Copyright 1990 Tony Figueroa The Stars The Hunters The old constellations of Arcanar are now invalid. The world has only existed in the Miranda X dimension (named for the astronomer who founded the field of dimensional science) for approximately 300 years. The civilizations have advanced, and the continuing of astrology has been nearly non-existant. Although it meant starting completely over, some tribes and nations found new star formations. The USD also "discovered" a constellation. The most recognizable is The Flower. This swirling galaxy is visible by the naked eye and appears to be a beautiful flower with sparkling petals. The most prominent astrological sign is what has been called The Slor. Every ninety days, The Slor's seven stars flare green. This is a barely perceptible change in color, but it's significance is not lowered. The subtle change in the stars signals that the slor change. They become a terrrifying power with flashing green eyes that is far worse than a slor normally is. A night such as this is called a Slor Flaring. Slor Stats for a Slor Flaring Armor Plates: AR 19 DDP 3d8x1000 HP 6d6x10 DDP Armored Bite 1d8x10 DD, Teeth Alone 1d4x10 DD Armored Claw 1d6x10+20 DD, Razor Claws 1d6x10 DD APM 3, Strike +1d10+5 Orionus is perhaps even more frightening than The Slor. The bright collection of stars is nearly identical to the Orion visible from Earth. On the nights when Orionus is the highest in the sky (nearly all of June and July), The Hunters venture forth. They are the color of jet. Flicks of red adorn their stone-textured humanoid and human-sized bodies, and these bodies are utterly featureless except for the stony crags. These fearsome creatures hunt. They hunt anything that runs, anything that fears, and anything that can die. Without mercy, they sweep through the forests, the plains, and the mountains, killing without discrimination. The Hunters appear at the Nexus's in parties of a few hundred. The size of the Nexus or Super Nexus doesn't matter. With the coming of the sun and the dissapearence of the stars, The Hunters fade into nothing. The Hunter: Average Stats IQ Cunning / MS 16 / AP (See HF) / ST 35 / DX 33 / EN 50 / LK 25 (The flicks of red in their blackness are mesmerizing.) / Spd 40 Alignment: none ever detected, MSP 90 HF 15, DDP 4d6x10, Regeneration is 1d6x10 per melee (If not taken to more than -59 DDP, they still regenerate but at a rate of 1d6x10/minute.) ESP 120 (Level One Psi-Beast) Don't employ powers 6,7, and 10. APM 4 Physcial + 1 Psionic, S/P/D +9, Punch/Kick 3d8+5 DD, +1 to save vs magic/psionics Perhaps not surprisingly, they don't venture near the Swamper domains. Perhaps they recognize a fellow hunter. However, swampers are slain like the rest, without mercy, if encountered. Drackor lands are likewise spared. Deep Space Darkworld Style In the vast expanse of the cosmos, there are wonders and terrors. Alien races battle each other to extinction. Others hunt other races as humans do lesser creatures for hardy meal at the end of the day. Still others slay indiscriminately for the pleasure of the deluge of blood. Stellar dragons destroy any who invade their domain no matter wether they truly know anything of the dragon's borders. Then there are the dark clouds of death, containing horrors that cling to space-faring ships and tear their way into the hole before doing the same with the crew. Galactic conquerors are still out in the depths of the void. The Eltides may not truly begone for good. Perhaps, they may want to return to their homeworld with its life-sustaining oceans of hydrochloric acid which are the origins of the Eltides themselves. And if this truly is an alternate reality plane of Miranda Y, this universe could have its own Invid and Robodrek Masters. Who's to say what became of them in this reality? Wonders abound also, although they're harder to find than the horrors. Planets of energy light up the dark universe. Non-hostile micro-organisms exist in the deadly void and so may more complex forms of life. And then, there vessels even more advanced than the Lurans could imagine flying the spaceways, and there may be vessels even more powerful than that, operating on magical means. Space Vermin The Razorbrains: The razorbrains are so named because of the two razor sharp horns that start at their forehead and curve backward over the top of their head. Their four arms end in claws hard and strong enough to rip through starship hulls while their two powerful legs and tail provide the locomotion. These dark chitinous four-armed abominations float the void of space in clusters so large they resemble clouds. They exist in these groups in a state of suspended animation until something unlucky enough flies into grasping distance. Whenever something as unfortunate as this happens, the razorbrains rip their way through the hull and hunt down any life inside until it no longer lives. On these bodies, they feed and lay their armored clusters of ball bearing eggs within the bodies of intact corpses so that the children may have a first meal to allow them the energy to hunt down their next. Stats: IQ High Animal / ST 40 / EN 10+3d10 / DX 23+1d10 / Spd 20+4d6 Horror Factor 12, DDP 4d6x10 DD APM 3 Paired, DX: S/P/D +1d6+3, Claws 1d6x10 DD each They normally attack with two arms and save the other two for defense. Bite 1d6x10 DD Height 7', Coloration: Black, Violet, or Blue, Lifespan: Unknown Starships and Spacecraft Spacecraft are vessels that travel the void of space. They are only capable of sublight speed. Starships are the ships capable of traveling at lightspeed or many times the speed of light. The star prefix implies they're able to travel from star to star rather than just across space. Spacefighters and Starfighters are interpreted the same although it applies normally to small ships wihout much cargo or crew space (often single pilot or automated vehicles). Space Combat In space combat, it is necessary to use a manueverability class. Things not given a class are assumed to be class A, the best, or B. Class D ships need a reaction time of 3 seconds to dodge lightspeed weapons (lasers and most other energy weapons that fire near or at the speed of light). Three seconds for lightspeed would be about 508,000 miles. A manuever class C vessel would need a full second to react which would be about 169,334 miles of distance from the attacker. Manuever Class A and B vessels can react somewhat better. MC B ships only need 1,693 miles to react. MC A vessels can dodge without any set reaction time needed. MC A vessels are considered to be reflex-linked to the pilot. The mile distances given above are exact, but complete exactness isn't required during gameplay. Laser Ranges Note: Space laser ranges are divided by 10,000 for range in atmosphere and by ten again for range in liquid. The to-hit number is greater in space as well because of the high- speeds, long distances, and lack of direction. These are the modifications to the to-hit number if the target is: MC A +3, MC B +2, MC C +1, MC D no mod. These are the to-hit numbers: Target and Gunner moving (add mod) 12 or better (ll or less misses) Target or Gunner moving (add mod only if target is moving) 8 or better Neither moving (no mod) 4 or better Combat Bonuses: Strike: When using weapon systems aboard space faring vessels, WP Systems skill (+1 or +2) is added to the strike roll along with any bonus from the targeting system. The targeting bonus is usually listed after the heading of the ship's weapon list in parenthesis. The USD's most advanced targeting provides +5 while most more advanced civilizations have +6. There is a bonus for the Gunner's XP Level of +1 at levels (5,10,15,etc). It will say specifically under the ship description if there are any changes to these rules. Guided missiles have their own bonuses. In parenthesis, after the missile launcher heading in the wp list, the strike bonus will be listed in the form of something like (+10 strike). A miss means the missile failed to lock onto the target completely. Dodge: Dodging in MC C and D vessels only gets a bonus of +1 every 2 levels past the 1st from the pilot's training (no other bonuses may be added). Other craft will say under the ship's piloting skill what bonuses to use for dodging. Note: The pilot/ship could choose to begin dodging before being attacked, however, which would disregard the minimum distance for dodging (act like an evasive action manuever). The dodge roll would set the number to beat to hit the target that action. Those with autododge could do this and perform another action simultaneously. To do this, the doding ship would need an initiative Before the enemy attack. Energy Shield Technology Some civilizations have developed energy shields to protect their spacefaring vessels. The shields described here only function while there is a vacuum (like void of space) between them and the shield generator. In other words, they can't be turned on in an atmosphere unless the area around the generator/ship is made into a vacuum. These shields are invisible but quite tangible. There are three types. Here they are listed in order from least to most advanced: EGS (Energy Grid Shield), EDS (Energy Diamond Shield), and ESS (Energy Sphere Shield). Each type of shield is made up of several walls. Each wall has an DDP value dependant on the size of the vessel (generarlly 5 DDP x (ship's height + width + length in feet). Some ships may have more powerful or weaker generators. The following weapons do double damage to shields: proton weapons, turbolasers, ion weapons, and disintegraters. Molecular Disrupters do triple damage to shields. Shield walls replenish themselves at 1/10 the max value per melee. A desrtroyed shield generally takes 1-3 melees to be re-established. One destroyed by a disrupter takes 1-6 melees to reform. Number of Walls by Shield Type: EGS - 6, EDS - 8, ESS - 12 Missed called shots hit a random shield wall. Turbolasers are pulse lasers that fire every other fraction of a second in fractions so small they made the name pulse laser sound too slow. The fastest known fire every other nanosecond. The shields are one way, so weapons fired from within the shield will reach the outside. On earlier versions (like in the 2300s) a shield wall had to be dropped to allow missiles and other non-energy weapons to be fired. Those older models still exist. Luran The Planet Lura is nearly completely spanned by its humanoid inhabitants known simply to most as Lurans. Much of it is currently underground, however, as they've tried to restore their world to its former natural beauty. It had suffered greatly due to the wars and pollution earlier in Luran's history. Now, the Lurans act as the police force for their solar system and travel the neighboring galaxy for commerce. Technology: It is somewhat more advanced than that of Arcanar's USD but only by decades or perhaps one or two centuries. The Luran's have alloys tougher than that of the USD's, the small nation of planet Arcanar risen from a small human colony, and the energy efficiency of their argor engines surpass that of the nations of Arcanar. They've achieved engines that can drive their spacecraft at .25 lightspeed, and they have reliable hyperspace drives in their starships. Their most powerful missiles are their atom splitters which break the bonds that hold atoms together into molecules. Gravity force and protofield technology are something they use greatly in their weapons although their particle beam weapons are the most powerful. It would seem that for some reason they tend not to employ forcefield technology in any of their vehicles. In the cargo bays of their space vessels, they normally employ tractor beams to hold aloft the contents for greater room space. Holding bars can also be extended from the walls. Ranlin 454: Combat Starship This is the most devastating, the largest, the toughest, and the main battle vessel of the Luran space fleet. It is more smooth than boxy. The sides are almost extensions of the top and bottom. Without asteroid mining, building these vessels of the LDF would have drained Lura's planetary resources. As an example of this ship's power, only one of these ships would be needed to cripple the USD. A shot from the main gun could wipe a USD city state off the globe if its force shield wasn't up. In addition to its weaponry, it carries a virtual fleet of its own in its hangars. Lura is estimated to have approximately sixty of these vessels. Size: Length 3254', Height 823', Width 592', Weight 60 million tons Speed: Main Engine: .25 Lightspeed (MACH 227,500) 635,104 miles/melee Hyperdrive: damn fast (1 week to get from Milky Way to LMC) 2ndry Engine: MACH 64 Manuever Class: D Crew: Average 1000, Max 8000 Vehicle Compliment (Max): 62 Bladerunner or 50 Starguard spacecraft, 2500 LDF Power Armor, 400 Lunax or Lunax-sized mecha DDP by Locale: Bow 250,000, Midsection 250,000, Aft 250,000, Outer Hull 50' Section 16000, Interior Wall 10' Section 400, Grav Turrets (80) 10,000, Beam Turrets (120) 2,000, Missile Launchers (40) 10,000, Airlocks 1,000, Spacecraft Hangar Doors (4) 50,000, Main Beam Cannon Door 50,000, Main Beam Cannon 50,000, Smaller Vehicle Hangar Doors (16) 15,000, Main Engine 125,000, 2ndry Engine(8) 8,000, WP Systems (+6 strike from targeting system): 1. Main Beam Cannon (1): Range 600,000 miles, ROF: 45 seconds to power up then MUST fire, Damage: 1d6x800,000 DD, This weapon is forward fixed in the bow and is protect by a door until the moment of firing. The beam is 400' wide normally in a straight line, but it can be adjusted to fire in a 45 degree arc with a 40,000 mile range maximum. 2. Grav Turrets (80): Range 140,000 miles, ROF: 3x/melee each, Damage 3d6x1000 DD 3. Beam Turrets (120): Range: 200,000 miles, ROF: 3x/melee each, Damage: 1d6x1,000 DD 4. Missile Launchers (40)(+10 strike): Range 100,000 miles, Damage 1d30x1000 DD to 2 mile radius Note: WP Sys #2-4 are scattered across the ship about 100' apart on four sides. The front and back of the ship hold the main beam cannon and the engines respectively. The ranges of the turrets can be extended by 3x if only fired once in the melee. Starguard: Spacecraft This ship is the newer combat spacecraft that will eventually replace the bladerunner although enthusiasts of the bladerunner have been proposing a bladerunner upgrade which would include a faster 2ndry engine and further strengthened assault blades. The shape of this vessel is that of a wedge with the point being the bow. Size: Length 219', Width 100', Wingspan 219', Height 100', Wt 1554 tons Speed: Main Engine .25 lightspeed, 2ndry Engine MACH 32 Manuverability Class: B Crew: 1 pilot, 2 copilots, 2 communication officers, 2 navigators, 4 gunners, 1 engineer - 12 total (total of 24 can fit comfortably on bridge) Cargo Capacity: 600 tons (weight not normally a factor when in space), The midsection is appropiate for cargo where there is a 60x60x60 cargo bay. A Lunax mecha could fit if its wings were folded. DDP by Locale: Body 40,000, Bridge(RPC) 12,000, RPC Shield 11,000, Main Engines (2) 20,000, 2ndry Engines (2) 5,000, Beam Turrets (3) 4,000, Wraparound Fission Gun 15,000, Hidden Missile Tubes (2) 1,000, Cargo Bay Door 11,000 WP Systems (+6 strike): 1. Tri-Helix Beam Turrets: Range 200,000 miles, Damage 1d8x1000 DD, ROF: 3x/melee, They're mounted in the bow and can fire in a 180 degree side to side arc and a 180 degree forward and back arc with a 45 degree forward tilt. Each is controlled by a separate gunner. 2. Wraparound Fission Beam Gun: Range 200,000 miles, This weapon appears as a circle wedged to the middle on the aft section between the main engines. It can fire out of any portion of its exposed area giving it a globular firing arc. Damage: 4d6x1000 DD with a 2 mile blast radius, ROF: 3x/melee 3. Missiles (+10 str): On either side of the aft section is a hidden panel that will slide back to reveal one missile for a total of two with both launchers. Range: 100,000 miles, Damage: 1d30x1000 DD with 2 mile BR Starguard Piloting Skill: +4 dodge also add DX Free World's Alliance (FWA) The FWA is one of the alliance that holds worlds in the Milky Way galaxy of Miranda X together. This is the alliance in which the 3WA operates in. The FWA is on good terms with the Lurans of the LMC (large magellanic cloud) galaxy. The primary enemy of the FWA is Ares, a coalition of worlds dissatisfied with FWA policy and worlds with grudges against the FWA. Open hostility exists between the two alliances on their borders. Technology of the FWA is widely varies, but that used by the Terrans consists of EG/ ED / EHC shields, turbolasers, and hyperdrives. Magic is virtually unknown by the worlds of the FWA (very rare), but psionic powers are more common. Terraforming technology is advanced enough that an uninhabitable worlds can be made suitable for human life within 25 years if conditions are ideal (50 if particularly bad, sometimes a little longer). Gas giants cannot be terraformed. Sunsword: The Sunsword is a weapon marketed and used by the 3WA. It isn't distributed into the salesmarkets of Arcanar until after Y2401 / 2401 AD. This weapon is comprised of a hilt that generates an energy blade. It runs off the life energy of the wielder, so as long as the user is alive, the weapon works. (It will not function if MSP or Chi has dropped below 1). Damage: 1d6x10 DD to non-living targets, 1d6 DAP to living targets, Cost: $60,000 Disrupter Melee Weapon: This weapon uses a charge of molecular disrupter energy every time it strikes. It runs off the essence of the user like the sunsword. Damage: 1d6x10 DD, Cost: $600,000 Warpsaber: This swordhilt produces a blade of warp energy when drawing on the wielder's essence. Damage: 2d6x10 DD, It is very expensive and only normally used by the Warp Knights, the special forces of the FWA and a sort of religious guild also. Cost: $6,000,000 Warp Knight OCC: This class is both a Ronin (swordsmaster) and a Master Esper. It takes them twice the XP normally needed to advance to every level. The Ares Alliance does have their own WKs who access the evil of the "The Dark." SF-102 Defender: Starfighter For the period of 2400-2410, this is the main starfighter of the FWA. It is a ship powered by the solar collectors in its wings which allow it to fly in an atmosphere. It can function up to 9 days (216 hours) on stored power alone. Size: 50' length, 15' width and height, 60' wingspan Speed: .16 lightspeed (406,467mi/melee) and a hyperdrive system MC: A Crew: 1, Cargo: None EDS: 400 DDP per wall (8) DDP by Locale: Body 600, RPC 200, Engines (4) 100, Wings (4) 200, Turbolasers (4) 100 WP Systems (+4 strike): 1. Turbolasers (4): Range 120,000 miles, 4d8x10 DD each, They can be linked (2,3, or all 4) to fire as one. Note: One on each wing 2. Torpedos (+10 s): The SF-102 has 16 missiles. Range 75,000 miles, 4d6x10 DD each with a 600' BR, Each has a separate concealed launch tube. They can be fired in any combination. They are normally proton torpedos but may occasionally have the rare and expensive disrupter missiles. SF-102 Piloting Skill: +5 dodge add DX bonus SF-103 Defender: Starfighter This model is a rarer upgrade of the SF-102 and uses the same solar- powered engine that the SF-102 employs. Size: Length 45', 15' H+W, 60' WS Spd: .16 light or hyperdrive, MC: A, Crew: 1, Cargo: None EDS: 1000 DDP per wall (8) DDP by Locale: Body 400, RPC 200, Engines (4) 75, Wings (4) 150, TLs (4) 75 WP Systems (+4 strike): 1. Turbolasers (see SF-102) 2. Torpedos (+10 s): The SF-103 has six torpedos of either proton or disrupter variety. Range: 75,000 miles, Proton: 1d6x50 DD, BR 15' Disrupter: 1d8x50 DD, BR 30' SF-103 Piloting Skill: +5 dodge + DX bonus Hammer 2399: Starfighter This fighter/bomber has a pair of cylindrilical engine nacelles in the rear on either side of the body. It is slow but sometimes slow is better than nothing. It is most effectively used as a lightning attack weapon (drop out of hyperspace, fire all torpedos, and hyperspace out). Size: 60' Length, 20' wide, 12' tall MC A, Spd: .15 LS (381,063mi/melee), Hyperdrive Crew: 1 + 1 optional gunner, Cargo: None EGS Shield: Six Walls, 1500 DDP each DDP by Locale: Body 800, RPC/Cockpit 400, Engines (2) 800, Lasers (2) 200, Ion Turret 400, ML 600 Weapon Systems (+4 Strike): 1. Turbolasers (2): Range 120,000mi, Damage 4d8x10 DD each (may be linked) 2. Ion Turret: This dual-barrel turret is mounted atop the cockpit and has 360 degree rotation and can aim straight up as well. If a gunner is used, the gunner controls the turret while the pilot controls the fixed forward lasers. Range 60,000 mi., Damage 5d8x40 DD 3. Torpedos (+10s): Max Volley 2, Payload: 6 Heavy or 12 Light, Either kind can be proton or disrupter. Heavy torpedos do 2d10x50 DD / 50' BR while light torpedos inflict 1d8x50 DD to a 30' BR. Antipersonnel of either kind do half damage to a double blast radius. Range: 150,000mi Piloting Bonus: +4 + DX Bonus to dodge Commet 2400: Starfighter This small interceptor is fast and nasty. It's not a heavy hitter, but it sure can be a hard target. It appears as nothing more than a streamlined cockpit with weapons and engines. Size: 30' long, 15' wide, 8' high MC A, Spd: .20 LS (508,083mi/melee), Hyperdrive Crew: 1, Cargo None EDS Shield: 8 walls, 1000 DDP each DDP by Locale: Body 300, RPC 150, Engines (2) 150, Lasers (2) 100, ML (2) 150 Weapon Systems (+4 Strike): 1. Turbolasers (2): Range 120,000 miles, 4d8x10 DD ea (double if linked) 2. ML (2): Max Volley 2 (1 from each): Payload 3 each, It uses the same missiles as the SF-103 Defender (1d6x50 or 1d8x50). Piloting Bonus: +8 dodge + DX bonus Anvil 2401: Starfighter This craft appears to be a pod-like cockpit with all the body extending to one side. The cockpit can rotate to give the appearance of it sitting atop the body or being underneath it although there is no signifigance to this in space. The body must be underneath the RPC for it to fly in an atmosphere. This thing has a sever disadvantage in dogfighting for it is designed for taking out large targets with its torpedos. Size: 10' long, 10' tall and 45' wide (or) 45' tall and 10' wide MC A, Spd: .15 LS, Hyperdrive Crew: 1, Cargo None EDS Shield: 8 walls, 2500 DDP each DDP by Locale: Body 1200, RPC 1200, ML 1200, Lasers (3) 100, Ion Cannons (3) 200, Engines (4) 300 Weapon Systems (+4): 1. Turbolasers (3): 4d8x10 DD each, Range 120,000 miles, may be linked to fire as one, fixed forward, mounted on RPC 2. Ion Cannons (3): 5d8x20 DD each, Range 60,000 miles, may be linked to fire as one, fixed forward, mounted on Body 3. Torpedo Launcher (+10 strike): Max Volley 3, Payload 24, Standardly carries Heavy Proton or Disrupter Torpedos, Damage: 2d10x50 DD to 50' BR, Range 150,000 miles Piloting Bonus: DX bonus only to dodge Ares Alliance (AA) The AA is an alliance based on suspicions and mistrust of the FWA. The FWA is large alliance of several hundred worlds. The AA believes that not all the worlds belonging to the FWA joined willingly and fear that they may be next to be conquered. This is the reason that AA craft react violently to the presence of FWA ships in their territory. The goals of the AA are to keep the FWA as far away from them as possible while a secondary goal is either destroy the FWA or conquer it. That would solve their problem with the FWA. None of the their technology is particularly superior to the FWA, in fact most of it is at about the same level of power although some of the technology is different. Scarmaker: Spacefighter This light fighter is fast and dangerous (to both the enemy and the pilot). It has no shields and the hull armor is not exactly strong. The scarmaker isn't outdated yet though as it does have turbolasers. It is solar powered and can run for 6 days (144 hours) with previously stored power only. Its wings are the solar collectors although they also allow it to function in an atmosphere. Size: 30' diameter sphere, wings make 50' wingspan Speed: .16 Lightspeed MC: A Crew: 1, Cargo: None DDP by Locale: Body 300, RPC 150, Wings (2) 250, Engine (2) 150, Turbolasers (2) 150 Note: The wings entirely block side shots. WP Systems (+2 strike): 1. Turbolasers (2): Range 100,000 miles, Damage: 3d8x10 DD each, The two lasers may be linked to fire as one. Scarmaker Piloting Skill: +6 dodge also add DX Thunderspear: War Starship This gigantic spearhead-shaped starship is a terror of the void that has earned its reputation well over the past sixty years. The bridge sits at the end of the ship above the three huge sublight drive engines. This ship has one weakness which is that the EDS generator sits atop the bridge and isn't protected by the shield itself. Size: Length 4800', Width 1200', Height 300' Speed: .20 lightspeed, 2ndry Engine Mach 48, hyperdrive MC: D, Engine: Nuclear Crew: 14 + 96 gunners are essential, 10,000 passengers Cargo: 160 Scarmaker-sized spacecraft split between two bays Shield: EDS: 60,000 DDP per wall (8) DDP by Locale: Body (bow,midsection,aft) 50000 each, Hull per 50' section 2000 DDP, Bridge 25000, Shield Generator 25000, Engine (3) 20000, 2ndry Engines (4) 5000, Undercarriage Bay Doors (2) 15000 Turbolasers (96) 100 WP Systems (+5 strike): 1. Turbolasers (96): The laser turrets are on both sides of the ship, top and bottom. The four groups are comprised of 24 turrets each: left top, left bottom, right top, and right bottom. Range: 200,000 miles, Damage: 1d6x1000 DD, ROF: 3x/melee 2. Missile Launchers (48)(+10 strike): There are 12 MLs among each of the four groups of lasers. Payload: 8 each, Missiles: Proton (1d6x50 DD) or Disrupter (1d8x50 DD), BR 600', Range: 300,000 miles Starbolt I: Spacefighter This vessel is primarily an interceptor. It is fast although not equipped with shields or a hyperdrive. Four turbolasers comprise its weapon systems. The wings are solar collectors, and the SBI can run for 6 days on stored power alone. Size: 30' diameter, 50' wingspan Speed: .20 LS MC: A, Crew: One, Cargo: None DDP by Locale: Body 400, RPC 200, Wings (4) 200, Engine (2) 200 Note: The wings entirely block side shots. WP Systems (+4 strike): 1. Turbolasers (4): The TLs are built into the wings so well that they are not themselves targets. One is in each wingtip. Range: 120,000 miles, Damage: 3d8x10 DD each; 2, 3, or all four may be linked to fire as one. Starbolt I Piloting Skill: +8 dodge plus DX bonus Starbolt II: Starfighter This is an upgraded Mark I. Modifications: A hyperdrive has been added. EDS: 450 DDP per shield (8) WP Systems #2 2. Missile Launchers (2)(+10 strike): These are in the bow of the vessel. Each holds three protons or disrupters. Range: 75,000 miles Proton: 1d6x50 DD, BR 15', Disrupter: 1d8x50 DD, BR 30' Leviathan Class Starship This ship is another wedge-shaped ship. At the back wide end, there is the bridge sitting above the three huge sublight drives and the four MACH drives. If it weren't for good sensors, this ship could be mistaken for a Thunderspear. That would be a lethal mistake. For this ship is relativlely new and far more powerful. The flagships of the Ares Alliance, there are 32 of them. Each is always accompanied by a pair of Thunderspears and a swarm of smaller vessels. They appear in the Y2401. Their shield generator is shielded. Length: 4800', Width: 1200', Height: 300' MC: D, Engine: Nuclear Speed: .21 Lightspeed (533,488mi/melee), 2ndry MACH: 192, Hyperspace Drive Crew: Skeleton 28 + 170 Gunners Standard: 37,000 (9,000 Officers + 27,000 enlisted) + 9,000 Troops Cargo: Room for 160 Scarmaker-sized craft split among two cargo bays Shield: EDS (8 walls): 126,000 DDP each DDP by Locale: Body (bow,midsection,aft) 125,000 each, Hull per 50' section 6000 DDP Bridge 50,000, Shield Generator 50,000, Engines (3) 40,000, 2ndry Engines (4) 10,000, Undercarriage Bay Doors (2) 30,000 WP Systems (+5 strike): 1. Twin Turbolaser Turrets (60): Range 500,000 miles, ROF: 2x/melee, Damage: 2d6x1000 DD 2. Ion Cannons (60): Range 500,000 miles, ROF: 2x/melee, Damage: 2d6x1000 DD 3. Tractor Beams (10): Range 15,000 miles, These have a pull of .50 sublight (to slow the target). The beams can move the targets with force and can move the target at a speed depending on its mass. The beams prevent hyperspace/warp/fold engines from working. Ares Bomber 2400: Spacefighter The body of this craft is made up of two horizontal cylinders. The pilot sits in right module while the left module is a warhead launcher. The pilot module does have a laser turret however. A pair of wings serve as solar collectors that can store 144 hours of power. Size: 40' long, 50' wingspan MC: A, Spd: .15 LS, Crew: 1, Cargo: None Shields: None DDP by Locale: Body 1000, Wings (2) 500, RPC 500, Engine (2) 500, Lasers (2) 250, ML 1000 Note: The wings entirely block side shots. WP Sys (+2 Strike): 1. Turbolasers (2): 3d8x10 DD each, They may be linked. Range 100,000mi 2. Launcher (+12 S): Max Volley 2, Payload: 8 Heavy or 16 Light (Proton or Disrupter), Heavy of either kind do 2d10x50 DD to 50' BR, Light do 1d8x50 DD to 30' BR, Anti-Personnel of any kind do half damage to x2 BR, Torpedo Range 150,000 miles Piloting Bonus: +4 + DX to Dodge Scarmaker II: Starfighter This upgraded version can be told from the old model by the serrated wings that end in a double prong in front and back. It is faster, deadlier, has shields, and is equipped with a hyperdrive. This weapon appears in the Y2401. Solar Storage: 216 hours Size: 30' Sphere, 50' Wingspan MC: A, Spd: .20 LS, Hyperdrive Crew: 1, Cargo: None Shields: EDS (8 walls) 2000 DDP each DDP by Locale: Body 400, Wings (2) 200, RPC 200, Lasers (8) 100, Engines (2) 200, ML (2) 200 Note: The wings entirely block side shots. WP Systems (+4 strike): 1. Turbolasers (8): The ship is designed so that 4 lasers can be fired at a target from any angle (i.e. four lasers always fire unless told not to). A laser is at each corner on the two wings (8 corners=8guns). Range: 120,000 miles, Damage: 3d8x10 DD each 2. Launchers (2)(+10 strike): The launchers can be linked for a max volley of 2. It uses the same missiles as the Ares Bomber but with half the payload and range. Piloting Skill Bonus: +9 + DX to Dodge Ares Gunboat 2401: Starfighter This starfighter appears to be streamlined for atmospheric flying. It has a tailfin, two wings, and three stabilizers. It is heavily armored and equipped with heavy weapons. Size: 45' Long, 50' Wingspan MC A, SPD: .16, Hyperdrive, Engine: Nuclear Crew: 1, Cargo: None Shields: EDS (8 walls) 2000 DDP each DDP by Locale: Body 1000, RPC 500, Wings (3) 300, Stabilizers (3) 150, Lasers (2) 100, Ion C. (2) 100, ML 500, Engines (2) 500, Optional: Buster Cannon 500 DDP Weapon Systems (+4 strike): 1. Turbolasers (2): 4d8x10 DD (double if linked), Range 120,000 miles 2. Ion Cannons (2): 5d8x20 DD (double if linked), Range 60,000 miles 3. Missile Launcher (+10s): Max Volley 2, It uses the same missiles as the Ares Bomber but with half with range, and the payload is 6 heavy or 12 light. 4. Optional: This undercarriage particle beam cannon is not included in all models. Buster Cannon: Range 200,000 miles, Damage 2d10x100 DD Piloting Skill Bonus: +5 + DX bonus to dodge Ares Coronary 2402: Starfighter "The Snowflake" This appears to be a Scarmaker II except that it has three solar- collecting wings that protect it from side, above, and below fire. It is faster still and far more dangerous. Solar Storage: 288 hours Size: 30' sphere, 50' wingspan MC A, Spd: .21 LS, Hyperdrive Crew: 1, Cargo None Shields: ESS (12 walls) 4000 DDP each DDP by Locale: Body 400, RPC 200, Wings (3) 400, ML 200, Lasers (12) 100, Engines (2) 200, Ion Cannons (2) 100 Note: The wings entirely block shots from above, below, and the sides. WP Systems (+5 Strike): 1. Turbolasers (12): The lasers are set up so that six lasers can always be fired at any target around the ship (spherical firing arc). Range: 120,000mi, Damage: 4d8x10 DD each 2. Ion Cannons (2): These do 5d8x20 DD each. Range: 60,000mi 3. Missile Launcher (+10s): Max Volley 2, It uses the same missiles as the Ares Bomber. Payload: 4 Heavy or 8 Light 4. Tractor Beam: Range 4,000 miles, This will slow down a target of nearly equal mass by .10 LS. Divide that number by however many times larger the target is to determine effectiveness (or multiply by times smaller). It could end up that the "Snowflake" is dragged along by a larger ship. Note: The tractor beam can also be used to crush a target for 2d10x100 DD per surge of power. Piloting Skill Bonus: +9 Dodge + DX Bonus Ships Commonly Used by the FWA and AA Heavy Frigate: Starship The bow of this vessel is massive compared to its long and thin body. In the aft is its propulsion system. It is well armed and capable of carrying a complement of starfighters in its aft section. Size: Length 1200', Heigh and Width average 300' MC C, Spd: .15 LS, Hyperdrive, Engine: Nuclear Crew: Skeleton 12+12 gunner, Normal 50 crewman and 100 troops Cargo: 12 small starfighters with a little extra room EDS Shields: (8 walls), 18,000 DDP each DDP by Locale: Body 18000, RPC 9000, Lasers (12) 1500, M/TL 4500, Engines (3) 6000 Aft Cargo Bay Doors (2) 4500, Hull per 50' area 1000 Weapon Systems (+5 Strike): 1. Turbolaser Turrets (12): These dual-barreled turrets are of the same make as the Thunderspear Class Starship. Range: 200,000 miles, Damage: 1d6x1000 DD, ROF: 3x/melee 2. Torpedo Launcher (+10s): Max Volley 6, Fixed Forward, Range: 150,000 miles, Payload 72, Damage: Disrutper 2d10x50 DD, BR 600', If the situation needs it, it can use the smaller longer range missiles of the Thunderspear. The Eltides The Eltides were a race of gigantic mollusks. Their home planet, Eltide, is abandoned. That solar system was once part of their galactic empire as many once were, but is now free. Three centuries ago, the Eltides vanished. They uprooted from all their conquered worlds and systems and dissapeared into the great void of space. They were last seen heading towards the planet Earth in Miranda Y in 2097. Nobody knows what happened past that. A year later, Earth had been devastated by interdimensional rifts, and there was no trace of the Eltides. Despite their dissapearance, they are well. Having been rifted to a another dimension by the eruption of energies on Earth, they set about conquering it. They showed their new environment no mercy, locating worlds with large liquid deposits and transforming them into hydrochloric vats suitable for supporting their lifeform. The Eltides destroyed all who opposed them and tortured others for the sheer pleasure of it. Their warlike nature could not be surpressed. This section will describe them as they are in Y2400 as they battle another powerful empire in their new dimension. If this plane is discovered by the USD, it would be dubbed MZ for Miranda Z as it is yet another alternate timeline of MY and MX. Physically, they are powerful. They average at 19.5' in height and are roughly humanoid in shape. Their short arms only come to what would be considered elbow length before becoming three separate tentacles twice the lenght of the upper arm. Their head has two eyes and has many (5-10) tentacles hanging from the lower front and back. Their feet are composed of a mass of on average 9-12 tenacles (3d6). They have no bones yet they are still strong and bipedal. Their muscles are immensely poweful, and their skin is tough and rubbery enough to withstand tank shells. In their early history, they battled until there was one nation in their undersea realm. Eltide's surface is approximately 94% covered by liquid normally 2 to 3 miles deep. The ocean of hydrochloric acid is overhung by an atmosphere of chlorine, hydrogen, ammonia, and ammonium. On their world, they were the only sentient lifeform although many of the planet's natural predators possessed extreme cunning. The Eltide technology overcame those predators eventually. Once the Eltides had nothing to fear form their world except themselves. Overpopulation began to become a problem. This eventually led to their descision to conquer other worlds to populate. Magic is alien to them although some possess psionics (10%). Eltide Attributes: IQ 4d6 / MS 3d6 / AP 3d6 / ST 1d6x10+30 / DX 5d6 / EN 5d6 / SPd 1d4x10+30 (That speed is on land and in liquid.) Strength is Super-PS. DDP 2d6x100 Natural Abilities: Requires an environment of hydrochloric acid. They do possess primitive lungs though and can survive in their native atmosphere for a short time. After a number of hours equal to their EN, they will suffer from dehydration and begin to die (half all bonuses, skills, DDP, attributes). They will die after another period equal to their EN x 30 minutes. Vision is suited for liquid and gaseous environments. Size: 13'+2d6', Weight: 1000+1d4x500 lbs Average Lifespan: 200 years Combat: Each tentacle has a Super-ST and will do appropiate damage. Eltide Technology The Eltide warmachines run off vazium reactors. It combines two highly reactive substances native on their world (takanium and shironium), so that they convert themselves from matter into energy to provide power. This process is slow, but the energy output is large. The vazer weapons used by the Eltides work in the same way. This ranged energy weapon causes a chain reaction of matter to energy in a linear path without touching many of the adjacent atoms. When it reaches matter in a solid state, the blast releases its energy. This is perfect for use in a thick atmosphere or underwater, but isn't effective in the void of space where there is little matter for the beam to travel on. In space, lasers and non-vazer beam weapons are used. Missiles are also employed by the Eltides. In their construction of materials, the mega-damage metal alloy known as sonadium is used. It is impervious to the immediate (say centuries) effects of the Eltides natural liquid environment. It used for armor, ships, and for normal appliances. Eltide Environmental Body Armor (Powersuit): This suit is filled with the natural liquid environment of Eltide. It can also provide nutrients for the Eltide in addition to self-cleaning the liquid environment, allowing the Eltide soldiers to survive up to 2700 hours in the suit. The EBA is also a powered combat vehicle. The leg tentacles are contained in the bulky feet of the armor. The other tentacles are contained within the suit as well except for the "hands." The hand tentacles fit into a flexible metal "gloves", leaving half the tentacles length free but armored. Weapon pods slide over the "fingers" and rest at the spot where the fingers and arm meet. Each pod has three guns, one for each tentacle finger. DDP 2400 ST: +90 from suit, Spd: Tripled, Optics: Full Range, Comm: 50 mile CW, Vazium Jetpack: Propells the Eltide at 240 MPH, Weight: About 1 ton per foot of height, Engine Life: 120 years Weapon Systems (+6 Targeting): Both gunpods (one per arm) have one of each weapon systems listd below. 1. Vazer: R- 4 miles in atmosphere, 16 miles in liquid, 1d6x10 feet in space, Damage: 1d8x50 DD 2. Plasma Jet: R-1200 feet, Damage: 1d6x50 DD, Blast Width at end: 10', For every foot the range is shortened, the width at the end is increased by a foot. The damage listed is inflicted upon all touched. 3. Missile Launcher: Payload: 60, These missiles are effectively Stormbringer Missiles (see DW eqiup. section). Size: 5 inches each Max Volley: Three Eltide Fighter Pod: This sleek fighter is propelled by powerful vazium engines. The twin vazer guns in the nose are its main armament, but it can carry missiles in the fuselage. A pair of lasers are mounted directly under the vazer guns for space combat. The pilot may wear the Eltide powersuit inside. Length: 60', Width: 18', Height: 14', Weight: 60 tons Space MC: A Speed: .32 Lightspeed (812,934 miles/melee), VTOL capable, Hyperdrive DDP: Body 5000, Engine 3000, Canopy (RPC) 2500, Vazers (2) 850, Lasers (2) 850 Missile Launcher 2000 Weapon Systems (+5 targeting): 1. Vazers (2): Linkable, Range: atmosphere 40 mi, liquid 160 mi, space 120', Damage: 1d12x50 DD each 2. Lasers (2): Linkable, Range: space 1,200,000 miles, atmosphere 120 miles, liquid 12 miles, Damage: 1d8x50 DD 3. Missile Launcher: Payload: Four Type "B" LRMs! Piloting Skill: DX + 8 dodge