I made some new spaceships for the Singularity System. Specifically, the Systems Malfunction campaign setting of the Singularity System, which some of you may know from the about-to-turn-ten-years-old LARP of the same name. I figured I’d share them here for free. I’ve written up stats for two small craft, three capital ships, and a space station (!!) plus a new Starship Bay Weapon that starships can’t actually mount, only space stations can. These should make for a neat add-on for any Systems Malfunction game, and nearly any ongoing Singularity System game you guys might be running.
Singularity System stats are provided but you could also adapt any of these ships for Traveller, Eclipse Phase, Star Wars, or whatever really, if you were so inclined.
The Singularity System didn’t really have rules for space stations, and I’m not formally writing them here. But they are basically what you would think. Immobile objects in space can’t use the Change Range and Facing action, can’t do Evasive Maneuvers, and they can’t Disengage from star combat. They effectively don’t have a Helmsman role or an Auto-Pilot subsystem or a Bridge to shoot at. They’re also sitting ducks to long-range weapons platforms unless they mount Extreme range weapons, so they almost always do.
The formatting is going to be really wonky for this stuff because WordPress doesn’t allow tables and tables would be a pain to set up so these will just be big sloppy lists. Sorry about that, maybe Mik can clean it up into a PDF later on.
The well-armed, maneuverable Seraph is the mainstay starfighter of Bethlehem Sector’s Universal Commonwealth Guards, entering production some time between 520 and 530 RT during the founding of Bethlehem Sector, designed and produced by the Shibboleth Holding Corporation. It is heavily relied upon for routine sector patrol, and sees heavy combat use starting during the Scramble for Bethlehem Sector starting in 533 RT. The Seraph is slower but more heavily shielded than the Armada’s Gladius starfighter, and faster but lighter and less well-armed than the Red Army’s Dragonfly heavy starfighter. Not to be confused with the Archangel-class heavy starfighter, an Aetherially-active starship that Bethlehem Sector develops alter on.
- Seraph-Class Starfighter
- Handling +2
- Mobility: 3
- Tactical Speed: 800
- Hull: 24
- Armor: 9
- Weapon Systems: Nose-Mounted Pulse laser, Two Hardpoints (typically fitted with Plasma Torpedo Launchers).
- Systems: 4
- ReAct: -10
- Auxiliary Systems: Fire Control System, Crew Protection, Hardening 4, Shields 24.
- Atmospheric Speed: 1,000 Km/h.
- Space Cruise: .08c
- FTL: Never.
- Operating Range: 100 Million Km.
- Crew: 1
- Passenger Seating: 2
- Cost: 6 Million Credits
DRUMMOND-CLASS SERVICE CRAFT
This is a ship’s tender, a small starship designed to repair and service larger starships. The ship’s name and concept come from the incredible Distant Outposts poster maps by the very talented Chris West: its inclusion on one of those maps reminded me that the “small service and repair craft” role was somehow unfilled in the original Singularity System core rulebook. This is a small unarmed vessel with no independent FTL. It’s not much good in a space battle, either, unless you’re very desperate and/or or you’ve heavily modified it. I chose to stat this as a large “vehicle” rather than a small “starship” but this choice was essentially arbitrary. I could easily have gone the other way.
- Drummond-Class Service Craft
- Handling -1
- Mobility: 2
- Tactical Speed: 240
- Hull: 40
- Armor: 10
- Weapon Systems: None, but external Hardpoint or Turret mounts could be added.
- Systems: 3
- ReAct: -30
- Auxiliary Systems: Crew Protection, Repair Equipment.
- Space Cruise: .01c
- FTL: Never
- Operating Range: 250 Million Km
- Crew: 1 Pilot + 2 Operators
- Passenger Seating: 8
- Cost: 1,200,000 Credits
HASHMAL-CLASS PATROL SHIP [Corvette]
This patrol corvette is a common sight as part of Bethlehem Sector’s internal security force, fielded by the Universalist Commonwealth Guards and produced by the Shibboleth Holding Corporation. It has comparable combat capabilities to an Armada Rappax Light Assault Cruiser, but its most important role is that it can act as a mothership for four Seraph-Class starfighters along with 24 UCG troops. This allows the Hashmal to serve as a mobile base for sector patrol missions. Variants have been modified for special missions by Exodus Front.
- Hashmal-Class Patrol Ship
- Maneuver +0
- Hull: 42
- Shields: 48
- Subsystem Ratings: Auto-Pilot 3, Ordnance 3, Point Defense 4, ECM/ECCM 4, Repairs 4
- Subsystems Health: Bridge 30, Weapons Bays 15, Turrets 22, Sensors 22, Reactor 44.
- Notes: Centerline Railgun, Broadside Port Rocket Bank, Broadside Starboard Rocket Bank, Two Turrets Each with 37mm Gatling Autocannon.
- Cruise: .075c
- Crew: 24
- FTL: Guided
- Jump-Range: NA
- Cruise Hours: 120
- Passenger Complement: 24 Troops
- Cargo Space: 10 Tons, 4 Fighter Berths
- Cost: 66,000,000 Credits
I felt almost guilty adding another Republic Armada ship for the Singularity System. A huge chunk of the starships presented in the Singularity System core rulebook were from the Republic Armada: the Talon, Sentinel, Rappax, Phalanx, Ferrata, Nocturne, Mermidan, and Vitrix are all Armada ships if you were keeping count, plus the Gladius starfighter and Fulminata bomber. But as soon as I was plotting my first Singularity System campaign in the Systems Malfunction universe, I realized that the Armada needed a vessel that could act as a dedicated carrier for fighters, but that didn’t have the overspecialized baggage and sheer mass of the Mermidan-Class Hybrid Carrier, a massive carrier that is equipped for atmospheric reentry and water-landing, where it can then function as a blue-water naval vessel. The Armada needed a workhorse carrier that was less specialized and more commonly seen than the cool but highly specialized Mermidan. The Arcus was my answer to that, and in-universe is far more common than the enormous Mermidan and the even-more gigantic and thankfully rare Vitrix supercarrier dreadnaught. The Arcus is a bit slower than the smaller Ferrata destroyer and packs slightly more firepower, but its real strength is its ability to bring two wings of Gladius starfighters, and two dropships each packed with an APC full of Armada Colonial Marines to the fight.
For a deckplan of this ship, I’d wager you could do a lot worse than the Sulaco from Aliens, which has very similar capabilities.
- Arcus-Class Cruiser
- Maneuver -1
- Hull: 60
- Shields: 80
- Subsystem Ratings: Auto-Pilot 4, Ordnance 4, Point Defense 4, ECM/ECCM 4,Repairs 4.
- Subsystems Health: Bridge 44, Weapons Bays 22, Turrets 22, Sensors 22, Reactor 44.
- Notes: Three Centerline Weapon Mounts (Railgun, IRBM Silo, Turbolaser Cannon), Four Brooadside Port Weapon Mounts (Two Railguns, Two Missile Racks), Four Broadside Starboard Weapon Racks (Two Railguns, Two Missile Racks), Four Turrets (Each with 37mm Gatling Autocannon and Two 20mm CIWS)
- Cruise: .064c
- Crew: 80
- FTL: Guided
- Jump Range: FTL
- Cruise Hours: 64
- Passenger Complement: Company Strength, Approximately 100-200 Marines
- Cargo Space: 12 Gladius Fighter Berths, Two Dropship Berths, Room For Two APCs and 24 Mechs, 20 Tons Miscellaneous
- Cost: 240,000,000 Credits
PROGENITOR-CLASS COLONY SHIP [Destroyer]
The Progenitor-Class Colony Ship is featured even more prominently on Chris West’s Distant Outposts poster maps. You can find an awesome deckplan for it here. Once again, seeing it on that map reminded me of a crucial unfilled role in the Systems Malfunction/Singularity System roster of ships: that of the sleepership, or colony ship. The Progenitor is the smallest starship that can carry all of the equipment and personnel needed to colonize a new world with a barren or alien atmosphere, although such small colonies are quite vulnerable to mishaps or foul play, the Progenitor‘s main advantage is that it is very fast. This small, affordable ship has an FTL drive that can rival the superluminal speed of a Vitrix-class supercarrier, with fully half the jump range. For these reasons, it is the Homesteader Union’s most commonly used sleepership for the colonization of new worlds.
The progenitor is divided into two modular sections divided by an airlock that can be separated. The scoutship module in the front can be separated and used as a separate scouting vessel: it has +2 Handling and 50% Hull, but is incapable of FTL travel. The habitation module cannot move at all without the Scoutship Module, even though it contains the main drive core.
Close readers of the Systems Malfunction 5E campaign setting will notice that the CCS Helena was described as a Dakota-Class Medium Transport. Well, the Dakota-Class is a Lone Star sector developed derivative of the Progenitor, so everything said here about the Progenitor applies to the CCS Helena, which should be a fun fact for anyone who played the 5E LARP.
- Progenitor-Class Colony Ship
- Maneuver +0 (+2 for detached Scoutship Module)
- Hull: 60 (30 for Detached Scoutship Module)
- Subsystem Ratings: Auto-Pilot 4, Ordnance 1, Point-Defense 4, ECM/ECCM 3, Repairs 4
- Subsystems Health: Bridge 44, Ordnance 10, Turrets 22, Sensors 15, Reactor 44.
- Notes: Four Turrets (Empty), Lead Shielding 1, Atmosphere Adaptation, 4 Survey Drones, Colony Module, Modular Construction (see above).
- Cruise: .075c
- Crew: 20
- FTL: 4c!
- Jump Range: 5 parsecs
- Cruise Hours: 240
- Passenger Complement: 12 with Stateroom Shares, 80 in Cryo-Racks
- Cargo Space: 40 Tons of Vehicles & Equipment Plus Colony Terraforming/Habitation Module.
- Cost: 80,000,000 Credits
WARPGATE [Space Station]
Warpgates are crucial components of not just the Systems Malfunction cosmology, but are hardcoded into the assumptions of the Singularity System as well. Massive structures that sit at LaGrange points, stabilizing linked wormholes to allow starships to pass through their massive rings, allowing instantaneous travel between worlds. In the Systems Malfunction universe, Warpgates also contain Superluminal Communications Relays, called Ansibles, making FTL communication possible. While never used as offensive weapons, the massive strategic importance of Warpgates to ongoing travel and trade mean that they are heavily armed with defensive weapons and smart subsystems to operate them. Warpgates are too massive for energy shields to be efficient, and additionally, would need to constantly lower and raise shields as vessels passed through. Therefore Warpgates are unshielded, but heavily armored.
Warpgates can also act as starports for ships on long journeys that need to dock for whatever reason. Each Warpgate includes four docking collars for capital-scale vessels and two additional docking clamps for small craft such as dropships or service craft.
- Warpgate [Space Station]
- Maneuver NA
- Hull: 120
- Shields: 0
- Subsystem Ratings: Auto-Pilot NA, Ordnance 4, Point Defense 8, ECM/ECCM 6, Repairs 6.
- Subsystems Health: Bridge NA, Weapons Bays 22, Turrets 70, Sensors Health 42, Reactor 84.
- Notes: Immobile, Eight Turrets (Each with 37mm Gatling Autocannon and Point Defense Beam), Four Heavy Mass Drivers*.
- Cruise: NA
- Crew: 16 + 8 Security Personnel
- FTL: NA
- Jump Range: NA
- Cruise Hours: NA. Warpgates can operate in the black indefinitely.
- Passenger Complement: 16, but 8 of the stateroom bunks are shared by security personnel.
- Cargo Space: 200 Tons
Finally, the Heavy Mass Driver is a starship scale weapon that can only be mounted on space stations, like the Warpgate. Here are its stats:
- Heavy Mass Driver
- Accuracy: +1
- Range: Extreme
- Ammo: 24
- Damage: 28
- Notes: Bypass 10