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Shipyard

1) Ship Hulls

Hull Type Size Class Structure Points Power Reserve Life Support Cost (GP)
Fighter (FT) 1 4 20 2 (1) 18.5K/20.5K
Light Freighter (LF) 2 8 50 10 (2) 33.5K/41.5K
Frigate (FR) 3 18 100 20 (4) 66.5K/96.5K
Cruiser (CR) 4 25 200 40 (4) 108K/273K
Super Freighter (SF) 5 30 150 50 (4) 51K/113K
Capital Ship (CS) 6 32 400 100 (10) 148K/420K

Size Class: An abstract score for the relative size differences of different hull types; this score is the
number of separate weapon systems and the number of separate ship systems a ship may contain

Structure Points: The number of hits, after Armor durability is depleted, before a ship is destroyed

Power Reserve: Amount of Power available for ship functions; when Power Reserves reaches zero, the
ship is dead in the water (so to speak)

Life Support: The maximum number of beings that can be support by the ship’s systems (minimum
crew required to operate the ship at peak efficiency); assumes a ship has standard bunk cabins sufficient
for maximum life support capacity

Cost: Cost for a basic hull/cost for an streamlined aerodynamic hull capable of flying through
atmosphere; this cost includes ship’s main computer, cockpit or standard bridge, civilian sensors,
standard drive, standard reactor and an unarmored hull; K = thousands of GP

Hull Upgrades

Note: If designing a new ship from scratch, use the first cost given; if retrofitting an existing ship, use
the cost given after the ‘/’.

Expanded Reactor: Increases Power Reserve by 20%.

Hull Type FT LF FR CR SF CS
Cost (GP) 5K/10K 7.5K/15K 15K/30K 25K/50K 10K/20K 40K/80K

FTL Upgrade: Upgrades the ship’s standard non-FTL drive with FTL capability.

Hull Type FT LF FR CR SF CS
Cost (GP) 25K/37.5K 10K/15K 18K/27K 26K/39K 30K/45K 38K/57K
2) Hull Armor

Armor Points

Armor/Hull Type FT LF FR CR SF CS
Unarmored 5 10 15 25 15 30
Titanium 8 16 28 40 24 50
Ceramite 12 25 44 60 40 80
Reactive 13 26 46 64 42 85
Carbide 18 35 54 64 50 96
Ultrasteel 25 50 80 130 - 165

Armor Cost (GP)*

Armor/Hull Type FT LF FR CR SF CS
Titanium 3K 5.5K 12K 21K 16.5K 28.5K
Ceramite 6K 11.5K 25K 37K 34K 59K
Reactive 7.5K 14K 29.5K 44.5K 42K 70K
Carbide 11K 23K 44K 77K 79K 104K
Ultrasteel 19.5K 47K 78K 136.5K - 185.5K
*Note: Retrofitting armor on an existing ship increases the cost 50%.

3) Weapon Systems

A ship may mount one weapon system per Size Class (i.e. a Fighter can mount one weapon system while
a Capital Ship can mount up to six weapon systems).

Weapon System Damage Range Power Use Cost (GP)*


Laser Cannon 1d6 1 5 6K
Laser Bank 2d6 1 10 14K
Recoilless Cannon 1d6 1 0 2K
Recoilless Cannon Battery 2d6 1 0 5K
Tractor Beam - 0 SC x 5 1-6 K
Standard Missile Launcher Varies - 0 5K
Capital Missile Launcher1 Varies - 0 10K
Plasma Cannon 1d6x5 2 10 28.5K
Plasma Bank1 2d6x5 2 20 60K
Phase Cannon 1d6 3 20 26K
Phase Bank1 2d6 3 40 55K
* Note: Retrofitting an existing ship increases the cost 50%.
1
Can only be mounted on a CR or CS hull
Missile Type Damage Max Launch Range Cost (GP)
Recoilless Cannon Shell - - 10 GP
HE Warhead 2D+1 2 200 GP
LR HE Warhead 2D+1 3 600 GP
XR HE Warhead2 2D+1 4 1,300 GP
Laser Warhead 2d6 2 400 GP
LR Laser Warhead 2d6 3 1,000 GP
XR Laser Warhead2 2d6 4 2,000 GP
Plasma Warhead2 1d6x5 2 650 GP
LR Plasma Warhead2 1d6x5 3 1,600 GP
XR Plasma Warhead2 1d6x5 4 3,500 GP
LR Graviton Warhead2 1d6x10 3 2,500 GP
XR Graviton Warhead2 1d6x10 4 5,000 GP
2
Requires Capital Missile Launcher

Recoilless Cannon: Holds 10 shots each. Ammo cost doubled for Recoilless Cannon Battery.

Missile Launcher: Holds 6 missiles each.

Tractor Beam: Costs 1K GP per Size Class of the ship; roll 1d6 + SC vs. 1d6 + SC to see if a ship can be
locked down by the tractor beam

Phase Weapons: Phase Cannons and Banks bypass armor and inflict damage directly to a ship’s
Structural Points. They also reduce shield efficiency by 20%.

HE Warhead: Roll two six-sided dice and use the higher result, then add one.

4) Electronic Systems

Battle Computer: A separate battle computer system that provides a +10% on all Weapon System
checks when firing weapons.

Hull Type FT LF FR CR SF CS
Cost (GP) 1.5K 4K 11K 28K 33K 40K

Ship’s Sensors: Basically the eyes and ears of the ship. Comprises various types of sensors (optical,
electromagnetic, gravimetric, chemical, etc.).

Civilian Sensors Military Sensor


Range 50,000 KM 200,000 KM
Cost (GP) - 5K new/6K retrofit
Bonus 0% +5%

Electronic Warfare System: Electronic warfare systems are used for electronic counter measures
against enemy scans and missile lock attempts. Subtract the system’s modifier from the skill of anyone
attempting to scan or lock up the ship. Activating the ship’s EWS incurs a one-time power cost for the
entire battle. EWS cannot be maintained indefinitely; they would quickly drain the ship’s power.

EWS Generation Modifier Power Cost Cost (GP)


1st Gen EWS -5% 5 3,000
2nd Gen EWS -10% 15 10,000
3rd Gen EWS -20% 30 29,000

5) Ship Systems

A ship may mount a number of systems equal to its size class.

Shield Generators

Generator/Hull Type FT LF FR CR SF CS
Alpha (20% eff.) 2.5K 4K 6K 10K 9.5K 20K
Beta (30% eff.) 4.5K 7K 14K 18K 17.5K 36K
Gamma (40% eff.) - 14.5K 29.5K 36K 40.5K 54.5K
Delta (50% eff.) - - 51K 68K 60K 87.5K
Omega (60% eff.) - - 92K 126K - 165K

Shield efficiency is the amount of damage the shield absorbs from each attack. Remaining damage goes
through to the ship’s durability and then structure points. Shields consume Power Reserve when
activated.

Extended Fuel Tank: Increases the ship’s Power Reserves by 10% each (i.e. two Extended Fuel Tanks
would increase Power Reserves by 20%). Cost is equal to SC x 500 GP.

Cargo Hold

FT LF FR CR SF CS
5t 25t 15t 20t 100t 50t

Each cargo hold costs SC x 250 GP. Holds have life support and artificial gravity.

Laboratory: Contains all the equipment and supplies for a long-term research expedition; provides a
bonus to Science skill for scientific analysis, based on the ship’s Size Class.

Hull/Size FT LF FR CR SF CS
Science Bonus +2% +4% +6% +8% +10% +12%
Cost (GP) 2K 5K 10K 14K 16K 18K

Each day a laboratory is used drains Power Reserve equal to the ship’s Size Class.
Hanger: Each hanger may carry up to two FT sized hulls. CR and SF hulls may have one hanger; CS hulls
may have up to four hangers. Price: 20,000 GP each

Luxury Cabins: Spacious cabins with luxurious amenities designed to provide maximum comfort during
prolonged space travel. Includes a passenger lounge and separate galley; may only be mounted on LF
and larger hulls. Cost is 9,000 GP

Low Berth: Low berth is a cheap alternative to renting a cabin or stateroom, wherein the passenger is
frozen in cryogenic stasis for the duration of the trip. While low berth is a very cheap means of
interstellar travel, it does have its drawbacks, namely there is the possibility of death. There is a 5%
chance that a low berth passenger cannot be revived. If a passenger fails to revive, a science skill test
may be made to resuscitate them. If that fails, the passenger dies.

Size Class Passengers Power/day Cost (GP)


1 5 1 2K
2 10 2 5K
3 15 3 8K
4 20 4 13K
5 25 5 20K
6 30 6 28K

Magazine: An armored storeroom for additional ship munitions, such as recoilless rifle shells and
missiles. An automated feeding system transports munitions from the magazine to the appropriate
weapon systems. A magazine can hold up to the following number of additional munitions:

Hull Type Missile Capacity Shell Capacity Cost (GP)


FT 6 10 1,500
LF 12 20 3,500
FR 18 30 4,500
CR 24 40 6,000
SF 30 50 8,000
CS 36 60 9,000

Heavy Thrusters: When activated, heavy thrusters increase the ship’s combat speed by 1 for one
combat round.

Hull Type Power Cost Cost (GP)


FT 1 3,000
LF 3 5,000
FR 5 13,000
CR 10 19,000
SF 20 21,000
CS 30 24,000
Fuel Scoops: Lowers a boom several kilometers long that skims unrefined hydrogen fuel from the upper
atmosphere of gas giants. Streamlined ships may actually enter the atmosphere of gas giants to skim, or
land and skim fuel from larger bodies of water. Each scoop mounted on a ship skims enough fuel to
restore SC x 5 Power Reserve per day. Cost is SC2 x 1,000 GP:

FT LF FR CR SF CS
1,000 4,000 9,000 16,000 25,000 36,000

Teleporter: An arcane and rare technological artifact of the old Empire. Teleporters are special devices
that reduce physical mass into energy, transport the energy a short distance and then reconstruct that
mass. The range is limited to a planet surface from an orbital ship, or from ship to ship if within a few
hundred kilometers. Teleporters will not transport through active shields. Also, certain types of
phenomena may interfere with a teleporter (such as extreme electromagnetic radiation or certain
geological formations).

Teleporting to a planet surface or to established coordinates may be done automatically without risk.
Teleporting into a building or starship when precise coordinates are unknown, or trying to teleport a
moving target, requires a successful science skill test. Add the ship’s sensor bonus to the character’s
skill for the test.

Each teleporter costs 10,000 GP times the size class of the ship. A teleporter may transport one person
(or equivalent mass) per size class of the ship (i.e. a SC 6 ship may transport up to 6 people at a time).
Teleporting uses 5 power per person transported. Teleporters require 1d6 minutes to recalibrate after
each use. A successful repair or science test reduces this to just 1 minute.

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