Wednesday, September 18, 2019

Redjack Nomad-Class Light Modular Corvette

ST/HP: 250

Hand/SR: +1/5*

HT: 13

Move: 8/300 (+13)*

LWt.: 95

Load: 25

SM: +7

Occ.: 5ASV

DR: 150/75

Range: 500,000, 7 jumps (Rating 2)*

Cost: $50M

Loc.: g2t3rL

Stall: 0

Total Chase Roll: +14*

*The Nomad’s engine, including its hyperdrive, are modular. The listed values are the most common values.

†The Nomad has an entirely modular hold which can contain passenger accommodations, increasing the number of people accommodated by the craft.

Nanocomposite Polymer; double DR vs plasma attacks. Has a Force Screen that provides 500 ablative, hardened DR. Additionally, the Nomad has modular armor that can further alter its armor profile.



Notes

Unmodified Redjack Corvette Electronics:

  • Ultrascanner Open Mount: 150-mile search range, 15-mile scan range; low probability intercept (detectable at 225 miles); 360° rotation.

  • Night Vision Sensors: +9 nightvision, ×8 magnification (up to +3 to aimed attacks, if the vehicle aims for three turns).

  • Targeting Computers: +5 to Gunnery projects provided a sensor lock is gained.

  • Distortion Jammer: -4 ECM rating.

  • Tactical ECM: +1 to dodge missiles.

  • Large FTL Communication Array: 30-parsec range.

  • Large Holographic Radio: 10,000 mile range (orbital); “palm sized” holographic console.

  • Security and Safety: Simple Locks;

  • Accommodations: 2 cabins; total possible accommodations for 4.

  • Hyperdrive: Rating 2, with sufficient fuel for 7 jumps.

  • Ruggedized Hyperium Reactor: 30 days endurance.

The Nomad has a single “control” section with computerized controls and seats for a pilot and co-pilot. The engine section contains a robotic control station where a robot can directly plug in. A modular “electronics lab” sits adjacent to the control section; it’s exact composition depends on what modules have been installed.

Weapon Modules

The Nomad has two modular weapon turrets with full rotation. These weapons must be paid for separate from the vehicle

The B00-M Heavy Plasma Cannon Module: Sometimes called the “double-aught,” the B00-M Cannon is the most commonly used main weapon module for a Wildcat, and popular with nomads that expect to fight other corvettes. This heavy fighter cannon exchanges rate of fire and reliability for devastating firepower. The B00-M can only fire once every three seconds, and risks overheating after firing more than three shots without waiting 10+ seconds between shots, and needs a full minute to cool down. In Action Vehicular Combat, the B00-M can technically fire once per turn, as an optional rule, the GM can require the pilot to wait one turn between turns to fire it, our to make a Gunnery (Beams)-4 roll to vent heat and cycle the charge faster. It can also aim at a spot near its target, gaining a +4 to hit, but sacrificing the armor modifier. $650k

The MIN-3R Artillery Laser Cannon Module: This weapon is identical to the “mining” laser mounted on the Razer. It is typically used by ships that seek to mine asteroids, but sometimes is used by pirates who wish to carve through the armor of slower, less well-defended corvettes. $700k

The SP74-TR Heavy Plasma Gatling Module: Popular with Nomad crews pilots who expect face fighters (and generally the default choice for Nomads), this gatling plasma cannon lays down a serious barrage of plasma shots more than powerful enough to kill other fighters. It can also aim at a spot near its target, gaining a +4 to hit, but sacrificing the armor modifier; most users ot the weapon will simply lay down a barrage of fire, like a focused flak cannon, near their target and hope the saturation fire will hit their target. $1,000k

The NUK-3 Disposable Torpedo Bay: Rarely used by Nomads, some pirates, rebels or renegades will load a NUK-3 to help defeat larger capital ships. They usually only use one such weapon and keep their other turret clear for fighting off other fighters and/or corvettes. $100k

Weapon

Dmg

Acc

Range

Ewt

RoF

Shots

ST

Bulk

Rcl

Notes

NOV-4 Heavy Plasma Cannon Module

6dx30(2) burn ex

6

4 mi/12 mi

4000

1/3

15/2F

M

-10

3

[1]

MIN-3R Mining Laser Module

5d×15(10) cut inc

12

500/3 mi

4000

1

25/5E

M

-10

1



SP74-TR Heavy Plasma Gatling

6dx15(2) burn ex

6

3mi/
8mi

4000

8

88/
3F

M

-10

3



Isomeric Torpedo Bay

6d×500 cr ex

3

300/
10 mi

2500

1

3

150M

-15

1



Engine Modules

The Nomad has room for multiple possible configurations of its engines and its hyperdrive. It takes 6 hours to change an engine module, or 12 hours if no tools are available.


Redjack “Cross-Country” Ion Thruster Engine Module

45,000 lbs; $3.6M (if purchased separately)

This is the standard engine module for a Nomad; it requires no statline change. It trades engine and hyperdrive space for additional fuel for the hyperdrive, allowing it to take more jumps. It also includes additional access space, making the engineer more comfortable, but not enough to improve HT.

This requires no change to the statline.

Redjack “Crosswind” Hyperdrive Engine Module

60,000 lbs; $5M

This module includes the standard ion thrusters of the Cross-Country module, but sacrifices the additional space for a much larger hyperdrive. This improves the hyperdrive rating to 3 and reduces the fuel to 5 shunts.

Redjack “Stormrider” Plasma Thruster Engine Module

60,000 lbs; $5M

This engine module sheds the additional fuel and fills up the engine room with heavier, more powerful plasma thrusters. This greatly expand out the engine profile of the ship and give its engines a violent, red blast when they fire. While active, the plasma thrusters increase the Move of the Nomad to 12/400 (+13) and improve the handling/SR to +2/5 (for a total chase roll of +15). The plasma thrusters consume 24 hours of fuel for every hour active.

Redjack “Horizon” Next-Gen Engine Module

60,000 lbs; $13M

This staggeringly expensive module combines hyperium thrusters with a cutting-edge, state of the art hyperdrive. This results in a shockingly fast ship with an excellent hyperdrive rating. Reduce the hyperspace fuel to 5 shunts, and improve the hyperdrive rating to 3. Furthermore, with the Plasma Thursters active, increase Move to 12/400 (+13) and improve the handling to +2/5 (for a total Chase roll of +15); the plasma thrusters consume 24 hours of fuel for every hour active. Finally, reduce HT by 1 and add the x tag (explosive).

These can be cobbled together using Syntech Next-Gen plasma thrusters and hyperdrives; the results tend to be safer, but one must acquire the parts first! This requires a Mechanic (Starship) roll at -8 (or +0 with Quick Gadgeteer). Such a hypothetical module does not penalize HT or add the x tag.

Electronics Module

Next to the control compartment and beneath the main dish array, the nomad has a modular electronics laboratory which can be slotted for different dish arrays as well as different computers, depending on the intended purpose of the Nomad. By default, this is cabin-sized “server room” with an access point for a robot into the microframe of the Nomad. When a module is installed, it replaces the electronics of the ship, including the main dish, with a new room and new electronics.

Redjack “Doodlebug” Electronics Module

1000 lbs; $200,000

The original design for the Nomad called for a prospector ship. The Nomad was to jump into a new system and check out the local asteroids to see if any had promising ore or material. This module includes an advanced microframe with excellent prospecting software and a geology lab, allowing analysis of samples. Add +1 to Prospecting and Geology.

Redjack “Charter” Electronics Module

1000 lbs; $200,000

Nomads often see use as scouts or explorers on the edges of civilized space. The Charter module includes an advanced microframe within a “starchart” office that provides a constant synthesis on local reports of hyperstorms and the changing location of stars in relations to one another. Add +1 to Navigation (Hyperspace) and Cartography.

Redjack “Blackout” Electronics Module

1000 lbs; $250,000

Designed to allow the nomad to accept a combat-support role, this module upgrades the electronics package of the Nomad to add a 20-mile “Medium” Area Scrambler, granting all allies in its area a -5 ECM rating, and a 20-mile, “Medium” Distortion Scrambler that can disrupt communications in the area. Additionally, the room has contains an advanced microframe with excellent tactical software and a holoprojector with a real-time map of the area. This grants +1 to Tactics (Space) and Electronics Operations (EW).

ARC “Icon” Electronics Module

1250 lbs; $5M

Designed as a joint project between ARC and Redjack, this module is popular with diplomats, merchants and missionaries alike. This electronics package greatly increases the size of the main dish and includes a “Very Large” 300-parsec FTL communication device, as well as a mini-studio with soundproofing, stage-dressing, up-to-date holocameras and a larger holoprojector that allows the occupant to communicate with another at full scale. Add +1 to Propaganda and Electronics Operations (Media).

Blackline Project’s “Anarchy” Electronics Module

1000 lbs; $5M

Urban legends swirl around Nomad’s equipped with top-of-the-line microframes with black-market hacking and decryption programs as well as comm-spoofing technology. If such a module existed, it would add +2 to Computer Hacking-related skills, as well as Electronics Operations (Comms) rolls to avoid being eavesdropped upon or for spoofing other signals, and allows for real-time decryption of signals.

Cargo Modules

The expansive cargo bay (most of the Nomad interior) can be redesigned to match the owners specifications. They may have up to 3 cargo modules.

Basic Nomad Cargo Module

500 lbs; $30,000

The standard cargo module for a Nomad, this cargo bay can carry up to 45,000 lbs of cargo. It also contains floor and/or wall-panels (the designs vary per module) that can hide up to 5000 lbs in cargo, serving as basic Smuggling tools. Additionally, these smuggling compartments contain distortion mesh, which apply a -6 to any rolls to detect them or to scan their contents.

Basic Nomad Bunk Module

3000 lbs; $100,000

A typical bulk passenger module, this contains bunks and additional life-support for up to 10 people. These accommodations tend to be uncomfortable and earn little in the way of frieght, but some Nomad pilots, especially those that handle refugees make use of them. These also contain standard Smuggling compartments (see Basic Nomad Cargo Module for more) hidden beneath various bunks or on the wall panels. These smuggling compartments contain distortion mesh, which apply a -6 to any rolls to detect them or to scan their contents.

Basic Nomad Prison Module

3000 lbs; $100,000

This module contains ten, tightly packed cells with force ward prison doors and neuronic shackles to keep prisoners in line. This module is popular among bounty hunters or slave traffickers in the Umbral Rim. These also contain standard Smuggling compartments (see Basic Nomad Cargo Module for more) hidden beneath various bunks or on the wall panels. These smuggling compartments contain distortion mesh, which apply a -6 to any rolls to detect them or to scan their contents.

Standard Nomad Accommodations Module

3000 lbs; $150,000

The standard in passenger accommodation, and also popular among nomads with larger crews, this contains two full cabins and life-support for up to 4 additional people. These also contain standard Smuggling compartments (see Basic Nomad Cargo Module for more) hidden beneath various bunks or on the wall panels. These smuggling compartments contain distortion mesh, which apply a -6 to any rolls to detect them or to scan their contents.

Custom Nomad Luxury Cabin Module

3000 lbs; $250,000

This module contains a luxurious cabin fit for one to two people, with sumptuous furnishings and a spacious interior. Additionally, this module contains advanced, well-hidden smuggling compartments which can hide up to 5000 lbs of cargo, allow a Smuggling roll at +1, and provide the normal -6 penalty to detect the compartments with sensors or to scan their interiors. These smuggling compartments contain distortion mesh, which apply a -6 to any rolls to detect them or to scan their contents.

Custom Nomad Temple Module

3000 lbs; $250,000

Some Redjack customers are deeply religious. Redjack has several “temple” variations, with the Akashic Mysteries, Shepherdist and Divine Masks as standards, and with generic, open spaces that can easily be customized by the owner to honor their particular religious affiliation. These generally provide sufficient tools for Religious Ritual rolls, and the Akashic model comes with a sensory deprivation chamber. If used as a meeting room, it can house up to 10 people. Additionally, this module contains advanced, well-hidden smuggling compartments which can hide up to 5000 lbs of cargo, allow a Smuggling roll at +1, and provide the normal -6 penalty to detect the compartments with sensors or to scan their interiors. These smuggling compartments contain distortion mesh, which apply a -6 to any rolls to detect them or to scan their contents.

Armor Modules

The Nomad has a fairly simple, if unattractive and unstreamlined exterior that has attachment points and struts capable of accepting additional reinforcement that improves its armor, handling or stealth charactersistics. As an optional rule, called shots for armor chinks automatically bypass Armor Modules in addition to halving the DR of the Nomad, and disabling the Nomads’s armor destroys the Armor Module. It takes one hour to change out a Nomad’s armor module, or two hours without the appropriate tools.

Redjack “Mustang” Armor Module

6000 lbs; $10M

One of the trickier armor modules to install, this substantially reshapes the craft with additional hyperdynamic control elements, giving it a sleeker, more aggressive design. It improves Handling to +2/4, unless combined with plasma thruster modules (either the “Stormrider” or “Horizon” module), then it improves Move to 11/500 (+14) and handling to +3/4.

Redjack “Pocket Ace” Armor Module

12,000 lbs; $2.5M

Nomad pilots often prefer a certain level of discretion. The “Pocket Ace” module applies of stealthed carbide composite. This increases the DR of the Nomad to 300/150 DR and applies a further -4 ECM penalty. In addition, the armor contains a layer of distortion mesh, which applies a -6 to any attempts to scan the interior of the vehicle and determine what lay inside.

Redjack “Brutus” Armor Module

15,000 lbs; $1.5M

Nomad pilots pile on Brutus armor when they expect to come under serious attack and don’t mind hauling the extra weight. Brutus armor notably bulks up the silhouette of the ship, and the extra layers of nanocomposite polymer with added EMA increases DR to 450/200 and triples DR vs shaped charges and plasma attacks.

ARC “Rake” Armor Module

6,000 lbs; $4M

Another collaboration between ARC and Redjack, ARC can manufacture a special, diamondoid shell which, in addition to greatly improving its survivability, also gives it stylish lines suitable for a wandering nobleman. This grants +1 reaction modifiers and improves DR to 300/150 (but halve DR vs crushing attacks).

Sample Nomad Loadouts:

The Redjack “Prospector” Loadout: These are so common that some people refer to a “Nomad” as a “Prospector.” These tend to be kitted out for long trips into the lonely belts at the edges of the galaxy, far from civilization for days of scanning asteroids for useful ore. These ships can mine on their own, but often join a larger fleet of Wranglers and Wildcats.

Statline Changes and Notes: $47M, +1 to Prospecting and Geology rolls.

  • SP74-TR Heavy Plasma Gatling Module

  • MIN-3R Artillery Laser Cannon Module

  • Redjack “Cross-Country” Ion Thruster Engine Module

  • Redjack “Doodlebug” Electronics Module

  • 3 Basic Nomad Cargo Modules

  • No Armor Module

The Redjack “Anthem” Loadout: Redjack customers interested in Nomads that aren’t miners are often “tramp traders,” looking to wander a part of the galaxy and make quick trades between systems not usually connected by big liners. These “Anthems” tend to get unfairly tagged as smugglers just because the Nomad is surprisingly good at smuggling!

Statline Changes and Notes: $52M; +4 ASV occupancy; Hyperspace Rating 3 (5 jumps); +1 to Navigation (Hyperspace) and Cartography.

  • 2 SP74-TR Heavy Plasma Gatling Modules

  • Redjack “Crosswind” Hyperdrive Engine Module

  • Redjack “Charter” Electronics Module

  • 2 Basic Nomad Cargo Modules

  • Standard Nomad Accommodations Module

  • No Armor Module

The ARC “Rapscallion” Loadout: Aristocrats with pinched pockets sometimes choose to retrofit a basic Nomad as a personal shuttle. Their considerable endurance makes them very popular for long trips, and its extreme FTL allow the noble to remain in touch while looking fantastic.

Statline Changes and Notes: $56M; +4 ASV occupancy; DR 300/150 (Halved vs Crushing); +1 to Propaganda and Electronics Operations (Media).

  • 2 SP74-TR Heavy Plasma Gatling Modules

  • Redjack “Cross-Country” Ion Thruster Engine Module

  • ARCIcon” Electronics Module

  • 2 Custom Nomad Luxury Cabin Module

  • 1 Custom Nomad Temple Module

  • ARCRake” Armor Module

The Redjack “Solo” Loadout: With all the possible loadouts available for the Nomad, sometimes Nomad pilots sit up and notice interesting vessels, and the “Solo” was one such vessel. The pilot, a smuggler in the Rogue Stars near Sirocco, had turned his Nomad into a racer capable of keeping up with heavy fighters, and with an unparalleled capacity to navigate the stranger stars of the galactic fringe.

Statline Changes and Notes: $68M; +3/4 Hand/SR; Move: 11/500; +4 ASV occupancy; Hyperspace Rating 3 (5 jumps); +1 to Navigation (Hyperspace) and Cartography.

  • 2 SP74-TR Heavy Plasma Gatling Modules

  • Redjack “Horizon” Next-Gen Engine Module

  • Redjack “Charter” Electronics Module

  • 2 Basic Nomad Cargo Module

  • Standard Nomad Accommodations Module

  • Redjack “Mustang” Armor Module

Look and Feel

The Nomad is one of Redjack’s most purchased vehicles, and a common sight across the Galaxy, though not everyone realizes they’re looking at the same ship, given the triumph of Redjack modularity that it represents. The silhouette of the ship is dominated by its array of engines, which spread out in an arc behind the rest of the craft. The center has its “cargo” section, which has a generous cargo ramp that often looks out of place when leading to a set of halls and galleys if mostly accommodations have been installed. Finally, the ship narrows to its control area, which is inevitably a riot of exposed cables and structure unless the pilot is meticulous about the installation of their electronics modules. This area contains the pilot and co-pilot station, and the electronics control room/lab, sometimes called “the server room,” especially if it has an upgraded computer.

The interior of the ship varies a great deal based on the modules installed. Especially sparse Nomads feel excessively roomy, with overly spacious engine rooms, an essentially empty electronics lab, and a cavernous hold. If fully installed, the ship can feel crushingly claustraphobic, with an overwrought engine room that often makes for a tight fit, a busy set of accommodations each with their own mini galley and bathroom set, and a control area overflowing with electronics. As a result, the final layout and look of the ship depends a great deal on the personality of its pilot and crew, and each ship tends to be highly individualized with imaginative paint-jobs and custom modules.

Given their flexibility, Nomads can see a variety of uses. In war, they tend to act as scouts, spies and saboteurs, creeping up on ships with their stealth or racing away when detected. In the meantime, they use their top-of-the-line electronics to scope out the enemy, uncover mine fields and determine where the best attack point for a settlement might be. They can fight, but tend to be outmatched by larger Redjack vehicles, or even Redjack fighters, which are dedicated to war. Outside of war, the Nomad uses its watchfulness and its endurance to explore the edges of the galaxy and avoid an excessive amount of official attenion.

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