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Introduction
This supplement expands basic Lightspeed by allowing
players to make StarForce characters. A game using
StarForce characters differs greatly from a normal
Lightspeed game featuring Ranger characters. StarForce
games are more grandiose, where the fate of worlds or
sectors hang in the balance. StarForce wields great power
through their starships. As a result, StarForce characters
face more restrictions and control in the form of a rigid
chain of command and strict rules that prevent them from
abusing their power.
The StarForce, obviously, is based on every Interstellar
military/exploration force in science fiction from the
Federation Starfleet of Star Trek to the Earth Alliance
Fleet of Babylon 5. The role of military/explorers is
common in science fiction, and draws from the traditions
of brave naval explorers of Earth history.
In the future, the peace of the Galaxy is maintained by the
Federation StarForce. Without the stabilizing influence of
the StarForce, the planets of the Interstellar Federation
would succumb to either the threat of invasion by the Pan
History of StarForce
StarForce is the outgrowth of the loosely defined Colonial
Alliance Space Fleet formed in 2330. The Space Fleet
was composed of ships donated from myriad colonial
StarForce
worlds as a deterrent to Old Earth Empire exploitation.
The Declaration of the Articles of the Federation in 2368,
the official founding date of the Interstellar Federation,
called for the formalization of a defense force to enforce
the Articles and defend the peace within their sphere of
influence. At that time, this force was called SpaceFleet,
and was organized separately from the other defense
forces. In 2540, after a near disastrous Galactic invasion
from the Pan Solar Empire, the Federations defense
forces were organized under one umbrella organization.
The Federation Ground Forces, the Mechanized Cavalry,
the Federation Navy, the Federation Intelligence Agency,
the Federation Marines, and Federation Galactic Affairs
were all reorganized as semi-autonomous divisions under
the command of SpaceFleet, now renamed StarForce.
Many still refer to StarForce as SpaceFleet out of tradition.
StarForce Academy
StarForce Academy students hold the rank of Cadet while
attending the institution. The rank ranks of Chief, Leading,
and Able Cadet are assigned by academic achievement.
Chief Cadets assume leadership roles within the school,
often teaching courses themselves.
Chief Cadet
Leading Cadet
Able Cadet
Cadet
StarForce
Captain
Executive
Officer
Communications Officer
StarForce
StarForce Characters
StarForce is an all-volunteer organization, and there is
never a shortage of recruits. StarForce candidates hail
from all the planets in the Federation, from the most
populous Core World to the wildest Colony. StarForce
enlisted personnel must have 2 years specialist (college)
education while officers, in addition to the 2 years
specialist education, must have completed 4 years of
StarForce Academy education. StarForce characters
should, therefore, be highly motivated, intelligent, and
educated.
Within StarForce, there are six primary occupations.
Those are: Command, Operations, Engineering, Science,
Medical, Fighter Pilot, and Security. Each occupation
covers a separate specialty. Command oversees the
administration of personnel and equipment. They are
typically team leaders and organizers and, at higher
ranks, commanders of starships and stations.
Command
Command officers are trained to be leaders. They give
orders and motivate their crew and make sure everything
works smoothly and that everyone under their command
are cooperating and getting their job done.
Lower-ranking Command-Division officers usually do time
as Security Officers, rising through the ranks. However,
many Command Officers often transfer from OperationsDivision.
Command Officers receive the following skills from their
Everyman skills and Academy training:
Astrogation
Computers
Current Events
Etiquette
Evade
Hand-to-Hand
Perception
Persuasion
Pilot Starship
System Operation
Tactics
In addition to the above, characters receive an additional
30 skill points to add to their existing skills or to purchase
new ones as they wish to reflect Academy electives and
other areas of study, as well as experience earned in the
course of duty.
StarForce provides the following equipment free of charge
to all its Command Officers: Command Uniform (Red),
Stunner (10DC Stun only, +1 accuracy, 60m range),
Datapad (2 POW), Analyzer (Adds +2 to any Perception,
Technology, Tracking or Survival skills). Additional
equipment can be obtained through requisition, but
equipment is generally reserved for cases of special
requirements or extreme need.
Typical Federation StarForce Command Officer
Physical: 4 Mental: 6 Combat: 5 Move: 4
Hits: 20 Defense: 8
Skills: Astrogation 5, Computers 5, Current Events 2,
Etiquette 4, Evade 5, Hand-to-Hand 5, Perception 4,
Persuasion 5, Pilot Starship 4, System Operation 4,
Tactics 7.
Equipment: Command Uniform (Red), Stunner (10DC
Stun only, +1 accuracy, 60m range), Datapad (2 POW),
Analyzer (Adds +2 to any Perception, Technology,
Tracking or Survival skills).
StarForce
Operations
Operations officers are the flight control officers, gunners,
navigators, communications and sensor operators. They
run the various functions of the ship and are cross-trained
in order to take over any station as required.
Operations officers receive the following skills from their
Academy training:
Astrogation
Computers
First Aid
Gunnery
Perception
Pilot Starfighter
Pilot Starship
Science
Shields
System Operation
In addition to the above, characters receive an additional
30 skill points to add to their existing skills or to purchase
new ones as they wish to reflect Academy electives and
other areas of study, as well as experience earned in the
course of duty.
StarForce
Science
Science officers provide expert scientific knowledge and
research to the ship.
Science Officers receive the following skills from their
Academy training:
Medical
Medical officers provide medical support and assistance
to the ship as Ships Doctors, trauma specialists, or .
Science Officers receive the following skills from their
Academy training:
Astrogation
Computer Technology
Computers
Engineering
Perception
Science +3
System Operation +2
Computers
First Aid +3
Perception +2
Medicine +3
Science
System Operation
StarForce
Fighter Pilot
Though technically classified as Command personnel,
Fighter Pilots are specialized to fly the one- or two-man
starfighters often assigned to larger spacecraft or bases.
Beginning Fighter Pilots receive the following skills from
their Academy training:
Astrogation
First Aid
Gunnery
Perception
Pilot Starfighter
Ranged Weapons
Shields
Starfighter Technology
Survival
System Operation
In addition to the above, characters receive an additional
30 skill points to add to their existing skills or to purchase
new ones as they wish to reflect Academy electives and
other areas of study, as well as experience earned in the
course of duty.
StarForce provides the following equipment free of charge
to all its Fighter Pilots: Command Uniform (Red), Stunner
(10DC Stun only, +1 accuracy, 60m range), Flight Suit (5
KD), Datapad (2 POW), Analyzer (Adds +2 to any
Perception, Technology, Tracking or Survival skills).
Additional equipment can be obtained through requisition,
but equipment is generally reserved for cases of special
requirements or extreme need.
Security
Security officers are Command Division officers whose
responsibility is to respond to disturbances and maintain
overall security on the ship. They are trained for combat
and hand-to-hand fighting. They also handle ship-board
defense when boarded. Security officers often go on to
command positions.
Security officers receive the following skills from their
Academy training at level 1.
Evade
First Aid
Hand-to-Hand
Heavy Weapons
Melee Weapons
Perception
Persuasion
Ranged Weapons
System Operation
Thrown Weapons
In addition to the above, characters receive an additional
30 skill points to add to their existing skills or to purchase
new ones as they wish to reflect Academy electives and
other areas of study, as well as experience earned in the
course of duty.
StarForce
StarForce provides the following equipment free of charge
to all its Security Officers: Command Uniform (Red),
Stunner (10DC Stun only, +1 accuracy, 60m range),
Personal Force Screen (10KD, stunners only), Datapad (2
POW), Analyzer (Adds +2 to any Perception, Technology,
Tracking or Survival skills). Additional equipment can be
obtained through requisition, but equipment is generally
reserved for cases of special requirements or extreme
need.
Typical Federation StarForce Security Officer
Physical: 4 Mental: 6 Combat: 5 Move: 4
Hits: 20 Defense: 8
Skills: Computers 2, Evade 6, First Aid 3, Hand-to-Hand
6, Heavy Weapons 3, Melee Weapons 3, Perception 6,
Persuasion 6, Ranged Weapons 3, System Operation 3,
Thrown Weapons 3
Equipment: Command Uniform (Red), Stunner (10DC
Stun only, +1 accuracy, 60m range), Personal Force
Screen (10KD, stunners only), Datapad (2 POW),
Analyzer (Adds +2 to any Perception, Technology,
Tracking or Survival skills).
Astrogation
Computers
Concentration
Evade
Hand-to-Hand
Perception
Persuasion
Pilot Starfighter
Ranged Weapons
System Operation
Tactics
StarForce provides the following equipment free of charge
to all its officers: PsiForce Uniform (Purple), Stunner
(10DC Stun only, +1 accuracy, 60m range), Space Suit (5
KD), Datapad (2 POW), Analyzer (Adds +2 to any
Perception, Technology, Tracking or Survival skills).
Additional equipment can be obtained through requisition,
but equipment is generally reserved for cases of special
requirements or extreme need.
Typical PsiForce Officer
Physical: 3 Mental: 8 Combat: 4 Move: 4
Hits: 15 Defense: 6
Psi Power Level: 100-600 Control: -1
Skills: Astrogation 1, Computers 2, Concentration 3,
Evade 3, Hand-to-Hand 3, Perception 3, Persuasion 3,
Pilot Starfighter 1, Ranged Weapons 1, System Operation
1, and Tactics 1.
Psi Methods: Hyperspace 2, Life Support 2, Mind
Shield 2, Psi Sense 2, Telepathic Send 2, TK Blast 2,
TK Control 2, TK Shield 2
Equipment: Stunner (10DC Stun only, +1 accuracy, 60m
range), Space Suit (5 KD), Datapad (2 POW), Analyzer
(Adds +2 to any Perception, Technology, Tracking or
Survival skills).
DefenseForce Space Troopers
PsiForce
The Federation employs the services of several powerful
Psis for Galactic Defense and Exploration. These Psis act
in small teams and are often assigned to a Starship or
Starbase. Although classified as PsiForce, these Psis fall
under the jurisdiction and administration of StarForce.
StarForce Psis are highly elite and admired. However,
their numbers are few so their use is reserved for only the
most dire situations.
StarForce Psis must be graduates of the Psi Academies
and only receive nominal training from StarForce. The
lack of rigorous StarForce Academy training also creates
an animosity among StarForce Academy graduates who
think StarForce Psis are little more than ill-trained
celebrities pretending to play soldier. Upon joining
StarForce, the Psis are given training in the following
areas at +1.
StarForce
StarForce Spacecraft
StarForce fields a wide variety of spacecraft as a part of
its interstellar fleet. Spacecraft range from small shuttles
and starfighters to the giant Andromeda Class SuperStarship.
Lightning Fighter-Interceptor
Peacekeeper Fighter
KD: 4K
SHIELDS: 20K
SDP: 8K (2K)
MV: -1/-2/-4 (fighter scale)
MOVE: 4/8/16
Crew + Passengers: 1+1
Length: 15 meters
Width: 8 meters
Clearance: 2.5 meters clearance.
Weapons:
Beam Guns
(5K, +1 accuracy, range 10, BV 2, fixed forward)
2 Strike Missiles
(20K each, range 24, forward arc)
Tractor Beam
(15+3d6 vs targets structure+3d6, success indicates
target is immobilized, -5 accuracy, range 15, all arcs)
Options:
Hyperdrive (100 LY per hour, 1000 LY hex range)
Ion Drive (1 AU per day)
Atmospheric re-entry protection
passenger seat for prisoners
500kg storage
ejection seats
security system
sensors (range 70km/35 hexes, communications range
10,000km/5000 hexes)
backup sensors (range 10km/5 hexes, communications
range 300km/150 hexes)
Artificial Intelligence (Mental 2, Combat 2)
The Peacekeeper is a rugged long-range fighter-bomber
used primarily by the Rangers. Some Peacekeepers find
their way into StarForce service, but not in large numbers.
KD: 2K
SHIELDS: 10K
SDP: 6K (2K)
MV: -0/-1/-2 (fighter scale)
MOVE: 4/9/18
Crew + Passengers: 1+0
Length: 12 meters
Width: 3.5 meters
Clearance: 3 meters
Weapons:
Beam Guns
(5K, +1 accuracy, range 10, BV 2, fixed forward)
Options:
Hyperdrive (120 LY per hour, 200 LY hex range)
Ion Drive (1 AU per day)
Atmospheric re-entry protection
500kg storage
ejection seat
security system
sensors (range 70km/35 hexes, communications range
10,000km/5000 hexes)
backup sensors (range 10km/5 hexes, communications
range 300km/150 hexes)
Artificial Intelligence (Mental 2, Combat 2)
The Lightning is the standard Fighter-Interceptor in use by
StarForce. They are light, nimble, and fast. They are
generally attached to Starships and Starbases and serve
a defensive role by intercepting incoming attacks before
they become a threat.
StarForce
KD: 1K
SHIELDS: none
SDP: 4K (1K)
MV: -2/-5-10 (fighter scale)
MOVE: 1/3/6
Crew + Passengers: 2+10
Length: 26 meters
Width: 7 meters
Clearance: 3 meters
Weapons:
None
Options:
Hyperdrive (40 LY per hour, 100 LY hex range)
Ion Drive (1 AU per day)
Atmospheric re-entry protection
5000kg storage
sensors (range 70km/35 hexes, communications range
10,000km/5000 hexes)
backup sensors (range 10km/5 hexes, communications
range 300km/150 hexes)
The standard shuttle used by StarForce, as well as the
most popular security and civilian shuttle on the market.
Many variations exist, but the Polaris represents the most
ubiquitous variety. The Polaris carries personnel and light
cargo from vessel to vessel and are attached to every
Starship and Starbase with hangar facilities.
KD: 2K
SHIELDS: 30K
SDP: 10K (3K)
MV: -3/-6/-12 (fighter scale)
MOVE: 2/4/8
Crew + Passengers: 4 + 100
Length: 45 meters
Width: 38 meters
Clearance: 5 meters clearance.
Weapons:
Beam Guns
(5K, +1 accuracy, range 10, BV 2, fixed forward)
Options:
Hyperdrive (40 LY per hour, 100 LY hex range)
Ion Drive (1 AU per day)
Atmospheric re-entry protection
50,000kg storage capable of transporting a vehicle.
Cockpit becomes an escape pod.
security system.
sensors (range 70km/35 hexes, communications range
10,000km/5000 hexes)
backup sensors (range 20km/10 hexes, 6000km/3000 hex
communications range)
The Canopus Assault Shuttle is used to deliver
DefenseForce Space Troopers to their target during
assaults. It is rugged and fast, providing protection to its
payload of 100 Space Troopers or 20 Space Troopers and
their Assault Grav Vehicle.
Because of their use in boarding actions, attaching
themselves to the hull of enemy vessels allowing an
assault team to open an entry hole, Space Troopers often
refer to the Canopus as Can Openers.
Federation Assault Grav Vehicle
The AGV is a highly mobile troop transport used for
transporting troops during an assault on planetary targets.
It is equipped with two Rocket Pods, and a Heavy Blaster.
The AGV can transport up to 20 troopers.
FEDERATION AGV: KD 2K, SDP 5K, MV-6, MOVE 20,
Pass 1+20, Heavy Blaster (14 DC, range 400m), 2
Rocket Pods (-1 accuracy, 2K, range 250m, 20
rockets, can be fired singly or in BV10 salvoes of 10),
Options: sensors (7km range, 20,000km
communications), backup sensors (1km range, 300km
communications).
10
StarForce
KD: 3K
SHIELDS: 50K
SDP: 12K (3K)
MV: -0/-1/-2 (corvette scale)
MOVE: 2/5/10
Crew + Passengers: 50 (10 officers, 40 enlisted)+100
Length: 80 meters
Width: 45 meters
Clearance: 30 meters
Decks: 3
Weapons:
Beam Cannon
(20K, +2 accuracy, range 75, BV 2, forward arc)
Nova Cannon
(100K, +1 accuracy, range 500, fixed forward, 1 Phase
recharge)
Options:
Hyperdrive (120 LY per hour, 1000 LY hex range)
Ion Drive (2 AU per day)
Atmospheric re-entry protection
5 tons storage
escape pods
security system
sensors (range 700km/350 hexes, communications range
100,000km/50,000 hexes)
backup sensors (range 100km/50 hexes, communications
range 3000km/1500 hexes)
Artificial Intelligence (Mental 3, Combat 3)
The Procyon-class Light Attack Craft is used to attack
larger Starships, Starbases, and fortified ground targets. It
can deliver a small contingent of Space Troopers for hitand-run assaults, but it is not meant to survive prolonged
firefights.
KD: 4K
SHIELDS: 50K
SDP: 20K (5K)
MV: -1/-3/-6 (corvette scale)
MOVE: 2/4/8
Crew + Passengers: 50 (10 officers, 40 enlisted)+400
Length: 100 meters
Width: 70 meters
Clearance: 15 meters
Decks: 4
Weapons:
Beam Cannon
(20K, +2 accuracy, range 75, all arcs)
Strike Missile Launchers
(20K each, range 24, BV 6, forward arc, 10 salvoes)
Nova Cannons
(100K, +1 accuracy, range 500, BV 2, fixed forward)
Options:
Hyperdrive (75 LY per hour, 1500 LY hex range)
Ion Drive (1 AU per day)
Atmospheric re-entry protection
10 tons storage
escape pods
security system
sensors (range 700km/350 hexes, communications range
100,000km/50,000 hexes)
backup sensors (range 100km/50 hexes, communications
range 3000km/1500 hexes)
Shuttle Bay (1 shuttle)
The Betelgeuse Heavy Assault Craft is used for delivery of
Space Troopers, using its heavy weapons to soften up
larger Starships, Starbases, and fortified ground targets
before deploying its troops. The Betelgeuse is not meant
for prolonged heavy ship-to-ship fighting.
The Betelgeuse is equipped with a hangar bay capable of
transporting an Assault Shuttle.
11
StarForce
Antares-class Patrol Craft
KD: 3K
SHIELDS: 50K
SDP: 50K
MV: -0/-1/-2 (corvette scale)
MOVE: 1/3/6
Crew + Passengers: 160 (10 officers, 150 enlisted)+10
Length: 70 meters
Width: 30 meters
Clearance: 30 meters
Decks: 5
Weapons:
Beam Cannons
(20K, +2 accuracy, range 75, BV2, forward arc)
Heavy Strike Missile Launcher
(60K, range 100, forward arc, 10 salvoes)
Options:
Hyperdrive (45 LY per hour, 14,000 LY range)
Ion Drive (0.7 AU per day)
Atmospheric re-entry protection
10 tons cargo bay
escape pods
security system
sensors (range 700km/350 hexes, communications range
100,000km/50,000 hexes)
backup sensors (range 100km/50 hexes, communications
range 3000km/1500 hexes)
Artificial Intelligence (Mental 4, Combat 4)
The Antares-class Patrol Craft primarily serves in lowthreat areas enforcing Federation navigation and shipping
codes. Its intended targets are generally pirate vessels
and smuggler transports. Antares Patrol Craft are often
attached to a specific sector of space, usually Federation
Member and Associate Worlds where trouble is rare.
KD: 4K
SHIELDS: 75K
SDP: 50K
MV: -1/-2/-4 (corvette scale)
MOVE: 2/4/8
Crew + Passengers: 110 (10 officers, 100 enlisted)+50
Length: 90 meters
Width: 80 meters
Clearance: 20 meters
Decks: 5
Weapons:
Heavy Beam Gun
(6K, +1 accuracy, range 15, forward arc)
Beam Cannon
(20K, +2 accuracy, range 75, forward arc)
Heavy Strike Missile Launcher
(100K, range 100, BV 2, forward arc, 10 salvoes)
Options:
Hyperdrive (40 LY per hour, 20,000 LY range)
Ion Drive (0.75 AU per day)
Atmospheric re-entry protection
50 tons cargo bay
escape pods
security system
sensors (range 700km/350 hexes, communications range
100,000km/50,000 hexes)
backup sensors (range 100km/50 hexes, communications
range 3000km/1500 hexes)
Artificial Intelligence (Mental 2, Combat 2)
Alpha Centauri-class Patrol Craft serve much the same
role as the Antares-class. Alpha Centauries are better
armed and armored and are generally assigned to higherthreat patrols closer to the Frontier. Alpha Centauries are
generally seen near Colony worlds and areas of known
pirate or smuggling activity.
12
StarForce
Sirius-class Starcruiser
KD: 5K
SHIELDS: 75K
SDP: 100K
MV: -1/-2/-4 (starship scale)
MOVE: 1/3/6
Crew + Passengers: 200 (20 officers, 180 enlisted) + 50
Length: 280 meters
Width: 350 meters
Clearance: 110 meters
Decks: 5
Weapons:
Beam Cannons
(20K, +2 accuracy, BV 2, range 75, all arcs)
Heavy Strike Missile Launcher
(60K, range 100, BV 2, forward arc, 10 salvoes)
Options:
Hyperdrive (35 LY per hour, 10,000 LY hex range)
Ion Drive (0.4 AU per day)
Atmospheric re-entry protection
Escape pods
1000 ton cargo bay
sensors (range 700km/350 hexes, communications range
100,000km/50,000 hexes)
backup sensors (range 100km/50 hexes, communications
range 3000km/1500 hexes)
Artificial Intelligence (Mental 3, Combat 3)
The Sirius is an older craft, recently replaced by the newer
Eridani. Sirius-class Starcruisers serve deep-space
exploration and defense missions, operating without
support for years or months at a time far from any
colonized world.
Although outdated, the Sirius is still in service and is quite
numerous. Most Sirius Starcruisers are still on the
Frontier, charting new worlds and establishing new
colonies.
The Sirius hangar is equipped with 4 Polaris shuttles. The
Sirius science labs are slightly out of date, but refits are
planned to keep this aging vessel in service for many
more decades.
13
KD: 6K
SHIELDS: 75K
SDP: 150K
MV: -0/-1/-2 (starship scale)
MOVE: 2/4/8
Crew + Passengers: 200 (20 officers, 180 enlisted)+ 50
Length: 220 meters
Width: 120 meters
Clearance: 60 meters
Decks: 6
Weapons:
Beam Cannons
(20K, +2 accuracy, range 10, BV 2, all arcs)
Heavy Strike Missile Launcher
(60K, range 100, BV 2, forward arc, 10 salvoes)
Options:
Hyperdrive (40 LY per hour, 12,000 LY hex range)
Ion Drive (0.5 AU per day)
security system
escape pods
1000 ton cargo bay
sensors (range 700km/350 hexes, communications range
100,000km/50,000 hexes)
backup sensors (range 100km/50 hexes, communications
range 3000km/1500 hexes)
Artificial Intelligence (Mental 4, Combat 4)
The Eridani is the new top of the line Starcruiser. It
replaces the aging Sirius as the primary science and
exploration vessel of the Federation StarForce.
The Eridanis hangar is equipped with 4 Polaris shuttles
as well as exploration vehicles. The Eridanis science labs
are the best available for a starship of this size.
StarForce
Orion-class Starship
Pleiades-class Starship
KD: 4K
SHIELDS: 75K
SDP: 100K (25K)
MV: -1/-3/-6 (starship scale)
MOVE: 1/2/4
Crew + Passengers: 400 (40 officers, 360 enlisted) + 100
Length: 290 meters
Width: 100
Clearance: 30 meters
Decks: 7
KD: 4K
SHIELDS: 100K
SDP: 160K (40K)
MV: -3/-6/-12 (starship scale)
MOVE: 1/2/4
Crew + Passengers: 1,100 (100 officers, 1000 enlisted) +
4,900
Length: 410 meters
Width: 125 meters
Clearance: 35 meters
Decks: 9
Weapons:
Beam Cannons
(20K, +2 accuracy, range 10, BV 4, all arcs)
Heavy Strike Missile Launcher
(100K, range 100, BV 2, forward arc, 10 salvoes)
Heavy Strike Missile Launcher
(60K, range 100, BV 2, rear arc, 10 salvoes)
Nova Cannons
(100K, +1 accuracy, range 50, BV 2, fixed forward)
Weapons:
Beam Cannons
(20K, +2 accuracy, range 10, BV 4, all arcs)
Heavy Strike Missile Launcher
(100K, range 100, BV 4, forward arc, 10 salvoes)
Heavy Strike Missile Launcher
(60K, range 100, BV 2, rear arc, 10 salvoes)
Nova Cannons
(100K, +1 accuracy, range 50, BV 2, fixed forward)
Options:
Hyperdrive (35 LY per hour, 15,000 LY hex range)
Ion Drive (0.4 AU per day)
Atmospheric re-entry protection
security system
escape pods
3000 ton cargo bay
sensors (range 700km/350 hexes, communications range
100,000km/50,000 hexes)
backup sensors (range 100km/50 hexes, communications
range 3000km/1500 hexes)
Artificial Intelligence (Mental 2, Combat 2)
Options:
Hyperdrive (35 LY per hour, 20,000 LY hex range)
Ion Drive (0.4 AU per day)
Atmospheric re-entry protection
security system
escape pods
5000 ton cargo bay
sensors (range 700km/350 hexes, communications range
10,000km/5000 hexes)
backup sensors (range 100km/50 hexes, communications
range 3000km/1500 hexes)
Artificial Intelligence (Mental 2, Combat 2)
14
StarForce
Andromeda-class Super-Starship
KD: 5K
SHIELDS: 500K
SDP: 500K (125K)
MV: -4/-9/-18 (starship scale)
MOVE: 0/1/2
Crew + Passengers: 20,000 (2000 officers, 18,000
enlisted) + 10,000
Length: 1115 meters
Width: 640 meters
Clearance: 205 meters
Decks: 60
Weapons:
Beam Cannons
(20K, +2 accuracy, range 10, BV 8, Arc: all)
Heavy Beam Cannons
(40K, +2 accuracy, range 18, BV 5, all arcs)
Heavy Strike Missile Launchers
(100K, range 100, BV 4, forward arc, 50 salvoes)
Heavy Strike Missile Launchers
(100K, range 100, BV 2, rear arc, 50 salvoes)
Nova Cannons
(100K, +1 accuracy, range 50, BV 4, fixed forward)
Heavy Pi-Tachyon Cannon
(500K, range 300, fixed forward)
Options:
Hyperdrive (20 LY per hour, 200,000 LY hex range)
Ion Drive (0.2 AU per day)
security system
escape pods
10,000 ton cargo bay
sensors (range 5000km/2500 hexes, communications
range 1,000,000km/500,000 hexes)
backup sensors (range 100km/50 hexes, communications
range 3000km/1500 hexes)
Artificial Intelligence (Mental 2, Combat 2)
15
StarForce
Threats to Peace
The primary threat posed to the Federation comes from
the Pan Solar Empire, an autocratic and expansionist
regime that currently holds a large section of the
Sagittarius Quadrant. The current Federation doctrine is to
deny further Imperial aggression and expansion wherever
possible, but the Imperial StarNavy is formidable and
provides sufficient deterrence to attack.
KD: 3K
SHIELDS: 50K
SDP: 50K (13K)
MV: -2/-5/-10 (corvette scale)
MOVE: 1/2/4
Crew + Passengers: 110 (10 officers, 100 enlisted)+50
Length: 120 meters
Width: 80 meters
Clearance: 20 meters
Decks: 5
Weapons:
Beam Cannons
(20K, +2 accuracy, range 11, BV 4, forward arc)
Heavy Strike Missile Launchers
(100K, range 100, BV 4, 10 salvoes, forward arc)
Options:
Hyperdrive (35 LY per hour, 20,000 LY range)
Ion Drive (0.75 AU per day)
Atmospheric re-entry protection
100 tons cargo bay
escape pods
security system
sensors (range 700km/350 hexes, communications range
100,000km/50,000 hexes)
backup sensors (range 100km/50 hexes, communications
range 3000km/1500 hexes)
The Hunter-class patrol craft is the Imperial equivalent to
the Alpha Centauri. The Hunter is used to patrol
dangerous areas of space and deter pirate and smuggling
activity. Hunters often illegally harass Federation shipping
under the pretense of a customs inspection, confiscating
cargo and vessels and imprisoning the crew. This
amounts to little more than sanctioned piracy and the
StarForce will attempt to interfere in these activities
whenever possible.
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KD: 7K
SHIELDS: 100K
SDP: 700K
MV: -5/-10/-20 (starship scale)
MOVE: 0/1/2
Crew + Passengers: 36,000 + 10,000
Length: 1200 meters
Width: 800 meters
Clearance: 200 meters
Decks: 50
Weapons:
Beam Guns
(5K, +1 accuracy, range 7, BV 20, all arcs)
Beam Cannons
(10K, +2 accuracy, range 11, BV 10, all arcs)
Heavy Beam Cannons
(20K, +2 accuracy, range 18, BV 5, all arcs)
Heavy Strike Missile Launchers
(100K, range 100, 10 salvoes, BV 2, forward arc)
Nova Cannons
(100K, +1 accuracy, range 50, BV 2, fixed forward)
Options:
Hyperdrive (25 LY per hour, 20,000 LY hex range)
Ion Drive (0.3 AU per day)
security system
escape pods
50,000 ton cargo bay
sensors (range 700km/350 hexes, communications range
10,000km/5000 hexes)
backup sensors (range 100km/50 hexes, communications
range 3000km/1500 hexes)
The Destroyer-class battlecarrier is the most visible
representation of Imperial power and presence. Each
carries a full wing of 30 Harpy fighters, a complement of
10,000 Shock Troopers and 10 Terror Walkers as well as
various other mecha and vehicles.
Destroyers are primarily used for the relocation of Imperial
citizens forcibly removing them from their planets and
transporting them to a colony world. There the Destroyer
deposits its troops and colonists to build a military
installation. The colony serves only to support the military
installation, thus further expanding the Empires influence.
StarForce
Game Masters Notes
StarForce Adventures
For StarForce adventures look no further than episodes of
Star Trek or Babylon 5. Exploration, political
machinations, diplomacy, conflict resolution, and tests of
humanitys worthiness abound.
Ship-board adventures should ideally center around the
Player Characters, either manning their stations or as a
part of an away mission. Therefore, Player Characters
should be in positions of authority on the ships. Security
officers and bridge crew officers are ideal positions for
Player Characters, as they control the actions of the
starship and make the important decisions. Try not to let
them be forced to follow orders from a superior officer.
Beginning Player Characters should start out in command
positions on a small starship such as an Alpha Centauri or
Antares. They should be relatively independent and far
from reliable support. Out on the Frontier, it can take
hours or days for a message to reach a friendly vessel or
station, so the PCs are on their own.
As the Player Characters gain skills and status, advance
their rank and assign them a larger vessel. New
commanders are allowed to outfit their Bridge Crew
however they wish, transferring crew from their old
command to their new one, so groups of PCs can stay
together from ship to ship.
Some StarForce adventure ideas could include:
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Caveat
This is NOT an official Fuzion product, nor are these the
official Fuzion rules. This is my personal opinion of what
the rules should look like. There are therefore small
editorial changes to the rules that are my own.