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Starships

Starships are at the heart of Astrabound. They are how crews cross the void between worlds, outrun pursuers through contested lanes, descend through atmosphere into forgotten ruins, and reach the strange systems where new wonders and old dangers wait. A crew may own a battered courier, serve aboard a Commonwealth warship, operate a scientific explorer, or flee the authorities in a fast blockade runner, but sooner or later every Astrabound campaign comes down to one simple truth:

You need a ship.

For some crews, the ship is only transportation. For others, it is home, livelihood, fortress, and family all at once.

In Development Level terms, true starfaring civilization begins around Dev 6, but most starships seen in ordinary Astrabound play are Dev 7-9 vessels. Dev 7 ships define the lower edge of interstellar practicality. Dev 8 ships are the mature standard of the Commonwealth, the Alliance, and most major powers. Dev 9 ships represent exceptional strategic platforms, black-site craft, or the most advanced state and species navies in known space.

Example: Astrid sees a ship as a mission platform and a force multiplier. Flynn sees it as freedom, profit, and a way out when every planetside deal goes bad. Zayko sees it as the fragile shell that carries a crew safely between the stars and the unknown.

Basics

The following rules apply to all starships unless a specific vessel says otherwise.

Automated Systems

Starships contain automated systems that can manage simple tasks through voice command, standard routines, or autopilot.

These systems can handle things such as:

  • opening or closing hatches
  • routine takeoff and landing
  • simple autopilot functions
  • ordinary environmental control
  • other basic non-decision-making tasks

If a roll is needed for one of these simple functions, the ship’s automated systems act with a d6.

Cockpit and Crew Quarters

Ships of Size 7 or less have dedicated seating for the number of crew listed on the Starship Frames table.

Ships of Size 8 or larger have basic quarters for their crew, along with essentials such as:

  • sick bays
  • galleys
  • communal rooms
  • workspaces
  • other basic necessities

Communications

All starships have powerful communications systems that can connect to other receivers within half a light year.

Safety Systems

Starships include safety systems equivalent to those found in advanced vehicles, such as emergency restraints, crash systems, and related protective mechanisms.

See the rules below on Wrecked Starships for ejection systems, evacuation, and escape pods.

Sealed

Starships are sealed against the vacuum of space. They protect their occupants from:

  • cold
  • heat
  • pathogens
  • bacteria
  • gas
  • radiation

They also include:

  • airlocks
  • life support
  • heating and cooling
  • oxygen systems

These protect the crew from all but the most extreme environmental hazards.

Sensors

All starships have powerful sensors capable of detecting and identifying:

  • heat
  • light, and absence of light
  • gravitational forces
  • electromagnetic waves
  • radio waves
  • many other forms of matter and energy

These sensors have a range of up to one light year.

Each ship also includes an integrated optics package that provides:

  • 1000× magnification
  • thermal vision that halves Illumination penalties for warm targets
  • night vision that ignores Dim and Dark Illumination penalties

This grants +2 to sight-based Notice rolls made as an action.

Switching sensor modes is a free action.

In atmosphere, assuming the ship’s propulsion system is not excessively loud, high-powered microphones can detect whispers up to 100 yards away, granting +4 to hearing-based Notice rolls made as an action.

Example: Flynn’s first clue that the derelict station ahead is not actually dead might come from passive scans, but Astrid’s closer active sweep may reveal heat pockets, weak reactor output, and movement behind sealed bulkheads.

Profiles

All starships use the following profile entries.

Title and Class

This is the name of the vessel and its Class for use with Heavy Metal.

Size

This measures the ship’s overall mass, length, and bulk.

Handling

Handling measures how responsive the ship is and how quickly it can turn, reorient, or change vector.

Its modifier is added to the pilot’s maneuvering rolls, usually Piloting.

Top Speed

This is the ship’s maximum atmospheric Top Speed Rating, whether or not the vessel is actually built to enter atmosphere.

Use the Speed Ratings table below for reference.

In actual space travel, speeds may be far greater, but relative speed is what matters in play.

Different settings may assume very different real velocities depending on drives, engines, and genre assumptions, so treat the Top Speed Rating as the gameplay benchmark.

Toughness

This is the ship’s hull Toughness, with Armor already figured into the listed value and shown in parentheses.

All starships must have at least 4 points of Heavy Armor to survive normal space operations.

Wounds

This is the number of Wounds the ship can take before it is destroyed.

Crew

This is how many people are needed to operate the vessel under normal conditions.

Energy

This is the ship’s total energy capacity, expressed as days of operation.

Mods

This is the total number of Modification slots available based on ship Size, with unused slots shown in parentheses.

Cost

The ship’s cost is listed in:

  • $K for thousands
  • $M for millions
  • $B for billions

Sample Profile

Light Fighter (Class II)

A fast, highly maneuverable short-range fighter designed to break through hostile fighter screens and launch missiles at vulnerable targets beyond. Its launcher is usually loaded with light missiles for anti-fighter work, but it can be reloaded with heavier warheads for strikes against larger targets.

SizeHandlingTop SpeedToughnessWoundsCrewEnergyModsCost
4 (Large)+21821 (6)21512 (1)$1.4M

Mods: AM/ECM, 3× Armor, Atmospheric, 2× Fragile, 2× Handling, Increased Speed, Reduced Crew, Reduced Life Support, Sloped Armor, Targeting System.

Weapons:

  • Dual Linked Light Lasers (Fixed Front): Range 150/300/600, Damage 2d10 (II), AP 10, RoF 3, Overcharge, Reaction Fire
  • Missile Launcher (Fixed Front): 24× Light Missiles, Range 100/200/400, Damage 6d6 (III), AP 16, RoF 4, Guided, SBT

Combat

Space combat uses the standard vehicle and chase rules, with the additions below to support starfighter battles, convoy interceptions, orbital duels, and capital ship engagements in Astrabound.

Across Charted Space, most serious navies assume two defensive constants: armored hulls and deflector shielding. A warship is expected to survive glancing hits through mass, armor geometry, compartmentalization, and redundant systems, while shields absorb or bleed off the worst incoming fire before the hull is asked to endure the rest.

Within that defensive framework, broad naval doctrine tends to sort ship weapons by engagement band:

  • Long range: antimatter torpedoes and other heavy guided ordnance used to begin an engagement before direct-fire batteries can speak clearly
  • Medium range: antiproton particle beams and similar heavy direct-fire energy weapons used for line combat, shield pressure, and ship-killing fire
  • Short range: antiproton cannons, rapid-fire energy mounts, and close-assault batteries used once fleets close to decisive range
  • Point defense: PDCs and related anti-missile or anti-fighter systems used to destroy incoming torpedoes, missiles, drones, and small attack craft

The exact look and engineering vary by faction. Commonwealth and Alliance warships favor disciplined mixed batteries and strong screening systems. Corporate fleets often prioritize cost efficiency, missile saturation, or specialized interception doctrine. More advanced powers may field stranger weapon geometries, but the broad tactical logic remains recognizable.

Alliance doctrine adds one further layer: many major warships carry a large rail gun or mass driver configured to fire a heavy anti-capital or anti-Synthar round. In practical terms, this is a tungsten penetrator carrying an exotic-particle fusion warhead designed to detonate fractions of a second after impact. The projectile is brutally simple by modern standards, but that simplicity is part of the point. Against self-repairing warforms, fortress hulls, and targets that shrug off more elegant weapons, the Alliance still believes in overwhelming kinetic penetration followed by catastrophic internal detonation.

For game purposes, the weapon profiles in this chapter are broad mechanical categories. A listed laser, particle cannon, missile launcher, or torpedo tube can be described in play as an antiproton battery, antimatter torpedo rack, PDC cluster, spinal mass driver, or similar faction-specific system without changing the underlying statistics unless the Gamemaster wants a more specialized variant.

Chase and Dogfight Rule Options

These options are especially useful when framing starship battles.

Orbital Space

Ships operating near planets, moons, major stations, and stellar bodies must contend with local gravity conditions. Many stations exist in relatively stable positions where larger gravitational forces balance out.

In Orbital Space:

  • the Unstable Platform penalty applies to weapons fire
  • the Range Increment is 50

Complications in Orbital Space usually represent:

  • debris
  • satellite traffic
  • drifting wreckage
  • orbital clutter
  • gravitationally swept hazards

Deep Space

Deep Space is the emptier void between major bodies. Gravity plays a smaller role in direct maneuvering, though hazards still exist.

In Deep Space:

  • the Unstable Platform penalty does not apply to weapons fire
  • a Range Increment of 50 works well for close engagements between fighters and a few larger ships
  • increase that to 100 when the battle is primarily between capital ships

A successful Flee in Deep Space usually means the escaping ship has accelerated too fast to be intercepted, or has successfully entered FTL.

Complications in Deep Space can include:

  • near-invisible debris
  • wreckage
  • radiation bursts
  • asteroid fields
  • clouds of exotic gas
  • dark anomalies
  • gravity events
  • black holes
  • any other dramatic hazard the Gamemaster wants to bring into play

Example: Astrid may deliberately draw a pirate corvette into an asteroid-shadowed debris belt where its superior firepower matters less and Flynn can use terrain to break target locks.

Speed Ratings

Speed Ratings represent comparative speed for Chases, Clashes, and similar vehicle rules.

For starships, these represent atmospheric speed and relative acceleration. True space velocity may be far higher, but that larger figure is usually just setting color.

RatingMPHRatingMPH
14161K
28171.2K
316181.6K
425192K
540202.5K
660214K
780226K
8100238K
91202410K
101602512K
112002616K
122502720K
134002825K
146002940K
158003060K

Vector Passes

A vector pass happens when starships approach and streak past each other at extreme speed instead of slowing into a turning dogfight.

If both sides slow and commit, the engagement becomes a normal dogfight.

If they do not, they exchange fire while blasting past one another.

Use Chase Cards as usual and place each side at opposite ends. Each ship:

  • automatically moves forward one space at the end of its turn
  • may move farther with Change Position
  • may not move backward

When the ships pass one another, assume the Range is one Range Increment.

Once a ship leaves the edge of the Chase track, it has Fled, whether it intended to or not.

Boarding actions are rarely possible during vector passes.

Example: Flynn’s smuggling cutter cannot outgun the patrol destroyer, so instead of slowing into a fatal engagement he orders a high-speed pass, trading one burst of fire for a chance to break away clean.

Collisions

Collisions are always dangerous, even in deep space, thanks to relative velocity, drifting debris, and navigation error.

Collisions at up to 200 MPH use the normal ramming damage rules.

At higher combined speeds:

  • double the rolled damage at combined Speed Rating 11 to 15
  • triple the rolled damage at combined Speed Rating 16 or more

Crew Damage

In ships of Size 7 or less, crew suffer Xd6 damage, where X equals the number of Wounds the ship took after Soaking.

In larger ships, the Gamemaster decides whether crew were in the immediate vicinity of the impact.

If they were, they take the same damage.

If they are in adjacent compartments, protected spaces, or otherwise partly shielded, they take half damage, rounded down.

Object Hardness

HardnessObject
8Control Panels / Electronics
12Door, Light
20Door, Bulkhead
Same as ship’s ToughnessDoor, Hatch
16Machinery
16Wall, Interior
Same as ship’s ToughnessWall, External
20Wall, Bulkhead
12Weapons / Missiles / Torpedoes

Boarding Actions

Normal boarding rules work best for slow-moving ships whose computers and thrusters can safely match relative motion.

Most starships, however, move far too fast in three-dimensional space to allow easy boarding unless the target has been disabled first.

Even then, a disabled ship still drifts.

To board such a target, the attacking vessel must make a Piloting roll at −2 to match vector and speed.

If the roll fails, both ships roll on the Out of Control table and apply the results.

Once locked together, the attackers still need to get inside.

Breaching the hull usually requires:

  • matter cutters
  • explosives
  • or similar tools

Use the ship’s normal Toughness and Armor for cutting through the hull.

Once aboard, the attackers may still need to:

  • force internal sealed doors
  • cross vacuum-breached compartments
  • fight through defenders
  • secure engineering, bridge, or life support

Example: Astrid’s team may seize a pirate transport, but that still means matching spin, cutting through the hull, surviving any decompressed sections, and fighting their way to engineering before the pirates scuttle the ship.

Interior Firefights

Inside a ship, walls and machinery are sturdier than many ground targets.

Typical interior walls and machinery are Hardness 16. Secured areas use Bulkhead Hardness.

Even so, ships are full of vulnerable subsystems.

When a ranged weapon attack scores a Critical Failure inside a vessel, it strikes a delicate system and causes a Critical Hit to the ship, unless the weapon only deals d4s for damage, such as a flechette SMG.

Ranged Heavy Weapons roll damage against the ship on any miss.

Wrecked Starships

When a starship is Wrecked, the Gamemaster first decides whether it:

  • breaks apart without exploding
  • explodes immediately
  • suffers a chain reaction of explosions
  • tears itself open in stages

Small Ships

For ships of Size 7 or less, use the normal vehicle rules to determine crew survival.

Surviving crew may then make an immediate Evasion roll to trigger ejection systems if they have them.

For dramatic purposes, if the ship is going to explode, assume player characters get a chance to eject first.

Large Ships

Ships of Size 8 or larger take longer to die.

They usually give crew time to evacuate into:

  • sealed suits
  • escape pods
  • shuttles
  • hardened sections of the ship

When a Size 8+ vessel is Wrecked, the Gamemaster may call for Smarts rolls or group Smarts rolls for NPC crew.

For group rolls:

  • Success: half escape
  • Raise: all but one quarter escape
  • Failure: only one quarter survive
  • Critical Failure: almost all perish

Player characters should resolve escape as a Challenging Dramatic Task, using whatever relevant skills make sense as they race through a dying ship.

This might include:

  • Athletics
  • Notice
  • Repair
  • Electronics
  • Piloting
  • Survival
  • Persuasion to direct panicking crew

Failure may mean death, entrapment, or the need for later rescue.

Escape Pods

Escape pods hold 10 human-sized occupants.

Each pod provides:

  • 30 days of food
  • 30 days of water
  • 30 days of oxygen
  • 30 days of power

Its distress beacon lasts for one year and broadcasts out to one light year.

Example: Flynn may survive the destruction of a gunship only to wind up drifting in an escape pod with eight wounded marines, failing life support, and a distress signal that may reach rescuers or pirates first.

Faster Than Light Travel

FTL travel is what makes an Astrabound campaign possible on the scale of sectors, frontier lanes, and interstellar diplomacy.

The creation of the Quantum Drive was one of the greatest inventions in galactic history. Before it, the peoples of the galaxy relied first on chemical rockets, then primitive light drives, and later warp drives capable of 10, 32, or even 102 times the speed of light as drive technology improved. Eventually, recovered alien technology, itself based on fragments of ancient Celestar drive principles, led to the development of the Quantum Drive.

A Quantum Drive projects a ship into hyperspace, where it travels through a less dense medium at dramatically faster speeds than normal space allows. While at Quantum, a ship can still communicate with the outside universe, sending and receiving messages as normal. This is the galactic standard. When someone refers to an FTL drive in Astrabound, they usually mean a Quantum Drive.

Astrogation

Plotting an FTL jump requires:

  • an advanced computer
  • powerful sensors and communications support
  • time to compute a safe path away from dangerous objects such as planets, asteroid fields, nebulae, and other interference sources

Once the path is computed, a character must make a Science (astrogation) roll to coordinate the ship’s systems and perform the jump.

The roll modifier depends on how well known the destination is.

  • No modifier if the destination is well known or marked by a navigation beacon
  • −4 if the location is only generally known

Failure

Failure means no safe path was found.

The astrogation engineer may try again after spending the full computation time again.

Success

Success makes the jump in the listed Transit Time.

A raise halves the Transit Time.

A Critical Failure causes a roll on the Astrogation Critical Failure Table.

Astrogation Table

DistanceScience ModifierEnergy CostComputation TimeTransit Time
Same Star System011 minute1d6 hours
Within the same Ring-4Transit Time1 hour1d6 days
More than 1 Ring-6Transit Time2 hours1d6 per ring in days
To Unknown Regions-8Transit Time1 day2d6 weeks

The Rings

From the Core to the Unknown Regions, the Rings describe the broad bands of explored and inhabited space. They are arranged in a known order. Each ring spans hundreds of thousands of light years in diameter and thousands of light years in thickness. Even so, every ring still contains thousands of systems that remain uncharted, unexplored, or only partially scanned.

Gamemaster Advice

If a campaign needs to track things more exactly the diameter below helps. Really they are Spheres. Keep in mind that as a general rule we do not exactly track travel time. However, if you wish to do so it can be done 5ly to a Day scale. It would take 6 days to cross the core, 8 days to cross the Colonies, 10 days to cross the Inner Rim, and 12 days to cross the Mid-Rim. Which means about a month from Earth (around middle of the Core) to the Outer Rim edge. Which tracks with how lawless the Outer Rim is when the Alliance & Commonwealth are a month away. If you were doing this in Hexes I would do 1ly hexes.

Celestar Tech is 1 light year an hour or ~25ly a day. Its a fixed rate. So a Celestar ship could travel the same distance in 6 days. Which is why a Celestar Drive is 1d6 days in Artifacts.

TLDR - A Quantum Drive travels 5 Light Years in 24 hours. Or about .21 light years an hour.

The Core: A ring of about 30ly in diameter around Earth. This is the capital of the Commonwealth and the seat of power for the entire government. The Core worlds are highly developed, and most are considered Glitterworlds.

The Colonies: A ring of about 40ly in diameter that begins outside the edge of the Core. Settled routes, member systems, protectorates, and the busy arteries of Commonwealth life. Not quite equal to the Core, many Colony worlds are still highly developed, stable, and protected by the Alliance.

The Inner Rim: A ring of about 50ly in diameter starting at the edge of the Colonies. Life in the Inner Rim is dominated by megacorporations, shipping, and trade. The Alliance does not keep a large presence here because the corporations maintain their own navies. Each system or planet is generally controlled by a single megacorporation.

The Mid Rim: A ring of about 60ly in diameter starting at the edge of the Inner Rim. These are mostly independent systems. The Alliance sends exploration cruisers to the Mid Rim, but little else. Most systems fend for themselves, though many are still prosperous and powerful. Many powerful species call the Mid Rim home.

The Outer Rim: A ring of about 80ly in diameter starting at the edge of the Mid Rim. This is a relatively unregulated part of the galaxy, though it remains charted. The Drakneri are a dominant force operating from Freedom’s Gate Station, which also serves as the home base of the Starstriders organization. Few systems can support a full navy, so they rely on privateers and Starstriders. Against major threats, the Drakneri can sometimes be persuaded to lend assistance.

Rimworlds: are generally any worlds found in one of the Rims. They vary greatly in character, but few, if any, are utopian worlds. Credits still matter day to day, and people still struggle for what they need.

Glitterworlds: are found exclusively in the Core. The term refers to planets with a utopian standard of living, protected by the Alliance and the Commonwealth government.

Entry Notes

Distance

The relative scale of the jump.

Science Modifier

The penalty applied to the Science (astrogation) roll.

Energy Cost

The jump consumes the listed number of days of Energy from the ship’s reserves.

Computation Time

The normal time needed for the astrogation computer to calculate the route.

Transit Time

Travel time through hyperspace varies due to moving celestial bodies, route density, and available safe vectors. Two destinations at similar map distances may still take different travel times.

Celestar Drive

If a true Celestar Drive exists in the campaign, reduce the listed Transit Times dramatically:

  • hours become minutes
  • days become hours
  • weeks become hours

That kind of drive sits beyond the normal assumptions of most ships in the setting and should feel extraordinary.

Example: Astrid may be willing to spend an extra hour on calculations if it means avoiding a bad jump. Flynn, under fire, may insist on jumping with incomplete data and trusting luck more than science.

Astrogation Critical Failure Table

d20Result
1–2Destroyed Quantum Drive
3–4Shudder
5–8Debris Field
9–10Black Hole
11–13Encounter
14–15Corrupted Data
16–17Lost
18Malfunction
19Shortcut
20Treasure

Destroyed Quantum Drive

The FTL drive is wrecked by overload, spalling, or a catastrophic systems burn-out. It must be completely replaced.

Shudder

The drive malfunctions violently, shaking the entire vessel and causing d4 Wounds.

Debris Field

The ship exits hyperspace into an undetected debris field.

It takes d4 Wounds, and the pilot must make three consecutive Piloting rolls at −4 to escape. Each failure causes one more strike and one additional Wound.

Black Hole

The ship is yanked out of hyperspace by an uncharted black hole.

The pilot must make a Piloting roll at −8 or the ship takes d4+1 Wounds and is dumped into unknown space as Lost.

Encounter

The ship encounters creatures, vessels, or other beings in hyperspace or at the jump exit.

If such encounters are impossible in the campaign, roll again.

Corrupted Data

The jump data is corrupted, doubling the Transit Time.

The crew can abort and try again, but unless a Science (astrogation) roll at −4 succeeds, they emerge in unknown space and are Lost.

Lost

The ship exits hyperspace in an unknown and dangerous region.

The astrogation system cannot find a return route to known space. The crew must solve the situation through play.

Malfunction

The astrogation computer crashes, is damaged, or must be rebooted.

It requires:

  • a Repair roll at −4 as an action
  • then an Electronics roll at −2 as a later action

Shortcut

The jump unexpectedly finds a better route.

This halves the Transit Time and grants +4 to future jumps to that destination, regardless of origin.

Treasure

The bad jump still leads to profit: a hulk, fuel reserve, pirate cache, rich asteroid, or some other unexpected find.

Jumping to Unknown Locations

Ships normally jump to established destinations such as:

  • worlds
  • stations
  • anomalies
  • known beacons
  • charted systems

Jumps to merely observable but uncharted locations are possible, but arrival places the ship at a random position the Gamemaster can use to launch new complications or adventures.

Navigation beacons are the most reliable way to leave stable coordinates behind in unexplored space.

Jumping Under Pressure

A crew may attempt a much faster jump under immediate threat by relying on incomplete data, known patterns, or sheer desperation.

This is resolved as a Dramatic Task using Science (astrogation).

If the Dramatic Task fails, treat the result as a Critical Failure on the astrogation roll.

Example: With hostile ships closing and shields collapsing, Flynn may scream for an immediate jump. Astrid knows that means trading enemy fire for the very real chance of emerging inside a debris cloud, a gravity snare, or somewhere much worse.

Sensor Scans

All starships have sensor systems capable of detecting major matter and energy signatures out to one light year.

Optical Scanning

Optical scanning uses Notice through telescopes or visual scanners.

This works within 100 miles, assuming there is actually something to see.

Passive Scans

Passive scans automatically reveal:

  • large bodies
  • major energy sources
  • obvious system-level objects

within sensor range.

A successful Electronics roll may still be needed to interpret or isolate important details.

Active Scans

Detailed information requires an active scan.

Active scans emit energy and make the scanning vessel easier to detect with passive systems.

An active scan grants an Electronics roll. The Gamemaster decides what targets are in range and how much information is available.

Typical Scan Results

System Scan

A system scan can reveal:

  • planetary bodies
  • asteroid fields
  • comets
  • starships
  • large sources of matter or energy

A raise may reveal composition of bodies and smaller energy or matter sources.

Planetary Scan

A planetary scan can reveal:

  • atmosphere
  • geography
  • major population centers
  • general mineral composition
  • approximate Development Level if visible from the surface

A raise may reveal:

  • basic geopolitics
  • minor population centers
  • more precise mineral locations

Ship Scan

A ship scan can reveal:

  • Size
  • Development Level
  • propulsion type
  • relative speed
  • transmitted affiliation or identification

A raise may reveal:

  • known ship class
  • visible or obvious weapons
  • whether its FTL drive is active, if detectable

Life Signs

By default, scans identify life through:

  • motion
  • thermal differences
  • separation from ambient conditions

A successful Electronics roll can count the rough number of lifeforms in an area.

A raise can distinguish broad types.

Some alien life may be:

  • difficult to scan
  • only detectable at penalties
  • impossible to identify by life-sign logic alone

Ship hulls, underground tunnels, and similar barriers also block or complicate these scans unless a deeper scan is attempted.

At Dev 9, sensors can identify matter and energy patterns at near-atomic precision. Only shields and advanced stealth systems prevent such scans from returning useful data.

Deep Scans

A deep scan is a longer, focused sensor effort aimed at answering a specific question.

Examples include:

  • identifying a planet’s government and power structure
  • searching a passing asteroid for safe landing vectors
  • checking whether a ship has shields, teleporters, or contraband
  • looking for specific emissions, materials, or hidden compartments

Deep scans take at least one hour and require an Electronics roll.

If the scanning ship gets within 100", the time drops to one minute.

Each specific question gets one roll until the situation changes in a meaningful way.

Hiding

A ship can try to go dark by minimizing its emissions and hiding behind larger masses or stronger energy sources.

If a target ship actively hides this way, the Electronics roll to detect it is opposed by the captain’s Piloting roll.

Any Stealth System penalty applies to the scanner’s Electronics roll.

As with deep scans, the scanner only gets another try when the situation changes:

  • the scanner repositions
  • the target moves
  • the target emits new energy
  • the masking object no longer blocks the line of scan

Example: Zayko might notice the passive returns are wrong, but Flynn is the one who realizes a ship is hiding cold behind the moon’s limb and waiting for them to pass.

Custom Starships

The easiest way to make a custom ship is to begin with one of the stock vessels and use the unused Mod slots listed in parentheses.

You can:

  • add extra armor
  • swap weapons
  • install new systems
  • remove unwanted Mods and replace them

Even a few changes can make two ships built from the same frame feel completely different.

To build from scratch:

  1. choose a concept
  2. determine Size
  3. use the Starship Frames table for baseline stats
  4. add Modifications
  5. determine the final profile

The GM may adjust baseline numbers to reflect:

  • alien design philosophies
  • different campaign assumptions
  • higher development levels
  • unusual genres or civilizations

Starship Frames

SizeHandlingTop SpeedToughness (Max Armor)WoundsCrewEnergyModsCost
1–3 Normal+11710 (10)313Size × 3Size × $100K
4–7 Large01715 (20)425Size × 3Size × $300K
8–11 Huge-11720 (30)5515Size × 3Size × $500K
12–20 Gargantuan-21625 (40)65030Size × 4Size × $3M
21–28 Gargantuan +1-41625 (40)850060Size × 4Size × $30M
29–36 Gargantuan +2-41625 (40)101K90Size × 4Size × $300M
37–44 Gargantuan +3-41525 (40)125K120Size × 5Size × $1B

Frame Notes

  • Normal (6’ to 12’ long): escape pods, drones, ultralight fighters
  • Large (15’ to 30’ long): shuttles, private launches, light fighters, bombers, squad dropships
  • Huge (36’ to 75’ long): heavy fighters, in-system freighters, scout ships, platoon dropships
  • Gargantuan (100’ to 600’ long): destroyers, battalion dropships, cutters
  • Gargantuan +1 (601’ to .75M long): battleships, destroyers, passenger liners, small colony ships
  • Gargantuan +2 (.75M to 5M long): super battleships, supercarriers, planetary assault operations, fleet flagships, large colony ships
  • Gargantuan +3 (5M to 30M long): space stations, colonies, mega battleships

Starship Modifications

Mods is the number of slots used. Round fractions up.

A negative value gives slots back.

Each unused Mod may also serve as Cargo Space, holding up to 125 cubic feet of material.

Negative qualities may be removed later through overhaul at a dry dock or starport by paying twice the original discount.

Negative Qualities

ModificationMods (Max)Cost
Battered-2 (2)– $10K × Size
Finicky-2 (2)– $10K × Size
Fragile-2 (2)– $10K × Size
Inefficient-2 (1)– $10K × Size
Manual-2 (1)– $10K × Size
Reduced Crew-Half Size (1)– $10K × Size
Reduced Handling-2 (6)– $10K × Size
Reduced Life Support-2 (2)– $10K × Size
Reduced Speed-2 (3)– $10K × Size
Unsafe-2 (1)– $10K × Size

Battered

Reduce base Toughness by 2 each time this is taken.

Finicky

Repair rolls to fix the ship, its systems, or Wounds suffer:

  • −2
  • or −4 if taken twice

Fragile

Reduce total Wounds by 1 each time this is taken.

Inefficient

The ship uses twice the normal amount of Energy each day.

If using Supply Levels, whenever Energy would go down one level, roll a die. On an odd result, it drops two levels instead.

Manual

The ship lacks automated systems and must be operated directly by the crew.

Reduced Crew

Reduce the ship’s Crew to the next lowest frame category.

Reduced Handling

Reduce base Handling by 1 each time this is taken, to a maximum penalty of −6.

This may not be combined with Handling upgrades.

Reduced Life Support

The ship’s air and provisions are depleted once Energy falls to half maximum.

If taken twice, the ship has no life support and the crew must use suits except during short low-atmosphere flights.

Reduced Speed

Reduce Top Speed by one step each time this is taken.

May not be combined with Increased Speed.

Unsafe

The vessel lacks adequate safety systems.

Passengers take full collision damage, and escape-related rolls on large vessels suffer −2.

Core Systems

ModificationMods (Max)Cost
Artificial Gravity1 (1)$5K × Size
Artificial Intelligence ★1 (3)$5K × Size
Command Suite1 (1)$10K
Cryosleep ChambersHalf Size (1)$10K
Entangled Comms ★★★1 (U)$50K
FTL Comms ★1 (1)$100K
Remote Control1 (1)$10K
Sensor Array4 (1)$250K

Artificial Gravity

The ship simulates normal gravity through rotating sections or other methods.

At Dev 8 and above, artificial gravity is usually inherent and costs nothing.

Artificial Intelligence ★

A true AI takes over the ship’s automated systems and can:

  • fly the ship
  • fire weapons
  • act as an allied character

Base skill is d6 with a Wild Die.

If taken again:

  • second time: skill becomes d10
  • third time: AI ignores 2 points of Multi-Action penalties

Command Suite

Links the ship to allied biolinks within comms range, extending command and battlefield awareness.

Cryosleep Chambers

Enough cryogenic chambers for all crew and passengers.

They allow suspended animation for up to 100 years with minimal power, or longer at higher Dev Levels.

Anyone awakened suddenly is Stunned.

Entangled Comms ★★★

One quantum-entangled communications pair with unlimited range and no jamming.

FTL Comms ★

Greatly extended faster-than-light communications.

The exact range depends on the campaign’s assumptions.

Remote Control

A properly authorized operator may control the ship from a distance using Electronics −2 in place of Piloting.

Sensor Array

Extends the ship’s scan range from one light year to five light years.

Defensive Systems

ModificationMods (Max)Cost
AM/ECM1 (1)$5K × Size
Anti-Teleportation Tech ★★★4 (1)$10K × Size
Armor1 (See Text)$5K × Size
EMP Shielding2 (1)$5K × Size
Repair DronesHalf Size (1)$25K × Size
Repair Nanomachines ★★★3 (1)$50K × Size
Secure Interior3 (1)$10K × Size
Shields ★Half Size (1)$50K × Size
Sloped ArmorHalf Size (1)$5K × Size
Stealth SystemSize (1)$50K × Size
Toughness1 (5)$5K × Size

AM/ECM

Eliminates 2 points of penalties when making maneuvering rolls against Guided Weapons.

Anti-Teleportation Tech ★★★

Prevents teleportation onto the vessel.

Armor

Increase Armor by +2 each time, up to frame maximum.

All starships have Heavy Armor.

EMP Shielding

Ignores 2 points of the normal −4 operating and Repair penalty after EMP effects.

Repair Drones

The ship carries drones that attempt repairs using normal Repair rules and the ship’s automated systems.

A Critical Failure means that specific repair is beyond the drones.

Repair Nanomachines ★★★

Nanobots may attempt a Repair roll once per round as a limited action, using the ship’s automated systems.

Each success and raise removes one Wound.

After repairing three Wounds, they are too depleted to continue until 24 hours pass.

Secure Interior

The ship is hardened against intruders.

Interior walls and hatches are Hardness 28, and key chokepoints are protected by defensive weapons. This should help in Quick Encounters or Mass Battles involving boarding.

Shields ★

The ship has shield charges equal to half its basic Wounds, rounded down.

A crew member or AI must spend charges by making a Soak roll with Electronics as a free action whenever the ship takes damage.

Continue spending charges until all Wounds are negated or the shield runs out.

Shields recharge in 10 minutes outside combat.

In emergencies, a character may shunt power from locomotion and weapons and make an Electronics roll:

  • Success: restore half charges, rounded up
  • Raise: restore all charges

Sloped Armor

Enemies suffer −2 to Shooting against the ship with direct-fire energy or kinetic attacks.

This does not help against:

  • bombs
  • flame weapons
  • missiles
  • torpedoes

Stealth System

Enemy Electronics rolls to lock on suffer −4.

At Dev 8:

  • scan or direct-fire attacks suffer −2

At Dev 9:

  • they suffer −4

Activating or deactivating stealth mode is a limited action.

Stealth mode ends in any round the ship:

  • fires weapons
  • performs an active scan

Toughness

Add +1 Toughness each time this is taken.

Locomotion and Power

ModificationMods (Max)Cost
Amphibious1 (2)$1K × Size
AtmosphericHalf Size (1)$5K × Size
Boosters1 (4)$1K × Size
Energy PodHalf Size (U)$5K × Size
FTL Drive ★2 (1)$10K × Size
HandlingHalf Size (2)$10K × Size
Increased SpeedHalf Size (U)$10K × Size
Matter Scoop5 (1)$5K × Size

Amphibious

Allows the ship to operate in water or similar liquids without sinking.

Handling is reduced by 1, and Top Speed becomes Rating 2 (8 MPH).

Taken a second time, Top Speed becomes Rating 3 (16 MPH) in water.

Atmospheric

Allows the ship to enter planetary atmospheres, including VTOL operation and safe reentry shielding.

Boosters

Each booster grants a temporary burst.

Once per encounter, each booster may raise Speed Rating by 1 for the entire turn.

Multiple boosters stack.

Energy Pod

Each pod adds double the ship’s Energy rating to total capacity.

FTL Drive ★

Includes both the faster-than-light drive and the astrogation system needed to use it.

Handling

Each time taken, increases Handling by +1, up to +4.

Increased Speed

Each time taken, increases Speed Rating by 1.

Matter Scoop

Collects particulate matter, ice, debris, or similar material to replenish Energy or mass driver ammunition.

Dense matter fields can also support onboard factory systems.

Offensive Systems

ModificationMods (Max)Cost
Breaching Package2 (1)$50K
Breaching Pods2 (U)$100K
FTL Inhibitor ★★★10 (1)$20M
Targeting System1 (1)$25K

Breaching Package

The ship has a ram or energy ram and breaching clamp.

If a successful Ram maneuver is made, the ship automatically breaches and locks onto the target.

Breaching Pods

Each pod carries five marines, its own breaching package, and enough thrust for a one-way assault.

They require a lock-on just like missiles and torpedoes.

On a successful Electronics roll, the target must:

  • Evade, at −2 if the attacker got a raise
  • or destroy the pod with Point Defense

Each pod is Toughness 20 (4) with 1 Wound.

If it hits, it breaches the hull and begins a boarding action immediately.

FTL Inhibitor ★★★

The ship emits fields that disrupt faster-than-light travel.

Any vessel within one million miles while it is active suffers −4 to Science (astrogation) rolls to enter FTL.

Targeting System

Reduces 2 points of direct-fire Shooting penalties from:

  • Called Shots
  • Cover
  • Range
  • Scale
  • Speed

Does not help with guided weapons.

Personnel

ModificationMods (Max)Cost
Crew Seating / QuartersHalf Size (U)$10K
Luxury FeaturesHalf Size (U)$10K × Size
Passenger Pod2 (U)$50K
Professional Bay4 (U)$100K
Teleporter ★★★2 (U)$5M

Crew Seating and Quarters

Adds seating for small ships or additional quarters for larger ones.

Each time taken adds space for a number of individuals equal to the ship’s Crew rating.

Luxury Features

Improves comfort for extended travel.

On smaller ships this may mean better seating, food, and customization. On larger ships this may include:

  • larger private quarters
  • better communal spaces
  • entertainment
  • exercise areas

Passenger Pod

Adds seating, restraints, and short-trip accommodations for 10 passengers.

Usually appropriate for trips of 24 hours or less.

Professional Bay

A specialized workspace for one field such as:

  • Healing
  • Science
  • codebreaking
  • engineering
  • research

Those working there gain a free reroll on relevant Trait rolls.

Teleporter ★★★

A teleporter can move:

  • six average-size humans
  • or one cargo space of material

Range is up to 1,000 miles, or farther if linked to another teleporter through comms.

Requires Dev 9 or better.

Structural

ModificationMods (Max)Cost
Docking Clamp1 (4)$50K
Hangar5 (U)$500K
Superstructure20 (U)$5M

Docking Clamp

Carries external craft without a full hangar.

The host ship suffers −1 Handling per attached ship, to a maximum of −6.

If an attached ship is more than half the host’s Size, the host cannot maneuver at significant speed.

Hangar

Carries up to 10 Size points of ships, vehicles, or walkers, none larger than half the host’s Size.

Each additional Hangar adds +10 more Size points or a separate bay.

Superstructure

A giant internal compartment used for major facilities.

Only Size 10 or larger ships may take Superstructures.

Artificial Gravity Section

In settings without advanced grav generators, this rotating section simulates gravity. It may be combined with another Superstructure at no additional Mod cost.

Biosphere

Can support agriculture or maintain a different atmosphere than the rest of the ship.

If agricultural, it provides effectively unlimited provisions for 50 people per Biosphere.

Bulk Cargo

A vast cargo section for up to 80,000 cubic feet of cargo, no more than 1800 tons if entering atmosphere.

Halve the cost if it is vacuum storage.

Factory

Processes raw materials into goods.

With labor and resources, produces 2d6 × $100K in goods per month in a normal environment.

Adjust the dice by ±1d6 for sparse or rich resource zones.

Hangar, Large

A major flight bay holding 50 Size points of craft, each no larger than half the carrier’s Size.

Requires 50 additional crew.

Mercantile

Shops, restaurants, theaters, markets, and similar profit-making facilities.

Each generates 2d6 × $5K per month for the ship and the same for the operator.

Also improves crew morale.

Passenger, Civilian

Accommodations for 450 passengers and 50 support crew, including gardens, gyms, cafeterias, and lodging.

Average passenger rate is $50 per day for economy, with higher rates for luxury accommodations.

Passenger, Military

Barracks, armories, training facilities, and support areas for 450 military personnel and 50 support crew.

Specialty

A giant dedicated function such as:

  • hospital
  • prison
  • corporate offices
  • research complex
  • command center
  • or even an Outpost

Stock Starships

The following ships are ready to use as written or may serve as templates for your own designs.

Civilian Vessels

Private Launch (Class I)

A personal shuttle craft for one or two people and their gear.

SizeHandlingTop SpeedToughnessWoundsCrewEnergyModsCost
3 (Norm)+21714 (4)21+139 (3)$355K

Mods: 2× Armor, Atmospheric, Crew Seating, Fragile, Handling.

Racer (Class II)

Fast, flashy, and often illegal in all the best ways. Racers are beloved by thrill-seekers, smugglers, and anyone who values speed over safety.

SizeHandlingTop SpeedToughnessWoundsCrewEnergyModsCost
4 (Large)+11919 (4)22512 (4)$1.3M

Mods: 2× Armor, Atmospheric, 2× Fragile, Handling, 2× Increased Speed, Luxury Features.

Security Patrol Craft (Class II)

Used by orbital patrols, customs, civilian defense forces, and law-enforcement agencies to inspect traffic, discourage smugglers, and answer distress calls.

SizeHandlingTop SpeedToughnessWoundsCrewEnergyModsCost
5 (Large)01720 (4)42+21515 (0)$1.7M

Mods: 2× Armor, Atmospheric, Crew Seating, Energy Pod, Targeting System, Toughness.

Weapons:

  • Dual Linked Light Lasers (Fixed Front): Range 150/300/600, Damage 2d10 (II), AP 10, RoF 3, Overcharge, Reaction Fire

Shuttle (Class II)

A short-range atmospheric and orbital transport for dignitaries, away teams, cargo, or executive movement.

SizeHandlingTop SpeedToughnessWoundsCrewEnergyModsCost
5 (Large)+11820 (4)42+10515 (1)$1.8M

Mods: 2× Armor, Atmospheric, Handling, Increased Speed, Passenger Pod, Toughness.

Planetary Transport (Class III)

A common transport for moving commuters, workers, or colonists between a world, its moons, stations, and nearby system destinations.

SizeHandlingTop SpeedToughnessWoundsCrewEnergyModsCost
9 (Huge)-11728 (6)55+151527 (2)$4.8M

Mods: 3× Armor, Atmospheric, 3× Crew Quarters, 2× Toughness.

Multi-Purpose Transport (Class III)

A rugged modular frame widely used for cargo, support work, or mission refits. Swap the superstructure and the ship’s whole purpose changes.

SizeHandlingTop SpeedToughnessWoundsCrewEnergyModsCost
10 (Huge)-41724 (4)551530 (1)$10.4M

Mods: 2× Armor, Atmospheric, FTL Drive, Manual, 3× Reduced Handling, Shields, Superstructure (Varies).

Weapons:

  • 2× Dual Linked Light Lasers (Turret): Range 150/300/600, Damage 2d10 (II), AP 10, RoF 3, Overcharge, Reaction Fire

Science Vessel (Class III)

A mobile research platform designed for survey, exploration, sampling, and analysis. A staple of long-range scientific expeditions.

SizeHandlingTop SpeedToughnessWoundsCrewEnergyModsCost
18 (Gar)-21635 (10)6509072 (8)$60.8M

Mods: 5× Armor, Artificial Intelligence, Atmospheric, Energy Pod, FTL Drive, Hangar, Professional Bay (Science), Sensor Array, Superstructure (Specialty—research laboratory).

Yacht (Class III)

The luxury vessel of magnates, crime lords, aristocrats, and the absurdly rich. A yacht may be tasteful, decadent, or both.

SizeHandlingTop SpeedToughnessWoundsCrewEnergyModsCost
14 (Gar)-21735 (10)650+1009056 (3)$43.4M

Mods: 5× Armor, Artificial Intelligence, Atmospheric, 2× Crew Quarters, Energy Pod, Hangar, Increased Speed, Luxury Features.

Commercial Starliner (Class III)

An interstellar liner designed for practical passenger service with a mix of economy and upgraded accommodations.

SizeHandlingTop SpeedToughnessWoundsCrewEnergyModsCost
16 (Gar)-21635 (10)6100+4509064 (1)$58.7M

Mods: 5× Armor, Atmospheric, Energy Pod, FTL Drive, Superstructure (Bulk Cargo), Superstructure (Passenger, Civilian).

Passenger Liner (Class IV)

The luxury cruise ship of the starways, built for leisure, spectacle, and comfort on long routes.

SizeHandlingTop SpeedToughnessWoundsCrewEnergyModsCost
24 (Gar)-41638 (12)8550+4506096 (15)$733.3M

Mods: 6× Armor, FTL Drive, 4× Hangar, Luxury Features, Superstructure (Mercantile), Superstructure (Passenger, Civilian), Toughness.

Bulk Transport (Class IV)

A dedicated long-haul freighter built to move vast amounts of freight between systems with minimal crew.

SizeHandlingTop SpeedToughnessWoundsCrewEnergyModsCost
20 (Gar)-31640 (10)6503080 (5)$76.5M

Mods: 5× Armor, FTL Drive, Hangar, Reduced Handling, 3× Superstructure (Bulk Cargo), 5× Toughness.

Space Station (Class IV)

An independent orbital hub for refueling, repairs, trade, recreation, and transient populations.

SizeHandlingTop SpeedToughnessWoundsCrewEnergyModsCost
31 (Gar)-51340 (10)91.5K90124 (0)$933.3M

Mods: 5× Armor, Fragile, Reduced Handling, 3× Reduced Speed, Sensor Array, Superstructure (Biosphere), Superstructure (Bulk Cargo), Superstructure (Factory), Superstructure (Hangar, Large), Superstructure (Mercantile), Superstructure (Passenger, Civilian), 5× Toughness.

Space Colony (Class VI)

A giant artificial habitat built for permanent settlement, often located at a stable orbital point and designed to support self-sustaining civilization.

SizeHandlingTop SpeedToughnessWoundsCrewEnergyModsCost
40 (Gar)-51260 (30)125K120200 (20)$40B

Mods: 15× Armor, Professional Bay (Healing), Reduced Handling, 3× Reduced Speed, Sensor Array, 6× Superstructure (Biosphere), Superstructure (Factory), Superstructure (Hangar, Large), 5× Toughness.

Military Vessels

Light Fighter (Class II)

A fast interceptor and strike fighter built to breach hostile screens and deliver missile fire precisely where it hurts most.

SizeHandlingTop SpeedToughnessWoundsCrewEnergyModsCost
4 (Large)+21821 (6)21512 (1)$1.4M

Mods: AM/ECM, 3× Armor, Atmospheric, 2× Fragile, 2× Handling, Increased Speed, Reduced Crew, Reduced Life Support, Sloped Armor, Targeting System.

Weapons:

  • Dual Linked Light Lasers (Fixed Front): Range 150/300/600, Damage 2d10 (II), AP 10, RoF 3, Overcharge, Reaction Fire
  • Missile Launcher (Fixed Front): 24× Light Missiles, Range 100/200/400, Damage 6d6 (III), AP 16, RoF 4, Guided, SBT

Starfighter (Class II)

A general-purpose fighter used for patrol, escort, and fleet defense. Common throughout civilized space in countless local variants.

SizeHandlingTop SpeedToughnessWoundsCrewEnergyModsCost
6 (Large)+21819 (4)22518 (1)$2M

Mods: AM/ECM, 2× Armor, Atmospheric, 2× Fragile, 2× Handling, Increased Speed, Targeting System.

Weapons:

  • Dual Linked Light Particle Cannons (Fixed Front): Range 100/200/400, Damage 4d6+4 (II), AP 5, RoF 3
  • Missile Launcher (Fixed Front): 24× Light Missiles, Range 100/200/400, Damage 6d6 (III), AP 16, RoF 4, Guided, SBT

Dropship (Class IV)

A military transport built to get troops and cargo through hostile landing zones and support them once on the ground.

SizeHandlingTop SpeedToughnessWoundsCrewEnergyModsCost
10 (Huge)-21740 (20)551530 (0)$6.2M

Mods: AM/ECM, 10× Armor, Atmospheric, Hangar, 2× Passenger Pod, Reduced Handling, Targeting System.

Weapons:

  • Dual Linked Gatling Lasers (Turret): Range 50/100/200, Damage 3d6+4 (I), AP 4, RoF 4, Cauterize, Overcharge, Point Defense, Reaction Fire
  • Dual Linked Medium Lasers (Turret): Range 150/300/600, Damage 3d10 (III), AP 20, Overcharge

Heavy Fighter (Class IV)

A heavily armored starfighter designed to shrug off lighter opposition and bring serious weapons to pirate suppression or convoy warfare.

SizeHandlingTop SpeedToughnessWoundsCrewEnergyModsCost
8 (Huge)01740 (20)421524 (0)$4.5M

Mods: AM/ECM, 10× Armor, 2× Boosters, Fragile, Handling, Reduced Crew.

Weapons:

  • Dual Linked Medium Particle Cannons (Fixed Front): Range 100/200/400, Damage 6d6+6 (III), AP 10, RoF 3
  • Gatling Laser (Turret): Range 50/100/200, Damage 3d6+4 (I), AP 4, RoF 4, Cauterize, Overcharge, Point Defense, Reaction Fire
  • Missile Launcher (Turret): 24× Light Missiles, Range 100/200/400, Damage 6d6 (III), AP 16, RoF 4, Guided, SBT
  • Missile Launcher (Fixed Front): 8× Heavy Missiles, Range 200/400/800, Damage 8d6 (V), AP 32, Guided, LBT

Corvette (Class IV)

The smallest vessels normally considered full warships. Corvettes patrol trade lanes, escort civilian traffic, and guard key orbital zones.

SizeHandlingTop SpeedToughnessWoundsCrewEnergyModsCost
15 (Gar)-21745 (20)6503060 (1)$47.3M

Mods: AM/ECM, 10× Armor, FTL Drive, Hangar, Increased Speed, Sensor Array, Targeting System.

Weapons:

  • 2× Quad Linked Gatling Lasers (Turret): Range 50/100/200, Damage 3d6+4 (I), AP 4, RoF 4, Cauterize, Overcharge, Point Defense, Reaction Fire
  • Dual Linked Medium Lasers (Turret): Range 150/300/600, Damage 3d10 (III), AP 20, Overcharge
  • 2× Missile Launcher (Fixed Front): 18× Heavy Missiles total, Range 200/400/800, Damage 8d6 (V), AP 32, Guided, LBT

Heavy Frigate (Class IV)

A versatile warship used in fleet screens, patrol groups, and long-range military presence operations. One of the most common serious warships in active service.

SizeHandlingTop SpeedToughnessWoundsCrewEnergyModsCost
17 (Gar)-21742 (12)6503068 (0)$54.2M

Mods: AM/ECM, 6× Armor, FTL Drive, Increased Speed, Sensor Array, Shields, Targeting System, 5× Toughness.

Weapons:

  • 2× Quad Linked Gatling Lasers (Turret): Range 50/100/200, Damage 3d6+4 (I), AP 4, RoF 4, Cauterize, Overcharge, Point Defense, Reaction Fire
  • Dual Linked Heavy Lasers (Turret): Range 150/300/600, Damage 4d10 (V), AP 30, Overcharge
  • 2× Missile Launcher (Turret): 28× Heavy Missiles total, Range 200/400/800, Damage 8d6 (V), AP 32, Guided, LBT

Cruiser, Stealth (Class IV)

A covert attack cruiser designed to close silently, strike hard, and vanish before larger capital ships can bring full response to bear.

SizeHandlingTop SpeedToughnessWoundsCrewEnergyModsCost
20 (Gar)-21645 (20)6503080 (0)$73.5M

Mods: AM/ECM, 10× Armor, FTL Drive, Hangar, Sensor Array, Shields, Stealth System, Targeting System.

Weapons:

  • 2× Quad Linked Gatling Lasers (Turret): Range 50/100/200, Damage 3d6+4 (I), AP 4, RoF 4, Cauterize, Overcharge, Point Defense, Reaction Fire
  • Dual Linked Super Laser (Fixed Front): Range 150/300/600, Damage 5d10 (V), AP 30, Overcharge
  • Missile Launcher (Turret): 10× Heavy Missiles, Range 200/400/800, Damage 8d6 (V), AP 32, Guided, LBT
  • 2× Torpedo Tubes (Fixed Front): 10× Heavy Torpedoes total, Range 300/600/1200, Damage 8d12 (VII), AP 40, LBT

Cruiser (Class V)

A major warship able to operate alone on long deployments or anchor part of a battle line. Cruisers are often the backbone of a serious navy.

SizeHandlingTop SpeedToughnessWoundsCrewEnergyModsCost
20 (Gar)-21655 (30)61003080 (0)$75M

Mods: AM/ECM, 15× Armor, FTL Drive, Sensor Array, Shields, Superstructure (Hangar, Large), Targeting System.

Weapons:

  • 2× Quad Linked Gatling Lasers (Turret): Range 50/100/200, Damage 3d6+4 (I), AP 4, RoF 4, Cauterize, Overcharge, Point Defense, Reaction Fire
  • Dual Linked Heavy Laser (Fixed Front): Range 150/300/600, Damage 4d10 (V), AP 30, Overcharge
  • Missile Launcher (Turret): 12× Medium Missiles, Range 150/300/600, Damage 7d6 (IV), AP 24, RoF 2, Guided, MBT
  • Missile Launcher (Fixed Front): 6× Heavy Missiles, Range 200/400/800, Damage 8d6 (V), AP 32, Guided, LBT
  • 2× Torpedo Tubes (Fixed Front): 7× Heavy Torpedoes total, Range 300/600/1200, Damage 8d12 (VII), AP 40, Guided, LBT

Planetary Assault Ship (Class V)

A major troopship built to land soldiers and armor directly into contested planetary operations. It relies on heavier warships for escort and battle screening.

SizeHandlingTop SpeedToughnessWoundsCrewEnergyModsCost
20 (Gar)-21650 (20)6100+4503080 (5)$67.8M

Mods: AM/ECM, 10× Armor, Atmospheric, Command Suite, FTL Drive, Hangar, Superstructure (Passenger, Military), Targeting System, 5× Toughness.

Weapons:

  • 2× Quad Linked Gatling Lasers (Turret): Range 50/100/200, Damage 3d6+4 (I), AP 4, RoF 4, Cauterize, Overcharge, Point Defense, Reaction Fire
  • 2× Dual Linked Heavy Lasers (Turret): Range 150/300/600, Damage 4d10 (V), AP 30, Overcharge

Battlecruiser (Class V)

A fleet attack ship built for speed, striking power, and operational flexibility. Many mount a devastating spinal weapon for direct engagement.

SizeHandlingTop SpeedToughnessWoundsCrewEnergyModsCost
21 (Gar)-41750 (20)85006084 (1)$646.3M

Mods: AM/ECM, 10× Armor, EMP Shielding, FTL Drive, Hangar, Increased Speed, Targeting System, 5× Toughness.

Weapons:

  • 2× Quad Linked Gatling Lasers (Turret): Range 50/100/200, Damage 3d6+4 (I), AP 4, RoF 4, Cauterize, Overcharge, Point Defense, Reaction Fire
  • 2× Dual Linked Heavy Lasers (Turret): Range 150/300/600, Damage 4d10 (V), AP 30, Overcharge
  • Super Heavy Laser (Fixed Front): Range 150/300/600, Damage 6d10 (VII), AP 40, Overcharge
  • 2× Torpedo Tubes (Fixed Front): 14× Heavy Torpedoes total, Range 300/600/1200, Damage 8d12 (VII), AP 40, Guided, LBT

Galactic Exploration Vessel (Class V)

A premier exploration ship built to travel far beyond known space, conduct first contact, and survive what it finds there. These ships are often the pride of an advanced civilization.

SizeHandlingTop SpeedToughnessWoundsCrewEnergyModsCost
22 (Gar)-41650 (20)85006088 (0)$682.4M

Mods: 10× Armor, Artificial Intelligence, FTL Comms, FTL Drive, Hangar, Matter Scoop, 2× Professional Bay (Healing and Science), Sensor Array, Shields, Targeting System, 5× Toughness.

Weapons:

  • 2× Super Lasers (Turret): Range 150/300/600, Damage 5d10 (V), AP 30, Overcharge
  • 2× Torpedo Tubes (Fixed Front): 14× Heavy Torpedoes total, Range 300/600/1200, Damage 8d12 (VII), AP 40, Guided, LBT
  • Medium Tractor Beam (Fixed Front): Range 100/200/400, may trap up to Size 28 vehicles

Example: Astrid would call a ship like this a symbol of civilization. Flynn would call it the sort of thing you never smuggle against unless you have a miracle, three backup plans, and a route no one else knows.

Dreadnought (Class VI)

A terrifying capital ship intended to dominate a system almost by its mere presence. Dreadnoughts project force, suppress resistance, and back their authority with hangars, heavy guns, assault troops, and tractor systems.

SizeHandlingTop SpeedToughnessWoundsCrewEnergyModsCost
25 (Gar)-51660 (30)855060100 (1)$769M

Mods: AM/ECM, 15× Armor, Breaching Package, FTL Drive, Hangar, Reduced Handling, Superstructure (Large Hangar), Targeting System, 5× Toughness.

Weapons:

  • 2× Quad Linked Heavy Particle Cannons (Turret): Range 100/200/400, Damage 8d6+8 (V), AP 20, RoF 3
  • Super Heavy Laser (Fixed Front): Range 150/300/600, Damage 6d10 (VII), AP 40, Overcharge
  • 2× Torpedo Tubes (Fixed Front): 10× Heavy Torpedoes total, Range 300/600/1200, Damage 8d12 (VII), AP 40, Guided, LBT
  • Medium Tractor Beam (Fixed Front): Range 100/200/400, may trap up to Size 28 vehicles

Example: When Flynn sees a dreadnought on scopes, his first instinct is not to fight. It is to ask how far away it is, whether it has seen them yet, and what route gets the crew somewhere else before that answer matters.