Ankh Button (Link to Major Arcana Homepage) The Art (TM) of *Craft
INDEX
Minor Assets
  • Interceptors
  • Scouts
  • Lighters
  • Vessels
*Craft as Monstrous Opponents
The Art of CrashLanding
MilSpec vs Civilian Weapons
Encounters
Major Encounters (Major Arcana)
Under ConstructionWhilst it is quite possible for an AA to "be" a *Craft utilising their Significator and character Mimeses to support the other AAs in an Interstellar adventure. Any sensible D/M should preferably enable the generation of a suitable *Craft as a D/M moderated (A.I. controlled) N.P.C. eg The Blue Bus.
The following provides some useful information to guide that process. However its primary utilisation is to generate the usual array of FtL capable *Craft encountered at a Jump-Hole, Warp-Gate, SpaceDock or other nexial point in an adventure.
Author's Note: If the reader will forgive the foible: in most cases a "C" has been replaced by a "K" to differentiate a nautical vessel from its space going 'equivalent'
Notes on Terminology
Star Craft (*Craft) any FtL Boat.
Space Ship any StL Boat.
All space going vehicles use Boat as a generic. (A hangover from the Submarine Service.)
Vessel as in 'Auxillary Vessel' - a lesser Craft or Ship attached to a larger Craft or Ship.
Any FtL capable Vessel is called a Pinnace no matter how small it is!

A Timely Note all LSS durations have been translated into metric variations of a 'Fortnight(new)'
14.880952380952381101190476190476 days = Fortnight (new) = Fn

The Art Takes you there
The first seven lie within the purview of the AA's as a temporary abode and means of getting about by themselves. However sourced, this means of transportation will be temporary. Until the next one turns up!

No.
Card
Ship Type
Random Stuff
I The Magician
Kutter i
II The High Priestess
Ketch
III The Empress
Kirpan
IV Emperor
Korvette
V Heirophant
Kog v
VI The Lovers
Karavel vi
VII The Chariot
Karavan
vii
VIII Justice
Kruiser viii
IX The Hermit
Konger ix
X Wheel of Fortune Karavanserai x
XI Strength Karrier xi
XII The Hanged Man Kluster xii
XIII Death Krusher xiii
XIV Temperance Kosmographer xiv
XV The Devil Kourier xv
XVI The Tower Korsair xvi
XVII The Star Klipper xvii
XVIII The Moon
Katastrophe xviii
XIX The Sun
xix
XX Judgement
Karrack xx
XXI The World
Kataclysm
xxi
O The FOOL

I/  Kutter (System Patrol Boat) an ex-Military Vessel retrofitted with the latest miniaturised Ftl Drive. This is the smallest and most versatile *Craft to be had. In a military Campaign it will possess the latest in MilSpec and sent out on a Mission to find Trouble. Similarly it can be invoked by the AAs should they find themselves in Trouble, Or by the D/M if they find that the AAs are causing Trouble. Only one crew member: the Captain is needed to operate the Craft via it's advanced A.I. The Interstellar Patrol T/L [XIV] uses more Kutters than any other *Craft and it's A.I.s have been known to temporarily 'adopt' a party of AAs down on their luck.

II/  Ketch The smallest Luxury Yacht on the market and well out of reach of even the wealthiest of AAs. Has two staterooms and accommodations for 20 support staff:  Pilot; CoPilot; Flight Engineer; Technical Officer; Chief Steward and a raft of lesser Service Guild positions.  It is in these latter roles that the AAs are likely to be involved.
If invoked the Party will be charged with its transport across dangerous StarLanes or perhaps invited on board as a temprary amusment for the jaded owners...

III/ Kirpan (Class) the smallest at 100m dia. of the Sword Industries Luxury *Liners catering to a select 100 or so Sophonts with a capacity for 10 exotics. As with most SwordWorlder *Craft the Kirpan can double as a: Troop Ship; Fleet support tender or Hospital Ship and with the notable exception of the latter: all are heavily armed! The Liner of choice then in destinations involving danger and adventure. The most likely AA involvement being taken on as hired mercenaries. before departing for a destination to a certified war zone.
(Kukri Class: 500m dia. Pass: 1000/100; Karambit Class 500m dia Pass: 100/1000; Kris Class 1km dia. Pass: 10k/10k;...)  Whilst similar Liners are ubiquitous in the known universe AAs ever finding themselves in trouble are unlikely ever to see a Manta Class Liner from ConFed Space. Let alone travel on one...

IV/  Korvette the standard 100 m diameter Korvette 'was' the smallest Military Vessel commonly encountered until Drive technology advanced to the state to allow the InterStellar Kutter to supplant its role as trouble shooter. The Korvette is a multi-role *Craft and supports: four *Fighter Wings (12 Craft) on hull nacelles; a 100 m Spinal Cannon mounted on the major axis of thrust, bracketed by a Drop Troop Launch Tube (Port) and a TurboLift Tube (Starboard) both capable of use as GGGuns!; 2 Primary Bi-Axial Beams (4 Turrets) occupy the other two axial positions and define the 'equator.' Finally twelve 360 degree point defence lasers fill in the gaps. Its 100 crew compliment varies from Mission to Mission but normally comprises: 10 Officers, 20 NCOs, 40 Enlists, 30 Space Marines on active duty and a half Platoon of 40 Drop Troopers in CryoSuspension.
Cautionary Warning: Invocation of any Military *Craft always brings a board and thorough search for: contraband, unlicenced weapon systems and other lawbreaking or deviancy before the AAs can do what they do best. In extremis the Korvette may be shorthanded and a press-ganging (Fool) invoked by a D/M bent on a Military based side mission!

V/  Kog is the generic term applied to any small FtL capable Trading *Craft typically specialising in low volume/ high value goods and the point to point delivery of urgent consignments. Capable of landing not only on any planetary surface but even seaworthy as was their distant forebear! Typically with a major axis of less than 50 metres and total displacement of ~30 ktns; 10 ktns of which is useful cargo space. Any larger varient with a beam up to 100m is known as a Knorr. Kogs can be retrofitted as Ketches and vice versa. Although operating at the margins of profitability, these Trading *Craft can operate far beyond the beaten track made by the Karavan FtL Transport.
A Karve is a Knorr with FtL Capability removed. Also known as a "Fat Trader."
A Koch is a Knorr with a hardened hull and other defensive systems and Drive syatems way beyond normal need, commonly used on the Periphery  Also known as a "Fast Trader."
For some Esoteric reason the Kog is also the most used Boat for Missionary work.

VI/  'Karavel' (Pirate Light Destroyer) There is no specific Class of  Karavel. The term being a generic for any pirate vessel with a sub 0.5 MTn displacement and the term Karavel is applicable to any Boat converted into a light destroyer used by pirates. Whilst the Karavel might be small it will mount a very large FtL Phase Bubble, or equivalent: all the more volume to haul away their prize! The ConFed Shark Class *Yacht is a common target and hence commonly repurposed to crime. Many pirates pose as 'distressed' aristocrats suffering from a technical failure. Usually at some sort of celestial wonder or other beauty spot. However the observation bubbles and conservatories turn out to contain powerful secondaries and the hanger deck opens to reveal a matched pair of primaries! Cautionary Note: The Karavel is the only Pirate Vessel the AAs may Invoke as a 'friendly' M.O. and generated as they see fit. Whilst the AAs may fancy joining the so called "Wayfarers' Guild" for a bit of 'fun' it is more likely that they will become hostages. Or find themselves with a record in at least the *System they are in!  Invoking a 'Karavel' always has Konsquences... such relationships are always complicated

VII/  Karavan FtL Transport although based on the original Insider design the OW! equivalent has been best implemented by Cetus Corp. in the Kaliphate. The omnipresent Karavan has various local  imitators and designs; based on maximising the number of Klipper Transport graphicSpaceCraft, Vessels & whatnot it can fit within its 500 metre 'Phase Bubble.' (Vo.) Nominally some 26 x 100 metre globular 'docking' slots around its own 100m diameter (Pilot Class) core. In the process the 100 metre globular pressure vessel becoming a mainstay of the StL *Sietch (Travelling Village) community! In the remaining 'parking' space: the custom built Yachts of the hyper-rich and SUVs of the poor are packed in with an efficiency that dates back to the days of the Prophet. (PBUH.) These other Vessels may have docking tubes that allow access to whatever services the Karavan provides. Or the occupants may just suit-up to the same effect.
Well established Karavans on well established routes tend to gain a permanent population around the equatorial region: providing recreations and amusements as well as specialised accomodations beyond the bare provisions of the Karavan core itself. Defensive weapon platforms and hangar decks are common perimeter features on the dangerous routes.  Conversely in the Hub and around the Core worlds a Karavan might be surrounded by little more than an assemblage of Subbles.
Certain StL SpaceCraft, notably the Kamel Class Trader take this into account, which accounts for their distinctive and often imitated 400 m diameter x 190 m high hemispherical bowl that dominates the skies of the RimWorlds. It is now common for a Kamel and a Karavan to travel as a pair leaving the rest of the 'Bubble' to fee paying Passenger Craft. Invoking a Karavan is usually a profitable safe bet!

The middle seven are the mainstay of the StarLanes

VIII/  Kruiser the standard 500 m diameter Kruiser is the mainstay of most *Navies. The Kruiser is customised for long sorties into the Deeps with enhanced Range; Life Support, Recreational Facilities and indeed Educational Facilities for the kids! Some Kruisers have a generational Crew and in certain notorious cases: an hereditary caste system has developed on missions that have stayed 'out there' too long. The Kruiser only supports eight *Fighter Wings (24 Craft) in internal Hangers but has a variety of other auxillary vessels including four Pinnaces as well as support tenders, passenger shuttles, etc... the 500m Spinal Cannon is bracketed by two Drop Troop Launch Tubes. With four 500m bi-axial equatorial Primary Turrets, sixteen 100m Secondary Turrets and uncounted 360 degree point defence lasers; it is nigh on impregnable from attacks by lesser *Craft. Its 1000 crew compliment varies on Mission but normally comprises: 100 Officers, 200 NCOs, 700 Enlists/Marines/Followers. And 2 full Platoons of 160 Drop Troopers in CryoSuspension.

IX/  Konger (Armed Merchant) based on the 50x200m long hull, the sinuous lines of the  ubiquitous ConFed Sirus Konger combines a useful cargo capacity ~0.25 MTn with a comfortable combat capability which may include up to: 12 disposable Fighter Drones on hull nacelles. The surprise is the 200m long Spinal Cannon usually packed with a licenced but obsolete MilSpec punch; 2 heavy axial Primaries with 4 associated turrets: 2 Fore/ 2 Aft are useful for the chase or a retreat in good order. Mounted vertically are 6 (3 Port/ 3 S'brd) 50m Secondary Beams and 12 associated turrets. And as many point defence lasers as can be physically fitted on the remaining hull. which is well armoured. When invoked the crew will be helpful but very circumspect and the AAs may find themselves isolated from their intended destination for some time...Usually found out well beyond the civilised Hub and Core.
The cargo hatch is often an afterthought!
The Q ship Eel varient: Kutthroat dispenses with any meaningful cargo barring: munitions; a full platoon of Space Marines optimised for boarding actions and mounts a concealed state of the art MilSpec Spinal Mount Beam along with its compliment of Military Technical Officers and other Military advisers as required.

X/ Karavanserai  The ubiquitous method by which most large Space Ships get around the Known Universe. Most Karavanserai are economically based around a Minke Class (300m dia.) FtL Transport with a field diameter of 1 km that can encompass a swarm of non-FtL capable Vessels and a host of lesser SUVs from one location to the next. Normally travelling along fixed routes with bulk commodities. Even so many Fn may pass before the Captain decides that the *Craft has taken on sufficient cargo. Sometimes waiting until a new Karavanserai arrives, before departing.

XI/ Karrier the standard 500 m diameter Kruiser Hull is custonmised by bracketing the Spinal Mount with two *Fighter launch decks and interior hangar space, repair and maintainence facilities more than sufficient to support four full Squadrons: 32 *Fighter Wings (96 Craft) along with a multitude of other support and auxillary Vessels standard to the Kruiser. In addition to the *Jocks, their Weapon Officers and support TechOs; over half the 1000 odd crew complement of the Karrier is dedicated to Combat Space Cover. The Karrier has four 200m Primaries, twelve 100m Secondaries and multiple point defense lasers. The 100 Space Marine compliment is primarily defensive but a half platoon of 40 Cryo-Suspended Drop Troops are trained for pilot rescue in hostile Wells.

XII/  Kluster utilising a Karavan at its core the Kluster is an assemblage of smaller units docked together forming a mobile community or small travelling enterprise. Ranging from a mobile repair base to a travelling circus; every Kluster is a unique synthesis of its current tenants/ entrepreneurs. Usually populated by Heinleiners. Most Heinleiner Klusters have names beginning with an "F...!"

XIII/  Krusher the standard 500 m diameter Kruiser Hull is optimised for planetary assault and occupation. The Spinal Mount automatically utilises the Meson Cannon or other major weapon system that can penetrate atmospheres. A single Launch deck supports both 4 wings of *Fighter CSC and four wings of Atmospheric Fighter CAC used to take out Space and Air Defenses; before the four wings of hangar based Assault Bombers goes in. The Spinal Mount is also surrounded by four GGGuns delivering a broadside of Kinetic Impactors straight down the Well. These double as Drop Troop Launchers and can offload the Regiment: four full Platoons along with Cargo and Decoy Capsules in under 500 seconds with some 300 odd on the ground and in battle order in under 1 KSec (Or the Regimental Sergeant-Major will want to know the reason why!) Each Platoon is supported by two Retrieval Boats (Fleet Tender)  In addition to the Ground troops the Krusher also has a signifcant PsyOp/SigInt/ECCM capability used to jam planetside broadcasts of all T/Ls and replace them with variations on the word "Surrender..." Elderly Krushers often become non FtL capable Konquerors (System Monitors of the Despot Class) in close Damoclean orbit, as a reminder just who is in charge.

XIV/  Kosmographer this encounter involves one of the many Research and Survey *Craft that roam the StarLanes in search of the unusual or just to check up on an emergent sapient species after a brief 10 millenium jaunt elsewhere!  When invoked the D/M always determines Class as a AA friendly M.O.
There are four principle Classes
(MiA M.O.s usually Coins but sometimes speed is of the essence: Wands or Durability,...Expediency etc)
XV/ Kourier A small hyperfast *Craft arrives with a message for one, or more, of the AA's. Uusually an offer they can't refuse! But, when invoked, will get them out of their current predicament with the minimum of fuss...
In general in a {sensible} campaign without instantaneous interstellar communications: the Kourier is an essential service that ties the various *Cultures together whilst delivering messages that tear them apart. The Kourier is a compact hyper-agile *Craft built around the fastest FtL drive available. Thus on known routes between adjacent syar systems the Kourier network uses a *Jump Drive relay which is instantaneous and does not incur too high a relativistic Tau penalty. Indeed it can be entirely uncrewed except at the sorting office. However for direct point to point messages the Phase Drive is best, though the burnout rate on Pilots is ruinous. As is the time dilation especially over longer distances.
In certain circumstances the Interstellar Patrol; Hegemonic Guard and even the Galactic Gendarmery will act not only as Kouriers but also ferry: Ambassadors; Translators; Famous scientists or Medics;... usually in response to some sort of emergency. They will also transport seeming non-entities. Seemingly for no apparent reason. AAs included.
All *Navies have a Kourier Korps dedicated to getting messages in and out of danger and warzones. Although the latter tends to be via a Korvette rather than a Kutter...

XVI/ Korsair Whilst most are, or rather: were, classically sized Korvettes (u.s.), usually hauled out of some graveyard orbit whilst still marginally radioactive and patched up by a bunch of freebooters... these are a serious risk to any lesser *Craft. And to any AA followers they take a fancy to. However in general a Korsair will be a much older hull with poor armour. Internally: poorly maintained systems; an undisciplined crew and severely degraded OldMilSpec Weapons. Many 'Spinal Mounts' are little more than a Holo Projector and a planted Asteroid with an implanted Fusion Bomb. (M.O. Page of Swords)
A modern Korvette would aim to disable, board and hostage take rather than just hosing them with a radioactive blizzard of decaying pi neutral mesons. On the other hand some Korsairs (King of Cups) despite their ruined appearance have a very functional Spinal Weapon and a very minimal regard for human life. Such Korsairs are likely to be stripped to the Spine, highly manouvreable and crewed by desperados. {Add The Tower to mixed set set of Royalty for a serious M.O. challenge or worse still a Korsair as a full on generated N.P.C. In the latter case the Navy might need to send a Kruiser!}
If invoked by the AAs their current plans are inevitably doomed to come crashing down...

XVII/  Klipper designed with one purpose in mind: Speed. This FtL *Craft usually carries at least two different types of FtL drive system in order to maximise the efficiencies gained by avoiding  the deficiencies of the other. And a variety of StL drive systems optimised for each FtL type. These *Craft are usually the preserve of the *Navies but large corporations and NGOs may also operate one 'under licence'. These *Craft are usually the most rakish and stylish of anything seen roving the *Lanes and all points between. They are, however totally unsuitable for any real purpose lacking the space for Cargo; Passengers; Scientific Instrumentation or, indeed, anything else.

XVIII/  Katastrophe Class DreadStar "That's no Moon" 1 km dia Phase Bubble. And all that entails... This is usually the largest Ftl capable *Navy Boat sent out on patrol being reserved as a Command and control centre for armadas and other battle fleet operations.

XIX/

XX/ Karrack Somehow... somewhere... these pirates have got hold of a 500m Spinal Beam weapon! Karracks are always generated and controlled by the D/M but will not intentionally harm the AAs' persons. Their goods and chattels OTOH...The suit and level of the next Royalty determines the level of Lethality:
Wand Wands Laser Beam / Prystal Screen; interceptor missiles; evasive manoeuvre thrusters; tractors;
Pentacle Pentacles Neutralised Particle Beam /EM Screen; combat sensors; electronic counter measures; smart bombs and programmable mines; disruptor, predictive computer programs,...
Cup Cups GaussGravGun / KE Screen; simple EM kinetic (projectile) drivers; *Torp Launchers, Drop Capsule Launchers; pressors; dumb mines and missiles
Sword Swords Plasma Beam / Deflector Screen; electronic counter-counter measures, shear beams, anti-missile missiles, ... and anything else!

XXI/  Kataclysm Class DoomStar 10 km dia Phase Bubble "Thats no Planet" generally a Fleet Base station for a Supra *Sector or a mobile propaganda tool. As a command base in a Armada it is a sitting duck and an obvious target. Whilst some old Colony Transports have been redubbed 'DoomStars' and turned into research stations for theoretical weapons that can only be carried out using enormous amounts of power and requiring a huge volume of dedicated equipment. Mater Conversion Beams, Quasi-Matter Projectors,.... However it s far, far cheaper to find a conveniently sized asteriod of a similar volume out in the Deeps and customise it in situ.

0 Konundrum If drawn by the D/M may be of better emply in some other fashion but as a suggestion: An alien *Craft of unknown origin.
Of four sizes determined by the next Royalty Flush as drawn by the D/M and utilising any of the cards revealed in between!
P: +11 +1 Small *Craft with a Beam of ~50m
C: +12 +2 Medium *Craft with a Beam of ~100m
Q: +13 +3 Large *Craft with a Beam of ~500m
K: +14 +4 Massive *Craft with Beam of 1km
Suit indicates type
Wands: A far ranging Scout, an emissary from a distant *Culture visiting "strange new worlds" & etc...
Coins: Some form of research or survey boat on a quest...
Cups: A Trader looking for new markets...
Swords: An enigma looking to exploit anything expedient...
... or something else: a vast abandoned Space Hulk, a Plasmoid in distress, an Insider Trader... needing Information! a HummHo CraftWorld or perhaps something else that will move the Plot along; backwards or, better still, Sideways.

When laid (Invoked) by the Player the Fool can be used as a "Get me out of  here" Card. But a certain amount of imagination must be involved more so than any of the above Invocations. If such an Invocation lacks the all too necessary twist of the bizarre the D/M should feel free to 'embellish' the desire of that AA with a few subtle twists in keeping with the original spirit of the Invocation.
Hulks of the Void By their very nature thes e mysterious encounters will be privately drawn by the D/M give a few plot twists and delivered
Giant enigmatic Alien Artifact Long abandoned and disfunctional for just about as long but can ou wake it upa again which is almost identical to
Giant enigmatic Alien Scultpure Long abandoned and disfunctional for just about as long which is almost identical to
Giant abstract sculpture created by famous but reclusive macro sculptor (Very much in residence)
Alien Zoo (Alien specimin Collector
Sleeper Ship Human
Sleeper ship Aliens
Quarantine Ship
Abandoned mining facility
whilst the various tricks and traps sprung on the exploration team may be enough; considerate D/M's should also supply some infestation of alien M.O. just to keep itchy trigger fingers happy. Robotic guards , parasitic insectoids,  amophous flesh devouring blobs and many other  B- movie monsters can be added to the mix.

The Art Takes you there




Under ConstructionEsoteric The ART (TM)  of Ships Weapons: Beams & Screens
Current Technology there are four 'mundane' Beam types theoretically available to the AAs and matching defensive Screens which are much more widely available and generally developed before the applicable Beam
Wands: Laser Beam / Prystal Shield
Coins: Neutralised Particle Beam / EM Screen
Cups: GGGun / KE Screen
Swords: Plasma Beam / Deflector Screen
Current State of the Art T/L XIII (obviously) and a closely guarded secret are the Meson Beam  Ion Cannon, Disruptor Beam,
Just out of reach but evident in the Advanced Cultures encountered to date are the  Energy Absorbtion Screen (XIV), T/L Energy Absorbtion Beam (XV) , T/L XVI Stasis field,...
Technology Level With advances in T/L the 'next best thing' becomes available and is emplaced in the Spinal Mount. Meanwhile the hardware of last year's model becomes more compact and can be mounted in a Primary Turret (Queen), then Secondary (Cavalier) and finally a Tertiary Point Defence Turret (Page). A quaternary weapon system becomes a Spinal Mount on small personal Craft (King) and after five or six steps is generally a (Non Royal) hand held weapon.  If not totally obsolete. In addition Beam technologies are available at a lower T/L if a pulse or bolt is fired rather than a continuous beam. In addition to reducing the size of the weapon, a Pulse Cannon is one T/L lower than the equivalent Beam Cannon. There are power saving considerations too.
*Craft size one of the primary reasons why Military *Craft are so frelling big are the requirements in mounting state of the art destructiveness. A standard 1km is required for the current state of the Art, along with enormous power plants and a vast number of technicians to operate the Beast. Thereafter the technology is perfected at 500m further refinements reduce it to 100m and a breakthrough in a new field of physics down to 10m. Experimental weapon syatems may need 10 km (Dread*) 100 km (Doom*) and even it is rumoured (1000km Dire*) sized *Craft.
(Under Construction - especially in the realms of HyperTech.)
"All armour can absorb Damage - the chief purpose of such protection. Each Armour Class has a variable damage absorbtion capacity per blow struck against it. Penetration of the armour occurs only when the Damage Absorbtion Capacity (DAC) is exceeded." The Bible (C&S 1st Ed.)

C&S used primitive D6 technology - ranging from ½D6 (A/C:2) to 2D6+10 (A/C:17) to produce a range from 1 - 22. {The range of the Major Arcana... (Spookie!)}


TATM
T/L
Card
Hull Armour, Screen or Shield
(Personal Body Armour)
Esoteric Damage Reduction
State of the art weapons system
(Typical Hand delivered projectile)

Notes: (and more Examples)
Mundane Armour (Under the old rules Attack Differential 1-9 pips (Whatever) vs
Defence Differential (Physical Defensive Action or Armour or...) 1-9 pips).
Now we assume a 'Hit' and reduce damage fixed by the type of Mundane Armour worn nominally  -1 to -7 pips.
I The Magician Wood and other Organics.
(Heavy Clothing)
-1
Rock available in various sizes!


Nominal. (1) *Craft not normally  available at this T/L(Bio-engineered Living Hulls resemble T/L I but are T/L XVI and higher!)
II
The High Priestess
Extreme Weather Gear -2
Spear/Arrow {Thick Hides.} Hvy. Leather Armour (Cuirboilli); Lacquer Armour; Extreme Sports Gear;
III
The Empress
Studded leather -3
Bolt {Reinforced Hides: Scales, Chitin,...} Scale Mail; Ring Mail;... Reinforced Biking Leathers;
Near Tech. 'Katand' [T/L VI]   Ballistic mesh woven into electro-active bio-polymer: reacts to sudden impact - changing from elastic to resistive.
IV
The Emperor
Stab Vest [T/L V] (Now Tech.) designed specifically for D4 Knife attacks.
Advanced models [T/Ls: V+] available for D6 Ceramet Knives,...
D10 Vibro-Blades
D20 Plasma Pigstickers etc.
-4
Shot {Enhanced Hides: Shell, Scutes, Bony Plates... Limit of 'natural' armours.}
Lamellar Armour (Lorica Segmentata of the Roman Legionary)
Splint Mail (Brigantine)
Banded Mail

V
'Now Tech.'
The Heirophant
Flak Jacket
(Normally blue with 'Press' in dayglow Gaffa)
-5
Bullet
Trank Gun (Air Rifle firing hypodermic rounds.)
Taser (Darts)
'ChainMail' (the original... for those of us that go back that far! Sorry. Gamer's in-joke!)
Now Tech. Kevlar and other 'ballistic weaves' provide secondary stopping power with Ceramic plates covering vital areas: Contemporary Body Armour used by Combat Professionals.
HardSuit (Space Suit)
VI
'Near Tech.'
The Lovers
SWAT Suit
BiPhAr Suit

-6
Caseless Ammunition
PeaceMaker:
MicroMissile (Gyro, Rocket,... Gun: Fires 'smart' bullets with 6 different payloads: SLAP; Trank; HiEX; AP; Heat seekers; Rubber/Ricochet; +1 special effect per T/L after VI! Virtually recoilless.
If it's good enough for Dredd.)
Tangler 'Goop Gun', 'Goop Grenade' delivers 10ccs 'Goop' that expands to a sticky 10 cubic metre mess and then hardens!
'Half Plate'; Heavy ENV-Suit (SpaceSuit);
"BiPhase Armour" [T/L:VI] Ceramic/Metallic fibres set in an arrestive 'sticky' matrix. Provides flexible body armour. Lt. Vests -4 to Hvy. Greatcoats -8
Near Tech Note: Most Technic armours can now be 'Stealthed' vs Radar or Sonar or Infra Red... and Reflective Coatings vs Lasers
'Bio-Ballistic Weave' [T/L:VI] inserted under skin!
VII
'Hi Tech.'
The Chariot
Bomb Squad
Impact Armour
-7
PeaceMaker: Stinger MM Rounds: Electo Muscular Disruptor (EMD) in a 'bullet'... Stun/ Paralyse/ Kill
Laser Stunner 'Vaser' UV Laser beams ionises path to target and penetrates clothing to flesh then delivers incapacitating jolt of electricity. EMD style.
Signature weapon:: 3 beams: 2 (blue) for current 1 (red) for ranging and feedback.
Classical Pulse Laser "Stop or I'll fill you full of little bolts of yellow light" Or Red, or Green or...
'Full Plate'; O-Yoroi (Go on frown, I dare you!) {Limit to mundane 'medieval' armours}; Riot Squad Armour;  Power Armour and EXO-Suit: Cryo or Pyro (SpaceSuit)
Impact Armour [T/L:VII] Smart Material mesh: redistributes K.E. into its structure, proof against most archeic weapons.
Hi-Tech Note: Professional Combat Armour is now so heavy... mechanical assistance is required!
Reactive 'Chameleon Coatings' available taking on colours and reflectivities appropriate to environment.
The Realms of Future-Science: Mundane (Ish) Minor Arcana (pips 8-10) laid vs attack.
VIII
'Near Future Tech.'
Justice
Prystal Coating
SlickSuit
-8
PeaceMaker: Curdler MM Rounds: Short Range <10cm Microwave Field generator. Penetrates and then cooks unprotected flesh. Nasty.
Needler 'Ripper'; 'Gauss Gun';... using superconducting EM coils to fire lightweight projectiles 'flechettes' at hyper-velocities. (Mach: 4 - 6)
- Splinter Rounds
- Toxin Rounds
'Hand' Flamer unconstrained plasma blasters short range (~ 8 metres@ T/L VIII) and inefficient. Primarily an antipersonnel and incendiary weapon.
Prystal Coating: Designed vs Lasers. Vaporises into a prismatic aerosol when hit by hi-energy beam (HiNRG) thus disbursing the energy with each hit. Also available in aerosol and grenade form!
SlickSuit: Low coefficient of resistance. Body-Stockings for slippery customers (Impossible ie. Dire+ to Grapple). SS Coatings deflect projectiles to heavily armoured areas or away from the target all-together...
(Link to Ricochet Rules!)
IX
'Future Tech.'
The Hermit
Ceramispal Armour
Light-Suit
'Glitter-Suit'
GRAVITY SHIELDS
(Experimental
Contra-Gravity)


-9
Stunner (Sub-Sonic)
Vacuum no effect.
U/W double range...

Gamma Ray Laser
'Gazer'
Ceramispal Armour: Designed vs Needler Reactive microstructure spalls off hyper-velociy impact energy. It sneers at LoTech bullets! Archeic weapons usually shatter leaving the Ceramispal unscratched.
'Glitter-Suit' Reflective Coating reaches its climax in the light suit containing a colloidal suspension of micro reflectors; (visible) light just 'splashes' off in a multispectral aura.
X
'Far Future Tech.'
Wheel of Fortune
Ablat Coating
Sonic Shield
ZeroSuit
Nano Skins:
'CamoSkin'
adaptive Camoflage ... to fashion statement.
'SpaceSkin'
one shot space suit limited LSS measure by wearers ability to ignore 'major body functions'  ... +Symb-Skin ~infinite
GRAVITY SHIELDS
Planetary Bases and Capital *Craft mount K.E. Screens
(Experimental
True Gravity)

-10
PeaceMaker: Anti-Matter MM Rounds (The only defence against this is a deep Bunker!)
Plaser
(Plasma pulse guns: magneto-gravitically constrained plasma balls centred around a BB pellet = a Glorified Air Gun!
Described as a 'Fusion Gun' however once M-G constraint removed... effect is merely(!) explosive.
Variable Laser (Visible) Continuous Beam
Ablat Coating Designed vs Plasers. Plasma energy absorbed by Ablation. Available in fashion materials resembling leather! And as a layer over any hard armour.
Sonic Shield Proof vs Stunners and other sound weapons. And renders wearer completely silent!
Combat Professionals now have personal Force Screens capable of converting any energy into power for their weapons!
ZeroSuit: Zero coefficient of resistance!
The Realms of Super-Science: Enhanced Armour (Royalty 11 - 14)
XI
Strength
BioCrystal Armour
The Page of Armours
GRAVITY SHIELDS
Planetary Bases, Capital *Craft, and Small Vehicles: Grav Tanks; Ship's Boats... mount K.E. Screens
-11
Bolter as Needler using Gravity induction coils to the same effect. Heavier projectile. Mach: 7-9
Living Armour: self regulating, self repairing and adaptive from one combat round to the next! combines all the previous features of Prystal, Glitter, Ablat,  Ceramispal with a Zero surface.
With the discovery of Contra-Gravity (CG): Combat Professionals in Power Armour now use CG Harnesses and fly into Battle.
XII
The Hanged Man
Collapsium Armour
(CG compressed metals.)
The Cavalier of Armours

FORCE FIELDS:
Energy absorbtion:: 'Black Screens':
Indiscriminate absorbtion of all energies including visible light.
Planetary Defence Bases only. [ie 'primitive' @T/L XII] Requires a BIG heat sink: usually an ocean!
-12
Beamer Gravitationally collimated gamma ray laser.
Stunner (Pulsed Gravity Wave)
Personal Grav. Shields Reverse Gravity field which arrests fast physical projectiles to a standstill... until they drop to the floor. (At Higher T/Ls 'projectiles' include increasingly smaller particle streams). "The slow blade however..."
(Collapsium is only present as a thin plating acting as the conductor for the  field.)

XIII
Death
Holo-Displacer
The Queen of Armours

FORCE FIELDS:
Energy conversion:: 'Grey Screens': Selective absorbtion of different energy bands.
Planetary Defence Bases only  @T/L XIII. Energies can be stored and redirected back at the agressor through narrow slits in the spectrum.
Energy absorbtion: Capital *Craft ie now mobile. Limited by nature and volume of (internal) heat sink.
-13
Blaster Portable Meson Cannon Penetrates all armours until...
All change! More than just invisibility the Holographic field can display: multiple copies; other member of the party; random objects from rocks to rocking-chairs.
XIV
Temperance
Adamantium
The King of Armours

FORCE FIELDS:

Energy rectification: 'Multi-Spectral Screens'from  Ultra-Wave to Cosmic Rays. Planetary Defence Bases only @T/L XIV. Energy merely reinforces screen. Radius of effect gets larger!
Energy conversion
Capital *Craft only
Energy absorbtion  Small Vehicles: Grav Tanks; Ship's Boats... still limited by nature and volume of heat sink.


-14
Reamer (Anti-Matter 'Ray') Anti-lithium dust suspended and propelled in gravitationally evacuated bubbles of force.
SuperMetal Alloy absorbs hadrons for breakfast washed down with super-chilled bose condensates. All Particle weapons: photons, gamma rays, mesons... just warm it up!
Its still Matter tho.
The Realms of Hyper-Science: Esoteric Armours (... and here's where it gets silly!) Major Arcana Only
THE FOLLOWING ARE ALL ARTIFACTUAL ARMOURS and ARMS
Note Major Arcana (MaA) may be used for lesser armours (I - IV) with bonus esoteric effects as agreed with the D/M
eg Chamel Coats and the like...
XV
The Devil
?<Ag>?
-15
Disruptor 'Fission Gun'  converts neutrons to protons Nuclei fly apart in an atomic explosion. Radioactively dirty! ?<Ag>?
Power Armour becomes powered by the incoming energy thrown at it! Excess energy normally converted into HiNRG photons: an X-Ray Laser Beam fired back at the source. Meanwhile the *RAT gets on with the job at hand Generally 'Peace-Keeping!'
XVI
The Tower
Energy Webbing, aka
Converter Cloak

-16
Disintegrator 'sub-atomic dissembler' converts gluons to neutrinos... Clean version of Disruptor.
Highest setting: material converted to Helium and Hydrogen. Lower, more destructive settings, produce metallic dusts (poisonous) and noble gases (radioactive).
Most energy (EM) Weapons now provide a welcome power source to the SuperTech Pedestrian. The problem with what to do with the surplus is solved... (At Last!) ...converting the energy into more Energy Webbing as simply as E=Mc^2!
XVII
The Star
?<Ag>?
Stasis Bunker immoble and invulnerable. Stasis lasts for a pre-set duration. No time passes inside stasis.
-17
Matter:Anti-Matter Converter ?<Ag>?
XVIII
The Moon
?<Ag>? -18
Stasis Projector
?<Ag>?
XIX
The Sun
Bilamellar Stasis Suit: reflective and flexible
-19
Temporal Vortex Projector shunts the target back or forward in time by a small amount unfortunately the planet, sun, galaxy, universe... has moved on! Time passes normally within the second (normalising) field.
Wearer is working and moving blind.
'Flicker suit'...
XX
Judgement Phase Armour
-20
Para Weapons
Phase Armour Reactive armour detects a threat and rotates armour and contents into Phase Space. Wearer is a 'Phase Ghost' and may observe but not interact with the real world.
XXI
The World ?<Ag>? -21
Meta Weapons
?<Ag>?
'Phase Ghost' may interact with the real world via 'Force Avatars' Holograms and Tractor/ Pressor projections.
O
The FOOL
O- Foolish 'As Nature intended' +!; 'Nude' +Z; 'SkyClad' +£; 'Au Naturelle' +$; 'Stark Bollock Naked' +%; 'SkinSuit' (Space Suit)+^ 0 to -22 as the D/M sees fit!

Notes:
(1) *Craft not normally available at this T/L


Wand Bullet Wands Shield: Nominally associated with Deftness ie wielded as part of the Melee Actions. Some shields: Target Shield, Buckler are designed for parrying or to trap an opponents blade. Others are offensive weapons in their own right, with a central spike or spikes for the classic 'shield bash'. Light shields enable the use of a second blade or off-hand weapon. All is meaningless with regard to their Game Mechanics (u.i.)
Pentacle Bullet Pentacles Helm: Nominally associated with Acumen the Helm may be associated esoterically with Swords especially if it mounts: camouflage; a crest or a lucky charm... Conversely Body armour could be associated with Pentacles, by the Player stating that their AA has a thick head!
Cup Bullet Cups Body Armour: (including Vambraces, Greaves and whatnot...) Nominally associated with Vigour and essentially a passive defence ie just worn.
Sword Bullet Swords May be protected by expediently assigning one of the above Armour types to it thus leaving that attack vector unprotected!

Game Mechanics

It is assumed that the AA is prepared for Combat and is thus capable of laying three cards (face down) lower than the appropriate Mimesis (M) prior to the Cusp. The Difference between Card and Mimesis being the Armour Defence Differential. Thus the higher the Mimesis being defended the better the quality of Armour that can be worn. Fresh armour cards may not be laid once the combat has commenced. It takes time to put on a suit of armour!

In announcing an attack the Player or D/M announces an Attack Vector and, if the Defender has armour for that line of attack, then the appropriate card is revealed.

An Ace is valid unless the AA has a Disability associated with that particular Mimesis in which case the D/M may link that Disability in with any catastrophic failure of Defence.

This Defence Differential acts as a primary damage reducing modifier as follows:

bullet Attack Damage Values less than the current Armour Defence Differential represents minor damage to the armour; most (mundane) armours have their efficiency reduced by one pip for the rest of the combat. This damage is normally repaired with minimal technical help: bashing out the dents or re-riveting a scute.

bullet Attack Damage Values equal to the current Armour Defence Differential indicate a serious or critical hit to the armour, with trivial but persisting results.
  • In FutureTech Armours: eg environmental suits and power armour this generally means a hose. The LSS is now outgassing!
  • In Hi-Tech Armours: it generally means a useful piece of equipment on your utility belt has just bitten the dust beyond repair... or hit in such a manner that it will explode the next time you try to use it!
  • Lo-Tech Armours: anything from your crest has just been chopped off: the shame! ...to a jammed solleret preventing you from taking your boots off at the end of the Tourney. Where's the can opener?
A single pip is not only subtracted from the Armour's Defence Differential for the rest of the combat. But also for the rest of its life! The armour is permanently damaged by that one point. Other functions may be repaired with the permission of the D/M. There will be persisting (annoying) post repair idiosyncracies: squeeky joint, poor air flow,...

bullet Attack Damage Values greater than the current Armour Defence Differential indicate a simple penetration. Most (mundane) armours have their efficiency reduced by one pip for the rest of the combat. It is likely that this will be enough to put most NPCs down and in extreme environments frantically searching for a SlapSeal™.
However the excess Damage (ie Attack Damage - new Armour Defence Differential value) is now applied to the AA wearing the armour.
If this does not reduce the AA's Mimesis to zero, or beyond; then the AA may continue the Combat. But probably via an Attack Vector associated with a non-reduced Mimesis. Or may continue with the Task at hand, again probably with a reduced Skill.
The damage to the armour is normally repaired with minimal technical help: patching the hole with a ceramet/adamantium composite or a leather patch!

bullet Attack Damage Values much greater than the current Armour Defence Differential i.e. double (treble!) indicate a complex penetration. The armour's Armour Defence Differential is halved (quartered!) as are any enhanced or esoteric qualities.
The AA is probably unconcious and in urgent need of medical care.

Encumbered Actions and Tasks: Players may accoutre their AA with Enhanced or Esoteric Armours above and beyond their capabilities ie lay a Card higher than the appropriate Mimesis. Usually a Royalty Card (Enhanced Armours) and occasionally Major Arcana... THIS IS TAKEN AT FACE VALUE. (Ie. Defence Differential = pips.) These enhanced armours worn at a penalty. This being the differential between the face value and the Mimesis defended. Thus a dull witted AA with an Acumen of 3 pips wearing a Helm of Invulnerability, esoterically associated with XIII - Death, has a -10 penalty to all Actions and Tasks involving Acumen. (The Helm lacks ABS.) This is especially stupid but good roleplaying as the Player could have assigned it to his Expediency (10 pips) and only suffered a penalty of -3...
Enhanced and Esoteric Armours may have compensatory characteristics eg Powered Armour, Smart Layers, Anti Brain-Scramblers... that reduce the Encumberance. If all else fails a Generality using an appropriate Mimesis may be developed to negate the penalty.

Armour Damage: Mundane Armour is rendered useless once it has taken a number of hits equal to its starting Differential. Essentially scrap.
Repairing Enhanced or Esoteric Armours is a Hard Task (Dire during a Combat !) the excess Damage and type of Damage acting as a further modifier to the Repair Task.

Defence in Depth
If an AA knows they will be involved in Combat then all four (five) attack vectors can be defended by even geater defences. This is achieved by Preparation or Pre-Combat Skills:

Wand Bullet Wands Tactical Advantage: Managing the Combat Zone; Taking the High Ground; Camoflage; Setting up a Killing Zone;
Pentacle Bullet Pentacles Strategic Advantage: 'PsyOps' exploiting a weakness of the Enemy; Misdirecting the Enemy;
Cup Bullet Cups Cover: generally an impromptu part of Combat using the micro-terrain as arranged by a thoughtful D/M or created by frantically digging a scrape whilst under withering fire!
Sword Bullet Swords Provocation: using an essential part of any Melee combat: the byplay of words and repartee taunting an opponent into a vulnerable position or a rash move...
Esoteric Bullet Major Arcana
The Art of War: Defeating the enemy before the Encounter!






The following describes the various weapon systems optimised for Space Combat. Whilst some have a utility on the ground (Meson weapons work just about anywhere!) ...most do not.

Primitive Space Weapons
I Not traditionally space capable but put a Space Barbarian in a Space Suit and give 'em a Space Axe...
II Kinetic - Gunpowder
III Kinetic - H.P. Steam
IV Primitive Electro-Magnetic Cannon Fission Bomb
The above could be cobbled together by an Engineer and party of AA's trying to defend a regressed asteroidal civilisation or arm an otherwise defenceless *Craft with the aid of  a Low Tech Culture.
The following T/Ls really enable space based weapon systems of increasing utility and destructiveness.

V Single shot chemical Lasers Interceptor Missiles & Space Torpedos utilising chemical propulsion, smart guidance and Fusion warheads. Guided and dumb Mines. Kinetically guided Bombs delivered by a piloted Bomber. These systems continue to improve with each advancement in T/L resulting in the modern *Torp, *Mine, etc

VI Kinetic SuperConducting EM 'Gauss' Cannon (Defence: various Armours of increasing efficacy then, from T/L X, onwards KE Screen)
VII Pulse Laser (Defence: Prismatic Crystal: 'Prystal' Cloud Munition @ T/L IV; Prystal Screen @ T/L VI) Anti Matter Bombs
VIII Beam Laser (Defence: 'Prystal')
IX X-Ray Laser Gamma Ray laser 'Gazer' (No defense short of  massive shielding or the Absorbtion Field)
X Variable Laser
X (Disruptor Field) A defence technology in advance of the offensive Tractor Beam. This calculates the frequency of the tractor generator and generates a precise counter field to disrupt the tractor.
X Meson Beam
Tractor beam the classic tractor grabs the target Boat via a pseudo-gravitational link. The two Boats now have a common vector and accelleration. However the Boat with the biggest engines gets to decide! Tractor is then used to haul in the target Boat prior to any boarding action. Also used to guide in small vessels in distress; grab interesting looking asteroidal debris and anchor the Boat to any celestial object.
XI Plasma Bolter
Pressor beam the classic pressor in addition to being able to hurl
XII Plasma Beam
Sheer Beam
XIII Ion Cannon - fires a beam of supermetal atoms at near relativistic speeds which punch through most kinetic
Disruptor Beam - disrupts all gravitic components: grav plates, fusors drives,... Major systems can be retuned
Gravity Screen
XIV Dispersal Beam neutralises charges on the proton 'Disintegrator
XV Energy Absorbtion Beam absorbs all forms of EM energy blacking out the affected Boat. Life processes are slowed but not ended, advanced versions can be tuned to stop individual power types eg fusors battery systems photon reservoirs systems and
XVI Disruptor beam converts neutrons into protons Explosive version of the Disintegrator
XVII Convertor Beam a small amout of the target is converted to AntiMatter
Photon Beam

Spacecraft as NPCs (and AAs!)
The D/M should consider generating any regularly encountered *Craft (or other major vehicle) as a complex character in its own right. Especially one owned by the AAs. Naturally any Player wishing to roleplay a *Craft (or rather its A.I.) will use the generation system as appropriate.


Ruff
(Boline) Armoured Light Transport
skean dhu


Machete



Klipper Transport  500 m field diameter 
Karavanserai  Transport
Felucca
Dhow
Sambuq one of the larger StarTraders




Pirate  Karrak Battleship


  Class DreadStar Thats no Moon
Katastrophe Class DoomStar Thats no planet...