Spacecraft
Last updated: 2/9/2026
In Worldlines, a spacecraft is often your lifeline, your shelter, and your only escape from hostile situations. Whether you're piloting a battered Type S scout held together by improvisation and prayer, or commanding a military-grade frigate, your ship determines where you can go, what you can carry, and how you survive the void.
Space is not forgiving. Equipment failures kill. Navigation errors strand you between stars. Combat damage spreads through bulkheads faster than you can seal them. Your ship is simultaneously your greatest asset and your most demanding responsibility.
10.1 Ship Classifications
Ships are categorized by size, function, and faster-than-light capability. Classification determines operational costs, crew requirements, and tactical capabilities.
Classification Tiers
Small Craft Shuttles, fighters, ground vehicles, short-range interceptors
- Not FTL-capable
- Require carrier or nearby station
- Crew: 1-2
- Primary roles: atmospheric operations, close escort, planetary surface missions
Light Class Scouts, couriers, small miners, personal yachts
- FTL-capable
- Independent long-range operations
- Crew: 1-6
- Primary roles: exploration, fast transport, smuggling, reconnaissance
Medium Class Traders, passenger liners, mining vessels, frigates
- FTL-capable with enhanced range
- Extended independent operations
- Crew: 6-20
- Primary roles: cargo hauling, passenger transport, patrol operations
Heavy Class Destroyers, capital cruisers, large explorers, dreadnoughts
- Advanced FTL systems
- Major combat and strategic operations
- Crew: 20-200+
- Primary roles: military operations, deep space exploration, fleet command
Special Carriers Hospital ships, fleet carriers, mobile stations
- Specialized mission profiles
- Support and coordination platforms
- Crew: 50-500+
- Primary roles: fleet support, medical operations, strategic deployment
FTL Travel Requirements
All FTL-capable ships require the following to perform Worldline jumps:
Required for Jump:
- Navigator Role: Character with Piloting/Navigation skill must plot course
- Fuel: 1 fuel unit per jump per ranges listed in 10.8.
- Navigation Check: TD 4 (standard route), TD 6 (long jump 40+ hexes), TD 8 (emergency jump)
- System Points: FTL jump costs 3 SP to initiate
- Time: Jump duration listed in Section 17.3 (typically 1-5 days depending on distance)
- Sensors Required: Damaged sensors impose Disadvantage on Navigation checks
If FTL Requirements Not Met:
- Cannot perform jump until repaired/refueled
- Emergency Jump Pack allows one escape jump (returns to last safe location)
- Attempting jump without fuel causes ship to remain stationary
10.2 Ship Attributes
Every spacecraft is defined by specific attributes that determine its capabilities and limitations.
Core Statistics
- Hull Integrity: Total structural damage the ship can sustain (0 = destroyed)
- Shield Integrity: Regenerating energy barrier that absorbs damage before hull
- Armor Rating (AR): Flat damage reduction applied before shields
- System Points (SP): Ship's power allocation for combat operations
- Cargo Capacity: Available space for equipment, passengers, and goods
- Crew Capacity: Optimal crew size for full operational efficiency
Operational Systems
- Sensor Range: Detection distance for other vessels and threats
- Communications Range: Typically equals sensor range
- Engine Type: Determines speed, maneuverability, and fuel consumption
- Docking System: Determines landing capabilities and connection types
Specialized Systems
Ships may include additional systems:
- Medical bays for advanced treatment
- Laboratories for research operations
- Enhanced life support for extended missions
- Stealth systems for covert operations
- Weapons platforms for combat roles
- Cargo handling for commercial operations
Incoming Damage Resolution
Incoming damage is resolved in the following sequence:
- Apply weapon damage (roll or calculate)
- Subtract Armor Rating (AR) — flat reduction, always applies first
- Remaining damage reduces Shield Integrity
- Overflow damage applies to Hull Integrity
AR Notes:
- Ship Armor Rating (AR) is flat and does not roll
- AR is not affected by quality tiers
- AR can only be increased through upgrades or hull reinforcement modifications
- Unless otherwise specified by a weapon or technique (e.g., system-targeting precision strikes), AR always applies first to incoming damage
- System-targeting attacks that bypass AR will be noted in weapon/technique descriptions
10.3 Crew Roles and Responsibilities
Ships function through coordinated crew action. Each role provides essential capabilities during normal operations and critical functions during combat.
The Four Core Roles
Pilot Controls movement, maneuvers, docking procedures
- Uses Piloting/Navigation skill
- Spends System Points for tactical movement
- Essential for all ship operations
Gunner Operates weapon systems, manages targeting
- Uses Weapons skill
- Spends System Points for attacks
- Only necessary if ship has weapons
Engineer Maintains systems, repairs damage, manages power
- Uses Engineering skill
- Restores System Points and hull integrity
- Critical for sustained operations
Navigator/Communications Handles sensors, FTL calculations, external communications
- Uses Awareness and Programming skills
- Provides tactical information and coordination
- Essential for FTL travel and combat awareness
Understaffing Consequences
Operating with fewer crew than optimal creates penalties:
- No Pilot: Ship cannot move or maneuver
- No Gunner: Weapons fire at severe disadvantage, heavy weapons unusable
- No Engineer: No System Point recovery, no repairs, increased malfunction chance
- No Navigator: Lost initiative, no sensor information, FTL travel dangerous
Small crews must prioritize roles based on immediate needs, accepting vulnerabilities in unstaffed positions.
Multiple Role Penalties
A single character may perform multiple roles in one round but suffers Disadvantage on all actions beyond the first role they take each round.
Example: Pilot also acts as Gunner. First action (Piloting maneuver) rolls normally. Second action (weapon attack) has Disadvantage.
Untrained Role Attempts:
Characters attempting roles without appropriate skills suffer Disadvantage on all checks for that role. A Scholar attempting Engineering actions during ship combat would roll with Disadvantage unless they have the Engineering skill.
10.4 System Points and Ship Energy
Ships operate on System Points (SP) rather than personal Energy. SP represents available power for combat operations, tactical maneuvers, and emergency procedures.
System Point Allocation
Base SP Pool: Determined by ship class and power systems
- Small Craft: 8-12 SP
- Light Class: 12-18 SP
- Medium Class: 18-25 SP
- Heavy Class: 25-40 SP
Reserve SP: Additional power available at risk of system strain
Emergency Systems: Critical functions that bypass SP requirements
System Point Usage
Each crew role spends SP for their actions:
- Pilot: Maneuvering, evasive action, positioning
- Gunner: Weapon firing, targeting systems, attack coordination
- Engineer: Repairs, shield restoration, system stabilization
- Navigator: Sensor sweeps, FTL preparation, electronic warfare
System points are pooled for the whole ship and crew meaning each position on a ship is not allocated a portion of SP but rather the whole team must share the points. The team may choose together to reserve SP for evasive actions or interruptions during the opponents turn.
System Point Recovery
Engineers restore SP through successful Engineering checks at the end of each combat round:
SP Recovery Roll: Engineering skill check
- TD 6: Restore 1d6 SP
- TD 8: Restore 2d6 SP
- TD 10: Restore 3d6 SP (risky, potential system strain)
Failed recovery rolls may cause system complications at GA discretion.
Using Reserve SP
Drawing from Reserve SP causes automatic system strain. After the action resolves, roll Engineering TD 10:
- Success: No consequences, system handled the strain
- Failure: The system used gains 1 Wear Point or suffers temporary degradation (-1 to related actions for 1 round, GM discretion)
Critical Results on SP Recovery
When engineers attempt to restore System Points:
- Critical Success (10 for d10, 11-12 for d12): Restore maximum possible SP for the chosen tier (1d6 becomes 6, 2d6 becomes 12, etc.)
- Critical Failure (1): No SP regained; system suffers minor instability (temporary -1 to related actions for 1 round, or 1 Wear Point, GM discretion)
10.5 Ship-to-Ship Combat
Spacecraft combat operates similarly to personal combat but at vastly different scales and with unique considerations.
Combat Round Structure
- Initiative Phase: Pilots roll Piloting/Navigation for momentum
- Active Ship Phase: All crew positions act in coordinated sequence
- Reactive Ship Phase: Opposing crew responds
- System Recovery Phase: Engineers restore SP and make repairs
- Status Resolution: Apply damage, system failures, environmental effects
This continues until one ship is destroyed, disabled, or successfully flees.
Ship Momentum
Ship Momentum = Pilot's Piloting/Navigation roll + ship class modifier
- Small Craft: +2 (superior maneuverability)
- Light Class: +1
- Medium Class: 0
- Heavy Class: -1
- Special Carriers: -2
Higher momentum wins initiative. Momentum persists unless dramatically altered through tactics or damage.
Crew Actions During Ship Combat
Pilot Actions (Piloting/Navigation):
Evasive Maneuver (2 SP) Opposed roll vs. incoming attack. Success negates hit entirely. When targeted by a ship attack, Pilot rolls opposing Pilot/Nav against attacker's weapon roll.
Tactical Positioning (1 SP) Next attack by all gunners gains Advantage.
Emergency Docking (1 SP) Attempt docking during combat. TD 10 Piloting/Navigation check.
Disengage (1 SP) Break weapons lock, avoid opportunity attacks from pursuit. All attacks against your ship this turn are with disadvantage, but if your ship attacks, disengaged status removed.
Gunner Actions (Weapons):
Target Difficulty for Ship Attacks
Standard Target Difficulty (TD) for ship weapon attacks is TD 6, modified by:
- Pilot evasive maneuvers: +2 to +4 TD
- Size differences: Large target -2 TD, Small target +2 TD
- Cover/obstruction: +2 to +4 TD
- Stealth/sensor jamming: +2 to +6 TD
- Environmental factors: Variable (ion storms, debris fields, etc.)
Advantage and Disadvantage:
Advantage and Disadvantage function identically to personal combat: roll twice, take higher or lower result. Sources include tactical positioning, superior sensors, environmental conditions, or pilot maneuvers.
Targeted Attack (3 SP) Standard weapon attack against enemy ship. Roll Weapons skill. Rules of this attack are defined by the ship's weaponry shown on the ship card.
Precision Strike (3 SP) Target specific ship systems with Missile systems. +4 TD, potentially crippling effects. Specifics of attack are defined by the ship's weaponry shown on the ship card.
Barrage Fire (5 SP) If the ship is equipped with Railguns or Missile systems of any offensive action type, make three separate attacks at -2 Accuracy each against a single target. Each attack is resolved independently and target may evade each attack separately if they have SP available.
Engineer Actions (Engineering):
Shield Recharge (0 SP) Restore portion of shields. Roll Engineering vs. TD (see pg. 74). Success restores shield integrity.
Hull Repair (3 SP) Patch critical damage taken by the ship's hull. Restores 1d6 hull integrity. Can be done directly via automated ship systems if available with Engineering vs. TD 6, without automated ship systems, if a drone or other ship mechanism is used the TD becomes 8. If no automation or systems available, repairs must be done manually and could cause Engineer to lose turn if they must leave the ship to attend to repairs. Manual repairs are TD 10.
System Repair (3 SP) Attempt to restore a malfunctioned system within the ship to operational status. Roll Engineering TD 10:
- Success: System returns to full functionality immediately
- Failure: System remains offline, can attempt again next round
- Critical Failure (lowest possible roll): System takes 1 additional Wear Point
Emergency Stabilization (0 SP) Prevent system crash when Reserve SP overdrawn or catastrophic damage taken. Roll Engineering TD 10. Success prevents immediate system failure but does not restore functionality.
System Point Recovery (0 SP) Attempt to restore SP as described above.
Navigator/Communications Actions (Awareness/Programming):
Sensor Sweep (3 SP) Scan area for threats, hidden ships, or tactical information. Opposed roll vs. enemy stealth.
Hail/Broadcast (1 SP) Establish communication, issue warnings, coordinate with allies.
Emergency FTL Jump (3 SP) Attempt immediate FTL escape. TD 8 Programming check. Failure may cause catastrophic misjump.
Electronic Warfare (4 SP) Jam enemy communications or sensors. TD Programming opposed by enemy Engineer.
10.6 Ship Damage and System Degradation
Ships sustain damage through multiple vectors: hull breaches, system failures, power loss, and structural compromise.
Damage Resolution
Incoming Damage Sequence:
- Apply ship's Armor Rating (flat reduction)
- Subtract remaining damage from Shield Integrity
- Overflow damage applies to Hull Integrity
- At 33% Hull Integrity (rounded down), roll for system malfunctions
- At 0 Hull Integrity, ship is destroyed
System Malfunctions
When Hull Integrity drops below 33%, roll Engineering TD 10 at the end of each round while below this threshold:
- Success: No malfunction this round, ship holds together
- Failure: Roll 1d6 to determine which system malfunctions (use system malfunction table from Section 10.6)
Malfunctioned systems remain offline until repaired using the System Repair action (see Engineer Actions, Section 10.5).
| d6 Roll | System Affected |
|---|---|
| 1 | Weapons offline for 1d4 rounds |
| 2 | Shields cannot recharge for 2 rounds |
| 3 | Engines damaged, -2 to all Piloting rolls |
| 4 | Life support compromised, crew takes 1d4 damage per round |
| 5 | Communications/sensors disabled |
| 6 | Power fluctuation, lose 1d6 SP immediately |
Critical Hits on Ships
Ships can suffer critical hits when struck by weapons designed for capital-class targets or through exceptional attack rolls:
Critical Ship Damage:
- Ignore Armor Rating entirely
- Deal double damage to shields
- Automatically trigger system malfunction roll
- May cause crew casualties if life support hit
10.7 Ship Maintenance and Wear
Like personal equipment, ships require constant maintenance to remain operational.
System Wear
During Ship Combat:
Systems gain Wear Points through intensive use and damage:
Automatic Wear Accumulation:
- Weapons: Gain 1 Wear Point after each full combat scene
- Shields: Gain 1 Wear Point each time shields are reduced to 0
- Engines: Gain 1 Wear Point when using emergency maneuvers
- Life Support: Gain 1 Wear Point if ship takes hull damage while at <50% Hull Integrity
- Navigation Computer: Gain 1 Wear Point on failed Navigation checks during emergency jumps
- Communications Array: Gain 1 Wear Point when targeted by electronic warfare
Damage-Based Wear:
When a system is targeted by a malfunction roll (see Section 10.6):
- System gains 1 Wear Point immediately when malfunction occurs
- Additional Wear may be gained if malfunction not repaired quickly (GA discretion: +1 Wear per additional combat round offline)
Environmental Wear:
Extended operations in hazardous conditions cause gradual system degradation:
- Radiation Fields: All systems gain 1 Wear Point per day of exposure
- Ion Storms: Electronics (Sensors, Comms, Navigation) gain 1 Wear Point per encounter
- Debris Fields: Engines and Hull plating gain 1 Wear Point per navigation through dense debris
- Extreme Temperatures: Life Support and Engines gain 1 Wear Point per extended exposure (GA defines "extended")
Reserve SP Usage:
Drawing from Reserve SP causes system strain (see Section 10.4):
- On failed Engineering check (TD 10), the system used gains 1 Wear Point
Normal Operation:
Systems do NOT accumulate Wear from:
- Standard FTL jumps on known routes
- Normal weapon firing
- Routine ship operations
- Docked/stationary periods
Wear Tracking During Play
GA Guidance:
Track Wear Points openly with players or use tally marks on ship sheet. Don't surprise players with "your engines suddenly have 8 Wear"—Wear accumulation should be visible and predictable.
Player Agency:
Characters can minimize Wear through:
- Cautious tactics (fewer emergency maneuvers)
- Regular maintenance during downtime
- Avoiding hazardous conditions when possible
- Engineer's Emergency Stabilization preventing strain damage
Critical Systems:
- Engines
- Weapons
- Shields
- Life Support
- Navigation Computer
- Communications Array
Maintenance Requirements
| System | Engineering TD | Required Materials |
|---|---|---|
| Communications Array | TD 6 | 2 Basic, 1 Advanced Component |
| Life Support | TD 8 | 3 Basic, 2 Advanced Components |
| Navigation Computer | TD 8 | 2 Advanced, 1 Rare Component |
| Shield Generator | TD 10 | 3 Advanced, 1 Rare Component |
| Engines | TD 10 | 4 Advanced, 1 Rare Component |
| Weapon Systems | TD 10 | 3 Basic, 2 Advanced Components |
| Hull Structure | TD 10 | 5 Basic Components |
Failed maintenance may worsen system conditions. Critical failures can cause catastrophic damage requiring professional repair.
Maintenance Timing – GA Discretion
- After Every Combat: Check all systems used during encounter
- Every 10 Flight Hours: Routine inspection and minor repairs
- Monthly: Comprehensive overhaul and deep system checks
- After Major Damage: Immediate emergency repairs required
10.8 Fuel Consumption and Operating Costs
Ships consume fuel for every major operation: combat maneuvers, atmospheric flight, and especially FTL jumps.
Fuel Types and Ranges
| Fuel Type | Range per Unit | Cost per Unit | Notes |
|---|---|---|---|
| Basic Reactor Fuel | 10-15 hexes | 3,000 C | Entry-grade FTL |
| Liquid Nexacite | 10-20 hexes per unit | 4,500 C | Efficient, no waste |
| Refined Nexacite Core (RNC) | 30-50 hexes | 15,000 C | Creates Depleted Core |
| Fusion Core | 5-25 hexes | 10,000 C | Creates Helium Waste Core |
| Warp Stack (Prototype) | 1 temporal jump | 45,000 C | Enables stealth/temporal travel |
| Emergency Jump Pack | 1 emergency jump | 25,000 C | Returns to last safe location |
Note: Each hex represents 1 light-year. Typical FTL ships move 20 hexes at a time.
Nexacite: The Galaxy's Most Valuable Substance
What Nexacite Is: Dark crystalline formations with energy properties that violate conservation laws. Discovered on Titan (2195), Venus asteroids (2200), and Mars subsurface (2205). Now regularly mined in multiple systems, primarily in the Orionis mining belt.
Why It's Valuable:
- FTL Travel: Nexacite resonates with Worldlines (probability threads through spacetime), enabling faster-than-light jumps
- Energy Generation: Clean, nearly limitless power
- No Substitutes: Only substance that enables practical interstellar travel
Forms of Nexacite
| Form | Description | Use | Cost |
|---|---|---|---|
| Raw Nexacite | Unprocessed crystal | Refinement material | 500-2,000 C per unit |
| Liquid Nexacite | Processed fuel-grade | Ship fuel | 4,500 C per unit |
| Refined Core (RNC) | Concentrated nexacite core | Long-range FTL | 15,000 C per core |
| Chronocite | ?? | ?? | ?? |
Raw Nexacite
Cost: 500-2000 C per unit | Range: 0*
Unprocessed raw Nexacite in its mined form. This cannot be used directly for fueling a ship unless the ship is equipped somehow to refine the Nexacite. Still very valuable when found and sold in bulk, and many guilds trade in only Raw Nexacite instead of refined versions.
Raw Nexacite exposure can be dangerous in the long term and requires a TD 10 Spirit check when exposed to it for longer than 1 week. On a failure take 1 point of Exhaustion and disadvantage to all Intelligence checks. After 1 month, it becomes a TD 12 Spirit check and on failure take 3d4 damage in addition to Exhaustion and Intelligence penalties. Additionally roll a 1d6 – on a critical failure, become effected with Time Sickness (inability to distinguish past/present). On a critical success, permanently become multi-classed as a LineSeer with no more Nexacite penalties.
Liquid Nexacite
Cost: 4,500 C per unit | Range: 10-20 hexes per unit
Processed nexacite in liquid form, the standard fuel for commercial and military vessels. Burns cleanly with no waste products. More efficient than basic reactor fuel and provides reliable performance across all ship classes. Refined Nexacite is safe to be around and does not pose safety risks.
Refined Nexacite Core (RNC)
Cost: 15,000 C per core | Range: 30-50 hexes
Concentrated nexacite compressed into a stable core matrix. Provides extended range for long-distance exploration or military operations. After use, RNC becomes a Depleted Nexacite Core (worthless for fuel but can be sold as scrap for 500-1,000 C or used in certain crafting applications).
Availability: Rare; requires Tier 2+ credentials or military authorization Sourcing: Military supply depots, high-end commercial ports, black market Best For: Deep space exploration, extended patrol operations, emergency long-range jumps
Supply Control:
- Orionis Mining Guild: Legal monopoly on extraction and refinement
- Guild Prices: Set artificially high to maximize profit
- Black Market: 50-200% markup for illegal/stolen nexacite
- Independent Mining: Illegal, Guild uses military force to stop
- Fueling Stations: Fueling stations provide the ability to refuel with clearance and normalized sector fees
- RNC: Much harder to source and is only available with Tier-2 Military clearances and at high costs
Scarcity: Nexacite deposits are rare and difficult to extract. Scattered minor deposits (heavily contested) exist but require specialized equipment to extract raw source, and may need to be refined.
Fusion Core
Cost: 10,000 C per core | Range: 5-25 hexes (variable)
Alternative to nexacite-based fuel using contained fusion reactions. Range varies significantly based on ship class and engine efficiency. After use, produces Helium Waste Core that must be disposed of properly (disposal fee: 200-500 C at certified facilities, or illegally vented in deep space).
Availability: Moderate; available at most major ports Sourcing: Independent from Orionis Guild; popular in anti-monopoly sectors Drawback: Variable range makes trip planning difficult; waste disposal required Advantage: Not subject to nexacite market manipulation or Guild control
Why Use Fusion Cores?
- Political/ideological opposition to Orionis Mining Guild
- Operating in regions where nexacite supply is unreliable
- Cheaper per-unit cost than RNC for certain ship types
- Avoiding nexacite-related legal scrutiny
Warp Stack (Prototype)
Cost: 45,000 C per stack | Range: 1 temporal jump
Experimental chronocite-based fuel enabling limited temporal manipulation during FTL. Allows "stealth jumps" that are harder to detect or track. Highly illegal in most jurisdictions due to chronocite content.
Availability: Black market only; extremely rare Sourcing: Criminal syndicates, Aegis Initiative (rumored), experimental research facilities Legal Status: Possession = Heat +3 in Coalition space, immediate confiscation Use Cases: Covert operations, time-sensitive extractions, evading pursuit
Emergency Jump Pack
Cost: 25,000 C per pack | Range: 1 emergency jump (returns to last safe location)
Single-use emergency fuel cartridge that automatically returns ship to its last registered safe port when activated. Does not require navigation—ship follows pre-recorded Worldline signature back to origin. Must be "primed" at a port to record the safe location.
Availability: Common at all legitimate ports Sourcing: Standard merchant/outfitter inventory Use Cases: Emergency escape from combat, misjump recovery, catastrophic system failure Limitation: Cannot choose destination; always returns to primed location
Fuel Sourcing and Economics
Legal Fuel Markets
Coalition Ports/Fueling Stations:
- All fuel types available (except Warp Stacks)
- Prices stable, supply reliable
- Credentials checked for RNC purchases
- Guild or Sector controlled nexacite pricing
Independent Fueling Port Stations:
- Limited selection (usually Basic Reactor Fuel and Liquid Nexacite)
- Prices 10-30% higher than in Coalition sectors
- Fewer credential requirements if any
- Supply can be inconsistent
Frontier Outposts:
- Sporadic availability
- Prices 50-100% higher than standard
- Quality may be questionable (roll d10: on 1-2, fuel is contaminated—reduce range by 25%)
- Often requires bartering or faction standing
Black Market Fuel
Why Use Black Market:
- Avoiding monopolies
- No credential checks
- Access to illegal fuel types (Warp Stacks)
- Evading tracking/registration
Black Market Pricing:
- Basic Reactor Fuel: +50% (1,500 C)
- Liquid Nexacite: +100-200% (9,000-13,500 C)
- RNC: +150% (37,500 C)
- Warp Stack: Only available source (45,000 C)
Black Market Risks:
- 20% chance fuel is diluted or contaminated (reduced range)
- 10% chance fuel contains tracker (location broadcast to authorities or rivals)
- No refunds, no guarantees
- Legal consequences if discovered (Heat +2)
Fuel Consumption Rates
- FTL Travel: 1 fuel unit per 20 hexes (varies by engine efficiency)
- Combat Operations: 1 fuel unit per 2 combat rounds
- Atmospheric Flight: Minimal fuel consumption for equipped ships
- Station Keeping: Negligible fuel usage
Refueling Procedures
Standard Port Refueling
Refueling at established ports and stations follows standard protocols:
Duration:
- Small Craft: 30 minutes - 1 hour
- Light/Medium Class: 2-4 hours
- Heavy/Carrier Class: 6-12 hours
Process:
- Request docking clearance and fuel type availability
- Dock at designated fueling berth (docking fees: 250-2,500 C)
- Port technicians connect fuel lines and transfer fuel
- Payment processed (fuel cost + port fees)
- Safety inspection completed (automatic at legal ports)
- Clearance granted for departure
Complications:
- Busy ports may require waiting (1d4 hours queue time)
- Frontier stations may lack preferred fuel type
- Credentials checked during legal refueling (Heat may trigger complications)
Emergency Refueling (In Space)
Ships can transfer fuel between vessels in space, but it's dangerous and time-consuming.
Requirements:
- Both ships must match velocity and maintain proximity (requires TD 8 Piloting check)
- Specialized fuel transfer equipment (5,000 C, most ships lack this)
- Engineering check TD 4 per fuel unit transferred (Optional)
- Time: 2 hours per fuel unit transferred
Risks:
- Failed Piloting check: Ships collide (1d10 hull damage to both)
- Failed Engineering check: Fuel spill (lose 1 fuel unit, possible fire hazard)
- Sitting target: Both ships vulnerable to ambush during transfer
When Used:
- Emergency situations (stranded ship rescue)
- Military/covert operations (avoiding port registration)
- Piracy (fuel theft from captured/disabled ships)
Fuel Salvage
Derelict ships and wrecks may contain salvageable fuel.
Salvage Process:
- Investigation check TD 4 to locate intact fuel systems
- Engineering check TD 6 to extract fuel safely
- Success: Recover 1d4 fuel units (type depends on ship)
- Failure: No fuel recovered, possible contamination
- Critical Failure: Fuel explosion (2d6 damage, 20 ft radius)
Fuel Quality:
- Roll d10: On 1-3, salvaged fuel is contaminated (reduce range by 25%)
- Derelict fuel older than 5 years: Always contaminated
Black Market Refueling
Illegal fuel sources skip registration and credential checks but carry risks.
Process:
- Contact black market fuel broker (Investigation or criminal contacts)
- Negotiate price (typically +50-200% markup)
- Meet at designated location (often hidden or remote)
- Transfer completed (same duration as legal refueling)
Advantages:
- No credential checks
- No registration/tracking
- Access to illegal fuel types (Warp Stacks)
Disadvantages:
- Higher costs
- 20% chance fuel is diluted/contaminated
- 10% chance fuel contains tracker
- Risk of ambush (10% chance encounter is robbery setup)
- If discovered: Heat +2
Refueling in Hostile Territory
Refueling while in danger requires speed over safety.
Combat Refueling (Emergency):
- Costs double (rush fees, danger pay)
- Duration reduced by 50% (rushed procedure)
- Engineering check TD 10 or fuel transfer fails
- Station may refuse service if under active attack
Stealth Refueling:
- Some smuggler havens offer "no questions" refueling
- Cost: +100% standard price
- No records kept
- Location information valuable (sold by contacts or discovered through Investigation)
Fuel Storage and Management
Ship Fuel Capacity:
Ships store multiple fuel units based on class:
- Small Craft: 2-4 fuel units maximum
- Light Class: 4-8 fuel units maximum
- Medium Class: 8-15 fuel units maximum
- Heavy Class: 15-30 fuel units maximum
Partial Refueling:
Ships need not refuel completely. Purchase fuel units as needed within ship capacity.
Fuel Type Mixing:
Ships can carry multiple fuel types simultaneously but cannot mix them in a single jump. Must declare which fuel type is used before each FTL jump.
Port Availability
Coalition Ports (Sol, Proxima, Tau Ceti):
- All fuel types available (except Warp Stacks)
- Fast service, reliable quality
- Full safety inspections
Independent Stations:
- Limited selection (typically Basic Reactor and Liquid Nexacite only)
- Slower service (add 50% to refueling time)
- Minimal inspections
Frontier Outposts:
- Sporadic availability (GM rolls d6: 1-2 = out of stock)
- Much slower service (double refueling time)
- No inspections (benefit or risk depending on Heat)
Additional Consideration: Refueling as Downtime Activity
If you want refueling to integrate with your downtime system:
During Downtime (Section 16):
Refueling is typically handled as part of ship maintenance between missions:
- Costs tracked and paid
- Duration abstracted (happens "during downtime")
- No complications unless GM introduces them
During Active Play:
Refueling becomes mechanically relevant when:
- Time pressure exists (pursuers, deadlines)
- Credits are scarce (can't afford full refuel)
- Location is dangerous (hostile territory, black market)
- Fuel type unavailable (must seek alternatives)
Operating Costs Beyond Fuel
- Port Fees: 250-2,500 credits per landing (depends on port class)
- Docking Permits: 500-5,000 credits per cycle (varies by jurisdiction)
- Crew Salaries: Varies by role and experience
- Insurance: Recommended for valuable vessels
- Cargo Handling: Additional fees for commercial operations
Running Out of Fuel: If ship fuel depletes mid-jump:
- Ship drops out of FTL in random location
- Emergency beacon required for rescue
- Stranded until refuel or tow
- Common cause of "ghost ships" in deep space
10.9 Ship Upgrades and Modifications
Ships can be enhanced through technological upgrades, structural modifications, and specialized equipment installations.
Common Upgrade Categories
Shield Enhancements:
- Increased capacity (+25% Shield Integrity)
- Faster recharge rates
- Specialized resistance (energy/kinetic)
- Cost: 10,000-25,000 credits
Weapon Systems:
- Additional weapon mounts
- Enhanced targeting computers (+2 Accuracy)
- Upgraded damage output
- Cost: 15,000-50,000 credits
Engine Improvements:
- Increased speed and maneuverability
- Enhanced fuel efficiency (-20% consumption)
- Overcharge capability (temporary speed boost)
- Cost: 20,000-60,000 credits
Sensor Arrays:
- Extended detection range (+50%)
- Stealth detection capability
- Enhanced targeting data
- Cost: 8,000-20,000 credits
Cargo Modifications:
- Additional storage capacity (+5 slots)
- Specialized containment (hazmat, cryo)
- Hidden compartments (smuggling)
- Cost: 7,500-15,000 credits
Defensive Systems:
- Stealth coating (reduced detection chance)
- Point defense systems (anti-missile)
- Reinforced hull plating (+AR)
- Cost: 12,000-40,000 credits
Installation Requirements
All upgrades require:
- Appropriate materials and credits
- Engineering check (TD varies by complexity)
- Downtime for installation (1 day to 1 week)
- Possible professional installation fees
Failed installation may damage components or create system incompatibilities.
10.10 Ship Acquisition and Costs
Purchasing a spacecraft represents one of the largest financial investments characters will make.
Standard Ship Costs
| Ship Type | Cost Range | Typical Features |
|---|---|---|
| Hoverbike (non-FTL) | 2,500-5,000 C | Personal transport, atmospheric only |
| Small Shuttle | 50,000-100,000 C | Short-range transport, no FTL |
| Type S Scout | 500,000+ C | Basic FTL, minimal amenities, 1-2 crew |
| Type A Trader | 5,000,000+ C | Commercial hauler, 4-8 crew, cargo focus |
| E1 Explorer | 2,500,000+ C | Long-range operations, science equipment |
| Frigate | 50,000,000+ C | Military-grade, weapons, armor, 20+ crew |
| Capital Cruiser | 1,000,000,000+ C | Fleet command, massive crew, strategic weapon systems |
Alternative Acquisition
- Financing: Most banks offer ship mortgages at 5-15% interest over 10-30 years
- Leasing: Pay monthly fee (typically 1-3% ship value) with buyout option
- Salvage Rights: Claim and repair derelict vessels (dangerous, uncertain condition)
- Faction Assignment: Military or corporate ships assigned to crew (not owned)
- Inheritance/Gift: Rare but possible story-based acquisition
Restricted Vessels
Military-grade ships require:
- Proper licensing and clearance
- Faction alignment or military service
- Extensive background checks
- Restricted from civilian purchase in most systems
Black market acquisitions avoid legal requirements but carry significant risks: stolen ship registrations, hidden trackers, or previous owner complications.
10.11 Example Ship Combat
Setup: The Drift Pearl (Type A Trader, crew of 3) encounters a pirate corvette, the Reaver's Fang, attempting interdiction near the Sirius Belt.
Ships:
- Drift Pearl: Hull 45, Shields 30, AR 2, SP 18, Crew: 3
- Reaver's Fang: Hull 35, Shields 25, AR 1, SP 20, Crew: 4
Initiative Phase
- Drift Pearl Pilot (d8 Piloting): rolls 7 + 0 (Medium) = 7
- Reaver's Fang Pilot (d8 Piloting): rolls 5 + 1 (Light) = 6
- Drift Pearl wins Momentum and acts first.
Round 1 – Drift Pearl Phase
Pilot (Kade): Spends 1 SP on Tactical Positioning – the next allied attack this round has Advantage. Reserves 2 SP for Evasive Maneuver as a reaction. Drift Pearl SP remaining: 18 − 3 = 15.
Gunner (Tavi): Spends 3 SP on a Targeted Attack with the forward cannon. Weapons roll: d8 + 2. Rolls 7 and 11 (Advantage from Tactical Positioning), keeps 11. Standard ship TD is 10, so the attack hits. Damage: 3d8 = 16. Reaver's AR 1 reduces this to 15. Reaver's Shields drop from 25 to 10. Reaver's Fang: Shields 10, Hull 35. Drift Pearl SP remaining: 15 − 3 = 12.
Engineer (Ryker): Drift Pearl has not yet taken damage, so Ryker focuses on power management. Attempts System Point Recovery (0 SP). Engineering check vs TD 8: rolls d6 + 2 = 9 (success). Recovers 1d6 SP = 4. Drift Pearl SP: 12 + 4 = 16.
Round 1 – Reaver's Fang Phase
Pilot: Spends 2 SP to close distance and angle for a better firing solution. Reaver SP: 20 − 2 = 18.
Gunner 1: Spends 3 SP on a Targeted Attack against the Drift Pearl. Weapons roll: d8 + 2 = 12 vs TD 10 – a hit. Kade triggers his reserved reaction:
Pilot (Kade – Evasive Maneuver): Spends the 2 SP he reserved. Rolls Piloting d8 + 3 against the attacker's 12 and gets 14. Evasive Maneuver beats the attack roll, so the shot misses entirely. Drift Pearl SP: 16 − 2 = 14. Reaver SP: 18 − 3 = 15.
Gunner 2: Spends 5 SP on Barrage Fire with missile batteries. Makes three separate attacks, each at −2 to the Weapons roll:
- Attack 1: (d8 + 2) − 2 → total 8 vs TD 10 – miss
- Attack 2: (d8 + 2) − 2 → total 9 vs TD 10 – miss
- Attack 3: (d8 + 2) − 2 → total 11 vs TD 10 – hit
Damage from the one hit: Damage roll: 2d10 = 13. Drift Pearl AR 2 reduces this to 11. Drift Pearl Shields drop from 30 to 19. Reaver SP after Barrage: 15 − 5 = 10.
Engineer: Attempts System Point Recovery (0 SP). Engineering check vs TD 8: d6 + 2 = 8 (success). Recovers 1d6 SP = 4. Reaver SP: 10 + 4 = 14.
Start of Round 2 (Drift Pearl Highlight)
At the top of the next round, Ryker could now use Shield Recharge to restore some of the Pearl's lost shields (Engineering vs TD 10 to regain 2d6 Shield Integrity), while Kade and Tavi decide whether to press the attack or attempt to disengage.
Combat would continue in this pattern until one ship is destroyed, disabled, or successfully flees.