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Ship Creation Guide Step 3: Assign Crew Compliments

No ship can operate without crew. The crew is


Ship creation can be done on either the Ship essential to both the day-to-day operations of
Sheet, or the Ship Prep Sheet. the ship, and keeping the ship combat capable
for as long as possible in a fight.
Step 1: Name your ship
Naming conventions vary wildly depending on Engineers: Responsible for the maintenance of
both the weight of ship, and the state of origin. the ship systems, and also repair damaged
The Caelum Systems like simple, hopeful systems in combat.
names like Pioneer, Liberator, or, Tranquillity, Marines: While not required for the running of
while the Bastion Stars prefer strong sounding a ship, Marines are invaluable when conducting
names like Dauntless, Infernal Sword, and Will boarding and counter-boarding actions. They
of Iron. Ultimately, the decision is yours, are also responsible for ship-board security
though it may be a good idea to converse with and the safety of away teams.
players who have chosen the same Home Operations: Ops are the crew are the sailors
State for their Captain to make sure you are in who make the ship run. From course plotting,
the same ballpark. helm control, and sensor sweeps, to managing
power distribution during hostile engagements.
Step 2: Assign Ship Stats Science: These officers' primary responsibility
Three characteristics quantify a ship's physical was analysing, observing and theorizing
attributes. explanations for strange or seemingly
unexplainable circumstances in such a way as
Armour: Layers of heavy plating protect the to provide answers. During battle, however,
ship from incoming damage. Armour measures they are tasked with combatting hostile
how much damage a vessel can absorb before electronic warfare.
the hull is damaged
Mobility: How fast and agile a ship is can be • Distribute a total of 45 points among the four
vitally important to avoiding incoming attacks Crew departments.
and getting into the right position at the right
time. Crew Points Spent Total
Size: Not all big ships are heavily armoured
hulks, and not all small ships are nimble darts. Engineers
Size is a measure of how large a vessel is,
Marines
and how much damage it can take.
Operations
• Distribute a total of 35 points among the Science
three Stats.
• Armour must be a minimum of 5 and a
maximum of 20 Step 4: Work out Derived Attributes
Several ship attributes depend on both stats
• Mobility must be a minimum of 3 and a and crew compliments. It is important to work
maximum of 15 these out for gameplay purposes.
• Size must be a minimum of 3 and a maximum
of 20 Max Hull Points – (Armour + Size ) x 2.
Repair Rate – Engineers/4.
Stat Points Spent Total Disabled Threshold – Max HP/5
Armour Evasion – Mobility + Shield value.
Hard Point Score – Operations Value + 3
Mobility Void Asset Flights – Size/3
Size

• Shields: Military ships have a Shield value of


5, and Civilian ships have a Shield Value of 3.
Step 5: Select Hard Point Upgrades Manoeuvring Thrusters
Every vessel has two Hard Points which can be Increases a ship's Mobility value by 3.
equipped with a number of upgrades which are
listed below. Enhanced Manoeuvring Thrusters
Requires Manoeuvring Thrusters. Combined
Particle Turret with Manoeuvring Thrusters, this upgrade
This is the main armament of capital ships of increases a ship's Mobility value by a further 2
the 24th Coalition It is able to fire Forward, Port, points, for a total of 5.
and Starboard.
Expanded Shield Array
Rapid Fire Particle Cannon Increases a ship's Shield value by 3.
An enlarged version of the Point Defence
Cannon, this weapon is usually reserved for Enhanced Shield Array
fast moving vessels as it can only fire Requires Expanded Shield Array. Combined
Forwards. with Expanded Shield Array, this upgrade
increases a ship's Shield value by a further 2
Ion Lance points, for a total of 5.
Mounted along the ship's spine, this weapon
does not do as much damage as the Particle Electronic Warfare Suite (EWS)
weapons, but it has a chance of disabling the When installed, this upgrade gives access to
systems of the enemy ships. two extra Combat Actions:
• Predict Fire Pattern: After analysing the fire
Launch Tubes pattern of an enemy ship, this can be used to
Usually only fitted to Carriers and Assault increase the Evasion score on yourself or a
Cruisers, Launch Tubes allow for 2 Void Assets nearby ally for 1 turn. (Opposed roll, vs.
to be launched per combat action, rather than average weapon score)
1, and give the ship space for an extra 2 Flights
of Void Assets. • Enhance Shields: Increases shield output of
yourself for 1 turn. Enemy ships trying to target
Recovery Bay you reduce their Attack roll by your Shield
Paired with the Launch Tubes, the Recovery value.
Bay allows for 2 Void Assets to be recovered
per combat action, rather than 1. The Hard Point score for EWS is your Science
value +3
Ship Repair Bay
Can only be used out of combat. Allows the Advanced Electronic Warfare Suite (AEWS)
repair rates of both ships to be combined in Electronic Warfare Suite. When installed, this
order to return a ship to max HP more swiftly. upgrade gives access to two extra Combat
Actions:
Manufacturing Bay • Hack Systems: Disable 1 Enemy system for 1
Allows for Repair shuttles to be launched turn. (Opposed roll, vs. Science value)
during combat and carry out rapid - if • Interdict: Disable enemy engines for d6
temporary - hull and system repairs. turns. (Opposed roll, vs. Science value)

Armour Plating The Hard Point score for AEWS is your Science
Increases a ship's Armour value by 3. value +5

Extra Armour Plating


Requires Armour Plating. Combined with
Armour Plating, this upgrade increases a
ship's Armour value by a further 2 points, for a
total of 5.
Step 6: Select Void Assets
Void Assets are groups of small craft such as
fighter craft and personnel shuttles. How many
Flights a ship can carry is based on how big
the ship is, the formula for which is given in
Step 4.

Void Asset Flights No. Per Flight Total


Shuttle 1
Fighter 5
Bomber 3
Boarding pod 3

Step 7: Ship Reputation


Just like Officers and Crew, ships often have a
reputation of their own. To generate your ship's
Reputation, roll two d100, and add the results
together. The GM may also grant you a bonus
to this score.

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