All ships have 3 stats and 4 systems. To generate Stats when constructing a ship, roll 2d6+6 for each Stat. When constructing your own ship, roll 2d6, but use your own Technology rank.
- Hull: the strength of a ship’s structural integrity
- Thrust: the ship’s speed and maneuverability
- Network: the efficiency of the various systems which keep the ship running
Determine Stat modifiers with (Stat – 10) / 2 (rounded down).
- Armament (ARM): the ship’s offensive and defensive capabilities.
- Computer (COM): the information resource on board as well as the processing power capable of investigating new phenomenon.
- Sensors (SEN): the ship’s means of detecting stellar phenomenon and celestial objects in its immediate surroundings.
- Stealth (STE): is the ship’s ability to mask or disguise its signature from Sensors.
Ships come in four basic classes and are outfitted to meet the needs of its purpose.
- Raven: 1-2 person craft capable of maneuvering through an atmosphere and landing planetside. Ravens gain +2 Thrust, 6 Slots, 1 Power Core. Examples include stunt fighters, spy ships, advanced recon, and personal transports.
- Falcon: 3-10 person ship able to maneuver through an atmosphere and land planetside. Falcons gain +2 Hull, 10 Slots, 2 Power Cores. Examples include assault craft, cargo smugglers, supple shuttles, and diplomatic transports.
- Albatross: 10-20 person vessel capable of maneuvering through an atmosphere and landing planetside. Albatrosses gain +2 Network, 20 Slots, 3 Power Cores. Examples include battleships, freighters, research vessels, refugee transports, and passenger liners.
- Phoenix: ~50 person starship unable to enter atmosphere or land on planetary bodies. Phoenixes gain +1 to all Systems, 50 Slots, 4 Power Cores. Examples include capital ships, carriers, heavy freighters, and deep space explorers.
- Space Station: 100+ person limited maneuverability staging platforms. These have between two to four times the bonuses, slots, and power cores of a Phoenix class. Examples include orbital defense platforms, shipyards, habitat rings, deep space data-nodes, and pleasure palaces.
- Explorer: +3 Sensors, +1 Computer
- Privateer: +3 Stealth, +1 Armament
- Science: +3 Computer, +1 Sensors
- Transport: Gain extra Slots equal to Hull modifier
- Warship: +3 Armament, +1 Stealth
- Crew: You can reduce the maximum passengers by 12 people to gain three extra slots. There must be 12 passengers available to take advantage of this. A ship reduced to zero passengers must be manned by automatons.
- Escape Pods: Each vessel can reduce the number of escape pods by 4 evacuees in order to gain 1 extra Slot. There must be four available crew to do so, meaning that the Raven is too small to take advantage of this, and likewise, the Falcon can only gain two extra Slots, leaving an escape pod that seats two crew members.
- Power Core: Every ship draws energy from its Power Core which enables its weapons, defenses, drive systems, etc. Every ship must have at least 1 Power Core, and each Core supplies 50 Power for its systems. Power pulled from the Core for system use drains points from the power pool, and are not regenerated until the ship can enter hibernation mode (disable all non-essential systems and disperse accumulated heat) which takes 1 point per minute to recharge. Also, ship designers may opt to remove its Power Cores for more storage space (each power core is worth 2 Slots), but obviously a ship with no Power Cores has no Power.
- Disruptor: A successful hit disables a single system aboard the target vessel until the system can be repaired with a INT + TEC check (DC 15) which takes an Action. This can be any system that has an Energy Cost. A disruptor must first disable an Energy Shield before it can disable another system. So long as the Energy Shield is active, the Disruptor will have to overcome it.
- Missiles/Rockets: Each launcher requires ammunition. A dedicated Cargo Bay (see below) is required to use a missile or rocket launcher. On a critical failure with a missile or rocket, you have run out of ammunition or have suffered a catastrophic failure in the delivery system.
|Armor||1||0||1 Armor Point each, +2 bonus versus Disruptor|
|Cloak||2||1/round||Can use Stealth in combat|
|Decoy||1||0||Launches a decoy (COM check DC 15 to identify)|
|Energy Shields||2||10||1/round absorbs an Attack, Collision, or Disruptor attack|
|Heat Sink||2||1/round||+10 Stealth bonus|
|Holofield||2||1/round||Can use Stealth to disguise vessel|
|Maneuvering Thrusters||2||5/round||+5 bonus to Evasive Maneuvers for that round|
- Armor: Armor is ablative and is destroyed each time it is used to negate damage. Critical hits bypass armor, doing damage, but not taking an Armor Point. In addition each ship type has a maximum amount of armor: Raven 2, Falcon 4, Albatross 8, Phoenix 16. Stations, on the other hand, can have as much Armor as they can carry. Armor Points can be repaired outside combat for 1 Credit/Part.
- Cloak: A cloak allows the vessel to spend an Action to Hide in Plain Sight even while in combat. It requires all hardpoints to be retracted, however, preventing the vessel from taking any action other than a Move. Firing a weapon, launching a probe, deploying craft will dispel the cloak as the profile of the vessel is no longer uniform.
- Decoy: A self-propelled drone which projects a large sensor signature which will fool sensors, but can be seen through by a decent Computer system. It requires a dedicated cargo bay, like a missile or rocket. Likewise, once an opponent has seen through the decoy, they won’t be fooled again.
- Energy Shields: Each time the ship is attacked, the energy shields can absorb the damage by spending 10 Power. Energy shields protect a vessel against radiation, neutrons, prevents collision damage, and absorbs energy and projectile weapons. However, a successful Disruptor attack disables the Energy Shields until they can be repaired (see above).
- Holofield: Holofield projects a holographic shadow over the vessel and sends out sensor masking signals. The vessel can appear one class larger or smaller and with a different configuration; or can even appear as a different object entirely. An asteroid that suddenly changes course is rather suspicious, however.
|Additional Power Core||2||0||+50 Power|
|Automaton||1||0||Robot performs tasks too dangerous for organic crew|
|Back Up System||1||0||Helps prevent Core Breach|
|Cargo Bay||3||0||12 extra passengers, one ton of cargo, or weapon ammunition|
|Clone Center||3||0||Requires Medical Lab; Can clone dead organic crew|
|Escape Pods||1||0||Extra escape pods which can save four people|
|Firelink||+2||0||Links two identical weapons to fire simultaneously, but both take a -2 penalty to hit|
|Grappling Arm||1||0||Used for moving cargo, debris, salvaging, or docking|
|Jumpdrive||10||50||Allows interstellar travel|
|Medical Lab||3||0||Provides medical care; doubles HP recovery for organic beings|
|Probes||1||0||Remote sensor arrays which can be launched into hostile or unknown space to keep mother ship out of harm; Grant +5 Sensors|
|Ram||1||0||Double damage to Ramming Maneuver, reduce self-inflicted damage by half again|
|Recreation Center||2||0||Whether a gym, holodeck, lounge or mess hall this room provides rest and entertainment to the crew|
|Research Lab||2||0||+5 Computer|
|Reserve Power Supply||1||0||Holds 20 Power; can only be recharged once all Power Cores are fully charged|
|Sensor Array||1||1/round||+10 Sensors to detect objects|
|Shuttle Bay||varies||0||Docking and repairs facilities for smaller craft|
|Tractor Emitter||3||5/round||Projects EM field which can hold or move smaller objects in space; this prevents vessels from taking an Evasive Maneuver|
|Transportal||3||5||Teleports up to 1 ton of cargo or 14 people via a wormhole linked to another Transportal within range|
|Weapons Bank||x2||0||Can fire a single weapon multiple times per round; the second attack takes a -5 penalty, third takes a -10, etc. Can fire multiple times so long as the attack is +0 or higher|
- Jump Drive: Jump Drives require a tremendous amount of power to operate. After use, the heat must be vented before the drive can be safely operated again, depending on the size of the vessel. For a Falcon it is 4 hours, Albatross is 2 hours, Phoenix is 1 hour. Ravens are too small to fit a Jump Drive. Using the drive before this time is up, risks damaging or destroying the Jump Drive or worse: tearing the ship apart.
- Shuttle Bays: Each vessel can be entered and exited from within the craft. In an emergency, the mothership can access the Power from the attached vessel. Ravens each take 4 slots and Falcons take 8 slots, or they can attached to the mother ship on the outside for ½ the number of slots.
Upgrades are ranked from level 2 to 10. All ships start at rank 1. Upgrades cost 10 x current rank in parts, credits, or barter. Each upgrades grants the following:
- +1d6 Hull Points, +1 Thrust, or +1 Network
- +1 Armament, +1 Computer, +1 Sensors, or +1 Stealth
- +1 Slots
The cost of a starship is usually half its HP (rounded down) in Parts or Credits.