The Redjack Razer-Class Mining Engine

ST/HP: 80

Hand/SR: +0/3

HT: 12

Move:3/35(+5)

LWt.:4.4

Load: 0.1

SM: +3

Occ.:1SV

DR:150

Range:400

Cost:$1,400,000

Loc.:Cg

Notes

Redjack Engineering Vehicle Electronics:

  • Medium Ultra-Scanner: 30-mile scan, 3-mile imaging/bioscan; 12(forward);
  • Navigation: Inertial Compass (+3 to Navigation); fixed homing navigation system (+5 to navigate to a specific signal).
  • Medium Holographic Radio: 1,000 mile range (orbital); “palm sized” holographic console.
  • Rechargeable F-Cell: 5.6 hours of energy.
  • Life Support: 1 Day; with vaccsuit interface.
  • Security & Safety: Simple Locks;

The Razer has room for a single driver.

Armaments

The Razer has a single, 2-ton mining laser, forward facing and non-stabilized. Against immobile targets, if the Razer can focus all of its firepower for multiple consecutive seconds, treat the damage as corrosive. The mining laser has the exact same mass and volume as heavy Redjack weapon modules, but it is not itself modular. Characters who wish to swap it out for a different weapon may do so, but treat this as rebuilding the vehicle (it will typically take days and require several Mechanicand Armoury (Vehicular Weapons)rolls, though Quick Gadgeteers can do so in a fraction of the time).

Weapon

Dmg

Acc

Range

Ewt

RoF

Shots

ST

Bulk

Rcl

MIN-3R Mining Laser

5d×15(10) cut inc

12

500/3 mi

4000

1

25/5E

M

-10

1

Look and Feel

While Redjack might wink and nudge when it calls a vehicle an “engineering” or “civilian” vehicle, this is untrue in the case of the Razer. The Razer is just a mining laser attached to a set of caterpillar tracks with a driver compartment on the back. The driver compartment has computerized controls, but little else; it has an ultrascanner and navigational system to orient itself while tunneling, and a comm system to maintain communication with the central base. As a mining laser, it will carve through about 1 yard of stone to create a whole large enough for itself every 5 seconds.

Even so, Razers see use in battle. A Razer is not an exceptionally fast or well-defended vehicle, but it makes for an excellent siege weapon agaisnt stubborn bunkers. If the Razer can get to within a few hundred yards and stabilize itself, it can carve through armored walls in seconds. Pirates sometimes deploy these via Grappler ships, dropping them right next to an especially stubborn defense structure, and then use it to carve an opening for its assault forces.

The Redjack Roughneck-Class Mobile Defense Platform

ST/HP: 70

Hand/SR: +5/3

HT: 12

Move:15/15(+5)

LWt.: 2.5

Load: 0.2

SM: +3

Occ.:1SV

DR:500/150*

Range:22,000

Cost:$1,000,000

Loc.:2Lg

*The armor is nanopolymer composite; double DR vs plasma or shaped charge attacks. Higher DR protects against attacks from the front;

Notes

Redjack Combat Vehicle Electronics:

  • Medium Ultra-Scanner: 30-mile scan, 3-mile imaging/bioscan; 360° (rotating turret);
  • Targeting Computer: +5 to hit target with a scan-lock.
  • Tactical ESM: +1 to dodge missiles.
  • Navigation: Inertial Compass (+3 to Navigation); fixed homing navigation system (+5 to navigate to a specific signal).
  • Medium Holographic Radio: 1,000 mile range (orbital); “palm sized” holographic console.
  • Hyperium Reactor: 30 days of fuel.
  • Life Support: Total; with vaccsuit interface.
  • Security & Safety: Simple Locks;

The Roughneck Mobile Defense Platform has room for a single driver.

Armaments

The Roughneck has two, stabilized, linked plasma gatling cannons with a forward facing. Together, these have an ROF of 24 (+5 to hit). It also has two 100mm missile pods. All Roughneck Weapons may elevate entirely “up,” allowing them to attack aerial targets.

Weapon

Dmg

Acc

Range

Ewt

RoF

Shots

ST

Bulk

Rcl

Light Plasma Gatling

6d×3 (2) burn ex

9

200/600

70

12

360/Ep

20M

-10

3

100mm Plasma Lance Missile

6d×20(10) burn

3

2000/
10,000

25

1

8

11B

-8

1

100mm Plasma Missile

6d×10 burn ex

3

2000/
10,000

25

1

8

11B

-8

1

Look and Feel

The Roughneck mobile defense platform consists of an armored pod sitting atop two legs, with two plasma gatling weapons to either side, resembling the “arms” or the “wings” of the vehicle, with two, four-missile pods mounted atop the “pod.” Unlike many more modern vehicles, the Roughneck has a coarser looking, “matte” armor more reminiscent of primordial tanks rather than the carbide sheen of modern combat vehicles. Generally, the vehicle rests either in a “crouching” position or near a catwalk with its pod open to allow the pilot to leap inside. Once the cockpit closes, the pilot can either flood the cockpit with pressurized atmosphere, or integrate their vacuum suit directly into the life support systems. This means the Roughneck can deploy in vaccuum as well as planetary atmospheres.

The Roughneck moves at roughly three times normal human speed at a run, which it can accelerate to immediately. This makes it an exceptionally agile vehicle, able to dodge incoming fire easy, as well as returning it in a hail of plasma. Many pilots get so good with their Roughnecks that they move as quickly and smoothly in them as they do on their own two legs. The Roughneck’s “feet” have gripping pads, similar to the tracks of a Wolfhound or Switchback, allowing it to grip surfaces in a zero-G environment, or to magnetize and adhere to the surface of a station.

The Roughneck exists to protect a miner’s claim or a colonial outpost. While agile, it lacks the absolute speed of Wolfhounds, making it a poor assault vehicle unless dropped directly on the site. It’s agility makes it excellent for navigating complex environments, such as those found in built-up areas, and it’s small size (no larger than a car) allows it to slip between building pretty easily. It has heavy armor, allowing to deflect any attack smaller than light anti-tank rounds. Rare for a Redjack vehicle, the Roughneck can elevate all of its armaments, revealing its intended purpose: the Roughneck defeats starfighters. It lacks the firepower to take out corvettes or capital ships, but bursts from its plasma gatlings can act like flak (pilots often aim for a general area to claim a +4 and let their plasma fire “burst” around the target craft), and their missiles allow them to hit distant, fast-moving targets with ease. Most Roughneck pilots mount plasma “burst” missiles, but some will mount plasma lance missiles if they expect to fight other heavy vehicles, as the Roughneck can double as a defense against ground vehicles in a pinch, though its gatlings will tend to do little against well armored vehicles.

The Redjack Wolfhound-Class Light Assault Vehicle

The Stats

ST/HP: 60

Hand/SR: +3/4

HT: 12

Move:6/75(+9)

LWt.: 1.5

Load: 0.2

SM: +3

Occ.:1SV

DR:150/60*

Range:110,000

Cost:$950,000

Loc.:2Cg

*The armor is carbide composite; double DR vs plasma or shaped charge attacks. Higher DR protects against attacks from the front

Redjack Combat Vehicle Electronics:

  • Medium Ultra-Scanner: 30-mile scan, 3-mile imaging/bioscan; 12(forward);
  • Targeting Computer: +5 to hit target with a scan-lock.
  • Tactical ESM: +1 to dodge missiles.
  • Navigation: Inertial Compass (+3 to Navigation); fixed homing navigation system (+5 to navigate to a specific signal).
  • Medium Holographic Radio: 1,000 mile range (orbital); “palm sized” holographic console.
  • Hyperium Reactor: 30 days of fuel.
  • Life Support: Total; with vaccsuit interface.
  • Security & Safety: Simple Locks;

The Wolfhound Assault Vehicle has room for a single driver.

Armaments

The Wolfhound has two, stabilized, linked plasma gatling cannons with a forward facing. Together, these have an ROF of 24 (+5 to hit)

Weapon

Dmg

Acc

Range

Ewt

RoF

Shots

ST

Bulk

Rcl

Cost

Light Plasma Gatling

6d×3 (2) burn ex

9

200/600

70

12

360/Ep

20M

-10

3

$55k

Accessory Modules

Like the Switchback, the Wolfhound has an accessory module slot, which three possible modules. All modules take 30 minutes to apply with the proper tools and an hour without.

  • Control Module: The default module, this consists of removing a panel within the vehicle’s cockpit behind the pilot in which a robot can an internal computer port. This can fit an SM-1 robot, and allows it to directly control and interface with the vehicle.
  • Cargo Module: Redjack sells a “casket” module, which can be inserted into the back of the vehicle. This module integrates into the body of the vehicle in such a way that it looks like no obvious module is in place, allowing the pilot to use the Smuggling skill. Further, it is shielded, applying a -6 to all scan rolls to detect its presence or its contents. This carries up to 160 lbs; 6.3 lbs, $800.
  • Mine Module: Similar in appearance to the cargo module, this module contains 3 “Banger-bot” mines, a control interface and an external “bay door” in the back of the vehicle. The pilot can see the status of all internal banger mines, activate them, and command them to deploy, at which point the small rear hatch opens and the banger exits the vehicle and deploys. Each Banger-Bot costs $5,000 and weighs 25 lbs; An empty mine module weighs 30 lbs and costs $80

Look and Feel

With the Wolfhound (often called a “Dog of War”), Redjack dropped its pretense of proving purely civilian vehicles. The light assault vehicle races across terrain at frightening speed, and uses its combat electronics to look onto enemy targets an unleash a hail of plasma fire that explodes on contact. The vehicle’s light armor and rapid-fire weaponry make it singularly suited for defeating infantry, and it suffers against heavier vehicles. Most owners of Wolfhounds use them in hit-and-run raids: rushing forward to his a settlement or outpost, devastate the area and drive the inhabitants into hiding, and then take what they want and bolt. A few people use it as an “aggressive rover,” patrolling their mining claim, while making use of its smart-grip tracks to cling to the rough surface of an asteroid or a lunar surface.

The oversized caterpillar tracks of a Wolfhound dominate the vehicle. These triangular tracks each stand as tall as the central body and half as wide. They sport a responsive, adaptive set of tracks that “grip” the surface of low-G worlds, allowing the vehicle to be driven at no penalty in such regions, and allow it to navigate the rough, off-road terrain of normal-G roads.

The central body rests between the tracks. An armored canopy sits in the front, and opens to allow the pilot to enter a roomy cockpit. The cockpit contains plenty of room a vacc-suit wearing pilot; the life support system can either pressurize the cockpit or it can integrate with the wearer’s vaccsuit through a few attachments to supply indefinite air and carbon scrubbing to the pilot. This allows the cockpit to act something like an airlock, withdrawing the air when the pilot has decided to exit the vehicle and enter an airless environment. The cockipt is room enough that another person could squeeze in behind or beside the pilot’s seat, though it would be a tight fight, and there’s some room just behind the pilot that can be given over to a robot, provided the right module has been attached.

The undercarriage houses the rest of the vehicle. Twin plasma gatlings jut out from beneath the cockpit. The hyperium reactor and the engine sit to the rear of the undercarriatge, with carbide composite panels providing access to the vehicle during maintenance.

Alliance Space Vehicles – Allegiance-Pattern Carrier

ST/HP: 7000

Hand/SR:5/6

HT: 13

Move:1/50(+8)

LWt.: 340,000

Load:150,000

SM: +13

Occ.:7100ASV

DR:2500*

Range:5jumps

Cost:$225B

Loc.: gGs22t

Stall: 0

Total Chase Roll:+3

*The Allegiance-Pattern Carrier has 2500 Carbide Composite DR on all sides (double DR vs plasma attackes). It also has a force screen with 10,000 ablative, hardened DR.

Notes

Alliance Capital Equipment:

  • Capital-Scale Tactical Ultra-Scanner: 4000-mile scan, 400-mile imaging/bioscan; 360°;
  • Targeting Macroframe: +5 to hit target with a scan-lock.
  • Night Vision Sensors: +9 nightvision, ×8 magnification (up to +3 to aimed attacks, if the vehicle aims for three turns).
  • Large Area Jammer: -4 to target with missiles for all allied ships within 25 miles.
  • Distortion Scrambler: May contest Electronics Ops (Comms) rolls with Electronics Ops (EW); 25 mile range.
  • Large Holographic Radio: 10,000 mile range; “conference” sized holographic projector. All communications encrypted.
  • Very Large FTL Communication Array: 300-parsec range.
  • Hyperdrive: Rating 2; 5 jumps.
  • Fusion Reactor: 50-year lifespan.
  • Security: Simple Electronic Locks and security cameras at regular intervals; complex biometric locks for secured facilities meant for the aristocrat alone; Lifepods.

Alliance Carrier Accommodation and Facilities:

  • Full Life-Support: up to 7500 people
  • Accommodations: 1 aristocratic luxury suite, 100 luxury cabins, 600 full cabins, 6500 bunks, 3 months of stored, refrigerated food.
  • Facilities: 100-person diplomatic establishment; 100-person entertainment establishment; 10-person negotiation office (+1 Diplomacy and Law); 10-person Akashic Shrine (+1 ESP and sensory deprivation chambers); 30-person gym; 1000-bed and 5 operating theater hospital;
  • Cargo: a secured arsenal capable of sufficient gear to arm 4000 men; Additional cargo can carry 5000 tons.
Alliance Cruiser Complement:

  • Shuttles: 5 Prestige-Class (or variant) Shuttles.
  • Fighters: Up to 20 squadrons of 25 fighters (Generally at least 10 squadrons of Valiants and 5 squadrons of Raptors)

AllianceCruiserArmaments

  • 6 Capital Turrets (Total RoF 12);
  • 8 Corvette-scale Light Turrets (Total ROF 24);
  • 8 mounted Plasma Flak Turrets (F/L/R/T);
Weapon

Dmg

Acc

Range

Ewt

RoF

Shots

ST

Bulk

Rcl

Capital-scale cannon

6d×75(5) burn

9

60mi/180mi

500t

1

NA

M

-10

2

Corvette-scale cannon

6d×30(5) burn

9

10mi/30mi

25t

1

NA

M

-10

2

Plasma Flak

6dx10 burn

NA

2000/6000

100t

20

NA

M

-10

1

Look and Feel

Like the Regal-Pattern Heavy Cruiser, the Allegiance-Pattern Carrier exudes a beautiful, art-deco elegance with often gleaming white or silver color and swooping, elegant curves. The main body, like most Alliance capital ships, is taller than it is wide, but has a fairly stubby length and is dominated by the bridge that rises from it. Its weaponry have been divided to bristle from either side: 3 capital-scale turrets, 4 corvette-scale turrets, and 4 plasma flak cannons line either side, just below the observation decks and gleaming windows of the superstructure. Two, long launch decks extend from the main body like two, forward swept wing; these launch decks make up the single largest visible structure of the vehicle and dominate one’s impression of the vehicle.

Those who land on one of the two launch decks, which are large enough for even light corvettes to medium (up to SM +8) corvettes to land on, step out into a well-lit and spacious hangar bay. The flight decks themselves have broad openings into space that are “force locked,” allowing one to view the starry sky through the shimmer of the screens. Travel from the hangar bays and flight decks to the rest of the ship is handled with interior shuttles, resembling clean and cozy subways. These shuttles bring one to the habitation section of the ship. The lower part of the habitation section has numberous cabins and bunks, all fairly well-appointed and attractive, though not as nice or roomy as those found in the Regal-Pattern Heavy Cruiser. A great and spacious hospital, as large as any found planetside, dominates this area, and a special “hospital” shuttle equipped with paramedical gear has a straight shot from the flight decks to this hospital, allowing for emergency care of wounded brought in by shuttle. Blow this, one can find the bowels of the ship and the great and bare infrastructure that runs the ship, where numerous servants and technicians scuttle through the machine-cathedral interior to ensure the operation of the great capital ship.

As one travels higher in the ship, into the super-structure, one finds the “Hotel” of the Allegiance: a great collection of luxury cabins, observation decks protected by transparent diamondoid, and large entertainment establishments that vary from Allegiance to Allegiance: gardens, spas, restaurants and casinos. A great diplomatic hall, ready for dinners and dances, can also be found in this section of the ship. The top of the superstructure has the bridge, and three separate luxury suites, the size of two luxury cabins put together with sufficiently nice interiors to garner a +1 reaction. One typically houses the governing noble, while the other two are supplied to guests of honor. The interior decoration of this luxurious part of the ship has romantic lighting provided by recessed glow-lights, contragravity crystal chandeliers, curving banisters and soft carpeting.

High Admiral Lowellin Cole designed the Allegiance to work with the Valiant and Raptor in an effort to create a new model of warfare for the Galactic Federation. His design has a more spartan feel, similar to the Sword-Pattern Battleship, but the aristocracy made adjustments for their own comfort and prestige. Still, his touches can be found in the lower decks, where the considerable number of soldiers and pilots rest in cabins and the great hospital attends to their needs. The “hotel” resembles that found on the Regal, only larger and more impressive. The combined effect of the two designs creates a powerful warship with two primary roles.

In war, the Allegiance carries the fighters of the Alliance to the enemy. The Allegiance might go straight to the enemy, especially if it carries Valkyries, and spill forth its fighters and strike-craft while it hangs back and relies on its powerful force screens to deflect enemy attack. Alternatively, it can fly to a system close to the enemy, and its hyper-drive capable fighters make the leap to attack the enemy, and then jump back to the carrier, preventing the carrier from suffering direct attack. In a full military confrontation, the Carrier struggles against Dreadnoughts and Battleships in toe-to-toe fights; its corvette cannons and its Raptors provide a decent defense against corvettes but these can overwhelm it. Most carriers have an escort of at least a few cruisers and often a battleship or two.

In peace, the Allegiance acts as a mobile hospital, going to worlds in need and using is capacity for soldiers, doctors and technicians to provide much needed aid and care to those on beleaguered worlds. It also doubles as a diplomatic craft, able to provide an excellent location for diplomatic negotiations (especially for the surrender of a world to its new aristocratic masters), or for the aristocracy to remind the leaders of a world who their true masters are, in the most comfortable and entertaining fashion possible. The Allegiance, thus, often “shows the flag” to other worlds or other aristocrats.

Alliance Space Vehicle – Sword-Pattern Battleship

ST/HP: 7000

Hand/SR:4/6

HT: 13

Move:3/90(+9)

LWt.: 360,000

Load:23,000

SM: +13

Occ.:2000 ASV

DR:5000/2500*

Range:5jumps

Cost:$300B

Loc.: gGs21t

Stall: 0

Total Chase Roll:+5

*The Sword-Pattern Battleship has 5000 Carbide Composite DR on the front, and 2500 DR on all other sides (double DR vs plasma attacks and shaped charge missiles). It also has a force screen with 10,000 ablative, hardened DR.

Notes

Alliance Capital Ship Equipment:

  • Capital-Scale Tactical Ultra-Scanner: 4000-mile scan, 400-mile imaging/bioscan; 360°;
  • Targeting Megacomputer: +5 to hit target with a scan-lock.
  • Night Vision Sensors: +9 nightvision, ×8 magnification (up to +3 to aimed attacks, if the vehicle aims for three turns).
  • Large Area Jammer: -4 to target with missiles for all allied ships within 25 miles.
  • Distortion Scrambler: May contest Electronics Ops (Comms) rolls with Electronics Ops (EW); 25 mile range.
  • Large Holographic Radio: 10,000 mile range; “conference” sized holographic projector. All communications encrypted.
  • Very Large FTL Communication Array: 300-parsec range.
  • Hyperdrive: Rating 2; 5 jumps.
  • Fusion Reactor: 50-year lifespan.
  • Security: Simple Electronic Locks and security cameras at regular intervals; complex biometric locks for secured facilities meant for the aristocrat alone; Lifepods.

Alliance Batleship Accommodation and Facilities:

  • Full Life-Support: up to 2000 people
  • Accommodations: 1 aristocratic luxury cabin, 200 cabins, 1800 bunks. 3 months of stored, refrigerated food.
  • Facilities: 10-person strategy ops (+1 Tactics and Strategy); 10-person Akashic Shrine (Sensory Deprivation Chambers; +1 to ESP rolls); 50-person gym; 50-bed sickbay; 1 operating theater;
  • Cargo: a secured arsenal capable of sufficient gear to arm 250 men; Additional cargo can carry 50 tons.
Alliance Capital ship Complement:

  • Shuttles: 5 Prestige-Class (or variant) Shuttles.

AllianceBattleshipArmaments

  • 3 Super-heavy Turrets (Total RoF 9)
  • 10 Capital Turrets (Total RoF 20);
  • 8 mounted Plasma Flak Turrets;
Weapon

Dmg

Acc

Range

Ewt

RoF

Shots

ST

Bulk

Rcl

Super-heavy cannon

6d×120(5) burn

9

170mi/500mi

5000t

1

NA

M

-10

2

Capital-scale cannon

6d×75(5) burn

9

60mi/180mi

500t

1

NA

M

-10

2

Plasma Flak

6dx10 burn

NA

2000/6000

100t

20

NA

M

-10

1

Look and Feel

The Sword-Pattern Battleship comes from an ancient era of Maradonian warfare. They served with the Lancer-Class Assault Frigates, laying down the fire necessary to keep the enemy occupied while the lancers advanced and conquered the enemy ship. When the fleet won the battle, the Sword would turn its cannons on the planet they orbited, ready to rain fire down upon it if it did not surrender.

The Sword retains its traditional appearance. Like the Regal-Pattern heavy cruiser, the Sword is longer and taller than it is wide, though it has a far less pronounced “bridge” superstructure. The Sword bristles with firepower: a line of three, absolutely massive super-heavy turrets run along the top, and five capital-scale turrets line either side, interspersed with plasma flak cannons. Thick armor guard the vehicle, but especially the front which, like the Lancer, has a great and heavily armored prow that can, if necessary, double as a ram.

Compared to the Allegiance and the Regal, the Sword’s interior more closely resembles the older Lancer. Metal walkways clang underfoot as technicians and soldiers march through quiet carbide cathedrals of machinery. Soldiers and technicians sleep in spartan bunks and attend meals in simple mess halls. The dim glow of floating lights in recessed alcoves provide all the illumination of the ship. The bridge begins to more closely resemble modern capital ships, its harsh metal surfaces taking on familiar, art-deco curves and elegance and hanging “chandeliers” become more common, but even here, where guests can expect to stay in simple, compact cabins rather than bunks, no observation decks or entertainment establishments can be found. Instead, guests find war room, strategic ops centers, and a great Akashic shrine, more reminiscent of the Imperial dreadnoughts, which patterned some of their design elements from the fearsome Sword-Pattern battleships.

The Sword served as the centerpiece of Maradonian fleets for centuries. Today, they struggle to compete with the Allegiance carrier. They have considerable firepower, to be sure, but a squadron of raptors with isomeric torpedoes can do more damage than a single Sword and costs less. It can serve a diplomatic function, but here again, the Allegiance does it better, and the Regal does it more cheaply. The Sword, then, tends to linger in the fleets of nostalgic Houses (especially house Grimshaw), but it does serve a purpose in protecting carriers from Imperial Dreadnoughts, as it’s one of the few ships can can go toe-to-toe with one, shrugging off their hits, and having sufficient speed and maneuverability to outflank them and fire a devastating barrage with its concentrated firepower.

Alliance Space Vehicles – Regal-Pattern Heavy Cruiser

ST/HP: 3500

Hand/SR:1/6

HT: 13

Move:6/110(+10)

LWt.: 40,000

Load:6,000

SM: +12

Occ.:450ASV

DR:2500*

Range:5jumps

Cost:$12B

Loc.: gGs17t

Stall: 0

Total Chase Roll:+9

*The Regal-Pattern Heavy Cruiser has 2500 Carbide Composite DR on all sides (double DR vs plasma attackes). It also has a force screen with 4000 ablative, hardened DR.

Notes

Alliance Capital Ship Equipment:

  • Capital-Scale Tactical Ultra-Scanner: 4000-mile scan, 400-mile imaging/bioscan; 360°;
  • Targeting Macroframe: +5 to hit target with a scan-lock.
  • Night Vision Sensors: +9 nightvision, ×8 magnification (up to +3 to aimed attacks, if the vehicle aims for three turns).
  • Large Area Jammer: -4 to target with missiles for all allied ships within 25 miles.
  • Distortion Scrambler: May contest Electronics Ops (Comms) rolls with Electronics Ops (EW); 25 mile range.
  • Large Holographic Radio: 10,000 mile range; “conference” sized holographic projector. All communications encrypted.
  • Very Large FTL Communication Array: 300-parsec range.
  • Hyperdrive: Rating 2; 5 jumps.
  • Fusion Reactor: 50-year lifespan.
  • Security: Simple Electronic Locks and security cameras at regular intervals; complex biometric locks for secured facilities meant for the aristocrat alone; 125 lifepods.

Alliance Cruiser Accommodation and Facilities:

  • Full Life-Support: up to 450 people
  • Accommodations: 1 aristocratic luxury suite, 60 luxury cabins, 300 full cabins. 3 months of stored, refrigerated food.
  • Facilities: 500-person diplomatic establishment; 500-person entertainment establishment; 5-person negotiation office (+0 Diplomacy and Law); 50-person Akashic Shrine; 30-person gym; 20-bed sickbay; 1 operating theater;
  • Cargo: a secured arsenal capable of sufficient gear to arm 60 men; Additional cargo can carry 250 tons..
Alliance Cruiser Complement:

  • Shuttles: 5 Prestige-Class (or variant) Shuttles.

AllianceCruiserArmaments

  • 3 Capital Turrets (Total RoF 6);
  • 6 Corvette-scale Light Turrets (Total ROF 24);
  • 8 mounted Plasma Flak Turrets (F/L/R/T);
Weapon

Dmg

Acc

Range

Ewt

RoF

Shots

ST

Bulk

Rcl

Capital-scale cannon

6d×75(5) burn

9

60mi/180mi

500t

1

NA

M

-10

2

Corvette-scale cannon

6d×30(5) burn

9

10mi/30mi

25t

1

NA

M

-10

2

Plasma Flak

6dx10 burn

NA

2000/6000

100t

20

NA

M

-10

1

Look and Feel

The Regal-Pattern Heavy Cruiser more closely resembles a cruise liner than a cruiser, were it not for its bristling turrets. In contrast to imperial dreadnoughts, the Regal stands taller than it is wide, surmounted by a rather obvious “bridge” superstructure. The “Bridge” sports observation decks, visible form a distance as rings of illumination where guests can see the stars behind the protection of diamondoid glass. Three great capital-scale turrets cover its “deck,” two before the bridge and one behind it. To either side, a set smaller, corvette-scale turrets and plasma flack interrupt the flowing, elegant lines of the vehicle to remind onlookers of its military intent.

The Regal carries no fighters. It does, however, have a hangar bay which contains up to 5 shuttles (often Prestige-pattern shuttles or their variants). This can be accessed from either side of the relatively narrow vehicle, just beneath the bridge. Generally, one boards a Regal via one of its shuttles. The hangar bay itself is not especially large, and sports a small reception facility. Guests take an elevator up to the bridge itself, which some call “the Hotel.” The bridge contains numerous luxury cabins and fine dining establishments, as well as a large “dance hall” which can double as anything necessary for diplomatic ventures, located near a “law office” where negotiators and diplomats can hash out any specifics necessary. Each Regal has its own “entertainment” establishment, which varies from casinos to restaurants to bath houses to gardens, depending on the preferences of the aristocrat who commissioned the Regal. Regal-Pattern Heavy Cruisers also generally come with an Akashic Temple, equipped with the sensory deprivation chambers and Akashic imagery necessary to facilitate any on-board Akashic Oracle. Some aristocrats repurpose this chamber, but they have come back into fashion since the war broken out. Finally, atop the superstructure sits the bridge itself, an exceptionally spacious affair with great windows and viewscreens, and behind it, the aristrocratic suite, with a great observation deck and a sufficiently sprawling room filled with the finest of luxuries (worth a +1 reaction modifer, in addition to the amenities of a Luxury cabin, with room to easily fit 4, rather than 2, people).

In the decks below “the Hotel,” one can find the main living spaces of the crew, including the substantial service crew, a platoon of Alliance Regulars, and engineering staff. The Regal-Pattern Heavy Cruiser comes with no bunks, only full cabins, and most who journey on one consider it a very plush assignment, with fine mess halls, plenty of food, and access to the entertainment facilities in “the Hotel.” The rest of the ship dwindles into winding corridors, access panels, and the great hum of the machinery that allows the vehicle to function.

Those who board a Regal find its interior striking: in contrast to the utilitarian interiors of Imperial ships, or the more spartan, unclad interiors typical of asteroid miners’ ships, the Regal-Pattern has lushly decorated to fit the tastes of its Lord or Lady. Most ships have art-deco interiors with flowing lines and curving bannisters, while others have more stolid, baroque designs as though one had boarded a cathedral in space, but they almost always feature contragravity lights like floating chandeliers.

The Regal, as a cruiser, serves many roles. For most minor houses, it serves as the flagship of the fleet, representing the largest and most powerful vehicle they can afford. Thus, they use it as a means of communicating their prestige to others. The lengthy endurance of the vehicle allows it to tour a nobleman’s worlds, and its extensive entertainment facilities allows him to invite others on board to partake in his prestige. For many lesser lords, their Regal is their castle. Militarily, its light turrets prove effective against frigates and corvettes, and its larger, capital-scale turrets allows it to take on smaller capital ships, typically of its own size or smaller. This makes them excellent patrol vehicles, and nobles will often take one to a world harassed by pirates, where its size and firepower will quickly dissuade local brigands.

In a fleet, they usually serve either as advanced scouts or as escorts. The Regal is self-sufficient enough to not need support as long as it itself does not encounter a fleet or serious opposition. This allows it to explore and, should it find itself in a bit of trouble, it has more than enough fuel and armor to escape intact. In battle, they serve best as supporting fire for larger vessels, and as a screen against frigates. They tend to suffer against fighters, lacking a fighter escort of their own (though they do have flak cannons!), and they cannot stand up to an imperial dreadnought, which will shrug off their paltry capital-scale cannons and blow them away with super-heavy cannons. They often work closely with carriers, offering support against smaller fire, like torpedo frigates. This makes it a decent “middle-weight” capital ship, but nothing more.

Alliance Space Vehicles – Prestige-Pattern Diplomatic Shuttle

ST/HP: 210

Hand/SR: +0/4

HT: 13

Move:2/200(+12)

LWt.: 74

Load: 29

SM: +7

Occ.:2+2ASV + 12SV

DR:200*

Range:2jumps

Cost:$35M

Loc.: G3rR

Stall: 0

Total Chase Roll:+12

*The Prestige has 200 diamondoid DR on all sides; halve DR against crushing damage. It also has a force screen with 300 ablative, hardened DR.

Notes

Alliance Defensive Shuttle Electronics:

  • Medium Tactical Ultra-Scanner: 30-mile scan, 3-mile imaging/bioscan; 360°;
  • Night Vision Sensors: +9 nightvision, ×8 magnification (up to +3 to aimed attacks, if the vehicle aims for three turns).
  • Distortion Jammer: -4 ECM penalty for missiles; +2 to jam missiles.
  • Tactical ESM: +1 to dodge missiles.
  • Large FTL Communication Array: 30-parsec range.
  • Large Holographic Radio: 10,000 mile range (orbital); “palm sized” holographic console.
  • Security and Safety: Complex Biometric Locks.
  • Hyperium Reactor: 7 days endurance.
  • Hyperdrive: Rating 2, Range 2.

Light Alliance Battle-Yacht Accommodation and Facilities:

  • Full Life-Support: up to 17 people
  • Accommodations: 1 Luxury Cabin, 10 seats, 1 Sickbay
  • Cargo: a single “arsenal” capable of carrying up to 100 lbs of equipment; a second cargo compartment large enough for two people or a half ton of material that is hidden (requires a Search roll to find), Shielded (-6 to scans) and climate-controlled.
  • Vehicle Bay: Contains a single Santuary-Pattern Emergency Response Vehicle.

The Prestige has room for two pilots in the front cabin, and an installation for a robot to install himself to act as the Hyperdrive navigational system.

The Prestige appearsunarmed, but has a pop-turret with a light, anti-personnel cannon protected by a Distortion Mesh (-6 to scans).

Weapon

Dmg

Acc

Range

Ewt

RoF

Shots

ST

Bulk

Rcl

Anti-personnel Blaster Cannon

10d(5) burn

9

600/
1800

45

3

540/Fp

16M

-10

2

Look and Feel

The Prestige’s magnificent, sculpted diamondoid body rarely fails to impress. It looks luxurious. The shuttle is roughly the size of a private jet, but is far wider than it is tall or long, with a “delta” shape. One can enter via a ramp in the bank, which leads to a plush, inviting interior with carpeting, wood paneling and crystal lighting. Ten comfortable seats, which can recline and have assorted gadgets and entertainment items in the oversized arms, sit six to a side. On either side of the passenger cabin, one can find small kitchenettes, usually tended to by one or two stewards, who often accompany the Prestige on its flights. In the lane between the two sides of seats, the carpeting can be stripped back and reveal a compartment large enough for two people to fit, if rather tightly.

Two spiral staircases rise around the rear entrance and lead to a luxurious cabin which usually house the diplomat or a guest of honor, which has extensive diamandoid windows (which can be closed and shielded), charming décor, a bed large enough to comfortably fit two, and a closet capable of holding 100 lbs of combat gear.

The front of the craft has a wide pilot section for both pilot and copilot and a slot for a robot. This can be reached through the passenger cabin via a single door that can be biometrically locked. The far side of the control room has two small doors that lead to access spaces that reach the engines and fuel tanks where the pilots can engage in temporary repairs if necessary. A hatch in the floor of the control room leads directly to the Sanctuary-pattern Emergency Response Vehicle, which occupies a very tight vehicle bay that runs beneath the passenger compartment.

The Prestige is in principle a diplomatic shuttle. The Alliance has numerous patterns for such shuttles, the most notable being the Palanquin-Pattern diplomatic shuttle, which looks remarkablylike the Prestige, but with lighter armor (DR 150), and no pop-turret or smuggling hidey-holes. The Prestige is, however, far more common, and the rest of the Alliance gives a wink and a nod anytime a Prestige shows up marked as a Palanquin on its registry. Noting the difference with scanners requires roll to Electronics Operation (Sensors) -6, Engineering (Spaceships) -6 or Common Sense.

Every Alliance capital ship has several diplomatic shuttles. Their primary purpose is to bring a noble and his party to whatever planet they currently orbit, or to bring dignitaries from the planet to the capital ship, all in elegant style. The armaments, defenses and smuggling cubbies are for the harsh realities of the world and “diplomatic necessities.” Diplomats are no fools!

The Prestige also doubles as a troop transport. Its seating allows it to carry a full squad of 10 Alliance Regulars, and the surprisingly well armed, well-defended Sanctuary. In principle, a Prestige can respond to a distress call, land nearby, send out its Sanctuary to retrieve the wounded and bring them back to the Prestige for healing and stabilizing, and then bring them back to their capital ship. They can also be used as dropships, but their weak armaments and poor deployment time, not to mention their expense, makes them more of a desperate substitute for this purpose.

Finally, the Prestige can double as a personal ship. It has enough fuel to flit around the Galaxy in short hops. The intent of this design is that, in an emergency, a Prestige can flee. Alternatively, the Prestige can flit between two worlds for negotiation. Some poor nobles use it as their main transport and lie about having a capital ship in orbit.

Alliance Space Vehicle – the Ronin-Pattern Battle-Yacht

ST/HP: 150

Hand/SR: +2/4

HT: 12

Move:5/300(+13)

LWt.: 27.5

Load: 5.2

SM: +7

Occ.:4ASV

DR:200*

Range:5 jumps

Cost:$55M

Loc.: g3rR

Stall: 0

Total Chase Roll:+15

*The Ronin has 200 diamondoid DR on all sides; halve DR against crushing damage. It also has a force screen with 500 ablative, hardened DR.

Notes

Heavy Alliance Battle-YachtElectronics:

  • Medium Tactical Ultra-Scanner: 30-mile scan, 3-mile imaging/bioscan; 360°;
  • Targeting Computer: +5 to hit target with a scan-lock.
  • Night Vision Sensors: +9 nightvision, ×8 magnification (up to +3 to aimed attacks, if the vehicle aims for three turns).
  • Distortion Jammer: -4 ECM penalty for missiles; +2 to jam missiles.
  • Tactical ESM: +1 to dodge missiles.
  • Large FTL Communication Array: 30-parsec range.
  • Large Holographic Radio: 10,000 mile range (orbital); “palm sized” holographic console.
  • Security and Safety: Complex Biometric Locks. Crashweb
  • Hyperium Reactor: 30 days endurance.

Light Alliance Battle-Yacht Accommodation and Facilities:

  • Full Life-Support: up to 6 people
  • Accommodations: 1 Cabin, 2 bunks. Sufficient storage for up to 5 months of food (though usually far less). The Ronin has artificial gravity.
  • Cargo: a single “arsenal” capable of carrying up to 100 lbs of equipment; a second cargo compartment large enough for two people or 1000 lbs of gear that is hidden (requires a Search roll to find), Shielded (-6 to scans) and climate-controlled.
  • Vehicle Bay: Contains a single Charger-Pattern hovercycle.

The Ronin has room for a pilot and a co-pilot, as well as a space in the cockpit for a single robot to act as a hyperspatial navigator. All controls are computerized, and thus any crewman can take over any position; in practice, a single pilot flies and controls the craft at all times, but often a co-pilot, if present, handles communications and hyperdrive navigation

Heavily armed, the Ronin has 4 fixed, forward mounted fighter cannons (total ROF of 12) and a fixed, forward mounted missile bay with four 160mm missiles (these can be either Plasma Burst or Plasma Lance)

Weapon

Dmg

Acc

Range

Ewt

RoF

Shots

ST

Bulk

Rcl

Fighter Cannon

6d×5(5) burn

9

2700/
8000

1000

3

200/Fp

75M

-10

2

160 mm Plasma Burst Missile

6dx15 burn ex

4

1000/30mi

200

1

4i

M

-15

1

160 mm Plasma Lance Missile

6dx30 (10) burn ex

4

1000/30mi

200

1

4i

M

-15

1

Look and Feel

The Ronin-Pattern Battle-Yach looks like a gleaming, sculputed, diamondoid-sheathed arrowhead 30 feet long, 20 feet at its widest point and tall enough that one can walk its fuselage without trouble. The central fuselage is the tallest point, with the edges of the craft tapering to thin, winglike structures. When idle, the vehicle rests on three skids and the vehicle can be entered or exited via a ramp. Though snug, the insides of the vehicle allow the character to move fairly freely. The rear of the fuselage has the hyperdrive, engine components, hyperium reactor and fuel tanks, and these spaces can get quite tight, requiring careful maneuvering and benefits from repair and maintenance in a hangar bar, rather than in flight. Ahead of this are the accommodations, which amount to a single cabin technically large enough for two but, unless they’re a couple, typically houses one person, with a kitchenette, and a hallway that has access to some closet/bunks, an “arsenal” cargo closet where weaponry can be stored, and, in some vehicles, a carefully hidden, shielded and climate controlled set of cargo hideaways large enough for one ton of gear, or two stowaways. From here, the character can climb down a ladder to the vehicle bay, which will launch the Charger-pattern hovercycle from the bottom/forward portion of the Ronin, or to the control room. The controls of the vehicle are spacious, easily accessible cockpits, with the secondary controls behind and slightly above the main pilot controls. Both look out through a bubble canopy that has projected control metrics. Its contragravity lift system allows it to lift straight up, turn on a dime, and fly directly, powered by the blue glow of its ion drives.

The Ronin-Pattern Battle-Yacht is a military vehicle only in a technical sense and is the sort of vehicle that only Alliance culture could create. For the typical Alliance aristocrat, the ability to travel space is fundamental to his roleas a member of the pan-galactic elite, but few have the wealth necessary to purchase major warships, and a dedicated fighting craft, like a Valiant or a Raptor, do not appeal to a would-be adventurer. The result if the strange hybrid corvette-fighter like the Ronin. It has sufficient agility and firepower to keep up with fighters, while having far more armor. It can also double as a tramp freighter or a smuggling ship in a pinch, and quite a poor nobleswith a Ronin use it as a merchant escort. The Ronin is not the most common ship in the galaxy, but one can often find it in some remote starport far from the Glorian Rim, which signals the presence of some minor nobility or, perhaps, a questing space knight. They also see use in wartime, often as the result of “call to arms,” where an aristocrat will call to him all the nobles he knows, and they will show up in their trusty, though slightly unwieldy, Ronin battle-yachts to help out.

The Ronin is one of several “battle-yacht” designs which resemble one another, including the Gallant- and the Errant- patterns. Only the Ronin carries she shielded cargo spaces.

Alliance Space Vehicle – The Valkyrie-Pattern Light Psychotronic Fighter

ST/HP: 95

Hand/SR: +5/3

HT: 12

Move:15/600*(+14)

LWt.: 7.0

Load: 1.1

SM: +4

Occ.:1SV

DR:75

Range:18,000

Cost:$15M

Loc.: Wi3rR

Stall: 50

Total Chase Roll: +19 (+20 with afterburner)

*The Valkyrie is equipped with an Afterburner which improves the Move to 22/700 (+15) and consumes four times as much fuel (reducing range to 4,500 miles, if used continuously).

*The Valkyrie’s 75 DR covers the entire vehicle and comes from Diamondoid, and has half DR vs crushing damage. It also has a DR 300 force screen.

Notes

Psychotronic Alliance Fighter Vehicle Electronics:

  • Psiberface Controls: This allows a psychic character to directly control the vehicle with their mind. This provides a +1 handling (already included in its statline) and allows the character to add their level of the Ergokinetic Interface ability, if they have it, to all rolls with the vehicle. For additional optional benefits, see “One with the Machine” in Pyramid #3/30.
  • Medium Tactical Ultra-Scanner: 30-mile scan, 3-mile imaging/bioscan; 360°;
  • Targeting Computer: +5 to hit target with a scan-lock.
  • Night Vision Sensors: +9 nightvision, ×8 magnification (up to +3 to aimed attacks, if the vehicle aims for three turns).
  • Distortion Jammer: -4 ECM penalty for missiles; +2 to jam missiles.
  • Tactical ESM: +1 to dodge missiles.
  • Decoy Launcher: +1 to dodge missiles and +2 to jam missiles.
  • Medium Holographic Radio: 1,000 mile range (orbital); “palm sized” holographic console.
  • Security and Safety: Complex Biometric Locks. Ejection Seat
  • Life-Support: 5 days

The Valkyrie has room for a single pilot.

Lightly armed, the Valkyrie has two, standard fighter cannons mounted in its body.

All Valkyrie craft have design space for a singlepsychotronic module at no additional cost. This module is not modularin the sense that it can be easily replaced (but a skilled mechanic can replace it as easily as he can replace any other integral component), only in the sense that the module can be chosen when the vehicle is created, meaning that Valkyrie-Pattern fighters have individualized psychotronic capabilities.

Weapon

Dmg

Acc

Range

Ewt

RoF

Shots

ST

Bulk

Rcl

Fighter Cannon

6d×5(5) burn

9

2700/
8000

1000

3

200/Fp

75M

-10

2

Psychotronic Modules

All psychotronic modules make use of the psychic powers of the pilot. They are, in effect, just psychic powers that have been technologically augmented. As such, they are vulnerable to Anti-Psi effects. They do not require the character to have the abilityin question, though the character using the module will benefit from knowing the associated skill.

Valkyrie-Pattern (Grimshaw)

Electrokinetic Shield Module:This replacesthe force screen on the ship. The EK shield supplies 300 non-ablative, non-hardenedDR that provides half DR against non-energy attacks (missiles and collisions, primarily); if the character has the EK Shield skill, they can use an EK-Shield block to double the DR of the screen; this may be improved with extra-effortlike normal, or improved with any EK Shield technique the character knows (including suppression), but doublethe fatigue cost!

SurgeModule:If the character has the ability at any level, this module projects the ability to so that it faces no range modifiers: the character need only see the target (thus it may not be used “Beyond Visual” range) and rolls his Surge skill in a quick contest with the target vehicle’s HT. Success inflicts 30d non-woundingsurge damage that ignores DR.

Electronic Shadow Module:This replaces the Distortion Jammer. If the pilot concentrates, he can shroud his vehicle from the electronic detection. While so concentrating, the character may not attack or make any stunts (they demand too much attention). Any attempts to detect him with any active sensor (such as an ultrascanner) or to target him with missiles suffers a –6penalty. Instead of concentrating, he can focus his attention for just a moment to disrupt a targeted missile. This allows him to attack or make stunts normally, but he makes a Power Defense (using the better of their Electronics Operations (Psychotronics) or Machine Distortionskills) with a +3bonus against an incoming missile; success diverts the missile. If the character knows the Machine Distortionskill, he may use extra-effort to boost the working of the module, but double all fatigue costs.

Devil-Pattern (Sabine)

All Devil-Pattern variants of the Valkyrie lack a window(remove the “g” from the vehicle) and their cockpits mimic sensory deprivation chambers. Outside of the heat of battle, they can be used as such; in the heat of battle, characters with the Blind Psiperk may apply the benefit of the Perk to their psionic powers and their modules.

Tactical Awareness Module:This replacesthe ultra-scanneron the ship. The pilot is granted the equivalent of the Awareness ability with a range of 3 miles. This can be used to gain a “target lock” via integrations between the psiberface controls and the targeting computer. Use of the ability requires the higher of Per or IQ-based Electronics Operations (Psychotronics)or Awareness. The Tactical Awareness module is immune to distortion jammers, machine invisibility and the effects of a nebula, but not to Mind Clouding; the character can use any Awareness techniques he has as normal, but all fatigue costs are doubled.

Combat Sense Module: This grants the fighter a +2 to all dodge attempts. Characters with the Combat Sense skill may any Combat Sense techniques he knows, or attempt to improve it with Extra Effort, but all fatigue costs are doubled.

Crusader-Pattern (Elegans)

Dread Crusader Module:This amplifies the natural fear and uncertainty of combat and centers it around the fighter. Once per hour, the pilot of the Crusader may attempt to frighten any other pilot or vehicle crew memberthat can see him; roll a Will (or Instill Fearskill, if he has it) against the Will of his target. If he is successful, the target must either suffer a penalty to all rolls made in relation to the pilot (attack rolls, chase rolls, dodge rolls, etc) equal to the pilot’s margin of success, or roll on the Fright Check table with a penalty equal to the pilot’s margin of success (pilot’s choice). This follows the same rules as the Instill Fearpower, and the character may use the same techniques at doubled fatigue cost; the Group Scare technique is greatly expanded by the amplifier, and a standard use will apply the whole crew of a corvette or a fighter wing, a success by 5 or more will apply to a capital ship or a fighter squadron, and a success by 10 or more will affect a dreadnought.

Psychic Shadow Module:If the pilot concentrates, he can shroud his vehicle from the mind’s eye of others. While so concentrating, the character may not attack or make any stunts (they demand too much attention). Anyone who wishes to notice his vehicle by seeing it with their own eyes must roll Will vs the pilot’s IQ or suffer a -6 to all rolls to detect it; this value is halved for attempts to notice the character with electronics (the electronics will pick the Crusader just fine, but the target will find it hard to make the connection between the blip on his screen and the presence of the fighter). This does not penalize entirely electronic targeting systems, such as target locks or missiles, at all. Once the character has been detected, he must break line of sight on his vehicle (say, by diving deeper into a nebula, or flying into a debris field) if he wishes to apply this power again. Characters with the Mind Clouding skill may attempt to apply Extra-Effort to the module, but double all fatigue costs!

Look and Feel

The Valkyrie and its variants is among the oldest designs in the ARC arsenal. They date from the Communion War, when the Maradonian houses borrowed from the innovations of the Templar fighters and the Immortal Legion’s own psychotronics to create their own fighters worthy of the aristocracy. Today, only the Valkyrie, fighter of House Grimshaw, is especially common, and since each is created specifically for the nobleman intended to pilot it, the GM is within his rights to require a Valkyrie-pattern ship to be taken as signature gear. House Sabine and House Elegans have their own variations (the Devil-Pattern and the Crusader-Pattern respectively). While the vehicle has been updated, it lacks a hyperdrive, a slot for a robot or more modern missiles.

The Valkyrie-pattern psychotronic fighter has a dagger-shape to it, with thin, forward-swept, curving wings angling out of the body like the edges of a particularly baroque blade. Its diamondoid armor gleams with almost an inner light, and the armor is usually a brilliant silver or a deep, star-speckled black. The Devil-pattern fighter has no visible cockpit or window: it has a hatch that allows the pilot to enter the sensory deprivation tank at the heart of the vehicle, while the other forms of the vehicle have a visible hatch perched on the “central ridge” of the “body of the craft.” The Valkyrie and Crusader both have controls (at the GM’s discretion, a non-psion could pilot them, but hand/SR drops to 0/2), but in all three, once the pilot is comfortably seated with the vehicle, they close their eyes and make a Will-based Pilot(Starfighter) roll, or Meditatation, whichever is better, to gain control of the ship. The vehicle is controlled thereafter entirely with their mind (though they still roll the normal skills, such as DX-Based Pilot, etc, to actually control the ship). They “see” what the ship sees, and control the ship as they would control their own body.

The Valkyrie and its variants struggles to find a place in the modern Alliance. Its high acceleration and high top speed lets it compete directly with an Imperial Javelin, and it has superior defensive capabilities and equivalent firepower, which means it tends to win such engagements; it is one of the best dogfighters ever made, in the right hands. But as a “duelists” craft, it fares poorly when fighting larger craft, which means it contributes little to defeating dreadnoughts when compared to the Valiant or the Raptor. Worse, the fighter requiresa psychic character to pilot it, and the psychic skills to really master it properly, and while the Alliance is loathe to admit it, their blood purity has waned a great deal since their heights during the Alexian dynasty and relatively few aristocrats have the psychic mastery necessary to pilot a valkyrie. Thus, the vehicle sees no coordinatedeffort to mass produce, but some skilled nobles have one made for them, and bring it with them to battle. Thus, if one finds a Valkyrie parked in the hangar of their carrier, they know that someone onboard is either exceedingly pretentious or exceedingly deadly.

Aristocratic Materiel

The aristocracy, naturally, needs its own arms and armor.  Blasters and battleweave are good enough for the rabble, but a knight needs his force sword, his force buckler and his diamondoid armor.  Or, at least, a force saber and a bit of diamonoid jewelry to remind you of the armor that his ancestors wore, preferrably with a seal.

In principle, different houses have slightly different weapons and armor and their own signature gear, but this covers the equipment of houses (and knightly orders) in general.

Aristocratic Regulars and Knights: Materiel

The material of aristocratic regulars tend to be impressive and at least nominally space-worthy. Starships and fighters make up an essential part of a noble’s arsenal, but will not be covered here. When it comes to knights, impressiveness counts double, as most knights will be deployed into leadership positions, or as the bodyguards to impressive political personages, such as senators or the leaders of houses.

Regular Arms and Armor

Regular Vacuum Suit

Aristocratic regulars traditionally faced combat in situations where they might be exposed to vacuum. While Star Wars has never featured a scene where a character has been exposed to vacuum in any of its movies, realistically we should at least make a nod to the risk posed by hard vacuum when invading a potentially disabled ship. However, we can make an allowance for the fact that by now, actual invasion of ships would be relatively rare, and that modern regular uniforms are merely shaped by that ancient tradition.

Thus, we might expect a skin-tight battleweave vacuum suit, one that allows for, perhaps, an hour of combat (most attacks on a ship will be lightning raids, and the crew might keep their life support on, only venting if they’re certain that their ship will be lost and also if they don’t mind violating the cinematic conventions on which Psi-Wars is built! And in such a case, having an hour of air gives you enough time to take out the remaining holdouts and restart life support or, failing that, return to your boarding vessels).

What we need is armor that will fit beneath whatever uniform the character might wear, thus a flexible full suit covering all hit locations with something not much thicker than a t-shirt. For battleweave, that comes to a DR of 20. A total outfit, complete with 8 hours of air and 12 hours of power costs $5000, and weighs 12 lbs and requires a b-cell. A stylish helmet with a tiny radio, air-mask, night vision 9 and hearing protection and a DR of 40 on the skull and 20 on the visor comes to 6 lbs and $1500.

This represents what a pilot might wear beneath his flight suit, or what a regular infantry man wears beneath his combat armor. On planetary duties, the latter might forgo this completely.

Regular Battle Coat

Our Regular infantry do not rely on their vacuum suit alone to protect them. They’ll wear a heavier, padded “battle coat” that doubles as a stylish and handsome parade coat. The aristocracy will make sure to festoon their regulars with their house crest and bright colors, because camouflage is pointless when invading a starship, and beautiful and identifiable uniforms matter when trying to recognize your own on a chaotic battlefield and when marching through the streets of a newly liberated city. The purpose of a regular soldier is not just to win wars, but in such a way that feed glory into the aristocratic house that rules it.

Thus, I expect regulars to wear a thick battleweave garment over their vacuum suit. These need to work together, and a flexible garment no heavier than “typical outerwear” should fit over a garment “no thicker than light inner wear” without causing a layering issue. Thus, our maximum DR is 40. A long coat, similar to a gambeson or a buff coat will cover the torso, arms and the upper legs. If regulars want the rest of their legs covered, they can wear knee length boots. The result is a garment with DR 40 that weighs 12 lbs and costs $12,000.

If we want boots that cover the legs, shins and the front of the knee with DR 40 diamondoid boots, we get boots that weigh 8 lbs and cost $2000.

A fully armored regular thus costs about $20,000, weighs 38 lbs (light encumbrance for most soldiers) and provides DR 60 to the arms, torso and legs (except for the rear knees), DR 40 to the skull, and 20 to the face, hands and the back of the knees. It also provides a +1 reaction where it matters (typically savoir-faire (Military)).

Regular Weapons

Most modern regular forces use modern weapons; they especially like the Startrodder SC-515 blaster rifle, as its long construction looks nice when marching, or the Stellar Dynamics RB-5 Light Carbine, as it has an attractive look and its small construction allows for quick deployment in ship-board operations. Both may be armed with vibro-bayonets, as regular forces often prepare for close combat.

Regular forces don’t make much use of heavy weaponry. Explosives like grenades might damage a ship they board, and in any case, they expect to be accompanied by space knights, who carry force swords, or to have militia forces at their side who may carry heavier armaments, or to have strong air support from starfighters and orbital bombardment.

Nonetheless, sometimes regulars carry traditional weapons (usually on parade or on guard duty), and space knights certainly do. The most common “traditional” weapon is the force sword, followed by the force buckler. Regulars and knights alike make use of the Force Glaive and while it has been surpassed by modern weaponry, regulars sometimes still make use of the heavy Plasma Lance.

Foundry Arms and Armor

Every industrial power-base has partially automated factories that can fabricate parts on demand. While most modern industrial bases use robotic factory lines to produce one item and produce it cheaply, Maradon nobility made more extensive use of modifiable fabrication systems and robo-facs. Thus, they could afford to create bespoke items customized directly for the noble that commissioned them. Each noble house had their own factory-cathedrals, often shortened to a “Foundry” which was keyed to the genetics of the noble line (thus an Elegans factory-cathedral would only operate with the permission of someone bearing Elegans blood). Those who operated them formed temple-guilds, semi-religious brotherhoods of engineers who learned to marry the designs of their technology with the unique biological, psionic and cultural needs of their house. Each house, thus, has its own specific technological traditions. Nonetheless, the houses taken as a whole have technological generalities between them.

Traditional Knightly Armor

Back in ye olden days when space knights directly invaded ships, they’d certainly need some kind of vacuum-proof armor for the same reason our regulars would, but they would also need heavy armor as they would represent the front-line fighters in the contest. With a focus on elite fighters over numerous fighters, the cost of such armor was no concern. Given that each noble had access to the House Foundry and to the means necessary to commission highly tailored armor, the armor that each wore was worth a veritable fortune, but provided unparalleled protection (though arguably modern laminate is lighter for the same DR).

If we take a full body covering of battleweave as our base, and then layer intricately tailored, slopwed and stylish diamonoid plate over it with a DR of 90, and then we seal it, give it LSS and enough air and power for 8-12 hours, we come up with armor that weighs 50 lbs and costs a cool $85,000. The helmet (also DR 90) might lack a visor, or have a very slim visor, to allow for maximum decoration of the faceplate, might come to 10 lbs and $5000. Such armor has -1 to target its gaps and chinks (and you’ll face DR 65 at the chinks, 40 at the gaps), and applies -1 DX to anyone it’s not tailored for.

Even better armor is possible. “Mastercraft” armor, as a fashion original with masterful tailoring is 40 lbs and costs $300,000. The helmet weighs 8 lbs and costs $15,000.

Modern Dueling Armor

All that extra weight and armor is completely unnecessary if you’re not actually fighting. Once the time of conquest had passed and the era of imperial dominion dawned, the nobility became increasingly reluctant to put itself on the front line, but still insisted on proving its martial dominance, but preferably via the safer avenue of dueling. As a result, arms and armor began to focus more intently on weapons that proved useful in one-on-one duels, leading to the rise of the force sword and dueling armor. Despite it’s impracticality, this has proven popular as it provides enough protection against a marginal blaster hit, looks stylish, and doesn’t strain the wearer nearly so much.

Dueling armor sheds the heavy diamondoid plates that cover the whole body, leaving only the DR 40 body sleeve, which remains sealed, stylish and expertly tailored. The result is DR 40 armor that covers the whole body (except face and skull), weighs 14 lbs and costs $50,000.

For harder armor, most duelists protect their head with the traditional knightly helmet, noted above.

The arm, which often served as a preferred target for certain force sword styled, gains either a dueling gauntlet or a vambrace. The gauntlet covers the hand and forearm and provides a staggering DR 120, which is sufficiently heavy and unwieldy to provide a -1 to DX to use that hand. This is preferably placed on the right hand, to protect it from force sword attack. This weighs 5 lbs and costs $5,000. The vambrace covers the entire arm, usually up to a highly stylized shoulder. It also provides a DR of 120, weighs 7 lbs and costs $6500.

To protect the feet and legs, most knights wear long boots made of diamondoid that either reach the knee or thigh. The former weigh 6 lbs and cost $7000, while the latter weigh 7 lbs and cost $8000. Both provide an additional DR of 40.

Diamondoid Jewelry

Martial prowess isn’t as fashionable in the Alliance as it once was. Nobles, especially those with a militant title (Knight, Baron, Marquis) might want to display at least symbolic martial prowess, but feel that full armor is excessive (and expensive!) and not in keeping with the times. These resort to jewelry made of diamondoid, which can have a lovely sheen to it if worked correctly. Compared to metals like gold, diamondoid is 1/20th the weight and costs a pitance. Using the Jewelry table, on LT 38, diamondoid jewelry, multiply cost by x1 and weight by 0.1 (as a result, most jewelry is much larger than the jewelry described, typically 3x to 5x the size). Cost is obviously not a major factor in this aristocratic decoration. Rather, craftsmanship and heraldry matters more; the material is largely symbolic of a military heritage (ie, the diamonoid ring is symbolic armor for the wearer).

Diamondoid Bracelet, fashion original: $400, 0.1 lb

Diamondoid Broach, fashion original: $150, neg.

Diamondoid Collar, fashion original: $400, 0.12 lb.

Diamondoid Crown, delicate, fashion original: $150, neg.

Diamondoid Crown, heavy, fashion original: $700, 0.25.

Diamondoid Necklace, delicate, fashion original: $100, neg.

Diamondoid Necklace, long/heavy, fashion original: $500, neg.

Diamondoid Signet Ring, fashion original: $250, neg.

Foundry Weaponry

Obviously, the most famous weapon of the various foundries of the aristocratic houses are its force swords. These tend to be well-styled, costing $40,000 apiece, representing their beautiful styling and obviously aristocratic importance.

Beyond that, foundries do make a variety of traditional weapons. Aristocrats don’t necessarily turn their nose up at more mundane weapons (especially pistols), but the following are often chosen either for ceremonial purposes or out of love of traditional weaponry and techniques.

The Sanctuary Light Blaster Pistol is a small, delicate pistol with ornate design. Small enough to fit into a lady’s handbag or to slip unnoticed into a dignitaries pocket, it offers marginal protection for a wealthy noble who doesn’t want to be seen carrying a weapon.

Foundry Guild “Sanctuary” Light Blaster Pistol: Dmg 2d+2(5) burn, Acc 4, Range 100/300, Wt 0.6/B, RoF 1, Shots 35(3), ST 2, Bulk -1, Rcl 2, Cost $4000.

The Prestige Dueling Blaster Pistol is among the oldest designs of a pistol, and escaped the heating problem by having a single, self-contained “charge shell.” Each shot used up precisely one power cell, requiring an immediate reload (using a breakaway action). Some knights carried them as a secondary side-arm, wielding both force sword and dueling pistol, but for a time it became more popular as a dueling weapon (hence the name). More modern versions can get six shots out before their power cell gives way, and has become a popular mainstay among dueling enthusiasts who prefer a blaster to a force buckler or force blade.

Foundry Guild “Prestige” Dueling Blaster Pistol: Dmg 5d (5) burn, Acc 4, Range 360/1000, Wt 3.3/B, RoF 1, Shots 6(3), ST 6, Bulk -3, Rcl 2, Cost $25,000.

The Safari Hunting Rifle never took off as an especially popular design, but one might find it among noble hunting enthusiasts, especially among the Grimshaw. Highly accurate and beautifully crafted, the wealthiest of houses might even replace the SC-515 with it, as it has similar dimensions, but is far more accurate and lethal.

Foundry Guild “Safari” Hunting Blaster Rifle: Dmg 7d(5) burn, Acc 10, Range 1000/3000, Wt 10/B, RoF 1, Shots 1(3i), ST 7, Bulk -6, Rcl 2, Cost $100,000.

The Plasma Lance, a beam staff weapon, originally used a D-cell power pack before the modernization of the power-cell. Regulars wielded it as an anti-knight weapon, something that could punch through even a force buckler and heavy armor, but didn’t have the range to accidentally rip a hole in the bulkhead of a ship. With the slimming down of its design, its spear-like design makes it a popular weapon for aristocratic bodyguards.

Foundry Guild Plasma Lance: Dmg 5dx2(10) burn ex, Acc 2, Range 6/60, Wt 5/C, RoF 1, Shots 15(3), ST 5, Bulk -6, Rcl 3, Cost $25,000. (Staff)

Foundry Guild Force Sword, the classic weapon of the aristocracy. What would a space knight be without one? The Aristocratic foundries tend to customize them specifically to the aristocrat’s hand and taste (treat as Weapon Bond and Styled for +1). Most foundry Force swords are also fine. Fashion has begun to move away from the force sword as an iconic image of the aristocracy, who have begun to prefer the force saber, for its greater precision when dueling, or the Sanctuary pistol, since it’s easier to learn.

Foundry Guild Force Sword: Dmg 8d+4 (5) burn; Reach 1, 2; Parry 0; Cost $50,000, Weight 2, ST 5.

Foundry Guild Force Saber, a newer form of the force sword, pioneered by the Elegans, which favors agility over power, making it a preferred dueling weapon, and is beginning the eclipse the more traditional force sword among dueling enthusiasts as the Eleganian style of force swordsmanship grows in popularity. In addition to the stylizing and customization of the force saber (as the force sword), most Guild Foundry force sabers are balanced.

Foundry Guild Force Saber: Dmg 7d (5) burn; Reach 1, Parry 0F, Cost $30,000, Weight 1, ST 4, balanced (+1); Uses Force Saber (DX/A; Force Sword -3 or any Fencing Skill -3)

Foundry Guild Force Lance,the force lance is a small force blade built into a collapsible haft, creating a glaive-like weapon. The haft makes it vulnerable to force swords, but most aristocrats don’t use them. Instead, regulars and elite guards use them for easy melee dominance, or to back up an artistocrat. Thus, along with the plasma lance, it tends to show up often as a defensive weapon associated with prestigious VIPs.

Foundry Guild Force Lance: Dmg 6d(5) burn; Reach 2, 3*; Parry 0; Cost $20,000, Weight 5, ST 10; Hafted (DR 25); Collapsible (down to reach 1*).

Counterfeit Aristocratic Materiel

Not every noble who claims to be noble is, and the aristocracy is not what it once was. Many storied and honorable houses of the Federation have been reduced to utter destitution with the rise of the Empire, and rely on the charity of others to get by, or surrender to the inevitable and set aside the trappings of aristocracy.

Those who lack the money to maintain their materiel and who have lost access to their traditional foundries must make do with what they still have, and the weaponry of their ancestors. Those who lack even the funds to maintain these might need to sell off what arms and armor they have to pay the last few servants they have and to maintain what remains of their estate. To keep up appearances, some houses utilize counterfeits or trickery. Most connoisseurs can easily spot the difference, but it’s considered bad form to call an honorable member of a fallen house on his “deception.”

And naturally, some con artists want to claim to be nobles when they aren’t. Modern aristocracy makes this easier, as a diamondoid ring, a seal, and hacked entry into a genetic database and nobody will know the difference, but if you want to look the part without spending a mint, then you might need some of the tools below.

Holographic Force Swords: The most expensive element of a force sword is the actuator that powers the force blade itself. Some nobles replace these with holographic displays to create a “fake blade” that still gives off a wane light and will glitch and derezz at moments, revealing itself as a hologram. As a result, nobles with such a weapon will usually just wear their force sword hilt in a prominent fashion, draw and ignite it reluctantly and only to “show the blade” before turning it off again and trying to talk his way out of the conflict. Such weapons cost $125, or $500 if stylish. A force blade without a holographic projector barely costs less ($120 or $480), so most people spring for it. Roll IQ-Based Force Sword -4, Armory (Force Sword), or Connoisseur (Force Sword) to detect an unignited force sword, but add +10 to such an attempt when seeing an activated holographic force blade.

Ceramic Armor: Battleweave tends to remain cheap enough that most people can still purchase it, though even that can be replaced with a simple dark cloth. Ceramic armor looks superficially similar enough to diamondoid, especially with a little proper treatment. Ceramic traditional armor provides 20 DR to all hit locations (40 to the face and skull), but is not sealed; the helmet provides a sensor visor, hearing protection and air mask and filter. The armor weighs 70 lbs and its DR is semi-ablative, and costs $800, while the helmet weighs 15 lbs and costs $600. For dueling armor, the DR of the body sleeve is 2, weighs 20 lbs and costs $50; they use the same helmet as the traditional armor. Anyone with Armoury (Body Armor) can roll to detect the forgery at a glance at +0, as can someone with Connoisseur (Armor) at +4. Increase both by +4 if the inspector is allowed to look up close.