Interlaced Armour
Interlaced armour is a modification to how armour is built onto the ship, can only be taken upon ship construction, or requires a complete overhaul. This armour modification builds the armour more tightly, in interlocking layers and panels, especially around critical systems, turrets and any other exposed areas, making them far more difficult to damage. The ship's destruction threshold (see d20 Future pg 113) is increased by 50%, the ship is considered to have the Light Fortification defensive system, without it taking up a defensive system slot. Also if using the optional critical hit results, rolls that result in destroyed system are instead damaged, severe critical hits are normal critical hits instead, which are also subject to the Light Fortification chance of cancelling the critical hit. However, this does make the ship far more difficult to repair, increasing repair times by double, and increase PDC for repairs by +5.
Weight: Increases ship weight by 10%
PDC: Increases armour PDC by +3.
Res: Restricted (+2)
Increases time to install armour by 50%.
Stormfire Gun
Rapid fire projectile weapon, lower damage, but has burst fire feature. The projectiles have the odd habit of glistening, especially when ship is equipped with various stealth systems that use energy to hide the ship, such as through cloaking devices or active stealth systems, making the ship more visible.
Name (PL6)
Damage: 4d12, ignores 5 points of hardness.
Critical: 19-20
Damage Type: Ballistic
Range Increment: 5000 ft
Rate of Fire: S, A
Minimum Ship Size: Huge
Purchase DC: 30
Restriction: Military (+3)
Note: The ammunition has the ability to disrupt stealth systems. For every 20 points of damage dealt (not counting damage ignored by hardness or damage reduction), penalties to scan or target a target with stealth systems is negated by 1, or 1% for those that grant a miss chance. For example a ship equipped with a Stealth Screen normally provides a -10 to ships scanning for the ship, suffers 60 points of damage from Stormfire, the scanning ship will only suffer -7 to scan checks, and the equipped ship only has a 17% miss chance for attacks against it instead of 20%.
Ammunition: Due to the specialized ammunition the Stormfire uses, it usually only cares 4 belts of 50 rds (200 rounds), although larger ships can carry more. 50 rd belt has a PDC 22.
Piranha Missile (PL6)
The Piranha missile was developed as an anti-starfighter missile, fitted with better sensors, maneuvering thrusters and larger fuel capacity. Once fired, even if it misses its intended target initially, the Piranha will continue to hunt its target until it strikes, or runs out of fuel.
Piranha Missile (PL6)
Damage: 4d12
Critical: 20x2
Damage Type: Ballistic
Range Increment: -
Rate of Fire: Single
Minimum Ship Size: Gargantuan
Purchase DC: 27
Restriction: Military (+3)
Note: Targeting systems on the missile grant it a +2 to strike ships or objects of ultralight category. After firing, if initial attack roll roll fails to strike the target, the onboard sensors and targeting system will allow the missile to make its own attacks at +5 (+7 for ships of ultra light category) for 5 rounds after firing until it strikes its target. After 5 rounds the missile runs out of fuel.
Starship Systems
There are parts that all starships are equipped with, sensors, communications systems, engineering, medbays, etc., which are all included in the basic design of the ship. But some ships have expanded version or completely new ones. Hospital or medical ships have greatly expanded medbay, rooms for housing the sick after treatment or even before while the ship is moving to a station with greater medical facilities, and has large shuttle bays for transports to bring wounded to and from the ship. Scout or exploration ships have expanded sensors and storage for fuel and food.
These systems will expand upon the base systems the ship already has, and take up cargo space or weapon slots or other equipment slots of a starship.
Basic Medical Bay
Most ships that have a crew larger that 3 will have some kind of medical bay, or systems. In small ships, this may just include a basic medical sensor, basic tools and medicines that equal to Advanced First Aid and Surgical kits with at least enough supplies for 5 to 10 uses. Larger ships will have enough beds and supplies to treat about 10% of the crew at any given time without taxing the supplies and needing to be resupplied during normal resupply times.
Medical Bay, Expanded
The expanded medical bay is larger, and more advanced than the basic medbay on most ships, including more diagnostic equipment, automatic diagnostic systems and automatic monitoring systems and possibly automatic drug dispensing systems. This medical bay can easily treat 20% of the crew at any given time without taxing the supplies before scheduled resupply times. The medical database will also contain basic surgery instructions, information about common bacteria, diseases, poisons, toxins and venoms and treatments as well as supplies for treating them. Grants +1 to Knowledge: Earth and Life Sciences (in relation to medicine, biology, genetics) and Treat Injury. Requires 1 doctor per 10 crew and 1 nurse per 8 crew of starship.
Uses up 1 ton of cargo space per type of starship (ultralight, light, etc), PDC 25.
Enhanced Medical Bay
The enhanced medical bay can be added to any medical bay except the basic. This version has improved scanners, drug dispensers, systems for creating new medicines or anti-toxins from scratch. Grants +2 to Knowledge: earth and Life Sciences and Treat Injury. Anyone with at least 3 ranks in Treat Injury can benefit from the Surgery feat at -2 to Treat Injury checks. Anyone in the medbay taking complete bed rest (resting for 24 hours), the patient only needs to rest for 18 hours to gain the full benefits of complete bed rest. There will also be an isolation lab that will have two beds with separate oxygen supply, small autopsy area and 1d4 cold storage bays for dead bodies.
Uses up 1 ton of cargo space per type of starship (ultralight, light, etc), PDC +3.
Large Medical Bay
This medical bay is larger than most on the type of ship it is installed in. Enough room and supplies to treat 30% of the crew at any given time without taxing the supplies, plus in emergencies, can treat up to 60% of the crew at once, although some crew, until having at least having their most serious injuries treated, may have to sit or stand if they are able before getting more longer term care. This type of medical bay will also have 2 isolation rooms with 2 beds each, with their own oxygen supplies, a moderate sized autopsy area and 1d4+2 cold storage bays for storing dead bodies and 1d3 suspended animation pods (if that technology exists in your game).
Requires 1 doctor per 10 crew, 1 nurse per 5 crew.
Uses up 3 tons of cargo space per type of starship, PDC 33.
Small Field Hospital Medical Bay
This is a large medical bay with large stores of drugs, anti-toxins and other medical chemicals, triage area, 4 isolation areas with 2 beds each and independent oxygen, a large cold storage area that can easily store numerous dead bodies (10% of the crew), 1d6+2 suspended animation pods (if the technology exists), 5 dedicated operating rooms, large autopsy area. Can easily treat 75% of the crew at any given time, but can treat up to 150% of the crew a day for 3 days before needing to resupply. Anyone performing Treat Injury checks gains +1 due to the equipment and supplies. Requires a minimum of 1 doctor per 10 crew and 1 nurse per 5 crew, and usually 1d4 specialists (medical chemists, geneticists, specialists in certain types of surgeries or medical areas) per 40 crew.
Uses up 50 tons of cargo space per type of starship, PDC 38, minimum ship size light.
Field Hospital Medical Bay
This medical bay is a field hospital, used for emergency response or as mobile hospitals during war time. Contains multiple triage areas, 8 isolation areas with 3 beds each with independent oxygen and variable atmosphere, large cold storage (up to 1d100+30 bodies), multiple operating rooms, rooms that can hold up to 6 patients recovering from surgery, can treat 50 people per type of ship per hour, able to hold 200 patients per type of ship. Enough medical supplies to provide medical care for maximum number of patients per day (50 x 24 x type of ship) for 5 days before needing to resupply.
Requires 20+1d4 per type of starship doctors, 40+2d6 per type of starship nurses, 1d6+1 per type of starship specialists. Minimum ship size Mediumweight, uses up 8000 tons of cargo space + 1000 tons per type larger than Mediumweight, ship loses 1 weapon system, PDC 42.
Astrometrics
This system is a dedicated set of extra sensors, computer systems tied into the navigation and main sensors, designed for studying space, nebulas, asteroids and other stellar phenomenon. These systems also aid in better navigation and mapping stellar routes. Provides +6 to Computer Use checks to study stellar phenomenon, nebulas, asteroids, etc. Provides +4 to all Navigation based checks, and +2 to Pilot checks to avoid stellar hazards, +6 to Knowledge: Physical Sciences, ship sensor range is doubled. Requires 1 crew per starship type, 50 tons per ship type, removes 1 weapon system, may add an additional sensor system, PDC 34.
Science Lab Basic
This is a lab designed for research, minor surveying, and studying whatever the crew happens to come across. It is also tied to the ship sensors for studying stellar phenomenon, and can be tied to an astrometics system for stellar studies. The basic lab includes basic lab tools and sensors for performing research, studying samples of various types of materials from liquids, gases and solids. Includes many sample containers and shelving for holding samples, microscopes, small x-rays, chemical analyzing equipment, carbon dating systems, an isolation chamber for samples, heavy radiation shielding for any radioactive samples, fire suppression, ventilation systems for containing any poisonous or toxic fumes that might escape. Provides all the basic equipment of any science lab. Requires a crew of 1 per ship type. Takes up 25 tons of cargo, PDC 30.
Standard Science Lab
This is a full lab for research, minor reverse engineering, studying and some surveying, cataloguing new specimens. Comes with all kinds of sensors, tools and equipment to conduct research and study specimens. Has everything in the basic science lab, but includes far more sample storage, 2 large isolation areas (each 15 ft by 15 ft) with independent environmental controls and oxygen supplies and two robotic arms for manipulating objects inside and special sterile pass through box in the wall and airock, 8 small isolation pods that are 4 ft by 4 ft that users can access the material with robotic arms or built in gloves. The isolation pods are all radiation shielded. The computers and equipment grants +2 to Knowledge: Earth and Life Sciences, Physical Sciences, Technology, Xeno-technology, Research. Comes with a small chemistry lab to allow creating or distilling chemicals, toxins, etc, granting +2 to Craft: Pharmaceutical and Chemical. The small workshop allows the study and assembly of small equipment (nothing larger than the size of a medium sized bookshelf), or for reverse engineering.
Requires a crew of 2 per ship type, takes up 50 tons of cargo +10 per ship type over ultralight, PDC 35.
Advanced Science Lab
This lab has extensive and advanced equipment for research, cataloguing specimens, reverse engineering and crafting equipment. Grants +5 to Computer Use checks, Research, Craft Chemical and Pharmaceutical, Knowledge: Earth and Life Sciences, Physical Sciences, Technology and Xeno-technology, and +3 to Craft Mechanical and Electrical. The advanced lab has special ventilation systems and heavy radiation shielding granting anyone inside +4 to Fort saves against radiation from the event a sample not in an isolation chamber begins to emit radiation or if the ship itself is bombarded by heavy radiation. An incinerator (4 ft by 4 ft by 4 ft) for destroying harmful samples. 4 isolation areas and 16 isolation pods. The lab can be completely sealed from the rest of the ship with its own oxygen supply for 3 days.
Requires a crew of 2 per ship type, takes up 70 tons of cargo per ship type, remove 1 weapon system, may add an additional sensor, PDC 40.
Workshop Basic
This is a basic workshop, allowing for repairing equipment and crafting small replacement parts for ships. Small inert ammunition can be crafted (bullets or railgun rounds but no specialty rounds that require chemicals, explosives or moving parts). Provides the tools for crafting electrical, mechanical and small structural items from simple hand weapons, electrical equipment, pieces for armour suits, small ship parts, small structural items, or repairing such items. Nothing larger than 6 ft by 4 ft by 4 ft in size. Has all the equipment to make Craft: Electrical, Mechanical, Structural and Repair checks without penalties. Has enough supplies on hand to create, or repair up to 400 lbs of gear, or 40 hp of items within the shop itself. More supplies can be carried in cargo bays.
Requires a crew of 2 per ship type, uses up 20 tons of cargo, PDC 34.
Standard Workshop
This is a standard workshop, able to make most items and repair them. There is enough space to repair, or even craft, with enough time and skill, an item of large size, such as bikes or small personal speeders, suits of armour and ship components up to that size. Grants +2 to Craft: Electrical, Mechanical, Structural and Repair checks. The shop carries enough supplies to create up to 1 ton of items, or 100 hp, but usually has direct access to cargo bay for ease of access to more supplies and move items for repair or built to and from the shop to the cargo bays or hanger.
Requires a crew of 4 per ship type, uses up 70 tons of cargo, minimum ship size gargantuan, PDC 38.
Expanded Workshop
This workshop is large, able to work on multiple large items or pool resources to work on an object up to gargantuan size, or 4 large objects at once. Has direct access to cargo bay or hanger. These shops can work on more complex items, and with skilled crew, can assemble small fighter craft, with the correct components on hand. Grants +4 to Craft: Electrical, Mechanical, Structural and Repair checks, carries enough supplies for up to 5 tons of items, or 200 hp.
Requires a crew of 8 per ship type, uses up 150 tons of cargo, minimum ship type Light, PDC 43.
Heavy Workshop
This workshop can work on items up to huge size, or smaller. Exactly the same as the Expanded Workshop, just larger and can support the heavier weight of larger ships or equipment being created and the equipment to move them between the workshop and cargo bay or hanger. Same bonuses, but objects of large size or smaller have craft and repair times reduced by 25%. Holds enough supplies in the workshop for 15 tons of items or 300 hp to be created or repaired, additional supplies must be held in cargo bays.
Requires a crew of 12 per ship type, uses up 300 tons of cargo, minimum ship type Mediumweight, PDC 49.
Advanced Workshop
This workshop has more advanced equipment, and is added to any workshop except the basic workshop. Comes equipped with Electricomp and Mechanicomp sensors (+4 to Repair checks), grants +4 to Craft: Electrical, Mechanical and Structural checks. Repair times are reduced by 25%, but not crafting time.
Uses up an additional 5 tons of cargo per ship type, increase PDC +4.