Professional Documents
Culture Documents
Spacecraft Design Guide SRD 1 Moon Toad Publications
Table of Contents
Introduction ................................................................................................................................................ 15
The Design Process ..................................................................................................................................... 16
Spacecraft Design ....................................................................................................................................... 18
Definitions ............................................................................................................................................. 18
Standard Designs vs. New Designs ...................................................................................................... 18
Construction Times ............................................................................................................................. 18
Adventure Class Ships ......................................................................................................................... 18
Commercial Class and Capital Ships .................................................................................................... 19
1. The Hull ............................................................................................................................................. 19
Configuration ...................................................................................................................................... 20
Standard Hulls ................................................................................................................................. 20
Streamlined Hulls ............................................................................................................................ 21
Distributed Hulls ............................................................................................................................. 21
Asteroid Hulls .................................................................................................................................. 21
Hull and Structure ................................................................................................................................. 22
Reinforced Structure ........................................................................................................................... 23
Reinforced Hull .................................................................................................................................... 23
Armoured Bulkheads .......................................................................................................................... 23
Modular Hull ....................................................................................................................................... 23
Armour .................................................................................................................................................. 24
Ship Armour Options........................................................................................................................... 24
Heat Shielding ................................................................................................................................. 24
Radiation Shielding ......................................................................................................................... 25
Self‐Sealing ...................................................................................................................................... 25
Electrified ........................................................................................................................................ 25
Reflec............................................................................................................................................... 25
Stealth ............................................................................................................................................. 25
2. The Engineering Section ................................................................................................................... 26
Military Grade Drives .......................................................................................................................... 27
Maneuver Drive .................................................................................................................................. 29
Lower Technology Drives ................................................................................................................ 29
Spacecraft Design Guide SRD 2 Moon Toad Publications
Reaction Drive ................................................................................................................................. 29
Solar Sail .......................................................................................................................................... 29
Higher Technology Drives ............................................................................................................... 30
Capital Ship Maneuver Drive Selection ........................................................................................... 30
Military Power ................................................................................................................................. 30
Power Plants ....................................................................................................................................... 30
Variable Output ............................................................................................................................... 30
Emergency Power ........................................................................................................................... 31
Chemical Power Plants .................................................................................................................... 31
Fission Power Plants ....................................................................................................................... 31
Solar Panel ...................................................................................................................................... 31
Chemical Batteries .......................................................................................................................... 31
Antimatter ....................................................................................................................................... 32
Quantum Tap .................................................................................................................................. 32
Capital Ship Power Plant Selection ................................................................................................. 32
Jump Drive .......................................................................................................................................... 33
Rapid Cycle Jump Drives ................................................................................................................. 33
Stealthed Jump Drive ...................................................................................................................... 34
Alternatives to Jump Drives ............................................................................................................ 34
Spindle Drive ............................................................................................................................... 34
Slipstream Drive .......................................................................................................................... 34
System Redundancy ............................................................................................................................ 35
Fuel ...................................................................................................................................................... 35
Jump Drives ..................................................................................................................................... 35
Maneuver Drives ............................................................................................................................. 35
Reaction Drives ............................................................................................................................... 36
Power Plants ................................................................................................................................... 37
Capital Ship Power Plants ............................................................................................................... 37
Pre Gravitic Drive Artificial Gravity Generation .................................................................................. 38
Thrust .............................................................................................................................................. 38
Centrifugal rotation ......................................................................................................................... 38
Design of a Spin Habitat .................................................................................................................. 39
Spacecraft Design Guide 3 Moon Toad Publications
Reaction Drive Spacecraft Components ......................................................................................... 39
Reaction Drive Heat Dissipation.................................................................................................. 39
Reaction Mass Tanks and Shielding ............................................................................................ 39
Magnetic Shielding ...................................................................................................................... 39
Improved Acceleration Protection .............................................................................................. 40
Hull Type Limitations ................................................................................................................... 40
3. The Main Compartment ................................................................................................................... 41
Bridge .................................................................................................................................................. 41
Secondary Bridge – Command Information Center ........................................................................ 41
Command Bridge ............................................................................................................................ 41
Compact Bridge ............................................................................................................................... 42
Hardened Bridge ............................................................................................................................. 42
Holographic Controls ...................................................................................................................... 42
Computers ........................................................................................................................................... 43
Jump Control Specialization (bis) .................................................................................................... 43
Hardened Systems (fib) ................................................................................................................... 43
Capital Ship Computers ................................................................................................................... 43
Sensors and Communications ............................................................................................................. 44
Survey Sensors ................................................................................................................................ 45
Countermeasures ............................................................................................................................ 45
Military Countermeasures Suite ..................................................................................................... 45
Sensor Upgrades ............................................................................................................................. 45
Improved Signal Processing ............................................................................................................ 45
Enhanced Signal Processing ............................................................................................................ 45
Distributed Arrays ........................................................................................................................... 45
Extended Arrays .............................................................................................................................. 45
Rapid Deployment Extended Arrays ............................................................................................... 46
Lifeform Scanner ............................................................................................................................. 46
Mineralogy Suite ............................................................................................................................. 46
Mail Services Array .......................................................................................................................... 46
Accommodation .................................................................................................................................. 47
Standard Staterooms ...................................................................................................................... 47
Spacecraft Design Guide 4 Moon Toad Publications
High Class Staterooms..................................................................................................................... 47
Crew Berthing ................................................................................................................................. 47
Barracks ........................................................................................................................................... 47
Heads .............................................................................................................................................. 47
Third Class ....................................................................................................................................... 48
Low Passage Berths ......................................................................................................................... 48
Internal Components .......................................................................................................................... 48
Additional Airlock ............................................................................................................................ 48
Armoury .......................................................................................................................................... 49
AutoDoc .......................................................................................................................................... 49
Briefing Room ................................................................................................................................. 49
Chapel ............................................................................................................................................. 49
Crew Recreation/Officer’s Lounge .................................................................................................. 49
Fuel Scoops ..................................................................................................................................... 49
Fuel Processors ............................................................................................................................... 50
Galley .............................................................................................................................................. 50
Gardens ........................................................................................................................................... 50
Gymnasiums .................................................................................................................................... 50
High Class Dining ............................................................................................................................. 50
Library ............................................................................................................................................. 50
Laboratory ....................................................................................................................................... 50
Luxuries ........................................................................................................................................... 51
Medical Facilities ............................................................................................................................. 51
Mini Galley ...................................................................................................................................... 51
Office ............................................................................................................................................... 51
Mineral Refineries ........................................................................................................................... 52
Ship’s Brig ........................................................................................................................................ 52
Ship’s Locker ................................................................................................................................... 52
Swimming Pools and Spas ............................................................................................................... 52
Theatres .......................................................................................................................................... 52
Training Facilities ............................................................................................................................ 53
UNREP (Underway Replenishment) System ................................................................................... 53
Spacecraft Design Guide 5 Moon Toad Publications
Vault ................................................................................................................................................ 53
Workshop ........................................................................................................................................ 53
External Components .......................................................................................................................... 55
Aerofins ........................................................................................................................................... 55
Breaching Tube ............................................................................................................................... 55
Docking Clamp ................................................................................................................................ 55
Grappling Arm ................................................................................................................................. 56
Heavy Grappling Arm ...................................................................................................................... 56
4. Armament ....................................................................................................................................... 57
Turrets ............................................................................................................................................. 57
Fixed Mounting ........................................................................................................................... 57
Pop‐Up Turrets ............................................................................................................................ 58
Point Defense Turrets ................................................................................................................. 58
Lasers .......................................................................................................................................... 58
Autocannon PDC ......................................................................................................................... 59
Gauss PDC ................................................................................................................................... 59
Missile Racks ............................................................................................................................... 59
Standard missile ...................................................................................................................... 59
Nuclear missile ........................................................................................................................ 60
Ortillery Missile ....................................................................................................................... 60
Shockwave Missile .................................................................................................................. 60
Fragmentation Missile ............................................................................................................ 60
Smart (standard military) missile ............................................................................................ 60
Multi–warhead Missile (MWM) .............................................................................................. 60
Decoy Missile .......................................................................................................................... 60
Long Range Missile (LRM) ....................................................................................................... 61
Advanced Smart (standard military) Missile (AdSM) .............................................................. 61
Antimatter Missile ................................................................................................................... 61
Particle Beam .............................................................................................................................. 61
Railguns ....................................................................................................................................... 61
Plasma Guns ................................................................................................................................ 62
Sandcasters ................................................................................................................................. 62
Spacecraft Design Guide 6 Moon Toad Publications
Pebbles .................................................................................................................................... 62
Chaff ........................................................................................................................................ 62
Sandcutter ............................................................................................................................... 62
Positron Lance ............................................................................................................................. 62
Barbettes ......................................................................................................................................... 63
Retractable Barbette Turret ........................................................................................................ 63
Railguns ....................................................................................................................................... 63
Basic ........................................................................................................................................ 63
Canister ................................................................................................................................... 64
X‐ray Laser ................................................................................................................................... 64
Mine Launcher ............................................................................................................................ 64
Standard Mine ......................................................................................................................... 64
Nuclear Mine ........................................................................................................................... 65
Bomb‐Pumped Laser Mine...................................................................................................... 65
Antimatter Mine ..................................................................................................................... 65
Torpedoes ................................................................................................................................... 65
Basic Torpedo .......................................................................................................................... 65
Nuclear Torpedo ..................................................................................................................... 65
Bomb–Pumped Laser Torpedo ............................................................................................... 65
Ortillery Torpedo ..................................................................................................................... 66
Antimatter Torpedo ................................................................................................................ 66
Bays ................................................................................................................................................. 66
Disintegrators .............................................................................................................................. 67
Fusion Gun .................................................................................................................................. 67
Jump Damper .............................................................................................................................. 67
Jump Projector ............................................................................................................................ 67
Meson Gun .................................................................................................................................. 68
Missile ......................................................................................................................................... 68
Particle Beam .............................................................................................................................. 68
Railgun ......................................................................................................................................... 68
Ortillery Railgun .......................................................................................................................... 68
Repulsors and Tractors ............................................................................................................... 68
Spacecraft Design Guide 7 Moon Toad Publications
Singularity Projector.................................................................................................................... 69
Torpedo ....................................................................................................................................... 69
Bays on Non Capital Ships ........................................................................................................... 69
Ammunition Magazines .................................................................................................................. 69
Spinal Weapons............................................................................................................................... 70
Meson Gun and Particle Beam.................................................................................................... 70
Railguns ....................................................................................................................................... 70
Disintegrators .............................................................................................................................. 71
Singularity Projector.................................................................................................................... 72
Technology Improvements ......................................................................................................... 72
Rapid Fire .................................................................................................................................... 72
Defensive Screens ........................................................................................................................... 72
Defensive Screen Determination Procedure .............................................................................. 73
Nuclear Damper .......................................................................................................................... 73
Meson Screen ............................................................................................................................. 73
Gravitic Deflectors....................................................................................................................... 74
Black Globe ................................................................................................................................. 74
Proton Screen .............................................................................................................................. 77
White Globe ................................................................................................................................ 77
Note for both Black and White Globes ................................................................................... 77
5. Small Craft, Vehicles, Drones and Cargo Holds................................................................................. 79
Mining Drones ..................................................................................................................................... 79
Repair Drones...................................................................................................................................... 79
Probe Drones ...................................................................................................................................... 79
Escape Pods ......................................................................................................................................... 79
Re‐entry Capsule ................................................................................................................................. 79
Re‐entry Pod ....................................................................................................................................... 79
Life Boat, Ship’s Boat, Shuttle, Pinnace, Cutter .................................................................................. 80
Air/Raft, ATV ....................................................................................................................................... 80
Hangars ........................................................................................................................................... 80
Standard .......................................................................................................................................... 80
Full ................................................................................................................................................... 80
Spacecraft Design Guide 8 Moon Toad Publications
Launch Tubes and Flight Decks ........................................................................................................... 81
Launch Tube .................................................................................................................................... 81
Flight Deck ....................................................................................................................................... 81
Recovery Deck ................................................................................................................................. 81
Cargo Hold ........................................................................................................................................... 82
Superior Cargo Hold ........................................................................................................................ 82
Armoured Cargo Hold ..................................................................................................................... 82
Liquid Cargo Hold ............................................................................................................................ 83
Livestock Hold ................................................................................................................................. 83
Livestock Low Berth Hold ................................................................................................................ 83
Freezer Cargo Hold .......................................................................................................................... 83
Concealed Compartment ................................................................................................................ 83
External Cargo Mount ..................................................................................................................... 84
6. Ship’s Crew ........................................................................................................................................ 85
Naval Ship Crews ................................................................................................................................. 85
Command ........................................................................................................................................ 85
Engineering ..................................................................................................................................... 85
Flight Operations ............................................................................................................................. 86
Gunnery .......................................................................................................................................... 86
Marines (Ship's Troops) .................................................................................................................. 86
Medical ............................................................................................................................................ 86
Service Crew .................................................................................................................................... 86
Flag .................................................................................................................................................. 87
Naval Crew Accommodation........................................................................................................... 87
Officers ........................................................................................................................................ 87
Enlisted ........................................................................................................................................ 87
Ship Software ...................................................................................................................................... 88
Avatar Interface .............................................................................................................................. 89
Costs and Maintenance ...................................................................................................................... 91
Mortgage or Debts .......................................................................................................................... 91
Life Support and Supplies ............................................................................................................... 91
Construction Time ............................................................................................................................... 92
Spacecraft Design Guide 9 Moon Toad Publications
Redecoration ....................................................................................................................................... 93
Refit and Refurbishment ................................................................................................................. 93
Refit ................................................................................................................................................. 93
Refurbishment ................................................................................................................................ 93
Technology Adjustments .................................................................................................................... 95
Technological Level Adjustments .................................................................................................... 95
Hulls................................................................................................................................................. 95
Drives .............................................................................................................................................. 95
Power Plants ................................................................................................................................... 96
Armaments and Screens ................................................................................................................. 96
Captial Ship Hit Section Tables ............................................................................................................ 98
Naval Capital Ship Crews ..................................................................................................................... 99
Crew Strength ................................................................................................................................. 99
Crew Skill Level ................................................................................................................................ 99
Capital Ship Endurance ................................................................................................................... 99
Design Example ‐ The Free Trader .................................................................................................... 101
Small Craft Design ............................................................................................................................ 102
Definitions ........................................................................................................................................... 102
Fighter ............................................................................................................................................... 102
Bomber .............................................................................................................................................. 102
The Boat ............................................................................................................................................ 102
Lander ............................................................................................................................................... 102
Shuttle ............................................................................................................................................... 102
The Design Process ................................................................................................................................... 103
1. The Hull ........................................................................................................................................... 104
Configuration .................................................................................................................................... 104
Standard Hulls ............................................................................................................................... 104
Streamlined Hulls .......................................................................................................................... 105
Distributed hulls ............................................................................................................................ 105
Hull and Structure ............................................................................................................................. 105
Armour .............................................................................................................................................. 106
Small Craft Armour Options .......................................................................................................... 106
The basic hull provides some protection from anti‐ship weapons fire, but it is possible to add heavier
armour to the hull for added defense. Naval vessels will always add armour, the amount depending on
the role and size of the vessel.
An armoured ship automatically decreases radiation exposure from space phenomena by 400 rads. (This
does not apply to meson attacks, x‐ray lasers and nuclear missiles, which bypass the armour or breach
the hull to deliver their radiation hits.)
Any selected armour options must be added during the installation of the ship’s armour, and cannot be
easily retrofitted without extensive refurbishment in a spacedock.
The amount of armour that can be added to a spacecraft is determined by the technological level of the
type of armour added. This is defined by the table below.
Table: Ship Armour by Type
Armour Type TL Protection Cost Maximum Armour
Titanium Steel 7 2 per 5% 5% of base hull TL or 9 whichever is less
Crystaliron 10 4 per 5% 20% of base hull TL or 12, whichever is less
Bonded Superdense 14 6 per 5% 50% of base hull TL or 16, whichever is less
Nanoflux 18 8 per 5% 70% of base hull TL
Nanoflux armour consists of a thick layer of gel‐like nanite infused fluid sandwiched in bands of Bonded
Superdense armour structure. This armour is essentially a reactive “smart armour” as it concentrates at
the point of impact to absorb physical impacts and flows around heat sources to dissipate energy. It is
available at TL18.
There is no requirement to add armour in 5% elements, but it must be added in whole armour point
values.
For example, the minimum element which can be added for Titanium Steel is 2.5%, which is a single point
of armour.
For a naval capital ship, armour can be allocated differently per section. If this is required, the cost is
determined by treating each section as a separate hull of the appropriate size. Again, armour does not
need to be allocated in 5% allocations however it must be added in whole armour point values.
Adding additional armour to asteroid hull vessels is allowed but the natural armour of either type must
be included into the total hull armour value allowable by TL or the selected armour limits.
Radiation Shielding
Radiation shielding improves the ship’s protection so that it is shielded against artificial radiation
sources (such as nuclear missile detonations and meson gun impacts) and against radiation from natural
sources (such as solar flares, system bodies and pulsars). A ship with radiation shielding decreases the
amount of rads absorbed by all crew by 1000, treats the bridge as if it is hardened and provides 6 extra
armour points against radiation damage from nuclear weapons, particle beams and fusion guns.
Radiation shielding costs 0.25MCr per ton of hull.
Self-Sealing
A self‐sealing hull automatically repairs minor breaches such as micrometeoroid impacts, and prevents
hull hits from leading to explosive decompression. It costs 0.01MCr per ton of hull.
Electrified
An electrified hull is a defensive system that charges the hull with high voltage current directly tapped
from the ships power plant. The inside of the vessel is insulated. Designed to discourage dangerous life
forms and intruders attempting to gain access to the vessel, the charge level can be varied from 1‐ 6d6
damage. Referees may judge that armour and some suits can reduce or nullify this damage. It costs
0.2MCr per ton of hull, requires a working power plant to function and has no benefit or effect in space
combat.
Reflec
Reflective coating on the hull increases the ship’s armour against lasers by 3. Adding Reflec costs 0.1MCr
per ton of hull and can only be added once.
Stealth
A stealth coating absorbs radar and lidar beams, and also disguises heat emissions. This gives a ‐4 DM on
any Sensors rolls to detect or lock onto the ship. Adding Stealth costs 0.1MCr per ton of hull, and can
only be added once.
Improved Stealth
An improved stealth coating provides more efficient absorption of radar and lidar scans, masks neural
scans, and also improves the disguising of the vessel’s heat emissions. This gives a ‐5 DM on any Sensors
rolls to detect or lock onto the ship. Adding Improved Stealth costs 0.2MCr per ton of hull and can only
be added once.
Table: Ship Armour Options
Hull Option TL Cost (MCr) per Hull dT
Heat Shielding 7 0.1
Radiation Shielding 8 0.25
Self‐Sealing 9 0.1
Electrified 9 0.2
Reflec 10 0.1
Stealth 11 0.1
Improved stealth 14 0.2
When designing Reaction Drive spacecraft, it is important to note that they will require additional
components. These are described on page 38, along with other options such as spin gravity generation
components.
Solar Sail
A deployed solar sail covers an area dozens of kilometers across. It is made of a flexible synthetic fabric
that has limited self‐repair capabilities. Particles emitted by the sun (the ‘solar wind’) catch the sail and
provide a minuscule amount of thrust. A ship using a solar sail as its primary method of propulsion has
an effective thrust of 0 and requires several days or weeks to change its course or speed.
A solar sail costs 0.01MCr per ton of ship, and takes up 5% of the ship’s total tonnage when stowed. It
cannot be used during combat or when a Jump Drive is engaged.
Jump Drive
To determine jump drive characteristics, consult the Drive Performance and Drive Costs Table on pages
27‐28. Jump drives cannot be installed on vessels smaller than 100 tons and cannot operate within a one
hundred diameter radius of any planetary body.
For starships with hull sizes greater than 5000 tons, a jump drive will require a percentage of the hull
size depending on the selected jump drive’s performance. Capital Ship jump drives cost 2MCr per ton.
Table: Capital Ship Jump Drives
Rating 1 2 3 4 5 6
% of displacement 2 3 4 5 6 7
Jump TL 9 11 12 13 14 15
Rapid Cycle Jump Drives
A normal jump drive requires the drive to be undertake preparation before jump and the ship’s jump
capacitors have re‐charged. This procedure takes at least one hour but usually takes up to sixteen hours
if all pre‐jump checks are undertaken. A rapid cycle drive can charge considerably quicker not normally
require preparation. After a jump, roll 2d6. On a 3+, the drive does not need a preparation roll and can
jump again immediately. However, the time period between jumps does raise the chance of a misjump.
A rapid cycle jump drive costs 10% more than a standard jump drive.
Slipstream Drive
Capable of allowing starships to cross up to six parsecs in a single transit instantly, slipstream drives can
be fitted into vessels one hundred tons or larger. A slipstream drive cannot operate within a two
hundred diameter radius of any planetary body.
Slipstream drives consume no fuel, are three times the tonnage and are 10% more than the cost of an
equivalent rated jump drive.
Table: Alternative Jump Drives
Size Cost Fuel Use
Drive Name Multiplier Multiplier Multiplier
Spindle Drive x2 x1.5 x1
Slipstream Drive X2 x1.1 No Fuel
For additional alternatives to jump drives, please refer to CE: SRD, page 97.
Calculation Example
Allocating 300dT of hull (2 x150dT) as a spin habitat array requires spin machinery to be;
0.4 x 300 = 150dT machinery at a cost of 0.4 x 150dT = 48MCr.
An extendable spin habitat is able to rotate and fold down against the main hull for protection and to
improve streamlining. The space required is 60% of the summed components at a cost of 0.6MCr per
ton.
Unlike gravitic drive ships, reaction drive ships must install radiators. A radiator array requires 10% of
the combined total of drive and power plant displacement at a cost of 80,000Cr per ton of radiator
array.
Magnetic Shielding
Normally a spacecraft’s hull equipped with radiation shielding (see page 25) will provide very good
protection from the hazards of space travel, but there still can be some risks to both crew and
passengers depending on the zone of space through which the ship is traveling.
At a sufficiently high technology, reaction drive spacecraft crew and passenger areas can be protected
by a shaped magnetic field of sufficient strength projected outside the hull that is designed to deflect
harmful cosmic radiation and particles of matter.
Starting at TL 10, a magnetic field generator costs 1MCr per 10 tons of space it is to protect. The
generator will take up 0.25 tons of the total space protected.
There are a number of methods to provide such protection, but the simplest is to provide acceleration
couches. These are considered part of the cost of a spacecraft and add 5% to the cost of any bridge type
and stateroom.
Distributed hulls
o Cannot land on any planetary surface or enter any atmosphere type.
Standard Hulls
o Spacecraft of this hull type can land and leave a planet with an atmosphere but cannot
maneuver within that atmosphere. These vessels can have spin gravity. See page 38 for
further details.
Streamlined Hulls
o Space craft of this hull type are able to land, leave and maneuver in any atmosphere.
The only type of spin habitat available for this hull type are extendable spin pods.
Engineering Section summary: Allocation = 76dT, Cost = 44MCr
Survey Sensors
Survey sensors integrate a suite of probe drones and deployable satellites into the sensor system and
are optimized for scanning large areas at great speed. Survey sensors are an equivalent replacement for
Advanced Sensors but reduce the time taken to scan a planetary surface by one step.
Countermeasures
A countermeasures suite is specifically designed for the purpose of jamming of enemy transmissions.
Functionally equivalent to an advanced sensor suite but with a higher +4 DM for countermeasures.
Meson communications cannot be blocked.
Military Countermeasures Suite
A much enhanced and more powerful countermeasure suite with a +6 DM for countermeasures.
Sensor Upgrades
Any sensor suite may be upgraded with a range of options to improve likelihood and quality of
information and the range at which objects may be detected.
Improved Signal Processing
Signal processing consists of extremely specialized computers and software to improve the quality and
likelihood of detection. Improved signal processing provides a +2 DM to sensor tasks and improves of
range band of “full” and “limited” by 1 for radar, lidar and densitometer as well as thermal and visual
sensors. However, this comes at a cost of increased vulnerability to jamming, with all jamming DMs
doubled.
Enhanced Signal Processing
An upgraded version of improved signal processing providing a +4 DM, an increase of the range band by
2 and removal of the any jamming susceptibility.
Distributed Arrays
By using multiple hull mounted arrays in an integrated computer controlled arrangement, it is possible
to increase the effective sensor antenna size and increase the longest range of the sensor (all increased
range performance is at “minimal” level of detail). Visual and Thermal sensors can now detect at Very
Distant Range (from 150,000 to 300,000km), EM and active radar/lidar to Distant range (50,000–
150,000km) and passive radar/lidar to Long range. This modification cannot be added to standard
sensors and can only be added to ships of 5,000dT displacement or more. Due to their surface area
requirements only one sensor suite per craft can be fitted with distributed or extended arrays.
Extended Arrays
An extended array is identical to a distributed array, but because the arrays are extended well beyond
the hull of the ship on retractable arms, there is no limit on the size of the ship. However, with the arms
extended the ship can be detected at a +2 DM by all sensors bar NAS and it may not use its maneuver or
Jump drive.
Design plans for ships will often allocate reserve tonnage to allow for future sensor upgrades or other
uses such as in installing fire control for weapons.
Heads
For naval vessels and even some civilian vessels, the head is a standard fitting. These are self‐contained
fresher facilities located outside berths or staterooms. There are two types:
Toilet facilities only, displacing 1 ton and costing 0.05MCr
Toilet and shower facilities, displacing 1.5 tons and costing 0.1MCr
A ship’s head is often combined into larger facilities of two, three or even single units. The number of
heads required for a ship is typically one head per four crew members but up to a maximum of eight
crew can be allowed for.
Workshop
Every vessel requires some allocation of space for engineering crew to be able to repair equipment and
ship systems or fabricate new components. It includes work space, tools and an industrial 3D printer to
manufacture new parts and other equipment as needed. A workshop displaces 4 tons at a cost of 1MCr.
Gauss PDC
Firing 15mm solid projectiles, the rapid fire gauss point defense cannon is primarily used as a point
defense weapon firing in 25 round bursts. These are usually mounted in a single pop‐up point defense
turret. There are 20,000 rounds of ammunition in one ton costing 1,500Cr per ton.
Missile Racks
Missile racks are launchers for small anti‐ship missiles. The damage of a missile depends on the type of
missile used. Missile racks need ammunition – twelve missiles take up one ton of space.
Missiles are capable of thrust 10 but have a limited endurance of 60 minutes (3.6 turns) before they run
out of fuel.
Table: Missile Launch Range
Range Turns to Impact
Adjacent ‐
Close ‐
Short 1
Medium 1
Long 1
Very Long 2
Distant 2
Table: Missile Types
Cost per 12
Missile Type TL Damage missiles (Cr)
Standard 6 1d6 15,000
Nuclear 6 3d6 + 1 radiation hit 45,000
Ortillery 7 4d6 25,000
Shockwave 7 special 35,000
Fragmentation 7 2d6 20,000
Smart (standard military) 8 3d6 30,000
Multi‐Warhead 8 2d6 x 1d6 60,000
Decoy 9 2d6 35,000
Long Range 9 2d6‐2 35,000
Advanced Smart 13 3d6+3 75,000
Antimatter 21 6d6 120,000
Standard missile
Standard missiles get to make a single attack. This type of missile is freely available to civilian vessels to
use for defense. Standard missiles are a sensor guided missile controlled by the ship's fire control and
are considerably cheaper and much less accurate than the more sophisticated standard military missile
incurring a ‐4DM over at ranges greater than Long range.
Fragmentation Missile
Designed to defend a vessel against small craft such as fighters or even clusters of incoming missiles, the
fragmentation missile can actively seek incoming fighters or fighter formations exploding just prior to
interception sending out a cone of high velocity shrapnel. Especially effective when fired in mass
barrages, fragmentation missiles are capable of crippling attacking bombers formations or dispersing
fighter screens. Upon reaching a target, the missile will make an attack roll against that target and up to
three others within Adjacent range.
Smart (standard military) missile
Smart missiles will keep making attacks each turn with an attack roll of 8+ until they hit or are
destroyed, jammed or run out of propellant. This type of missile is used by naval vessels and civilian
vessel owners or captains will be prosecuted if they are found to be using them.
Multi–warhead Missile (MWM)
Multi–warhead missiles carry a payload of six warheads. The downside is that the larger payload slows
the missile, so it takes longer to reach its target.
Table: MWM Launch Range
Range Turns to Impact
Adjacent ‐
Close ‐
Short 1
Medium 1
Long 2
Very Long 2
Distant 3
Decoy Missile
Armed with a single warhead smaller than those on a standard military missile, decoy missiles also have
a pair of small pods equipped with powerful transmitters and jammers. The pods are pre‐programmed
to detach from the missile before impact confusing point defense systems. All anti‐missile fire directed
at this missile suffers ‐2DM.
Sandcasters
Sandcasters are primarily anti‐laser defensive weapons as they dispense small particles which
counteract the strength of lasers and protect the ship. A sandcaster reduces the damage from a beam
weapon by 1d6. They are remarkably flexible weapons and are capable of carrying different payloads.
Sandcasters require ammunition.
Sandcasters are as effective as lasers used for point defense as long as the missile it is defending against
is fired from at least medium range.
Twenty standard sandcaster barrels or canisters take up 1 ton of space, and cost 10,000Cr.
Table: Canister Types
Cost per 20
Canister Type TL Damage canisters (MCr)
Sand 7 ‐ 0.01
Pebbles 7 1d31 0.20
Chaff 8 ‐ 0.25
Sandcutter 8 ‐ 0.35
1 See Pebbles description below.
Pebbles
Pebble canisters are designed as basic offensive rounds for a sandcaster. Pebble round canisters allow
the sandcaster to deal 1d3 kinetic energy damage when used as an attack. They do not provide
protection against laser fire.
Chaff
A Sandcaster chaff canister disrupts sensors and communications within the chaff cloud. All Comms,
Sensors, Remote Operations or missile attack rolls within a chaff cloud suffer a ‐1 DM and can be fired at
any target within Close range. They do not provide protection against laser fire.
Sandcutter
Essentially an anti‐sandcaster round, a sandcutter round fires a hail of electromagnets into the midst of
an enemy sand cloud. These magnets cause the sand to clump together so reducing effective protection
and a successful use of a sandcutter shot halves the protection offered by a sand cloud. Typically a
Sandcutter round will be fired in coordination with a laser beam attack. They do not provide protection
against laser fire.
Positron Lance
Firing a beam of positrons or antielectrons (antiparticle or antimatter counterpart of the electron) the
lance can deliver considerable damage to a target.
Standard Mine
The standard mine contains a high explosive warhead with a proximity fuse and can deal 3d6 damage to
a target.
Basic Torpedo
Effectively a kinetic kill weapon, the basic torpedo consists of a small but powerful engine, guidance
computers, and a fragmentation device. It deals 4d6 damage on a successful hit.
Nuclear Torpedo
A nuclear torpedo will deal 6d6 damage, as well as an automatic radiation crew hit.
Ortillery Torpedo
Heavy ortillery torpedoes are used for bombing fortified positions. They deal 8d6 damage, but are much
too slow to be effective in space combat. They move at the same speed as a multi‐warhead missile.
Attacks made with an Ortillery Torpedo have a ‐2DM to hit, and Point Defense attacks against the
torpedo have a +2DM.
Antimatter Torpedo
The antimatter torpedo uses mutual annihilation of hydrogen and anti‐hydrogen atoms within a
warhead to create a very powerful explosion.
Bays
Bay weapons are much larger than turrets and are able to mount larger weapons or multiple smaller
weapons and are generally found only on larger naval vessels and capital ships. The number of bays that
a capital ship can mount is limited by the ship’s power plant (see power plant section) and by the
number of hardpoints.
Standard Bays are 50 tons or 100 tons, use one hardpoint and 1 ton of fire control while heavy bays are
500 tons. Heavy bays provide a much larger warship (such as battlecruisers or battleships) with a
significant increase in firepower. A heavy bay uses five hardpoints, 1 ton of fire control and is first
available at TL 11.
Bays are effective at engaging much larger targets but they do have issues when engaging lighter
combatants, suffering a ‐2DM when attacking targets from 200 to 1000 tons and a ‐4DM when attacking
targets of 100 tons or less. Heavy bays however have a +4DM when attacking targets of over 5000 tons
due to the much greater amount of weaponry they hold. The exception to this is railgun bays firing
canister projectiles.
Standard
Tractors 20 Short Special 35
100 Ton
Weapon TL Range Damage Cost (MCr)
Missile 6 Special Flight of 24 missiles 24
Particle Beam 8 Long 9d6 + radiation hit 40
Light Torpedo 9 Special Flight of 6 torpedoes 24
Heavy Torpedo 9 Special Flight of 2 torpedoes 30
Rail Gun 9 Short 3d6 x 6 60
Repulsors 10 Short Special 15
Meson Gun 11 Long 8d6 + radiation hit 100
Fusion Gun 12 Medium 8d6 + radiation hit 16
Tractors 16 Short Special 40
Disintegrator 17 Medium 10d6 130
Singularity Projector 21 Medium 13d6 + special 160
500 Ton
Weapon TL Range Damage Cost (MCr)
Particle Beam 8 Long 12d6+4 + radiation hit 100
Heavy
Damage Penetration
100‐199 I
200‐299 II
300‐399 III
400+ IV
Railgun spinal mounts ignore armour equal to three times its penetration rating (see penetration table
above) with any residual armour reducing the damage inflicted on a successful hit by twenty times per
point of armour remaining.
For example, a 250 damage type II railgun spinal mount is fired at a light cruiser with 8 points of
crystaliron armour within optimum range. As a type II penetration weapon, it ignores six armour points
leaving 2 points. Damage to a single section of the light cruiser is calculated to be 250‐(2x20) = 210
damage.
Disintegrators
Disintegrators nullify the strong molecular attraction that holds all matter together, causing an object’s
atoms to fly apart.
Table: Spinal Mount Disintegrators
Type TL Tons Damage Cost (MCr)
A 17 3,000 300 4,000
B 18 3,500 350 4,500
C 19 2,000 300 4,500
D 20 3,000 400 5,000
E 21 3,500 450 4,800
Disintegrator Spinal Mounts must be able to overwhelm any passive defensives such as armour and
screens. Penetration is graded on the amount of damage they inflict in accordance with the following
table:
Damage Penetration
300 ‐ 359 I
360 ‐ 409 II
410+ III
For example a naval architect is designing a spacecraft that has a power plant rating of 4 with 3 nuclear
dampers and 2 black globe generators. Due to the size of the power plant the maximum number of
screens in each group is 2 (4 divided by 2 = 2). The naval architect chooses to split the nuclear dampers
into groups of 2 (which is the primary screen) and 1 (redundant). The primary nuclear damper reduces
fusion gun and nuclear missile damage by 4d6 and removes the automatic crew hit from these weapons.
The black globes are in a single group of 2, enabling a flicker rate of 20% to be maintained.
For example a 40,000 ton TL 15 warship design has a powerplant rating of 5. Each of its screen groups
are initially capped at 5, so it can potentially have up to 5 meson screens, 5 nuclear dampers and 5 black
globe generators. The power plant rating of 5 further limits how many active screens there can be within
each group (5/2 = 2.5 rounded up to 3. Further, a Tech Level 15 design allows for a limit of 6 nuclear
damper generators, 6 meson screen generators and 3 black globe generators. So the final design creates
three groups of defensive screens; 3 nuclear damper screens, 3 meson screens and 3 black globe
generators (flicker rate of 30%). The design could also add redundant generators as backups.
Black Globe
First available at TL 15 Black Globe generators project an energy absorbing barrier which shunts any
energy it absorbs into the vessel’s onboard energy storage capacitors irrespective of its type. Any vessel
using a Black Globe generator cannot manoeuvre, dodge, jump, use weapons or use sensors whilst the
globe is active.
A spacecraft using a Black Globe is unable to move or even see out so the device has considerable
limitations which are offset by the capability to “flicker” the black globe. Flickering is the percentage of
full absorption and must be determined at the start of each space combat turn. This provides the ship
intermittent protection whilst allowing manoeuvring, sensor use and offensive/defensive actions to take
place in the very brief periods when the black globe is cycled down. Each 10% of flicker acts as additional
2 points of armour against all weapons.
Because a black globe generator absorbs all energy when fully active and not flickering it is thus unable
to be detected by any sensors. This is only a fleeting advantage if the location of the ship is already
known and its course plotted, providing an enemy vessel a +6 DM when the generator is switched off
and the field is down.
Adding additional generators improves the flicker level of the field. This means that the maximum
percentage of time that the field is actively protecting the vessel increases.
Table: Black Globe Flicker Rate
Active Generators Maximum Flicker Rate%
1 10%
2 20%
3 30%
4 40%
5 50%
6 60%
7 70%
8 80%
9 90%
10 100% (No Flickering)
Flickering is the percentage of full absorption.
For example a vessel with six active generators allows a field flicker rate to be 60%. This means the black
globe is fully active for 60% of any turn and absorbing 60% of the energy impacted on it. If successfully
hit by enemy fire 40% of the damage is passed through.
White Globe
The White Globe further refines black globes by creating a unidirectional field that is able to reflect
much of the absorbed energy away from the vessel it is protecting. It is this energy reflection glow that
gives the generator its name. White globes can eventually discharge all the damage energy they absorb,
given enough time and providing that the portion of energy shunted to the onboard capacitors does not
overload them, with the consequence of destroying the vessel as all that energy is liberated at once. As
white globe generators produce a unidirectional field, the vessel it protects is free to use its sensors,
manoeuvre freely and fire weapons. There is no need for the field to flicker.
Onboard capacitor capacity can be calculated using the same requirements as a black globe. As white
globes are continuously discharging each ton of capacitor can thus absorb 60 damage points.
Capacitors for white globes can be discharged in a similar manner to the capacitors of a black globe. For
each space combat turn the white globe generator is powered down the capacitors will discharge stored
energy (damage) equal to 5% of the hull size multiplied by 10% of the power plant tonnage as radiated
heat.
Note for both Black and White Globes
Because both black and white globes operate by absorbing energy, a catastrophic overload caused by
the intersection of a large body over 50 tons and the field will immediately overload and destroy the
generator as the field attempts to resolve all the kinetic energy of the intersecting mass. The resulting
catastrophic detonation of the capacitors will cause 3d6 critical hits.
Table: Screen Types
Hull Code A ‐ P
Screen TL Effect Tons MCr
Nuclear Damper 12 Reduces fusion gun, nuclear warheads and 20 30
disintegrator damage by 2d6. Removes automatic
crew hit from radiation.
Meson Screen 12 Protects against meson weapon damage, reducing 20 60
damage by 2d6
Gravitic Deflectors 13 Protects against all high energy and projectile 30 80
weapons, reducing damage by 2d6. It does not
provide protection from meson weapons, nuclear
weapons, disintegrators and singularity projectors.
Black Globe 15 Black Globes restrict all damage effects from hitting 30 100
the vessel
Proton Screen 19 Protects against antimatter warheads, reducing 30 50
damage by 2d6
White Globe 20 White Globes restrict all damage effects from hitting 30 250
the vessel while allowing the ship to use sensors and
manoeuvre without restriction.
Design example – The Main Compartment – Armament
A 200 ton hull allows for two available hard points. To keep purchase costs down, only one hardpoint will be fitted
with a double turret and only the fire control allocated for the other. A space of 2dT is allocated for reloads.
Providing a mix of weapons for the single double turret allows for a layered defense.
Fire control for empty hardpoint = 1 x 1dT = 1dT
Double Turret = 1dT (with fire control included) costing 0.5MCr.
Magazine for both turrets = 2dT costing 0.1MCr per ton = 0.2MCr.
Weapons in turret:
1 x beam laser = 1MCr and 1 x Sandcaster = 0.25Mcr = 1.25MCr.
Main Compartment – Armament: Allocation = 4dT, Cost = 1.95MCr.
Spacecraft can carry a number of small craft, vehicles and drones depending on the spacecraft’s size and
intended role. Small Craft are either docked within a hangar or docked externally, while vehicles tend to
be stored within vehicle bays. During design any allocation made for any small craft or vehicles must
indicate if that small craft or vehicle is to be either carried on the outer hull or in a hangar on board.
Drones will have their own allocations depending on type.
Mining Drones
Belters use mining drones to mine asteroids. Each set of mining drones requires an allocation of 10 tons,
and allows the ship to process 1d6 x 10 tons of asteroid materials per working day. Included within the
tonnage allocated is the ore handling machinery which allows the ship to take on ore and transfer it to
the cargo hold.
Repair Drones
The inclusion of repair drones allows a ship to make general maintenance and urgent battlefield repairs
with Expert Mechanics software or when managed by a crewmember with Mechanic or Engineer skills.
Repair drones have the same statistics as repair robots (CE: SRD, page 51) but without an Intellect
program.
Probe Drones
Probe drones are used for surveying planetary surfaces, surveying orbiting satellites, derelicts and other
space debris and act as communication relays. When surveying planetary surfaces, a probe drone is
launched from orbit in disposable entry shells and must be recovered manually after mission end. There
are 5 probe drones per 1 ton allocation. Refer to CE: SRD, page 51 for probe drone data.
Escape Pods
Escape pods (rescue bubble) can be provided for the use of both crew and passengers in the case of
emergencies requiring the need to abandon the ship. Standard single person rescue bubble data can be
found in the CE: SRD, page 53. Standard double occupant rescue bubbles are simply larger versions of
the single occupant type.
Re-entry Capsule
The TL 8 Re‐entry capsule allows an occupant of a spacecraft to quickly exit and descend to the surface
of any planet it is orbiting. Featuring heavy heat‐shielding they can provide a rocky, though relatively
safe, descent through the atmosphere. Each capsule holds a single person and is generally used as an
emergency escape facility to save lives when a ship is in danger of being destroyed. Each installed re‐
entry capsule requires 0.5 tons and costs 20,000Cr.
Re-entry Pod
Larger than a re‐entry capsule a TL 9 re‐entry pod serves a similar purpose to a capsule but has a gliding
surface and computer guidance, This provides the two occupants with more control of the descent in
order to avoid potentially dangerous terrain so to arrive safely to the planet’s surface. Full manual
control of a descent is available if one of the occupants has the Aircraft (Winged Aircraft) skill. Each
installed re‐entry pod requires 1 ton and costs 150,000Cr.
Gunnery
The ship should have a chief gunnery officer and at least 1 petty officer for each type of weapon aboard.
The gunnery department should have 10% officers and 30% petty officers. If a weapons section type has
more than 15 crew it will require a junior officer and a petty officer. For every additional 15 crew
another officer must be assigned.
Turret and barbette weapons
Should have a crew of at least 1 per turret or turret type.
Standard Bay weapons
Should have a crew of at least 2.
Heavy Bay weapons
Should have a crew of at least 5.
Spinal mount
Should have a crew of 1 per 100 tons of weapon
Screen device (nuclear damper, meson screen etc)
Should have a crew of at least 4.
Each operational fighter or drone
Requires at least 1 crew member
Marines (Ship's Troops)
Most naval vessels over 500 tons have a marine (or military) contingent aboard which ranges in size
from a squad to a regiment varying from 3 per 100 tons to 3 per 1000 tons depending on the role of the
vessel. Ship's troops often fill the role of security forces aboard the ship, and are used for planetside and
in‐space operations by the commander where necessary. Ship's troops are also used for damage control
parties, manning of some weapons, and boarding actions. Marine contingents must have appropriate
levels of commissioned and noncommissioned officers assigned.
Medical
This department provides medical support for crew during day to day operations and during combat
operations. The size of the department is entirely dependent on the size of the ship’s medical bay. On
warships with more than five beds the department head will be a qualified naval doctor, though
sometimes a naval doctor will be assigned to a ship with a medical bay that has only four beds. For
vessels over 10,000 tons additional medical personnel of 2 per 10,000 tons are required.
Service Crew
The ship itself may have a requirement for other sections which provide basic services, including shops
and storage, security (especially if there are no ship's troops aboard), maintenance, food service, and
other operations. Allow 4 per 1000 tons if there are no ship's troops. This can be reduced to as low as 3
Flag
If the warship has dedicated capability to function as a flagship then accommodation allowances must
be made for the flag officer and his staff. Assume the flag officer, his aide and up to three ratings.
Table: Naval Ship Crews
Department Base Crew
Command 16 + 5/10,000 tons of ship
Flag 5
Engineering 1/35 tons of drive
Gunnery 2‐5/bay weapon, 1/turret or barbette, 4/screen, 1/100 tons of spinal weapon
Flight Crew of craft, +1 mechanic per craft
Medical 1 per 2 beds, over 5 beds also requires a doctor (officer). See page 51 for
additional crew requirements. Ships over 10,000dT, 2/10,000 additionally
required
Marines Varies
Service 4/3 per 1000 tons
Naval Crew Accommodation
Officers
Officers, depending on rank, will either share a stateroom with another officer or if sufficiently senior,
be provided with their own stateroom. The captain of the ship must be provided with an individual
stateroom, as must the executive officer, department heads and the commander of any ship's troops.
Junior officers will share a stateroom with another junior officer.
Enlisted
Enlisted personnel are accommodated in eight bed crew berths. On some smaller naval vessels that
have more conventional stateroom accommodation, two spacers will bunk in one stateroom.
Design example – The Main Compartment – Crew, Passengers and Accommodation
Now that all the drives and components are added a crew size and the correct accommodation allocation can be
determined. Checking the Civilian Ship Crew table will provide crew requirements based on the ship design. For
the best crew size a captain, navigator, engineer, medic, gunner and steward are needed. However if crew can
double up on positions then that number could shrink to four. Up to ten middle class and ten low passage
passengers can be carried.
Crew = 4 x standard staterooms (double rated) = 4 x 4dT = 16dT costing 2MCr.
Middle Passengers = 4 x standard staterooms (double rated) = 4 x 4dT =32dT costing 2MCr.
Low Passengers = 8 x Low berths = 8 x 0.5dT = 4dT costing 8 x 0.05MCr. = 0.4MCr.
Avatar Interface
Avatar interfaces form highly effective Human‐Computer‐Interfaces (HCI) allowing visual and audio
sensory interaction with the ship's computer. To enable use of an Avatar, bridge holographic controls
and ship’s computer Intellect or Artificial Intelligence software is required.
Evolving from primitive holographic displays used in commercial use, Avatars developed further as
technology advanced to provide an effective means for crew to communicate and interact with their
ship. By TL 16 the development of true artificial intelligence has further enhanced the Avatar interface
allowing downloadable, artificial and biological Avatars that could leave ships with fellow crew and
provide enhanced access to ship's computing and knowledge resources.
Common practice on military vessels is to maintain a standard shape and personality fitting with the
polities cultural and service regulations while civilian vessels can often be found to have a creative range
of customized Avatars including fantasy, historical, and futuristic characters. Early Avatar's personalities
can be tuned to fit a range of human emotions, while more advanced Avatars reflect the unique and real
persona of the ship’s artificial intelligence. Contrary to popular horror fiction across known space, there
have been no recorded Avatars suffering mental illness or attempting to cause harm to their crews.
Early Avatars are enhanced with Expert, Agent, and Intellect modules (CE: SRD page 48) and can be used
as an adjunct to Intelligent Interfaces on starships. In addition, an Avatar can be programmed to take
the form or shape of any human, with further packages available to customize the persona, clothing,
The table must be fully completed and contain no empty slots. Table entries marked Type A, Type B or
Type C may contain one of the components as per the Component Table below.
Excess Type A components can be placed into unused Type B slots and if there are not enough Type B
slots then use unused Type C slots.
If all the ship’s components are unable to be placed on the Section Hit table, then list the largest
tonnage components.
If, after all components are placed into the Section Hit table there are empty slots then those internal
and external slots are to be populated with structure and hull respectively.
If a crew has a particularly skilled commanding officer or department head (skill level of 4) then they will
provide an additional +1 DM to one skill roll per turn. A skill roll can only benefit from one officer bonus
only.
The gunnery officer on a patrol cruiser is a highly experienced officer with Gunner (Turrets) 4. “Guns”
can then provide a +1 DM to one gunner check per turn.
Capital Ship Endurance
Both commercial class ships and naval capital ships are able to operate for one month without needing
to go into a starport or the nearest naval facility for maintenance, assuming an adequate supply of fuel.
This is increased by one month for every 1% of total tonnage dedicated to cargo. For a naval vessel if
Design example
Having received a design order for a custom small craft from a client, the naval architect, on discussion with the
client determines that a 30 ton (dT) hull would be a suitable choice. This would allow enough room for the
requested high thrust drive, the crew, passengers and a small cargo capacity for the small craft’s displacement.
1. The Hull
Hulls are identified by their displacement, expressed in tons (dT).
Table: Hull Costs
Hull (dT) Hull Code Price (MCr) Construction Time (weeks)
10 s1 1 28
15 s2 1.15 29
20 s3 1.2 29
25 s4 1.25 30
30 s5 1.3 30
35 s6 1.35 30
40 s7 1.4 31
Small Craft
Small craft hulls vary in their requirements for drives and power plants based on tonnage. Any specific
drive will be thus be less efficient as the tonnage it must create thrust for increases. The drive
performance table lists 22 standard maneuver drives and power plant types; identified by drive codes sA
through sX (omitting I and O to avoid confusion). Also listed are various standard hull tonnages. If any
odd sized, custom hull tonnages are required then those should be read at the next higher hull tonnage
level. Correlating hull size with drive letter indicates drive performance. If a hyphen (‐) is listed, then that
combination of drive and hull is not allowable.
It is important to note that all drive calculations and tables in this book are for commercial grade drives
only.
The performance listed for the manoeuvre drive is the Thrust number which is the number of G’s
acceleration available for that drive type.
The table below lists the drive rating and technological levels of maneuver drives including thrust values
(in G’s). There are exceptions, one being that chemical rockets that can create high thrust for very short
periods of time. New M‐Drive technologies will also affect maximum thrust rating of a drive.
Table: Small Craft Drive Tech Levels
Technology Level
Drive Rating M‐Drive
0 6
1 7
2 7
3 8
4 9
5 9
6 9
7 10
8 10
Military Grade Drives
Naval small craft are more heavily armed, armoured and full of redundant systems, requiring more
powerful purpose built drives to provide everything needed with power and still to be able to maneuver
in combat. Further, military grade drives are more resistant to damage, negating the first damage hit
caused by combat or other causes.
If installed as part of a design, military grade drives will cost 25% more and are 10% bigger than
equivalent civilian grade drives.
The power plant rating (sA‐sZ) must be at least a rating of 1 and must be equal to or larger than the
maneuver drive.
Small craft intended for use in atmosphere use either Aerorocket or Scrampulse drives. Both are hybrid
drives that provide for atmospheric and space movement. When designing Reaction Drive small craft it
is important to note that they will require additional components. These are described on page 112.
Solar Sail
Solar Sails are large and can be up to several kilometers across. Made of a flexible synthetic fabric that
has limited self‐repair capabilities, the sail is designed to catch particles emitted by the sun (the ‘solar
wind’) which provides an extremely small amount of thrust. Any ship using a solar sail as its primary
method of propulsion has a thrust of 0, requiring several days or weeks to change its course or speed. A
solar sail costs 0.01MCr per ton of ship, and requires an allocation of 5% of the ship’s total tonnage
when stowed.
Power
Just like larger spacecraft, a small craft must have a power source. The standard power plant for any
spacecraft is the fusion reactor. Compact, efficient and powerful, it will provide more than adequate
power for all systems. There are alternative sources of power for a small craft available listed below.
Chemical Plants
Chemical plants use petrochemical or synthetic fuels chemical plant fuel cannot be skimmed from gas
giants or taken from water sources and cannot be used by reaction drives. These are very low
technology power plants.
When not using active sensors, weapons or more than occasional use of very long communication, craft
with chemical power plants halve their fuel consumption. For example, normally a 90 ton shuttle with a
chemical power plant (rating sE), would require 25 tons of fuel for 2 weeks endurance. However, as it
Chemical batteries
Storing electrical energy, chemical batteries provide power for the ships maneuver drive and ship
systems. They will need to be recharged after use. These can be perfect for a backup system, providing
power for emergency situations.
The sizes of chemical batteries are based on the power plant required to deliver a performance rating of
1. A chemical battery the same size as a fusion power plant of the same Tech Level will provide 1000
hours of use assuming the vessel is not maneuvering, using active sensors, refining fuel, making
significant use of long range communicators or energy using weapons (such as lasers, rail guns, and
particle beams). Alternatively, the same sized battery will give 1 hour of performance without these
restrictions.
A battery can be scaled in size to give any endurance and costs 4 times the equivalent fusion power
plant. A TL 7 battery is the same size as a TL 8 battery.
For example, a sB battery with 2000 hours of endurance will require (1 x 2000/1000) = 2 tons and cost (2
x 2000/1000 x 4) = 16MCr.
The time to recharge a battery is equivalent to the battery endurance used (in low power setting)
divided by 1000 divided by the power plant rating multiplied by 2. If using solar panels to recharge the
battery, the “power plant rating” is 0.1.
For example the battery described above has been used for 1600 hours. To recharge it with solar panels
will require (1600 /1000/0.1 x2) 32 hours.
Solar Panels
Solar panels are extendable panels that provide power as a backup to a chemical or fusion plant, as a
recharging source for chemical batteries or if the power requirement is very low, as an independent
power source.
The size of solar panels required to power a ship is 1/10th that of the main power plant. A craft
equipped with auxiliary solar panels consumes power plant fuel at one‐quarter the normal rate as long
as it is only engaged in minimal maneuvering activity only. Minimal maneuvering does not include long
periods at full thrust. No power plant fuel is consumed, and endurance is considered as infinite, if the
ship is not maneuvering, using active sensors or refining fuel for use.
If the panels are fitted to a ship without a chemical or fusion power plant, then assume that the solar
panels are equivalent to a fusion main power plant sized to deliver a performance rating of 1. Solar
panels cost 0.1MCr per ton.
The thirty ton ship’s boat is configured primarily for the utility role. Interior cabin space has been
configured to allow transport of up to fourteen passengers and has space for 4 tons of cargo, externally
accessible via a large cargo door.
A single fixed mount beam laser provides the boat with offensive or defensive capability as required and
can be removed from its mount by small craft maintenance crew so to free up an additional one ton for
two extra passengers.
Type Tons Price (MCr)
Hull 30 tons Hull 0 30.0 1.4
Streamlined (flattened cylinder) Structure 1
Armour Crystaliron x1 4 points 1.5 0.3
Maneuver Drive sJ Thrust 6 4.5 10.0
Power Plant sJ Rating 6 3.6 7.0
Bridge Control Cabin 6.0 0.2
Computer Model 1 Rating 5
Electronics Standard DM ‐4
Weapons Fixed Mount Beam Laser 1.0 1.1
Fuel 2 weeks of operation 2.4
Cargo 4 tons 4.0
Crew 2
Internal Components Airlock 1.0 0.2
Software Maneuver/0
Library
Passengers 12 passengers (max 14) 6.0 0.4
Total Tonnage
and Cost 30.0 20.1
(Number of Dice) – (Weapon Type) – Range – (Individual Weapon Damage in dice)
For example the barrage of standard military missiles described above would be described as
180 – missile (mil standard) – long – 3.
No fewer than ten weapons of the same type can be included in a barrage or all of the weapons of that
type mounted on the ship if the number is less than ten.
For example a heavy Cruiser mounts eight fifty ton meson gun bays. As that number is less than ten, all
eight must be fired in one barrage. So the barrage is noted as 40 – meson – long – 5.
Further examples. A capital ship is armed with eight fifty ton missile bays, so these must be fired in one
barrage. So a standard missile barrage at long range is noted as 96 – missile (mil standard) – long – 3.
(Fifty ton bays fire 12 missiles each) If that ship fired multiple warhead missiles then the barrage would
read 96*1D6 missile (multi) – long – 2.
Configuration
The hull configuration of a capital ship will determine what percentage of its weapons can bear on a
target. Check the Capital Ship Hull Configuration Table for the appropriate percentage. Any barrage
aimed at a target is capped by that percentage bearing value.
The heavy cruiser has a streamlined hull configuration so she can only fire eighty percent of any barrage.
If she fired a military standard missile barrage at long range towards an enemy ship then the barrage
notation would change from 180 – missile (mil standard) – long – 3 to
144 – missile (mil standard) – long – 3.
Instead of 60 missiles only 48 missiles can be fired at the target.
Barrage Net Score = Barrage Attack – Barrage Defense
For example a heavy cruiser launches a flight of sixty standard missiles at an incoming enemy target at
long range. Each missile is capable of dealing 3D6 damage if it hits its intended target so the barrage is
defined as 180 – missile (mil standard) – long – 3. The gunnery crew of the heavy cruiser have a skill
rating of 3, operating fire control/4 and Launch Solution/3 software. Detecting the incoming missile
barrage the crew of the enemy ship successfully dodge the incoming fire.
The barrage attack score is calculated as follows;
Range = Long = +0
Crew skill level = +3
Fire Control/4 = +4
Launch Solution/3 = +3
Attack score is (+0) + (+3) + (+4) + (+3) = 10
Target successfully dodges incoming fire = ‐2
The heavy cruiser rolls a barrage attack of 8 on two dice = +8
Barrage attack score is = 10 ‐ (‐2) + (+8) = 16 and is further modified by the base armour DM below
If a barrage attack roll is 8+then it may inflict system damage (See Capital Ship damage on page 132)
Armour
Armour forms the main passive defense of almost all capital ships, preventing or reducing damage to
internal ship’s systems and crew (the exception being meson attacks). (It is important to note that
armour is therefore more effective against barrage attacks than individual weapon attacks).
The base armour DM is calculated as the Individual Weapon Damage (IWD) minus the armour value of
the targeted ship and is applied to the barrage attack score. More powerful weapons will smash through
more lightly armoured ships causing major internal damage and crew casualties.
For example the target fired upon by the heavy cruiser’s missile barrage has an armour rating of 8 and
the IWD is 3 so base armour DM = 3 – 8 = ‐5.
Barrage attack score – target’s base armour DM = 16 + (‐5) = 11
Barrage Defenses
Unlike basic ship combat, barrage attacks are affected by ship defenses differently (the exception being
defensive screens which will reduce damage directly as well as providing defense DM’s). Instead of
reducing damage directly, electronic defenses, armour and sand provide a DM to the attack roll which
can be determined by summing up the protection provided by the defenses.
Sand
Sand will protect a ship against incoming laser or missile attacks fired from medium or longer ranges. To
determine the defensive effectiveness of a sand cloud, roll 1d6 modified by the table below. If the
resultant number is zero or less, then the sand protection modifier to a missile, torpedo or laser barrage
defense is zero.
Screens
A screen will only defend against the weapon type it was designed to resist. Meson screens only defend
against meson weapons, proton screens against anti‐matter, nuclear dampers against nuclear missiles,
torpedoes, fusion beam and disintegrators and gravitic deflectors against projectiles and high energy
beams. All screens offer 2 points of protection per screen layer (generator) in normal strength and if
chosen as an action, 3 points per screen when at maximum strength.
Configuration
Some hull configurations will offer protection against meson attacks due to their compact nature
reducing the possibility of meson decay occurring within the ship.
Barrage Net Score = Barrage Attack – Barrage Defense = 11 – 7 = 4
Splitting Barrages
If a ship is armed with enough weapons of a particular type then it can fire at multiple targets. For
instance if a light cruiser is armed with ten triple laser turrets providing a total of thirty lasers grouped
into two barrages of twenty and ten respectively. Along with its main armament of four fifty ton meson
gun bays it can elect to engage one target with twenty lasers, another with the four meson guns and a
third with the remaining ten lasers. All barrages of the same type fired at the same target must be
combined.
A battlecruiser fires at an enemy destroyer. The DM’s that will be applied to the 2d6 to hit roll are:
Task (formidable) ‐6, fire control/4 +4, crew skill +2, enemy vessel is dodging under fire ‐2, target is 5000
tons ‐1. So the net DM to hit is (‐6) + (+4) + (+2) + (‐2) + (‐1) = ‐3. To hit her target the Battlecruiser
requires a roll of 11+.
Disintegrators
Even if a disintegrator spinal mount successfully hits a target it must first penetrate any active nuclear
dampers protecting that target.
Cross check the penetration rating of the disintegrator against the generated screen strength of the
targeted ship (2 points per installed screen or 3 points if the Screens to Maximum action is being
optionally used) and then roll the number indicated on 2d6 to see if the shot penetrates the ship’s
defenses.
Table: Disintegrator Screen Protection
Nuclear Damper Disintegrator Penetration Rating
Screen Points I II III
Automatic Automatic Automatic
0
Penetration Penetration Penetration
Automatic
Up to 4 4 4
Penetration
6 6 5 3
8 ‐9 7 7 4
10 8 7 5
12 10 8 7
15 11 9 8
18 12 10 9
Particle Beams
Gravitic deflector screens provide additional protection against particle beam attacks by attempting to
deflect the beam away from the vessel. On the Particle Beam Screen Protection table below cross check
the penetration rating of particle beam spinal mount and the number of screen points being generated
(2 points per installed screen or 3 points if the Screens to Maximum action is being optionally used) and
then roll the number indicated on 2d6 to see if the beam penetrates the ship’s screen defenses.
Particle beam spinal mount damage is reduced by 30 damage points for every 1 armour point, to a
minimum of 0 damage points.
Residual damage still occurs with a particle beam spinal mount hit. Divide the damage value absorbed
by the target ship’s armour by 10. Apply this as a standard barrage to a single section, even if the spinal
mount did no damage otherwise. This hit cannot be a system hit.
Example one, a Type A particle beam spinal mount capable of inflicting 200 points of damage
successfully hits a ship with 4 points of armour. So 120 points of damage (4 x 30) is absorbed by the
armour and the remaining 80 points is treated as spinal weapon damage and (4 x 30 x 10%) = 12 points
is treated as a barrage hit on the section hit by the spinal mount.
Example two, the Type A particle beam spinal mount hits a ship with 8 points of amour. The armour
absorption is calculated as [200 – (8 x 30)], so 0 damage is treated as spinal weapon damage. In this case
the spinal mount damage is absorbed entirely by the armour so (200 x 10%) = 20 damage is thus treated
as a barrage hit on the section hit by the spinal mount.
Particle Beam, Meson Gun and Singularity Projector Radiation Damage
Particle beam, meson and singularity projector spinal mounts will inflict radiation damage. To determine
this, divide the damage inflicted on the ship by the spinal mount (including any residual damage from
particle beam hits) by 6 (rounding own) to find the radiation damage inflicted. If the ship has radiation
shielding divide the result further by 2. If the ship has an active screen able to defend against that
weapon type then all radiation damage is negated.
Using example one above, the particle beam caused a total of (80 spinal damage + 12 residual damage)
= 92 points of damage. The radiation hits inflicted are (92/6) = 15.
Railguns
Railgun spinal mounts are less effective at hitting more mobile targets at longer ranges than meson or
particle spinal mounts due to the sublight speed of the projectile. However for targets that are in
predictable trajectories) or non‐moving ground targets such as fortifications) they are exceedingly
effective.
Any mobile target over medium range suffers a ‐1 DM to achieve a hit and if that target is over long
range that penalty increases to ‐2 DM. Any small target to‐hit penalties also apply.
Railgun spinal mounts ignore armour equal to three times its penetration rating with any residual
armour reducing the damage inflicted on a successful hit by twenty times per point of armour
remaining.
For example a 250 damage type II railgun spinal mount is fired at a light cruiser with 8 points of
crystaliron armour within optimum range. As a type II penetration weapon it ignores six armour points
leaving 2 points. Damage to a single section of the light cruiser is calculated to be 250‐(2x20) = 210
damage.
Spinal weapon damage is then resolved as below.
Capital ships are large and complex, with a full maintenance crew, damage control teams and repair
drones working continuously to repair or restore damaged systems. Because of their size and
complexity, there are too many turrets and components to track damage individually.
The basic combat damage rules can be used when a small craft (such as a fighter) or an adventure class
ship is attacking a capital ship. However a third hit on drives, power plants, sensors or a bridge system
on a capital ship is impossible.
Follow the sequence below to determine damage results caused by barrage and spinal weapon attacks.
Apply Damage
Apply any damage from the attack from the hull points of the section hit. If hull points for that section
are reduced to zero, then remaining damage is applied to the structure points of that section. If hull
points are already at zero, then damage is fully applied to the structure points of that section.
Meson weapons ignore any hull points and damage the ship’s structure itself.
If a section is reduced to zero structure points then that section is destroyed and the ship is crippled or
destroyed.
Table: Damage Location
Hull Code
Roll CA to CE CF to CK CL to CQ CR to CV CW to CZ
1 Engineering Engineering Engineering Engineering Engineering
2 Engineering Engineering Amidships Aft Aft
3 Engineering Main Amidships Amidships Lower Amidships
4 Forward Main Main Main Upper Amidships
5 Forward Forward Main Main Main
6 Forward Forward Forward Forward Forward
System Damage
If the Barrage Attack roll was 8+ then a barrage may have inflicted some system damage. Using the
ship’s section hit table (see page 98), roll 1d6 to determine what system is damaged within that section.
If the damaged section has remaining hull points then roll on that sections external column. If there are
no remaining hull points then roll on the internal column. Meson weapons will only roll on the internal
column.
Spinal weapons will roll once on the section hit table per 50 points of inflicted damage. This excludes
any residual particle beam weapon damage.
Turrets
First Hit: Any hit on a turret will incur a ‐1d6 DM to all barrages of that turret type. This DM is to be re‐
rolled for each barrage until the damaged turret is repaired.
Second Hit: DM is increased to ‐1d6+1.
Third Hit: The turret cannot continue to fire.
Structure
A hit on the structure of the ship indicates an external explosion strong enough to damage the section
structure or an internal structure failure. This inflicts additional damage equal to half the damage
inflicted by the barrage. Once the structure of a section is reduced to 0 it is considered destroyed and
the ship is crippled.
Armour
An armour hit will reduce the armour of that section by 1.
Screens
Any damage to a screen generator or emitters reduces protection offered by the screen by 2 until
repairs are completed.
Jump Drive
First Hit: The first hit on a jump drive requires a ‐1d6 DM to all jump attempts until the drive is repaired.
Second Hit: The jump drive is disabled.
Third hit: The jump drive is destroyed
Manoeuvre Drive
Each hit on a Manoeuvre drive reduces the ship’s thrust by 1 until the damage is repaired. If further
additional damage reduces the drive’s thrust to 0 it is disabled with the next hit destroying the drive.
Power Plant
First Hit: Any damage to a power plant will reduce a capital ship’s ability to use energy weapons, to
manoeuvre or even use its Jump drive. Reduce the power plant rating by 1.
Second Hit: Reduce the power plant rating by 2
Third Hit: The power plant is disabled and the ship has no power unless there is an emergency backup.
Bridge
First Hit: A bridge hit will prevent the ship from manoeuvring being able to transit in the next turn.
Second Hit: The bridge is destroyed and command will automatically transfer to the CIC or secondary
Bridge. The ship’s Initiative is halved for two turns.
Crew
A crew hit reduces the capital ship’s Crew Strength by one step.
Critical Hit
If a critical hit occurs on a section then a major event has occurred. To determine exactly what the
critical hit entails, roll 1d6 and consult the Critical Hit table.
Radiation Attacks
Weapons such as nuclear weapons, particle beams, fusion guns and meson guns will cause radiation hits
and the more radiation, the more chance that the ship will suffer crew, computer or sensor hits.
Radiation shielding and ships with armour ratings above 8 will prevent radiation damage from all nuclear
weapons, fusion guns and particle beams, but not meson weapons. Certain defensive screens will
negate radiation damage from all weapons.
A barrage of 24 nuclear missiles has a Barrage Net Score of 8. Checking the Barrage Damage table,
indicating a 125% Barrage Damage result, so the radiation damage is calculated is (24 x 125%) 30. On
the radiation Damage table this is damage band 4. The target has armour 2, so the revised damage band
is 2.
A cruiser fires a barrage of eight fifty ton meson gun bays with a Barrage Net Score of 9. This is 150% on
the Barrage Damage table, so the radiation damage is calculated as (8 x 150%) 12. Consultation of the
Radiation Damage table places this damage within damage band 2. The target has a meson screen 1.
The revised damage band is 1.
Repairing Damage
During the Combat and Ship Action phase a capital ship damage control crew may repair one system per
section as per the space combat rules in CE: SRD. If the damaged system extends through additional
sections, then one attempt per section may be made to repair it.
Fighter Flights
Groups of similar fighters or small craft can be organised into flights or as larger squadrons, allowing
them to act as a single unit similar to a barrage. Flight skill level is the average skill level of the craft in
the flight and the thrust of the flight is determined by the craft with the lowest thrust so ensuring the
flight remains together during the combat engagement. Point defense weapons from capital ships will
treat the flight as a single target for barrages.
Attacks by Flights
A flight can combine their weapons into a barrage as per the barrage rules.
Attacks on Flights
A capital ship or enemy flight can attack individual craft within a flight as normal or use barrage attacks
with a ‐4 DM. This large DM reflects the difficulty hitting multiple small targets flying individual evasive
courses.
Small craft such as fighters or attack boats will have defenses of their own including armour so the
normal barrage resolution process is followed. The damage a barrage will cause to a flight is equal to the
barrage net score of that barrage.
A flight will lose a number of craft calculated by dividing the sum of the hull and structure points into the
barrage damage total determined from the Barrage Damage table (page 128). The number of small craft
the flight will lose is further modified by the number of mounts (for example a turret) or the number of
available gunners (whatever is lower) for the weapon system firing the barrage.
A flight of 24 twenty ton fighters (Hull 0, Structure 1) is hit by a 30 point barrage. Rolling for the barrage
attack score, the attacker rolls 9 on 2d6 with ‐4 DM for targeting a flight for a modified roll of 5. The
twenty ton fighters have two points of armour so the barrage attack score is further modified as per the
armour rule on page 124. So 2 ‐ 2 = +0 thus the net barrage attack score is 5 + (+0) = 5. This result as
determined by the barrage damage table results in 50% of the flight being destroyed. However the
weapon system comprising the barrage only totals five turrets so the number of fighters destroyed is
reduced to five.
Each ship captain will secretly write down orders which are then revealed simultaneously at the start of
each turn.
Orders follow the format below:
Order Name
Initiative Cost: Cost per turn for a selected order.
Type: An order is assigned a type depending on when the order is executed. Combat Orders are
executed in the Combat Action phase, Ship Orders are executed in the Combat and Ship Action phase
and Special Orders are executed as outlined in the order description.
Requirements: Orders may be subject to a specific requirement, such as a certain skill level. Without the
nominated requirement for that order, it cannot be issued.
Emergency Orders
Orders that are followed by an exclamation mark (!) are emergency orders which can be issued as a
reaction to an attack instead of during the order phase. Only one emergency order can be issued by a
ship per turn.
Repeatable Orders
Orders that are followed by an asterisk (*) are repeatable orders which can be issued as a multiple times
in one turn as long as the ship has sufficient initiative to issue it.
Datalink Defense
Initiative Cost: 4
Type: Combat
Requirements: None
A friendly ship within close range can be selected and attacks on that ship can be defended against using
the ship’s sandcasters and other defensive weapons.
Screens to Maximum!
Initiative Cost: 4
Type: Special
Requirements: None
Full power is allocated to the ship’s screens. The screens now provide three points of protection per
screen layer instead of two.
Target That Section*
Initiative Cost: 4
Type: Special
Requirements: Crew Skill 1+
The ship can target a specific section of an enemy vessel with one of its attacks.
Wait For The Opportunity!
Initiative Cost: 6
Type: Combat
Requirements: None
The ship may wait until all other ships have completed attacks and then make all of its own allowed
attacks. If other ships declare to Wait For the Opportunity, the highest initiative goes first.
We need those Drives*
Initiative Cost: 6
Type: Ship
Requirements: Crew Skill 3+
Engineering repair crews can make two extra repair rolls in the engineering section this turn.