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

Sovereign Vindicator – Tier 18

Colossal dreadnought
Speed 6; Maneuverability clumsy (turn 4); Drift 1
AC 27; TL 27
HP 600; DT 15; CT 120
Shields superior 540 (forward 135, port 135, starboard 135, aft 135)
Attack (Forward) heavy laser net (5d6), quantum missile launcher (2d8×10), super radiant cannon (2d6×10)
Attack (Port) heavy laser net (5d6), super radiant cannon (2d6×10)
Attack (Starboard) heavy laser net (5d6), super radiant cannon (2d6×10)
Attack (Turret) laser net (2d6), laser net (2d6), linked coilguns (8d4), linked coilguns (8d4)
Power Core Gateway Ultra (2, 500 PCU each); Drift Engine Signal Basic; Systems advanced long-range sensors, autodestruct system, biometric locks, crew quarters (good), extra weapon mount (2 light turrets), mk 3 trinode computer, mk 7 armor, mk 8 defenses; Expansion Baysaeon comm, cargo holds (8), hangar bays (2), imperial shrine, medical bay, tech workshop; Modifiers +3 any three checks per round, +4 Computers (sensors only), –1 Piloting; Complement 260