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The document discusses various ship systems and locations that could be present on starships. It provides a classification system and examples for different types of systems.

The core systems mentioned are Computing, Engines, Life Support, Navigation and Power Generation.

Some examples of rapid transit methods on ships include access tubes, drop holes, escalators/moving floors, ladders, lifts and vacuum tubes.

Preface Contents

Starship Kit 6.4 Preface ............................................................ 2


Other Systems & Locations Credits & Legal ................................................ 2
Starships are not always just flying engines of Ship Systems ................................................... 3
destruction. They often have a crew to look How to Use ................................................. 3
after them and those crew need somewhere
Class ............................................................ 3
to stay, to relax and to eat and drink.
Other Systems/Locations ................................ 4
This is part 6.4 of the Starship Kit, although it Cargo & Storage .......................................... 4
can be used as a standalone product if
required. Civilian (shops, services etc.) ...................... 5
Communication........................................... 5
Future parts will include: Engineering/Maintenance .......................... 6
 Captain & Crew
 Cargo, both Legal and Illegal Entertainment & relaxation ........................ 6
 Ship Quirks Food & Drink Related.................................. 7
General purpose ......................................... 7
You do not need to have all the parts in the kit
to use them, but it does help and is Hangers/Shuttle-bays ................................. 8
recommended. Living Quarters ............................................ 8
Manufacturing & Harvesting ...................... 9
This generator/kit is designed to provide the
starting points for your own inspiration. Records/archive .......................................... 9
Actual details about each system, such as its Religious .................................................... 10
design or how it actually works is up to you.
Science Labs .............................................. 10
Security & Defence ................................... 10
Sensors ...................................................... 11
Credits & Legal Training ..................................................... 11
Transportation .......................................... 11
Drones & automatic systems .................... 12
Experimental & Exotic............................... 12

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Ship Systems Class

Roll a d20. That becomes the tier class of the


system you are rolling for. If a 20 is rolled then
How to Use the system is a Capital-class system and can
only be placed on Capital class vessels.
Class
Alternately, if you require a more “realistic”
system that keeps the higher class systems to
A broad category, this gives an overall
a minimum, use the chart below.
indicator of how strong, powerful and
complex the system is. As with weapons, this
can vary from group to group, but all other
D100 Mark
things being equal a Mark V system will be
better than a Mark IV but worse than a Mark 01 Mark I
VI etc. 02 - 03 Mark II
04 - 06 Mark III
Not every ship will have all of these systems, 07 - 10 Mark IV
but the core systems will exist in some form 11 - 14 Mark V
on almost every ship. The core systems are: 15 - 19 Mark VI
 Computing 21 - 25 Mark VII
 Engines 26 - 30 Mark VIII
 Life Support 31 – 40 Mark IX
 Navigation 41- 50 Mark X
 Power Generation 51 - 60 Mark XI
61 - 70 Mark XII
The only real exception this is life support for 71 - 75 Mark XIII
drone or autonomous ships.
76 - 80 Mark XIV
81 - 85 Mark XV
The secondary systems include everything
else, except weapons, armor and shields, as 86 - 90 Mark XVI
they have been covered by other parts of the 91 - 94 Mark XVII
SSK. 95 - 97 Mark XVIII
98 - 99 Mark XIX
00 Mark XX/Capital Class

Quite often, the mark is left off when crew


talk about the system, unless there is more
than one on the ship and clarification is
needed. However, it is useful to know what
the tier of a system is as it can have an impact
on other systems and the ships size.

3
Other Systems/Locations Cargo & Storage

Probably the most common found room or


This part of the starship kit deals with all the other system on a starship. If using the Mark
other systems a ship may have. They are not system to determine features qualities etc.,
always essential, and some cultures may have then the level determines here, not the size of
taboos against a self-destruct being on board the storage, but how protected the cargo is
one of their starships. against the harshness of the void or general
spoilage.
If you need to randomly decide what your
ship has on-board, then roll on the table Various materials require different storage
below as many times as desired. Larger ships facilities. After all, you can store radioactive
will obviously have more when compared to materials in the same location as your crews’
smaller ships and the smallest of them all, drinking water.
such as the single pilot or drone ships, will
have none. More details on the various types of cargo a
ship can carry will be listed in a future
D20 Suggested Other supplement, but for now, you can use the
table below to give a rough idea of what
1 Cargo & Storage
category of goods is being carried or
2 Civilian (shops, services etc.) transported.
3 Communication
4 Engineering/Maintenance Living, sentient beings are covered under
5 Entertainment & relaxation civilian or living quarters.
6 Food & Drink Related
7 General purpose D20 Cargo type
8 Hangers/Shuttle-bays 1 Construction & Industrial
9 Living Quarters 2 Contaminated
10 Manufacturing & Harvesting 3 Delicate/Fragile
11 Records/archive 4 Diplomatic
12 Religious 5 Electronics
13 Science Labs 6 Flora
14 Security & Defence 7 General Cargo
15 Sensors & navigation 8 Illegal Goods
16 Training 9 Liquid – Non Reactive
17 Transportation 10 Liquid – Reactive
18 Drones & automatic systems 11 Livestock & Living
19 Experimental & Exotic 12 Medical Supplies
20 Other/Something Else 13 Ores and minerals
14 Perishable materials
15 Radioactive Materials
A few of these entries also have sub-tables for 16 Ship Parts
more details, which can be rolled on or picked 17 Valuable/Luxury/Currency etc.
from as required.
18 Volatile
19 Weapons & Armor systems
Other/Something else is for your own ideas or
future supplements to the SSK. 20 Other
Civilian (shops, services etc.) Communication

Rare to find on most ships, except the largest Communications system on a starship can
of vessels or star-bases etc., with the main basically be broken down into one of three
exception being cruise ship or other such groups.
publicly used vessels. Some companies may
have a franchise or two on board or maybe  Short Range – e.g. ship to planet
sponsor the ship due to its high profile  Long Range – e.g. ship to home world
mission or nature. These are in addition to  Internal – e.g. bridge to security
entertainment and relaxation facilities.
The mark of the system determines the
Some example Civilian services are listed overall quality and/or the security of the
below: system.

D20 Civilian Services These can have one or more of the following
1 Adult services options, in addition to audio:
2 Beautician
3 Counsellor D6 Communication Option
4 Day-care and Nursery 1 Conference
5 Decorators 2 Encryption
6 Education 3 Location of recipient
7 Embassy 4 Translation
8 Hairdresser/Barber 5 Visual
9 Luxury goods/jewellery 6 Visual with overlay
10 News
11 Police/Private Security Each option requires more power or
12 Political/Governmental computational facilities.
13 Radio/Music Broadcast
14 Record Keeper Conference allows 3 or more people to
communicate at once.
15 Tailor/Dressmaker
16 Tattoo/Make-up artist
Encryption is for security. The more secure
17 Therapist/Counsellor the channel, the more complex and expensive
18 Translation it is, both to install and maintain.
19 Covert Operations (*)
20 Other Location of recipient, useful for transportation
or finding out where someone is in relation to
(*) = For covert operations, roll again and this the ship.
will provide the operatives cover story. If
Covert Operations is rolled again, then they Translation takes what is said and coverts it
are probably a double or even triple agent. into a language you can understand.

Visual is basic face to face communications


with audio

Visual with overlay is as visual but can give


information about the subject or about the
transmission, or even subtitle for those who
cannot understand the languages(s) that are
being spoken.

5
Engineering/Maintenance Life Support Controls keeps the crew alive and
monitors the atmospheric levels, gravity
Engineering is one of the most vital areas of plating etc. If it’s essential for keeping the
the ship. If the bridge is considered the brain, crew alive, it’s covered under this.
then main engineering is often considered the
heart of the vessel. Of course, smaller ships Power transfer allows for power to be sent
will not have an engineering room, but where it’s needed most, such as to the shields
instead have a small section of the ship given to prevent damage or to the engines to
over to such features. increase speed etc.

In addition to the power generation required Repair systems are monitored here.
to power the rest of the ship, or to make it go Automatic, manual or semi-automatic can be
or even to power the weapons, you will also monitored and the chief engineer can direct
find one or more of the following systems: the flow of people and resources as they are
needed, monitoring critical system and
D10 deciding which needs repair or a higher
1 Command Override priority.
2 Emergency Systems
3 Engine Ejection Entertainment & relaxation
4 Environmental Controls
5 Exotic System Control The mental health and morale of the crew is
6 Life Support Controls just as vital to on-going missions and
7 Power transfer expeditions.
8 Repair systems - Automatic
9 Repair systems – Manual There is some overlap between some of the
10 Repair systems - Semi- entries below, such as the Holographic-
Automatic projector being suitable for entertainment
and relaxation. Some suggested ideas are
listed below.
Command Override allows for the Engineering
room to become a second bridge in case of Entertainment
emergency.  Holographic-projectors
 Dance/Club
Emergency Systems deal with fire  Library
suppression, emergency bulkhead control and  Music Hall
other similar sub-systems.  Adult Services

Engine Ejection is for the rapid removal of the Relaxation


engine in situations where keeping it on board  Meditation Chamber
would be dangerous, such as the power core  Library
going critical.  Gardens

Environmental Controls allows for the setting Exercise


and alteration of the environment on the ship.  Sport Chambers (volleyball,
badminton etc.)
Exotic System Control is for anything that is  Swimming
not considered a weapon, power or engine. It  Zero-G Room.
might be an experimental communication
system or sensor arrangement.
Food & Drink Related General purpose

Very few, if any species, can survive without These rooms are used for meetings; overfill
consuming food or a liquid of some kind. The from storage, Tempory housing or left empty
nature of the food will vary from species to in case of emergency. They can be converted
species, such as one being meet eater and to various configurations quite easily and
other strict vegetarians. quickly.

Separate systems and set-ups may be For any general storage room on your ship,
required if the crew has varying diets. you may find its already filled or being used.
The question is, with what?
Consumption
D20 Usage/Contents
D6 Consumption 1 Animal/Creatures
1 Bar 2 Cargo bay overflow
2 Café 3 Crime Scene
3 Dispenser 4 Emergency Quarters
4 Mess Hall & Kitchens 5 Empty
5 Restaurant 6 Empty and dusty/dirty
6 Vending Machine 7 Filled with rubbish
8 Food Stores
9 Illegal Goods
Production 10 Liquid Containers
11 Party/Entertainment Room
D10 Production 12 Science Experiment
1 Algae Vats 13 Set up for a meeting
2 Brewery 14 Set-up for a religious
3 Cloning & Rapid Growth ceremony
Chambers 15 Stow-away
4 Fungal pods 16 Undecorated, wires exposed
5 Hydroponics etc.
6 Livestock & Slaughter 17 Unmarked Containers
7 Matter Re-organisers 18 Waste Material
8 Protein bars/banks 19 Something Else
9 Vegetable gardens 20 Roll twice again on this table
10 Waste Recycling and combine results

Storage

D10 Storage
1 Animal Pens
2–4 Fridges/Freezer
5–7 Pantry
8-9 General Storage
10 Stasis Field

7
Hangers/Shuttle-bays Living Quarters

The easiest way for the crew and passengers The crew on the ship need places to sleep and
to get to and from another ship or planet’s relax. The size and nature of the ship
surface (without using teleportation) is via a determines the size of the quarters, with the
shuttle or other smaller carrying craft. budget determining the quality. Quarters
come in one of two types, standard and non-
standard.
D10 Bay Type
1 Drone
2 Escape Pod Standard
3–4 Fighter - Heavy
These are used every day by the crew.
5–6 Fighter - Light
Depending on the culture using the, they can
7–8 Fighter – Medium
be unique, uniform and somewhere in
9 Repair/Maintenance
between, with small customisations allowed.
10 Shuttle/Civilian
D6 Standard Quarters types
1 Barracks
Launch Method
2 Crew – single
This determines how the shuttle or fighter 3 Crew – shared
makes it way out from the parent-ship. 4 Crew - Rotation
5 Executive Style
D10 Launch Method (Captain/command etc.)
1–2 Drop 6 Guest quarters
3–4 Ejection
5–7 Launch Tube
Non-Standard
8 - 10 Flight Deck
These are used only in certain situations and
Some methods are more suitable for certain
not always for everyday use. Often are sized
shuttles and small craft, such as escape pods
for one, or at a push, two occupants. They can
being more suitable for ejection and fighters
be very efficient for moving large numbers of
being more suited for a lunch tube or flight
beings around.
deck.
D6 Non standard example
1 Acceleration Pods
2 Long term
3 Deep Sleep
4 Stasis
5 Medical Stasis Chambers
6 Rehabilitation Modules for
criminals
Manufacturing & Harvesting Records/archive

Not a common feature found on short-hop Covers any libraries, computer cores etc. For
ships, but something you normally find on many crews, keeping an accurate record of
ship that spends a lot of time away from what they have encountered, from stellar
home base. A manufacturing facilities, even if information to the fighting patterns of the last
it’s something cobbled together in a cargo- enemy they had a fight with, can make a
bay, can mean the difference between a major difference not only to their own
successful mission and a failure. These survival, but for their own species or culture.
manufacturing facilities also need materials,
from either supplies or gathered/harvested Most of these are kept in an electronic
from the places visited. format, but a few cultures insist on a hard-cop
being made in case of a power failure or EMP
Some suggested examples are given below. pulse destroying the records that took so long
to gather. These can take up a lot more room
Manufacturing & Processing when compared to the electronic versions, so
regular offloading or removal is required.
D10 Example
1 Personal Equipment Some suggested records and methods of
2–3 Processing storage are found below
4-5 Industrial Goods
6 Radioactive Processing D10 Record Type
7 Weapons (personal) 1 Cargo Manifest
8 Ship Armaments 2 Communications records
9 Delicate Materials 3 Legal Documents
10 Illegal Goods 4 Maps
5 Personal Logs
6 Scientific Data
Harvesting Examples 7 Security details
8 Sensor Logs
D20 Harvesting Example 9 Transportation Logs
1–2 Gas 10 Other Records
3 Gas – Volatile
4 Harvesting – Star Material
5–6 Liquids Example Storage Mediums
7 Liquid - Caustic
8 - 11 Mining – Standard Ores D10 Storage
12 Mining – Precious Ores 1 CD’s/Laser Discs/Etc.
13 Mining – Ice/Solid Gases 2 Data Chips
14 Mining – Radioactive 3 Data Crystals
15 Mining/Harvesting – Other 4 Metal sheets
Materials 5 Organic storage systems
16 – 17 Recycling (solids, liquids and 6 Paper (treated)
gasses) 7 Paper (untreated)
18 Stella - Solar Energy 8 Plastic Sheets
19 Stella – Particles 9 SSD/Hard Drives
20 Other Material 10 Other Medium

9
Religious Security & Defence

A sub-set of civilian system or even relaxation, The security of the ship is quite important, not
can be very important for those whose belief only for the outside, but the inside of the ship
in a higher power (or powers) is a as well.
fundamental part of their nature or culture.
This could cover: A typical ship would have at least or more of
the example listed below. The bigger vessels
 Birth blessings or oversight would have all and more.
 Blessings before battle or other
important event D20 Security System
 Funeral Rites and disposal of corpses 1 Atmospheric Manipulation
 Celebration of Holy Days 2 Brig
 Marriage or other blessed unions 3 Bulkheads
 Rites of Passage into adulthood 4 Energy dampening fields
 Solace during times of discomfort and 5 Force Fields
trouble, such as war 6 Gravity Trap
 Day to day religious observances 7 Patrols
8 Patrols – Automated
9 Psionic Manipulation
Science Labs
10 Rapid temperature change
This covers a broad spectrum of possible 11 Self-Destruct Capabilities
systems and locations on the ship. Science is 12 Sonic Defences
such a broad range that you might want to 13 Stun Pulses
simply decides what field of science the lab 14 Suppression Foam
covers. 15 Teleportation Systems
16 Tranquilizing System - Energy
D20 Example field of science Based
1 Archaeology 17 Tranquilizing System -
2 Astronomy Projectile Based
3 Bio-chemistry 18 Tranquilizing System – Gas
4 Biology Based
5 Botany 19 Weapon Lockers
6 Chemistry 20 Other System
7 Cosmology
8 Ecology
9 Engineering physicist Some of these are only suitable for larger
10 Geology ships, but even the smallest will have some
kind of self-destruct system to prevent the
11 Linguistics
vessel from falling into enemy hands.
12 Meteorology
13 Mineralogy
14 Oceanography
15 Palaeontology
16 Physics
17 Robotics and A.I.
18 Stellar Cartography
19 Xeno-biology
20 Zoology
Sensors Transportation

Knowing where the ship is going is just as Ships large enough to move around on
important as being able to get there. So normally have some kind of rapid-transit
knowing what is around you. For this reason, system, even if it’s some kind of ladder-based
almost all ships have some kind of sensor system for moving between decks.
system, even something as simple as radar.

Some examples are given below. D10 Transport method


1 Access Tube – Crew sized
D10 Example sensor system 2 Access Tube – Droid sized
1 Long Range Sensors 3 Drop Holes (one way – down)
2 Micro Drones 4 Escalators/moving floors
3 Navigation Sensors/Probes 5 Ladders
4 Psionic - Empathy 6 Lifts – Advanced
5 Psionic - Prescience (up/down/left/right/etc.)
6 Psionic - Viewing 7 Lifts – Standard (up/down)
7 Radar 8 Site-to-Site Teleporter
8 Short Range Scanners 9 Sliding/Climbing Poles
9 Visual Based (V.Short range) 10 Vacuum Tubes
10 Omni-Sensor
Whilst most of these are self-explanatory, a
few require some further details.

Training Access tubes are hidden away behind the


walls and not suitable for everyday use. They
Training facilities on a starship are a way to are used for maintenance, but can in an
hone one’s skills without interfering with emergency be used to go between decks.
operations. After all, you can’t practice firing
your energy rifle in an environment that being Drop holes are as the name suggest. They are
used by the rest of your crew. Large ships a fast way of getting from a higher deck to a
often have regular training, to keep their crew lower deck, but some way of returning to the
ready for any situation. higher decks must also be in place, even if it
just ladders.
D6 Example Training facilities
1 Hand-to-hand combat Vacuum tubes are very good for moving small
2 Ranged objects at speed around the ship. They are not
3 Piloting – Dogfighting suitable for living beings, although some small
4 Piloting – Combat Manoeuvres rodent like creatures do take pleasure in using
5 Battle Training/Exercises them as a fun way to move around.
6 Profession Based Simulations

11
Drones & automatic systems D20 Drone Size
1–2 Ultra-Light
Drones a useful tool for any ship to have 3–7 Light
available. They can be remote controlled by 8 – 12 Medium
an operator or have a form of A.I or advanced 13 - 17 Heavy
programming. They are designed to operate 18 – 19 Ultra-Heavy
in regions where a living crew member cannot
20 Capital Class
or for simple repetitive tasks and are often
seen as expendable. A few cultures treat
Ultra-light also applies to the much smaller
drones as furniture and even use them inside
drones that can be found inside ships and
the ship to maintain and operate other
space stations, they are often no bigger than
systems, whilst other grant them almost the
an average sized cat.
same rights and privileges as the rest of the
crew, with the majority falling somewhere in
Capital class drones are extremely large and
between.
only be used on Capital class ships.
A drone comes in one of two types, combat or
industrial, with several sub-types. Experimental & Exotic
Any Dice Drone Class Some ships are used as testing facilities for
Odds Combat new and often experimental system. It might
Evens Industrial be a way for the ship to channel a large
amount of power from a star to its weapons,
D10 Example Combat Class or to jump a large distance in a short period of
1 Counter-Measure time.
2 EMP
3 Energy Whatever the reason, the systems on
4 Projectile locations under this category are under a high
amount of security. The Mark level
5 Ramming
determines how safe and effective the
6 Targeting
systems are. They also have a tendency to be
7 Scout more fragile when compared to the rest of
8 Sentry the ship, so are treated as 1 or two level lower
9 Webbing when deciding what effects combat would
10 Cloaked have. Some example experimental and exotic
systems are listed below:
D6 Example Industrial Type
1 Armor Repair D10 Examples
2 Gas Harvesting 1 Cloaking Device
3 General Repair and 2 External Holographic projector
construction 3 Extreme Communications
4 Internal - Cleaning 4 Nova-class self-destruct
5 Liquid Harvesting 5 Phase Generator
6 Mining 6 Phase Weapons
7 Reconfiguration circuits
They also have a size or tier associated with 8 Temporal Capacitors
them, alongside the mark value. The lighter 9 Ultra-high ranged Teleporter
the drone, the less space it takes up but the 10 Weapon Overcharge Unit
less it can do etc. The heavier the drone, the
more powerful it is and the more it can do.

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