Exatmo Vehicles

Ships sail from A to B across the C. Spaceships sail from A to B across nothing.

An exatmo (exterior to atmosphere) vehicle can function outside planetary atmospheres and sail off into the wild black yonder. Space vehicles have specially sealed hulls, super-powerful engines, and technomagical drives that jump enormous distances. Space vehicles can be the focus of a story or a tool to advance a story.

Drawing of two space suited humanoids floating around camper in outer space.

Have space will travel

A space vehicle may be a piece of garbage discarded by a 1000 planet armada, or the priceless effort of a culture trying to escape its gravity well. Space vehicles can be found, stolen, rented, lent or inherited by the expedition. Space travel may be the campaign goal or just to mechanism to expand campaign horizons. Either way, access to a spaceship brings the level of fantasy to galactic proportions.

Nomenclature

The type of space vehicle reflects its function. The space vehicle types starship and airship indicate different functions. A starship does it all. A starship can travel between stars (special drive), between planets (exatmo drive) and enter the atmosphere (inatmo drive). An airship can only maneuver within a planet’s atmosphere and gravity (inatmo drive). An airship could be a plane or a dirigible, but not a space vehicle.

Exatmo is a contraction of "exterior to the atmosphere." Exatmo is deadly to all life forms unless they are specifically protected. Inatmo is a contraction of "in the atmosphere." Inatmo is usually safe for lifeforms with ground, gravity and atmosphere. Special drives defy existing physics to transport the expedition across the vastness of space.

Nomenclature of Space Vehicles
Nomenclature denotes function.

Type

Exatmo Drive

Inatmo Drive

Special Drive

Starship

YES

YES

YES

Starcruiser

YES

NO

YES

Starjumper

NO

NO

YES

Spaceship

YES

YES

NO

Spacecruiser

YES

NO

NO

Airship

NO

YES

NO

Type

Exatmo Drive

Inatmo Drive

Special Drive

The Build

Space vehicles are neither accurate in detail nor aerospace specifications. A space vehicle is a tool for role-playing. It is not an end itself. The build creates random space vehicles that supply the basic necessities of space travel. The only guarantees are a hull, drives, computers, and life support. The layout and appearance depend on the referee and players.

Hull

A hull is the outer covering of a seed. A space vehicle hull encases the ship’s contents, protecting them from exatmo. The first assumption about space vehicles is that they have hulls. The shape of the hull is determined entirely for dramatic effect. Space vehicles shaped like pirate ships are acceptable if this fits the referee’s milieu. The ship’s hull is an intimate part of the ship’s life support and gravity systems.

Hull Checklist
  1. Size

  2. Composition

  3. Strength

Space vehicle docking at space station with planet in background.

Different sized space vehicles

Hull Size

Hull size determines the space vehicle size. The bigger the hull size, the bigger the space vehicle. Hull size represents the amount of volume displaced by the space vehicle. Hull size does not correlate with reality in any way. Metric tonnes of displacement sounds lends a sciency fiction maritime feel to hull size.

Space Vehicle Hull Size
Get some tonnage for your space voyage.

Die Roll (1d100)

Displacement in Tonnes

01-10

2-8 (2d4)

11-30

3-18 (3d6)

31-50

4-40 (4d10)

51-80

40-400 (10 x 4d10)

81-90

401-1400 (1d1000 + 400)

91-95

1500-6000 (100 x 5d10 + 1000)

96-99

6000-36000 (1000 x 6d6)

00

Ref’s Own Table

Die Roll

Displacement

Brackets show recommended dice combinations.

Hull Composition

Hull Composition is more of a descriptor. All hulls function the same except regarding maintenance. Most space vehicles will be composed of metal, plastix, and ceramic alloys. Smart hulls are self-maintaining and slowly repair themselves. Smart hulls offer no combat benefit at all. They allow the expedition to avoid the expenses of hull refitting.

Space Vehicle Hull Composition
Show us what you are made of.

Die Roll
(1d100)

Composition

Comment

01-90

Hull Metal
Ceramics alloys and plastix.

Requires maintenance.

91-99

Smart Metal
Organic Steel. Organalloy.

Self maintaining.

00

Ref’s Own Table

Die Roll

Composition

Comment

Hull Strength

Hull strength determines the hull’s ability to prevent damage to the ship’s interior components. It is a mix of composition strength, shape and redundancy. The hull strength is also the hull armour rating (AR). The hull cannot be damaged before depleting the hull’s AR. This depletion can happen fast in space vehicle combat.

Hull Strength
Hull strength = Hull AR = space vehicle AR.

Die Roll
(1d100)

Hull AR

01-10

800

11-30

900

31-60

1000

61-80

1100

81-90

1500

91-95

2000

96-99

2500

00

Ref’s Own Table

Die Roll

Hull AR

Drives

Like any vehicle, a space vehicle needs engines to travel from one point to another. However, space vehicles are not so provincial as to call their power sources engines. Space vehicles call their engines drives. The term drive includes all the components needed to propel the space vehicle.

Drawing of a stylish spaceship showering flames on reentry.

Entering atmosphere at high speed

Drive Configuration

The configuration of the drive types determines the space vehicle type. The referee should always choose the kind of space vehicle that best suits the story.

Drive Configuration
Determine the drives is the space vehicle fitted with.

Die Roll (1d100)

Vessel Type

Drive Configuation

01-42

Starship

Exatmo, Inatmo, Special

43-68

Starcruiser

Exatmo, Special

69-80

Spaceship

Exatmo, Inatmo

81-90

Spacecruiser

Exatmo only

91-99

Star Jumper

Special only

00

Ref’s Own Table

Die Roll

Vessel Type

Drive Config

The referee should select the best vehicle type for the campaign and it’s milieu.

Starship

The starship does it all. A starship can take off and land on a planet’s surface, travel from planet to planet and jump from star to star.

Starcruiser

This space vehicle can’t enter an atmosphere but can travel anywhere else in space. The starcruiser also has the name star bus or simply a cruiser.

Spaceship

The spaceship is limited to work within the confines of one star system. This vehicle can cross into the atmosphere of any planet in the system. The spaceship also has the name shuttlecraft or space bus.

Spacecruiser

The spacecruiser only operates in the vacuum of space within one star system. This space vehicle cannot enter the atmosphere of a planet or jump to another star system. The spacecruiser also has the name transfer craft or space tug.

Starjumper

The starjumper only has a special drive and can only jump from one location to another. The starjumper cannot enter the atmosphere and cannot travel between planets. The starjumper is hardened for exatmo but can only maneuver around a planet. The starjumper also has the name transfer station or transport satellite.

Airship

An airship only has an inatmo drive and cannot travel outside of a planet’s orbit or atmosphere. Airships also have names like plane, dirigible, or rocket. Mundane terra has a few airships that can drop off satellites and crash back to terra aqua.

Sleek pointy space ship against the outline of a planet.

Even a space tug can look good.

Exatmo Drive

The exatmo drive maneuvers the ship through the vacuum of space and is the defining feature of a space vehicle. The exatmo drives are sciency fiction fast. The larger the drive size, the more powerful the exatmo drive. The exatmo drives are essential in space vehicle combat. They can maneuver a ship well beyond survivable physics in combat.

Exatmo drives will be one of two types: fusion or gravetics. The player creating the space vehicle may choose between the two. Both are equally efficient at moving the ship around exatmo. Neither type of exatmo drive can function within the atmosphere. Fusion and gravetics drives require an absence of gravity and atmosphere to function.

Both the exatmo drives function equally well.

Inatmo Drive

The inatmo drive maneuvers the ship through the atmosphere and gravity of planets. These are the in-atmospheric drives of the ship. Inatmo drives require both atmosphere and gravity to function, and they do not work in space. A space vehicle that does not have an inatmo drive cannot enter an atmosphere (safely). A space vehicle with both inatmo and exatmo drives can enter and exit a planet’s atmosphere.

All of the inatmo drive types function equally well.

Inatmo Drive Type
Inatmo drive types are created equal.

Die Roll (1d8)

Inatmo Drive

1-3

Anti Grav

4

Balloons

5

Chutes

6

Jets

7

Props

8

Ref’s Own Table

Die Roll

Inatmo Drive

Antigrav Inatmo Drive

Classic sciency fiction anti-gravity units suspend and maneuver the ship above the planet’s surface.

Balloons Inatmo Drive

Once in the atmosphere, balloons will automatically billow out and fill themselves with a computerized mixture of gases. The ship is maneuvered about by altering the buoyancy of the various balloons.

Chutes Inatmo Drive

This spaceship ejects an enormous collection of kites, and parachutes, which computers control to maneuver the ship while fuel supplies last. The spaceship can employ prevailing winds to lift off.

Jets Inatmo Drive

A multitude of fuel-burning jets (or rockets) maneuvers the ship in the atmosphere.

Props Inatmo Drive

Large airscrews located about the ship operate at various power levels to attain maneuverability.

Drawing of a space ship heading towards a hole in the time space continuum.

Oh look, a wormhole!

Special Drives

Special drives technomagically fling the starship instantly across space. Special drives replace generational space vehicles and unhealthy cryosuspension. Special drives are the cornerstone of sciency fiction space operas. The speed of light is just not good enough. The logistics of the 2000 year space flights are the root cause of special drives. The special drives turn insurmountable distances into science fiction pulp.

All special drives function equally well.

Special Drive Type
Fantastical devices for star hopping.

Die Roll (1d100)

Special Drive

01-26

Bloater

27-34

FTL

35-42

Hyper

43-44

Psi Flip

45-70

Time Slip

71-74

Transmat

75-99

Warp Drive

00

Ref’s Own Table

Die Roll

Special Drive

Bloater Special Drive

A bloater drive expands the ship and its contents by increasing the space between its molecules. The expansion continues until entire planets, stars, and galaxies can pass between the ship’s molecules. This bloating continues until the destination point is near the ship’s hull. The ship then begins to deflate around its new destination point, arriving instantly without moving.

FTL Special Drive

Faster than light travel plays havoc with many paradoxes. FTL travel is a convenient way to get from point A to point B and advance the story.

Hyper Special Drive

Also known as jump drives. Anything hyper does more than anything else in the same amount of time. So the hyperdrive covers light years faster than a non-hyper drive would.

Psi-Flip Special Drive

The psi-flip transports the ship to the location thought of by the navigator. This drive requires a most precise mental image and corrects the reality so that the idea of the new location becomes true. Once the psionic navigator has convinced her mind that she is somewhere else, the psi-flip drive corrects reality. Psi-flip is known as a mind flip drive or a flip drive. To navigate a psi-flip special drive requires 18 MSTR or a specially mutated persona. Robots cannot operate a psi-flip special drive.

Time-Slip Special Drive

Another one of the mystically bizarre space travel devices is the time slip. This drive system drops its payload into time limbo (likely hyperspace). While in hyperspace, the drive scans through moments in the past/future until it finds a moment better aligned for its travel purposes. The drive then re-enters the original space-time but at its desired location.

Transmat Special Drive

The transmat drive exploits electron probability to cover plot improving distances. At some point, some electron of the ship will be near the location where they want to be. Once this occurs, it is just a matter of reorienting the ship’s molecular parts with the vagrant orbital electron particle. A transmat is also known as a probability drive.

Warp Special Drive

Warp drives operate under the premise that space can fold up, bringing stars much closer together. Once space-time is folded, the space vehicle passes through the base of the fold. This distance travelled is short, but the distance covered is enormous. Warp drives are also called origami or laundry drives.

Drive Power

The drive power represents how powerful the drive is. The more powerful the drive, the faster, further the drive goes. Each drive type has its own power level between one and ten. The player rolls drive power from 1-10 (1d10) for each drive the space vehicle has. The player may roll three times for a starship (exatmo, inatmo, and special) or once for a space tug (exatmo only). The more powerful the drive is, the more hull space it occupies.

Drive Power Size and Performance
Drive size (Tonnes) and drive level (performance).

Drive Type

Power Level

Drive Size

Performance

Inatmo

1-10

1%

1 Mach, 1 Gravity

Exatmo

1-10

1%

0.1 C, 1 Gravity

Special

1-10

1%

20 Light Years

Drive Type

Power Level

Drive Size

Performance

% hull per level

Unit per level

Drive Power Level

The player rolls drive power from 1-10 (1d10) for each drive the space vehicle has. The player must record the drive power level for each drive type, i.e., Inatmo 4, Exatmo 2 and Special 6. The drive power determines the drive size and drive performance.

Drive Size

The more powerful the drive, the more hull space it occupies. The larger the space vehicle, the larger the drive that moves it. The tonnage of a drive is 1% of the hull size per level of drive power. Each drive has its own power level, and therefore each drive occupies a unique amount of hull. These individual drive wates are cumulative. A space vehicle with a 100-tonne hull has a power level 10 exatmo drive (zoom zoom) and a power level 5 special drive. The drives occupy 15 tonnes of hull space.

Performance

Each drive has a metric that each drive’s power level multiplies. A level 5 exatmo drive can move at 0.5 C (speed of light) and pull 5 G maneuvers. A level 5 inatmo drive can move at Mach 5 through the sky of a 5 G planet. A level 5 special drive can jump 100 light-years.

Special Drives are Special

The special drive can travel 20 light-years (LY) per level. A level 6 special drive can travel 120 light-years in one moment. The referee can change to what works best for the milieu and campaign, i.e., parsecs or astronomical units. A special drive jump is usually instantaneous. The referee can change to what works best for the milieu or campaign, i.e., days or weeks per jump unit. Regardless of the special drive type, the vessel travels through hyperspace.. There is no communication within hyperspace or between hyperspace and physical space.

Rules maintain game balance and assist creativity.
Do not let rules get in the way of the story or the fun.

Fuel

Fuel seems like a trivial issue for a gallant expedition out to save the universe. Energy is the limiter of all things, especially space vehicles. Fuel is a tool to make gameplay more challenging and the storytelling more interesting. The players can dispense with fuel’s rules if desired.

Fuel Type

A space vehicle’s fuel type is a fun descriptor. It is entirely up to the referee if gas from one vessel is compatible with gas from another vessel. A space vehicle will only have one fuel type. Each drive type will use the same fuel type. The drive types may use the same fuel, but each drive type has different needs and rates of consumption. Whether the space vehicle has a full tank, a half tank or vapours is up to the referee and the milieu of the campaign.

For more information about fuel and energy jump to the generic mythos section → Energy and Power.

Fuel Type
Determine fuel type for an exatmo (space) vehicle.

Die Roll (1d100)

Basic

01-10

Gas

11-20

Liquid

21-30

Solid

31-40

Plasmoid

41-50

Dynamo

 — 

Recharging

51-65

Gravitational

66-80

Magnetic

81-82

Solar

 — 

Continuous

83

Broadcast

84-98

Nuclear

99

Psionic (footnote)

00

Ref’s Own Table

Die Roll

Fuel Type

A psionic powered space vehicle will all kill organic occupants every refuel. This fuel type is a campaign choice.

Drawing of very big space ship built around a rock.

Rocking space ship

Fuel Level

The drive types the space vehicle has, the more fuel the space vehicle may have. Each drive type contributes an amount to the shared fuel storage. The fuel storage occupies hull space on the vessel. The fuel amount also determines the range of the space vehicle.

Fuel Storage
The higher the storage level the greater the range and wate.

Drive Type

Fuel Level

Storage Size

Range

Inatmo

1-10 (1d10)

1%

1 Month per level

Exatmo

1-10 (1d10)

1%

1 Month per level

Special

1-6 (1d6)

1%

1 Month per level

Drive Type

Fuel Level

Storage Size

Range

% hull per level

Total all months

Fuel Level

The fuel level indicates how much fuel each drive type contributes to the total fuel level. For example, a spaceship has the following fuel levels: inatmo 8, exatmo 9 and special 3. The total fuel level is 20, which determines the fuel storage and fuel range.

Fuel Storage

Fuel storage indicates the amount of space that the fuel occupies in the hull of the vessel. The total fuel level of all the drive types determines the size of the fuel storage. Each fuel level occupies 1% of the hull displacement. A fuel level of 20 occupies 20% of the vessel’s hull space. If this were a 100-tonne spaceship, a fuel level of 20 would occupy 20 tonnes of hull space.

Range

The range indicates how long the space vehicle can run until it runs out of fuel. The fuel level indicates the number of months that the ship can operate with a full tank. A vessel with a fuel level of 20 would have a range of 20 months. The following section on fuel consumption explains the concept of fuel range as months.

Fuel Consumption

Fuel consumption varies with the drive type and how the expedition is using it. Combat fuel consumption is much higher than tourist or haulage fuel consumption.

Both fuel consumption and fuel range are in units of time. Calculating light-years, kilometres, or parsecs became overwhelming and tedious. Using date time for monitoring fuel consumption allows for limits on fuel (if the campaign desires) and allows for more storyful measurements.

Each month of range consists of 30 days of fuel use. A month of range is for that specific space vehicle. The range takes into account the vessel size and all fuel necessary for the task at hand. Choosing a time of fuel burn proved to be the easiest way to keep track of fuel consumption.

Consider a special drive jump as an example. A special drive jump uses one month of fuel and moves the ship as many light-years as the special drive level indicates. A 10 tonne or a 100-tonne vessel would use one month of their fuel storage to make the jump. This method allows the ship to make several jumps before refuelling but does not bog the players down with astronomical calculations.

Fuel Consumption
Fuel burn by drive type and usage.

Drive Type

Game Time

Fuel Supply Used

TRAVEL USE

Inatmo

Minute

Day

Exatmo

Hour

Day

Special

One Use

Month

COMBAT USE

Inatmo

Combat Unit

Day

Exatmo

Combat Turn

Week

Special

Run Away!

Month

Drive Type

Game Time

Fuel Supply Used

So a space vehicle with 15 months of fuel could make 15 special drive jumps or compete in 60 turns of space combat or 90 minutes of inatmo flight. A space vehicle drops out of combat if there is less than one week of fuel onboard. Running out of fuel during combat is a victory condition for the vessel that does not run out of fuel. A space vehicle cannot jump if there is less than one month of fuel onboard.

The nature of refuelling depends on the referee’s milieu and campaign. Some fuel types may be ubiquitous materials that one skims off the local gas giant. Other fuel types may require days of retooling by highly skilled space mechanics.

Computer

The computer is the vessel, and the vessel is the computer. The computer integrates deeply with every system on the space vehicle. The computer manages special drive jumps, combat maneuvers, life support, gravity and more. A space vehicle requires a computer and crew to function. Pilots, navigators and engineers work on the space vehicle through the ship’s computer. Software can replace the crew of a space vehicle, but there are no manual space vehicles.

Life support protects the vessel’s cargo, but it is really there for the ship’s computer. A dead computer is a dead space vehicle. Cargo and crew come and go, but ship’s last generations.

Installing the ship’s computer
  1. Computer Level

  2. Computer Size

The ship’s computer is distributed throughout the entire space vehicle. There may be a central location for interaction with the ship’s computer. This central computer interface could be called the ship’s bridge, but a ship’s bridge is not strictly necessary. Personas acting as the ship’s crew can be located on a bridge or distributed about the vessel.

A ship’s computer is not an autonomous intelligence. However, it may have attitude and personality. The referee may consider the ship’s computer a referee persona. However, it will be friendly and helpful for vessel operations. The expedition may interact with the computer via devices or voice interaction.

Computer Level

The higher the computer level, the more powerful it is. A higher ship’s computer level improves everything from the galley food to combat maneuvers. The higher the level of the computer, the more complicated the software it can manage. The computer level ranges from 1-10 (1d10).

The bigger the ship, the larger the computer. The computer size and wate represent all components, wiring, peripherals, terminals, processors and doohickeys. The ship’s computer occupies 1% per level of hull space. So a 200-tonne starship with a level 4 computer would have 8 tonnes of computer equipment on board.

Swirling image of a many stars and galaxies.

Remember where you are standing.

Software

Computer software broadens the ship’s computer skills in specific areas. All space vehicles automagically maintain life support, gravity and keep things from exploding. A space vehicle needs direction from personas to get up and go. A ship’s computer is artificially intelligent but not autonomously intelligent. The computer level determines the effectiveness of the software.

The software will include any hardware and connections it needs to function on the vessel. A software package may physically bolt onto the space vehicles or be auto-downloaded from GitHub.

There is no limit to the amount of software a ship’s computer can store, but there is a limit to the number of programmes that it can simultaneously operate. A space vehicle is limited to using one software title per level of computer at once. Players will have to make choices about what is the most critical package to run.

Crew Replacement Software

Crew replacement software indicates programmes and mechanical devices that can replace essential crew. In some circumstances, the crew software replaces the required crewmember completely. In other circumstances, the programmes direct a persona or robot on how to operate the system.

A space vehicle is limited to using one software title per level of computer at once. Players may have to make choices about what is the most critical software to run. A low-level ship’s computer may always require a persona crew member to function.

The table for crew replacement software is a bit different. The table used to generate software is a Chance Table. The player rolls decidice (1d100) for every programme, and there is a chance of having it. A level 3 computer has a 60% chance of an astrogation programme and a 15% chance of a piloting programme. The player rolls once for every item on the chance table, i.e., she makes a separate roll for astrogation, navigation etc.

Space Vehicle Crew Replacement Software
You’re fired.

Title

Chance

Comments

Astrogation

20

Replace astrogator

Engineering

15

Replace mechanic

Navigation

10

Replace navigator

Piloting

5

Replace pilot

Title

Chance

Comments

Astrogation

This programme allows any persona to pilot the special drives. The persona works directly with the ship’s computer to plot special drive jumps. When an astrogator uses this software, she can reduce fuel usage for jumps (2 weeks) or decrease the duration of time in hyperspace.

Engineering

This software title allows any persona to carry out ship maintenance and repairs. The ship’s computer directs personas what needs doing, where it needs doing and how to do it. Combining engineering crew replacement with a robot can make for nearly seamless space vehicle operations. A mechanic working with this software gets bonuses on her task rolls for ship-related maneuvers. Ship repair and maintenance task rolls get a bonus of +5 per level of the ship’s computer.

Navigation

This software title allows any persona to pilot the inatmo and exatmo drives. The persona works directly with the ship’s computer via specialized control devices (steering wheel). A pilot or navigator working with this software can optimize the programme, saving fuel or making unorthodox maneuvers. Combat fuel usage is unaffected by this teamwork.

Piloting

This programme allows any persona to hand over all maneuvers to the ship’s computer completely. Piloting includes navigation, astrogation and combat maneuvers. Piloting software is very advanced, and it may have its own personality that interacts with the personas and ship’s computer.

Miscellaneous Software

Miscellaneous software consists of programmes that vary from functional to sublime. The programmes include both the hardware and software that the packages need to operate. The programmes allow the ship’s computer to carry out the task and help personas perform maneuvers.

When a persona can use the ship’s computer for a maneuver, she enjoys a bonus of +1 per computer level. For instance, a persona who can use the etiquette programme to help cater a fancy dinner. If the computer level is 5, the persona gets a +5 DD bonus when maki9ng the meal.

The player makes one roll per level of the ship’s computer.

Miscellaneous Space Vehicle Programmes
Space vehicle programmes. Useful to zany.

Die Roll (1d100)

Title

Comment

01-03

Admin

Inventory, schedules, planning.

04-05

Advisor

Pious sagely advice.

06-07

Anomaly

Hide in exatmo.

08-09

Anti-hijack

Evade boarding.

10-11

Appraisals

Estimate value only.

12-13

Armada

Appear as an armada.

14-15

Astrogation

Replaces an astrogator.

16-17

Banking

Money, taxes, customs.

18-19

Bio Assayer

Tissue analysis.

20-21

Book Reader

Reads Little Golden Books

22-23

Brig

Turn rooms into jails.

24-25

Camouflage

Hide inatmo from exatmo.

26-27

Chapel

Assists meditation.

28-29

Communications

Extended comms.

30-31

Decoder

Crypto tool.

32-33

Detectors

Find planetside stuff.

34-35

Diplomacy

Say nothing kindly.

36-37

Entertainment

Entertains guests.

38-39

Etiquette

Interstellar etiquette.

40-41

Forensics

Crime investigations.

42-43

Fuel Control

Add 50% to fuel.

44-45

Gun Control

Airlock guns.

46-47

Gunnery

Replaces a gunner.

48-49

History

Pedantic git.

50-51

Industrial

Manage a plant.

52-53

Law

Interprets arcane law.

54

Library

Generic class computer.

55-57

Maneuvers

Fancy evasive maneuvers.

58-59

Mapping

Map planetside terrain.

60-61

Mechanical

Detailed mechanical status.

62-63

Mechanicalization

Self maintenance.

64-65

Medical

Runs medical equipment.

66-67

Medicalization

Replaces vet.

68-69

Mimic

Appear as a different ship.

70-71

Navigation

Replaces pilot .

72

Piloting

Replaces pilot.

73

Printer

Dot matrix hard copy.

74-75

Print Out

Glorious 3d holo or solid prints.

76-77

Programming

Programs as a mechanic.

78-79

Relations

Operates as a relations bot.

80-81

Robot

Roll any robot.

82-83

Surveillance

Eavesdropping on vessel.

84-85

Translation

Anything to anything.

86-87

Weapons

Replace all gunners.

88-89

Weaponifaction

Can manipulate weapons.

91-92

Weather Push

Planetside weather manipulation.

93-94

Xenobiology

Alien ID.

95-99

Extra Roll

00

Ref’s Own Table

Die Roll

Title

Comment

Dot matrix printer does not count as a roll.

Defensive Systems

A ship’s defences comprise anything that protects the contents of the space vehicle. The defences include computer programmes and structural protections. For example, the computer assists with evasive maneuvers, the hull is fortified, and there is a force field. Life support, gravity and hull are considered defensive systems. Life support works together to defend against the harshness of exatmo. Intentional defences, like ECM and shields, are designed to protect the ship in combat.

To learn how defensive systems work in combat jump to Space Vehicle Combat.

The table used to generate defensive systems is a Chance Table. The player rolls decidice (1d100) for every defence on the list. A level 3 computer has a 30% chance of electronic countermeasures and a 6% chance of active defences. The player rolls once for every item on the chance table, i.e., she makes a separate roll for ECM, Shields etc.

Space Vehicle Defensive Systems
Roll less than Chance * Computer Level using 1d100.

Defence

Chance (per comp level)

Life Support

Auto

Gravity Control

Auto

Hull

Auto

Armour

Auto

ECM

10

Shields

8

Guns

4

Actives

2

Defence

Chance

Life Support

Life support maintains a comfortable environment for the organic and delicate inorganic contents of the ship. The most straightforward description is an 'outer space air conditioner.' Destroying the life support system exposes all of the hull’s contents to the deadly vacuum of space.

Life support is entirely self-contained and is impossible to tamper with and hard to destroy. The life support system functions entirely unknown for the players until something goes wrong. Life support, gravity, armour rating, hull and shield (if present) are all part of the Life Support Onion.

Gravity System

Gravity maintains a safe, comfortable and convenient gravitational force throughout the space vessel. The gravity system allows the personas to work in comfort and protects them from extreme maneuvering gravities. A space vehicle’s exatmo drives generate gravities that would kill any organic or delicate inorganic persona.

Gravity works on walkways, workspaces, cargo holds, cabins, and the exterior hull. The ship’s computer controls gravity at a constant attraction of 1g with local adjustments between 0.5 and 1.5 gravities.

Gravity is entirely self-contained and is difficult to tamper with and hard to destroy. The gravity system functions entirely unknown for the players until something goes wrong. Life support, gravity, armour rating, hull and shield (if present) are all part of the Life Support Onion.

Hull

The hull defines the space vessel. The hull protects the contents of the space vehicle from the lethal vacuum of space. Every space vehicle system is part of the hull, and the hull contains every space vehicle system.

The hull also determines the shape of the space vehicle. The players decide the shape of their space vehicle. Most often, the hull is an oblong spheroid that contains the space vehicle’s contents. A space vehicle that can enter the atmosphere may have a more streamlined appearance.

The hull is the structure that maintains the ship’s gravity and life support. Life support, gravity, armour rating, hull and shield (if present) are all part of the Life Support Onion.

Armour Rating

The armour rating indicates the strength of the space vehicle’s hull. The armour rating is in addition to the shape and structure that the hull offers. The hull and armour rating have an intimate relationship. The armour rating protects the hull and makes its appearance as the hull strength during hull creation.

The armour rating of the hull determines the structural resilience of the hull during combat. Attack rolls must be higher than the hull’s armour rating to damage the vessel. Damage reduces armour rating. Once the armour rating drops to 420, it no longer protects the hull.

The armour rating is a component of the life support system. Life support, gravity, armour rating, hull and shield (if present) are all part of the Life Support Onion.

ECM

Electronic countermeasures (ECM) manipulate the electromagnetic spectrum to defend the ship. A more powerful ship’s computer makes for more effective electronic countermeasures. ECM is a combination of programming and equipment. ECM is integrated throughout the ship and connects to every ship system.

ECM uses all kinds of electronic deception to both defend or attack. Personas can use the ECM unit to defend the ship or attack another ship. One ECM unit cannot do both in the same combat turn.

Personas can work in unison with ECM to protect the space vessel. For example, a mechanic with ECM 2 working with a level 3 computer creates a total ECM level of 5.

Electronic countermeasures are not part of the life support onion.

Shields

The shields protect the hull armour rating from energy and kinetic attacks. These are the classic sciency fiction shields that handsome captains raise just before combat. The defensive shield can be a force field or a structural mechanism. Both mechanisms work by distributing the destructive force across the entire hull. This faux scientific diffusion effectively dampers the damage. The shields have an active mode that the players turn on to thwart intentional damage. Shields also have a passive mode, and when present, they are part of the life support onion. Life support, gravity, armour rating, hull and shield (if present) are all part of the Life Support Onion.

Guns

A gun is a defensive tool in space vehicle combat. A gun does not sound like a defensive tool, but occasionally the best defence is a good offence. Guns on space vehicles are anti-personnel air lock defence weapons. In ship-to-ship combat, a gun is an ineffectual weapon. However, to prevent boarding or airlock intrusion, a mounted gun can be very effective. To create the airlock gun jump to Guns

Guns are not part of the life support onion.

Airlock Defensive Guns
  • can swap between inside and outside the airlock

  • operate inatmo or exatmo

  • Can be controlled by personas or ship’s computer

  • has unlimited ammo to defend against boarding

    • ammo may deplete for game balance and fun

  • has an AR equal to the ship’s hull

  • damaged by Hull AR damage or airlock damage

Active

Active defences are fancy mechanisms that attack incoming attacks. Active defences are sometimes called actives. They can eject missiles, shrapnel, energy blasts, lazer matrices, or crystalline discharges. All active defences function equally, and the description is the player’s choice. Their goal is to dissipate, prematurely detonate, or destroy incoming attacks. Active defences work against grenades, mines, or artillery. Actives do not work against boarding, ramming, ECM, or naval artillery.

Active defences are not part of the life support onion.

Notes about active defences
  • Active defences are automated

    • Gunnery skilled personas can help

  • Active defences work inatmo and exatmo

  • Actives cannot be weaponized

Life Support Onion

The life support onion is the layering of the space vehicle defences that protect the contents of the hull. The innermost part of the onion is life support itself. Before anything can damage or impair life support, it must work its way through all the outer layers.

Before damaging life support, the outer layers of the onion must be disabled or destroyed. The outermost layer of the onion is the ship’s shields. If the ship does not have shields, the outermost layer of the onion is the hull armour rating. The hull armour rating must fail before the hull can be damaged. The hull must fail before gravity control can be damaged. Gravity control must fail before life support can be damaged.

Life Support Defensive Onion
Order that damage peels away the onion.

Layer

Defence

Destroyed

1

Shields (if present)

<10% function

2

Armour Rating

<420

3

Hull

<10%

4

Gravity Control

<1%

5

Life Support

Vulnerable

 — 

ECM

Not part of onion

 — 

Guns

Not part of onion

 — 

Actives

Not part of onion

Layer

Defence

Destroyed

Offensive Systems

Space vehicle combat is highly discouraged due to the high probability of persona mortality. Offensive systems are for damaging and disabling space vehicles. Due to the value of space vehicles, they rarely suffer intentional destruction. The offensive systems are tools for weakening a vessel in preparation for boarding.

A space vehicle may have offensive systems because they are pirate scum. A space vehicle may have offensive systems to fight pirate scum. There is no official EXP military space vehicle. A vessel that has naval artillery, mines, or missiles becomes a military space vehicle.

To learn how offensive systems work in combat jump to Space Vehicle Combat.

The table used to generate offensive systems is a Chance Table. The player rolls decidice (1d100) for every attack on the list. The referee goes down the list rolling once for each attack type. So a space vehicle with exatmo drive level 4 would have a 20% chance of ramming, a 16% chance of ECM, and a 2 percent chance of Naval Artillery.

Offensive Systems Chance Table
Roll less than Chance * Exatmo Drive Level using 1d100.

Attack

Chance (per Comp level)

Boarding

Auto

Ramming

5

ECM

4

Grenades

3

Bombs

2

Artillery

1

Naval Artillery

1/2

Attack

Chance

Boarding

Boarding lines up airlocks to prepare for a breach and boarding of the target vessel. All space vehicles can attempt to dock with another vessel forcibly. Boarding is congenial ramming. Boarding only works exatmo (exterior to atmosphere). Once connected, the attacking crew will breach the airlock of the target ship and then board. This method of attack preserves the target space vehicle, generating hostages, free cargo, and is a lot more fun.

Ramming

Ramming is aggressive boarding casting caution to the solar wind. A ramming space vehicle has a specialized airlock that can attach to any part of the target ship’s hull. Once attached, the attacking party must breach the hull or airlock to enter the ship. Ramming is similar to boarding, except that ramming has lots of crunching and scraping noises.

ECM

ECM is the acronym for electronic countermeasures. ECM units battle for control over the electromagnetic spectrum. In space vehicle combat, ECM is the battle for control over the electronics of the other vessel.

ECM uses all kinds of electronic deception to both defend or attack. So the personas can use the ECM unit to defend the ship or attack another ship. One ECM unit cannot do both in the same combat turn.

Personas can work in unison with ECM to protect the space vessel. For example, a mechanic with ECM 2 working with a level 3 computer creates a total ECM level of 5.

Grenades

Grenades in space! In space vehicle combat, grenades are tiny bombs exploding against the hull to damage the internal mechanisms of the ship. Grenades launch their attack by mini-missile or mini-mine.

They do not enjoy the area of effect attack of their terrestrial counterparts. Grenades require a successful attack roll to inflict damage. If the attack roll is unsuccessful, the grenade detonates ineffectively and silently in space. Grenade delivery systems have diminutive titles because they only deliver grenades. Naval missiles and naval mines deliver bombs.

Spacer Grenade Type
Terrestrial aerosols and grenades for exatmo combat.

Die Roll (1d100)

Grenade Type

01-05

Big Bertha

06-08

Corrosive

09-11

Cryoblast

12-14

Energy Drain

15-17

Energy

18-24

Fragmentation

25-27

Fusion

28-30

Gas

31-33

Gravruptor

34-36

Magnetic Disrupter

37

Molecular Disrupter

38-40

Multiple Explosive

41-43

Napalm

44-48

Pyrotechnic

49-51

Radiation

52-55

Sky Lighter

56-58

Torc

59-62

Anti Lazer

63

Catabolic Dismodulator

64-66

Demagnetizer

67-69

Foam

70-72

Matter Detector

73-75

Mistor

76-78

Molecular Diffusion

79-82

Paint

83-85

Poison

86-90

Repellent

91-93

Siren

94-97

Smoke

98-99

Web

00

Ref’s Own Table

Die Roll (1d100)

Grenade Type

Bombs

Bombs are lethal attack weapons. Bombs are both dangerous and destructive. Bombs delivery systems are either missiles or mines. Missiles and mines can also be called naval missiles or naval mines. Having this type of offensive system indicates a combat vessel of some fashion.

In space, bombs are an area of effect weapon. Bombs need only explode near the ship’s hull to inflict damage to the contents within. A bomb is guaranteed to damage a target with a successful attack roll. Every bomb gets a second chance to damage a vessel just by getting close enough. If the raw attack roll of a missile or mine is higher than 500, the target is still damaged.

Spacer Bomb Type
Appropriate bombs for tossing at space vehicles.

Die Roll (1d100)

Bomb Type

01-05

Grand Slam

06-08

Dissolver

09-11

Polarizer

12-14

Black Out Bomb

15-17

Lazer Bomb

18-24

Bomb

25-27

Nuclear Device

28-30

Nerve Bomb

31-33

Gravitas

34-36

Junk Yard

37-40

Jumping Jack Blast

41-43

Cremator

44-48

Diversionizer

49-51

Neutron Bomb

52-55

Sky Breaker

56-58

Torc Bomb

59-62

Diffusion Bomb

63

Robot Bomb

64-66

Emporer

67-69

Foam Bomb

70-72

Tracker Bomb

73-75

Cover Bomb

76-78

Diffusion Bomb

79-82

Paint Bomb

83-85

Toxin Bomb

86-90

Bug Bomb

91-93

Air Raid Siren

94-97

Cover Bomb

98-99

World Wide Web

00

Ref’s Own Table

Die Roll (1d100)

Bomb Type

Artillery

The purpose of ship artillery is to damage the target ship so that it ceases to function. This goal is to wear down shields and armour and directly damaging the hull if necessary. In space combat terms, artillery is very tiny and is only in range when vessels are boarding or ramming. Naval artillery is the literal big gun of space combat.

In space combat (exatmo), artillery must win an attack roll to damage the target vessel. While inside the atmosphere (inatmo), artillery functions as an area of effect weapon on terrestrial targets. Artillery cannot cross into the atmosphere or out of an atmosphere.

Ship artillery has the same ranges, damages, and effects as the artillery it is modelled after. Energy-based weapons can fire as long as the ship has fuel, and artillery requiring ammo will have 100 times the regular supply.

Spacer Artillery Type
Artillery for inatmo and exatmo combat.

Die Roll (1d100)

Artillery Type

01

Annihilator

02

Beehive

03-10

Howitzer

11-13

Glacier Gun

14

Disintegrator

15-18

Electron Cannon

19-22

Fission Artillery

23-26

Howglizter

27-30

Howblitzer

31

Nuk-O-Matic

32-35

Mag Cannon

36-39

Whale Gun

40-43

Grav Cannon

44-47

Garbage Cannon

48-58

Lazer Cannon

59

Miscellaneator

60-63

Immolator

64-67

Plasma Cannon

68-71

Plastifier

72

Muckmaker

73-76

Radiator

77-80

Slotto Cannon

81-84

Sotto Cannon

85-88

Rock On Cannon

89-92

Whale Stunner

93-96

Mod Cannon

97-99

Water Cannon

00

Ref’s Own Table

Die Roll (1d100)

Artillery Type

Naval Artillery

Naval artillery is for destroying the target ship. Naval artillery is not for softening the target vessel. The sheer force of naval artillery leads to the target’s destruction. One use of naval artillery exhausts a whole day’s worth of fuel. Naval artillery requires a gunnery program and a gunner. Without this complement, the ship cannot fire its naval artillery.

Artillery are big guns. Naval artillery are big big big guns.

Naval artillery is more deadly than regular deadly artillery. Naval artillery inflicts three times the damage and has 100 times the range. Naval artillery only works exatmo and cannot fire inatmo or cross into an atmosphere.

The player rolls on the spacer artillery table above and then does arithmetic as directed below.

Naval Artillery Conversion
Conversion table for upgrading to naval artillery.

Attack Type

Once per combat turn.

Range

Minimum 1/10 range
Maximum 100 times range.

Area of Effect

30 times area of effect
or 50 hex radius.

Damage

3 times artillery damage

Magazine

1

Wate

Integrated into vessel

Malfunction

Same as artillery.

EXPS

Same as artillery

VALUE

100 times artillery value

Example Naval Artillery Conversion
Example using a howitzer.

Attack Type

Once per combat turn.

Range

120 000 hex max
1200 hex min

Area of Effect

50 h radius.

Damage

1200-14 400 (12d12 time 100)

Magazine

1

Wate

Integrated into vessel

Malfunction

15

EXPS

400

Value

5000000

Crew

Space vehicles vary in size from personal craft to city-sized leviathans. They can have fantastical drives that flit them across the stars and computers that weigh tonnes. An essential element is still the crew. EXP is about personas and has a persona focus. Space vehicles are tools to help tell stories by moving personas and cargo from place to place.

Rules maintain game balance and assist creativity.
Do not let rules get in the way of the story or the fun.

The crew of a space vehicle can be composed of aliens, anthros, or robots. Every space vehicle has an essential crew. Without the essential crew, a space vehicle will not move. A space vehicle will have the essential crew on board or the software programmes to replace them.

Essential Services
  1. Pilot

  2. Astrogator (for special drive)

  3. Engineer

Some space vehicles will require even more crew. Some space vehicles will require multiple engineers. These three are the essential crew needed.

Spaceship cockpit with humanoid robot pilot and woman navigator.

Pilot in a drum.

Pilot

The pilot is an essential crew member, and a space vehicle cannot function without one. The pilot is the overseer of all the ship’s functions. She is responsible for executing planetary maneuvers, star system maneuvers, combat maneuvers, ship procedures, and ship authority. All of these tasks require the intimate cooperation of the ship’s computer and the pilot. Without a pilot, the ship is a motionless piece of space opera potential. No ship cannot travel without a pilot. Space vehicles can have personalities and attitudes, but they are not autonomous lifeforms.

Every 10000 tonnes of displacement requires an additional pilot (co-pilot).

Qualified Pilots
  1. Mechanic vocation with pilot skill

  2. Nothing vocation with pilot skill

  3. Exatmo transport bot

Astrogator

The astrogator is an essential crew member if the ship has a special drive. The astrogator operates the ship’s special drive, and a special drive cannot function without one. The astrogator works with the ship’s computer to coordinate a safe special drive jump.

Qualified Astrogator
  1. Nomad vocation

  2. Knite vocation

  3. Mechanic vocation with astrogation skill

  4. Nothing vocation with astrogation skill

  5. Exatmo transport bot

Engineer

The engineer is an essential crew member, and a space vehicle will malfunction without one. The engineer does essential repairs and maintenance on the space vehicle. A space vehicle may jump once or engage in combat once without an engineer. Afterwards, it will not function. Without maintenance, the space vehicle will cease to operate.

The engineer maintains tonnes of drives, complicated airlocks. There is a lot that will go wrong. It is the responsibility of the ship’s mechanic to monitor the computer’s maintenance programs, to program repairs, and to pick up the wrench herself occasionally.

A space vehicle requires an extra engineer for every 9000 tonnes of hull displacement.

Qualified Engineer
  1. Mechanic vocation

  2. Maintenance robot

Gunner

Gunners operate the combat equipment: artillery, naval artillery, mines, active defences, missiles, and shields. None of the listed equipment will function without a gunner or a software replacement. Combat robots can replace a gunner without the need for a gunnery program. Combat robots can operate one active combat device for every 4 points of intelligence.

Qualified Gunner
  1. Mercenary vocation

  2. Spie vocation

  3. Combot

Doctor

Any space vehicle that has organic passengers requires a ship’s doc. Guests, soldiers, cattle without proper vet attention will get sick in deep space.

Qualified Ship’s Doc
  1. Veterinarian vocation

  2. Diagnostics veterinarian robot

Drawing of luxury cruise liner space ship orbiting a planet.

QE 1113

Steward

Guest laden starships require a ship’s steward. The steward changes linen, washes clothes, and generally makes space travel bearable for guests. Without a steward, guests will undoubtedly be in a bad temper and may even rebel during a long trip.

A space vehicle requires one steward for every 50 passengers.

Qualified Steward
  1. Nothing vocation with SOC<400

  2. Social robot

  3. Domestic janitorial robot

Administrator

One optional crew member who the expedition may actively shun is the ship’s administrator. The ship’s administrator will arrange docking papers, interpret cartage laws, balance accounts, designate cargo allotments, and fill in as the ship’s legal advisor.

Qualified Administrator
  1. Nothing vocation with INT <12

  2. Transport robot

  3. Datalyzer robot

Diplomat

The diplomat is good at being excruciatingly polite, even to the most horrific of alien species. A diplomat will attempt to keep the crew, the guests, (and especially the personas) from offending rarely encountered cultures.

Qualified Diplomat
  1. Nothing vocation with CHA >12

  2. Biologist with culture and sociology

  3. Social robot

Cargo

Cargo is the tonnage remaining after deducting the space taken up by drives, fuel, and computers. The cargo does not immediately become space for cargo. Other space vehicle features occupy potential cargo space. These are cold storage, workspaces, cabins, and corridors. All of these cargo space deductions are essential for an operational space vehicle. The player must account for all the following items as she sees fit. Plotting out the cargo and operational essentials has the most significant impact on space vehicle design. It is during this process that the players create a simple map of the space vehicle.

Access Port (mandatory)

Allows access to the space vehicle when inatmo. If the space vehicle has an airlock, the airlock can function as the inatmo access portal.

Workspaces (mandatory)

Workspaces are even more mandatory than the essential crew. Workspaces are not the same as cabins. Each crew member (pilot, engineer, astrogator) requires a half tonne of workspace.

Airlock

An airlock allows passengers, crew and stuff to get in and out without decompressing the space vehicle. Airlocks work perfectly well inatmo. Airlocks are simple, secure and safe. Any tool using life form can use an airlock. They usually employ pictograms and may even have language assist. Airlocks are secure. The ship will only allow the identified crew to enter the space vehicle. Airlocks are safe. It would be nearly impossible to eject a life form from a functioning airlock.

Airlocks do not deduct cargo space but do require cargo space.

An airlock takes up no space inside the space vehicle. However, an airlock requires 5 tonnes of cargo space. Smaller space vehicles do not have enough space for an airlock. A ship can have one airlock for every 5 tonnes of vacant cargo space. Airlocks are free to be located anywhere on the space vehicle. So a ship with a 15 tonnes vacant cargo hold could support three airlocks anywhere on its hull. A ship with 2 tonnes vacant cargo space would only have an inatmo access port.

A space vehicle without an airlock depends on inatmo boarding either planetside or in a larger space vehicle hanger.

Cargo Lock

A larger ship may prefer a cargo lock. A cargo lock is not pressurized and can only work inatmo. A cargo lock is a big inatmo access portal. A cargo lock requires a minimum of 50 tonnes of vacant cargo space. A cargo lock does not occupy any cargo space.

A cargo lock is more than just a door; it is a system. A typical cargo lock has a capacity of 10 tonnes. A 10-tonne cargo lock can load/unload 10 tonnes of cargo per hour or a day or whatever.

Cargo Airlock

Cargo airlocks are enormous airlocks that only gigantic space vehicles can use. The cargo airlock can move cargo or without depressurizing the space vehicle. A cargo airlock requires at least 500 tonnes of vacant cargo space. The cargo airlock also occupies cargo space. A space vehicle loses 1 tonne of cargo space per 2 tonnes of cargo airlock size.

There is no open hull force field protected cargo airlocks in EXP. Development is ongoing, and EXP users may reach this milestone with expected technological advances.

Cold Storage

Cold storage is for cryogenic suspension of organic material less than 250 kg in wate. The freezers will maintain life, with no drain on life support, and will continue to function after life support has failed. Cold storage will work until the cold storage box itself is destroyed. Each cold storage space occupies a half tonne of cargo space.

Cabins

Cabins are somewhat of a luxury, but it is impossible to have guests (other than in cold storage) without cabin space. Each cabin requires one tonne of hull space and can comfortably house two passengers.

Corridors

Corridors only apply to any passageways that connect luxury cabins, workspaces or ship systems. Cabin corridors require 200 kg of hull space per map hex (2 meters) of passage. If personas want to run from the artillery bay to the exatmo drives quickly, corridors are a must.

The entire ship is accessible by utility corridors. Utility corridors occupy no significant amount of hull space. However, they are cramped, claustrophobic and slow to navigate.

Example Calculation

All remaining cargo space is honest to goodness cargo space. Cargo space is protected from exatmo and allows for the transfer of stuff. Often the expedition will earn money for transporting cargo. More often, the cargo will become the focus of an exatmo space vehicle adventure.

Let’s walk through an example 100 tonne spacecruiser (space bus). Exatmo drives level 10. Fuel storage level 5. Computer level 4. There are 20 passengers, 16 in cold storage and 4 in Cabins. The crew consists of a pilot, engineer, doctor, and steward. There are no robots and no crew replacement software. After all deductions, there are leaves 63 tonnes of cargo space in the vessel. The remaining cargo space allows for a cargo lock and multiple airlocks. The cargo lock does not work inatmo, so its inclusion is a mystery. Sixty tonnes is the capacity of two mundane terran dump trucks.

Calculate Cargo Space
How much can the hold hold.

Space Occupier

Tonnage Occupied

Tonnage Remaining

Required Allotments

Exatmo Drive 10

10 tonnes

90

Fuel for 5 months

5 tonnes

85

Computer level 4

4 tonnes

81

Access Portal

0 tonnes

81

Chosen Allotments

16 Cold Storage

8 tonnes

73

4 Guest Cabins

4 tonnes

69

4 Work Spaces

2 tonnes

67

2 Crew Cabins

2 tonnes

65

10 hexes Corridor

2 tonnes

63

Chosen Locks

3 Airlocks

0 tonnes

63

1 Cargolock

0 tonnes

63

Space
Occupier

Tonnage
Occupied

Cargo Tonnage
Remaining

Pointy alien looking spaceship.

The player shapes the shipshape ship’s shape.

Space Chattels

Space chattels cover equipment and architecture common to ancient and future space travel.

External Drives

External drives are self-explanatory. Either the exatmo or inatmo drives are on the outside of the hull. This innovation converts the hull space they occupied into cargo space. The drawback of this system is that the drive units are more vulnerable to attack during combat. External drives can either be accessed directly through the hull or via an airlock.

Special drives can never be external.

Datalocks

Datalocks are also called hardpoints. Data locks are electronic accesses to the exterior of the hull. Every external contraption requiring exatmo access (guns, missiles, viewers, etc.) requires a datalock. A ship has ten datalocks per computer level.

Vac Suits

Vac suits allow delicate organic life forms to survive exatmo. A spacecraft will have one civilian vac suit per crew member and luxury cabin. So a pleasure cruiser with five crew and six cabins would have eleven civilian vac suits.

There is a 10% chance per civilian vac suit that there will be an industrial vac suit.

For more information about vac suits jump Vac Suits.

Gravity Couches

Gravity couches are chairs specially designed to save the body from damage during high-g maneuvers. They are composed of force-absorbing materials and restraining belts. Grav couches are only needed when the vessel’s gravity system has failed. Passengers and crew not in gravity couches during high-g combat maneuvers are dead.

Only combat vessels have grav couches by default. A combat vessel is a space vehicle with naval artillery, bombs or grenades.

Emergency Response

Emergency response is part of the ship’s life support system. Space vehicles will have automated emergency equipment and processes. The ship will temporarily repair minor air leaks. The ship will suppress small fires. The ship will close off bulkheads to contain raging fire, depressurization or radiation leaks.

The ship can only look after itself in a limited way. Major events must be dealt with by the crew. Major hull repair, radiation clean up and passenger rescue need actual personas on board.

Life Bloat

A life bloat will maintain four passengers (up to 250 kg in wate each) in cryogenic suspension for an indefinite length of time. The cryogenic suspension will begin when the balloon-like life bloat is subject to exatmo. There will be one life bloat for every four luxury passengers.

Sickbay

The sickbay is the doctor’s place of operation and personal respite. A sickbay can hold four patients and takes up two cabins (2 tonnes) worth of space. There is a 1% chance per organic persona that the space vehicle will include a sickbay. If the space vehicle has a doctor, there will automatically be a sickbay.

Machine Shop

The machine shop is a mechanic’s place of operation and personal respite. A machine shop requires two cabins (2 tonnes) worth of space. There is a 5% chance per robot on board of having a machine shop.

Food Machine

The food machine will generate nutritionally balanced meals for anything that eats. The referee determines the palatability of said foodstuffs. Most food machines employ algae, or fungal, cultures to create the primary heterotrophic food groups. One tonne of food machine is required for every ten eaters supported. Because of their potential for comic relief, all ships will have a food machine. Food machines are also known as compu-cooks and auto chefs. If the food machine is busy enough, it would be reasonable to give it a personality.

Robots

Robots are a common occurrence on long-haul space vehicles. The use of robots must reflect the referee’s milieu. The robots can be on board to replace crew, to aid crew, or as paying guests. The chance of a ship sporting a particular robotic has many factors. The depth of persona fabrication that goes into spacer robots depends on the referee’s resources and story needs.

The table used to generate space robots is a Chance Table. The player rolls decidice (1d100) for every robot type, and there is a chance of having it. A level 3 computer has a 15% chance of having a maintenance robot on board. The player rolls once for every item on the chance table, i.e., she makes a separate roll for combots, social robots etc.

Spacer Robots
Check for each robot type. Chance times computer level. Roll under with 1d100.

Type

Chance per Level

Bonus

C-Combot

1/2

Chance times 10 if naval weapons

D-Datalyzer

2

+1% per special drive level

IL-Lifter

2

+1% per 5 tonnes cargo

M-Maintenance

3

V-Veterinarian

2

+5% per cabin guest.

S-Social

4

+5% per cabin guest.

TX-Exatmo Transport

2

+3 if examto drives

TI-Inatmo Transport

2

+3 if intamo drives

Type

Chance

Bonus

EXPS

The EXPS value of a spacecraft is impossible to assess. The expedition earns experience for a space vehicle once they have flown it somewhere. In austere resource campaigns, the EXPS award for an earned space vehicle is one complete EXPS level. If space vehicles are commonplace, this EXPS award only counts once.

Value

A space vehicle’s value depends on several components: hull, drives, computer, etc. Wear and tear may have reduced a ship to worthlessness in one culture, while another will pay dearly for anything that can get them into orbit. Space vehicles are precious. Space vehicles with powerful computers and special drives are worth enormous amounts.

Space Vehicle Value
Get out the calculator! What’s a calculator you ask?

System

Factor

Value per Factor

Hull

Hull Metal

tonnage times AR

1000

Smart Metal

tonnage times AR

5000

Drives

Inatmo

tonnage times level

10 000

Exatmo

tonnage times level squared

100 000

Special

tonnage times level cubed

100 000

Fuel

tonnage times months

25 000

Computer

level times level

1 000 000

Defences

Hull AR

per point AR

10 000

Shields

tonnage times Drive level

50 000

Actives

tonnage times Drive level

50 000

Attacks

Artillery

per HPS damage

10 000

Grenades

per HPS damage

10 000

Bombs

per HPS damage

100 000

Naval Artillery

per HPS damage

1 000 000

Cargo Space

per tonne

25 000

Robot

value

Add value

System

Factor

Value per Factor

Example Value Calculation

The following is an example value using the space bus from the cargo space calculation. The spacecruiser has 100 tonnes displacement, armour rating of 700, exatmo drive 10, fuel level 5, computer level 4

Space Vehicle Value Calculation
Get out the calculator! What’s a calculator you ask?

System

Factor

Calculation

Hull Metal

1000 per tonne times AR

1000*100*700 = 70M

Exatmo

100000 per tonne times level squared

100000*100*(100*100) = 100B

Fuel

25000 per tonne times months

25000*100*5 = 12.5M

Computer

1000000 per level squared

1000000*(4*4) = 16M

Hull AR

10000 per point AR

10000*700 = 7M

Cargo Space

25000 per tonne

25000*63 = 1.5M

Total

nearest billion

100B

Operational Costs

Space vehicle maintenance and operational cost are tedious. The main operational costs of a spaceship are wages and fuel. Maintenance carried out by the ship’s engineer costs nothing and is completed correctly. Replacing destroyed parts costs the same as the calculated value of the part. Upgrading parts cost the same as the calculated value of the new part. The cost of parts includes parts and labour. Refitting takes weeks to months.

Drawing of workers repairing propeller of flying ship.

Inatmo drive repair.

General refitting is necessary for alloy hulls. After extended travels or any combat, the hull will require refitting. Not refitting the space vehicle will lead to mechanical failure. The refitting will cost between 0.01% and 0.1% (rolled on 1d10) of the ship’s total value. Woah, it takes a lot of cargo to refit a bit space vehicle. If the refitting costs were .05% of the ship’s value, then a space vehicle worth 500000000 would cost 250000 to refit.