Spaceships

**Spaceships** are the life blood of the system and the means by which humanity reached for the stars and colonised planets and moons all the way out to Uranus. Modern spacecraft almost always come equipped with Exo Drives that allow for efficient and easy travel between stations. Most spacecraft are constructed in a stack of decks, similar to original rocket ship designs from early spaceflight. A fusion reactor and main drive at the tail end powers the ship and provides acceleration, as well as superheated steam for thrusters.

Ships generally travel at 0.3g on longer journeys, and will accelerate up to the midpoint before performing a "flip and burn" to decelerate the rest of the way, bringing them to a relative speed of choice at their target destination to place them within the same orbit. Most ships are capable of much higher accelerations, but this comes with a variety of dangers.

## Rules

### Mechanics

#### Ship Damage

Damage to a ship works the same as it does for other vehicles, however ships have health tresholds akin to a person, shown in the table below. They also suffer critical damage. Whenever two dice rolled for damage from an attack come up 6, the target takes Simple Critical Damage. Whenever three or more dice rolled for damage from an attack come up 6, the target takes Complex Critical Damage. All critical damage causes terrible damage and deal 10 bonus damage directly to the ship's SDP. The bonus damage doesn't ablate armour and isn't modified by hit location. Critical damage, like injuries, is inflicted regardless of if any of the attack's damage got through the target's SP.

When a ship has taken damage, it cannot be properly pressurised and filled with air until stabilised. Once successful stabilisation has been reached, air will no longer leak, but the ship must spend time docked in order to repair SDP. Armour can be repaired as normal.

When a ship reaches SDP 0, the reactor begins to leak, filling the chamber with deadly radiation and risking an explosive containment breach. At the start of each turn where the ship is Mortally Damaged, a crew member (usually an engineer) must use their action to make a **Reactor Save**. They make a DV15 Spaceship Tech Skill check. On a success, the ship is brought back to 1 SDP, but is powered down and cannot operate until repaired.

On each failure, the difficulty increases by 1. After the first failure, Deadly Level Radiation effects whoever is attempting to fix the reactor. After three failures, Deadly Level Radiation effects everyone on the ship. After five failures, the reactor is beyond repair and a full containment breach will occur in 3 turns, destroying the ship and everyone on it. Reactor Saves are no longer necessary as total destruction is now inevitable.

#### Ship Movement

In space, speed is relative. Distance is measured in hexes of 5 km each. All ships are capable of accelerating at any value of G (up to the maximum defined by their equipped engines), since larger ships tend to come with more engines and there's no drag in a vacuum. At the end of each round, distance between ships is resolved based on their current acceleration in a direction. Ships move a number of spaces equal to 1 + their current G (rounded down to the nearest whole) in the direction they are accelerating.

#### Fuel

Fuel comes in the form of fuel pellets of hydrogen and helium isotopes that are used for a fusion process in the ship reactor. Within a fusion drive, fuel pellets are shot by an array of high-energy lasers within the reactor chamber. The lasers heat up the pellet to enormous temperatures, ultimately causing it to trigger a nuclear fusion reaction in the pellet. The pellet is fused entirely and then purposed as either a power source for the ship, or propellant for the ship's drive. For ease of calculation, ships expend a number of pellets equal to 1 + their average G during the day (rounded down to the nearest whole) per day of travel, for each engine.

#### Zero G

A person in Zero G cannot take a Move action as normal. If they are adjacent to another object or person (including walls, floors, or ceilings), they can instead use the Move action to push off that object or person, moving at half their MOVE stat in a direction of their choosing. If the other object or person is also movable, they begin moving in the opposite direction at the same speed. Any person or object moving in a given direction continues to move in that direction at the same speed at the beginning of their turn on each round. They move the full distance unless they use a Move action to latch onto a fixed object, push off another object or person, or generate thrust of some kind (such as with an EVA harness).

When in Zero G, it is easy to become disorientated. Whenever your movement impacts an object or person, or if you try to latch onto a fixed object, you must succeed on a DV 15 Athletics Skill check (or DV 13 for Belters). If you fail, the impact sends you into a dizzying direction and you are **Off-Kilter**. While in this state, you have a -4 to Attack rolls and you go in a new direction at half your impact speed. You must succeed on another check to latch on to a solid object to remove this effect. Wearing active Mag Boots gives a +2 bonus to this check.

#### High G

When under the effects of gravitational acceleration (G) higher than native gravity (varies by origin), an individual has a penalty to all Skill checks equal to the current G rounded down to the nearest whole. For example, an acceleration of 2.2g means a -2 penalty to all Skill checks. Additionally, movement is reduced by the same amount. Each round, an individual must make a BODY check against a DV of 9 + the current amount of Gs to resist these effects. Failing 3 of these checks causes the individual to stroke out, becoming Mortally Wounded and starting to make Death Saves. They cannot be stabilised until acceleration falls below 2g. An enhancement drug known as Juice is commonly used to improve survivability and performance in High G.

### Roles

There are 6 types of roles aboard a ship. Each role except for Captain can have more than 1 person assigned to it. Roles can be changed at any time outside of combat, but require an Action to change stations if in a combat situation. During combat, all players act at the same time and get 1 Action each, no matter their role. Afterwards all NPCs act together, then back to the players. All roles have access to the following actions, as well as additional actions per role. It is worth noting that, just like ground combat, you can come up with creative actions outside of these lists.

#### Captain

Captains aboard the ship have an important task, which is coordinating all the other roles and giving orders to their crew. An effective Captain doesn't have to be social, but a Captain does require flexibility and tactical thinking. Captains should be somewhat familiar with how their party is set up and how best to maximize their teamwork. They gain the following additional actions, and can use them even when using Change Station to change roles.

#### Pilot

Pilots are in charge of flying the ship, performing combat manoeuvres, navigation, and in general getting the ship from point A to point B. Anyone with at least 1 point in the Pilot Spaceship Skill is qualified to be a Pilot. They gain the following additional actions, some of which require a Pilot Spaceship Skill check to sucessfully pull off. Failing the Skill check can cause adverse effects determined by the GM.

#### Gunner

Gunners are in charge of weapon systems, but also have limited flight control. Gunners should be well familiar with the ship's weapons and their capabilities, and keep track of reloading and ammo counts. They gain the following additional actions.

#### Operator

Operators are in charge of ship-to-ship communications via tightbeam or widebeam light waves. In combat, they also handle the ship's sensors, providing intelligence on enemy targets, activating countermeasures, and jamming enemy sensors or incoming torpedoes. They gain the following additional actions, some of which require an Electronics/Security Tech Skill check to succesfully pull off.

#### Engineer

Engineers keep the ship running. Normally they won't be located on the Command/Operations deck and will be down in the Engineering deck or a similar space. During combat, they will have to navigate the ship in order to conduct repairs as the ship takes damage. They gain the following additional actions, some of which require a Spaceship Tech check to succesfully pull off.

#### Netrunner

Netrunners function the same in space as they do on the ground. Their goal is to breach a target's NET Architecture and simultaneously defend their own. When a Netrunner engages an opposing target, the two NET architectures of the respective ships combine into a mirrored architecture, where Netrunners can go up and down levels as normal, plant viruses, and attempt to disable control nodes for enemy sensors, role stations, weapons, thrusters, drives, and so on.

### Properties

* **Size (#):** The size class of the ship. The # indicates a negative modifier applied to Pilot Spaceship checks to reflect maneuverability, and also a multiplicative modifier for certain ship parts.
* **Cost:** The cost of the ship in Resource Points, a combination of materials, eddies, labour, and influence.
* **Structural Damage Points (SDP):** How many points of damage the ship can take before being crippled.
* **Engines:** The number of engines required for the ship to move at full capacity. If there are fewer engines, the ship's max G calculated as a percentage of the total engines. If there are engines with different max Gs, the max G is calculated as an average of installed engines.
* **Couches:** The number of crash couches the ship has available for extended travel. This includes attached Juice systems.
* **Expansion Bays:** The number of option slots for deck customisation the ship has.
* **SEU:** The amount of Standard Encumberance Units the ship can haul. Certain expansions can increase this value.
* **PDC:** The number of PDC mounts the ship has available.
* **FLK:** The number of Flak Cannon mounts the ship has available.
* **RLG:** The number of Railgun mounts and power systems the ship has available. A subscript of L means the mounts are for light railguns. A subscript of H means the mounts are for heavy railguns.
* **TPD:** The number of Torpedo missile tubes the ship has available. Each tube can launch one torpedo a turn.

## Ship Gallery

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