Shipbreaker's Toolkit v1.2
Shipbreaker's Toolkit v1.2
Shipbreaker's Toolkit v1.2
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
CONTENT WARNING
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
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.
ship has.
09+ ABANDON SHIP!
5.3 UPGRADES
CREW
margot (Android)
5.4 CARGO
5.5 REPAIRS
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
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.
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
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
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
No weapons installed.
Megadamage: 0* (Base 1)
0/4 Upgrades
82m 17m
11
RAIDER AAVA INDUSTRIAL S5
5.5m
Side View
12
SATO GS GRAIL VI 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.
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.
6
1
4 3
2
3 1
7
13.1 EXECUTIVE TRANSPORT DECKPLAN
spacecraft.
6 Habitat Decks. Two decks with six passenger cabins and one
VIP cabin with VIP suite each.
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.
The Freighter can be configured to carry three separate cargo decks: one for cold storage, one for
hazardous materials, and one for dry goods.
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.
Built primarily as a military ship, with external cargo, and plenty of room inside for expansion.
Command and Control decks. Two decks dedicated to operations, life support,
the computer module, armory, hangar, and medbay (if equipped with one).
Habitat decks. One officer deck with cabins, one enlisted deck with barracks,
one deck for the galley and one for communal bathing facilities.
6 3
7 5 1 SIDE VIEW
17
PATROL CRAFT ARMA TYPE-19
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
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
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.
10 Unshielded External
Reactor. Level 2
(Acute) Radiation.
8
10
10 9 TOP VIEW
19
SALVAGE CUTTER SEBACO RAS-62
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)
Notes
140m
4 3 7 6
20
GAUSS FAC-GRENDEL CORVETTE
20.1 CORVETTE
CORVETTE
Gauss FAC-Grendel JIC-IV
25 37 20
THRUSTERS BATTLE SYSTEMS
(Base 30)
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
Built primarily as a military ship, with external cargo, and plenty of room inside for expansion.
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.
SIDE VIEW
22
BAS-LEHMAN CONTESSA JUMPLINER
6 Steerage Cryo.
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
24.1 TROOPSHIP
TROOPSHIP
Tannhäuser Hōshō J3C-V
25 41 25
THRUSTERS BATTLE SYSTEMS
(Base 30)
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
260m
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
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
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
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.
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.
Class-0 vessels are spacecraft designed to travel short distances between ships, or between a ship and
a planet’s surface.
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
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
AKAI
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.
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
32.1 RANGE
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
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
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
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.
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.
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.
Captain WEAPONS
SYSTEMS
MEGADAMAGE
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.
07 RADIATION LEAK
Radiation level increases every 2d10 minutes.
HULL POINTS
CREW
Current Maximum
MEGADAMAGE HARDPOINTS
UPGRADES CARGO
Installed Maximum
REPAIRS
MINOR MAJOR
SHIP SPEC SHEET
VALECORE T9LC PLATYPUS J1CII FREIGHTER ARMA TYPE19 J0CII 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 RAS62 J0CIII SALVAGE CUTTER
THR:15 BTL:21 1D5 MDMG SYS:20 CREW:8. pg. 18.
140m
82m 17m
135m
260m
260m
160m