100 dTon Needle/Wedge
Cheap, these are often found running small worlds. They are not fitted for passengers and are unarmed, meaning they rarely get noticed, and given the small crew and size of the vessel, their cargo capacity is respectable. Many have made a good living flying these.
(2.7G/Move:1107, dDR:10, dHP: 29, dTons of Cargo Space: 51.5, SM:+8)
Crew:4, Life Support: 4

Ships Combat boat,62.5M, 30 dTon Needle/Wedge
Developed by the Kimashargur worlds, these variations of ships boats are far more deadly than a regular ships boat. But they do nothing else. They give more punch to small planets, but their speed still is lacking. They can work well with Shamshirs though.
(5G/Move:1067, dDR:90, dHP: 40, Cargo Space: 0 dTons, SM:+7)
Weapons: 1xPlasma, Crew:4, Endurance: 1 week, crammed in living spaces

Seru Heavy Ball Fighter, 46 M Solars, 20 dTon Sphere, 10 yd dia
Designed by Kalishnikov enterprises to assist Girii in their civil war, these small spheres are heavily armoured and much cheaper to produce than the pirate heavy fighters that inspired them. The reduced resources they need are likely to see them become a local Imperial standard, at least. Their life support, bunk and supplies make them more survivable as well, anabling pilots to change out for long flights.
(6.1G/Move:370, dDR:90, dHP: 30, dTons of Cargo Space: 0.1, SM:+6)
Weapons: 3x Beam, Crew:2, Endurance: 14 Weeks

Beam Fighter , M$ 23 Solars, 10 dTon Flattened Sphere
Made from the same airframe as regular Vilani fighters, these have a Beam weapon added as well, at the expense of reduced armour. But then, fighters can never have enough armour anyway.
(6.13G/Move:2151, dDR:18, dHP: 21, dTons of Cargo Space:0, SM:+6)
Weapons: 1x Beam, 2x Missile, Crew:2

Imperial Inspection shuttle, M$14 Solars, 10 Flattened Sphere
Often used planetside or by starbases as inspection craft, these small utility craft are often manufactured for purpose. With a sickbay and workshop, they see a lot of work when ships have difficulties. Some carry one instead of a fighter for that reason.
(4.1G/Move 1799.5, dDR:14, dHP:20, Cargo Space: 1.5 dTons, ASig:0, SM:+6)
Weapons: 1xGauss HMG, Crew:3, Sickbay, Workshop

Fighter-sized Shuttle, M$ 10.9 Solars, M$1 to convert from a flying fighter, 10 dTon Flattened Sphere
In combat situations where control of space is assured, sometimes these can replace fighters on dissident ships. They are too slow for most space action though, and the military will use much bigger transports to support overwhelming force. For criminals, however...
(1.2G/Move:1521, dDR:80, dHP: 27, Cargo: 2.5 dTons, SM:+6)
Weapons: 1xGatling Laser, Crew:3, Life Support:10, Sickbay

Fighter-sized Cargo, M$ 5.8 Solars, May be converted from a Flying fighter for the cost of parts removed, 10 dTon Flattened Sphere
When Fighters are to be decommissioned, these are commonly the result if the fighter is in good condition. They are fairly common alternatives to G-Carriers amoung some frontier worlds that have seen wars ended. They are not as useful in a street, but outside the city their superior hull, sickbay, cargo and life support sees them commonly used in hostile atmospheres. Their higher speed also makes them mre popular than speeders.
(1.1G/Move:833, dDR:10, dHP: 16, Cargo: 5 dTons, SM:+6)
Weapons: 1xGatling Laser, Crew:3, Life Support:6, Sickbay
This message was last edited by the GM at 06:57, Fri 01 Mar.
Fate
GM, 2426 posts
Roll for dodge!
Mon 27 May 2019
at 06:16
  • msg #7

Labrysian Vessels (Allied)

Labrysian Vessels typically favour larger and faster vessels after their experience with Terran vessels during their civil war. They have not, however, moved far from the heavily armoured vessels Terrans first encountered. Civilian vessels are usually armed.

Labrysian System Vessels

Labrysian Cargo Shuttle, 31.6 M Solars, 40 dTon Flattened Sphere
The need for a cheap cargo shuttle for use in safe areas has seen the stripping down of the military shuttle to create this. It has become widespread.
(2G/Move:1513.5, dDR: 10, dHP: 24dHP, dTons of Cargo Space:30, SM:+7)
Weapons: 2x Pulse Lasers, 1x Sandcaster, Crew:3

Labrysian Shuttle, 65 M Solars, 40 dTon Flattened Sphere
Basic Labrysian shuttles, use high speed as their defence, at the cost of space.
(6G/Move:2532, dDR: 21, dHP: 31dHP, SM:+7)
Weapons: 1x Plasma Cannon, Crew:4, Sickbay, Workshop
Cargo:14 dTons or 4 dTons and Bunks for 50 PAX

Labrysian Battle Shuttle, 101.101 M Solars, 40 dTon Flattened Sphere
Very High speed shuttles, desiged solely as escorts, they are also capable planestside fighters.
(8G/Move:3828, dDR: 56, dHP: 38dHP, dTons of Cargo Space:0.1, SM:+7)
Weapons: 3x Beams in 1 turret, Crew:4

Labrysian Combo Fighter Mk II, 55 M Solars, 20 dTon Sphere
Reflecting the Labrysian love of heavier armour, combined with their love of speed, these craft are compatible with the Kalishnikov Heavy Ball series, but reflect a distinct Labrysian taste. They are expected to phase out the older flattened sphere variety.
(8G/Move:370, dDR: 70, dHP: 28dHP, dTons of Cargo Space:0, SM:+6)
Weapons: 1x Beam, 2x Missile, Crew:2

Labrysian Bomber, 54 M Solars, 20 dTon Sphere
The return to favour of plasma weapons, always a Labrysian favourite, combined with high speed has seen this particular new design appear. Also compatible with the Heavy Ball series, this also reflects the preference for higher speed craft.
(8G/Move:370, dDR: 75, dHP: 31dHP, SM:+6)
Weapons: 1xPlasma, Crew:1

Labrysian Drone Bomber, 55 M Solars, 20 dTon Sphere
This high speed drone was the requested when the Labrysians saw the drone refuellers. It suffers from reduced piloting ability like the AK combat drones (-4 to targeting. -2 to dodge) but like them, it protects the pilot on the mother ship.
(8G/Move:370, dDR: 80, dHP: 29dHP, Cargo: 0.1 dTons, SM:+6)
Weapons: 1x Fixed Plasma Cannon, Remote controlled.

Labrysian Mine: 62 M Solars, 10 dTon Sphere, 8 yd dia
This is not a spacecraft as such but an automated defence system designed for the primary military base at the asteroid belt at Capella. It is also admirably suited to Yenisei, where many are now to be found! While not cheap, they have no crew to be killed and can stay in position indefinitely.
(0.43G/Move:370, dDR:720, dHP: 44, SM:+6)
Weapons: 3x Beam, Remote controlled.

Labrysian Mine: 63M, 10 dTon Sphere, 8 yd dia
Similar to the normal mine, this is meant to discourage clearing operations...
(0.48G/Move:370, dDR:720, dHP: 45, SM:+6)
Weapons: 1x Fixed Plasma Cannon, Remote controlled.

Labrysian Civilian Vessels

Labrysian Freighter, 3.2 B Solars, 6000 dTon Sphere (66 yd dia)
These are the large freighters that keep the Labrysian colonies going. They have been increasing in number recently.
(2G/move:370, dDR: 10, dHP: 92, dTons of Cargo Space:3362, SM:+11)
Weapons: 10x Beam, 15x Missile, 5x Sandcaster, 1x Repulsor, Crew:68, Fuel:1200 dTons (2 Parsecs)
2x Labrysian Cargo Shuttle, 1 Workshops, 1 Sickbays

Labrysian Fuel Tanker, 2.04 B Solars, 6000 dTon Flattened Sphere
Used primarily at Capella and accompanying the fleet, these are handy refuellers.
(4G/Move:2546.5, dDR: 10, dHP: 82dHP, dTons of Cargo Space:7, 5190 dTons of Fuel, SM:+11)
Weapons: 24x Plasma Cannons, Crew:40, 2 Shuttles

Labrysian Light Freighter, 347 M Solars, 600 dTon Flattened Sphere
The normal Labrysian vessel encountered outside of Labrysian space, these freighters are handy and small, but well armed.
(2.19G/move:2124.5, dDR: 10, dHP: 47, dTons of Cargo Space:313.5, SM:+9)
Weapons: 6x Beam, 12x Missile, Crew:10, Fuel:120 dTons (2 Parsecs)
1x Labrysian Cargo Shuttle, 1 Workshops, 1 Sickbays

Labrysian Colony Ship, 501.7 M Solars, 600 dTon Flattened Sphere
This is a relatively new vessel with a specific function: to establish new Labrysian Colonies. It can carry 200 colonists in hibernation, plus some supplies, and carries enough fuel so that it can always make an extra jump if it arrives in a system devoid of fuel.
(2.47G/move:2124.5, dDR: 10, dHP: 58, dTons of Cargo Space:86, SM:+9)
Weapons: 6x Beam, 12x Missile, Crew:32, Fuel:180 dTons (3 Parsecs)
1x Labrysian Shuttle, 3 Workshops, 3 Sickbays, 4 Laboratories, Survey Module

Labrysian Warships

Labrysian Carrier, 20.9 B Solars, 12,000 dTon Sphere (83 yd dia)
Typical of Labrysian ships, these are heavily armoured and able to outrun Vilani fighters. Designed after the battles of Yenisei and the lessons learn't, these are capable of fielding 136 Labrysian Combo fighters, making them more than a match for the Vegan class carriers, 1 on 1. They are more heavily armed and armoured as well.
(7G/move:370, dDR: 320, dHP: 195, dTons of Cargo Space:193.5, SM:+12)
Weapons: 36xBeam, 2xHeavy Particle, Crew:832, Fuel:2400 dTons (2 Parsecs)
32x Labrysian Bomber, 4x Labrysian Shuttle, 80x Labrysian Combo Fighter
20 Workshops, 20 Sickbays, 1 Laboritories, Survey Module

Labrysian Refitted Cruiser, 17.5 B Solars, 10,000 dTon Flattened Sphere
These were converted from captured Religious cruisers or cruisers built before the Terrans arrived. Originally with extraordinary thick armour and a wide variety of weapons as well as fighters. Following experience against the Vilani, they are no longer being built, in favour of cheaper vessels, but some still remain, and those remaining have been refitted at some expense to increase their speed considerably, at the expense of armour.
(7G/move:8455, dDR: 320, dHP: 218, dTons of Cargo Space:33.5, SM:+12)
Weapons: 15x Beam, 1x Heavy Particle, 2x Heavy Missile, Crew:551, Fuel:2000 dTons (2 Parsecs)
1x Labrysian Shuttle, 32x Labrysian Combo Fighter
20 Workshops, 20 Sickbays, 1 Laboratories

Labrysian Light Cruiser, 12 B Solars, 8,000 dTon Sphere (73 yd dia)
A brand new Labrysian design, these assault cruisers have typically heavy armour, but also massive engines and very heavy weapons for any that let them get close!
(7G/move:370, dDR: 410, dHP: 186, dTons of Cargo Space:129.5, SM:+11)
Weapons: 18x Beam, 1x Heavy Particle, 1x Bay Plasma, Crew:1,366, Fuel:1600 dTons (2 Parsecs)
4x Labrysian Bomber, 4x Labrysian Shuttle, 1x Labrysian Scout, 12x Labrysian Combo Fighter
20 Workshops, 20 Sickbays, 2 Laboratories

Labrysian Refitted Destroyer, 3.8 B Solars, 2,600 dTon Flattened Sphere
These vessels are the primary missile batteries of the Labrysian fleet. Converted from the pre-Terran days and upgraded recently, they are an aging fleet, but effective. They are also no longer being built, being replaced by escorts, but some remain.
(6G/move:6066, dDR: 170, dHP: 132, dTons of Cargo Space:58.5, SM:+10)
Weapons: 21x Beam, 1x Light Missile, Crew:197, Fuel:520 dTons (2 Parsecs)
4x 40 dTon Hanger Bays, 8x Labrysian Fighter (16 Max)
10 Workshops, 10 Sickbays

Labrysian Escort, 3.3 B Solars, 2,250 dTon Cylinder
Amoung the Fastest ships in the Labrysian fleet, these are excellent pirate hunters that embody the Labrysian distaste for dishonest folk.
(7G/move:370, dDR: 205, dHP: 127, dTons of Cargo Space:119.5, SM:+10)
Weapons: 6x Beam, 4x Plasma, 1x Heavy Particle, Crew:139, Fuel:450 dTons (2 Parsecs)
1x Labrysian Shuttle, 10 Workshops, 10 Sickbays

Labrysian Frigate, 2.42 B Solars, 1,400 dTon Flattened Sphere
The primary patrol vessel inside Labrysian space, they work in threes with an Escort as a command vessel. They also seem likely to be replaced by Escorts, but not so soon.
(6G/Move:5775, dDR: 174, dHP: 114dHP, dTons of Cargo Space:3, SM:+10)
Weapons: 15x Beam, 15x Missile, Crew:81, 4 Fighters, 2 Shuttle

Labrysian Mine Layer, 950.5 M Solars, 600 dTon Flattened Sphere
Capable of carrying and deploying 20 mines, these can be a nasty surprise for a raider expecting cargo.
(1.05G/move:2453.5, dDR: 10, dHP: 49, dTons of Cargo Space:22.5, SM:+9)
Crew:56, Fuel:120 dTons (2 Parsecs), 3 Workshops, 1 Sickbays
4 Hanger Bays, Capacity: 100 Tons, 1x Labrysian Cargo Shuttle, 8x Labrysian Mine
2 x 40 dTon Hanger Bays, 2 x 20 dTon Hanger Bays, for 12 additional mines
Weapons: 6xBeam, 12xMissile,

Labrysian Scout, 422 M Solars, 300 dTon Flattened Sphere
Equipped with survey modules, Laboratories and extensive sickbays and workshops, these handy small craft are used to monitor and seek out new habitable worlds.
(6.19G/Move:3786, dDR: 50, dHP: 59dHP, dTons of Cargo Space:55, SM:+9)
Weapons: 6x Beam, 6x Missile, Crew:18, Fuel: 60 dTons (2 Parsecs)
3 Workshops, 3 Sickbays, 2 Laboratories, Survey Module
This message was last edited by the GM at 08:07, Sun 14 Feb 2021.
Fate
GM, 2987 posts
Roll for dodge!
Wed 1 Jan 2020
at 05:37
  • msg #8

Lesser Race Vessels (Allied)

This page will be updated with alien vessels as they are noted or in some cases, purchased.

AK Elomite Heavy Carrier, 25.9 B Solars, 25000 dTon Sphere (106 yard dia.)
More of a mobile base, this large and heavy vessel is technically a carrier. The Elomites learnt how to construct larger vessles with this, including the spinal Particle weapon, and it introduced the signature AK Heavy Ball Fighters. Removing the generic hanger of the earlier design it has more bays for specific modular craft. Due to construction of other vessels by Terran planets, it was built on Elom under licence and direction from AK Engineers.
(4G/Move:370, dDR:240, dHP: 211, dTons of Cargo Space: 400.5, SM:+12, Fuel: 2 Parsecs)
Crew:700 (144 Troops), Life Support:805, Consumption: 3.12 dTons/week
1x AK Fuel Tanker, 10x AKHB Transport, 2x AKHB Surveyor, 2x AK 250 person transport, 10x AK APC, 5x Ships Boat Rescuer II, 5x AK Modular Speeder10x AK Modular Fuel Drone Skimmer, 8x AKHB Freight
100x AKHB Fighter, 60x AKHB Bomber, 100x AK Short Range Missile Fighter
Weapons: 51x Beams in 17 turrets, Spinal Heavy Particle Cannon

AK Elomite Carrier, 15.3 B, 14,000 dTon Sphere
This massive carrier was designed for the Elomites. Capable of carrying 375 Combo fighters, they can unload 750 missiles per vessel. The reflect the Elomites love of numerous small craft.
(6.1G/Move:370, dDR:160, dHP: 166, dTons of Cargo Space: 52.5, SM:+12)
Weapons: 81x Beam, 1x Light Missile, Crew: 1399, 6.25 dTons of supplies/week
11 Hanger Bays, Capacity: 700 Tons (50 Modular Fighters plus a 400 dTon Hanger)
2x AK Fuel Tanker, 7x Ships Boat Rescuer, 325x AK Modular Combo Fighter

AK Fuel Tanker, 234 M Solars, 300 dTons
A basic fuel tanker for skimming, with jump capacity, the base has a couple of these.
(4G/Move:1956, dDR:14, dHP:45, dTons of Fuel Space: 200),
Weapons:6x Beams, 3x Pulse, 3x Sandcasters

AK Ships Boat Modular Recovery 44.5 M, 30 dTon Needle/Wedge
(4.1G/Move:1909, dDR:10, dHP: 27, dTons of Cargo Space: 1.5, SM:+7)
Weapons: 1x Beam, 2x Sandcaster, Crew:4, Life Support: 5,
1 AK Modular Raft, 1 Workshop, 1 Sickbay

AK Modular Combo Fighter, 12M, 6 dTon Flattened Sphere
A small and highly versatile fighter to answer the Imperial fighters
(6G/Move:2201, dDR:10, dHP: 19, dTons of Cargo Space: 0, SM:+4)
Weapons: 1x Forward facing Beam, 2x Missile, Crew:2
This message was last edited by the GM at 07:48, Sun 14 Feb 2021.
Andrew Kalishnakov
GM, 120 posts
Eccentric Entrepreneur
Sun 14 Feb 2021
at 07:44
  • msg #9

AK Starship Designs

Girii Class Dreadnought, 53 B Solars, 35,000 dTon Sphere, 119 yd Dia.
This design is essentially a heavily armoured battleship built around the heaviest weapon known, the Spinal Heavy Particle Cannon. With greater speed than any Vilani Capital ships, it is dangerous to say the least. The twin Bay Plasmas allow it to tear apart any warships that might be poorly armoured.
(6G/Move:370, dDR:720, dHP: 317, Cargo Space: 465.5 dTons, Fuel: 2 Parsecs, SM:+13)
Crew:1159, Life Support:1205, Endurance: 91 weeks(Half of Cargo Supplies)
20 Workshops, (5 Robofacs), 20 Bed Hospital, 3x AK 450 person transport, 1x AK Fuel Tanker
Weapons: 27x Beams in 9 turrets, 2x Bay Plasma, Spinal Heavy Particle Cannon

AK Military Base, 22.8 B Solars, 30,000 dTon Sphere, 113 yd dia.
A design to rival the massive Vilani Military Bases, these are twice the cost, but they provide food for all occupants. With more than 3 time the point defence and heavier armour, they are far more resiliant in defending themselves against nukes and seiges. Of course, without the small craft, the base only costs $11 billion, and it is capable of producing a new heavy Fighter every month, without support if necessary. The capacity for 261 Heavy Ball craft can have the fitout varied, but it is usually as below, with half of them fighters, giving the ability to withstand over 2,200 nuclear missiles without support. The heavy armour, of course, can withstand regular missiles all day, and the sensors give it the greatest chance to detect the more dangerous variety...
Naturally, the 4,000 dton Hanger is smaller than the Vilani 15,000 dTon hangers. The price for self-sufficiency...
(0.1G/Move:370, dDR:1500, dHP: 337, Cargo Space: 53 dTons, Fuel: 6000 dTons, SM:+13)
Crew:2305 (500 troops), Life Support:3100(100 Low Berth), Food Production for 2360 Persons
100 Workshops, (65 Robofacs), 100 Bed Hospital, 10 Laboritories,
30x AK Miniminer, 2x AK Fuel Tanker, 10x AKHB Freight, 1x AKHB Surveyor, 10x AKHB Recovery, 10x AKHB Transport,
Weapons: 177x Beams in 59 turrets,
One 3,500 dTon Hanger Bay with 20 dTon Launch tube, 130x AKHB Fighter, 100x AKHB Bomber

AK Fabrika, 14.1 B Solars, 21,000 dTon Sphere, 100 yd dia.
This base is barely recognizable from when it first arrived. Expanded by adding outside panels, fighter bays, fuel and numerous other parts, including massive Vatfacs to provide food production, this base is now on par with any in the Vilani Empire in terms of capacity. 100 short range missile fighters bolster the Heavy Missile arrays, and the heavy armour plating makes beams ineffective. Repulsors have been removed, and more point defence added instead. Cost has basically doubled, and size increased by 50%, again. Cargo space has also massively increased, and the number of modular miniminers providing for the Robofacs has increased production considerably. Transports have been added as lifeboats.
(1G/Move:370, dDR:500, dHP: 229, Cargo Space: 2108 dTons, Fuel: 2 Parsecs, SM:+12)
Crew:1448, Life Support:1850(50 Low Berth), Food Production for 1000 Persons, Endurance: 1 weeks,
100 Workshops(100 Robofacs), 100 Bed Hospital, 20 Laboritories, Survey Modules,
1500 dTon Construction Bay, 300 dTon Fighter bay with 20 dTon Launch Tubes, 8 x 30 dTon Bays
Weapons: 48x Beams in 16 turrets, 3x Heavy Missile Arrays, 20 Fire control computers
Life Support: 1850+50 Low Berths, Crew: 885, includes 100 troops/pilots
3x AK Fuel Tanker, 2x AK 450 person transport, 22x AK Miniminer, 10x AK Heavy Ball Freight, 1x AK Heavy Ball Surveyor, 10x AK Ball Heavy Recovery, 4x AK Heavy Ball Transport
2x Defence Boat, 20x AK Heavy Bomber, 50x AK Heavy Ball Fighter, 100x AK Short Range Missile Fighter, 1x AK Nuke, 1x AK Heavy Nuke, 1x AK Nuke (Speeder Lookalike)

AK Imposter Class Carrier, 14.3 B Solars, 15,000 dTon Flattened Sphere
This is what was made of the captured Labrysian Assault ship that was captured attacking Aegir. Following it's previous design, the design was substantially upgraded with the removal of repulsors and a marked increase in beam turrets for point defence. 70 Modular missile fighters have been added to provide missile support, with 40 heavy fighter to boost point defences. Engines were increased to keep a reasonable speed, with most hangers reduced in size, and four jump capable transports now double as lifeboats.
(6.1G/Move:6797, dDR:250, dHP: 218, Cargo Space: 603.5 dTons, Fuel: 2 Parsecs, SM:+12)
Crew:1436 includes 500 troops/pilots, Life Support:1610, Endurance: 47 weeks(Half of Cargo Supplies)
15 Workshops, (5 Robofacs), 15 Bed Hospital, 4 Laboratories,
Weapons: 78x Beam in 26 turrets, 2x Heavy Particle Cannon, 1 x 500 dTon Hangers, 10x 40 dTon Hangers
2x AK Fuel Tanker, 4x AK 450 person transport, 5x AK Miniminer, 2x AK Heavy Ball Freight, 5x AK Ball Heavy Recovery
70x AK Short Range Missile Fighter, 10x AK Heavy Ball Bomber, 40x AK Heavy Ball Fighter, 1x AK Heavy Nuke

AK Medium Carrier, 11.6 B Solars, 12,000 dTon Sphere, 83 yd dia.
This new design offers considerable versatility, with the Heavy Ball fighters alone able to account for all the missiles a Vegan can put up. With the 10 heavy bombers and the Heavy Particle cannon, these are more than a match for them. They are also more expensive, possibly due to their enhanced ability to operate with very little support, able to fabricate parts and food.
(6G/Move:370, dDR:150, dHP: 170, Cargo Space: 55.5 dTons, Fuel: 2 Parsecs, SM:+12)
Crew:842, 300 troops, Life Support: 1000+50 Low Berth, Endurance: 20 weeks
10x Workshops, 10x Robofac, 40 bed Hospital, 4 Laboritories, 400 person/day Vatfac
1x400 dTon Hanger Bay, Weapons: 66x Beam, 1x Heavy Particle Cannon,
2x AK Fuel Tanker, 2x AK 450 person transport, 2x AK Heavy Ball Freight, 3x AK Ball Heavy Recovery, 40x AK Heavy Ball Fighter, 10x AK Heavy Bomber, 50x AK SR Modular Missile fighter

AK Friendship Class Cruiser, 14.1 B Solars, 10,000 dTons Flattened Sphere
Made from captured Labrysian Cruisers, these vessels have modern power sources, weapons and drives. Their speed enables them to outrun massive missile swarms launched from anywhere further than 90,000 miles away, outrunning even fighters, and they can catch even the fastest Vilani warships.
(7.1G/Move: 7,744, dDR:240, dHP:204, Cargo Space: 227 dTons, Fuel: 2 Parsecs, SM: +12)
Crew:962, 500 troops, Life Support:1301, Endurance: 52 weeks, 100 Workshops, 100 Bed Hospital
Weapons: 51 x Beams in 15 turrets, 1 x Heavy Particle Cannon, 1 x Bay Plasma Cannon, 5 AK Nukes
2x AK 450 person transport, 1x AKHB Freight, 10x AKHB Fighter

AK Kalishnikov Class Cruiser, 14 B Solars, 10,000 dTons Flattened Sphere
Made from a captured immobile Labrysian Cruiser, this vessel has modern power sources, weapons and drives. Whilst having reduced armour, their high speed presents a real threat to Vilani fleets.
(6.1G/Move:7669, dDR:300, dHP: 213, Cargo Space: 72.5 dTons, Fuel: 2 Parsecs, SM:+12)
Life Support: 1210, Crew: 1010(500 troops), 100x Workshops, 100x bed Hospital, 10x Laboratories
Weapons: 51 x Beams in 17 turrets, 1 x Heavy Particle Cannon, 1 x Bay Plasma, 5 AK Nukes,
140 dTon Hanger, 2x AK 450 Person Transport, 1x Heavy Ball Recovery, 10x Heavy Ball Fighter

AK Ball Cruiser, 14.2 B Solars, 10,000 dTon Sphere (78 yard dia.)
This unusual long range cruiser is designed as the ultimate raider. With armour thick enough to repel missiles and able to produce it's own food and spare parts, it is designed for extended operations behind enemy lines without fear of most warships. The only weapons that seriously threaten it are the Heavy Particle weapons and the spinal Weapons only mounted on Vilani capital ships, and the Deraanasa class. It is suggested that a few mini-miners could replace some Short Range Missile Fighters.
(6.5G/Move:370, dDR:720, dHP: 216, Cargo Space: 6 dTons, Fuel: 2 Parsecs, SM:+12)
Crew:234, Food Production for 260 persons
10x Workshops+10x Robofacs, 10x Sickbays, 4x Laboratories
1x AK Fuel Tanker, 1x AKHB Recovery, 1x AK 250 person transport,
Weapons: 24x Beam, 2x Heavy Particle Cannon,
10x AKHB Fighter, 10x AK Short Range Missile Fighter,

AK Giriian Bulk Carrier, 2.2 B Solars, 10,000 dTon Sphere (78 yard dia.)
Ever the optimist, AK Enterprises has sent this design, through his office on Girii, to the Royal Court to try to get it approved as an optimisation of the Sharurshid Standard 10,000 dTon Line freighter. It is 700 million cheaper, 3G faster, carries 4 (more) ships boats, carries twice as many First Class and Standard passengers and 10.5 dTons more cargo, and the same number of low berth passengers, is more heavily defended and has better sensors in a streamlined hull. Still, we are talking about a new Vilani design....
But he is right in understanding he would stand to get very rich if his gamble paid off.
(4G/Move:370, dDR:10, dHP: 74, Cargo Space: 6891.5 dTons, SM:+12)
Weapons: 14x Pulse Lasers, 21x Missile, 7xSandcaster, Crew:43, Life Support: 90 + 20 Low Berth
2x Ships Boat (Standard), 2x Ships Boat (Fuel Skimmer),

AK Ball Bulk Carrier, 2.5 B Solars, 10,000 dTon Sphere (78 yard dia.)
This craft is really designed for one purpose: to move cargo. 300 Million cheaper than the Sharurshid Standard Line freighter of the same size, it has just a single bridge and set of sensors and lacks the same number of staterooms, having some bunks instead. While it's cargo capacity is 246 less that it's counterparts, it has an onboard 300 dTon refuelling skimmer to enable remote refuelling, 2 ships boats, a 50 man lifeboat for all the crew and 4G power for those larger planets. It also has 14 turrets instead of the 4 of the Vilani craft.
(4G/Move:370, dDR:10, dHP: 74, Cargo Space: 6635 dTons, SM:+12)
Weapons: 21x Pulse, 14x Missile, 7x Sandcaster, Crew:42, Endurance: 4 Weeks/dTon,
1x AK Fuel Tanker, 2x Ships Boat (Cargo), 1x 50 person Survival Vessel

AK Export Cruiser, 11.7 B Solars, 8000 dTon Sphere (73 yard dia.)
This re-design of a cruiser for export to dissident Vilani worlds has had advanced technology removed. With it's own Fuel Tanker and Jump 2 Capable survival craft capable of carrying all crew, as well as no bunk accommodation, it is a very interesting design for them. The fighters have been removed and speed increased a little with a Heavy Particle Cannon replaced by a Plasma Bay weapon. Two of these devastated the ships that had attacked and defeated Terran forces at Nusku.
(7G/Move:370, dDR:730, dHP: 204, Cargo Space: 215.5 dTons, SM:+11)
Crew:179, Endurance: 8 Days/dTon, 1x AK Fuel Tanker, 1x AK 250 person transport
Weapons: 18x Beam, 1x Heavy Particle Cannon, 1x Bay Plasma,

AK Mirotvortzev, Approx. Cost 7.3 B Solars, 6,000 dTon Flattened Sphere
This is a modified Labrysian Cargo ship, captured at the first battle of Aegir. It functions as an anti-piracy vessel, escorting freighters.
(5G/Move 5461, dDR: 80, dHP: 137, Cargo Space: 40.5 dTons, Fuel: 2 Parsecs, SM:+11)
Crew:651, Life Support:801, 200 troops/Pilots, 30 Workshops, 30 Bed Hospital
Labs: Biology, Chemistry, Metallurgy, Physics
2x AK 450 person transport, 2x AKHB Freight, 3x AKHB Recovery
5 x 40 dTon Hanger Bay, 1 x 230 dTon Hanger Bay
2x 450 Person Transports, 3x AK Heavy Ball recovery, 2x AK Heavy Ball Freight
20x AKHB Fighter, 5x AKHB Bomber, 50x AK Short Range Missile Fighter
Weapons: 45x Beam (15 Turrets), 1x Heavy Particle Cannon

AK Arteria, 2.7 B Solars, 6,000 dTon Flattened Sphere
This is a modified Labrysian Cargo ship, captured at the first battle of Aegir. It still functions as an armed cargo vessel.
(3G/Move: 3510, dDR:10, dHP: 92, Cargo: 3032.5 dTons, Fuel: 2 Parsecs, SM:+11)
Crew:123, Life Support:181(100 Low Berth), 3 Workshops, 5 Bed Hospital, Lab: Chemistry
1x AK 250 person transport, 200 dTon Hanger Bay
Weapons: 27x Beam (9 Turrets), 2x Light Missile Array

Iishuni Class Cruiser, 8.2 B Solars, 5000 dTon Sphere, 62 yd Dia.
Based on the success of the AK Export cruiser, this variety is designed to get up close and personal with enemy ships, and deal lots of damage very fast!
(6.1G/Move:370, dDR:720, dHP: 191, Cargo Space: 7 dTons, Fuel: 1000 dTons, SM:+11)
Crew:222, Life Support:230, Endurance: 7 weeks,
10 Workshops, 10 Bed Hospital, 3x AKHB 66p Lifeboat
Weapons: 30x Beam in 10 turrets, 1x Bay Plasma

AK Light Carrier, 5.3 B Solars, 5,000 dTon Sphere, 62 yd dia.
Capable of defending against 576 missiles, more than the Vegan can send for about 2/3rd the price and half the size, these have heavier armour and additional bombers making it capable of dealing with a Vegan one on one.
(6G/Move:370, dDR:240, dHP: 144, Cargo Space: 172 dTons, Fuel: 2 Parsecs, SM:+11)
Crew:316, Life Support:450, Endurance: 121 weeks, 10 Workshops, (5 Robofacs), 20 Bed Hospital,
Weapons: 54xBeam,
1x AK 240 Person Lifeboat, 3x AK Modular Fuel Skimmer drone, 1x AKHB Freight, 2x AKHB Recovery,
1x AKHB Transport, 10x AKHB Bomber, 30x AKHB Fighter

AK Defence Base, 4.4 B Solars, 5000 dTon Sphere, 62 yd dia.
This design is for a base for defending a key system. The 150 dTon Jump drive is able to be removed once it is in  the system, allowing the space to become the cargo bay. The manufacturing is capable of producing small craft from asteroids, of doing significant repairs, as needed. Food production is able to provide for the crew indefinitely, and the hanger bay can hold up to 20 Heavy Ball craft in addition to the 32 carried. Similarly, the 10 Miniminers are 6 dTon modular craft, and since they spend most of their time working, additional ones may be carried. It is plausible for two tankers to work in a similar fashion if visiting ships consume sufficient fuel.

Lack of Lifeboats is considered their biggest failing, though often one is nearby, pulling into the hanger when the fighters depart. Like the outpost, sensors are the best available, though there are no Long range scanners, using a Survey Ball if this is needed. Maximum beams are carried to defend against nukes, the greatest threat to these.

Though much smaller than the massive Vilani Naval Bases, these are much cheaper and not suceptible to missiles. Further, they are capable of greater movement and actually have greater point defence capability, lacking only the massive missile banks and cavernous Hangers of the Vilani. The base along (only) costs 2.75 Billion Solars, and it can produce a new AKHB fighter every 96 days.
(1G/Move:370, dDR:720, dHP: 180, Cargo Space: 4 dTons, Fuel: 1000 dTons, SM:+11)
Crew:346, Food Production for 350 Persons, Life Support:400, Production 2.4t/k$480 per day
10 Workshops, (plus 20 Robofacs), 10 Bed Hospital, 5 Laboritories
1x AKHB Recovery, 10x AK Miniminer, 1x AKHB Freight, 1 400 dTon Hanger Bay (20 dTon Launch tubes)
Weapons: 54xBeams in 18 turrets, 20x AKHB Fighter, 10x AKHB Bomber

AK Export Trade Base, 2.5 B Solars, 5000 dTon Sphere, 62 yd dia.
This Base has 10 AKHB and 10 Modular small craft, as well as a Fuel tanker, an interstellar transport and a Iiken. With strong armour, it's real weakness in the logistics: the low cargo capacity sees these as reliant on regular supplies. Fortunately, their mining capacity usually sees regular visits from merchants.
(0.5G/Move:370, dDR:235, dHP: 126, Cargo Space: 78.5 dTons, Fuel: 2800 dTons, SM:+11)
Crew:155, Life Support:202 (20 Low Berth), Endurance: 16 weeks,
10 Workshops, (5 Robofacs), 10 Bed Hospital, 2 Laboritories,
Weapons: 21xBeam Lasers in 7 turrets, 3x Missile Launchers in 1 turret, 1x Heavy Missile Array
1 Hanger Bays, Capacity: 210 Tons
1x Iiken Class Courier, 1x AK Fuel Tanker, 1x AK 250 person transport, 10x AK Miniminer,
1x AKHB Recovery, 1x AKHB Transport, 2x AKHB Freight, 1x AKHB Bomber, 5x AKHB Fighter,

AK Ball Remote Base, 4.2 B Solars, 5,000 dTon Sphere (62 yard dia.)
Lacking in power, this is designed as a mobile base for remote systems. It has a comprehensive refining, smelting and manufacturing system, and can survive on half rations indefinitely, though this is naturally not good for morale. Able to scan surrounding systems and map the system it is in, it also has a respectable force of 20 modular fighters and good armour. Using probes from the missile launchers, it is capable of monitoring a new system as well as refuelling cargo vessels that come past.
(0.48G/Move:370, dDR:200, dHP: 124, Cargo Space: 84.5 dTons, Fuel: 1000 dTons, SM:+11)
10 Workshops, 10 Medbays, 4 Laboratories, 1 Survey Array,
1 Smelter, 1 Robofac ($1.2 M/6t /day cap, Mini-Miners can collect 12 t/day raw material)
Crew:209, Life Support 245, Endurance: Indefinite, Vatfacs provide 210 meals per day.
Fuel Capacity 1000 dTon, + 200 dTon on Tanker
Weapons: 21x Beam, 3x Missile, 1x Heavy Missile Array,
1 Hanger Bay, Capacity: 300 Tons,
1x AK Fuel Tanker, 3x 100 person Survival Vessel, 1x Ships Boat Rescuer
10x AK Missile Fighter, 10x AK Modular Fighter, 5x AK Modular Speeder, 10x AK Miniminer

Refuelling Base, 2.45 B Solars, 5,000 dTon Sphere (63 yard dia)
This kind of refueling base has been proposed as an outpost for remote systems. The Type 2 Jump drive makes it mobile to move on when a permanent base has been established. 3000 dTons of fuel capacity (with the tanker), small robofac for special repairs and a Vatfac for unlimited endurance. For the price, it should be reusable! It has greater speed than the base above.
(1G/Move:370, dDR:20, dHP: 91, Cargo Space: 35.5 dTons, Fuel: 2800 dTons, SM:+11)
Crew: 118, Vatfac capacity: 120
Weapons: 21x Beam, 3x Missile, in 8 turrets, 1x Heavy Missile,
140 and 90* dTon Hanger Bays, *6 dTon Launch tube
1 x AK Fuel Tanker, 1 x AK Support Vessel, 1 x AK Small Support Vessel
Usually 10 x Modular Combo Fighters in smaller Hanger

AK Surprise Class Destroyer, 3.9 B Solars, 2,600 dTons
Made from captured Labrysian Destroyers, these vessels have modern power sources, weapons and drives. Whilst having reduced armour, their high speed presents a real threat to Vilani fleets that can be caught by surprise.
(7G/Move: 5,828, dDR:115, dHP:123, Cargo Space: 3.5 dTons, Fuel: 2 Parsecs, SM: 10)
Life Support: 190, Crew: 164,
Weapons: 15 x Beams in 5 turrets, 1 x Heavy Particle Cannon, 1 x 60 dTon Hanger Bay, 50 troops.

Yuri Class Survey Vessel, 2.8 B Solars, 2600 dTon Cylinder
Kalishnikovs private vessel, recently upgraded, yet again. Now really a dedicated survey vessel, it is very capable in it's job.
(6G/Move:370, dDR:140, dHP: 121, Cargo Space: 17.5 dTons, Fuel: 3 parsecs, SM:+10)
Crew:123 includes 30 Troops/Pilots, Life Support:184, Food Production for 130 Persons
5 Workshops, (5 Robofacs), 8 Bed Hospital, 1 Survey Modules, Labs: Biology, Chemistry, Metallurgy, Physics
Weapons: 21x Beam in 7 turrets, 1x Heavy Particle Cannon
1x AK Heavy Ball Freight, 1x AK Ball Heavy Recovery, 1x AK 250 person transport, 1x AK Heavy Ball Surveyor, 1x AK Heavy Ball Fighter

AK Giriian Branch Freighter, 478 M Solars, 2,000 dTon Sphere (46 yard dia.)
Intent on waging economic war within the Empire, AK has also presented this design to challenge the Sharurshid Standard 2,000 dTon Branch freighter. Armed, so able to defend itself, it boasts four times the speed, 10% better armour, twice the passenger capacity plus the addition of 8 Low berths, 11 dTons more cargo space and also a bay for a ships boat, for 102 million solars less!
(4G/Move:370, dDR:11, dHP: 50, dTons of Cargo Space: 1350, Fuel: 2 Parsecs, SM:+10)
Weapons: 10x Pulse Lasers, 15x Missile, 5xSandcasters, Crew:18, Life Support: 45+8 (Low Berth)
1x Ships Boat (Standard)

AK Giriian Branch Passenger Liner, 576 M Solars, 2,000 dTon Sphere (46 yard dia.)
Possibly his hardest sell, this Passenger liner has just 20 additional Low berths and 67% more Luxury billets, but it promises 50% thicker armour and over twice the speed of the Sharurshid version, and well is signficantly better sensors and the protection of 10 turrets, all armed with a pulse laser and missiles. It also includes a bay for an extra ships boat. It is only priced at 4 million less than it's counterpart. It also boasts a workshop and a 42% bigger hospital.
(2.5G/Move:370, dDR:15, dHP: 63, Cargo Space: 140 dTons, Fuel: 2 Parsecs, SM:+10)
Weapons: 10xPulse lasers, 15xMissile, 5xSandcaster, Crew:45, Life Support: 472+300 (Low Berth),
4x Ships Boat (Standard), 1x Ships Boat (Fuel Skimmer)

AK Agrippa II, 2.3 B Solars, 1,500 dTon Cylinder
A new design recently proposed. It boasts 5 workshops, 5 sickbays and 2 labs.
(6G/Move:370, dDR:200, dHP: 114, Cargo Space: 30.5 dTons, Fuel: 2 Parsecs, SM:+10)
Weapons: 6xBeam, 1xHeavy Particle, Troops: 20, Crew:95, Endurance: 489 Days
1x Ships Boat Rescuer, 5x AK Modular Combo Fighter

AK Ball Raider 1.3 B Solars, 1,400 dTon Sphere (41 yd dia) (Upgraded design)
Capable of double maximum range jumps and carrying 100 troops with 5 APC's to deliver them, it can outrun Imperial fighters. With heavier armour than the previous raiders and up to 8 Heavy fighters, it has more firepower and can outrun and take down Shamshirs with ease. Changing a Ball Fighter for a survey module Heavy Ball craft allows it to combine exploration, or putting in a Heavy Ball Recovery allows it to do significant repairs to others, or salvage.
(6G(7.1G  W/O Heavy Ball fighters)/Move:370, dDR:110, dHP: 80, Cargo Space: 34 dTons, Fuel: 4 Parsecs, SM:+10)
Crew:151 including 100 troops, 100 Troops, Life Support: 176+10(Low Berth))
4 Workshops+1 Robofacs, 10 Sickbays, 1 Laboritory, 1x AKHB Recovery, 1x AKHB Transport,
Weapons: 18x Beam Lasers in 6 turrets, 2 Plasma cannon in 1 Heavy turret
1x AKHB Bomber, 3x AKHB Fighter, 3x AK Short Range Missile Fighter,

AK Patrol Craft 1.8 B Solars, 1200 dTon Cylinder
This craft is very much designed for close combat. With similar Armour to a Shamshir, it carries six 20 dTon craft, usually 4 Heavy Fighters and a Recovery craft, plus perhaps a Heavy Bomber or Surveyor, depending on it's role. The Bay Plasma, however, is a front line weapon despite the name.
(6G/Move:370, dDR:160, dHP: 100, Cargo Space: 14 dTons, Fuel: 2 Parsecs, SM:+10)
Weapons: 6x Beam, 1x Bay Plasma, Crew:51, Endurance: 31 Weeks
Accommodation and Life Support: 100, 2 Workshops, 4 Sickbays
6x 20 dTon Ball craft

AK Ball Escort Carrier Mk II, 1.06 B Solars, 1,000 dTon Sphere (37 yd dia)
An improved and cheaper version of the escort carriers concept, utilizing the modular 20 dTon  spheres and 6 dTon Flattened Spheres as small craft, this is capable of carrying 7 small craft for a variety of missions. It relies on speed more than Armour.
(6G/Move:370, dDR:128, dHP: 80, Cargo Space: 70 dTons, Fuel: 2 Parsecs, SM:+10)
Crew:139, Life Support: 255+50(Low Berth), 10 Sickbay, 10 Workshops+2 Robofac, 1 Laboritory
Weapons: 18xBeam Lasers in 6 turrets, 1x AK Ball Heavy Recovery, 3x AK Heavy Ball Fighter, 3x AK Heavy Bomber, 10x AK Short Range Missile Fighter

AK Ball Asteroid Base, 610 M, 1,000 dTon Sphere (37 yd dia)
Laboratories and a Survey unit make it a capable and cheap base, capable of moving to new systems as needed. The 5 mini-miners are capable of collecting 10.5 t of trade goods per week, after refining, or of providing the smelter with raw materials for more advanced trade goods. The Base can keep up with nearly Mini-miners, and given the amount of time they spend outside the base, the other three are often in the hanger. Sometimes, the Jump drive is removed to provide more cargo space, usually being packed and stored outside.

Trade Items able to be produced by Base: Heavy Metals, Gemstones, Industrial Crystals,
     Special Minerals, Lanthanium

Trade Items able to be collected by Miniminers: Industrial Metals, Radioactives, Light Metals

(2.1G/Move:370, dDR:50, dHP: 67, Cargo Space: 31 dTons, Fuel: 200 dTons, SM:+10)
Weapons: 4x Beam, 1x Missile, 1x Sandcaster, 4 Plasma Guns
Crew:75, Vatfac Production: 80, Life Support for 80 + 10 in Low Berth
1x Hanger Bays, Capacity: 100 Tons (Usually for AK Courier or similar),
1x Ships Boat (Modular AK recovery), 9 Modular Craft, usually
5x AK Miniminer, 2x AK Modular Fuel Skimmer, 2x AK Modular Speeder

AK Ball Transport, 383 M Solars, 1,000 dTon Sphere (37 yd dia)
This ship does not do anything others can't do. It just does it for less. The Karl Marx equivalent costs 463 M Solars, has a crew of 38, has 25.5 dTons of cargo space, 1.38 G and no Mining vehicle to assist the new colonists when they arrive, though it has 50% more weapons. It also takes just 5 hrs 15 minutes to refine it's tanks, instead of 16 hrs the Karl Marx takes.
(2.1G/Move:370, dDR:10, dHP:71, Cargo Space: 59 dTons, Fuel: 2 Parsecs, SM:+10)
Weapons: 12x Pulse, 2x Missile, 4x Sandcaster
Crew:20, Low Berths: 1000, Endurance: 59 Days per dTon,
1x Ships Boat (Standard), 1x AK L Miner

AK Ball Grenade 815 M Solars, 800 dTon Sphere (34 yd dia)
Constructed with the weaknesses of the Hardrada in mind, this craft is the same size but faster and can do a double jump at maximum range. It has a small robofac to manufacture new parts, and can carry up to 7 modular craft, be they fighters, APC's or a combination of them to complement the smaller weapons array than the Hardrada. It also carries a survey module for escaping out of Imperial space when needed, reducing reliance on charts. In a fight it is just as capable when operating with it's 4 combo fighters, but better equipped to avoid fights.
(6G/Move:370, dDR:80, dHP: 66, Cargo Space: 27 dTons, Fuel: 4 Parsecs, SM:+10)
2 Workshops, 1 Robofac, 3 Sickbays, 10 Low Berths, 1 Survey Module
Crew:89 (52 Troops), Life Support: 100+10(Low Berth), Endurance: 2 weeks/dTon,
Weapons: 12x Beam, 2x Missile, 1x Sandcaster
Modular Craft: 2x AK APC, 4x AK Modular Fighter, 1x Raft in Ships Boat Modular Craft Rescuer

AK Ball Truck, 466 M Solars, 600 dTon Sphere (31 yd dia)
Fast, armoured, Workshop, Sickbay, 4 modular craft and a ships boat to rescue them, 100 Low Berths, this Ball vessel is a Jack-of-all trades, and with a moderate cargo space, it can do trade, but is not so viable as a dedicated trader.
(5.3G/Move:370, dDR:80, dHP: 61, Cargo Space: 175.5 dTon, Fuel: 2 Parsecs, SM:+9)
Crew:27, Endurance: 6 weeks/dTon, 35 Life Support 100 Low Berth
Weapons: 8x Beam, 2x Missile, 2x Sandcaster
2x AK Combo Fighter, 2x AK Modular Speeder

AK Ball Seeder 280.4M, 300 dTon Sphere (25 yd dia)
This small sphere is designed to form the hub of a small colony, landing for the first 6 years of the colonies life. By that time, the colony could be expected to be well enough established that the craft could leave, for the next colony.
(1.5G/Move:370, dDR:10, dHP:30, Cargo Space: 16.5 dTon, Fuel: 2 Parsecs, SM:+9)
Weapons: 4x Beam, 2x Missile, Crew:18, Endurance: 71 Weeks (6.5 dTons)
Life Support:20, Low Berths: 50, Modular Small Craft: 3
2.4 t/day processing, 3x AK Miniminer, 10 dTon of equipment.

AK Minelayer, $497 M Solars, 300 dTon Flattened Sphere
These can fit in place of Fuel Tankers, but do have jump capacity. They carry 6 Mines, baed on the successful Labrysian versions.
(2G/Move:3456, dDR:10, dHP: 46, dTons of Cargo Space: 23, SM:+9, Fuel: 2 Parsecs)
Crew:8, Life Support: 10, Endurance: 23 week/dTon, 1x Workshops, 1x Sickbays
Weapons: 6xBeam, 1xMissile, 2xSandcaster, 6x AK Mine,

AK Interstellar Scout, $287.7 M, 270 dTon Sphere
(6G/Move:370, dDR:100, dHP: 55, dTons of Cargo Space: 2, SM:+8, Fuel: 4 Parsecs)
Weapons: 9xBeam, Crew:13 (Life Support: 34), Endurance: 103 weeks (56.4 tons),
1 Workshops, 1 Bed Hospital, 14 Staterooms, 20 Bunks
1x AK APC, 1x AK Modular Fuel Drone Skimmer, 1x AK Modular Speeder

AK Ball Freighter, 53.5M, 200 dTon Sphere (22 yd dia)
The newest design in the AK 'Ball' series, this is a very cheap freighter built to be even cheaper than the Hero class. It comes armed, with a workshop, AK Modular raft and a med bay, and has more speed and more cargo space than it's competition!
(2G/Move:370, dDR:10, dHP: 30, dTons of Cargo Space: 96.5, SM:+8)
(6.1G/Move:370, dDR:29, dHP: 39, Cargo Space: 4 dTon, Fuel: 2 Parsecs, SM:+8)
Weapons: 5x Beam, 1x Sandcaster,  Crew:6, Life Support:150, Endurance: 2 Weeks/dTon

AK 400/450 person transport, 127.2M, 200 dTon Sphere (22 yd dia)
Designed to get people out of a bad situation, if food is not found soon, it may not improve. But Jump capable. Usually extra unappetising stores are kept in the bunks for another week.
Also used to transport lots of troops short distances. In some, 50 bunks are removed to create additional 10 dTons of Cargo space, increasing endurance.
(4.1G/Move:370, dDR:90, dHP: 30, Cargo Space: 4.5 dTon, Fuel: 2 Parsecs, SM:+8)
Crew:7, Endurance: 2 Weeks, Life Support:450, 1x Workshops, 1x Sickbays
Weapons: 4x Pulse, 2x Sandcaster in 2 turrets, 1x AK Modular Small Craft

AK 240 Person Lifeboat, 30.2M, 100 dTon Sphere, (17 yd dia)
This is a small lifeboat with jump capacity. The small craft is usually a fuel skimmer. All of the 100 dTon Balls are interchageable.
(1G/Move:370, dDR:10, dHP: 30, Cargo Space: 0.5 dTon, Fuel: 2 Parsecs, SM:+8)
Crew:3, Endurance: 25 Weeks, Life Support:5, Emergency Low Berths: 240,
Modular Small Craft: 1, usually a fuel skimmer.

AK Ball Courier, 40.7 M Solars, 100 dTon Sphere, (17 yd dia)
They don't get cheaper than this. Sickbay, workshop, Modular Raft, weapons (Ok, so just one turret), and reasonable cargo capacity, as well as good speed. With a crew of just 4 (Commander/Pilot, Navigator, Engineer and Raft Controller/everything else), they are the smallest and simplest, not to mention cheaper, than most the Ball designs. All of the 100 dTon Balls are interchageable.
(4G/Move:370, dDR:10, dHP: 30, Cargo Space: 47.5 dTon, Fuel: 2 Parsecs, SM:+8)
Crew:4, Life Support:11, Endurance: 20 weeks/dTon, 1 Workshop, 1 Sickbay
Modular Small Craft: 1 (Raft)
Weapons: 1x Pulse, 1x Missile, 1x Sandcaster,

AK Ball Fast Courier 39.1 M Solars, 100 dTon Sphere, (17 yd dia)
As above, but with double fuel tanks at the expense of cargo and speed. Even cheaper! All of the 100 dTon Balls are interchageable.
(3.1G/Move:370, dDR:10, dHP: 30, Cargo Space: 28.5 dTon, Fuel: 2 Parsecs, SM:+8)
Crew:4, Life Support:11, Endurance: 20 weeks/dTon, 1 Workshop, 1 Sickbay
Modular Small Craft: 1 (Raft)
Weapons: 1x Pulse, 1x Missile, 1x Sandcaster,

AK 250 person transport: 47.5 M Solars, 100 dTon Sphere, (17 yd dia)
This design is a small craft that is jump capable, suitable as a lifeboat for many larger ships. All of the 100 dTon Balls are interchageable.
(4.6G/Move:370, dDR:10, dHP: 30, Cargo Space: 2 dTon, Fuel: 2 Parsecs, SM: +8)
Crew:5, Life Support: 250, Endurance: 2 Weeks, 1 Sickbays, AK Modular Small Craft: 1
Weapons: 2x Pulse, 1x Sandcaster,

AK Interstellar Bomber II 149 M Solars, 100 dTon Sphere, (17 yd dia)
The new version of the Interstellar Bomber has fixed Plasma Cannon and even heavier armour for less in price. It is designed to fit into the same bays as other 100 dTon AK craft, such as the Transport for Freighters. It and the Interstellar Fighter are designed to work together as cheap convoy protection. This offers extra armour and Plasma cannon punch, but lacks the point defence of the fighter. All of the 100 dTon Balls are interchageable.
(6G/Move:370, dDR:165, dHP: 50, Cargo Space: 2 dTon, Fuel: 2 Parsecs, SM:+8)
Crew: 3, Life Support: 10 (all bunks!)
Weapons: 2xFixed Plasma Cannon

AK Interstellar Fighter II 171 M Solars, 100 dTon Sphere, (17 yd dia)
The companion to the Interstellar Bomber, these fighters pack a respectable 6 point defence weapons. Most can hold off a Shamshir or pair of Gashiddas while the Bomber causes havoc...and they do not need to be launched or carried! The newer versions carry greater armour, but three Beams have to be fixed. All of the 100 dTon Balls are interchageable.
(6G/Move:370, dDR:140, dHP: 49, Cargo Space: 2 dTon, Fuel: 2 Parsecs, SM:+8)
Crew: 3, Life Support: 10 (all bunks!)
Weapons: 3x Fixed Beam, 3 Beam in 1 light turret

AK Small Support Vessel, 59.6 M Solars, 100 dTons Sphere, (17 yd dia)
A small jump capable vessel to also act as a lifeboat, this can support the crew of 10 indefinitely, though it really only needs 3 to crew the ship, and the other 2 to work the Refueling drone. It takes 12.5 hours to process a full tank of fuel, but it takes the drone 5 trips to refill the tank.
(2G/Move:370, dDR:10, dHP: 35, Cargo Space: 3.7 dTons, Fuel: 2 Parsecs, SM:+8)
Crew:5, Life Support: 10+40 Low Berth, 1 Sickbay, 1 Workshop, Vatfac for 10 persons/day
1x Modular 6 dTon Refueling Drone, 1x 6 dTon Modular APC
Weapons: 1x Pulse laser, 1x Missile Launcher, 1x Sandcaster
This message was last edited by the GM at 07:44, Sun 14 Feb 2021.
Andrew Kalishnakov
GM, 120 posts
Eccentric Entrepreneur
Sun 14 Feb 2021
at 07:44
  • msg #11

AK System Vessel Designs

Aegir Station Planetary Defence Base, 3,742 M Solars, 10,000 dTons
Of the two crippled Labrysian cruisers that could not be moved, this one was converted into a defense base for the planet, and Kalishnikov Headquarters for the region.
(0.1G/Move:1,176, dDR:500, dHP:225, Cargo Space: 170.5 dTons, Fuel space: 1000 dTons, SM: +12)
Life Support:3200, Crew: 769
Hanger Bay Sizes: 1000, 500, 3 x 200, 5 x 60 (10 dTon launch tubes)
Small Craft Bays: 1 x AK Fuel Tanker, 4 x AK Starfighter, 2 x Defence Boats
Weapons:27x Beams in 9 turrets, 2 x Light Missile Arrays, 1 x Heavy Missile Array, 1 x Nuke, 1 x Heavy Nuke

AK Manufacturing Base, 4.4 B Solars, 10,000 dTon Sphere (78 yard dia.)
This large base may have a jump drive in the Cargo Bay which is removed after it is in location. It is designed to make money by building starships. It is capable of building entire ships from asteroids at the following rates:
AK Ball Grenade (M$813): 22 months+9 days, AK Interstellar Scout (M$288): 34 weeks+ 2 days, Seeder (M$280): 33 weeks+3 days, AK Fuel Tanker (M$234): 28 weeks, 10 Robofacs with Power Plant (M$160): 20 weeks, AK 250 person transport (M$47.5): 40 days, AKHB Fighter (M$46): 39 days, Ball Courier (M$40.7): 34 days.
Capable of building any ship up to 2,000 dTons in it's hanger, it can last 35 months if the hold is full of food. Of course, it still costs wages, food and repairs (M$8.8/year, M$17 if all running costs are included), but with an annual income of $431 million if making AKHB Fighters (which always sell!) a tidy annual profit of over M$400 can be expected from this investment. Of course, if this is in the same system as a habitable planet, it can turn a small planet into a production powerhouse quite quickly.
(0.16G/Move:370, dDR:500, dHP: 179, Cargo Space: 560.5 dTons, Fuel: 1000 dTons, SM:+12)
Weapons: 54xBeam Lasers in 18 turrets, 1x Heavy Missile Array,
Crew:824, Endurance: 2 days/dTon, Life Support: 1305+20(Low Berth)
40 Workshops, 40 Bed Hospital, Labortories: Biology, Geology, Metallurgy, Chemistry
100 Robofac, 30x AK Miniminer, 10x AK Modular Fuel Drone Skimmer,
Production : $1200 Thousand or 6 t per day, whichever will take longer.
1 Hanger Bay, Capacity: 2000 Tons
1x AKHB Transport, 5x AKHB Freight, 2x Ships Boat Rescuer II, 4x AKHB Recovery,
30x AKHB Fighter, 10x AKHB Bomber, 50x AK Short Range Missile Fighter

AK Ball Outpost, 872 M Solars, 1000 dTon Sphere, 37 yd dia.
Designed as a small defensive outpost to monitor key systems, this small base is self-sufficient and has top of the line sensors, making it very well suited to a research station as well. It's lack of a hanger is probably it's biggest drawback, but it can handle up to 8 heavy ball freight shuttles by launching it's own small craft. The two modular combo fighters are the only missile capacity, and these are more often used to launch probes...
The craft costs only M$ 510 Solars without the small craft, making it better suited than the Gashiddas for long term patrol of a system. Without the fighters launched, they can fend off up to 54 missiles and the fighters can fend off an additional 62 missiles (combined 116).
(0.8G/Move:370, dDR:240, dHP: 90, Cargo Space: 161.5 dTons, Fuel: 200 dTons, SM:+10)
Crew:58, Life Support:90(10 Low Berth), Food Production for 60 Persons
4 Workshops, (5 Robofacs), 4 Bed Hospital, 4 Laboratories, 1 Survey Modules,
1x AKHB Recovery, 1x AKHB Freight, 2x AK Modular Fuel Drone Skimmer, 2x AK Miniminer
Weapons: 12x Beams in 4 turrets, 2x Plasma in 1 Heavy turret
4x AKHB Fighter, 2x AKHB Bomber, 2x AK Modular Combo Fighter

AK Ball Supply Outpost, M$719 Solars, 1000 dTon Sphere, 37 yd dia.
Similar to the Outpost, this Base can also supply up to 100 crew of patrol craft in addition to its own needs. It costs just M$ 469 without the small craft, some of which are needed to supply production of spares and resupply of fuel. It can only fend off 93 missiles with the fighters.
(0.8G/Move:300, dDR:240, dHP: 92, Cargo Space: 19 dTons, Fuel: 200 dTons, SM:+10)
Crew:44, Life Support:90(10 Low Berth), Food Production for 160 Persons
4 Workshops, (5 Robofacs), 4 Bed Hospital, 4 Laboratories,
2x AK Modular Fuel Drone Skimmer, 2x AK Miniminer, 1x AKHB Freight, 1x AKHB Recovery
12x Beams in 4 turrets, 2x Plasma in 1 Heavy turret
3x AKHB Fighter, 1x AKHB Bomber

Cannonball System defence Boat, 919 M Solars, 400 dTons, 27 yds dia
An extraordinary system defence vessel, with armour capable of deflecting even missiles.
(4G/Move:370, dDR:730, dHP:105, Cargo Space: 0 dTons, SM: +9),
Weapons:9x Beams in 3 turrets

AK Auto-Fuel Tanker: 178.2M, 300 dTon Flattened Sphere
Unmanned drone refueler that can be used in place of the AK refueler. Cheaper, greater capacity to carry and refining speed, but cannot jump.
(4G/Move:1980, dDR:13, dHP: 41, dTons of Fuel: 240 (7.5 hr to refine), SM:+9)
Drone system, unmanned. Weapons: 9xPulse (Skill 15)

AK Defence Boats 245.2 M Solars, 125 dTon Sphere
27% increase in Armour, 17% increase in cost and slight increase in size. These are suited for planetary construction as well. These ones rely on speed to outrun missiles.
(8.1G/Move:370, dDR:160, dHP: 54, Cargo Space: 0.5 dTons, SM:+8)
Crew:11, Endurance: 8 Weeks, 1x AK APC
Weapons: 2xPlasma Cannon in a single turret

AK Defence Boat II 254.1 M Solars, 125 dTon Sphere
Very similar to the MK Is, these have removed the heavy turret and fixed one plasma cannon, installing a light turret for defensive purposes. Also not good for atmospheric operations, but these have replaced the Lifeboat with a modular craft.
(8G/Move:370, dDR:150, dHP: 53, Cargo Space: 0.5 dTons, SM:+8)
Crew:11, Endurance: 8 Weeks, 1x AK APC,
Weapons: 3x Beam in a light Turret, 1x Fixed Plasma Cannon

AK System Miner, 142.2 M, 100 dTon Flattened Sphere
This interesting craft is designed to support small colonies with the ability to mine other planets in the system. It naturally works well for Starbases as well, and is capable of atmospheric flight. It has onboard processors for processing the material to get better quality products and armour to withstand working in asteroid belts.
(3G/Move:2115, dDR:50, dHP: 43, Cargo Space: 20 dTons, SM:+8
Weapons: 4x Beams, 2x Missile, Crew:9 (Life Support: 10)
1 Workshops(1 Robofacs), 1 Bed Hospital, 10 Staterooms, 3x AK Miniminer,

AK System Freighter, 34 M Solars, 100 dTon Flattened Sphere
Bargain basement freighter for friendly systems, this aerodynamic body enables landing in atmosphere, and the high speed makes for large loads or fast trips. If there are enemies, it will have to run fast!
(6.2G/Move:1496, dDR:10, dHP: 27, Cargo Space: 80 dTons, SM:+8
Weapons: Crew:2 (Life Support: 14)
4 Staterooms, 10 Bunks

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Ships Boat Options, 30 dTon Wedges

These are almost infinitely variable, and are in addition to the standard Terran designs.

AK Ships boat, 29.5 M Solars, 30 dTons  Needle/Wedge
A novel design for a ships boat that can also serve as a lifeboat, it has bunks and life support for 40 and a sickbay.
(5G/Move:633, dDR:15, dHP:26, Cargo Space: 7.6 dTons, SM:+7),
Weapons:2x Beams, 1x Missiles in 1 turret, Accommodation: 40

100 Person Lifeboat 13.2 M Solars, 30 dTon Needle/Wedge
This is a Lifeoat with 100 low berths designed to be carried in place of a regular ships boat. It has life support for 5, and if fully stocked, can support them for 200 days, after which they should make use of the low berths.
(1.13G/Move:302, dDR:10, dHP: 28, Cargo Space: 0.5 dTons, SM:+7)
Crew:3, Endurance: 200 days, Accommodation: 5 + 100 Emergency Low Berth

Ships Boat (Base) 52.1 M Solars, 30 dTon Needle/Wedge
Possibly the most expensive of the ships boats due to the Survey module, this is capable of considerable research. Best used on a habitable planet, a vessel like this is capable of being a mobile base without a mother ship, or working in conjunction with one.
(2.2G/Move:427, dDR:10, dHP: 26, Cargo Space: 7 dTons, SM:+7)
Weapons: 1xPulse, 1x Missile, 1x Sandcaster, Crew:10
Accommodation: 20, Sickbay, Workshop, 2x Laboritories, Survey Module

Ships Boat Rescuer III 42.5 B Solars, 30 dTon Needle/Wedge
This is designed to go and pick up small 6 dTon Flattened Sphere Modular craft that are damaged. It has been redesigned with a robofac facility that can perform the same work as 10 Engineers at skill 14 per 30 minutes as well as an external crane arm. It also has a sickbay instead and is able to carry the smaller craft inside of it. Lacking only cargo space, these are now more capable than the smaller ball cousins, functioning well in atmosphere as well.
(2.9G/Move:1539, dDR:10, dHP: 26, Cargo Space: 0 dTons, SM:+7)
Small Craft: 1x 6 dTon Modular craft, Crew:4, Accommodation: 5,
Sickbay, Robofac, Workshop, External Arm
Weapons: 1x Pulse, 2x Sandcaster

AK Ships Fighter 68.2 M Solars, 30 dTon Needle/Wedge
For ships boats that pack a little extra punch
(6G/Move:1019, dDR:58, dHP: 37, Cargo Space: 0.6 dTons, SM:+7)
Weapons: 3x Beam, Crew:4, Endurance: 42 Weeks, Accommodation: 5

AK Bomber 68 M Solars, 30 dTon Needle/Wedge
Design modified to fit as a regular ships boat, but packing considerably more punch.
(6G/Move:3375, dDR:70, dHP: 38, Cargo Space: 0 dTons, SM:+7)
Weapons:1x Plasma Gun forward facing, Accommodation: 0

Heavy Assault Craft, 43 M Solars, 30 dTons Needle/Wedge
A large landing craft the size of a ships boat but with armour thicker than most tanks. It is meant for landing a tank or several vehicles.
(2G/Move:2238, dDR:100, dHP:40, Cargo Space: 12.5dTons, SM: +7),
Weapons:2x Pulse, 1x Missiles in 1 turret, Accommodation: 10

AK Assault Craft, 46 M Solars, 30 dTons  Needle/Wedge
A heavier assault version of the ships boat with higher speed intended for boarding operations. Includes life support and 20 bunks for longer trips, or to serve as a lifeboat.
(4.1G/Move:2508, dDR:50, dHP: 34, Cargo Space: 8.1 dTons, SM:+7)
Weapons:1x Beam, 1x Missiles, 1x Sandcaster in 1 turret, Accommodation: 20

Ships Boat refuelling drone: 18M, 30 dTon Needle/Wedge
Careful to utilize the same controls as are used for missiles, this innovative design allows vessels that may have trouble with wilderness refuelling to do so with ease and safety. It is also aimed at exports to Vilani worlds. M$ 1 more than the regular variety, it is capable of Refining fuel as well and carrying more than the original craft, and can be operated from the mother ship.
(2.1G/Move:955, dDR:10, dHP: 21, Fuel: 25 dTons, Refining: 3.8 dTons/hr, SM:+7)
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20 dTon Ball 'AKHB Series' Options

AKHB Bomber 42 M Solars, 20 dTon Sphere, 10 yd dia
(6.1G/Move:370, dDR:130, dHP: 32, Cargo Space: 0.1 dTons, SM:+6)
Weapons: 1xPlasma, Crew:2, Endurance: 14 Weeks,

AKHB Fighter 46 M Solars, 20 dTon Sphere, 10 yd dia
(6.1G/Move:370, dDR:90, dHP: 30, Cargo Space: 0.1 dTons, SM:+6)
Weapons: 3xBeam, Crew:2, Endurance: 14 Weeks,

AKHB Transport: 37 M Solars, 20 dTon Sphere, 10 yd dia
Like the other small spherical craft, this is designed to withstand Pulse laser fire.
(4G/Move:370, dDR:90, dHP: 30, Cargo Space: 1.1 dTons, SM:+6)
Weapons: 3xBeam, Crew:2+28, Endurance: 4 Weeks,

AKHB Recovery: 28 M Solars, 20 dTon Sphere, 10 yd dia
This heavy unit can only be purchased from a Terran Planet. It contains a complete Robofac unit that can perform the same work as 10 Engineers at skill 14 per 30 minutes. In addition, the workshop facilities allow actual engineers to work alongside it, further increasing production, though transport of 12 individuals in this is tight.
(2G/Move:370, dDR:10, dHP: 21, Cargo Space: 0.4 dTons, SM:+6)
Weapons: Laser Cutter, Crew:5, Endurance: 28 Weeks
1 Workshop, 1 Industrial Robofac unit

AKHB Surveyor: 52 M Solars, 20 dTon Sphere, 10 yd dia
Capable of running a full survey of a system, this small craft has limited armour and weapons, with the missile used for probes more than a military item. But it does have a full survey module, 2 laboratories and a sickbay, and accommodation (spartan) and life support for 10. Sensors are also slightly upgraded...
(1.9G/Move:370, dDR:10, dHP: 24, Cargo Space: 0.7 dTons, SM:+6)
Weapons: 1x Beam, 1x Missile, 1x Sandcaster, Crew:9, Endurance: 20 Weeks,

AKHB Freight: 17 M Solars, 20 dTon Sphere, 10 yd dia
This cheap craft is just designed for moving goods.
(1.7G/Move:370, dDR:10, dHP: 18, Cargo Space: 13.9 dTons, SM:+6)
Weapons: 2x Pulse, 1x Sandcaster, Crew:2

AKHB 66 Person Lifeboat, 12 M Solars, 20 dTon Sphere, 10 yd dia
This small craft is designed for carrying people to safety from a disaster. The emergency Low Berths can keep people alive for centuries. Incorporating the drone rescue pilot technology, it can automatically launch the lifeboat without relying on the skill of an operator, and can wait dormant until a friendly ship is detected, at which time it seeks out the ship and wakes a crew member. While only twice as big as the regular Lifeboats, it can rescue 66 persons instead of 24, it has a Drone pilot plus life support and costs $12 Million instead of $8.2 Million.
(2G/Move:370, dDR:10, dHP: 24, Cargo Space: 0.2 dTons (400 food for person-day, SM:+6)
Crew: 1(Drone), Life Support:3+66 Emergency Low Berths, Crew can last 28 weeks on full supplies

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Fusion Powered 6 dTon Flattened Sphere Modular Craft
All these craft are capable operators in atmospheric conditions. They are about 18 ft (5.5m) in diameter and just under 10 ft (3m) high.

AK Modular Fighter, 16 M Solars, 6 dTon Flattened Sphere
The smallest 8G Fusion powered fighter.
(8G/Move:2343, dDR:10, dHP: 18, ASig: -2, SM:+4, Air Speed 4684 mph)
Weapons: 1x Pulse Laser

AK Modular Missile Fighter, 13 M Solars, 6 dTons Flattened Sphere
An improvement on the Imperial Missile Fighter.
(6G/Move:1704, dDR:10, dHP:16, ASig: -2, SM:+4, Air Speed 3409 mph)
Weapons: 3 Missile Launchers

AK Modular APC, 6.6 M Solars, 6 dTons Flattened Sphere
The same size as the small fighters, this is actually a small spacecraft with life support for 5, a sickbay and heavy armour. Capable of supporting small insertions for long periods of time, it has limited cargo space. It has a sickbay and Bunks as life support for 5, but an carry 10 for insertions.
(2G/Move:1607, dDR:49, dHP:22, Cargo Space: 0.6 dTons, ASig: -2, SM:+4, Air Speed 3214 mph),
Weapons:1x Gatling Laser

AK Light Modular Tank, M$ 13 Solars, 6 dTon Flattened Sphere
Everybody likes armour in a ground battle. This gives it to starships...
(2G/1918.5 Move, dDR:65, HP:25, SM:+4, ASig:-2)
Weapons: 1x Beam Laser, 1x Gatling Laser, Crew:2 (with Life Support)

AK Modular Speeder, 5.5 M Solars, 6 dTons Flattened Sphere
This is more of an enclosed Air raft to be used in the 6 dTon flattened sphere bays as an auxiliary cargo boat with life support for the two crew. The new one has a patented mini-fusion reactor.
(2G/Move 1270, dDr:12, dHP:16, Cargo space: 3.5 dTons, SM:+4)

AK Modular Miniminer, 8.1 M Solars, 6 dTons Flattened Sphere
Designed based on the AK APC for mining asteroids, this small spacecraft with life support for 2, has heavy armour for resisting rocks, and a Gatling laser for the smaller rocks. It has increased cargo space of 1.4 dTons. At the front is a robotic mining arm used for gathering minerals. It can collect 1.2 tons/day, but this needs to be refined to achieve trade densities. Unrefined product has a density of 25 t/dTon and is 75% waste.
Trade Items able to be collected by Miniminers: Industrial Metals, Radioactives, Light Metals
(1.1G/Move:1270 empty, dDR:50, dHP:22, Cargo Space: 1.4 dTons, ASig: -2, SM:+4, Air Speed 2541 mph), Crew:2
Weapons:1x Gatling Laser

AK Modular Surveyor, 9M, 6 dTon Flattened Sphere
This small craft has a sickbay and a single biology laboratory, and life support for 5 members. It also has a setup for dehydrating food to preserve it. Quarters are tight, though.
(1G/Move:804, dDR:10, HP: 132/170, Cargo Space: 0.4 dTons, SM:+4)
Sickbay, Laboratory (Biological), Life Support: 5, Crew:4, Endurance: 22 Weeks
Weapons: 1x Gatling Laser

Battery Powered 6 dTon Modular Craft

AK Modular SR Fighter Mk II, 13 M Solars, 6 dTons Flattened Sphere
The same as the previous small fighter but with batteries reorganized to fit more in, allowing a more powerful weapon, this version has 4 banks of 24 F Cells plus one backup cell for life support providing a range of 8 million miles. The smaller size of the cells allows for greater drive and hence greater armour and weapons than the fusion cell fighters. They work very well in planetside combat roles, being effective tank killers.
(8G/Move:3225, dDR:29, dHP: 22, SM:+4, Endurance: 100 rounds, 97 F cells)
Weapons: 1xBeam Weapon, Crew:1

AK Modular Point Defence Fighter, 10 M Solars, 6 dTon Flattened Sphere
This small craft is powered by 60 F Cells and with twin pulse weapons it makes an excellent fighter against missiles or troops, though it's poor armour means it fares poorly against starship weapons. They are also effective in planetside combat roles.
(6.1G/Move:2216, dDR:12, dHP: 19, SM:+4, Endurance: 100 rounds, 60 F cells)
Weapons: 2xPulse Weapons, Crew:1

AK Modular SR Missile Fighter, 11 M Solars, 6 dTons Flattened Sphere
(6G/Move:2273, dDR:16, dHP: 19, SM:+4, Endurance: 100 rounds, 38 F cells)
Weapons:3x Missile Launchers, Crew:1

AK Modular SR Combo Fighter, 12 M Solars, 6 dTons Flattened Sphere
(6G/Move:2201, dDR:10, dHP: 19, SM:+4, Endurance: 100 rounds, 58 F cells)
Weapons:1x Beam Weapon, 2x Missile

AK Modular Raft, 3 M Solars, 6 dTons Flattened Sphere
This is a cheaper version of the raft, with batteries that permit basic take-off and landing for small craft with a maximum space for cargo. The batteries mean reduced maintenance costs for the life of the craft, but make them unsuitable as life boats or interstellar transports, and their sensors are not spacecraft quality despite being 1/3 of their cost. But they are cheaper.
(2G/Move:1206, dDR:10, dHP: 15, Cargo Space: 4 dTons, SM:+4, Endurance: 400 rounds, 45 F cells)

6 dTon Modular Drones

AK Modular Mine, 30 M Solars, 6 dTon Flattened Sphere
Inspired by the 10 dTon mine, this smaller modular version is not as heavily armed, but replaces the usual access with a single light turret! The sensors, weaponry and propulsion are weaker, but it is still a very scary unit capable of atmospheric operations!
(0.2G/Move:1607, dDR:720, dHP: 49, SM:+4)
Weapons: 1xBeam, 2xPulse in a single turret

AK Auto-Miniminer, 7.4 M Solars, 6 dTon Flattened Sphere
Inspired by the Refuelling Drone, this Mining drone is actually remote controlled, which can delay reactions for more distant locations due to the time for radio waves to travel. For bases situated near the mine site, though, it works well. The additional robotic arm for complicated work. It can also collect up to 1.2 tons/day, but this needs to be refined to achieve trade densities. Unrefined product has a density of 25 t/dTon and is 75% waste. It is not well suited to higher grades or ore due to the lack of human judgement limited by the sensors.
(1.1G/Move:1206, dDR:50, dHP: 22, Cargo Space: 1.4 dTons, SM:+4)
Weapons: 1x Gatling Laser

AK Modular Fuel Drone Skimmer, 4.8M, 6 dTon Flattened Sphere
These are designed to automatically skim fuel or chemicals from gas giants or other planets.
(1.9G/Move:984, dDR:12, dHP: 16, Fuel: 4.7 dTons, SM:+4)

AK Modular Auto Survey Sensor package, 37.2 M Solars, 6 dTon Flattened Sphere
Has Sensors that link to the mother ship for remote survey operations. Crew on Mother ship operate them, effectively increasing the efficiency of that unit by 50%. It can also be pre-programmed for autonomous planetary surveys
(1.54G/Move:1063, dDR:12, dHP: 18, Cargo Space: 0 dTons, SM:+4)

AK 16 person Modular Lifeboat. 4.7 M Solars, 6 dTon Flattened Sphere
This new craft was introduced after a freighter ran into trouble and lost life support, and the small regular lifeboat was destroyed by an asteroid after 3 ships had passed through the system. Incorporating the drone rescue pilot technology, it can automatically launch the lifeboat without relying on the skill of an operator, and can wait dormant until a friendly ship is detected, at which time it seeks out the ship and wakes a crew member.
(1.4G/Move:984, dDR:10, dHP: 18, Cargo Space: 0.3 dTons (600 person/days food), SM:+4)
Weapons: Crew:1 (Drone Control), Life Support: 2 (16 Emergency Low Berth)

Battery Powered 6 dTon Modular Drones

AK Modular Plasma Drone, 10 M Solars, 6 dTon Flattened Sphere
While this imposes an additional penalty (-4 to attack, -2 to dodge) to the operators ability to pilot and target accurately, the plasma drones provide any modular vessel with some serious hitting capacity without risking the pilot. Their light armour, however, makes them very vulnerable. Good thing they are so cheap. They are also useful planetside as an alternative to tanks.
(6G/Move:2551, dDR:30, dHP: 21, SM:+4, Endurance: 100 rounds, 48 F cells)
Weapons: 1xFixed Plasma Cannon,

AK Modular Nuke# 9.9M, 6 dTon Flattened Sphere
This one is disguised as a AK Modular SR Combo Fighter, and is nearly as expensive. But one hit can change the course of a battle. It is designed to allow it to blend in with fighters.
(6G/Move:3636, dDR:93, dHP:26, SM:+4, Endurance: 40 rounds, 38 F cells)
Weapons: 10 MT Warhead
--------------------------------------------------------------------------------

AK Mine, 35M, 10 dTon Sphere, 8 yd dia
These small inexpensive items are not very mobile, but are designed as defensive swarms for high value locations, such as starbases. They have no crew, and are remote controlled drones.
(0.3G/Move:370, dDR:720, dHP: 44, Cargo Space: 0.1 dTons, SM:+6)
Weapons: 3xBeam

AK Heavy Nuke, 18M, 10 dTon Sphere, 8 yd dia
Interchangeable with the mines above, one of these missiles is sometimes hidden in the minefield. They can really devastate an attacking capital ship...they are also drones.
(8G/Move:370, dDR:203, dHP: 31, SM:+6, Endurance: 10 rounds once activated.)
Weapons: 10 MT Nuclear warhead.

AK G Carrier, 7.1 M Solars, 8 dTons
It looks like a regular G Carrier, but it is designed and built with starship technology. Includes life support and a sickbay, with a small turret for a Gatling Laser.
(2G/Move:1694, dDR:48, dHP:21, Cargo Space: 1.2 dTons),
Weapons:1x Small support weapon

AK Combo Fighter, 19 M Solars, 8 dTons
A small and highly versatile fighter to answer the Imperial fighters, it has fallen out f favour for the smaller, cheaper, modular versions.
(6G/Move:1753, dDR:10, dHP:19, Cargo Space: 0 dTons),
Weapons:2x Missiles, 1x Beam forward facing

AK Nuke#, 7 M Solars, 2 dTons, 5 yd dia
Faster than a regular missile, this one pack an enormous punch. It should, for the price...range is 1 million miles. It has it's own sensors, negating the range penalty to hit with a missile.
(10.2G/Move:370, dDR:4, dHP:15, SM:+2),
Weapons:10 MT Warhead

Regular Missile with Nuke#, $80 k Solars, 1/30 dTon Cylinder
(8G/Move: 370, dDR 4, dHP: 2, SM:0, Range: 240,000 miles or 3 rnds)
Weapons: 25 T Warhead

AK Space Jeep, 4.25 M Solars, 4 dTons
The smallest AK vehicle designed with starship technology.
(2G/Move:1395, dDR:7, dHP:15, Cargo Space: 1.3 dTons),
Weapons:1x Small support weapons,

# Nukes require special permission to purchase, and are generally controlled items.
This message was last edited by the GM at 12:07, Wed 26 Apr 2023.
Fate
GM, 4118 posts
Roll for dodge!
Mon 24 Aug 2020
at 09:42
  • msg #12

Common Known Dissident and Pirate Designs

This is a bit of a misnomer, because pretty much all pirate vessels are custom designs, cobbled together out of various captured items. Nonetheless, some designs have become more successful than others, for various reasons. These compliment the assortment of accepted Vilani variants.

Dissidents and pirates usually use modified regular vessels, usually smaller craft fitted with weaponry and multiple engines. Bases often have modified ships boats with weapons to add to defences. Capture of larger vessels (over 1,000 dTons) usually brings about a military response, so vessels used are usually small and in larger numbers if strength is needed. These ones are NOT authorised Vilani vessels!

Quicksilver, 8,000 dTon Cylinder
Made from a captured Aasha command cruiser, this is a fearsome vessel.
(6.1G/move:370, dDR: 260, dHP: 179, dTons of Cargo Space:214.5, SM:+11)
Weapons: 3xBeam, 2xHeavy Particle Cannon, 2xBay Plasma Cannon, Crew:441 (200 troops)
Life Support: 700+100(Low), Fuel:(2 Parsecs), 20 Workshops, 20 Sickbays, 4 Laboritories
5x Assault Shuttle, 3x Hero, 40x Seru Heavy Ball Fighter

Executive, 4,000 dTon Cylinder
(6G/move:370, dDR: 205, dHP: 142, dTons of Cargo Space:56, SM:+11)
Crew:364(200 troops), Life Support: 500, Fuel: 2 Parsecs, 10 Workshops, 10 Bed Hospital, 1 Laboratories
17 Heavy Ball craft, Usually 12x Seru Heavy Ball Fighter, 3x AK Heavy Ball Transport, 2x AK Heavy Ball Freight
Weapons: 15x Beam, 1xHeavy Particle Cannon, 1xBay Plasma Cannon

Excaliber, 4,000 dTon Cylinder
(6G/move:370, dDR: 210, dHP: 143, dTons of Cargo Space:19, SM:+11)
Crew:371(200 troops), Life Support: 500, Fuel: 2 Parsecs, 10 Workshops, 10 Bed Hospital, 1 Laboratories
Weapons: 15x Beam Laser in 5 turrets, 1x Heavy Particle Cannon, 1x Bay Plasma
1x AK 400 person transport, 1x AK APC, 12x AK Modular Combo Fighter, 6x AK Heavy Ball Fighter

Sharushid Passenger Liner Base, 1.6 B Solars, 3,000 dTon Close Structure
Ever wondered what Pirates do with captured Passenger Liners? They take them to a system off the grid from Patrols, and park them. Removing the Jump drive and adding abou 22 thousand tons of armour, they turn them into a home away from home. While they do not move fast, they are good support for their nefarious operations. The fighter options often vary.
(0.1G/move:370, dDR: 500, dHP: 145, dTons of Cargo Space:341.5, SM:+10)
Crew:287, Life Support: 606, 10 Workshops, 10 Sickbays, Fuel:600 dTons
Weapons: 48x Beam in 16 turrets, 1 Hanger Bays, Capacity: 500 Tons,
12x Seru Heavy Ball Fighter, 2x AK Heavy Ball Transport, 4 Ships boats

Pirate Branch Q ship, 2.5 B Solars, 2000 dTon Close Structure
This is a pirate ship made out of a captured Branch Freighter. Not a particularly strong combatant, it can still pose quite a threat to Patrol craft!
(6.4G/move:370, dDR: 100, dHP: 96, dTons of Cargo Space:42, SM:+10)
Crew:202, Life Support: 306, 2 Workshops, 10 Sickbays, Fuel:400 dTons (2 Parsecs)
Weapons: 6x Beam, 1x Heavy Missile Array,
12x Seru Heavy Ball Fighter, 3x AK Heavy Ball Transport, 2x AK Heavy Ball Freight

Karl Marx, 1000 dTon Needle/Wedge
Not all pirates are Vilani. This one was caught out during the start of the fourth Interstellar war.
(6G/Move:2239, dDR:10, dHP: 57, Cargo Space: 40 dTons, SM:+10, Fuel: 2 Parsecs)
Weapons: 25x Beam, 2x Sandcaster, Crew:158, Life Support: 230, Endurance: 5 weeks,
1 Hanger Bays, Capacity: 180 Tons, 1 Workshop, 1 Sickbay
10x AK Heavy Ball Fighter,
Usually 1 Ball recovery, 1 Ball Freight, 2 Ball Transports, 5 Ball Bombers in hanger

Captured Gashidda 575.4 M Solars, 400 dTon Close Structure
The most common class sent to deal with pirates makes a wonderful prize if it fails. These often result from those failures. No significant yard is required for this work. Not technically illegal, these are generally only operated by pirates.
(6G/Move:370, dDR:115, dHP: 66, dTons of Cargo Space: 9.5, SM:+9)
Weapons: 6x Beam, 4x Missile, 2x Sandcaster, Crew:35,
5 Fighters, 1 Assault craft
This message was last edited by the GM at 09:25, Tue 13 Oct 2020.
Fate
GM, 4154 posts
Roll for dodge!
Sun 30 Aug 2020
at 00:27
  • msg #13

Military Units

Typical Military units are summarised here. Quality of training and equipment is given on Post #9 of Rules Clarifications. TS = Troop Strength.

Infantry Units                  TS      Raise(k) Maintain(k) Men   Class
Riflemen                        640,    $60      $12         10   F, Rec
Anti Tank Guided Missile crew   (1920)  $45      $9           4   (Arm)
Mortar Team                     (800)   $25      $5           4   Art
Infantry AA                     (800)   $37.5    $7.5         4   (Air)
Combat Engineers                640     $60      $12         10   Eng, F
Command Post                    (800)   $100     $20         10   C3I
Draft Team (Local Animals)      32      $10      $1          10   T2
Heavy Support Weapon            (800)   $50      $10          4   F
Mounted Rifles (On animals)     320     $100     $20         10   Cav, F, Rec

These Fixed installations are typically heavily armoured and come with their own underground complexes to assist them.
Laser Turret                    (15000)                           (Arm), (Air)
Plasma Turret                   (20000)                           (Arm), (Air)
Missile Installation            (5000)                            (Air)
Typically used against starships, these may be Light or Heavy Missile array launch silos, abd are usually heavily defended

The value of these vehicles is in their purchase, and maintenance is 10% per year. See Gear available, Post #1 for most of these.

Vehicles                        TS      Class
Armoured Car                    640      Arm, Cav, F, Rec
Assault Gun                     1600     Arm, Art
Heavy Truck                     160      T2
Anti-Air Missile Battery        (6400)   (Air)
Light Truck/4x4                 160      Cav, T1
Self-Propelled Mortar           (3200)   Art
Personnel Carrier               800      Cav, F, T1
Combat Engineering Vehicle      800      Eng, F, Cav
Infantry Fighting Vehicle       1600     Arm, Cav, T1
Main Battle Tank                4000     Arm, Cav, F
Self propelled AA Gun           1600     (Air), F
Self Propelled Artillery        (4000)   Art

These aircraft and Grav units count as air units, as do AK Modular craft, but non-Aerodynamic craft do not. They may be used for insertion but fare poorly in attacking directly, as do starships. It should be noted that Vilani Fighters are almost always Aerodynamic, as dictated by Vilani Military doctrine.

Some examples are

Air Units                       TS       Class
Imperial Fighters               1200     Air
Imperial Beam Fighters          1200     Air, F
Modular APC                     800      Air  Arm, Cv, F, T1
Modular Combo fighter           1200     Air, F
AK Light Modular Tank           1600     Air, Arm, Cv, F


Equipment Quality Table
Quality      TS Modifier   Raise     Maintain
Very Fine    +150%         +200%     +150%
Fine         +100%         +100%     +100%
Good         +50%          +50%      +50%
Basic        +0%           +0%       +0%
Poor         -25%          -25%      -25%

Troop Quality Table
Quality      TS Modifier   Raise     Maintain
Elite        +100%         +200%*    +40%
Good         +50%          +100%*    +20%
Average      +0%           +0%       +0%
Inferior     -50%          -50%      -50%

* Halved (Good is +50% and Elite is +100%) for Fanatic troops.


This message was last edited by the GM at 21:36, Sat 17 Apr 2021.
Andrew Kalishnakov
GM, 118 posts
Eccentric Entrepreneur
Mon 7 Dec 2020
at 10:45
  • msg #14

AK Design Studios "Eighteen uses for Gashiddas"

This Book, released by AK design bureau, is a satirical look at uses for a captured Gashidda, a very common Vilani patrol craft.

Bases

AK Outpost Gashidda, Upgrade Cost M$19.1 Solars + M$136.5 Solars for small craft, 400 dTon Close Structure
(1.4G/Move:370, dDR:90, dHP: 63, Cargo Space: 38.5 dTons, SM:+9)
Crew:25, Life Support:50, Food Production: 40, Workshop, 1 Robofacs, Sickbay
1x AK APC, 1x AK Miniminer, 1x AK Modular Fuel Drone Skimmer, 1x AKHB Recovery,
Weapons: 9xBeam, 1xMissile, 2xSandcaster, 1x AKHB Bomber, 1x AKHB Fighter,

AK Base Gashidda, Upgrade Cost M$18.2 Solars + M$64.5 Solars for small craft, 400 dTon Close Structure
(1.5G/Move:370, dDR:90, dHP: 65, Cargo Space: 19.5 dTons, SM:+9)
Crew:23, Life Support:50, Food Production: 60, Workshop, 1 Robofacs, Sickbay
1x AK APC, 1x AK Miniminer, 1x AK Modular Fuel Drone Skimmer, 1x AKHB Recovery, 1x AKHB Freight
Weapons: 9xBeam, 1xMissile, 2xSandcaster,

Refinery Gashidda, Upgrade Cost M$23 Solars + M$116.8 Solars for small craft, 400 dTon Close Structure
This has similar equipment to a refuelling base, but the 4 stage processor is much more advanced and can process the chemicals to just about anything. The Tanks are separated for different goods.
(0.1G/Move:3250, dDR:90, dHP: 70, Cargo Space: 4.5 dTons, SM:+9, Refined Product: 120 dTons@ 12 dTon/hr)
Crew:30, Life Support:30, Workshop, 1 Robofac, 3 Bed Hospital, Food Production: 30
6x AK Modular Fuel Drone Skimmer,
Weapons: 9xBeam, 1xMissile, 2xSandcaster, 1x AKHB Bomber, 1x AKHB Fighter,

Refuelling Base Gashidda, Upgrade Cost M$20.7 Solars + M$121.7 Solars for small craft, 400 dTon Close Structure
This base has moderate sensors, skimmers and miniminers. It could function alone in a sremote system.
(0.1G/Move:3250, dDR:90, dHP: 70, Cargo Space: 23.5 dTons, SM:+9, Fuel: 2 Parsecs)
Crew:31, Life Support:50, Workshop, 1 Robofacs, 5 Bed Hospital, Food Production: 40
1x AK Miniminer, 2x AK Modular Fuel Drone Skimmer, 1x AKHB Freight
Weapons: 9xBeam, 1xMissile, 2xSandcaster, 1x AKHB Bomber, 1x AKHB Fighter,

Companion Base Gashidda, Upgrade Cost M$100.7 Solars + M$162.8 Solars for small craft, 400 dTon Close Structure
This has a command bridge and the best sensor array available, plus a pair of Combo fighters and Fuel..
(0.1G/Move:3250, dDR:90, dHP: 70, Cargo Space: 4.5 dTons, SM:+9, Fuel: 2 Parsecs)
Crew:31, Life Support:50, Workshop, 1 Robofacs, 5 Bed Hospital, Food Production: 40
1x AK Modular Fuel Drone Skimmer,
Weapons: 9xBeam, 1xMissile, 2xSandcaster, 1x AKHB Bomber, 2x AKHB Fighter, 2x AK Modular Combo Fighter,

Research Base Gashidda, Upgrade Cost M$133.5 Solars + M$140.3 Solars for small craft, 400 dTon Close Structure
This barely mobile base is a simple research facility that can provide considerably more food than it consumes. It also has the most advanced sensors available and a Survey module.
(0.1G/Move:3250, dDR:90, dHP: 70, Cargo Space: 21 dTons, SM:+9, No fuel or Jump capacity)
Crew:40, Life Support:40, Workshop, 1 Robofacs, 5 Bed Hospital, Food Production: 70
3x AK Miniminer, 1x AKHB Recovery,
Weapons: 9xBeam, 1xMissile, 2xSandcaster, 1x AKHB Bomber, 1x AKHB Fighter,

Depot Gashidda, Upgrade Cost M$18.6 Solars + M$128.3 Solars for small craft, 400 dTon Close Structure
This is just for cargo storage, though it does add a few extra fighters as well, and some miniminers for resources.
(0.1G/Move:3250, dDR:90, dHP: 70, Cargo Space: 160 dTons, SM:+9, No fuel or Jump capacity)
Crew:27, Life Support:30, Workshop, 1 Robofacs, 3 Bed Hospital, Food Production: 30
3x AK Miniminer, 1x AKHB Freight
Weapons: 9xBeam, 1xMissile, 2xSandcaster, 1x AKHB Bomber, 1x AKHB Fighter,

Note: 4 Base Complex, 1 of Refuelling, Companion, Research and Depot Bases: Upgrade plus small craft cost is M$827, includes 36 beams, 8 sandcasters, 4 missiles, 5 AKHB Fighters, 4 AKHB Bombers, 2 Combo Fighters, 4 Robofacs fed by 7 Miniminers, 2 Freight Balls, 1 Recovery Ball, 3 Fuel drones. They have 209 dTons of cargo space and 160 dTons of fuel, with dDR of 90, speed of 0.1G and food production 105% of life support. They have 2 level 9 sensor arrays, 4 Laboratories, 1 Survey Modules, 4 workshops and 18 hospital beds for up to 170 persons, needing 129 crew.

AK Ball Outpost, by comparison, costs M$872, includes 12 beams and 2 Plasma Guns, 4 AKHB Fighters, 2 AKHB Bombers, 2 Combo Fighters, 5 Robofacs fed by 2 Miniminers, 1 Freight Balls, 1 Recovery Ball and 2 Fuel drones. They have 161.5 dTons of cargo space and 200 dTons of fuel, with dDR of 240, speed of 0.8G and food production 66% of life support. It has a level 9 sensor array, 4 Laboratories, 1 Survey Modules, 4 workshops and 4 hospital beds for up to 90, needing 58 crew.

Clearly for very remote locations, the Gashidda complex is beneficial, having 4 separate Bases to support each other. However, where hostilities may be expected, the armour of the Ball Outpost is significant, despite the lower number of Beams, fighters and Bombers due to it's better armour and ability to jump. However, the Gashidda complex would cost just B$1.323 to build from scratch, so unless the Gashiddas are purchased for M$100 or less each, upgrading is not profitable.

Vilani Gashidda Base , Upgrade Cost M$17.3 Solars + M$123.1 Solars for small craft, 400 dTon Close Structure
This 'sanitized' design for sale into Vilani Space relies of food brought in, and has no Robofacs. But it is cheap.
(0.1G (0.2G W/O Small craft/Move:3250, dDR:90, dHP: 70, Cargo Space: 91 dTons, SM:+9, Fuel: 2 Parsecs)
Crew:30, Life Support:40, 4 Workshops, 5 Bed Hospital
1x AK Modular Speeder, 2x AK Modular Fuel Drone Skimmer, 1x AKHB Freight
Weapons: 9xBeam, 1xMissile, 2xSandcaster, 2x AKHB Fighter,

System Defence Gashidda, Upgrade Cost M$431.3 Solars + M$95.6 Solars for small craft, 400 dTon Close Structure
Though very fast, system craft are impressive combatants for their size. But the sensors and Survey modules also give them excellent observation abilities.
(7G/Move:3250, dDR:160, dHP: 70, Cargo Space: 3 dTons, SM:+9, No Jump Capacity)
Crew:39, Life Support 40, 1 workshop, 1 Sickbay, 1 Survey Module, Sensors: 9 (24)
Weapons: 6xBeam, 2xPlasma, Small Craft: 1 AKHB Fighter, 1 AKHB Bomber, 1 AK APC (6 dTon Modular Craft)

Ships

Dissident Gashidda M$435 Solars, 400 dTon Close Structure
Dissident Viliani Standard.
(4.8G/Move:370, dDR:115, dHP: 66, Cargo Space: 28.5 dTons, SM:+9, Fuel:2 Parsecs)
Crew:30, (Includes 7 Troops), Life Support: 40, 1x Workshops, 2x Sickbays
Weapons: 6xBeam, 2xPlasma, 3x AK Heavy Ball Fighter,

Escort Gashidda M$600 M Solars, 400 dTon Close Structure
Dissident Viliani Standard.
(6G/Move:370, dDR:115, dHP: 66, Cargo Space: 12.5 dTons, SM:+9, Fuel:2 Parsecs)
Crew:23, Endurance: 106 weeks, Life Support: 41, 1x Workshops, 1x Sickbays
3x Seru Heavy Ball Fighter,
Weapons: 12xBeam,

Raider Gashidda, Upgrade Cost M$34.4 Solars + M$46 Solars for small craft, 400 dTon Close Structure
(6.1G (6.8G W/O Small craft/Move:3250, dDR:90, dHP: 70, Cargo Space: 99.5 dTons, SM:+9, Fuel: 2 Parsecs)
Crew:27, Life Support:30, Workshop, Sickbay
Weapons: 6xBeam, 2xPlasma, 1x AKHB Fighter,

AK Gashidda Planet Raider, Upgrade Cost M$26.5 Solars + M$130.4 Solars for small craft, 400 dTon Close Structure
(4.7G/Move:370, dDR:90, dHP: 62, dTons of Cargo Space: 2, SM:+9, Fuel: 2 Parsecs)
Crew:80 (Includes 40 Troops), Life Support: 80, Endurance: 9.2 weeks, 1x Workshops, 1x Sickbays
4x AK APC, 4x AK Modular Combo Fighter, 4x AK Light Modular Tank,
Weapons: 12xBeam,

AK LST-T, Upgrade Cost M$28.5 Solars + M$33.6 Solars for small craft, 400 dTon Close Structure
(6G/Move:370, dDR:90, dHP: 62, dTons of Cargo Space: 2.5, SM:+9, Fuel: 4 Parsecs)
Crew:28 (Includes 10 Troops), Life Support: 40, Endurance: 20.6 weeks, 1x Workshops, 2x Sickbays
1x AK APC, 2x AK Light Modular Tank,
Weapons: 12xBeam,

Commercial Gashidda, Upgrade Cost M$13.9 Solars + M$10.3 Solars for small craft, 400 dTon Close Structure
With armour removed and 4 Iiken engines replacing the original much larger engines, this modification is suited for work within the empire as well as outside of it. As long as you can explain where the hull came from...probably of most interest to Kalishnikov!
(5.9G (6.6G W/O Small craft/Move:3250, dDR:10, dHP: 70, Cargo Space: 166.5 dTons, SM:+9, Fuel: 2 Parsecs)
Crew:19, Life Support:40, Workshop, Sickbay, 1x AK Modular Speeder, 1x AK Modular Fuel Drone Skimmer,
Weapons: 8xBeam, 1xMissile, 3xSandcaster,

Liner Gashidda, Upgrade Cost M$15.9 Solars + M$15.2 Solars for small craft, 400 dTon Close Structure
Relatively comfortable travel, this could work well for passenger transport.
(6G/Move:3250, dDR:10, dHP: 70, Cargo Space: 14.5 dTons, SM:+9, Fuel: 2 Parsecs)
Crew:15, Life Support:110, (State rooms for 100), Workshop, 2 Bed Hospital, 2x AK APC,
Weapons: 8xBeam, 1xMissile, 3xSandcaster,

Transport Gashidda, Upgrade Cost M$21.6 Solars + M$68.4 Solars for small craft, 400 dTon Close Structure
(6G/Move:3250, dDR:10, dHP: 70, Cargo Space: 4.5 dTons, SM:+9, Fuel: 2 Parsecs)
Crew:225, Life Support:230, Workshop, 2 Bed Hospital, 9x AK APC,
Weapons: 8xBeam, 1xMissile, 3xSandcaster,

AK Explorer Gashidda, 400 dTon Close Structure
These vessels are very much designed for exploring along the Vilani Borders, or even within. They are set up to look like a regular Gashidda with a scan, but only the deepest inspection will reveal the non-vilani technology that makes them so capable.
(1.6G/Move:370, dDR:90, dHP: 65, Cargo Space: 4 dTons, Jump Range: 2 Parsecs, SM:+9)
Crew:39, Life Support:40, Food Production: 30, 2 Workshops, Robofac, 2 Bed Hospital, 3 Laboritories, Survey Module
2x AK APC, 1x AK Miniminer, 1x AK Modular Fuel Drone Skimmer, 1x AKHB Recovery, 1x AKHB Surveyor
Weapons: 9xBeam, 1xMissile, 2xSandcaster
This message was last edited by the GM at 07:11, Wed 11 May 2022.
Andrew Kalishnakov
GM, 120 posts
Eccentric Entrepreneur
Sun 7 Feb 2021
at 03:54
  • msg #15

AK Design Studios Designs For Captured Vilani Vessels

Few companies have had as much experience with re-using captured Vilani warships as Kalishnikov designers. These recent proposals have met with interest with Terran 'outback' commanders, though whether they are as interesting in how they are obtained or with using them is not so clear.

They rely on releasing Ball fighters and bombers to obtain maximum speed in combat, known as 'Combat Speed', in the light of recent events. Upgrade costs include listed small craft.

Terran Kargash A, B$4.4, Upgrade cost B$0.9, 2000 dTon Cylinder
(5.7G(6G W/O Fighters)/Move:3250, dDR:250, dHP: 127, Cargo Space: 23 dTons, SM:+10, Fuel: 2 Parsecs, SM:+10)
Crew:140 (32 troops), Life Support: 140, Supplies: 0.68 dTons/week, 1 Workshop, 2 Bed Hospital,
Weapons: 18xBeam in 6 turrets, 1x Bay Plasma,
5x AK Heavy Ball Fighter, 3x AK Heavy Ball Transport

Terran Kargash B, B$3.7, Upgrade cost B$0.8, 2000 dTon Cylinder
(5.9G(6G W/O Fighters)/Move:3250, dDR:240, dHP: 126, Cargo Space: 12 dTons, SM:+10, Fuel: 2 Parsecs, SM:+10)
Crew:159 (60 troops), Life Support: 130, Supplies: 0.76 dTons/week, 1 Workshop, 2 Bed Hospital,
Weapons: 12x Beams in 4 turrets, 1x Heavy Particle,
1x AK Heavy Ball Fighter, 3x AK Heavy Ball Transport

Terran Kargash C, B$4.5, Upgrade cost B$1.1, 2000 dTon Cylinder
(5.8G(6.2G W/O Fighters)/Move:3250, dDR:250, dHP: 128, Cargo Space: 9 dTons, SM:+10, Fuel: 2 Parsecs, SM:+10)
Crew:120 (11 troops), Life Support: 120, Supplies: 0.59 dTons/week, 1 Workshop, 2 Bed Hospital,
Weapons: 4xPlasma Cannons in 2 turrets, 2x Bay Plasma (one reverse facing)
6x AK Heavy Ball Fighter, 2x AK Heavy Ball Transport

Terran Captured Shamshir A, B$1.7, Upgrade cost M$560, 1000 dTon Flattened Sphere
(5.7G(6G W/O Fighters)/Move:3250, dDR:160, dHP: 103, Cargo Space: 14.5 dTons, Fuel: 2 Parsecs, SM:+10)
Crew:60 (3 troops), Life Support: 60, Supplies: 0.3 dTons/week, 1 Workshop, 4 Bed Hospital, 1 Robofacs,
Weapons: 18xBeams in 6 turrets, 2x Plasma Cannon in a heavy Turret,
2x AK Heavy Ball Fighter, 1x AK Heavy Ball Transport, 1x AK Ball Heavy Recovery,

Terran Captured Shamshir B, B$1.7, Upgrade cost M$565, 1000 dTon Flattened Sphere
(5.7G(6G W/O Fighters)/Move:3250, dDR:160, dHP: 103, Cargo Space: 6.5 dTons, Fuel: 2 Parsecs, SM:+10)
Crew:99 (40 troops), Life Support: 100, Supplies: 0.47 dTons/week, 1 Workshop, 4 Bed Hospital, 1 Robofacs,
Weapons: 21xBeams in 7 turrets,
1x AK Heavy Bomber, 1x AK Heavy Ball Fighter, 1x AK Heavy Ball Transport, 1x AK Ball Heavy Recovery,

Terran Captured Shamshir C, B$1.7, Upgrade cost M$560, 1000 dTon Flattened Sphere
(6G(6G W/O Fighters)/Move:3250, dDR:160, dHP: 104, Cargo Space: 2.5 dTons, Fuel: 2 Parsecs, SM:+10)
Crew:100 (31 troops), Life Support: 100, Supplies: 0.47 dTons/week, 1 Workshop, 4 Bed Hospital, 1 Robofacs,
Weapons: 21xBeams in 7 turrets,
2x AK Light Modular Tank, 4x AK APC, 2x AK Short Range Fighter

Terran System Shamsir, B$2.1, Upgrade cost M$590, 1000 dTon Flattened Sphere
This includes some missile capacity to stop vessels fleeing.
(6G(7.2G W/O Fighters)/Move:3250, dDR:160, dHP: 104, Cargo Space: 9.5 dTons, SM:+10)
Crew:110 (25 troops), Life Support: 110, Supplies: 45.51 dTons/week, 1 Workshop, 4 Bed Hospital,
Weapons: 21xBeams in 7 turrets,
4x AK Heavy Bomber, 4x AK Heavy Ball Fighter, 1x AK APC, 5x AK Missile Fighter,
This message was last edited by the GM at 04:16, Sun 07 Feb 2021.
Fate
GM, 5947 posts
Roll for dodge!
Mon 10 Jan 2022
at 19:35
  • msg #16

Manufacturing Plants

Planetary Subterranean Systems

Mining equipment: M$2, 30 workers
Accommodation for 500: 1 mill
Large series of food/pharmaceuticals caverns: 2 mill (500 persons fed or 8 dTon/week)
Fusion Power Plant: M$1.5 and 10 workers/ 10 MW

Starport, covered with a 2,000 dTon hanger and a maximum craft size of 500 dTons: 0.5 mill
Basic Maintenance Facility: 3 mill, 5 MW
Fuel Tank (500 dTons): 2.5 Mill

Production output 1 dTon/day unless otherwise stated

Refinery (2 dTon/day, 100 workers): 2 mill, 10 MW, 50 workers
Chemical Plant (2 dTon/day, 100 workers): 2 mill, 10 MW, 50 workers, limited chemicals produced, may need Refinery or mining equipment
Silicon Refining Gear to create Silicon ingots for chips: M$5, 10 MW, 100 workers
Semiconductor plant for CPUs: M$6, 5 MW,100 workers, requires silicon ingots
PCB Plant: $500,000, 5 MW, 75 workers, requires plastics
Electronic Component Plant: M$2.5, 5MW, 75 workers, requires plastics
Plastics Plant: M$3, 10 MW, 50 workers, requires a chemical plant
Terran computers plant: M2.5, 10 MW, 80 workers, 5 mini or 1 micro frame per day, or 1 mainframe per week, requires semiconductors, plastics, electronic components and PCB plants

Medical Equipment
These are more advanced versions of the existing TL7 Vilani equipment. These require plastics, electronic components, PCB and semi-conductor plants.

CT or MRI Plant: M$3, 20 MW, 100 workers, 1/week
Portable Ultrasound Plant: M$1, 5 MW, 30 workers, 1/day
Compact X-Ray machine Plant: M$1, 10 MW, 50 workers, 2/day
Ventilator plant: k$500, 2 MW, 10 workers, 2/day
Portable Clinical Analysers: k$500, 5 MW, 10 workers, 2/day
AED plant: k$500, 2 MW, 20 workers, 10/day
Crash Kit: k$500, 5 MW, 30 workers, 50/day

Vehicle Fabricator Plants
G-Carrier: Cost each $1,000,000, 8 dTons, 9.5 tons > Fabricator Plant, 1/Week: 4.75 dTons Costs $40 M
Grav Ambulance: Cost each $820,000, 4 dTons, 17.6 tons > Fabricator Plant, 1/week: 8.8 dTons Costs $75 M
Combat Engineers Vehicle: Cost each $250,000, 4 dTons, 19.6 tons > Fabricator Plant, 1/week: 9.8 dTons Costs $80 M
All Terrain Truck: Cost each $200,000, 5 dTons, 4.6 tons > Fabricator Plant, 1/day: 11.5 dTons Costs $95 M
Tractor: Cost each $110,000, 2 dTons, 2.2 tons > Fabricator Plant, 1/2 days: 2.75 dTons Costs $25 M
Wheeled Scout: Cost each $67,000, 2 dTons, 2.7 tons > Fabricator Plant, 1/day: 6.75 dTons Costs $55 M
4x4 AT Car: Cost each $62,000, 2 dTons, 2.2 tons > Fabricator Plant, 1/Day: 5.5 dTons Costs $45 M

Ammunition Plants

Grenade/Mine/Mortar/64mm warhead Production plant, producing 10 flare/HE/HEC/Shaped Charge/HEMP warheads per hour, or 5 Stingray/Thermobaric or 2.5 EMP warheads per hour. M$1, 1 ton

Homing Infantry Missile plant, producing 1 weapon per hour, Cost M$1, 1 ton
Single shot Multi-spectral Homing missile, skill 15 weapons, 64mm warhead needed.

Electromagnetic Gun Ammunition plant, producing 415 7mm rnds/hr, 1665 4mm rnds/hr, 125 10mm rnds/hr or 270 18.5mm rnds/hr

40mm EMG Plant, producing 30 flare/HE/HEC/Shaped Charge/HEMP/Stingray/Thermobaric or 20 EMP warheads per hour. M$1, 1 ton

25mm EMG Plant, producing 111 flare/HE/HEC/Shaped Charge/HEMP/Stingray/Thermobaric/EMP warheads per hour. M$1, 1 ton

18.5mm Special Shotgum ammunition Plant, producing 270 flare/HE/HEC/Shaped Charge/HEMP/Stingray/Thermobaric/EMP warheads per hour. M$1, 1 ton

64mm EM Mortar Plant, producing 5 flare/HE/HEC/Shaped Charge/HEMP/Stingray/Thermobaric/EMP warheads per hour. M$1, 1 ton

64mm Coventional Mortar Plant, producing 5 flare/HE/HEC/Shaped Charge/HEMP/Stingray/Thermobaric or 2.5 EMP warheads per hour. M$1, 1 ton

40mm Conventional Grenade Plant, producing 25 flare/HE/HEC/Shaped Charge/HEMP or 20 Stingray/Thermobaric or 10 EMP warheads per hour. M$1, 1 ton

25mm EMG Plant, producing 45 flare/HE/HEC/Shaped Charge/HEMP/Stingray/Thermobaric or 22.5 EMP warheads per hour. M$1, 1 ton

Conventional Ammunition Plant, 18.5 mm shotgun, 108 rnds/hr, M$1, 1 ton

Conventional Ammunition Plant, 10 mm CLR, regular, Flare (tracer), APHEX or APDS, 166 rnds/hr, APEP 83 rnds/hr M$1, 1 ton

Conventional Ammunition Plant, 15 mm CL, regular, Flare (tracer), APHEX or APDS, 50 rnds/hr, APEP 25 rnds/hr M$1, 1 ton

Conventional Weapons Plants

25 mm UBGL Plant, 3 per hr, M$1, 1 ton
40 mm UBGL Plant, 3 per hr, M$1, 1 ton
6x5 64mm Mortar Box Plant, 1/hr, M$16, 16 ton
Anti-Material Rifle Plant (15mmCL), 1/hr, M$8, 8 ton
Storm Rifle Plant (10mm CLR), 1/hr, M$3, 3 ton

Electromagnetic Weapons Plant

EM Mortar Plant, 64 mm, 1/ 2 hrs, M$20, 20 ton
Sniper Railgun plant, 7mm, 1/hr, M$18, 18 ton
Portable Railgun Plant, 10mm, 1/hr, M$18, 18 ton
Gauss Rifle plant, 4mm, 1/hr, M$8, 8 ton
Gauss CAW Plant, 18.5mm, 2/hr, M$5, 5 ton
Gauss Shotgun Pistol, 18.5mm, 1/hr, 2/hr, M$4, 4 ton
40mm EMGL Plant, 1/hr, M$7, 7 ton
25mm Underbarrel EMGL, 5/hr, M$5, 5 ton
IML launcher, 64mm Missile, 1/hr, M$2, 2 ton
This message was last edited by the GM at 05:30, Sat 19 Mar 2022.
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