Hostile Craft

Note on stats

#/# values are normal pilots(left side) and veteran/elite pilots(right side). Named hostiles and aces may have wildly divergent abilities.

NTF Remnants(Strike Craft)

The NTF remnants and various pirate forces have acquired old GTVA hardware from a number of sources. Some from defectors, others salvaged from post-battle debris, and there are persistent rumours that there are actual factories producing old ship templates in some of the border systems or perhaps in unexplored systems beyond the reach of GTVA law. While in control of Polaris, Regulus and Sirius, the NTF were in control of the local shipyards, and when their end was obvious, they engaged in a fast-production scheme and distributed the ships and weapons to any malcontents or criminals with a grudge against the GTVA.

While usually a bit older than the latest tech, their ships are usually functionally equivalent to their GTVA counterparts.

NTF Loki

Gtfloki.jpg

The Loki is part of an old GTI experiment to produce a truly reliable "stealth" fighter, not shielded from vision, but from radars and sensors, impossible to get a lock on. This occurred during the GTI rebellion, however, and the combined research power of the GTVA soon found flaws in their supposedly impenetrable stealth, updating fighter sensors and software across the board to permit an even-footed fight. They still remain fuzzy at long ranges, however, and large numbers of them have found their ways into the hands of the NTF and various pirate forces, who find the ability to operate even slightly stealthily beneficial.

Without their stealth, though, they are sub-par fighters, usually outshone even by a stock Apollo.

While they can be equipped with quite advanced primary weaponry, they have an almost non-existent secondary capacity, and most of the forces with access to them are either ill-supplied or unable to secure weapons as blatant as missiles without blowing their cover.

Combat Value: +2
Initiative Value: +2
Attack Combat Value: +3
Defense Combat Value: +4

Shields: Level 5(20 damage blocked)
Hull: Level 5(25 HP)
Reactor: 50 Energy

Primary Weapons: 2x Subach(40 damage, 10x drain/salvo)
Secondary Weapons: Usually none

NTF Apollo

While the Myrmidon and the Loki were once the mainstay of the NTF forces, they've now been forced to rummage in the closet for the same Great War relics that the GTVA are fielding in their border systems. Their flight profiles are essentially the same, though most NTF and other pirate/secessionist forces have access to no weaponry more advanced than old Subachs. They are better on the offense than the Loki, however, and therefore usually flown by more capable pilots.

Worse maintenance conditions than the GTVA usually means their craft are more fragile, however, and their aging reactors no longer have quite the same level of output.

Combat Value: +3
Initiative Value: +2
Attack Combat Value: +5
Defense Combat Value: +5

Shields: Level 5(20 damage blocked)
Hull: Level 15(75 HP)
Reactor: 100 Energy

Primary Weapons: 2x Subach(40 damage, 10x drain/salvo), 2x Subach(40 damage, 10x drain/salvo).
Secondary Weapons: 14x Rockeye(+2 to hit, no lock-on time, 50 damage/missile)

NTF Hercules

Exactly like the GTVA version.

Combat Value: +5
Initiative Value: +5
Attack Combat Value: +10
Defense Combat Value: +5

Armor: Level 5(Stops 10 damage)
Hull Durability: Level 30(150 HP)
Shielding: Level 5(Stops 20 damage)

Primary Weapons: 4x Subach(80 damage, 10x drain/salvo), 2x Prometheus-S(60 damage, 10x drain/salvo).
Secondary Weapons: 14x Rockeye(+2 to hit, no lock-on time, 50 damage/missile)

NTF Remnants(Capital Ships)

NTC Leviathan

Gtcleviathan.jpg

The Leviathan-class cruiser is still in use with the GTVA and remains a dangerous ship for fighters to engage, as it mounts four anti-fighter beam weapons, multiple conventional turrets and even an anti-capital beam that allows it to remain a threat against hostile capital ships and rapidly tear through enemy transports. It lacks the speed of a Fenris, and is therefore mostly used to escort destroyers or convoys of transports.

Due to the design of its turrets, however, it can at most bring one AF beam and one laser turret to bear on any single angle of attack, and well-placed disabling shots can make it safe to attack.

Size-wize, Leviathans are approximately 250m long and will tend to house a crew just shy of a hundred.

Combat Value: +8
Initiative Value: -3
Attack Combat Value: +10
Defense Combat Value: TN 6, TN 16 for subsystems

Shields: None
Armor: Damage reduced by 30
Hull: 6000 HP
Reactor: Massive(Infinite Energy)

Turret Defenses: 6 SDG shots or 1 D-Missile hit
Engine Defenses: 12 SDG shots or 2 D-Missile hits, disables jump drives and conventional drives
Targeting Defenses: 18 SDG shots or 3 D-Missile hits, -5 to all attack rolls

Primary Weapons: 1x Anti-Cap Beam(500 damage, only against capital ships), 4x Anti-Fighter Beam(100 damage/shot)
Secondary Weapons: 3x Laser Turret(50 damage/turret).

Shivan Invaders(Strike Craft)

Shivan ships ultimately function much like GTVA ships, but traditionally their hulls are weaker and their shields stronger, they also tend to have very small secondary weapon capacities, focusing instead on their primary guns. All Shivan ships are equipped for inter-system jumps and tend to be able to make their jumps with far improved precision compared to Terran-Vasudan ships. No Shivan ships have so far been found to carry chaff or other anti-missile counter-measures.

Much of the latter capability, however, stems from their command vessels, which have unique jump drives and navigation systems. Unfortunately the only captured Shivan capital ship, the SC Taranis, was destroyed by the SD Lucifer before its secrets could be discovered, and so far Shivans have consistently chosen to destroy their ships rather than let them fall into GTVA hands. The only captured ships studied in detail are a handful of fighters and some cargo containers.

Shivans have a small selection of generic primary weapons compared to the vast variety of specialized GTVA primary weapons, and most GTVA missile advances are reverse-engineered from Shivan missile tech, meaning that their missiles are functionally equivalent to advanced GTVA missiles. Particularly the Trebuchet and Hornet.

SF Astaroth

Sfastaroth-old.jpg

The SF Astaroth is the Shivan equivalent of the Valkyrie. Light, fast and hard to hit. It only has a 2x weapon mount, however, and even by Shivan standards its hull is ridiculously fragile.

Combat Value: +2
Initiative Value: +6/+8
Attack Combat Value: +4/+7
Defense Combat Value: +6/+9

Shields: Level 10(40 damage blocked)
Hull: Level 5(25 HP)
Reactor: 100 Energy

Primary Weapons: 2x Shivan Heavy Laser(50 damage, 15x drain/salvo)
Secondary Weapons: Usually none

SF Basilisk

Sfbasilisk-old.jpg

The SF Basilisk is a Shivan heavy fighter first seen during the Great War. It can be compared to the GTF Hercules, in that it's not very maneuverable, but packs a considerable primary punch and, for a Shivan ship, considerable secondary banks. Pilots in light fighters can usually outmaneuver Basilisks easily, but pilots in heavier ships and bombers would be wary of a broadside from this well-armoured vessel.

Combat Value: +2
Initiative Value: +2/+4
Attack Combat Value: +5/+8
Defense Combat Value: +1/+2

Shields: Level 10(40 damage blocked)
Hull: Level 10(75 HP)
Reactor: 100 Energy

Primary Weapons: 2x Shivan Heavy Laser(50 damage, 15x drain/salvo), 2x Shivan Medium Laser(30 damage, 10x drain/salvo)
Secondary Weapons: 10x Hornet Equivalent OR 10x Trebuchet Equivalent

Shivan Missiles

Hornet Equivalent: +5 Aspect Lock, 60 damage(forcefields 2x effective)
Trebuchet Equivalent: +2 Aspect Lock, 60 damage
Rockeye Equivalent: +2 Heatseeker Lock, 50 damage

Shivan Primaries

Shivan Heavy Laser: 25 damage, 7.5 energy drain
Shivan Medium Laser: 15 damage, 5 energy drain
Shivan Light Laser: 10 damage, 2 energy drain

Special NPC Rule: Teamwork

Enemies are either Bombers, Fighters or Interceptors. A hostile can forego its turn to team up with another hostile to harass an enemy and give its buddy a bonus. Bombers can get at most a +1 per helper, Fighters at most a +2 and Interceptors can get a +3. A helping Bomber gives a +1, a helping Fighter a +2 and a helping Interceptor a +3.

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