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
Engines| | Basic Cost | Initiative | Combat Movement | Base Fuel Efficiency |
|---|
Class Zero (Design Only) | 500 | 0 | 1 | 5% |
|---|
| Class One | 1,000 | 1 | 2 | 5% |
|---|
| Class Two | 8,000 | 2 | 3 | 10% |
|---|
| Class Three | 20,000 | 3 | 4 | 15% |
|---|
| Class Four | 40,000 | 4 | 5 | 20% |
|---|
| Class Five | 100,000 | 5 | 6 | 25% |
|---|
| Class Six | 200,000 | 6 | 7 | 30% |
|---|
| Class Seven | 400,000 | 7 | 8 | 35% |
|---|
| Class Eight | 800,000 | 8 | 9 | 40% |
|---|
| Class Nine | 1,600,000 | 9 | 10 | 45% |
|---|
| Class Ten | 3 |
,200,00010 | 11 | 50% |
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
Basic Shields| | Basic Cost | Shield Hit Points (Design Minimum) |
|---|
Class Zero (Design Only) | 500 | 1 |
|---|
| Class One | 4,000 | 500 |
|---|
| Class Two | 12,000 | 1,000 |
|---|
| Class Three | 32,000 | 1,500 |
|---|
| Class Four | 70,000 | 2,000 |
|---|
| Class Five | 125,000 | 2,500 |
|---|
| Class Six | 250,000 | 3,000 |
|---|
| Class Seven | 500,000 | 3,500 |
|---|
| Class Eight | 1,000,000 | 4,000 |
|---|
| Class Nine | 2,000,000 | 4,500 |
|---|
| Class Ten | 4 |
,000,0005,000 |
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
Nebula Resistant Shields| | Basic Cost | Shield Hit Points (Design Minimum) |
|---|
Class Zero (Design Only) | 500 | 1 |
|---|
| Class One | 6,000 | 400 |
|---|
| Class Two | 18,000 | 800 |
|---|
| Class Three | 48,000 | 1,200 |
|---|
| Class Four | 105,000 | 1,600 |
|---|
| Class Five | 187,500 | 2,000 |
|---|
| Class Six | 375,000 | 2,400 |
|---|
| Class Seven | 750,000 | 2,800 |
|---|
| Class Eight | 1,500,000 | 3,200 |
|---|
| Class Nine | 3,000,000 | 3,600 |
|---|
| Class Ten | 6 |
,000,0004,000 |
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
Basic Armor| | Basic Cost | Armor Hit Points (Design Minimum) |
|---|
Class Zero (Design Only) | 500 | 1 |
|---|
| Class One | 1,500 | 500 |
|---|
| Class Two | 3,100 | 750 |
|---|
| Class Three | 6,200 | 1,000 |
|---|
| Class Four | 12,500 | 1,250 |
|---|
| Class Five | 25,000 | 1,500 |
|---|
| Class Six | 50,000 | 1,750 |
|---|
| Class Seven | 100,000 | 2,000 |
|---|
| Class Eight | 200,000 | 2,250 |
|---|
| Class Nine | 400,000 | 2,500 |
|---|
| Class Ten | 8 |
00,0002,750 |
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
Reflective Armor| | Basic Cost | Armor Hit Points (Design Minimum) |
|---|
Class Zero (Design Only) | 500 | 10 |
|---|
| Class One | 3,000 | 500 |
|---|
| Class Two | 6,200 | 750 |
|---|
| Class Three | 12,400 | 1,000 |
|---|
| Class Four | 25,000 | 1,250 |
|---|
| Class Five | 50,000 | 1,500 |
|---|
| Class Six | 100,000 | 1,750 |
|---|
| Class Seven | 200,000 | 2,000 |
|---|
| Class Eight | 400,000 | 2,250 |
|---|
| Class Nine | 800,000 | 2,500 |
|---|
| Class Ten | 1 |
,600,0002,750 |
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.
Accelerator Cannon| | Basic Cost | Shield Damage | Damage |
|---|
| Class One | 14,000 | 150 | 75 |
|---|
| Class Two | 35,000 | 300 | 100 |
|---|
| Class Three | 94,500 | 450 | 125 |
|---|
| Class Four | 157,500 | 600 | 150 |
|---|
| Class Five | 262,500 | 750 | 175 |
|---|
| Class Six | 525,000 | 900 | 200 |
|---|
| Class Seven | 1,050,000 | 1,050 | 225 |
|---|
| Class Eight | 2,100,000 | 1,200 | 250 |
|---|
| Class Nine | 4,200,000 | 1,350 | 275 |
|---|
| Class Ten | 8 |
,400,0001,500 | 300 |
*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
Laser Cannon| | Basic Cost | Damage |
|---|
| Class One | 8,000 | 90 |
|---|
| Class Two | 20,000 | 210 |
|---|
| Class Three | 54,000 | 360 |
|---|
| Class Four | 90,000 | 510 |
|---|
| Class Five | 150,000 | 660 |
|---|
| Class Six | 300,000 | 700 |
|---|
| Class Seven | 600,000 | 750 |
|---|
| Class Eight | 1,200,000 | 800 |
|---|
| Class Nine | 2,400,000 | 900 |
|---|
| Class Ten | 4 |
,800,0001000 |
*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
Tachyon Cannon| | Basic Cost | Damage |
|---|
| Class One | 10,000 | 100 |
|---|
| Class Two | 25,000 | 230 |
|---|
| Class Three | 67,500 | 400 |
|---|
| Class Four | 112,500 | 550 |
|---|
| Class Five | 187,500 | 730 |
|---|
| Class Six | 375,000 | 770 |
|---|
| Class Seven | 750,000 | 830 |
|---|
| Class Eight | 1,500,000 | 880 |
|---|
| Class Nine | 3,000,000 | 990 |
|---|
| Class Ten | 6 |
,000,0001100 |
*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
Mass Driver| | Basic Cost | Damage |
|---|
| Class One | 8,800 | 135 |
|---|
| Class Two | 22,000 | 315 |
|---|
| Class Three | 59,400 | 540 |
|---|
| Class Four | 99,000 | 765 |
|---|
| Class Five | 165,000 | 990 |
|---|
| Class Six | 330,000 | 1,050 |
|---|
| Class Seven | 660,000 | 1,125 |
|---|
| Class Eight | 1,320,000 | 1,200 |
|---|
| Class Nine | 2,620,000 | 1,350 |
|---|
| Class Ten | 5 |
,280,0001,500 |
*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
Basic Missile| | Basic Cost | Damage |
|---|
| Class One | 12,000 | 200 |
|---|
| Class Two | 28,000 | 400 |
|---|
| Class Three | 60,000 | 700 |
|---|
| Class Four | 120,000 | 1,000 |
|---|
| Class Five | 200,000 | 1,500 |
|---|
| Class Six | 400,000 | 1,600 |
|---|
| Class Seven | 800,000 | 1,700 |
|---|
| Class Eight | 1,600,000 | 1,800 |
|---|
| Class Nine | 3,200,000 | 1,900 |
|---|
| Class Ten | 6 |
,400,0002,000 |
*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
Plasma Cannon| | Basic Cost | Damage |
|---|
| Class One | 30,000 | 400 |
|---|
| Class Two | 70,000 | 800 |
|---|
| Class Three | 150,000 | 1,400 |
|---|
| Class Four | 300,000 | 2,000 |
|---|
| Class Five | 500,000 | 3,000 |
|---|
| Class Six | 1,000,000 | 3,200 |
|---|
| Class Seven | 2,000,000 | 3,400 |
|---|
| Class Eight | 4,000,000 | 3,600 |
|---|
| Class Nine | 8,000,000 | 3,800 |
|---|
Class Ten (Plasma Bolt) | 1 |
6,000,0004,000 |
*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.
Starship-Specific Accessories| Name | Cost | Effect |
|---|
| EAD/Terraform Module | 50*size | Ship 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 Module | 20*size | Holds up to 5*size prisoners for maximum security transport. |
|---|
| Fire Suppression Module | 40*size | Provides 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 Module | 50*size | Holds 2*size patients (injured characters). For purposes of healing characters, vehicle provides Major Surgery service (see Chapter 5.4). |
|---|
| Industrial Manipulator Module | 15*size | Ship may perform any industrial duty (GM should specify function of the module). |
|---|
| Waste Disposal Module | 75 | Tank holds up to 50 cubic meters of non-hazardous waste material |
|---|
| Refrigeration/Stasis Module | 100 | Specialized tank holds up to 50 cubic meters of material at temperatures below 0 C. |
|---|
| High Temp Storage Module | 110 | Specialized tank holds up to 50 cubic meters of material at temperatures above 100 C. |
|---|
| Bio-Hazard Storage Module | 150 | Specialized tank holds up to 50 cubic meters of hazardous waste material. |
|---|
| Bulk Cargo Module | 200*size | Ship 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 Unit | 100*size | Unit can place an entire ship's company (crew and passengers) into stasis for an indefinite period. |
|---|
| Automation Module | 25*size | Ship can operate without a crew. |
|---|
| Standard Cloaking Device | 500*size | Ship gains a +25 HD/FHD bonus. |
|---|
| ECM Module | 20*size | +20 to all Stealth Checks. Adds +20 to pilot's Evasive Maneuvers score while vehicle is in use. |
|---|
| SWACS Module | 30*size | +30 to all Sensor Use checks. |
|---|
| Non-Lethal Weapons Delivery System | 50*size | Ship's weapons may be used to cause an equal amount of Non-Lethal damage instead of Lethal Damage to a target. |
|---|
| Airborne Delivery Module | 50*size | Can jettison cargo/passengers for safe airdrops to surface, but must be in atmosphere to use this accessory. |
|---|
| Orbital Insertion Module | 200*size | Can jettison cargo/passengers for safe drops from orbit to a planetary surface. Does not include provision for retrieval. |
|---|
| Repair Bay Module | 100*size | Allows ship to repair buildings, other ships and vehicles up to the same size class as the parent starship. |
|---|
| Countermeasure Pod Dispenser | 10 + 1 per use | Players 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 Mount | 100*size | Can 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*size | Can 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 Array | 500 | Adds a +5 bonus to all Science checks. Can back-up main system in the event the Sensors system is destroyed. |
|---|
| Backup Communications Array | 500 | Adds a +5 bonus to all Communications checks. Can back-up main system in the event the Communications system is destroyed. |
|---|
| Starship Systems Adapter | 1000*size | Allows ship to mount equipment above the normal maximum allowed for the chassis. Only one adapter is needed for multiple systems. |
|---|
| Permanent Pod Mount | 10 | Allows the ship to mount one "permanent" external pod. |
|---|
| Expendable Pod Mount | 15 | Allows the ship to mount one "permanent" or one "expendable" external pod. |
|---|
| Collapsible Sections | 100 | Reduces ship's Size Class by two levels when the ship is not occupied. |
|---|
| External Docking Port | 10 | Ship may dock with any other ship or vehicle carrying an External Docking Port. |
|---|
| Hangar Bay Module | 50*size | Ship 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 Module | 40*size | Ship 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 Module | 30*size | Ship 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 Module | 20*size | Ship 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 Module | 10*size | Ship 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 Systems | 50 | Ship may deploy up to four "child" vehicles and recover one child vehicle simultaneously while ship is in active motion. |
|---|
| Beam Weapon Rack | 20 per mount | Allows 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 Rack | 25 per mount | Allows 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 Turret | 50 per mount | Allows 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 Turret | 100 per mount | Allows 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 Turret | 75 per mount | Allows 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. |
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| Projectile Weapon Dual Turret | 150 per mount | Allows 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. |
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| Beam Weapon Triple Turret | 100 per mount | Allows 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. |
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| Projectile Weapon Triple Turret | 200 per mount | Allows 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. |
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| Beam Weapon Quad Turret | 125 per mount | Allows 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. |
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| Projectile Weapon Quad Turret | 250 per mount | Allows 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. |
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| WMD Delivery System | 1000*size | Ship may carry a single biological, chemical, radiological or nuclear tipped missile per installed system (specify which, and specific game effects with the ship). |
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| Shield Nullifer | 3,200,000 | Special weapon. Drops SHP of all enemy combatants to zero for one combat round. No falloff. Magazine 1. Recharge 3 turns. |
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| Energy Cloud | 1,600,000 | Special 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. |
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| Battle Jumper | 8,000,000 | Special 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. |
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| Tractor Beam | 1 |
00,000Special 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 Pod | 500 | Permanent external pod. Adds 50 m3 cargo carrying capacity. |
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| Complement Pod | 1,000 | Permanent external pod. Adds 4 12.5 m3 steerage cabins. |
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| Jump Pod | 20,000 | Expendable external pod. Creates a temporary flux node, enabling a starship to travel anywhere within a star sector (see Chapter 8.4 for details). |
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| Blastopod | 50,000 | Expendable 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). |
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| Colony Pod | 100,000 | Expendable 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. |
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| Escape Pods | 100 | Expendable 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. |
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| Mission Module Pods | 200 | Permanent external pod. Holds specialized equipment for certain missions. Effects are at the GM’s discretion. |
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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.
Starship Ability Bonuses| Name | Cost Multiplier | Effect |
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| Laser Resistant | 1.1, +.1 per Class reduction | Ship 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. |
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| Tachyon Resistant | 1.4, +.2 per Class reduction | Ship 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. |
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| Missile Resistant | 1.2, +.1 per Class reduction | Ship 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. |
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| Plasma Resistant | 2.0, +.5 per Class reduction | Ship 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. |
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| 1/x Damage Reduction | x (Denominator) | All damage the ship takes is multiplied by 1/x before it is applied to the ship. |
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| Rapid Shield Recharge | x | Shield restoration is multiplied by x before it is applied to the ship. |
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| Rapid Hardpoint Recharge | 1 + x | The ship may recharge an additional x weapons hardpoints during a recharge action. |
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| Modular Design | 1 |
.5Allows the removal and replacement of standard ship accessories as well as pods and equipment. |
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