The Redjack Grappler-Class Assault Boat

ST/HP: 135

Hand/SR: +1/4

HT: 12

Move:6/350(+13)*

LWt.:19.3

Load:6.9

SM: +5

Occ.:1SV+6SV

DR:100/50

Range:17,000

Cost:$16M

Loc.: g2Wi3rR

Stall:0

Total Chase Roll:+14 (+15 with afterburners)

*The Grappler is equipped with an Afterburner which improves Handling to +24 and Move to 10/425 (+13)and consumes four times as much fuel (reducing range to 4,250miles, if used continuously).

†Nanopolymer Composite: Double DR vs plasma attacks and shaped charge weapons.

Notes

Redjack Assault Boat Electronics:

  • 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.
  • Medium Holographic Radio: 1,000 mile range (orbital); “palm sized” holographic console.
  • Security and Safety: Simple Locks.
  • Accommodations: 6 folding seats; vehicle bay with capacity for 3 tons of vehicle (5 tons of vehicle with seats folded/no people). Life support for up to 2 days.
  • Hyperdrive: Rating 1, with sufficient fuel for 2 jumps.
  • Hyperium Reactor: 24 hours endurance at full speed (6 hours with afterburners).
  • Light Boarding Equipment: Grapple ST 300; Cut through 500 DR in 10 seconds; 5 people can board every 10 seconds.

The Grappler has room for one pilot. The grappler is armed with a single SC4-TR Plasma Gatling cannon.

Weapon

Dmg

Acc

Range

Ewt

RoF

Shots

ST

Bulk

Rcl

SC4-TR Plasma Gatling

5dx8(2) burn ex

6

2 mi/
6 mi

1200

8

350/F

M

-10

3

Look and Feel

The Grappler serves as Redjack’s means of troop and materiel deployment. The hangar bay can contain a single Wolfhound (or two if no soldiers are onboard), up to three Switchbacks (even with soldiers), a single Roughneck (with soldiers) or a single Razer (no soldiers). During a raid, Grapplers can jump in via hyperspace and drop their load some distance from the target, or race in using its afterburners and its armor to fend off AA fire and drop its soldiers right on top of the enemy. During a space battle, they accelerate rapidly towards the target (preferably a light vehicle, such as a corvette) and attack using the light boarding equipment, which they use to “grapple onto” the target (hence their name).

Grapplers have a broad “wing” shape with a bulkier center, wherein they carry their relatively small payload of personnel or materiel. The plasma gatling hangs under the nose, beneath the wide “window” of the pilot. When landed, it rests on two long “runners” which can retract into the vehicle. The vehicle can be entered or exited via the bay ramp or via a hatch found on the underside and the top of the vehicle. The boarding torches and cutting gear sit around the underside hatch. Grappler ships can connect via either hatch to a larger ship’s hardpoints; soldiers can board the grappler from their ship using the hatch currently attached to the ship, then detach and accelerate towards their target; once they reach a target ship, they can latch onto the craft, cut out a hole in the hull, and deploy the soldiers through the bottom hatch.

The interior of the vehicle sports the sort of sparse practicality famous among Redjack craft. The hangar bay consists of a bench on each side with attachment points to secure soldiers, and some basic framework to secure various vehicles in position; this framework can be reconfigured depending on the carried vehicle. Passengers can move freely from the hangar bay to the cockpit and back; the engines and equipment lie to either side of the central hangar bay; in flight, these are only accessible by the pilot or an onboard robot, but most often the craft is maintained on the ground or in a hangar bay: while it can make hyperspatial journeys and it has a couple of days of air, Redjack never intended the Grappler for long-term occupancy.

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.

The Redjack Switchback-Class Utility Hyanide

The Stats

ST/HP: 45

Hand/SR: +3/3

HT: 13

Move:6/70(+9)

LWt.: 0.75

Load: 0.18

SM: +2

Occ.:1

DR:60*

Range:650

Cost:$300,000

Loc.:C1E

*The armor is carbide composite; double DR vs plasma or shaped charge attacks.

Notes

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.
  • Rechargeable F-Cell
  • Security & Safety: Simple Locks;

The Switchback Hyanide has room for a single driver.

Switchback Modules

It contains two module slots: a weapon module, most often mounted in the front and usually armed with a light plasma gun, below. The only armament is a semi-portable plasma gatling. Itcan adjust it’sposition slightly based on input from the targeting computer. Redjack customers in spaces where such a weapon is illegal may leave it off. The listed price above does not include the plasma gatling! Add $55k to the price if you wish to purchase your switchback with one installed.

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 Module

The Switchback has an accessory module, 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 on the top vehicle behind the pilot in which to slow a robot and allowing it access to 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, behind the driver, while leaving the top panel in place. 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

The Switchback is an unusual and distinct Redjack “cycle.” A hyanide, it moves on a caterpillar track, which runs along the spine of the vehicle, with armored body extending out either side, giving it something of the appearance of a thin car. The vehicle sits in the center, to the rear of the vehicle in a “lean back” position, protected by the armor on all sides, but with no canopy. The weapon module sits directly before the pilot, and the accessory module to the rear, directly behind the pilot.

Once the pilot has settled into the seat and activated the vehicle, the engine noticeably rumbles to life, and once he starts, the smart-treads of the caterpillar track grip into the surface and begin to “rip” across the terrain at high speeds. While not nearly as fast as hover-cycles, the superior grip allows it to better retain connection to the surface of a low-G world, or to climb over rough terrain.

Redjack describes the Switchback as a reconnaissance and support vehicle. Some Redjack customers purchase them without any inserted modules and use them to get around quickly on rough terrain, perhaps seating a robot in the back, or adding the smuggling module to carry their supplies or cargo. However, many customers use the Switchback as a rapid attack vehicle, arming it with the gatling cannon and adding the mine module, to deploy banger-bots either to secure the border of territory (the banger-bots will communicate back to the bike if their sensors have been tripped) or for rapid hit-and-run tactics.

Banger-Bots

Banger-Bots aren’t true robots: they have no neural nets and cannot learn. They are, instead, autonomous systems similar to automated cameras or tripod-mounted sentry cannons. They resemble small, four-legged spiders or crabs with small “digging” systems, a bulky body, and a single, dark eye. They do not speak, but some models emit an electronic scream when they charge.

When activated, the user can direct them to a point on a map, or simply instruct them to deploy, in which case they go to the directed area (or pick out an area for themselves) and dig down just enough that they’re not easily detected visually and present no profile to scanners. Then they wait.

In sentry mode, a banger-bot will communicate back to its owner any results it detects. It generally passively observes the area using its detection systems and its eye unless directed to actively scan with it’s ultrascanner. Banger-Bots will also communicate any detected targets to other Banger-Bots nearby, forming a “sentry net.” If the owner decides that the target should be destroyed, then he can activate attack mode for that Banger-Bot.

In attack mode, once a banger bot detects an intruder that isn’t broadcasting the right IFF codes, they trigger an ultrascanner pulse to precisely target the intruder. If the target gets within 15 yards of the Banger-Bot (which it will precisely know, thanks to its target lock), it will erupt from the ground and charge, reaching the target in one second. Treat this as a Move And Attack (Slam) with a +5 to hit thanks to the target lock (this hits on a 17 or less). It then immediately triggers its self-destruct charge; the primary damage hits the target to him the banger-bot has attacked, while the secondary explosive damage will hit anyone nearby.

Banger-Bots in sentry mode will retreat if attacked. They alert their owner as to their status of being under attack, make Defensive attacks with their sharp claws, and seek to escape, scuttling away from the target and seeking to lose themselves in shadows.

Banger-Bot are fully capable of handling vacuum and they’re often deployed on asteroids around a miner’s claim, to act as a deterrent.

ST: 10DX: 10 IQ: 6 HT: 12

HP: 12 Will: 5 Per: 12 Speed:6 Dodge: 9 Move: 15 SM: 2; 25 lbs

DR: 5

Sharp Claws (12): 1d-2 cut, Reach C.

HEMP Self-Destruct Charge (NA):6d×12(10) cr inc + linked 8d×2 cr ex [5d]

Traits: Absolute Direction; Accessory (Digging tools; Small Computer, Self-Destruct Charge); Appearance (Ugly; Off the Shelf); AI; Automaton; Bad Grip 1; Cannot Speak (Beep); Extra Legs (4 legs); Deafness; Detect (Comms and Ultrascanner, signal detection; Electrical and Magnetic Fields); Doesn’t Breathe; DR 5 (Cannot wear Armor); Electrical, Maintenance (one person, monthly), No Peripheral Vision; Night Vision 9; Numb; Obscure -4 (Ultrascannery, Stalthy); One-Eye; Penetrating Vision 1 (Blockable, Dense Substances); Protected Vision; Reduced Consumption 3 [6]; Restricted Diet (Common, Power Cells); Scanning Sense (Ultrascanner; 200 yards; Targeting, Scanner, Bio-Scan); Sealed; Silent 1; Super Jump; Sharp Claws; Telecommunication (Comm System, 100 mile range, Burst, Secure, Video); Temperature Tolerance (Cold) 10; Vacuum Support.

Skills: Brawling-12; Electronics Operations (Comms)-8; Electronics Operations (Sensors)-8; Stealth-12; Wrestling-12.

Energy: 2C/Week

Cost: $5,000

Redjack Military Doctrine

This month, we begin the third set of Military Doctrines.  I personally find the military materiel of Star Wars pretty constrained and binary: unless you go out into the Expanded Universe, or dive into the supplemental material of (especially) the Prequel Era, pretty much all equipment breaks down into “Empire” vs “Rebels” or their era equivalents.  In reality, I would expect to see material from a variety of cultures.  Redjack represents such an attempt, in which I explore the concerns of those who align with neither the Imperial military doctrines nor the doctrines of the Alliance aristocracy.  Mind you, you’re likely to find some of these fighters or vehicles in the service of the Alliance, but you’ll also find them in the hands of pirates or asteroid miners.

I’ve also been weighing the idea of “customizable fighters.”  I personally really like the idea of exploring “set” vehicles, such as “Which version of the X-wing is best?” or “Is a TIE interceptor better than a TIE defender?”) but a lot of players are going to want to “mod out” their fighters.  This is a lot easier with GURPS Spaceships than it is with GURPS Vehicles (a lot more meaningless, though, because Spaceships is a little too generic, though nothing stops us from stepping in an adding our own more specific components).  In the Vehicles model that I’ve been using, every change could possibly alter ever aspect of a vehicle’s performance, making it a hassle to do.  I’d like to revisit generalized modding and upgrading at some points, so some pilot can slap their Valiant and brag about how is has “custom thrusters” with “direct hyperium injection systems,” but as an experiment, I wanted to explore “modular” vehicles.  For the most part, these amount to minor accessories, but I have a few vehicles here with alternate armor systems, alternate engines, and loads of weapon load-outs available.

I hope you enjoy this series!

Redjack Military Doctrine

Thus far, we’ve looked exclusively at political powers. The Empire and the Alliance both build their own materiel with which to wage war and conquer the galaxy, but we have military suppliers outside of these major political powers, and Redjack Shipyards is one such supplier.

The population of the Galaxy do not split evenly between Empire and Alliance, with everyone picking a side. Powers exist on the edges of that great, galactic squabble, and entire populations have fled the trade-routes of empires for the politcal shatterzones of the Rim. Isolationist westerly tribes, devoted Shepherdists, asteroid miners, lost Communion temples and, yes, pirates all lurk just beyond the edges of civilization. Redjack caters to all of these castoffs, engaging in the surprisingly lucrative trade of arms with these disenfranchised exiles.
Redjack Shipyards began as an industrial cooperative between asteroid miners. They had specific vehicular and industrial needs, plenty of raw materials, and considerable engineering knowledge. By working together, they ensured they didn’t need to work with any of the big, greedy corporations of the Galactic core. This streak of stubborn independence suffuses Redjack culture today. Redjack customers want to be left alone to tinker on their machines, argue with one another about who has the better racing machine or mining rig, and fend off pirates or, if feeling plucky, turning to piracy themselves.

Redjack finds itself in the interesting position of supplying two sides of a war between miner and pirate. They make no distinction as to who buys their materiel (they routinely sell to aliens, especially in the Umbral Rim; the Pirate Lords of the Blood Moons of the Sanguine Stars are especially good customers), which has made them unpopular with the Empire. As a result, Redjack has recently petitioned for, and gained, a seat on the Alliance senate, which means they’ve chosen a side in the great galactic war, at least for now. Sometimes, Redjack Wildcats and Wranglers join Alliance fleets, bringing rugged Redjack know-how with them. They use their seat to defend their autonomy and sketchy business practices and, desperate for allies, the Alliance looks the other way.

The Redjack Way of War

Redjack customers aren’t soldiers, they’re engineers. They tend to concern themselves with building orbital stations, asteroid mines, or small outposts on lost planets. They primarily fear the attack of pirates, rival miners, or a sudden and intense interest from powerful authorities. They tend to be nomadic. If they find a good site for mining, they need to rapidly set up an operation, and if their operation becomes too “hot,” they needto leave quickly. Such installations tend to be pre-fab and rough-shod, though such engineers pay meticulous attention to what really matters (they may look terrible, but they have excellent life support and sturdy walls). They also see little distinction between “ground” and “space” war, as they tend to set their installations up on vacuum-swathed asteroids or mineral-rich but biologically dead worlds.

A typical redjack installation must be set up quickly and defended quickly. Miners and traders use sophisticated “early warning” sensor grids and often set up mine fields between themselves (and settle in dense asteroid belts). They’ll transmit navigational charts to desiredvisitors and open fire on unwanted company. If an enemy arrives, they’ll want to immediately engage it: they’ll use AA weaponry to shoot down incoming ships and rapidly move their forces to respond to any attack, ideally far from their mining or colony site, to give their allies or family as much time as possible to evacuate. When it comes to man-to-man combat, most Redjack customers know they need to fight with what they wear, so a lot of Redjack gear doubles as both mining and combat gear.

Redjack customers similarly favor speed and surprise on the offense. When Redjack customers attack, they generally raidrather than conquer. They seek to disrupt a rival or seize vital supplies (or wealth) for their operation. The ideal raid has their ships shunting into real space and launching fighters and dropships immediately. Their forces hit the enemy before they have time to respond, then load up their dropships with booty, return to their ships, and escape before anyone can do anything about it.

Redjack: Have It Your Way

Redjack customers prize function over form, reliabilityand customization. All Redjack craft have ruggedized power-plants, which means their craft can take fairly catastrophic damage and still run just fine. Many Redjack vehicles are modular; this means that an engineer can turn their perfectly reliable craft into a deathtrap, but as far as Redjack is concerned, that’s the engineer’s fault, not theirs, and their customer base agrees. This means Redjack ships tend to have a somewhat haphazard appearance and highly varied capabilities, meaning one can never truly be sure of what one faces when fighting asteroid miners or deep-space pirates.

These modules are cross-compatible, provided they all have the same volume. The modular sockets of a Redjack vehicle are also fairly compatible with other devices, so it’s possible to modify existing elements to create your own module (such as modifying an imperial plasma thruster to fit on a Drifter-class starfighter). Treat these as inventions. See B473. The GM might waive the cost for modifying existing parts with effectively the same function to fit into a module; to create something from scratch or spare parts, use Scrounging, with a modifier equal to the standard modifier for such an invention at -2, or require the players to acquire parts worth the equivalent of the retail price of the module. When determining the modifier for “inventing” the module, these modules always count as something that “exists,” and represents a variant of an existing technology, providing a +7 to the modifier, and add an additional +1 as Redjack module slots are extremely forgiving.
For simpler modifiers than those found in B473:


Switchback/Wolfhound Accessory Modules: +0, 1d days; for Quick Gadgeteer: +5; 1d×10 min


Nomad Modules:-4; 2d×4 days; for Quick Gadgeteer: +2; 1d×30 min


All other Fighter/Corvette Modules: 6; 4dweeks. for Quick Gadgeteer: +0; 1d hours

If purchasing a vehicle, you must also pay for its modules, which are not included in the price. If you purchase a Redjack Starfighter as a Signature Starfighter, it comes with a single of modules; you may directly purchase other modules if you want them, or you may purchase the starfighter at the next tier of Signature Starfighter, in which case, it comes with all modules. With corvettes, determine the final cost of the corvette with all modules you wish to have, and purchase the proper tier of Signature Starship.

Psi-Wars Blasters IV: RedJack Shipyards

RedJack focuses primarily on making ships and gear appropriate for “asteroid miners and other spacers,” though its material seems surprisingly popular among space-based rebels and pirates.  RedJack weaponry tend to be very flashy and explosive, ostensibly to serve the needs of miners in “blowing out” parts of their mines as they look for valuable ores and rare earths.

RedJack weaponry tends to use unusual beam-types, such as mining lasers and plasma weaponry.  They tend to be single-fire, fairly cheap, and while no more reliable than any blaster, they’re a more reliable source of plasma weaponry than their competitor, Wyrmwerks.  They have no real-world basis, and tend to be inspired by sci-fi weaponry.

RedJack naming conventions include a 3-letter code followed by a two digit number.  The letters and/or numbers may form cute nicknames (typically inspired by card games or chess), and tend to be arbitrary.

RedJack Weapons

Redjack ACE-11 Plasma Pistol: This plasma pistol packs a considerable wallet, superior even to most carbines. Its only downsides are slow charge cycling (usually accompanied by a trademark “whine”) and the explosive power of its shot. Pirates, mercenaries and criminals who care more about impressive firepower than collateral damage prefer this devastating weapon.

Dmg 9d (2) burn ex, Acc 2, Range 60/180, Wt 3.5/C, RoF 1, Shots 45(3), ST 6, Bulk -3, Rcl 3, Cost $2,800.

RedJack R8K-88 Plasma Rifle: The R8K-88 plasma rifle unleashes devastating bolts of plasma at targets, making it a preferred weapon for anyone who wants to maximize devastation, typically pirates or pyromaniacal asteroid miners. Like most RedJack plasma weaponry, the R8K-88 has an automatic cycling process (with a a signature electric whine) that slows the firing process.

Dmg 3d×5 (2) burn ex, Acc 4, Range 120/360, Wt 10.5/2C, RoF 1, Shots 15(3), ST 8†, Bulk -4, Rcl 3, Cost $9,000.

RedJack BSH-0P Heavy Laser: Officiallythe BSH-0P is a mininglaser. It creates a cutting beam that can punch through the hardest rock to get to the ore beneath. The fact that it can tear apart even relatively heavy armor with frightening accuracy out to considerable range is, of course, just a happy coincidence for any law-abiding miner who finds himself under attack from, say, pirates. It also sees a lot of engineering use, such as cutting apart salvages, or freeing survivors trapped in a crashed starship.

Dmg 6d×2 (3) burn ex, Acc 10, Range 100/300, Wt 20/Dp, RoF 1, Shots 40(5), ST 10†, Bulk -7, Rcl 1, Cost $9,000.