Shipbreaker's Toolkit v1.2

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SHIPBREAKER’S TOOLKIT

SHIP DECKPLAN ICONS TRAVEL COSTS


AIRLOCK CABIN CARGO COMMAND SHUTTLE SERVICE COST
Shuttle: Passenger Seating 250cr
Cargo Space +1kcr
INTERPLANETARY TRAVEL COST
COMMS COMPUTER CRYO DOCKING J0C-III Passenger Liner
Steerage Deck (cryopod only) 1kcr
Second Class (4 bunks to a cabin, cryopod) 2.5kcr
First Class (private cabin, cryopod) 10kcr
Cargo Space +5kcr Hangar Space +250kcr
DOOR DUCT ACCESS GALLEY GRAVITY
To distant planet x2 To edge of system x4
J0C-I Executive Transport
First Class (private suite, cryopod) 20kcr
Charter vessel 1mcr

HANGAR HARDPOINT JUMP DRIVE LADDERWAY


Vessel tow (Class-II and lower, max 1 vessel) +500kcr
INTERSTELLAR TRAVEL COST
J1C-III Jumpliner
Steerage Deck (cryopod only) 2kcr
Second Class (private cabin, cryopod) 5kcr
LIFE
MAINT. MEDBAY POWER
SUPPORT First Class (private suite, cryopod) 20kcr
Cargo Space +20kcr Hangar Space +500kcr
Jump-2 Ticket +10kcr Jump-3 Ticket +30kcr
J2C-I Executive Transport
UNPRESSURIZED First Class (private suite, cryopod) 40kcr
SCANNERS SCIENCE LAB TERMINAL AREA
Charter vessel 2mcr
Vessel tow (Class-II and lower, max 1 vessel) +500kcr

REFUEL & RESUPPLY COSTS


FUEL CLASS COST/UNIT WEAPON C-I COST
FUEL COSTS
ACTION FUEL Class-I Fuel 1kcr Autocannon 100kcr

Run thrusters (Monthly) 1 Fuel Class-II Fuel 2kcr Lasers 50kcr

Evasion attempt (Contact Range) 3 Fuel Class-III Fuel 5kcr Light Missiles 200kcr

Evasion attempt (Firing Range) 2 Fuel Class-IV Fuel 50kcr Heavy Missiles 300kcr
Evasion attempt (Detection Range) 1 Fuel Class-V Fuel 100kcr Particle Beam 75kcr
Jump to Hyperspace 1 Warp Core Warp Core 1mcr Railgun 400kcr

RANGE & DISTANCE


RANGE CONTACT FIRING DETECTION
DISTANCE Planet to close orbit. Planet to moon, station, asteroid field. Planet to distant planet.
TRAVEL TIME Minutes. Hours to days. Weeks to months.
SCANNERS SHOW Damage, lifeform presence, visual. Transponder, class, and weapons. Vessel’s size, location, and trajectory.
HAILING LATENCY None. Seconds. Minutes to hours.
SHIP-T0-SHIP COMBAT Boarding. All weapons. All weapons. Railgun only.
SHIPBREAKER’S TOOLKIT

CONTENT WARNING

Mothership® is a horror game for mature audiences. It contains violence, foul


language, some sexual content, drug use, and depictions of mental illness, trauma,
stress, and panic that may not be suitable for all audiences. Please be advised.

Written by SEAN McCOY Ships designed by SAM WILDMAN Edited by JARRETT CRADER
Developed by DONN STROUD, NICK REED, TYLER KIMBALL, FIONA MAEVE GEIST, LUKE GEARING, and SAM WILDMAN
Illustrated by RYAN BARRY, JORDAN FARQUHAR, GIL RODRGIO, SEAN McCOY, and SAM WILDMAN
Proofread by DANIEL HALLINAN, ROZ LEAHY, and JANNE PUONTI PDF Remediation by DAI SHUGARS
Special thanks to ALAN GERDING, REECE CARTER, JODIE HOLMES, and as always LINDSAY, LANGSTON, & JUNIPER
Copyright © 2023 Tuesday Knight Games, LLC | First Edition, First Printing v1.2
tuesdayknightgames.com mothershiprpg.com
4
THE SHIP MANIFEST

Whether you’re crawling through


the ducts of a derelict, probing
MOTHERSHIP® STATS & SAVES
FUEL
the interior of an unknown SHIP MANIFEST
vessel, or sipping day old 25 12 12
coffee in the galley of a beat-up Ship Identifier
TRANSPONDER ON OFF Current Maximum
THRUSTERS
freighter, you spend the majority USCS falstafF
of your time in Mothership® Captain WEAPONS
aboard spacecraft. The Ship marshalL 20
20 20
Manifest at the back of this Make / Model / Jump / Class / Type
BATTLE Base Total

book helps you track your ship’s


status and other resources. Let’s valecore
platypus t9LC 20
dive in!
J1C-II freighter SYSTEMS

4.1 TRANSPONDER
MEGADAMAGE
Your Transponder is an 01 EMERGENCY FUEL LEAK
automated radio system Every time you spend fuel, you spend 1 more.
O2 REMAINING
that broadcasts important
02 WEAPONS OFFLINE
information about your ship. In Automatically fail Battle Checks. DECKPLAN
most star systems it is illegal
(or highly suspect) to turn your 03 NAVIGATION OFFLINE

Transponder off.
Cannot make Thruster Checks. 10% chance all A DECK
navigation data wiped.

04 FIRE ON DECK
See Hailing on pg. 33.1. Fire spreads rapidly throughout ship’s interior. ENG hab cargo
Toxic and corrosive (10 DMG/round) atmosphere. deck
05 HULL BREACH
4.2 MEGADAMAGE All aboard make a Body Save or take 1 Wound (Explosion).
Critical Failure = violently sucked into space.

06 LIFE SUPPORT SYSTEMS OFFLINE


co
Whenever your ship takes Oxygen limited to 1d10 x Crew Capacity.
Megadamage (MDMG) you add
it to the tracker here and apply 07 RADIATION LEAK
B DECK
Radiation level increases every 2d10 minutes.
the effect next to the new total.
Additionally, you can keep track ENG hab cargo
08 DEAD IN THE WATER deck
of how many Hull Points your All systems offline, emergency power only.

ship has.
09+ ABANDON SHIP!

See Ship Combat on pg. 34.


Ship is destroyed in 1d10 minutes. co
HULL POINTS

4.3 STATS & SAVES 0

The ship has three Stats that


function as both its Stats and
Saves: Thrusters, Battle, and 4.4 FUEL 4.5 CREW
Systems. These are determined
by the ship’s type and can be Your ship spends Fuel each Your ship’s life support
improved with upgrades. month it travels. Warp Cores systems can only support a
are used to travel through certain number of (human)
See Ship Stats on pg. 6. hyperspace. crew. You also track how many
cryopods and escape pods
See Space Travel on pg. 30. the ship holds in case you ever
need to abandon ship.

Distress Signals on pg. 33.2.


5
THE SHIP MANIFEST

5.3 UPGRADES
CREW

3 12 Your ship is outfitted with all the


2 12 1
Current Maximum necessary systems it needs to
WARP
CORES
CRYOPODS ESCAPE PODS do its job. However, it also has
room for a few Major and Minor
marshalL (Captain)
MEGADAMAGE HARDPOINTS Upgrades.
LilLith
1d5 0 0 1
Base Total Installed Maximum
dashielL See Upgrades on pg. 28.

margot (Android)
5.4 CARGO

Any important cargo your ship is


carrying should be listed here.

5.5 REPAIRS

Over time your ship accumulates


maintenance issues, both
UPGRADES CARGO major and minor, which if not
1 4 TerRaformer x4 addressed can become huge
Installed Maximum problems. List the issues your
contraband colony supPlies ship is dealing with here.
hab hold ilLegal medicine
See Repairs on pg. 38.

Now that you know the basics of


omMand
what makes up a ship, let’s learn
how to use your ship to travel!

REPAIRS
hab 5.6 NO ASSEMBLY
CoOlant leak Waste mgmt sys
REQUIRED
gravity plating
omMand The ships in this book
come with everything you
need to play. You don’t
MINOR MAJOR need to build them like
you do when you create a
character. Instead, if your
characters start on a ship,
5.1 WEAPONS 5.2 DECKPLAN the Warden will assign you
a pre-designed one with its
Your ship’s weapons each Your Deckplan is a map of your own issues and problems.
increase your Battle Stat. Your ship. A simple flowchart, or list Over time you may
ship deals Megadamage of your ship’s modules will do for upgrade and customize
(MDMG) in ship combat. The now. You also keep track of any your ship–or not! This is
ship’s hardpoints limit how remaining Oxygen in case the a horror game, so you
many weapons systems you can ship’s life support systems fail. don’t have to worry about
install. detailed bookkeeping
See Oxygen in the Player’s unless you want to.
See Weapons on pg. 29. Survival Guide pg. 33.1.
6
SHIP STATS

6.1 SHIP STAT CHECKS 6.2 YOUR SHIP’S CLASS

Ships can make Stat Checks just like a character. A ship’s class is a general measure of its
However, whenever a Ship fails a Stat Check, capabilities. This book covers a handful of ships
everyone on board gains 1 Stress. As with all rated Class-0 to Class-V (though others do
Stat Checks, a roll of 90-99 is always considered exist). The higher a ship’s class, the larger, more
a failure. powerful, and more expensive it is.

See Panic on pg. 21 of the Player’s Survival Guide.


SHIP CLASS
CLASS DESCRIPTION EXAMPLE
Your Ship’s Stats
Your ship has three main Stats which represent its 0 Shuttlecraft. Shuttle, Fighter, Dropship.
capabilities when acting under extreme pressure. I Light commercial. Raider, Executive Transport.
II Medium commercial. Freighter, Patrol Craft.
• Thrusters: Safely maneuvering and
accelerating in space. Similar to a character’s III Heavy commercial Salvage Cutter, Jumpliner.
Speed Stat. IV Light military. Corvette
• Battle: Targeting and attacking other V Medium military. Exploration Vessel, Troopship.
spacecraft in ship-to-ship combat. Similar to a
character’s Combat Stat.
• Systems: A catchall stat, like Instinct, which Ship class is often abbreviated and combined with
governs your ship’s sensors, computers, its Jump Rating. For example: J1C-II refers to a
maintenance, and other subsystems. Jump-1 Class-II ship.
7

Example: Microsingularity
WARDEN: You exit the Jump Point and the
proximity alarms are blaring.
CLEO: Alright, I’m on it.
WARDEN: You’re incredibly weak from
cryosickness, but you manage to get out of
your cryopod and hobble to a wall terminal
which displays a large torus shaped object
about a week out from your position.
CLEO: And it’s just floating there?
WARDEN: Orbiting the system’s star. But yes.
CLEO: Can we avoid it?
7.1 MODIFYING SHIP STAT CHECKS WARDEN: That’s the problem. Your sensors
tell you it’s pulling you in right now.
Just like with your character’s Stats and Saves, a PHIL: What, like a tractor beam?
ship’s Stat Check can be modified by Advantage CLEO: “Computer, what’s happening?”
& Disadvantage, Critical Successes & Failures, WARDEN: “We are caught in the gravitational
and Skills. pull of an unidentified microsingularity.”
PHIL: “Computer, what is a microsingularity?”
Advantage & Disadvantage WARDEN: It’s like a tiny object that’s creating
Ships can gain Advantage or Disadvantage just a giant gravitational pull essentially.
like a normal character, though the Advantage or PHIL: So like a tractor beam.
Disadvantage must be something that would affect CLEO: Fuck, alright um. I’ll go up and see if
an entire ship, rather than a single person. we can fly out of its pull.
WARDEN: Okay, that’ll be a Thrusters Check.
Critical Successes & Failures CLEO: Can I add my Piloting?
Whenever a Ship Critically Fails a Stat Check, WARDEN: Yes, but you are cryosick so you’ll
everyone aboard must make a Panic Check. be at Disadvantage.
Critical Successes work as normal. CLEO: I’ll use a stimpak.
WARDEN: Okay, go ahead and mark that off
Skills and make your Thrusters Check.
When it’s relevant, you may add your Skill Bonus CLEO: 55. Critical Fail.
to a Ship’s Stat Check. Only one person may add WARDEN: Everybody gets a Panic Check!
a Skill Bonus to a Stat Check at a time. PHIL: Is that at Disadvantage too?
WARDEN: Ho yeah.
Read more about Ship-to-ship Combat on pg. 34.
8
MÉRIDA ARCANE-1 DROPSHIP

8.1 DROPSHIP

The Dropship is the standard planetary insertion


vehicle built for bringing crews and platoons down
to the surface of a planet, asteroid, or moon. While
the dropship is capable of interplanetary travel,
its small fuel capacity and non-existent combat
capabilities make it a last resort option for a
desperate traveler.

8.2 ARMORED PERSONNEL CARRIER COMOCO “SAWTOOTH” APC 3MCR


DR: 10 AP: 20 WOUNDS: 2(40)
A mobile command center and troop carrier, the
Armored Personnel Carrier (APC) is built for Top Speed: 100 kph/ 60 mph Crew Capacity: 12
planetary mobilization in the most hazardous Can travel for: 1 week.
environments. Built to carry a squad of marines Description: Can withstand toxic and corrosive atmospheres and is
and its command unit, the APC can manage vacuum rated. Equipped with rear-mounted smoke grenade launcher,
an entire planetary assault and maintain GPMG, and light mortar (1d10x10 DMG). Internal command center
communications with orbital command. comes fitted with long-range comms and thermal sensors.
9
DROPSHIP MÉRIDA ARCANE-1

DROPSHIP 50MCR
MAKE: MÉRIDA MODEL: ARCANE-1
Travel: 2 months. Crew Capacity: 12+2.
Description: Planetary insertion vehicle. Has enough room in its
hold for a single 20-foot (6-meter) shipping container, APC, or 12
additional crew members. Seats 2 in the cockpit.

DROPSHIP INTERIOR
Top View

COMOCO
17m

8m
10
AAVA INDUSTRIAL S5 RAIDER

10.1 RAIDER

A cheap vessel, barely more than an orbital


habitation unit, the Raider is the ultimate choice
for cash-strapped firms and anyone looking to fly industrial spacecraft
below the radar. Its modularity makes it incredibly
popular with criminals, pirates, and bounty
hunters.

Orbital Command
A dropship (or any other
small craft) attached to
the raider’s nose can
serve as the ship’s
command module and
also allow the crew to 4
make planetary stops, 1
while the rest of the
spacecraft remains in orbit.

3
RAIDER
Aava Industrial S5 J1C-I
2
20 05 05
THRUSTERS BATTLE SYSTEMS 5

Cost: 75MCR Hull: 0


Crew Capacity 8 Cryopods 8
Fuel Capacity 12 Escape Pods 1 Coffin Lander
0/2 Hardpoints Bonus

No weapons installed.
Megadamage: 0* (Base 1)
0/4 Upgrades

None equipped. COFFIN LANDERS


Notes COFFIN LANDER 1MCR
Any Dropship added to the Raider does not increase the crew Carrying Capacity: 4
capacity of the Raider. Can travel for: 2 years in cryo
*This ship must have a weapon installed to deal 1 MDMG. Description: The single use Land-and-Launch Module or
99m “Coffin Lander” is an emergency feature of most spacecraft.
Planetary landing pod. Has a single-use launcher which can
launch the command module back into orbit, but otherwise
has no navigation capabilities. It fits into a standard 20-foot
shipping container, and is an absolute last resort for the crew.

82m 17m
11
RAIDER AAVA INDUSTRIAL S5

11.1 RAIDER DECKPLAN


SIDE VIEW 4
With its extreme modularity, no two Raiders look
the same. Additional upgrades and modules can
be added to the large truss.
3
1 Airlock. Main entry with docking umbilical.

2 Life Support/Mechanical. O2, thermal


control, artificial gravity.

3 Habitat decks and command. 4 small


2 circular decks traversed via ladderway.

5 4 Nose Port. Can be docked to any Class-0


1
vessel, other modules, or even cargo
containers.

5 Cryochamber with 8 cryopods.

6 Fuel Tanks. External access only.


6
7 Unshielded External Reactor. Level 2
(Acute) radiation. The reactor on a Raider has
no interior cabin and must be accessed by
extravehicular activity (EVA), also known as a
spacewalk.
6 7

5.5m

Side View
12
SATO GS GRAIL VI EXECUTIVE TRANSPORT

12.1 EXECUTIVE TRANSPORT

Equipped with a Jump-2 drive, state-of-the-art medbay, and ample cabin space, the executive transport
is envied across the galaxy. Primarily built to shuttle C-Levels to and from the core, the Executive
Transport also often serves as a gambling ship, micro-resort, or hedonistic pirate den. On the rim it’s just
as likely to serve organized crime bosses, corrupt colonial officials, or private military commanders,
as it is anyone from the Company.

TRAVEL COSTS Another benefit of the Executive


Transport is that its crew is typically
ITEM COST
knowledgeable about the finer things
Private Suite (Interplanetary) 20kcr the Rim has to offer (and they’re
Private Suite (Interstellar) 40kcr often discrete). However, a big
drawback is the transport can
Charter (Interplanetary) 1mcr
become pirate bait for anyone
Charter (Interstellar) 2mcr not affiliated with a
Cargo Space (per kg) 50cr megacorp.
Vessel tow (Class-II and lower, max 1 vessel) 500kcr

EXECUTIVE TRANSPORT
Sato GS Grail VI J2C-I

35 05 35
THRUSTERS BATTLE SYSTEMS
6. HABITAT DECKS
Cost: 350MCR Hull: 0
Crew Capacity 16 Cryopods 16
Top View
Fuel Capacity 14 Escape Pods 4
A
0/1 Hardpoints Bonus

No weapons installed. A B A
Megadamage: 0* (Base 1)
3/3 Upgrades
C
Agar Cushioning.
Cosmetic Remodel. A A
Medbay.
A
Notes
Rest Saves relieve +1 Stress while aboard.
A Passenger Cabins with private bath.
*This ship must have a weapon installed to deal 1 MDMG.
90m B VIP Cabin with private bath.

C VIP Suite with office, lounge, and


personal dining area.
13
EXECUTIVE TRANSPORT SATO GS GRAIL VI

6
1

4 3

2
3 1

7
13.1 EXECUTIVE TRANSPORT DECKPLAN

Built for comfort and speed, the Executive Transport’s deckplan


offers a pristine and luxurious experience not found on most other
SIDE VIEW

spacecraft.

1 Airlock. Main entry with docking umbilical.

2 Life Support/Mechanical. O2, thermal control, artificial gravity.

3 Crew Quarters. Two decks for workspace/medbays/etc.

4 Nose Port/Command Module. Can be docked to a Dropship,


other Class-0 vessel, other modules, or even cargo containers.

5 Cryochamber with 16 cryopods and Computer Module.

6 Habitat Decks. Two decks with six passenger cabins and one
VIP cabin with VIP suite each.

7 Reactor. Level 1 (Trace) Radiation.


14
VALECORE T9LC PLATYPUS FREIGHTER

14.1 FREIGHTER Tramp Freighters vs. Freight Liners


Tramp Freighters operate without a scheduled
Carrying fifty 20-foot (6-meter) shipping containers, itinerary or regular port of call and can respond
each weighing roughly 20 tons, the freighter is the to immediate needs. Freight liners follow a
backbone of the galaxy. pre-established route and schedule. Both are
paid a flat rate of roughly 20cr/kg for what they
FREIGHTER carry regardless of what’s in their hold, though
the tramp freighter might charge a premium for
Valecore T9LC J1C-II remote locations or hazardous conditions.

See Who Pays the Bills on pg. 40.


25 20 20
THRUSTERS BATTLE SYSTEMS
Cost: 250MCR Hull Points: 0
Crew Capacity 12 Cryopods 12
Fuel Capacity 12 Escape Pods 1
0/1 Hardpoints Bonus

No weapons installed.
Megadamage: 0* (Base 1d5)
1/4 Upgrades

Contraband Hold.

Notes
The Freighter’s main cargo deck is large enough to serve as a
makeshift hangar.
*This ship must have a weapon installed to deal 1d5 MDMG.

119m

6 5 1 4 1

SIDE VIEW
4 2 3
15
FREIGHTER VALECORE T9LC PLATYPUS

1
4. CARGO DECK
Cutout View

C
A Cargo Deck.
A
B Cargo
2
Containers.
B
C Ventilation.

15.1 FREIGHTER DECKPLAN

The Freighter can be configured to carry three separate cargo decks: one for cold storage, one for
hazardous materials, and one for dry goods.

1 Airlock. Entry with docking umbilical.

2 Habitat/Life Support Decks. 7 small decks for life support systems, living/workspace, galley, and
communal bathing facilities.
20ft (6m)
3 Command Module. Piloting, comms, etc.

4 Cargo Decks. Enough internal storage to carry


up to fifty 20-foot shipping containers. COFFIN LANDER

5 Cryochamber with 12 cryopods.


Max Weight: ~2500kg
6 Reactor. Level 1 (Trace) Radiation.
SHIPPING CONTAINER
16
ARMA TYPE-19 PATROL CRAFT

16.1 PATROL CRAFT

Depending on your situation, the patrol craft


is your worst enemy, or your welcome savior.
Space is big and resists order. The patrol craft
is built to keep everybody in line: police actions,
customs checks, trade embargoes, as well as
distress signal response.

16.2 PATROL CRAFT DECKPLAN

Built primarily as a military ship, with external cargo, and plenty of room inside for expansion.

Airlock. Main entry with docking umbilical.

Command and Control decks. Two decks dedicated to operations, life support,
the computer module, armory, hangar, and medbay (if equipped with one).

Weapon systems. Maintenance access.

Habitat decks. One officer deck with cabins, one enlisted deck with barracks,
one deck for the galley and one for communal bathing facilities.

Cryochamber with 12 cryopods and cryobrig with


12 cryopods for prisoners.
5
External Cargo. Contraband and other cargo carried
on the exterior of the ship. Up to 8 20-foot
shipping containers (or 200 tons).

Reactor. Level 1 (Trace) 7


Radiation.

6 3

7 5 1 SIDE VIEW
17
PATROL CRAFT ARMA TYPE-19

17.1 CUSTOMS INSPECTIONS

Patrol Craft regularly scan and survey the ships in their system, flagging any potential suspicious
vessels. There’s a 50% chance that they will hail any ship traveling without their transponder on.

If the ship turns its transponder on and submits to questioning, there is often a 50% chance the
Patrol Craft will demand to board and carry out a visual inspection of the ship’s crew
and cargo looking for contraband, or more likely, a bribe.

Patrol Craft carrying out mundane police actions have [-] on


Morale Checks.

Boarding Party 1d10+1 Marines (Grunt):


C:30 SMG 2d10 DMG I:25 W:2.

PATROL CRAFT
2 Arma Type-19 J0C-II

30 32 15
THRUSTERS BATTLE SYSTEMS
(Base 30)
CONTRABAND
Cost: 600MCR Hull: 0
D10 1D5 CONTAINERS FULL OF... Crew Capacity 12 Cryopods 24
00 Exotic Wildlife: 10% chance living animals. Fuel Capacity 18 Escape Pods 3
01 People: 00. Indentured laborers.
01-03. Prisoners. 1/2 Hardpoints Bonus
04-06. Refugees. Autocannon. +2
07-08. Colonists (under NDA).
Megadamage: 1d5
09. Anti-corporate rebels.
0/3 Upgrades
02 Androids.
x1 Boarding Skiff.
03 Intellectual Property: Movies, comics, music.
Notes
04 Cultural Property: Art, pornography, banned books.
Most Patrol Craft do not leave their local system and are
05 Weapons. 70% chance civilian handguns, 29% military therefore not equipped with a Jump Drive.
weapons, 1% outlawed experimental weaponry.
130m
06 Counterfeit: 00. Food products.
01-03. Entertainment media.
04-06. Apparel, sneakers.
07-08. Paperwork, designer labels.
09. Jewelry & accessories.
07 Life-saving medicine, equipment, and drugs.
08 Stolen goods: cars, food, luxury items.
09 Hazardous Material.
18
SEBACO RAS-62 SALVAGE CUTTER

18.1 SALVAGE CUTTER

Picking over the vast emptiness of space, one derelict at a time, the Salvage Cutter is the perfect vessel
for those who enjoy the calm of the void intermittently punctuated by moments of sheer terror. It hosts a
small crew, who often have to go into long abandoned wrecks with no knowledge of what caused their
demise, or whether it still lurks within.

18.2 SALVAGE CUTTER DECKPLAN VALUABLE SALVAGE


D10 ITEM
The Salvage Cutter operates as a scrapyard,
search & rescue vessel, mobile repair shop, and 00 Cryopods. They were valuable to someone.
tugboat. Its spartan deckplan reflects the ever- 01 Warp Cores. Hard to track, easy to use yourself.
changing nature of the job.
02 Class-0 Vessels: The original owners always pay well
for intact escape pods, dropships, and fighters.
1 Airlock. Main entry with docking umbilical.
03 Cargo: If it was worth sending, it’s worth getting back.
2 Cryochamber with 12 cryopods. 04 Scrap: Even if it’s been stripped, it’s worth something.
05 Ore: You can turn a net loss into a net gain.
3 Habitat Decks. 5 decks of living/workspace,
galley, and communal bathing facilities. 07 Data: Research, navigation, ship logs, manifest.
08 Weapons: A heavy missile launcher can be refitted.
4 Docking Port. Can tow up to a Class-V vessel. 09 Upgrades: A working medbay can always be repurposed.

5 Machine Shop and Medbay.

6 Command Module. Piloting, comms, etc.

7 Life Support. O2, thermal control, artificial


9
gravity.

8 Exterior Hangar. 2 Utility Pods.

9 Exterior Cargo. Holds up to


eight 20-foot containers.

10 Unshielded External
Reactor. Level 2
(Acute) Radiation.

8
10

10 9 TOP VIEW
19
SALVAGE CUTTER SEBACO RAS-62

19.1 THE LAW OF SALVAGE

The Law of Salvage states that any vessel who


helps recover another vessel or its cargo while
lost in space is entitled to a reward proportionate
to the amount recovered.

Plunder
When salvaged material is not returned to its
rightful owner, it is called “plunder,” and if found 5
out, will result in a corporate bounty.
1

SALVAGE CUTTER
4 SEBACO RAS-62 J0C-III

15 21 20
THRUSTERS BATTLE SYSTEMS
(Base 20)

Cost: 200MCR Hull: 0


UTILITY POD 2.5MCR
Crew Capacity 8 Cryopods 12
Carrying Capacity: 2
Fuel Capacity 6 Escape Pods 1
Can travel for: 1 month
Description: Space repair and service vehicle. Equipped with 2 1/1 Hardpoints Bonus
robotic arms and a Laser Cutter. Not equipped for planetary landing.
Laser Cannon. +1
Megadamage: 1d5
3/4 Upgrades
2 1 5 Hangar. x2 Utility Pods.
Medbay.
Machine Shop.

Notes

The Salvage Cutter’s large truss enables heavy customization.

140m

4 3 7 6
20
GAUSS FAC-GRENDEL CORVETTE

20.1 CORVETTE

A true warship, and the most common escort


vehicle you’ll see in a flotilla. The Corvette is
a deadly predator in open space and carries
heavy weaponry, two fighters, and a dropship
for planetary insertion. Frequently upgraded
by criminals for unmatched speed or firepower,
the Corvette is the first real warship you’ll come
across.

CORVETTE
Gauss FAC-Grendel JIC-IV

25 37 20
THRUSTERS BATTLE SYSTEMS
(Base 30)

Cost: 800MCR Hull: 1


Crew Capacity 60 Cryopods 60
Fuel Capacity 6 Escape Pods 15

2/3 Hardpoints Bonus

Light Missile Launcher. +3


Autocannon. +2
Megadamage: 1d10
2/4 Upgrades

Hangar. x2 Fighters, x1 Dropship.


Medbay.
Notes
The Corvette deals the most MDMG tied with the Troopship.
135m

FIGHTER 75MCR
Carrying Capacity: 2
Can travel for: 1 week piloted / 6 months in cryo
Description: Each Fighter grants its carrier ship +1 Battle (max
+10).
21
CORVETTE GAUSS FAC-GRENDEL

21.1 CORVETTE DECKPLAN

Built primarily as a military ship, with external cargo, and plenty of room inside for expansion.

Airlock. Main entry with docking umbilical.

Command and Control module. Targeting sensors, navigation, life support, operations.

Operations decks. 3 decks for medbay, workspace, armory, brig, and cryochamber (60 cryopods).

Habitat decks. One officer deck with cabins, one enlisted deck with barracks, and one
deck for the galley and communal bathing facilities.

Hangar. Houses x2 Fighters and x1 Dropship.

Reactor. Level 1 (Trace) Radiation.

21.1 MARINE MECHANIZED INFANTRY


PLATOON

Most corvettes carry a Marine Mechanized


Infantry Platoon of roughly 55 marines led by a
1st Lieutenant, divided into 6 squads complete
with Dropship and APC support.

• 1 Mechanized Infantry Platoon


• 1 Platoon HQ: 1st Lieutenant, 4 Officers
• 1 Dropship: 2 Crew
• 1 Armored Personnel Carrier
• 3 Rifle Squads
• 2 Fireteams per Squad
• 4 Marines per Fireteam
• 2 Weapons Squads
• 2 Fireteams per Squad
• 4 Marines per Fireteam
• 1 Support Squad
• 2 Fireteams per Squad
• 4 Marines per Fireteam

SIDE VIEW
22
BAS-LEHMAN CONTESSA JUMPLINER

22.1 JUMPLINER A Typical Space Journey


Most people will never travel on a jumpliner their
From interplanetary to interstellar, the gargantuan entire lives. For those who do, they first have to
Jumpliners can get you there if you’ve got the pay for a shuttle to an orbital port. From there, they
credits. may have to pay for lodgings for a week or two
while they wait for the ship to arrive, board,
22.2 JUMPLINER DECKPLAN and take on cargo. Once boarded, it’s a
two to three week trip to the Jump Point,
Jumpliners feature two different experiences for where everyone gets into cryo for the
the passengers: steerage passengers are usually hyperspace journey. Afterwards, it’s
loaded into a cryopod and brought aboard as another two to three week trip to
cargo. For everyone else, there’s a private cabin, their destination, where you
meals, and entertainment for the non-hyperspace repeat the entire process in
parts of the journey. reverse. For all but the uber-
wealthy, or those working in
1 Primary Boarding Airlock. Main entry with space, these trips are a once
docking umbilical. in a lifetime affair. A jumpliner’s
cargo hold often contains all of
2 Habitat Decks. Crew quarters, 2nd Class a family’s worldly possessions.
cabins, lounge, galley, and cryo.

3 Command module and operations. Piloting,


comms, Captain’s quarters, and
Life Support.

4 Habitat Decks. Medbay,


service area, and crew cryo.

5 First Class Ring. Meals,


entertainment, private suites.

6 Steerage Cryo.

7 Android Hive and


luggage.

8 Reactor. Level 1
(Trace) Radiation.

5 3

2
6
4
7

8
SIDE VIEW
1
23
JUMPLINER BAS-LEHMAN CONTESSA

1
2

4
JUMPLINER
BAS-Lehman Contessa J1C-III

25 16 20
THRUSTERS BATTLE SYSTEMS
(Base 15)
Cost: 425MCR Hull: 0
Crew Capacity 100 Cryopods 500
Fuel Capacity 12 Escape Pods 50
1/1 Hardpoints Bonus

Laser Defense System. +1


Megadamage: 0* (Base 1)
TRAVEL COSTS 2/2 Upgrades
INTERPLANETARY TRAVEL COST Agar Cushioning. First Class Passengers Only.
Jump-0 Class-III Passenger Liner Medbay.
1kcr
Steerage Deck (cryopod only)
Notes
Second Class (4 bunks to a cabin) 2.5kcr Beyond the upgrades stated above, the Contessa also
First Class (private cabin) 10kcr features several cosmetic upgrades. In all respects it is a fully
Cargo Space +5kcr Hangar Space +250kcr featured cruise ship, with plenty of space for entertainment
To distant planet x2 To edge of system x4 for first class passengers.
INTERSTELLAR TRAVEL COST
*This ship must have an offensive weapon installed to deal 1
Jump-1 Class-III Jumpliner
MDMG (Laser Defense Systems are for defense only).
Steerage Deck (cryopod only) 2kcr
160m
Second Class
(private cabin to Jump Point + cryo) 5kcr
First Class (private suite to Jump Point + cryo) 20kcr
Cargo Space +20kcr Hangar Space +500kcr
Jump-2 Ticket +10kcr Jump-3 Ticket +30kcr
24
TANNHÄUSER HŌSHŌ TROOPSHIP

24.1 TROOPSHIP

Built to carry hundreds of marines and deploy


them at a moment’s notice, the troopship is a
flying base of operations. Sent to pacify entire
colonies, the troopship carries more than
enough firepower to get the job
done.

24.2 MARINE MOBILE INFANTRY BATTALION

Most troopships are built to carry a Marine Mobile Infantry


Battalion of roughly 350 marines led by a Colonel, divided into 2
companies complete with Dropship and APC support.

• 1 Battalion HQ: Colonel, 8 Officers, Synthetic Strategy Officer


• 2 Infantry Companies
• 1 Company HQ: Captain, 6 officers
• 2 Dropships: 2 Crew per dropship
• 3 Mechanized Infantry Platoons
• 1 Platoon HQ: 1st Lieutenant, 4 Officers
• 1 Armored Personnel Carrier
• 3 Rifle Squads
• 2 Fireteams per Squad
SIDE VIEW

• 4 Marines per Fireteam


• 2 Weapons Squads
• 2 Fireteams per Squad
• 4 Marines per Fireteam
• 1 Support Squad
• 2 Fireteams per Squad
• 4 Marines per Fireteam
25
TROOPSHIP TANNHÄUSER HŌSHŌ

TROOPSHIP
Tannhäuser Hōshō J3C-V

25 41 25
THRUSTERS BATTLE SYSTEMS
(Base 30)

Cost: 2.5BCR Hull: 1


Crew Capacity 48 Cryopods 400
HEAVY DROP POD (HDP) 12MCR Fuel Capacity 24 Escape Pods 100
Carrying Capacity: 12 marines in full gear.
Can travel for: 40 years in cryo. 3/4 Hardpoints Bonus

Description: Built to withstand hard landings and planetary Light Missile Launcher. +3
assaults. Marines are automatically administered stimpaks upon x2 Autocannon. +4
touchdown. Megadamage: 1d10
2/5 Upgrades

Hangar 1. x4 Dropships.
Hangar 2. x4 Fighters.

Notes

Most of the marines awaken from cryo already ejected into


their drop pods. They never see the inside of the ship.

260m

25.1 TROOPSHIP DECKPLAN

The troopship’s deckplan is the calm before the storm. While most of its 400 marines are tucked
away in cryosleep, when the beast awakens, it’s a sight to see.

Boarding Airlock. Main entry with docking Cargo decks. Carries 45 20-foot containers.
umbilical.
Exterior Hangar. Houses x4 Dropships.
Command and Control decks. 4 decks
dedicated to targeting sensors, navigation, life Internal Hangar. Houses x4 Fighters.
support, operations.
Reactor, mechanical, and utility decks. 4
Cryodecks. 7 decks holding 400 cryopods. decks for maintenance, staging, armory, and
workspace. Level 1 (Trace) Radiation.
26
NORTHSTAR PARAGON EXPLORATION VESSEL

26.1 EXPLORATION VESSEL

Taking samples, running planetary surveys, and


tracking down strange, deep space signals,
Exploration Vessels have seen it all. And that’s not
always a good thing.

The Exploration Vessel is an ideal first-wave


colony ship. It has enough space to carry building 3
materials, terraformers, and all the tools the
colonists will need to survive. Not to mention it has 1
space for 200 people to sleep in cryo. Just hope
none of them wake up on the way there, or there
won’t be enough oxygen to go around.

2
4

EXPLORATION VESSEL 5 6
Northstar Paragon J4C-V

20 27 40
THRUSTERS BATTLE SYSTEMS
(Base 25)
Cost: 750MCR Hull: 0
Crew Capacity 48 Cryopods 200
Fuel Capacity 120 Escape Pods 12
SIDE VIEW

2/2 Hardpoints Bonus

Laser Cannon. +1
Laser Defense System. +1
Megadamage: 1d5
4/5 Upgrades

Science Lab.
Medbay.
Deep Space Scanners.
ESCAPE POD 5MCR
Hangar: x2 Dropships.
Notes
Carrying Capacity: 2
The Research Vessel is a jack of all trades. It has to carry Can travel for: 40 years in cryo
more cargo than a freighter and be good in a fight. Description: Hard landings (on solid terrain) require a Body Save
260m
from all passengers or 1 Wound.

NorthStar
Engineering Group
27
EXPLORATION VESSEL NORTHSTAR PARAGON

10

8 9

27.1 EXPLORATION VESSEL DECKPLAN

The Exploration Vessel’s deckplan features rotating interior decks, the centrifugal force simulating gravity.
Its long voyages away from port dictate that it be ready for everything.

1 Airlock. Main entry with docking umbilical. 6 Reactor. Level 1 (Trace) Radiation.

2 Crew Cryochamber. 48 cryopods dedicated 7 Life Support System. Hydroponics,


to the ship’s operating crew. agriculture, oxygen generation.

3 Cryodecks. 2 decks of 76 cryopods each. 8 Habitat Modules. 2 decks dedicated to living/


Long term colonist storage. workspace, common areas.

4 Science Labs and Medbay. 9 Hangar. Houses x2 Dropships, x12 Escape


Pods. Staging area and maintenance.
5 Cargo Decks. 2 decks with enough capacity
to hold forty 20-foot containers each. 10 Command Module. Piloting, comms,
operations, mission control, etc.
28
UPGRADES

Every ship can be fitted with a certain number of upgrades. Upgrades must be installed in an X, B, or
A-Class port. Average installation time (given available parts, labor, etc.) is listed below. The prices
listed below are for Class-I vessels. Multiply the cost by your ship’s Class to get its total cost.

MINOR UPGRADES
UPGRADE COST INST. DESCRIPTION
Upgraded cryopods which cut Cryosickness from 1 week to 1d10 hours. Stats & Saves don’t begin
Agar Cushioning 600kcr 2 wks.
to deteriorate while in cryosleep until ten years have passed, and then only half as much.
Comms Jammer 450kcr 1 wk. Systems Check (Firing Range): Allows for communication jamming and eavesdropping.
Contraband Hold 40kcr 1 mo. Small hidden Cargo Bay. Very hard for boarding parties to detect.
Cosmetic Remodel 100kcr+ 1+ mos. Upgrade in appearance to the ship’s interior including paint, furnishings, and other decorations.
Cryochamber 250kcr 2 wks. Increase the number of cryopods by up to 24 per Ship Class (ex: Class-III could have up to 72).
Dedicated Reactor 450kcr 1 mo. Grants +10 Systems.
Increases the range of all detection abilities by 1 Range Band (i.e. what you used to be able to
Deep Space Scanners 1mcr 2 wks.
scan at Contact range you can now scan at firing range, etc.).
Emergency Systems 1mcr 1 mo. Grants 1 month of emergency power and Life Support. Must be replaced after use.
Expanded Fuel Bay 750kcr 3 wks. Increases maximum fuel capacity by 12.
Habitat Module 350kcr 1 mo. Increases maximum crew capacity by up to 24 per Ship Class (ex: Class-IV could have up to 96).
Machine Shop 750kcr 3 wks. Allows users to repair up to 3 MDMG and 3 Hull without returning to port. Resupply for 200kcr.
Medbay 250kcr 3 wks. Rest Saves aboard the ship are at [+], other medical treatments available at Warden’s discretion.
Reinforced Plating 2mcr 1 mo. Increases Maximum Hull to 1.
Science Lab 300kcr 3 wks. Allows for detailed research, study, testing, and experimentation of samples.
MAJOR UPGRADES
UPGRADE COST INST. DESCRIPTION
Adaptive Armor 10mcr 1 mo. Increases Maximum Hull to 2.
Enhanced A.I. 10mcr 1 wk. Grants +15 Systems.
Expanded Frame 20mcr 2 mo. Structural alterations. Grants +5 Upgrades.
Hangar/Dronebay 1mcr 1 mo. Allows for the storage and maintenance of 4 Class-0 Vessels.
Hardpoint 2mcr 2 wks. Grants +1 Hardpoint. Each additional Hardpoint costs 3x the previous.
Improved Radiators 3mcr 3 wks. Grants +15 Thrusters.
Increased MDMG Output 25mcr 1 mo. Improves Megadamage output from 1 to 1d5, or from 1d5 to a max of 1d10 MDMG
Jump-1 Drive 5mcr 1 mo. Standard commercial Jump Drive. Allows for Jump-1 travel.
Jump-2 Drive 20mcr 2 mo. Standard military Jump Drive. Allows for Jump-2 travel.
Jump-3 Drive 40mcr 3 mo. Long range, cutting edge Jump Drive. Allows for Jump-3 travel.
Jump-4+ Drive ??? ??? Highly experimental Jump Drives. Not available on the open market.
Redundant Systems 5mcr 1 mo. Allows ship to ignore any one Megadamage roll. Must be replaced after use.
While activated, your ship is only detectable with a successful Systems Check [-] at Firing Range.
Signature Reduction 35mcr 1 mo.
Double fuel costs/travel times while in use. Does not work in Core Space.
Streamlined Fuel 1 Fuel lasts for 2 months of space travel. In the movement phase, bidding 1 Fuel also counts as
50mcr 1 mo.
Injectors bidding 2 Fuel.
System Overhaul 20mcr 3 mo. Wide ranging upgrade to the ship’s hull and systems. Increase Ship Class by 1.
Targeting Sensors 750kcr 2 wks. Systems Check (Firing Range): Confers [+] to Battle Checks made in ship-to-ship combat.
29
WEAPONS & CLASS-0 VESSELS

Each weapon you equip adds its bonus to your ship’s Battle Stat. Every weapon you install occupies 1
Hard Point and takes 2 weeks to install in port. Like upgrades, the costs shown below are for a Class-I
vessel. Multiply the cost by your ship’s Class to get its total cost.

WEAPON COST BONUS DESCRIPTION


Autocannon 2.5mcr +2 Kinetic ballistic weaponry.
Electronic Countermeasures 5mcr +1 Confers [-] to enemy ship’s MDMG rolls.
Laser Cannon 2mcr +1 Powerful laser beam used for scrapping hulks and cutting asteroids.
Laser Defense System 1.5mcr +1 Ignore enemy’s MDMG bonus from Missile Launchers. If this is your only weapon, you do not
deal MDMG in ship combat (nor does your enemy take exta MDMG from failing Battle Checks).
Missile Launcher (Light) 3.6mcr +3
Missile Launcher (Heavy) 7mcr +5 Grants +1 MDMG.
Particle Beam 3mcr +1 Enemy must make a Systems Check or increase their Radiation Level by 1.
Railgun 6.2mcr +2 Can be fired at Detection Range.

29.2 CLASS-0 VESSELS

Class-0 vessels are spacecraft designed to travel short distances between ships, or between a ship and
a planet’s surface.

BOARDING SKIFF 20MCR COFFIN LANDER 1MCR DROPSHIP 50MCR


Carrying Capacity: 12 Carrying Capacity: 4 Carrying Capacity: 24 (or 12 if an APC,
Can travel for: 1 week Can travel for: 2 years in cryo cargo container, or other vehicle stored)

Description: Can attach to enemy ships Description: Planetary landing pod. Has Can travel for: 2 months
when in Contact Range and forcibly insert a a single-use launcher which can launch Description: Planetary insertion vehicle.
boarding party. Enemy may make a Battle the command module back into orbit, but Has enough room in its hold for a single
Check to resist. otherwise has no navigation capabilities. 20-foot shipping container or APC.
15.5m 17m
5.5m

ESCAPE POD 5MCR FIGHTER 75MCR UTILITY POD 2.5MCR


Carrying Capacity: 4 Carrying Capacity: 2 Carrying Capacity: 2
Can travel for: 40 years in cryo Can travel for: 1 week piloted / 6 Can travel for: 1 month
Description: Hard landings (on solid months in cryo Description: Space repair and service
terrain) require a Body Save from all Description: Each Fighter grants its vehicle. Equipped with 2 robotic arms and
passengers or 1 Wound. Heavy Drop carrier ship +1 Battle (max +10). a Laser Cutter. Not equipped for planetary
Pod (HDP) upgrade (+7mcr): Carries landing.
127m
up to 12, withstands hard landings, and
automatically injects a stimpak on landing.
5.5m
3.5m

35m
30
SPACE TRAVEL

Fewer than 1% of people ever leave their 30.4 REFUEL & RESUPPLY
homeworld, and of those, fewer than 1% ever
visit another system. You represent the rarest of You refuel and resupply your ship while in port.
the rare: someone for whom space travel is not Each Ship Class uses a different type of Fuel
only necessary, but common. (Class-I ships use Class-I Fuel, Class-V ships
use Class-V Fuel, etc.).
30.1 LAUNCHING & LANDING
Siphoning Fuel
Most larger spaceships are not equipped Fuel from a ship one class below yours can be
for atmospheric entry and thus must rely on siphoned and used on a 2:1 basis. Likewise,
shuttles, dropships, and other re-entry vehicles fuel from a ship one class above yours can
to land or take off from the surface of a planet. be used on a 1:2 basis. All other fuel is
incompatible.
30.2 BOOKING PASSAGE
REFUEL & RESUPPLY COSTS
You don’t need to own a ship to get across the
FUEL CLASS COST/UNIT WEAPON C-I COST
galaxy, but you need to pay your way, either in
credits or equivalent trade. See the Travel Costs Class-I Fuel 1kcr Autocannon 100kcr
Table (inside Front Cover) for ticket prices. Class-II Fuel 2kcr Lasers 50kcr

30.3 INTERPLANETARY TRAVEL Class-III Fuel 5kcr Light Missiles 200kcr


Class-IV Fuel 50kcr Heavy Missiles 300kcr
Interplanetary trips can take anywhere from a Class-V Fuel 100kcr Particle Beam 75kcr
few weeks to reach a nearby planet, to several
Warp Core 1mcr Railgun 400kcr
years to reach the edge of the system. These
trips are made via the ship’s thrusters at cost
of 1 unit of fuel for every month of space Resupplying Weapons
travel. Fuel costs are paid up-front once the After any engagement where you used your
destination for the trip has been decided and it ship’s weapons, you must resupply. If you
costs 1 Fuel to change course. fail to resupply, your Battle Checks are at
[-] during your next ship combat. After that,
you automatically fail all Battle Checks. The
resupply prices listed above are for Class-I
vessels. Multiply the cost by your ship’s
Class to get the total cost.

AKAI

MINUTES HOURS TO DAYS WEEKS MONTHS YEARS

SURFACE TO TO ORBITING MOON, STATION, TO NEAR PLANET TO DISTANT TO EDGE OF


SPACE ASTEROID OR JUMP POINT PLANET SYSTEM
31
SPACE TRAVEL

31.1 INTERSTELLAR TRAVEL

To travel to other star systems, you need a vessel equipped with a Jump Drive. Jump Drives
are powerful engines designed to allow a ship to move faster than the speed of light and
travel great distances by “jumping” into hyperspace.

Jump Drives Time Dilation


Jump Drives are rated from 1-9 based on Jumps through hyperspace take 2d10
how large a jump through hyperspace they days. However, the effects of relativity on
can make. The vast majority of commercial faster-than-light travel are uncertain and
vessels built for interstellar travel use a seemingly random. A crew may return from
Jump-1 drive. Only powerful corporations, a Jump-3 voyage to learn they have been
governments, and militaries use Jump-4 gone several years, while others return only
or greater. Each jump to hyperspace a few seconds after their departure.
expends 1 unit of a powerful fuel known
as a Warp Core. Regular Jump-1 trade routes seem to
wear down the chaotic effects, but those
Jump Points who make long jumps, like the legendary
Before a ship can enter hyperspace, it must J U M P - 9 C O L O N Y S H I P S, are never
first travel to a Jump Point a safe distance expected to return. No one is certain what
away from neighboring planets or space the effects of multiple Jump-9s would be.
stations. It usually takes 2 weeks to reach And perhaps those pioneers have returned,
a Jump Point from which the ship can then just millenia into our future. Or else
safely enter hyperspace. somewhere in our past.

Cryosleep
Most crews spend their time in hyperspace
in cryosleep while an android monitors the
astronavigation computer. Those who stay
awake during hyperspace jumps report
strange and conflicting stories about the
experience, and often androids’ memories
of their time in hyperspace are at best
described as... unsettling.

BANQUO IV

HYPERSPACE

~2D10 DAYS WEEKS

JUMP THROUGH JUMP POINT TO


HYPERSPACE DESTINATION
32
DETECTION & RANGE

32.1 RANGE

During encounters with other ships, your distance


is measured abstractly in three Range Bands.
These are:

• Detection Range: Ships are within the same


star system. Communication is slow. They are
typically not a combat risk. They can detect
each other’s size and trajectory.
• Firing Range: Ships are within weeks of
each other. They can communicate with some RANGE: DETECTION
latency and are at risk for combat. TRAJECTORY: INBOUND.
• Contact Range: Ships are within a few days 3 months, 6 days, 7 hours, 15 min until contact.
of each other. They can communicate without TRANSPONDER: PENDING. 17 days until signal.
latency and are at risk for combat and boarding. CLASS-III VESSEL SUSPECTED

Read more about Ship-to-Ship Combat on pg. 34.

32.2 SCANNING & SENSORS

Your ship’s scanners can be used to learn


information about enemy craft, derelicts, space
stations, as well as planets, moons, asteroids, and
other celestial objects. The closer your range, the
more detailed information the ship’s sensors and
scanners can learn. The amount of detail they
provide is left up to the Warden’s discretion.
RANGE: FIRING
SCANNING & SENSORS TRAJECTORY: INBOUND.
21 days, 5 hours, 42 min until contact.
RANGE INFORMATION REVEALED CALLSIGN: USCF ARMISTICE CAPTAIN: J. OHTA
Presence, trajectory, rough size, any transponder MAKE: ARMA MODEL: TYPE-19
DETECTION CLASS: J1C-III TYPE: PATROL CRAFT
info broadcasted (with delay).

FIRING Trajectory, transponder info, ship class, type.

Trajectory, transponder info, ship class, type,


CONTACT
presence of lifeforms, ship’s status.

Crowded System
WARDEN: So, about a week after you pull
away from the Waystation, you get a hail
from a nearby Patrol Craft like “*kssht* This
is J0C-III Patrol Craft Montana, why is your RANGE: CONTACT
TRAJECTORY: INBOUND.
transponder off?”
3 hours, 6 min until contact.
CLEO: What do they know about us? CALLSIGN: USCF ARMISTICE CAPTAIN: J. OHTA
WARDEN: Hmmm, you’re in Firing Range so MAKE: ARMA MODEL: TYPE-19
they know what type of ship you’re in, what CLASS: J1C-III TYPE: PATROL CRAFT
direction you’re heading. LIFEFORMS: PRESENT STATUS REPORT: WEAPONS OFFLINE
33
HAILING & DISTRESS SIGNALS

33.1 HAILING 33.2 DISTRESS SIGNALS

Communication across the vast reaches of space Occasionally you may need to put your ship on
is difficult and time consuming. Far from being emergency power, seal yourselves in cryopods,
instantaneous, the greater the range between send out a Distress Signal, and wait for help. It’s a
the communicating parties, the more time it takes long shot, but sometimes it’s the only shot you’ve
between sending and receiving messages. got. When this happens, roll on the Distress
Signals Table below.
HAILING
RANGE LATENCY DISTRESS SIGNALS

CONTACT None. D10 RESPONSE TIME


FIRING Seconds. 00 2D10 WEEKS. You’re one of the lucky ones.
DETECTION Minutes to hours.
BEYOND Hours to days or more (if ever). 2D10 MONTHS. Note to self: Remember to review
01-02 Company policy on backpay in the event of a cryo-
emergency.
Transponder
2D10 YEARS. Make a Body Save or lose 1d5 to all Stats
Your Transponder is an automated radio system 03-04
and Saves.
that constantly broadcasts important information
about your ship, including among other things its 2D10 DECADES. Make a Body Save [-] or lose 1d10 to
05
Callsign, the name of its captain, as well as the all Stats and Saves.
type of ship, its class, home port, destination,
NEVER. The ship floats endlessly in the all consuming
and more. Transponder information is subject to 06-09
void of space. Thanks for playing Mothership.
Latency as shown on the Hailing Table.
34
SHIP-TO-SHIP COMBAT

Combat between two spaceships may look slow 34.3 THE MOVEMENT PHASE
and serene, but for the crews it’s like a natural
disaster. Each ship moves at impossible speeds, During the Movement Phase ships decide
firing computer-aimed weaponry hours or even whether they are going to attempt to evade or
days away from their targets. The slightest bit of pursue the other ship(s), or maintain their current
damage can disable or destroy an entire ship, its course. They then decide how much extra fuel (if
crew dying from flames, radiation, suffocation, or any) they’re willing to burn.
worse.
If you’re attempting to evade...
34.1 SHIP ROUNDS While you may spend as much as fuel as you like,
to make the attempt you must spend a minimum
During a violent confrontation between ships, we amount of fuel based on your range from the
split time into intervals called ship rounds. Each enemy ship:
ship round is made up of three phases: Movement,
Attack, and Morale. EVASION ATTEMPT
RANGE FUEL COST
How long is a ship round?
Each ship round takes anywhere from a few CONTACT 3 Fuel.
minutes to a few hours depending on how far FIRING 2 Fuel.
apart the ships are. After each ship round, time
DETECTION 1 Fuel
returns to normal while you and the other players
plan your next move in anticipation of the next
ship round. If you’re attempting to pursue...
You may spend any amount of fuel you want (or
• Ships at contact range only have a few minutes even none).
between ship rounds (enough for a few rounds
of normal time). Once this is done, each side reveals their choice
• Ships at firing range may have anywhere from and makes a Thrusters Check. Whoever spent
a few hours to several days between rounds. more fuel gets [+] on the check.

Most ship combats are over in one ship round. A success means you get what you want and
Almost none go longer than 3. increase (or decrease) the distance between you
and the enemy ship by one range band. A critical
34.2 WHAT CAN I DO? success means that you make progress even if
the enemy also succeeded. Likewise, a critical
Ship-to-ship combat assumes each ship and its failure means your enemy makes progress even if
crew are doing everything they can to win the they failed. All other results are considered ties
confrontation. It assumes that each ship and its and the range between the ships remains the
crew is taking evasive maneuvers, firing at their same.
best targets, and generally making sound tactical
decisions. If you’re going to maintain course...
You don’t spend any extra fuel, but your
Your job is to discuss with the rest of the crew and enemy gets what they want (to evade or
decide when to fight, when to flee, and when to pursue) without having to roll (though
negotiate or surrender. they spend any extra fuel
they burnt).
35
MEGADAMAGE

35.1 THE ATTACK PHASE MEGADAMAGE


MDMG EFFECT
At the end of the Movement Phase all ships
within firing range or closer choose a target and 00 ALL SYSTEMS NORMAL. 5x5. Ready to ride.
make a Battle Check: EMERGENCY FUEL LEAK. Every time you spend fuel,
01
you spend 1 more.
• Critical Failure: Ship takes 2 MDMG in 02 WEAPONS OFFLINE. Automatically fail Battle Checks.
addition to any MDMG the enemy deals.
NAVIGATION OFFLINE. Cannot make Thruster Checks.
• Failure: Ship takes 1 MDMG in addition to any 03
10% chance all navigation data wiped.
MDMG the enemy deals.
FIRE ON DECK. Fire spreads throughout the ship,
• Success: Ship deals MDMG.
creating a toxic atmosphere (due to smoke inhalation)
• Critical Success: Ship deals double MDMG. 04 and a highly corrosive atmosphere (10 DMG/round) for
locations on fire (see Toxic & Corrosive Atmospheres,
If a ship has no weapons, or their weapons are Player’s Survival Guide pg. 32.1 for details).
offline, they automatically fail all Battle Checks
HULL BREACH. All aboard make a Body Save or take
and their opponents automatically succeed. 05 1 Wound (Explosion). On a Critical Failure, get violently
sucked into space.
Megadamage
LIFE SUPPORT SYSTEMS OFFLINE. Oxygen limited
Megadamage (MDMG) is like a character’s to 1d10 multiplied by the maximum crew capacity (see
Damage and Wounds rolled into one. Whenever 06
Oxygen, Player’s Survival Guide pg. 33.1 for
your ship takes MDMG, add it to any previous details).
MDMG incurred, mark the new total on the tracker,
RADIATION LEAK. Radiation Level increases every
and apply the listed effect. If your ship ever has 9 07
2d10 minutes.
or more total MDMG, it is destroyed.
DEAD IN THE WATER. All systems offline, emergency
08
power only.
Hull
Hull works just like a character’s Armor Points, but 09+ ABANDON SHIP! Ship is destroyed in 1d10 minutes.
for ships. Your ship ignores all MDMG less than
its Hull. If the ship ever takes MDMG greater than
or equal to its Hull in one hit, the hull is destroyed 35.2 THE MORALE PHASE
and the ship suffers any remaining MDMG.
After any Ship Round where an enemy takes
Ship Class & Unwinnable Fights MDMG, they must make a Morale Check. To make
You have [+] on all Battle Checks and MDMG rolls a Morale Check, roll 1d10. If they roll under their
against ships 1 Class lower than yours. Ships 2 current MDMG, they may send a hail offering a
or more Classes higher than enemy ships are ceasefire and to resume negotiations.
assumed to be unbeatable in a direct confrontation
unless the Warden decides otherwise.

35.3 AFTER BATTLE REPORT

After any violent confrontation where your ship


takes MDMG, make a Systems Check, on a failure
roll on the Maintenance Issues Table (pg. 39).
On a Critical Failure, roll on the table twice.
36
EXAMPLE OF PLAY

Example: Routine Check


WARDEN: The creature just screeches like
“EEEEAAAAAGGHLBRGL” and the limbs
from its mouth stretch out and grab hold of
the corridor walls.
KNOX: I’m like slamming the airlock shut and
sort of shoving a crowbar there to keep it
locked, will that work?
WARDEN: Make a Speed Check. Also, over
the loudspeaker you all hear a proximity
warning start to sound.
PHIL: Jesus what now!
KNOX: Failed.
WARDEN: So you shove the crowbar in
there, but you can’t quite get it to stick. The
creature throws its weight against the airlock
door slamming it open and knocking you
to the ground. Is anyone in the command
module?
CLEO: I am, what’s going on?
WARDEN: You’re getting a hail from a nearby
Patrol Craft like “*kssht* This is J0C-II Patrol
Craft Montana, do you copy?”
PHIL: Again???
CLEO: Uh. Don’t respond.
WARDEN: Knox, this creature makes another
howl and rears up like it’s going to come
down on you. What do you do?
KNOX: Fuck. I’m running.
WARDEN: Perfect. But I’m gonna have you
make a Body Save to get up and run and
avoid being hit by this thing on your way out.
Does that sound fair?
KNOX: Yeah totally.
WARDEN: Alright, roll for it. Cleo, you’re get
another hail: “Unidentified craft, this is a
restricted area. Identify yourself and prepare
for boarding.”
PHIL: We should just go.
WARDEN: You can totally do that, but just be
warned they’re in firing range, so if you make
an escape attempt now and don’t succeed,
they can still attack.
KNOX: I failed.
WARDEN: So you get up and run but you
take...12 Damage from the creature swiping
you, plus 1 Stress for the fail.
KNOX: Alright, that’s a Wound. Guys! It’s
getting pretty bad down here.
PHIL: I should go help him. We need to go.
37
EXAMPLE OF PLAY

CLEO: Okay, we leave. We’re leaving.


WARDEN: You’re trying to outrun them
at Firing Range so you need to spend a
minimum of two Fuel for the attempt.
CLEO: How much to get to Adoni?
WARDEN: Hold up, let me write down what
the Patrol Craft will spend before we get too
far into it... Okay, you need one to get to the
Jump Point, and then you’ll need another
one to get to Adoni. You can refuel there.
CLEO: Okay that’s two, we have six.
KNOX: And we have to spend two minimum.
That leaves us only two left to play with.
PHIL: I’m not even supposed to be here today!
CLEO: Maybe let’s save one and spend one?
KNOX: I’m fine with that.
WARDEN: So you’re spending three?
CLEO: Yes.
WARDEN: Okay they spent one, so you have
Advantage. Make your Thrusters Check.
CLEO: Forty-three, fifty. Fuck. Fail.
WARDEN: Everyone take a Stress. Patrol
Craft also fails. So they remain at Firing
Range. Make a Battle Check.
CLEO: Fail.
WARDEN: They roll a... twenty-six! Hit!
KNOX: Nooo...
WARDEN: So they deal 1d5 Megadamage,
plus one from your fail. That’s 3 total. Mark
that on your sheet.
CLEO: Wait—do we get all of these effects?
WARDEN: No just whatever the total is.
CLEO: “Navigation Offline.” Shit.
PHIL: If we get hit again does it start from
zero or add on to what we already have?
WARDEN: It adds up, if you got say 2 more
you’d be at 5 and would be at “Hull Breach.”
CLEO: What if we get the navigation back
online by jury rigging it or something?
WARDEN: Then your navigation will be back,
but you’ll need to go to port to actually get
the Megadamage off your sheet.
CLEO: Okay that makes sense.
WARDEN: There’s no Morale Phase since
they didn’t take any Megadamage... I forgot,
everyone take a Stress from the failed Battle
Check. Knox, you stumble around after the
ship gets hit and when you look up you
realize the creature is gone.
KNOX: Cool. Cool cool cool.
38
REPAIRING YOUR SHIP

Eventually, your ship needs a tune-up, or 38.3 MINOR REPAIRS


sometimes a complete overhaul. When this
happens, you’ll need to get it repaired. Minor Repairs cover cosmetic damage, clean-
up, and other handyman type work that can be
38.1 STARTING CONDITION handled by the crew while the ship is in flight.
Minor Repairs take roughly 2d10 days.
Every ship starts with a little wear and tear.
Whenever you acquire a ship, roll 1d5+1 Repairs The Warden may call for a Stat Check if you’re
from the Maintenance Issues Table. under time constraints or lack the necessary tools
or resources. In the case of a failure, the situation
See the Maintenance Issues Table on pg. 39. takes more time and resources. On a Critical
Failure, the Minor Repair becomes a Major Repair,
38.2 ROUTINE MAINTENANCE and must be fixed in port.

Once a year, your ship needs to perform a 38.4 MAJOR REPAIRS


Maintenance Check. To do this, make a Systems
Check. On a success, everything continues Major Repairs cover large scale structural or
working as normal. On a failure, roll on the system damage, including repairing Megadamage
Maintenance Issues Table and everyone on and Hull. Major Repairs can only be fixed
board gains 1 Stress as usual. On a Critical in port. Each major repair costs 1d5mcr
Failure, roll twice (and everyone aboard makes multiplied by the ship’s Class. Every point of
a Panic Check as usual). Having a dedicated Hull or Megadamage counts as a separate Major
lead engineer on board may grant [+] on the Repair for cost purposes. Major Repairs can
Maintenance Check at the Warden’s discretion. take anywhere from a few months to up to a year
depending on the severity of the damage, and
availability of parts and labor.
39
MAINTENANCE ISSUES

MAINTENANCE ISSUES
MINOR REPAIRS
00 Rancid smell permeates cabins. 34 Worn landing struts. 67 Miscalibrated guidance system.
01 Huge mess everywhere. 35 Out-of-date air filters. 68 Overloaded power storage.
02 Staticky comms. 36 Corroded pipes. 69 Malfunctioning sensor arrays.
03 Faulty electrical system. 37 Innaccurate orbital transfer navigation. 70 Failed Water Recovery System.
04 Loose couplings. 38 Worn out fuel injection nozzles. 71 Micrometeoroid hull damage.
05 Hidden (highly illegal) contraband. 39 Inoperative exterior lighting system. 72 Faulty Carbon Dioxide Removal Assembly.
06 Autopilot systems down. 40 Defective intercom system. 73 Solar panel degradation.
07 Leaking hydraulic systems. 41 Inadequate waste recycling. 74 Computer failure from cosmic radiation.
08 Creaking hull. 42 Faulty altitude control thrusters. 75 Overloaded circuitry.
09 Damaged bulkheads. 43 Insufficient Life Support redundancy. 76 Malfunctioning plasma thruster.
10 Misaligned docking clamps. 44 Delayed communication relays. 77 Thermal management system failure.
11 Viewports blocked. 45 Damaged fuel lines. 78 Intermittent electrical outages.
12 Jammed exterior airlocks. 46 Corroded exhaust manifolds. 79 Fire suppression system out of code.
13 Dysfunctional gravity plating. 47 Terminal displays non-functional. 80 Damaged floor paneling.
14 Out of code compliance. 48 Check engine light won’t turn off. 81 Broken light fixture in remote corridor.
15 Controls sticking. 49 Failed backup systems. 82 Damaged coolant pump.
16 Coolant leak. 50 Faulty door locks. 83 Cracked viewports.
17 Miscalibrated Thruster Gimbal System. 51 Buggy communications. 84 Systems overloaded with malware.
18 Bevvy of OSHA violations. 52 Infected food storage facilities. 85 Leaky fuel valve.
19 Blocked air vents. 53 Corrupted data banks. 86 Jammed exhaust vent.
20 Emergency lighting only. 54 Jammed cargo bay doors. 87 Stuck waste disposal chute.
21 Internal networking issues. 55 Flickering interior lights. 88 Lifts non-functioning.
22 Inaccurate data collection. 56 Failed airlock seals. 89 Damaged communications antenna.
MAJOR REPAIRS
Oxygen leak. If ship is low on O2, Fuel leak. Burn +1 Fuel every time Clogged air filtration. Crew capacity
23 57 90
lose 1d5 extra per day. you spend fuel. cut in half.
Throttled afterburners. -2d10 Jump bug. 10% chance Jump takes Malfunctioning climate control.
24 Thrusters. 58 2d10 months, not 2d10 days. 91 85 ºF / 29 ºC at all times.
25 Lemon. Maintenance Checks at [-]. 59 Fragile. Always take +1 MDMG. 92 No emergency power.
26 Slow acceleration. +1 Week to travel. 60 Cracked heat shields. 93 Weak frame. -1 Hull, -1 Upgrade.
27 Inaccurate navigation. 61 Outdated software. -1d10 Systems. 94 Toxic chemical spill.
Miscalibrated targeting sensors. Inadequate water filtration. Poor scanners. Ship has to be one
28 -1d10 Battle. 62 Parasites in the water supply. 95 range band closer than normal.
Faulty cryopods. Nightmares. Malfunctioning waste management Counterfeit papers. Ship is stolen.
29 Cryosickness lasts an additional week. 63 system. 96 There is a bounty on it.
30 Malfunctioning escape pods. 64 Fusion Reactors overheating. 97 Corrupted A.I.
31 Unable to send distress signals. 65 Failed radiation filter. 98 Warp Cores fail 10% of the time.
32 Sabotaged coolant system. Radiation leak. Entire ship is at Rust bucket. Everything that can go
66 99
33 Death trap. [-] on all rolls. Radiation Level 2. wrong, does. +1 Minimum Stress to crew.
40
WHO PAYS THE BILLS?

Everything about spacecraft, from purchasing one to paying for its repairs, maintenance, and upgrades,
is out of reach for the average person. Only the most powerful nations, corporations, and the uber-
wealthy can afford to commission a brand new ship to be built. And even for those who can afford to own
one, it ends up consuming their entire lives. In short: it’s not something you’ll be paying for out of pocket
very often. So who is paying for all that space travel? You either work for the Company or the Military, on
a ship they own, and they pay for almost everything. Or you’re an owner-operator or a freelancer, taking
on the majority of the costs yourself as part of your business.

40.1 THE COMPANY 40.2 THE MILITARY

When you work for the Company, they own the On a military ship, everything is covered, provided
ship and cover any associated costs. You just cash it’s part of the mission. You don’t even have to
a paycheck and do the work they ask. And don’t worry about whether you’ll be able to pay your
get any ideas about a fancy new upgrade, the medical bills. They’ll even cover Skill Training if
bean counters at HQ aren’t known for approving it’s relevant to your occupational specialty, just so
frivolous expense requests. long as you always follow orders.

WHO PAYS THE BILLS?


EXPENSE COMPANY MILITARY OWNER-OPERATORS FREELANCERS
SALARY P P P -
HAZARD PAY Approved only. P Approved only. -
JUMP PAY Approved only. P Approved only. -
ROOM & BOARD On ship only. On ship and base. On ship only. On ship only.
REFUELING P P P -
WARP CORES Approved only. P Approved only. -
REPAIRS Approved only. P - -
UPGRADES Approved only. Approved only. - -
SKILL TRAINING - Approved only. - -
MEDICAL TREATMENT - On ship and base. - -
EQUIPMENT Approved only. Approved only. - -
WEAPONS - P - -
41
OWNER-OPERATORS

41.1 OWNER-OPERATORS
Example: Company Card
A slim minority of ships are owned by small WARDEN: You barely make it back to port,
banking firms who co-finance the purchase of a the ship basically collapsing as soon as
spacecraft and then either lease it or enter into you get in the dry dock. There’s a ground
a co-ownership agreement with another small crew scrambling to contain the damage and
company. The firm fronts the cost of the vessel as soon as you get to a terminal there’s a
and business operations, and in turn takes the message... from corporate.
majority share of the profits. In exchange, you get PHIL: Great!
a ship and a relatively free hand in conducting your KNOX: Yeah, we should probably ignore that.
business on the Rim as an owner-operator of a WARDEN: No problem, just be aware that you
beat up old Raider, Freighter, Salvage Cutter, or haven’t been paid yet.
other small vessel. CLEO: –Yes, hi, hello. How can we help you?
WARDEN: It’s Jenkins, and he’s just livid.
Bankruptcy Saves They’ve heard about the damage, it’s
As an owner-operator you have a new Save, called going to take months to repair. You’re all
a Bankruptcy Save, which starts at 2d10+10. terminated, effective immediately.
Each year (or quarter, as determined by your PHIL: Yeah that sounds right.
Warden), make a Bankruptcy Save and look up the WARDEN: Additionally, they’re required to
results on the Bankruptcy Table to determine the notify you that a bounty has been put out for
financial health of the company. your arrest.
KNOX: What? What for?
41.2 FREELANCERS WARDEN: Damaging company property.

Freelancers are people who have bought (or


otherwise acquired) a ship on their own, and pay for
everything themselves. It’s incredibly expensive and Example: End of the Fiscal Year
they have to beg, barter, or steal credits wherever WARDEN: That last Shore Leave takes us to
they can find them. But on the upside, you have the end of the year, so Cleo, why don’t you
one of the rarest things on the Rim: freedom. do the Maintenance Check--
KNOX: And I’ve been working on the ship on
BANKRUPTCY my time off, so...
SAVE CONSEQUENCE WARDEN: --Yeah, so you can get Advantage
on that roll. And then Phil, you want to make
CRITICAL SUCCESS You turn a small profit. Choose one: the Bankruptcy Save?
Purchase 1 Major Upgrade for the ship. PHIL: Please, no.
CLEO: Fail.
Repair 1d5 Major Repairs.
WARDEN: Everyone gain a Stress. Cleo, give
Pay each crewmember 1d5x100kcr. me a d100 roll for the Repair Table.
Raise your Bankruptcy Save by 1d10. CLEO: 16.
WARDEN: Just a Minor Repair: Coolant Leak.
SUCCESS You scrape by. Choose one: Mark that up on your Manifest. Phil, what did
Purchase 1 Minor Upgrade for the ship. you get?
Purchase 1 Minor Repair for the ship. PHIL: I also failed.
WARDEN: Ouch. Everyone gain a Stress--
Pay each crewmember 2d10 mos salary. PHIL: I miss getting Stress from like aliens
Raise your Bankruptcy Save by 1d5. and shit.
WARDEN: --Looks like you all came up about
FAILURE You are 1d10mcr in debt to ruthless lenders.
3mcr short of a profitable year. And you’ll
The company goes bankrupt and owes never guess who you owe the money to...
CRITICAL FAILURE a massive debt to the worst people
imaginable.
MOTHERSHIP® STATS & SAVES
FUEL
SHIP MANIFEST
TRANSPONDER ON OFF Current Maximum
Ship Identifier
THRUSTERS

Captain WEAPONS

Make / Model / Jump / Class / Type


BATTLE Base Total

SYSTEMS

MEGADAMAGE

01 EMERGENCY FUEL LEAK


Every time you spend fuel, you spend 1 more.
O2 REMAINING

02 WEAPONS OFFLINE
Automatically fail Battle Checks. DECKPLAN

03 NAVIGATION OFFLINE
Cannot make Thruster Checks. 10% chance all
navigation data wiped.

04 FIRE ON DECK
Fire spreads rapidly throughout ship’s interior.
Toxic and corrosive (10 DMG/round) atmosphere.

05 HULL BREACH
All aboard make a Body Save or take 1 Wound (Explosion).
Critical Failure = violently sucked into space.

06 LIFE SUPPORT SYSTEMS OFFLINE


Oxygen limited to 1d10 x Crew Capacity.

07 RADIATION LEAK
Radiation level increases every 2d10 minutes.

08 DEAD IN THE WATER


All systems offline, emergency power only.

09+ ABANDON SHIP!


Ship is destroyed in 1d10 minutes.

HULL POINTS
CREW

Current Maximum

WARP CRYOPODS ESCAPE PODS


CORES

MEGADAMAGE HARDPOINTS

Base Total Installed Maximum

UPGRADES CARGO

Installed Maximum

REPAIRS

MINOR MAJOR
SHIP SPEC SHEET

VALECORE T9LC PLATYPUS J1CII FREIGHTER ARMA TYPE19 J0CII PATROL CRAFT
THR:25 BTL:20 SYS:20 CREW:12. pg. 14. THR:30 BTL:32 1d5 MDMG SYS:15 CREW:12 pg. 16.

130m

119m
SEBACO RAS62 J0CIII SALVAGE CUTTER
THR:15 BTL:21 1D5 MDMG SYS:20 CREW:8. pg. 18.

140m

82m 17m

135m

AAVA INDUSTRIAL S5 J1CI RAIDER


THR:20 BTL:5 SYS:5 CREW:8. pg. 10.
GAUSS FACGRENDEL J1CIV CORVETTE
THR:25 BTL:37 1D10 MDMG SYS:20 CREW:60. pg. 20.
90m

COMOCO SAWTOOTH ARMORED PERSONNEL CARRIER


8m 17m
SATO GS GRAIL VI J2CI EXECUTIVE TRANSPORT
THR:35 BTL:5 SYS:35 CREW:16. pg. 12.
MÉRIDA ARCANE1 DROPSHIP

NORTHSTAR PARAGON J4CV EXPLORATION VESSEL


THR:20 BTL:27 1D5 MDMG SYS:40 CREW:48. pg. 26.

260m

260m

TANNHÄUSER HŌSHŌ J3CV TROOPSHIP


THR:25 BTL:41 1d10 MDMG SYS:25 CREW:48. pg. 24. BASLEHMAN CONTESSA J1CIII JUMPLINER
THR:25 BTL:16 SYS:20 CREW:100. pg. 22.

160m

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