Starships & Travel

Starships & Travel #

Ships may be purchased at any Tech 5 or 6 spaceport. After a down payment of at least 10% of the ship’s cost, the remainder of the cost can be defrayed through debt, usually to the Trade Consortium, though even more predatory options are out there.

Standard loan repayment terms are 1.5% of the debt, paid every month over 100 months.

A ship capable of interstellar travel is called a Starship. Starships are equipped with Gate Cores that enable them to punch a hole from realspace into gatespace, travel vast distances in weeks, and come back out again.

A ship can only enter or leave gatespace a significant distance (1 light second, give or take) from worlds or other large bodies.

Ship Components #

  • Computer: The speed, capacity, and power of the vessel’s computer.
  • Thrusters: Speed and maneuverability granted by the vessel’s realspace drive and thrusters.
  • Guns: The number and power of the ship’s laser-cannon armed turrets.
  • Hold: The number of standard cargo containers that fit into the ship’s hold.
  • Quarters: The number of staterooms on board. Luxury passengers and officers will expect a private room. Crew on military vessels sleep four to a room.
Ship Computer Thrusters Guns Hold Quarters Cost
Shuttle* 1 1 0 1 1 500cc
Patrol Cutter* 1 1 1 0 1 1000cc
Gunboat 1 1 2 1 1 1,500cc
Trade Cog 1 1 1 4 2 2,000cc
Blockade Runner 2 3 1 2 1 2,500cc
Cruiser 1 2 2 3 2 3,000cc
Frigate 2 1 3 3 4 5,000cc
Passenger Barge 1 1 0 4 20 5,000cc
Mass Hauler 1 1 0 20 1 10,000cc
*No Gate Core, incapable of interstellar travel

Interstellar Travel #

One hex on the cluster map represents one parsec. Ships in gatespace travel one parsec per week.

Starship Encounters #

Each time a ship carrying PCs enters a system, including leaving port to travel to another system, they have a 3-in-6 chance of encountering another ship. If an encounter occurs, roll 1d6 on one of the encounter tables below, based on either the local Tech or Authority characteristic, whichever is higher.

Encountered ships have a 50% chance of either moving towards or away from the local world. Use the disposition table to determine the attitude of the encountered vessel, if it is not known or obvious.

Use the Trade Goods tables to determine cargo on board ships as needed. Trade Cogs and Mass Haulers will carry goods in demand or surplus on the local world, depending on their direction of travel.

Pirates will take any opportunity to attack vulnerable trade vessels. Local Patrols, depending on disposition, will ask for identification and manifests.

Tech or Population 1-2 #

  1. Pirate Trade Cog
  2. Trade Cog (2-in-6 chance pirates)
  3. Cruiser (2-in-6 chance pirates, otherwise military)
  4. Fast Sloop (3-in-6 chance smuggling contraband)
  5. Mass Hauler
  6. Local Patrol (4-in-6 chance Patrol Cutter, otherwise Gunboat)

Tech or Population 3-4 #

  1. Trade Cog (2-in-6 chance pirates)
  2. Cruiser (2-in-6 chance pirates, otherwise military)
  3. Military Frigate
  4. Mass Hauler
  5. Passenger Barge
  6. Local Patrol (3-in-6 chance Patrol Cutter, otherwise Gunboat)

Tech or Population 5-6 #

  1. Cruiser (2-in-6 chance pirates, otherwise military)
  2. Military Frigate
  3. Trade Cog
  4. Mass Hauler
  5. Passenger Barge
  6. Local Patrol (2-in-6 chance Patrol Cutter, otherwise Gunboat)

Booking Passage #

PCs without their own ship may book passage between star systems. Throw 2d6 + the population of an adjacent destination system. On a 10+, a ship is heading that way this week and accepting passengers. Find the type of ship based on the result below. The players may select any result lower than the number rolled.

Blockade runner: 10cc per passenger, no questions asked. Double the cost if expected to evade local authorities.

Trade Cog: 3cc per passenger, rudimentary patdown, weapons stored in ship’s locker. 8 Passengers max. Will not risk the ship for you or knowingly engage in illegal activities.

Passenger Barge: 1cc per passenger, security scanned, pistols and melee weapons stored in the ship’s locker. Other weapons are not allowed on board. Owned by a corporation that will check your identity against a database.

10: Blockade Runner 11-12: Trade Cog 13+: Passenger Barge