Control Skill: Piloting Crew: 1 pilot Passengers: 0 Consumables: 1 week Encumbrance Capacity: 7 Hyperdrive: Whetū 2 Sensor Range: Medium Price/Rarity: 37,000 (R)/7 Hard Points: 1 Weapons: 3 fire-linked light plasma repeaters (Fire Arc Forward; Gunnery; Damage 5; Crit 2; Range [Close];Auto-Fire, Vicious 1) SharedTac-Stream When flying in a group, add b to Gunnery checks for each allied Tzaa’khorot within Short range (up to a maximum of bbb). ZS-27 ZZrAsshop-VAi-clAss Bomber The Zzrasshop-Vai is an old but reliable Kezh’vatt bomber design. Earlier models date back to the last few decades of the Final War. Durable and heavily armed, it remains a popular choice for mercenary companies and frontier planet military forces. Control Skill: Piloting Crew: 1 pilot Passengers: None Consumables: 1 T-week Encumbrance Capacity: 8 Hyperdrive: Whetū 2 Sensor Range: Medium Price/Rarity: 44,200 (R)/5 Hard Points: 1 Weapons: Twin light lasers (Fire Arc Forward; Gunnery; Damage 5; Crit 3; Range [Short]; Accurate 1, Linked 1). Triple heavy plasma missile launcher (Fire Arc Forward; Gunnery; Damage 10; Crit 5; Range [Medium]; Breach 1, Guided 3, LimitedAmmo 3) BrelArif-clAss SurVeY Ship The Brelarif is a long-range survey ship of Virrak design. Able to survive on its own in the uncaring vastness of space for a year, it is a favorite of explorers. Control Skill: Piloting Crew: 1 pilot, 1 copilot Passengers: None Consumables: 1 T-year Encumbrance Capacity: 12 Hyperdrive: Whetū 2 Sensor Range: Extreme Price/Rarity: 29,600/7 Hard Points: 2 Weapons: Light twin laser turret (Fire Arc All; Gunnery; Damage 5; Crit 3; Range [Short]; Accurate 1, Linked 1). StAndArd MilitArY PinnAce There are a multitude of military pinnace models—small ships designed to ferry passengers to and from starships. These hundreds of models differ only slightly, so they have been lumped together into a single stat block. Control Skill: Piloting Crew: 1 pilot, 1 copilot Passengers: 8 Consumables: 1 T-week Encumbrance Capacity: 40 Hyperdrive: None. Sensor Range: Short Price/Rarity: 8,650 (R)/2 Hard Points: 0 Weapons: Light mass driver (Fire Arc Forward; Gunnery; Damage 5; Crit 4; Range [Close]) EbrAuth-clAss MilitArY Courier The Ebrauth armored courier was designed by a Peshtau shipyard twelve T-years ago. With heavier armor and better shields than most civilian courier ships, it is more durable but less maneuverable. Control Skill: Piloting Crew: 1 pilot, 1 copilot, 1 navigator, 1 engineer Passengers: 4 Consumables: 3 T-months Encumbrance Capacity: 20 Hyperdrive: Whetū 3 Sensor Range: Long 3 3 −1 3 2 16 10 3 4 +0 1 1 10 8 3 2 +1 1 2 8 5 4 3 −1 1 2 15 10 51 This is unofficial Fan Content for the Genesys system. Not approved/endorsed by Fantasy Flight Games. Portions of the materials used are property of and © Fantasy Flight Games.
Price/Rarity: 29,050 (R)/7 Hard Points: 2 Weapons: Anti-fighter laser turret (Fire Arc All; Gunnery; Damage 5; Crit 2; Range [Close]; Tracking 2). KedrAsh-clAss MilitArY Shuttle Designed by one of the Drensharr nations near the end of the war, the Kedrash is a durable military shuttle/dropship, designed for ferrying several squads at a time, or a large amount of materiel. Due to its reliability, it still sees a lot of use in the Orion Sector, both among mercenary companies and military forces. Control Skill: Piloting Crew: 1 pilot, 1 copilot/gunner, 1 comms operator, 1 navigator, 1 engineer Passengers: 25 Consumables: 3 T-months Encumbrance Capacity: 300 (w/o passengers)/50 (w/ full passenger load) Hyperdrive: Whetū 2 Sensor Range: Medium Price/Rarity: 39,100 (R)/7 Hard Points: 1 Weapons: Twin heavy lasers (Fire Arc Forward; Gunnery; Damage 6; Crit 3; Range [Short];Accurate 1). Ventral heavy pulse repeater turret (Fire Arc Forward, Aft, Port, Starboard, Bottom; Gunnery; Damage 12; Crit 3; Range [Short]; Auto-Fire, Personal Scale, Pierce 1, Vicious 1). QuicksilVer-clAss Courier Small and speedy, the *Quicksilver* is a state-of-the-art courier ship, modeled off of an old Terran Union design from before the Final War and upgraded with modern technologies to remain competitive. Control Skill: Piloting Crew: 1 pilot, 1 copilot, 1 navigator Passengers: 4 Consumables: 1 T-month Encumbrance Capacity: 20 Hyperdrive: Whetū 3 Sensor Range: Medium Price/Rarity: 20,000/6 Hard Points: 2 Weapons: None. ZephYr-clAss Shuttle The Zephyr shuttle is a mainstay of many planets’ mercantile navies. Its design incorporates elements of traditional Sseshkar and Peshtau designs and is built around ferrying passengers/cargo from orbit to a planet, or providing long-range passage for small volumes of cargo/passengers. Control Skill: Piloting Crew: 1 pilot, 1 copilot, 1 navigator, 1 engineer Passengers: 16 Consumables: 2 T-months Encumbrance Capacity: 240 (w/o passengers)/80 (w/ full passenger load) Hyperdrive: Whetū 1 Sensor Range: Medium Price/Rarity: 16,800/4 Hard Points: 2 Weapons: None. Frreeiigghhtteerrss Anndd TrrAnnssppoorrttss With the ever-present risk of piracy, armed freighters and transports are usually more available to civilians than starfighters. These ships generally have just enough weaponry to scare off most pirates without posing a serious threat to an actual warship— assuming, of course, that the owner is concerned about obeying the weapons laws. Apsonsi LuXurY Liner Swift and opulent, the Apsonsi is a newer Terran design, favoring luxury over passenger capacity. Its name comes from Thai folklore, chosen by the designers as a nod to their heritage. Moderately armed for protection, it is commonly used by companies that specialize in VIP transport. Control Skill: Operating Crew: 1 captain, 8 bridge crew, 15 crew Passengers: 40 4 5 +0 2 2 17 13 4 3 +0 0 1 12 8 4 3 +0 0 2 16 10 4 3 −1 0 2 25 15 52 This is unofficial Fan Content for the Genesys system. Not approved/endorsed by Fantasy Flight Games. Portions of the materials used are property of and © Fantasy Flight Games.
Consumables: 3 T-months Encumbrance Capacity: 320 Hyperdrive: Whetū 2 Sensor Range: Short Price/Rarity: 47,600/7 Hard Points: 2 Weapons: Port and starboard heavy laser turrets (Fire Arc Forward, Aft, Port or Starboard; Gunnery; Damage 6; Crit 3; Range [Short];Accurate 1). Fusion missile launcher (Fire Arc Forward; Gunnery; Damage 8; Crit 5; Range [Short]; Guided 2, Limited Ammo 3). QSA-K11 BAhAmut HeAVY Freighter The QSA (Qareen Freighter, قرين الشحن سفينة/Qareen Safinat Alshahn in Arabic) line of the Qareen shipyards is a well-respected freighter line from one of the few shipyard companies to survive the Final War. The QSAK11, or Bahamut-class, is their most recent creation. With its modular design, large cargo bays, heavy tractor beams, and reputation for reliability, the Bahamut is a favorite of high-volume traders and haulers. Control Skill: Operating Crew: 1 captain, 8 bridge crew, 6–11 crew Passengers: 10 Consumables: 3 T-months Encumbrance Capacity: 2,000 Hyperdrive: Whetū 1 Sensor Range: Short Price/Rarity: 491,400/5 Hard Points: 3 Weapons: 2 port and 2 starboard anti-fighter laser turrets (Fire Arc Forward, Aft, Port or Starboard; Gunnery; Damage 5; Crit 2; Range [Close]; Tracking 2). 3 ventral light tractor beams (Fire Arc Bottom; Gunnery; Damage --; Crit --; Range [Close]; Tractor 4). EVrAshi Bulk PAssenger Liner With its minimal armament, slow hyperdrive, and utilitarian design, no-one could accuse the Peshtaudesigned Evrashi liner of luxury. However, its relatively low cost, high capacity, and ease of maintenance make it a popular choice for bulk passenger companies and independent contractors. Control Skill: Operating Crew: 1 captain, 7 bridge crew, 24 crew Passengers: 2,500 Consumables: 1 T-year Encumbrance Capacity: 1,600 Hyperdrive: Whetū 1 Sensor Range: Short Price/Rarity: 505,000/3 Hard Points: 1 Weapons: Port and starboard light laser turrets (Fire Arc Forward, Aft, Port or Starboard; Gunnery; Damage 5; Crit 3; Range [Short];Accurate 1). GrAnnosh-clAss Bulk Freighter Slow and lumbering, the Drensharr-designed Grannosh bulk freighter is inexpensive and durable, making it popular with many wholesale dealers and large corporations. Control Skill: Operating Crew: 1 captain, 4 bridge crew, 10 crew Passengers: 10 Consumables: 1 T-year Encumbrance Capacity: 8,000 Hyperdrive: Whetū 1 Sensor Range: Short Price/Rarity: 432,200/3 Hard Points: 1 Weapons: None. IdrAZZAkh HeAVY Armored TrAnsport The Kezh’vatt Idrazzakh-class transport is another of the older designs to survive the Final War. Currently in its twenty-seventh iteration, the original design dates back to the end of the First Galactic War. Designed for troop transport in convoys, it is sluggish but durable. Control Skill: Operating Crew: 1 captain, 8 bridge crew, 36 crew Passengers: 120 Consumables: 1 T-year Encumbrance Capacity: 1200 Hyperdrive: Whetū 2 Sensor Range: Medium Price/Rarity: 573,600 (R)/6 Hard Points: 2 5 2 −2 3 2 40 25 5 2 −3 1 2 28 16 5 2 −3 3 1 30 12 5 2 −2 4 2 30 20 53 This is unofficial Fan Content for the Genesys system. Not approved/endorsed by Fantasy Flight Games. Portions of the materials used are property of and © Fantasy Flight Games.
Weapons: 2 dorsal port, 2 ventral port, 2 dorsal starboard, and 2 ventral starboard heavy rotary mass drivers (Fire Arc Forward, Aft, Port or Starboard, Top or Bottom; Gunnery; Damage 5; Crit 4; Range [Short]; Auto-Fire, Tracking 1). 4 ventral heavy tractor beams (Fire Arc Bottom; Gunnery; Damage --; Crit --; Range [Short]; Tractor 6). PointDefense Add bb to attacks made with launcher weaponry (missiles, etc.) against this vehicle. This includes secondary attacks from the Guided quality. OtonJorŌ Medium Freighter Named after a figure from Japanese folklore, the Otonjorō freighter is one of the most recent productions of the Hirakawa-Garraush shipyards. While it draws heavily from traditional Terran designs, it also includes some elements of Drensharr design philosophy. Large and bulky, it is more heavily armored than it appears, making it a popular freighter in the more dangerous parts of the sector. Control Skill: Operating Crew: 1 captain, 1 pilot, 4 bridge crew, 3 engineers, 11 crew Passengers: 12 Consumables: 3 T-months Encumbrance Capacity: 100 Hyperdrive: Whetū 2 Sensor Range: Medium Price/Rarity: 132,500/5 Hard Points: 2 Weapons: Port and starboard twin light mass driver turrets (Fire Arc Forward, Aft, Port or Starboard; Gunnery; Damage 5; Crit 3; Range [Short]; Accurate 1, Linked 1). Rear-mounted fusion missile launcher (Fire Arc Rear; Gunnery; Damage 8; Crit 5; Range [Medium]; Guided 2, LimitedAmmo 3). ShurAg Armored TrAnsport Designed as a collaboration between several small Drensharr nations, the Shurag is designed for speed over durability or capacity, focused on swiftly delivering small but well-trained groups of soldiers to battlefields. Control Skill: Operating Crew: 1 captain, 4 bridge crew, 10 crew Passengers: 40 Consumables: 18 T-months Encumbrance Capacity: 480 Hyperdrive: Whetū 3 Sensor Range: Medium Price/Rarity: 90,000 (R)/7 Hard Points: 1 Weapons: 2 port and 2 starboard light plasma repeater turrets (Fire Arc Forward, Aft, Port or Starboard; Gunnery; Damage 5; Crit 2; Range [Close]; Auto-Fire, Vicious 1). 1 dorsal and 1 ventral heavy rotary mass driver turrets (Fire Arc Forward, Aft, Port, Starboard, Top or Bottom; Gunnery; Damage 5; Crit 4; Range [Short]; Auto-Fire, Tracking 1). Sh’hArresk-clAss Freighter/TrAnsport The original Sh’harresk combination freighter/transport was designed by the Third Halah’ssat Imperium to serve in emergency colonization fleets near the end of the Final War. Its large cargo bays are highly modular and can be quickly reconfigured to accommodate passengers. Most of the originals were scrapped for materials in the colonization process, but the designs were recently adapted to modern technology and the second-generation Sh’harresk transports have quickly become one of the more popular freighter models. Control Skill: Operating Crew: 1 captain, 6 bridge crew, 9–15 crew Passengers: 320 (w/o cargo)/20 (full cargo) Consumables: 2 T-months Encumbrance Capacity: 3,000 Hyperdrive: Whetū 2 Sensor Range: Short Price/Rarity: 102,500/5 Hard Points: 2 Weapons: 8 light tri-laser turrets (Fire Arc All [2/arc]; Gunnery; Damage 5; Crit 3; Range [Short]; Accurate 1, Linked 2). Ventral heavy tractor beam (Fire Arc Bottom; Gunnery; Damage --; Crit --; Range [Short]; Tractor 6). 4 3 −1 2 2 30 20 4 3 −1 1 2 24 18 4 3 −2 2 2 30 18 54 This is unofficial Fan Content for the Genesys system. Not approved/endorsed by Fantasy Flight Games. Portions of the materials used are property of and © Fantasy Flight Games.
SrAlloth Light Freighter Swift and sleek, the Sralloth is a popular Lluashi light freighter design. Designed with speed in mind, it is fragile but highly modular. Few Sralloth-class ships are ever kept in their original factory condition. Control Skill: Piloting Crew: 1 pilot, 1 co-pilot/gunner Passengers: 3 Consumables: 2 T-months Encumbrance Capacity: 40 Hyperdrive: Whetū 2 Sensor Range: Medium Price/Rarity: 29,450/4 Hard Points: 3 Weapons: Light rotary mass driver turret (Fire Arc All; Gunnery; Damage 4; Crit 4; Range [Close]; Auto-Fire, Tracking 1). UtZokep’RAnnek PAssenger Liner The Utzaukor line is a series of high-capacity passenger liners designed in the Ril’kavezh Union. The most recent version, the Utzokep’Rannek, was first released thirty-three T-years ago, and has been a very well-received model, with more than eight hundred million in service around the Sector. Control Skill: Operating Crew: 1 captain, 10 bridge crew, 75 crew, 60 staff Passengers: 1,000 Consumables: 1 T-year Encumbrance Capacity: 3,500 (3,000 in luggage storage) Hyperdrive: Whetū 2 Sensor Range: Short Price/Rarity: 603,200/4 Hard Points: 3 Weapons: 6 anti-fighter laser turrets (Fire Arc All [2/arc]; Gunnery; Damage 5; Crit 2; Range [Close]; Tracking 2). WArrsshhiippss Generally speaking, a warship is any warship longer than 150 metres and weighing at least 25 kt (25,000 tonnes). Heavily armed, they are rarely found outside system militaries and large mercenary companies. DrAAshum SteAlth CorVette Specialized for vicious close-quarters combat, the Drensharr Draashum corvette is equipped with a stealth field that allows it to slip past most passive and active sensors, at the cost of armor and shielding. Draashum commanders will usually try to slip into close range of a target while under the stealth field, before unleashing a full salvo with their plasma weapons and speeding away to hide again. Control Skill: Operating Crew: 30–75 officers and enlisted 3 4 +0 1 2 20 15 5 3 −1 1 2 30 18 5 4 −1 1 2 35 24 WArrsshhiipp CllAssssiiffiiccAttiioonn About 17 T-years after the First Galactic War, the Hirakawa-Shadruum-Paanosh (HSP) Classification System became the de facto standard for warship categories, consolidating the confusing mixture of existing systems, with battlecruisers and up constituting “capital ships.” From smallest to largest, these classifications are: CATEGORY LENGTH* TONNAGE SILH ROLE Corvette 150–180m 25–45 kt 5 High-speed fire support, raiding. Frigate 150–240m 60–115 kt 5 Light scouting/patrols, long-range or point-defense support. Destroyer 270–360 m 140–350 kt 5–6 Point-defense, patrols, commerce raiding/protection, pickets. Cruiser 400–550 m 475–1,250 kt 6 Point-defense, patrols & other long-term independent missions. Battlecruiser 600–800 m 1.6–3.1 Mt 6–7 Heavy raiding, battlefield support, small fleet action. Dreadnought 900–1,200 m 5.4–13 Mt 7–8 Heavy combat, large fleet action, blockades, orbital support. *Assumes a width and height each of 20% the length. 55 This is unofficial Fan Content for the Genesys system. Not approved/endorsed by Fantasy Flight Games. Portions of the materials used are property of and © Fantasy Flight Games.
Passengers: None Consumables: 1 year Hangar Capacity: None Encumbrance Capacity: 600 Hyperdrive: Whetū 2 Sensor Range: Long Price/Rarity: 512,000 (R)/7 Hard Points: 1 Weapons: 2 port and 2 starboard light plasma breacher turrets (Fire Arc Forward, Aft, Port or Starboard; Gunnery; Damage 8; Crit 2; Range [Close]; Breach 2, Slow-Firing 1). 2 port and 2 starboard heavy tri-laser turrets (Fire Arc Forward, Aft, Port or Starboard; Gunnery; Damage 6; Crit 3; Range [Short];Accurate 1, Linked 2). 2 dorsal and 2 ventral light rotary mass driver turrets (Fire Arc Forward, Aft, Port, Starboard, Top or Bottom; Gunnery; Damage 4; Crit 4; Range [Close]; Auto-Fire, Tracking 2). Stealth Field As an action, you can engage or disengage the stealth field. While it is active, your maximum speed is halved (if you were traveling above your original max speed, you immediately drop to the current max speed, taking 3 times the difference as System Strain). While active, the stealth field masks your emissions and greatly reduces your lidar and radar return. A successful active sensor scan can detect your general direction, but detecting your exact position requires a Difficult ( ddd) active sensor scan and passive sensors cannot detect you. Upgrade the difficulty of attacks made against you once per range band beyond Close. If you fire weapons while the field is engaged, you lose the benefits of the field until the beginning of your next turn. The field can be disengaged as a maneuver for the cost of 3 System Strain. EdrAllot CorVette One of the oldest Peshtau designs surviving from the Final War, the Edrallot remains a popular design in smaller system navies. While not as fast or durable as more modern corvettes, the highly modular design of its internal systems simplifies repair and maintenance. Control Skill: Operating Crew: 20–80 officers and enlisted Passengers: 20 Consumables: 1 year Hangar Capacity: 3 combined Silhouette. Encumbrance Capacity: 750 Hyperdrive: Whetū 3 Sensor Range: Medium Price/Rarity: 495,000 (R)/4 Hard Points: 2 Weapons: 3 port and 3 starboard light plasma repeater turrets (Fire Arc Forward, Aft, Port or Starboard; Damage 5; Crit 2; Range [Close]; Vicious 1). Ventral and dorsal light dual plasma cannon turrets (Fire Arc Forward, Aft, Port, Starboard, Top or Bottom; Gunnery; Damage 8; Crit 2; Range [Short]; Burn 1, Slow-Firing 1). Port and starboard light tractor beams (Fire Arc Port or Starboard; Damage --; Crit --; Range [Close]; Tractor 4). ModularComponents When repairing this ship, reduce the difficulty of your check once. ObAYifo CorVette Named for a mythical creature from Ashanti tradition, the Obayifo is a swift, heavily armed corvette designed to provide hard-hitting support for larger vessels. Control Skill: Operating Crew: 40–100 officers and enlisted Passengers: 12 Consumables: 1 year Hangar Capacity: 6 combined Silhouette. Encumbrance Capacity: 800 Hyperdrive: Whetū 3 Sensor Range: Long Price/Rarity: 448,000 (R)/5 Hard Points: 2 Weapons: 3 port and 3 starboard heavy tri-laser turrets (Fire Arc Forward, Aft, Port or Starboard; Gunnery; Damage 6; Crit 3; Range [Short]; Accurate 1, Linked 2). Dorsal and ventral light proton beam turrets (Fire Arc Forward, Port, Starboard, Top or Bottom; Gunnery; Damage 8; Crit 3; Range [Medium]; Breach 1, Vicious 2). Ventral light tractor beam (Fire Arc Bottom; Gunnery; Damage --; Crit --; Range [Close]; Tractor 4). FelArrut-clAss Strike FrigAte The Lluashi Felarrut design is optimized for striking from long range. It uses the same stealth coating as the Keshau stealth fighter, allowing it to stay on the edges of combat and snipe away at enemies. 5 3 −1 3 2 40 30 5 4 −1 3 3 50 35 56 This is unofficial Fan Content for the Genesys system. Not approved/endorsed by Fantasy Flight Games. Portions of the materials used are property of and © Fantasy Flight Games.
Control Skill: Operating Crew: 75–125 officers and enlisted Passengers: None Consumables: 1 year Hangar Capacity: None Encumbrance Capacity: 800 Hyperdrive: Whetū 3 Sensor Range: Extreme Price/Rarity: 515,500 (R)/7 Hard Points: 1 Weapons: 2 heavy proton beam turrets (Fire Arc Forward, Port or Starboard; Gunnery; Damage 10; Crit 3; Range [Long]; Breach 2, Vicious 2). Spinal-mounted heavy rail cannon (Fire Arc Forward; Gunnery; Damage 12; Crit 4; Range [Extreme]; Breach 4, Slow-Firing 2). 4 light plasma repeater turrets (Fire Arc All; Gunnery; Damage 5; Crit 2; Range [Close];Auto-Fire, Vicious 1). Stealth Coating Enemy ships must succeed at an Average (dd) Computers check to detect this ship with passive sensors at Medium range or beyond. For every range band beyond Medium, increase the difficulty once for this check and active sensor scan checks. HeZh’HrrAlAk FrigAte Like most Kezh’vatt designs, the Hezh’Hrralak frigate is long and slender, with short wing-like extensions. Originally designed near the end of the Final War, it is one of several designs that have re-entered mass production after the original blueprints were found. Excelling in long-range support and point-defense screening, it is often paired with corvettes or destroyers to offset its poor maneuverability and speed. Control Skill: Operating Crew: 60–150 officers and enlisted Passengers: 10 Consumables: 1 year Hangar Capacity: 3x craft up to Silhouette 3 on external struts. Encumbrance Capacity: 1,000 Hyperdrive: Whetū 3 Sensor Range: Long Price/Rarity: 456,500 (R)/6 Hard Points: 2 Weapons: 1 forward, 1 port, 1 starboard light rail cannon (Fire Arc Forward, Port, Starboard or Forward, Port or Forward, Starboard; Gunnery; Damage 9; Crit 4; Range [Long]; Breach 3, Slow-Firing 2). 8 anti-fighter lasers (Fire Arc All [4/arc]; Gunnery; Damage 5; Crit 2; Range [Close]; Tracking 2). PointDefense Add bb to attacks made with launcher weaponry (missiles, etc.) against this vehicle. This includes secondary attacks from the Guided quality. Veldrok Support FrigAte Designed for long-range engagements and battlefield support, the Virrak-designed Veldrok support frigate is more lightly armed than other contemporary frigates, but carries a squadron of eight support drones that can repair and resupply nearby ships. It also contains reinforced medical bays for the triage and treatment of battlefield injuries. Control Skill: Operating Crew: 80–200 Passengers: 40 Consumables: 2 T-years Hangar Capacity: 8 support drones. Encumbrance Capacity: 2,000 Hyperdrive: Whetū 3 Sensor Range: Long Price/Rarity: 695,800 (R)/6 Hard Points: 1 Weapons: 2 twin wide-bore mass driver turrets (Fire Arc Forward, Port or Starboard; Gunnery; Damage 8; Crit 4; Range [Medium]; Linked 1). Twin positronic torpedo launcher (Fire Arc Forward; Gunnery; Damage 13; Crit 5; Range [Long]; Blast 8, Breach 2, LimitedAmmo 4, Slow-Firing 2). 6 anti-fighter laser turrets (Fire Arc All [2/arc]; Gunnery; Damage 5; Crit 2; Range [Close]; Tracking 2). SupportDrones As a maneuver, heal a total of 8 Hull Trauma and/or System Strain spread across ships within Short range. Each ship healed in this way cannot regain more than its Silhouette in total Hull Trauma and System Strain healed. AichA KAndichA DestroYer Named for a Moroccan mythical creature, the Aicha Kandicha (EYE-sha kun-DEE-sha) was designed near 5 3 −3 1 3 40 25 5 3 −2 2 3 40 30 5 3 −1 2 3 50 30 57 This is unofficial Fan Content for the Genesys system. Not approved/endorsed by Fantasy Flight Games. Portions of the materials used are property of and © Fantasy Flight Games.
the end of the Final War. Fast and agile, it is especially well-suited for pickets, commerce protection/raiding, and deep reconnaissance. Control Skill: Operating Crew: 100–250 Passengers: None Consumables: 18 T-months Hangar Capacity: 12 combined Silhouette. Encumbrance Capacity: 2,000 Hyperdrive: Whetū 3 Sensor Range: Long Price/Rarity: 311,500 (R)/7 Hard Points: 2 Weapons: 8 anti-fighter laser turrets (Fire Arc All [4/arc]; Gunnery; Damage 5; Crit 2; Range [Close]; Tracking 2). 4 light proton beam turrets (Fire Arc ALl [2/arc]; Gunnery; Damage 8; Crit 3; Range [Medium]; Breach 1, Vicious 2). Fore and aft light twin capital missile launchers (Fire Arc Forward or Aft; Gunnery; Damage 9; Crit 5; Range [Medium]; Breach 2, Guided 3, Slow-Firing 3). GR-7 Silent Hunter-clAss DestroYer One of the newest warship designs, the Silent Hunter destroyer was a joint venture between the Peshtau-run Gedralleth Shipyards and the Lluashi-owned Rhalloth Stardocks. In addition to its weaponry, it contains a proprietary decoy system to confuse and disrupt enemy targeting systems. Control Skill: Operating Crew: 100–200 Passengers: 20 Consumables: 18 T-months Hangar Capacity: 10 combined Silhouette. Encumbrance Capacity: 1,800 Hyperdrive: Whetū 3 Sensor Range: Long Price/Rarity: 1,010,000 (R)/7 Hard Points: 1 Weapons: 12 anti-fighter laser turrets (Fire Arc All [4/arc]; Gunnery; Damage 5; Crit 2; Range [Close]; Tracking 2). 3 starboard and 3 port broadside light plasma cannon turrets (Fire Arc Forward, Aft, Port or Starboard; Gunnery; Damage 8; Crit 2; Range [Short]; Burn 1, Slow-Firing 1). 6 heavy plasma repeaters (Fire Arc All [2/arc]; Gunnery; Damage 6; Crit 2; Range [Close];Auto-Fire, Vicious 1). 2 ventral heavy tractor beams (Fire Arc Bottom; Gunnery; Damage --; Crit --; Range [Short]; Tractor 6). Decoys Spend 2 System Strain as a maneuver to activate the decoy system. While the system is active, enemies upgrade the difficulty of all attacks once per range band beyond Close. While the system is active, you cannot make opposed Computers checks to avoid detection (see Sensor Range above). TFS UutsrAAhAAsh-clAss DestroYer Designed and produced by the Sseshkar-owned shipyards of Tsaalosshah Fleet Systems (TFS), the Uutsraahaash destroyer is particularly common in the Sh’shaaruk Dominion and the surrounding independent systems. Control Skill: Operating Crew: 160–240 Passengers: 25 Consumables: 2 T-years Hangar Capacity: 8 Encumbrance Capacity: 1,500 Hyperdrive: Whetū 3 Sensor Range: Long Price/Rarity: # (R)/# Hard Points: 2 Weapons: # DeshrAuung-clAss Light Cruiser [Description] Con Crew Pas Con Han Enc Hyp Sen Pric Hard Wea HĀku [Des Con Crew Pas Con Han Enc Hyp Sen Pric Hard Wea [NAm [Des Con Crew Pas Con Han Enc Hyp Sen Pric Hard Wea [NAm [Des 5 3 −1 3 4 60 40 5 3 −1 3 3 65 45 5 3 −1 3 2 60 55 # # # # # # # 58 This is unofficial Fan Content for the Genesys system. Not approved/endorsed by Fantasy Flight Games. Portions of the materials used are property of and © Fantasy Flight Games.
W Buuiillddiinngg & UppggrrAddiinngg Veehhiicclleess hen building a vehicle, you can either use one of the templates in Vehicle Templates or start from scratch. When starting from scratch, use the tables in the Genesys Expanded Player’s Guide (pp58–62) and add the cost of any weapons to the final cost. Additional costs are summarized in Table 6-1: Vehicle Weaponry and Table 6-2: Vehicle System Upgrades. When you use a template, each weapon you install takes up one of its hard points, unless otherwise specified by the weapon’s qualities (e.g. Spinal Mount). This same rule applies for adding weaponry to off-theshelf vehicles. Veehhiiccllee WeeAppoonnss LAsers Shipboard lasers are scaled-up versions of the weapons-grade lasers found in handheld weapons. They are usually in the UV to soft X-ray spectrum, instead of the visible spectrum, since shipboard reactors are better able to provide the power needed for the higher-energy wavelengths. Tri-Lasers are larger weapons, composed of three laser cannons arranged in a triangular shape, much like a rotary cannon might be. These are most often used in turrets, and cannot be mounted on smaller fighters. X-ray lasers, the largest and most powerful of the laser weapons, can only be mounted on capital ships (Silhouette 5+) and are best suited for fighting other ships of roughly the same size, due to their slow tracking. PlAsmA CAnnon Due to technological limitations, vehicular plasma cannon have a shorter range than most other vehicular weapons. They are most often found on ground vehicles, destroyers, close-range bombers, and any other vehicle that can afford to get close to its target. One of the rarer models of plasma cannon is the plasma breacher. Its containment field is arranged so that the plasma is released in a forward burst, rather than indiscriminately, making it quite effective against heavy armor. Most planets lack the necessary industrial and technological base to manufacture them, so the majority of breachers in use are scavenged from wrecks of the Final War. Proton BeAm The proton beam is one of the most powerful weapons commonly available in the Orion Sector. Firing a pulsed stream of tightly packed protons at relativistic speeds, the proton beam excels in ship-to-ship combat—the protons release their energy explosively on impact, punching through weakly armored ships to wreak havoc on the systems within. Its energy requirements are high enough that only vehicles are capable of mounting the weapon, and it is almost exclusively mounted on larger starships—few land vehicles need this sort of firepower, and the beam assembly is much too large to be feasibly mounted on a fighter. Proton LAnce The logical progression of the proton beam, the proton lance is a powerful, if unwieldy, weapon. Taking most of the length of any ship it is mounted in, it is capable of firing on enemies at extreme ranges, and can completely obliterate smaller ships, if it can manage to hit them. They are exceedingly rare, however—the technology to create them, and often even to analyze them, was lost in the Final War, and no records have yet been found about their manufacture. MAss DriVers Much like personal pulse weaponry, mass drivers use magnetic fields to propel metal projectiles at high speeds. Inexpensive and effective, they form the backbone of many smaller ships’ armament—even for honest merchants, the spaceways are dangerous enough that only a fool goes about completely unarmed. The rotary variant of mass drivers are especially popular as anti-fighter defenses, serving as a cheaper alternative to theAnti-Fighter Laser. RAil CAnnon Rail cannon are large artillery weapons that use the same core principles of a mass driver. They use magnetic fields to accelerate large projectiles— generally 200–1,000 kg in mass—to extremely high speeds. Most rail cannon are scavenged from wrecks of the Final War, and can reach projectile velocities of up to 0.3c, resulting in multi-megaton yield impact energy. Fusion Missile Unlik centu Phoe starte ioniz used more 59 This is unofficial Fan Content for the Genesys system. Not approved/endorsed by Fantasy Flight Games. Portions of the materials used are property of and © Fantasy Flight Games.
TAble 6-2: Vehicle WeApons NAME DMG CRIT RANGE PRICE RAR SILH SPECIAL ENERGY WEAPONS Anti-Fighter Laser 5 2 Close 5,000 4 3-10 Tracking 2 Antipersonnel Plasma Repeater 12 2 Medium (R) 2,250 6 2-5 Auto-Fire, Burn 1, Blast 4, Personal Scale Light Laser 5 3 Short 3,000 3 2-10 Accurate 1 Heavy Laser 6 3 Short 5,500 3 2-10 Accurate 1 Light Twin Laser 5 3 Short 5,000 4 2-10 Accurate 1, Linked 1 Heavy Twin Laser 6 3 Short 7,500 4 3-10 Accurate 1, Linked 1 Light Tri-Laser 5 3 Short 7,000 4 3-10 Accurate 1, Linked 2 Heavy Tri-Laser 6 3 Short 9,500 4 3-10 Accurate 1, Linked 2 X-Ray Laser 8 3 Medium (R) 10,250 6 5-10 Accurate 1, Breach 3, Slow-Firing 1 Light Plasma Breacher 8 2 Close (R) 9,250 6 3-10 Breach 2, Slow-Firing 1 Heavy Plasma Breacher 12 2 Close (R) 14,250 7 4-10 Breach 2, Slow-Firing 1 Light Plasma Repeater 5 2 Close (R) 10,500 6 2-6 Auto-Fire, Vicious 1 Heavy Plasma Repeater 6 2 Close (R) 12,000 6 3-7 Auto-Fire, Vicious 1 Light Plasma Cannon 8 2 Short (R) 9,250 5 3-10 Burn 1, Slow-Firing 1 Heavy Plasma Cannon 12 2 Short (R) 16,250 5 3-10 Burn 2, Slow-Firing 1 Light Dual Plasma Cannon 8 2 Short (R) 11,250 5 3-10 Burn 1, Linked 1, Slow-Firing 1 Heavy Dual Plasma Cannon 12 2 Short (R) 18,250 5 3-10 Burn 2, Linked 1, Slow-Firing 1 Light Proton Beam 8 3 Medium (R) 10,500 6 5-10 Breach 1, Vicious 2 Heavy Proton Beam 10 3 Long (R) 17,500 6 5-10 Breach 2, Vicious 2 Light Twin Proton Beam 8 3 Medium (R) 12,500 6 5-10 Breach 1, Linked 1, Vicious 2 Heavy Twin Proton Beam 10 3 Long (R) 19,500 6 5-10 Breach 2, Linked 1, Vicious 2 Proton Lance 18 4 Extreme (R) 60,000 10 6-10 Breach 6, Slow-Firing, Spinal Mount 6 KINETIC WEAPONS Light Mass Driver 5 4 Close 1,500 2 2-10 Heavy Mass Driver 6 4 Short 3,000 2 2-10 Wide-Bore Mass Driver 8 4 Medium 6,500 4 5-10 Light Rotary Mass Driver 4 4 Close 4,000 2 2-10 Auto-Fire, Tracking 2 Heavy Rotary Mass Driver 5 4 Short 5,000 2 2-10 Auto-Fire, Tracking 1 Heavy Pulse Repeater 12 3 Short 1,900 7 2-6 Auto-Fire, Personal Scale, Pierce 1, Vicious 1 Light Rail Cannon 9 4 Long (R) 10,000 8 5-10 Breach 3, Slow-Firing 2 Heavy Rail Cannon 12 4 Extreme (R) 19,000 9 5-10 Breach 4, Slow-Firing 2 MISSILE WEAPONS Concussive Particle (CP) Torpedo Launcher 10 4 Medium (R) 20,500 7 3-10 Blast 8, Guided 2, Limited Ammo 3, Slow-Firing 1 Fusion Missile Launcher 8 5 Medium 8,500 6 2-10 Guided 2, Limited Ammo 3 Heavy Plasma Missile Launcher 10 5 Medium (R) 13,000 7 2-10 Breach 1, Guided 3, Limited Ammo 3 Light Capital Missile Launcher 9 5 Medium (R) 8,750 6 5-10 Breach 2, Guided 3, Slow-Firing 3 Heavy Capital Missile Launcher 11 5 Long (R) 16,750 7 7-10 Breach 3, Guided 3, Slow-Firing 3 Kinetic Missile Launcher 10 4 Medium (R) 14,250 7 3-10 Breach 2, Guided 1, Limited Ammo 4 Positron Torpedo Launcher 13 5 Long (R) 31,250 8 5-10 Blast 8, Breach 2, Limited Ammo 4, Slow-Firing 2 OTHER WEAPONS Light Tractor Beam -- -- Close 4,500 4 4-10 Tractor 4 Heavy Tractor Beam -- -- Short 7,000 5 5-10 Tractor 6 60 This is unofficial Fan Content for the Genesys system. Not approved/endorsed by Fantasy Flight Games. Portions of the materials used are property of and © Fantasy Flight Games.
HeAVY PlAsmA Missile A heavier version of the personal plasma missile, this weapon is the second most common vehicular missile, incorporating shielding to protect against space dust and a more advanced propulsion system to allow enough burn time to traverse the larger interstellar distances. It is much more tightly regulated than fusion missiles, however, due in part to its excellent anti-armor capabilities. Kinetic PenetrAtor Little more than a lump of dense material hooked up to a missile engine, the kinetic penetrator eschews explosives in favor of kinetic energy, accelerating to relativistic speeds before impact. While better at penetrating armor, the high speeds required mean that its guidance systems are not as effective at correcting a near-miss. Positron Torpedo Completely unguided, the positron torpedo is nonetheless one of the most formidable ship-to-ship weapons. With a payload of antimatter, even a nearmiss can inflict damage due to the high-energy radiation emitted by the blast. Veehhiiccllee Ammmmuunniittiioonn Ammunition for vehicular missile weapons is handled in the same way as personal weapons, except most vehicle ammunition has much higher encumbrance values. Consult Table 6-2: Vehicle Ammunition for price, rarity, and encumbrance. Note that the encumbrance does NOT apply to ammunition already in the internal magazines of the launchers, it only applies to any extra ammunition stored in a vehicle’s cargo area. TAble 6-2: Vehicle Ammunition AMMUNITION ENC PRICE RARITY Fusion Missile 5 265 5 Heavy Plasma Missile 8 (R) 750 7 Kinetic Penetrator 7 (R) 500 7 Positron Torpedo 20 (R) 2,500 8 Veehhiiccllee SYsstteemm UppggrrAddeess In addition to weapons, you can purchase different systems and upgrades for your vehicle. These upgrades improve the vehicle’s performance or, in some cases, add new capabilities. They are summarized in Table 6-3: Vehicle System Upgrades. TAble 6-3: Vehicle SYstem UpgrAdes ATTACHMENT PRICE RARITY HP SILH AI SYSTEMS Autopilot, Simple 3,000 5 0 3-10 Autopilot, Standard 3,500 5 0 3-10 Autopilot, Advanced 4,000 6 0 3-10 Integrated AI, Simple 14,000 8 2 4-10 Integrated AI, Standard (R) 17,500 8 2 4-10 Integrated AI, Advanced (R) 21,000 9 2 5-10 Navigation AI, Simple 4,000 5 0 3-10 Navigation AI, Standard 5,000 5 0 3-10 Navigation AI, Advanced 6,000 6 0 3-10 Pilot AI, Simple 8,500 6 1 3-10 Pilot AI, Standard 10,000 6 1 3-10 Pilot AI, Advanced (R) 11,500 7 1 3-10 COMBAT SYSTEMS Advanced Targeting Systems 2,500 4 1 3-10 Armor Plating Silh × 500 3 1 2-10 Electronic Countermeasures 3,500 5 1 3-10 Hardened Systems 2,500 5 1 1-10 Reinforced Hull 1,500 4 1 2-10 Reinforced Shielding 4,000 6 1 4-10 Tuned Weapon Systems Silh × 750 6 1 3-10 FLIGHT SYSTEMS Engine Booster 5,000 6 1 2-5 High-Output Engine 3,000 5 1 2-10 Improved Hyper-Shielding 4,000 6 1 4-10 Precision Maneuvering Array Silh × 1,000 6 1 2-10 INTERNAL SYSTEMS Brig System Silh × 750 7 3 3-10 Security System Silh × 250 4 0 1-10 Smuggling Compartments (R) 800 1 1 4-10 AdVAnced TArgeting SYstems The sensors, targeting computers, and other such systems of Phoenix Dust are far more advanced than modern technology, but there is always room for improvement. Those who can afford to do so often upgrade their targeting systems, whether by improving the sensors, upgrading the software packages, or even installing an entire new array. Modifiers: Upgrade the ability of Gunnery checks once when firing mounted weapons. Hard Points Required: 1 Silhouette Range: 3-10 Price/Rarity: 2,500/4 61 This is unofficial Fan Content for the Genesys system. Not approved/endorsed by Fantasy Flight Games. Portions of the materials used are property of and © Fantasy Flight Games.
Armor PlAting Survivability is key in the many lawless regions of the Orion Sector. As such, one of the most common upgrades among vehicles is improved armor plating— whether it takes the form of higher quality materials or additional layers of plating. Modifiers: Increase Armor by 1 and reduce Handling by 1. Hard Points Required: 1 Silhouette Range: 2-10 Price/Rarity: Silhouette × 500/3 Autopilot, Simple An autopilot is a limited AI capable of flying and maneuvering a vehicle. It can perform Driving, Operating, or Piloting checks (depending on the type of vehicle) and will follow the orders of its owner to the best of its ability. The simplest models allow only the most basic of maneuvers. Modifiers: The vehicle can drive/fly/operate itself as if piloted by a pilot with 2 ranks in Driving, Operating, or Piloting (as determined by the type of vehicle) and 0 ranks in the associated Characteristic (dd). Hard Points Required: 0 Silhouette Range: 3-10 Price/Rarity: 3,000/5 Autopilot, StAndArd More advanced autopilots allow for more complex maneuvers. Modifiers: The vehicle can drive/fly/operate itself as if piloted by a pilot with 3 ranks in Driving, Operating, or Piloting (as determined by the type of vehicle) and 0 ranks in the associated Characteristic (ddd). Hard Points Required: 0 Silhouette Range: 3-10 Price/Rarity: 3,500/5 Autopilot, AdVAnced The most advanced autopilots on the market, capable of highly complicated maneuvers. Modifiers: The vehicle can drive/fly/operate itself as if piloted by a pilot with 4 ranks in Driving, Operating, or Piloting (as determined by the type of vehicle) and 0 ranks in the associated Characteristic (dddd). Hard Points Required: 0 Silhouette Range: 3-10 Price/Rarity: 4,000/6 Brig SYstem The brig system upgrade is commonly used by slavers and bounty hunters. It consists of a hardened security system, a set of cells, and sometimes limited access points for larger ships, allowing containment of prisoners/etc. Modifiers: Provides a full incarceration/security suite for several prisoners, based on Silhouette: SILHOUETTE MAX PRISONERS 3 1 4 2 5 3 6 8 7 15 8+ 40 Hard Points Required: 3 Silhouette Range: 3-10 Price/Rarity: Silh × 750/7 Electronic CountermeAsures An electric countermeasure suite incorporates multiple systems to spoof electronic guidance systems: broadand narrow-band jammers, stealth systems, and even decoy drones in some larger ships, increasing survivability against guided weapon attacks. The jammers can also be boosted temporarily to provide general protection against all targeting methods. Modifiers: # Hard Points Required: # Silhouette Range: # Price/Rarity: #/# Engine Booster [DESC] Modifiers: # Hard Points Required: # Silhouette Range: # Price/Rarity: #/# HArdened SYstems [DESC] Modifiers: # Hard Points Required: # Silhouette Range: # Price/Rarity: #/# High-Output Engine [DESC] Mod Hard Silh Pric Impro [DES Mod Hard Silh Pric Integ [DES Mod Hard Silh Pric NAVig [DES Mod Hard Silh Pric Pilot [DES Mod Hard Silh Pric Prec [DES Mod Hard Silh Pric Reinf [DES Mod Hard Silh Pric Reinf [DES 62 This is unofficial Fan Content for the Genesys system. Not approved/endorsed by Fantasy Flight Games. Portions of the materials used are property of and © Fantasy Flight Games.
Chapter7 TheOrion SectorGuidebook This is unofficial Fan Content for the Genesys system. Not approved/endorsed by Fantasy Flight Games. Portions of the materials used are property of and © Fantasy Flight Games.
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