WIP Spelljammer Stuff
Aug 29, 2020 7:14:09 GMT -6
Post by yog on Aug 29, 2020 7:14:09 GMT -6
I haven't finished a major rewrite of all spelljammer rules yet, so enjoy a minor one.
While not all content has received changes, I will be including everything for convenience and completeness. New and modified content is marked with green text.
Changelog:
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0. Table of Contents
1. Determine Build Points
2. Purchase a Hull
2.1. Escorts
2.2. Destroyers
2.3. Cruisers
2.4. Battleships
3.
3.1. Crew
3.2. Shields
3.3. Weapons
3.3.1. Energy Weapons
3.3.2. Torpedoes
3.3.3. Fighters
4. Consoles
4.1. Arcana Consoles
4.2. Command Consoles
4.3. Engineering Consoles
4.4. Tactical Consoles
4.5. Universal Consoles
4.6. Special Consoles
5. Finishing Touches
There are a large variety of hulls available to purchase. Really, there are no two ships in the sky that are entirely identical. The hulls presented here are merely a representative sample of the infinite possibilities, and the names and flavor of them are merely one variation possible. A Steamboat-class ship, for example, could represent anything from a bodged-together Ork ship to a graceful Eldarin scout to a Kobold trader's
personal transport. Each of which will look and act vastly different from the others based on the equipment installed and the temperament of the Captain.
Each ship hull has a number of stats which are all very important. Here are what they mean:
Hull Class
The hull class of the ship mostly determines its size. Escort ships are small and fast, Destroyers are a middle-sized ships, Cruisers are large ships, and Battleships are huge. The Hull Class of a ship affects the damage it does while Ramming.
Cost
The hull's cost in BP. This cost includes all the basic necessities of the hull (listed later), but while the ship is spaceworthy at this cost it's also defenseless.
Crew
The ship's maximum Crew Size. This is not literally how many people are on board the ship. On an Escort, each point of Crew is more like 10 people. For destroyers, around 20. Cruisers have about 30 per point, and Battleships about 50. The important thing about Crew is that it is how many dice a ship can roll
in each round of combat.
Hull Strength
Hull Strength is basically hit points for a ship. Lose all of them and you lose the ship.
Maneuverability
How maneuverable the ship is. This is a modifier to certain tests in combat.
Acceleration
How quickly the ship reacts with changes in speed. This is, again, a modifier to initiative and certain tests in combat.
Speed
The ship's speed in combat. Speed is measured in Void Units. A void unit is a very rough measurement, though it's around 6Mm in open space if you really need to calculate things out. In system, this might be greatly reduced due to gravity wells and the like.
Sensors
The ship's Sensors rating is used to passively and actively detect objects, serving as a modifier to initiative and to perception-type tests made by the ship's Crew.
Consoles
How many consoles the ship can hold. A console is a general term for ship equipment, and can be anything from a reinforced hull to a cargo hold to an advanced computer. A console can only be installed in the appropriate type of console slot, with the exception that universal slots can hold anything and universal consoles can be fitted to any slot.
Weapons
How many weapon hardpoints the ship has to the fore and rear. These can be fitted with banks of energy weapons, torpedo tubes, or fighter bays.
Steamboat-Class Multipurpose Ship
The Steamboat-Class ship is one of the most basic and widespread of all ship types, and they're common sights throughout the Wheel. Many of the greatest Captains first served on Steamboat-Class ships before moving onto something better. They can be outfitted with a variety of equipment and weapons, and some have surprisingly advanced equipment for such common frames.
Hull Class: Escort
Cost: 10 BP
Crew: 12
Hull Strength: 40
Maneuverability: +0
Acceleration: +0
Speed: 6
Sensors: +0
Consoles: 2 Universal
Weapons: 1 Forward, 1 Rear
Sultana-Class Light Frigate
The Sultana Class is one of the lightest ships that is commonly in use in militaries. It's an extraordinarily fast and nimble ship, and some captains actually prefer it over the more heavily armed and armored ships because they can feel it move under their feet. A Sultana with a good crew and well-outfitted with equipment is a deadly opponent to even some much larger ships.
Hull Class: Escort
Cost: 20 BP
Crew: 14
Hull Strength: 45
Maneuverability: +5
Acceleration: +10
Speed: 12
Sensors: +0
Consoles: 1 Tactical, 1 Universal
Weapons: 2 Forward, 1 Rear
Wanderer-Class Runeship
The Wanderer-Class ship is an advanced hull design that was designed specifically to be easier to maneuver and pilot in the warp. Even the corridor placement was made according to the precepts of geomancy so minor warp flows wouldn't build dangerous amounts of psychic energy in any of the ship's subsystems. The Wanderer-class has a reputation as a safe and reliable ship, and it's one well-deserved.
Hull Class: Escort
Cost: 20 BP
Crew: 14
Hull Strength: 40
Maneuverability: +0
Acceleration: +5
Speed: 8
Sensors: +5
Consoles: 2 Arcana, 1 Universal
Weapons: 1 Forward, 1 Rear
Endurance-Class Support Ship
Most Endurance-Class ships in service are extremely old, as befits their title. They are tough ships that were, at the time they were made, built almost entirely from off-the-shelf parts. Because these ships were so successful, those parts managed to stay on the shelves for a very, very long time. Those parts are still easy to find, and new Endurance-Class ships are being built every year.
Hull Class: Escort
Cost: 20 BP
Crew: 14
Hull Strength: 60
Maneuverability: +0
Acceleration: +5
Speed: 7
Sensors: +0
Consoles: 2 Engineering, 1 Universal
Weapons: 1 Forward, 1 Rear
One of the most important systems on a ship are the weapons. Weapons are a great way to keep people from trying to kill you to death, because you can discourage them with death beams. Weapons come broadly in two types - energy weapons and torpedoes. Energy weapons are the most common by far, especially since their ammunition supply isn't limited. Torpedoes are considerably more expensive to maintain, and typically only seen on military ships. Additionally, there are fighters, which are capable of carrying either energy weapons or torpedoes.
Dam - How much damage the weapon does.
Dis - The weapon's Disruption. The weapon's disruption reduces the regeneration of any shields hit by attacks from this weapon.
Acc - The weapon's Accuracy. Add this (or subtract this) from the attacks made with this weapon.
Crit - The Weapon's Critical rating. When dealing damage directly to the hull, add this to the critical roll made with the weapon.
Range - The weapon's range, in VU.
Cost - The amount of BP this weapon costs to buy and install on a ship.
Arc - The weapon's firing arc. Weapons can be placed to the front or rear. A ship has four quadrants its weapons can fire into: fore, starboard, rear, and port. Weapons with a Narrow arc can only fire to either the fore or rear quadrant, depending on where it is installed. Weapons with a Wide arc can also fire into the Port and Starboard arcs. A weapon with an Omni arc can fire into all four quadrants.
Type - Weapons are either Lance weapons or Array weapons. The difference between Lance and Array weapons is quite simple - Lance weapons must be fired by themselves, whereas Array weapons can be linked together. For the most part, the main savings of Array weapons is in manpower. Every shot from a starship requires its own allocation of crew - if a ship has three Lance weapons it wishes to fire, and the Captain wants four dice rolled on every shot, that requires twelve dice total from the pool generated by the Crew. As long as Array weapons are firing at the same target (which must be within the range of all involved weapons), their firing controls can be linked - effectively, they may all be fired with the same test. Resolve the damage from each hit separated, but if the attack hits, all the linked attacks hit, and if the attack misses, they all miss.
Heavy Cannon
A powerful heavy energy weapon, the Heavy Cannon is rather inaccurate thanks to its small traverse range. However, its sheer stopping power makes up for it.
Heavy Beam
An array of forward-firing beams that are designed to be fired in sequence, the Heavy beam offers more stopping power than a standard beam array at the cost of a much smaller firing arc that makes them unsuitable for use in broadsides.
Cannon
A standard cannon has less firepower than a heavy cannon, but a wider firing arc and somewhat better accuracy.
Beam Array
One of the most common weapons to be installed in starships, Beam Arrays are often used to make broadside attacks. They're one of the most accurate weapons available, though their low damage potential compared to other weapons is something of a liability.
Turret
Able to spin completely around its axis, turrets are wonderful weapons for defending from fighters.
Weapon Types
Las
By default, ship weapons are Las weapons. They don't have any particular strengths or weaknesses.
They use the basic stats of the weapons presented above.
Melta
Melta weapons release great bursts of microwaves. They have shorter range and don't disrupt shields well, but they're cheap and do above-average damage.
Melta weapons deal +1k0 damage, have -2 Disruption, have halved range, and their BP cost is reduced by 5.
Plasma
Plasma weapons are one of the premier weapons in use with starships. They blast apart hulls and shields alike. Their range isn't limited like melta weapons, though they're far more expensive and their slow projectiles are harder to hit with.
Plasma weapons deal +1k0 damage, have +2 Disruption, -5 to Accuracy, and cost an additional 5 BP.
Orgone
Orgone weapons fire bolts of pure magical energy. They're extremely accurate and disrupt shields well, though the actual damage they do to ship's hulls isn't very good.
Orgone weapons deal -1k0 damage, have +2 Disruption, +5 Accuracy, and -2 to their Critical Rating.
Driver
Driver weapons fire actual shots of cannonfire. Most mass drivers use magnetic accelerators. Obviously a 'beam array' of mass drivers doesn't literally fire a beam. Array driver weapons fire volleys of smaller shots rather than a few large ones. Mass drivers are poor at disrupting shields and have short range, but are accurate and dangerous to unshielded hulls.
Drivers have -2 Disruption, +5 Accuracy, +2 to their Crit Rating, and half normal range.
Positron
Positron weapons are like great arcing bursts of lightning in a variety of shades. They remain coherent even at very long range, and disrupt the very molecular bonds of hull plating, but the arcing nature of the beams makes them inaccurate and they're expensive to maintain and install.
Positron weapons have -5 Accuracy, +2 to their Critical rating, doubled range, and cost an additional 5 BP.
Antimeson
Antimeson weapons are somewhat cheap weapons that have excellent range at the expense of stopping power. They're commonly used in large arrays as a kind of sniping weapon against vulnerable targets.
Antimeson weapons deal -1k0 damage, -2 to their crit rating, doubled range and reduce their cost by 5 BP.
Torpedoes are handled somewhat differently than energy weapons. They have limited ammunition, but with a single torpedo tube a captain can fire a variety of ammunition types from his stores. Torpedoes are handled much like any other weapon, albeit with a limited ammunition store which must be purchased separately.
Torpedo Tube
Cost: 5 BP
A Torpedo tube allows you to fire torpedoes, and its internal bay can hold five torpedoes. The damage, range, and other weapon statistics are determined by the Torpedoes used.
Micro
Micro Torpedoes are somewhat smaller and much less expensive than other torpedo types. They're something of the cheap option as far as torpedoes go, and most captains maintain a store of them simply so his torpedo tubes will never run dry in the middle of combat. Micro torpedoes take up half the space of other torpedoes, allowing up to twice as many to be stored in torpedo tubes and arsenals. When used in a surface bombardment, the blast radius of Micro Torpedoes is only 1km, and they deal only 8k4 damage to people and objects in that radius.
Photon
The standard torpedo type in use on spelljammers, Photon torpedoes are dangerous weapons that can destroy a city in seconds. Most military ships are equipped with them, and they use the standard rules for bombarding surface targets.
Monopole
Monopole torpedoes are armed with a generator that is designed to overload and explode in a burst of magnetically charged particles. They interfere greatly with ship systems - any ship struck by a Monopole Torpedo, even if it doesn't penetrate shields, suffers -5 to its Maneuverability, Acceleration, and Sensors until emergency repairs (TN 25) are made. This does not stack with multiple torpedo hits. If used in a bombardment, they cause all tech devices within 5 kilometers to malfunction and all ranged weapons jam. Characters with cybernetic implants (and prometheans) must pass a TN 25 Constitution Test or take 1d10 wounds and one level of fatigue.
Quath
Quath torpedoes use special technology to pierce a ship's shields and crack planetary or asteroid bunkers. If they hit a shielded target, they penetrate the shields automatically, damaging the hull - though if they do pierce through shields, reduce their Crit rating to 0. If used in a bombardment, anything within 100 meters of the torpedo strike is utterly annihilated, and the focused energy blast punches a hole of incredible depth, but there is no further blast radius.
Cruise
Cruise torpedoes have exceptional range and flight control systems that let them be fired from extreme range. When using a Cruise Torpedo for bombardment, the firing ship does not need to reach stable orbit first, eliminating the need for the piloting check before firing on the ground target.
High-Act
High-Act torpedoes are extraordinarily maneuverable, able to fire in any direction and use an extraordinary guidance system to hit even extremely evasive targets. If they miss during an orbital bombardment, you may roll the random direction and distance twice and take either result.
Rift
Rift torpedoes open uncontrolled, dangerous rifts into the warp, using sorcery and a type of inverted Geller Field. They are hideously dangerous weapons, and if they deal damage to a ship the ship must roll on the Warp Travel Encounters chart, even outside of the Warp. If used in an orbital bombardment, Rift torpedoes double their area of effect, and thousands of screaming daemons come out of the warp rift they create, thirsty for the blood of anyone left in the wake of the attack. Some Rift Torpedoes are dedicated to one particular god, and always summons daemonic servants of that god.
Fighter Bay
Cost: See text
A weapon slot can be turned into a runway for fightercraft. The fighter squadron may be armed with any one energy weapon or a torpedo tube, and the BP cost of the fighter bay is the cost of the squadron's weapon + 5. Fighter weapons have halved range, but treat their arcs as Wide. Up to 5 Crew may be assigned to a single fighter squadron before it is launched, and a ship may only have active as many fighter squadrons as it has fighter bays. Fighters do not benefit from Divert Power actions, but they do benefit from Tactical Consoles.
A fighter squadron shares Initiative with its carrier, may be moved 15 VU in any direction each round, has a static defense of 10 + 3 * Crew Quality, and rolls its attacks with XkY where X is Crew and Y is either Crew Quality, or the Pilot skill of a Wing Commander Bridge Officer. Whenever a fighter squadron ends its move outside of a 50 VU radius of its carrier, it loses one Crew. Whenever a fighter squadron would take damage, it loses one Crew. While within shuttle or teleportarium range of the carrier, lost fighter crew are added to the carrier's total lost crew for the purpose of Triage actions.
Consoles are the additional ship systems that are installed on ships beyond simple guns and shields and the like. Many consoles improve a ship's tests in combat, but others give a ship entirely new abilities. A console can only be installed if the ship has an open slot of the correct type. A universal console slot can accept any console type, and a universal console can be fitted to any console slot.
Ancient Spelljamming Helm
Arcana Console
Cost: 10
This ancient and somewhat experimental Spelljamming Helm design uses technology that is largely considered unreliable and prone to catastrophic failure today, but which gives remarkable speed. The ship's travel time in the warp is cut in half, but all Warp Encounters rolls are at +2.
Bioneural Gel Packs
Arcana Console
Cost: 5
A form of computer technology that has yet to gain widespread acceptance, Bioneural Gel Packs can operate on fuzzy logic and operate at faster speeds than common circuit technology. The ship may make one reroll on any Arcana test once per combat.
Cloaking Device
Arcana Console
Cost: 15
A form of stealth technology that bends light and other electromagnetic waves around a ship, a Cloaking device is an expensive piece of technology that is illegal in many Crystal Spheres. The ship gains +20 on all Silent Running tests.
Enhanced Sensors
Arcana Console
Cost: 5
A series of improvements to a ship's sensors, usually in the form of large dishes or antennae. The Ship's Sensors are at +5.
Flesh Vats
Arcana Console
Cost: 15
Outside of combat, the ship’s flesh vats can fabricate gholas from stored tissue samples to replace its lost crew, allowing it to regenerate its full crew complement. Every time this is done, the ship takes a -3 penalty to all actions. This penalty stacks, and persists until new crew can be brought aboard to replace the gholas.
Additionally, Flesh Vats are able to fully reincarnate the mind and unaugmented biological body of a slain character from a recovered and intact Cortex Implant. This process takes one week. A Cortex Implant that takes damage may have its quality reduced one or several steps, or be destroyed entirely, preventing reincarnation.
Improved Shields
Arcana Console
Cost: 10
By adding auto-rotators to the shield frequency modulators, a ship's shields can be made much more resilient to damage. All damage rolls against this ship's shields are at -1k0.
Teleportarium
Arcana Console
Cost: 15
The ship gains a Teleportarium, allowing it to move people and objects by throwing them through the warp - a relatively safe procedure despite how it sounds.. It may make Boarding Actions at a range of 5 VU as long as the target's shields are down. This console may be used in any number of other ways - escaping from a nearby planet, teleporting goods directly to a cargo hold, and so forth, at the GM's discretion.
Warpsbane Hull
Arcana Console
Cost: 10
The entire hull of the ship is covered with silver, hand-inscribed hexagrammatic wards. These reinforce a ship's Geller Field. Most ships with a Warpsbane Hull have a large shrine area onboard ship, and are dedicated to one of the Gods. When navigating the warp, roll at -2 on the Warp Encounters chart.
Warp Scrambler
Arcana Console
Cost: 10
An advanced interdiction system that guards the veil between the Materium and the Immaterium. While active, all ships within 50 VU take -5 to rolls made to enter or leave the Warp. As an Arcana Action, the interdiction field may instead be focused onto one ship: the target takes -10 to rolls made to enter or leave the Warp if the ship’s Arcana Officer succeeds at an opposed Arcana test against the target.
Advanced Bridge Design
Command Console
Cost: 10
This bridge design uses advanced controls and self-adjusting holographic displays, granting the Captain and crew unparalleled control over their vessel. All Command Action tests are made at +1k1.
Destiny Knot
Command Console
Cost: 15
A mysterious and extremely rare device, the Destiny Knot is a tangle of wires and cords that wind themselves throughout the ship, using arcane and bizarre methods to improve nearly every system on the ship in subtle ways. The Captain and his Bridge Officers may use their own Hero Points to reroll tests made by the ship and its crew, even if they aren't the officer for the appropriate section - The captain may reroll missed hits or emergency repair actions, for example.
Diplomatic Quarters
Command Console
Cost: 5
Your ship is equipped with a plush set of diplomatic quarters for visiting guests, dignitaries, and ship's officers. In addition to making the ship an acceptable place to hold nearly any diplomatic or social gathering, it gives a +0k1 bonus to any social rolls made with peaceful visitors to the ship.
Library Computer
Command Console
Cost: 5
An upgrade to the ship's computers that gives them a massive database of facts and information on all subjects. As long as the character can spend 10 minutes consulting with the ship's main computer, they may roll Lore tests untrained, and gain +0k1 to all Lore tests.
MIU Compositing Bus
Command Console
Cost: 10
Brains mingle and wills merge over senselink serial ports. One crew, one ship, one mind. As long as a Bridge Officer has a Mind Impulse Unit, they may choose to join the mind, which gives them +0k1 to their Bridge Officer actions.
Disconnecting from the hivemind requires a Willpower test with a TN of 5, plus 5 for every hour spent integrated since you last rested. Failure results in Addiction (page 166, Book 2) to MIU Compositing. For the purpose of withdrawal and for breaking the addiction, MIU Compositing has an Addictivity of Extreme, and Detox does not work. This test should also be made for the ship's crew, rolling and keeping crew quality, after all Bridge Officers have disconnected from the MIU Compositing Bus.
Self Destruct
Command Console
Cost: 5
A series of scuttling charges designed to rupture the most volatile components of a ship. The Captain may set the ship for self-destruct. The captain may choose any delay before the ship explodes, from immediate (taking a Command Action) to hours (up to one full day). When the ship explodes, it deals 4k4 damage to all ships within 5 VU.
Tenebro-Maze
Command Console
Cost: 10
The ship's systems are shielded and hidden from attackers with a variety of sensor shadows, thickened bulkheads, power couplings designed to give false readings, and reflective surfaces. On any crit result where the attacker may choose a console to disable on your ship, you may choose the affected console instead.
Ablative Armor
Engineering Console
Cost: 5
Designed to disintegrate at a controlled rate under direct fire, Ablative Hull Armor is a last line of defense after shields have gone down, and often save a ship from a finishing blow. Ignore the first hit to your ship's hull in each combat - it does no damage, there's no need to roll on the critical chart, and so forth.
Damage Control Station
Engineering Console
Cost: 10
Displays that accurately represent damage to ship's systems and equipped with learning computers that are able to suggest workarounds to systems and automatically bypass damaged systems. You get +2k0 to all Emergency Repairs tests.
EPS Conduits
Engineering Console
Cost: 10
While most ships use more stable and traditional methods for distributing power, Electro Plasma Systems provide much more power to ship's systems. All successful Divert Power tests get two additional raises.
Field Fabricator
Engineering Console
Cost: 15
Phased disassembly arrays and matter compilers capable of producing replacement parts and ammunition. In the process of production, the console requires material feedstock, typically asteroid ores or supplies held within the ship's cargo bays. Materials of insufficient quality can increase production TNs by 10 or more. By expending the supplies for an Extended Repair, a Field Fabricator will have the material to create up to 5 BP of torpedoes.
As an Engineering Action, a Field Fabricator can be used to produce torpedoes or supplies. To produce torpedoes, select a torpedo, then make a Tech-Use test against a TN of 10 * the torpedo's cost in BP. On a success, the torpedo will be produced in 30 minutes. For every two raises, the time required is reduced by 10 minutes, to a minimum of 10 minutes. To produce supplies, make a Tech-Use test against TN 25. On a success, the ship gains an additional Extended Repair after 10 minutes, but this may not allow the ship to go over the maximum amount of Extended Repairs that it can have stored at once.
Hardened Armor
Engineering Console
Cost: 5
A very simple upgrade found on a great number of ships, this is simply better armor, and can be applied at even the crudest of shipyards. Your ship gains an additional 20 points of Hull Integrity, and all hull damage not taken from critical rolls is reduced by 5. This upgrade may be taken multiple times.
Hardlight Afterburner
Engineering Console
Cost: 10
Violently propulsive emissions harnessed by a hard light nozzle. The nozzle won't melt, but the rest of the ship might. When Diverting Power to Engines, the extra move is a full move instead of a half move if you roll 1d10 on the crit table.
Large Engine Core
Engineering Console
Cost: 15
A larger core that uses some components made from the magical materials, a Large Engine Core is an expensive component that delivers on value, greatly improving a ship's speed. Your ship's Speed is increased by 2. The ship's Acceleration is improved by +5.
Reinforced Bulkheads
Engineering Console
Cost: 10
Honeycombed bulkheads running through a ship make it a bit easier to trip on struts in the corridors, but the greatly improve a ship's lifespan in battle. Crits on your ship are rolled at -3.
Thrust Vectoring
Engineering Console
Cost: 10
Normally, a ship's main thrusters cannot be moved from their fixed positions, and it uses secondary thrusters to maneuver. With an advanced thrust vectoring system, the main thrusters on the ship can be adjusted to more quickly change the ship's heading. Your ship's Maneuverability is increased by 5, and it can move in reverse at up to half speed.
Arsenal
Tactical Console
Cost: 5
The loading bays that come with a ship's Torpedo Tubes can only hold a very limited supply of ammunition. With an Arsenal, more can be stored in safety. You have space for an additional 10 Torpedoes. They can be fired from any Torpedo Tube.
Assault Shuttles
Tactical Console
Cost: 5
A ship's shuttles are not normally equipped for boarding actions or planetary bombing runs. With this upgrade, your shuttles have the equipment and connections to the ship's tactical sections needed to use them in combat. You may make boarding actions from a 3 VU distance rather than a 1 VU distance. Assault shuttles can also be loaded with torpedoes to deploy against planetary targets; the ship does not need to make the test to enter low orbit before it can bomb a planet with its torpedoes.
Minelayer
Tactical Console
Cost: 10
This ship is capable of deploying its torpedoes as mines. As part of a Shot Guns action, a torpedo tube can deploy a mine instead of launching a torpedo. Save the attack roll until the mine is triggered, keeping track only of how many crew were assigned. Compared to the torpedoes from which they are converted, mines have halved range, Wide arc, are stealthed, can be deployed while Silent Running, and automatically attack the first enemy spelljammer that enters their range, but cannot be triggered until the deploying spelljammer's next turn. Fighters and shuttles are ignored by mines. Mines can be detected with an Active Augury; this reveals all mines within a number of VU equal to the result. Mines have a static defense of 20, and are destroyed if they are hit.
Murder Servitors
Tactical Console
Cost: 5
The ship possesses a stock of powerful, skull-faced killing machines. They're exceptionally useful for defending a ship against boarding actions. When rolling against boarding actions, you get an additional 2k1 to your rolls.
Ramming Prow
Tactical Console
Cost: 10
The trademark of cruisers and battleships in many armies, heavy sheets of armor tens of meters thick protect the ship while it crashes into an enemy. Your ship deals an additional 1k1 points of damage with Ram attacks and does not suffer a roll on the Critical Chart. Enemy ships roll at +2 on the crit chart.
Targeting Computer
Tactical Console
Cost: 15
One of the most expensive upgrades that can be applied to a ship's computer, a Targeting Computer interfaces with all the weapons on a ship and assists the gunners with slight adjustments to their aim and better overall fire control. All Shot Guns tests are made at +5.
Weapon Capacitor
Tactical Console
Cost: 10
A series of high powered batteries drain power from the main reactor to supercharge weapons arrays in combat. Your Energy Weapons deal an additional 1k0 damage.
Advanced Sickbay
Universal Console
Cost: 15
While every ship has a basic infirmary, the Advanced Sickbay provides the facilities for diagnostics and treatment needed to help more people. The ship may recover any number of crew lost since last turn when using the Triage action, rather than just half.
Cargo Bays
Universal Console
Cost: 5
The ship has a large cargo vault for stowing goods. This makes it appropriate for any sort of trade or cargo shipping. More bays give the ship additional room for storage. Alternatively, the cargo bays may be used to store supplies: if used in this way, then the ship may go twice as long between stops to resupply, and may make an additional Extended Repairs test between stops at port.
Expanded Shuttle Bay
Universal Console
Cost: 5
Most ships come equipped with room to hold two shuttles for use in ferrying people and goods. The ship has room for an additional 2 shuttles.
Hidden Cargo Bays
Universal Console
Cost: 10
The ship has a series of smaller cargo bays. While they cannot hold nearly the volume of normal cargo bays, the contents cannot be scanned from outside the ship and evade most casual inspections.
Partial Wing
Universal Console
Cost: 10
Sometimes a literal giant wing assembly, sometimes a set of antigrav generators. The ship may maneuver in an atmosphere and even land in a gravity well on extending landing struts.
Rating Quarters
Universal Console
Cost: 10
There is always room somewhere to shove more people in. If you're willing to convert the quarters of the less-important crewmen to bunk beds and shared spaces, you can do it without much trouble at all. The ship gains +2 Crew.
Programmable Nanolattice
Special Console
Cost: See text
Programmable Nanolattices are a fairly recent development, based on technology derived from Syrneth relics. Select any two consoles. A Nanolattice console may only function as one of these two selected consoles at a time, but can swap to the alternative as part of a successful "Modulate Nanolattice" Engineering Action. The cost of a Nanolattice console is equal to the sum of the costs of the two selected consoles plus 10, and it can only be fitted into a console slot that at least one of its two alternatives could be fitted into.
Modulate Nanolattice
Engineering Action
Select any number of Nanolattices on the ship. Make a Tech-Use test against TN 15, plus 5 for every Nanolattice beyond the first. If successful, all selected Nanolattices swap to their alternative console.
While not all content has received changes, I will be including everything for convenience and completeness. New and modified content is marked with green text.
Changelog:
WEAPONS
- Arc: Normal is now Wide. Wide is now Omni.
- Reworked Torpedoes
- Added Fighter Bays
CONSOLES
- Fixed some typos
- Modified Improved Shields
- Increased the Diplomatic Quarters bonus to 0k1, from 1k0
- Defined the time required to consult a Library Computer, and reduced the bonus to 0k1, from 1k1
- Reduced the cost of Ablative Armor
- Made Hardened Armor not completely terrible
- Thrust Vectoring now allows reverse at half speed
- Assault shuttles can now be used for planetary bombardment
-Reduced the cost of Grappler Arms Removed Grappler Arms until I can figure out what to do about the problems they present
- Merged Cargo Bays and Extensive Supply Vaults
- Added Warp Scrambler arcana console
- Added Flesh Vats arcana console
- Added MIU Compositing Bus command console
- Added Field Fabricator engineering console
- Added Hardlight Afterburner engineering console
- Added Minelayer tactical console
- Added Programmable Nanolattice special console, and the corresponding Modulate Nanolattice action
- 50/50 chance there's at least one other thing that I forgot to write down
- Arc: Normal is now Wide. Wide is now Omni.
- Reworked Torpedoes
- Added Fighter Bays
CONSOLES
- Fixed some typos
- Modified Improved Shields
- Increased the Diplomatic Quarters bonus to 0k1, from 1k0
- Defined the time required to consult a Library Computer, and reduced the bonus to 0k1, from 1k1
- Reduced the cost of Ablative Armor
- Made Hardened Armor not completely terrible
- Thrust Vectoring now allows reverse at half speed
- Assault shuttles can now be used for planetary bombardment
-
- Merged Cargo Bays and Extensive Supply Vaults
- Added Warp Scrambler arcana console
- Added Flesh Vats arcana console
- Added MIU Compositing Bus command console
- Added Field Fabricator engineering console
- Added Hardlight Afterburner engineering console
- Added Minelayer tactical console
- Added Programmable Nanolattice special console, and the corresponding Modulate Nanolattice action
- 50/50 chance there's at least one other thing that I forgot to write down
0. TABLE OF CONTENTS
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0. Table of Contents
1. Determine Build Points
2. Purchase a Hull
2.1. Escorts
2.2. Destroyers
2.3. Cruisers
2.4. Battleships
3.
3.1. Crew
3.2. Shields
3.3. Weapons
3.3.1. Energy Weapons
3.3.2. Torpedoes
3.3.3. Fighters
4. Consoles
4.1. Arcana Consoles
4.2. Command Consoles
4.3. Engineering Consoles
4.4. Tactical Consoles
4.5. Universal Consoles
4.6. Special Consoles
5. Finishing Touches
2. PURCHASE A HULL
There are a large variety of hulls available to purchase. Really, there are no two ships in the sky that are entirely identical. The hulls presented here are merely a representative sample of the infinite possibilities, and the names and flavor of them are merely one variation possible. A Steamboat-class ship, for example, could represent anything from a bodged-together Ork ship to a graceful Eldarin scout to a Kobold trader's
personal transport. Each of which will look and act vastly different from the others based on the equipment installed and the temperament of the Captain.
Each ship hull has a number of stats which are all very important. Here are what they mean:
Hull Class
The hull class of the ship mostly determines its size. Escort ships are small and fast, Destroyers are a middle-sized ships, Cruisers are large ships, and Battleships are huge. The Hull Class of a ship affects the damage it does while Ramming.
Cost
The hull's cost in BP. This cost includes all the basic necessities of the hull (listed later), but while the ship is spaceworthy at this cost it's also defenseless.
Crew
The ship's maximum Crew Size. This is not literally how many people are on board the ship. On an Escort, each point of Crew is more like 10 people. For destroyers, around 20. Cruisers have about 30 per point, and Battleships about 50. The important thing about Crew is that it is how many dice a ship can roll
in each round of combat.
Hull Strength
Hull Strength is basically hit points for a ship. Lose all of them and you lose the ship.
Maneuverability
How maneuverable the ship is. This is a modifier to certain tests in combat.
Acceleration
How quickly the ship reacts with changes in speed. This is, again, a modifier to initiative and certain tests in combat.
Speed
The ship's speed in combat. Speed is measured in Void Units. A void unit is a very rough measurement, though it's around 6Mm in open space if you really need to calculate things out. In system, this might be greatly reduced due to gravity wells and the like.
Sensors
The ship's Sensors rating is used to passively and actively detect objects, serving as a modifier to initiative and to perception-type tests made by the ship's Crew.
Consoles
How many consoles the ship can hold. A console is a general term for ship equipment, and can be anything from a reinforced hull to a cargo hold to an advanced computer. A console can only be installed in the appropriate type of console slot, with the exception that universal slots can hold anything and universal consoles can be fitted to any slot.
Weapons
How many weapon hardpoints the ship has to the fore and rear. These can be fitted with banks of energy weapons, torpedo tubes, or fighter bays.
2.1. ESCORTS
Steamboat-Class Multipurpose Ship
The Steamboat-Class ship is one of the most basic and widespread of all ship types, and they're common sights throughout the Wheel. Many of the greatest Captains first served on Steamboat-Class ships before moving onto something better. They can be outfitted with a variety of equipment and weapons, and some have surprisingly advanced equipment for such common frames.
Hull Class: Escort
Cost: 10 BP
Crew: 12
Hull Strength: 40
Maneuverability: +0
Acceleration: +0
Speed: 6
Sensors: +0
Consoles: 2 Universal
Weapons: 1 Forward, 1 Rear
Sultana-Class Light Frigate
The Sultana Class is one of the lightest ships that is commonly in use in militaries. It's an extraordinarily fast and nimble ship, and some captains actually prefer it over the more heavily armed and armored ships because they can feel it move under their feet. A Sultana with a good crew and well-outfitted with equipment is a deadly opponent to even some much larger ships.
Hull Class: Escort
Cost: 20 BP
Crew: 14
Hull Strength: 45
Maneuverability: +5
Acceleration: +10
Speed: 12
Sensors: +0
Consoles: 1 Tactical, 1 Universal
Weapons: 2 Forward, 1 Rear
Wanderer-Class Runeship
The Wanderer-Class ship is an advanced hull design that was designed specifically to be easier to maneuver and pilot in the warp. Even the corridor placement was made according to the precepts of geomancy so minor warp flows wouldn't build dangerous amounts of psychic energy in any of the ship's subsystems. The Wanderer-class has a reputation as a safe and reliable ship, and it's one well-deserved.
Hull Class: Escort
Cost: 20 BP
Crew: 14
Hull Strength: 40
Maneuverability: +0
Acceleration: +5
Speed: 8
Sensors: +5
Consoles: 2 Arcana, 1 Universal
Weapons: 1 Forward, 1 Rear
Endurance-Class Support Ship
Most Endurance-Class ships in service are extremely old, as befits their title. They are tough ships that were, at the time they were made, built almost entirely from off-the-shelf parts. Because these ships were so successful, those parts managed to stay on the shelves for a very, very long time. Those parts are still easy to find, and new Endurance-Class ships are being built every year.
Hull Class: Escort
Cost: 20 BP
Crew: 14
Hull Strength: 60
Maneuverability: +0
Acceleration: +5
Speed: 7
Sensors: +0
Consoles: 2 Engineering, 1 Universal
Weapons: 1 Forward, 1 Rear
2.2. DESTROYERS
2.3. CRUISERS
2.4. BATTLESHIPS
3.
3.1. CREW
3.2. SHIELDS
3.3. WEAPONS
One of the most important systems on a ship are the weapons. Weapons are a great way to keep people from trying to kill you to death, because you can discourage them with death beams. Weapons come broadly in two types - energy weapons and torpedoes. Energy weapons are the most common by far, especially since their ammunition supply isn't limited. Torpedoes are considerably more expensive to maintain, and typically only seen on military ships. Additionally, there are fighters, which are capable of carrying either energy weapons or torpedoes.
Dam - How much damage the weapon does.
Dis - The weapon's Disruption. The weapon's disruption reduces the regeneration of any shields hit by attacks from this weapon.
Acc - The weapon's Accuracy. Add this (or subtract this) from the attacks made with this weapon.
Crit - The Weapon's Critical rating. When dealing damage directly to the hull, add this to the critical roll made with the weapon.
Range - The weapon's range, in VU.
Cost - The amount of BP this weapon costs to buy and install on a ship.
Arc - The weapon's firing arc. Weapons can be placed to the front or rear. A ship has four quadrants its weapons can fire into: fore, starboard, rear, and port. Weapons with a Narrow arc can only fire to either the fore or rear quadrant, depending on where it is installed. Weapons with a Wide arc can also fire into the Port and Starboard arcs. A weapon with an Omni arc can fire into all four quadrants.
Type - Weapons are either Lance weapons or Array weapons. The difference between Lance and Array weapons is quite simple - Lance weapons must be fired by themselves, whereas Array weapons can be linked together. For the most part, the main savings of Array weapons is in manpower. Every shot from a starship requires its own allocation of crew - if a ship has three Lance weapons it wishes to fire, and the Captain wants four dice rolled on every shot, that requires twelve dice total from the pool generated by the Crew. As long as Array weapons are firing at the same target (which must be within the range of all involved weapons), their firing controls can be linked - effectively, they may all be fired with the same test. Resolve the damage from each hit separated, but if the attack hits, all the linked attacks hit, and if the attack misses, they all miss.
3.3.1. ENERGY WEAPONS
Heavy Cannon
A powerful heavy energy weapon, the Heavy Cannon is rather inaccurate thanks to its small traverse range. However, its sheer stopping power makes up for it.
Heavy Beam
An array of forward-firing beams that are designed to be fired in sequence, the Heavy beam offers more stopping power than a standard beam array at the cost of a much smaller firing arc that makes them unsuitable for use in broadsides.
Cannon
A standard cannon has less firepower than a heavy cannon, but a wider firing arc and somewhat better accuracy.
Beam Array
One of the most common weapons to be installed in starships, Beam Arrays are often used to make broadside attacks. They're one of the most accurate weapons available, though their low damage potential compared to other weapons is something of a liability.
Turret
Able to spin completely around its axis, turrets are wonderful weapons for defending from fighters.
Weapon Types
Las
By default, ship weapons are Las weapons. They don't have any particular strengths or weaknesses.
They use the basic stats of the weapons presented above.
Melta
Melta weapons release great bursts of microwaves. They have shorter range and don't disrupt shields well, but they're cheap and do above-average damage.
Melta weapons deal +1k0 damage, have -2 Disruption, have halved range, and their BP cost is reduced by 5.
Plasma
Plasma weapons are one of the premier weapons in use with starships. They blast apart hulls and shields alike. Their range isn't limited like melta weapons, though they're far more expensive and their slow projectiles are harder to hit with.
Plasma weapons deal +1k0 damage, have +2 Disruption, -5 to Accuracy, and cost an additional 5 BP.
Orgone
Orgone weapons fire bolts of pure magical energy. They're extremely accurate and disrupt shields well, though the actual damage they do to ship's hulls isn't very good.
Orgone weapons deal -1k0 damage, have +2 Disruption, +5 Accuracy, and -2 to their Critical Rating.
Driver
Driver weapons fire actual shots of cannonfire. Most mass drivers use magnetic accelerators. Obviously a 'beam array' of mass drivers doesn't literally fire a beam. Array driver weapons fire volleys of smaller shots rather than a few large ones. Mass drivers are poor at disrupting shields and have short range, but are accurate and dangerous to unshielded hulls.
Drivers have -2 Disruption, +5 Accuracy, +2 to their Crit Rating, and half normal range.
Positron
Positron weapons are like great arcing bursts of lightning in a variety of shades. They remain coherent even at very long range, and disrupt the very molecular bonds of hull plating, but the arcing nature of the beams makes them inaccurate and they're expensive to maintain and install.
Positron weapons have -5 Accuracy, +2 to their Critical rating, doubled range, and cost an additional 5 BP.
Antimeson
Antimeson weapons are somewhat cheap weapons that have excellent range at the expense of stopping power. They're commonly used in large arrays as a kind of sniping weapon against vulnerable targets.
Antimeson weapons deal -1k0 damage, -2 to their crit rating, doubled range and reduce their cost by 5 BP.
3.3.2. TORPEDOES
Torpedoes are handled somewhat differently than energy weapons. They have limited ammunition, but with a single torpedo tube a captain can fire a variety of ammunition types from his stores. Torpedoes are handled much like any other weapon, albeit with a limited ammunition store which must be purchased separately.
Torpedo Tube
Cost: 5 BP
A Torpedo tube allows you to fire torpedoes, and its internal bay can hold five torpedoes. The damage, range, and other weapon statistics are determined by the Torpedoes used.
TORPEDOES | |||||||||
NAME | DAM | DIS | CRIT | ACC | RANGE | ARC | COST | ||
Micro | 4k4 | 2 | 2 | +10 | 15 | Wide | 1 | ||
Photon | 6k6 | 3 | 3 | +5 | 25 | Narrow | 2 | ||
Monopole | 4k4 | 10 | 0 | +5 | 25 | Narrow | 2 | ||
Quath | 4k4 | 0 | 8 | +5 | 25 | Narrow | 2 | ||
Cruise | 6k6 | 3 | 3 | +0 | 50 | Narrow | 3 | ||
High-Act | 6k6 | 3 | 3 | +10 | 35 | Omni | 3 | ||
Rift | 8k8 | 4 | 4 | -5 | 35 | Narrow | 5 |
Micro
Micro Torpedoes are somewhat smaller and much less expensive than other torpedo types. They're something of the cheap option as far as torpedoes go, and most captains maintain a store of them simply so his torpedo tubes will never run dry in the middle of combat. Micro torpedoes take up half the space of other torpedoes, allowing up to twice as many to be stored in torpedo tubes and arsenals. When used in a surface bombardment, the blast radius of Micro Torpedoes is only 1km, and they deal only 8k4 damage to people and objects in that radius.
Photon
The standard torpedo type in use on spelljammers, Photon torpedoes are dangerous weapons that can destroy a city in seconds. Most military ships are equipped with them, and they use the standard rules for bombarding surface targets.
Monopole
Monopole torpedoes are armed with a generator that is designed to overload and explode in a burst of magnetically charged particles. They interfere greatly with ship systems - any ship struck by a Monopole Torpedo, even if it doesn't penetrate shields, suffers -5 to its Maneuverability, Acceleration, and Sensors until emergency repairs (TN 25) are made. This does not stack with multiple torpedo hits. If used in a bombardment, they cause all tech devices within 5 kilometers to malfunction and all ranged weapons jam. Characters with cybernetic implants (and prometheans) must pass a TN 25 Constitution Test or take 1d10 wounds and one level of fatigue.
Quath
Quath torpedoes use special technology to pierce a ship's shields and crack planetary or asteroid bunkers. If they hit a shielded target, they penetrate the shields automatically, damaging the hull - though if they do pierce through shields, reduce their Crit rating to 0. If used in a bombardment, anything within 100 meters of the torpedo strike is utterly annihilated, and the focused energy blast punches a hole of incredible depth, but there is no further blast radius.
Cruise
Cruise torpedoes have exceptional range and flight control systems that let them be fired from extreme range. When using a Cruise Torpedo for bombardment, the firing ship does not need to reach stable orbit first, eliminating the need for the piloting check before firing on the ground target.
High-Act
High-Act torpedoes are extraordinarily maneuverable, able to fire in any direction and use an extraordinary guidance system to hit even extremely evasive targets. If they miss during an orbital bombardment, you may roll the random direction and distance twice and take either result.
Rift
Rift torpedoes open uncontrolled, dangerous rifts into the warp, using sorcery and a type of inverted Geller Field. They are hideously dangerous weapons, and if they deal damage to a ship the ship must roll on the Warp Travel Encounters chart, even outside of the Warp. If used in an orbital bombardment, Rift torpedoes double their area of effect, and thousands of screaming daemons come out of the warp rift they create, thirsty for the blood of anyone left in the wake of the attack. Some Rift Torpedoes are dedicated to one particular god, and always summons daemonic servants of that god.
3.3.3 FIGHTERS
Fighter Bay
Cost: See text
A weapon slot can be turned into a runway for fightercraft. The fighter squadron may be armed with any one energy weapon or a torpedo tube, and the BP cost of the fighter bay is the cost of the squadron's weapon + 5. Fighter weapons have halved range, but treat their arcs as Wide. Up to 5 Crew may be assigned to a single fighter squadron before it is launched, and a ship may only have active as many fighter squadrons as it has fighter bays. Fighters do not benefit from Divert Power actions, but they do benefit from Tactical Consoles.
A fighter squadron shares Initiative with its carrier, may be moved 15 VU in any direction each round, has a static defense of 10 + 3 * Crew Quality, and rolls its attacks with XkY where X is Crew and Y is either Crew Quality, or the Pilot skill of a Wing Commander Bridge Officer. Whenever a fighter squadron ends its move outside of a 50 VU radius of its carrier, it loses one Crew. Whenever a fighter squadron would take damage, it loses one Crew. While within shuttle or teleportarium range of the carrier, lost fighter crew are added to the carrier's total lost crew for the purpose of Triage actions.
4. CONSOLES
Consoles are the additional ship systems that are installed on ships beyond simple guns and shields and the like. Many consoles improve a ship's tests in combat, but others give a ship entirely new abilities. A console can only be installed if the ship has an open slot of the correct type. A universal console slot can accept any console type, and a universal console can be fitted to any console slot.
4.1. ARCANA CONSOLES
Ancient Spelljamming Helm
Arcana Console
Cost: 10
This ancient and somewhat experimental Spelljamming Helm design uses technology that is largely considered unreliable and prone to catastrophic failure today, but which gives remarkable speed. The ship's travel time in the warp is cut in half, but all Warp Encounters rolls are at +2.
Bioneural Gel Packs
Arcana Console
Cost: 5
A form of computer technology that has yet to gain widespread acceptance, Bioneural Gel Packs can operate on fuzzy logic and operate at faster speeds than common circuit technology. The ship may make one reroll on any Arcana test once per combat.
Cloaking Device
Arcana Console
Cost: 15
A form of stealth technology that bends light and other electromagnetic waves around a ship, a Cloaking device is an expensive piece of technology that is illegal in many Crystal Spheres. The ship gains +20 on all Silent Running tests.
Enhanced Sensors
Arcana Console
Cost: 5
A series of improvements to a ship's sensors, usually in the form of large dishes or antennae. The Ship's Sensors are at +5.
Flesh Vats
Arcana Console
Cost: 15
Outside of combat, the ship’s flesh vats can fabricate gholas from stored tissue samples to replace its lost crew, allowing it to regenerate its full crew complement. Every time this is done, the ship takes a -3 penalty to all actions. This penalty stacks, and persists until new crew can be brought aboard to replace the gholas.
Additionally, Flesh Vats are able to fully reincarnate the mind and unaugmented biological body of a slain character from a recovered and intact Cortex Implant. This process takes one week. A Cortex Implant that takes damage may have its quality reduced one or several steps, or be destroyed entirely, preventing reincarnation.
Improved Shields
Arcana Console
Cost: 10
By adding auto-rotators to the shield frequency modulators, a ship's shields can be made much more resilient to damage. All damage rolls against this ship's shields are at -1k0.
Teleportarium
Arcana Console
Cost: 15
The ship gains a Teleportarium, allowing it to move people and objects by throwing them through the warp - a relatively safe procedure despite how it sounds.. It may make Boarding Actions at a range of 5 VU as long as the target's shields are down. This console may be used in any number of other ways - escaping from a nearby planet, teleporting goods directly to a cargo hold, and so forth, at the GM's discretion.
Warpsbane Hull
Arcana Console
Cost: 10
The entire hull of the ship is covered with silver, hand-inscribed hexagrammatic wards. These reinforce a ship's Geller Field. Most ships with a Warpsbane Hull have a large shrine area onboard ship, and are dedicated to one of the Gods. When navigating the warp, roll at -2 on the Warp Encounters chart.
Warp Scrambler
Arcana Console
Cost: 10
An advanced interdiction system that guards the veil between the Materium and the Immaterium. While active, all ships within 50 VU take -5 to rolls made to enter or leave the Warp. As an Arcana Action, the interdiction field may instead be focused onto one ship: the target takes -10 to rolls made to enter or leave the Warp if the ship’s Arcana Officer succeeds at an opposed Arcana test against the target.
4.2. COMMAND CONSOLES
Advanced Bridge Design
Command Console
Cost: 10
This bridge design uses advanced controls and self-adjusting holographic displays, granting the Captain and crew unparalleled control over their vessel. All Command Action tests are made at +1k1.
Destiny Knot
Command Console
Cost: 15
A mysterious and extremely rare device, the Destiny Knot is a tangle of wires and cords that wind themselves throughout the ship, using arcane and bizarre methods to improve nearly every system on the ship in subtle ways. The Captain and his Bridge Officers may use their own Hero Points to reroll tests made by the ship and its crew, even if they aren't the officer for the appropriate section - The captain may reroll missed hits or emergency repair actions, for example.
Diplomatic Quarters
Command Console
Cost: 5
Your ship is equipped with a plush set of diplomatic quarters for visiting guests, dignitaries, and ship's officers. In addition to making the ship an acceptable place to hold nearly any diplomatic or social gathering, it gives a +0k1 bonus to any social rolls made with peaceful visitors to the ship.
Library Computer
Command Console
Cost: 5
An upgrade to the ship's computers that gives them a massive database of facts and information on all subjects. As long as the character can spend 10 minutes consulting with the ship's main computer, they may roll Lore tests untrained, and gain +0k1 to all Lore tests.
MIU Compositing Bus
Command Console
Cost: 10
Brains mingle and wills merge over senselink serial ports. One crew, one ship, one mind. As long as a Bridge Officer has a Mind Impulse Unit, they may choose to join the mind, which gives them +0k1 to their Bridge Officer actions.
Disconnecting from the hivemind requires a Willpower test with a TN of 5, plus 5 for every hour spent integrated since you last rested. Failure results in Addiction (page 166, Book 2) to MIU Compositing. For the purpose of withdrawal and for breaking the addiction, MIU Compositing has an Addictivity of Extreme, and Detox does not work. This test should also be made for the ship's crew, rolling and keeping crew quality, after all Bridge Officers have disconnected from the MIU Compositing Bus.
Self Destruct
Command Console
Cost: 5
A series of scuttling charges designed to rupture the most volatile components of a ship. The Captain may set the ship for self-destruct. The captain may choose any delay before the ship explodes, from immediate (taking a Command Action) to hours (up to one full day). When the ship explodes, it deals 4k4 damage to all ships within 5 VU.
Tenebro-Maze
Command Console
Cost: 10
The ship's systems are shielded and hidden from attackers with a variety of sensor shadows, thickened bulkheads, power couplings designed to give false readings, and reflective surfaces. On any crit result where the attacker may choose a console to disable on your ship, you may choose the affected console instead.
4.3. ENGINEERING CONSOLES
Ablative Armor
Engineering Console
Cost: 5
Designed to disintegrate at a controlled rate under direct fire, Ablative Hull Armor is a last line of defense after shields have gone down, and often save a ship from a finishing blow. Ignore the first hit to your ship's hull in each combat - it does no damage, there's no need to roll on the critical chart, and so forth.
Damage Control Station
Engineering Console
Cost: 10
Displays that accurately represent damage to ship's systems and equipped with learning computers that are able to suggest workarounds to systems and automatically bypass damaged systems. You get +2k0 to all Emergency Repairs tests.
EPS Conduits
Engineering Console
Cost: 10
While most ships use more stable and traditional methods for distributing power, Electro Plasma Systems provide much more power to ship's systems. All successful Divert Power tests get two additional raises.
Field Fabricator
Engineering Console
Cost: 15
Phased disassembly arrays and matter compilers capable of producing replacement parts and ammunition. In the process of production, the console requires material feedstock, typically asteroid ores or supplies held within the ship's cargo bays. Materials of insufficient quality can increase production TNs by 10 or more. By expending the supplies for an Extended Repair, a Field Fabricator will have the material to create up to 5 BP of torpedoes.
As an Engineering Action, a Field Fabricator can be used to produce torpedoes or supplies. To produce torpedoes, select a torpedo, then make a Tech-Use test against a TN of 10 * the torpedo's cost in BP. On a success, the torpedo will be produced in 30 minutes. For every two raises, the time required is reduced by 10 minutes, to a minimum of 10 minutes. To produce supplies, make a Tech-Use test against TN 25. On a success, the ship gains an additional Extended Repair after 10 minutes, but this may not allow the ship to go over the maximum amount of Extended Repairs that it can have stored at once.
Hardened Armor
Engineering Console
Cost: 5
A very simple upgrade found on a great number of ships, this is simply better armor, and can be applied at even the crudest of shipyards. Your ship gains an additional 20 points of Hull Integrity, and all hull damage not taken from critical rolls is reduced by 5. This upgrade may be taken multiple times.
Hardlight Afterburner
Engineering Console
Cost: 10
Violently propulsive emissions harnessed by a hard light nozzle. The nozzle won't melt, but the rest of the ship might. When Diverting Power to Engines, the extra move is a full move instead of a half move if you roll 1d10 on the crit table.
Large Engine Core
Engineering Console
Cost: 15
A larger core that uses some components made from the magical materials, a Large Engine Core is an expensive component that delivers on value, greatly improving a ship's speed. Your ship's Speed is increased by 2. The ship's Acceleration is improved by +5.
Reinforced Bulkheads
Engineering Console
Cost: 10
Honeycombed bulkheads running through a ship make it a bit easier to trip on struts in the corridors, but the greatly improve a ship's lifespan in battle. Crits on your ship are rolled at -3.
Thrust Vectoring
Engineering Console
Cost: 10
Normally, a ship's main thrusters cannot be moved from their fixed positions, and it uses secondary thrusters to maneuver. With an advanced thrust vectoring system, the main thrusters on the ship can be adjusted to more quickly change the ship's heading. Your ship's Maneuverability is increased by 5, and it can move in reverse at up to half speed.
4.4. TACTICAL CONSOLES
Arsenal
Tactical Console
Cost: 5
The loading bays that come with a ship's Torpedo Tubes can only hold a very limited supply of ammunition. With an Arsenal, more can be stored in safety. You have space for an additional 10 Torpedoes. They can be fired from any Torpedo Tube.
Assault Shuttles
Tactical Console
Cost: 5
A ship's shuttles are not normally equipped for boarding actions or planetary bombing runs. With this upgrade, your shuttles have the equipment and connections to the ship's tactical sections needed to use them in combat. You may make boarding actions from a 3 VU distance rather than a 1 VU distance. Assault shuttles can also be loaded with torpedoes to deploy against planetary targets; the ship does not need to make the test to enter low orbit before it can bomb a planet with its torpedoes.
Minelayer
Tactical Console
Cost: 10
This ship is capable of deploying its torpedoes as mines. As part of a Shot Guns action, a torpedo tube can deploy a mine instead of launching a torpedo. Save the attack roll until the mine is triggered, keeping track only of how many crew were assigned. Compared to the torpedoes from which they are converted, mines have halved range, Wide arc, are stealthed, can be deployed while Silent Running, and automatically attack the first enemy spelljammer that enters their range, but cannot be triggered until the deploying spelljammer's next turn. Fighters and shuttles are ignored by mines. Mines can be detected with an Active Augury; this reveals all mines within a number of VU equal to the result. Mines have a static defense of 20, and are destroyed if they are hit.
Murder Servitors
Tactical Console
Cost: 5
The ship possesses a stock of powerful, skull-faced killing machines. They're exceptionally useful for defending a ship against boarding actions. When rolling against boarding actions, you get an additional 2k1 to your rolls.
Ramming Prow
Tactical Console
Cost: 10
The trademark of cruisers and battleships in many armies, heavy sheets of armor tens of meters thick protect the ship while it crashes into an enemy. Your ship deals an additional 1k1 points of damage with Ram attacks and does not suffer a roll on the Critical Chart. Enemy ships roll at +2 on the crit chart.
Targeting Computer
Tactical Console
Cost: 15
One of the most expensive upgrades that can be applied to a ship's computer, a Targeting Computer interfaces with all the weapons on a ship and assists the gunners with slight adjustments to their aim and better overall fire control. All Shot Guns tests are made at +5.
Weapon Capacitor
Tactical Console
Cost: 10
A series of high powered batteries drain power from the main reactor to supercharge weapons arrays in combat. Your Energy Weapons deal an additional 1k0 damage.
4.5. UNIVERSAL CONSOLES
Advanced Sickbay
Universal Console
Cost: 15
While every ship has a basic infirmary, the Advanced Sickbay provides the facilities for diagnostics and treatment needed to help more people. The ship may recover any number of crew lost since last turn when using the Triage action, rather than just half.
Cargo Bays
Universal Console
Cost: 5
The ship has a large cargo vault for stowing goods. This makes it appropriate for any sort of trade or cargo shipping. More bays give the ship additional room for storage. Alternatively, the cargo bays may be used to store supplies: if used in this way, then the ship may go twice as long between stops to resupply, and may make an additional Extended Repairs test between stops at port.
Expanded Shuttle Bay
Universal Console
Cost: 5
Most ships come equipped with room to hold two shuttles for use in ferrying people and goods. The ship has room for an additional 2 shuttles.
Hidden Cargo Bays
Universal Console
Cost: 10
The ship has a series of smaller cargo bays. While they cannot hold nearly the volume of normal cargo bays, the contents cannot be scanned from outside the ship and evade most casual inspections.
Partial Wing
Universal Console
Cost: 10
Sometimes a literal giant wing assembly, sometimes a set of antigrav generators. The ship may maneuver in an atmosphere and even land in a gravity well on extending landing struts.
Rating Quarters
Universal Console
Cost: 10
There is always room somewhere to shove more people in. If you're willing to convert the quarters of the less-important crewmen to bunk beds and shared spaces, you can do it without much trouble at all. The ship gains +2 Crew.
4.6. SPECIAL CONSOLES
Programmable Nanolattice
Special Console
Cost: See text
Programmable Nanolattices are a fairly recent development, based on technology derived from Syrneth relics. Select any two consoles. A Nanolattice console may only function as one of these two selected consoles at a time, but can swap to the alternative as part of a successful "Modulate Nanolattice" Engineering Action. The cost of a Nanolattice console is equal to the sum of the costs of the two selected consoles plus 10, and it can only be fitted into a console slot that at least one of its two alternatives could be fitted into.
Modulate Nanolattice
Engineering Action
Select any number of Nanolattices on the ship. Make a Tech-Use test against TN 15, plus 5 for every Nanolattice beyond the first. If successful, all selected Nanolattices swap to their alternative console.