TEXT:  
   
   
   
   
   
  
   
   
  1 
   
  Introduction 
  02 
  New Game Stats 
  02 
  Metric System 
  03 
  Design Worksheet 
  03 
  Confed Shipyards 
  03 
  Energy Is The Key 
  05 
  Design Budget 
  05 
  Build Time 
  06 
  Command Rank 
  06 
  Req. Authority 
  07 
  Benefits Of Rank 
  07 
  Starship Systems 
  08 
  System Cost Table 
  09 
  New Systems 
  09 
  System Upgrades 
  17 
  Retrofits 
  18 
  Complete Refits 
  19 
  Teleporter & Sickbay 
  19 
  Crew Size 
  19 
  Cinematic Crew 
  20 
  Starship Decks 
  21 
  Ship’s Locker 
  21 
  Design Flaws 
  22 
  Hero Ship 
  25 
  The Saucer Module 
  26 
  Naming Your Design 
  26 
  New Ship Classes 
  27 
   
  This fan created product is designed for use 
  with 
  Goblinoid 
  Games’ 
  Starships 
  & 
  Spacemen™ 2nd Edition role playing game, 
  which 
  can 
  be 
  found 
  at 
  www.goblinoidgames.com. Starships and 
  Spacemen™, 
  and 
  associated 
  content 
  owned by Daniel Proctor and Goblinoid 
  Games. 
   
  AUTHOR & ILLUSTRATOR: 
  Scott Mulder 
   
  CGI MODELS & TEXTURES: 
  Simon Schild, Power Fusion 3-D, 3-D-C, 
  Notilize, Coflek Gnorg, Adam Thwaites, 
  Cybertenko, Darriofish, Predatron 3D, 
  Nightshift3D, The Antfarm, Mortem Vetus, 
  and Valander. 
   
  This product contains fan created content 
  under the creative common license. The 
  purchaser of this product may re-print it 
  for personal use.   
   
  ARTWORK: 
  Copy Right 2018. All original or derived 
  artwork contained in this product were 
  created by Scott Mulder and Luminous Design 
  Studio. These works cannot be redistributed 
  or extracted outside the personal use of this 
  product without the expressed written 
  permission of the artist. 
   
   
   
  
   
   
  2 
   
   
  The Starship Construction Manual, Volume 
  #1: Confederation, is a rules supplement 
  resource for designing and building 
  starships for use in Goblinoid Games’ 
  Starships & Spacemen 2nd Edition role 
  playing game. These rules are an optional 
  expansion of the existing ones for using 
  starships in the game and are not required 
  in order to play. This manual is designed as 
  a resource to help you in designing your 
  own Galactic Confederation starships for 
  use in the game. Smaller non-interstellar 
  craft such as system ships, space fighters, 
  and shuttles will be addressed separately. 
  This supplement can be used by both Star 
  Masters and Players, but it is at the Star 
  Masters discretion whether a new ship 
  design will be allowed into the game or 
  available for a player to command. 
   
  Three new statistical scores are introduced 
  in this supplement to help you organize 
  and manage your starship construction 
  projects. They include Hull Size (HS), 
  Construction Points (CP), and Design 
  Budget (DB). The starship construction 
  rules presented here are a simple resource 
  management system similar to that 
  already used for starship operation in the 
  2nd Edition rulebook. 
   
   
   
  HULL SIZE (HS)  
  This is a conceptual score that indicates the 
  size of a spacecraft’s superstructure 
  ranging from tiny (HS-1) to massive (HS-6). 
  Hull Size scales will adjust comparatively 
  over time. For example, a Frigate in the 24th 
  Century may be considerably larger than a 
  ship of the same class in the 22nd Century 
  (or vice versa). The ship classes remain the 
  same, but the size scale adjusts to fit the 
  technology of the time period.   
   
   
   
   
   
   
  
   
   
  3 
   
  STARSHIP CLASS 
  SIZE 
  HS PPB 
  Runabout (PT) 
  Tiny 
  1 
  25 
  Frigate (FG) 
  Small 
  2 
  50 
  Light Freighter (LF) 
  Small 
  2 
  50 
  Space Tug (TT) 
  Medium 
  4 
  100 
  Med Freighter (MF) 
  Medium 
  3 
  100 
  Destroyer (DD) 
  Medium 
  3 
  100 
  Heavy Freighter (HF) Large 
  4 
  200 
  Cruiser (CS) 
  Large 
  4 
  200 
  Battle Cruiser (BC) 
  Huge 
  5 
  300 
  Star Carrier (CV) 
  Huge 
  5 
  300 
  Dreadnought (DN) 
  Massive 
  6 
  400 
   
  CONSTRUCTION POINTS (CP)  
  This is a conceptual score that determines 
  the construction cost of a spacecraft based 
  on the amount of energy required to build 
  and operate the vessel.   
   
  DESIGN BUDGET (DB)  
  This is a conceptual score that indicates the 
  maximum number of construction points 
  that a starship design can use. A starship 
  design can be under its total Design Budget 
  score but must not exceed it. 
   
  The standard units of measurement in the 
  2nd Edition rulebook are described using 
  the English System of measurement. If you 
  prefer to use the metric system, simply 
  exchange or convert any measurements to 
  the metric system to suit your personal 
  preference. 
   
   
   
  This game supplement includes a Starship 
  Design Worksheet page for you to use to 
  organize and record your design progress. 
  You can print out a copy of this form for use 
  in the design of your starship. If your design 
  requires more space than what is provided 
  on the form, you can use the back side of 
  the paper or additional sheets of paper to 
  make notes and entries. 
   
   
   
  Shipyards are massive orbital or terrestrial 
  facilities used to build, repair, and upgrade 
  spacecraft. The shipyards of the Galactic 
  Confederation Spacefleet are normally 
  found near large Starbases where supplies 
  and resources are plentiful. Most shipyards 
  are orbital facilities that take advantage of 
  low and zero gravity fabrication processes. 
  However, some shipyards can be found on 
  Class H Planets where the climate and 
  
   
   
  4 
   
  resources are favorable for large scale 
  construction projects. Shipyards come in a 
  variety of different configurations that all 
  share a similar open box frame and cradle 
  design. Orbital shipyards that are not 
  attached to a Starbase have their own 
  nuclear drives for orbit adjustment 
  maneuvering. Confederation Shipyards are 
  equipped with screens just like starships, 
  but they typically do not have any 
  armaments of their own. They rely on local 
  patrol ships and Starbases for their defense 
  and protection. Shipyards have their own 
  power plants which generate enough 
  power for construction and to operate full 
  screens if needed. There are three 
  classifications of shipyards in the Galactic 
  Confederation. Each can construct various 
  kinds of spacecraft up to the shipyard’s Hull 
  Size (HS) capacity. Class A shipyards can 
  produce small spacecraft up to Hull Size 2. 
  Many shuttle ships, runabouts, and frigate 
  class vessels are built at these facilities. 
  Class B shipyards can construct small to 
  medium sized spacecraft up to Hull Size 4. 
  Class B facilities are the most plentiful and 
  are commonly used to produce destroyer 
  and cruiser class vessels. Class C facilities 
  are rare to find and can produce small to 
  large sized spacecraft. These massive 
  facilities are used to build anything from 
  frigates to dreadnoughts and everything in 
  between. The number of spacecraft that 
  any given shipyard can construct, or repair 
  is equal to its maximum hull size limit. This 
  capacity represents the total number of 
  docking bays that the facility has for 
  building or servicing spacecraft. For 
  example, a Class B Shipyard can build or 
  repair a total of 4 vessels at a time up to 
  Hull Size 4. The maximum capacity of a 
  shipyard cannot be changed by splitting 
  the hull size and increasing the number of 
  ships in each bay. Like Starbases, shipyards 
  can repair and refuel spacecraft up to their 
  full class capacity at a rate of 25 EU’s per 
  day.  
    
  ROLL 
  CLASS 
  MAX HS 
  CAPACITY 
  1-4 
  Class A Hull Size 2 
  2 Ships  
  5-7 
  Class B 
  Hull Size 4 
  4 Ships  
  8-0 
  Class C 
  Hull Size 6 
  6 Ships 
   
   
   
  You can assign the class of shipyard you 
  want at a specific location or Roll 1D10 on 
  the table above for a random result. 
  
   
   
  5 
   
  Damaged starship’s seeking repair that are 
  larger than the shipyard’s Hull Size limit will 
  not be able to use that facility. It is fair to 
  assume that most Starbases will have a 
  Class C shipyard located either at the 
  Starbase or nearby in orbit. Here is an 
  example of typical shipyard placement 
  using the Galactic set-up provided in the 
  2nd Edition rulebook on Pages #88-90. 
   
  EXAMPLE SHIPYARD PLACEMENT 
  LOCATION 
  SECTOR SHIPYARD 
  Earth 
  SOL 
  Class C 
  Mars 
  SOL 
  Class B 
  Centauri Colony 
  SOL 
  Class A 
  Sirius Colony 
  SOL 
  Class A 
  Starbase Alpha 
  SOL 
  Class C 
  Starbase Beta 
  SOL 
  Class B 
   
   
  Whether you are building the Great 
  Pyramids of Egypt or a Capital Class 
  Starship the essence of any technological 
  construct can be distilled to time, labor, 
  resources (i.e. raw materials), and energy 
  (i.e. power or fuel). Since the advent of 
  advanced 
  robotics 
  and 
  molecular 
  fabrication technologies in the 22nd 
  Century, time and energy have become the 
  only remaining resources still in demand. 
  Energy is required to power the fabrication 
  process from raw material synthesis to 
  final production assembly. Economics have 
  changed too, molecular fabrication has all 
  but eliminated the need for profit, money, 
  or credit. Designers, engineers, and 
  builders who once worked for economic 
  reward now ply their trades in the pursuit 
  of personal or professional excellence. So, 
  energy has become the new economy in 
  that it is the only external resource 
  required to produce any of the things we 
  want or need.  
   
  Since the late 21st Century Energy has 
  progressively 
  become 
  cleaner, 
  more 
  accessible, and more abundant. Solar, 
  Nuclear Fusion, and Antimatter Collision 
  have become the most common forms of 
  energy production in the Confederation. 
  While energy in its universally transferable 
  form, commonly called EU, is plentiful it is 
  not unlimited.        
   
  Since the economy of the Galactic 
  Confederation is not based on the 
  exchange of currency the cost of building a 
  starship is measured in the amount of 
  resources 
  required. 
  Specifically, 
  the 
  resource of energy, since all systems used 
  to fabricate a starship require it. Distilled 
  down to its purest essence the direct cost 
  in energy to build any given starship is 
  determined by the total energy that its 
  power plant will produce for its PPB. In 
  other words, the cost of constructing a 
  Starship is equal to its Power Pile Base. So, 
  the first step in designing a starship for use 
  in the game is to determine what kind of 
  
   
   
  6 
   
  power plant you want it to have. However, 
  use caution because if you expend too 
  much of your Design Budget on your 
  engine you will not be able to afford 
  anything else. For example, a Frigate with 
  a PPB of 50 points will have a Design 
  Budget (DB) of 50 construction points (CP) 
  for use in its construction. In most cases, a 
  starship’s final construction cost will equal 
  its 
  budget. 
  Starship 
  designers 
  can 
  complete their projects under budget but 
  never over. Designs that are over budget 
  exceed the ship’s power production and 
  distribution systems ability to operate. The 
  disastrous result would be a starship 
  whose systems would be competing 
  against each other for power. Good design 
  is a precise balance that forms a marriage 
  of art and science.  
   
   
  The time required to build a starship from 
  blueprint to final shake-down cruise is 
  based on the size of the ship. Each Hull Size 
  (HS) represents one full year of design, 
  fabrication, and testing. The bigger the 
  starship the longer it will take to build the 
  vessel. Unfortunately, there is no safe way 
  to fast track the process because short cuts 
  in the shipyard can have disastrous 
  consequences once a ship leaves the safety 
  of Spaceport for open space.   
   
   
   
  STARSHIP CLASS 
  SIZE 
  TIME 
  Runabout (PT) 
  HS 1 
  1 Year 
  Frigate (FG) 
  HS 2 2 Years 
  Light Freighter (LF) 
  HS 2 2 Years 
  Space Tug / Tender (TT) 
  HS 3  3 Years 
  Medium Freighter (MF) 
  HS 3 3 Years 
  Destroyer (DD) 
  HS 3 3 Years 
  Heavy Freighter (HF) 
  HS 4 4 Years 
  Cruiser (CS) 
  HS 4 4 Years 
  Battle Cruiser (BC) 
  HS 5 5 Years 
  Star Carrier (CV) 
  HS 5 5 Years 
  Dreadnought (DN) 
  HS 6 6 Years 
   
   
   
   
  The 
  minimum 
  command 
  rank 
  to 
  requisition a new starship design is based 
  on the size of the ship. The larger and more 
  complex a vessel is the more experience is 
  required to effectively command it. The 
  privilege of command is achieved through 
  
   
   
  7 
   
  hard 
  work, 
  experience, 
  and 
  accomplishments in the field. These 
  attributes earn a commanding officer the 
  respected trust of both Spacefleet and 
  their crew. 
   
  HS CLASS 
  MINIMUM RANK 
  1 
  Runabout 
  Ensign 
  2 
  Frigate 
  Lieutenant 
  2 
  L- Freighter 
  Lieutenant 
  3 
  Space Tug 
  Commander 
  3 
  M-Freighter 
  Commander 
  3 
  Destroyer 
  Commander 
  4 
  H-Freighter 
  Captain 
  4 
  Cruiser 
  Captain 
  5 
  Battlecruiser 
  Commodore 
  5 
  Star Carrier 
  Commodore 
  6 
  Dreadnought 
  Rear Admiral 
   
  Starship 
  construction 
  projects 
  are 
  significant endeavors that require massive 
  amounts 
  of 
  energy, 
  resources, 
  and 
  manpower. The Confederation Spacefleet 
  entrusts the authority to commission such 
  tasks to command level officers who have 
  obtained the rank of Commander or 
  higher. 
  Command 
  experience 
  is 
  an 
  important factor in how big of a project 
  Spacefleet will entrust to an officer. As an 
  officer advances in rank their respect, 
  reputation, 
  and 
  requisition 
  authority 
  within Spacefleet also grows. Not all 
  command level officers will choose to 
  exercise these privileges during their 
  career due to the intensive investment of 
  time required to personally oversee the 
  construction of a starship. Most command 
  level officers would rather be out exploring 
  the galaxy then managing the minutia of a 
  ship build. In the famous words of 
  renowned 
  starship 
  designer 
  Dylan 
  Winslett, “Frankly, It’s just not everyone’s 
  cup of Earl Grey Tea”. 
   
  RANK 
  CLASS 
  CP 
  Commander 
  Runabout 
  25 
  Captain 
  Frigate 
  50 
  Captain 
  Light Freighter 
  50 
  Commodore 
  Space Tug 
  100 
  Commodore 
  Med. Freighter 
  100 
  Commodore 
  Destroyer 
  100 
  Rear Admiral 
  Heavy Freighter 
  200 
  Rear Admiral 
  Cruiser 
  200 
  Vice Admiral 
  Battle-Cruiser 
  300 
  Vice Admiral 
  Star Carrier 
  300 
  Admiral 
  Dreadnought 
  400 
   
   
  Under this rule the Star Master can award 
  an additional 1D12 PPB and Construction 
  Points per Hull Size for commissions that 
  are below the Officer’s level of Requisition 
  Authority. For 
  example, 
  Commodore 
  Dradis would like a new Frigate class ship 
  commissioned for a three-year exploration 
  mission. Since a Frigate class vessel is 
  below 
  his 
  requisition 
  authority 
  the 
  shipyard crew wants to make a good 
  impression with the Commodore and build 
  the best Frigate to ever grace the shipyard. 
  Due to the Commanding Officer’s personal 
  
   
   
  8 
   
  involvement and interest in the build the 
  Design Budget will receive an additional 
  2D12 PPB and CP (Hull Size 2 x 1D12). These 
  points can be used to purchase additional 
  system components for the ship. For 
  example, the Star Master or Player rolls an 
  8 and a 6 resulting in 14 additional points 
  to be added to the Frigate’s Design Budget 
  for a total of 64 Construction Points.  
   
  The technologies incorporated into the 
  design of a new Starship are called Systems 
  and are classified as either Compulsory or 
  Mission Specific. Compulsory systems are 
  those technological components that are 
  necessary for the starship to function 
  safely. They include everything from the 
  ship’s hull structure to life support. All 
  starship designs are required to have these 
  systems installed prior to leaving the 
  shipyard. Mission specific systems are all of 
  the technologies needed for the ship to 
  fulfill its design parameters and include 
  everything from weapons to laboratories. 
  Mission specific systems are not necessary 
  for the ship to function safely but are 
  needed in order for the crew and ship to 
  perform their mission.  
   
  COMPULSORY SYSTEMS 
  The 
  compulsory 
  systems 
  are 
  those 
  required for every starship to function. 
  Without any of these systems the ship 
  would either simply not go anywhere or be 
  too dangerous for the crew to operate. The 
  compulsory systems are required to be 
  included in every new starship design 
  regardless of the size or the complexity of 
  the build. These systems include… 
   
  • Hull Structure 
  • Hyperdrive Pod 
  • Nuclear Drive 
  • Command Bridge 
  • Life Support Systems 
  o Environmental 
  o Artificial Gravity 
  o Inertial Dampening 
  o Food / Provisions 
  • Living Quarters 
  • Defense Screen Grid 
  • Computer Core 
  o Sensors 
   
  o Astro-Navigation 
  o Communications 
  o Universal Translation 
   
  SYSTEM COST 
  For ease of explanation, a list of the most 
  common Compulsory and Mission Specific 
  Systems found on Confederation Starships 
  has been compiled here. Each item in the 
  list has been assigned a construction point 
  (CP) value based on the amount of energy 
  required to fabricate it and the amount of 
  energy it will require to operate. High 
  energy items such as hyperdrive pods and 
  defense screen grids will cost the design 
  budget more construction points than 
  others that use less energy.  
  
   
   
  9 
   
  SHIP’S SYSTEM 
  CP COST 
  Quantum Drive 
  15 Pts. / HS 
  Full Size H-Drive Pod 
  15 Pts. Each 
  ½ Size H-Drive Pod 
  10 Pts. Each 
  Shuttle Ship 
  6 Pts. Each 
  ¼ Size H-Drive Pod 
  5 Pts. Each 
  Cargo Pod 
  5 Pts. Each 
  Hull Structure 
  5 Pts. / HS 
  Cloaking Shield 
  4 Pts. / HS 
  Beam Array 
  4 Pts. Each 
  Holo Simulator 
  4 Pts. Each 
  Quantum Capacitor 
  4 Pts. Each 
  Nuclear Drive 
  3 Pts. / HS 
  Defense Screen Grid 
  3 Pts. / HS 
  Computer Core 
  3 Pts. / HS 
  Starship Automation 
  3 Pts. / HS 
  Teleporter 
  3 Pts. / Person 
  Sick Bay 
  3 Pts. / Person 
  Tractor Beam Emitter 
  3 Pts. Each 
  Capacitor Torpedo 
  3 Pts. Each 
  Beam Bank 
  3 Pts. Each 
  Command Bridge  
  2 Pts. / HS 
  Life Support System 
  2 Pts. / HS 
  Hull Plating Armor 
  2 Pts. / HS 
  Beam Cannon 
  2 Pts. Each 
  Ion Torpedo 
  2 Pts. Each 
  Science Probe 
  2 Pts. Each 
  Security Brig  
  2 Pts. Each 
  Officer‘s Club 
  2 Pts. Each 
  Executive Quarters  
  2 Pts. Each 
  Science Lab 
  2 Pts. Each 
  Engineering Lab 
  2 Pts. Each 
  Ship’s Locker 
  1 Pt. / HS 
  Plasma Torpedo 
  1 Pt. Each 
  Cryo-Tube 
  1 Pt. Each 
  Living Quarters  
  1 Pt. Each 
  Hydroponics Lab 
  1 Pt. Each 
  Patterson Cannon 
  1 Pt. Each 
   
  This game supplement introduces several 
  new compulsory and mission specific 
  systems for use in your starship designs. 
  Like in the system cost table these starship 
  systems 
  have 
  been 
  organized 
  in 
  descending order from highest to lowest in 
  terms of construction point (CP) cost. Items 
  that are listed in the table but do not have 
  a description here are ones that have 
  already been introduced in the 2nd Edition 
  rulebook. 
   
   
   
  QUANTUM DRIVE (15 CP/HS) 
  This propulsion system, also known as a Q-
  Drive, is an experimental dimensional jump 
  drive 
  that 
  allows 
  a 
  starship 
  to 
  instantaneously 
  travel 
  vast 
  distances 
  through quantum entanglement with an 
  organic hyphae network that spans 
  throughout the known universe and 
  psionic plane. While the jump itself is near 
  instantaneous, plotting a course through 
  the filament network requires one hour of 
  
   
   
  10 
   
  calculations per light year to be travelled. 
  For example, the time needed to plot a 
  course and jump ten light years would be 
  ten hours. Use of the drive is risky and each 
  quantum jump has a 40% chance of causing 
  a mishap. The Star Master can roll 1d10 on 
  the table below to randomly determine the 
  result of a jump mishap if one occurs. 
   
  ROLL JUMP MISHAP ENCOUNTERED 
  01 
  Malfunction destroys the drive. 
  02 
  Arrive in the psionic plane. 
  03 
  Arrive 1D6 months ahead in time. 
  04 
  Arrive 2D10 light years off course. 
  05 
  Arrive 1D6 months back in time. 
  06 
  Ship and crew are duplicated. 
  07 
  Drive does not function at all. 
  08 
  Arrive in an alternate reality. 
  09 
  Arrive but causes crew amnesia. 
  10 
  Arrive but PPB is exhausted. 
   
  Unlike H-Drive, a Q-Drive does not produce 
  EU’s and must be used in conjunction with 
  hyperdrive. Like the nuclear drive, the Q-
  Drive is in the ship’s saucer and only one 
  unit is needed to function costing 10 EU’s 
  per LY. Adding additional units will not 
  improve the drive’s performance or reduce 
  the chance of a jump mishap. 
   
  ¼ SIZE HYPERDRIVE POD (5 CP) 
  The quarter size hyperdrive pod contains 
  the drive energy production components 
  for small starships. This hyperdrive pod 
  produces 25 EU’s per day and can be used 
  in conjunction with other pods if a starship 
  design 
  requires 
  additional 
  energy 
  resources.  
   
  CARGO POD (5 CP) 
  Cargo Pods come in variety of shapes and 
  sizes but the most common ones in use 
  with Confederation freighters and tugs are 
  40 meters by 200 meters cylinders. Cargo 
  Pods are capable of carrying a wide range 
  of freight and can be jettisoned in the 
  event of an emergency.   
   
  CLOAKING SHIELD (4 CP/HS) 
  After the Zangid War the development of 
  cloaking shield technology was prohibited 
  under 
  treaty 
  by 
  the 
  Galactic 
  Confederation. Recognizing the invaluable 
  advantage that this technology provided 
  the Videni some unsanctioned elements in 
  Spacefleet continued to develop their own 
  versions in secret. While possession of such 
  a device would result in a serious 
  diplomatic incident and certain court 
  martial necessary circumstances may grant 
  an exception to or review of the treaty. The 
  cloaking shields described here function 
  identically to those used by the Videni in 
  the 2nd Edition rulebook.   
   
  BEAM BANK ARRAY (4 CP) 
  The beam bank array uses a large arc 
  shaped array composed of multiple beam 
  emitters embedded into a starship’s hull. 
  This upgrade allows the vessel to fire both 
  beams at the same target or one beam at 
  two different targets. If used against two 
  
   
   
  11 
   
  targets the damage is divided in half 
  between the two targets. If both beams are 
  fired at the same target the emitter 
  functions as a normal beam bank. The 
  improved energy distribution system of the 
  beam array provides 1d6x6 damage per 
  beam. 
   
  HOLO SIMULATOR (4 CP) 
  The holo simulator is a specially designed 
  compartment 
  that 
  uses 
  the 
  ship’s 
  computer, holographic image emitters and 
  the teleporter mechanism to create a 
  temporary life-like virtual environment. 
  Holo simulators may be used for learning 
  or improving skills, simulate various 
  environments, or recreation. Characters 
  who use the simulator to improve their 
  skills towards promotion will earn 200 
  experience points per day of use. While the 
  character is training inside the simulator 
  they cannot participate in any other action 
  for the remainder of the day without 
  leaving the simulator. Characters must 
  complete the entire day of training in order 
  to receive the experience points towards 
  promotion. The Holo Simulator costs 5 EU 
  per day to operate, can accommodate up 
  to 8 people, and requires resources from 
  several of the ship’s systems. While the 
  Holo Simulator is running the teleporter 
  and ship’s computer cannot be used. Due 
  to its power usage and resource demands 
  the use of a ship’s holo simulator requires 
  authorization from the Command Officer.  
  The Command Officer can abort a Holo 
  Simulator session at any time if the 
  compulsory resources it requires are 
  needed for other priority functions. 
   
  QUANTUM CAPACITOR (4 CP) 
  A quantum capacitor is an EU storage 
  device that allows a starship to retain up to 
  10 EU’s of surplus energy for 24 hours per 
  unit. Quantum Capacitors cannot generate 
  energy on their own and must have an EU 
  surplus from the ship’s hyperdrive in order 
  to operate. Energy stored by a quantum 
  capacitor 
  cannot 
  be 
  used 
  during 
  construction towards the ship’s overall CP 
  or Design Budget. 
   
   
   
  COMPUTER CORE (3 CP/HS) 
  It was a commonly held misconception 
  that early models of starship computers 
  were “stupid” due to limitations on their 
  interaction subroutines. However, the 
  misconception was partially correct in that 
  the computers of the time were only as 
  smart as those who programed them. Data 
  
   
   
  12 
   
  engineers designed these older systems to 
  provide information within the limited 
  parameters of specified inquiries to 
  prevent Spacefleet Officers from relying 
  too much on computer data over their own 
  judgement. 
  Like 
  most 
  things, 
  this 
  “conventional wisdom” eventually gave 
  way to new ideas with the advancement of 
  technology. New starship computers still 
  require specific data inquiries but are now 
  more intuitive and user friendly than their 
  predecessors. The Star Masters’ rules for 
  computer usage have not changed but they 
  now can allow the ship’s computer to 
  consider open ended questions.  
   
  STARSHIP AUTOMATION (3 CP/HS) 
  This 
  component 
  system 
  allows 
  the 
  computer core to automate many of the 
  ships functions so that they do not require 
  individual crew to operate them. Starship 
  automation systems can help lower the 
  cost of starship construction by reducing 
  the overall required crew compliment by 
  50%, eliminating half of the required living 
  quarters, and reducing the cost of the life 
  support systems to 1 construction point 
  per hull size. The downside to starship 
  automation is that its complex integrated 
  nature hampers damage control efforts. 
  With a successful skill check Engineering 
  Officers will only be able to repair their 
  level x2 for total PPB restored per day and 
  technical enlisted men at their level for 
  total 
  PPB 
  restored 
  per 
  day 
  when 
  conducting repairs on a starship with 
  automated systems. 
   
  CAPACITOR TORPEDO (3 CP) 
  The capacitor torpedo is an unusually 
  devious weapon developed on Rigel. It 
  does not cost EU to use, has the same 
  range as an ion torpedo, and has a limited 
  ammo capacity that must be checked off 
  the ship sheet after each use. However, 
  unlike Ion torpedoes this weapon carries a 
  quantum capacitor instead of a warhead. 
  When the torpedo strikes its intended 
  target, it bores into the ship’s hull and 
  begins siphoning ten EU’s per turn from the 
  ship’s PPB slowly building up to an 
  overload. The torpedo will exceed its 
  capacitor’s storage and overload in 1d10 
  turns. Upon overload the capacitor will 
  explode releasing all of its stored energy at 
  once into the target ship. Engineering 
  officers and technical enlisted men can 
  make a skill check to attempt to disable the 
  weapon before it reaches overload. 
  Capacitor torpedoes can only be used 
  against spacecraft, space stations, or 
  Starbases. They have no effect on space-
  born life forms and are useless for 
  planetary bombardment. The capacitor 
  torpedo is solely a weapon of war and the 
  Confederation discourages its use but has 
  not yet prohibited it all together. 
   
   
  
   
   
  13 
   
   
   
  COMMAND BRIDGE (2 CP/HS) 
  The Command Bridge is the control center 
  that coordinates and oversees all activity 
  on a starship. The command bridge on 
  Confederation ships is traditionally located 
  either at the top of, or in the center of, the 
  saucer module. It is a compulsory system 
  that is required on all Confederation 
  Starships. A starship can have more than 
  one Command Bridge with the second one 
  acting as a redundant back-up in case of 
  emergency. Each Command Bridge on a 
  starship provides a +1 bonus to all PC and 
  NPC skill checks as it aids in the 
  coordination of all operational systems on 
  the ship. To determine the maximum 
  number of Command Bridge facilities that 
  a starship design can support divide the 
  ship’s HS in half and round up for fractions. 
   
   
   
   
  HULL PLATING ARMOR (2 CP/HS) 
  While not as effective as screens, polarized 
  hull plating armor absorbs 10 EU points of 
  damage per hull size. Unlike screens, hull 
  armor does not use energy, so it is a logical 
  choice for small vessels with limited energy 
  production capabilities. During combat the 
  hull armor takes any damage points first 
  until depleted. Once depleted hull armor 
  plating has been destroyed and cannot be 
  repaired or regenerated. 
   
   
   
  BEAM CANNON (2 CP) 
  A beam cannon is a scaled down version of 
  a beam bank and uses a single emitter. 
  Beam cannons have the same range as 
  beam banks, cost 3 EU per shot, and deliver 
  1d6x5 points of damage per shot. A beam 
  cannon can only fire one beam at a time at 
  one individual target from its emitter. 
  These weapons are useful for smaller 
  vessel designs where space and energy are 
  at a premium. 
   
  
   
   
  14 
   
  SCIENCE PROBE (2 CP) 
  Science probes are autonomous sensor 
  drones used to survey, detect, and record 
  scientific data. They do not cost EU to use 
  and have the same delivery vehicle 
  systems as an ion torpedo. Science probes 
  have the same range as ion torpedoes and 
  can provide players with data unobtainable 
  by sensor scans alone. Science probes can 
  be tasked to gather information from 
  anything within their range. Once a probe 
  reaches the limit of its range it will become 
  depleted and is lost. Probes cannot detect 
  cloaked ships or cause damage, but they 
  can be used to lift the “fog of war” with 
  intelligence about enemy units. Science 
  Probes relay their gathered information 
  directly to a starship’s computer core 
  providing one additional computer inquiry 
  question per probe used.  
   
  SECURITY BRIG (2 CP) 
  The ship’s security brig is a specialized 
  living quarters accommodation designed 
  for holding prisoners. This compartment 
  has two reinforced holding cells with force 
  field emitters that can house one prisoner 
  each. The security brig contains a kiosk 
  station and workspace that can serve as a 
  security office or monitoring station.  
   
  OFFICER’S CLUB (2 CP) 
  This compartment is a recreation area for 
  the Ship’s Officers and can accommodate 
  up to ten people at a time. The officer’s 
  club contains a small bar, lounge, food 
  dispensary, and game table. Enlisted crew 
  are not normally allowed in this area 
  without an invitation or pass. 
   
  LIVING QUARTERS (2 CP)  
  There are commonly two types of living 
  quarters used on Confederation starships. 
  These are classified as either Crew 
  Quarters or Executive Quarters. The crew 
  quarters are very Spartan in nature and can 
  accommodate up to four people in bunk 
  bed style berths. The Executive Quarters 
  are a semi private accommodation for two 
  people with a divided privacy partition. 
  Executive 
  quarters 
  are 
  considered 
  luxurious in comparison to the standard 
  crew accommodations. Executive Quarters 
  can also be converted into a VIP stateroom 
  to provide private quarters for a visiting 
  dignitary. 
   
  SCIENCE LAB (2 CP) 
  The science laboratory is a compartment 
  where the ship’s science team develops 
  innovative solutions to the ship’s scientific 
  problems. Any character who has a science 
  skill will receive a +1 to this skill check if 
  they have access to a science lab on their 
  ship. The science lab also grants a +1 bonus 
  for the technical skill roll to get on line with 
  the computer and a +1 bonus to the results 
  of the computer inquiry roll. 
    
   
   
   
  
   
   
  15 
   
  ENGINEERING LAB (2 CP) 
  The 
  engineering 
  laboratory 
  is 
  a 
  compartment where the ship’s engineering 
  team develops innovative solutions to the 
  ship’s 
  technological 
  problems. 
  Any 
  character who has a technical skill will 
  receive a +1 bonus to this skill check if they 
  have access to an engineering lab on their 
  ship. The engineering lab is also where the 
  ship’s molecular fabricator is located. This 
  device can synthesize a variety of 
  substances and objects from its supply of 
  catalytic provisions. The engineering lab 
  also grants a +1 bonus for the technical skill 
  roll to get on line with the computer and a 
  +1 bonus to the results of the computer 
  inquiry roll. 
   
   
   
  PLASMA TORPEDO (2 CP) 
  The 
  plasma 
  torpedo 
  is 
  a 
  modern 
  redesigned version of the Ion torpedo’s 
  predecessor of the same name. The 
  economy of this weapon’s design has given 
  it a new lease on life with innovative 
  improvements in the plasma containment 
  and delivery systems. The original design 
  suffered from high dissipation rates that 
  dramatically reduced the effectiveness of 
  the weapon. The redesigned plasma 
  torpedo does not cost EU to use, has the 
  same range as an Ion torpedo, and delivers 
  1d6x5 damage. Upon detonation of the 
  torpedo the released plasma will continue 
  to burn on contact for an additional 1d6 
  points of damage for 1d4 turns. Like Ion 
  Torpedoes, these weapons have a limited 
  ammo capacity and have to be checked off 
  of the ship sheet after each use. One 
  advantage to carrying these weapons is 
  that they are considerably smaller than 
  their ion counterparts. A starship can carry 
  two plasma torpedoes in the same amount 
  of space required for one ion torpedo. The 
  advantage of a larger torpedo capacity 
  means an increased chance of hitting an 
  intended target by volume of available 
  ammo to fire at it. 
   
  HYDROPONICS LAB (1 CP) 
  The 
  hydroponics 
  laboratory 
  is 
  a 
  compartment designed for growing various 
  kinds of plant life for the purpose of 
  producing oxygen and food. Any starship 
  equipped with a hydroponics laboratory 
  can reduce the cost of their life-support 
  system by a total of 2 EU to operate. 
   
  
   
   
  16 
   
   
   
  PATTERSON CANNON (1 CP) 
  The Patterson Cannon, named after its 
  inventor Dr. Remar Patterson, is an 
  anachronistic projectile weapon that fires a 
  depleted osmium borite slug with a binary 
  chemical propellent. Originally designed as 
  asteroid busters these elegantly un-
  complicated weapons have the advantage 
  of being able to be fired without the 
  expenditure of EU from the starship’s PPB. 
  So, even if main power is offline, i.e. after a 
  hyperdrive pod ejection, a starship armed 
  with a Patterson Cannon can still defend 
  itself 
  without 
  incurring 
  additional 
  permanent damage from deficit EU usage. 
  Patterson Cannons have seen a recent 
  surge in popularity being requisitioned for 
  smaller starships such as runabouts that 
  have limited power resources to expend on 
  beam weapons. Like torpedoes, the 
  Patterson Cannon has a limited number of 
  slugs that can be carried in its internal 
  magazine which must be checked off after 
  each use. The capacity of the cannon’s 
  magazine is determined by multiplying the 
  ship’s Hull Size by 10. Each osmium borite 
  slug that hits its target does 1d6x3 damage. 
  The Patterson Cannon has a limited range 
  of 160,000 miles so it has to be used at 
  close range to be most effective. Each 
  Patterson Cannon mounted on the ship can 
  only be directed at one target at a time and 
  can fire as often as desired until its ammo 
  supply has been depleted. Changing 
  targets with the same cannon requires the 
  calculation of a new firing solution and the 
  weapon must disengage for one turn of 
  combat to acquire the new target. 
   
  TO HIT TARGET RANGE 
  16 
  10,000 Miles 
  15 
  20,000 Miles 
  14 
  30,000 Miles 
  13 
  40,000 Miles 
  12 
  50,000 Miles 
  11 
  60,000 Miles 
  10 
  70,000 Miles 
  09 
  80,000 Miles 
  08 
  90,000 Miles 
  07 
  100,000 Miles 
  06 
  110,000 Miles 
  05 
  120,000 Miles 
  04 
  130,000 Miles 
  03 
  140,000 Miles 
  02 
  150,000 Miles 
  01 
  160,000 Miles 
   
  
   
   
  17 
   
  Some starship systems can have their 
  components upgraded to enhance their 
  performance. These upgrades are available 
  for requisition at the shipyard during 
  construction. There are three levels of 
  upgrade 
  available 
  for 
  Hull 
  Armor, 
  Hyperdrives, 
  Computer 
  Cores, 
  Beam 
  Weapons, and Torpedoes. Each upgrade 
  level represents new scientific innovations 
  that enhance the systems normal abilities. 
   
  HULL ARMOR UPGRADES 
  Improvements in self-regenerative hull 
  plating materials allow the ship to absorb 5 
  additional points of EU damage per Hull 
  Size for each level of upgrade. For example, 
  a starship equipped with Hull plating armor 
  that purchases the Mark I upgrade will be 
  able to absorb 15 EU’s of damage per Hull 
  Size. 
   
  LEVEL 
  MODIFIER 
  COST 
  Mark I 
  Additional 5 EU Dmg. 
  5 CP  
  Mark II 
  Additional 10 EU Dmg. 
  10 CP 
  Mark III Additional 15 EU Dmg. 
  15 CP 
   
  HYPERDRIVE UPGRADES 
  Starship designers can improve their ship’s 
  overall performance by investing in a 
  hyperdrive upgrade. The three upgrades 
  available at the shipyard provide an 
  additional 1d10 EU’s each to the ship’s final 
  PPB score. These modifiers cannot be 
  applied to the ship’s design budget as they 
  are only a benefit to performance once the 
  design is completed and all components 
  installed.  Hyperdrive upgrades should be 
  recorded as a “System" on the Starship 
  Design Worksheet.  
   
   
   
  LEVEL 
  MODIFIER 
  COST 
  Mark I 
  +1d10 to PPB  
  5 CP  
  Mark II 
  +2d10 to PPB 
  10 CP 
  Mark III 
  +3d10 to PPB 
  15 CP 
   
  COMPUTER CORE UPGRADES 
  Upgrades to the ships computer will allow 
  it to respond to inquiries from the crew in 
  a faster more efficient manner. Each 
  upgrade level allows the player to add one 
  additional question to each inquiry. 
  Additionally, each upgrade provides a +1 
  per upgrade level to the technical skill 
  check required to get on-line with the 
  computer. 
   
  
   
   
  18 
   
   
   
  LEVEL 
  MODIFIER 
  COST 
  Mark I 
  +1 Inquiry / +1 Skill 
  5 CP  
  Mark II 
  +2 Inquiries / +2 Skill 
  10 CP 
  Mark III 
  +3 Inquiries / +3 Skill 
  15 CP 
   
  BEAM WEAPON UPGRADES 
  New developments in beam emitter 
  technology and power distribution systems 
  have resulted in three levels of upgrades 
  available for requisition on all beam 
  weapon systems. Each level of upgrade will 
  add an additional 1d6 points of damage 
  and a +1 modifier to the skill check 
  required to hit the target.  
   
  LEVEL 
  MODIFIER 
  COST 
  Mark I 
  +1d6 Dmg / +1 Skill 
  5 CP  
  Mark II 
  +2d6 Dmg / +2 Skill 
  10 CP 
  Mark III 
  +3d6 Dmg / +3 Skill 
  15 CP 
   
  ION TORPEDO UPGRADES 
  Innovations in ion torpedo design have 
  resulted in three levels of upgrades 
  available for requisition at the shipyard. 
  Any Ion torpedoes present on the ship or 
  reloaded 
  after 
  the 
  upgrade 
  will 
  automatically be at the new level without 
  additional charge. These upgrades do not 
  apply to Plasma or Capacitor Torpedoes. 
   
  LEVEL 
  MODIFIER 
  COST 
  Mark I 
  +1d6 Dmg / +1 Skill 
  5 CP  
  Mark II 
  +2d6 Dmg / +2 Skill 
  10 CP 
  Mark III 
  +3d6 Dmg / +3 Skill 
  15 CP 
   
  Over time your starship’s systems may 
  begin to grow obsolete and require a 
  return trip to the shipyard for retrofit. This 
  is a complete overhaul and replacement of 
  any two systems that no longer support the 
  efficient operation of the vessel. Retrofits, 
  while necessary to keep a starship at peak 
  performance on mission, are very arduous 
  and take a toll on the vessel. Starships can 
  only support a limited number of retrofits 
  throughout the life of their service. To 
  determine the number of retrofits a 
  starship is eligible for simply divide the 
  ship’s hull size in half, rounding any 
  fractions up. For example, a cruiser with a 
  hull size of four can under go two retrofits 
  during its service life providing an upgrade 
  for two of its systems each time. A starship 
  that enters the shipyard for retrofit can 
  
   
   
  19 
   
  upgrade any two systems to the next level 
  without construction point cost but will 
  have to remain out of service for the 
  duration of the procedure. Retrofits can 
  only upgrade systems already installed on 
  the ship and cannot add entirely new 
  systems to a starship design. To determine 
  the time required to complete the retrofit 
  for a starship multiply the ship’s Hull Size 
  by three months.  
   
    
  A refit is a one-time only complete redesign 
  of a starship from the ground up in order to 
  extend its service life. Any starship 
  undergoing a refit will begin the entire 
  design process over from scratch. In 
  essence you will be fabricating an entirely 
  new ship on the bones of the old one. 
  Refits allow you to modernize an old design 
  with the latest technologies. Starships 
  which have suffered a catastrophic disaster 
  resulting in Hyperdrive ejection will have to 
  undergo a refit in order to restore all 
  systems. Ships undergoing a refit may 
  improve 
  their 
  existing 
  upgradeable 
  systems by one level without CP cost but 
  will have to remain out of service for the 
  duration of the procedure. During a refit, 
  designers are permitted to swap out old 
  systems for new ones of equal value so 
  long as they do not exceed the ship’s 
  Design Budget. To determine the time 
  required to complete the refit multiply the 
  ship’s Hull Size by six months.  
   
  The default teleporter and sickbay capacity 
  on a new starship design is equal to the 
  ship’s Hull Size score. So, a Frigate with a 
  Hull Size of 2 will be built with a teleporter 
  room and sick bay that can each handle 
  two people at a time. Additional capacity 
  can be purchased as an add-on with your 
  available construction points.  
   
  To determine the crew compliment of your 
  starship design, use the following formula 
  Hull Size x PPB / 20 = the total crew 
  compliment (round up any fractions). For 
  example, 
  the 
  formula 
  for 
  a 
  new 
  dreadnought would look like this HS 6 x 
  PPB 400 = 2400 / 20 = 120. So, the crew 
  compliment of your new design would be a 
  total of 120. Now your crew will need a 
  place to sleep and work, so you will need 
  
   
   
  20 
   
  to build living quarters into your design to 
  accommodate your crew. Each living 
  quarters unit can house up to four crew 
  members, so for the example given here 
  you will need to add 30 living quarters 
  components at a cost of 30 construction 
  points. 
  Upgraded 
  semi-private 
  accommodations cost twice as much and 
  house only two crew members each. Most 
  ship designs will incorporate both kinds of 
  crew accommodations with a limited 
  number 
  of 
  executive 
  quarters. 
  In 
  extremely rare cases a starship may offer 
  VIP staterooms for dignitaries and honored 
  guests. 
  These 
  accommodations 
  are 
  executive 
  quarters 
  that 
  have 
  been 
  converted or upgraded for use by a single 
  occupant. 
   
   
   
  If your game style is more cinematic in 
  nature you may wish to use this optional 
  rule to expand the crew compliment and 
  fill out your ship. To expand the crew size 
  of any given ship class listed in the 2nd 
  Edition rulebook simply consider the listed 
  crew compliment to represent the ship’s 
  minimum command crew required to 
  operate the vessel. This minimum crew is 
  10% of the total number of crew or 
  passenger the ship can support. For 
  example, a Destroyer class starship with a 
  listed crew compliment of 20 would have a 
  minimum command crew of 20 and a 
  maximum crew or passenger capacity of 
  200. 
  The 
  average 
  operational 
  crew 
  compliment of the ship would be 
  somewhere in the middle around 50% of 
  the maximum capacity. For example, the 
  same 
  Destroyer 
  class 
  vessel 
  would 
  normally operate with a standard crew of 
  100 officers and enlisted personnel at any 
  given time. This number would cover all 
  essential positions and still allow additional 
  room to accommodate passengers or 
  troops.  
   
  STARSHIP CLASS 
  MIN 
  MAX 
  Runabout (PC) 
  2 
  20 
  Frigate (FG) 
  10 
  100 
  Light Freighter (LF) 
  10 
  100 
  Space Tug / Tender (TT) 
  15 
  150 
  Medium Freighter (MF) 
  15 
  150 
  Destroyer (DD) 
  20 
  200 
  Heavy Freighter (HF) 
  20 
  200 
  Cruiser (CS) 
  50 
  500 
  Battle Cruiser (BC) 
  100 
  1000 
  Carrier (CV) 
  100 
  1000 
  Dreadnought (DN) 
  150 
  1500 
   
  
   
   
  21 
   
  A Deck on a starship is the interior area 
  inside the hull where the ship’s crew live 
  and work. To determine the maximum 
  number of decks available for your design 
  multiply the ship’s hull size by 6. For 
  example, a Frigate with a hull size of two 
  would have up to 12 decks. Since not all 
  ship designs are the same for the same 
  type of vessel you can choose the number 
  of decks that best fit your design up to the 
  maximum number of decks allowed for the 
  Hull Size. For example, some designs may 
  be longer in length than in height and 
  require fewer number of decks because 
  each deck is larger length-wise. If you 
  would like to randomize this number 
  simply roll 1D6-2 and subtract the result 
  from the maximum number of decks 
  allowed for the Hull Size. If your roll result 
  is 2 or lower read the result as a roll of 1.   
   
  Provided here is the Ship’s Locker stats for 
  all of the starships found in this 
  supplement using the optional Ship Locker 
  ruled found on Page #20 of the 2nd Edition 
  rulebook. 
   
   
   
   
   
   
   
   
  STARSHIP CLASS 
  UNITS MAX 
  Runabout (PC) 
  4 
  3 
  Frigate (FG) 
  6 
  3 
  Light Freighter (LF) 
  6 
  3 
  Space Tug / Tender (TT) 
  10 
  4 
  Medium Freighter (MF) 
  10 
  4 
  Destroyer (DD) 
  10 
  4 
  Heavy Freighter (HF) 
  14 
  - 
  Cruiser (CS) 
  14 
  - 
  Battle Cruiser (BC) 
  20 
  - 
  Carrier (CV) 
  20 
  - 
  Dreadnought (DN) 
  26 
  - 
   
  If you wish to build your own Ship’s locker 
  for your starship design, you can use the 
  following optional rules formula. To 
  determine the total number of Units of 
  equipment the locker can hold multiply the 
  starships Hull Size by 3 and then add 1 to 
  the total (HSx3+1). For example, a 
  destroyer class vessel with a Hull Size of 3 
  would have enough space to store up to a 
  total of 10 Units (3x3,+1=10). To determine 
  the maximum unit value that can be 
  securely stored in the Locker add 1 to the 
  starship’s Hull Size (HS+1). For example, a 
  frigate class vessel with a Hull Size of 2 
  would have a maximum unit value of 3 that 
  can be stored in its Ship’s Locker.  Since five 
  units is the ceiling in the 2nd Edition 
  rulebook any result that is five or higher 
  indicates that any item regardless of unit 
  value can be securely stored in the Locker 
  up to the total number of units allowed. 
   
   
  
   
   
  22 
   
  Each ship designed and produced at a 
  shipyard is a unique work of technology 
  and artistic craftsmanship. While two ships 
  of the same class may have the same 
  specifications, they will individually be 
  unique with their very own quirks and 
  personality. New ship designs are bound to 
  come out of the shipyard with some flaws. 
  The longer a vessel is under construction at 
  a shipyard the greater the chance that 
  some flaws will creep their way in. 
  Whether it is a matter of too many people 
  involved in the process or an oversight, 
  flaws will happen. After all, even the best 
  engineers have been known to make a 
  mistake or a compromise from time to 
  time to meet a deadline. For every year 
  that a new ship spends under construction 
  in the shipyard Roll 1d20 to select one 
  random design flaw from the table.  For 
  example, a Hull Size 4 Cruiser will be under 
  construction for four years so roll 4 times 
  on the table for the design flaws that end 
  up in the ship. If the design flaw is serious 
  enough to warrant repair your ship’s 
  engineering team and enlisted technical 
  men can attempt to repair the issue.  
   
   
   
   
   
   
  ROLL DESIGN FLAWS 
  01 
  Slow to jump to hyperwarp. 
  02 
  Environmental control runs cold. 
  03 
  Attracts Pod Pippit Infestations. 
  04 
  Glitchy / Lagging Computer Core. 
  05 
  Unidentifiable unpleasant odor. 
  06 
  Elevators arrive at wrong decks. 
  07 
  Unfinished interior: panels missing. 
  08 
  Bad vibrations during hyperwarp. 
  09 
  Annoying loud engine noises. 
  10 
  Intermittent gravity plate failures. 
  11 
  Unidentifiable rattle in air vents. 
  12 
  Unfinished interior: carpet missing. 
  13 
  Security lock-out protocol. 
  14 
  Environmental control runs hot. 
  15 
  Uncomfortable furniture. 
  16 
  Leaky water pipes. 
  17 
  Intermittent lighting failures. 
  18 
  Attracts space lice infestations. 
  19 
  Intermittent door failures. 
  20 
  Power Drain: Lose 5 EU from PPB. 
   
  (01) SLOW JUMP  
  This design flaw results from a poorly 
  networked data connection in the helm 
  control that delays the bridge’s command 
  to enter hyperwarp to the engine room by 
  1d6 turns. 
   
  (02) ENVIRONMENT RUNS COLD 
  A faulty regulator in the ship’s life support 
  system causes the temperature inside the 
  ship to remain at a brisk 40 Degrees 
  Fahrenheit regardless of how many times 
  the engineering team attempts to adjust it. 
   
   
   
  
   
   
  23 
   
  03) POD PIPPIT INFESTATION 
  A bulk provisions canister in the ship’s 
  cargo bay contains an infestation of Pod 
  Pippits that were attracted by the food 
  stored inside. Once aboard the ship the 
  animals escape the container and find their 
  way into the inner hull and crawl spaces.  
   
  (04) GLITCHY COMPUTER CORE 
  A glitch in the computer core results in an 
  uncomfortably long and awkward silence 
  lasting 
  1d6 
  turns 
  when 
  requesting 
  information from the computer.  
   
  (05) UNIDENTIFIED ODOR 
  Nick named “new ship smell”, this 
  intensely unpleasant foul chemical, or 
  biological, odor lingers throughout the 
  entire ship. Over time the odor can build up 
  becoming 
  an 
  irritant 
  that 
  causes 
  headaches, dizziness, and disorientation 
  among the crew. 
   
  (06) ELEVATORS AT WRONG DECKS 
  The on-board control mechanisms for the 
  elevator lifts are constantly misreading the 
  floor locations and sending the lifts to the 
  wrong floor. 
   
  (07) MISSING PANELS 
  Several interior areas of the ship were left 
  unfinished before the ship had to go into 
  service. These open sections of corridor 
  and compartment increase the risk of fall 
  or injury to anyone in them. 
  (08) BAD VIBRATIONS 
  A faulty hyperspace harmonics induction 
  coil causes the ship to noticeably shake 
  every time the ship goes to hyperwarp. 
  Each increasingly higher hyperwarp factor 
  raises the intensity of the vibration. 
   
  (09) LOUD ENGINE NOISES 
  Operation of the ship’s nuclear drive 
  causes an annoyingly loud engine sound 
  inside the ship every time it is activated. 
   
  (10) GRAVITY FAILURES 
  The artificial gravity plating embedded 
  below the ship’s flooring has a fault that 
  causes areas of high, low, or zero gravity to 
  occur inside the ship. Star Masters should 
  roll 1d6 to determine how an area is 
  affected. A roll of 1 or 2 indicates reduced 
  gravity on the deck. A roll of 3 or 4 indicates 
  no gravity on the deck. A roll of 5 or 6 
  indicates elevated gravity on the deck. 
   
  (11) UNIDENTIFIED RATTLE 
  There is a persistent quiet rattle coming 
  from the air handlers that will not go away. 
  While the rattle does not affect the 
  environmental condition inside the ship 
  the constant noise will slowly drive the 
  crew mad with aggravation. 
   
  (12) CARPET MISSING 
  All Confederation starships are equipped 
  with special non-conductive, non-slip, 
  carpet-like flooring tiles. For some reason 
  portions of your ship were not installed 
  
   
   
  24 
   
  with this feature. Roll 1d6 x Hull Size to 
  determine how many decks are missing 
  their floor covering. Crew members will 
  have a 40% risk of falling when walking or 
  running on these surfaces.  
   
  (13) SECURITY LOCK OUT 
  A faulty processing node in the ship’s 
  computer core accidentally enables a 
  random security lock-out protocol that 
  prevents the crew from controlling the 
  ship. The Star Master should roll 1d6 with 
  all computer inquiries made and any odd 
  numbered roll results in the security lock-
  out. The problem can temporarily be 
  resolved with a computer system reset by 
  a technical officer or enlisted man that will 
  require 1d10 turns to complete. After the 
  computer reset the computer will function 
  correctly for the inquiry until the next time 
  the computer is accessed by a new user.  
   
  (14) ENVIRONMENT RUNS HOT 
  A faulty regulator in the ship’s life support 
  system causes the temperature inside the 
  ship to remain at an uncomfortable 104 
  Degrees Fahrenheit regardless of how 
  many times the engineering team attempts 
  to adjust it. 
   
  (15) UNCOMFORTABLE FURNITURE 
  The furniture on the ship is stiff and 
  uncomfortable to use for long periods of 
  time 
  resulting 
  in 
  discomfort 
  and 
  aggravation for the crew. 
   
  (16) LEAKY WATER PIPES 
  In the enclosed environment of a starship 
  surrounded by sensitive electronics the 
  presence of a minor water pipe leak is 
  more than just a nuisance. The water leak 
  increases the chance of a fall while walking 
  or running by 40% and will cause glitches in 
  nearby 
  electronics 
  and 
  computer 
  terminals. The Star Master will roll 1d10 on 
  the table below to determine what 
  temporary glitch is caused by the leak and 
  how many turns the glitch will last until the 
  effected systems find a bypass. If the roll 
  results in a flaw that the ship already has 
  the Star Master should re-roll to determine 
  a new glitch. 
   
  ROLL TEMPORARY GLITCH 
  01 
  Unidentifiable rattle in air vents. 
  02 
  Environmental control runs hot. 
  03 
  Intermittent lighting failures. 
  04 
  Intermittent door failures. 
  05 
  Environmental control runs cold. 
  06 
  Elevators arrive at wrong decks. 
  07 
  Security lock-out protocol. 
  08 
  Intermittent gravity plate failures. 
  09 
  Unidentifiable unpleasant odor. 
  00 
  Bad vibrations during hyperwarp. 
   
  (17) INTERMITTENT LIGHTING 
  A glitch in the power regulation system for 
  the ship’s internal lighting controllers is 
  causing intermittent lighting failures that 
  randomly leave areas of the ship in 
  darkness on upon a random 1d6 check by 
  the SM that results in an odd number. 
  
   
   
  25 
   
  (18) SPACE LICE INFESTATION  
  Incorrect installation of the ship’s food 
  processing units causes a protein line leak 
  that attracts an infestation of Rigellian 
  space lice. 
   
  (19) DOOR FAILURES  
  A faulty control module in the ship’s door 
  sensors causes all interior doors in the ship 
  to open or close randomly. Whatever state 
  the door is in when the fault occurs will be 
  reversed causing the door to suddenly 
  open or shut without warning. Upon any 
  Character or NPC approaching an interior 
  door the Star Master will roll 1d6 and even 
  numbered results will trigger the flaw. 
  Exterior airlocks and hatches are on a 
  separate safety protocol and are not 
  affected. 
   
  (20) POWER DRAIN 
  A fault in the ship’s power distribution 
  network is causing a minor power drain 
  from the ship’s hyperdrive that consumes 
  5 EU’s per day. 
   
   
  One of the most rewarding experiences in 
  table-top Sci-Fi gaming is for players to 
  develop their own hero ship for use in their 
  game. A hero ship is a vessel that is as much 
  a character in the story as the player 
  characters themselves. It has a certain 
  animistic personality all its own and 
  becomes more than just a vehicle to get 
  from point A to point B. All too often 
  Galactic 
  Confederation 
  starships 
  are 
  viewed as mass produced cookie-cutter 
  clones because of their standardization 
  and uniformity in design. However, this 
  does not have to be the case, your personal 
  starship design can be a unique expression 
  that screams hero ship the moment it 
  leaves the shipyard. Even with the strict 
  structure of Confederation Spacefleet 
  Regulations every good Commanding 
  Officer knows how to find the loop holes. 
  Overtime the longer a starship traverses 
  the black void of deep space the more its 
  appearance will begin to change. Micro-
  meteor pocks in the hull, battered emblem 
  markings, 
  patch-work 
  repairs, 
  and 
  impromptu engineering modifications all 
  add to the look, feel, and character of your 
  ship. A visit to the local starbase shipyard 
  for repair, retrofit, or complete refit can 
  clean up a lot of these issues but not all 
  wounds heal without leaving scars. The 
  best ways to give your ship design more 
  character is through careful deliberate 
  
   
   
  26 
   
  design, unique traits such as custom 
  systems or design flaws, and a detailed 
  description of its appearance. You can use 
  the Description & Notes Section on the 
  back side of the Starship Design Worksheet 
  to work up a detailed description or image 
  of your hero ship to help invoke a clear 
  picture of your design. 
   
   
  The Galactic Confederation Spacefleet is 
  well known for its exceptional starship 
  designs that feature a prominent saucer or 
  disc shaped hull. There are many theories 
  for the reason behind this design 
  convention but the one thing that is for 
  certain is that it has withstood the test of 
  time. The use of other hull configurations is 
  less 
  common 
  among 
  Confederation 
  designs, but they are not un-heard of. 
  Spheres, deltas, and cylinder-shaped hulls 
  have also been used extensively in starship 
  designs throughout Confederation history. 
  When using one of these less common 
  starship configurations you can use the 
  term command module instead of saucer.  
   
  One of the last, but certainly not least, 
  steps to designing your own starship will be 
  to classify the design with a name and 
  share it with others. By naming the class of 
  your ship you identify the characteristics 
  and design parameters that future ships of 
  the same class will share with each other. 
  Naming conventions are completely up to 
  your imagination and should conjure 
  thoughts and mental images that express 
  the essence of the design itself.   
   
   
   
  99 POPULAR STARSHIP NAMES 
  Presented here is a sample of ninety-nine 
  popular names for Galactic Confederation 
  starships, in no particular order, for you to 
  use for your designs. These names can also 
  be used for a class of ship with the first ship 
  in the class bearing the name of the design. 
  It is always best to choose your own unique 
  name for a hero ship, but this list can help 
  inspire you if you get stuck. Most 
  
   
   
  27 
   
  Confederation starship classes included in 
  the 2nd Edition rulebook have a uniform 
  naming convention that describe what 
  ships in that class are commonly named 
  after. This can help you narrow down your 
  own list of potential names for your ships 
  or class designs. Star Masters and Players 
  are encouraged in this supplement to 
  expand on those naming conventions to 
  add new possibilities and variety for their 
  games.   
      
  99 POPULAR STARSHIP/CLASS NAMES 
  Columbia 
  Aspire 
  Intrepid 
  Atlantis 
  Nimitz 
  Challenger 
  Freedom 
  Defiant 
  Independence 
  Daedalus 
  Phoenix 
  Osprey 
  Mercury 
  Albatross 
  Hermes 
  Annapolis 
  Constitution 
  Cheyenne 
  Farragut 
  Yorktown 
  Typhon 
  Constellation 
  Thunderbolt 
  Guardian 
  Antares 
  Reliant 
  Proteus 
  Cygnus 
  Pulsar 
  Altair 
  Atlas 
  Indomitable 
  Resolute 
  Calypso 
  Andromeda 
  Yeager 
  Einstein 
  Olympic 
  Prometheus 
  Odyssey 
  Polaris 
  Ambassador 
  Copernicus 
  Apollo 
  Newton 
  Nebula 
  Armstrong 
  Chimera 
  Aurora 
  Zodiac 
  Titan 
  Endeavour 
  Hyperion 
  Exeter 
  Atlas 
  Excalibur 
  Yamato 
  Hercules 
  Agamemnon 
  Valkyrie 
  Valiant 
  Victory 
  Lexington 
  Explorer 
  Horizon 
  Fearless 
  Hood 
  Trident 
  Dauntless 
  Calisto 
  Pathfinder 
  Oberon 
  Liberty 
  Cyclone 
  Europa 
  Ganymede 
  Wanderer 
  Saratoga 
  Tempest 
  Ranger 
  Achilles 
  Aries 
  Avenger 
  Hornet 
  Demeter 
  Bellerophon 
  Endurance 
  Eagle 
  Mayflower 
  Destiny 
  Magellan 
  Pacific 
  Galileo 
  Black Hawk 
  Midway 
  Concord 
  Iwo Jima 
  Nautilus 
  Ticonderoga 
   
   
  In this supplement there are three new 
  pre-generated 
  Galactic 
  Confederation 
  starship classes and one sub class you can 
  add to those already found in the 2nd 
  Edition rulebook. These new vessels 
  include the Runabout, the Space Tug, the 
  Star Carrier, and the Starliner sub-class. 
  Use of these new starships is optional and 
  can add a new dimension to your game 
  scenarios and space battles. 
   
  RUNABOUT (PC) 
  The Runabout, or Patrol Craft, is the 
  smallest class of interstellar vessel in use by 
  the Galactic Confederation. This multi-role, 
  atmospheric flight capable, spacecraft 
  comes in a variety of configurations and is 
  used for everything from transporting 
  cargo to deep space rescue missions. The 
  ship was designed to be versatile with 
  
   
   
  28 
   
  mission specific hull modules that can be 
  changed as needed. The ship’s quarter size 
  hyperdrive pod produces 25 EU’s per day 
  and 
  requires 
  some 
  creative 
  energy 
  management skills to operate. Runabouts 
  are named after Oceans, Seas, and Rivers 
  such as Pacific, Aegean, and Yukon. 
   
   
   
  RUNABOUT (PT) 
  Hull Size: 
  1 
  Construction Cost: 
  25 CP 
  Crew Compliment: 
  2/20 
  Command Rank: 
  Ensign 
  Power Pile Base: 
  25 
  Teleporter Capacity: 
  0 
  Beam Banks: 
  1 
  Ion Torpedoes: 
  0 
  Shuttle Ships: 
  N/A 
  Sick Bay Capacity: 
  N/A 
  Ship’s Locker (Optional) 
  4 
  3 
   
   
   
  *Players should note that this class of 
  spacecraft represents a broad category of 
  design compared to what was seen on the 
  iconic television show and movies that 
  inspired this game. 
   
  SPACE TUG / TENDER (TT) 
  A Space Tug or Tender is a multi-purpose 
  support vessel about the same size as the 
  Confederation Destroyer. Space Tugs are 
  commonly used to tow disabled spacecraft 
  or cargo modules like a freighter. When 
  towing cargo modules, the Space Tug has 
  the same capacity as a medium freighter. A 
  Space Tug can tow one disabled spacecraft 
  up to Hull Size 6. Space Tugs / Tenders are 
  named after well-known historic seaports 
  and spaceports such as Savanah, Jakarta, 
  Mojave, White Sands, and Kodiak. 
   
   
   
   
  
   
   
  29 
   
  SPACE TUG / TENDER (TT) 
  Hull Size: 
  3 
  Construction Cost: 
  100 CP 
  Crew Compliment: 
  15/150 
  Command Rank: 
  Lieutenant 
  Power Pile Base: 
  100 
  Teleporter Capacity: 
  2 
  Beam Banks: 
  2 
  Ion Torpedoes: 
  6 
  Shuttle Ships: 
  2 
  Sick Bay Capacity: 
  4 
  Ship’s Locker (Optional) 
  10 
  4 
   
  STAR CARRIER (CV) 
  Confederation military design convention 
  never widely embraced the use of carrier 
  vessels or fighters like some of the other 
  interstellar governments did. Encounters 
  with Zangid and Videni carriers in battle 
  revealed the tactical value of developing an 
  attack platform that could deliver fast 
  attack 
  craft 
  at 
  a 
  distance 
  before 
  committing starships to battle. The 
  Confederation’s 
  investment 
  in 
  the 
  development of carrier vessels is very 
  limited and highly experimental. Only a few 
  prototypes can be found in service and 
  they are under constant scrutiny from the 
  admiralty and Spacefleet Command. 
   
  For game mechanic simplicity space 
  fighters based on the Star Carrier should be 
  treated the same as the Zangid fighters 
  found on Page #47 of the 2nd Edition 
  rulebook. 
  Each 
  Confederation 
  space 
  fighter has a two-man crew that operates 
  the craft independently of the carrier. The 
  fighters only have nuclear drive and can 
  travel up to 30,000 miles per turn. Each of 
  these craft is equipped with one beam 
  cannon and hull plating armor. They do not 
  have screens and produce 15 EU’s of power 
  per day. This example space fighter has a 
  Hull Size of ½ and costs 15 CP to build. The 
  Star Carrier can transport up to eight 
  fighters and launch or recover one fighter 
  per turn. They are considerably more 
  “expensive” in terms of CP than a shuttle 
  due to the additional armor, armaments, 
  and enhanced engines. Space fighters have 
  enough power and provisions to remain in 
  space for up to 48 hours. They must return 
  to a carrier, space station, or starbase in 
  order to reload, repair, and refuel. Space 
  fighters are atmospheric flight capable and 
  can land on planets just like a shuttle can. 
  They are limited to inter-solar system flight 
  and cannot jump to hyperspace unless on-
  board a carrier ship. 
   
   
   
  
   
   
  30 
   
  STAR CARRIER (CV) 
  Hull Size: 
  5 
  Construction Cost: 
  300 CP 
  Crew Compliment: 
  100/1000 
  Command Rank: 
  Commodore 
  Power Pile Base: 
  300 
  Teleporter Capacity: 
  2 
  Beam Banks: 
  4 
  Ion Torpedoes: 
  10 
  Shuttles: 
  Fighters: 
  4 
  8 
  Sick Bay Capacity: 
  15 
  Ship’s Locker (Optional) 
  20 
  N/A 
   
   
   
  STARLINER SUB CLASS (ST)   
  Starliners are a sub class of freighter that 
  have been designed, or converted, to 
  accommodate passengers instead of bulk 
  cargo. Statistically they are identical to 
  freighters in every way except for the cargo 
  carried. Space Tugs can also serve as a 
  starliner, or troop transport, by towing a 
  passenger pod instead of a cargo pod or 
  disabled ship.  
  Starliners 
  come 
  in 
  a 
  variety 
  of 
  configurations 
  with 
  accommodations 
  ranging from economic to luxurious. 
  Starliners are found operating throughout 
  the Confederation by Spacefleet, private 
  enterprises, and corporations. They are 
  commonly named after historic authors, 
  artists, and inventors such as Davinci, 
  Hemingway, Bell and Westinghouse.  
   
   
  
   
   
  31 
   
   
  
  STARSHIP DESIGN WORKSHEET 
   
   
                                                                         
   
   
   
   
   
   
   
                                        
          
   
   
   
   
   
   
   
   
   
  CP: 
  STARTING: 
   
  REMAINING: 
   
  SHIP’S NAME: 
  S.S. SHIP NAME 
  BEAM: 
  TYPE: 
  # 
  SHIP’S CLASS: 
   
  TORP: 
  TYPE: 
  # 
  COMMAND RANK:  
  TELEPORT CAP: 
  # 
  BENEFIT OF RANK: 
  HS x 1d12 
   
  SICKBAY CAP: 
  # 
  CREW COMP: 
  MIN: 
  MAX: 
  SHUTTLE SHIPS: 
  # 
  SYSTEMS & UPGRADES: 
  # 
  CP 
  HULL STRUCTURE 
  1  
  HYPERDRIVE POD(S) 
   
   
  NUCLEAR DRIVE 
  1  
  COMMAND BRIDGE 
   
   
  LIFE SUPPORT SYSTEM 
  1  
  LIVING QUARTERS 
   
   
  DEFENSE SECREENS 
  1  
  COMPUTER CORE 
  1  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  HS 
  DESIGN FLAWS: 
  1 
   
  2 
   
  3 
   
  4 
   
  5 
   
  6 
   
   
  HS: 
   
   
   
  PPB: 
  STARTING: 
   
  ADJUSTED: 
   
   
  DB: 
  = STARTING PPB: 
   
   
  DECKS 
  HS X 6: 
   
   
   
  SHIP’S LOCKER 
  TOTAL UNITS 
  MAX UNITS 
  HS X 3, +1: 
   
  HS +1: 
   
  USE BACK SIDE FOR ADDITIONAL ENTRIES 
  
  STARSHIP DESIGN WORKSHEET 
   
   
   
          
               
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
       
                                                                    
  SYSTEMS & UPGRAGES (CONTINUED): 
  # 
  CP 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  NOTES / DESCRIPTION 
   
   
   
   
   
   
   
  RETROFIT / REFIT NOTES 
   
   
   
   
  
SOURCE: textdata/thevault/Starships & Spacemen/Starships & Spacemen (osr)/Starships & Spacemen Starship Construction Manual 01 Confederation.pdf