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[[Image:Arrow_up_16x16.png|baseline|link=ZeroSpace_4e_EN:Contents]] [[ZeroSpace_4e_EN:Contents|Contents]]
[[Image:Arrow_up_16x16.png|baseline|link=ZeroSpace_4e_EN:Contents]] [[ZeroSpace_4e_EN:Contents|Contents]]
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{{WIP}}


If this were a starship combat game, rather than a space fantasy roleplaying game, we would make this section much more complicated. A ship's mass would make Piloting rolls more difficult, different weapons would be more or less effective against different defenses, and so on. But it's not a starship combat game, so this section is deliberately quite simple.
Starships allow player characters to go from place to place in the galaxy, seeing people, places, and things which are too far away or too dangerous to visit without one. Starships also serve as a mobile base for the player characters, providing a place to store their stuff and relax.


==Overview==
==Parts Of A Starship==


All starships have five basic attributes: Computer, Engines, Defenses, Mass, and Endurance. Many starships also have Weapons, and some starships have specialized equipment such as camouflage fields, fully equipped medical bays, and tractor beams.
===Amenities===


===The Crew===
In general, '''larger (higher Class) starships have better and more varied amenities'''. A Class 2 or 3 starship has a basic med pod and an "essentials" kitchen fabricator. Class 4 and 5 ships might have a reading lounge, a gym, and even a running track on larger ships. Class 6 and 7 ships may have shops, pubs, and other forms of off-duty entertainment. A Class 10 starship is a city unto itself.


On very small ships, a single crew member may be responsible for some or all of the ship's systems. In a starfighter, for example, the pilot, the navigator, and the engineer are all the same person. On larger ships, these responsibilities are usually distributed among specialists: the ship may have several pilots, navigators, and engineers, as well as dedicated scientists, sensor operators, and medical professionals.
Cruisers typically have a variety of general-use laboratories, while escorts typically have one or two.


In game terms, starships operate much like characters' personal equipment: the player rolls their dice, counts the dots, and adds the result to the character's relevant attribute plus the rating of the given system. For example, a character piloting a starship would attempt a Piloting (Agility) roll, adding the ship's Engines rating.
'''Panglossian Era ships were more comfortable''' than their Restoration Era counterparts, even in the Bha'atar Empire. Most Panglossian Era ships were designed with bulkheads that could be adapted to uncommon biospheres, such as a high-temperature sodium atmosphere or flooded compartments for Cetacean crew members.
 
===Bridge===
 
The bridge is '''where the pilot controls the ship's movement'''. It typically has stations for the '''captain''' of the ship and a '''number of staff officers'''. On smaller starships (Class 3 and below), the bridge is usually called the "cockpit". On medium-size warships, the bridge '''may also include combat information center (CIC)''' functions; on larger warships, the combat information center is a separate location.
 
===Engine Room===
 
The engine room provides precise '''control of the power core and the warp engines''', and may allow direct observation of them (behind appropriate safety shielding, of course). Larger starships may have several engine rooms, and the largest ships have dozens.
 
An engine room is one place on the ship where one can find [[ZeroSpace_4e_EN:Equipment#Field_Kits|standard field kits]].
 
===Fabricators===
 
Most starships of Class 3 or higher have fabricators. The fabricators on smaller ships are adequate for day to day needs, such as '''meals and simple shipboard items'''. Larger starships may have specialized fabricators for the med bay, a more '''complete meal library''', and engineering fabricators for '''most replacement parts'''. The largest starships have a complete suite of industrial fabricators, and are capable of '''creating parts to build entire starships'''. If such a starship also has an exotic particle synthesizer, it can potentially construct power cores and warp engines.
 
===Grav Plates===
 
The '''perception of gravity''' on starships is provided by '''grav plates'''. Grav plates operate on the same '''electrogravitic principles''' as the thrusters used when a ship is near a planetary surface. Grav plates are mechanically simple and generally quite reliable: if a starship's grav plates have failed, something has gone terribly wrong.
 
===Hangar===
 
Starships of '''Class 4 or higher''' typically have a '''single hangar''', while a starship of the '''"Carrier" type''' has a number of '''hangars equal to its Class'''. Each hangar can accommodate a single starship two Classes smaller than the main ship (typically a "squadron" -- see [[ZeroSpace_4e_EN:Starships#Squadrons|Squadrons]], below).
 
A starship of the '''"Flight Deck"''' subtype (also called the "Strike Wing" subtype) has an '''additional hangar'''.
 
===Hold===
 
All starships have '''at least one hold'''. The dimensions of the hold may vary considerably, from the size of a lunchbox to that of a small moon. The hold might have gravity plating and a breathable atmosphere, depending on its intended use, but it is '''not designed for habitation'''.
 
===Medical Bay===
 
Every starship has a medical facility, although the size and sophistication of the facility varies a great deal. On '''smaller ships, a medical pod or "autodoc" can heal most injuries''', or keep the patient alive until more advanced treatment may be found. '''Larger starships may have multiple, specialized medical pods''', along with more advanced diagnostic and treatment equipment. The '''largest starships have full hospital facilities'''.
 
A medical bay is one place on the ship where one can find [[ZeroSpace_4e_EN:Equipment#Field_Kits|standard field kits]].
 
===Passageways===
 
On '''Restoration Era''' starships, passageways are usually '''considered wasted space''', and are made '''no larger than necessary''': rarely wider than three meters.
 
On '''Panglossian Era''' starships, particularly Old Commonwealth starships, passageways were '''much larger'''. Class 3 Old Commonwealth starships had passageways two meters wide, while Class 5 and larger starships had passageways at least six meters wide and four meters tall.
 
Starships also have smaller access corridors used for maintenance. Such corridors are typically just wide enough to crawl through on Restoration Era starships, but are large enough for two adjacent engineers to work comfortably on Panglossian Era starships.
 
===Power Core===
 
Starships generally use '''hybrid fusion-singularity reactors'''. The fusion furnace, the singularity containment system, and all associated components are referred to as the ship's "power core".
 
Power cores are "fired up" or "brought online" to make them ready for use, and "shut down" or "taken offline" to render them inert. '''Bringing a power core online''' typically takes '''6 hours''', or 2 hours if the power core has been in use within the last 24 hours. Taking a power core offline takes less than a second, but there are numerous safety checks which follow, taking around an hour.
 
===Screens===
 
"Screen" is a catch-all term for the ubiquitous '''audiovisual displays aboard a starship'''. Holograms can be "brought up" or "shut off" with a gesture, or higher-resolution images can be displayed on physical monitors. The display is often '''augmented to provide additional data''': sounds may be added to represent the activity of an object on the screen, such as the firing of weapons or the explosion of an engine; weapons such as particle beams, which are invisible to the naked eye in a vacuum, are spectrum-shifted to be visible; and so on.
 
===Sensors===
 
Sensor range in ''ZeroSpace'' is approximate.
 
*"'''Short range'''" is also known as "'''weapons range'''" -- the maximum distance at which '''starship weapons''' are accurate. The '''surface of a planet''' is well within the weapons range of a ship in orbit.
*"'''Medium range'''" is '''standard sensor range''' -- the maximum distance at which '''navigational hazards''' and '''other starships''' are visible to standard sensors. A standard sensor can scan a '''star system''' from anywhere within its outermost orbit.
*"'''Long range'''" is '''beyond the sensor range''' of most starships -- a "long range sensor" can scan a star system from up to a parsec away.
 
'''General scans''' can be performed in '''under a minute''', but '''comprehensive scans''' can take '''hours or even days''', depending on the subject being scanned.
 
Detailed, '''comprehensive scans''' are only possible at '''short range''', but medium and long range sensors are more than adequate for targeting and general scans.
 
===Thrusters===
 
A starship's conventional engines, used for moving the ship through relatively normal space, are referred to as "thrusters". '''Electrogravitic thrusters''' are typically used when '''within a kilometer of a planetary surface''' or other inhabited area, with '''fusion thrusters''' engaged once the ship '''leaves this safety region'''. A typical starship can lift off from a planet and clear the atmosphere in a '''few minutes'''.
 
===Warp Engines===
 
Warp engines create a microscopically-thin Lorentzian manifold of spacetime around a starship -- typically called a "'''warp bubble'''". This allows the ship to remain relatively motionless while also achieving velocities which are relatively relativistic.
 
Warp engines are "fired up" or "brought online" to make them ready for use, and "shut down" or "taken offline" to render them inert. '''Bringing a starship's warp engines online''' typically takes '''6 hours''', or 2 hours if the warp engines have been in use within the last 24 hours. Taking the warp engines offline takes less than a second, but there are numerous safety checks which follow, taking around an hour.
 
Once the warp engines are brought online, a destination may be selected and the anticipated arrival time calculated. '''Activating the warp engines''' requires a standard action (see [[ZeroSpace_4e_EN:Starships#Crew_Tasks|Crew Tasks]]) and a '''one-minute warmup period (ten rounds)'''. The warmup period may be cancelled, but it may not be paused. After one minute, the warp engines engage the Lorentzian manifold generator and the ship departs for its selected destination. While the warp engines are engaged, the starship is '''unable to communicate with the universe''' outside of the warp bubble.
 
The warp engines are typically disengaged at a pre-set arrival time, which nearly always puts the ship where the pilot expected. However, the warp engines may be disengaged manually, placing the ship into relatively normal space somewhere between the ship's origin and its selected destination. '''Long trips are typically broken up''' into a series of shorter trips, less than two weeks in length.
 
===Windows===
 
What a crew member sees in a window may be '''augmented with distinct sounds or overlaid visuals''', similar to a [[ZeroSpace_4e_EN:Starships#Screens|screen]]. Sophistication of the display and any audio accompaniment varies by starship and manufacturer. Most starships have a '''"privacy" mode''', which looks the same from the inside, but looks like a '''glowing white haze''' from the outside. A starship's windows automatically compensate for the luminosity of what is outside the window.
 
==Starship Class==
 
The categorization and nomenclature of starships is a field rife with inconsistency. The Old Commonwealth had hundreds of starship classes, and the New Commonwealth is on its way to matching that achievement. In contrast, the Bha'atar have only two main classes of ship: warships and support ships.
 
This is not a system of nomenclature that lends itself easily to direct comparisons, so the game system will refer to the starship classifications below.




{| cellpadding="4" cellspacing="1" class="wikitable zebra"
{| cellpadding="4" cellspacing="1" class="wikitable zebra"
|+Table: Typical starship tasks
|+Table: Starship classes, New Commonwealth (Restoration Era)
|-
! class="alignleft" colspan="2" style="line-height: 80%;" rowspan="2"|Starship Class
! class="alignright" colspan="2" style="line-height: 80%;"|Typical Crew
! class="alignright" colspan="2" style="line-height: 80%;"|Length (m)
|-
! class="alignright" style="line-height: 80%;"|Full
! class="alignright" style="line-height: 80%;"|Min
! class="alignright" style="line-height: 80%;"|From
! class="alignright" style="line-height: 80%;"|To
|-
| class="alignright"|1
| class="alignleft"|Small Craft (Bomber, Fighter, Interceptor)
| class="alignright"|7
| class="alignright"|2
| class="alignright"|15
| class="alignright"|50
|-
| class="alignright"|2
| class="alignleft"|Littoral Vessel (Customs, Police, System Defense)
| class="alignright"|7
| class="alignright"|2
| class="alignright"|20
| class="alignright"|90
|-
| class="alignright"|3
| class="alignleft"|Corvette (Courier, Patrol Ship, Scout)
| class="alignright"|28
| class="alignright"|8
| class="alignright"|30
| class="alignright"|120
|-
| class="alignright"|4
| class="alignleft"|Light Escort (Frigate)
| class="alignright"|56
| class="alignright"|16
| class="alignright"|80
| class="alignright"|140
|-
| class="alignright"|4
| class="alignleft"|Light Cruiser
| class="alignright"|112
| class="alignright"|32
| class="alignright"|120
| class="alignright"|200
|-  
|-  
! class="aligncenter"|Task
| class="alignright"|5
! class="alignleft"|Attribute (Skill)
| class="alignleft"|Heavy Escort (Destroyer)
! class="alignleft"|Difficulty
| class="alignright"|168
| class="alignright"|48
| class="alignright"|100
| class="alignright"|200
|-  
|-  
| class="alignleft"|Analyzing scientific data
| class="alignright"|5
| class="alignleft"|Science (Reason + ship's Computer rating)
| class="alignleft"|Heavy Cruiser
| class="alignleft"|Moderate (DV 3), remarkable (DV 6), extreme (DV 9), inconceivable (DV 12)
| class="alignright"|336
| class="alignright"|96
| class="alignright"|150
| class="alignright"|300
|-  
|-  
| class="alignleft"|Charting a course
| class="alignright"|6
| class="alignleft"|Piloting (Reason + ship's Computer rating)
| class="alignleft"|Battle Escort (Battleship)
| class="alignleft"|Moderate (DV 3), remarkable (DV 6), extreme (DV 9), inconceivable (DV 12)
| class="alignright"|224
| class="alignright"|64
| class="alignright"|120
| class="alignright"|270
|-  
|-  
| class="alignleft"|Evading pursuit
| class="alignright"|6
| class="alignleft"|Piloting (Agility + ship's Engines rating)
| class="alignleft"|Battlecruiser
| class="alignleft"|Piloting (Agility + ship's Engines rating)
| class="alignright"|448
| class="alignright"|128
| class="alignright"|180
| class="alignright"|400
|-  
|-  
| class="alignleft"|Flying through an asteroid field
| class="alignright"|7
| class="alignleft"|Piloting (Agility + ship's Engines rating)
| class="alignleft"|Titan
| class="alignleft"|Extreme (DV 9)
| class="alignright"|3,500
| class="alignright"|1,000
| class="alignright"|300
| class="alignright"|500
|-  
|-  
| class="alignleft"|Targeting an enemy ship
| class="alignright"|8
| class="alignleft"|Warfare (Reason + ship's Weapons rating)
| class="alignleft"|Leviathan
| class="alignleft"|Warfare (Reason + ship's Defenses rating)
| class="alignright"|35,000
| class="alignright"|10,000
| class="alignright"|3,000
| class="alignright"|5,000
|-  
|-  
| class="alignleft"|Using the ship's sensors
| class="alignright"|9
| class="alignleft"|Computing (Reason + ship's Computer rating)
| class="alignleft"|Star Fortress
| class="alignleft"|Moderate (DV 3), remarkable (DV 6), extreme (DV 9), inconceivable (DV 12)
| class="alignright"|350,000
| class="alignright"|100,000
| class="alignright"|140,000
| class="alignright"|160,000
|-  
|-  
| class="alignleft"|Withstanding enemy attacks
| class="alignright"|10
| class="alignleft"|Warfare (Reason + ship's Defenses rating)
| class="alignleft"|Mega Star Fortress
| class="alignleft"|Warfare (Reason + ship's Weapons rating)
| class="alignright"|1,750,000
| class="alignright"|500,000
| class="alignright"|250,000
| class="alignright"|750,000
|}
|}


===Order Of Play===


As with personal combat, everything that happens in a round of starship combat is assumed to occur more or less simultaneously, but we make people take turns to keep the game orderly.
===Subclass X: Experimental===


The most important factor in determining which starship acts before which is situational awareness. If a starship is not aware of their opponent, then they don't have the opportunity to attack. If the combatants become aware of their adversaries in a set order, then that is the order in which they act in combat.
An experimental starship ('''indicated with an "X"''' after its Class) can have '''one more [[ZeroSpace_4e_EN:Starships#Consoles|console]]''' than its Class number indicates. For example, a Class 3X corvette could have four consoles installed.


However, if the various combatants become aware of each other more or less simultaneously, or if you would prefer to roll dice to see who goes first, the players and the GM should each make a Science (Reason + ship's Computer) roll at the beginning of the conflict. Turns proceed each round from the highest roller to lowest.
===Starship Class And Crew===


===Combining Effort===
On very small starships, a single crew member may be responsible for some or all of the ship's systems. In a fighter, for example, the [[ZeroSpace_4e_EN:Starships#Piloting The Starship|pilot]], the [[ZeroSpace_4e_EN:Starships#Firing The Weapons|gunner]], and the [[ZeroSpace_4e_EN:Starships#Repairing The Starship|engineer]] could all be the same person. On larger starships, these responsibilities are usually distributed among specialists: the starship may have several pilots, gunners, and engineers, as well as dedicated navigators, scientists, sensor operators, and medical professionals.


Starship combat, piloting, and repair are exceptions to the [[ZeroSpace_4e_EN:Actions#Combining_Effort|Combining Effort]] rules. Combining Effort does not provide any additional benefit: larger starships have more to repair, but they also have larger crews, so it's assumed that everyone who can help with a given task already is, and it all balances out.
'''"Minimum crew"''' refers to the number of crew required to operate a Restoration Era starship at '''full effectiveness for one shift'''. "Full crew" can vary considerably. The number of full crew given above is for a New Commonwealth (Restoration Era) starship, where the crew complement is generally three and a half times the minimum crew: sufficient for three shifts and an occasional off-duty day for each crew member. Bha'atar starships have the same number of minimum crew, but operate two shifts continuously without any off-duty days. However, Bha'atar tours of duty are typically shorter than those in the New Commonwealth.


==Computer==
====Old Commonwealth Crew Sizes====


A starship's Computer is its most important asset, because without it, nothing on the ship works. The ship's computer can used to analyze data or to chart a course through space.
Old Commonwealth (Panglossian Era) starships could operate with less than one-quarter the crew of a comparable New Commonwealth starship, thanks to extensive automation and the ship's AI, or "geist". Old Commonwealth starships Class 4 and larger normally carried six times the minimum amount of crew; Old Commonwealth crews worked fewer, shorter shifts than New Commonwealth crews are expected to work. A typical Old Commonwealth heavy cruiser had a minimum crew of XXX and a full crew complement of XXX, compared to XXX and XXX for a New Commonwealth heavy cruiser. Despite the smaller crews, Old Commonwealth starships were as large if not larger than equivalent New Commonwealth starships, and their interiors were cavernous by comparison.


===Navigation===
==Starship Attributes==


Navigation pertains to getting from one stellar body to another. Navigation generally requires a Piloting (Reason + ship's Computer rating) roll. The difficulty (DV) of the roll is based on how well-known the destination is.
A starship's attributes are ranked from 1 (the smallest ships) to 10 (the largest ships), and can't be reduced below zero or above 10. A starship has one core attribute, its Class, and six secondary attributes, its '''Consoles, Engines, Shields, Weapons, Armor, and Hull'''. A starship's '''Class determines the starting value''' of its other attributes, the size of its crew, and so on.




{| cellpadding="4" cellspacing="1" class="wikitable zebra"
{| cellpadding="4" cellspacing="1" class="wikitable zebra"
|+Table: Navigation difficulty examples
|+Table: Starship Classes, New Commonwealth (Restoration Era)
|-
! class="alignleft"|Attribute
! class="alignleft"|Starting Value
! class="alignleft"|Description
|-  
|-  
! class="aligncenter" colspan="2"|Difficulty
| class="alignleft"|Consoles
! class="alignleft"|Examples
| class="aligncenter"|Class
| class="alignleft"|The maximum number of consoles a ship may have equipped.<br />The highest level console a ship may equip.
|-  
|-  
| class="aligncenter"|--
| class="alignleft"|Engines
| class="alignleft"|Routine
| class="aligncenter"|Class
| class="alignleft"|Navigate between two well-documented locations along an established route
| class="alignleft"|Determines the ship's travel time.<br />How many Engineering rolls per round the crew may attempt.
|-  
|-  
| class="aligncenter"|3
| class="alignleft"|Shields
| class="alignleft"|Moderately difficult
| class="aligncenter"|Class
| class="alignleft"|Navigate to an unfamiliar location along an established route, or to a familiar location along an undocumented route
| class="alignleft"|Reduces the points of damage the ship takes from an attack.
|-  
|-  
| class="aligncenter"|6
| class="alignleft"|Weapons
| class="alignleft"|Remarkably difficult
| class="aligncenter"|Class
| class="alignleft"|Navigate to a location using incomplete course data
| class="alignleft"|How many points of damage the ship may deal (+1d6).<br />How many Ranged Combat rolls per round the crew may attempt.
|-  
|-  
| class="aligncenter"|9
| class="alignleft"|Armor
| class="alignleft"|Extremely difficult
| class="aligncenter"|Class, max 5
| class="alignleft"|Navigate to a location using improvised course data
| class="alignleft"|Reduces the points of damage the ship takes from an attack.
|-  
|-  
| class="aligncenter"|12
| class="alignleft"|Hull
| class="alignleft"|Inconceivable!
| class="aligncenter"|Class x 10
| class="alignleft"|Navigate to a location using a blind guess
| class="alignleft"|How many points of damage the ship may take.
|}
|}




Note that the distance to the destination does not directly impact the difficulty. However, the more remote the destination, the farther off-course the ship will be if the navigator fails to chart the correct course.
Each attribute can be modified in a number of ways, from a minimum of 1 to a maximum of 10. Here are some examples of modifying a starship's Consoles (there will be a full list further down):
 
*The Experimental subclass (X) increases Consoles by 1.
*The Escort starship type reduces Consoles by 1.
*A Zniss-manufactured starship increases Consoles by 1.
*A Bha'atar-manufactured starship reduces Consoles by 1.
 
===Consoles===
 
The Consoles attribute dictates the '''maximum number of consoles''' a starship may have equipped. Consoles provide additional capabilities to the ship (see [[ZeroSpace_4e_EN:Starships#Starship_Consoles|Starship Consoles]], below). The '''highest level console a starship may equip''' is equal to its Consoles.
 
===Engines===


===Orbital Mechanics===
The Engines attribute reflects the capacity of a starship's power core and the maximum strength of its electrogravitic thrusters, fusion thrusters, and warp engines. The '''number of [[ZeroSpace_4e_EN:Starships#Repairing The Starship|Engineering rolls]] the crew may attempt''' in a round is equal to the ship's Engines attribute. If the ship's Engines is '''reduced to zero''', '''the ship can't move''', and the crew may not attempt Engineering rolls every round.


Orbital mechanics pertains to getting around within a solar system. Orbital mechanics usually requires an opposed Piloting (Reason + ship's Computer) roll. The typical reason for making an orbital mechanics roll is to reach a destination before someone else does, because it's not really possible to get lost within a solar system. The navigator who rolls higher has plotted a trajectory that will allow their ship to reach its destination several hours ahead of the other ship.
===Shields===


===Sensors===
Energy shields protect the starship against hazards such as exploding stars and attacks from other ships. The ship's '''Shields are added to its Armor''', and this amount is '''subtracted from the points of damage''' an attacker deals. The ship takes the remaining points of damage.


A starship's sensors are used to find things and to analyze them. Using a ship's sensors generally requires a Computing (Reason + ship's Computer) roll. The difficulty (DV) of the roll is based on the subtlety of the thing being searched for or analyzed.
Energy shields lose effectiveness as they withstand attacks. The shields grant their full protection against the first successful attack in a scene. The second attack in a scene, the shields grant one less than their full protection. This continues until the protection granted by the shields is reduced to zero. The shields will be restored to full effectiveness after the fight is over, when the shield coils have had a chance to recharge.


The starship's engineering team may also attempt to restore the shields during combat (see [[ZeroSpace_4e_EN:Starships#Repairing_The_Ship|Repairing The Starship]], below).


{| cellpadding="4" cellspacing="1" class="wikitable zebra"
===Weapons===
|+Table: Sensor operation difficulty examples
|-
! class="aligncenter" colspan="2"|Difficulty
! class="alignleft"|Examples
|-
| class="aligncenter"|--
| class="alignleft"|Routine
| class="alignleft"|Locate an active starship within long range, locate a familiar energy signature within long range, analyze a familiar energy signature within medium range
|-
| class="aligncenter"|3
| class="alignleft"|Moderately difficult
| class="alignleft"|Locate an active starship beyond long range, locate a familiar energy signature beyond long range, analyze an unfamiliar energy signature within short range
|-
| class="aligncenter"|6
| class="alignleft"|Remarkably difficult
| class="alignleft"|Locate an inactive or disabled starship within long range, locate an unfamiliar energy signature within long range, analyze an unfamiliar energy signature within medium range
|-
| class="aligncenter"|9
| class="alignleft"|Extremely difficult
| class="alignleft"|Locate an inactive or disabled starship beyond long range, locate an unfamiliar energy signature beyond long range, analyze an unfamiliar energy signature within long range
|-
| class="aligncenter"|12
| class="alignleft"|Inconceivable!
| class="alignleft"|Analyze an unfamiliar energy signature beyond long range
|}
#[[ZeroSpace_4e_EN:Starships#Range_Bands|Range Bands]]


==Engines==
The Weapons attribute reflects the accuracy and power of a starship's weaponry. The '''number of [[ZeroSpace_4e_EN:Starships#Firing The Weapons|Ranged Combat rolls]]''' the crew may attempt in a round is equal to the ship's Weapons attribute. The ship may be able to make additional attacks provided by its consoles, but those are handled separately (see [[ZeroSpace_4e_EN:Starships#Starship_Consoles|Starship Consoles]], below). If the ship's Weapons is '''reduced to zero''', '''the ship can't attack'''.


A starship's Engines are its most important asset, because without them, it's going nowhere. Piloting a starship generally requires a Piloting (Agility + ship's Engines rating) roll. The difficulty (DV) is based on the complexity of the maneuver being attempted.
Note that the starship's Weapons attribute is not the physical number of its weapons. A starship with Weapons 5 might have only two physically distinct weapons, or it might have twenty, depending on the design, size, and placement of the weapons themselves. A starship's weapons may be described however the GM likes, but this is merely flavour, and makes no actual difference in combat. Here are some examples, but you are not restricted to these options.




{| cellpadding="4" cellspacing="1" class="wikitable zebra"
{| cellpadding="4" cellspacing="1" class="wikitable zebra"
|+Table: Piloting difficulty examples
|+Table: Typical starship weapons
|-  
|-  
! class="aligncenter" colspan="2"|Difficulty
! class="alignleft" |Ship Class
! class="alignleft"|Examples
! class="alignleft" |Typical weapons
|-  
|-
| class="aligncenter"|--
| class="aligncenter" |1-2
| class="alignleft"|Routine
| class="alignleft" |Rail cannon, turbolaser beam, neutron missile
| class="alignleft"|Landing at a starport or on level ground, docking with a relatively motionless starship
|-
|-  
| class="aligncenter" |3-4
| class="aligncenter"|3
| class="alignleft" |Particle cannon, pulsar beam, fusion missile
| class="alignleft"|Moderately difficult
|-
| class="alignleft"|Landing in violent weather, flying through obstacles, docking with a moving but cooperative starship
| class="aligncenter" |5-6
|-  
| class="alignleft" |Plasma cannon, disruptor beam, antimatter missile
| class="aligncenter"|6
|-
| class="alignleft"|Remarkably difficult
| class="aligncenter" |7-8
| class="alignleft"|Flying through an incomplete space station at full speed, docking with a moving uncooperative starship
| class="alignleft" |Meson cannon, hellbore beam, singularity missile
|-  
|-
| class="aligncenter"|9
| class="aligncenter" |9-10
| class="alignleft"|Extremely difficult
| class="alignleft" |Nemesis cannon, planetary defense beam array, warp missile
| class="alignleft"|Flying through an asteroid field at full speed, docking with an uncooperative starship at full speed
|-  
| class="aligncenter"|12
| class="alignleft"|Inconceivable!
| class="alignleft"|Flying blind through an asteroid field at full speed
|}
|}


===Armor===
Armor reduces the points of damage the starship takes from a successful attack. A starship's Armor is equal to the ship's Class, up to a maximum of 5. The starship's '''Armor is added to its Shields''', and this amount is '''subtracted from the points of damage an attacker deals'''. The ship takes the remaining points of damage.
===Hull===
The Hull of a starship is one of its toughest parts. Only portions of the power core are more durable. A ship's '''Hull is equal to the ship's Class multiplied by ten'''. When a ship takes damage past its Armor and Shields, the '''points of damage are subtracted from its Hull'''.


A failed Piloting roll will usually result in damage to the ship. For every failed Piloting roll, the ship loses one point of Endurance. It's difficult to destroy a starship by flying it poorly, but an exceptionally bad pilot can do it.
A starship which has been reduced to '''zero Hull has ceased to function''' in any meaningful sense. It might explode; it might not. (Siobhan starships tend to ''implode'', due to the construction of their power cores.)


===Pursuit===
==Starship Types==


Closing with another starship is only easy if both pilots agree. Closing with a ship that wants to flee usually requires an opposed Piloting (Agility + ship's Engines rating) roll. The pilot who rolls higher has increased or decreased the range between the ships by one [[ZeroSpace_4e_EN:Starships#Range_Bands|range band]], depending on whether the better pilot wants to flee or pursue.
Some common ship types modify a starship's attributes.


===Interstellar Travel===
;Carrier
:Has a number of hangars equal to its Class.
:-2 Shields
:-2 Weapons
;Courier
:Sacrifices durability for speed.
:-1 Consoles
:+2 Engines
:-1 Hull
:-1 Weapons
;Escort
:Sacrifices flexibility for efficiency.
:-1 Consoles
:2/3 typical length of Class
:1/2 typical crew of Class
;Freighter
:Sacrifices everything for cargo capacity.
:-2 Consoles
:-1 Engines
:+2 Hull (cargo capacity)
:-1 Shields
:-2 Weapons
:Minimum crew equal to Class
;Hospital Ship
:Sacrifices speed and firepower for medical treatment options.
:+2 Consoles (medical only)
:-1 Engines
:0 Weapons (This is an exception to the "minimum of 1" rule.)
;Squadron
:Has no warp engines. Must remain in vicinity of carrier.
:0 Consoles (This is an exception to the "minimum of 1" rule.)
:+2 Hull (multiple small starships)
:+1 Weapons


<blockquote>
<blockquote>
====SIDEBAR: Exact travel times====
====SIDEBAR: Standard Cargo Units====
 
A standard cargo module in the ZeroSpace universe is 28m x 15m x 15m -- 6300 cubic  meters. This is referred to in naval architecture terms as "6300 tonnes". Most people assume that this is because 6300 cubic meters of water has a mass of 6300 tonnes.


There is no equation to give you exact travel times based on the distance traveled and the Engines and Mass of the ship. The GM should decide the travel time on a case by case basis, using the rough guidelines given here. The plot is always more important than an equation in some book.
Fun fact! A standard cargo module holds one Divine Legion in cryostasis -- 1000 genetically modified, fanatically loyal soldiers of the Infinite Dominion in full armor (weapons and other equipment are shipped separately).
</blockquote>
</blockquote>


===Starship Subtypes===
Some common ship subtypes further modify a starship's attributes.


The time required to travel interstellar distances increases logarithmically as the distance itself increases linearly. For example, a journey between two star systems in the same region of a galaxy typically takes from a few hours to a few days, traveling from one edge of a galaxy to the other takes a week or two, and traveling from one galaxy to the next takes a month or two. Ships which have higher Mass ratings are slower than less massive ships, and ships with higher Engines ratings are faster than ships with lower Engines ratings. Travel using warp engines does not remove a vessel from our universe. However, due to the Lorentzian manifold (or "warp bubble") around it, the vessel is effectively blind, deaf, and incommunicado for the duration of its journey.
;Flight Deck
:Has one additional hangar.
:-1 Shields
;Intel
:Optimized for delicate operations.
:+1 Consoles
:-1 Shields
;Missile
:Optimized for missile racks.
:-1 Shields
:+1 Weapons
;Science
:Optimized for science consoles.
:+2 Consoles (scientific only)
:-1 Weapons


==Defenses==
===Regional Variations===


A starship's Defenses are its most important asset, because it's a dangerous universe. Defenses, which may be armor, energy shields, or a combination of the two, protect a starship from enemy attacks and damaging environments. Withstanding enemy attacks and damaging environments generally requires a Warfare (Reason + ship's Defenses rating) roll.
The method of manufacture may also modify a starship's attributes.


Starship defenses are much more powerful than the blasters carried by individuals. If a personal weapon such as a blaster is brought to bear against a starship, the defense roll of the starship is increased by 10.
;Bha'atar
:-1 Consoles
:+1 Weapons
;Commonwealth
:+1 Hull
;Dominion
:-1 Engines
:+1 Hull
;Siobhan
:+1 Engines
;Zniss
:+1 Consoles


===Evasive Maneuvers===
==Starship Combat==


At the beginning of the ship's turn, the pilot may choose to initiate evasive maneuvers. Performing evasive maneuvers grants the defending ship a bonus die on all defensive rolls. A ship which is using its action to perform evasive maneuvers continues to receive this benefit until the beginning of the ship's next turn.
Sometimes, people in other starships will shoot at the players' ship, leaving the player characters no choice but to return fire. Here is how that works.


A ship taking evasive maneuvers is not able to attack (the ship can fire its weapons, of course, but they won't hit anything).
===Initiating Conflict===


===Shields Maximum===
As with [[ZeroSpace_4e_EN:Actions#Initiating_Conflict|character combat]], conflict begins when one side decides to stop talking and start shooting. '''Combat begins with the side that starts shooting'''. If the PCs start the conflict, they take their turns in whatever order they like, and then the GM takes the turns of the NPCs. If the NPCs start the conflict, the GM takes the turns of the NPCs, then '''the PCs take their turns in whatever order they like'''. When every character has had the opportunity to take a turn, the next round begins, and so on until the conflict has ended.


At the beginning of the ship's turn, the crew members on the weapons and defensive consoles may agree to set shields to maximum. Setting shields to maximum grants the defending ship a bonus die on all defensive rolls, but a penalty die on all offensive rolls. Setting shields to maximum is a quick action. A ship which has set its shields to maximum continues to receive this benefit until the beginning of the ship's next turn.
While the player characters are handling the important tasks, the starship's other crew (if there are any) are firing weapons, performing scans, dealing with the wounded, and making repairs, but it all goes more or less as planned and has no impact on the outcome of the conflict.


==Mass==
The environment goes last in a round. The status of asteroids or other uncontrolled objects are determined after after all of the characters have had an opportunity to take their turn.


A starship's Mass is its most important asset, because Mass rating reflects the physical structure and durability of the ship. A starship which is large or densely constructed will have a higher Mass rating than one which is smaller or less dense.
===Crew Tasks===


===Endurance===
There are three main tasks a crew member can attempt on their turn: '''piloting the starship''', '''firing the weapons''', and '''repairing the ship'''.


Endurance represents a ship's ability to withstand damage. The higher the starship's Endurance rating, the more times it may survive attacks which impair it. A starship's Endurance is normally equal to its Mass rating. If a ship's Mass permanently changes, its Endurance also changes, but damage to a ship's Endurance does not reduce its Mass.
Squadrons are a special case. Rather than a single ship, a '''squadron is an arbitrary number of small starships'''. If a squadron is controlled by the player characters, the characters may assume the roles of pilot, gunner, or engineer however they like, and their rolls affect the squadron as a whole. The squadron loses an unspecified number of ships as it takes damage, but the player characters are in craft that survive the battle.


When a ship is successfully attacked, one (or more, if using the optional [[ZeroSpace_4e_EN:Actions#SIDEBAR:_Margin_Of_Success_.28Optional.29|margin of success]] rules) is temporarily subtracted from its Endurance. A ship which has been reduced to 1 Endurance incurs a penalty die on any offensive or defensive action. A ship which has been reduced to zero Endurance is disabled: it is out of the fight, and it will probably require extensive repairs. Endurance may not be reduced below zero.
====Piloting The Starship====


Normally, the crew of a damaged starship may repair half of the ship's lost Endurance (rounded up) by working on it for about a day. Further damage may only be repaired at a starship repair facility called a stardock. Most full-service starports have stardock facilities. Barring some extraordinary event, a ship's Endurance will be completely repaired after a week in a stardock.
'''The pilot''' may use a standard action to attempt '''one Piloting roll''' on their turn. A starship can have multiple pilots and navigators, but '''only one character may make a Piloting roll''' for the ship each round.


If the ship has taken some other form of damage, such as damage to one of its systems, this damage is temporary. It is all repaired once the crew has had a day to work on it.


==Weapons==
{| cellpadding="4" cellspacing="1" class="wikitable zebra"
|+Table: Piloting tasks
|-
! class="alignleft"|Task
! class="alignleft"|Effect
! class="alignleft"|Roll 2d6 +
! class="alignleft"|Difficulty (DV)
|-
| class="alignleft"|Damn The Torpedoes
| class="alignleft"|+1 AV in Ranged Combat
| class="alignleft"|Agility + Piloting
| class="alignleft"|12
|-
| class="alignleft"|Evasive Maneuvers
| class="alignleft"|+1 DV in Ranged Combat
| class="alignleft"|Agility + Piloting
| class="alignleft"|12
|-
| class="alignleft"|Thread The Needle
| class="alignleft"|safe from collisions
| class="alignleft"|Agility + Piloting
| class="alignleft"|12
|-
| class="alignleft"|Engage Warp Engines
| class="alignleft"|depart in 1 minute (10 rounds)
| class="alignleft"|Reason + Piloting
| class="alignleft"|12
|}


A starship's Weapons are its most important asset, because a starship without weapons is simply a moving target. Starships can attack a number of times per round equal to the ship's rating in Weapons, or equal to the number of crew members at the weapons consoles, whichever is less (each crew member can only fire one weapon, once per round). Using a ship's weapons generally requires a Warfare (Reason + ship's Weapons rating) roll against the defending pilot's Warfare (Reason + ship's Defenses rating) roll.


The ship's rating in Weapons also dictates the range of its weapons. The range of the ship's weapons are covered in [[ZeroSpace_4e_EN:Starships#Range_Bands|Range Bands]], below.
'''Damn The Torpedoes:''' If the pilot succeeds at this roll, crew members on the same starship gain a '''+1 Action Value bonus''' on any '''Ranged Combat rolls''' they attempt. This bonus lasts until the beginning of the pilot's next turn.


Note that the ship's rating in Weapons is not the number of its physical weapons. A ship with a Weapons rating of 5 might have only two weapons, or it might have twenty, depending on the design, size, and placement of the weapons themselves.
'''Evasive Maneuvers:''' If the pilot succeeds at this roll, the starship gains a '''+1 Defense Value bonus''' against any attacks. This bonus lasts until the beginning of the pilot's next turn.


Starship weaponry is much more powerful than the blasters carried by individuals. If a starship weapon is brought to bear against an individual rather than against a structure or another craft, the attack roll is increased by 10.
'''Thread The Needle:''' If the pilot succeeds at this roll, their starship is '''safe from collisions''' with unguided objects until the beginning of the pilot's next turn. This does not grant the starship a Defense Value bonus against attacks.


===Range Bands===
'''Engage Warp Engines:''' Engaging the warp engines requires a standard action. and a '''one-minute warmup period (ten rounds)'''. The warmup period may be cancelled, but it may not be paused. After one minute, the warp engines activate and the starship departs for its destination. If the character fails this roll, they will discover it when (and where) the ship arrives. Fortunately, navigation errors are rarely fatal.


As with terrestrial combat, there are five range bands in starship combat: close, short, medium, long, and extreme. Standard starship weapons have an effective range based on the Weapons rating of the ship. Due to the vast distances involved, attacking more distant targets is usually not possible. If the GM declares that the attack is possible, the attacker incurs a penalty die when attacking a target beyond the ship's effective weapon range.
====Firing The Weapons====


The "typical weapons" listed below are mostly for flavour. They don't usually make any difference in the game.
'''Each gunner''' may use a standard action to attempt '''one Ranged Combat roll''' on their turn. A starship can have multiple gunners, but the '''number of Ranged Combat rolls''' the crew may attempt per round is '''equal to the ship's Weapons''' attribute. The starship may be able to make additional attacks provided by its consoles, but those are handled separately (see [ZeroSpace_4e_EN:Starships#Starship_Consoles|Starship Consoles]], below).




{| cellpadding="4" cellspacing="1" class="wikitable zebra"
{| cellpadding="4" cellspacing="1" class="wikitable zebra"
|+Table: Starship range bands
|+Table: Gunnery tasks
|-
! class="alignleft"|Task
! class="alignleft"|Damage
! class="alignleft"|Roll 2d6 +
! class="alignleft"|Defense (DV)
|-
| class="alignleft"|Fire Weapons
| class="alignleft"|1d6 + Weapons
| class="alignleft"|Agility + Ranged Combat
| class="alignleft"|8 + Agility + Piloting
|-
| class="alignleft"|Target Engines
| class="alignleft"|1d6 + Weapons
| class="alignleft"|Agility + Ranged Combat
| class="alignleft"|8 + Agility + Piloting
|-  
|-  
! class="aligncenter" |Weapons<br />rating
| class="alignleft"|Target Weapons
! class="alignleft" |Range
| class="alignleft"|1d6 + Weapons
! class="alignleft" |Typical weapons
| class="alignleft"|Agility + Ranged Combat
|-
| class="alignleft"|8 + Agility + Piloting
| class="aligncenter" |1-2
| class="alignleft" |Close (1 km)
| class="alignleft" |Arc generator, flak guns, turbolaser, railgun
|-
| class="aligncenter" |3-5
| class="alignleft" |Short (10 km)
| class="alignleft" |Disruptor, particle cannon, plasma torpedo
|-
| class="aligncenter" |6-8
| class="alignleft" |Medium (100 km)
| class="alignleft" |Nemesis cannon, fusion cannon, photon torpedo
|-
| class="aligncenter" |9-11
| class="alignleft" |Long (1,000 km)
| class="alignleft" |Hellbore cannon, meson cannon, singularity torpedo
|-
| class="aligncenter" |12+
| class="alignleft" |Remote
| class="alignleft" |Planetary defense battery, warp missile
|}
|}




If you'd prefer to emulate a setting more like ''Star Trek'' and less like ''Star Wars'', multiply the weapon ranges by one thousand. So instead of close, short, medium and long ranges being 1 km, 10 km, 100 km, and 1,000 km, they'd be 1,000 km, 10,000 km, 100,000 km, and 1,000,000 km. (This doesn't actually make any difference in the game.)
'''Fire Weapons:''' If the gunner succeeds at this roll, the attacking player rolls '''1d6 and adds the starship's Weapons'''. The target ship's Shields and Armor are deducted from this amount, and the remaining '''points of damage are subtracted from the target ship's Hull'''. A starship which has been reduced to zero Hull is disabled: it is out of the fight, and it will probably require extensive repairs. Hull may not be reduced below zero.
 
===Targeting Specific Systems===
 
<blockquote>
====SIDEBAR: Standard cargo units====


A standard cargo module in the ZeroSpace universe is 28m x 15m x 15m -- 6300 cubic  meters. This is referred to in naval architecture terms as "6300 tonnes". Most people assume that this is because 6300 cubic meters of water has a mass of 6300 tonnes... but this is just a very common assumption. No one actually knows how this volume became a standard, or why it is referred to by starship architects as "tonnes" of cargo capacity.
'''Target Engines:''' If the gunner succeeds at this roll, the player rolls '''1d6 and adds the starship's Weapons'''. The target ship's Shields and Armor are deducted from this amount. If at least one point of damage remains, the target ship's '''Engines attribute is reduced by one'''. A starship which has been reduced to zero Engines is not able to engage its warp drive. Engines may not be reduced below zero.


Fun fact! A standard cargo module holds one Shadow Legion in cryostasis -- 1000 genetically modified, fanatically loyal soldiers of the Infinite Dominion in full armor (weapons and other equipment shipped separately).
'''Target Weapons:''' If the gunner succeeds at this roll, the player rolls '''1d6 and adds the starship's Weapons'''. The target ship's Shields and Armor are deducted from this amount. If at least one point of damage remains, the target ship's '''Weapons attribute is reduced by one'''. A starship which has been reduced to zero Weapons is not able to attack (even with consoles). Weapons may not be reduced below zero.
</blockquote>


Every successful Weapons attack against a ship '''reduces its Shields attribute by one''', after the attack has been resolved and the damage (if any) is recorded.


Before resolving whether an attack is successful, an attacker can declare that they are targeting a specific system: bridge, cargo, computer, crew quarters, defenses, engines, engineering, gravity control, environmental systems, sensors, or weapons. If the attack is successful, the attacker then rolls 2d6 and consults the "Targeting starship systems" table. If the attacker's system targeting roll is within 0-2 of the desired system, that system is affected as described; otherwise, the system rolled is affected as described.
Starship weaponry is much more powerful than the weapons mounted on vehicles or carried by individuals. If a starship weapon is brought to bear '''against a vehicle''', the damage roll is '''increased by 6'''. If a starship weapon is brought to bear '''against an individual''', the damage roll is '''increased by 12'''. Conversely, if a '''vehicle weapon''' is brought to bear against a starship, the damage roll is '''decreased by 6 (minimum 0)'''. If an '''individual weapon''' is brought to bear against a starship, the damage roll is '''decreased by 12 (minimum 0)'''.


For example, if the attacker was targeting the bridge (requiring a roll of 2), and the attack was successful, and rolled a 4, they would have successfully damaged the bridge. If they rolled a 5, however, they would have damaged the starship's computer, reducing the ship's Computer rating to zero until the end of the attacker's next turn.
====Repairing The Starship====


Targeting a specific system damages a system instead of causing damage to the ship's structural Endurance; the target's Endurance is unchanged.
'''Each engineer''' may use a standard action to attempt '''one Engineering roll''' on their turn. A starship can have multiple engineers, but the '''number of Engineering rolls''' the crew may attempt per round is '''equal to the ship's Engineering''' attribute.




{| cellpadding="4" cellspacing="1" class="wikitable zebra"
{| cellpadding="4" cellspacing="1" class="wikitable zebra"
|+Table: Targeting starship systems
|+Table: Engineering tasks
|-
! class="alignleft"|Task
! class="alignleft"|Effect
! class="alignleft"|Roll 2d6 +
! class="alignleft"|Difficulty (DV)
|-
| class="alignleft"|Repair Hull
| class="alignleft"|restore 1 Hull
| class="alignleft"|Reason + Engineering
| class="alignleft"|12
|-
| class="alignleft"|Repair Engines
| class="alignleft"|restore 1 Engines
| class="alignleft"|Reason + Engineering
| class="alignleft"|12
|-
| class="alignleft"|Repair Shields
| class="alignleft"|restore 1 Shields
| class="alignleft"|Reason + Engineering
| class="alignleft"|12
|-
| class="alignleft"|Repair Weapons
| class="alignleft"|restore 1 Weapons
| class="alignleft"|Reason + Engineering
| class="alignleft"|12
|-  
|-  
! class="aligncenter"|2d6
| class="alignleft"|Break Free
! class="aligncenter"|System
| class="alignleft"|break free of ongoing effect
! class="aligncenter"|Effect
| class="alignleft"|Reason + Engineering
|-
| class="alignleft"|8 + attacker's Class
| class="aligncenter"|2
| class="alignleft"|Bridge
| class="alignleft"|Named crew members on the bridge are struck by exploding consoles or are pinned by falling debris, and incur a penalty die on all rolls until the end of the attacker's next turn; unnamed crew members are dead
|-
| class="aligncenter"|3
| class="alignleft"|Defenses
| class="alignleft"|Defenses are offline (rating 0) until the end of the attacker's next turn
|-
| class="aligncenter"|4
| class="alignleft"|Engineering
| class="alignleft"|Any systems currently offline remain offline an additional round
|-
| class="aligncenter"|5
| class="alignleft"|Computer
| class="alignleft"|Computer and communications are offline (rating 0) until the end of the attacker's next turn
|-
| class="aligncenter"|6
| class="alignleft"|Crew quarters
| class="alignleft"|Named crew members in their quarters are trapped until rescued; unnamed crew members are dead
|-
| class="aligncenter"|7
| class="alignleft"|Cargo/other equipment
| class="alignleft"|Cargo or supplies are destroyed; if the ship has unusual equipment, that equipment is offline (rating 0) until the end of the attacker's next turn
|-
| class="aligncenter"|8
| class="alignleft"|Gravity control
| class="alignleft"|Characters without the [[ZeroSpace_4e_EN:Gifts#Zero-G_Combat|Zero-G Combat]] gift incur a penalty die on all rolls until the end of the attacker's next turn
|-
| class="aligncenter"|9
| class="alignleft"|Sensors
| class="alignleft"|Sensors are offline (Computer rating 0 for sensor rolls) until the end of the attacker's next turn
|-
| class="aligncenter"|10
| class="alignleft"|Engines
| class="alignleft"|Engines are offline (rating 0) until the end of the attacker's next turn
|-
| class="aligncenter"|11
| class="alignleft"|Weapons
| class="alignleft"|Weapons are offline (rating 0) until the end of the attacker's next turn
|-
| class="aligncenter"|12
| class="alignleft"|Environmental systems
| class="alignleft"|Characters who [[ZeroSpace_4e_EN:Aliens#Immunity_To_Suffocation|need to breathe]] incur a penalty die on all rolls until the end of the attacker's next turn
|}
|}


==Other Equipment==


===Camouflage Fields===
'''Repair Hull:''' If the engineer succeeds at this roll, '''one point of Hull is restored''' to the starship.
 
'''Repair Shields:''' If the engineer succeeds at this roll, '''one point of Shields is restored''' to the starship.


Camouflage fields are an unusual defensive system based on the theory that an opponent can't destroy what they can't target. Camouflage fields do not provide any protection against damage. Instead, an attacker must make a successful Science (Reason + Computer rating) roll each round before they can attack a ship with an active camouflage field, in a high-tech version of "hide and seek".
'''Repair Weapons:''' If the engineer succeeds at this roll, '''one point of Weapons is restored''' to the starship.


If the Computing (Reason + Computer rating) roll of the sensor operator equals or exceeds the Science (Reason + Computer rating) roll of the camouflage field operator, the seeking ship may attack the hiding ship during its turn; if not, then not. The hiding ship has full use of its other defenses while using its camouflage field (assuming that they have not been damaged), but it may not fire weapons during the same turn in which its camouflage field was active.
'''Break Free:''' If the engineer succeeds at this roll, the starship '''breaks free from an ongoing effect''' such as a tractor beam.


===Emergency Self Destruct===
The crew of a damaged starship may '''restore half of the ship's lost Hull''' (rounded down, minimum 1) by working on it for a '''day or less''' (no is roll required, as long as one character has Engineering). Under ordinary circumstances, a starship's '''Hull will be completely restored in a week''' or so. Severe damage may require a stardock to repair.


Self destruct systems are present aboard most commercial and military starships. Initiating the self destruct on a spacecraft disengages its engine coolant system, quickly causing the vessel's power core to overload and explode, destroying the spacecraft after a set time period has elapsed (usually 10 minutes).
==Starship Consoles==


As a safety precaution, self destruct mechanisms are intentionally difficult to enable, and even more difficult to disable. Enabling the self destruct device requires a moderately difficult (DV 3) Engineering (Agility) roll. A self destruct device can be disabled during the first half of its countdown with a successful remarkably difficult (DV 6) Engineering (Agility) roll.
Consoles are a form of starship equipment. If the character has appropriate equipment, they may '''add their Equipment Level to their Action Value, but only up to their skill level''' (see [[ZeroSpace_4e_EN:Skills|Skills]]).


A ship which self destructs will explode with tremendous force, utterly destroying the spacecraft, and severely damaging any nearby spacecraft. Any vessel within short range (10 km) of the exploding starship will take an amount of Endurance damage equal to the Mass of the exploding starship.
===Panglossian Era Consoles===


===Enhanced Sensors===
Panglossian Era starships had two additional consoles. These consoles were in addition to the consoles a starship would be permitted due to its Class. For example, a Class 3X Panglossian Era corvette could have six consoles installed: these two, three more due to its Class, and an additional console due to the "Class X" rating.


Science vessels and scout ships often have enhanced sensors to assist with their missions. If a ship is equipped with enhanced sensors, the sensor operator gains a bonus die on any sensor-related skill rolls.
====Geist Management====


===Integrity Enhancement Fields===
A '''Geist Management Console''' permits the starship's AI, or "geist" (a crew position), to '''manage the starship''''s myriad automated systems. This console is not removable, although it can be upgraded.


Integrity enhancement fields are a special type of Engineering system which uses energy shields to reinforce the ship's structure. Normally, a ship incurs a penalty die on any offensive or defensive action when it has been reduced to 1 Endurance. A ship which has integrity enhancement fields does not incur a penalty die due to lost Endurance, as long as the ship's Engineering system is online.
====Wormhole Network Interface====


===Medical Bays===
A '''Wormhole Network Interface Console''' grants the starship the ability to '''use the wormhole network'''.


The rating of a ship's medical bay is added to a medical staff member's Medicine (Reason) when treating a patient. A standard medical bay on a starship is equipped to treat a variety of minor injuries and ailments, and normally has a rating of 1. Massive civilian cruise ships often have an enhanced medical bay, with a rating of 2, while large military vessels usually have a fully equipped hospital facility, with a rating of 3.
===Restoration Era Consoles===


===Megaweapon===
====Tractor Beams====


In addition to the ship's other weapons, the ship has a single massive weapon around which the rest of the ship is built. This megaweapon can only be fired once every ten rounds (one minute) at a single target. When attacking with the megaweapon, the Mass rating of the attacking ship is added to its Weapons rating.
Tractor beams are gravitic weapons intended to '''prevent the target from moving'''. To use a tractor bream, an engineer must use a standard action to attempt a '''Reason + Engineering roll''' against 8 + the Class of the target starship.


===Overthrusters===
Tractor beams do not deal points of damage to the target. Instead, on a successful roll, the '''Engines of each starship is subtracted from the Engines of the other starship''' for as long as the tractor beam is focused on the target (minimum zero). If either ship's Engines is reduced to zero, that starship is unable to move.


An overthruster is a colliding beam accelerator which creates intermediate vector bosons from the annihilation of electrons and positrons. If a ship is equipped with overthrusters, the pilot gains a bonus die on any pursuit-related or evasion-related Piloting rolls.
Both ship's Engines are restored to normal once the tractor beam is deactivated.


===Point Defense Systems===
==Inconveniences==


Point defense systems offer an additional defense against [[ZeroSpace_4e_EN:Starships#Ship_Classifications|fast attack craft]] (bombers, fighters, and interceptors). If a ship with a point defense system is being attacked by a fast attack craft, the defending ship gains a bonus die on its defense roll.
===Emergency Self Destruct===


===Tractor Beams===
Self destruct systems are present aboard most commercial and military starships. Initiating the self destruct on a spacecraft disengages its engine coolant system, quickly causing the vessel's power core to overload and explode, destroying the spacecraft after a set time period has elapsed (usually 10 minutes).


Tractor beams are gravitic weapons intended to prevent the target from moving. Using a tractor beam generally requires a Warfare (Reason) roll plus the rating of the tractor beam. The difficulty (DV) is based on the defending pilot's Warfare (Reason) and the defending ship's Defenses rating.
As a safety precaution, self destruct mechanisms are intentionally difficult to enable, and even more difficult to disable. Enabling the self destruct device requires a '''Reason + Engineering roll''' against '''DV 12'''. A self destruct device can be disabled during the '''first half of its countdown''' with a successful R'''eason + Engineering roll''' against '''DV 15'''.


Tractor beams do not inflict Endurance damage to the target. Instead, on a successful roll, the Mass rating of the attacking ship is subtracted from the Engines rating of the defending ship for as long as the tractor beam is focused on the target. If the target's effective Engines rating is reduced to zero, the target ship is unable to move.
A starship which self destructs will explode with tremendous force, utterly destroying the starship and severely damaging any nearby starships. An exploding starship deals '''3d6 + Engines points of damage''' to any ship '''within weapons range'''. Ships within range of the explosion '''apply their Shields and Armor''', as usual.


Escaping from a tractor beam can be accomplished one of three ways: the tractored ship can move beyond the [[ZeroSpace_4e_EN:Starships#Range_Bands|effective range]] of the tractor beam (based on the rating of the tractor beam); the tractored ship (or another ship) can reduce the ship with the tractor beam to Endurance 0, causing the tractor beam to shut off; or the fleeing ship (or another ship) can break the tractor beam's hold by successfully [[ZeroSpace_4e_EN:Starships#Targeting Specific Systems|targeting the "cargo/other equipment" system]] of the ship with the tractor beam.
===Repelling Boarders===


==Ship Classifications==
If a starship has been reduced to zero Engines and zero Shields, another ship may attempt to seize the immobilized ship by force. The hostile ship must move next to the immobile ship and dock with it (an '''Agility + Piloting roll''' vs DV 12), after which boarding parties will storm into the immobile ship.


Warship classification is a field that has changed over time, and is an area of considerable disagreement. The system described here is that currently in use by the Imperial Strategic Command. Size categories are approximate; a ship may be classified with smaller or larger ships, based on its intended role and specific configuration.
Repelling boarders is an extended '''Brawn + Hand-to-hand Combat''' task. The first side that wins six skirmishes (or three, or twelve) successfully takes the ship (or prevents it from being taken).


;Star Fortress
:Mobile space station, capable of defending against entire fleets, and housing vast numbers of fast attack craft and smaller warships; 10,000 meters and larger
:Computer 10, Engines 1, Defenses 14, Mass 11, Weapons 14
;Dreadnought
:Largest classification of capital ship, heavily armed and armored, and carrying numerous fast attack craft; 5,000 to 10,000 meters
:Computer 8, Engines 2, Defenses 12, Mass 10, Weapons 12
;Battleship
:Largest warship in general use, heavily armed and armored, and a platform for smaller fighter craft; 2,000 to 5,000 meters
:Computer 6, Engines 3, Defenses 10, Mass 9, Weapons 10
;Battlecruiser
:Heavy ship with the armament of a battleship but the speed and defenses of a cruiser; 1,000 to 2,000 meters
:Computer 6, Engines 4, Defenses 8, Mass 8, Weapons 10
;Heavy cruiser
:Heavy, multi-use warship that can operate alone or as part of a formation; 600 to 1,000 meters
:Computer 6, Engines 4, Defenses 8, Mass 7, Weapons 8
;Light Cruiser
:Light, multi-use warship that can operate alone or as part of a formation; generally, the largest starship capable of physically landing on a planet; 400 to 700 meters
:Computer 6, Engines 4, Defenses 6, Mass 6, Weapons 8
;Destroyer
:Fast, maneuverable, sturdy warship, usually intended to escort larger vessels in a fleet; designed to protect against small, faster attackers; 300 to 600 meters
:Computer 4, Engines 6, Defenses 6, Mass 5, Weapons 6
;Frigate
:Commonly used as a scout and patrol ship in dangerous areas; may participate in fleet actions, but does not usually stand in the line of battle with capital ships; 200 to 400 meters
:Computer 4, Engines 6, Defenses 6, Mass 4, Weapons 6
;Corvette
:Smallest warship capable of participating in fleet actions; generally used as a courier and patrol ship; 100 to 200 meters
:Computer 2, Engines 8, Defenses 4, Mass 3, Weapons 4
;Patrol Ship
:Small, lightly armed vessel which commonly operates independently; mainly used to patrol areas that are not considered dangerous; 50 to 150 meters
:Computer 2, Engines 6, Defenses 2, Mass 2, Weapons 2
;Fast attack craft (bombers, fighters, and interceptors)
:Small, short range craft which operate in groups; 15 to 50 meters
:Computer 2, Engines 10, Defenses 2, Mass 1, Weapons 2


[[Category:Starships]]
[[Category:Starships]]
[[Category:ZeroSpace]]
[[Category:ZeroSpace]]
[[Category:English]]
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Latest revision as of 20:49, 26 December 2022

Arrow up 16x16.png Contents

Starships allow player characters to go from place to place in the galaxy, seeing people, places, and things which are too far away or too dangerous to visit without one. Starships also serve as a mobile base for the player characters, providing a place to store their stuff and relax.

Parts Of A Starship

Amenities

In general, larger (higher Class) starships have better and more varied amenities. A Class 2 or 3 starship has a basic med pod and an "essentials" kitchen fabricator. Class 4 and 5 ships might have a reading lounge, a gym, and even a running track on larger ships. Class 6 and 7 ships may have shops, pubs, and other forms of off-duty entertainment. A Class 10 starship is a city unto itself.

Cruisers typically have a variety of general-use laboratories, while escorts typically have one or two.

Panglossian Era ships were more comfortable than their Restoration Era counterparts, even in the Bha'atar Empire. Most Panglossian Era ships were designed with bulkheads that could be adapted to uncommon biospheres, such as a high-temperature sodium atmosphere or flooded compartments for Cetacean crew members.

Bridge

The bridge is where the pilot controls the ship's movement. It typically has stations for the captain of the ship and a number of staff officers. On smaller starships (Class 3 and below), the bridge is usually called the "cockpit". On medium-size warships, the bridge may also include combat information center (CIC) functions; on larger warships, the combat information center is a separate location.

Engine Room

The engine room provides precise control of the power core and the warp engines, and may allow direct observation of them (behind appropriate safety shielding, of course). Larger starships may have several engine rooms, and the largest ships have dozens.

An engine room is one place on the ship where one can find standard field kits.

Fabricators

Most starships of Class 3 or higher have fabricators. The fabricators on smaller ships are adequate for day to day needs, such as meals and simple shipboard items. Larger starships may have specialized fabricators for the med bay, a more complete meal library, and engineering fabricators for most replacement parts. The largest starships have a complete suite of industrial fabricators, and are capable of creating parts to build entire starships. If such a starship also has an exotic particle synthesizer, it can potentially construct power cores and warp engines.

Grav Plates

The perception of gravity on starships is provided by grav plates. Grav plates operate on the same electrogravitic principles as the thrusters used when a ship is near a planetary surface. Grav plates are mechanically simple and generally quite reliable: if a starship's grav plates have failed, something has gone terribly wrong.

Hangar

Starships of Class 4 or higher typically have a single hangar, while a starship of the "Carrier" type has a number of hangars equal to its Class. Each hangar can accommodate a single starship two Classes smaller than the main ship (typically a "squadron" -- see Squadrons, below).

A starship of the "Flight Deck" subtype (also called the "Strike Wing" subtype) has an additional hangar.

Hold

All starships have at least one hold. The dimensions of the hold may vary considerably, from the size of a lunchbox to that of a small moon. The hold might have gravity plating and a breathable atmosphere, depending on its intended use, but it is not designed for habitation.

Medical Bay

Every starship has a medical facility, although the size and sophistication of the facility varies a great deal. On smaller ships, a medical pod or "autodoc" can heal most injuries, or keep the patient alive until more advanced treatment may be found. Larger starships may have multiple, specialized medical pods, along with more advanced diagnostic and treatment equipment. The largest starships have full hospital facilities.

A medical bay is one place on the ship where one can find standard field kits.

Passageways

On Restoration Era starships, passageways are usually considered wasted space, and are made no larger than necessary: rarely wider than three meters.

On Panglossian Era starships, particularly Old Commonwealth starships, passageways were much larger. Class 3 Old Commonwealth starships had passageways two meters wide, while Class 5 and larger starships had passageways at least six meters wide and four meters tall.

Starships also have smaller access corridors used for maintenance. Such corridors are typically just wide enough to crawl through on Restoration Era starships, but are large enough for two adjacent engineers to work comfortably on Panglossian Era starships.

Power Core

Starships generally use hybrid fusion-singularity reactors. The fusion furnace, the singularity containment system, and all associated components are referred to as the ship's "power core".

Power cores are "fired up" or "brought online" to make them ready for use, and "shut down" or "taken offline" to render them inert. Bringing a power core online typically takes 6 hours, or 2 hours if the power core has been in use within the last 24 hours. Taking a power core offline takes less than a second, but there are numerous safety checks which follow, taking around an hour.

Screens

"Screen" is a catch-all term for the ubiquitous audiovisual displays aboard a starship. Holograms can be "brought up" or "shut off" with a gesture, or higher-resolution images can be displayed on physical monitors. The display is often augmented to provide additional data: sounds may be added to represent the activity of an object on the screen, such as the firing of weapons or the explosion of an engine; weapons such as particle beams, which are invisible to the naked eye in a vacuum, are spectrum-shifted to be visible; and so on.

Sensors

Sensor range in ZeroSpace is approximate.

  • "Short range" is also known as "weapons range" -- the maximum distance at which starship weapons are accurate. The surface of a planet is well within the weapons range of a ship in orbit.
  • "Medium range" is standard sensor range -- the maximum distance at which navigational hazards and other starships are visible to standard sensors. A standard sensor can scan a star system from anywhere within its outermost orbit.
  • "Long range" is beyond the sensor range of most starships -- a "long range sensor" can scan a star system from up to a parsec away.

General scans can be performed in under a minute, but comprehensive scans can take hours or even days, depending on the subject being scanned.

Detailed, comprehensive scans are only possible at short range, but medium and long range sensors are more than adequate for targeting and general scans.

Thrusters

A starship's conventional engines, used for moving the ship through relatively normal space, are referred to as "thrusters". Electrogravitic thrusters are typically used when within a kilometer of a planetary surface or other inhabited area, with fusion thrusters engaged once the ship leaves this safety region. A typical starship can lift off from a planet and clear the atmosphere in a few minutes.

Warp Engines

Warp engines create a microscopically-thin Lorentzian manifold of spacetime around a starship -- typically called a "warp bubble". This allows the ship to remain relatively motionless while also achieving velocities which are relatively relativistic.

Warp engines are "fired up" or "brought online" to make them ready for use, and "shut down" or "taken offline" to render them inert. Bringing a starship's warp engines online typically takes 6 hours, or 2 hours if the warp engines have been in use within the last 24 hours. Taking the warp engines offline takes less than a second, but there are numerous safety checks which follow, taking around an hour.

Once the warp engines are brought online, a destination may be selected and the anticipated arrival time calculated. Activating the warp engines requires a standard action (see Crew Tasks) and a one-minute warmup period (ten rounds). The warmup period may be cancelled, but it may not be paused. After one minute, the warp engines engage the Lorentzian manifold generator and the ship departs for its selected destination. While the warp engines are engaged, the starship is unable to communicate with the universe outside of the warp bubble.

The warp engines are typically disengaged at a pre-set arrival time, which nearly always puts the ship where the pilot expected. However, the warp engines may be disengaged manually, placing the ship into relatively normal space somewhere between the ship's origin and its selected destination. Long trips are typically broken up into a series of shorter trips, less than two weeks in length.

Windows

What a crew member sees in a window may be augmented with distinct sounds or overlaid visuals, similar to a screen. Sophistication of the display and any audio accompaniment varies by starship and manufacturer. Most starships have a "privacy" mode, which looks the same from the inside, but looks like a glowing white haze from the outside. A starship's windows automatically compensate for the luminosity of what is outside the window.

Starship Class

The categorization and nomenclature of starships is a field rife with inconsistency. The Old Commonwealth had hundreds of starship classes, and the New Commonwealth is on its way to matching that achievement. In contrast, the Bha'atar have only two main classes of ship: warships and support ships.

This is not a system of nomenclature that lends itself easily to direct comparisons, so the game system will refer to the starship classifications below.


Table: Starship classes, New Commonwealth (Restoration Era)
Starship Class Typical Crew Length (m)
Full Min From To
1 Small Craft (Bomber, Fighter, Interceptor) 7 2 15 50
2 Littoral Vessel (Customs, Police, System Defense) 7 2 20 90
3 Corvette (Courier, Patrol Ship, Scout) 28 8 30 120
4 Light Escort (Frigate) 56 16 80 140
4 Light Cruiser 112 32 120 200
5 Heavy Escort (Destroyer) 168 48 100 200
5 Heavy Cruiser 336 96 150 300
6 Battle Escort (Battleship) 224 64 120 270
6 Battlecruiser 448 128 180 400
7 Titan 3,500 1,000 300 500
8 Leviathan 35,000 10,000 3,000 5,000
9 Star Fortress 350,000 100,000 140,000 160,000
10 Mega Star Fortress 1,750,000 500,000 250,000 750,000


Subclass X: Experimental

An experimental starship (indicated with an "X" after its Class) can have one more console than its Class number indicates. For example, a Class 3X corvette could have four consoles installed.

Starship Class And Crew

On very small starships, a single crew member may be responsible for some or all of the ship's systems. In a fighter, for example, the pilot, the gunner, and the engineer could all be the same person. On larger starships, these responsibilities are usually distributed among specialists: the starship may have several pilots, gunners, and engineers, as well as dedicated navigators, scientists, sensor operators, and medical professionals.

"Minimum crew" refers to the number of crew required to operate a Restoration Era starship at full effectiveness for one shift. "Full crew" can vary considerably. The number of full crew given above is for a New Commonwealth (Restoration Era) starship, where the crew complement is generally three and a half times the minimum crew: sufficient for three shifts and an occasional off-duty day for each crew member. Bha'atar starships have the same number of minimum crew, but operate two shifts continuously without any off-duty days. However, Bha'atar tours of duty are typically shorter than those in the New Commonwealth.

Old Commonwealth Crew Sizes

Old Commonwealth (Panglossian Era) starships could operate with less than one-quarter the crew of a comparable New Commonwealth starship, thanks to extensive automation and the ship's AI, or "geist". Old Commonwealth starships Class 4 and larger normally carried six times the minimum amount of crew; Old Commonwealth crews worked fewer, shorter shifts than New Commonwealth crews are expected to work. A typical Old Commonwealth heavy cruiser had a minimum crew of XXX and a full crew complement of XXX, compared to XXX and XXX for a New Commonwealth heavy cruiser. Despite the smaller crews, Old Commonwealth starships were as large if not larger than equivalent New Commonwealth starships, and their interiors were cavernous by comparison.

Starship Attributes

A starship's attributes are ranked from 1 (the smallest ships) to 10 (the largest ships), and can't be reduced below zero or above 10. A starship has one core attribute, its Class, and six secondary attributes, its Consoles, Engines, Shields, Weapons, Armor, and Hull. A starship's Class determines the starting value of its other attributes, the size of its crew, and so on.


Table: Starship Classes, New Commonwealth (Restoration Era)
Attribute Starting Value Description
Consoles Class The maximum number of consoles a ship may have equipped.
The highest level console a ship may equip.
Engines Class Determines the ship's travel time.
How many Engineering rolls per round the crew may attempt.
Shields Class Reduces the points of damage the ship takes from an attack.
Weapons Class How many points of damage the ship may deal (+1d6).
How many Ranged Combat rolls per round the crew may attempt.
Armor Class, max 5 Reduces the points of damage the ship takes from an attack.
Hull Class x 10 How many points of damage the ship may take.


Each attribute can be modified in a number of ways, from a minimum of 1 to a maximum of 10. Here are some examples of modifying a starship's Consoles (there will be a full list further down):

  • The Experimental subclass (X) increases Consoles by 1.
  • The Escort starship type reduces Consoles by 1.
  • A Zniss-manufactured starship increases Consoles by 1.
  • A Bha'atar-manufactured starship reduces Consoles by 1.

Consoles

The Consoles attribute dictates the maximum number of consoles a starship may have equipped. Consoles provide additional capabilities to the ship (see Starship Consoles, below). The highest level console a starship may equip is equal to its Consoles.

Engines

The Engines attribute reflects the capacity of a starship's power core and the maximum strength of its electrogravitic thrusters, fusion thrusters, and warp engines. The number of Engineering rolls the crew may attempt in a round is equal to the ship's Engines attribute. If the ship's Engines is reduced to zero, the ship can't move, and the crew may not attempt Engineering rolls every round.

Shields

Energy shields protect the starship against hazards such as exploding stars and attacks from other ships. The ship's Shields are added to its Armor, and this amount is subtracted from the points of damage an attacker deals. The ship takes the remaining points of damage.

Energy shields lose effectiveness as they withstand attacks. The shields grant their full protection against the first successful attack in a scene. The second attack in a scene, the shields grant one less than their full protection. This continues until the protection granted by the shields is reduced to zero. The shields will be restored to full effectiveness after the fight is over, when the shield coils have had a chance to recharge.

The starship's engineering team may also attempt to restore the shields during combat (see Repairing The Starship, below).

Weapons

The Weapons attribute reflects the accuracy and power of a starship's weaponry. The number of Ranged Combat rolls the crew may attempt in a round is equal to the ship's Weapons attribute. The ship may be able to make additional attacks provided by its consoles, but those are handled separately (see Starship Consoles, below). If the ship's Weapons is reduced to zero, the ship can't attack.

Note that the starship's Weapons attribute is not the physical number of its weapons. A starship with Weapons 5 might have only two physically distinct weapons, or it might have twenty, depending on the design, size, and placement of the weapons themselves. A starship's weapons may be described however the GM likes, but this is merely flavour, and makes no actual difference in combat. Here are some examples, but you are not restricted to these options.


Table: Typical starship weapons
Ship Class Typical weapons
1-2 Rail cannon, turbolaser beam, neutron missile
3-4 Particle cannon, pulsar beam, fusion missile
5-6 Plasma cannon, disruptor beam, antimatter missile
7-8 Meson cannon, hellbore beam, singularity missile
9-10 Nemesis cannon, planetary defense beam array, warp missile

Armor

Armor reduces the points of damage the starship takes from a successful attack. A starship's Armor is equal to the ship's Class, up to a maximum of 5. The starship's Armor is added to its Shields, and this amount is subtracted from the points of damage an attacker deals. The ship takes the remaining points of damage.

Hull

The Hull of a starship is one of its toughest parts. Only portions of the power core are more durable. A ship's Hull is equal to the ship's Class multiplied by ten. When a ship takes damage past its Armor and Shields, the points of damage are subtracted from its Hull.

A starship which has been reduced to zero Hull has ceased to function in any meaningful sense. It might explode; it might not. (Siobhan starships tend to implode, due to the construction of their power cores.)

Starship Types

Some common ship types modify a starship's attributes.

Carrier
Has a number of hangars equal to its Class.
-2 Shields
-2 Weapons
Courier
Sacrifices durability for speed.
-1 Consoles
+2 Engines
-1 Hull
-1 Weapons
Escort
Sacrifices flexibility for efficiency.
-1 Consoles
2/3 typical length of Class
1/2 typical crew of Class
Freighter
Sacrifices everything for cargo capacity.
-2 Consoles
-1 Engines
+2 Hull (cargo capacity)
-1 Shields
-2 Weapons
Minimum crew equal to Class
Hospital Ship
Sacrifices speed and firepower for medical treatment options.
+2 Consoles (medical only)
-1 Engines
0 Weapons (This is an exception to the "minimum of 1" rule.)
Squadron
Has no warp engines. Must remain in vicinity of carrier.
0 Consoles (This is an exception to the "minimum of 1" rule.)
+2 Hull (multiple small starships)
+1 Weapons

SIDEBAR: Standard Cargo Units

A standard cargo module in the ZeroSpace universe is 28m x 15m x 15m -- 6300 cubic meters. This is referred to in naval architecture terms as "6300 tonnes". Most people assume that this is because 6300 cubic meters of water has a mass of 6300 tonnes.

Fun fact! A standard cargo module holds one Divine Legion in cryostasis -- 1000 genetically modified, fanatically loyal soldiers of the Infinite Dominion in full armor (weapons and other equipment are shipped separately).

Starship Subtypes

Some common ship subtypes further modify a starship's attributes.

Flight Deck
Has one additional hangar.
-1 Shields
Intel
Optimized for delicate operations.
+1 Consoles
-1 Shields
Missile
Optimized for missile racks.
-1 Shields
+1 Weapons
Science
Optimized for science consoles.
+2 Consoles (scientific only)
-1 Weapons

Regional Variations

The method of manufacture may also modify a starship's attributes.

Bha'atar
-1 Consoles
+1 Weapons
Commonwealth
+1 Hull
Dominion
-1 Engines
+1 Hull
Siobhan
+1 Engines
Zniss
+1 Consoles

Starship Combat

Sometimes, people in other starships will shoot at the players' ship, leaving the player characters no choice but to return fire. Here is how that works.

Initiating Conflict

As with character combat, conflict begins when one side decides to stop talking and start shooting. Combat begins with the side that starts shooting. If the PCs start the conflict, they take their turns in whatever order they like, and then the GM takes the turns of the NPCs. If the NPCs start the conflict, the GM takes the turns of the NPCs, then the PCs take their turns in whatever order they like. When every character has had the opportunity to take a turn, the next round begins, and so on until the conflict has ended.

While the player characters are handling the important tasks, the starship's other crew (if there are any) are firing weapons, performing scans, dealing with the wounded, and making repairs, but it all goes more or less as planned and has no impact on the outcome of the conflict.

The environment goes last in a round. The status of asteroids or other uncontrolled objects are determined after after all of the characters have had an opportunity to take their turn.

Crew Tasks

There are three main tasks a crew member can attempt on their turn: piloting the starship, firing the weapons, and repairing the ship.

Squadrons are a special case. Rather than a single ship, a squadron is an arbitrary number of small starships. If a squadron is controlled by the player characters, the characters may assume the roles of pilot, gunner, or engineer however they like, and their rolls affect the squadron as a whole. The squadron loses an unspecified number of ships as it takes damage, but the player characters are in craft that survive the battle.

Piloting The Starship

The pilot may use a standard action to attempt one Piloting roll on their turn. A starship can have multiple pilots and navigators, but only one character may make a Piloting roll for the ship each round.


Table: Piloting tasks
Task Effect Roll 2d6 + Difficulty (DV)
Damn The Torpedoes +1 AV in Ranged Combat Agility + Piloting 12
Evasive Maneuvers +1 DV in Ranged Combat Agility + Piloting 12
Thread The Needle safe from collisions Agility + Piloting 12
Engage Warp Engines depart in 1 minute (10 rounds) Reason + Piloting 12


Damn The Torpedoes: If the pilot succeeds at this roll, crew members on the same starship gain a +1 Action Value bonus on any Ranged Combat rolls they attempt. This bonus lasts until the beginning of the pilot's next turn.

Evasive Maneuvers: If the pilot succeeds at this roll, the starship gains a +1 Defense Value bonus against any attacks. This bonus lasts until the beginning of the pilot's next turn.

Thread The Needle: If the pilot succeeds at this roll, their starship is safe from collisions with unguided objects until the beginning of the pilot's next turn. This does not grant the starship a Defense Value bonus against attacks.

Engage Warp Engines: Engaging the warp engines requires a standard action. and a one-minute warmup period (ten rounds). The warmup period may be cancelled, but it may not be paused. After one minute, the warp engines activate and the starship departs for its destination. If the character fails this roll, they will discover it when (and where) the ship arrives. Fortunately, navigation errors are rarely fatal.

Firing The Weapons

Each gunner may use a standard action to attempt one Ranged Combat roll on their turn. A starship can have multiple gunners, but the number of Ranged Combat rolls the crew may attempt per round is equal to the ship's Weapons attribute. The starship may be able to make additional attacks provided by its consoles, but those are handled separately (see [ZeroSpace_4e_EN:Starships#Starship_Consoles|Starship Consoles]], below).


Table: Gunnery tasks
Task Damage Roll 2d6 + Defense (DV)
Fire Weapons 1d6 + Weapons Agility + Ranged Combat 8 + Agility + Piloting
Target Engines 1d6 + Weapons Agility + Ranged Combat 8 + Agility + Piloting
Target Weapons 1d6 + Weapons Agility + Ranged Combat 8 + Agility + Piloting


Fire Weapons: If the gunner succeeds at this roll, the attacking player rolls 1d6 and adds the starship's Weapons. The target ship's Shields and Armor are deducted from this amount, and the remaining points of damage are subtracted from the target ship's Hull. A starship which has been reduced to zero Hull is disabled: it is out of the fight, and it will probably require extensive repairs. Hull may not be reduced below zero.

Target Engines: If the gunner succeeds at this roll, the player rolls 1d6 and adds the starship's Weapons. The target ship's Shields and Armor are deducted from this amount. If at least one point of damage remains, the target ship's Engines attribute is reduced by one. A starship which has been reduced to zero Engines is not able to engage its warp drive. Engines may not be reduced below zero.

Target Weapons: If the gunner succeeds at this roll, the player rolls 1d6 and adds the starship's Weapons. The target ship's Shields and Armor are deducted from this amount. If at least one point of damage remains, the target ship's Weapons attribute is reduced by one. A starship which has been reduced to zero Weapons is not able to attack (even with consoles). Weapons may not be reduced below zero.

Every successful Weapons attack against a ship reduces its Shields attribute by one, after the attack has been resolved and the damage (if any) is recorded.

Starship weaponry is much more powerful than the weapons mounted on vehicles or carried by individuals. If a starship weapon is brought to bear against a vehicle, the damage roll is increased by 6. If a starship weapon is brought to bear against an individual, the damage roll is increased by 12. Conversely, if a vehicle weapon is brought to bear against a starship, the damage roll is decreased by 6 (minimum 0). If an individual weapon is brought to bear against a starship, the damage roll is decreased by 12 (minimum 0).

Repairing The Starship

Each engineer may use a standard action to attempt one Engineering roll on their turn. A starship can have multiple engineers, but the number of Engineering rolls the crew may attempt per round is equal to the ship's Engineering attribute.


Table: Engineering tasks
Task Effect Roll 2d6 + Difficulty (DV)
Repair Hull restore 1 Hull Reason + Engineering 12
Repair Engines restore 1 Engines Reason + Engineering 12
Repair Shields restore 1 Shields Reason + Engineering 12
Repair Weapons restore 1 Weapons Reason + Engineering 12
Break Free break free of ongoing effect Reason + Engineering 8 + attacker's Class


Repair Hull: If the engineer succeeds at this roll, one point of Hull is restored to the starship.

Repair Shields: If the engineer succeeds at this roll, one point of Shields is restored to the starship.

Repair Weapons: If the engineer succeeds at this roll, one point of Weapons is restored to the starship.

Break Free: If the engineer succeeds at this roll, the starship breaks free from an ongoing effect such as a tractor beam.

The crew of a damaged starship may restore half of the ship's lost Hull (rounded down, minimum 1) by working on it for a day or less (no is roll required, as long as one character has Engineering). Under ordinary circumstances, a starship's Hull will be completely restored in a week or so. Severe damage may require a stardock to repair.

Starship Consoles

Consoles are a form of starship equipment. If the character has appropriate equipment, they may add their Equipment Level to their Action Value, but only up to their skill level (see Skills).

Panglossian Era Consoles

Panglossian Era starships had two additional consoles. These consoles were in addition to the consoles a starship would be permitted due to its Class. For example, a Class 3X Panglossian Era corvette could have six consoles installed: these two, three more due to its Class, and an additional console due to the "Class X" rating.

Geist Management

A Geist Management Console permits the starship's AI, or "geist" (a crew position), to manage the starship's myriad automated systems. This console is not removable, although it can be upgraded.

Wormhole Network Interface

A Wormhole Network Interface Console grants the starship the ability to use the wormhole network.

Restoration Era Consoles

Tractor Beams

Tractor beams are gravitic weapons intended to prevent the target from moving. To use a tractor bream, an engineer must use a standard action to attempt a Reason + Engineering roll against 8 + the Class of the target starship.

Tractor beams do not deal points of damage to the target. Instead, on a successful roll, the Engines of each starship is subtracted from the Engines of the other starship for as long as the tractor beam is focused on the target (minimum zero). If either ship's Engines is reduced to zero, that starship is unable to move.

Both ship's Engines are restored to normal once the tractor beam is deactivated.

Inconveniences

Emergency Self Destruct

Self destruct systems are present aboard most commercial and military starships. Initiating the self destruct on a spacecraft disengages its engine coolant system, quickly causing the vessel's power core to overload and explode, destroying the spacecraft after a set time period has elapsed (usually 10 minutes).

As a safety precaution, self destruct mechanisms are intentionally difficult to enable, and even more difficult to disable. Enabling the self destruct device requires a Reason + Engineering roll against DV 12. A self destruct device can be disabled during the first half of its countdown with a successful Reason + Engineering roll against DV 15.

A starship which self destructs will explode with tremendous force, utterly destroying the starship and severely damaging any nearby starships. An exploding starship deals 3d6 + Engines points of damage to any ship within weapons range. Ships within range of the explosion apply their Shields and Armor, as usual.

Repelling Boarders

If a starship has been reduced to zero Engines and zero Shields, another ship may attempt to seize the immobilized ship by force. The hostile ship must move next to the immobile ship and dock with it (an Agility + Piloting roll vs DV 12), after which boarding parties will storm into the immobile ship.

Repelling boarders is an extended Brawn + Hand-to-hand Combat task. The first side that wins six skirmishes (or three, or twelve) successfully takes the ship (or prevents it from being taken).