FIFTH FRONTIER THRUST: A FULL THRUST CONVERSION FOR STARSHIP COMBAT IN THE UNIVERSE OF MARC MILLER’S TRAVELLER by Steve Parsonage 10/27/97 -- steve1@i1.net Written on Microsoft Word Pad 3.2 in .txt format Introduction: One of my all-time favorite backgrounds for science fiction gaming is the far future setting of GDW’s Traveller Role Playing Game. Since I’m also a big fan of Full Thrust, I decided to go about creating a set of rules converting Travellers’ mostly abstract “High Guard” starship combat system to Full Thrust. Most of the weapon systems available to Traveller ships have been represented by Full Thrust systems, and ship systems that don’t apply to the Traveller universe have been noted in the text. Several changes have been made to the capabilities of system to better represent Traveller combat (examples: ships carry large multi-volley missle launchers; laser “C” batteries are both offensive and defensive weapons, etc). These rules focus on combat between massive capital ships bristling with dozens of weapons’ batteries. Smaller Traveller ships (ie: Millenium Falcon sized) are too small a scale to be detailed here, but the author is preparing a set of Traveller small craft rules. Also included is a brief history of the Traveller Universe to aid players in designing battle scenarios. 5th Frontier Thrust has not been thoroughly playtested, and the author invites commentary to improve these rules. Feel free to contact steve1@i1.net with your suggestions. Note: material adapted from the Traveller Universe, formely the property of GDW (now Sweetpea Entertainment) is used without permission. The author has created these rules out of admiration and respect for the designers of Traveller, and out of gratitude for the countless hours of enjoyment it has provided him. It is the author’s intention that these rules help promote the play of his two favorite games: Traveller and Full Thrust. Movement Conversions: Movement works exactly as it does in full thrust. Sublight ship drives are called Maneuver Drives in Traveller, and only range from 1-6. FTL drives are called Jump drives, and dictate (in parsecs--or, hexes) how far a ship can travel during a 1-week jump, before refuelling. According to Traveller convention, solar systems usually occur within 1-3 parsecs of one another. Note, Jump Drives have no bearing on the game except during a campaign that the players might devise. They only exist to take up Hull Points on a ship during design. Most of the ship designs listed here have a Jump Rating of 3-6, allowing them to reach most systems at the densities at which they occur in Traveller. System Conversions: Maneuver Drive: Unlike Full Thrust, a ship’s Maneuver rating costs a percentage of ship mass per point, regardless of ship type. Drive Number-- 1 2 3 4 5 6 Percentage of Mass: 3 6 9 12 15 18 round fractions up Jump Drive: Ship Jump ratings also cost a percentage of ship mass per point, regardless of ship type. All modern capital ships should be built with a rating of 3 or more (Ships w/Jump 1-2 lack the mobility to respond to enemies w/longer jump ranges, and risk being strategically outmaneuvered. Drive Number-- 1 2 3 4 5 6 Percentage of Mass: 3 4 5 6 7 8 round fractions up NOTE: when jump drives take damage, reduce them as per maneuver drives in combat. Fuel Tanks: Ships require fuel to operate their drives. A percentage of the ship’s mass must be reserved for fuel use, depending upon the jump rating and maneuver rating. Fuel tanks are partitioned off into boxes and when a threshold check occurs, each box (ie: tank) rolls for damage. When a ship runs out of half of its fuel boxes, it must choose to disengage or fight. Ships which stay to fight may no longer disengage. Ships which run out of fuel are not allowed to alter thrust, jump, or fire spinal mount weapons. Jump Drive #-- 1 2 3 4 5 6 Percentage of Mass: 5 10 15 20 25 30 round fractions up Maneuver Drive #-- 1 2 3 4 5 6 Percentage of Mass: 2.5 3 3.5 4 4.5 5 round fractions up Number of fuel boxes: Escort ships: 2 Cruiser ships: 4 Capital ships: 8 Fighters: Operate as per normal fighters in the rules. Each individual fighter in a squadron represents about 10 actual ships in Traveller scale. If positioned such that they are in the line of fire between a missle firing ship and a friendly ship, the fighter squadron may choose to forfeit its normal attack and make a point defense attack to reduce the enemy missles’ strength. Each 5 or 6 rolled reduces the potential damage of the enemy missle volley by 1 point. Fighters may intercept incoming missles regardless of the squadron’s facing. Systems not available: Torpedo Fighters, Sensors, ECM, Weasel Decoys, Normal Screens, Normal PDAF & ADAF that work vs. fighters, Reflex Fields, Unmodified (ie: non-black globe generator) Cloaking Fields Weapon Conversions: OFFENSIVE WEAPONS: Beam Lasers: C batteries Energy Weapon barbettes/bays (plasma & fusion beams): B batteries Particle Accelerator barbettes/bays: A batteries Meson Accelerator bays: A batteries that ignore armor, but not meson screens--add 1 mass Missle Batteries: Operate as submunition packs. Instead of one shot weapons, a missle launcher is purchased. The missle batteries come with one submunition pack already loaded. Additional packs may be purchased as ammo racks. Missle Batteries are bought with firing arcs, just as normal A, B, or C batteries: Launcher: Mass 2 Cost 2+1/arc; Ammo rack: Mass 1 Cost 1. Note: ammo racks may resupply any intact launcher on a ship. Normal submunitions packs are not available. Spinal Mount Particle Accelerator: Fires a 1” wide particle beam out the front centerline of the ship in a straight line. Requires 1 turn of charging between firings. There are two sizes available: light and heavy. Ships may have only one spinal weapon. Does damage by range as follows: Heavy: Mass 10 Cost 25 Range 0-3 4-12 13-24 25-36 37-48 5d6 4d6 3d6 2d6 1d6 Light: Mass 5 Cost 12 Range 0-2 3-6 7-12 13-24 25-36 5d6 4d6 3d6 2d6 1d6 Damage rolled is equal to the number on the dice. Subtract 1 per level of armor encountered (all dice do a minimum of one damage). Spinal Mount Meson Accelerator: Fires a 1” wide meson beam directly out the front centerline of the ship in a straight line. Unlike the spinal particle beam, the meson beam passes through ship armor, and can pass through and damage multiple ships in a straight line, until it encounters a target with a functioning meson screen, at which point it stops. Requires 1 turn of charging between firings. Light and heavy sizes are available. Ships may only have one spinal weapon. Does damage by range as follows: Heavy: Mass 12 Cost 40 Range 0-6 7-12 13-24 25-36 37-48 5d6 4d6 3d6 2d6 1d6 Light: Mass 6 Cost 20 Range 0-2 3-6 7-12 13-24 25-36 5d6 4d6 3d6 2d6 1d6 Damage rolled is equal to the number on the dice. Subtract 1 per level of meson screen encountered (all dice do a minimum of one damage). Offensive weapons not available: Normal Submunitions Packs, Full Thrust Missles, AA Batteries, Needle Beams, Pulse Torpedoes, Railguns, Scatterguns, Wave Guns, Nova Cannons DEFENSIVE WEAPONS: Beam Lasers: C batteries may be used as PDAF vs. fighters, and may fire at incoming missle shots (ie: submunitions packs). See “Point Defense Rules” below. Repulsors: ADAF, but only vs. missle attacks. See Below. Meson Screens: Operate as normal screens, but only block damage from Meson guns (bays and spinal mounts) Nuclear Dampers: PDAF, but only vs. missle attacks. See Below. Black Globe Generators: Operates as a cloaking field, except that the ship may not change thrust or direction, and may not fire while the field is operating. Only the number of turns the field is on is predetermined. Mass 1, but only as a rare artifact experimentally installed. Sandcasters: Sandcaster batteries fire clouds of anti-laser and energy weapon granules that envelop the firing ship. Each sandcaster battery creates a cloud that acts as a level-1 shield versus Laser Beam, Fusion Beam, and Missle Fire (though does not protect against Particle or Meson weapons). A counter is placed next to the firing ship for each sandcaster battery firing, representing 1 level of shielding per counter, up to level-3. Ships may fire through their own Sand without penalty. Sand has the same direction & velocity as the firing ship, and protects the ship until it makes a course or speed change, then the sand drifts away and is lost. The ship must get another chance to fire to re-envelop itself with protective sand. Firing sand does not require a fire con. Sandcasters: Mass/level 3 Cost/level 20 Ship Armor: Can be installed up to level 2, and does require a percentage of the ship’s mass to be installed. Level-1 = 5% Mass. Level-2 = 10% Mass. POINT DEFENSE rules: These are modified from normal full thrust. Nuclear Dampers may “fire” at incoming missle volleys, reducing the potential damage by 1 point per 4 or 5, and 2 points per 6 rolled on each die. Repulsors may do so at range, just as an ADAF system in full thrust. Roll for each ADAF, 1 point reduced for a 4 or 5, 2 points for a 6. Laser “C” batteries may be fired in a point defense role versus missles, destroying 1 potential damage point on a roll of 6 only. If a C battery is fired in this way, it may not fire later in the turn, nor may it be used for point defense if it has already fired this turn. C batteries may also fire against fighter groups in range, again destroying 1 fighter on a roll of 5 or 6 (just as in more thrust). Remember that firing any number of C batteries in a turn as point defense weapons uses up a fire con for that turn. Point defense procedure versus incoming “submunition” missles: 1) Declare the missle attack. 2) The attacked ship chooses how many Nuclear Dampers, Repulsors and Laser Batteries he wants to commit to shooting down the incoming missles. 3) The attacked ship rolls dice, and totals the number of “potential” damage points negated by the point defense. 4) The attacking player rolls his missle dice and does his damage, modifying his roll as per the normal rules for each level of obscuring sand. He then subtracts the point defense total from the hits he just inflicted. Excess hits strike the ship. Excess point defense is fired and lost (not saved from turn to turn) Traveller Fleet Background Info: The Traveller Universe is composed of several major empires, the largest of which is the human- dominated 3rd Imperium. There have been a number of major wars between these powers, as well as many conflict in the Imperium’s pre-history that are worthy of gameplay, so I’m also going to detail some of the major events in the galaxy’s past that might be fun to play out. But first, the Traveller empires: THE (3rd) IMPERIUM: Centrally located, largest of all the powers. The Imperium is over 1100 years old. After the stagnant first (Vilani-human) imperium was overthrown and replaced by the Terran (Solomani-human) second imperium, the long decay of the galactic economy caused a major collapse of interstellar civilization, leading to a 1000 year dark age called the Long Night. A small cluster of worlds called The Silean Federation survived, and after a slow buildup of industrial power, began to expand and recontact the worlds of it’s predecessors. After recontacting and absorbing about a hundred worlds, the Silean Federation declared itself the 3rd Imperium, inheritor of the previous empires’ legacy. Over the course of a thousand years, the 3rd Imperium grew until expanding beyond the borders of its predecessors. It now contains over 10,000 member worlds, maintaining order by allowing its members local autonomy in return for feudal loyalty to the Empire, backed by a powerful military. The Imperium allows its worlds to be free, instead controlling the space between the worlds. The Imperial core is heavily settled, and although expansion has stopped (and there are alien empires surrounding the Imperium), the vast border regions are still under development as frontiers. The Imperial Navy enjoys a slight technological advantage over rival empires, and vast industrial resources. The Navy is structured on a three-level system of command. At the top is the Imperial Fleet itself, consisting of the best ships and crews. It defends the Imperium from external threats, protects the spacelanes, and enforces (when necessary) the will of the Imperial government. Supplementing the Imperial Fleet is the Colonial Navy. Organized by sector, these are 2nd Rate ships, funded by regional governments to perform less important duties, and to delay invaders until the main Imperial Fleet can respond. Colonial Forces are composed of older, less mobile Cruisers and Battleships, as well as substantial commerce protection forces. Finally, there are the planetary navies. These are mostly small ships designed for system defense and patrol duties (too small to be detailed with these rules). Occasionally, wealthier planets will procure small capital ships, but the Imperium prefers it’s member worlds to not maintain separate battle fleets. A separate organization, the Scout Service maintains its own fleet of ships to explore new worlds, survey the empire, and deliver the mail by express service. The Scouts have a small fleet of older Imperial Cruisers converted for exploration and diplomatic duty. THE ZHODANI CONSULATE: A race of humans to spinward of the Imperium that is ruled by psionically talented elite. Despite a lack of freedom, the prevalence of telepathic screening prevents mental illness or lying in Zhodani culture, creating satisfaction with a society composed of a few nobles ruling many “proles”. The Zhodani have fought 5 major wars along the frontier with the Imperium (the Frontier Wars) over the developing Spinward Marches Sector. These wars have been mostly inconclusive. The Zhodani have a large fleet organized along similar lines to the Imperium. Though slightly behind the Imperium in technology, the Zhodani use telepaths to efficiently coordinate their battle fleets. RULE: The Zhodani may roll 1d6 per firecon they possess. For each one rolled, the Zhodani may either add one to the next turn’s initiative roll , or look at one enemy ship’s movement plot. THE VARGR EXTENTS: To coreward of the Imperium lay a vast area of petty states ruled by the Vargr. These are canines, wolves transplanted from Terra and genetically manipulated to intelligence by the Ancients for regions unknown. Though Vargr raiders are daring, they lack long-term organizational abilities. With a pack-mentality, Vargr constantly strive for social dominance, and pocket empires rise and fall with the fortunes and charisma of their leadership. The Imperium suppressed Vargr raiding early on during it’s expansion in a series of small wars called “The Vargr Pacification Campaigns”. During each of the frontier wars, individual Vargr states have been induced by the Zhodani to strike the Imperium along its flank. Vargr Navies are often composed of mercenary Corsair squadrons, who use plunder to finance capital ship development. There are some larger Vargr powers though, who have significant fleet assets. THE ASLAN HIERATE: The Aslan are vaguely reminiscent of Terran lions (or rather lion-men), and dominate a large area to spinward and rimward of the Imperium. The 29 clans of the Hierate seek to expand feudal land holdings for their male leadership, while its administration and economy are run by the technically-minded Aslan females. Aslan expansion is limited by conflicts between clans, and by the Imperium, who fought a series of border wars against them in the Imperial years 400-500. Each of the clans maintains its own Fleet. There are many more splinter clans that maintain fleets, but lack capital ships. THE SOLOMANI SPHERE: Located rimward to the Imperium, the Solomani Sphere is dominated by humans originating from the Sol system (ie: Terra). Originally the sphere was a province of the Imperium allowed to develop independently. The Sphere expanded to rimward and governed its worlds without oversight from the Imperial government. When these worlds complained to the Empress that the Solomani were racists, enforcing a code of racial superiority of “True” Terran Humans, she revoked their charter. The Solomani seceeded from the Empire and war broke out in the late 1000s. The Solomani Rim War began with an invasion of Imperial space that was eventually repelled with heavy losses. The Imperium began a two-pronged invasion of the Sphere, aimed at capturing Terra. After a costly siege, Terra was conquered, but neither power could afford to continue the pitched fighting. A ceasefire was signed that has lasted ever since. Today relations are outwardly tense, but the need for trade between the two powers maintains a fairly stable peace. The Solomani Sphere maintains a sizeable fleet, slightly less advanced than the Imperium, but lacking the vast industrial resources of their neighbor. THE HIVER CONFEDERATION: Located to trailing and rimward of the Imperium, the Hivers are a technologically advanced, insatiably curious race of quadrepedal/starfish like aliens. They have had no notable conflicts with the Imperium, although tensions exist with the bordering Solomani Sphere. The Hivers, while peaceful, maintain a navy after experiencing a bloody conflict with the K’Kree to coreward. The Hivers are masters of advanced computer technology, and social sciences. In the face of the militant K’Kree navy, the Hivers forced a peace by threatening to use Psychohistory techniques (a la the Foundation series) to fundamentally change the K’Kree culture. The socially rigid xenophobic K’Kree backed down. The Hiver fleet is designed to protect the borders, protect merchant ships, and explore the frontiers. THE K’KREE: Called Centaurs by humans due to their resemblance to the creatures of Terran legend, the K’Kree are separated from the Imperium to trailing by a large number of small human and alien client states. The K’Kree Empire is called the Two-Thousand Worlds after the number of stars visible in the night sky on their homeworld. The K’Kree are intelligent herbivorous grazers, who crave social contact, open spaces (they’re claustrophobic), and the safety of the herd. Early in their history, their world was invaded by a race of carnivores. The K’Kree defended their world and exterminated the invaders. The realization that other carnivores might exist in space motivated them to control the stars. As they encounter new races, they force them to conform to K’Kree society. If the aliens refuse to become Herbivores with a herd mentality, the K’Kree ruthlessly exterminate them. They have fought one war with the Hivers, which they lost when the Hivers threatened to use Psychohistory to fundamentally change K’Kree society. K’Kree ships are larger than normal, to prevent claustrophobia-induced insanity in their crews. The Navy is run by a Leader “caste” and staffed by the “Warrior” caste. There is no division between ground and space services. THE DARRIAN CONFEDERATION: is a small cluster of worlds located between the Zhodani and Imperium. They are a minor human race that developed ultra-high technology during the long night. An accident destroyed their civilization, but now they command a few powerful artifacts that keep them autonomous from either power. The are presently allied with the Imperium, against their neighbor, the Sworld Worlds. They otherwise maintain a small fleet with a lower technology than the Zhodani or Imperium. THE SWORD WORLDS: is a small client state on the Imperial Border founded during the long night. The Sword Worlds are fiercely independent, often fractious, but when unified have allied with the Zhodani against the Imperium. The Sword Worlds maintain a small fleet of captial ships that are significantly technologically inferior to the Imperium’s. A BRIEF HISTORY OF THE TRAVELLER UNIVERSE: 300,000 years ago, a race of beings known only as the Ancients, controlled this area of the galaxy. For reasons unknown, they transplanted primitive humans from their home planet of Terra to over 100 worlds in the region. Three of these human races eventually discovered the secret to the Jump Drive and founded galactic empires. The first were the Vilani (homeplanet: Vland) who slowly developed a stable, but socially rigid caste based interstellar society. The rigidity of the Vilani social system to change led them to force differing alien races on their borders to conform to the Vilani order. Between 1000BC and 2100 AD, the Vilani conquered all their neighbors, ordered the halt to all “dangerous” technological innovation, and turned inward. They closed the borders of their stagnating empire until suddenly contacted by human aliens along their frontier. In 2100 AD, the nations of Earth had become unified under a UN based world government and had collectively discovered the secret to the Jump Drive. They were surprised to find that the first aliens they contacted were humans calling themselves “Vilani”. They were alarmed to discover that the Vilani already owned the entire galatic arm. Peaceful relations broke down during disputes over Terran economic expansion, and over the next 200 years, innumerable wars were fought between the upstart Terrans and the corrupt, inefficient Vilani Empire. Eventually the Vilani surrendered to the Terran Navy, who declared a new Second Empire, the joint “Rule of Man”. The Terrans tried to stop the decay of of the First Imperium by introducing Terran social ideas, but it didn’t work. The Interstellar economy was disrupted by too much social change too fast, and slowly fell apart. After 300 years of trying to prevent the First Empire from collapsing, the Second Empire itself fell apart. The resulting 2000 year dark age, in which interstellar trade all but stopped, was called the Long Night. The Long Night ended when a small group of trading worlds in the galactic core, the Sylean Federation, began rebuilding itself into an industrial powerhouse. Under the leadership of Cleon Zhunastu, the Sylean Federation either defeated its rivals, or economically enticed others into joining it. After swelling to a size of 100+ worlds, Cleon declared himself Emperor, founding the Third Imperium on the ashes of its predecessors. Cleon’s Imperium used Feudalism to control the vast distances between worlds. Worlds were mostly left to govern themselves. They need only swear loyalty to the Imperium, and follow certain basic rules. The Imperium controlled the space between the stars (and the profitable interstellar trade). Over the next 1100 years, The Imperium expanded beyond the borders of it’s predecessors, until stopped by foreign powers, or lack of desire to expand the vast frontier. Today, in the 57th century AD, The Imperium contains over 10,000 worlds, is home to scores of sentient races, and has fought wars with all of its neighbors. On the surface, Imperium is the most stable empire in all of human history, though the seeds of Imperial assassination and factional Civil War lie just around the corner... WARS IN TRAVELLER HISTORY: -1000 BC: Vilani Consolidation Wars 2100-2300 AD: The Interstellar Wars (Terran/Solomani vs. Vilani) 2600-2800 AD: Internicine Wars during Collapse of 2nd Imperium. Conflicts w/Aslan & Vargr 2800-4500 AD: Sporadic conflicts between pocket empires during the Long Night 4500-4600 AD: Sylean Federation fights wars with neighbors. Founds Imperium. Year Zero declared upon foundation of 3rd Imperium. All years hence listed from the foundation date. 100-290: Vargr Pacification Campaigns. Many short conflicts fought as Imperium expands. 400-500: Aslan Border Wars. 600: First Frontier War w/Outworld Coalition (Zhodani & Vargr/Sword World client allies) 610-630: Civil War in Imperium. Assassination of Empress Nicole leads to countless battles between self proclaimed emperors and regents backed by private naval elements. Member worlds stay neutral. 625: Second Frontier War w/Outworld Coalition (see above). Zhodani try to take advantage of Civil War but are strategically checked. 630: Admiral Alkalihoi, heroine of Second Frontier War defeats last of "Barracks Emperors" and returns stability to government. Civil War ends. 1030-40: Solomani Rim War 1035-40: Third Frontier War w/reformed Outworld Coalition 1080-2: Fourth Frontier War "False War" accidentally breaks out. Lack of preparation prompts ceasefire. 1107-10: Fifth Frontier War w/Outworld Coalition. Daring Zhodani advances and Imperial mismanagement lead to apparent Zhodani victory. Dramatic Imperial counterattack leads to a stalemate and armistice. 1120-1130: Assassination of Emperor Strephon leads to Second Civil War. This time multiple claimants to the throne establish regional power bases. The Imperium splits into a dozen regional states, and destructive warfare shatters much of the Imperial core. Border states fight with Aslan, Vargr and Solomani incursions. 1150: From Traveller The New Era (official history pending): The virus spreads through much of the Imperium, destroying computer technology and ushering in a new dark age. Ship Designs: A note on ship classes: most commercial and patrol vessels are small (averaging 400 MT of hydrogen displacement--The Millenium Falcon masses 200 MT). Fleet escort vessels and destroyers average at least 1000-8000 MT of hydrogen. Light Cruisers start at about 20,000 MT, and Cruisers average 50,000 MT, about 1/4 the size of a Star Destroyer in Star Wars. In Traveller, Cruisers are very large ships which are capable of carrying spinal mount weapons, the standard heavy armament for fleet actions. Thus, the disparity in size between escorts and cruisers is very great. I have used a conversion rate of 1 Mass = 500 MT/1 DP per 1000 MT. The following is a revised ship class chart: Ship Class Type Mass DP Frigate Escort 4 2 Destroyer Escort 6 3 Fleet Escort/Hvy Destroyer Escort 10 5 Light Cruiser Cruiser 40 20 Cruiser Cruiser 100 50 Heavy Cruiser Cruiser 150 75 Battlecruiser Capital 200 100 Battleship Capital 400 200 Superdreadnaught Capital 1000 500 Lt. Carrier Cruiser 60 30 Heavy Carrier Cruiser 120 60 Fleet Carrier Capital 200 100 When designed, ships start with all mass available to fill with weapons AND drive/fuel systems. Thus ships with poor drive performance can be fitted with more weapons, and ships with better range and drive ability have to be stocked with less weaponry. SAMPLE SHIPS: These ship designs have been adapted from Classic Traveller Supplement 9: Fighting Ships. They are representative of the ship classes available to the Imperial Navy in the period immediately before the start of the Second Civil War. Ship designs from the other races in Traveller, being rare and hard to find, are left open to the players’ interpretation. Midu Agashaam Class Destroyer Mass 6 3 DP Jump 4, Maneuver 6, Fuel (49% total)/2 boxes = 3 (3 mass remaining) 1 fire con (free) 2 Laser Battery (C Batts, 3 arc) = 2 (1 remaining) 1 Nuclear Damper (PDAF) = 1 (0 remaining) Sloan Class Fleet Escort Mass 10 5 DP Jump 4, Maneuver 6, Fuel (49% total)/2 boxes = 5 (5 mass remaining) 1 fire con (free) 2 Laser Batteries (C Batts, 3 arc) = 2 (3 remaining) 1 Missle Battery (3 arc) = 2 (1 remaining) 1 Ammo Rack = 1 (0 remaining) Gionetti Class Light Cruiser Mass 60 30 DP Jump 5 (7%) = 4 Man 5 (15%) = 9 Fuel (29.5%) = 18 (4 boxes) 31 mass used, 29 remaining 2 fire cons (free) 1 Light Spinal Meson Gun = 6 (23 remain) 1 Fusion Battery (B Battery, 3 arc) = 2 (21 remain) 3 Missle Battery (3 arc) = 6 (15 remain) 4 Ammo Racks = 4 (11 remain) 2 Laser Batteries (C Batts, 3 arc) = 2 (9 remain) 3 Nuclear Dampers (PDAF) = 3 (6 remain) Sandcaster Level 1 = 3 (3 remain) 1 Repulsor Bay (ADAF) = 3 (0 remain) Arakoine Class Strike Cruiser Mass 100 50 DP Jump 3 (5%) = 5 Maneuver 4 (12%) = 12 Fuel Tankage (19%) = 19 (4 boxes) 36 mass used, 64 remaining 3 Nuclear Damper/PDAF = 3 (61 remain) Sandcaster Level 1 = 3 (58 remain) Meson Screen Level 3 = 9 (49 remain) 1 Repulsor/ADAF = 3 (46 remain) 2 Fire Cons (free) Heavy Spinal Meson Gun = 12 (34 remain) 1 Particle Accelerator Battery (A batteries, 3 arc) = 3 (31 remain) 4 Missle Racks (3 arc) = 8 (23 remain) 3 Ammo Racks = 3 (20 remain) 2 Laser Batteries (C batts, 3 arc) = 2 (18 remain) 2 Planetary Ortillery = 6 (12 remain) 2 Fighter Bays (1 std, 1 atk) = (0 remain) Ghalalk Class Armored Cruiser Mass 100 50 DP Jump 4 (6%) = 6 Maneuver 5 (15%) = 15 Fuel Tankage (24.5%) = 25 (4 boxes) 51 mass used, 49 remaining 3 Nuclear Damper/PDAF = 3 (46 remain) Sandcaster Level 1 = 3 (43 remain) Meson Screen Level 2 = 6 (37 remain) Armor Level-1 (5%) = 5 (32 remain) 2 Fire Cons (free) Light Spinal Particle Accelerator = 5 (27 remain) 2 Fusion Gun Battery (B Battery, 3 arc) = 4 (23 remain) 6 Missle Racks (3 arc) = 12 (11 remain) 6 Ammo Racks = 6 (5 remain) 5 Laser Batteries (C batts, 3 arc) = 5 (0 remain) High Lightning Class Frontier Cruiser Mass 120 60 DP Jump 5 (6%) = 7 Maneuver 2 (7%) = 8 Fuel Tankage (28%) = 37 (4 boxes) 52 mass used, 68 remaining Hull armor Level 1 (5%) = 6 (62 remain) 2 Nuclear Damper/PDAF = 2 (60 remain) Sandcaster Level 3 = 9 (51 remain) Meson Screen Level 2 = 6 (45 remain) 2 Fire Cons (free) Heavy Spinal Particle Accelerator = 10 (35 remain) 4 Fusion Batteries (B batteries, 3 arc) = 8 (27 remain) 4 Missle Racks (3 arc) = 8 (19 remain) 4 Ammo Racks = 4 (15 remain) 9 Laser Batteries (C batts, 3 arc) = 9 (6 remain) 1 Fighter Bay (standard fighters) = 6 (0 remain) Atlantic Class Heavy Cruiser Mass 150 75 DP Jump 4 (6%) = 11 Maneuver 5 (15%) = 23 Fuel Tankage (24.5%) = 37 (4 boxes) 71 mass used, 79 remaining Hull armor Level 2 (10%) = 15 (64 remain) 2 Nuclear Damper/PDAF = 2 (62 remain) Sandcaster Level 3 = 9 (53 remain) Meson Screen Level 2 = 6 (48 remain) 2 Fire Cons (free) 1 Extra Fire Con = 3 (45 remain) Heavy Spinal Meson Gun = 12 (33 remain) 4 Particle Accelerator Batteries (A batteries, 3 arc) = 12 (21 remain) 4 Missle Racks (3 arc) = 8 (13 remain) 2 Ammo Racks = 2 (11 remain) 11 Laser Batteries (C batts, 3 arc) = 11 (0 remain) Skirmish Class Light Carrier Mass 58 29 DP Jump 4 (6%) = 3 Man 2 (6%) = 3 Fuel (23%) = 13 (4 boxes) 19 mass used, 39 remaining 2 fire cons (free) 1 Meson Bay Battery (A+ Battery, 3 arc) = 4 (35 remain) 1 Particle Accelerator Battery (A Batt, 3 arc) = 3 (32 remain) 2 Fusion Batteries (B Battery, 3 arc) = 4 (28 remain) 1 Missle Battery (3 arc) = 2 (26 remain) 1 Ammo Rack = 1 (25 remain) 4 Laser Batteries (C Batts, 3 arc) = 3 (21 remain) 3 Nuclear Dampers (PDAF) = 3 (18 remain) Sandcaster Level 2 = 6 (12 remain) 2 Fighter Bays (1 sqdn standard, 1 sqdn attack)= 12 (0 remain) Wind Class Strike Carrier Mass 150 75 DP Jump 3 (5%) = 8 Man 6 (18%) = 27 Fuel (20%) = 30 (4 boxes) 65 mass used, 85 remaining 2 fire cons (free) 1 extra fire con =3 (82 remain) 1 Light Meson Spinal Mount = 6 (76 remain) 1 Particle Accelerator Battery (A Batt, 3 arc) = 3 (73 remain) 1 Fusion Gun Battery (B Battery, 3 arc) = 2 (71 remain) 6 Missle Battery (3 arc) = 12 (59 remain) 6 Ammo Racks = 6 (53 remain) 9 Laser Batteries (C Batts, 3 arc) = 9 (44 remain) 3 Nuclear Dampers (PDAF) = 3 (41 remain) Meson Screen Level-3 = 9 (32 remain) Armor Level-1 (5%) = 8 (24 remain) 2 Repulsor Bays (ADAF) = 6 (18 remain) Sandcaster Level 2 = 6 (12 remain) 2 Fighter Bays (1 sqdn standard, 1 sqdn attack)= 12 (0 remain) Antiama Class Fleet Carrier Mass 200 100 DP Jump 4 (6%) = 12 Man 2 (6%) = 12 Fuel (23%) = 46 (8 boxes) 70 mass used, 130 remaining 3 fire cons (free) 1 Meson Gun Battery (A+ Batt, 3 arc) = 4 (126 remain) 1 Particle Accelerator Battery (A Batt, 3 arc) = 3 (123 remain) 2 Fusion Gun Batteries (B Battery, 3 arc) = 4 (119 remain) 8 Missle Battery (3 arc) = 16 (103 remain) 16 Ammo Racks = 16 (87 remain) 7 Laser Batteries (C Batts, 3 arc) = 7 (80 remain) 3 Nuclear Dampers (PDAF) = 3 (77 remain) Meson Screen Level-3 = 9 (68 remain) Armor Level-1 (5%) = 8 (60 remain) 1 Repulsor Bays (ADAF) = 3 (57 remain) Sandcaster Level 3 = 9 (48 remain) 8 Fighter Bays (3 std, 3 atk, 2 int,)= 48 (0 remain) Sylea Class Battleship Mass 200 100 DP Jump 3 (5%) = 10 Man 6 (18%) = 36 Fuel (20%) = 40 (8 boxes) 86 mass used, 114 remaining 3 fire cons (free) 1 extra fire con = 3 (111 remain) 1 Heavy Meson Spinal Mount = 12 (99 remain) 9 Missle Battery (3 arc) = 18 (81 remain) 16 Ammo Racks = 16 (65 remain) 15 Laser Batteries (C Batts, 3 arc) = 15 (50 remain) 3 Nuclear Dampers (PDAF) = 3 (47 remain) Meson Screen Level-2 = 6 (41 remain) Armor Level-2 (10%) = 20 (21 remain) 2 Repulsor Bays (ADAF) = 6 (15 remain) Sandcaster Level 3 = 9 (6 remain) 1 Fighter Bay (1 standard) = 6 (0 remain) Plankwell Class Battleship Mass 400 200 DP Jump 4 (6%) = 24 Man 5 (15%) = 60 Fuel (24.5%) = 98 (8 boxes) 182 mass used, 218 remaining 3 fire cons (free) 1 extra fire cons = 3 (215 remain) 1 Heavy Meson Spinal Mount = 12 (203 remain) 16 Particle Accelerator Batteries (A Batt, 3 arc) = 48 (155 remain) 6 Fusion Gun Batteries (B Battery, 3 arc) = 12 (143 remain) 12 Missle Battery (3 arc) = 24 (119 remain) 20 Ammo Racks = 20 (99 remain) 9 Laser Batteries (C Batts, 3 arc) = 9 (90 remain) 4 Nuclear Dampers (PDAF) = 4 (86 remain) Meson Screen Level-1 = 3 (83 remain) Armor Level-2 (10%) = 40 (43 remain) 4 Repulsor Bays (ADAF) = 12 (30 remain) Sandcaster Level 3 = 9 (21 remain) 7 Planetary Ortillery = 21 (0 remain) Kokirrak Class Battleship Mass 400 200 DP Jump 4 (6%) = 24 Man 6 (18%) = 72 Fuel (25%) = 100 (8 boxes) 196 mass used, 204 remaining 3 fire cons (free) 1 extra fire con = 3 (201 remain) 1 Heavy Meson Spinal Mount = 12 (189 remain) 10 Particle Accelerator Batteries (A Batt, 3 arc) = 30 (159 remain) 9 Fusion Gun Batteries (B Battery, 3 arc) = 18 (141 remain) 9 Missle Battery (3 arc) = 18 (123 remain) 18 Ammo Racks = 18 (105 remain) 15 Laser Batteries (C Batts, 3 arc) = 15 (90 remain) 5 Nuclear Dampers (PDAF) = 5 (85 remain) Meson Screen Level-3 = 9 (76 remain) Armor Level-2 (10%) = 40 (36 remain) 4 Repulsor Bays (ADAF) = 12 (24 remain) Sandcaster Level 3 = 9 (15 remain) 5 Planetary Ortillery = 15 (0 remain) Tigress Class Superdreadnought Mass 1000 500 DP Jump 4 (6%) = 60 Man 5 (18%) = 180 Fuel (25%) = 250 (8 boxes) 490 mass used, 510 remaining 3 fire cons (free) 5 extra fire cons = 15 (495 remain) 1 Heavy Meson Spinal Mount = 12 (483 remain) 25 Particle Accelerator Batteries (A Batt, 3 arc) = 75 (408 remain) 35 Fusion Gun Batteries (B Battery, 3 arc) = 70 (338 remain) 35 Missle Battery (3 arc) = 70 (268 remain) 48 Ammo Racks = 48 (228 remain) 24 Laser Batteries (C Batts, 3 arc) = 24 (204 remain) 7 Nuclear Dampers (PDAF) = 7 (187 remain) Meson Screen Level-3 = 9 (178 remain) Armor Level-2 (10%) = 100 (78 remain) 10 Repulsor Bays (ADAF) = 30 (48 remain) Sandcaster Level 2 = 6 (42 remain) 8 Fighter Bays (2 std, 3 atk, 2 int, 1 lng rng) = 42 (0 remain) Empress Troyhune Class Planetoid Monitor (Rorise Planetary Navy, Mora Subsector) Mass 100 50 DP No Jump Drives Maneuver 6 (18%) = 18 Fuel Tankage (5%) = 5 (4 boxes) 23 mass used, 77 remaining Hull armor Level 1 (5%) = 5 (72 remain) 2 Nuclear Damper/PDAF = 2 (70 remain) Sandcaster Level 2 = 6 (64 remain) 2 Fire Cons (free) Light Spinal Meson Gun = 6 (58 remain) 4 Fusion Batteries (B batteries, 3 arc) = 8 (50 remain) 6 Missle Racks (3 arc) = 12 (38 remain) 6 Ammo Racks = 6 (32 remain) 8 Laser Batteries (C batts, 3 arc) = 8 (24 remain) 1 Fighter Bay (standard fighters) = 6 (18 remain) 18 empty cargo spaces Lurenti Class Battlecarrier Mass 600 300 DP Jump 4 (6%) = 24 Man 2 (15%) = 60 Fuel (24.5%) = 98 (8 boxes) 182 mass used, 218 remaining 3 fire cons (free) 1 extra fire con = 3 (215 remain) 6 Meson Gun Bays (A+ Batteries, 3 arc) = 24 (191 remain) 12 Particle Accelerator Batteries (A Batt, 3 arc) = 36 (155 remain) 12 Fusion Gun Batteries (B Battery, 3 arc) = 24 (131 remain) 15 Missle Battery (3 arc) = 30 (101 remain) 15 Ammo Racks = 15 (86 remain) 12 Laser Batteries (C Batts, 3 arc) = 12 (74 remain) 5 Nuclear Dampers (PDAF) = 5 (69 remain) Meson Screen Level-3 = 9 (60 remain) 5 Repulsor Bays (ADAF) = 15 (45 remain) Sandcaster Level 3 = 9 (36 remain) 6 Fighter Bays (3 std, 1 atk, 1 int, 1 long rng) = 36 (0 remain) Note: ships carries 7 Nolikian Class Battle Riders in tow Nolikian Class Battlerider Mass 40 20 DP No Jump Drives Man 6 (18%) = 7 Fuel (5%) = 2 (4 boxes) 9 mass used, 31 remaining 2 fire cons (free) 1 Light Meson Spinal Mount = 6 (25 remain) 2 Particle Accelerator Batteries (A Batt, 3 arc) = 6 (19 remain) 1 Fusion Gun Battery (B Battery, 3 arc) = 2 (17 remain) 1 Missle Battery (3 arc) = 2 (15 remain) 3 Laser Batteries (C Batts, 3 arc) = 3 (12 remain) 1 Nuclear Dampers (PDAF) = 1 (11 remain) Meson Screen Level-1 = 3 (8 remain) Armor Level-1 (5%) = 2 (6 remain) 1 Repulsor Bays (ADAF) = 3 (3 remain) Sandcaster Level 1 = 3 (0 remain)