TEXT: BY 
  CHARLES RICE
  VISIT OUR WEBSITE AT:
  WWW.RPGOBJECTS.COM
  Requires the use of the d20 Modern Roleplaying Game, published 
  by Wizards of the Coast, Inc.
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  of the Coast, Inc. in the United States and other countries and are 
  used with permission
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  the d20 System License version 6.0.  A copy of this License can 
  be found at www.wizards.com/d20.
  ADDITIONAL DESIGN 
  CHRIS DAVIS
  EDITOR
  chriS DAVIS
  COVER ART
  SCOTT CLARK
  INTERIOR ART
  V. SHANE 
  LAYOUT
  CHRIS DAVIS
  
  PAGE - 2
  BLOOD AND SPACE 
  STARSHIP CONSTRUCTION MANUAL
  STARSHIP CONSTRUCTION MANUAL
  INTRODUCTION
  Welcome to the last book in RPGObjects’ Blood 
  and Space II line of books, the starship construction 
  manual!
  Before we begin, let us take a moment to discuss 
  what this book is, and what it is not.
  What this book is: This book has three primary 
  purposes: to assist the game master in the creation 
  of new starship hulls and weapons, the two starship 
  systems most likely to require a speciﬁc feel for 
  the game master’s campaign; to assist the intrepid 
  player who wants a ship that is neither battlecruiser 
  nor destroyer but something all his own; and ﬁnally 
  to allow a player to heavily 
  modify a starship almost until it is 
  unrecognizable from its original 
  purpose, such as taking an old hunk 
  of junk bulk cruiser and turning it 
  into the fastest smuggling ship in 
  the galaxy.
  What this book is not: This 
  book is not intended as a physics 
  text nor was it written to require 
  one. If your favorite starship 
  construction rules require a 
  spreadsheet, go in peace and send 
  no more. 
  This book is also not intended 
  to supplant the basic rules for how 
  starships are put together in the 
  future core rules. It was meant to 
  assist those using that system but 
  who want a little more variety 
  (especially the ability to design 
  completely new hull types from 
  scratch).
  THE DESIGN 
  PROCESS
  These rules are drawn from the RPGObjects’ product 
  Blood and Circuits and are reproduced here for 
  completeness, so that this product does not require 
  anything else to aid the game master and players 
  in designing their own starships. Those who ﬁnd 
  this system interesting and would like to see how it 
  applies to weapons, armor, robots, computers and land 
  vehicles might wish to investigate the aforementioned 
  product. 
  1. THEORETICAL DESIGN 
  The ﬁrst step in designing a new item is deciding what 
  it is and what you want it to do. Go through the tables 
  that follow in this chapter and write down what you 
  want the item to be and do, then total the materials 
  cost and invention points the item will require (these 
  topics are covered in depth later in this chapter).
  2. GATHER RAW MATERIALS
  This involves making a wealth check. If the character 
  fails he must choose to wait while searching for 
  suitable materials (at a price he can afford) or settle 
  for cheaper or less suitable materials and increase the 
  item’s prototype modiﬁer.
  Determining Purchase DC: The 
  purchase DC for an item you are 
  designing is actually the cost of the 
  raw materials. Materials for exotic 
  items can be restricted in much 
  the same way as items themselves 
  and may be rated as Licensed (+1), 
  Restricted (+2) or Military (+3). 
  The additional cost (+1-+3) is for 
  a character without the necessary 
  access buying the materials on the 
  black market. 
  Progress Levels: The Progress 
  Level of an item also factors into the 
  materials cost of an item. For each PL 
  above the current technological level 
  (PL 5 for campaigns taking place 
  in the modern era) add +5 to the 
  materials cost of an item. Any item 
  more than one PL higher than the 
  modern era (PL 7 or higher) cannot 
  be made at all except with the GM’s 
  permission. Usually this means the 
  campaign involves super-science or 
  superpowers. 
  
  PAGE - 3
  BLOOD AND SPACE 
  STARSHIP CONSTRUCTION MANUAL
  3. SKILL CHECKS
  Make skill checks to generate invention points. The 
  time it takes to make each check is determined by the 
  character’s ranks in the craft skill being used to create 
  the item. Each check adds one to the item’s prototype 
  modiﬁer.
  4. ITEM COMPLETED
  Game master writes down total prototype modiﬁer. 
  Bugs are discovered when a character using the device 
  rolls a natural one or whenever an opponent threatens 
  a critical against him while using the device. Bugs 
  impose a permanent penalty when using the device 
  until corrected by use of the Repair skill.
  INVENTION POINTS
  In this optional system an item is created slowly by 
  successive skill checks. The cost of an invention is 
  rated in invention points and each time the inventor 
  works on it (how long will be determined by the 
  inventor’s skill- see below) he makes a Craft skill 
  check (d20+ his total skill modiﬁer) and adds 
  the points together. When he has generated more 
  invention points than the item requires he has 
  completed a working prototype. Note that while this 
  effectively means that even a character with 1 rank in 
  a Craft skill could eventually make a very complex 
  item (if he was willing to take a long time to do it) 
  there are some signiﬁcant advantages to having a high 
  skill, namely prototype modiﬁers (see below). 
  Time Between Skill Checks: How long it takes a 
  character to generate invention points is a function of 
  the ranks he has invested in the requisite craft skill 
  required to construct the object. A character with a 
  very high number of ranks will have made similar 
  objects before and have all the needed tools on hand 
  to perform his task. A character with a low number of 
  ranks, on the other hand, is essentially learning as he 
  goes and will need to make frequent work stoppages 
  to gather tools he didn’t think to have on hand and 
  to consult manuals on the construction of the item in 
  question.
  Skill Ranks
  Check Time
  1-5
  3 days
  6-10
  Daily
  11-15
  Twice per day
  16-20
  Four per day
  21+
  Hourly
  This assumes a character works on an item part time 
  (between adventuring and career responsibilities). If 
  a character does nothing else but work on the item he 
  may make checks one-step higher on the table. This 
  Niles Antilles stood in the control tower of the UEG Repulse, watching the radar screen with intense 
  anxiety. On the screen a pair of ﬂashing lights made a lazy turn, banking and changing their course back 
  toward the massive space carrier. 
  As the twin ﬁghters began to edge back toward the ﬂight deck, the com relay crackled to life, “This is 
  Space Superiority Craft X-77 Bravo, request permission to begin simulated combat landing number nine.”
  The ﬂeet engineers, who had designed the ﬁghters, intended to be the next generation of SCC Fighters, 
  looked calmly over the numbers ﬂowing by on their screens and nodded to the Flight Control Ofﬁcer.
  “Roger SCC X-77, you are cleared to begin your simulated combat landing.”
  With that the Flight Control Ofﬁcer keyed a microphone, his voice echoing in the expansive ﬂight deck 
  below, “Attention all Flight Deck personnel. Prepare to receive ﬁghters on combat approach, repeat prepare 
  for combat approach.”
  A series of high pitched shrieks and ﬂashing lights accompanied this announcement and suddenly the 
  ﬂight deck was awash in activity, men and women running full tilt to their positions, clearing equipment out 
  of the way, CPOs yelling and swearing at their crews to move faster.
  On the radar screen the lazy maneuver of the ﬁghters had transformed itself. The craft were now moving 
  at combat speeds, performing the high speed landings designed to bring the craft in one side of the massive 
  hanger deck, refuel and rearm, and return the craft to space as soon as possible. 
  It was one part night carrier landing in combat, one part frantic high-stakes car race pit stop, and the most 
  dangerous thing a carrier pilot did in a reliable spacecraft, which so far hadn’t been the case with the SCC 
  X-77.
  The twin dots moved closer and closer, the forward thrust of the craft propelling them faster and faster 
  through the frictionless void toward the tiny, also moving surface of the ﬂight deck. 
  At the moment the ﬁghters’ landing skids in the surface, the major innovation of the X-77 came into 
  play, the reverse thrusters in the nose of the spacecraft that would assist the arresting tractors, allowing the 
  spacecraft to come in at a much higher velocity. While this posed its own series of dangers, it was better 
  than being picked off by enemy ﬁghters one by one as you reduced speed so you could land.
  requires a character to not adventure for the entire 
  time required to make his next invention check and 
  also reduces the wealth gained from Profession checks 
  when a character gains his next level by 1-4 points (if 
  a character burns the midnight oil repeatedly between 
  levels he might actually end up losing wealth when he 
  makes his next Profession check - this could represent 
  the character burning savings to pay bills or perhaps 
  being demoted at his day job).
  A character may also move one step up the table 
  if he has skilled assistants working with him on the 
  project. All assistants must have at least one rank in 
  the requisite class skill required by the item. To make 
  
  PAGE - 4
  BLOOD AND SPACE 
  STARSHIP CONSTRUCTION MANUAL
  checks faster the character must have at least one 
  worker for each 20 invention points the ﬁnished item 
  will cost (so an item that will cost 300 points requires 
  15 assistants to speed up construction).
  Skill Checks and Prototype Modiﬁers: Each time 
  a character makes a skill check he adds one prototype 
  modiﬁer to the item in question (see below for more 
  information on how these affect the ﬁnished product). 
  Since a character with a high skill will have to make 
  fewer checks to accumulate the invention points 
  necessary for success this also means he will generate 
  fewer bugs in the creation of his devices (certain feats 
  and class abilities might reduce this amount even 
  further). 
  PROTOTYPES
  Every time you invent a new (or signiﬁcantly modify 
  an existing) item it will always have *ahem* design 
  ﬂaws. Perhaps the metal in the ﬁring pin will get 
  suddenly tired of being where it was or a hundred 
  other unforeseen problems could crop up in the design 
  or implementation of an item. This concept is handled 
  with prototype modiﬁers.
  Prototype Modiﬁers:  A core concept to all 
  equipment design is the prototype modiﬁer.  Prototype 
  modiﬁers occur naturally during the creation of an 
  item and represent minor ﬂaws that must be corrected 
  as they are discovered. This occurs even in “known” 
  technologies and not just in the creation of something 
  That is if the damn things worked. 
  The thrusters ﬁred and for a brief moment it appeared the craft was slowing. Then a high pitched shriek 
  ﬁlled the ﬂight deck and the decelerator burned out.
  The pilots’ voices were ﬁlled with the anxiety everyone on the ﬂight deck and in the com tower was 
  feeling as the craft broke free from the tractor and shot toward the far side of the ﬂight deck, which opened 
  again onto the void of space, “Abort! Abort! Fly through!”
  One of the ﬁghters lifted up slightly off the ﬂight deck, careful not rise too high and into the ceiling 
  above. A split second before it would have hit the force ﬁeld at the far end maintaining the atmosphere of 
  the ﬂight deck ,synchronized computers in the carrier and the ﬁghter turned off the force ﬁeld allowing the 
  craft to safely skid back into space. A massive blast of wind ﬁlled the ﬂight deck as a burst of atmosphere 
  followed the craft into space, one unlucky member of the ﬂight crew was actually knocked off his feet by 
  it, but quickly scrambled back upright as the force ﬁeld returned to its former position and the atmosphere 
  pumps whined and complained in their attempts to return the atmosphere to its former level of pressure.
  The lead pilot’s wingman hadn’t been so lucky. The tract sheered off part of her landing skid and in the 
  process turned the ﬁghter’s nose toward the far wall. The pilot tried like hell to turn the nose back toward 
  the far end, but with the extreme speed and high number of Gs she was pulling, it was impossible.
  The entire massive spacecraft rocked and shook as the tank of fuel exploded. The ﬁre grew quickly in the 
  oxygen-rich atmosphere of the ﬂight deck, seeming to take on a life of its own as the ﬂight crews ran off 
  the ﬂight deck. The Flight Control Ofﬁcer again addressed the ﬂight crews running for the side portals, as 
  if he needed to, “Attention Flight Crew personnel, emergency ﬁre control procedures in effect, emergency 
  depressurization of the ﬂight deck will occur in 10 seconds... 9 seconds... 8...”
  And exactly 8 seconds later both force ﬁelds dropped, exposing the entire ﬂight deck to the vacuum of 
  space. The ﬂames actually grew for a split second as the air moved in a mass with hurricane force but then 
  was instantly extinguished as it attempted, in vain, to follow its fuel into space.
  completely fantastic and new (such as a car that 
  doubles as a submarine). For example new race car 
  engines, designed by experienced race car engine 
  designers, still have ﬂaws the ﬁrst few times they 
  are used in a race, even though the designer has built 
  similar high-tolerance engines before and despite 
  the fact that the internal combustion engine is a 
  thoroughly understood technology. 
  GENERATING PROTOTYPE 
  MODIFIERS
  Prototype modiﬁers are generated in three basic ways: 
  skill checks, rush jobs and cheap materials. 
  Skill Checks: Each time you make a skill check to 
  generate invention points you generate one prototype 
  modiﬁer. This means a character with a high skill will 
  tend to generate items with fewer bugs. 
  Rush Jobs: You may add additional prototype 
  modiﬁers to an item to complete it faster. Each time 
  you make a skill check you may declare you are 
  rushing and add to your skill roll as if you had just 
  spent an action point. However instead of deducting 
  an action point from your total the GM adds one to the 
  invention’s total prototype modiﬁer. 
  Note that if you actually spend one or more action 
  points to aid in the completion of a device this does 
  not count as a rush job, it is simply good fortune or 
  divine inspiration at work.
  Cheap materials: You may add prototype modiﬁers 
  to an item to make it cheaper. You may add +2 to your 
  wealth check to pay for the item’s raw materials for 
  each +1 you add to the invention’s total prototype 
  modiﬁer. You may even decide to do this after you 
  make your wealth check. For example if you are 
  attempting to build an invention whose raw materials 
  cost is 20 and you roll a 10 on your wealth check you 
  may decide to settle on cheaper materials and begin 
  construction now rather than wait to gather the needed 
  materials, adding 5 to the item’s eventual prototype 
  modiﬁer (since the wealth DC is the number of hours 
  it takes to make a wealth check a wealth-challenged 
  
  PAGE - 5
  BLOOD AND SPACE 
  STARSHIP CONSTRUCTION MANUAL
  character might end up spending as much or more 
  time shopping for quality raw materials as building 
  the item itself). 
  EFFECTS OF PROTOTYPE 
  MODIFIERS
  At certain times during each game, when you roll a 1, 
  whenever anyone attacking you scores a critical threat 
  or whenever the GM wants to be ﬁendish (this latter 
  can happen no more than once per game, however- 
  the GM doesn’t get to be ﬁendish every round of 
  a critical combat- sorry guys!), he will activate a 
  prototype modiﬁer, giving you a –1d6 modiﬁer to one 
  aspect of your device, such as to hit, damage, defense, 
  movement, etc. until the bug is worked out.  Think of 
  prototype modiﬁers as anti-action points. 
  Each time a prototype modiﬁer is activated the 
  prototype modiﬁer of the item is permanently reduced 
  by one. The prototype modiﬁer represents potential 
  bugs and you have just found one. 
  Bugs generated by prototype modiﬁers last until 
  repaired (see below).
  Working the Bugs Out:  A character has three 
  chances to work out a bug.  The ﬁrst attempt may 
  be made in combat as an attack action and requires 
  a Repair skill check (DC 20 + the item’s current 
  prototype modiﬁer). 
  The second attempt can also be attempted in the 
  ﬁeld and requires 5 minutes (50 rounds) to perform. 
  This check also requires a Repair skill check (DC 15 + 
  the item’s current prototype modiﬁer). 
  The ﬁnal attempt can only be performed in a 
  workshop and requires 4-24 hours to perform (4d6 
  hours). This check also requires a Repair skill check 
  (DC 10 + the item’s current prototype modiﬁer). 
  If this ﬁnal skill check fails the bug is in fact a 
  design ﬂaw and is a permanent feature of the device 
  (including any copies of the device that have been 
  made - the next prototype modiﬁer activated after a 
  As the force ﬁelds returned to their normal place a second group of crewman, these masked and suited to 
  protect them from the cold and lack of atmosphere moved onto the ﬂight deck to cover the craft with ﬂame-
  retardant foam to eliminate any chance of a spark reigniting the blaze when oxygen returned to the ﬂight 
  deck. 
  Meanwhile the engineers watched the data, seemingly oblivious to the damage and death occurring on the 
  deck below, “I don’t understand, we compensated for the last ﬂaw, it should have worked.”
  Antilles walked over to the engineer, hands clenched into ﬁsts behind his back that wanted to take the tiny 
  man and pummel him against the bulkhead, “You’re damned right it should have, and until you can give me 
  and my pilots a reason why it didn’t, this whole crackpot idea is going back onto the drawing screen where 
  it belongs.”
  The engineer turned, oblivious to how close he came to being a bloody smear on the bulkhead, “But 
  Admiral, with respect, this project has authorization direct from...”
  Antilles silenced the man with his presence as he stepped so close his chest actually brushed against 
  the man when he inhaled, “I don’t care if you have the imprint of the President of the UEG on those 
  orders, mister, no ﬁghter takes off from this carrier without my direct authorization and I will not give that 
  authorization until you prove, to my satisfaction, that no further damage will occur to my people or my 
  ﬂight deck. Is that clear?”
  The engineer just nodded, his voice having left him. 
  Antilles, also silent, turned on his heel and left the tower, heading down to the ﬂight deck to survey the 
  damage ﬁrst hand. 
  ﬂaw is discovered will be that ﬂaw and may never be 
  repaired).  However some copies of a device through 
  random chance might have been spared this design 
  ﬂaw. Copies of an item that have already had their 
  prototype modiﬁer reduced to 0 (meaning all bugs 
  have been identiﬁed and possibly worked out) are 
  mysteriously free of this design ﬂaw.
  Back to the Drawing Board-Eliminating Design 
  Flaws: So how exactly do you get rid of design ﬂaws 
  if you have failed to correct the problem? The answer 
  is you must go back to the drawing board. 
  To beneﬁt from going back to the drawing board 
  you must make an exact copy of the item you are 
  attempting to improve without adding any new 
  features. If you succumb to this temptation (known 
  as “feature creep”) you have started an entirely new 
  design that will have an entirely new prototype 
  modiﬁer with potentially new (and totally different) 
  bugs and design ﬂaws.
  The process is much the same as making a copy of 
  an item; however, you must spend invention points 
  equal to ﬁfty times the design ﬂaw’s penalty (so 50 
  for a ﬂaw that imposes a –1 penalty through 300 for a 
  ﬂaw that imposes a –6 penalty). Craft rolls to generate 
  these points do not add to the item’s prototype 
  modiﬁer. 
  When these points have been spent the design ﬂaw 
  has been puzzled out and corrected and the completed 
  item will be free of it.
  NEW CHARACTER 
  CLASSES
  STARSHIP DESIGNER
  You love to design new starships and have the 
  knowledge of engineering and space sciences to allow 
  you to construct spacecraft for almost any purpose, 
  from the smallest courier to the largest galaxy-
  traversing explorer. 
  
  PAGE - 6
  BLOOD AND SPACE 
  STARSHIP CONSTRUCTION MANUAL
  REQUIREMENTS
  To qualify to become a starship engineer, a character 
  must fulﬁll the following criteria. (The fastest path 
  into this class is through the Smart Hero base class).
  Skills: Pilot 3 ranks, Craft (mechanical) 3 ranks, 
  Craft (structural) 6 ranks, Knowledge (physical 
  sciences) 6 ranks 
  Feats: Starship Operation (any one)
  CLASS INFORMATION
  The following information pertains to the starship 
  engineer advanced class.
  Hit Die: 1d8
  Action Points: 6 plus one-half character level, 
  rounded down.
  Class Skills:  The starship engineer’s class skills 
  (and the key ability for each skill) are Computer 
  Use (Int), Craft (electronic, mechanical, structural) 
  (Int), Disable Device (Int), Knowledge (Business, 
  Current Events, Physical Sciences, Popular Culture, 
  Technology) (Int), Navigate (Int), Pilot (Dex), Repair 
  (Int), and Research (Int).
  Skill Points at Each Level: 5+Int. modiﬁer
  CLASS FEATURES
  All of the following are features of the starship 
  engineer advanced class.
  Starship Afﬁnity: The starship engineer has a feel 
  for his creations, gaining the listed bonus to Pilot 
  skill checks with a starship he has built. The starship 
  engineer also adds the listed bonus to his vehicle’s 
  defense if he takes that vehicle into combat. 
  Bug Hunter (Starships): Any starship made by the 
  starship engineer has its prototype modiﬁer reduced 
  by this amount. The starship engineer also gains the 
  listed bonus to any Repair checks to ﬁx a bug.
  Slipstream: At this level the starship engineer has 
  achieved a mastery of high-performance starship 
  design most can only dream of. On a Craft (structural) 
  check (generating 100 Invention Points) and a Wealth 
  check (DC 10) the starship engineer increases the top 
  speed of any starship he juices by 100’ 
  per starship engineer level. 
  Bonus Feats: At 3rd, 6th and 9th levels 
  the starship engineer gains a bonus 
  feat from the following list: Armor 
  Proﬁciency (light), Armor Proﬁciency 
  (medium), Builder, Gearhead, 
  Mastercrafter, Salvage, Starship 
  Gunnery, Starship Dodge, Starship 
  Mobility, Starship Operation, Starship 
  Strafe. The starship engineer must meet 
  the prerequisite of any feat selected.
  STARSHIP TEST 
  PILOT
  Test pilots are those rare individuals 
  who thrive under the worst sort of 
  pressure. These brave men and women 
  not only ﬂy state of the art combat 
  spacecraft, they ﬂy them ﬁrst before 
  all the bugs are worked out. While 
  this makes test pilots essential to the 
  peacetime operation of space ﬂeets, 
  it also makes them invaluable during 
  wartime, as these hardy souls bring the 
  two qualities that make a tremendous 
  combat pilot to the cockpit: natural 
  piloting skill and fearlessness. 
  TABLE 1: THE STARSHIP DESIGNER
  Level Base Attack 
  Bonus
  Fort 
  Save
  Ref 
  Save
  Will 
  Save
  Special
  Defense 
  Bonus
  Reputation 
  Bonus
  1st
  +0
  +0
  +2
  +0
  Starship Afﬁnity +1
  +1
  +0
  2nd
  +1
  +1
  +3
  +1
  Bug Hunter (Starship) +1
  +1
  +0
  3rd
  +2
  +1
  +3
  +1
  Bonus Feat
  +2
  +0
  4th
  +3
  +1
  +4
  +1
  Bug Hunter (Starships) +2
  +2
  +0
  5th
  +3
  +2
  +4
  +2
  Starship Afﬁnity +2
  +3
  +1
  6th
  +4
  +2
  +5
  +2
  Bug Hunter (Starships) +3; Bonus Feat
  +3
  +1
  7th
  +5
  +2
  +5
  +2
  Slipstream
  +4
  +1
  8th
  +6
  +3
  +6
  +3
  Bug Hunter (Starships) +4
  +4
  +1
  9th
  +6
  +3
  +6
  +3
  Bonus Feat
  +5
  +2
  10th
  +7
  +3
  +7
  +3
  Starship Afﬁnity +3; Bug Hunter (Starships) +5
  +5
  +2
  
  PAGE - 7
  BLOOD AND SPACE 
  STARSHIP CONSTRUCTION MANUAL
  REQUIREMENTS
  To qualify to become a test pilot a character must 
  meet the following criteria (the quickest path into this 
  class is through the Fast Hero basic class).
  Base attack bonus: +2
  Skills: Pilot 6 ranks, Repair 3 ranks
  Feats: Starship Operation (any one)
  CLASS INFORMATION
  The following information pertains to the test pilot 
  advanced class. 
  Hit Die: 1d8
  Action Points: 6+ one-half character level, rounded 
  down, every time the character gains a new level in 
  this class.
  Class Skills: The test pilot’s class skills (and the 
  ability for each skill) are: Bluff (Cha), Computer Use 
  (Int), Craft (electronic, mechanical) (Int), Knowledge 
  (popular culture, streetwise, technology) (Int), 
  Navigate (Int), Pilot (Dex), Profession (Wis), Repair 
  (Int)
  Skill points at each level: 5+int. modiﬁer
  CLASS FEATURES
  All of the following are features of the test pilot 
  advanced class. 
  Right Stuff: The test pilot is one of the ﬁnest pilots 
  to ever sit in a cockpit, period. He gains the bonus 
  listed on the class table to all piloting skill checks and 
  to the Defense of any ultralight or light starship that 
  he pilots. 
  Workaround: When a bug presents itself the test 
  pilot actually improves under the pressure. When a 
  bug presents itself in a starship the test pilot gains the 
  listed bonus to any affected area, possibly allowing 
  him to ignore minor bugs at higher levels. This does 
  not remove the bug (that’s the designer’s job) but does 
  (hopefully) allow the test pilot to ignore the ﬂaw long 
  enough to return home.
  Bonus Feat: At 3rd, 6th, and 9th level, the test pilot 
  gets a bonus feat. The bonus feat must be selected 
  from the following list, and the test pilot must meet all 
  the prerequisites of the feat to select it.
  Barrel Roll, Evasive Maneuvers, Formation Flying, 
  Gearhead, Renown, Spacer, Starship Battle Run, 
  Starship Dodge, Starship Gunnery, Starship Mobility, 
  Starship Operation, Starship Strafe, Teamwork, 
  Wingman, Zero-G Training.
  Outside of the envelope: When placed under 
  pressure test pilots seem to thrive, rather than fold, as 
  most lifeforms would. When the test pilot spends an 
  action point to aid a pilot check he adds all applicable 
  dice rather than the highest die. 
  STARSHIP DESIGN
  MODULAR STARSHIP 
  DESIGN
  1. Choose or design a hull 
  2. Choose or design the craft’s engines
  3. Choose or design the craft’s weapons
  4. Choose or design the craft’s miscellaneous 
  systems
  HULL DESIGN
  MODULAR HULL DESIGN
  1. Determine Hull Class
  2. Purchase additional hit dice (optional)
  3. Determine ship’s weapon hardpoints and 
  maximum defensive systems
  4. Increase crew requirements (optional)
  DETERMINE HULL CLASS
  The ﬁrst step in designing a starship hull is 
  determining the hull class: ultralight, light, medium, 
  heavy or superheavy. The hull classiﬁcation will 
  determine a starship’s base HD, and minimum crew 
  requirements. A starship’s class will also determine 
  how many weapon hardpoints the ship has, how 
  expensive additional hit dice are and so forth.
  The terms used in the hull type descriptions are 
  explained below.
  Base Purchase DC: This is the cost to construct 
  an unmodiﬁed hull of the chosen type. Unmodiﬁed 
  means the hull type constructed has the minimum HD, 
  Weapon Hardpoints and Crew for its type. 
  Base Invention Points: This is the cost to construct 
  an unmodiﬁed hull of the chosen type. Unmodiﬁed 
  means the hull type constructed has the minimum HD, 
  Weapon Hardpoints and Crew for its type.
  TABLE 2: THE STARSHIP TEST PILOT
  Level Base Attack 
  Bonus
  Fort 
  Save
  Ref 
  Save
  Will 
  Save
  Special
  Defense 
  Bonus
  Reputation 
  Bonus
  1st
  +0
  +0
  +2
  +0
  Right Stuff +1
  +1
  +0
  2nd
  +1
  +1
  +3
  +1
  Workaround +1
  +1
  +0
  3rd
  +2
  +1
  +3
  +1
  Bonus Feat
  +2
  +1
  4th
  +3
  +1
  +4
  +1
  Workaround +2
  +2
  +1
  5th
  +3
  +2
  +4
  +2
  Right Stuff +2
  +3
  +1
  6th
  +4
  +2
  +5
  +2
  Bonus Feat; Workaround +3
  +3
  +2
  7th
  +5
  +2
  +5
  +2
  Outside of the Envelope
  +4
  +2
  8th
  +6
  +3
  +6
  +3
  Workaround +4
  +4
  +2
  9th
  +6
  +3
  +6
  +3
  Bonus Feat
  +5
  +3
  10th
  +7
  +3
  +7
  +3
  Right Stuff +3; Workaround +5
  +5
  +3
  
  PAGE - 8
  BLOOD AND SPACE 
  STARSHIP CONSTRUCTION MANUAL
  Minimum and Maximum Size: This is the ship’s 
  minimum and maximum size.
  Minimum HD: This is the number of hit dice 
  possessed by an unmodiﬁed hull of the chosen type.
  Cost for additional HD: This is the increase to 
  the base purchase price and invention point costs to 
  increase the hit dice of the chosen hull type.
  Minimum crew: This represents the minimum 
  number of people needed to ﬂy the hull type. A ship 
  cannot operate with less than one-fourth the minimum 
  crew requirement. It does not include personnel 
  needed to use any weapons installed on the hull once 
  it is built. 
  The minimum is a function of the starship’s 
  HD. The designer may increase or decrease 
  this minimum to make the craft more or less 
  expensive. Every time the minimum crew is halved, 
  increase the cost of the hull by +1 Purchase DC and 
  +10 Invention Points. Each time the minimum crew 
  is double decrease the cost of the hull by –1 Purchase 
  DC and –10 Invention Points.
  Base Progress Level: This is the progress level 
  at which hulls of the chosen type begin to appear in 
  large numbers. Ships can be made of this hull type 
  one progress level earlier, but the base purchase DC 
  is increased by +5 and the base invention point cost is 
  increased by +50. 
  ULTRALIGHT STARSHIP HULLS
  Ultralight starships serve as shuttles, small passenger 
  craft, light cargo vessels and ﬁghters.
  Base Purchase DC: 16
  Base Invention Points (Craft Structural DC): 160 
  (16)
  Minimum Size: Huge
  Maximum Size:  Colossal
  Minimum HD: 4d20
  Maximum HD: 30d20
  Cost per 2 additional HD: +3 Purchase DC, +30 
  Invention Points (or +3 Craft Structural DC)
  Weapon Hardpoints: 1 per 3 HD
  Defensive Systems: 1 per 3 HD
  Minimum Crew: 1 per 3 HD
  Base Progress Level: 6
  LIGHT STARSHIP HULLS
  Light starships serve as freighters, corvettes, frigates 
  and destroyers.
  Base Purchase DC: 22
  Base Invention Points (Craft Structural DC): 220 
  (22)
  Minimum Size: Colossal
  Maximum Size:  Colossal
  Minimum HD: 36d20
  Maximum HD: 120d20
  Cost per 2 additional HD: +2 Purchase DC, +20 
  Invention Points (or +2 Craft Structural DC)
  Weapon Hardpoints: 1 per 10 HD
  Defensive Systems: 1 per 10 HD
  Minimum Crew: 1 per 10 HD
  Base Progress Level: 6
  MEDIUM STARSHIP HULLS
  Medium starships serve as large freighters and 
  cruisers.
  Base Purchase DC: 24
  Base Invention Points (Craft Structural DC): 240 
  (24)
  Minimum Size: Colossal
  Maximum Size:  Colossal
  Minimum HD: 125d20
  
  PAGE - 9
  BLOOD AND SPACE 
  STARSHIP CONSTRUCTION MANUAL
  Maximum HD: 300d20
  Cost per 5 additional HD: +1 Purchase DC, +10 
  Invention Points (or +1 Craft Structural DC)
  Weapon Hardpoints: 1 per 50 HD
  Defensive Systems: 1 per 50 HD
  Minimum Crew: 1 per 10 HD
  Base Progress Level: 6
  HEAVY STARSHIP HULLS
  These ships ﬁll the role of battleships and carriers.
  Base Purchase DC: 26
  Base Invention Points (Craft Structural DC): 260 
  (26)
  Minimum Size: Colossal
  Maximum Size:  Colossal
  Minimum HD: 250d20
  Maximum HD: 750d20
  Cost per 10 additional HD: +1 Purchase DC, +10 
  Invention Points (or +1 Craft Structural DC)
  Weapon Hardpoints: 1 per 50 HD
  Defensive Systems: 1 per 50 HD
  Minimum Crew: 1 per 10 HD
  Base Progress Level: 6
  SUPERHEAVY STARSHIP HULLS
  These ships ﬁll roles as wide ranging as colony ships 
  to dreadnoughts. Anything too large to ﬁt in an earlier 
  category will be handled by this largest of starship 
  hulls. 
  Base Purchase DC: 29
  Base Invention Points (Craft Structural DC): 290 
  (29)
  Minimum Size: Colossal
  Maximum Size:  Colossal
  Minimum HD: 800d20
  Maximum HD: No maximum limit
  Cost per 10 additional HD: +1 Purchase DC, +10 
  Invention Points (or +1 Craft Structural DC)
  Weapon Hardpoints: 1 per 150 HD
  Defensive Systems: 1 per 150 HD
  Minimum Crew: 1 per 5 HD
  Base Progress Level: 7
  WEAPONS DESIGN
  ADAPTING WEAPONS
  There is a chance that a player may wish to build a 
  weapon that already exists in the future core rules. To 
  do this, simply divide the cost of the weapon by 1.5 to 
  determine the purchase price. Multiply this number by 
  10 to determine the invention point cost (or simply use 
  the purchase price as the DC for a Craft [mechanical] 
  skill check).
  MODIFIERS
  DIE TYPE
  Die Type
  Purchase DC
  Invention 
  Points
  Materials 
  Restriction
  D8
  +0
  +0
  Lic. (+1)
  D10
  +4
  +40 (+4)
  Res. (+2)
  D12
  +8
  +80 (+8)
  Mil. (+3)
  D20
  +12
  +120 (+12)
  Mil. (+3)
  D100
  +16
  +160 (+16)
  Mil. (+3)
  DAMAGE TYPE
  Ballistic
  Purchase DC modiﬁer/Invention Point modiﬁer: 
  -2 purchase DC, -20 invention point modiﬁers
  Fire
  Purchase DC modiﬁer/Invention Point modiﬁer: 
  -2 purchase DC, -20 invention point modiﬁers
  Energy
  Purchase DC modiﬁer/Invention Point modiﬁer: 
  -0 purchase DC, -0 invention point modiﬁers
  WEAPON TYPE
  Directed Fire
  Purchase DC modiﬁer/Invention Point modiﬁer: 
  +2 purchase DC, +20 invention point modiﬁers
  Missile
  Purchase DC modiﬁer/Invention Point modiﬁer: 
  -4 purchase DC, -40 invention point modiﬁers
  Mine
  Purchase DC modiﬁer/Invention Point modiﬁer: 
  -8 purchase DC, -80 invention point modiﬁers
  TABLE 3: WEAPON DAMAGE DICE
  Damage Dice
  Purchase DC
  Invention Points
  (Craft [mechanical] DC)
  Materials Restriction
  Minimum Ship Size
  4
  16
  160 (16)
  Res. (+2)
  Huge
  6
  18
  180 (18)
  Res. (+2)
  Huge
  8
  20
  200 (20)
  Res. (+2)
  Gargantuan 
  10
  22
  220 (22)
  Res. (+2)
  Gargantuan
  12
  24
  240 (24)
  Res. (+2)
  Colossal
  14
  26
  260 (26)
  Mil. (+3)
  Colossal
  16
  28
  280 (28)
  Mil. (+3)
  Colossal
  18
  30
  300 (30)
  Mil. (+3)
  Colossal
  20
  32
  320 (32)
  Mil. (+3)
  Colossal
  
  PAGE - 10
  BLOOD AND SPACE 
  STARSHIP CONSTRUCTION MANUAL
  RANGE
  Each 1,000 ft. Range Increment
  Purchase DC and Invention Points (Craft 
  mechanical DC): +2 and +20 (+2)
  Special: All starship weapons have a range 
  increment of 1,000 ft. which does not increase the 
  purchase price or the invention point cost. 
   
  RATE OF FIRE
  Automatic Rate of Fire
  Purchase DC and Invention Points (Craft 
  mechanical DC):  +2 and +20 (+2)
  Effect:  Weapon can ﬁre with an automatic rate 
  of ﬁre.  Only weapons with charges may have this 
  modiﬁer. Energy weapons may never have this 
  modiﬁer even if they have charges.
  Special: A weapon may be modiﬁed in this fashion 
  but the purchase DC and Invention Point cost are 
  increased to +10 and +100 respectively.
  SIZE
  Compact
  Purchase DC and Invention Points (Craft 
  mechanical DC): +2 and +20 (+2)
  Effect: This modiﬁer reduces the minimum 
  hull size of a ranged weapon by one category to a 
  minimum of Huge.
  Special: A weapon may not be modiﬁed to have 
  this ability it must be included as part of a weapon’s 
  construction. This modiﬁer may only be purchased 
  once.
  PROGRESS LEVEL
  Progress Level
  Each PL above 6 purchase DC and invention 
  point modiﬁer: -1 and –10 (-1)
  Effect: This modiﬁer represents the advance of 
  technology. A powerful weapon will be easier to build 
  in an advanced society than in a more primitive one. 
  CREATING OTHER ITEMS
  The focus in this product is on the two items that 
  the game master is most likely to want to tweak 
  mechanically to craft starships that better ﬁt the 
  theme of his campaign: hulls and weapons. However 
  many players may wish to create every item on their 
  ship from scratch, even the armor and miscellaneous 
  systems. 
  The truly devoted mechanical genius will ﬁnd much 
  in the companion product to this book, the Modern 
  d20 sourcebook Blood and Circuits to aid them in 
  their endeavors. For those wishing only to build 
  something “off the rack” from the Future core rules or 
  for a simple way to determine the difﬁculty of creating 
  an item, some guidance is provided below.
  Building standard items from the future core 
  rules: Take the item’s price (the Wealth DC required 
  to buy it) and divide by 1.5. This becomes the item’s 
  purchase DC (the Wealth cost for the materials the 
  item requires). 
  Take the item’s purchase DC and multiply by 10. 
  This is the invention points required to craft the item. 
  If the standard “one roll” system is being used the DC 
  to construct the item is simply the purchase DC.
  Regardless of the number of rolls needed to create 
  an “off the rack” item, the item will have a prototype 
  modiﬁer of 1-4 (1d4).
  
  PAGE - 11
  BLOOD AND SPACE 
  STARSHIP CONSTRUCTION MANUAL
  If the completed item, bought retail would have 
  a restriction, the materials to make it may as well. 
  Reduce the restriction level by one for the materials 
  to construct the item. So the materials to construct a 
  Licensed (+1) item need no special access, an item 
  with Restricted (+2) access would require a License 
  and so forth. The exception to this is an item rated as 
  Illegal (+4). Even the materials for these items are so 
  highly restricted that they are illegal as well.  
  Building original items (the easy way): If a 
  character wishes to construct a completely new item 
  from scratch, the GM can simply assign the item a 
  purchase DC as he would assign any skill DC (using 
  the standard craft rules as a guide), then multiply that 
  by 10 to receive the invention point cost of the item. 
  Again this book’s companion product, Blood and 
  Circuits will provide much more guidance, but the 
  above system will serve in most cases.
  EXAMPLE OF STARSHIP 
  CREATION
  Shell Therrin, a 6th level character (Smart 3/Starship 
  Designer 3) decides to build a new class of heavy 
  ﬁghter to aid the Sons of Jove in their conﬂict against 
  the United Earth Government. She has informs the 
  game master that she has begun to draw up the plans 
  for this vehicle in preparation of the building of a 
  prototype. 
  Shell has 9 ranks in the Craft (Structural) and Craft 
  (mechanical) skills.
  STARSHIP HULL
  First Shell designs the hull. Since this is a ﬁghter she 
  decides the craft will be an ultralight starship, which 
  has a base purchase DC of 16 and a base invention 
  point cost of 160. Since Shell wants these ﬁghters to 
  be tough and survivable as the main attack craft of the 
  rebellion she ups their hit dice from the base of 4d20 
  to 10d20. Adding 6 HD increases the wealth cost by 
  +9 and the invention point cost by +90, resulting in a 
  ﬁnal purchase price of 25 and a ﬁnal invention point 
  cost of 250. Shell decides to take 10 on all her Craft 
  checks, meaning the prototype will take 13 days to 
  construct.
  Shell decides to purchase the ﬁghter’s engines and 
  defensive systems on the black market, leaving her 
  more time to design a unique weapon for the craft.
  STARSHIP WEAPONS 
  Since the craft will operate in the rock-ﬁlled 
  surrounding of the Jovian moons, Shell designs a new 
  weapon that will capture small micro-meteors and 
  then ﬁre them at high speed at enemy vessels.
  Since her ﬁghters are small to more easily hide from 
  UEG military vessels, she makes the number of dice 
  for her starship weapon 6, the maximum that can be 
  installed on a Huge hull. This has a base purchase DC 
  of 18 and a base invention point cost of 180. Because 
  of the extreme speeds generated by these weapons 
  (and because her ﬁghters will often have to engage 
  much larger vessels) Shell makes the attack die of the 
  weapon d12, increasing the purchase cost by +8 and 
  the invention point cost +80. The costs for the weapon 
  being a direct ﬁre weapon and inﬂicting physical 
  damage cancel out, leaving the purchase price of 
  the prototype at 26 and the invention point cost 260. 
  Taking 10 on all her Craft (mechanical) checks, Shell 
  can complete the weapon in 14 days.  
  SOJ-FIGHTER (PL 6)
  This ﬁghter designed by Shell Therrin, technical 
  wizard behind many of the craft and weapons used by 
  the terrorists (or freedom-ﬁghters) the Sons of Jove is 
  the size of a small shuttle, but is incredibly tough and 
  durable. 
  Type: Ultralight 
  Size: Huge (–2 size)
  Subtype: SOJ Fighter 
  Tactical Speed: 3,500 ft. 
  (7 sq.)
  Defense: 13 
  Length: 24 feet
  Flat-footed Defense: 11 
  Weight: 24,000 lb.
  Autopilot Defense: 9 
  Targeting System Bonus: 
  +1
  Hardness: 20 
  Crew: 1 (trained +4)
  Hit Dice: 10d20 (200 hp) 
  Passenger Capacity: 4
  Initiative Modiﬁer: +2 
  Cargo Capacity: 2,400 lb.
  Pilot’s Class Bonus: +3 
  Grapple Modiﬁer: +8
  Pilot’s Dex Modiﬁer: +2 
  Base Purchase DC: 62
  Gunner’s Attack Bonus: +2 Restriction: Illegal (+4)
  Attack: 3 Slingshot Mass Drivers +1 ranged (6d12)
  Attack of Opportunity: None
  Standard PL 6 Design Specs:
  Engines: Ion engine, thrusters
  Armor: Polymeric
  Defense Systems: Autopilot system
  Sensors: Class II sensor array, targeting system
  Communications: Laser transceiver, radio transceiver
  Weapons: 3 Slingshot Mass Drivers
  Grappling Systems: None
  
  PAGE - 12
  BLOOD AND SPACE 
  STARSHIP CONSTRUCTION MANUAL
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