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1.0 SHIPS & SPACE TRAVEL

Whether you're crawling through the ducts of a derelict, probing the interior of an unknown vessel, or sipping day-old coffee in the galley of a beat-up freighter, you spend the majority of your time in Mommyship aboard spacecraft.

1.1 HOW A SHIP WORKS

Ships can make Stat Checks just like a character. However, whenever a ship fails a Stat Check, everyone on board must make a Fear Save. As with all Stat Checks, a roll of 90–99 is always considered a failure.

Your ship has three main Stats which represent its capabilities when acting under extreme pressure:

  • Thrusters: Safely maneuvering and accelerating in space.
  • Battle: Targeting and attacking other spacecraft in ship-to-ship combat.
  • Systems: Utilizing your ship's sensors, computers, maintenance, and other subsystems.

1.1.1 PARTS OF A SHIP

In addition to these Ship Stats, vessels also typically have a number of other parts and functions you'll need to be aware of:

  • Transponder: Your Transponder is an automated radio system that broadcasts important information about your ship. In most star systems, it is illegal (or highly suspect) to turn this off.
  • Hull: Your ship's armor — this functions the same as a character's Armor Points, and represents how much damage your ship can withstand before things start to go wrong. Your ship will have a Maximum Hull value, and you will need to track the current amount of Hull as you take attacks and sustain damage. No ship can have more than 9 Maximum Hull.
  • Fuel: Your ship spends 1 unit of Fuel each month it travels, and 1 Warp Core each time it jumps through Hyperspace. Your ship will have a Maximum Fuel amount it can store in its tanks, and you will need to track the current amount of Fuel available as it is expended.
  • Crew: Your ship's life support systems can only support a certain number of biological crew, and its power systems can only support charging a certain number of mechanical crew, so it will have a maximum crew capacity which represents the combined limit of both these systems.
  • Cryopods: The number of available cryopods, used to store & protect biological crew on long journeys or while awaiting aid in the void of space.
  • Escape Pods: The number of available escape pods, in case the ship experiences a catastrophic failure.
  • Cargo: How much stuff your ship can hold. One unit of cargo is approximately one shipping container (20-foot cube).
  • Passengers: If you need to take on people beyond the maximum Crew, some ships have auxiliary systems that allow you to take on Passengers.
  • Upgrades: Depending on its size and type, ships will have a number of open slots for upgrade modules to be installed. For more information, see Upgrades (1.3).
  • Hardpoints: Depending on its size and type, ships will have a number of available Hardpoints where Weapons can be installed.
  • Weapons: Big guns, installed on Hard Points to improve your ship's Battle.
  • Megadamage (MDMG): Ships deal a special type of damage called Megadamage, which is damage and wounds rolled into one. This is determined by your ship's class and modified by Weapons.

SHIP DECKPLAN ICONS

These icons can be found on maps of vessels of all kinds, indicating certain facilities, functions, and features. These are not necessarily galactically-recognized symbols, but for the sake of play, it's safe to assume everybody knows what these mean.

Ship Deckplan Icons Ship Deckplan Icons

1.1.2 ROLES ON A SHIP

Ships don't fly themselves (at least, not always). Crewing a ship requires at least ¼ its maximum Crew capacity, rounded up (minimum 1), and it must have a Captain. Each Role can only be filled by one character at a time, regardless of ship size or Class. There are benefits to running with a fuller crew, however — crew can inhabit Roles on the ship, conferring their Skills to certain rolls or granting additional benefits to running the ship. If someone aboard the ship meets no prerequisites, they are considered a Passenger (or potential Acting Captain).

ROLE PREREQ. DESCRIPTION
CAPTAIN None Adds their Influence or Command Skill to ship Morale Checks.
PILOT Piloting or Hyperspace Adds their Piloting or Hyperspace Skill to Thrusters Checks.
X.O. Influence, Military Training, Psychology, or Command Can grant [+] to any crew member on any Check within Close Range.
ENGINEER Mechanical Repair or Engineering Adds their Mechanical Repair or Engineering Skill to Systems Checks.
GUNNER Military Training, Firearms, or Artillery Adds their Military Training, Firearms, or Artillery Skill to Battle Checks.
DOCTOR First Aid, Field Medicine, or Surgery Can restore 1d5 Wounds per month for anyone aboard the ship. The number rolled equals the total amount of Wounds they can restore across all crew.
LIAISON Linguistics or Influence Adds their Linguistics or Influence Skill to any rolls required for communication between ships and ports.
CUSTODIAN Jury-Rigging or Rimwise [+] on all Maintenance Checks.
COOK Botany, Chemistry, or Zoology Can give the crew [+] on a Rest Save when they have prepared a home-cooked meal during that rest period.
ACCOUNTANT Mathematics, Computers, or Rimwise [+] on all Bankruptcy and Debt Checks.
COUNSELOR Art, Theology, or Psychology [+] on Panic Checks when crew members and Counselor are both onboard.

Both player characters and Contractors can be assigned a Role, as long as they have the Prerequisite Skills. Assigning a Contractor to a Liaison, Custodian, Cook, or Accountant Role increases their Salary by 500cr and adds +1 to their Loyalty. Contractors assigned to any other Role increase their Salary by 1kcr and add +2 to their Loyalty.

1.1.3 THE SHIP MANIFEST

Much like a character sheet, the Ship's Manifest helps you keep track of your ship's status and other resources.

1.2 SHIP CLASSIFICATIONS

Ships come in all shapes and sizes, and are built and modified to all sorts of purposes. The primary designations used to refer to ships are its Jump Rating and its Class.

The Jump Rating determines how many systems a ship can travel with the use of a single Warp Core. Most ships in the galaxy are either Jump 0 (J0), interplanetary travel only, or Jump-1 (J1). Some heavy commercial vessels will be equipped with J2 or J3 drives, and specialized military carriers may have up to Jump-9 capability, but this is prohibitively expensive technology.

The Class of a ship is a general measure of its size and capability. Ships are rated on a scale of Class-0 (C-0) to Class-5 (C-V). The higher a ship's class, the larger, more powerful, and more expensive it is.

Ship class is often abbreviated and combined with its Jump Rating. For example: J1C-II refers to a Jump-1 Class-II vessel. The chart below outlines what a ship of a given Class would generally be equipped with. Further amenities, functions, and capacity can be installed via Upgrades. Vessels with higher capacities tend to cost more initially.

FEATURE C-0 C-I C-II C-III C-IV C-V
DESCRIPTION Shuttlecraft and small-crew. Light commercial. Medium commercial. Heavy commercial. Light military. Heavy military.
STARTING PRICE 20mcr 50mcr 150mcr 300mcr 700mcr 1bcr
BASE HULL 0 1 2 3 4 5
BASE MDMG 1 1d5 1d5 1d5 1d10 1d10
BASE THRUSTERS 20 45 40 35 30 20
BASE BATTLE 10 25 25 15 55 65
BASE SYSTEMS 20 30 35 40 25 30
UPGRADE SLOTS 2 4 6 8 10 12
FUEL CAPACITY 1d5 2d5 2d10 2d10+2 2d10+4 2d10+6
CREW CAPACITY 1 2d5 2d10 2d10+20 4d10+20 4d10+40
PASSENGER CAPACITY 0–6 0–12 0–12 6–24 12–32 24–48
CARGO CAPACITY 0–1 1–8 2–20 3–50 4–30 5–25
LANDING GEAR Yes Aftermarket Aftermarket No No No
JUMP CAPABILITY No Aftermarket Yes Yes Yes Yes

The base frames above can be further modified at additional cost. Most frames available to player characters will be prefabricated and unable to be modified further without Upgrades. However, to facilitate building custom ship frames or ships from different manufacturers, these pricing guidelines can be used:

MODIFICATION C-0 PRICE C-I PRICE C-II PRICE C-III PRICE C-IV PRICE C-V PRICE
Hull Point +1 1.5mcr 3mcr 6mcr 9mcr 12mcr 15mcr
Battle +5 500kcr 1mcr 2mcr 3mcr 4mcr 5mcr
Thrusters +5 250kcr 500kcr 1mcr 1.5mcr 2mcr 2.5mcr
Systems +5 150kcr 300kcr 600kcr 900kcr 1.2mcr 1.5mcr
Escape Pod +1 750kcr 1.5mcr 3mcr 4.5mcr 6mcr 7.5mcr

1.3 UPGRADES & HARDPOINTS

Ships come equipped with basic systems, navigation, and life support. Any additional functionality has to be purchased and installed or retrofitted later, often at great cost.

1.3.1 UPGRADES

Every ship can be fitted with a certain number of Upgrades. Upgrades can be installed at an X, B, A-Class port (Illegal Upgrades can only be installed at X-Class ports).

Average installation times (given availability, labor, etc) are listed below. If your vessel is being serviced, the time cost is parallel and simultaneous, not cumulative and sequential (e.g., if installing multiple Upgrades that all take 1 month or less to complete, it will only take 1 month to get all the work done), though you may have to pay a premium on labor to the station providing the install services.

The prices below are listed for Class-I vessels. Multiply the cost by your ship's Class to get its total cost.

AMENITY UPGRADES
UPGRADE COST INST. DESCRIPTION
Bioration Tank 200kcr 1 week Provides rations for biological crewmembers for 1 year.
Biplanar Gravity Generator 3mcr 3 weeks Produces artificial gravity aboard the ship.
Cosmetic Remodel 500kcr 1 month × Ship Class Upgrade in appearance to the ship's interior including paint, furnishings, and other decorations. Does not consume an Upgrade slot.
Habitat Module 4mcr 1 month Increases maximum crew capacity by up to 24 per Ship Class (e.g., Class-IV could have up to 96).
Hangar/ Dronebay 600kcr 1 month Allows for the storage and maintenance of 4 Class-0 Vessels.
Machine Shop 5mcr 3 weeks Allows crew to repair up to 3 MDMG and 3 Hull without returning to port. Resupply for 1mcr.
Medbay 2mcr 3 weeks [+] Body Saves to regain health while aboard the ship. Offers other medical treatments available at Warden's discretion.
Recreation Module 800kcr 1 month Entertainment hub, basic streaming plan, Zero-G pool table, minifridge.
Science Lab 500kcr 3 weeks Allows for detailed research, study, testing, and experimentation of samples.
MINOR UPGRADES ———— ———— ————————————
UPGRADE COST INST. DESCRIPTION
Agar Cushioning 1.5mcr 2 weeks Upgraded cryopods which cuts Cryosickness from 1 week to 1d10 hours. Stats & Saves don't deteriorate from Cryosickness for the first ten years. Then only every other year after that.
Cargo Container 100kcr 1 day 20 ft.3 metallic container that slots into the Cargo Bay (4× ship Class per Bay). Holds basically anything that doesn't require life support. It's a big space box, what did you expect?
Cryochamber 5mcr 2 weeks Increase the number of cryopods by up to 24 per Ship Class (e.g., Class-III could have up to 72).
Dedicated Reactor 1mcr 1 month Grants +5 Systems.
Deep Space Scanners 1mcr 2 weeks Increases the Range of all detection abilities by 1 Range band (i.e. what you used to be able to scan at Contact Range, you can now scan at firing Range, etc.).
Emergency Systems 1mcr 1 month Grants 1 month of emergency power and Life Support. Must be replaced after use.
Onboard Android Databank 3mcr 2 weeks Backs up mechanical crew memory files weekly for reconstitution in new bot bodies (not included).
Escape Pod 1.5mcr 1 week A replacement escape pod, holds up to 4 Passengers/class.
Expanded Fuel Bay 2mcr 3 weeks Increases Max Fuel capacity by 12.
Improved Radiators 1.5mcr 1 month Grants +5 Thrusters.
Landing Gear 5mcr 1 month × Ship Class Retrofitted equipment for orbital landing and launch.
Upgrade Rack 6mcr 1 month Exterior module. Grants +3 Upgrades. Each additional rack installed costs 2× the last.
MAJOR UPGRADES ———— ———— ————————————
UPGRADE COST INST. DESCRIPTION
Brig 1.5mcr 2 weeks Intern up to half the ship's total crew indefinitely. It's cramped, but not inhumane. Creatures in the Brig can't lose Stress.
Cargo Bay 4mcr 1 month Enables the ship to hold a number of Cargo Containers up to 4× its Class.
Engine Improvements 9mcr 3 weeks Grants +15 Thrusters.
Enhanced A.I. 5.5mcr 1 week Grants +15 Systems.
Expanded Frame 12mcr 1 month × Ship Class Structural alterations. Grants +5 Upgrades. Ships can only accommodate 1 of these per Ship Class level. Each additional Expanded Frame costs 2× the previous.
Hydrogen Probe 3mcr 1 month Allows ship to harvest Fuel while in orbit around a gas giant planet. For each week in orbit, make a Systems Check. On a success, gain 1 Fuel. On a failure, gain no Fuel.
Redundant Systems 5mcr 1 month Allows ship to ignore any one MDMG roll. Must be replaced after use.
Signature Reduction 15mcr 1 month While activated, your ship is only detectable with a successful Systems Check [-] at Firing Range. Double Fuel cost and travel times while in use. Does not work in Core Space.
Streamlined Fuel Injectors 4mcr 2 months Fuel lasts for 2 months of space travel. In the Movement Phase, bidding 1 Fuel also counts as bidding 2 Fuel.
Targeting Sensors 2mcr 2 weeks Systems Check (Firing Range): Confers [+] to Battle Checks made in ship-to-ship combat.
ILLEGAL UPGRADES ———— ———— ————————————
UPGRADE COST INST. DESCRIPTION
Accelerated Afterburner 2.5mcr 2 weeks If you win the Fuel bid while Pursuing or Evading a target, that target has [-] on their Thrusters Check.
Comms Jammer 500kcr 1 week Systems Check (Firing Range): Allows for communication jamming and eavesdropping within Detection Range.
Contraband Hold 500kcr 1 month Small, hidden Cargo Bay. Very hard for boarding parties to detect.
Embedded Clone Pod 15mcr 2 months × Ship Class Allows a crewmember to be reconstituted in the form of their last time aboard the ship 1d10 months after their untimely demise. Can only generate one clone at a time.
Expanded Ammo Bay 3mcr 2 weeks Your ship counts as one class greater for determining when you must resupply your Hardpoint ammo.
Solar Scraper 15mcr 1 month Allows ship to harvest radiation while in orbit around a star. For each month in orbit, make a Systems Check. On a success, gain 1 Warp Core. On a failure, gain none.
Transponder Emulator 10mcr 1 month Secondary comms relay masking the transponder code, callsign, and other ship metadata from other ships and structures in Firing Range or further.

1.3.2 HARDPOINTS

Hardpoints function similarly to Upgrades, but are specially-installed ports meant for Weapons and Defenses.

The prices below are listed for Class-I vessels. Multiply the cost by your ship's Class to get its total cost.

DEFENSIVE HARDPOINTS
UPGRADE COST INST. DESCRIPTION
Adaptive Armor 9mcr 1 month Grants +2 Maximum Hull.
Corona Generator 10mcr 2 weeks Grants +5 to Battle. During the Movement Phase of combat, if you maintain course, regain 1 Hull.
Electronic Countermeasures 2mcr 2 weeks Grants +5 to Battle. Confers [-] to enemy ship's MDMG rolls.
Laser Defense System 2mcr 2 weeks Grants +5 to Battle. Ignore enemy's MDMG bonus from missile launchers.
Reinforced Plating 4.5mcr 1 month Grants +1 Maximum Hull.
Tractor Beam 3.5mcr 2 weeks When in Contact Range and attacking a ship of your Class or lower, instead of dealing MDMG, the target fails their next Thrusters Check. If you roll a Critical Success on your Battle Check, the target Critical Fails their next Thrusters Check.
WEAPON HARDPOINTS ———— ———— ————————————
Autocannon 4mcr 2 weeks Grants +10 to Battle. Kinetic ballistic weaponry.
Extra Hardpoint 3mcr 2 weeks Grants +1 Hardpoint. Each additional Hardpoint costs 2× the previous.
Heavy Missile Launcher 6mcr 2 weeks Grants +15 to Battle. Grants +1 MDMG. One big explosive.
Laser Cannon 1.5mcr 2 weeks Grants +5 to Battle. Powerful laser beam used for scrapping hulks and cutting asteroids.
Light Missile Launcher 5mcr 2 weeks Grants +15 to Battle. Many smaller explosives.
Particle Beam 2mcr 2 weeks Grants +5 to Battle. Enemy must make a Systems Check or increase their Radiation Level by 1.
Railgun 7mcr 2 weeks Grants +15 to Battle. Can be fired at Detection Range.

1.4 DRIVES

Most ships will already have a Jump-Drive installed when you encounter them; but if they don't, or you want to upgrade your current Jump-Drive, they can be purchased and installed at an X or A-Class Port.

Jump-Drives don't require an Upgrade slot to install, but you may only have one installed.

DRIVE COST INST. DESCRIPTION
JUMP-1 10mcr 1 month Standard commercial Jump Drive. Allows for single system jumps.
JUMP-2 50mcr 2 months Standard military Jump Drive. Allows for 2-system jumps.
JUMP-3 100mcr 3 months Long Range, cutting edge Jump Drive. Allows for 3-system jumps.

1.5 USED AND SALVAGED UPGRADES

It is assumed that any ship component you purchase is (at minimum) secondhand to you. You can purchase Upgrades or Hardpoints of lower quality at decreased prices, but they will require extra Maintenance Checks and may come with some persistent issues.

There are 4 levels of Upgrade degradation:

  • Pristine: Baseline prices, standard Maintenance routines
  • Refurbished: 25% discount, Maintenance Checks 2/month to keep functional
  • Used: 50% discount, Maintenance Checks 3/month to keep functional
  • Risky: 75% discount, Maintenance Checks as often as possible; if a Crit Failure is rolled on any Ship Stat Check, Risky Upgrades are destroyed

When swapping out ship Upgrades or Hardpoints, a Smarts (Mechanical Repair or Engineering) Check must be rolled to determine how much the Upgrade/Hardpoint has degraded.

  • Success: The Upgrade/Hardpoint's degradation level increases by 1 (Pristine → Refurbished → Used → Risky).
  • Critical Success: The Upgrade/Hardpoint retains its original condition.
  • Failure: The Upgrade/Hardpoint's degradation level worsens by 2 to a minimum of Risky.
  • Critical Failure: The Upgrade/Hardpoint is destroyed regardless of its current condition and becomes scrap.