Monday, February 27, 2012

From the Kill Pile: Dragon Pact Warlock

Sometime I'll actually find time to write something new as opposed to just churning up old stuff.  This is another pact from the Warlock project for Goodman Games that fell through.  Of the three I did (Time, Dragon, Undeath) it was the least interesting I thought.  Or at least the most conventional.  The next post will have the appropriate feats, paragon paths, etc.

Dragon Pact Warlock


Dragons are some of the most powerful creatures found in any world, able to turn entire armies to cinders with their elemental power. Their capacity and appetite for destruction are immense, traits that create both fear and awe in the many creatures unfortunate enough to live in territory claimed by a dragon. While most simply cower at the mere mention of dragons, a brave few seek them out to try and gain some fragment of draconic power. Such individuals most often end up as a snack, but a rare few manage create enough of an impression to be taken as the dragon’s servant. Most such individuals are dragonborn or humans, but all races have bowed their heads the service of dragons at one time or another.

You have struck a deal with one of the great dragons, trading your service for some small fraction of its power. Some dragons forge such pacts to give themselves agents in the mortal world; some use their warlocks as part of millennia-long games of chess with their draconic rivals, while others simply enjoy the chaos their boons can create. Regardless of the intent, the power of the dragon is a raging, elemental force of immense destructive potential.

At character creation the dragon pact warlock must determine what sort of dragon he has forged a pact with. All the warlock’s spells that reference a draconic element as a damage type use the damage type of the breath weapon of the dragon that is the warlock’s master. So a dragon pact warlock who is bound to a black dragon inflicts acid damage with his dragon’s breath spell, while one bound to a white dragon would inflict cold damage.

Draconic Breath: You know the dragon’s breath at-will spell.
Draconic Hide: By channeling the power of your slain enemies, you are able to empower yourself with the skin of your dragon master, increasing your defenses.

When an enemy under your Warlock’s Curse is reduced to 0 hit points or fewer, you gain a +2 bonus to AC until the end of your next turn. This bonus is cumulative; if three creatures drop to 0 hit points you gain a +6 bonus to AC until the end of your next turn.

New Keyword
Draconic Element: A power with this keyword inflicts energy damage of the same type as the dragon you have forged a pact with. If you are not a dragon pact warlock, you must choose the type of energy damage a power with the draconic element keyword inflicts when you gain the power; the type of energy damage does not change. Powers with the draconic element keyword are considered to have the keyword of the energy damage type they inflict.

Level 1 At-Will Spells
Dragon’s Breath Warlock (Dragon) Attack 1
The power of your dragon master flows through you, destroying your enemies as his agent.
At-Will Arcane, Draconic Element, Implement
Standard Action Ranged 10
Target: One creature
Attack: Constitution vs. Reflex
Hit: 1d6 + Constitution modifier draconic element damage. If the target does not move at least a number of squares equal to your Constitution by the end of it's next turn it takes an additional 1d6 + Constitution modifier damage.
Increase damage to 2d6 + Constitution modifier at 21st level.
Level 1 Encounter Spells
Draconic Fear Warlock (Dragon) Attack 1
Dragons inspire great terror in those who behold them, and while you only have a fragment of a dragon’s power, you can still instill awe in those who are foolish enough to oppose you.
Encounter Arcane, Implement, Fear, Psychic
Standard Action Close blast 2
Target: Each enemy in blast
Attack: Constitution vs. Will
Hit: 2d6 + Constitution modifier psychic damage and the target suffers a -2 penalty to attack rolls until the end of its next turn.
Dragon Pact: The penalty to attack rolls is equal to 1 + Intelligence modifier. .

Dragon’s Fury Warlock (Dragon) Attack 1
Burning your enemy to the core, you weaken his defenses against further attacks of your dragon master’s element.
Encounter Arcane, Draconic Element, Implement
Standard Action Ranged 10
Target: One creature
Attack: Constitution vs. Reflex
Hit: 2d8 + Constitution modifier draconic element damage, and the target gains vulnerable (draconic element) 5 until the end of your next turn.
Dragon Pact: The target gains vulnerable (draconic element) 5 + your Intelligence modifier until the end of your next turn.

Level 1 Daily Spells
Draconic Form Warlock (Dragon) Attack 1
Accepting the elemental power into your own body you glow with a nimbus of energy that shields you and adds power to your attacks.
Daily Arcane, Draconic Element
Standard Action Personal
Effect: Gain resist 5 + your Constitution modifier to your draconic element and any attacks you make that have the draconic element keyword inflict +1d6 draconic element damage for the rest of the encounter.

Elemental Cascade Warlock (Dragon) Attack 1
With a titanic blast of elemental energy, you damage the tie your target has to that element, making it difficult for him to resist it for a short time.
Daily Arcane, Draconic Element, Implement
Standard Action Ranged 10
Target: One creature
Attack: Constitution vs. Reflex
Hit: 3d8 + Constitution modifier draconic element damage, and the target grants combat advantage when targeted by abilities that have the same keyword as the draconic element type used with this ability (save ends).
Miss: Half damage, and the target does not grant combat advantage.

Level 2 Utility Spells
The Power of the Dragon Host Warlock (Dragon) Utility 2
Reaching beyond the spells of your specific dragon master, you are able to draw on the spells of other dragons and widen the array of attacks at your disposal.
Daily Arcane
Minor Action Personal
Effect: Choose one element aside from your draconic element that is used by a dragon as its breath weapon. That element is also considered your draconic element for the rest of the encounter. Any time you use a draconic element spell, you choose which of the two elements the spell uses.

Level 3 Encounter Powers
Claws of the Dragon Warlock (Dragon) Attack 3
Many a foolish dragon slayer has concentrated on dealing with his prey’s breath weapon while ignoring the claws of the beast. Able to rend steel as if it were cotton, the claws of a dragon are not to be underestimated. Twisting flesh to scales and hands to claws, your arms become those of a dragon.
Encounter Arcane, Implement
Standard Action Melee
Targets: One or two creatures
Attack: Constitution +2 vs. AC, one attack may be made against two creatures or two attacks may be made against one creature
Hit: 2d6 + Constitution modifier damage
Dragon Pact: The target is also pushed a number of squares equal to your Intelligence modifier.

Fury of the White Dragon Warlock (Dragon) Attack 3
Calling forth the power of the white dragon, you unleash a blast of horrible cold that freeze your enemies where they stand.
Encounter Arcane, Cold, Implement
Standard Action Ranged 10
Target: One creature
Attack: Constitution vs. Reflex
Hit: 3d6 + Constitution modifier cold damage, and the target is immobilized until the end of your next turn.
Dragon Pact: The target takes a penalty to Reflex defense equal to your Intelligence modifier until the end of your next turn.

Level 5 Daily Spells
Draconic Fount Warlock (Dragon) Attack 5
Sprouting up from below, your draconic element bursts forth beneath your target, enveloping him in its hateful matter.
Encounter Arcane, Draconic Element, Implement
Standard Action Area burst 1 within 10
Target: One creature
Attack: Constitution vs. Reflex
Hit: 3d6 + Constitution modifier draconic element damage, and the square occupied by the target is considered difficult terrain. Any creature passing through or beginning its turn in the square is subject to another attack. The fount continues until the beginning of your next turn.
Sustain Minor: The fount continues. Make an attack roll against any creature that enters the square or begins its turn there.

Unbroken Hide of the Dragon Warlock (Dragon) Daily 5
It is well known that dragonhide can turn aside arrows, swords, spells, and worse attacks. Wrapping yourself in its power shields you from attacks and makes you more resilient.
Daily Arcane, Polymorph
Standard Action Personal
Effect: You change your skin into dragon hide. You gain a +2 bonus to AC until the end of the encounter and gain temporary hit points equal to 10 + your Intelligence modifier.

Level 6 Utility Spells
Bloodied Fury Warlock (Dragon) Utility 6
When you are seriously injured, the power of the dragon wells up inside you, causing you to regain some of your power.
Daily Arcane, Draconic Element
Immediate Interrupt Personal
Trigger: The first time you are bloodied in an encounter.
Effect: You regain the use of one encounter ability with the draconic element keyword.

Level 7 Encounter Spells
Gloom of the Black Dragon Warlock (Dragon) Attack 7
Acidic mist spreads out from you, enveloping those nearby and making it all but impossible for your enemies to see through the mist.
Encounter Acid, Arcane
Standard Action Close burst 2
Effect: This power creates a zone of acidic darkness that remains in place until the beginning of your next turn. The zone provides total concealment for any creatures attacked through the zone except for attacks made by you. Creatures under the effect of your Warlock’s Curse suffer 5 acid damage if they begin their turns or move into the zone. The zone moves with you.
Sustain Minor: The zone may be sustained as a minor action.
Dragon Pact: Creatures taking damage from this power suffer 5 + your Intelligence modifier acid damage.

Maw of the Dragon Warlock (Dragon) Attack 7
You summon up the spectral form of your master around you and use its teeth to lash out at your enemies. Such a bite carries the merest taste of the terrible breath weapon contained within.
Encounter Arcane, Draconic Element, Implement
Standard Action Melee 2
Target: One creature
Attack: Constitution +2 vs. AC
Hit: 2d8 + Constitution modifier damage. Make a secondary attack.
Secondary Attack: Constitution vs. Fortitude
Hit: Target takes 5 + Constitution modifier ongoing draconic element damage (save ends).
Dragon Pact: The suffers a penalty to saving throws to end the ongoing damage equal to your Intelligence modifier.

Level 9 Daily Spells
Elemental Aura Warlock (Dragon) Attack 9
The air around you is filled with the influence of your draconic element, lashing out at all those who come near.
Daily Arcane, Draconic Element
Standard Action Personal
Targets: Each creature in burst
Effect: You are surrounded by an aura (aura 1) of draconic energy. Creatures that enter or start their turns in the aura take 10 draconic element damage. Creatures currently affected by your Warlock’s Curse that enter or start their turns in the aura take 15 draconic element damage. The aura remains until the end of your next turn.
Sustain Move: The aura persists.

Draconic Awe Warlock (Dragon) Attack 9
You take on the image of your dragon master in the eyes of your target, causing him to be dumbstruck by the illusion. If he does not shake off the fear quickly, it only gets worse for him.
Daily Arcane, Implement, Psychic
Standard Action Ranged 5
Target: One creature
Attack: Constitution vs. Will
Hit: 2d12 + Constitution modifier psychic damage, and the target grants combat advantage to you and your allies (save ends).
First Failed Save: The target is dazed (save ends).
Second Failed Save: The target is stunned (save ends).
Miss: Half damage, and the target does not grant combat advantage.

Level 10 Utility Spells
Dragon’s Curse Warlock (Dragon) Utility 10
Bringing forth the power of the dragon into your Warlock’s Curse, you make it all the harder for your enemies to throw of the damaging effects of your magics.
Encounter Arcane, Draconic Element, Implement
Minor Action Ranged 10
Effect: The target is affected by your Warlock’s Curse and the target takes a -2 penalty to all saving throws until the end of the encounter.

Level 13 Encounter Spells
Venom of the Green Dragon Warlock (Dragon) Attack 13
Conjuring up a small tooth from a green dragon, you hurl it at your enemy, filling his veins with poison on a successful attack. This poison not only damages the body but also weakens the mind.
Encounter Arcane, Implement, Poison
Standard Action Ranged 10
Target: One creature
Attack: Constitution vs. Reflex
Hit: 2d10 + Constitution modifier poison damage, and the target is dazed until the end of its next turn.
Dragon Pact: The target takes a penalty to Will equal to your Intelligence modifier until the end of your next turn.

Rending Strike Warlock (Dragon) Attack 13
Dragons often inflict vicious bites on those unfortunate enough to be caught in their grasp, an attack you mimic using the spectral form of your draconic master. Anyone so unlucky to be victim to the entire assault is not long for this world.
Encounter Arcane, Draconic Element, Implement
Standard Action Melee 3
Target: One creature
Attack: Constitution +2 vs. AC, two attacks
Hit: 2d6 + Constitution modifier damage. If both attacks hit, make a secondary attack.
Secondary Attack: Constitution vs. AC
Secondary Hit: 1d10 + Constitution modifier damage
Dragon Pact: The target also takes draconic element damage equal to your Intelligence modifier with each successful attack.

Level 15 Daily Spells
Draconic Blast Warlock (Dragon) Attack 15
The elemental fury of a dragon is not so weak as to be stopped by one creature. Instead it passes through, enveloping several targets in its killing embrace.
Daily Arcane, Draconic Element, Implement
Standard Action Ranged 10
Target: One creature
Attack: Constitution vs. Reflex
Hit: 4d10 + Constitution modifier draconic element damage. Make a secondary attack against an adjacent creature.
Secondary Attack: Constitution vs. Reflex
Secondary Hit: 3d10 + Constitution modifier draconic element damage. Make a tertiary attack against an adjacent creature that is not the original target.
Tertiary Attack: Constitution vs. Reflex
Tertiary Hit: 2d10 + Constitution modifier draconic element damage.
Miss: Half damage.

Burnt to the Bone Warlock (Dragon) Attack 15
You assault the target with an overwhelming storm of elemental energy that weakens his resistance to that element.
Daily Arcane, Draconic Element, Implement
Standard Action Ranged 10
Target: 1 creature
Attack: Constitution vs. Reflex
Hit: 5d10 + Constitution modifier draconic element damage, and the target loses half of any resistance it has against the draconic element used with this spell until the end of the encounter.
Miss: Half damage, and the target retains its resistance.

Level 16 Utility Spells
Overpowering Fury Warlock (Dragon) Utility 16
The power of the dragon will not be stayed, even from those defended from your elemental power.
Daily Arcane, Draconic Element
Minor Action Personal
Effect: Any attack using a spell with the draconic element keyword inflicts damage on all targets at least equal to your Constitution modifier regardless of attack rolls, damage rolls, resistances, or other defenses for the rest of the encounter. This power does not allow you to destroy minions on misses.

Level 17 Encounter Spells
Thunder of the Blue Dragon Warlock (Dragon) Attack 17
You slam your hands together, creating a massive thunderclap targeted at one of your enemies. It strikes with the force of an avalanche, knocking the target from his feet.
Encounter * Arcane, Implement, Thunder
Standard Action Ranged 5
Target: One creature
Attack: Constitution vs. Reflex
Hit: 3d8 + Constitution modifier thunder damage, and the target is knocked prone.
Dragon Pact: The target is also dazed until the end of your next turn.

Tail Slap Warlock (Dragon) Attack 17
Using the instinctual response of a dragon, you call up an arcane construct in the form of a dragon tail and attack those foolish enough to get close to you. They are sent reeling by the powerful blow.
Encounter * Arcane, Implement
Standard Action Ranged 3
Target: One creature
Attack: Constitution vs. Reflex
Hit: 3d10 + Constitution modifier damage, and the target is pushed 2 squares.
Dragon Pact: The target is pushed a number of squares equal to 2 + your Intelligence modifier.

Level 19 Daily Spells
Storm of the Dragon’s Eye Warlock (Dragon) Attack 19
Calling up the power of your dragon master’s fearsome breath weapon, you cut a wide swath of destruction across the battlefield, razing those who oppose you in a torrent of elemental power.
Daily Arcane, Draconic Element, Implement
Standard Action Close blast 5
Target: Each creature in blast
Attack: Constitution vs. Reflex
Hit: 3d10 + Constitution modifier draconic element damage.

Nimbus of Arator Warlock (Dragon) Attack 19
Using a trick developed by one of the first dragon warlocks, you envelope your target in a wreath of elemental energy, harming him but doing more serious damage to those nearby.
Daily Arcane, Draconic Element, Implement
Standard Action Ranged 5
Target: One creature
Attack: Constitution vs. Reflex
Hit: 2d10 + Constitution modifier draconic element damage.
Secondary Target: All enemies adjacent to the primary target.
Secondary Attack: Constitution vs. Reflex
Hit: All adjacent creatures suffer 3d10 + Constitution modifier draconic element damage.
Sustain Standard: Make a Constitution vs. Reflex attack against the target. If successful the target takes 1d10 + Constitution modifier draconic element damage and all adjacent creatures takes 2d10 + Constitution modifier draconic element damage. The spell ends on a miss.

Level 22 Utility Spells
Dragonflight Warlock (Dragon) Utility 22
The massive wings of a dragon form on your back, allowing you to take flight
Daily * Arcane, Polymorph
Minor Action Personal
Effect: You gain fly 6 (hover) until the end of the encounter or 5 minutes.

Level 23 Encounter Spells
Inferno of the Red Dragon Warlock (Dragon) Attack 23
You release a massive gout of flame, immolating your target and setting his very body on fire.
Encounter Arcane, Fire, Implement
Standard Action Ranged 10
Attack: Constitution vs. Reflex
Hit: 4d10 + Constitution modifier fire damage.
Secondary Target: The primary target
Secondary Attack: Constitution vs. Fortitude
Hit: The target's fire resistance is negated until the end of your next turn.
Dragon Pact: Enemies adjacent to the target suffer fire damage equal to your Intelligence modifier.

Skyward Assault Warlock (Dragon) Attack 23
Temporarily gaining the power of flight, you vault across the battlefield, striking your enemies as you do so.
Encounter Arcane, Draconic Element, Implement
Standard Action Ranged 10
Attack: Constitution vs. Reflex
Hit: 2d10 + Constitution modifier draconic element damage.
Effect: You may fly 6 squares in a straight line. You may make the attack associated with this spell against all creatures you fly over. If you do not end your turn on the ground, you float slowly to the ground without taking damage.
Dragon Pact: Your fly speed increases by a number of squares equal to your Intelligence modifier.

Level 25 Daily Spells
Cinder’s Storm Warlock (Dragon) Daily 25
A powerful font of elemental energy shoots from your body, consuming your target and spreading over those near him as well.
Daily Arcane, Draconic Element, Implement
Standard Action Ranged 10
Attack: Constitution vs. Reflex
Hit: 5d10 + Constitution modifier draconic element damage. Make a secondary attack against all adjacent creatures.
Secondary Attack: Constitution vs. Reflex
Secondary Hit: 3d10 + Constitution modifier draconic element damage.
Miss: Half damage, no secondary attacks.
Draconic Resistance Warlock (Dragon) Daily 25
Calling up the power of the chromatic dragons, you shield yourself with their elemental connections, allowing you to walk through fire, ice, and even poison unharmed.
Daily Arcane
Minor Action Personal
Effect: You gain resistance to acid, cold, fire, lightning, poison, and thunder equal to 10 + your Constitution modifier until the end of the encounter.

Level 27 Encounter Spells
Dual Breath of Tarril Kor
Combining the power of the draconic elements, you release two streams of elemental energy at the target, causing added distraction through the two pronged assault.
Encounter Arcane, Draconic Element, Implement
Standard Action Ranged 10
Target : One creature
Attack: Constitution vs. Reflex, two attacks
Hit: 3d8 + Constitution modifier damage of any two draconic element damage types. If both attacks hit, the target is stunned until the end of your next turn.
Dragon Pact: The target gains vulnerability to the two elements used in the spell equal to your Intelligence modifier until the end of your next turn.

Path of Destruction
Drawing a line across the battlefield, you project a blast of draconic energy across your enemies, felling them with raw elemental force.
Encounter * Arcane, Draconic Element, Implement
Standard Action Area wall 6 within 10
Target: All creatures in wall
Attack: Constitution vs. Reflex
Hit: 2d10 + Constitution modifier draconic element damage.
Dragon Pact: The target takes ongoing draconic element damage equal to your Intelligence modifier.

Level 29 Daily Spells
Wrath of the Chromatic Horde Warlock (Dragon) Attack 29
Calling on the spells of all chromatic dragons, you focus the power of the entire breadth of the draconic lineages, releasing a blast of elemental power using their combined might.
Daily Arcane, Draconic Element, Implement
Standard Action Ranged 10
Attack: Constitution vs. Reflex
Hit: 5d10 + Constitution modifier draconic element damage and the target takes ongoing 20 draconic element damage (save ends).
Each Successful Save: The ongoing damage decreases by 5 points, until it reaches 0.
Each Failed Save: The ongoing damage increases by 5 points.

Tide of Fangs Warlock (Dragon) Attack 29
Cloaking your arms in the claws and scales of the dragon, you reach into the ranks of your enemies and rend them to fragments with a flurry of quick, powerful strikes.
Daily * Arcane, Draconic, Element, Implement
Standard Action Close burst 3
Target: All creatures in area
Attack: Constitution +2 vs. AC
Hit: 3d10 + Constitution modifier damage, the target is knocked prone, and takes ongoing 15 draconic element damage (save ends).
Effect: You gain threatening reach 3 until the start of your next turn. When making an attack of opportunity during this time you inflict 5d8 + Constitution modifier damage.

Thursday, February 23, 2012

From the KIll PIle: Super flash back edition! Fading Suns!

Way back in...1996?  1997?  I got my break into the table top industry writing the space ship section of the Forbidden Tech book for Fading Suns.  I heartily blame Ian Lemke, Jennifer Harshorn, and Bill Bridges for my career from that point as Ian and Jen talked me up to Bill to help me get the gig.  Bill had the patience of a saint dealing with an overeager college kid getting his first writing gig and really making a mess of the first draft.  Basically my professional life came from that gig.  Setting the tone for many freelance gigs afterwards, I wrote too much but turned it all in just in case it was useful.  They did not use all the ships, but they used most of them.  Below are the ones they did not use, several of which include some in jokes to folks who played NERO Atlanta in the mid nineties.


Name: Freightmover
Grade: Lander
Builder: Martech (sub-guild of the Order of Engineers) at Leagueheim
Tech Level: 6
Length: 30 meters
Width: 10 meters
Crew: 2 (pilot and copilot)
Passengers: None
Cargo: Internal: None
            External: 100  metric tons
Maximum Sublight Speed: Mach 4
Maximum Spaces Per Turn: 1
Ship Vitality: 8
Armor:1
Weaponry: None
Maneuvering: -2
Supplies: 1 week
Firebird Cost:
Description:
This bulky craft is little more than a engine, a cockpit and a pair of cargo struts.  The engine and cockpit housing makes up the rear 10 meters of the ship while the rest of the length of the ship is the cargo struts.  The ship is sturdy and well built, but horribly slow and unmaneuverable.  Without a antigravity drive system the ship would never be able to leave orbit.  The two cargo struts are able to hold up too one hundred metric tons of cargo, either by magnetic bonding or fusion bonding capable containers.  The ship also has one loader arm located between the cargo struts, normally folded up in a protective housing.  The arm is controlled by the copilot and can lift up too twenty metric tons, either by magnetic bonding or a very large claw.  The ship is capable of landing without needing a spaceport, but it does need very level and clear terrain.
History:
The Freightmover is a old workhorse design that has been around since the 2nd Republic.  The design has been modified to use whatever technology is available at the time, but in general it has stayed pretty much the same.  These ships are the most common space to surface transports for large freighters and bulk haulers that would expend to much fuel landing themselves or are inca pable of landing period.  Many such ships carry one or two of these craft to do their loading and unloading.  Most spaceports also have a handful for rent for ships that do not have their own Freightmovers.  Freightmovers who have their antigravity drive disabled somehow are often used for surface to surface transport.  This is the kind of craft that many space freighter pilots get their start on, and many of the older pilots swear by Freightmovers for dependability and durability.  
Common Modifications:
The Freightmover is rarely modified as trying to make it do anything that haul cargo is pretty much a waste of time.  It is nowhere near tough enough to be a combat vessel, though some crews have added a light laser cannon for defense.  Other crews have tried to add more cargo struts, but the ship usually doesn't have the necessary thrust to get off the ground.  The Order of Engineers currently offers a modification package called the Backbrace, which increases the cargo capacity by thirty tons and the speed by +1.
Item: Time/Roll: Victory Points: Max Increase:
Armor Plating (per point)    14         10   +1 point
Armor Plating (per die)    10          6                +1 die
+1 movement                24         20   +1 spaces
Light laser    12          7      1 laser
Backbrace package    30         25   1 package        

Name: Ambrim 5700
Grade: Atmospheric
Builder: House Ambrim (A small allied noble house of al-Malik) at Criticorum Shipyards
Tech Level: 6
Length: 120 meters
Width: 40 meters with the side cargo struts, 20 meters without
Crew: 2 (pilot and engineer/gunner)
Passengers: 2
Cargo: Internal: 2  metric tons
            External: 450 metric tons
Maximum Sublight Speed: 15% the speed of light
Maximum Spaces Per Turn: 12
Maximum Number of Jumps Before Refueling: 3 (It takes 46 hours to reach an average
Jumpgate)
Ship Vitality: 15
Armor: 2
Weaponry: 2 light blaster turrets
Roll:           Goal: DMG: RNG: Shots: Rate:
     Dx+Warcraft (Gunnery) +1    3 20/40         Unlimited   2
Supplies: 2 months
Firebird Cost:
Description:
The Ambrim 5700, or just the A-57, is a new entry into the freighter market.  It follows the standard freighter design idea of functionality of appearance.  It's rear 20 meters contain the fusion engines and the cockpit area while the rest of the ship's length is two immense cargo struts.  One blaster cannon is located on the forward tip of starboard cargo strut while the other is above the cockpit area.  The ship also has two smaller cargo struts, each 10 meters long, going out to each side of the cockpit area.   The ship can attach cargo containers either using magnetic or fusion bonding, or the two side struts can project a limited force field that keeps the cargo in place and give it limited protection, which is equivalent to a Level 2 energy shield.  The ship is not very combat worthy at all, preferably traveling in caravans with escort craft.
History:
The A-57 is a supposedly cutting edge technology freighter that House Ambrim hopes will take the shipping community by storm.  It's main drawbacks are it belongs nowhere near a fight and it's ability to only make three jumps before needing to refuel.  While long distance, solo ship pers have steered clear of it,  short range companies have gobbled these craft up.  They do have the largest cargo load out of any modern freighter, despite their drawbacks.  They are becoming a increasingly common sight in the Known Worlds as Ambrim has offered all sorts of warranties and sales to get themselves some exposure.  The A-57 has become a prime target for pirates though.
Common Modifications:
Again the most common modifications is a upgrade of the weapons, usually to medium blaster turrets.   Another common modification is shields, as the 5700 readily accepts any of the Ambrim line of shields.  Speed and armor plating are normally not added as it decreases or endan gers the external cargo.  House Ambrim offers a armor extender package though that gives 2 points of armor to the external cargo.        
Item: Time/Roll: Victory Points: Max Increase:
Armor Plating (per point)* 16         8 +1 point
Armor Plating (per die)* 12         6   +2 die
+1 movement 20        12 +2 spaces
+1% of lightspeed 24        16    +5%
Shields 12+Shield Level 8+Shield Level Level 6 shield
Medium Blasters Upgrade  8        15
Cargo Extender Package 12        10  
* each point of armor or two die of armor subtracts 20 tons from the external cargo load



Name: Starway Yacht
Grade: Atmospheric
Builder: Nalhin Builders (a very small, independent Guild) at Delphi
Tech Level: 6
Length: 45 meters
Width: 20 meters
Crew: 2 (pilot and copilot/gunner)
Passengers: 20
Cargo: Internal: 2 metric tons
           External: 10 metric tons
Maximum Sublight Speed: 15% of the speed of light (it takes 53 hours to reach the average
jumpgate)
Ship Vitality: 8
Armor: 1
Weaponry: 1 Medium Laser Turret
Roll: Goal: DMG: RNG: Shots: Rate:
     Dx+Warcraft (Gunnery))   +1   4 30/50        Unlimited   2
Maneuvering: +1
Supplies: 2 months
Firebird Cost:
Description:
The Starway yacht, while not being the sturdiest or most combat worthy ship, is a thing of beauty.  It is again in the half ellipse design of the day, but there seems to be more transparent plas tic on the hull  than metal.  The whole cockpit is surrounded by transparent plastic, right down to the floor.  The designers of the ship seemed to take great joy in looking out into space everywhere they looked, as that is how the ship is constructed.  Of course transparent plastic is not as strong as steel or armor plating so this limits the punishment the hull can take and the top speed of the craft, but this craft was never built to fight or race, only to provide a relaxing and pleasant get away.  The ship comes in a plethora of designer colors and fixtures and each room of the ship has at least six different options for the decor, ranging from Dark Ages Gothic to 2nd Republic Industrial.  All Starway yachts comes fully furnished with the best decorations available, which is reflected in the price.   The Nalhin even offer servant contracts, through an arrangement with the Muster, which permanently attach a servant to the ship.
History:
Amongst the wealthy the Starway Yacht is the only ship to be seen in when in safe space.  It is all the rage amongst the noble houses, except for house Hazat which prefers sturdier, military craft.  Outside the nobles few people have shown any interest in the ships, most thinking they are a deathtrap waiting to happen, and they don't preform well enough for the price.   Outside of the most heavily patrolled areas of the Known Worlds you will rarely find a Starway, and when you do it will normally have a very sizeable escort of  combat ships.  
Common Modifications:
The  Starway never belongs in a fight.  Because of this, few crews have wasted their time on armor or weapon modifications, though most nobles do add a shield to their craft.  Some Starway owners have plated over the glass viewports of the ship with ceramsteel or other materials to give it some extra protection, but this is generally though of as a wasted effort.  Nalhin has just introduced a upgrade package called the Safetight package that solves many of the problems of the Starway.  It gives the ship an armor code of 2+2D, adds a Level 4 House Ambrim shield and switches out the medium laser for a medium blaster.  This kit is very rare though but is expected to be extremely popular.
Item: Time/Roll: Victory Points: Max Increase:
Armor Plating (per point)     6       10  +2  points
Armor Plating (per die)     4        8    +2 die
+1 movement    12       10  +2 spaces
+1% of Lightspeed    16       14 +10% of lightspeed
Shield      10+Shield Level 8+Shield Level  Level 4 Shield
Safetight Package    22       16 1 package


Name: Stormbug
Grade: Lander
Builder: Ambrim Shipyards at Criticorum
Tech Level: 6
Length: 8 meters
Width: 5 meters
Crew: 1 (pilot)
Passengers: None
Cargo: Internal: 20 kilograms
           External: None
Maximum Sublight Speed: 20% of the speed of light
Maximum Spaces Per Turn: 18
Ship Vitality: 6
Armor: 2
Weaponry: 2 Light Blaster Cannons (Forward firing)
Roll: Goal: DMG: RNG: Shots: Rate:
     Dx+Warcraft (Gunnery)  +1   5 10/20        Unlimited   1
    1 Missile Rack (Forward firing)
Roll: Goal: DMG: RNG: Shots: Rate:
      Dx+Warcraft (Gunnery)   +2   8 30/60  12   3(A)
Maneuvering: +4
Supplies: 2 days
Firebird Cost:
Description:
The Stormbug is a small, round craft with stubby wings coming off the tail section of the ship, on the tips of which are mounted the ship's blaster cannons.  This ship is the lightest attack craft weight wise.   It is meant to strike hard and fast, while not being particularly worried about pilot survival or the ship making it back.  Because of this the ship is best used in massive numbers, as sooner or later one of the missiles will get through.  Also the ship is made of many substandard parts.  Because of this it has a well earned reputation for being unreliable and fragile, which isn't helped by the ship's lack of armor.  The Stormbug, being made for the military on a budget,  doesn't come with any perks, but Ambrim offers a selection of  customization packages.
History:
The Stormbug is the only fighter class  ship currently being produced in mass numbers for the commercial market.  It is considered to be the lowest of the low amongst most fighter pilots, who see the ship as a flying coffin.  So far few buyers have shown interest in the Stormbug, which went on the market only a year and a half ago.  It has been bought in limited numbers by the Mus ter, with a few squadrons being stationed at the Stigmata Garrison.  The Stormbug has become a prevalent ship amongst pirates too, raising some questions  about Ambrim's willingness to sell to all buyers.
Common Modifications:
Ambrim offers three custom modification kits; a torpedo weapons package, a armor upgrade and a stealth package.  The Torpedo package replaces the missile pod with a torpedo pod.  The armor upgrade increases the armor of the ship to 3+2D.  The stealth package, which makes the ship much more difficult to track on scanners, subtracting five from the goal rolls of anyone attempting to find the craft.  Also rumors abound that House Ambrim is working on a golem pilot for the Stormbug, creating a unmanned starfighter.  This has the Inquisition chewing at the bit to investigate, as House Ambrim would be in great trouble for using such proscribed tech.
Item: Time/Roll: Victory Points: Max Increase:
Armor Plating (per point)      10 8   +1 point
Armor Plating (per die)      10 6   +1 die
+1 movement      14           12  +3 spaces
Armor Package      12 9
Torpedo Package      12 8
Stealth Package      12           14
+1% of lightspeed      16           12 +10% of Lightspeed

Name: Prophet Torpedo Bomber
Builder: Aileon Shipyards at Leagueheim
Tech Level: 6
Length: 16 meters
Width: 10 meters
Crew: 2 (pilot and navigator/gunner)
Passengers: None
Cargo: Internal: 100 kilograms
           External: None
Maximum Sublight Speed: 20% of the speed of light
Maximum Spaces Per Turn: 18
Ship Vitality: 10
Armor: 3+3D
Weaponry: 2 Heavy Blaster Cannons (Forward firing)
Roll: Goal: DMG: RNG: Shots: Rate:
      Dx+Warcraft (Gunnery)  +0   7 15/30        Unlimited   1
   2 Torpedo Launchers (Forward firing)
Roll: Goal: DMG: RNG: Shots: Rate:
      Dx+Warcraft (Gunnery)  -2  16 30/60               4   1
Maneuvering: +2
Supplies: 2 weeks
Firebird Cost:
Description:
The Prophet is the standard torpedo bomber of the Empire.  The Prophet has good armor and hull integrity for a ship it's size, complete with weapons capable of harming most craft.  The ship was built to give a pounding to it's target on it's way in, release it's torpedo at close range, and manage to get away without being annihilated.  In addition to the targeting system necessary to target torpedoes the ship has a impressive sensor array for detecting the vital parts to hit on large ships.  The Prophet is also capable of long range strikes, carrying enough supplies to support both it's crew members for up too two weeks in space.  Still, the Prophet has no jump drive so it must be based from a jump capable carrier to change systems.
History:
The Prophet was put into production at Leagueheim six years ago and has been a constant success since then.  It is the most common torpedo bomber in the Imperial and Guild fleets, serving both with distinction.  Serving in a Prophet wing is considered a quick way to glory, but also a quick way to a early grave as flying straight at ships a hundred times the size of you ship is always a risky proposition.  This makes all Prophet pilots seem a little strange after flying a few missions, seemingly becoming foolish daredevils with no fear of death.   The Prophet has seen extensive use in every corner of the Known Worlds, especially at the Vuldrok and Kurgan borders.  Some of the ships have become available to the public, but this is a very rare thing as it neither the League nor the Empire want such a heavily armed ship in any hands other than theirs.
Common Modifications:
Again since the Prophet is a military craft few modifications have been made to it.  Some crews have added Ambrim Class 2 shields to the craft, which requires a sustained skill roll of 25 success and takes 8 hours per roll.
Item: Time/Roll: Victory Points: Max Increase:
Armor Plating (per point)  10        12 +1 point
Armor Plating (per die)  10         8   +1 die
+1 movement  12        10 +2 spaces
Shield   10+Shield Level        6+Shield Level Level 3 Shield        
+1% of Lightspeed  12        14       +10% of Lightspeed






Name: Ambrim Bulk Freighter
Grade: Void
Builder: House Ambrim Shipyards at Criticorum
Tech Level: 6
Length: 100 meters
Width: 400 meters
Crew: 3 (pilot, copilot, and engineer)
Passengers: None
Cargo: Internal:  2 metric tons
           External: 2000 metric tons
Maximum Sublight Speed: 10% of the speed of light (it takes 70 hours to reach the average
jumpgate)
Maximum Spaces Per Turn: 1
Maximum numbers of Jumps Before Refueling: 4
Ship Vitality: 40
Armor: 2
Shields: 2
Weaponry: 2 medium laser cannons
Roll: Goal: DMG: RNG: Shots: Rate:
     Dx+Warcraft (Gunnery)  +1    4 30/50         Unlimited    2
Maneuvering: -6
Supplies: 12 months
Firebird Cost:
Description:
The Ambrim Bulk Freighter looks like a giant spider sitting atop a small web.  The center of the ship is a small, octagonal structure where the engines, crew quarters and cockpit are contained.  Outward from this centerpiece stretch eight main cargo pylons, each 160 meters long.  Between these are stretched secondary struts as they are needed, giving each bulk freighter a different appearance.  Upon all these are fastened cargo containers, hooked on using either magnetics or fusion bonding.  The ship is a very rickety looking craft, which isn't far from the truth.  The running joke amongst bulk freighter crews it limbs breaking off in a strong gust of solar wind.  The ship does not belong in any fight, with a common pirate tactics to shoot cargo struts off the vessel for pick up later.
History:
Bulk freighters have not changed much since the 2nd Republic, most having a porcupine or spider like appearance as their designers crammed as many cargo struts on board as the super structure could handle.  None are fit for fighting or difficult maneuvers, many being compared to a drunk pig in maneuverability.  While these two faults exist, bulk freighters are the most efficient way to haul large amounts of cargo.  The House Ambrim Bulk freighter is currently the most popular design, with a few more being produced each year by request by Ambrim as bulk freighters are too expensive to make without a sure sell.  Bulk freighters by and large are the preferred target of pirates, which is why they almost always travel with escort craft of some type.
Common Modifications:
Since bulk freighters are only good for cargo hauling, most owners make no modifications by trying to cram more cargo struts on the ship.  This usually ends in these added struts breaking off at an inopportune moment as the designers already filled the ship to the gunwales.

Name: Starway Luxury
Grade: Void
Builder: Nalhin Builders (a very small, independent Guild) at Delphi
Tech Level: 6
Length: 500 meters
Width: 100 meters
Crew: 128
Passengers: 560
Cargo: Internal: 50 metric tons
           External: 300 metric tons
Maximum Sublight Speed: 10% of the speed of light (It takes 70 hours to reach an average
jumpgate)
Maximum Spaces Per Turn: 3
Maximum Number of Jumps Before Refueling: 2
Ship Vitality: 50
Armor: 2+2D
Shields: 3
Weaponry: 4 light blaster cannons
Roll: Goal: DMG: RNG: Shots: Rate:
     Dx+Warcraft (Gunnery)  +0   5 10/20       Unlimited   1
Maneuvering: -7
Supplies: 12 months
Firebird Cost:
Description:
Much like the Starway Yacht, the Starway Luxury is a very pretty and entertaining craft, but not built for dependability or survivability.  It is a very large craft, being larger than most bulk freighters, with most of the space being occupied by the spacious living quarters areas of the ships mid-decks.  The ship also has a sizeable exterior cargo load for luggage and all the necessary equipment to keep the wealthy patrons happy.  The only way a Luxury could escape a fight is through the sheer amount of damage required to destroy a craft of it's size.  The ship has average armor plating for a civilian craft but horrid maneuverability and a poor weapons selection.  Right after bulk freighters, Starway liners are the next preferred target by pirates.
History:
Starliners have, like the bulk freighters, not changed much since the 2nd Republic.  As most research goes into military sciences, these civilian ships have been left pretty much the same.  Once a very common sight in space, starliners are becoming less and less as fewer and fewer people using commercial craft for pleasure voyages.  Most nobles and Guildsmen, who are the main people able to afford such trips,  prefer using private craft for that extra feeling of security.  Starliner businesses have slowly been going out of buisness over the years, with more and more starliners being mothballed to stripped for parts.  Trying to build off of the success of the Starway Yacht the Nalhin Builders have started the ambitious project of reviving the sagging starliner buisness with the production of their Starway Luxury.  While many nobles seem to like the new craft, the detractors of the Starway Yacht have found many of the problems with that ship remain in the new Luxury.
Common Modifications:
Few companies were interesting in modifying their starliners.  Knowing it's always bad to have your ships shot at, most businesses hire large escorts as deterrent to pirate raids.

Name: Ravitch Class Destroyer
Grade: Void
Builder: Imperial Shipyards at Byzantium Secundus
Tech Level: 7
Length: 300 meters
Width: 100 meters
Crew: 450
Passengers: 120
Cargo: Internal: 320 metric tons
           External: None
Maximum Sublight Speed: 15% of the speed of light (It takes 53 hours to reach the average
jumpgate)
Maximum Spaces Per Turn: 8
Maximum Number of Jumps Before Refueling: 4
Ship Vitality: 60
Armor: 5+5D
Shields: 7
Weaponry: 2 Torpedo Launchers
Roll:                Goal: DMG: RNG: Shots: Rate:
     Dx+Warcraft (Gunnery)  -2  16 30/60 4 each   1
    1 Light Meson Cannon
Roll:                 Goal: DMG: RNG: Shots: Rate:
     Dx+Warcraft (Gunnery)   -1  12 25/50         Unlimited  1/2
    10 Medium Blaster Cannons
Roll:                 Goal: DMG: RNG: Shots: Rate:
     Dx+Warcraft (Gunnery) +1   6 20/40          Unlimited   1
   12 Medium Laser Cannons        
Roll:                 Goal: DMG: RNG: Shots: Rate:
     Dx+Warcraft (Gunnery) +1   4 30/50          Unlimited   2
Maneuvering: -5
Supplies: 2 years
Firebird Cost:
Description:
The Ravitch class destroyer is a all around good combat vessel, outfitted with weapons for both fighters and capital ships.  It has respectable armor plating and shields, but like most craft of it's size is slow and unmaneuverable.  The Ravitch normally carries a group of four dropships or landers for ground assault or boarding missions when on lone duty.  Being a mainstay of the Impe rial Fleet, the Ravitch accounts for a full third of all Imperial capital ships.  It is the favored escort ship of the Imperial Fleet as it's numerous laser and blaster cannons make is capable of engaging multiple small attack craft.  It's meson cannon and torpedoes also make it capable of making the larger capital ships worry about it's presence.    
History:
Destroyers have always been the primary ships of most fleets as they are capable of taking on fighters with a reasonable amount of success and still be able to make a dent in capital ships.  They are often used for merchant escort duty and garrison duty because most destroyers had a very flexible weapons array.  The Ravitch class destroyer, while getting long in the tooth, is still the favored capital ship of the Empire.  The ship was named after a mythological hero from Hawkwood history who, through intelligent use of limited firepower, kept a vastly superior force from captur ing the Hawkwood family head of the time.  The crews of Ravitch class ships are trained in using the varied weapons of the craft for maximum effect, often flying straight through a squadron of fighters on the way to attack a capital craft.  One of the more unusual characteristic of the Ravitch is that it's standard paint finish is that of solid black.  It has been instrumental in all military actions of the last twenty years and is used, to an extent, by all major powers of the Known Worlds.
Common Modifications:
The Ravitch is rarely modified, as it can't handle any more weapons because it's power source it stretched as it stands.  Some commanders attempt to have the engines or the armor enhanced, but this normally causes more performance problems than any possible gain outweighs.


Name: Warden Class Cruiser
Grade: Void
Builder: 2nd Republic Shipyards at Tethys
Tech Level: 7
Length: 1000 meters
Width: 300 meters
Crew: 3672
Passengers: 3200
Cargo: Internal: 400 metric tons
           External: None
Maximum Sublight Speed: 10% of the speed of light (It takes 70 hours to reach the average
jumpgate)
Maximum Spaces Per Turn: 2
Maximum Number of Jumps Before Refueling: 4
Ship Vitality: 120
Armor: 6+6D
Shields: 10
Weaponry: 2 Heavy Meson Cannons
Roll:                 Goal: DMG: RNG: Shots: Rate:
     Dx+Warcraft (Gunnery)  -2   20 20/40        Unlimited 1/3
    10 Light Meson Turrets
Roll:                 Goal: DMG: RNG: Shots: Rate:
     Dx+Warcraft (Gunnery)  -1   12                 25/50        Unlimited 1/2
    8 Gatling Meson Turrets
Roll:                Goal: DMG: RNG: Shots: Rate:
     Dx+Warcraft (Gunnery)  -1   10                 15/30         Unlimited            3(A)
   16 Heavy Blaster Turrets
Roll:                 Goal: DMG: RNG: Shots: Rate:
     Dx+Warcraft (Gunnery)  +0   7             15/30         Unlimited               1
   20 Heavy Laser Turrets
Roll:                Goal: DMG: RNG: Shots: Rate:
     Dx+Warcraft (Gunnery) +1   6            20/40         Unlimited   2
Maneuvering: -7
Supplies: 2 years
Firebird Cost:
Description:
The Warden Class Cruiser is truly a massive ship, one of the largest currently in service.  The craft is a giant armor plated dreadnaught bristling with heavy weapons.  While being slow and unmaneuverable, drawbacks of all craft this large, it is capable of delivering immense amount of firepower.  The ship was designed to carry 10 2nd Republic Dropships to land the 6400 ground troops it was designed to carry, but very few ships, if any, have a full complement of dropships or troops these days.  The craft was designed to go toe to toe with other cruisers of it's day, usually being the flagship of whatever fleet it was assigned too.  It was also designed to be able to subju gate a planet through orbital bombardment and surgical troop strikes.
History:
Cruisers were always the gargantuan ships of a fleet.  They were meant to demolish other capital ships, bombard planets, and little else.  During the height of the 2nd Republic there were dozens of cruisers in service throughout the known worlds, but that has shrunken greatly since.   Cruisers were meant to inspire fear in their enemies as a unbeatable machine, but through tactical use of torpedoes and other smaller capital ships they were found not to be so.  During the end of the 2nd Republic, with advances and miniaturization of various weapons, cruisers began to become obsolete and unpractical as smaller, cheaper craft now had the potential to do them great harm.  Much of that technology has been lost, now with torpedoes being the only chance of a smaller vessel taking out a cruiser.
The Warden Class is a excellent example of a average cruiser.  Like the dropships it carried, the Warden became a symbol of oppression to the various alien races of the known worlds as reports of one in orbit never meant anything good to a planets inhabitants.  They were originally designed to go to a unruly system, destroy whatever ships present and subjugate whatever planets still resist through whatever force necessary.  It's weapon load was found to be not only ideal for planetary bombardment but also for  combat with other cruisers and became one of the 2nd repub lic's favorite ships for use as a flagship.  As newer and more advanced ships were fielded the Wardens were put into service as garrison ships or patrol craft, few seeing much action.  This is why so many currently survive as despite whatever advances made them obsolete during the 2nd republic, they certainly work well enough now.  The Empire controls a dozen of the craft, with the majority being stationed at Byzantium Secundus.


Name: Langolen Class Carrier
Grade: Void
Builder: 2nd Republic Shipyards
Tech Level: 7
Length: 1400 meters
Width: 300 meters
Crew: 2346
Passengers: 640
Cargo: Internal: 500 metric tons
           External: None
Maximum Sublight Speed: 10% of the speed of light (It takes 70 hours to reach the average
jumpgate)
Maximum Spaces Per Turn: 2
Maximum Number of Jumps Before Refueling: 2
Ship Vitality: 200
Armor: 6+6D
Shields: 10
Weaponry: 8 Missile Racks
Roll:               Goal: DMG: RNG: Shots: Rate:
     Dx+Warcraft (Gunnery) +2   8 30/60  12 3(A)
    20 Medium Blaster Turrets
Roll:                Goal: DMG: RNG: Shots: Rate:
     Dx+Warcraft (Gunnery) +1   6 20/40         Unlimited   1  
    4 Gatling blaster cannons
Roll:               Goal: DMG: RNG: Shots: Rate:
     Dx+Warcraft (Gunnery) +0  4 15/30         Unlimited 3(A)
Maneuvering: -8
Supplies: 2 years
Firebird Cost:
Description:
The Langolen Class Carrier is a monstrously huge craft, even larger than a Warden Cruiser.  It's standard fighter compliment is one hundred and ninety two fighters, with thirty six of those being torpedo bombers.  The ship itself is covered in ceramsteel armor from tip to stern, which is covered again by a level 10 shield.  While the Langolen has no heavy hitting weapons of it's own, it is not meant to go into direct ship to ship combat.  It's weapon system is mainly meant to func tion against torpedo bombers and other smaller craft that would penetrate a defensive perimeter of capital ships.  The Langolen is a very slow craft, only being able to outrun bulk freighters, but in cases of pursuit the Langolen simply disgorges it's fighters.
History:
Because of it's short range the Langolen was the garrison carrier of the 2nd Republic.  Like most carriers, it's main purpose was to transport non-jumpdrive ships from system to system.  In a battle it launched it's fighters to deal with the opponents fighters and torpedo bombers, while using it's own torpedo bombers to attempt to hit the enemy capital ships.  The Langolen Carriers often charged into combat themselves when their fighters were threatened by capital ships, as the massive armor plating of the ship allowed it to undergo combat with much better armed ships.  Langolen crews were trained to do whatever it took protect the fighters, as losing the fighters meant losing the carrier.   The massive amount of maintenance to keep a ship this size running though has made them a rarity in the Known Worlds.  Many planets have turned carriers with nonfunctional drives into space stations or defense platforms.  Only the League and the Empire really have the resources to field carriers, and often these do not have a full load of fighters.  When a carrier travels with a fleet it is usually the command ships as it stays back from the fighting and will probably not be destroyed.  Carriers are usually deemed to valuable to risk in heavy fighting, often disgorging their charges and removing themselves to a safe distance for the remainder of the battle.
Common Modifications:
Few carriers are greatly modified as it would be incredibly expensive to modify a ship of that size.  Mainly weapons are added to the craft to add a little more punch against other capital ships.


Name: Criticorum Shipyards
Grade: Spacestation
Builder: Martech (a small sub-guild of the Order of Engineers)
Tech Level: 6
Height (along central lift tube): 1000m
Diameter: 2000m
Crew: 8,000
Passengers: 12,000
Cargo: Internal: 2000 metric tons
External: 6000 metric tons
Shipyards: 20 ships of 200m or less
Ship Vitality: 800
Armor: 6+6D
Shields: 14
Weaponry:
4 Heavy Meson Cannons
6 Light Meson Cannons
4 Gatling Meson Cannons
12 Torpedo Pods
15 heavy blaster Turrets
40 Medium Blaster Turrets
64 Medium Laser Turrets
Supplies: 3 years
Description:
This large space station in orbit around the planet Criticorum, home of Martech, has the appearance of two large wheels at either end of a large elevator shaft.  Both rings house the homes, places and buisness of the station, and most importantly they house the Criticorum Shipyards.   The shipyards are able to handle repairing or construction of up too twenty craft a time, but are limited to craft whose largest dimension is not larger than 200m.   The station seems to literally bristle with weapon emplacements, which partially makes up for the greatly undermanned Criticorum Defense Fleet.  The station is built to serve a myriad of purposes, from defense to construction, but really excels at none of them.
History:
The Criticorum Shipyards is one of the few space stations constructed after the fall of the 2nd republic.  Built by a joint venture between the Scavers, the Charioteers, al-Malik and the Order of Engineers it took five year to complete, by which time the Scavers and al-Malik had backed out of the project, seeing it as too costly and thinking it would never be finished.  This left the Engi neers and the Charioteers in charge, and they quickly built up the commercial strength of the station, the Engineers basing their Martech Guild out of the station.  Since it's completion over one hundred years ago the station has been a commercial boom town with merchants constantly coming and going.  The station also has become the prime defender of Criticorum, mounting  a very respectable weapons loadout.  Al-Malik is still upset about backing out of what turned out to be a very profitable venture, and constantly try to secure themselves a part of the stations buisness but are consistently foiled by the Engineers and the Charioteers.



Name: Paladin Starfighter
Builder: The Mantius Shipyard at Kish, owned by the Li-Halan
Tech Level: 5
Length: 13 meters
Width: 4 meters
Crew: 1 (pilot)
Passengers: None
Cargo: Internal: 150 kilograms
           External: None
Maximum Sublight Speed: 15% of the speed of light
Maximum Spaces Per Turn: 16
Ship Vitality: 7
Armor: 2+2D
Weaponry: 2 Medium Laser Cannons (forward firing)
   Roll: Goal: DMG: RNG: Shots:     Rate:
 Dx+Warcraft (Gunnery) +1             4                 30/50        Unlimited      2
    1 Rocket Pod
   Roll: Goal: DMG: RNG: Shots: Rate:
 Dx+Warcraft  (Gunnery)) +0              5            10/20     20        3(A)
Maneuvering: +3
Supplies: 5 days worth of supplies for the pilot
Firebird Cost:
Description:
The Paladin is a light attack fighter that is a pretty good representation of the average starfighter of the Known Worlds.   It is a relatively fast craft with average armaments and no shields.  Like the Runt, everything about the Paladin is pretty much average.  The standard issue has no special quirks or abilities and does not come equipped with a jumpdrive.
History:
The Paladin starfighter is a aging design that was originally called the Starwatch fighter and was created near the beginning of the 2nd Republic.   It was a light attack fighter designed to gaurd torpedo bombers on their way to release their weapons, but also made a good interception and fast attack craft.  While the Paladin was discontinued during the 2nd Republic's height, there were thousands still in use that were sold to the public after being disarmed.  The Church bought the majority of the ships and the rights to the design.  The ship, then renamed the Paladin, became the standard attack craft of the Church, and continues to be to this day.  The Church, when using the Paladin, tends to use the strategy of overwhelming with numbers by sending dozens of the craft at the littlest threat.  Using one of their few Shipyards the Church has begun producing the Paladin again, not upgrading to a better design as their pilots would have to be trained all over again.
Common Modifications:
The most common modification of the Paladin is changing the rocket pod out for a mis sile rack.  This normally takes a sustained skill roll of 20 success and takes 4 hours per roll.  Also armor upgrades are popular, withe the maximum upgrade being to 5+5D, which requires a sus tained skill roll of 30 successes and each roll taking 8 hours.   Some Inquisitor squads are rumored to fly Paladin rigged with some kind of plasma bomb for cleansing the unfaithful.