Professional Documents
Culture Documents
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 ‘/’.
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/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).
Recoilless Cannon: Holds 10 shots each. Ammo cost doubled for Recoilless Cannon Battery.
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.).
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.
5) Ship Systems
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.
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:
Heavy Thrusters: When activated, heavy thrusters increase the ship’s combat speed by 1 for one
combat round.
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.