Future Ship Ideas

Cause I am bored at uni at times and have grandiose dreams of our fleet.

Mobile Space Station Mk I

Hull: Transport
Speed: 2
Manoeuvrability: -20
Detection: +15
Armour: 12
Hull Integrity: 65/65
Turret Rating: 1
Void Shields: 1

Crew Population: 100/100 (,000)
Crew Morale: 100/100
Space: 93/94
Power: 56/64

Starship Traits:

  • Relic of Mars: One archeotech component
  • To be rolled:
  • Ongoing Effects:

Command to defend boarders +5, Reduce Morale losses by 1 (min 1), +650 Achievement points to trade objectives, + 25 Achievement points to military objectives

Essential Components:

  • Lathe Pattern Class 1 Drive: +40 Power [Space 12]
  • Strelov 1 Warp Engine: [Power 10, Space 10]
  • Gellar Field: [Power 1]
  • Void Shield: [Power 5, Space 1]
  • Commerce Bridge: +50 to Trade objectives. [Power 1, Space 1]
  • Vitae Pattern Life Sustainer: [Power 4, Space 2]
  • Voidsmen Quarters: Command tests to defend against boarders gain +5. Morale loss reduced by 1, minimum 1 [Power 1, Space 4]
  • Deep Void Auger Array: +10 to detection [Power 7]

Supplemental Components:

  • Main Cargo Hold: +125 to Trade objectives. [Power 2, Space 0]
  • Main Cargo Hold: +125 to Trade objectives. [Power 2, Space 0]
  • Main Cargo Hold: +125 to Trade objectives. [Power 2, Space 0]
  • Main Cargo Hold: +125 to Trade objectives. [Power 2, Space 0]
  • Spacedock Piers: When not moving, may allow four smaller vessels to dock. Grants 100 Achievement points to Trade objectives. [Power 7, Space 14]
  • Salvage Systems: May salvage intact components with a successful test. Carrying vessel suffers a -5 to Maneuverability. [Power 5, Space 3]
  • Auxiliary Plasma Generator: Generates power. If Component is damaged, inflict 1d5 damage directly to Integrity, and Plasma Drive is set on fire. [Power -8, Space 5]
  • Auxiliary Plasma Generator: Generates power. If Component is damaged, inflict 1d5 damage directly to Integrity, and Plasma Drive is set on fire. [Power -8, Space 5]
  • Ship's Stores: May store replacement Components up to this Component's Space value. This occurs during Extended Repairs. In addition, repair 2 extra Hull Integrity during Extended Repairs. [Power 1, Space 10]
  • Ship's Stores: May store replacement Components up to this Component's Space value. This occurs during Extended Repairs. In addition, repair 2 extra Hull Integrity during Extended Repairs. [Power 1, Space 10]
  • Munitorium: Gain 25 Achievement Points for Military objectives. All Macrobattery gain +1 damage. If component is damaged, it explodes. Ship takes 2d5 Hull damage and GM's choice of component is set on fire. [Power 2, Space 3]
  • Augmented Retro Thrusters: +5 Man. [External, Power 4]
  • Energistic Conversion Matrix: Allows 5 power to be re-routed for 1 more speed. Free action, can be used to unpower components. [Power 1, Space 1]

Weapons: 1x Dorsal, 1x Starboard, 1x Port

  • Sunsear Laser Battery [Power 6, Space 4]
  • Sunsear Laser Battery [Power 6, Space 4]
  • Sunsear Laser Battery [Power 6, Space 4]
Type Position Strength Damage Crit Range
Sunsear Laser Battery Dorsal 4 9 4 9
Sunsear Laser Battery Starboard 4 9 4 9
Sunsear Laser Battery Port 4 9 4 9

Flying Aircraft Carrier

Hull: Cruiser
Speed: 5
Manoeuvrability: +13
Detection: +28
Armour: 20
Hull Integrity: 70/70
Turret Rating: 3
Void Shields: 2

Crew Population: 100/100 (,000)
Crew Morale: 100/100
Space: 64/65
Power: 55/75

Starship Traits:

  • To be rolled:
  • To be rolled:
  • Ongoing Effects:

Command to defend boarders +5, Reduce Morale losses by 1 (min 1), Command tests for Attack craft +5, ready new squadrons automatically, +25 to Trade objectives, +2 to all craft ratings, +100 achievement points for Military objectives

Essential Components:

  • Jovian Pattern Class 4 Drive: +75 Power [Space 14]
  • Strelov 2 Warp Engine: [Power 12, Space 12]
  • Gellar Field: [Power 1]
  • Repulsor Shield Array: Provides two shields. Ship does not suffer manoeuvre penalties when travelling through astral phenomena. [Power 8, Space 2]
  • Flight Command Bridge: When undamaged, all Command tests dealing with Attack Craft gain +5, and tests to ready new squadrons automatically pass. All Trade objectives involving ground-to-orbit operations gain 25 Achievement Points [Power 1, Space 1]
  • Vitae Pattern Life Sustainer: [Power 5, Space 3]
  • Voidsmen Quarters: Command tests to defend against boarders gain +5. Morale loss reduced by 1, minimum 1 [Power 2, Space 5]
  • Deep Void Auger Array: +10 to detection [Power 7]

Supplemental Components:

  • Small Craft Repair Dock: May make a -10 Tech-Use test to save attack craft. [Power 2, Space 2]
  • Pilot's Chamber: Grants +2 to the Craft Rating of all Attack Craft. [Power 1, Space 1]
  • Barracks: Grants 100 Achievement Points toward Military objectives. If carrying troops, gain +20 on Command tests involving boarding and Hit & Run Actions. [Power 2, Space 4]
  • Augmented Retro Thrusters: +5 Man. [External, Power 5]

Weapons: 1x Prow 2x Starboard, 2x Port

  • Fortis-Pattern Torpedo Tubes: 42+6 Capacity, Enhanced Magnetic Coils, Volatile [Power 2, Space 8]
  • Jovian-Pattern Landing Bay [Power 2, Space 0]
  • Jovian-Pattern Landing Bay [Power 2, Space 0]
  • Lathe-Pattern Landing Bay: Energy Field [Power 2, Space 5]
  • Lathe-Pattern Landing Bay: Energy Field [Power 2, Space 5]
Type Position Strength Damage Crit Range
Fortis-Pattern Torpedo Tubes Prow 6 x x +2
Jovian-Pattern Landing Bay Starboard 2 x x x
Lathe-Pattern Landing Bay Starboard 2 x x x
Jovian-Pattern Landing Bay Port 2 x x x
Lathe-Pattern Landing Bay Port 2 x x x
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