Nomad-Class Modular Corvette

Stats

ST/HP Hand/SR HT Move Lwt. Load SM Occ DR fDR Range Cost Loc Stall Total Chase Rolls
225 +1/5* 13 7/300* 95 25 +7 4ASV† 150/75‡ 500 10 shunts (Rating 3)* $25M g2t3rR 0 +14

Notes

Nomad as Signature Ship

A Nomad costs 10 points to purchase a signature ship.

It comes with a single set of modules pre-installed of the player's choice. For +2 points (a total of 12 point), the character has a single additional set of modules that they can use to switch out with the original modules. For +4 point (14 points total), the character has ready access to all Nomad modules! It's not really relevant where these are stored; as signature gear, the GM should allow the player to get access to a desired module when they want, provided they have a reasonable timespan to secure the modules.


*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.

Accessories

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 3, with sufficient fuel for 10 jumps.
  • Ruggedized Hyperium Reactor: 60 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 combat turrets with full, 360 degree rotation.

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. 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. However, it hits with an unparalleled force for a fighter, and many pirates prefer it to missiles for taking down hard targets, because then they needn’t carry stockpiles of weapons. 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.

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 Wildcat pilots who expect to dogfight, 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 Wildcats 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.

The NUK-3 Disposable Torpedo Bay: A more popular weapon for third parties (especially the Alliance), the NUK-3 allows a full isomeric torpedo to be loaded where the main gun would normally. This results in an odd look for the craft, with a closed “launch bay” where the gun would normally be, unless the torpedo has been fired, in which case a gaping, open bay sits where the main cannon would be. Wildcat pilots that load the NUK-3 usually have at least one wing-cannon loaded, in case they get into a dog fight. The NUK-3 takes so long to load and, being a single-shot weapon, generally works best in large military formations where fighters can be “expended” in their attack and then return to their carrier for a 30-minute reload.

The WR45-L3 Tractor Beam: Often used in conjunction with the MIN-3R mining laser. Provides ST 160 out to 2000 yards. $200k

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 5d×200 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
55,000 lbs; $5M (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
70,000 lbs; $15M

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 4 and reduces the fuel to 5 shunts.

Redjack “Stormrider” Plasma Thruster Engine Module
75,000 lbs; $7M

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). Reduce the endurance of the Hyperium Reactor to 30 days and the plasma thrusters consume 24 hours of fuel for every hour active.

Redjack “Horizon” Next-Gen Engine Module
70,000 lbs; $20M

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 4. 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). Reduce the endurance of the Hyperium Reactor to 45 days and 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 plasma thrusters and Syntech Next-Gen 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 nor add the x tag.

Redjack “Rustic” Ion Thruster Engine Module
75,000 lbs; $2.5M (if purchased separately)

This is an outdated engine module for a Nomad; it’s only found on older ships, or on those found in the Umbral Rim. Reduce the hyperdrive rating to 2 and halves the fuel to a maximum of 5 shunts. Otherwise it is similar to the Cross-Country engine. If taken as the main hyperdrive module, reduce the cost of the Nomad by $2.5M

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 freight, 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.

Nomad Emergency Power Reserves
5,000 lbs; $50,000

Rather than load the slot with cargo or a luxury cabin, the space is instead filled with redundant power exchangers, bulky capacitors, spare energy banks, and a unruly tangle of wires. This tends to spill out into the halls of whatever cabin installations the Nomad has; the GM may apply a -1 to reactions for any prospective customers who see the mess. Nonetheless, it supplies 6 points of emergency power reserves.

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 characteristics. 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 Nomad’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
15,000 lbs; $2M

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 and improves Move to 7/500 (+14), unless combined with plasma thruster modules (either the “Stormrider” or “Horizon” module), then it improves Move to 11/700 (+15) and handling to +3/4.

Redjack “Pocket Ace” Armor Module
15,000 lbs; $5M

Nomad pilots often prefer a certain level of discretion. The “Pocket Ace” module applies of stealthed carbide composite. This increases the DR to 300/150, 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
20,000 lbs; $2M

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
12,000 lbs; $5M

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, improves DR to 300/150 (but halve DR vs crushing attacks). It tmproves Move to 7/500 (+14), unless combined with plasma thruster modules (either the “Stormrider” or “Horizon” module), then it improves Move to 11/700 (+15) and handling to +2/4.

Junker “Slab” Armor Module
20,000 lbs; $200,000

Cheap sheets of episteel can be bolted onto a Nomad without ruining its profile. Doing so improves the DR to 200/125.

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 claustrophobic, 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 attention.

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