Sabre 2E Scifi Starships
Sabre 2E Scifi Starships
SCI-FI
STARSHIPS
v2.01
Contributors
Lesley Wheeler, Edward Vulis, Walter Spivak, Peter Burns, Israel Vulis, Anthony Lewis,
Shaun Soria, Kristy Simmonds, Craig Johnson, Kai Maxwell, Hans Müller, Luke Seefuss,
Alex Siemienowicz, Callan Daalmeyer, Tim Seefuss, Matthew Sheppard, Elizabeth Curtis,
Aidan O’Malley, Ahria Rose, Mark Robertson, and Stephen J. Holodinsky.
Check out the Sabre RPG website at www.sabrerpg.com for the latest news and updates.
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Contents
Introduction 4
Zacharial 5
Species Talents 6
Crew Positions & Talents 6
Manoeuvres 14
Starship Operations 24
Navigation 24
Combat 26
Actions & Reactions 28
Repairing a Starship 29
Emergency Repairs 30
Criticals and Fumbles 31
Fuel 32
Squadrons 32
Boarding Actions 32
Psi Powers in Space 33
Consoles 34
Enlisted Crew 36
Ship Designs 38
Species Hull Variants 50
Starship Condition 55
Starship Upgrades 56
Ship Upgrades 57
Starship Weapons 74
Point Defence Systems (PDS) 77
Drones 79
Threat Levels 84
GM Starship Sheet 85
Sample Star Systems 86
Starship Templates 92
Sheets 133
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Introduction
Welcome to the Sabre Scifi starship manual! On these pages you’ll learn everything you need to know to create,
maintain, crew and fly starships, as well as learn how to create star systems and travel the stars as part of your
campaign. The system has been refined more and more over the last couple of years, and you’ll find it a flexible,
modular system with limitless scope, yet able to be managed by a party of 1 to 8 players.
Whether it’s a small courier ship zipping its way along established routes between adventures, or a huge warship
battling enemies among the stars, this system covers it all. At the end of the manual, you’ll even find a variety of pre-
made templates to fly around and kickstart your adventure.
Enjoy!
What’s New?
Streamlined Rules
The second edition starships manual has been brought into line with the core rulebook in all aspects, with self-
advancing manoeuvres and talents, and reduced math where possible. You’ll also find the layout is much easier on the
eye, and there’s plenty of stock artwork to liven up the pages.
Enlisted Crew
With capital ships comes the need for some crew management. Each console on a capital ship now needs a crew
squad of 5 to help the officer operate it, though they’re usually stationed somewhere else on the ship, not looking over
the officer’s shoulder! It's a simple system that provides some realism for the bigger ships, without bogging the players
down in too much crew management. These crew come with weekly costs, and the need for specialised quarters on the
ship, adding to the cost and effort of running a capital ship in the Sabreverse™!
These are the major points; you’ll find out the rest as you go. Enjoy, and fly dangerous!
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Zacharial
Awe-Inspiring Dragon-like Alien Species
A reptililan species hailing from a hot, volcanic world,
the zacharial are a proud people who greatly resemble the
mythological dragons known on some worlds in the galaxy.
This was confirmed when the explorers visited other
worlds within the same star system and saw many others
of the species, gliding through space alongside their
startships without the need for space suits.
For this and many other reasons, zacharial have a “very
positive self image” as one explorer put it, while another
refered to them as “bloody egomanics.”
Appearance
Zacharial have slender, serpent-like bodies with two
legs, two arms and a pair of wings on their back. They can
walk on two or four legs as the moment dictates, and
usually have their wings folded back to keep them out of
the way while going about their daily lives.
Adult Zacharial stand around two and a half metres tall
(7'6"), but some have been known to reach nearly four
metres in height, not including the tail. Despite their
serpentine appearance, they tend to move slowly, and
somewhat clumsily by human standards.
Few other species take as much pride in their
appearance as Zacharial, who are resplendent and awe-
inspiring to look upon, and fearsome to fight against.
Culture
Zacharial society is governed by the eldest and most fearsome of their kind, who sets broad goals for their
species to achieve and settles disputes between rivals, sometimes with non-lethal combat. Individuality is highly
prized, especially since each member of their society thinks they are pivotal to the success of their species and as
such, they often have difficulty working closely with others.
Their legendary ego isn’t quite so pronounced in all of their kind, but certainly those that achieve great success
can become quite unbearable at times. Intellect is prized almost as much as appearance, and extensive scientific
institutes dot the worlds they inhabit. Those with more extensive psychic abilities are renowned in society, truly the
greatest and most gifted of their kind.
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Zacharial Age Table
Category Age Bonus Skill Profession Points Age Rolls
Young 30-49 ½ new skill cost & time -1 25 2
Mature 50-99 - - 30 -
Old 100-130 +1 Talent +1 35 3
Species Talents
Talent Prerequisite Benefit
Diamondback Zacharial Eat diamonds to increase your Natural Armour.
Fearsome Zacharial, Intimidate (70%) Your presence is enough to instil fear in your enemies
Natural Flier Zacharial Your Athletics & Pilot skills gains +2 Critical Range while flying.
Increase Mass Zacharial, Endurance (70%) Grow larger, gain armour, HP and other bonuses.
Intense Flame Zacharial, Unarmed (90%) Your fire-breathing abilities become much more intense.
Magnetic Claws Zacharial, Resolve (50%) Your claws can magnetically grasp metal surfaces.
Psychic Travel Zacharial, Resolve (50%) Move rapidly through space with psychic power.
Navigation
Title: Navigator
Required Skills: Pilot and Astronavigation
Role: Plotting courses in space and to other star systems, manoeuvring the ship and tracking fuel use.
Tactical
Title: Gunner
Required skill: Heavy Weapons
Role: Performing tactical scans, using a grapple or tractor beam and firing ship weapons.
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Defence
Title: DefenceOps
Required skill: Computers
Functions: Tracking ship’s hit points and armour, blocking attacks with defence systems, electronic warfare.
Command
Title: Commander
Required skill: Leadership
Functions: Providing central command to the ship’s crew, using Leadership abilities to assist where possible.
Command Prerequisite Benefit
Commanding Presence Leadership (70%) Crew gain a result bonus for all stations.
Fleet Command Leadership (90%) Aid allied ships in range, learn to command fighter squadrons.
Steady Nerves Leadership (50%) Bonus ship initiative rank while at command station
Veteran Commander Leadership (99%) Add CHA bonus to Leadership critical range while in command
Engineering
Title: Engineer
Required skill: Science
Functions: Monitoring Capacitor use, channelling extra power to other consoles and using ship stealth.
Mechanic
Title: Mechanic
Required skill: Mechanic
Functions: Doesn't work at a console, but instead runs around fixing hull breaches, extinguishing fires, jury-rigging
damaged systems and repairing and upgrading the ship.
Psi
Title: PsiOps
Required skill: Psychic
Functions: Using psychic abilities to augment ship abilities and directly attack threats. Requires a special upgrade to the
ship to install. This console uses regular psi-powers and talents in space combat.
General Talents
Talent Prerequisite Benefit
Capital Operations Specific skill (90%) Operate capital ship consoles for a given position.
Remote Operations Computers Skill (70%) Remotely use ship functions.
Space Pilot Pilot skill Pilot vessels in space without penalty, move & shoot.
Tunnel Rat Mechanic or Repair (70%) Small mechanics can travel to ship system areas faster.
Height under 120cm/3'3"
Zero-G Training - Ignore penalties for operating in zero-g conditions.
Talent List
Beyond Solar
Your navigation abilities allow you to lock onto an exit point nowhere near a star.
Prerequisite: Astronavigation skill (99%)
Benefit: When plotting a course with the Stardrive, you are able to set a course to a point in space between solar
systems.
Breach Repair
You are faster at mending a hole in a ship’s hull.
Prerequisite: Mechanic skill (70%)
Benefit: You repair a breach in the ship’s hull in half the usual time.
Capital Operations
Your extensive experience allows you to command the largest of vessels.
Prerequisite: Any List skill (90%)
Benefit: Choose Astronavigation, Heavy Weapons, Computers, Science or Robotics. You are able to use a capital
console with the chosen skill and use talents and manoeuvres related to that skill.
Chief Engineer
You’re an expert using the ship’s systems for engineering.
Prerequisite: Science skill (90%)
Benefit: Gain an extra action during your turn to use the engineering console.
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Cloaking Expert
With precision science, you can a low energy output from the ship while maintaining speed.
Prerequisite: Science skill (70%)
Benefit: While under silent running or cloaked, a ship can still move at its normal speed without revealing itself.
Course Precision
Your expertise with course plotting allows you to extend the range of your Stardrive.
Prerequisite: Astronavigation skill (90%)
Benefit: When you plot an interstellar course, increase the maximum Light Year range of your ship's Stardrive by +1
Light Year. At 99% skill, this bonus increases to +2 Light Years.
Commanding Presence
Your very presence inspires better results in your crew.
Prerequisite: Leadership skill (50%)
Benefit: While you are at a ship’s command console, crew operating at other consoles gain +2% on successful
opposed skill results for any ship-related skill checks. This bonus increases to +3% at 70% skill, +4% at 90% skill, and
+5% at 99% skill.
Defence Expert
When it comes to bolstering your ship’s shields, you’re fast and well-trained.
Prerequisite: Computers skill (90%)
Benefit: You gain an extra action during your turn to use defensive abilities such as ewar or Point Defences to attack
with.
Defence Grid
Even if you fail to block, your shield absorbs some of the damage.
Prerequisite: Computers skill (50%)
Benefit: When blocking attacks with shields or shooting down missiles with a point defence system, you gain a +2%
result bonus to your Computers skill, and shields gain +1 AP. These bonuses increase to +4% and +2 AP at 70% skill,
+6% and +3 AP at 90% skill and +8% and +4 AP at 99% Computers skill.
Diamondback
You harden your exterior skin by adding diamonds to the mix.
Prerequisite: Zacharial Species
Benefit: Zacharial are unable to digest diamonds, but with a little clever thinking (and this talent), they can shift small
pieces of diamond to their skin, where they help harden their exterior against damage.
• For every diamond of 5000cr you eat, you gain a permanent +3 to your natural armour.
• Consuming a diamond worth 10000cr counts as eating two 5000cr diamonds.
• You can eat up to five diamonds of 5000cr value for a maximum of +15 AP.
Upon eating your first diamond, you are effectively wearing medium armour for the purposes of qualifying for light
armour talents and manoeuvres.
Drone Ops
Drones gain additional resilience and skill with your guidance.
Prerequisite: Robotics skill (50%)
Benefit: Drones you operate gain a +2% result bonus to all of their skills, and also gain +2 Hit Points. These bonuses
increase to +4 at 70% skill, +6 at 90% skill and +8% at 99% Robotics skill.
Fearsome
Your mere presence is enough to instil fear in your enemies.
Prerequisite: Zacharial species, Intimidate skill (70%)
Benefit: You are immune to becoming Frightened or Terrified. At the start of combat, you can choose for enemies that
can see you to make an opposed Resolve skill check. If they fail, they become Frightened for 1d4 rounds. Regardless of
whether or not they succeed, they cannot be further affected by this ability for 24 hours.
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Fine Tuning
You are better able to compensate for gravity fluctuations when using a Stardrive.
Prerequisite: Astronavigation skill (50%)
Benefit: The minimum range for engaging a Stardrive is decreased from 10 AU to 9 AU, and you arrive in a new star
system at 9 AU instead of 10 AU. The range improves in both aspects to 8 AU at 70% skill, 7 AU at 90% skill and 5 AU at
99% Astronavigation skill.
Fleet Command
Your command experience extends to other ships in your fleet.
Prerequisite: Leadership skill (90%)
Benefit: Allows the use of Leadership talents, Luck Points and manoeuvres to benefit allied ships within 10
space grid squares. Range extends to 20 with Decisive Leadership talent. This ability doesn’t work if your sensors or
communications systems are being jammed, or are otherwise non-functional. You are also able to command and
control fighter squadrons in space. You can launch, recover, move and order the attack fighters from your ship during
your turn, as an action.
Gravity Assist
You save fuel by slinging the ship around nearby gravity wells.
Prerequisite: Astronavigation skill (70%)
Benefit: The Fuel use for accelerating or changing course while traversing a star system is reduced by 1 (minimum of
1). This reduction improves to 2 less Fuel used at 90% skill, and 3 less at 99% Astronavigation skill.
Increase Mass
As you eat, your body becomes denser and more resistant to damage.
Prerequisite: Zacharial Species, Endurance skill (70%)
Benefit: Your maximum Hit Points and Natural Armour points are each increased by +3, and you gain 20kg (44lb) of
weight and 50cm (1'5") of height. You can take this talent up to 3 times, once each at 70%, 90% and 99% Endurance,
gaining +3 HP and Natural AP as well as 20kg and 50cm each time you take it.
• If taking this talent increases your height to above 250cm (8'2"), you are able to effectively use two-handed
melee weapons in one hand, so long as they don’t have the ‘longreach’ property,
• You can use longarms of no more than Large size single-handed too.
• You no longer have penalties for using a ‘Setup’ type weapon without first setting up.
Intense Flame
Your natural fire-breathing abilities become much more intense.
Prerequisite: Zacharial species, Unarmed skill (90%)
Benefit: Damage dealt from the ‘Breath Fire’ species manoeuvre deals +5 damage, and can choose to breath plasma
damage instead of fire. You also gain invulnerability to Fire damage.
Jury Rigging
You can bring damaged systems temporarily back into service.
Prerequisite: Mechanic skill (70%)
Benefit: Restore a system in negative Hit Points to operation in 2 rounds. At the end of this time, make an unopposed
Mechanic skill check, and if successful, the system returns to operation. You cannot take other actions during this time
or the Jury Rigging attempt fails. The system stays functioning for 1 hour, then returns to Inoperative condition.
Magnetic Claws
Your claws allow you to magnetically walk on metal surfaces.
Prerequisite: Zacharial Species
Benefit: You are able to walk and effectively clamp yourself on to metal surfaces at will. You can also apply this to
metal equipment you are holding or grappling, to give you a +10% result bonus to avoid being disarmed etc.
Natural Flier
You have learned the fine art of hovering while flying.
Prerequisite: Zacharial Species
Benefit: Your Athletics and Pilot skills gains +2 Critical Range while flying.
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Neural Programming
Improve the machine learning abilities of your robots and drones.
Prerequisite: Robotics skill (70%)
Benefit: Add +10% to the baseline skills for robots, turrets, mini-drones, powered armour resistance, AI Construct
inventions and starship drones that you build, at the time of building them. This bonus increases to +20% when your
skill reaches 90%, and tops out at +30% bonus to baseline skills when you have 99% skill.
Partial Shields
Even if you fail to block, your shield absorbs some of the damage.
Prerequisite: Computers skill (70%)
Benefit: If you fail to Block an attack using your ship’s shield projector, the shield still counts for 2 AP against this
attack. This still counts as a successful Block against weapons with the Impact trait. The AP blocked increases to 3 AP
at 90% skill, and 4 AP at 99% skill.
Plasma Specialist
You’ve trained to become more economical with ship’s plasma weaponry.
Prerequisite: Heavy Weapons skill (90%)
Benefit: Ship-mounted plasma weapons use 1 less Capacitor when firing.
Power Efficiency
You are an expert at avoiding wasting power.
Prerequisite: Science skill (99%)
Benefit: So long as the ship has at least 1 Capacitor available, you can use any Engineering manoeuvre without using
any Capacitor.
Power Management
You can coax a little more juice out of the reactor.
Prerequisite: Science skill (50%)
Benefit: While at the engineering console, the ship's maximum capacitor is increased by +1. This increases to +2 at
70% Science skill, +3 at 90% skill, and +4 at 99% Science skill.
Precise Targeting
You’ve trained to use computer-controlled starship weapons with greater precision.
Prerequisite: Heavy Weapons skill (99%)
Benefit: All ship-mounted weapons deal +2 damage, and gain +2 Critical Range.
Precision Drones
Drones gain additional accuracy on all their tasks.
Prerequisite: Robotics skill (99%)
Benefit: Add your Intellect Attribute bonus to your Robotics skill while operating starship drones.
Psychic Travel
You tap into your latent psychic abilities to become able to move rapidly through space.
Prerequisite: Zacharial species, Resolve skill (50%)
Benefit: You are able to safely make short trips through space and other hostile environments. You generate an aura of
atmosphere around your body allowing you to breathe in space and any hostile atmosphere, which you can maintain for
10 hours. Once you are in the thin outer edges of a planet’s atmosphere, you can ‘engage’ this mode of travel. In space
(and space combat), you have a Movement rate of 2 squares on the space grid map, and as a small target, enemy
vessels lose their result bonus and deal half damage with their primary weapons against you (point defences still work
just fine though, so watch out).
Your speed improves with your skill, increasing to 4 Movement at 70% rank, 6 Movement at 90% skill and 8
Movement at 99% Resolve skill. Any weapons you wish to use against targets must be fired while in the same square as
the target. You take with you anything you’re carrying, up to your Heavily Burdened limit.
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Reactor Expert
You can easily coax more power out of the ship’s reactor.
Prerequisite: Science skill (90%)
Benefit: While seated at the engineering console, the ship’s reactor gains +1 Capacitor every round. This bonus
increases to +2 at 99% skill.
Remote Operations
You have trained to operate starships via remote link.
Prerequisite: Computers skill (50%)
Benefit: While you are within the sensor range of a starship that you have set up security access to, you can remotely
control ship operations by using an infopad or another terminal as if you were onboard. This talent allows you to use
relevant skills such as Pilot, Computers, Science, Robotics and Heavy Weapons to operate ship functions, though you
do not of course gain the console bonus from a given position.
Repair Specialist
You can easily coax more power out of the ship’s reactor.
Prerequisite: Mechanic skill (90%)
Benefit: Choose a ship system. You can repair this type of system in half the normal time, and Emergency Repairs on
these two systems take 1 round less to bring back online. Each time you take this talent, it applies to another system.
Signature Damping
You have trained to more effectively reduce your ship’s energy signature.
Prerequisite: Science skill (70%)
Benefit: Your successful Science skill checks to avoid detection by enemy sensors gains a +2% result bonus. This
bonus increases to +4% at 90% skill, and +6% at 99% skill.
Shield Mastery
You have mastered the ability to reinforce your ship’s shields.
Prerequisite: Computers skill (99%)
Benefit: Add your Intellect Attribute bonus to your Computers skill CR when using shields or Point Defence Systems.
Space Pilot
You’ve trained to use your piloting skills on vessels in space and use fixed-mount weapons.
Prerequisite: Pilot skill (50%)
Benefit: You can pilot vessels in the vacuum of space without penalty, and fire fixed-mounted weapons as part of a
movement action.
Starship Combat
You've learned the basics of turret-operated weapon on starships.
Prerequisite: Heavy Weapons Skill (50%)
Benefit: Turreted ship weapons you operate gain a +3% result bonus, and deal +1 damage. This increases to +4% result
and +2 damage at 70% skill, +5% result and +3 damage at 90% skill, and +6% and +4 damage at 99% Heavy Weapons
skill.
Starship Design
You have learned how to design and build starship hulls from scratch.
Prerequisite: Mechanic Skill (99%), Mechanical Engineering
Benefit: Choose a starship hull template. The starship designer can also choose a specific hull variant based on your
species, or just make the baseline hull, as desired. If you want to learn a different design philosophy, you will need to
take this talent an additional time, choosing one of the other species design philosophies.
You can build the desired starship hull provided you have access to a Starship Foundry, an upgrade for a base. The
basics of a starship hull include the hull itself, plus a pilot’s console and cabin, and a kitchenette/leisure space. Each
design has its listed component requirements, which is extensive to say the least. Building a starship is a group task,
but you’re the centre of the effort.
• If building a ship with your bare hands, every 8 hours you or another mechanic work on it, make a Mechanic skill
check. If successful, deduct 8 Hull Parts from the project. Other components are installed automatically once the
hull parts are used up. Repeat this until the hull is complete. You may have as many assistants on the job as you
can find.
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Starship Mechanic
You have learned how to design and build starship hulls from scratch.
Prerequisite: Mechanic Skill (90%), Mechanical Engineering
Benefit: Add your Intellect Attribute bonus to your Mechanic skill CR for starship-related actions.
Steady Nerves
Your sure and steady command inspires your crew.
Prerequisite: Leadership skill (50%)
Benefit: +2 to ship’s Initiative while you are at the Command Station. This bonus increases to +3 at 70% skill, +4 at 90%
skill and +5 at 99% skill.
System Specialist
You've chosen a particular field of engineering to focus on.
Prerequisite: Science skill (70%)
Benefit: Choose one of the following bonuses to gain while operating the engineering console:
Stealth Specialist: You gain a +3% result bonus to the Science skill check when operating in 'Silent Running' mode.
This increase to +6% at 90% skill, and +9% at 99% Science skill.
Reactor Specialist: The ship's capacitor gains +1 to its recharge rate. This increase to +2 at 90% skill, and +3 at 99%
Science skill.
Redundancy Specialist: Subsystems continue functioning down to -5 Hit Points. This improves to -10 Hit Points at
90% skill, and -15 Hit Points at 99% Science skill.
Data Specialist: Your Science skill gains +2 Critical Range. This increases to +4 at 90% skill, and +6 at 99% skill.
Tactical Surprise
When you attack without warning, you have the opportunity to deal more damage.
Prerequisite: Heavy Weapons skill (50%)
Benefit: When using starship-mounted weapons and attacking from stealth against an unwary target, your 1st attack
deals +5 damage. This happens on the same round as you come out of stealth.
Tunnel Rat
You’re able to slip through the ship’s service tunnels much faster.
Prerequisite: Mechanic or Repair skill (70%), Heigh under 120cm/3'3"
Benefit: The time it takes for you to travel to a ship’s system areas (for emergency repairs, boarding operations etc.) is
halved (minimum of 1).
Utility Action
Your drone can take additional support actions.
Prerequisite: Robotics skill (90%)
Benefit: Utility drones you are controlling directly via the Telemetry console gain an additional action on your turn.
Turret Networking
You can expand control to an additional turret-mounted weapon.
Prerequisite: Heavy Weapons Skill (90%)
Benefit: You gain an additional action during your turn to fire a turret-mounted weapon.
Veteran Commander
Your sure and steady command inspires your crew.
Prerequisite: Leadership skill (99%)
Benefit: Add your Charisma Attribute bonus to your Leadership skill while commanding a starship.
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Weapon Specialist
You've specialised in a particular weapon system.
Prerequisite: Heavy Weapons Skill (70%)
Benefit: Choose one ship's weapon type to gain a bonus with:
Gauss: Gain +2 Critical Range with all gauss weapons. Increases to +3 CR at 90% skill, and +4 CR at 99% skill.
Lasers: Gain a +2% result bonus with all laser weapons. Increases to +4% at 90% skill, and +6% at 99% skill.
Missiles: Gain a +2 damage bonus with all missile weapons. Increases to +4 at 90% skill, and +6 at 99% skill.
Plasma: Gain a +1 grid range bonus with all plasma weapons. Increases to +2 at 90% skill, and +3 at 99% skill.
At 99% Heavy Weapons skill, choose a 2nd weapon type to gain its bonus at the listed 90% skill level.
Zero-G Training
You’ve trained to work in the vacuum of space.
Prerequisite: -
Benefit: You no longer need to make Endurance checks to avoid becoming nauseous while in a zero-g environment.
This need not be taken by machines of any kind.
Manoeuvres
Zacharial Species Manoeuvres
Unarmed % AT Du Rs Description
Breathe Fire 50% 1A In Ev You ignite chemicals produced in your thorax and breathe a line of flame 5
squares in length. It deals 1d12+DM fire damage to all targets along this
line, halved if they make a successful opposed Evade skill check. You can
spend extra Spirit Point (70%), 90% and 99% skill to deal +5 damage at
each stage, for a maximum of 1d12+20 damage (99%) skill.
Resolve % AT Du Rs Description
Psi Thrust 50% Q In - Increase your Movement on the space battle grid by +1 for every Spirit
Point you spend, limited by skill: +2 Movement (70%), +3 Movement (90%)
and +4 Movement (99%) Resolve skill.
Acquiring New Manoeuvres
The Accolade Cost is used when learning a new manoeuvre without the aid of another person, applying your own
knowledge to instantly put together all you have learned to obtain the new manoeuvre. The Teacher’s Fee is the cost in
Credits and time paid to the teacher, should you choose this path. Learning a manoeuvre in this way can be done in bits
and pieces, essentially totalling up to 8 hours per day until the new manoeuvre is learned and can be used.
• It costs 8 Accolades to learn a new manoeuvre, or,
• Pay 1000cr and spend 3 days with a Teacher.
Using Manoeuvres
Manoeuvres are used to enhance the effect of an Action, Movement or Reaction you’re doing. You must declare in
advance that you’re applying a manoeuvre before the skill check, and if it fails, the Capacitor cost is still paid. Some
examples:
• Make an attack using the heavy weapons skill with your Action, and enhance that Action with a Manoeuvre at
the cost of a Capacitor point.
• Use a Manoeuvre on a Reaction, such as a Computers check to block an incoming attack. If a Manoeuvre
doesn’t say the condition under which it can be used, it can be activated at any time with a Reaction.
Concentration Effects
Some manoeuvres list their duration as ‘Concentration, or X minutes’. Typically, only one concentration effect can be
maintained at a time. To activate a new manoeuvre that requires concentration, they must first dismiss the current
effect as a free action, and for the duration of the manoeuvre, the character must stay within the range of their subject
or concentration is instantly broken.
When making opposed rolls against the subject of a concentration effect, a fresh opposed check is made by both
characters each time. Each round thereafter, the afflicted creature gets another attempt to break free, making the
appropriate skill check against the character’s skill. Finally, if the end of the allotted time for a concentration effect is
reached (usually 1 minute), the manoeuvre effect ends unless the character spends Capacitor to continue the effect.
There’s no need to make another skill check to accomplish this.
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Starship Manoeuvres
Much like regular manoeuvres, a character trained in starship manoeuvres is able to gain brief moments of
exceptional ability or power from the ship. Unlike regular manoeuvres though, starship manoeuvres use the ship’s
Capacitor Points instead of a character’s own Spirit Points.
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Amplify Sensors
Used With Effects
Action The ship gains +2sq combat lock range and +500sq max. sensor range.
Skill Level
Computers (70%)
Duration Advancement
Concentration, or 1 minute 90%: You can spend an extra point of Capacitor to double the bonus, but the sensor
system loses 1 Hit Point.
Resist 99%: For each point of Capacitor you spend, gain +2sq lock range and +500sq scan
- range, and the sensor system loses 1 Hit Point.
Amplify Signature
Used With Effects
Action A Utility Drone’s EM signature is expanded to mimic that of a Small Craft to the sensors of
an enemy ship while outside Combat Lock range. Once within this range, it becomes
Skill Level
obvious it is fake.
Robotics (70%)
Duration Advancement
Concentration, or 1 minute 90%: The drone appears as a ship up to 10 squares from an enemy ship.
99%: You can make the drone mimic a sub-capital ship.
Resist
Computers
Barrage
Used With Effects
Action Make an extra attack with any ship’s weapon during your action, without applying your
result bonus.
Skill Level
Heavy Weapons (90%)
Duration Advancement
Instant 99%: You may add your result bonus to the second attack.
Resist
-
Boost Defence
Used With Effects
Reaction Gain +3% to your Computers skill result when performing a Shield Block or Point Defence
Reaction.
Skill Level
Computers at 50%
Duration Advancement
Instant 70%: The bonus increases to +4%.
90%: The bonus increases to +5%.
Resist
99%: The bonus increases to +6%.
-
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Cut Off
Used With Effects
Reaction Prevent another ship from moving through your square.
Skill Level
Pilot (70%)
Duration Advancement
Instant 90%: You can also prevent a ship moving around you in an adjacent square.
99%: Gain a +5% Pilot skill result bonus when using this manoeuvre.
Resist
Pilot
Danger Zone
Used With Effects
Action Gain a +3 increase to both Critical Range and Fumble Range.
Skill Level
Pilot (70%)
Duration Advancement
Concentration, or 1 minute 90%: The increase becomes +4 to Critical Range.
99%: The increase becomes +5 to Critical Range, and a roll of 100 is still a Fumble.
Resist
-
Defensive Roll
Used With Effects
Reaction Add +3% to the result when you evade an attack on one of your drones.
Skill Level
Robotics skill at 50%
Duration Advancement
Instant 70%: The bonus increases to +4%
90%: The bonus increases to +5%
Resist
99%: The bonus Increases to +6%
-
Disrupt Shields
Used With Effects
Action By disrupting a shield projector’s focal array, the target ship’s shield AP is reduced by half
until the start of your next turn.
Skill Level
Computers at 99%
Duration Advancement
1 round
Resist
Computers
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Emergency Evade
Used With Effects
Reaction Add +3% to the result when you evade an attack on your ship.
Skill Level
Pilot skill (50%)
Duration Advancement
Instant 70%: The bonus increases to +4%
90%: The bonus increases to +5%
Resist
99%: The bonus Increases to +6%
-
Empower Drone
Used With Effects
Action Your Combat Drone deals +2 damage on this attack.
Skill Level
Robotics (50%)
Duration Advancement
Instant 70%: Deal a total of +3 damage.
90%: Deal a total of +4 damage.
Resist
99%: Deal a total of +5 damage.
-
Empower Shields
Used With Effects
Reaction The ship’s shield projector gains +3 AP for this Block Reaction.
Skill Level
Computers (50%)
Duration Advancement
Instant 70%: Spend 2 Capacitor to increase the Shield AP bonus to +6.
90%: Spend 3 Capacitor to increase the Shield AP bonus to +9.
Resist
99%: Spend 4 Capacitor to increase the Shield AP bonus to +12.
-
Empower Weapon
Used With Effects
Action Deal +2 damage on this attack, and the weapon gains the Impact trait, dealing 1 point of
AP damage if it hits the target.
Skill Level
Heavy Weapons (50%)
Duration Advancement
Instant 70%: Deal a total of +3 damage.
90%: Deal a total of +4 damage.
Resist
99%: Deal a total of +5 damage.
-
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Fast Repair
Used With Effects
Action You’re able to direct ship’s power to a Repair Bot to increase its repair speed.
One Repair Bot mends +1 Hit Points to a subsystem this round.
Skill Level
Robotics (90%)
Duration Advancement
Instant 99%: One Repair Bot can mend +2 Hit Points this round, but on a failure, the robot is
overloaded and cannot function for 1 round while it reboots.
Resist
Computers
Feint
Used With Effects
Action Make opposed Pilot check vs your chosen target ship. If they fail their Pilot check, they
cannot Evade the first attack your ship makes this round.
Skill Level
Pilot (90%)
Duration Advancement
Instant 99%: The target ship’s pilot can only apply half their result bonus to resist.
Resist
Pilot
Fire Everything!
Used With Effects
Action Make one attack roll and fire all ships weapons facing the target. Roll the damage from
each weapon separately, and the all use their normal Capacitor requirement when firing.
Skill Level
Heavy Weapons (99%)
Duration Advancement
1 round -
Resist
-
Focus Targeting
Used With Effects
Action Your attack roll gains +3% to the result this round.
Skill Level
Heavy Weapons at 50%
Duration Advancement
Instant 70%: The bonus is increased to +4%
90%: The bonus is increased to +5%
Resist
99%: The bonus is increased to +6%
-
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Increase Range
Used With Effects
Action The weapon you use with this attack gains +1 square range, but you cannot apply a result
bonus to the roll.
Skill Level
Heavy Weapons (70%)
Duration Advancement
Instant 90%: You may apply your result bonus as normal to the attack.
99%: The range is increased by a total of +2 squares.
Resist
-
Jam Communications
Used With Effects
Action On a failed Computers resistance check by the target ship’s Defence officer, choose one of
the following effects to penalise the ship with:
Skill Level
• Prevent the ship from sending or receiving long range communications.
Computers (70%) • Prevent the ship from using a result bonus to detect stealthy or cloaked ships.
Duration • Prevent the ship communicating with any drones or squadrons under its control.
Concentration, or 1 minute
The Defence officer can use an action every round to make an opposed Computers skill
Resist check to try and break the jamming.
Computers
Advancement
90%: You may pick two of the three penalties to impose.
99%: All of the penalties are imposed.
Maximum Firepower
Used With Effects
Action This attack deals maximum damage, but you cannot apply a result bonus to the attack roll.
The weapon overheats and cannot be used on your next turn.
Skill Level
Heavy Weapons (90%)
Duration Advancement
Instant 99%: You may apply your result bonus as normal to the attack.
Resist
-
Overload Engines
Used With Effects
Action Increase ship’s Movement by +1, and Thruster subsystem loses 1 Hit Point. This Hit Point
is lost even if you fail this skill check. If the check is fumbled, 2 HP are lost.
Skill Level
Science (50%)
Duration Advancement
1 round 70%: The ship's Agility bonus is also increased by +4%.
90%: The ship's Agility bonus is also increased by +6%.
Resist
99%: Movement is increased by +2, & the ship's Agility bonus is also increased by +8%.
-
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Overload Reactor
Used With Effects
Action Increase capacitor recharge rate of the reactor by +1 for each Hit Point on the Reactor
subsystem you choose to sacrifice, to a maximum of 5. These Hit Points are lost even if
Skill Level
you fail this skill check. If the check is fumbled, 2x the HP spent is lost.
Science (99%)
Duration Advancement
1 round -
Resist
-
Overload Shields
Used With Effects
Reaction (to shield use) Increase shield AP and result bonus the shield projector by +1 for each Hit Point on the
shield subsystem you choose to sacrifice, to a maximum of 5. These Hit Points are lost
Skill Level
even if you fail this skill check. If the check is fumbled, 2x the HP spent is lost.
Science (90%)
Duration Advancement
1 round -
Resist
-
Overload Weapon
Used With Effects
Reaction (to weapon use) Increase damage of one weapon by +1 for each Hit Point on that weapon you choose to
sacrifice, to a maximum of 5. These Hit Points are lost even if you fail this skill check. If
Skill Level
the check is fumbled, 2x the HP spent is lost.
Science (70%)
Duration Advancement
1 round -
Resist
-
Polarise Armour
Used With Effects
Reaction Give one armour facing +3 AP vs. one damage type for the duration, provided at least 1 AP
is present on that facing. Requires the expenditure of 1 Capacitor every round to maintain.
Skill Level
Computers (50%)
Duration Advancement
1 round 70%: The armour Damage Reduction bonus is increased to +6.
90%: The armour Damage Reduction bonus is increased to +9.
Resist
99%: The armour Damage Reduction bonus is increased to +12.
-
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Power Shunt
Used With Effects
Reaction (to skill use) 1 crew station gains +4% to opposed skill checks results for one of their actions or
Reactions.
Skill Level
Science (70%)
Duration Advancement
Instant 90%: The bonus is increased to +6%.
99%: The bonus is increased to +8%.
Resist
-
Reduce Signature
Used With Effects
Action The ship gains +4% to skill results to use ‘Silent Running’ stealth mode.
Skill Level
Science (70%)
Duration Advancement
Instant 90%: The bonus is increased to +6%.
99%: The bonus is increased to +8%.
Resist
-
Sensor Dampening
Used With Effects
Action Reduce the effective combat lock range of the target ship within your ship's sensor range
by 2 squares until the start of your ship's next turn.
Skill Level
Computers (50%)
Duration Advancement
1 round 70%: The target's combat lock range is instead reduced by 4 squares.
90%: The target's combat lock range is instead reduced by 6 squares.
Resist
99%: The target's combat lock range is instead reduced by 8 squares.
Computers
Sensor Spike
Used With Effects
Action Send a spike of power through the sensor system to a target within combat lock range.
If the target is a ship, and their Defence officer fails an opposed Computers skill check, the
Skill Level
ship takes 1d8+5 electrical damage, and the sensor system is jammed for 1 round,
Computers (90%) preventing weapons fire and other scanning functions unless an eWar drone is deployed.
If the skill check is failed, your ship’s sensor system loses 1d6 Hit Points.
Duration Advancement
Instant 99%: The damage is increased by +5, and you can choose to have the damage apply to
the target ship’s sensor system instead.
Resist
Computers
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Sharp Turn
Used With Effects
Action You can turn the ship 90 degrees without using any Movement points.
Skill Level
Pilot (70%)
Duration Advancement
Instant 90%: You can turn up to 180 degrees without using any Movement points.
-
Resist
-
Short Jump
Used With Effects
Action On the start of your turn following the use of this action, the ship instantly moves to a
position within combat lock range. Uses 1 Fuel. The Stardrive then requires 1 round to cool
Skill Level
down again before this can be used.
Pilot (99%)
Duration Advancement
1 round -
Resist
-
Speed Boost
Used With Effects
Action One repair bot takes 1 less round to reach a target subsystem.
Skill Level
Robotics (70%)
Duration Advancement
Instant 90%: Up to two Repair Bots take 1 less round to reach their target subsystems.
99%: Up to three Repair Bots take 1 less round to reach their target subsystems.
Resist
-
Target Subsystem
Used With Effects
Action Target a specific subsystem on a ship. You lose your Attribute Bonus on this attack, but
if successful, damage is applied to subsystem instead of ships HP, after going through
Skill Level shields and armour.
Heavy Weapons or
Robotics (90%)
Duration Advancement
Instant 99%: This attack gains +2 Critical Range.
Resist
-
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Starship Operations
Being able to slip the bonds of earth and travel amongst the stars is achievable in high-tech societies with the
technology to construct starships. These vessels sustain and protect life forms while they travel, and form the basis for
interstellar trade. The following section contains all the information you’ll need to build and operate starships for your
players, and those controlled by NPC’s to challenge them in space.
Navigation
Atmospheric Movement
Small Craft and Sub-Capital ships can travel through a planet’s atmosphere much like any other aircraft. A ship has a
listed ‘Atmo Speed’ in kph which dictates their movement limit through an earth-like atmosphere given the restrictions
of friction and resistance upon the hull. Greater or lesser atmospheric density on other planets will adjust this figure
accordingly.
• 1 unit of fuel is used for every hour of travel at the listed Atmo Speed within an atmosphere, the least efficient
way for a starship to travel. This figure is considered the ship’s cruise speed, which is half its maximum, and can
be increased to maximum (50% higher than the listed speed) by spending 4x the amount of fuel, just like with
vehicle movement. Travelling at this speed requires hourly pilot skill checks to maintain control.
• While traveling through the atmosphere, use the aircraft scale of 100m or yards per grid square, and the ship’s
Movement rate is how many of these squares it can move in a round.
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In addition to denoting movement speed in a combat scenario, the ships Movement figure denotes how many AU
(Astronomical Units) the ship is capable of travelling in a standard hour, based on the human’s concept of time from
their home world of Earth. An Astronomical Unit is the distance from the Earth to the Sun, so fractions of this number
are useful for the inner parts of a solar system with greater planet density.
Planets within a solar system are typically listed in AU from their host star, thus giving the players and GM a sense of
how long it takes to traverse the vast distances of the cosmos. When creating your own solar system, create planets
and other navigational locations based on their distance from the star, and it’s useful to denote distances between
planets, too, as demonstrated with this shiny picture:
Solar System Navigation Example
• To start the journey, a ship accelerates, using a number of Fuel Units equal to the desired speed. E.g. If a ship’s
Movement is 3, it can travel at a maximum of 3 AU per hour and requires 3 units of fuel to reach this speed. The
pilot can also choose to spend only 1 Fuel Unit and travel at 1 AU per System Travel Fuel Use
hour to conserve fuel.
Hull Class Fuel Multiplier
• Fuel use is multiplied by the Hull Class as noted on the table at right.
Small Craft 1x
• Once this initial expenditure is complete, the ship uses no fuel for the rest of
Sub-Capital 2x
the journey unless a course correction is required, which starts the process
Capital 3x
over again, with fuel being expended to alter course in the same way as if
accelerating from a relative standstill.
• Once the ship is close to its destination, it needs to spend Fuel Units to slow down, the same amount as was
used to accelerate.
Interstellar Travel
Starships usually have a specialised drive system built for one purpose – folding space-time to link to distant areas
of space, allowing the ship to transit from one place to another in hours instead of years. This process is simply called
Folding, and is the basis of interstellar travel. There are a number of restrictions on what is otherwise an astonishing
piece of technology:
• It takes 1 minute to spin up the Stardrive, during which time no weapons or shields will function as all power
from the reactor is funnelled into the Stardrive.
• Folding usually needs to take place outside of 10AU (Astronomical Units) of a planetary body or other significant
stellar object, due to the disrupting force of a gravity well upon the dimensional aperture.
• A ship’s Stardrive is rated at the number of Light Years (LY) it is capable of
travelling in one jump, and it uses Fuel depending on the size of the hull, Stardrive Fuel Use
as noted on the table at right. If there is some sort of malfunction or incorrect Hull Class Fuel per LY
data entered into the system, you'll end up anywhere up to twice this distance. Small Craft 1
• A ship normally navigates to another star, using its stellar mass as a Sub-Capital 2
navigational anchor through the dimensional fold. Destinations other than star
Capital 3
systems cannot be travelled to on purpose – only on a fumbled
Astronavigation check will a ship have a chance of emerging somewhere in interstellar space. Ships can always
open a new space fold to a star in range from wherever they are, however.
• Aside from the vibration of the Stardrive through the ship’s superstructure, travel through the dimensional fold
feels motionless and takes 1 hour per light year travelled. The chances of encountering another vessel or life
form in this stage are negligible, though it is theoretically possible.
• Ships emerging from the dimensional aperture are subject to conservation of momentum, travelling at the speed
they were going when they entered the aperture.
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• Stardrives accumulate anti-protons during dimensional travel, requiring the system shut down after traversing a
space-time fold for 1 hour per light year travelled.
When designing your space adventure, you’ll need to create a Local Group, a collection of neighbouring stars the
party can navigate around on their epic science journey. Make sure to note down the Light Years (ly) between each star,
and of course apply names to each system, though perhaps less random than the names I use in this example! You’ll
find some more pre-made star systems in Appendix E.
Buying passage typically costs a baseline of 2x the Fuel cost for the distance travelled, while staying in a standard
single cabin or a luxury seat. The cost is modified for a single seat (-50%), Double Cabin (+50%) Stateroom (x2), and
+50%of the baseline for each Luxury Appointment the ship has been equipped with. On top of that, there can be
dangerous money involved too!
Combat
Space combat, i.e. ship-to-ship, differs from traditional ground combat in that all of the characters on board a ship
contributes collectively to ensure success. A pilot moves the ship and evades incoming fire. A gunner engages them
with weapons. A defence officer blocks incoming fire and shoots down close-range threats. All of this takes place in the
usual turn of combat, as described below.
Surprise
The party's ship is cruising through space towards a planet, conducting regular scans to ensure safe travel when
suddenly, they detect weapons fire heading in their direction. Essentially, if an ambushing ship is keeping their power
profile low (an engineer ability) they can effectively remain stealthy and undetected.
Typically, an individual or group will have a chance to detect the approach or presence of hidden enemies, but the
Game Master can decree that no check is necessary under certain conditions.
• Ships that were unaware of their opponents’ approach or presence are surprised, and those affected cannot move or
take actions until the start of their next turn.
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Initiative
The pilot or commander rolls initiative for the group. The Game Master rolls for each NPC ship present and the
highest score goes first. As players each have different roles on board their ship (one handles movement, one handles
weapons), the commander can determine who goes when, or players can co-ordinate on their collective turn to
maximise their ships effectiveness. If the combatants are still engaged after the last ship to act, the current round ends
and the next round begins, starting from the ship with the highest Initiative as before.
Movement
A standard combat grid is used, with each square representing 1 kilometre or 1 mile, depending on which system of
measurement you’re using – ease of play is more important than being super-accurate or realistic in this case! Each
square equals 1 unit of ship’s Movement. With the ship’s Inertia Reduction Field (IRF) active, the ship can move around
in space not unlike the manner it moves through an atmosphere. The pilot uses their action to move the ship up to its
listed Movement rate, using 1 Movement to turn 90 degrees in either direction. With the IRF damaged or switched off
however, the ship can build up speed in a straight line, round after round to achieve remarkable combat speeds.
So, if the ship’s Movement is 3, the pilot can move forward three squares on the map this round, and next round that
momentum is conserved, allowing further acceleration by applying the ship’s movement once again, allowing it to move
six squares on the 2nd round. To slow down, the pilot would have to apply 3 points of movement in the opposite
direction, reducing it to 3 on the 4rd round, and so forth. This can get quite complex, so be careful when choosing to fly
freestyle! Switching the IRF back on when at speeds above your normal Movement won’t reduce speed to normal
instantly, but when the ship turns the excess movement along that vector will disappear and regular movement will be
restored. Starships can move sideways or backwards, but this costs twice their normal movement.
Reactions
A player can make use of their character's Reactions to perform ship Reactions appropriate to their station, such as
a Pilot making an evasive move to avoid damage, or the Shield station moving the ship's shield to block damage. As
normal, all Reactions used during a round are regained, effectively reset at the beginning of the next. Some talents give
you the ability to take additional reactions for a specific purpose. These bonus reactions can be used for that purpose
only. See starship Actions & Reactions for a list of Reactions you can take. The Agility bonus for a hull is added to the
result of Pilot skill checks to avoid attacks or other evasive manoeuvres.
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Actions & Reactions
This section details the sorts of actions the crew can take during a combat round. Some of them can be used
more than once during your turn, given special circumstances gained from disciplines, Manoeuvres or talents.
Some of them are Reactions, which you can use on someone else’s turn. All of these abilities take one action (or
Reaction) to use, unless noted otherwise.
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Capacitor
Your ship has a reserve of energy to power weapons, shields and other systems. It’s recharged by the reactor, so at the
start of your ship’s turn, add 1 Capacitor token back into the pool for every 5 points of the Capacitor’s maximum
(Capacitor of 1 to 5 = +1 gained every round, 6 to 10 Capacitor = +2 etc). It can’t go past the maximum of course, and
upgrading the reactor to increase the maximum Capacitor amount can help it recharge faster. If the Capacitor is at 0, no
weapons, systems or abilities that require Capacitor (even if their Capacitor use has been reduced to zero via a
modification or ability) function.
Manoeuvres
Every round, each character can also use starship manoeuvres to enhance their Actions and Reactions. Using a
manoeuvre consumes 1 (or more) units of Capacitor, instead of a given player’s own Spirit Points.
Luck Points
A player operating the ship’s Commander console can use their Luck Points as if incoming attacks were affecting
them. If there is nobody at the Command console (or the command role), the Pilot is next in line to use their Luck Points
for the ship.
Scanner Systems
Ships have a sensor system used for navigation and target acquisition. Small Craft are more limited in this respect,
with a 1000sq range on their main scanner and a combat lock range of 1sq, but larger vessels have more powerful
baseline systems, with a 10sq (or more) combat lock range, and scanners capable of greater range too.
Ramming Damage
A pilot can make a ramming action by moving at full speed towards the target and making a Pilot skill check. The
ship needs to move at least half of its normal movement speed in order for this to work, just like charging a target when
on foot. If the target cannot or fails to evade (by making an opposed Pilot skill check), it and your ship take 1d20
collision damage, +5 for every ship size as noted on the table at right. The damage to your own ship can be halved by
installing a Ramming Prow upgrade.
• In addition to the above damage based on hull size, a ship will also deal +3 damage for each square it moves
before making contact.
• Add the hull’s Agility Bonus to the result of your Pilot skill check when attempting to ram a target.
Repairing a Starship
Repairing a damaged starship outside of combat isn’t a difficult affair, so long as you have a mechanic, tools, and
spare hull parts. Conducting repairs takes 1 hour using regular Parts or Circuits on subsystems, or 5 hours per Hull Part
to repair starship hulls.
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Item Purpose ENC Cost
Circuits High-Tech Weapons, Devices, Robots, Androids, Vehicle and Starship upgrades - 500
Part Vehicles, Androids, Robots, & Modern Weapons. 1 50
Hull Part Starship hull pieces, for building and repairing ship hulls. These pieces are made 20 5000
of steel and ceramic, intricately crafted and immune to extreme temperatures.
To repair a system or the hull, make a check against your appropriate skill and consult the table below for the result.
Emergency Repairs
Losing a subsystem or going below 1 Hit Point in battle can be a harrowing experience. Full repairs can take hours,
but you can temporarily patch up damaged systems and hull breaches by performing emergency repairs. This is a fast
and unreliable method that’s only really useful when you need to get something working in the middle of a fight, allowing
your ship to survive and give you a chance to fix it properly later.
Upgrades which require the Electronics skill to install also require this skill and its related tools to repair, just like
mechanical upgrades and systems need the Mechanic skill and a toolkit to repair. You can also use the Salvaging skill
to perform Emergency Repairs, using the appropriate component. A starship can have a complement of Repair Bots,
robots specifically upgraded to perform repairs via the Telemetry station, and they use their Robotics skill to perform
this task.
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Emergency Repair Result
Result Effect
Critical Success The system is restored to function in 1 round.
Success The system is restored to function in 2 rounds.
Failure The system is restored to function in 4 rounds.
Fumble You fail to get the system working and cannot attempt emergency repairs upon it for 24 hours.
You can still repair it with Parts or Circuits in the normal manner.
• Emergency repairs fail after 1d6 hours.
• Further damage to the system renders it inoperative once more, but can be patched up again.
• No Hit Points are gained as a result of this action. Further damage may destroy the system (or ship!) outright.
Any damage must go through shields and armour, but then goes through the subsystem’s Hit Points next, with
anything left over after the system reach 0 being applied to the hull. If the system is reduced to 0 AP, it stops
functioning.
• Fire damage starts a fire at that location if it has atmosphere.
• If there is no installed system at that location, regular Hit Point damage is done to the hull instead.
Breaches
Damage from Gauss weapons causes a breach in the hull to a system on a critical hit or a targeted hit. A breach
evacuates that area of all atmosphere until the breach is sealed.
• A breach can be repaired as an Emergency Repair on the table at the top of this page by using the Mechanic or
Salvaging skill and 1 Part (1 on a critical success).
Fires
Weapons dealing Fire damage cause a fire to start on a randomly determined ship system on a critical hit, a targeted
hit, or if they cause their target to lose any hit points in general. Fire can be nasty!
• The system catches fire and loses 1d6 HP every round until extinguished or it reaches negative maximum HP,
causing the loss of 10 HP to the ship.
• Once at negative maximum HP, the fire spreads to another system (roll randomly on the table). Once at negative
maximum HP, it spreads to another system and if all systems are destroyed, the ship explodes. Blocking off
areas with airlocks will also control it’s spread, though the airlock will take 1 Hit Point of damage every round as
well until it fails.
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Dealing with Shipboard Fires
• Someone can run to the system just as with other Emergency Repairs and attempt to put out the fire with a hand-
held extinguisher. This takes 1 round to put out the fire, once someone has arrived on the scene. Repairs cannot
be undertaken until the fire is out.
• A Fire Suppression Upgrade can be installed to remotely deal with fires, but it takes time to recharge after using.
Fuel
Hydrogen is the fuel of choice for stardrives and ship thrusters, and can be Fuel Type Cost per Unit
acquired from gas giants for free if your ship is equipped with a fuel scoop. Standard Fuel 500cr
Space stations also sell it by running tanker operations to maintain their Military Fuel 5,000cr
supply.
Additionally, military-grade fuel is available for specialised stardrives – this is hydrogen mixed with a variety of high-
powered isotopes to provide more power. Military stardrives are more compact than standard drives, but require this
high-potency fuel and cannot run on anything less. It cannot be simply scooped from gas giants, as it must be produced
properly in a high-security environment. For now, the secret of this formula isn’t publicly available, but the military does
sell to rare civilian ships equipped with these drives.
Fuel scoops require a ship to enter a gas giant’s atmosphere at speed. Some gas giants will have more extreme
weather than others, so the GM might impose greater penalties to the roll as desired, and potentially additional checks
during the course of refuelling.
Squadrons
Small Craft have the ability to operate as a squadron, which is a group of Small Craft of the same type operating as a
single entity, following the orders and actions of the squadron leader. These are typically NPC characters, possibly led
by a ship operated by a player character. Ships operating in this way must be of identical design, and they can perform
actions identical to the squadron leader. Thus, one skill check is needed for a squadron, no matter how many are in it.
• Treat a squadron as a single entity – they travel Ships in Squadron Squadron Burst Dice
together, use capacitor, fuel etc. at the same rate. 2 1d2
• You can have up to 6 ships in a squadron. 3 1d3
• When firing weapons, roll a dice as noted on the table at 4 1d4
right to determine how many shots hit. E.g. you have
5 1d6-1
four ship in a squadron, each armed with a railgun. Roll
6 1d6
your attack dice and if you hit, roll 1d4 to determine
how many shots of the four hit, and then roll the weapons’ damage dice and apply it once for each ship that hit.
This is similar to the Burst mechanic for rapid-fire weapons, but is dependent on how many ships you have in the
squadron.
Boarding Actions
Usually, boarding another ship requires it to be stationary, usually disabled after a space battle, but there is another
way. Zachariel, characters wearing powered armour, and robots can fly through space, land on the side of a hull and
gain access either by hacking the door lock, or creating a breach. To pull this off, you’ll need some equipment!
• Powered armour and robots will require the Plasma Jet upgrade to fly through space.
• Powered armour and robots need the Mag Boots upgrade to walk on the target ship’s hull, and Zacharial will need
the Magnetic Claws talent.
• An Infopad or similar device is required for hacking the airlock, or a plasma cutter for opening it in a more
proactive manner. Zacharial can use their breath weapon if it deals plasma damage. A ship’s airlock has the
same Hit Points as its Airlock Control system, so using the plasma cutter (with the Mechanic or Unarmed skill) or
breathing plasma will deal its damage to the airlock. Once the airlock is at 0 Hit Points, it can be opened.
• If all airlocks are sealed using the airlock control from the bridge, then the boarders will have to cut through at
least one door in order to reach any area of the ship, in the same manner as breaching the outer airlock.
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In addition, there’s a few other things you should know prior to getting inside the target ship:
• Someone flying around in space in this manner is very small, so enemy main guns have the usual -40% result
penalty to hit, as if they were trying to shoot drones.
• Point Defences are ideal for shooting down boarders approaching your vessel, and they get to evade just like any
normal ranged attack.
• Once someone has landed on your hull, even Point Defences are unable to shoot them. A crew will need to use
drones, go outside and face them head-on, or wait for them to get inside the ship.
• A pilot can spend an action trying to throw off boarders with an opposed Pilot skill check, versus the boarder’s
Brawn skill. Once thrown off, they no longer travel along with the ship, and can be shot down with PDS once
more.
• Ship’s weapon turrets can be directly attacked by a boarder on the hull, with no penalty. Ship weapons have their
normal AP against this damage, +5 if they are turreted (as noted on the turret upgrades).
Secure Access
All starships have a coded entry system by default, which can be set by any crew member with computer access.
This can be bypassed by less ethical individuals by using their computer’s skill with the Hacking talent. This process
works the same as regular hacking, with the more difficult a code placed on the system, the more difficult it is to hack
into. This code can be put onto a data drive which functions as a keycard, if desired.
Zero-G Operations
Untrained non-machine characters are automatically nauseated when experiencing zero-g conditions, due to effects
on the inner ear, and the disorientation that results. A nauseated character's skill rolls must also be less or equal to their
Endurance skill or the attempt fails. Vomiting is normal under these conditions, so don't be alarmed! Zero-g can happen
when a ship's power systems are powered down, or if operating on a space walk away from a gravity generator.
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Consoles
There are up to six standard crew console types, with three different variations offering specialisation in some area
for that crew position. Only the Navigation console is installed by default, as some starships are simple in design,
required for nothing more than moving cargo. Warships and science vessels need extra consoles to provide additional
work spaces for crew specialising in weaponry, science and defence. A dedicated command console is an invaluable
additional to a larger crew, allowing better delegation of orders and a single, unified command structure.
While multiple control consoles and additional crew give the ship a powerful advantage, all console functions can be
routed into a single crew position, giving them the ability to control all aspects of the ship – but only one action at a
time. Consoles also give a special bonus based on their type, listed below.
Navigation
Available Console Types:
Intuitive Controls: 1st pilot Reaction is free.
Flight Stick: +5% agility.
Docking Computer: Half normal time for docking and undocking procedure.
The only console provided as part of any hull, the pilot is the most important position as it obviously allows the ship
to be controlled. From here, a pilot can plot a course using navigational charts, land, take-off and fly through either an
atmosphere or in the cold vacuum of space, and pilot the vessel in dangerous or combat situations to avoid damage.
The pilot can also fire any forward mounted weaponry, though they will need the multitasking talent to avoid a penalty.
Tactical
Available Console Types:
Aiming Reticule: +5 to all primary ship weapon damage.
Sequenced Firing System: Gain an extra action to shoot a 1 slot weapon.
Long Range Targeting: Increase all weapon ranges by 2 squares.
With the addition of a dedicated weaponry console, the ship gains the ability to fight and manoeuvre simultaneously.
The console’s direct link to the weapons systems on board give anyone using it an edge in combat. The weapons
console is also tied into the ship’s sensors and enables faster and more precise locking of targets.
Defence
Available Console Types:
Defensive Configuration: 1st defence Reaction is free.
Predictive Aiming: +3 to PDS damage.
Automated Scanner: Automatically ‘tactical scan’ on target lock.
Defence specialists operate the ship’s shields & point defence systems to shoot down drone and missile threats, and
conduct electronic warfare such as breaking locks, jamming communications systems and remotely hacking targets.
Command
Available Console Types:
Strategic Analyser: +2 to ship initiative.
Early Warning System: 1st command reaction is free.
Command and Control: Ship’s AI can also do 1 command action.
In addition to providing a view of every other console on the bridge, the command console shows all tactical
information a commander needs to know, allowing a faster reaction time to threats. The commander can easily assist
other bridge crew as needed by watching their performance via holo-screens or AR visor.
Engineering
Available Console Types:
Efficient Power Routing: +1 to cap recharge rate while at console.
Heuristic Circuit Protection: 1st engineer Reaction is free.
Power Distribution Matrix: Gain an extra engineer action.
With a dedicated link to the ship’s power grid, an engineer is better able get extra power out of the reactor. They can
transfer power from shields, thrusters or weapons and move it to enhance one of the other systems.
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PsiOps
Required skill: Psychic
Functions: Interfacing between the psychic and the ship's computer and projectors along the hull.
Available Console Types:
Efficient Link: A critical success on a psychic ability grants an extra Spirit Point regained.
Combat Channelling: All damage effects from your psychic abilities gain +2 to the result.
Clairvoyance Aperture: Increase the range of the Remote Viewing discipline to 100x instead of 10x.
Once connected to the console, a psychic becomes one of the ship's systems, able to function as a weapon system,
defence system, or a number of other operations. The console panels indicate the state of the connection and the
health of the psychic.
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Enlisted Crew
While there’s a good deal of automation on board a starship, capital ship systems are so large, they require teams of
enlisted crew to maintain and assist with operations. Each squad consists of 5 people of any chosen species, trained to
operate the equipment of their speciality which is connected to a bridge console. So, a Defence Officer’s console needs
to have a Defensive Systems crew for it to function. They don’t need to make skill checks, only to be present to do their
work.
Enlisted crew work like this:
• Each squad you employ also needs an Enlisted Quarters upgrade to provide sleeping space for them.
• Each squad is deployed at a subsystem appropriate to their area of expertise. If that area is hit, they also take
damage equal to the amount taken by the system.
• Each squad has 50 Hit Points, but Security Teams have a character sheet with HP listed.
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Ship Designs
Whether you’re a GM making a new NPC template, or a player with the Starship Design talent, the process for
building your own ship is a matter of choosing a hull, and then upgrading it with better equipment as required.
• All ships come with a navigation console by default, with more added as upgrades as desired.
• All ships can take-off and land vertically, provided their total weight doesn’t exceed their Max Lift score.
• A ship’s Size is in square metres (or yards), and can comprise length, wide or height as desired.
• Small Craft lack the weapon range boosts of larger ships, so all of their weapons have a range of 1 square.
• The Personal Forcefield listed for each ship’s build requirements is repurposed into an Inertial Reduction Field.
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Small Craft Hulls
Skiff
Tiny, Cheap Passenger Spacecraft Small Craft
Designed primarily as a shuttlecraft for larger vessels, this tiny Build Requirements
craft is sometimes known as a ‘space car’, as it’s only good for Hull Parts: 30 Build Time: 300 Hours
transporting up to half a dozen passengers and some light cargo. But in Circuits: 200
this role, it performs admirably, allowing larger ships (especially capital
ships) to ferry passengers into and out of atmospheres they cannot Special Components
enter. Some engineers modify Skiffs for combat, but they are inferior 1 Fusion Generator, 4 HD Grav Plates
compared to dedicated fighters in this role. 1 Plasma Jet, 1 Personal Forcefield
Light Fighter
Small, Agile Combat Craft Small Craft
A dedicated combat system, these craft are the most agile and Build Requirements
the fastest around. They’re ideal for scouting and light combat duties, Hull Parts: 40 Build Time: 400 Hours
though their flimsy design limits their endurance in tough fights. Still, Circuits: 300
they’re relatively cheap and are often used as low-end mercenary
fighters for those starting their career, and at the other end of the scale, Special Components
form the backbone of carrier squadrons in low-threat theatres. 1 Fusion Generator, 4 HD Grav Plates
1 Plasma Jet, 1 Personal Forcefield
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Heavy Bomber
Tough and Capable Fighter Craft Small Craft
Powerful and capable, these combat craft are able to carry Build Requirements
additional armour and weaponry over their lighter cousins, allowing Hull Parts: 80 Build Time: 500 Hours
heavy fighters to pack a real punch against enemy craft both small and Circuits: 400
large. Heavy fighters form the primary combat ability of carrier
squadrons, and are also commonly used by independent pilots who ply Special Components
their security services throughout the known worlds. 1 Fusion Generator, 4 HD Grav Plates
1 Plasma Jet, 1 Personal Forcefield
Fighter Bomber
Heavy-Duty Small Craft with Large Payload Small Craft
The largest of the Small Craft, fighter bombers are the size of Build Requirements
small starships, but dedicate their internal space to carrying heavy Hull Parts: 90 Build Time: 600 Hours
ordnance for taking on just about anything. It’s not uncommon for well- Circuits: 450
funded operators to equip these bombers with compact military-spec
stardrives, giving them an (expensive) long-range punch at the cost of Special Components
payload. But when fully equipped, these slow and heavy craft are 2 Fusion Generator, 6 HD Grav Plates
1 Plasma Jet, 1 Personal Forcefield
capable of dealing even with capital ships.
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Dropship
Large Troop Carrier for Combat Deployment Small Craft
This is a multi-role design able to serve as a troop carrier, a cargo Build Requirements
hauler, or a flying gas can used to refuel capital ships from the Hull Parts: 90 Build Time: 500 Hours
atmosphere of gas giants. Although a sleek craft with excellent room Circuits: 300
for modification, it has poor performance in space, low armour and little
reinforcement to resist damage, so they're not ideal for going into direct Special Components
fire, but function as excellent support craft and for ferrying up to 20 2 Fusion Generator, 6 HD Grav Plates
1 Plasma Jet, 1 Personal Forcefield
people at once.
Sub-Capital Hulls
Sloop
Small Civilian Starship Sub-Capital
The smallest ship with a built-in Stardrive, this vessel is one of the Build Requirements
most commonly used for light combat and transportation, usually by Hull Parts: 80 Build Time: 450 Hours
pilots just starting their interstellar career. It’s a flexible design, though Circuits: 350
unremarkable in any particular field it might be used for. Still, it’s cheap
and useful, and remains one of the most popular small ships in use Special Components
1 Fusion Generator, 4 HD Grav Plates
today.
1 Plasma Jet, 1 Personal Forcefield
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Courier
Small, Fast Civilian Starship Designed for Delivery Services Sub-Capital
Engineered for high-speed transit between planets and star Build Requirements
systems, this purpose-built craft sacrifices some internal modularity for Hull Parts: 120 Build Time: 800 Hours
improved performance. Commonly used by interstellar governments Circuits: 450
and the military for maintaining communications across star systems,
these ships are highly desirable for private use, as their speed and Special Components
2 Fusion Generators, 6 HD Grav Plates
agility make them ideal for smuggling and fast-attack roles.
2 Plasma Jets, 1 Personal Forcefield
Hunter
Small Combat Ship Ideal for Patrol and Scouting Sub-Capital
A design made popular by its flexibility & utility, the Hunter-class Build Requirements
hull is popular with small mercenary groups for its durability in combat Hull Parts: 180 Build Time: 1200 Hours
and ability to carry decent cargo. There’s plenty of space for weapon Circuits: 550
hardpoints and other upgrades, and the price won’t break the bank.
Hunters are also used by the military as a light support vessel where Special Components
3 Fusion Generators, 6 HD Grav Plates
fighters and Small Craft can’t do the job, and they make ideal stealth
3 Plasma Jets, 2 Personal Forcefields
ships.
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Drifter
Vessel Designed for Long-Range Travel Sub-Capital
Engineered for high-speed transit between planets and star Build Requirements
systems, this purpose-built craft sacrifices some internal modularity for Hull Parts: 250 Build Time: 1500 Hours
improved performance. Commonly used by interstellar governments Circuits: 700
and the military for maintaining communications across star systems,
these ships are highly desirable for private use, as their speed and Special Components
4 Fusion Generators, 8 HD Grav Plates
agility make them ideal for smuggling and fast-attack roles.
4 Plasma Jets, 2 Personal Forcefields
Hauler
Workhorse Ship for Transporting Cargo Sub-Capital
Considered to be the standard in cargo transportation, these bulky Build Requirements
little ships can carry a huge amount of goods, while sacrificing speed Hull Parts: 400 Build Time: 2000 Hours
and agility. Still, their solid design makes it easier to protect those Circuits: 800
goods from pirates, even though the hull doesn’t have a huge amount of
space for modification or weapon hardpoints. They are, nevertheless, Special Components
the backbone of interstellar trade, and a worthwhile investment for 4 Fusion Generators, 10 HD Grav Plates
4 Plasma Jets, 3 Personal Forcefields
anyone seeking to make their money in transport.
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Yacht
Luxurious Ship for Sightseeing and Travel Sub-Capital
A plaything of the rich and famous, Yachts are built for comfort and Build Requirements
endurance, not speed or combat. They feature robust stardrives and Hull Parts: 300 Build Time: 1800 Hours
extra fuel for prolonged journeys, but they’re terrible at manoeuvring. Circuits: 900
Pilots are known to prefer built-in docking computers to ensure these
expensive and clumsy ships aren’t scratched while performing docking Special Components
or launch procedures. Charter yachts with a variety of expensive fittings 4 Fusion Generators, 9 HD Grav Plates
fetch the highest prices from clients wishing to traverse the stars in 4 Plasma Jets, 3 Personal Forcefields
private luxury.
Special: Luxury Appointment upgrades use only 5 Slots each.
Star Liner
Passenger Ship Sub-Capital
Although not in the same league as capital-class liners, this is a Build Requirements
solid and reliable ship used for small-scale people-moving across star Hull Parts: 400 Build Time: 2500 Hours
systems. Designed specifically for seating and other accommodation, Circuits: 800
these hulls lack reliable combat capability, but their relatively bulky
design can prove to be quite resilient when the situation demands it. Special Components
These are the most common ships in space, carrying passengers and 5 Fusion Generators, 12 HD Grav Plates
their cargo around civilised systems. 5 Plasma Jets, 4 Personal Forcefields
Special: Installing Accommodation upgrades costs half the listed
Parts & time, or cost if purchased.
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Corvette
Largest Non-Capital Vessel Designed for Combat Sub-Capital
A military ship of respectable power, Corvettes are light and fast Build Requirements
enough to rely on agility to survive in hostile environments, yet large Hull Parts: 500 Build Time: 3000 Hours
enough to take a hit and keep fighting. Typically used to escort capital Circuits: 1000
ships as a picket ship against fighter or drone swarms, these ships also
excel as the flagship of a flotilla of sub-capital vessels. In high demand Special Components
outside of military fleets, privately-operated corvettes are some of the 6 Fusion Generators, 14 HD Grav Plates
6 Plasma Jets, 5 Personal Forcefields
most fearsome ships out there.
Capital Ships
Frigate
Smallest Capital Ship, Mostly Used as Escorts Capital
Although “small” is a relative term at this scale, frigates are indeed Build Requirements
the smallest and most agile of capital ships. They’re used as general- Hull Parts: 700 Build Time: 4000 Hours
purpose combat vessels for the most part, and while they’re technically Circuits: 1200
capable of mounting capital weaponry, frigates are too small to fit more
than one of those mighty weapons. Primarily used as escorts for larger Special Components
vessels, frigates can still pack a punch against anything smaller than 7 Fusion Generators, 14 HD Grav Plates
7 Plasma Jets, 6 Personal Forcefields
they are.
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Destroyer
Powerful Patrol and Assault Vessel Capital
Designed with enough space to mount capital weapons without Build Requirements
sacrificing too much speed or agility, destroyer-class hulls are potent Hull Parts: 900 Build Time: 5000 Hours
warships, ideal for using in packs and taking on much larger vessels. Circuits: 1200
Their durability is a little low for their size, so hit-and-run tactics are the
preferred method in any combat against another capital ship, but they Special Components
are never to be underestimated in a fight. 7 Fusion Generators, 14 HD Grav Plates
7 Plasma Jets, 6 Personal Forcefields
Bulk Freighter
Slow Vessel with Huge Cargo Space Capital
For hauling vast amounts of cargo through interstellar space, Build Requirements
nothing beats a bulk freighter. Slow, lacking manoeuvrability or Hull Parts: 1200 Build Time: 5500 Hours
extensive modification hardpoints, these ships have to rely on their Circuits: 1200
sheer bulk to survive in combat situations, preferably with an escort.
Capable of long journeys, freighters can carry all sorts of goods along Special Components
trade routes where their safety can be assured. They’re sometimes 7 Fusion Generators, 16 HD Grav Plates
6 Plasma Jets, 6 Personal Forcefields
used by more organised pirate fleets to haul ill-gotten goods away.
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Light Cruiser
General Purpose Capital Ship Capital
A mid-sized capital ship, light cruiser hulls can mount an impressive Build Requirements
array of weaponry and have the durability to withstand damage in a Hull Parts: 1200 Build Time: 6000 Hours
fight. Due to their price, they often serve as flagships for smaller navies Circuits: 1500
that lack the industrial might or finances to construct larger vessels.
Light cruisers can be used for siege actions as well as escort or patrol Special Components
duties, as their operators see fit. 8 Fusion Generators, 14 HD Grav Plates
8 Plasma Jets, 7 Personal Forcefields
Heavy Cruiser
Heavy Duty Frontline Combat Vessel Capital
Large, powerful warships, heavy cruisers are the most common Build Requirements
capital ships in use, able to mount a lot of capital weapons, along with Hull Parts: 1500 Build Time: 7500 Hours
exceptional armour and shield projectors, all without losing their ability Circuits: 1800
to manoeuvre should the need arise. Packs of heavy cruisers are a
threat to any single ship in space, and even solo, they are a force to be Special Components
reckoned with. 9 Fusion Generators, 16 HD Grav Plates
9 Plasma Jets, 8 Personal Forcefields
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Mega Liner
Massive Cruise Ship with Luxurious Amenities Capital
The largest civilian ships in existence, these huge vessels can take Build Requirements
hordes of paying passengers on long cruises to faraway places, mostly Hull Parts: 1500 Build Time: 7500 Hours
for sight-seeing, but also simply to move people from one place to Circuits: 1800
another en masse.
As one would expect, they are very slow and lack any kind of agility, Special Components
and rely on Small Craft to ferry people back and forth to planets. 15 Fusion Generators, 16 HD Grav Plates
Special: Installing Accommodation upgrades costs half the listed 9 Plasma Jets, 9 Personal Forcefields
Parts & time, or cost if purchased.
Battlecruiser
Huge Fast Attack Vessel Capital
A battleship-sized hull with reduced armour, Battlecruisers are Build Requirements
designed to rapidly deploy capital weaponry onto the battlefield, but Hull Parts: 2000 Build Time: 9000 Hours
their reduced protection means they’re best used against inferior Circuits: 2500
opponents.
Often used for raids, battlecruisers pressed into service by the large Special Components
pirate gangs are a scourge that even well-established navies fear. 12 Fusion Generators, 20 HD Grav Plates
12 Plasma Jets, 12 Personal Forcefields
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Battleship
Massive and Heavily Armoured Warship Capital
One of the most dangerous warship classes a navy can fly, Build Requirements
battleships have exceptional armour and the space to mount the largest Hull Parts: 3000 Build Time: 10000 Hours
weapons available. Too expensive for most navies to maintain, they are Circuits: 2500
able to dominate the field in any combat situation and as such, need
escort against smaller ships so they can focus their massive weapons Special Components
against the most dangerous foes. 15 Fusion Generators, 20 HD Grav Plates
12 Plasma Jets, 12 Personal Forcefields
Carrier
Mobile Fighter Base Capital
Specifically designed to support squadrons of Small Craft, carriers Build Requirements
are relatively light on armour and always need protection against Hull Parts: 5000 Build Time: 10000 Hours
attack. Since their Small Craft can fly anywhere in a star system, Circuits: 5000
carriers can hide just about anywhere while their fighters do the work.
They have enough space to provide a decent standard of living for the Special Components
crew, and maintenance facilities to keep its fighters flying even in the 20 Fusion Generators, 20 HD Grav Plates
roughest of battles. 12 Plasma Jets, 12 Personal Forcefields
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Dreadnought
Colossal Weapons Platform Capital
The biggest and most dangerous vessel in use today, Build Requirements
Dreadnoughts are immense, feature the heaviest armour and space to Hull Parts: 20000 Build Time: 50000 Hours
mount multiples of the largest weapons ever created. To see one of Circuits: 20000
these vessels appear in your space sends a very specific message:
“We’re in control here”. Even with their slow speed and lack of agility, Special Components
their armour is so thick that most conventional weapons won’t even 100 Fusion Generators, 100 HD Grav Plates
penetrate it, and the few instances of Dreadnoughts being used in battle 50 Plasma Jets, 50 Personal Forcefields
have always ended in the destruction of their foes.
'
Android
Advanced Sensor Systems, Fewer Slots
Android vessels have some of the most advanced electronics available, able to electronically disguise themselves
as other types of vessels. Visually, they are sleek yet functional, but their designs are less flexible than others.
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Arborean
Regenerating Hull, Harder to Modify & Repair
Arborean vessels have an organic component, visible as vines spreading across the hull. This allows the ship to
regenerate 1 Hit Point to the hull per round, but the downside to this is it is very difficult to modify.
Hull regenerates 1 Hit Point per round. 2x the time for installing or removing upgrades.
2x the time for conducting repairs.
Automaton
Powerful Drones, More Vulnerable Sensors
Ships designed by automatons are ideally suited for operating drones, but their heavy reliance on telemetry and
remote operation makes them more susceptible to enemy eWar. These ships appear highly functional but visually
unappealing.
Combat drones deal +2 damage and gain +20 HP. -10% sensor system result bonus.
Utility drone bonuses (such as +5% etc) are doubled.
All drones begin with skills (70%) instead of 60%.
Carapan
Heavily Armoured, Less Agile
Bulky and tough, carapan vessels are designed to forgo manoeuvrability in favour of heavy-duty armour
protection. Carapan ships are large, chunky looking things that seem as if they’re hewn out of rock.
Corvid
Very Agile, Less Armour
Light and manoeuvrable, corvid vessels rely on agility to stay alive instead of heavy armour.
Human
Average Ships with No Penalties or Bonuses
These hulls are the default template, with no specialisation at all. This makes other star-faring races consider
humans to be the most boring species, but humans consider their designs to be the most flexible.
- -
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Mentari
Very Stealthy, Weaker Weaponry
These are elusive vessels with extra shielding on the hull to prevent the unwanted emission of EM radiation used
to detect ships in space. Curtailing ship energy emissions also affects their weapons, making them less accurate
than other warships. These vessels have a disc-like appearance that apparently helps disperse emissions.
+10% to Science skill result bonus for Silent Running. Result bonuses on weapon skill rolls are halved.
Cloaking devices use half the normal Capacitor amount.
Ophidian
Powerful Ram, Vulnerable from Behind
Ophidian vessels are sleek, with a prominent bow designed for effective ramming. In order to maintain hull
integrity, the rear of the ship has less protection.
+10 to ship ram damage. Rear Baseline Armour Points are halved
Roden
Extra Cargo Space, Weaker Subsystems
Ships designed by these clever people have all sort of nooks and spaces for additional cargo, even if it does
render the inside of the ship cluttered with equipment. Subsystems are more fragile, probably due to the amount of
duct tape used in their construction.
2x hull cargo space. Total subsystem Hit Points are halved (including the HP
from any upgrades).
Saerid
Powerful Weapons, Weaker Defences
Created with the philosophy of offence being greater than defence, saerid ships have their power conduits from
the shields diverted to weapons. Their vessels tend to appear vicious and intimidating.
+4 primary weapon damage on Small Craft. Result bonuses on Shield or Point Defence skill rolls is
+8 primary weapon damage on Sub-Capital ships. halved.
+12 primary weapon damage on Capital Ships.
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Shifter
Shapeshifting Hull, Less Cargo Space
Shifters join together en masse to form their ships, which are alive in a fashion, and capable of transforming in
appearance to disguise their true nature. Their internal space is more limited than others as a result.
Shifter hulls can appear as any other species design, -50% cargo bay space.
both in appearance and on sensors, taking 1 minute to
transform.
Shikava
More Precise Weapons, with Weaker Hull
Shifters join together en masse to form their ships, which are alive in a fashion, and capable of transforming in
appearance to disguise their true nature. Their internal space is more limited than others as a result.
Veiran
More Capacitor, Fewer Slots
Mysterious vessels, Veiran ships appear very alien compared to other species. Veirans are experts at energy
systems, gaining greatly increased output at the cost of reduced superstructure strength.
Venator
Faster & Deadlier, Less Capacitor
Although different subspecies of venator differ, their all prefer their ships to be faster and hit harder in a fight. This
is achieved by tapping into the ship’s Capacitor.
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Xarani
Modular Design, Weaker Structure
These vessels are renowned for their beauty, with shiny hulls in a variety of styles. Beneath their sleek exteriors
are well-designed access panels and conduits, allowing the ship to be modified much easier than other hulls.
Unfortunately, they tend to be more fragile than others, too.
Upgrades for a xarani ship use half the Parts and -5 Hit Points on Small Craft.
Circuits, and it takes half the time to install, remove and -20 Hit Points on Sub-Capital ships.
repair. -100 Hit Points on Capital Ships.
Zacharial
Fortress-Like Interior, Less Agile
Zacharial ships are designed with extra heavy airlocks to hold off hostile boarders and stave off fires, and the ship
layout is designed to provide additional protection for crew members. This rigid interior does make them less agile,
however.
2x the baseline subsystem Hit Points. -10% ship Agility result bonus.
Ship internal systems cannot catch fire.
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Starship Condition
As a starship’s Hit Points decrease, so to does their functionality. Worn-Out ships can also be bought at half the
listed price, but come with all sorts of wear-and-tear problems. Buyer beware!
Normal
Above 0 Hit Points:
The ship is in a new or as-new state, with all systems functioning as normal.
Inoperative
At or below 0 Hit Points:
The ship has sustained too much damage to continue functioning, but it can be repaired to a working state with
the appropriate tools and talent. Consider this the equivalent of a Major Wound for a starship, requiring specialised
surgery to repair.
Wreck
At Negative 100% Hit Points:
The ship has been rendered a wreck and is no longer functional. It can be returned to function by taking the
Restore Machine talent, and spending the required Parts and time:
• By spending 1 hour and using 1 Part, the wrecked ship gains +1 Hit Point. Continue this process until the
ship is above its negative maximum Hit Points, at which point it counts as merely Inoperative, and can be
repaired with Parts in the regular fashion.
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Starship Upgrades
With the right tools, access to Parts, Hull Parts and Circuits, and either the Mechanic, Science or Electronics skills,
you can enhance any ship with modifications.
Some upgrades draw more power from the reactor, reducing the amount of maximum Capacitor available to the
ship, as noted below.
• The cost is for buying the upgrade pre-made at a station, which includes all material costs, plus expertise to
assemble the upgrade and a profit margin for the seller.
• Installing or removing a pre-built upgrade takes 1 hour per slot.
• Cap = the capacitor cost of installing the upgrade. This column can also have a kilowatt reading, which takes
from the reactor’s kw output. Upgrades can be switched off to conserve power.
Upgrading
The build time for each Upgrade is equal to 1 hour per Part and Circuit used. As with talents, each can only be
applied once to a particular ship unless otherwise specified. Some upgrades can make use of exotic building materials,
gaining specific benefits and as mentioned earlier, don’t have to be the same material as the body. Fumbling an upgrade
destroys the components just like repairing or building does.
• Installing or removing a pre-built upgrade takes 1 hour per slot.
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.
Ship Upgrades
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A.R. Network
Add an Augmented Reality Network to the Ship Small Craft Sub-Capital Capital
Skill: Electronics Ship within sensor range can broadcast a tactical network for AR Visors to
70% double their normal bonus, and have 500m range.
Skill Requirement:
Slot Requirement: 1
Circuits: 50
Build Time: 50
Purchase Cost: 50,000
Access Lift
Rapid Deployment Tubes for Crew Members Small Craft Sub-Capital Capital
Skill: Mechanic Reduce the travel time for personnel travelling to and from ship systems by
90% half, rounded down (minimum of 1).
Skill Requirement:
Slot Requirement: 20
Hull Parts/Circuits: 50/100
Build Time: 96 hours
Purchase Cost: 500,000
Accommodation
Provide Seating and Rooms for Passengers & Crew Small Craft Sub-Capital Capital
Skill: Mechanic You can add seating or cabins for passengers and crew to cover short or long
50% journeys. Choose one of the following to add:
Skill Requirement:
Slot Requirement: * Item Slots Parts Build Time Notes Cost
Hull Parts: * Seat 1 6 4 hours 400cr
* Luxury Seat 2 10 6 hours +1 Heal Rate 800cr
Build Time:
Single Cabin 3 25 12 hours +2 Heal Rate 3,000cr
Purchase Cost: *
Double Cabin 4 50 24 hours +1 Heal Rate 8,000cr
Stateroom 5 100 48 hours. +3 Heal Rate 20,000cr
Afterburner
Sacrifice Fuel for a Burst of Speed Small Craft Sub-Capital Capital
Skill: Mechanic By dumping fuel directly into the plasma stream from the ship’s thrusters,
50% you can attain greater speed for a brief period of time. This is a very
Skill Requirement:
inefficient process, but in a tight situation, speed can make all the difference.
Slot Requirement: 1 • Use 1 Fuel to gain +3 Movement during your turn.
Parts: 50 • In atmosphere, it grants x2 speed during your turn.
Build Time: 12 hours
Purchase Cost: 5,000
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Armour Plating
Increase the Ship’s Protection Against Damage Small Craft Sub-Capital Capital
Skill: Mechanic This upgrade covers several types of armour plating. You can choose to:
Skill Requirement: 50% • Spread 16 AP along the ship’s sides. Armour made from Exotic Materials
adds AP bonus to each side. The highest AP figure can’t be more than 2x
Slot Requirement: * the lowest. This effect can be applied multiple times.
Hull Parts: * • Ship gains +10 DR vs electrical damage (once).
Build Time: * • Ship gains +5 DR vs any one damage type (different each time).
Ships of different classes have different requirements:
Purchase Cost: *
Hull Agility Slots Hull Parts Build Time Cost
Small Craft -5% 2 1 10 hours 5,000
Sub-Capital -2% 5 5 20 hours 20,000
Capital -1% 10 20 40 hours 100,000
Automated Foundry
Install a System to Build Inventions, Vehicles & More Small Craft Sub-Capital Capital
Skill: Electronics This upgrade allows for the mass production of robots, vehicles, Small Craft,
70% drones or inventions. It functions just like a character building one of these
Skill Requirement:
things with one of their known invention blueprints (and materials), but once
Slot Requirement: 50 the character starts the build, they can walk away and the project will
Circuits/Hull Parts: 100/50 complete itself.
Build Time: 250
Purchase Cost: 250,000
Biometric Security
A Powerful Security System Small Craft Sub-Capital Capital
Skill: Electronics Replaces the default secure access system. Thumbprint or retina-scan of
50% designated individuals is required to enter the ship. Imposes a -50% Hacking
Skill Requirement:
penalty to bypass.
Slot Requirement: 1
Circuits: 20
Build Time: 25
Purchase Cost: 20,000
Breach Pod
Deployment Pod to Assault Enemy Ships Small Craft Sub-Capital Capital
Skill: Mechanic This durable pod can contain 2 creatures up to 400cm (13') in size, or 4
70% creatures of up to 250cm (8'2"). It is launched at a target just like a missile
Skill Requirement:
(by the ship's gunner), except that it cannot be evaded, but it can be shot
Slot Requirement: 5 down by PDS. If it hits the target ship, roll 1d12 and consult the critical hit
Graphene Parts: 100 table. That system is breached and the passenger is deployed at that
100 hours location. The breach pod is destroyed in the process.
Build Time:
Purchase Cost: 100,000 Item Range AP HP
Breach Pod 10 5 50
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Capacitor Upgrade
Increase the Ship’s Energy Storage Small Craft Sub-Capital Capital
Skill: Science Increase the capacitor storage of the ship, granting +1 Capacitor.
50% This upgrade can be taken multiple times.
Skill Requirement:
Slot Requirement: * Hull Slots Circuits Build Time Cost
Circuits: * Small Craft 1 5 8 hours 5,000
Cloaking Device
Bend Light Around the Ship’s Hull Small Craft Sub-Capital Capital
Skill: Science
By taking an Invisibility Cloak invention and adapting it for a ship, you can
adjust the shield projector to make it invisible.
Skill Requirement: 90%
• Small Craft use 1 Capacitor per round, Sub-Caps use 3 Capacitor per rd.
Slot Requirement: 2 • Grants ‘Silent Running' action a +20% result bonus.
Circuits: 100 • Ship can go into Silent Running in plain sight.
Build Time: 48 hours • Ship is limited to ½ speed while cloaked, or they become visible.
Using active scanners, attacking, or moving through a debris field removes the
Purchase Cost: 1,000,000 cloak bonus. Shields cannot be used while the cloak is active, and if the
shields are damaged, so is the cloak.
Collision Buffer
Bolster the Inertia Reduction Field to Protect the Ship Small Craft Sub-Capital Capital
Skill: Science Upgrade a ship’s IRF to grant +10 AP of Damage Reduction vs. collision
70% damage. Stops working if the IRF is offline.
Skill Requirement:
Slot Requirement: 2
Circuits: 50
Build Time: 12 hours
Purchase Cost: 50,000
Computer Upgrade
Enhance the Ship’s Computer Small Craft Sub-Capital Capital
Skill: Electronics Upgrade the ship’s standard computer system to enable it to act as a crew
70% + member capable of operating any bridge console using its Computers skill.
Skill Requirement:
Consoles cannot be operated by crew and an AI simultaneously. More
Slot Requirement: * powerful AI’s can use more consoles at once, as noted below, and they have 6
Circuits: * Reactions per round. The initial skill level of the AI is the same as its
* programmer, and it gains a result bonus on Computer skill checks as per its
Build Time:
Intellect Attribute.
Purchase Cost: *
System % Slots Circuits Time INT Use Cost
Basic AI 70 2 10 8 hrs 20 1 10,000
Enhanced AI 90 4 25 24 hrs 26 2 25,000
Stochastic AI 99 6 50 48 hrs 32 3 50,000
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Crew Console
Additional Crew Position for Ship Functions Small Craft Sub-Capital Capital
Skill: Electronics Add another crew console of any type that isn’t already installed from the
50% following list:
Skill Requirement:
Defence Console
Slot Requirement: 1 Weapons Console
Parts/Circuits: 30/5 Engineering Console
12 hours Telemetry Console
Build Time:
Command Console
Purchase Cost: 10,000
Capital ships can install up to 3 weapon consoles.
Docking Bay
Internal Docking for Small Craft Small Craft Sub-Capital Capital
Skill: Mechanic Gain 10m/11y of internal space for vehicles or other starships, with its own
50% bay door and refuelling system. There’s enough space in the bay to service the
Skill Requirement:
craft, should it require maintenance or repair. Each time this upgrade is
Slot Requirement: 15 applied, add a separate docking bay, or add another 10m/11y onto the current
Hull Parts: 4 bay to allow for larger vehicles or ships.
Build Time: 48 hours
1 craft can be launched or recovered per round, though on capital ships, they
Purchase Cost: 20,000 have the option of installing dedicated launch tubes to speed this process.
ECM Upgrade
Boost the Ability to Jam Enemy Targeting Small Craft Sub-Capital Capital
Skill: Electronics Break Lock & Countermeasures checks from the Defence console gain a +5%
50% result bonus.
Skill Requirement:
Slot Requirement: 1
Circuits: 10
Build Time: 12 hours
Purchase Cost: 10,000
Ejection Pod
Internal Docking for Small Craft Small Craft Sub-Capital Capital
Skill: Mechanic This pod is easily accessible from within the ship, and can be placed next to
70% the bridge or any other location of choice. It can sustain 1 adult occupant or
Skill Requirement:
two small occupants for 72 hours. When activated, it rapidly ejects from the
Slot Requirement: 2 ship and sends out a powerful distress call across the entire solar system.
Hull Parts/Circuits: 2/5
Build Time: 48 hours Can take multiple times.
Purchase Cost: 20,000
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Emergency Battery
Backup Power Source Small Craft Sub-Capital Capital
Skill: Electronic Install a HD Power Cell to act as a backup power source. When activated, adds
50% 20 points to the current Capacitor level and goes above maximum. Requires
Skill Requirement:
20 hours to fully recharge once depleted (1 hour per cap point). Does not add
Slot Requirement: 5 to cap recharge rate. Can be installed multiple times, and system has 10 HP.
Circuits: 10
Build Time: 24 hours
Purchase Cost: 10,000
Enlisted Quarters
Living Space for Enlisted Crew Small Craft Sub-Capital Capital
Skill: Mechanic Provides bunk beds and storage for an enlisted crew squad on board a
90% capital ship. It’s fairly cramped, but they get to work in space on one of the
Skill Requirement:
largest ships around, so nobody’s complaining.
Slot Requirement: 5
Parts: 100
Build Time: 48 hours
Purchase Cost: 20,000
Skill: Mechanic Rig unused parts of the internal hull space to carry additional cargo, or turn
50% cargo space into usable hardpoints.
Skill Requirement:
• Gain +500 ENC cargo space at a cost of 2 slots.
Slot Requirement: 2 or
Hull Parts: 1 • Add +2 slots at the cost of 500 ENC of cargo space.
Build Time: 12 hours
Purchase Cost: 6,000
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Forcefield
Passive Protection Around a Ship Small Craft Sub-Capital Capital
Skill: Science Add a Personal Forcefield device, but with additional field projectors placed
90% around the hull to automatically protect the entire ship for +5 Energy AP, which
Skill Requirement:
stacks with the shield projector’s AP. Only one forcefield can be active on a
Slot Requirement: * person, vehicle or ship at a time. Requires Capacitor to be spent every round it
Circuits: * is active.
Build Time: * Hull Slots Cap/rd Circuits Build Time Cost
Purchase Cost: * Small Craft 1 1 20 12 hours 1,020,000
Sub-Capital 4 2 50 24 hours 1,050,000
Capital 10 5 200 48 hours 1,200,000
Fuel Reserve
Refuel from the Atmosphere of Gas Giants Small Craft Sub-Capital Capital
Skill: Mechanic An internal bay is added for additional fuel. This upgrade can be taken multiple
50% times.
Skill Requirement:
Slot Requirement: * Hull Slots Parts Build Time Fuel Agility Cost
Power Grid: - Small Craft 1 10 12 hours +2 -2% 1,000
* Sub-Capital 3 30 24 hours +5 -1% 3,000
Parts:
Capital 6 60 48 hours +10 - 6,000
Build Time: *
Purchase Cost: *
Fuel Scoop
Refuel from the Atmosphere of Gas Giants Small Craft Sub-Capital Capital
Skill: Mechanic This deployable intake scoops 1 Fuel unit per minute while the ship is
50% travelling at full speed inside a gas giant's atmosphere. A successful Pilot
Skill Requirement:
check is required – see the fuel section for more details.
Slot Requirement: *
Parts: * Hull Slots Parts Build Time Cost
Build Time: * Small Craft 1 10 12 hours 1,000
* Sub-Capital 3 30 24 hours 3,000
Purchase Cost:
Grappler
Claw and Tow Cable Small Craft Sub-Capital Capital
Skill: Mechanic This upgrade provides the ship with a grappling claw and 200 metres/220
50% yards of cable that lets you grab objects in space, tow them or bring them into
Skill Requirement:
cargo bay.
Slot Requirement: 2 • Can pull 1000 tons.
Parts: 50 • Deploys instantly, takes up to 3 rounds to pull back in.
Build Time: 12 hours • While towing other ships, the top speed is 1.
Purchase Cost: 5,000 Each extra grappler upgrade improves the maximum tow limit by 1000 tons to
be able to restrain enemy ships in combat by using a Computers skill check,
opposed by the enemy’s Pilot skill check (very much like a Brawn check).
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Handling Upgrade
Improved Manoeuvring Jets Small Craft Sub-Capital Capital
Skill: Mechanic Add additional nozzles for the manoeuvring jets on small and medium ships.
Skill Requirement: 50% • The ship gains a +5% Agility Bonus.
Slot Requirement: *
Hull Slots Parts Build Time Cost
Parts: 30
Small Craft 1 20 12 hours 3,000
Build Time: 12 hours
Sub-Capital 4 50 24 hours 10,000
Purchase Cost: 3,000
Hydroponics Bay
Grow Plants On-Board Small Craft Sub-Capital Capital
Skill: Mechanic A dedicated space for lighting, heating, water systems and space for 30 plants,
50% which produce usable herbs once every 7 days. If planting seeds, it takes 2
Skill Requirement:
months before producing weekly herbs.
Slot Requirement: 5
Circuits: 20
Build Time: 24 hours
Purchase Cost: 15,000
Improved PDS
More Accurate & Effective Point Defences Small Craft Sub-Capital Capital
Skill: Electronic The Point Defence Systems on board a starship are given additional targeting
70% improvements and tracking algorithms to provide better protection and
Skill Requirement:
damage results. All ships PDS gain:
Slot Requirement: 1 • +5% result bonus.
Circuits: 5 • +2 damage.
Build Time: 12 hours
Purchase Cost: 10,000
Improved Shields
Faster Shield Response to Attack Small Craft Sub-Capital Capital
Skill: Science In capable hands, the ship's shield projector is usually capable of rapidly
70% deflecting incoming weaponry, but there is room for improvement. This
Skill Requirement:
upgrade speeds the computer's response to directing shield energies to the
Slot Requirement: 3 point desired for best effect.
Circuits: 5 • The shield projector gains a +5% result bonus.
Build Time: 12 hours
Purchase Cost: 20,000
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Interdiction System
Track Target Ships Through a Space Fold Small Craft Sub-Capital Capital
Skill: Science This upgrade allows a starship to track targets that have been marked with a
70% Utility drone equipped with a Spy Package, and even drop the target ship out of
Skill Requirement:
the Fold. Here’s how it works:
Slot Requirement: 2 • Navigator creates a space fold to the same coordinates as the departing
Circuits: 30 ship with attached drone. This can be done within an hour of the
Build Time: 48 hours departing ship leaving.
• Once in the Fold, Ship’s Engineer makes a Science skill check and uses 1
Purchase Cost: 30,000 Capacitor to activate the interdiction system, with a +1% bonus to the
Science check’s result. This increases by +1% for each additional
Capacitor spent.
• Target ship’s Pilot must make an opposed check (including ship’s Agility
bonus) against the hunting ship’s Science check.
• Your ship drops into real space, and if the target ship fails their check,
they appear 1d20 squares away from you.
• If your engineer fumbled the Science check, the Stardrive also loses 1d6
Hit Points.
Launch Tubes
Rapid Deployment and Recovery of Fighters Small Craft Sub-Capital Capital
Skill: Mechanic Instead of being limited to the usual restriction of deploying or recovering 1
90% craft from the ship’s docking bay at a time, this upgrade allows you to launch
Skill Requirement:
or retrieve an entire squadron of Small Craft at once, each round.
Slot Requirement: 50
Hull Parts: 100
Build Time: 150 hrs
Purchase Cost: 800,000
Luxury Appointments
Recreational Facilities Small Craft Sub-Capital Capital
Skill: Mechanic Add one of the following to the ship: Dining room, Sauna, Small Cinema,
50% Swimming Pool, Bar, or Game Room.
Skill Requirement:
• If building yourself, also requires 100,000cr worth of luxury furniture.
Slot Requirement: 10
Parts: 50 Each one of these upgrades increases the money you can charge for
Build Time: 48 hours passengers travelling on board by 50%.
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Maintenance Hub
Repair Bot Centre for Faster Deployment Small Craft Sub-Capital Capital
Skill: Mechanic Reduce the travel time for Repair Bots travelling to ship systems by 1 round
50% (minimum of 1). Can take multiple times.
Skill Requirement:
Slot Requirement: 5
Parts: 30
Build Time: 24 hours
Purchase Cost: 3,000
Mechanical Arm
For Remote Salvaging and Repair Small Craft Sub-Capital Capital
Skill: Mechanic This arm is remotely controlled from within the ship and allows salvage or
50% external armour repair from the comfort of the bridge. It can reach 20m from
Skill Requirement:
the ship’s hull, so to salvage or repair another vessel it will need to be within
Slot Requirement: 1 that range.
Parts: 30
Build Time: 24 hours
Purchase Cost: 3,000
Psi Console
Connect a Psychic to the Ship Small Craft Sub-Capital Capital
Skill: Science This is a special kind of ship’s console that can be built anywhere inside a
90% starship. It allows a linked psychic to project psi powers into space, or to
Skill Requirement:
affect their own starship. See the Psi Powers in Space section for more
Slot Requirement: 5 information.
Graphene Parts/Circuits: 30/200
Build Time: 48 hours
Purchase Cost: 300,000
Ramming Prow
Heavy Front Armour for Ramming Other Ships Small Craft Sub-Capital Capital
Skill: Mechanic Add extra armour to the ship’s prow, which is shaped like a blade to cut
70% through an enemy ship when ramming. It grants the following effects:
Skill Requirement:
Slot Requirement: 5 • +5 AP to front armour.
Hull Parts: 6 • Ship takes no collision damage from the front if the target is the same
Build Time: 48 hours weight or less than your ship, and takes ½ damage if the target is larger.
• -5% Agility penalty.
Purchase Cost: 30,000
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Redundant Systems
Emergency Systems to Keep the Ship Running Small Craft Sub-Capital Capital
Skill: Mechanic This upgrade adds additional power conduits and backup systems to the ship
90% that allows it to continue functioning after going below 1 Hit Point, but with the
Skill Requirement:
following penalties:
Slot Requirement: * • The ship’s Atmo Speed and Movement are reduced by 50%.
Parts/Circuits: * • The ship uses twice the usual amount of Fuel.
Build Time: * • The ship’s Capacitor Recharge rate is halved.
Purchase Cost: * Hull Slots Circuits Hull Parts Build Time Cost
Sub-Capital 5 50 10 24 hours 100,000
Capital 20 500 50 72 hours 500,000
Reinforced Structure
Strengthen the Superstructure for More Hardpoints Small Craft Sub-Capital Capital
Skill: Mechanic Upgrade the ship’s internal structure with extra support beams to allow for
70% additional hardpoints, and increase the ship’s overall resilience to damage.
Skill Requirement:
Capital ship hulls are already strengthened to support their massive structures
Slot Requirement: 2 and thus, gain no additional benefit from this upgrade.
Hull Parts: 5 • Small Craft gain +2 Slots and +10 Hit Points.
Build Time: 24 hours • Sub-Capitals gain +4 Slots and +20 Hit Points.
Sensor Upgrade
Sharpen the Resolution of Ship Sensors Small Craft Sub-Capital Capital
Skill: Electronic Increase the power of the ship’s sensors to see further, and lock target in
50% combat at a longer range.
Skill Requirement:
Slot Requirement: 3 • +1000km Sensor Range
Circuits: 25 • +2sq Combat Lock range
Build Time: 12 hours • +2% Sensor result bonus.
Purchase Cost: 25,000 This upgrade can be taken multiple times.
Shield Projector
Defence Against Non-Missile Weapons Small Craft Sub-Capital Capital
Skill: Science This system connects a Personal Forcefield device to a ship and adds
50% additional elements to project it outwards, concentrating energy at a focus
Skill Requirement:
point to protect against non-missile-based threats. It comes as standard on
Slot Requirement: * most sub-capital and capital ships, and provides a baseline Energy AP when
Circuits: * added to ships that don’t have one, as noted below.
Build Time: * Hull Slots Circuits Build Time AP Cost
Purchase Cost: * Small Craft 2 55 12 hours 5 50,000
Sub-Capital 5 100 24 hours 10 100,000
Capital 10 200 48 hours 15 200,000
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Shield Upgrade
Send Additional Power to the Shield System Small Craft Sub-Capital Capital
Ship’s Brig
Fortified Cell for Holding Prisoners Small Craft Sub-Capital Capital
Skill: Mechanic Fortified cabin with space for 4 people, if you don’t mind them being crammed
50% in like sardines. Door has a slot for seeing inside, giving meals to prisoners
Skill Requirement:
etc. Door has 15 AP and 50 Hit Points.
Slot Requirement: 5
Hull Parts: 2 It can be upgraded with the addition of a Personal Forcefield and the use of 10
24 hours Circuits, which replaces the door with a forcefield that has 30 AP and 100 Hit
Build Time:
Points, but also reduces the ship’s maximum Capacitor by 2.
Purchase Cost: 15,000
Solar Panels
Free Recharging While Close to a Star Small Craft Sub-Capital Capital
Skill: Electronics While within 2 AU of a star, gain +2 Capacitor regeneration per round, & basic
50% ship functions such as life support, computers and sensors continue to
Skill Requirement:
function even if the ship’s reactor is offline.
Slot Requirement: *
Hull Slots Circuits Build Time Cost
Circuits: *
Small Craft 2 5 10 hours 5,000
Build Time: *
Sub-Capital 5 10 20 hours 10,000
Purchase Cost: *
Capital 10 20 30 hours 20,000
Stardrive Calibration
Improve Stardrive Performance Small Craft Sub-Capital Capital
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Stardrive, Civilian
Device Allows Interstellar Travel Small Craft Sub-Capital Capital
Skill: Science This piece of equipment manipulates space-time and uses quantum
70% tunnelling to fling a starship through another dimension, into another star
Skill Requirement:
system up to 6 light years away. It runs on standard hydrogen fuel, and
Slot Requirement: * requires all of the ships power for 1 minute to create a space fold.
Parts: *
Hull Slots Parts /Circuits Build Time Cost
Build Time: * Sub-Capital 20 200/200 200 hours 410,000
Purchase Cost: * Capital 40 800/800 400 hours 820,000
This system comes as standard on sub-capital and capital ships.
Stardrive, Military
Compact Device Allows Interstellar Travel Small Craft Sub-Capital Capital
Skill: Science This is a compact version of the standard civilian Stardrive, small enough to
90% be mounted on Small Craft, but at much higher cost. It runs on specialised
Skill Requirement:
nuclear fuel, and requires all of the ships power for 1 minute to create a
Slot Requirement: * space fold. Swapping out a military drive for a ship’s standard civilian drive
Parts: * gives you back the difference in slots.
Build Time: * Graphene Parts
Purchase Cost: * Hull Slots /Circuits Build Time Cost
Small Craft 5 100/100 125 hours 320,000
Sub-Capital 10 200/200 250 hours 650,000
Capital 20 800/800 500 hours 1,280,000
Stealth Upgrade
Shield EM Emissions to Reduce Detection Small Craft Sub-Capital Capital
Skill: Electronics By adding additional shielding to the hull and power grid, the ship’s EM
70% signature is reduced even further during ‘Silent Running’ configurations,
Skill Requirement:
gaining these additional benefits:
Slot Requirement: * • +10% to Science results to perform Silent Running.
Hull Parts/Circuits: * • -1 to maximum movement instead of half speed while being stealthy.
Build Time: * Hull Slots Hull Parts/Circuits Build Time Cost
Purchase Cost: * Small Craft 2 1/20 12 hours 80,000
Sub-Capital 3 2/40 24 hours 160,000
Subsystem Armour
Improve a Subsystem’s Resilience against Damage Small Craft Sub-Capital Capital
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Teleporter
Transport Matter Instantly Small Craft Sub-Capital Capital
Skill: Science Install a Wormhole Generator invention into a room on your ship. While the
99% ship has a target lock, the teleporter can send characters through at the cost
Skill Requirement:
of 1 Capacitor/square per character to the target as long as it is within lock
Slot Requirement: 10 range. Up to 5 characters at once can be sent this way. Subjects cannot act
Circuits: 200 until the turn after they arrive at the location, though they can defend
150 hrs themselves. The teleporter can also transport from other locations, so long as
Build Time:
the target has an active and unblocked communication signal. The teleporter
Purchase Cost: 1.5 mil needs 1 minute to reset before it can be used again.
Thruster Upgrade
Boost the Craft’s Top Speed Small Craft Sub-Capital Capital
Skill: Mechanic This upgrade increases the power of the ship’s engines for greater speed and
50% lift capability, but it does require more fuel. It gains these benefits:
Skill Requirement:
• +1 Movement in space.
Slot Requirement: * • +10% boost to Atmo top speed.
Parts: * • +10% boost to the craft’s Maximum Lift figure.
Build Time: * Hull Slots Parts Build Time Fuel Cost
Purchase Cost: * Small Craft 2 20 12 hours -1 2,000
Sub-Capital 5 50 24 hours -3 10,000
Capital 25 200 72 hours -10 100,000
This upgrade can be taken multiple times.
Training Centre
Dedicated Self-Improvement Facility Small Craft Sub-Capital Capital
Skill: Mechanic Adds a room for people to practice skills. Manuals stored here add their bonus
50% when learning new skills, performing extended periods of study, and reduce
Skill Requirement:
learning skill-related abilities.
Slot Requirement: 10
Parts: 100
Build Time: 48 hours
Purchase Cost: 10,000
Tractor Beam
A Gravity Grapple to Seize Ships and Objects in Space Small Craft Sub-Capital Capital
Skill: Science Install a Gravity Gun invention with additional emitters suitable for ship
90% operations. This lets you grab objects in space, tow them or bring them into
Skill Requirement:
the cargo bay.
Slot Requirement: 3 • Can pull 10,000 tons at a range of 2 squares.
Circuits: 30 • Adding a second tractor beam improves it to be able to tow an extra
Build Time: 48 hours 10,000tons and restrain enemy ships no heavier than your own in combat
by using a Computers skill check, opposed by the enemy’s Pilot skill
Purchase Cost: 30,000 check (very much like a Brawn check).
• While towing other ships, top speed is 1.
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V.R. Suite
Create a Dedicated Artificial Reality Room Small Craft Sub-Capital Capital
Skill: Mechanic Attach this upgrade to a specific mounted weapon on a starship. This
90% weapon can turn 360o to engage any target in range. Weapons up to 50 slots
Skill Requirement:
in size can be modified in this way.
Slot Requirement: 5
Parts: 100
Build Time: 48 hours
Purchase Cost: 10,000
Skill: Mechanic Attach this upgrade to a specific mounted weapon on a starship. This
50% weapon can turn 360o to engage any target in range. Weapons up to 6 slots
Skill Requirement:
in size can be modified in this way.
Slot Requirement: *
Hull Slots Parts Build Time Cost
Parts: *
Small Craft 1 10 12 hours 1,000
Build Time: *
Sub-Capital 2 30 24 hours 3,000
Purchase Cost: *
Weapon Upgrade
Send Additional Power to a Weapon System Small Craft Sub-Capital Capital
Skill: Electronics By reinforcing the power systems of the ship’s weaponry conduits, it can
90% channel more power to a weapon without burning it out, providing additional
Skill Requirement:
accuracy and firepower. By doing so, you effectively configure the ship to a
Slot Requirement: 2 given weapon type, so choose carefully. Choose one of the following:
Circuits: 50 • +5 damage to all primary laser weapons.
Build Time: 48 hours • +5 damage to all primary gauss weapons.
• +5 damage to all primary disruptor systems.
Purchase Cost: 50,000
• +10 damage to all primary missile systems.
Any type chosen increases that types range by 1sq.
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Workshop
Specialised Work Space for Fast Crafting Small Craft Sub-Capital Capital
Skill: Mechanic Add a workshop with facilities for either Mechanic, Robotics, Electronics,
50% Healing & First Aid, Medicine, Surgery or Science.
Skill Requirement:
• Grants +10 to skill & halves the skill check time.
Slot Requirement: 10
Parts/Circuits: 50/50 Can take multiple times. Each workshop can grant its bonus to up 2 characters
Build Time: 72 hours at the same time, and multiple workshops of the same type don’t stack
bonuses for the same character.
Purchase Cost: 30,000
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Starship Weapons
Ships can mount weapons as shown on the table below, Damage Icon Key
restricted by the need to be able to work in the vacuum of
space. All weapons receive an auto-loader mechanism as Laser Plasma Fire
part of the mounting process, so spare clips and ammo can Piercing Bludgeoning Electrical
be carried in the cargo bay. A fixed-mounted weapon must
note which direction it’s facing, and can hit targets in a cone 5-squares across using a gimble system unless it is
mounted in a turret.
The ranges for starship-mounted weapons in space are listed below, with each unit being one square of a grid,
roughly 1km or 1mi, as desired. In an atmosphere, weapon range conforms to other terrestrial weapons, with limited
range. A few smaller energy weapons effectively have unlimited ammunition so long as the reactor is functioning.
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Starship Capital Weapons Table
Weapon Dmg Rng Cap Use* Clip Trait Slots HP Cost
Blast Cannon 1d12+60 30 2/5 30 Burst 30 40 10mil
Ion Cannon 1d12+30 20 10 ∞ Disrupt 20 50 50 10mil
Meson Blaster 1d12+30 20 10 ∞ Bypass, Oneshot 50 50 25mil
Neutron Laser 1d20+100 30 10 ∞ Accurate 50 50 30mil
Rapid Launch System 1d8+60 30 - 12 Explosive (1), Missile, Salvo 20 50 5mil
Rotary Mass Driver 1d8+80 25 5/10 6∞ Gauss, Shell, Burst 50 50 20mil
Siege Cannon 2d20+200 50 30 1∞ Oneshot 200 200 200mil
Storm Laser 1d20+80 25 5/10/20 ∞ Gatling, Suppress 6 80 50 50mil
Warp Gun 1d12+50 10 20 ∞ Oneshot, 2sq radius 100 100 50mil
* Cap use denotes single shot/burst shot/suppress cost.
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Characteristic Details
Damage The amount of damage the weapon Laser Plasma Fire
delivers if an attack is successful.
Piercing Bludgeoning Electrical
Range The weapons’ effective range, in combat squares/metres/yards as required. The 1st number is
Close Range. The 2nd is Maximum Range. Beyond Close Range, weapons deal half damage.
Atmo Range The weapon’s range when used within an atmosphere similar to Earth’s.
Slots The number of slots required to fit the weapon system.
Trait Combat traits, as noted on the Ranged Weapon traits table.
HP Weapons have Armour Points, denoting their ability to withstand damage.
Cost The weapon’s baseline price, in Credits.
Clip The number or shots that can be fired before the weapon is reloaded, which takes 1 round.
Capital Weapons
Since these hulls cannot enter atmosphere, the weapon Atmo Range column has been omitted and replaced with the
capacitor use for the weapons, which is a substantial number. Many of them are larger versions of other weapons, but
there are unique versions:
The Rapid Launch System is a bank of twelve heavy missiles, each in their own silo, able to be launched in a
sequence of six at a time. It takes a full minute to reload this system.
The Warp Gun is a gravity weapon that creates a small singularity at the point in question, causing extreme
gravitational stress on ships within 2 squares, crushing support beams and ripping open panels.
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Point Defence Systems (PDS)
The most dangerous weapon confronting a starship are missiles, which are capable of sliding right through a ship's
shields and striking the hull directly. Drones also represent a hazard to ships, as they are too small to effectively use
conventional ship-mounted primary weapons against. The only defensive option aside from clever piloting is to shoot
them down with a fast, accurate weapon system designed specifically for this task.
These are point defence systems or PDS, which are mounted in pairs, one on the top and one underneath, covering
360 degrees around a ship, and can be used to engage incoming missiles and drones. There are standard systems for
use on Small Craft and Sub-Capital ships, and larger arrays designed specifically for use on huge Capital ships.
• PDS don’t need an additional turret to be mounted on, as their turret is built-in to the system.
• Unlike a ship’s primary weapons, Point Defences can attack targets of 20m3 or less without penalty.
• Point Defences have 0 reload time.
Small Craft & Sub-Capital Point Defence Systems
Weapon Dmg Defence % Atmo Rng Clip Trait Slots HP Cost
Beam Laser* 1d8+12 +10% 50/200 ∞ Accurate 1 15 20k
Compact Assault 1d8+10 +20% 250/1000 180∞ Gauss, Gatling 2 20 240k
Weapon Suppress 6
Gauss Gun* 1d8+12 +5% 200/800 30∞ Gauss 1 15 40k
Micro Missiles 1d6+25 - 50 6 Rocket 1 10 10k
Pulse Laser* 1d8+10 +10% 25/100 ∞ Burst, Suppress 1 1 15 30k
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Drones
In addition to fixed weapon systems, most starships can house and operate at least one remotely piloted (or
autonomous) robot called a drone. These are built (or purchased) and operated using the Robotics skill, and are
designed specifically for operating from a starship. They have built-in thrusters allowing them to move through space
efficiently, and are as capable as their ground-based cousins. Think of them as tiny spaceships.
Creating a Drone
Part One: Skills & Materials
You’ll need two skills to make a drone, which is much like building a robot: You’ll need these tools!
• Robotics. It’s a Restricted Skill, so you’ll most likely need to take a Mechanical Toolkit
Background that has this as an option. The skill is used for building, Electronic Toolkit
upgrading and servicing drones. Infopad
• Computers. This is used to program the drone’s operating system during Power Source
construction.
With these skills, you’ll need some tools and materials, as well as time to construct and program a drone:
• To construct its chassis and basic systems, you’ll need Parts and Circuits. The Drone Construction table
below tells you how many you’ll need for each type of drone.
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If you want a drone to be built of something other than steel, consult the table below for details of the benefits and
costs of these exotic materials. You’ll need the Exotic Materials talent to avoid taking a -20% skill penalty.
Using Drones
Drones are operated from the Telemetry console on the bridge of a ship.
• You can order a drone to move, attack, or perform a task as desired every round by spending an action.
• The drone will go ahead and perform the specified task using its own skills each round until it is completed.
• Once the task is done, the drone will standby for further orders.
• Only one order can be given at a time.
You can also directly control a drone from the console using the Digital Avatar talent, adding a bonus to the drone’s
own skill checks.
Combat Drone
Armed & Armoured Remote Battle System
This is the standard combat drone used to protect the ship against Build Requirements
enemy drones, fighters and missiles. Choose one Longarm or Heavy Parts: 50 Build Time: 24 Hours
Weapon to add to the drone, chosen from the list of hand-held Circuits: 8
weapons in the Core Rulebook. This weapon uses its own ammunition HD Power Cell
or charges, but the drone has 20 ENC of cargo space for extra
ammunition.
Purchase Price: 12,000cr
Attributes Characteristics Ship Performance
Armour Points 5 Overall Size 5m3/5.5y3 Grid Movement 8 squares
Hull Hit Points 20 Weight 0.2t Atmosphere Speed -
Slots 2 Sensor Range 100km/60mi Agility Bonus +15%
Fuel Capacity 5 Combat Lock 1km Ram Damage 1d10
Pilot skill 60% Heavy Weapons 60% Longarms 60%
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Utility Drone
Agile, Cheap & Disposable Drone
This tiny drone is able to be modified to suit different tasks via Build Requirements
their mission package options. To cut cost, it is only able to operate in Parts: 20 Build Time: 18 Hours
space. Circuits: 5
Large Power Cell
Purchase Price: 6,000cr
Attributes Characteristics Ship Performance
Armour Points 0 Overall Size 2m3/2.2y3 Grid Movement 10 squares
Hull Hit Points 10 Weight 0.1t Atmosphere Speed -
Slots 1 Sensor Range 100km/60mi Agility Bonus +20%
Fuel Capacity 2 Combat Lock 1km Ram Damage 1d6
Computers skill 60% Pilot skill 60%
Mission Packages Choose one of these to add to the drone. Each costs 1 Circuit and 1 hour of work.
Bomb Mount any grenade or explosive to the drone and send it to a target ship. If it avoids the vessel’s
point defences, it will clamp onto the hull where it can either detonate immediately, or at a later
time as desired by the Telemetry officer. The ship cannot block or avoid the damage.
eWar System While adjacent to a target enemy vessel, this drone halves the target’s sensor range and combat
lock range, and eliminates the sensor result bonus. This can be countered every round as an action
by the target’s defence officer, making an opposed Computer’s check versus the drone’s Telemetry
officer’s Robotics skill.
Salvager Attempt to salvage an inoperative or wrecked ship, retrieving 1 Hull Part per hour.
Sensor Relay The drone doubles the ship’s sensor range and combat lock range while within 10 squares. It also
boosts the ship’s ability to detect cloaked or stealthed ships by +5%.
Spy Package Drone can make a Stealth check using the Telemetry officer’s Robotics skill to move at half speed
and avoid detection on the approach to the target ship, opposed by the target’s Defence officer’s
Computers skill. If undetected, it will clamp onto the hull. The Telemetry officer can patch in the
Defence officer to attempt to hack into the target ship’s systems for information, and it provides a
secret tracking signal of target ship’s location within that star system.
Target Painter While adjacent to a target enemy vessel, your ship’s weapons and combat drones deal +2 damage
(this doesn’t stack with multiple drones). The Telemetry officer can also make an opposed
Robotics skill check versus the target ship’s Defence officer’s Computers skill. If they fail, you gain
information about the ship’s Armour, Hit Points, Capacitor and weapons systems.
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Survey Drone
Long Range Scanning & Science Platform
This drone is designed to conduct survey operations on a planet, or Build Requirements
in areas of space. It can be sent anywhere within the ship’s sensor Hull Parts: 4 Build Time: 48 Hours
range, and remotely send data about its target. It has no combat Circuits: 8
ability, but functions as a powerful scientific tool.
Other Components
1x Science Scanner
HD Power Cell
Purchase Price: 30,000cr
Attributes Characteristics Ship Performance
Armour Points 0 Overall Size 10m3/11 y3 Grid Movement 6 squares
Hull Hit Points 30 Weight 0.5t Atmosphere Speed 1000kph/600mph
Slots 2 Sensor Range 2000km/1250mi Agility Bonus +5%
Fuel Capacity 10 Combat Lock - Ram Damage 1d12
Computers skill 60% Pilot skill 60% Science skill 60%
Fuel
Drones get around by using Fuel, but operate on electricity provided by a power cell, consuming 1 charge for each
hour of use (regardless of if it’s doing anything or not).
• Drones use 1 unit of fuel for an entire combat, or after 1 hour of flight.
• A drone travelling across a solar system uses 1 unit of fuel to speed up & to slow down again, like a starship.
Drone Swarms
Combat drones have the unique ability to operate in a swarm, which is a group of combat drones slaved together,
following the orders and actions of the lead drone. Drones connected in a swarm must be of identical design, and they
can perform actions identical to the primary (controlled by you). Thus, one skill check is needed for a drone swarm, no
matter how many are in it. Drones in a swarm can be of any size, so long as they are all the same.
Treat a drone swarm as a single entity – they travel together, use capacitor, fuel etc. at the same rate. You are
limited in how many you can slave at once by your Robotics skill: 50%=2 drones, 70%=3 drones, and 90%=4 drones.
• When firing weapons, roll a dice as noted on the table below to determine how many shots hit. E.g. you have four
drones in a swarm, each armed with a plasma cannon. Roll your attack dice for the swarm and if you hit, roll 1d4
to determine how many shots of the four hit, and then roll the weapons’ damage dice and apply it once for each
drone that hit. This is similar to the Burst mechanic for rapid-fire weapons, but is dependent on how many drones
you have in the swarm.
• Individual drones in the swarm can be targeted by other drones and point defences. The character sheet for
combat drones has space for keeping track of individual drone AP and HP. When you lose a drone, the swarm
burst dice is also lowered one step.
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Robotics Skill Drone Swarm Size Swarm Burst Dice
50% 2 1d2
70% 3 1d3
90% 4 1d4
Repair Bots
Another important function for the Telemetry console officer is to Robotics Skill Maximum Repair Bots
control Repair Bots. These are Tiny robots with the Repair Bot 50% 2
upgrade installed, stripping away their combat functions but allowing 70% 3
them to rapidly conduct repairs once slaved to a ship’s Telemetry 90% 4
console. The number of Repair Bots a telemetry officer can control at 99% 5
once is limited by their skill, as shown on the table at right.
They’re used like this:
1. As an action, the Telemetry officer makes a Robotics skill check to assign any number of repair bots to one task.
They then scurry off to the subsystem in question at the standard transit speed for that ship hull.
2. On the round it arrives at the subsystem, a repair bot adds 1 Hit Point to it on the Telemetry officer’s turn. Each
repair bot assigned to that task adds 1 Hit Point, so the more you send, the faster it’s repaired. No skill check is
required for this repair.
3. Once the system is fully repaired, the repair bot will automatically return to its docking port.
4. If a system is damaged while a repair bot is working on it, the repair bot also takes that damage. Repair bots
that go down can be repaired by other repair bots, or by a roboticist who goes to that location to personally fix it.
Result Effect
Critical Success The Repair Bots arrive 1 round earlier and get to work.
Success The Repair Bots are properly ordered to proceed to the subsystem and get to work.
Failure You made an error in the order and have to correct it: Repair Bots take 1 extra round to travel.
Fumble You messed up the order and sent the bots to the wrong system. Repair Bots take 2 extra rounds
to travel.
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Threat Levels
This specialised Threat Level table covers the different bonuses and penalties for starships, allowing you to more
easily calculate the TL of a ship, which includes all of its crew’s abilities, but not their individual combat abilities with
regards to boarding actions.
The various aspects of the ship’s abilities are, when high enough, given a value, each of which can add to the ship’s
Threat Level. The higher the threat level, the more dangerous the vessel is and the harder it is to defeat. The number
helps the Games Master determine the sorts of challenges the party will face.
A Threat Level is gained for the minimum needed for each value, so for example, a +1 from Armour Points is only
gained if the ship has 5 AP – below that doesn’t count. Another Threat Level is gained at 10 Armour Points, then 15, and
so on. Note that only the highest AP from one facing counts for this. Accolades are awarded for the defeat, be it through
peaceful or violent means, of a given ship. 1 Accolade is given per Threat Level of an enemy vessel; thus, a TL 7
creature gives 7 Accolades to be divided up amongst all crew involved in its defeat.
Characteristics
Skills
Gunner’s Weapons Skill Defence (Computers) Skill Pilot Skill
Special Abilities
Ability TL Value
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GM Starship Sheet
Critical Damage Critical Hit Subsystem Table
Roll a d12 and consult the table at right to determine the result. If the 1d20 System Hit
Bridge is hit, half damage is applied to all crew, which is reduced to zero on a 1 Bridge
successful unopposed Evade skill check. 2 Reactor
• Perforate weapons create a Breach in that location.
3 Thrusters
• Fire damage starts a fire at that location if it has atmosphere.
4 Shield Projector
5 Stardrive
Breaches
Damage from gauss weapons cause a breach to the area a system is in on a 6 Inertia Reduction Field
critical hit or a targeted hit. A breach evacuates that area of all atmosphere 7 Workshop Upgrade
until the breach is sealed. 8 Fuel Tank
• A breach can be repaired as an Emergency Repair by using the 9-10 Life Support System
Mechanic skill and 1 Part (0 on a critical success). 11-12 Sensor Array
13-14 1 Random Weapon
Fires 15-16 Docking Bay/Drone Bay
Weapons dealing Fire damage cause a fire to start on a randomly determined
17-20 Airlock Control
ship system on a critical hit, a targeted hit, or if they cause their target to lose
any hit points in general. Fire can be nasty!
• The system catches fire and loses 1d6 HP every round until extinguished or it reaches negative maximum HP,
causing the loss of 10 HP to the ship.
• Once at negative maximum HP, the fire spreads to another system (roll randomly on the table). Once at negative
maximum HP, it spreads to another system and if all systems are destroyed, the ship explodes. Blocking off
areas with airlocks will also control it’s spread, though the airlock will take 1 Hit Point of damage every round.
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Sample Star Systems
Here’s a sample of four populated star systems (and one gigantic star) used in test campaigns, as an example of
how we set up our campaign galaxy.
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Tarsus
Dust
Size: 1200km
Gravity: 20% Earth mass
Atmosphere: None
A tidally locked rocky world with extensive resources. A small mining outpost has been established here on the
cold side near the north pole, with an average outdoor temperature of -50 Celsius. The population is around 120 people
in the city of Granite, mostly carapan, who receive supplies from Vista on a regular basis, and exporting minerals
necessary to the reconstruction effort. The sun-facing side gets up to 300c, while the darkest parts drop to -180c.
Vista
Size: 2800km
Gravity: 90%Earth mass
Atmosphere: Oxygen/Nitrogen, 80% of earth thickness.
The primary home of most species in the system. 70% water/30% land mass, this is a cold world at the outer edge
of the habitable zone. Their main city of Loquaris is located along the equator and is comparable to northern Europe in
temperature and climate. Vast northern and southerm polar ice caps.
Gateway Station
A 10km radius station with full facilities for repairing and resupplying vessels. It can handle dozens of ships
docked at once and is the primary space station in the cluster.
Zeus
Size: 12500km
Gravity: 160% Earth mass
Atmosphere: Hydrogen/Ammonia, 300% earth thickness
A huge gas giant, Zeus is called a ‘gentle giant’, with relatively modest weather making it easy to go in and scoop
atmosphere to fuel starships.
Outreach
Size: 1500km
Gravity: 20% Earth mass
Atmosphere: Methane, 10% earth thickness
An unremarkable clump of frozen rock, which potentially has interesting ore deep beneath the crust.
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Kwan Yin
Icarus
Size: 800km
Gravity: 10% Earth mass
Atmosphere: None
A rocky world very close to the star, the temperatures here are far too high to sustain any life, and it even melts
machines sent here to mine.
Delphi
Size: 3000km
Gravity: 110% Earth mass
Atmosphere: Oxygen/Nitrogen, 100% of earth thickness.
Right on the inner edge of the star’s habitable zone, Delphi’s equator can reach 80o Celsius, forcing any population
that exists here to move to the poles in order to survive. There are signs of deserted cities built along the edge of dried-
up lakes, but little else. Vegetation is sparse, and the oxygen content is low but breathable.
Ariel
Size: 100km
Gravity: 5% Earth mass
Atmosphere: None
A small and unremarkable moon in an eccentric orbit.
Sinjin
Size: 200km
Gravity: 10% Earth mass
Atmosphere: Very thin (5% earth thickness)
Miir
Size: 9500km
Gravity: 120% Earth mass
Atmosphere: Hydrogen/Ammonia, 200% earth thickness
A relatively small gas giant, Miir is close enough to Delphi to affect its orbit slightly, pulling it into an ellipse and
greatly exaggerating its seasonal shifts.
Satellites
Most of these rocky bodies are unremarkable, except for some interesting ore deposits.
Solace
Size: 1000km
Gravity: 50% Earth mass
Atmosphere: Oxygen/Nitrogen, 70% Earth Thickness
The 6th moon of Miir is an icy world on the outer edge of the star’s habitable zone and has a breathable atmosphere,
along with reasonable gravity. The largest moon in the system, it is covered in ice and snow due to the surface
temperature of -10 Celcius during the day and drops to -60 at night during the winter. It is thought to have caverns
below the surface where native life could survive.
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Sapphire
Size: 3500km
Gravity: 120% Earth mass
Atmosphere: Methane, 120% earth thickness
A large rocky planet with a thick atmosphere
Icon
Size: 1100km
Gravity: 25% Earth mass
Atmosphere: Very thing (5% Earth thickness, Methane)
This dark and dense rock orbits on the outer edges of the solar system. It is notable for the minerals contained in
its crust, and there are signs of extensive mining operations having taken place long ago.
Icon Station
This station was most likely the centre of the mining operations for Icon, though it lies dormant now.
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Thorn 413
Algus
Size: 2200km
Gravity: 80% Earth mass
Atmosphere: Oxygen/Nitrogen, average surface temperature is 18 degrees C
The primary planet of the system, Algus is a world covered in 99% water with only a few islets peeking above the
vast ocean. Underwater life abounds, and a research base was opened to study it, deep below the surface.
Algus Orbiter
Size: 5km diameter
Gravity: 100% Earth mass
Atmosphere: Oxygen/Nitrogen, average surface temperature is 18 degrees C
The only artificial satellite in this system, Algus Orbiter functioned as a waypoint for ships travelling to and from
the surface facility. It is more of a fuel station and storage place than a proper base.
Warden
Size: 1100km
Gravity: 50%Earth mass
Atmosphere: Oxygen/Nitrogen at 300% earth thickness, average surface temperature is -55 degrees.
A very cold planet with a thick, frozen atmosphere, initial exploration showed the possibility of rich deposits of rare
metals, vital for advanced production.
Somnus
Size: 10500km
Gravity: 150%Earth mass
Atmosphere: Hydrogen/Ammonia, 300% earth thickness
A large gas giant, Somnus is otherwise unremarkable except for the very few moons it has in orbit relative to other
gas giants in known space.
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Gwydion
Faelon
Size: 1200km
Gravity: 50%Earth mass
Atmosphere: None
The inner most planet is a treasure trove of valuable minerals, but conditions make it difficult to work here with
temperatures reaching 300c on the hot side and -220 on the cold side.
Gawain
Size: 2300km diameter
Gravity: 100% Earth mass
Atmosphere: Oxygen/Nitrogen, average surface temperature is 13 degrees C
A mountainous habitable planet with a low-lying atmosphere and mountains that reach into space. The population
of this planet lives in the valleys, living a primitive existence but scans show there is a power source at one point on the
planet.
Ivor
Size: 1500km
Gravity: 70% Earth mass
Atmosphere: Oxygen/Nitrogen at 20% earth thickness, average surface temperature is -35 degrees.
A dustball of a planet with little of value on the surface. Far beneath however, scans show caverns where simple
life may exist.
Emyr
Size: 9200km
Gravity: 130% Earth mass
Atmosphere: Hydrogen/Ammonia, 200% earth thickness
A large gas giant, Emyr rotates at 90o off axis, with scientists guessing a trojan planet passing through the system
knocked it off axis millennia ago.
Alis
Size: 500km
Gravity: 10% Earth mass
Atmosphere: Methane, 100% earth thickness, -200 degrees average temperature.
A world of frozen methane that exists in almost complete darkness.
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Starship Templates
Provided here are an assortment of ship templates, pre-calculated and ready to serve as either purchasable ships on
the market, or NPC ships that can be of assistance or a threat to the party.
Civilian Ships
Class Name Description Cost
Runabout Small craft for carrying passengers and cargo in-system or on larger ships. 2,002,400
Express Small cargo ship with extended range and speed for faster delivery. 20,052,000
Magellan Science vessel and scout used by large corporations and academic institutions. 50,248,000
Divinity Small but luxurious class of space transportation for the wealthy. 80,745,000
Greyhound Mid-sized star ferry for short interstellar trips. 100,032,000
Magnum Huge & slow capital ship class that requires escort through dangerous space. 250,200,000
Warships
Fighters Description TL Cost
Gyrfalcon Light and agile fighter for scouting and light combat duties. 16 3,020,000
Eagle Heavy fighter able to take on tough enemies and win. 21 5,220,000
Raptor Fighter-bomber able to carry large ordnance and take on bigger enemies. 28 6,338,000
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