TEXT:  
   
   
  
   
  Preface 
   
  Starship Kit 6.4 
  Other Systems & Locations 
   
  Starships are not always just flying engines of 
  destruction. They often have a crew to look 
  after them and those crew need somewhere 
  to stay, to relax and to eat and drink. 
   
  This is part 6.4 of the Starship Kit, although it 
  can be used as a standalone product if 
  required.  
   
  Future parts will include: 
   
  Captain & Crew 
   
  Cargo, both Legal and Illegal 
   
  Ship Quirks 
   
  You do not need to have all the parts in the kit 
  to use them, but it does help and is 
  recommended. 
   
  This generator/kit is designed to provide the 
  starting points for your own inspiration. 
  Actual details about each system, such as its 
  design or how it actually works is up to you. 
   
  Credits & Legal 
   
   
  www.enneadgames.com 
   
  Email : contact@enneadgames.com 
  Twitter: @enneadgames 
   
  Copyright 
  Ennead Games ©2015 
   
  Page background 
  "Publisher's Choice Quality Stock art  
  ©Rick Hershey/Fat Goblin Games" 
  Contents 
   
  Preface ............................................................ 2 
  Credits & Legal ................................................ 2 
  Ship Systems ................................................... 3 
  How to Use ................................................. 3 
  Class ............................................................ 3 
  Other Systems/Locations ................................ 4 
  Cargo & Storage .......................................... 4 
  Civilian (shops, services etc.) ...................... 5 
  Communication........................................... 5 
  Engineering/Maintenance .......................... 6 
  Entertainment & relaxation ........................ 6 
  Food & Drink Related .................................. 7 
  General purpose ......................................... 7 
  Hangers/Shuttle-bays ................................. 8 
  Living Quarters ............................................ 8 
  Manufacturing & Harvesting ...................... 9 
  Records/archive .......................................... 9 
  Religious .................................................... 10 
  Science Labs .............................................. 10 
  Security & Defence ................................... 10 
  Sensors ...................................................... 11 
  Training ..................................................... 11 
  Transportation .......................................... 11 
  Drones & automatic systems .................... 12 
  Experimental & Exotic ............................... 12 
   
  
   
   
  3 
   
  Ship Systems 
   
  How to Use 
   
   
  Class 
   
  A broad category, this gives an overall 
  indicator of how strong, powerful and 
  complex the system is. As with weapons, this 
  can vary from group to group, but all other 
  things being equal a Mark V system will be 
  better than a Mark IV but worse than a Mark 
  VI etc. 
   
  Not every ship will have all of these systems, 
  but the core systems will exist in some form 
  on almost every ship. The core systems are: 
   
  Computing 
   
  Engines 
   
  Life Support  
   
  Navigation 
   
  Power Generation 
   
  The only real exception this is life support for 
  drone or autonomous ships. 
   
  The secondary systems include everything 
  else, except weapons, armor and shields, as 
  they have been covered by other parts of the 
  SSK.  
   
   
   
   
   
   
   
   
   
  Class 
   
  Roll a d20. That becomes the tier class of the 
  system you are rolling for. If a 20 is rolled then 
  the system is a Capital-class system and can 
  only be placed on Capital class vessels.  
   
  Alternately, if you require a more “realistic” 
  system that keeps the higher class systems to 
  a minimum, use the chart below. 
   
   
  D100 
  Mark 
  01 
  Mark I 
  02 - 03 
  Mark II 
  04 - 06 
  Mark III 
  07 - 10 
  Mark IV 
  11 - 14 
  Mark V 
  15 - 19 
  Mark VI 
  21 - 25 
  Mark VII 
  26 - 30 
  Mark VIII 
  31 – 40 
  Mark IX 
  41- 50 
  Mark X 
  51 - 60 
  Mark XI 
  61 - 70 
  Mark XII 
  71 - 75 
  Mark XIII 
  76 - 80 
  Mark XIV 
  81 - 85 
  Mark XV 
  86 - 90 
  Mark XVI 
  91 - 94 
  Mark XVII 
  95 - 97 
  Mark XVIII 
  98 - 99 
  Mark XIX 
  00 
  Mark XX/Capital Class 
   
  Quite often, the mark is left off when crew 
  talk about the system, unless there is more 
  than one on the ship and clarification is 
  needed. However, it is useful to know what 
  the tier of a system is as it can have an impact 
  on other systems and the ships size. 
   
   
   
   
   
   
  
   
  Other Systems/Locations 
   
   
  This part of the starship kit deals with all the 
  other systems a ship may have. They are not 
  always essential, and some cultures may have 
  taboos against a self-destruct being on board 
  one of their starships. 
   
  If you need to randomly decide what your 
  ship has on-board, then roll on the table 
  below as many times as desired. Larger ships 
  will obviously have more when compared to 
  smaller ships and the smallest of them all, 
  such as the single pilot or drone ships, will 
  have none. 
   
  D20 
  Suggested Other 
  1 
  Cargo & Storage 
  2 
  Civilian (shops, services etc.) 
  3 
  Communication 
  4 
  Engineering/Maintenance 
  5 
  Entertainment & relaxation 
  6 
  Food & Drink Related 
  7 
  General purpose 
  8 
  Hangers/Shuttle-bays 
  9 
  Living Quarters 
  10 
  Manufacturing & Harvesting 
  11 
  Records/archive 
  12 
  Religious 
  13 
  Science Labs 
  14 
  Security & Defence 
  15 
  Sensors & navigation 
  16 
  Training  
  17 
  Transportation 
  18 
  Drones & automatic systems 
  19 
  Experimental & Exotic 
  20 
  Other/Something Else 
   
   
  A few of these entries also have sub-tables for 
  more details, which can be rolled on or picked 
  from as required. 
   
  Other/Something else is for your own ideas or 
  future supplements to the SSK. 
   
   
   
  Cargo & Storage 
   
  Probably the most common found room or 
  other system on a starship.  If using the Mark 
  system to determine features qualities etc., 
  then the level determines here, not the size of 
  the storage, but how protected the cargo is 
  against the harshness of the void or general 
  spoilage. 
   
  Various materials require different storage 
  facilities. After all, you can store radioactive 
  materials in the same location as your crews’ 
  drinking water. 
   
  More details on the various types of cargo a 
  ship can carry will be listed in a future 
  supplement, but for now, you can use the 
  table below to give a rough idea of what 
  category of goods is being carried or 
  transported. 
   
  Living, sentient beings are covered under 
  civilian or living quarters. 
   
  D20 
  Cargo type 
  1 
  Construction & Industrial 
  2 
  Contaminated 
  3 
  Delicate/Fragile 
  4 
  Diplomatic 
  5 
  Electronics 
  6 
  Flora 
  7 
  General Cargo 
  8 
  Illegal Goods 
  9 
  Liquid – Non Reactive 
  10 
  Liquid – Reactive 
  11 
  Livestock & Living 
  12 
  Medical Supplies 
  13 
  Ores and minerals 
  14 
  Perishable materials 
  15 
  Radioactive Materials 
  16 
  Ship Parts 
  17 
  Valuable/Luxury/Currency etc. 
  18 
  Volatile 
  19 
  Weapons & Armor systems 
  20 
  Other 
   
   
   
   
  
   
   
  5 
   
  Civilian (shops, services etc.) 
   
  Rare to find on most ships, except the largest 
  of vessels or star-bases etc., with the main 
  exception being cruise ship or other such 
  publicly used vessels. Some companies may 
  have a franchise or two on board or maybe 
  sponsor the ship due to its high profile 
  mission or nature. These are in addition to 
  entertainment and relaxation facilities. 
   
  Some example Civilian services are listed 
  below: 
   
  D20 
  Civilian Services 
  1 
  Adult services 
  2 
  Beautician 
  3 
  Counsellor 
  4 
  Day-care and Nursery 
  5 
  Decorators 
  6 
  Education 
  7 
  Embassy 
  8 
  Hairdresser/Barber 
  9 
  Luxury goods/jewellery 
  10 
  News 
  11 
  Police/Private Security 
  12 
  Political/Governmental 
  13 
  Radio/Music Broadcast 
  14 
  Record Keeper 
  15 
  Tailor/Dressmaker 
  16 
  Tattoo/Make-up artist 
  17 
  Therapist/Counsellor 
  18 
  Translation 
  19 
  Covert Operations (*) 
  20 
  Other 
   
  (*) = For covert operations, roll again and this 
  will provide the operatives cover story. If 
  Covert Operations is rolled again, then they 
  are probably a double or even triple agent. 
   
   
   
   
   
   
   
   
   
   
  Communication 
   
  Communications system on a starship can 
  basically be broken down into one of three 
  groups. 
   
   
  Short Range – e.g. ship to planet 
   
  Long Range – e.g. ship to home world 
   
  Internal – e.g. bridge to security 
   
  The mark of the system determines the 
  overall quality and/or the security of the 
  system. 
   
  These can have one or more of the following 
  options, in addition to audio: 
   
  D6 
  Communication Option 
  1 
  Conference 
  2 
  Encryption 
  3 
  Location of recipient 
  4 
  Translation 
  5 
  Visual 
  6 
  Visual with overlay 
   
  Each 
  option 
  requires 
  more 
  power 
  or 
  computational facilities. 
   
  Conference allows 3 or more people to 
  communicate at once.  
   
  Encryption is for security.  The more secure 
  the channel, the more complex and expensive 
  it is, both to install and maintain.  
   
  Location of recipient, useful for transportation 
  or finding out where someone is in relation to 
  the ship. 
   
  Translation takes what is said and coverts it 
  into a language you can understand. 
   
  Visual is basic face to face communications 
  with audio 
   
  Visual with overlay is as visual but can give 
  information about the subject or about the 
  transmission, or even subtitle for those who 
  cannot understand the languages(s) that are 
  being spoken. 
   
  
   
  Engineering/Maintenance 
   
  Engineering is one of the most vital areas of 
  the ship. If the bridge is considered the brain, 
  then main engineering is often considered the 
  heart of the vessel. Of course, smaller ships 
  will not have an engineering room, but 
  instead have a small section of the ship given 
  over to such features. 
   
  In addition to the power generation required 
  to power the rest of the ship, or to make it go 
  or even to power the weapons, you will also 
  find one or more of the following systems: 
   
  D10 
   
  1 
  Command Override 
  2 
  Emergency Systems 
  3 
  Engine Ejection 
  4 
  Environmental Controls 
  5 
  Exotic System Control 
  6 
  Life Support Controls 
  7 
  Power transfer  
  8 
  Repair systems - Automatic 
  9 
  Repair systems – Manual 
  10 
  Repair systems - Semi-
  Automatic 
   
   
  Command Override allows for the Engineering 
  room to become a second bridge in case of 
  emergency. 
   
  Emergency 
  Systems 
  deal 
  with 
  fire 
  suppression, emergency bulkhead control and 
  other similar sub-systems. 
   
  Engine Ejection is for the rapid removal of the 
  engine in situations where keeping it on board 
  would be dangerous, such as the power core 
  going critical. 
   
  Environmental Controls allows for the setting 
  and alteration of the environment on the ship. 
   
  Exotic System Control is for anything that is 
  not considered a weapon, power or engine. It 
  might be an experimental communication 
  system or sensor arrangement. 
   
  Life Support Controls keeps the crew alive and 
  monitors the atmospheric levels, gravity 
  plating etc. If it’s essential for keeping the 
  crew alive, it’s covered under this. 
   
  Power transfer allows for power to be sent 
  where it’s needed most, such as to the shields 
  to prevent damage or to the engines to 
  increase speed etc. 
   
  Repair 
  systems 
  are 
  monitored 
  here. 
  Automatic, manual or semi-automatic can be 
  monitored and the chief engineer can direct 
  the flow of people and resources as they are 
  needed, monitoring critical system and 
  deciding which needs repair or a higher 
  priority. 
   
  Entertainment & relaxation 
   
  The mental health and morale of the crew is 
  just as vital to on-going missions and 
  expeditions.  
   
  There is some overlap between some of the 
  entries below, such as the Holographic-
  projector being suitable for entertainment 
  and relaxation. Some suggested ideas are 
  listed below. 
   
  Entertainment 
   
  Holographic-projectors 
   
  Dance/Club 
   
  Library 
   
  Music Hall 
   
  Adult Services 
   
  Relaxation 
   
  Meditation Chamber 
   
  Library 
   
  Gardens 
   
  Exercise 
   
  Sport Chambers (volleyball, 
  badminton etc.) 
   
  Swimming  
   
  Zero-G Room. 
   
  
   
   
  7 
   
  Food & Drink Related 
   
  Very few, if any species, can survive without 
  consuming food or a liquid of some kind.  The 
  nature of the food will vary from species to 
  species, such as one being meet eater and 
  other strict vegetarians.  
   
  Separate systems and set-ups may be 
  required if the crew has varying diets. 
   
  Consumption 
   
  D6 
  Consumption 
  1 
  Bar 
  2 
  Café 
  3 
  Dispenser 
  4 
  Mess Hall & Kitchens 
  5 
  Restaurant 
  6 
  Vending Machine 
   
   
  Production 
   
  D10 
  Production 
  1 
  Algae Vats 
  2 
  Brewery 
  3 
  Cloning & Rapid Growth 
  Chambers  
  4 
  Fungal pods 
  5 
  Hydroponics  
  6 
  Livestock & Slaughter 
  7 
  Matter Re-organisers 
  8 
  Protein bars/banks 
  9 
  Vegetable gardens 
  10 
  Waste Recycling 
   
  Storage 
   
  D10 
  Storage 
  1 
  Animal Pens 
  2 – 4 
  Fridges/Freezer 
  5 – 7 
  Pantry 
  8 - 9 
  General Storage 
  10 
  Stasis Field 
   
   
   
   
  General purpose 
   
  These rooms are used for meetings; overfill 
  from storage, Tempory housing or left empty 
  in case of emergency. They can be converted 
  to various configurations quite easily and 
  quickly. 
   
  For any general storage room on your ship, 
  you may find its already filled or being used. 
  The question is, with what? 
   
  D20 
  Usage/Contents 
  1 
  Animal/Creatures 
  2 
  Cargo bay overflow 
  3 
  Crime Scene 
  4 
  Emergency Quarters 
  5 
  Empty 
  6 
  Empty and dusty/dirty 
  7 
  Filled with rubbish 
  8 
  Food Stores 
  9 
  Illegal Goods 
  10 
  Liquid Containers 
  11 
  Party/Entertainment Room 
  12 
  Science Experiment 
  13 
  Set up for a meeting 
  14 
  Set-up 
  for 
  a 
  religious 
  ceremony 
  15 
  Stow-away 
  16 
  Undecorated, wires exposed 
  etc. 
  17 
  Unmarked Containers 
  18 
  Waste Material 
  19 
  Something Else 
  20 
  Roll twice again on this table 
  and combine results 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
   
  Hangers/Shuttle-bays 
   
  The easiest way for the crew and passengers 
  to get to and from another ship or planet’s 
  surface (without using teleportation) is via a 
  shuttle or other smaller carrying craft. 
   
   
  D10 
  Bay Type 
  1 
  Drone 
  2 
  Escape Pod 
  3 – 4 
  Fighter - Heavy 
  5 – 6 
  Fighter - Light 
  7 – 8 
  Fighter – Medium 
  9 
  Repair/Maintenance 
  10 
  Shuttle/Civilian 
   
   
  Launch Method 
   
  This determines how the shuttle or fighter 
  makes it way out from the parent-ship. 
   
  D10 
  Launch Method 
  1 – 2 
  Drop 
  3 – 4 
  Ejection 
  5 – 7 
  Launch Tube 
  8 - 10 
  Flight Deck 
   
  Some methods are more suitable for certain 
  shuttles and small craft, such as escape pods 
  being more suitable for ejection and fighters 
  being more suited for a lunch tube or flight 
  deck. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Living Quarters 
   
  The crew on the ship need places to sleep and 
  relax.  The size and nature of the ship 
  determines the size of the quarters, with the 
  budget determining the quality.  Quarters 
  come in one of two types, standard and non-
  standard. 
   
   
  Standard 
   
  These are used every day by the crew. 
  Depending on the culture using the, they can 
  be unique, uniform and somewhere in 
  between, with small customisations allowed. 
   
  D6 
  Standard Quarters types 
  1 
  Barracks 
  2 
  Crew – single 
  3 
  Crew – shared 
  4 
  Crew - Rotation 
  5 
  Executive Style 
  (Captain/command etc.) 
  6 
  Guest quarters  
   
   
  Non-Standard 
   
  These are used only in certain situations and 
  not always for everyday use.  Often are sized 
  for one, or at a push, two occupants. They can 
  be very efficient for moving large numbers of 
  beings around. 
   
  D6 
  Non standard example 
  1 
  Acceleration Pods  
  2 
  Long term 
  3 
  Deep Sleep 
  4 
  Stasis 
  5 
  Medical Stasis Chambers 
  6 
  Rehabilitation Modules for 
  criminals 
   
   
   
   
   
   
  
   
   
  9 
   
  Manufacturing & Harvesting 
   
  Not a common feature found on short-hop 
  ships, but something you normally find on 
  ship that spends a lot of time away from 
  home base. A manufacturing facilities, even if 
  it’s something cobbled together in a cargo-
  bay, can mean the difference between a 
  successful mission and a failure. These 
  manufacturing facilities also need materials, 
  from either supplies or gathered/harvested 
  from the places visited. 
   
  Some suggested examples are given below. 
   
  Manufacturing & Processing 
   
  D10 
  Example 
  1 
  Personal Equipment 
  2 – 3 
  Processing 
  4 - 5 
  Industrial Goods 
  6 
  Radioactive Processing 
  7 
  Weapons (personal) 
  8 
  Ship Armaments 
  9 
  Delicate Materials 
  10 
  Illegal Goods 
   
   
  Harvesting Examples 
   
  D20 
  Harvesting Example 
  1 – 2 
  Gas  
  3 
  Gas – Volatile 
  4 
  Harvesting – Star Material 
  5 – 6 
  Liquids  
  7 
  Liquid - Caustic 
  8 - 11 
  Mining – Standard Ores 
  12 
  Mining – Precious Ores 
  13 
  Mining – Ice/Solid Gases 
  14 
  Mining – Radioactive 
  15 
  Mining/Harvesting – Other 
  Materials 
  16 – 17 
  Recycling (solids, liquids and 
  gasses) 
  18 
  Stella - Solar Energy 
  19 
  Stella – Particles 
  20 
  Other Material 
   
   
  Records/archive 
   
  Covers any libraries, computer cores etc.  For 
  many crews, keeping an accurate record of 
  what they have encountered, from stellar 
  information to the fighting patterns of the last 
  enemy they had a fight with, can make a 
  major difference not only to their own 
  survival, but for their own species or culture. 
   
  Most of these are kept in an electronic 
  format, but a few cultures insist on a hard-cop 
  being made in case of a power failure or EMP 
  pulse destroying the records that took so long 
  to gather. These can take up a lot more room 
  when compared to the electronic versions, so 
  regular offloading or removal is required.  
   
  Some suggested records and methods of 
  storage are found below 
   
  D10 
  Record Type 
  1 
  Cargo Manifest 
  2 
  Communications records 
  3 
  Legal Documents 
  4 
  Maps 
  5 
  Personal Logs 
  6 
  Scientific Data 
  7 
  Security details 
  8 
  Sensor Logs 
  9 
  Transportation Logs 
  10 
  Other Records 
   
   
  Example Storage Mediums 
   
  D10 
  Storage 
  1 
  CD’s/Laser Discs/Etc. 
  2 
  Data Chips 
  3 
  Data Crystals 
  4 
  Metal sheets 
  5 
  Organic storage systems 
  6 
  Paper (treated) 
  7 
  Paper (untreated) 
  8 
  Plastic Sheets 
  9 
  SSD/Hard Drives 
  10 
  Other Medium 
   
   
  
   
  Religious 
   
  A sub-set of civilian system or even relaxation, 
  can be very important for those whose belief 
  in a higher power (or powers) is a 
  fundamental part of their nature or culture. 
  This could cover: 
   
   
  Birth blessings or oversight 
   
  Blessings before battle or other 
  important event 
   
  Funeral Rites and disposal of corpses 
   
  Celebration of Holy Days 
   
  Marriage or other blessed unions 
   
  Rites of Passage into adulthood 
   
  Solace during times of discomfort and 
  trouble, such as war 
   
  Day to day religious observances 
   
  Science Labs 
   
  This covers a broad spectrum of possible 
  systems and locations on the ship. Science is 
  such a broad range that you might want to 
  simply decides what field of science the lab 
  covers.  
   
  D20 
  Example field of science 
  1 
  Archaeology 
  2 
  Astronomy 
  3 
  Bio-chemistry 
  4 
  Biology 
  5 
  Botany 
  6 
  Chemistry 
  7 
  Cosmology 
  8 
  Ecology 
  9 
  Engineering physicist 
  10 
  Geology 
  11 
  Linguistics 
  12 
  Meteorology 
  13 
  Mineralogy 
  14 
  Oceanography 
  15 
  Palaeontology 
  16 
  Physics 
  17 
  Robotics and A.I. 
  18 
  Stellar Cartography 
  19 
  Xeno-biology 
  20 
  Zoology 
  Security & Defence 
   
  The security of the ship is quite important, not 
  only for the outside, but the inside of the ship 
  as well. 
   
  A typical ship would have at least or more of 
  the example listed below. The bigger vessels 
  would have all and more. 
   
  D20 
  Security System 
  1 
  Atmospheric Manipulation 
  2 
  Brig 
  3 
  Bulkheads 
  4 
  Energy dampening fields 
  5 
  Force Fields 
  6 
  Gravity Trap 
  7 
  Patrols 
  8 
  Patrols – Automated 
  9 
  Psionic Manipulation 
  10 
  Rapid temperature change 
  11 
  Self-Destruct Capabilities 
  12 
  Sonic Defences 
  13 
  Stun Pulses 
  14 
  Suppression Foam 
  15 
  Teleportation Systems 
  16 
  Tranquilizing System  - Energy 
  Based 
  17 
  Tranquilizing System  - 
  Projectile Based 
  18 
  Tranquilizing System – Gas 
  Based 
  19 
  Weapon Lockers 
  20 
  Other System 
   
   
  Some of these are only suitable for larger 
  ships, but even the smallest will have some 
  kind of self-destruct system to prevent the 
  vessel from falling into enemy hands. 
   
   
   
   
   
   
   
   
  
   
   
  11 
   
  Sensors 
   
  Knowing where the ship is going is just as 
  important as being able to get there. So 
  knowing what is around you. For this reason, 
  almost all ships have some kind of sensor 
  system, even something as simple as radar.  
   
  Some examples are given below. 
   
  D10 
  Example sensor system 
  1 
  Long Range Sensors 
  2 
  Micro Drones 
  3 
  Navigation Sensors/Probes 
  4 
  Psionic - Empathy 
  5 
  Psionic - Prescience 
  6 
  Psionic - Viewing 
  7 
  Radar 
  8 
  Short Range Scanners 
  9 
  Visual Based (V.Short range) 
  10 
  Omni-Sensor 
   
   
  Training 
   
  Training facilities on a starship are a way to 
  hone one’s skills without interfering with 
  operations. After all, you can’t practice firing 
  your energy rifle in an environment that being 
  used by the rest of your crew. Large ships 
  often have regular training, to keep their crew 
  ready for any situation. 
   
  D6 
  Example Training facilities 
  1 
  Hand-to-hand combat  
  2 
  Ranged 
  3 
  Piloting – Dogfighting 
  4 
  Piloting – Combat Manoeuvres 
  5 
  Battle Training/Exercises 
  6 
  Profession Based Simulations 
   
   
   
   
   
   
   
   
   
  Transportation 
   
  Ships large enough to move around on 
  normally have some kind of rapid-transit 
  system, even if it’s some kind of ladder-based 
  system for moving between decks. 
   
   
  D10 
  Transport method 
  1 
  Access Tube – Crew sized 
  2 
  Access Tube – Droid sized 
  3 
  Drop Holes (one way – down) 
  4 
  Escalators/moving floors 
  5 
  Ladders 
  6 
  Lifts – Advanced 
  (up/down/left/right/etc.) 
  7 
  Lifts – Standard (up/down) 
  8 
  Site-to-Site Teleporter 
  9 
  Sliding/Climbing Poles 
  10 
  Vacuum Tubes 
   
  Whilst most of these are self-explanatory, a 
  few require some further details. 
   
  Access tubes are hidden away behind the 
  walls and not suitable for everyday use. They 
  are used for maintenance, but can in an 
  emergency be used to go between decks. 
   
  Drop holes are as the name suggest. They are 
  a fast way of getting from a higher deck to a 
  lower deck, but some way of returning to the 
  higher decks must also be in place, even if it 
  just ladders. 
   
  Vacuum tubes are very good for moving small 
  objects at speed around the ship. They are not 
  suitable for living beings, although some small 
  rodent like creatures do take pleasure in using 
  them as a fun way to move around. 
   
   
   
   
   
   
   
   
   
   
  
   
  Drones & automatic systems 
   
  Drones a useful tool for any ship to have 
  available. They can be remote controlled by 
  an operator or have a form of A.I or advanced 
  programming. They are designed to operate 
  in regions where a living crew member cannot 
  or for simple repetitive tasks and are often 
  seen as expendable. A few cultures treat 
  drones as furniture and even use them inside 
  the ship to maintain and operate other 
  systems, whilst other grant them almost the 
  same rights and privileges as the rest of the 
  crew, with the majority falling somewhere in  
  between. 
   
  A drone comes in one of two types, combat or 
  industrial, with several sub-types. 
   
  Any Dice 
  Drone Class 
  Odds 
  Combat 
  Evens 
  Industrial 
   
  D10 
  Example Combat Class 
  1 
  Counter-Measure 
  2 
  EMP 
  3 
  Energy 
  4 
  Projectile 
  5 
  Ramming 
  6 
  Targeting 
  7 
  Scout 
  8 
  Sentry 
  9 
  Webbing 
  10 
  Cloaked 
   
  D6 
  Example Industrial Type 
  1 
  Armor Repair 
  2 
  Gas Harvesting 
  3 
  General Repair and 
  construction 
  4 
  Internal -  Cleaning 
  5 
  Liquid Harvesting 
  6 
  Mining 
   
  They also have a size or tier associated with 
  them, alongside the mark value. The lighter 
  the drone, the less space it takes up but the 
  less it can do etc. The heavier the drone, the 
  more powerful it is and the more it can do. 
  D20 
  Drone Size 
  1 – 2 
  Ultra-Light 
  3 – 7 
  Light 
  8 – 12 
  Medium 
  13 - 17 
  Heavy 
  18 – 19 
  Ultra-Heavy 
  20 
  Capital Class 
   
  Ultra-light also applies to the much smaller 
  drones that can be found inside ships and 
  space stations, they are often no bigger than 
  an average sized cat. 
   
  Capital class drones are extremely large and 
  only be used on Capital class ships. 
   
  Experimental & Exotic 
   
  Some ships are used as testing facilities for 
  new and often experimental system. It might 
  be a way for the ship to channel a large 
  amount of power from a star to its weapons, 
  or to jump a large distance in a short period of 
  time.  
   
  Whatever the reason, the systems on 
  locations under this category are under a high 
  amount of security.  The Mark level 
  determines how safe and effective the 
  systems are. They also have a tendency to be 
  more fragile when compared to the rest of 
  the ship, so are treated as 1 or two level lower 
  when deciding what effects combat would 
  have. Some example experimental and exotic 
  systems are listed below: 
   
  D10 
  Examples 
  1 
  Cloaking Device 
  2 
  External Holographic projector 
  3 
  Extreme Communications 
  4 
  Nova-class self-destruct 
  5 
  Phase Generator 
  6 
  Phase Weapons 
  7 
  Reconfiguration circuits 
  8 
  Temporal Capacitors 
  9 
  Ultra-high ranged Teleporter 
  10 
  Weapon Overcharge Unit 
   
   
  
SOURCE: textdata/thevault/Starfinder [multi]/3rd Party/Ennead Games/Ennead Games - Starship Kit - Volume 6.4 - Other systems.pdf