--- title: Starship Workshop description: Starships, homes away from home image: https://i.pinimg.com/originals/b0/a6/42/b0a642104090fe792127f9e1b4821959.jpg robots: noindex, nofollow tags: Starscraper lang: en-us --- # Starship Workshop > "That's a terrible idea, why would you ever do that?" > - A jenkra engineer on wiring up instant jump buttons to FTL drives Spaceship rules ideas: - Get points based on size value - Fuel - Usage per day/jump? - fuel saving mode? - Provisions - act as a measure of food, water, oxygen, etc... - Provisions/Fuel amounts calculated from size. Formula? - Size value points act like trait points in normal character creation - Use points to buy modifications/edges - Unspent points are considered cargo space - Modification/Edge ideas - Turret/Missle hardpoint(bigger armaments need more hardpoint points, so the point value is divided up between the installed weapons) - MedBay (if no medbay is bought on a smaller ship the ship still has a "MedCove" with space for 2 people to be stabilized) - Hangar bay (with repair facilities) - Hydroponic Garden (gives access to fresh fruit and vegetables, different sizes) - Observation room/Common room - comfy living room for the crew - maybe better to have a hindrance that says the ship doesn't have one? - FTL Drive - Extra fuel tanks - Extra provisions storage - Probe launch bay (different kinds of probes, Surface probes, deep-space probes, etc) - Science Laboratory (3 different tiers) - Armor plating (straight up extra armor) - Energy Redirection System - redirects energy weapons, 80% chance of working - straight penalty to energy weapon attack rolls as alternative? - Long-Range scanners (maybe AU based?) - Cloak, sensor - Cloak, optical - Defensive ECM (anti missile countermeasures) - Offensive ECM (active jammers) - Armory (secured room to store weapons, useful to keep baddies out when being boarded) - Faster Engines - RCS system (grants handling bonus) - Supertructure (generic large structure for a single purpose, such as hotel, casino, hibernation, storage, ore processing) - Targeting computers (bonus to all shooting rolls) - Less Crew space - Spend crew space to get free cargo space? Must rethink - Use hindrances (1 major, 2 minor) to buy extra stuff (hardpoint, etc ) - Hindrance ideas - Bad labels -> ship systems are badly labelled, causing repair penalty - Obsolete -> ship is really old, so parts are hard to come by - AI -> controlled by GM, may work against the PCs if the AI feels overly threatened as the ship is their body - Non-Atmospheric -> ship was never built or designed for atmospheric flight - Cramped -> Subtract 1 from natural healing rolls due to uncomfortable living space - Fuel guzzler -> this ship consumes x1.5 times the amount of fuel a normal ship of this size would - Slow -> engines underpowered - Lumbering -> handling penalty - Bad Reputation (Minor/Major) -> ships of this line aren't famous for being "good" and people may need extra convicing to come aboard or hire you - Retrofitting -> buying off hindrances at a drydock, price based on whether hindrance is major or minor, as well as ship size ## Spacecraft Size Table ### Notes **Top Speed** <br> Starships have two different top speeds, one for non-atmospheric flight shown in meters per second (m/s) and one for atmospheric flight shown in miles per hour (mph)