The Stellar Alliance: Ships of Alliance Space (Quantum)

Posted: 2023-09-07
Last Modified: 2024-03-12
Word Count: 1482
Tags: quantum rpg settings space

Table of Contents

Part of a series about the Stellar Alliance.

Note: These rules are a work in progress.

These rules supplement those in Quantum Rules and Warp Ships.

Ship Weapon Systems

Except for Exo-Beam weapons, only half a ship’s conventional weapons (rounded up) can fire at any one target.

Code Direct Weapon TL Damage Depletion
EB Exo-Beam 6+ varies
GV Grav Beam 4+ special
HP Heavy Particle Beam 5+ Super-Heavy
LL Pulse Laser 4+ Light
ML Missile Launcher 3+ varies varies
PP Particle Beam 5+ Heavy
RG Rail Gun 3+ Heavy 2D6

Ships of the Stellar Alliance

See Ship Classes for descriptions.

Type
Role, model, or class of ship.
Jump
Maximum jump distance, if any.
Warp
Maximum warp factor, if any.
Size
Rough size class, where I indicates a shuttle-sized craft, II indicates an average system or Jump craft, III indicates a typical capital ship, IV indicates a large warship or station, and V indicates an orbital station or improbably large ship.
Armor
Strength of hull.
Agility
Agility modifier.
Crew
Standard crew complement.
Passengers (Psg)
Maximum number of passengers on the ship.
Exo-Beams (EB)
Number of Exo-Beam arrays.
Missile Launchers (ML)
Maximum number of warp missiles a ship can launch in a turn.
Missile Depletion (MD)
Depletion dice for a ship’s supply of missiles. After every missile, roll the indicated number of dice; if they read all 1s, that was the last missile.
Other Weapons
Ship’s weapons by number and code, listed above.

System Ships

Type Warp Size Armor Agility Crew Psg Weapons
Boarding Pod - I Unarmored -1 1 20 -
Defender 1 II Armored +2 5-8 6 4xPP, 2xML (MD:2D6)
Escape Pod - I Unarmored -2 1 3
Fighter, Sublight 1 I Unarmored +2 2 1 1xLL
Freighter, Bulk 0 IV Unarmored -1 5-20 10 4xPP
Freighter, Heavy 0 III Unarmored +0 5-10 8 2xPP
Freighter, Light 0 II Unarmored +1 5-7 6 1xPP
Lander1 0 I Unarmored +2 1-2 1 1xLL
Shuttle - I Unarmored +0 1-4 20
Tug 0 II Unarmored +0 2-6 0 2xPP, GV
Tug towing ship -1

Private Jump Ships

Mostly found on the frontier, along old trade routes, or in the hands of private collectors.

Spaceship Jump Size Armor Agility Crew Psg Weapons
Corsair 3 II Armored +1 19 0 1xML, 2xLL
Freighter, Jump 2 II Unarmored -1 4 0 1xLL
Merchant 2 II Unarmored -1 6 10 1xLL
Patrol Cruiser 3 II Armored +1 24 162 4xPP, 3xLL
Prospector 2 II Unarmored +0 2 0 1xLL
Researcher 2 II Unarmored +0 12 0 1xLL
Scout 2 II Unarmored -1 1 3 1xLL
Trader, Jump 2 II Unarmored -1 5 5 1xLL
Yacht 2 II Unarmored +0 5 5 1xLL

Commercial Warp Ships

Type Warp Size Armor Agility Crew Psg ML MD Other Weapons
Free Trader 8 II Unarmored +2 5 4 1 1D 1xPP, 2xLL, GV
Freighter, Sm. 8 II Unarmored +0 10 30 1 1D 1xPP, 2xLL, GV
Freighter, Std. 8 III Unarmored +0 20 50 1 1D 2xPP, 4xLL, GV
Tug, Warp 8 III Unarmored -1 5 0 4xLL, GV
- with ballast +1

Alliance Exploration Warp Ships

Type Warp Size Armor Agility Crew Psg EB ML MD Other Weapons
Explorer 10 III Armored +1 100 20 2 1 2D GV
Science Ship 8 II Armored +0 20 50 1 0 GV
Ship’s Boat 6 I Unarmored +2 2 8 ½ 0 GV
Support Ship 8 II Armored +0 50 20 1 1 1D GV

Alliance Peacekeeping Warp Ships

Type Warp Size Armor Agility Crew Psg EB ML MD Other Weapons
Carrier 10 III Heavily Armored +0 500 100 4 2 3D GV
Corvette 10 II Armored +2 40 10 2 1 2D GV
Cruiser, Battle 10 III Heavily Armored +0 300 50 8 2 3D GV
Cruiser, Heavy 10 III Armored +0 200 50 6 1 3D GV
Cruiser, Light 10 III Armored +1 200 50 4 1 3D GV
Fighter, Warp 6 I Unarmored +3 3 1 1 0
Gunship 8 II Armored +1 10 0 2 2 3D GV

Ships of Other Powers

General guidelines for other powers.

  1. Many governments have warp drives by now.

    • Some civilizations like the Confederation have only Warp 0 or 1 and use hyperdrives or jump drives to travel between stars.
  2. Nobody less advanced than the Alliance has Exo-Beams.

  3. Less advanced ships that fight the Alliance have to use Warp Missiles. Nothing else works.

  4. Only a few known civilizations are more advanced than the Alliance:

    • Uncategorized entities from the Magellanic Clouds3, of whom the Alliance have recovered only wreckage and a few survivors.
    • The Transhuman Commonwealth, who seem to dislike open conflict.
    • The mysterious “Outer Ones” who seem to prefer using others as their catspaws.
    • The Dominion of the First who may have weirder or stronger weapons than the Alliance but seem loath to use them.
    • The entities of the Ylem who seem more interested in “researching”, or possibly just annoying, three-dimensional beings.

Algolian Spacers

Algolian fleets protect their Colony Ships to the death, as that’s where most of their population live. Colony Ships use archaic lasers and rail guns; Raiders use particle weapons.

Type Warp Size Armor Agility Crew ML MD Other Weapons
Algolian Colony Ship 6 IV Armored +0 5000+ 2 3D 4xRG, 64xLL
Algolian Free Trader 8 II Unarmored +2 8-20 2 3D 4xPP
Algolian Raider 8 II Unarmored +2 2-8 2 2D 2xPP
Algolian Fighter 6 I Unarmored +3 2-3 0 2xLL

Draconian Empire

Draconian ships drop out of warp to engage “soft” targets, then re-engage Warp 0 to escape or battle reinforcements.

Type Warp Size Armor Agility Crew ML MD Other Weapons
“Dragon” Cruiser 8 III Heavily Armored +0 300 2 3D 8xPP, 8xLL
“Wyrm” Destroyer 8 II Armored +1 30 2 3D 1xPP, 6xPP
“Drake” Fighter 6 I Armored +2 2 1 2xLL
“Wyvern” Torpedo Boat 8 II Armored +1 20 4 3D 4xPP, 2xPP

Note: Names are Terran nicknames, not Draconian.

Grays

Includes Cetani, Jhi, Qutani “Empire”, Tsi, Xetani Raiders.

Gray Saucers are a holdover from their old Jump ships, although most have been retrofitted with Warp drives.

Motherships are large ellipsoidal craft capable of carrying multiple saucers of varying sizes. Originally they used massive Jump drives, but now use Warp

The “Spheroid” is an attempt by the Qutani “Empire” to build a modern Warp Ship from scratch. The result is … unique.

Type Jump Warp Size Armor Agility Crew Psg ML MD Other Weapons
Saucer, Tiny - 0 0 Unarmored +2 1 0 0
Saucer, Small 1 1 I Unarmored +2 2 2 0 GV, 1xLL
Saucer, Medium 2 1 II Armored +2 10 5 0 GV, 2xLL
Saucer, Large 3 1 III Armored +2 25 10 0 GV, 1xPP
Mothership, Jump 6 1 IV Heavily Armored +0 300 100 0 GV, 4xPP
Mothership, Warp - 8 IV Heavily Armored +0 300 100 2 3D GV, 2xPP, 1xHP, 12xLL
Spheroid - 10 III Armored -1 50 20 2 3D GV, 2xPP

Confederation Space

The Kante seem to have only five sizes of ships.

Type Jump Warp Size Armor Agility Crew ML MD Other Weapons
Dreadnought 6 1 IV Heavily Armored +0 300 2 3D 1xHP, 4xPP, 8xLL
Launch 2 1 I Unarmored +2 2-3 2xLL
Gunship 6 1 II Armored +1 2-8 4 3D 1xPP, 4xLL
Std. Warship 6 1 III Armored +0 300 2 3D 4xPP, 8xLL
Support Ship 4 1 II Armored +1 50 2 3D 2xPP, 6xLL

The other major powers in Confederation Space have a number of ship designs, but all break down into the following four categories:

  1. Aging Confederation patrol cruisers used by various governments.
  2. Confederation Free Traders, usually with newer technology.
  3. Republic Warships, built with more armor and newer technology.
  4. Small Transhuman Commonwealth ships used as free traders and scout ships.
Type Jump Warp Size Armor Agility Crew ML MD Other Weapons
Commmonwealth Scout - 10 II Armored +2 6 0 2xEB, GV
Confederation Trader 2 - II Unarmored +0 8 0 2xLL
Confederation Cruiser 4 - III Armored -1 100 2 3D 2xPP, 6xLL
Republic Warship 4 1 III Heavily Armored -1 300 2 3D 4xPP, 8xLL

Other Ships of Alliance Space

More ships may be provided in future updates, including:


  1. A Fighter chassis without FTL warp generators or weapons. ↩︎

  2. A complement of marines. ↩︎

  3. That they arrived from another galaxy suggests mastery of transwarp or some equally incomprehensible travel method. So far the survivors or their wreckage have not demonstrated other hallmarks of superior technology. ↩︎