hen creating a starship, players should proceedalong the ollowing steps:The rst step is to select a hull. A list o hulls is
ound on the next ew pages, divided by class: transport,raider, rigate, light cruiser, and cruiser.Once the players have their hull, they roll on the
Complications charts, gaining one Past HistoriesComplication and one Machine Spirit QuirksComplication. Alternatively, the GM can select theseComplications instead.Once the Complication has been determined, the players
build their ship. Based on their hull and the drive theyselect, they will have a certain amount o Space andPower. Based on their Warrant o Trade, they will have acertain amount o Ship Points (see page 33).Next, players must select what type o crew their vessel
has. All ships start with a Competent Crew (see
Table8-9: NPC Crew Ratings
), with a SkillLevel o 30. The cost o the crew is included with thecost o the ship’s hull. I players wish to, they can gainan additional 5 Ship Points to spend on their vessel bydowngrading their Crew to Incompetent (20). Likewise,they can upgrade their crew to a Crack Crew (40) byspending 5 o their existing Ship Points. They may evenupgrade their crew to a Veteran Crew (50) by spending15 Ship Points.Next, the players must select one Essential Component
rom each o the Essential Component categories.Next, players may select Supplemental Components. Each
Component (Essential or Supplemental) has a Space andPower requirement. The sum total o all the Component’srequirements may not exceed the Space provided by thehull, or power generated by the drive.Once the starship’s Components have been recorded,
any benets and drawbacks should be totalled and, i necessary, combined.Note that certain Components can increase a ship’s CrewPopulation or Morale level above 100. This is acceptable, andshould set the ship’s new maximum level o Crew Populationand Morale. I damaged, a starship’s Crew Population andMorale can be restored back up to these maximums, but notabove them.This may seem strange, since both Crew Population andMorale are abstract representations, rather than a concretemeasurements o crewmembers or their loyalty. However, just consider these Components to be increasing the loyaltyo the crew, or the amount o warm bodies aboard the ship,and subsequently making either value slightly more resilientto losses.
A ship has the Haunted Complication, reducing its Morale permanently by 10. However, the players add Extended Supply Vaults, increasing its Morale permanently by 1. In the end, the ship’s Morale is permanently decreased by 9.
The hull o the vessel denes what type o ship it is, itsabilities, and the Components that may be added to it. Thehull has all the base Characteristics o the ship (though theymay be modied by certain components) :