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.
Weapon Modules
The Nomad has two modular weapon turrets with full rotation. These weapons must be paid for separate from the vehicleThe 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
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
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
- ARC
“Icon”
Electronics Module
- 2 Custom Nomad Luxury Cabin Module
- 1 Custom Nomad Temple Module
- ARC “Rake” Armor Module
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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