NOMAD Stellar Alliance: Ships of Alliance Space

Posted: 2024-06-30
Last Modified: 2024-07-14
Word Count: 1316
Tags: ftl-nomad rpg settings

Table of Contents

WARNING: This is a WORK IN PROGRESS. See the enclosing directory for more about NOMAD Stellar Alliance.

Part of the NOMAD: Stellar Alliance series.

Stellar Alliance Exploration Fleet

Technology Age: Early Galactic

These are the three primary ship classes of the Exploration Fleet, plus two shuttle classes. The Merchant Fleet, Peacekeeping Fleet, and various system defense fleets have their own classes of ships.

Explorer

The exemplar of the Exploration Fleet, the Explorer has a Cruiser hull to accomodate scientific, diplomatic, and military needs at the same time.

Hull Type End. Armor Crew Cargo Guns Agility Mods Total
Cruiser 1 yr 29/33 50 64 7d6 +0
base 1 yr 29/33 100 125 8d6 +0
steps +1 +1 +1 -3 0
cost -5% -10% +20% +5%

Travel Multiplier: x1

Modifications:

Cargo Spaces Number Total
FTL Relay Pod 2 8 16
Shuttle 24 2 48
TOTAL 64

Cost: 350,000,000 + 5% = 385,000,000 Cr

Monthly Cost: 875,000 Cr

Science Ship

Smaller Science Ships often follow in the wake of Explorers to examine the wonders uncovered during surveys and deep space missions. Science Ships carry less armor and armaments than Explorers but more sensitive sensor arrays.

Hull Type End. Armor Crew Cargo Guns Agility Mods Total
Picket 1 yr 18/21 4 (10) 64 4d6 +0
base 3 mos 21/24 10 32 6d6 +2
steps -2 +1 -1 -1 +2 +2 -1 0
cost +20% -10% +10% +5% -20% -20% +25% +20%

Travel Multiplier: x1.5

Modifications:

Cargo Spaces Number Total
Shuttle 24 1 24

Cost: 28,000,000 + 20% = 33,600,000 Cr

Monthly Cost: 98,000 Cr

Support Ship

While the Explorers do glamourous and dangerous First Contact missions, Support Ships perform follow-up Second Contact missions: settle the details of Alliance associate membership, provide personnel and supplies agreed to during First Contact, ferry disaster relief resources to stricken worlds, install and maintain FTL Telegraph relays, etc.

Hull Type End. Armor Crew Cargo Guns Agility Mods Total
Destroyer 6 mos 21/24 10 (25) 64 6d6 +0
base 6 mos 25/28 25 64 7d6 +1
steps +1 -1 +1 +1 -2 0
cost -10% +10% -10% -10% +50% +20%

Travel Multiplier: x1

Modifications:

Cargo Spaces Number Total
Shuttle 24 2 48

Cost: 100,000,000 + 20% = 120,000,000 Cr

Monthly Cost: 264,000 - (75,000 x 2) = 236,500 Cr

Shuttle I

An updated version of the workhorse Shuttle (See FTL:N p 148), this version features automation and better armor. Critics call it “the flying brick”

Hull Type End. Armor Crew Cargo Guns Agility Mods Total
Small 1 wk 14/17 1 (10) 8 2d6 +2
base 1 wk 14/17 3 8 4d6 +3
steps -3 +1 +1 +1 0
cost +30% -10% -10% +20% +30%

Travel Multiplier: x1

Modifications:

Cost: 2,500,000 + 30% = 3,250,000 Cr

Monthly Cost: 22,500 - (1875 - 50%) = 21,563 Cr

Shuttle II

Some mission profiles require a faster FTL-capable Shuttle II instead of the standard Shuttle I. One can thus move cargo and personnel to systems a single transit away.

Hull Type End. Armor Crew Cargo Guns Agility Mods Total
Small 1 wk 7/9 1(3) 2 2d6 +2
base 1 wk 14/17 3 8 4d6 +3
steps +1 -1 +1 +1 +1 -3 0
cost -10% +10% -5% -10% -10% +20% -5%

Travel Multiplier: x0.75

Modifications:

Cost: 2,500,000 - 5% = 2,375,000 Cr

Monthly Cost: 22,500 + (7000) = 29,500 Cr

Shuttle III

A slower version of the Shuttle II, able to take more passengers. Used for missions where moving people is a priority.

Hull Type End. Armor Crew Cargo Guns Agility Mods Total
Small 1 wk 14/17 1(10) 2 2d6 +2
base 1 wk 14/17 3 8 4d6 +3
steps -3 +1 +1 +1 +0 0
cost +30% -5% -10% -10% +20% +25%

Travel Multiplier: x1

Modifications:

Cost: 2,500,000 + 25% = 3,125,000 Cr

Monthly Cost: 22,500 Cr

Escape Pod

Standard on all Alliance vessels, escape pods are the last recourse when a ship is going down. Each vessel contains one for every four crew or passengers, rounded up.

Hull Type End. Armor Crew Cargo Guns Agility Mods Total
Pod 1 wk 2/4 1 (4) - - +2
base 12 hrs 2/4 1 0.5 1d6 +4
steps -2 -3 +1 +1 +2 +1
cost +20% +30% -5% -10% -20% +25%

Travel Multiplier: x1.5

Modifications:

Cost: 75,000 Cr

Monthly Cost: 4660 Cr

Algolian Spacers

Technological Age: Early Interstellar

Colony Ship

Algolian fleets protect their Colony Ships to the death, as that’s where much of their population lives.

Hull Type End. Armor Crew Cargo Guns Agility Mods Total
Carrier 8 yrs 29/33 300 (4800) 250 8d6 -2
base 4 yrs 35/39 300 500 10d6 -2
steps -1 +2 -4 +1 +2 +0 0
cost +10% -20% +40% - +20% +50%

Travel Multiplier: x2

Modifications:

Cargo Spaces Number Total
Fighter 8 18 144
Shuttle 24 4 96
Torpedo 0.125 80 10
TOTAL 250

Cost: 4 billion + 50% = 6 billion Cr. (est.)

Monthly Cost: 1,000,000 + (3,000,000 - 50%) + 1,200,000 + 5,000,000 = 3,200,000 Cr

Corsair

See “Gunship” from FTL:N p 150

Fighter

See “Defense Fighter” from FTL:N p 148

Merchant

See “Merchant” from FTL:N p 149.

Draconian Empire

Technological Age: Late Interstellar

Note: Names are Terran nicknames, not Draconian

“Drake”

See “Defense Fighter” from FTL:N p 148.

“Dragon”

Some view the “Dragon” as emblematic of the Draconians as the Explorer is to the Alliance. Shady cultural comparisons aside, the Dragon is a truly dangerous ship: it opens up with a salvo of missiles then closes in with standard guns to eradicate its target. Unlike most Imperial ships it’s meant explicitly for space combat, with only a token force of Draconian soldiers.

Hull Type End. Armor Crew Cargo Guns Agility Mods Total
Cruiser 6 mos 32/35 100 8 8d6 +2
base 1 yr 29/33 100 125 8d6 +0
steps +1 -1 +4 -2 -2 0
cost -10% +20% -15% +20% +10% 20%

Travel Multiplier: x1

Modifications:

Cargo: 64 Draconian Torpedoes = 8 slots (no extra space)

Cost: 350,000,000 + 25% = 437,500,000 Cr

Maintenance Cost: = 875,000 Cr

Draconian Torpedoes

Like torpedos (pp 142-143) but doing 6d6 (exploding) damage per hit.

“Wyrm”

Use a “Force Transport” with Draconian Torpedoes from FTL:N p 151

“Wyvern”

Use an “Assault” ship with Draconian Torpedoes from FTL:N p 151