Fighting Ships
Fighting ships
Fighting ships come in many Varieties, depending on the application of the ship, and the Preference of the contactor or owner of the ship or Company. for example, whole fighter fleets are hired to escort the massive mining Freighters that transport gases from the five gas giants of Angeliqué; while a small set or single ship may represent the entire fleet of a mercenary band.
Fighters can be anything from large capital ships to small one-man fighters. Each one is built for their job and application.
Here’s a couple examples
this is a tiny, 2-person fighter
AAC Dyad – Tier 2
Tiny fighter
Speed 10; Maneuverability good (turn 1); Drift 1
AC 18; TL 17
HP 35; DT —; CT 7
Shields basic 40 (forward 10, port 10, starboard 10, aft 10)
Attack (Forward) light buster cannon (3d8; 5 hexes), light plasma torpedo launcher (3d8; 20 hexes)
Attack (Aft) flak thrower (3d4; 5 hexes)
Power Core Pulse Brown (90 PCU); Drift Engine Signal Basic; Systems basic medium-range sensors, crew quarters (common), mk 4 armor, mk 3 defenses, mk 1 duonode computer, security (biometric locks); Expansion Bays none; Modifiers +1 to any 2 checks per round, +2 Computers (sensors only), +1 Piloting; Complement 2 (minimum 1, maximum 2)
this is a medium 6-person merc fighter
Pale Butcher Scout – Tier 4
Medium explorer
Speed 6; Maneuverability good (turn 1); Drift 2
AC 18; TL 17
HP 65; DT —; CT 13
Shields medium 90 (forward 25, port 20, starboard 20, aft 25)
Attack (Forward) heavy laser cannon (4d8)
Attack (Port) coilgun (4d4)
Attack (Starboard) coilgun (4d4)
Attack (Turret) high explosive missile launcher (4d8)
Power Core Arcus Heavy (130 PCU); Drift Engine Signal Booster; Systems basic computer, basic long-range sensors, crew quarters (common), mk 3 defenses, mk 4 armor; Expansion Bays cargo holds (2), general science lab, sealed environmental chamber; Modifiers +2 Computers , +1 Piloting; Complement 6 (minimum 1, maximum 6)
this is a 260-person capital ship