TEXT: Space Ships 
   
  Arguably the lifeblood of a space based campaign, a party’s ship is often their character’s homes, 
  livelihood and entry to adventure.  The purpose of this system is not to realistically simulate space flight 
  and combat, but rather to provide a Hard Sci-Fi gaming experience using real world physics as a basis for 
  abstract tabletop rules.  As such, a fair amount of hand waving is done, favoring ease of play over 
  unnecessary granularity.   
   
  A DM can either provide a prebuilt ship to the party, or allow a party the chance to build their own 
  vessel.   
   
  Step 1: Determine Ship Quality  
  Step 2: Choose Hull size 
  Step 3: Choose Manufacturer 
  Step 4: Determine Hull Rating 
  Step 5: Distribute HP 
  Step 6: Choose Subsystems 
  Step 7: Assigning Crew 
  Step 8: Paying for it all 
   
   
   
   
  
  Step 1: Determine Ship Quality  
   
  First, determine the quality of the ship you are designing.  There are five available qualities for ships: 
   
  Antiquated: This is an outmoded or outdated ship that either originates from an older era, or are built 
  now to extremely low standards of technology or quality.  For every point of Hull allocated, a ship of this 
  quality provides a single system point for distribution.   
   
  Refit: This vessel was rebuilt, either from salvage or as an upgrade to an older model.  A vessel of this 
  quality might be poorly maintained or improperly fitted, and might even be a composite of multiple 
  vessels.  For every point of hull allocated, a ship of this quality provides two system points to distribute. 
   
  Civilian: Manufactured to civilian standards, these vessels make up the bulk of most ships in use 
  currently.  Seeing use by free traders, explorers, colonists, and even light military duty in system defense 
  forces, vessels of this quality are common sights in every port.  For every point of hull allocated, a ship of 
  this quality provides three system points to distribute. 
   
  Military: Manufactured to higher standards than civilian ships, military ships use the latest technologies 
  and manufacturing processes, and can rack up truly impressive manufacturing costs.  Access to military 
  hulls is restricted to system defense forces, and the possession of such a ship by civilians without proper 
  licensing is sure to bring the attention of the powers that be.  For every point of hull allocated, a ship of 
  this quality provides four system points to distribute. 
   
  Prototype: These ships are built at unimaginable expense either as early skunkworks prototypes of new 
  ship classes and configurations, or as elite Special Forces vessels for the wealthiest of governments.  
  Possession of a vessel of this quality is sure to bring special attention in every port, and since most are 
  one of a kind, a certain notoriety wherever it goes.  Good luck trying to pry one of these from the hands 
  of whatever group controls it.   For every point of hull allocated, a ship of this quality provides five 
  system points to distribute. 
   
   
   
   
   
   
   
   
   
   
   
   
  
  Step 2: Choose Hull Size 
  A ship’s hull size will eventually determine what abilities and statistics a ship will eventually have.  
  Generally speaking, larger ships are just better than smaller ones in terms of capability.  The bigger a 
  vessel is, the more engines it can carry, the more weapons it can fire, and the more cargo it can move.  
  About the only advantage to smaller hulls are their price.  Every gram counts, and the bigger and more 
  capable a ship is, the more it costs to build and maintain.   
   
  There are seven available choices for hull size 
   
   
   
   
   
   
   
   
   
   
  Fine (Class 1): Ships of this class are often in-systemers, dependent fighter craft, passenger shuttles and 
  light couriers.  Example ship types: Pinnace, Fighter, Shuttle, Scout 
   
  Tiny (Class 2): This class of ship is quite common and countless examples move to and from points of 
  interest across every system in known space.  Often equipped with a hyper-drive, these vessels ply the 
  spacelanes between nearby systems, making routine transfers of manpower and materials.  Example 
  ship types: Patrol Boat, Launch, Frigate, Courier. 
   
  Small (Class 3): These ships are the most common in fringe areas, carrying out the necessary trade to 
  keep the frontier profitable.  With the ability to fit powerful engines and a robust jump drive, ships of 
  this class are common sights coming to and from outlying star systems.  Large enough for entire families 
  to live aboard, traders of this class rarely stay one place for long.  Example ship types: Light Freighter, 
  Destroyer, Transport. 
   
  Medium (Class 4): Making up the bulk of system patrol forces, military vessels of this class are 
  commonly seen alone or in pairs moving between contested systems or dangerous areas of space.  
  Merchants of this class tend to stick to known routes to the fringe, or move in convoys.  With high 
  durability, ships of this class can be long range survey vessels and might be encountered in the farthest 
  reaches of the fringe.  Example ship types: Cruiser, Medium Freighter, Surveyor. 
   
  Large (Class 5): With stout weapons, thick defenses, and room for numerous marines, warships of this 
  class can deny control of space to anything smaller, holding strategic points or taking control of stations 
  and worlds.  Merchants of this class supply stations, and carry the wealth of worlds, along with an entire 
  community.  Transports of this class can lay the groundwork for a colony singlehandedly, or carry an 
  entire mobile garrison.  Example ship types: Battlecruiser, Heavy Freighter, Colony Ship.   
   
  Huge (Class 6): Ships of this class make up the backbone of a battlegroup, denying space to anything 
  unable to meet them head on.  Requiring regular fuelling, these vessels are usually found in heavily 
  Size (Class) 
  Maximum 
  Hull Rating 
  Cost per 
  System Point 
  Crew 
  Min/Max 
  Fine (1) 
  8 
  7,500 
  2 / 5 
  Tiny (2) 
  12 
  13,000 
  5 / 20 
  Small (3) 
  16 
  35,000 
  16 / 48 
  Medium (4) 
  20 
  80,000 
  50 / 150 
  Large (5) 
  30 
  200,000 
  150 / 400 
  Huge (6) 
  40 
  300,000 
  300 / 1000 
  Gargantuan (7) 
  50 
  400,000 
  600/1500 
  
  settled core areas, protecting valuable assets, and remaining near vital supply lines.  Merchants of this 
  class are the heaviest of freighters, moving vast quantities of materials between major settled worlds.  A 
  colony ship of this class could settle multiple worlds, or singlehandedly build space stations.  Example 
  ship types include: Battleship, Bulk Freighter, Mobile Construction Yard, Refinery Ship. 
   
  Gargantuan (Class 7): True leviathans, these vessels are veritably mobile stations.  Generally 
  autonomous, they often possess potent refueling capability, manufacturing and processing facilities as 
  well as repair bays for smaller classes of ships.  Capable of not just carrying multiple lesser craft, but of 
  building them as well as repairing and maintaining itself, these ships make up the core of a battle group, 
  or serve as the command post of entire sectors of space.  Merchants of this class are the largest of 
  freighters, hauling back massive bulks of materials to strategic yards, or moving the masses needed for 
  terraforming.  Some ships of this class exist flying among the stars at low velocity, living cities wandering 
  the stars.  Example ship types include: Dreadnaught, Carrier, Superfreighter, Worldship. 
   
   
   
   
   
   
   
   
   
   
   
  
  Step 3: Choose Manufacturer 
  Each ship is produced by one of a number of manufacturers, designed not just to the specifications of 
  their eventual owner, but in a certain style and with attributes reflecting the proprietary technologies of 
  their mother companies.  Below are several listed ship manufacturers and what to expect with ships 
  from their yards.   
   
  Atomic Rockets (ATOM) 
  “At atomic rockets, we know that every gram counts, and in our designs, it shows.” 
   
  Founded early in the race for the stars, Atomic Rockets (ATOM) is known for producing the most 
  efficient and powerful nuclear drive systems.  With a number of original patents on vital systems, they 
  have defended their market by aggressively researching new advances in engine technology, remaining 
  the industry leader in rocket ships for more than three centuries.   
   
  Systems Bonus: +2 Maximum Engines rating per size class.   
   
  Feature: Ships built by this manufacturer have more efficient thrusters, and may add Engine Expansion 
  and Fuel Tank subsystems for only 3 points of capacity, not 4.   
   
   
  Farnsworth Interstellar (FWIN) 
  “Good news, everyone!” 
   
  As the colonies first came online, Farnsworth Interstellar (FWIN) was at the lead in data systems and 
  management, eventually purchasing a defunct shipyard that produced outmoded courier rockets, and 
  with some clever redesigns launched a class of ship that created the hypernet that all human colonies 
  now rely on.   
   
  Systems Bonus: +2 Maximum Communications rating per size class.   
   
   
  Feature: Ships have a superior hypernet database onboard, allowing access to far greater swathes of 
  information in realtime, offering advantage on checks to retrieve information a number of times per 24 
  hour period equal to the ship’s COMM bonus, to a minimum of 1.   
   
  Galactech Corporation (GTEC) 
  “Better, Smaller, Faster.” 
   
  Originally founded as a corporate colony in the centauri system, the Galactech Corporation (GTEC) is 
  known for being on the cutting edge of miniaturization and automation.  Producing the best automated 
  drones, and largest draft cargo haulers, Galactech ships ply the tradelanes from one end of human space 
  to the other. 
   
  Systems Bonus: +1 free System Points to distribute for every 10 base system points provided by hull. 
   
  Feature: This vessel has additional capacity for hull subsystems equal to its ship size class. 
  
  Kriegertech (KTEK) 
  “Thinking about it, so you don’t have to.” 
   
  Originally a producer of cybernetic prosthesis, Kriegertech leveraged their computer technology into 
  Synthetic development, quickly accelerating to become the leading manufacturer of synthetic integrated 
  starships.  Continuing a legacy of the best artificial intelligence, with the hardware to back it up, no ships 
  have more powerful computers than any ships in class.   
   
  Systems Bonus: +2 Maximum Computers rating per size class.   
   
   
  Feature: Autopilot requires only 2 ship capacity. 
   
   
  Sanchez Smith Astronautics (SSAN) 
  “A whole universe of possibilities.” 
   
  A struggling space munitions supplier, Sanchez Smith Astronautics (SSAN) experienced a dramatic 
  change in fortunes after first contact, quickly blossoming into the largest private military contractor, 
  exploiting a number of original patents to keep an edge over the competition, especially with a panache 
  for new tech demos that always captivates the imaginations of the public.   
   
  Systems Bonus: +2 Maximum Weapons rating per size class.   
   
   
  Feature: This vessel has additional capacity for weapons equal to its ship size class. 
   
   
  Tyson Astro-surveying (TAST) 
  “The sky is not the limit.” 
   
  At the forefront of space exploration, Tyson Astro-Surveying (TAST) has made a name for itself 
  producing the best dedicated survey ships on the market.  With a dedicated corporate philosophy 
  eschewing violence, it is notable that they still manufacture the sensor systems and scout ships used by 
  a half dozen governments for fleet reconnaissance.  It is likely that any charted system a ship enters was 
  originally mapped by either a TAST vessel, or one of their sensor systems.   
   
  Systems Bonus: +2 Maximum Sensors rating per size class.   
   
  Feature: These ships possess an Astronomical Survey subsystem using no capacity, and may add its 
  Sensor System rating bonus to all Astro-Surveying ability checks made with onboard equipment. 
   
   
   
   
  
  Step 4: Determine Hull Rating 
  A ship’s hull rating determines its physical size, complexity, and number of compartments, limiting the 
  size and capabilities of its systems, and how many subsystems it can fit.  Additionally, most values 
  calculated for a ship are based on its hull rating, such as price for building, costs for maintenance and so 
  forth.   
   
  A ship’s maximum hull rating is dependent on its size, and cannot exceed the listed amount. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Size (Class) 
  Maximum 
  Hull Rating 
  Cost per 
  System Point 
  Fine (1) 
  8 
  7,500 
  Tiny (2) 
  12 
  13,000 
  Small (3) 
  16 
  35,000 
  Medium (4) 
  20 
  80,000 
  Large (5) 
  30 
  200,000 
  Huge (6) 
  40 
  300,000 
  Gargantuan (7) 
  50 
  400,000 
  
  Step 5: Distribute System Points  
  A ship is allocated a number of System Points dependent on the quality of the ship and its hull rating.  
  When building a ship, you receive the listed number of system points for each point of hull rating.  A 
  system may not have a rating higher than the hull rating of the ship(modified by manufacturer).  It is not 
  necessary to spend all available system points, as each one increases the final cost of a ship.   
   
   
   
   
   
   
   
   
  Each system point added is expanding the core systems 
  of the ship in a department.  The five departments are:  
   
  Weapons (WEAP): This system controls, aims arms and cools all weapon systems aboard a vessel.  The 
  higher your weapons rating, the more weapons systems a ship can fit, increasing her offensive payload.   
   
  Engines (ENGI): This attribute determines a ship’s overall engine rating, determining maximum rates of 
  acceleration, fuel capacity, and hyper drive charge times.  A ship with no engine rating is incapable of 
  movement on its own, and might be a deployable gun platform or static system defense node. 
   
  Computers (COMP): Virtually every system and device aboard a ship is regulated and operated by 
  computer, just for its normal every day operation.  This rating is for computational power above and 
  beyond the minimum required to run a ship’s general systems.   
   
  Sensors (SENS): Literally the ship’s eyes and ears, and several other sensory organs that don’t quite 
  make for an easy metaphor, a ship’s sensors determine how well, and what, a ship can detect.  Of 
  course, there are always basic telescopes and radar for general navigation, you’re not going to see much 
  with basic navigational equipment.   
   
  Communications (COMM): Communications equipment encompasses a wide variety of transmitting and 
  receiving equipment.  Comm lasers, radios, x-ray interpreters, translation equipment, and even 
  electronic warfare capabilities all come from these systems. 
   
   
  System HP 
  Each system on a ship has an amount of HP.  Each 
  system’s HP is determined by multiplying the ship’s size, 
  system rating and quality.  For example, a Medium 
  Military ship with a weapons rating of 12 would have 
  144 hp in its weapon system (12*3*4).   
   
   
  Quality(Rating) 
  System Points 
  per Hull Rating 
  Antiquated 
  1 
  Refit 
  2 
  Civilian 
  3 
  Military 
  4 
  Prototype 
  5 
  Systems Rating 
  Systems Efficiency 
  Bonus 
  1-4 
  -1 
  5-8 
  0 
  9-12 
  +1 
  13-16 
  +2 
  17-20 
  +3 
  21-25 
  +4 
  26-30 
  +5 
  31-45 
  +6 
  46+ 
  +7 
   
   
  Optional Rule: Universal HP 
  Instead of using System HP, use a single pool of 
  HP for a spaceship.  To calculate this amount, 
  multiply a ship’s total system points by it’s 
  quality and size.  For example a small military 
  ship with 39 system points would have 468 hp 
  (39*3*4). 
  
   
  Step 6: Choose Subsystems 
  Once a ship’s ratings have been determined, outfit it with a number of subsystems.  Each system’s rating 
  is also its C apacity.  Each subsystem consumes a certain amount of capacity, as well as adding a flat cost 
  to the price of the ship.  As such, higher ship systems ratings may fit more subsystems.   
   
   
   
   
   
   
   
   
   
   
   
  Missile Systems: Missile systems are special in that there exist a particularly wide variety of munitions 
  for them to fire, often at exceptional cost compared to ammunition for other weapons systems.  While 
  the steel and titanium slugs fired by railguns and the canisters of lasing gas and isotopes used by laser 
  and particle beam weapons are relatively low mass, missiles are generally of much higher mass and 
  limited capacity.  Often a ship will carry only one or two, unless it is a ship of war.   
   
   
  Missiles are broken into 
  one of three general 
  categories, based on their 
  deployment envelope: 
  Long, Medium and Short 
  Range (LRM, MRM, and 
  SRM), with each step up in 
  engagement range 
  requiring more mass for 
  fuel and propellant, long 
  range missiles being almost rockets in their own right.  With no organics aboard, missiles are capable of 
  extreme acceleration curves, up to 10g or more, and when launched from a high velocity platform can 
  overtake a target with astonishing speed.   
   
  A ship may carry up to 8 capacity worth of missiles per missile rack, and a ship with a missile tube can 
  carry a much larger magazine onboard, generally 2 capacity per size category per cargo module 
  dedicated as magazine space.   
   
  There are three general types of payload for missile systems, the conventional nuclear warhead, bomb 
  pumped lasers, and simple kinetic missiles, little more than bullets with maneuvering capability.  Most 
  nukes used in space are neutron bombs, designed to kill a crew, while leaving a target vessel mostly 
  intact (if hot for a week or so), while bomb pumped lasers can leave a ship functional except for holes 
  punched clear through her hull, and kinetic missiles can simply annihilate a target, or just punch a hole 
  through its hull, depending on relative velocities.   
  Weapon Subsystem 
  Cost 
  Capacity 
  Range 
  Damage 
  Light Particle Beam 
  2,400 
  3 
  Short 
  4d10 Kinetic 
  Heavy Particle Beam 
  4,800 
  4 
  Short 
  6d10 Kinetic 
  Velocity Gun 
  19,000 
  3 
  Medium 
  4d8 Ballistic 
  Hypervelocity Gun 
  32,000 
  4 
  Medium 
  6d8 Ballistic 
  Light Beam Laser 
  3,600 
  4 
  Long 
  4d6 Laser 
  Heavy Beam Laser 
  6,000 
  6 
  Long 
  8d6 Laser 
  Missile Rack 
  2,400 
  2 
  Special 
  Special 
  Missile Tube 
  13,000 
  10 
  Special 
  Special 
  Missile 
  Cost 
  Capacity 
  Range 
  Damage 
  Long Range Nuke 
  5,000 
  8 
  Long 
  24d10 Radiation 
  Medium Range Nuke 
  3,500 
  4 
  Medium 
  12d10 Radiation 
  Short Range Nuke 
  500 
  1 
  Short 
  6d10 Radiation 
  Bomb Pumped Laser 
  3,500 
  4 
  Long 
  5d8 Laser* 
  Short Range Kinetic 
  150 
  1 
  Short 
  4d8 Kinetic 
  Medium Range Kinetic 
  500 
  2 
  Medium 
  4d10 Kinetic 
  Long Range Kinetic 
  1,250 
  4 
  Long 
  4d12 Kinetic 
  *Bomb pumped lasers make two separate attack rolls, each doing the 
  listed damage on a successful hit.   
  
   
   
  Maneuvering Jets 
  Maneuvering jets increase a ship’s rolls to evade enemy fire.   
   
  Hyper Drive Subsystem 
   
   
  The technology that gave man the stars, the Hyper Drive is the lynchpin in human civilization, tying 
  together their military fleets, far flung colonies and trade routes into a single cohesive civilization.  A 
  ship that fits a Hyper Drive subsystem is considered a Starship and has FTL capabilities.  Depending on 
  the class of Hyper Drive core, ships have varying access to Hyper Space, generally the larger and more 
  powerful their HyperCore, the faster they may travel than the speed of light in both subjective and 
  objective terms.   
   
  A hyper drive has a limited range in light years, depending on class, and requires an amount of time to 
  charge equal to approximately 100 hours minus the engines rating of the starship jumping, to a 
  minimum of 1 hour per class of the hyper drive.  A ship uses one unit of fuel per LY of hyperspace travel, 
  Engine Subsystems 
  Cost 
  Capacity 
   Effect 
  Engine Expansion 
  10,000 
  4 
  6 hour faster recharge for Hyper Drive 
  Enhanced Thrusters 
  5,000  per 
  Size Rating 
  2 
  +.1 G Max. Acceleration  
  Extra Fuel Tanks 
  5,000 per 
  Size Rating 
  4 
  +8 Fuel Units 
  Hypercore Expansion 
  25,000 
  2 
  +8 LY maximum hyper range 
  Hyper Drive 
  See Table 
  2 per Class 
  Allows FTL Travel 
  Maneuvering Jets 
  2,500  per 
  Size Rating 
  6 
  +1 bonus to defense checks 
   
   
   
   
   
  Class 
  Cost (Per Size 
  Category) 
  Capacity 
  Maximum LY Range 
  Days passed 
  on ship per 
  LY 
  Months 
  Passed on 
  earth per LY 
  0 
  5,000 
  2 
  1 
  120 
  12 
  1 
  10,000 
  2 
  2 
  60 
  11 
  2 
  40,000 
  4 
  4 
  30 
  10 
  3 
  90,000 
  6 
  8 
  15 
  9 
  4 
  160,000 
  8 
  16 
  7.5 
  8 
  5 
  250,000 
  10 
  24 
  4 
  7 
  6 
  360,000 
  12 
  36 
  2 
  6 
  7 
  490,000 
  14 
  48 
  1 
  6 
  8 
  640,000 
  16 
  64 
  12 hours 
  5 
  9 
  810,000 
  18 
  80 
  6 hours 
  5 
  10 
  1,000,000 
  20 
  100 
  3 hours 
  4 
  
  from its maximum stockpile of ENGI*2 units (double the rating of the engines system to find the number 
  of maximum units of fuel) 
   
   
   
   
  Armor Plating 
  A ship may have only one armor plating subsystem.  Whenever a pilot opposes a weapons attack with a 
  piloting check and his result is lower than the listed amount, use the value provided by the plating 
  instead. 
   
  Cargo and Habitation module scaling 
  Cargo and Habitation modules allow for the hauling of cargo, listed on the table in tons, or crew as 
  appropriate.  Each such subsystem includes the apparatus for maintaining the appropriate payload, 
  including life support as necessary.   
   
  Cargo and Habitation modules allow for the 
  hauling of cargo, listed on the table in tons, or 
  crew as appropriate.  Each such subsystem 
  includes the apparatus for maintaining the 
  appropriate payload, including life support as 
  necessary.   
   
   
   
  Hull Subsystems 
  Cost 
  Capacity 
   Effect 
  Ablative Armor 
  50,000 per 
  Hull Point 
  6 
  Ship has resistance to Ballistic damage. 
  Cargo Module 
  500 per 
  Size rating 
  1 
  Increase Cargo Payload based on Size 
  Ceramic Composite 
  Coating 
  50,000 per 
  Hull Point 
  6 
  Ship has resistance to Laser damage. 
  Docking Facilities 
  5,000 
  1 
  May carry and service 2 hull points of ships up to 
  four sizes smaller. 
  Habitation Module 
  2,500 per 
  Size Rating 
  1 
  Increase Crew/Passenger Payload based on Size 
  Heavy Armor Plating 
  15,000 per 
  Hull Point 
  15 
  Minimum Defense result of 19 
  Life Support 
  Expansion 
  5,000 per 
  Size Rating 
  2 
  1 Habitation module requires no basic consumables 
  Light Armor Plating 
  5,000 per 
  Hull Point 
  5 
  Minimum Defense result of 13 
  Medium Armor 
  Plating 
  10,000 per 
  Hull Point 
  10 
  Minimum Defense result of 16 
  Size 
  Cargo (Tons) 
  Crew 
  Fine 
  15 
  4 
  Tiny 
  40 
  10 
  Small 
  100 
  25 
  Medium 
  250 
  50 
  Large 
  650 
  150 
  Huge 
  1,000 
  250 
  Gargantuan 
  1,250 
  300 
  
   
  For each loaded cargo module on a ship, reduce it's maximum acceleration by .05g.   
   
   
   
   
   
   
  ECM and ECCM 
  Electronic countermeasures, and electronic counter countermeasures.  Whenever attacking a target, 
  compare the ECM strength of the defender to the ECCM strength of the attacker with opposed systems 
  operations rolls.  If the defender’s check is successful, add the ship’s communications systems bonus to 
  their defensive rolls against the next attack.   
  Computer Subsystems 
  Cost 
  Capacity 
   Effect 
  Autopilot 
  15,000 
  6 
  Ship can pilot itself 
  Dedicated Comp 
  2,500 
  2 
  Operator may Assist user of one subsystem. 
  Flight Systems 
  5,000 
  2 
  User may Assist pilot 
  Hypernet Node 
  25,000 
  4 
  +1d4 to all checks to recall information 
  Navigational Computer 
  10,000 
  3 
  Minimum Navigation Check +5 (begins at 0)  
  Predictive Telemetry 
  20,000 
  2 
  +2 Initiative 
  Sensors Subsystems 
  Cost 
  Capacity 
   Effect 
  Astronomical Surveyor 
  25,000 
  4 
  Allows preliminary scans of distant star systems 
  Auxillary Radar Array 
  5,000 
  4 
  May radar scan one additional facing 
  simultaneously 
  Deep Scanning Array 
  50,000 
  3 
  May detect subsystems on other ships 
  Passive Sensor Array 
  25,000 
  3 
  May gauge systems on other ships without 
  detection 
  Planetary Surveyor 
  2,500 
  2 
  May perform planetary scanning and survey 
  Point Defense Tracking 
  15,000 
  4 
  Gain advantage on attacks against incoming 
  missiles. 
  Communication Subsystems 
  Cost 
  Capacity 
   Effect 
  Interspecies Communicator 
  2,500 
  1 
  Allows communication with alien life 
  ECM 
  5,000 
  2 
  Jams weapons targeting systems 
  ECCM 
  5,000 
  2 
  Prevents jamming of weapons targeting 
  systems 
  Comm Laser 
  1,000 
  1 
  Allows secure site to site communications in 
  system at light speed 
  Interstellar Comm Laser 
  20,000 
  6 
  Allows secure system to system communication 
  at light speed 
  Comsat Relay network 
  5,000 
  3 
  Deploys communications satellites around a 
  planet or stellar body 
  Comms Jammer 
  15,000 
  4 
  May attempt to jam local radio 
  communications 
  Generic Subsystems 
  Cost 
  Capacity 
   Effect 
  Damage Control System 
  5,000 per 
  System Point 
  3 
  This system has resistance to damage. 
  
  Step 7: Assign Crew 
  A ship requires crew to operate in an 
  optimal fashion.  A ship’s crew man 
  systems, performs maintenance, does 
  the laundry, scrubs the deck, and a host 
  of other tasks to varied and numerous 
  to count.  While a ship may operate 
  with a skeleton crew of just a few, or 
  even only one pilot, for short periods of 
  time, anything approaching normal 
  operations requires at least the listed 
  minimum crew, or risk hardware 
  malfunctions, exhaustion, and 
  suboptimal performance.   
   
  A crew is typically provided their upkeep, room 
  and board, and paid a share of the vessel’s 
  profits.  The following is a simple and fairly 
  common profit sharing agreement used heavily 
  through human space.  At the end of a Run, 
  after profits have been calculated from 
  expenses the ship’s owner receives a flat 20% 
  cut off the top and the captain 10%.  Of the 
  remaining 70% of profits, crew members each receive a number of shares.  The amount of shares 
  granted per crewman is typically dependent on the quality of that same crew.  
   
  Talented spacers will find ships where they are paid what they are worth, and stingy captains will 
  develop a bad reputation with potential crewmen.  Officers (including the captain) receive 8 shares, as 
  do elite specialists.  Veteran Crewmen receive 6 shares, Experienced Crewmen receive 4 shares, Regular 
  Crewmen receive 2 shares.  Green crewmen still learning their professions receive a single share, and 
  valuable experience.   When paying the crew tally up the total number of shares to be paid out, and 
  divide the remaining profit by the number of total shares to determine each share’s individual value, 
  and pay each crewman accordingly.  It is common to offer incentives to the crew for good behavior, like 
  liberty time aboard stations and at ports.   
   
  A ship might have an officer for every hundred lower ranking crewmen, but this number is 
  disproportionately higher on smaller ships where the entire crew might technically be officers, or even 
  shared owner operators. 
   
  A cook’s mate (assistant to the ship’s cook, under the division of the steward officer) might be entitled 
  to 2 shares, earning 200 credits for a long run.  With a week in port and no responsibilities beyond 
  making departure call, he might wisely deposit 100 credits with the local Bank of Sol, and work his way 
  from bar to bar, gambling and drinking his way through the other 100, perhaps being wise enough to 
  Reinforced Bulkheads 
  2,500 per 
  System Point 
  1 
  Increase ship quality by 1 for calculating 
  HP for this system 
  Hardened Crew 
  Compartment 
  500 per size 
  category 
  1 
  Reduce casualties by 50% for this system 
  Size 
  Minimum Crew 
  Optimum Crew 
  Fine 
  2 
  5 
  Tiny 
  5 
  20 
  Small 
  16 
  48 
  Medium 
  50 
  150 
  Large 
  150 
  400 
  Huge 
  300 
  1,000 
  Gargantuan 
  600 
  1,500 
  
  renew his spacer’s license for ten credits, and buy a nice new pair of boots and some recreational videos 
  for another 5 credits.  If he is in the good graces of the quartermaster, and not over mass, he might 
  purchase a few bottles of a good local whiskey, for 5 credits a bottle, to trade at the next port, or to 
  enjoy while off duty during the next voyage.   
  Duty Stations 
  A ship requires at least one crewman for each subsystem to be operational, plus at least one pilot and 
  navigator.  A crew with more hands than duty stations means that it can be considered combat ready 
  more of the time.  If a pirate attacked while the only gunner was in bed, it could very well be over by the 
  time he wakes up and gets to his position.  Additionally, overworked crew will perform more poorly.  
  Long hours at the same station will eventually lead to fatigue, and mistakes can be made.  Another thing 
  to remember is that all other general ship maintenance duties are performed by crew not on watch, so 
  in general the more hands a ship has, the smoother and better it will operate.   
   
  Whenever a ship must make a check, such as to close range or evade an enemy missile, it rolls a d20 just 
  like a normal character would.  However, it adds two numbers (generally) to that roll.  The first is the 
  bonus provided by the system that is related to the check.  The second is the crew’s average proficiency 
  with that system.  Under normal circumstances, if at least a quarter of the crew of a system is of a given 
  level experience, use their bonus for that system.   
   
  Each department can be staffed differently, such as only elite gunners in weapons, or nothing but green 
  recruits down in the cargo bays.   
    
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Experience 
  Bonus 
  Expected Shares 
  Green 
  -1 
  1 
  Regular 
  0 
  2 
  Experienced 
  +1 
  4 
  Veteran 
  +2 
  6 
  Elite 
  +3 
  8 
  
   
   
  Step 8: Paying for it all 
  If you’ve been keeping up with it all so far, you’ll have figured out that a spaceship is a mighty expensive 
  piece of hardware.  In fact, your average party probably won’t even own theirs.  Most spaceships are 
  owned by banking institutions, governments, investment companies and wealthy individuals.  A party 
  might operate a ship on behalf of an owner a hundred light years away and more, whom they never see, 
  and as long as his portion of profits keep returning at a reasonable rate, they might never see a single 
  word from their absentee landlord (spacelord?  Shiplord?) until the day comes they contract a bigger 
  better ship and drop the thing off with a lawyer.   
  Ideally a group of players can 
  collaborate with their DM to figure 
  out who owns their ship, why they 
  were chosen as crew, and all that.  
  However, on the off chance you 
  just want to grab the controls and 
  blast off to the frontier, here’s a 
  handy table to determine 
  ownership.   
   
   
   
   
   
   
   
  Roll D%  
  1-10 
  Bank (The Second Bank of Epsilon Eridani, always happy to extend you a loan at 
  rotten interest rates.  Gotta keep an eye on these guys.) 
  11-20 
  Investment Company (Frontier Endeavors, these guys seem pretty sleazy, but they 
  always take you to nice dinners when you’re in town.) 
  21-30 
  Retirement Fund (The Union of dockside workers, servicemen and mechanics bought 
  this ship to serve as a pension fund.) 
  31-40 
  Eccentric trillionaire (The guy’s a stickler, but he sends some good stock tips 
  occasionally.) 
  41-50 
  Soft Drink Company (This shipment of enriched uranium brought to you by Quasar 
  Cola, a bright point in a dark universe!) 
  51-75 
  You do! (You owe the bank the ship’s cost.) 
  76-85 
  Planetary Government (Your tax dollars at work!) 
  86-95 
  Interplanetary Government (You’re basically the entire space navy for this tiny polity, 
  and they can’t afford to have you hanging around just costing them money.) 
  96-97 
  “Legitimate Businessmen” (They’re space mafia.  Maybe Yakuza) 
  98-99 
  Winner of the Milky Way Millions lottery.  He is an out of work dock worker, and he 
  gets to fly along with the party.  And he never shuts up.  Ever. 
  100 
  Your mom.  No, really, it’s a long story… 
  
  Example Ship: The FTSS Compulsion is a size small light cargo hauler, fresh out of the ship yards at 
  Atomic Rockets.  It is robust for its class, sporting a hull rating of 15, granting it a total of 45 maximum 
  system points.   
   
  FTSS Compulsion Light Freighter 
  Small (Class 3), Civilian (Class 3), Atomic Rockets 
  Weap: 4 
  Engi: 19  
  Hull: 15  
  Comp: 6 
  Sens: 4  
  Comm: 4 
  +1 (-1)  
  +5 (+3)  
  +4 (+2)  
  +2 (+0)  
  +1 (-1)  
  +1 (-1) 
  Hp: 36  
  Hp: 171  
  Hp: 135  
  Hp: 54  
  Hp: 36  
  Hp: 36 
   
  Defense Bonus: +6 (min 13) 
   
   
   
  HP: 468 
  Initiative: +4 
  Cruising Acceleration: 1.9g (1.1g fully loaded) 
   
  Cargo Capacity:  800 tons 
  Fuel Capacity: 46 units 
  Maximum Hyper Range: 24 Light Years 
  Hyperdrive Recharge: 81 Hours 
   
  Attacks: Light Laser Cannon +1 to hit, 4d6 Laser Damage (Long Range) 
   
  Subsystems 
  Weapons: Light Laser Cannon 
  Engines: Extra Fuel Tank, Hyper Drive (Class 5), 
  Maneuvering Thrusters 
  Hull: Cargo Expansion (8), Habitation Module 
  (2), Light Armor Plating 
  Computers: Flight Systems, Predictive 
  Telemetry, Dedicated weapons Comp 
  Sensors: Auxiliary Radar Array 
  Communications: Comms Jammer 
  Crew: 48 (Maximum 50), 24 regular crewmen, 
  12 Experienced Crewmen, 6 Veteran Crewmen, 
  5 Officers and a Captain.   
  Costs: 900 credits per LY or AU travelled 
  Profitibility: 5 Credits per ton (4 LY), 28 Credits 
  per ton (24 LY)  
   
  The Compulsion’s captain operates three shifts 
  of 12 crewmen, and in a fight will try to have 
  their best people in control of the ship: the 
  captain, his officers and their veteran crewmen.   
  This ship cost 2,815,600 credits, and has some 
  room left on its hull for expansions, 8 system 
  points to be precise, but he has barely begun to 
  make payments, and is loathe to sink farther 
  into debt.  
  
  Bills to Pay 
  It costs credits to keep a ship fueled, spaceworthy and stocked with breathable air and edible food.  This 
  price is calculated based on the lightyear of travel, with certain assumptions factored in.  Among these 
  assumptions are that the characters must purchase supplies and fuel, and will be doing most of their 
  own maintenance work when possible.  Consult the table below to tally the costs of operating a 
  spaceship, noting that listed costs are in credits, and applied to each AU and LY (light year) that a ship 
  travels.    Included is an average figure, and then the breakdown for if a crew wishes to itemize their 
  costs, such as if they capture or can otherwise obtain fuel, supplies or spare parts. 
  Ship Upkeep per Light Year or AU travelled.   
   
   
   
   
   
   
   
   
   
   
  Fuel is the mix of fuel and propellant that a ship needs to move.  A ship’s fuel capacity is a number of 
  units equal to twice its engine system rating.  A Unit of fuel is enough for a ship to travel either one AU 
  at sublight, or one lightyear in hyperspace.  For instance, a medium ship with a hull rating of 20 would 
  have to pay 3,000 credits per unit of fuel replenished.   
   
  Spare parts are the mechanical pieces that a starship simply wears out, consumes or otherwise destroys.  
  Hyper Drives are notorious for the rate at which they simply consume hyper cores, the esoteric piece of 
  technology they are based upon.   
   
  Docking services include general ship servicing, offloading of waste products, resupply of life support 
  materials, and basic consumables such as food and water.   
   
  A ship may put off being properly serviced, but note any missed upkeep payments, they will have to be 
  paid eventually.  Also, expect your DM to make your life miserable in various and petty (and perhaps life 
  threatening) ways until you are properly maintained.   
  Size 
  Upkeep (per 
  Hull) 
  Fuel (Per Hull) 
  Spare Parts 
  (Per Hull) 
  Docking Services 
  (Per Hull) 
  Fine 
  10 
  4 
  3 
  3 
  Tiny 
  25 
  10 
  7.5 
  7.5 
  Small 
  60 
  24 
  18 
  18 
  Medium 
  150 
  60 
  45 
  45 
  Large 
  400 
  160 
  120 
  120 
  Huge 
  600 
  240 
  180 
  180 
  Gargantuan 
  800 
  320 
  240 
  240 
  
  Space Combat 
    
   
  At their essence, these rules use the same basic rules for space combat between spaceships as between 
  characters.  Just with bigger numbers.  And at… slightly longer range.   
  
   
  Space is big.  Seriously, you’ve got no idea.  A megameter is one million meters, or 1,000 kilometers.  A 
  light second is the distance light can travel in one second, and is 300 megameters.  A light minute is sixty 
  light seconds, or eighteen million kilometers.  It takes 8 minutes for light to travel from the sun to the 
  earth (one astronomical unit, or AU), that is about 8 Light minutes.  It is about 2 AU from earth to mars 
  on average, and 5 AU from earth to Jupiter with a run out to Neptune being 30 AU.  Our nearest 
  neighbor, Alpha Centauri is 4.2 light years from earth.   That is 39,900,000,000,000 Kilometers.   
   
  In space there is little resistance, hard vacuum, and no horizon.  A railgun slug fired at an astonishing 3% 
  of the speed of light will take over 30 seconds to cover one light second.   At a range of one light minute, 
  a laser will require an entire minute to cover the distance, and you will not be able to see if a hit was 
  scored for another minute after that.  A shipkiller nuke able to overtake an enemy vessel at ranges 
  measured in light seconds is almost a tiny rocket ship in and of itself.   
   
  On top of the time lag, the tiniest deviation in targeting, or the unexpected movement of a target will 
  cause an incredibly near miss to miss by a mile.  And that is a unit of measurement as tiny as it is out of 
  date.   
   
  Space combat is best handled abstractly.  The rules 
  included only include three vaguely defined ranges, or 
  engagement envelopes, for various weapons systems.   
   
   
   
   
  Whenever your ship enters combat, your DM will inform you of the range of the encounter, short 
  medium or long.  A weapon may fire at one range increment above its expected range at disadvantage, 
  and attacks will deal only half damage at this range.  Weapons firing at ranges shorter than their 
  expected range gain advantage on attack rolls.   
   
  A ship with 1g of acceleration can cross short range in 23 minutes of continuous burn.  In another 18 
  minutes of burn, this ship has crossed the entirety of medium range.  To cross out of long range and out 
  of range entirely will take another four and a half hours.  Given these vastly differing scales of time, a 
  round of space combat is handled flexibly in regards to elapsed time.   
   
  In a round of combat, a character might fire a weapons subsystem, another might activate the ECM 
  subsystem, while a third attempts to maneuver the ship and evade enemy fire.  A fourth player might be 
  making emergency repairs to a downed subsystem, while a fifth is attempting navigation to get out of 
  the system faster.  Combat can get hectic, and far from just plugging away at the enemy ships, is a time 
  for skills to shine.   
   
  Instead of using a simple AC value, each time an attack is made, this is an opposed roll between the 
  attacker’s weapons system, adding the proficiency bonus (if any) and relevant ability score of the 
  attacker along with the weapons system bonus of his ship, opposed by a similar check from the 
  opposing pilot using their proficiency bonus (if any) and their relevant ability score along with the 
  engines system bonus of their ship.   
   
   
  Range 
  Distance 
  Short 
  Less than 100 Mm 
  Medium 
  100 Mm to 300 Mm (1 LS) 
  Long 
  Between 1 Light Second (LS) 
  and 1 Light Minute (LM) 
  Out of Range 
  More than one Light Minute 
  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Radiation Exposure 
  1 Disadvantage on ability checks 
  2 Speed halved 
  3 Disadvantage on attack rolls and saving throws 
  4 Hit point maximum halved 
  5 Speed reduced to 0 
  6 Death 
   
   
   
   
   
   
   
   
   
   
   
   
   
  Systems Rating 
  Systems Efficiency 
  Bonus 
  1-4 
  -1 
  5-8 
  0 
  9-12 
  +1 
  13-16 
  +2 
  17-20 
  +3 
  21-25 
  +4 
  26-30 
  +5 
  31-45 
  +6 
  46+ 
  +7 
   
   
  
  ____________________  
  _____________________________ 
   
  _____________________________ 
     
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Quality 
  Class 
  Size
   
   Size 
  Manufacturer 
  Registration 
   
  Cargo 
  Capacity 
  _____ Tons 
         _____ 
  Fuel Capacity 
       _____ 
  Acceleration 
   
      _____ 
  Initiative 
  _____ 
  Defense 
  _____ 
  Max HP 
  _____ 
  Current HP 
  Attacks 
   
   
   
   
   
   
   
   
   
   
  Defenses 
   
   
   
   
   
   
   
   
  Notes: ___________________________________________________________________________ 
  _________________________________________________________________________________ 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Hyperdrive 
  Recharge 
  (hrs) 
   
   
   
  _____ 
  _____ 
  _____ 
  Hyper Range 
   
   
   
  Name
   
   Size 
  Rating 
   
   
   
  Bonus 
   
   
   
  HP 
   
   
   
  Rating 
   
   
   
  Bonus 
   
   
   
  HP 
   
   
   
  Rating 
   
   
   
  Bonus 
   
   
   
  HP 
   
   
   
  Rating 
   
   
   
  Bonus 
   
   
   
  HP 
   
   
   
  Rating 
   
   
   
  Bonus 
   
   
   
  HP 
   
   
   
  Rating 
   
   
   
  Bonus 
   
   
   
  HP 
   
   
   
  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  ___Bonus     ___Assigned Crew 
  ___________________
  ___________________
  ___________________
  ___________________
  ___________________
  ___________________
  ___________________
   
  Subsystems 
  ___Bonus     ___Assigned Crew 
  ___________________
  ___________________
  ___________________
  ___________________
  ___________________
  ___________________
  ___________________
   
  Subsystems 
  ___Bonus     ___Assigned Crew 
  ___________________
  ___________________
  ___________________
  ___________________
  ___________________
  ___________________
  ___________________
   
  Subsystems 
  ___Bonus     ___Assigned Crew 
  ___________________
  ___________________
  ___________________
  ___________________
  ___________________
  ___________________
  ___________________
   
  Subsystems 
  ___Bonus     ___Assigned Crew 
  ___________________
  ___________________
  ___________________
  ___________________
  ___________________
  ___________________
  ___________________
   
  Subsystems 
  ___Bonus     ___Assigned Crew 
  ___________________
  ___________________
  ___________________
  ___________________
  ___________________
  ___________________
  ___________________
   
  Subsystems 
  Max HP 
   
   
   
  Damage 
   
   
   
  Max HP 
   
   
   
  Damage 
   
   
   
  Max HP 
   
   
   
  Damage 
   
   
   
  Max HP 
   
   
   
  Damage 
   
   
   
  Max HP 
   
   
   
  Damage 
   
   
   
  Max HP 
   
   
   
  Damage 
   
   
   
  
  Cargomaster’s Manifest 
   
  Ship’s Cash: _____ 
  Cargo Capacity: _____  
  Cost Per LY: _____ 
  Cost per ton per LY: _____ 
   
  Cargo 
  Class 
  Buy 
  Price 
  Sell 
  Price 
  Tons 
  Invested 
  Cash 
  Revenues 
  per Ton 
  Total 
  Revenue 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
               Cargo Revenue: ______ 
  Profits 
  Cargo Revenue (______) + Other Revenues (______)  – Costs (______) = Profits (______) 
   
  Paymaster’s Logs  
   
   
   
  Total Profits ______ 
  Pay Grade 
  Shares 
  Crew 
  Shares 
  Officers 
  8 ea. 
   
   
  Elite 
  8 ea. 
   
   
  Veteran 
  6 ea. 
   
   
  Experienced 
  4 ea. 
   
   
  Regular 
  2 ea. 
   
   
  Green 
  1 ea. 
   
   
   
   
         Total Shares_____ 
  Portion 
   
   
  Owner’s Share (20% of profits) 
   
  Captain’s Share (10% of profits)  
  Crew’s Share (70% of profits) 
   
  Value per Crew Share 
  (70% divided by # shares) 
   
  
  Navigator’s Tools  
   
  Ship Max. Fuel: __________ 
  Ship Current Fuel: _________  
  Current Date On Earth: ( _____ / _____ / _____ )  
   
  FTL Travel Time Estimator 
   
  Hyper Jump Calc 
  LY distance: ____ 
  Shipboard Time Elapsed: _________ 
  Objective Time Elapsed: _________ 
   
   
   
   
  Sublight travel time estimator  
  Ship Max Acceleration: _____  
  Ship Loaded Acceleration: _____ 
   
   
   
   
   
   
   
   
   
  Class 
  Maximum 
  LY Range 
  Days passed 
  on ship per LY 
  Months Passed 
  on earth per LY 
  0 
  1 
  120 
  12 
  1 
  2 
  60 
  11 
  2 
  4 
  30 
  10 
  3 
  8 
  15 
  9 
  4 
  16 
  7.5 
  8 
  5 
  24 
  4 
  7 
  6 
  36 
  2 
  6 
  7 
  48 
  1 
  6 
  8 
  64 
  12 hours 
  5 
  9 
  80 
  6 hours 
  5 
  10 
  100 
  3 hours 
  4 
   
  Time in Hours 
  Acceleration 
  (g) 
  1 AU 
  (turnaround) 
  1 AU 
  (full burn) 
  0.1 
  217 
  153 
  0.2 
  154 
  108 
  0.3 
  125 
  88 
  0.4 
  108 
  76 
  0.5 
  97 
  68 
  0.6 
  88 
  62 
  0.7 
  82 
  58 
  0.8 
  76 
  54 
  0.9 
  72 
  51 
  1 
  68 
  48 
   
  Time in Hours 
  Acceleration 
  (g) 
  1 AU 
  (turnaround) 
  1 AU 
  (full burn) 
  1.1 
  65 
  46 
  1.2 
  62 
  44 
  1.3 
  60 
  42 
  1.4 
  58 
  41 
  1.5 
  56 
  39 
  1.6 
  54 
  38 
  1.7 
  52 
  37 
  1.8 
  51 
  36 
  1.9 
  49 
  35 
  2 
  48 
  34 
  MM 
  DD 
  YY 
  Hyperdrive 
  Recharge 
  (hrs) 
   
   
   
  Hyperdrive 
  Readiness 
  _____ 
  _____ 
  _____ 
  Hyper Range 
   
   
   
  
  Engineer’s Log 
   
  When Taking damage, roll d20 and consult 
  table   
  1: 
  Damage applied to system 
  with least hp. 
  2-4:  
  Weapons systems hit.  
  5-7:  
  Engines Systems hit. 
  8-10:  
  Hull systems hit. 
   
  11-13: 
  Computers systems hit.  
  14-16:  
  Sensors systems hit. 
   
  17-19: 
  Communications systems hit. 
  20: 
  Damage applied to system 
  with most hp.  
  Weapons System Max HP: _____ 
   
  ¾ HP:_____ 
  ½ HP:_____ 
  ¼ HP:_____ 
   
  Current HP 
   
   
   
  Computers System Max HP: _____ 
   
  ¾ HP:_____ 
  ½ HP:_____ 
  ¼ HP:_____ 
   
  Current HP 
   
  Damage Conditions 
  ¾ HP Minor Damage: Use of subsystems 
  grants disadvantage until a dc 10 
  engineering or repair check is made. 
  ½ HP Severe Damaged: Use of subsystems 
  grants disadvantage until a dc 20 
  engineering or repair check is made. 
  ¼ HP Critical Damage: Subsystems offline 
  until a dc 20 engineering or repair 
  check made.   
   0 HP Systems Failure: Subsystems Disabled 
  Further hits on a subsystem are applied to 
  the system with the most remaining HP. 
   
   
   
   
  Engines System Max HP: _____  
  ¾ HP:_____ 
  ½ HP:_____ 
  ¼ HP:_____ 
   
  Current HP 
   
  Sensors System Max HP: _____  
  ¾ HP:_____ 
  ½ HP:_____ 
  ¼ HP:_____ 
   
  Current HP 
   
  Hull System Max HP: _____ 
   
  ¾ HP:_____ 
  ½ HP:_____ 
  ¼ HP:_____ 
   
  Current HP 
   
  Communications System Max HP: _____  
  ¾ HP:_____ 
  ½ HP:_____ 
  ¼ HP:_____ 
   
  Current HP 
   
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/3rd Party/5th Edition/Homebrew/Fifth Age - Spaceships.pdf