TEXT: Fleets of the
  Three Galaxies
  TM
  By Braden Campbell
  Rifts® Dimension Book
  TM 13
  Palladium Books® Presents:
  
  Warning!
  Violence, War, Magic & the Supernatural
  The fictional worlds of Rifts®, Phase World®, the Three Galaxies™, and other settings are vio-
  lent, deadly and filled with aliens, war, magic and supernatural monsters. Other-dimensional beings of-
  ten referred to as “demons” torment, stalk and prey on humans. Aliens, demons, monsters, vampires,
  and ancient gods, as well as high-technology, war, magic, insanity, psychic powers and combat are all
  elements in this book.
  Some parents may find the violence, magic, and supernatural elements inappropriate for young read-
  ers/players. We suggest parental discretion.
  Please note that none of us at Palladium Books® condone or encourage the occult, the practice of
  magic, the use of drugs, or violence.
  An epic sourcebook for the Phase World® series
  and compatible with the entire Palladium Books® Megaverse®
  1
  
  Dedication
  To everyone in my Phase World® gaming crew; and especially to Jason Ford, who asked what the standard features of a starship
  were.
  – Braden Campbell, 2009
  About the Author
  Braden Campbell is an actor and playwright, and has been gaming with Palladium products since 1990. He lives in Milton, Ontario,
  with his wife and young daughter; both of whom have missed him while he was locked away in the basement writing this book.
  The cover, by Michael Majestic, depicts a space battle somewhere in the Three Galaxies.
  PDF Edition – October 2017
  No part of this publication may be scanned, OCRed, reproduced or distributed in any way for electronic publication on the web/in-
  ternet or any other medium.
  Copyright 2009 Palladium Books Inc. & Kevin Siembieda
  All rights reserved, worldwide, under the Universal Copyright Convention. No part of this book may be reproduced in part or
  whole, in any form or by any means, without permission from the publisher, except for brief quotes for use in reviews. All incidents,
  situations, institutions, governments and people are fictional and any similarity, without satiric intent, of characters or persons living
  or dead, is strictly coincidental.
  Rifts®, The Rifter®, Phase World®, Megaverse®, The Mechanoids®, The Mechanoid Invasion®, Splicers®, Coalition Wars®,
  After the Bomb®, RECON®, Nightbane®, and Palladium Books® are registered trademarks owned and licensed by Palladium Books
  Inc. and Kevin Siembieda.
  Anvil Galaxy, Altess, Archie Three, Bio-Wizard, Black Faerie, Body Fixer,‘Bot, ‘Borg, ‘Burb, Chaos Earth, Chi-Town, Chrysteel,
  Coalition States, CS, Combat Cyborg, Cosmic Forge, Cosmo-Knight, Consortium of Civilized Worlds, CCW, TGE, UWW, Crazy,
  Cyber-Doc, Cyber-Knight, The Dominators, Dyval, E-Clip, Glitter Boy, Golgan, Golgan Republik, Great Cataclysm, Headhunter,
  Juicer, Kittani, Kreeghor, Kydian, Lazlo, Ley Line Walker, Magic Zone, Mind Melter, Minion War, Minions of Splugorth, Naruni,
  Naruni Enterprises, Rifts Earth, Shifter, Skelebot, Soulmancy, Star Elves, Splynn Dimensional Market, Splugorth, Splugorth Slavers,
  Techno-Wizard, Tolkeen, True Atlantean, Tattooed Man, Undead Slayer, Vampire Kingdoms, Rifts® Game Master Guide, Rifts®
  Book of Magic, Rifts® Dark Conversions, Rifts® Atlantis, Wolfen, Wulfen, Mega-Damage, M.D.C., S.D.C., I.S.P., P.P.E., and other
  names, titles, initials, characters, character likenesses and slogans are trademarks owned and licensed by Kevin Siembieda and Palla-
  dium Books Inc.
  Palladium Online: www.palladiumbooks.com
  Rifts® Dimension Book™ 13: Fleets of the Three Galaxies™ is published by Palladium Books Inc., 39074 Webb Court,
  Westland, MI 48185-7606. Printed in the USA.
  2
  
  Palladium Books® Presents:
  Rifts® Dimension Book™ 13:
  Fleets of the Three Galaxies™
  Written by: Braden Campbell
  Additional Text and Ideas: Carl Gleba, Jason Marker & Kevin Siembieda
  Editors: Alex Marciniszyn
  Jason Marker
  Kevin Siembieda
  Wayne Smith
  Proofreader: Julius Rosenstein
  Cover Painting: Michael Majestic
  Interior Artists:
  Nicholas Bradshaw
  Kent Burles
  Irvin Jackson
  Michael Majestic
  Allen Manning
  Brian Manning
  Nicholas Maradin
  Vince Martin
  Michael Mumah
  Art Direction: Kevin Siembieda
  Typography and Layout: Wayne Smith
  Based on the RPG rules, text, characters, settings,
  concepts and Megaverse® created by Kevin Siembieda.
  Special Thanks to Braden Campbell for his text and ideas, Jason Marker and Carl Gleba for their contribu-
  tions, to all the artists who helped breathe life into this book, and my stellar staff: Alex, Wayne, Julius, Kathy
  and Jason, who always give Palladium everything they have.
  – Kevin Siembieda, 2009
  3
  
  Contents
  The Three Galaxies Selected Time-Line
  · · · · · · · · · 7
  400 years ago (The Machine People) · · · · · · · · · · · · 8
  Fleets of the Three Galaxies
  · · · · · · · · · · · · · · · 9
  Why Build a Space Fleet · · · · · · · · · · · · · · · · · · 9
  Building Your Fleet
  · · · · · · · · · · · · · · · · · · · 10
  Fleet Formations · · · · · · · · · · · · · · · · · · · · · 10
  Where Do Battles Occur
  · · · · · · · · · · · · · · · · · 11
  FTL Combat
  · · · · · · · · · · · · · · · · · · · · · 11
  Space Combat · · · · · · · · · · · · · · · · · · · · · 12
  Planetary Battles · · · · · · · · · · · · · · · · · · · · 12
  Ground-side offensives
  · · · · · · · · · · · · · · · · 13
  Spaceship Classifications
  · · · · · · · · · · · · · · · · 13
  Fighters
  · · · · · · · · · · · · · · · · · · · · · · · · · 13
  The Reasoning for Fighters · · · · · · · · · · · · · · · 14
  More Space Fighter Combat Applications · · · · · · · · 15
  Space Shuttles · · · · · · · · · · · · · · · · · · · · · · 16
  Ships of the Line · · · · · · · · · · · · · · · · · · · · · 16
  Sub-Capital Ships · · · · · · · · · · · · · · · · · · · 16
  Frigates · · · · · · · · · · · · · · · · · · · · · · · · 16
  Destroyers
  · · · · · · · · · · · · · · · · · · · · · · 16
  Cruisers · · · · · · · · · · · · · · · · · · · · · · · · 16
  Capital Ships · · · · · · · · · · · · · · · · · · · · · · · 17
  Battlecruisers · · · · · · · · · · · · · · · · · · · · · 17
  Battleships
  · · · · · · · · · · · · · · · · · · · · · · 18
  Carriers · · · · · · · · · · · · · · · · · · · · · · · · 18
  Super-Capital Ships
  · · · · · · · · · · · · · · · · · · · 18
  Dreadnoughts · · · · · · · · · · · · · · · · · · · · · 18
  Creating New Starships · · · · · · · · · · · · · · · · · 19
  Creation Questions · · · · · · · · · · · · · · · · · · · · 19
  General Rules of Thumb
  · · · · · · · · · · · · · · · · · 20
  Building Fighters & Shuttlecraft
  · · · · · · · · · · · · 20
  Fighter Design Notes
  · · · · · · · · · · · · · · · · · 21
  Brief Summary of Notable Space Fighters
  · · · · · · · 22
  Mach Speed Chart · · · · · · · · · · · · · · · · · · · 22
  Building Shuttlecraft & Other Small Spacecraft · · · · · 23
  Brief Summary of Notable Small Spaceships · · · · · · 23
  Building Ships of the Line · · · · · · · · · · · · · · · · 25
  Building Sub-Capital Ships · · · · · · · · · · · · · · · · 25
  Frigates and Destroyers · · · · · · · · · · · · · · · · · · 25
  Brief Summary of Notable Frigates/Destroyers · · · · · 25
  Cruisers · · · · · · · · · · · · · · · · · · · · · · · · · 26
  Brief Summary of Notable Cruisers · · · · · · · · · · · 26
  Building Capital Ships
  · · · · · · · · · · · · · · · · · · 27
  Brief Summary of Notable Capital Ships · · · · · · · · 27
  Building Super-Capital Ships · · · · · · · · · · · · · · · 28
  Brief Summary of Notable Super-Capital Ships · · · · · 28
  Stealth and Cloaking Systems · · · · · · · · · · · · · · · 28
  Catastrophic Damage to the Big Ships · · · · · · · · · · · 28
  Random Internal Damage Table
  · · · · · · · · · · · · 29
  Notable Space Fleets of the Three Galaxies
  · · · · · · · 30
  The Altess Dynasty
  · · · · · · · · · · · · · · · · · · · 30
  Altess Armoria Space Fleet · · · · · · · · · · · · · · · · 30
  Altess Technology · · · · · · · · · · · · · · · · · · · 31
  Altess Armoria Ranks · · · · · · · · · · · · · · · · · 31
  A Notable Armoria Facility
  · · · · · · · · · · · · · · 32
  Jelko Rodula, Weapon Designer · · · · · · · · · · · · 32
  Notable Ships of the Altess Armoria · · · · · · · · · · · · 33
  Altess Yannar-Class Destroyer · · · · · · · · · · · · · 33
  Altess Zhokil-Class Battlecruiser · · · · · · · · · · · · 35
  Consortium of Civilized Worlds (CCW) · · · · · · · · · 37
  Consortium Armed Forces (CAF) · · · · · · · · · · · · · 37
  Consortium Ship Technology
  · · · · · · · · · · · · · 37
  CAF Ranks · · · · · · · · · · · · · · · · · · · · · · 38
  Captain-General Horace Shaw · · · · · · · · · · · · · 39
  Notable Ships of the Consortium Armed Forces
  · · · · · · 40
  CAF Araneae-Class Interdictor · · · · · · · · · · · · · 40
  Emancipation-Class Dreadnought
  · · · · · · · · · · · 42
  The Dominators · · · · · · · · · · · · · · · · · · · · · 45
  The End of Everything · · · · · · · · · · · · · · · · · · 46
  Dominator Magic/Technology · · · · · · · · · · · · · 47
  A Dominator Star Fortress · · · · · · · · · · · · · · · 48
  Golgan Republik
  · · · · · · · · · · · · · · · · · · · · 50
  Golgan Republikan Argosy · · · · · · · · · · · · · · · · 50
  Golgan Republik Ranks · · · · · · · · · · · · · · · · 51
  A Notable Argosy Facility · · · · · · · · · · · · · · · 52
  Gaus Elia Binjo, 1st Citizen
  · · · · · · · · · · · · · · 52
  Notable Argosy Ships · · · · · · · · · · · · · · · · · · · 53
  RAJCF-V4.5 Jesstra Fighter · · · · · · · · · · · · · · 53
  Haelra-Class Troop Shuttle · · · · · · · · · · · · · · · 54
  Bindas-Class Cruiser · · · · · · · · · · · · · · · · · · 56
  Sylnor-Class Command Ship · · · · · · · · · · · · · · 57
  Naruni Enterprises (NE)
  · · · · · · · · · · · · · · · · 60
  Pan-Galactic Consignment Fleet · · · · · · · · · · · · · · 61
  Naruni Uniforms and Colors · · · · · · · · · · · · · · 62
  A Notable Naruni Facility · · · · · · · · · · · · · · · 62
  Repo-Bot #400264550 · · · · · · · · · · · · · · · · · 63
  Notable Naruni Ships · · · · · · · · · · · · · · · · · · · 64
  “Fire-Spitter” Attack Ship · · · · · · · · · · · · · · · 64
  Naruni Audit Ship · · · · · · · · · · · · · · · · · · · 65
  Commodity-Class Naruni Super Cruiser
  · · · · · · · · 66
  The Splugorth Kingdoms · · · · · · · · · · · · · · · · 68
  Splugorth Repression Fleets · · · · · · · · · · · · · · · · 68
  Kittani Starship Technology · · · · · · · · · · · · · · 69
  Splugorth Fleet Hierarchy · · · · · · · · · · · · · · · 69
  Upov Esunawey · · · · · · · · · · · · · · · · · · · · 70
  Notable Ships of the Splugorth Fleet · · · · · · · · · · · · 71
  Raider-Class Combat Shuttle · · · · · · · · · · · · · · 71
  Servitude-Class Cruiser
  · · · · · · · · · · · · · · · · 73
  Taskmaster-Class Carrier
  · · · · · · · · · · · · · · · 75
  The Transgalactic Empire (TGE) · · · · · · · · · · · · 78
  The Imperial Armada of the TGE · · · · · · · · · · · · · 78
  Imperial Ship Technology · · · · · · · · · · · · · · · 79
  TGE Ranks · · · · · · · · · · · · · · · · · · · · · · 80
  A Notable Armada Facility · · · · · · · · · · · · · · · 80
  Rylcus Yarrl Adan · · · · · · · · · · · · · · · · · · · 81
  Notable Ships of the Imperial Armada · · · · · · · · · · · 82
  Etherium Stealth Guided Missile Destroyer · · · · · · · 82
  Executioner-Class Battleship · · · · · · · · · · · · · · 84
  United Worlds of Warlock
  · · · · · · · · · · · · · · · 87
  4
  
  The Warlock Navy · · · · · · · · · · · · · · · · · · · · 87
  Warlock Ship Technology · · · · · · · · · · · · · · · 89
  Ranks of the UWW
  · · · · · · · · · · · · · · · · · · 92
  A Notable UWW Navy Facility
  · · · · · · · · · · · · 92
  Kern Haze Pennington · · · · · · · · · · · · · · · · · 93
  Commission Forty-Nine · · · · · · · · · · · · · · · · 93
  Notable Ships of the UWW · · · · · · · · · · · · · · · · 94
  Brightwander-Class Multi-Role Capital Ship
  · · · · · · 94
  Tangent Space Station · · · · · · · · · · · · · · · · · 97
  Sentinel-Series Orbital Weapon Platform · · · · · · · · 98
  Notable Space Weapons & Equipment
  · · · · · · · · · 99
  Cruise Missiles · · · · · · · · · · · · · · · · · · · · · · 99
  EVA Packs · · · · · · · · · · · · · · · · · · · · · · · 101
  Altess Advocate Robot
  · · · · · · · · · · · · · · · · · 104
  Golgan Republikan Guard Armor
  · · · · · · · · · · · · 105
  Argosy G-44 Disruptor Pistol
  · · · · · · · · · · · · · · 106
  Common Auxiliary Ships · · · · · · · · · · · · · · · · 107
  Bullock-Class Orbital Tug · · · · · · · · · · · · · · · · 107
  Cargo Runabout · · · · · · · · · · · · · · · · · · · · · 108
  Dray-Class Fleet Tender · · · · · · · · · · · · · · · · · 109
  Artisan-Class Mobile Dry Deep-Space Dock · · · · · · · 110
  Lifeboat/Escape Capsule · · · · · · · · · · · · · · · · · 111
  Space Magic Spells · · · · · · · · · · · · · · · · · · · 112
  Quick Find
  Altess: Advocate Robot · · · · · · · · · · · · · · · · · 104
  Altess: Armoria Central Robot Repository · · · · · · · · · 32
  Astralfein (planet)
  · · · · · · · · · · · · · · · · · · · · 46
  Automaton War
  · · · · · · · · · · · · · · · · · · · 7 & 38
  Auxiliary Ships · · · · · · · · · · · · · · · · · · · · · 107
  Battlecruiser: Altess Zhokil-Class · · · · · · · · · · · · · 35
  Battlecruiser: CAF Araneae-Class Interdictor
  · · · · · · · 40
  Battleship: Executioner-Class (TGE)
  · · · · · · · · · · · 84
  Battleship: Sylnor-Class Command Ship (Golgan) · · · · · 57
  Black Hole Projector · · · · · · · · · · · · · · · · · · · 47
  Carrier: Taskmaster-Class (Splugorth) · · · · · · · · · · · 75
  Carrier: Brightwander-Class (multi-role, UWW) · · · · · · 94
  Commission 49 (UWW)
  · · · · · · · · · · · · · · · · · 93
  Cosmic Energy Weapons (see The Dominators) · · · · · · 48
  Cosmic Forge (see UWW)
  · · · · · · · · · · · · · · · · 92
  Cosmo-Knights (see The Dominators) · · · · · · · · · · · 46
  Cruiser: Bindas-Class (Golgan) · · · · · · · · · · · · · · 56
  Cruiser: Commodity-Class Super Cruiser (Naruni) · · · · · 66
  Cruiser: Naruni Audit Ship · · · · · · · · · · · · · · · · 65
  Cruiser: Servitude-Class Heavy Cruiser · · · · · · · · · · 73
  Damage Table for Spacecraft · · · · · · · · · · · · · · · 29
  Destroyer: Altess Yannar-Class · · · · · · · · · · · · · · 33
  Destroyer: TGE Etherium (prototype) · · · · · · · · · · · 82
  Dreadnoughts
  · · · · · · · · · · · · · · · · · · · · · · 18
  Dreadnought: Emancipation-Class · · · · · · · · · · · · · 42
  Elder Races (see The Dominators) · · · · · · · · · · · · · 45
  Electric Reactive Armor (see The Dominators) · · · · · · · 48
  Fighters
  · · · · · · · · · · · · · · · · · · · · · · 13 & 21
  Fighter: Fire-Spitter Attack Ship (see Naruni)
  · · · · · · · 64
  Fighter: RAJCF-V4.5 Jesstra Fighter (see Golgans)
  · · · · 53
  Fleet: Altess, The · · · · · · · · · · · · · · · · · · · · · 30
  Fleet: Consortium of Civilized Worlds (CCW) · · · · · · · 37
  Fleet: Dominators, The · · · · · · · · · · · · · · · · · · 45
  Fleet: Golgan Republik · · · · · · · · · · · · · · · · · · 50
  Fleet: Naruni Enterprises (NE)
  · · · · · · · · · · · · · · 60
  Fleet: Splugorth
  · · · · · · · · · · · · · · · · · · · · · 68
  Fleet: Transgalactic Empire (TGE)
  · · · · · · · · · · · · 78
  Fleet: United Worlds of Warlock (UWW) · · · · · · · · · 87
  Goldielox (see Ryan’s Landing) · · · · · · · · · · · · · · 38
  Golgan Leader of the Kultural Revolution · · · · · · · · · 52
  Gravimetric “Slicer” Cannon (Splugorth)
  · · · · · · · · · 74
  Kittani (see The Splugorth Kingdoms) · · · · · · · · · · · 69
  Kydians (see The Splugorth Kingdoms) · · · · · · · · · · 69
  Life-Force Reactors (see The Dominators) · · · · · · · · · 48
  Lords of Entropy (see The Dominators) · · · · · · · · · · 46
  Machine People · · · · · · · · · · · · · · · · · · · · · · 8
  Mach Speed Chart
  · · · · · · · · · · · · · · · · · · · · 22
  Magic: Alchemical Stealth Coating (Splugorth)
  · · · · · · 73
  Magic: Dominator Magic/Technology · · · · · · · · · · · 47
  Magic: Emulative Throwback Shielding (UWW) · · · · · · 90
  Magic: Planet Ghenhey Ruins (UWW)
  · · · · · · · · · · 92
  Magic: Regenerative Hulls (UWW) · · · · · · · · · · · · 90
  Magic: TW Anti-Magic Missile (UWW) · · · · · · · · · · 91
  Magic: TW Force Field (UWW) · · · · · · · · · · · · · · 90
  Magic: TW Hull-Breacher Missiles (UWW) · · · · · · · · 91
  Magic: TW Missiles (UWW) · · · · · · · · · · · · · · · 90
  Magic: TW Negate Mechanics Mini-Missiles (UWW) · · · 91
  Magic: Space Magic Spells
  · · · · · · · · · · · · · · · 112
  Magic Fleet: Dominators, The · · · · · · · · · · · · · · · 45
  Magic Fleet: Splugorth, The · · · · · · · · · · · · · · · · 68
  Magic Fleet: United Worlds of Warlock · · · · · · · · · · 87
  Mass Driver (Splugorth)
  · · · · · · · · · · · · · · · · · 77
  Minion War, The (see UWW) · · · · · · · · · · · · · · · 88
  Neutron Cannons (Splugorth) · · · · · · · · · · · · · · · 72
  Notable Space Fleets of the Three Galaxies
  · · · · · · · · 30
  Orbital Weapon Platform, Sentinel-Series (UWW) · · · · · 98
  Oni, The · · · · · · · · · · · · · · · · · · · · · · · · · 63
  Particle Beam Cannon (TGE) · · · · · · · · · · · · · · · 87
  Prism Laser Cannon (UWW) · · · · · · · · · · · · · · · 96
  Quantum Tracking Mine Dispenser (Golgan)
  · · · · · · · 60
  Quantum Wormhole Drives (see The Dominators) · · · · · 48
  Random Internal (Spaceship) Damage Table · · · · · · · · 29
  Sub-Particle Cannon (UWW Weapon Platform) · · · · · · 98
  Shuttle: Haelra-Class Troop Shuttle (Golgan)
  · · · · · · · 54
  Shuttle: Raider-Class Combat Shuttle (Splugorth)
  · · · · · 71
  Singularity Missile (TGE) · · · · · · · · · · · · · · · · · 84
  Spaceship Classifications · · · · · · · · · · · · · · · · · 13
  Space Station: Tangent (UWW) · · · · · · · · · · · · · · 97
  Star Elves
  · · · · · · · · · · · · · · · · · · · · · 46 & 87
  Star Fortress (see the Dominators) · · · · · · · · · · · · · 48
  Stealth and Cloaking Systems · · · · · · · · · · · · · · · 28
  Stealth: Alchemical Stealth Coating (Splugorth) · · · · · · 73
  Stealth: Etherium Stealth Field (TGE) · · · · · · · · · · · 84
  Sunaj Assassins (UWW, see Pennington)
  · · · · · · · · · 94
  Super-Cannon (Golgan) · · · · · · · · · · · · · · · · · · 59
  Techno-Wizard Devices & Weapons (see UWW Tech) · · · 89
  5
  
  6
  
  The Three Galaxies
  Selected Time-Line
  The First Galactic Era
  20 billion years ago. The First Race creates the Cosmic
  Forge and uses it to fashion the known universe. The First are
  eventually uncreated when The One, the only evil member of
  the First Race, momentarily gets his hands on the Forge. The
  Forge then destroys The One, and goes into hiding while the
  universe burns with “the fires of change.”
  The Second Galactic Era
  5 million years ago. Center, on Phase World, is thought to
  have been constructed. As to whom the builders were, not even
  the native Prometheans seem to know. If they do, they keep this
  data a secret.
  1 million years ago. Ruins are left on Monro-Tet by an un-
  known race.
  100,000 years ago. The oldest surviving galactic records are
  written. Any event prior to this point is lost to conjecture and
  antiquity. The Three Galaxies are populated, at this time, by in-
  numerable, god-like beings collectively called “the Elder
  Races.”
  50,000 years ago. The War Against the Dominators. The
  Star Elves foresee that most life in the Three Galaxies will be ei-
  ther extinguished or set back tens of thousands of years. They,
  themselves, hide away and cloak their planet behind a magical
  shield. The Dominators attempt to circumvent their destiny by
  killing or subduing all the races that would bring about their
  downfall. In the fighting, most of the Elder Races are wiped out.
  At the end of the war, a Black Hole Projector destroys the Dom-
  inator homeworld.
  This is end of the Second Galactic Era.
  The Interim
  50,000 to 10,000 years ago. During this time, The Three
  Galaxies
  becomes
  populated
  by
  monsters
  and
  Alien
  Intelligences. Of particular note, at least six Splugorth set up
  their own empires and take over huge swaths of galactic terri-
  tory. Four of these continue to exist in a reduced form to this
  very day.
  The Third Galactic Era
  10,000 years ago. Humans arrive in the Three Galaxies when
  several ships crash on Terra Prime.
  The Vaast, a race of evil xenophobes, rule most of the Anvil
  Galaxy. They are so cruel that eventually their neighbors band
  together to destroy them. The war lasts 400 years. In a last-ditch
  effort to save their homeworld, they build and launch the battle-
  ship Meganaught.
  6,000 years ago. destroy the civ-
  ilization in the Anvil Galaxy. The few surviving Machinists
  build the Machine Men, who then turn against them. The Star
  Hunters are themselves hunted almost to extinction by the
  Cosmo-Knights.
  5,000 years ago. The Kreeghor overthrow their Splugorthian
  masters and begin the foundations of the Transgalactic Empire.
  The
  Human
  Alliance
  is
  established
  when
  the
  first
  Faster-Than-Light (FTL) ships leave Terra Prime and head out
  into the Corkscrew Galaxy. Humans are fortunate to discover a
  perfectly habitable planet in orbit of their closest stellar neigh-
  bor. It is jokingly named Goldielox, being not too hot, not too
  cold, but just right.
  Center begins keeping a record of all its citizens.
  3,000 years ago. The Noro cause the destruction of their in-
  terplanetary neighbors, the Ironee. This horrific event changes
  their entire outlook on life, and they dedicate themselves hence-
  forth to becoming the peacemakers of the Three Galaxies. There
  are still some Noro renegades, but they are a small minority.
  An unnamed enemy destroys all but one of the Machine Peo-
  ple’s planets. The robots respond by bombing their attackers
  back to the Stone Age.
  1,000 years ago. After centuries of peace, the worlds of the
  Human Alliance are suddenly conquered by “Network,” a mas-
  sive, interplanetary artificial intelligence (AI) that enslaves man-
  kind with robotic hordes. The Outer Colonies organize a
  rebellion to liberate Terra Prime and destroy Network. Thus be-
  gin The Automaton Wars.
  The goddess Ameratsu teaches the Oni the secrets of technol-
  ogy and then leaves them, apparently forever.
  800 years ago. The Automaton Wars come to a close when
  Network’s primary core is destroyed on Terra Prime. Nearly
  three billion humans have died over the course of the conflict,
  and many of the innermost worlds of the Human Alliance are
  devastated. Mankind pledges to never again let self-aware ma-
  chines rise to power anywhere.
  An era of rampant piracy begins across the Corkscrew and
  Anvil Galaxies. Tens of thousands of small, poorly equipped
  bands of raiders ransack every planet they come across. Many
  are humans who have lost everything in the Automaton Wars.
  The bands are highly disorganized, but are so great in number
  that they collectively inflict a great deal of harm upon their tar-
  gets.
  The Altess Armoria begins the Cipher War, wiping out the
  piratical League of Blood, who thought to extort great sums of
  money from the Dynasty. The League is completely destroyed,
  as are their families and friends. This is the last time that the
  Altess fleets see action to the present day.
  700 years ago. The Great Meeting. The Human Alliance
  meets with, and allies itself to, the Noro. This marks the begin-
  ning of the Consortium of Civilized Worlds (CCW). The new al-
  liance
  is
  soon
  tested
  by
  a
  full-on
  invasion
  from
  the
  Transgalactic Empire (TGE).
  The First Great War begins, with the Empire and “Dark
  Tribe” Wulfen on one side, and the Human/Noro/Loyalist
  Wulfen on the other.
  7
  
  500 years ago. The First Great War between the CCW and
  the TGE ends with a treaty signing in the.
  The Lanator Accords, among other things, prohibit the use of
  Weapons of Mass Destruction within the atmosphere of any
  populated planet, and divide the Thundercloud up into various
  territories for expansion.
  With the formal creation of the Consortium, one by one the
  small pirate gangs which had been operating so freely are
  hunted down and either arrested, killed, or forced into hiding far
  from the settled portions of the Three Galaxies.
  450 years ago. The Scramble for the Thundercloud. The
  Consortium begins aggressively settling this, the least explored
  and developed of the Three Galaxies. It does so under a policy
  of “civilizing the stars.” Fearing that they will soon be outnum-
  bered, the Kreeghor do likewise. Hundreds of millions of CCW
  colonists flood into the Thundercloud Galaxy, generally upset-
  ting every indigenous culture they come across.
  400 years ago. The Machine People beg the Consortium
  Congress to admit them as a member race and to protect them
  from Kreeghor domination. The Human delegates, ever leery of
  thinking machines since the conclusion of the Automaton War,
  refuse their request. They bog the hearings down in endless de-
  bate, claiming that these ultra-tech robots will eventually take
  over the CCW. Finally, the Consortium Prime Minister uses a
  legislative veto to overrule the Human Alliance, but it is too
  late. Believing they have no other recourse, the Machine People
  join the Transgalactic Empire to escape annihilation.
  The first discovery of a devastating, explosive crystal sub-
  stance, called killaryte, on planet Kazematt. It is quickly dis-
  cerned that the Thundercloud Galaxy contains more than 80% of
  all killaryte in the known universe. The rush to extract more of
  this unique substance for refinement into weapons-grade explo-
  sive enhancers drives the unabashed planet grabbing in the
  Thundercloud to new levels.
  300 years ago. Someone sets up a penal colony on Exile-7. It
  is not long before the prisoners there overthrow the guards.
  However, since there are no spaceships at the facility, the con-
  victs are stranded. Eventually, a group of powerful mages ar-
  rives to take advantage of the planet’s unusual magic fields.
  250 years ago. The Union of Thought, a collaboration of
  crazed and evil scientists, begins the Voidmaker Project. It is
  believed that they are trying to build a black hole projector simi-
  lar to the one that destroyed the Dominators’ homeworld.
  200 years ago. A group of 2,000 Kittani starships make a
  suicide run at Kreeghor-Tet, capital world of the Transgalactic
  Empire (TGE). They are all destroyed before even reaching or-
  bit.
  100 years ago. On planet Good Hope, a revolution begins in
  the TGE, and it spreads like wildfire. A Doombringer-class
  super carrier is captured, and the Free Worlds Council (FWC) is
  formed. Soon after, a Kreeghor fleet sent to recapture the planet
  is met with an overwhelming number of rebel ships. Included
  among the FWC’s supporters are a great many pirate vessels,
  which play havoc with the more cumbersome Imperial capital
  ships. All of the raiders fly the same flag. It is the largest single
  collection of space pirates seen in over four hundred years.
   are granted probationary CCW (Consortium of
  Civilized Worlds) member status in exchange for their advanced
  nanotechnology.
  Contact with Exile-7 is made by members of the Lohai
  Mercantilus Union. It is not long before a small space port,
  named Pen City, is established as a stopping off point before
  ships try to cross the Void Gulf.
  75 years ago. The fighting begins, on Axis-5, a world located
  between the Free World Council and the TGE. A previous treaty
  known as the Lanator Accords, and the fact that the Consortium
  is watching events there very closely, means the Kreeghor can-
  not slag the planet from orbit like they wish they could. Instead,
  they must send in conventional ground troops. The fighting
  there continues to this day.
  70 years ago. Michael Klass, the Leader of the Free Worlds
  Council (FWC), is assassinated. The Cadre, the elite group that
  rules the Free Worlds Council, never releases the full details of
  this incident to the public or its allies.
  50 years ago. Pirate leader Jelka Ghensi tries to crash land
  on the planet Soribu. In trying to clean up the mess, and keep
  contamination of the indigenous population to a minimum, the
  CCW discovers the Great Complexity, an alien super carrier.
  Captain Ghensi is arrested and sent to a Consortium maximum
  security prison.
  The existence of the Doombringer-class ships is confirmed
  by Consortium intelligence agents. CCW scientists begin to de-
  sign their own “super carrier.”
  30 years ago. Naruni Enterprises begins strip-mining opera-
  tions on planet Hydrosphere.
  The Bushi Federation joins the Consortium of Civilized
  Worlds (CCW), but only out of fear that they will be assimilated
  into the Kreeghor of the Transgalactic Empire (TGE).
  24 years ago. The Consortium completes the Balanced
  Hammond Drive, and begins constructing the Emancipation-
  class Dreadnoughts. These ships are built exclusively within the
  Human Alliance at the shipyards orbiting Goldielox. This causes
  some distress among the other CCW members.
  A border war breaks out between the CCW and the TGE in
  the Anvil Galaxy.
  20 years ago. The CCW/TGE war ends with victory for the
  Consortium of Civilized Worlds. As a result, several new worlds
  are liberated from the Kreeghor, sealing the TGE’s lasting en-
  mity for the CCW.
  The first Emancipation-class dreadnought, CSS Emancipa-
  tion, enters service.
  10 years ago. The Hartigal Combine, a breakaway subdivi-
  sion of Naruni Enterprises, is formed.
  Gaus Elia Binjo becomes First Citizen of the Golgan
  Republik.
  8
  
  Fleets of the Three Galaxies™
  Why Build a
  Space Fleet?
  It is an unavoidable fact: If your species is going to live,
  work, play, do business, or just plain survive in the Three Gal-
  axies, you’re going to need a space fleet. If you don’t have one,
  your race is as good as extinct.
  As societies throughout the Three Galaxies come of age in
  the safe and comfortable bosom of their homeworlds, what is it
  that drives them to slip the surly bonds of their planets and seek
  their destinies among the stars?
  What indeed?
  The reasons are as varied as the societies themselves. It could
  be greed or curiosity, or desperation that drives a people to in-
  vest in a spacefaring navy. At the end, though, it generally boils
  down to one simple thing, the need for natural resources.
  It is an unavoidable fact, survival in the Three Galaxies de-
  pends on the acquisition of resources. Once a technological civi-
  lization reaches the point where its numbers outweigh what its
  homeworld can provide, it faces a critical choice. It can institute
  population control methods a la the Kydians, it can try to con-
  tinue as is and ration out what little remains, or it can look to the
  stars for the new resources it needs. Most of the species pres-
  ently living in the Three Galaxies have chosen the latter.
  This is called “territorial expansionism,” and while generally
  a joyful and exciting time in a society’s history, it can also trap a
  newly minted spacefaring society in a self-perpetuating loop.
  This self-perpetuating loop goes something like this: A society
  goes out into space to collect more resources for its growing
  population. The influx of these assets causes a population explo-
  sion, which then drives the need for further territorial expansion.
  In short, spacefaring races soon become gluttons, gobbling up
  all they can get and staying just one step ahead of disaster. They
  always need more; more space, more planets, more natural re-
  sources and more raw materials to build ever-larger stellar
  fleets.
  This would be fine, except for the fact that the people in the
  next star cluster are doing the exact same thing. Problems then
  arise when the sphere of one expanding empire comes into con-
  tact with another, causing two societies to compete for the same
  finite resources and clash.
  When such an empire comes to realize that it is not alone in
  the universe, the shock can prove overwhelming. The existence
  of “aliens” can undermine religious, cosmological, and govern-
  mental ideals, any of which might cause that race’s downfall.
  The one, inescapable conclusion that arises from contact with
  another spacefaring race is that everyone is compelled by nature
  to survive. So the previous period of expansion can either con-
  tinue hand in hand with new friends, or continue over the
  corpses of the opposition.
  The reality is that any technological race which does not de-
  velop the means to go out into the larger universe will smother
  to death on its home planet. Even if they manage to keep their
  consumption of resources in check with what the world can pro-
  vide, someday their neighbors, who have not followed such a
  policy, will come and take their water. Or their air. Or their
  Killaryte deposits. Hence, even isolationist xenophobes must
  9
  
  construct a fleet of starships, if for no other reason than to keep
  would-be pillagers off their planet.
  So why build a space fleet? Defense from hostile neighbors
  is certainly a good reason, and so is aggressive expansion to
  new worlds. Yet another reason, as stated above, is the quest for
  space and resources. If a race is peaceful and curious, the fleet
  may be highly scientific in nature and used to explore the stars.
  If a species is entrepreneurial, fleets can be used to engage stel-
  lar neighbors in trade. Finally, if a race is overtly insecure about
  itself, they just might build a shiny new fleet for no other reason
  than to keep up with the Joneses.
  Building Your Fleet
  Once the decision to travel to the stars has been made, then
  what? It is all well and good to have the ambition or burning
  need to leave the planet and travel the universe, but how does a
  society actually get there?
  The technologies and know-how needed for even a simple
  “space program,” like that of the United States in the
  mid-Twentieth Century, are incredibly advanced. The best
  minds in naval architecture, materials science, advanced mathe-
  matics, computer, mechanical and chemical engineering and
  other
  more
  esoteric
  disciplines
  are
  needed.
  Innumerable
  man-hours and untold amounts of raw materials can be required
  just for the construction of shipyards and spaceports, to say
  nothing of the ships themselves. If a society can justify the ex-
  pense, and can muster the manpower, the question remains:
  “Where do we start?”
  A new spacefaring society may start slowly, with single-use
  rockets powered by crude yet effective chemical drives. Their
  first forays into space will be to their immediate orbital space,
  and perhaps to a few close-by moons. Mistakes will be made,
  men will lose their lives, and lessons will be learned, but slowly
  and surely the space explorers find their footing and reach fur-
  ther and further into the abyss of space. Artificial satellites may
  slowly begin to fill the skies, and orbital research stations and
  shipyards are constructed. By this point, most newly formed
  space agencies are likely to have made limited contact, if not
  entered into a full-blown dialogue with, any close-by galactic
  neighbors. This may lead to a sharing of information and tech-
  nology, attract trade delegations and political diplomats or, per-
  haps,
  invite
  an
  invasion
  by
  an
  aggressive
  and
  already
  established spacefaring power.
  Whether driven by commerce, exploration or war, once a so-
  ciety reaches the galactic stage, they quickly come to recognize
  the need for their own interstellar starships. This leads to fur-
  ther development in shipbuilding technologies. Ways to quickly
  travel the vast, empty stretches of space between stars must be
  developed. Faster than Light technologies are researched. New
  scientific and engineering disciplines emerge: astrophysics,
  astronautical, graviton and advanced computer engineering,
  xenobiology and xenopathology. Contact with galactic neigh-
  bors, both hostile and friendly, can also spur fast advances in
  weapons and armor technology, with the advent of shield gener-
  ators, ablative hull plates, focused energy weapons and intelli-
  gent munitions.
  These starships can be heavy lifters designed to carry vast
  cargos of trade goods or building materials to other star systems;
  they can be science ships packed to the gunwales with sensors,
  computers and all manner of scientific instruments for the ex-
  ploration of deep space and other star systems; or they can be
  warships, speedy, over-gunned frigates or massive, lumbering
  battleships the size of a small city, ready at a moment’s notice to
  bring their firepower to bear on any and all hostile invaders – or
  opposition to their will. In the course of their usual duties, any
  one of these ship classes can find themselves, in the blink of an
  eye, staring down the guns of a hostile ship, light-years from
  home.
  Fleet Formations
  A driving principle behind all fleet tactics is that of “fire and
  movement,” and any ship’s captain or fleet commodore worth
  his salt must have a strong grasp on the concept of battle space.
  Battle space is the zone around his fleet within which he is con-
  fident of detecting, tracking, engaging, and destroying threats
  before they become a danger. The ability to use battle space to
  its full potential is often the difference between success and fail-
  ure, and this is where the importance of reconnaissance, intelli-
  gence and accurate, long-range sensors comes to light.
  A blind fleet is as good as dead. Whether a speedy fighter or
  a dedicated reconnaissance frigate, reconnaissance vessels are
  vitally important to the survival of a fleet. They are the eyes and
  ears of a fleet, and, as such, are packed with advanced sensors
  and observation equipment, designed to suss out the movements
  of opposing forces and detect the approach of invading fleets.
  They are deployed to the farthest reaches of a fleet’s battle
  space, or deployed alone into hostile space, ahead of a fleet, to
  spy on an enemy’s fleet. These reconnaissance vessels, com-
  bined with the already formidable sensors on the typical space-
  ship of the line, make it incredibly hard to surprise an enemy
  space force.
  The advanced detection systems of the Three Galaxies means
  that a commander must commit to battle, or retreat from it,
  while still as much as an hour away from the combat zone. The
  wake from an FTL engine can be detected out to a distance of
  ten light-years. So defenders know roughly how many ships
  comprise the oncoming fleet, and at what angle of attack it is ap-
  proaching long before it arrives. Similarly, the other common
  drive types in the Three Galaxies, Contra-Gravitonic, Phase
  Drive, and Rift Jump System are limited as to how close they can
  be to the gravity well of a planet. The average distance out is
  about 20,000 miles (32,000 km). So as much as an attacker
  might love to drop out of warp, nuke the enemy’s capital city,
  and speed off again, it is not going to happen. The defenders
  will always have a good idea of where their attackers are drop-
  ping down into Realspace, and will be waiting for them. And
  since the attackers want freedom of movement, this tends to
  eliminate an immediate, orbital attack, because no one wants to
  be caught between a planet and an enemy fleet.
  This is why most conflicts take place in open, interplanetary
  space, also known as “empty space.” The presence of planets,
  moons, asteroid belts, nebulae, Oort clouds, and rings limits the
  opportunities for a space fleet to maneuver. Such objects also
  make it easier for the enemy to predict the location of the attack-
  ing fleet, and make the detection of enemy forces more difficult.
  Freedom of movement is a must. If the fleet cannot move, either
  10
  
  to find a better firing position or to evade incoming fire, it is in
  serious trouble.
  Since a fight will usually take place in “empty space,” with
  nothing to hide behind, ships tend to travel in packs. Even the
  mightiest dreadnought does not stand a chance if it attacks
  alone. Big ships must be protected by smaller ships, which in
  turn are protected and “screened” by fighters and assault shut-
  tles. These multiple layers of defense are collectively known as
  a fleet “formation.”
  Farthest out are the picket ships. Pickets are usually sta-
  tioned at least 1,000 miles (1,600 km) from the main body of the
  fleet. Next out, about 125 miles (200 km) from the flagship, is
  the outer screen, and the inner screen is only fifty miles (80
  km) from the fleet’s main body.
  The size of the fleet determines what size and class of space-
  ships makes up the three layers. In a small attack group, where
  a cruiser is the command vessel, the inner and outer screens will
  be comprised of frigates and destroyers, with space fighters and
  assault shuttles way out on the picket. In a large armada,
  where a carrier or battleship is in charge, the pickets are frigates
  and destroyers, the outer screen is made up of more destroyers
  and cruisers, and the inner screen is composed of heavy cruisers
  and light capital ships like battlecruisers. In the most massive
  of fleet maneuvers, where hundreds or even thousands of ships
  are in motion, the above sub-fleets are grouped together as a
  “carrier fleet,” and may act and move independently of the main
  fleet as circumstance dictates.
  This is obviously a general outline of common formations,
  and some races have strange variations on this theme. The
  Kreeghor, for example, always put their command ship in the
  rear of the formation with no other ships behind it. This practice
  is a natural evolution of a Kreeghor commander’s fear that he
  will be shot or stabbed in the back by his subordinates. The
  Golgans typically fly in a forward-facing “V” shape, with their
  most powerful ship leading. This way, when they have to turn
  around and retreat (as they always assume they will have to do),
  their most powerful weaponry can fire at the enemy unimpeded.
  When the Kittani of the Splugorth Repression Fleets attack en
  masse, they use a formation called the “assault wall,” where
  fighters form a picket for a vertical sheet of ships all stacked in
  rows and columns, enabling them to fire every forward weapon
  they have in one titanic volley.
  Where Do Battles Occur?
  Once a society builds its fleet and leaves its homeworld,
  there invariably comes a time when it faces conflict with one or
  more other spacefaring powers. That conflict may stem from
  acts of aggression, to inadvertently trespassing in a region of
  space the other considers to be his domain, to a simple diplo-
  matic misstep. Thus, space travelers must be prepared to run out
  the guns and defend themselves from another, possibly more ad-
  vanced, space fleet.
  While there are a myriad of factors involved in large scale
  space combat, one constant of galactic warfare is that battles
  usually take place in interplanetary space – or what might be
  considered “open” or “empty space.” There are several reasons
  for this, not the least of which is the nature of Contra-Gravity
  (CG) drives and Faster Than Light (FTL) velocities.
  FTL Combat
  A vessel traveling at FTL speeds is wrapped up in a protec-
  tive cocoon that cancels out the effect of gravitons. The CG
  field, unfortunately, negates the effect of having a variable force
  field. Consequently, a ship can either have shields up and move
  at slower-than-light speeds, or the Contra-Gravity FTL field up,
  but not both.
  An FTL Contra-Gravity field is quite powerful and extends
  outward from the ship’s hull the same distance as that of vari-
  able force fields, about 40 feet (12.2 m). Therefore, when a
  starship moving at FTL speed fires an energy weapon, that en-
  ergy extends out for 40 feet (12.2 m), and leaves the CG field. It
  then undergoes a process called slow-time graviton decelera-
  tion. Simply stated, the beam drops back down into “real space,”
  and the ship, traveling faster-than-light, leaves it behind. Mis-
  siles, space fighters, and kinetic weaponry all suffer the same ef-
  fect. The instant after they are fired or launched, they get left
  behind. This effect of relativity means that combat between two
  ships while in FTL transit almost never happens.
  Battling at FTL speed is not impossible, it’s just danger-
  ous and tricky. If an attacking ship manages to match speeds
  with a target vessel and pulls close enough to it that their CG
  fields are overlapping, it allows for furious, close-range bom-
  bardments, and even boarding actions are possible. Under such
  conditions, the two ships are not moving relative to each other,
  which is to say that from the perspective of the two ships they
  are not moving at all. Broadside weapons can be fired from each
  ship, with attacks landing directly on the other’s unprotected
  11
  
  hull. Attackers from either ship may also perform EVA maneu-
  vers, breech the hull of the enemy vessel, and attempt to board.
  Perhaps needless to say, boarding actions are exceedingly
  rare in FTL transit. Foremost, the maximum distance between
  two ships in such a situation is a mere 80 feet (24.4 m). A false
  (or desperate) move, and the two vessels may collide, and the
  blast radius of many explosives, such as the cruise missile for
  example, is greater than the 40-80 foot (12.2 to 24.4 m) proxim-
  ity of the two battling ships. This means boarding parties outside
  on the hull of either vessel could get caught in the blast radius of
  their own weaponry and other friendly fire. Furthermore, the
  blast of a cruise missile or other weapon with a wide blast radius
  is likely to inflict damage to both the enemy vessel and one’s
  own. In fact, some desperate combatants might engage in such
  insane tactics to convince the other that they would rather see
  their own vessel and crew destroyed than allow the vessel to be
  taken. This may be done in the hopes of getting the other vessel
  to break off the attack, or the captain of the ship may actually
  rather be destroyed than be boarded, or he may be suicidal or
  figure if he’s going to perish then he’s taking his attacker with
  him.
  Space combat can become a very wild and frantic event,
  where fast thinking and bold action may win the battle and rash
  or ill-conceived action can kill everyone!
  Arguably, more than any other space combat maneuver, the
  planning and execution of boarding actions must be precise
  and swift. Such actions might include placing spies aboard an
  enemy vessel or a small, covert, infiltration squad to sabotage
  key systems (propulsion, weapons, etc.) and cripple the enemy
  ship, assassinate key personnel (again, in effect crippling opera-
  tions), or even stealing or causing cargo to be released/dumped
  into space, among other tactics. However, the risk of boarding
  actions, especially during FTL travel, often outweighs the bene-
  fit, so boarding actions are best conducted by crack com-
  mando-style assault teams with plenty of training and drill
  experience, if not actual real world experience.
  Planetary Battles
  Laying siege to an entire world is a massive operation that
  boggles the minds of even of those who participate in it or wit-
  ness the event. It is exceedingly rare due to the unfathomable
  amount of money, resources, and manpower required to “take”
  an entire planet.
  It is nearly impossible to occupy a planet in the way that
  most people think, with massive fleets of spacecraft and
  drop-ships delivering millions or billions of troops to the surface
  and then conducting bombing raids and strafing runs to “soften
  up” the enemy troops and fortified positions. While that can be
  done, there are all sorts of negatives involved. First, bombing
  the crap out of a planet probably destroys many of the resources
  the attacker covets. It also kills millions or billions of people,
  which may eliminate a certain amount of resistance, but also
  leaves dead bodies of people and animals to rot and fester, caus-
  ing worldwide epidemics of disease that affects both enemy and
  attacking troops. Massive, large scale bombings also cause fam-
  ine and destroy the infrastructure.
  Unless an attacker is out for sheer revenge and wants to blow
  the civilization on the planet back into the Stone Age, and/or is
  going for raw resources (i.e., the mining of minerals, stealing
  water, etc.), and the survival of the indigenous people are of no
  concern, bomb away. Even then, if the invader plans on plumb-
  ing any of the bombarded planet’s natural resources, precautions
  must be taken to leave an environment suitable for some level of
  occupation and work. The ecosystems of most planets are much
  more delicate than the average person realizes. Blast too much
  rock, soot and ash into the atmosphere, and you may cause se-
  vere and adverse climate changes, which, in turn, can lead to all
  sorts of related problems – a severe drop or rise in temperature,
  storms, geothermal activity, flooding, drought, and on and on.
  Then there is the matter of cost. Even a modest, distant
  fringe colony – let’s call it Planet X – can have a population of
  up to 100,000 people (see Anvil Galaxy, page 152). Their stand-
  ing military could be as many as 5,000 men and women (about
  5% of their population). Thus, an invading army must land at
  least twice the number of troops in order to even consider an at-
  tempt to subdue the people of Planet X. In fact, conventional
  military wisdom dictates that the invading force should be at
  least three to four times greater than the opposition force. Fur-
  thermore, some portion of the civilian population is likely to
  take up arms and oppose an invading army, so unless the inva-
  sion force is sizeable, say 5-8x greater than the actual military
  defense force, or their technology is vastly superior, trying to
  seize even a colony planet can be a major operation involving
  tens of thousands of troops and considerable resources.
  That is an expensive proposition.
  In the case of Planet X, it would take 2-4 ships the size of
  Packmaster carrier vessels to have a realistic chance of success-
  fully subduing the colony. Just one Packmaster using all of the
  fifty CAF assault shuttles on board, each carrying 100 troopers,
  equals the local defense force. Assuming none of the shuttles
  are intercepted and shot down during their landing run and the
  CAF suffers few casualties, which is highly unlikely, the mini-
  mum cost of taking the planet colony works out to about 27.5
  billion credits in machinery alone – and that’s just for ONE
  Packmaster. Now multiply that number by 2, 3 or 4 times,
  which are the realistic numbers to make a worthwhile invasion
  attempt. These costs spiral further out of control when you fac-
  tor in the costs to maintain, feed, clothe, supply, and care for the
  troops, and much, much more if the invading force must garri-
  son, occupy and hold the planet for any amount of time.
  And then there is the cost of retaliation. First, Planet X be-
  longs to someone else, and that someone else is very likely to
  retaliate by sending its own fleet to liberate and retake its colony
  planet. If the conquering invader intends to hold Planet X for
  himself, then a space battle or limited planet-side attack is com-
  ing. Since it’s only a colony, the massive cost of a planet-side
  siege against a heavily populated, core world does not apply, be-
  cause the attacker laying siege only has to target the few occu-
  pied areas of the colony world and/or the invader’s fleet in
  space. However, retaliation is not likely to stop there. The of-
  fended party (the one who lost their colony world) is likely to
  strike back elsewhere. They might try to take a colony world of
  the invader’s, or attack one or more of its fleets, or a space sta-
  tion or two, or cargo ships in some other part of the galaxy.
  Maybe they’ll do all of the above, or take two colony worlds as
  a show of force or in a display of righteous indignation. That’s
  how wars escalate, and before you know it you are involved in
  an interstellar conflict that could last decades.
  12
  
  Taking and occupying a densely populated and extremely
  precious Core World is even more difficult.
  Using Terra Prime as an example, it becomes painfully obvi-
  ous that planetary invasion is not an easy option, not if you hope
  to preserve most of the people and then leave the world inhabit-
  able.
  Applying very loose numbers, let us assume that the human
  homeworld maintains a standing marine force equal to 5% of its
  population – or about three billion soldiers. First, an invading
  force would have to get past Terra’s standing defense fleet. In
  this case, that includes at least 170 Protector battleships and
  Packmaster carriers, 1,220 Warshield cruisers, and over 2,000
  destroyers and frigates. The number of space fighters involved
  in repelling the invasion force would add up to nearly 72,000!
  Add in the rings of orbiting HI-laser arrays and space stations,
  and the task of destroying Terra Prime’s fleet, not to mention
  actually holding the planet, fully illustrates the pointlessness of
  thinking in terms of “full-scale planetary invasion.” The attack-
  ing party is likely to have to commit nearly all of its own fleet
  and incredible resources toward capturing a single core world,
  and putting all your eggs in one basket is never a wise choice,
  especially in times of war.
  Ground-side offensives do take place in the Three Galaxies.
  However, they are usually leveled against lightly populated
  worlds, planetary colonies, localized targets, the last action of a
  much larger and longer war, or as part of a planetary siege that
  targets several strategic locations in the hope that gaining con-
  trol of them or destroying them would lead to seizing control of
  the core world or most of it. Of course, even if successful, this is
  a tenuous hold over a planet that is brimming with millions, bil-
  lions or even trillions of hostile citizens, their leaders and mili-
  tary personnel hellbent on a) regaining their freedom, b) taking
  back control over their world, and c) kicking the invader off of
  it. And then we are back to the issue of retaliation. Note: Only
  key planets such as Motherhome, Noro-Gor, Terra Prime,
  Kreeghor-Tet, Altess Prime, and Gologo Maxus warrant the
  kind of expenditures and troop dedications that planetary inva-
  sion demands.
  This is what makes attacking small colonies, spacecraft and
  fleets out in the distant reaches of interplanetary or “empty
  space” much more viable and cost effective. The opposition be-
  ing attacked is infinitely lighter and smaller, help for them is
  long and far from coming (if at all), and if you conduct the at-
  tack the right way, and make it fast, nobody may ever know
  who was responsible. This is especially true of raids in which
  the attacking vessels are unmarked and unidentifiable, or those
  attacked are all slain (no survivors is easy to accomplish in outer
  space), or capture all the vessels and crew targeted (even dam-
  aged spacecraft have scrap value, and there are plenty of planets
  involved in the slave trade or needing forced labor) and there is
  no evidence to be traced back to the attacker. Under this circum-
  stance, the ships, crew and cargo just disappear – lost in space.
  Likewise, ghosts don’t talk in the ruins of a shattered space sta-
  tion or the carnage of a space fleet reduced to rubble with no
  survivors, and that’s assuming the drifting wreckage can even
  be located. Think about how difficult it is for rescue and recov-
  ery teams to find wreckage at sea, now multiply that by
  light-years of infinite outer space and you get the idea. Like-
  wise, small colonies can be “slagged” from orbit, raided or
  wiped out long before anybody comes to investigate or rescue
  them; long being days, weeks or months.
  This is why there are established space lanes or zones of
  travel used by transport and cargo vessels: there is safety in (rel-
  ative) numbers, the lanes are regularly traveled so the chance of
  being rescued is vastly increased, and armed patrols (just like
  highway police) also travel space lanes to provide assistance and
  protection.
  Spaceship Classifications
  Fighters
  Space Fighters typically weigh in around 15 tons and have a
  crew of between one and four. Those with four include a pilot,
  co-pilot, navigator/communications officer and gunner.
  Most space fighters are aerospace fighters, meaning they are
  designed for operation in an atmosphere and in outer space.
  Missions range from air and space combat (aerospace superior-
  ity) and interdiction (intercepting and engaging the enemy be-
  fore he can strike an intended target) to escort, reconnaissance
  and electronic warfare. Fighters typically have an aerodynamic
  shape for trans-atmospheric operations, powerful, high-perfor-
  mance engines and carry a wide array of weapons from
  HI-Lasers and GR-Guns to missiles and torpedoes. While their
  offensive and defensive systems pale in comparison to even
  most sub-capital ships, they can often carry ordnance that is out
  of scale to their size. This allows fighters to punch well above
  their weight, and makes them an indispensable tool for force
  projection and combat missions. Note: Flying and fighting the
  numerous aerospace fighters in the Three Galaxies requires the
  Pilot: Space Fighter skill.
  Aerospace fighters are unique in that at their heart, fighters
  are an atavism, a throwback to a different time and a different
  kind of warfare. While fighters are deployed to greater and
  lesser degrees by the majority of major spacefaring powers, mil-
  itary strategists and historians continue to debate, often hotly de-
  bate, the usefulness of fighters in modern military space
  operations.
  The concept of space fighters arises out of the natural techno-
  logical development of most races in the Three Galaxies: they
  started on the ground, take to the air – which is where the con-
  cept of the “fighter” is born – and go from the air into space.
  Thus, the majority of races start off treating space, erroneously
  or not, as just an extension of their homeworld’s atmosphere. If
  they have fighters and bombers in the air, they create fighters
  and bombers in space. It is interesting to note that the same kind
  of transposition is made when a species achieves interplanetary
  or interstellar capabilities as well. Thus, most space fleets be-
  come arranged along the lines of ancient naval traditions.
  This extrapolation, while certainly understandable and ro-
  mantic, is at its core, deeply flawed. In a naval fleet, conven-
  tional aircraft such as fighters, interceptors, and bombers
  operate in a completely different medium from their carriers.
  Jets cannot travel through the water any more than battleships
  can soar through the air. When operating in space, however, the
  medium is the same for the battleship as it is for the fighter
  plane. The question then becomes: If a spacefaring race can
  13
  
  build a 100,000 ton star cruiser with enough weapons to devas-
  tate a city, why bother building space fighters?
  Opponents of space fighters regularly make this argument.
  They also contend that given the sheer size and strength of ships
  of the line, tiny space fighters cannot possibly inflict any signifi-
  cant damage to such large enemy targets. Even the most power-
  ful fighter-based weapon systems do not pose a serious, credible
  threat to any ship that is cruiser-size or larger. They are simply
  too small and lack sufficient penetrating power.
  So, if space fighters are only good for attacking small ships
  like shuttles and other space fighters, why are they built at all?
  Well, there are several answers, some based in practicality and
  others based in tradition and romance.
  The Reasoning for Fighters
  The argument for aerospace fighters is grounded in tradition,
  logic and the nature of most bipedal, sentient life forms.
  1. Fighters are visceral. War is about more than hard, cold,
  advanced technology and firepower. Even among the advanced
  civilizations of the Three Galaxies, most wars are fought, and
  certainly led, by flesh and blood troops. This means there are is-
  sues about morale, motivations, courage, fear and heroic ser-
  vice. The fighter has a long tradition of representing the elite
  and heroes. When a squadron of fighters pass by overhead, ci-
  vilians and soldier cheer. They inspire and motivate. They instill
  a sense of empowerment and make others feel safer or pro-
  tected. They are as much a psychological force as they are
  weapons of war.
  2. The Pesky Fighter. Just as fighters are less effective
  against ships of the line, the big ships are less effective at engag-
  ing them. In short, these tiny targets are difficult to hit with the
  big guns of the big ships. After all, the weapons of sub-capital
  and capital vessels are designed to engage equally large enemy
  targets. However, while space fighters may be able to dodge the
  energy attacks of the big guns and get close to the massive ships
  themselves, opponents insist they are like a swarm of mosqui-
  toes that are little more than an annoyance. Proponents of fight-
  ers retaliate with the argument that the fighters’ “annoyance”
  create a valuable, strategic distraction that might give their fel-
  low combatants in the large ships a slight edge, and sometimes
  that’s all that is necessary to win the day.
  Furthermore, several fighter squadrons working together can
  put a dent in the big starships. They can create small hull
  breaches that create a certain amount of internal chaos inside a
  localized area of the enemy vessel as well as provide a means
  through which a boarding party may enter the big ship.
  3. Focused attacks. Against capital spaceships, fighter
  squadrons can concentrate their attacks on small, strategic tar-
  gets located on the big ships themselves. These focused attacks
  serve to harass and impair the enemy by knocking out individual
  sensor and communication arrays, weapon turrets, docking bays,
  and so on. Likewise, fighters are extremely effective at engaging
  enemy satellites, fighters, shuttles and similar small spacecraft.
  4. Boarding operations. Fighters support boarding parties
  by taking down any nearby, small defensive weapon systems,
  hull defenders, and enemy fighters that might be leveled against
  the boarding operation.
  5. Fighter vs Fighter. The fact of the matter is, most
  spacefaring civilizations deploy fighters. As noted previously,
  the big guns of capital vessels are not well suited against tiny
  enemy attackers, thus you need to engage fighters with fighters.
  In an atmosphere, that may be an aerospace fight versus enemy
  aircraft and aerospace fighters. Likewise, fighters are extremely
  effective against pirates and raiders, who typically use small,
  fast attack vessels, fighters, shuttles, small ships and boarding
  parties.
  6. In planet-side ground assaults, fighters are as effective
  as ever in operations in which the attacker is trying to subdue
  the enemy and not decimate the planet. Under such operations,
  fighters provide air support to ground troops, shuttles and inser-
  tions and extractions, target enemy ground forces, light fortified
  positions, and strategic targets, as well as air to air combat, and
  the function of interceptors, escorts, and reconnaissance.
  7. Fighter pilots are cultural heroes. Whether they are the
  Transgalactic Empire, a space kingdom, or a democratic repub-
  lic, the various dictatorships, police states and civilizations
  across the Three Galaxies all share a special need to create
  heroes. Star fighter pilots are frequently groomed not only to be
  excellent combatants, but to “look good for the cameras.” They
  often become the face of the war and the heroes of the people.
  Within dictatorial regimes, they are the few, the proud, and
  the ones who get extra rations and a decent place to live. They
  have been entirely created by the State, from their smiling sup-
  port of the current Emperor/Chairman, to their steadfast dedica-
  tion in wiping out the enemies of the land. In this case, the space
  fighters have living operators not because of a fear of renegade
  artificial intelligences (A.I.s), but because it helps exert more
  control over the masses. The pilots are trained from a very
  young age, and know nothing of poverty or hardship, provided
  they maintain their abilities and allegiances. They are constantly
  in the public spotlight, shaking the hands of the Supreme
  Leader, signing autographs for school children who want to
  grow up to be just like them, and parading enemy POWs
  through the city square. They are a propaganda tool as much as
  any poster or video message from the government telling the
  people “everything is fine, please do not panic.”
  Likewise, their fighters might even take on a greatness of
  their own. If a ship does particularly well in a certain battle, it
  might be honorably retired from service in a lavish public spec-
  tacle, and put on display for all to see. Perhaps someday, when
  the need is great, it will be brought back into service, rising once
  again to defend the people amidst thunderous applause. In such
  a case as this, it is the machine that matters more than whom-
  ever gets to fly it. The pilot becomes a hero just by being there.
  Problems can arise for dictatorial powers, however, when
  there is a change in government. Such a thing is almost always
  bloody, and the new regime oftentimes decides to get rid of the
  old regime’s “heroes” and start with fresh ones of its own. The
  old pilots are usually jailed indefinitely, executed as traitors to
  the new government/ruler, or sent into permanent exile. Many
  flee the coup, and go on to become much-sought-after merce-
  naries.
  8. Cultural Bias (Caste Systems and Honor). “Sure, we
  could build an ultra-tech guided missile with its own variable
  force field, a maximum Delta V of 99% light speed, and a de-
  14
  
  structive yield of 1000 megatons, but that would be highly
  unsportsmanlike.”
  Certain societies such as the Wulfen, the Seljuk, and espe-
  cially the Oni, use space fighters as a matter of honor. This usu-
  ally comes about in cultures that operate on a Neo-Feudalistic
  Caste System with Lords, Ladies, nobles, and peasants or peo-
  ples who have based their entire society on the concept of per-
  sonal honor. Combat to them is a deeply individual thing, be it
  for duty or glory, and to be “done right” must be done up close
  and personal. Let the lesser classes pilot the battleships and hide
  inside a dreadnought or space station, the real test of a warrior is
  his ability to fight the enemy one-on-one, and at point-blank
  range.
  These pilots are modern day berserkers, samurai or mounted
  Royal Knights. Their fighters may be mass-produced and top of
  the line, highly individual, handcrafted machines or old and
  solid warhorse vehicles passed down through generations. De-
  pending on the race’s religious beliefs, sacrifices might be made
  to the “spirit of the machine,” or to the “ghosts of ancestral pi-
  lots” before battle begins. Seeing Oni Katana fighters sur-
  rounded by candles and incense on the eve of combat is a 1,000
  year old tradition, as is the Wulfen custom of applying the blood
  of a wild Arda Beast smeared on the tips of the wings before a
  major conflict to bring the pilot good luck and many kills.
  These cultures cannot conceive of any other way to do
  things, so ingrained are their ideals and traditions. Thus, fighter
  pilots from such societies can prove to be deadly, even fanatical
  adversaries. To them, the completion of one’s mission or the
  killing of one’s enemy means everything, and they would rather
  die than go home to the shame of defeat. “Come back carrying
  your shield or on it,” is a common sentiment among the pilots in
  these cultures. Even if they should perish in combat, they are
  likely to become renowned heroes who gave the ultimate sacri-
  fice and died with honor.
  9. Phobia of A.I.s (Artificial Intelligences) is common
  throughout the Three Galaxies. One of the first problems in
  maintaining a space fighter force is that it requires pilots, pilots
  who need years of training and millions of credits in govern-
  ment support. It would be simpler and more effective, some ar-
  gue, to replace men and women pilots with advanced computers.
  An artificial intelligence housed in a fighter shell would effec-
  tively be termed a “missile bus” – an ordnance delivery system
  that could take hundreds of Gs in acceleration, never need food
  or rest, maneuver at 94% efficiency right from the day of its cre-
  ation, and accurately deliver its payload over 90% of the time. It
  would also require a neural-type intelligence, able to make leaps
  of logic, create new tactics, and learn from engagements with
  the enemy. This A.I. requirement is precisely why artificial
  intelligences are almost never built, let alone placed in space
  fighters.
  Although robots are common enough in the Three Galaxies,
  they are either drones or savant level A.I.s, incapable of deviat-
  ing from a pre-programmed response. Many cultures have an in-
  herent fear of so-called “thinking machines,” perhaps none more
  so than the humans of the Consortium of Civilized Worlds
  (CCW).
  It was only a thousand years ago that the Human Alliance
  found itself under the rule of the advanced computers that had
  helped them to settle the stars. Even though the humans had suc-
  cessfully risen up and destroyed their machine overlords prior to
  contact with the Noro, the 200 year long have
  scarred humankind in the Three Galaxies forever. CCW humans
  distrust any computer that can outthink them regardless of any
  failsafes that might be in place. TVIA Inspectors from the Hu-
  man Alliance not only search the galaxies for violations of the
  Civilization Compact, but also for rogue or emerging artificial
  intelligences that they feel might threaten the Consortium of
  Civilized Worlds.
  In fact, it was the Human Alliance and their majority of seats
  in the Consortium Congress that repeatedly blocked the admit-
  tance of the Machine People as CCW members. As long as the
  Congress operates on a basis of representation by population,
  any attempt to create vast numbers of self-aware robots or robot
  operated space fighters, will be stopped by the Human Alliance
  time and again. From their unrelenting (albeit traumatized) point
  of view, it is much safer for everyone if there are living, breath-
  ing, controllable people sitting in the cockpits of any space ves-
  sel as opposed to hordes of emotionless robots that might one
  day decide they should enslave or destroy their creators.
  10. Because everyone else has them. Finally, there is the
  harsh reality that if one race uses a certain piece of military
  hardware, then their adversaries and admirers inevitably must
  also have them. Even if they don’t really need it, many govern-
  ments will spend trillions of credits to keep up with the status
  quo or keep from having a technology gap.
  More Space Fighter Combat Applications
  What are fighters good for? Plenty. Against larger ships
  like cruisers and capital ships, a single space fighter is largely
  ineffective. Be that as it may, they are still good for several
  things. For starters, space fighters make an excellent torpedo de-
  livery system. A small fighter armed with one or more anti-
  matter cruise missiles can evade more point defenses than a
  standard missile and shoot its way past enemy fighters. A swarm
  of fighters can also break formation if need be and then reform,
  something a volley of missiles cannot do. A wing of 12 fighters,
  each carrying two torpedoes, can dish out more than 57,000
  points of damage, more than enough to seriously damage or de-
  stroy anything up to the size of a heavy cruiser.
  Space fighters can inflict damage to smaller portions of big-
  ger ships, knocking out point defense turrets, communication
  and sensor arrays, cruise missile launchers, and the like. As a
  general rule of thumb, their weapons can only hurt spacecraft
  whose M.D.C. is 3,500 points or less. This means that although
  a fighter can blow holes in the main hull and take out turrets and
  other smaller targets on a big ship, even thousands of fighters all
  firing away at a heavy capital ship like a carrier will not be able
  to destroy it. However, if those same fighters are rigged to carry
  a full-size nuclear or anti-matter cruise missile, they can inflict
  damage to any M.D.C. structure whose original M.D.C. is
  greater than 3,500.
  It should be noted that any space fighter weapons can dam-
  age variable force fields, regardless of the field’s M.D.C. level.
  Thus, fighters are also good for swarming attacks that whittle
  down an enemy target’s shields so that their battleships can fire
  directly onto an enemy’s hull.
  Of course, space fighters are excellent against other space
  fighters, many of which may be trying to drop anti-capital ship
  15
  
  torpedoes on the player characters own carrier spacecraft. In
  fact, defense against such missile buses is the primary reason
  that space fighters are in use. When in fighter to fighter combat,
  all weapons function normally, with no damage limit or special
  considerations.
  Given the fact that most space fighters can also operate in an
  atmosphere and are transatmospheric, they excel at “orbital air
  strikes.” Units on the ground can target large enemy robots,
  tanks, and structures, giving the exact coordinates to fighters
  high up in orbit. The weapons of a space fighter, while small in
  comparison to a starship, are actually quite large and powerful
  when fired against ground units and can make mincemeat out of
  most tanks and support vehicles. Likewise, fighters are able to
  intercept combat troop shuttles with ease.
  Space Shuttles
  Shuttles average between 1,000 and 2,000 tons and are typi-
  cally of rugged and highly modular design. Most are some type
  of transport or cargo hauler. The shuttlecrafts’ ability to fill nu-
  merous roles from bulk hauling to military logistics makes these
  versatile little ships the most common type produced in the
  Three Galaxies. A full two-thirds of the annual output from ma-
  jor ship builders like Naruni Enterprises and Osbourne &
  Thrustweight is made up of shuttle-class hulls. While normally
  unarmed and lightly armored, shuttles usually have robust
  power plants and strong keels that lend themselves well to being
  upgraded with weapon systems and heavier armor. If shuttles
  have a unifying design feature, it is their usually cavernous
  cargo holds. Whether configured for carrying passengers, pallets
  of freight, machinery or armed soldiers, shuttles have a general
  tendency to carry more than appears possible at first glance.
  Note: Flying the numerous shuttles in the Three Galaxies re-
  quires the Pilot: Small Spacecraft skill.
  Ships of the Line
  Ships of the line are the bread and butter warships of the
  Three Galaxies. Ranging from a few hundred feet/meters to over
  two miles (3.2 km) in length, these warships come in a dizzying
  array of configurations and fulfill the majority of the roles in the
  Galaxies’ spacefaring navies. Spaceships of the line are divided
  into three general classes; light and versatile sub-capitals, pow-
  erful capital ships, and the rare and massive super-capitals.
  These ships can carry hundreds or thousands of men, fighters,
  robots and vehicles, and wield planet shattering weapon sys-
  tems. All of this is overseen by leading edge technology and the
  finest men and women their respective empires can muster.
  Sub-Capital Ships
  Sub-capital vessels are by far the most common of the ships
  of the line. Relatively cheap to produce and easy to maintain,
  sub-capitals fall into three general categories; frigates, destroy-
  ers and cruisers, and there are numerous variants within these
  classes. Since they tend to be lightly armed and armored, at least
  in relation to their capital and super-capital cousins, sub-capital
  ships tend to rely on massed formations of mixed hulls. A good
  mix of frigates, destroyers and cruisers can stop most task forces
  composed of sub-capital and capital spacecraft in their tracks.
  Frigates (FR)
  Frigates are the smallest and quickest of the sub-capital ships
  of the line. Typically between 100 and 500 feet (30.48 to 152.4
  m) long and with a mass of no more than 15,000 tons, they are
  essentially up-armored and up-engined shuttlecraft. These ships
  fill a number of support, logistics and escort roles within the na-
  vies of the Three Galaxies. Common missions performed by
  frigates include system patrol, blockades (or blockade running)
  and reconnaissance.
  Destroyers (DD)
  Destroyers are essentially frigate-class hulls outfitted with
  the types of drives and weapon systems usually found on cruis-
  ers. They are fast, hardy ships designed for a number of special-
  ized roles within their fleets. Destroyers are typically built in
  one of two different configurations, either as Guided Missile
  Destroyers (DDG) or Destroyer Escorts (DDE).
  Guided Missile Destroyers, such as the widely feared and
  respected Berserker class of the Imperial Armada, are dedicated
  ship killers meant to go toe to toe with larger sub-capitals and
  even capital ships. They typically carry numerous cruise mis-
  siles or torpedoes and have fire control systems sophisticated
  enough to launch their entire payload in seconds. These ships
  are designed to get into a fight quickly, unload their ordnance at
  relatively close range and jump away. To this end their captains
  and crews tend to be highly skilled at fast strike, hit and run tac-
  tics, and unchecked, can cause trillions of credits worth of dam-
  age to an enemy fleet.
  Destroyer Escorts trade in their heavy missiles for dozens of
  High Intensity (HI) Laser or GR-Cannon anti-aerospacecraft
  batteries. Escorts are designed specifically as an anti-fighter/
  anti-shuttle platform and are used in both offensive and defen-
  sive roles within a fleet.
  In their defensive role, Escorts work in groups, screening
  larger ships like cruisers and battlecruisers from incoming fight-
  ers and assault shuttles.
  In their offensive role, Escorts are either used to engage en-
  emy fighters and small ships directly, or to provide covering fire
  for friendly fighter squadrons.
  In either role, they are expected to hold the line and take part
  in long engagements and drawn-out slugfests with dozens of
  fighters and shuttles. Due to the expectations put on them, their
  shields and armor are more durable than those used on their mis-
  sile carrying cousins.
  Cruisers (C)
  Cruisers are tough and versatile warships of medium ton-
  nage, typically between 500 and 1,500 feet (152.4 to 457.2 m) in
  length, and are the backbone of most spacefaring navies. Thanks
  to their large drives, they have a long touring radius and they
  carry a wide array of anti-ship and anti-installation weapon bat-
  teries. Cruisers are produced in light (CL) and heavy (CH) vari-
  ants, and are designed to fill a multitude of roles without having
  to alter their weapon or crew configurations.
  16
  
  Light Cruisers (CL) are commonly used in interdiction, pa-
  trol and long-range reconnaissance roles in hostile areas of
  space. Their heavy armor and powerful anti-ship batteries give
  them adequate protection and allow them to readily engage tar-
  gets of opportunity. In fleets, they can be found in the inner line
  of ships, flying escort for battleships and carriers, and protecting
  their larger siblings from other sub-capital ships. Light cruisers
  are also excellent anti-pirate platforms, and are commonly used
  to ferret out and destroy piracy and smuggling operations.
  Heavy Cruisers (CH) are the largest, and arguably the most
  dangerous, of the sub-capital ships of the line. These heavy hit-
  ters carry numerous high-caliber weapons and heavy missile
  batteries and can usually be found at the heart of small task
  forces made up of other sub-capitals and small ships. Unlike
  their lighter sisters, heavy cruisers often carry an air wing made
  up of aerospace fighters and powered armor. These air wings,
  combined with powerful point-defense batteries, allow heavy
  cruisers to quite handily protect themselves and their task forces
  from opposing fighters and other smaller sub-capitals. The Con-
  sortium Armed Forces’ Warshield Cruiser is a fine example of
  the strength and versatility of the average heavy cruiser.
  Capital Ships
  Capital ships are the heavyweights of the spacelanes. Heavily
  armed and armored, capital ships are very expensive to build
  and crew, and are typically designed for a specific role like the
  Packmaster carriers or Araneae interdictors. Thanks to the in-
  tense amount of men and materiel that go into fielding these be-
  hemoths, they are much less common than sub-capitals like
  cruisers and destroyers. Only the most powerful and wealthy
  power blocs in the Three Galaxies can justify the expense of
  fielding these massive ships in their fleets, and even then they
  are used sparingly and with great caution.
  Battlecruisers (BC)
  Sometimes referred to as “pocket battleships,” battlecruisers
  are a half-step between cruisers and battleships. The smallest
  recognized class of capital ship, battlecruisers range between
  1,500 and 2,500 feet (457.2 to 762 m) in length and typically
  weigh between one million and eight million tons. Battlecruisers
  are typically smaller and lighter than battleships, but are
  equipped with battleship-class drives and weapon batteries,
  making for an incredibly fast and lethal ship.
  17
  
  Battleships (BB)
  Battleships are heavily armed and armored capital ships with
  an average length between 2,000 and 4,000 feet (609.6 to 1,219
  m), and a mass of 10 to 20 million tons. Much like cruisers, bat-
  tleships are multi-purpose warships designed to fill numerous
  roles within a fleet. Typically the designated heavy hitters of
  any fleet or task force, battleships are heavily armored and carry
  some of the most devastating weapons in the Three Galaxies.
  They are designed to take part in massive, extended fleet battles
  and to withstand the withering amounts of fire that would melt a
  sub-capital ship to slag.
  Carriers (CV)
  Carriers are dedicated troop and/or aerospace vehicle carri-
  ers. The second largest recognized ship class in the Three Gal-
  axies, dwarfed only by the massive dreadnought-class super-
  capital ships, carriers average between one and two miles (1.6 to
  3.2 km) in length and can weigh hundreds of millions of tons.
  These ships carry hundreds of fighters, robots and power armor
  and thousands of troops. Due to their size and expense, carriers
  are relatively rare among the major spacefaring navies. They are
  used conservatively, and usually only sent into a conflict in the
  case of an all-out war.
  Super-Capital Ships
  Dreadnoughts (DRD) are the biggest ships currently in exis-
  tence, with the notable exception of the Dominator Star For-
  tresses. A ship of this class usually weighs in at over 100
  million tons, and measures anywhere from one to three miles
  (1.6 to 4.8 km) in length. They are so powerful and so compli-
  cated, that the average construction time for a single ship is five
  years. The Transgalactic Empire (TGE) currently has twenty-
  one ships of the Doombringer class, the Free World Council
  (FWC) commands one of the same design. The Consortium of
  Civilized Worlds (CCW) is trying to catch up as best it can, but,
  so far, only twelve of the new Emancipation-class vessels have
  been built.
  Dreadnoughts are the least common type of starship in the
  Three Galaxies, in large part because of their crippling cost.
  Using slave labor and the aid of the Machine People, who nei-
  ther care about money nor require sleep, the TGE can build a
  dreadnought for a paltry 50 billion credits. For just about every-
  one else, however, constructing one of these ships can run into
  the trillions. Development and construction of the Emancipa-
  tion-class ships have cost the Human Alliance a staggering 856
  trillion credits. To put this in perspective, the Gross Domestic
  Product for all of Terra Prime is 400 trillion credits per annum.
  Thus, in order to match the Kreeghor, the Human Alliance has
  spent all the money in the world. Twice.
  18
  
  Creating
  New Starships
  Some thoughts by the author
  Whether your adventures focus on the movements of massive
  stellar fleets, or are simply about the intrepid crew of one little
  ship, players and Game Masters alike are going to want to come
  up with their own ship designs at some point. Until now, there
  have been a few different ways to go about this. The Aliens Un-
  limited™ Galaxy Guide™ and Mutants in Orbit™ are the
  two most often used, but neither is quite right for the Phase
  World® setting without a bit of modification and math on the
  part of the would-be spaceship builder. So, when it came time to
  compile this sourcebook, a set of ship building “guidelines” was
  a must have.
  Instead of hard and fast rules, below you will find some gen-
  eral guidelines for inventing new spaceships for the Three Gal-
  axies. If you follow them closely, along with the ship equipment
  list on pages 152-157 of Rifts® Dimension Book 2: Phase
  World®, the resulting new design should be fairly balanced for
  game play and yet still be very individual. If you stray from the
  guidelines a bit, then you’ll have to come up with a good story
  as to why this particular ship is so fast, or so heavily armed, or
  what have you. But that back-story just might be the seed for
  countless adventures in itself.
  Creation Questions
  Before you even start to load it up with laser turrets, or figure
  out how much damage it will do if you fly it into a building,
  there are several questions that should be asked and answered.
  In a way, these are a lot like the questions that should be asked
  whenever a new character is created. The more detailed the
  ship’s background, the more it will be like an extra member of
  the adventuring party, instead of some intergalactic taxi that no
  one really cares about.
  1. How big is the ship? What kind of new ship are you
  building anyway? Is it a space fighter, a cruiser or a massive
  dreadnought?
  The general type of ship will determine what it can and can’t
  do, how much cargo it can lug around, and how many weapon
  systems it can mount. If the ship is being built at the beginning
  of a new Phase World® campaign, this might also give a great
  deal of insight as to just who the player characters are as well. If
  the ship is a massive vessel, maybe our heroes are CCW engi-
  neers, highly trained and well paid. If it is smaller, they might be
  aspiring inventors or mad scientists out to prove a theory. If the
  ship is a prototype, and an unproven one at that, you’re going to
  need some daring pilots to give it a proper shakedown.
  2. What is the ship’s main function? Is this to be a cargo
  ship, or a ship of war? Maybe it is being built to go into deep
  space for years at a time and explore the unknown galactic
  cores? Could it be a colony transport?
  Starships in Phase World® are built for fairly specific tasks,
  so deciding what you really want your ship to be good at (speed,
  firepower, stealth, etc.) will help focus the rest of the design.
  3. Who built it?
  This helps determine not only how the ship looks, but what it
  is capable of doing and handling. A Naruni fighter will be quite
  unlike one built by the Transgalactic Empire (TGE), and an
  Altess cruiser will be an entirely different animal than one built
  by the Consortium of Civilized Worlds (CCW). This can also be
  a great avenue for adventure depending on whether the new ship
  is legal or not. Many governments won’t allow “Joe Citizen” to
  own and operate a combat spacecraft. Likewise, certain re-
  sources such as advanced computer cores, guided missiles and
  heavy armor may or may not be available depending on where
  the ship is built and who builds it.
  4. How old is it? When was the ship built? Is it ancient and
  well worn, or an unproven prototype?
  This can be where the ship takes on a character of its own. If
  it is an ancient relic, say, 1,000 years or more, what kind of con-
  dition is it in? Is it somehow perfectly preserved, or is it a float-
  ing wreck just waiting for a talented engineer to fully restore it?
  A ship only a few hundred years old might be a reliable
  clunker that looks worse than she really is (a nice surprise when
  trying to outrun pirates or outgun an attacker). Or she might be a
  clunker in constant need of repairs. This could be especially
  problematic if systems stop working in the middle of a battle or
  escape attempt. Furthermore, this vessel is likely to have had
  several owners and a potentially interesting history that could
  lead to adventure or trouble. Working out the ship’s history is
  not only fun, but also gives a Game Master enough ideas to run
  a dozen adventures.
  If the spaceship was first built more than ten years ago,
  chances are it has had at least one previous owner. Who was that
  owner, and what did they do to the ship before you got it? Could
  there be hidden, undelivered contraband somewhere in the hull?
  Will old enemies come looking for the new owners? Again,
  working out the ship’s history is not only fun, but also gives a
  Game Master enough ideas to run a dozen adventures.
  If the ship is new, it could have serious design flaws, or it
  could be so advanced that governments and corporate forces are
  sent to “appropriate” it for study. Or the vessel could just be a
  shiny, new, reliable spacecraft the player characters can count
  on.
  5. What’s wrong with it?
  Even a fresh-off-the-lot spacecraft can have a few little nig-
  gling things wrong with it that can bug the hell out of the player
  characters. These don’t have to be major design flaws either.
  Something as simple as not enough headroom for creatures eight
  feet (2.4 m) or taller, a blown speaker in the stereo system, or
  that annoying sympathetic vibration when she hits 4 light-years
  per hour is enough to be fun and annoying.
  6. What is the vessel’s name, and why?
  Ships have names for many reasons. They are call-signs, pet
  names, inside jokes, the name of an old girlfriend, the name of a
  current girlfriend, and easy identifiers. Ships are often named
  for superstitious reasons. Even in an age of high technology and
  19
  
  FTL travel, most Spacers won’t fly on a ship that doesn’t have a
  name because it brings bad luck. Starships that are part of a full
  navy are named so that the crew serving on board cares about its
  well-being. Think about it, would you be more willing to give
  your life in defense of the NX-74205, or the Defiant?
  Your new ship, no matter its age, needs a name. It can be
  cute, ironic, personal, or mysterious. My first car was called
  Sigmund for reasons that are far too complex to go into here.
  Everyone knew it as such, and because it had a name, it was
  more like a good friend than a car and means of transportation.
  I’m certain we all died a little inside when Sigmund was finally
  laid to rest, but no one would have much cared if we had just re-
  ferred to it by its VIN number.
  – Braden Campbell
  General Rules of Thumb
  Below are just a few generalizations to keep in mind when
  designing new spaceships for your game. More specific notes
  are found below, divided by ship class and size.
  Spacecraft that utilize a contra-gravity engine for sub-light
  speeds are technically full transatmospheric vehicles, but in
  practice, most ships larger than a cruiser will either move so
  slowly within an atmosphere that it’s just not worth it, or are
  built in such a way that they would collapse under their own
  weight if they landed on a planet.
  Contra-gravity engines eliminate G-force stress on all crew
  members and pilots.
  Point defense systems built into major military starships of
  sub-capital size or larger will have an additional ladar suite that
  helps them track incoming missiles. This gives the point de-
  fenses a +2 to strike, in addition to bonuses from the Weapon
  Systems skill.
  The Free World Council (FWC) lacks the ability to build
  starships from scratch, since most of their limited budget is di-
  rected to their ongoing war effort. They can, however, repair
  and upgrade any vessel they get their hands on. FWC ships are
  bought from independent companies such as Naruni Enterprises
  and Draygon Industries, or will be the equivalent of pirate ships.
  The Consortium of Civilized Worlds (CCW) refuses to
  provide the FWC with any kind of starship that is easily recog-
  nizable as being part of the Consortium fleet. This includes de-
  commissioned Scimitars and Warshields. However, the Free
  World Council (FWC) may use any kind of liberated Imperial
  and Wulfen ship, such as the Hunter Destroyer and the Flying
  Fang.
  The Kreeghor still have a “live fast, fight hard, die young”
  attitude. As a result, their aerospace fighters are less heavily ar-
  mored than their Consortium counterparts by an average of 150
  M.D.C. points!
  The Kreeghor have yet to build a long-range interceptor,
  perhaps indicating that they don’t feel it necessary.
  The Kreeghor TGE combat shuttles are expected to take
  enormous amounts of ground fire as they descend. On average,
  these shuttles have a main body M.D.C. higher than any other
  power bloc (between 200 and 1500 points more). However, their
  extra plating makes them very slow, with an average speed of
  Mach 4.
  Kreeghor Imperial sub-capital and capital ships always
  have less M.D.C. than Consortium (CCW) vessels.
  The Golgans lack the ability to produce automated turrets as
  mentioned elsewhere, nor can they create reliable anti-matter
  systems.
  Ships from the United Worlds of Warlock (UWW) always
  have an Armor of Ithan spell of some kind rather than the more
  commonplace Variable Force Field.
  Ship Construction Note: The current “top out” mass for
  starships is 60 million tons. The ship cannot be more than 6,000
  feet (1828 m) long, wide, or high. To build it any bigger re-
  quires either a Kelthrot Harmonic Field, or a Balanced
  Hammond Drive, both of which are classified military secrets.
  These limitations do not apply to the Star Hives or the ships of
  the Elder Races.
  Ship Construction Note: The “top speed” for a ship at FTL
  is eight light-years per hour. Anything faster must use a com-
  pletely new engine design. This limitation does not apply to the
  Altess or the ships of the Elder Races.
  Ship Construction Note: The guidelines that follow do not
  cover the organic ships used by the Star Hives or the Necrol.
  Nor are they applicable to the Demon Ships that are being en-
  countered during the Minion War.
  Building Fighters
  and Shuttlecraft
  Aerospace fighters are small, one-, two- or four-manned
  combat machines typically the size of an atmospheric jet fighter.
  They are designed to handle a range of combat missions, from
  interception and dogfighting to surgical strikes, troop support,
  and taking and holding space or “aerospace superiority,” and
  come in a dizzying array of shapes and styles depending on their
  primary mission. Fighters are generally transported to and from
  combat in dedicated carrier ships (battleships, carriers and
  dreadnoughts), but most sub-capital and capital ships carry at
  least one squadron (12-24 fighters) for repelling hostile shuttles
  or other small ships.
  Standard Avionics, Equipment & Features
  for Space Fighters and Shuttlecraft
  1. Ladar: Aerospace fighters and shuttles are equipped with
  a powerful LADAR (Laser Detection and Ranging) system that
  can track multiple targets in all kinds of weather as well as
  space. The LADAR can also focus its emissions to overload en-
  emy sensors. This gives the ship a limited electronic attack ca-
  pability and requires an Electronic Countermeasures skill roll. If
  the character doesn’t have the Electronic Countermeasures skill,
  the Sensory Equipment skill can be used, but at a -15% penalty.
  A successful roll suppresses enemy RADAR/LADAR for 2D6
  rounds. While suppressed, the enemy loses one attack, is -10%
  to all piloting skill rolls, and is -3 to strike and dodge. LADAR
  has a range of 1,500 miles (2,400 km) and can track up to 60
  targets.
  20
  
  2. Communications: Wideband and directional radio com-
  munication system with built-in scrambler that transmits both
  voice and cockpit video. Range is 2,000 miles (3,200 km) but
  can be boosted indefinitely via satellite relay. Secure laser com-
  munication with a range of 250,000 miles (400,000 km).
  3. Tactical Computer System: All fighters have a powerful
  on-board computer system that handles all targeting and combat
  data collection. The combat computer collects data from all sen-
  sors, stores it and then displays the information on the pilot’s
  HUD.
  4. Motion Detector and Collision Warning System: De-
  tects objects within 5,000 feet (1024 m) and alerts the pilot of an
  impending collision with an alarm and flashing red light; triple
  the range when fast moving objects are on a collision trajectory
  (providing 2D6+6 seconds to respond/take evasive action).
  5. Ejection Seat: There are two separate ejection systems in
  fightercraft. The first is the Atmospheric Ejection System that is
  a traditional zero/zero ejection seat that exits through the can-
  opy. The second system is for use in space, where the entire fu-
  selage
  from
  behind
  the
  pilot’s
  compartment
  forward
  is
  jettisoned. This escape capsule retains the fighter’s life support
  system and protects the pilot from both vacuum and enemy fire
  while waiting to be recovered. Shuttles typically have no ejec-
  tion system, and passengers and crew have to resort to bailing
  out in emergency EVA suits.
  6. Infrared Sensors: An array of passive (Infrared Search
  and Track) IR systems that allow the pilot to fly in darkness and
  inclement weather with no penalties. Range is 5 miles (8 km) in
  outer space.
  7. Multi-Spectral Weapon Sight: This system combines
  FLIR (forward looking infrared), passive night vision and a
  thermal imager to allow the fighter to fly and fight effectively in
  any environment. Range is 5 miles (8 km) in outer space and
  grants a +1 to strike with all weapons.
  8. Tactical Camera: This camera, called the “gun camera”
  by pilots, can record up to 180 minutes of footage into memory
  that can later be downloaded and analyzed. This footage is usu-
  ally used in training and combat analysis. It sees directly ahead
  along the axis of the fighter’s main weapon, and can either be
  controlled by the pilot or set on auto-record.
  9. Tactical Life Support: Fighters and shuttles have pressur-
  ized pilot or crew compartments with an internal oxygen supply
  good for 48 hours. This can be stretched to a week through the
  external oxygen intakes. The intakes are equipped with scrub-
  bers to filter out chemical and biological agents. The pilot can
  hook the life support from his flight suit to the on-board system
  to extend his personal oxygen supply. They also have heat and
  radiological shielding to protect the pilot from damaging radia-
  tion common to the environment of outer space.
  10. Distress Beacon: Broadcasts a distress beacon on an en-
  crypted frequency. Range is 250 miles (400 km) in atmosphere,
  or 25,000 miles (40,000 km) in outer space.
  11. Electronic Countermeasures (ECM): A combination of
  sensor jammers, radio-pulse flares and old-fashioned chaff dis-
  pensers. This system serves to protect fighters and shuttles
  against being detected by targeting systems as well as from in-
  coming missiles. When active, these systems impose a -10%
  penalty to anyone trying to target a fighter or shuttle using the
   skill, and cause missiles to lose any targeting
  bonus. Other fighters and missiles are -3 to strike a shuttle or
  fighter with active ECM.
  12. Self Destruct: A last ditch effort to prevent capture of the
  fighter or shuttle. The blast is largely contained, and destroys
  the ship and all of its systems, but only 3D6x10 M.D. is inflicted
  to everything within a 25 foot (7.62 m) radius.
  Fighter Design Notes
  Fighters may have a Main Body M.D.C. no greater than
  800. If the ship is built with variable force fields, their value
  may be no greater than 200 points per side.
  The fighter’s top speed in space can be no greater than
  Mach 16, unless the design includes special, additional thrusters.
  When operating in an atmosphere, that speed is roughly cut in
  half. Designers may adjust that number up or down by a factor
  of two.
  Naruni Enterprises prefers a distinct separation between their
  traditional atmospheric fighters and their space fighters, as it
  forces militaries to purchase two ships to do the work of one
  aerospace fighter. Naruni space fighters see their space speed
  reduced to Mach 2 or 3 in an atmosphere.
  Space fighters are never built with FTL capabilities as it
  is seen as economically unfeasible.
  Space fighter weapon systems. Fighters are usually armed
  with a number of weapon systems that are generally out of pro-
  portion to their small size. When designing a new type of
  fighter, these systems are divided into Primary, Secondary, and
  Missile systems. All of these are selected from the Light cate-
  gory of weapons (Phase World®, pages 153-155), with short
  and medium-range missiles counting as Light weapons.
  A fighter may be built with up to four Primary weapons,
  whether focused energy weapons like lasers, GR guns or Naruni
  plasma cartridge weapons. These weapons are always “fire-
  linked” so that they can be fired individually or in unison, which
  allows a fighter to bring an immense amount of killing power to
  bear on a single target.
  A fighter may have no more than two Secondary weapons
  and may carry any number of mini-missile launchers, but the to-
  tal payload must be an even number, and cannot exceed 32 mis-
  siles. Short- and medium-range missiles may be added into the
  mix, usually mounted on hardpoints under the fighter’s wings or
  fuselage. A space fighter may carry as many as eight short-range
  or four medium-range missiles. Long-range missiles are not an
  option.
  Fighter-Bombers. Some fighters, like the Naruni Fire-Eater
  or Draygon Industries Nova, are designated as attack craft
  dubbed “fighter-bombers.” They are usually larger and slower
  than the traditional fighter by 20-30% and are designed to carry
  high-yield, long-range missiles or torpedoes. The primary mis-
  sion of fighter-bombers is the destruction of space stations and
  capital and sub-capital ships. They are heavily armored with
  powerful shields designed to shrug off a large ship’s point-de-
  fense systems, and are the only fightercraft able to carry missiles
  with anti-matter and some of the more exotic warheads. They
  are usually deployed, en masse, from carrier ships or space sta-
  tions, and pose a very serious threat to any space vessel smaller
  than a battleship. Fighter-bombers, sometimes referred to sim-
  21
  
  ply as “Attack Craft,” may not have a
  , and can not have more than
  weapon systems, and have no Secondary weapon systems.
  Fighter-bombers can carry up to 20 medium-range missiles or
  16 long-range missiles, but no more than that. Note that the
  long-range missiles replace the medium ones, and are not in ad-
  dition to them. In the alternative, fighter-bombers may be outfit-
  ted with up to six cruise missiles of any type.
  Brief Summary of
  Notable Space Fighters
  Note: Most of these fighters appear in other Phase World®
  titles.
  Fighter Designation/Name: Black Eagle
  Main Body Value: 800 M.D.C. +200 M.D.C. per side from
  force fields.
  Best Speed: Mach 16.
  Dimensions: 14x32x45 feet (4.3 x 9.7 x 13.7 m).
  Primary Weapon of Note: Lasers: 4D4x10 M.D.
  Fighter Designation/Name: Broadsword
  Main Body Value: 550 M.D.C. +200 per side from force fields.
  Best Speed: Mach 9.
  Dimensions: 10x30x50 feet (3 x 9.1 x 15.2 m).
  Primary Weapon of Note: Cartridge Guns – 3D6x10 M.D.
  Fighter Designation/Name: Dragon Fang
  Main Body Value: 500 M.D.C. +200 per side from force fields.
  Best Speed: Mach 15.
  Dimensions: 12x32x32 feet (3.6 x 9.7 x 9.7 m).
  Primary Weapon of Note: Particle Beam – 3D6x10 M.D.
  Fighter Designation/Name: Fire Eater
  Main Body Value: 550 M.D.C. +200 per side from force fields.
  Best Speed: Mach 10.
  Dimensions: 12x30x40 feet (3.6 x 9.1 x 12.2 m).
  Primary Weapon of Note: Cartridge Guns – 3D6x10 M.D.
  Fighter Designation/Name: Flying Fang
  Main Body Value: 480 M.D.C. +200 per side from force fields.
  Best Speed: Mach 10.
  Dimensions: 14x40x40 feet (4.3 x 12.2 x 12.2 m).
  Primary Weapon of Note: Lasers – 2D6x10 M.D.
  Fighter Designation/Name: Jestra
  Main Body Value: 300 M.D.C.
  Best Speed: Mach 10.
  Dimensions: 7x20x40 feet (2.1 x 6.1 x 12.2 m).
  Primary Weapon of Note: Disruptors – 2D6x10 M.D.
  Fighter Designation/Name: Katana Fighter
  Main Body Value: 600 M.D.C. +300 per side from force fields.
  Best Speed: Mach 14.
  Dimensions: 12x40x50 feet (3.6 x 12.2 x 15.2 m).
  Primary Weapon of Note: Particle Beam – 2D6x10 M.D.
  Fighter Designation/Name: Nova Bomber
  Main Body Value: 600 M.D.C. +200 per side from force fields.
  Best Speed: Mach 18; uses additional thruster packs.
  Dimensions: 16x54x48 feet (4.9 x 16.4 x 14.6 m).
  Primary Weapon of Note: Lasers – 4D4x10 M.D.
  Fighter Designation/Name: Scorpion
  Main Body Value: 550 M.D.C.
  Best Speed: Mach 18 – uses additional thruster packs.
  Dimensions: 10x31x34 feet (3 x 9.4 x 10.3 m).
  Primary Weapon of Note: Rail Guns – 4D6x10 M.D.C.
  Fighter Designation/Name: Shadow Bolt
  Main Body Value: 400 M.D.C. +180 on three sides from force
  fields.
  Best Speed: Mach 9.5.
  Dimensions: 13x40x50 feet (3.9 x 12.2 x 15.2 m).
  Primary Weapon of Note: Lightning Rod – 1D6x10 M.D.
  Fighter Designation/Name: Star Ghost
  Main Body Value: 440 M.D.C. + phase fields.
  Best Speed: Mach 12 at normal speed, or 1 light-year per hour at
  FTL.
  Dimensions: 35x40x65 feet (10.6 x 12.2 x 19.8 m).
  Primary Weapon of Note: Phase Cannon – 3D6 M.D. to 30 foot
  (9.1 m) radius.
  Fighter Designation/Name: Star Hawk
  Main Body Value: 350 M.D.C.
  Best Speed: Mach 20 – uses additional thruster packs.
  Dimensions: 10x23x30 feet (3 x 7 x 9.1 m).
  Primary Weapon of Note: Lasers – 4D6x10 M.D.
  Mach Speed Chart
  Mach 1: 761 mph (1,224.7 km)
  Mach 2: 1,522 mph (2,449 km)
  Mach 3: 2,283 mph (3,674 km)
  Mach 4: 3,044 mph (4,899 km)
  Mach 5: 3,806 mph (6,125 km)
  Mach 6: 4,567 mph (7,350 km)
  Mach 7: 5,328 mph (8,575 km)
  Mach 8: 6,089 mph (9,799 km)
  Mach 9: 6,850 mph (11,024 km)
  Mach 10: 7,612 mph (12,250 km)
  Mach 11: 8,373 mph (13,475 km)
  Mach 12: 9,134 mph (14,700 km)
  Mach 13: 9,895 mph (15,924 km)
  Mach 14: 10,656 mph (17,149 km)
  Mach 15: 11,418 mph (18,375 km)
  Mach 16: 12,179 mph (19,600 km)
  Mach 17: 12,940 mph (20,825 km)
  Mach 18: 13,701 mph (22,050 km)
  Mach 19: 14,462 mph (23,274 km)
  Mach 20: 15,224 mph (24,501 km)
  22
  
  Mach 21: 15,985 mph (25,725 km)
  Mach 22: 16,746 mph (26,950 km)
  Mach 23: 17,507 mph (28,175 km)
  Mach 24: 18,269 mph (29,401 km)
  Mach 25: 19,030 mph (30,626 km)
  Building Shuttlecraft
  & Other Small Spacecraft
  This category covers everything bigger than a space fighter,
  but not big enough to be classified as a sub-capital. Note: All
  small spacecraft use the piloting skill Pilot: Spacecraft: Small.
  Combat shuttles and drop ships vary wildly in their arma-
  ments and lifting capabilities. Some, like the CAF Assault Shut-
  tle, can transport as much as 1,500 tons. The Kreeghor Rain of
  Death, however, can lift over 10,000 tons while being only 1.5
  times bigger than the Consortium ship. Obviously, engines, hull
  design and aerodynamics will play a factor in a shuttle’s speed,
  so I recommend basing any new designs as closely to the estab-
  lished shuttles as you can. If you have access to The Rifter®
  #34, you’ll find some great optional rules for designing small
  spacecraft as well.
  Runner ships, loaded with all manner of innovative and ille-
  gal weaponry, are the hardest sub-class to lay down rules for.
  Using the Stick in Your Eye (Phase World®, page 181) as the
  benchmark, we could say that Runner ships are able to mount
  one heavy weapon system, two medium weapon systems, and
  five point defense weapons. However, Game Masters who allow
  a player character Runner to have his own ship, should only let
  that player character start out with the five point defense weap-
  ons, and make him acquire the heavier weapons. A beginning
  Runner’s ship is very much like the typical version found on
  page 171 of Rifts® Dimension Book Two: Phase World®.
  Additional systems may be added later, but the player characters
  will have to find a way to pay for them on their own. The addi-
  tion of medium and heavy systems will however eat up a lot of
  space normally reserved for cargo. Each medium weapon re-
  duces the ship’s cargo capacity by 150 tons, and a heavy
  weapon reduces the maximum allowable cargo by 600 tons!
  Medium and heavy weapon ports can not be disguised or placed
  in retractable turrets on a vessel of this size.
  Brief Summary of
  Notable Small Spaceships
  Note: Most of these vessels appear in other Phase World®
  titles.
  Small Spaceship Designation/Name: Arcane Mk.II
  Main Body Value: 3500 M.D.C. +2000 magic force field.
  Best Speed: Mach 8 in normal space, or 4 light-years per hour.
  Dimensions: 70x80x100 feet (21.3 x 24.4 x 30.5 m).
  Primary Weapon of Note: Death Cloud!
  Small Spaceship Designation/Name: Arcane Mk.XV
  Main Body Value: 3500 M.D.C. +1000 magic force field.
  Best Speed: Mach 7.
  Dimensions: 65x70x225 feet (19.8 x 21.3 x 68.6 m).
  Primary Weapon of Note: Star Fire – 4D6x10 M.D.
  Small Spaceship Designation/Name: Assault Shuttle
  Main Body Value: 2200 M.D.C.
  Best Speed: Mach 6.
  Dimensions: 70x50x240 feet (21.3 x 15.2 x 73.1 m).
  Primary Weapon of Note: Laser/Missile – 1D4x10 M.D.
  Small Spaceship Designation/Name: Haelra
  Main Body Value: 2500 M.D.C.
  Best Speed: Mach 6.
  Dimensions: 70x50x240 (21.3 x 15.2 x 73.1 m).
  Primary Weapon of Note: Disruptors – 1D4x10 M.D.
  Small Spaceship Designation/Name: Proctor
  Main Body Value: 1450 M.D.C. +400 per side from force fields.
  Best Speed: Mach 16 in normal space, or 2 light-years per hour
  in FTL.
  Dimensions: 20x50x80 feet (6.1 x 15.2 x 24.4 m).
  Primary Weapon of Note: Lasers – 4D6x10 M.D.
  Small Spaceship Designation/Name: Raider
  Main Body Value: 2500 M.D.C.
  Best Speed: Mach 15.
  Dimensions: 55x65x200 feet (16.7 x 19.8 x 61 m).
  Primary Weapon of Note: Neutron – 4D6x10+20 M.D.
  Small Spaceship Designation/Name: Rain of Death
  Main Body Value: 3700 M.D.C. +200 per side from force fields.
  Best Speed: Mach 4.
  Dimensions: 80x80x200 feet (24.4 x 24.4 x 61 m).
  Primary Weapon of Note: GR Cannon – 4D6x10 M.D.
  Small Spaceship Designation/Name: Runner Ship
  Main Body Value: 2000 M.D.C. +300 per side from force fields.
  Best Speed: Mach 10.
  Dimensions: 30x30x100 feet (9.1 x 9.1 x 30.5 m).
  Primary Weapon of Note: Lasers – 2D6x10 M.D. (x3).
  Small Spaceship Designation/Name: Shadow Ship
  Main Body Value: 2300 M.D.C. +200 per side from force fields.
  Best Speed: Mach 10.
  Dimensions: 40x78x140 feet (12.2 x 23.8 x 42.7 m).
  Primary Weapon of Note: Lasers – 3D6x10 M.D.
  Small Spaceship Designation/Name: Ton-ban
  Main Body Value: 2000 +500 per side from force fields.
  Best Speed: Mach 12.
  Dimensions: 15x40x70 feet (4.6 x 12.2 x 21.3 m).
  Primary Weapon of Note: Star Fire – 2D6x10 M.D. (X4).
  23
  
  24
  
  Building
  Ships of the Line
  Standard Systems for All Ships of the Line:
  1. Advanced Ladar: Can track and identify up to 2,000 craft
  simultaneously with a 250,000 mile range (400,000 km). Con-
  tra-gravity wakes can be tracked out to 10 light-years. Operators
  are +10% on their Sensory Equipment skill rolls.
  2. Advanced Sensor Suite: Radiation, thermal-graphic, mo-
  tion, gravimetric detectors. 250,000 mile range (400,000 km).
  Operators are +10% on their Sensory Equipment skill rolls.
  3. Combat Computer: Calculates, stores, and transmits data
  onto the gunners’ display screens. It is tied into the targeting
  computer.
  4. Targeting Computer: Assists in the tracking and identifi-
  cation of enemy targets: 10,000 mile range (16,000 km). +1 to
  strike with all weapons (in addition to Weapon Systems skill
  roll if manually operated). If the ship’s systems are set on auto-
  matic, this computer will select priority targets and fire.
  5. Tachyon Transmitter Array: The “Tac-line” is the stan-
  dard FTL comms array. It sends radio signals through
  hyperspace embedded in a low intensity phase field. Tac-line
  communications are still not instantaneous however, and au-
  dio/video communications travel through space at a rate of
  about 100 light-years per hour.
  6. Self Destruct: A last resort measure to prevent the ship
  from being captured by the enemy, and the duty of every able
  captain. Causes the ship’s computer to dump the anti-matter
  supply into the main reactor. This explosion is huge: 3D4x1,000
  M.D. for a radius of 3 miles (4.8 km).
  Building Sub-Capital Ships
  Significantly larger than small spacecraft are sub-capital
  ships. Sub-capital ships are separated into three general classes:
  frigates, destroyers and cruisers. These ships can vary in length
  from 400 to 1,200 feet (122 m to 365.7 m) and can weigh up to
  150,000 tons.
  Frigates and Destroyers
  A frigate has minimal room for carrying cargo, no more than
  1000 tons in internal storage holds. They are built with minimal
  creature comforts for the crew, since they tend to remain in the
  star system in which they were built, or in a small patrol area.
  Frigates may mount up to eight point defense emplacements of
  any kind, and may have up to four weapons selected from the
  medium weapon systems. Note that a cruise missile launcher
  may be taken as a medium weapon slot, even though the missile
  itself is a heavy weapon.
  Destroyers are similar to frigates in their carrying capacities
  and accommodations. Since destroyers are built as either Guided
  Missile Destroyers or Destroyer Escorts, their weapon systems
  tend to be very specific, and focused to fulfill their stated mis-
  sion.
  Guided Missile Destroyers can mount up to 20 long-range
  missile launchers designed to carry either heavy cruise missiles
  or torpedoes. They can also mount up to
  , but are typically screened by other fighters or
  Destroyer Escorts. These ships rarely, if ever, carry any medium
  weapon systems and never mount Heavy weapons.
  As designated anti-fighter and anti-sub-capital ships, De-
  stroyer Escorts can mount up to 24 point defense or light
  weapon systems. Destroyer Escorts never mount medium or
  heavy weapon systems.
  As a rule, frigates and destroyers carry a crew of less than
  200. These ships, like most ships in the Three Galaxies, are
  heavily automated and have extensive computer controls and
  safeguards. The CAF Hunter class somehow manages to operate
  with only twenty-four people, but this is probably due to the su-
  perior multi-tasking abilities of the Wulfen.
  Brief Summary of
  Notable Frigates/Destroyers
  Note: Most of these vessels appear in other Phase World®
  titles.
  Frigate/Destroyer Designation/Name: Auntin
  Main Body Value: 5,000 M.D.C. +1000 per side from force
  fields.
  Best Speed: Mach 8 in normal space, 5 light-years per hour in
  FTL.
  Dimensions: 80x140x500 feet (24.4 x 42.7 x 152.4 m).
  Primary Weapon of Note: Disruptors – 4D6x100 M.D.
  Frigate/Destroyer Designation/Name: Berserker
  Main Body Value: 3,000 M.D.C. +1000 per side from force
  fields.
  Best Speed: Mach 9 in normal space, 4 light-years per hour in
  FTL.
  Dimensions: 104x65x300 feet (31.7 x 19.8 x 91.5 m).
  Primary Weapon of Note: Lasers – 1D6x100+100 M.D.
  Frigate/Destroyer Designation/Name: Corister
  Main Body Value: 4,800 M.D.C. +1000 per side from force
  fields.
  Best Speed: Mach 4 in normal space, 4 light-years per hour in
  FTL.
  Dimensions: 130x200x490 feet (39.6 x 61 x 149.3 m).
  Primary Weapon of Note: Lasers – 2D6x100 M.D.
  Frigate/Destroyer Designation/Name: Hunter
  Main Body Value: 4,500 M.D.C. +1000 per side from force
  fields.
  Best Speed: Mach 9 in normal space, 4.5 light-years per hour in
  FTL.
  Dimensions: 70x80x300 feet (21.3 x 24.4 x 91.5 m).
  Primary Weapon of Note: Particle Beam – 2D4x100 M.D.
  Frigate/Destroyer Designation/Name: Merchantman
  Main Body Value: 5,000 M.D.C. +200 per side from force
  fields.
  25
  
  Best Speed: Mach 7 in normal space, 3 light-years per hour in
  FTL.
  Dimensions: 70x90x600 feet (21.3 x 27.4 x 183 m).
  Primary Weapon of Note: Lasers – 3D6x10 M.D.
  Frigate/Destroyer Designation/Name: Scimitar
  Main Body Value: 5,000 M.D.C. +1000 per side from force
  fields.
  Best Speed: Mach 8 in normal space, 5 light-years per hour in
  FTL.
  Dimensions: 80x140x500 feet (24.4 x 42.7 x 152 m).
  Primary Weapon of Note: Lasers – 2D6x100 M.D.
  Frigate/Destroyer Designation/Name: Yannar
  Main Body Value: 11,000 M.D.C. +2000 per side from force
  fields.
  Best Speed: Mach 20 in normal space, 8 light-years per hour in
  FTL.
  Dimensions: 60x230x224 feet (18.3 x 70.1 x 68.3 m).
  Primary Weapon of Note: Photon Array – 3D6x100 M.D.
  Cruisers
  Cruisers are very versatile ships that can be configured to fill
  roles from cargo hauling to heavy combat. In the Phase World
  setting, cruisers will have a mass between 20,000 and 200,000
  tons. They range in length from 300 to 800 feet (91 to 244 m),
  and should, in general, have an M.D.C. value five or ten times
  greater than a frigate or destroyer. There are two notable excep-
  tions below; one being the highly advanced Altess Zhokil
  cruiser, and the other being the CCW Explorer. In this case,
  since the Explorer is intended to go into deep space, far from
  Consortium-friendly ports, it has been built with an unusual
  amount of armor plating. Thus, it can go years between repairs
  if it has to, but can also survive an encounter with the space fleet
  of a hostile new species. Although classified as a sub-capital,
  the Explorer’s length and mass push it very close towards being
  classified as a capital ship.
  A cargo cruiser has up to four times the capacity of ship of
  the line. For example, a CAF Warshield has a cargo capacity of
  10,000 tons, but if gutted to carry supplies could be filled with
  50,000 tons. They may only be loaded with four heavy weapons,
  eight medium weapons, but can have as many as 40 point de-
  fense guns. The larger cannons take up too much internal space
  that is better used for transporting goods. The higher number of
  small weapons is usually in response to mass pirate attacks that
  use large numbers of small fighters, as well as to help repel
  boarding actions.
  Cruisers rigged for war are ships of the line, and are typi-
  cally the largest and most powerful of the sub-capital ships.
  They may be fitted with up to 10 heavy weapons, 16 medium
  weapon systems, and as many as 32 point defense emplace-
  ments, including long-range missile launchers. The cost in-
  volved in “maxing out” the abilities of a cruiser prevents there
  from being many like that, only Altess and Splugorthian ships
  regularly carry that many armaments. The normal weapon load
  for the typical war cruiser in the Three Galaxies is four heavy
  weapons, eight medium weapons, and 24-30 point defense guns.
  Brief Summary of
  Notable Cruisers
  Note: Most of these cruisers appear in other Phase World®
  titles.
  Cruiser Designation/Name: Bindas
  Main Body Value: 40,000 M.D.C. +6000 per side from force
  fields.
  Best Speed: Mach 10 in normal space, 6 light-years per hour in
  FTL.
  Dimensions: 190x630x1220 feet (58 x 192 x 371.9 m).
  Primary Weapon of Note: Disruptors – 1D6x1000 M.D.
  Cruiser Designation/Name: Explorer
  Main Body Value: 135,000 M.D.C. +10,000 per side from force
  fields.
  Best Speed: Mach 13 in normal space, 6 light-years per hour in
  FTL.
  Dimensions: 348x375x2475 feet (106 x 114.3 x 754.4 m).
  Primary Weapon of Note: Lasers – 2D6x1000 M.D.
  Cruiser Designation/Name: Iron Ship
  Main Body Value: 18,000 M.D.C. +10,000 from magic shield.
  Best Speed: Mach 8 in normal space, 4 light-years per hour in
  FTL.
  Dimensions: 80x80x800 feet (24.4 x 24.4 x 244 m).
  Primary Weapon of Note: Rift Projector.
  Cruiser Designation/Name: Nexus
  Main Body Value: 40,000 M.D.C. +5,000 from magic shield.
  Best Speed: Mach 10 in normal space, 6 light-years per hour in
  FTL.
  Dimensions: 150x1200x850 feet (45.7 x 366 x 259 m).
  Primary Weapon of Note: Flare Cannon – 1D6x1000 M.D.
  Cruiser Designation/Name: Servitude
  Main Body Value: 50,000 M.D.C. +9,000 per side from force
  fields.
  Best Speed: Mach 10 in normal space, 5 light-years per hour in
  FTL.
  Dimensions: 400x400x800 feet (122 x122 x 244 m).
  Primary Weapon of Note: Slicer Gun – 2D6x1000 M.D.
  Cruiser Designation/Name: Smasher
  Main Body Value: 18,000 M.D.C. +3,000 per side from force
  fields.
  Best Speed: Mach 9 in normal space, 4 light-years per hour in
  FTL.
  Dimensions: 208x120x600 feet (63.4 x 36.6 x 183 m).
  Primary Weapon of Note: Lasers – 1D6x1000 M.D.
  Cruiser Designation/Name: Stonewall
  Main Body Value: 30,000 M.D.C. +3,000 per side from force
  fields.
  Best Speed: Mach 5 in normal space, 4 light-years per hour in
  FTL.
  26
  
  Dimensions: 100x150x500 feet (30.5 x 45.7 x 152 m).
  Primary Weapon of Note: Lasers – 1D4x1000 M.D.
  Cruiser Designation/Name: Warshield
  Main Body Value: 45,000 M.D.C. +5,000 per side from force
  fields.
  Best Speed: Mach 8 in normal space, 5 light-years per hour in
  FTL.
  Dimensions: 120x200x600 feet (36.6 x 61 x 183 m).
  Primary Weapon of Note: Lasers – 1D4x1000 M.D. (x2).
  Cruiser Designation/Name: Zhokil
  Main Body Value: 135,000 M.D.C. +12,000 per side from force
  fields.
  Best Speed: Mach 20 in normal space, 8 light-years per hour.
  Dimensions: 670x1870x2100 feet (204.2 x 570 x 640 m).
  Primary Weapon of Note: Photon – 4D4x1000 M.D.
  Building Capital Ships
  Capital ships are massive ships larger than most ocean-going
  vessels. They range in length from 1,000 feet (305 m) to over
  two miles (3.5 km), and mass in the millions of tons. Cost is the
  first factor to consider when designing a new ship of this size.
  Using a real-world comparison, the United States Navy cur-
  rently spends $13 billion every time it builds a new aircraft car-
  rier, a ship that is roughly one-quarter the size of a CAF
  Protector-class battleship. The cost to operate said aircraft car-
  rier averages out to a million dollars a day, so it is safe to as-
  sume that the cost to keep a Consortium capital ship running is
  exponentially equal, maybe 13 million credits per day. Given
  these kinds of numbers, it is clear to see how only large plane-
  tary collectives like the CCW, the TGE, and the UWW can pos-
  sibly afford to possess a fleet of these machines.
  A newly designed capital ship is very likely to be an upgrade
  of an existing class. The cost to design, develop, build, and test
  a brand new class of ship would be staggering, and would elicit
  loud protestations from any planet’s governing bodies. Hence,
  the reason why the Republikan Argosy is all but bankrupt and
  the Human Alliance is under investigation for fraud and finan-
  cial malfeasance relating to the building of the Emancipa-
  tion-class ship. Still, with the ever-increasing Cold War between
  the Consortium and the Transgalactic Empire, it just may be
  that some newer ships come out of the Goldielox or Feydra Beta
  shipyards.
  Battlecruisers are the smallest of the capital ships, but
  mount a fairly heavy weapon loadout for their size. The average
  battlecruiser can mount six heavy weapons, eight medium weap-
  ons and roughly 20 point defense systems. Battlecruisers may,
  on occasion, carry up to a squadron of fighters (24 ships) and
  have a crew between 800 and 1200 men.
  Battleships are big enough to mount 10 heavy weapons, 12
  medium ship weapons, and an impressive 60 point defense
  weapons, including long-range missile launchers. Cruise missile
  launchers count as a heavy emplacement because of their vol-
  leying capacity. Battleships may also carry no more than 44
  space fighters of assorted types. They will have a crew average
  of between 1,000 and 2,000 men.
  Carriers are dedicated to moving around large numbers of
  fighters and men, and as such, they usually carry lighter weapon
  loadouts than their size might suggest. Carriers may only have
  five heavy weapon systems and eight medium weapon systems,
  but as many as 40 point defense weapon systems including
  long-range missile launchers. Carrier ships can hold as many as
  500 space fighters, plus additional embarked robots, power ar-
  mor and vehicles for planetary assault units. Their mass is often
  so great that they cannot safely enter a planet’s atmosphere, so
  be sure to include an appropriate number of transport shuttles.
  Typical crew complements for these ships will run 1,500 to
  2,500 personnel, not including pilots and marines.
  Brief Summary of
  Notable Capital Ships
  Note: Many of these capital ships appear in other Phase
  World® titles.
  Capital Ship Designation/Name: Brightwander
  Main Body Value: 120,000 M.D.C. +50,000 from magic de-
  fense shields.
  Best Speed: Mach 10 in normal space, 2 light-years per hour in
  FTL.
  Dimensions: 1111x600x3333 feet (338.6 x 183 x 1016 m).
  Primary Weapon of Note: Prism – 4D6x1000 M.D.
  Capital Ship Designation/Name: Executioner
  Main Body Value: 175,000 M.D.C. +8000 per side from force
  fields.
  Best Speed: Mach 9 in normal space, 6 light-years per hour in
  FTL.
  Dimensions: 500x600x3000 feet (152 x 183 x 914.4 m).
  Primary Weapon of Note: Lasers – 2D6x1000 M.D.
  Capital Ship Designation/Name: Packmaster
  Main Body Value: 80,000 M.D.C. +8000 per side from force
  fields.
  Best Speed: Mach 7 in normal space, 6 light-years per hour in
  FTL.
  Dimensions: 1000x1000x5500 feet (305 x 305 x 1676.4 m).
  Primary Weapon of Note: Lasers – 1D4x1000 M.D.
  Capital Ship Designation/Name: Protector
  Main Body Value: 250,000 M.D.C. +15,000 per side from force
  fields.
  Best Speed: Mach 9 in normal space, 6 light-years per hour in
  FTL.
  Dimensions: 600x800x4000 feet (183 x 244 x 1219.2 m).
  Primary Weapon of Note: Lasers – 1D6x1000 M.D.
  Capital Ship Designation/Name: Sylnor
  Main Body Value: 200,000 M.D.C. +15,000 per side from force
  fields.
  Best Speed: Mach 10 in normal space, 6 light-years per hour in
  FTL.
  Dimensions: 600x800x4000 feet (183 x 244 x 1219.2 m).
  Primary Weapon of Note: FM-14 – 4D6x1000 M.D.
  27
  
  Capital Ship Designation/Name: Taskmaster
  Main Body Value: 100,000 M.D.C. +15,000 per side from force
  fields.
  Best Speed: Mach 5 in normal space, 6 light-years per hour in
  FTL.
  Dimensions: 1200x3500x5000 feet (366 x 1066.8 x 1524 m).
  Primary Weapon of Note: Mass Driver.
  Building Super-Capital Ships
  Currently, there is only one known class of super-capital
  ship, the mighty dreadnought. Super-capital ships are exceed-
  ingly rare and staggeringly expensive to build, with a single ship
  costing as much as a planet’s entire gross domestic income.
  They require millions of man hours to build, and need the larg-
  est and most comprehensive shipyards to construct and assem-
  ble their systems. These ships require huge and highly trained
  crews, and the loss of a single ship can cost as much in loss of
  life and assets as the loss of an entire task force or battle group.
  Due to these daunting factors, only two navies currently field
  these powerful ships, the CAF of the Constortium of Civilized
  Worlds and the Imperial Armada of the TGE.
  Dreadnoughts are able to mount at least 15 heavy weapon
  systems, at least 20 medium weapon systems, and at least 48
  point defense systems. The crew of a dreadnought will be at
  least 3,000 people strong, not including fighter pilots and marine
  troops.
  Brief Summary of
  Notable Super-Capital Ships
  Note: The Doombringer appears in the Phase World®
  Sourcebook.
  Super-Capital Ship Designation/Name: Emancipation
  Main Body Value: 300,000 M.D.C. +15,000 per side from force
  fields.
  Best Speed: Mach 7 in normal space, 6 light-years per hour in
  FTL.
  Dimensions: 2000x2000x10,500 feet (609.6 x 609.6 x 3200.4
  m).
  Primary Weapon of Note: Lasers – 2D6x1000+3000 M.D.
  Super-Capital Ship Designation/Name: Doombringer
  Main Body Value: 350,000 M.D.C. +15,000 per side from force
  fields.
  Best Speed: Mach 7 at normal speed and 6 light-years per hour
  at FTL.
  Dimensions: 2000x3000x13000 feet (610 x 914 x 3962.4 m).
  Primary Weapon of Note: Laser – 4D4x1000 M.D.
  Stealth and Cloaking Systems
  Stealth is the process of disguising a ship by reducing its sen-
  sor cross-section, and reducing its engine wake as it travels
  along. It employs radical dampening fields, sensor absorbing
  coatings, exotic engine components, and because of gravitic/
  mass limitations it cannot be applied to any ship larger than a
  space cruiser. Stealth technology also limits a starship’s top
  speed to four light-years per hour.
  Standard Stealth, such as most often used by Runners, the
  Wulfen, and select governmental covert intelligence agencies,
  inflicts the following penalties on anyone trying to track it:
  -40% to Sensory Equipment skill when the ship is standing still,
  and -25% to Sensory Equipment skill when the ship is moving.
  A successful roll by the enemy means that your vessel has been
  detected.
  Advanced Stealth is almost non-existent in the Three Gal-
  axies. Only a select few species such as the Oni have refined the
  ability to travel through space with a minimal Contra-Gravity
  (CG) wake. Anyone trying to locate a starship rigged with this
  kind of engine package suffers the following negatives: -80% to
  Read Sensors skill when the ship is standing still, and -40% to
  Read Sensors skill when the ship is moving.
  Cloaking is the process of camouflaging a starship’s hull, of-
  ten by placing holographic or photosensitive projectors all over
  it. This can become ridiculously expensive, with the average
  cost coming out to around 15,000 credits per every ten square
  feet (1 square meter) of hull. Due to its steep price and the deli-
  cate and finicky nature of most cloaking systems – and the fact
  that cloaking also prevents the use of any other kind of hull
  coating, such as laser-reflective sheeting or reactive armor – it is
  almost never used by the nations of the Three Galaxies. The
  United Worlds of Warlock (UWW) are a special case, and pos-
  sess the ability to cloak their ships using magic such as the In-
  visibility: Superior spell.
  Regardless of whether the cloaking is magical or technologi-
  cal in nature, the moment that weapons are fired, the cloaked
  vessel becomes visible. Also, it should be noted that cloaking
  does nothing to hide the ship from gravimetric sensors, and it
  can be easily tracked as it flies through space unless some type
  of stealth is also built into its engines.
  Catastrophic Damage
  to the Big Ships
  Starships are giant machines, many the size of an office
  building, some the size of a small town. Their hulls are several
  feet thick, composed of multiple layers of metal and ceramics.
  However, underneath all that protection is a comparatively frag-
  ile and very complex machine. Even the slightest damage to a
  starship’s main components can disable the entire works.
  Because ships of the Three Galaxies have so much extra ma-
  terial stacked on top of their chassis, combat is likely to kill or
  incapacitate the crew long before the total M.D.C. of the ship is
  reduced to zero (see Dimension Book Three: Phase World®
  Sourcebook, page 108). The blast waves that distort the ship’s
  structure as missiles impact on its surface, the radiation and heat
  that leak through from large energy weapon strikes, and most
  dangerous of all, spalling (where parts of the ship implode in-
  wards in a deadly shower of shrapnel), all take their toll on the
  integrity of the vessel and the crew members inside.
  Still, there are times when player characters will bravely fight
  to the bitter end while the rest of the crew climb into the life-
  boats and float away to safety. When a ship is relentlessly at-
  tacked in such a cinematic moment, its armored hull is ripped
  28
  
  away, leaving only bare superstructure and letting the hostile en-
  vironment of space into other parts of the ship. With huge sec-
  tions of the hull stripped away, incoming strikes hit and damage
  the delicate internal workings of the vessel. This is catastrophic
  damage.
  In terms of game dynamics, we can safely say that starships
  are 75% armor. So the remaining 25% of the hull section’s
  M.D.C. is considered to be the ship’s “Hit Points.” This lesser
  percentage represents the interior hull.
  Roll on the following table whenever a vessel is knocked
  down to its bare hull and main operating systems.
  Random Internal Damage Table
  Roll percentile dice for a random determination of damage
  inflicted to a sub-capital, capital or super-capital starship.
  01-11% All weapons offline – While the ship still has
  power, the circuits that lead to the weapons are fried. The ship
  can still launch fighters and power armor, but has no other
  weapon systems whatsoever.
  12-22% FTL propulsion offline – The CG/Phase/Rift Drive
  blows out several important components and dies. It is now im-
  possible to go faster than light. Note that the ship still has full
  power to all other systems.
  23-33% Sub-light propulsion offline – The conventional
  drives are destroyed, blown off into space as ribbons of metal
  and flaming gas. The ship can no longer maneuver in the fight
  (remember that most space battles will take place in normal
  space, and so are using sub-light drives to reposition), making it
  a sitting duck. If the ship was moving when the drives died, it
  will continue on in the same direction and at the same speed un-
  til it hits something big enough to stop it. FTL drive is still an
  option for escape.
  34-44% Gravitic plating failure – The ship loses all inter-
  nal gravity, and everything now floats around in Zero Gravity.
  Anyone left aboard who is not trained in Zero-G maneuvers
  finds it impossible to do anything but float.
  45-55% Shield generators offline – The large plates on the
  exterior hull that project the force field shut down. The fields
  will no longer regenerate and any force fields that were up and
  running vanish.
  56-66% Life support offline – Unless the crew members are
  wearing independent environment suits, the crew freezes to
  death in 2D6 hours. Not that it matters much, as they lose their
  oxygen supply in half that time.
  67-77% Launch/cargo bays destroyed – A massive tearing
  sound is heard as the ship’s cargo/fighter bays split open and
  disgorge their contents into space. Anyone still on board has a
  wonderful view of cargo containers and space fighters drifting
  off into the void. There is an 80% chance that the fighters/cargo
  have been totally destroyed in the blast, leaving a wake of debris
  instead.
  78-88% Main computer offline – The loss of the computer
  eliminates all weapons not in manned turrets, all communica-
  tions, and all sensors. The ship is now brain dead. Roll percen-
  tile; 01-75% means that the computer core had enough time to
  isolate its files before it crashed. 76-00 means all data has been
  forever lost.
  89-00% Anti-matter containment leak – The magnetic
  fields used to hold the anti-matter in check are failing! All back-
  ups have also failed. The ship will explode in 1D6 minutes! See
  Common Features for damage from ship explosions/self-de-
  struction.
  29
  
  Notable Space Fleets
  of the Three Galaxies
  The Altess
  Dynasty
  Altess Armoria Space Fleet
  The Armoria is notable for two reasons, its incredible power
  and the fact that it seldom uses that power. The Altess fleet
  might be considered the exception to the rule in terms of compo-
  sition. The entire Armoria only numbers one million officers,
  but their active fleet strength reflects a population much greater
  than that. Only the mind-boggling financial power of the Altess
  could accomplish such a thing. Just as only the Altess could de-
  ploy so few officers, because the majority of the Armoria
  starships are crewed by robots. In fact, there are entire space-
  ships within the Altess fleet (an estimated 50%) that are crewed
  exclusively by robots; no humanoids on board. The same ap-
  plies to Altess missile systems and space fighters, all of which
  are operated by robots. Nowhere else in the Three Galaxies are
  machine intelligences so prevalent. This is a big deal, because
  the humans, their allies and many other races in the Three Gal-
  axies are paranoid about the use of robots and artificial
  intelligences (A.I.s) and refuse to use them.
  Disposition of Fleets
  Since the Altess are obliged to stay in their own star systems
  within the Anvil Galaxy, the small but formidable Armoria
  rarely leaves the confines of Altess space. The whole Armoria
  numbers 2,500 ships, with roughly 70% of these being
  sub-capital ships and shuttlecraft. The rest are smaller capital
  ships like the lovely and deadly Zhokil battlecruiser. Due to the
  nature of the Armoria, with the ships owned by various royal
  families and essentially “leased” to the government, it operates
  more like a loose confederation of small fleets rather than one
  large one. Armoria Fleet Command is based on Altess Prime,
  and the corridors and boardrooms of this building are well
  known as such a snake pit of politicking and backstabbing that
  they give the halls of the Capitol Building a run for their money.
  The majority of the Armoria is stationed at Altess Prime.
  Here the fleet spends its time constantly orbiting and training
  and, above all, looking good. A ship or task force assigned to
  Altess Prime has been accorded the highest military honor, and
  families tend to do anything to get their ships in Altess Prime
  space. The second largest Armoria deployment is to the planet
  Ramis. While the ships around Altess Prime may be the flashi-
  est and most favored, those stationed at Ramis have perhaps the
  best pilots and most capable warriors. They are tasked with
  keeping all non-Altess from setting foot on Ramis, and as such,
  are constantly in conflict, often armed conflict, with incoming
  curiosity seekers, spies and pirates. To help the Ramis forces
  with their mission, the Armoria has recently acquired Gravitonic
  30
  
   technology from the Consortium of Civilized
  Worlds (CWW), and plans on deploying their own force of in-
  terdiction ships around this mysterious planet.
  The rest of the fleet is spread around Altess space, conduct-
  ing endless drills and constantly polishing their guns. These
  ships are constantly on the move, being sent hither and yon
  throughout the Anvil Galaxy at the whim of their owners or
  high-ranking Armoria officers.
  Altess Technology
  Altess starships are luxurious by any race’s standards. Guest
  quarters are huge, opulent rooms. Officer’s quarters are even
  more so. Both the battlecruiser and the smaller destroyer feature
  gyms, swimming pools, saunas, and recreational VR immersion
  tanks. No matter where the Altess travel, be it for business or
  combat, they go in style. By contrast, the areas of the ship dedi-
  cated to robotic overseeing, such as the computer core, the en-
  gine rooms, and the cargo bays, are spartan in the extreme. After
  all, the robots and A.I.s that run these areas don’t need a lot of
  space or luxury.
  The Altess’ advanced engine designs have never been sold to
  or copied by any other party, possibly because of the unique
  power systems employed by the Armoria. This is one reason
  why so many of the major power blocs in the Anvil Galaxy seek
  out the friendship of the Altess, in hope that someday, the Dy-
  nasty might decide to share some of their best kept secrets. (It
  hasn’t happened yet.)
  The weapons technology employed by the Altess fleets is
  also highly advanced, beyond nearly anything else in the Three
  Galaxies. There is a reason that the Armoria has never seen fit to
  build a vessel larger than a battlecruiser, they simply don’t see
  the need to do so. Their weapons are so powerful and efficient
  that they typically outperform other weapons of similar class, al-
  lowing the Altess to essentially do more with less. While their
  ships and ship-class weapons technology is strictly “home-
  grown,” the Altess buy the majority of their small arms, per-
  sonal armor and other technological items from Naruni
  Enterprises. In fact, the Altess have developed a deep brand
  loyalty toward Naruni products, and they have become one of
  Naruni Enterprises’ most favored customers.
  Armoria Missiles: Every missile fired from an Armoria
  starship is a smart bomb with twice the range as their normal
  counterparts. From point defense mini-missiles to nuclear
  long-range missiles, each and every one has a K-HEX warhead
  with built-in robotic drone intelligence (+5 to strike, +4 to
  dodge, 2 attacks per melee).
  Armoria Cruise Missiles: Called a Nezsam torpedo, these
  heavy-hitters are built more for speed and accuracy than pure
  explosive damage. Nezsams inflict as much damage as a stan-
  dard anti-matter torpedo, but are driven by an advanced robotic
  targeting and maneuvering system. Each torpedo is +2 on initia-
  tive, +6 to strike, +8 to dodge, and has 4 actions per round.
  Power Systems: Each Altess starship uses a power source
  not employed by anyone else in the Three Galaxies. They do not
  use anti-matter, but rather compressed quark nuggets, or
  so-called “Strange Matter.” A quark nugget has 14 times the
  charge of a single proton, and 170 times the mass. By compress-
  ing it in a magnetic field, the Altess ships are able to tap un-
  imaginable amounts of power. Quark nuggets are what allow for
  the potency of the beam weapons on board the and the
  Zhokil. They also allow the Altess ships to travel at speeds
  greater than seven light-years per hour.
  Magnetic Photon Arrays: Powered by Strange Matter reac-
  tors, these energy beams are unique to the Altess Armoria. Daz-
  zling purple in color, and with twice the range of comparable
  HI-Lasers, magnetic photon beams are designed to interfere
  with variable force fields. They do double damage to all kinds
  of energy shields, technological or magical, but inflict the listed
  damage when fired at any other kind of solid material (ships,
  planets, people, etc).
  Altess Armoria Ranks
  The ranking system of the Armoria is also unique in the
  Three Galaxies. Even the largest crew on a Zhokil will never be
  more than 20 Officers (backed up by one hundred times as many
  Advocate robots). Furthermore, since the Altess are all effec-
  tively immortal nobles, every Armoria Officer begins with a
  rank equal to Lieutenant. How then does one determine a peck-
  ing order when everyone is a commissioned officer? By age and
  experience, of course.
  Altess Rank
  Human Equivalent
  Imak
  Admiral
  Seenth
  Captain
  Tassit
  Commander
  Tialt
  Lieutenant
  If there are, say, five Tialt on board an Altess ship, the one
  with the earliest date of commission is the most senior one.
  Thus, someone can be 1st Tialt on ship A, but if transferred to a
  different ship, might start all over again as 5th Tialt on ship B.
  A Tialt can be called to be a Tassit, but only if an Imak be-
  lieves the Officer to be suitable for the position. However,
  Tassit is not an actual rank. While an Officer cannot be demoted
  from a rank, anyone can theoretically be a Tassit; they just have
  to stay on board the same ship long enough.
  The first thirty years as Tassit are a kind of junior captaincy.
  After three decades, if one survives and distinguishes himself,
  he can be called to be employed in the rank of Seenth. Now this
  is a real rank.
  Unfortunately, people only increase rapidly though the ranks
  in times of war, when commanding officers are killed and need
  to be immediately replaced. However, as the Altess have not ac-
  tually gone into combat in over 800 years, the Armoria appears,
  to outsiders, to be composed of bored junior officers, lorded
  over by captains who are all at least 1000 years old. They are
  not far off in this assessment.
  Altess Armoria Uniforms & Colors
  The standard Altess uniform for duty aboard ship is a stylish,
  form-fitting black jumpsuit with bright purple accents. It is a
  light M.D.C. material with 50 M.D.C. points of protection. It is
  reinforced at the knees, elbows, spine and lower back and addi-
  tional armor is worn when actually leaving the ship, usually
  Naruni camouflage armor with a built-in super-heavy force
  field.
  31
  
  A Notable Armoria Facility
  Armoria Central Robot Repository
  Novus IX, Anvil Galaxy
  Nine millennia ago, during the final days of the Altess Atroc-
  ity, the mad scientist Jurgo Kilter was forced to fall back to his
  primary labs and strongholds on this bleak and unforgiving
  world. Novus IX had been an excellent place for him to set up
  his multiple research stations and extermination camps. Al-
  ready, nearly six billion of his fellow Altess had met their fate at
  his hands, and in his quest to unlock the combined genetic mem-
  ory of the Altess, Kilter had collected and analyzed DNA sam-
  ples from each and every one of his victims. Kilter had spent
  decades refining and researching ways to instill the Altess’
  knowledge of the Cosmic Forge into himself, and thus became
  an unparalleled expert in genetics and DNA recombination.
  Some have even suggested he was in league with the Threshold
  Genetech, so great was his expertise with genetic manipulation.
  Kilter became the first Altess to refine his own genetic code so
  that he became an M.D.C. being, with Supernatural Strength and
  a life span of nearly 1000 years.
  When he was finally defeated and slain, the combined armies
  of the Altess Royal Families ransacked his main base of opera-
  tions on Novus IX. Using the “blood knowledge” from Kilter’s
  own files and twisted experiments, the Altess re-engineered
  their race to become the graceful and handsome beings they are
  today. However, in addition to his scientific facilities, Kilter had
  also built a vast array of weapon factories and storage ware-
  houses at various locations all around the planet.
  Despite the atrocities, the Royal Families could not bring
  themselves to eradicate all of Kilter’s ingenious creations. In-
  stead, they told themselves that they could use his works to do
  good for the remainder of their race. A special force of soldiers,
  volunteered from each of the Great Houses, was left behind on
  the planet to safeguard everything. This was the founding act of
  the modern Armoria.
  Today, Novus IX is an indispensable part of the Dynasty. Not
  only is it the main training world for Armoria Officers, but it
  contains weapon factories and city-sized warehouses filled with
  robots and materiel. Given the Altess preference to pay off ene-
  mies and win conflicts through “economic smothering,” most of
  Kilter’s original designs, experimental weapons and other in-
  ventions have not seen the light of day in centuries. Still, at the
  heart of the Altess psyche, there is a cold realization that they
  are a dying race, and they do not plan on becoming extinct for
  lack of being able to fight. While it is true that most of the
  planet is filled with excess Naruni gear, the Armoria also stores
  weapons of their own design on Novus IX, such as the Advocate
  Robots, advanced missile drones, and advanced shipyards to
  build both the Yannar destroyer and the Zhokil battlecruiser. In
  fact, at last count, there was enough hardware on Novus IX to
  field a force of over 3 billion men!
  And that’s the problem.
  The planet is slowly but surely generating a massive chronol
  distortion deep within its core. At some point in the foreseeable
  future (1D6 years), the entire planet will be shifted in time, and
  the Altess Dynasty will be dealt a crippling blow. Such an event
  would reduce the Armoria’s strength by nearly 70%. Only ships
  and officers on assignment elsewhere in the Dynasty would be
  spared. The Dynasty would be left nearly defenseless until the
  Altess could replace their losses. Such a disaster is a perfect op-
  portunity for any number of galactic powers to attack. Possible
  aggressors include the newly outfitted Golgan Argosy, the
  Splugorth of Rynncryyl, and the Transgalactic Empire. In order
  to defend themselves, the Altess will have to either quickly join
  the CCW (meaning that the Consortium will have to fight
  whomever comes gunning for the Altess), or they will have to
  liquidate some assets and hire a mercenary force the likes of
  which has rarely been seen.
  Unfortunately, the “Altess Problem,” whereby the Dynasty’s
  finances tie heavily into the economies of the other power blocs,
  means that should the Altess suddenly need huge amounts of
  cash with which to hire protection and buy more armaments, the
  Anvil Galaxy could be plunged into a deep and long-lasting re-
  cession.
  A Notable Armoria Commander
  Jelko Rodula, Weapon Designer
  Harker’s Enclave, somewhere in the Anvil Galaxy
  Although never an Officer, Jelko Rodula must have special
  mention whenever discussing or studying the Armoria. Rodula
  was a weapon designer, and very possibly one of the most intel-
  ligent Altess to ever live. His active career spanned nearly 2,800
  years, during which he built nearly every weapon design cur-
  rently in use by both the Altess and the Naruni. He is most fa-
  mous for building the Rodulan Accelerator (see Anvil Galaxy,
  32
  
  page 115) and for his pioneering work with Strange Matter. He
  even sat on the NE Board of Directors for several centuries.
  Jelko Rodula was known for his attitude as much as his accom-
  plishments. He was an eccentric genius who believed that his
  weapons should be works of art, pleasant to behold, and was re-
  sponsible for the smooth-flowing lines that are the hallmark of
  Naruni Enterprises.
  However, Rodula is most famous for being the only Altess to
  ever declare bankruptcy. Ten years ago, he liquidated all of his
  known assets and vanished without a trace. The Armoria, fearful
  of losing his bloodline, have standing orders to find him and
  drag him back to Altess Prime by any means necessary. The rea-
  sons for his disappearing act are unknown to everyone but
  Rodula, and perhaps some of the top executives at the Hartigal
  Combine, but they are being tight lipped about it.
  Here’s Rodula’s story: In 9990 TE, Jelko’s good friend,
  Lester M’Kri, found himself in desperate trouble with Naruni
  Enterprises. M’Kri had been a designer for the super-corpora-
  tion, but had left to found his own line of weapons and military
  systems. His company, M’Kri Hardware, was instantly set upon
  by endless hordes of Naruni lawyers who sued the poor man
  into oblivion. At the end, M’Kri apparently committed suicide,
  though many suspected he was “cashed out” by Naruni Repo
  Bots.
  Rodula went into a deep depression when he received the
  news. It was bad enough that he and some fellow Altess owned
  a majority of the bankrupt company, but it was the death of his
  good friend, Lester M’Kri, that crushed Jelko’s spirit. He could-
  n’t help thinking that his friend died needlessly. M’Kri had
  shared Jelko’s stylistic flair, as could be seen in the statuesque
  form of the Avenger A-1; his flair and inventiveness would be
  sorely missed. After a long period of brooding, Rodula finally
  decided that both the Altess and Naruni had to be made account-
  able for their actions. He cashed out everything he owned
  (which caused a three week-long slump on the galactic stock ex-
  change), and filed papers for personal bankruptcy. Then, Jelko
  boarded a ship of his own design and went to Harker’s Enclave.
  He then personally bankrolled the creation of the Hartigal
  Combine, determined to create a company that would hurt his
  enemies right where it counted: in the pocketbook.
  There are rumors that Rodula is assembling a fleet of ad-
  vanced starships based on Altess designs with the purpose of de-
  stroying the Naruni blockade at Gandon Point (see Anvil
  Galaxy, page 104). If fighting does break out, the Armoria will
  be called in to drag Rodula home. Whether or not they get in-
  volved in an all-out war between Naruni Enterprises and their
  competition depends on the Seenth who gets the job.
  Jelko Rodula – Quick Stats
  Alignment: Anarchist.
  O.C.C. & Experience Level: 15th level Altess Operator.
  Attributes: I.Q. 30, M.E. 19, M.A. 15, P.S. 12, P.P. 17, P.E. 20,
  P.B. 17, Spd 21.
  Hand to Hand: Basic.
  Special Powers: Standard psionic powers for the Operator
  O.C.C.
  Notes: Rodula’s prototype attack ships, the Guardian and the
  Defender, are heavy cruisers with many experimental arma-
  ments. These include Strange Matter Torpedoes (8D6x100
  M.D.) and pulse HI-Lasers. The ships are coated with reac-
  tive armor (about 45,000 M.D.C. worth), and take half dam-
  age from kinetic and explosive attacks. There are only the
  two of them so far, with an average construction cost of 8
  billion credits apiece. They each have a crew of 75.
  Notable Ships of
  the Altess Armoria
  Altess Yannar-Class
  Destroyer
  The Yannar-class Destroyer Escort is one of the most lethal
  sub-capital ships in the Three Galaxies. Sleek and graceful with
  a silhouette reminiscent of a raptor in flight, the Yannar carries a
  potent mix of Altess magnetic photon arrays and K-HEX smart
  missiles that make these ships a terror for pilots of fighters and
  shuttlecraft. Like all Altess ships, the Yannar is luxuriously ap-
  pointed and over-engineered by a factor of at least two. This
  means this relatively tiny ship can out-fly, outshoot and outlast
  nearly any other ship of its class.
  Model Type: Destroyer Escort (A-DDE-Mk. II).
  Class: Yannar Class.
  Ship’s Complement:
  Ship’s Crew: 200 total (50 Altess and 150 Advocate robots).
  Bridge: Ship’s Captain (1), Ship’s Executive Officer (1),
  Helm (2), Navigation (2), Comms and Sensors (3), Security
  (2 Advocate robots and carrying NE-300 Stutterers).
  Combat Information Center (CIC): Altess Tassit (1, in charge
  of ship’s air wing and weapons co-ordination), Military Ad-
  visory Team (4), Comms (5), Ship’s Weapons and Fire Con-
  trol (5), Security (2 Advocate robots carrying NE-300
  Stutterers).
  General Operations: Engineering (10), Medical (20), Flight
  Operations (8), Ship’s Security (30), Internal Communica-
  tions (15), General Ops Robots (89).
  Embarked Troops: 12 Advocate robots programmed as pilots.
  Yannar-class destroyers also carry 120 Advocate robots in deep
  storage. These robots are equipped with the best that Naruni En-
  terprises can offer, and are used mainly to repel boarders or de-
  ploy as spies or commandos.
  Aerospace Group:
  FB-49 “Fire-Eater” Attack Ships: 6
  M.D.C. by Location:
  Interior Bulkheads per 10 feet (3 m) – 50
  Interior Hatches – 65 each
  Exterior Hatches – 110 each
  Magnetic Photon Arrays (10) – 200 each
  Mini-Missile Launchers (8) – 150 each
  Main Engines – 6,000
  * Forward Hull Section (1/3) – 2,000
  33
  
  ** Midships Hull Section(1/3) – 2,000
  *** Aft Hull Section (1/3) – 2,800
  **** Hull per 40 feet (12.2 m) – 150
  Variable Force Field – 2,000 per side (12,000 total)
  * Destroying the Forward Hull Section will destroy the
  bridge and primary comms and sensor suite. The ship can still
  be flown and fought from engineering, but all sensor ranges are
  reduced by half.
  ** Destroying the Midships Hull Section will destroy engi-
  neering and the majority (75%) of the ship’s weapons.
  *** Destroying the Aft Hull Section will destroy the engines
  and reactor, setting the ship adrift.
  **** Punching holes in the hull will cause the damage con-
  trol system to automatically seal off whatever compartment has
  been exposed to vacuum.
  Speed:
  Atmosphere: Sleek and aerodynamic, Yannar-class destroyers are
  very capable in atmosphere. 3,805 mph (6,088 km or Mach 5).
  Sub-Light: 13,698 mph (21,917 km or Mach 18).
  FTL: 8 light-years per hour.
  Range: Limited only by supplies. The compressed quark matter
  reactors carry enough fuel to operate the ship at full readiness
  for 300 years, but shipboard stores are only good for twelve
  months of constant deployment with full crew and complement.
  Statistical Data:
  Length: 480 feet (146.3 m).
  Height: 95 feet (29 m).
  Beam: 230 feet (70 m).
  Mass: 7,500 tons.
  Power System: One Altess AA-90 Compressed Quark Matter
  Reactor powering two banks of three-nozzle AAS sub-capital
  thrusters.
  Cargo: Up to 2,000 tons of cargo, in addition to standard com-
  plement of stores and ammunition.
  Market Cost: 4.5 billion to construct.
  Weapon Systems:
  1. Magnetic Photon Array (10): Mounted five to a side, port
  and starboard, along the center line of the ship, these weap-
  ons make up half of the Yannar’s anti-fighter weapon sys-
  tems. They are rapid-fire, high-intensity photon beams that
  hit incredibly hard and can chew up a squadron of fighters in
  a relatively short amount of time.
  Primary Purpose: Anti-Fighter.
  Secondary Purpose: Anti-Missile.
  Weight: Not applicable, part of the ship’s hull.
  Range: 30 miles (48 km) in space, 5 miles (8 km) in an atmo-
  sphere.
  Mega-Damage: 4D6x10 M.D. per burst.
  Rate of Fire: Equal to the gunner’s number of attacks.
  Payload: Effectively unlimited.
  Bonus: These weapons are +4 to strike fighters and small ships.
  34
  
  2. Mini-Missile Launchers (8): The other half of the Yannar’s
  anti-fighter systems, these rapid-fire missile turrets can satu-
  rate an area with smart missiles in a matter of seconds.
  Primary Purpose: Anti-Missile.
  Secondary Purpose: Anti-Ship.
  Weight: Not applicable, part of the ship’s hull.
  Range: 2 miles (3.2 km).
  Mega-Damage: 1D6x10 M.D. per K-HEX missile.
  Rate of Fire: Singly or in volleys of 2, 4 or 8 missiles.
  Payload: 128 mini-missiles per turret (1,024 missiles). There are
  two additional complete reloads in storage, which can be
  changed out by the Advocates within four minutes.
  Bonus: Altess mini-missiles are smart missiles, and are +5 to
  strike.
  3. Ship’s Systems of Note: Tactical life support, escape pods
  for all Altess, launch and recovery systems for aerospace
  fighters.
  Altess Zhokil-Class
  Battlecruiser
  The Zhokil battlecruisers have been described by one CCW
  envoy as “the largest armored limousines in the universe.” This
  description, while certainly tongue-in-cheek, is not far from the
  truth. The largest ships currently fielded by the Armoria, Zhokil-
  class battlecruisers, are both lethal and handsomely appointed.
  The quarters of the Zhokil rival the finest hotels and resorts of
  the Three Galaxies, and oftentimes, this ship class is used to
  host business delegates and foreign ambassadors. Its soft lines,
  dark coloring, and glowing purple highlights make it a vessel
  both beautiful and deadly.
  Zhokil are fast and incredibly agile for capital ships. Their
  weapons are extremely powerful and well balanced, giving the
  ship the ability to not only easily handle sub-capital ships, but to
  punch well above its weight and present a credible threat to
  larger capital ships like battleships and carriers. As is typical
  among Altess ships, Zhokil are the perfect example of the “more
  with less” design theory espoused by the Altess, and is easily
  the equal, the Altess would say better, of any capital ship fielded
  by the CAF or TGE.
  Model Type: Battlecruiser (A-BC-Mk. X).
  Class: Zhokil Class.
  Ship’s Complement:
  Ship’s Crew: 275 total (20 Altess and 255 Advocate robots).
  Bridge: Ship’s Captain (1), Ships Executive Officer (1),
  Helm (2), Navigation (2), Comms and Sensors (3), Security
  (6 Advocate robots carrying NE-300 Stutterers).
  Combat Information Center (CIC): Altess Tassit (1, in charge
  of ship’s air wing and weapons co-ordination), Military Ad-
  visory Team (4), Comms (5), Ship’s Weapons and Fire Con-
  trol (5), Security (6 Advocate robots wearing light Naruni
  combat armor and carrying NE-300 Stutterers).
  General Operations: Engineering (10), Medical (20), Ship’s
  Security (30), Internal Communications (15), General Ops
  Robots (164).
  35
  
  Embarked Troops: 2,500 Advocate robots programmed as
  Marines and equipped with the finest NE gear.
  M.D.C. by Location:
  Interior Bulkheads per 10 feet (3 m) – 50
  Interior Hatches – 65 each
  Exterior Hatches – 110 each
  Heavy Magnetic Photon Arrays (2) – 12,000 each
  Magnetic Photon Arrays (16) – 200 each
  Torpedo Launchers (8) – 800 each
  Short-Range Missile Launchers (32) – 250 each
  * Forward Hull Section (1/3) – 27,000
  ** Midships Hull Section(1/3) – 27,000
  *** Aft Hull Section (1/3) – 34,000
  **** Hull per 40 feet (12.2 m) – 150
  Variable Force Field – 12,000 per side (72,000 total)
  * Destroying the Forward Hull Section will destroy the
  bridge and primary comms and sensor suite. The ship can still
  be flown and fought from engineering, but all sensor ranges are
  reduced by half.
  ** Destroying the Midships Hull Section will destroy engi-
  neering and the majority (75%) of the ship’s weapons.
  *** Destroying the Aft Hull Section will destroy the engines
  and reactor, setting the ship adrift.
  **** Punching holes in the hull will cause the damage con-
  trol system to automatically seal off whatever compartment has
  been exposed to vacuum.
  Speed:
  Atmosphere: Despite its size, the Zhokil can manage a respect-
  able 4,185.5 mph (6,696.8 km or Mach 5.5).
  Sub-Light: 15,220 mph (24,352 km or Mach 20).
  FTL: 8 light-years per hour.
  Maximum Range: Limited only by supplies. The compressed
  quark matter reactors carry enough fuel to operate the ship at
  full readiness for 300 years, but shipboard stores are only good
  for thirty-six months of constant deployment with full crew and
  complement.
  Statistical Data:
  Length: 2,100 feet (641 m).
  Height: 670 feet (204.2 m).
  Beam: 1,870 feet (570 m).
  Mass: 4.3 million tons.
  Power System: Two Altess AA-90 Compressed Quark Matter
  Reactors powering two banks of three-nozzle AAS capital
  thrusters.
  Cargo: Up to 500,000 tons of cargo in addition to standard sup-
  plies.
  Market Cost: 28 billion to construct.
  Weapon Systems:
  1. Heavy Magnetic Photon Array (2): These massive cannons
  are the Zhokil’s primary anti-ship and anti-installation weap-
  ons, and are typically used against space stations and larger
  capital ships like carriers. They are fixed forward, can de-
  liver incredible amounts of energy to a target and can usually
  drop an enemy’s shields in two or three volleys.
  Primary Purpose: Anti-Ship.
  Secondary Purpose: Anti-Installation.
  Weight: Not applicable, part of the ship’s hull.
  Range: 250 miles (400 km) in space and 50 miles (80 km) in an
  atmosphere.
  Mega-Damage: 2D6x1,000 M.D. each or 4D6x1,000 M.D. for a
  combined volley.
  Rate of Fire: Once per melee.
  Payload: Effectively unlimited.
  2. Magnetic Photon Array (16): Similar to the MP arrays on
  the Yannar, these secondary cannons give the Zhokil an in-
  credible punch against larger capital ships, and can hull
  smaller sub-capitals in just a few volleys.
  Primary Purpose: Anti-Ship.
  Secondary Purpose: Defense.
  Weight: Not applicable, part of the ship’s hull.
  Range: 32 miles (51.2 km) in space, or 10 miles (16 km) in an
  atmosphere.
  Mega-Damage: 3D6x100 M.D. each.
  Rate of Fire: Each array may fire up to 3 times per melee round.
  Payload: Effectively unlimited.
  3. Nezsam Torpedo Launching System (8): Mounted three to a
  side and two forward on the ventral side of the bow, these
  launchers deliver the powerful Altess Nezsam torpedoes.
  These weapons alone allow the Zhokil to tangle with, and
  easily outpunch, ships twice their size.
  Primary Purpose: Anti-Ship.
  Secondary Purpose: Anti-Installation.
  Weight: Not applicable, the launchers are part of the ship’s hull.
  Each torpedo weighs 10 tons.
  Range: 1,000 miles (1,600 km).
  Mega-Damage: Anti-matter warheads do 4D6x100 M.D. each.
  Rate of Fire: Singly or in volleys of 2 or 4.
  Payload: 100 Nezsams per launcher. An additional 1,600 torpe-
  does are held in armored magazines for ease of reloading.
  4. Short-Range Missile Launchers (32): These recessed turrets
  are used for point defense against enemy fighters, for hulling
  craft that attempt to board, and to shoot down incoming
  cruise missiles.
  Primary Purpose: Anti-Fighter.
  Secondary Purpose: Anti-Missile.
  Weight: Not applicable, the launchers are part of the ship’s hull.
  Each missile weighs around 400 pounds (180 kg).
  Range: 10 miles (16 km).
  Mega-Damage: 2D6x10 M.D. per K-HEX missile.
  Rate of Fire: One at a time, but usually in volleys of four or
  eight.
  Payload: Each launcher carries 16 missiles at the ready, with an
  additional 32 in an armored magazine. The ship carries four re-
  loads.
  5. Ship’s Systems of Note: Tactical life support, escape pods
  for all crew, IFF/command and control systems.
  36
  
  Consortium of
  Civilized Worlds
  Consortium Armed Forces
  The Consortium Armed Forces (CAF) is the largest collec-
  tive space fleet in the recorded history of the Three Galaxies.
  The Consortium of Civilized Worlds (CCW) is, itself, made up
  of 231 different spacefaring races, and consequently there is no
  set design or united theme for their ships. Instead, the influences
  of the founding races can be seen in several of the CAF’s ships.
  For example, the Scorpion Attack Fighter, the CAF Assault
  Shuttle, and the Warshield are very obviously of human design;
  they are square, chunky constructions with no aerodynamics or
  sleek outlines. The Scimitar, the Black Eagle Fighter, and the
  Explorer are heavily influenced by Noro building techniques.
  The Hunter-class Destroyer and the Packmaster Carrier are
  clearly Wulfen in nature.
  The only real collaboration between the founding members
  was the construction of the Protector-class battleships, whose
  unique shape shows elements of all three races’ shipbuilding
  abilities. It was assumed that from now on, all new CAF ships
  would be of similar shared design, but the unveiling of the
  Emancipation-class Super Carrier has shown that the Human Al-
  liance is either acting on its own behalf, or trying to cement con-
  trol of the Consortium. Only time will tell.
  CCW Disposition of Fleets
  Half of the Consortium of Civilized Worlds’s space fleet is
  dedicated to non-combat profiles. These ships are used by the
  Discovery Corps for exploration of the Three Galaxies and
  peaceful first contact with new species. While these ships are
  still heavily armed with HI-Lasers, missiles and rail guns, their
  crews are not comprised of soldiers, but rather of Fleet Officers,
  CAF Scientists, and even Colonists. The Discovery Corps uses
  sub-capitals exclusively.
  The other half of the fleet, some 19,000 capital ships and
  193,000 sub-capitals, are designated ships of the line. These
  ships are broken down into three Task Forces, one for each gal-
  axy. The Task Forces are then further divided into Battle
  Groups, with one Group per each sector of Consortium space.
  Since a “sector” is a spatial cube 500 light-years to a side, the
  Corkscrew Galaxy has many more ships than the tiny Anvil Gal-
  axy. In fact, the Corkscrew is patrolled by 240 Battle Groups,
  two of which are permanently stationed within the Human Alli-
  ance. The Thundercloud Galaxy has 48 Battle Groups, while the
  Anvil has only 13.
  The problem with the CAF Fleet is that even with all its tens
  of thousands of starships, it is still spread very thin. The CAF is
  so big that the Admiral of the Fleet can never be sure where all
  of its ships are at any one time. This leaves many critical deci-
  sions in the hands of Sector Admirals who, although encouraged
  to take the initiative, may not always have the best grasp on
  big-picture galactic politics. The Consortium was formed as a
  direct answer to the expansionist Kreeghor Empire, and the
  threat of war is ever present. All that is needed is for one mis-
  guided, but well meaning officer to take matters into his own
  hands and the Three Galaxies (or some sector of it) could be
  plunged into chaos.
  Consortium Ship Technology
  The Consortium Armed Forces (CAF) have fairly advanced
  starships. Some races might have greater force field capabilities,
  and others may have incredible weapon range, but overall, CCW
  vessels are even across the board. This is mostly thanks to the
  numerous different races in the CCW and their influence on
  shipbuilding technology. The ships of the CAF are generally of
  better quality and have better fit and finish than their counter-
  parts in the Transgalactic Empire (TGE), though not all of them
  are ships of war.
  The one area where the CAF might be said to be behind the
  tri-galactic average is in starship computer control. Since hu-
  mans have power over the Consortium Congress, they dictate
  just how smart the machines are that go into each and every ship
  of the line, and humans like their computers dumb and basic.
  This is not to say that starship A.I.s are slow in terms of infor-
  mational processing speed or storage capacity, far from it. It is
  37
  
  just that living in the aftermath of the Automaton Wars, the
   has vowed to give machines the chance
  to lord over them again. And that means no self-aware,
  super-intelligent A.I.s capable of learning.
  In game terms, there are really no negative modifiers to be
  applied to CAF ships. Game Masters should just keep in mind
  that the main computer core of any Consortium vessel will be
  markedly inferior to many others in the Three Galaxies. It will
  not be able to formulate a theory out of bare facts, and it most
  certainly will not be able to run the ship in the event the crew is
  killed or incapacitated.
  CAF Ranks
  The ranking system of the Consortium Armed Forces (CAF)
  can be a bit confusing. This is because it tries to combine the
  traditions of over 200 species into one, coherent fleet. However,
  since humans are still the dominant force within the CAF, the
  Noro, Wulfen, and Seljuk have largely abandoned their own
  ranks and commonly go by the human equivalent.
  Fleet
  CAF Marine Corps
  Monthly Pay
  Captain-General
  —
  25,000 per month
  Captain
  General
  16,000 per month
  Commander
  Colonel
  8,000 per month
  Lieutenant Commander Major
  5,500 per month
  Lieutenant
  Captain
  3,500 per month
  Ensign
  Lieutenant
  2,800 per month
  Petty Officer
  Sergeant
  2,000 per month
  Specialist
  Corporal
  1,800 per month
  Recruit
  Private
  1,700 per month
  The supreme command of the CAF lies in the hands of the
  Admiral of the Fleet, which is a governmental position within
  the office of the Consortium Prime Minister. Beneath him is a
  confusing array of Admirals, Vice Admirals, Rear Admiral Up-
  per Halves, and Rear Admiral Lower Halves. Each of the Galac-
  tic Task Forces is commanded by a Grand Admiral. Each
  group within that Task Force will be headed up by a panel of
  regular Admirals. As with most things, the CAF drowns in its
  own bureaucracy.
  Inside a Consortium starship, there is further confusion be-
  tween the officers who command and pilot the ship and the
  many CAF Marine Troopers who might also be on board. As a
  rule, these two branches just stay out of each other’s way. The
  notable exception is the rank of Captain-General, which is
  unique to the CCW and its Fleet. A Captain-General has ulti-
  mate authority over all personnel aboard his ship, both Fleet and
  Marine Corps. This rank has replaced that of Commodore, and
  is usually only given to a Captain who is in charge of an armada
  of ships. Even a Marine General must yield to the authority of a
  Captain-General.
  CAF Uniforms and Colors
  The enlisted men and women of the fleet wear “working
  blues” consisting of either a hard wearing work shirt and pants
  bloused into combat boots or coveralls. Their name is displayed
  on their chest above their left breast pocket, and their rank is
  displayed on their collar. The shirts are typically either gray or
  light blue, and the pants are dark blue. Coveralls are color-coded
  by job. There is an enlisted dress uniform that consists of a uni-
  form similar to the Fleet Officer’s uniform save that the jacket is
  blue with white trim and of a slightly different cut.
  Officers of the Consortium Fleet wear a two piece uniform
  consisting of a long, single-breasted jacket and pants. The pants
  are bloused into comfortable, knee-high boots and the jacket is
  cinched at the waist by a pistol belt. Officers jackets are white
  with dark blue trim, and the pants are dark blue. Name and com-
  mendations/medals are displayed on the left breast, and rank is
  displayed on the collar. Gloves are issued with this uniform, but
  they are rarely worn.
  Officers have a dress uniform that resembles their standard
  uniform, except that both the jacket and pants are white, and the
  pants have a blue stripe down the leg. This is the uniform that
  officers wear to official functions and photo opportunities, and
  usually displays all of the officer’s commendations and is
  accessorized with a short cape and a ceremonial saber.
  CAF Marine enlisted men and officers both wear a two piece
  combat utility uniform with a utility/pistol belt and combat
  boots. The trousers are bloused into the boots, and the jacket’s
  sleeves are cuffed over the elbows. These uniforms come either
  in dark gray for ship duty, or in a variety of camouflage for dif-
  ferent environments. The marine’s name is displayed over his
  left breast pocket, and rank is displayed on the collar. Marines
  have a dress uniform in dark gray and blue with red trim that re-
  sembles the CAF officer uniform.
  A Notable CAF Facility
  Ryan’s Landing
  Planet Goldielox, Corkscrew Galaxy
  Goldielox was the first extra-solar planet colonized by hu-
  mans, first settled over 4,000 years ago. Covered by vast, shal-
  low oceans and tropical islands, it was an unheard of miracle for
  mankind to find so habitable a planet right in their own back-
  yard. Goldielox was named, jokingly, by astronomers who
  found the planet to be “just right” – just the right distance from
  its star (not too hot, not too cold, just right), just right for human
  habitation and colonization, and just right for the Human Alli-
  ance’s needs at the time.
  It was once home to a wide array of marine life, but the low
  depth of the world’s oceans made it easy to set up huge mining
  facilities on the seabed, and most of the sea life was killed or ir-
  reparably harmed by industrial pollution. The capital city,
  Ryan’s Landing, became the launching pad for an even greater
  push out into the Corkscrew Galaxy. Incredible shipyards were
  built in orbit, connected to mines and refineries below by means
  of titanic space elevators. By the beginning of humanity’s fourth
  millennium in space, Goldielox produced nearly 25% of all
  spacecraft in the Human Alliance.
  The planet suffered horribly during the Automaton Wars.
  When the computer mainframe, Network, assumed control of
  Terra Prime, it next set its sights on its nearest neighbors. Net-
  work uploaded itself into a tachyon data packet, and arrived in
  the Goldielox central computers within two and a half minutes
  (the system is only four light-years from Terra Prime).
  38
  
  Goldielox Network then took complete control of the factories,
  the mines and the shipyards. It killed most of the humans, and
  then began retooling the planet to make robotic starships that
  would carry on its mission of domination to the rest of the hu-
  man colonies. Then it sent a copy of itself to the next-nearest
  human world and infected those computers as well. The entire
  Human Alliance, 1,000 light-years across, was taken over by
  Network in the span of 10 hours.
  Mankind fought back, and the wars against Network lasted
  over two hundred years, and devastated as many worlds as they
  liberated. The fighting for Goldielox was especially brutal, since
  the system was so heavily fortified, and the human rebels
  wished to capture the construction sites for use in the final as-
  sault to retake Terra Prime. In the end, prolific use of low-yield
  nuclear weapons destroyed the machines, but poisoned the
  planet as well. Today, the oceans of Goldielox are all but dead,
  their once emerald color now a rusty brown.
  Goldielox is still the largest single production center in the
  Consortium of Civilized Worlds (CCW). The orbital shipyards
  of Ryan’s Landing are equal to a city-sized space station (see
  Dimension Book 6: The Three Galaxies, page 8), and are ca-
  pable of fixing and/or building up to 800 ships at a time. The
  planet itself is one of the most heavily defended worlds in the
  Consortium, second only to Terra Prime. At any given time,
  there are at least 42 Protector-class battleships, 300 Warshields,
  and 2 Emancipation-class dreadnoughts in orbit, or within the
  system.
  A Notable CAF Commander
  Captain-General Horace Shaw
  Altess Dynasty, Anvil Galaxy
  Horace Shaw is a man out of time. He is a capable leader of
  men, an excellent strategist, but is handicapped by the fact that
  the Consortium that he faithfully serves has not gone to war in
  over five centuries. Indeed, even though the CCW fought the
  Transgalactic Empire (TGE) Armada 20 years ago in the Anvil
  Galaxy, the action was kept low-key and limited for fear of ig-
  niting a full-scale conflict. It has been Consortium policy since
  the First Great War against the Kreeghor the TGE to avoid a to-
  tal war scenario at any cost.
  Commander Captain-General Shaw, who can trace his heri-
  tage back to those who fought against the machines in the Au-
  tomaton Wars, has on several occasions, claimed that this course
  of action is producing a weaker CCW rather than a stronger one.
  There is now no one in the entire CAF who has seen mass com-
  bat, leaving the Fleet with a disturbing lack of veteran com-
  manders and captains. Shaw has made numerous public
  statements on this matter, but sadly, they have been mostly dis-
  missed as reactionary and warmongering. Finally, embarrassed
  by this “raving old man”, Fleet Command sent him to patrol the
  one sector of space where he was certain not to get himself into
  any trouble – The Altess Dynasty.
  Although not currently part of the Consortium of Civilized
  Worlds, the CCW would dearly love to have the Altess back in
  the fold one day. The CCW maintains a small fleet near Altess
  Prime just in case they should have to come to the Dynasty’s
  rescue. This has never happened, and is impossible to imagine
  ever happening, making this assignment the closest thing to ex-
  ile that the CAF Fleet can come up with. Even if Altess Prime
  were attacked by an especially audacious enemy, the Altess
  would simply buy them off, or failing that, annihilate them with
  the robot armies of the Armoria.
  Captain-General Shaw is fully aware that he has been swept
  under the political rug, but as an officer, he carries out his duty
  with honor and efficiency. His tiny fleet – one Protector, CSS
  Restoration, 4 Packmasters, 10 Warshields, and 30 Scimitars –
  keeps tabs on everything happening within 500 light-years of
  the Altess homeworld. They have seen no action in the two
  years since Shaw arrived, as was expected.
  The joke may soon be on the CAF, however. The Golgan
  Argosy, newly refitted thanks to their Tachyonic Antitelephone,
  have set their sights on Altess Prime. They seek revenge for the
  last rebuffing the Altess gave the Republik some 300 years ago.
  Gaus Binjo is certain that with correct timing, the Altess Dy-
  nasty can be crippled and captured. As for the Armoria, while it
  is true that they have tens of billions of robotic defenders to un-
  leash, most of these robots are in storage on Novus IX. Un-
  known to nearly everyone, the entire world is about to disappear
  in a chronal distortion (see Anvil Galaxy, page 116), breaking
  the backbone of the Armoria in one flash of light. When that
  happens, the Golgans will see that the time is right, and attack
  the Dynasty. The Golgans cannot be bought or bargained with,
  and the Altess will have no other choice but to call for assis-
  tance. Captain-General Shaw, ever ready for war, will be put in
  charge of the defense of one of the most valuable pieces of real
  39
  
  estate in the Anvil Galaxy, and lead the charge into the first real
  war the Consortium has seen in centuries.
  Horace Shaw – Quick Stats
  Alignment: Principled.
  O.C.C./Experience Level: 14th level CAF Fleet Officer.
  Attributes: I.Q. 15, M.E. 11, M.A. 20, P.S. 18, P.P. 11, P.E. 13,
  P.B. 13, Spd 11.
  Hand to Hand: Expert.
  Notes: Horace Shaw is a fairly average-looking human in his
  mid-120s, though he looks to be in his 50s. Although on the
  political outs, he is charming, a natural leader, a skilled strat-
  egist and tactician, and can be quite persuasive in his argu-
  ments. He’s on the outs within the CAF military because
  Captain-General Shaw pressed his unpopular opinion and
  pushed the wrong people. A man of high principle, Shaw is
  convinced he did the right thing and has no regrets.
  The Captain-General has a thick handlebar mustache, a
  shaved head and a cybernetic right eye. He enjoys brewing
  his own alcohol and has turned one of his ship’s cargo bays
  into a distillery. His only family, a great-granddaughter
  named Alicia, lives with him on board the Restoration. She is
  15, having come to live with the Captain-General two years
  ago when her parents died.
  Notable Ships of the
  Consortium Armed Forces
  CAF Araneae-Class
  Interdictor
  The Araneae-class Interdictor is a new style of ship recently
  encountered in the Galaxies. Smaller than the Protector-class
  battleship, but with a similar silhouette, the Araneae was de-
  signed to carry the newly developed Gravimetric Interdiction
  Field Generator. The I-Field Generator creates a heavy gravity
  well centered around the ship that allows the Araneae to tempo-
  rarily disable the FTL drives of other nearby spacecraft.
  Araneae battlecruisers are incredibly fast for a capital ship, and
  with their I-Field Generators and thick armor, they excel at raid-
  ing, space blockades, and anti-piracy missions, but also perform
  well as troop and cargo haulers.
  Model Type: Interdiction Battlecruiser (BCI).
  Class: Araneae Class (Air-ay-nay).
  Ship’s Complement:
  Ship’s Crew: 1,673 (502 officers, 1,171 enlisted).
  Bridge: Ship’s Captain (1), Ship’s Executive Officer (1),
  Helm (5), Navigation (5), Comms/Sensors (10), FTL Ops
  (10), Security (10 CAF Security Corpsmen in light CAF bat-
  tle armor and armed with HI-50 laser rifles).
  Combat Information Center (CIC): Interdiction Systems Of-
  ficer (1), Interdiction Systems Ops (15), Comms (10), Ship’s
  Weapons and Fire Control (15), Security (10 CAF Security
  Corpsmen in light CAF battle armor and armed with HI-50
  laser rifles).
  General Operations: Engineering (180), Medical (200), Flight
  Operations (250), Ship’s Security (125), Internal Communi-
  cations (75), General Enlisted (750).
  Embarked Troops: 164 (85 officers, 79 enlisted).
  CAF Fleet Aviators: 114 combat ready pilots with 50 in re-
  serve.
  CAF Marine Corps Aerospace RPA Pilots: None.
  CAF Marine Corps Ground Forces: None.
  Aerospace Group:
  Aerospace Fighters: 42
  SF-101 Black Eagles: One squadron (24 ships).
  SF-69/SF-69B Scorpions: None.
  LRF-25 Proctors: One half-squadron (12 ships).
  SAS Assault Shuttles: One half-squadron (6 ships).
  Aerospace Robots: None.
  BR-CCW Battlerams: None.
  SH-CCW Silverhawks: None.
  Planetary Assault Group:
  MBT-35 Phalanx Tanks: None.
  IFV-100 Maniple Infantry Fighting Vehicles: None.
  AR-20 Bombard Assault Robots: None.
  PA-10 Ground Pounder Powered Armor Suits: None.
  M.D.C. by Location:
  Interior Bulkheads per 10 feet (3 m) – 60
  Interior Hatches – 50 each
  Exterior Hatches – 60 each
  Ventral Launch Bay – 9,500
  Ventral Recovery/Large Ship Hangar Doors (2) – 1,800 each
  Thruster Array – 6,000
  Torpedo Batteries (4) – 900 each
  Point Defense HI-Laser Batteries (16) – 200 each
  Point Defense Mini-Missile Batteries (8) – 200 each
  Forward Hull Section (1/3) –25,000
  * Midships Hull Section (1/3) – 25,000
  ** Aft Hull Section (1/3) – 32,000
  *** Hull per 40 feet (12.2 m) – 125
  Variable Force Fields – 6,000 per side (24,000 in total)
  * Destroying the midships hull section destroys the CIC and
  eliminates all weapons and fire controls. This renders the ship
  flyable but unable to fight. Inflicting more than 60% M.D.C.
  damage to the midships section has a 50% chance of knocking
  out the Interdiction Field Generator.
  ** Destroying the aft hull section destroys the engines, set-
  ting the ship adrift.
  *** Punching holes in the hull causes the damage control
  system to automatically seal off whatever compartment has been
  exposed to vacuum.
  Speed:
  Atmosphere: Araneae are trans-atmospheric, and can maintain
  an atmospheric cruising speed of 3,424.5 mph (5,479.2 km or
  Mach 4.5).
  40
  
  FTL: 8 light-years per hour.
  Sub-Light: Built for speed, Araneae-class Interdictors can main-
  tain an impressive 8,066.6 mph (12,907 km or Mach 10.6) in
  space.
  Range: Limited only by supplies. The anti-matter reactors carry
  enough fuel to operate the ship at full readiness for 50 years, but
  shipboard stores are only good for twelve months of constant
  deployment with full crew and complement.
  Statistical Data:
  Length: 2,263.7 feet (690 m).
  Beam: 400 feet (122 m).
  Height: 700 feet (213.3 m).
  Mass: 180,000 tons fully loaded.
  Cargo: 78,000 tons of cargo.
  Power System: Two interlinked, capital-class anti-matter reac-
  tors powering two banks of three-nozzle capital-class thruster
  arrays and one two-nozzle capital-class thruster array.
  Market Cost: 120 billion credits.
  Weapon Systems:
  1. Long-Range Anti-Ship Torpedo Launchers (4): Along the
  forward ventral side of the hull are four massive, forward
  facing torpedo tubes, two port (on the left side) and two star-
  board (the right side). These tubes typically fire heavy-yield
  anti-matter torpedoes and are the Araneae’s primary anti-ship
  weapons.
  Primary Purpose: Anti-Ship.
  Secondary Purpose: Anti-Installation.
  Weight: Not applicable, the torpedo launchers are part of the
  ship’s hull. The torpedoes themselves are 21 feet (6.4 m) long
  and weigh 12 tons each.
  Range: 1,400 miles (2,240 km).
  Mega-Damage: 4D6x100 M.D. per missile.
  Rate of Fire: One at a time or in volleys of 2, 4, 8 or 16.
  Araneaes can fire a volley of torpedoes every other melee round.
  Payload: 16 torpedoes in each tube mounted in an armored,
  auto-loading magazine for a total of 64. The ship can carry an
  additional 128 torpedoes for reloads.
  Bonus: These torpedoes are considered smart munitions, and are
  +5 to strike.
  2. Double-Barreled Rapid-Fire HI-Laser Turrets (16): One
  half of the ship’s point defense system, these turrets are
  mounted four to a side (dorsal, ventral, port, starboard) and
  can lay down an impressive and deadly fire screen to keep
  enemy fighters, shuttles and missiles at bay.
  Primary Purpose: Anti-Fighter.
  Secondary Purpose: Anti-Missile.
  Weight: Not applicable, part of the ship’s hull.
  Range: 5 miles (8 km) in atmosphere and 16 miles (25.6 km) in
  space.
  Mega-Damage: 2D4x10 M.D. per double-barreled blast. Multi-
  ple turrets can be brought to bear on an enemy ship depending
  on its position.
  41
  
  Rate of Fire: Equal to the number of hand to hand attacks of the
  gunner (usually 4 or 5).
  Payload: Effectively unlimited.
  3. Point Defense Missile Launchers (8): The other half of the
  ship’s point defense system, these turrets are mounted close
  to each pair of the HI-Laser turrets and are used mainly to
  take down incoming missiles and assault shuttles.
  Primary Purpose: Anti-Missile.
  Secondary Purpose: Anti-Fighter.
  Weight: Not applicable, part of the ship’s hull.
  Range: 2 miles (3.2 km) in space, half in an atmosphere.
  Mega-Damage: Varies by warhead. Typical load is fragmenta-
  tion, 5D6 M.D. to a 20 foot (6 m) area (triple the area in space).
  Rate of Fire: One at a time, or in volleys of 2, 4 or 8 missiles.
  Payload: 64 missiles per launcher (512 in total). The ship can
  carry an additional 1,024 missiles in an armored magazine.
  4. Interdiction Field Generator: The true power of the
  Araneae class, and the thing that makes these ships among
  the
  most
  feared
  in
  the
  Galaxies,
  is
  the
  high-output
  Gravimetric Interdiction Field Generator. The Araneae can
  generate a mobile, super-heavy gravity field much like a
  planet’s gravity well.
  The Interdiction Field prohibits the use of FTL drives
  within its area of effect, and can even pull an enemy ship out
  of FTL travel! With this field, an Araneae can “lock down” a
  fleet of sub-capital and capital ships in preparation for a
  strike from its fleet, or set ambushes for pirates or fleeing en-
  emies.
  The down side of the Interdiction Field is that it is ex-
  tremely energy intensive, and draws power from all ship’s
  systems during times when it is operational.
  Primary Purpose: Anti-Shipping.
  Secondary Purpose: Capture and Containment.
  Weight: Not applicable, part of the ship’s hull.
  Range: The Interdiction Field creates a 60 mile (96 km) sphere
  of influence, with the ship itself at the center. All FTL drive
  spacecraft within the 60 mile (96 km) diameter of influence can-
  not engage FTL drives.
  Mega-Damage: While the I-Field does no damage to other
  spacecraft, it causes incredible stress on the Araneae itself. Ev-
  ery 13 times the I-Field is used, there is a chance of a cata-
  strophic failure within the ship’s systems. This could be
  anything from losing internal gravity to the ship being pulled
  apart at the seams! Roll on the Catastrophic Damage Table pre-
  sented earlier to see exactly what happens.
  Rate of Fire: The I-Field needs one round to warm up, then is
  constantly active until deactivated or the ship is destroyed.
  Payload: Effectively unlimited.
  Penalties: When the Interdiction Field is active, all sensors and
  energy weapons see their range reduced by 75%, and the ship’s
  speed is reduced by half.
  5. Ship’s Systems of Note: Tactical life support, launch/recov-
  ery and traffic control systems for aerospace craft, IFF/com-
  mand and control systems, escape capsules for all crew.
  Emancipation-Class
  Dreadnought
  Until about a quarter century ago, Consortium scientists and
  engineers commonly believed that the Packmaster was as big as
  one could build a ship and still have it able to travel faster than
  light. Then came the shocking discovery of the Kreeghor
  Doombringer-class
  dreadnoughts,
  and
  suddenly
  the
  rules
  changed. Many members of the Consortium Congress panicked.
  Their fear was that the Transgalactic Empire (TGE) could have
  only one reason for building such a vessel: to be a massive, mo-
  bile fortress from which to launch surprise attacks into Consor-
  tium space. They immediately drew up legislation to approve
  development of their own super-capital ship in order to bridge
  the “dreadnought gap.”
  The first hurdle in building a Consortium of Civilized Worlds
  ship larger than the Packmaster was the creation of an entirely
  new contra-gravity engine. This new engine, called the Bal-
  anced Hammond Drive, was one of the first pieces of military
  hardware in millennia developed with the help of artificial
  intelligences. Development of the Balanced Hammond Drive
  eventually increased the maximum possible mass of a starship
  into the range of 160 million tons. This meant that the CCW
  could finally design a ship that would equal the Kreeghor mon-
  strosity. This new ship would be a super-carrier and forward
  command ship, leading fleets of thousands of ships into battle
  and going toe-to-toe with the TGE’s Doombringer dread-
  noughts. The first dreadnought built by the CCW, the CAF
  Emancipation, left the slips at the Goldielox drive-yards 20
  years ago.
  These massive, lumbering space vessels have a silhouette
  like that of a four-bladed broadhead arrow, and look like the let-
  ter X when viewed from the stern. CAF Spacers and Marines
  have humorously observed that the ship looks like two oversized
  Protector-class battleships caught in a very compromising posi-
  tion. There is a raised, heavily armored command tower at the
  aft of the ship in the space formed by the two top arms of the
  hull, and the ship’s engines are mounted in the arms themselves,
  close to the central spine of the vessel.
  The four primary HI-Laser cannons run the length of the ship
  in the valleys formed by right angles of the dreadnought’s hull,
  and the rest of the secondary, tertiary and point-defense systems
  are spread liberally around the hull. The layout of the weapons
  provides 360 degree coverage, and allows the ship to bring an
  impressive amount of fire to bear on an enemy from nearly any
  angle. The ship’s robot and fighter hangars and launch/recovery
  bays are in the two ventral arms of the hull, along with a sec-
  ondary traffic control tower to augment the CIC (Combat Infor-
  mation Center; basically the combat command deck or “war
  deck”).
  It is interesting to note that development of the Emancipa-
  tion-class was vehemently opposed by the Noro, the Catyr, the
  Strata, the In’Valians, and the Iborians, all of whom feared that
  the building of such a massive and deadly spacecraft would only
  inflame the Kreeghor to top it. Such an escalation in arms, they
  argued, was not why the Consortium of Civilized Worlds had
  been founded. But the Wulfen, the Faustians, and the humans
  42
  
  43
  
  argued otherwise, insisting that such ships would enforce the
  peace, not break it. The Seljuk and Oni delegates were oddly
  neutral during the debate.
  These ships have never been fully tested in combat. By the
  end of the last border war with the Transgalactic Empire (TGE),
  only one had been completed, and it was rushed to the front to
  be paraded near the disputed zone for all the Kreeghor com-
  manders to see. As a symbol of Consortium might, the Emanci-
  pation-class dreadnought is unsurpassed. But as an effective
  instrument of war, they have yet to prove their worth.
  Model Type: Dreadnought (DRD).
  Class: Emancipation Class.
  Ship’s Complement:
  Ship’s Crew: 8,668 (2,600 officers, 6,068 enlisted).
  Bridge: Ship’s Captain (1), Ship’s Executive Officer (1),
  Helm (10), Navigation (10), Comms/Sensors (20), FTL Ops
  (10), Security (20 CAF Security Corpsmen in light CAF bat-
  tle armor and armed with HI-50 laser rifles).
  Combat Information Center (CIC): CAF Marine Corps Gen-
  eral (1, in charge of troop deployment, strategy and tactics),
  Military Advisory Team (10), Commander of Aerospace
  Group (1, CAG, commander of ship’s aerospace wing),
  Ground Forces Commander (1, commander of ship’s plane-
  tary assault group), Comms (10), Ship’s Weapons and Fire
  Control (30), Security (20 CAF Security Corpsmen in light
  CAF battle armor and armed with HI-50 laser rifles).
  General Operations: Engineering (500), Medical (430), Flight
  Operations (1,200), Ship’s Security (250), Internal Commu-
  nications (150), General Enlisted (5,993).
  Embarked Troops: 18,060 (6,636 officers, 11,424 enlisted).
  CAF Fleet Aviators: 2,520 combat ready pilots with 1,260 in
  reserve.
  CAF Marine Corps Aerospace RPA Pilots: 3,120 combat
  ready pilots with 1,560 in reserve.
  CAF Marine Corps Ground Forces: 9,600 combat ready
  Marines (Infantry, Armor, Mechanized Infantry.
  Aerospace Group:
  Aerospace Fighters: 1,560 total.
  SF-101 Black Eagles: Four wings (960 ships, 40 squadrons
  of 24 ships each).
  SF-69/SF-69B Scorpions: One wing (240 ships, 10 squad-
  rons of 24 ships each).
  LRF-25 Proctors: One wing (240 ships, 10 squadrons of 24
  ships each).
  SAS Assault Shuttles: One wing (120 ships, 10 squadrons of
  12 ships each).
  Aerospace Robots: 2,160 total.
  BR-CCW Battlerams: One battalion (960 units, 6 companies
  of 160 units each).
  SH-CCW Silverhawks: One battalion (1,200 units, 10 com-
  panies of 120 units each).
  Planetary Assault Group:
  MBT-35 Phalanx Tanks: 480
  IFV-100 Maniple Infantry Fighting Vehicles: 360
  AR-20 Bombard Assault Robots: One battalion (960 units,
  80 companies of 12 units each).
  PA-10 Ground Pounder Powered Armor Suits: One battalion
  (1,200 units, 100 companies of 12 units each).
  M.D.C. by Location:
  Interior Bulkheads per 10 feet (3 m) – 80
  Interior Hatches – 70 each
  Exterior Hatches – 80 each
  * Command Tower – 5,500
  Ventral Launch Bays (6) – 9,500 each
  Ventral Recovery/Large Ship Hangar Doors (2) – 8,500 each
  Thruster Array – 25,000
  Main Laser Batteries (4) – 5,000 each
  Secondary Laser Batteries (8) – 1,200 each
  Cruise Missile Batteries (4) – 900 each
  Point Defense Batteries (48) – 400 each
  Forward Hull Section (1/3) – 80,000
  ** Midships Hull Section (1/3) – 80,000
  *** Aft Hull Section (1/3) – 92,000
  **** Hull per 40 feet (12.2 m) – 150
  Variable Force Fields – 15,000 per side (90,000 in total).
  * Depleting the M.D.C. of the command tower destroys the
  bridge. With the bridge destroyed, the ship can still be operated
  from the CIC.
  ** Destroying the midships hull section eliminates the CIC
  and all weapons and fire controls. This renders the ship flyable,
  but unable to fight.
  *** Destroying the aft hull section knocks out the engines,
  setting the ship adrift.
  **** Punching holes in the hull will cause the damage con-
  trol system to automatically seal off whatever compartment has
  been exposed to vacuum.
  Speed:
  Atmosphere: Emancipation-class dreadnoughts are incapable of
  atmospheric flight.
  FTL: 6 light-years per hour.
  Sub-Light: Mach 7.5 in space.
  Range: Limited only by supplies. The anti-matter reactors carry
  enough fuel to operate the ship at full readiness for 50 years, but
  shipboard stores are only good for two years of constant deploy-
  ment with full crew and complement.
  Statistical Data:
  Length: 15,000 feet (4,572 m).
  Beam: 2,000 feet (609.6 m).
  Height: 2,000 feet (609.6 m).
  Mass: 100 million tons fully loaded.
  Cargo: 30 million tons.
  Power System: 2 super-capital anti-matter reactors powering 2
  four-nozzle super-capital thruster arrays and the newly designed
  Balanced Hammond Drive.
  Construction Cost: The Balanced Hammond Drive cost over
  800 trillion credits to refine. The first of these ships cost 32 tril-
  44
  
  lion credits to develop. Now that the process has been refined,
  theclass can be built for about 350 billion cred-
  its.
  Weapon Systems:
  1. Main Laser Batteries (4): The main weaponry for the Eman-
  cipation-class consists of four 80-inch HI-Lasers. They are
  arranged two per side, on the crosspiece of the front hull.
  These cannons were designed and built by the top weapon
  engineers in the Human Alliance, and are capable of inflict-
  ing 25% more damage than the main guns of the Protector.
  They may be fired two at a time (port or starboard), or as a
  devastating volley of four.
  Primary Purpose: Anti-Planet/Anti-Installation.
  Secondary Purpose: Anti-Ship.
  Weight: Not applicable, part of the ship’s hull.
  Range: 120 miles (192 km) in space, or 60 miles (96 km) in an
  atmosphere.
  Mega-Damage: 2D6x1,000 +3,000 M.D. per cannon.
  Rate of Fire: Each cannon may fire once every other melee
  round.
  Payload: Effectively unlimited.
  2. Secondary Laser Batteries (8): The horrific amount of dam-
  age this vessel can throw out only becomes apparent when
  you consider that the secondary lasers of the Emancipation
  are in fact, the same 40-inch cannons that form the main ar-
  mament of the Protector. Four are mounted on each side of
  the ship, with each in a ball turret. Thus, the Emancipa-
  tion-class can actually fire each of these weapons for 360 de-
  grees in a 90 degree arc.
  Primary Purpose: Anti-Ship.
  Secondary Purpose: Anti-Installation.
  Weight: Not applicable, part of the ship’s hull.
  Range: 100 miles (160 km) in space, or 30 miles (48 km) in an
  atmosphere.
  Mega-Damage: 2D6x1,000 M.D. per each cannon.
  Rate of Fire: Each cannon can fire twice per melee.
  Payload: Effectively unlimited.
  3. Cruise Missile Launchers (4): Like the Protector, the cruise
  missile launchers are found on the front and mid-section of
  the ship (2 on each). They can each volley as many as 32 tor-
  pedoes simultaneously. With all four firing, that’s a maxi-
  mum possible 128 missiles per round.
  Primary Purpose: Anti-Ship.
  Secondary Purpose: Anti-Installation.
  Weight: Not applicable, the launchers are part of the ship’s hull.
  Each missile weighs 10 tons.
  Range: Over 1000 miles (1600 km).
  Mega-Damage: Per warhead, varies by type.
  Rate of Fire: One at a time, or volleys of 2, 8, 16 or 32. Per
  launcher.
  Payload: 32 missiles per launcher. Reloads are automatically
  brought up from the cargo holds (takes 2 melee rounds). Stan-
  dard missile complement is 2,560 warheads; that’s 20 complete
  reloads for each launcher.
  4. GR-Gun/Missile Batteries (48): Spread around the hull,
  these rapid-fire point-defense batteries are deadly against
  fighters and shuttles, and create a very effective screen
  against these small ships.
  Primary Purpose: Anti-Fighter/Anti-Shuttle.
  Secondary Purpose: Anti-Missile.
  Weight: Not applicable, part of the ship’s hull.
  Range: 16 miles (26 km) in space, one third that in an atmo-
  sphere. Missiles have a range of 2 miles (3.2 km) in space.
  Mega-Damage: A burst is 20 rounds and inflicts 4D6x10 M.D.
  Missiles are always plasma: 1D6x10 M.D. each.
  Rate of Fire: Equal to the number of hand to hand attacks of the
  gunner (typically 5). Missiles can be launched one at a time, or
  in volleys of two or four.
  Payload: 200 bursts for the gun, and 32 in the launcher. Both
  can be reloaded from the cargo bay in about 3 minutes.
  5. Ship’s Systems of Note: Tactical life support, escape pods
  for all crew, launch/recovery and traffic control systems for
  aerospacecraft and robots, IFF/command and control sys-
  tems.
  The Dominators
  Fifty thousand years ago, the Three Galaxies were entirely
  transformed by a war. It was so destructive and so vast in scope
  as to make it the single most devastating conflict in the history
  of the Megaverse. The war theater wasn’t limited to a single
  continent, or even a particular world. It spanned over 90,000
  light-years, consumed hundreds of millions of star systems, and
  involved weapons of such unimaginable ferocity that a single
  one of them all but sterilized an entire galaxy. For this was a
  war waged by the god-like Elder Races. This was the War
  against the Dominators.
  In order to fully appreciate the War’s impact on galactic his-
  tory, one must first understand the ones who precipitated it: the
  Dominators themselves. The actual name for the thirty foot (9.1
  m) tall warmongers’ species has been forever lost. The other El-
  der Races simply called them “the Dominators.” From the mo-
  ment they first left their homeworld, the Dominators seemed
  fanatically driven to subjugate and enslave every other race in
  Creation. What no one truly knows, even to this day, is why the
  Dominators decided to wipe out all life in the Three Galaxies,
  and why they felt they had no choice but to do so. The Elven
  historian Sarhon Witstaff perhaps described them most aptly:
  “Their name is what they are.”
  The Second Era
  The War against the Dominators is the defining event of
  the Second Galactic Era, if only because modern researchers
  know little else about it. Everyone agrees that the Second Era
  ended 50,000 years ago with the destruction of the Dominator
  homeworld, but there is debate as to when it actually began.
  Most historians use the arbitrary starting date of five million
  years ago, coinciding with the assumed construction of Center,
  on Phase World. A smaller group uses the creation of the
  45
  
  , carbon dated back a million years. Regard-
  less of when it began, the beings that lived during the Second
  Era were light-years more advanced than any species alive to-
  day, with cultures that had endured for millions of years. It was
  a time when godlike beings ruled the universe. There was no
  distinction between technology and magic, because both were so
  advanced as to be indistinguishable. What little machinery the
  Elder Races have left behind gives only tantalizing hints as to
  how they lived, and of what they were capable. Perhaps the
  greatest testament to their deific abilities lies in the fact that, in
  going to war, they unleashed weapons whose might was great
  enough to erase all traces of both their makers and their victims.
  There is no surviving record that lists all of the Elder Races,
  but a few of them are mentioned by name in a 100,000 year old
  document that once belonged to the Star Elves. Called The Lay
  of Treenen, this fragment is part of an epic poem of unknown
  total length. In it are mentioned eight specific Elder Races: the
  nebulous Boiaw, the Moochay, the winged Rothamril, the
  Promethai, the Ferothold Gardeners, the Irdra-orm, the young
  Astralfein (who later became known as the Star Elves), and one
  other. The Lay also makes mention of “fleets of shape-shifting
  dreadnoughts,” leading many to presume that the aforemen-
  tioned Promethai are, in fact, the Prometheans of Phase World.
  The eighth Elder Race mentioned, though indirectly, are the
  “Bar-aldack Kelger-est.” If translated into Trade One, this
  phase literally means: “those who would dominate”.
  Is there no Fate but what we make?
  At some distant point in the past, the Dominators became ob-
  sessed by a prophesy. The oldest Promethean Second Stagers
  are certain that this dark prediction came from an alien species,
  since the Dominators have no oracular powers, and they suspect
  the culprits to be the mysterious Lords of Entropy. It may be
  that, as gods, they were always obsessed with it, as the Norse
  pantheon has always believed that it would come to an end dur-
  ing Ragnarok. Regardless of how it came to them, this prophecy
  became the single motivation for all of the Dominators’ actions.
  It was foretold that the Dominators would be wiped out com-
  pletely by the other species in the Three Galaxies. To deific be-
  ings that were immortal, the concept of death was so frightening
  as to be almost inconceivable, and the extermination of their en-
  tire race even more so. It caused the Dominators to panic, and
  they dedicated their lives to ensuring that this turn of events
  would never come to pass. For, much like the Norse gods, the
  Dominators believed in Fate. They were certain that time flowed
  in only one direction; that the past ceased to exist as soon as it
  became the past, and that future events were set in stone. So,
  they came to the conclusion that the only way to outwit the
  prophecy was to destroy every other species in the universe. Af-
  ter all, how could the Dominators be destroyed if they killed off
  all of their enemies first?
  Contrary to what the younger races of the Third Era believe,
  the time of the Elder Races was one of unprecedented peace.
  The Three Galaxies had not known war for a hundred million
  years. Thus it came as a total surprise when the Dominators be-
  gan what they called “the great work.” The other Elder Races
  were completely unprepared for what was to transpire next.
  The first to suffer were the Boiaw, who had existed for eons
  as clouds of nebular gasses, light-years in size. They spent cen-
  turies at a time developing complex mathematics, and formulat-
  ing theories. Having little in common with the more solid Elder
  Races, the Boiaw had never fought with anyone. The Domina-
  tors fell upon them, and enslaved them, for the Boiaw were
  greatly needed. Compacting them into tight containment fields,
  the Boiaw were to become the power cores and central com-
  puter minds that would drive the Dominators’ Star Fortresses –
  the chariots that would carry them triumphantly across the Three
  Galaxies. The Dominators cared little for the agonies of the
  Boiaw, who, used to the vastness of interstellar space, were now
  as close to being in Hell as they could have ever thought possi-
  ble. The Dominators knew that had they not subjugated the
  Boiaw, they would have paid dearly for it sometime in the fu-
  ture. Better that some other species should suffer, rather than be
  given the chance to make the prophecy come true.
  The Dominators then began their drive in earnest. Spreading
  out from their homeworld in the Thundercloud Galaxy, they
  eliminated hundreds of species before they encountered any re-
  sistance. Thousands more were turned into dust before the re-
  maining Elder Races finally joined together to stop the carnage.
  The Dominators saw the powers aligning against them as proof
  that the prophecy was indeed true, the other species in the uni-
  verse were out to destroy them. They couldn’t see that they were
  victims of a pre-destinational paradox, that in trying to avoid
  their fate, they had in fact set events in motion that would ensure
  their downfall.
  The End of Everything
  Not all of the Elder Races joined the fight to stop the Domi-
  nators. A few of them decided that this war marked the end of
  everything they had ever known, and either fled or hid them-
  selves away. The Astralfein, for example, used powerful
  magic/technology to make their planet invisible. Other races
  collectively traveled through time to the distant future, bypass-
  ing not only the end of the Second Era, but the Third as well.
  Several races, such as the vampiric Sadut, dug bunkers miles
  beneath the surface of their worlds and went into a state of sus-
  pended animation that continues to this day. In the Corkscrew
  Galaxy, the Architects built a giant defensive sensor net, and
  then tried to hide behind it (they were ultimately exterminated
  anyway).
  Those who chose to unite and make a stand unleashed such
  weapons and magic/technologies as should never be seen
  again. The Elder Races fought back with a terrifying ferocity,
  but this only seemed to drive the Dominators on still stronger.
  It was then that the first of the Cosmo-Knights began to ap-
  pear. In retrospect, many Star Elf scholars believe that the war
  against the Dominators was causing such a loss of life that the
  nature of the Cosmic Forge itself was in danger. The Prome-
  thean Second Stagers fear that this was the intent all along,
  for the Lords of Entropy to instigate such strife that the Cos-
  mic Forge would have no choice but to step in and reveal it-
  self. The Cosmo-Knights eventually helped turn the tide, and af-
  ter thousands of years of fighting, the Dominators had been
  forced to retreat back to the core of the Thundercloud from
  whence they had come.
  46
  
  It should also be noted that around this time many “younger
  races” were beginning to develop throughout the Three Galaxies
  as well. The Elder Races, who were now very few in number,
  knew that they would not be around long enough to protect
  these newer species should the Dominators regroup and begin
  their campaign of genocide all over again. If they were going to
  pass into oblivion, then they were determined to take the Domi-
  nators with them. However, their home solar system was so
  heavily defended that everyone feared to attack it.
  So it was that the Elders most powerful creation, the Black
  Hole Projector, was built. The weapon was only fired once, but
  it was enough. In an instant, the Dominators’ solar system, and
  everything around it for one hundred light-years, imploded. A
  hundred thousand stars collapsed in on each other in the time it
  takes a heart to beat. A shock wave that was part Ley Line
  Storm, part gamma ray burst roared outwards from the center of
  the Thundercloud Galaxy at the speed of light. Everywhere the
  blast front passed, it scoured planets of life, killing hundreds of
  emergent younger races and millions of animal species. Those
  who survived its passing had their evolution set back by millen-
  nia.
  Only a few hundred Dominators survived, and many of those
  sank into an indescribable despair. The prophecy had come true,
  and their people were all but extinct. As for the few remaining
  Elder Races, many of them, seeing the destruction that the war
  had wrought, willed themselves to exist no more, and vanished.
  The Second Galactic Era was over. It would be forty thousand
  years before another one would begin.
  The Third Era
  During the Interim, while the Three Galaxies became filled
  with demons, Splugorth, and Alien Intelligences, the surviving
  Dominators remained very quiet. They disassociated themselves
  from one another, and considered what they should do next. Be-
  ing a divine race, they did not have children or procreate as we
  might understand it. Their remaining numbers were all that were
  left of their species.
  A few of them eventually shook themselves out of their de-
  spair, and took up the Great Work once again. Only by this time
  the galaxies were populated by scores of tiny, mortal creatures.
  The other Elder Races were nowhere to be seen, save for the
  bothersome Astralfein, and the Promethai, who had cloistered
  themselves on Phase World never to leave it again. These youn-
  ger races would be easy prey, the Dominators figured, provided
  they were never allowed to unite together on a grand scale,
  which seemed unlikely, given how much they fought with one
  another. When they were all destroyed, the prophecy’s grip
  would finally be broken.
  To the younger races, which live such tragically short lives,
  the Dominators’ attacks seem almost random, but they are not.
  Since they are immortal, a Dominator’s sense of time is quite
  different from that of humans, Kreeghor, or even Altess. They
  can afford to move at a slow but determined pace, striking when
  and where they want. In the past one thousand years, there have
  been three documented Dominator attacks. The first was in
  8997 TE, when the, then-unified, Wulfen Empire was ravaged
  by a fleet of three Star Fortresses. Whether the Dominators were
  cooperating, or just all happened to attack the same region of
  space at roughly the same time, is unknown (most people pray
  the latter is the truth). This attack was rebuffed by the Wulfen
  Empire, who destroyed one of the three massive starships and
  forced the other two to retreat. However, the fighting left the
  Wulfen weakened and easy prey for the Kreeghor.
  The second Dominator attack took place in 9612 TE, in the
  Anvil Galaxy, and resulted in the total destruction of the Asu
  people. This battle took place inside the Golgan Republik, but
  saw limited action on behalf of the Argosy. The Kouncil Politik
  thought it better to sacrifice one planet to satiate the Domina-
  tors, rather than send millions of good soldiers to fight in what
  was obviously a lost cause. Seven Cosmo-Knights were in-
  volved in this fight, which is most likely the only reason that the
  lone attacking Dominator was destroyed.
  The most recent battle took place in the Thundercloud Gal-
  axy, in 9880 TE. A single Star Fortress was heavily damaged
  (but not destroyed) during a protracted fight with the Splugorth
  Kingdom of Dyssleth. The Kittani were eventually ordered to fly
  suicide missions, crashing their ships at top speed into the hull
  of the Dominator Fortress, and detonating their engine cores.
  According to stolen reports, the Star Fortress was so tough that
  even the Kittani “Slicer” cannons could not cut through it. The
  Dominator eventually retreated from the combat zone.
  It is now generally accepted by every major power bloc that
  the Dominators represent one of the gravest threats the Three
  Galaxies have ever known. Should the Dominators organize or
  band together for a coordinated attack, their intended target is
  doomed. As it is, it would take a fleet of ships to counter the
  power of a single Star Fortress. TGE and CAF officers both
  have “unofficial” orders to fight at each other’s sides should a
  Dominator ship appear in their domain of space.
  Dominator Magic/Technology
  As members of one of the Elder Races, the Dominators have
  a level of technical achievement that borders on the metaphysi-
  cal. Regrettably, almost all of this knowledge has been chan-
  neled towards waging war. Even then, the Dominators do not
  concern themselves with things like space fighters, giant robots,
  and fleets that number fifty ships or less. Their goals are grandi-
  ose, and so their weapons are tailored to the destruction of huge
  fleets, massive capital ships, moons, and entire planets.
  A writer from Terra Prime was once quoted as saying that
  any sufficiently advanced technology would be indistinguish-
  able from magic. To take his analogy further, any technology
  built by deific beings is magic. All of the weapons used by the
  Dominators, from their handheld weapons to the massive can-
  nons on their planetoid-sized starships, are considered to be
  magic in nature. This means their weapons inflict damage to be-
  ings that are affected only by magic (vampires take half dam-
  age). Phase fields are still quite effective protection, but they are
  rare and comparatively few. Only the Cosmo-Knights are
  largely unaffected by Dominator energy weapons and take only
  1/100th damage from all Dominator energy attacks. Many point
  to this as proof that the Cosmo-Knights were indeed sent by the
  Cosmic Forge specifically to stop the Dominator threat. Note
  that although the Knights take no damage whatsoever from
  beams of Cosmic Energy, they can still be grievously injured by
  the blade of a Dominator’s Star Splitter.
  47
  
  Life-Force Reactors: The Star Fortresses are powered not
  by anti-matter or nuclear reactors, but by. Each
  ship is built around a Boiaw who has been forced to live for all
  these long ages trapped in a temporal stasis chamber. This pro-
  cess is very similar to the Bio-Wizardry or Rune Magic em-
  ployed by the Splugorth, and somehow provides all the energy
  the Dominators need to power their world-sized vessels. Since a
  Star Fortress is mystically tied into the Boiaw’s life force, given
  enough time, the hull of the fortress automatically regenerates
  damage as if the incredible spacecraft were healing.
  Cosmic Energy Weapons: The Dominators are the only
  race in the entire universe known to have developed weapons
  that can fire directed cosmic energy. Even defining “cosmic
  energy” is difficult. Scientifically, it is a mixture of protons, al-
  pha particles, and heavy atomic nuclei. It behaves like a laser,
  but has similar wave mechanics to a particle beam. It affects
  magical constructs, and shares many of the supernatural attrib-
  utes of sunlight, even though it contains no photons. Cosmic
  energy has absolutely no radioactive signature or aftereffects.
  Cosmo-Knights can generate it by will alone, making many
  think it is somehow related to the phenomenon called zero-point
  energy. In short, no one knows what it is or where it comes
  from.
  Electric Reactive Armor: Both the hulls of the Dominator
  starships and their personal body armor are built to greatly
  lessen the impact from explosive and kinetic attacks. The armor
  is made up of multiple conductive plates separated by insulating
  materials. A charge is then sent though the plates, creating a
  high-power capacitor. When an incoming body (like a missile or
  rail gun burst) tries to penetrate the plates, it closes the circuit
  and discharges the capacitor. This dumps a great deal of energy
  into the penetrator, causing it to vaporize or even turn into a
  plasma. In game terms, Dominator armor, whether on their per-
  son or on their ships, takes half damage from all kinetic and ex-
  plosive attacks, including nuclear and anti-matter warheads.
  Quantum Wormhole Drives: The Star Fortresses of the
  Dominators use a method of propulsion as fantastic as their
  weapon systems. Again, because no Dominator ship has ever
  been captured intact, the exact nature of their engines is a matter
  of conjecture. It is most widely accepted that they use some kind
  of wormhole drive to tunnel under realspace and move about at
  fantastic speeds. When a Star Fortress needs to relocate in a
  hurry, it opens a massive tear in the fabric of the universe, and
  drops down into it. Once under normal space, the ship can tra-
  verse a multitude of “hyper-pipes,” subway-like tunnels in
  hyperspace that crisscross the entirety of the Three Galaxies.
  While traveling within a wormhole, the ship is not subject to
  many physical laws, and can reach a top speed of 300 light-
  years per hour!
  A Dominator
  Star Fortress
  Among the most terrifying sights in all the Three Galaxies is
  the approach of one of these planetoid-sized vessels, for it can
  only mean death and destruction on an unprecedented scale. A
  Star Fortress is a titanic sphere, 30 miles (48 km) in diameter.
  On its forward-facing hemisphere is a circular indentation seven
  miles (11.2 km) across, surrounded by three round weapon
  ports, each a mile (1.6 km) wide in themselves. Its surface is al-
  most totally smooth, broken only by gun turrets the size of small
  mountains that evenly cover its outer hull. It has no apparent en-
  gines, it just glides along in deathly silence.
  The outer hull of the ship is a mile thick. If one were to con-
  centrate enough firepower to blast a hole through it and look in-
  side, one could see a second, smaller sphere resting inside,
  connected to the outer hull by a spider web of massive catwalks,
  pipes, and arcs of electricity. Nestled safely in this internal core
  can be found the ship’s lone occupant, one of the ancient Domi-
  nators. It is believed that there are fewer than two hundred Star
  Fortresses left in the Three Galaxies, but no one is certain.
  Class: Mobile planet.
  Crew: One Dominator.
  Troops: None. But Inner Core may have 2D6 slaves or play-
  things of diverse races.
  M.D.C. by Location:
  Anti-Matter Cannons (3) – 200,000 each
  Heavy Beam Weapons (100) – 15,000 each
  Retractable Beam Turrets (5,000) – 1,200 each
  Inner Core Hull per 40 foot (12.2 m) square section – 200
  * Internal Core – 3 million
  Outer Hull per 5000 square foot (464.5 m) section – 7,500
  ** Main Body (Outer Hull) – 20 million
  48
  
  * Destroying the Internal Core kills the Dominator, and trig-
  gers the destruction of the entire ship. See self-destruct at the
  end of the description for details.
  ** Depleting the M.D.C. of the Main Body renders the Star
  Fortress a floating wreck. It is not be able to move or fire weap-
  ons, but provided that the Inner Core is still intact, it begins
  healing itself.
  Speed:
  FTL: Can travel 300 light-years per hour via a hyper-pipe
  wormhole.
  Sub-Light: Mach 4 in space. The ship is far too large to enter an
  atmosphere.
  Range: Unlimited. The Dominators don’t require supplies.
  Statistical Data:
  Height: Outer shell – 30 miles (48 km). Inner core – 10 miles
  (16 km).
  Length: Outer shell – 30 miles (48 km). Inner core – 10 miles
  (16 km).
  Width: Outer shell – 30 miles (48 km). Inner core – 10 miles (16
  km).
  Mass: Estimated at 9 trillion tons.
  Power System: One Boiaw compressed in a temporal stasis
  bio-reactor.
  Weapon Systems:
  1. Anti-Matter Cannons (3): Each of these weapons works by
  accelerating a dense stream of frozen anti-hydrogen to near
  light speed. These weapons are very cumbersome, and can
  only be used against targets that are capital class or larger.
  They are relatively slow in their firing, but they are capable
  of completely devastating planetary targets such as entire cit-
  ies. All of these weapons are located in the front-facing
  hemisphere of the Star Fortress. They can be fired separately,
  or volleyed together against one target. Each weapon has an
  arc of fire of 60 degrees, and creates a beam of energy a mile
  (1.6 km) wide.
  Primary Purpose: Anti-Planet.
  Secondary Purpose: Anti-Ship.
  Weight: Not applicable, part of the mobile planet’s hull.
  Range: 200,000 miles in space.
  Mega-Damage: Fired singularly, each cannon inflicts 1D6x1
  million M.D. If combined, the blast destroys everything in its
  path of fire, regardless of M.D.C. Against a planet, a combined
  volley will inflict 2D6x1 million M.D. to a ten mile area (16
  km).
  Rate of Fire: Each cannon may fire once every 8 minutes (32
  melee rounds).
  Payload: Unlimited.
  2. Heavy Beam Weaponry (100): Spaced evenly around the
  outer surface of the ship are a series of beam weapons far
  more powerful than anything currently produced in the Three
  Galaxies. These weapon mounts are placed miles apart, so
  generally, they cannot be combined into volleys, unless the
  target is very large, like a planet, moon or massive, city-sized
  space station. Each weapon may adjust its arc of fire by ten
  degrees.
  Primary Purpose: Anti-Capital Ship.
  Secondary Purpose: Anti-Installation.
  Weight: Not applicable, part of the mobile planet’s hull.
  Range: 200,000 miles in space.
  Mega-Damage: 1D4x10,000 M.D. per blast.
  Rate of Fire: Each cannon may fire once per melee round (15
  seconds).
  Payload: Unlimited.
  3. Retractable Beam Turrets (5,000): The lightest of the Star
  Fort’s armaments. They are the Dominators’ idea of point de-
  fense, which is laughable considering that they are the same
  size as the main guns on several modern battleships. These
  beam emitters are spaced evenly around the surface of the
  Fortress to cover it from every attack vector. The average
  distance between turrets is less than a mile, and so they can
  be easily volleyed together in groups of four or more. Each
  gun can rotate 360 degrees, and has a 180 degree arc of fire.
  Primary Purpose: Anti-Ship.
  Secondary Purpose: Anti-Fighter/Anti-Missile.
  Weight: Not applicable, part of the mobile planet’s hull.
  Range: 200,000 miles (320,000 km) in space.
  Mega-Damage: 1D4x1,000 M.D. each.
  Rate of Fire: Each weapon may fire twice per melee round (15
  seconds).
  Payload: Unlimited.
  4. Plasma Shockwave: The Dominators are far from stupid, and
  despite their near total reliance on overwhelming firepower
  to win battles, they are excellent tacticians. They fully under-
  stand that their enemies will try to overwhelm them with
  swarming attacks of space fighters and torpedoes, as well as
  try to bring their battleships into point-blank range for mass
  nuclear volleys or kamikaze attacks.
  To counter this, the Star Fortress can vent plasma gas
  from its power core. The gas fills space with burning vapor,
  destroying all incoming missiles, fighters, and combat shut-
  tles that enter the vapor cloud (roll to dodge at -2).
  Cosmo-Knights take no damage from the plasma shockwave.
  Firing the plasma disrupts the temporal shielding of the Star
  Fortress for one minute (4 melee rounds).
  Primary Purpose: Anti-Ship /Anti-Missile.
  Secondary Purpose: Area Denial.
  Weight: Not applicable.
  Range: Radius of 300 miles (480 km).
  Mega-Damage: 1D6x1,000 M.D.
  Rate of Fire: Once every five minutes (20 melee rounds).
  Payload: Unlimited.
  5. Temporal Shielding: The Star Fortress does not have force
  fields as we might understand them, but can erect a large area
  of distorted time around itself. This temporal shielding plays
  havoc with Cosmo-Knights, fighter pilots, and starship
  crews, which often gives the Dominator the initiative in a
  battle.
  The shield is a bubble 600 miles (960 km) in diameter,
  with the Star Fortress sitting in the middle. Any person pass-
  49
  
  ing through the field must make a saving throw against
  magic of 17 or higher to avoid the effects of the field. Robots
  and A.I.s must also roll to save.
  Effects: Passing through the shielding destroys a live person’s
  perceptions of time, causing him to feel tired, confused, and to
  believe he has been busy – fighting, working, etc. – for much
  longer than he actually has been. Characters who fail their sav-
  ing throws are -10% on all skills; -60% if the skill requires the
  measurement of time or the setting of timers. They are also -2 to
  strike, parry, and dodge, -3 on initiative, and lose one melee ac-
  tion. Note: Robots and artificial intelligences (A.I.s) are simi-
  larly affected, and though penalties are half (round down), the
  duration is double.
  Duration: Those who become affected by the temporal field re-
  main sluggish and confused for 10 minutes (40 melee rounds)!
  Range: 285 miles (456 km) out from the surface of the Star For-
  tress; it is a bubble.
  Additional Systems of Note:
  1. Sensors: The Dominator Star Fortress has all the standard
  sensor systems found on starships. In addition, it can track
  15,000 separate targets to a distance of 500,000 miles
  (800,000 km). It should be noted that the Star Fortress itself
  is a non-reflective object which is very difficult to spot visu-
  ally until it is right on top of its target. The Wormhole drive
  means that it does not produce a gravity wake that can be
  easily detected.
  2. Regeneration: Since it is connected to a living being, the
  Dominator Star Fortress can regenerate damage inflicted to it
  in the same way as a person might heal from a cut or burn.
  For game purposes, the ship recuperates 30,000 M.D.C. per
  hour, but in order to do so it cannot be involved in combat or
  any other action during that time. It simply sits quietly and
  regenerates. If pressed, it can heal 6,000 M.D.C. per hour and
  continue fighting or flying.
  3. Self-Destruct: The Dominators refuse to let any part of their
  Fortresses fall into enemy hands. The stasis chamber that
  contains the Boiaw is tied directly into the brain waves of the
  Dominator onboard. If he is killed, then the stasis chamber
  collapses, and the Boiaw inside, now free from its millennia
  of suffering, gleefully commits suicide by blowing the ship
  to ribbons. This explosion inflicts enough damage to destroy
  everything within a one hundred mile radius (160 km). If the
  battle took place over a planet, which is most likely, then
  1D4x10 giant pieces of flaming debris rain down, each im-
  pacting with the same force as a mass driver, the planet being
  saved from the Dominator only to suffer lasting ecological
  damage.
  Golgan Republik
  Golgan Republikan Argosy
  The ships of the Golgan Republik are dismissed by the other
  power blocs in the Anvil Galaxy as being outdated, underpow-
  ered, and ineffective. Until recently, this was a fairly accurate
  assessment.
  The Republik began its long decline over three centuries ago
  when the planet Ulmore decided to secede. The Argosy and
  Rebuplikan Guard responded in full force, decimating the
  planet and waging a protracted civil war that cost millions of
  lives on both sides. Thereafter, the Golgans concluded that
  bringing planets back into the fold by force was an utter waste,
  and so they never again did so. Instead of strengthening their al-
  legiance to the Republik, however, more and more worlds,
  knowing there would be no reprisal, broke away and declared
  their independence.
  From then on, the Golgans’ buffer zone, along with the once
  mighty Argosy Fleet, atrophied from inactivity and secession.
  When a member planet broke away, it tended to take any and all
  Republikan ships in its system with it. As the empire shrunk, so
  too did its coffers. Despite some calls to rebuild and re-
  strengthen the remaining ships of the Argosy, the Council
  Politik could never approve funding for such a massive upgrade.
  As the years went on, and the threat of Golgan hostility grew
  more and more remote, the other power blocs came to accept the
  fact that the Republikan Argosy could never pose a real threat,
  nor could the Republik bridge the ever-widening technological
  gap between it and its neighbors.
  This opinion about Golgan decline has held pretty true for
  decades, but things have changed in the Republik, and the Anvil
  Galaxy is about to be proven wrong.
  Ten years ago, select members of the Golgan military and
  government joined together and staged a bloodless coup. They
  gained control of both the Argosy Kommand and the Council
  Politik. They then granted the robots of Mekanik full member
  status, and set the Kultural Revolution in full motion. New
  weapon systems were designed, and the fleet was completely
  upgraded. Now ready to make its move, the Golgan fleet prom-
  ises to restore the former glory of the Republik. Plans are under-
  way to re-conquer the Central Alliance, liberate Kablinka from
  the Transgalactic Empire (TGE) and, when the timing is right,
  utterly destroy the Altess. The only power in the Anvil Galaxy
  they do not yet want to fight is the CCW. Not out of cowardice,
  however, but because they already have their hands full.
  Disposition of Golgan Fleets
  For most of the past three centuries, the sad remnants of the
  Argosy have been stationed around the core planets of the
  Republik, protecting their precious homeworlds from an attack
  that would never come. They’ve sat on their hands and painted
  their bulkheads and taken part in endless “training exercises”
  and done little else aside from watching large portions of the
  fleet defect with seceding planets. With attrition from secession,
  defection and plain wear and tear, the once proud Argosy had
  50
  
  been reduced to just over 50,000 ships. These ships are mostly
  antiques, remnants of a time when the Argosy spread throughout
  the Anvil Galaxy and the Republik had the strength of over
  2,000 member worlds. Their weapons, sensors and computer
  systems lag generations behind the rest of the galaxy, and they
  seemed to be on the brink of utter collapse until the coup and the
  advent of the Tachyonic Antitelephone (see below). The addition
  of new systems and new shipbuilding technologies from the dis-
  tant future has breathed new life into the once moribund Argosy,
  although it remains to be seen if the Golgans actually have the
  spirit and drive to make anything out of this technological wind-
  fall.
  Since the majority of their ships are more antiquated and
  fragile than most, Golgan fleet doctrine is based on the idea of
  overwhelming force. There is security in numbers, and this doc-
  trine ties directly into the innate Golgan fear of being attacked.
  One will never find a lone Golgan cruiser and even their patrol
  craft travel in groups of three or more. A typical defensive for-
  mation includes 1D4 Bindas cruisers and 1D6 patrol ships per
  enemy ship of destroyer class or larger. An attack formation,
  which hasn’t been seen or used in 300 years, is composed of
  2D6 Bindas, each with an escort of 2D6 Auntins. There may or
  may not be one of the new Slynor Command Ships in the mix,
  depending on the size of the attack.
  Golgan Rebublik Ranks
  The ranks of the Argosy and of the Republikan/Auxiliary
  Guard are starkly divided along racial lines. Simply put,
  Golgans are officers and everyone else is not. Non-Golgans can
  never rise higher in rank than that of Torno, a position best de-
  scribed as “departmental supervisor.” With their innate ability to
  lead and organize others, the Golgans see this as the most natu-
  ral arrangement in the world. Those dissatisfied with the way
  the Republik is being run see it as the pinnacle of Golgan arro-
  gance.
  It should also be noted that the Republikan Guard, which is
  composed entirely of Golgans, is a very poor fighting force.
  Even though they are armed with the very best of Naruni weap-
  onry, the Golgans, as a race, are poor warriors. It is the Auxil-
  iary Guard, made up of all other manner of races, which does
  the actual fighting. It is also the Auxiliary Guard that is armed
  with older, somewhat outdated weapons and equipment, which
  means they have to fight twice as hard as most other armies in
  the Three Galaxies to make up for the technological gap.
  Golgan Rank
  Human Equivalent
  Gaus
  General/Captain
  Jelia
  Colonel/Commander
  Per
  Major/Lt. Commander
  Frias
  Captain/Lieutenant
  Non-Golgan Rank
  Human Equivalent
  Torno
  Supervisor
  Verron
  Specialist
  Tya
  Worker
  The ranks of Torno, Verron, and Tya are best considered to
  be noncoms or enlisted men, and they will always be of a
  non-Golgan species. A Torno is about equal in rank to a Ser-
  geant; they are trusted and experienced specialists in some par-
  ticular field of work, such as engineering, communications,
  weapon systems, sensor reading, and the like. If involved in
  ground combat, a Torno will be in charge of a platoon of sol-
  diers.
  A person who is a Verron is roughly the same as a Corporal.
  The rank of Verron means that this person is a specialist in some
  particular field, much like a Torno. A Verron does not have the
  authority to oversee a large group, nor can he make reports to a
  Golgan of Frias rank or higher. In the event that a Torno is
  killed or incapacitated, the Verron assumes the rank of Torno.
  Zebuloid gunners and pilots always begin at this rank because of
  their value to the Republik.
  Finally, there are the Tya, the lowest of the enlisted ranks,
  roughly equivalent to a recruit or private, although “worker” is
  actually the best translation of the word. They are raw recruits,
  fresh out of basic training, and essentially do all the grunt work
  and heavy lifting that the higher enlisted ranks can’t be bothered
  with.
  Golgan Uniforms and Colors
  The predominant color scheme of the Argosy seems to be
  yellow and black. Golgan officers usually wear gold colored,
  segmented plate armor over a light M.D.C. material uniform.
  Large, baroque rank insignia and commendation pins are promi-
  nently displayed on the right breast. As an officer gains in rank,
  and his value to the Republik increases, extra shoulder plates
  and thicker back-pieces are added for each promotion. Golgan
  Gauses can have so many plates on their backs and shoulders
  that they resemble heavily armored turtles.
  Members of the Auxiliary Guard wear colors similar to
  those of the Republikan Guard, but their armor is saffron col-
  ored and always lighter and of lesser quality than that of their
  Golgan superiors. Their rank insignia are small, and commenda-
  tions are few and far between for this mostly overlooked and un-
  derpaid fighting force.
  Golgan Rebublikan Technology
  The Golgan Republik is currently an odd mix of cutting edge
  weaponry and antiquated technology. The newer ships, such as
  the Sylnor and the upgraded Bindas, fly side by side with ves-
  sels like the Auntin, a ship which is the same today as it was 300
  years ago. Argosy ships tend to have organic silhouettes,
  vaguely resembling manta or sting rays, with soft lines and
  rounded corners. Xenologists and shipwrights from other races
  suggest this is due to the Golgans’ aquatic ancestry. The ships
  are heavily armored, which takes away somewhat from their
  graceful curves, and are typically painted in dark, flat shades of
  mottled greens and blues with white highlights.
  The Argosy’s energy and projectile weapons are mostly
  equal to the galactic standard. Projectile weapons are the typical
  rail and GR cannons, but for energy weapons, Golgans use a
  variation on the HI-Laser that they call a “Disruptor Cannon.”
  Disruptors seem to be a combination of laser and plasma weap-
  onry, and instead of burning precise holes in armor they tend to
  disintegrate large patches of material around the point of impact.
  This makes for an ugly and difficult to repair hole, as the
  51
  
  disruptor tends to weaken materials directly around the disinte-
  grated area.
  Republik missile technology is woefully outdated, and the
  Argosy fields no smart munitions. They will have the standard
  +3 to strike, but the Republik lacks the ability to build anything
  more accurate. Likewise, their computer systems are like some-
  thing from another age (imagine a spaceship built today, but run
  on a 386 processor). Automated gunnery programs are all but
  non-existent. Instead, the Golgan space fleet has evolved to en-
  compass manpower whenever and wherever possible, and post-
  ings aboard a Golgan ship are very specialized and typically
  decided by a spacer’s race.
  A Notable Argosy Facility
  Tachyonic Antitelephone
  Mekanik
  As the Kultural Revolution begins attacking its list of targets,
  the other power blocs in the Anvil Galaxy are all wondering the
  same thing, how in the hell did the resource-poor Golgans man-
  age to upgrade their fleet with so much new technology in such
  a short period of time? The Golgans’ natural paranoia means
  that, ultimately, they trust only their own race, which rules out a
  technological alliance with some other power. No intelligence
  agency has yet uncovered the truth, and few would believe it
  even if the answer was revealed. The technology is, in fact, en-
  tirely of Golgan design, from four hundred years in the future.
  The key to this knowledge was the invention of the Tachyonic
  Antitelephone.
  The mathematics that allow the Tachyonic Antitelephone to
  work were developed almost entirely by the robots of Mekanik.
  Their theory goes like this: when you jiggle an electron it makes
  a radio wave. That wave then travels outwards into space. As it
  travels through space, it is also traveling outwards in time, leav-
  ing its source and traveling to a receiver in the future. If, as
  physics dictates, there is an equal and opposite reaction for ev-
  erything in the universe, then that jiggled electron is also send-
  ing a kind of inverse wave. The inverse wave does the opposite
  of the original, it travels backward though time, carrying with it
  a message from the future. This allows a weapon schematic
  completed four centuries from today to be “faxed” back in time
  and used by the Golgans living in the present.
  The very idea of gaining information and intelligence from
  the
  future
  is
  something
  that,
  until
  the
  advent
  of
  the
  Antitelephone, has been the stuff of fantasy. It is generally ac-
  cepted as a fact, even by the magic-using cultures of the Three
  Galaxies, that the past cannot be altered. One cannot travel back
  in time, nor change what has already happened. With the
  Tachyonic Antitelephone, however, the Golgans seem to have
  found a loophole in the physics of the universe. They are not
  changing the past, but merely altering the future to one more
  preferable to the Republik.
  The Antitelephone is not without its limitations. First, the
  conversation is decidedly one sided, the present-day Golgan get
  whatever the future Golgans feel like sending. Second, although
  they should be able to receive messages from any point in the
  future, they seem to have been doing almost all of their “talk-
  ing” with the same Golgans 400 years away. These future
  Golgans have not been very forthcoming with descriptions of
  what their life is like. The directors of the Antitelephone believe
  that four centuries from now, the Republik is either in complete
  shambles or does not exist at all. They suspect that the future
  Golgans are directing the present-day Golgans in ways to avoid
  this fate.
  The future Golgans often send intelligence of things that
  have happened to them, but have yet to occur in the present.
  This allows the Argosy to prepare for large battles before they
  are fought. However, with every altered present event, the future
  is also altered. Thanks to this, the information is not always cor-
  rect, as it might have applied to an event that will no longer hap-
  pen. Furthermore, since many of the Golgan combat operations
  are taking place far from Mechanik, any intelligence gained
  through the Antitelephone can take days to reach far-flung
  troops. By the time the future information arrives to those fight-
  ing on the front lines, it may be too late to alter events for the
  better. Either that, or the field commanders may have already
  undertaken action that renders the information useless, as a new
  future has already been created.
  A Notable Argosy Commander
  Gaus Elia Binjo
  First Citizen of the Republik,
  Leader of the Kultural Revolution
  Gaus Elia Binjo is finally doing what he was groomed his en-
  tire life to do, leading the Republik to a new era of greatness and
  security. When he was born, Elia Binjo was immediately identi-
  fied as having all four heightened Golgan senses. For the first
  fifty years of his life, he was educated in the finest state-run pri-
  vate schools, and trained in the art of rhetoric and political
  maneuverings. It was assumed by all that he would eventually
  serve on, and perhaps even lead, the Council Politik. It was a
  shock to people in his elevated circles then, when he joined the
  Republikan Guard at his mother’s urging.
  52
  
  His education and ability to command others should have al-
  lowed him to quickly rise to the rank of Gaus. Commendations
  and promotions came painfully slow however, for when an army
  never sees any action, promotions are hard to come by. There-
  fore, Elia and a dozen select others were organized into a special
  “investigative task force” by his mother, the head of the Council
  Scientifik, and placed under the command of that august body.
  Binjo’s task force was sent on missions of study and exploration
  far from the borders of the Republik, bringing them into contact
  with all manner of friendly and hostile alien races. By the time
  he turned 90, Binjo had seen more combat than any member of
  the Republikan Guard, and he and his underlings were a small,
  but finely honed fighting force.
  Upon returning to the Republik, Binjo’s group came to see
  that the Republik was disintegrating through its own apathy and
  inaction. With every world that left, the buffer zone around
  Gologo Maxus grew smaller and smaller. Binjo came to believe
  that action must be taken to save the Republik from itself, even
  if it meant a complete societal overhaul. It was then that the
  Kultural Revolution was born.
  Binjo’s colleagues, now calling themselves the Assemblage,
  began to seek out like-minded Golgans to help them in their
  cause. Their numbers quickly grew into a well-organized under-
  ground movement. When the robots of Mekanik surprised ev-
  eryone by presenting themselves to the Council, Binjo saw his
  chance. It was Binjo and the Assemblage who secretly entered
  into talks with the robots, asking what they could provide in re-
  turn for full membership and protection. One hundred days later,
  with construction of the Tachyonic Antitelephone already un-
  derway and the Council Politik still unsure what to do, the As-
  semblage quietly and bloodlessly overthrew the Council and
  announced that they were now taking over as the ruling party.
  So far, the Revolution has made great strides in shaping up
  the Republik and her armed forces. Using the future information
  from the Antitelephone, Gaus Binjo has delivered on what he
  promised, that the Republik would rebuild its crumbling buffer
  zone and regain its lost glory. The majority of Golgans see this
  as a new golden age, and are going along with the militocracy
  for the time being. However, Binjo is playing a desperate gam-
  ble of which few are fully aware. The coffers of the Republik
  have been almost entirely emptied with the construction of the
  enhanced Argosy, and should the Revolution be somehow
  thwarted, their entire society will collapse into economic anar-
  chy. Binjo knows that the Republik was doomed anyway, and
  that he only has this one shot to save it. He has become increas-
  ingly dependent on the information and intelligence provided
  him by the future Golgans, to the point where he often cannot
  make an important decision by himself. His overreliance on the
  Tachyonic Antitelephone may well prove to be the Revolution’s
  undoing.
  Guas Binjo – Quick Stats
  Alignment: Scrupulous.
  O.C.C./Experience Level: 10th level Republikan Officer (equal
  to the Scholar O.C.C.).
  Attributes: I.Q. 17, M.E. 13, M.A. 15, P.S. 13, P.P. 8, P.E. 11,
  P.B. 6, Spd 10.
  Hand to Hand: Basic.
  Special Powers: Has all four enhanced Golgan senses (see Di-
  mension Book 6: Anvil Galaxy, page 57).
  Notes: Can often be found living aboard one of the new Sylnor
  Command Ships, and is growing ever more dependant on the
  Tachyonic
  Antitelephone
  to
  direct
  the
  course
  of
  the
  Republik. If the situation continues, the Republik will be-
  come a chronocracy that is, in effect, ruled by Golgans from
  400 years in the future. Gaus Binjo enjoys music, even
  though he cannot sing a note and is totally tone deaf.
  Notable Argosy Ships
  RAJCF-V4.5 Jesstra
  Multi-Role Aerospace Fighter
  Never ones to dirty themselves with the actual act of war, the
  Golgans built the Jesstra fighter for use by their multi-tasking
  Zebuloid allies. Designed from the ground up to take advantage
  of the Zebuloids’ unique physiology and lightning reflexes, the
  light and agile Jesstra is the primary force projection fighter of
  the Golgan fleet. Light and agile with a delta winged, lifting
  body fuselage, a well piloted Jesstra is, on average, four times
  more lethal and efficient than an equivalent fighter from the
  CAF or TGE. These fighters are still relatively new, and hid-
  eously expensive due to their specialized controls and avionics.
  As such, they’ve been a rare sight so far in the Three Galaxies.
  Model Type: RAJCF-V4.5 Jesstra.
  Class: One seat, multi-role aerospace fighter.
  Crew: One.
  M.D.C by Location:
  Pulse Disruptors (2) – 40 each
  Missile Bays (4) – 25 each
  Reinforced Pilot’s Compartment – 125
  * Fusion Turbines (2) – 120 each
  ** Wings (2) – 150 each
  *** Main Body – 300
  * Destroying one turbine reduces the fighter’s performance
  by 50%. If the fighter is in an atmosphere, it can no longer
  achieve escape velocity.
  ** Destroying a wing causes the vehicle to crash from loss of
  control if it is flying in an atmosphere. Destroying one or both
  of the fighter’s wings in space means the fighter cannot enter an
  atmosphere, and imposes a -2 penalty to dodge per wing.
  *** Depleting the M.D.C. of the Main Body destroys the
  aerospace vessel.
  Speed:
  Atmosphere: 3,805 mph (6,088 km or Mach 5).
  Sub-Light: 11,415 mph (18,264 km or Mach 15).
  FTL: None, Jesstra fighters are not FTL capable.
  Statistical Data:
  Height: 7 feet (2.1 meters).
  Length: 20 feet (6 meters).
  Wingspan: 40 feet (12 meters).
  53
  
  Weight: 16.5 tons.
  Cargo: A small compartment for a survival kit and a side arm.
  Power System: One light fusion reactor powering two fusion
  turbines that deliver thrust through vectored thrust nozzles and
  numerous attitude thrusters.
  Construction Cost: 8 million credits.
  Weapon Systems:
  1. Linked Pulse Disruptors: Mounted as a pair along the dorsal
  side of the fuselage and pointing forward above the wing
  roots, these are the Jesstra’s main anti-fighter weapons. They
  fire rapid pulses of unique HI-Laser energy and give the
  Jesstra excellent offensive abilities.
  Primary Purpose: Anti-Fighter.
  Secondary Purpose: Anti-Missile.
  Weight: Not applicable, part of the fighter’s fuselage.
  Range: 2 miles (3.2 km) in space, half in an atmosphere.
  Mega-Damage: 1D6x10 M.D. per single blast, 2D6x10 M.D. for
  a dual blast at the point of impact, then one quarter the damage
  to everything within 10 feet (3 m).
  Rate of Fire: Equal to the number of hand to hand attacks of the
  Zebuloid pilot, that’s 10-14 times per melee!
  Payload: Effectively unlimited.
  2. Missiles: Each of the Jesstra’s wings mounts two recessed
  hardpoints close to the wing roots. These hard points can
  carry four medium-range or eight short-range missiles per
  wing.
  Primary Purpose: Anti-Fighter.
  Secondary Purpose: Anti-Ship.
  Weight: Not applicable, the hardpoints are part of the fighter’s
  fuselage. Missiles vary in weight per short- or medium-range
  missiles.
  Range: 40 miles (64 km) for medium-range missiles.
  Mega-Damage: Varies by warhead, short- or medium-range
  missiles.
  Rate of Fire: One at a time, or in volleys of 2, 4 or 8.
  Payload: Four medium-range missiles, or eight short-range.
  3. Bonuses: Thanks to the specialized avionics and maneuver-
  ing system of the Jesstra, the Zebuloid pilots are +2 to strike
  and +3 to dodge while flying.
  Haelra-Class
  Troop Shuttle
  Even with the Argosy’s astounding new upgrades, the
  Republikan Guard still sees itself as being out-manned and out-
  gunned by its opponents. As such, it tends to overcompensate
  for this non-existent but perceived weakness by overwhelming
  targets with far more men and materiel than is necessary. The
  Haelra is a good example of this thinking, a combat shuttle de-
  signed to carry 150 soldiers and a Naruni Juggernaut with the
  ability to outrun and outgun most other shuttles.
  The Haelra is heavily armored, but lightly armed and must be
  escorted by fighters when breaching a planet’s atmosphere.
  When fighter support is not available, the landing zone is first
  blasted from orbit to eliminate anti-aircraft sites and other op-
  posing forces. Like most combat shuttles, the Haelra is shaped
  roughly like a box to maximize internal volume. The corners of
  54
  
  the hull are rounded, as is the Golgan style, and each mounts a
  massive and powerful frigate-class fusion engine. These four,
  side-mounted thrusters give the Haelra enormous lifting power,
  and it can reach escape velocity in just a few short minutes.
  While the engines give the shuttle incredible straight-line speed,
  the ship is not particularly agile and isn’t much for turning.
  Model Type: RAHCTS-V2.9 Tactical Troop Transport (Com-
  bat Shuttle).
  Ship Class: Haelra Class.
  Ship’s Complement:
  Ship’s Crew: 11
  Bridge: Six: Ship’s Captain (1), Helm (1), Navigation (1),
  Comms/Sensors (1), Security (2).
  General Operations: Five: Engineering (1), Cargo Masters
  (2), Weapon Systems (2).
  Embarked Troops: 150 with an embarked Juggernaut tank, or
  300 without.
  Embarked Armor: One Naruni Juggernaut tank (optional).
  M.D.C. by Location:
  Disruptor Cannons (4) – 100 each
  Reinforced Pilot’s Compartment – 200
  Door-Ramp (back) – 400
  * Engines (4) – 200 each
  ** Main Body – 2,500
  * Destroying even one engine cripples the Haelra, as its de-
  sign requires all four engines working in balance. The loss of
  one thruster requires a piloting roll at –12% to either hover sta-
  tionary or land. The loss of more than one engine means the
  shuttle crashes! -36% on piloting skill to make a successful
  crash landing.
  ** Depleting the M.D.C. of the main body knocks out pro-
  pulsion and all systems, setting the shuttle adrift in space or
  causing it to crash if flying in an atmosphere. Even one point be-
  low zero completely destroys the vessel. If destroyed while ap-
  proaching a planet, the shuttle’s passengers and crew are
  destroyed upon entering the atmosphere!
  Speed:
  Atmosphere: 1,200 mph (1,920 km or Mach 1.5).
  FTL: Haelra shuttles are not FTL capable.
  Sub-Light: 4,566 mph (7,305.6 km or Mach 6).
  Range: Limited only by supplies. The fusion reactor carries
  enough fuel to operate the ship at full readiness for 50 years, but
  shipboard stores are only good for about six days of constant de-
  ployment with full crew and complement.
  Statistical Data:
  Length: 240 feet (73 m).
  Beam: 50 feet (15.2 m).
  Height: 70 feet (21.3 m).
  Mass: 1,200 tons fully loaded.
  Cargo: Either 150 combat ready troops with equipment and a
  Naruni Juggernaut tank, or 300 troops without. Optionally, the
  Haelra can carry 500 tons of palletized cargo.
  Power System: Nuclear fusion engines; life of about 5 years.
  Market Cost: 90 million credits.
  55
  
  Weapon Systems:
  1. Disruptor Cannons (4): These weapons are mounted amid-
  ships in retractable ball turrets, two dorsal, and two ventral.
  The turrets have a 180-degree arc of fire.
  Primary Purpose: Anti-Fighter.
  Secondary Purpose: Anti-Missile.
  Weight: Not applicable, part of the ship’s hull.
  Range: 2 miles (3.2 km) in space, or 4,000 feet (1219 m) in an
  atmosphere.
  Mega-Damage: 1D4x10 M.D. per single blast at the point of im-
  pact, then 25% damage to everything within 6 feet (1.8 m). Mul-
  tiple turrets can be brought to bear on single targets.
  Rate of Fire: Equal to the gunners’ number of attacks (usually
  4-5).
  Payload: Unlimited.
  2. Ship’s Systems of Note: Tactical life support, escape cap-
  sules for all crew and embarked troops.
  Bindas-Class
  Cruiser
  Bindas-class cruisers are the workhorses of the Golgan Navy.
  Tried and true, the Bindas is a ship that has been in service in
  one form or another for nearly 1,000 years. It carries six banks
  of HI-Laser disruptors as its primary cannons, and a single, aft
  mounted, high-powered disruptor cannon for discouraging pur-
  suers. Many Xenologists find it interesting that the Golgan ships
  have been built with some of their most potent weaponry firing
  aft. The prevailing theory is that, on some subconscious level,
  the Golgans expect they will have to retreat, and want their
  greatest firepower in a position to cover their exit from the field
  of battle. If so, they are unique among the major cultures in the
  Three Galaxies for this kind of thinking.
  Model Type: RABCC-V8.0 Heavy Cruiser (CH).
  Class: Bindas Class.
  Ship’s Complement:
  Ship’s Crew: 770 (220 officers, 550 enlisted).
  Bridge: Ship’s Captain (1), Ship’s Executive Officer (1),
  Helm (5), Navigation (5), Comms/Sensors (5), FTL Ops (5),
  Security (10 Republikan Guard in light battle armor and
  armed with NE-300 Stutterers).
  Combat Information Center (CIC): Golgan Jelia (1), Comms
  (5), Ship’s Weapons and Fire Control (15), Security (10
  Republikan Guard in light battle armor and armed with
  NE-300 Stutterers).
  General Operations: Engineering (180), Medical (100),
  Ship’s Security (125), Internal Communications (75), Gen-
  eral Enlisted (227).
  Embarked Troops: 375.
  Zebuloid Aviators: None.
  M.D.C. By Location:
  Interior Bulkheads per 10 feet (3 m) – 50
  Interior Hatches – 65 each
  Exterior Hatches – 95 each
  Mega-Disruptor Cannon (1, aft) – 1,000
  Siege Disruptor Cannons (6 batteries of 2 each) – 600 each
  battery
  Nuclear Torpedo Launchers (2; 1 forward, 1 aft) – 800 each
  Particle Beam Cannons (4) – 150 each
  Forward Hull Section (1/3) – 5,000
  * Midships Hull Section (1/3) – 5,000
  ** Aft Hull Section (1/3) – 8,000
  *** Hull per 40 feet (12.2 m) – 85
  Variable Force Fields – 6,000 per side (36,000 in total)
  * Destroying the midships hull section destroys the CIC and
  eliminates all weapons and fire controls. This renders the ship
  flyable but unable to fight.
  ** Destroying the aft hull section destroys the engines, set-
  ting the ship adrift.
  56
  
  *** Punching holes in the hull causes the damage control
  system to automatically seal off whatever compartment has been
  exposed to vacuum.
  Speed:
  Atmosphere: Bindas cruisers, despite their bulk, can muster an
  impressive 850 mph (1,360 km or Mach 1.2) in atmosphere.
  FTL: 6 light-years per hour.
  Sub-Light: 9,132 mph (14,611.2 km or Mach 12).
  Range: Limited only by supplies. The fusion reactors carry
  enough fuel to operate the ship at full readiness for 30 years, but
  shipboard stores are only good for fourteen months of constant
  deployment with full crew and complement.
  Statistical Data:
  Length: 1,220 feet (372 m).
  Height: 190 feet (58 m).
  Beam: 630 feet (192 m).
  Mass: 250,000 metric tons.
  Power System: Two Golgan GG Mk. VII sub-capital fusion re-
  actors powering one bank of four thrusters.
  Cargo: Up to 50,000 tons of cargo in addition to standard com-
  plement of stores and ammunition.
  Market Cost: 6.5 billion credits to construct.
  Weapon Systems:
  1. Mega-Disruptor Cannon (1, aft/rear): Mounted in a heavily
  shielded ball turret between the thruster cones, this massive,
  double barreled disruptor cannon fires directly aft and pro-
  vides strong covering fire for rapid withdrawals. The turret
  has a 360-degree rotation and the barrels have a 60 degree
  arc of fire.
  Primary Purpose: Anti-Ship.
  Secondary Purpose: Defense.
  Weight: Not applicable, part of the ship’s hull.
  Range: 70 miles (112 km) in space and 6 miles (9.6 km) in an
  atmosphere.
  Mega-Damage: 1D4x1000 M.D. at the point of impact, then
  25% damage to everything within 60 feet (18.3 m).
  Rate of Fire: Maximum of two times per melee.
  Payload: Effectively unlimited.
  2. Siege Disruptor Cannon Batteries (6): These powerful en-
  ergy weapons are the primary anti-ship weapons of the
  Bindas. The double-barreled batteries are mounted in heavily
  armored turrets with a 180 degree rotation, and the barrels
  have a 60 degree arc of fire. This weapon system has half the
  normal penalties to hit fighters and small targets.
  Primary Purpose: Anti-Ship.
  Secondary Purpose: Anti-Installation.
  Weight: Not applicable, part of the ship’s hull.
  Range: 14 miles (22.4 km) in space, 5 miles (8 km) in an atmo-
  sphere.
  Mega-Damage: 2D4x100 M.D. per cannon or a double blast that
  does 4D4x100 M.D. at the point of impact, plus 25% damage to
  everything within 30 feet (9.1 m).
  Rate of Fire: Each battery can fire four times per melee round.
  Payload: Effectively unlimited.
  3. Nuclear Torpedo Launchers (2, 1 forward and 1 aft):
  Mounted fore and aft along the ventral hull of the ship, these
  multi-tube torpedo launchers have an incredibly high rate of
  fire, and can saturate a large area of space with warheads in a
  matter of minutes.
  Primary Purpose: Anti-Ship.
  Secondary Purpose: Anti-Installation.
  Weight: Not applicable, the launchers are part of the ship’s hull.
  Each torpedo weighs roughly 12 tons.
  Range: 1,000 miles (1,600 km).
  Mega-Damage: Ion Torpedoes (Fusion warheads): 2D6x100
  M.D. each.
  Rate of Fire: One at a time or in volleys of 20 per launcher, per
  melee, for a maximum of 40 torpedoes per melee round.
  Launchers are reloaded in the same melee and can be fired again
  on the next.
  Payload: 2,000 torpedoes (1,000 per launcher), with an addi-
  tional 2,000 torpedoes carried aboard in an armored magazine.
  4. Particle Beam Cannons (4): These rapid-fire particle can-
  nons make up the Bindas’ point defense system. They are
  mounted port and starboard, along the center line of the ship,
  and have an incredible rate of fire and respectable stopping
  power.
  Primary Purpose: Anti-Fighter.
  Secondary Purpose: Anti-Missile.
  Weight: Not applicable, part of the ship’s hull.
  Range: 3 miles (4.8 km) in space, or one mile (1.6 km) in an at-
  mosphere.
  Mega-Damage: 2D4x10 M.D. per blast.
  Rate of Fire: Equal to the number of hand to hand attacks of the
  gunner (usually 4-5). One or two Zebuloids usually share this
  job, in which case the number of blasts per melee (per cannon)
  is anywhere from 3 if a lone gunner, to 7 if two Zebuloids share
  the job, or 10-14 if a dedicated gunner is used in each turret.
  Payload: Effectively unlimited.
  5. Ship’s Systems of Note: Tactical life support, IFF/command
  and control systems, escape capsules for all crew.
  Sylnor-Class
  Command Ship
  The imposing Sylnor-class battleship is the newest addition
  to the Golgan Argosy. Other navies who encounter the Sylnor
  for the first time have trouble accepting that it is a Golgan ship
  at all. It looks too new, its weapons are too powerful, and its
  hull is too tough. The Sylnor is indeed a fully Golgan design,
  built using information and technology gained through the
  Tachyonic Antitelephone. In essence, it is a ship from 400 years
  in the future.
  In appearance, the Sylnor is just a large Bindas, wide and
  flat, and looks vaguely like a manta ray. The new ship is easily
  six times the size of the Bindas cruiser, having nearly the same
  mass as the CAF Protector-class battleships. Its weapons are
  very advanced, and include multiple banks of siege disruptors,
  as well as the ability to lay down obscene numbers of nuclear
  57
  
  torpedoes. Like the Bindas, its most powerful weapon is
  mounted in the rear.
  Thanks to their allies on Mekanik, the Republikan Argosy is
  set to unveil over 5,000 of these vessels. Without the assistance
  of vast numbers of robots, the fleet would never have been able
  to assemble so many ships in such a short span of time. But the
  achievement has not been without great cost. Now that the fleet
  is fully upgraded and ready to re-conquer those planets lost to
  the secessionists, the Rebublik is almost totally out of cash.
  Should the Kultural Revolution not work out in the Golgans’ fa-
  vor, the Rebuplik will be utterly bankrupt.
  The Sylnor were first deployed against a Naruni Repo Fleet
  that came to collect on some overdue bills, and in the liberation
  of Kablinka from the TGE. Both operations were phenomenal
  successes, with the tradeoff being that both the TGE and Naruni
  Enterprises have now become openly hostile towards the
  Republik.
  Model Type: RASBS-V1.0 Battleship.
  Class: Sylnor Class.
  Ship’s Complement:
  Ship’s Crew: 3,500 (1,500 officers, 2,000 enlisted).
  Bridge: Ship’s Captain (1), Ship’s Executive Officer (1),
  Helm (10), Navigation (10), Comms/Sensors (20), FTL Ops
  (10), Security (10 Republikan Guard in light battle armor and
  armed with NE-300 Stutterers).
  Combat Information Center (CIC): Golgan Jelia (1, in charge
  of troop deployment, strategy and tactics), Military Advisory
  Team (10), Commander of Aerospace Group (1, CAG, com-
  mander of ship’s aerospace wing), Ground Forces Com-
  mander (1, commander of ship’s planetary assault group),
  Comms (10), Ship’s Weapons and Fire Control (30), Security
  (10 Republikan Guard in light battle armor and armed with
  NE-300 Stutterers).
  General Operations: Engineering (300), Medical (400), Flight
  Operations (500), Ship’s Security (250), Internal Communi-
  cations (150), General Enlisted (1,775).
  Republikan/Auxiliary Guard: 3,500 (850 officers, 2,650 en-
  listed).
  Zebuloid Aviators: 264, with 132 in reserve.
  Aerospace Group:
  Aerospace Fighters: 132 total.
  RAJCF-V4.5 Jesstra Multi-Role Fighters: 96 (4 squadrons of
  24 ships each).
  RAHCTS-V2.9 Haelra Assault Shuttles: 36 (6 squadrons of 6
  ships each).
  Planetary Assault Group:
  Naruni J-2 Juggernaut Tanks: 50
  M.D.C. by Location:
  Interior Bulkheads per 10 feet (3 m) – 50
  Interior Hatches – 65 each
  Exterior Hatches – 110 each
  FM14 Super-Cannon (mounted aft) – 5,000
  Mega Disruptor Cannons (4) – 1,000 each
  Siege Disruptor Cannons (12 batteries of 2 each) – 600 each
  battery
  Nuclear Torpedo Launchers (6, 3 forward / 3 aft) – 800 each
  Particle Beam Cannons (24) – 150 each
  58
  
  Forward Hull Section (1/3) – 70,000
  * Midships Hull Section (1/3) – 70,000
  ** Aft Hull Section (1/3) – 90,000
  *** Hull per 40 feet (12.2 m) – 150
  Variable Force Fields – 15,000 per side (90,000 in total)
  * Destroying the midships hull section destroys the CIC and
  eliminates all weapons and fire controls. This renders the ship
  flyable but unable to fight.
  ** Destroying the aft hull section destroys the engines, set-
  ting the ship adrift.
  *** Punching holes in the hull causes the damage control
  system to automatically seal off whatever compartment has been
  exposed to vacuum.
  Speed:
  Atmosphere: Thanks to their mass, Sylnor-class battleships can-
  not enter atmosphere.
  Sub-Light: 7,610 mph (12,176 km or Mach 10).
  FTL: 6 light-years per hour.
  Maximum Range: Limited only by supplies. The fusion reactors
  carry enough fuel to operate the ship at full readiness for 30
  years, but shipboard stores are only good for two years of con-
  stant deployment with full crew and complement.
  Statistical Data:
  Length: 4,000 feet (1,219.2 m).
  Height: 600 feet (183 m).
  Beam: 800 feet (244 m).
  Mass: 20 million tons fully loaded.
  Power System: Four GG-Mk. IX capital-class fusion reactors
  powering four banks of four capital-class thrusters.
  Cargo: The Sylnor can carry 500,000 tons in addition to stan-
  dard complement of stores and ammunition.
  Market Cost: 200 billion credits to construct.
  Weapon Systems:
  1. F-Mk. 14 Super-Cannon: The Super-Cannon fires an in-
  tense beam whose particles are in such a state of excitement
  that they break down into heavy protons. When the beam co-
  mes into contact with other matter or energy fields, it causes
  them to dissolve into subatomic components, essentially at-
  omizing them. Observers aren’t certain if this weapon is
  some kind of new disruptor cannon, which the Golgans are
  famous for, or a highly advanced plasma weapon. Both sup-
  positions are largely correct, as the F-Mk. 14 is a heavy
  disruptor that has the benefit of 400 years of technological
  advancement. Having been the first to face it in combat, the
  Kreeghor of the TGE have dubbed this weapon “a disintegra-
  tion beam.” It is mounted in an aft ball turret, in much the
  same position as the smaller one mounted on the Bindas, and
  can fire at any target under, above, or directly behind (aft) of
  the ship.
  Primary Purpose: Anti-Ship.
  Secondary Purpose: Defense.
  Weight: Not applicable, part of the ship’s hull.
  Range: 1,000 miles (1,600 km) in space and 33 miles (52.8 km)
  in an atmosphere.
  Mega-Damage: 3D6x1,000 M.D. at the point of impact, plus
  25% damage to everything within 120 feet (36 m).
  Rate of Fire: Maximum of once per melee.
  Payload: Effectively unlimited.
  2. Mega-Disruptor Cannons (4): These weapons are the
  Sylnor’s primary anti-ship weapons, and can hull most small
  sub-capitals in one or two shots. Unlike those mounted on the
  Bindas cruisers, these weapons are made to fire at targets in
  front of, and to the sides of, the ship. Again, they are in ball
  turrets, with two on the dorsal and two on the ventral sides of
  the ship. All four can be fired at one target provided it is big
  enough, cruiser-size or larger, and that it is directly in front
  of the Sylnor.
  Primary Purpose: Anti-Ship.
  Secondary Purpose: Anti-Installation.
  Weight: Not applicable, part of the ship’s hull.
  Range: 70 miles (112 km) in space and 6 miles (9.6 km) in an
  atmosphere.
  Mega-Damage: 1D4x1,000 M.D. per cannon at the point of im-
  pact, plus 25% damage to everything within 60 feet (18.3 m).
  Rate of Fire: Maximum of two times per melee per cannon.
  Payload: Effectively unlimited.
  3. Siege Disruptor Cannons (12 batteries of 2 each): The
  Sylnor carries twice the number of disruptors as the Bindas.
  Both cannons in a battery can be linked or can be fired sepa-
  rately (usually linked). This weapon system has half the nor-
  mal penalties to hit fighters and small targets.
  Primary Purpose: Anti-ship.
  Secondary Purpose: Anti-Installation.
  Weight: Not applicable, part of the ship’s hull.
  Range: 14 miles (22.4 km) in space, 5 miles (8 km) in an atmo-
  sphere.
  Mega-Damage: 2D4x100 M.D. per cannon or a double blast that
  does 4D4x100 M.D. at the point of impact, then ¼ damage to
  everything within 30 feet (9.1 m).
  Rate of Fire: Each battery may fire up to four times per melee.
  Payload: Effectively unlimited.
  4. Nuclear Torpedo Launchers (6): The Sylnor mounts six tor-
  pedo launchers, three forward and three aft, and like the
  Bindas, can fill space with deadly Ion Torpedoes in a matter
  of seconds.
  Primary Purpose: Anti-Ship.
  Secondary Purpose: Anti-Installation.
  Weight: Not applicable, the launchers are part of the ship’s hull.
  The torpedoes weigh 10 tons each.
  Range: 1,000 miles (1,600 km).
  Mega-Damage: 2D6x100 M.D. per Ion Torpedo.
  Rate of Fire: One at a time or in volleys of 20 per launcher, per
  melee round, for a maximum of 120 torpedoes per melee.
  Launchers are reloaded in the same melee and can be fired again
  on the next.
  Payload: 6,000 torpedoes in total (1,000 per launcher).
  59
  
  5. Quantum Tracking Mine Dispenser: Mounted in the aft of
  the ship below the engines, these two letter-box style launch-
  ers are configured to deploy special Quantum Tracking
  Mines. QT mines resemble small torpedoes and are essen-
  tially a miniaturized Contra-Gravity engine, a crude guidance
  system and CG sensor package and a high-yield ion warhead.
  Once deployed, the mines will sit in space, silently scanning
  their surroundings until they detect a ship powered by a CG
  drive. Once the CG wake is detected, the mines become ac-
  tive and immediately home in on their prey. The mines have
  a sensor range of 1,000 miles (1,600 km), fly at 7,610 mph
  (12,176 km or Mach 10), are +2 to strike and have two at-
  tacks per melee.
  Primary Purpose: Area Denial.
  Secondary Purpose: Anti-Ship.
  Weight: Not applicable, the mine dispensers are part of the
  ship’s hull. Each mine weighs 12 tons.
  Range: QT Mines are powered by a small anti-matter battery
  with a life of about five years. They can wait nearly the entire 5
  years at full readiness, and will fly until they hit their target or
  are shot down.
  Mega-Damage: 2D4x100 M.D. to everything within the first
  200 feet (61 m) of impact, and 2D4x10 M.D. to an additional
  200 feet (61 m) beyond the initial blast site.
  Rate of Fire: The mine dispensers can lay a mine every 7.5 sec-
  onds.
  Payload: 2,400 mines.
  6. Particle Beam Cannons (24): These point defense particle
  cannons are spread around the ship’s hull and provide an ade-
  quate screen against incoming fighters, shuttlecraft and mis-
  siles.
  Primary Purpose: Point Defense.
  Secondary Purpose: Anti-Missile.
  Weight: Not applicable, part of the ship’s hull.
  Range: 3 miles (4.8 km) in space, or one mile (1.6 km) in an at-
  mosphere.
  Mega-Damage: 2D4x10 M.D. per blast.
  Rate of Fire: Equal to the number of hand to hand attacks of the
  gunner, typically 4-5, but if a dedicated Zebuloid gunner is used
  in each turret, the weapon has 10-14 attacks per melee.
  Payload: Effectively unlimited.
  7. ECM Scrambling Field: The Sylnor are equipped with a
  kind of ionized hull shielding that interferes with conven-
  tional scanners. Attempts to read sensors or fix weapon sys-
  tems on the ship suffer a penalty of -15%, and guided
  missiles are -2 to lock onto the ship.
  8. Ship’s Systems of Note: Tactical life support, IFF/command
  and control systems, escape capsules for all crew.
  Naruni
  Enterprises
  Naruni Enterprises (NE) doesn’t play by the same rules as
  anyone else, nor do they function like any of the other
  trans-galactic powers within the Three Galaxies. Arguably, that
  is exactly how they got to become a Megaversal power, and
  how they remain one in the face of intense competition.
  Unlike other galactic civilizations, the ultimate goal of the
  True Naruni – the supernatural beings who founded, own and
  run Naruni Enterprises – is to make money, which in itself is
  very unusual for supernatural beings. They only peripherally
  care about power or conquest, and acquisition of territory is only
  a means to make more money. Indentured servants and slave la-
  bor are quickly put to work in the company’s factories, where
  their insultingly low wages help to improve NE’s bottom line.
  The only reason to engage in scientific research is to create the
  best product possible, thereby burying the competition. Why the
  True Naruni are so mercenary and driven, and seem to feel the
  need to amass incalculable sums of money is unknown, but it is
  the motivation behind most everything they do.
  The instrument they have built over millennia so that they
  may achieve this goal is the intergalactic conglomerate known
  in the Three Galaxies – and in many other galaxies and dimen-
  sions – as Naruni Enterprises (NE). The company itself is so
  vast that it has evolved beyond being a mega-corporation, be-
  yond being even a mundane political entity. In the Three Gal-
  axies, Naruni Enterprises is a power bloc. In terms of
  technological ability, economic strength, and military might, it
  stands among giants like the Consortium of Civilized Worlds
  (CCW) and the Transgalactic Empire (TGE), and actually, NE is
  probably several times larger and more technologically ad-
  vanced. However, NE is NOT a political power and its leaders
  have no desire to be one. Naruni Enterprises maintains complete
  neutrality and is willing to work with EVERYONE – sort of.
  You see, Naruni Enterprises (NE) is a cosmic retailer with-
  out peer. They specialize in arms dealing and are famous for the
  slogan, “Naruni Enterprises, we make war better,” and only
  slightly less famous for the slogan, “Naruni Enterprises, we sup-
  ply the Megaverse.” Indeed, NE goods are practically omnipres-
  ent throughout the Three Galaxies. NE weapons, robots, power
  armor, spacecraft, vehicles, force fields, and much, much more,
  are found everywhere. Spacers, pirates, mercenaries, private ar-
  mies, corporations and galactic nations all buy Naruni weapons
  and gear.
  Looking to start a war? Naruni Enterprises can help you
  make that happen fast.
  Need defense against an aggressor? Naruni Enterprises can
  provide what you need, when you need it.
  Caught in an arms race? Let Naruni Enterprises help you
  cross the finish-line first.
  Need tanks or giant robots to defend your border?
  Looking for personal protection?
  Do you want to build a space fleet?
  60
  
  A cargo fleet?
  Need robots to work your factory?
  No? Your needs are simpler? You need firearms and combat
  gear to supply your fledgling army or more powerful guns?
  Naruni Enterprises can fill all your needs, and much more.
  “You can dream big when you have Naruni Enterprises at your
  side.” Another well known slogan.
  Sometimes a purchaser will buy because Naruni technology
  is superior to their own. Sometimes they buy because Naruni
  Enterprises is expedient and the purchaser needs X now. Some-
  times they buy just to supplement their own equipment and be-
  cause NE are willing to sell to absolutely anyone. In fact, it is
  not uncommon to see both sides of a conflict armed with Naruni
  gear. This is still not enough for the True Naruni who run the
  company, and they continue to expand into new markets, grow-
  ing larger every year, with no plans to stop until it has become
  an unstoppable intergalactic monopoly, even should that process
  take millennia.
  It is important to stress that Naruni Enterprises does NOT of-
  fer mercenaries for hire, never takes sides and is happy to sell to
  both sides (and subdivisions within) any conflict. They never
  talk politics or take a side, not even to make a sale. NE sales
  representatives (mostly Uteni) are friendly, charming, but
  strictly business and supply weapons and equipment, regardless
  of who wants the gear or why, it’s just what Naruni Enterprises
  does. They have no concern for who might get hurt, that the sta-
  tus quo is shattered, or that millions of lives may perish as a re-
  sult of their sale. They only seek to serve their client’s material
  needs, nothing more. Strangely enough, that has worked well for
  NE, because the people being attacked with NE weapons and
  starships can simply give Naruni Enterprises a call, and pur-
  chase their own arsenal of weapons and spacecraft to defend
  themselves or strike back. “Nothing personal, it’s only business”
  is not just a saying, it’s an axiom by which the company and its
  sales force live.
  Naruni Enterprises is the framework under which a myriad
  of smaller companies and subsidiaries are found. “Smaller” is a
  subjective term, since these divisions make more annual profit
  than many planets. These subsidiaries are owned and controlled
  by the True Naruni, and include not just weapons and military
  hardware (although that is the “bread and butter” of the com-
  pany), but also consumer electronics, music, videogames,
  tri-vision shows, children’s toys, clothing, domestic vehicles
  like hover cars and personal spacecraft, as well as commercial
  and military vehicles and spacecraft. From its top secret factory
  worlds, Naruni Enterprises manufactures and ships whatever
  people want and delivers to wherever they need it, and for that
  they need a space fleet.
  Pan-Galactic Consignment Fleet
  The actual name for the NE shipping division is Pan-Galac-
  tic Consignment, but it is never called that. The fleet is synony-
  mous with Naruni Enterprises, and consists of 5,000 massive
  vessels that are part battleship and part super-cargo carrier. The
  True Naruni do not feel the need to build anything smaller to
  move their wares, and it wouldn’t make any sense for the com-
  pany to do so. Naruni Enterprises likes to sell huge volumes of
  goods to planetary governments. The more you buy, the steeper
  the
  discount.
  Their
  stores
  and
  showrooms
  are
  massive
  complexes, filling several city blocks to the entirety of a space
  station. Each facility has an equally large storehouse attached to
  it, and entire worlds dedicated to manufacturing. Naruni doesn’t
  bother with little shops, or chains of modest stores in the local
  strip mall, they think big, deal big and sell big. To give you an
  idea, NE has leased one half of an entire level of Center to use
  as just one showroom. They think big because they are big.
  This also makes the Naruni fleet the end-all and be-all target
  for ambitious pirates and raiders. The Commodity-class super-
  cruiser, fully loaded, can move 200,000 tons of merchandise; if
  transporting nothing but plasma cartridge rifles (15 million of
  them), that’s a cargo worth 640 billion credits! As a result, a
  Naruni cargo hauler is one of the most heavily armed single ves-
  sels in all the Three Galaxies.
  Technology Notes
  Yet another thing that sets the True Naruni aside from other
  monstrous supernatural beings is their technological capability.
  They are quite comfortable in a high-tech setting such as Phase
  World. Although to the general public the Naruni corporate se-
  curity forces use equipment that is of high quality, one only has
  to encounter a single Repo-Bot to realize that the company’s ac-
  tual level of technological achievement is very much higher than
  the products they sell. The upper echelons of the company are
  smart enough to keep all the best technology for themselves, and
  out of the hands of the common customer. That way, they al-
  ways have the advantage, even during those unpleasant mo-
  ments when they must fight opponents who are themselves
  armed with Naruni weapons.
  Plasma Beams: Plasma is an ionized gas, which is excited to
  such a degree that the atoms which compose the gas actually
  lose their electrons, and begin to dissolve into sub-atomic parti-
  cles. The gas is usually contained within a magnetic field, and
  then heated by a fusion laser. When it comes into contact with
  other matter, it transfers its heat, and the target also begins to
  lose atomic cohesion. This makes it a devastating battlefield
  weapon commonly used by ultra-tech societies throughout the
  Megaverse.
  Plasma weapons have a serious drawback, however, and that
  is their reduced range. When the super-hot plasma energy leaves
  the barrel of its weapon, it immediately begins to cool, solidify-
  ing back into atoms. In theory, the range of plasma weapons
  could be greatly extended if only one could devise a stronger
  magnetic field that would surround the plasma all the way to its
  intended target. So far, this breakthrough has eluded most tech-
  nological civilizations.
  The True Naruni, on the other hand, have managed to de-
  velop a means of producing inexpensive long-range weapons of
  this type called “plasma beams.” This technology is almost en-
  tirely kept for the company’s private use. The Repo-Bots, for
  example, use a hand cannon that fires plasma beams for a range
  of 4,000 feet (1,219 m), with twice as much destructive energy
  as the heaviest commercially available ejector. These weapons
  are also mounted on all Naruni starships. The only version of
  these guns available for common sale is the unmodified
  NE-1000 Plasma Rifle (which is a hidden gem: cheaper than the
  NE-10, with a bigger ammo load and longer range too!).
  61
  
  Repo-Bot Direct Interface: All of the computer systems on
  board a Naruni starship are built so that the Repo-Bots can link
  to them directly. This cuts down on the reaction time of ship
  systems such as shields, targeting, and weapons fire. It also al-
  lows Repo-Bot pilots greater control over the vessel. This sys-
  tem only works for Naruni Repo-Bots and automatically locks
  out any other types of cyborgs or intelligent robot users.
  A Direct Interface is installed on every piece of “corporate
  use” military hardware. It provides the Repo-Bots with an addi-
  tional +1 on initiative, +1 on Perception Rolls, +1 to strike, +1
  to dodge, and +1 attack/action per melee when piloting or using
  the weapon systems of a corporate vessel.
  Neural Override: This is a closely guarded Naruni secret
  that involves uploading the memories and skills of highly expe-
  rienced employees, then combining them into one skill set. The
  skills and abilities are then programmed into a series of
  data-chips. When these chips are surgically implanted into an
  organic brain, the programming wipes it clean and takes over
  completely. This is how Repo-Bots are made, and explains why
  they are all so equally skilled and equally experienced. Since all
  the ‘Bots have this feature, they can, if they need to, gain wire-
  less access to the nearest Naruni mainframe, and upload re-
  quired information right into their brains. Groups of Repo-Bots,
  called a Master-Matrix, can also share information with each
  other over a tactical internet using this same set of chips so that
  what one of them knows, all the others also know. The range of
  the network connection in both cases is 125 miles (200 km).
  Naruni Uniforms and Colors
  Naruni salesmen are predominantly (98%) the famous Uteni
  aliens. They function as the “face” of Naruni Enterprises and are
  so well known that many people mistake them to be “Naruni.”
  These natural born salespeople have a simple philosophy:
  “When in Center, do as the Prometheans.” What this means is
  that, in order to win the confidence of the consumer, a Naruni
  sales representative dresses and acts exactly like the culture he
  or she is selling to. For example, when dealing with the Human
  Alliance, the Uteni shift their appearance to something that
  looks human, they speak the human language: Trade Four, dress
  in human clothing, and use human mannerisms, slang and cus-
  toms. The corporation has a veritable army of xeno-culturalists
  on staff to study the behavior of the major races in the Three
  Galaxies. Naruni sales staff must regularly attend training ses-
  sions to familiarize themselves with the languages, customs and
  behaviors of humans, Wulfen, Noro, and many other races.
  As a result of being social chameleons, there is no “standard
  uniform” for Naruni salespeople off on a selling mission; they
  wear whatever the locals are wearing to make their potential
  customers feel comfortable and at ease. However, if the fleet is
  going into combat, or when working off the sales floor, Naruni
  employees wear a brown and blue, two-piece uniform with
  heavy boots. The material is tough, but flexible, and gives the
  wearer 15 M.D.C. worth of protection.
  Clothing is incompatible with both Repo-Bots and Moloch
  Enforcers. The monstrous True Naruni, with their long,
  snakelike snouts, prefer expensive, loose clothing and love
  capes and cloaks with deep hoods that hide their hideous ap-
  pearance.
  A Notable Naruni Facility
  “Hydrosphere”
  System NE 324-6829, Thundercloud Galaxy
  At the end of the Great War, the Consortium of Civilized
  Worlds (CCW) and the Transgalactic Empire (TGE) agreed, as
  part of a sub-set to the Lanator Accords, that the Thundercloud
  Galaxy would be divided into vast zones, each earmarked for
  colonization by a specific power bloc.
  The idea was to establish rough boundaries over this, the
  least explored and least settled galaxy in those days, so that the
  two super powers wouldn’t come to blows for a second time.
  The Kreeghor then set about rebuilding their defenses in the
  Corkscrew Galaxy, but the Consortium began a rush to civilize
  the stars. This included a mass colonization of the Thunder-
  cloud. Although exploration is not really their thing, a token
  force of the Naruni Social Studies Branch was sent to the Thun-
  dercloud Galaxy, looking for interesting planets to add to the
  corporation’s holdings.
  In 9552 TE (450 years ago), the Naruni discovered a slightly
  remarkable world in system 324-6829. Orbiting a yellow star,
  the planet was a water world, with a standard atmosphere, stan-
  dard gravity, and an over-rich natural biosphere. The odds of
  such a place developing naturally were calculated at 1.08 mil-
  lion to 1, so the Naruni laid claim to it, called it “Hydrosphere,”
  and moved on.
  Fifty years later, massive explosions on the independent
  world of Kazematt led to the discovery of Killaryte. With that,
  Naruni interest in the Thundercloud suddenly perked up, and
  hundreds of survey teams were dispatched. It did not take long
  for them to discover that this bizarre crystalline formation was
  almost entirely native to the Thundercloud Galaxy. Naruni Re-
  search and Development quickly came up with a method for
  safely refining the crystals, turning them into a component to
  enhance the power of explosives. Killaryte became big business
  almost overnight, and the mad dash to settle and exploit the
  Thundercloud went into overdrive.
  Naruni again turned their attention to Hydrosphere in 9970
  TE, when they learned that the massive underwater reefs which
  formed the basis of the planet’s biosphere were composed of a
  substance called Killaryte-B or “Kill-B.” This new variation of
  Killaryte had all the same properties as “Kill-A,” but was not
  explosive when under salt water. This made it easier to mine
  and transport, and Naruni began strip-mining the oceans with
  gleeful abandon. Environmental impact study . . . what’s that?
  With the raping of the Killaryte-B reefs, all indigenous life
  on Hydrosphere are suffering. So much so that the local intelli-
  gent life forms are organizing to drive Naruni off their planet
  (not an easy proposition). At the top of the Hydrosphere food
  chain are the Horned Whales, giant, armored mammals with
  some magical powers over water. The Horned Whales normally
  abhor violence, but cannot abide the rampant destruction of their
  home environment. So far, two Naruni ocean floor bases have
  been destroyed, but at great cost to the whales. For their part,
  Naruni considers the actions of the Whales a nuisance, but one
  that is growing more serious by the day. The whales are begin-
  ning to realize that they are not powerful enough to beat Naruni,
  and that they need help.
  62
  
  Not long ago, a Cosmo-Knight named arrived on
  the planet, driven to Hydrosphere by visions from the Cosmic
  Forge. Naladan wishes to help the Horned Whales, but knows
  he cannot fight a war alone. Thus, he has contacted the Hartigal
  Combine in hopes of raising an army of liberation. He is, in do-
  ing so, coming very close to a position of leadership which
  could cause him to Fall. The Hartigal Combine wouldn’t mind
  getting in on the Scramble for the Thundercloud’s Killaryte, and
  is currently considering their options for removing Naruni and
  taking over Hydrosphere. Normally, there would be no cause to
  extricate the Naruni from a previously unclaimed world. How-
  ever, the Combine (or other galactic power) can claim NE didn’t
  have rights to take a planet already inhabited by intelligent life
  forms, and they are interceding on the behalf of the indigenous
  people, at their request. Naruni can argue the case in intergalac-
  tic court, but they will lose. Of course, such a court case, with
  all the legal wrangling Naruni Enterprises can afford, could take
  1D6x10 years to resolve, and the inhabitants of the planet don’t
  have that long at the rate NE continues mining Kill-B like they
  are, and polluting their oceans. Since “possession” is nine-tenths
  of the law, the most effective approach is to forcibly remove
  Naruni and let them argue their (unwinnable) case in court. But
  who has the guts to challenge and battle Naruni Enterprises?
  A Notable Naruni Commander
  Repo-Bot #400264550
  Bushi Federation, Thundercloud Galaxy
  For more than thirty years now, Naruni has been engaged in a
  campaign of espionage and industrial sabotage with Bushido
  Industries. The True Naruni are secretly envious of the Oni, be-
  cause their technology was gifted to them by their goddess,
  Ameratsu, whereas the True Naruni had to work hard to develop
  their tech. In short, the Naruni feel that the Oni have cheated
  their way into the galactic weapons market.
  NE has, so far, avoided an all-out war, because the Naruni
  consider war a waste of time and resources, and bad for busi-
  ness. Naruni Enterprises may manufacture every type of weapon
  imaginable, but they never use them, themselves. Industrial es-
  pionage, sabotage, stealing secrets, smear campaigns, and even
  assassination, on the other hand, are all perfectly acceptable
  practices, especially if there is no evidence linking it back to
  NE. As a result, Naruni agents are constantly trying to steal se-
  crets and blueprints from the data banks of the Bushi Federation
  as well as undermine their manufacturing and sales operations.
  On rarer occasions, the Naruni have deployed Repo-Bots for di-
  rect commando action against Bushido factories and offices, but
  always covertly, and always to sabotage Bushi operations. One
  of the most successful of these teams is Matrix 12-31-66, under
  the command of Repo-Bot 400264550.
  This combat group has been operating inside Oni space for
  twenty years now. Their mission is to study Oni security in de-
  tail, and devise a time and means of assassinating the Celestial
  Emperor. Such an action, it is hoped, would throw the Bushi
  Federation into chaos, and might even, in a best-case scenario,
  cause the Oni to go to war against the Naruni. In the event of
  such an attack, the Naruni could claim to be the defenders, and
  could then openly fight the Oni without losing face in the courts
  of public opinion.
  So far, no weakness has been found in the security of
  Hoshino, the Oni homeworld, and especially of the Imperial
  Fortress. So, in order to penetrate deeper into the data networks,
  Matrix 12-31-66 moved their Audit ship into the Oni core star
  system, avoiding detection by using their camouflage and mov-
  ing at sub-light velocity. At such slow speeds, the Audit ship has
  been inbound for eighteen years, with only one of the
  Repo-Bots, 400264550, actually up and running. The others
  have been powered down and are standing silently in their al-
  coves.
  When the ship came within close enough range, 400264550
  used his onboard neural computer to hack into the datasphere of
  Hoshino and root around. However, while his consciousness
  was moving around in Oni cyberspace, 400264550 came into
  contact with the rosuto kihaku, the spirits of dead Oni who have
  been placed into cybernetic half-life.
  The Oni believe that when they die, both the good and the
  evil go to dwell in a shadowy realm called Yomi. Things
  changed when Ameratsu departed, leaving the Oni with a vast
  technological library. The Oni, believing that their beloved sun
  goddess had given them a way to avoid going to Yomi, devel-
  oped an advanced system that combined computers with cryo-
  genics. Now when Oni pass away, they are placed into a deep
  freeze container, and hooked up to a computer. In this state of
  “half-life,” their minds remain close to their bodies, and do not
  cross over into the terrifying lands of the dead. Relatives can ac-
  tivate a speaker system on the outside of the dead Oni’s capsule,
  and even engage them in conversation to a limited degree. This
  is a lot like the psionic ability of Commune with Spirits, as the
  rosuto kihaku don’t seem to be fully aware of their state of be-
  ing.
  What the Oni have yet to discover is that a few of the disem-
  bodied minds of their relatives have broken out of half-life, and
  are running around like ghosts in the planetary data sphere.
  They exist as pulses of energy, unable to really connect with the
  outside world, except for a very limited ability to enforce their
  will over machines linked to the network. Stories of computers
  63
  
  sending phantom emails, televisions suddenly flickering to life
  showing bizarre or terrifying images, and dead voices coming
  through speaker systems are simply labeled as urban myths.
  However, they are real and are happening with increasing fre-
  quency. Could it be that the dead are building their own virtual
  afterlife in Oni-cyberspace?
  Repo-Bot 400264550 is currently trying to explore this mystery
  in more depth before activating his comrades. However, his prob-
  ing is stirring the ghosts into a more coherent state of mind. Like-
  wise, he has not taken into consideration that, while jacked into
  half-life, there is the risk that one of these lost souls might actually
  be able to infect his neural chips, as a virus would a computer sys-
  tem. Since the Naruni brain implants are designed to absorb new
  information, this would be no different (or difficult) than standard
  Entity possession. Worse yet, since all the Repo-Bots in a given
  Matrix can instantly share information over their tactical internet, a
  group of dead Oni could, in theory, take over the whole group. If
  some particularly malevolent Oni spirits manage to organize them-
  selves, the Bushi Federation just might be facing a technological
  Dawn of the Dead, with everyday computer users being taken over
  by the angry spirits of their ancestors.
  Notable Naruni Ships
  “Fire-Spitter” Attack Ship
  NCD-02 Naruni Corporate Design
  Whenever it goes to war against another conglom, or must
  respond in force to collect on an outstanding debt, the Security
  Forces of Naruni Enterprises unleash this advanced space
  fighter. The main chassis is that of the Fire-Eater Attack Ship
  sold commercially throughout the Three Galaxies. HOWEVER,
  this version carries very different weapons and has upgraded ar-
  mor and force field. The plasma cartridge auto-cannons of the
  Fire-Eater have been replaced by long-range plasma beams, giv-
  ing the Fire-Spitter an unlimited payload. The bomb/missile
  bays remain unchanged, but the light laser has been removed.
  The upgrade of this fighter has an enhanced engine for greater
  speed, handles like a dream, and is completely transatmospheric,
  which the Fire-Eater is not.
  Typically, these corporate fighters are only found onboard
  the Commodity-class Super Cruisers, but they may also be sta-
  tioned to protect important Naruni R&D bases and key manu-
  facturing facilities.
  Class: NCD-02 “Fire Spitter” Space Fighter.
  Crew: One; combat pilot.
  M.D.C. by Location:
  Missile Compartment (underbelly) – 150
  Side-Mounted Plasma Beams (2) – 150 each
  Reinforced Pilot’s Compartment – 250
  * Main Body – 650
  Variable Force Field – 300 per side (1800 total)
  * Depleting the M.D.C. of the main body destroys the pro-
  pulsion system and causes the escape pod/reinforced pilot’s
  compartment to eject.
  Speed: Mach 15 in space. Maximum atmospheric speed is
  Mach 5.
  Range: Limited only by life support (keeps one person alive for
  up to two weeks).
  Statistical Data:
  Height: 12 feet (3.65 m).
  Width: 30 feet (9.1 m).
  Length: 40 feet (12.2 m).
  Weight: 17.5 tons fully loaded.
  Cargo: Bomb bay can be filled with up to five tons of cargo or
  bombs.
  Power System: Nuclear; average energy life of 20 years.
  Market Cost: Normal customers would be shocked to learn that
  the ship only costs Naruni 10.5 million credits to build. Would
  go for over 7 times that if it ever hit the market . . . which it will
  not. Corporate use only.
  Weapon Systems:
  1. Plasma Beam Cannons (2): So that they don’t have to
  worry about conserving their ammo, the plasma cartridge guns
  have been replaced by powerful plasma beams. The beams are
  always fired together, and cannot target separate enemies.
  Primary Purpose: Anti-Fighters and Spacecraft.
  Secondary Purpose: Anti-Missile and Defense.
  Weight: Not applicable, part of the ship’s hull.
  Range: Four miles (6.4 km) in space, 1.5 miles (2.4 km) in an
  atmosphere.
  Mega-Damage: 2D6x10 M.D. per single blast, 4D6x10 M.D.
  per simultaneous blast at the same target when the two cannons
  fire together. Single or simultaneous dual blast counts as one
  melee attack.
  Rate of Fire: Each blast counts as one melee attack. Equal to the
  number of hand to hand attacks of the pilot (usually 4-6).
  Payload: Effectively unlimited.
  2. Missile/Torpedo Launcher & Bomb Bay(1): The bottom of
  the ship is a missile and bomb bay that can fire either
  long-range missiles or self-guided bombs.
  Primary Purpose: Anti-Ship.
  Secondary Purpose: Anti-Installation.
  Weight: Not applicable, the missile launchers are part of the
  ship’s hull.
  Range: Missiles: 1,400 miles (2,240 km). Bombs: 200 mile (320
  km) range.
  64
  
  Mega-Damage: 4D6x100 M.D. per missile/torpedo; typically
  K-HEX enhanced warheads.
  Smart bombs are special thermite napalm explosives
  found only within Naruni Corporate Security and inflict
  1D4x100 M.D. to a 150 foot (45.7 m) blast radius.
  Rate of Fire: One at a time or in volleys of 2 or 4 missiles/torpe-
  does. Bombs can be released in volleys of 2, 4, 8 or 16. The
  NCD-02 can fire a volley of torpedoes twice every melee
  round.
  Payload: 16 long-range torpedoes or 32 bombs.
  Bonus: Torpedoes/missiles are fitted with an enhanced smart
  targeting system providing a bonus of +5 to strike, +4 to
  dodge, and have two actions per melee round.
  Smart bombs are +3 to strike and dodge, and have two ac-
  tions per melee.
  3. Enhanced Performance: The NCD-02 Fire-Spitter features
  additional micro-thrusters for greater movement, and some of
  the best controls in all the Three Galaxies. Bonuses: +2 on
  initiative, +1 to strike, +3 to dodge, and bestows a +10% on
  all piloting skill rolls. Furthermore, Repo-Bots can directly
  interface with the fighter giving them double the bonuses
  (above) and +1 attack per melee round!
  Naruni Audit Ship
  Most people in the Three Galaxies pray that they never see
  one of these ships. That’s because they only show up when there
  is an outstanding debt to be collected.
  The Audit ship is a small, but powerful transport. Its main
  function is to ferry Repo-Bots around the universe, but since it
  is fully trans-atmospheric, it can also be used as a mobile bunker
  or forward command post. The ship possesses all the features of
  Naruni camouflage armor, plus it has advanced holographic
  imagers built into the hull. When standing perfectly still, it can
  be made to look like anything; a grove of trees, rocks, part of a
  hill, even an innocuous building if it happens to be in an urban
  area.
  The Audit’s profile is uniquely Naruni. It is long and flat,
  with no sharp corners or edges. In fact, it looks like the barrel of
  a plasma cartridge rifle lying on its side. The ship comes in only
  one color: black, just like the Repo-Bot’s armor.
  Class: Shuttle/small cruiser.
  Crew: Four; 1 pilot, 1 co-pilot, 1 gunner, and 1 communications
  Repo-Bot, plus two squads of Repo-Bots, 16 total, stored in
  small alcoves until activated for combat.
  M.D.C. by Location:
  Plasma Beam Cannons (4) – 600 each
  Cruise Missile Launcher – 1,500
  Medium Missile Launchers (2) – 360 each
  Reinforced Pilot’s Cabin – 500
  * Main Body – 3,500
  Variable Force Fields – 500 per side (3,000 total)
  * Depleting the M.D.C. of the main body means the ship is in
  tatters, with life support and contragravity systems knocked out,
  and unable to fight or move under its own power except for
  launching missiles. If the ship is reduced to -200 M.D.C., it ex-
  plodes, doing 1D4x100 M.D. to all other ship components and
  any target within 1,000 feet (305 m).
  Speed:
  Atmosphere: Fully trans-atmospheric; speed in the air is Mach
  5.
  65
  
  Sub-Light: Mach 15.
  FTL: 5 light-years per hour.
  Range: Limited only by supplies. The anti-matter reactors carry
  enough fuel to operate the ship at full readiness for 150 years.
  Shipboard stores are good for 32 months of constant deployment
  with full crew and complement. Minimal supplies on board
  since Repo-Bots need almost nothing to survive.
  Statistical Data:
  Height: 20 feet (6 m).
  Length: 150 feet (45 m).
  Width: 50 feet (15 m).
  Mass: 800 tons.
  Cargo: Room for about 100 tons of weapons and equipment.
  The cargo bay itself is 40 feet by 30 feet, with a height of 20
  feet (12 m x 9 m x 6 m).
  Power System: Advanced anti-matter reactor with 150 year life.
  Cost: The cost to Naruni Enterprises is about 35 million credits
  to build. Would sell for ten times that if it ever found its way
  onto the open market . . . which it will not. Corporate use only.
  Weapon Systems:
  1. Plasma Beam Cannon Turrets (4): These are the ship’s
  main weapons. Each plasma beam is mounted in a double-
  barreled, retractable turret, and has a 360 degree firing radius
  with a 90 degree arc of fire. Two are mounted on the top of
  the ship, and two on the bottom. The weapons may fire on
  separate targets, or be volleyed together in one searing blast
  against large targets of sub-capital size or bigger.
  Primary Purpose: Anti-Spacecraft.
  Secondary Purpose: Anti-Missiles and Defense.
  Weight: Not applicable, part of the ship’s hull.
  Range: Four miles (6.4 km) in space, 1.5 miles (2.4 km) in an
  atmosphere.
  Mega-Damage: 2D6x10 M.D. per single-barrel blast, 4D6x10
  M.D. per simultaneous double-barrel blast (standard) per turret.
  When two or more turrets can fire on a large target, increase
  damage accordingly.
  Rate of Fire: Each blast counts as one melee attack. Equal to the
  number of hand to hand attacks of the gunner (usually 4-6).
  Payload: Effectively unlimited.
  2. Cruise Missile Launcher (1): Located on the underside of
  the ship, and towards the front, is a simple cruise missile
  launcher. The housing only holds six anti-matter torpedoes,
  but that is more than enough to cause serious damage to a
  ship of frigate size or larger. The cruise missiles are usually
  reserved for engagements with larger spacecraft and bom-
  barding large installations like factories, bunkers and small
  towns.
  Primary Purpose: Anti-Ship.
  Secondary Purpose: Anti-Installation.
  Weight: Not applicable, the launchers are part of the ship’s hull.
  Each missile weighs 10 tons.
  Range: Over 1000 miles (1600 km).
  Mega-Damage: Per warhead, varies by type, but standard issue
  is anti-matter: 4D6x100 M.D. each to everything in a 75 foot
  (22.8 m) radius (triple the blast radius in an atmosphere – 225
  feet/68.5 m).
  Rate of Fire: One at a time, or volleys of 2, 4 or 6.
  Payload: Six pre-loaded into the launcher.
  3. Medium-Range Missile Launchers (2): Mounted on either
  side of the ship is a medium-range missile launcher. These
  are primarily used against space fighters and other small tar-
  gets. These missiles all feature Naruni Smart Targeting: +5 to
  strike, +4 to dodge, and have 2 actions per round. Each
  launcher holds eight missiles.
  Primary Purpose: Anti-Ship.
  Secondary Purpose: Point Defense.
  Weight: Not applicable, launchers are part of the ship. Missiles
  vary in weight per short- or medium-range missiles.
  Range: 40 miles (64 km) for medium-range missiles.
  Mega-Damage: Standard issue missiles are K-HEX enhanced
  warheads that inflict 2D6x10 M.D. to a blast radius of 30 feet
  (9.1 m).
  Rate of Fire: One at a time, or in volleys of two, four, or eight
  per launcher.
  Payload: 16 missiles in total, eight per launcher.
  4. Other Vehicles: Depending on the nature of the mission, the
  cargo bay on the Audit ship can be left empty (for taking all that
  outstanding money back to the corporation), or loaded up with
  machines of war and destruction. There is enough room for 100
  tons of gear, but the following are the most common loads:
  � 16 OMAV Combat Pods, each with a full complement of
  drones, and Direct Interface. Plus, there’s enough room for
  150 additional drones (varying types).
  � 4 Carnivore Light Hover Tanks. (Corporate upgrade – uses a
  CG hover system and K-HEX missiles. Also has Direct Inter-
  face).
  � 1 Ovoid Combat Robot (with K-Hex missiles and Direct In-
  terface).
  � 1 Fire-Spitter Attack Ship.
  5. Additional Features: Remember, thanks to a Direct Inter-
  face, the Repo-Bot pilots and gunners get the following bo-
  nuses: an additional +1 to initiative, +1 to strike, +1 to
  dodge, and +1 melee action!
  Commodity-Class
  Naruni Super Cruiser
  This vessel nearly defies classification. In its identification
  papers it is called a “cargo cruiser,” yet it is so large, and so well
  armed, that most authorities in the Three Galaxies consider it to
  be a battleship. In truth it is both, and is the epitome of Naruni
  technical ability and business sense.
  The Commodity is one of the few ships in the known uni-
  verse that is wider than it is long or high. It has nearly the same
  dimensions as seven battlecruisers sitting side by side. Its over-
  all profile is rounded, with a flat bottom. Two massive, glowing
  engines curve around the aft section, but do not protrude out-
  ward from the hull. The port and starboard ends of the ship are
  66
  
  massive cargo doors, from which giant ramps can protrude, and
  the vessel is perfectly trans-atmospheric.
  The Commodity is designed for two main roles: as a trans-
  porter of cargo, and as a transporter of troops for debt collection.
  As a cargo carrier, it can move close to 200,000 tons, giving it
  one the heaviest lift capacities in the known universe. If filled
  with military units, it is an invasion force in a can. Like the Au-
  dit, the Commodity is coated with camouflage polymers and ad-
  vanced holographics (destroyed when the M.D.C. of the ship is
  reduced by half). If landing on a planet or moon, it can be easily
  made to look like an innocuous structure or landmark.
  Class: Flagship (Battleship or Heavy Cruiser).
  Crew: 1,700, but can be run by as few as 60 crew members in
  an emergency. 1D4 True Naruni overseers are also on board.
  Troops: Four Repo-Bot companies (568 Repo-Bots; 142 in
  each company) are always active on board, even when the ship
  is operating as a straight cargo hauler. This is in addition to any
  space fighters and tanks that it normally carries.
  M.D.C. by Location:
  Main Cargo Doors (2) – 20,000 each
  High Energy Plasma Beam Turrets (12) – 1500 each
  Secondary Plasma Beam Turrets (6) – 1000 each
  Cruise Missile Launchers (3) – 800 each
  Point Defense Auto-Cannons (60) – 300 each
  Outer Hull per 40 feet (12.2 m) area – 200
  Inner Hull per 40 feet (12.2 m) area – 150
  * Main Engines (2) – 15,000 each
  ** Main Body: 160,000
  * Destroying the engines eliminates all FTL travel, and re-
  duces sub-light speeds by half.
  ** Depleting the M.D.C. of the main body leaves the ship a
  twisted, floating wreck with no systems operating. Crew mem-
  bers may still evacuate in lifeboats, and fighters and power ar-
  mor troops may force their way out of the ship. Otherwise, it
  and crew members without space suits or EVA Body Armor are
  dead in space.
  Speed:
  Atmospheric: Mach 2. The ship is fully trans-atmospheric.
  Sublight: Mach 20.
  FTL: 8 light-years per hour.
  Statistical Data:
  Height: 100 feet (30.5 m).
  Width: 1300 feet (396 m).
  Length: 300 feet (91.5 m).
  Mass: 800,000 tons.
  Supplies: Enough to keep the crew alive for one year.
  Cargo: Can carry up to 200,000 tons of cargo in the internal
  bays. Usually stored in 7600 shipping cans.
  Power Source: Anti-matter reactor with a 200 year life span.
  Cost: 12 billion credits to produce. Never available for
  commericial or private sale.
  Weapon Systems:
  1. High Energy Plasma Beams (12): The main weaponry of
  this ship is a series of devastating heavy plasma beams.
  These weapons are arranged all along the periphery of the
  vessel: one at each of the top corners, one at each of the bot-
  tom corners, and one turret above and below each of the side
  67
  
  cargo doors. The maximum number of beams that can be vol-
  leyed against a single target is six, firing either above the ship
  or below it.
  Primary Purpose: Anti-Capital Ship and Anti-Planet.
  Secondary Purpose: Anti-Installation and Defense.
  Weight: Not applicable, part of the ship’s hull.
  Range: 70 miles (112 km) in space, or 17 miles (27.2 km) in an
  atmosphere.
  Mega-Damage: 1D6x1000 M.D. per turret.
  Rate of Fire: Each turret may fire twice per melee.
  Payload: Effectively unlimited.
  2. Secondary Plasma Beams (6): Three of these beam weapons
  are found on the top portion of the ship, and three are
  mounted on the bottom. They are primarily used as a backup
  for the main weapons, but can be used against large to
  sub-capital sized spacecraft and large missile volleys.
  Primary Purpose: Anti-Ship.
  Secondary Purpose: Anti-Sub-Capital Ship and Defense.
  Weight: Not applicable, part of the ship’s hull.
  Range: 34 miles (54.4 km) in space, but only 4 miles (6.4 km) in
  atmosphere.
  Mega-Damage: 1D6x100 M.D. per turret.
  Rate of Fire: Equal to the number of hand to hand attacks of the
  gunner (typically 4-5 per melee).
  Payload: Effectively unlimited.
  3. Cruise Missile Launchers (3): Two launchers are located on
  the top portion of the ship, and one on the center bottom.
  Each of the cruise missiles fired from the ship is equipped
  with a Naruni smart targeting array, making them +5 to
  strike, and with 2 actions per melee.
  Primary Purpose: Anti-Ship.
  Secondary Purpose: Anti-Installation.
  Weight: Not applicable, the launchers are part of the ship’s hull.
  Each missile weighs 10 tons.
  Range: Over 1000 miles (1600 km).
  Mega-Damage: Per warhead, varies by type, but standard issue
  is anti-matter: 4D6x100 M.D. each to everything in a 75 foot
  (22.8 m) radius (triple the blast radius in an atmosphere – 225
  feet/68.5 m).
  Rate of Fire: One at a time, or in volleys of 2, 4, 8 or 12, per
  launcher. Each launcher can fire once per melee.
  Payload: 600 total, 200 per launcher.
  4. Point Defense Auto-Cannons (60): Naruni has opted to use
  heavy rail guns for use against incoming missiles and space
  fighters. Each of these point defense turrets is automated,
  driven entirely by an independent targeting computer, and is
  +5 to strike and has eight attacks per melee round.
  Primary Purpose: Anti-Space Fighter.
  Secondary Purpose: Anti-Missile Volley and Defense.
  Range: 2 miles (3.2 km) in space, or 4000 feet (1219 m) in an
  atmosphere.
  Mega-Damage: 2D6x10 M.D. per 20 round burst.
  Rate of Fire: Each automated turret can fire 8 bursts per melee.
  Payload: 70,000 rounds (3,500 bursts) per cannon emplacement.
  5. Additional Vehicles: The Commodity carries 4 wings of
  Fire-Spitter Attack Ships (NCD-02 corporate upgrade model)
  with 11 fighters per wing. For ground assault, it carries 30
  Juggernaut Heavy Tanks (also a corporate upgrade that uses
  an anti-matter power reactor, CG hover system, K-HEX mis-
  siles, and the main gun has no recharge time).
  6. Possible Cargos: In a cargo role, the ship can hold as many
  as 7,600 standard Cans. A few examples of its cargo capacity
  are as follows:
  � 15 million cartridge rifles but with no ammunition.
  � 7 million cartridge rifles and 215,000 cases of ammo (about
  150 million rounds).
  � 10,000 space fighters (some assembly required).
  � 9,000 Carnivore Hovertanks.
  � 1,000 Juggernaut Heavy Hovertanks.
  � 143,000 suits of Enforcer power armor.
  � 523,000 “suits” of infantry body armor.
  If it is being used exclusively for troop transport, then
  nearly any mix of men and machines imaginable can be used.
  At its maximum, it can transport 99,400 Repo-Bots (roughly
  650 companies), but the robots are powered down, and
  stacked up like cordwood until the ship arrives at the combat
  zone.
  The Splugorth
  Kingdoms
  Splugorth Repression Fleets
  The space fleets of the Splugorth Kingdoms are a plague on
  all free peoples of the Three Galaxies. They arise from out of
  the galactic interiors without rhyme or reason, seemingly pick-
  ing targets at random. They strike fast and hard, and then vanish
  almost as quickly as they came. Most other civilizations hate
  them, yet are afraid to fight them wholesale. There have only
  been nine full-fledged wars against any or all of the Splugorth
  Kingdoms in the past ten millennia. The Splugorth have lost ev-
  ery one of those engagements, but not before inflicting such
  damage to their attackers that the victory was pyrrhic at best.
  Furthermore, many believe that in every case, the victors were
  allowed to win either because the Splugorth didn’t care to win,
  or some yet, unseen, ulterior reason.
  The most famous of these conflicts was the War against
  Rynncryll in the Anvil Galaxy, and the destruction of Yythcryss
  – an amazing victory secured when the UWW Warlock Navy de-
  stroyed one of the Splugorth’s sprawling, galactic Kingdoms
  and freed the enslaved populations of numerous worlds.
  Exact numbers for the Splugorth Repression Fleets remain a
  matter of conjecture and flat-out guesswork. During the War
  against the Rynncryll Kingdom (see Dimension Book 5: An-
  vil Galaxy, page 124), Consortium Armed Forces battle groups
  came under constant fire by a single cruiser-class ship and one
  supporting combat shuttle, which were given the reporting
  names “Servitude” and “Raider” respectively. Of course during
  68
  
  that same conflict, the bulk of the Splugorthian assaults were
  leveled
  against
  their
  former
  slaves,
  the
  .
  The
  Transgalactic Armada suffered heavy losses under attacks from
  tens of thousands of Kittani space fighters. Based on this infor-
  mation, CAF Fleet officials remain certain that the Splugorth
  must therefore field some kind of heavy carrier. If so, however,
  it has yet to be encountered by anyone who has survived to talk
  about it.
  Disposition of Fleets
  The Splugorth Repression Fleets are relatively small, with an
  estimated 1,000 ships in both the Anvil and Thundercloud Gal-
  axies, and nearly 2,000 in the Corkscrew.
  Despite this, the Splugorth are feared as ancient, dark and
  dangerous supernatural beings with immense, some would say
  god-like power, and demonic malevolence. The Splugorth are
  known to have enslaved countless worlds and people in other
  parts of the Megaverse and dabbled in magic and mysteries
  known to few other beings. While some people take solace in
  the fact that the Splugorth have a small presence in the Three
  Galaxies, currently laying claim to only three worlds, others
  are concerned the monsters have any presence at all. Even a
  toehold by the Splugorth harkens to a troubling and foreboding
  future.
  Kittani Starship Technology
  It is often asked “why, if the Kittani have a technological cul-
  ture dating back over thirty millennia, are their weapons and
  equipment so comparatively weak?”
  What isn’t understood is that the Kittani, for all their seem-
  ing independence, are still disposable minions in the eyes of
  their demonic Splugorth masters. Thus, the Kittani technological
  level has been forcibly limited and held back by their alien mas-
  ters/saviors for most of that time. After all, one cannot have the
  “lesser races” gaining too much power lest they begin to think
  for themselves and entertain thoughts of independence and re-
  bellion. That’s the kind of thing that led to disaster with the
  Kreeghor. No, it is best if you keep your inferior servants under
  your thumb, vulnerable, humble and dependent upon their mas-
  ters.
  The Splugorth themselves are Alien Intelligences of incredi-
  ble power. Thus, they don’t easily relate to any humanoids in
  the Megaverse and have difficulty appreciating the mortal con-
  dition, except areas where they can exploit it. The Splugorth
  only grudgingly acknowledge the need to travel through space.
  They would much rather use their considerable abilities to travel
  the Astral Plane to discover new worlds, then use dimensional
  portals to send a raiding force directly into the heart of their ene-
  mies or targets of new conquest, and strike without warning.
  Their monumental failures against the Prometheans, however,
  and the inability to defend themselves against space-borne op-
  ponents have forced the Splugorth to acquiesce. So, when it
  came time to construct space fleets, the various Splugorth
  Intelligences finally allowed their servants to rebuild the war-
  ships and giant weapons once found in the Kittani armadas be-
  fore they were vanquished by the Splugorth. The Kydians also
  contributed, mostly in terms of physical labor, the management
  of slave labor and fleet construction.
  These collaborative designs are almost identical to their
  ocean-going vessels, so the ships that sail the seas of
  look a lot like the starships that prowl the dark regions of the
  Three Galaxies. Although the Splugorth fleets are tiny in num-
  ber when compared to the other power blocs in the Three Gal-
  axies, the ancient and advanced technologies of the Kittani,
  combined with Splugorthian magic, make the Repression Fleets
  dangerous in the extreme.
  Splugorth Fleet Hierarchy
  The normal Splugorthian hierarchy is a little different when
  the four Kingdoms go into space. Normally, Kydians (i.e., the
  famous Overlords and Powerlords) have authority over the
  Kittani and most other Minions of Splugorth, as well as the mul-
  titude of slave races. However, the Kydians are great followers,
  not leaders. Moreover, they lack all but the most basic technical
  knowledge. Therefore, in space, it is the Kittani who have
  power over the Kydians. A High Lord or Conservator is still
  the master of both races, and all other minion races are subservi-
  ent, but make no mistake, this is an important step forward for
  the Kittani, who have longed for the day when they would be al-
  lowed to conquer enemies the way they did 38,000 years ago:
  all by themselves.
  A Kittani can be any Fleet rank up to and including Captain,
  and as such, their word on the ship is law. However, they can be
  overruled by a High Lord, Conservator, or Splugorth Intelli-
  gence with no questions asked. The Kittani only have so much
  free rope to play with, and should they try to overstep their au-
  thority, the Conservators on board kill the offenders immedi-
  ately. While the Splugorth are willing to admit that, in the Three
  Galaxies at least, they need to have a space fleet, and are even
  willing to let their minions have the run of things, they will not
  tolerate insubordination or rebellion in the least.
  Most of the Kittani are happy with this seeming compro-
  mise. They get to determine their own destiny (to a degree) and,
  at the same time, are practically saving the Splugorth Kingdoms
  in the Three Galaxies from annihilation. However, there are a
  growing minority of Kittani officers who have now had a taste
  of freedom and want more. They are smart enough to know they
  cannot yet throw off the shackles of the Splugorth, but hope and
  plan for the day when the Repression Fleets will wipe their
  tentacled masters from the face of the universe. That having
  been said, the overwhelming majority live to serve their immor-
  tal and monstrous masters. The Kittani (and Kydians) have
  served as the premier slave race for so many millennia that most
  completely accept their lot in life. All Kittani are born into slav-
  ery and the Splugorth culture and society is all they truly know.
  In this regard, they tend to see themselves not as slaves, but as
  “the chosen” appointed to serve their living gods, the Splugorth.
  All other beings are generally viewed as a) inferiors, b) the ene-
  mies of their masters, and c) people to conquer or exploit as
  their Splugorth masters dictate. As a result, most of the billions
  of Kittani who serve the Splugorth across the Megaverse are
  haughty and proud of the elite position they hold within the ty-
  rannical power structure of the Splugorth. Compared to most
  other slave races, the Kittani are practically (but are not) free
  citizens who serve as the right hand – or fist – of the Splugorth
  Kingdoms, particularly in the reaches of outer space.
  69
  
  Kittani Fleet Hierarchy is as follows:
  Splugorth Intelligence
  High Lord
  Conservator
  Kittani
  Upov (Captain)
  Oziru (Commander)
  Iyuzobi (Lt. Commander/specialist)
  Zobi (Lieutenant)
  Idadahe (Kittani Warrior)
  Powerlords/Overlords/Splugorth Slavers
  All other minions
  Upov is a title that would best translate as “Captain,” but to
  the ape-like Kittani, it is much more. Within the confines of a
  given starship, the Upov is the leader of the group, both socially
  and militarily. He is given the best food, the best quarters, and
  can mate with any female of his choosing, whether or not she al-
  ready has a mate.
  The role of the Oziru is to act as a bodyguard. This is always
  a Kittani male many years younger than the Upov, but one who
  has been chosen by him. The Oziru may or may not be one of
  the Upov’s offspring. In combat, the Oziru leads the other
  Kittani fighters in general, while command of specific units will
  go to the Iyuzobi. The Oziru fights any and all battles for the
  Upov, who is considered too important to risk in trivial matters
  of combat. The only exception to this is if an aspiring young
  Iyuzobi wishes to fight the Upov for leadership of the group. In
  this case, the Oziru must stand aside, and the Upov must fight
  his own battle. If the old Upov is killed (the only way an
  Iyuzobi can win the leadership), he usually also kills all of the
  old Upov’s offspring who are under the age of three. He may
  then replace these children with ones of his own lineage.
  The Iyuzobi are young males and females who serve as spe-
  cialists in technical matters and all things espionage. Only males
  may challenge for leadership of the group (see above), as the
  Kittani are still a rigidly patriarchal society. They are generally
  of middle age, and have total authority over the younger Zobi.
  The Zobi are the youngest members of a Kittani ship’s crew,
  but are old enough and experienced enough to lead small groups
  of warriors. Zobi can be both male and female. Even if they re-
  main dedicated fighters and do not branch off into a military
  specialty, a Zobi who lives to age 50 is automatically elevated to
  the standing of Iyuzobi. As such, he may challenge the Upov for
  control of the group, should he ever wish to do so.
  Kittani Uniforms and Colors
  If the Kittani display an actual system of rank insignia it is
  completely unknown outside of the Repression Fleets. It is be-
  lieved by most outsiders that the number of spiny attachments
  on a given Kittani’s power armor suit is an indication of his or
  her standing, so a Kittani of high rank will have many more
  spines on his Serpent armor than one of low rank. In truth, the
  situation is quite the opposite. Kittani leaders have others to
  fight for them, and so they have less adornment than underlings.
  However, the various intelligence agencies for the other power
  blocs continue to believe otherwise.
  Outside of their armor, the approximate age and experience
  of a Kittani can be discerned just by looking at them. Young
  males have black hair on their heads and bodies, while females
  of the same age seem to have red or brown fur. As Kittani age,
  their hair turns deep silver. A Kittani who is very old and pow-
  erful may be almost completely bald from having so many oth-
  ers groom him, a sign of affection and respect.
  Kydian Powerlords and Overlords are always found wear-
  ing their flat gray bio-power armor as it is both their uniform
  and sense of identity. They also wield staves of authority or
  other Bio-Wizard weaponry.
  Conservators and High Lords are above such mundane
  trappings as clothing and uniforms, though some do adorn them-
  selves with ornate helms, mantles and jewelry. They may also
  wield any weapon, magic or technological, in the Splugorth’s
  arsenal.
  Note: See Rifts® World Book Two: Atlantis for more in-
  formation about the Splugorth, Kittani, Kydians, vehicles,
  power armor, tech and magic weaponry, magic, symbiotic or-
  ganisms, and some Splugorth slave races. Rifts® World Book
  21: Splynn Dimensional Market provides more information
  about Bio-Wizard weapons, Bio-Borgs and additional slave
  races (at least those found on Rifts Earth).
  Notable Splugorth Facilities
  The locations of the Splugorth fleet yards are currently un-
  known to all of the major power blocs. It is assumed that there is
  at least one major construction facility in orbit of each of the
  four Splugorth Ruling Worlds, but again, this is more specula-
  tion than fact.
  A Notable Splugorth Commander
  Upov Esunawey
  Kingdom of Rasstynnth, Corkscrew Galaxy
  For the past few months, the Kingdom of Rasstynnth, in the
  Tail of the Corkscrew Galaxy, has been steadily losing contact
  with the planets on the edge of its territory. The pyramids that
  connect them to the other planets in the Kingdom suddenly went
  “off the grid,” and no one could teleport there anymore. When
  Kydian Overlords were sent to investigate, they found the entire
  planet utterly devoid of life. No structure was left standing.
  There were no plants, no animals, and most importantly, no
  slave stock. A Repression Fleet, under the command of Upov
  Esunawey, was dispatched to investigate further. The fleet was
  not long out of their home port when they came into contact
  with the aliens now known as the Intruders. Given the destruc-
  tive technology used by these beings, it has been surmised that
  the Intruders are the ones responsible for the destruction of the
  Splugorth worlds in the Kingdom of Rasstynnth. The size of
  Upov Esunawey’s fleet was expanded, and he has been given
  orders to track down and destroy every last Intruder.
  That was nearly six months ago, and the battle has not gone
  well. Every time the Intruders are thought destroyed, more seem
  to appear from out of nowhere. The solid energy ships are like-
  wise resistant to Kittani weapons (they do not take extra damage
  from the Slicer Cannons or Neutron weapons). The number of
  70
  
  warriors who have died during this conflict is staggering, and is
  reminding many of the horror stories told during their youth
  about another race of planet destroyers whose name has been
  forbidden to be spoken.
  Slowly but surely, however, the Kittani have fought the In-
  truders backwards through space. Currently, the Repression
  Fleet is approaching the outer limits of an eight planet star sys-
  tem. Long-range probes have shown that the inner system is
  heavily fortified not only by thousands of UFO ships and
  Spinnerettes, but also by huge orbital structures that can only be
  habitats or space stations. Upov Esunawey is not certain that his
  fleet can attack the system and win, but Lord Rasstynnth wants
  complete revenge, and is ordering his minions to purge the sys-
  tem. The Intruders have their collective backs to the wall, and
  will fight like an angry hornets nest, so it’s all up to the
  Splugorth. If they carry the day, the Intruder threat could be
  driven from the Corkscrew Galaxy altogether. If the Repression
  Fleet is destroyed, the Intruders will rally, and make an unob-
  structed dive straight for Lord Rasstynnth’s throne world.
  If ever there was a time for a Kittani faction to attempt a
  break from Splugorth dominion, this might be it. They are not a
  cowardly race, but the savage attacks of the Intruders have
  stirred a deep fear in many of the younger warriors unaccus-
  tomed to facing such a resilient and powerful foe. Even the
  older Kittani are having trouble accepting that their Splugorth
  master may be sending them to the slaughter. Whispers of a mu-
  tiny are beginning to spread, and it remains to be seen if Upov
  Esunawey will endorse it and save his people, or crush it and
  choose to attack the Invaders even if it means the total destruc-
  tion of his fleet, his own life, and every last soldier under his
  command. This would not be the first time in the history of any
  people that a leader was faced with such a choice. The lot of the
  professional soldier is all too often to follow orders and pray
  they can achieve victory even against overwhelming odds.
  Upov Esunawey – Quick Stats
  Alignment: Anarchist.
  O.C.C./Experience Level: 10th level Kittani Warrior.
  Attributes: I.Q. 22, M.E. 24, M.A. 15, P.S. 26, P.P. 11, P.E. 20,
  P.B. 14, Spd 19.
  Hand to Hand: Martial Arts.
  Psionic Powers: Mind Block, Sixth Sense, Speed Reading, To-
  tal Recall, Object Read, and Telemechanics. 115 I.S.P.
  Notable Ships
  of the Splugorth
  Repression Fleets
  Splugorth “Raider”-Class
  Combat Shuttle
  Raider-class combat shuttles are the primary planetary as-
  sault craft of the Splugorth Repression Fleets. Carried by the
  dozen by the larger ships of the fleet, these shuttles are rela-
  tively heavily armed for their size and can carry off hundreds of
  slaves and tons of loot from unsuspecting planets. As a single
  unit, the Raider poses a great threat to a target world. Its small
  size and speed allow it to slip by or outfly most planetary de-
  fenses and make the ship well suited for lightning strikes and
  terror tactics. Launched en masse from larger sub-capital and
  capital ships, coordinated squadrons of Raiders can clean a
  whole planet of viable slaves within a matter of hours.
  Model Type: Assault Shuttle (KS-TAS).
  Class: Raider Class.
  Ship’s Complement:
  Ship’s Crew: 31
  Bridge: Ship’s Captain (1), Helm (2), Navigation (2),
  Comms/Sensors (4), Security (2 Kittani in K-U light power
  armor and armed with K-30 ion pulse rifles).
  General Operations: Engineering (2), Cargo Masters (4),
  Slave Tenders (4), Ship’s Security (10).
  Embarked Troops: 148
  Kittani Armored Troops: One company (64 Kittani).
  Splugorth Slavers: 12 (each commands a magic, Slave
  Barge).
  Altara Blind Warrior Women: 72 (divided evenly to serve the
  Slavers).
  M.D.C. by Location:
  Prison Cells (100) – 600 per wall
  Neutron Cannons/Particle Beams (2) – 200 each
  Missile Launchers (2) – 120 each
  * Bridge – 600
  ** Hull/Main Body – 3,600
  * Destroying the Bridge effectively cripples the ship, leaving
  it with two attacks per melee, -5 to strike and all combat bo-
  71
  
  nuses, and no long-range communications or sensors of any
  kind. Individual power armor troops can continue fighting, of
  course.
  ** Depleting the M.D.C. of the Main Body destroys the ship.
  Speed:
  Atmosphere: 5,372 mph (8,595.2 km or Mach 7).
  Sub-Light: 11,415 mph (18,264 km or Mach 15).
  FTL: None, the Raider is not FTL capable.
  Range: Limited only by supplies. The Kittani anti-matter reactor
  carries enough fuel to operate at full readiness for 50 years, but
  shipboard supplies are only good for planetary assaults and
  short, in-system trips of two weeks or less.
  Statistical Data:
  Height: 65 feet (19.8 m).
  Beam: 65 feet (19.8 m).
  Length: 220 feet (67.0 m).
  Weight: 5,000 tons.
  Cargo: Raider shuttles can carry up to 800 slaves and 500 tons
  of loot.
  Power System: One K-AM-220 frigate-class anti-matter reactor
  powering one bank of two frigate-class plasma thrusters.
  Market Cost: Nearly impossible to find. Would cost 500 million
  credits fully armed and loaded.
  Weapon Systems:
  1. Neutron Cannons (2): A variation on the particle beam, the
  Neutron Cannon fires a deadly stream of unstable charged
  neutrons as opposed to the protons of a standard particle can-
  non. Neutrons have the same devastating effect on materiel
  as their proton-based cousins, with the added bonus of inflict-
  ing double damage to organic targets. The Raider’s Neutron
  Cannons give the little ship an incredible punch.
  Primary Purpose: Anti-Ship.
  Secondary Purpose: Anti-Fighter.
  Weight: Not applicable, part of the ship’s hull.
  Range: 6,000 feet (1,829 m) in an atmosphere. 2 miles (3.2 km)
  in space.
  Mega-Damage: 3D6x10 M.D. per cannon, double damage to or-
  ganic targets.
  Rate of Fire: Equal to gunner’s hand to hand (usually 4 or 5).
  Payload: Effectively unlimited.
  2. Missile Launchers (2): Mounted aft between the engines on
  the dorsal and ventral hulls of the ship, these long-range, re-
  tractable missile launchers give the Raider excellent stand-off
  capabilities. These weapons are commonly used to bombard
  an area to soften it up before landing.
  Primary Purpose: Anti-Ship.
  Secondary Purpose: Anti-Installation.
  Weight: Not applicable, part of the ship’s hull.
  Range: 500-1800 miles (800 to 880 km).
  Mega-Damage: Varies by warhead. Typical loadout is proton
  torpedoes – 6D6x10 M.D. to a 50 foot (15 m) blast radius.
  Rate of Fire: One at a time or volleys of 2, 4, 6, 8, 12 or 16.
  72
  
  Payload: 64 missiles in each launcher for a total of 128. The
  ship can carry an additional 512 missiles in the hold.
  3. Alchemical Stealth Coating: Instead of variable force fields,
  the Raider’s hull is coated in a special TW material that ren-
  ders it almost impossible to detect via conventional sensors.
  It is technically invisible to radar and ladar, and anyone try-
  ing to locate the ship on sensors suffers the following penal-
  ties: -80% if the ship is standing still, and -40% if the ship is
  moving. It is not equipped with any kind of cloaking field.
  4. Ship’s Systems of Note: Tactical life support, escape cap-
  sules for all crew and embarked troops, slave containment
  systems.
  Splugorth
  “Servitude”-Class Cruiser
  The Splugorth’s Servitude-class heavy cruiser pushes the up-
  per limit for what can be considered a “cruiser” by most navies.
  Much like all Kittani designs, this massive and awkward look-
  ing ship takes its design cues from nature. It resembles a giant,
  armored form of a common and ubiquitous water-strider indige-
  nous to the Kittani homeworld, with three defined hull/body
  sections and six spindly legs that serve both as docking stations
  for smaller ships and as landing skids. Usually deployed with a
  dozen Raider-class shuttles, these ships form the core of the
  Splugorth Repression Fleets, and just the sight of them dropping
  out of FTL above a planet can cause hysteria among a populace.
  Model Type: Heavy Cruiser (KS-CH).
  Class: Servitude Class.
  Ship’s Complement:
  Ship’s Crew: 465 total (115 Officers, 350 Enlisted and Slaves).
  Bridge: Ship’s Captain (1), Ship’s Executive Officer (1),
  Helm (5), Navigation (5), Comms and Sensors (5), Security
  (2 Kittani in K-U light power armor and armed with K-30 ion
  pulse rifles).
  Combat Information Center (CIC): High Lord (1, in charge
  of troop deployment, strategy and tactics), Military Advisory
  Team (3), Overlord (1, commander of ship’s planetary as-
  sault group), Slaver (1, in charge of all slave collecting oper-
  ations), Comms (5), Ship’s Weapons and Fire Control (15),
  Security (5 Kittani wearing K-U light power armor and
  armed with K-30 ion pulse rifles).
  General Operations: Engineering (35), Medical (20), Flight
  Operations (15), Ship’s Security (100), Cargo Masters (30),
  Slave Tenders (100), Internal Communications (15), General
  Enlisted and Slaves (100).
  Embarked Troops: 2,270 total (450 Officers, 1,640 Enlisted and
  Slaves).
  Kittani Ground Forces: 1,334
  Kittani Aviators (Raider shuttle pilots and crews): 186
  High Lords: 10
  Overlords: 240
  Powerlords: 60
  Splugorth Slavers: 60
  Altara Warrior Women: 360
  Conservators: 10
  Metzla: 10 (Murex or Volute. Described in detail in Rifts®
  World Book Two: Atlantis, pages 54-57).
  Aerospace Group:
  KS-TAS Raider Assault Shuttles: One squadron (12 ships).
  Planetary Assault Group (see Rifts® World Book Two:
  Atlantis for complete descriptions:
  K-MPA Manling Powered Armor: 360 (45 squads of 8 units
  each).
  K-SEP Serpent Powered Armor: 60 (5 squads of 12 units
  each).
  K-EPA Equestrian Powered Armor: 60 (5 squads of 12 units
  each).
  K-FPA Flying Fox Powered Armor: 120 (10 squads of 12
  units each).
  Overlord Powered Armor: 300
  M.D.C. by Location:
  Interior Bulkheads per 10 feet (3 m) – 50
  Interior Hatches – 65 each
  Exterior Hatches – 110 each
  Main Missile Batteries (6) – 2400 each
  Gravimetric “Slicer” Cannons (4) -1400 each
  Fusion Beam Cannons (4) – 700 each
  Neutron Cannons (16) – 200 each
  Holding Cells (1000) – 400 per wall (reinforced)
  Support Legs (6) – 6800 each
  * Forward Hull Section/Head (1/3) – 15,000
  ** Midships Hull Section/Thorax (1/3) – 15,000
  *** Aft (rear) Hull Section/Abdomen (1/3) – 20,000
  **** Hull per 40 feet (12.2 m) – 150
  Variable Force Fields – 54,000 total (9,000 per side)
  * Destroying the Forward Hull Section/Head obliterates the
  bridge and primary comms and sensor suite. The ship can still
  be flown and fought from the CIC, but all sensor ranges are re-
  duced by half. The loss of the forward section also destroys the
  forward pair of landing legs.
  ** Destroying the Midhips/Thorax Hull Section eliminates
  the primary launch bays, weapons fire control, midships landing
  legs and the CIC, rendering the ship flyable but unable to fight.
  *** Destroying the Aft Hull Section/Abdomen destroys the
  rear engines and engineering sections, setting the ship adrift.
  **** Punching holes in the hull causes the damage control
  system to automatically seal off whatever compartment has been
  exposed to vacuum.
  Speed:
  Atmosphere: Designed to land and disgorge its ground forces,
  the Servitude is fully trans-atmospheric and can maintain a
  speed of 1,200 mph (1,920 km or Mach 1.5).
  FTL: 6 jumps of 5-20 light-years or 120 light-years per day.
  Sub-Light: 7,610 mph (12,176 km or Mach 10).
  Range: Limited only by supplies. The anti-matter reactors carry
  enough fuel to operate the ship at full readiness for 30 years, but
  shipboard stores are only good for eighteen months of constant
  deployment with full crew and complement.
  73
  
  Statistical Data:
  Length: 1,650 feet (503 m).
  Beam: 800 feet (244 m).
  Height: 400 feet (122 m).
  Mass: 300,000 tons.
  Cargo: These huge ships have four whole deck levels dedicated
  to holding the living cargo brought by the slave ships. Up to
  20,000 slaves can be carried in the 1,000 reinforced cells (20 hu-
  manoids in a cell under cramped conditions).
  Power System: One K-AM-330 anti-matter reactor powering
  two banks of three nozzle cruiser-class thruster arrays and a
  P.P.E. generator to power the R-Drive.
  Market Cost: Never sold; it would go for 100 billion credits or
  higher!
  Weapon Systems:
  1. Splinter Missile Batteries (6): Similar in practice to the
  TGE’s Singularity Missile, each Splinter Missile carries a
  number of self-guided submunitions within a larger missile.
  While they are of a lower yield than the secret Singularities,
  Splinters are no less dangerous, and are the primary assault
  weapon system of the Servitude.
  Primary Purpose: Anti-Planet.
  Secondary Purpose: Anti-Installation.
  Weight: Not applicable, part of the ship’s hull. Each missile is
  28.2 feet (8.5 m) long and weighs 30 tons.
  Range: 1,400 miles (2,240 km).
  Mega-Damage: 2D6x100 M.D. per submunition. (2D6x1000
  M.D. if all ten hit their target.) Blast radius is 100 feet (30.5 m).
  Rate of Fire: Each launcher can fire a single missile once per
  melee.
  Payload: Each launcher carries one missile in the tube and five
  at the ready for 36 missiles. An additional 64 missiles are kept
  in an armored magazine.
  Note: Splinter Missiles are considered smart missiles, and are
  +5 to strike.
  2. Gravimetric “Slicer” Cannons (6): Mounted at the top of
  each support leg, these weapons are incredibly powerful and
  can hull all but the very largest ships in minutes. The system
  uses controlled gravity waves, and due to the deep penetra-
  tion of the weapon, it has a much better chance to do critical
  damage to its target. The weapons have the standard penalties
  to hit fighters and other small targets.
  Primary Purpose: Anti-Ship.
  Secondary Purpose: Anti-Installation.
  Weight: Not applicable, part of the ship’s hull.
  Range: 18 miles (28.8 km) in space, half that in an atmosphere.
  Mega-Damage: 2D4x1000 M.D. per beam. Several beams can
  be combined into a volley, if the ship is positioned correctly.
  Rate of Fire: Once every other melee.
  Payload: Effectively unlimited.
  Note: Slicer cannons inflict critical damage (double) on the roll
  of a Natural 19 or 20 to strike due to their high penetration.
  74
  
  3. Fusion Beam Cannons (4): Mounted on the aft/abdomen
  part of the hull, these secondary energy turrets are used to en-
  gage other sub-capital ships and small space stations.
  Primary Purpose: Anti-Ship.
  Secondary Purpose: Anti-Installation.
  Weight: Not applicable, part of the ship’s hull.
  Range: 10 miles (16 km) in space, half that in an atmosphere.
  Mega-Damage: 3D6x100 M.D. per fusion gun blast.
  Rate of Fire: Each may fire up to 4 times per melee round.
  Payload: Effectively unlimited.
  4. Neutron Cannons (16): A variation on the particle beam, the
  Neutron Cannon fires a deadly stream of unstable neutrons as
  opposed to the protons of a standard particle cannon. Neu-
  trons have the same devastating effect on materiel as their
  Proton cousins, with the added bonus of dealing double dam-
  age to organic targets. These are the same weapons found on
  the Raider-class shuttles, used here as point defense weapons.
  Primary Purpose: Anti-Fighter.
  Secondary Purpose: Anti-Missile.
  Weight: Not applicable, part of the ship’s hull.
  Range: 6,000 feet (1,829 m) in an atmosphere. 2 miles (3.2 km)
  in space.
  Mega-Damage: 3D6x10 M.D. per cannon. These weapons in-
  flict double damage to organic targets.
  Rate of Fire: Equal to the gunner’s hand to hand (usually 4 or
  5).
  Payload: Effectively unlimited.
  5. Splugorthian Warding: The Servitude has a built-in TW
  electronic countermeasures system. Attackers from major
  tech powers such as the Transgalactic Empire (TGE), the
  Golgans, or the Consortium of Civilized Worlds (CWW) find
  their sensors slightly scrambled when trying to lock weapons
  on the ship. Such gunners have penalties of -3 to strike be-
  yond visual range. Missiles are somewhat more effective: at
  first engagement, missiles have a 60% chance of being un-
  able to achieve a lock (if they are smart bombs, they can try
  for another pass). After that, the jamming can be fully ad-
  justed to and the missile achieves lock normally. The ward-
  ing guarantees the Servitude the all-important first strike.
  6. Ship’s Systems of Note: Tactical life support, launch/recov-
  ery and traffic control systems for aerospace craft and robots,
  IFF/command and control systems.
  Splugorth
  “Taskmaster”-Class Carrier
  Thus far, only the Transgalactic Empire has had any serious
  contact with this strange and dangerous vessel, and they refuse
  to share what they know with any other galactic power. Imperial
  Security agents have given this Carrier the Kreeghor code name
  “Kom-Kasdyak,” a word that roughly translates into Trade One
  dialect as “Taskmaster.”
  The Taskmaster is a command, communication and control
  (C3) ship that acts as the heart of a massively powerful
  Splugorth invasion fleet. In actions against Rynncryll, a Task-
  master was protected by an inner screen of six
  Dragon Dreadnoughts, which seem to fill the role of destroyers
  in the Repression Fleets. Kittani transformable fighters were
  found out on the picket.
  In appearance, the ship is shaped like a massive yet graceful
  bird of prey. The Kittani philosophy of merging natural and ma-
  chine forms comes through quite obviously in its avian silhou-
  ette. A long, slender neck extends from the main body, ahead of
  massive wing-like structures that nestle the main engines be-
  neath them. Two curving talons are found on the ship’s ventral
  side, facing forwards, and contain the ship’s hangar bays and
  launch and recovery systems.
  Model Type: Carrier (KS-CV).
  Class: Taskmaster Class.
  Ship’s Complement:
  Ship’s Crew: 2,800 total (560 Officers, 2,240 Enlisted and
  Slaves).
  Bridge: Ship’s Captain (1), Ship’s Executive Officer (1),
  Helm (10), Navigation (10), Comms/Sensors (20), FTL Ops
  (10), Security (10 Kittani wearing K-U light power armor
  and armed with K-30 ion pulse rifles).
  Combat Information Center (CIC): High Lord (1, in charge
  of troop deployment, strategy and tactics), Military Advisory
  Team (12), Overlord (1, commander of ship’s planetary as-
  sault group), Slaver (1, in charge of all slave collecting oper-
  ations), Comms (15), Ship’s Weapons and Fire Control (30),
  Security (20 Kittani wearing K-U light power armor and
  armed with K-30 ion pulse rifles).
  General Operations: Engineering (250), Medical (200), Flight
  Operations (900), Ship’s Security (250), Slave Tenders (250),
  Internal Communications (150), General Enlisted and Slaves
  (658).
  Embarked Troops: 9,436 total (2,336 Officers, 7,100 Enlisted
  and Slaves).
  Kittani Aviators: 1,224 combat ready pilots with 612 pilots in
  reserve.
  Kittani Ground Forces: 1,600
  Kydian Ground Forces: 6,000
  Aerospace Group:
  K-TRF-M Transformable Aerospace Fighters: Two wings
  (480 ships, 20 squadrons of 24 ships each).
  KS-TAS Assault Shuttles: Four squadrons (24 ships, 6 in
  each squadron).
  Planetary Assault Group:
  K-MPA Manling Powered Armor: 880 (110 squads of 8 units
  each).
  K-SEP Serpent Powered Armor: 180 (15 squads of 12 units
  each).
  K-EPA Equestrian Powered Armor: 180 (15 squads of 12
  units each).
  K-FPA Flying Fox Powered Armor: 360 (30 squads of 12
  units each).
  Overlord Powered Armor: 3,000 (300 squads of 10 units
  each).
  75
  
  M.D.C. by Location:
  Interior Bulkheads per 10 feet (3 m) – 80
  Interior Hatches – 70 each
  Exterior Hatches – 80 each
  Mass Driver – 12,000
  Fusion Beam Cannons (8) – 700 each
  Neutron Cannons/Particle Beams (40) – 200 each
  Cruise Missile Launchers (4) – 1000 each
  Talon Hangars (2) – 22,000 each
  * Forward Hull Section (1/3) – 45,000
  ** Midships Hull Section (1/3) – 45,000
  *** Aft Hull Section (1/3) – 50,000
  **** Hull per 40 feet (12.2 m) – 150
  Variable Force Fields – 15,000 per side (90,000 in total)
  * Taking out the Forward Hull section destroys the bridge
  and primary comms and sensor suite. The ship can still be flown
  and fought from the CIC, but all sensor ranges are reduced by
  half.
  ** Destroying the midships section eliminates the primary
  launch bays, weapons fire control, and the CIC, rendering the
  ship flyable but unable to fight.
  *** Destroying the Rear/Aft Hull Section takes out the en-
  gines and engineering sections, setting the ship adrift.
  **** Punching holes in the hull causes the damage control
  system to automatically seal off whatever compartment has been
  exposed to vacuum.
  Speed:
  Atmosphere: None. While they have a relatively aerodynamic
  shape, Taskmaster carriers are too large to enter a planet’s atmo-
  sphere.
  FTL: 6 light-years per hour.
  Sub-Light: 6,088 mph (9,741 km or Mach 8).
  Range: Limited only by supplies. The anti-matter reactors carry
  enough fuel to operate the ship at full readiness for 50 years, but
  shipboard stores are only good for eighteen months of constant
  deployment with full crew and complement.
  Statistical Data:
  Length: 5,000 feet (1,500 m).
  Beam: Main Spine – 700 feet (213 m). Wingspan – 3,500 feet
  (1,066 m).
  Height: 1,200 feet (360 m).
  Mass: 60 million tons.
  Cargo: 5 million tons.
  Power System: Two K-AM-440 anti-matter reactors powering
  two banks of four-nozzle capital thruster arrays and a K-CG-080
  Contra-Gravity FTL drive.
  Cost: Unknown, estimated to be in the hundreds of billions of
  credits.
  76
  
  Weapon Systems:
  1. Mass Driver: The mass driver is a terror weapon, plain and
  simple. Using the same principles as rail guns, the mass
  driver consists of a long barrel that runs the entire length of
  the ship along the ventral side. Instead of flechettes or armor
  piercing slugs, the mass driver fires huge, steel-reinforced
  stone blocks that weigh ten tons each. While this weapon
  does incredible damage to space stations and other capital
  ships, its true power lies in its ability to devastate planets.
  When fired into a planet’s atmosphere, the stone block essen-
  tially becomes an asteroid, and causes the kind of wholesale
  destruction that an actual asteroid impact would make. The
  Splugorth use this weapon to destroy major population cen-
  ters in anticipation of landing slavers and assault teams on a
  planet.
  Primary Purpose: Anti-Planet.
  Secondary Purpose: Anti-Installation.
  Weight: Not applicable, the mass-driver is part of the ship’s
  hull. Each stone block weighs 50 tons.
  Range: 500 miles (800 km) in space. Cannot be fired from
  within an atmosphere.
  Mega-Damage: 1D6x1,000 M.D. in space.
  When fired at the surface of a planet it does 1D4x100,000 M.D.
  to everything within the five mile (8 km) diameter impact epi-
  center, and 1D6x100,008 M.D. from the shockwave and fire-
  storm to the subsequent five mile (8 km) secondary blast
  diameterm and 4D6x10 M.D. to everything for the next 10 miles
  (16 km). This attack leaves a crater that is 1000 feet deep (305
  m) and 4 miles (6.4 km) wide.
  Rate of Fire: One shot every fifteen minutes (60 melees).
  Payload: Four.
  2. Fusion Beam Cannons (8): Mounted in forward-facing tur-
  rets along the leading edge of the wings, a combined volley
  from these particle accelerators can destroy most sub-capital
  ships in one blow. Each weapon may also be aimed at sepa-
  rate targets. Each fusion beam cannon has a 180-degree arc
  of fire.
  Primary Purpose: Anti-Ship.
  Secondary Purpose: Anti-Installation.
  Weight: Not applicable, part of the ship’s hull.
  Range: 10 miles (16 km) in space, half that in an atmosphere.
  Mega-Damage: 3D6x100 M.D. per fusion gun blast.
  Rate of Fire: Each may fire up to 4 times per melee round.
  Payload: Effectively Unlimited.
  3. Neutron Cannons (40): A variation on the particle beam, the
  Neutron Cannon fires a deadly stream of unstable neutrons as
  opposed to the protons of a standard particle cannon. Neu-
  trons have the same devastating effect on materiel as their
  proton cousins, with the added bonus of inflicting double
  damage to organic targets. These are the same weapons
  found on the Raider-class shuttles, used here as point defense
  weapons.
  Primary Purpose: Anti-Fighter.
  Secondary Purpose: Anti-Missile.
  Weight: Not applicable, part of the ship’s hull.
  Range: 6,000 feet (1,829 m) in an atmosphere. 2 miles (3.2 km)
  in space.
  Mega-Damage: 3D6x10 M.D. per cannon. These weapons in-
  flict double damage to organic targets.
  Rate of Fire: Equal to the gunners’ hand to hand attacks (usually
  4 or 5).
  Payload: Effectively unlimited.
  4. Cruise Missile Launchers (4): The Taskmaster carries stan-
  dard anti-matter cruise missiles with a range of 1,000 miles
  (1,600 km). They will always be smart missiles however,
  with +5 to strike, +4 to dodge, and 2 actions per round. All
  four launchers are mounted aft, two on the dorsal side and
  two on the ventral. Each launcher can volley as many as ten
  missiles at once.
  Primary Purpose: Anti-Ship.
  Secondary Purpose: Anti-Installation.
  Weight: Not applicable, part of the ship’s hull. Each missile
  weighs 10 tons.
  Range: 1,000 miles (1,600 km).
  Mega-Damage: 4D6x100 M.D. per anti-matter warhead.
  Rate of Fire: One at a time or in volleys of 2, 4, 6, 8 or 10 per
  launcher, per round.
  Payload: 50 per launcher for a total of 200 missiles. An addi-
  tional 400 missiles are kept in an armored magazine.
  5. Ship’s Systems of Note: Tactical life support, launch/recov-
  ery and traffic control systems for aerospace craft and robots,
  IFF/command and control systems, slave containment sys-
  tems.
  77
  
  The Transgalactic Empire
  The Imperial Armada of
  the Transgalactic Empire
  It is a rare thing when the power of one species forces so
  many others to unite together for mutual defense, and that fact
  alone
  speaks
  volumes
  of
  the
  Imperial
  Armada
  of
  the
  Transgalactic Empire (TGE). So fearsome and destructive is the
  Imperial Armada that it toppled the ancient Wulfen Empire, and
  forced the creation of the Consortium of Civilized Worlds
  (CCW). The Armada has existed for over 5,000 years, since the
  day the Kreeghor finally overthrew their Splugorth masters. It
  has undergone many changes in that time, and each revision has
  been a direct result of changes in the Kreeghor way of thinking.
  As slaves, the Kreeghor never had a real society to call their
  own. When freed from subjugation however, they were forced
  to invent one. Freedom became their driving motivation: free-
  dom from oppression. Unfortunately, the Kreeghor felt that the
  only way to ensure that they never again fell under the power of
  another species was to wipe out all the other races living in the
  Three Galaxies. In the beginning, the Kreeghor tackled this in
  the same way that they had fought battles for their alien masters,
  by swarming an enemy with sheer weight of numbers. The an-
  cient Kreeghor were the masters of “shock and awe,” and devel-
  oped a fleet comprised of hundreds of thousands of shuttles,
  fighters and frigates. This policy of victory through attrition
  served them well for many thousands of years. The Kreeghor
  had been raised since birth to see themselves as disposable, and
  they thought very little of throwing their lives away in battle so
  long as the mission objective was accomplished. That mission
  had now turned to eliminating the competition and potential
  threats, expanding the Kreeghor Dominion, and gaining new
  worlds and resources. They were also fortunate that there was
  little to no organized resistance to their expansion at the time.
  5,000 years ago, the Three Galaxies was a very different place.
  The Human Alliance was in its infancy, the Noro had not yet de-
  veloped interstellar travel, and the Oni were still barbarians.
  However, the Kreeghor finally met a worthy foe when they
  pushed into Wulfen space. The Wulfen did not approach war
  with the same headfirst recklessness as the Kreeghor, and al-
  though smaller in numbers, the Wulfen were able to inflict great
  damage to the Kreeghor. By the time the war ended, and the
  Wulfen Royal Family had been overthrown by their own people,
  the Wulfen Republic had been cut in half. The Kreeghor then
  underwent a dramatic shift in thinking, mainly thanks to the
  so-called Dark Tribes who had allied themselves to the
  Kreeghor in a bid to achieve power. From the Dark Tribes, the
  Kreeghor learned that a space fleet which used several different
  classes of starships (not to mention tactics such as flanking,
  feinting, and distracting) could win the day without a horrific
  loss of life and machinery. And so, the makeup of the Armada
  changed to incorporate more destroyers and cruisers.
  When the Kreeghor again began to expand their Empire, the
  results were devastating for any who opposed them. So much so
  that the remaining half of the Wulfen Republic was forced to
  78
  
  seek help from the newly formed Human/Noro partnership
  known as the burgeoning Consortium of Civilized Worlds
  (CCW). This marked the beginnings of the CCW, and an end to
  unfettered Kreeghor aggression.
  The First Great War between the Transgalactic Empire
  (TGE) and Consortium of Civilized Worlds (CCW) raged for
  centuries, with the end result being stalemate. Neither side could
  secure an overwhelming victory against the other, and eventu-
  ally a peace accord had to be signed, which was another first for
  Kreeghor society. In the aftermath, the Transgalactic Empire
  was again forced to revise its thinking, and developed an en-
  tirely different way of fighting its enemy, through a tense,
  non-shooting “Cold War.”
  Instead of openly fighting the CCW, the Kreeghor learned
  how to fight using diplomatic maneuvering, economic pressure,
  selective aid, intimidation, propaganda, assassination, low-inten-
  sity military operations and full-scale proxy war. Moreover,
  they began to fight their enemy not through violence, but
  through the implied threat of violence. The Empire began build-
  ing and stockpiling a massive number of ships and weapons,
  sending the signal to the CCW that resistance would be useless
  in the face of so much hardware. As a result, the Consortium be-
  gan to increase their own weapon reserves. The Kreeghor would
  counter this by developing ever larger ships, faster FTL drives,
  and high-yield cruise missiles. An arms race that spanned the
  galaxies spiraled towards an uncertain future.
  Eventually, the numbers of combat ships and volumes of fire-
  power possessed by either side produced an unavoidable out-
  come: If the two parties ever engaged in full-scale war again,
  both sides would be annihilated. It was mutually assured de-
  struction on a universal scale. The Imperial Armada, now bol-
  stered by many member races who had helped to expand
  Kreeghor thinking, came to realize that they had lost all first
  strike capability. The precious CCW Core Worlds were now
  protected by buffer zones thousands of light-years across. Since
  standard sensors could detect a ship moving at FTL speeds out
  to a distance of 10 light-years, one could never launch a suc-
  cessful “decapitation strike” (an attack that aims to remove the
  command and control mechanisms of the opponent in the hope
  that this will severely degrade or destroy their capacity for retal-
  iation). Simply put, the Kreeghor could think of no way that
  they could win.
  So while TGE’s diplomats were speaking of arms limitation
  talks, and of weapons reductions for both sides, the top Royal
  Kreeghor strategists had an epiphany, if they couldn’t possibly
  chew through all the defenses of the Consortium, they had to get
  around them.
  A super-secret project was initiated. The goal of this pro-
  ject was to build a first strike capable starship that was undetect-
  able by conventional means. The Rebellion on Good Hope and
  the ongoing battles against the Free World Council have caused
  endless delays in this program, but at last the Kreeghor believe
  they now have the means to destroy, or at least cripple, the Con-
  sortium forever. Thanks to a cadre of Prometheans who all
  failed their Tests of Maturity, the Imperial Armada is almost set
  to begin testing a new, Phase capable sub-capital ship, a nearly
  invisible missile boat that, if successful, could spell certain
  doom for any who oppose the Kreeghor.
  Disposition of TGE Fleets
  Despite years of shipbuilding experience and the addition of
  numerous, highly technical races like the Machine People into
  the ranks of the Transgalactic Empire (TGE), the Armada con-
  tinues to use mainly small spacecraft as its primary ships of the
  line. Sub-capital ships, frigates, destroyers and cruisers, make
  up the bulk of the Armada, supported by legions of shuttles and
  space fighters. Capital and super-capital ships like battleships
  and dreadnaughts are incredibly uncommon, making up less
  than five percent of total warships in the TGE fleet.
  There are six main Imperial Fleets operating in the Three
  Galaxies, with two fleets each based in the Corkscrew, Anvil
  and Thundercloud Galaxies, and Fleet Command is on
  Kreeghor-tet. Each of these fleets is comprised of four battle
  groups, and each battle group is centered around one of the mas-
  sive Doombringer dreadnoughts. These battle groups are further
  broken down into numerous flotillas and task forces which take
  care of the workaday fleet duties like patrolling and escort.
  There are currently four fleets operating in the Corkscrew:
  First and Second Corkscrew, Second Anvil and Second Thun-
  dercloud. This has left single undermanned and overextended
  fleets operating in the Anvil and Thundercloud Galaxies. Of the
  fleets in the Corkscrew, three are missing a dreadnought.
  Nisbroloth, rechristened Hopebringer by the rebellion, belonged
  to the Second Corkscrew Fleet, but was captured while docked
  for repairs during the Rebellion of Good Hope. Upon her cap-
  ture, the First Corkscrew Fleet made for Good Hope while the
  Second Anvil and Second Thundercloud were dispatched to the
  Corkscrew to provide reinforcement and support. One battle
  group from First Corkscrew and its Doombringer Niphal were
  annihilated by Hopebringer and her ragtag fleet of pirates and
  Spacers within days of the rebellion, and in the intervening
  years, Hopebringer tangled with and destroyed Choli, one of
  Second Anvil’s Doombringers.
  Obviously, the loss of three of their vaunted dreadnoughts
  has been a huge black eye for the Imperial Fleet. They are cur-
  rently racing to complete replacements for the three lost
  Doombringers, and slowly returning their fleets to full strength.
  The Rebellion has dragged on longer than the Kreeghor ever ex-
  pected, and it’s stretching both the resources and the patience of
  the Kreeghor Admiralty dangerously thin.
  Imperial Ship Technology
  The human population of the Consortium constantly keeps
  their computer technology held back from its full potential,
  which has kept the TGE their equal in shipbuilding technology
  for many years. However, since the Empire incorporated the
  Machine People into its ranks of soldiers and civilians, things
  have changed. Thanks to these living machines, the TGE has
  made several stunning technological breakthroughs well ahead
  of the Consortium’s best minds.
  Foremost among these discoveries was the creation of the
  Kelthrot
  Harmonic
  Field,
  the
  revolutionary,
  new
  con-
  tra-gravity engine that tripled the “mass limit.” Before this ad-
  vancement, ships larger than 60 million tons could not be
  catapulted into faster-than-light speeds. Combat and exploratory
  ships had effectively “topped out.” However, the new engine
  79
  
  configuration
  of
  the
  TGE
  has
  raised
  the
  bar,
  and
  the
  Transgalactic Empire gleefully began building dreadnoughts.
  Meanwhile, it took some time for the Consortium to acknowl-
  edge that such ships were even theoretically possible, let alone
  build one of their own.
  On the whole, Kreeghor ships are designed for combat first,
  and all other missions second. Smaller classes, such as destroy-
  ers and cruisers, are not as heavily armored as their Consortium
  counterparts, but skimping on extra plating saves the Empire
  money. Also, safety is not nearly as important to the TGE as it is
  to almost everyone else in the Three Galaxies. One can often
  find an Empire vessel in desperate need of repairs, its engine
  leaking anti-protons, and its crew sick from heavy ion poison-
  ing. The TGE has no such thing as a workers’ safety board, nor
  a governmental lobby group to demand change on the workers’
  or soldiers’ behalf. This is not to say all Armada ships are float-
  ing deathtraps, but they are certainly a far cry from the clean,
  spacious and well run ships used by the Consortium Armed
  Forces (CAF).
  TGE Ranks
  Even though there are five or six core races that comprise the
  forces of the Imperial Legion and the Armada, the Kreeghor
  force everyone to use their rankings and command hierarchy.
  Kreeghor Rank
  Translation
  Human Equivalent
  Tronton
  Galactic Commander
  Grand Admiral
  Hadash Chulzak Political Officer
  —
  Cressak
  Fleet Commander
  Commodore
  Cren-Cressak
  Dreadnought Commander Independent Captain
  Rylcus
  Commander
  Captain
  Nolrak-Dirs
  First in Front
  Commander
  Hapgar-Dirs
  Second in Front
  Lt. Commander
  Craddar
  Large Group Leader
  Sergeant
  Gun-Craddar
  Small Group Leader
  Corporal
  Kulson
  Warrior
  Private
  A Tronton is not placed in charge of a whole galaxy, as the
  CAF does with its Grand Admirals. The Emperor and his Royal
  Family refuse to put that much trust in a single officer. Rather,
  they are only given control over a single “Dominion.” All other
  Armada officers within that Dominion must obey orders from
  that particular Tronton, with the exception of the Invincible
  Guardsmen, who are a Special Forces unit answerable only to
  the Emperor, and of a Hadash Chulzak – a political officer.
  The Hadash Chulzak is an officer appointed by the Royal
  Family to oversee a unit of the military. They have the authority
  to override any decision of military officers, and can remove
  them from command if necessary. Sometimes the Chulzak
  usurps the functions of a regular military commander, but this is
  almost never necessary. Their mere presence usually ensures
  that commanders follow their directives. The day-to-day duties
  of the political officer generally involve propaganda work, root-
  ing out dissidents and boosting the morale of the other troops. A
  Hadash Chulzak must obey any orders given him by members
  of the Invincible Guard, but otherwise he is free to act as he sees
  fit.
  When a fleet of two or more ships is involved together, one
  of the captains – a Rylcus – will assume the rank of Cressak.
  This honor usually goes to the Kreeghor with the most experi-
  ence (highest level), but a younger Rylcus may elect to fight to
  the death for the title. There is no limit to the number of ships a
  Cressak might have control over, but he cannot give orders to
  the captain of a Doombringer.
  The rank of Cren-Cressak, literally meaning “other fleet
  captain,” was created when the first Doombringer left the
  Feydra-Beta shipyards. In his paranoia, the Emperor does not
  trust any Cressak enough to include one of the dreadnoughts in
  his command. Instead, the Rylcus of a Doombringer is allowed
  to act independently and to take action guided by his training
  and personal discretion. If this means opening fire on a disobe-
  dient Cressak or abandoning a fleet to be slaughtered by ene-
  mies, then so be it. Thus, a Doombringer can be seen as a fleet
  unto itself, or a fleet within a fleet. A Cren-Cressak is likewise
  forbidden to assume the rank of Cressak, and lives in constant
  fear of the several political officers stationed on his ship.
  A Nolrak-Dirs is generally the first officer of a given ship. It
  is interesting to note that the translation of this rank, “first in
  front,” relates to a Kreeghor tradition that the highest ranking
  officer goes last in a marching formation. This way, his second
  in command cannot stab him in the back and take his place.
  TGE Uniforms and Colors
  Gray and black with blue or red trim are the dreaded colors
  of the TGE and its Legions. While serving aboard an Imperial
  starship, any and all officers wear their Legionnaire combat ar-
  mor which is gray with black edging. Kreeghor wear matte
  black and silver-trimmed armor to separate themselves from the
  non-Kreeghor races. Rank insignia are worn on the right shoul-
  der, with campaign ribbons also running down the right arm.
  Invincible Guardsmen, should they be serving on board, are
  easily identified by their shining silver armor, which is worn re-
  gardless of race.
  Political officers are very conspicuous aboard ship, always
  dressed in a steel gray uniform and a long, red overcoat with
  gold trim.
  A Notable Armada Facility
  The Array
  Corkscrew Galaxy
  Like so many of the mysterious ruins and artifacts found
  across the Three Galaxies, no one is certain who constructed the
  Array or when, exactly, it was built. A series of 200 massive and
  ancient communications satellite-stations and their defense sys-
  tems, the Array stretches 25,000 light-years from end to end. It
  runs for a full third of the length of the Corkscrew Galaxy,
  through its entire thickness, and cuts right through the middle of
  Kreeghor space. The original purpose for the Array is unknown,
  but most scholars assume it to be the remnants of some sort of
  early warning system.
  The TGE has never figured out how to use the Array to its
  full potential. All they know is that it can apparently listen in on
  every kind of communication traveling through it. Imperial Se-
  curity has engineered the routing of the majority of the Em-
  80
  
  pire’s communications through the Array, and they use it to
  monitor private communications of Imperial citizens. Every
  phone call, every hypernet download, every tach-line transmis-
  sion that passes through the Array is recorded and analyzed. If
  certain keywords show up (“rebellion,” “assassination,” “terror-
  ist,” “democracy,” etc.), the person who said them can expect a
  knock at their door, and several heavily armed Security Agents
  asking them to come in and answer a few questions.
  While the Array is an excellent propaganda tool, in reality
  most of the messages it records become garbled and fragmented
  to the point of uselessness. The computers in each node are now
  so old that they often do not work properly, and they are so alien
  in design that no one is sure how to fix them. Still, the Imperial
  propaganda specialists have made certain that everyone living in
  the Empire knows about the Array, so that everyone is afraid to
  say anything that might be used against them, because one never
  knows who is listening.
  The Free World Council has an express interest in destroy-
  ing the Array, or better yet, using it for their own purposes. The
  Cadre, the elite military group that leads the Rebellion from
  Good Hope, would be quite interested in gaining access to the
  recording logs of the nodes and collecting information on Impe-
  rial Fleet movements and plans.
  Each node in the Array is the size of a small space station,
  with enough space to dock four sub-capital class or smaller
  ships, and has 40,000 M.D.C. (a 100 foot/30.5 m area of the hull
  has 200 M.D.C.). It has built-in automatic repair systems that re-
  pair light damage (less than 25% of total M.D.C.) in about
  1D4x10 minutes and heavy damage (more than 60% of total
  M.D.C.) within 6D8 hours. Its sensors (light, heat, gravity, mo-
  tion) and communications (radio, tach-line, language transla-
  tors) are beyond anything produced by current societies and
  have a range of roughly 500 light-years. It is interesting to note
  that the Array can also detect temporal distortions, such as
  might occur if the time-line were changed, and it is the only
  known method of detecting Dominator Star Fortresses at long
  range. Each node is also armed with six automated, medium
  HI-Lasers (2D4x100 M.D. per blast, 8 mile/12.8 km range, with
  8 attacks per melee round). The nodes were unmanned when
  they were first discovered by the Kreeghor, but now each have a
  staff of about 150 personnel.
  A Notable Armada Commander
  Rylcus Yarrl Adan
  Veripin System, Thundercloud Galaxy
  Rylcus Yarrl Adan is an accomplished and well respected
  Wulfen Armada officer who has served the Empire faithfully for
  over fifty years. He is a veteran of thirty-two different military
  campaigns, has been wounded in action five times and has re-
  ceived some of the highest combat honors that non-Kreeghor
  can win. Now, in the autumn of his career, he is about to throw
  it all away and betray everything he believes in.
  Yarrl Adan grew up in Imperial occupied Wulfen space and
  joined the Legion as soon as he was old enough. Young and im-
  pressionable, he wanted more from life than his impoverished
  parents could offer, and he saw a career in the Legion as a
  means to get it. He bought into the state propaganda completely,
  and never doubted that the Imperial way of life was the best that
  there was. He underwent technical training and became
  Gun-Craddar of Engineering on a Smasher-class cruiser.
  When he was 40, he fought in the border wars against the
  CCW. During one particular engagement, the main bridge of the
  ship he was serving aboard was completely destroyed, and the
  engineering teams had to assume command. Adan served as an
  acting Nolrak-Dirs for six months until such time as the ship
  could be repaired and a new command crew installed. For his
  service to the Transgalactic Empire, he was awarded the distin-
  guished Mult Joyech medal for meritorious service. He was al-
  lowed to keep his rank as First Officer when the Smasher was
  repaired, and served out the rest of the conflict in that position
  where he continued to exhibit impressive leadership skills and
  composure under fire.
  Years later, Adan was transferred to the Doth Ledroth Fleet
  Yards orbiting Veripin 7. It was there his technical expertise
  could be best put to use. His primary assignment was to keep a
  close eye on the station’s four new Promethean weapon devel-
  opers. Although the actual workings of the Phase Engine were
  quite beyond him, he fully appreciated the destructive power of
  the Etherium. So much so, that when he was awarded the honor
  to become the Rylcus of the vessel, Adan declined. To his supe-
  riors, Yarrl Adan had passed the final test. If he had immedi-
  ately accepted the command, he would have been seen as being
  overeager, and would have been executed as a potential traitor
  or an ambitious rival to those already in power. Instead, his po-
  lite declining of the offer showed reserve, caution and responsi-
  bility. Of course, that meant the Kreeghor leadership insisted
  that he take command of the new Phase Ship and take it through
  81
  
  its final testing sequences. Yarrl Adan had little recourse but to
  agree, but that was okay, for by this time he had formulated a
  plan of his own.
  Rylcus Adan is planning to take the Etherium prototype
  Phase Ship on its test run, then make a break for the closest
  Consortium world and plead for asylum. If he arrives safely, the
  Wulfen intends to turn the ship over to the CAF for study so that
  they can come up with a way to detect such vessels in the future.
  Despite appearances, Yarrl Adan is not a traitor. Although he is
  sure to be branded one, the Wulfen commander completely sup-
  ports the TGE in every way. However, he is quite certain that as
  soon as the Consortium of Civilized Worlds or other enemy of
  the Empire learns about the existence of this spacecraft at the
  business end of its energy cannons, it will create such fear of the
  unknown that it will compel everyone else in the Three Galaxies
  to unite in an effort to destroy the TGE. Adan is smart enough to
  realize that the once the Etherium-class Phase Ships attack that
  their existence will negate the mutual safety brought by deter-
  rence between the TGE and the CCW. However, if the CCW
  has the vessel in their hands before it is actually used against
  them, they can respond politically while studying the vessel and
  finding ways to detect it and neutralize it, thus maintaining de-
  terrence and an uneasy peace.
  The biggest initial problems of this daring plan are securing
  the allegiance of the crew, and killing the Kreeghor Political Of-
  ficer who is going along for the ride.
  When the ship goes AWOL, the Transgalactic Empire will
  throw everything they have in the area on a search and destroy
  mission. The prototype Etherium is rigged with monitoring
  equipment that the rest of the Armada can use to track it. Since
  it moves so slowly in Ghost Mode, it will take the ship weeks to
  reach CCW space.
  In the meantime, the Consortium has recently discovered,
  through its own agents in the Free World Council, that a century
  ago the Empire had some kind of laboratory on Good Hope. A
  facility that was destroyed in the initial fighting, but that was ap-
  parently trying to develop a new kind of cloaking device for
  Kreeghor ships. The agents of the GSA know that this project
  was relocated after the Rebellion, and that in all likelihood it
  was moved to Veripin 7. They are even now trying to get an op-
  erative team onto the station. If they are lucky, they (or some
  other group of intrepid adventurers) might be able to help
  Rylcus Adan get the Phase Ship to the Consortium. If they fail
  to help the erstwhile Wulfen, the Kreeghor are likely to recap-
  ture the Etherium. If that happens, total galactic war seems inev-
  itable. Consequently, it is imperative that Rylcus Adan gets the
  Etherium into the hands of the CCW. (Game Masters, this could
  be a wild adventure where the fate of the Three Galaxies may
  hang in the balance.)
  Yarrl Adan – Quick Stats
  Alignment: Scrupulous.
  O.C.C./Experience Level: 15th level Imperial Legionnaire.
  Attributes: I.Q. 15, M.E. 17, M.A. 9, P.S. 25, P.P. 15, P.E. 13,
  P.B. 13, Spd 24.
  Hand to Hand: Expert.
  Notes: Yarrl Adan is a Wulfen from the Blackstep lineage. He
  is of heavy build, with a bushy tail. He is 71 years old, and
  has graying fur around his ears and snout. His family have
  been citizens in the TGE since the Wulfen Republic was first
  divided over 700 years ago. He has never married and so has
  no family of his own, but does have three other siblings from
  the same litter. Since smoking is forbidden on starships as it
  fouls up the life support systems, he chews tobacco.
  Notable Ships of
  the Imperial Armada
  TGE Etherium
  Prototype Stealth
  Guided Missile Destroyer
  Etherium is the brainchild of a cadre of four Promethean out-
  casts currently working under contract for the Transgalactic Em-
  pire. These mercenary shipwrights and aerospace engineers
  have been wandering the Three Galaxies for centuries, unlock-
  ing forbidden technologies and violating weapons treaties for
  whomever can pay their exorbitant fees. Their current project is
  the result of a lucky find during a raid on the Repository of
  Tyeodaisun, the great Elven library on Magestar. During their
  raid, the rogue Prometheans came across plans for an experi-
  mental, ship-sized phase field generator that had been proposed
  during the war against the Dominators. Knowing they’d found
  something
  explosive
  and
  potentially
  very
  lucrative,
  the
  Prometheans sat on their discovery and began to make inquiries
  as to who among the major powers in the Three Galaxies would
  be willing to pay for such a technology. The TGE was the first
  to bite. The outcasts were selling the potential ability to make
  starships completely invisible to standard technological sensors,
  and the Kreeghor were buying.
  With a nearly unlimited budget and access to the best scien-
  tists and facilities the Empire could provide, the outcasts spent
  two decades unlocking the secrets in the plans they pilfered
  from Magestar. Finally, two years ago, they made their break-
  through and Etherium was born. When flying in stealth mode,
  all of Etherium’s typical fins and protrusions fold in together to
  give her a long and narrow profile. All of her weapons are re-
  cessed into the hull and protected behind retractable, delicate
  looking armored plates. This provides clean lines and a shape
  that defeats most technological sensors. Unlike the Star Ghost
  fighter, Etherium is covered in a sensor absorbing coating that
  gives it a slightly iridescent, dun colored finish.
  While Etherium’s stealth systems are both technologically
  and magically light-years ahead of the CAF’s, her real strength
  lies in her weapons. During the vessel’s development, TGE sci-
  entists were working on a new style high-yield, multi-warhead
  anti-matter missile for use in planetary bombardment and station
  sieges. It was decided by TGE brass that Etherium would be the
  first ship to carry these lethal new missiles, and the programs
  were merged into Project Singularity. All of Etherium’s weapon
  systems are optimized for the carrying and deployment of the
  new Singularity missiles. TGE War Ministers envisioned small
  squadrons of Etherium-class destroyers warping undetected into
  82
  
  a planet’s orbital space and unleashing dozens of Singularity
  missiles in advance of an invading fleet. This new ship and its
  deadly cargo would give the TGE nearly unmatched first strike
  capabilities, and allow the Empire to engage in a campaign of
  expansion and conquest with near impunity.
  At this time, Etherium is the only ship of her class active and
  is currently conducting space trials in the far reaches of TGE
  space. If all goes well and she meets her performance goals,
  there are plans to begin production of at least two dozen of these
  ships.
  Model
  Type:
  Experimental
  Guided
  Missile
  Destroyer
  (TIV-DDGX).
  Class: Etherium Class (Experimental).
  Ship’s Complement:
  Ship’s Crew: 200 total (20 Officers, 180 Enlisted and Con-
  scripts).
  Bridge: Ship’s Captain (1), Ship’s Executive Officer (1),
  Hadash Chulzak (1, Political Officer), Helm (2), Navigation
  (2), Comms and Sensors (2), Security (2 Invincible Guards-
  men in Imperial Legionnaire’s armor and armed with EPR-8
  pulse rifles).
  Combat Information Center (CIC): Legion Nolrak-Dirs (1, in
  charge of weapons deployment), Military Advisory Team
  (2), Comms (2), Ship’s Weapons and Fire Control (15), Se-
  curity (4 Invincible Guardsmen in Imperial Legionnaire’s
  armor and armed with EPR-8 pulse rifles).
  General Operations: Engineering (18), Medical (10), Ship’s
  Security (25), Internal Communications (8), Enlisted and
  Conscripts (104).
  M.D.C. by Location:
  Interior Bulkheads per 10 feet (3 m) – 50
  Interior Hatches – 65 each
  Exterior Hatches – 95 each
  Laser Cannons (2) – 1,200 each
  * Launcher Bay Doors (40) – 350 each
  Singularity Missile Launchers (40) – 1,000 each
  Mini-Missile Launchers (8) – 300 each
  Forward Hull Section (1/3) – 2,600
  ** Midships Hull Section (1/3) – 2,800
  *** Aft Hull Section (1/3) – 3,800
  **** Hull per 40 feet (12.2 m) – 85
  * Destroying the launcher bay doors exposes the Singularity
  missiles to attack.
  ** Destroying the midships hull section eliminates the CIC
  and all weapons and fire controls. This renders the ship flyable
  but unable to fight. There is also a 10% chance that destroying
  the midships section damages the missile magazine and causes
  83
  
  any remaining Singularity missiles to detonate. Should that hap-
  pen, the missiles annihilate the ship and inflict 2D6x1,000 M.D.
  to anything within 500 miles (800 km).
  *** Destroying the aft hull section elimnates the engines, set-
  ting the ship adrift.
  **** Punching holes in the hull causes the damage control
  system to automatically seal off whatever compartment has been
  exposed to vacuum.
  Speed:
  Atmosphere: The Etherium is transatmospheric, and can main-
  tain a cruising speed of 3,805 mph (6,088 or Mach 5) in atmo-
  sphere.
  FTL: 6 light-years per hour.
  Sub-Light: Relatively fast for a ship her size, the Etherium can
  muster an impressive cruising speed of 9,132 mph (14,611.2 km
  or Mach 12).
  Range: Limited only by supplies. The anti-matter reactors carry
  enough fuel to operate the ship at full readiness for 40 years, but
  shipboard stores are only good for eighteen months of constant
  deployment with full crew and complement.
  Statistical Data:
  Length: 574 feet (175 m).
  Beam: 75 feet (22.8 m).
  Height: 60 feet (18 m).
  Mass: 48,000 tons fully loaded.
  Cargo: Minimal. Interior space is taken up mostly by weapon
  systems and missiles.
  Power System: One high-output sub-capital anti-matter reactor
  powering two, two-nozzle sub-capital plasma thruster arrays.
  The Etherium also has a Mk. IV interlinked Phase Engine.
  Development Cost: Unknown. Likely to be in the hundreds of
  billions.
  Weapon Systems:
  1. Laser Cannons (2): These massive HI-Lasers are the
  Etherium’s main anti-ship weapons. Like all HI-Lasers, they
  have excellent penetration and stopping power, but suffer
  from high energy consumption and a relatively low rate of
  fire.
  Primary Purpose: Anti-Ship.
  Secondary Purpose: Anti-Installation.
  Weight: Not applicable, part of the ship’s hull.
  Range: 100 miles (160 km) in space, or 30 miles (48 km) in an
  atmosphere.
  Mega-Damage: 1D4x1000 M.D. per cannon, or 2D4x1000 M.D.
  if fired together.
  Rate of Fire: Each cannon may fire once per melee round (15
  seconds).
  Payload: Effectively unlimited.
  2. Singularity Missile Launchers (40): These dreaded missiles
  are the creation of the Transgalactic Empire. The principle of
  these missiles is relatively simple. It’s not the explosion that
  does the damage, but the micro-singularity (black hole) that
  is created by the missile’s detonation. It only lasts for a few
  seconds (one melee round), but in those few seconds it
  causes massive damage. The black hole puts enormous
  stresses on a ship’s bulkheads, causing them to buckle and
  collapse, and the missile ends up causing more internal dam-
  age than one would expect.
  Primary Purpose: Anti-Planet.
  Secondary Purpose: Anti-Installation.
  Weight: Not applicable for the launchers, as they are part of the
  ship’s hull. Each Singularity missile is 32 feet (9.75 m) long and
  weighs 50 tons.
  Range: 1,000 miles (1600 km), in an atmosphere.
  Mega-Damage: 1D6x1,000 M.D. per missile to a radius of 500
  feet (152 m); half damage for 500 feet (152 m) beyond that.
  Rate of Fire: The missiles can be launched singly or in volleys
  of 2, 4, 8, 10 or 20.
  Payload: The ship carries 40 Singularity missiles, one in each of
  the vertical launch silos.
  Bonus: Singularity missiles are considered smart munitions, and
  are +5 to strike thanks to their guidance systems.
  3. Mini-Missile Launchers (8): Spread around the hull of the
  ship, these missile launchers comprise the point defense sys-
  tem, and are placed such that they have complete coverage
  across the entire ship.
  Primary Purpose: Anti-Missile.
  Secondary Purpose: Anti-Fighter.
  Weight: Not applicable, part of the ship’s hull.
  Range: 2 miles (3.2 km) in space, half in an atmosphere.
  Mega-Damage: Varies by warhead. Typical load is fragmenta-
  tion, 5D6 M.D. to a 20 foot (6 m) area (double the area in
  space).
  Rate of Fire: One at a time, or in volleys of 2, 4 or 8 missiles.
  Payload: 64 missiles per launcher (512 in total). The ship can
  carry an additional 1,024 missiles in an armored magazine.
  4. Etherium Stealth Field (ESF): Essentially a ship-sized
  OP-field, the ESF enables Etherium to fly while out of phase,
  making the ship undetectable and invulnerable to technologi-
  cal sensors and weapons. To fight or deploy her Singularity
  missiles however, Etherium must drop the Phase Field. This
  makes the destroyer vulnerable for a short period of time.
  Duration: The massive Phase Engine gives the ship an unlim-
  ited number of “charges,” so it can run in Phase-mode indefi-
  nitely. Activating the ESF counts as an attack, and can be
  used as a dodge to avoid incoming attacks.
  5. Ship’s Systems of Note: Tactical life support, escape pods
  for all crew, IFF systems.
  TGE Executioner-Class
  Battleship
  The Executioner represents the missing link between the
  Smasher-class cruiser and the Doombringer Dreadnought. It
  was first built 650 years ago for use in the First Great War. Exe-
  cutioners were initially developed to counter the heavily armed
  and armored cruisers of the Human Alliance, which had proven
  more effective than the frigates and light cruisers that the TGE
  was fielding at the time. There are currently just fewer than
  17,000 of these massive ships in the Imperial Armada.
  84
  
  85
  
  The Executioner was the first Kreeghor starship built so large
  that it couldn’t safely land on a planet, but it would not be their
  last. The Consortium soon trumped the TGE’s battleship by
  building the Protector-class and the Kreeghor, always ones to
  think that bigger is better, were determined to build a superior
  ship. They did so with the Doombringer-class dreadnought,
  which reigned as the largest ship in the Three Galaxies until re-
  cently. Since the Kreeghor dreadnought was constructed using
  many of the same weapon systems found on the Executioners,
  many historians consider this ship to be a precursor to the mon-
  strous Doombringers.
  Model Type: Battleship (TIV-BB).
  Class: Executioner Class.
  Ship’s Complement:
  Ship’s Crew: 3,974 total (398 officers, 3,572 Enlisted and Con-
  scripts).
  Bridge: Ship’s Captain (1), Ship’s Executive Officer (1),
  Hadash Chulzak (1, Political Officer), Helm (5), Navigation
  (10), Comms and Sensors (10), Security (4 Invincible
  Guardsmen in Imperial Legionnaire’s armor and armed with
  EPR-8 pulse rifles).
  Combat Information Center (CIC): Legion Nolrak-Dirs (1, in
  charge of troop deployment, strategy and tactics), Military
  Advisory Team (10), Dil-Oldyt (1, Supreme Pilot, com-
  mander of ship’s aerospace wing), Dil-Kuzkin (1, Supreme
  Soldier, commander of ship’s planetary assault group),
  Comms (10), Ship’s Weapons and Fire Control (30), Security
  (10 Invincible Guardsmen in Imperial Legionnaire’s armor
  and armed with EPR-8 pulse rifles).
  General Operations: Engineering (100), Medical (200), Flight
  Operations (100), Ship’s Security (600), Internal Communi-
  cations (75), Enlisted and Conscripts (2,800).
  Embarked Troops: 2,940 total (308 Officers, 2,632 Enlisted and
  Conscripts).
  Imperial Oldyt (Aviators): 240
  Imperial Kuzkin (RPA Pilots): 900
  Imperial Legionnaires: 1,800 combat ready Legionnaires.
  Aerospace Group:
  Aerospace Fighters:
  FF-100 Flying Fangs: 60 (6 squadrons of 10 ships each).
  TIV-TT1 Rain of Death Assault Shuttles: 30 (3 squadrons of
  10 ships each).
  Planetary Assault Group:
  IAF-95 Dark Slayer Tanks: 100 (20 platoons of 5 units each).
  KT-1 Kartuhn-Terek “Doomsday Machines”: 30 (15 platoons
  of 2 units each).
  IAR-500 Imperator Robots: 100 (20 platoons of 5 units
  each).
  IPA-WI-K Warlord Power Armor: 500 (10 platoons of 50
  units each).
  M.D.C. by Location:
  Interior Bulkheads per 10 feet (3 m) – 50
  Interior Hatches – 65 each
  Exterior Hatches – 110 each
  Hangar/Recovery Bay – 12,000
  Launch Tubes (2) – 6,000 each
  * Command Tower – 10,000
  Laser Cannons (2) – 2000 each
  Particle Beam Cannons (4) – 1,200 each
  Cruise Missile Launchers (2) – 900 each
  GR Gun Emplacements (8) – 600 each
  Forward Hull Section (1/3) – 50,000
  ** Midships Hull Section (1/3) – 50,000
  *** Aft Hull Section (1/3) – 65,000
  **** Hull per 40 feet (12.2 m) – 100
  Variable Force Fields – 8,000 per side (48,000 in total)
  * Destroying the command tower eliminates the bridge. With
  the bridge destroyed, the ship can still be run from the CIC.
  ** Destroying the midships hull section eliminates the CIC
  and all weapons and fire controls, rendering the vessel flyable
  but unable to fight.
  *** Destroying the aft hull section wipes out the engines, set-
  ting the ship adrift.
  **** Punching holes in the hull causes the damage control
  system to automatically seal off whatever compartment has been
  exposed to vacuum.
  Speed:
  Atmosphere: Executioners are slow and awkward in atmo-
  sphere, and can manage only a paltry 250 mph (400 km). Addi-
  tionally, the helm is -20% to all control and piloting skill rolls in
  atmosphere.
  FTL: 6 light-years per hour.
  Sub-Light: Mach 9.
  Range: Limited only by supplies. The anti-matter reactors carry
  enough fuel to operate the ship at full readiness for 40 years, but
  shipboard stores are only good for eighteen months of constant
  deployment with full crew and complement.
  Statistical Data:
  Length: 3,000 feet (914.4 m).
  Beam: 600 feet (183 m).
  Height: 500 feet (152.4 m).
  Mass: 25 million tons fully loaded.
  Cargo: Can carry 300,000 additional tons of cargo.
  Power System: Four TGE capital-class anti-matter reactors pow-
  ering two, five-nozzle capital-class thruster arrays and a stan-
  dard TGE Contra-Gravity FTL system.
  Market Cost: These ships cost roughly 35 billion credits to
  build. None have made it to the black market, and they are ex-
  clusive to the Imperial Armada.
  Weapon Systems:
  1. Laser Cannons (2): These huge and highly accurate laser
  cannons run half the length of the ship. They are the ship’s
  main cannons, and allow the Executioner to dish out incredi-
  ble volumes of fire.
  Primary Purpose: Anti-Ship.
  Secondary Purpose: Anti-Installation.
  Weight: Not applicable, part of the ship’s hull.
  86
  
  Range: 100 miles (160 km) in space, or 30 miles (48 km) in an
  atmosphere.
  Mega-Damage: 1D4x1,000 M.D. per cannon, or 2D4x1,000
  M.D. if fire-linked.
  Rate of Fire: Each cannon may fire once per melee round (15
  seconds).
  Payload: Effectively unlimited.
  2. Particle Beam Cannons (4): These medium energy weapons
  are intended for use against other capital ships, but are effec-
  tive against most sub-capital vessels as well. The four turrets
  are mounted two to a side on the ship, so usually only two
  cannons can be trained on a single target at once. Each gun
  may fire on a separate target if so ordered.
  Primary Purpose: Anti-Ship.
  Secondary Purpose: Anti-Installation.
  Weight: Not applicable, part of the ship’s hull.
  Range: 4 miles (6.4 km) in space, or 1.5 miles (2.4 km) in an at-
  mosphere.
  Mega-Damage: 1D4x100 M.D. per single blast, 2D4x100 per si-
  multaneous dual blast at the same target.
  Rate of Fire: Equal to the number of hand to hand attacks of the
  gunner (typically 4-5).
  Payload: Effectively unlimited.
  3. Cruise Missile Launchers (2): The name pretty much says it
  all.
  Primary Purpose: Anti-Ship.
  Secondary Purpose: Anti-Installation.
  Mega-Damage: Varies by warhead.
  Rate of Fire: Singly or in volleys of 2, 4, 8 or 10.
  Range: 1,000 miles (1,600 km). Point-blank range is 1-3 miles
  (1.6-4.8 km), and cannot be fired at a closer range than that.
  Payload: 50 cruise missiles at the ready and an additional 50 in
  an armored magazine. The ship carries an additional 400 mis-
  siles, enough for four reloads per launcher.
  4. GR-Gun Emplacements (8): A series of heavy gravitonic
  guns are maintained for point defense. They are especially
  good for shooting at incoming enemy missiles and Cosmo-
  Knights.
  Primary Purpose: Anti-Fighter/Anti-Robots/Powered Armor.
  Secondary Purpose: Anti-Missile.
  Weight: Not applicable, part of the ship’s hull.
  Range: 3 miles (4.8 km) in space, or 1.5 miles (2.4 km) in an at-
  mosphere.
  Mega-Damage: 4D6x10 M.D. per burst.
  Rate of Fire: Equal to the number of hand to hand attacks of the
  gunner (typically 4-5).
  Payload: 8000 rounds per turret for 200 40-round bursts.
  5. Ship’s Systems of Note: Tactical life support, launch/recov-
  ery and traffic control systems for aerospacecraft and robots,
  IFF/command and control systems.
  United Worlds
  of Warlock
  The Warlock Navy
  Approximately 50,000 years ago, at the end of the last Galac-
  tic Era, the majority of cultures living in the Three Galaxies
  were utterly destroyed in the War against the Dominators.
  Those precious few species who survived intact, did so either by
  fleeing the Three Galaxies altogether, or by somehow hiding
  themselves until the fighting was over. The Star Elves of planet
  Alfheim chose the latter. Instead of joining the battle to stop the
  renegade gods, the Star Elves hid. They collected all their
  knowledge into the massive Repository of Tyeodaisun, and then
  shrouded their entire planet in a magical invisibility field.
  The Second Galactic Era was ending. From behind their
  mystic cloak of invisibility, the Star Elves watched with sorrow
  as the Three Galaxies burned. Although the Second Era was
  over, they knew a Third Era would someday begin. All they had
  to do was wait out the eons in between. Called “the Interim” by
  the Star Elves, this period lasted nearly 40,000 years. During the
  Interim, the Three Galaxies became populated by monsters,
  Alien Intelligences and all sorts of unsavory and horrible crea-
  tures.
  Foremost
  among
  these
  monstrous
  races
  were
  the
  87
  
  Splugorth, who established seven enormous kingdoms through-
  out the Three Galaxies. Four of these were in the
  Galaxy, one was located in the Thundercloud and the last two,
  the realms of Yythcryss and Rynncryll, sprawled across the An-
  vil Galaxy.
  The Third Galactic Era. Eventually, the third and current
  Galactic Era began as the younger races like humans and Noro
  left the cradles of their civilizations and took to the stars. It was
  during the dawn of this new era that the Star Elves encountered
  the Warlocks. This motley collection of mages and Techno-
  Wizards formed an easy alliance with the Star Elves, who were
  pleased to see that the secrets of magic had not been forever lost
  in the aftermath of the Dominator War. Together, the two
  groups continued to explore the galaxy and settle new worlds.
  Then they ran headlong into Splugorth Lord Yythcryss and his
  legion of minions.
  Yythcryss instantly sought to absorb the Warlock worlds,
  steal their secrets, and enslave their populations. War between
  the parties was immediate and devastating. The Star Elves, who
  wanted to rely on their tried and true policy of hiding until the
  danger had passed, were pressured by the Warlocks to take an
  active hand in the fighting. So it was that the first combat space-
  craft of the Star Elves were built, their giant colony vessels now
  transformed into crystalline battleships.
  Even this was not enough, and Lord Yythcryss continued to
  grind the Warlock and Elven armies beneath his mighty heel. In
  desperation, the Star Elves sent a call for help through the cos-
  mic ley lines. A call answered by the Anvil Dwarves. The
  re-strengthened fleet was finally able to turn the tide of battle,
  and proceeded to rout the Splugorthian hordes. Every world the
  Warlocks liberated from Yythcryss’ kingdom bolstered their
  ranks, as freed slaves of the Splugorth turned on their alien
  overlords and happily joined the battle against them. Finally,
  during the Battle of Therackhon, the Warlock Navy destroyed
  the last strongholds of Yythcryss and the Splugorth Lord, nearly
  destroyed in the battle, fled.
  The war was over, and though none realized it at the time, the
  foundation for the Untied Worlds of Warlock had been laid.
  Following the defeat of Lord Yythcryss, the Warlock leaders
  held a summit on Alfheim to discuss the future of their
  fledgeling galactic nation. High King Silverlight of the Star
  Elves was in attendance, as were several of the Warlock Lord
  Magi, and six representatives of the Anvil Dwarves. Together
  they had won a hard and bitter war, and now had to decide what
  was to be done with the liberated Splugorth worlds as well as
  the armed forces that had been assembled to free them. One of
  the Anvil Dwarves, Master Smith Hacori Darksteel, had come
  to them with a plan and proceeded to lay it out for all involved.
  Darksteel told the assembled leaders that they had won the
  war only because their combined navy was superior to that of
  their enemy. Indeed, the astounding defeat of Lord Yythcryss
  was even now forcing the other Splugorth Kingdoms in the
  Three Galaxies to build larger and better space fleets for them-
  selves. If the Star Elves, Anvil Dwarves and Warlocks were to
  survive a future act of aggression, they all needed to unite for
  mutual defense and support, for it was only together that they
  were able to win this hard-fought victory. In what soon became
  known as the Darksteel Doctrine, Master Smith Hacori
  Darksteel stated that the new United Worlds should not go look-
  ing for trouble, but should be prepared when trouble inevitably
  came to their doorstep. They should therefore follow a policy of
  neutral relations with the other power blocs of the Three Gal-
  axies, but destroy any and all trespassers and aggressors without
  pause.
  Darksteel’s model is still followed to this day. The Warlock
  Navy is not a fleet of conquest, and it almost never engages in
  first strikes, pre-emptive strikes, decapitation strikes, or any
  other kind of outright and unprovoked acts of aggression. In-
  stead, it specializes in crippling surgical strikes meant to deter
  attackers from entering the domain of the United Worlds of
  Warlock. Such aggressors usually include space pirates, the
  Splugorth and their minions, and the Star Hives. The fleet of the
  Warlock Navy is smaller in number than the CAF, the
  Transgalactic Armada and even the Golgan Argosy, mostly be-
  cause their incorporation of magic and Techno-Wizardry built
  into their spacecraft and weapons takes longer to produce and is
  more difficult to make en masse than the equipment of their ene-
  mies and allies.
  The primary mission of the Warlock Navy is to guard the
  cosmic ley lines and nexus points, and defend the United
  Worlds from invasion, raids, and destruction. The Warlock
  Marines also take part in exploratory missions, searching the
  cosmos for long-lost artifacts of historical and magical signifi-
  cance, as well as other types of magic items, rare components
  used in magic, and new spells and alien forms of magic. Other
  agents of the United Worlds of Warlock do intelligence work,
  going undercover to collect information and keep tabs on the
  other galactic powers. Whenever possible, the UWW tries to en-
  sure that space battles take place along cosmic ley lines and
  nexus points, where the enhanced ambient magic supercharges
  their weapons and spells. If a Warlock fleet has to fall back from
  an engagement, it always tries to flee to the nearest Lagrange or
  Saddle point (the latter being a natural nexus point found an
  equal distance between two stars). The Darksteel Doctrine also
  means that, more than anyone else, the UWW uses orbital de-
  fense satellites, and listening posts positioned far out in deep
  space.
  The Minion War
  The United Worlds of Warlock’s protective and paranoid na-
  ture, defenses, listening posts and ties to the mystical and super-
  natural, made them one of the very few galactic powers (the
  Splugorth and Naruni Enterprises being two others) to have an
  inkling about the escalating conflict between Demons and
  Deevils. Though the UWW took some simple precautions and
  put their fleet on alert, they, like others aware of the brewing
  Minion War, NEVER imagined the war between demons and
  infernals would explode as it has. And they certainly never ex-
  pected the Minion War to spill across the dimensional divide,
  across the Megaverse and into the Three Galaxies.
  The infamous demons of Hades and notorious infernals of
  Dyval had been at each other’s throats long before most of the
  races of the Three Galaxies came into being. These two super-
  natural races live in their own hellish dimensions beyond the
  realm of mortals and constantly dabbled in the affairs of sentient
  beings, but in small, insidious ways. Evil supernatural beings,
  both enjoyed tormenting humans and other mortals, they served
  dark lords and evil gods, and frequently clashed over winning
  88
  
  the hearts and minds of their mortal pawns and victims. These
  clashes turned into an increasingly bitter rivalry that spanned
  countless millennia. Born from violence and wickedness, the ri-
  valry and squabbles between demon and Deevil often led to bru-
  tality, backstabbing and treachery. On occasion, such conflicts
  spiraled into bloody skirmishes and even all-out war, but such
  violence was always isolated and very limited. At worst, an en-
  tire world might suffer in the wake of their rivalry, but even that
  was rare. More often than not, demon and Deevil struck at each
  other covertly and through games of deception, manipulation,
  and sabotage. Never full-blown war. And never a war that
  spilled across the Megaverse. That has all changed with the
  Minion War.
  Phase World, the Three Galaxies, Rifts Earth, and many
  other worlds and their people have become either the unwitting
  pawns or unwanted fields of battle for demons and Deevils.
  Some are recruited by demons or infernals to join their battle as
  soldiers, henchmen or elite special forces. Others are recruited
  to be worshipers in order to provide P.P.E. and raw power to
  their dark masters. Still others are seen as a resource to be cap-
  tured, conquered, plundered or tricked and manipulated. Power-
  ful magic items and mystic artifacts across the Megaverse are
  being purchased or taken (stolen and taken by force) by one side
  of the Minion War or the other. Mercenaries, mages, dragons,
  supernatural beings, and other opportunists lured by the promise
  of earning a king’s random are joining the campaign to “ac-
  quire” magic artifacts for one side or the other. These “oppor-
  tunists” have no personal interest in the war, nor allegiance to
  either supernatural force, but they intend to profit from them if
  they can. Even if it is, literally, a deal with a devil.
  Already, worlds across the Megaverse are finding their halls
  of magic looted and sacred artifacts missing. That includes the
  United Worlds of Warlock. Worse, in some cases, the loss of
  such a powerful, legendary and/or sacred artifact(s) causes polit-
  ical or religious turmoil and civil unrest for that world or civili-
  zation. In other cases, it shifts the balance of power, leaving
  their mystical defenses weakened and their people vulnerable to
  attack by their own rivals and enemies. The havoc the Minion
  War is causing on countless worlds is only starting be felt, and it
  is only the beginning. What lasting and earth-shattering impact
  the Minion War may indirectly or directly have on individual
  worlds and galactic communities is yet to be realized, but if the
  war last for years, decades or centuries it could be devastating.
  Likewise, one cataclysmic event could have dramatic repercus-
  sions for one or countless worlds. For example: Both the de-
  mons of Hades and the Deevils of Dyval scour the Three
  Galaxies in search of the Cosmic Forge. While it seems un-
  likely, even the thought of what might happen if the Cosmic
  Forge fell into the hands of such an evil force is unthinkable.
  As bad as all that may be, the Minion War is having an im-
  pact in other ways. Hell-spawned raiding parties and entire
  fleets of demon and infernal spacecraft now also travel the
  space-ways of the Three Galaxies in search of booty, forced la-
  bor, slave stock and ships to be commandeered to become part
  of their demon fleets. Demon worshipers, cults, covens and evil
  brotherhoods are popping up everywhere. Deevils and demons
  are instigating planet-wide rebellions, support the rise of de-
  monic and monstrous kingdoms, encourage insurrection and the
  practice of dark magic in their name, as well as work to under-
  mine existing governments so that the new regime that replaces
  it may require its people to worship demons or infernals.
  It doesn’t stop there, as both spawns of Hell know no limits,
  and are willing to go so far as to cause the destruction of entire
  civilizations and worlds so that they may tap the P.P.E. at the
  moment of mass death for their own dark and deadly purposes.
  It is horrific, and the horror is spreading.
  As the chaos and violence of the Minion War stirs things up
  across the Three Galaxies, it encourages other evil supernatural
  beings and malevolent forces to take advantage of the situation.
  Many wonder and fear if this shakeup will encourage the Domi-
  nators, Star Hives, Splugorth and others to take action against
  old enemies or cut a deal with the participants of the Minion
  War – or bide their time until they sense a weakness and then
  strike.
  Phase World, the United Worlds of Warlock (UWW) and
  other people who use magic or are attuned to the supernatural
  world, or possess powerful magic artifacts coveted by the dark
  forces of the Minion War, are among the first to feel the shock
  waves and repercussions of the brutal feud. Moreover, since the
  forces of Hades and Dyval seek each other’s absolute conquest
  or, failing that, total obliteration, those who side with one side
  or another, or are perceived to have sided with their rival, are
  marked for retribution, conquest or destruction as well. This
  may even apply to those who are unwitting pawns or take some
  action to protect themselves, but in so doing, inadvertently hurt
  one of the two factions of the Minion War.
  Disposition of UWW Fleets
  Due to their largely non-centralized government and non-ex-
  pansionist policies, the bulk of the Warlock Navy is based in,
  and directly around, the Anvil Galaxy.
  There is only one fleet in the Warlock Navy, the First War-
  lock Fleet. The First Warlock, comprised of nearly 30,000 ves-
  sels, is based out of Alfheim, where Warlock Fleet Command is
  located. The fleet is further broken down into numerous small
  Kampfgruppen, a Dwarven word that roughly translates as “bat-
  tle group.” Each battle group contains a number of smaller task
  forces and flotillas. The ships of the Warlock Navy are predomi-
  nantly of sub-capital class and smaller, and these vessels make
  up the bulk of the navy’s Kampfgruppen. The few capital ships
  they do have, such as the powerful Elven Brightwander-class
  ships, are usually held in reserve or stationed at important plan-
  ets, space stations and strategic locations throughout the Anvil
  Galaxy. To this date, the Warlock Navy has never deployed any
  super-capital ships, nor do they have any plans to do so.
  Warlock Ship Technology
  There are few guiding design philosophies that tie together
  the ships of the Warlock Navy. Each race that contributes space-
  craft to the Navy puts its own strong cultural stamp on their con-
  tributions.
  The spaceships of the Star Elves tend to be constructed of
  shimmering alloys and enchanted crystal. The shapes and de-
  signs of these vessels have a graceful and highly organic look to
  them. Their holds, passageways and quarters are large and airy,
  with muted pastels and earth tones predominant in their color
  schemes.
  89
  
  Dwarven spacecraft are sturdy and rough-hewn, designed
  with an eye more toward practicality and hard use than style or
  comfort. They tend to resemble vessels from the early days of
  steel-hulled ships, with lots of thick armor plating and exposed
  rivets. Their shipboard spaces are cramped and dark, due to the
  Dwarves’ physiology, small stature, ability to see in darkness,
  and natural proclivities. Thus, Dwarven ships are typically
  painted dark blue or gray and crew quarters are simple and Spar-
  tan.
  Human and Warlock space vessels tend to be sleek and
  modern, with magical systems that rival anything from the
  highly technical nations like the Transgalactic Empire (TGE) or
  Consortium of Civilized Worlds (CCW). They have clean, ag-
  gressive lines and fast looking hulls packed to the gunwales
  with all manner of magical and technological weapons, sensors
  and equipment. They are thoroughly modern ships with built-in
  efficiencies
  and
  passable
  shipboard
  crew
  quarters.
  Color
  schemes are commonly light gray and silver to brilliant white
  with red, gold, blue, black or silver trim.
  If anything could be said to tie these varying design philoso-
  phies together, it is the Warlock Navy’s reliance on magic and
  Techno-Wizardry. Unlike the Techno-Wizardry of Rifts Earth,
  which is a relatively new science, the peoples of the United
  Worlds of Warlock have been fusing magic and technology for
  thousands of years. Techno-Wizard (TW) devices from Rifts
  Earth often look clunky, exotic and even silly. By comparison,
  the TW machines built by the Techno-Wizards of the UWW are
  indistinguishable from any other tech and science based device
  or machine. The Techno-Wizardry of the UWW has none of the
  obvious signs that it is a magic-technology hybrid. There are no
  crystals or knobs sticking out at ungainly angles, no pieces that
  seem out of place. Instead the magic components of a given ma-
  chine are built seamlessly into the whole, and are unnoticeable
  in much the same way that circuitry and microprocessors blend
  into whatever they are powering.
  Over the years, the Warlock Navy has developed several new
  magic technologies. Some of these, such as the Rift Projector
  Cannon and the Bottled Demon missiles, are well documented.
  Some are not so well known or are considered to be “classified”
  information or secret weapons.
  Emulative Throwback Shielding: Based on the spell House
  of Glass, this feature is found only on the Brightwander-class
  ships. Whether this is because the massive transports are made
  of crystal or because the other Warlock ships are too small for
  the enchantment to work is not known by those outside the
  UWW. Throwback Shielding wraps the Brightwander in a glim-
  mering energy cocoon, and any strikes that hit the ship then in-
  flict the same amount of damage to the one who inflicted it! For
  example, if a Splugorth spaceship hits a Brightwander for 1,000
  points of damage, the Splugorth ship also takes 1,000 points of
  damage as the magic throws back the same amount of force and
  damage at its attacker. Note that the magic shielding only deals
  out an equal amount of damage and does not replicate any spe-
  cial effects, such as extra radiation damage or dimensional dis-
  placement.
  Throwback Shielding is very costly to maintain, and can only
  be up and running for 12 minutes, three times daily. The ship
  may fire any and all weapons while the shielding is up, but
  fighters or shuttles that are launched do not have the protective
  effect of the Emulative Throwback Shielding and are vulnerable
  to incoming attacks. Note: Throwback Shielding takes the place
  of any other kind of force field.
  Regenerative Hulls: Several of the most important ships and
  space stations of the Warlock Navy have a version of the Me-
  tropolis spell cast upon them. This legendary enchantment al-
  lows the hulls of such ships to regenerate damage. They can also
  be repaired by normal means, but will completely restore them-
  selves if given enough time. Only the exterior armor of the ship
  grows back, not the internal walls of the hull nor engines or ma-
  chinery. If a vessel or installation with a Regenerative Hull suf-
  fers grievous damage and is knocked down into Catastrophic
  Damage levels (has lost 75% or more of its M.D.C.), then the
  spell is broken. Damage is “healed” at a rate of 2D6x100
  M.D.C. per 30 minutes; 4D6x100 per hour until the outer hull is
  completely restored.
  TW Force Field: This is not a variable force shield, but the
  Armor of Ithan spell expanded and augmented to cover the en-
  tire ship and, in effect, function as a force field. It has a duration
  of 60 minutes/one hour per activation or until all M.D.C. is re-
  duced to zero, whichever comes first. It can be activated three
  times daily, but each activation takes one minute and costs
  5,000 P.P.E. This enchantment cannot run concurrent with the
  Emulative Throwback Shielding, only one or the other can be
  used at a time. P.P.E. is drawn from the crew, which is two
  points per activation from the crew of big ships and space sta-
  tions. Note: Often reserved for the capital ships; see Bright-
  wander, described elsewhere in this section.
  Techno-Wizard Missiles are widely used by the Warlock
  Navy. The Negate Mechanics mini-missiles are especially popu-
  lar, and anti-magic missiles have wreaked havoc on the
  Splugorth Repression Fleets in the past.
  The United Worlds of Warlock (UWW) developed these mis-
  siles to affect other vessels and space stations whose weapon
  systems and defensive systems were, themselves, magical in na-
  ture. While this may seem odd since the majority of the UWW’s
  own vessels are magically powered, other powerful enemies
  such as the Splugorth also utilize magic to some degree in their
  space vessels, making an anti-magic defensive arsenal a must. A
  typical tactic is for a retreating fleet to lob several dozen to a
  hundred of these missiles to make good their escape. They also
  come in handy when trying to capture an enemy vessel rather
  than destroy it. This also means the Warlock Navy is well
  equipped to handle the fleets fielded by demons and infernals in
  the Minion War. Thus, while the warring factions in the Min-
  ion War may raid the UWW for magic artifacts and such, both
  sides are generally giving the United Worlds of Warlock a wide
  berth when it comes to invasion or serious acts of aggression. In
  short, the magic wielding UWW is too dangerous to tackle.
  Due to the mystical nature of constructing these weapons,
  they are only available in the following missile types: me-
  dium-range, long-range, or cruise missile.
  The main purpose of TW missiles are to knock out specific
  magic weapons and ship systems. The effects are cumulative, so
  multiple missiles can disable a vessel such as any of the demon
  spaceships, a Dwarven Iron Ship, and others.
  90
  
  AMM-Mark 12, TW Anti-Magic Missile
  For every hit with an Anti-Magic Missile, the receiving ves-
  sel gets a saving throw versus an Anti-Magic Cloud. If the ship
  fails the saving throw, one random system is disabled for one
  hour.
  This missile also has a secondary purpose: It can be set to
  detonate in a given area, producing the effects of an Anti-Magic
  Cloud spell. The duration is for one hour. All magic based
  spacecraft that enter the area of effect get a saving throw. A suc-
  cessful save means the ship’s magic systems are only partially
  affected and operate at half power, half damage and half range
  for 30 minutes (the same is true of handheld magic weapons
  used by the crew or troops).
  If the ship fails to save, all of its magic systems are disabled
  for one hour. However, the vast majority of magically con-
  structed vessels have some sort of conventional backup weapon
  systems in case something like this happens. The Anti-Magic
  Missiles are equal in strength to a 12th level spell caster.
  Primary Purpose: Anti-Starship.
  Secondary Purpose: Defense.
  Range: Standard as per missile type; medium-range, long-range,
  or cruise missile.
  Mega-Damage: Medium-range missile: 2D4x10. Long-range
  missile: 2D6x10. Cruise missile: 6D6x10 M.D. plus magic ef-
  fect.
  Duration of the Anti-Magic Effect: One hour. Only a saving
  throw reduces the effects and duration by half.
  Cost: Medium-range cost 750,000 credits, long-range cost
  900,000 per missile and TW cruise missiles cost one million.
  TW Hull-Breacher Missiles
  This is one of the few weapons that the UWW uses as a last
  resort. Unlike other missiles whose main purpose is to destroy
  or cause major damage, these missiles hardly leave a scratch.
  They are designed to momentarily open ship compartments to
  outer space. This is caused by a Mystic Portal that activates
  when the missile impacts on the hull of the ship. Anyone caught
  in the compartment where the missile hits is at risk of being
  blown out into space, or at the least, suffering from a sudden de-
  compression. This weapon can also be used to create an opening
  for combat troops to enter and board an enemy vessel without
  actually blowing or cutting a hole in the hull and inflicting any
  long term damage. When the duration ends, the portal disap-
  pears and the hull has minimal damage and no sign of a breach.
  Primary Purpose: Anti-Personnel.
  Secondary Purpose: Defense.
  Range: Same as medium-range missiles.
  Mega-Damage: 4D6 M.D. plus magical effect.
  Duration of the Mystic Portal: Five minutes or until the magic is
  dispelled.
  Countermeasures: A Negate Magic spell instantly dispels any
  one open Mystic Portal, while a Close Rift spell closes every
  Mystic Portal on the ship, simultaneously. The Negate Magic
  Barrier spell does not work, because the Mystic Portal is an
  opening, not a barrier.
  Cost: 600,000 per missile.
  NM-Mark 20,
  TW Negate Mechanics Mini-Missiles
  This missile works in a similar fashion to the anti-magic mis-
  sile, except it affects non-magical ships as well as vessels that
  utilize magic in their design.
  The missile causes one random mechanical system to stop
  functioning. It can range from a weapon system to an engine, to
  a non-essential system, to a critical system like life support. The
  effects should be based on where the missile struck (weapon tur-
  ret, sensor cluster, communications tower, radar, bay door, en-
  gine, etc.). The effect from a random hit is left up to the G.M. or
  may be rolled on the following table. Multiple missile hits have
  an accumulative effect, each knocking out more systems aboard
  the spacecraft. The duration is only 15 seconds per missile,
  though repeated or successive, multiple missile strikes may ex-
  tend the duration. But even a mere 15 seconds can seem like an
  eternity when your weapons are out. The missile is only effec-
  tive on spacecraft equal to or smaller than a space shuttle, or an
  individual weapon system (turret, sensor cluster, bay door) of a
  sub-capital or capital ship.
  Limited to mini-missiles for precision, targeted, surgical
  strikes. However, recently, the Warlock Navy has been consid-
  ering building a larger, heavier version of the missile (me-
  dium-size and/or cruise missile) for use against larger vessels
  and space stations. One drawback of the missiles is that first the
  shields of the target must be breached in order for the missile to
  work; it must impact on the hull itself.
  Primary Purpose: Anti-Star Fighter/Power Armor.
  Secondary Purpose: Defense.
  Range: 1 mile (1.6 km) in an atmosphere, 5 miles (8 km) in
  space.
  Mega-Damage: 4D6 M.D.C., mainly impact damage.
  Duration: One melee round (15 seconds).
  Cost: 10,000 per missile.
  Random effects of being hit by an NM-Mark 20:
  01-15% Lucked out! Deactivates a non-vital system.
  16-25% Deactivates propulsion system. The ship can still
  maneuver with directional thrusters; all bonuses to dodge are re-
  duced by half.
  26-45% Helm control is lost! The pilot cannot steer or ma-
  neuver. No bonuses to dodge, only luck and a natural roll.
  46-55% One weapon system is deactivated. G.M., determine
  which.
  56-75% Sensors are deactivated. The pilot is blind for the
  melee round and must rely on his own senses and bonuses. All
  bonuses from Sensory Equipment and Space Fighter Elite, plus
  the vehicle’s bonuses may be lost if all sensors are affected.
  76-80% Life support is deactivated in a portion of the ship.
  Although this may not seem all that bad for a few seconds, if the
  life support goes down for more than four minutes the pilot
  and/or crew in the affected area may go unconscious. This is
  due to carbon dioxide poisoning and the air not being recycled.
  Roll a save versus poisons/toxins every minute after the first
  four. Also, heat dissipates very quickly. After four minutes
  those in the affected area suffer 1D6 S.D.C. damage every me-
  91
  
  lee from the freezing cold unless in environmental suits or ar-
  mor.
  81-85% Targeting systems are down. No bonuses to strike,
  natural rolls only.
  86-90% Air locks and bay doors are down; will neither open
  nor close.
  91-99% All communications are down.
  100% Main power goes off line. The vehicle is momentarily
  dead in space!
  Ranks of the
  United Worlds of Warlock
  The ranking system of the UWW is broken down into three
  major departments: Engineering, Fleet Command, and the War-
  lock Marines. This came about because of the specialized talents
  of the United Worlds’ founding races. The Anvil Dwarves
  brought unparalleled Techno-Wizardry and smithing skills. The
  Star Elves, with their deep connection to the ley lines of space
  and knowledge of astronomy, made excellent “maginavigators”
  and “nexus sailors.” The Warlocks, being the ones who con-
  vinced the Star Elves to fight rather than hide, formed the basis
  of a dedicated and trained Marine Corps.
  Each department therefore uses a different system of ranks,
  and each rank is derived from the most influential race.
  Engineering (Dwarves)
  Warlock Rank
  Translation
  CCW Equivalent
  Leiter
  Master Smith
  Chief Engineer (Lt. Cmdr)
  Facharbeiter
  System Specialist
  Lieutenant
  Lehrling
  Apprentice
  Ensign
  Fleet Command (Star Elves)
  Warlock Rank
  Translation
  CCW Equivalent
  Tarohaas Ahheat
  Master of the Ship
  Captain
  Henolreld Onalhied
  The One Who Aides
  Commander
  Atelteut Isuhabiad
  Guider of the Path
  Lt. Commander
  Olalneud Tehrals
  Sailors in the Void
  Lieutenant
  UWW Marines (varied, mostly Human)
  Warlock Rank
  CCW Equivalent
  Jenol
  General
  Kern
  Colonel
  Mahj
  Major
  Kapit
  Captain
  Eltee
  Lieutenant
  Korul
  Corporal
  Sar
  Sergeant
  Jarhe
  Private
  In the Navy Engineering corps, the Dwarven method of
  designating superiors is used. Everyone who joins the engineer-
  ing team is considered to be in apprenticeship to someone who
  has been there longer. Therefore, if your specialty is fixing the
  Rift Drive, you would begin tutelage under the Rift Drive
  Facharbeiter. Just before the Facharbeiter retired or died, he
  would name his successor. The remaining Lehrlings would then
  continue to learn under their new Facharbeiter, or get transferred
  to a new posting. One can only become a Leiter by mastering
  every single engineering system on a ship. This means appren-
  ticing for decades, learning each and every nuance of the ship
  and its enchantments. Only then is someone ready to be in
  charge of all the vessel’s mystic machinery.
  The Star Elves are the ones who do most of the actual fly-
  ing, as it appeals to their continuing quest to explore the uni-
  verse. A Henolreld Onalhied is like a ship’s First Officer,
  answering directly to the Master of the Ship. The piloting and
  navigation of the vessel lies in the hands of the Guider of the
  Path, the Atelteut Isuhabiad.
  The ranks of the Warlock Marines are derived from an ob-
  scure dialect called Nomaijorb. Nomaijorb was developed cen-
  turies ago during the war against Yythcryss as a sort of lingua
  franca to assist communications between the varied worlds of
  the Union. Its use has waned over the years, but the Warlocks
  keep it around as a secret language, and to anyone outside of the
  UWW it sounds like gibberish.
  Uniforms & Colors of the UWW
  The three differing departments of the Warlock Navy all
  wear differing styles of clothing, suited to the tastes and tradi-
  tions of their founding races. For the Star Elves, this means rich
  fabrics and long, flowing floor-length robes. These robes are of
  bright, natural colors, such as blue, yellow, red, silver, and gold,
  and are embroidered with silver and gold thread. The prolifera-
  tion of robes, soft lighting and subtle magicks can make the
  bridge of a typical Warlock starship look like a monastery. The
  Star Elves do not display any kind of rank, they are simply ex-
  pected to know who is who aboard ship.
  Engineers wear goggles, hard-wearing coveralls, heavy boots
  and gloves and an ever present tool belt. Their rank is displayed
  on their left sleeve and tools, as well as tattooed on their left
  forearm. Their coveralls are color coded by job, with the colors
  tending to be bright so that an engineer’s post can be easily
  identified in the dim confines of a ship’s engineering decks.
  The Warlock Marines always wear their magical powered ar-
  mor, which is a deep burgundy color with gold accents. Their
  armor magically displays their rank insignia in the center of the
  chest and the back of the helmet. It cannot be painted over or
  blasted away. As a Marine progresses higher in rank and respon-
  sibility, the number of plumes on his or her helmet is also in-
  creased.
  A Notable UWW Navy Facility
  Planet Ghenhey, System UWW-785
  United Worlds of Warlock, Anvil Galaxy
  Ghenhey is the sixth planet in a system of eight that orbits a
  dying red dwarf star on the fringes of the UWW. It is an aver-
  age-sized terrestrial planet with standard gravity and a thick and
  heavy atmosphere composed mainly of large amounts of carbon
  dioxide, methane, nitrous oxide, ozone and chlorofluorocarbons.
  The planet seems to be the victim of runaway greenhouse ef-
  fects, with an average surface temperature of 665 degrees Fahr-
  enheit (352 degrees Celsius). It has no indigenous life, but is
  home to nearly 80,000 colonists.
  92
  
  The planet is covered in ruins that apparently date back to be-
  fore the War against the Dominators. The latest scanning equip-
  ment and dating techniques place the construction of the alien
  cities that litter the landscape at nearly 100,000 years, making
  them some of the oldest known ruins in the Three Galaxies,
  third only to Center and the Monro-Tet Obelisks. Who built
  them is a total mystery, but the research teams who live there
  with their families have dubbed them “the Time People.” There
  is strong evidence that the original inhabitants of Ghenhey were
  magic users with a strong preference for Temporal Magic. They
  were also devout followers of the Cosmic Forge, and some ro-
  mantics would like to believe they may have actually known the
  whereabouts of its secret location. Unraveling the mysteries of
  this bleak planet has been an ongoing project for the past 150
  years. The Time People left very little hard information behind,
  and the atmosphere makes working a challenge, to say the least.
  The Warlock researchers are very excited by what they have un-
  covered so far however, including three previously unknown
  Temporal Magic incantations.
  Unfortunately, Ghenhey sits right on the edge of the
  Coleopteroid Quarantine Zone – the space infested by the Star
  Hives! For the past forty years, the bugs have been laying con-
  stant siege to the planet and her colonists. So far, it’s been noth-
  ing the Warlock Marines can’t handle, but the numbers of
  attacking space insects are increasing, as is the frequency and
  ferocity of the assaults. The Marine General in charge of the
  planet,
  Ranaut
  Faircutter,
  has
  come
  to
  believe
  that
  a
  planet-sized Star Hive is entering the system. Since such an ob-
  ject is presumed to be non-reflective and traveling at sub-light
  speeds, it would be all but impossible to detect until it was,
  galactically speaking, right on top him.
  Indeed, the Marine forces on Ghenhey will soon find them-
  selves in the battle of their lives. The General is correct, and
  millions of rampaging giant insects will soon swarm into the
  system. Already, several patrol ships have gone missing out be-
  yond the Oort Cloud, and General Faircutter fears the worst.
  The problem is that the General will have to decide shortly
  whether or not to fight for control over this important archaeo-
  logical site, or to abandon it completely. Staying means almost
  certain death, but falling back means having to destroy the
  Ghenhey Tangent, lest the UWW risk the Star Hives gaining the
  means to teleport right into the heart of the Warlock Worlds.
  A Notable UWW Navy Commander
  Kern Haze Pennington
  Human Warlock Marine, Commanding Officer,
  Commission 49
  In order to better combat the threat posed by the Dark Co-
  vens, the leaders of the Warlock Navy assembled 49 Special
  Forces teams called “Commissions.” Their mission was to lo-
  cate and destroy these terrorist cells by any means necessary.
  The Warlocks have a thing for numerology, and so it was
  thought that the number of Commissions – 7x7 – would prove to
  be lucky. In a way they were right, though not as they had ex-
  pected.
  Since their inception, most of the Commissions have met
  horrible fates, having been eaten by monsters, transformed into
  vampires and then exterminated by other Commissions, sucked
  into hellish dimensions, or turned into zombies. The members of
  the forty-ninth Commission, however, have had phenomenal
  success. Whether this is because of their excellent teamwork or
  because they are numerically blessed is open for debate.
  The leader of Commission 49 is Kern Haze Pennington, a
  human Warlock Marine and a veteran of several engagements
  against the Splugorth. He is a decorated hero, and has killed
  more enemies of the United Worlds of Warlock than he can
  count. He is a staunch believer in the cooperative spirit of the
  UWW, which is ironic considering his background.
  Haze Pennington is a sleeper agent. He was born and raised
  in Splugorthian captivity, and was trained for a life of combat in
  the arenas of Gylcrdd. Then, just before the Rynncryyl Kingdom
  declared war on the Anvil Galaxy, the High Lords hatched a de-
  vious plan to place controllable human spies into all of the other
  major power blocs. Pennington was one such agent, mentally
  conditioned by the Splugorth so that he could slip effortlessly
  into the UWW. Once there, he was to join the Warlock Marines.
  The High Lords of Rynncryyl had planned that one day they
  would “reactivate” their slaves, who would then return to the
  Kingdom with all kinds of useful intelligence, but the war went
  very badly for the Splugorth, who found themselves fighting
  both the CCW and the TGE. In the chaos, these secret agents
  were forgotten about.
  So for 24 years, Haze Pennington has lived a lie of which not
  even he is aware. As far as he is concerned, he was born on Al-
  exandria and worked as a shopkeeper. Then, he joined the War-
  93
  
  lock Marines so that he could adventure and see the galaxy. His
  previous training as a gladiator served him well, even though he
  consciously remembers nothing of his past life, and he quickly
  came to the attention of the Marine commanders.
  Commission 49 is now the bane of the Dark Covens. The
  group itself consists of only six members: Pennington, who is
  the leader, Teuddo, a Ratanoid sniper, Ckar, a Minotaur heavy
  weapons specialist, Dutilad Shadowlock, a Star Elf Magic Spe-
  cialist,
  and
  two
  Dwarves,
  Daffo
  Minecutter
  and
  Tiav
  Stonebeard, both of whom are good, old fashioned Warlock
  Marines. The group has their own Arcane Patrol Ship loaded
  with everything they might ever need, including several
  Greataxe tanks.
  However, on their last mission it seems that their luck ran
  out. While infiltrating a group of Splugorth Sunaj Assassins that
  had set up shop on Rhilith, Kern Pennington was “reactivated.”
  It seems that these particular Sunaj were on a mission to gather
  all the lost spies planted around the Anvil Galaxy so many years
  ago (the assassins want the agents’ information so that they can
  take over Rynncryyl). Pennington was on their list, and so the
  assassins set the whole operation up just to reawaken his dor-
  mant self.
  Kern Pennington is now back on board the Commission’s
  ship. The Sunaj got away during the fight, and Commission 49
  has orders to pursue them, which means going into Splugorth
  space. The question is, what happens when they arrive there?
  Will their commander betray them, turning them (and their War-
  lock combat armor) over to the Sunaj, or can Pennington rise
  above the brainwashing, break his mental conditioning and re-
  main an independent and free-willed officer in the UWW? And
  if he does manage that, what old, locked away memories of his
  past might help him in future struggles with the Splugorth and
  their minions?
  Kern Haze Pennington, Quick Stats
  Alignment: Unprincipled.
  O.C.C./Experience Level: 8th level Warlock Marine.
  Attributes: I.Q. 13, M.E. 11, M.A. 9, P.S. 22, P.P. 19, P.E. 14,
  P.B. 10, Spd 19.
  Hand to Hand: Martial Arts.
  Notes: Armed with GC-55 gravity cannon in addition to his
  Warlock Marine armor. Pennington is about six feet tall, with
  a clean-shaven head and green eyes. During the past 24 years
  while undercover, he has married a True Atlantean woman
  named Kynthia Theophilus. The two have a son, Rhodes,
  aged 17, who dreams of joining the Marines like his father.
  Now that Pennington has been reactivated by the assassins,
  he is unsure what to do about them and how he should pro-
  ceed from this point forward. He genuinely loves his family
  and his life in the UWW, but he feels conflicted and tainted
  about his past life and service to the Splugorth and questions
  his own loyalty to his family and the UWW.
  Notable Ships of the
  United Worlds
  of Warlock
  Brightwander-Class
  Multi-Role Capital Ship
  Originally built over 5,000 years ago as colony ships, the
  first Brightwanders were designed to bring Elven civility and
  civilization to the Three Galaxies after the dark ages of the In-
  terim. Massive, glittering crystalline constructs that resemble a
  sharp-edged teardrop, these ships represent the pinnacle of Star
  Elf ship design. Since they were built as colony ships, their hulls
  are modular, with internal decks and bulkheads that can be re-
  configured for a number of uses. When they were first con-
  structed, they were built with no standard sub-light drives, just a
  mystical generator and a Rift Drive. When the Star Elves made
  contact with the Warlocks, the ships were upgraded with drives
  and weapon systems for use in the fight against Yythcryss.
  Thanks to their modular design they fill a number of roles in
  the Warlock fleet, from troop and cargo transport, to hospital
  ship to straight-up battleship.
  Model Type: Multi-Role Capital Ship (MRV).
  Class: Brightwander Class.
  Ship’s Complement: (The following stats are for a Bright-
  wander fitted for combat as a general purpose battleship).
  Ship’s Crew: 2,400 (480 officers, 1,920 enlisted).
  Bridge: Ship’s Captain (1), Ship’s Executive Officer (1),
  Helm (8), Navigation (8), Comms/Sensors (10), FTL Ops
  (10), Security (5 Warlock Marines wearing non-powered
  Warlock Marine Armor and armed with PB-85 Blast Rifles).
  Combat Information Center (CIC): Warlock Marine Corps
  General (1), Military Advisory Team (4), Commander of
  Aerospace Group (1, CAG, commander of ship’s aerospace
  wing), Ground Forces Commander (1, commander of ship’s
  planetary assault group), Comms (5), Ship’s Weapons and
  Fire Control (10), Security (5 Warlock Marines wearing
  non-powered Warlock Marine Armor and armed with PB-85
  Blast Rifles).
  General Operations: Engineering (250), Medical (200), Flight
  Operations (450), Ship’s Security (250), Internal Communi-
  cations (100), General Enlisted (1,080).
  Embarked Troops: 4,208 (1,568 officers, 2,640 enlisted).
  UWW Fleet Aviators: 324 combat ready pilots, with 120 in
  reserve.
  Warlock Marines: 3,764 (1,124 officers, 2,640 enlisted).
  Aerospace Group:
  WF-F15 Shadow Bolt Strike Fighters: One squadron (36
  ships).
  ARC-XV “Breacher” Assault Shuttles: One wing (24 ships, 4
  squadrons of 6 ships each).
  94
  
  95
  
  ARC-II Arcane Patrol Frigates: 2 squadrons (12 ships, 6 in
  each squadron).
  Planetary Assault Group:
  W-1/W-F1 Warlock Combat Armor: 1,200
  WIFV-99 Greataxe Infantry Fighting Vehicles: 220
  M.D.C. by Location:
  Interior Bulkheads per 10 feet (3 m) – 50
  Interior Hatches – 65 each
  Exterior Hatches – 95 each
  Secondary Prism Cannons (8) – 800 each
  Tertiary Prism Cannons (24) – 600 each
  Main Hangar – 70,000
  * Forward Hull Section/Main Prism Cannon (1/3) – 30,000
  ** Midships Hull Section (1/3) – 30,000
  *** Aft Hull Section (1/3) – 45,000
  **** Hull per 40 feet (12.2 m) – 85
  ***** Armor of Ithan (magic force field) – 35,000
  * Destroying the forward third of the ship also destroys the
  Main Prism Cannon.
  ** Destroying the midships section eliminates the primary
  launch bays, weapons fire control, midships landing legs and the
  CIC, rendering the ship flyable but unable to fight.
  *** Destroying the aft hull section takes out the engines and
  engineering sections, setting the ship adrift.
  **** Punching holes in the hull causes the damage control
  system to automatically seal off whatever compartment has been
  exposed to vacuum.
  ***** The TW force field is not a variable shield and has a
  duration of one hour. It can be activated three times daily, but
  each activation takes one minute and costs 5,000 P.P.E. This en-
  chantment cannot run concurrent with the Emulative Throwback
  Shielding, only one or the other can be used at a time. Duration
  is one hour or until M.D.C. of the shield is reduced to zero.
  When that happens damage comes off the ship itself until a new
  TW force field can be erected.
  Speed:
  Atmosphere: 1,522 mph (2,435 km or Mach 2).
  FTL: The Brightwander’s R-Drive is capable of jumps of up to
  20 light-years. The P.P.E. generators can power five jumps per
  24 hour period.
  Sub-Light: The conventional drives can move the Brightwander
  along at a respectable 5,631 mph (9,010 km or Mach 7.4).
  Range: Limited only by supplies. The fusion reactors carry
  enough fuel to operate the ship at full readiness for 40 years, but
  shipboard stores are only good for 18 months of constant de-
  ployment with full crew and complement.
  Statistical Data:
  Length: 3,333 feet (1,016 m).
  Beam: 600 feet (183 m) around at its widest point.
  Height: 1,111 feet (338.6 m).
  Mass: 10 million tons, plus troops and cargo.
  Cargo:
  Aside
  from
  standard
  ordnance
  and
  stores,
  the
  Brightwander ships can carry an additional 100,000 tons of
  cargo.
  Power System: Conventional power is provided by a series of
  four O&T capital-class fusion reactors powering two banks of
  three capital plasma thrusters. The Rift Drive is powered by a
  series of P.P.E. jump generators.
  Development Cost: Estimated into the trillions of credits.
  Weapon Systems:
  1. Prism Laser Cannon (1): This energy beam is fired directly
  from the ship’s bow, where it seems to spring from the hull
  itself like a searing, white-hot lance. Since the beam is com-
  posed of magical light rather than a standard laser beam, it
  inflicts full damage to other vessels and force fields that uti-
  lize magic, as well as any creature vulnerable only to magic
  attacks. It inflicts half damage to vampires and Vampire
  Intelligences and full damage to Splugorth and most other
  Alien Intelligences.
  Primary Purpose: Anti-Ship.
  Secondary Purpose: Anti-Installation.
  Weight: Not applicable, part of the ship’s hull.
  Range: 90 miles (144 km) in space, or 14 miles (22.4 km) in an
  atmosphere. Range is doubled if the ship is on a ley line or
  nexus point.
  Mega-Damage: 3D6x1,000 M.D. per blast; 50% greater damage
  when on a ley line and double if the ship is at a nexus point.
  Rate of Fire: Twice per melee round (15 seconds).
  Payload: Effectively unlimited, tied to the mystic generator.
  2. Secondary Prism Cannons (8): These weapons are arranged
  in a ring around the mid-section of the ship. Each beam emit-
  ter has a 180 degree rotation and a 90 degree arc of fire. As
  the Brightwander tapers towards its bow, all eight of these
  weapons can be brought to bear on a single target, provided
  that target is directly in front of the ship and the size of a cap-
  ital ship or larger. Standard attacks fire a volley of two, four
  or eight cannons in conjunction with a shot from the main
  cannon. Affects magic spacecraft, creatures of magic and
  vampires as noted above.
  Primary Purpose: Anti-Ship.
  Secondary Purpose: Anti-Installation.
  Weight: Not applicable, part of the ship’s hull.
  Range: 14 miles (22.4 km) in space, or 3 miles (4.8 km) in an at-
  mosphere. Range is doubled if the ship is on a ley line or nexus
  point.
  Mega-Damage: 1D6x100 M.D. per beam; 50% more damage if
  on a ley line and double when the ship is located on a nexus
  point. Can be combined into a volley of up to 8 beams.
  Rate of Fire: Equal to the number of hand to hand attacks of the
  gunner (usually in the neighborhood of 4 or 5).
  Payload: Effectively unlimited, tied to the mystic generator.
  3. Tertiary Prism Cannons (24): Scattered around the ship at
  various points, these weapons are intended for use against
  space fighters and incoming missiles. As usual, it inflicts half
  damage to vampires and full damage to creatures vulnerable
  to magic.
  Primary Purpose: Anti-Fighter.
  Secondary Purpose: Anti-Missile.
  Weight: Not applicable, part of the ship’s hull.
  96
  
  Range: 3 miles (4.8 km) in space, or 1 mile (1.6 km) in an atmo-
  sphere. Range is doubled if the ship is on a ley line or nexus
  point.
  Mega-Damage: 1D6x10 M.D. per blast, increase by 50% when
  on a ley line, and double damage when the ship is at a nexus
  point.
  Rate of Fire: Equal to the number of hand to hand attacks of the
  gunner (typically 4 or 5).
  Payload: Effectively unlimited, tied into the mystic generator.
  4. Ship’s Systems of Note: Tactical life support, launch/recov-
  ery and traffic control systems for aerospacecraft, IFF/com-
  mand and control systems. The Brightwander ships also
  feature Emulative Throwback Shielding, Regenerative Hulls
  and TW Force Field.
  Tangent Space Station
  Found in orbit of all major United Worlds, as well as some
  moons, the Tangent is an incredible achievement. It is a pyramid
  in space, carved and molded from a single asteroid. It joins with
  other Tangents across the light-years to form a web of teleporta-
  tion portals, instantaneous communication relays, and definitive
  orbital platforms. The Tangents are constructed on a Lagrange
  point to take advantage of these natural “space nexus points” to
  provide the station with unlimited power. It also serves to in-
  crease the damage and range of its Techno-Wizard weapons by
  a factor of two.
  A Tangent looks like a four-sided crystalline pyramid lying
  on its side, with the point of the pyramid pointing in the same
  direction as the planet’s rotation and the flat, square bottom
  facing the opposite direction. This featureless area of the space
  station is where the interlinking Rift portals are created so that
  when a ship jumps from one Tangent to another, it automatically
  travels in the right direction when it orbits its destination.
  Weapons are mounted on all five points of the pyramid.
  There are three airlocks on each face, allowing up to 12 ships to
  hard dock. There are quarters on board the Tangent to accom-
  modate as many as 100,000 people, as well as a basic sick bay,
  and a few small businesses. Each Tangent has a detachment of
  Warlock Marines that act as station police, as well as being
  equipped with some of the best magical security systems
  around. Tangents are built with Regenerative Hulls that auto-
  matically repair themselves.
  Model Type: “Tangent” Gateway Station.
  Class: Techno-Wizard space station.
  M.D.C. by Location:
  Airlocks (12) – 400 each
  Concealed Defense Turrets (20) – 200 each
  Weapon Hardpoints (5) – 2000 each
  * Main Body – 300,000 (outer hull has 450 M.D.C. per 100
  foot/30.5 m area).
  * Depleting the M.D.C. of the Main Body destroys the sta-
  tion.
  Speed: Usually orbits a planet at a speed of 10 miles (16 km)
  per second. Otherwise immobile.
  Statistical Data:
  Mass: Over 160 million tons.
  Power System: Special power plant that converts Ley Line en-
  ergy.
  Production Cost: Estimated in the trillions of credits.
  Weapon Systems:
  1. TW-HI Laser Emplacements (5): Mounted at each point of
  the pyramid, these TW converted HI-Lasers look like some-
  thing from a battleship, which they are. These 38 inch guns
  are updated versions of an old Warlock design used during
  the Yythcryss conflict. They have excellent range and pene-
  tration, and thanks to the Lagrange point, their performance
  is essentially doubled.
  Primary Purpose: Anti-Ship.
  Secondary Purpose: Anti-Intelligence.
  Weight: Not applicable, part of the station’s hull.
  Range: 200 miles (320 km).
  Mega-Damage: 3D6x1,000 M.D. per blast.
  Rate of Fire: Twice per melee.
  Payload: Effectively unlimited, tied to the station’s power sys-
  tem.
  2. Heavy Prism Laser Batteries (10): Similar to the weapons
  found on the Brightwander ships, these batteries are excellent
  against smaller capital and sub-capital ships. These weapons
  are mounted two to a corner, and work in conjunction with
  the TW HI-Lasers.
  Primary Purpose: Anti-Ship.
  Secondary Purpose: Defense.
  97
  
  Weight: Not applicable, part of the ship’s hull.
  Range: 28 miles (44.8 km).
  Mega-Damage: 2D4x100 M.D. per beam.
  Rate of Fire: Equal to the number of hand to hand attacks of the
  gunner (typically 4 or 5).
  Payload: Effectively unlimited, tied to the mystic generator.
  3. Point Defense Batteries (24): A combination TW GR-gun/
  missile launcher battery, these weapon systems are frighten-
  ingly effective against small ships like fighters and shuttles,
  and can seriously damage even the smaller sub-capitals like
  destroyers and frigates.
  Primary Purpose: Anti-Aerospacecraft/Anti-Robot.
  Secondary Purpose: Anti-Missile.
  Weight: Not applicable, part of the station’s hull.
  Range: 32 miles (51.2 km) for the TW GR-guns. Missiles have a
  range of 10 miles (16 km).
  Mega-Damage: A burst from the TW GR-guns is 20 rounds and
  inflicts 4D6x10 M.D. Missiles can be any conventional or magic
  type, and damage varies by warhead.
  Rate of Fire: Equal to the number of hand to hand attacks of the
  gunner (typically 4-5). Missiles can be launched one at a time,
  or in volleys of two or four.
  Payload: 1,000 bursts per each gun, and 32 missiles per
  launcher. Additional ammo and missiles are held aboard the sta-
  tion in armored magazines.
  4. Space Fighters: To deal with enemy bombers and similar
  small targets, each Tangent also fields 10 wings of 12
  Shadow Bolt space fighters (120 ships in total). These pilots
  are some of the best in the Navy, and are at least 5th level or
  higher.
  5. Additional Features:
  The Tangent is warded to be impervious to energy. Actually,
  magic based energy attacks inflict half their normal damage,
  but ordinary energy weapons do no damage. (Explosives and
  other non-energy weapons do full damage.) This effect is
  permanent. The mystic protections also offer everyone on
  board protection from Alien Intelligences, including the
  Splugorth, providing everyone a +5 bonus to save against the
  Horror Factor, insanity, possession, and psionic powers of
  such creatures.
  Sensors on the station allow it to detect conventional con-
  tra-gravity engine wakes to a distance of ten light-years. It
  can also read any ley lines it is connected to in the same way
  a Ley Line Walker can, and will know if any ships using Rift
  Drives are traveling along them.
  Instantaneous communication with all other Tangents in the
  United Worlds of Warlock – means that reinforcements can
  be teleported in from anywhere. This process takes 5-10 min-
  utes.
  If in dire need, the station’s Rift Portal can be turned into a
  Rift Projector Cannon with a 150 mile (240 km) range and
  unlimited payload (see Phase World®, page 155, for de-
  tails).
  Self-Destruct – the Tangent can be destroyed by speaking the
  proper power words (only three Star Elves in the court of
  King Siverlight know what they are). A Rift to the Elemental
  Plane of Fire appears on the Lagrange Point within 2D4 min-
  utes, and swallows the entire station and everyone still on it.
  Sentinel-Series
  UWW Orbital Weapon Platform
  The Sentinel is a standard planetary defense satellite com-
  monly found orbiting most major Warlock worlds. It is com-
  posed of four cannons attached to a TW battery, with
  maneuvering thrusters and a basic targeting computer. Each sat-
  ellite can identify and track 48 separate targets out to a range of
  300 miles (480 km), and is +1 to strike with its particle cannons.
  If the satellite is orbiting at a Saddle or Lagrange Point, then its
  range and damage are doubled!
  G.M. Notes: In a two-body system, such as Terra Prime and
  her moon, there are only five possible Lagrange points, and two
  of them are unstable and unusable. Also, at the time of writing
  there were nearly 9,000 satellites in orbit around Terra Prime.
  This can be used as a measure for just how many Sentinels there
  might be over any given UWW planet.
  Model Type: Sentinel Mk. 6.
  Class: Autonomous Defense Satellite.
  M.D.C. by Location:
  Sub-Particle Cannons (4) – 200 each
  Attitude Thrusters (8) – 100 each
  Solar Collectors (2) – 200 each
  * Main Body – 400
  * Depleting the M.D.C. of the Main Body destroys the satel-
  lite.
  Speed: A maintained planetary orbit of approximately 10 miles
  (16 km) per second.
  Statistical Data:
  Mass: 15 tons.
  Power System: Solar collector and P.P.E. Generator.
  Production Cost: 80 million credits.
  Weapon Systems:
  1. Sub-Particle Cannons (4): These cannons fire TW beams
  composed of magically accelerated charged particles. Due to
  their magic nature, these weapons do full damage to creatures
  that are immune to energy, but are hampered by anti-magic
  fields and creatures that have a natural magic resistance.
  Primary Purpose: Anti-Ship.
  Secondary Purpose: Anti-Fighter.
  Weight: Each cannon weighs 1.5 tons.
  Range: 15 miles (24 km).
  Mega-Damage: 5D6x10 M.D. per single blast from one barrel.
  A four-barrel volley does 2D4x100 M.D.
  Rate of Fire: Each cannon may fire three times per melee round
  (15 seconds).
  Payload: 40 shots before requiring a recharge period of 1D6x10
  minutes.
  98
  
  Some Notable
  Space Weapons
  & Equipment
  Burning Ring
  Ship Boarding/Rescue Tool
  Originally designed as a search and rescue tool, burning rings
  are made by a number of manufacturers throughout the Three
  Galaxies. They use a continuous, high-output plasma cutter to
  burn quickly through a ship’s hull. A burning ring consists of an
  alloy ring roughly six feet (1.8 m) in diameter, with eight heavy
  tabs spaced around the inner circumference. When placed on a
  ship’s or space station’s hull, the tabs attach the ring via electro-
  magnets or an extremely powerful adhesive. Once attached, the
  plasma cutter is activated and proceeds to cut a perfectly round
  plug out of the ship’s hull. They are one-use items with their
  own internal power source, and burn until out of power or until
  deactivated remotely. For ease of transport, the whole thing can
  collapse to the size of a large briefcase. Care must be taken
  when cutting into a ship, as the pressure inside the hull ejects the
  plug along with the escaping atmosphere.
  Weight: 17 lbs (7.65 kg).
  Range: 5 feet (1.5 m).
  Mega-Damage: 1D4x10 M.D. per melee round (15 seconds) to
  cut through a Mega-Damage hull. 1D4 M.D. if hit by the rocket-
  ing hull plate cut from the vessel.
  Payload: Burning rings have enough power to burn for 10 melee
  rounds (two and a half minutes).
  Cost: 45,000 credits.
  Note: Use of a burning ring requires the skill Demolitions, Me-
  chanical Engineer, or Weapons Engineer, or Field Armorer or
  Basic Mechanics (the latter two suffer a -10% skill penalty) to
  operate the burning ring properly. If the character does not pos-
  sess one of these skills, the burning ring is not likely to complete
  the opening in the hull. Roll percentile dice to determine how
  much of the ring was cut. Under 50%, hardly any air escapes
  and the attempt to board may not be noticed by the ship’s crew
  (30% chance). Any greater percentage is likely (70% chance) to
  register on ship sensors and alert the crew that someone is at-
  tempting to board the ship, as well as the exact location where
  the breach is being made. If 88% or more is completed, the cut
  plate of the hull pops partially out and air gushes out, but the
  hole is not completely cut and the plate is held partially in place.
  The character(s) trying to board may be able to pry the mostly
  cut ring plate wide enough to board the spacecraft. However, it
  will take some time (1D4 melee rounds/15-60 seconds) and a re-
  sponse team may be rushing to the location of the breach to en-
  gage them.
  Breaching Gel
  Ship Boarding/Rescue Tool
  Breaching gel, much like the burning ring, was initially de-
  signed as a search and rescue tool. It is a stable chemical com-
  pound that becomes extremely caustic when exposed to an
  electric charge. It is sold in pressurized cans, and is dispensed as
  a thick, extremely sticky, clear gel coating two electrical wires.
  When placed around an object on a ship’s hull, say an airlock
  latch, and connected to a power supply like an E-Clip or power
  pack, the gel quickly burns through the surface, making a clean
  hole. It is typically used to cut small holes (4-6 feet/1.2 to 1.8 m
  in diameter) in thin surfaces like view ports or airlock doors.
  Each breaching gel can contains 50 feet (15.2) of gel coated
  wire.
  Mega-Damage: 2D6 M.D. per melee, and an application will
  burn for 2D6 melees or until the power is cut.
  Weight: A can of breaching gel weighs 3.4 pounds (1.53 kg).
  Cost: 75,000 credits per canister.
  Note: Use of breaching Gel requires the skill Demolitions or
  Weapons Engineeer, or Electrical Engineer or Basic Electronics
  (-15% skill penalty for the latter two) to correctly apply the gel
  and wire it. If the character does not possess one of these skills,
  the breaching gel is not likely to slice the surface completely
  open. Roll percentile dice same as described under the Burning
  Ring, above, to determine how much was cut.
  Cruise Missiles
  The ships of the major spacefaring navies of the Three Gal-
  axies are armed with an incredible array of weapons, including
  heavy GR artillery and massive focused energy weapons, but
  some special notice must be taken of cruise missiles. Cruise
  missiles, sometimes called torpedoes when referring to missiles
  deployed from a starship, are super-heavy, long-range missiles
  similar to the modern-day Tomahawk and BhraMos. They are
  specifically designed to pack as much destructive power into as
  small and agile a package as possible, and are typically used en
  99
  
  masse against starships and space stations. While numerous
  warhead technologies have come and gone over the centuries,
  there are mainly two different types of warheads used today: nu-
  clear and anti-matter.
  Nuclear cruise missiles have an average explosive power of
  500 kilotons. They work through a fusion reaction in which hy-
  drogen atoms are turned into helium. They are dirty and destruc-
  tive, with massive blast areas and terrible aftereffects thanks to
  fallout and radiation. While considered an old and second-rate
  warhead technology among the more technologically advanced
  powers like the CAF and TGE, they are easy to make and cheap
  to produce, leading to their common use among poorer or
  lower-tech powers like the Golgans.
  Anti-matter torpedoes are built using anti-hydrogen sus-
  pended in a perfect vacuum, which itself is wrapped in a mag-
  netic field. When an anti-matter cruise missile strikes its
  intended target, a small conventional explosive goes off, col-
  lapsing the magnetic field. The anti-hydrogen then comes into
  contact with normal matter, and starts a process called annihila-
  tion. This releases tremendous amounts of energy, equal to one
  megaton. These weapons are considered state of the art, and
  while destructive in the extreme, their aftereffects tend to be
  lighter and more contained than the older fusion warheads.
  These kinds of weapons behave very differently depending
  on where they are used. In the vacuum of space they inflict a
  large amount of damage to a confined area, and may emit a brief
  but intense electromagnetic pulse (EMP). Cruise missiles can
  therefore quickly deplete the integrity of even the largest battle-
  ships and dreadnoughts, although most military computers and
  circuits on board these ships are shielded against the EMP (only
  a 20% chance being overloaded or wiped clean). However, they
  are far more damaging when deployed in an atmosphere. Not
  only does the missile’s warhead go off, but the detonation
  causes many secondary effects, such as overpressure, dynamic
  pressure, and radioactive fallout. In every way, anti-capital ship
  torpedoes that are detonated within an atmosphere behave like
  real-world nuclear missiles.
  For this reason, cruise missiles are considered weapons of
  mass destruction by most of the major power blocs in the Three
  Galaxies. It is generally accepted that they are allowable in
  space battles, but their use against planetary bases and popula-
  tion centers is considered barbaric by the likes of the Consor-
  tium of Civilized Worlds (CWW) and United Worlds of
  Warlock (UWW).
  The Lanator Accords, signed by the CCW and the TGE, spe-
  cifically prohibit the use of cruise missiles, both nuclear and
  anti-matter, within the atmosphere of any inhabited world.
  Heavy directed energy weapons, lasers, particle beams and the
  like, also fall into this category. They are fine for use in space,
  but are considered illegal if used against a planet. Unfortunately,
  there are many galactic powers that are not bound to observe
  this agreement, and so planetary “slaggings” are a terrifying fact
  of life, again illustrating the point that one needs to have a space
  fleet, even if only for defensive purposes.
  Nuclear Cruise Missile
  Primary Purpose: Anti-Ship.
  Secondary Purpose: Anti-Installation.
  Weight: 3,000 lbs (1,350 kg).
  Range: 1,000 miles (1,600 km).
  Mega-Damage: 2D6x100 M.D.
  Blast Radius (space): 150 feet (45.7 m).
  Blast Radius (atmosphere): 450 feet (137 m).
  Length: 18 feet (5.4 m).
  Top Speed: Mach 9 in space, half in an atmosphere.
  M.D.C. of Missile: 45
  Market Cost: 180,000 credits each.
  Anti-Matter Cruise Missile
  Primary Purpose: Anti-Ship.
  Secondary Purpose: Anti-Installation.
  Weight: 2,000 lbs (900 kg).
  Range: 1,000 miles (1,600 km).
  Mega-Damage: 4D6x100 M.D.
  Blast Radius (space): 75 feet (22.8 m).
  Blast Radius (atmosphere): 225 feet (68.5 m).
  Length: 20 feet (6 m).
  Top Speed: Mach 9 in space, half in an atmosphere.
  M.D.C. of Missile: 45
  Market Cost: 480,000 credits.
  Emergency Hull Patcher
  The Emergency Hull Patcher is little more than a canister of
  quick-set M.D. resin with a carrying handle. Simply place the
  patcher over the small hole or crack, release the resin, and it
  clings to the hull on a molecular level, filling the crack or hole
  in a matter of 4D6 seconds. In the alternative, the patches can be
  used like a super-adhesive applied to the edges of a plate of
  M.D.C. material and quickly pressed against the hull to quickly
  (4D6 seconds) and firmly glue the patch plate over a breach;
  suitable for holes up to three feet (0.9 m) in diameter for plating,
  but recommended best for small patch plates 6-12 inches (15 to
  30 cm) in diameter. Can fill a hole up to six inches (15 cm) in
  diameter and cracks of any length up to one inch (2.5 cm) wide.
  Ideal for filling small and medium size cracks and holes in
  decks, hatches, view ports and bulkheads. Good for at least
  1D6+6 applications (half that if the use is heavy).
  Weight: A can of Hull Patch weighs 3 pounds (1.3 kg).
  Cost: 18,000 credits per canister.
  Environmental Body Armor
  Features Common to Environmental
  Body Armor of the Three Galaxies
  All spacefaring people have some type of environmental
  body armor or EBA suit that enables the wearer to survive and
  function in the cold, hostile environment of outer space. Also
  functions in inhospitable atmospheres and underwater at depths
  up to 1,000 feet (305 m; double for heavy armor).
  � Complete environmental battle armor suitable for use in all
  hostile environments, including space.
  100
  
  � Computer controlled life support system.
  � Internal cooling and temperature control.
  � Artificial air circulation systems, gas filtration, humidifier.
  � Computer controlled, independent oxygen supply and purge
  system that automatically engages in low oxygen or contami-
  nated air environments. Five hour oxygen supply.
  � Insulated, high temperature resistant shielding for up to 300
  degrees Centigrade (572 F). Normal fires do no damage. Nu-
  clear, plasma, and magic fires do full damage.
  � Radiation shielded.
  � Polarized and light sensitive/adjusting tinted visor/face plate.
  � Built-in loudspeaker; 80 decibels.
  � Directional, short-range radio built into the helmet. Range is
  5 miles (8 km) in atmosphere, 150 miles (240 km) in outer
  space.
  � Removable helmet and face plate or visor.
  � Handheld Mini-Computer: A multi-purpose miniature com-
  puter and display that is either built into the forearm near the
  wrist or can be removed from a compartment on the forearm,
  shoulder or hip and used as a handheld device. Roughly the
  size of a modern Earth cell phone. The computer is linked to
  the systems and sensors of the suit and indicates system er-
  rors within the armor, damage levels, power levels, radiation
  levels, outside temperature, oxygen supply, and other vital
  signs of the wearer and his armored suit, as well as direction
  (compass), time, and date.
  � Ammo and supply waist belt, shoulder belts, and shoulder
  holster. Pilots and officers have their choice of shoulder or
  hip holster and side arm.
  � Clamps and modular hook-up ports in the back for most stan-
  dard EVA Packs.
  � Boot survival knife or Vibro-Blade for officers and military
  specialists, Multi-Purpose Tool for engineers, scientists and
  repair personnel.
  � M.D.C. varies with the requirements of the species, level of
  technology and preference of materials, but usually falls
  within the following ranges, listed by general category. The
  advanced technology of many people in this part of the uni-
  verse provides a considerable amount of M.D.C. protection.
  Light Environmental Armor: Typically made of light, flexible
  M.D.C. material with no movement penalties.
  Helmet: 25-35
  Arms: 12-20
  Legs: 20-30
  Main Body: 25-50
  Medium Environmental Armor: Typically made of a combina-
  tion of padding, flexible M.D.C. material, and light plating.
  Modest movement penalties of -5% to -10%.
  Helmet: 35-40
  Arms: 20-35
  Legs: 35-45
  Main Body: 60-80
  Heavy (Hard Plate) Environmental Armor: Typically made of
  combination inner flexible M.D.C. material, padding and heavy
  exterior plating. Movement is restrictive even in the weightless-
  ness of space and has penalties of -12% to -25% to physical
  movement and skills such as Acrobatics, Climbing, Gymnastics,
  Prowl, Swimming, and similar.
  Helmet: 50-80
  Arms: 40-60
  Legs: 50-90
  Main Body: 100-200
  Cost: Varies dramatically with the level of M.D.C. protection,
  requirements of the species and manufacturer. Generally 35,000
  to 300,000 credits.
  EVA Packs
  All-Purpose Maneuvering EVA Pack
  The APM-EVA Pack was designed to give people operating
  in outer space control and maneuverability in zero and mi-
  cro-gravity environments. The EVA Pack uses an array of xe-
  non-fueled, gridded ion thrusters to produce sufficient thrust to
  move a fully equipped operator. EVA Packs are used by anyone
  who needs to function outside a spacecraft, from scientists, engi-
  neers, repair people and rescue parties to fully armed soldiers,
  pirates, raiders and boarding parties.
  Speed: 300 mph (480 km) in space only. The EVA Pack cannot
  be used in atmosphere.
  Range: Fully fueled, the EVA Pack is good for seven hours of
  constant use.
  M.D.C.: 25
  Bonus: +1 to dodge in space.
  Cost: 50,000 credits.
  101
  
  Emergency EVA Pack
  The Emergency EVA Pack is a smaller and more compact
  version of the EVA Pack. Issued to the pilots and crews of fight-
  ers and small spacecraft, the EEVA Pack is a last ditch emer-
  gency vehicle for pilots set adrift in space. Using smaller
  versions of the Xenon fueled, gridded ion thrusters used in its
  larger sibling, this pack is relatively slow but using one is seen
  as preferable to floating aimlessly through hostile space. The
  pack also includes an emergency beacon that broadcasts an en-
  crypted signal up to 125,000 miles (200,000 km) in space to as-
  sist in rescue operations.
  Speed: 80 mph (128 km) in space only.
  Range: Fully fueled, the Emergency EVA Pack is good for three
  hours of constant use. The beacon has its own battery good for
  96 hours.
  M.D.C.: 15
  Cost: 30,000 credits.
  Pilot’s Survival Pack
  Issued in every space fighter, assault shuttle and small troop
  transport, this pack contains everything a stranded pilot could
  need to exist in the cold vacuum of space. Each kit includes the
  following items:
  M.D.C.: 10
  Cost: 15,000 credits.
  Special Features:
  � Flashing beacon light; can be turned off and on by the user.
  � Emergency beacon that broadcasts an encrypted signal up to
  50,000 miles (80,000 km) in space. The beacon has its own
  battery good for 192 hours.
  � Hand-fired signal flare/beacon.
  � Clock calendar.
  � Audio recorder with 24 hours of recording space available.
  � Two small oxygen bottles with 12 hours of air apiece. Each
  bottle is the size of a large thermos, and comes with a hand-
  ful of adapters that allow the bottle to connect to the life sup-
  port systems of most major brand EVA suits (80%).
  � One EVA suit patching kit. This kit contains four patches and
  a tube of strong adhesive. It’s good for temporary repairs of
  small tears and holes.
  � One small, impact resistant flashlight.
  � One miniature PSE-7000 Portable Scanner (Dimension
  Book 6: Three Galaxies™, pages 104-106) with a bio-unit
  add on.
  � One “Spacer’s Friend” multi-tool.
  � Three days worth of freeze dried rations and water (for crash
  landings on a planet).
  � One miniature first aid kit (for crash landings on a planet).
  “Spacer’s Friend” Multi-Tool
  This rugged multi-tool is specifically designed with the needs
  of the Spacer in mind. It is made of a high-strength ferrous al-
  loy, is oversized for ease of use by gloved hands and contains
  the following tools:
  � One small, serrated Vibro-Knife (1 M.D.).
  � Pliers with wire cutters.
  � One flathead and one square-drive screwdriver.
  � Laser Distancer.
  � Micrometer.
  � High-intensity LED light that shines red or white light.
  The power for the light, distancer and Vibro-Knife comes
  from a small solar cell and internal capacitor. The capacitor car-
  ries enough power to run all three for two hours, and takes ten
  minutes to recharge one hour’s worth of power.
  102
  
  Weight: 2 lbs (0.9 kg).
  Cost: 8,500 credits.
  Altess Armoria
  Equipment
  Officer Jump Suit
  The Armoria Officer Jump Suit is an individually tailored,
  skintight, one-piece, long-sleeved, coverall type garment worn
  by all members of the Armoria. The suit is made from hand-
  some, high thread-count ballistic fabric interwoven with a ma-
  trix of high-tensile foil-fibers. It is reinforced with integral gel
  inserts at the elbows, shoulders, spine, lower back, hips and
  knees, and comes issued with a pair of knee-high boots, gloves
  and a helmet. When sealed to the boots, gloves and helmet, the
  jump suit acts as a mechanical pressure suit, and is treated to
  protect the wearer from nuclear, biological and chemical expo-
  sure. This suit is always issued in matte dark gray or black with
  purple and white highlights, and has nickel-plated hardware
  (zippers, buckles, etc.).
  M.D.C. by Location:
  Helmet – 50
  Arms (2) – 35 each
  Gloves (2) – 12 each
  Legs (2) – 45 each
  Boots (2) – 15 each
  Main Body – 75
  Gel Inserts (11) – 10 each
  Standard Features:
  1. NBC Shielding: Through a combination of embedded materi-
  als and chemical coatings, the Officer Jump Suit provides ex-
  cellent protection against nuclear, biological and chemical
  agents. When sealed to the boots, gloves and helmet, the suit
  grants a +6 to save vs lethal and non-lethal poisons to resist
  chemical and biological agents. It also reduces damage dealt
  by radiation, chemical and biological agents by 50%.
  2. Passive Temperature Control: The Officer Jump Suit is in-
  sulated, waterproof and designed to wick away sweat and
  moisture. It is also woven with tiny channels that contain a
  stable liquid compound similar to anti-freeze. The passive
  temperature control system keeps the wearer up to 20 degrees
  Fahrenheit (11.2 degrees Celsius), warmer than ambient tem-
  perature.
  3. Heat and Fire Resistance: The Jump Suit takes no damage
  from normal fires, and reduces the damage from M.D. fires
  like plasma weapons and ship fires by 40%.
  4. Oxygen Supply: An oxygen tank with a 10 hour capacity can
  be connected to the helmet, allowing the suit to be used as an
  EVA or emergency rescue suit.
  Weight: 12 lbs (5.4 kg) with boots, gloves and helmet.
  Cost: This armor is unique to the Armoria, and is unavailable to
  the market.
  103
  
  Altess Advocate Robot
  Due to the role they play in the Armoria, the robots that crew
  the starships of the Armoria deserve a special mention. The Ad-
  vocate robot is a neural-type intelligence that can learn and
  adapt to new situations, make leaps of logic, and draw conclu-
  sions from incomplete or sketchy evidence. Its computer brain is
  loaded with every skill it could ever need to act as a front-line
  soldier or crew member aboard any of the Altess starships.
  Since the Armoria hasn’t seen actual combat in centuries, many
  of the Advocates are sitting in warehouses on Novus IX, pow-
  ered down and waiting for the day that they are again called to
  serve.
  When acting as pilots and gunners, the Advocate jacks in and
  links directly to the various computer controls, giving it an addi-
  tional +2 to strike with the ship’s weapons (in addition to bo-
  nuses from a Weapon Systems roll and target’s size).
  The Altess Advocate Robot can adjust it’s shape and size to
  better accommodate its environment, enabling it to reduce its
  width and height by 30%, folding up its legs, and it has a pair of
  smaller, lighter, highly articulated hands and arms that come out
  of the forearm housings to handle intricate equipment and per-
  form delicate operations. There are also a number of jacks and
  cables located in the arms and hips/upper legs to link directly
  into the controls of machines, equipment and computers. The
  Advocate Robot can also attach a wide range of modular tools to
  its forearms to build and make repairs.
  Model Type: AD-88
  Intelligence Type: Neural.
  M.D.C. by Location:
  Concealed Arms and Hands (2; fine work) – 15 each
  Utility Hands (2, main) – 35 each
  Arms (2) – 70 each
  Legs (2) – 125 each
  * Head – 105
  ** Main Body – 250
  * Destroying the head of the robot eliminates all optics and
  sensory systems. In most cases, the robot shuts down as a safety
  feature. However, about 20% of the time it continues to fight or
  function as best it can, striking blindly until it is destroyed. Un-
  der these conditions, the robot has no initiative and no combat
  bonuses, and is -9 to strike, parry, and dodge. Note: The head is
  a small and difficult target to hit, especially on a moving target.
  Thus, it can only be hit when a character makes a “Called Shot”
  and even then the attacker is -2 to strike.
  ** Depleting the M.D.C. of the main body effectively de-
  stroys the robot, causing it to detonate its hidden self-destruct
  mechanism, leaving nothing to salvage.
  Speed:
  Running: 120 mph (192 km) maximum. Note that the act of run-
  ning does NOT tire the robot, and speed can be maintained in-
  definitely.
  Leaping: The robot legs are strong and well suited for leaping.
  Leaps are limited to approximately 20 feet (6 m) high or length-
  wise. A running leap at speeds in excess of 40 mph (64 km) en-
  ables the robot to leap an additional 10 feet (3 m).
  Flying: Possible only by use of a contra-gravity pack.
  Range: The nuclear power pack gives the Advocate approxi-
  mately 20 years of life, even under the most strenuous and con-
  stant amount of use.
  Statistical Data:
  Height: 6.5 feet (1.9 m).
  Width: 3.9 feet (1.1 m).
  Length: 3.2 feet (0.9 m).
  Weight: 800 lbs (360 kg).
  Physical Strength: Equal to a Robotic P.S. 40.
  Cargo: None.
  Power System: Nuclear: energy life is 20 years.
  Cost: Available only within the Altess Dynasty. Might go for
  4-5 million credits apiece in the open market.
  Standard Features:
  1. Can use any other type of handheld weapon: There are no
  specific weapon systems built into these robots. They can,
  however, use just about any type of energy weapon, light rail
  gun, handheld weapon or tool a humanoid can use. If the util-
  ity hands are too bulky for the weapon, it can be used by the
  extendible arms and hands concealed in the robot’s forearms.
  Standard issue weapon for all of the Armoria is the unaltered
  Naruni Plasma rifle, the NE-1000 (1D4x10, 30 shot clip,
  3000 foot/914 m range).
  104
  
  2. Combat & Bonuses: Six hand to hand attacks/actions per
  melee. Skill is about equal to eighth level Hand to Hand: Ex-
  pert. Bonuses: Including sensor and W.P. bonuses (standard):
  +2 on initiative, +1 on Perception Rolls, +5 to strike, +6 to
  parry and dodge, +2 to disarm, +2 to roll with impact, critical
  strike on a Natural 18 or higher, paired weapons, kick, and
  judo flip. +3 to strike using handheld weapons/guns of all
  types.
  Attribute Equivalents of Note: I.Q. 16, P.S. 40 (Robotic),
  P.P. 20, Spd 264 (120 mph/192 km).
  3. Modular Tool Attachments: There are dozens of modular
  tools that can be attached to the forearm. They range from a
  variety of electric drills, saws, nail gun, power wrench, air
  guns, jackhammer, spotlights, and other utilitarian tools to la-
  ser and plasma torches and Vibro-Blades.
  4. Sensors of Note (in the head):
  Optics: Basic optical system, including the visible light spec-
  trum, infrared, ultraviolet, and polarization, as well as passive
  light amplification (nightvision 500 feet/152 m), telescopic
  (6000 feet/1829 m), and targeting. Plus a microscopic magni-
  fication lens for detail work.
  Amplified Hearing: Can hear sounds as quiet as 10 decibels
  as far away as 500 feet (152 m). Can also hear in the ultra-
  sonic range of high-frequency sound. The computer is pro-
  grammed to recognize 60,000 different mechanical sounds,
  from the sound of a car engine to the hum of a generator.
  Adds to alertness and attacks.
  Speech: Full vocal capabilities. Speaks and is literate in
  Altess, Trade One, Trade Three, and Trade Four at 98%.
  5. Skill Program: Programs include Communication, Electrical,
  Mechanical, Pilot, Pilot Related, plus Appraise Goods,
  Chemistry, Chemistry Analytical, all Computer skills, all De-
  molitions skills, Firefighting, Math: Basic and Advanced
  (both at 98%), Recycling, and Salvage, all at 90% (unless
  stated otherwise), as well as basic combat and weapon skills
  (W.P. Rifles, W.P. Energy Pistol, W.P. Energy Rifle, W.P.
  Heavy M.D. Weapons, W.P. Blunt, W.P. Knife, and W.P.
  Sword), all at 7th level proficiency. Note: Pilot skills include
  Starship, Contra-Gravity Pack and Space Fighter, all at 90%
  proficiency.
  Golgan Argosy
  Equipment
  Republikan Guard Armor
  Worn by the Republikan Guard and Golgan Argosy officers,
  this suit of heavy, segmented, environmental plate armor con-
  sists of cera-alloy plates backed by thick ballistic fabric woven
  with high-strength foil-fibers. Like much of Golgan design, the
  armor has a distinct aquatic theme, and looks like the chitinous
  plates of a lobster. The most unique feature of this armor is the
  modular back pieces. As a Republikan Guardsman or Argosy
  officer advances in rank, more and more plates are added to the
  back and shoulders of the armor, eventually coming to look like
  105
  
  a crab or turtle shell. This is a manifestation of the Golgan
  thinking that retreat is always imminent, and a strong rear de-
  fense will be needed when running away. This armor comes in
  yellow and black, the colors of the Argosy, and is unsuited for
  other races due to its tailoring for the unique frames of the
  Golgans.
  M.D.C. by Location:
  Helmet – 50
  Arms (2) – 35 each
  Legs (2) – 55 each
  Main Body (front) – 95
  Main Body (rear) – 110 (*starting base)
  * The higher the rank, the greater the protection; add 12
  M.D.C. for each additional plate layering due to rank.
  Standard Features: Republikan Guard armor has all features
  common to environmental armor and can be used as an EVA
  suit in an emergency.
  Weight: 35 lbs (15.7 kg). RG Armor is heavy and stiff, and im-
  poses a movement penalty of -15%. Each additional back plate
  layer weighs 5 lbs (2.25 kg) and imposes an additional -1%
  movement penalty.
  Market Cost: This armor is unique to the Argosy, and is un-
  available to the open market.
  Golgan Auxiliary Guard Armor
  AG Armor is the standard issue armor suit for units of the
  Auxiliary Guard. While it shares many stylistic cues with the
  finer Republikan Guard armor, AG armor is nowhere near as
  good quality. It is noticeably lighter and of poorer fit and finish,
  and lacks the ability to stack on additional back and shoulder
  plates.
  M.D.C. by Location:
  Helmet – 35
  Arms (2) – 20 each
  Legs (2) – 30 each
  Main Body – 65
  Standard Features: AG armor has all features common to en-
  vironmental armor and can be used as an EVA suit in an emer-
  gency.
  Weight: Typically 20 lbs (9 kg) and imposes a -5% movement
  penalty.
  Market Cost: This armor is unique to the Argosy, and is un-
  available to the market.
  Argosy G-44 Disruptor Pistol
  This bulky, long-barreled side arm is issued to high ranking
  Golgan Gauses and is as much a symbol of rank as it is a
  weapon. It fires the same brilliant purple disruptor beam as the
  G-88 rifle, but at a lower intensity. It also suffers from the same
  low range and high energy consumption as the G-88 rifle.
  Weight: 2 lbs (0.9 kg).
  106
  
  Range: 450 feet (137 m).
  Mega-Damage: 2D6+2 M.D. per single shot to the point of im-
  pact, plus 25% damage to everything within a one foot (0.3 m)
  diameter around the impact point.
  Rate of Fire: Single shot only. Each shot counts as one attack.
  Payload: 9 blasts.
  Market Cost: None of these pistols have made it to the market
  yet. If they ever do, they could fetch somewhere around 17,000
  credits.
  Argosy G-88 Disruptor Rifle
  The G-88 is a long, bulky looking, select-fire rifle similar in
  profile to the CAF’s HI-80 Combat Laser Rifle. It is issued
  solely to the Republikan Guard and fires brilliant purple
  disruptor beams that have excellent penetration and tend to
  leave ugly, ragged holes in whatever they hit. The down side of
  all this destructive power is high energy consumption and rela-
  tively short range for an energy rifle.
  Weight: 7 lbs (3.2 kg).
  Range: 1,700 feet (518.2 m).
  Mega-Damage: 4D6+4 M.D. at the point of impact for a single
  shot and 2D4x10+5 M.D. for a five pulse burst, plus 25% of the
  damage to a 1.5 foot (0.5 m) diameter around the impact point.
  Rate of Fire: Single shot or five round burst. Each shot or burst
  uses one melee attack.
  Payload: 20 single shots or 4 five blast rapid-fire pulses.
  Market Cost: None of these rifles have made it to the open mar-
  ket yet. If they ever do, they would fetch somewhere between
  42,000-54,000 credits.
  Common
  Auxiliary Ships
  Bullock-Class Orbital Tug
  Bullock-class tugs are representative of a number of different
  vessels found in and around planetary space all throughout the
  Three Galaxies. Tugs are generally small, hardy ships of
  roughly frigate size with oversized power plants and incredibly
  powerful engines. They are chiefly used to maneuver large
  cargo and warships into and out of places where navigating on
  their own would be difficult or hazardous, like busy orbital ship-
  yards or dry docks. They also tow vessels and satellites that
  have lost power or have suffered damage and cannot maneuver
  under their own power, as well as cargo barges and large pieces
  of debris. To do this, tugs work in teams, depending on the size
  and mass of the ship or object they’re moving. They come along
  side a ship to be moved and “tie-up” to her using mechanical or
  magnetic grapples, then slowly guide the larger ship to its desti-
  nation.
  Tugs can be fitted for other duties as well, and the Bullock is
  no exception. Bullock tugs make excellent search and rescue
  craft, and are often sent with a team of medics and soldiers to
  retrieve stranded or heavily damaged ships and render aid to
  their crews. Bullock tugs are used by both military and civilian
  entities, and thousands of them are in use by both the CAF and
  the TGE.
  Model Type: Heavy Orbital Tug (OTH).
  Class: Bullock Class.
  Ship’s Complement:
  Ship’s Crew: 17-25: One Captain, one Pilot, one Executive Offi-
  cer/First Mate, one Cook, Five Engineers and 8-16 general
  crewmen.
  M.D.C. by Location:
  * Engine Section – 500 each
  ** Grapples (4) – 250 each
  Interior Bulkheads per 10 feet (3 m) – 50
  Interior Hatches – 15 each
  Exterior Hatches – 45 each
  Main Body – 1,800
  *** Hull per 40 foot (12.2 m) section – 40
  * Destroying the engines sets the ship adrift.
  ** Destroying one grapple reduces the ship’s towing capacity
  by 25%. Destroying two grapples reduces towing capacity by
  half and destroying three makes the ship unable to tow.
  *** Punching holes in the hull causes the damage control
  system to automatically seal off whatever compartment has been
  exposed to vacuum. Ships are highly compartmentalized to pre-
  vent decompression of the whole ship.
  Speed:
  Atmosphere: Bullock tugs are rarely, if ever, sent into a planet’s
  atmosphere. If forced to enter atmosphere, the ship could man-
  age 400 mph (640 km).
  107
  
  Sub-Light: 3,424 mph (5,479 km or Mach 4.5).
  FTL: Bullock tugs are not FTL capable.
  Maximum Range: Limited only by supplies. The anti-matter en-
  gines have a lifespan of 30 years, but shipboard stores are only
  good for about two weeks deployment with a full crew.
  Statistical Data:
  Length: 480 feet (146.3 m).
  Beam: 230 feet (70.1 m).
  Height: 160 feet (48.7).
  Mass: 7,800 tons.
  Cargo: Bullocks can carry 8,000 tons of cargo, or a mixture of
  soldiers (one platoon) and a medical team with all of their weap-
  ons and equipment. Bullocks have a towing capacity of 65,000
  tons.
  Power Source: One sub-capital class anti-matter reactor power-
  ing one bank of four sub-capital class sub-light engines.
  Cost: 16-20 million credits.
  Ship’s Systems of Note:
  1. Magnetic Grapples (4): These grapples are mounted two to a
  side, two port and two starboard, and allow the Bullock to
  tie-up to larger ships. The grapples themselves are huge elec-
  tromagnets, about ten feet (3 m) across, attached to 350 feet
  (106.6 m) of high-strength cable. The grapples are fired at the
  larger ship, then the Bullock reels itself in and proceeds to
  move its charge at will.
  Primary Purpose: Towing
  Secondary Purpose: Salvage
  Weight: Each magnet weighs three tons.
  Range: 350 feet (106.6 m).
  Mega-Damage: None.
  Rate of Fire: Firing a grapple takes one action.
  Payload: One grapple.
  Cargo Runabout
  The EVR-150 cargo runabout is one of the most common ve-
  hicles found in and around space stations and orbital shipyards.
  This small spacecraft has a boxy, pressurized cabin that can seat
  3-4 and a long cargo bed full of anchors and tie-downs. They are
  easy to fly, cheap to maintain and can take an enormous amount
  of abuse. The EVR comes in a variety of variant sizes, with the
  main variation being the size of the cargo bed.
  Model Type: EVR-150a-d.
  Class: Three seat orbital cargo runabout.
  108
  
  Crew: One pilot, plus 3-4 passengers can fit in the cabin along
  with the pilot.
  M.D.C. by Location:
  * Pressurized Cabin – 200
  Hatches (2) – 35 each
  Cargo Bed – 400
  Optional Hardtop for Cargo Bed – 225
  ** Thrusters (4) – 125 each
  Lights (4) – 18 each
  Main Body – 780
  * Breaching the cabin vents the atmosphere and has a 15%
  chance of killing the occupants.
  ** Destroying the thrusters sets the little ship adrift.
  Speed: The EVR-150 can jet along at nearly 100 mph (160 km).
  Statistical Data:
  Height: 8-10 feet (2.4 to 3 m).
  Length: 20-30 feet (6.1 to 9.1 m).
  Width: 7-12 feet (2.1 to 3.6 m).
  Weight: 3-6 tons.
  Cargo: The EVR-150 can carry up to 10-18 tons.
  Power System: Two high-thrust ion thrusters fueled by xenon
  gas and numerous low-thrust vernier thrusters. Electrical power
  is provided by a bank of rechargeable batteries. The batteries
  can hold an 18 hour charge.
  Cost: 1.2 to 2 million credits each.
  Special Equipment: Life support, radiation and heat shielding,
  polarized canopy, two xenon floodlights, two infrared flood-
  lights.
  Dray-Class Fleet Tender
  Dray-class fleet tenders are massive, cruiser sized cargo ves-
  sels used by many commercial and navy fleets to haul cargo and
  deliver supplies and support or “tend” far-flung battlegroups
  throughout the Galaxies. Almost twice the size of the CAF’s
  Warshield-class cruiser, these heavy lifters are designed to carry
  hundreds of thousands of tons of palletized and containerized
  cargo within their cavernous holds. They carry food, water,
  medical supplies, spare parts, ordnance, fresh troops and all
  manner of necessary materiel to wherever it is needed.
  Since they are highly automated and mostly cargo space,
  Drays have a small crew in comparison to other ships of the
  same size. Being essentially an up-armored freighter, Drays are
  relatively fragile and fare poorly in military engagements. While
  they have a very good point-defense system, these ships are usu-
  ally deployed under heavy escort by other sub-capital ships.
  Model Type: General Fleet Tender (TSG).
  Class: Dray Class.
  Ship’s Complement:
  Ship’s Crew: 300: One Captain, one Executive Officer, two Pi-
  lots, two Navigators, 100 Engineers, one Load Master, one
  Quartermaster and 192 general hands.
  M.D.C. by Location:
  Interior Bulkheads per 10 feet (3 m) – 50
  Interior Hatches – 25 each
  Exterior Hatches – 50 each
  Cargo Loading Hatches (2) – 850 each
  109
  
  Point Defense Batteries (24) – 150 each
  * Forward Hull Section (1/3) – 3,500
  ** Midships Hull Section (1/3) – 3,700
  *** Aft Hull Section (1/3) – 4,500
  **** Hull per 40 foot (12.2 m) section – 65
  Variable Force Fields – 1,500 per side (9,000 total)
  * Destroying the forward hull section reduces the total carry-
  ing capacity by one third, and has a 35% chance to destroy any
  and all cargo stored in the forward holds.
  ** Depleting the M.D.C. of the midships hull section reduces
  the ship’s carrying capacity by two-thirds and has a 45% chance
  of destroying any and all cargo carried in the midships holds.
  *** Depleting the M.D.C. of the aft section of the hull de-
  stroys the engines and engineering decks, setting the ship adrift.
  **** Punching holes in the hull causes the damage control
  system to automatically seal off whatever compartment has been
  exposed to vacuum. Ships are highly compartmentalized to pre-
  vent decompression of the whole ship.
  Speed:
  Atmosphere: Dray-class tenders are ill-suited to atmospheric op-
  erations, and, at best, can muster a speed of 700 mph (1,120
  km).
  Sub-Light: 3,805 mph (6,088 km or Mach 5).
  FTL: 4.3 light-years per hour.
  Maximum Range: Limited only by supplies. The anti-matter re-
  actors carry enough fuel to operate the ship at full readiness for
  40 years, but shipboard stores are only good for sixteen months
  of constant deployment with full crew and complement.
  Statistical Data:
  Length: 1,470 feet (448 m).
  Beam: 345 feet (1025. m).
  Height: 607 feet (185 m).
  Mass: 100,000 tons.
  Cargo: Dray-class tenders can carry 400,000 tons of palletized
  and containerized cargo, and up to 250 passengers or troops.
  Power Source: Three sub-capital class anti-matter reactors pow-
  ering two banks of four sub-capital class thrusters.
  Weapon Systems:
  1. GR-Gun/Missile Batteries (24): Point-defense batteries
  mounted four to a side, port, starboard, dorsal and ventral, as
  well as in the bow and stern of the ship. They are the Dray’s
  only weapons, but give the ship excellent protection against
  small attack vessels such as fighters and shuttlecraft com-
  monly used by pirates, raiders and Spacers.
  Primary Purpose: Anti-Aerospacecraft/Anti-Robot.
  Secondary Purpose: Anti-Missile.
  Weight: Not applicable, part of the ship’s hull.
  Range: 16 miles (26 km) in space, one-third that in an atmo-
  sphere. Missiles have a range of 2 miles (3.2 km) in space.
  Mega-Damage: A burst is 20 rounds and inflicts 4D6x10 M.D.
  Missiles are always plasma: 1D6x10 M.D. each.
  Rate of Fire: Equal to the number of hand to hand attacks of the
  gunner. Missiles can be launched one at a time, or in volleys of
  two or four.
  Payload: 200 bursts per GR-gun, and 32 missiles in the launch-
  ers. Both can be reloaded from the cargo bay in minutes and can
  be reloaded 1D4+2 times.
  2. Ship’s Systems of Note: Tactical life support, lifeboats for
  all crew and passengers, cargo handling systems.
  Artisan-Class Mobile
  Deep-Space Dry Dock
  Artisan mobile dry docks are one of the stranger, and more
  useful, ships in the Three Galaxies. Essentially a massive,
  free-roaming shipyard, Artisans are used by all three major
  powers (CAF, TGE and UWW) in support of their interstellar
  fleets. These ships are composed of ten modular docks, or slips,
  mated to a huge engineering and command module that houses
  the command center, reactors and drives. Pressurized hangars,
  barracks and utility buildings litter every side of the ship, and
  cranes dot the landscape around the slips. There’s even a com-
  prehensive magnetic rail car system for moving men and parts
  between the slips.
  With a workforce of nearly 3,000, Artisans can handle nearly
  any job. The modular nature of their dock sections allows them
  to handle a wide array of ships. The slips can handle 16
  sub-capital ships, eight capital ships or any mix thereof. The
  ship itself has full production and fabrication capabilities, and
  110
  
  carries enough parts and raw material to rebuild large capital
  ships like carriers from burned out hulks. Since Artisans are
  fully FTL capable, they are typically deployed close to the front
  lines of a major conflict to provide maintenance, resupply and
  repair for ships of the line.
  Tours of duty aboard these ships are tedious, cramped and
  largely thankless. Work shifts are typically long, and the work is
  hard and potentially dangerous. Despite this, a posting to an Ar-
  tisan is coveted by many engineers, as it’s seen as the ultimate
  test of one’s skill, training and stamina.
  Model Type: Mobile Deep-Space Dry Dock (MD).
  Class: Artisan Class.
  Ship’s Complement:
  Ship’s Crew: 2,800 engineers, technicians and general hands.
  Troop Complement: 750 armed troops (Marines, Legionnaires,
  etc.) for security.
  Aerospace Complement: 6 shuttles, 12 Bullock-class tugs, nu-
  merous small cargo runabouts and personal spacecraft.
  M.D.C. by Location:
  * Modular Dock Sections (10) – 6,500 each
  Living Quarters/Equipment Buildings/Hangars – 4,000 each
  Pressurized Catwalks – 450 each
  ** Engineering/Command Section – 8,000
  Interior Bulkheads per 10 feet (3 m) – 60
  Interior Hatches – 35 each
  Exterior Hatches – 45 each
  *** Hull per 40 foot (12.2 m) section – 110 each
  * Destroying a modular dock section makes that section un-
  usable, and has a 40% chance of seriously damaging any ship
  moored there.
  ** Destroying the engineering/drive section sets the ship
  adrift.
  *** Punching holes in the hull causes the damage control
  system to automatically seal off whatever compartment has been
  exposed to vacuum. Ships are highly compartmentalized to pre-
  vent decompression of the whole ship.
  Speed:
  Atmosphere: Artisan-class mobile dry docks are unable to enter
  atmosphere.
  Sub-Light: 2,739 mph (4,383 km or Mach 3.6).
  FTL: 3 light-years per hour.
  Maximum Range: Limited only by supplies. The anti-matter re-
  actors carry enough fuel to operate the ship at full readiness for
  40 years, but shipboard stores are only good for twelve months
  of constant deployment with full crew and complement.
  Statistical Data:
  Length: 3,217 feet (980.5 m).
  Beam: 2,940 feet (896 m).
  Height: 338 feet (103 m), not including slips.
  Mass: 13 million tons.
  Cargo: 700,000 tons
  Power Source: Four capital-class anti-matter reactors powering
  all repair and maintenance systems, as well as two banks of four
  capital-class thrusters.
  Weapon Systems:
  1. GR-Gun/Missile Batteries (48): These point-defense batter-
  ies are scattered around the Artisan, and give it excellent pro-
  tection against fighters and shuttlecraft.
  Primary Purpose: Anti-Aerospacecraft/Anti-Robot.
  Secondary Purpose: Anti-Missile.
  Weight: Not applicable, part of the ship’s hull.
  Range: 16 miles (26 km) in space, one-third that in an atmo-
  sphere. Missiles have a range of 2 miles (3.2 km) in space.
  Mega-Damage: A burst is 20 rounds and inflicts 4D6x10 M.D.
  Missiles are always plasma: 1D6x10 M.D. each.
  Rate of Fire: Equal to the number of hand to hand attacks of the
  gunner. Missiles can be launched one at a time, or in volleys of
  two or four.
  Payload: 200 bursts for the gun, and 32 in the launcher. Both
  can be reloaded from the cargo bay in about 3 minutes.
  2. Other Weapons: While not typically sanctioned by their na-
  vies, enterprising Artisan commanders have been known to
  mount medium-sized anti-ship weapons on their platforms
  before going into a hostile area of space. The Artisan-class
  mobile dock can mount six medium-sized weapons (see
  Rifts® Dimension Book 2: Phase World®, pages 154-155,
  and Rifts® Dimension Book™ 6: Three Galaxies™, pages
  128-129).
  3. Ship’s Systems of Note: Tactical life support, complete ship
  repair and dry dock facilities, lifeboats for all crew and
  troops.
  Lifeboat/Escape Capsule
  Every ship built by the major spacefaring people is equipped
  with a number of escape capsules or lifeboats capable of evacu-
  ating the ship’s entire complement. Escape capsules are all
  pretty similar, have a number of standard features, and are capa-
  ble of prolonged exposure to and travel through space. They
  usually carry 10 passengers, with a seat and safety restraint for
  each. They are slow, cramped and uncomfortable, but preferable
  to the alternative of being stranded in space in only an EVA suit.
  The stats below are for a typical capsule, Game Masters are free
  to modify them as they see fit.
  M.D.C. by Location:
  * Viewports (3) – 25 each
  * Hatch – 55
  ** Engine Array – 200
  *** Main Body – 400
  * Destroying the viewports or hatch immediately vents the
  internal atmosphere into space. Unless sealed quickly, all will
  die.
  ** Destroying the engines sets the escape capsule adrift.
  *** Destroying the main body shreds the capsule and kills
  everyone inside.
  Speed:
  Atmosphere: Capsules are shielded against reentry, but atmo-
  spheric operations are limited to controlled, safe landings.
  Sub-Light: 1,400 mph (2,240 km or Mach 1.8).
  111
  
  FTL: 1 light-year per hour. UWW capsules with a Rift-Drive
  can jump 5 light-years 5 times a day.
  Maximum Range: Limited only by supplies. While the anti-
  matter battery has enough power to last for 15 years, on-board
  emergency rations, air and water are only good for about a
  month of deployment with 10 passengers.
  Statistical Data:
  Length: 20 feet (6 m).
  Beam: 12 feet (3.6 m).
  Height: 12 feet (3.6 m).
  Mass: Typically around 10 tons.
  Cargo: Limited to emergency supplies and small items carried
  by the passengers.
  Power Source: Escape capsules are typically powered by a small
  anti-matter battery with a life span of about 15 years. Those
  used by the UWW will have a P.P.E battery with a comparable
  life span. This battery powers the ship’s life support, sub-light
  drives and a small CG or Rift FTL drive.
  Cost: 5-9 million credits each.
  Standard Features:
  1. Life Support Systems: The capsule is equipped with the typ-
  ical chemical and radiation shielding, oxygen scrubbers and
  water filters.
  2. Onboard Computer: The capsule is equipped with a rudi-
  mentary navigation computer and autopilot. With guidance
  from a human or other sentient being, the computer can plot a
  course for the nearest friendly planet and pilot itself there.
  The computer essentially has the Pilot: Spaceships skill at
  70%, has two attacks/actions per melee and is +4 to auto-
  matic dodge (the act of dodging does not count as a melee at-
  tack/action).
  Space Magic
  By Kevin Siembieda & Carl Gleba
  A section talking about magic might seem a little unexpected
  in a book entitled Fleets of the Three Galaxies that is predomi-
  nantly about spaceships, but not when you stop and think about
  it. The Three Galaxies is an environment where magic is real,
  fairly commonplace and is regarded as an exotic type of tech-
  nology. The United Worlds of Warlock (UWW), the Splugorth
  Fleets, the Dominators, Demon Fleets, pirates and others all use
  magic. Furthermore, the use of magic or incorporation of magic
  built right into any given spacecraft can give the pilot and crew
  an unexpected edge, at least in certain circumstances. In fact,
  magic is an accepted part of spaceship construction and space
  combat in most intergalactic communities.
  Can Teleportation and Mystic Portal be used to board a
  spacecraft? Is there a defense against Teleportation or Mystic
  Portal to stop would-be boarding parties? Can magic be used as
  a defense of a vessel? Can magic be used to attack, disable or
  capture a spaceship? Can magic be used to survive and travel in
  space without a spacecraft? The answer to all of these questions
  is yes.
  The Three Galaxies has had spacefaring races for hundreds
  of generations. Many different types of spells and magic were
  specifically created either by necessity or design to help magic
  cultures survive and explore the depths of space. The following
  spells might be considered exclusive to the Three Galaxies, but
  could be known to any spacefaring race whose technology is at
  least partially based on magic. The Game Master may wish to
  impose a penalty of double the P.P.E. cost for those spell casters
  who are not native to the Three Galaxies or familiar with the en-
  vironment of outer space. It should also be noted that many of
  these spells can only be cast in the vacuum of space.
  112
  
  Level One
  Communications Booster
  Range: One communications system or radio per spell by touch
  or up to 20 feet (6.1 m) away.
  Duration: Five minutes per level of the spell caster.
  Saving Throw: Not applicable.
  P.P.E.: Four
  Turns short-range radio transmissions into long-range, and
  boosts long-range radio systems by 300x. Works only in the
  vacuum of space.
  Detect Leak
  Range: Area effect that covers a 20 foot (6.1 m) radius per level
  of the mage.
  Duration: One minute per level of the caster.
  Saving Throw: Not applicable.
  P.P.E.: Four
  When cast, the spell amplifies the sound of the leak (some-
  times they are almost undetectable) and pinpoints the source of
  the leak with a magical white smoke that by either flowing to-
  ward it or emanating from it, depending on which side of the
  leak the spell caster is on. If the leak is sealed before the dura-
  tion of the spell ends, the spell automatically ends and the
  smoke disappears, indicating the leak is fixed. If the spell is cast
  in an area where there is no air leak, nothing happens. The spell
  is capable of detecting up to two leaks per level of the spell
  caster.
  Note: This spell can also be used to detect other types of
  leaks, involving other gases than air, chemicals, fuel, energy, ra-
  diation, heat, water, and so on, on board spacecraft and other ve-
  hicles, as well as environmental suits, body armor and power
  armor. In all cases, the leak is pinpointed by a column of white,
  odorless smoke.
  Magnetic Boots
  Range: Self or two others by touch, or one up to 50 feet (15.2
  m) away.
  Duration: 10 minutes per level of experience.
  Saving Throw: Standard, but applicable only if the spell is un-
  wanted.
  P.P.E.: Two
  This spell enables the mage or recipient to resist the effects
  of zero gravity and cling to the surface of space stations and the
  hull of spaceships as if his boots were magnetic. The enchanted
  character remains subject to the effects of zero gravity, but will
  not float away as long as one foot is touching a magnetic surface
  (most spaceship and space station hulls are some type of metal).
  Speed is half in zero gravity.
  Propulsion Blast
  Range: Self or two others by touch, or one up to 50 feet (15.2
  m) away.
  Duration: One melee round. Each blast counts as one melee at-
  tack or melee action.
  Saving Throw: Standard, but applicable only if the spell is un-
  wanted.
  P.P.E.: One
  A simple spell that creates a light burst of air capable of pro-
  pelling the mage or recipient of the magic through space at a
  slow speed (1D4 mph/1.6 to 6.4 km). It may also be used to
  change direction, float back to the surface of a spacecraft or its
  hatch, and similar needs.
  Zero Gravity Movement & Combat
  Range: Self, two others by touch or one other up to 30 feet (9.1
  m) away.
  Duration: Three minutes per level of the spell caster.
  Saving Throw: Standard, but applicable only if the spell is un-
  wanted.
  P.P.E.: Four
  The spell imbues the character with the ability to function
  and fight without penalty; same as if the character had the Zero
  Gravity Movement & Combat skill at 75% proficiency. Note:
  Characters without the skill or enchantment float around help-
  lessly, bounce around and are completely disoriented: -15% on
  skill performance, -1 attack per melee, -2 on initiative, and Spd
  and all combat bonuses are reduced by half.
  Level Two
  Magic Homing Beacon
  Range: Self or up to two others by touch.
  Duration: One day per level of the spell caster.
  Saving Throw: +2 to save if the magic is unwanted.
  P.P.E.: Five
  This spell gives the recipient a magical homing beacon that is
  activated the moment the spell is cast. The homing signal in im-
  perceptible by ordinary technological means. Only characters
  who can have the magic ability to Sense Homing Beacon or Lo-
  113
  
  cate Life Signs can hear, sense and locate the source(s) of the
  Magic Homing Beacon.
  Sense Magic Homing Beacon
  Range: Self or one other by touch. Range of detection is one
  light-year radius per level of the spell caster.
  Duration: Ten minutes per level of the spell caster.
  Saving Throw: Standard if unwanted.
  P.P.E.: Eight
  This spell enables the recipient to sense, follow and locate
  the source or sources of Magic Homing Beacons within his
  sensing range.
  Space Walk
  Range: Self or two others by touch.
  Duration: Ten minutes per level of experience.
  Saving Throw: Standard if the magic is unwanted.
  P.P.E.: Five
  This spell does not protect the recipient from the hazards of
  space, so a spacesuit or other means of protection is necessary,
  but it does give the character the ability to “walk in space.” This
  is just like it sounds, the character can walk along the hull of a
  spaceship, space station, asteroid, etc., without fear of drifting
  off into space. Likewise, the character can walk along sensory
  arrays or any protrusions sticking out from the vessel, leap to a
  nearby tug, platform or piece of debris and ride on the outside,
  provided speed of travel is a slow 70 mph (112 km) or less. This
  means the character can ride debris and walk along any space-
  ship, be it along the sides, upside down or topside.
  Vacuum Speak
  Range: The spell can be cast on oneself or as many as two oth-
  ers by touch. Range of the radio transmission in space is limited
  to one mile (1.6 km).
  Duration: 10 minutes per level of experience.
  Saving Throw: Standard.
  P.P.E.: Six
  Sound waves cannot travel in a vacuum, so this spell enables
  the mage to cast spells and talk by transforming his voice into
  radio waves that can be used in space, and picked up by conven-
  tional radios and listening systems. Furthermore, any characters
  using Vacuum Speak can be heard by other characters also en-
  chanted with the same magic spell, thus allowing communica-
  tion between two or more individuals without a radio in space.
  Note: The practitioner of magic still requires a spacesuit, envi-
  ronmental body armor or additional magic protection, such as
  Impervious to Vacuum, to survive in space.
  Level Three
  Recycle Air
  Range: Self or one or two others by touch.
  Duration: Instant transformation. How long the air lasts de-
  pends on how much was available in the first place, with a 12
  hour maximum before another spell needs to be cast to cleanse
  and replenish the air again.
  Saving Throw: Not applicable.
  P.P.E.: Five; double the P.P.E. to double the duration.
  Limitations: An entire spacecraft or sealed section of a larger
  spaceship as large as a shuttlecraft, provided there is an air sup-
  ply (even a stale or spoiled one) to begin with.
  This spell requires an existing atmosphere/air supply that it
  can purify and regenerate similar to a technological air purifica-
  tion and recycling system. Thus, it can instantly transform foul
  or stale air into a clean, breathable atmosphere, in effect, re-
  freshing and renewing the existing available air supply. This
  means the air contained in an escape capsule, sealed chamber in-
  side a spacecraft, airtight vault, environmental body armor, or
  similar enclosure can be magically purified and restored, renew-
  ing and extending an existing air supply every time the spell is
  cast.
  Radiation Shielding
  Range: Self or one other by touch or up to 60 feet (18.3 m)
  away.
  Duration: Three minutes per level of the spell caster.
  Saving Throw: Standard if the spell is unwanted.
  P.P.E.: Six
  This spell protects the character and anything on him from
  dangerous and deadly levels of radiation for a short period of
  time. It also provides limited protection (half damage) from heat
  caused by radiation.
  Space Swim
  Range: The spell can be cast
  on oneself or as many as two
  others by touch.
  Duration: 15 minutes per level
  of experience.
  Saving Throw: Standard.
  P.P.E.: Seven
  This magic spell provides no sort of pro-
  tection from space – other magic spells or a
  spacesuit are needed – but it does give the
  character locomotion in the vacuum of
  space. The spell makes it so that the charac-
  ter can swim through space as if it were wa-
  ter. The simple arm and leg motions of
  swimming propel the recipient of the magic
  114
  
  through space with grace and ease. It also provides the character
  with the at 95% profi-
  ciency and provides the following bonuses while “swimming”
  in space: +1 to strike, parry and disarm, +2 to dodge and +2 to
  roll with impact. Maximum speed is double the character’s run-
  ning speed. Ideal for working outside a spaceship or space sta-
  tion, boarding parties and recreation.
  Level Four
  Detect Teleportation & Magic Breaches
  Range: Self only; sense magical breaches and teleportation up
  to 100 feet (30.5 m) away per level of experience.
  Duration: Two melee rounds (30 seconds) per level of the spell
  caster.
  Saving Throw: Not applicable.
  P.P.E.: Eight
  This enchantment enables the spell caster to detect and pin-
  point locations where one or more magic breaches via Mystic
  Portal, Teleportation, Dimensional Rift and similar magic have
  occurred within the last 1D4+1 minutes, or are occurring at the
  moment, on or within the space vessel. This magic also tells the
  mage exactly where the Teleportation, Mystic Portal or other
  magic breach occurred, and enables him to initiate defensive ac-
  tion, dispatch defenders or cast magic to counter, engage or im-
  pede the boarders.
  Distress Call
  Range: Two light-years per level of the spell caster.
  Duration: Repeats 10 times an hour for two hours per level of
  the spell caster.
  Saving Throw: None, although the spell could be negated with
  Negate Magic or an Anti-Magic Cloud.
  P.P.E.: Twelve
  This spell creates a small sphere the size of a grapefruit that
  floats near him for the duration of the spell. The sphere trans-
  mits a universal distress signal plus, if so desired, a recorded
  message up to 15 words may be transmitted. The distress call is
  repeated every six minutes for one hour per level of the spell
  caster. The message is broadcast on multiple frequencies and
  can be picked up and heard by a wide range of modern commu-
  nication systems as well as those using Vacuum Speak and De-
  tect Homing Beacon. As a distress call, the signal can be traced
  to the location of the magic sphere by both technological and
  magic means.
  Hide in Space
  Range: One individual or spacecraft of any size up to Capital
  sized spacecraft.
  Duration: One minute per level of the spell caster.
  Saving Throw: Not applicable.
  P.P.E.: Varies with the size of the vessel. Man-sized (under 12
  feet/3.6 m): 10 P.P.E., shuttle or smaller spacecraft: 30 P.P.E.,
  sub-capital ships: 75 P.P.E., or capital: 145 P.P.E.; cannot con-
  ceal anything larger.
  The spell folds space and time around the individual or space
  vessel to make it invisible to normal vision, optic systems, and
  all other means of detection, including advanced EWAR sys-
  tems.
  The magic is negated and the individual or spacecraft be-
  comes visible the instant he/it uses any of its systems to see out-
  side the magic concealment, e.g. activates its radar, sends out a
  sensor probe, tries to communicate to the outside world, acti-
  vates engines, sends a radio transmission, initiates a targeting
  system, attacks or moves. While magically concealed, those in-
  side the vessel can only rely on their own line of sight and
  senses and must remain stationary or adrift. Ideal for hiding
  only.
  Impervious to Vacuum
  Range: Self or two others by touch, or one other cast up to 90
  feet (27.4 m) away.
  Duration: Five minutes per level of the spell caster.
  Saving Throw: Standard.
  P.P.E.: Ten
  An enchantment that makes the individual impervious to ex-
  posure to vacuum, outer space and sudden decompression. It in-
  sulates the individual from the cold of space, cosmic radiation,
  and provides the recipient with the ability to breathe without air
  for the duration of the enchantment, however the recipient still
  cannot speak because sound waves do not travel in space. Ideal
  for use when exposure to space without a protective spacesuit or
  other gear is imminent. Note: Although not affected by the vac-
  uum of space, the character has no means of movement through
  space and remains vulnerable to physical damage and attacks.
  Additional means of protection and movement are advised. This
  spell only works in space, but can be combined with other space
  spells.
  Magic Tether
  Range: 40 feet (12 m) +10 feet (3 m) per level of experience.
  Duration: Three minutes per level of the caster.
  Saving Throw: Dodge of 16 or higher.
  P.P.E.: Ten in space and 15 in an atmosphere.
  The spell conjures forth a rope composed of magic fibers that
  has the strength of a steel cable. One end of the tether is an-
  chored to the spell caster and the other fires towards a single tar-
  get and either wraps around it or attaches upon a soft impact (no
  damage). Latching on to an inanimate object or spacecraft, the
  mage can let himself be pulled along as it moves through space,
  or he can pull himself along the length of the tether to the sur-
  face of whatever it is attached to. A magic tether can also be
  used to snare objects and people floating in space to be pulled
  toward the mage. This is ideal for rescue and salvage operations
  provided the target does not weight more than a ton. When used
  on inanimate objects and unconscious people, the Magic Tether
  always hits its intended target, provided it is within range, but
  alert and hostile or unwilling sentient beings and robots may try
  to dodge being tethered. A roll of 16 or higher (bonuses apply)
  115
  
  is necessary to successfully avoid the tether. The Magic Tether
  only has 4 M.D.C. and can easily be cut, or snapped with a Su-
  pernatural Strength of 24 or higher, or Robotic P.S. of 40+.
  Tethering oneself to a powerful, hostile being can have the op-
  posite effect of the spell caster being pulled to it! The spell is
  good for conducting rescues and is commonly built into various
  Techno-Wizard gadgets and even TW Space Tugs. It should be
  noted that when used against other living beings, the tether does
  NOT entangle, tie up or incapacitate the target in any way.
  The Magic Tether spell can be used in an atmosphere, but
  costs a little more P.P.E. to cast it and defenders only need a 14
  or higher to dodge. The magic tether has a strength of 600
  pounds (270 kg), plus 100 pounds (45 kg) per additional level of
  experience. In the weightless vacuum of space, the Magic
  Tether can pull objects three times its tensile strength.
  Stellar Navigation
  Range: Self or one other by touch.
  Duration: 10 minutes per level of the caster.
  Saving Throw: Standard for unwilling victims.
  P.P.E.: Eight
  The magic imbues the character with an innate sense of di-
  rection when in space and the ability to read space charts and
  plot a course at 96% skill proficiency as if he had the Naviga-
  tion: Space skill. If he fails his roll he is 2D4 light-years off
  course.
  Level Five
  Seal Leak
  Range: 10 feet (3 m).
  Duration: Two hours per level of the spell caster.
  Saving Throw: Not applicable.
  P.P.E.: Eleven; double the P.P.E. to double the duration.
  Once an air (or other) leak is located, this spell creates a
  strong seal over the hole(s). The seal is temporary, lasting hours,
  which is hopefully enough time to make proper repairs. This
  spell can seal holes up to one foot (0.3 m) in diameter per level
  of the spell caster or a number of small leaks/breaches along the
  same hull or fitting. Thus, the repair can be a single hole or mul-
  tiple tiny leaks if they fit in the diameter of the spell or run
  along the same length of pipe or conduit.
  The spell has found numerous applications, from sealing hull
  breaches to plugging leaks in air hoses, pipes, and lines, to seal-
  ing small ruptures in spacesuits. The UWW often incorporates
  this spell in certain types of spacesuits, as well as their own TW
  version of a patch kit. The seal has 100 S.D.C. (1 M.D.) per
  level of the spell caster. It should be noted that this is only a
  temporary repair and disappears at the end of the duration, and
  the patch is susceptible to S.D.C. damage. Note: This spell can
  also be used to seal leaks involving other gases, chemicals, fuel,
  energy, radiation, heat, water, and so on, on spacecraft and other
  vehicles, as well as environmental suits, body armor and power
  armor.
  Magic Escape Bubble
  Range: A magical sphere that can hold the spell caster and one
  additional passenger per level of experience.
  Duration: One hour per level of the spell caster.
  Saving Throw: Not applicable.
  P.P.E.: Fifteen
  If no physical escape capsule or lifeboat is available, the
  Magic Escape Bubble is a good, though very temporary, mea-
  sure for escape and survival in outer space. The bubble, regard-
  less of size or the number of passengers, has only 50 M.D.C.,
  but it insulates those inside from the hazards of space (cold, ra-
  diation, provides breathable air, etc.). If the bubble is “popped”
  (M.D.C. reduced to zero), anyone inside the Escape Bubble
  without a spacesuit, environmental armor, or other magical pro-
  tection is exposed to the vacuum of space, and dies in a matter
  of 1D6x10+40 seconds. Although not affected by the vacuum of
  space while inside the bubble, the character has no means of
  movement through space and the bubble remains vulnerable to
  physical damage and attacks. Additional means of protection
  and movement are advised.Note: May be combined with magic
  spells such as Homing Beacon, Hide in Space, any of the spells
  that provide propulsion/movement in space, and others that
  seem applicable (use common sense). This spell only works in
  space.
  116
  
  Magic Hull Patch
  Range: By touch or up to 30 feet (9.1 m) away.
  Duration: Instant and permanent results.
  Saving Throw: Not applicable.
  P.P.E.: Twelve
  A simple spell that, in effect, magically bonds a sheet or plate
  of metal to the hull to patch it. The plate may be an actual plate
  intended for patch work, or any available plate of metal, includ-
  ing a piece of floating debris that was snagged by some means
  (Magic Tether?). The patch is limited to 100 lbs (45 kg) per
  level of the spell caster, and it provides only whatever M.D.C. it
  has available to it (typically 1D6+4 M.D. per square foot/0.092
  square meter). Although the patch is permanently bonded to the
  hull, it looks exactly like what it is, a patch. Furthermore, the
  light M.D.C. means the patch is a weak spot, and a large one
  may be an easy place for an enemy to breach and board the ship.
  Level Six
  Create Breathable Air
  Range: The area around the mage, approximately a 10 foot (3
  m) area.
  Duration: One hour per level of the spell caster.
  Saving Throw: Not applicable.
  P.P.E.: Eighteen
  This spell creates enough breathable air for two people per
  level of the spell caster to last one hour per level of the mage.
  The air is not contained, so if there is a leak this air will also
  leak out. The only other restriction to this spell is that there must
  be a small amount of air to begin with, as the spell is completely
  negated in a vacuum. A leaky environment reduces the duration
  of the spell as the air leaks away. In any case, the mage can cast
  the spell multiple times to increase the amount and/or duration
  of the air supply, or shortly before the previous spell literally
  runs out of air to continue it.
  Create Drinkable Water
  Range: Up to 10 feet (3 m) away.
  Duration: Instant results; requires a container to hold the fluid.
  Saving Throw: Not applicable.
  P.P.E.: Sixteen
  This spell draws moisture and converts it into purified drink-
  ing water. The mage can create 10 gallons (37.8 liters) per level
  of his experience, but he will need something to hold the water
  in. The containers can be anything from a bathtub or steel drum,
  to plastic bottles or anything that can hold water without it leak-
  ing. To keep the water clean, it is best if the container, whether
  it be one large container or several smaller ones, can be covered
  and sealed.
  Magic Reentry Bubble
  Range: Self or two others by touch.
  Duration: Ten minutes per level of experience.
  Saving Throw: Standard if the magic is unwanted.
  P.P.E.: Twenty
  A magic spell that creates a magic environmental bubble that
  can survive the heat, stress and turbulence of reentry into an at-
  mosphere without burning up or tearing apart. The speed is blis-
  tering and the experience harrowing, but as the bubble
  approaches the planet’s surface it automatically slows down and
  lands softly on solid ground (unless none is available). There is
  no way to pilot or direct the bubble as it is meant to be a sur-
  vival mechanism and simple means to go from space to the sur-
  face of a planet, moon or similar large body with an atmosphere.
  Thus, the Magic Reentry Bubble lands at the nearest ley line,
  nexus point or other place of magic.
  Shooting Star
  Range: 500 feet (152.4 m) per level of the spell caster in space;
  half that range in an atmosphere or on a space station or space-
  craft.
  Duration: Instant.
  Damage: 1D6+1 M.D. per level of the spell caster.
  Saving Throw: Not applicable except as a dodge.
  Bonus: The spell caster is +2 to strike with a Shooting Star.
  P.P.E.: Eighteen
  A spell that is common to most Space Warlocks, the Shoot-
  ing Star is a burst of blue magical energy that shoots from the
  outstretched hand of the mage. Halfway to its target the magical
  bolt separates into a dozen smaller sparkling stars that pepper an
  area like a mystic shotgun. Everything within the 10 foot (3 m)
  radius takes full damage. This spell can be cast anywhere, but is
  most effective in space, where it has the greatest range.
  Space Flight
  Range: Self, up to two by touch, or one up to 200 feet (61 m)
  away; line of sight required.
  Duration: 30 minutes per level of experience.
  Speed: Mach One per level of experience. Only works in space.
  Double speed when flying along a space ley line.
  Saving Throw: Standard, but only if the enchantment is un-
  wanted.
  P.P.E.: Fifteen
  The spell caster is able to soar through space with ease as if
  he were rocket propelled. The enchanted individual has excel-
  lent speed and mobility in space and can maneuver, dodge, and
  change direction with but a thought. Speed is Mach One per
  level of experience, so a 5th level spell caster can achieve Mach
  5 in space. The magic does not work in an atmosphere, so a
  character cannot fly from a spaceship to a location planetside or
  from the surface of a planet to his spaceship in orbit. The mo-
  ment he enters an atmosphere the spell is negated. As long as
  the character is in a spacesuit to protect him from the vacuum of
  space or has other magical protections in place, and has a
  breathable air supply, he can fly through space as long as the
  spell is in place. Note: If encapsulated by an Air Bubble or Cre-
  ate Air spell, or when on board a spaceship with an artificial at-
  mosphere/air supply, the spell remains in force, it is not negated.
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  Level Seven
  Intuitive Xeno-First Aid
  Range: Self.
  Duration: Five minutes per level of the spell caster.
  Saving Throw: Not applicable.
  P.P.E.: Twenty-Two
  This spell give the recipient an intuitive and temporary un-
  derstanding of alien physiology sufficient to perform helpful
  and competent treatment equal to First Aid (Paramedic skill
  level if the character has the Paramedic or M.D. skill) even if he
  has no actual medical skill or knowledge. Base skill is 70% +2%
  per level of experience.
  If
  the
  character
  has
  skill
  knowledge
  that
  involves
  Xenobiology or Xeno-Medicine of any kind, he can actually
  function as if he were a Medical Doctor familiar with the spe-
  cies and perform surgery and other complex treatments equal to
  a skill of 60% +1% per level of his experience.
  In both cases, these abilities apply to even completely un-
  known humanoid alien species he has never seen before. Re-
  duce skill ability by half if the subject is not humanoid.
  Locate Life Signs
  Range: 100 mile (30.5 m) radius per level of the spell caster.
  Duration: One minute per level of the spell caster.
  Saving Throw: Not applicable.
  P.P.E.: Twenty
  A magic scan that searches for signs of life in the void of
  space. Ideal for search and rescue operations. Only detects large
  animal life forms from guinea pig to humanoid or larger, not
  bacteria or other small life forms. Only works in outer space or
  the surface of moons and planets that are otherwise devoid of
  life. If the spell caster knows the missing person, he can cali-
  brate the search for life signs to that one person or two or three
  specific people. Note: This spell can also be tuned to find all
  Magic Homing Beacons within the search radius with absolute
  ease; 98% success rating.
  Magic Tug Tether
  Range: 100 feet (30.5 m) +10 feet (3 m) per level of experience.
  Duration: Three minutes per level of the spell caster.
  Saving Throw: Not applicable except as a dodge of 14 or
  higher.
  P.P.E.: Twenty-Two in space; does not work in an atmosphere.
  The spell conjures forth a rope line composed of magic fibers
  that has the strength of a steel cable. One end of the Tug Tether
  is anchored to a space barge, platform, cargo container, hunk of
  debris, or damaged or derelict spaceship as large as a frigate,
  and the other end is anchored to an active spacecraft, ideally a
  tug or cargo hauler. The active spacecraft can then pull its
  “cargo” as if it were a tug boat. This spell is ideal for cargo
  hauling, salvage, rescue and tugboat operations, as well as clear-
  ing away debris from shipping lanes, or towing a damaged ves-
  sel. Cannot be used on living beings or capital-class vessels, and
  this spell does not work in an atmosphere. Note: A single Magic
  Tug Tether can pull up to 30,000 tons +10,000 tons per level of
  the spell caster. If 2-3 tethers are used, increase the weight ca-
  pacity by 50% (double when riding along a space ley line).
  Space Fire Stream
  Range: 100 feet (30.5 m) per level of the spell caster, double
  along a space ley line, and triple at a nexus point.
  Duration: Instant.
  Damage: 1D8x10 M.D. and +1 to strike.
  Saving Throw: Not applicable, except as dodge.
  P.P.E.: Twenty
  A flamethrower-type stream of fire that burns, even though
  there is no air to feed it in space. Only works in space.
  Space Push
  Range: By touch or up to 30 feet (9.1 m) away.
  Duration: Instant.
  Saving Throw: Not applicable as the force is invisible and ef-
  fects a wide area.
  P.P.E.: Sixteen
  A personal offensive spell that, without moving the spell
  caster, creates a blast of force that pushes anyone within in a 6
  foot (1.8 m) radius of the blast away from him. The jolt sends
  the victim(s) tumbling in space away from his attacker at a
  speed of 35 mph (56 km). Unless the victim(s) has some means
  of space flight, he loses initiative and half his attacks per melee,
  and is -5 to all combat maneuvers (strike, parry, etc.) and skill
  performance is -35% while tumbling. There is also a 01-40%
  chance the character lets go of whatever he was holding and it
  drifts away. However, a victim with maneuvering capabilities
  (EVA pack, magic flight, etc.) can stop his tumbling in 1D6+4
  seconds to return to battle.
  However, if the character has no space flight capabilities, he
  suffers all the penalties above as long as he is tumbling away,
  has a 01-60% likelihood of letting go of whatever he was hold-
  ing (it floats away) and he continues to tumble, head over heels,
  until rescued by someone else or he collides with something
  bigger (suffers 1D4 M.D. from impact). If he isn’t rescued or
  doesn’t collide with something, the victim tumbles into space at
  a slow speed forever. Note: This spell only works in a vacuum
  and is only effective against humanoids and relatively small ob-
  jects weighing less than one ton.
  Vacuum Fire
  Range: 100 feet (30.5 m) +20 feet (6.1 m) per level of the spell
  caster, double along a space ley line, triple at a nexus.
  Duration: 1D4 melee rounds per level of the spell caster or un-
  til available combustible materials are burned up.
  Damage: 2D6 S.D.C. to S.D.C. material, or 1D6 M.D. to M.D.
  materials.
  Saving Throw: Not applicable, except as dodge.
  P.P.E.: Twenty-Eight
  A spell that causes one combustible material item, like cloth-
  ing and other fabrics, spacesuit, plastic, rubber, wood, leaking
  fuel, and so on, to burst into flame similar to spontaneous com-
  bustion. The fire continues to burn, spread and grow as long as
  118
  
  there is combustible material to burn even though there is no ox-
  ygen to feed the flames. The fire is fed by magic energy and
  consumes all combustible material until the fire is extinguished,
  there are no more combustible materials left to burn, or the spell
  duration ends. Only burns in the vacuum of space, does not
  work in an atmosphere, but otherwise behaves and travels like a
  normal fire.
  Level Eight
  Anti-Gravity Flight
  Range: Self or one other, or an object, platform or vehicle, by
  touch or up to 10 feet (3 m) away.
  Duration: Ten minutes per level of the spell caster.
  Saving Throw: Standard when applicable.
  P.P.E.: Thirty-Five P.P.E. when used on a living being under 20
  feet (6.1 m) tall, 60 when used on a vehicle, space fighter or
  shuttlecraft no larger than 100 feet (30.5 m) long; larger targets
  are not possible.
  Limited to one individual, small fighter or shuttlecraft per
  spell cast, but may also be cast on ordinary cars and engineless
  platforms to give them flight capabilities. Anti-Gravity Flight
  can be used to fly silently through an atmosphere (and space)
  without an engine or jet propulsion, hug the ground or sides of
  buildings (often escaping detection by broad radar systems), to
  stop from falling, hover in midair (any altitude), and otherwise
  float above the ground, as well as slip the bonds of a planet’s
  gravitational pull to get into outer space and fly through space or
  get to a spacecraft. The spell caster, or other sentient being who
  is the recipient of this magic, controls the speed and direction of
  travel as well as the altitude.
  Speed in an atmosphere: 70 mph (112 km).
  Speed in space: 100 mph (160 km).
  Bonus: The spell also provides the equivalent skill and bo-
  nuses of the Zero Gravity Movement and Combat skill at 85%
  proficiency.
  Note: To survive in outer space, the character needs an air
  supply and protection from the hazards of space (cold, radiation,
  lack of air, etc.) via a space-worthy vehicle, spacesuit or addi-
  tional magic spells. This spell can NOT be combined with other
  space flight spells to increase its speed.
  Cosmic Ray
  Range: 30 feet (9.1 m) per level of the spell caster.
  Duration: Instant.
  Damage: 3D6+3 points direct to Hit Points per melee to most
  living beings. The ray passes through conventional M.D.C. body
  armor (half damage if wearing magic armor or force field).
  2D6+2 M.D. to mortal Mega-Damage creatures, 5D6+5
  M.D. to supernatural beings including demons and Deevils, as
  well as creatures of magic. NO damage to spaceships, artificial
  constructs, body armor, or beings made of pure energy, rock or
  minerals.
  Saving Throw: -1 to save. A successful save means the victim
  suffers half damage.
  P.P.E.: Thirty-Five
  The spell creates a white beam of light that passes harmlessly
  through thin walls of solid matter such as body armor or the
  walls of a car, and inflicts damage direct to Hit Points. It also af-
  fects Mega-Damage creatures, and has an even greater effect on
  supernatural beings and creatures of magic. See damage above.
  Hull Regeneration
  Range: By touch or up to 100 feet (30.5 m) away; line of sight.
  Duration: Temporary or permanent; varies with P.P.E.
  Saving Throw: Not applicable.
  P.P.E.: Twenty-Five P.P.E. per 5% of the hull that is tempo-
  rarily rebuilt. The temporary construct lasts for one hour per
  level of the spell caster. Triple the P.P.E. cost to make the re-
  construction permanent. Note: Limited to small spacecraft like
  fighters, shuttles and frigate sized vessels; cannot rebuild the
  hull of anything larger than a frigate.
  A powerful spell that magically rebuilds and reforms a space-
  craft’s hull out of star dust and mystic energy. As much as 5%
  of a ship’s hull can rebuilt per 25 P.P.E. expended. The space-
  craft can be no larger than a frigate, and only replaces the hull
  walls, not gun turrets, sensor arrays, engines, machine parts,
  force fields, etc. The replaced hull has half its original M.D.C.
  and this magic does not work on body armor or power armor,
  119
  
  but does apply to space capsules, barges and other small space-
  craft and platforms.
  Magic Long-Term Escape Pod
  Range: Self or one other by touch.
  Duration: Six months per level of the spell caster.
  Saving Throw: Not applicable.
  P.P.E.: Thirty-Five
  This spell requires a cargo container of some sort. The con-
  tainer must be large enough to hold at least one person (i.e. the
  size of a coffin or larger), and must be able to be sealed tight.
  Once the spell is cast, the person is put into a state of suspended
  animation and the box is magically made airtight and protects
  and preserves the person inside from the dangers of space as
  well as slows the aging process.
  Suspended animation lasts as long as the duration of the spell
  or until the container is opened, whichever comes first. If near a
  planet or moon with an environment conducive to the life form
  inside, the escape pod lands, opens and the passenger(s) awak-
  ens.
  Note: A single container/Magic Escape Pod may be small or
  large. If large, it can contain many more people than one, but the
  spell must be cast separately on each person contained within it
  for them to be in a state of suspended animation. May be com-
  bined with other magic space spells such as Homing Beacon,
  flight spells, etc.
  Level Nine
  Cosmic Armor
  Range: Self, or one other by touch.
  Duration: 10 minutes per level of the spell caster.
  Saving Throw: Standard for unwilling recipients.
  P.P.E.: Forty-Five
  Cosmic Armor is as close as one comes to a magic, armored
  combat spacesuit. It appears as a form fitting suit of EBA body
  armor that covers the wearer from head to toe in what looks to
  be a silver or chrome colored, metallic material with a faint blue
  tint to it. The head is covered in an ornate, chrome helmet with a
  tinted, polarized visor, and the entire armor resembles some-
  thing akin to a Cosmo-Knight.
  Cosmic Armor is an enhanced version of Armor of Ithan that
  also provides complete protection from all the negative effects
  of outer space (cold, radiation, lack of air, etc.) as well as pro-
  vides basic flight capabilities.
  Features of Cosmic Armor:
  � The character can breathe for as long as the spell is in place.
  � Enjoys a constant comfortable internal temperature and is
  protected from cold, radiation and extreme blasts of heat.
  � Cosmic Armor can hover, and flies at a speed of Mach One.
  � Armor has 50 M.D.C. per level of experience!
  � Magic and M.D. cold and heat/fire/plasma attacks do half
  damage to the Cosmic Armor.
  � Spells may be cast and psionic powers used while wearing
  Cosmic Armor, and additional magic may be combined with
  it, such as other methods of flight, communications, etc.
  Limitations: Reduce flying speed by half in an atmosphere. The
  armored protection also restricts movement a bit, and inflicts a
  penalty of -5% to all Physical skills such as Acrobatics,
  Climbing, and similar, and -10% to Palming, Pick Pocket,
  Prowl, Safe-Cracking, Seduction and most Medical and highly
  technical skills that require a delicate touch.
  Magic Decoy Vessel
  Range: Can be cast up to 500 feet (152 m) away per level of ex-
  perience; line of sight required.
  Duration: Three minutes per level of experience.
  Saving Throw: Standard vs illusion.
  P.P.E.: Forty
  An illusionary spell that creates the image of a small space-
  craft, such as an escape capsule, space fighter or shuttlecraft.
  The illusion is always wrapped around a piece of wreckage or
  space debris and not only fools the natural eye, but registers on
  radar/ladar and fools most sensors into believing it is really
  there. It does not register life signs, but that in itself is not un-
  usual as the crew could be dead and the ship a derelict, aban-
  doned, or piloted by robots or an A.I. system. The illusionary
  vessel just sits in one place and doesn’t move, and makes a won-
  derful decoy. Pirates, Spacers and most other space travelers are
  unlikely to be able to resist investigating further. Likewise, the
  illusionary vessel may appear to be a potential attacker, scout or
  guard ship, and if there is a person with portable equipment like
  a radio hiding among the debris within the illusion, that individ-
  ual will register and so will any active equipment he might have
  on him.
  Micrometeorites
  Range: 1,000 feet (305 m) per level of experience to a 10 foot
  (3 m) radius per level. The exact area of effect can be controlled
  by the mage to be narrow or large.
  Duration: One melee round (15 seconds).
  Damage: 2D6x10 M.D., +5 M.D. per to level of experience to
  everything/everyone in the area of effect. Against large targets
  like sub-capital spaceships, the damage is to the main body or a
  particular section or specific target (gun turret, sensor array, en-
  gines, etc.) on the vessel.
  Saving Throw: Not applicable except as a dodge. Sub-capital
  ships and larger are -5 to dodge, smaller vessels are -3 to dodge
  and characters in space are -1 to dodge.
  P.P.E.: Fifty-Five
  The spell summons from the depths of space meteorites the
  size of marbles and propels them at targets with the strength of
  rail gun rounds. What makes this spell so effective is that the
  meteorites pepper a 10 foot (3 m) area per level of the spell
  caster and the barrage lasts one full melee round (15 seconds).
  Characters in space who see the attack coming are likely to
  break off their own attack or operation, flee for cover, and stay
  there the full melee. To stay in or enter the area of effect means
  to take full damage even if it is for a moment. The spell last for
  one full melee and the mage is able to hurl the meteorites at a
  120
  
  specific target. This spell can only be cast in the vacuum of
  space, never in an atmosphere.
  Nova Blast
  Range: 1,000 feet (305 m) +300 feet (91.5 m) per level of the
  spell caster in space. In an atmosphere, range is 500 feet (152
  m) +100 feet (30.5 m) per level of experience.
  Duration: One melee round per level of the caster.
  Damage: In space: 1D4x100 M.D. In an atmosphere: 1D4x10
  M.D.
  Saving Throw: Not applicable, other than a dodge, people are
  -2 to dodge, fighters and shuttles are -3 to dodge, larger ships
  are -4 to dodge.
  P.P.E.: Thirty
  The spell caster is able to hurl bolts of super-hot plasma sum-
  moned from the heart of a star. The mage actually appears to be
  throwing the plasma (use normal strike bonuses to throw) and
  when it leaves his hand it hurls through the air like a fiery rocket
  and it expands as it goes. Range and damage are reduced when
  cast in an atmosphere on a planet, but full range and damage do
  apply when in space, which does include being in a space sta-
  tion or spacecraft.
  Star Light
  Range: Self or spacecraft by touch. The Star Light covers a 200
  foot (61 m) diameter per level of experience.
  Duration: Two minutes per level of the spell caster.
  Saving Throw: Standard for unwilling recipients.
  P.P.E.: Forty-Five
  The mage or his spacecraft glows with the intensity of a min-
  iature sun. So bright is the light that he cannot be seen within it,
  nor can anyone or anything else within the radius of effect be
  seen. Furthermore, radar and other sensors are only able to read
  the sphere of Star Light as a single object, thus everyone or ev-
  ery spacecraft bathed in the Star Light is unseen and undetect-
  able. However, the mage and anyone inside the area of Star
  Light can see just fine and their sensor equipment is completely
  operational. Ideal to cover an escape (teleport, warp, etc.) or
  conceal the appearance of incoming fighters or small spacecraft,
  to conceal one’s true number of small spacecraft, and tempo-
  rarily blind an opponent.
  Note: Vampires, most undead and any other being vulnerable
  to sunlight, and exposed directly to Star Light takes 2D6x10
  damage (S.D.C. or M.D. depending on the nature of the undead
  being). Vampires and the like inside a spacecraft are protected,
  but they will not want to attack or go near the light, and are
  likely to desire to flee the area altogether as the radius of Star
  Light has a Horror Factor of 19 for their kind.
  Level Ten
  Anti-Gravity Zone
  Range: Can be cast up to 500 feet (152 m) away; line of sight.
  Area of Effect: Temporarily negates gravity within a 20 foot
  (6.1 m) radius per level of the spell caster.
  Duration: One minute per level of the spell caster.
  Saving Throw: Not applicable. Zero Gravity skills minimize
  the penalties of this spell, so does Anti-Gravity Flight and Space
  Swim.
  P.P.E.: One Hundred and Ten
  This spell negates gravity within a limited zone of influence.
  Victims caught in the anti-gravity zone are helpless, floating,
  bobbing, and slowly spinning without control. Shooting any
  firearm or using any power that has a “kick” causes the charac-
  ter to fly in the opposite direction and across “the zone.” Upon
  reaching the end of the Anti-Gravity Zone, the victim bounces
  and floats back the other way as if he hit an invisible line or wall
  (no damage). Victims within the zone of Anti-Gravity are stuck
  inside of it unless they are physically pulled outside of it (and
  fall to the ground), or until the spell duration ends. Penalties: All
  those inside the zone see speed reduced to 10%, attacks per me-
  lee reduced by half, they have no control of their movement, and
  are -8 on initiative, -6 on Perception Rolls, -20 on skill perfor-
  mance, and -5 to strike, parry, dodge, disarm and entangle.
  Note: Only characters with Zero Gravity training/skills do not
  suffer these penalties because they are trained to operate in zero
  gravity and behave accordingly. Instead, they function as their
  Zero Gravity skill(s) allow, but even they lose initiative and one
  attack upon entering or being hit by the Anti-Gravity Zone. This
  spell works only where gravity is present, typically on a planet,
  moon, or inside a spaceship or space station.
  Block or Seal Against
  Teleportation & Mystic Portal
  Range: Can cast the spell up to 50 feet (15.2 m) away per level
  of experience, and affects a 30x30 foot (9.1 x 9.1 m) area per
  level of the spell caster.
  Duration: Three minutes per level of the spell caster.
  Saving Throw: Not applicable.
  P.P.E.: One Hundred and Twenty
  The spell prevents magic wielding invaders from Teleporting
  into the area of enchantment. Anyone trying to Teleport into the
  protected area expends half the usual P.P.E., vanishes and reap-
  pears a second later exactly where he was standing a moment
  before. When this happens, the mage knows he has been
  blocked by this spell.
  Similarly, this spell can be cast along the walls of a space-
  craft to prevent the use of Mystic Portal to breach and enter the
  ship. However, when this is done, the magic applies only to the
  walls to stop Mystic Portal and does not prevent Teleportation.
  When a Mystic Portal spell is cast against the protected surface,
  half the P.P.E. to cast the spell is used up and nothing happens.
  Create Vacuum
  Range: Can be cast up to 130 feet (39.6 m) away; line of sight.
  Area of Effect: Covers a 6 foot (1.8 m) radius per level of the
  spell caster.
  Duration: 2 melee rounds per level of the caster.
  Damage: The first melee round: 2D6 points direct to Hit Points
  to
  mortal
  beings
  per
  melee
  round,
  and
  4D6
  M.D.
  to
  121
  
  Mega-Damage creatures that breathe. Subsequent melee rounds:
  Double the damage each following melee round.
  Saving Throw: See below.
  P.P.E.: Seventy
  This spell creates a vortex around an area that becomes in-
  stantly devoid of atmosphere. Anyone not wearing sealed body
  armor, a spacesuit or imbued with magical protection from
  space/vacuum has all the air sucked out of their lungs and they
  begin to suffocate. It is very debilitating and shocking to the
  body, especially the loss of atmosphere, and the blood slowly
  begins to boil and gas in the blood causes the veins to swell and,
  eventually, burst.
  Roll to save vs exposure to decompression and vacuum:
  16 to save.
  A successful save means the character suffers half damage,
  but can feel his body tightening and responding badly. He is dis-
  oriented, can’t tell up from down, can’t tell direction, loses
  sense of time, Spd is reduced by half, skill performance is -50%,
  has no initiative, -6 on Perception Rolls, and attacks per melee
  and all combat bonuses are reduced by half!
  A failed roll to save means the victim takes full damage, can-
  not tell up from down, cannot tell direction, loses all sense of
  time, Spd is reduced to a crawl (10% of normal), skill perfor-
  mance is reduced to zero, has no initiative, no Perception Roll,
  no combat bonuses, and one attack/action per melee round.
  Unless characters caught in the vacuum can get out of the
  area of effect (perhaps pulled, pushed or teleported out by an-
  other character if he can’t do it on his own), the character will
  die a painful death in a matter of a minute or two.
  Sub-Light Space Flight
  Range: Self or one other character by touch, or spacecraft by
  touch.
  Duration: One hour per level of experience.
  Saving Throw: Standard for unwilling victims.
  P.P.E.: Sixty
  This spell gives the spell caster or his spacecraft the ability to
  travel at Mach 16 or greater regardless if he or the actual ship is
  normally capable. Speed is Mach 16 + Mach One per level of
  experience.
  Ley Line Speed Doubler
  Range: Depends on the length of the ley line.
  Duration: Instant.
  Saving Throw: Not applicable.
  P.P.E.: Seventy-Five
  The spell doubles the vessel’s usual rate of speed for one
  hour per level of the spell caster when flying along a space ley
  line. Whatever the mode being used (Mach speed, sub-light,
  FTL/light-years, etc.), the speed is doubled when riding along a
  space ley line.
  Negate Mystic Portal
  Range: Area effect that covers a 20 foot (6.1 m) radius per level
  of the spell caster.
  Duration: Instant.
  Saving Throw: Not applicable.
  P.P.E.: Sixty-Six
  A magic spell that instantly negates and closes any and all
  Mystic Portals within its area of effect. Affects only Mystic Por-
  tals, which are often used to board ships without doing any per-
  manent damage to the vessel’s hull.
  Level Eleven
  Gravity Field
  Range: The spell can be cast up to 10 feet (3 m) away per level
  of the caster. The area of effect is as follows: for 1 G it is a 50
  foot (15.2 m) radius per level of the caster, or as an offensive
  spell for more than one gravity level the area of effect is reduced
  to a 5 foot (1.5 m) radius per level of the spell caster.
  Duration: Special, see below.
  Saving Throw: Dodge!
  P.P.E.: One Hundred and Eighty
  This spell can be very useful if a ship’s gravity generator is
  offline. The first option the mage has is to create one standard
  gravity (1 G) to a 50 foot (15.2 m) radius per level for one hour
  per level of his experience.
  The second option for this spell is an offensive attack. The
  mage can affect a five foot (1.5 m) radius per level of experi-
  ence, and create up to 2 Gs per level. This only lasts for fifteen
  seconds per level of the spell caster and affects everyone in the
  radius of effect, even the mage! The only way out is to dodge
  with a natural 16 or a modified 20 or greater, or, perhaps, to
  crawl out. Note: The listed effects are for S.D.C. creatures that
  live in roughly one gravity. Supernatural creatures don’t feel the
  effects until 6 Gs. This spell also affects cyborgs and those in
  power armor, and robots, all of whom start to feel the effects at
  4 Gs.
  The effects of being caught in a heavy gravity field are as
  follows:
  At 2 Gs the character’s Spd, combat bonuses and attacks per
  melee round are reduced by one third; skill performance is
  -10%.
  At 3 Gs the character’s Spd, combat bonuses and attacks per
  melee round are reduced by half; skill performance is -25%.
  At 4 Gs the character cannot remain standing on his feet,
  must get on all fours and crawl slowly; Spd, combat bonuses
  and attacks per melee round are reduced by 75%; skill perfor-
  mance is -50%.
  At 6 Gs the character is pinned to the ground and can barely
  manage to pull himself along inch by inch. Spd is reduced to
  only 5%, the character has only one attack/action per melee
  round, has no combat bonuses whatsoever, and furthemore, is -5
  on all base rolls. Skill performance is likewise, barely possible
  at -90%, takes three times as long to do and is a Herculean ef-
  fort. Note: Mega-Damage beings suffer the effects of 2 Gs.
  At 8 Gs the character is pinned to the ground and cannot
  move. The body feels tremendous pressure, as if a great weight
  were crushing him, and takes 1D6 S.D.C. damage per melee
  round. The individual remains conscious for the number of min-
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  utes equal to his P.E. attribute. Note: Mega-Damage beings suf-
  fer the effects of 3 Gs.
  At 10 Gs the damage is 4D6 S.D.C./Hit Points per melee
  round (1D6 M.D. to Mega-Damage beings) and the character re-
  mains conscious for a number of melee rounds equal to his P.E.
  attribute number. Note: Mega-Damage beings suffer the effects
  of 4 Gs.
  At 12 Gs and beyond, all mortal/S.D.C./Hit Point creatures
  suffer 1D6x10 S.D.C./Hit Points per melee round (2D6 M.D. to
  Mega-Damage beings) and the character remains conscious for
  a number of seconds equal to his P.E. attribute number. Note:
  Mega-Damage beings suffer the effects of 6 Gs.
  Cosmic Force Field
  Range: Self or others up to 1000 feet (305 m) away. Range is
  doubled at a space ley line and tripled at a ley line nexus point.
  Area of Effect: The Cosmic Force Field places a dome-like
  bubble over a 50 foot (15.2 m) diameter plus 15 feet (4.6 m) per
  level of experience. In the alternative it can be cast as a “wall”
  along a line that is 10 feet tall (3 m) and 50 feet (15.2 m) long
  (+15 feet/4.6 m per level of experience).
  Duration: Three minutes per level of the caster.
  Saving Throw: None.
  P.P.E.: Two Hundred
  A spell that creates a strong magic force field that can be
  used to cover a large area to protect people and property. It can
  be used on the surface of planets and moons, in and on space-
  ships as well as to encapsulate people, cargo, or small spacecraft
  such as fighters as a protective containment bubble. While the
  force field protects from physical damage, it does nothing to
  protect people from the hazards of space (does not hold or create
  air, and cold, radiation, etc. goes right through it). The spell
  caster can scale the force field to be as small or large as required
  within the mage’s limitations.
  M.D.C. of Force Field: 250 M.D.C. per level of experience
  (325 S.D.C. per level and an A.R. of 19 in S.D.C. worlds). The
  protection is doubled on a ley line and tripled at a nexus. Vul-
  nerable to all attacks including physical, magic, and psionics, all
  do full damage.
  Limitation: The Cosmic Force Field is immobile and stays
  in one place, vanishing only when the duration ends, the field is
  destroyed or the mage cancels the magic.
  Note: This spell is commonly built into a TW dome mounted
  on the tops of most UWW spacecraft where most of the Space
  Warlocks can cast their spells with a degree of protection.
  Triangulated Teleportation
  Range: The spell may include the spell caster only, or two oth-
  ers by touch, or the spell caster and two others by touch. Tele-
  portation range is 100,000 miles (160,000 km) per level of the
  spell caster. Or for double the P.P.E., one light-year per level of
  the spell caster!
  Duration: Instant.
  Saving Throw: Not applicable.
  P.P.E.: One Hundred and Sixty
  The spell requires a homing signal to triangulate upon to
  make a perfect Teleportation. The destination of the Teleport
  spell is the exact location of the beacon. The beacon or signal
  can be magical in nature or technological. In either case, the
  spell locks in on its coordinates and sends those being teleported
  to that exact location. The spell does not work without a steady
  signal to home in upon. If the signal is weak or intermittent, the
  spell could deposit those being teleported in the middle of no-
  where, anywhere between the starting point and the destination,
  and in space that’s a huge area.
  If the destination is magically “blocked” for Teleportation,
  the travelers are “bounced” back to their starting point, the
  P.P.E. is expended and the Teleportation travelers are dazed, -8
  on Perception Rolls and all combat actions (strike, parry, etc.),
  -30% on skill performance and reduce Spd by 30% for 1D6+2
  melee rounds.
  Level Twelve
  Meteor Swarm in Space
  Range: Up to 1200 feet (366 m) away per level of the spell
  caster.
  Area of Effect: A swarm of slow moving meteors fills a 1000
  foot (305 m) diameter of space per level of the spell caster.
  Duration: Two melee rounds per level of experience.
  Damage: 2D4x10 M.D. per level of the spell caster per melee
  round to shuttle size and smaller spacecraft or space stations,
  123
  
   to sub-capital and larger spaceships, multiply
  damage by 10x if the vessel the Meteor
  Swarm rather than try to go around it or stay still and let it pass.
  Saving Throw: Not applicable. Sub-capital and smaller space-
  craft are -4 to dodge and -25% to applicable piloting skill rolls.
  Larger vessels suffer double the penalties, while individual char-
  acters and spacecraft smaller than 30 feet (9.1 m) suffer half the
  penalties (round down).
  P.P.E.: Two Hundred and Ninety
  The spell creates a swarm of medium-sized meteors (e.g. the
  size of a sedan to that of a house) that suddenly appear out of
  nowhere. They are moving, as a group, at a relatively slow 1D4
  Mach speed, but represent a genuine danger and an obstacle, es-
  pecially to large spacecraft. The Meteor Swarm always appears
  just ahead or behind the target, giving the potential victim two
  melee actions to take evasive action and get out of the way be-
  fore the swarm hits (roll to dodge), provided the spacecraft has
  the time, speed and mobility to get out of harm’s way. This spell
  may also be used as a means to momentarily block, barricade or
  defend an area of space with a Meteor Swarm.
  Note: This spell cannot be cast while traveling at light speed,
  FTL speed, hyperspace or while Rifting/using a Rift Drive or
  wormhole. Nor can it be cast against a planetside target as it
  only works in outer space.
  Space Dust
  Range: Up to 500 miles (800 km) away, and has an area effect
  of a 100 mile (160 km) radius.
  Duration: One hour per level of the spell caster.
  Saving Throw: Not applicable.
  P.P.E.: Three Hundred
  Space Dust renders all sensors, scanners and tracking sys-
  tems of those inside the dust cloud inoperable. Likewise, sensors
  and scanners of those outside the dust cloud are unable to pene-
  trate the Space Dust cloud. Thus, a spaceship on the run be-
  comes invisible to sensors and space probes while it is within
  the dust cloud, giving a fugitive a place to hide and/or a chance
  to make good an escape. Likewise, Space Dust can be used to
  hamper rescue and salvage operations when cast over the search
  area, or can impair the abilities of an incoming fleet, set up an
  ambush, and so on. Note that Space Dust affects EVERYONE
  who enters the dust cloud, including the spell caster, and those
  outside the dust cloud cannot see, track or scan what is con-
  tained inside of it.
  Summon Ion Storm
  Range: Can be cast up to 1 mile (1.6 m) away per level of expe-
  rience.
  Duration: Varies per the intensity of the storm summoned.
  Saving Throw: None per se, vehicles can attempt to move out
  of the storm’s way.
  P.P.E.: Three Hundred
  The spell conjures a magnitude one ion storm. The magic en-
  ergies cause the loose ions to converge on each other causing an
  ion storm. The intensity of the storm can be increased once the
  mage reaches third level of experience. At third level the mage
  can create a magnitude two ion storm. Every two levels after
  that the intensity can be increased to the next magnitude level. A
  fifth level mage can create a magnitude 3, at seventh level a
  magnitude 4, and so on.
  The mage can also choose to control the storm’s direction or
  let it run its course. If the storm is left to run its course it will go
  in a direction opposite the mage and travels at Mach 10 for the
  duration of the spell. Should the spell caster choose to control
  the storm, it will require his full concentration with no other ac-
  tions or spell casting possible for the duration of the spell. If the
  mage lets go of his control to cast another spell or take some
  other action, the storm runs its course as above.
  Damage, Duration and other aspects of the storm are as per
  its level of intensity. See the description of Ion Storms in Rifts®
  Dimension Book Six: Three Galaxies™, pages 16-17, for de-
  tails, duration and damage caused by Ion Storms (as well as
  other stellar phenomena).
  Limitation: In order to cast this spell the mage must be in di-
  rect contact with the vacuum of space.
  Summon Meteor Shower
  Range: 3 miles (4.8 km).
  Area of Effect: Hits one large target (sub-capital ship or larger)
  or everything in a 100 foot (30.5 m) radius.
  Duration: One minute per level of experience.
  Saving Throw: Not applicable, except as a dodge. -3 to dodge
  for sub-capital ships, -5 to dodge for capital ships, and space sta-
  tions and moon bases cannot dodge.
  P.P.E.: Three Hundred, plus fifty for every increased level of
  intensity (e.g. 300 for a Type One shower, 350 for a Type Two,
  400 for a Type Three, 450 for a Type Four and 500 for a Type
  Five Meteor Shower).
  This spell summons a meteor shower of varying intensity.
  Damage, Duration and other aspects of the storm are as per
  its level of intensity. See the description of Meteor Showers in
  Rifts® Dimension Book Six: Three Galaxies™, pages 21-23,
  for details and damage caused by Meteor Showers (as well as
  other stellar phenomena). Duration is as per the spell caster,
  though he can end the spell anytime he desires
  Limitation: In order to cast this spell the mage must be in di-
  rect contact with the vacuum of space. Cannot be summoned to
  strike a planet or moon with an atmosphere.
  Superluminal Speed (FTL)
  Range: Self or one other by touch.
  Duration: Two hours per level of the caster.
  Saving Throw: Standard for unwilling victims.
  P.P.E.: Two Hundred and Fifty
  This powerful enchantment enables the spell caster or an-
  other character, or a small spacecraft (no larger than a shuttle),
  to travel faster than the speed of light. The recipient of the
  magic is transformed into pure energy and able to travel at a
  speed of two light-years per hour, per level of the spell caster.
  This spell can only be cast in the vacuum of space. The only
  drawback to this spell is the size limitation and that the spell
  caster has no means of true navigation unless used in conjunc-
  tion with the Stellar Navigation Spell while traveling FTL in en-
  124
  
  ergy form. The spell is typically reserved for in-system travel. It
  takes only one melee round (15 seconds) to attain top speed, but
  one minute to slow down to a dead stop.
  Level Thirteen
  Asteroid Strike
  Range: 600 feet (183 m) per level of the spell caster.
  Damage: 1D6x1000 M.D.
  Duration: Instant (about 4 seconds).
  Saving Throw: Not applicable, except as a dodge with a +1 to
  dodge for shuttles and smaller vessels, -3 for sub-capital space-
  ships and -5 to dodge for capital vessels. -10 to dodge for space
  stations, super-capital ships and dreadnoughts.
  P.P.E.: Five Hundred and Fifty
  A directed attack that is leveled against one, specific, large
  target such as a sub-capital or larger spacecraft. The attack can
  only be performed in outer space, NOT in an atmosphere nor
  against the surface of a planet.
  Solar Flare
  Range: Up to 1,200 miles (1920 km) away, and has an area ef-
  fect of a 300 mile (480 km) radius.
  Duration: 1D6 hours +30 minutes per level of the spell caster.
  Saving Throw: Not applicable.
  P.P.E.: Five Hundred
  The magic causes a solar flare to erupt, sending cosmic rays,
  fire and radiation into space. The flare affects a specific area of
  space and plays havoc with communications, radar, sensors and
  navigation equipment. The following effects and penalties ap-
  ply:
  � Reduce all communications and sensor range by 2D4x10%.
  � Any video/camera/surveillance systems are knocked out for
  the duration of the solar flare.
  � Targeting computers and radar systems randomly blink on
  and off. Roll percentile dice every time either is used:
  01-50% means the system is on and working fine. 51-00%
  means the system is off, unavailable, and any bonuses it pro-
  vided are momentarily gone.
  � Navigation systems are off target by 1D4x10%.
  � All sensor data is scrambled, contradictory and unreliable;
  -40% skill penalty to read.
  � All computer programs and operations are sluggish and take
  twice as long as usual.
  � Weapon systems are sluggish, reduce the number of attacks
  per melee by one.
  Level Fourteen
  Create Nebula
  Range: Two miles (3.2 km) away per level of experience.
  Duration: One hour per level of experience.
  Saving Throw: Not applicable.
  P.P.E.: One Thousand
  This spell conjures forth all the loose matter in a given area,
  multiplies it and turns it into a nebula five miles (8 km) in diam-
  eter (spherical area of effect) per level of the spell caster’s expe-
  rience. Being caught inside it cause the following problems:
  � Visibility is poor, one mile (1.6 km), as if flying through a
  light fog.
  � Defensive shields fail! Force field systems are inoperable
  while inside the nebula, and though magic force fields re-
  main functional, they are at half their usual M.D.C.
  � Ship sensors and targeting computers are inoperable while
  inside the nebula. No combat bonuses. Flying and fighting
  via line of sight and human reaction.
  � Navigation and communications are reduced by 33% their
  usual range and operators are -30% on their skill rolls, and
  -60% to Sensory Equipment skill due to interference and un-
  reliable data readings, glitches and momentary freezing of
  images and data.
  � Turbulence inflicts a -20% to piloting and navigation skills.
  � Mega-Damage from bursts of heat and/or caustic gas inside
  the nebula inflict 1D4x10 M.D. every minute to all spacecraft
  trapped inside the nebula (damage is usually to the main
  body of the vessel).
  � Going into FTL or warp drive while inside a nebula sends the
  vessel 2D4x10 light-years off course.
  Note: Robots and A.I.s suffer all the above penalties as well.
  Limitation: In order to cast this spell the mage must be in direct
  contact with the vacuum of space. Cannot be summoned to
  strike a planet or moon with an atmosphere.
  Create Wormhole
  Range: Can be cast one mile (1.6 km) away per level of experi-
  ence.
  Duration: One melee per level of experience.
  Saving Throw: Not applicable.
  P.P.E.: Nine Hundred
  This spell opens a micro-wormhole to be used as a means of
  escape. However, as it is a desperate form of transportation, the
  spell caster cannot designate where the wormhole spits him or
  the vessel out. It can send its passengers in any direction from
  the starting point and 1D6 light-years away per level of the spell
  caster’s experience. Can be used on any size ship.
  Limitation: In order to cast this spell the mage must be in di-
  rect contact with the vacuum of space or inside a spacecraft in
  space, but in the latter case, the entire vessel is wormhole
  shifted, not just the mage. Cannot be used against a planet or
  moon.
  Phoenix Light
  Range: Touch only.
  Duration: Two hours per level of the spell caster.
  Saving Throw: Not applicable.
  P.P.E.: One Thousand
  This spell is used as an alternative to the Rift Drive. When
  activated, this powerful spell envelops the spell caster’s ship
  125
  
  (any size short of a space station) with magic fire that slowly
  takes the shape of a giant bird-like creature. The ship can travel
  at a speed of two light-years per level of the spell caster, per
  hour. This spell requires the full concentration of the spell caster
  for the entire duration to maintain it. An added benefit is the
  spell caster is granted temporary Stellar Navigation at 88%. The
  spell caster does not need to be directly exposed to a vacuum to
  cast this spell, but it only works in spacecraft designed for inter-
  stellar travel.
  Summon Comet
  Range: Five miles (8 km) per level of the spell caster and the
  size of the comet is one mile (1.6 km).
  Duration: Two minutes per level of experience.
  Saving Throw: Dodge! Sub-capital ships are -3 to dodge and
  larger vessels are -6 to dodge.
  P.P.E.: Two Thousand
  The spell summons a comet to be used as a large projectile
  that the mage can control! The comet can be directed at any
  large object (sub-capital ship or larger) in space and is +5 to
  strike targets within five miles (8 km) of the spell caster. Be-
  yond the five miles (8 km) the comet is +2 to strike.
  Damage: 2D4x1000 M.D. +200 M.D. per level of experi-
  ence with a direct hit, but every spacecraft to which the comet
  comes within a half mile (0.8 km) suffers 1D6x100 M.D. from
  its vapor cloud and space particles. Note that any ships smaller
  than sub-capital that get in the direct path of the comet take
  2D6x100 M.D. and are pushed out of its path as the comet con-
  tinues toward a larger target. The comet does not stop until it
  strikes something the size of a sub-capital spaceship or larger.
  Other damage: If the comet collides with a ship, crew mem-
  bers not strapped down will be tossed around, taking 6D6
  S.D.C. for each comet strike. Even those strapped into a chair
  will take 1D6 S.D.C. If the crew is prepared for the impact, and
  have at least one melee’s warning, they only take 3D6 S.D.C.
  and if they can roll a 15 or higher with impact/fall they can fur-
  ther reduce the damage by half.
  The advantage of this spell is its range, size and collateral
  damage the comet inflicts on its path to its intended target. Due
  to the size of the comet, smaller ships are swept aside like leaves
  in the wind and the comet continues on its course for the dura-
  tion of the spell, damaging everything in its path until it strikes
  something big. Note: This spell does not work in an atmosphere
  and cannot be sent against a planet or moon with an atmosphere.
  Nexus Space Warp
  Range: Varies.
  Duration: Instant.
  Saving Throw: Not applicable.
  P.P.E.: Seven Hundred and Fifty-Five
  The spell enables the space vessel to pop from one space
  nexus point to the next nearest space nexus in 1D6 minutes.
  Given enough P.P.E., the ship can hop light-years away, from
  one nexus point to the next, nearest nexus in a matter of 1D6
  minutes. It is also a great way to escape an enemy, fast.
  Level Fifteen
  Create Gravity Well
  Range: Can be cast up to 400 miles (640 km) away, and affects
  everything within a 100 mile (160 km) radius.
  Duration: Five minutes per level of the spell caster’s experi-
  ence.
  Saving Throw: Not applicable.
  P.P.E.: One Thousand One Hundred
  This powerful spell is used to trap and contain enemy space-
  craft by creating a super-heavy, artificial gravity well. The grav-
  ity well pulls any vessel traveling at FTL speed within a 100
  mile (160 km) radius of the gravity well out of warp and pre-
  vents it and all other vessels in the area of effect from being able
  to engage FTL systems. Furthermore, the influence of the grav-
  ity well reduces the speed of all other space travelers by half!
  With this field, the mage can “lock down” a fleet of sub-capital
  and capital ships in preparation for a strike from his own fleet,
  stall an attacking fleet, or set up an ambush.
  Metamorphosis: Creature of Light
  Range: Self or one other by touch.
  Duration: One hour per level of the spell caster when just fly-
  ing, three minutes per level when engaging in combat or other
  interaction with the physical world.
  Saving Throw: Standard
  P.P.E.: Two Thousand Five Hundred
  This powerful spell transforms the spell caster into pure light
  energy. This makes the mage an M.D.C. creature with P.E.
  times 10 in M.D.C. (Mega-Damage creatures add 500 M.D.C.)
  and he can fly in space at a speed of 2 light-years per hour per
  level of the spell caster. Sub-light Speed is Mach One for each
  Spd attribute, so a character with a Spd of 9 can fly at Mach 9, a
  character with a Spd of 24 can fly Mach 24. As a Creature of
  Light, the mage is impervious to energy attacks of all kinds, in-
  cluding radiation, heat, fire, lasers, plasma, particle beams and
  others. However, explosives, magic, and psionics do full dam-
  age. Also, the mage gains the ability to fire lasers that inflict
  1D6 to 6D6 M.D. per blast (the exact amount of damage is up to
  the character, he is +2 to strike with the blast, and range is 1,000
  feet/305 m +300 feet/91.5 m per additional level of experience).
  Strength and Physical Endurance become Supernatural, +1 at-
  tack per melee, +2 on initiative, +1 to strike, +5 to auto-dodge
  (the act of dodging does not use up a melee attack) and can see
  all spectrums of light for the duration of the spell.
  New Temporal Magic
  Double Paradox
  Range: Self or one other by touch.
  Duration: Two melee rounds per level of experience.
  P.P.E.: Ninety-Five
  Level: Considered a 10th level spell.
  Saving Throw: Standard for those choosing to resist. Also note that
  the time-stream automatically resists this spell and gets a saving
  126
  
  throw at +1, so each time it is cast, there is a chance of it not working.
  If the flow of time (the G.M.) makes a successful saving throw, the
  spell does not work.
  Note: This is one of the new spells uncovered in the ruins of
  Ghenhey.
  For a few brief moments the spell caster exists in two places at
  once! The stats, clothing/appearance and equipment are identical for
  each, as of the moment the spell was cast. However, Hit Points and
  S.D.C. (M.D.C. for Mega-Damage beings), P.P.E., and I.S.P. are di-
  vided in half. While co-existing at the same time in two different
  places, the character remains linked to his other self, has a clear idea
  of what he is doing in both places and suffers identical injury. Thus, if
  wine is spilled on his shirt at one location, it appears on his shirt at the
  other. Likewise, if the character is wounded at one location, a dupli-
  cate wound appears on him at the other, and both selves feel the pain
  and suffer the same damage, effects, penalties and stat modifications.
  The spell caster has all the advantages of being in two places at
  once, and the character can fight two foes simultaneously, do various
  tasks at the same time, and even cast spells at the same time. How-
  ever, both are using up the same P.P.E. (or I.S.P.) reserve, and falling
  under attack and suffering damage at both locations could kill him
  fast. The spell can be ended at will, causing one of his selves to van-
  ish at one location and appear, for an instant, and merge with the
  other. This is disorienting, and the sudden spatial shift and merging
  leaves the character dazed for 1D4 melee rounds in which attacks per
  melee, all combat bonuses, Spd and skill proficiencies are reduced by
  half.
  Resistance to Time Warps/Stop Time
  Range: Self or another by touch.
  Area of Effect: 5 foot (1.5 m) diameter +2 feet (0.6 m) per additional
  level of the mage.
  Duration: One minute per level of the spell caster.
  Saving Throw: Not applicable.
  P.P.E.: One Hundred and Twenty
  Level: Considered an 11th level spell.
  Note: This is one of the new spells found in the ruins of Ghenhey.
  If the spell caster fears he may be attacked with any time distortion
  spell, he can cast this preventative invocation on himself. Then, if
  such a spell is used against him by an enemy, the mage has a good
  chance of escaping its effects. If this spell is in place when a Time
  Stop spell is cast, the character is impervious to it and is NOT stopped
  in time. However, he will realize what magic is being sent against
  him, and may pretend to be affected/stopped. Against all other Time
  Warp magic, including Temporal Blast, a character protected by this
  spell is +3 to save (in addition to any other save vs magic bonuses he
  might have), and even if he fails to save, the duration, damage and ef-
  fects of the magical attack are HALF.
  See Temporal Anomaly
  Range: Self.
  Duration: Three minutes per level of the caster.
  Saving Throw: Not applicable.
  P.P.E.: Thirty
  Level: Considered an 8th level spell.
  This spell works well in conjunction with Sense Temporal Anom-
  aly and makes the character able to see the flow of time as if he were
  traveling down a huge river. Temporal disturbances stick out like
  large rocks in a river. Where the water is disturbed by the rocks, so is
  the flow of time when temporal anomalies occur. They also cause rip-
  ples, which can be clearly seen with this spell.
  The mage is also able to see (the river flows around
  these), (where the flow of time may be diverted such as
  at a Temporal Nexus) and if someone cast a Time Jump spell. The
  character literally sees the time traveler going through time. He will
  appear to be way down the “river” (going with the flow) if going for-
  ward in time and up the “river” (going against the flow) if going back
  in time. The mage can even estimate how long of a Time Jump an-
  other spell caster made. Base skill is 32% +4% per additional level of
  experience. If successful, he is accurate within 1D4 minutes. If unsuc-
  cessful, he has no clue and will have to wait at least an hour to try the
  spell again. This is because time is constantly flowing and the mage
  will need a different reference point in time to tell.
  Sense Temporal Anomaly
  Range: Self.
  Duration: Three minutes per level of the spell caster.
  Saving Throw: Not applicable.
  P.P.E.: Thirty
  Level: Considered an 8th level spell.
  The spell caster can sense when the flow of time has been dis-
  turbed in a given area and can tell if someone did a Time Jump (back-
  ward or forward) or if any other Temporal Magic spell has been
  recently used and what it was. He can also sense any sort of dimen-
  sional Rift, teleportation, or time distortion and whether it is a natural
  occurring phenomenon or the result of magic. Temporal spells leave a
  very distinctive mark in the flow of time, and those that alter time cre-
  ate a “ripple” that lasts one hour for every 5 P.P.E. spent. So if a Tem-
  poral Warrior did a Fast Forward spell the ripple effect would last for
  fourteen hours (70 P.P.E.). This can give the spell caster a significant
  advantage when trying to determine when events took place and who
  might be responsible. The spell caster also gains the following abili-
  ties:
  � Sense the opening and closing of Temporal Rifts. Note: These are
  very rare and an uncommon phenomenon. They only occur where
  the temporal/dimensional fabric is weakest, which is most likely at
  super nexus points or even magic triangles. Timing is also a key
  factor. Big events such as planetary alignments, winter and sum-
  mer solstice, and lunar eclipses are the only known times they oc-
  cur. Range is 50 miles (80 km).
  � Sense the use of Time Warp spells within a one mile (1.6 km) ra-
  dius.
  � Sense Temporal Raiders within a 1,000 foot (305 m) radius. Only
  knows if they are close or far and the general direction is vague.
  � Can tell if he has traveled through time unknowingly and a general
  idea of how far he has traveled.
  � Can determine the duration of a Time Barrier roll: If successful the
  caster knows exactly, if unsuccessful the caster is unsure until the
  duration is elapsed. 35% +5% per additional level of experience.
  Sense Time
  Range: Self or 2 by touch.
  Duration: 5 minutes per level of experience.
  Saving Throw: Standard.
  P.P.E.: Twenty
  Level: Considered a 7th level spell.
  A very useful spell created by Temporal mages, it first was devel-
  oped to negate the effects of a Time Deprivation spell (T-Dep), pro-
  viding the afflicted person with another saving throw at +3. The
  second effect of the spell allows the the recipient of the enchantment
  to know the exact time, down to the second, without the need for an
  actual timepiece.
  127
  
  Temporal Blast
  Range: 100 feet (30.5 m) +50 feet (15.2 m) per level of experience.
  Damage: 2D6 direct to Hit Points to mortals, 2D6 M.D. to
  Mega-Damage beings.
  Duration: Duration of side effects and penalties is two minutes per
  level of experience.
  Saving Throw: Standard.
  P.P.E.: Twenty
  Level: Considered a 7th level spell.
  The spell caster fires a bolt of Temporal Energy directed at a spe-
  cific limb of the intended target; typically an arm or leg. Roll to strike
  at +3 when the target is under 100 feet (30.5 m) away and +1 to strike
  when the subject is at a greater distance. The beam of Temporal En-
  ergy rapidly ages the limb to the maximum of that race’s life expec-
  tancy, effectively rendering it weak and impaired; reduce P.S., P.P.,
  and when applicable, Spd, by 90%. The arm and fingers become with-
  ered, wrinkled, stiff and achy, the fingernails grow long and curled,
  the hands become gnarled, while legs atrophy, stiffen and are barely
  able to support the weight of the body.
  If one arm is affected, the penalties are: –1 on initiative, all
  other combat bonuses are –2, and the strength in that one arm and
  hand are vastly diminished, which may make using heavy weapons
  and tools, as well as the performance of certain skills, impossible or
  very difficult with that arm; at best the affected arm and hand suffer a
  -35% skill penalty.
  If both arms of a humanoid are affected, the penalties are: –2
  on initiative, all other combat bonuses are –3, and the strength in both
  arms and hands is vastly diminished, making it impossible to use any
  weapon or tool weighing more than seven pounds (3.1 kg), and the
  performance of most skills are very difficult, at best -70% skill pen-
  alty.
  If one leg is affected, the penalties are: -1 attack per melee
  round, –1 on initiative, -3 to dodge, -2 to all other combat bonuses
  and Spd is reduced by half. The character can move, but his good,
  young leg handles most of the load and he walks with a noticeable
  limp, dragging the aged, weak leg behind him.
  If both legs of a humanoid are affected, the penalties are: Re-
  duce attacks per melee by half, –2 on initiative, -6 to dodge, and -3 to
  all combat bonuses, and Spd is reduced by 90%. The character can
  barely stand straight or hobble along at a crawl. It is best if the char-
  acter can find some sort of support to brace himself with in order to
  stay standing.
  Random Hit Location (Optional): 01-20% right arm, 21-50% right
  leg, 51-70% left arm, and 71-100% left leg.
  Note: This spell does not fully affect creatures of magic or super-
  natural beings, however they are still subject to the damage. While the
  Temporal Blast may not age them, it is still a blast of Temporal En-
  ergy and it hurts.
  Time Warp: Causality Loop
  Range: 100 feet (30 m) plus 20 feet (6.1 m) per level of experience to
  a 10 foot (3 m) area per level.
  Duration: 15 minutes and repeats one time plus once per additional
  level of the spell caster. Repeats once at level one, twice at level two,
  three times at level three, etc.
  Saving Throw: Special.
  P.P.E.: Two Hundred and Fifty
  Level: Considered a 12th level spell.
  Note: This is one of the new spells uncovered in the ruins of
  Ghenhey.
  The spell caster creates a Temporal which makes
  time repeat the last fifteen minutes once per level of the spell caster.
  This spell affects all people in the area of effect. Those who are
  caught in the loop repeat the last 15 minutes of their lives, completely
  unaware that events are repeating. They simply have an odd sense of
  deja vu. Should it repeat again, all characters get to make a saving
  throw, but at -3 to save. If it repeats again, they get to save but with a
  penalty of -2. The penalty goes down each time until the saving throw
  is standard.
  Example: A 4th level Temporal Wizard casts the spell on a group
  of pursuers. At the point of the spell being cast, those in the affected
  area go back in time and repeat the last 15 minutes. Because the Wiz-
  ard is 4th level, the group repeats the last 15 minutes FOUR times,
  giving the spell caster up to an hour head start. On the first loop, no
  one saves and time repeats until the point of the spell being cast, and
  15 minutes has passed. The second loop, people start to realize some-
  thing is wrong, but they are -3 to save. The third loop, they are -2 to
  save. By the fourth loop, they all realize they are caught in a time
  loop, but are -1 to save. If a saving throw was successful, that individ-
  ual character pops out of the loop, but some or all of his companions
  may still be going back in time to relive the experience. And because
  they are actually going back in time and reliving the exact experience,
  even characters who make their saving throw are with them because
  they were with them when it all first happened. However, the charac-
  ter free from the loop can take action, but at least 15 minutes have
  passed, and his attacker may be long gone or up to no good, any-
  where. When the spell ends and the characters are all free of the time
  loop, it is as if they just lost the time they were caught in the Causality
  Loop.
  Any mage familiar with Temporal Magic will sense a temporal
  anomaly after the first Causality Loop, and immediately know what is
  happening. He can also try to take measures to cancel and stop the
  magic loop. Negate Magic can work, but suffers a penalty of -5, Dis-
  pel Magic Barriers is -8, Anti-Magic Cloud has a standard saving
  throw, and Time Maelstrom is +3 but the characters all suffer the ef-
  fect of that spell.
  Time Warp: Stop Time
  Range: Up to 10 feet (3 m) away per level of the spell caster.
  Area of Effect: 5 foot (1.5 m) diameter +2 feet (0.6 m) per additional
  level of the mage.
  Duration: One melee round (15 seconds) per level of the spell caster.
  Saving Throw: Not applicable.
  P.P.E.: Seventy
  Level: Considered a 9th level spell.
  This powerful Temporal Magic spell freezes time in the area af-
  fected. Everyone and everything caught in the area, stops as if time is
  standing still (and it is, in that area). At the end of the duration, all
  characters who were stopped in time have no idea what happened. For
  them, it is as if nothing happened and it is the very next second. The
  only way one might suspect is when they see that their watch is off by
  so many seconds or minutes. Anyone or anything that enters the area
  of effect, including the spell caster, is also stopped in time.
  As a temporal distortion, no hostile action can be taken against
  anyone stopped in time, but while they are stopped, the spell caster
  (and company) may be able to take some quick action, snoop around,
  steal something outside the area of effect, make good their escape,
  and so on. Everything that happens around the characters while they
  are temporarily frozen in time is unseen and unknown to them, be-
  cause it didn’t happen in their time frame.
  Teams of Temporal Warriors have been known to cast this spell at
  several strategic areas, stopping time around them, to provide a clear,
  quick path to a particular place, item or objective.
  128
  
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  Beyond the Supernatural™ RPG        Nightbane® RPG
  Other horror titles from Palladium Books®
  Fear the Reaper™ Sourcebook
   Heroes who, like knights of old, travel the highways fighting zombies 
  and helping survivors.
  ● Comprehensive background on the Road Reapers.
  ● Their code, missions, weapons, strategies and tactics.
  ● The Terror Zombie and more.
  ● $12.95 
  ● $12.95 retail – 48 pages – Cat. No. 234. Available now.
  Graveyard Earth™ Sourcebook
   The Zombie Apocalypse across the globe; provides a world overview 
  and many adventure ideas.
  ● Many tables for settings, encounters and adventure hooks.
  ● Random Safe Havens by region, and Survivor Leaders.
  ● How to get home from abroad, zombie threat levels & more.
  ● $12.95 
  ● $12.95 retail – 64 pages – Cat. No. 235. Available now.
  Hell Followed™ Sourcebook
   This big, 160 page sourcebook begins to redefine the zombie genre. It 
  broadens the field of possibilities and expands upon the modern zombie 
  mythos. It is full of twists and surprises you will not expect.
  ● 11 new types of terrifying zombies.
  ● 7 player characters, plus Masked Lunatics – heroes or madmen?
  ● 21 disasters to complicate survival, and urban survival.
  ● 21 disasters to complicate survival, and urban survival.
  ● Government enclaves, conspiracy theories and more.
  ● $20.95 retail – 160 pages – Cat. No. 236. Available now.
  The Dead Reign® RPG series
  Dead Reign® RPG – “Core Rules.” It is the aftermath of the zombie 
  apocalypse. The dead reign and the living fight against impossible odds. 
  Can you survive? Find out with this fast-paced horror game. Easy to 
  learn. Fast character creation and combat.
  ● Zombie combat and survival rules, vehicles and equipment.
  ● 
  ● 6 iconic Character Classes plus Ordinary People (40+ occupations).
  ● 7 types of zombies, plus the Half-Living.
  ● 101 Random Scenarios, Encounters, Settings and other tables.
  ● $22.95 retail – 224 pages – Cat. No. 230. Available now.
  Civilization Gone™ Sourcebook
  Civilization has crumbled to nothing. There is no army. No govern-
  ment. No help coming. What now?
  ● Madmen, Psychopaths, villains, heroes and protectors.
  ● House, home and survivor camp tables, resources & encounters.
  ● $12.92 retail – 64 pages – Cat. No. 231. Available now.
  Dark Places™ Sourcebook
  Travel the rails and urban underground to move about undetected by 
  zombies.
  ● Worm Meat, Bug Boy, Sewer Crawler & Impersonator Zombies.
  ●● Traveling the rails, sewers and other dark places.
  ● Random encounter tables, boxcar content tables, and much more.
  ● $12.92 retail – 64 pages – Cat. No. 232. Available now.
  Endless Dead™ Sourcebook
  The zombies grow in number and strangeness. Can humankind 
  survive?
  ● Zombie amalgamations, tables and encounters.
  ● New playe
  ● New player characters & timetables for your campaign.
  ● Weaponizing vehicles, vehicle combat rules, and military bases.
  ● Creating survivor caravans, hideouts, Safe Havens & more.
  ● $16.95 retail – 96 pages – Cat. No. 233. Available now.
  Can YOU survive the Zombie Apocalypse?
  
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  Rifts® Dimension Book™ 13:
  Fleets of the Three Galaxies™
  Fleets of the Three Galaxies™ presents the more powerful fleets in the Galaxies, key figures, notable locations, brewing problems, 
  avenues for adventure, new spacecraft, notable gear and Space Magic.
  More
  More than that, it helps to crystallize the politics and powers that be in the Galaxies as well as reveal long standing feuds, growing aggres-
  sion and secret plots. Plus it can be used in conjunction with the battle between demons and Deevils as the Minion War™ spills across the 
  Megaverse®.
  ! 17 new major spacecraft, from fighters to dreadnoughts.
  ! Space tugs, lifeboats and special gear.
  ! Missiles and weapon systems.
  ! Classification of ships and common features.
  ! Spaceship creation guidelines and random ship damage table.
  ! History and insight to key fleets and races.
  ! Fleet ranks, background and notable figures.
  ! Common strategies and tactics in space combat.
  ! Fleet formations and notable spacecraft of the Dominators, Splugorth, Naruni, CCW, TGE and other key powers.
  ! Three Galaxies time-line.
  ! Space magic, many adventure ideas and more. 128 pages.
  Unleash you
  Unleash your imagination and Explore the Megaverse®
  $16.95
  Cat. No. 880
  ISBN-10: 1-57457-147-8
  ISBN-13: 978-1-57457-147-9
  www.palladiumbooks.com
  ®
  At stores 
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  Minion War™ Titles
  ! Dimension Book 10: Hades (Demon Hell described)
  ! Dimension Book 11: Dyval™ (Deevil Hell described)
  ! Dimension Book 12: Dimensional Outbreak™ (Phase World®)
  ! Heroes of the Megaverse® (Phase World®)
  ! Armageddon Unlimited™ (Heroes Unlimited™ crossover)
  !! Rifts® Megaverse® in Flames™ (Minion War™ for Rifts®)
  Robotech® The Shadow Chronicles® RPG
  Robotech is back, redone and better than ever.
  ! Mecha, power armor, spacecraft, aliens & more.
  ! Quick-roll character creation takes 15 minutes.
  ! A complete role-playing game.
  ! The Macross® Saga Sourcebook – available now.
  !! The Masters Saga™ Sourcebook – available now.
  ! Robotech® Expeditionary Force Marines™ – available now.
  ! Robotech® New Generation Sourcebook™ – available now.
  Dead Reign® Role-Playing Game
  The dead have risen to attack the living. Civilization has crumbled. 
  Survivors are on their own. This is the Zombie Apocalypse.
  ! In-depth data on zombies; 7 different zombie types.  
  !! Fighting zombies and human resources.
  ! Six character classes and ordinary people.
  ! Fast playing and easy to learn.
  ! 224 pages. A complete role-playing game.
  Also from Palladium Books®
  
SOURCE: textdata/thevault/RIFTS/Dimension Books/Rifts - Dimension Book 13 - Phaseworld Fleets of the Three Galaxies - PAL880P.pdf