Scarab-class Defense Frigate

Stats

ST/HP Hand/SR HT Move Lwt. Load SM Occ DR fDR Range Cost Loc Stall Total Chase Rolls
400 +2/5 13 1/250 600 75 +8 9ASV 500/200* 1000 NA (Rating 2) $350M 2rR 0 +14

*Nanopolymer armor. Higher DR protects against attacks from the front or sides (but not top, bottom or rear). Additionally, it has a Force Screen that provides 1000 ablative, hardened DR.

Notes

Scarab as Signature Ship

A Scarab costs 20 points to purchase a signature ship. It comes with a minimal crew of skill-12 minions and a handful of named NPC hirelings and/or robots.

Electronics

  • Ultrascanner Open Mount: 150-mile search range, 15-mile scan range; low probability intercept (detectable at 225 miles); 360° rotation.
  • Targeting Computer: +5 to hit target with a scan-lock.
  • Hyperspectral Sensors: +9 nightvision, +3 to notice details; ×8 magnification (up to +3 to aimed attacks, if the vehicle aims for three turns).
  • Tactical Computers: +2 to Tactics for drones only and free Coordinate action for a Neurally interfaced pilot to apply a Coordinate action for their drones.
  • Distortion Jammer: -4 ECM penalty for missiles; +2 to jam missiles.
  • Tactical ESM: +1 to dodge missiles.
  • Large FTL Communication Array: 30-parsec range.
  • Large Holographic Radio: 10,000 mile range (orbital);
  • Neural Interface: The pilot must be able to neurally interface with the vehicle to properly operate it. This doubles as an escape pod (the entire neural interface cockpit detaches and launches).
  • Security and Safety: Simple Locks; 9 Trader Escape Pods.
  • Trader Drive: Rating 2; requires 4 hour recharge between jumps. Applies a -4 to Navigation (Hyperspace), but halves all other navigation penalties!
  • Fusion Reactor: 50 years endurance
  • Trader Tech: Characters without the High TL trait or Cutting Edge Training (Trader Tech) perk attempting to maintain or repair this vehicle apply a -5 to their Mechanic skill.

Trader Frigate Accommodation and Facilities:

  • Accommodations: 9 bunks; one briefing room large enough for 10 and one large holographic display.

Trader Defense Frigate Complement

  • 24 Trader Combat Drones with additional storage for up to 48 drones; all Drone storage bays are distortion shielded, applying a -6 to detect what is inside them.
  • 2 Myrmidon-Class Combat Robots (for internal defense) and Distributed Computing Nodes

Armament

The Scarab has two fixed, forward-facing mesotronic cannons one in each of its primary sections, for a total RoF of 6 (+1).

Weapon Dmg Acc Range Ewt. RoF Shots ST Bulk Rcl
Corvette-scale Muonic Cannons 6d×20(10) burn 9 15 mi/45 mi 80t 3 100 M -10 2

Look and Feel

Of all the Trader vehicles, the Scarab-Class Defense Frigate is perhaps the least “insectile,” though it still retains something of a techno-organic appearance. Two, large, parallel sections comprise the craft, joined at the rear by an engineering section and its engines. Each of these sections, or “horns” has a large, 80 ton cannon jutting from the front of it. Spurs jut from the along the well-armored length of these horns: the combat drone launch bays. The rear “bridge” between the two sections has the ion thrusters, a rotating sensor atop the vehicle, and an array of hyperspectral sensors scattered over the center part of the vehicle, mostly pointed between the horns, but with enough atop and beneath the bridge to prevent tunnel vision.

The split continues inside the vehicle. Each section has its own crew compartments and crew who maintain their section of the engines and their cannon, as well as handle the combat drones. Each section also has a spider-drone holed up in its bay, ready to deploy if someone attempts to board and seize the ship. The central bridge contains the bunk and the neural interface pod of the Trader Navigator, and a briefing room and galley for the whole of the ship to come to if they need to discuss strategy, or wish to enjoy a meal together.

The purpose of the Scarab is defense. It often flies escort for trade vessels, such as the Gypsy Moth as, unlike the Hornet, it has a hyperdrive. But it also flies along side Arks and provides additional fire support for squadrons of Hornet-class interceptors. In battle, it launches a full squadron of combat drones, which often disorients most opponents not used to seeing a cloud of teeny-tiny “fighters” launching from something as small as a corvette. It usually equips combat drones with a mix of muonic blaster gatlings or particle cannons, allowing it to deal with both fighters and heavier corvettes. The navigator coordinates them himself using a tactical computer built into the Scarab for that express purpose, which gives the Scarab the appearance of sending out a cloud of swarming drones that seem to move and flow as though guided by an unseen hand. Meanwhile, these Scarab itself supports its drones with its own surprisingly large and powerful cannons. While no real threat to capital ships, the cannons can definitely deal with heavy frigates and larger corvettes, typical of pirate raiders. For dealing with capital ships, most Guildfleets prefer retreat or negotiation, but rumors persist of drones armed with isomeric warheads, given them firepower equivalent to a heavy torpedo and the ability to dodge point defense cannons. If so, a defense frigate able to deploy the equivalent of 24 smart, heavy torpedoes is, indeed, a serious threat to even the largest and most well armored of capital ships.

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