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7.2.2: Starship Systems and Equipment

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Modified on 2010/05/18 10:52 by capi3101 Categorized as Starflight RPG

Like vehicles and characters, a starship wouldn’t be much more than a pile of metal without the equipment installed aboard the ship. It is a starship’s equipment that gives the ship its basic characteristics and, perhaps more importantly, determines how much butt it can kick at a moment’s notice. Its equipment is also important for the more mundane duties of research and
exploration, which may be necessary for the characters to engage in from time to time during the course of an adventure.

Starships have several basic systems (collectively known as "basic equipment"). For the most part, they are similar to vehicle systems, though there are some differences. All starships have slots reseved for basic equipment; installation of basic equipment does not count against the ship's accessory count (except in the case where multiple types of beam and/or projectile weaponry are installed). The following outlines the basic systems found aboard a starship.

  • Engines: Starships derive their power from a single main reactor system, which channels its energy into the ship's thrusters, sublight engine, or superphotonic-drive systems, depending upon which flight mode is needed. The actual drive systems on most ships are modular, and can be swapped out of the engine nacelles fairly easily. The drive system usually includes the ship's inertial dampening system (which allows the ship and crew to survive the massive accelerations the ship undergoes), as well as a series of waste heat arrays and other cooling systems for the ship's reactor. The ship's engine will determine the ship's rate of acceleration in combat and how fuel efficient the ship is.
  • Armor: Some ships have armor plating attached to the ship's outer hull. Armor is designed for several functions, including crew safety and mitigation of damage to the chassis in the event of a collision. Armor is also effective at reducing the amount of damage a starship receives due to incoming weapons fire.
  • Shields: Shields perform many of the same jobs as armor. Shields have two advantages over armor: they can be added without an HD penalty, and they regenerate over time. On the other hand, shields can be knocked out of commission and they're more expensive. Shields aboard starships usually consist of an array of emitters embedded into the ship's hull, as well as a capacitor system that provides steady power to the emitters. The strength of a ship's shields is based solely on the amount of power the capacitor can provide to the emitters while still holding its charge.
  • Weapons: Starship weapons are among the most powerful known in the whole of the galaxy. They are designed mainly to fight other starships, and must be powerful enough to cause significant damage to any target, including a shielded starship. Starships may incorporate one or more weapons systems aboard. These weapons are included when a ship needs an offensive arm for one reason or another, be it to fend off pirates, to provide extra cutting power, or to kick butt when needed. Starship weapons come in three varieties: beams (lasers, tachyon cannons, etc.), projectiles (mass drivers, missiles, etc.), and "special" weapons (weapons that are accessories, such as shield nullifiers, energy clouds, etc.).
  • Accessories: Accessories are additional systems included with a starship to help it perform specific tasks. Some of these tasks include terraforming duties, cargo hauling, passenger ferrying, and weapons delivery systems. The smallest starships only hold two accessory systems, while the largest can handle over a hundred. Starship accessories tend to be harder to swap out over vehicle accessories, as most have to be hard-wired. As a results, starships tend to make a greater use of mounts than vehicles, including some carried attached to the exterior of the ship' hull (which are called modules; they're also known as pods). Though not all slots are of the same size, they are treated as such for the sake of simplicity. Starships use the same list of accessories listed in Chapter 6.2.3; they may use any equipment designated for space vehicles. Starships also have a list of starship-specific accessories, which is included later in this chapter.

In addition to these main systems, a starship has several internal systems, such as sensors, communications arrays, computers, workspaces, and command-and-control areas (the ship's bridge, it's combat information center, and so forth). These systems tend to be hardwired into the ship's chassis (meaning they can't be removed or modified), and are included in the cost of the chassis. These systems can usually be augmented through the addition of accessories.

The following is an overview of these systems, what they can do, and how much they may cost to add to a starship. A list of example equipment is included with each section. GMs who are interested in creating their own equipment to be installed on ships are more than welcome to create their own (for instructions on how to create equipment, see Chapter 10.2.4.)

Engines

Engines provide electrical and propulsive power to a starship. They directly determine the number of "spaces" the ship may move during combat. Higher classes of engine are more fuel efficient than lower engine classes (see Chapter 8.1).

The following is a generic engine listing. It can be adapted for more specific interstellar environments by adjusting some of the basic engine stats, as presented below.

Engine

  • HD Effect: +1 HD/BHD per class level

,200,000
Engines
 Basic CostInitiativeCombat MovementBase Fuel Efficiency
Class Zero
(Design Only)
500015%
Class One1,000125%
Class Two8,0002310%
Class Three20,0003415%
Class Four40,0004520%
Class Five100,0005625%
Class Six200,0006730%
Class Seven400,0007835%
Class Eight800,0008940%
Class Nine1,600,00091045%
Class Ten3
101150%


Shields

Shield emitters are small, external arrays that generate a protective barrier around the outer hull of a starship, in essence adding an extra layer of armor to the ship's outer hull. Starship shield emitters require power from an external capacitor in order to function. This substantially increases the cost of starship shield arrays, but also vastly increases the effectiveness of starship shields (to the point where a starship has a fair shot at surviving a direct hit from a nuclear weapon). A starship may only have one shield system installed unless a "Backup Shield Generator" accessory is installed on the ship (the generator and the extra shield are counted as separate accessories). Shields fall under the category of Defenses.

Basic Shield

  • Type: Shield
  • Regeneration: 10% total SHP (1d10 for Class Zero shields), plus Engineer's Applied Relativity sub-Discipline score per minute (ten rounds).
  • Nebula HPR: Non-functional below Class Six. Minus five Classes effectiveness at Class Six or higher.
  • Beam DR: None
  • Projectile DR: None
  • Effects: None

,000,000
Basic Shields
 Basic CostShield Hit Points
(Design Minimum)
Class Zero
(Design Only)
5001
Class One4,000500
Class Two12,0001,000
Class Three32,0001,500
Class Four70,0002,000
Class Five125,0002,500
Class Six250,0003,000
Class Seven500,0003,500
Class Eight1,000,0004,000
Class Nine2,000,0004,500
Class Ten4
5,000

Nebula-Resistant Shields

  • Type: Shield
  • Regeneration: 10% total SHP (1d10 for Class Zero shields), plus Engineer's Applied Relativity sub-Discipline score per minute (ten rounds).
  • Nebula HPR: None
  • Beam DR: None
  • Projectile DR: None
  • Effects: +1 all HD ratings per Shield Class if ship is located in a nebula

,000,000
Nebula Resistant Shields
 Basic CostShield Hit Points
(Design Minimum)
Class Zero
(Design Only)
5001
Class One6,000400
Class Two18,000800
Class Three48,0001,200
Class Four105,0001,600
Class Five187,5002,000
Class Six375,0002,400
Class Seven750,0002,800
Class Eight1,500,0003,200
Class Nine3,000,0003,600
Class Ten6
4,000


Armor

A starship’s armor consists of several plates of additional hull material that are attached to the ship's outer hull in order to give it extra protection. Armor is not a required system for starships to have, but many crews are still glad to have it, despite the additional cost. Armor falls under the category of Defenses.

Basic Armor

  • Type: Armor
  • Regeneration: None
  • Nebula HPR: None
  • Beam DR: None
  • Projectile DR: None
  • Effects: -1 HD/BHD/FHD per Class

00,000
Basic Armor
 Basic CostArmor Hit Points
(Design Minimum)
Class Zero
(Design Only)
5001
Class One1,500500
Class Two3,100750
Class Three6,2001,000
Class Four12,5001,250
Class Five25,0001,500
Class Six50,0001,750
Class Seven100,0002,000
Class Eight200,0002,250
Class Nine400,0002,500
Class Ten8
2,750

Reflective Armor

  • Type: Armor
  • Regeneration: None
  • Nebula HPR: None
  • Beam DR: 1/2 All Damage
  • Projectile DR: None
  • Effects: -2 HD/BHD/FHD per Class

,600,000
Reflective Armor
 Basic CostArmor Hit Points
(Design Minimum)
Class Zero
(Design Only)
50010
Class One3,000500
Class Two6,200750
Class Three12,4001,000
Class Four25,0001,250
Class Five50,0001,500
Class Six100,0001,750
Class Seven200,0002,000
Class Eight400,0002,250
Class Nine800,0002,500
Class Ten1
2,750

Weapons

Starships can carry and utilize various forms of weapons systems. The use of weapons aboard ships is covered more in depth in Chapter 9. Weapons come in three main varieties: beam weapons (which fire in constant streams), projectile weapons (where a physical object is shot at the target), and "special" weapons (which are counted as accessories, typically have either very powerful or area-wide effects, and don't fire in streams or bolts). The following generic weapons are available for use on starships.
Each has the following statistics:
  • Name: What the weapon is called.
  • Type: The general kind of weapon being described (either a beam or projectile weapon.)
  • Recharge: The amount of time that must pass before the weapon can be used again once used. Weapons with a recharge of 1 turn may be used again on the next combat round.
  • Magazine: The number of times the weapon may be fired after spending one unit of fuel (see Chapter 9.4).
  • Range: The maximum distance a target may be from the firing ship in order for the weapon to be effective.
  • Falloff: The amount of damage lost or hit difficulty increased by each range increment the firing starship is away from its target.
  • Effects: Various sundry effects the weapon may have or cause (for a list of general examples of weapons effects, see Chapter 10.2.4.
  • Class: This lists a specific Class of the weapon in question.
  • Basic Cost: This is the amount the weapon adds to the starship's overall cost.
  • Damage: This lists the amount of basic damage the weapon applies to a target upon a successful hit.
  • Options: This is a list of features that may be added to the weapon, which change one or more basic characteristics of the weapon. A weapon may only have one of the options listed below the weapon, if any are selected at all.

A "pure" Starflight game will tend to use only the Laser Cannon and Basic Missile weapons, though there are a few stronger races that will use the Maser Option for lasers, and some that use Plasma Bolts (the Class Ten Plasma Cannon). These other weapons, as well as the options that go with them, are meant merely as examples of what a creative GM might decide to implement in the game, and as a means of adding a little variety to the game itself.

Beam Weapons

Accelerator Cannon

  • Type: Beam
  • Recharge: 2 turns
  • Range: 5
  • Magazine: 25
  • Falloff: -250 shield/-50 hull damage per range increment (no minimum).
  • Effects: Indicated shield damage affects shields only. Causes armor damage indicated even if SHP > 0 on target arc. If AHP is zero on target arc, armor damage causes equal amount of systems damage.

,400,000
Accelerator Cannon
 Basic CostShield DamageDamage
Class One14,00015075
Class Two35,000300100
Class Three94,500450125
Class Four157,500600150
Class Five262,500750175
Class Six525,000900200
Class Seven1,050,0001,050225
Class Eight2,100,0001,200250
Class Nine4,200,0001,350275
Class Ten8
1,500300

*Options:
Anti-Shield; 0.8* cost, -400 damage per range increment, all damage to shields, none if armor hit.
Anti-Armor; 1.2* cost, -300 damage per range increment, all damage to hull, does not damage or bypass shields.
Long Range Cannon; 1.5* cost, maximum range 10.

Laser Cannon

  • Type: Beam
  • Recharge: 1 turn
  • Range: Unlimited
  • Magazine: 100
  • Falloff: -100 Damage per range increment (minimum 10)
  • Effects: None

,800,000
Laser Cannon
 Basic CostDamage
Class One8,00090
Class Two20,000210
Class Three54,000360
Class Four90,000510
Class Five150,000660
Class Six300,000700
Class Seven600,000750
Class Eight1,200,000800
Class Nine2,400,000900
Class Ten4
1000

*Options:
Spread-Beam; falloff -150 damage per range increment, 1.1* cost, add target's Size Class to Marksmanship Check result.
Polarized Beam; falloff -50 damage per range, 2* cost, 1.5* damage
Maser; 1.5* cost, bypasses Defenses. Count as character-scale crew damage, no damage to vehicle/starship. Affected character may make Reflex Save for 1/2 damage.




Tachyon Cannon

  • Type: Beam
  • Recharge: 1 turn
  • Range: Unlimited
  • Magazine: 50
  • Falloff: -150 Damage per range increment (minimum 30)
  • Effects: None

,000,000
Tachyon Cannon
 Basic CostDamage
Class One10,000100
Class Two25,000230
Class Three67,500400
Class Four112,500550
Class Five187,500730
Class Six375,000770
Class Seven750,000830
Class Eight1,500,000880
Class Nine3,000,000990
Class Ten6
1100

*Options:
Tachyon Blaster; 3* cost, 2* damage, bypasses shields
Tachyon Pulse; 1.5* cost, no damage but disables all target systems for number of seconds equal to damage



Projectile Weapons

Mass Driver

  • Type: Projectile
  • Recharge: 2 turn
  • Range: 15
  • Magazine: 15
  • Falloff: +10 HD per range increment, -50 damage per range increment (minimum 35)
  • Effects: None

,280,000
Mass Driver
 Basic CostDamage
Class One8,800135
Class Two22,000315
Class Three59,400540
Class Four99,000765
Class Five165,000990
Class Six330,0001,050
Class Seven660,0001,125
Class Eight1,320,0001,200
Class Nine2,620,0001,350
Class Ten5
1,500

*Options:
Exploding Mass Driver; 1.5* Cost, +xd% damage (where x is the weapon's class), use target's BHD.
Needle Mass Driver; 1.1* Cost, range 5, *1/10 damage, -1/2 target HD, bypasses shields
CIWS Mass Driver; 0.5* Cost, range 1, recharge 5 turns, *2 damage, can nullify one missile attack (zero damage) per round if system is not recharging.

Basic (Dumb-Fire) Missile

  • Type: Projectile
  • Recharge: 1 turn
  • Range: 15
  • Magazine: 20
  • Falloff: +5 HD per range increment
  • Effects: None

,400,000
Basic Missile
 Basic CostDamage
Class One12,000200
Class Two28,000400
Class Three60,000700
Class Four120,0001,000
Class Five200,0001,500
Class Six400,0001,600
Class Seven800,0001,700
Class Eight1,600,0001,800
Class Nine3,200,0001,900
Class Ten6
2,000

*Options:
Kinetic Energy; 0.5* cost, 1.5* damage, +20 HD per range increment
Seeker; 1.2* cost, 0.8* damage, re-acquires target at +10 HD in event of miss
Friend-or-Foe; 1.1* cost, 0.9* damage, if misses, automatically targets next enemy craft with lower initiative (or friendly craft with malfunctioning communications). If no such craft exist, weapon misses.
Image Recognition; 1.5* cost, +2 HD per range increment, re-acquires target at +5 HD in event of miss, increasing by +5 HD on subsequent misses.
Electromagnetic Pulse Missile; 1.2* cost, no damage but disables target for number of seconds equal to damage.
Anti-Radiation; 1.3* cost, 0.75* damage, causes 1d% damage to targets sensors.
Radar-Guided; 1.4* cost, 0.6* damage, no range increment HD fall-off.
Directed Energy; 1.2* cost, -5 HD to target, does damage equal to equivalent class Laser Cannon, counts as Laser damage.


Plasma Cannon

  • Type: Projectile
  • Recharge: 3 turns
  • Range: 15
  • Magazine: 10
  • Falloff: +5 HD per range increment
  • Effects: Cannot be used in planetary atmosphere

6,000,000
Plasma Cannon
 Basic CostDamage
Class One30,000400
Class Two70,000800
Class Three150,0001,400
Class Four300,0002,000
Class Five500,0003,000
Class Six1,000,0003,200
Class Seven2,000,0003,400
Class Eight4,000,0003,600
Class Nine8,000,0003,800
Class Ten
(Plasma Bolt)
1
4,000

*Options:
Hot Plasma Cannon; 2* cost, 1.5* damage.
Eco-Safe Plasma; 1.1* cost, can be used in planetary atmosphere.
Ion Bolt; 0.5* cost, can be used in atmosphere, 1/2 damage, disables one system at random (use system damage list in Chapter 9.4 to select; roll again on crew/officer damage).


Starship-Specific Accessories

Accessories are additional systems that can be added to a starship’s chassis for additional effects. These really diversify what a particular ship is capable of performing. There is no limit to the types of modules that can be added to a ship’s chassis, though the number of additional systems is limited by the chassis. Starships are allowed to pick accessories from the following list. Each starship-specific accessory has the following statistics:
  • Name: This is what the equipment is called.
  • Cost: This lists the cost of the equipment in MU/SP.
  • Effect: This indicates what the equipment does. Any additional notes on the equipment are included here.

00,000
Starship-Specific Accessories
NameCostEffect
EAD/Terraform Module50*sizeShip may transform 1 square kilometer of a planet’s surface per hour into a habitable zone, or eliminates pollution in that area, or fixes other ecological problems.
Apprehension Module20*sizeHolds up to 5*size prisoners for maximum security transport.
Fire Suppression Module40*sizeProvides 30*size minutes worth of fire retardant material (either foam or water). Can be shot to a distance of 300 meters from the ship. Can't be used while in space.
Hospital Module50*sizeHolds 2*size patients (injured characters). For purposes of healing characters, vehicle provides Major Surgery service (see Chapter 5.4).
Industrial Manipulator Module15*sizeShip may perform any industrial duty (GM should specify function of the module).
Waste Disposal Module75Tank holds up to 50 cubic meters of non-hazardous waste material
Refrigeration/Stasis Module100Specialized tank holds up to 50 cubic meters of material at temperatures below 0 C.
High Temp Storage Module110Specialized tank holds up to 50 cubic meters of material at temperatures above 100 C.
Bio-Hazard Storage Module150Specialized tank holds up to 50 cubic meters of hazardous waste material.
Bulk Cargo Module200*sizeShip contains a volume of space up to the minimum safe bounding box amount six size classes smaller than the ship itself devoted to cargo hauling in addition to its normal cargo capacity. A ship may have one Bulk Cargo Module installed without penalty; subsequent modules reduce the Accommodation space of the ship by 20% of its full amount and induce a -10 HD/BHD/FHD penalty (these penalties are cumulative and are also inflicted if the Bulk Cargo Module is installed along with any type of Hangar Bay Module). A ship may never have more than five Bulk Cargo Modules installed.
Emergency Stasis Unit100*sizeUnit can place an entire ship's company (crew and passengers) into stasis for an indefinite period.
Automation Module25*sizeShip can operate without a crew.
Standard Cloaking Device500*sizeShip gains a +25 HD/FHD bonus.
ECM Module20*size+20 to all Stealth Checks. Adds +20 to pilot's Evasive Maneuvers score while vehicle is in use.
SWACS Module30*size+30 to all Sensor Use checks.
Non-Lethal Weapons Delivery System50*sizeShip's weapons may be used to cause an equal amount of Non-Lethal damage instead of Lethal Damage to a target.
Airborne Delivery Module50*sizeCan jettison cargo/passengers for safe airdrops to surface, but must be in atmosphere to use this accessory.
Orbital Insertion Module200*sizeCan jettison cargo/passengers for safe drops from orbit to a planetary surface. Does not include provision for retrieval.
Repair Bay Module100*sizeAllows ship to repair buildings, other ships and vehicles up to the same size class as the parent starship.
Countermeasure Pod Dispenser10 + 1 per usePlayers may elect to launch countermeasures to evade missiles. Add +5 to pilot's Evasive Maneuvers Score per pod used; bonus is only good for the round in which the pods are used. Cannot refill while ship in operation.
Auxiliary Reactor Mount100*sizeCan add backup engines to vehicle like pods (see below). Must be of equal or lesser class than the main engine. Add one to Initiative rating for each backup engine installed. If Engine destroyed, backup takes its place; lose Initiative bonus and use backup's Initiative rating.
Backup Shield Generator 25*sizeCan add a backup shield to the ship. Counts against accessory count. Must be of equal or lesser class than main shield rating. Add shield hit point rating of all generators together.
Backup Sensor Array500Adds a +5 bonus to all Science checks. Can back-up main system in the event the Sensors system is destroyed.
Backup Communications Array500Adds a +5 bonus to all Communications checks. Can back-up main system in the event the Communications system is destroyed.
Starship Systems Adapter1000*sizeAllows ship to mount equipment above the normal maximum allowed for the chassis. Only one adapter is needed for multiple systems.
Permanent Pod Mount10Allows the ship to mount one "permanent" external pod.
Expendable Pod Mount15Allows the ship to mount one "permanent" or one "expendable" external pod.
Collapsible Sections100Reduces ship's Size Class by two levels when the ship is not occupied.
External Docking Port10Ship may dock with any other ship or vehicle carrying an External Docking Port.
Hangar Bay Module50*sizeShip contains a volume of space up to the minimum safe bounding box amount six size classes smaller than the ship itself devoted to sheltering "child" vehicles. Parent ship must not be actively moving in order to deploy other vehicle (unless Carrier Systems also installed). A ship may have one Hangar Bay Module installed without penalty; subsequent modules reduce the Accommodation and Cargo space of the ship by 20% of their full amounts and induce a -10 HD/BHD/FHD penalty (these penalties are cumulative and are also inflicted if the Hangar Bay Module is installed along with smaller Hangar Bay Module types). A ship may never have more than five Hangar Bay Modules installed.
Half Hangar Bay Module40*sizeShip contains a volume of space up to the minimum safe bounding box amount seven size classes smaller than the ship itself devoted to sheltering "child" vechicles. Parent ship must not be actively moving in order to deploy other vehicles (unless Carrier Systems also installed). A ship may have one Half Hangar Bay Module installed without penalty; subsequent modules reduce the Accommodation and Cargo space of the ship by 10% of their full amounts and induce a -8 HD/BHD/FHD penalty (these penalties are cumulative and are also inflicted if the Half Hangar Bay Module is installed along with smaller Hangar Bay Module types. A ship may never have more than five Half Hangar Bay Modules installed.
Quarter Hangar Bay Module30*sizeShip contains a volume of space up to the minimum safe bounding box amount eight size classes smaller than the ship itself devoted to sheltering "child" vechicles. Parent ship must not be actively moving in order to deploy other vechiles (unless Carrier Systems also installed). A ship may have one Quarter Hangar Bay Module installed without penalty; subsequent modules reduce the Accommodation and Cargo space of the ship by 5% of their full amounts and induce a -6 HD/BHD/FHD penalty (these penalties are cumulative and are also inflicted if the Quarter Hangar Bay Module is installed along with smaller Hangar Bay Module types). A ship may never have more than five Quarter Hangar Bay Modules installed.
Eighth Hangar Bay Module20*sizeShip contains a volume of space up to the minimum safe bounding box amount nine size classes smaller than the ship itself devoted to sheltering "child" vechicles. Parent ship must not be actively moving in order to deploy other vechiles (unless Carrier Systems also installed). A ship may have one Eighth Hangar Bay Module installed without penalty; subsequent modules reduce the Accommodation and Cargo space of the ship by 3% of their full amounts and induce a -4 HD/BHD/FHD penalty (these penalties are cumulative and are also inflicted if the Eighth Hangar Bay Module is installed along with ship Shelter Modules). A ship may never have more than five Eighth Hangar Bay Modules installed.
Shelter Module10*sizeShip contains a volume of space up to the minimum safe bounding box amount ten size classes smaller than the ship itself devoted to sheltering "child" vehicles. Parent ship must not be actively moving in order to deploy other vehicles (unless Carrier Systems also installed). A ship may have one ship Shelter Module installed without penalty; subsequent modules reduce the Accommodation and Cargo space of the ship by 1% of their full amounts (cumulative) and induce a -2 HD/BHD/FHD penalty (also cumulative). A ship may never have more than five ship Shelter Modules installed.
Carrier Systems50Ship may deploy up to four "child" vehicles and recover one child vehicle simultaneously while ship is in active motion.
Beam Weapon Rack20 per mountAllows one beam weapon to be mounted on the ship. Covers one firing arc. The weapon must be bought separately, but does not count as an additional accessory.
Projectile Weapon Rack25 per mountAllows one projectile weapon to be mounted on the ship. Covers one firing arc. The weapon must be bought separately, but does not count as an additional accessory.
Beam Weapon Single Turret50 per mountAllows one beam weapon to be mounted on the ship such that it covers all firing arcs. The weapon must be bought separately, but does not count as an additional accessory.
Projectile Weapon Single Turret100 per mountAllows one projectile weapon to be mounted on the ship such that it covers all firing arcs. The weapon must be bought separately, but does not count as an additional accessory.
Beam Weapon Dual Turret75 per mountAllows two beam weapons of the same type to be mounted into the same turret. The weapons may be fired singly or linked; if linked, they must fire into the same arc at the same target.
Projectile Weapon Dual Turret150 per mountAllows two projectile weapons of the same type to be mounted into the same turret. The weapons may be fired singly or linked; if linked, they must fire into the same arc at the same target.
Beam Weapon Triple Turret100 per mountAllows three beam weapons of the same type to be mounted into the same turret. The weapons may be fired singly, in pairs or triple-linked. If multiple weapons are fired, they must fire into the same arc at the same target.
Projectile Weapon Triple Turret200 per mountAllows three projectile weapons of the same type to be mounted into the same turret. The weapons may be fired singly, in pairs or triple-linked. If multiple weapons are fired, they must fire into the same arc at the same target.
Beam Weapon Quad Turret125 per mountAllows four beam weapons of the same type to be mounted into the same turret. The weapons may be fired singly, in pairs or quad-linked. If multiple weapons are fired, they must fire into the same arc at the same target.
Projectile Weapon Quad Turret250 per mountAllows four projectile weapons of the same type to be mounted into the same turret. The weapons may be fired singly, in pairs or triple-linked. If multiple weapons are fired, they must fire into the same arc at the same target.
WMD Delivery System1000*sizeShip may carry a single biological, chemical, radiological or nuclear tipped missile per installed system (specify which, and specific game effects with the ship).
Shield Nullifer3,200,000Special weapon. Drops SHP of all enemy combatants to zero for one combat round. No falloff. Magazine 1. Recharge 3 turns.
Energy Cloud1,600,000Special weapon. Depletes weapons magazines, and reduces HDs of all enemy combatants for the remainder of combat by five. No falloff. Magazine 2. Recharge 3 turns.
Battle Jumper8,000,000Special weapon. Moves the ship to a new location on the combat grid, adds 2d10 to the HD of the ship for one combat round. To find the new location, roll 1d10. A result of one indicates straight ahead, with each increasing result rotating 45 degrees. A result of nine allows the Navigator to select a direction or roll again. A result of zero allows a second jump after the initial jump is resolved. Move the ship 1d10 spaces in the indicated direction. No falloff. Magazine 10. Recharge 2 turns.
Tractor Beam1
Special weapon. Holds enemy combatant in place (enemy can still use movement to turn). Requires an opposed Check (Combat Maneuvers versus target's Evasive Maneuvers) to hold the beam. +10 target HD per range unit, +2 HD per size class if target is larger than firing vehicle for holding, -2 HD per size class for grabbing. Magazine 1. Recharge 5 turns.




Pods

As previously mentioned, pods are add-on modules that are attached to the outer hull of a starship. Pods themselves don't count against a starship's accessory count, but the ship in question must have the appropriate type of pod mount accessory included as part of its regular accessories. There are two types of pods: permanent and expendable. Permanent pods are pods that remain attached to the mount; they are not designed to be removed unless removed at a drydock. Expendable pods are pods that have a specific one-time use, which requires them to be removed from the ship while it is still in operation. Both pod types have a specific mount. Permanent pods may be attached to an expendable pod mount, but expendable pods must attach to an expendable mount. GMs may go further than this, and designate certain expendable pod mounts for specific expendable pods (such as, say, 4 expendable pod mounts for jump pods and two for blastopods on an Intrepid-class Scout.) Pods have the following stats:
  • Name: This is what the pod is called.
  • Cost: This lists the cost of the pod in MU/SP.
  • Effect: This indicates what the equipment does. Any additional notes on the equipment are included here.

Standard Starship Pods
Starship Cargo Pod500Permanent external pod. Adds 50 m3 cargo carrying capacity.
Complement Pod1,000Permanent external pod. Adds 4 12.5 m3 steerage cabins.
Jump Pod20,000Expendable external pod. Creates a temporary flux node, enabling a starship to travel anywhere within a star sector (see Chapter 8.4 for details).
Blastopod50,000Expendable external pod. Special weapon. Creates a very large splash damaging blast and shockwave. When used, select coordinates for hypocenter (either grid coordinates or Range value). Blast does 4300 points of damage at the hypocenter, falling off 300 points per range increment, to a minimum of 400 damage at Range 13. Roll against BHD for all ships, if the roll fails, the ship only takes half-damage. The firing ship and all friendly forces take half-damage (BHD failure means only quarter-damage).
Colony Pod100,000Expendable external pod. Establishes a pre-fabricated basic colony settlement on any previously cataloged world. Maximum possible population is 500 per pod used on a single world; Colony reaches it's maximum potential at a rate determined by GM's discretion. See Chapter 10.2.3 for details on communities/settlements.
Escape Pods100Expendable external pod. Adds sixteen 1.5625 m3 (or the equivalent size) emergency escape vehicles to the ship. Can be launched without installation of Carrier Systems accessory.
Mission Module Pods200Permanent external pod. Holds specialized equipment for certain missions. Effects are at the GM’s discretion.




Bonuses

Finally, some starships may have special abilities by virtue of their design, which are referred to as bonuses. These abilities can make the ship more resistant to particular kinds of weaponry, more resistant to damage in general, or generally more versatile. Naturally, ships of this nature have a tendency to be significantly more expensive than other starships of the same type. Bonuses are unlike other starship equipment, in that they point to no one specific system, and their cost is listed as a multiplier instead of a set cost. The multipliers from bonuses are applied after the remainder of the ship's cost has been tallied, as outlined in Chapter 7.2. In the event a ship is given multiple bonuses, the multipliers are added together before the ship's cost is multiplied. Bonuses have the following stats:
  • Name: This is a general description of the bonus.
  • Cost Multiplier: This lists the multiplier which is applied to the ship's total cost.
  • Effect: This is what the bonus does.

.5
Starship Ability Bonuses
NameCost MultiplierEffect
Laser Resistant1.1, +.1 per Class reductionShip is resistant to laser fire. If hit by a laser, treat the damage as if it were done by a laser a number of Classes below the weapon’s actual level, before any damage adjustments are made for range. If the reduction would indicate a "Class Zero" laser or lower, the weapon causes no damage.
Tachyon Resistant1.4, +.2 per Class reductionShip is resistant to tachyon cannon fire. If hit by a tachyon cannon, treat the damage as if it were done by a tachyon cannon a number of Classes below the weapon’s actual level, before any damage adjustments are made for range. If the reduction would indicate a "Class Zero" tachyon cannon or lower, the weapon causes no damage.
Missile Resistant1.2, +.1 per Class reductionShip is resistant to missile fire. If hit by a missile, treat the damage as if it were done by a missile a number of Classes below the weapon’s actual level. If the reduction would indicate a "Class Zero" missile or lower, the weapon causes no damage.
Plasma Resistant2.0, +.5 per Class reductionShip is resistant to plasma cannon fire. If hit by a plasma cannon, treat the damage as if it were done by a cannon a number of Classes below the weapon’s actual level. If the reduction would indicate a "Class Zero" plasma cannon or lower, the weapon causes no damage.
1/x Damage Reductionx (Denominator)All damage the ship takes is multiplied by 1/x before it is applied to the ship.
Rapid Shield RechargexShield restoration is multiplied by x before it is applied to the ship.
Rapid Hardpoint Recharge1 + xThe ship may recharge an additional x weapons hardpoints during a recharge action.
Modular Design1
Allows the removal and replacement of standard ship accessories as well as pods and equipment.

NEXT: 7.3 Starflight Starship Catalog
PREVIOUS: 7.2.1 Starship Chassis
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