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Contents

New Starship Equipment .............................................................................................................................. 2


Battlestar Galactica BS-75 ............................................................................................................................. 8
Cylon Baseship (or Basestar) ......................................................................................................................... 9
Battlestar Pegasus BS-62 ............................................................................................................................ 10
Cylon Raider ................................................................................................................................................ 11
Cylon Heavy Raider ..................................................................................................................................... 12
Colonial Viper Mk II ..................................................................................................................................... 13
Colonial Viper Mk VII................................................................................................................................... 14
Colonial Raptor ........................................................................................................................................... 15
Aurora Starfury Heavy Fighter .................................................................................................................... 16
Olympus Corvette ....................................................................................................................................... 18
Hyperion Heavy Cruiser .............................................................................................................................. 19
Armed Eagle Transporter ............................................................................................................................ 21
Tie Fighter ................................................................................................................................................... 24
X-Wing ......................................................................................................................................................... 25
A-Wing ........................................................................................................................................................ 25
Tie Interceptor ............................................................................................................................................ 26
Y-Wing ......................................................................................................................................................... 27
Millennium Falcon (highly modified YT-1300 light freighter) ..................................................................... 28
B-Wing......................................................................................................................................................... 29
Tie Bomber .................................................................................................................................................. 29
Star Destroyer (Imperial I Class).................................................................................................................. 30
CR-90 Corellian Corvette ............................................................................................................................. 31
Ship Name Goa'uld Ha'tak Mothership ...................................................................................................... 32
Ship Name Goa'uld Death Glider ................................................................................................................ 33
Nostromo .................................................................................................................................................... 34
Colonial marine Drop Ship .......................................................................................................................... 35
Colonial marine APC.................................................................................................................................... 36
U.S.S Sulaco ................................................................................................................................................. 36
The Betty ..................................................................................................................................................... 37
USM Auriga ................................................................................................................................................. 38

Ship Name: Seeker class Scout Ship ............................................................................................................ 38


Ship Name: Animal Class Safari Ship ........................................................................................................... 39
Constitution Class ....................................................................................................................................... 40
D-7A Class Battle Cruiser............................................................................................................................. 41
Romulan Bird of Prey .................................................................................................................................. 41
NX Class Starship ......................................................................................................................................... 42
SSV Normandy SR-1 (Systems Alliance Space Vehicle Stealth Reconnaissance) ....................................... 43

New Starship Equipment


Launch Facilities
2- or 4- Point Build
This allows a vessel to launch (or recover) up to half its fighter squadrons at one go; the 4 point build
allows all fighters to be launched. Of course a commander can always choose to launch less than the
maximum allowed. Without the build a ship is limited to launching a single flight / squadron per turn.
Tractor Beam-2pts per build
Able to hold ships in place up to there level in size.If tractor beam level and ship size are equal then
opposed skill checks are needed to keep ship locked on.When using tractor beam on an object the size is
to be determined by ZM.Remember;A size 0 tractor beam costs 2 pts.For -2pts the tractor beam doesnt
work on ships that have shields raised.
Grapples
2- or 4- point Build
These are devices that allow a ship to carry / pull another vessel or any sort of object through space. The
basic build represents simple mechanical grabs or grapples while the 4 point is an energy based system
e.g. tractor beams or gravitic / magnetic arrays.
When a ship grapples another simply add the size values of both together and then apply any modifiers
to the thrust etc.
If the target ship is resisting then roll size + acceleration +d10 for both, and the target must beat the
grappler's score to escape
Greater Science; 5 points per level:
In a sense, this is technology's version of the Gift, allowing systems to be incorporated which violate the
setting's general idea of what's physically possible. Each such system requires a level of Greater Science.

One level can:


Allow levels up to 10 for Builds limited to 5 - eg shields.
Negate the prerequisite for a Build - such as putting Teleport in a small ship.
Allow the inclusion of a restricted Build - such as Dimensionally Transcedant, below.

Dimensionally Transcendant; 5 points:


This is the "bigger on the inside" Build: it allows the purchase of Extra Space levels without affecting the
external dimensions of the ship (though it does not make it exempt from Handling penalties).
The reason I cost it at 5 is totalling 2 for Shuttle (allowing the outside to land "separately" from the
outside) and 3 for Teleport (allowing instant transfer between in- and outside).

Not mine, but worth including for the "all in one place" factor: Time Travel; 0, 5, or 20 points:
First set the ground rules: how "tactically" can time travel be used? Does it allow the cast to gain
advantage in a specific situation or against enemies without the ability; or is it a case that once in a given
chain of events, the cast is stuck in the same path as the locals? In the latter case, it might reasonable
not to charge a ship for it at all.
In the former case Jason said 5 points for small jumps or a few decades, and 20 for an unlimited range
like the Doctor's TARDIS. Really, we should believe him.
Also, Time Travel ought to necessitate a level of Greater Science.

Paranormal Builds; variable:


If some supernatural abilities are deemed paranormal in a given setting, then its possible that an
advanced civilisation could understand them enough to include them in its technology. If so, then I'm
leaning toward costing it as follows (warning; not playtested yet):
The prerequisite Quality (such as Psionic) costs double the number of Build points as Quality points.
The individual powers (such as Telepathy) cost the same number of Build points as Quality points; the
Attribute used in Tasks is replaced with the ship's Accuracy score.
If these abilities are not common to the setting, the prerequisite and each power require a level of
Greater Science.
A ship with paranormal builds can use them to defend against Gifted powers of the same type (so a ship

with Psionics can defend against other Psionics, Mentalism, or the Sight; but not Magic, Miracles, or
Necromancy).
Internal Monitors:
By default, all ships have cameras in rooms and corridoors, but they must be watched real-time by crew
or the ship's AI (if it has levels of Intellect).
No monitoring at all is -2.
Recorded monitoring is +1 per six hours of backed up memory.
If the cameras are able to identify zombie disguised by Aspects like mid-level Living Form or Death Mask,
that's a +3. (The highest level of Living Form is proof against anything short of a Greater Science system).

Station/Habitat:
It's not a ship, it's a station, and it's not going anywhere!
I've made this a -2 Build: that might not seem like much, but some of the other Builds contain Handling
penalties based on their level, which cease to be relevent in the case of an immobile habitat; as such,
stations have fewer design constraints than ships, which I consider something of a bonus.
For the purposes of initiative in combat, a station's Handling is considered equal to the best ship present
- with the exception of changing attitude - in this case, it's considered to be one level worse than the
worst ship present (assuming it even can).
Stations can buy higher levels of size than ships; all the way up to 20. They can also buy higher levels of
Extra Space, for the purposes of docking ports or large, open habitat spaces.
Flack Grid
4 -, 6-, 8- Point Build
(Can only be mounted on Size 5 ships or larger)
Advanced Armour [Cost: as normal armour x3 and requires a level of Greater Science]
All incoming damage is divided by 2 before being applied to the armour score. AP weapons still halve the
armour value.

Advanced Sensors 2 points


This represents an enhanced sensor suite that gives +3 to all rolls to identify contacts, determine life
signs etc. It does NOT affect combat as the targeting sensors are considered a separate system.

Amphibious 2 points
The ship can also travel underwater (or similar liquid) without problem. GMs can also decide that ships
need this to operate in the upper reaches of gas giant type planets.

Jamming Suite 1 point per Level


As used by the Minbari of B5 and the Eldar of W40K, this defence does not stop the ship from being
detected by scanners (or the naked eye) it only disrupts the targeting systems of enemy ships.
Example: A Minbari warcruiser has a level 4 jamming suite so that all attacks at it are at -4.

Regeneration +1 /+3 / +6 points


Allows the ship to regenerate DC @ 5% of its starting total. The first figure is per 6 hours, the second per
hour and the final per turn.
[For a ship to qualify for the +3 it must have a level of Greater Science, and two levels for +6]
Advanced Regeneration [Regeneration cost +1 point]
As above but one critical system is automatically repaired in each time span

Weak Spot -5 or/ -10 points


The ship has a devastating flaw that cannot be corrected without major redesign work. Any hit to this
location automatically bypasses armour, does damage x2 and causes an immediate roll at +5 on the Ship
Damage Table with no deductions for Toughness.
This is costed at -5 if the flaw is not well known and can only be discovered by detailed investigation (or
a good mini scenario: the plans to the Death Star are stored in..etc); or -10 if the flaw is common
knowledge.

Description Cost Attack Roll


Basic 4 +8
Advanced 6 +10
Superior 8 +12
These are small gun emplacements, or turrets, that hold rapid fire weaponry designed to protect a
vessel from close range attacks such as fighters or ordnance. They are automatically fire on any targets

within range.
Rather than rolling each gun individually any vehicle or ordnance that enters their range must make a
piloting roll to avoid being hit; the better the quality of the grid the higher the roll to attack. Due to their
automatic nature they do not use the Handling or Accuracy scores of the vessel they are mounted on;
each attack success inflicts a single hit of 300 on the fighter / missile.
(E.g. the flak guns on the new Galactica or the interceptors on the Earthforce ships of B5)

Bigger (& Smaller) Guns!


Gun; Cost; Damage; Min Ship Size
Fixed, Very Light; 1; (D10 x 10) + 100(150) 0
Fixed, Gigantic; 10; (D12 x 40) + 560(800); 8
Fixed, Titanic; 18; (D12 x 60) + 840(1200); 8
Fixed, Titanic II; 40; (D20 x 100) +1400(2400);9
Turret Massive; 9; (D12 x 30) + 42(600); 7
Very Light: the type of guns mounted on low tech fighters (e.g. raiders), used by cost conscious captains
or heavily regulated empires.
Gigantic / Titanic / Titanic II: these represent the ship-killers of the space battlefield (e.g. the Heavy
Lasers of B5, the Spinal Mounts of Traveller etc). Gigantic guns count as 6 light weapons, Titanic guns 8
& Titanic II 10; all types are at -3 to hit.

More Ordnance
Heavy Ordnance;
Cost; Damage; Torps per bay Min Ship Size
5; (D10 x 30) + 100(400) 3 3
Massive Ordnance;
Cost; Damage; Torps per bay Min Ship Size
10; (D12 x 40) + 560(600); 2 4
Heavy ordnance counts as 4 light guns and Massive 8. For extra missiles - Heavy 2 per ton of cargo, 1 per
ton for Massive

ECM
Description Cost Homing Penalty
Basic 2 -2
Advanced 4 -4
Electronic countermeasures are installed making it harder for homing missiles to track the protected
vessel. These do not affect non-homing missiles or guns.

Limited Stealth Technology


3- point Build
The ship has a basic level of cloaking, it can be detected by other vessels (and seen with the naked eye)
but targeting scanners cannot get a lock. When firing on such a vessel the Accuracy bonus of the firing
ship does not count, nor does any bonus from Handling and any homing missiles are treated just as
normal types. The cloaked ship can fire normally.
(E.g. Minbari stealth tech)

Weapon Modifiers
SF universes have an incredible collection of weapons, so rather than trying to create them all from
scratch by applying some modifiers to the standard weapons any number of new designs can be easily
created.

Auto-fire
Additional cost:+ cost of weapon (round down)
This allows the weapon to fire a burst of 5 shots per attack action and hits are resolved as per the
standard AFMBE rules; this can also be used to represent the effect of beam weapons raking over their
targets.
If the auto-fire bonus from the firing 5 weapons or more rule is being used, then count double the
number of AF weapons being fired.

Armour Piercing
Additional cost: + 1/3 original cost (round down)
The weapon halves the Hull AV of the target ship (AV of Shields are not effected).

Limited Use
Additional cost: -4 (2 uses) or -6 (1 use)
The weapon can only be used once or twice per battle; it then needs extensive maintenance, munitions
or just a very long recharge time before it can be used again (min 24 hours).

Slow Reload
Additional cost: -2 per turn reloading
The weapon must reload / recharge between each use.

Blast (Ordnance only)


Additional cost: + x2 cost of weapon (round down)
This means that more than one target can be affected by the missile / torpedo. Any other ship in the
detonation range (ZMs discretion) takes 1/2 damage, the target vessel takes full damage.
These weapons can prove the bane of ships with high ECM or stealth systems as instead of targeting the
enemy an area of space can be chosen; hoping they will be caught in the blast. If the ZM rules the shot is
close enough then the enemy takes damage from the hit.

Array
Additional cost: + x2 cost of weapon (round down)
The weapon has a very high rate of fire (or just lots of barrels)so that for every success two shots hit the
target instead of one.
A weapon cannot have the Auto-fire and Array modifiers.

Battlestar Galactica BS-75


Cost 340
Size 9
Crew Level 3
Range Interstellar
Trips 8
FTL Yes
Atmospheric No
Total Cargo 100,000
Hidden Compartments None
Acceleration 3
Toughness 3
Handling -6
Accuracy 2
Max DC 8000
Hull AV 375

Shield DC None
Weaponry
Guns
Turret Heavy x 24 (*AP)
Ordnance
Heavy x12 (*Blast, *Homing)
Other Builds
Emergency Measures Advanced
Intellect 0
Medical Facilities 4
*Flak Grid Advanced
*Launch Facilities Basic
Shuttle Yes
Notes
At full strength the Galactica carries up to 80 fighters (Viper Mk VII) and 10 Raptor multi-purpose craft.
* = not in ATZ, these rules are under ATZ Add-ons thread.
Special Rule Defensive Fire
At the start of a round the commander can order all guns to fire in defensive mode. This adds their
firepower to the Flack Grid, raising it one level (to Superior) for as long as this order is maintained. The
downside is that the guns cannot attack any other target while they are firing in this mode

Cylon Baseship (or Basestar)


Cost 203
Size 9
Crew Level 3
Range Interstellar
Trips 4
FTL Yes
Atmospheric No
Total Cargo 100,000
Hidden Compartments None
Acceleration 4
Toughness 1
Handling -5
Accuracy 3

Max DC 6000
Hull AV 240
Shield DC None
Weaponry
Ordnance
Standard x 20 (Homing)
Other Builds
Emergency Measures Advanced
Intellect 3
Medical Facilities 4
Flak Grid None
*Launch Facilities Basic
Shuttle Yes
Notes
The baseship carries up to 750+ Raiders (official figures) + 70 Heavy Raiders and 40 Drones (both are my
estimates).
* = not in ATZ, these rules are under ATZ Add-ons thread.
Special Rule Command by Committee
Decisions are taken by a committee of the representatives all humanoid Cylons on board, not the most
efficient method in the middle of a battle!
The baseship gets -1 to all Initiative rolls.

Battlestar Pegasus BS-62


Cost 472
Size 9
Crew Level 3
Range Interstellar
Trips 8
FTL Yes
Atmospheric No
Total Cargo 100,000
Hidden Compartments None
Acceleration 4
Toughness 4
Handling -6
Accuracy 3

Max DC 9000
Hull AV 375
Shield DC None
Weaponry
Guns
Fixed Massive x8 (*AP)
Turret Heavy x 24 (*AP)
Ordnance
Heavy x12 (*Blast, Homing)
Other Builds
*ECM Basic
Emergency Measures Advanced
Intellect 0
Medical Facilities 4
*Flak Grid Advanced
*Launch Facilities Basic
Shuttle Yes
Notes
At full strength the Pegasus carries up to 180 fighters (Viper Mk VII) and 12 Raptor multi-purpose craft.
* = not in ATZ, these rules are under ATZ Add-ons thread.
Comments
The Pegasus is a superior vessel to the Galctica: tougher, faster and better armed, and of course more
expensive!
Special Rule Defensive Fire
At the start of a round the commander can order all guns to fire in defensive mode. This adds their
firepower to the Flack Grid, raising it one level (to Superior) for as long as this order is maintained. The
downside is that the guns cannot attack any other target while they are firing in this mode

Cylon Raider
Cost 28
Size 0
Min crew 1
Crew Level 2
Range Interstellar
Trips 2
FTL Yes

Atmospheric Yes
Acceleration 120
Top Speed 1200
Total Cargo 0
Hidden Compartments None
Acceleration 6
Toughness 0
Handling 3
Accuracy 3
Max DC 200
Hull AV 150
Shield DC None
Weaponry
Guns
*Very Light x 2 (*AP)
Ordnance
Standard x 1 (Homing)
Other Builds
Emergency Measures Basic
Intellect 0
Medical Facilities 0
Flak Grid None
Shuttle None
Notes
The main weapon of the Cylon forces. The basic Raider is not all that impressive (apart from its FTL drive
and navigation systems) and is inferior in combat to the Colonial Viper; it usually more than makes up
for this in the vast numbers that it is deployed in.
* = not in ATZ, these rules are under ATZ Add-ons thread.

Cylon Heavy Raider


Cost 31
Size 1
Min Crew 1
Crew Level 3
Range Interstellar
Trips 2

FTL Yes
Atmospheric Yes
Acceleration 120
Top Speed 600
Total Cargo 1
Hidden Compartments None
Acceleration 5
Toughness 2
Handling 2
Accuracy 3
Max DC 420
Hull AV 160
Shield DC None
Weaponry
Guns
*Very Light x 4 (*AP)
Other Builds
Emergency Measures Basic
Intellect 0
Medical Facilities 0
Flak Grid None
Shuttle None
Notes
The assault vehicle of the Cylon military, it can carry a full squad of Centurions in its rear compartment.

Colonial Viper Mk II
Cost 26
Size 0
Min Crew 1
Crew Level 3
Range Medium
Trips 2
FTL None
Atmospheric Yes
Acceleration 120
Top Speed 1200

Total Cargo 0
Hidden Compartments None
Acceleration 6
Toughness 0
Handling 2
Accuracy 3
Max DC 280
Hull AV 150
Shield DC None
Weaponry
Guns
*Very Light x 2 (*AP)
Ordnance
Standard x 1 (Homing)
Other Builds
Emergency Measures Basic
Intellect 0
Medical Facilities 0
Flak Grid None
Shuttle None
Notes
Obsolete at the time of the destruction of the colonies it has since become the mainstay of Galacticas
squadrons, until more of the Mk VII arrived courtesy of the Pegasus.

Colonial Viper Mk VII


Cost 33
Size 0
Min Crew 1
Crew Level 3
Range Medium
Trips 2
FTL None
Atmospheric Yes
Acceleration 140
Top Speed 1200
Total Cargo 0
Hidden Compartments None

Acceleration 7
Toughness 2
Handling 4
Accuracy 3
Max DC 280
Hull AV 150
Shield DC None
Weaponry
Guns
*Very Light x 3 (*AP)
Ordnance
Standard x 1 (Homing)
Other Builds
Emergency Measures Basic
Intellect 0
Medical Facilities 0
Flak Grid None
Shuttle None
Notes
The Mk VII represents the cutting edge of Colonial fighter technology and the most effective weapon in
the fight for the survival of the human race. Once of course the vulnerabilities to the Cylon computer
virus were removed.

Colonial Raptor
Cost 37
Size 1
Min Crew 1
Crew Level 3
Range Interstellar
Trips 2
FTL Yes
Atmospheric Yes
Acceleration 100
Top Speed 600
Total Cargo 1
Hidden Compartments None

Acceleration 5
Toughness 2
Handling 2
Accuracy 4
Max DC 420
Hull AV 155
Shield DC None
Weaponry
Guns
*Very Light x 2 (*AP)
Ordnance
Standard x 2 (Homing)
Other Builds
Emergency Measures Basic
ECM Basic
Intellect 0
Medical Facilities 0
Flak Grid None
Shuttle None
Notes
The Raptor is a combination of shuttlecraft, early-warning platform, scout, space weapons platform and
ground attack craft. It is the smallest FTL capable ship the Fleet possess and has one of the most
advanced DRADIS suites as well.
* = not in ATZ, these rules are under ATZ Add-ons thread.

Aurora Starfury Heavy Fighter


Cost 31
Size 1
Min crew 1
Crew Level 3
Range Short
Trips 2
FTL No
Atmospheric No
Total Cargo 1
Hidden Compartments None

Acceleration 7
Toughness 2
Handling 5
Accuracy 2
Max DC 420
Hull AV 160
Shield DC None
Weaponry
Guns
Fixed Light x 2 - Pulse Cannon
Other Builds
Emergency Measures Basic
Intellect 0
Medical Facilities 0
Flak Grid None
Shuttle None
Notes
For the missile armed version (as seen in Thirdspace) add Ordnance (standard) x2 and the cost goes up
to 39.
Comments
The standard fighter of Earthforce and one of the most manoeuvrable in known space. It cannot enter a
planetary atmosphere but makes up for this as specialist space warfare fighter.

Thunderbolt Starfury Heavy Fighter


Cost 45
Size 1
Min Crew 1
Crew Level 3
Range Short
Trips 2
FTL No
Atmospheric Yes
Acceleration 140
Top Speed 1200
Total Cargo 1
Hidden Compartments None

Acceleration 7
Toughness 3
Handling 4
Accuracy 3
Max DC 480
Hull AV 160
Shield DC None
Weaponry
Guns
Fixed Light x 1 (*Auto Fire, *AP) Gatling Pulse Cannon
Ordnance
Standard x2 (Homing)
Other Builds
Emergency Measures Basic
Intellect 0
Medical Facilities 0
Flak Grid None
Shuttle None
Notes
The latest Earthforce fighter: faster, tougher and more flexible than the Aurora. It carries a navigator as
well as a pilot. The Aurora is still more manoeuvrable in space but is exceeded in all other areas by the
Thunderbolt.
* = not in ATZ, these rules are under ATZ Add-ons thread.

Olympus Corvette
Cost 112
Size 5
Range Interstellar
Trips 2
FTL Yes
Atmospheric No
Total Cargo 1000
Hidden Compartments None
Acceleration 4
Toughness 4

Handling -4
Accuracy 2
Max DC 2700
Hull AV 200
Shield DC None
Weaponry
Guns
Fixed Heavy x 4 (*Auto-fire) Medium Pulse Cannon batteries
Turret Massive x 2 (*AP) Rail Guns
Ordnance
Massive x 1 (Homing)
Other Builds
Emergency Measures Advanced
Intellect 0
**Interceptors Mk I
Medical Facilities 2
Shuttle Yes
Notes
Even though the Olympus can enter hyperspace it does not have its own jump engine.
The ship carries 2 shuttles.
* = not in ATZ, these rules are under ATZ Add-ons thread.
** = not in ATZ, see start of the B5 posts on this thread.
Comments
A small (440m) 40 year old survivor since well before the Earth Minbari war, this small ship has carved a
niche for itself as a convoy escort and support vessel for heavier warships.

Hyperion Heavy Cruiser


Cost 205
Size 8
Range Interstellar
Trips 4
FTL Yes
Atmospheric No
Total Cargo 100,000
Hidden Compartments None

Acceleration 3
Toughness 3
Handling -5
Accuracy 2
Max DC 6400
Hull AV 270
Shield DC None
Weaponry
Guns
Fixed Massive x 2 (*AP) Medium Plasma Cannons
Fixed Titanic x 2 (*AP, **Beam) Heavy Lasers
Turret Light x 3 (*Auto-fire) Standard Particle Beams
Turret Heavy x 5 (*Auto-fire) Medium Pulse Cannon Batteries

Other Builds
Emergency Measures Advanced
Intellect 0
**Interceptors Mk I
Medical Facilities 4
Shuttle Yes
Notes
The ship can carry up to 6 fighters and two shuttles
* = not in ATZ, these rules are under ATZ Add-ons thread.
** = not in ATZ, see start of the B5 posts on this thread.
Comments
Once the heaviest warship Earth possessed, it has survived in service since the before the Dilgar war to
the coming of the Drakh. Now relegated to supporting the newer Omega Destroyers the Hyperion still
packs a formidable punch for its size.
There are many variants including a command ship, an assault carrier and missile ship.

Omega Destroyer
Cost 303
Size 9
Range Interstellar
Trips 4

FTL Yes
Atmospheric No
Total Cargo 100,000
Hidden Compartments None
Acceleration 3
Toughness 3
Handling -6
Accuracy 3
Max DC 8000
Hull AV 330
Shield DC None
Weaponry
Guns
Fixed Massive x 4 (*Auto-fire) Heavy Pulse Cannons
Fixed Titanic x 4 (*AP, **Beam) Heavy Lasers
Turret Light x 12 (*Auto-fire) Standard Particle Beams

Other Builds
Emergency Measures Advanced
Intellect 0
**Interceptors Mk II
Medical Facilities 4
Shuttle Yes
Notes
The ship can carry up between 24 36 fighters and two shuttles
* = not in ATZ, these rules are under ATZ Add-ons thread.
** = not in ATZ, see start of the B5 posts on this thread.
Comments
The pride of Earthforce (at least until the Warlock entered service), the Omega was designed to hold its
own against the warships of any of the other major powers. With it large fighter compliment and heavy
weapons suite it was intended to meet any challenge and become the workhorse of the fleet; and to a
large part it was a success remaining in service well into the 2280s.

Armed Eagle Transporter


Cost 38
Size 2

Min crew 1
Crew Level 3
Range Medium
Trips 2
FTL None
Atmospheric Yes
Acceleration 80
Top Speed 600
Total Cargo 1
Hidden Compartments None
Acceleration 4
Toughness 1
Handling 1
Accuracy 3
Max DC 480
Hull AV 150
Shield DC None
Weaponry
Guns
Fixed Heavy x 1 [Laser]
Ordnance
Standard x 1 [Missiles]
Other Builds
Emergency Measures Standard
Intellect 1
Medical Facilities 2
Flak Grid None
Shuttle None
Notes
The armed variant was not the only type of Eagle that Alpha had: Transporter Eagle remove weapons, drop Accuracy to 2 and increase Cargo to 100.
[Cost: 30, Atmosphere Acceleration 60, Handling -1]
Reconnaissance Eagle remove weapons and increase Accuracy to 4.
[Cost: 31]

Rescue Eagle remove weapons and increase Medical Facilities to 3.


[Cost: 31]

Comments
One of the best things to come out of Space 1999; it makes a perfect vehicle for a party of PCs to get
themselves into trouble with.
In case there are any dedicated 1999 fans out there wondering where the missiles come from they are
on the official plans and were referred to in dialogue in the series two episode Devils Planet.

Mark IX Hawk
Cost 54
Size 2
Min crew 1
Crew Level 3
Range Medium
Trips 2
FTL None
Atmospheric Yes
Acceleration 100
Top Speed 600
Total Cargo 1
Hidden Compartments None
Acceleration 5
Toughness 1
Handling 2
Accuracy 3
Max DC 480
Hull AV 150
Shield DC None
Weaponry
Guns
Fixed Heavy x 1 (*Auto Fire) [Laser]
Ordnance
Standard x 1 (Homing) [Missiles]
Other Builds
ECM Basic

Emergency Measures Standard


Intellect 1
Medical Facilities 2
Flak Grid None
Shuttle None
Notes
Earths answer to hostile space borne threats in the 1999 universe; the Hawk is faster and more heavily
armed than its cousin the Eagle. They were stationed on the Space Dock and all were believed to be
destroyed when the Moon was torn out of Earth orbit.
* = not in ATZ, these rules are under ATZ Add-ons thread.

Tie Fighter
Cost 27
Size 0
Min crew 1
Range Long
Trips 2
FTL None
Atmospheric Yes
Acceleration 180
Top Speed 600
Total Cargo 0
Hidden Compartments None
Acceleration 9
Toughness 0
Handling 5
Accuracy 3
Max DC 200
Hull AV 150
Shield DC None
Weaponry
Guns
Fixed Light x 2 [Laser]
Ordnance
None

Other Builds
None
Emergency Measures Standard

X-Wing
Cost 50
Size 1
Min crew 1
Range Interstellar
Trips 2
FTL x1
Atmospheric Yes
Acceleration 140
Top Speed 600
Total Cargo 1
Hidden Compartments None
Acceleration 7
Toughness 2
Handling 3
Accuracy 5
Hull AV 150
Max DC 420
Shield AV 150
Shield DC 600
Weaponry
Guns
Fixed Light x 4 [Laser]
Ordnance
Proton Torpedo (1 torpedo bay with 4 torpedoes)
Other Builds
Intellect 1 (astromech unit)
Emergency Measures Standard

A-Wing
Cost 54
Size 1
Min crew 1

Range Interstellar
Trips 2
FTL x1
Atmospheric Yes
Acceleration 240
Top Speed 600
Total Cargo 1
Hidden Compartments None
Acceleration 12
Toughness 0
Handling 5
Accuracy 3
Hull AV 150
Max DC 300
Shield AV 150
Shield DC 600
Weaponry
Guns
Fixed Light x 2 [Laser]
Ordnance
Concussion Missiles (1 torpedo bay with 4 Homing torpedoes)
Other Builds
None
Emergency Measures Standard

Tie Interceptor
Cost 41
Size 1
Min crew 1
Range Long
Trips 2
FTL None
Atmospheric Yes
Acceleration 200
Top Speed 600
Total Cargo 1
Hidden Compartments None

Acceleration 10
Toughness 2
Handling 5
Accuracy 3
Hull AV 150
Max DC 420
Shield AV None
Shield DC None
Weaponry
Guns
Fixed Light x 4 [Laser]
Ordnance
None
Other Builds
None
Emergency Measures
Standard

Y-Wing
Cost 41
Size 1
Min crew 1
Range Interstellar
Trips 2
FTL x1
Atmospheric Yes
Acceleration 100
Top Speed 600
Total Cargo 1
Hidden Compartments None
Acceleration 5
Toughness 5
Handling 1
Accuracy 3
Hull AV 150

Max DC 600
Shield AV 150
Shield DC 600
Weaponry
Guns
Fixed Light x 2 [Laser]
Ordnance
Proton Torpedo (2 torpedo bays with 4 torpedoes each)
Other Builds
Intellect 1 (astromech unit)
Emergency Measures
Standard

Millennium Falcon (highly modified YT-1300 light freighter)


Cost 80
Size 4
Min crew 4
Range Interstellar
Trips 8
FTL x3
Atmospheric Yes
Acceleration 140
Top Speed 600
Total Cargo 2
Hidden Compartments Yes
Acceleration 7
Toughness 4
Handling 3
Accuracy 3
Hull AV 150+ d10x8 (40)
Max DC 1400
Shield AV 150
Shield DC 1000
Weaponry
Guns
Heavy turret x 2 (Turbo Lasers)
Light Fixed Guns x2 (Lasers)

Ordnance
Concussion Missiles (2 torpedo bays with 4 Homing torpedoes each)
Other Builds
None
Emergency Measures Standard

B-Wing
Cost 46
Size 2
Min crew 1
Range Interstellar
Trips 2
FTL x1
Atmospheric Yes
Acceleration 120
Top Speed 600
Total Cargo 1
Hidden Compartments None
Acceleration 6
Toughness 3
Handling 1
Accuracy 4
Hull AV 150 +1d10x4 (20)
Max DC 640
Shield AV 150
Shield DC 800
Weaponry
Guns
Fixed Heavy x 2 [Turbo Lasers]
Ordnance
Proton Torpedo bay x2
Other Builds
None
Emergency Measures Standard

Tie Bomber
Cost 39
Size 1

Min crew 1
Range Long
Trips 2
FTL no
Atmospheric Yes
Acceleration 100
Top Speed 600
Total Cargo 1
Hidden Compartments None
Acceleration 5
Toughness 5
Handling 3
Accuracy 3
Hull AV 150 +1d10x4 (20)
Max DC 600
Shield AV 0
Shield DC 0
Weaponry
Guns
Fixed Light x 2 [Lasers]
Ordnance
Proton Torpedo bay x2
Other Builds
None
Emergency Measures Standard

Star Destroyer (Imperial I Class)


Cost 360
Size 9
Min crew 36,810 (from WEG d6 game)
Range Self Sufficient
Trips N/A
FTL Yes, x2
Atmospheric No
Acceleration N/A
Top Speed N/A

Total Cargo 4 [100,000 tons (72 Tie Fighters, 9,700 Stormtroopers, 20 AT-ATs and 30 AT-STs)]
Hidden Compartments None
Acceleration 4
Toughness 3
Handling -7
Accuracy 3
Crew Level 3
Max DC 8,000
Hull AV 150 + 1d10x16 (80)
Shield AV 200
Shield DC 15,000
Weaponry
Guns
Fixed Massive x 30 [turbolaser batteries]
Fixed Heavy x 15 [ion cannons]
Ordnance
None
Other Builds
x2 Shuttles
Emergency Measures
Standard

CR-90 Corellian Corvette


Cost 96
Size 5
Min crew 165
Range Interstellar
Trips 16
FTL Yes, x2
Atmospheric Yes
Acceleration 80
Top Speed 300
Total Cargo 3 (1,000 tons)
Hidden Compartments None
Acceleration 4
Toughness 2

Handling -2
Accuracy 3
Crew Level 3
Max DC 2,100
Hull AV 150 + 1d10x5(25)
Shield AV 200
Shield DC 4,500
Weaponry
Guns
Fixed Heavy x 10 [Turbolasers]
Ordnance
None
Other Builds
x2 Shuttles
Emergency Measures
Standard

Ship Name Goa'uld Ha'tak Mothership


Points Cost
Size
8
Minimum Crew
Crew Level

202

19

Range
Interstellar
No. of Trips
4
FTL Capability
Yes
Atmospheric
Yes
Acceleration
80
Top Speed
300

Total Cargo Cap


100000
Hidden Compartments
Number
None
tons
0

Acceleration
Toughness
Handling
Accuracy

4
-5
3

Max DC
4800
Max Shield DC
8000
Hull AV
230
Shield AV
150
Weaponry
Guns
Fixed Heavy x8 (*AF,*AP) Plasma Cannons (Defence batteries)
Fixed Gigantic x 4 (*AF,*AP) Heavy Plasma Cannons (Main Weapons)
ECM
None
Emergency Meas.
Basic
Flak Grid
None
Intellect
1
Interceptors
None
Jacked
0
Launch Facilities
Basic
Medical Facilities
Lvl (bonus)
1
Self Sufficient
No
Shuttle
Yes
Stealth Technology
None
Teleporter
Yes
Notes
The main war ship of the Gaould; carrying enough firepower to decimate civilisations and to wage war
against all their foes, including of course, other Goauld.
They can carry squadrons of Death Gliders (about 60 or so) plus up to six smaller craft such as the Alkesh
bomber or Teltak cargo ship.
The HaTak can land on a planet in its entirety or the pyramid centre section can detach and land on its
own.

* = not in ATZ, these rules are under ATZ Add-ons thread.

Ship Name Goa'uld Death Glider


Points Cost
Size
1
Minimum Crew
Crew Level

49

Range
Short
No. of Trips
2
FTL Capability
None
Atmospheric
Yes
Acceleration
120
Top Speed
1200

Total Cargo Cap


1
Hidden Compartments
Number
None
tons

Acceleration
Toughness
Handling
Accuracy

6
4
3

Max DC
360
Max Shield DC
0
Hull AV
150
Shield AV
0
Weaponry
Guns
Fixed, Light x 2 (Heavy Staff Cannon)

ECM
None
Emergency Meas.

Basic

Notes
The fighter of the Gaould; used in both space to space combat as well as for ground attack. It can even
operate for a short time under water.
It can be crewed by either one or two jaffa.
* = not in ATZ, these rules are under ATZ Add-ons thread.

Nostromo
commercial towing vehicle
crew 7
cargo refinery processing 20,000,000 tons of mineral ore

Size 4
DC 800
Crew 7
Acceleration 1 20mph
Accuracy 2
AV Hull 150
Handling -6
Range interstellar
Speed 300mph
Emergency measures (4pts) fire suppresion,escape pods,rations,e-suits
Extra space 5
FTL 1
Intellect 3 "MOTHER"
Medical 2
Shuttle 1 "Narcissus"
50pts=10 build points
Note*stasis chambers 7 (0pts)
Routine travel between starsystems is automated
MOTHER can awaken crew in emergency or as needed basis.
Crew-Captain Dallas
Executive officer Kane
Warrant officer Ripley
Science officer Ash
Navigator Lambert
Chief engineer Parker
Enginering technician Brett
Jones the cat

Colonial marine Drop Ship


Size 2 (4pts)
DC 400
Crew 2 pilot/copilot
Acceleration 5 (2pts)
Accuracy 3 (3pts)
Handling 2 (6pts)
Range short (-2pts)
Max speed 600mph
Emergency measures (2pts) e-suits,life pods
Guns fixed light(D10x20)+200(300) (3pts)
Toughness 3 (3pts)
Extra space 1 (1pt) APC
Ordinance 2 (D8x30)+180(300) located in wing pods
30pts= 6build pts
note*drop ship can be remotely piloted*

Colonial marine APC


weight 14.500kg (16tons)
height 9.2 ft (2.8meters)
width 11 ft (3.38meters)
length 28.1 ft (8.58meters)
speed 94 mph (150kph)
range 300 miles (450km)
acceleration 25mph (42kph)
toughness 4
handling 4
crew 2+12 passengers (driver,commander,passengers)
DC 400
AV 350
Armament
Twin-20mm gatling cannons Forward arc only
Accuracy 3 Shots 1700
armor piercing D10x6(30) factor2
range 15/200/400/2000/6000

Twin 150 phased plasma cannons Turrent (retractable)


Accuracy 4 Shots 300
armor piercing D8x15(60) factor2
range 100/200/800/1500/2000
Note*comes equipped with command post able to monitor strike team via video/vitals signs

U.S.S Sulaco
Size 5
DC 1800
Crew 4
Acceleration 3 (60mph)
Unable to enter atmosphere (-2pts)
AV Hull 150+D10x10(200) 2pts
Handling 0
Range intersellar
Maz speed 300mph
Toughness 1
Emergency measures (6pts) fire suppresion,advanced A.I.,e-suits,escape pods
Extra space 3
FTL 1
Intellect 4
Shuttles (2 colonial marine drop ships)
Medical facilities 2
Statsis Capsules

Guns 2 light turrent (D10x20)+200(300)


Ordinance 2 located dorsal/ventral (D8x30)+180(300)
Note*Ship is automated for standard interstellar travel but requires crew for combat/docking
procedures.The ships computer monitors all crew in stasis and can awaken crew as needed.Stasis
chambers can be directed into escape pods by computer in emergency situations.
82 points= 17 Build Points
Crew
Bishop 341-B U.S.S. Sulaco's Assistant Android
1Lt. William Gorman Marine (Commanding Officer)
Sgt. Al Apone Marine (Senior Non-Commissioned Officer)
Cpl. Dwayne Hicks Marine (Assistant Non-Commissioned officer)
Cpl. Collette Ferro Marine (Dropship Pilot)
Cpl. Cynthia Dietrich Marine (Corpsman)
Pfc. William Hudson Marine (Technician)
Pvt. Jenette Vasquez Marine (Smart Gunner)
Pvt. Mark Drake Marine (Smart Gunner)
Pvt. Daniel Spunkmeyer Marine (Dropship Crew Chief)
Pvt. Ricco Frost Marine
Pvt. Tip Crowe Marine
Pvt. Trevor Wierzbowski Marine
Ellen Ripley Former Warrant Officer, Xenomorph Advisor
Carter Burke Corporate Lawyer

The Betty
Unregistered Mercenary Ship A.K.A. EA-TM-E
Size 3
DC 500
Crew 6
Acceleration 4 (80mph)
Accuracy 3
AV Hull 150
Handling 2
Range intersteelar
Speed 300mph
Extra Space 2
Hidden Space YES
FTL 1
Jacked
Intellect 2
Guns Fixed Heavy D12x20+280(400)
Ordinance 1 bay D8x30+180(300)
Stealth technology (5pts) Obscures sensor readings
Note*Standard Stasis capsules for FTL travel.
52pts=11 build points

Crew: Frank Elgyn


Sabra Hillard
Vriess
Johner
Christie
Call

USM Auriga
military research vessel
Size 9
Acceleration 2
Accuracy 5
Av Hull 150+D10x45(375)
Dc 9000
Crew 55
Handling -6
Range interstellar
Toughness 4
Emergency measures (6)
Extra space 4
FTL 3 (shielded)
Intellect 4 "FATHER"
Jacked
Stealth (5) obscures sensor readings
Medical facilitys (5)
Guns 4 heavy turrented (d12x20)+280(400)
6 massive fixed (d12x30)+420(600)
Ordinance 6 bays (D8x30)+180(300)
points 190=38 build points
Note*standard stasis capsules,extensive labs&research facilities.
Generel Perez commanding

Ship Name: Seeker class Scout Ship


Points Cost
39
Size
2
Minimum Crew
1
Crew Level
3

Range Interstellar
Jump 2
FTL Capability
Yes
Atmospheric
Yes
Acceleration
100

Top Speed

1200

Total Cargo Cap


1
Hidden Compartments
Number
None
tons

Acceleration
Toughness
Handling
Accuracy

5
0
4

Max DC
480
Max Shield DC
0
Hull AV
170
Shield AV
0

ECM
None
Emergency Meas.
Standard
Flak Grid
None
Intellect
1
Interceptors
None
Jacked
0
Launch Facilities
None
Medical Facilities
Lvl (bonus)
1
Self Sufficient
No
Shuttle
No
Stealth Technology None
Teleporter
No
The scout comes with one Turret as standard

Ship Name: Animal Class Safari Ship


Points Cost 43
Size
3
Minimum Crew 2
Crew Level 3

Range
Jump 2

Interstellar

FTL Capability Yes


Atmospheric Yes
Acceleration 80
Top Speed 600

Total Cargo Cap


100
Hidden Compartments
Number
None
tons

Acceleration
Toughness
Handling
Accuracy

4
-1
3

Max DC
700
Max Shield DC
0
Hull AV
165
Shield AV
0

ECM
None
Emergency Meas.
Standard
Flak Grid
None
Intellect
1
Interceptors
None
Jacked
0
Launch Facilities
None
Medical Facilities
Lvl (bonus)
2
Self Sufficient
No
Shuttle
Yes
Stealth Technology None
Teleporter
No
The safari ship has a turret fitted as standard

Constitution Class
Commisioning Date 2245
Crew 435
Size 5
Acceleration 3
Accuracy 4

AV Hull 150+D10x10(200)
AV Shields 150 DC 3000
DC 1800
Handling -3
Range interstellar
Unable to enter atmosphere
Toughness 1
Emergency measures (6)
Extra space 2
FTL 6
Phasers 2 Fwd Arc Heavy Fixed D12x20+280(400)
2 Photon torpedo launchers Fwd Arc D8x30+180(300)
Transporters 2
Self sufficient
Tractor Beam 5
107pts=21 build points

D-7A Class Battle Cruiser


Commisioning Date 2250
Crew 400
Size 5
Acceleration 3
Accuracy 3
AV Hull 150+D10x10(200)
AV Shields 150 DC 3000
DC 1800
Handling -4
Range interstellar
Unable to enter atmosphere
Toughness 1
Emergency measures (4)
Extra space 2
FTL 6
Disruptors 2 Fwd Arc D12x20+280(400)
2 Photon torpedo launchers Fwd Arc D8x30+180(300)
Transporters 2
Self sufficient
Intellect 3
Med facility 3
Tractor Beam 5
91pts=19 build pts

Romulan Bird of Prey


Commisioning Date Mid 23rd century

Crew 205
Size 3
Acceleration 4
Accuracy 3
AV Hull 150+S10x6(180)
AV Shields 100 DC 500
DC 700
Handling -1
Range interstellar
Speed 300mph
Toughness 2
Emergency measures (4pts)
Extra space 1
Intellect 3
Self sufficient
Medical facilities 2
Transporters 1
Cloak (10pts)
Tractor Beam 2
FTL (0) ship is deployed using a "magnetic bottle" effect but unfortunately is one-way.
Type H Disruptor 2 Fwd Arc Light Fixed D10x20+200(300)
Plasma Torpedo 1 Fwd Fixed*see below entry*
83pts=17 build points
*New Rule*
Plasma Torpedo-Cost 10pts/min ship size 3/counts as 4 light guns/fixed only at -3 to hit targets.The
closer plasma torpedo is to target the more damage it does.can only be fired once per turn.The plasma
torpedo does the following damage based on range determined by ZM:
short D12x30+420(600)
medium D12x20+280(400)
long D10x20+200(300)
extreme D8x20+200(280)

NX Class Starship
Crew 83
Size 5
Acceleration 3
Accuracy 3
AV Hull 150
Polarized Hull Plating DC 1800
DC 1800
Handling -4
Range interstellar
Unable to enter atmosphere

Toughness 1
Emergency measures
Extra space 2
FTL 4
Pulsed Phase Cannons Fwd Arc Light Fixed (D10 x 20) + 200(300)
Photonic torpedo Launcer Fwd Arc (D8 x 30) + 180 (300)
Transporters 1
Medical Facilities 3
Shuttles: 2
Grapples
Total: 48
Cost: 9

SSV Normandy SR-1 (Systems Alliance Space Vehicle Stealth


Reconnaissance)
Prototype Deep Space Frigate
Commisioning date 2183
Crew 23
Size 4
Acceleration 5
Accuracy 4
DC 950
AV hull 150+D10x8(190)
AV shields 150 DC 800
Handling 2
Range interstellar
Speed 300 mph
Emergency measures(4)
FTL 6
Intellect 3
Medical 4
Shuttle craft (Kodiac)
Self sufficient
Stealth Technology (5) Inoperable during FTL travel
Toughness 1
Extra space 2 (M35 Mako IFV)
Guns 2 Fixed Mass accelarators D12x20+280 (400) each
4 Gaurdian turrent point defense systems D10x20+200(300) each
*note* equipped with standard sleep pods for crew in transit*
Crew: Commander Shepard-CO
Jeff"joker" Morean-Helmsman
Pressly-Chief Navigator
Doc Adams-Chief medical officer
Adams-Chief Engineer

Staff Lt Kaidan Alenko-Marine detail commander


Total Build Points-106

Ship Name The Defender


Points Cost

100

Size

Minimum Crew 2
Crew Level

Range

Interstellar

Jump 3
FTL Capability Yes
Atmospheric

Yes

Acceleration

100

Top Speed

600

Total Cargo Cap 100

Acceleration

Toughness

Handling

-1

Accuracy

Max DC

1400

Max Shield DC 800*


Hull AV

210

Shield AV

100*

Emergency Meas.

Advanced (escape pods, fire suppression & eva suits)

Intellect

2 (Ships AI Crew rating)

Medical Facilities
Lvl (bonus)

2 (Fully equipped med bay and cold sleep capsules)

Shuttle

Yes

Weapons

5x 170Mj Lt Laser Turret Batteries Turret, Very Light (D10 x 10) + 100 (150)
2x 385Mj Hvy Laser Turret Batteries Turret, Light (D10 x 20) + 200 (300)
750Mj Super Laser Battery Turret, Heavy (D12 x 20) + 280 (400)
5000Mj Meson Gun** Fixed, Massive (D12 x 30) + 420 (600)
2x 50ton Missile Bays 12x Launchers 96x Missiles (D8 x30) + 180 (300)

*Shields only affect attacks from Meson Guns & Nuclear Weapons
**Meson Gun attacks are not affected by armour or normal shields, only Meson Screens

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