TEXT:  
   
   
  Changes since 23 Feb 
   
  Increase Lifesupport options but made it equal to a limited amount of time. Basically so subcraft 
  can carry people but they don‟t end up as livable for a long period of time.  
   
  Boosted Weapon Rating and Defence Rating maxes. I want Non starships to still have the impact 
  they did in Traveller (eg smallcraft).  
   
  Added a bunch of smallcraft with the new stat arrangements 
   
  Altered the assault cruiser 
   
  Altered Lifesupport rules.  
   
  Changes features. Removed the cap but made it so it has specific limits. Let‟s see how it goes.  
   
   
  Basic Starships 
   
  This is meant to be a very basic system – though the combat gets a little 
  mathematical (see combat). Basically the idea is that all sci-fi ship types can be 
  reflected in a simple construction sequence.  
   
  For simplicities sake starships follow (loosely) the Traveller GDW model of 1 ton = 
  14 cubic metres of hydrogen. Starships are built in 100 ton units.  
   
  The Ship Construction process is as follows; 
  1) Determine expense and size of the vessel.  
  2) Assign building points to starship elements. Ships require as a minimum 
  Electronics: Minimum and Lifesupport 1/100.  
  2A) Determine features 
  3)  Determine crew requirements and passenger compliment.  
   
  Step 1) Expense/Tonnage/Build Points. 
   
  Determine the expense of the vessel and multiply the listed amount by tonnage. 
  This provides the Build Points to assign amongst various starship elements that 
  will make up the ship.  
   
  Eg A Moderate 200 ton starship would cost 30,000,000 (Cost for Moderate) * 2 
  (200 ton vessel) = 60,000,000. It would have 20 Build Points within which to 
  assemble the vessel.  
   
  Table 1: Expense of vessel & build points 
   
  Expense 
  $ Cost per 100 tons 
  Build Points 
  Minimal 
  10,000,000 
  10 
  Basic 
  15,000,000 
  15 
  Moderate 
  30,000,000 
  20 
  Quite 
  50,000,000 
  25 
  Very 
  70,000,000 
  30 
  Extremely 
  100,000,000 
  35 
  Ultra 
  150,000,000 
  40 
   
   
  Step 2) Assign Building Points. Below is a list of what elements make up a 
  starship. All starships require a minimum of Electronics (Minimal), Power of 30 
  days, and Lifesupport Volume/50.  
   
  
  Costs are listed in Table 3 
   
  Table 1: Starship Element Descriptions 
   
  Starship Element 
  Description 
  Amphibious 
  Most ships will float, but be largely submerged and ungainly in 
  water. For 1 BP the vessel‟s locomotion works in water and their hull 
  is designed with faring, fins, and the like to assist with movement 
  (speed rating x5 for water speed). For 2 BP the vessel can be used 
  as both a ship and as a submersible, and is rated to (Vessel BP x15) 
  feet and can go at (speed rating x3) knots underwater.   
  Cargo;  
  This is the % volume of the ship that is set aside for cargo with a 
  dedicated hold. The cargo hold automatically comes with an airlock if 
  the builders so wish.  
  Defence Rating;  
  The Defence rating of the vessel. See combat. It is a function of the 
  vessel‟s size and (additional) BP invested.  
  Game Design Notes: Yes, smaller craft would be harder to hit but I figured that given 
  the vastness of space, if you can hit a 10,000 ton ship at up to 100,000 miles away 
  then you can likely hit a 100 ton ship too. So Defence becomes a combo of pilot‟s skill 
  to avoid it and armour/shields. 
  Electronics;  
  The ships sensors/computers and level of automation. Electronics 
  also determines the minimum number of crew required to operate 
  the ship without penalty. Ships with Advanced or Very Advanced 
  electronics can operate by themselves at a penalty. See Combat   
  Note Treat volume of ship as at least 100 for crewing purposes.  
  Features;  
  Features are those extra bits in star ships that make it different from 
  others, livable, able to obtain fuel from water etc. See features.  
  Life support;  
  This is the number of crew & passengers that can be comfortably 
  carried by the ship. Subtract total crew to find number of 
  passengers. Crew and Passengers will each have a small cabin 
  (unless luxurious; see features), though at Lifesupport/10 they may 
  just be bunks off a corridor due to space requirements.   
  At Lifesupport/5 and /2 then the vessel has limited lifesupport at a 
  reduced duration. Sleeping/living accommodation is cramped, 
  amounting to little more than a small galley and chairs that fold 
  down into uncomfortable beds (think modern airliner).  
  At Lifesupport/1 and above then there is no galley or beds. Basically 
  chairs that might partially recline and a mini bar/cooker.  
  Life Support includes artificial gravity. A ship is assumed to have 
  enough air/food/water for maximum compliment of people for 30 
  days (unless Lifesupport states otherwise). This can be increased 
  through the extended Lifesupport feature.  
  A ship can sacrifice 1 cabin passenger to gain 4 low berth passengers 
  (cold sleep), however a commercial vessel requires a Medical Bay, 
  Small feature as a minimum.  
  If carrying occupants over Life Support level: Extras can be 
  carried but it wears down the system by (extra % of occupants 
  x2)%. Eg A ship vessel rated for 10 people carrying an extra 5, 
  consumes twice as much life support as normal (50% of extra 
  occupants x2 = 100%). 
  If past Lifesupport period: After 2D10 hours degradation sets in. 
  Degraded systems begin taking permanent damage. After another 
  
  2D10 hours they fail completely.  
  A dual Mechanical/Electronics task can extend the life span by 30% 
  on a critical success, 20% on a solid success, and 10% on a basic 
  success. 
  Power;  
  This is the number of days of power plant operation before it 
  requires a new influx of fuel. The vessel is assumed to meet all its 
  power needs. Combat is intense and burns up a ½ day of operation a 
  combat round. This is a bit of a departure from most sci fi systems. 
  But it means it can fit whatever system you like. A year long power 
  plant could be anti matter from Star Trek or a Beryllium sphere from 
  Galaxy Quest. Or even an ultra efficient fission plant. On a default 
  assume it is cold fusion, which needs water to fuel it.  
  Speed (FTL);  
  This is the speed of the vessel‟s fast than light. Apply it to whatever 
  system you‟re using. For example for the Traveller system each BP 
  of FTL represents 1 parsec that can be jumped. So Slow is Jump 2, 
  Moderate is Jump 3 etc.  
  Some systems may require a minimum amount of power to be 
  „spent‟ in order to get to FTL. For example using the Traveller system 
  then perhaps 7 days? 
  Speed (Sublight);  
  This is the vessel‟s sublight speed. Apply it to whatever system 
  you‟re using. For example for the Traveller system each unit of 
  speed is 1G of constant acceleration.  
  Streamlining; 
  None means the vessel cannot land in atmospheres, taking hull 
  damage if it attempts to do so. Partial means it can enter but it flies 
  ungainly and at a max speed of (50 kph x sublight speed rating). Full 
  means it can enter and flies normally at a max speed of (500 kph x 
  sublight speed rating).  
  Subcraft; 
  This is the % of starship volume that is represented by subcraft 
  tethered to the ship. The subcraft is not internal unless the 
  Spacecraft Hanger feature has been selected. The subcraft cost is 
  assumed in the ship cost.  
  Weapons Rating;  
  This is the weapon rating of the vessel. See combat.  
   
  Table 3 Starship Elements and Build Point (BP) Cost table 
   
  Starship Element 
  BP Cost 
  Amphibious; Use as a sea going ship 
  1 
  Amphibious; Use as a sea going ship and as a sub 
  2 
  Cargo; 10% of Volume 
  1 
  Cargo; 20% of Volume 
  2 
  Cargo; 30% of volume 
  3 
  Cargo; 40% of volume 
  4 
  Cargo; 50% of volume 
  5 
  Defence Rating; Volume/100 
  0 
  Defence Rating; Volume/50 
  1 
  Defence Rating; Volume/20 
  2 
  Defence Rating; Volume/10 
  3 
  Defence Rating; Volume/5 
  4 
  Defence Rating; Volume/2 
  5 
  Defence Rating; Volume/1 
  6 
  Electronics; Minimal (Base Crew = Vol/20) 
  1 
  Electronics; Basic (Base Crew = Vol/50) 
  2 
  Electronics; Advanced (Base Crew = Vol/100) 
  3 
  
  Electronics; Very Advanced (Base Crew = Vol/200) 
  4 
  Features; 1 per 100 tons  
  0 
  Features; 2 per 100 tons  
  1 
  Features; 3 per 100 tons (Min of 1) 
  2 
  Features; 4 per 100 tons (Min of 2) 
  3 
  Features; 5 per 100 tons (Min of 3) 
  4 
  Life support; Volume/50  
  1 
  Life support; Volume/40  
  2 
  Life support; Volume/30  
  3 
  Life support; Volume/20  
  4 
  Life support; Volume/10  
  5 
  Life support; Volume/5 (Max duration of 1 week) 
  6 
  Life support; Volume/2 (Max duration of 3 days) 
  7 
  Life support; Volume/1 (Max duration of 1 day) 
  8 
  Life Support; Volume x1.5 (Max duration of 16 hours) 
  9 
  Life Support; Volume x2 (Max duration of 8 hours) 
  10 
  Power; 30 days 
  1 
  Power; 60 days 
  2 
  Power; 90 days 
  3 
  Power; 180 days 
  4 
  Power; 1 year 
  5 
  Speed (FTL); Very Slow  
  1 
  Speed (FTL); Slow 
  2 
  Speed (FTL); Moderate 
  3 
  Speed (FTL); Fast 
  4 
  Speed (FTL); Very Fast 
  5 
  Speed (FTL); Extremely Fast 
  6 
  Speed (Sub.); Very Slow 
  1 
  Speed (Sub.); Slow 
  2 
  Speed (Sub.); Moderate 
  3 
  Speed (Sub.); Fast 
  4 
  Speed (Sub.); Very Fast 
  5 
  Speed (Sub.); Extremely Fast 
  6 
  Streamlining = None 
  0 
  Streamlining = Partial 
  1 
  Streamlining = Total 
  2 
  Subcraft; 5% of volume 
  1 
  Subcraft; 10% of volume 
  2 
  Subcraft; 15% of volume 
  3 
  Subcraft; 20% of volume 
  4 
  Weapons Rating; None 
  0 
  Weapons Rating; Volume/100 
  1 
  Weapons Rating; Volume/50 
  2 
  Weapons Rating; Volume/20 
  3 
  Weapons Rating; Volume/10  
  4 
  Weapons Rating; Volume/5  
  5 
  Weapons Rating; Volume/2  
  6 
  Weapons Rating; Volume/1  
  7 
   
  Step 2a) Determine Features. All vessels have features which make it differ 
  from others. Each feature will list requirements based on the size of the vessel.  
   
   
   
  
  Table 4: Features and Feature point cost 
   
  Below is the minimum cost to obtain that feature. If a feature has a defined 
  requirement eg every 200 tons of craft, then round up any fractions when 
  determining feature cost.  
   
  Eg a 100 ton craft selecting a Maintenance Shop, Small must pay the minimum 
  cost of 1 Feature Point to obtain it. A 300 ton craft would pay 2 points for this 
  same feature.    
   
  Features  
  Cost Description 
  Airlock, Concealed  
  1 
  The ship has an additional concealed airlock that 
  requires a detailed scan to detect.  
  Bar/Lounge 
  1 
  Most ships probably have a combined mess/galley. 
  However this is a dedicated lounge to drinking and 
  social interaction. Probably has a great view. Required 
  for every 5 first class passengers, 20 commercially 
  carried passengers, or 40 crewmen.  
  Cargo, Hazard 
  1 
  The cargo bay has hazard containment facilities, can 
  be divided up etc. Required per 100 tons of cargo bay. 
  Cargo, Live 
  1 
  The cargo bay can carry livestock and has extra means 
  to deal with things like waste, hygiene, and so forth. 
  Note that animals carried will still consume life 
  support.  
  Communications, Secure 
  1 
  The vessel has the capability to „tight beam‟ 
  communications so as not to give away their position 
  via broadcast.  
  Conference/Display Room 
  1 
  A lounge dedicated to the display of items eg a trophy 
  room, a museum or holding meetings, such as 
  briefings and the like. Can hold 15 people if display, or 
  30 people if used as a conference room.  
  Drop Capsules, x5 
  1 
  Like Life Pods save it does not cold sleep the 
  passenger and carries a single suited and armed 
  soldier. Basically it‟s a shielded assault capsule. 
  Decoys fire off the capsule when it is dropped to 
  confuse sensors.  
  Entertainment System 
  1 
  Required for carrying first class passengers, if have a 
  60 day range or greater, or if carrying more than 20 
  cabin passengers. Basically VR consoles, music library, 
  games etc.   
  Fuel Purifier 
  1 
  Process 30 days unrefined fuel in 12 hours per 200 
  tons of ship. Eg if a 200 ship and only 1 feature is 
  assigned it would take 12 hours. If a 600 ton ship that 
  had 12 Fuel Purifiers then it would take just 3 hours. 
  The ship must have some streamlining in order to 
  „scoop‟ fuel or use small craft to do so.  
  Small craft can „harvest‟ fuel into their cargo bay if 
  they are streamlined and have the Cargo, Hazard 
  feature. 
  Galley, Master 
  1 
  All ships have galleys but this ship has a master galley 
  capable of producing some really nice food. Required if 
  carrying 5 or more first class passengers.  
  Gym 
  1 
  Minimum for military ships with 60 day range; allows 
  training in athletic skills and maintaining fitness. Can 
  service the training/fitness requirements of up to 30 
  military personnel or 60 passengers, assuming typical 
  keenness to use facilities and scheduling during peak 
  times. 
  Laboratory; Small 
  1 
  Allows scientific experiments; has containment 
  facilities. Minimum Lab facilities. Can service the needs 
  of 4 scientists.  
  
  Laboratory; Large 
  2 
  Much better facilities. Treat as expansive lab facilities. 
  The GM may consider granting a benefit of +10 to 
  +20% to tasks. Typically combined with a Library, 
  Selective feature. 
  Library, General 
  1 
  All ships have Libraries but this one is extensive. 
  Allows for general research into general topics.   
  Library, Selective 
  1 
  A selective library contains specific journals, 
  publications, key texts etc for a narrow range of topics 
  eg Medicine or Geology. The GM should consider a +10 
  to +20% to skill task chances if a PC has access to a 
  library and the time to use it. Required per skill.  
  Life Pods, x10 
  1 
  Basically they are ½ Dton pods that can hold 4 people 
  in emergency cold sleep. They blast out of the vessel 
  and engage beacons when so ordered by rescue 
  parties. They can keep people in stasis for up to 4 
  years. They have re-entry capability with repulsor tech 
  (grav beams that slow its decent – like effect of 
  parachutes but not subject to wind or tangling 
  dangers).  
  Required if carry passengers commercially and do not 
  have a subcraft of 10 tons +.  
  Life Support, Extended  
  1 
  The vessel carries air/food/water for 60 days instead 
  of 30. Maximum Lifesupport this can be applied to is 
  Lifesupport/10 or less. Required per 200 tons of 
  vessel. 
  Life Support, Extended (90 days) 
  2 
  As above but 90 days.  
  Life Support, Extended (180 days) 
  3 
  As above but 180 days.  
  Life Support, Extended (1 year) 
  4 
  As above but 1 year.  
  Luxury Quarters; x5 
  1 
  The number of cabin passengers that have first class 
  accommodations.  
  Maintenance Shop; Small 
  1 
  Repair minor damage in field. +10% to repair tasks in 
  combat. Required per 200 tons of craft.  
  Maintenance Shop; Large 
  2 
  Repair major damage in field. +20% to repair tasks in 
  combat. Required per 200 tons of craft 
  Masking, Basic 
  1 
  The ship can be masked from sensors. +10 to Defence 
  tasks. Required per 200 tons of craft 
  Masking, Advanced 
  2 
  Advanced sensor masking. +20 to Defence tasks. 
  Required per 200 tons of craft 
  Medical Bay; Small 
  1 
  Provides basic medical resources and equipment to 
  treat up to 20 patients before supplies exhausted. 
  Provides beds for 2 people for when they need direct 
  observation.  
  Does not allow complicated surgery (consider penalties 
  for tasks to treat nasty injuries). Most ships would 
  simply cold sleep patients to be treated later.  
  Required for every 50 passengers, and/or 70 crew. 
  Required if the ship carries 12 or more low berth 
  passengers. 
  Medical Bay; Large 
  2 
  As above but is effectively a mini hospital. Has 5 beds 
  for observation purposes and can perform even 
  complex surgery if a surgeon is present. Probably only 
  found on military or exploration vessels.  
  Missile System 
  1 
  Requires 2 BP invested in Weapon Rating. The ship has 
  facilities for carrying/firing missiles. The ship has 
  (Weapon Rating) Missiles available. The attacker can 
  choose a hit as a missile hit and gets to roll twice on 
  hit location, choosing the best result.  
  Nuclear Missiles: This takes up the place of 2 standard 
  missiles and is a controlled munition. A nuclear hit 
  means they inflict an automatic Electronics damage 
  (see Internal Damage)  and 3 Hull Points are inflicted 
  
  instead of 1.  
  Security, Hardened 
  1 
  Cameras everywhere. Hardened bulkheads at key 
  spots. Bridge and Engineering equipment with suit 
  penetrating laser gun defence.  
  Shielded Electronics, Basic 
  1 
  The ship‟s electronics are rugged. See combat. Treat 
  Electronics as +1 Rating for Damage purposes. 
  Required per 200 tons of craft 
  Shielded Electronics, Advanced 
  2 
  Electronics are shielded from EMP blasts. Treat 
  Electronics as +2 Rating for Damage purposes. Ignore 
  automatic damage to electronics from nuclear missiles. 
  Required per 200 tons of craft  
  Smuggle Space 
  1 
  Secret compartments that can hold up to 1% of hull 
  volume, or 1 ton of space, whichever is lesser.  
  Subcraft Hanger; Small 
  1 
  The subcraft is carried internally within the ship 
  allowing maintenance etc to be carried out. It also 
  means cargo can be easily transferred in/out. However 
  it is a tight squeeze. Required per 200 tons of main 
  craft.  
  Subcraft Hanger; Large 
  2 
  As basic but extensive maintenance and down time is 
  possible. Hanger is relatively roomy.   Required per 
  200 tons of main craft. 
   
  Step 3) Determine Crew Requirements. Once Elements and Features are 
  assigned determine total crew. Total Crew is a result of the below factors added 
  together. Base crew is a combination of bridge and technical crew.  
   
   
  Table 5: Total Crew table 
   
  Total Crew 
  Numbers 
  Base Crew 
  As per Electronics Rating 
  In combat ships can attempt 1 repair task a turn (see combat). If 
  the vessel is carrying an extra 50% base crew then they are 
  allowed an additional repair task. 
  Gunners 
  ((Defence Rating/2) + Weapon Rating)/10; Round off.  
  Some ships might have dual trained gunners and ships troops. Eg 
  Imperial Marines in Traveller.  
  Medics 
  1 per 20 low berth passengers 
  1 per 120 cabin passengers 
  Round off 
  Stewards 
  1 per 50 cabin passengers  
  1 per 5 first class passengers  
  Round off  
  Subcraft Pilots/Techs 
  1 pilot per vessel 10 tons +. 1 subcraft tech per 50 tons of subcraft 
    
  Deck Plans 
   
  Deck plans can be a pain. But in the system the GM can literally go nuts. Well 
  draw nuts. Maybe in the corner of the page out of the way? Basically with only a 
  limited number of „defined volume‟ areas the GM is free to sketch to their heart‟s 
  content.  
   
  EXAMPLE VESSELS 
   
  Basic Scout Ship; 100 tons; Moderate Expense (30 million; 20 BP) 
  Crew = 1, Cabin Passengers = 4 
   
  The equivalent vessel to a Type S Scout from Traveller.  
  
   
  Building Points (20) 
  Cost 
  Cargo; 10 tons 
  1 
  Defence Rating; Volume/50 (2) 
  1 
  Electronics; Advanced (Base Crew = 1) 
  3 
  Features; 3 per 100 tons 
  2 
  Life Support/20 (5 people) 
  4 
  Power; 30 days 
  1 
  Speed; FTL = Slow 
  2 
  Speed; Sub = Slow 
  2 
  Streamlining = Total (Airspeed = 1000 
  kph) 
  2 
  Subcraft; 5 tons (Air-raft) 
  1 
  Weapon Rating; Volume/100 (1) 
  1 
   
   
  TOTAL 
  20 
   
   
  Features (3) 
  No. 
   
  Fuel Purifier (6 hours for 30 days) 
  1 
   
  Maintenance Shop; Small x1 
  1 
   
  Subcraft Hanger, Small x1 
  1 
   
   
  Slow Trader; 200 tons; Basic Cost (30 million; BP 15).   
  Crew = 4 (4 Base), Cabin Passengers = 14, Low Passengers = 8  
   
  The equivalent to a Type A Merchant from Traveller. Basically a bare bones 
  starship. Low Passengers would likely be left to their fate if the compliment was 
  forced into life pods. 
   
  Building Points (15) 
  Cost 
  Cargo; 80 tons 
  4 
  Defence Rating; Vol/100 (2) 
  0 
  Electronics; Basic (Crew = 4) 
  2 
  Features; 1 per 100 tons (2) 
  0 
  Life Support/10 (20 people) 
  5 
  Power; 30 days 
  1 
  Speed; FTL = Very Slow 
  1 
  Speed; Sub = Very Slow 
  1 
  Streamlined; Partial (Airspeed = 50 kph) 
  1 
   
   
  TOTAL 
  15 
   
   
  Features (42) 
  No. 
   
  Fuel Purifier (12 hours for 30 days) 
  1 
   
  Life Pods, x5 (20 people) 
  1 
   
  Far Trader; 200 tons; Moderate Cost (60 million; 20 BP);  
  Crew = 3 (2 base, 1 subcraft pilot), Cabin Passengers = 5, Low Passengers = 8 
   
  The equivalent to a Type A2 Merchant from Traveller. It‟s more expensive, carries 
  less cargo and passengers, but can travel slightly faster and is armed.  
   
   
  
  Building Points (20) 
  Cost 
  Cargo; 60 tons 
  3 
  Defence Rating; Volume/50 (4) 
  1 
  Electronics; Advanced (2 base crew) 
  3 
  Features; 2 per 100 (4) 
  1 
  Life Support/20 (10 people) 
  4 
  Power; 30 days 
  1 
  Speed; FTL = Slow 
  2 
  Speed; Sub = Very Slow 
  1 
  Streamlined = Total 
  2 
  Subcraft; 5%; 10 tons (launch) 
  1 
  Weapon Rating; Volume/100 (2) 
  1 
   
   
  TOTAL 
  20 
   
   
  Features (4) 
  No. 
   
  Medical Bay, Small x1 
  1 
   
  Fuel Purifier (12 hours for 30 days) 
  1 
   
  Maintenance Shop, Small x1 
  1 
   
  Subcraft Hanger, Small x1 
  1 
   
   
   
   
  Total Features 
  4 
   
  Yacht; 200 tons; Quite Expensive (100 million; 25 BP) 
  Crew = 5 (2 base, 1 gunner, 1 steward, 1 subcraft pilot), First Class Passengers 
  = 5  
   
  Based on the Traveller standard noble‟s yacht. It‟s a well armed boat because of 
  the nature of those that travel within it.  
   
  Building Points (25) 
  Cost 
  Cargo; 10 tons 
  1 
  Defence Rating; Volume/20 (10) 
  2 
  Electronics; Advanced (2 Base Crew) 
  3 
  Features; 4 per 100 (8) 
  3 
  Life Support/20 (10 people) 
  4 
  Power; 30 days 
  1 
  Speed; FTL = Fast 
  4 
  Speed; Sub = Moderate 
  3 
  Streamlined = Partial 
  1 
  Subcraft; 5%; 10 tons (launch) 
  1 
  Weapon Rating; Volume/50 (4) 
  2 
   
   
  TOTAL 
  25 
   
   
  FEATURES (8) 
  No. 
   
  Bar/Lounge x1 
  1 
   
  Entertainment System 
  1 
   
  Fuel Purifier (12 hours for 30 days) 
  1 
   
  Galley, Master 
  1 
   
  Library, General 
  1 
   
  Life Pods x5 (20 people) 
  1 
   
  Luxury Cabins x5 
  1 
   
   
   
  
   
  TOTAL 
  8 
   
  Fat Trader; 400 tons; Moderate Cost (120 Million; 20 BP);  
  Crew = 6 (4 Base + 1 Gunner + 1 Medic), First Class Passengers = 2, Cabin 
  Passengers = 7, Low Passengers = 20  
   
   
  Building Points (20) 
  Cost 
  Cargo; 200 tons 
  5 
  Defence  Rating = Vol/50 (8) 
  1 
  Electronics; Advanced (4 base crew) 
  3 
  Features; 2 per 100 tons (8) 
  1 
  Life Support/20 (20 people) 
  4 
  Power; 30 days 
  1 
  Speed; FTL = Very Slow 
  1 
  Speed; Sub = Very Slow 
  1 
  Streamlining = Partial 
  1 
  Subcraft; 5% = 20 tons 
  1 
  Weapon Rating = Vol/100 (4) 
  1 
   
   
  TOTAL 
  20 
   
   
  Features (8) 
   
   
  Entertainment System 
  1 
   
  Fuel Purifier x2 (12 hours for 30 days) 
  2 
   
  Library, General 
  1 
   
  Life Pods, x10 (40 people) 
  1 
   
  Medical Bay; Small 
  1 
   
  Subcraft Hanger; Small x2 
  2 
   
   
   
   
  TOTAL 
  8 
   
  Liner; 600 tons; Moderate Cost (180 million; 20 BP);  
  Crew = 12 (6 base, 2 medics, 1 gunner, 1 steward, 1 subcraft pilot, 1 subcraft 
  tech), First Class Passengers = 10, Cabin Passengers = 30, Low Passengers = 32;  
   
  Building Points (20) 
  Cost 
  Cargo; 40% (240 tons) 
  4 
  Defence Rating = Volume/50 (12) 
  1 
  Electronics; Advanced (6 base crew) 
  3 
  Features; 3 per 100 tons (18) 
  2 
  Life Support/10 (60 people) 
  5 
  Power; 30 days 
  1 
  Speed; FTL = Very Slow 
  1 
  Speed; Sub = Very Slow 
  1 
  Subcraft; 5% = 30 ton ship‟s boat 
  1 
  Weapon Rating = Volume/100 (6) 
  1 
   
   
  TOTAL 
  20 
   
   
  Features (18) 
   
   
  Bar/Lounge x3 
  3 
   
  Entertainment System 
  1 
   
  Galley, Master 
  1 
  
   
  Gym x1 
  1 
   
  Library, General 
  1 
   
  Luxury Cabins; x10 
  2 
   
  Medical Bay; Small x2 
  2 
   
  Fuel Purifier, x3 
  3 
   
  Security, Hardened 
  1 
   
  Subcraft Hanger; Small x3 
  3 
   
   
  Total 
  18 
   
  Patrol Vessel: 400 tons; Very Expensive (280 million; 30 BP)  
  Crew = 11 (2 Base, 5 Gunners, 1 Medic, 2 subcraft pilots, 1 subcraft tech), Cabin 
  Passengers (Marines) 7, Low Passengers (Prisoners/Rescued) 8 
   
  Based on the Traveller 400 ton patrol ship. 
   
  Building Points (30) 
  Cost 
  Defence Rating = Vol/20 (20) 
  2 
  Electronics = Very Advanced (Base Crew = 2) 
  4 
  Features = 4 per 100 tons (16) 
  3 
  Life Support = Vol/20 (20 people) 
  4 
  Power = 30 Days 
  1 
  Speed (FTL) = Fast 
  4 
  Speed (Sub) = Fast 
  4 
  Streamline = Total  
  2 
  Subcraft = 10%; 40 tons (10 ton G Carrier; 
  30 ton Ships Boat) 
  2 
  Weapons Rating = Vol/10 (40) 
  4 
   
   
  TOTAL 
  30 
   
   
  Features (16) 
  No. 
   
  Communications, Secure  
  1 
   
  Fuel Purifier x2 (12 hours for 30 days) 
  2 
   
  Library, General 
  1 
   
  Maintenance Shop, Small x2 
  2 
   
  Masked, Basic (+10% to Defence) x2 
  2 
   
  Medical Bay; Small  
  1 
   
  Missile System (40 missiles) 
  1 
   
  Shielded Electronics, Advanced 
  4 
   
  Subcraft Hanger; Small x2 
  2 
   
   
   
   
  TOTAL 
  16 
   
  System Defence Boat: 300 tons; Extremely Expensive (300 million; 35 BP)  
  Crew = 16 (2 Base, 2 Extra Base, 9 Gunners, 1 Medic, 1 subcraft pilot), Cabin 
  Passengers (Marines) 9, Low Passengers (Prisoners/Rescued) 20 
   
  Not having to worry about FTL drives, the SDB is a mainstay defensive craft. It 
  can take on a larger patrol vessel and a corsair with a reasonable expectation of 
  victory. It has an extended endurance allowing it to hide in the boondocks near 
  refuelling points and leap in when required. It has a large low berth capacity in 
  case it needs to perform a rescue mission for crippled craft.  
  
   
  Building Points (30) 
  Cost 
  Amphibious, Advanced (act as Sub) 
  2 
  Defence Rating = Vol/5 (60) 
  4 
  Electronics = Very Advanced (Base Crew = 2) 
  4 
  Features = 5 per 100 tons (15) 
  4 
  Life Support = Vol/10 (30 people) 
  5 
  Power = 60 Days 
  2 
  Speed (Sub) = Ext Fast 
  6 
  Streamline = Total (3000 kph airspeed) 
  2 
  Subcraft = 5%; 15 tons (10 ton launch, 5 ton 
  air raft) 
  1 
  Weapons Rating = Vol/5 (60) 
  5 
   
   
  TOTAL 
  35 
   
   
  Features (15) 
  No. 
   
  Communications, Secure  
  1 
   
  Fuel Purifier (9 hours for 30 days) x2 
  2 
   
  Gym x1 
  1 
   
  Extended Lifesupport, 60 days x2 
  2 
   
  Maintenance Shop, Small x2 
  2 
   
  Masked, Basic (+10% to Defence) x2 
  2 
   
  Medical Bay; Small  
  1 
   
  Shielded Electronics, Basic x2 
  2 
   
  Subcraft Hanger; Small x2 
  2 
   
   
   
   
  TOTAL 
  15 
   
   
  Patrol Corvette: 600 tons; Very Expensive (460 million; 30 BP)  
  Crew = 20 (3 Base, 3 extra Base, 5 Gunners, 1 Medic, 6 subcraft pilots, 2 
  subcraft techs), Cabin Passengers (Marines) 7, Low Passengers 
  (Prisoners/Rescued) 12 
   
  A fighter carrier (see Fighter, Large), this vessel can send fighters to engage the 
  enemy at a distance.   
   
  Building Points (30) 
  Cost 
  Defence Rating = Vol/20 (30) 
  2 
  Electronics = Very Advanced (Base Crew = 3) 
  4 
  Features = 4 per 100 tons (24) 
  3 
  Life Support = Vol/20 (30 people) 
  4 
  Power = 30 Days 
  1 
  Speed (FTL) = Fast 
  4 
  Speed (Sub) = Fast 
  4 
  Streamline = Partial (200 kph air speed) 
  1 
  Subcraft = 20%; 120 tons; x5 20 ton fighters, 
  x1 20 launch; 6 pilots, 2 techs 
  4 
  Weapons Rating = Vol/20 (30) 
  3 
   
   
  TOTAL 
  30 
   
   
  
  Features (24) 
  No. 
   
  Communications, Secure  
  1 
   
  Fuel Purifier; (12 hours for 30 days) 
  3 
   
  Library, General 
  1 
   
  Maintenance Shop, Small x3 
  3 
   
  Masked, Basic (+10% to Defence) x3 
  3 
   
  Medical Bay; Small  
  1 
   
  Shielded Electronics, Advanced x3 
  6 
   
  Subcraft Hanger; Large x3 
  6 
   
   
  TOTAL 
  24 
   
   
  Corsair; 400 tons; Quite Expensive (200 million; 25 BP)  
  Crew = 11 (4 Base, 5 Gunners, 1 Medic, 1 Subcraft pilot), Cabin Passengers 
  (Troops) = 7, Low Passengers (Prisoners) = 16 
   
  Based on the Traveller Corsair ship. The launch is an external hook up allowing no 
  maintenance to be carried out. It takes a long while to refuel too.  
   
  Building Points (25 BP) 
  Cost 
  Cargo = 10% (40 tons) 
  1 
  Defence Rating = Vol/20 (20) 
  2 
  Electronics = Very Advanced (Base Crew = 4) 
  4 
  Features = 2 per 100 tons (8) 
  1 
  Life Support = Vol/20 (20 people) 
  4 
  Power = 30 Days 
  1 
  Speed (FTL) = Slow 
  2 
  Speed (Sub) = Fast 
  4 
  Streamline = Partial (Airspeed = 200 kph) 
  1 
  Subcraft = 5%; 20 tons (20 ton launch) 
  1 
  Weapon Rating = Vol/10 (40) 
  4 
   
   
  TOTAL 
  25 
   
   
  Features (8) 
   
   
  Bar/Lounge x1 
  1 
   
  Fuel Purifier; x1 (24 hours for 30 days) 
  1 
   
  Medical Bay, Small; x1 
  1 
   
  Maintenance Shop, Small x2 
  2 
   
  Masking, Basic x2 (+10% to Defence) 
  2 
   
  Security, Hardened 
  1 
   
   
   
  TOTAL 
  8 
   
  Mercenary Cruiser; 800 tons; Extremely Expensive (800 million; 35 BP)  
  Crew = 19 (4 Base, 8 Gunners, 1 Medic, 1 Steward, 2 Subcraft Pilots, 3 Subcraft 
  Techs), Cabin Passengers (Troops) 55, Low Passengers (Wounded, Prisoners) 24.    
   
  Adapted version of the Traveller Mercenary Cruiser. It doesn‟t need a master 
  galley but hey an army flies on its stomach.   
   
  Building Points (35) 
  Cost 
  Cargo = 10% (80 tons) 
  1 
  
  Defence Rating = Vol/10 (80) 
  3 
  Electronics = Very Advanced (Base crew = 4) 
  4 
  Features = 5 per 100 tons (40) 
  4 
  Life Support = Vol/10 (80 people) 
  5 
  Power = 60 Days 
  2 
  Speed (FTL) = Fast 
  4 
  Speed (Sub) = Fast 
  4 
  Streamline = Partial (Airspeed = 200 kph) 
  1 
  Subcraft = 20% (160 tons; x2 cutters 50 tons 
  each; x2 ATVs & Modules; 30 tons each) 
  4 
  Weapon Rating = Vol/20 (40) 
  3 
   
   
  TOTAL 
  35 
   
   
  Features (40) 
   
   
  Communications, Secure 
  1 
   
  Entertainment System 
  1 
   
  Fuel Purifier x4 (12 hours for 30 days) 
  4 
   
  Galley, Master 
  1 
   
  Gym x1 
  1 
   
  Library, General 
  1 
   
  Library, Specific (Strategy/Tactics) 
  1 
   
  Life Pods x10 (40 people) 
  1 
   
  Life Support, Extended (60 days) x4 
  4 
   
  Maintenance Shop, Small x4 
  4 
   
  Masking, Basic x4 
  4 
   
  Medical Bay; Large x2  
  4 
   
  Security, Hardened 
  1 
   
  Shielded Electronics, Advanced x4 
  8 
   
  Subcraft Hanger; Small x4 
  4 
   
   
   
  TOTAL  
  40 
   
   
  Imperial Escort; 1200 tons; Very Expensive (960 million; 30 BP)  
  Crew = 36 (6 Base, 6 extra base*, 18 Gunners, 2 Medics, 1 Steward, 2 Subcraft 
  Pilots, 1 Subcraft Tech), First Class Passengers (Officers) 15, Cabin Passengers 
  (Troops) 60, Low Passengers (Frozen Watch, Prisoners, Rescued, Wounded) 36.   
   
  * With double crew the vessel can make 3 repair tasks a combat round. It also 
  means that crew reductions in combat won‟t affect it for a while.  
   
  Based on the Kinuir from Traveller.  
   
  Building Points (30) 
  Cost 
  Cargo = 10% (120 tons) 
  1 
  Defence Rating = Vol/10 (120) 
  3 
  Electronics = Very Advanced (Base crew = 6) 
  4 
  Features = 5 per 100 tons (60) 
  4 
  Life Support = Vol/10 (120 people) 
  5 
  Power = 60 Days 
  2 
  Speed (FTL) = Fast 
  4 
  Speed (Sub) = Fast 
  4 
  Streamline = Total (Airspeed = 2000 kph) 
  2 
  Subcraft = 5% (60 tons; 50 ton pinnace, 10 
  1 
  
  ton Grav APC) 
  Weapon Rating = Vol/10 (120) 
  4 
   
   
  TOTAL 
  33 
   
   
  Features (60) 
   
   
  Communications, Secure 
  1 
   
  Entertainment System 
  1 
   
  Fuel Purifier; x6 (12 hours for 30 days) 
  6 
   
  Gym x3 (It has 90 odd military people) 
  3 
   
  Library, General 
  1 
   
  Drop Capsules, x10 
  2 
   
  Life Support, Extended (60 days) x6 
  6 
   
  Maintenance Shop, Small x6 
  6 
   
  Masking, Advanced (+20 to Defence) x6 
  12 
   
  Medical Bay; Small x2  
  2 
   
  Missile System (120 missiles) 
  1 
   
  Security, Hardened 
  1 
   
  Shielded Electronics, Advanced (+2 to 
  electronics rating; EMP shielded) x6 
  12 
   
  Subcraft Hanger; Small x6 
  6 
   
   
   
   
   
  TOTAL 
  60 
   
  Courier Ship; 100 tons; Quite Expense (50 million; 25 BP) 
  Crew = 1, Cabin Passengers = 4 
   
  Possibly like the X boats from the Traveller Universe?  
   
  Building Points (25) 
  Cost 
  Cargo; 10 tons 
  1 
  Defence Rating; Volume/50 (2) 
  1 
  Electronics; Advanced (Base Crew = 1) 
  3 
  Features; 4 per 100 tons 
  3 
  Life Support/20 (5 people) 
  4 
  Power; 60 days 
  2 
  Speed; FTL = Very Fast 
  5 
  Speed; Sub = Moderate 
  3 
  Streamlining = Partial 
  1 
  Subcraft; 5 tons (Air-raft) 
  1 
  Weapon Rating; Volume/100 (1) 
  1 
   
   
  TOTAL 
  25 
   
   
  Features (4) 
  No. 
   
  Communications, Secure 
  1 
   
  Fuel Purifier (6 hours for 30 days) 
  1 
   
  Lifesupport, Extended (60 days) 
  1 
   
  Subcraft Hanger, Small x1 
  1 
   
  Assault Troop Carrier; 200 tons; Extremely Expense (200 million; 35 BP) 
  Crew = 9 (1 Base Crew, 2 Extra Base Crew, 4 Subcraft Pilots, 1 Medic, 1 Subcraft 
  Tech), Cabin Passengers = 10 (see below), Low Passengers (wounded) = 4  
   
  
  Designed to carry 4 Grav APCs and up to 40 troops. The troops are squeezed in, 
  hot bunking in cabins, greatly impacting on Lifesupport capability and causing a 
  250% spike in consumption. However this is off set by the extended lifesupport 
  feature giving a packed carrier a little over 18 days supply.  
     
  Based on the Iyvir Class Imperial Light Assault Cruiser from IISS Files by the 
  Games Workshop. Except I couldn‟t fit all the %#%&*& troops in. 
   
  Building Points (35) 
  Cost 
  Cargo; 20 tons 
  1 
  Defence Rating; Volume/20 (10) 
  2 
  Electronics; Very Advanced (Base Crew = 1) 
  4 
  Features; 4 per 100 tons 
  3 
  Life Support; Vol/10 (20) 
  5 
  Power; 90 days 
  3 
  Speed; FTL = Fast 
  4 
  Speed; Sub = Fast 
  4 
  Streamlining = Total 
  2 
  Subcraft; 20% (x4 10 ton Grav APCs) 
  4 
  Weapon Rating; Volume/20 (10) 
  3 
   
   
  TOTAL 
  35 
   
   
  Features (12) 
  No. 
   
  Communications, Secure 
  1 
   
  Shielded Electronics, Advanced x1 
  2 
   
  Fuel Purifier, Small 
  1 
   
  Gym x1 
  1 
   
  Lifesupport, Extended (90 days) x1 
  3 
   
  Maintenance Shop; Small x1 
  1 
   
  Masking, Basic (+10% to Defence) x1 
  1 
   
  Medical Bay, Small x1 
  1 
   
  Subcraft Hanger, Small x1 
  1 
   
   
   
   
  TOTAL 
  12 
   
  Ultimate Yacht; 200 tons; Ultra Expensive (300 million; 40 BP) 
  Crew = 9 (1 base, 1 extra base, 3 gunners, 1 medic, 2 Stewards, 1 subcraft 
  pilot), First Class Passengers = 10, Low Passengers = 4 (wounded/sick).   
   
  The ultimate noble‟s toy, it‟s armed up as any military craft, it has a year‟s 
  endurance, ultra fast in FTL and in sublight. It can even float and operate in 
  oceans. Likely a pinnacle vessel in any noble‟s private fleet.  
   
  Building Points (40) 
  Cost 
  Amphibious, Basic 
  1 
  Cargo; 20 tons (10% of volume) 
  1 
  Defence Rating; Volume/10 (20) 
  3 
  Electronics; Very Advanced (1 Base Crew) 
  4 
  Features; 4 per 100 (8) 
  3 
  Life Support/10 (20 people) 
  5 
  Power; 1 year 
  5 
  Speed; FTL = Ext. Fast 
  6 
  Speed; Sub = Very Fast 
  5 
  Streamlined = Total 
  2 
  
  Subcraft; 5%; 10 tons (launch) 
  1 
  Weapon Rating; Volume/10 (20) 
  4 
   
   
  TOTAL 
  40 
   
   
  FEATURES (16) 
  No. 
   
  Bar/Lounge x1 
  1 
   
  Communications, Secure 
  1 
   
  Conference/Display Room x1 
  1 
   
  Entertainment System 
  1 
   
  Fuel Purifier (12 hours in 30 days) x1 
  1 
   
  Galley, Master 
  1 
   
  Gym x1 
  1 
   
  Library, General 
  1 
   
  Lifepods, x10 (40 people) 
  1 
   
  Luxury Cabins x10 
  2 
   
  Maintenance Shop, Small x1 
  1 
   
  Medical Bay, Small x1 
  1 
   
  Security, Hardened 
  1 
   
  Smallcraft Hanger, Small x1 
  1 
   
   
   
   
  Total 
  14 
   
  Super Courier Ship; 100 tons; Extremely Expense (100 million; 35 BP) 
  Crew = 2 (Base = 1, Gunner = 1), Cabin Passengers = 8.  
   
  An armed and armoured courier vessel that is the fastest ship there is. Perhaps 
  used by Imperial Intelligence agencies to get their agents across the galaxy in the 
  shortest possible time?  
   
  Building Points (35) 
  Cost 
  Cargo; 20 tons 
  2 
  Defence Rating; Volume/10 (10) 
  3 
  Electronics; Very Advanced (Base Crew = 0.5) 
  3 
  Features; 4 per 100 tons 
  3 
  Life Support/10 (10 people) 
  5 
  Power; 60 days 
  2 
  Speed; FTL = Ext Fast 
  6 
  Speed; Sub = Ext Fast 
  6 
  Streamlining = Partial 
  1 
  Subcraft; 5 tons (Air-raft) 
  1 
  Weapon Rating; Volume/20 (5) 
  3 
   
   
  TOTAL 
  35 
   
   
  Features (4) 
  No. 
   
  Communications, Secure 
  1 
   
  Fuel Purifier (6 hours for 30 days) x1 
  1 
   
  Lifesupport, Extended (60 days) 
  1 
   
  Subcraft Hanger, Small x1 
  1 
   
  Ultimate Explorer; 800 tons; Ultra Expensive (1200 million; 40 BP) 
  Crew = 21 (4 base, 4 extra base, 8 gunners, 1 Medic, 1 Steward, 2 Subcraft 
  Pilots, 1 Subcraft Tech), Cabin Passengers (mission specialists) = 35, Low 
  Passengers = 16 (wounded/sick).   
  
   
  The ultimate explorer vessel. It can be sent to the far reaches for a year at a 
  time.  Even then it can refuel in the boondocks and trade with the locals (though 
  its refuel time is very slow). It can operate as a se vessel if need be, and is 
  extraordinarily fast. But it is a tad pricey… 
   
  Building Points (40) 
  Cost 
  Amphibious, Basic  
  1 
  Cargo; 60 tons (10% of volume) 
  1 
  Defence Rating; Volume/10 (80) 
  3 
  Electronics; Very Advanced (4 Base Crew) 
  4 
  Features; 5 per 100 (40) 
  4 
  Life Support/10 (60 people) 
  5 
  Power; 1 year 
  5 
  Speed; FTL = Very Fast 
  5 
  Speed; Sub = Very Fast 
  5 
  Streamlined = Total 
  2 
  Subcraft; 10%; 30 tons (x2 10 ton launches, 
  x2 5 ton Air Rafts) 
  2 
  Weapon Rating; Volume/20 (40) 
  3 
   
   
  TOTAL 
  40 
   
   
  FEATURES (40) 
  No. 
   
  Bar/Lounge x1 
  1 
   
  Cargo, Hazard 
  1 
   
  Communications, Secure 
  1 
   
  Entertainment System 
  1 
   
  Fuel Purifier (48 hours for 30 days) x1 
  1 
   
  Galley, Master 
  1 
   
  Gym x1 
  1 
   
  Laboratory, Small 
  1 
   
  Library, General 
  1 
   
  Life Pods x10 (40 people) 
  1 
   
  Lifesupport, Extended (1 year) x4 
  12 
   
  Maintenance Shop, Small x4 
  4 
   
  Masked, Basic (+10% to Defence) x4 
  4 
   
  Medical Bay, Small x1 
  1 
   
  Security, Hardened 
  1 
   
  Shielded Electronics, Basic x4 
  4 
   
  Subcraft Hanger, Small x4 
  4 
   
   
   
   
   
  Total 
  40 
   
  EXAMPLE SMALLCRAFT 
   
  Pocket Fighter; 5 tons; Extremely Expense (5 million; 35 BP) 
  Crew = 1 (Base = 1),  
   
  Building Points (35) 
  Cost 
  Defence Rating; Volume/1 (5) 
  7 
  Electronics; Advanced (Base Crew = 1) 
  3 
  Features; 4 per 100 tons (Minimum of 2) 
  3 
  Life Support/5 (1 person); 1 week 
  6 
  
  Power; 30 days 
  1 
  Speed; Sub = Ext Fast 
  6 
  Streamlining = Total (Airspeed = 3000 kph) 
  2 
  Weapon Rating; Volume/1 (5) 
  7 
   
   
  TOTAL 
  35 
   
   
  Features (2) 
  No. 
   
  Communications, Secure 
  1 
   
  Missile System (5 missiles) 
  1 
   
  Fighter; 10 tons; Extremely Expense (10 million; 35 BP) 
  Crew = 1 (Base = 1), Seated Passenger = 1 
   
  Building Points (35) 
  Cost 
  Defence Rating; Volume/1 (10) 
  7 
  Electronics; Advanced (Base Crew = 1) 
  3 
  Features; 4 per 100 tons (Minimum of 2) 
  3 
  Life Support/5 (2 people); 1 week 
  6 
  Power; 30 days 
  1 
  Speed; Sub = Ext Fast 
  6 
  Streamlining = Total (Airspeed = 3000 kph) 
  2 
  Weapon Rating; Volume/1 (10) 
  7 
   
   
  TOTAL 
  35 
   
   
  Features (2) 
  No. 
   
  Communications, Secure 
  1 
   
  Missile System (10 missiles) 
  1 
   
   
  Large Fighter; 20 tons; Extremely Expense (20 million; 35 BP) 
  Crew = 1 (Base = 1), Seated Passengers = 3 
   
  Building Points (35) 
  Cost 
  Defence Rating; Volume/1 (20) 
  7 
  Electronics; Advanced (Base Crew = 1) 
  3 
  Features; 4 per 100 tons (Minimum of 2) 
  3 
  Life Support/5 (4 people); 1 week 
  6 
  Power; 30 days 
  1 
  Speed; Sub = Ext Fast 
  6 
  Streamlining = Total (Airspeed = 3000 kph) 
  2 
  Weapon Rating; Volume/1 (20) 
  7 
   
   
  TOTAL 
  35 
   
   
  Features (2) 
  No. 
   
  Communications, Secure 
  1 
   
  Missile System (20 missiles) 
  1 
   
   
  Air raft (Orbital); 5 tons; Moderately Expense (1 million; 20 BP) 
  Crew = 1 (Base = 1), Seated Passengers = 9.  
   
  
  Building Points (20) 
  Cost 
  Cargo = 20% (1 ton) 
  2 
  Defence Rating = Vol/100 (0) 
  1 
  Electronics; Minimal (Base Crew = 1) 
  1 
  Features; 2 per 100 tons (0) 
  0 
  Life Supportx2 (10 people); 8 hours 
  10 
  Power; 30 days 
  1 
  Speed; Sub = Moderate 
  3 
  Streamlining = Total (Airspeed = 1500 kph) 
  2 
   
   
  TOTAL 
  20 
   
   
  Launch (Small); 10 tons; Moderately Expensive (2.0 million; 20 BP) 
  Crew = 1 (Base = 1), Seated Passengers (9) 
   
  Building Points (20) 
  Cost 
  Cargo = 50% (5 tons) 
  5 
  Defence Rating; Volume/100 (0) 
  0 
  Electronics; Basic (Base Crew = 1) 
  2 
  Features: 1 per 100 tons (0) 
  0 
  Life Supportx1 (10 people); 24 hours 
  7 
  Power; 30 days 
  1 
  Speed; Sub = Moderate 
  3 
  Streamlining = Total 
  2 
  Weapon Rating; None 
  0 
   
   
  TOTAL 
  20 
   
  Launch (Large); 20 tons; Moderately Expensive (4.0 million; 20 BP) 
  Crew = 1 (Base = 1), Seated Passengers (19) 
   
  Building Points (20) 
  Cost 
  Cargo = 50% (10 tons) 
  5 
  Defence Rating; Volume/100 (0) 
  0 
  Electronics; Basic (Base Crew = 1) 
  2 
  Features: 1 per 100 tons (0) 
  0 
  Life Supportx1 (20 people); 24 hours 
  7 
  Power; 30 days 
  1 
  Speed; Sub = Moderate 
  3 
  Streamlining = Total 
  2 
  Weapon Rating; None 
  0 
   
   
  TOTAL 
  20 
   
   
  Shuttle; 100 tons; Moderately Expense (20 million; 20 BP) 
  Crew = 2 (Base = 2), Seated Passengers (18) 
   
  Building Points (20) 
  Cost 
  Cargo = 50% (50 tons) 
  5 
  Defence Rating; Volume/100 (1) 
  0 
  Electronics; Basic (Base Crew = 2) 
  2 
  Features: 2 per 100 tons (1) 
  0 
  
  Life Support/5 (20 people); 1 week 
  6 
  Power; 90 days 
  3 
  Speed; Sub = Moderate 
  3 
  Streamlining = Partial (150 kph) 
  1 
  Weapon Rating; None 
  0 
   
   
  TOTAL 
  20 
   
   
  Features 
   
   
  Bar/Lounge 
  1 
   
  Grav APC; 10 tons; Ultra Expense (15 million; 40 BP) 
  Crew = 1 (Base = 1), Seated Passengers (14; 10 with hardened space suits)  
   
  Building Points (40) 
  Cost 
  Amphibious, Advanced (Sub capability) 
  2 
  Cargo = 10% (1 ton) 
  1 
  Defence Rating; Volumex1 (10) 
  6 
  Electronics; Very Advanced (Base Crew = 1) 
  4 
  Features: 2 per 100 tons (0) 
  0 
  Life Support; Volx1.5 (15 people); 16 hours 
  9 
  Power; 90 days 
  3 
  Speed; Sub = Ext Fast 
  6 
  Streamlining = Total (Air Speed = 3000 kph) 
  2 
  Weapon Rating; Volumex1 (10) 
  7 
   
   
  TOTAL 
  40 
  
   
  Starship Combat 
   
  Starship combat is deliberately vague on weapon systems etc. Basically a ship 
  either has lots or not much. The only difference is the feature of Missile Systems 
  which allows for varying hits. Otherwise say blasters, lasers, pulse this, beam 
  that. The whole point is it‟s semantics. Basically this system is designed to work 
  out how much a ship can hurt the other ship. 
   
  Skills used in Combat 
   
  This system is designed to be used with modified Chaosium Game Mechanics. 
  Skills are % values.  
   
  Relevant Starship Combat skills are as follows 
   
   
  Astronomy (used to navigate the vessel. Used to go to FTL speed) 
   
  Electronics (repair tasks) 
   
  Engineering Starships (used to power FTL drives, and repair tasks) 
   
  Enviro Suit (use vacuum suits) 
   
  Gravity: Zero G (move in Zero G) 
   
  Gunnery (ability to fire at opponents. Used for attack. Applies a modifier to 
  Defence) 
   
  Luck (how lucky a PC is. In Chaosium this is the PC‟s Pow Stat value as a%) 
   
  Mechanical (repair tasks) 
   
  Spacecraft (ability to fly, operate the vessel. Used for Defence) 
   
  Tactics/Spacecraft (used for combat modifiers) 
   
  Task Success Ratings: A normal task requires equal to or less than the % 
  chance for that skill. If the roll is within 10% of the chance needed it‟s a Critical 
  Success. If it is under half the chance needed then it‟s a Solid Success. If 
  equal/over half the chance needed a Basic Success.  
   
  On an opposed skill task (where opponents are directly competing to win) then 
  each side makes a task roll, with the winner is who ever succeeds by the most 
  points.  
   
  Combat Steps 
  1) Determine Range; Randomly is D10 hexes.  
  2) Determine Surprise; Sensors (0; -10 if Masking, Basic; -20 if Masking, 
  Advanced). Failure means 1 free round of attacks from attacker.  
  3) Determine Tactics/Spacecraft Modifier for combat; Opposed rolls between 
  highest values present in each crew. Winner gets +20 to rolls for encounter 
  and first attack if they wish.  
  4) Determine Attack modifier for attacker. The modifier is applied to the 
  attacker‟s Gunnery skill.  
  5) Determine Defence modifier for Defender. The modifier is applied to the 
  Defender‟s Spacecraft skill.  
  6) Make opposed roll.   
  7) Apply damage to Defender 
  8) Defenders turn to attack (4-6) 
  9) Determine movement 
  10) Repeat 1-9 
   
   
  
  Table 6: Range Modifiers (1 Hex = 15,000 miles) 
   
   
  12+ Hexes. Beyond combat range 
   
  9-11 hexes. Very Far Range: -40 Offence 
   
  6-8 hexes. Far Range: -20 Offence 
   
  3-5 hexes. Medium Range: No Modifiers 
   
  1-2 hexes. Close Range: +20 Offence 
   
  0 hexes. Point Blank: +40 Offence  
   
   
  Attack & Defence Modifiers 
  + 20 if have superior electronics to opposing ship 
  + 20 if won opposed Tactics/Spacecraft task 
   
  Attack Modifiers 
  +/- attack modifier for attacker. See below. This will also determine the base 
  number of hits applied to a defender on a success. 
  + Weapons Vs Defence modifier = See below 
  +20 if Sensors Operator succeeded at Sensors (0) check 
   
   
  Table 7: Attack Modifier from Weapon Rating Vs Defence 
   
  Weapon Rating is … 
  Modifier 
  To Hit 
  No of Hits on a success 
  (x3 if Critical Success, x2 if Solid Success, x1 if 
  Basic success) 
  5% of Defence or less- 
  -50 
  Tactics/Spacecraft task (-40) for 1  
  10% of Defence 
  -40 
  Tactics/Spacecraft task (-20) for 1  
  20% of Defence- 
  -30 
  Tactics/Spacecraft task (+0) for 1 
  33% of Defence- 
  -20 
  Tactics/Spacecraft task (+20) for 1 
  50% of Defence- 
  -10 
  Tactics/Spacecraft task (+40) for 1 
  More than 50% of Defence 
  but less than x2 Defence 
  0 
  1 
  X2 of Defence 
  +10 
  2 
  X3 of Defence 
  +20 
  3 
  X5 of Defence 
  +30 
  4 
  X10 of Defence  
  +40 
  5 
  X20 of Defence + 
  +50 
  6 
   
  Example of calculating Attack Modifier. Eg Patrol Boat has Weapons Rating of 
  40 and a Scout 2. Because it is 20 times the Scouts Defence the attacker gets 
  +50 to their task and they get a base hits of 6. On a critical success it does 18 
  hits, on a solid success 12 hits, and on a basic success 6 hits. That scout better 
  not be hit or it be well stuffed.  
   
  Defence Modifier 
  If vessel has 1 or more BP invested in Defence then the Gunner can make a 
  Gunnery (0) check. Success adds +10 to Defence for duration of encounter 
  (operating screens, anti missile lasers etc). 
   
  Damage 
   
  Hull Points = (BP of vessel + BP invested in Defence Rating). This is the amount 
  of damage a ship can take overall.  
   
  
   
  At ½ Hull Points or less then a task modifier of –10 to all tasks applies due to 
  damage to systems.  
   
  At 3 Hull Points or less the ship is holed and decompression has occurred. An 
  Enviro-Suit (0) task is required for passengers and crew to suit up, or get into 
  life pods or subcraft (see below; add +20 to the task).  
   
  At 0 Hull Points or less the vessel begins to break up and is destroyed at the 
  end of that combat round. The following occurs. Luck (0) rolls to make it to an 
  undamaged subcraft (if any). Spacecraft (-20) to launch successfully. To 
  make it to Lifepods then Luck (-20) if 50% Lifepod capacity or Luck (+0) if 
  have 100% Lifepod capacity, and (+20) if have 150% capacity (ie if there are 
  enough life pods to service the current ship‟s compliment). Failing those 
  options, and have a suit, then dual Gravity: Zero G and Enviro-Suit (-20) to 
  get into space.  
   
  For each hit subtract 1 Hull Point and roll on the Damage Location table, applying 
  the effects in addition to the Hull Points damage taken. If more than 10 hits are 
  taken on the one attack then every hit above 10 is automatically internal 
  damage.  
   
  Table 8: Starship Damage 
   
  2D10 Damage Location 
  2-3 
  Internal Damage 
  4-7 
  Defence Rating reduced by 1; If 0 or less then Internal Damage 
  8-9 
  Power reduced by D10 days 
  10-12 Hull damage. Hull Points taken only 
  13-14 Power reduced by D10 days 
  15-18 Weapon Raring reduced by 1; If 0 or less then Internal Damage 
  19-20 Internal Damage 
   
   
  D10 
  Internal Damage 
  1 
  Crew/Passengers; 2D10% are wounded (taking 2D10 damage each). If 
  reduced to ½ Base Crew then no repair tasks can be made.  
  2 
  Cargo: D100% of cargo destroyed. If more than one hit in the same attack 
  strikes cargo bay then all cargo destroyed.  
  3 
  Power: Internal power plant struck. Loses D100% of Power (base on full 
  consumption). No days means power plant out of operation and vessel is dead 
  in space.  
  4 
  Subcraft and/or hanger struck. D100% of carried sub craft damaged. If only 
  subcraft then it is auto damaged. If more than one hit in the same attack 
  strikes subcraft then all subcraft are destroyed 
  5 
  Weapon System Node struck. D100% of Weapon Rating is lost.  
  6 
  Defence System Node struck. D100% of Defence Rating is lost.  
  7 
  Feature damaged. One of the randomly selected features is damaged and 
  inoperable until repaired (Maintenance Shop, Large required)  
  8 
  Speed damaged. If sublight and FTL capable then roll D10. Odd Sublight, Even 
  FTL. Reduce by 1 rating.  
  9 
  Electronics damage. Reduce by 1 rating. +1 to Electronics Damage Rating if 
  Shielded Electronics, Basic. +2 if Shielded Electronics, Advanced. If Rating 
  drops below minimal then ship is dead in space.  
  10 
  Failing Ship Systems. Damage occurs across the ships. Red shirt ensigns on 
  the bridge run from side to side. The vessel takes an additional D10 Hull 
  Points. If 5+ wounds then gravity is off line. 
   
  Repair Tasks.  
  
   
  One repair task can be made per turn. For every 50% additional base crew then 
  an additional repair task can be made. Repair tasks are dual Electronics and 
  Mechanical (0 modifier) tasks (ie one roll made against both skills). If it involves 
  Power or Speed then it is also an Engineering: Starship task.  
   
  If have a Maintenance Shop, Small then +10% to task. If have a Maintenance 
  Shop, Large then +20%. 
   
  A critical success restores 30% of damage, 20% of Damage if Solid, and 10% of 
  damage if a Basic success.  
    
  Running Away: Once a ship is 12+ hexes away then they are out of effective 
  sensor/weapon range. A ship‟s hexes speed is equal to BP invested in sublight 
  speed.  
   
  Going to FTL: Requires a successful dual Astronomy and Engineering: Star drive 
  (0) check to plot that round and initiate jump.-10 if taken a hit taken that round, 
  -20 if taken more than one hit. This can be made in the movement phase.  
   
  Combat Example; Corsair Vs Fat Trader 
   
  Critical skills are as follows 
   
  Corsair 
  Fat Trader 
  Astronomy 49% 
  Astronomy 89% 
  Engineering: Starships 23% 
  Engineering: Starships 32% 
  Gunnery 45% 
  Gunnery 23% 
  Sensors 100% 
  Sensors 45% 
  Spacecraft 90% 
  Spacecraft 63% 
  Tactics (Spacecraft) 25% 
  Tactics (Spacecraft) 41% 
   
  Building Points (25 BP) 
  Cost 
  Building Points (20) 
  Cost 
  Cargo = 10% (40 tons) 
  1 
  Cargo; 200 tons 
  5 
  Defence Rating = Vol/20 (20) 
  2 
  Defence  Rating = Vol/50 (8) 
  1 
  Electronics = Very Advanced 
  (Base Crew = 4) 
  4 
  Electronics; Advanced (4 base 
  crew) 
  3 
  Features = 2 per 100 tons (8) 
  1 
  Features; 2 per 100 tons (8) 
  1 
  Life Support = Vol/20 (20 people) 4 
  Life Support/20 (20 people) 
  4 
  Power = 30 Days 
  1 
  Power; 30 days 
  1 
  Speed (FTL) = Slow 
  2 
  Speed; FTL = Very Slow 
  1 
  Speed (Sub) = Fast 
  4 
  Speed; Sub = Very Slow 
  1 
  Streamline = Partial (Airspeed = 
  200 kph) 
  1 
  Streamlining = Partial 
  1 
  Subcraft = 5%; 20 tons (20 ton 
  launch) 
  1 
  Subcraft; 5% = 20 tons 
  1 
  Weapon Rating = Vol/10 (40) 
  4 
  Weapon Rating = Vol/100 (4) 
  1 
   
   
   
   
  TOTAL 
  25 
  TOTAL 
  20 
   
   
   
   
  Features (8) 
   
  Features (8) 
   
   
  Bar/Lounge x1 
  1 
   
  Entertainment System 
  1 
   
  Fuel Purifier; x1 (24 hours for 
  30 days) 
  1 
   
  Fuel Purifier x2 (12 hours for 
  30 days) 
  2 
   
  Medical Bay, Small; x1 
  1 
   
  Library, General 
  1 
   
  Maintenance Shop, Small x2 
  2 
   
  Life Pods, x10 (40 people) 
  1 
  
   
  Masking, Basic x2 (+10% to 
  Defence) 
  2 
   
  Medical Bay; Small x1 
  1 
   
  Security, Hardened 
  1 
   
  Subcraft Hanger; Small x2 
  2 
   
   
   
   
   
  TOTAL 
  8 
   
  TOTAL 
  8 
   
  Corsair Vs Free Trader Example 
   
  1) Determine Range; Randomly is D10 hexes. Rolled a 4. 
   
  2) Determine Surprise; Sensors (0; -10 if Masking, Basic; -20 if Masking, 
  Advanced) to spot the incoming pirate by the free trader (FT). Failure means 
  1 free round of attacks. The FT rolled a 08 on a modified Sensors chance of 
  35% and spots the pirate.  
   
  3) Determine Tactics/Spacecraft Modifier for combat; Opposed rolls between 
  highest values present in each crew. Winner gets +20 to attack/defence 
  chances for encounter and can attack first. The FT‟s Tactics/Spacecraft skill 
  chance is 41%. Rolls a 13 and succeeds by 27%. The Corsair‟s 
  Tactics/Spacecraft skill chance is 25%. Gets a 26%. The merchant has the 
  best result and is welcomed with a gift wrapped basket of fruit, chocolates, 
  and a +20 to the skill chances for Attack/Defend skill checks in the encounter. 
  They also get to go first.  They know there is a pirate because of demands of 
  money with menaces being included in the gift basket.  
   
  4) Determine Attack modifier for attacker. In this case it‟s the Fat Trader.  
   
   
  Electronics = The corsair has better electronics so no modifier there.  
   
  Range = At 4 hexes the range modifier is 0.  
   
  Sensors (0) Task = 49% on a 45% Sensors chance. No Sensors bonus for this 
  encounter. “Where is he?? I can‟t see him BLAT” – you get the picture.  
   
  Tactics Bonus = +20% for having won the Opposed Tactics roll.  
   
  Weapon Rating Vs Defence Rating = The Weapon Rating of the fat trader (4) 
  is just 20% of the corsairs Defence (20), so the Weapons Vs Defence attack 
  modifier is –30.  
   
  The Total modifier is –10 to hit. With a Gunnery skill of 23% the FT modified 
  attack chance is just 13%.  
   
  5) Determine Defence modifier for Defender.  
   
   
  Electronics = The Corsair‟s electronics is better so they get a +20 modifier.  
   
  Gunnery Task = Because the corsair has 1 BP + invested in Defence Rating 
  they get a Gunnery (0) task to add +10% to Defence rolls for the encounter. 
  On a 61% for a Gunnery of 45% there is no modifier.  
   
  Tactics/Spacecraft Modifier = The FT Captain won the Tactics roll so the 
  corsair modifier is 0.   
   
  Feature of Masking, Basic = The Corsair gets a +10% to their Defence task 
  for this feature.  
    
  The Total modifier is +30. With a Spacecraft skill of 90% the Corsair Defence task 
  chance is a staggering 120%.  
   
  6) Make opposed roll.  
   
  I rolled a 43 for Merchant on chance of 13%. So it‟s a fail by 30%. I rolled a 32 
  for the Corsair on a chance of 120%. A success by, well, lots. So the FT misses.  
  
   
  7) Apply Damage. With no damage inflicted this step is skipped.  
   
  8) Corsair‟s turn to attack (Repeat of 4-6 with the Corsair returning fire);  
   
   
  Attack Mod = + 30 (Weapons Rating of 40 Vs Defence Rating of 8 is 5 times 
  that of the Defence Rating) + 20 for superior Electronics + 20 (Rolled a 20% 
  on Sensors task of 100%) = +60. Added to a Gunnery skill of 45% the Attack 
  % chance is 105%.  
   
  The Defender task modifier is +20 for Tactics skill and + 10 for Gunnery 
  Modifier (FT has 1 BP+ in Defence so had a chance for a +10 mod, rolled a 37 
  on a 45% so gets it during the encounter). With a Spacecraft skill of 63% the 
  Defender has a Defence chance of 93%.  
   
  The Corsair gets a 42, which is a success on an 105% chance by 63. The FT 
  rolls a 20% on a chance of 93% which is a success by 73. The FT‟s success 
  was better so the Corsair misses.  
   
  9) Determine movement. The FT prepares to go to FTL to escape.  They need to 
  make a dual Astronomy (89%) and an Engineering: Starships (32%) check. 
  The FT rolls a 42 which is a success for Astronomy but a fail on Engineering. It 
  can‟t jump. With a speed of very slow the merchant travels just 1 hex. The 
  corsair, chasing, travels 2 hexes. It‟s now 3 hexes away. No change to the 
  range mod.  
  10)  Repeat. For ease we can use roughly the same stats so this boils down into 
  round by round 
   
   
  Round 2 
   
  FT‟s attack. Firing in an effort to drive off corsair. Same mods as before. 
  Opposed roll of Attack of 13% Vs Defence of 120%. It would take a 
  miracle. In fact it would take an 05 or less which is an auto success no 
  matter the chance. An attack roll of 83 Vs Defence roll of 28 is a clear 
  miss.  
   
  Corsair Vs FT. FT gets a 37% on an Defence chance of 93%, making it by 
  56%. The Corsair gets a 51 on an 105% Attack chance, making it by 54. 
  They just miss.  
   
  Movement: FT goes to flee. A 45 for the jump check. Success for 
  Astrogation but alas another fail for Engineering. Once again they fail to 
  jump. The FT travels 1 hex, the corsair 2. It‟s now within 2 hexes and the 
  attack mod for both goes up 20%. 
   
   
  Round 3.  
   
  The FT‟s attack % chance is now 33% Vs a Defence of 120% (due to 
  range mods). The FT rolls a 27% for a success by 5%. The Corsair 
  however rolls a 79% on a chance of 120% and thus their better success 
  means the FT misses.  
   
  Corsair‟s attack chance is now 125% Vs 93%. The Corsair gets an 05%, a 
  critical success if the FT cannot beat that. The FT‟s roll is 33 and they do 
  not. Ok, critical success is 3 x base hits. The base number of hits for a 
  Weapons Rating of 20 Vs Defence of 4 is 4. So 12 total damage rolls. 
  Ouch. Because they scored 10+ hits, every hit 10+ if an Internal strike. 
  So that‟s 2 Internal strikes. Here we go.  
   
  The FT had a Hull Points of 21 (BP in ship + BP in Defence). It takes 12 HP in this 
  strike and now has 9 HP remaining. Being under half HP the vessel is now –10% 
  to all tasks whatever else happens.   
   
  
  Damage results as follows; 2D10 rolls on the damage table.  
  1) A 10 means Hull Damage only. No special effects.  
  2) A 14 means Power reduced by D10 days consumption. Current Power is 30 
  days (the vessel having just departed that day). I rolled a 3. The Power is 
  now 30 (Power remaining) – 1.5 (3 combat rounds having expired) –3 (roll for 
  lost power) =  25.5 days.  
  3) A 13 is Power again. I roll a 5. It now has 20.5 days remaining 
  4) A 13 is Power again. I roll a 4. It now has 16.5 days remaining 
  5) I roll a 7. The Defence Rating of 8 drops to 7.  
  6) I roll a 10. Hull damage only 
  7) Another 10. Just Hull damage 
  8) A 13. Ouch. Power again. I rolled a 2, dropping power to 14.5 days.  
  9) A 6. Defence Rating drops to 6.  
  10)  A 10. Just Hull Damage 
   
  However because it took 10+ hits the vessel is facing 2 Internal Damage rolls as 
  12 hits were scored.  
   
  Internal Hits (2)  
  1) A 10. D10 extra Hull Points from internal explosions. I rolled a 7. Drops Hull 
  Points to just 5. So even a basic hit from the corsair next time will hole it. A 
  solid success would destroy it. 70% chance the gravity goes off line. I rolled a 
  99% and it doesn‟t. 
  2) A 2. D100% of Cargo is destroyed. I rolled a 90%. That‟s bad luck for the 
  corsairs. That‟s what they were after.  
   
  Movement Phase. The FT elects to attempt to attempt for FTL again, but gets a 
  –10 on tasks due to damage and another –20 for having taken 2+ hits that 
  round. A 76% means they fail the Engineering task needed. With a heavy heart 
  the free trader cuts engines and surrenders.  
   
   
   
  
SOURCE: textdata/thevault/Traveller/EXTRA/Traveller Related Games/TWERPS-TFT/TFT Basic Starships Ver2.1.1.1.pdf