Gear

Adventures Characters Gear Worlds Appendix

Each of the worlds has unique ships and gear. Despite this, the various items are still usable by any race (with some exceptions).

Personal Gear

Weapons

Weapon Damage Crit Range Inc Planet Size Weight Type
Auto-Blaster 3d4 20 Bone
Bone Blaster 3d6 20 Bone
Concussion Pistol Rock
Concussion Rifle Rock
Flame Lance, melee Fire
Flame Lance, ranged Fire
Flame Pike N/A Fire
Freon-based Grenade Ice
Glacial Assault Rifle Ice
Sonic Cannon Rock
Sonic Cannon, Heavy Rock
Sonic Cannon, Dual Rock

Auto-blaster: This small blaster is generally integrated into Bone Bio-Armor as an autonomic weapon. The Auto-blaster is very small, and can be detached and reattached manually if necessary. Emperor Femur had one attached to his left shoulder

Bone Blaster: This blaster is a large pistol design. It can be set to either stun or kill.

Concussion Pistol: Used by Rock's Quarriors and Miners when they are not on missions (as a protective sidearm), the concussion pistol fires shots of highly compressed sound. hand-held version of the Concussion Riffle. It is smaller, and can be fastened to a person's hip.

Concussion Rifle: The standard sidearm for Rock's quarriors on missions, Like the Concussion Pistol, the Concussion Rifle fires shots of highly compressed sound. It has three settings, and is more used than any other weapon by the people of Rock.

Flame Lance: The sidearm of the Inferno Warriors of Fire. Flame Lances can be used as brutal lances in hand to hand combat and as flame throwers in medium range conflicts. They project a stream of fiery energy.

Flame Pike: An extendible pole which has a short, sharp tip at either end. The Flame Pike is normally carried as a small object, but it quickly extends to 8 feet long when activated. The Flame Pike can be used to parry blaster fire (skill needed though), and is also easily charged with fiery energy.

Freon-based Grenades: Grenades used by Glacial Troopers.

Glacial Assault Rifle: Weapon used by Glacial Troopers. Each trooper is equipped with a Freon-based weapon system that features the chillingly accurate Glacial Assault rifle.

Sonic Cannon: a large weapon capable of destroying multiple targets, the Sonic Cannon is frequently used in planetary raids by extractors. It discharges a stream of highly compressed sound waves to deliver a devastating attack. This is frequently used to break apart the surfaces of other worlds to help with extraction; it is also used as a heavy weapon when needed. There are several different versions, including a heavy weapon and a dual-barreled version.

The damage listed for the Sonic Cannons applies only to inorganic targets. Against organic targets, it only does half the listed damage (round up),

Armor

Because of the difference in physiologies, the various races have considerably different armor styles. While one could modify (or custom-make) armor from another race, most of the various inhabitants do not.

Quarrior Heavy Armor

A Quarrior's armor is made as tough and durable as the planet itself and is able to receive a great deal of abuse before needing repairs. Many veteran Quarriors proudly wear their battle-damaged armor as a badge of honor, paying tribute to the many battles fought defending Planet Rock and its people.

To meet the demands required of the Quarriors, they are equipped with an arsenal of tools and weapons that enable them with an incredible range of versatility. Self-contained breathing apparatus, multiple wavelength visors, and audio environmental sonar are all standard issue, as are concussion rifles and Sonic Cannons. Both of these use highly compressed sound waves to deliver a powerful impact to anything that dares threaten a miner.

Miner Medium Armor - Similar to the Heavy Armor of the Quarriors, but not quite as durable, the medium armor worn by the miners is almost as tough. It lacks some of the built-in equipment of the Quarrior armor.

Bone Warrior Bio-Armor - The armor of the Sternum Warriors is bio-bonded to them. Requires use of the BioArmor feat.

To make up for their lack of intellect, Planet Bone scientists have created 'Smart Suits', armored combat suits that are endowed with artificial intelligence. These suits enable warriors with better decision making abilities in battle, often nudging or suggesting courses of action. A symbiotic relationship exists between the suits and the weapon systems that the Sternum Warriors carry. This relationship allows the suit to maintain and rearm the weapons properly, something that warriors would normally have a great deal of difficulty with. In battle, smart suits have been known to act in very bizarre and unpredictable ways, even having been witnessed carrying off dead or disabled warriors to safety while still continuing to fire at enemies. The Sternum Warrior / Smart Suit combination is a highly efficient and powerful weapon in any combat situation.

Igneous Knight Armor (Fire): The Knights' unique armor is a combination of precious metals and igneous rock, endowed with the ability to repair itself from damage simply by being submerged into a lava source. The Knights also typically carry large shields of the same materials.

Sun Mechanical Suit (Sun): the Sun People spend most of their time in mechanical suits. Some of the Sun People have learned to fight effectively in these suits, although it is not a universal skill.

Other

Force Field Generator: a small, palm-sized device which projects a personal force field. This protects the wearer from the effects of contact with the Beast Drones and inhabitants of the Beast Planet. It does not have any other protective properties. The device adheres to a person automatically. These devices were invented by Tekla, and they are rare.

Heat Monocle: used principally by inhabitants of Fire, the Heat Monocle allows the wearer to perceive variations in heat. It is used to help the Fire inhabitants regulate the fiery energy that flows through the magma of their home. It is also sometimes worn by soldiers to let them perceive the heat signature of an enemy. The heat-sensing vision replaces normal vision; two of them must be worn at the same time to avoid confusing images.

Light Amplification Monocle: also used frequently by inhabitants of Fire, the Light Amplification Monocle is used to increase the amount of light the wearer sees. Created to allow Fire inhabitants to see in areas where light is dimmer than their normal world, it is used most often by Igneous Knights who raid other worlds or fight in space. Light Amplification Monocles may be worn either singly or in pairs.

Magna-belt: When worn, this belt produces a fairly powerful short-range magnetic field which allows the wearer to easily attach a pistol-sized sidearm or other gear without needing an actual holster. The sidearm adheres to the belt, or more frequently the thigh when the wearer's pants have a ferromagnetic component to them.

Portable Sensor Stations: these are tripod-mounted devices which combine radar/sonar, and environmental sensors. They are generally used as sentry devices, and can detect incoming life or movement.

Sensor Pad: Similar to a Star Trek Tricorder, this device provides sensor readings to the user. It is small (about the size of a large book), and has a rotating spherical sensor which collects data from all around the carrier.


Ships and Vehicles

Each planet likewise has a number of different craft, including both ships and vehicles.

Notes: While the ships never actually demonstrate a Hyperdrive capability, this was included because they are able to travel at relativistic speeds. Rather than add the complicated mechanics of time-dilation or other problems with relativistic travel, we opt to include the hyperdrive as a reasonable option for convenience.

Ships

Arrowhead (Rock): The main line of aerial defense for Planet Rock is the Arrowhead assault vehicle, a lumbering craft that looks streamlined yet impossibly heavy to fly. The Arrowhead delivers up to a dozen troops to the battlefield, and also functions as a formidable line of air defense during enemy engagements.

Armaments include nose and tail quartz cannons. It also can mount mission-specific equipment or extra weaponry in the dorsal mission pod at the top of the craft, including concussion missles, a sonic cannon, or a high-powered spotlight. The Arrowhead's enormous Vertical Take Off and Landing (V/TOL) engines can swivel during flight to provide better maneuverability and improved stability while hovering. The fighter is extremely well armored, and can take many direct impacts from enemy munitions with minimal effects to performance.

Class: Starfighter Size: Small Crew: 1 -3 (Skilled +4) Passengers: 8 Cargo Capacity: 800kg Consumables: 3 days Hyperdrive: x1 Max Speed: Ramming Defense: (+2 Size +12 Armor) Shield Points: 30 Hull Points: 160 DR: 5
Weapon: Quartz Cannon Fire Arc: Turret (forward/right/left) Damage: Attack Bonus: +x Range Mod:
Weapon: Quartz Cannon Fire Arc: Rear Damage: Attack Bonus: +x Range Mod:
Optional Weapon: Sonic Cannon Fire Arc: Forward Damage: Attack Bonus: +x Range Mod:
Optional Weapon: Concussion Missiles Fire Arc: Forward Damage: Attack Bonus: +x Range Mod:

Aurora (Ice): The Aurora is the flagship of Planet Ice's deep space carrier fleet. Containing 23 Blade Wing fighters within its two launch bays, the Aurora can unleash a massive aerial invasion force from deep space with little warning. A crew of 200 tends to the maintenance of the Aurora's fighter group and also man the massive gun and missile batteries that encircle the carrier. An enormous tactical advantage for the Aurora carrier class is the ability to land on planetary surfaces to mount ground campaigns. By rotating it's 6 massive Cold Fusion Thruster Columns from a horizontal to a vertical position, the Aurora can safely land and deliver its Bladewing and Ice Mite forces deep within enemy lines.

Class: Capital Size: Large Crew: 200 (Normal +2) Passengers: Cargo Capacity: kg Consumables: 1 week Hyperdrive: x1 Max Speed: Attack Defense: (+2 Size +10 Armor) Shield Points: 120 Hull Points: 300 DR: 15
Weapon: Freon Cannons Fire Arc: Forward Damage: Attack Bonus: +x Range Mod:
Weapon: Freon Missiles Fire Arc: Forward Damage: Attack Bonus: +x Range Mod:

The Aurora also has a boarding spike, which emerges from underneath the ship. This can only be used when the Aurora matches speed to the target ship; it allows troops to quickly board and capture enemy vessels.

Bladewing (Ice): Bladewings serve as the fighters of planet Ice.

Planet Ice's instrument of choice for air assaults and quick-strike missions. Although built primarily for speed, it can deliver a mighty punch with its Freon-based weapon systems. A massive rear mounted cold fusion reactor gives the Bladewing enough power to plow through any space or atmospheric environment with ease. Its quick speed also allows it to act as an excellent reconnaissance vehicle, obtaining valuable information about enemy activity.

There are two different variants of the Bladewing. One is a single-person fighter, with space enough for only one pilot. The other is slightly larger, with a roomier section for passengers. The larger variant has a slightly larger body, and can seat up to 6 people.

Class: Starfighter Size: Tiny Crew: 1 (Skilled +4) Passengers: 0 Cargo Capacity: kg Consumables: 3 days Hyperdrive: x1 Max Speed: Ramming Defense: (+2 Size +10 Armor) Shield Points: 30 Hull Points: 70 DR: 5
Class: Starfighter Size: Small Crew: 1 (Skilled +4) Passengers: 5 Cargo Capacity: kg Consumables: 1 week Hyperdrive: x1 Max Speed: Ramming Defense: (+1 Size +10 Armor) Shield Points: 50 Hull Points: 70 DR: 5
Weapon: Supercooled Magnetic Rail Cannon Fire Arc: Forward Damage: Attack Bonus: +x Range Mod:
Weapon: xxx Fire Arc: Forward Damage: Attack Bonus: +x Range Mod:

Carapace (Bone): Like most of Planet Bone's technology, the Carapace fighter is a bio-engineered technological oddity. The craft is a living machine that needs to be healed rather than repaired when damaged. Its frilled wing surfaces bend and twist, providing the Carapace with more agility than any fighter in the Planet Cluster. Another unusual feature is that through continued use, the fighter actually becomes stronger and more agile, making veteran Carapace fighters a tough lot indeed. Carapace fighter pilots are trained and matched to specific ships from the moment they enter the Air Academy. This long-term relationship creates a symbiotic pilot/machine link that more than one Bone pilot acknowledges in saving their tailbone!

The Carapace is the only fighter of the planet cluster which is normally outfitted with bombs. In addition to its single forward blaster, the Carapace can drop small bombs when flying over a planet.

Class: Starfighter Size: Tiny Crew: 1 (Skilled +4) Passengers: 0 Cargo Capacity: kg Consumables: 1 week Hyperdrive: x1 Max Speed: Ramming Defense: (+2 Size +10 Armor) Shield Points: 30 Hull Points: 70 DR: 5
Weapon: Blaster Fire Arc: Forward Damage: Attack Bonus: +x Range Mod:
Weapon: Bombs Fire Arc: Below Damage: Attack Bonus: +x Range Mod:
Weapon: Tusks Fire Arc: Forward (ramming) Damage: Attack Bonus: +x Range Mod:

Clavicle (Bone): The Clavicle is the flagship of Planet Bone. It resembles a gigantic ribcage with the interior of the ship holding the crew and passengers.

The Clavicle is the glorious Grand Prize of any emperor that has successfully taken over the Throne of Planet Bone. Constructed in Bone's traditional and unique bio-engineered manner, this massive vessel is aware of its environment and can react to it accordingly. It has been known to flinch when fired upon and even expresses emotions that resemble anger, excitement, and fear. Depending on the threat posed by an adversary, the Clavicle might be disposed to get "angry" and instigate an attack, or panic and quickly flee the area. Remarkably adaptive, the Clavicle can acclimate itself to foreign planetary atmospheres quite easily where it behaves more like a dirigible, expanding itself like an enormous lung to 'breathe in' the surrounding atmosphere.

Class: Capital Size: Large Crew: 1 (Normal +2) Passengers: 0 Cargo Capacity: kg Consumables: 3 weeks Hyperdrive: x1 Max Speed: Ramming Defense: (+2 Size +10 Armor) Shield Points: 30 Hull Points: 70 DR: 5
Weapon: xxx Fire Arc: Forward Damage: Attack Bonus: +x Range Mod:
Weapon: Torpedos Fire Arc: Aft Damage: Attack Bonus: +x Range Mod:

Deep Freeze (Ice): The Deep Freeze is an orbital tactical supply station that services and re-arms Bladewing fighter squadrons during battle. A large sensor array on the ship's midsection allows it to detect and monitor enemy squadron positions to provide pilot tactical support during battle.

Class: Transport Size: Tiny Crew: 1 (Skilled +4) Passengers: 0 Cargo Capacity: kg Consumables: 1 week Hyperdrive: x1 Max Speed: Ramming Defense: (+2 Size +10 Armor) Shield Points: 30 Hull Points: 70 DR: 5
Weapon: xxx Fire Arc: Forward Damage: Attack Bonus: +x Range Mod:
Weapon: xxx Fire Arc: Forward Damage: Attack Bonus: +x Range Mod:

Grimm Armada (Beast): These vast ships help guide the Beast Planet on its path of destruction. Once the Beast Planet's target is established, the cruisers set off to colonize neighboring worlds, creating a network of worm hole entry ports which allows entry of infinite Tachyon Marauder squadrons.

Class: Capital Size: gargantuan Crew: 1 (Skilled +4) Passengers: 0 Cargo Capacity: kg Consumables: 1 week Hyperdrive: x1 Max Speed: Ramming Defense: (+2 Size +10 Armor) Shield Points: 30 Hull Points: 70 DR: 5
Weapon: xxx Fire Arc: Forward Damage: Attack Bonus: +x Range Mod:
Weapon: xxx Fire Arc: Forward Damage: Attack Bonus: +x Range Mod:

Inferno (Fire): Capable of carrying out a wide variety of missions, the Inferno is a deadly multi-role fighter. The fighters are made from super-light and extremely strong metallic alloys that allow for nimble maneuvers during combat. The light weight also allows the craft a small and powerful engine that is powered by Volcanic Alloy, a hard to find and incredibly heavy heat source. During launch, the craft's wing flaps open to capture hot air drafts (either from natural vents or from carriers), which instantly catapult the fighter into action. The ship and pilot stand vertically during combat, echoing the tradition of the Igneous Knights as they rode their assault chariots into battle.

The Inferno is a single-person craft. However, it can hold a second person if needed.

Class: Starfighter Size: Tiny Crew: 1 (Skilled +4) Passengers: 1 (not particularly comfortable) Cargo Capacity: kg Consumables: 1 week Hyperdrive: x1 Max Speed: Ramming Defense: (+2 Size +10 Armor) Shield Points: 30 Hull Points: 70 DR: 5
Weapon: Fire Filament Cannon Fire Arc: Forward Damage: Attack Bonus: +x Range Mod:
Weapon: xxx Fire Arc: Forward Damage: Attack Bonus: +x Range Mod:

Tachyon Marauder (Beast): Comprising the bulk of the Beast Planet's infinite invasion force, Tachyon Marauders are deadly and effective harbingers of doom. Drone Fighters are composed of solid null-matter and utilize the same null-matter containment units as the beast drones. This is the Achilles heel of an otherwise flawless design. Weaponry consists of 'event-horizon' projectiles, which upon impact literally blast their target into another dimension.

Class: Starfighter Size: Tiny (containment unit Fine) Crew: 1 (Normal +2) Passengers: 0 Cargo Capacity: 0kg Consumables: None Hyperdrive: x1 Max Speed: Ramming Defense: 22 or 28 (+2/+8 Size +10 Armor) Shield Points: 30 Hull Points: 10 DR: 5
Weapon: Event Horizon projectiles Fire Arc: Forward Damage: Special Attack Bonus: +x Range Mod:

Blokk's personal fighter (Blokk's Abyss) is an ultra-enhanced version of a Tachyon Marauder, made to resemble the mighty warrior himself. Wing extensions harbor specialized functions which enhance his already brutal attack force.

Tectonic Carriers (Rock): Planet Rock's primary troop and equipment carrier. A fully loaded Tectonic class carrier can hold up to a 100 Quarriors, 6 CRPR units, and 12 MULE Dozers. Like the rest of Planet Rock's arsenal, they aren't built for speed, but for absolute strength and resilience. Extremely well shielded against enemy attack, these carriers can take a supreme amount of abuse before showing any signs of damage. The Tectonic Carriers can set down on planetary surfaces to unload its powerful invasion force. Two Tectonic Carriers of note are the Lodestone (destroyed by the Beast in the first episode) and the Strata (used to bring the survey/demolition team to Planet Jungle).

Class: Transport Size: Large Crew: 1 (Skilled +4) Passengers: 100 Cargo Capacity: kg Consumables: 2 weeks Hyperdrive: x1 Max Speed: Ramming Defense: (+2 Size +10 Armor) Shield Points: 30 Hull Points: 70 DR: 5
Weapon: xxx Fire Arc: Forward Damage: Attack Bonus: +x Range Mod:
Weapon: xxx Fire Arc: Forward Damage: Attack Bonus: +x Range Mod:

Vari-Tek (Tek): The Vari-Tek fighter is an example of art married with wartime technology. Possessing mind-boggling speed, maneuverability, and weaponry, the Vari-Tek is second to none in aerial combat. Two side-mounted fully rotating engine bays (or paddles) allow the Vari-Tek to fly in one direction while facing another, totally disorienting enemy pilots. A fully rotating 360-degree cockpit provides a wide field of vision during combat while the super strong Titanium hull ensures the durability to complete dangerous missions.

Class: Starfighter Size: Tiny Crew: 1 (Skilled +4) Passengers: 0 Cargo Capacity: kg Consumables: 1 week Hyperdrive: x1 Max Speed: Ramming Defense: (+2 Size +10 Armor) Shield Points: 30 Hull Points: 70 DR: 5
Weapon: Particle Cannon Fire Arc: Forward* Damage: Attack Bonus: +x Range Mod:
Note that as a Firing action, the Vari-Tek can rotate its weapons (and cockpit) to face any direction.

Vehicles

Bladder-Blimps (Bone): These are simply blimps used by inhabitants of Bone when they wish to travel without walking. Since there are no (known) riding-beasts on Bone, the Bladder-blimp is used by inhabitants who are simply travelling. Bladder-blimps come in a variety of sizes, and are not particularly combat-worthy

Class: Air Size: Tiny Crew: 1 (Skilled +4) Passengers: 1 (not particularly comfortable) Cargo Capacity: kg Speed: Defense: (+2 Size +10 Armor) Hull Points: 70 DR: 5
Weapon: xxx Fire Arc: Forward Damage: Attack Bonus: +x Range Mod:

Combat Ready Processing Rigs (Rock): CRPRs are the lifeblood of Planet Rock's recovery missions to neighboring planets. A single CRPR unit can house all the men, equipment, and storage needed to forcibly acquire and retrieve desperately needed raw materials to Planet Rock. The task of the CRPR is threefold: 1) to deliver Quarriors to resource rich areas; 2) to gather the raw resources quickly; 3) to bring them all home safely. Essentially a slow moving armored transport, the 60 foot tall CRPR is endowed with highly effective weapons systems that more than adequately protect it and its cargo. Four quartz projectile cannons are mounted on a rotating turret, providing solid fire power in all directions, while side-mounted cannons provide protection from fast moving ground vehicles and personnel.

Class: Ground (Treaded) Size: Tiny Crew: 1 (Skilled +4) Passengers: 1 (not particularly comfortable) Cargo Capacity: kg Speed: Ramming Defense: (+2 Size +10 Armor) Hull Points: 70 DR: 5
Weapon: xxx Fire Arc: Forward Damage: Attack Bonus: +x Range Mod:

Ice Mites (Ice) Tanks serving as the main ground assault vehicles of Planet Ice. They are formidable weapons of war, extremely agile and adept in a variety of environments. Ice Mites can sprint through open fields, climb crevasses, leap across open chasms, and even float on water. As an integral part of Planet Ice's notorious 'Avalanche' attacks, Ice Mites form a spherical armored shell and roll down hillsides at breathtaking speeds, pouncing on enemies with savage fury.

Class: Ground (Walker) Size: Tiny Crew: 2 (Skilled +4) Passengers: 1 (not particularly comfortable) Cargo Capacity: kg Speed: Ramming Defense: (+2 Size +10 Armor) Hull Points: 70 DR: 5
Weapon: xxx Fire Arc: Forward Damage: Attack Bonus: +x Range Mod:

MULE Dozers (Rock): MULE (Multi Utility Loading Excavators) Dozers are primarily used for the harvesting and mining of raw materials for Planet Rock. Equipped with sonic and quartz cannons, laser blasting tools, and diamond drilling rigs, there is little that can't be dissected by a MULE Dozer. Its potent harvesting equipment also makes the MULE a lethal force on the battlefield, where it acts as the front line muscle, supporting ground operations. An excellent all-round workhorse, the MULE is the backbone of Planet Rock's defense corps. Its modular design allows it to be retrofitted to provide much needed minesweeping and construction functions as well.

Class: Ground (Treaded) Size: Tiny Crew: 1 (Skilled +4) Passengers: 1 (not particularly comfortable) Cargo Capacity: kg Speed: Ramming Defense: (+2 Size +10 Armor) Hull Points: 70 DR: 5
Weapon: xxx Fire Arc: Forward Damage: Attack Bonus: +x Range Mod:

Sand Core Ship (Sand): A tall floating platform above wind-turned rotors, the Sand Core Ship is used to harness both solar and wind power for the cities of Sand. They also can serve as a sentry platform, although Sand's people had not needed them to serve in this fashion for a long time.

Class: Air Size: Tiny Crew: 1 (Skilled +4) Passengers: 1 (not particularly comfortable) Cargo Capacity: kg Speed: Ramming Defense: (+2 Size +10 Armor) Hull Points: 70 DR: 5
Weapon: xxx Fire Arc: Forward Damage: Attack Bonus: +x Range Mod:

Sand Tank (Sand): The Sand Tank is a large treaded tank used by the Sun People. It runs on two wide flat treads, and has a single short cannon. The tank as a whole is sloped to protect it from fierce winds, and the muzzle of the tank is protected from the sands.

Class: Ground (Treaded) Size: Tiny Crew: 1 (Skilled +4) Passengers: 1 (not particularly comfortable) Cargo Capacity: kg Speed: Ramming Defense: (+2 Size +10 Armor) Hull Points: 70 DR: 5
Weapon: xxx Fire Arc: Forward Damage: Attack Bonus: +x Range Mod:

Thermal Skyboat (Fire): The Thermal Skyboat is the luxurious private yacht used exclusively by the Royalty of Planet Fire. The heat sails capture warm drafts that emanate from the numerous heat sources on the planetary surface. The Skyboat is constructed from extremely precious metals, showcasing the power and extravagance of Planet Fire's royal family.

Class: Air (Sailed) Size: Tiny Crew: 1 (Skilled +4) Passengers: 1 (not particularly comfortable) Cargo Capacity: kg Speed: Ramming Defense: (+2 Size +10 Armor) Hull Points: 70 DR: 5

Planetary Weapons

Shadow Raiders demonstrates a number of weapons employed on a planetary scale. This includes the Battlemoons and the cannons of Remora and the Beast itself.

Battlemoons

The Battlemoons are a potent line of defense for Planet Rock. They are also used to assault the Beast Planet (with little effect) as well its forces (quite effectively). The principal armament of the Battlemoons is their immense energy cannons. They also have potent surface defenses that can attack fighters who get too close.

The Battlemoons can also move themselves - each has a set of engines, which allow the moon to pursue and engage in combat.

Energy Cannon (1 per moon)

Remora

Remora was transformed into a huge battle platform by the Beast Planet. It had 5 immense Null Cannons (although not as large as those of the Beast Planet), and a seemingly endless supply of Tachyon Marauders. It does not have any other surface defenses though, counting on the sheer numbers and overwhelming force of its fighters.

Null Cannons (5): The projectile from a Null Cannon acts like a Missile, and can be outrun/evaded.

Beast Planet

The Beast Planet itself has a set of 8 immense deployable "wings", each of which contains a pair of Null Cannons and a fighter bay for Tachyon Marauders (and Grim Armadas)