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<div class="toclimit-1"><div style="float:right; margin-left: 20px">__TOC__</div></div>
This page is for rules on building, repairing, buying and selling of Space Ships within the Future Path universe. For rules on combat in a space ship go [[Combat#Space_Combat|here]]. For rules on traveling and exploration with space ships go [[Transportation|here]]. For space ship weapons and other equipment go [[Ship_Equipment|here]]


This page is for rules on Building, repairing, buying and selling of Space craft within the Future Path universe. For rules on combat in a Star ship go [[Combat#Space_Combat|here]]. For rules on piloting and exploration with space ships go [[Transportation|here]]
For the Character Sheet PDF file go [[http://d20futurepath.com/ShipSchematicsSheet_Alpha2.5.pdf here!]]


== Space Craft Categories ==
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Space ships in Future Path are designed to be in many ways similar to a Character. Many peoples and cultures actively personify there ships and in honor of that tradition this game system represents ships with similar rules and layout to that of a Character.
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There are two distinctive aspects to space craft. Its Hull size and Hull configuration. The Hull the primary foundation too a Space Craft. All other aspects are derived from a crafts Hull. When building a ship or trying to price the ship out the base price is first based on its size. Then its configuration (if it has one). Configurations determines what purpose the craft has and different hall configures can allow access to different things thus changing the price. Configuration may also determine the [[Wealth_and_Money#Procure_Difficulty|procure difficulty]].  
You can see a full list of Space Ships on the [[Space_Space_Examples|Space Ship Examples]] page.


=== Hull Sizes ===
== Ship Summary ==


Below is a table of Hull sizes. All hulls must fit within these sizes. Sizes are here to represent the number of squares that a craft will take up in space. Much like a character taking up a 5ft square of personal space craft also have the same personal space except they are in 500ft blocks instead.  
The foundation of a spaceship is the "[[Space_Ships#The_Ship_Core|Core]]" which determines the Tech Level of the ship and which type of [[Space_Ships#Space_Ship_FTL_Drive|FTL Drive]] it can use. The Core level determines how many points can be spent on the [[Space_Ships#The_6_Core_System_Attributes_of_Space_Ships|6 Core System Attributes]] which affect all the different aspects of the ship. The [[Space_Ships#Space_Craft_Categories|Size]] of a ship determines '''Secondary Attributes''' like [[Space_Ships#Hard_Points|Hard Points]] and [[Space_Ships#Bays|Bays]]. A ship can be generic or have a [[Space_Ships#Hull_Configurations|Hull Configuration]] which can modify secondary attributes. Lastly, a ship may also have [[Space_Ships#Ship_Quirks|Quirks]] which can add flavor and uniqueness to a ship.  


{| class="wikitable" style="text-algin:right;"
Although not an aspect of a ship that directly affects the ship a crew is an important piece and helps determine what the ship can do. Crew can take on [[Space_Ships#Ship_Positions|positions]] within the ship to help improve ship performance.
|+ Space Craft Sizes
 
! Size
=== <u>The Ship Core</u> ===
! Size Modifiers
 
! Sq ft
The Core of the ship represents the foundation for its main systems otherwise known as the 6 Core System Attributes or (CSA). The Core is the power generator also known as a Reactor and a power distribution sub-system. Many different civilizations have built many different kinds of Cores. For example Nuclear reactors, Fusion Reactors, Anti-Matter Reactors, Black-Hole Reactor. They also need materials and components designed to distribute large amounts of power successfully across the ship. From simply using copper wiring, to super-conductive materials and even sub-space wireless power transmission.
! Num of Squares
 
! Support Life
Even though there are many different types, too many in fact to list here, there is a simple way to categorize them.  Using the Tech level system Cores are listed by how advanced there technology is. The Tech Level of a Core can affect how powerful the Engines or Sensors and so on can be. This will be explained in the next section below. Class level also determines how advanced the FTL drive can be. FTLs are explained in the [[Space_Ships#Space_Ship_FTL_Drive|FTL Drive]] section below.
 
The Tech Level of the Ship Core also determines the maximum size a ship can be. Tech Level 1 ships maximum size is Large, Tech Level 2 is Gargantuan, and Tech Level 3 and 4 are both Colossal or they can build all sizes.
 
=== <u>The 6 Core System Attributes of Space Ships</u> ===
The 6 CSAs effect most other ship statistics. These sub-systems and there stats will be reviewed below in the [[Space_Ships#Secondary_Ship_Statistics|Secondary Statistics]] section.
{| class="wikitable" style="float:right; margin-right: 10px;"
|+Table: Tech Level Bonuses
! style="text-algin:left;" | Tech Level
! Points
! Max Size
! Cust. /<br >Points
|-
| 0 || N/A || N/A || N/A
|-
| 1 || 10 || Large || 1
|-
| 2 || 15 || Gargantuan || 1
|-
| 3 || 20 || Colossal || 2
|-
| 4 || 25 || Colossal || 3
|}
 
These 6 Core.System.Attributes are the galactic modern standard for shipbuilding. They represent the foundation of a ship and its main functions. All other sub-systems and functions are affected by the performance of the 6 Core System Attributes. A ship's Core can only handle so much power flowing through it. So the 6 C.S.A have to be balanced so as to not overload the Ship Core. This is represented by the point buy system and the number of points available to spend is shown on the table to the right.


; Engines:
: Engines are the heart of a ship. These do not affect a ship's faster then light speed. However, it does help a ship's mobility in combat as well as out race other ships with weaker engines.
:* '''Bonus''': Provides a bonus to Ship's Armor Class (AC) equal to the Engine's Modifier.
:* '''Notes''': This helps the ship's Pilot perform piloting functions of the ship.
; Weapons:
: Ship's need to protect themselves in the wild depths of space. A ship's weapon system uses the equipment installed in hard points. An upgraded Weapon system provides the means of hitting the enemy harder.
:* '''Bonus''': Allows for a Weapon's Officer to re-roll successful d10s up to the modifier value. This also increases the repair DC for battle damage.
{| class="wikitable" style="float:right; margin-right: 10px;"
|+Table: Core System Attribute Score Costs
! style="text-algin:left;" | Score
! Points
|-
|-
|Colossal||–8 || ~30,000+ ft || 60+ squares || Yes
| 7||–4
|-
|-
|Gargantuan||–4 || ~10,000+ ft || 20-60 squares || Yes
| 8||–2
|-
|-
|Huge||–2 || ~4,500+ ft || 9-20 squares || Yes
| 9||–1
|-
|-
|Large||–1 || ~2,000+ ft || 4-9 squares || Yes
| 10||0
|-
|-
|Medium||+0 || ~500+ ft || 1-4 squares|| Yes
| 11||1
|-
|-
|Small||+1 || ~250+ ft || 4 per sq || Yes
| 12||2
|-
|-
|Tiny||+2 || ~125+ ft || 16 per sq || Yes
| 13||3
|-
|-
|Diminutive||+4 || ~75+ ft || 64 per sq || No*
| 14||5
|-
|-
|Fine||+8 || <75 ft || 256 per sq || No*
| 15||7
|-
|-
| style="font-size:70%;align="left" colspan="5" | *Emergency Craft/Escape Pods Only can support life and be this small.
| 16||10
|-
| 17||13
|-
| 18||17
|-
| 19||21
|-
| 20||25
|}
|}
; Structure:
: How solid the ship's internals are. Shield's are not everything! Armor is necessary to keep you safe from the vacuum of space. Armor will not fail you when the power goes out.
:* '''Bonus''': This adds to the total number of required successful d10s to do battle damage. However, it also lowers the ship's AC by the modifier value.
; Shields:
: How strong a ships shields are. Shields are a staple of space ships. It is the ability to reflect some of the incoming damage. Many upgrades can be done to shields to help it better defend itself. The stronger the shields the easier it is to detect a ship.
:* '''Bonus''': This adds to the number that needs to be meet or beat on a d10 for it to be considered successful and count toward battle damage. For every +2 for this modifier it lowers the Detection DC of the ship by 1 unless the shields are turned off.
; Electronics:
: Ship's may be built by the finest steels and alloys a civilization can fabricate but it is run by Electronics. Advance computer technology that both provides the ship with better functionality but also defensive and offensive cyberwarfare.
:* '''Bonus''': This can provide a bonus directly to certain Ship Functions like Hacking. This also adds a bonus to the DC a hacker will need to be to enter and stay undetected.
; Sensors:
: Sensors are a ship's way of perceiving the universe. Sensors are used to scan for objects and to find out information about them or scan for shield weakness. This is also part of the system that performs communications.
:* '''Bonus''': This has multiple functions. A Sensor/Comms Officer can roll for a Weakness Scan against an enemy ship's AC. If successful the Sensor Modifier is added to all d10's rolled by the Weapon's Officer. If a ship is stealth-ed it may be required to perform a Scan against the ship's Detection DC to determine if the Weapons can even lock onto the enemy ship. The Sensors can also be used to determine specific information about an enemy ship or Jam signals.


Anything more then ~60,000 square feet, 18,000 meters in size is consider Super Colossal and can only be a ship with exceptions from the GM. It would be considered a station. Even if the station has the ability to move around in the universe of Future Path no craft of that magnitude could preform Faster Then Light travel using a system completely self contained. In order to travel fast distances a 'ship' that size would have to be moved by an external source. Also attacking a ship or structure of that size would be considered as attacking a station and thus different modifiers apply.
==== <u>Spending Points</u> ====
The total number of Ship Point's come from a ship's Core Level (Tech Level). As well as any Bonus Points provided by Character's Crafting skill. For more rules on Character's crafting there own ships or ship components review the [[Space_Ships#Ship_Crafting|ship crafting]] rules below. Lastly, additional points can be provided by Hull Configurations. Different configurations provide bonuses and special abilities that help make the ships stand apart from one another. Some of the bonuses come in the form of additional points.


== Space Craft Stats ==
Just as in the alternative rules for Character Creation found [[Character_Creation_and_Advancement#Alternate_Ability_Score_Rules|here]]. The Player has to spend points on the 6 C.S.A


Hull Size determine points that are given to 4 main stats. These points are used to customize the Space Craft Statistics. The 4 main stats are Power, Mobility, Armor, Electronics. Hull Size determines Power and Armor and Hull Configuration determine Mobility and Electronics.  
*;Example of spending points:
: You have a Tech 1 Medium sized Hull and you want to spend points on your Sensors. That means you have 10 points to spend. You also want better Engines and Shields. So you put a +1 in Engines and a +1 in Shields so they are both at 11. Each will cost 1 point. You now have 8 points left. However, your main concern is Sensors sense this is a ship for your Diplomat. You want to have +4 for Sensors. This requires the 5 points for a Sensors score of 14. You now only have 3 points left. You must decide where to spend these final 3 points. If you do not spend the point when building the craft those points still exist. And if in a facility that allows for the crafting or repairing of a ship you can spend those remaining points. You can also re-align them.


{| class="wikitable" style="float:right; margin-left: 10px;"
=== <u>Secondary Ship Attributes</u> ===
|+ Hull Size Points
Besides the 6 Core Ship Attributes there are Secondary Attributes. Just like a Character has stats that are affected by there ability scores these stats can be affected by the 6 Core Ship Attributes.
! Hull Size
! Power <br />Points
! Mobility <br />Points
! Armour <br />Points
! Electronics <br />Points


{| class="mw-collapsible mw-collapsed wikitable" style="clear:right;width:90%"
! style="width:33%" | Reflectors (Shields):
! style="width:33%" | Damage Resistance (Resistance):
! style="width:33%" | Battle Damage Defense:
|-
|-
|Colossal|| 30 || 15 || 15 || 20
| A ship's Shield or Damage Reflector score by default is 4. It can be affected by improving the ship Shield's attribute. The Shield Mod is added to the Damage Reflector total. The higher the Reflector total the higher the d10 roll result has to be in order for that role too count as a success.  || The Damage Resistance comes from the ship's Structure Mod. The better the ship Structure the more successful d10 rolls against the ship is necessary to do Battle Damage. By default, the Damage Resistance is 4 and a Weapon's officer needs 4 successful d10s to do Battle Damage. || This is the combination of Resistance (Structure) and Reflectors (Shields). The default is 4, 4 or 4 Resistance and 4 Reflectors. Which means that an attacker would have to roll 4 d10s that meet or beat a 4 to deal Battle Damage.
|-
|-
|Gargantuan|| 20 || 10 || 10 || 14
|}
{| class="mw-collapsible mw-collapsed wikitable" style="clear:right;width:90%"
! style="width:33%" | Repair DC Bonus (Battle Damage Bonus):
! style="width:33%" | Tactical Mobility:
! style="width:33%" | Initiative:
|-
|-
|Huge|| 14 || 7 || 7 || 9
| The Repair DC Bonus is equal to the Weapon's Mod. It is added to the Battle Damage Repair DC that is determined by the Battle Damage Die. Whenever enough successful d10s are rolled against a ship in combat that ship receives Battle Damage. The Battle Damage Die is rolled to determine the effect if any happens as well as the DC to repair that damage. The Weapon's Mod of a ship is added to the Repair DC.|| This represents a bonus to how well the ship can move in combat. It comes from the Ship's Engine's Mod. However, a ship is only as good as the person piloting it and thus the max possible Tactical Mobility score is the Pilot's Pilot Skill Die level. (Skill Die level is equal to the Skill Rank + Ability Modifier). The Tactical Mobility score comes from the ship's Engines. It is what is added to most Pilot functions. A ship's AC is 10 + (Tactical Mobility + Shield Mod) - Structure Mod +/- Size Mod. It is important to not only have good Engines but a good Pilot behind those Engines. || Initiative determines who goes first in a stand-off. It also can determine the order that damage is dealt out in different combat phases. The total is: (Engines + Sensors) - Structure.
|}
{| class="mw-collapsible mw-collapsed wikitable" style="clear:right;width:90%"
! style="width:33%" | Passive Sensors:
! style="width:33%" | Stealth DC:
! style="width:33%" |
|-
|-
|Large|| 10 || 5 || 5 || 6
| This is based on the Sensor Mod. It is 10 + Sensor Mod. A Ship's Detection DC is used against this or a Sensor Scan to see if it is detected. Anything with a Detection DC at or below a Ship's Passive Sensors then it is automatically detected and a ship's crew should be made aware of it. || This by default is the Detection DC + Electronic's Mod (if positive) and is used whenever a ship runs in Stealth or Silent operation. This means a Ship's Shields are disabled. (It takes 1 round to turn them back on). It also means a ship cannot send out any signals or perform any scans of there own just receive signals or messages. It also means a ship cannot use any Ship function that requires Engines. A Ship can still move but only slowly.  ||
|-
|-
|Medium|| 6 || 3 || 3 || 4
|}
 
=== <u>Sub Ship Attributes</u> ===
 
Below are things that are either not affected by the 6 Main Attributes or they are not as important. They are provided by default from the Hull Size/Configuration. However, some modifications were done by Characters such as installing modifications or upgrades.
 
{| class="mw-collapsible mw-collapsed wikitable" style="clear:right;width:90%"
! style="width:33%" | Movement Speed:
! style="width:33%" | FTL Engine/Speed:
! style="width:33%" | Dimensions/Weight:
|-
|-
|Small|| 4 || 2 || 2 || 3
| This is the default sub-light speed of the ship. Speed is measured in how far a ship can go from a stopped position to a fixed point in space within 3 seconds. Normally this is 4 squares worth of its size. Plus 1 square for each Engine Mod. || FTL stands for Faster Than Light. An FTL Engine allows the ship to travel faster than the speed of light. There are multiple different engines noted [[Space_Ships#Space_Ship_FTL_Drive|here]]. A ship can only have a drive that corresponds with its CORE Tech level. || Normally a ship's Size and Weight is determined by its hull size. But more information about ship Dimensions and specific weight can be recorded here.
|-
|-
|Tiny|| 3 || 2 || 1 || 2
|}
{| class="mw-collapsible mw-collapsed wikitable" style="clear:right;width:90%"
! style="width:33%" | Crew:
! style="width:33%" | Passenger Capacity:
! style="width:33%" | Cargo Capacity:
|-
| A ship will need a Crew and members of that crew will need to fill in Ship Positions in order to perform Ship Functions. this is a place to record the different members of a ship and there duties. || This is the number of living average size creatures can be onboard without taxing life support. The default value is specified by the Hull Size but can be increased with improvements. || This is how many Cargo Units can be held by a ship before the Movement Speed and Tactical Mobility are hindered. The default is specified by the Hull Size of a ship. However, a Cargo Bay can add more space. By default, it is 1/2 the default Cargo space. A Unit is a generic measurement that implies 100lbs and/or 1 square foot of volume.
|-
|}
{| class="mw-collapsible mw-collapsed wikitable" style="clear:right;width:90%"
! style="width:33%" | Hull/Configuration (Design Specs):
! style="width:33%" | Hard Points/Bays/Customization Slots:
! style="width:33%" | Name:
|-
|-
|Diminutive|| 2 || 1 || 1 || 2
| A place to record Ship Hull Size, Hull Configuration, whether or not this is Military or Civilian design and any Quarks regarding the ship. This can also include custom designs, for example, a Lepidoian Battle Cursier instead of just 'Battle Cruiser'. || This is a place to record how many Hard Points, Bays and Customization Slots the ship has. || Every ship has to have a Name.
|-
|-
|Fine|| 1 || 1 || 1 || 1
|}
|}


* Power
== Hull Sizes ==
** Engines
** Weapons
** Shields
** Grappler*
* Mobility
** Armour Class*
** Tactical Speed
** Initiative
** Targeting*
* Armour
** Hit Dice
** Armour Class*
* Electronics
** Sensors
** Communications
** Grappler*
** Targeting*


== Hull Configurations ==
The Hull Size is what lays out the '''Secondary Attributes''' for a spaceship. These secondary attributes may be modified by either the 6 Core Ship Attributes, Hull Configuration, or [[Ship_Equipment|Ship Equipment]]. When building a ship or trying to price the ship out the price is first based on its size. Then its configuration (if it has one).


Below is a table with common Hull configurations of the Future Path Universe. Further below is more detailed description of the craft in questions. Different configurations supply different bonuses to help to stylise the Space Craft. Below the table is a more detailed list of the Hull configurations and there bonuses.
Below is a table of Hull sizes. All hulls must fit within these sizes. Sizes represent the number of squares that a craft will take up in space as well as what the base statistics of the ship. Much like a character taking up a 5ft square of personal spaceship also have the same personal space except they are in 500ft blocks instead. For more information about each column please review the text below the table.


{| class="wikitable" style="text-algin:right;"
{| class="wikitable" style="text-align:center;width:99%"
|+ Space Craft Configurations
|+ Space Craft Sizes
! Configuration
! rowspan="2" | Size
! Avg. Size
! rowspan="2" | AC<br />(Size Mod)
! Avg. Price<br />Procure Diff
! rowspan="2" | Detection <br />DC
! rowspan="2" | Battle <br /> Damage
! rowspan="2" | Sq ft /<br />Num of Squares
! rowspan="2" | Pass.<br />Cap.
! rowspan="2" | Avg.<br /> Weight
! rowspan="2" | Cargo <br />Capacity
! rowspan="2" | Cust. /<br />Bonus
! colspan="3" | Military Ship
! colspan="3" | Civilian Ship
|-
! Cost /<br > Procure Diff
! Hard<br /> Points
! Number<br />of Bays
! Cost /<br > Procure Diff
! Hard<br /> Points
! Number<br />of Bays
|-
|Colossal|| 8 (-2) || 6 || 5 || ~512,000+ ft / ~1,024 sq || 432 || ~65,536 Tons || 65,000 Units || +3 ||  2.9 Billion / 4 || 10 || 8 || 972 Million / 4 || 8 || 10
|-
|Gargantuan|| 8 (-2) || 7 || 4|| ~128,000+ ft / ~256 sq || 144 || ~16,384 Tons || 16,000 Units || +2 || 972 Million / 3 || 9 || 7 || 324 Million / 3 || 7 || 9
|-
|Huge|| 9 (-1) || 8 || 4 || ~32,000+ ft / ~64 sq || 48 || ~4096 Tons || 4,000 Units || +2 || 324 Million / 3 || 8 || 5 || 108 Million / 2 || 6 || 8 
|-
|Large|| 9 (-1) || 9 || 3 || ~8,000+ ft / ~16 sq || 16 || ~1,024 Tons || 1,000 Units || +2 || 108 Million / 2 || 7 || 4 || 36 Million / 1 || 5 || 7
|-
|Medium|| 10 (0) || 9 ||3 || ~4,000+ ft / ~8 sq || 8 || ~512 Tons || 510 Units || +1 || 36 Million / 2 || 6 || 3 || 12 Million / 0  || 4 || 6
|-
|Small|| 11 (+1) || 9 || 2 || ~2,000+ ft / ~4 sq || 4 || ~256 Tons || 250 Units || +1 ||  12 Million / 1 || 6 || 2 || 4 Million / 0 || 4 || 5
|-
|Tiny|| 11 (+1) || 10 || 2 || ~500+ ft / ~1 sq || 3 || ~64 Tons || 64 Units || +1 || 1.9 Million / 1 || 5 || 1 || 640,000 / 0 || 3 || 4
|-
|Diminutive|| 12 (+2) || 11 || 1 || ~125 ft / 16 per sq || 2  || ~16 Tons || 16 Unit || +0 || 480,000 / 1 || 3 || 0 || 160,000 / 0 || 2 || 2
|-
|Fine|| 12 (+2) || 12 || 0 || <75 ft / 256 per sq  || 1  || ~4 Tons || 4 Units || +0 || 240,000 / 0 || 2 || 0 || 80,000 / 0  || 1 || 1
|-
|}


{| class="mw-collapsible mw-collapsed wikitable" style="width:99%"
! Table: Column key for Space Craft Size table.
|-
|-
| Barges || Medium || 250,000 / 0
|
;Size: The '''Size Modifier's''' act like they do for creatures of the same size. They either add or take away from the total AC. This effects combat as well. A larger ship may have a harder time hitting a smaller ship. Learn more about ship combat [[Combat#Space_Combat|here]]. Size is also what predetermines the majority of the base stats of the ship.
|-
|-
| Battle Cruisers || Large || 400 Million / 3
|
|-  
;AC:  A ship's AC is 10 + (Tactical Mobility + Shield Mod) - Structure Mod +/- Size Mod.
| Battle Ships || Huge || 800 Million / 4
|-
|-
| Capital || Colossal || 20 Billion / 5
|
|-
;Detection DC: This determines how hard it is for other ships to '''see''' the ship. If the Detection DC is at or below another ship's Passive Sensor Score then the ship is visible to there sensors and its location and basic information is known.
| Carriers || Gargantuan || 8 Billion / 5
|-
| Cruisers* || Medium || 20 Million / 2
|-
|-
| Drones* || Diminutive || 10,000 / 0
|
;Battle Damage: This is how much damage a ship can take before it becomes disabled. A ship can only receive one Battle Damage a round unless a critical happens. Also, with two rounds of successful Repair checks done by an Engineer a Battle Damage can be repaired. The Repair DC is determined by the Battle Damage Die. More on that in the combat rules.
|-
|-
| Destroyers || Medium || 25 Million / 2
|
;Sq ft: Anything more then ~1,024,000 Square Feet in size is consider Super Colossal and can only be a ship with exceptions from the GM. It would be considered a station. Even if the station has the ability to move around in the universe no craft of that magnitude could preform Faster Then Light travel without help from external sources. Also attacking a ship or structure of that size would be considered as attacking a station and thus different modifiers apply.
|-
|-
| Dreadnoughts || Gargantuan || 2 Billion / 5
|
|-
;Passenger Capacity: (Pass. Cap.) This is not a hard limit. But the default number of people the ship's life support can handle permanently. This number can be raised with passenger bays.
| Fighters || Small || 500,000 / 1
|-
|-
| Frigates || Medium || 2 Million / 2
|
;Cargo Capacity: The '''Cargo Capacity''' is measured in Cargo Units. This is a generic way to loop both volume and weight into a single unit. This represents the maximum extra volume and weight a ship can carry. Each Unit is 100Lbs and 1x1x1ft square of volume on average. Going over this unit amount will cause the ship to be over burdened. Which will cut Combat Speed in half. The maximum a ship can actually carry is twice the Unit amount. However, that is if there are no passengers other then the necessary crew. As every spare room and all the hallways would be filled with cargo containers. This can be increased with cargo bays.
|-
|-
| Freighters || Huge || 4 Million / 1
|
;Cust. Bonus: '''Customization Bonus'''. This is a bonus added to the total '''Customization Points''' for a ship. Customization points are determined by Tech Level and Crafter level. Although Hull Configuration can also change the number of Customization Points, usually by removing some. They allow for [[Ship_Equipment#Ship_Upgrades_.26_Modifications|Upgrades and Modifications]] to be installed. Upgrades and Modifications usually require Bays or Hard Points. However, a Customization Point can take the place of this requirement. Items that expressly require a Hard Point or Bay cannot use a customization point. Examples of these items are [[Ship_Equipment#Ship_Weapons|Weapons]] and [[Ship_Equipment#Ship_Bays|Ship Bays]].
|-
|-
| Industrial || Large || 1 Million / 0
|
;Military vs Civilian Ships: Military Ship are more expensive and have more Hard Points in comparison to a Civilian ship of the same size. However, Civilian ships have considerably more Bays.
|-
|-
| Shuttles || Small || 50,000 / 0
|-
| style="font-size:70%;align="left" colspan="3" | *Prices vary wilding depending on application. The name doesn’t <br \>necessary imply military application and vice-a-verses.
|}
|}


== Hull Configurations ==
'''Hull Configurations''' are an attempt at giving a space craft a more specialized purpose. It helps too determine what purpose the craft has. However it is not a requirement for ship building. A ship can have no specific Configuration and thus be a generic build.
Below is a table with common Hull configurations of the Future Path Universe. Further below is more detailed description of the ships themselves. Different configurations supply different bonuses to help to stylize the space ship.
{| class="wikitable" style=" margin-left: 10px; width: 95%;"
|+ Table: Hull Configurations
|-
| <div class="toccolours mw-collapsible mw-collapsed">
;Barges:
;Barges:
: The 'pack mule' of the galaxy. The barge is the most common cargo transport ship in existence. Many different corporations create different configurations from hauling every day goods, to people, to extremely volatile substances. Many young adventures found themselves starting out in some capacity aboard a barge. Not the most heroic place to start out with but there is sort of a romantic underdog appeal to the barge. This is probably helped by the fact that they can be found in every corner of the galaxy making them a dime a dozen and the Hull is pretty customizable. Which attracts all sorts of different types of people. Many of a raider or pirate uses a heavily modified Barge Hull to be a weapon against other ships of its like in lawless space.
<div class="mw-collapsible-content">
 
: The 'pack mule' of the galaxy. The barge is the most common cargo transport ship in existence. Many different corporations create different configurations from hauling every day goods, people, or extremely volatile substances. Many young adventures found themselves starting out aboard a barge. Not the most heroic place to start out with but there is sort of a romantic underdog appeal to the barge. This is probably helped by the fact that they can be found in every corner of the galaxy making them a dime a dozen and the Hull is pretty customizable. Which attracts all sorts of different types of people. Many of a raider or pirate uses a heavily modified Barge Hull to be a weapon against other ships of its like in lawless space.
:*Average Size: Medium (Small - Large)
:*Average Cost / Procure Diff: 12 Million / 0
:*Dis-Advantages: -2 to Engines, -1 To Weapons, -2 Hard Points, -1 Bay (Taken up by a extra Cargo Space)
:*Advantages: Cargo Space is one ship size modifier higher. Super common Bonus -1 to Procure Diff and 50% less time/cost to repair.
</div>
</div>
|-
| <div class="toccolours mw-collapsible mw-collapsed">
;Battle Cruisers:
;Battle Cruisers:
: A standard in most military fleets these larger, heaver counter parts to the Cruiser are powerful heavy hitting machines of death. While BattleShips dominate the heavens with impressive presence of power. The BattleCruiser is what gives a military its flexibility. Smaller and generally faster most militaries use these ships as a counter for smaller ships and a less expensive solution to dealing with small scale pirates and bandits.   
<div class="mw-collapsible-content">
 
: A standard in most military fleets these larger, heaver counter parts to the Cruiser are powerful heavy hitting machines of war. While BattleShips dominate the heavens with impressive presence of power. The BattleCruiser is what gives a military its flexibility. Smaller and generally faster most militaries use these ships as a counter for smaller ships and a less expensive solution to dealing with small scale pirates and bandits.   
:*Average Size: Large
:*Average Cost / Procure Diff: 120 Million / 3
:*Dis-Advantages: Cargo Capacity is one size lower, Passenger Cap is 8, -5 Attribute Points, -1 Customization point (Minimum 1)
:*Advantages: +2 Electronics, +2 Engines, +1 Non-Weapon Hard Point, Can pick one Ship Function to have by default without taking up Customization Points.
</div>
</div>
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;Battle Ships:
;Battle Ships:
: These terrifying ships are massive war machines and are usually the backbone of militaries. These machines can be used to fight other BattleShips while also grouping up to take on larger objects. Considered necessary for any large scale conflict in space these expensive massive machines are a must have.
<div class="mw-collapsible-content">
 
: These terrifying ships are massive war machines and are usually the backbone of militaries. These machines can be used to fight other Battle Ships while also grouping up to take on larger objects. Considered necessary for any large scale conflict in space these expensive massive machines are a must have.
:*Average Size: Huge (or in some cases Gargantuan)
:*Average Cost / Procure Diff: 384 Million / 4
:*Dis-Advantages: Cargo Capacity and Passenger Cap is one size smaller, -5 Attribute Points, -1 Customization Point (Minimal 1)
:*Advantages: +2 Weapons, +1 Structure, +1 Engines, Ship gains the [[Bombard]]' function for free. Gains one more Ship Functions of your choice for free. +1 Hard Point (Weapon Only)
</div>
</div>
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| <div class="toccolours mw-collapsible mw-collapsed">
;Capital:
;Capital:
<div class="mw-collapsible-content">
: So massive they are sometimes mistaken for stations these epic craft seam to defy logic as they effortlessly float in the heavens. Any military or civilization attempting to prove itself to others may build these behemoths. Usually Capital ships are not used to fight directly in combat but as a base of operations and control. Thus some consider them nothing more the propaganda and an expensive fear machines. Most Capital ships are used as Command ships or Super Carries not for ships but for soldiers. They are excellent solution to the mass logistic problems of larger militaries.  
: So massive they are sometimes mistaken for stations these epic craft seam to defy logic as they effortlessly float in the heavens. Any military or civilization attempting to prove itself to others may build these behemoths. Usually Capital ships are not used to fight directly in combat but as a base of operations and control. Thus some consider them nothing more the propaganda and an expensive fear machines. Most Capital ships are used as Command ships or Super Carries not for ships but for soldiers. They are excellent solution to the mass logistic problems of larger militaries.  
 
:*Average Size: Colossal
:*Average Cost / Procure Diff: 3.2 Billion / 5
:*Dis-Advantages: -5 Attribute Points, -2 Engines, -2 Hard Points, -1 Customization Point (Minimal 1)
:*Advantage: +1 Bays, +2 Sensors, +2 Electronics. Passenger capacity is: 864. These ships have a special Position called '''Supreme Commander'''. A command can utilize their leadership bonus to all ships under his other control in that solar system. This cannot double as the ship captain. Choose any one Ship Function to be installed without costing.
</div>
</div>
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| <div class="toccolours mw-collapsible mw-collapsed">
;Carriers:
;Carriers:
: Carriers are the main ship that makes a large fleet mobile. It can also provide flexibility in combat as it can deploy an array of different types of ships and drones. Most Carriers are designed to hold and maintain smaller ships. But some are designed for troop deployment to stations and planets. There are also Super Carriers which are Capital class Carriers that are able to old larger size or simply more ships/people. In some cases doubling as a Command Ship.
<div class="mw-collapsible-content">
 
: Carriers are the ships that makes a large fleet mobile. It can also provide flexibility in combat as it can deploy an array of different types of ships and drones. Most Carriers are designed to hold and maintain smaller ships. But some are designed for troop deployment to stations and planets. There are also Super Carriers which are Capital class Carriers that are able to hold larger size or simply more ships/people and also doubling as a Command Ship.
:*Average Size: Gargantuan (Huge - Colossal)
:*Average Cost / Procure Diff: 1.2 Billion / 4
:*Dis-Advantages: -5 Attribute Points, -2 Engines, -4 Hard Points, -1 Bay, -1 Customization Point (Minimal 1)
:*Advantages: +2 Sensors, +2 Electronics, Built in Repair Facility for ships two sizes and smaller.
:*Misc: Can carry, deploy, repair ships two sizes or smaller. If avg. size of Gargantuan then it can hold up two 6 large ships by default without any additional hanger bays. (12 Medium, 24 Small, 96 Tiny, 384 Diminutive, 1,536 Fine). Additional Hanger Bay's or Drone Bays has a +1 ship count that they can add. If more bays are added the ship can start to hold a single ship of only 1 size smaller. This ship has a special '''Field Commander'''. A Field Commander can provide his or her leadership bonus to all ships under its care. (Command bonuses do not stack take which one is larger)
</div>
</div>
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| <div class="toccolours mw-collapsible mw-collapsed">
;Cruisers:
;Cruisers:
<div class="mw-collapsible-content">
: A smaller light weight version of the Battle Cruiser. However the purpose is the same. They are flexible combat vessels. Common in both Military and police forces and is usually seen as the first response to aggressive outlaws. Considered by police forces as there solution to deal with the more deadly pirates, gangs, and other criminal organizations. The military however sees these as inexpensive portal/recon/scientific/experimental craft.  
: A smaller light weight version of the Battle Cruiser. However the purpose is the same. They are flexible combat vessels. Common in both Military and police forces and is usually seen as the first response to aggressive outlaws. Considered by police forces as there solution to deal with the more deadly pirates, gangs, and other criminal organizations. The military however sees these as inexpensive portal/recon/scientific/experimental craft.  
:*Average Size: Medium
:*Average Cost / Procure Diff:  40 Million / 2
:*Dis-Advantages: -3 Attribute Points
:*Advantages: +1 Hard Point or +1 Bay (Pick one), +2 Engines or +2 Electronics (Pick One). Pick a Ship Function for this ship to have by default for free.
: There is also non-military applications for hulls similar to cruisers. Everything from personal transportation of a VIP to a luxury liner. The rich would much rather distance themselves from a fancy customizes barge for there travels. After all anybody can afford one of those. Demilitarized older model cruisers are often sold by militaries to other governments or people as for a verity of different reasons. And sometimes you may find that they are not so de-fanged as they are meant to be.  
: There is also non-military applications for hulls similar to cruisers. Everything from personal transportation of a VIP to a luxury liner. The rich would much rather distance themselves from a fancy customizes barge for there travels. After all anybody can afford one of those. Demilitarized older model cruisers are often sold by militaries to other governments or people as for a verity of different reasons. And sometimes you may find that they are not so de-fanged as they are meant to be.  
 
:*Average Size: Medium
:*Average Cost / Procure Diff: 10 Million / 0
:*Dis-Advantages: -1 Structure, -1 Hard Point, -2 Attribute Points
:*Advantages: +2 Engines, +2 Sensors. Passenger Bay is of a luxurious fashion and can host higher class peoples and the max number of Passengers is 16.
</div>
</div>
|-
| <div class="toccolours mw-collapsible mw-collapsed">
;Drones:
;Drones:
: Drones come in all shapes, sizes and uses. From military to personal hobbiest these machines all have one thing in common. Some sort of A.I. and a connection to a central controller or computer system. The military has a wide range of uses from complementing a ships systems to being part of a Carrier fleet that can send swarms of drones down upon an enemy in coordinated attacks. However many people have drones for personal use. It also helps that drones with self defence A.I. is usually not illegal in most of the Ring and thus many people use them as a way to help deter outlaws.
<div class="mw-collapsible-content">
 
: Drones come in all shapes, sizes and uses. From military to personal hobbyist these machines all have one thing in common. Some sort of A.I. and a connection to a central controller or computer system. The military has a wide range of uses from complementing a ships systems to being part of a Carrier fleet that can send swarms of drones down upon an enemy in coordinated attacks. However many people have drones for personal use. It also helps that drones with self defense A.I. is usually not illegal in most of the Ring and thus many people use them as a way to help deter outlaws.
:*Average Size: Fine (Fine - Small)
:*Average Cost / Procure Diff: 100,000 / 0*
:*Advantage: Can be used without a pilot. Can be programmed to defend or attack selected target.
:*Dis-Advantages: -1 across all Attributes.
:*Misc: Drone AI Module installed. Can be easily controlled by an AI system can can be deployed in masses to attack or defend. Swarm bonuses apply when 4 or more are part of a team. Swarm adds AC advantages against projectile attacks. Drones require a Drone Bay to deploy and control drones. Drones can also be designed to repair, mine, salvage, retrieve. 
</div>
</div>
|-
| <div class="toccolours mw-collapsible mw-collapsed">
;Destroyers:
;Destroyers:
: These ships where meant to ask the question: "How much fire power can one medium ship truly have?". While similar sizes and speeds to a Cruiser these ships are rarely seen used by anybody except the military. They are designed to back a massive bunch for there size. Made a cheap considering there fire power and have a minimalist crew. Squads of these craft are usually used to compliment attack fleets that target other Medium to Huge sized craft. These Destroyers go toe to toe with the best Battle Cruisers and Battle Ships. The idea being that the Destroyer will be specifically fitted for its target ship and if a few ships die in the process this is nothing compared to loosing a bigger ship that has more people and cost more money.
<div class="mw-collapsible-content">
 
: These ships where meant to ask the question: "How much fire power can one medium ship truly have?". They are geared for a single task. A way to help counter smaller swarms of ships. While similar sizes and speeds to a Cruiser these ships are rarely seen used by anybody except the military. They are designed to back a massive bunch for there size. Made on the cheap considering there fire power and have a minimalist crew. Squads of these craft are usually used to compliment attack fleets that target smaller craft. The idea being that the Destroyer will be specifically fitted for smaller craft while still having the armor of a medium sized craft.
:*Average Size: Medium
:*Average Cost / Procure Diff: 38 Million / 3
:*Dis-Advantages: Illegal to own even though it is a Medium sized craft Procure Diff +1, -3 Attribute Points, -1 Bay, Weapon Hard Point's are geared for 'Small' weapon size.
:*Advantages: +2 Hard Points, All weapons are considered 'Gimbaled' +1 to Targeting for free. These ships do not take penalties for targeting smaller craft.  
</div>
</div>
|-
| <div class="toccolours mw-collapsible mw-collapsed">
;Dreadnoughts:
;Dreadnoughts:
: Dreadnoughts have an interesting history. It is believed the precursors to the Dreadnought was a super heavy battle ship designed as a "Station buster". Stations had ever defences and could take a long time to bring down by a fleet of Battle Ships. So to minimize the amount of forces committed to a single attack a large ship was designed. However shortly after stations just got bigger defences. In order to find a use for these super powerful focused weapons it is believed these ships where then used to hit targets on planets and moons. The terror of seeing massive scale death raining down from the sky put fear into people who named the ships Dreadnoughts.  
<div class="mw-collapsible-content">
: Dreadnoughts have evolved over time to include taking out of Dreadnoughts as well Carriers and Capital ships. The more powerful weaponry at the time for taking out these ships was explosive forces from Nuclear or anti-mater which made radial explosions that where discriminatory of who it effected. Dreadnoughts where the first mobile forum of focus weaponry which had the counter intuitive effect of bring these larger scale ships into every day combat. It did this because these larger ships where simply dying at larger and larger ranges where they own effectiveness was computerised but now they can be brought into the heat of battle where they would be most effect without worrying about its destruction also leading to everyone else’s destruction.  
: Dreadnoughts have an interesting history. It is believed the precursors to the Dreadnought was a super heavy battle ship designed as a "Station buster". Stations had all the space for enhanced defenses and could take a long time to bring down by a fleet of Battle Ships. So to minimize the amount of forces committed to a single attack a powerful energy cannon was developed. So powerful that the ships of the time had to be gutted to make room to house just a single one of these cannons. However, it was quickly discovered that these weapons also solved another problem. It allowed for a flexible planetary bombardment system. Before ships had to be fitted with weapons and charges specific to the planet and its uniq environment, (Air pressure, density, chemical structure, and weather patterns.) The energy cannon could on the fly tweak these attributes, a feature originally designed to keep shields from changing to better deflect its powerful blast. The terror of seeing massive scale death raining down from Gargantuan floating hulks of metal in the sky put fear into people who named the ships Dreadnoughts.  
 
: Dreadnoughts have evolved over time to include taking out of other Dreadnoughts as well as Carriers and Capital ships. The more powerful weaponry at the time for taking out these ships was explosive forces from Nuclear or anti-mater which made radial explosions that where nondiscriminatory of who it effected. Dreadnoughts where the first mobile forum of focus weaponry which had the counter intuitive effect of bring these larger scale ships into every day combat.  
:*Average Size: Gargantuan (Huge - Colossal)
:*Average Cost / Procure Diff: 3 Billion / 5
:*Dis-Advantages: -2 Engines, -5 Ability Points, -4 Hard Points, -3 Bays.
:*Advantages: Has a special super gigantic hyper focused energy cannon. This special weapon can target from 100x the distance of a Huge Weapon. And does 24d10 * 10 damage. However it takes (1d4 + 2) - Electric Mod Rounds to re-fire. (Minimal 2) Firing this weapon also generates enormous heat and local radiation. Ships deal with this in different ways but there is no way to cloak or otherwise stealth this ship. Also warping cannot happen until the weapon has cooled down.
</div>
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;Fighters:
;Fighters:
: Similar to combat aircraft of the modern world these machines fly through space instead of the atmosphere. Some can do both however. Although they are usually only effect in one or the other. Usually only a single pilot supported by advanced A.I. these craft carry massive punch. Similar design philosophy to that of the Destroyer Hull configuration except at a smaller scale these craft where uses almost like cannon fatter by most militaries as a way to swarm any ships and use percision targeting or advance electronics to disable and in some cases destroy the bigger target.  
<div class="mw-collapsible-content">
 
: Similar to combat aircraft of the modern world these machines fly through space instead of the atmosphere. Some can do both however. Although they are usually only effective in one or the other. These ships usually only have a single pilot supported by advanced A.I. These craft can carry massive punch when in groups. The general tactic is to swarm ships and use precision targeting or advance electronics to disable and in some cases destroy the bigger target. Using numbers as a defense.
:*Average Size: Fine - Diminutive
:*Average Cost / Procure Diff: 480,000 / 1
:*Dis-Advantages: -2 Structure, Passenger Cap is 1
:*Advantages: +2 Engines. Gains the Feint Ship Function for free.
</div>
</div>
|-
| <div class="toccolours mw-collapsible mw-collapsed">
;Frigates:
;Frigates:
: A common craft in the Ring this space ship is normally used only for military purposes. But it is also the common police craft as well as what is normally used by VIPs transportation if they are not rich enough to afford a Cruiser. Just like the Cruisers you will find them being sold everywhere.  
<div class="mw-collapsible-content">
 
: A common craft in the Ring. This space ship is commonly used as a police craft as well as a VIPs transportation if they are not rich enough to afford a Cruiser. Just like the Cruisers you will find them being sold everywhere.  
:*Average Size: Small (Small - Medium)
:*Average Cost / Procure Diff: 4-36 Million / 0-2
:*Dis-Advantages: -1 to Weapons
:*Advantages: +1 to Sensors. This super common craft is use for just about everything and thus 50% less cost/time spent on repairs. +1 Attribute Point
</div>
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;Freighters:
;Freighters:
: When a Barge cannot do the trick Freighters take over. These are the industrial scale cargo transportation ships. Although some have been converted into other things such as massive travelling carnivals. Just like barges these can be converted to transport just about everything.  
<div class="mw-collapsible-content">
 
: When a Barge cannot do the trick Freighters take over. These are the industrial scale cargo transportation ships. Although some have been converted into other things such as massive traveling carnivals. Just like barges these can be converted to transport just about everything.  
:*Average Size: Huge
:*Average Cost / Procure Diff: 100 Million / 1
:*Dis-Advantages: -3 Engines, -2 Attribute Points
:*Advantages: All converted Cargo Bays provide double the space. +2 Bays. 16,000 Units or one size higher. If the ship is a Tech 3 ship then it comes with the Beam Ship Function by default. This ship is a common work vessel and is found across the universe it has a large reduction in cost and repair by 50% as they are massed produced.
</div>
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| <div class="toccolours mw-collapsible mw-collapsed">
;Industrial:
;Industrial:
<div class="mw-collapsible-content">
: Factory in a can. These ships of varies sizes are the backbone of non planetary or moon based industry. This usually means mining and refining of asteroids but it is not always limited to that. These are must have for new settlers to a solar system that are hopping to there new homes resources to start a new colony or terraform a planet.  
: Factory in a can. These ships of varies sizes are the backbone of non planetary or moon based industry. This usually means mining and refining of asteroids but it is not always limited to that. These are must have for new settlers to a solar system that are hopping to there new homes resources to start a new colony or terraform a planet.  
 
:*Average Size: Large (Medium - Huge)
:*Average Cost / Procure Diff: 12 - 108 Million / 0 - 1
:*Dis-Advantages: -2 Engines, -2 Attribute Points, -3 Bays
:*Advantages: The Ship has a free Industrial Facility and Refinery Facility. If this ship has a Tech 3 Core then it also comes with Beam Ship Function for free. The ship also comes with the Grapple Function for free.
</div>
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;Shuttles:
;Shuttles:
: Personal transport vehicles. The more versatile the more expensive. The basic kinds can only fairy from station to station. And can only accommodate say two passengers. But the more advanced you get the more people it can carry further and further distances to more and more different places. Such as planets, move around as a planet side craft, or even go under oceans.
<div class="mw-collapsible-content">
: Personal transport vehicles. The more versatile the more expensive. The basic kinds can only fairy from station to station. And can only accommodate two passengers. But the more advanced you get the more people it can carry further and further distances to more and more different places. Such as planets, move around as a planet side craft, or even go under oceans.
:*Average Size: Tiny (Diminutive - Small)
:*Average Cost / Procure Diff: 2 Million / 0
:*Dis-Advantages: -2 Structure, -2 Electronics, -1 Hard Points
:*Advantages: +4 Engines, +2 Sensors, Basic Auto Pilot installed so no need for a Pilot (Auto Pilot A.I +1), +1 Passengers for Diminutive, +2 for Tiny, +3 for Small.
</div>
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== OLD RULES ==
== Ship Positions ==
This material is Open Game Content, and is licensed for public use under the terms of the Open Game License v1.0a.
STARSHIPS


The rules for starship combat are based on the rules for character combat. Like character-scale combat, starship battles unfold on a square grid, with each starship occupying one or more squares on the grid. As with character-scale combat, starship battles play out in rounds.
There are roles that crew members take on that are required for the ship to function to its fullest. Automated systems can only do so much. These different roles are called '''Ship Positions''' and they can unlock [[Space_Ships#Officer.2FShip_Functions|Ship Functions]] that would otherwise be unavailable.  
The starship combat system presented here strikes a balance between realism and ease of play. The system can be made more realistic by adapting bits and pieces of the vehicle movement and combat rules to the 500-feet-per-square starship scale.
These basic starship combat rules also assume that all starships involved in the battle are crewed by nonheroic characters. What happens when heroes take the controls is discussed later.


STARSHIP TYPES AND SUBTYPES
There are 2 main positions. Tiny Hull size or smaller ships can combine these positions without taking penalties. However, larger ships require additional positions to be filled by a dedicated person. To learn more about how ship positions effect combat read the [[Combat#Space_Combat|Ship Combat]] section of the [[Combat]] page.
Every starship has a type and a subtype. A starship’s type represents its relative mass and determines its fighting space (how many 500-foot squares it occupies) on the battle grid. There are five types of starships: ultralight, light, mediumweight, heavy, and superheavy.
A starship’s subtype identifies the ship’s basic purpose or configuration. Starship subtypes include the following: fighter, corvette, destroyer, strike cruiser, battleship, and freighter.


STARSHIP FIGHTING SPACE
The 2 main positions are:
Each square in starship scale measures 500 feet along a side (instead of 5 feet, as in character-scale combat). All starships, regardless of size, have a square fighting space. Some starships occupy a single 500-foot square, while others have a larger fighting space, as noted below.
* [[Helm Officer|'''Helm''']]: (Engines) Pilots the ship. Helps to determine the ship's Tactical Mobility.
An ultralight starship can be up to 250 feet long. It occupies a 250-foot-by-250-foot fighting space, and up to four ultralight starships can occupy a single 500-foot square.
* [[Weapons Officer|'''Weapons''']]: (Weapons) Operates the ships Hard Points. Can make a ship's weapons more effective.  
A light starship measures 251–500 feet in length. It has a 500-foot-by-500-foot fighting space and occupies a single 500-foot square.
A mediumweight starship measures 501–1,000 feet in length. It occupies a 1,000-foot-by-1,000-foot fighting space (4 500-foot squares).
A heavy starship measures 1,001–1,500 feet long. It has a 1,500-foot-by-1,500-foot fighting space (9 500-foot squares).
A superheavy starship is 1,501 feet long or longer. The smallest superheavy starships (measuring 1,501–2,000 feet long) have a 2,000-foot-by-2,000-foot fighting space (16 500-foot squares), although larger fighting spaces are possible.


STARSHIP COMBAT SEQUENCE
There are also 5 other positions that are noteworthy.
Starship combat is played out in rounds. Each round, each starship acts in turn in a regular cycle. Generally, starship combat runs as follows.
* The [[Captain Position|'''Captain''']] is the leader of a ship can use there Leadership skills to help the crew accomplish their tasks.
Step 1: Every starship starts the battle flat-footed. Once a starship acts, it is no longer flat-footed.
* The [[Comms Officer|'''Communications''']] (Sensors) monitors the sensors of a ship and controls all incoming and outgoing transmissions.
Step 2: The GM determines which starships are aware of each other at the start of the battle. (Cloaking devices and other devices might hide a ship from another ship’s sensors.) If some but not all of the starships are aware of their enemies, a surprise round happens before regular rounds begin. Starships that are aware of the enemies can act in the surprise round, so they roll for initiative. In initiative order (highest to lowest), starships that started the battle aware of their enemies each take one move or attack action. Starships that were unaware don’t get to act in the surprise round. If no starship or every starship begins the battle aware, there is no surprise round.
* The [[Chief Engineer|'''Engineer''']] (Structure) is in charge of ship systems and maintenance. They help make sure a ship holds it together during the chaos and strain of combat.
Step 3: Starships that have not yet rolled initiative do so. All starships are now ready to begin their first regular round.
* The [[Science Officer|'''Science''']] (Electronics) leads  a ship's Science and Technology division. They can assist in different roles including hacking any ships and finding weaknesses.
Step 4: Starships act in initiative order. All crew aboard a starship act on the starship’s turn.
* The [[Medical Officer|'''Medical''']] is in charge of the health of the crew. They can ensure the bridge crew is not impeded during combat.
Step 5. When each starship has had a turn, the starship with the highest initiative acts again, and steps 4 and 5 repeat until combat ends.


COMBAT STATISTICS
More positions can be made up by the GM for the purpose of storytelling and gameplay. As long as those roles are clear and the Players are aware of them before gaming.
Several fundamental statistics determine how well a starship performs in combat. This section summarizes these vital statistics, and the following sections detail how to use them.


ATTACK ROLL
== Officer/Ship Functions ==
An attack roll represents one starship’s attempt to strike another on its turn in a round. Most starships are armed with ranged weapons aimed by gunners.
When a starship makes an attack roll, roll 1d20 and add the appropriate modifiers (described below). If the result equals or beats the target’s Defense, the attack hits and deals damage. A starship’s attack roll is:
1d20 + gunner’s ranged attack bonus + range penalty + starship’s size modifier + targeting system’s equipment bonus


Gunner’s Ranged Attack Bonus: Unless noted otherwise, all starship gunners are assumed to have the Starship Gunnery feat. Without this feat, a starship gunner takes a –4 nonproficient penalty on attack rolls with starship weapons.
Ship Functions are special abilities much like Skills for a Character. Some are meant for combat while others for day to day use. Some functions are standard on all ships. While others require a Ship Upgrade and/or a Feat from a Character. Functions are listed by the primary position they are associated with. Some Functions can be used by different Crew members although not always to its fullest.  
For simplicity, all gunners aboard a starship have identical ranged attack bonuses.
Range Penalty: The range penalty for a ranged weapon depends on what weapon the starship is using and the distance to the target. All ranged weapons have a range increment, as noted in Table: Starship Weapons.
As with character weapons, any attack from a distance of less than one range increment is not penalized for range. However, each full range increment causes a cumulative –2 penalty on the attack roll.
A beam weapon has a maximum range of 10 increments. A projectile weapon has an unlimited range, since projectiles don’t lose inertia in space.
Starship’s Size Modifier: Starships are Huge, Gargantuan, or Colossal in size. Table: Starship Sizes notes the size modifiers for ships of different sizes.
Targeting System’s Equipment Bonus: Most starships have computerized targeting systems to help gunners train weapons on targets. A standard targeting system provides an equipment bonus on the gunner’s attack roll depending on the ship’s size: Huge +1, Gargantuan +2, Colossal +3. Improved targeting systems (see Starship Sensors) grant higher bonuses. Table: Starship Sizes summarizes the targeting system equipment bonuses for ships of different sizes.
Automatic Misses and Hits: As in character combat, a natural 1 on the attack roll is always a miss. A natural 20 is always a hit. A natural 20 also always threatens a critical hit (see Critical Hits, below).


Table: Starship Sizes
{|
Starship Size
|+ '''Ship and Officer Functions'''
Starship’s Size Modifier1
| valign="top" |
Targeting System’s Equipment Bonus2
; Standard Functions
Autopilot System’s Equipment Bonus3
----
Starship’s Length
* Standard Functions All Crew Can Do:
Starship’s Weight
** [[Change Position]]: (N/A) This allows a crew member to change there current Officer role or ship position.
Colossal
* [[Captain Position|'''Captain''']]:
–8
** [[Give Command]]: (Officer's Charisma) The Captain gives a directive and attempts to assist a crew member in following that directive.
+3
** [[Encourage Crew]]: (Officer's Charisma) The Captain gives a rousing but quick speech to encourage and focus the crew.
+3
* [[Science Officer|'''Science Officer''']]:
64 ft. or more
** [[Boost|Boost]]: (All except Structure) An action that increases the output of that certain Attribute for the rest of the round or the following one.
250,000 lb. or more
** [[Hack|Hack]] / Counter Hack: (Electronics) Used to attack and disable one of the 6 Core Systems of a target ship.
Gargantuan
* [[Comms Officer|'''Communications/Sensor Officer''']]:
–4
** [[Scan|Scan]]: (Sensors) The ability to search for or study an object or objects in space.
+2
** [[Hack|Hack]] / Counter Hack: (Electronics) Used to attack and disable one of the 6 Core Systems of a target ship.
+2
* [[Helm Officer|'''Helm''']]:
32–64 ft.
** [[Fly Offensively/Defensively]]: (Tactical Mobility/Officer's Pilot Rank) Perform ship maneuver designed to help the ship's defense or offense.
32,000–250,000 lb.
** [[Close/Widen Distance]]: (Engines/Officer's Pilot Rank) Perform a ship maneuver that attempts to gain distance between a ship or close the gap.
Huge
** [[Pursue/Intercept]]: (Engines/Officer's Pilot Rank) A ship maneuver that attempts to cut off a ship or race it to a particular point in space.
–2
** [[Ram|Ram]]: (Engines) The ability to drive a ship directly into another in such a way to cause the most damage to the opponent ship and the least to itself.
+1
* [[Weapons Officer|'''Weapons Officer''']]:
+1
** [[Fire]]: (Weapons) The basic attack action. This uses the offense hard points of a ship to do battle damage to 1 or more targets.
Less than 32 ft. 4
** [[Bombard|Bombard]]: (Weapons) A tactical maneuver where the weapons are concentrated on a target.
,000–32,000 lb.
* [[Chief Engineer|'''Chief Engineer''']]:
1 A starship applies its size modifier on all attack rolls and to its Defense.
** [[Repair]]: (Officer's Craft Rank, Ship Bays) This is a repair check again Battle Damage dealt with the ship in an attempt to remove the damage.
2 A starship applies its targeting system’s equipment bonus on all attack rolls.
** [[Boast|Boast]] (Engines Only): An action that increases the output of Engines for the rest of the round or the following one.
3 A starship on autopilot applies its autopilot system’s equipment bonus to its Defense.
** Counter [[Hack|Hack]]: (Electronics) An Engineer can attempt to stop a hacker from gaining access to the ship systems but in there, current position cannot do hacking.
* [[Medical Officer|'''Medical Officer''']]:
** Treat Injury: (Officer's Treat Injury Rank, Medical Bay) This is the use of Treat Injury skill.
|width="30px"|&nbsp;<!--spacer-column-->
| valign="top" |
; Advanced Functions
----
* Advanced Functions All Crew Can Do:
** [[Beam|Beam]]: (Electronics) A semi-instant form of transportation where matter is transformed into energy and sent to a new location where it is converted back to matter.
* [[Captain Position|'''Captain''']]:
** [[Commanding Presence]]: (Officer's Charisma) This is granted by a Feat and allows the Commander to provide a passive bonus equal to ½ their Charisma score round up to the player's rolls.
** [[Direct Assistance]]: (Officer's Charisma) The Captain takes a more direct administrative approach to leadership.
* [[Science Officer|'''Science Officer''']]:
** [[Cloak]]: (Electronics)  Cloaking implies some form of stealth technology designed to fool Sensor Scans.
** [[Crypto|Crypto]]: (Electronics) : A way to send or receive protected communications. Similar to Decipher Script.
* [[Comms Officer|'''Communications/Sensor Officer''']]:
** [[Crypto|Crypto]]: (Electronics) A way to send or receive protected communications. Similar to Decipher Script.
** [[Jam|Jam]]: (Electronics) Designed to target a specific component of an opponent Sensor Array. Either Targeting, scanners or other devices and keep them from functioning.
* [[Helm Officer|'''Helm''']]:
** [[Feint|Feint]] (Engines, Advanced Flying Defensively) A maneuver meant to full enemy sensors and pilots.
** [[Grapple|Grapple]] (Engines) Different kinds of ways to 'grab' a ship and hold or even move its position.
* [[Weapons Officer|'''Weapons Officer''']]:
** [[Concentrated Fire]]: (Weapons) This is a bonus to Targeting Specific ship systems.
** [[Defensive Fire]]: (Weapons)  This allows the Weapon’s Officer to turn an active weapon system into a point defense system against Missiles and ships 4 sizes smaller or smaller.
* [[Chief Engineer|'''Chief Engineer''']]:
** [[Cloak|Cloak]]: (Electronics)  Cloaking implies some form of stealth technology designed to fool Sensor Scans.
** [[Grapple|Grapple]]: (Engines) Different kinds of ways to 'grab' a ship and hold or even move its position.
* [[Medical Officer|'''Medical Officer''']]:
** [[Resuscitation/Life Support]]: (Special Bay) Bring someone back from recent death. (Less than 10 minutes)
** [[Long/Short Automated Care]]: (Officer's Treat Injury Rank, Medical Facility) Similar too long-term car from Treat Injury Skill but done automatically.
|}


DEFENSE
The modules that are installed that provide the Advanced Functions take up either a Bay or a Hard Point and in some cases both.
A starship’s Defense represents how difficult it is to hit in combat. It’s the attack roll result that an enemy ship needs to achieve a hit. In general, starships are easy to hit, which is why they rely on armor to absorb damage (see Starship Armor, below).
A starship’s Defense is partly determined by the skill of the pilot or the quality of its automatic pilot system.
PILOTED SHIPS
A starship with a living pilot has a Defense equal to:
10 + starship’s size modifier + pilot’s class bonus to Defense + pilot’s Dexterity modifier
Starship’s Size Modifier: The bigger a starship is, the easier it is to hit in combat. The smaller it is, the harder it is to hit. Size modifiers are shown on Table: Starship Sizes.
Pilot’s Class Bonus to Defense: The pilot imparts her class bonus to Defense to the ship’s Defense. This bonus applies even if the starship is flat-footed or otherwise denied the pilot’s Dexterity bonus to its Defense.
All starship pilots are assumed to have the appropriate Starship Operation feat. Consequently, they apply their full class bonus to Defense (instead of one-half the modifier) to a starship’s Defense.
Pilot’s Dexterity Modifier: In any given round, a pilot may choose to transfer her full Dexterity bonus to the starship’s Defense. However, doing so forces the pilot to focus entirely on flying the ship, and consequently the pilot loses the Dexterity bonus to her own Defense for the round.
A pilot cannot apply her Dexterity bonus to a starship’s Defense if she or the starship is flat-footed.
AUTOPILOTED SHIPS
Every starship comes equipped with a basic autopilot system that enables it to dodge enemy fire without need for a pilot. A starship on autopilot has a Defense equal to:
10 + starship’s size modifier + autopilot system’s equipment bonus
Starship’s Size Modifier: Size modifiers are shown on Table: Starship Sizes.
Autopilot System’s Equipment Bonus: An autopilot system provides an equipment bonus to Defense depending on the ship’s size: Huge +1, Gargantuan +2, Colossal +3. A ship equipped with an improved autopilot system (see Starship Defense Systems) gains a higher bonus.


CREW
== Space Ship FTL Drive ==
The quality of the crew determines how well a starship performs in and out of combat. Unless otherwise noted, every starship has a trained crew of nonheroic characters. However, situations could arise where a starship must rely on an untrained crew. Conversely, expert crews and ace crews are also available—for the right price. Table: Crew Quality compares four different qualities of crew: untrained, trained, expert, and ace.
Skill Check Modifier: Apply this modifier to all skill checks made by crew.
Pilot’s Dexterity Modifier: A pilot’s Dexterity modifier applies to the starship’s initiative rolls and the starship’s Defense.
Pilot’s Class Bonus to Defense: A pilot’s class bonus to Defense applies to the starship’s Defense and to opposed grapple checks.
Gunner’s Attack Bonus: A gunner’s attack bonus applies to all ranged attacks made by the ship.
Modifier to Starship’s Base Purchase DC: The amount by which the crew increases the base purchase DC of the ship. (This modifier is already factored in to the base purchase DCs of the ships presented below.)


Table: Crew Quality
'''FTL''' is short for '''Faster Then Light'''. The FTL drive is one of the most important aspects of a ship. Without them conquering or exploring the galaxy would be impossible. However, this aspect of the ship doesn't help much in the terms of combat. The better an FTL drive the faster a ship can get to its destination. They can also make it harder for enemy ships to track or pull your ship out of FTL.  
Crew Quality
Skill Check Modifier1
Pilot’s Class Bonus to Defense
Pilot’s Dexterity Modifier
Gunner’s Modifier to Attack Bonus
Starship’s Base Purchase DC
Untrained
+0
+1
+0
–4
–4
Trained
+4
+3
+2
+2
0
Expert
+8
+5
+4
+4
+4
Ace
+12
+7
+6
+8/+3
+8
1 This includes Pilot checks.


CREW IMPROVEMENT
FTLs have a Range rating and a Speed rating. Ranged its based on the distance to the destination and is categorized in four ranges. Small, Medium, Large, Extreme (Because the galaxy is extremely big). Speed is incremented by a Warp factor. Warp 1 through Warp 10. For more information about Range, Warp Factors and the hazards of space travel please review the [[Transportation|Transportation]] rules.
To improve in quality, a starship’s crew of nonheroic characters must “put in the hours” and gain combat experience. Table: Crew Improvement shows the length of the crew’s tour of duty and the number of ship-to-ship battles the crew must survive to be considered of a particular quality. A crew cannot be elevated to a higher quality until it meets the minimum required time spent serving aboard the ship and the minimum amount of ship-to-ship combat experience.


Table: Crew Improvement
FTLs are rated by Tech Level. You cannot put an FTL of a higher tech level in a ship with a lower tech level Core. Each ship comes standard with a basic FTL for that Tech Level. This should always be the Jump drive.
Crew Quality
Length of Tour of Duty
Starship Battles Survived
Untrained
0–5 months
0
Trained
6–11 months
0–3
Expert
12–35 months
4–11
Ace
3 years or more
12+


DAMAGE
{| class="wikitable" style=" margin-left: 10px; width: 95%;"
When a starship hits with a weapon, it deals damage according to the type of weapon (see Table: Starship Weapons). Damage is deducted from the target’s current hit points. If a starship’s hit points are reduced to 0 or fewer, the ship is in bad shape (see Hit Points, below).
|+ Table: Faster Then Light Drives
MULTIPLYING DAMAGE
! colspan="15" | Tech Level 1
Sometimes a starship weapon multiplies damage by some factor, such as when it scores a critical hit. Just as in character combat, you can either roll the damage (with all modifiers) multiple times and total the results, or roll the damage once and multiply the result by the given multiplier.
|-
Bonus damage represented as extra dice, such as from the Engineer’s weapon upgrade class ability, is an exception. Do not multiply bonus damage dice when a starship scores a critical hit.
| <div class="toccolours mw-collapsible mw-collapsed">
CRITICAL HITS
'''Assisted Jump Drive'''
Critical hits by starships work just like critical hits by characters. When a starship makes an attack roll and gets a natural 20, the starship hits regardless of the target’s Defense, and it has scored a threat of a critical hit. To find out whether it is actually a critical hit, the starship immediately makes another attack roll with all the same modifiers as the attack roll that scored the threat. If the second roll also results in a hit against the target’s Defense, the starship’s attack is a critical hit.
<div class="mw-collapsible-content">
For a more colorful application of the critical hit system, see Optional Critical Hit Results, below.
:* Description: This system allows the ship to work with an external jump gate station to jump the ship to its destination. The Jump sends the ship at Warp 10 speeds up to Medium distances. However this can only work with the assistance of a jump gate.
:* Distance Rating: Medium
:* Warp Factor: 10+
:* Price: $50,000 / 0
:* Durability: 0
</div>
</div>
|-
| <div class="toccolours mw-collapsible mw-collapsed">
'''Warp Drive (The Hopper)'''
<div class="mw-collapsible-content">
:* Description: This system is the most common form of FTL travel. Most every space fairing civilization has made a variation of the warp drive. The Warp Drive creates a protective energy bubble and then shots a massive amount of positive energy in front of the ship and negative energy out the rear of the ship. These energy blasts stretch space-time by shrinking it in front of the ship and expanding it behind the ship. The ship has to first accelerate to roughly 5% the speed of light as the ship need to move slightly itself while space itself also moves the ship within its bubble. The lower tech level version of the Warp Drive, only capable of speeds of Warp 1 through 4, is called 'The Hopper'. This is because a steady stream of energy is impossible too achieve as the energy would have to be traveling faster then the speed of light to always be at the right position. In order to get around this issue the ship 'hops' from one burst of energy too the next.
:* Distance Rating: Medium
:* Warp Factor: 1-4
:* Price: $150,000 / 0
:* Durability: +2
</div>
</div>
|-
! colspan="15" | Tech Level 2
|-
| <div class="toccolours mw-collapsible mw-collapsed">
'''Assisted Advanced Jump Drive'''
<div class="mw-collapsible-content">
:* Description: This is Jump Drive system is similar too its Tech 1 counter part. But now can travel Long and Extreme distances. However it still can only do so with the assistance of a jump gate.  
:* Distance Rating: Large
:* Warp Factor: 10+
:* Price: $100,000 /0
:* Durability: 0
</div>
</div>
|-
| <div class="toccolours mw-collapsible mw-collapsed">
'''Warp Drive (The Skimmer)'''
<div class="mw-collapsible-content">
:* Description: This Warp Drive is the next technological evolution of Warp Drive technology. Similar to its Tech 1 counter part but now with advances in its sub-light propulsion systems and advanced energy distribution systems new speeds can be achieved. This Drive can now go up to Warp 7. This system is called the skimmer because it achieves these speeds by going at near 50% light speed using sub-light engines. This allows it to skim over the nearly shrunken space in front of it eventually leading to that space being considered behind the ship. This space sense it very recently shrunk can be expanded with less energy faster. Thus helping the ship go at faster speeds. Also the warp engine is capable of bursting at a faster frequency.  
:* Distance Rating: Large
:* Warp Factor: 1-7
:* Price: $300,000 / 0
:* Durability: +1
</div>
</div>
|-
| <div class="toccolours mw-collapsible mw-collapsed">
'''Slip Stream Drive'''
<div class="mw-collapsible-content">
:* Description: This uses a new concept of FTL. It makes a small tear in space that a ship can 'slip' into. The ship is protected by a similar 'bubble' of space that is made for a Warp Drive while the pressures felt within this sub-space pushes unevenly on the ship. The pressure is much greater where the tear is. Now the ship rapidly moves away from the tear. In Sub-Space objects are not limited by the Speed of Causality (The Maximum Speed of Light) meaning the ship zooms across a fast amount of space relative too its position in subspace. The ship then produces another tear and bursts its way out into normal space. Both the entering and existing of this tear causes a lot of excess radiation that can be seen for millions of AUs. The top speed of this is Warp 6. The act of making a Tear requires 30 seconds at which time a ship cannot cloak and it's easier to target. Opponents get a moderate +2 bonus. The same goes for after leaving a tear. Tracking where a ship went after entering a Tear is fairly easy. +4 to Scanning when traking a ship after it has entered a Tear.
:* Distance Rating: Large
:* Warp Factor: 1-7
:* Price: $450,000 / 1
:* Durability: +3
</div>
</div>
|-
! colspan="15" | Tech Level 3
|-
| <div class="toccolours mw-collapsible mw-collapsed">
'''Personal Jump Drive'''
<div class="mw-collapsible-content">
:* Description: Much like its lower level counter parts. Except now this system can make Warp 10 jumps on its own. As long as its a Small or Medium distance. It only preform a single jump before having to re-fuel.
:* Distance Rating: Medium (With assistance Large)
:* Warp Factor: 10+
:* Price: $1,000,000 / 0
:* Durability: 0
</div>
</div>
|-
| <div class="toccolours mw-collapsible mw-collapsed">
'''Warp Drive (The High Pulse Drive)'''
<div class="mw-collapsible-content">
:* Description: Capable of speeds up to Warp 8 this is too many the most advanced version of Warp Drive achievable. The High Pulse Drive gets its name because advances in near loss less energy teleportation allow for the constant stream of energy to be placed in the correct positions as the ship travels. Reducing the burst effect to a frequency in the billions. Adjusting Warp speed is extremely smooth and allows for the Drive to 'jump' into high Warp almost instantly and just as quickly 'jump' out.
:* Distance Rating: Large
:* Warp Factor: 1-8
:* Price: $3,500,000 / 1
:* Durability: +2
</div>
</div>
|-
| <div class="toccolours mw-collapsible mw-collapsed">
'''Phase Shift Drive'''
<div class="mw-collapsible-content">
:* Description: Shifting the ship out of phase with the rest of the Universe this ship can easily accelerate as if it didn't have mass. This would appear to only make a ship goes at the speed of light if it wasn't also for utilizing Slip Stream Drive technology. This allows the ship to enter and exit sub-space with ease and allows for a faster total speed of Warp 7. Just like a Slip Stream drive except it now only takes 6 seconds or two combat turns to make a tear and enter it. The same modifiers still apply and a ship can still not cloak for the 2 turns before entering and after exiting.  
:* Distance Rating: Large
:* Warp Factor: 1-7
:* Price: $5,000,000 / 2
:* Durability: +6
</div>
</div>
|-
! colspan="15" | Tech Level 4
|-
| <div class="toccolours mw-collapsible mw-collapsed">
'''Personal Advanced Jump Drive'''
<div class="mw-collapsible-content">
:* Description: Much like the Jump drives before it except this can be used to itself at Warp 10 to distances up to Large.
:* Distance Rating: Large (With assistance Extreme)
:* Warp Factor: 10+
:* Price: $10,000,000 / 1
:* Durability: 0
</div>
</div>
|-
| <div class="toccolours mw-collapsible mw-collapsed">
'''Expert Warp Drive'''
<div class="mw-collapsible-content">
:* Description: The most advanced and complicated Warp device ever designed. The fastest way to travel except through a Worm Hole or Advanced Jump Drive this personal Warp Drive can send a ship up to speeds of Warp 9.
:* Distance Rating: Extreme
:* Warp Factor: 1-9
:* Price: $15,000,000 / 2
:* Durability: +3
</div>
</div>
|-
| <div class="toccolours mw-collapsible mw-collapsed">
'''Advanced Slip Stream Drive'''
<div class="mw-collapsible-content">
:* Description: This system uses the Jump Drive mechanics combined with Phase Shift technology and Slip Stream Tear technology to make the most stealthy form of Space Travel. Tears in space are made within the ship itself much like a Personal Jump Drive works. The Phase Shift system allows a ship to be one second at a stand still and the next accelerating to near the speed of light only to Jump itself into a tear which is projected within the front part of the ship. Sensors will find it extremely difficult to detect the Jump Into subspace sense the ship is mostly out of phase when its done. The tear is almost completely concealed by the ship. The tear when existing still gives away the ships destination however the ship itself comes back into normal space out of phase and thus stealth by default. A ship can now enter a Tear in just 1 turn. Although the cloak has to be deactivated. It can be reactivated only 1 turn after exiting the tear.
:* Distance Rating: Extreme
:* Warp Factor: 1-8
:* Price: $25,000,000 / 3
:* Durability: +8
</div>
</div>
|-
|}


OPTIONAL CRITICAL HIT RESULTS
A ship can have more then 1 FTL. However a secondary FTL always takes up 1 Bay and 1 Hard Point and cannot be installed using a Customization Point.
A critical hit with a starship weapon normally multiplies the weapon’s damage. The GM may opt to use a randomized critical hit resolution system instead: Whenever a critical hit is scored, the attacker rolls percentile dice and consults Table: Optional Critical Hit Results to determine the effects of the critical hit on the target.


Table: Optional Critical Hit Results
== Ship Quirks ==
d% Roll
Effect(s)
01–35
Normal critical hit
36–50
Normal critical hit, crew casualties
51–55
Severe critical hit, artificial gravity disabled
56–60
Severe critical hit, crew casualties
61–65
Damaged system: comm system
66–70
Damaged system: defense system
71–75
Damaged system: engines
76–80
Damaged system: sensors
81–85
Damaged system: targeting system
86–90
Damaged system: weapon
91–95
Destroyed defensive system
96–100
Destroyed weapon
Normal Critical Hit: Roll critical hit damage normally.
Crew Casualties: A number of crewmembers and passengers are killed (this effect applies only if the ship isn’t destroyed). Roll 1d10 to determine the number of crew fatalities and, if the ship carries passengers, 1d10 to determine the number of passenger casualties. Only supporting GM characters are affected.
A starship with less than one-half of its normal crew complement takes a –2 penalty on all attack rolls and checks.
A starship with less than one-quarter of its normal crew complement takes a –4 penalty on all attack rolls and checks.
A starship with no crew flies on autopilot and cannot attack. If a crewless ship doesn’t have a functional autopilot system, it is immobile. If this result is rolled again and the ship has no living crew or passengers, ignore this result and reroll.
Severe Critical Hit: Roll critical hit damage using a ×10 multiplier instead of the weapon’s normal multiplier. In addition, the ship and its crew are shaken for 1 round.
Artificial Gravity Disabled: The starship’s artificial gravity is disabled for 1d10 rounds. During this time, an untrained crew takes a –4 penalty on all attack rolls and skill checks while coping with the zero-gravity conditions. Trained, expert, or ace crews take no penalties, as they are assumed to have the Zero-G Training feat. Ignore this result if it comes up again while the artificial gravity system is disabled.
Damaged System: A damaged system remains inoperable until it is repaired, which requires 10 hours of work and a successful Repair check (DC 30). A starship’s engineer (or engineering team) can perform jury-rig repairs on the system as a full-round action with a successful Repair check (DC 25), but the repairs last only until the end of the battle (or until the system is disabled again). During that round of jury-rigged repairs, the starship can continue to take actions.
Comm System: One communications system of the attacker’s choice is disabled. If this result is rolled again and the ship has no undamaged comm systems, ignore this result and reroll.
Defense System: One defense system of the attacker’s choice is disabled. If this result is rolled again and the ship has no undamaged defense systems, ignore this result and reroll.
Engines: The starship’s tactical speed decreases by 1,000 feet until the engines are repaired. If this result is rolled again, the effect is cumulative. If the ship’s tactical speed has already been reduced to 0 feet due to engine damage, ignore this result and reroll.
Sensors: The starship is blinded until repaired. All the ship’s targets gain the equivalent of total concealment (50% miss chance). If this result is rolled again, ignore the result and reroll.
Targeting System: The starship’s targeting system ceases to function. The starship loses the targeting system’s equipment bonus on attack rolls until the system is repaired. Reroll if this result comes up again.
Weapon: One of the starship’s beam weapons, projectile weapons, or missile launchers (attacker’s choice) ceases to function. The weapon remains inoperable until it is repaired. If this result is rolled again and the ship has no functional weapons, ignore this result and reroll.
Destroyed Defensive System: One of the starship’s defensive systems (determined by the attacker) is destroyed. It cannot be repaired and must be replaced. If this result is rolled again and the ship has no defensive systems, ignore this result and reroll.
Destroyed Weapon: One of the starship’s weapons (determined by the attacker) is destroyed. It cannot be repaired and must be replaced. If this result is rolled again and the ship has no weapons, ignore this result and reroll.
If the destroyed weapon was fire-linked, the other weapons to which it was linked continue to function normally. If the destroyed weapon was part of a weapon battery, the remaining weapons in the battery continue to function normally.


STARSHIP ARMOR
Ship's can have Quirks about them. Similar in nature to a Character [[Difficulties|difficultly/trait]] ships can have Quirks/defects that can add more personality and uniqueness to ones ship. Any adventurer is going to get some scars and bumps along the way and his ship is no different. Over time a ship may start to gain a personality in the eyes of the crew.  
Starship armor is designed to absorb damage rather than make a starship harder to hit. Consequently, a starship’s armor plating provides hardness instead of an equipment bonus to Defense.
Subtract a starship’s hardness from the damage each time it takes a hit. If a ship’s hardness is greater than the amount of damage dealt by the attack, the starship takes no damage.
See Starship Armor for the various types of armor available at different Progress Levels, as well as the hardness of each type.
DAMAGE CONTROL
A starship equipped with a damage control system can perform damage control as a move action. With a successful Repair check (DC 15), the ship regains a number of hit points depending on its type, as shown on Table: Damage Control Systems. A ship with an improved or advanced damage control system regains even more hit points (see Starship Defense Systems).
Damage control cannot be performed if the ship has been reduced to negative hit points.


HIT POINTS
Here are some 'Quirks' or 'defects' that ships can gain over time. They can be 'earned' or given by the GM. Players with the right skills and equipment can over time remove most defects and quirks if they want. Although some can be made permanent if GM wishes it.
A starship’s hit points represent how much punishment it can take before being disabled or destroyed. A starship’s hit points are based on its type and subtype.
A ship’s hit points decrease when it takes damage. Damage doesn’t have any impact on a ship’s combat ability until its current hit points reach 0 or lower.
At 0 hit points, a ship is disabled.
At negative hit points, a ship begins breaking apart.
When its hit points drop to a certain negative hit point total, the ship is destroyed. The point at which a ship is destroyed varies depending on its type, as shown in Table: Destruction Threshold.


Table: Destruction Threshold
{| class="wikitable" style=" margin-left: 10px; width: 95%;"
Ship Type
|+ Table: Quirks
Destroyed At
|-
Ultralight
| <div class="toccolours mw-collapsible mw-collapsed">
–20 hp
'''Out Dated''':
Light
<div class="mw-collapsible-content">
–40 hp
* Description: This ship is old and antiquated. Most people will find that its only worthy of a scrap yard. Or perhaps a museum. The ship is more likely to gain other quirks. A ship with this quirk gets to pick another quirk and ignore its negative. This quirk is permanent.
Mediumweight
* Negative: It costs 25% less to buy and you get 50% less if you attempt to sell it.
–60 hp
* Positive: Choose another quirk and ignore its negative effect.
Heavy
</div>
–80 hp
</div>
Superheavy
|-
–100 hp
| <div class="toccolours mw-collapsible mw-collapsed">


DISABLED (0 HIT POINTS)
''' Cranky ''':
When a starship’s current hit points drop to exactly 0, it’s disabled. The ship can only take a single move or attack action each turn (not both); it cannot jump to cruising speed or take any other full-round actions. If it attacks, attempts to escape at cruising speed, or performs any other action that would strain its systems, it takes 1 point of damage after the completing the act. Unless the activity increases the starship’s current hit points, it drops to –1 hit point and begins breaking apart (see Breaking Apart, below).
<div class="mw-collapsible-content">
A disabled starship is considered helpless. It has a Defense of 5 + its size modifier.
* Description: This ships engines and internal components require some encouraging from time to time. A good bang here or smack there to get it to start functioning correctly.  
Repairs that raise a starship above 0 hit points make it fully functional again, just as if it had never been reduced to 0 or lower.
* Negative: If the ship receives 2 Battle Damage in one round roll for the second Damage and add the affect. The base DC is still 7 as the normal Critical rules apply just add a second affect.
BREAKING APART (NEGATIVE HIT POINTS)
* Positive: None
When a starship’s current hit points drop below 0, the starship begins to break apart. At this point, the ship is immobile, helpless, and beyond repair. Any attempt to repair it automatically fails. As a ship breaks apart, its crew can evacuate (see Starship Evacuation, below).
</div>
A ship that is breaking apart can take no actions and loses 1 hit point every round. This continues until the ship is destroyed.
</div>
DESTROYED
|-
When a starship’s current hit points reaches its destruction threshold (as shown above), it explodes. Any crewmembers still aboard the ship at this time take 20d6 points of damage (no save) and are jettisoned into the void of space.
| <div class="toccolours mw-collapsible mw-collapsed">


STARSHIP EVACUATION
''' Falling Apart ''':
Most ultralight starships are equipped with evacuation pods or fully enclosed, detachable cockpits that jettison the crew to safety in the event of a shipwide catastrophe. In fact, unless noted otherwise, every starship has sufficient evacuation pods or launches to accommodate its normal crew complement and passenger manifest.
<div class="mw-collapsible-content">
A ship’s crew and passengers can evacuate any time before the ship is destroyed (see above). Table: Evacuation Times shows the time required for crews to evacuate, based on the ship’s type. While the crew is evacuating, the starship either flies on autopilot (if it has 1 hp or more remaining) or is stopped dead in space (if it has been disabled or is breaking apart).
* Description:  Weather by age or by miss care this ship is falling apart. Sure it runs but for how long? It also looks like it pile of junk. Characters will be constantly on the look out for the next broken component.
Use the statistics for a launch (see below) to represent a typical evacuation pod.
* Negative: 25% reduction of resale value. Every day of travel the ship has a small chance of having something break. There is a 20% chance something will go wrong. A percentile dice roll is used to confirm what it was.
**1-10%: Superficial problem. The ship is just a little more bumpy/noisy then normal.
**11-20%: A minor problem with the Engines. -1 to the engines until they are repaired.
**21-30%: A minor problem with the Weapons. -1 to Weapons until repaired.
**31-40%: A minor problem with the Structure. Some noticeable cracks form. Temporary -1 Hit die until repaired
**41-50%: A minor problem with the Shields. -1 to Ship Shields.
**51-60%: A minor problem with the Electronics. -1 to Electronics. On top of it the lights flicker and sometimes waste management doesn't work! Eks!
**61-70%: A minor problem with Sensors. -1 to Sensors. Or sensor blimps show up often with things that are actually not there. GM choice.
**71-80%: A random minor problem with one of the bays of the ship. (Get a die equal too the number of bays and roll for which bay, or GM Choice). The Bay is disabled until repaired.
**91-100%: Re-roll except its a major problem instead of minor. (If 90-100 simply re-roll until you land on a % that is not.)


Table: Evacuation Times
If the problem is a minor one it requires no materials and 1 day of work with no FTL to repair. If the problem is a major one it will require materials to repair if there is no Engineering Bay the ship will require a facility for assistance to get the repair done. It still only takes 1 day of not FTL.
Ship Type
* Positive: Because of the experience the crew must gain through repairing the darn ship all the time the crew gain the Advanced Jerry Rigging Feat when making repairs to only this ship.
Untrained Crew Evacuation Time
</div>
Trained Crew Evacuation Time1
</div>
Ultralight
|-
1d3 rounds
| <div class="toccolours mw-collapsible mw-collapsed">
Move action
''' Infested ''':
Light
<div class="mw-collapsible-content">
1d6 rounds
* Description: You do not know how or when and frankly you don't care. You just want these dam pests gone! They are smelly, annoying, and fur gets everywhere. And that's if you are lucky enough not to get the slimy kind of space pests. No matter the type of pests you have they all have one thing in common. They know how to stay alive and most notably THRIVE on board a space ship. They do this by living off the ship systems. Some people swear they live solely off the frustrations and agony of the crew.
Full-round action
* Negative: You will have a hard time taking on passengers on your ship. All crew and passengers have to roll Constitution saves once a day with a DC12. If they fail they become [[Conditions#Nauseated|Nauseated]] and if they are already Nauseated then they become [[Conditions#-_Sickened|Sickened]]. The condition has no specifications except that it lasts 1d4 days and can be cured by 1 day of full rest off the ship or if onboard the ship one day of rest an a successful [[Treat_Injury#Treat_Disease_.28DC_15.29|Treat Disease]] check. Engineers have a -1 to repair checks on the ship.
Mediumweight
* Positive: The likely hood of a stowaway on your ship is nearly nill. And if one does deiced to come on board they have a -10 to stealth. Pests don't like sharing! Advantage to Communications(Sensors/Comms Officer Function) when dealing with pirates/smugglers. Not only do must sympathies with your problem they also don't want to even think about docking with your ship. Making stealing your stuff all that much harder.
2d6 rounds
1d4 rounds
Heavy
3d6 rounds
2d4 rounds
Superheavy
4d6 rounds
3d4 rounds
1 Includes expert and ace crews.


STARSHIP CONDITION SUMMARY
</div>
A number of adverse conditions can affect the way a starship or its crew operates, as defined here. If more than one condition affects a starship, apply both if possible. If not possible, apply only the most severe condition.
</div>
Blinded: The starship’s sensors are inoperable. All targets have the equivalent of total concealment (50% miss chance).
|-
Breaking Apart: The starship is at negative hit points. It can take no actions, cannot be repaired, and loses 1 hit point each round until it is destroyed.
| <div class="toccolours mw-collapsible mw-collapsed">
Dazed: The starship, its crew, and its passengers can take no actions, but they take no penalty to Defense. A dazed condition usually lasts 1 round.
''' Bad Past ''':
Destroyed: The ship is destroyed and cannot be repaired. Crewmembers aboard the destroyed ship take 20d6 points of damage and are ejected into space.
<div class="mw-collapsible-content">
Entangled: An entangled starship takes a –2 penalty on attack rolls in addition to a –2 penalty to Defense. If the ship is physically anchored to a larger object (such as an asteroid), the entangled ship can’t move. Otherwise, it can move at half tactical speed, but can’t surge forward.
* Description: Whoever owned this ship deserves to be shot right next to the person who sold ship too you. For some reason this ship seams to bring out all the ugly when trekking around space. It seams like whoever owned this before you is wanted in all the systems and not in a good way. If its not pirates then its [[Advance_Classes#Tracer|Tracers]] or local police or the military. Or some princess who just wants to know when she will see your ship docking in her port again. Take advantage of the situation or try to correct is up too you. Almost assuredly this ships past is gonna get in your way and likely when you least expect it.
Flat-Footed: A starship that has not yet acted during a combat is flat-footed. A flat-footed starship cannot apply its pilot’s Dexterity bonus to its Defense.
* Negative: Disadvantage to communications(Sensors/Comms Officer Function) in GM specific situations. The ship is communally known along with its systems. People may attack you without provocation.
Grappled: When grappled, a starship can’t move. It can attack, attempt to break free from its opponent, or perform other actions. It can’t apply the pilot’s Dexterity bonus to its Defense.
* Positive: Its likely that this ship can open as many doors as it closes. Its a 50/50% chance the person that knows your ship wants to kill you or pretend to be your friend and then maybe kill you later.
Helpless: A starship that is reduced to negative hit points is helpless. A helpless starship has an effective Defense of 5 + its size modifier.
</div>
Immobilized: An immobilized starship is held immobile (but is not helpless), usually in a grapple. It takes a –4 penalty to its Defense and can’t apply the pilot’s Dexterity bonus to its Defense.
</div>
Shaken: All passengers and crewmembers (pilots and gunners included) take a –2 penalty on attack rolls, saving throws, and skill checks.  
|-
Stunned: All passengers and crewmembers lose their Dexterity bonus, drop what they are holding, and can take no attack or move actions. In addition, they take a –2 penalty to Defense. The starship’s autopilot system kicks in until the pilot regains her senses.
| <div class="toccolours mw-collapsible mw-collapsed">
''' Artificial Intelligence ''':
<div class="mw-collapsible-content">
* Description: Wait what? I thought that was illegal for space ships to have fully aware AI computer linked too all ship systems. (Especially Weapons) Well that may be one reason why the ship didn't tell you right away it was smarter then you. But now you know. Hopefully it is nice and wont kill you. (Open the bay doors damit!) Nightmares aside you are in a deep pile of crock! If authorities find out they may as well put you in jail. Helping AI is breaking serious rules. One the other note this ship is pretty awesome! I mean wow! You sure hope it doesn't turn on you! *gulp*.
* Negative: Illegal! You cannot sell this through official markets. If you are caught most civilizations completely outlaw AI with such freedom and power with extremely harsh penalties. (This Negative cannot be ignored using the 'Out Dated' quirk)
* Positives: +1 to Sensors, Engines, Electronics. The ship can drive itself and pretend to be someone onboard. Oh the possibilities!
* Misc: The ship has to have a personality. Below are some options. You can roll for these or the GM can choose one. Or a blend
** Optimist
** Bully
** Physio
** Shy/Unsure
** Over achiever
** Whimsical
</div>
</div>
|-
| <div class="toccolours mw-collapsible mw-collapsed">
''' Noisy ''':
<div class="mw-collapsible-content">
* Description: Something somewhere is loose. Maybe as simple as a loose screw or as complicated as a electromagnetic field is off alignment. Either case this ship doesn't stop humming, whizzing, and ever now and then for excitement it jitters. You consistently think that's the last jitter it will make before the whole thing falls apart like a house of cards. But the she still is flying straight. So whatever it is it must not be important. Annoying as hell but not important.
* Negative: -2 for Boost Function Rolls.
* Positives: None
</div>
</div>
|-
| <div class="toccolours mw-collapsible mw-collapsed">
''' Battle Scars ''':
<div class="mw-collapsible-content">
* Description: Like a painting the hull of your ship speaks a thousand words. It seams like each panel is telling some story of great adventures and glorious conquest. Or at the very least oh my gosh look how close we got to being vaporized! The first option defiantly sounds better in a bar!
* Negative: -1 to Detection DC and +1 to Repair DC for Battle Damage.
* Positive: Advantage to Communications when using the [[Intimidate|Intimidate]] skill. And possible at the Spacebar while drinking up with locals.
</div>
</div>
|-
| <div class="toccolours mw-collapsible mw-collapsed">
''' Lucky ''':
<div class="mw-collapsible-content">
* Description: You don't quite know how and thinking about it is likely a waste of time. But you guys always seam to get through some of the craziest scraps! Maybe this ship is just good luck!
* Negative: None
* Positive: One per day a player can re-roll a check that uses one of the ships Attribute modifiers.
</div>
</div>
|-
| <div class="toccolours mw-collapsible mw-collapsed">
''' Cursed ''':
<div class="mw-collapsible-content">
* Description: You don't know why... and damit you wish you did but ever sense you been on this ship things just suck!
* Negative: Once per day negate the first Crit that is rolled when rolling for something that uses the ships Attribute modifiers.
* Positive: None
</div>
</div>
|-
|}


SPEED
== Space Ship Accessories Slots ==
Starships have two basic speeds: tactical speed and cruising speed.
TACTICAL SPEED
Tactical speed only comes into play when two or more starships engage in battle or otherwise interact with each other. A ship’s tactical speed is measured in 500-foot squares and tells how far a starship can move in a move action. A starship’s tactical speed depends on the type of ship and the type of engines (see Starship Engines). Certain types of armor can reduce a starship’s tactical speed (see Starship Armor).
A starship normally moves as a move action, leaving an attack action to attack. It can, however, use its attack action as a second move action (see Starship Actions, below). This could let the ship move again, for a total movement of up to double its normal tactical speed. Another option is to surge forward (a full-round action). This lets the ship move up to four times its normal speed, but it can only surge forward in a straight line, and doing so affects its Defense (see Surge Forward).
CRUISING SPEED
Cruising speed determines how quickly a ship moves across vast distances, such as between planets or star systems. A ship’s cruising speed depends on the type of ship and its engines (see Starship Engines).
A ship can enter or leave a battle at cruising speed, but once it enters battle, it automatically drops to tactical speed. Cruising speed does not come into play during starship battles or in any other situation where two or more starships interact.


INITIATIVE
Space Ship Accessories are all the extra components that go into the ship after the 6 Core System Attributes and the default Hull/Configuration components have been installed. These are all the item's that require Customization Points and/or Hard Points, Bays. These are Weapons, Bays, Ship Function Modules and other Upgrades. All of these items can be found on the [[Ship_Equipment|Ship Equipment]] page.
Every round, each starship gets to do something. The starships’ initiative checks, from highest to lowest, determine the order in which they act.


INITIATIVE CHECKS
Thea mount of Customization Points are determined by Ship Tech Level and Hull Size and the amount of Hard Points and Bays are determined by the Hull Size. However Hull Configuration may also effect these stats.
At the start of a battle, each starship makes a single initiative check. An initiative check is a Dexterity check that uses the starship pilot’s Dexterity modifier. (A ship without a pilot has an initiative check modifier of +0.) A pilot with the Improved Initiative feat gets a +4 bonus on the check.
The GM determines what order starships are acting in, counting down from highest initiative result to lowest, and each starship acts in turn. On all following rounds, the starships act in the same order (unless a starship takes an action that changes its initiative; see Special Initiative Actions). If two or more starships have the same initiative check result, the starships that are tied go in order of total initiative modifier (including Dexterity modifier and Improved Initiative feat bonus, if applicable). If there is still a tie, roll a die.
Flat-Footed Starships: At the start of a battle, before a starship has had a chance to act (specifically, before its first turn in the initiative order), it is flat-footed. It can’t apply the pilot’s Dexterity bonus to Defense while flat-footed.


JOINING A BATTLE
{| class="wikitable" style="float:right; margin-left: 10px;"
If starships enter a battle after it has begun, they roll initiative at that time and act whenever their turn comes up in the existing order.
|+ Space Craft Hard Points and Bays
 
! rowspan="2" | Size
SURPRISE
! rowspan="2" | Weapon Size
At the start of combat, a starship is surprised if it was not aware of its enemies and they were aware of it. Likewise, a starship can surprise its enemies if it knows about them before they’re aware of it.
! rowspan="2" | Customization<br />Point Bonus
DETERMINING AWARENESS
! colspan="2" | Military Ship
The GM determines which starships are aware of which others at the start of any battle. The GM may call for Computer Use checks to operate shipboard sensors (see the expanded Computer Use skill description), Spot checks, or other checks to determine whether one ship detects another.
! colspan="2" | Civilian Ship
A starship makes only one roll or check against surprise, regardless of its crew complement.
|-
THE SURPRISE ROUND
! Hard<br />Points
If some but not all of the starships are aware of their enemies, a surprise round happens before regular rounds begin. Starships that are aware of their enemies can act in the surprise round, so they roll for initiative. In initiative order (highest to lowest), starships that started the battle aware of their opponents each take either an attack action or move action during the surprise round (see Action Types, below). If no starship or all starships are surprised, a surprise round does not occur.
! Number<br />of Bays
UNAWARE STARSHIPS
! Hard<br />Points
Starships that are unaware at the start of battle do not get to act in the surprise round. Unaware combatants are flat-footed because they have not acted yet. A flat-footed starship loses its pilot’s Dexterity bonus to Defense.
! Number<br />of Bays
 
|-
STARSHIP ACTIONS
|Colossal|| Huge || +3 || 10 || 8 || 8 || 10
The fundamental actions of moving and attacking cover most of what a starship wants to do in a battle. They’re described here. Other, more specialized options are touched on in Table: Starship Actions, and covered later in Special Initiative Actions.
|-
A starship gets two move actions and one attack action each round. It can take two move actions followed by an attack action, an attack action followed by two move actions, or an attack action sandwiched between two move actions. A ship may choose to not take an attack action on its turn, but it gets only two move actions regardless. It can also forgo all of the above combinations and take a single full-round action. All of these options are discussed below, under Action Types.
|Gargantuan|| Large || +2 || 9 || 7 || 7 || 9
A starship’s choices of actions can be summarized as follows.
|-
Attack action → move action → move action, or
|Huge|| Large || +2 || 8 || 5 || 6 || 8
Move action → attack action → move action, or
|-
Move action → move action → attack action, or
|Large|| Medium || +2 || 7 || 4 || 5 || 7
Full-round action
|-
 
|Medium|| Medium || +1 || 6 || 3 || 4 || 6
THE COMBAT ROUND
|-
As with character-scale combat, each round of starship combat represents about 6 seconds in the game world.
|Small|| Small || +1 || 6 || 2 || 4 || 5
Each round’s activity begins with the starship with the highest initiative result and then proceeds, in order, from there.
|-
Each round of a combat uses the same initiative order. When a starship’s turn comes up in the initiative sequence, that ship performs its entire round’s worth of actions. (For exceptions, see Attacks of Opportunity and Special Initiative Actions.)
|Tiny|| Small || +1 || 5 || 1 || 3 || 4
 
|-
ACTION TYPES
|Diminutive || Small || +0 || 3 || 0 || 2 || 2
As in character combat, starships may make attack actions, full-round actions, move actions, and free actions. In a normal round, a starship can perform an attack action and two move actions (in any order), two move actions, or a single full-round action. It can also perform as many free actions as the GM allows.
|-
In some situations (such as in the surprise round), a starship may be limited to taking only a single attack or move action.
|Fine || Small || +0 || 2 || 0 || 1 || 1
ATTACK ACTION
|-
An attack action allows a starship to make an attack or perform other similar actions.
|}
MOVE ACTION
A move action allows a starship to move its tactical speed or perform some other action that takes a similar amount of time.
If a starship moves no actual distance in a round, it can take one 500-foot shift before, during, or after the action. The ship cannot take a 500-foot shift if it used one or both of its move actions to move.
FULL-ROUND ACTION
A full-round action consumes all of a starship’s time during a round. The only movement it can take during a full-round action is a 500-foot shift before, during, or after the action. Some full-round actions do not allow you to take a 500-foot shift. A starship can also perform free actions (see below).
FREE ACTION
Free actions consume a very small amount of time and effort, and over the span of the round, their impact is so minor that they are considered free. However, the GM puts reasonable limits on what a ship can really do for free.
 
Table: Starship Actions
Attack Actions
Attack of Opportunity?2
Aid another
No
Attack (ranged)
No
Attack an object
No
Escape a grappling ship
No
Feint (see Bluff skill)
No
Grapple another ship1
Yes
Total defense
No
Move Actions
Attack of Opportunity?2
Damage control
No
Move at tactical speed
No
Operate sensors
No
Ram3
Yes
Sending/jamming a transmission
No
Start/complete a full-round action
Varies
Full-Round Actions
Attack of Opportunity?2
Jump to cruising speed
Yes
Surge forward
Yes
Withdraw
No
Free Actions
Attack of Opportunity?2
Communicate via comm system
No
Turn
No
Special Initiative
Actions Attack of Opportunity?2
Delay
No
Ready
No
No Action
Attack of Opportunity?2
500-foot shift
No
Avoid hazard
No
1 Technically, a grapple constitutes a single melee attack, not an action. A grapple can be made once in an attack action or as an attack of opportunity.
2 Only starships armed with point-defense systems can make attacks of opportunity.
3 Ramming is considered part of a move action.
 
ATTACK ACTIONS
Most common attack actions are described below.
ATTACK (RANGED)
As a single attack action, a starship can fire one or more of its ranged weapons at any target or targets within range and within line of sight. A target is in line of sight if there are no solid obstructions between the attacking starship and the target. The maximum range for a beam weapon is 10 range increments. Weapons that fire projectiles have an unlimited range in space.
If firing several weapons, a starship does not need to specify the targets of all of its attacks ahead of time. It can see how the earlier attacks turn out before assigning the later ones.
If a starship fires a ranged weapon at a target that occupies a square adjacent to an ally, it takes a –4 penalty on its attack roll because the gunner must aim carefully to avoid hitting the ally.
Attacks of Opportunity: A starship can fire its ranged weapons without provoking attacks of opportunity from enemy ships.
ATTACK AN OBJECT
Attacking objects follows the same rules for starships as for characters. Table: Space Objects lists the Defense, hardness, and hit points of objects commonly encountered in space and on the cosmic battlefield. Colossal objects occupy four 500-foot squares (a 1,000-footby- 1,000-foot fighting space). All other objects occupy a single 500-foot square.
 
Table: Space Objects
Object
Defense
Hardness
Hit Points
Asteroid, Colossal
–3
8
36,000
Asteroid, Gargantuan
1
8
9,000
Asteroid, Huge
3
8
4,500
Asteroid, Large
4
8
1,125
Debris cloud, Colossal
–3
0
1,600
Debris cloud, Gargantuan
1
0
400
Iceball, Colossal
–3
0
7,200
Iceball, Gargantuan
1
0
1,800
Iceball, Huge
3
0
900
Iceball, Large
4
0
225
Mine (Medium-size)
5
10
50
Space hulk, Colossal
–3
10
3,600
Space hulk, Gargantuan
1
10
900
Space hulk, Huge
3
10
450
 
GRAPPLE ANOTHER SHIP
For rules on using grapplers and tractor beams to hold and immobilize starships, see Grappling Systems.
ESCAPE A GRAPPLING SHIP
Grappler arms and tractor beams allow starships to hold and immobilize one other. See Grappling Systems for rules on escaping grapplers and tractor beams.
AID ANOTHER
A starship can help an ally attack or defend by distracting or interfering with an enemy in weapon range. The aiding starship makes an attack roll against Defense 10. If the attack roll succeeds, the starship doesn’t actually damage the enemy ship—but its ally gains either a +2 circumstance bonus on attack rolls against that opponent or a +2 circumstance bonus to Defense against that opponent (your choice) on its next turn.
FEINT
See the expanded Bluff skill description for details.
TOTAL DEFENSE
Instead of attacking, a ship can use its attack action to defend itself by performing complex evasive maneuvers. This is called a total defense action. A ship that uses the total defense action doesn’t get to attack, but it gains a +4 dodge bonus to its Defense for 1 round. The ship’s Defense improves at the start of this action, so it helps against any attacks of opportunity the ship is subject to during its move action.
Fighting Defensively: Instead of diverting all of its attention to defending itself, a starship can choose to fight defensively while taking a regular attack action. If it does so, it takes a –4 penalty on its attacks in a round to gain a +2 dodge bonus to Defense during the same round.
 
MOVE ACTIONS
Unless otherwise noted, move actions don’t require a Pilot check to perform.
MOVE AT TACTICAL SPEED
A starship can move its tactical speed as a move action. If it takes this kind of move action during its turn, it cannot also take a 500- foot shift.
Attacks of Opportunity: Moving through a threatened square provokes an attack of opportunity if the enemy ship has a point defense system (see Starship Defense Systems).
DAMAGE CONTROL
A starship equipped with a damage control system can perform damage control as a move action (see Starship Defense Systems).
Damage control cannot be performed if the ship has been reduced to negative hit points.
OPERATE SENSORS
See the expanded Computer Use skill description and Starship Sensors for details.
RAM
Ramming is considered part of a move action. A pilot can use her starship to ram an object, including another starship. First, the pilot must enter the target’s square or fighting space and declare her attempt to ram the target. If the target has point-defense systems, it can make an attack of opportunity against the ramming starship. Second, the pilot must make a Pilot check (DC = 5 + the target’s Defense). If the Pilot check fails, the ship misses the target and may finish its move. If the check succeeds, the starship collides with the intended target, dealing damage both to itself and the target (reduced by hardness, if applicable).
A pilot cannot ram the same ship or object more than once during a given round. However, a pilot that fails to ram a target may attempt to ram a different target if her starship has sufficient movement left to reach the new target.
Table: Collision Damage shows the amount of damage dealt to both colliding forces, based on the size of the smaller of the two colliding objects.
 
Table: Collision Damage
Size of Smaller Ship or Object
Collision Damage1
Colossal
12d6×10
Gargantuan
6d6×10
Huge
3d6×10
Large
1d6×10
Medium-size or smaller
1 Damage is applied to the ramming starship and its target.
 
SENDING/JAMMING A TRANSMISSION
See the expanded Computer Use skill description for details.
START/COMPLETE FULL-ROUND ACTION
The “start/complete full-round action” move action lets a starship begin undertaking a full-round action (such as those listed on Table: Starship Actions) at the end of its turn, or complete a full-round action by using a move action at the beginning of its turn in the round following the round when it started the full-round action. If a starship starts a full-round action at the end of its turn, the next action it takes must be to complete the full-round action—it can’t take another type of action before finishing what it started.
 
FULL-ROUND ACTIONS
A full-round action requires an entire round to complete. If it doesn’t involve moving any distance, a starship can combine it with a 500-foot shift.
JUMP TO CRUISING SPEED
As a full-round action, a starship can leave the battlefield by jumping to cruising speed. Doing so effectively takes the ship out of the fight, although enemy ships can pursue the fleeing ship if they wish.
A starship cannot jump to cruising speed if it has 0 or fewer hit points.
Attacks of Opportunity: A starship that jumps to cruising speed provokes attacks of opportunity from threatening enemy ships armed with point-defense systems (see Starship Defense Systems).
SURGE FORWARD
A starship can use its afterburners to surge forward as a full-round action. When a starship surges forward, it can move up to four times its tactical speed in a straight line. (It does not get a 500-foot shift.) It loses its pilot’s Dexterity bonus to Defense and any dodge bonuses to Defense since it can’t avoid attacks.
A starship can surge forward for as many rounds as the pilot likes.
Attacks of Opportunity: A starship that surges forward provokes attacks of opportunity from threatening enemy ships armed with point-defense systems (see Starship Defense Systems).
WITHDRAW
Withdrawing from combat is a full-round action. When a starship withdraws, it can move up to twice its tactical speed. (It doesn’t also get a 500-foot shift.) The square it starts from is not considered threatened for purposes of withdrawing, and therefore enemies with point-defense systems do not get attacks of opportunity against it when it moves from that square.
If, during the process of withdrawing, the starship moves through another threatened square (other than the one it started in) without stopping, enemies get attacks of opportunity as normal.
 
FREE ACTIONS
A starship can perform multiple free actions during its turn, subject to the GM’s approval. In general, if one or more free actions take longer than 6 seconds to complete, they are not free actions. Free actions include communicating via a comm system and turning.
COMMUNICATE VIA COMM SYSTEM
Starships (and their crews) can communicate and coordinate with each other as a free action. A GM may rule that a particularly long or complex message cannot be communicated as a free action.
TURN
Starships—even immensely large ones—are highly maneuverable in space. As a free action, a ship can adjust its orientation on the battle grid by pivoting or turning. The direction a starship is facing has no bearing on combat, since its weapons can be trained to fire in any direction.
 
COVER AND CONCEALMENT
Starships use the same rules as characters for cover and concealment in combat.
 
SPECIAL INITIATIVE ACTIONS
Usually a starship acts as soon as it can in combat, but sometimes it may want to act later, at a better time, or in response to the actions of another ship. Starships can delay or ready actions in the same manner as characters.
 
AVOIDING HAZARDS
A hazard is any unmanned obstacle of Large size or bigger that a starship might hit, either because the starship has entered the hazard’s square or because the hazard has entered the starship’s fighting space. Sample hazards include asteroids, clouds of space debris, and electromagnetic storms (which deal electricity damage). When a starship enters a square occupied by a hazard, or vice versa, the pilot of the starship must make a Pilot check. (Making this check does not count as an action.) The DC of the check depends on the size of the obstacle, as shown in Table: Avoid Hazard DCs. If the Pilot check succeeds, the starship avoids the hazard. If the check fails, a collision occurs (use Table: Collision Damage to determine collision damage to both the starship and the hazard). A new check must be made each round the starship and the hazard occupy the same square.
 
Table: Avoid Hazard DCs
Hazard Size
Pilot Check DC
Colossal
5
Gargantuan
20
Huge
15
Large
10
 
MOVING THROUGH OCCUPIED SQUARES
A starship can pass through a square occupied by another starship or object.
Ally or Nonopposing Starship: You can safely move through a square occupied by an ally or nonopposing starshi p.
Enemy Starship: Moving through a square occupied by an enemy provokes an attack of opportunity if the enemy has a point-defense system (see Starship Defense Systems). You can move safely through a square occupied by an enemy that doesn’t resist—such as one that is disabled—as if the enemy was nonopposing.
Hazard: Safely moving through a square occupied by a hazard—such as a cloud of space debris or an asteroid— requires a successful Pilot check (see Avoiding Hazards).
 
Crossfire
If two allied starships are on opposite sides of an enemy and each within 1,000 feet (2 squares) of that opponent, they can catch the enemy ship in their crossfire. Because the enemy is forced to defend itself on two fronts, the allied starships gain a +2 bonus on attack rolls made against the ship caught in their crossfire. The enemy ship must be directly between the two allied ships, however.
 
ATTACKS OF OPPORTUNITY
Attacks of opportunity work differently with starships than with characters.
A starship can only make an attack of opportunity if it is equipped with a point-defense system (see Starship Defense Systems). A starship can use its point-defense system to make an attack of opportunity against an enemy ship that enters or passes through its fighting space (any square it occupies on the battle grid) or any adjacent square.
THREATENED SQUARES
A starship equipped with a point-defense system threatens the squares it occupies (its fighting space) and all adjacent 500-foot squares. It can therefore make attacks of opportunity against enemy ships that enter or pass through its fighting space or any adjacent square.
A starship without a point-defense system does not threaten ships that enter or pass through its fighting space or adjacent squares.
PROVOKING AN ATTACK OF OPPORTUNITY
Two actions can provoke attacks of opportunity: moving out of a threatened square, and performing an action within a threatened square that distracts the pilot and forces her to do something other than evade incoming fire.
Moving Out of a Threatened Square: When a starship moves out of a threatened square, it generally provokes an attack of opportunity. There are two important exceptions, however. A starship doesn’t provoke an attack of opportunity if it limits its movement to a single 500-foot shift or if it withdraws (see Withdraw).
Thus, if the square a starship occupies at the beginning of its turn is a threatened square, any movement it makes provokes an attack of opportunity (unless it withdraws or limits it move to a single 500-foot shift). If it doesn’t start in a threatened square but moves into one, it must stop there, or else it provokes an attack of opportunity as it leaves that square.
Performing an Action that Distracts the Pilot: Some actions, when performed in a threatened square, provoke attacks of opportunity because they make the pilot divert her attention from the battle at hand. Firing a starship weapon in a threatened square does not provoke attacks of opportunity, but Table: Starship Actions notes actions that do.
 
MAKING AN ATTACK OF OPPORTUNITY
An attack of opportunity is a single attack made with a ranged starship weapon. A starship can only make one attack of opportunity per round. It doesn’t have to make an attack of opportunity if it doesn’t want to.
An attack of opportunity is made using the starship’s normal attack bonus—even if it’s already attacked in this round.
 
STARSHIP TYPES
A starship can be one of the following five types: ultralight, light, mediumweight, heavy, or superheavy. A starship’s type determines how much space it occupies on the battle grid, as well as its game statistics.
To build a starship hull from scratch, a character must succeed at a Craft (structural) check (DC 30) after investing the requisite amount of assembly time, based on the ship’s type: ultralight 600 hours, light 1,200 hours, mediumweight 2,400 hours, heavy 4,800 hours, superheavy 9,600 hours. A character without a mechanical tool kit takes a –4 penalty on the skill check. The character must also make a Wealth check against the ship’s base purchase DC.
 
STARSHIP STATISTICS
This chapter includes ready-to-use statistics for various starship subtypes. These statistics represent baseline models only. A starship’s statistics and performance can be improved by upgrading its weapons, armor, shields, defensive systems, and engines.
Each starship description includes the following statistics.
Type: The starship’s type (ultralight, light, mediumweight, heavy, or superheavy) determines its fighting space on the battle grid.
Subtype: The starship’s subtype describes the ship’s primary function (for example, fighter or strike cruiser).
Defense: A starship’s Defense determines how hard the ship is to hit. A starship’s flat-footed Defense does not include the pilot’s Dexterity modifier. A starship’s autopilot Defense is used when the ship’s autopilot system is engaged.
Hardness: A ship’s hardness is determined by its armor. Hardness reduces the amount of damage the ship takes from weapon attacks. Better armor can improve a ship’s hardness.
Hit Dice: A ship’s Hit Dice (HD) determines how many hit points it has. Hit Dice are never rolled to determine a ship’s hit points; the ship always gets maximum hit points for each Hit Die.
Initiative Modifier: A starship’s initiative modifier is equal to the pilot’s Dexterity modifier, with a +4 bonus if the pilot has the Improved Initiative feat.
Pilot’s Class Bonus: The pilot’s class bonus to Defense applies to the starship’s normal and flat-footed Defense.
Pilot’s Dex Modifier: The pilot’s Dexterity modifier applies to the starship’s Defense, except when the ship is flat-footed or
grappled.
Gunner’s Attack Bonus: The gunner’s attack bonus applies to ranged weapon attacks.
Size: The ship’s size affects its Defense, weapon attack rolls, and grapple modifier.
Tactical Speed: Tactical speed represents how far the starship can move as a move action using its thrusters. Speed is listed in feet and squares. Most starships have a base tactical speed of 3,000 feet. Better engines can improve a starship’s tactical speed (see Starship Engines), while heavier armor can reduce a ship’s tactical speed (see Starship Armor,).
Length: The ship’s length in feet.
Weight: The ship’s weight in pounds or tons.
Targeting System Bonus: The ship’s computerized targeting system provides an equipment bonus on a gunner’s attack rolls and a similar equipment bonus on attack rolls made by the ship’s point-efense system (see Attack of Opportunity, below). This equipment bonus is already factored in to the ship’s attack statistics.
Crew: The ship’s standard crew complement is given here. A ship cannot operate with less than one-quarter of its standard crew complement. The crew’s quality is given in parentheses, along with the crew’s modifier to skill checks (including Pilot checks made to avoid hazards). The quality of the crew determines the pilot’s class bonus to Defense, the pilot’s Dexterity modifier, and the gunner’s attack bonus (see Table: Crew Quality for details).
Passenger Capacity: The maximum number of passengers that can be safely lodged aboard the ship.
Cargo Capacity: The maximum tonnage of cargo that the ship can store in its holds.
Grapple Modifier: The ship’s grapple check modifier is based on its size (Huge +8, Gargantuan +12, Colossal +16). Grapple checks come into play whenever grapplers and tractor beams are used (see Grappling Systems).
Base Purchase DC: The base purchase DC includes the ship’s hull and a trained crew, but not its engines, armor, shields, defensive systems, sensor systems, comm systems, weapons, or grappling systems (which must be purchased separately).
Restriction: The ship’s restriction rating.
Attack: This line shows the ranged weapon attacks a starship typically makes when it uses an attack action.
Attack of Opportunity: If the ship has a point-defense system installed, it threatens ships passing through its fighting space or adjacent squares. Use the line to resolve attacks of opportunity made by the ship.
Standard Design Specs: The ship’s engines, armor, defensive systems, sensors, communications, weapons, and grappling systems are listed here.
 
IMPROVING A STARSHIP’S STATISTICS
The starship statistics presented below use standard design specs appropriate for the lowest Progress Level at which these ships can be played (PL 6 or PL 7 for most ships). Improving a starship’s statistics requires upgrades to its crew, armor, defensive systems, sensor systems, and/or weapons, as discussed throughout this chapter.
 
ULTRALIGHT STARSHIP SUBTYPES
Ultralight ships cover most small spacecraft, including fighters, cutters, launches, and couriers.
An ultralight starship can be up to 250 feet long. It occupies a 250-foot-by-250-foot fighting space, and up to four ultralight starships can occupy a single 500-foot square. Due to their relatively small size, ultralight starships can form into wings (see Ultralight Starship Wings).
In addition, all ultralight starships share the following design specs.
Engines: All ultralight starships have thrusters. In addition, ships of PL 6 or higher have one other type of engine (see Starship Engines).
Armor: An ultralight ship has one type of armor (see Starship Armor).
Defensive Systems: An ultralight starship has a maximum of one defensive system per 3 Hit Dice (see Starship Defense Systems).
Sensors: An ultralight starship has a maximum of two sensor systems (see Starship Sensors).
Communications: An ultralight starship has a maximum of two external communication systems (see Starship Comm Systems).
Weapons: An ultralight starship has one beam, projectile, or missile weapon per 3 Hit Dice (see Starship Weapons).
These weapons are often fire-linked. An ultralight ship cannot be armed with mines.
Grappling Systems: An ultralight starship may have up to two grappling systems (see Grappling Systems). Each grappling system takes away one of the ship’s weapon slots (see above).
 
ULTRALIGHT SHIP DESCRIPTIONS
Specific subtypes of ultralight starships are given here.
 
ORBITAL SHUTTLE (PL 5)
An orbital shuttle can haul people and light equipment into orbit and return safely to the planet below, but it is not suitable for long-range space travel to other planets or star systems.
Type: Ultralight
Size: Gargantuan (–4 size)
Subtype: Orbital shuttle
Tactical Speed: 2,500 ft. (5 sq.)
Defense: 11
Length: 60 feet
Flat-footed Defense: 9
Weight: 220,000 lb.
Autopilot Defense: 8
Targeting System Bonus: —
Hardness: 20
Crew: 4 (trained +4)
Hit Dice: 6d20 (120 hp)
Passenger Capacity: 12
Initiative Modifier: +2
Cargo Capacity: 22,000 lb.
Pilot’s Class Bonus: +3
Grapple Modifier: +12
Pilot’s Dex Modifier: +2
Base Purchase DC: 52
Gunner’s Attack Bonus: —
Restriction: Restricted (+2)
 
Attack: None
Attack of Opportunity: None
 
Standard PL 5 Design Specs:
Engines: Thrusters
Armor: Alloy plating
Defense Systems: Autopilot system, damage control system (1d10)
Sensors: Class I sensor array
Communications: Radio transceiver
Weapons: None
Grappling Systems: Grapplers
 
COURIER (PL 6)
A courier is capable of extended operation away from its base (frequently a larger ship). Many low-end star yachts fall into the courier category.
Type: Ultralight
Size: Gargantuan (–4 size)
Subtype: Courier
Tactical Speed: 3,000 ft. (6 sq.)
Defense: 11
Length: 45 feet
Flat-footed Defense: 9
Weight: 90,000 lb.
Autopilot Defense: 8
Targeting System Bonus: +2
Hardness: 20
Crew: 4 (trained +4)
Hit Dice: 8d20 (160 hp)
Passenger Capacity: 12
Initiative Modifier: +2
Cargo Capacity: 9,000 lb.
Pilot’s Class Bonus: +3
Grapple Modifier: +12
Pilot’s Dex Modifier: +2  
Base Purchase DC: 48
Gunner’s Attack Bonus: +2
Restriction: Licensed (+1)
 
Attack: Laser +0 ranged (6d8)
Attack of Opportunity: None
 
Standard PL 6 Design Specs:
Engines: Ion engine, thrusters
Armor: Polymeric
Defense Systems: Autopilot system, damage control system (1d10)
Sensors: Class II sensor array, targeting system
Communications: Laser transceiver, radio transceiver
Weapons: 1 laser (range incr. 3,000 ft.)
Grappling Systems: Grapplers
 
ESCORT (PL 6)
Escorts are a long-range patrol craft employed for various duties, including the protection of merchant ships and remote bases. Gunships or missile boats could qualify as escorts.
Type: Ultralight
Size: Colossal (–8 size)
Subtype: Escort
Tactical Speed: 3,000 ft. (6 sq.)
Defense: 7
Length: 180 feet
Flat-footed Defense: 5
Weight: 900 tons
Autopilot Defense: 5
Targeting System Bonus: +3
Hardness: 30
Crew: 8 (trained +4)
Hit Dice: 20d20 (400 hp)
Passenger Capacity: 24
Initiative Modifier: +4
Cargo Capacity: 30 tons
Pilot’s Class Bonus: +3
Grapple Modifier: +16
Pilot’s Dex Modifier: +2
Base Purchase DC: 52
Gunner’s Attack Bonus: +2
Restriction: Restricted (+2)
 
Attack: 2 fire-linked heavy neutron guns –3 ranged (15d8) and 2 fire-linked rail cannons –8 ranged (9d12) and CHE missile –8 ranged (6d12/19–20)
Attack of Opportunity: Point-defense system +3 ranged (1d12×10)
 
Standard PL 6 Design Specs:
Engines: Ion engine, thrusters
Armor: Vanadium
Defense Systems: Damage control system (1d10), magnetic field,
point-defense system, radiation shielding, sensor jammer
Sensors: Class III sensor array, targeting system
Communications: Laser transceiver, radio transceiver
Weapons: 2 fire-linked heavy neutron guns (range incr. 6,000 ft.),
2 fire-linked rail cannons (range incr. 3,000 ft.), 1 CHE missile launcher
(8 missiles)
Grappling Systems: Grapplers
 
FAST FREIGHTER (PL 6)
Fast freighters are commercial starships generally employed in frequent runs, such as delivering supplies to small outposts and bases, or occasional runs of high-bulk cargo, such as heavy machinery or vehicles. Fast freighters often carry some minor defensive armament.
Type: Ultralight
Size: Colossal (–8 size)
Subtype: Fast freighter
Tactical Speed: 3,500 ft. (7 sq.)
Defense: 7
Length: 110 feet
Flat-footed Defense: 5
Weight: 450 tons
Autopilot Defense: 5
Targeting System Bonus: +3
Hardness: 20
Crew: 4 (trained +4)
Hit Dice: 16d20 (320 hp)
Passenger Capacity: 4
Initiative Modifier: +2  
Cargo Capacity: 300 tons
Pilot’s Class Bonus: +3
Grapple Modifier: +16
Pilot’s Dex Modifier: +2  
Base Purchase DC: 52
Gunner’s Attack Bonus: +2
Restriction: Restricted (+2)
 
Attack: 2 fire-linked heavy lasers –3 ranged (12d8) and 2 fire-linked rail cannons –8 ranged (9d12)
Attack of Opportunity: None
 
Standard PL 6 Design Specs:
Engines: Ion engine, thrusters
Armor: Polymeric
Defense Systems: Autopilot system, damage control system (1d10), magnetic field, radiation shielding, sensor jammer
Sensors: Class II sensor array, targeting system
Communications: Laser transceiver, radio transceiver
Weapons: 2 fire-linked heavy lasers (range incr. 4,000 ft.), 2 fire-linked rail cannons (range incr. 3,000 ft.)
Grappling Systems: Grapplers
 
FIGHTER (PL 6)
Designed for action against other small craft, fighters lack the punch to be effective against large targets unless they’ve been modified to carry warheads.
Type: Ultralight
Size: Gargantuan (–4 size)
Subtype: Fighter
Tactical Speed: 3,500 ft. (7 sq.)
Defense: 19
Length: 36 feet
Flat-footed Defense: 13
Weight: 39,000 lb.
Autopilot Defense: 6
Targeting System Bonus: +2
Hardness: 20
Crew: 1 (ace +12)
Hit Dice: 8d20 (160 hp)
Passenger Capacity: 1
Initiative Modifier: +8
Cargo Capacity: 1,700 lb.
Pilot’s Class Bonus: +7
Grapple Modifier: +8
Pilot’s Dex Modifier: +6
Base Purchase DC: 48
Gunner’s Attack Bonus: +8/+3
Restriction: Military (+3)
 
Attack: 2 fire-linked fusion beams +6/+1 ranged (15d8)
Attack of Opportunity: None
 
Standard PL 6 Design Specs:
Engines: Ion engine, thrusters
Armor: Polymeric
Defense Systems: Damage control system (1d10), sensor jammer
Sensors: Class III sensor array, targeting system
Communications: Laser transceiver, radio transceiver
Weapons: 2 fire-linked fusion beams (range incr. 3,000 ft.)
Grappling Systems: None
 
LAUNCH (PL 6)
A launch is a shuttle designed simply to move small amounts of people from one point to another. Launches are rarely armed or armored. Evacuation pods and lunar landers fit into this category.
Type: Ultralight
Size: Huge (–2 size)
Subtype: Launch
Tactical Speed: 3,500 ft. (7 sq.)
Defense: 13
Length: 24 feet
Flat-footed Defense: 11
Weight: 24,000 lb.
Autopilot Defense: 9
Targeting System Bonus: +1
Hardness: 20
Crew: 1 (trained +4)
Hit Dice: 4d20 (80 hp)
Passenger Capacity: 4
Initiative Modifier: +2
Cargo Capacity: 2,400 lb.
Pilot’s Class Bonus: +3
Grapple Modifier: +8
Pilot’s Dex Modifier: +2
Base Purchase DC: 40
Gunner’s Attack Bonus: +2
Restriction: Licensed (+1)
 
 
Attack: Laser +1 ranged (6d8)
Attack of Opportunity: None
 
Standard PL 6 Design Specs:
Engines: Ion engine, thrusters
Armor: Polymeric
Defense Systems: Autopilot system
Sensors: Class II sensor array, targeting system
Communications: Laser transceiver, radio transceiver
Weapons: 1 laser
Grappling Systems: None
 
SCOUT (PL 6)
Scouts are designed to cross great distances and locate enemies quickly without engaging in serious combat.
Type: Ultralight
Size: Colossal (–8 size)
Subtype: Scout
Tactical Speed: 3,500 ft. (7 sq.)
Defense: 7
Length: 150 feet
Flat-footed Defense: 5
Weight: 600 tons
Autopilot Defense: 5
Targeting System Bonus: +3
Hardness: 30
Crew: 8 (trained +4)
Hit Dice: 15d20 (300 hp)
Passenger Capacity: 8
Initiative Modifier: +2
Cargo Capacity: 30 tons
Pilot’s Class Bonus: +3
Grapple Modifier: +16
Pilot’s Dex Modifier: +2
Base Purchase DC: 52
Gunner’s Attack Bonus: +2
Restriction: Military (+3)
 
Attack: 2 fire-linked heavy neutron guns –3 ranged (15d8) and 2 CHE missiles –8 ranged (6d12/19–20)
Attack of Opportunity: None
 
Standard PL 6 Design Specs:
Engines: Ion engine, thrusters
Armor: Vanadium
Defense Systems: Autopilot system, damage control system (1d10), radiation shielding, self-destruct system, sensor jammer
Sensors: Class II sensor array, targeting system
Communications: Laser transceiver, radio transceiver
Weapons: 2 fire-linked heavy neutron guns (range incr. 6,000 ft.), 2 CHE missile launchers (8 missiles each)
Grappling Systems: Grapplers
 
ASSAULT FIGHTER (PL 7)
The assault fighter is similar to the PL 6 fighter, but with superior engines, armaments, and defenses at the cost of less cargo capacity.
Type: Ultralight
Size: Gargantuan (–4 size)
Subtype: Assault fighter
Tactical Speed: 4,000 ft. (8 sq.)
Defense: 19
Length: 32 feet
Flat-footed Defense: 13
Weight: 36,000 lb.
Autopilot Defense: 6
Targeting System Bonus: +4
Hardness: 20 (ballistic) or
40 (other damage forms)
Crew: 1 (ace +12)
Hit Dice: 9d20 (180 hp)
Passenger Capacity: 1
Initiative Modifier: +8
Cargo Capacity: 1,200 lb.
Pilot’s Class Bonus: +7
Grapple Modifier: +8
Pilot’s Dex Modifier: +6
Base Purchase DC: 48
Gunner’s Attack Bonus: +8/+3
Restriction: Military (+3)
 
Attack: 2 fire-linked particle beams +8 ranged (18d8) and plasma missile +3 ranged (18d8/19–20); or 2 fire-linked particle beams +8/+3 ranged (18d8)
Attack of Opportunity: None
 
Standard PL 7 Design Specs:
Engines: Induction engine, thrusters
Armor: Deflective
Defense Systems: Autopilot system, improved damage control (2d10), stealth screen
Sensors: Class V sensor array, improved targeting system
Communications: Mass transceiver, radio transceiver
Weapons: 2 fire-linked particle beams (range incr. 4,000 ft.), 1 plasma missile launcher (8 missiles; range incr. 5,000 ft.)
Grappling Systems: None
 
Ultralight Starship Wings
Two to four ultralight starships can unite to form a wing. All ships forming the wing must have the same subtype (fighter, for instance) and identical design specs (engines, weapons, and so on). In addition, all starships in the wing formation must be occupying the same 500-foot square to be counted as part of the wing.
In starship combat, a wing is treated as a single vessel, much like a battery of weapons is treated as a single weapon. (See Grapplers and Tractor Beams, below, for the one exception to this rule.) One of the ships forming the wing is declared the wing’s commander. The wing commander decides all of the wing’s actions and resolves all of the wing’s attacks; the other ships forming the wing provide support and follow the commander’s lead.
If the wing commander’s ship is destroyed or grappled, another ship in the wing may assume the role of wing commander on the wing’s next turn.
Movement: All ships in the wing move together, as one ship. The wing commander determines the wing’s movement. The wing’s tactical speed equals the tactical speed of the slowest ship in the wing.
Attacks: Only the wing commander makes attacks. However, every other ship in the wing can aid the wing commander’s attack rolls or Pilot checks using the aid another action; this is the only type of attack action wingmen can take.
Defense: Each wingman provides a +1 cover bonus to the wing commander’s Defense. The wing commander, preoccupied with moving and attacking, does not modify the Defense of any ships in the wing.
Attacks of Opportunity: A wing provokes attacks of opportunity from enemy ships as though it was a single ship. However, damage from a point-defense system is distributed among the ships in the wing as the wing commander sees fit. For example, if a point-defense system deals 180 points of damage to the wing, the wing commander could split the damage evenly among three ships in the wing (each ship would take 60 points of damage), or choose to have one ship take all the damage. A ship’s armor reduces the amount of damage it takes normally; conceivably, the damage could be split into small enough fractions that the wing, as a whole, suffers very little damage.
Grapplers and Tractor Beams: Ships in a wing may be targeted separately by grapplers and tractor beams. (See Grappling Systems for more information on these grappling devices.) A grappled ship immediately drops out of formation and is no longer considered part of the wing.
 
LIGHT STARSHIP SUBTYPES
Light starships include corvettes, frigates, destroyers, haulers, and industrial ships, such as garbage barges and fuel carriers. Light starships are somewhat better armed and armored than ultralight starships, but sacrifice a little in the way of speed.
A light starship measures 251–500 feet long. It has a 500-footby- 500-foot fighting space and occupies a single 500-foot square. In addition, all light starships share the following design specs.
Engines: All light starships have thrusters plus one other type of engine (see Starship Engines).
Armor: A light starship has one type of armor (see Starship Armor).
Defensive Systems: A light starship has a maximum of one defensive system per 10 Hit Dice (see Starship Defense Systems).
Sensors: A light starship has a maximum of two sensor systems (see Starship Sensors).
Communications: A light starship has up to two external communication systems (see Starship Comm Systems).
Weapons: A light starship has one beam, projectile, or missile weapon per 10 Hit Dice (see Starship Weapons). These
weapons are often fire-linked. A light starship cannot be armed with mines.
Grappling Systems: A light starship may have up to two grappling systems (see Grappling Systems). Each grappling
system takes away one of the ship’s weapon slots (see above).
 
LIGHT SHIP DESCRIPTIONS
Specific subtypes of light starships are given here.
 
CORVETTE (PL 6)
Essentially a larger version of the escort ship, the corvette serves as both a gunship and fleet escort. Of the military vessels designed to operate independently in wartime, corvettes are the smallest.
Type: Light
Size: Colossal (–8 size)
Subtype: Corvette
Tactical Speed: 3,500 ft. (7 sq.)
Defense: 7
Length: 320 feet
Flat-footed Defense: 5
Weight: 3,200 tons
Autopilot Defense: 5
Targeting System Bonus: +3
Hardness: 30
Crew: 16 (trained +4)
Hit Dice: 40d20 (800 hp)
Passenger Capacity: 32
Initiative Modifier: +4
Cargo Capacity: 150 tons
Pilot’s Class Bonus: +3
Grapple Modifier: +16
Pilot’s Dex Modifier: +2
Base Purchase DC: 56
Gunner’s Attack Bonus: +2
Restriction: Military (+3)
 
Attack: 2 fire-linked fusion beams –3 ranged (15d8) and 2 fire-linked CHE missiles –8 ranged (9d12/19–20); or 2 fire-linked CHE missiles –3 ranged (9d12/19–20) and 2 fire-linked fusion beams –8 ranged (15d8)
Attack of Opportunity: Point-defense system +3 ranged (2d12×10)
 
Standard PL 6 Design Specs:
Engines: Ion engine, thrusters
Armor: Vanadium
Defense Systems: Autopilot system, improved damage control (3d10), magnetic field, point-defense system, radiation shielding
Sensors: Class III sensor array, targeting system
Communications: Laser transceiver, radio transceiver
Weapons: 2 fire-linked fusion beams (range incr. 3,000 ft.), 2 firelinked CHE missile launchers (8 missiles each)
Grappling Systems: Grapplers
 
DESTROYER (PL 6)
Destroyers take their name from the torpedo-boat destroyers of the late 19th century. They are integral to the defense of a task force, screening it against small craft and attack ships. Destroyers are often armed with one or two bombs or missiles useful against much larger ships. A destroyer is usually about 450 to 600 feet long and masses about 8,000 tons. It carries a crew of 150 to 200.
Type: Light
Size: Colossal (–8 size)
Subtype: Destroyer
Tactical Speed: 3,000 ft. (6 sq.)
Defense: 11
Length: 450 feet
Flat-footed Defense: 7
Weight: 8,000 tons
Autopilot Defense: 7
Targeting System Bonus: +3
Hardness: 30
Crew: 80 (expert +8)
Hit Dice: 80d20 (1,600 hp)
Passenger Capacity: 48
Initiative Modifier: +4
Cargo Capacity: 400 tons
Pilot’s Class Bonus: +5
Grapple Modifier: +16
Pilot’s Dex Modifier: +4
Base Purchase DC: 60
Gunner’s Attack Bonus: +4
Restriction: Military (+3)
 
Attack: 4 fire-linked heavy neutron guns –1 ranged (20d8) and 2 fire-linked nuclear missiles –6 melee (24d8/19–20) and needle driver –6 melee (8d12); or 4 fire-linked nuclear missiles –1 ranged (24d8/19–20) and 2 fire-linked heavy neutron guns –6 melee (20d8) and needle driver –6 melee (8d12)
Attack of Opportunity: Point-defense system +3 ranged (2d12×10)
 
Standard PL 6 Design Specs:
Engines: Fusion torch, thrusters
Armor: Vanadium
Defense Systems: 1 chaff launcher (16 chaff bundles), 1 decoy drone launcher (4 drones), improved autopilot system, improved damage control (3d10), magnetic field, point-defense system, radiation shielding, self-destruct system
Sensors: Class II sensor array, targeting system
Communications: Laser transceiver, radio transceiver
Weapons: 4 fire-linked heavy neutron guns (range incr. 6,000 ft.), 2 fire-linked nuclear missile launchers (8 missiles each), 1 needle driver (range incr. 4,000 ft.)
Grappling Systems: Grapplers
 
FRIGATE (PL 6)
A military vessel used for scouting and escort duties, the frigate is primarily intended to act as a screen for larger vessels against attacks by small craft.
Type: Light
Size: Colossal (–8 size)
Subtype: Frigate
Tactical Speed: 3,000 ft. (6 sq.)
Defense: 11
Length: 360 feet
Flat-footed Defense: 7  
Weight: 4,800 tons
Autopilot Defense: 7  
Targeting System Bonus: +3
Hardness: 30
Crew: 60 (expert +8)
Hit Dice: 60d20 (1,200 hp)
Passenger Capacity: 32
Initiative Modifier: +4
Cargo Capacity: 200 tons
Pilot’s Class Bonus: +5
Grapple Modifier: +16
Pilot’s Dex Modifier: +4
Base Purchase DC: 60
Gunner’s Attack Bonus: +4
Restriction: Military (+3)
 
Attack: 2 fire-linked heavy neutron guns –1 ranged (15d8) and 2 nuclear missiles –6 ranged (16d8/19–20) and needle driver –6 ranged (8d12); or 2 fire-linked nuclear missiles –1 ranged (24d8/19–20) and 2 unlinked heavy neutron guns –6 ranged (10d8) and needle driver –6 ranged (8d12)
Attack of Opportunity: Point-defense system +3 ranged (2d12×10)
 
Standard PL 6 Design Specs:
Engines: Fusion torch, thrusters
Armor: Vanadium
Defense Systems: Improved autopilot, improved damage control (3d10), magnetic field, point-defense system, radiation shielding, self-destruct system
Sensors: Class II sensor array, targeting system
Communications: Laser transceiver, radio transceiver
Weapons: 2 fire-linked heavy neutron guns (range incr. 6,000 ft.), 2 fire-linked nuclear missile launchers (8 missiles each), 1 needle driver (range incr. 4,000 ft.)
Grappling Systems: Grapplers
 
HAULER (PL 6)
The hauler is a space-going tug that drags heavy, nonpowered loads and modular cargo containers, though they have precious little cargo space of their own. Haulers are fitted with big power plants and huge engines, at the expense of crew quarters and armaments.
Type: Light
Size: Colossal (–8 size)
Subtype: Hauler
Tactical Speed: 2,500 ft. (5 sq.)
Defense: 7
Length: 450 feet
Flat-footed Defense: 5  
Weight: 6,000 tons
Autopilot Defense: 5
Targeting System Bonus: +3
Hardness: 20
Crew: 8 (trained +4)
Hit Dice: 36d20 (720 hp)
Passenger Capacity: 8
Initiative Modifier: +2
Cargo Capacity: 3,300 tons
Pilot’s Class Bonus: +3
Grapple Modifier: +16
Pilot’s Dex Modifier: +2
Base Purchase DC: 56
Gunner’s Attack Bonus: +2
Restriction: Restricted (+2)
 
Attack: 2 fire-linked heavy lasers –3 ranged (12d8)
Attack of Opportunity: Point-defense system +3 ranged (2d12×10)
 
Standard PL 6 Design Specs:
Engines: Fusion torch, thrusters
Armor: Alloy plating
Defense Systems: Autopilot system, damage control system (2d10), point-defense system
Sensors: Class II sensor array, targeting system
Communications: Laser transceiver, radio transceiver
Weapons: 2 fire-linked heavy lasers (range incr. 4,000 ft.)
Grappling Systems: Grapplers
 
MEDIUMWEIGHT STARSHIP SUBTYPES
Mediumweight starships encompass cruisers, clippers, and most transports. They balance firepower and defense with speed and maneuverability.
A mediumweight starship measures 501–1,000 feet long. It occupies a 1,000-foot-by-1,000-foot fighting space (4 500-foot
squares). In addition, all mediumweight starships share the following design specs.
Engines: All mediumweight starships have thrusters plus one other type of engine (see Starship Engines).
Armor: A mediumweight starship has one type of armor (see Starship Armor).
Defensive Systems: A mediumweight starship has a maximum of one defensive system per 25 Hit Dice (see Starship Defense Systems).
Sensors: A mediumweight starship has a maximum of three sensor systems (see Starship Sensors).
Communications: A mediumweight starship has up to two external communication systems (see Starship Comm Systems).
Weapons: A mediumweight starship has one beam, projectile, or missile weapon per 25 Hit Dice (see Starship Weapons).
These weapons are often fire-linked or arrayed in batteries. A minelayer is considered a single weapon. Although it weighs no more than a few thousand pounds, each mine consumes 100 tons of a ship’s cargo capacity (most of it taken up by the launch system and radiation shielding).
Grappling Systems: A mediumweight starship may have up to two grappling systems (see Grappling Systems). Each grappling system takes away one of the ship’s weapon slots (see above).
 
MEDIUMWEIGHT SHIP DESCRIPTIONS
Specific subtypes of mediumweight starships are given here.
 
BULK FREIGHTER (PL 6)
Bulk freighters usually carry cargo in bulk containers, and carry out regular runs between densely populated systems.
Type: Mediumweight
Size: Colossal (–8 size)
Subtype: Bulk freighter
Tactical Speed: 2,500 ft. (5 sq.)
Defense: 7
Length: 800 feet
Flat-footed Defense: 5
Weight: 32,000 tons
Autopilot Defense: 7  
Targeting System Bonus: +3
Hardness: 20
Crew: 8 (trained +4)
Hit Dice: 125d20 (2,500 hp)
Passenger Capacity: 8
Initiative Modifier: +2
Cargo Capacity: 20,000 tons
Pilot’s Class Bonus: +3
Grapple Modifier: +16
Pilot’s Dex Modifier: +2
Base Purchase DC: 60
Gunner’s Attack Bonus: +2
Restriction: Restricted (+2)
 
Attack: 4 fire-linked heavy lasers –3 ranged (16d8)
Attack of Opportunity: Point-defense system +3 ranged (3d12×10)
 
Standard PL 6 Design Specs:
Engines: Fusion torch, thrusters
Armor: Alloy plating
Defense Systems: Improved autopilot system, improved damage control (4d10), point-defense system, radiation shielding, sensor jammer
Sensors: Class II sensor array, targeting system
Communications: Laser transceiver, radio transceiver
Weapons: 4 fire-linked heavy lasers (range incr. 4,000 ft.)
Grappling Systems: Grapplers
 
CLIPPER (PL 6)
This small liner or personnel transport is intended for passenger use, as opposed to heavy cargo. Clippers are frequently fitted with top-of-the-line engines for the best possible speed.
Type: Mediumweight
Size: Colossal (–8 size)
Subtype: Clipper
Tactical Speed: 3,500 ft. (7 sq.)
Defense: 7
Length: 850 feet
Flat-footed Defense: 5  
Weight: 27,000 tons
Autopilot Defense: 7  
Targeting System Bonus: +3
Hardness: 30
Crew: 32 (trained +4)
Hit Dice: 150d20 (3,000 hp)
Passenger Capacity: 80
Initiative Modifier: +2
Cargo Capacity: 10,000 tons
Pilot’s Class Bonus: +3
Grapple Modifier: +16
Pilot’s Dex Modifier: +2
Base Purchase DC: 60
Gunner’s Attack Bonus: +2
Restriction: Restricted (+2)
 
Attack: Battery of 5 lasers +1 ranged (6d8/19–20)
Attack of Opportunity: Point-defense system +3 ranged (3d12×10)
 
Standard PL 6 Design Specs:
Engines: Ion engine, thrusters
Armor: Vanadium
Defense Systems: Damage control (3d10), 1 decoy drone launcher (2 drones), improved autopilot system, magnetic field, point-defense system, radiation shielding
Sensors: Class II sensor array, targeting system
Communications: Laser transceiver, radio transceiver
Weapons: 1 battery of 5 lasers (range incr. 3,000 ft.)
Grappling Systems: Grapplers
 
CRUISER (PL 6)
The cruiser is a warship that serves several roles. It may be part of a task force, escorting capital ships or laying mines. It may operate independently as a scout and raider. Conversely, it may serve in diplomatic and scientific tasks. Light cruisers frequently have outstanding endurance and can operate with little or no resupply for months on end. A cruiser hull could serve equally well as an escort carrier or assault transport.
Type: Mediumweight
Size: Colossal (–8 size)
Subtype: Cruiser
Tactical Speed: 3,000 ft. (6 sq.)
Defense: 7
Length: 720 feet
Flat-footed Defense: 5
Weight: 28,800 tons
Autopilot Defense: 5
Targeting System Bonus: +3
Hardness: 30
Crew: 120 (trained +4)
Hit Dice: 200d20 (4,000 hp)
Passenger Capacity: 80
Initiative Modifier: +6
Cargo Capacity: 7,200 tons
Pilot’s Class Bonus: +3
Grapple Modifier: +16
Pilot’s Dex Modifier: +2
Base Purchase DC: 64
Gunner’s Attack Bonus: +2
Restriction: Military (+3)
 
Attack: Battery of 3 fusion beams –1 ranged (10d8/19–20) and battery of 3 CHE missiles –6 ranged (6d12/18–20); or Battery of 3 CHE missiles –1 ranged (6d12/18–20) and battery of 4 fusion beams –6 ranged (10d8/19–20)
Attack of Opportunity: Point-defense system +3 ranged (3d12×10)
 
Standard PL 6 Design Specs:
Engines: Fusion torch, thrusters
Armor: Vanadium
Defense Systems: Autopilot system, 1 chaff launcher (8 chaff bundles), 1 decoy drone launcher (8 drones), improved damage control (4d10), magnetic field, point-defense system, radiation shielding, self-destruct system
Sensors: Class III sensor array, targeting system
Communications: Laser transceiver, radio transceiver
Weapons: 1 battery of 4 fusion beams (range incr. 3,000 ft.), 1 battery of 3 CHE missile launchers (24 missiles each), 1 minelayer (36 fusion mines with magnetic fields and stealth screens; 5d10×10 damage)
Grappling Systems: Grapplers
 
STRIKE CRUISER (PL 7)
These armored cruisers often serve as the centerpiece of raiding or patrolling task forces, especially if heavier warships are unavailable. Many strike cruisers are configured for task force command functions; the command cruiser is a common variant of this hull type. A strike cruiser hull could easily serve as a light carrier or assault carrier.
Type: Mediumweight
Size: Colossal (–8 size)
Subtype: Strike cruiser
Tactical Speed: 3,500 ft. (7 sq.)
Defense: 11
Length: 950 feet
Flat-footed Defense: 7
Weight: 38,000 tons
Autopilot Defense: 7
Targeting System Bonus: +5
Hardness: 40
Crew: 160 (expert +8)
Hit Dice: 250d20 (5,000 hp)
Passenger Capacity: 40
Initiative Modifier: +8
Cargo Capacity: 1,200 tons
Pilot’s Class Bonus: +5
Grapple Modifier: +16
Pilot’s Dex Modifier: +4
Base Purchase DC: 68
Gunner’s Attack Bonus: +4
Restriction: Military (+3)
 
Attack: Battery of 4 antimatter guns +4 ranged (10d8/19–20) and battery of 3 plasma missiles –2 ranged (18d8/18–20); or Battery of 3 plasma missiles +3 ranged (18d8/18–20) and battery of 4 antimatter guns –1 ranged (10d8/19–20)
Attack of Opportunity: Point-defense system +5 ranged (3d12×10)
 
Standard PL 7 Design Specs:
Engines: Particle impulse engine, thrusters
Armor: Neutronite
Defense Systems: 1 chaff launcher (16 chaff bundles), improved autopilot system, improved damage control (4d10), light fortification, magnetic field, particle field, point-defense system, radiation shielding, repair drones, self-destruct system
Sensors: Class V sensor array, improved targeting system
Communications: Drivesat comm array, mass transceiver
Weapons: 1 battery of 4 antimatter guns (range incr. 5,000 ft.), 1 battery of 3 plasma missile launchers (16 missiles each), 1 minelayer (8 gravitic mines with displacers, magnetic fields, and particle fields; 10d10×10 damage)
Grappling Systems: Grapplers, tractor beam emitter
 
HEAVY STARSHIP SUBTYPES
Heavy starships are the workhorses of space travel: battle cruisers, battleships, fleet carriers, tankers, liners, and heavy transports. They move relatively quickly—thanks to massive engines—but maneuver very slowly. Their real strength lies in their armor and armaments; even civilian heavy starships are built to take a pounding.
A heavy starship measures 1,001–1,500 feet long. It has a 1,500- foot-by-1,500-foot fighting space (9 500-foot squares).
In addition, all heavy starships share the following design specs.
Engines: All heavy starships have thrusters plus one other type of engine (see Starship Engines).
Armor: A heavy starship has one type of armor (see Starship Armor).
Defensive Systems: A heavy starship has a maximum of one defensive system per 50 Hit Dice (see Starship Defense Systems).
Sensors: A heavy starship has a maximum of three sensor systems (see Starship Sensors).
Communications: A heavy starship has two external communication systems (see Starship Comm Systems).
Weapons: A heavy starship has one beam, projectile, or missile weapon per 50 Hit Dice (see Starship Weapons). These weapons are often arrayed in batteries. A minelayer is considered a single weapon. Although it weighs no more than a few thousand pounds, each mine consumes 100 tons of a ship’s cargo capacity (most of it taken up by the launch system and radiation shielding).
Grappling Systems: A heavy starship may have up to two grappling systems (see Grappling Systems). Each grappling system takes away one of the ship’s weapon slots (see above).
 
HEAVY SHIP DESCRIPTIONS
Specific subtypes of heavy starships are given here.
 
BATTLESHIP (PL 6)
The mainstay of many spacefaring navies, the battleship is heavily armed and armored, although not very maneuverable. Battleships serve as the backbone of any battle fleet.
Type: Heavy
Size: Colossal (–8 size)
Subtype: Battleship
Tactical Speed: 3,000 ft. (6 sq.)
Defense: 11
Length: 1,250 feet
Flat-footed Defense: 7
Weight: 125,000 tons
Autopilot Defense: 7
Targeting System Bonus: +3
Hardness: 30
Crew: 400 (expert +8)
Hit Dice: 400d20 (8,000 hp)
Passenger Capacity: 200
Initiative Modifier: +4  
Cargo Capacity: 30,000 tons
Pilot’s Class Bonus: +5
Grapple Modifier: +16
Pilot’s Dex Modifier: +4
Base Purchase DC: 72
Gunner’s Attack Bonus: +4
Restriction: Military (+3)
 
Attack: Battery of 3 heavy neutron guns +1 ranged (10d8/19–20) and 2 fire-linked nuclear missiles –6 ranged (24d8/19–20) and needle driver –6 ranged (8d12); or 2 fire-linked nuclear missiles –1 ranged (24d8/19–20) and battery of 3 heavy neutron guns –4 ranged (10d8/19–20) and needle driver –6 ranged (8d12)
Attack of Opportunity: Point-defense system +3 ranged (4d12×10)
 
Standard PL 6 Design Specs:
Engines: Fusion torch, thrusters
Armor: Vanadium
Defense Systems: 1 chaff launcher (16 chaff bundles), 1 decoy drone launcher (4 drones), improved autopilot system, improved damage control (5d10), magnetic field, point-defense system, radiation shielding, self-destruct system
Sensors: Class II sensor array, targeting system
Communications: Laser transceiver, radio transceiver
Weapons: 1 battery of 4 heavy neutron guns (range incr. 6,000 ft.), 2 fire-linked nuclear missile launchers (16 missiles each), 1 needle driver (range incr. 4,000 ft.)
Grappling Systems: Grapplers
 
FLEET CARRIER (PL 6)
The fleet carrier has the ability to launch devastating attacks from millions of miles away, in the form of large numbers of fighters or assault fighters. Most fleet carriers are lightly armed, as they rely on their escorting vessels and payload of fighters to defend them against attack.
In addition to its normal cargo capacity, a fleet carrier can hold 16 fighters or assault fighters. Its listed crew complement does not include the ace pilots who fly these fighter craft. (Pilots count against the passenger capacity.) A fleet carrier can deploy up to 4 ultralight craft as a move action.
Type: Heavy
Size: Colossal (–8 size)
Subtype: Fleet carrier
Tactical Speed: 3,000 ft. (6 sq.)
Defense: 11
Length: 1,400 feet
Flat-footed Defense: 7
Weight: 140,000 tons
Autopilot Defense: 7
Targeting System Bonus: +3
Hardness: 30
Crew: 320 (expert +8)
Hit Dice: 500d20 (10,000 hp)
Passenger Capacity: 80
Initiative Modifier: +6
Cargo Capacity: 40,000 tons
Pilot’s Class Bonus: +5
Grapple Modifier: +16
Pilot’s Dex Modifier: +4
Base Purchase DC: 72
Gunner’s Attack Bonus: +4
Restriction: Military (+3)
 
Attack: Battery of 5 neutron guns +3 ranged (6d8/19–20) and 2 batteries of 2 CHE missiles –5 ranged (6d12/18–20)
Attack of Opportunity: Point-defense system +3 ranged (4d12×10)
 
Standard PL 6 Design Specs:
Engines: Fusion torch, thrusters
Armor: Vanadium
Defense Systems: 2 chaff launchers (8 chaff bundles each), 2 decoy drone launchers (4 drones each), improved autopilot system, improved damage control (5d10), magnetic field, point-defense system, radiation shielding, self-destruct system
Sensors: Class III sensor array, targeting system
Communications: Laser transceiver, radio transceiver
Weapons: 1 battery of 5 neutron guns (range incr. 5,000 ft.), 2 batteries of 2 CHE missile launchers (4 launchers total, 16 missiles each)
Grappling Systems: Grapplers
 
HEAVY TRANSPORT (PL 6)
The heavy transport is designed to move great amounts of specialized cargo such as bulk freight, containerized freight, or roll-on/rolloff vehicle storage.
Type: Heavy
Size: Colossal (–8 size)
Subtype: Heavy transport
Tactical Speed: 3,000 ft. (6 sq.)
Defense: 7
Length: 1,320 feet
Flat-footed Defense: 5
Weight: 120,000 tons
Autopilot Defense: 7
Targeting System Bonus: +3
Hardness: 30
Crew: 24 (trained +4)
Hit Dice: 350d20 (7,000 hp)
Passenger Capacity: 20
Initiative Modifier: +2  
Cargo Capacity: 60,000 tons
Pilot’s Class Bonus: +3
Grapple Modifier: +16
Pilot’s Dex Modifier: +2
Base Purchase DC: 68
Gunner’s Attack Bonus: +2
Restriction: Restricted (+2)
 
Attack: Battery of 3 heavy lasers –1 ranged (8d8/19–20) and battery of 3 gauss guns –6 ranged (8d12/19–20); or Battery of 3 gauss guns –1 ranged (8d8/19–20) and battery of 3 heavy lasers –6 ranged (8d12/19–20)
Attack of Opportunity: Point-defense system +3 ranged (4d12×10)
 
Standard PL 6 Design Specs:
Engines: Fusion torch, thrusters
Armor: Vanadium
Defense Systems: Damage control system (4d10), decoy drone launcher (2 drones), improved autopilot, magnetic field, point-defense system, radiation shielding, sensor jammer
Sensors: Class II sensor array, targeting system
Communications: Laser transceiver, radio transceiver
Weapons: 1 battery of 3 heavy lasers (range incr. 4,000 ft.), 1 battery of 3 gauss guns (range incr. 4,000 ft.)
Grappling Systems: Grapplers
 
TANKER (PL 6)
A tanker is a large starship intended for the transport of large quantities of gases or liquids. It can be adapted for other forms of cargo storage, but most ships of this size carry water, hydrogen, petrochemicals, or oxygen.
Type: Heavy
Size: Colossal (–8 size)
Subtype: Tanker
Tactical Speed: 3,500 ft. (7 sq.)
Defense: 7
Length: 1,200 feet
Flat-footed Defense: 5
Weight: 120,000 tons
Autopilot Defense: 7
Targeting System Bonus: +3
Hardness: 30
Crew: 32 (trained +4)
Hit Dice: 250d20 (5,000 hp)
Passenger Capacity: 8
Initiative Modifier: +2
Cargo Capacity: 52,000 tons
Pilot’s Class Bonus: +3
Grapple Modifier: +16
Pilot’s Dex Modifier: +2
Base Purchase DC: 64
Gunner’s Attack Bonus: +2
Restriction: Restricted (+2)
 
Attack: 1 battery of 4 heavy lasers +0 ranged (8d8/19–20)
Attack of Opportunity: Point-defense system +3 ranged (4d12×10)
 
Standard PL 6 Design Specs:
Engines: Ion engine, thrusters
Armor: Vanadium
Defense Systems: Damage control system (4d10), improved autopilot, point-defense system, radiation shielding, sensor jammer
Sensors: Class II sensor array, targeting system
Communications: Laser transceiver, radio transceiver
Weapons: 1 battery of 4 heavy lasers (range incr. 4,000 ft)
Grappling Systems: Grapplers
 
BATTLE CRUISER (PL 7)
The battle cruiser is a formidable warship that sacrifices weight of armor in exchange for speed. Its heavy weapons can make short work of any smaller vessel, and it can usually outrun anything big enough to stand up to it in a fair fight.
Type: Heavy
Size: Colossal (–8 size)
Subtype: Battle Cruiser
Tactical Speed: 4,000 ft. (8 sq.)
Defense: 11
Length: 1,360 feet
Flat-footed Defense: 7
Weight: 140,000 tons
Autopilot Defense: 7
Targeting System Bonus: +5
Hardness: 30
Crew: 320 (expert +8)
Hit Dice: 450d20 (9,000 hp)
Passenger Capacity: 160
Initiative Modifier: +4
Cargo Capacity: 50,000 tons
Pilot’s Class Bonus: +5
Grapple Modifier: +16
Pilot’s Dex Modifier: +4
Base Purchase DC: 72
Gunner’s Attack Bonus: +4
Restriction: Military (+3)
 
Attack: 4 fire-linked heavy particle beams +1 ranged (32d8) and 1 battery of 3 plasma missiles –2 ranged (18d8/18–20)
Attack of Opportunity: Point-defense +5 ranged (4d12×10)
 
Standard PL 7 Design Specs:
Engines: Particle impulse engine, thrusters
Armor: Cerametal
Defense Systems: 1 chaff launcher (8 chaff bundles), 1 decoy drone launcher (4 drones), improved autopilot, improved damage control (5d10), magnetic field, particle field, radiation shielding, self-destruct system
Sensors: Class IV sensor array, improved targeting system
Communications: Drivesat comm array, mass transceiver
Weapons: 4 fire-linked heavy particle beams (range incr. 5,000 ft.), 1 battery of 3 plasma missile launchers (16 missiles each), 1 minelayer (50 gravitic mines with displacers, magnetic fields, and particle fields; 10d10×10 damage)
Grappling Systems: Tractor beam emitter
 
LINER (PL 7)
This is a full-sized passenger ship. Although any vessel this size can’t avoid carrying some cargo, the liner specializes in moving a large number of passengers, usually in varying degrees of luxury.
Type: Heavy
Size: Colossal (–8 size)
Subtype: Liner
Tactical Speed: 4,000 ft. (8 sq.)
Defense: 7
Length: 1,200 feet
Flat-footed Defense: 5
Weight: 84,000 tons
Autopilot Defense: 7
Targeting System Bonus: +5
Hardness: 30
Crew: 200 (trained +4)
Hit Dice: 250d20 (5,000 hp)
Passenger Capacity: 800
Initiative Modifier: +2
Cargo Capacity: 40,000 tons
Pilot’s Class Bonus: +3
Grapple Modifier: +16
Pilot’s Dex Modifier: +2
Base Purchase DC: 68
Gunner’s Attack Bonus: +2
Restriction: Restricted (+2)
 
Attack: Battery of 4 plasma cannons +2 ranged (14d8/19–20)
Attack of Opportunity: Point-defense system +5 ranged (4d12×10)
 
Standard PL 7 Design Specs:
Engines: Induction engine, thrusters
Armor: Cerametal
Defense Systems: Damage control (4d10), improved autopilot system, particle field, point-defense system
Sensors: Class IV sensor array, improved targeting system
Communications: Drivesat comm array, mass transceiver
Weapons: 1 battery of 4 plasma cannons (range incr. 3,000 ft.)
Grappling Systems: Tractor beam emitter
 
SUPERHEAVY STARSHIP SUBTYPES
Superheavy starships include mammoth, ponderous dreadnoughts, super-carriers, and super-freighters.
A superheavy starship measures 1,501 feet long or longer. The smallest superheavy starships (measuring 1,501–2,000 feet long) have a 2,000-foot-by-2,000-foot fighting space (16 500-foot squares), although larger fighting spaces are possible.
In addition, all superheavy starships share the following design specs.
Engines: All superheavy starships have thrusters plus as many as two other types of engine (see Starship Engines).
Armor: A superheavy starship has one type of armor (see Starship Armor).
Defensive Systems: A superheavy starship has a maximum of one defensive system per 150 Hit Dice (see Starship Defense Systems).
Sensors: A superheavy starship has a maximum of three sensor systems (see Starship Sensors).
Communications: A superheavy starship has two external communication systems (see Starship Comm Systems).
Weapons: A superheavy starship has one beam, projectile, or missile weapon per 150 Hit Dice (see Starship Weapons). These weapons are often arrayed in batteries. A minelayer is considered a single weapon. Although it weighs no more than a few thousand pounds, each mine consumes 100 tons of a ship’s cargo capacity (most of it taken up by the launch system and radiation shielding).
Grappling Systems: A superheavy starship may have up to two grappling systems (see Grappling Systems). Each grappling system takes away one of the ship’s weapon slots (see above).
 
SUPERHEAVY SHIP DESCRIPTIONS
Specific subtypes of superheavy starships are given here.
 
COLONY SHIP (PL 7)
This massive vessel is designed to haul everything a new colony needs to get started. Its cavernous storage decks can accommodate thousands of colonists with heavy machinery, prefabricated buildings, equipment, and supplies throughout the long trip to a new world.
Type: Superheavy
Size: Colossal (–8 size)
Subtype: Colony ship
Tactical Speed: 4,000 ft. (8 sq.)
Defense: 7
Length: 2,000 feet
Flat-footed Defense: 5
Weight: 400,000 tons
Autopilot Defense: 7
Targeting System Bonus: +5
Hardness: 30
Crew: 400 (trained +4)
Hit Dice: 800d20 (16,000 hp)
Passenger Capacity: 2,000
Initiative Modifier: +2
Cargo Capacity: 100,000 tons
Pilot’s Class Bonus: +3
Grapple Modifier: +16
Pilot’s Dex Modifier: +2
Base Purchase DC: 72
Gunner’s Attack Bonus: +2
Restriction: Restricted (+2)
 
Attack: Battery of 4 particle beams +2 ranged (12d8/19–20) and battery of 2 plasma missiles –5 ranged (18d8/18–20); or Battery of 2 plasma missiles +0 ranged (18d8/18–20) and battery of 4 particle beams –3 ranged (12d8/19–20)
Attack of Opportunity: Point-defense system +5 ranged (5d12×10)
 
Standard PL 7 Design Specs:
Engines: Particle impulse engine, photon sails, thrusters
Armor: Cerametal
Defense Systems: Improved autopilot system, improved damage control (6d10), magnetic field, particle field, point-defense system, radiation shielding, repair drones, self-destruct system
Sensors: Class IV sensor array, improved targeting system
Communications: Drivesat comm array, mass transceiver
Weapons: 1 battery of 4 particle beams (range incr. 4,000 ft.), 1 battery of 2 plasma missile launchers (16 missiles each)
Grappling Systems: Grapplers, tractor beam emitter
 
DREADNOUGHT (PL 7)
The mightiest ships found in the battle lines of a stellar navy, dreadnoughts are titanic vessels armed with awesome firepower and virtually impregnable defenses. Its fighting space takes up 36 500-foot squares (a 6-square-by-6-square area).
Type: Superheavy
Size: Colossal (–8 size)
Subtype: Dreadnought
Tactical Speed: 3,500 ft. (7 sq.)
Defense: 11
Length: 2,750 feet
Flat-footed Defense: 7
Weight: 540,000 tons
Autopilot Defense: 7
Targeting System Bonus: +5
Hardness: 40
Crew: 2,000 (expert +8)
Hit Dice: 1,200d20 (24,000 hp)
Passenger Capacity: 1,600
Initiative Modifier: +6
Cargo Capacity: 120,000 tons
Pilot’s Class Bonus: +5
Grapple Modifier: +16
Pilot’s Dex Modifier: +4
Base Purchase DC: 80
Gunner’s Attack Bonus: +4
Restriction: Military (+3)
 
Attack: 4 fire-linked quantum cannons +1 ranged (32d8) and battery of 4 heavy mass cannons –1 ranged (10d12/19–20) and 2 fire-linked mass reaction missiles –4 ranged (20d8/18–20)
Attack of Opportunity: Point-defense system +5 ranged (5d12×10)
 
Standard PL 7 Design Specs:
Engines: Induction engine, thrusters
Armor: Neutronite
Defense Systems: 1 chaff launcher (8 chaff bundles), 1 decoy drone launcher (8 drones), displacer, improved autopilot system, improved damage control (6d10), light fortification, magnetic field, particle field, point-defense system, radiation shielding, repair drones, self-destruct system
Sensors: Class V sensors, improved targeting system
Communications: Drivesat comm array, mass transceiver
Weapons: 1 battery of 4 heavy mass cannons (range incr. 6,000 ft.), 4 fire-linked quantum cannons (range incr. 6,000 ft.), 1 battery of 2 mass reaction missile launchers (60 missiles each), 1 minelayer (100 gravitic mines with displacers, magnetic fields, and particle fields; 10d10×10 damage)
Grappling Systems: Tractor beam emitter
 
STAR CARRIER (PL 7)
A larger version of the fleet carrier, the star carrier serves as a mobile base for smaller craft. A star carrier’s fighting space takes up 36 500- foot squares (a 6-square-by-6-square area).
In addition to its normal cargo capacity, a star carrier can hold 72 fighters or assault fighters. Its listed crew complement does not include the ace pilots who fly these fighter craft. (Pilots count against the passenger capacity.) A star carrier can deploy up to 8 ultralight craft as a move action.
Type: Superheavy
Size: Colossal (–8 size)
Subtype: Star carrier
Tactical Speed: 3,500 ft. (7 sq.)
Defense: 11
Length: 3,000 feet
Flat-footed Defense: 7
Weight: 600,000 tons
Autopilot Defense: 7
Targeting System Bonus: +5
Hardness: 40
Crew: 2,400 (expert +8)
Hit Dice: 1,000d20 (20,000 hp)
Passenger Capacity: 600
Initiative Modifier: +6
Cargo Capacity: 200,000 tons
Pilot’s Class Bonus: +5
Grapple Modifier: +16
Pilot’s Dex Modifier: +4
Base Purchase DC: 80
Gunner’s Attack Bonus: +4
Restriction: Military (+3)
 
Attack: Battery of 5 mass cannons +5 ranged (8d12/19–20) and battery of 4 antimatter guns –1 ranged (10d8/19–20)
Attack of Opportunity: Point-defense system +5 ranged (5d12×10)
 
Standard PL 7 Design Specs:
Engines: Induction engine, thrusters
Armor: Neutronite
Defense Systems: 1 decoy drone launcher (4 drones), improved autopilot system, improved damage control (6d10), light fortification, magnetic field, particle field, point-defense system, radiation shielding, repair drones, self-destruct system Sensors: Class V sensors, improved targeting system
Communications: Drivesat comm array, mass transceiver
Weapons: 1 battery of 5 mass cannons (range incr. 5,000 ft.), 1 battery of 4 antimatter guns (range incr. 5,000 ft.)
Grappling Systems: Tractor beam emitter
 
STAR FREIGHTER (PL 7)
The largest of the starships built for routine commercial purposes, the star freighter can be modified to serve as a super-tanker or super-transport.
Type: Superheavy
Size: Colossal (–8 size)
Subtype: Freighter
Tactical Speed: 4,000 ft. (8 sq.)
Defense: 7
Length: 1,800 feet
Flat-footed Defense: 5
Weight: 320,000 tons
Autopilot Defense: 7
Targeting System Bonus: +3
Hardness: 30
Crew: 40 (trained +4)
Hit Dice: 800d20 (16,000 hp)
Passenger Capacity: 24
Initiative Modifier: +2
Cargo Capacity: 200,000 tons
Pilot’s Class Bonus: +3
Grapple Modifier: +16
Pilot’s Dex Modifier: +2
Base Purchase DC: 76
Gunner’s Attack Bonus: +2
Restriction: Restricted (+2)
 
Attack: 2 batteries of 3 heavy particle beams –1 ranged (16d8/19–20)
Attack of Opportunity: Point-defense system +5 ranged (5d12×10)
 
Standard PL 7 Design Specs:
Engines: Particle impulse engine, thrusters
Armor: Cerametal
Defense Systems: Damage control system (5d10), improved autopilot system, magnetic field, particle field, point-defense system, radiation shielding, repair drones, self-destruct system
Sensors: Class IV sensor array, improved targeting system
Communications: Drivesat comm array, mass transceiver
Weapons: 2 batteries of 3 heavy particle beams (range incr. 5,000 ft.)
Grappling Systems: Grapplers, tractor beam emitter
 
STARSHIP CLASS TEMPLATES
A starship class template allows the creation of modified or improved versions of the various starship subtypes presented above. A template usually has an evocative name, giving rise to such ships as the Lightning-class frigate or the Katana-class assault fighter.
A starship class template is nothing more than an alternative list of design specs that allow players and GMs to increase (or decrease) a ship’s Hit Dice and swap out some or all of a starship’s systems. The following starship class templates are presented as examples:
 
LIGHTNING-CLASS TEMPLATE (PL 7)
The Lightning-class template can be applied to any PL 6 light starship. The starship’s design specs should be adjusted as follows.
Engine Upgrade: Induction engine, thrusters (tactical speed +1,000 feet).
Armor Upgrade: Neutronite (hardness 40, tactical speed –500 feet).
Defense System Upgrade: Light fortification (25% chance to ignore a critical hit; replaces a PL 5 or PL 6 defense system).
Sensors Upgrade: Class V sensor array (+2 initiative), improved targeting system (targeting system bonus +5).
Communications Upgrade: Drivesat comm array, mass transceiver.
Weapons Upgrade: 2 fire-linked quantum cannons (24d8 damage; range incr. 6,000 ft.; replaces PL 5 or PL 6 fire-linked weapon system).
Grappling System Upgrade: Tractor beam emitter (replaces grapplers).
 
KATANA-CLASS TEMPLATE (PL 8)
The Katana-class template can be applied to any ultralight fighter or assault fighter. The starship’s design specs should be adjusted as follows.
Hit Dice: Increase by +1d20.
Engine Upgrade: Inertial flux engine, thrusters (tactical speed +1,500 feet).
Armor Upgrade: Ablative (hardness 40).
Defense System Upgrade: Advanced damage control (3d10), magnetic field, medium fortification (50% chance to ignore a critical hit; replaces a PL 6 or PL 7 defense system).
Sensors Upgrade: Class VII sensor array (+2 initiative), improved targeting system, Achilles targeting software (increases threat range of all weapon systems by 1).
Communications Upgrade: Drive transceiver.
Weapons Upgrade: 2 fire-linked maser cannons (18d8 damage; range incr. 6,000 ft.; replaces PL 6 o r PL 7 fire-linked weapon system).
 
STARSHIP ENGINES
A starship’s engine determines how fast the ship moves. The more efficient the engine, the faster it can move the ship—and the more expensive it is. In addition, certain low-tech engines burn fuel of some sort, increasing the operational cost. In space, fuel-burning engines rely on vector jets to adjust their course, using fuel only in short, controlled burns to increase momentum.
To build a starship engine from scratch, a character must succeed at a Craft (mechanical) check (DC 30) after investing 120 hours in its assembly. A character without a mechanical tool kit takes a –4 penalty on the skill check. The character must also make a Wealth check against the engine’s purchase DC.
Installing an engine requires a successful Craft (mechanical) check (DC 30) after investing 60 hours in the process. A character without a mechanical tool kit takes a –4 penalty on the skill check.
The various types of engines are listed below.
Minimum Ship Size: The minimum size the starship must be to have this type of engine.
Tactical Speed Bonus: The bonus that the engine provides to the starship’s tactical speed, given in feet and squares.
Purchase DC: The engine’s purchase DC.
 
THRUSTERS (PL 5)
Thrusters can propel a ship through a planetary atmosphere and land it safely on a planetary surface. Thrusters also serve as secondary engines when primary engines fail or shut down. Common types of thrusters include the scramjet, chemical rocket, repulsion thrust, or powered airfoil, although the exact form doesn’t matter.
A ship with thrusters as its primary source of propulsion must refuel after every battle or every orbital mission. Thruster fuel has a purchase DC of 31.
Minimum Ship Size: Huge.
Tactical Speed Bonus: +0 feet.
Purchase DC: 10 + one-half the base purchase DC of the starship.
 
FUSION TORCH (PL 6)
This engine consists of a fusion reactor with one wall of the magnetic bottle missing, directing the thrust in the form of super-heated plasma. The fusion torch is intended for space-only applications; its exhaust stream would melt anything it landed on and incinerate everything within a few hundred yards of ground zero; it also expels a tremendous amount of radiation. Many ships fitted with fusion torch rockets use thrusters for atmospheric travel. Otherwise, they must remain permanently in space, relying on shuttlecraft to reach a planet’s surface. The fusion torch uses hydrogen for fuel.
A ship using a fusion torch as its primary source of propulsion must refuel after every three battles or interplanetary trips. Fusion torch fuel has a purchase DC of 23.
Minimum Ship Size: Gargantuan.
Tactical Speed Bonus: +500 feet (+1 square).
Purchase DC: 10 + one-half the base purchase DC of the starship.
 
ION ENGINE (PL 6)
The ion engine generates power to break down molecules of a fuel material to create ions, and then expels them by means of a magnetic impeller. It doesn’t provide as effective a mass-thrust ratio as the fusion torch, but it’s more fuel efficient, and its exhaust is not nearly as dangerous. Ion engines don’t function in any kind of atmosphere, so most ships with this kind of power plant also come equipped with thrusters.
A ship using an ion engine as its primary source of propulsion must refuel after every five battles or interplanetary trips. Ion engine fuel has a purchase DC of 29.
Minimum Ship Size: Huge.
Tactical Speed Bonus: +500 feet (+1 square).
Purchase DC: 15 + one-half the base purchase DC of the starship.
 
PHOTON SAILS (PL 6)
Photon sails are immense but extremely fragile foil structures only a few molecules thick. Light pressure from a nearby star (or laser drive station, when available) provides motive force. The sails’ acceleration rates drop to half if the ship is beyond the edge of a star system and drop to one-quarter if the only available light is starlight. The sails can be wrecked by minor damage, but every ship equipped with photon sails carries at least three spare sets. Unfortunately, it takes 12 hours to replace damaged sails, though deployment or stowage of the sails takes only 1 minute.
In combat, any weapon hit against a sail-driven starship destroys
the deployed photon sails and prevents the ship from moving until
the sails are replaced. The sail-ship continues on its last course and
retains its former speed until the sails are replaced. Accordingly,
most sail-ships carry a secondary propulsion system (such as thrusters
or an ion engine) for emergency maneuvering and sailing against
the sun. Photon sails are completely useless in atmosphere—in fact,
they’re instantly destroyed by atmospheric entry—making a secondary
propulsion system a virtual necessity for most sail-ships.
Minimum Ship Size: Gargantuan.
Tactical Speed Bonus: None.
Purchase DC: 10 + one-quarter the base purchase DC of the starship (per set of photon sails).
 
INDUCTION ENGINE (PL 7)
Hands-down the best engine available at this or any previous Progress Level, the induction engine uses artificial gravity to provide incredible thrust and maneuverability. The induction engine requires no fuel and produces no exhaust; it’s ideal for atmospheric, orbital, or deep-space work.
Minimum Ship Size: Huge.
Tactical Speed Bonus: +1,000 feet (+2 squares).
Purchase DC: 15 + one-half the base purchase DC of the starship.
 
PARTICLE IMPULSE ENGINE (PL 7)
The particle impulse engine is the next evolutionary step of the PL 6 ion engine. It uses magnetic fields to produce a constant stream of high-energy particles, as well as to provide vectored thrust. The major advancement of the particle impulse drive over the ion drive is that the particle impulse engine uses a negligible amount of fuel, which it also manufactures. The drive’s reaction is so efficient that the tiny amounts of matter present in interplanetary or interstellar space can be collected through weak magnetic fields and converted into a thrust medium. Better still, the particle impulse engine is capable of atmospheric entry. It causes some damage to any surface close to its exhaust ports, but nowhere near as much damage as PL 6 engines do.
Minimum Ship Size: Gargantuan.
Tactical Speed Bonus: +1,000 feet (+2 squares).
Purchase DC: 10 + one-half the base purchase DC of the starship.
 
GRAVITIC REDIRECTOR (PL 8)
A refinement of the induction engine, the gravitic redirector creates a gravitic singularity—essentially, a sub-microscopic black hole—in the vicinity of the ship, producing a constant pull on the ship. By changing the location of the singularity relative to the ship, the pilot can change the direction of the ship’s travel. The gravitic redirector is more powerful and more efficient than the induction engine, and at the height of the technology’s heyday, virtually foolproof. A gravitic redirector does not operate within a planetary atmosphere, and most ships fitted with this kind of engine also have secondary thrusters or rely on shuttlecraft.
Minimum Ship Size: Colossal.
Tactical Speed Bonus: +1,500 feet (+3 squares).
Purchase DC: 10 + one-half the base purchase DC of the starship.
 
INERTIAL FLUX ENGINE (PL 8)
By precisely controlling the quantum energy level of every atom on the ship simultaneously, the inertial flux engine assumes the inertial states necessary to produce motion in any direction. In effect, by operating the controls, the pilot chooses from instant to instant what vector the ship’s atoms will next possess, and the inertial flux engine alters them simultaneously—along with everything else aboard, including the crew and passengers. An inertial flux engine does not operate within a planetary atmosphere, and most ships fitted with this kind of engine also have secondary thrusters or rely on shuttlecraft.
Minimum Ship Size: Gargantuan.
Tactical Speed Bonus: +1,500 feet (+3 squares).
Purchase DC: 15 + one-half the base purchase DC of the starship.
 
SPATIAL COMPRESSOR (PL 9)
The most advanced engine available, the spatial compressor surrounds the ship in a field that “folds” or “wrinkles” the fabric of space in the direction the pilot wishes to travel. This results in a continuous series of micro-jumps in which the ship flickers into and out of reality, teleporting thousands of times every second.
Since the ship has no intrinsic velocity (it’s stationary while it teleports), the spatial compressor can instantaneously stop or change direction and thrust vector without any maneuvering whatsoever.
However, the engine still needs to build up cyclic speed to increase the frequency of its microjumps, so it accelerates normally. The spatial compressor requires a lot of power, but no fuel. It is safe for atmospheric flight.
Minimum Ship Size: Colossal.
Tactical Speed Bonus: +2,000 feet (+4 squares).
Purchase DC: 10 + one-half the base purchase DC of the starship.
 
STARSHIP ARMOR
A starship can have only one type of armor installed. To surround a starship’s hull in armor or to upgrade the armor, a character must succeed at a Craft (structural) check (DC 30) after investing 600 hours in its assembly. A character without a mechanical tool kit takes a –4 penalty on the skill check. The character must also make a Wealth check against the armor’s (or upgraded armor’s) purchase DC.
Different types of starship armor are presented below.
Hardness: The amount of damage the armor absorbs from a weapon hit or collision.
Tactical Speed Penalty: The amount by which the armor reduces the starship’s tactical speed, given in feet and squares.
Weight: The armor’s weight.
Purchase DC: The armor’s purchase DC.
Restriction: The restriction rating of the armor.
 
ALLOY PLATING (PL 5)
Alloy plating is made of advanced metal alloys engineered for high resistance to attacks at relatively low weights.
Hardness: 20.
Tactical Speed Penalty: –500 feet (–1 square).
Weight: One-eighth the weight of the starship (rounded down).
Purchase DC: 15 + one-half the base purchase DC of the starship.
Restriction: None.
 
POLYMERIC (PL 6)
Polymeric armor is made up of advanced polymers, such as carbon fiber and high-grade fiberglass. It is relatively cheap and light, but doesn’t offer tremendous protection.
Hardness: 20.
Tactical Speed Penalty: None.
Weight: One-tenth the weight of the starship (rounded down).
Purchase DC: 10 + one-half the base purchase DC of the starship.
Restriction: Licensed (+1).
 
VANADIUM (PL 6)
Interlocking plates of light vanadium alloy absorb a respectable amount of damage and are easy to mold to a starship’s hull.
Hardness: 30.
Tactical Speed Penalty: None.
Weight: One-eighth the weight of the starship (rounded down).
Purchase DC: 15 + one-half the base purchase DC of the starship.
Restriction: Military (+3).
 
CERAMETAL (PL 7)
Combining the heat-resistant qualities of tough ceramics with the ductile strength of metal, cerametal armor offers a good compromise between protection and economy.
Hardness: 30.
Tactical Speed Penalty: None.
Weight: One-eighth the weight of the starship (rounded down).
Purchase DC: 10 + one-half the base purchase DC of the starship.
Restriction: Licensed (+1).
 
DEFLECTIVE (PL 7)
Deflective armor is composed of a shiny, light, flexible polymer especially good at neutralizing energy damage but less effective against ballistic attacks.
Hardness: 20 against attacks that deal ballistic damage, 40 against all other attacks.
Tactical Speed Penalty: None.
Weight: One-tenth the weight of the starship (rounded down).
Purchase DC: 15 + one-half the base purchase DC of the starship.
Restriction: Military (+3).
 
NEUTRONITE (PL 7)
Neutronite is a tough steel alloy into which a “weave” of free neutrons has been pressed. It is extremely resilient but also incredibly massive, weighing about five times more than a similar volume of lead.
Hardness: 40.
Tactical Speed Penalty: –500 feet (–1 square).
Weight: One-quarter the weight of the starship (rounded down).
Purchase DC: 15 + one-half the base purchase DC of the starship.
Restriction: Military (+3).
 
ABLATIVE (PL 8)
This silvery, reflective armor is amazingly thin, yet has tremendous tensile strength and the ability to absorb damage better than most kinds of armor plating.
Hardness: 40.
Tactical Speed Penalty: None.
Weight: One-tenth the weight of the starship (rounded down).
Purchase DC: 15 + one-half the base purchase DC of the starship.
Restriction: Military (+3).
 
NANOFLUIDIC (PL 8)
Consisting of a thick layer of gel-like fluid sandwiched in a neutronite structure, nanofluidic armor is “smart” armor—it concentrates at the point of impact to blunt physical blows and circulates around heat sources to dissipate energy.
Hardness: 50.
Tactical Speed Penalty: –500 feet (–1 square).
Weight: One-quarter the weight of the starship (rounded down).
Purchase DC: 15 + one-half the base purchase DC of the starship.
Restriction: Military (+3).
 
STARSHIP DEFENSE SYSTEMS
Armor does an admirable job of preventing damage to the superstructure of a starship, but it’s really only the last line of defense. Since the late Industrial Age, aircraft have been outfitted with an ever-increasing number of defensive systems designed to avoid or avert damage to a craft’s hull—or to repair it before catastrophe occurs.
To build a defense system from scratch, a character must succeed at a Craft (electronic) check (DC 30) and a Craft (mechanical) check after investing 60 hours in its assembly. A character without an electrical or mechanical tool kit takes a –4 penalty on the appropriate skill check. The character must also make a Wealth check against the system’s purchase DC.
Installing a defensive system requires a successful Craft (mechanical) check (DC 30) after investing 30 hours. A character without a mechanical tool kit takes a –4 penalty on the skill check.
Different types of defensive systems are detailed below.
Purchase DC: The purchase DC of the system.
Restriction: The level of license required to purchase the system legally.
 
AUTOPILOT SYSTEM (PL 5)
An autopilot system “kicks in” whenever the pilot is unable to fly the starship. An autopilot system isn’t as good at avoiding attacks as a living pilot, but it’s better than nothing. Larger vessels have more adaptive autopilot systems than smaller ships (although this increased sophistication doesn’t outweigh the penalties associated with the ships’ larger sizes).
An autopilot system provides an equipment bonus to the starship’s Defense depending on the ship’s size: Huge +1, Gargantuan +2, Colossal +4. This bonus applies only when the autopilot system is engaged.
Purchase DC: 5 + one-quarter the base purchase DC of the starship.
Restriction: None.
 
DAMAGE CONTROL SYSTEM (PL 5)
A starship equipped with a damage control system can perform damage control as a move action. With a successful Repair check (DC 15), the ship regains a number of hit points depending on its type, as shown on Table: Damage Control Systems. Damage control cannot be performed if the ship has been reduced to negative hit points.
Purchase DC: Varies by starship type (see Table: Damage Control Systems).
Restriction: None.
 
Table: Damage Control System
Ship Type
Hit Points Restored
Purchase DC
Ultralight
1d10
18
Light
2d10
22
Mediumweight
3d10
27
Heavy
4d10
33
Superheavy
5d10
40
 
SENSOR JAMMER (PL 5)
A sensor jammer interferes with radar and enemy sensor scans. It also confounds missile guidance systems.
Sensor checks made against a ship with an active sensor jammer take a –5 penalty. In addition, the ship gains one-half concealment against missile attacks (20% miss chance).
Any ship with a Class III sensor system (or better) is not subject to the effects of the sensor jammer, ignoring the penalty and miss chance.
Purchase DC: 5 + one-half the base purchase DC of the starship.
Restriction: Military (+3).
 
AUTOPILOT SYSTEM, IMPROVED (PL 6)
An improved autopilot system provides an equipment bonus to the starship’s Defense depending on the ship’s size: Huge +3, Gargantuan +4, Colossal +5. This bonus applies only when the autopilot system is engaged. An improved autopilot system replaces the PL 5 autopilot system.
Purchase DC: 5 + one-half the base purchase DC of the starship.
Restriction: None.
 
CHAFF LAUNCHER (PL 6)
Chaff consists of a cloud of millions of tiny metal strips or particles. This detritus interferes with sensors and missiles. Deploying chaff— usually via a small bundle from the rear or underside of a starship—is a move action. The chaff fills one 500-foot square with these strips or particles. Sensor scans directed at anything within the square take a –10 penalty, and scanning something on the direct opposite side of the chaff field incurs a –5 penalty. Any missile that passes through the chaff field to reach its intended target suffers a 30% miss chance (as though the target has three-quarters concealment).
Purchase DC: 20 for chaff launcher and one chaff bundle, 15 for each additional chaff bundle.
Restriction: Licensed (+1).
 
DAMAGE CONTROL, IMPROVED (PL 6)
A starship equipped with improved damage control regains an additional +1d10 points of damage each time damage control is performed successfully (see Damage Control System, above).
Purchase DC: 5 + the purchase DC of a standard damage control system.
Restriction: Licensed (+1).
 
DECOY DRONE LAUNCHER (PL 6)
A decoy drone is a small, self-guided missile that mimics the electromagnetic and infrared signatures of the ship that launched it.
Deploying a decoy drone is an attack action, and the drone occupies the same fighting space as the ship it imitates.
The decoy drone negates the equipment bonus on attack rolls granted by an enemy ship’s targeting system. Launching multiple decoy drones grants no cumulative effect.
A deployed and intact decoy drone can be recovered or captured with a successful grapple. It can also be targeted and destroyed. A decoy drone has a Defense of 12 and 10 hit points, and it rolls 1d20+4 on opposed grapple checks.
Purchase DC: 28 for drone launcher and one drone, 25 for each additional drone.
Restriction: Restricted (+2).
 
MAGNETIC FIELD (PL 6)
The magnetic field is the first primitive energy shield. It uses vast amounts of power to surround the ship with potent lines of magnetic force. Missiles and weapons that deal ballistic damage fired at a starship with a magnetic field take a –4 penalty on attack rolls.
A mine can be equipped with a magnetic field.
Purchase DC: 5 + one-half the base purchase DC of the starship or mine.
Restriction: Military (+3).
 
POINT-DEFENSE SYSTEM (PL 6)
A point-defense system serves two functions: It targets all incoming missiles, and it allows a starship to make attacks of opportunity against enemy ships passing through its threatened area. The point-defense system consists of batteries of automated weapons programmed to fire when either of these two conditions is met.
A point-defense system does not fire upon mines, cannot be controlled manually by the crew, and cannot be used to make normal attacks.
Destroy Missiles: A point-defense system has a 20% chance of destroying any incoming missile. A destroyed missile deals no damage to the ship.
Make Attacks of Opportunity: A starship equipped with a point-defense system threatens the space it occupies as well as all adjacent 500-foot squares. When making an attack of opportunity, the point-defense system rolls 1d20 and adds the ship’s targeting system bonus on the roll. If the result equals or exceeds the enemy ship’s Defense, the point-defense weapons deal ballistic damage based on the ship’s type, as shown in Table: Point-Defense Systems. Point-defense systems cannot score critical hits.
Purchase DC: Varies by starship type (see Table: Point-Defense Systems).
Restriction: Licensed (+1).
 
Table: Point-Defense Systems
Starship Type
Point-Defense Damage
Purchase DC
Ultralight
1d12×10
31
Light
2d12×10
34
Mediumweight
3d12×10
36
Heavy
4d12×10
38
Superheavy
5d12×10
40
 
RADIATION SHIELDING (PL 6)
Radiation shielding protects a ship’s crew and passengers against the harmful radiation of neutron stars, solar flares, and other external causes. All personnel aboard the ship gain a +5 circumstance bonus on saves to resist the effects of radiation poisoning.
Purchase DC: 5 + one-half the base purchase DC of the starship.
Restriction: None.
 
SELF-DESTRUCT SYSTEM (PL 6)
A self-destruct system ensures that a starship cannot be captured, dissected for information, or used against its builders. Installing a starship self-destruct system requires a Demolitions check (DC 30) instead of a Craft check and takes an amounts of time as determined by the ship’s type: ultralight 1 hour, light 10 hours, mediumweight 30 hours, heavy 60 hours, superheavy 120 hours. If the Demolitions check fails by 10 or more, the system detonates, destroying the ship and possibly harming others nearby.
A self-destruct system can be programmed to activate only under specified conditions—usually the voice authorization of the ship’s commander, and usually only after the crew has had sufficient time to evacuate (see Starship Evacuation).
The self-destruct system obliterates the starship (killing all aboard) regardless of how many hit points it has remaining. A starship destroyed by its own self-destruct system has no salvageable parts.
The starship’s self-destruction triggers an explosion of shrapnel that deals collateral slashing damage to all other ships in its fighting space; mediumweight, heavy, and superheavy ships also deal collateral damage to ships in adjacent squares. A successful Pilot check (DC 15) reduces the damage by half. Table: Starship Self-Destruct Systems shows the amount of collateral damage (and the system’s purchase DC) based on the starship’s type.
Purchase DC: Varies by starship type (see Table: Starship Self-Destruct Systems).
Restriction: Restricted (+2).
 
Table: Starship Self-Destruct Systems
Starship Type
Collateral Damage
Purchase DC
Ultralight
1d6×10
26
Light
2d6×10
32
Mediumweight
3d6×10
38
Heavy
4d6×10
44
Superheavy
5d6×10
50
 
STEALTH SCREEN (PL 6)
An improved version of the sensor jammer (see above), the stealth screen is a sophisticated electromagnetic transceiver capable of detecting incoming electromagnetic energy from radars, ladars, and other sensor devices. When it detects such energy, it responds by generating an electromagnetic interference pattern. In addition, it monitors the ship’s own EM emissions and cloaks them in a similar manner. Finally, the stealth shield masks the ship’s mass signature. Sensor checks made against a ship with an active stealth screen take a –10 penalty.
Additionally, a deployed mine has a 50% chance of not detecting the screened ship as it enters or leaves its detonation area.
Finally, a starship with an active stealth screen gains one-half concealment against all attacks (20% miss chance).
A mine can be equipped with a stealth screen.
Purchase DC: 10 + one-half the base purchase DC of the starship or mine.
Restriction: Military (+3).
 
DISPLACER (PL 7)
Using the same technology that will someday drive the PL 9 spatial compression engine, the displacer “shifts” the ship a few hundred yards several times a second in a random series of short-range teleportations.
All enemy attacks against the displacing ship have a 30% miss chance, as though it has three-quarters concealment.
A mine can be equipped with a displacer.
Purchase DC: 10 + one-half the base purchase DC of the starship or mine.
Restriction: Military (+3).
 
LIGHT FORTIFICATION (PL 7)
The starship’s structural integrity is reinforced so that the ship can shake off attacks that would cripple it otherwise. Light fortification converts 25% of all critical hits into regular hits.
Installing light fortification requires a Craft (structural) check instead of a Craft (mechanical) check.
Purchase DC: 10 + one-half the base purchase DC of the starship.
Restriction: Licensed (+1).
 
PARTICLE FIELD (PL 7)
Generators project a field of alpha particles (helium nuclei that have been stripped of their electrons) around the ship. The field absorbs energy damage; weapons that wholly or partly deal concussion, electricity, fire, or nonspecific energy damage (such as beam weapons) fired at the starship take a –4 penalty on attack rolls.
A mine can be equipped with a particle field.
Purchase DC: 10 + one-half the base purchase DC of the starship or mine.
Restriction: Military (+3).
 
REPAIR DRONES (PL 7)
Repair drones are Small spiderlike robots that rapidly deploy to damaged sections of a ship’s outer hull. They are programmed to repair damage quickly and efficiently.
A ship with repair drones can perform damage control as a free action. A ship without a damage control system cannot be fitted with repair drones.
Purchase DC: 15 + one-half the base purchase DC of the starship.
Restriction: Military (+3).
 
DAMAGE CONTROL, ADVANCED (PL 8)
A starship equipped with advanced damage control regains an additional +2d10 points of damage each time damage control is performed successfully (see Damage Control System, above). Advanced damage control replaces (and does not stack with) improved damage control.
Purchase DC: 10 + the purchase DC of a standard damage control system.
Restriction: Military (+3).
 
CLOAKING SCREEN (PL 8)
An improvement of the PL 7 stealth screen, the cloaking screen warps light and energy around the ship’s hull, rendering the ship invisible to visual and electronic sensors.
A cloaked ship has total concealment. To attack a cloaked ship, an attacker must guess in which square the ship currently is (or determine its position based on where it attacked last), and even if the guess is accurate, there is a 50% chance that the attack misses.
Additionally, a deployed mine cannot detect a cloaked ship and does not detonate when the ship enters or leaves its burst area. The ship’s pilot must make a Pilot check (DC 5, +5 per additional mine) to avoid a collision with the mine if the starship enters the mine’s square; on a failed check, the mine detonates.
A cloaking screen cannot be used in conjunction with chaff, since the chaff cloud would give away the ship’s position. It also cannot operate simultaneously with any sort of field (including magnetic fields and particle fields), as the field gives away the ship’s position.
A mine can be equipped with a cloaking screen.
Purchase DC: 15 + one-half the base purchase DC of the starship or mine.
Restriction: Military (+3).
 
MEDIUM FORTIFICATION (PL 8)
As light fortification (see above), except that the medium fortification system converts 75% of all critical hits into regular hits.
Purchase DC: 10 + one-half the base purchase DC of the starship.
Restriction: Licensed (+1).
 
NANITE REPAIR ARRAY (PL 8)
The final refinement of damage control systems, the nanite repair array consists of numerous nodules filled with nanites—microscopic robots—scattered throughout the ship. The nanite repair array can repair a ship with negative hit points; however, not even nanites can repair a destroyed ship.
Purchase DC: 10 + one-half the base purchase DC of the starship.
Restriction: Restricted (+2).
 
HEAVY FORTIFICATION (PL 9)
As light fortification (see above), except that the heavy fortification system converts all critical hits into regular hits.
Purchase DC: 10 + one-half the base purchase DC of the starship.
Restriction: Licensed (+1).
 
STARSHIP SENSORS
A starship would be lost in the blackness of outer space without a sophisticated sensor array enabling it to perceive its surroundings. Sensor arrays allow a starship’s crew to plot safe courses through unexplored star systems, avoid comets and electromagnetic storms, navigate asteroid belts, analyze planetary surface conditions, detect other starships nearby, and analyze damage to the ship’s outer hull. Without a functional sensor array, a ship and its crew are virtually paralyzed.
This section describes several standard sensor arrays. Each sensor array includes a list of functions; each function requires a move action and a successful Computer Use check (DC 15).
To build a sensor system from scratch, a character must succeed at a Craft (electronic) check (DC 30) after investing 60 hours in its assembly. A character without an electrical tool kit takes a –4 penalty on the skill check. The character must also make a Wealth check against the sensor system’s purchase DC.
Installing a sensor system requires a successful Craft (electrical) check (DC 30) after investing 30 hours. A character without an electrical tool kit takes a –4 penalty on the skill check.
Different types of sensor systems are detailed below.
Purchase DC: The purchase DC of the system.
Restriction: The level of license required to purchase the system legally.
 
CLASS I SENSOR ARRAY (PL 5)
This array includes radar, hi-res video, and infrared heat sensor units. As a move action, a Class I sensor array can perform either of the following functions with a successful Computer Use check (DC 15):
• Ascertain the location and type (ultralight, light, and so on) of all visible ships on the battlefield.
• Identify and ascertain the location of all visible hazards on the battlefield (such as asteroids and mines).
• Analyze the chemical composition of a planet’s atmosphere (the ship must be orbiting the planet).
Purchase DC: 21.
Restriction: None.
 
CLASS II SENSOR ARRAY (PL 6)
This array incorporates hi-res video, infrared and electromagnetic sensors, and ladar detection units. (The ladar uses low-powered laser beams to locate targets.) As a move action, a Class II sensor array can perform any one of the following functions with a successful Computer Use check (DC 15):
• Ascertain the location, type (ultralight, light, and so on), and subtype (fighter, destroyer, and so on) of all visible ships on the battlefield.
• Identify and ascertain the location of all visible hazards on the battlefield (such as asteroids and mines).
• Identify all PL 5 or PL 6 weapons on a specific ship (number and type of weapons present), including their organization into batteries (but not fire links).
• Ascertain the presence of any or all of the following systems on a specific ship: grapplers, magnetic field, point-defense system.
• Identify a specific ship’s armor type (PL 5 and PL 6 armor types only).
• Analyze the chemical composition of a planet’s atmosphere (the ship must be orbiting the planet).
Purchase DC: 27.
Restriction: None.
 
CLASS III SENSOR ARRAY (PL 6)
As the Class II sensor array, except that the ship also gains a +2 equipment bonus on all initiative checks. This array is normally installed on ships built for combat.
Purchase DC: 30.
Restriction: None.
 
TARGETING SYSTEM (PL 6)
A computerized targeting system helps starship gunners aim weapons and track enemy ships. A targeting system provides an equipment bonus on attack rolls depending on the ship’s size: Huge +1, Gargantuan +2, Colossal +3.
The purchase DC of the targeting system depends on the size of the ship.
Purchase DC: 18 (Huge), 23 (Gargantuan), or 28 (Colossal).
Restriction: Licensed (+1).
 
CLASS IV SENSOR ARRAY (PL 7)
This array includes hi-res video, electromagnetic sensors, multiband radar, spectroanalyzers, and mass detectors. (A mass detector locates objects via their gravitational signatures.)
As a move action, a Class IV sensor array can perform any one of the following functions with a successful Computer Use check (DC 15):
• Ascertain the location, type (ultralight, light, and so on), subtype (fighter, destroyer, and so on), and mass of all visible ships on the battlefield.
• Identify and ascertain the location of all visible hazards on the battlefield (such as asteroids and mines).
• Identify all of the PL 5, PL 6, and PL 7 weapons on a specific ship (number and type of weapons present), including their organization as fire-linked weapons and batteries.
• Ascertain the presence of any or all of the following systems on a specific ship: grapplers, magnetic field, particle field, point-defense system, tractor beam.
• Identify a specific ship’s armor type (PL 5, PL 6, or PL 7 armor types only).
• Identify the type of engines a ship has.
• Determine the number of life forms aboard a specific ship.
• Analyze the chemical composition of a planet’s atmosphere (the ship must be orbiting the planet).
• Analyze and chart the topography of a 1,000-square-mile area on a planet’s surface (the ship must be orbiting the planet).
• Determine a planet’s prevailing meteorological conditions and weather patterns (the ship must be orbiting the planet).
Purchase DC: 33.
Restriction: None.
 
CLASS V SENSOR ARRAY (PL 7)
As the Class IV sensor array, except that the ship also gains a +2 equipment bonus on all initiative checks. This array is normally installed on ships built for combat.
Purchase DC: 36.
Restriction: None.
 
TARGETING SYSTEM, IMPROVED (PL 7)
A starship equipped with an improved targeting system gains an equipment bonus on attack rolls depending on the ship’s size: Huge +3, Gargantuan +4, Colossal +5. This system replaces the PL 6 targeting system.
The purchase DC of the improved targeting system depends on the size of the ship.
Purchase DC: 22 (Huge), 27 (Gargantuan), or 32 (Colossal).
Restriction: Licensed (+1).
 
CLASS VI SENSOR ARRAY (PL 8)
This array includes hi-res video, electromagnetic sensors, spectroanalyzers, multiphase radar, and mass detectors.
As a move action, a Class VI sensor array can perform any one of the following functions with a successful Computer Use check (DC 15):
• Ascertain the location, type (ultralight, light, and so on), subtype (fighter, destroyer, and so on), and mass of all ships on the battlefield.
• Identify and ascertain the location of all hazards on the battlefield (such as asteroids and mines).
• Determine a specific ship’s PL 5, PL 6, PL 7, and PL 8 design specs (engines, defensive systems, sensor systems, communication systems, and weapons, including fire-linked weapons and batteries).
• Detect the presence and location of ships and mines using active cloaking screens (targets still gain the benefits of total concealment).
• Determine the number and type of life forms aboard a specific ship (“type” refers to the creature type).
• Analyze the chemical composition of a planet’s atmosphere (the ship must be orbiting the planet).
• Determine the number and type of life forms within a 4,000-square mile region on a planet’s surface (the ship must be orbiting the planet, and “type” refers to the creature type).
• Analyze and chart the topography of a 4,000-square-mile area on a planet’s surface (the ship must be orbiting the planet).
• Determine a planet’s prevailing meteorological conditions and weather patterns (the ship must be orbiting the planet).
Purchase DC: 39.
Restriction: None.
 
CLASS VII SENSOR ARRAY (PL 8)
As the Class VI sensor array, except that the ship also gains a +2 equipment bonus on all initiative checks. This array is normally installed on ships built for combat.
Purchase DC: 42.
Restriction: None.
 
ACHILLES TARGETING SOFTWARE (PL 8)
Any starship with a targeting system can have Achilles targeting software; the software does not take up one o f the starship’s
sensor system slots.
Achilles targeting software enables the ship to better train its weapons on an enemy’s critical systems. Achilles targeting software increases the critical threat ranges of the ship’s beam, projectile, and missile weapons by 1. This effect stacks with other systems that expand a weapon’s critical threat range, such as weapon batteries.
The purchase DC of Achilles targeting software depends on the size of the ship.
Purchase DC: 26 (Huge), 31 (Gargantuan), or 36 (Colossal).
Restriction: Restricted (+2).


CLASS VIII SENSOR ARRAY (PL 9)
=== <u>Customization Points</u> ===
This array is an amplified version of the Class VI sensor array.
As a move action, a Class VIII sensor array can perform any one of the following functions with a successful Computer Use check (DC 15):
• Ascertain the location, type (ultralight, light, and so on), subtype (fighter, destroyer, and so on), and mass of all ships in the star system.
• Identify and ascertain the location and trajectories of all hazards in the star system (such as asteroids and mines).
• Determine a specific ship’s design specs (engines, defensive systems, sensor systems, communication systems, and weapons, including fire-linked weapons and batteries).
• Detect the presence and exact location of ships and mines equipped with cloaking screens, and negate the effects of stealth screens, displacers, and cloaking screens.
• Determine the number, type, and species of life forms aboard a specific ship (“type” refers to the creature type).
• Analyze the chemical composition of a planet’s atmosphere (the ship must be in the same system as the planet).
• Determine the number, type, and species of life forms on a planet’s surface (the ship must be orbiting the planet, and “type” refers to the creature type).
• Analyze and chart the topography of a planet’s surface (the ship must be orbiting the planet).
• Determine a planet’s prevailing meteorological conditions and weather patterns (the ship must be in the same system as the planet).
Purchase DC: 45.
Restriction: None.


CLASS IX SENSOR ARRAY (PL 9)
Customization Points are used as a way to provide [[Ship_Equipment#Ship_Upgrades_.26_Modifications|Ship Upgrades and Modifications]]. These can act as a Bay or a Hard Point for Upgrades and Modifications that require them. However items that exclusively require a Hard Point or Bay such as [[Ship_Equipment#Ship_Weapons|Weapons]] or [[Ship_Equipment#Ship_Bays|Ship Bays]] cannot use Customization Points.  
As the Class VIII sensor array, except that the ship also gains a +2 equipment bonus on all initiative checks. This array is normally installed on ships built for combat.
Purchase DC: 48.
Restriction: None.


STARSHIP COMM SYSTEMS
=== <u>Hard Points</u> ===
The ability to communicate with other ships and bases is vital to starships. The more advanced a ship’s communications capabilities, the better informed its crew is, and the better they can coordinate
with other ships in the same fleet.
To build a communication system from scratch, a character must succeed at a Craft (electrical) check (DC 30) after investing a number of hours equal to the ship’s Hit Dice. A character without an electrical tool kit takes a –4 penalty on the skill check. The character must also make a Wealth check against the system’s purchase DC.
Installing a comm system requires a successful Craft (mechanical) check (DC 30) and a successful Craft (electrical) check (DC 30) after investing 30 hours. A character without a mechanical or electrical tool kit takes a –4 penalty on the appropriate skill check.
The following section describes various ship-to-ship comm. systems.
Purchase DC: The cost of the comm system.


Internal Comm Systems
Hard Points are communally referred to as the locations that weapons are deployed. However they can also mount a number of other external devices. Such as a Jamming Array, Grappler, Extended Sensor Array, Target Enhancers, Target Jammers etc... More information on Ship Weapons can be found in the [[Ship_Equipment#Ship_Weapons|Ship Weapons]] page. The number of hard points as well as the size of the weapon the hard point can support is shown on the chart too the right.
Internal comm systems, though as vital as ship-to-ship communications, are not covered in depth here. Obviously, the larger a ship’s crew complement, the greater its need for internal communications. The crew must stay in contact to do their jobs properly. Smaller ships can often get by with headsets jacked into the ship’s network, or short-range two-way radios, or even just shouting to each other from nearby crew stations. Larger ships require a more sophisticated system.
A standard internal communication system allows twoway audio communication from any comm station to any other comm station on the same ship. An internal comm system has a purchase DC based on the ship’s type: ultralight 13, light 16, mediumweight 19, heavy 22, superheavy 25. Increase the purchase DC by +2 if the comm stations include video screen displays as well.


RADIO TRANSCEIVER (PL 5)
=== <u>Bays</u> ===
The radio transceiver can transmit on multiple frequencies in either LOS (line of sight) or omnidirectional mode, sending messages at the speed of light. A radio transceiver can handle up to ten simultaneous two-way conversations.
Purchase DC: 21.


LASER TRANSCEIVER (PL 6)
Bays are empty spaces within the hull of the ship that can be customized for certain uses. A Bay can be converted into facilities for example: Science Bay or Medical Bay. The facilities add additional services that the ship can provide to its crew.. given that someone has the necessary skills to operate them. Bays are sometimes required for certain upgrades. More information on Ship Bays in the [[Ship_Equipment#Ship_Bays|Ship Bays]] page.
This system uses a beam of coherent light to transmit messages. The laser is unidirectional; the signal cannot be intercepted or jammed unless it’s beamed directly at a hostile ship or station. However, if the comm officer doesn’t know exactly where the receiving station  is, the laser transceiver is a waste of effort. This has some hidden drawbacks; a character cannot use the laser transceiver for a general distress call to all stations in the area, for example. A ship can’t receive laser communications unless it is equipped with the transceiver.
Lasers are limited to the speed of light (8 AU/hour), meaning it can take hours or days to get a response within a system, or even weeks to get a response at interstellar distances.
Purchase DC: 23.


DRIVESAT COMM ARRAY (PL 7)
=== <u>Upgrades & Modifications</u> ===
This massive comm array provides rapid interstellar communications. The array consists of a constellation of dozens of small transmitters that transmit and receive messages through space at faster-thanlight speeds, enabling communications with a range of 50 light-years.
The signals travel at a rate of 5 light-years per hour. Because of the need for steady signal, the ship must remain stationary to transmit and receive messages. If the ship moves while its drivesat array is transmitting or receiving, the ship’s communication officer must make a Computer Use check (DC 30) to avoid losing the signal.
Only mediumweight, heavy, and superheavy ships can be equipped with a drivesat comm array.
Purchase DC: 53.


MASS TRANSCEIVER (PL 7)
Ships can have modifications installed in the form of System Upgrades. Ever statistic of a ship from the 6 Core.System.Attributes to all Secondary Stats can have System Upgrade installed. These can be installed by a Character with the correct Craft skill or simply paid for. A list of System Upgrades can be found on the [[Ship_Equipment#Ship_Upgrades_.26_Modifications|here]].
This device can transmit instantaneously to any point in the same star system, with no “lag” due to FTL limitations. However, its range is limited to about 1,000 AU, so the signal can’t cross interstellar space.
Purchase DC: 25.


DRIVE TRANSCEIVER (PL 8)
== Space Stations ==
The drive transceiver is the first interstellar comm system that’s truly practical for small ships or second-rate colonies. It operates like the much larger PL 7 drivesat comm array, sending a signal up to 50 lightyears distant. The signal travels at a rate of 5 light-years per hour. The target station must also be equipped with a drive transceiver.
Purchase DC: 28.


ANSIBLE (PL 9)
Space Station's are defined as any artificial construct in space that has no Faster Then Light drive and whose priority is not movement and thus its sub-light engines are designed more for keeping the object in orbit, stationary or emergency movement. It doesn't have to support life to be a station as it can have other purposes. Anything above 1,024,000 Square Feet cannot have an FTL without special exceptions and thus are by default considered Space Stations. Any Station that is ~1,024,000 Sq FT or larger are broken up into parts. Each part having the minimum Hit Points of a Colossal Hull Size craft.
The ansible is a device that induces precise changes in the energy states of atomic nuclei, without regard to distance or time. In effect, it permits instantaneous interstellar communications—voice, video, or data transfer—to any other ship or station equipped with an ansible. Much like a radio, the receiving station has to be attentive to a particular “frequency,” so two ansible-equipped stations must have some prearranged communications protocols; an ansible cannot pick up any transmissions not intended for that specific frequency.
Purchase DC: 33.


STARSHIP WEAPONS
To determine other stats such as number of people the Station could support, or Hard Points and Bays follow the pattern laid out by the Hull Size for Ships. The number of Hard Points is the same but the number of Bays is +1. Also Stations do not have to all have Huge Weapons mounts. Instead it can mount different sized weapons in order to defend against different size ships. A Huge Hard Point can hold 2 Large Weapons, 3 Medium Weapons, 4 Small Weapons. If the Station is ~1,024,000 Sq FT or larger not all of its Weapons can target a craft at a time only 1/2.
Starship weapons fall into one of four categories: beam weapons, projectile weapons, missiles, and mines. Each category of weapon is described in greater detail below.
Starship weapons require the Starship Gunnery feat to operate proficiently. Without this feat, a gunner takes a –4 penalty on attack rolls made with starship weapons. Trained, expert, and ace crew gunners are assumed to have this feat.
To build a starship weapon system from scratch, a character must succeed at a Craft (mechanical) check (DC 30) after investing 300 hours in its assembly. A character without a mechanical tool kit takes a –4 penalty on the skill check. The character must also make a Wealth check against the weapon’s purchase DC.
Installing a weapon system requires a successful Craft (mechanical) check (DC 30) after investing 30 hours. A character without a mechanical tool kit takes a –4 penalty on the skill check.
Modifying Weapons: Certain beam and projectile weapons—as noted in Table: Starship Weapons—can be modified for different rates of fire. With 1 hour of work and a successful Repair check (DC 30), these weapons can be reconfigured for semiautomatic or automatic fire mode. (Resetting a weapon to its original configuration requires another check and 1 hour.) Weapons can be purchased in their modified versions, but the purchase DC of a modified weapon increases by +3.


Average Weapon Damage
To determine how many lives can be supported on a Station. Take its size and compare it to the amount of people on a similar Hull Size and add a zero. This is because the FTL, sub light Engines and all the supporting systems take up a large amount of space. Also this assumes that at least halve the spare Bays are for personnel. If the Station is larger then any examples in the follow the pattern to estimate the possible number of people.
Some starship weapons (particularly fire-linked weapons) deal incredible damage. To speed up play, you can decide to deal average damage with weapon attacks instead of rolling handfuls of dice and adding them up. Table: Starship Weapons lists average damage in parentheses in the Damage column.


BEAM WEAPONS
== Ship Crafting ==
Beam weapons deal energy damage, usually of a nonspecific type. They range from weapons as simple as a high-powered laser to monstrous devices capable of harnessing the fundamental forces of the universe.
Beam weapons draw power from a starship’s power plant and are considered to have unlimited ammunition.
Beam Weapon Mounts: Beam weapons are mounted on turrets or in banks that, coupled with the starship’s ability to adjust its orientation, allow the weapons to fire in any direction. The cost of a turret mount or bank is included in the purchase DC of the weapon.


PROJECTILE WEAPONS
Ships are considered Structures. They require the following crafting skills: Electrical, Mechanical, Structural
Projectiles are generally solid slugs delivered to the target, where the velocity and density of the slug hopefully punch through the target’s defenses. The most basic projectile weapons launch a small hunk of metal at roughly the speed of sound; the most advanced can push around mountains or molecules at greater than the speed of light.
Projectile weapons tend to be slightly more expensive than beam weapons, but the top end damage is considerably higher.
Starships have sufficient storage space to contain a virtually unlimited supply of projectile weapon ammunition.
Projectile Weapon Mounts: Like beam weapons, projectile weapons are mounted on turrets or in banks that, coupled with the starship’s ability to adjust its orientation, allow the weapons to fire in any direction. The cost of a turret mount or bank is included in the purchase DC of the weapon.


MISSILES
Building a ship requires a Ship Yard. Making repairs to a ship can be done without being in a shipyard but the ship cannot be in FTL and it takes twice as long as it would normally take in a ship yard. A Docking Bay can also be used to repair a ship if the ship/station that has the Docking Bay also has a Industrial or Engineering bay.
A missile is an explosive warhead fixed to a guided rocket and fired from a missile launcher. The type of warhead determines both the type and amount of damage.
All missiles are equipped with guidance systems that negate the penalty for range increments. Missiles are purchased in racks of eight.
Missile Launchers: A starship must be equipped with missile launchers to fire missiles. Each type of missile has its own type of missile launcher; for example, a launcher designed to fire CHE missiles cannot fire KE submunition missiles. Missiles can fire in any direction. A missile launcher has a purchase DC of 20.


MINES
The materials costs are based on the finishing price of the ship not including any customizations or accessories unless you are also building those.  
Mines are immobile explosives that must be deployed to be effective. Mines are equipped with sensors to scan approaching ships and detonate when hostile ships draw near. Some mines also come equipped with cloaking screens and other defensive systems to conceal their presence (see Defensive Systems).
Mines are sold individually. Although a mine weighs no more than a few thousand pounds, one mine consumes 100 tons of a ship’s cargo capacity (most of it taken up by the launch system and radiation shielding).
Minelayers: A starship must be equipped with a minelayer (purchase DC 25) to deploy mines, and only Colossal ships can be fitted with minelayers. A minelayer consists of two or more mine rails—low-powered magnetic accelerators that can deploy one mine per round.
Deploying a Mine: A starship equipped with a minelayer can, as an attack action, deploy a single mine in any 500-foot square it occupies. Only after the starship leaves the mine’s detonation area does the mine activate.
A starship that deploys a mine sets the conditions under which the mine detonates. Up to four mines can be deployed in the same 500-foot square and programmed to detonate simultaneously.
A deployed mine is a Medium-size object with Defense 5, hardness 10, and 50 hit points. Damaging or destroying a deployed mine has a 50% chance per hit of detonating it.
Detonating a Mine: When certain predetermined conditions are met (usually when an enemy ship enters the mine’s detonation area), the deployed mine explodes. The mine’s detonation area includes the square it occupies and all adjacent 500-foot squares (9 squares total). All ships within the mine’s detonation area take damage when the mine detonates. A pilot may attempt a Pilot check (DC 25) to reduce the damage by half; making this check does not count as an action.


FIRE-LINKED WEAPONS
The time is based on the size of the ship.
Fire-linked weapons are identical beam weapons, projectile weapons, or missile launchers that point and fire in the same direction. In effect, this arrangement creates a single weapon (fired with a single attack roll) that deals greater damage than either weapon alone.
*Colossal: 36450 Days - Requires Super Heavy Ship Yard
Each full doubling of the number of fire-linked weapons (two weapons, four, eight, and so on) increases the damage by one-half the base damage. For example, a fighter using two fire-linked rail cannons (damage 6d12 each) deals 9d12 points of damage with a successful attack. Fire-linking weapons adds +1 to the purchase DC of each weapon in the link; taking the above example, each fire-linked rail cannon would have a purchase DC of 31 instead of 30.
*Gargantuan: 12150 Days - Requires Super Heavy Ship Yard
Variable fire links also exist, allowing the gunner to decide from attack to attack whether to fire the weapons individually (as normal), in a full link (as described above), or in a partial link. A partial link allows the pilot to fire the linked weapons in groups of two. Only starships with four or more fire-linked weapons can be fired in a partial link. The variable version of the fire link adds +3 to the purchase DC of each weapon in the link.
*Huge: 4050 Days - Requires Heavy Ship Yard
*Large: 1350 Days - Requires Heavy Ship Yard
*Medium: 450 Days
*Small: 150 Days
*Tiny: 50 Days
*Diminutive: 20 Days
*Fine: 10 Days


WEAPON BATTERIES
Skilled laborers can be contracted to divide up the work. A Ship Yard can have as much as 50 people working on the same ship. Heavy 500 people. And Super Heavy 5,000 people. Cost may very based on the GM. But default suggestion would be $10,000 a day + completion bonus of 1/1000th the cost of the ship.
A weapon battery consists of a cluster of up to five identical beam weapons, projectile weapons, or missile launchers that fire as a single weapon (requiring a single attack roll). When using battery fire, every weapon after the first in a battery adds a +1 bonus on the attack roll, to a maximum of +4 for a five-weapon battery. If the attack succeeds, roll damage as if one of the weapons had hit. In addition, a weapon battery has a greater chance of scoring a critical hit. Regardless of the number of weapons in the battery, the threat range is increased by 1. For example, a battery of plasma cannons (normal threat range of 20) has a threat range of 19–20. This effect stacks with other systems that expand a weapon’s critical threat range, such as Achilles targeting software.
Batteries of weapons cannot be “split” into individual weapons; they either fire all together, or not at all. Installing weapons in a battery increases the purchase DC of each weapon by +1.
Only mediumweight, heavy, and superheavy starships can be equipped with weapon batteries.


WEAPON DESCRIPTIONS
Other players can also help in the building of a ship. The same rules associated with building a structure apply. To review the rules go [[Craft|here]]. Repair work can also be divided up.  
Table: Starship Weapons provides the following statistics for various ranged weapons:
Damage: The damage the weapon deals.
Critical: The critical threat range of the weapon.
Damage Type: Most beam weapons deal a nonspecific type of energy damage that is not subject to energy resistance. A few weapons deal a specific kind of energy damage; for example, a laser deals fire damage. Projectile weapons deal ballistic damage.
Range Increment: A weapon’s range increment is given in feet. An attack at less than this distance is not penalized for range. However, each full range increment causes a cumulative –2 penalty on the attack roll. Beam weapons dissipate and become ineffective past 10 range increments, while projectile weapons have unlimited range.
Rate of Fire: Ranged weapons have three possible rates of fire: single shot, semiautomatic, or automatic.
Single Shot: A weapon with a single shot rate of fire can fire only one shot per attack, even if the gunner has a feat or other ability that normally allows more than one shot per attack.
Semiautomatic (S): A semiautomatic ranged weapon fires one shot per attack (effectively acting as a single shot weapon). However, a gunner who gains multiple attacks per round because of his level or because of certain feats can fire a semiautomatic beam weapon multiple times in rapid succession, getting more than one shot per attack.
Automatic (A): Automatic ranged weapons fire a burst or stream of shots. Only weapons with the automatic rate of fire can be set on autofire or be used with feats that take advantage of automatic fire. See the Starship Weapons on Autofire for more rules and information.
Minimum Ship Size: The minimum size of starship capable of supporting the weapon.
Purchase DC: The purchase DC of the weapon.
Restriction: The level of license required to purchase the weapon legally.


Starship Weapons on Autofire
Building a Weapon or other hard point accessory is also considered like building a structure. With the except of Diminutive and Fine as they are normal sized weapon rules and thus the same rules for crafting. Making a hard point requires either a ship yard or a Engineering facility. The default time for crafting a non-weapon hard point accessory is 20 days. Weapon crafting times are based on there weapon sizes just like ships.
If a starship weapon has an automatic rate of fire, it can be set on autofire. Autofire affects an area and everything in it, not a specific target. The starship using the autofire weapon targets a 1,000-foot-by-1,000-foot area and makes an attack roll; the targeted area has an effective Defense of 10. If the attack succeeds, the pilots of all ships within the affected area must make a Pilot check (DC 15) or take the weapon’s damage.
*Gigantic: 80 Days - Requires a Heavy Ship Yard or Large Engineering facility.
Apply a penalty on the check based on the size of the pilot’s ship: Huge –2, Gargantuan –4, Colossal –8.
*Large: 40 Days - Requires a Heavy Ship Yard or Large Engineering facility.
Some starship weapons—such as the needle driver—only have autofire settings and can’t normally fire single shots.
*Medium: 20 Days
*Small: 10 Days


Table: Starship Weapons
Building a Bay requires 20 days for normal size bays and 40 days for Large sized bays. They can be built in any facility designed to handle the construction of a structure. They can be built directly into the ship or be built in pieces and then shipped and assembled inside of the ship. It takes two days to assemble a normal bay or 4 days to assemble a large bay. You cannot speed up the assemble process by dividing up work. Only the crafting of the item can other characters assist. You do not need to account for assembling a bay if it is directly built into the ship.


Weapon Damage
Building an upgrade or other accessory is completely dependent on the item itself. However installing it from a time perspective is like repairing the ship of a major problem. Which is a full day while not being in FTL. Some upgrades may require that the ship be in a ship yard or a facility that supports repairs.
Critical
Damage Type
Range Increment
Rate of Fire
Minimum Ship Size
Purchase DC
Restriction
Progress Level 6: Fusion Age
Fusion beam
10d8 (45)
20
Energy
3,000 ft.
Single
Gargantuan
33
Res (+2)
Gauss gun
8d12 (52)
20
Ballistic
4,000 ft.
Single1
Gargantuan
35
Res (+2)
Laser
6d8 (27)
20
Fire
3,000 ft.
Single1
Huge
28
Lic (+1)
Laser, heavy
8d8 (36)
20
Fire
4,000 ft.
Single
Colossal
31
Res (+2)
Mine, fusion
5d100 (275)
Energy
Colossal
33
Mil (+3)
Missile, CHE
6d12 (39)
19–20
Ballistic
Single
Gargantuan
252
Mil (+3)
Missile, KE submunition
4d12 (26)
19–20
Ballistic
Single
Gargantuan
222
Lic (+1)
Missile, nuclear
16d8 (72)
19–20
Energy
Single
Gargantuan
452
Mil (+3)
Needle driver
8d12 (52)
20
Ballistic
4,000 ft.
A
Gargantuan
36
Lic (+1)
Neutron gun
6d8 (27)
20
Energy
5,000 ft.
Single
Colossal
31
Mil (+3)
Neutron gun, heavy
10d8 (45)
20
Energy
6,000 ft.
Single
Colossal
35
Mil (+3)
Rail cannon
6d12 (39)
20
Ballistic
3,000 ft.
Single1
Gargantuan
30
Lic (+1)
Progress Level 7: Gravity Age
Antimatter gun
10d8 (45)
20
Energy
5,000 ft.
Single
Colossal
38
Mil (+3)
Mass cannon
8d12 (52)
20
Ballistic
5,000 ft.
Single
Gargantuan
37
Lic (+1)
Mass cannon, heavy
10d12 (65)
20
Ballistic
6,000 ft.
Single
Colossal
40
Res (+2)
Mine, gravitic
10d100 (550)
Energy
Colossal
43
Mil (+3)
Missile, mass reaction
20d8 (90)
19–20
Energy
Single
Colossal
502
Mil (+3)
Missile, plasma
18d8 (81)
19–20
Fire
Single
Gargantuan
462
Res (+2)
Particle beam
12d8 (54)
20
Energy
4,000 ft.
Single
Gargantuan
36
Res (+2)
Particle beam, heavy
16d8 (72)
20
Energy
5,000 ft.
Single
Colossal
39
Res (+2)
Plasma cannon
14d8 (63)
20
Fire
3,000 ft.
Single1
Gargantuan
36
Lic (+1)
Plasma cannon, heavy
18d8 (81)
20
Fire
4,000 ft.
Single1
Colossal
39
Res (+2)
Quantum cannon
16d8 (72)
20
Energy
6,000 ft.
Single
Gargantuan
41
Res (+2)
Progress Level 8: Energy Age
Automaser
12d8 (54)
20
Energy
6,000 ft.
A
Colossal
40
Res (+2)
EMP cannon
8d8 (36)3
20
Electricity
4,000 ft.
Single
Gargantuan
41
Res (+2)
Kinetic lance
10d12 (65)
20
Concussion
3,000 ft.
Single1
Colossal
42
Res (+2)
Maser cannon
12d8 (54)
20
Energy
6,000 ft.
Single1
Gargantuan
40
Lic (+1)
Maser cannon, heavy
16d8 (72)
20
Energy
8,000 ft.
Single1
Colossal
44
Res (+2)
Mine, zero point
15d100 (825)
Energy
Colossal
48
Mil (+3)
Missile, nova burst
12d8 (54)
19–20
Ballistic/ Energy
Single
Gargantuan
452
Mil (+3)
Missile, starload
20d8 (90)
19–20
Energy
Single
Huge
452
Mil (+3)
Neutronium driver
12d12 (78)
20
Ballistic
5,000 ft.
Single
Colossal
42
Mil (+3)
Sliver gun
8d12 (52)
20
Ballistic
3,000 ft.
S, A
Gargantuan
39
Res (+2)
Zero bore
16d8 (72)
20
Energy
6,000 ft.
Single
Colossal
52
Mil (+3)
Progress Level 9: Matter Age
Blacklaser
16d8 (72)
20
Energy
8,000 ft.
S, A
Huge
50
Mil (+3)
Mine, null4
10d100 (550)
Energy
Colossal
53
Mil (+3)
Singularity cannon
20d8 (90)
20
Energy
5,000 ft.
Single
Colossal
53
Mil (+3)
String projector
12d12 (78)
20
Energy
6,000 ft.
Single
Colossal
54
Mil (+3)
Tachyon gun
14d8 (63)
20
Energy
10,000 ft.
Single
Gargantuan
52
Mil (+3)
1 With a successful Repair check (DC 30) and 1 hour of work, this weapon can be modified for semiautomatic or automatic fire mode. Resetting the weapon to its original configuration requires another check and another hour of labor.
2 The purchase DC includes a basic launch system (missile rack or missile tube) and eight missiles with warheads. The purchase DC is 2 lower without the launch system.
3 In addition to taking damage, the ship is dazed for 1 round (see Starship Condition Summary).
4 This weapon’s damage ignores a ship’s hardness.


FUSION BEAM (PL 6)
=== <u>Crafting Ship Functions</u> ===
The fusion beam initiates a fusion reaction and then directs the blast at the target.
GAUSS GUN (PL 6)
The gauss gun is an electromagnetic accelerator that fires tiny ball bearings at an extremely high velocity.
LASER (PL 6)
The simplest beam weapon, the laser is used generally for small craft. It consists of a focused beam of white-hot light.
LASER, HEAVY (PL 6)
The heavy laser is simply an oversized laser that pours more energy on the target. It’s too big to install on light spacecraft, but is common on destroyers and larger warships.
MINE, FUSION (PL 6)
A fusion mine initiates a fusion reaction that deals damage to all starships in its square and all adjacent squares.
MISSILE, CHE (PL 6)
A CHE (conventional high-explosive) warhead can destroy a small vessel, but it’s less effective against larger warships unless launched in numbers. Heavy vessels, such as battleships, can usually ignore the weapon despite its payload of hundreds of kilos of advanced chemical explosives.
MISSILE, KE SUBMUNITION (PL 6)
This warhead consists of a bundle of dozens or even hundreds of tungsten steel darts, each mounted on small rocket motors. As the weapon approaches its target, the warhead splits open, unleashing a lethal hail of high-velocity metal arrows. The impact alone can vaporize several square yards of heavy armor.
MISSILE, NUCLEAR (PL 6)
This 1-megaton warhead is essentially a fusion bomb rigged to a guided rocket.
NEEDLE DRIVER (PL 6)
The needle driver is a larger, heavier version of the rail cannon (see below), with an extremely high rate of fire. It fires small metal flechettes at the rate of thousands of rounds per minute.
NEUTRON GUN (PL 6)
This device directs an intense blast of neutron radiation at the target.
NEUTRON GUN, HEAVY (PL 6)
This weapon is simply a larger version of the neutron gun.
RAIL CANNON (PL 6)
Rail cannons use a series of electromagnets to propel projectiles down a magnetic track. The projectiles are kinetic-energy weapons with no explosive charge, but at close ranges, they can still be quite devastating.
ANTIMATTER GUN (PL 7)
Using the same basic technology as the PL 6 rail cannon, the antimatter gun throws a piece of antimatter at the target. The impact alone is extremely destructive. Following the initial impact damage, the “splatter” of antimatter from the disintegrating warhead creates a cluster-bomb effect around the point of impact, increasing the chance of a critical hit.
MASS CANNON (PL 7)
The mass cannon uses gravitic technology to “charge” a small bit of matter with incredible gravitational energy, then hurls it at the target, where its increased gravitational pull causes it to slam into the target like a wrecking ball.
MASS CANNON, HEAVY (PL 7)
The heavy mass cannon is a larger and more powerful version of the mass cannon.
MINE, GRAVITIC (PL 7)
When a gravitic mine detonates, it creates a brief artificial gravity well that pulls on ships in its square and in all adjacent squares, tearing their hulls.
MISSILE, MASS REACTION (PL 7)
This warhead uses a dark matter reaction to unleash a powerful wave of energy. The effect is more concentrated than a nuclear blast, but it’s less likely to cause unwanted collateral damage.
MISSILE, PLASMA (PL 7)
The plasma warhead improves on the PL 6 chemical explosive. It creates a burst of white-hot plasma that can blast a small ship out of space with one shot.
PARTICLE BEAM (PL 7)
The next phase of the PL 6 neutron gun, the particle beam projects a stream of protons, neutrons, or alpha particles at the target—each particle accelerated to near light-speed.
PARTICLE BEAM, HEAVY (PL 7)
This weapon is simply a larger version of the particle beam.
PLASMA CANNON (PL 7)
Using a powerful electrical charge to convert a mix of chemicals into white-hot plasma, this weapon then accelerates the plasma mass toward the target with a simple rail gun. The result is a bolt of incandescent plasma that can explosively vaporize objects in its path.
PLASMA CANNON, HEAVY (PL 7)
This weapon is simply a larger version of the plasma cannon.
QUANTUM CANNON (PL 7)
The quantum cannon fires a stream of highly charged subatomic particles, destabilizing the atoms of the target and creating localized fission reactions.
AUTOMASER (PL 8)
The automaser uses multiple firing arrays to channel high-energy maser compressions into shorter pulse widths. This weapon fires only in automatic mode.
EMP CANNON (PL 8)
The EMP cannon induces an electromagnetic pulse effect similar to that of a nuclear explosion. This makes the EMP cannon especially effective against electronic equipment. In addition to taking damage, the starship is dazed for 1 round. Neither crew nor passengers are dazed, however.
KINETIC LANCE (PL 8)
The kinetic lance creates a high-velocity stream of virtual particles simulating solid matter. The impact of these particles is quite destructive—rather like a collision with a solid object.
MASER CANNON (PL 8)
Maser cannons channel an enormous amount of power through a linear antenna array, creating a broad-spectrum blast of energy that devastates the target with heat, light, and intense radiation.
MASER CANNON, HEAVY (PL 8)
The heavy maser cannon is a larger version of the maser cannon. With 1 hour of work and a successful Repair check (DC 30), a heavy maser can be reconfigured for semiautomatic or automatic fire mode. (Resetting the weapon to its original configuration requires another check and another hour of labor.) Increase the purchase DC of the modified pulse maser by +5.
MINE, ZERO POINT (PL 8)
This mine creates a spontaneous quantum fluctuation of energy—the same energy as the Big Bang, though obviously on a smaller scale.
MISSILE, NOVA BURST (PL 8)
The nova burst warhead generates an incredible gravitational force that compresses normal matter into an incredibly dense mass, which then explodes in a colossal detonation.
MISSILE, STARLOAD (PL 8)
The starload warhead is essentially an improved version of the PL 7 mass reaction missile.
NEUTRONIUM DRIVER (PL 8)
This version of the rail gun is configured to fire a projectile of false neutronium—a slug the size of a baseball, but with a temporary mass of thousands of tons. Because neutronium is electrically neutral, the driver mechanism actually encapsulates the projectile in a sleeve or sabot of ordinary matter to fire the slug.
SLIVER GUN (PL 8)
An efficient mass driver loaded with flechettes of tungsten steel, the sliver gun is the PL 8 version of a heavy machine gun. It cycles at a rate of fire of almost 4,000 rounds per minute, and each sliver can tear through a yard or more of heavy armor.
ZERO BORE (PL 8)
The zero bore creates a stream of energy that encourages extraordinary amounts of quantum energy fluctuation—the so-called “zero point” energy. Anything in its path is wrecked by the spontaneous destruction of space itself.
BLACKLASER (PL 9)
Using the fluorescent gaseous form of dark matter, a blacklaser fires a beam of coherent light. To human eyes, it appears to be a beam of purplish light bordering on ultraviolet, but it is composed of radiation much more energetic and dangerous than ordinary photons.
MINE, NULL (PL 9)
This weapon is horrifyingly simple in design. It harnesses nuclear strong force to generate a field in which all atomic bonds cease to exist. Matter in the mine’s square and all adjacent squares is pulverized into subatomic dust.
A null mine ignores a ship’s hardness.
SINGULARITY CANNON (PL 9)
The singularity cannon creates a quantum black hole and fires it at the enemy. A quantum black hole is no bigger than a single molecule, but it masses hundreds of millions of tons and can rip even the toughest armor to shreds.
STRING PROJECTOR (PL 9)
The string projector creates a super-dense cosmic string that passes through the target. A cosmic string is a short-lived chain of extraordinary mass; the effect on the target is similar to being pierced by the mass of a mountain, but concentrated into a space the size of a strand of hair.
TACHYON GUN (PL 9)
The tachyon gun fires a blast of high-energy, faster-than-light particles at the target.


GRAPPLING SYSTEMS
It requires a crafting skill of 3 in the correct craft skill. The craft skill is determined by which of the 6 Core System Attributes the Function is associated with. Engines and Weapons is associated with Craft Mechanics. Structure is associated with Craft Structure. Shields, Electronics, Sensors is associated with Craft Electronics. In order to craft a Function with Class 1 the crafter must have 4 ranks in the appropriate skill. For Class 2 the crafter must have 5 ranks and so on.  
The following devices are commonly found on starships but don’t fit under the headings of armor, engines, sensors, defensive systems, or weapons.
Installing one of these systems requires a successful Craft (mechanical) check (DC 30) after investing 30 hours. A character
without a mechanical tool kit takes a –4 penalty on the skill check.
Purchase DC: The purchase DC of the system.
Restriction: The level of license required to purchase the system legally.


GRAPPLERS (PL 5)
Only Upgrades for the 6 C.S.A have both Class and Grade. To learn more about upgrades visit the [[Ship_Equipment#Ship_Upgrades_.26_Modifications|Ship Upgrades]] section of the [[Ship Equipment]] page.
Grapplers consist of two or more robotic arms fitted with magnetic grips or pads capable of latching onto a single target, usually another ship. Grapplers can also be used to grab Small or larger objects adrift in space.
Using grapplers against another ship or an unattended object is an attack action. Against another ship, this action provokes an attack of opportunity if the ship being grabbed has a point-defense system. To successfully grab the target, the starship must first enter the target’s square; then the starship’s pilot must succeed at a Pilot check. The Pilot check’s DC depends on the size and Defense of the target being grabbed, as shown on Table: Grappler Pilot Check DCs below. If the check succeeds, the starship successfully latches onto the target, and the two ships continue to occupy the same space until the grapplers release their hold. The grappling ship cannot move as long as it wishes to remain latched and moves in concert with the grappled ship. Neither ship can attack the other as long as the grapplers maintain their hold.
As an attack action, a grabbed starship can free itself from a grabbing ship by succeeding at an opposed Pilot check. Each ship adds a special grapple bonus on its check based on its size: Huge +8, Gargantuan +12, Colossal +16. A ship may only attempt to free itself once per round.
A starship using grapplers to latch onto another ship can release the hold and retract the grapplers as a free action.
Purchase DC: 10 + one-half the base purchase DC of the starship.
Restriction: None.


Table: Grappler Pilot Check Dcs
=== <u>Crafting FTL Drives</u> ===
Size of Target
Pilot Check DC
Colossal
5 + target’s Defense
Gargantuan
10 + target’s Defense
Huge
15 + target’s Defense
Large
20 + target’s Defense
Medium-size
25 + target’s Defense
Small
30 + target’s Defense


TRACTOR BEAM EMITTER (PL 7)
FTL drives are considered one of the most complicated pieces of equipment ever invited. It requires at least 3 ranks in the following 3 crafting skills. Craft Mechanical, Electronics, Structure. Making a FTL follows the Craft Structure rules and thus requires a facility. To learn more about crafting go [[Craft|here]]. There is no mastercrafted FTLs.
A tractor beam emitter projects a short-range gravitational “tether” that latches onto or immobilizes a single target, usually a ship or unattended object. The target must be in the same square or in an adjacent square.
Using a tractor beam against a starship or an unattended object is an attack action. Against another ship, this action provokes an attack of opportunity if the ship being grabbed has a point-defense system.
To grab a target with its tractor beam, a starship must succeed at a ranged attack roll. If the attack succeeds, the smaller ship is immediately pulled into the larger ship’s space (if it isn’t in occupying the same space already); if both ships are the same size, the target is pulled into the tractoring ship’s space. In any case, being pulled into another ship’s space by a tractor beam does not count against a ship’s movement. If the tractoring ship is one or more size categories larger than the target, the target is effectively immobilized, and tractoring ship drags the target with it when it moves. If the tractoring ship is the same size category as the target or smaller, both the tractoring ship and the target are effectively immobilized. See the Starship Condition Summary for the effects of being immobilized.
As an attack action, a tractored starship can free itself from the tractoring ship by succeeding at an opposed Pilot check. Each ship adds a special grapple bonus on its check based on its size: Huge +8, Gargantuan +12, Colossal +16. A ship may only attempt to free itself from a tractor beam (or any other grappling device) once per round. A ship held by multiple tractor beams may attempt a single grapple check to escape all of the beams, but must beat the grapple check results of all opponents.
A starship using a tractor beam to grab another ship can terminate the beam (thereby releasing its hold on the other ship) as a free action.
Only Gargantuan and Colossal ships can be equipped with a tractor beam emitter.
Purchase DC: 15 + one-half the base purchase DC of the starship.
Restriction: Licensed (+1).


=== <u>Master Work Spaceships</u> ===


HEROES IN STARSHIPS
A ship can be Masterworked. This is represented by an additional point toward the 6 Core System Attributes for each Crafting skill a character has the required rank in. To make Master Work structures a Character must have a rank of 5 or higher in the appropriate skill. There are 3 crafting skills that effect ship building and those again are Electrical, Mechanical, Structural. That means there is a total of +3 points that can go toward a ship.  
A hero in a starship fills one of several possible roles, which determines what the character can do.
Commander: A ship’s commander makes decisions about tactics and issues orders to the crew. The commander can help another crewmember by taking an aid another action. The commander must be located on the starship’s command deck to do so.
Aiding another crewmember is a move action. A starship can only have one commander, and ships under Colossal size tend not to have a commander at all.
Pilot: The pilot of a starship controls its movement. Most starships have only one position from which the starship can be piloted. Piloting a starship is always at least a move action, which means that the pilot may be able to do something else with her attack action each round. On smaller ships such as fighters, the pilot also serves as the gunner. A starship can have only one pilot at a time.
Copilot: The copilot can help the pilot on Pilot checks by taking an aid another action. The copilot must be located somewhere on the ship from where he can see the starship’s surroundings and advise the pilot (usually the command deck or cockpit). Aiding the pilot is a move action, leaving the copilot with an attack action each round to do something else. A copilot may also serve as a gunner or sensor operator if he can access one of the starship’s weapon systems or the ship’s sensors from his station. A starship can have only one copilot at a time.
Gunner: A gunner controls one of the ship’s weapon systems, applying her ranged attack bonus and Dexterity modifier to the attack rolls. A ship with multiple weapon systems can have multiple gunners.
Sensor Operator: Although the copilot usually operates the sensors, some ships (particularly heavy and superheavy ships) have a dedicated crew position for a sensor operator. A sensor operator can take an aid another action either to help the pilot with Pilot checks, or to help a gunner with attack rolls. Either is a move action, leaving the sensor operator with an attack action each round to do something else. A starship can have as many sensor operators as
it has different sensor systems (see Starship Sensors).
Engineer: A starship’s engineer keeps the ship in working order. If a system has failed for any reason, it is usually up to the engineer to get that system working again. An engineer can attempt a Repair check to fix minor problems as a full round action. A starship can have one engineer, plus one additional engineer each for the ship’s life support, sensors (and communications), and defensive systems.
Passenger: All other personnel aboard the starship are considered passengers for purposes of starship combat. Passengers have no specific role in the starship’s operation, but they help repel boarders or take other actions.


BY HOOK OR BY CROOK
A ship cannot be upgraded with Masterworked parts. A ship can only be constructed as such. Each extra point awarded to the ship ups the price by an additional 1/4th the base price.
Heroes who cannot afford to buy their own starship can always borrow, requisition, rent, or steal one as the need arises.
Borrowing a Starship: A character with the favor talent can attempt a favor check (DC 30) to borrow a starship from a friendly contact, assuming that the contact has a ship available. The contact must have an attitude of helpful, and improving a contact’s attitude requires a Diplomacy check. The GM sets the terms of the favor.
Requisitioning a Starship: A character working for an agency can requisition a starship as “equipment,” using the rules for requisitioning equipment.
Renting a Starship: The issue of starship rental won’t come up in campaigns where space traffic is limited to military vessels. However, in campaigns featuring commercial and privately owned starships, heroes can rent a starship for much less than it costs to buy one. Only ultralight or light starships with a restriction rating of licensed (+1) or restricted (+2) can be rented, and the heroes must have the appropriate license to operate the vessel. Renting a starship for a day requires a successful Wealth check against one-quarter of the starship’s purchase DC. Increase the purchase DC by 2 if the ship is equipped for interstellar travel or if a trained crew is provided as part of the rental agreement. Renters must cover any damages sustained by the ship during the rental period.
Stealing a Starship: Characters can steal a starship only after disabling its security locks (Disable Device DC 40, one check per lock), overcoming any hostile crewmembers aboard, and defeating the ship’s onboard computer security system (Computer Use DC 40). A ship’s computer security system can be accessed from any onboard computer terminal, although using a bridge terminal reduces the DC by 5. For more information on defeating computer security, see the Computer Use skill description.

Latest revision as of 05:51, 3 March 2019

This page is for rules on building, repairing, buying and selling of Space Ships within the Future Path universe. For rules on combat in a space ship go here. For rules on traveling and exploration with space ships go here. For space ship weapons and other equipment go here

For the Character Sheet PDF file go [here!]

Space ships in Future Path are designed to be in many ways similar to a Character. Many peoples and cultures actively personify there ships and in honor of that tradition this game system represents ships with similar rules and layout to that of a Character.

You can see a full list of Space Ships on the Space Ship Examples page.

Ship Summary

The foundation of a spaceship is the "Core" which determines the Tech Level of the ship and which type of FTL Drive it can use. The Core level determines how many points can be spent on the 6 Core System Attributes which affect all the different aspects of the ship. The Size of a ship determines Secondary Attributes like Hard Points and Bays. A ship can be generic or have a Hull Configuration which can modify secondary attributes. Lastly, a ship may also have Quirks which can add flavor and uniqueness to a ship.

Although not an aspect of a ship that directly affects the ship a crew is an important piece and helps determine what the ship can do. Crew can take on positions within the ship to help improve ship performance.

The Ship Core

The Core of the ship represents the foundation for its main systems otherwise known as the 6 Core System Attributes or (CSA). The Core is the power generator also known as a Reactor and a power distribution sub-system. Many different civilizations have built many different kinds of Cores. For example Nuclear reactors, Fusion Reactors, Anti-Matter Reactors, Black-Hole Reactor. They also need materials and components designed to distribute large amounts of power successfully across the ship. From simply using copper wiring, to super-conductive materials and even sub-space wireless power transmission.

Even though there are many different types, too many in fact to list here, there is a simple way to categorize them. Using the Tech level system Cores are listed by how advanced there technology is. The Tech Level of a Core can affect how powerful the Engines or Sensors and so on can be. This will be explained in the next section below. Class level also determines how advanced the FTL drive can be. FTLs are explained in the FTL Drive section below.

The Tech Level of the Ship Core also determines the maximum size a ship can be. Tech Level 1 ships maximum size is Large, Tech Level 2 is Gargantuan, and Tech Level 3 and 4 are both Colossal or they can build all sizes.

The 6 Core System Attributes of Space Ships

The 6 CSAs effect most other ship statistics. These sub-systems and there stats will be reviewed below in the Secondary Statistics section.

Table: Tech Level Bonuses
Tech Level Points Max Size Cust. /
Points
0 N/A N/A N/A
1 10 Large 1
2 15 Gargantuan 1
3 20 Colossal 2
4 25 Colossal 3

These 6 Core.System.Attributes are the galactic modern standard for shipbuilding. They represent the foundation of a ship and its main functions. All other sub-systems and functions are affected by the performance of the 6 Core System Attributes. A ship's Core can only handle so much power flowing through it. So the 6 C.S.A have to be balanced so as to not overload the Ship Core. This is represented by the point buy system and the number of points available to spend is shown on the table to the right.

Engines
Engines are the heart of a ship. These do not affect a ship's faster then light speed. However, it does help a ship's mobility in combat as well as out race other ships with weaker engines.
  • Bonus: Provides a bonus to Ship's Armor Class (AC) equal to the Engine's Modifier.
  • Notes: This helps the ship's Pilot perform piloting functions of the ship.
Weapons
Ship's need to protect themselves in the wild depths of space. A ship's weapon system uses the equipment installed in hard points. An upgraded Weapon system provides the means of hitting the enemy harder.
  • Bonus: Allows for a Weapon's Officer to re-roll successful d10s up to the modifier value. This also increases the repair DC for battle damage.
Table: Core System Attribute Score Costs
Score Points
7 –4
8 –2
9 –1
10 0
11 1
12 2
13 3
14 5
15 7
16 10
17 13
18 17
19 21
20 25
Structure
How solid the ship's internals are. Shield's are not everything! Armor is necessary to keep you safe from the vacuum of space. Armor will not fail you when the power goes out.
  • Bonus: This adds to the total number of required successful d10s to do battle damage. However, it also lowers the ship's AC by the modifier value.
Shields
How strong a ships shields are. Shields are a staple of space ships. It is the ability to reflect some of the incoming damage. Many upgrades can be done to shields to help it better defend itself. The stronger the shields the easier it is to detect a ship.
  • Bonus: This adds to the number that needs to be meet or beat on a d10 for it to be considered successful and count toward battle damage. For every +2 for this modifier it lowers the Detection DC of the ship by 1 unless the shields are turned off.
Electronics
Ship's may be built by the finest steels and alloys a civilization can fabricate but it is run by Electronics. Advance computer technology that both provides the ship with better functionality but also defensive and offensive cyberwarfare.
  • Bonus: This can provide a bonus directly to certain Ship Functions like Hacking. This also adds a bonus to the DC a hacker will need to be to enter and stay undetected.
Sensors
Sensors are a ship's way of perceiving the universe. Sensors are used to scan for objects and to find out information about them or scan for shield weakness. This is also part of the system that performs communications.
  • Bonus: This has multiple functions. A Sensor/Comms Officer can roll for a Weakness Scan against an enemy ship's AC. If successful the Sensor Modifier is added to all d10's rolled by the Weapon's Officer. If a ship is stealth-ed it may be required to perform a Scan against the ship's Detection DC to determine if the Weapons can even lock onto the enemy ship. The Sensors can also be used to determine specific information about an enemy ship or Jam signals.

Spending Points

The total number of Ship Point's come from a ship's Core Level (Tech Level). As well as any Bonus Points provided by Character's Crafting skill. For more rules on Character's crafting there own ships or ship components review the ship crafting rules below. Lastly, additional points can be provided by Hull Configurations. Different configurations provide bonuses and special abilities that help make the ships stand apart from one another. Some of the bonuses come in the form of additional points.

Just as in the alternative rules for Character Creation found here. The Player has to spend points on the 6 C.S.A

  • Example of spending points
You have a Tech 1 Medium sized Hull and you want to spend points on your Sensors. That means you have 10 points to spend. You also want better Engines and Shields. So you put a +1 in Engines and a +1 in Shields so they are both at 11. Each will cost 1 point. You now have 8 points left. However, your main concern is Sensors sense this is a ship for your Diplomat. You want to have +4 for Sensors. This requires the 5 points for a Sensors score of 14. You now only have 3 points left. You must decide where to spend these final 3 points. If you do not spend the point when building the craft those points still exist. And if in a facility that allows for the crafting or repairing of a ship you can spend those remaining points. You can also re-align them.

Secondary Ship Attributes

Besides the 6 Core Ship Attributes there are Secondary Attributes. Just like a Character has stats that are affected by there ability scores these stats can be affected by the 6 Core Ship Attributes.

Reflectors (Shields): Damage Resistance (Resistance): Battle Damage Defense:
A ship's Shield or Damage Reflector score by default is 4. It can be affected by improving the ship Shield's attribute. The Shield Mod is added to the Damage Reflector total. The higher the Reflector total the higher the d10 roll result has to be in order for that role too count as a success. The Damage Resistance comes from the ship's Structure Mod. The better the ship Structure the more successful d10 rolls against the ship is necessary to do Battle Damage. By default, the Damage Resistance is 4 and a Weapon's officer needs 4 successful d10s to do Battle Damage. This is the combination of Resistance (Structure) and Reflectors (Shields). The default is 4, 4 or 4 Resistance and 4 Reflectors. Which means that an attacker would have to roll 4 d10s that meet or beat a 4 to deal Battle Damage.
Repair DC Bonus (Battle Damage Bonus): Tactical Mobility: Initiative:
The Repair DC Bonus is equal to the Weapon's Mod. It is added to the Battle Damage Repair DC that is determined by the Battle Damage Die. Whenever enough successful d10s are rolled against a ship in combat that ship receives Battle Damage. The Battle Damage Die is rolled to determine the effect if any happens as well as the DC to repair that damage. The Weapon's Mod of a ship is added to the Repair DC. This represents a bonus to how well the ship can move in combat. It comes from the Ship's Engine's Mod. However, a ship is only as good as the person piloting it and thus the max possible Tactical Mobility score is the Pilot's Pilot Skill Die level. (Skill Die level is equal to the Skill Rank + Ability Modifier). The Tactical Mobility score comes from the ship's Engines. It is what is added to most Pilot functions. A ship's AC is 10 + (Tactical Mobility + Shield Mod) - Structure Mod +/- Size Mod. It is important to not only have good Engines but a good Pilot behind those Engines. Initiative determines who goes first in a stand-off. It also can determine the order that damage is dealt out in different combat phases. The total is: (Engines + Sensors) - Structure.
Passive Sensors: Stealth DC:
This is based on the Sensor Mod. It is 10 + Sensor Mod. A Ship's Detection DC is used against this or a Sensor Scan to see if it is detected. Anything with a Detection DC at or below a Ship's Passive Sensors then it is automatically detected and a ship's crew should be made aware of it. This by default is the Detection DC + Electronic's Mod (if positive) and is used whenever a ship runs in Stealth or Silent operation. This means a Ship's Shields are disabled. (It takes 1 round to turn them back on). It also means a ship cannot send out any signals or perform any scans of there own just receive signals or messages. It also means a ship cannot use any Ship function that requires Engines. A Ship can still move but only slowly.

Sub Ship Attributes

Below are things that are either not affected by the 6 Main Attributes or they are not as important. They are provided by default from the Hull Size/Configuration. However, some modifications were done by Characters such as installing modifications or upgrades.

Movement Speed: FTL Engine/Speed: Dimensions/Weight:
This is the default sub-light speed of the ship. Speed is measured in how far a ship can go from a stopped position to a fixed point in space within 3 seconds. Normally this is 4 squares worth of its size. Plus 1 square for each Engine Mod. FTL stands for Faster Than Light. An FTL Engine allows the ship to travel faster than the speed of light. There are multiple different engines noted here. A ship can only have a drive that corresponds with its CORE Tech level. Normally a ship's Size and Weight is determined by its hull size. But more information about ship Dimensions and specific weight can be recorded here.
Crew: Passenger Capacity: Cargo Capacity:
A ship will need a Crew and members of that crew will need to fill in Ship Positions in order to perform Ship Functions. this is a place to record the different members of a ship and there duties. This is the number of living average size creatures can be onboard without taxing life support. The default value is specified by the Hull Size but can be increased with improvements. This is how many Cargo Units can be held by a ship before the Movement Speed and Tactical Mobility are hindered. The default is specified by the Hull Size of a ship. However, a Cargo Bay can add more space. By default, it is 1/2 the default Cargo space. A Unit is a generic measurement that implies 100lbs and/or 1 square foot of volume.
Hull/Configuration (Design Specs): Hard Points/Bays/Customization Slots: Name:
A place to record Ship Hull Size, Hull Configuration, whether or not this is Military or Civilian design and any Quarks regarding the ship. This can also include custom designs, for example, a Lepidoian Battle Cursier instead of just 'Battle Cruiser'. This is a place to record how many Hard Points, Bays and Customization Slots the ship has. Every ship has to have a Name.

Hull Sizes

The Hull Size is what lays out the Secondary Attributes for a spaceship. These secondary attributes may be modified by either the 6 Core Ship Attributes, Hull Configuration, or Ship Equipment. When building a ship or trying to price the ship out the price is first based on its size. Then its configuration (if it has one).

Below is a table of Hull sizes. All hulls must fit within these sizes. Sizes represent the number of squares that a craft will take up in space as well as what the base statistics of the ship. Much like a character taking up a 5ft square of personal spaceship also have the same personal space except they are in 500ft blocks instead. For more information about each column please review the text below the table.

Space Craft Sizes
Size AC
(Size Mod)
Detection
DC
Battle
Damage
Sq ft /
Num of Squares
Pass.
Cap.
Avg.
Weight
Cargo
Capacity
Cust. /
Bonus
Military Ship Civilian Ship
Cost /
Procure Diff
Hard
Points
Number
of Bays
Cost /
Procure Diff
Hard
Points
Number
of Bays
Colossal 8 (-2) 6 5 ~512,000+ ft / ~1,024 sq 432 ~65,536 Tons 65,000 Units +3 2.9 Billion / 4 10 8 972 Million / 4 8 10
Gargantuan 8 (-2) 7 4 ~128,000+ ft / ~256 sq 144 ~16,384 Tons 16,000 Units +2 972 Million / 3 9 7 324 Million / 3 7 9
Huge 9 (-1) 8 4 ~32,000+ ft / ~64 sq 48 ~4096 Tons 4,000 Units +2 324 Million / 3 8 5 108 Million / 2 6 8
Large 9 (-1) 9 3 ~8,000+ ft / ~16 sq 16 ~1,024 Tons 1,000 Units +2 108 Million / 2 7 4 36 Million / 1 5 7
Medium 10 (0) 9 3 ~4,000+ ft / ~8 sq 8 ~512 Tons 510 Units +1 36 Million / 2 6 3 12 Million / 0 4 6
Small 11 (+1) 9 2 ~2,000+ ft / ~4 sq 4 ~256 Tons 250 Units +1 12 Million / 1 6 2 4 Million / 0 4 5
Tiny 11 (+1) 10 2 ~500+ ft / ~1 sq 3 ~64 Tons 64 Units +1 1.9 Million / 1 5 1 640,000 / 0 3 4
Diminutive 12 (+2) 11 1 ~125 ft / 16 per sq 2 ~16 Tons 16 Unit +0 480,000 / 1 3 0 160,000 / 0 2 2
Fine 12 (+2) 12 0 <75 ft / 256 per sq 1 ~4 Tons 4 Units +0 240,000 / 0 2 0 80,000 / 0 1 1
Table: Column key for Space Craft Size table.
Size
The Size Modifier's act like they do for creatures of the same size. They either add or take away from the total AC. This effects combat as well. A larger ship may have a harder time hitting a smaller ship. Learn more about ship combat here. Size is also what predetermines the majority of the base stats of the ship.
AC
A ship's AC is 10 + (Tactical Mobility + Shield Mod) - Structure Mod +/- Size Mod.
Detection DC
This determines how hard it is for other ships to see the ship. If the Detection DC is at or below another ship's Passive Sensor Score then the ship is visible to there sensors and its location and basic information is known.
Battle Damage
This is how much damage a ship can take before it becomes disabled. A ship can only receive one Battle Damage a round unless a critical happens. Also, with two rounds of successful Repair checks done by an Engineer a Battle Damage can be repaired. The Repair DC is determined by the Battle Damage Die. More on that in the combat rules.
Sq ft
Anything more then ~1,024,000 Square Feet in size is consider Super Colossal and can only be a ship with exceptions from the GM. It would be considered a station. Even if the station has the ability to move around in the universe no craft of that magnitude could preform Faster Then Light travel without help from external sources. Also attacking a ship or structure of that size would be considered as attacking a station and thus different modifiers apply.
Passenger Capacity
(Pass. Cap.) This is not a hard limit. But the default number of people the ship's life support can handle permanently. This number can be raised with passenger bays.
Cargo Capacity
The Cargo Capacity is measured in Cargo Units. This is a generic way to loop both volume and weight into a single unit. This represents the maximum extra volume and weight a ship can carry. Each Unit is 100Lbs and 1x1x1ft square of volume on average. Going over this unit amount will cause the ship to be over burdened. Which will cut Combat Speed in half. The maximum a ship can actually carry is twice the Unit amount. However, that is if there are no passengers other then the necessary crew. As every spare room and all the hallways would be filled with cargo containers. This can be increased with cargo bays.
Cust. Bonus
Customization Bonus. This is a bonus added to the total Customization Points for a ship. Customization points are determined by Tech Level and Crafter level. Although Hull Configuration can also change the number of Customization Points, usually by removing some. They allow for Upgrades and Modifications to be installed. Upgrades and Modifications usually require Bays or Hard Points. However, a Customization Point can take the place of this requirement. Items that expressly require a Hard Point or Bay cannot use a customization point. Examples of these items are Weapons and Ship Bays.
Military vs Civilian Ships
Military Ship are more expensive and have more Hard Points in comparison to a Civilian ship of the same size. However, Civilian ships have considerably more Bays.

Hull Configurations

Hull Configurations are an attempt at giving a space craft a more specialized purpose. It helps too determine what purpose the craft has. However it is not a requirement for ship building. A ship can have no specific Configuration and thus be a generic build.

Below is a table with common Hull configurations of the Future Path Universe. Further below is more detailed description of the ships themselves. Different configurations supply different bonuses to help to stylize the space ship.

Table: Hull Configurations
Barges
The 'pack mule' of the galaxy. The barge is the most common cargo transport ship in existence. Many different corporations create different configurations from hauling every day goods, people, or extremely volatile substances. Many young adventures found themselves starting out aboard a barge. Not the most heroic place to start out with but there is sort of a romantic underdog appeal to the barge. This is probably helped by the fact that they can be found in every corner of the galaxy making them a dime a dozen and the Hull is pretty customizable. Which attracts all sorts of different types of people. Many of a raider or pirate uses a heavily modified Barge Hull to be a weapon against other ships of its like in lawless space.
  • Average Size: Medium (Small - Large)
  • Average Cost / Procure Diff: 12 Million / 0
  • Dis-Advantages: -2 to Engines, -1 To Weapons, -2 Hard Points, -1 Bay (Taken up by a extra Cargo Space)
  • Advantages: Cargo Space is one ship size modifier higher. Super common Bonus -1 to Procure Diff and 50% less time/cost to repair.
Battle Cruisers
A standard in most military fleets these larger, heaver counter parts to the Cruiser are powerful heavy hitting machines of war. While BattleShips dominate the heavens with impressive presence of power. The BattleCruiser is what gives a military its flexibility. Smaller and generally faster most militaries use these ships as a counter for smaller ships and a less expensive solution to dealing with small scale pirates and bandits.
  • Average Size: Large
  • Average Cost / Procure Diff: 120 Million / 3
  • Dis-Advantages: Cargo Capacity is one size lower, Passenger Cap is 8, -5 Attribute Points, -1 Customization point (Minimum 1)
  • Advantages: +2 Electronics, +2 Engines, +1 Non-Weapon Hard Point, Can pick one Ship Function to have by default without taking up Customization Points.
Battle Ships
These terrifying ships are massive war machines and are usually the backbone of militaries. These machines can be used to fight other Battle Ships while also grouping up to take on larger objects. Considered necessary for any large scale conflict in space these expensive massive machines are a must have.
  • Average Size: Huge (or in some cases Gargantuan)
  • Average Cost / Procure Diff: 384 Million / 4
  • Dis-Advantages: Cargo Capacity and Passenger Cap is one size smaller, -5 Attribute Points, -1 Customization Point (Minimal 1)
  • Advantages: +2 Weapons, +1 Structure, +1 Engines, Ship gains the Bombard' function for free. Gains one more Ship Functions of your choice for free. +1 Hard Point (Weapon Only)
Capital
So massive they are sometimes mistaken for stations these epic craft seam to defy logic as they effortlessly float in the heavens. Any military or civilization attempting to prove itself to others may build these behemoths. Usually Capital ships are not used to fight directly in combat but as a base of operations and control. Thus some consider them nothing more the propaganda and an expensive fear machines. Most Capital ships are used as Command ships or Super Carries not for ships but for soldiers. They are excellent solution to the mass logistic problems of larger militaries.
  • Average Size: Colossal
  • Average Cost / Procure Diff: 3.2 Billion / 5
  • Dis-Advantages: -5 Attribute Points, -2 Engines, -2 Hard Points, -1 Customization Point (Minimal 1)
  • Advantage: +1 Bays, +2 Sensors, +2 Electronics. Passenger capacity is: 864. These ships have a special Position called Supreme Commander. A command can utilize their leadership bonus to all ships under his other control in that solar system. This cannot double as the ship captain. Choose any one Ship Function to be installed without costing.
Carriers
Carriers are the ships that makes a large fleet mobile. It can also provide flexibility in combat as it can deploy an array of different types of ships and drones. Most Carriers are designed to hold and maintain smaller ships. But some are designed for troop deployment to stations and planets. There are also Super Carriers which are Capital class Carriers that are able to hold larger size or simply more ships/people and also doubling as a Command Ship.
  • Average Size: Gargantuan (Huge - Colossal)
  • Average Cost / Procure Diff: 1.2 Billion / 4
  • Dis-Advantages: -5 Attribute Points, -2 Engines, -4 Hard Points, -1 Bay, -1 Customization Point (Minimal 1)
  • Advantages: +2 Sensors, +2 Electronics, Built in Repair Facility for ships two sizes and smaller.
  • Misc: Can carry, deploy, repair ships two sizes or smaller. If avg. size of Gargantuan then it can hold up two 6 large ships by default without any additional hanger bays. (12 Medium, 24 Small, 96 Tiny, 384 Diminutive, 1,536 Fine). Additional Hanger Bay's or Drone Bays has a +1 ship count that they can add. If more bays are added the ship can start to hold a single ship of only 1 size smaller. This ship has a special Field Commander. A Field Commander can provide his or her leadership bonus to all ships under its care. (Command bonuses do not stack take which one is larger)
Cruisers
A smaller light weight version of the Battle Cruiser. However the purpose is the same. They are flexible combat vessels. Common in both Military and police forces and is usually seen as the first response to aggressive outlaws. Considered by police forces as there solution to deal with the more deadly pirates, gangs, and other criminal organizations. The military however sees these as inexpensive portal/recon/scientific/experimental craft.
  • Average Size: Medium
  • Average Cost / Procure Diff: 40 Million / 2
  • Dis-Advantages: -3 Attribute Points
  • Advantages: +1 Hard Point or +1 Bay (Pick one), +2 Engines or +2 Electronics (Pick One). Pick a Ship Function for this ship to have by default for free.
There is also non-military applications for hulls similar to cruisers. Everything from personal transportation of a VIP to a luxury liner. The rich would much rather distance themselves from a fancy customizes barge for there travels. After all anybody can afford one of those. Demilitarized older model cruisers are often sold by militaries to other governments or people as for a verity of different reasons. And sometimes you may find that they are not so de-fanged as they are meant to be.
  • Average Size: Medium
  • Average Cost / Procure Diff: 10 Million / 0
  • Dis-Advantages: -1 Structure, -1 Hard Point, -2 Attribute Points
  • Advantages: +2 Engines, +2 Sensors. Passenger Bay is of a luxurious fashion and can host higher class peoples and the max number of Passengers is 16.
Drones
Drones come in all shapes, sizes and uses. From military to personal hobbyist these machines all have one thing in common. Some sort of A.I. and a connection to a central controller or computer system. The military has a wide range of uses from complementing a ships systems to being part of a Carrier fleet that can send swarms of drones down upon an enemy in coordinated attacks. However many people have drones for personal use. It also helps that drones with self defense A.I. is usually not illegal in most of the Ring and thus many people use them as a way to help deter outlaws.
  • Average Size: Fine (Fine - Small)
  • Average Cost / Procure Diff: 100,000 / 0*
  • Advantage: Can be used without a pilot. Can be programmed to defend or attack selected target.
  • Dis-Advantages: -1 across all Attributes.
  • Misc: Drone AI Module installed. Can be easily controlled by an AI system can can be deployed in masses to attack or defend. Swarm bonuses apply when 4 or more are part of a team. Swarm adds AC advantages against projectile attacks. Drones require a Drone Bay to deploy and control drones. Drones can also be designed to repair, mine, salvage, retrieve.
Destroyers
These ships where meant to ask the question: "How much fire power can one medium ship truly have?". They are geared for a single task. A way to help counter smaller swarms of ships. While similar sizes and speeds to a Cruiser these ships are rarely seen used by anybody except the military. They are designed to back a massive bunch for there size. Made on the cheap considering there fire power and have a minimalist crew. Squads of these craft are usually used to compliment attack fleets that target smaller craft. The idea being that the Destroyer will be specifically fitted for smaller craft while still having the armor of a medium sized craft.
  • Average Size: Medium
  • Average Cost / Procure Diff: 38 Million / 3
  • Dis-Advantages: Illegal to own even though it is a Medium sized craft Procure Diff +1, -3 Attribute Points, -1 Bay, Weapon Hard Point's are geared for 'Small' weapon size.
  • Advantages: +2 Hard Points, All weapons are considered 'Gimbaled' +1 to Targeting for free. These ships do not take penalties for targeting smaller craft.
Dreadnoughts
Dreadnoughts have an interesting history. It is believed the precursors to the Dreadnought was a super heavy battle ship designed as a "Station buster". Stations had all the space for enhanced defenses and could take a long time to bring down by a fleet of Battle Ships. So to minimize the amount of forces committed to a single attack a powerful energy cannon was developed. So powerful that the ships of the time had to be gutted to make room to house just a single one of these cannons. However, it was quickly discovered that these weapons also solved another problem. It allowed for a flexible planetary bombardment system. Before ships had to be fitted with weapons and charges specific to the planet and its uniq environment, (Air pressure, density, chemical structure, and weather patterns.) The energy cannon could on the fly tweak these attributes, a feature originally designed to keep shields from changing to better deflect its powerful blast. The terror of seeing massive scale death raining down from Gargantuan floating hulks of metal in the sky put fear into people who named the ships Dreadnoughts.
Dreadnoughts have evolved over time to include taking out of other Dreadnoughts as well as Carriers and Capital ships. The more powerful weaponry at the time for taking out these ships was explosive forces from Nuclear or anti-mater which made radial explosions that where nondiscriminatory of who it effected. Dreadnoughts where the first mobile forum of focus weaponry which had the counter intuitive effect of bring these larger scale ships into every day combat.
  • Average Size: Gargantuan (Huge - Colossal)
  • Average Cost / Procure Diff: 3 Billion / 5
  • Dis-Advantages: -2 Engines, -5 Ability Points, -4 Hard Points, -3 Bays.
  • Advantages: Has a special super gigantic hyper focused energy cannon. This special weapon can target from 100x the distance of a Huge Weapon. And does 24d10 * 10 damage. However it takes (1d4 + 2) - Electric Mod Rounds to re-fire. (Minimal 2) Firing this weapon also generates enormous heat and local radiation. Ships deal with this in different ways but there is no way to cloak or otherwise stealth this ship. Also warping cannot happen until the weapon has cooled down.
Fighters
Similar to combat aircraft of the modern world these machines fly through space instead of the atmosphere. Some can do both however. Although they are usually only effective in one or the other. These ships usually only have a single pilot supported by advanced A.I. These craft can carry massive punch when in groups. The general tactic is to swarm ships and use precision targeting or advance electronics to disable and in some cases destroy the bigger target. Using numbers as a defense.
  • Average Size: Fine - Diminutive
  • Average Cost / Procure Diff: 480,000 / 1
  • Dis-Advantages: -2 Structure, Passenger Cap is 1
  • Advantages: +2 Engines. Gains the Feint Ship Function for free.
Frigates
A common craft in the Ring. This space ship is commonly used as a police craft as well as a VIPs transportation if they are not rich enough to afford a Cruiser. Just like the Cruisers you will find them being sold everywhere.
  • Average Size: Small (Small - Medium)
  • Average Cost / Procure Diff: 4-36 Million / 0-2
  • Dis-Advantages: -1 to Weapons
  • Advantages: +1 to Sensors. This super common craft is use for just about everything and thus 50% less cost/time spent on repairs. +1 Attribute Point
Freighters
When a Barge cannot do the trick Freighters take over. These are the industrial scale cargo transportation ships. Although some have been converted into other things such as massive traveling carnivals. Just like barges these can be converted to transport just about everything.
  • Average Size: Huge
  • Average Cost / Procure Diff: 100 Million / 1
  • Dis-Advantages: -3 Engines, -2 Attribute Points
  • Advantages: All converted Cargo Bays provide double the space. +2 Bays. 16,000 Units or one size higher. If the ship is a Tech 3 ship then it comes with the Beam Ship Function by default. This ship is a common work vessel and is found across the universe it has a large reduction in cost and repair by 50% as they are massed produced.
Industrial
Factory in a can. These ships of varies sizes are the backbone of non planetary or moon based industry. This usually means mining and refining of asteroids but it is not always limited to that. These are must have for new settlers to a solar system that are hopping to there new homes resources to start a new colony or terraform a planet.
  • Average Size: Large (Medium - Huge)
  • Average Cost / Procure Diff: 12 - 108 Million / 0 - 1
  • Dis-Advantages: -2 Engines, -2 Attribute Points, -3 Bays
  • Advantages: The Ship has a free Industrial Facility and Refinery Facility. If this ship has a Tech 3 Core then it also comes with Beam Ship Function for free. The ship also comes with the Grapple Function for free.
Shuttles
Personal transport vehicles. The more versatile the more expensive. The basic kinds can only fairy from station to station. And can only accommodate two passengers. But the more advanced you get the more people it can carry further and further distances to more and more different places. Such as planets, move around as a planet side craft, or even go under oceans.
  • Average Size: Tiny (Diminutive - Small)
  • Average Cost / Procure Diff: 2 Million / 0
  • Dis-Advantages: -2 Structure, -2 Electronics, -1 Hard Points
  • Advantages: +4 Engines, +2 Sensors, Basic Auto Pilot installed so no need for a Pilot (Auto Pilot A.I +1), +1 Passengers for Diminutive, +2 for Tiny, +3 for Small.

Ship Positions

There are roles that crew members take on that are required for the ship to function to its fullest. Automated systems can only do so much. These different roles are called Ship Positions and they can unlock Ship Functions that would otherwise be unavailable.

There are 2 main positions. Tiny Hull size or smaller ships can combine these positions without taking penalties. However, larger ships require additional positions to be filled by a dedicated person. To learn more about how ship positions effect combat read the Ship Combat section of the Combat page.

The 2 main positions are:

  • Helm: (Engines) Pilots the ship. Helps to determine the ship's Tactical Mobility.
  • Weapons: (Weapons) Operates the ships Hard Points. Can make a ship's weapons more effective.

There are also 5 other positions that are noteworthy.

  • The Captain is the leader of a ship can use there Leadership skills to help the crew accomplish their tasks.
  • The Communications (Sensors) monitors the sensors of a ship and controls all incoming and outgoing transmissions.
  • The Engineer (Structure) is in charge of ship systems and maintenance. They help make sure a ship holds it together during the chaos and strain of combat.
  • The Science (Electronics) leads a ship's Science and Technology division. They can assist in different roles including hacking any ships and finding weaknesses.
  • The Medical is in charge of the health of the crew. They can ensure the bridge crew is not impeded during combat.

More positions can be made up by the GM for the purpose of storytelling and gameplay. As long as those roles are clear and the Players are aware of them before gaming.

Officer/Ship Functions

Ship Functions are special abilities much like Skills for a Character. Some are meant for combat while others for day to day use. Some functions are standard on all ships. While others require a Ship Upgrade and/or a Feat from a Character. Functions are listed by the primary position they are associated with. Some Functions can be used by different Crew members although not always to its fullest.

Ship and Officer Functions
Standard Functions

  • Standard Functions All Crew Can Do:
    • Change Position: (N/A) This allows a crew member to change there current Officer role or ship position.
  • Captain:
    • Give Command: (Officer's Charisma) The Captain gives a directive and attempts to assist a crew member in following that directive.
    • Encourage Crew: (Officer's Charisma) The Captain gives a rousing but quick speech to encourage and focus the crew.
  • Science Officer:
    • Boost: (All except Structure) An action that increases the output of that certain Attribute for the rest of the round or the following one.
    • Hack / Counter Hack: (Electronics) Used to attack and disable one of the 6 Core Systems of a target ship.
  • Communications/Sensor Officer:
    • Scan: (Sensors) The ability to search for or study an object or objects in space.
    • Hack / Counter Hack: (Electronics) Used to attack and disable one of the 6 Core Systems of a target ship.
  • Helm:
    • Fly Offensively/Defensively: (Tactical Mobility/Officer's Pilot Rank) Perform ship maneuver designed to help the ship's defense or offense.
    • Close/Widen Distance: (Engines/Officer's Pilot Rank) Perform a ship maneuver that attempts to gain distance between a ship or close the gap.
    • Pursue/Intercept: (Engines/Officer's Pilot Rank) A ship maneuver that attempts to cut off a ship or race it to a particular point in space.
    • Ram: (Engines) The ability to drive a ship directly into another in such a way to cause the most damage to the opponent ship and the least to itself.
  • Weapons Officer:
    • Fire: (Weapons) The basic attack action. This uses the offense hard points of a ship to do battle damage to 1 or more targets.
    • Bombard: (Weapons) A tactical maneuver where the weapons are concentrated on a target.
  • Chief Engineer:
    • Repair: (Officer's Craft Rank, Ship Bays) This is a repair check again Battle Damage dealt with the ship in an attempt to remove the damage.
    • Boast (Engines Only): An action that increases the output of Engines for the rest of the round or the following one.
    • Counter Hack: (Electronics) An Engineer can attempt to stop a hacker from gaining access to the ship systems but in there, current position cannot do hacking.
  • Medical Officer:
    • Treat Injury: (Officer's Treat Injury Rank, Medical Bay) This is the use of Treat Injury skill.
 
Advanced Functions

  • Advanced Functions All Crew Can Do:
    • Beam: (Electronics) A semi-instant form of transportation where matter is transformed into energy and sent to a new location where it is converted back to matter.
  • Captain:
    • Commanding Presence: (Officer's Charisma) This is granted by a Feat and allows the Commander to provide a passive bonus equal to ½ their Charisma score round up to the player's rolls.
    • Direct Assistance: (Officer's Charisma) The Captain takes a more direct administrative approach to leadership.
  • Science Officer:
    • Cloak: (Electronics) Cloaking implies some form of stealth technology designed to fool Sensor Scans.
    • Crypto: (Electronics) : A way to send or receive protected communications. Similar to Decipher Script.
  • Communications/Sensor Officer:
    • Crypto: (Electronics) A way to send or receive protected communications. Similar to Decipher Script.
    • Jam: (Electronics) Designed to target a specific component of an opponent Sensor Array. Either Targeting, scanners or other devices and keep them from functioning.
  • Helm:
    • Feint (Engines, Advanced Flying Defensively) A maneuver meant to full enemy sensors and pilots.
    • Grapple (Engines) Different kinds of ways to 'grab' a ship and hold or even move its position.
  • Weapons Officer:
    • Concentrated Fire: (Weapons) This is a bonus to Targeting Specific ship systems.
    • Defensive Fire: (Weapons) This allows the Weapon’s Officer to turn an active weapon system into a point defense system against Missiles and ships 4 sizes smaller or smaller.
  • Chief Engineer:
    • Cloak: (Electronics) Cloaking implies some form of stealth technology designed to fool Sensor Scans.
    • Grapple: (Engines) Different kinds of ways to 'grab' a ship and hold or even move its position.
  • Medical Officer:

The modules that are installed that provide the Advanced Functions take up either a Bay or a Hard Point and in some cases both.

Space Ship FTL Drive

FTL is short for Faster Then Light. The FTL drive is one of the most important aspects of a ship. Without them conquering or exploring the galaxy would be impossible. However, this aspect of the ship doesn't help much in the terms of combat. The better an FTL drive the faster a ship can get to its destination. They can also make it harder for enemy ships to track or pull your ship out of FTL.

FTLs have a Range rating and a Speed rating. Ranged its based on the distance to the destination and is categorized in four ranges. Small, Medium, Large, Extreme (Because the galaxy is extremely big). Speed is incremented by a Warp factor. Warp 1 through Warp 10. For more information about Range, Warp Factors and the hazards of space travel please review the Transportation rules.

FTLs are rated by Tech Level. You cannot put an FTL of a higher tech level in a ship with a lower tech level Core. Each ship comes standard with a basic FTL for that Tech Level. This should always be the Jump drive.

Table: Faster Then Light Drives
Tech Level 1

Assisted Jump Drive

  • Description: This system allows the ship to work with an external jump gate station to jump the ship to its destination. The Jump sends the ship at Warp 10 speeds up to Medium distances. However this can only work with the assistance of a jump gate.
  • Distance Rating: Medium
  • Warp Factor: 10+
  • Price: $50,000 / 0
  • Durability: 0

Warp Drive (The Hopper)

  • Description: This system is the most common form of FTL travel. Most every space fairing civilization has made a variation of the warp drive. The Warp Drive creates a protective energy bubble and then shots a massive amount of positive energy in front of the ship and negative energy out the rear of the ship. These energy blasts stretch space-time by shrinking it in front of the ship and expanding it behind the ship. The ship has to first accelerate to roughly 5% the speed of light as the ship need to move slightly itself while space itself also moves the ship within its bubble. The lower tech level version of the Warp Drive, only capable of speeds of Warp 1 through 4, is called 'The Hopper'. This is because a steady stream of energy is impossible too achieve as the energy would have to be traveling faster then the speed of light to always be at the right position. In order to get around this issue the ship 'hops' from one burst of energy too the next.
  • Distance Rating: Medium
  • Warp Factor: 1-4
  • Price: $150,000 / 0
  • Durability: +2
Tech Level 2

Assisted Advanced Jump Drive

  • Description: This is Jump Drive system is similar too its Tech 1 counter part. But now can travel Long and Extreme distances. However it still can only do so with the assistance of a jump gate.
  • Distance Rating: Large
  • Warp Factor: 10+
  • Price: $100,000 /0
  • Durability: 0

Warp Drive (The Skimmer)

  • Description: This Warp Drive is the next technological evolution of Warp Drive technology. Similar to its Tech 1 counter part but now with advances in its sub-light propulsion systems and advanced energy distribution systems new speeds can be achieved. This Drive can now go up to Warp 7. This system is called the skimmer because it achieves these speeds by going at near 50% light speed using sub-light engines. This allows it to skim over the nearly shrunken space in front of it eventually leading to that space being considered behind the ship. This space sense it very recently shrunk can be expanded with less energy faster. Thus helping the ship go at faster speeds. Also the warp engine is capable of bursting at a faster frequency.
  • Distance Rating: Large
  • Warp Factor: 1-7
  • Price: $300,000 / 0
  • Durability: +1

Slip Stream Drive

  • Description: This uses a new concept of FTL. It makes a small tear in space that a ship can 'slip' into. The ship is protected by a similar 'bubble' of space that is made for a Warp Drive while the pressures felt within this sub-space pushes unevenly on the ship. The pressure is much greater where the tear is. Now the ship rapidly moves away from the tear. In Sub-Space objects are not limited by the Speed of Causality (The Maximum Speed of Light) meaning the ship zooms across a fast amount of space relative too its position in subspace. The ship then produces another tear and bursts its way out into normal space. Both the entering and existing of this tear causes a lot of excess radiation that can be seen for millions of AUs. The top speed of this is Warp 6. The act of making a Tear requires 30 seconds at which time a ship cannot cloak and it's easier to target. Opponents get a moderate +2 bonus. The same goes for after leaving a tear. Tracking where a ship went after entering a Tear is fairly easy. +4 to Scanning when traking a ship after it has entered a Tear.
  • Distance Rating: Large
  • Warp Factor: 1-7
  • Price: $450,000 / 1
  • Durability: +3
Tech Level 3

Personal Jump Drive

  • Description: Much like its lower level counter parts. Except now this system can make Warp 10 jumps on its own. As long as its a Small or Medium distance. It only preform a single jump before having to re-fuel.
  • Distance Rating: Medium (With assistance Large)
  • Warp Factor: 10+
  • Price: $1,000,000 / 0
  • Durability: 0

Warp Drive (The High Pulse Drive)

  • Description: Capable of speeds up to Warp 8 this is too many the most advanced version of Warp Drive achievable. The High Pulse Drive gets its name because advances in near loss less energy teleportation allow for the constant stream of energy to be placed in the correct positions as the ship travels. Reducing the burst effect to a frequency in the billions. Adjusting Warp speed is extremely smooth and allows for the Drive to 'jump' into high Warp almost instantly and just as quickly 'jump' out.
  • Distance Rating: Large
  • Warp Factor: 1-8
  • Price: $3,500,000 / 1
  • Durability: +2

Phase Shift Drive

  • Description: Shifting the ship out of phase with the rest of the Universe this ship can easily accelerate as if it didn't have mass. This would appear to only make a ship goes at the speed of light if it wasn't also for utilizing Slip Stream Drive technology. This allows the ship to enter and exit sub-space with ease and allows for a faster total speed of Warp 7. Just like a Slip Stream drive except it now only takes 6 seconds or two combat turns to make a tear and enter it. The same modifiers still apply and a ship can still not cloak for the 2 turns before entering and after exiting.
  • Distance Rating: Large
  • Warp Factor: 1-7
  • Price: $5,000,000 / 2
  • Durability: +6
Tech Level 4

Personal Advanced Jump Drive

  • Description: Much like the Jump drives before it except this can be used to itself at Warp 10 to distances up to Large.
  • Distance Rating: Large (With assistance Extreme)
  • Warp Factor: 10+
  • Price: $10,000,000 / 1
  • Durability: 0

Expert Warp Drive

  • Description: The most advanced and complicated Warp device ever designed. The fastest way to travel except through a Worm Hole or Advanced Jump Drive this personal Warp Drive can send a ship up to speeds of Warp 9.
  • Distance Rating: Extreme
  • Warp Factor: 1-9
  • Price: $15,000,000 / 2
  • Durability: +3

Advanced Slip Stream Drive

  • Description: This system uses the Jump Drive mechanics combined with Phase Shift technology and Slip Stream Tear technology to make the most stealthy form of Space Travel. Tears in space are made within the ship itself much like a Personal Jump Drive works. The Phase Shift system allows a ship to be one second at a stand still and the next accelerating to near the speed of light only to Jump itself into a tear which is projected within the front part of the ship. Sensors will find it extremely difficult to detect the Jump Into subspace sense the ship is mostly out of phase when its done. The tear is almost completely concealed by the ship. The tear when existing still gives away the ships destination however the ship itself comes back into normal space out of phase and thus stealth by default. A ship can now enter a Tear in just 1 turn. Although the cloak has to be deactivated. It can be reactivated only 1 turn after exiting the tear.
  • Distance Rating: Extreme
  • Warp Factor: 1-8
  • Price: $25,000,000 / 3
  • Durability: +8

A ship can have more then 1 FTL. However a secondary FTL always takes up 1 Bay and 1 Hard Point and cannot be installed using a Customization Point.

Ship Quirks

Ship's can have Quirks about them. Similar in nature to a Character difficultly/trait ships can have Quirks/defects that can add more personality and uniqueness to ones ship. Any adventurer is going to get some scars and bumps along the way and his ship is no different. Over time a ship may start to gain a personality in the eyes of the crew.

Here are some 'Quirks' or 'defects' that ships can gain over time. They can be 'earned' or given by the GM. Players with the right skills and equipment can over time remove most defects and quirks if they want. Although some can be made permanent if GM wishes it.

Table: Quirks

Out Dated:

  • Description: This ship is old and antiquated. Most people will find that its only worthy of a scrap yard. Or perhaps a museum. The ship is more likely to gain other quirks. A ship with this quirk gets to pick another quirk and ignore its negative. This quirk is permanent.
  • Negative: It costs 25% less to buy and you get 50% less if you attempt to sell it.
  • Positive: Choose another quirk and ignore its negative effect.

Cranky :

  • Description: This ships engines and internal components require some encouraging from time to time. A good bang here or smack there to get it to start functioning correctly.
  • Negative: If the ship receives 2 Battle Damage in one round roll for the second Damage and add the affect. The base DC is still 7 as the normal Critical rules apply just add a second affect.
  • Positive: None

Falling Apart :

  • Description: Weather by age or by miss care this ship is falling apart. Sure it runs but for how long? It also looks like it pile of junk. Characters will be constantly on the look out for the next broken component.
  • Negative: 25% reduction of resale value. Every day of travel the ship has a small chance of having something break. There is a 20% chance something will go wrong. A percentile dice roll is used to confirm what it was.
    • 1-10%: Superficial problem. The ship is just a little more bumpy/noisy then normal.
    • 11-20%: A minor problem with the Engines. -1 to the engines until they are repaired.
    • 21-30%: A minor problem with the Weapons. -1 to Weapons until repaired.
    • 31-40%: A minor problem with the Structure. Some noticeable cracks form. Temporary -1 Hit die until repaired
    • 41-50%: A minor problem with the Shields. -1 to Ship Shields.
    • 51-60%: A minor problem with the Electronics. -1 to Electronics. On top of it the lights flicker and sometimes waste management doesn't work! Eks!
    • 61-70%: A minor problem with Sensors. -1 to Sensors. Or sensor blimps show up often with things that are actually not there. GM choice.
    • 71-80%: A random minor problem with one of the bays of the ship. (Get a die equal too the number of bays and roll for which bay, or GM Choice). The Bay is disabled until repaired.
    • 91-100%: Re-roll except its a major problem instead of minor. (If 90-100 simply re-roll until you land on a % that is not.)

If the problem is a minor one it requires no materials and 1 day of work with no FTL to repair. If the problem is a major one it will require materials to repair if there is no Engineering Bay the ship will require a facility for assistance to get the repair done. It still only takes 1 day of not FTL.

  • Positive: Because of the experience the crew must gain through repairing the darn ship all the time the crew gain the Advanced Jerry Rigging Feat when making repairs to only this ship.

Infested :

  • Description: You do not know how or when and frankly you don't care. You just want these dam pests gone! They are smelly, annoying, and fur gets everywhere. And that's if you are lucky enough not to get the slimy kind of space pests. No matter the type of pests you have they all have one thing in common. They know how to stay alive and most notably THRIVE on board a space ship. They do this by living off the ship systems. Some people swear they live solely off the frustrations and agony of the crew.
  • Negative: You will have a hard time taking on passengers on your ship. All crew and passengers have to roll Constitution saves once a day with a DC12. If they fail they become Nauseated and if they are already Nauseated then they become Sickened. The condition has no specifications except that it lasts 1d4 days and can be cured by 1 day of full rest off the ship or if onboard the ship one day of rest an a successful Treat Disease check. Engineers have a -1 to repair checks on the ship.
  • Positive: The likely hood of a stowaway on your ship is nearly nill. And if one does deiced to come on board they have a -10 to stealth. Pests don't like sharing! Advantage to Communications(Sensors/Comms Officer Function) when dealing with pirates/smugglers. Not only do must sympathies with your problem they also don't want to even think about docking with your ship. Making stealing your stuff all that much harder.

Bad Past :

  • Description: Whoever owned this ship deserves to be shot right next to the person who sold ship too you. For some reason this ship seams to bring out all the ugly when trekking around space. It seams like whoever owned this before you is wanted in all the systems and not in a good way. If its not pirates then its Tracers or local police or the military. Or some princess who just wants to know when she will see your ship docking in her port again. Take advantage of the situation or try to correct is up too you. Almost assuredly this ships past is gonna get in your way and likely when you least expect it.
  • Negative: Disadvantage to communications(Sensors/Comms Officer Function) in GM specific situations. The ship is communally known along with its systems. People may attack you without provocation.
  • Positive: Its likely that this ship can open as many doors as it closes. Its a 50/50% chance the person that knows your ship wants to kill you or pretend to be your friend and then maybe kill you later.

Artificial Intelligence :

  • Description: Wait what? I thought that was illegal for space ships to have fully aware AI computer linked too all ship systems. (Especially Weapons) Well that may be one reason why the ship didn't tell you right away it was smarter then you. But now you know. Hopefully it is nice and wont kill you. (Open the bay doors damit!) Nightmares aside you are in a deep pile of crock! If authorities find out they may as well put you in jail. Helping AI is breaking serious rules. One the other note this ship is pretty awesome! I mean wow! You sure hope it doesn't turn on you! *gulp*.
  • Negative: Illegal! You cannot sell this through official markets. If you are caught most civilizations completely outlaw AI with such freedom and power with extremely harsh penalties. (This Negative cannot be ignored using the 'Out Dated' quirk)
  • Positives: +1 to Sensors, Engines, Electronics. The ship can drive itself and pretend to be someone onboard. Oh the possibilities!
  • Misc: The ship has to have a personality. Below are some options. You can roll for these or the GM can choose one. Or a blend
    • Optimist
    • Bully
    • Physio
    • Shy/Unsure
    • Over achiever
    • Whimsical

Noisy :

  • Description: Something somewhere is loose. Maybe as simple as a loose screw or as complicated as a electromagnetic field is off alignment. Either case this ship doesn't stop humming, whizzing, and ever now and then for excitement it jitters. You consistently think that's the last jitter it will make before the whole thing falls apart like a house of cards. But the she still is flying straight. So whatever it is it must not be important. Annoying as hell but not important.
  • Negative: -2 for Boost Function Rolls.
  • Positives: None

Battle Scars :

  • Description: Like a painting the hull of your ship speaks a thousand words. It seams like each panel is telling some story of great adventures and glorious conquest. Or at the very least oh my gosh look how close we got to being vaporized! The first option defiantly sounds better in a bar!
  • Negative: -1 to Detection DC and +1 to Repair DC for Battle Damage.
  • Positive: Advantage to Communications when using the Intimidate skill. And possible at the Spacebar while drinking up with locals.

Lucky :

  • Description: You don't quite know how and thinking about it is likely a waste of time. But you guys always seam to get through some of the craziest scraps! Maybe this ship is just good luck!
  • Negative: None
  • Positive: One per day a player can re-roll a check that uses one of the ships Attribute modifiers.

Cursed :

  • Description: You don't know why... and damit you wish you did but ever sense you been on this ship things just suck!
  • Negative: Once per day negate the first Crit that is rolled when rolling for something that uses the ships Attribute modifiers.
  • Positive: None

Space Ship Accessories Slots

Space Ship Accessories are all the extra components that go into the ship after the 6 Core System Attributes and the default Hull/Configuration components have been installed. These are all the item's that require Customization Points and/or Hard Points, Bays. These are Weapons, Bays, Ship Function Modules and other Upgrades. All of these items can be found on the Ship Equipment page.

Thea mount of Customization Points are determined by Ship Tech Level and Hull Size and the amount of Hard Points and Bays are determined by the Hull Size. However Hull Configuration may also effect these stats.

Space Craft Hard Points and Bays
Size Weapon Size Customization
Point Bonus
Military Ship Civilian Ship
Hard
Points
Number
of Bays
Hard
Points
Number
of Bays
Colossal Huge +3 10 8 8 10
Gargantuan Large +2 9 7 7 9
Huge Large +2 8 5 6 8
Large Medium +2 7 4 5 7
Medium Medium +1 6 3 4 6
Small Small +1 6 2 4 5
Tiny Small +1 5 1 3 4
Diminutive Small +0 3 0 2 2
Fine Small +0 2 0 1 1

Customization Points

Customization Points are used as a way to provide Ship Upgrades and Modifications. These can act as a Bay or a Hard Point for Upgrades and Modifications that require them. However items that exclusively require a Hard Point or Bay such as Weapons or Ship Bays cannot use Customization Points.

Hard Points

Hard Points are communally referred to as the locations that weapons are deployed. However they can also mount a number of other external devices. Such as a Jamming Array, Grappler, Extended Sensor Array, Target Enhancers, Target Jammers etc... More information on Ship Weapons can be found in the Ship Weapons page. The number of hard points as well as the size of the weapon the hard point can support is shown on the chart too the right.

Bays

Bays are empty spaces within the hull of the ship that can be customized for certain uses. A Bay can be converted into facilities for example: Science Bay or Medical Bay. The facilities add additional services that the ship can provide to its crew.. given that someone has the necessary skills to operate them. Bays are sometimes required for certain upgrades. More information on Ship Bays in the Ship Bays page.

Upgrades & Modifications

Ships can have modifications installed in the form of System Upgrades. Ever statistic of a ship from the 6 Core.System.Attributes to all Secondary Stats can have System Upgrade installed. These can be installed by a Character with the correct Craft skill or simply paid for. A list of System Upgrades can be found on the here.

Space Stations

Space Station's are defined as any artificial construct in space that has no Faster Then Light drive and whose priority is not movement and thus its sub-light engines are designed more for keeping the object in orbit, stationary or emergency movement. It doesn't have to support life to be a station as it can have other purposes. Anything above 1,024,000 Square Feet cannot have an FTL without special exceptions and thus are by default considered Space Stations. Any Station that is ~1,024,000 Sq FT or larger are broken up into parts. Each part having the minimum Hit Points of a Colossal Hull Size craft.

To determine other stats such as number of people the Station could support, or Hard Points and Bays follow the pattern laid out by the Hull Size for Ships. The number of Hard Points is the same but the number of Bays is +1. Also Stations do not have to all have Huge Weapons mounts. Instead it can mount different sized weapons in order to defend against different size ships. A Huge Hard Point can hold 2 Large Weapons, 3 Medium Weapons, 4 Small Weapons. If the Station is ~1,024,000 Sq FT or larger not all of its Weapons can target a craft at a time only 1/2.

To determine how many lives can be supported on a Station. Take its size and compare it to the amount of people on a similar Hull Size and add a zero. This is because the FTL, sub light Engines and all the supporting systems take up a large amount of space. Also this assumes that at least halve the spare Bays are for personnel. If the Station is larger then any examples in the follow the pattern to estimate the possible number of people.

Ship Crafting

Ships are considered Structures. They require the following crafting skills: Electrical, Mechanical, Structural

Building a ship requires a Ship Yard. Making repairs to a ship can be done without being in a shipyard but the ship cannot be in FTL and it takes twice as long as it would normally take in a ship yard. A Docking Bay can also be used to repair a ship if the ship/station that has the Docking Bay also has a Industrial or Engineering bay.

The materials costs are based on the finishing price of the ship not including any customizations or accessories unless you are also building those.

The time is based on the size of the ship.

  • Colossal: 36450 Days - Requires Super Heavy Ship Yard
  • Gargantuan: 12150 Days - Requires Super Heavy Ship Yard
  • Huge: 4050 Days - Requires Heavy Ship Yard
  • Large: 1350 Days - Requires Heavy Ship Yard
  • Medium: 450 Days
  • Small: 150 Days
  • Tiny: 50 Days
  • Diminutive: 20 Days
  • Fine: 10 Days

Skilled laborers can be contracted to divide up the work. A Ship Yard can have as much as 50 people working on the same ship. Heavy 500 people. And Super Heavy 5,000 people. Cost may very based on the GM. But default suggestion would be $10,000 a day + completion bonus of 1/1000th the cost of the ship.

Other players can also help in the building of a ship. The same rules associated with building a structure apply. To review the rules go here. Repair work can also be divided up.

Building a Weapon or other hard point accessory is also considered like building a structure. With the except of Diminutive and Fine as they are normal sized weapon rules and thus the same rules for crafting. Making a hard point requires either a ship yard or a Engineering facility. The default time for crafting a non-weapon hard point accessory is 20 days. Weapon crafting times are based on there weapon sizes just like ships.

  • Gigantic: 80 Days - Requires a Heavy Ship Yard or Large Engineering facility.
  • Large: 40 Days - Requires a Heavy Ship Yard or Large Engineering facility.
  • Medium: 20 Days
  • Small: 10 Days

Building a Bay requires 20 days for normal size bays and 40 days for Large sized bays. They can be built in any facility designed to handle the construction of a structure. They can be built directly into the ship or be built in pieces and then shipped and assembled inside of the ship. It takes two days to assemble a normal bay or 4 days to assemble a large bay. You cannot speed up the assemble process by dividing up work. Only the crafting of the item can other characters assist. You do not need to account for assembling a bay if it is directly built into the ship.

Building an upgrade or other accessory is completely dependent on the item itself. However installing it from a time perspective is like repairing the ship of a major problem. Which is a full day while not being in FTL. Some upgrades may require that the ship be in a ship yard or a facility that supports repairs.

Crafting Ship Functions

It requires a crafting skill of 3 in the correct craft skill. The craft skill is determined by which of the 6 Core System Attributes the Function is associated with. Engines and Weapons is associated with Craft Mechanics. Structure is associated with Craft Structure. Shields, Electronics, Sensors is associated with Craft Electronics. In order to craft a Function with Class 1 the crafter must have 4 ranks in the appropriate skill. For Class 2 the crafter must have 5 ranks and so on.

Only Upgrades for the 6 C.S.A have both Class and Grade. To learn more about upgrades visit the Ship Upgrades section of the Ship Equipment page.

Crafting FTL Drives

FTL drives are considered one of the most complicated pieces of equipment ever invited. It requires at least 3 ranks in the following 3 crafting skills. Craft Mechanical, Electronics, Structure. Making a FTL follows the Craft Structure rules and thus requires a facility. To learn more about crafting go here. There is no mastercrafted FTLs.

Master Work Spaceships

A ship can be Masterworked. This is represented by an additional point toward the 6 Core System Attributes for each Crafting skill a character has the required rank in. To make Master Work structures a Character must have a rank of 5 or higher in the appropriate skill. There are 3 crafting skills that effect ship building and those again are Electrical, Mechanical, Structural. That means there is a total of +3 points that can go toward a ship.

A ship cannot be upgraded with Masterworked parts. A ship can only be constructed as such. Each extra point awarded to the ship ups the price by an additional 1/4th the base price.