TEXT: Civilian, Merchant, and Military 
  Spacefaring Vessels For
  
  FLIP   AND
  BURN
  The Expanse is vast, and traversing the space 
  between worlds in the solar system requires a 
  ship. For a crew, a ship is freedom, home, safety, 
  and a source of income—but also a source of 
  responsibility and often debt. In space, other ships 
  are potential allies, targets, or threats. 
  Ships of the Expanse details the many kinds of 
  vessels that ply the space lanes of  The Expanse 
  RPG, ships that player characters  might encounter, 
  or perhaps even own. From agile shuttles and swift 
  racing pinnaces to lumbering ice-haulers and 
  massive warships, this sourcebook describes them 
  all. Ships of the Expanse also features information 
  on space stations, new rules for maintenance and 
  repair, new ship qualities, buying and selling cargo, 
  new stunts and hazards, and much more.  
  Green Ronin Publishing
  3815 S. Othello St. Suite 100, #311
  Seattle, WA 98118
  www.greenronin.com
  GRR6607e 
  Ships of the Expanse is ©2021 Green Ronin Publishing, LLC. All rights reserved. References to other copyrighted material in no way constitute a challenge to the respective copyright holders of that 
  material. Green Ronin, The Expanse Roleplaying Game, and their associated logos are trademarks of Green Ronin Publishing, LLC. The Expanse is © 2011-2021 Daniel Abraham and Ty Franck.
  
  GREEN RONIN PUBLISHING 
  3815 S. Othello St.,  
  Suite 100 #311 
  Seattle, WA 98118
  Email: custserv@greenronin.com 
  Web Site: www.greenronin.com
  Printed in Canada
  The Expanse Created by James S.A. Corey
  Writing and Design: Keith Garrett, Ian Lemke, Mari Murdock, Will Sobel, Nicole Winchester
  Development: Ian Lemke     Additional Development: Steve Kenson and Jason Mical     Editing: Josh Vogt
  Proofreading & Supplemental Editing: Skylar Mannen
  Art Direction and Graphic Design: Hal Mangold     Cover Art: Ben Zweifel     Deck Plans: John Wilson
  Speceship Design Consultants: Gabriel G.A.B Fonseca and Daniel Orrett
  Interior Art: Dimitri Bielak, Jack Hoyle, Victor Leza Moreno, Mirco Paganessi, Jonathan Torres 
  The Expanse Roleplaying Game designed by Steve Kenson          Adventure Game Engine (AGE) Created by Chris Pramas
  Publisher: Chris Pramas
  Team Ronin: Joseph Carriker, Crystal Frasier, Jaym Gates, Kara Hamilton, Troy Hewitt, Steve Kenson, Ian Lemke,  
  Nicole Lindroos, Hal Mangold, Chris Pramas, Evan Sass, Malcolm Sheppard, Owen K.C. Stephens, and Dylan Templar
  Ships of the Expanse is ©2021 Green Ronin Publishing, LLC. All rights reserved. First Printing. References to other copyrighted material  
  in no way constitute a challenge to the respective copyright holders of that material. Green Ronin, The Expanse Roleplaying Game,  
  and their associated logos are trademarks of Green Ronin Publishing, LLC. The Expanse is © 2011-2021 Daniel Abraham and Ty Franck. 
  Civilian, Merchant, and Military 
  Spacefaring Vessels For
  
  Table of Contents
  INTRODUCTION ..................................3
  1. THE SHIPYARD ................................5
  Ship Creation .......................................5
  Shipyards: A Rough Guide ................6
  Shipyards: What to expect................6
  Shipyards Across the Solar System ...7
  Luna ........................................................ 7
  Callisto ...................................................8
  Tycho Station .......................................9
  Building A Ship .................................. 10
  When in Port .......................................11
  Repairs and Maintenance .................11
  Repairing at a Shipyard .....................11
  Refurbishment  
  and Retrofitting .............................. 12
  Resupply ...............................................13
  Shipyard Vehicles ............................. 14
  Drones  .................................................14
  Mechs ................................................... 15
  Thruster Packs ................................... 15
  Ground Vehicles ................................ 15
  Qualities and Flaws .......................... 17
  Interplanetary Transportation ........ 20
  Ship Rewards ................................... 20
  Ship Advancements ........................ 20
  Ship Reputation ................................. 21
  Ship Honorifics ................................. 22
  Ship Bonds..........................................24
  Ship Relationship Intensity .............24
  2. SHIPS IN ACTION ........................ 25
  Stunts ................................................ 25
  Crew Stunts ........................................27
  Stunts on the Fly .............................. 28
  Ship Maneuvers ............................... 28
  Planning .............................................. 28
  Expanded Electronic Warfare ....... 29
  Gunnery .............................................. 29
  Ship Tactics....................................... 30
  Hiding in Space ................................ 30
  Alternative Weapons ........................32
  The Versatile Torpedo .....................33
  Ship Operations ............................... 34
  Prospecting and Mining ..................34
  Passengers .........................................35
  Cargo ....................................................37
  Legitimate Salvage ...........................38
  Piracy ....................................................38
  Espionage ...........................................39
  Escort Duty .........................................39
  Rescue Operations .......................... 40
  Ship Hazards ..................................... 41
  The Churn and Hazards ...................41
  Cosmic Rays and Solar Flares ........41
  Explosive Decompression ..............42
  Micrometeoroids and  
  Uncharted Space Junk ................42
  Out of Water .......................................42
  Overloaded Reactor .........................44
  3. SHIPBOARD LIFE ..........................45
  Common Misconceptions  
  About Spaceships ........................ 45
  Running Out of Air ............................45
  The Cold of Space ............................46
  Which Way Is Up? ..............................46
  Banking, Maneuvering,  
  and Decelerating ..........................46
  Where Are the Windows? ...............47
  Ships as Settings ..............................47
  Setting the Stage ..............................47
  Ship Maintenance .............................49
  Living on Board .................................49
  Supplies ............................................ 50
  Oxygen ............................................... 50
  Water ................................................... 50
  Fuel ....................................................... 51
  Food ..................................................... 51
  Drinks .................................................. 52
  Medical Supplies and Drugs ..........53
  Household Machinery ..................... 53
  Recyclers .............................................53
  Cycling Chambers ............................53
  Fabricators ..........................................54
  Kitchen Equipment ...........................54
  Shipboard Responsibilities ............. 54
  Crew Tasks .........................................54
  Shifts and Duty Rotations ................57
  Shipboard Leisure ........................... 60
  Exercise and Sports ......................... 60
  Music and Vid Feeds ...................... 60
  Clubs and Bars   ............................... 60
  Games and Hobbies ....................... 60
  Complications ...................................61
  Rationing ............................................. 61
  Contents
  Mental and Emotional Well-Being 62
  Incapacitated Crewmembers ........ 62
  Emergencies ..................................... 62
  Ship in a Bottle Storytelling ........... 63
  Interludes .......................................... 64
  Higher Stakes Interludes ............... 65
  4. SPACESHIP SPECIFICATIONS ....68
  Buying a Ship .................................... 68
  Deck Plan Legend ........................... 69
  UNN Ships .........................................70
  Andronicus-class ...............................70
  Insertion/Marauder-type .................73
  Mulan-class .........................................75
  Munroe-class ......................................77
  Murphy-class ..................................... 80
  Phantom-class .................................. 82
  Truman-class ......................................84
  Xerxes-class ...................................... 89
  MCRN Ships ..................................... 94
  Asp-class .............................................94
  Banshee-class .................................. 95
  Corvette-class ................................... 98
  Donnager-class ................................ 98
  Morgaina-class ................................105
  Raptor-class ......................................106
  Scirocco-class ...................................110
  Troika-class ........................................113
  Civilian Ships ....................................114
  Chaucer-class ...................................114
  Cornucopia-class  ............................118
  Gleason-type .....................................118
  Grendel-class ...................................122
  Narlikar-class  ..................................122
  Peseshet-class ................................. 127
  Schmitt-type .....................................129
  Tereshkova-type .............................129
  Tsai Shen-class .................................131
  Windrose L6 Vāyu ..........................135
  Unique Ships ...................................136
  Anubis-class .....................................136
  Shu-class ...........................................138
  Anne Bonny ......................................138
  LDSS Nauvoo ...................................140
  Prinzessin Victoria Luise ................141
  Rocinante ..........................................142
  INDEX ................................................. 143
  2
  
  Introduction
  S
  hips of the Expanse offers an in-depth look at spaceships, ships, combat, and life 
  in space in the universe of The Expanse. The ships and rules herein describe 
  ships and technology roughly up through the beginining of the novel Nemesis 
  Games. The more advanced Martian Corvette-class, Laconian ships and void 
  ships of the Transport Union will be covered in later expansions. Everything in this 
  book should be considered by both the GM and players to be optional. This book is 
  intended to add depth to the existing spaceship rules in The Expanse RPG, but you 
  don’t have to use everything. Use what you want; leave the rest. 
  How to USe tHiS Book
  This book contains several new rules: ship qualities, stunts, ship maneuvers, and more. Using every rule offered here 
  could more complexity than necessary, especially if you’re already in the middle of a campaign. Rather than bringing in 
  everything at once, you might want to take some time, read through these rules, and then the GM and players should 
  have a discussion about which rules make sense for the campaign and which don’t. Many new ship qualities are intro-
  duced here, and it might make sense to have a conversation about whether any of them apply to an existing ship, if the 
  player characters have one.  
  • Game Masters: If you’re the GM, you might find that some of these rules are particularly suited to a particular adventure 
  or encounter, but not necessarily for others. Using a rule for just one encounter is certainly acceptable, but make sure 
  to keep the players in the loop and not blindside them with a new rule or mechanic. 
  • Players: If you’re a player, remember that while there are a lot of cool new stunts and maneuvers described here, and 
  if you petition to bring them into the game, the GM gets to use them too! 
  The best advice we can give is to take your time, tinker, use what you like, and set aside the rest–at least until the time 
  is right. 
  Introduction
  “A ship in harbor is safe, but that is not what 
  ships are built for.”
  — John A. Shedd, Leviathan Wakes
  33
  
  Introduction
  wHat’S in tHiS Book
  Ships of the Expanse has four chapters of expanded rules for 
  spaceships as well as details about day-to-day life on a spaceship. 
  There’s also details on all kinds of ships characters in an Expanse 
  game might encounter, or perhaps even own. From shuttles and 
  racing pinnaces to lumbering ice-haulers and massive warships, 
  this book describes them all, including game information and a 
  variety of detailed plans. 
  CHapter 1: tHe SHipyard 
  This chapter provides details about the major shipyards that can be found throughout the solar system. It also features 
  additional rules on salvaging, repairing, and resupplying ships. You’ll also find details on a wide variety of shipyard vehicles 
  such as drones, mechs, ground vehicles, and more. It includes a greatly expanded list of Qualities and Flaws, rules for ship 
  advancement, and rules for ship reputation and bonds.  
  CHapter 2: SHipS in aCtion 
  This chapter offers new and expanded features for ship combat including new Command Stunts and introducing Fleet 
  Command Stunts and Crew Stunts. Add excitement to your space battles with new ship maneuvers, such as expanded 
  electronic warfare, stealth technology, and new torpedo options. There are new ship operations rules and details on pros-
  pecting and mining, ferrying passengers and cargo, smuggling and piracy, and espionage. Finally, add some danger to your 
  campaign with new hazards that include everything from micrometeoroids and cosmic rays to running out of water and 
  overloaded reactors.
  CHapter 3: SHipBoard Life
  This chapter takes an in-depth look at what life is like on a spaceship. What does the crew actually do during the long 
  voyages between ports? Crew roles, shift schedules, food and water, life support, and other details about life in space are 
  all covered here. We also take a deeper look at shipboard Interludes and telling stories entirely on board a spaceship. 
  CHapter 4: SpaCeSHip SpeCifiCation 
  This chapter provides histories, rules, and details on over thirty spaceships, including military and civilian ships. Most of 
  these are generic ship classes, but there are also a few named ships of fame such as the LDSS Nauvoo and the Rocinante! 
  Many of the ships also have story hooks to provide you with ideas for how to use them in a story. 
  Cut an Earther or a Belter, they both bled the same blood. 
  Crack an access panel on the Behemoth and the Prince, and 
  both ships had the same crappy brownout buffers. 
  — Abbadon’s Gate
  4
  
  Chapter 1: The Shipyard
  S
  pace travel in the world of The Expanse has come a long way from its humble beginnings in the Baikonur Cosmodrome. 
  Once humanity established a permanent presence in Earth’s orbit, technological advancements allowed for manufac-
  ture and assembly that would have been otherwise impossible when weighted by the planet’s gravity. 
  Massive 3D printers only limited by available materials were soon spitting out hulls and thrusters that fit together like 
  building blocks, carefully constructed by spacesuited engineers and aided by intelligent drones. Those first ships built in 
  orbit transported the first Martian colonists, and it wasn’t long before the shipbuilding facilities took off, first to build supply 
  vessels, then to aid in humanity’s expansion. Then came the invention of the Epstein drive, which opened the solar system 
  to colonization. The ability to transport raw materials at incredible speeds and without the need for massive fuel supplies 
  led to the construction of shipyards in deep space, the Belt, and the outer planets, and humanity leap-frogged into space. 
  SHip Creation
  As discussed in Chapter 6: Spaceships of The Expanse RPG, ships are created much like characters: they are defined by a 
  set of abilities and equipped with a variety of technologies in order to do their job. Ships are also like characters in that they 
  have (and develop) quirks and personalities of their own. Some old Belters say that after fifty years flying, a ship has a soul.
  Ships are complex organisms that require many systems to work together efficiently. If 
  one shuts down—sensors, drive, weapons, environmental, crew—the ship and crew are 
  left vulnerable. And while innovations and advancements are constantly made in the 
  shipyards, there are commonalities that have existed for generations amongst almost 
  every ship in the system. Build code is revised, old air recycling systems are redesigned, 
  and things that have always been done that way sometimes just keep being done that 
  way. ‘If it ain’t broke, don’t fix it’ is still understood no matter what rock you’re on.
  Construction and maintenance of a vessel in the shipyard is where this organic 
  process originates and continues. From the newest top-of-the-line military hardware 
  to a century-old rockhopper cobbled together from spit, chicken wire, and hope, each 
  ship begins its life in one of these facilities, and depending on how much action it 
  sees, may spend a significant amount of its downtime there.
  1. The Shipyard
  All along the ridges of the craters, harsh 
  white work lights glared down onto buildings, 
  loaders, scaffolds. The ribs of half-built ships 
  arced up over the regolith of stone dust and ice. 
  Two shipyards, one civilian and one military, 
  one Earth-based and one owned by Mars.”
  — Nemesis Games
  55
  
  Chapter 1: The Shipyard
  SHipyardS: a roUgH gUide
  Ships are constructed across the solar system, from grey-market Belter ports to the massive rings and construction sphere 
  of Tycho Station. But only a few ports are truly shipyards, with the state-of-the-art facilities, stored materials, and skilled staff 
  to repair and build the number of ships humanity demands to continue staking their claim in the stars.
  Access to a shipyard depends entirely on the government or organization controlling it. While most civilian shipyards 
  primarily determine approach based on whether your bills have been paid and there’s money in your accounts, military 
  shipyards are high-security and generally unwelcoming unless you’re one of theirs. Membership in the UN or MCRN Navies 
  (see Membership in Chapter 14: Rewards of The Expanse RPG) is a prerequisite for entering each respective military’s 
  installations. Whatever the political situation between Earth and Mars may be, both have experimental technologies they’d 
  rather not share with the other. 
  When a ship is heavily damaged, military captains have the advantage: 
  their government foots the bill for repairs. Even if the work must be done out 
  in the Belt before the ship can come home, the UN and MCRN can be trusted 
  to pay for it—both are in the habit of paying their contractors on time. 
  For private ships, costs can be astronomical. Relatively minor damages 
  from combat can add up to hundreds of work hours, not to mention replace-
  ment parts. Some of the beatings the Rocinante has taken require weeks or 
  even months in drydock to repairs and would stress the purses of even very 
  wealthy characters. For this reason, having a patron who’s willing to foot the 
  bill for all or at least some of these kinds of repairs can be invaluable. That 
  being said, you can buy a ship for the street value of 130 kilos of Vermont 
  cheddar in the Belt, so deals can be made.
  SHipyardS: wHat to expeCt
  Shipyards are a curious mix of working-class sensibilities, precision engineering, and cutting-edge science. Whether you’re 
  on Luna or Callisto, Tycho Station, or some Belter grey-ops station, life in a shipyard is bound to be one of hard work and 
  harder play. Even military shipyards tend toward a certain laissez-faire attitude when it comes to downtime, especially those 
  farther from the watchful eye of their home governments. 
  MiLitary SHipyardS
  Despite working on sometimes secret projects, most military shipyards employ numerous civilian contractors to keep things 
  running smoothly. Life in a military shipyard is like life in any military installation: the key staff run things while the contin-
  gent staff follow orders and the contractors wish they’d landed a different assignment. There are limited opportunities for 
  carousing, but a savvy crew could pick up a mission here—or at the very least a lead.
  CiviLian SHipyardS
  Civilian shipyards are another story. Skilled workers from around the solar system can find work in these facilities, even 
  the smaller ones nestled throughout the Belt that service prospectors and miners. In fact, these stations, which may only 
  be capable of servicing or building a ship or two at a time, are an excellent place for someone to disappear to and remain 
  anonymous. They’re full of the kind of bars, clubs, restaurants, and casinos that cater to the rowdier side of the fun spectrum. 
  If someone was looking for work, savory or unsavory, they could do worse than canvass one of these smaller shipyards.
  SeCret SHipyardS
  The exception to both rules are the secret, black ops facilities. These skunkworks are almost entirely military or militarized 
  corporation-controlled and, due to the sensitive information contained within, almost entirely on total lockdown. These ship-
  yards usually have falsified classifications, often being listed as training facilities, refineries, or parts manufacturing. Often, 
  such facilities co-exist with other types of operations to disguise the purpose for the coming and going of large amounts 
  of materials. For example, an asteroid-based refinery might have a secret shipyard buried deep within the asteroid’s core. 
  CoStS
  This chapter provides the Income costs for a lot of 
  different ship aspects that you may or may not wish 
  to use. Game Masters wishing a more story-oriented 
  game, who don’t care about the cost of adding a 
  new PDC cannon, can feel free to ignore these rules 
  or use them as guidelines. These rules can add a 
  lot of complexity and book-keeping that some GMs 
  might not want to deal with. On the other hand, GMs 
  and players who like a little more detail can use 
  the Income costs listed here or come up with more 
  detailed rules as they wish. 
  6
  
  Chapter 1: The Shipyard
  Corporate workers who spend any amount of time on one of these stations are bound by several layers of nondisclosure 
  agreements, enforced through the threat of legal (and sometimes physical) annihilation. 
  Unless it’s part of the plot, most crews will never see the inside of one of these facilities. Those that do must tread carefully, mind 
  their P’s and Q’s, or be very good at sneaking around. Locating these operations and uncovering their projects is a big business in 
  espionage circles, and a big payday could be earned by a crew that uncovers one. Of course, governments and corporations are 
  willing to go to almost any length to keep these projects secret and aren’t above disappearing a nosy ship and its crew. 
  SHipyardS aCroSS tHe SoLar SySteM
  Shipyards can be found in the solar system from Luna to Callisto. There 
  are even rumors of secret shipyards belonging to the MCR or UN even 
  further out on the moons of Neptune or even in the Kuiper belt. The 
  OPA also maintains a few scattered facilities, although these are usually 
  only capable of performing refits and repairs, not full ship construction. 
  LUna
  Luna’s orbit is home to Earth’s primary shipbuilding facility, founded 
  when the Martian colonies’ need for supplies outstripped the United 
  Nation’s complement of ships. Outposts on the surface of the moon 
  quickly swelled into the colonies that eventually became Lovell City and smaller surrounding outposts, as corporations 
  established a foothold in microgravity or developed their Martian interests further up the well.
  Most of Luna’s cities and infrastructure are below the surface to protect those living and working there from the lack of 
  atmosphere and solar radiation. Only Luna’s spaceport in Lovell City and access ports to the tunnels are above ground. The 
  spaceport is ancient and one of a kind; the docks are hewn into the lunar surface and a fleet of tugs guide ships in and out. 
  Work crews repair parked ships in sealed docks filled with air—more comfortable for Earthers unused to doing maintenance 
  in the dark vacuum of space. 
  BUSH SHipyardS
  An aging lunar orbital station from the early 21st century provided the skeleton for Phase One of the construction of the 
  Bush Orbital Shipyards. That first step on the journey to Mars—long ago buried under centuries of expansion—became vital 
  to the Martian project, providing the means to produce supply ships and transports to make the lengthy journey back and 
  forth pre-Epstein.
  “The Bush Shipyards” are generally referred to as such, but they are, in fact, two separate shipyards: the Bush Orbital 
  Shipyards and the Bush Naval Shipyards. 
  The Bush Orbital Shipyards are the civilian shipyards, as much of a center of trade and travel as Luna’s main spaceport—
  perhaps more so for Belters who are more comfortable with space stations than the tunnels below the lunar surface. They 
  primarily build and service civilian ships and drives: light cruisers, passenger shuttles on the Earth-Luna run, yachts, and 
  racing ships for the ultra-rich, long-haul transport and passenger ships for servicing Mars, the Belt, and the Outers. Though 
  the UN runs the shipyard, it is not a military installation—the maintenance and service crews and contractors are civilians, 
  there is a small bar, and the military presence is limited to a small and subtle UNMC squad who are there to keep the peace.
  There is no limit to the military presence at the Bush Naval Shipyards. Most of the United Nations Navy’s fleet of dreadnoughts, 
  battleships, cruisers, destroyers, frigates, corvettes, gunships, transports, and more are built there—and though it is said that 
  Mars would have a technological advantage in any major conflict between the planets, the UN has not stopped searching for 
  the next brilliant innovation that will even the odds. Due to experimental technologies tested and used at the Naval Shipyards, 
  security is even tighter than most UN installations, enforced by a large complement of UN Marines and Military Police. 
  The Bush Shipyards were born as a UN military station, and that basis in military design has influenced the ships that 
  come out of Luna. Whether state-of-the-art battleship or luxury cruiser, they are built with redundancies to cover a maximum 
  number of eventualities. Network panels and screens are installed alongside clearly printed deck maps labeled in multiple 
  languages in case of power loss. Two bays with escape shuttles in case one is damaged. Triple hulled yachts on the off 
  chance that a stray asteroid or PDC round crosses their flight path. Perhaps unsurprisingly, there are echoes of this type of 
  design in the shipyards of Callisto.
  Looking at the station on the ops screens while Alex 
  finished up docking procedures, Holden felt something like 
  relief. So far, Tycho was the one place no one had tried to 
  shoot them or blow them up or vomit goo on them, and that 
  practically made it home. 
  — Leviathan Wakes
  7
  
  Chapter 1: The Shipyard
  Aesthetically, most military ships follow the same color scheme: flat black on the outside to make them more difficult to spot 
  in space, and gray on the inside. Gray spongy anti-spalling material covers most walls, and if it’s not covered in gray material, it’s 
  just gray metal. Civilian ships tend to be unpainted gray or basic corporate colors given most people will never see the outside, 
  but there are no limits to the barrenness or opulence of the interior of a civilian ship. Those with the money to spend can and 
  will create ships that look like the lobby of the most expensive hotel in the solar system…and will rarely use them.
  The first of the UN Navy’s third-generation dreadnoughts is just now being assembled high in Luna’s orbit and will be 
  ready for launch within the year. The Xerxes-class will feature an observation lounge with high-definition screens displaying 
  a 360-degree view of the outside of the ship. It is likely that some parts of the Protogen stealth ships, including their Epstein 
  drives, were also built at the Bush Shipyards—given the people involved, which one is anyone’s guess. 
  For more on Luna and the Bush Shipyards, see Chapter 8: Earth of The Expanse RPG.
  CaLLiSto
  The Epstein drive was born on Mars at the research center at Dhanbad Nova and its nearest shipyard outside Londres 
  Nova—long ago dismantled, but commemorated with a plaque on the planet’s surface. The eighteen cargo ships that almost 
  started the war between Earth and its fledgling colony became the first ships of the new Martian Congressional Republic 
  Navy, fitted with Epstein drives.
  Shipyards had been the point of contention between the United Nations and newly formed Martian Republic that nearly 
  sparked a war, and given that Mars had shared their revolutionary technology for independence, they had little interest in 
  maintaining their primary shipbuilding facility within ‘close’ reach of Earth. Callisto provided the ideal candidate for the MCRN’s 
  new shipyards: the moon of Jupiter already had a small Martian research station in operation and an excess of minerals close 
  to the surface for easy extraction. The light gravity would also allow for crews to work on the moon’s surface as well as in orbit.
  Callisto’s only settlement is the frontier town of Port Hampton, dug into the walls of a large crater that serves as the main 
  launch point for vessels heading for the orbiting shipyards. A private security force is backed up by an MCRN battle group 
  stationed near the docks. The MCRN’s most significant presence is in orbit, but their surface shipyards are under heavy 
  technological and physical security as well, with regular drone patrols around the perimeter.
  8
  
  Chapter 1: The Shipyard
  MCrn CaLLiSto SHipyardS
  MCRN’s Callisto Shipyards are the Martian Republic’s main shipyards and the largest such facility in the Outer Planets. Most 
  of the MCRN’s fleet has been built there, including the 700-meter long hulls of its primary engine of war, the Donnager-class 
  dreadnought. The MCRN Callisto Lunar Shipyards are far below Port Hampton in the crater itself, a sprawling complex of 
  warehouses and supply depots, bunkers and barracks, perimeter fences and workshops. It shares anti-asteroid rail gun 
  defenses with its civilian twin. The MCRN Callisto Orbital Shipyards were built at the same time as the Lunar Shipyards and 
  have expanded somewhat similarly over the years. Complete assembly of the largest ships occurs in high orbit above the 
  moon. Additionally, it services the ships of the Jupiter Fleet cruising between Ceres and Ganymede. There are rumors of 
  classified weapons testing on that route, especially out of the Callisto shipyards, but little else is known. Part of the Orbital 
  Shipyards has been leased to the Earth-based civilian companies of the UN Callisto Shipyards.
  The immense amount of resources the Martian Republic pours into its scientific and military projects have given them the edge 
  in space. Martian-built ships are unparalleled in the system, boasting superior systems across the board including sensors, armor, 
  and stealth technology. Only the capital ships of the UN Navy can come close in any category that matters. Mars’ technology is 
  superior, its weapons are more deadly, and its soldiers are better trained—and Martians never let anyone else forget it. 
  The MCRN’s dreadnoughts and battleships are large enough to act as mobile bases, carrying everything from squads of 
  marines and their Goliath armor to shuttles and Corvette-class escort ships. Mars has developed advanced stealth technology, 
  though it is primarily deployed on Huge-size ships and smaller (see Ship Sizes in Chapter 6: Spaceships of The Expanse RPG). 
  The MCRN’s design is similar to the UN’s in the use of soft edges, curves, and spongy materials to minimize damage if 
  someone is caught out of place by impact or sudden maneuvers. However, biometric interfaces that control things like food 
  distribution and sick bays with ultra high-tech couches that relay patient vitals directly to 
  Olympus Mons are not found on UN Navy ships. Nor are such excellent coffee makers.
  Un CaLLiSto SHipyardS
  The UN Callisto Shipyards is the civilian twin to MCRN’s shipyards in the crater on 
  Callisto’s surface. Earth-based companies primarily involved in mining or transport 
  building administer the shipyard and lease part of the MCRN Callisto Orbital Ship-
  yards for any work more easily done in zero gravity.
  Earther ships built on Callisto look nothing like those that come out of Luna. They 
  are simple vessels built (or retrofitted) for one task, without taking aesthetics and 
  comfort into consideration. In this, they are possibly more similar to their MCRN 
  cousins than any ship built at Earth or Luna.
  For more on Mars, see Chapter 9: Mars of The Expanse RPG. See Chapter 11: The 
  Outers of The Expanse RPG for more on Callisto and its shipyards.
  tyCHo Station
  An artificial ring station built around a micro-gravity sphere half a kilometer across 
  with more than sixty-five million cubic meters of space inside, Tycho Station is the only 
  shipyard in the Sol System that has the facilities and capacity to build larger vessels 
  than the Bush Shipyards at Luna. Fifteen thousand workers and their families live on 
  the station—a center of Belter culture run by the OPA’s Fred Johnson—with more OPA 
  sympathizers arriving by the day.
  The manufacturing dome’s massive construction waldoes can secure and move up to Titanic-sized ships (see Ship Sizes 
  in Chapter 6: Spaceships of The Expanse RPG) and are capable of building structures larger than even the generation ship 
  Nauvoo, or Tycho itself. The station’s engineering and auxiliary engineering decks are located in the manufacturing dome. A 
  fusion reactor and drive system equal to that of a third-generation dreadnought essentially makes Tycho Station a massive 
  ship and the largest mobile construction platform ever built, more than able to move at high speeds if necessary.
  Most of the Belt-native fleet construction and maintenance—as much as it can be called that—happens at Tycho Station. 
  A vast number of Belter ships are prospectors, searching for the mineral or gas vein that will finally make them rich. Along 
  with those thousands of rockhoppers, transports, haulers, and some private cruisers and escort ships make up what could 
  be generously called the OPA fleet. Ships working for the OPA can usually expect at least a discount on repairs and mainte-
  nance, especially if the damage was taken in service of the Belt.
  eartH-MarS tenSionS
  Heightened tensions between Earth and 
  Mars have raised the question of whether 
  Earth should close or continue operations 
  on Callisto. While it can pay to be cautious, 
  wartime is a good time to be building space-
  ships—even civilian ships. Most of the Earth-
  based companies are willing to wait—so far. 
  In the meantime, they are desperate for news 
  or an inkling as to where the winds might be 
  blowing. Crews who are “in the know” might 
  be able to develop important contacts with 
  Earth-based corporations if they have infor-
  mation to share. Currently, information is one 
  of the highest commodities in Port Hampton 
  right now, and a savvy crew could create all 
  sorts of opportunities for themselves. This 
  could be anything from spying on a newly 
  launched Martian construction contract to 
  B&E into a contractor’s office. Of course, the 
  MCRN doesn’t take kindly to spies, and nosy 
  characters who get caught could find them-
  selves languishing in a Martian prison or on 
  the wrong side of an airlock. 
  9
  
  Chapter 1: The Shipyard
  Once ships are in Belter hands, they often bear little resemblance to what they once were—either brand-new or in a 
  previous life. While Earthers and Martians may have a home on a planet somewhere, many Belters’ only home is their ship, 
  and they renovate and decorate according to a life lived on the float. Even so, their aesthetic could be best described as 
  ‘shoestring.’ Belters make do for too long with barely enough, though Belter ships’ environmental systems are perhaps more 
  meticulously maintained and monitored than even those on MCRN ships.
  For more on Tycho Station, see Chapter 10: The Belt of The Expanse RPG.
  BUiLding a SHip
  The process of building a ship from scratch is relatively similar whether you’re talking about a tiny prospector or a massive 
  warship—and one that has changed little since the Venetian Arsenale was spitting out water-borne warships during the Early 
  Modern Age. The exact process may vary slightly from installation to installation, and recycled parts may be substituted for 
  all-new components, but for the most part, shipbuilding follows a formula.
  After plans are drawn up, work begins on the ship’s superstructure. This is the skeleton that will eventually be plated to 
  become the hull and the interior bulkheads and beams. The superstructure is the most important part of the ship, as it’s 
  where the vessel’s strength lies. Any other part of the ship can be compromised and the ship can still fly; destroy the super-
  structure and the ship disintegrates.
  Power systems come next: the fusion reactors and drives that make modern spaceflight possible. All the cables are laid 
  throughout the ship before the pieces of the hull and basic internal structures are put into place. A ship without power is a 
  worthless hulk, making this the second-most important step. The reactors keep everything else going.
  Next, key systems are integrated, most importantly the pieces that make up life support. For ease of construction, certain 
  parts of the nascent vessel may be pressurized to allow for finer work that drones and spacesuited mechanics can’t manage. 
  This can be a dangerous business, often requiring portable airlocks allowing passage between the vacuum and the pres-
  surized sections of the ship.
  On smaller ships, this is when certain elements are added: crash couches, beds, and anything that may not fit through the 
  doors and bulkheads. It’s always easier to build around something than it is to disassemble a doorway to get an oversized 
  crash couch onto the bridge. A general rule of thumb is that anything that stinks is taken care of now: oxygen recyclers can 
  only do so much, and the smell of new carpet is only fun for the first few days of a voyage. Before pressurization, the vessel 
  is flushed of anything toxic (or stinky).
  Once the ship is ready, the entire vessel is pressurized, and the finishing touches are added. This includes everything 
  from aesthetic choices, when appropriate, to coffee pots and entertainment centers. With time permitting, the vessel goes 
  through a series of tests to prove its systems and capabilities before it’s put or pressed into service.
  ConStrUCtion tiMe
  The aspect of ship construction that does vary is the time it takes to build. Ship construction times vary widely, from 
  a couple of weeks for a small rock hopper, built with off the shelf parts and doesn’t have an Epstein drive to eighteen 
  months for a massive Donnager-class warship. Truly massive ships like Tycho Station or the Nauvoo can take years of 
  planning and construction. 
  Many factors impact the construction time of a new ship. Size is, of course, a factor, but more importantly, it is whether the 
  ship is of a new or existing design. Building a ship with an established design and existing parts is much faster than building a 
  new design. New designs often require custom parts and sometimes even reworking sections as the ship is under construc-
  tion. Once a shipyard has constructed a new design, future constructions take significantly less time. For example, the 
  original Donnager was almost three years in construction at the MCRN shipyards on Callisto. The second and subsequent 
  Donnager-class ships have taken around eighteen months. 
  In general, you can assume around two months of construction time per size category for a stock vessel. Military vessels or 
  ships with lots of extra components such as armor may take a little longer. If the ship is custom-built, increase the construc-
  tion time by 50-100%. These times can be decreased, but this comes with risk. The construction time for stock ships can be 
  reduced by 50% while custom ships can be reduced as much a 30%. The problem with building at speed is that mistakes are 
  often made. Many ships built that are rushed through assembly end up having integral construction problems, represented 
  as flaws. Faulty System, Fragile, High Maintenance, and Vulnerable Systems listed under Ship Flaws in Chapter 6: Space-
  ships of The Expanse RPG are all possibilities. The flaws Software Glitch, Vulnerability, and Weak Hull described in Chapter 
  3: Shipboard life in this book are also appropriate. 
  10
  
  Chapter 1: The Shipyard
  wHen in port
  Shipyards and ports aren’t just excellent places to make contacts or find adventure; 
  they act as a kind of “home base” where crews can upgrade, maintain, and repair 
  their ships. They’re also important places for downtime during and after assign-
  ments, where crews can blow off some steam and plan their next great adventure.
  Narratively speaking, shipyards are a key set piece. They can be safe havens 
  and second homes, or danger-rich stations where crews have to watch their every 
  step. Regardless, there is always something to do in port, and port can be one 
  setting where the “character” of the crew’s ship is further developed as it’s fitted 
  with the latest in weapons, armor, or entertainment.
  The Rocinante is as much one of the characters of The Expanse novels as any of 
  its crew—and the same may be true of the ship in your Expanse RPG series. All ships have their own mechanical quirks and 
  develop something of a personality over time. Often, that temperament forms in line with that of its crew or pilot, but some 
  ships are as stubborn as their designers.
  Just as Expanse characters advance in levels and rewards, ships can advance as well. Ships can be upgraded and refur-
  bished, get new weapons systems, and gain the same type of notoriety as their captains and crew. However, only so much 
  can be done to keep a ship in action after its fourth or fifth retrofit. Like characters, ships can get old and cranky over the 
  years. As technology improves more quickly all the time, some vessels are more easily replaced than repaired.
  repairS and MaintenanCe
  Repair costs for private ships range from merely excessive to truly exorbitant. Though major repairs are done while in dry 
  dock, crews often take on the labor of smaller repairs while on the float to save a few credits, or as a patch job in the mean-
  time. Electrical and systems work that leaves life support unaffected, sensor debugging, and other repairs that don’t require 
  shipyard machinery are easily done if the expertise is on the ship. Even hulls can be mended enough to go on, if necessary, 
  but it’s not a place to leave quick-fix weaknesses for too long, no matter the price.
  Taking care of the ship and maintaining it in good order keeps it running well and as expected—even at the worst of times. 
  A ship that isn’t well-maintained (if a member of the crew doesn’t perform the Maintenance activity during most Interludes) 
  becomes more prone to mishap and malfunction. The GM should feel free to apply a flaw from the Ship Flaws section of 
  Chapter 6: Spaceships in The Expanse RPG or from Chapter 3: Shipboard Life of this book. The flaw can be removed if the 
  crew starts performing regular maintenance again. 
  deterioration
  As ships age, deterioration is inevitable. Systems break down, software must be updated, and parts need to be replaced. 
  This natural aging process is something that regular maintenance can’t prevent—entropy claims us all in the end. Diligence 
  and ingenuity on the part of a good engineering crew can keep older ships afloat for much longer than their typical lifespan. 
  As with refurbishment and retrofitting, there are thousands of feeds dedicated to the strategies for keeping old vessels flying 
  and safe. This is another area that Belters have a great deal of expertise in, with captains often reluctant to retire their ships 
  for sentimental reasons as much as financial ones.
  repairing at a SHipyard
  The cost of ship repairs is determined by the number of spaceship loss conditions it has at the end of combat (see Attack 
  Damage in Chapter 6: Spaceships of The Expanse RPG). Each Normal loss requires a TN 18 Income test to repair, while 
  each Serious loss requires a TN 21 Income test. If a ship is Taken Out in combat and not destroyed, repairs will require 
  another TN 24 Income test. The loss conditions will determine the type of patch-ups and rebuilds needed. The costs listed 
  here are for ships up to Large size; for each size increment above Large increase the cost by +2. 
  EXAMPLE
   
  The Rocinante comes out of its battle with Protogen ships at Thoth Station with a Maneuverability loss of 1 and a Hull 
  loss of 3. When they drag themselves into Tycho Station, their quote for repairs to their hull and navigation systems 
  requires them to make four TN 18 Income tests. Good thing the crew knows someone who can give them a discount.
  Sam and Alex stepped off, Sam dropping her 
  tools onto the metal deck with a loud crash.
  “What’s up?” she said, giving Holden a quick 
  hug. “You getting my girl all shot up again?”
  “Your girl?” Alex said.
  — Caliban’s War
  11
  
  Chapter 1: The Shipyard
  Aside from the use of Income and temporary Income bonuses to pay for repairs and maintenance, reputation and 
  membership (see Chapter 14: Rewards of The Expanse RPG) can potentially be used toward payment, establishing credit, 
  or getting discounts on service. Relationship Bonds can also be very useful for the same reason; if the crew has their own 
  Fred Johnson, repairs may happen a bit more quickly and with less financial stress. Future ship repairs can also be included 
  as part of the payment for a contract the crew takes on. The crew may also want to pitch in: if they all dedicate their time to 
  the Making or Fixing activity during their interlude (see Interlude Activities in Chapter 5 of The Expanse RPG), the Income 
  test for the cost of repairs is reduced by 1. 
  If the ship has the Wanted Flaw as in Ship Flaws in the Qualities and Flaws section, Chapter 6: Spaceships of The 
  Expanse RPG, the shipyards below should be off-limits to its crew for repairs or maintenance. If characters have any 
  rewards (again, see Chapter 14: Rewards of The Expanse RPG) or talents (see Chapter 3: Character Traits of The 
  Expanse RPG) that could help pull some strings and get the ship in under false records or new transponder codes, they 
  can be applied at the GM’s discretion. The options for those on the run or strapped for cash are improvised shipyards 
  that accommodate rock hoppers and independents and others that can’t afford docking fees or too much attention from 
  the local authorities.
  refUrBiSHMent  
  and retrofitting
  Waste not, want not. If a ship still has some time 
  left in its life cycle, it can be used longer—perhaps 
  not for its initial purpose, but some purpose will 
  be found for it. Colony ships become ice haulers, 
  destroyers become science ships, and cargo ships 
  become personnel carriers. It’s said that there’s 
  never been a Belter ship that didn’t get modified 
  to suit the moment, but refurbishment and retrofit-
  ting are common across the Sol System. Belters 
  have a much stronger cultural imperative to use and 
  reuse everything they have for as long as possible—
  and therefore are often able to improvise more 
  creatively.
  The process of refurbishing an old ship or retrofit-
  ting one to a new purpose runs into the thousands 
  of work hours, though the costs in parts can be less 
  than repairing a newer vessel. There are hundreds 
  of feeds dedicated to the sale and trade of old ship 
  parts and the art and science of remaking ships—or 
  multiple ships—into newer ones. Political and plan-
  etary affiliations matter less than informed opinion 
  and reported results, though debates over best 
  practices are common.
  If your ship was once used for a different purpose, 
  there might be remnants of this past life in the 
  design or layout. Labs that were once sealed and 
  sterile may be used for storage, while lounges and 
  communal areas that are luxurious by military stan-
  dards could seem dour and cramped to dignitaries 
  now using them for travel to the Outer Planets and 
  beyond. 
  Refurbing a decommissioned ship is also a 
  viable way for a crew to get their own ship. Former 
  warships are usually stripped of their weaponry, and 
  
  Chapter 1: The Shipyard
  other expensive parts are often pulled for salvage when a ship is decommissioned, but if the Epstein drive is still intact, it 
  can be a much cheaper way to acquire a spaceship. A crew might acquire such a ship from a patron as payment for a job 
  well done, claim one as legitimate salvage, or straight-up purchase it. Buying such a ship is still not cheap, and a decommis-
  sioned frigate or small freighter could be upwards of a TN 24 Income test with a second similar test required for refitting the 
  ship with used parts. 
  SaLvaged SpaCeSHipS
  The following table includes costs for salvaged ships up to Huge size since that 
  is the largest a player character crew is likely to purchase. The costs presume 
  that all weapons and any Qualities such as Advanced Sensor Package, Good 
  Juice, Hull Plating, etc. have been stripped from the ship. Salvaged ships 
  always come with one or more Flaws. Every such ship should have at least one 
  Flaw (unknown to the crew at the time of purchase) and a ship with additional 
  known Flaws can reduce the purchase cost (-2 to the purchase TN for each 
  additional Flaw, up to a maximum of four total). These costs are simply guide-
  lines and GMs should feel free to adjust them as they see fit. 
  reSUppLy
  Resources are finite, particularly in space. A ship can only carry so many torpedoes, only so many PDC rounds, only so much 
  water and protein and flavor and carbohydrates to make air and food and coffee and all the things a crew needs to live. The 
  longer the ship is on the burn or the float between points A and B, the more critical the supply situation becomes from a 
  life support perspective. Additionally, a damaged destroyer low on ammunition in hostile territory is in quite a critical supply 
  situation as well.
  Ships most often resupply at major ports where crews with equipment can easily move the massive crates of PDC rounds, 
  rail gun slugs, plasma torpedoes, and storage containers large and small into and out of cargo holds with practiced grace. 
  Drones, salvage mechs, and work shuttles make a difficult job even in zero-to-microgravity easier, while the port crews’ skills 
  keep everything on schedule.
  This is not usually the case when the crew, while docking with another ship, resupplies in space. Large ships may have 
  the mechs, shuttles, and crew to resupply effectively, but when a ship is limited by equipment and crew complement, the 
  process can take upwards of hours. Using EVA packs and careful thrusts and burns to move crates from one cargo hold to 
  another is a long, dull day in the vacuum, but it gets the job done.
  If the ship has the Wanted flaw (see Ship Flaws in the Qualities and Flaws section of Chapter 6 of The Expanse RPG), 
  resupplying will become more difficult. Most major ports will be denied to the ship if they don’t want to get caught or draw 
  the wrong (potentially lethal) attention. Gray-market Belter ports are the best option, but finding all the supplies needed 
  to keep them flying will prove difficult at those types of facilities. If characters 
  have any rewards (again, see Chapter 14: Rewards of The Expanse RPG) 
  or talents (see Chapter 3: Character Traits of The Expanse RPG) that could 
  help in obtaining supplies or getting into a better port unnoticed, they can be 
  applied at the GM’s discretion.
  pUrCHaSing SUppLieS
  Current events like tumultuous political climates, major accidents, or natural 
  disasters may affect prices, such as the destruction of a major ice-hauler, 
  causing delays in water delivery, driving up demand costs. 
   The Resupply Cost table lists some possibilities for costs for resupplying 
  based on how far a ship has traveled and how much action it has seen. The 
  costs listed here are for ships up to Large size, with each size increment above 
  Large increasing the Cost by +2. 
  The GM can increase or decrease the cost based on ship location, the avail-
  ability of some items, and how much time is necessary to procure the supplies 
  (see Income rules in Chapter 5 of The Expanse RPG). Ships can either resupply 
  SaLvaged SpaCeSHipS
  SIZE
  PURCHASE COST
  REFURB COST
  Small
  18
  16
  Medium
  20
  18
  Large
  24
  22
  Huge
  28
  24
  reSUppLy CoSt
  RESUPPLY
  COST
  Distance Traveled
  Short: Earth to Mars
  12
  Medium: Earth to Saturn
  15
  Long: Earth to Neptune
  18
  PDC/Rail Gun Use
  Short Engagement
  14
  Medium Engagement
  17
  Long Engagement (Out of Ammo)
  20
  Torpedo Use
  Short Engagement
  18
  Medium Engagement
  21
  Long Engagement (Out of Ammo)
  24
  13
  
  Chapter 1: The Shipyard
  at bases or stations or with the right contacts, and supply shuttles may be deployed to meet the ship somewhere in space. 
  Occasionally, crews can gain supplies through means other than purchasing them: supplies can be salvaged from aban-
  doned ships, bases, or outposts; traded or bartered for with other valuable goods; stolen from other ships through piracy; or 
  awarded as part of a bounty or job payment. Crews should keep their eyes open for all opportunities.
  More details on the types of supplies a ship takes on can be found under Supplies in Chapter 3 of this book. 
  SHipyard veHiCLeS
  There are a few other ways to get around and get work done in space or on a station that aren’t spaceships: very few, but 
  they do exist. Construction mechs, scientific probes, breaching and escape pods, short-range scout and passenger skiffs, 
  and torpedo-loading and reconnaissance drones all make humanity’s jobs easier even in low-to-no gravity. EVA suits and 
  packs keep you alive in the vacuum and from floating away into the stars. And a bicycle is a good, cheap way to get from 
  point A to point B any place with decent gravity from Earth to Ceres.
  droneS 
  Drones are more numerous than spaceships and one of the main reasons ships the size of the Nauvoo can be built at all. 
  All drones are semi-autonomous vehicles—some have small aerostats with propellers that allow them to hover and fly like 
  helicopters in atmosphere, or micro-thrusters that let them “teakettle” in microgravity, with ”feet” that attach to ships and 
  stations magnetically. Some are ground-bound, maneuvering on tracked or wheeled drives or multiple robotic legs. They 
  are equipped with onboard computers and expert systems specialized for their purpose; they can execute basic or routine 
  tasks on their own, but most are remote-controlled from a terminal with the operator generally making Dexterity (Piloting) or 
  Intelligence (Technology) tests to operate the drone. 
  Drones have some standard uses, listed below. Statistics for these drones can be found on page 16. 
  MEDICAL
  Medical drones are essentially emergency 
  evacuation units and “crash carts” combined into one 
  unit. They can rescue people in medical distress in any 
  atmospheric condition and work to stabilize them while 
  removing them to a safe location and alerting nearby 
  medical teams.
  REPAIR AND RESUPPLY
  These drones work on ships 
  and stations: building, rebuilding, 3D printing, and 
  repairing. They also resupply ships by taking cargo into 
  holds, reloading torpedo tubes and rail guns, and can 
  perform some basic maintenance tasks automatically 
  based on alerts or on a regular schedule.
  SABOTAGE
  Drones can get into areas too tight or 
  hazardous for people to perform minor repairs— or to 
  break a ship. They can take things apart and/or plant 
  explosives while leaving little to no evidence behind. 
  They can also be explosives themselves—some small 
  roto-drones are little more than flying grenades easily 
  piloted to a target.
  SALVAGE AND TOWING
  Drones are sometimes used 
  to tether and tow salvaged ships or debris back into port, 
  or to tow massive ships out from a station before acti-
  vating their engines. Ice haulers also use these drones 
  to capture glaciers in Saturn’s rings and tow them into 
  their holds.
  SCIENTIFIC
  More probe than drone, these are highly 
  specialized and extremely expensive scientific drones 
  built to their lab and research team’s specifications. They 
  measure and transmit data to scientists and engineers 
  researching planets and systems.
  SECURITY
  These drones patrol government instal-
  lations like UNN or MCRN shipyards, facilities, and 
  outposts, and are often used as deterrents on proper-
  ties owned or operated by large corporations or 
  wealthy individuals. Low-level security drones will 
  provide surveillance and alarm capabilities, while 
  higher-level drones are equipped with weapons and 
  are capable enough to serve in combat training exer-
  cises for soldiers and marine (see Chapter 13: Threats 
  for an example of a security or combat drone, and Vehi-
  cles in Combat in Chapter 5 of The Expanse RPG for 
  some useful guidelines for creating and using drones in 
  combat).
  SURVEILLANCE
  These drones take advantage of 
  their small size and maneuverability to record and/or 
  transmit sensor data or live audio or video feeds, usually 
  operating from the most unobtrusive locations. They can 
  be parked in a single place for an extended period of 
  time passively monitoring, or set to follow a tracking 
  beacon on a person or a ship as far as the drone’s 
  communications and control range extends.
  14
  
  Chapter 1: The Shipyard
  MeCHS
  Mechs were created to provide humans strength far beyond 
  their abilities for manual labor, then developed for other 
  purposes, including warfare. Bulky exoskeletons with no actual 
  life support, mechs are primarily used for exterior ship repair—
  cutting and welding. Construction mechs range from a simple 
  arrangement strapped over the user’s shoulders with articu-
  lated arms to an egg-shaped open cage equipped with four 
  articulated limbs ending in ‘feet’ that can be rotated back to 
  deploy a variety of cutting and welding tools, with the wearer 
  strapped into the cage’s center. Some mechs have tether points 
  for parts, tools, salvage, or crewmates so they don’t go floating 
  off. They are usually painted in the tradition bright yellow of 
  construction vehicles.
  Construction mechs have occasionally been repurposed 
  to give some increased mobility to people who are unable to 
  walk. It is not as comfortable or practical a solution as a top-end 
  wheelchair, but it has been successful.
  MCR Marines are the only branch of either military to use full-
  sized combat mechs with full life support: four meters tall with 
  massive cannons mostly deployed on the line between UN and 
  MCR territory on Ganymede. The best mech pilots can coax extra 
  maneuverability out of the giant machines, making them extra 
  deadly. The enclosure of an armored mech provides an Armor 
  Bonus of 6 versus ballistic damage and explosions for the occu-
  pant. This stacks with worn armor. See Chapter 4: Technology 
  and Equipment of The Expanse RPG for more on mechs.
  tHrUSter paCkS
  Thruster packs are charged with compressed nitrogen and worn over a Vac Suit. 
  More information on Vac suits can be found in Chapter 4 of The Expanse RPG). 
  They have limited propellant and are primarily meant for repair work and emergency 
  evacuations. However, they can be used to maneuver in space and even traverse 
  the distance between ships in emergencies or initiate a boarding action. Thruster 
  packs are usually linked to the suit’s HUD and make automatic thrust corrects to 
  ensure that the wearer doesn’t spin wildly when suffering an impact or maneuvering. 
  groUnd veHiCLeS
  Bicycles never stopped being a popular means of transportation, no matter where you live. Most models used on colony 
  moons and stations are foldable and light, with foam wheels, easy to store and move. Some ships will carry a few for use 
  when they’re docked if only to make getting food a bit easier. Unfortunately, they never stopped getting stolen either, with 
  thieves managing to circumvent every lock designed. Keep an eye on your bike; don’t let that sketchy kid ‘watch’ it either. 
  A bicycle moves at its operator’s speed +5. Any attack that hits a bicycle wrecks it, regardless of damage, and also inflicts 
  damage on the cyclist. 
  CARTS
  Carts are used on space stations primarily by station staff and security, also available for short-term rental 
  on Mars and some of the colony moons. Too small to be called anything like a ‘car,’ they are open-air electric vehicles 
  made of thin plastic with squishy foam tires and a horn that doesn’t really seem to alarm pedestrians or cyclists anywhere. 
  They are semi-autonomous, piloted by punching in a destination code that takes you to your location by the best route. 
  Security personnel can override carts to drive them, but they don’t go very fast—no more than 20-30/kph.
  Someone had driven Yojimbo out onto the line, 
  and the four-meter-tall combat mech towered 
  over the other marines, looking like a headless 
  giant in power armor, its massive cannon moving 
  slowly as it tracked the incoming Earth troops.
  — Caliban’s War
  15
  
  Chapter 1: The Shipyard
  ELECTRIC MOTORBIKES
  Electric Motorbikes are designed for travel around stations as well as the surface of Luna 
  and Mars. They have wide tires fit for travel on the rugged terrain of Lunar and Martian surfaces and powerful batteries 
  that allow them to operate continuously for 24 hours. 
  ROVERS
  Rovers are used on the surface of Luna and Mars (as well as the moons of Saturn and Jupiter) for explora-
  tion, making external repairs, and accessing remote installations. Some rovers are outfitted with external arms that can 
  be used for making repairs or taking samples. 
  MINING ROVERS
  Mining Rovers are heavier duty versions of the standard rover that are used for surface mining on 
  asteroids and moons. Huge grinders tear into the surface of the moon or asteroid and suck up the material into large 
  hoppers that are located on the back of the rover. 
  veHiCLe detaiLS
  The accompanying table contains game information for vehicles, providing the following details:
  HANDLING
  The vehicle’s Handling rating is the modifier applied to tests to maintain control of the vehicle. In vehic-
  ular combat, a vehicle’s Defense is 10 + Handling + the attribute associated with the focus. 
  CAPACITY
  The vehicle’s passenger capacity. This capacity can be adjustable, depending upon the needs of the vehicle. 
  VELOCITY
  Each vehicle has a Velocity class. Standard class applies to humans and slow-moving vehicles (generally 
  no more than 25-30 kph). Higher velocity classes belong to faster vehicles. The modifier after the slash distinguishes 
  the relative speeds of vehicles of the same class, such as a faster versus a slower vehicle. 
  RAM
  This is the vehicle’s base damage for ramming into an opponent. Ram damage increases if the vehicle is 
  moving especially fast compared to its target. 
  HULL
  This is the number of Stunt Points that must be spent on the Penetrate Hull vehicle stunt before using other 
  Vehicle Combat Stunts to inflict damage. 
  COST
  This is the Income TN required to obtain the vehicle. This cost may vary depending upon the location and 
  condition of the vehicle. 
  veHiCLe LiSt
  ITEM
  HANDLING
  CAPACITY
  VELOCITY
  RAM
  HULL
  COST
  Bicycle
  0
  1
  Standard/* 
  0
  0
  8
  Cart
  0
  4
  Standard /0
  2d6
  0
  12
  Drone, Medical 
  +2
  1
  Fast/0 
  0
  0
  18
  Drone, Repair and Resupply
  +2
  0
  Fast/-1 
  0
  0
  10
  Drone, Sabotage
  +4
  0
  Fast/+1 
  0
  0
  16
  Drone, Salvage and Towing
  0
  0
  Fast/-1
  0
  0
  15
  Drone, Scientific
  +2
  0
  Fast/0 
  0
  0
  18
  Drone, Surveillance
  +4
  0
  Fast/+1 
  0
  0
  15
  Electric Motorbike
  -1
  2
  Fast/0 
  1d6
  0
  11
  Mech, Construction
  0
  1
  Standard /0
  4d6
  2
  16
  Mech, MCR Marines
  +1
  1
  Standard /+1
  4d6
  4
  n/a**
  Rover
  -1
  4
  Standard/+1
  3d6
  0
  16
  Rover, Mining
  -2
  1
  Standard
  3d6***
  2
  17
  Thruster Pack
  -1
  1
  Standard/0
  0
  0
  12
  *Vehicle has a speed rating like a character. See description. 
  **Cannot be purchased under ordinary circumstances. ***Grinders inflict 5d6 damage.
  16
  
  Chapter 1: The Shipyard
  QUaLitieS and fLawS
  Qualities and flaws measure the numerical and narrative factors for your ship. Like character-
  scale equipment, qualities give a basic range of utilities and systems on board, the specifics 
  that make your ship a cut above the rest. Flaws, on the other hand, act as ship weaknesses 
  that hinder or limit character actions, some of which can be dangerous if crews don’t take 
  care. While these qualities and flaws may have statistical influences on the characters on 
  board, they also dictate serious parameters of the onboard story. A high maintenance ship 
  may take up all the character’s free time just keeping it afloat. Having a medical expert system 
  on board may alleviate some hesitancy about getting into potentially dangerous skirmishes. 
  The GM should take the time to expound on these details and give the characters opportuni-
  ties to interact with them (see Chapter 6 in The Expanse RPG for lists of ship qualities and 
  flaws and how to play with them).
  Some qualities can be taken multiple times. If a particular quality is taken more than once, 
  this is indicated by a Roman numeral that indicates the number of times this quality has been 
  taken. For instance, if a ship has taken the maximum level of Improved Acceleration, it would 
  be listed as Improved Acceleration III. 
  additionaL SHip QUaLitieS
  ACCELERATION, IMPROVED
  The ship can accelerate faster. When performing a high-g maneuver, the ship can add a 
  bonus of up to +7. The ship also gets a +1 to the Piloting test when attempting to increase or decrease range. Additional 
  applications of this bonus can be taken, which increases the high-g maneuver bonus by 1 for each, up to a maximum of +9. 
  Each additional level also grants another +1 to the Piloting test to increase range, up to a maximum of +3. 
  AGILE
  Only ships of Small or Medium size can take this quality. The ship is extremely nimble and able to maneuver 
  easier than other ships. The ship gets a +1 to Evasion tests and any other Piloting tests that require maneuverability. 
  Additional applications can be taking which grant an additional +1 up to a maximum of +3. A ship must be designed and 
  built to have this capability. It cannot be added later. 
  ALTERED TRANSPONDER CODE
  The ship has access to or use of an altered transponder code, allowing it to 
  appear as another ship with a different name and point of origin. This can provide a way around any number of prob-
  lems that might arise in the course of a vessel’s life. It should be noted that changing a transponder code is highly 
  illegal. MCRN ships are designed as such so that if the transponder code is altered without the proper access codes 
  the ship self-destructs. 
  ATMOSPHERE CAPABLE
  The ship can operate in a planetary atmosphere for limited periods of time and is capable 
  of landing. Generally, a ship must be designed and built to have this capability. It cannot be added later. 
  COMMUNICATIONS SYSTEMS, ADVANCED
  The ship’s communications systems, both tightbeam and radio array, 
  have an increased bandwidth that results in shorter relay times, although lightspeed still dictates the minimum transmis-
  sion time of interplanetary communications. The advanced communications system can also send and receive encrypted 
  messages and provide a private network for all inbound and outbound comm traffic. It can even break through some 
  jamming frequencies. Flagships often have advanced communications systems so that they can better organize attacks. 
  The SP cost for any Fleet Command Stunts is reduced by 1. 
  DISGUISE
  The ship has been disguised in some way to conceal its true provenance or purpose. While not as effec-
  tive as stealth, Disguise combined with an Altered Transponder Code, may allow a ship to pass inspection if those 
  looking don’t know what they’re looking for. This can counter the Wanted flaw (see the Spaceships chapter of The 
  Expanse RPG) or similar difficulties but is not meant as a permanent solution to either.
  DRONE BAY
  The ship has at least two drones for combat, visual reconnaissance, or repair. These can be remote-
  controlled by crewmembers who can pilot them or by a computer system. See the Drones and Mechs section in 
  Chapter 4 of The Expanse RPG and under Drones earlier in this chapter.
  Amos had spent thirty grand during 
  a stopover on Callisto, buying them 
  some after-market engine upgrades. 
  When Holden pointed out that the Roci 
  was already capable of accelerating 
  fast enough to kill her crew and asked 
  why they’d need to upgrade her, 
  Amos had replied, “Because this shit 
  is awesome.” Holden had just nodded 
  and smiled and paid the bill. 
  — Abbadon’s Gate
  17
  
  Chapter 1: The Shipyard
  EMERGENCY BATTERIES
  All ships have batteries that allow them to run life support and maneuvering thrusters 
  (although not the Epstein drive) even when the engines are offline for a limited period—usually less than a week 
  depending how much power is used. Emergency batteries allow a ship to operate for months without reactor power.
  FLAGSHIP
  Flagships are the leaders to fleets and are often on the front line and the hub of command and communi-
  cations in battle. During the Command step of space combat, the flagship generates an additional 2 SP and can give 
  any of their generated SP to allied ships. This SP is added to any SP generated by that ship during its Command step. 
  GOURMET GALLEY
  The ship has an extensive galley capable of turning out extravagant meals that are well-balanced 
  and nutritious, and nutritious. It also has a high-quality coffee (and beverage) maker that makes a cup of coffee as good 
  as any found on Earth. The crew has a +1 bonus to a Constitution or Willpower test once per session when they have 
  regular access. Maintaining this quality requires adding +1 to the Resupply Cost to maintain the ship (see Resupply in 
  Chapter 1 of this book). The crew can eliminate this cost by losing this quality.
  NETWORK AND DATABASE ACCESS, IMPROVED
  In addition to the public access databases and local networks, the 
  ship has improved and private access to more advanced stores and databanks of information. Using this terminal can 
  give a +1 bonus to any advanced Intelligence (Current Affairs or Research) test made on board.
  PLASMA TORPEDOES
  The ship must have a Torpedo Launcher. The ship is equipped with plasma torpedoes, 
  designed to burn through hulls and inflict focused damage. The torpedo does 4d6 damage, and when a 1 or 2 is rolled 
  for damage, it is counted as a 3. (Note, this is a revision from the core rulebook of The Expanse RPG.)
  RAIL GUN, HIGH-CHARGED
  The ship must be at least Large Size. These rail guns fire with a higher thrust than stan-
  dard issue rail guns, and the slugs are supercharged to do extra damage when they impact with hulls. The rail gun does 
  3d6 damage, but when a 1 or 2 is rolled for damage, it is counted as a 3. 
  RAPID RELOAD TORPEDO TUBES
  The ship can reload torpedoes at a faster than normal rate. SP cost to use the 
  Rapid Reload Command Stunt is reduced by 1. 
  REDUCED CREW REQUIREMENTS
  The ship has optimized controls to allow it to be manned by a smaller crew. Halve 
  the crew requirement for the ship (with a minimum of 1).
  RELIABLE
  The ship is particularly dependable: it works the way it’s supposed to when its crew needs it to, and its 
  upkeep is minimal. Though the crew still must dedicate activities to Maintenance during Interludes, the GM should 
  reduce the Resupply Cost of maintaining the ship by 2.
  REDUNDANT HULL (DOUBLE)
  A double hull provides a redundant barrier against the vacuum—usually by a few to 
  several feet—in case the outer hull is damaged. This is standard on most Martian military ships. The ship can ignore the 
  first loss condition imposed in an encounter. See Losses in the Spaceships chapter of The Expanse RPG. 
  REDUNDANT HULL (TRIPLE)
  For maximum redundancy, the ship has a triple hull design. Less common than the 
  Double Hull, this is primarily a feature of the yachts of the obscenely wealthy. The ship can ignore the first two loss 
  conditions imposed in an encounter. See Losses under Space Combat in the Spaceships chapter of The Expanse RPG.
  REPAIR FACILITIES
  The ship has built-in facilities that can repair damage taken to other ships. Most standard losses 
  can be repaired by a ship with repair facilities. To be able to repair serious losses, the ship must also have the Hanger 
  Bay Quality and the ship to be repaired must be able to fit into the hanger bay. 
  SECURITY SYSTEMS, ADVANCED
  The ship’s security systems and associated software are technologically 
  advanced, providing a +1 bonus to crew Security or Technology tests involving the ship. Additional applications of this 
  quality provide the crew with an additional +1 bonus per option, to a maximum of +5. 
  SENSOR SCRAMBLING
  When an enemy is within Medium or closer range, they suffer -1 to all Sensors tests. 
  STEALTH, IMPROVED
  Protogen stealth technology is more advanced than anything currently used by the UNN and 
  the MCRN. Not only is this ship completely invisible to sensors when its engines are shut off, but heat sinks and other 
  advanced technology make this ship harder to target, giving all enemy ships a -2 to all Electronic Warfare tests. 
  18
  
  Chapter 1: The Shipyard
  STURDY
  The ship is well built and can take more damage than expected for a ship of its size. The Hull receives a +2 
  to its value: for example, a Sturdy Large frigate would have a Hull score of 2d6+2 rather than the usual 2d6. A ship must 
  be designed and built to have this capability. It cannot be added later.
  TARGETING SYSTEMS, ADVANCED
  The ship has a +1 bonus to the Sensors score for Electronic Warfare tests. 
  ULTRALUXURY AMENITIES
  The ship is an ultraluxury vessel with accommodations that would not be out of place in 
  any seven-star resort—full decks given over to sumptuously decorated quarters with staffed galleys, private baths, and 
  lounges—all the best money can buy. And it does cost money: this quality adds +4 to the Resupply Cost to maintain the 
  ship (see the Resupply Cost table in Chapter 1 of this book). The crew can eliminate the increase to Cost by losing this 
  quality, but the ship will not function as it is meant to; it would be somewhat like trying to run a fancy hotel without a staff.
  additionaL SHip fLawS
  AGING
  The ship is still in good shape but getting older, so it requires extra work to keep flying at its best. The GM 
  should require additional Maintenance, Researching, and/or Fixing activities during Interludes (see Interludes in 
  Chapter 5: Game Play of The Expanse RPG) and increase the Resupply Cost of by +1 to represent the additional mate-
  rials needed for minor upkeep and repairs.
  BANNED FROM PORT 
  The ship has been banned from a major port for some reason—warranted or unwarranted. It 
  could be due to substandard maintenance, disturbing the peace, or worse. This flaw should be paired with a specific 
  port in Sol System and can be picked up during gameplay at GM’s discretion.
  LIMITED RANGE
  The ships does not carry enough reaction mass for long distance travel using its Epstein drive. 
  Such ships usually have a range of about 1 AU (the distance of earth to the Sun or, roughly, earth to Mars and back).  
  OLD
  The ship is old—between fifty years and a century’s service in space—and nothing works like it did when it was 
  brand new. The GM should require additional Maintenance, Researching, and Fixing activities during Interludes (see 
  Interludes in Chapter 5: Game Play of The Expanse RPG) and increase the Resupply Cost of by +2 to represent the 
  additional materials needed for minor upkeep and repairs.
  POOR ACCELERATION
  The ship does not accelerate as fast as others of its Size. When performing a high-g 
  maneuver, the ship can only add a bonus up to +5 (rather than the usual +6). The ship also suffers a -1 to the Piloting test 
  when attempting to increase or decrease range. This Flaw can be taken up to six times, making the high-g maneuver 
  bonus 0 and applying a -6 penalty to Piloting tests when attempting to increase or decrease range. 
  SOFTWARE GLITCH
  The ship has a glitch in the software that has been missed by updates and system scans, 
  making it vulnerable to hacking. It is at a -1 penalty in all opposed Electronic Warfare tests (see Space Combat in the 
  Spaceships chapter of The Expanse RPG for details).
  THRUSTERS ONLY
  The ship is only intended for short trips between planet and moon or station to station and not 
  equipped with an Epstein drive. It limits the ship’s speed to up to 1 g until otherwise modified and takes a considerable 
  amount of time to get up to this speed. 
  UNCOMFORTABLE
  Crewmembers find the ship’s space, furniture, and facilities inconvenient to use due to size 
  constraints. Either these are too small, in the case of a pre-Belter era design, or too large, in the case of being designed 
  specifically for Belters only, for some members of the crew. For applicable crewmembers, this will create a -1 penalty to 
  all ship-related actions.
  VULNERABILITY
  The ship has a weakness in the exterior (hull, hangar, cargo bay, etc.) that could be breached for 
  boarding or worse. Anyone scanning the ship can make a TN 13 Intelligence (Technology) test to detect the weakness. 
  Targeted weapon attacks that aim for the weakness impose a impose a -1 penalty to absorbing the Hull damage from 
  that attack.
  WEAK HULL
  The ship has a -1 penalty when determining the Hull total against damage. A ship can have this flaw multiple 
  times, up a maximum equal to its Hull score in dice. For example, if the Hull is 3d6 the flaw can be taken three times. 
  19
  
  Chapter 1: The Shipyard
  interpLanetary tranSportation
  There is limited public transportation between planets and space stations. Private cheapjack transports, generally called 
  ‘people movers,’ fit about two hundred people each and are small, cheap, and overcrowded, with exorbitant ticket prices. 
  With no cabins available, the transports are instead lined with rows of laminate seating and stacks of bunks that passengers 
  frequently, and begrudgingly, hot swap. The bar is always open and the drinks are cheap, but if there’s a fight, the crew’s 
  form of security is to pump riot gas into the cabin, knock everyone out, and put offenders in restraints. It’s not a pleasant way 
  to travel but it gets you where you’re going.
  First-class accommodations are available for customers willing 
  to pay the astronomical fees. Passage aboard these ships includes 
  a private stateroom, drinks, meals, entertainment, and other ameni-
  ties. Most luxury liners also have private security that subtly deals 
  with any issues that crop up during the voyage. The costs listed 
  below are for the base level of first-class transportation. Private 
  suites and other enhancements can drastically increase the cost. 
  On planets and space stations both, there are tubes and subways 
  that transport commuters and shift workers to different parts of the 
  city or station. Costs and limits on this type of transportation may 
  differ depending on where you are, but one thing can be said for 
  space stations: public transportation is almost always free.
  SHip rewardS
  As the crew of a ship overcomes threats, challenges, and events that impact their lives—and possibly the lives of all of 
  humanity—a ship prevails over its own challenges and gains its own rewards. These 
  rewards may benefit the crew of the ship, but they belong to the ship itself cannot 
  be transferred or taken from it by the crew, captain, or owner.
  Ship rewards carry fewer material benefits than intangible ones simply by their 
  nature as non-sentient vessels (so far, anyway). Ships can gain recognition for 
  the battles they’ve survived, the enemies they’ve defeated, and be remembered 
  for their former names. Rewards can also represent the ship’s ‘relationship’ with 
  certain members of its crew or even specific NPCs that travel or work on the ship. 
  These can mechanically benefit these characters when piloting or otherwise oper-
  ating the ship in question, or when conducting repairs and maintenance.
  Ship Advancements, Ship Reputation, Honorifics, and Ship Bonds are all rewards that the GM can hand out during a 
  campaign. The following sections provide details on when these rewards should be granted and how they affect play. 
  SHip advanCeMentS
  Ship Advancements are opportunities for the crew to decide on how best to improve their ship together. While there 
  may be situations in adventures and interludes that give characters the chance to make other additions and upgrades, 
  advancements occur when the GM decides that the ship itself has accomplished enough (or been through enough) to be 
  awarded one. 
  Much like character levels, these can be bestowed on a vessel after a major achieve ment in the game, like the end of an 
  adventure, but an advancement can transpire during a game session, particularly if there is a good reason for it story-wise. 
  Note that advancements need to be part of the narrative: weapons don’t simply upgrade themselves. For example, a 
  plucky engineer could make some improvements to the targeting computer’s software or recalibrate the rail gun for greater 
  accuracy. This is an excellent opportunity for the crew to personalize their ship and make it feel like their own, so GMs should 
  ask for narrative input in how a ship advances. 
  The most logical place for these advancements to take place is in a shipyard capable of making these improvements, and 
  part of the narrative creation process can be determining how to pay (or avoid paying) for these improvements.
  When ships gain an advancement, its crew can choose one of the following improvements. 
  interpLanetary tranSportation
  DISTANCE/QUALITY
  COST
  Short (Earth to Mars)/Cheap
  14
  Short (Earth to Mars)/First Class
  18
  Medium (Earth to Saturn)/Cheap
  17
  Medium (Earth to Saturn)/First Class
  21
  Long (Earth to Neptune)/Cheap
  20
  Long (Earth to Neptune)/First Class
  24
  On one bulkhead, Amos painted a sign that read:
  SHE TAKES CARE OF YOU
  YOU TAKE CARE OF HER
  — Persepolis Rising
  20
  
  Chapter 1: The Shipyard
  SHip advanCeMentS
  All of the following advancements must be approved by the 
  GM; exceptions can be made by the GM as well. For example, 
  a ship’s Sensor score could be raised to over 6 if the GM 
  agreed with the crew’s reasoning for the increase.
  WEAPONS
  Add any one Weapon System Quality. See Weapons in 
  Chapter 6: Spaceships of The Expanse RPG.
  GAIN QUALITY
  Add any one quality, as approved by the GM. See Ship Qual-
  ities in Chapter 6: Spaceships of The Expanse RPG and in 
  Chapter 3: Shipboard Life in this book.
  REMOVE FLAW
  Remove any one flaw, as approved by the GM. See Ship Flaws 
  in Chapter 6: Spaceships of The Expanse RPG and in Chapter 
  3: Shipboard Life in this book.
  advanCeMent and QUaLity CoStS
  If the crew are eager for a particular advancement or Quality but 
  the GM doesn’t feel that they have earned it as a reward, the 
  GM can allow them to use their Income to purchase it. However, 
  if the GM doesn’t feel that a particular Quality makes sense for 
  their campaign, they should not feel obligated to let the crew 
  make the purchase. For Qualities that can be purchased multiple 
  times, the Cost listed is for one level only. For each additional 
  level, the cost must be paid again. The Costs listed here are only 
  guidelines and they can be adjusted as necessary. 
  GMs should also consider limiting the number of Qualities 
  that an individual ship can take. A good rule of thumb is two 
  Qualities per Size category, not including weapons. Some, 
  such as Good Juice or Reliable might not count against this 
  total. Ultimately, you’ll just want to use your best judgment. 
  SHip repUtation
  While the crew of the Rocinante may each have their own 
  reputation for what they do well, the ship as a whole is known 
  as and for many things: Formerly the Tachi, Survivor of the 
  Donnager, Last Ship off Eros, the OPA’s Navy, James Holden’s 
  Ship. Some of these will hold weight with the crews of other 
  ships and citizens of the Sol System, respect and fear inspired 
  by name alone. As their crews gain reputations through indi-
  vidual action in play, ships gain reputations for both historical 
  facts (say, being a former MCRN boat) and its crew’s collective 
  actions in combat, scientific, diplomatic, and any other type of 
  actions. Ship’s crews can use their ship’s reputation in encoun-
  ters with other ships or when entering new ports and can gain 
  mechanical benefits in some conflicts.
  advanCeMent and QUaLity CoStS
  ADVANCEMENT OR QUALITY
  COST
  Acceleration, Improved
  30
  Agile
  n/a*
  Altered Transponder Code
  20**
  Communications Systems, Advanced
  15
  Disguise
  15
  Drones
  22
  Emergency Batteries
  18
  Flagship
  n/a*
  Good Juice
  15
  Gourmet Galley
  15
  Hidden Compartments
  20
  Hull Plating
  20
  Improved Stores
  15
  Luxury Amenities
  20+
  Maneuverable
  24
  Medical Expert System
  20
  Network and Database Access, Improved
  13
  Plasma Torpedoes
  20
  Reduced Crew Requirements
  Redundant Hull (Double Hull)
  n/a*
  Redundant Hull (Triple Hull)
  n/a*
  Reliable
  n/a*
  Repair Facilities
  n/a*
  Security Systems, Advanced
  18
  Sensor Package, Advanced
  15
  Sensor Scrambling
  18
  Stealth
  n/a**
  Stealth, Improved
  n/a***
  Sturdy
  n/a
  Targeting Systems, Advanced
  15
  Weapon System
  Point Defense Cannon
  20 (+2 per size 
  category above Large)
  Rail Gun
  25
  Rail Gun, High-Charged
  n/a***
  Torpedo Launcher
  23
  Torpedo Launcher, Rapid reload
  26
  *The ship must be built with this Quality. ** Altering a Transponder Code is highly 
  illegal and not available on the open market.*** These Qualities are restricted to 
  military vessels and not available on the open market.
  21
  
  Chapter 1: The Shipyard
  A ship’s reputation is not quite the same as a character’s—while people change, ships are static. Some historic reputa-
  tions will remain as permanent as the ship (or human memory) while others can change with ownership, contract, and even 
  purpose. The Roci will always have the former designation Tachi, but there may be a time where she’s not working for the 
  OPA or captained by James Holden—perish the thought. 
  However, like a character’s reputation, not all ship reputations need to be deserved or entirely true. Ships can be underes-
  timated or overrated, disguised to be something they’re not, or their allegiances can be mistaken entirely. Some reputations 
  can be changed along with those of the crews, over interludes as detailed in the Interlude Activities section in Chapter 5 of 
  The Expanse RPG. The GM may determine that some reputations are more difficult to clear than others; in this case, one or 
  more characters will need to choose the reputation activity during an interlude to work on shifting the honorific in the direc-
  tion the crew prefers. The GM decides when the crew has done enough to ensure their ship gains or loses a specific reputa-
  tion. If they haven’t created a System-wide scandal, a few interludes should suffice. For more on reputation, see Chapter 14: 
  Rewards of The Expanse RPG.
  SHip HonorifiCS
  Ship honorifics are somewhat situational by their nature. Where a ship has been and what a ship has done matters more to those 
  who spend most of their lives on the float than it does to the average Earther or Martian. While some names like the Canterbury, the 
  Donnager, and indeed the Rocinante become so ubiquitous on the feeds that they’re be unavoidable, not every vessel becomes 
  so famous. As always, the GM has final say over whether a ship’s honorific would be known in any given situation, providing the 
  resulting mechanical benefit. All the crew should be encouraged to invoke the ship’s reputation equally and do so inventively.
  The Sample Honorifics in Chapter 14 of The Expanse RPG can be used as a guide for creating honorifics for your ship. 
  PERSONAL REPUTATION 
  Characters can use their ship’s reputation to gain the upper hand. When other crews encounter the ship and are aware—or 
  made aware—of their honorific, they gain the advantage over the enemy. In opposed tests involving the ship’s most famed 
  traits or qualities, opponents suffer a -1 penalty to their opposing roll, demoralized against a vessel of such repute. 
  22
  
  Chapter 1: The Shipyard
  SUPPORTIVE REPUTATION
  The crew can also benefit when they do what they’re known for while on board their ship, and others see and talk about 
  it, record it and send it out on feeds across the system. During a scene in which someone not on the crew talks up their 
  ship, any character on the crew gets a +2 bonus to any roll in which they help demonstrate the traits or qualities the ship is 
  known for. For example, a small, super-responsive ship known for evasion dodges torpedoes on a live feed, or a particularly 
  destructive frigate oblit erates an illegal space station in full view of the fleet fleeing off into the Belt. 
  INSPIRED REPUTATION 
  Belters made the Canterbury a rallying cry—one of many in the history of the Belt, and of humanity’s history in space. A 
  character using a ship’s honorific while not involved in space flight or space combat is invoking it for an inspired purpose. 
  Characters do not have to be on the ship’s crew, and like the Canterbury, the ship does not need to exist. Characters may 
  rally others to their cause with the name of a ship destroyed by enemies, or create hope by reminding their allies of their 
  greatest vessels and victories. This use of reputation grants a +1 bonus to the result of the Drama Die when the player rolls 
  it to achieve any goal in which they demonstrate inspired use of the honorific.
  PASSIVE REPUTATION 
  Ships do not often use their reputation themselves, so like characters, they make passive use of their honorifics more often than 
  active use. Both the crew and the GM should consider the ship’s reputation when entering new situations or dealing with people or 
  groups that may be aware of it; a ship known to be under contract to the OPA will have a warmer welcome on Tycho Station than 
  an official UN transport from the start. Transponder codes easily identify ships to one another unless altered or switched off alto-
  gether. When making initial contact with another ship, a character can receive a free single step attitude shift in the direction suited 
  to their reputation in the resulting social encounter. As above, it can be a positive or negative shift depending on the situation.
  HiStoriCaL HonorifiCS
  Some reputations can change and fade over time, but other honorifics are closer to historical fact—things that could be 
  easily found in ownership records and maintenance logs. Ships are renamed, but folks still call them by the old names now 
  and then. They get new captains and new owners, but people can’t bother remembering the new ones. Some stories take 
  longer to fade than others, for better and for worse. These come with no mechanical benefit or a mechanical detriment but 
  may come with a story, a past allegiance, or a secret onboard. They can be used to provide a historical record for your crew’s 
  ship, your NPCs’ ships, or for future NPCs that would like their ship back.
  FORMER NAME
  People rename ships, particularly if the one they just bought is named after someone’s kid or the girl they left behind after 
  that magical weekend on Titan. The Roci was the Tachi when she was Martian; the Nauvoo is being rechristened Leviathan 
  if the rumors around Ceres are to be believed. Even if a ship is ever renamed, they are always be remembered as what they 
  once were. If your ship had a previous name, did it also have a past purpose?
  FORMER CAPTAIN
  Some captains have such a reputation that their name casts a long shadow—even over their past assignments. This can 
  be more common in the militaries of Earth and Mars, where long-serving captains are often considered to be the heart and 
  soul of their ships and the standard by which their successors are measured, but it is not unheard of in the Belt when a ship 
  changes hands. Not everyone may know a former captain, but in some ports, a well-known former captain might impact 
  how people interact with the current crew. If your ship has former captains, do you live up to their example—good or bad?
  FORMER OWNER
  Unless built brand new for the crew, all ships were owned by someone befor:an individual, a corporation, or one of the navies 
  of the Inner Planets. Former ownership can present issues and advantages for crews depending on how the ship was acquired. 
  A ship that has valid records of sale may have fewer issues docking anywhere in the system than a former Martian escort that is 
  ‘legitimate salvage,’ while a yacht last owned by an ultrarich heiress might gain access to more exclusive ports simply because it 
  been there before. Is there anything about your ship’s former owner that you need to hide… or pretend is just the same as always?
  23
  
  Chapter 1: The Shipyard
  SHip BondS
  While ships have relationships with those that live and work on them, they don’t have the same sort of relationships that 
  characters have with one another. A character’s relationship with the ship they crew on is personal and very absolute—they 
  owe their life in the vacuum to the ship and spend much if not all of their time on it. 
  Each character’s bond with their ship should be individual. These bonds should ideally be formed during play but if your 
  crew is starting out with their own ship, work together to find appropriate individual ship bonds for each character. Bonds can 
  be formed with crews (NPC or otherwise) that work on the ship as well as the crew of the ship. Engineers and work crews 
  at shipyards across the Sol System swear they know most ships better than the people that fly them. In a good number of 
  cases, they’re probably not wrong.
  As with characters, the Bond is the nature of the relationship between the character and the ship, and the Intensity is the 
  measure of the relationship’s strength (see Relationships in Chapter 14: Rewards of The Expanse RPG). Given it is a some-
  what one-sided relationship, the Ship Bond describes the relationship from the character’s point of view but should guide 
  the tone of the ship and character’s interactions through their Expanse series.
  Here are some sample Ship Bonds. 
  SHE TAKES CARE OF YOU, YOU TAKE CARE OF HER
  This is a simple, straightforward Ship Bond that makes the relationship a basic exchange. Take care of your ship, and your 
  ship will keep you alive.
  I WILL DIE IN THIS PILOT’S CHAIR
  This Ship Bond is a commitment to the ship, the chair, and the crew. This character intends to spend their life with all of the 
  above—but most importantly, the ship.
  I BROKE YOU ONCE, NEVER AGAIN
  This Ship Bond represents guilt over a mistake—whether a missed vacuum seal or intentional sabotage. This character will 
  do penance by keeping the ship in perfect shape. 
  THE ONLY HOME I’VE EVER KNOWN
  This character has never found a place that felt right, or people to fit in with. The ship is the place they feel happiest in the world; 
  this Ship Bond represents the home they’ve finally found.
  THE TOUGHEST LITTLE SHIP I’VE WORKED ON
  Engineers in the shipyards aren’t really supposed to have favorite ships to work on but they do anyway, all for their own 
  reasons. This Ship Bond implies a level of respect for the ship being repaired.
  SHip reLationSHip intenSity
  Like character relationships, Intensity is measured with a rating of 1 to 5, with 1 being a new crew member on a ship, and 5 being 
  a once-in-a-lifetime Bond with a vessel that seems to understand what characters need before they do. For each rank of Intensity, 
  a character gets a free stunt point they can use only for stunts involving or connected to their relationship with the ship. These SP 
  can be used by the same rules as described under Relationship Intensity in Chapter 14: Rewards of The Expanse RPG.
  Characters can increase the Intensity of a Bond or forge a new Bond with a ship by spending an Interlude performing the 
  Maintenance or Making or Fixing activities, found in the Interlude Activities section in Chapter 5: Gameplay of The Expanse 
  RPG. Crews that spend time Relating on the ship specifically during an Interlude can also all increase their Ship Bond by a 
  level. The GM can also decide that a specific event increases the Bond during a story. 
  Though people change, ships stay the same by and large. The nature and intensity of a Ship Bond may wane if a character 
  spends a significant amount of time away from the ship, but it can never be lost entirely. Though the Intensity of a Ship Bond 
  will never drop below 1 without the destruction of the ship, the player and GM should discuss how the time away changes 
  the way the character views, remembers, and feels about their ship.
  24
  
  Chapter 2: Ships in Action
  t
  he Expanse Roleplaying Game includes all the rules you need to for 
  exciting ship combat. This chapter offers some optional rules that 
  Game Masters can use to add more detail and excitement to ship 
  combat as well as lots of information on the day-to-day operations 
  of a ship. You’ll find new stunts and expanded rules for ship tactics, lots 
  more on ship operations, and new hazards for crews to deal with. Ulti-
  mately, it is up to the GM which of these rules make sense to use for their 
  campaign. These rules aren’t meant to make things more complicated, 
  but rather to give you more narrative options. If you plan on introducing 
  any of these new rules, you might want to run them by the other players to 
  see what they like and what they don’t. Use the rules that you all agree upon and enjoy or make your own changes as you see 
  fit. You might find that some of the expanded rules work for one session or adventure, but not for another. If that’s the case, you 
  should feel free to make the necessary changes, but make sure that everyone is one the same page. 
  StUntS
  There are nine command stunts listed in The Expanse RPG. This section presents some additional stunts that can add 
  more diversity to your space combat scenes. Many of these stunts require additional tests (some quite difficult) to be 
  made by crew members to be successful. Some also require that certain conditions are present or in effect to perform. 
  For example, the battle must be taking place near a planet to use Skimming and there must be a larger ship or space 
  station nearby to use Too Close. 
  In addition to new command stunts, there are command stunts that can be used only when there are allied ships present. 
  These can only be used if the crew’s ship is involved in a battle that involves one or more allied ships. These allied ships 
  could be under the control of other player characters or they could be NPC ships. There are also crew stunts that can be 
  used if the captain forgoes their usual command action or is out of the action for some reason. Finally, there is a section on 
  allowing players to make their own stunts on the fly.  
  “’Anyone can kill a planet from orbit,’ Holden replied. ‘You 
  don’t even need bombs. Just push anvils out the airlock. That 
  thing out there could kill… Shit. Anything.’
  — James Holden, Leviathan Wakes
  2. Ships in Action
  2525
  
  Chapter 2: Ships in Action
  CoMMand StUntS
  SP COST
  STUNT
  2
  Down With the Ship: In an act of heroism, the commander can expend their own Fortune to remove damage taken by other 
  characters (as the result of a Collateral Loss) on board the ship. 
  3+
  Calculation: You can bank the SP you just spent for this stunt +1 and use them on a later stunt. You can also combine these SP 
  with future SP earned. 
  4
  Rapid Reload: You ship can fire one additional torpedo (in excess of its number of torpedo tubes) this round. Each additional SP 
  spent allows you to fire one more torpedo. You can never fire more than double the number of torpedo tubes on your ship. 
  4
  Skimming: If a space battle takes place near a planet with an atmosphere, you can dive into the planet’s atmosphere to avoid 
  being targeted and perhaps even lose your pursuer completely. Your pilot must make an opposed TN 17 Dexterity (Piloting) test to 
  succeed. If successful, the pursuing ship loses track of your ship in the atmosphere, at least temporarily. Be advised that if either 
  pilot fails this test, they could end up in peril—see Using Atmosphere under Ship Maneuvers later in this chapter. On following 
  rounds, the pursuing ship can make opposed TN 11 Intelligence (Technology) + Sensors tests to reacquire a target on your ship.
  4
  Too Close: To perform this stunt, you must be engaged against multiple enemy ships and at close range to one that is of at 
  least one size class larger. A space station can also count as a larger ship. The pilot maneuvers into a position that makes it 
  difficult for enemies to target your ship without risking damage to the other ship. During the Maneuver phase, the pilot must 
  make a successful opposed TN 15 Dexterity (Piloting) test against the larger ship at -2. The difficulty is reduced by 1 for every 
  additional size class greater the enemy ship is than the crew’s ship. If successful, the pilot gains a+2 to their evasion test 
  against any ships other than the ship they are using for cover. In addition, any attacks that miss the crew’s ship hit the larger 
  ship if the pilot rolls a 5 or 6 on the Drama Die.  If both ships fail the piloting test, the ships collide, causing 2d6 damage to the 
  larger ship and 4d6 damage to the smaller ship.
  5
  Burn Them: An Epstein drive emits a powerful drive plume that can, in a pinch, be used as a weapon. To do this successfully, the 
  ship must be at close range and perform a sudden flip and burn that points the drive plume directly at the enemy ship. The ships 
  must be at extremely close range, so this maneuver can’t be used in normal engagements - only if circumstances have dictated 
  that the ships are very close (under 1 km). Unfortunately, this maneuver leaves the crew’s ship vulnerable and open to attack. To 
  successfully perform this maneuver, the pilot must also make a successful opposed TN 19 Dexterity (Piloting) test against the other 
  ship at -2. If successful, the other ship is engulfed in your drive plume, causing 6d6 damage. The downside is that only rear-facing 
  weapons can fire while the ship performs this maneuver, and enemy ships have a +2 to their evasion tests. Also, due to being in 
  an exposed position, all evasion tests are at -2. If the pilot fails this test, they fail to engulf the enemy ship with the drive plume but 
  still suffer all of the associated penalties.
  5
  Weapon Online: One of the crew can temporarily bring a damaged weapon, or a weapon that has run out of ammo, (possibly 
  the result of the GM using a Churn effect) back online. A character can attempt a TN 14 Intelligence (Engineering) or Dexterity 
  (Gunnery) test to bring a weapon back online. The weapon can make 1d3 shots before giving up the ghost for good, requiring a 
  proper repair. The weapon cannot be brought back online again without the ship receiving full maintenance at a spaceport.  
  6
  Quick Start: The crew can attempt to make a quick repair and restart the ship’s reactor. This requires two characters to work 
  together; one must make a TN 14 Intelligence (Technology) test and another must make a TN 14 Intelligence (Engineering) test, 
  and they must reach a threshold of 15.  Information on the normal restarting of a reactor can be found later in the chapter under 
  Ship Hazards. 
  7
  Misdirect: When attempting to outrun a torpedo, you can fly close to another ship to try to get the torpedo to hit that ship 
  instead of your own. You perform a flip and burn when near another ship. The pilot must make a successful opposed Dexterity 
  (Piloting) test against the other ship and another member of the crew must make a TN 17 Technology (Intelligence) test. If both are 
  successful, the torpedo impacts the other ship instead. 
  fLeet CoMMand StUntS
  SP COST
  STUNT
  1+
  Combined Fire: You coordinate fire with an allied ship, increasing the likelihood that both of you hit the target. Every 1 SP you 
  spend increases the TN of tests made to evade your ship’s attack by +1. Both captains must spend this SP. 
  2+
  Draw Fire: You manage to draw fire from an enemy’s intended target. For every 2 SP spent, an attacker that was going to attack 
  an ally attacks your ship instead. 
  2+
  Good Advice: This stunt allows one commander to aid another, either by giving them a bonus to their next command test or giving 
  them SP. Every 2 SP you spend gives an allied Commander +1 on their next test or 1 SP to spend.  
  26
  
  Chapter 2: Ships in Action
  Crew StUntS
  The Expanse RPG only lists stunts for the commander even though SP generated during the Command phase are given to 
  other members of the crew. This section provides stunts for the pilot, electronic warfare, and the engineer. 
  To clarify how this works, during the Command phase, the commander generates SP that can be used for Command stunts 
  or given to members of the ship’s crew to use that round. This is an exception to the rule that SP must be spent immediately. 
  The SP generated can be divvied up among the crew as the commander sees fit. If 5 SP are generated, the commander 
  could use 1 SP and then give 2 SP to the pilot and two the engineer.
  Under normal circumstances, only the commander of the ship can generate SP. However, if the commander is busy or 
  incapacitated and cannot make a Command test, then one crew member can use SP that are generated each round by their 
  own tests. The first member of the crew to generate SP can decide if they want to use them or not. If they choose not to use 
  them, then another character can use SP generated, but only one character can do so per round, and these SP cannot be 
  given to other crew members. 
  PILOT STUNTS
  Pilots have access to the Blinding Maneuver, Evasive Action, and Set-Up Command stunts from The 
  Expanse RPG at the same SP cost, and the following stunts from this book: Burn Them, Misdirect, Skimming, and Too Close.
  ELECTRONIC WARFARE STUNTS
  The character conducting electronic warfare on the ship has access to the 
  Perceived Weakness Command stunt from The Expanse RPG. 
  ENGINEER STUNTS
  An engineer has access to the Quick Start and Weapon Online Command stunts from this book. 
  piLot StUntS
  SP COST
  STUNT
  2+
  Steady as She Goes: When performing high-g maneuvers the pilot can lessen the potential damage to passengers by making a 
  smooth transition. For every 2 SP spent the TN for the Constitution (Stamina) test is reduced by 1. 
  4
  Blockade: The pilot maneuvers the ship to make it difficult for an enemy ship to fire on or pursue its chosen target (unless that 
  target is the pilot’s ship). The enemy ship suffers a -2 penalty to any maneuver test to pursue or attack its original target. Or the 
  targeted ship gets a +2 to its evasion test. 
  5
  Dauntless: The pilot aims their ship at an enemy ship as if to ram it, to cause it to veer off course and miss their attack opportunity. 
  This maneuver can only be used when the ships are already at close range. The enemy ship must make a successful TN 15 
  Dexterity (Piloting) test or not be able to take any other action as they recover from the threat of being rammed. If the enemy ship 
  doesn’t flinch, the pilot must make a successful TN 17 Dexterity (Piloting) test to avoid hitting the ship they were aiming at although 
  their ship still gets to take other actions. 
  eLeCtroniC warfare StUntS
  SP COST
  STUNT
  2+
  Turnabout is Fair Play: Most torpedoes have their own internal guidance systems, making them impossible to hack. However, if a 
  torpedo is being manually controlled, the sensors operator can attempt to wrest control of the torpedo from the other ship. If there 
  is more than one torpedo, 2 SP can be spent to attempt to control each. See Electronic Warfare under Ship Maneuvers, later in 
  this chapter for details. 
  4
  Hack the System: While scanning the enemy ship for weaknesses, the sensors operator detects an opening in the enemy ship’s 
  computer system. They can attempt to hack the enemy’s ship to temporarily disable one or more systems. See Electronic Warfare 
  under Ship Maneuvers, later in this chapter for details. 
  engineer StUntS
  SP COST
  STUNT
  1+
  Not My Ship!: The Engineer can spend Fortune to reduce damage taken by the ship just as it were part of the hull. The engineer 
  can spend 1d6 Fortune to reduce damage to the ship for every SP spent. 
  3+
  Quick Fix: Every 3 SP spent allows the engineer to instantly repair a single loss to Maneuverability, Sensors, or Weapons. 
  4
  Patch: The ship’s engineer can apply a quick weld job to temporarily reinforce hull damage. Attempt a TN 17 Intelligence 
  (Engineering) test to make the patch. If successful, the temporarily remove hull losses up to the number rolled on the Drama Die by 
  the engineer. This patch only lasts until the end of the combat, and the ship must then receive proper maintenance at a spaceport.
  27
  
  Chapter 2: Ships in Action
  StUntS on tHe fLy
  The possibilities in space combat are nearly endless with many situations coming up that might lead to players wanting 
  to try all sorts of crazy maneuvers. Even with stunts described in The Expanse RPG and those described here, it’s not 
  possible to cover everything a player might want their character to attempt. If a player comes up with something that 
  sounds cool but there is no stunt (or combination of stunts) listed that make sense, the GM can consider allowing the 
  player to come up with their own personalized stunt. This might be a one-time thing, or it might become a character’s 
  signature stunt. Allowing players to create stunts on the fly is also a great way of allowing the characters to react to 
  specific circumstances. The player and the GM work together, generally with the player describing what they want to do 
  and the GM assigning an SP cost and maybe any additional tests that are required. Use the stunts in both The Expanse 
  RPG and this book as a guide when creating your own stunts and make sure that the stunt can’t be recreated simply by 
  combining two stunts.
  The players should always understand that stunts that are made up on the fly might need to be adjusted if they are going 
  to be used later. The GM might decide that the stunt is too powerful, or that they didn’t charge enough stunt points, or it 
  just didn’t work. If it seems like something that the players are going to want to use again, talk it over, make the necessary 
  adjustments, and move on. 
  SHip ManeUverS
  The rules provided in The Expanse RPG cover basic maneuvers such as changing distance and position and evading weapons 
  fire. The Command stunts in The Expanse RPG and the Command and Crew stunts in this chapter give the characters a lot of 
  different options during combat many of which require additional action. Some of those actions are described in detail here. A 
  GM who is using the optional stunts described in this book might only allow these maneuvers to be used as a part of a stunt. If 
  the optional stunts are not being used, the GM might allow the PCs to attempt these maneuvers whenever they wish. 
  Most of the maneuvers described here require a particular test 
  and TN to accomplish. The GM should feel free to modify the TN 
  listed based on the circumstances. These rules are provided to 
  expand your possibilities, not restrict them. 
  pLanning
  A commander might have a specific stunt in mind that they want 
  to use, but the uncertainty of SP gained every round might make 
  it impossible. This maneuver allows a commander to spend the 
  round setting up a future stunt by allowing them to save SP toward 
  a specific goal. To attempt a plan, the commander must declare 
  the stunt (or combination of stunts) they are working toward and 
  make a TN 13 Intelligence (Tactics) test. Instead of spending 
  any stunt points earned, they are banked and can be used in a 
  future round. Success grants 2 SP or the result of the stunt die if 
  doubles are rolled. These SP cannot be used on the same round 
  and must be held until the next (or later) round. A commander 
  can continue making this test until they have enough SP for the 
  desired stunt. Planning cannot be used simply to increase the 
  effectiveness of a specific stunt, such as Guidance or Evasive 
  Action, but can only be spent building toward a stunt with a 
  specific cost. However, it could be used toward a combined stunt 
  (see Combining Stunts under Ship Tactics). For example, if a 
  commander wanted to combine On-Target and Evasive action, 
  they could save up toward this use but must attempt the stunt as 
  soon as enough SP are available. The Calculation stunt cannot 
  be used if the commander is using the planning maneuver. 
  
  Chapter 2: Ships in Action
  expanded eLeCtroniC warfare
  A ship with an exceptionally skilled hacker, or that possesses access codes for an opposing ship’s computers, can some-
  times order that ship to take a particular action. The hacker usually only gets one shot at this because as soon as an intruder 
  is detected in the system, the crew and the computer will kick them out of the system, change the access codes, and ramp 
  up security.  
  Likewise, most torpedoes have an internal guidance system, making them impossible to affect; however, in some cases, 
  a torpedo is controlled by the enemy ship. In this case, the sensors operator can attempt to gain control of the torpedo. If 
  you’re using the crew stunts described in this book, the GM might require that a character spend SP as described in the stunt 
  Turnabout is Fair Play to attempt to control a torpedo. 
  Using these maneuvers requires that a ship have an extra crew member to handle the hacking attempt. If the character 
  normally controlling the sensors attempts one of these maneuvers, they automatically fail their electronic warfare test.
  HaCking a SHip
  The easiest way to hack into a ship is to somehow get access to the command passwords. The Electronic Warfare stunt Hack 
  the System allows a character to detect a weakness in an enemy ship’s computer systems and attempt to hack them. To do 
  this, a PC must make an opposed Intelligence (Technology) + Sensors test against the enemy ship. If successful, they can 
  shut down one system on that ship (weapons, sensors, engines, etc.). They remain offline until someone on the enemy ship 
  makes a successful TN 15 Intelligence (Technology) test.
  ControLLing a torpedo
  The Electronic Warfare stunt Turnabout is Fair Play gives the character a chance to wrest control of a torpedo that is being 
  manually guided by an enemy ship. Wresting control of torpedo requires a character to make an opposed Intelligence (Tech-
  nology) + Sensors test against the enemy ship. If successful, the torpedo controller can do anything they wish with it: order 
  it to explode, target another ship, or send it off into deep space. Of course, the following round, the opposing ship can try 
  to wrest control back. 
  gUnnery
  The gunner doesn’t usually make a test during ship combat. Ship speeds and weapons move beyond human perception. 
  However, the gunner does plot firing solutions and makes minute adjustments to the calculations over the course of the 
  combat. Under normal circumstances, the Evasion test of an enemy ship is modified by the attacking ship’s sensors score. If 
  the crew’s sensors are disabled, it is impossible to hit an enemy ship without a skilled gunner. 
  A gunner can attempt to fire one of the ship’s weapons, even without the aid of sensors. With a successful TN 15 Accuracy 
  (Gunnery) test, the ship can fire that one weapon, but the sensors score is replaced with the result of the Drama Die -3. For 
  example, if the gunner rolls a 5 on the Drama Die, the Accuracy for the test is +2, but if they rolled a 1, the Accuracy is -2.
  In circumstances where the PCs are attempting a trick shot of some kind with their ship, the GM can also require the 
  Gunner to make a successful test with a TN based on the difficulty of the shot. 
  aLternate targeted weapon attaCkS rULeS
  The core rules allow a ship to make a target weapon attack at any time. If the GM 
  wants to make the Gunnery skill a little more useful, they can use the following 
  rules for targeting specific systems.
  When the crew wants to target a specific part of an enemy ship, the Gunner can 
  make a test with a TN based on the system they are targeting. Different systems 
  also have a different modifier to the hull resistance. To target a system, the gunner 
  must make a successful Accuracy (Gunnery) test based on the system being 
  targeted. If the gunner fails, the attack automatically fails. If it succeeds, the system 
  is hit and can suffer up to two losses to that system.
  Consult the table at right and use the TN and hull numbers listed. 
  targeted weapon attaCkS
  SYSTEM
  TN
  HULL MODIFIER
  Collateral
  11
  3/4
  Maneuverability
  13
  1/3
  Sensors
  15
  1/2
  Weapons
  15
  1/2
  29
  
  Chapter 2: Ships in Action
  SHip taCtiCS
  In The Expanse novels, the crew of the Rocinante often pull off incredible, nearly 
  impossible maneuvers. This section takes a closer look at how to use the rules in the 
  core rulebook, and those described here, to replicate those kinds of space combat 
  sequences. How do ships in the game pull off some of the tactical maneuvers such as 
  tricking an enemy ship into veering into pre-planned PDC fire? Ship combat should be 
  more than rolling dice and crunching numbers. It should offer the chance for players 
  to use their creativity to create exciting and memorable experiences. 
  Hiding in SpaCe
  Space is vast, but hiding while moving between planets can prove difficult since the plume of an Epstein drive is visible 
  across the vastness of space. This makes a ship with an active drive very easy to track even from great distances. 
  A ship with an active drive plume is very easy to track, but if the Epstein drive is shut down and cut to minimal systems, a 
  ship becomes just another dark, lifeless object in space. A ship trying to avoid pursuit can burn at high-g, building momentum, 
  then cut the drive and go dark. To do this, the ship must even shut down its reactor, a dangerous proposition, since it takes 
  time to restart. Of course, if the ship is already being tracked, the tacking ship can calculate its course based on its previous 
  speed, however a clever pilot can use maneuvering thrusters to “fly tea kettle” and alter the course. The ship at the same 
  speed but now at a different vector, hopefully foiling any potential pursuers. 
  Ships that aren’t being actively observed but what wish to avoid being noticed sometimes alternate between traveling 
  under thrust and on the float. The Belters call this traveling hotaru. Another means to avoid detection is to fly outside the 
  ecliptic since most UN and MCR telescopes are focused within the planetary plane. Many Belters are superstitious about 
  leaving the ecliptic, and it adds a lot of time to a voyage. 
  A ship that is being tracked that wants to lose their pursuers by going dark and adjusting course with thrusters must 
  make an opposed TN 11 test of Dexterity (Piloting) against the tracking ship’s Intelligence (Technology) + Sensors. A hiding 
  ship can also use objects such as planets, moons, or even large asteroids (if any are available) to temporarily shield a ship 
  from sensors. Another character can make a TN 13 Intelligence (Science) test to advise the pilot on how to use the object to 
  advantage. One-half of the Drama Die is added to the pilot’s test. 
  USing atMoSpHere
  The atmosphere of some planets (Saturn, Jupiter, or even Earth) or the Saturnian moon Titan can be used to avoid detection, 
  although this can be very dangerous for a ship and its crew. A ship can skim the atmosphere of a planet at high speeds to 
  confuse a following ship’s sensors. This can be extremely dangerous for a ship that does not have the proper heat shields 
  (or a design allowing for atmospheric maneuvers); however, a quick skim in even a thick atmosphere like Earth is possible for 
  a skilled pilot. Be advised that more about aerobraking can be found in The Expanse RPG under The Stars Our Destination. 
  Gravity can also be an issue, especially when flying close to one of the gas giants. Their atmospheres get very dense very 
  quickly, and it’s easy to miscalculate atmospheric drag. If the ship’s thrust isn’t enough to overcome the increased drag, or 
  if a ship’s engines or reactor suffer damage while skimming, the ship could find itself being pulled in by the planet’s gravity. 
  When skimming a planet’s atmosphere without a heat shield deployed, either to avoid detection or for any other reason, 
  the pilot must make a TN 17 Agility (Piloting) test. If the pilot fails, the ship takes 1d6 damage and is still in the atmosphere and 
  losing altitude. Every consecutive round, the pilot must make an additional test, but the TN increases by +1 and the damage 
  by 1d6 for each additional round until the pilot makes a successful test. For example, on the second round, the difficulty 
  increases to TN 18 and the damage 2d6, and on the third round, the TN 19 and the damage 3d6, and so on. 
  pLaying poSSUM
  A ship that is outclassed or clearly on the losing side of a fight can play possum (dead), by cutting engines and venting gasses 
  and debris, in the hopes of luring an enemy ship in closer. Of course, if the enemy’s goal is to destroy the ship, this isn’t much use 
  because they just destroy the ship as soon as the opposing ship stops returning fire. However, this tactic can work well under 
  various conditions. In a large battle, a ship with downed engines and floating seemingly lifeless in space is likely to be ignored, 
  at least until the battle is over. It can also work if you know that an enemy wants to board your ship or avoid destroying it.
  “Shit, Cap, the Roci does all the work,” Amos 
  said. “I just encourage her to express herself.” 
  — Caliban’s War
  30
  
  Chapter 2: Ships in Action
  To successfully play possum, a ship must take a hit that inflicts a loss. The ship then cuts its reactor, vents reactor gasses, 
  powers down, and maybe jettisons some debris. Successfully playing possum requires an opposed test of Intelligence (Engi-
  neering) against the other ship’s Intelligence (Technology) + Sensors. The GM can apply modifiers based on clever actions 
  by the player characters. Also, remember that since the reactor is shut down, it must be restarted before the ship can move 
  (see Restarting the Reactor under Hazards).
  If another ship is taken in by the ruse and closes to try to board, they might be able to make a surprise attack on the 
  enemy ship with PDCs or maybe even fire a torpedo. This means that the defending ship can’t use electronic warfare and 
  any evasion tests are made at -6. Rail guns require a lot of power and would give away the ruse. PDCs must be fired manu-
  ally (see Gunnery under Maneuvers) since the sensors must also be offline. 
  SteaLtH teCHnoLogy
  During the time The Expanse RPG is set, stealth technology is still extremely 
  rare, although it becomes more prevalent in later novels. Some primitive 
  forms of stealth technology exist but aren’t commonly used because the cost 
  outweighs the benefits given that as soon as an Epstein drive is engaged, it 
  overwhelms most existing stealth tech. 
  Stealth technology relies on three factors: reduced albedo (light reflection), 
  radar-absorbent or reflective material, and reducing heat signature. Many 
  military ships have some levels of these built-in, which partially accounts for 
  their higher sensor ratings. But, as mentioned before, the Epstein drive pretty 
  much makes these useless. 
  Protogen has secretly developed ships that use a combination of a stealth 
  coating (a radar and light-absorbing coating) combined with advanced heat 
  sinks that allow a ship to remain virtually undetectable even while powered 
  up, as long as the Epstein drive isn’t engaged. Even 
  then, it makes it extremely difficult to detect the size 
  and design of the ship. The output of the Epstein drive 
  can be used to estimate the size, but even that can be 
  modulated by the crew of the stealth ship to disguise 
  their true size. Ships flying under power can still be 
  targeted, but the stealth coating increases the difficulty 
  and makes targeted attacks all but impossible. Eventu-
  ally, Mars develops its own version of this stealth tech. 
  To date, no one has come up with a viable torpedo 
  that uses stealth tech, but you never know when that 
  might change. Rumors have been coming out of Mars 
  for quite a while and it’s only a matter of time. 
  Stealth technology can also be applied to torpe-
  does, making them more difficult to destroy. Protogen 
  used a combination of advanced evasion algorithms 
  and stealth coating to make their torpedo more diffi-
  cult for point defense weapons to destroy, although 
  it is impossible to completely hide launched torpedo 
  since it’s drive plum is always visible. Use the sensors 
  penalty listed above for the Point Defense test when 
  attempting to destroy stealth tech-equipped torpe-
  does. The exact penalty depends on the type and 
  level of stealth technology used. Stealth technology is 
  expensive, so using it one something as disposable as 
  a torpedo should be extremely rare. 
  Even more terrifying, stealth coating can be applied to 
  high-density asteroids, turning them into cheap planet 
  SteaLtH teCH effeCtS
  The Protogen stealth tech is something that should 
  probably never fall into the hands of player charac-
  ters; however, ships using this technology might be 
  part of a narrative encounter. A ship or torpedo with 
  stealth tech has the following effects:
  • The ship is nearly impossible to detect if its Epstein 
  drive is not active. Even if its existence is known, 
  tests to locate the ship using optical sensors are 
  at -6. 
  • Identifying the class/size of the ship requires a TN 
  21 Intelligence (Technology) + Sensors test. 
  • A torpedo equipped with stealth technology 
  inflicts a -1 to -3 penalty on point defense tests. 
  
  Chapter 2: Ships in Action
  or station busters. Such an asteroid can be launched from millions of kilometers away, and the target is unlikely to ever see it 
  coming. Since they lack any heat source, the high-density resonance coating renders them all but invisible. Such a weapon 
  could be used on a stationary spaceship but is unlikely to make impact on a ship that is moving unless it is traveling for an 
  extreme distance without changing speed our course. 
  Even a ship on a journey from Earth to Neptune is going to make minor course adjustments on the way, rendering such an 
  attack useless. However, a station using hurled asteroids as a means of defense against incoming ships could use asteroids 
  coated in this manner to create quite an alarming situation for any attackers as the nearby space is filled with dozens or 
  hundreds of invisible rocks traveling at high speeds (see Flinging Asteroids, below). 
  aLternative weaponS
  Rail guns, torpedoes, and PDCs are certainly the most employed weapons, but microgravity and vacuum make for a great 
  number of possibilities for alternative and improvised weaponry in space. A rock can become a formidable weapon when 
  propelled at significant speeds, and a cloud of debris can form a screen that can protect a ship or station from incoming ships 
  and torpedoes. Belters are a clever bunch, and over generations of living in space, they’ve come up with dozens of means 
  of using the natural resources around them as a weapons, a couple of which are described here. 
  fLinging aSteroidS
  Flinging an asteroid or other small rock through space creates an incredibly powerful weapon with relatively little cost. An 
  improvised sling, a gravity assist, or even attaching a drive to the body turns a mostly harmless rock into a weapon of mass 
  destruction. Sometimes they’re used defensively, for example by a Belter station tossing boulders at incoming ships. This is 
  less a targeted attack and more of a spray scenario, where the station hopes to get 
  lucky and nail an unwary opponent. 
  Asteroids an also be used as devastating WMDs. A few well-aimed asteroids 
  could turn Mars into a wasteland, or potentially crack Ceres like an egg. Even 
  one asteroid of enough size impacting Earth could cause global ecological catas-
  trophe, killing billions. While slow, they’d be difficult if not impossible to divert 
  unless you had direct control over the drive, or installed your own. A crew could 
  potentially break an asteroid to pieces, but then a single rock has been replaced 
  with a debris cloud of the same mass on the same trajectory—which could be just 
  as devastating.
  A ship approaching a station or other location defended by rock projectiles might 
  be require the pilot to make a successful Dexterity (Piloting) test or suffer a penalty 
  to any evasion test the ship must make to avoid weapons fire. At close range, the ship could even be struck by a rock (see 
  the Avoiding Asteroids table). 
  deBriS SCreenS
  Stations and sometimes even ships can employ shattered asteroids to create a sort of natural screen that can provide a 
  degree cover from incoming attackers. Given advance warning, a station can deploy pulverized asteroids and disperse 
  other material to make an area of space hazardous to travel. A small ship might be able to do the same, although given the 
  three-dimensional nature of space, it can be difficult to create an efficient screen without a great deal of time. However, 
  something might be able to be improvised that can provide a round, or maybe two, of cover. This is usually only done as 
  a desperate measure since that area of space must be cleared after the battle to make it safe for transportation. Addi-
  tionally, this kind of defense is usually only effective against smaller ships and torpedoes since larger ships and armored 
  cruisers can usually pass through without much risk of harm. However, what it can do is create an effective screen against 
  torpedoes that requires a larger ship to pass through the screen, thus making them more susceptible to rail gun or even 
  PDC attacks. 
  The GM can determine the exact effects of this kind of screen. Generally, the debris inflicts only 1d6 damage to a ship that 
  passes through. This tends to automatically destroy most torpedoes, making it necessary for the ship to pass through the 
  screen before deploying them. If it is a ship that created a debris screen, they might get a +2 to their evasion test against any 
  incoming attacks due to targeting interference, especially if the screen is made up of metals. 
  avoiding aSteroidS
  RANGE
  TN
  EFFECT OF FAILURE
  Long
  n/a
  None
  Medium
  11
  -2 to Evasion
  Close
  13 (9*)
  -3 to Evasion
  *If the pilot exceeds a TN 13, they are free and clear. If the 
  test is less than TN 13 but more than TN 9, they suffer the 
  evasion penalty, but if they roll less than TN 9, they are 
  struck by a rock for 1d6 to 3d6 damage.
  32
  
  Chapter 2: Ships in Action
  tHe verSatiLe torpedo
  Most torpedoes are used in the normal fashion: fire and guide them toward the target ship until they make impact. However, 
  there are a lot of other possible ways to use torpedoes, a few of which are described here. Torpedoes are, in many ways, 
  glorified drones with an explosive charge. They can be maneuvered however a character wishes and don’t necessarily 
  have to go straight for a target and can even switch targets. Players being players, they are likely to come up with their own 
  creative uses, and the GM should be flexible and give them a chance when they come up with a clever idea. 
  The Expanse RPG doesn’t require players to tick off ammo boxes, opting for a more cinematic use of torpedoes; however, 
  Players and GMs should be mindful that a ship’s supply of torpedoes isn’t infinite, and they are expensive. Still, you can’t 
  spend money if you’re dead, so….
  Hidden torpedoeS
  Asteroids, especially those with high mineral content, make excellent hiding places for torpedoes. The torpedo can lie 
  dormant and then be activated whenever the owner wishes. Or, the torpedo can be set with a proximity sensor that acti-
  vates them as soon as they detect a ship within a certain range. A single torpedo that is sent like this isn’t much danger to 
  a passing ship, unless they happen to be very close or not paying attention; however, a cluster of them can prove deadly. 
  proxiMity torpedoeS
  Most torpedoes are set to detonate on impact, but they can also be detonated either manually or by sensing they are within 
  range of a target. A torpedo can be detonated before it can be taken out by PDC fire, inflicting some damage rather than 
  none at all. A torpedo that is detonated at close range inflicts only 1d6 damage, meaning that it can only damage the smallest 
  ships. Of course, there is always a risk of the firing ship being within the blast-radius a well. 
  torpedo point defenSe
  In a pinch, a torpedo can be used to target another torpedo. 
  This is usually only done if a ship’s PDCs are empty or to defend 
  another ship since torpedoes are a valuable commodity. Not only 
  are they far more expensive than PDC rounds, but a torpedo used 
  for defense can’t be launched at another ship. They also aren’t 
  nearly as effective as PDCs. A torpedo can only be used to take 
  out another torpedo before it closes to Close range.
  When using a torpedo to take out another torpedo, use the 
  Point Defense rules in The Expanse RPG but increase the diffi-
  culty to TN 15 + Attacking Ship’s Sensors. Also, a ship that is using 
  torpedoes for defense can’t use them to attack in the same round. 
  Incoming torpedoes often travel in a close formation, making 
  them open to being taken out by the detonation of a single prox-
  imity torpedo. If trying to do this, increase the difficulty to TN 17 
  and use the Drama Die as the max number of incoming torpe-
  does destroyed. 
  nUkeS
  As described in The Expanse RPG, torpedoes armed with 
  nuclear warheads are perhaps the most devastating weapon a 
  crew is likely to encounter. Except as a plot device, they should 
  probably be kept out of the hands of the PCs, although if you 
  know they are going to face a ship well above their punching 
  weight, that might be the time to allow them access to a nuke. 
  Anything struck by a nuclear torpedo is instantly destroyed and 
  anything (including the firing ship) within close range is going to 
  
  Chapter 2: Ships in Action
  suffer catastrophic damage. No damage is listed here, but you can presume that any ships within close range are inoper-
  able, with anyone on board those ships dead or dying. Beyond that range, a ship could still be damaged by the explosion, 
  although most ships have enough radiation protection to ensure that the crew and systems are unaffected. However, a ship 
  that has already been damaged, especially if it has taken hull damage, might not be so lucky. See the section Cosmic Rays 
  and Solar Flares under Hazards for possible effects on a ship that is not properly shielded. Any torpedoes within the area 
  of the blast are also destroyed, making this an effective means of destroying numerous incoming torpedoes all at once. 
  Nukes have several other uses. A nuclear torpedo that strikes an asteroid is going to create a lot of debris that could be a 
  hazard to any ship passing through that area of space. The debris could also be used as part of a stunt (see the Set Up stunt 
  under Command Stunts in the Expanse RPG) or to create a debris screen as described earlier in this section. The blast of a 
  nuclear weapon also causes an electromagnetic pulse or EMP that can temporarily blind a ship if the positioning is right. This 
  could allow the firing ship to either safely put some distance between themselves and an enemy or to get up close without 
  being seen to perform a crazy maneuver or stunt. 
  SHip operationS
  Operations onboard a ship go way beyond combat and can encompass a wide variety 
  of activities, including prospecting, mining, transporting cargo and passengers, escort 
  duty, and much more. This section details many of the day-to-day duties that a ship 
  might undertake. It also offers some ideas for adventures that don’t necessarily 
  involve combat. 
  Several of the following sections such as Cargo, Passengers, and Prospecting and 
  Mining provide some basic tests and rules to help the GM determine how successful 
  a crew is in these endeavors. However, the GM should never feel beholden to these 
  rules and tables and should use them as a springboard or guidelines rather than hard 
  and fast rules. If a result doesn’t make sense or doesn’t work for your campaign, change 
  it. If you do decide to use rules as listed, make sure your players know that you’re doing so. If they make a test and expect 
  one thing to happen and you make an arbitrary change, they may not be happy.  
  proSpeCting and Mining
  Space is big, and while thousands of ships ply the space lanes, there are still opportunities for enterprising Belters seeking 
  to make a living. Mining, either ice or minerals, requires a valid claim, and most of the major asteroids and moons have 
  already been claimed by other miners or major corporations. However, there are still many uncharted and unexplored aster-
  oids out there that can offer a chance to strike it rich for those willing to brave the dangers of space. “The Last Flight of the 
  Cassandra” at the opening of The Expanse RPG offers a look into the dangerous work that these crews undertake. 
  Ice and mineral mining are the center of commerce in the outer planets. Space stations are continually in need of vast 
  quantities of water, and there is a constant need for minerals for the construction of new ships, habitats, and stations.
  The following rules can be used for crews wishing to prospect and mine ice and minerals. These rules should be a guide-
  line or a short cut. They’re presented a quick means to determine the outcome of a prospecting expedition without spending 
  a lot of time or detail on the matter. The exact nature of a find (or even if anything is located at all) is in the hands of the GM. 
  Prospecting should be the background of a story, not the focus. It’s 
  what the crew encounter or the hazards they have to deal with while 
  out there searching that makes for an exciting adventure. 
  How to proSpeCt
  Prospecting the asteroid belt is an advanced test TN 15 Intelli-
  gence (Science) with a Threshold of 20-25. The time increment for 
  each test is one day. Use the Drama Die on the final successful 
  test to determine the exact nature of the find. Note that the better 
  results are obtained with a lower number on the Drama Die. This 
  is because a higher number on the Drama Die is more likely on a 
  successful roll. 
  “They’d be living in one another’s laps for 
  months. Strangers trapped in a metal-and-
  ceramic box in the vast ocean of the vacuum.” 
  — Abaddon’s Gate
  aSteroid proSpeCting
  DRAMA DIE
  FIND
  INCOME MODIFIER
  1
  Rare Minerals (platinum, 
  palladium, iridium)
  +2 Income
  2
  Common Minerals (iron, 
  nickel, gold)
  +1 Income
  4-5
  Clean Ice
  +2-3 Temporary 
  Income Bonus 
  5-6
  Dirty Ice
  +1 Temporary 
  Income Bonus
  34
  
  Chapter 2: Ships in Action
  Once a prospect is located, the crew can either make 
  a claim on the asteroid or set about mining it themselves. 
  The Income Modifiers listed are suggestions for the 
  amount earned for staking a claim and them selling it to 
  a mining consortium. If they decide to set up a full mining 
  operation, those details are left to the GM and the players 
  to work out amongst themselves. 
  paSSengerS
  Most people who have travel needs in the system use 
  commercial passenger liners, although some have their 
  reasons for catching a ride onboard a smaller ship. They 
  may not have the time for the slow crawl of the large 
  liners, or they might not have the proper travel docu-
  ments or might want to fly under the radar. Some passen-
  gers might just prefer the privacy afforded by a private 
  ship, or they might have more nefarious reasons. Passen-
  gers might include anyone from a belter family seeking a 
  better life on a different station, a secret agent carrying 
  important information, or a youth trying to flee indentured 
  servitude. 
  Having passengers on board can present a crew with 
  a unique set of problems. Passengers often have very 
  specific needs that the crew must accommodate. They 
  might have special dietary restrictions requiring the crew 
  to procure special foods, medical needs, or even require 
  enhanced security. Of course, the crew has the option of 
  refusing any of these requests, but then they risk losing 
  the passengers and maybe even get a rep as being 
  unaccommodating that might keep them from picking up 
  passengers in the future. 
  Almost every port maintains a local newsfeed for ships 
  looking to take on passengers. The crew can advertise 
  there or spread their willingness to take on passengers 
  through word of mouth. Different stations are likely to 
  have different numbers and types of passengers available. 
  Most ships are only going to attract standard passengers. 
  These passengers give a +1 temporary bonus to Income. 
  If the ship is equipped with the luxury amenities quality, 
  they may attract higher-class passengers who pay +2-3 
  temporary bonus Income. These passengers tend to be 
  more trouble than they’re worth since, in addition to the 
  luxury amenities, they often demand constant attention 
  and personal service. 
  SHUttLing paSSengerS
  If a crew wants to take on passengers, the GM can roleplay out the process, or if it isn’t really important to the story, they can 
  make a quick test to see how many and what type of passengers they locate. A character can make advanced TN 11 Commu-
  nication (Bargaining) or Intelligence (Technology) test to locate passengers. The target number and success threshold are 
  determined by using the Acquiring Passengers table. Modifiers for both the station of origin and the destination apply to 
  the TN modifier. 
  aCQUiring paSSengerS
  STATION SIZE
  TN MODIFIER
  THRESHOLD
  Tiny
  +2
  30
  Small (Triton)
  +1
  25
  Medium (Tycho, Medina Station)
  0
  20
  Large (Pallas, Titan)
  -1
  10
  Huge (Ceres, Ganymede, Vesta)
  -2
  5
  paSSengerS avaiLaBLe
  DRAMA DIE
  GOODS
  INCOME MODIFIER
  1
  Special
  +3 temporary Income bonus  
  or +1 Income
  2
  Upper Class
  +2-3 temporary Income bonus
  3-5
  Middle Class
  +1-2 temporary Income bonus
  6
  Runaway/ Vagrant
  +0 temporary Income bonus
  35
  
  Chapter 2: Ships in Action
  The Income Modifier listed generally assumes a full or mostly full ship for a typical freighter and considers the extra 
  expense of having passengers on board. The GM can feel free to change this if the crew operates a larger ship, although 
  the amount is not going to drastically increase because expenses rise with more passengers unless they’re operating a 
  passenger liner. 
  PASSENGERS
  RUNAWAY/ VAGRANT
  Ships are often the best way for someone on the run to get away and seek a new life. Unfor-
  tunately, desperate people are often unable to pay for passage; however, the good news is they rarely care where they 
  end up. A ship in port, especially one taking on passengers, might be approached by people begging for passage off-
  world. This could be anything from a runaway seeking to escape an abusive family to a hardened criminal on the run. 
  This type of passenger could easily lead to side adventure, especially if they are being pursued. 
  MIDDLE CLASS
  These are the most common passengers. Such passengers are usually families or individuals 
  relocating for a job or traveling for personal reasons. Such passengers usually keep to themselves and don’t cause 
  any trouble, and they don’t usually require more than basic amenities and a crash couch. If the ship is outfitted with 
  the luxury amenities quality, you can assume the highest Income Modifier for the trip or negate the Lifestyle Cost for 
  the quality. 
  UPPER CLASS
  Taking on upper-class passengers requires a ship to have at least the luxury amenities quality. These 
  passengers are very particular, and they may expect one of the crew to act as steward to see to their every whim. They may 
  also have special requirements or have a significant amount of cargo. A ship that has the ultraluxury amenities quality can be 
  assumed to receive the highest Income modifier or they can negate the Lifestyle Cost. 
  SPECIAL
  This result means that the passenger is someone or something that places the ship in danger and may even 
  be an adventure in and of itself. This might be an extremely wealthy individual who requires special attention. It might also 
  be someone trying to avoid legal entanglements or who has illegal or otherwise dangerous cargo. The GM can have fun 
  coming up with something interesting, or if they don’t want to add to the story, just have the characters make a few tests 
  such as Intelligence (Law) for avoiding a customs inspection or something similar. While this kind of passenger presents 
  the opportunity for a big payday, it could also lead to big expenses including fines or even damage to the ship.
  traCking paSSengerS and Crew
  Keeping track of people on smaller ships isn’t usually a problem; however, on larger ships, the captain might have reason to 
  want to track passengers or even their own crew. Several methods might be employed. This could be as simple as internal 
  security cameras or installing tracking software 0n the passenger’s hand terminals. However, if security is an issue, the 
  passengers could be required to wear bracelets that or some other wearable that can only be removed by the crew. These 
  devices can be set to not only monitor the location of the wearer but to alert the crew if they enter unauthorized areas. 
  Of course, such devices can be disabled or removed by someone with the right skills. If security is paramount, a skilled 
  doctor or the ship’s medical expert system could be used to implant a small tracker under the passenger’s skin. 
  Cameras can be avoided, usually requiring a Dexterity (Stealth) test. Tracking programs on hand terminals can simply be left 
  in a passenger’s quarters or the program disabled with a successful Intelligence (Technology) test, and tracking bracelets can 
  be disabled with a similar test. The difficulty for these tests is based on the quality of the software or hardware involved. 
  Removing implanted trackers is a little more difficult. First, the location of the implant must be known and then removed 
  with a successful TN 13 Intelligence (Medicine) test. The person removing the chip must also make a TN 17 Intelligence (Tech-
  nology) test or the ship’s computer detects the removal and sounds an alarm. 
  SeCUring HatCHeS
  Most ships have a basic locking mechanism on their airlock, but this can be easy to bypass by an experienced hacker or 
  even an engineer. Most basic locking mechanisms involve a simple key code or an electronic “key” that can be uploaded to 
  a hand terminal. Bypassing a standard locking mechanism requires the proper tools and a TN 13 Intelligence (Engineering 
  or Technology) test. A ship’s captain or crew can install more advanced locking mechanisms (that have a higher TN) or even 
  redundant locks. See the Qualities & Flaws section of Chapter 1: The Shipyard for more details on enhancing your ship’s 
  internal security systems.
  36
  
  Chapter 2: Ships in Action
  Cargo
  Spaces stations throughout the solar system are in constant need of ships to haul cargo. Much of this cargo is hauled by 
  massive freighters, but there is always need for smaller, independent ships. Independent freighters are often hired because 
  the cargo is perishable or otherwise time-sensitive, although sometimes it’s due to legality or other restrictions. Commercial 
  freighters often have restrictions on the type of goods they can carry, and privately-owned ships can sometimes avoid these 
  regulations while remaining legal. Then there are illegal goods—drugs, weapons, stolen goods or data, illegal cybernetic 
  implants—which require a captain and crew willing to skirt the law (see Smuggling).
  Crews wishing to take on cargo can search and advertise on local newsfeeds (most stations have dedicated feeds just 
  for this sort of thing) or pound the pavement as seek out shipments directly from local companies or individuals. Devel-
  oping a network of contacts in industrial and shipping circles can also be helpful. 
  A crew has two choices when looking to take on cargo. They 
  can purchase cargo outright, filling their hold with whatever they 
  can find and then hoping to sell it on the other end. This has the 
  highest potential for reward, but it also comes with great risk, and, 
  of course, the crew must pay for the goods upfront. The other and 
  most common option is to take a paid gig wherein a company or 
  individual pays the crew to ship their cargo to a specific location. 
  When seeking to transport cargo for a set fee, a member of the 
  crew can make an advanced TN 11 Business (Intelligence) test with 
  a time interval of 1 hour. The target number and success threshold 
  are determined by using the Acquiring Cargo table. In general, the 
  further a ship is willing to travel, the easier it is to locate cargo. Flex-
  ibility (being willing to go wherever is needed) also makes locating 
  cargo a lot easier. 
  When cargo is located, the Drama Die on the final successful test 
  determines the nature and value of the cargo. The Income modifier 
  is used to determine the reward for a paid shipment. The Cost is 
  used if the crew is purchasing the goods to sell once they arrive at 
  their destination.  
  The GM should feel free to modify these tables in any way they 
  wish. Special circumstances, such as time of war or the crew’s 
  reputation could have a significant impact on the type and avail-
  ability of cargo.
  SMUggLing
  Illegal goods are needed everywhere in the system, and a good smuggler is always in high demand. A wide variety of 
  goods are smuggled throughout the solar system. They can range from regular goods attempting to avoid tariffs, unli-
  censed food products, drugs, and stolen common goods such as air filters and other mechanical supplies, to stolen works 
  of art, weapons, explosives, and even stolen data. Of course, with the great reward for smuggling illegal goods comes 
  great risk. Both the UN and MCRN regularly board intendant ships to search for illicit goods, and they know most of the 
  tricks of the trade, making smuggling a risky proposition, at best. A dedicated MCRN inspection party knows exactly what 
  to look for and is likely to find such compartments if they are suspicious. However, a smart crew can avoid the patrols or 
  come up with new ways to hide the goods. Some ships even have smuggling compartments built into the frame that shield 
  their contents from sensor scans. 
  A crew can seek out goods to smuggle by spending time in the seedier parts of a station and making it known that they’re 
  willing to take on certain types of goods. This comes with a certain amount of risk because the wrong parties might learn 
  that they are taking one smuggled goods, resulting in the crew finding their ship on the wrong side of a surprise inspection 
  just before leaving port. The safer bet is to establish a network of contacts who know that you’re a reliable smuggler and let 
  them come to you. However, it takes time to build that kind of reputation, and a new crew might have to take bigger risks. 
  A GM might allow a character who has the profession of criminal or maybe even merchant or scavenger to begin the game 
  with a relationship with someone involved in smuggling. 
  aCQUiring Cargo
  DESTINATION
  TN
  THRESHOLD
  Any Destination
  -2
  10
  Set Destination
  +2
  20
  Short
  +3
  +5
  Medium
  0
  0
  Far
  -1
  -5
  Beyond the Ring
  -3
  0
  Cargo avaiLaBLe
  DRAMA DIE
  GOODS
  INCOME MODIFIER
  COST
  1
  Exotic/ Rare Elements
  +2 Income 
  28
  2-3
  Electronics/
  Pharmaceuticals
  + 1 Income
  26
  4
  Raw Materials (Ore)/ 
  Machine Parts/ Tools
  +3 temporary 
  Income bonus
  24
  5
  Textiles
  +2 temporary 
  Income bonus
  22
  6
  Ice/Food/Nutrients
  +1 temporary 
  Income bonus
  20
  37
  
  Chapter 2: Ships in Action
  Unlike regular cargo, smuggled cargo almost always has a 
  specific destination, with crews usually paid a flat fee for transport 
  (almost always paid on delivery). A crew seeking to take on illicit 
  cargo can approach it from several angles. Depending upon their 
  approach, Intelligence (Business or Security) might be appropriate. 
  Even legitimate businesses sometimes have a need for a good 
  smuggler, and a character with a background in policing might well 
  know who to talk to. If they happen to know the right people, they 
  could use Communication (Bargaining or Etiquette). The test for 
  locating illicit goods without having any contacts should be TN 17. 
  Feel free to lower this if the crew members have appropriate rela-
  tionships of contacts. If successful, use the Drama Die to determine 
  the type of illicit cargo that is available, just the same as regular 
  cargo. Failure may also mean that the crew attracted the attention 
  of the authorities. 
  Carrying illicit cargo always comes with a risk. The police, secu-
  rity agencies, and even militaries devote quite a bit of time and 
  effort to stopping and deterring smuggling. Any time a ship leaves 
  port, there is always a chance that customs might decide to search 
  the vessel. Both UN and MCRN ships conduct searches of ships 
  they deem to be suspicious, as well. Sometimes these searches are random, but officials 
  often monitor crews while they’re on a station, and if they are seen fraternizing with known 
  criminals, they may decide a search is warranted. When leaving port with illicit goods on 
  board, one of the crew (usually the captain) must make a successful Intelligence (Business) 
  test of TN 11 to avoid inspection. This TN is modified based on its location in the system 
  and the Risk of the goods being carried. This Risk increases the difficulty for this test.
  LegitiMate SaLvage
  Salvage, legitimate or otherwise, can be a profitable but dangerous occupation. Abandoned ships are often booby-trapped 
  by their owners or are in fact bait set by pirates. Still, for the enterprising salvager, there is a lot out there to be had. Aban-
  doned stations to be stripped of raw material and ships on the float that suffered reactor failure. Of course, a salvager must 
  first find these places, and there is a lot of stiff competition. More than once, two salvage teams have shown up to salvage 
  the same ship, which leads to two more dead ships for salvage as the two duke it out. 
  In most cases, the most valuable part of a ship, it’s Epstein drive, is no longer functional. However, there are many valuable 
  items that can be stripped from a dead ship. Computer systems, wiring, weapons mounts, ammunition, and even the hull can 
  all be sold off once the ship is salvaged. In some rare cases, the ship may even be able to be repaired and sold. 
  piraCy
  No small number of Belters have turned to piracy out of desperation, and quite a few others do it for the thrill and the quick 
  payday. Of course, the occasional Earther or Martian sometimes turns to piracy, but their lifelong experience in space makes 
  Belters more adept to the lifestyle, and their impoverishment makes them more likely to turn to piracy out of desperation. 
  The life of a pirate is often short and brutal since both the UN and the MCRN devote quite a bit of resources to pirate suppres-
  sion and keeping the space lanes safe. Pirates must be fast and efficient to effectively carry off a heist. There are two primary 
  methods that pirates use in their work. A pirate ship might wait near an established space lane, possibly parked near a rogue 
  asteroid, with only minimal power to avoid detection, and wait for a ship in distress. Then, they strike, coming out of hiding just 
  long enough to board the distressed ship, steal the cargo, then slip off into the void. This method requires an enormous amount 
  of patience since the ship may have to sit like this for weeks or even months until an opportunity presents itself. 
   The second is to set up a false distress signal and wait for someone to arrive to assist. UN and MCR law requires that any 
  ship within range offer assistance to a ship in distress. Pirates sometimes use this to draw in unsuspecting ships to a location 
  and when the ship is within range, they power up their engines, target lock the ship, and tell them to prepare to be boarded. 
  Since most pirate ships have no interest in inflicting collateral damage or murder, most ships heave to and allow the pirates 
  iLLiCit Cargo avaiLaBLe
  DRAMA 
  DIE
  GOODS
  INCOME BONUS
  RISK
  1
  Cheese/Dangerous 
  Chemicals or Explosives/
  Human Trafficking
  +1 Income bonus 
  and +3 temporary 
  Income bonus
  +8 Risk 
  2
  Major Stolen Goods/
  Stolen Government Data/
  Weapons
  +1 Income bonus 
  and +2-3 temporary 
  Income bonus
  +6 Risk
  3
  Exotic Drugs/Stolen 
  Business Data
  +1 Income bonus 
  and +1 temporary 
  Income bonus
  +4 Risk
  4-5
  Common Drugs/Minor 
  Stolen Goods
  +2-3 temporary 
  Income bonus
  +2 Risk
  6
  Avoiding Tariffs on 
  Common Goods/
  Unlicensed Food or 
  Beverage
  + 1 temporary 
  Income bonus 
  +0 Risk
  inSpeCtion ModifierS
  PORT LOCATION
  MODIFIER
  Inners (Earth and Mars)
  +3
  The Belt
  0
  Outer Planets
  -3
  38
  
  Chapter 2: Ships in Action
  to board rather than risk a confrontation. Of course, the risk in this method is that the distress signal alone alerts nearby 
  warships who will be carefully watching the location, making it harder for the pirates to escape detection. 
  A campaign centered around piracy is certainly possible, but it’s not typically the focus of The Expanse RPG. However, it 
  could easily be a springboard for a new campaign with the characters starting out as pirates and moving on to other things. 
  Perhaps an act of piracy leads to the discovery of a dangerous conspiracy. Or they could be recruited by one faction or 
  another a privateer. Piracy tends to become rampant during times of conflict simply because of the opportunity and govern-
  ments often take advantage of this and recruit pirates to target enemy shipping.  
  eSpionage
  Information can be the most valuable commodity in the solar system. The militaries of both Earth and Mars have small fleets 
  of ships dedicated to keeping an eye on each other and the OPA. Still, they sometimes have been of independent ships 
  that can move without notice throughout the system. They might be hired to transport spies, follow other ships, or monitor 
  communications. Most of this work can be extremely tedious unless you get caught, at which point it can become a fight for 
  your life. Spies who are caught often find themselves on the wrong side of an airlock before they are even brought to trial, 
  which often means conviction and life imprisonment for treason. 
  CoMMUniCationS
  Almost all communications in space are sent by laser tightbeam communications, which are nearly impossible to intercept 
  unless you know the location of the receiver and the exact point of origin. (More information about communications in the 
  solar system can be found in the Networks and Communications sections of The Expanse RPG.) A network of repeater satel-
  lites scattered throughout the system prevents signal degradation. These satellites are often the targets of spies wishing to 
  monitor communications or to jam them. Sometimes preventing or at least delaying communications from getting through 
  can be just as important as intercepting a message. A ship might 
  be hired to hover near a repeater satellite to intercept or jam 
  transmissions. Or, they might be required to destroy the satel-
  lite or install hardware or software that allows someone to 
  monitor the flow of communications. Of course, tampering with 
  UN or MCR satellites comes with a stiff penalty and they are 
  often well-protected by recording and anti-tampering devices. 
  There is also a vast network of Belter and “pirate” satellites 
  that are used by those who want secure communications but 
  don’t want to risk anyone listening in. These are mostly used 
  by Belters and anyone who wants to avoid their communica-
  tions being monitored by the UN or the MCR. A ship can use 
  this network to bounce communications from one satellite to 
  the next, making it nearly incredibly difficult, if not impossible, 
  for anyone to determine the origin. 
  Finally, if a ship really wants to get a communication out 
  without giving away the source, they can launch a torpedo 
  fitted with comms equipment. The torpedo burns at high-g for 
  a time then cuts its engines and glides invisibly through space 
  before finally sending out its message and self-destructing.  
  eSCort dUty
  Most freighters and passenger ships are unarmed, leaving 
  them vulnerable to pirate attacks. The usual procedure for a 
  freighter that is hailed by pirates is to surrender, let the pirates 
  board and take what they want, then proceed to their desti-
  nation. In most cases, pirates are reluctant to harm anyone on 
  board a ship that does not resist. This has a two-fold effect of 
  
  Chapter 2: Ships in Action
  making future ships more likely to surrender to them and making it less likely that the MCRN or UN will put much effort 
  into the investigation. However, if someone is killed during an act of piracy, both governments feel more obligated to 
  pursue the matter. 
  Sometimes, a freighter or passenger ship that is carrying especially valuable cargo or passengers might hire on a ship 
  to perform escort duty. This involves flying along with the ship and protecting it from any aggressive ships—in most cases 
  pirates. Usually, a single escort is enough to deter most pirates, although if the prize is great enough, this might not always 
  be the case, and the ship’s crew could find themselves in a fight for their lives and the lives of those they are defending.
  reSCUe operationS
  Ships encounter danger all the time, and Naval law of both the UN and MCRN obligates any ship that receives a distress 
  signal to stop and render aid. Many captains take this responsibility very seriously while others will do anything they can to 
  shirk this responsibility, some even going so far as to ignore a distress call and alter their logs to hide that they ever received 
  it. There is some practical reason for this, since pirates are notorious for using the distress channel to lure in potential victims. 
  Rescue operations usually involve aiding a ship and crew that are in distress. This could be the result of a faulty reactor, 
  collision with debris, or some other malfunction on the ship. In such cases, the crew might be able to assist with repairs and 
  send the distressed ship on its way. In more extreme cases, the ship may need to be towed to the nearest port, or the crew 
  of the other ship might need to be evacuated to the crew’s ship. Taking on excess passengers can put substantial strain on 
  a ship’s life support system, and the ship’s engineer may have to work overtime to keep the air from becoming toxic. 
  operationS Story HookS
  These are a few story hooks that describe how ship operations can be used in a story. 
  STRANGE CARGO
  A crew that has decided to take on cargo finds out that it isn’t exactly what it seems. It might turn out that there are illegal goods 
  (drugs, illegal cyber implants, stolen goods such as Martian armor, etc.) stashed amongst their legitimate cargo. There might also 
  be another person or group intent on obtaining these goods. This might lead to an ambush in deep space or a confrontation when 
  they arrive at the next port of call. Alternately, they may discover that they are transporting goods that are more dangerous or 
  volatile than they expected. This might be anything from a virus, volatile chemicals, or even the protomolecule! High-g burns or 
  maneuvers might be out of the question (or at least hazardous) while such cargo is on board, making things especially dicey if they 
  encounter pirates or other entities trying to obtain the cargo. 
  DANGEROUS PASSENGERS
  Taking on passengers can be a great way to turn a profit, but it can also lead to complications and even danger. There are 
  extremes, such as a passenger attempting to hijack the crew’s ship, but there are also other risks. Space can do strange things to 
  people, especially if it is their first time. The crew could find themselves having to deal with a dilettante out on a jaunt into space 
  who carries a terrible disease. A passenger could also be wanted by the authorities or other enemies or be carrying illegal or even 
  dangerous cargo. Either of these could easily lead to stories of their own. 
  WEIRD DISCOVERY
  “The Last Flight of the Cassandra” is an excellent example of this kind of story. While prospecting or seeking a hiding place in 
  the Belt, or perhaps even in the dark reaches of space between the planets, the crew could stumble across a small, abandoned 
  base. This might have been a secret research facility, a pre-Epstein drive cult, or maybe something stranger. Or, perhaps it’s not 
  abandoned and is still inhabited. They might find a ghost ship with a dead crew on board. There may be a reward out there or the 
  ship or parts could be claimed as legitimate salvage. Of course, it’s always possible that the ship is booby-trapped, possibly with 
  other dangers lurking on board. Space is big… and people have been traveling to the belt and beyond for over a century. There 
  could be a lot of weirdness out there. 
  SPIES AND SATELLITES
  Information is one of the most valuable resources in the solar system, and people will go to great lengths to keep their information 
  secret or obtain it from others. The PCs could easily become involved in the struggle to acquire information between powerful 
  parties. A passenger might really be a spy carrying a data chip with data too sensitive to be transmitted over the networks. 
  Maybe something happens to the spy during the voyage and they download the data onto the ship’s computer before dieing. It’s 
  also possible that a ship acquired through salvage or a used ship has something important encoded deep within its databanks. 
  Another possibility is that they’re at the wrong (right?) place wrong time and accidentally intercept a tightbeam message meant for 
  someone else. Is the data valuable? What lengths is the sending or intended part willing to go to obtain the message?
  40
  
  Chapter 2: Ships in Action
  SHip HazardS
  Most of space travel is traveling through the vast emptiness from one location to another. 
  Such journeys are often long and tedious with very little to break up the monotony. All 
  this can change in an instant when an uncharted and undetected piece of space junk 
  pierces the hull and the ship starts dumping atmosphere. The possibilities for death are 
  nearly countless when traveling through space. Only the hull of your ship protects a crew 
  from cold, radiation, and vacuum that can kill them almost instantly. Despite taking every 
  precaution, sometimes accidents happen. 
  Events occurring from hazards are excellent opportunities for roleplaying quick, tense 
  situations that can either bring a crew together or start to drive them apart. They’re also 
  great ways to add a bit of flavor and “real-world space travel” to what would otherwise 
  be a quick explanation of “OK, your ship makes the journey.” 
  The following are some hazards that can be encountered while traveling the solar 
  system. These hazards are primarily a danger to the ship, but many of them can also affect 
  the crew. You can use these as described, modify them, or create your own. Remember, 
  hazards should add fun and excitement to a story and not be an attempt to kill the PCs. 
  tHe CHUrn and HazardS
  Many hazards can occur as a result of PC actions or events that occur during a story. Ship combat can often result in one or 
  more hazards. The Churn is also an excellent means for a GM to introduce hazards over the course of a story without the 
  players feeling that GM is being unfair. The GM should always try to select hazards that make sense within the confines of 
  the story. For example, a radiation leak or a sudden lack of water doesn’t make sense if the crew is meticulous about main-
  taining their ship. However, being struck by an uncharted micrometeoroid might be appropriate if the crew is attempting to 
  avoid detection while traversing a part of the belt far off the standard navigation lanes. Use the Hazard Category table in 
  The Expanse RPG as a guide for the degree of danger. 
  SHip weaponS
  The GM can spend points from the Churn Pool (see Chapter 12 of The Expanse) on a missed weapons attack, reducing the 
  Churn Pool by 5 to cause a weapon to run out of ammo or malfunction. This can be any weapon that has been in use including 
  PDFs, torpedoes, and rail guns. Since a ship’s ammo stores are carefully monitored by its computer systems, it doesn’t make 
  much sense to have a ship suddenly run out of ammo. Rather, if this rule is invoked, inform the players that the chosen weapon 
  system is low on ammo and will be depleted the next time it is used. This can add tension to a scene without frustrating 
  the players. Alternately, a weapon system could become jammed and temporarily unusable. To clear a weapon and make it 
  useable again, a character must make succeed at a TN 13 Intelligence (Engineering) test with a Threshold of 10. That character 
  can make one test every round of combat and cannot focus on any other task. 
  CoSMiC rayS and SoLar fLareS
  The ships in The Expanse are designed to protect their passengers and electronics against the radiation of space—even 
  powerful cosmic rays. Solar flares can usually be tracked and avoided. Still, ships sometimes have flaws. Shielding might not 
  be properly repaired after combat or might be improperly installed in the first place. It’s also possible that a ship might fail to 
  avoid a powerful solar flare either because the ship is adrift, or a computer malfunction fails to alert the crew. The shielding 
  that protects a ship and crew from radiation might be damaged during a battle, especially if it took hull damage, presenting 
  an opportunity for a GM to introduce such an event as a Churn effect. 
  If a ship with damaged radiation shielding is affected by a solar flare, the GM can use the rules for Illness, Toxins, and 
  Radiation in Chapter 13 of The Expanse RPG for possible effects on the crew. Ship systems might also be affected in the 
  form of one or more losses to Sensors or even weapons (a result of the computer systems that control the weapons being 
  damaged). This would be a major Churn effect. 
  A ship struck by any form of intense radiation burst suffers Losses the same as a solar flare, but the crew does not suffer 
  any ill effects. This would be a minor Churn effect.  
  “No one who flew for a living was 
  claustrophobic, but even the most hardened 
  Belt prospector could recognize the rising 
  tension of being ship-bound. It was the 
  ancient stress response of the trapped animal, 
  the subconscious knowledge that there was 
  literally nowhere to go that you couldn’t see 
  from where you were already standing.”’
  — Leviathan Wakes
  41
  
  Chapter 2: Ships in Action
  Chapter 2: Ships in Action
  expLoSive deCoMpreSSion
  Ships decompress before combat to avoid explosive decompression. 
  However, if a ship suffers a hull breach (either from combat or natural 
  phenomena) without first releasing its air, the resulting violent expul-
  sion can result in significant damage to both crew and equipment. 
  Any character who is in an area that undergoes explosive decom-
  pression who is not wearing a vac suit takes 1d6 damage from the 
  decompression and flying debris. The following round, they suffer 
  2d6, then 3d6, then 4d6, at which point they take the full effects of 
  Vacuum as described in Chapter 13: Threats of The Expanse RPG. 
  A TN 15 Constitution (Tolerance) test halves this damage. If they are 
  wearing a sealed vac suit, they only take 1D6 damage from potential 
  flying debris. A TN 15 Dexterity (Acrobatics or Freefall) test eliminates 
  this damage. A ship that undergoes explosive decompression auto-
  matically suffers two losses. 
  Most ships have emergency repair kits located at key locations 
  that can be used to make a quick patch on to a puncture (the most 
  common cause for explosive decompression). A character can seal a 
  puncture with a TN 11 Intelligence (Engineering) test if they have a kit. 
  If they don’t have access to a kit, they can jury rig something with a 
  successful TN 15 Intelligence (Engineering) test. 
  MiCroMeteoroidS and  
  UnCHarted SpaCe JUnk
  Most of the major asteroids, and even many of the small ones, 
  are listed and tracked by navigational systems. However, 
  some rocks are still out there that haven’t been tagged, and 
  new space debris is made every day. Damage to the ship, 
  expended rounds, and other space trash creates hazards for 
  ships plying the space lanes. Space is huge, and although the 
  odds of colliding with one of these objects are incredibly high, 
  it still happens. 
  Being struck by space debris might cause damage to the 
  ship’s hull (count this as a loss to the ship’s hull) as well as 
  explosive decompression (found in this section) and then 
  exposure (located in The Expanse RPG). A higher-level hazard 
  might inflict more damage to the ship, possibly even damaging 
  the reactor, leading to a shutdown or even overload. 
  oUt of water
  Water is vital to the operation of any ship, both to use a reac-
  tion mass for the Epstein drive and the thrusters, and to cool 
  the ship—not to mention keeping the crew hydrated. A ship that 
  loses its water supply won’t last long. The short story, “The Last 
  Flight of the Cassandra”, found at the beginning of The Expanse 
  RPG delves into the importance of water onboard a ship. 
  A ship could become short on water for a number of reasons. 
  It could be the result of a loss taken by the ship, a computer 
  error that reads the tanks as being full when they’re not, or 
  expLoding SHipS
  A ship that is too close to another ship that explodes is 
  also at risk from taking damage from debris, especially if 
  the ship is on the larger side. Any ship that is within close or 
  medium range to a vessel that explodes is at risk of taking 
  damage from debris (or, if close enough, possibly even 
  the explosion of the reactor itself). To avoid debris from 
  an exploding ship, the pilot must make a successful TN 11 
  Dexterity (Piloting) test. If the explosion occurs at medium 
  range, the pilot gets a +2 to their roll. 
  Remember that debris last long after ships explode, 
  making space battlefields a particularly difficult place to 
  enter. This makes rescue and salvage efforts in those areas 
  potentially risky, and large-scale battles can leave debris 
  clouds that make maneuvering around a body deadly.
  expLoding SHipS
  SHIP SIZE
  DAMAGE
  PILOT TEST MODIFIER
  Small
  1d6
  +2
  Medium 
  2d6
  +1
  Large
  3d6
  0
  Huge
  4d6
  -1
  Gigantic
  5d6
  -2
  Colossal
  6d6
   -3
  42
  
  Chapter 2: Ships in Action
  Hazard Story HookS
  An entire story can be built around the dangers of space travel. The following are a few “story hooks” you can use to create your 
  own adventures or expand a current story. These hazards could take place during an interlude of a larger campaign or if you want 
  to kick off a new campaign with a bang. They could also be used as the result of actions taken during an adventure. 
  DECAYING ORBIT
  A ship’s Epstein drive provides more than enough Delta-V to maneuver between and through any object’s sphere of influence, but 
  there are a handful of reasons why a ship might become stuck in a decaying orbit. Decaying refers to a ship coming into contact 
  with a body’s atmosphere, where the drag created by interacting with the gas causes the ship’s periapsis (and apoapsis) to drop; 
  the more it drops, the farther into the atmosphere the ship falls, and the more rapidly the orbit decays as the gasses become 
  thicker and the drag on the ship greater. A decaying orbit on a body like Mars may take years to resolve; a decaying orbit around 
  Jupiter could be fatal within hours. The only way out is to burn at apoapsis to attempt to raise the periapsis enough to fly above 
  the atmosphere; this could require several smaller burns as the apoapsis may shift during the maneuver.
  If a ship’s drive is offline or unable to provide enough Delta-V to raise the orbit’s periapsis above the level of atmospheric drag, the 
  orbit will decay. If a ship has some drive functionality left, it’s possible to lose mass by dumping cargo, which could lighten the ship 
  enough to break free. Otherwise, the crew will need to abandon ship or participate in a dangerous rescue maneuver before they 
  either burn up in the atmosphere or lose enough velocity that they crash.
  Note: Atmospheres extend well above planetary bodies. The International Space Station, for example, executes regular burns 
  to keep its orbit stable because it’s still affected by drag from Earth’s atmosphere. The atmospheres of the gas and ice giants are 
  unpredictable, marked by plumes of gas that can expel from the planet and catch a ship unawares, which is why aerobraking and 
  other atmospheric maneuvers around them are so dangerous. A ship can quickly go from controlled braking to decaying orbit (or be 
  torn to pieces) by hitting a plume.
  DEBRIS STRIKE
  A debris strike can leave a ship in dire straits. Damage from such a strike can make for an exciting set-up for the story. If the reactor 
  is struck, it could lead to an overload; even if the reactor is shut down in time, the ship could find itself drifting in space. The debris 
  could also cause more subtle damage, possibly to communications or a weapon system that is only discovered when they are 
  needed. If the hull is pierced, the strike could cause explosive decompression or even kill or badly injure a passenger. What happens 
  if the crew is carrying a VIP on board and they are severely injured by a micrometeoroid? Can a member of the crew save their life?
  The source of the debris might lead to a story in and of itself. Was a lesser-used space lane littered with debris by pirates, hoping 
  to catch a ship unawares? Can the debris be tracked back to a mysteriously destroyed ship? Is it the result of a secret scientific 
  experiment? 
  DISEASE
  What happens if a disease (either a virus or food-borne) breaks out on the ship? The crew might have infected food supplies 
  or crew members, so passengers might need to be confined to quarters. The crew might be at risk of starvation if the food has 
  become contaminated. Some illnesses can lead to mental instability, which can be extremely dangerous on board a ship. Such 
  a person might open a hatch or fire a weapon that pierces the hull or damages sensitive equipment, possibly even the reactor. 
  Even best case, a ship might find itself severely undercrewed. A disease could also be the result of sabotage, an attempt to kill 
  an important passenger, or to make sure the ship doesn’t reach its destination with a certain cargo. Or maybe it’s the result of the 
  cargo itself? Maybe one of those vials being smuggled off Ganymede broke? More information on illnesses can be found in The 
  Expanse RPG under Hazards. 
  DRIVE FAILURE
  The ship’s drive has failed leaving it drifting in space. This could be the aftermath of combat, a strike by a missed micro-meteoroid 
  or other space junk, or even the result of neglecting ship maintenance. If the ship’s drive fails, they continue to drift in space at 
  the same speed and course of their last trajectory. If the drive failure was the result of damage to the ship, it is possible, or even 
  likely, that the ship’s comms systems might be down as well, in which case they are on their own. The story might revolve around 
  getting the comms working again, but then the crew is at the mercy of whoever picks up their distress call. The opening chapters 
  of Leviathan Wakes offers a perfect example of how this could be incorporated into a story.  
  MALFUNCTION
  Malfunctions happen on ships, especially older ships, all the time. An air scrubber suddenly stops working, or a circuit relay burns 
  out. This kind of thing is normal; keeping up with minor malfunctions and trying to stay ahead of them is what keeps and engineer 
  busy between ports of call. Ships that don’t undergo routine maintenance run a much higher risk of experiencing dangerous 
  malfunctions. Some of these could lead to more dangerous problems such as a water leak or reactor malfunction. Or, what 
  happens if the comms systems fail just as the crew is having a secret meeting with a fixer or negotiating with enemies? A UN or 
  MCRN customs inspector is unlikely to think kindly of a ship that doesn’t return its hails. 
  Even nuisance malfunctions require repairs, which is discussed more in Chapter 3. 
  43
  
  Chapter 2: Ships in Action
  even the result of a long high-g burn. No matter the reason, if the crew finds themselves short on water, they have to figure 
  out how to survive. The easiest way to save water is to divert water from the coolant systems. The primary danger in doing 
  this is that the ship’s systems are not designed to run in extreme heat. For every 6 hours a ship diverts water from the coolant 
  systems, the ship’s engineer must make a TN 9 Intelligence (Engineering) test. The difficulty for this test increases by +1 for 
  every additional 6 hours. If this test is failed, the ship suffers two losses that cannot be repaired until coolant is restored. 
  Under certain circumstances, the GM might allow a character to make a TN 14 Intelligence (Navigation) test to increase the 
  time between tests or decrease the time to their destination. This represents the ship taking a more direct course, or using 
  the shadows cast by asteroids or moons to keep the ship cooler. Of course, this can only be done if the ship is in a location 
  that is applicable. 
  Finally, working on board a ship that is not cooling properly is hazardous, and tensions often run high as the heat increases. 
  Use the rules for Exposure in Chapter 13: Threats of The Expanse RPG with an interval of 1 to 6 hours for the Stamina test. If 
  the ship runs for an extended period without coolant, the GM may also want to apply the effects of Dehydration, described 
  in the same chapter. 
  This hazard could be introduced as the result of a major Churn effect. The most appropriate time to introduce this hazard 
  would be after the ship has suffered hull damage, which resulted in the water reclamation system being damaged. It’s also 
  possible that a ship that hasn’t undergone the proper maintenance could develop a slow water leak that the internal sensors 
  don’t detect. 
  overLoaded reaCtor
  An overloaded reactor is a terrifying prospect for any crew. An overload means that the reactor is heating up out of control and 
  will eventually explode, destroying the ship and anyone on board. This could result from a lack of maintenance, performing 
  an extreme maneuver, damage to the reactor, or even a fault in the system. Once a ship’s reactor has begun to overload it 
  can be a very difficult task to reverse the process. Reversing this process requires an Advanced Test of TN 17 Engineering 
  (Intelligence) with a Test Threshold of 10-25 (determined the by Narrator and based on the severity of the overload. Each 
  test has an increment of 1 round. 
  A reactor must be completely shut down to stop the process and is most likely 
  damaged in the process, making it impossible for the ship to use its Epstein drive. 
  It’s also likely that an enormous amount of water is used in the cooldown process, 
  leading to the Out of Water Hazard.
  A reactor overload Hazard could be the result of a major or epic Churn effect. A 
  major Churn effect would mean that the crew has 3d6 rounds to overload and an 
  epic Churn effect means that they have 1d6 rounds. 
  dUMping tHe Core
  In extreme cases, where the reactor has taken too much damage or is about to 
  overload, a ship can dump its reactor core. This is usually an automated process 
  that can be accomplished by anyone on the ship with a fairly quick computer 
  command. A ship that dumps its core doesn’t come to a stop but continues at the 
  same velocity and vector; however, the ship is now “on the float” and no longer 
  under thrust gravity. If the ship has sufficient battery power, it can make minor 
  adjustments to its course by flying teakettle or using attitude control thrusters, but it 
  is largely powerless to do more than make minor course adjustments. 
  Dumping core can also be a last-ditch effort by a ship that does not have any other means of shooting down an incoming 
  torpedo. Unless a torpedo is manually guided, they target the highest energy output; the ship’s reactor. If the core is dumped, 
  an incoming torpedo likely targets the dumped core rather than the ship. The resulting explosion may even take out other 
  incoming torpedoes if they are close enough. Of course, this leaves the ship powerless and drifting directionless in space, 
  unable to defend itself against any additional torpedoes.  
  reStarting a reaCtor
  In most cases, a ship’s engineer takes several 
  hours, slowly powering up a cold reactor. When 
  done this way and following the proper proce-
  dures, there is no test and no risk. However, 
  in some cases, an engineer may want to 
  quickly bring the reactor online. In an extreme 
  emergency, an engineer can try to bring a 
  reactor online within minutes. This requires an 
  advanced Intelligence (Engineering) test of TN 
  15 and a Threshold of 25. The time increment 
  for this test is 1 minute. If any of these tests are 
  failed, the engineer must re-start the process 
  from the beginning. Failure is also the perfect 
  opportunity for the GM to introduce a reactor 
  overload as a Churn effect.
  44
  
  Chapter 3: Shipboard Life
  w
  ar has been described as, “months of boredom punctuated by moments of terror.” Life on board a ship could be 
  described in much the same way. Daily tasks and repetition consume most of the time on a spaceship. Of course, 
  it’s that very same drudgery, checking relays, testing seals, and running diagnostics that help ensure your survival 
  when an emergency strikes. This chapter provides details on the day-to-day life on board a ship and how to incor-
  porate these details into your stories. 
  CoMMon MiSConCeptionS aBoUt SpaCeSHipS
  The Expanse novels strive toward presenting a realistic view of physics and engineering, and this is reflected in their 
  description of what it’s like to live and work aboard a spaceship. Players who are new to the setting, though, might benefit 
  from seeing the facts behind a few common misconceptions about traveling in space—especially because many books, 
  movies, and television shows play more fast-and-loose about these facts.
  rUnning oUt of air
  Life support aboard a spaceship includes more than just providing air, and “air” means more than simply oxygen. Factors 
  that a ship must manage to keep humans alive in space include maintaining temperature and pressure, providing oxygen, 
  and removing harmful gases. We’ll deal with temperature in a bit, but first, let’s talk about air.
  Spaceships do indeed have to carry a supply of oxygen, but many also 
  include a mix of nitrogen and trace gases. They use such a mixture to 
  mimic Earth’s atmosphere and to reduce the risk of fires that an all-
  oxygen atmosphere would provide.
  When a ship’s supply of oxygen runs out, the crew won’t immedi-
  ately start to suffocate. The ship’s pressurized compartments (those 
  containing air) would still contain breathable gas, but this gas would 
  soon become toxic due to the buildup of carbon dioxide produced by 
  3. Shipboard Life
  It wasn’t just the coffeemaker; the entire galley was in open 
  revolt. Holden looked at the ship name, Rocinante, newly 
  stenciled onto the galley wall, and said, “Baby, why do you 
  hurt me when I love you so much?”  
  — Caliban’s War
  4545
  
  Chapter 3: Shipboard Life
  the crew’s own exhalations. How long the crew has before they begin 
  to suffer toxic effects depends upon the volume of air available and 
  the number of people breathing it. As a baseline, one person in an 
  average-sized room would start to feel a headache within an hour; then 
  fatigue, anxiety, and hyperventilation a few hours later (represented by 
  the fatigued condition); followed by exhaustion, and then death after 
  about 24 hours.
  A similar effect would occur if a ship’s air scrubbers failed, even if the oxygen continued to flow. Part of the life support 
  system, the air scrubbers are working all the time to separate harmful gases from breathable ones and to remove them from 
  the air supply. If the scrubbers fail, CO2 will eventually build up to toxic levels as above, though it will take longer.
  tHe CoLd of SpaCe
  While it’s true that interstellar space, in general, is a very cold place (as low as around 3 °C above absolute zero), it’s a 
  different story when you’re inside a star system and exposed to direct sunlight. Additionally, a spaceship can absorb a signifi-
  cant amount of heat while near a planet from the body’s infrared emissions and the visible light it reflects (called “albedo”).
  Once a spaceship has been heated (by any of these means or otherwise), getting rid of that heat can be challenging. The 
  vacuum of space is an excellent insulator—since heat loss through convection won’t happen outside an atmosphere, and 
  conduction will only help when in contact with a body colder than the ship, the only way to dissipate heat is through radia-
  tion, and this method is relatively slow. So, a hot ship will tend to remain hot without the use of methods to cool it down. 
  The upside is that such methods exist, including heat sinks and radiators. The downsides are that they still rely on radiation 
  to purge heat and that intense environments (such as within the orbit of Venus) can generate heat that will eventually over-
  whelm such protective measures.
  To use the vicinity of Earth as an example, a ship in Earth orbit would heat up to around 120 °C in direct sunlight but cool 
  down quickly as soon as anything blocked said sunlight. This marked difference in heat gain and loss is why the tempera-
  ture difference between day and night is so extreme on planets with little or no atmosphere. The light side of the moon, for 
  example, is around 115 °C, while the dark side is -180 °C.
  The practical result of all this is that spaceships operating within the distance between the sun and the belt will be most 
  concerned with keeping cool, and ships farther away than the belt will need to work to keep warm.
  wHiCH way iS Up?
  For many Earthers, the first time they really grasp the implications of microgravity is during their first spaceflight when they 
  board a ship that—on the inside—seems to be lying on its side. They walk across what seems to be a wall, with the floor to 
  one side and the ceiling to the other. In the galley, tables and chairs are also mounted on a wall. The same goes for bunks 
  in crew cabins and zero-g toilets in the head. Why are things laid out this way?
  Ships usually aren’t designed as if they were a naval boat with the bridge placed at the “top” and the engines at the “back.” 
  Most Large spaceships (using the scale in Chapter 6: Spaceships of The Expanse RPG) are designed so that when they are 
  under thrust, the floors and walls and ceilings are oriented as if the engines were “downward.” Which, in a sense, they are, 
  since thrust substitutes for gravity and makes it feel as if everything is being pulled toward the engines. Since a spaceship 
  spends most of its time in space, it doesn’t make much sense to orient things in a way that would only be convenient when 
  parked on a planet. When the ship is under thrust, the interior functions as if the ship were parked on a planet, standing on 
  end, with its engines on the ground—and when it’s not under thrust, there’s no frame of gravity reference anyway, so sitting 
  on a wall is no stranger than sitting on a floor.
  Banking, ManeUvering, and deCeLerating
  Just as spaceships are very different than naval ships, they also don’t have much in common with aircraft. The connection 
  is natural, given that both spaceships and aircraft can fly and engage in three-dimensional combat, but that’s where the 
  similarities end.
  Cinematic depictions of space combat commonly show ships banking, climbing, diving, rolling, and performing other such 
  atmospheric maneuvers that make aerial dogfights so exciting. In most cases, none of these make sense in space. Aircraft 
  turn by banking because of airflow across their wings, which doesn’t exist in space. And they climb and dive relative to the 
  “And she had to exercise so that they wouldn’t have to put 
  her in a nursing home when she got back to a full g.” 
  — Caliban’s War
  46
  
  Chapter 3: Shipboard Life
  planet that holds them in its gravity well. With these factors unavailable, in order to change the orientation of a spacecraft, 
  its pilot must use thrusters that use bursts of air or other propellant to push the nose of the craft in a different direction. This 
  use of thrusters for precise orientation control in three-dimensional space means that maneuvering in space isn’t driven by 
  adrenaline-fueled reflexes—it’s driven by math.
  It’s also important to note that changing the facing of a spaceship doesn’t necessarily change the direction it’s moving. For 
  planet-based craft, it does because both gravity and airflow affect a craft’s movement. But this is not true in space, so when 
  the engines are off, a ship can be pointing in one direction and moving in any other. Indeed, this is a requirement when a 
  ship is halfway to its destination and it’s time to decelerate since the ship will need to flip so that its drive points directly in 
  its path in order to cancel its momentum.
  wHere are tHe windowS?
  You won’t see ships dotted with portholes and viewports and observation decks as you might see in some speculative 
  depictions. As romantic as this idea seems, such features are not practical on spaceships. They would be physical weak 
  points, less able to block radiation, and likely to lose heat as well. And for what purpose? On the rare occasion that there’s 
  something to see through such a window, it will likely be so distant that you’d need a telescope to make it out anyway.
  Instead, spaceships in The Expanse are equipped with numerous viewscreens that display video images (both live and 
  recorded) from cameras mounted around the ship. Such screens can also show feeds from other devices, like hand termi-
  nals, making them even more useful than windows. Obviously, a downside to using computer displays instead of windows 
  is that displays are useless when the power fails—but in that eventuality, the crew has more serious problems than being 
  unable to view the vastness of space.
  SHipS aS SettingS
  Since characters spend so much of their time on board ships, players should 
  explore the interesting roles ships play The Expanse. Vessels of various size 
  and function house and transport the crew, and each ship presents a different 
  setting in which to live and explore space. Short-range or personal ships, like 
  scouting vessels or escape pods, have limited space and occupancy, requiring 
  little supply on those brief journeys. Long-range ships or enormous space 
  stations, like military battleships or Tycho station, can house hundreds or even 
  thousands of people, requiring all the amenities of a small city. Regardless 
  of the ship size, the characters inside should directly interact with their ship to 
  drive the story. This section contains details of life aboard a myriad of ships that should help the GM and players generate 
  interesting narratives and enhance gameplay.
  Setting tHe Stage
  Choosing a ship is akin to choosing a planet to live on: it establishes all the physical and cultural rules of that setting. Games 
  taking place on a tiny reconnaissance skiff zipping through an asteroid field will vary greatly from a story told aboard the 
  enormity of a space station orbiting Jupiter. The largest differences between ships due to their size, class, and age and origin 
  invite varying experiences for those who live aboard them. The GM should take the time to paint a clear picture of life aboard 
  each ship, outlining how these ships are unique, which gives the characters a clear stage upon which to take their actions. 
  The more detailed the descriptions, the more immersive the setting. The details in this section should give you some great 
  ideas on how to craft a story around shipboard life.
  Size
  As the primary trait of a ship, size largely determines the lifestyle on board the vessel. It governs the crew size, storage room 
  for cargo, multiple decks, maneuverability and speed, and relative structural strength. (Larger ships are not necessarily made 
  of stronger materials, but the increased surface area can make targeting vital systems difficult for attacking ships.) Larger 
  ships also mean larger minimum crew sizes, providing plenty of NPCs for characters to mingle with. Smaller ships have 
  advantages of dexterity, cheaper costs for supplies, and possibilities of operating with minimal personnel. Some ships are 
  “Flying on the Cant might be the bottom of the 
  barrel, but that meant there was nowhere else to go. 
  People stayed, made the ship their home.”
  — Leviathan’s Wake
  47
  
  Chapter 3: Shipboard Life
  so small that crews must stay seated the entire voyage, a sedentary existence that causes significant stress on the bodies 
  and minds of the passengers. In all, size determines what actions and activities can happen on board.
  CLaSS
  Ship class relates to size but offers unique characteristics for setting the stage. Class depends on the function of the ship, 
  which suggests what systems are on board, what supplies it carries, what crews need to do on board, where crews can go in 
  that ship, and what crews can do with ship systems. Essentially, the ship’s class tells the crew what they can and can’t do in 
  travel, battle, and transport. For example, a large frigate may have a PDC and torpedo system and lots of cargo space while 
  a small shuttle has no weapons systems or cargo space but can travel extremely fast (short distances). Class also determines 
  how many decks exist on board and what form living arrangements may take. For example, military ships may have tiny 
  rack quarters for individuals with a communal toilet or galley while luxury cruisers may have an entire mansion of amenities 
  for each person. Class differences can also allow alternative uses for ships, such as room for smuggling compartments or 
  weapons systems and boarding pods used for piracy, if crews decide to go that route.
  age and origin
  Think of age and origin as the details of your ship’s past life. Is it brand new, fresh off Luna’s shipyards, a veteran battlecruiser 
  with more than a few scars, or a hunk of salvaged junk that stays glued together for some reason? Age and origin determine 
  the availability and quality of onboard systems and equipment. Ships almost never go out of commission due to age because 
  they are so valuable, so if crews can afford to repair, refit, reinforce, and upgrade the systems and structural elements regu-
  larly, some vessels can last a really long time. 
  Age and origin also dictate the details of shipboard life. For example, the interiors of the oldest ships and many standard 
  issue ships from Earth and Mars do not accommodate the taller height of Belters, meaning doorways, crash couches, and 
  beds, and showers on board are too small. Vessels with outdated life support systems may only sustain a minimal crew, so 
  captains should never take on extra passengers without serious consideration of the air and water, even if there is room. 
  Ships built before modern air and water recyclers may have outdated hydroponic systems for gardens of ivy and snake 
  48
  
  Chapter 3: Shipboard Life
  plants intended to supplement life support systems. Old fashioned Belter ships have foldable furniture fixtures set into the 
  walls and ceiling to anticipate the gravity getting shut off. On the other hand, newer ships intended for work in the Belt 
  comfortably accommodate humans of all sizes while also benefiting from modern technologies, such as magnetic furniture 
  and top-quality recyclers. Ships used for military or secret branches of wealthy corporations may have advanced sensor 
  systems or stealth technology. Some companies, like the Pur’N’Kleen Water Company have motley fleets of salvaged barges 
  with ice cutting attachments slapped onto the fronts.  
  SHip MaintenanCe
  Despite the major differences between the varieties of ships, there are also two common requirements of all space vessels: 
  they must achieve their intended purpose, and they must sustain the life of those on board. Captains should keep these two 
  objectives in mind as they crew their ships and voyage into the vast voids of space. This means regular diagnostic checks 
  of ship systems and engineering, daily maintenance and cleaning schedules, and frequent stops for repairs and resupply. A 
  dirty exhaust fan may not seem like a big deal, but negligence and disrepair add up. Crews should maintain the necessary 
  level of Income to keep the ship in good condition. Failures to prioritize upkeep activities can lead to dire consequences. 
  This is especially true if ships have sustained any amount of damage or strain to its systems. In emergency situations, ships 
  often cannot depend on outside help, so crews must be resourceful and may need to make major sacrifices to keep their 
  ship running properly.
  Several factors can dictate how ship maintenance plays into the story. A newer ship or a short-flight spacecraft may not 
  need as much maintenance during its journey, giving crews plenty of leisure time, perhaps even too much leisure time. A 
  crew with higher Income could hire a port-side maintenance team to do all the checks and diagnostics while stopping along 
  their travel route. However, crews with a ship on a long journey without frequent stops, an older ship with rickety parts, or 
  a ship that has been recently damage should attend to their maintenance shifts regularly. Those crews may want to hire a 
  full-time engineer, or even a team of engineers, to keep their ships running. 
  Ships that are not maintained properly are not just dangerous to its crew but to anyone near the ship. Mechanical malfunc-
  tions, radiation leaks, or even explosions caused by unkempt vessels can wreak havoc on space stations, causing serious 
  injury or death. For small rocks like Eros, these accidents could endanger the entire station’s population. Crews of ships 
  plagued by substandard maintenance procedures can be cited by inspectors at ports for being in violation against regula-
  tions for station safety. Ships with many citations can be banned from docking at certain ports, marked as accidents just 
  waiting to happen. Bans result in the authorities circulating that injunction, tied to your ship’s transponder codes, on all local 
  feeds, warning other ports of the danger. To lift the ban, crews must first fix all the violations and find a safety inspector willing 
  to come aboard to do another review. Repeat offenders may risk permanent revocations of docking privileges, a death 
  sentence that might force crews to abandon their vessel.
  Most characters can do the cleaning, diagnostics, repair, and general maintenance during the interludes as interlude 
  activities. (See the Interludes in Chapter 5 of The Expanse RPG for more information.) Maintenance, or the lack thereof, 
  also provide interesting conflicts for encounters and plot points in the story. For example, a crew may have a gummed-up 
  air recycler that they have been meaning to clean but never got around to it. Forgetting to fix it, or even fixing it poorly, may 
  result in a serious emergency later down the line. 
  Living on Board
  Overall, ships are designed to be compact and efficient, and sometimes that also means cramped and uncomfortable. Crews 
  may be crowded together in their workstations, and you may have to share space with an elbow or step over a leg in order 
  to get work done. Even the largest ships, built to accommodate thousands of people, maximize space by having tiny rooms 
  and corridors. Earthers may initially find the narrowness unnerving, but eventually, if you stay aboard anywhere long enough, 
  it begins to feel like home.
  Ships with living quarters have at least bunks and a toilet. Larger ships may have private bedrooms, bathrooms with a 
  shower and a half or full sink, kitchen nooks or full-kitchen galleys, living rooms with wall screens for watching vid feeds or 
  mapping the solar system, and workstations complete with tightbeam communication capabilities all stuffed into one space. 
  Those aboard military ships may share communal amenities, crammed into shared racks like sardines and having head use 
  scheduled out to the second. The only exception to the size limitations are the luxury cruisers built by the extremely wealthy. 
  Space is expensive, and corporate bigwigs may go overboard to flaunt their wealth by having amenities like gold-plated 
  bathrooms, media centers, game rooms, full bar lounges, and restaurant-style eating facilities for each person or family. 
  49
  
  Chapter 3: Shipboard Life
  In some instances, players may not live in suites but spend most of their time in the ship’s brig or holding cells. These 
  rooms may have a crash couch for high-g travel and a basic toilet, but these spaces do not offer their occupants any comfort 
  or privacy. Austere, reinforced walls and doors prevent any damage to the interior of the cells, and security feeds help jailers 
  monitor their prisoners at all times. Sedative gas may also be piped into the room’s air mix for overly disruptive prisoners. 
  Though prisoners may sometimes get processed in nearby interrogation rooms, they often never have to leave these quar-
  ters as all meals and necessary medical supplements are brought to them. Prisoners may spend long weeks or months in 
  a brig or holding cell, but ship detention facilities were not designed to hold prisoners indefinitely since they are not formal 
  jails or prisons. Depending on the details of the arrest or seizure, these prisoners may stay only until the ship nears a station 
  or base with a formal prison system to house them. 
  SUppLieS
  Life in a ship is a constant balance of surviving on the inside and the dark vacuum outside, and sometimes, maintaining 
  that balance can be a battle. Ships should have and maintain stores of provisions like food or medical supplies, the most 
  essential being oxygen and water. Planning is vital for survival when the nearest safe port is weeks or even months away. 
  Good captains make the habit of having a constant tabulation of water and oxygen stores in the back of their minds, though 
  ship sensors and computers can also help monitor this. Knowing the numbers can help captains strategize many courses 
  of action, such as changes in ship destination or taking on new passengers or crew. Captains must maintain the integrity of 
  their ship’s resources, and sometimes there just isn’t enough to go around.
  Part of being aware of life support provisions sometimes may be as simple as making sure ship water and air recycling 
  machinery is in top shape. Other times, this could simply mean returning to the nearest port, bartering with a nearby ship, 
  or scavenging asteroids for new supplies. In more dire circumstances, preserving the life of the crew may mean rationing or 
  creatively making supplies stretch, like raising the inner temperature of the ship to save oxygen. Captains may need to press 
  their crews to their physical limits, but this takes its toll on the mental and physical health of those on board and should only 
  be done when there are no other better options. Crews may live long enough to appreciate over-cautious captains.
  oxygen
  Oxygen is one of the most limited resources and the most vital. Air mixes (composed of oxygen, nitrogen, and argon gases) 
  mimic Earth’s atmosphere and are manufactured to suit the needs of shipboard life. The concentrations of these gases can 
  be controlled at the ship’s operations terminals, a vital function for rationing the supply when necessary. Fully upgraded air 
  recyclers keep the air on board clean and may help to convert some carbon dioxide back into breathable oxygen, but they 
  do not replace the need to restock, so you should remember to resupply every time you put into port. Ships have main 
  stores of oxygen, backup stores for emergencies, and portable air mix bottles for smaller vehicles and suits. In the early days 
  of space travel, many crews grew plants and algae colonies on board their ships to help stretch the oxygen stores, but this 
  practice has long-since been proven ineffectual, lingering now only as part of the onboard décor.
  If the oxygen in the air mix runs too thin, your body will immediately respond. Anoxia, the medical condition of not having 
  enough oxygen, causes dizziness, loss of focus, hallucinations, and labored breathing. Veteran crewmembers have enough 
  experience to power through initial stages of anoxia, but the human body cannot live for more than 3-4 minutes without 
  oxygen, after which major organ failure and brain death set in. For more information on how to play out an anoxic or oxygen-
  less scenario, see the Going Without Oxygen table in the Rationing section. 
  water
  Water is the second most precious supply that ships should restock. Valued for drinking, environmental controls, hydroponic 
  systems, and hygiene, all ships have water recyclers that can process wastewater into potables, but some is always lost 
  as vapor despite the air recyclers recovering some. Some ships can’t afford to dedicate water to showers or even hand 
  washing, forcing the crew to use more deodorant and moist towels with soap pads. The inconvenience of returning often 
  to bases or ports for water can prove inconvenient for some ships. Crews willing to gather their own may find ice sheets 
  on asteroids and planetoids throughout the system, or even attempt to gather ice from random comets. Locations to these 
  stores are sometimes mapped on the network, though the records are not always up-to-date. Earth and Mars have restricted 
  some of the ice collection in certain areas due to ownership and territorial claims of the asteroids or the ice, but they can’t 
  monitor all their stakes all the time.
  50
  
  Chapter 3: Shipboard Life
  People can go about 3-5 days without water before dying of 
  dehydration. Symptoms of dehydration include extreme thirst, 
  excessively dry skin and mucous membranes, fever, sunken 
  eyes, rapid breathing and heart rate, confusion and mood 
  swings. For more information on how to play out dehydration, 
  see the Going Without Water table in the Rationing section.
  fUeL
  Most ships are powered with a fuel-injecting fusion reactor. 
  Thanks to the invention of the Epstein Drive, ships require 
  substantially less fuel reserves than in the past. The reactor 
  powers the drive, which requires fuel that comes in the 
  form of “pellets” that are purchasable from any base. Ships 
  stranded in space due to running out of fuel, however, only 
  have the option of waiting until another ship answers their 
  distress beacons. 
  Ships also rely on RCS (Reaction Control System) thrusters 
  for maintaining attitude control and for procedures that require 
  fine adjustments in position, like docking. RCS thrusters, and 
  their smaller cousins on EVA suits, use monopropellants to 
  change the direction a ship faces (it’s “attitude”). While mono-
  propellants last a long time, they are finite and occasionally 
  need to be restocked. In a pinch, if monopropellants are 
  expended, expelling the ship’s interior atmosphere can also 
  act as a kind of attitude control, such as slowing or stopping an 
  out-of-control spin.
  traditionaL roCket fUeL
  The liquid oxygen rocket is all but extinct, replaced by the 
  Epstein drive. That isn’t to say there aren’t still ships that use 
  these old-school rocket engines, although they’re considered wasteful and quaint—unless you’re a pirate or semi-legal scav-
  enger, in which case they’re an excellent way to change your velocity without the heat signature of a high-burning fusion 
  reactor. Fuel for these sorts of engines can still be found on major stations and is even actively refined on some smaller ports 
  in the Belt, but due to its association with grey-market activities, acquiring it can often be a test of “who you know.”
  food
  Every ship carries food stores in their cargo bay storage compartments, galleys, hydroponic kitchen gardens, or food 
  kiosks. Food in The Expanse runs the gamut from the grey-tasting textured protein pastes to egg noodles with black 
  sauce to real Wisconsin cheese. Most food found on ships is manufactured to have an indefinite shelf life for those long 
  voyages and are textured and packed to prevent crumbs, drips, or splatters that could make a mess in null-g. Lots of food 
  goods take the form of bars, pastes, and gels packaged in tubes and nippled bulbs for mess-free, one-handed or even 
  no-handed eating (inside vac suits). Most of the “real food” grown and produced in the Sol system comes from Earth, 
  Ganymede, and Europa, so both Earthers and Belters can come by these foodstuffs much easier than Martians, though 
  this does not mean that they are cheap. In areas beyond the proximities of these breadbaskets, the cost of these “real 
  food” goods can be extremely high.
  Besides the generic packages of greasy cardboard bars and tubes of nutritional paste, there is an abundance of foods 
  from around Earth throughout the solar system. These food goods in the shape, relative texture, and similar flavor of Asian, 
  Middle Eastern, and African cuisines appear everywhere as Earth’s old food cultures have given rise to innovative iterations 
  of human favorites like noodle bowls, curries, chutneys, flatbreads, and soups.
  The presence of these varieties on board your ship will depend on your Income.
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  Chapter 3: Shipboard Life
  Chapter 3: Shipboard Life
  LOW INCOME
  Mushrooms and myco-proteins are plentiful throughout the Sol system since nearly all stations and bases make use of their 
  ecological role as waste decomposers. Food scientists have discovered methods of turning fungi and tofu into all manner of 
  fake food products that appear and taste vaguely similar to people’s favorite ingredients, such as eggs, wheat, bacon, or beans. 
  Characters with lower Income scores can generally enjoy canned or dehydrated vegetables or fruit and vat-grown grains and 
  rice mixed in with their pastes and proteins. Some ships highly regulate their crew’s diets, favoring nutrition above all else. For 
  example, the MCRN usually feeds their soldiers “slop,” a high-protein, high-carbohydrate paste meant to refuel troops, not 
  appeal to their palates. Other ships may favor cost instead of nutrition. For example, some Belters often enjoy a food commonly 
  known as “kibble,” a mess of protein pellets or crumbles seasoned with spices or flavored sauces which varies in nutritional 
  value. Those with the lowest Income scores may have to settle with eating the same crumb-less, fake wheat crackers for weeks.
  Malnutrition takes the forms of diseases like rickets (bone pain, muscle cramps, tendency to fracture), scurvy (weakness, 
  reopening of old wounds, internal bleeding), and pellagra (mouth sores, vomiting, dementia). The final stages of severe star-
  vation include symptoms like an irregular heartbeat, hallucinations, convulsions, and severe muscle pain. You can go up to 
  2-3 weeks without food. For more information on how to play out a starvation scenario, see the Going Without Food table 
  in the Rationing section. 
  MIDDLE INCOME
  In addition to the regular pastes, tofu and fungi fake food products, and cheap noodles, characters with middle Income 
  scores can afford vat-grown animal proteins like red meat and chicken. These meats can be canned with spices or herbs 
  or turned into processed food products like soups. Characters with middle Income scores also have access to shrimp, 
  salmon, and other fish raised on microgravity farms, which supposedly make the seafood more nutritious somehow. Occa-
  sionally, when in proximity of Earth, Ganymede, or Europa, a middle Income score can get you fresh produce like strawber-
  ries, apples, peppers, onions, garlic, leafy greens, real chickens 
  and eggs, or real pork. These do not last very long both due 
  to shelf-life and passengers who would take every opportu-
  nity to gorge on real food. To curb this, since real food is so 
  expensive, some crews protect their provision inventories with 
  biometric security systems to prevent unchecked filching.
  HIGH INCOME
  Characters with higher Income scores may choose to enjoy 
  the luxuries of real food imports from Earth, no matter where 
  they are in the Sol system. These foods never come in pre-
  made packing or as processed products. Rather, transport 
  ships carry them in state-of-the-art refrigeration and livestock 
  freights, maintaining the freshness and flavor of these items. 
  These supply ships carry live pigs, chickens, cows, and crusta-
  ceans from Earth’s oceans to be freshly butchered and aged 
  on board the ships of their consumers. This means that nearly 
  all wealthy ships employ the services of multiple highly trained 
  chefs who can work with items like caviar, truffles, and lobster. 
  Priority lies with flavor and experience rather than speed, 
  convenience, or nutrition. Real cheese is one the of most 
  coveted food products throughout the Sol system, costing 
  more per ounce than gold, and makes a regular appearance 
  on wealthy dining tables and in the black market.
  drinkS
  Coffee, tea, and alcohol are consumable comforts that many 
  ships deem necessary for crewmembers. Coffee is grown 
  even on Mars, despite the relatively weak soil, so its presence 
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  Chapter 3: Shipboard Life
  on board well-stocked ships is common. As wheat is one of the most common foods, beer is relatively cheap and can be 
  purchased nearly anywhere. Liquor varies almost as much as food since nearly every ship and station has its own distillery 
  productions to supply its crew. Fungal-culture liquors, like “moss” whiskey or faux bourbon, hang on the relatively cheap 
  end, being circulated alongside recipes for pseudotequilla and cheap Belter scotch. Real liquor from Earth strays on the 
  opposite end of the Income spectrum, beyond the reach of most traveling in space. For example, Lagavulin scotch from 
  Scotland’s island of Islay can cost up to 1200 UN dollars a bottle, but some may be willing to pay the price for this luxury.
  MediCaL SUppLieS and drUgS
  Availability of medical supplies and pharmaceuticals depends on Income and location. Most ships carry a medicine cabinet 
  of standard issue first aid supplies and pharmaceuticals: bandages, painkillers, antibiotics, coagulant boosters, and amphet-
  amines. Ships with larger budgets and medical personnel or an auto-doc may have more specialized drugs, such as anti-
  cancer meds or Belter bone-density supplements. Fully stocked medical bays on luxury, corporate, or military vessels should 
  have anything imaginable in stock, such as a variety of analgesics and antiseptics, stitch staplers and other surgical tools, 
  growth-stimulating bandages and bio gels, antibiotic patches, quick-form air-casts, fittings for artificial limbs, and drugs for 
  every ailment ranging from nausea to fatigue. 
  Crews should regularly restock supplies when stores on board have depleted, but looking for a specific drug may prove 
  difficult and expensive the farther a ship flies from Earth and Mars. Though easily labeled and sold at most bases, crews 
  without medical knowledge can buy the wrong drug kits, stocking up on unnecessary amounts while forgetting the impor-
  tant ones. A physician or auto-doc system can help crews make the appropriate choices. Crews should also not forget to 
  stock up on the Juice. (See Pharmaceuticals in The Expanse RPG for rules on how to play with these drugs).
  HoUSeHoLd MaCHinery
  As crews often call their ships home, these vessels have many modern household items 
  that make life amenable. Not all ships have these, but those that do have happier crews. 
  Crews with middle Income scores can afford to purchase these items. Operating this 
  equipment generally requires no test unless it is malfunctioning or damaged in some 
  way, but the GM may ask for advanced tests to see how long operation takes.  
  reCyCLerS
  A basic recycling system helps break down and process materials back into reusable substances. Water and air recyclers 
  help crews reuse some of these stores, but these reclamation systems are not perfect, and ships must regularly resupply to 
  maintain the health and life of the crew. Garbage recyclers irreversibly destroy anything put inside, and the refuse material 
  is then sorted into basic components such as metals, plastics, and organic matter, which are compacted for later processing. 
  Upon returning to port for maintenance, dockworkers empty these waste products from the ship’s refuse containers at 
  specific stations in the docking area. 
  The workers then transport these substances to the base or station’s waste management facilities, which processes them 
  back into reusable materials. Metals and plastics may be reclaimed for future products. Organic matter gets ground into a 
  sludge that the waste management facility decomposes with the use of microbes and composting fungi, and wastewater 
  is treated, filtered, and reintegrated into the base’s waterworks. Only the very largest titanic-sized colony generation-ships 
  have their own waste management facilities on board that are capable of completely processing what gets put into waste 
  recyclers.
  CyCLing CHaMBerS
  Cycling chambers wash, disinfect, or launder items rather than breaking them down into raw materials, much like washing 
  machines or dishwashers. These machines can clean and sanitize used towels, bedding, clothes, vac suits, dishes, flatware, 
  surgical or dental implements, and hand tools. Crews that share communal sets of items use cycling chambers every day to 
  keep their environment sanitary and their crews hygienic. These machines clean objects with heat, chemicals, and UV light 
  rather than water, making them economical and versatile. Electronics, foodstuffs, and complex equipment, like guns or ship 
  parts, must be washed or cleaned by hand.
  “It’s all right,” Holden said defensively. 
  “My ship has a really nice coffeemaker.”
  — Leviathan’s Wake
  53
  
  Chapter 3: Shipboard Life
  faBriCatorS
  Ships often have devices called fabricators in their machine shops. These devices take raw materials—such as steel, plastic, 
  or cellulose—and assemble items that the crews may need, such as tools, simple ship parts, household goods, paper docu-
  ments, or toys. Connected to the network, these gadgets retrieve schematics for almost anything, and engineers can have 
  brand new breaker or set of forks for the crew in a matter of minutes. Crews must remember to stock their machine shops 
  with these raw material components. Crews can purchase them directly from fabrication shops or waste management facili-
  ties at bases or stations. Generally, only engineers can operate a fabricator, but the GM may allow others to use them. 
  kitCHen eQUipMent
  The most mundane of kitchen items can feel like a luxury for crewmembers who have lived a long time without them. Ship-
  board kitchens have coffeemakers, food packet dispensers, and industrial processors for rehydrating and heating food. 
  Expensive kitchens may have refrigeration for real food, electric oven ranges (which everyone agrees makes food taste 
  better), and hydroponic trays with full-spectrum lighting for growing fresh herbs and greens. 
  SHipBoard reSponSiBiLitieS
  This information exists as a helpful reference and does not need to limit storytelling 
  in your game nor turn it into a trivial bookkeeping exercise. Most maintenance 
  can be taken care of during interludes as the players choose to focus gameplay 
  on more exciting activities. However, maintaining the ship can also provide useful 
  plot devices and opportunities for character development. This section offers 
  interesting gameplay details if the players involve themselves with the intricacies 
  of shipboard responsibility. Not everyone is a weapons specialist or engineer, so 
  the GM should devise ways to keep all types of players participating even if the 
  players make up a rag-tag crew. NPCs can also pick up slack in crew duties. This 
  section will give some examples of the many roles individual crew members may play in the overall functions of a ship.
  Crew taSkS
  Most ships are outfitted with analytic systems and sensors that provide all diagnostic, navigation, inventory, and commu-
  nication information required for safe, stable conditions on board. Crewmembers, regardless of training, can read these 
  data reports from the ship terminals, and players can usually depend on these computer systems to alert them of prob-
  lems or remind them of essential tasks, working on other tasks in the meantime. For example, ship computers may sound 
  an alarm if a damaged nuclear warhead has caused radioactive contamination or the oxygen supply dips below a certain 
  healthy threshold. However, these systems should be checked regularly to ensure that they are functioning properly. Spot-
  ting potential problems before they occur gives crews ample time for problem solving. Radiation poisoning and hypoxia 
  can occur rather quickly if no one is paying attention. This is also particularly important if the crew is unfamiliar with the 
  processing quirks of a new ship.
  Besides reading and acting on the analysis of these computer systems, the crew must also fulfill other duties on board. 
  Depending on the size of the ship and crew, some of these tasks may have entire teams of people maintaining these func-
  tions. For example, a military battleship may have over a dozen gunners, a science vessel may employ only research scien-
  tists as crewmembers that take on other ship-board responsibilities while aboard, and a space station may have hundreds 
  of life-support maintenance workers. Larger ships may also have trained their crewmembers to act as backup personnel in 
  case a primary pilot or flight engineer is incapacitated. On smaller crafts, crew members may need to undertake multiple 
  responsibilities, sharing the load between them all and being overworked as they struggle to accomplish all on-board 
  tasks, with losing a single crewmember becoming  potentially fatal to the success of the voyage. The Ship Size table in The 
  Expanse RPG (Chapter 6) can provide numbers for how many crew members your vessel requires to operate. After iden-
  tifying the amount of crew your ship needs, choose the on-board tasks listed below that are necessary for your ship func-
  tions. These tasks below only represent what may need to be done and does not represent a complete list. Choose which 
  responsibilities work best for your ship, and if you like, feel free to add your own onboard tasks and roles. 
  Age showed up in unexpected ways. Things 
  that had always worked before failed. It was 
  something you prepared for as much as you could.
  — Persepolis Rising
  54
  
  Chapter 3: Shipboard Life
  adMiniStration
  On military ships this area is often referred to  as the 
  Combat Information Center, or CIC. Some civilian ships, 
  especially private security and large corporate ships, have 
  a similar center for gathering and distributing data.. These 
  offices maintain most of the decision-making power, and 
  chain of command generally runs through this department 
  first before the others. All data from this department is 
  often highly protected, especially on military or corporate 
  vessels, with compromise sometimes resulting in a self-
  destruct command.
  COMMAND
  Captains, chief officers, executive officers, and department 
  directors act as administrators and leaders on board ships. 
  They have the authority to oversee all decision making and 
  management activities while maintaining legal adherence and 
  operation efficiency. They also control paperwork, personnel 
  records and employment, ships logs, and duty rotation.
  INFORMATION
  Information specialists work closely with command to help 
  the leaders on board make decisions based on accurate 
  data. Not only do they gather information from all other 
  departments on board, they also use their access to network 
  intel to retrieve data on nearby ships or bases or investigate 
  approaching objects or hazards. On many military ships, 
  these officers also maintain encryption or security codes, 
  deployment information, and main data storage cores.
  COMMUNICATIONS
  Working closely with the leadership, communication special-
  ists oversee all communications made within the ship and 
  broadcasts sent by the ship. They maintain contact with all 
  crewmembers, even those disembarking for missions, and 
  they act as liaison between ship departments and command 
  by gathering status reports and disseminating commands 
  from the captain.
  Bridge 
  This department houses all major ship operations and 
  controls. As the location of the captain’s station and terminal 
  and the piloting controls, it is often under heavy security 
  and restricted access.
  PILOTING
  Pilots operate all the movements of the ship via the flight 
  computers and controls. Working closely with navigation, 
  pilots can control main propulsion and the Epstein drive 
  to ensure smooth flight operation during the voyage. On 
  larger ships, multiple pilots may be required to operate the 
  complex controls. Combat pilots specialize in offensive and 
  defensive maneuvering, sometimes taking on the opera-
  tions of main weapons systems as well. They also control 
  administration of the juice in high g.
  NAVIGATION
  Though often replaced by ship navigational equipment and 
  maps, navigation officers plot routes and determine arrival 
  times on voyages. They use scanning data to calculate the 
  most efficient courses and avoid en route hazards. Using the 
  ships sensors, these officers also analyze readings on radar, 
  lidar, heat signatures, radiation, gravity, and activity from 
  nearby ships, which they relay to information officers. They 
  also facilitate the approach and interaction with other ships.
  operationS
  As the largest department, operations officers supervise the 
  condition of the ship and the health of its crew. Executive 
  officers often oversee these functions under the command 
  of the captain or executive officers.
  LIFE-SUPPORT AND SUPPLY
  All ships require life-support systems, making this one of 
  the most vital departments on board. These stewarding 
  officers and technicians oversee the inventory and distribu-
  tion of supplies while maintaining the health and wellbeing 
  of the crew. They monitor the air mix, air and water recy-
  clers, waste, laundry, and on-board environmental controls. 
  They also manage consumables, such as food or medical 
  supplies, tools, and space suits. Overseeing the cargo bay, 
  they also handle all loading and unloading of freight and 
  weight distribution. These specialists may also determine 
  mealtimes and rest schedules in the shifts.
  WATCH
  On larger vessels with lots of personnel, an official watch 
  schedule may be unnecessary simply due to the avail-
  ability of crewmembers to work around the clock in shifts. 
  However, on smaller ships, where sleep rotations make take 
  vital crewmembers, such as the pilot, out of shift schedules, 
  a watch may be installed. Those on watch simply monitor 
  the ship’s sensors and trajectory, ensuring the safety while 
  the crew is resting. They may also be given pharmaceuti-
  cals to guarantee their alertness.
  MEDICAL
  Not all ships can afford the presence of medical personnel 
  on board or even have room, but this department plays a 
  key role in the success of extended voyages on long-range 
  ships. It deals with the hygiene, illness, and injuries of the 
  55
  
  Chapter 3: Shipboard Life
  crewmembers, also occasionally maintaining crew perfor-
  mance during stressful situations by administering pharma-
  ceuticals and sedatives. They also manage autopsies and 
  bodies on board. Occasionally, advanced medical stations 
  on board may have equipment that can replace an actual 
  medic or doctor, though this choice can be risky.
  engineering
  Ships will often never risk a voyage without a qualified engi-
  neering department on board. These workers manage the 
  electronic and mechanical equipment, including repairs and 
  upgrades. In emergency situations, the engineering depart-
  ment often must work the hardest and the smartest to save 
  the crew and the ship.
  ENGINEERING
  A particularly skilled engineer may be capable of managing 
  all sorts of systems and equipment, but larger ships with 
  complex functions and gear may require engineering 
  specialists, such as those that work specifically on propul-
  sion and engine functions, life support, combat systems, 
  or on-board vehicles and drones. These workers oversee 
  diagnostics and maintenance of all types of electrical and 
  nuclear systems, including the Epstein drive. Many times, 
  due to the lack of supplies in space, these engineers simply 
  jury-rig equipment available when in a pinch.
  MAINTENANCE
  Cleaning and repairing is often localized within departments 
  as specialists may be needed for certain types of equip-
  ment. However, generally all personnel must participate in 
  some degree or another to ensure the overall hygiene and 
  functionality of the ship. Though cleaning may be relatively 
  mundane as a task, maintenance technicians may super-
  vise more dangerous jobs such as radiation leaks or the 
  decontamination of personnel or equipment that has been 
  compromised.
  SeCUrity and CoMBat
  Though ships may generally have some type of security 
  system, only warships maintain an active combat depart-
  ment. These personnel oversee all the weapons and 
  weapons systems, including the presence of firearms and 
  explosives on board.
  SECURITY
  Though formal security guards may be unnecessary, this 
  department oversees all the security of the ship. Using 
  cameras and network intel, they act as on-board police, 
  especially on civilian ships. They monitor all activity on 
  board, accounting for every person on board and alerting 
  command of any suspicious activity. Security may be 
  called upon to handle unwelcome boarding teams, disrup-
  tive passengers, or simple disputes between crewmem-
  bers. They also control access to the brig and gun lockers.
  WEAPONS
  Made up of gunners, weapons technicians, and nuclear 
  engineers, this department usually only exists on battle-
  ships, overseeing the use and maintenance of all weapons 
  and weapons systems on board. Not all ships have external 
  guns, torpedoes, or grenades, but many civilian ships may 
  still have firearms for emergency situations. These personnel 
  also manage and distribute weapon supplies to the appro-
  priate crewmembers, which is highly restricted. This depart-
  ment works only under the captain or other military officers, 
  its personnel only engaging in combat at their command.
  MILITARY OPERATIONS
  Besides the weapons systems, military ships maintain 
  soldiers as their primary crewmembers, meaning that all 
  personnel on board also has some level of tactical and 
  combat training. Military operations officers oversee these 
  forces during combat or high-security situations, including 
  56
  
  Chapter 3: Shipboard Life
  boarding other ships or bases. They also may supervise 
  recruitment and training, drills, and special operations.
  MiSCeLLaneoUS
  Though most ships may have the departments mentioned 
  above, the following departments give examples of activity 
  on more specialized ships, such as civilian pleasure crafts or 
  research vessels, which may require more specific activities.
  SCIENCE AND RESEARCH
  Some expeditions require the employment of scientists and 
  researchers. Physicists, chemists, biologists and botanists, 
  astronomers, medical doctors, and mathematicians have 
  all analyzed data or conducted experiments in space, and 
  some ships are outfitted with complex laboratories and 
  research facilities. Occasionally, these activities require 
  more permanent facilities, so they operate out of space 
  stations rather than moving ships.
  RECREATION AND ENTERTAINMENT
  Some ships simply act as civilian cruise ships, offering the 
  wealthy opportunities to explore space in the lap of luxury. 
  Space stations house more permanent fixtures of residents 
  that require recreation during leisure hours. In both situa-
  tions, departments devoted to the entertainment and plea-
  sure give people the chance to unwind and enjoy the ride. 
  These personnel may offer a smattering of performance 
  arts, athletic recreation, or virtual environments for its 
  passengers to participate in.
  CHAPLAINCY
  Some ships may require the use of a chaplain or religious 
  clergy to oversee the spiritual wellbeing and morale of 
  its crew. Chaplains are standard crew on larger military 
  vessels and may sign on with different kinds of civilian craft 
  depending on need.
  SHiftS and dUty rotationS
  The details of shifts and duty rotation schedules are largely determined by the specifics of your ship, crew, and immediate 
  or long-term mission goals. Below are some guidelines to help the GM determine possible work and leisure schedules for 
  characters during gameplay.
  work HoUrS
  Ships will often still operate using the Earth’s norm of calculating workdays in 24-hour cycles, meaning military time phrases, 
  like “twenty hundred hours,” are still understood by the vast majority of crews, even in the Belt. These 24-hour periods are 
  often divided into three eight-hour shifts, first shift lasting from 0000-0800, second shift lasting from 0800-1600, and third 
  shift lasting from 1600-0000. Captains or crews may also designate their shifts according to many other factors, such as 
  necessity for immediate or long-term goals, distance of destinations, culture, or habit. For example, Mormons believe in 
  observing a day of rest on their Sabbath, requiring no significant work be done on Sunday, so work shifts can be scheduled 
  around that necessity.
  You can apply the “daily” shift examples listed below to actions taken during interludes, or you can use them as potential 
  sites for dramatic situations during encounters or storytelling when these shift schedules involve difficult tasks or are signifi-
  cantly disrupted.
  tiMe and CLoCkS
  Time throughout the Sol system is still measured by Earth Standard Time’s hour and minute segments. However, the term “day” is 
  relative. Remember that Mars and other inhabited moons and asteroids do not have the same relationship with Sol as Earth. For 
  example, Titan’s length of solar day is 15 days and 22 hours in Earth Standard Time, while Ganymede’s solar day is the equivalent 
  of 12 Earth Standard years. Many cities and stations throughout the Sol system have adapted timetables for waking and sleeping 
  hours beyond Sol since they largely depend on artificial light sources. Many ships will still preserve recognizable daylight hours 
  through the use of LEDs that mimic day and night lighting schedules, but designating daylight hours is mostly a habit leftover 
  from Earth-centric conventions. Crews still must follow their circadian rhythms for sleeping, but they are generally no longer tied 
  to the Sun for these cycles. 
  The Martian length of day is 24 hours and 39 minutes, and Martians have kept their own clocks and calendar according to that day-
  length from even before their independence from Earth. Belters will be more familiar with their time being divided into work shifts 
  instead of days, having no consistent or reasonable “daylight” hours. On board a ship, shifts are key in organizing crew activities, and 
  captains have full control of their crew’s work and rest schedules. New space travelers must quickly learn to throw away any previous 
  notions of measuring their waking and sleeping hours and adapt to time on board a ship. Circadian rhythms can be changed, either 
  through conditioning or pharmaceuticals, to meet the maintenance needs of the ships.
  57
  
  Chapter 3: Shipboard Life
  MCrn Marine on BattLeSHip
  five-and-diMeS rotation
  TIME 
  ACTIVITY
  Day 1
  0500-0600
  Waking Routine and Mealtime
  0600-0700
  Assignments and Meetings
  0700-1200
  Watch
  1200-1230
  Mealtime
  1230-1600
  Duty Station Work, Cleaning, and Maintenance
  1600-2000
  Physical Training, Mealtime,  
  Warfare Qualifications, and Personal Time
  2000-2200
  Assignments and Meetings
  Day 2
  2200-0200      
  Watch
  0200-0600      
  Sleep
  0600-0700      
  Waking Routine and Mealtime
  0700-0800     
  Assignments and Meetings
  0800-1200      
  Duty Station Work, Cleaning, and Maintenance
  1200-1700       
  Watch
  1700-2200       
  Physical Training, Mealtime,  
  Warfare Qualifications, and Personal Time 
  2200-0200      
  Assignments and Meetings
  Day 3
  0200-0700      
  Watch
  0700-1100       
  Sleep
  1100-1200       
  Waking Routine and Mealtime
  1200-1300       
  Assignments and Meetings
  1300-1700       
  Duty Station Work, Cleaning, and Maintenance
  1700-2200       
  Watch
  not on watCH dUty
  TIME 
  ACTIVITY
  0600-0700      
  Waking Routine and Mealtime
  0700-0800     
  Assignments and Meetings
  0800-1000      
  Cleaning and Maintenance
  1000-1200       
  Emergency Drills
  1200-1230       
  Mealtime
  1230-1600       
  Duty Station Work
  1600-1800       
  Warfare Qualifications
  1800-1900       
  Mealtime and Personal Time
  1900-2300       
  Physical Training
  2300-0200      
  Duty Station Work
  0200-0600      
  Sleep
  MCRN MARINE ON A BATTLESHIP— 
  FIVE-AND-DIMES WATCH DUTY ROTATION
  The five-and-dime watch rotation splits the day into distinct 
  5-hour watches, except for the 4-hour and 39-minute watch 
  from 2200-0200. These watches are followed by a 10-hour 
  break from watch. The one presented at left is an example of 
  a three-day rotation. Military watch routines are strictly kept by 
  discipline and, if necessary, with standard-issue amphetamine 
  and sleeping drugs.
  EARTHER LEAD ENGINEER ON  
  A GANYMEDE FOOD FREIGHTER
  Long-distance freighters with dozens of crewmembers may 
  have lots of leisure time in transit, giving them a relatively open 
  schedule, especially if they are the head of a department. They 
  can keep regular daytime business hours, leaving a few crew-
  members on nightly watch shifts.
  A BELTER DOCKYARD LABORER ON A SPACE STATION
  Belter bases and stations do not keep regular daytime and 
  nighttime hours of business, opting instead to operate around 
  the clock as teams take turns working in three shifts rotations. 
  These can be 8-hour work shifts for 24-hour cycles or 10-hour 
  work shifts for 30-hour cycles. This also accommodates the 
  constant trickle of incoming and outgoing ships and their 
  cargo, the fruits of Belter labor. The examples on the next 
  page are for 24-hour cycles.
  A BELTER SCAVENGER ON A ROCKHOPPER
  Scavengers working on smaller crafts throughout the Belt keep 
  their own schedules according to the work to be done. They 
  may only mine a few hours during a 24-hour period, the bulk of 
  their day being taken up by traveling between asteroids and the 
  bases where they sell their ore.
  tHe rHytHM of SHipBoard Life
  These schedules are idealistic timelines. A ship with a disci-
  plined, well-trained crew could maintain these schedules like 
  clockwork, taking adaptations or changes in stride. However, a 
  more laid back crew with a slapdash approach to the schedule 
  can work, especially in instances of long-distance travel, but 
  completely ignoring crew responsibilities along with a schedule 
  can cause major problems in the maintenance of the ship and 
  the health and survival of those on board.
  The GM may be tempted to ignore these schedules, 
  reserving the minutia of ship life to the interlude and only 
  focusing gameplay around interesting destinations outside 
  of the ship. However, the details in a ship’s schedule create 
  a realistic setting from which interesting encounters and plot 
  points may emerge. The easiest way to play with a schedule 
  is disrupt it, forcing the characters to prioritize and adapt their 
  58
  
  Chapter 3: Shipboard Life
  tasks and responsibilities to new circumstances. Unfore-
  seen occurrences like surprise communications, tech 
  malfunctions, or attacks may get in the way of regular 
  maintenance, resulting in dangerous situations. The GM 
  can also throw a wrench into the schedule by playing off of 
  the flawed human component to the ship’s workings, such 
  as fatigued or wounded crew members, over-crowded 
  workspaces on tiny ships, worker preferences or inepti-
  tude, or cabin fever. Feel free to explore the possibilities 
  of disrupting the regular working, eating, and sleeping 
  schedules of the characters.
  Lead engineer
  TIME 
  ACTIVITY
  0700-0800     
  Waking Routine and Mealtime
  0800-0900     
  Operations Inspection and  
  Review of Nighttime Reports
  0900-1000      
  Meeting with Engineering Staff
  1000-1300       
  Diagnostics, Maintenance, and  
  Checking Food Cargo
  1300-1400       
  Mealtime and Personal Time
  1400-1500       
  Communication and  
  Industry Network Research
  1500-1600       
  Meeting with Command
  1600-1800        Remaining Diagnostics and Maintenance 
  1800-1900       
  Mealtime and Personal Time
  1900-2200       
  Leisure Time
  2200-0700      
  Sleep
  BeLter doCkyard LaBorer
  TIME 
  ACTIVITY
  Shift 1
  0000-0500     
  Partying and/or Sleep
  0500-0600      
  Waking Routine and Mealtime
  0600-0615       
  Medical Supplement Administration
  0615-0800      
  Errands and Leisure
  Shifts 2-3
  0800-0900     
  Clock-in and Equipment Check
  0900-1000      
  Ship Manifest Logs and  
  Customs Inspection
  1000-1400       
  Freight Load/Unload and  
  Machine Operation
  1400-1430       
  Mealtime and Break
  1430-1900       
  Airlock and Cargo Bay Cleaning  
  and Maintenance
  1900-1930       
  Mealtime
  1930-0000      
  Freight Packaging and Stamping
  BeLter SCavenger
  TIME 
  ACTIVITY
  Shift 3
  1600-1700       
  Waking Routine and Mealtime
  1700-1715        
  Medical Supplement Administration
  1715-0000       
  Takeoff, Travel to Target Asteroid, and Mealtime
  Shift 1
  0000-0430      
  Travel to Target Asteroid and Mealtime
  0430-0530      
  Prepare Mining Equipment and Environment Suits
  0530-0800      
  Mining and Extraction
  Shift 2
  0800-0900     
  Mining and Extraction
  0900-1030      
  Securing Ore for Transport
  1030-1600       
  Travel to Base, Mealtime, Medical Supplement 
  Administration
  Shift 3
  1600-0000      
  Travel to Base, Sleep, Contact Buyers,  
  Negotiate Pricing, and Arrival at Base
  0000-0130      
  Ship Manifest Declaration
  0130-0300      
  Deliver Cargo, Receive Payment, Resupply
  
  Chapter 3: Shipboard Life
  SHipBoard LeiSUre
  Besides duty rotations and work, some crews also have time to kill, especially when voyages across the Sol system take 
  weeks or months. Military vessels generally keep their crews too busy for much more than a few half-hours of personal 
  time, but ships with laxer cleaning and maintenance regiments may find plenty of opportunities to have fun. Ship size 
  restricts some leisure activities, as tiny ships have no space for anything other than sitting in an acceleration couch for days. 
  However, larger ships may have entire rooms or decks dedicated to entertaining crewmembers and passengers.
  exerCiSe and SportS
  Physical exercise has many health and psychological benefits, so ships with exercise facilities 
  encourage crewmembers to participate. Earthers, having been raised in a gravity well, must exer-
  cise regularly to avoid muscle atrophy. Martians and Belters handle microgravity a little better, 
  but they must still move to avoid muscle weakness. Popular physical activities include resistance 
  weight training, aerobics, or jiu jitsu. Belters have a game called Golgo that involves hitting a ball 
  back and forth on a table. Besides engaging in sports, popular vid feeds also broadcast profes-
  sional athletic events, such as Earth’s football and soccer leagues or Luna’s pinnace racing.
  MUSiC and vid feedS
  Hand terminals provide a plethora of music and vid feed options to pass the time. Earth, Mars, and the Belt have their own 
  public access feeds that provide news, entertainment, and educational content at all hours. Independent feed networks 
  owned by corporations offer exclusive content, such as theater, high-production dramas, abstract art, talk shows, and polit-
  ical propaganda. Ships may broadcast their own feeds, sharing shipboard activities, like radio shows or live musical perfor-
  mances. These can be picked up by open access networks to spread information all over the Sol system. 
  Some families have their own private feeds that they share amongst themselves to help people spread out across the Sol 
  system stay in touch. Some feeds exclusively play music loops, filling the radio waves with upbeat bhangra, lilting hyper-
  modern, or lyrical chants. Belter music feeds feature the multicultural sound of chimes, zithers, and drums mixed with lyrics 
  in half a dozen languages, so it is not odd to hear Hindi and Russian lyrics set to angry guitars and electronic wailing. Some 
  musicians get really experimental, such as Jila Sorormaya, a performance artist famous for corrupting data-storage devices 
  and running the data stream through a music kit. Hand terminals also allow multiple subscreens of feeds to be playing at 
  once, swamping the bored crewmember with network content.
  CLUBS and BarS  
  Larger ships and stations have dedicated space for drinking and dancing to help crews to blow off steam. Pulsing with 
  vibrant electronic music, these facilities may run at all hours or only during off-duty hours. Clubs, bars, and lounges serve a 
  plethora of bizarre alcoholic concoctions for its patrons, cocktails filled with ethanol, stimulants, and synthetic coloring like 
  the Blue Meanie served at the Blauwe Blome on Tycho Station. Some bars offer karaoke and live entertainment for more 
  interactive amusement.
  gaMeS and HoBBieS
  Games are always a popular option to pass the time. Gambling makes the slow grind through space more exciting. Some 
  crews enjoy a weekly poker night in their galleys while luxury cruisers might have entire gambling decks. Hand terminals 
  provide access to electronic games, like Bandao Solice or simple pattern-matching games. A more cerebrally-minded 
  crew may have a magnetized chessboard lying around. Some ships may have interactive environments for virtual sex, 
  combat, or exploration, and military vessels often use these rigs to provide battle-simulators or war games for their 
  soldiers.
  Some people bring their own hobbies aboard ships the travel on. Some popular options include drawing, micro-gardening, 
  collecting, reading, or crafting. Players who choose a hobby for their characters should keep in mind the micro-gravity and 
  limited space and resources of a ship beforehand. Captains may ban certain hobbies from their ships simply for safety’s sake.
  “See, that’s why I work haulers,” 
  Amos said. “Clean decks or get 
  drunk and screw, and I’ve got a 
  preference.” 
  — Leviathan Wakes
  60
  
  Chapter 3: Shipboard Life
  CoMpLiCationS
  Life in space also has its challenges, both for the crew and for the ship. Characters should 
  keep a vigilant eye out for any complications that could result in disaster. This section is 
  by no means comprehensive but simply gives some examples of gameplay scenarios for 
  characters who run into trouble while embarked.
  rationing
  Occasionally, crews may run into the situation of having not nearly enough life support 
  supplies to make it to the next port. People can last about a week without food as bodies 
  can enter a starvation ketosis where bodies start to consume fat stores and even muscle, if needs be. More seriously, people 
  can only last a few days without water and only a few minutes without oxygen before sustaining severe brain damage and 
  dying. Crews might ration water or food to last until the next supply stop. They might crack into packages of hydration gel or 
  hunger suppressant pharmaceuticals to curb thirst and cravings. Captains can increase the onboard temperature, allowing 
  them to thin out the airmix without too much strain on those on board. Sedating some crewmembers may help, as these 
  drug-induced unconscious states force people to consume less oxygen.
  Because the act of rationing takes place over many hours or days, the rationing scenario is best played out as an interlude. 
  Playing it as an interlude allows players to skip ahead over the course of the rationing. Characters should never die during 
  an interlude. For more information on how to ration during an interlude, see the Additional Interlude Activities section.
  Once the food or water has run out, the characters must make advanced Constitution (Stamina) tests to see how long 
  they survive without these life support supplies. Fails to succeed on these tests results in a condition that could impede their 
  performance of other actions. Characters will be dying by the end of the 2-3 weeks without food or 3-5 days without water. 
  See the Going Without Food and Going Without Water tables for more information. Characters who run out of oxygen will 
  start to sustain damage to their brain and other organs, lasting only minutes before they die. See the Going Without Oxygen 
  table for more information.
  “Saint’s breath, his mother called it. The 
  smell of protein breakdown, of bodies eating 
  their own muscles to survive.”
  — Caliban’s War
  61
  
  Chapter 3: Shipboard Life
  GOING WITHOUT FOOD
  Make an advanced Constitution (Stamina) test every twenty-four hours. After 
  reaching round 21, that character is dying.
  GOING WITHOUT WATER
  Make an advanced Constitution (Stamina) test every 12 hours. After reaching 
  round 10, that character is dying.
  GOING WITHOUT OXYGEN
  Make an advanced Constitution (Stamina) test every 30 seconds. After 
  reaching round 8, that character is dying.
  MentaL and eMotionaL weLL-Being
  Sometimes the conflicts of life in space grow too demanding. Being stuck in 
  a single crash couch for months, witnessing the death of your entire crew, or 
  being involved in a serious accident can result in frayed nerves, depression, 
  insomnia, or PTSD. If untreated, these symptoms could hinder crew perfor-
  mance. Some of these symptoms can disappear with time or a conversation 
  with friends. This can be achieved during an interlude, using an activity such 
  as Relating or Resting 
  Players may also decide to have their characters turn to pharmaceuticals 
  or alcohol to cope with more serious psychological reactions. To overcome 
  these, the GM can provide psychologists and qualified physicians in-game 
  to also help. A character trained in Psychology may also help their fellow 
  crewmembers, making an advanced test using their Intelligence (Science) 
  focus. The GM determines the success threshold based on the psycholog-
  ical condition’s complexity.
  inCapaCitated CrewMeMBerS
  Certain conditions, like helpless, unconscious, or dying, may incapacitate 
  members of the crew (see Conditions in Chapter 1 of The Expanse RPG for 
  more information). On larger ships with relief staff, this may not be a problem, 
  but on a small vessel working with a skeleton crew, the loss of a single crew-
  member may be catastrophic. Ships absolutely need pilots in order to go 
  anywhere, but a crew may hobble along without a gunner, physician, or engi-
  neer for a while. 
  The chain of command would dictate a new captain should one become 
  incapacitated, but overall, crews may need to adapt to a serious lack of 
  personnel. This may take the form of waiting until the incapacitated crew-
  member wakes up, picking up new crew at the nearest port, doubling up 
  on duties and taking no breaks, or asking for help via the distress beacon. 
  Regardless of the solution, crews must think on their feet and resolve under-
  staffed conditions quickly since they cannot afford to drift in space. Air only 
  lasts so long.
  eMergenCieS
  Traveling in space always has its risks, and given the vastness of the Sol 
  system, ships rarely have the luxury of calling for help, and crews must 
  depend on their wits and ingenuity. Instead, many ships are outfitted with 
  going witHoUt food (2-3 weekS)
  ROUNDS OF 24 HOURS
  TN     
  CONDITION
  1          
  TN 9  
  Fatigued
  2          
  TN 9  
  Fatigued
  3          
  TN 9  
  Fatigued
  4          
  TN 10
  Fatigued
  5          
  TN 10
  Fatigued
  6          
  TN 10
  Exhausted
  7          
  TN 11 
  Exhausted
  8         
  TN 11 
  Exhausted
  9          
  TN 12
  Exhausted
  10       
  TN 12
  Exhausted
  11        
  TN 13
  Injured
  12        
  TN 14
  Injured
  13        
  TN 15
  Injured
  14        
  TN 16
  Injured
  15        
  TN 17
  Injured
  16        
  TN 18
  Wounded
  17        
  TN 19
  Wounded & Prone
  18       
  TN 20
  Wounded & Prone
  19        
  TN 21
  Unconscious
  20       
  TN 22
  Unconscious
  21        
  TN 23
  Dying
  going witHoUt water (3-5 dayS)
  ROUNDS OF 12 HOURS
  TN     
  CONDITION
  1          
  TN 10
  Fatigued          
  2          
  TN 11 
  Fatigued          
  3          
  TN 12
  Exhausted      
  4          
  TN 13
  Exhausted      
  5          
  TN 15
  Injured
  6          
  TN 17
  Injured
  7          
  TN 19
  Wounded
  8         
  TN 21
  Wounded & Prone
  9          
  TN 23
  Wounded & Prone
  10       
  TN 25
  Dying
  going witHoUt oxygen (3-4 MinUteS)
  ROUNDS OF 30 SECONDS          TN     
  CONDITION
  1          
  TN 18
  Helpless
  2          
  TN 19
  Helpless
  3          
  TN 20
  Unconscious
  4          
  TN 21
  Unconscious
  5          
  TN 22
  Unconscious
  6          
  TN 23
  Unconscious
  7          
  TN 24
  Unconscious
  8         
  TN 25
  Dying
  62
  
  Chapter 3: Shipboard Life
  supplies stored in an emergency locker or wall compartments to help crews handle a variety of scenarios. Emergency kits, 
  lockers, and supplies are often marked bright yellow and red for easy visibility, and all crewmembers who have been trav-
  eling for any amount of time in space are trained to recognize their location and use. Supplies in these compartments often 
  include first-aid kits, breathing masks and extra oxygen tanks, emergency airlocks with adhesive backed polymer bubbles 
  and film and inflation tanks, tools for engineering and mechanical repairs, seal kits with hardened plastic disks and sealant 
  glue guns, and fire extinguishers and flame-retardant blankets. 
  Some ships have escape shuttles and pods for evacuating the crew and passengers while others only have emergency 
  escape bubbles. Even poorer crews may simply don environment suits and take their chances in the void of space. Many 
  of these suits have oxygen, minimal propulsion from compressed nitrogen for movement, grapnel tethers, food and water 
  stores, waste collection pouches, and simple painkillers, so if necessary, characters may last a few days wearing one.
  eMergenCy SySteMS
  Besides these supplies, ships often have emergency systems that kick in automatically to dangerous situations. Klaxon alarms 
  alert the crew of risks to the ship or the lives of the crew. Distress beacons transmit to and receive messages from nearby ships 
  to request aid. Battery-powered emergency lighting can kick in when main power goes out. Security systems can lock all doors 
  between rooms and decks to prevent the movement of intruders. Rooms or even whole decks with decompression hatches 
  may be sealed and vented into space to eliminate toxic gas leaks or prevent the spread of fire. Air recyclers may deploy air 
  scrubbers into the atmosphere in case of contamination or infection. Cargo bays may have emergency release controls to 
  dump hazardous freight. As a last resort, some ships also have a self-destruct system programmed into the ship’s fusion 
  reactor, which causes an explosion to destroy the ship and everything on board. Some of these emergency systems cannot be 
  reversed or turned off without a security override, restricting control to a captain or other commanding officer.
  driLL and driLL again
  To prepare for these situations, captains and crewmembers participate regularly in training and drills. Practicing emergency proto-
  cols help these techniques run like clockwork in a bad situation, especially since conditions could force them to work in situations 
  in microgravity or without proper air. It takes years of training to move and act with precision in conditions like anoxia and depres-
  surization. Sound waves require air pressure to travel, so rooms without atmosphere require hand signals and gestures to commu-
  nicate and coordinate actions. In some situations, crews cannot afford to wait for the ship’s atmosphere systems to bring pressure 
  back up to normal before taking action. Belters have mastered many of these silent communication techniques, as evidenced by 
  their frequent habit of using these gestures alongside their spoken language, and they also feel much more at home in null-g. If 
  characters are new to space travel, they will not have these skills to work or power through these conditions.
  SHip in a BottLe StoryteLLing
  Being stuck in one ship for long periods of time might seem boring for gameplay, but bottle stories (narratives that take 
  place in a single location) can provide a complex, nuanced setting for characters to explore the more detailed facets of The 
  Expanse. Naturally, larger ships and space stations have many decks to explore, letting the GM fashion playable scenarios 
  for each room. However, being confined to the brig of a battleship or having to bump elbows in a skiff can still make an 
  interesting setting for compelling gameplay.
  Without outside interference or distraction, the characters on a ship or in a single 
  room of a ship can interact more closely with their surroundings or their company. 
  Interacting with the ship could result in discovering the inner workings of smug-
  gling compartments, figuring out how to escape the brig of a battlecruiser or 
  coaxing the air recycler to keep working a little longer so the crew doesn’t 
  die. In deeper interactions between crewmembers or passengers, the players 
  could dramatically resolve conflicts between characters, strike into more 
  intimate territory in their relationships, or discover how the others act under 
  extreme pressure. Use some of the conflicts and scenarios presented in this 
  book already to fuel your story, but let your imagination run wild.
  The GM and players can approach all ship-setting storytelling by asking a 
  few questions to help them build interesting scenarios. 
  Miller signed in and crawled through the awkward 
  Ojino-Gouch-style airlock, seventy years out of date 
  and hardly larger than a torpedo tube, into the 
  cramped crew area of the Talbot Leeds. The ship 
  looked like it had been welded together from two 
  smaller ships, without particular concern for design. 
  — Leviathan Wakes
  63
  
  Chapter 3: Shipboard Life
  interLUdeS
  The GM can use interludes to avoid the minutia of automated actions in the schedule, such as maintenance routines or duty 
  rotations, allowing characters to automatically engage in one or more interlude activities outside of gameplay. This helps 
  advance the story between encounters and makes gaming sessions more focused on the important events. Interludes can 
  occur during long periods of travel, maintenance or resupply stops, or offshore leave to stations or bases. They could also 
  occur during player’s leisure time when they are not working during a shift. Occasionally, the GM may require players to play 
  out these interlude scenarios based on the activity, but interludes generally should be low stakes, low pressure since they 
  are not necessarily encounters. 
  Some of these activities take lots of time and may require multiple interludes to complete, an advanced test determining 
  the total. If the character does not complete the activity in the time of the interlude, the GM can decide whether those efforts 
  carry forward into the next interlude, when appropriate, where characters can pick up where they left off. Some activities, 
  such as Maintenance or Upkeep, must be completed every interlude to avoid problems for the ship or crew down the line. 
  The GM may want to prompt players to engage in some of these activities. See Interludes in Chapter 5 of The Expanse RPG 
  for more information how to play through interludes.
  SHip aS Stage, CHaraCterS aS aCtorS
  First, figure out the kind of ship you want to use as a setting and 
  who is on board. A small science station is going to be vastly 
  different from the brig of a dreadnought, and these settings 
  are also different depending on the company you keep.
  ASK
  What makes this ship unique? Can the characters 
  move around the various locations on board? Who 
  else is aboard this vessel? How long are we here?
  SingLe-LoCation JUStifiCation
  To give the setting a proper playthrough, the GM must first 
  justify to the players the reason for staying in a single loca-
  tion. This shouldn’t feel like a limitation, unless you are pris-
  oners, but more of an action on the world. Being cooped up 
  in a ship for weeks is normal in The Expanse, after all. 
  ASK
  Why are you staying in this location? Is something 
  keeping you there? Are you simply waiting for some-
  thing to happen? Are you traveling a long distance? 
  ConfLiCtS
  Once you have a location, cast, and scenario justification, the 
  players must have something to do as they wait, travel, etc. 
  Solving puzzles and problems or inviting elements of compe-
  tition into the scenario can keep characters decently moti-
  vated. Conflict comes from disruption, so mess some stuff up.
  ASK
  What can go wrong? What problems can you solve 
  here? Are there character conflicts, environmental 
  hazards, or impending disasters around the 
  corner to prepare for? What skills do you have to 
  contribute? When will you know if the conflict is 
  resolved?
  tone
  Beyond actions to take and solutions to find, there may be 
  an emotional arc that justifies the bottle narrative. This will 
  also give you direction on how characters should act in the 
  scenario while also giving a sense of forward moving char-
  acter development during gameplay.
  ASK
  What is the tone of the scenario? Is the situation 
  onboard catastrophic and hopeless? Ridiculous and 
  hilarious? Urgent and panicked? How would you act 
  in these situations? Are you happy with that way of 
  behavior? If not, what would it take to change?
  Answering these questions can give the bottle narrative 
  interesting situations that the characters can explore while 
  working within a single location. If the details of a ship 
  are not clear or there is no interesting reason, no conflict 
  to resolve, or no emotional arc to conclude, then maybe 
  you can simply skip the time aboard with an interlude, 
  having the characters opt for interlude activities rather than 
  dedicating gameplay to the scenario. These can develop 
  naturally during roleplaying and do not need to be forced. 
  Answering these questions also provides a time limit so the 
  scenario does not feel like an indefinite prison sentence 
  walking around on the same ship, unless that is what you’re 
  going for. With an inventive situation, a problem to solve, 
  and a tone with which to approach the events, the GM can 
  guide players through adventures in space without ever 
  having to set foot outside of their ship.
  64
  
  Chapter 3: Shipboard Life
  HigHer StakeS interLUdeS
  In some instances, these interlude activities may address shipboard hazards that require long periods of time to overcome, 
  such as slow oxygen deprivation or dangerous substances contamination requiring extensive cleanup. In these cases, 
  the interlude stakes may not be necessarily low, but the activity does not need to take up too much gameplay time as an 
  encounter. Instead, the GM can offer some greater penalties or bonuses for successful TN tests or save the consequences 
  for success or failure for encounters after the interlude concludes. For example, if your ship’s nuclear warheads somehow 
  suffered damage that resulted in a radiation leak, the characters may spend time during an interlude cleaning up the mess. 
  A successful interlude activity of Cleaning up a radiation leak preserves the health of the crew and the stability of the ship. 
  An unsuccessful Cleaning or a neglected Cleaning may not have immediate consequences during that interlude, but it may 
  create severe threats to crew and ship later on, resulting in an encounter. Other interlude activities may take up multiple 
  interludes or, like in the case of rationing, continue to affect your character during the gameplay of encounters. For example, 
  if your ship has finally run out of food, you may continue to play through encounters after an interlude; however, you and 
  your crew gradually take on the conditions that affect your actions. 
  Some more lower stakes and higher stakes interludes activities are listed below as examples.
  additionaL interLUde aCtivitieS
  This section describes more examples of common interlude activities. Players should feel free to come up with their own, 
  which the GM can adjudicate using these examples and the examples in the in Chapter 5 of The Expanse RPG.
  BOOKKEEPING
  You check the figures of all on-board necessities to prepare 
  for restocking or fill out all necessary paperwork and logs.
  REQUIREMENTS
  You need access to ship logs and 
  visuals of certain areas of the ship, such as the galley. 
  You also may require the authority to act for the captain.
  RESOLUTION
  Usually, no test is required, although 
  the GM may require an appropriate focus, like Commu-
  nication (Bargaining or Leadership) or Intelligence 
  (Current Affairs or Law) to determine how long the task 
  will take. Doing this provides you with a thorough list of 
  all supply shortages the next time you stop to resupply.
  CLEANING
  You inspect for or clear away pollutants, contaminates, or 
  other hazardous materials on board or on the outside of 
  the ship.
  REQUIREMENTS
  You need the necessary equipment 
  and safety gear. If you’re lacking them, or they are of 
  poor quality, the GM may say your cleaning takes 
  longer or is less effective. If you need to acquire them, 
  then an Income test is needed, with a Cost set by the 
  GM using the guidelines in Chapters 3 and 4 of The 
  Expanse RPG.
  RESOLUTION
  Although this generally does not require 
  a test, depending on the nature of the substances being 
  cleaned, the GM may require a character to have the 
  appropriate focus, like Perception (Seeing or Smelling) 
  or Intelligence (Evaluation or Science) to do the work, 
  along with sufficient time and resources. The GM can 
  determine the TN depending on the severity of the situ-
  ation: 5 for a chemical spill or gas leak; 10 to 15 for more 
  dangerous substances like poisons; up to 20 to 25 for 
  truly hazardous materials like nuclear substances or 
  protomolecule remnants.
  COMMUNICATION
  You spend time reviewing, responded to, and sending out 
  messages.
  REQUIREMENTS
  You need a functioning hand terminal 
  and a link to a communication network.
  RESOLUTION
  Sending 
  and 
  receiving 
  messages 
  usually only requires time and contact information and 
  may take video or text form. However, some messages 
  necessitate tact and strategy, since they may affect atti-
  tude or require reputation. Note that interlude commu-
  nication should be for less important messages, like 
  solicitations for work or messages to family members, 
  the more important messages, like those involving 
  sensitive or encrypted information, being reserved for 
  encounters. Make an advanced test using the appro-
  priate focus, such as Communication (Bargaining or 
  Etiquette) or Intelligence (Business or Current Affairs), 
  to measure the effectiveness of your communication. 
  The GM decides whether to award you with a new 
  reputation or changed attitudes.
  65
  
  Chapter 3: Shipboard Life
  EXERCISE
  You keep your body strong by doing a daily workout routine.
  REQUIREMENTS
  You need the time and space and 
  must not have any debilitating physical conditions or 
  injuries. You also cannot exercise while strapped into a 
  crash couch during high-g travel. You also may not want 
  to exercise if your ship is low on food, water, or oxygen.
  RESOLUTION
  In living in low-g settings, exercise 
  keeps your muscles from atrophying, your heart and 
  lungs strong, and your reflexes agile. This is especially 
  important if you plan to do any Dexterity, Fighting, or 
  Strength tests later. Even going a few days without 
  exercise may severely weaken your body. No test is 
  needed, but you must plan on doing this daily.
  EXPERIMENTATION
  You perform some kind of scientific experiment.
  REQUIREMENTS
  You must have test subjects, mate-
  rials, and access to research data as well as a labora-
  tory or research facility.
  RESOLUTION
  Characters may spend their interlude 
  time attempting to make scientific discoveries for their 
  missions or side jobs. This may act as a source of Income 
  if this experimentation is done for a particular employer or 
  as a freelance opportunity. The default is that the char-
  acter maintains their Income score or may recover from 
  any reduction to their Income from expenses prior to the 
  interlude. Alternatively, the character could make a more 
  important discovery, making a test with a suitable focus for 
  the experiment against TN 13. If successful, the character 
  earns a temporary windfall, a +1 to Intelligence or Percep-
  tion that lasts until after the next ability test of that ability. 
  However, if the test fails, the character suffers a -1 to Intel-
  ligence or Perception, representing a mental distraction, 
  that lasts until the character’s next ability test of that ability.
  HOBBIES
  Sometimes, you just like to do what you like to do.
  REQUIREMENTS
  Many hobbies—such as playing video 
  games, roleplaying games, gambling, listening to music, 
  or watching vid feeds—may simply require a hand 
  terminal. Other hobbies require facilities or equipment, at 
  the GMs discretion, such as Golgo tables. (If your hobby 
  involves crafting or creating something, use the Making 
  or Fixing interlude activity from The Expanse RPG.)
  RESOLUTION
  You spend time doing the thing you 
  like, with friends or by yourself. Generally, no tests are 
  involved since hobbies simply pass the time. The GM 
  can determine how long some of these hobbies take. 
  In some cases, the GM can ask for a test, such as 
  Dexterity, Communication (Gambling or Performance), 
  or Intelligence (Art). You may want to game out certain 
  hobby activities since they revolve around entertain-
  ment and may be amusing.
  MILITARY TESTS
  You test new weapons, technologies, or recruits for military 
  operations. This could take the form of games, drills, or trials.
  REQUIREMENTS
  Besides the necessary equipment, 
  characters must have a safe training or testing ground 
  or facility. If trying out incendiaries, explosives, nuclear 
  devices, or other extremely dangerous technology, the 
  test must be conducted far away from civilian and mili-
  tary bases. They must also secure permission from the 
  appropriate military authorities.
  RESOLUTION
  No test is needed, though you need at 
  least a hundred hours of testing (cumulative) to acquire 
  a new focus or new degree in a talent or specialization 
  66
  
  Chapter 3: Shipboard Life
  or to advance an ability after gaining a level (see 
  Advancement in Chapter 1 of The Expanse RPG). The 
  GM is free to reduce or even waive this time as best 
  suits the overall story. Alternatively, if the character 
  attempts a riskier trial of the test, they may make a TN 
  13 Accuracy (Gunnery), Communication (Leadership), 
  Fighting (Heavy Weapons or Light Weapons), or Intelli-
  gence (Demolitions or Tactics), or Willpower (Self-Disci-
  pline) test. If you succeed, gain a +2 to that ability until 
  after the next test of that ability. However, if the test 
  fails, the character suffers a -2 to that ability that lasts 
  until the character’s next test of that ability.
  RATIONING
  You attempt to allocate your remaining consumables—such 
  as air, food, or water—to last during a period of time. This 
  may take the form of forgoing food, increasing the envi-
  ronmental temperature to stretch oxygen, or not bathing to 
  preserve water.
  REQUIREMENTS
  Rationing simply requires an aware-
  ness of inventory and a calculation of how to make 
  those resources last. At the GM’s discretion, you may 
  need to be in a particular state of health to ration 
  successfully. This interlude activity should not be a 
  scenario of extreme life support rationing, since that 
  should be played out as an encounter. See the 
  Rationing section earlier in this chapter, and the Ship-
  board Life Challenges: Encounters vs. Interludes 
  sidebar for more information.
  RESOLUTION
  Make an advanced TN 11 Constitution 
  (Stamina) test every 24 hours for food, 12 hours for 
  water, and 6 hours for oxygen. If you are using pharma-
  ceutical aid, such as sedatives, your physician (or auto-
  doc) can make an Intelligence (Medicine) test against 
  the same TN, and you can use the better of the two 
  rolls. Track the result of the Drama Die for each 
  successful test. At a success threshold of 5, you can 
  successfully ration during that 24-, 12-, or 6-hour period. 
  At a success threshold of 15, you can gain a +1 Will-
  power (Self-Discipline) until after your next test of that 
  ability. If you are attempting to ration under more diffi-
  cult conditions—several days without food or water—
  the GM my increase the TN of the test. A failure can 
  result in a -1 penalty to Constitution, Dexterity, Fighting, 
  Intelligence, Perception, or Strength that lasts until the 
  you get medical treatment and food, water, or oxygen.
  TREATMENT
  Given certain conditions, you undergo physical treatments 
  for chronic or permanent ailments.
  REQUIREMENTS
  While undergoing treatment, the 
  character must engage in only light activity, such as 
  resting, reading, conversation, and so forth. No other 
  activities may be undertaken during the same inter-
  lude. They must have appropriate medical facilities and 
  resources.
  RESOLUTION
  Make an advanced TN 12 Constitution 
  (Stamina or Tolerance) test every 6 hours. If you are 
  under medical care, your physician (or auto-doc) can 
  make an Intelligence (Medicine) test against the same 
  TN, and you can use the better of the two rolls. At a 
  success threshold of 15, you can gain a +1 to Constitu-
  tion (Stamina) that lasts until after the next ability test of 
  that ability. However, if the test fails, the character 
  suffers a -1 to Constitution (Stamina) that lasts until the 
  character’s next ability test of that ability. For recov-
  ering from serious ailments, the GM sets the necessary 
  success threshold. If undergoing treatment without a 
  physician or if treatment conditions are less than 
  ideal—like with limited medical supplies or on a ship 
  with minimal life support—the GM may increase the TN 
  of the test.
  WATCH
  You crew keep a sharp eye on all the ship sensors during 
  flight.
  REQUIREMENTS
  While on watch, the character must 
  only engage in light activity that does not distract them 
  from the sensors, such as resting or reading. The char-
  acter cannot be Fatigued or Exhausted.
  RESOLUTION
  Make an advanced TN 11 Perception 
  (Hearing or Seeing) test. At a success threshold of 10, 
  you can gain 1 Fortune point. Also, if appropriate, the 
  GM may decide that a character on watch may witness 
  something important for later in gameplay after the 
  interlude concludes.
  SHipBoard Life CHaLLengeS: enCoUnterS vS. interLUdeS
  The previous have mentioned many examples of points of conflict 
  as sources of drama on a ship that could make for interesting game-
  play. However, the GM should remember that dozens of bean-
  counting exercises are not nearly as fun as meaningful activities that 
  have lasting consequences. The shipboard life section of this book 
  should serve as only as an inspiring reference for potential pitstop 
  supplements to regular story arcs involving major political, social, 
  or cultural intrigue that the characters may be involved in. One way 
  to avoid having too many of these scenarios gamed out in a row 
  is by reserving the most mundane of these for Interludes. Interlude 
  activities do not need to be played out, but they can still have lasting 
  consequences for the characters and the story.
  
  Chapter 4: Ship Specifications
  t
  his chapter explores in great detail the enormous variety of ships a crew might encounter in The Expanse RPG. From 
  the latest in military hardware to the tried-and-true Belter rockhoppers, these ships provide a wide range of stages and 
  “characters” to integrate into your game. Some may be settings for encounters or scenes—escaping a prison cell on a 
  Donnager-class battleship, for example. Others may be your crew’s next home in space, a brand-new or gently used 
  vessel capable of taking you to the farthest reaches of the solar system.
  This is by no means a complete guide; there will always be new ship designs rolling out of Luna and Callisto, and Belters 
  are always going to find new and innovative ways to cobble a bunch of habs together and strap an Epstein drive to the 
  result. They will suit the needs of most crews and GMs, and you’re encouraged to take these ships and make them your own.
  Some of these ships have story hooks that provide some ideas on how a ship might be incorporated into a story or even 
  the basis of its own story.
  BUying a SHip
  Outright buying a spaceship is something beyond the financial capabilities of most player characters. In The Expanse 
  RPG, it is generally assumed that most crews acquire a ship by other 
  means. They might be gifted a ship, borrow one, or even claim one as 
  legitimate salvage. However, if a crew really wants to buy a specific 
  ship, they can do so by renting one or acquiring a mortgage. Ulti-
  mately, the cost for this is usually about the same. The Ship Costs 
  table here lists the monthly Income test the owner must make while 
  in possession of the ship. This table lists the down payment cost 
  and the monthly Income test necessary for monthly payments. Mort-
  gages are usually for 30-year terms, and if even just one payment is 
  missed, the ship immediately acquires the Wanted flaw and is subject 
  to being impounded by the UN or MCR Navies. To remove the flaw, 
  4. Spaceship 
  Specifications
  As they flew, Holden looked back up at the Knight: a 
  blocky gray wedge with a drive cone stuck on the wider 
  end. Like everything else humans built for space travel, it 
  was designed to be efficient, not pretty. That always made 
  Holden a little sad. There should be room for aesthetics, 
  even out here.   
  — Leviathan Wakes
  6868
  
  Chapter 4: Ship Specifications
  all payments that are behind must be made (with 
  a +1 to the TN for fees and additional interest). Of 
  course, sometimes bureaucracies are slow and the 
  ship’s Wanted status isn’t immediately removed from 
  every database across the system, which can lead to 
  annoying encounters at stations and when encoun-
  tering military vessels. 
  SHip CoStS
  The costs listed are for new stock ships. Any addi-
  tional weapons or qualities must be paid for sepa-
  rately. Older ships can also be purchased, but these 
  usually come with flaws. The Income test for older, 
  used ships can be by -1 to -3. The GM should assign 
  the ship at least one flaw for every -1 reduction to the 
  Income test. 
  SHip CoStS
  SHIP CLASS
  DOWNPAYMENT COST
  MONTHLY COST
  Gleason-type Repair Skiff
  22
  18
  Tereshkova-type Shuttle
  21
  17
  Schmitt-type Rockhopper
  22
  18
  Windrose L6 Vāyu Racing Pinnace
  25
  22
  Grendel-class Light Freighter
  23
  19
  Narlikar-class Research Vessel
  25
  22
  Peseshet-class Medical Support Ship
  25
  22
  Cornucopia-class Supply Ship
  26
  24
  Tsai Shen-class Luxury Yacht
  31
  27
  Chaucer-class Water Hauler
  *
  *
  * These ships are massive and generally not purchasable by individuals. 
  deCk pLan Legend
  69
  
  Chapter 4: Ship Specifications
  androniCUS-CLaSS
  DESTROYER
  The second exception to the United Nations Navy standard 
  of being a massive tank with tons of guns, these destroyers 
  instead focus on exceptional sensors and systems for 
  precise hits and easily scramble the sensors of enemy 
  fighters.
  BLADE OF THE UNITED NATIONS
  The Andronicus-class was designed with a hull that is wide 
  near towards the bottom and tapers up towards the three 
  sensor antennas at the fore of the ship. After the widest 
  part are engineering decks that lead to three massive 
  Epstein drives. Due to this sword-like shape is often called 
  the ‘Blade of the United Nations’.
  Unn SHipS
  The following are all ships of the UN Navy, but this is far from the only ships in service to the Navy. These descriptions and 
  stats that follow are how these ships come off the line, but many UNN ships are quite old and been modified over the years. 
  Some might also have flaws that are the result of age or damage. 
  These ships are organized by size (smallest to largest) and then alphabetically. 
  While these destroyers are armed, they have almost 
  half the armament of their sister design, the Munroe-class, 
  with only a single keel-mounted, rapid-fire, high-pressure 
  rail gun, full PDC coverage, and two fore-facing torpedo 
  launchers. However, the tactic for the Andronicus-class 
  isn’t the same as other UNN ships with the ‘spray and pray’ 
  method of combat, and instead, the team invests in sensors 
  and lock-on systems that provide a more accurate and 
  deadly approach to combat. 
  STORY HOOK: RUNNING SILENT
  The crew receives an urgent, encoded message from 
  the UNN that an Andronicus-class ship has gone dark 
  in the Belt. With the crew’s ship being the closest to the 
  missing ship’s location, the UNN requests that they begin 
  a search and rescue operation. The truth, however, is that 
  the UNN is testing advanced electronics and wants to see 
  how well their Andronicus-class ship can avoid detection. 
  70
  
  Chapter 4: Ship Specifications
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  3
  4
  5
  6
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  7-16
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  Chapter 4: Ship Specifications
  Andronicus 
  Andronicus - CLASS  
  - CLASS  
  Destroyer
  Destroyer
  25
  26
  27
  28
  22-24
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  Chapter 4: Ship Specifications
  inSertion/MaraUder-type
  DROPSHIP SKIFFS
  Much larger than their utility and maintenance brethren, 
  dropship skiffs are meant to transport officers and soldiers 
  to the ground or from ship-to-ship. The United Nations Navy 
  makes a few different sizes and models at the Bush Naval 
  Shipyards, but the idea remains the same.
  FIVE BY FIVE
  Dropship skiffs are used by the UNN to shuttle soldiers 
  between ships and to the surface of planetary bodies. 
  These skiffs come in different shapes and sizes but serve 
  the same purpose. Having only a short range from their 
  motherships, their purpose is only to land soldiers from 
  place-to-place instead being used to scout.
  The UNN employs different ship variants and modifica-
  tions even within these types of skiffs, utilizing two primary 
  types. They mostly differ in size, with some minor additional 
  changes, but they both serve the same function.  The inte-
  riors of these skiffs are nicer and more luxurious, with some 
  basic functions and supplies that would allow soldiers to 
  survive for a few days, if necessary.
  Unlike repair skiffs, these small ships aren’t equipped 
  with maneuverable arms or any other specialized tools; 
  instead, they serve only as transportation from one place 
  to the other. UNN dropships aren’t even armed, unlike their 
  multi-use MCRN counterparts.
  SOLDIERS OF THE SKIFF
  The Insertion-type (also called I-type) dropship skiff is the 
  smaller of the two dropships and is hosted in the hangar 
  bays of the Truman-class dreadnoughts used by the United 
  Nations Navy. These dropships strongly resemble the 
  FACTION
  UNN
  DRIVES
  Epstein, Thrusters
  CREW (MINIMUM)
  16
  CREW (STANDARD)
  64
  COMPETENCE
  Skilled to  
                             Elite
  CATEGORY
  Huge
  LENGTH
  132m
  HULL
  3d6
  SENSORS
  6
  FAVORED RANGE
  Medium
  arMaMent
  WEAPON TYPE
  RANGE
  DAMAGE
  ARC
  Torpedo Bays (4)
   Long 
  3d6
  Fore 
  Rail Gun (1)
  Medium
  3d6
  Fore 
  Point Defense 
  Network
  Close
  2d6
  Full Coverage
  FAVORED COMMAND STUNTS
  On-Target, Perceived Weakness
  QUALITIES
  Advanced Communications Systems, Advanced Targeting 
  Systems, High-Charged Rail Gun, Hull Plating, Improved 
  Acceleration, Medical Expert System, Plasma Torpedoes, 
  Rapid Reload Torpedo Tubes, Redundant Hull (Double), 
  Sensor Scrambling, Self-Destruct System
  FLAWS
  None
  ANDRONICUS-CLASS DECK KEY
  1. 
  FLIGHT DECK
  2. 
  COMMAND / 
  OPERATIONS
  3.  
  CIC
  4. 
  GALLEY 1
  5. 
  MEDICAL BAY
  6. 
  OFFICER QUARTERS
  7-16. 
  CREW QUARTERS
  17.  
  GALLEY 2
  18. 
  GYMNASIUM
  19. 
  AUXILIARY MEDICAL
  20-21. CARGO HOLD
  22-24. MUNITIONS HOLD
  25.  
  MACHINE SHOP
  26.  
  ENGINEERING 1
  27. 
  ENGINEERING 2
  28. 
  WATER STORAGE
  73
  
  Chapter 4: Ship Specifications
  Insertion 
  Insertion - type  
  - type  
  Dropship Skiff
  Dropship Skiff
  FACTION
  UNN
  DRIVES
  Thrusters
  CREW (MINIMUM)
  2
  CREW (STANDARD)
  4
  COMPETENCE
  Average
  CATEGORY
  Medium
  LENGTH
  28m
  HULL
  1d6+1
  SENSORS
  -2
  FAVORED RANGE
  None
  arMaMent
  WEAPON TYPE
  RANGE
  DAMAGE
  ARC
  Point Defense Network
  Close
  2d6
  Fore
  FAVORED COMMAND STUNTS
  Evasive Actions
  QUALITIES
  Maneuverable, Hull Plating
  FLAWS
  Limited Range
  MCRN Troika-class. The larger is the Marauder-type (or 
  M-type) dropship skiff, used by the United Nations Marine 
  Corps, which is typically deployed on large battleships and 
  houses a larger host of marines.
  STORY HOOK: A RACE AGAINST TIME:
  The crew is on board a UNN Truman-class dreadnought 
  during an engagement with the MCRN (or the OPA) when 
  it takes catastrophic damage. The crew must find their 
  way to the flight deck dropship, navigating through the 
  escalating chaos around them, in order to escape before 
  the reactor goes critical, destroying them all along with 
  the ship. 
  INSERTION-TYPE DECK KEY
  1. 
  FLIGHT DECK / 
  OPERATIONS /  
  ENGINEERING
  2. 
  MARINE SEATING / 
  AIRLOCK
  3-5.  MARINE SEATING
  6. 
  STAGING / EVA
  7. 
  WATER STORAGE
  2828M
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  4
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  Chapter 4: Ship Specifications
  STORY HOOK: ALL HANDS ON DECK
  The UNN has recruited the crew due to the special knowl-
  edge and/or skills they possess. They are embedded 
  within a marine squad that is boarding a space station 
  the UNN believes is conducting illegal experiments. Just 
  as the Marauder leaves the berth, the dropship’s pilot is 
  taken out by a stray PDC round, and the crew’s pilot must 
  take control. 
  MULan-CLaSS
  GUNSHIP
  The Mulan-class gunship isn’t just the smallest ship in the 
  United Nations Navy fleet, but it is the smallest combat-
  ready ship in the system, which is efficient for the UN since 
  it only requires four crew to fully outfit.
  SUN’S OUT, GUNS OUT
  The gunship is outfitted in certified United Nations Navy 
  fashion with a slew of weapons and a thick hull to properly 
  pack a punch and take a hit. On top of that, being such a 
  small vessel, the Mulan-class is quite agile. However, the 
  sensors and other electronic systems on the gunship are 
  Marauder 
  Marauder - type  
  - type  
  Dropship Skiff
  Dropship Skiff
  FACTION
  UNN
  DRIVES
  Thrusters
  CREW (MINIMUM)
  4
  CREW (STANDARD)
  16
  COMPETENCE
  Average
  CATEGORY
  Large
  LENGTH
  34m
  HULL
  2d6
  SENSORS
  -1
  FAVORED RANGE
  None
  arMaMent
  WEAPON TYPE
  RANGE
  DAMAGE
  ARC
  Point Defense Network
  Close
  2d6
  Fore
  FAVORED COMMAND STUNTS
  Evasive Actions
  QUALITIES
  Maneuverable
  FLAWS
  Limited Range
  MARAUDER-TYPE DECK KEY
  1. 
  FLIGHT DECK / 
  OPERATIONS /  
  ENGINEERING
  2. 
  MARINE SEATING / 
  AIRLOCK
  3-5.  MARINE SEATING
  6. 
  STAGING / EVA
  7. 
  WATER STORAGE
  3434M
  1
  2
  3-5
  6
  7
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  Chapter 4: Ship Specifications
  FACTION
  UNN
  DRIVES
  Epstein, Thrusters
  CREW (MINIMUM)
  2
  CREW (STANDARD)
  4
  COMPETENCE
  Capable
  CATEGORY
  Medium
  LENGTH
  27m
  HULL
  2d6
  SENSORS
  1
  FAVORED RANGE
  Long
  arMaMent
  WEAPON TYPE
  RANGE
  DAMAGE
  ARC
  Torpedo Tubes (2)
   Long 
  4d6
  Fore
  Point Defense Network 
  Close
  2d6
  Fore 
  FAVORED COMMAND STUNTS
  On-Target, Set-Up, Too Close
  QUALITIES
  Agile II, Redundant Hull (Double), Hull Plating, Maneuverable
  FLAWS
  Limited Range, Poor Amenities
  Mulan 
  Mulan - Class  
  - Class  
  Gunship
  Gunship
  outdated and outclassed by current technologies, requiring 
  extra skill and personnel to remain combat effective than 
  the Mulan’s modern counterparts.
  With a wide front profile, the Mulan-class is compact but 
  heavily armored, with widened “shoulders” halfway down 
  the hull on each side and a single Epstein drive at the rear. 
  Although small, the hull has enough room for point defense 
  cannons on the fore (usually concealed beneath the hull) and 
  two torpedo bays. Because the Mulan lacks the sophistica-
  tion of more modern vessels, the UN Navy tends to staff them 
  with lower-ranking (and less experienced) crew, reserving 
  their elite pilots for larger, more advanced ships.
  STORY HOOK: SITTING DUCK 
  The crew receives a distress signal from Mulan-class 
  gunship that is way out in the outer planets and the 
  crew’s ship is the closest able to respond—at least at first. 
  The parent ship of the Mulan-class suffered catastrophic 
  damage while it was out on patrol and they don’t have the 
  range to make it back to safety. As the crew head to the 
  rescue, their sensors detect an unidentified ship (with no 
  transponder code) burning hard for the Mulan-class ship. 
  What is this mystery vessel? Belter pirates seeking a prize 
  Martian warship? A UNN Naval ship seeking revenge?
  MULAN-CLASS DECK KEY
  1. 
  FLIGHT DECK /
  OPERATIONS
  2.  
  CREW QUARTERS
  3. 
  GALLEY
  4. 
  CARGO HOLD / 
  MUNITIONS HOLD
  5. 
  ENGINEERING / 
  MACHINE SHOP
  6.  
  WATER STORAGE
  2727M
  1
  2
  3
  4
  6
  5
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  Chapter 4: Ship Specifications
  MUnroe-CLaSS
  LIGHT DESTROYER
  The Munroe class is an example of a mass-produced UNN 
  warship capable of taking a hit but also dishing out some 
  serious pain. Its particular set of armament means the class 
  is at its best when operating in groups. A standard detach-
  ment of destroyers often consists of six ships roaming solar 
  systems in perfect unison—an intimidating and terrifying 
  sight that is often expertly used to the UNN’s advantage. 
  The ship’s silhouette is designed to make them smaller 
  targets for incoming torpedoes, their point defense network 
  can effectively destroy whatever gets close, and their thick 
  hulls work to prevent anything that does hit from causing 
  extensive damage. 
  BIGGER IS BETTER
  The Munroe-class destroyer makes up the larger portion of 
  UNN fleets. These ships are armed with six torpedo tubes 
  that give them full coverage for enemies and a single keel-
  mounted rail gun in its forward arc. What makes the Munroe-
  class the most dangerous, however, is its advanced targeting 
  systems that allow its torpedoes and rail gun to be exception-
  ally accurate. These ships have a single goal highlighted in 
  their title: destroy. They don’t hold dropships or foot soldiers, 
  instead focusing on knocking enemies out with brute force.
  While not fast, these warships are designed to with-
  stand punishment and hard hits with thick hulls. This 
  makes evading oncoming hits impractical. Instead, they 
  have a thick hull and point defense cannons that maximize 
  defense against incoming torpedoes. The *Munroe*-class 
  excels at playing the long game in combat, hitting hard 
  while staying alive for as long as it can, so it’s made to 
  maximize longevity—and devastation.
  STORY HOOK: A MYSTERIOUS SIGNAL
  The crew arrives at the scene not long after an MCRN/
  UNN engagement has left nothing but dust and debris of 
  most of combatants. One wrecked Munroe-class remains, 
  and although it was abandoned as all hands were 
  assumed to be lost, the crew receives a faint distress 
  signal from somewhere within the ruined ship. Someone 
  must be alive over there, be it UNN crew, salvagers who 
  ran into trouble, or even a trap. 
  FACTION
  UNN
  DRIVES
  Epstein, Thrusters
  CREW (MINIMUM)
  18
  CREW (STANDARD)
  70
  COMPETENCE
  Average to 
                             Capable
  CATEGORY
  Huge
  LENGTH
  200m
  HULL
  3d6
  SENSORS
  2
  FAVORED RANGE
  Medium
  arMaMent
  WEAPON TYPE
  RANGE
  DAMAGE
  ARC
  Torpedo  
  Tubes (6)
   Long 
  3d6
  2 Fore, 2 Dorsal and  
  2 Ventral mounted
  Rail Gun (1)
  Medium
  3d6
  Fore 
  Point Defense 
  Network
  Close
  2d6
  Full Coverage
  FAVORED COMMAND STUNTS
  Multi-Target, Tactics, Perceived Weakness
  QUALITIES
  Advanced Communications Systems, Advanced Targeting 
  Systems, Emergency Batteries, Hull Plating III, Medical Expert 
  System, Rapid Reload Torpedo Tubes, Redundant Hull (Triple), 
  Sensor Scrambling, Self-Destruct System
  FLAWS
  Lumbering
  Munroe 
  Munroe - Class  
  - Class  
  Light Destroyer
  Light Destroyer
  77
  
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  Light Destroyer
  
  Chapter 4: Ship Specifications
  MUNROE-CLASS DECK KEY
  1. 
  FLIGHT DECK
  2. 
  COMMAND / 
  OPERATIONS
  3-7.  CREW QUARTERS
  8-9. 
  MARINE BARRACKS
  10. 
  GALLEY / 
  COMMON AREA
  11. 
  RECREATION / 
  GYMNASIUM
  12. 
  MEDICAL BAY / 
  ARMORY
  13. 
  CARGO HOLD
  14. 
  MUNITIONS HOLD
  15. 
  MACHINE SHOP
  16. 
  ENGINEERING
  17. 
  WATER STORAGE
  2 MeterS
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  11
  13
  14
  15
  16
  17
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  Chapter 4: Ship Specifications
  MUrpHy-CLaSS
  LIGHT DESTROYER
  The Murphy-class light destroyer is an exercise in how 
  many guns can fit into a small ship. The light destroyer is the 
  United Nations Navy swarm-style vessel that subverts the 
  traditional expectation of a UN boat being a brick. Instead, 
  the light destroyer aims to fire as much as it can as fast as it 
  can and outfly any incoming fire.
  LIGHT DESTRUCTION
  The Murphy-class light destroyer aesthetically looks like 
  other UNN ships with a narrow top with two wide shoulders 
  about midway down the hull; however, that’s where the 
  similarities end. The light destroyer doesn’t have thickly 
  armored hulls and has two large Epstein drives attached 
  to the bottom. Almost twice as large as the Mulan-class 
  gunship, the light destroyer is still one of the smaller 
  warships in the UNN fleet. The small size is intended to 
  make it more maneuverable; unfortunately, UN Navy pilots 
  aren’t as well trained on agile ships as their rivals. 
  The Murphy-class has one fore-mounted, high-charged 
  rail gun, and another aft mounted. It also has two fore 
  mounted torpedo bays and full PDC coverage. The massive 
  Murphy 
  Murphy - Class 
  - Class 
  Light Destroyer
  Light Destroyer
  FACTION
  UNN
  DRIVES
  Epstein, Thrusters
  CREW (MINIMUM)
  9
  CREW (STANDARD)
  32
  COMPETENCE
  Skilled
  CATEGORY
  Huge
  LENGTH
  102m
  HULL
  3d6
  SENSORS
  2
  FAVORED RANGE
  Medium
  arMaMent
  WEAPON TYPE
  RANGE
  DAMAGE
  ARC
  Torpedo Tubes (2)
  Long 
  4d6
  Fore 
  Rail Guns (2)
  Medium
  3d6
  Fore and Aft
  Point Defense 
  Network
  Close
  2d6
  Full Coverage
  FAVORED COMMAND STUNTS
  Multi-Target, Perceived Weakness, Set-Up
  QUALITIES
  Advanced Communications Systems, Advanced Targeting Systems, 
  Good Juice, High-Charged Rail Gun, Improved Acceleration III, 
  Maneuverable II, Plasma Torpedoes, Self-Destruct System
  FLAWS
  Poor Amenities
  MURPHY-CLASS DECK KEY
  1. 
  FLIGHT DECK
  2. 
  COMMAND /  
  OPERATIONS
  3.  
  CIC
  4. 
  GALLEY
  5. 
  OFFICER QUARTERS
  6-10. CREW QUARTERS
  11-12. CARGO HOLD
  13-15. MUNITIONS HOLD
  16. 
  MACHINE SHOP
  17. 
  ENGINEERING
  18. 
  WATER STORAGE
  102
  102M
  80
  
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  1
  2
  3
  4
  5
  6-10
  13-15
  11-12
  16
  17
  18
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  Chapter 4: Ship Specifications
  antennae array mounted in the forward section are sensors 
  and communication systems. 
  STORY HOOK: MISSING IN ACTION
  A newly built Murphy-class light destroyer has gone 
  missing right before its inspection. The head project 
  engineer hires the crew to discover what has happened 
  before UNN officials discover the truth. Hopefully, it’s 
  nothing more than a simple logistical error, with the ship 
  out for a quick shakedown cruise to confirm full system 
  efficacy. Worst case scenario, however, is that it’s been 
  commandeered by disgruntled dock workers.
  pHantoM-CLaSS
  ESCORT
  Escort ships are often an underrated asset. Allocating the 
  budget to manufacture a ship specifically to escort others 
  is usually not deemed worthwhile given that high-value 
  personnel and equipment can travel in larger vessels. The 
  number of already-existing vessels of the older UNN Phantom-
  class made them perfect candidates for refit as dedicated 
  escort ships rather than being retired and scrapped.
  A GHOST OF TIME
  Older models can still be found bringing up the rear of some 
  UNN fleets, and by the time of the Eros incident, most of 
  these ships had been retired. However, the Phantom-class 
  is a large enough force to be reckoned with that they are 
  still used to escort and sent out to recon certain areas.
  While software on the Phantom-class ships are upgraded 
  and updated as often as possible, the hardware has signifi-
  cantly fallen behind in the last several decades. Although 
  they were intimidating back in their day, they now lumber, 
  stutter, and hesitate when faced with modern foes, clearly 
  outclassed. However, these ships provide non-armed 
  research and science vessels an escort powerful enough 
  to provide defense without making new ships just for this 
  purpose.
  This means that all the remaining Phantom-class ships 
  are assigned to the Outer Planets and the Belt while other 
  more aggressive and modern ships are kept toward the 
  Inner Planets to standoff against the MCRN. Back in its 
  prime, the standard complement of these escort vessels 
  was 20 crew—but due to their age, this has increased to 24 
  to account for the additional needed systems and repairs.
  FACTION
  UNN
  DRIVES
  Epstein, Thrusters
  CREW (MINIMUM)
  6
  CREW (STANDARD)
  24
  COMPETENCE
  Average
  CATEGORY
  Large
  LENGTH
  42m
  HULL
  2d6+2
  SENSORS
  3
  FAVORED RANGE
  Medium
  arMaMent
  WEAPON TYPE
  RANGE
  DAMAGE
  ARC
  Torpedo Tubes (2)
  Long
  4d6
  Fore
  Point Defense Network
   Close
  2d6
  Fore
  FAVORED COMMAND STUNTS
  On-Target, Precise Hit
  QUALITIES
  Atmosphere Capable, Hull Plating II, Maneuverable, Rapid 
  Reload Torpedo Tubes, Sensor Scrambling
  FLAWS
  Poor Amenities, High Maintenance, Vulnerable Systems
  Phantom 
  Phantom - Class 
  - Class 
  Escort
  Escort
  PHANTOM-CLASS DECK KEY
  1. 
  FLIGHT DECK
  2. 
  COMMAND / 
  OPERATIONS
  3.  
  CIC
  4. 
  GALLEY
  5. 
  OFFICER QUARTERS
  6-7. 
  CREW QUARTERS
  8. 
  CARGO HOLD / 
  MUNITIONS HOLD
  9.  
  ENGINEERING / 
  MACHINE SHOP
  10. 
  WATER STORAGE
  
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  8
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  trUMan-CLaSS
  DREADNOUGHT
  While smaller than the Xerxes-class, the Truman-class 
  dreadnought is the pride of the United Nations Navy. It is 
  the longest active class of ship in the UNN and is well known 
  for its reliability and sturdiness. They are crewed by some of 
  the greatest captains and admirals the United Nations has to 
  offer, often serving as command ships that provide direction 
  to other ships in the fleet. 
  THE UNITED NATIONS FLAGSHIP
  Unlike other warships, the Truman-class dreadnought is a 
  beauty to behold, serving both function and form with an 
  almost cylindrical hull and resembling a hammerhead shark 
  on the fore. The dreadnought contains multiple hangar bays 
  that simultaneously house up to six Insertion-type dropship 
  skiffs and four repair skiffs. Although these heavy vessels 
  sport six huge Epstein drives, there’s  just enough thrust to 
  keep the massive beasts from lumbering.
  Offensively, the dreadnought is equipped with two rail\ 
  guns, nine autoloading torpedo bays with both conven-
  tional and plasma torpedoes, and point defense cannons, 
  all of which make this ship pack quite the punch for its size 
  and still is smaller than other ships of its category.
  Of United Nations Navy ships, the Truman-class is recog-
  nized for having some of the nicest quarters and facilities 
  among their vessels, which takes substantial work and effort 
  considering that the Truman-class is one of the longest 
  active ship lines in the history of the system, outliving whole 
  other classes of privately-owned vessels.
  FACTION
  UNN
  DRIVES
  Epstein, Thrusters
  CREW (MINIMUM)
  256
  CREW (STANDARD)
  1400
  COMPETENCE
  Skilled
  CATEGORY
  Gigantic
  LENGTH
  376m
  HULL
  4d6+3
  SENSORS
  3
  FAVORED RANGE
  Medium
  arMaMent
  WEAPON TYPE
  RANGE
  DAMAGE
  ARC
  Torpedo Bays (9)
   Long
  3d6
  3 Fore,  
  3 Ventral, 3 Aft
  Rail Gun (2)
  Medium
  3d6
  1 Fore, 1 Aft
  Point Defense 
  Network 
  Close
  2d6
  Full Coverage
  Grappler (2)
  Close
  -
  1 Fore, 1 Aft
  FAVORED COMMAND STUNTS
  Guidance, On-Target, Set-Up
  QUALITIES
  Advanced Communications Systems, Advanced Targeting 
  Systems, Emergency Batteries, Good Juice, Hangar Bays, Hull 
  Plating III, Improved Stores, Luxury Amenities, Medical Expert 
  System, Plasma Torpedoes, Rapid Reload Torpedo Tubes, 
  Redundant Hull (Double), Repair Facilities, Self-Destruct 
  System, Sensor Scrambling
  FLAWS
  Faulty System: Maneuverability
  Truman 
  Truman - Class 
  - Class 
  Dreadnought
  Dreadnought
  84
  
  Chapter 4: Ship Specifications
  TRUMAN-CLASS DECK KEY
  1. 
  FLIGHT DECK /  
  OPERATIONS / 
  COMMAND 1
  2. 
  OPERATIONS / 
  COMMAND 2
  3.  
  CIC
  4. 
  OFFICER’S  
  QUARTERS (FLAG)
  5-6.  
  OFFICER’S QUARTERS
  7. 
  OFFICER’S GALLEY / 
  GYMNASIUM
  8. 
  HANGAR BAY (PORT) / 
  MARINE BARRACKS / 
  EVA
  9-10. 
  MARINE BARRACKS 
  2
  11. 
  MARINE TRAINING
  12-13.  MARINE GYMNA-
  SIUM
  14-15. MARINE GALLEY
  16.  
  CARGO HOLD
  17. 
  MEDICAL 1
  18-22. CREW GALLEY
  23-27.  CREW GYMNASIUM
  28-34.  CREW QUARTERS
  35.  
  MEDICAL 2
  36-41.  CREW QUARTERS
  42-46.  CREW GALLEY
  47-50.  CREW GYMNASIUM
  51. 
  ENTERTAINMENT- 
  RECREATION 1 
  52. 
  ENTERTAINMENT- 
  RECREATION 2
  53. 
  MEDICAL 1
  54. 
  CARGO HOLD 1
  55-57.  CARGO HOLD 2
  58-60.  MUNITIONS HOLD
  61. 
  TORPEDO HOLD
  62. 
  MEDICAL 1
  63-64.  SECURITY-BRIG
  65.  
  CREW GALLEY
  66. 
  MACHINE SHOP 1
  67. 
  MACHINE SHOP 2
  68. 
  ENGINEERING 1
  69-70. ENGINEERING 2
  71. 
  ENGINEERING 3
  72. 
  WATER STORAGE 1
  73-75. WATER STORAGE 2
  76. 
  WATER STORAGE 3
  376
  376M
  2 MeterS
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  7
  9-10
  11, 16
  14-15
  12-13
  8 [port Side exaMpLe]
  8686
  
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  18-22, 42-46, 65
  23-27, 47-50
  35
  28-34, 36-41
  51
  54
  52
  2 MeterS
  8787
  Truman - CLASS  
  Dreadnought
  
  Chapter 4: Ship Specifications
  2 MeterS
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  61
  71
  76
  58-60
  66
  69-70
  73-75
  55-57
  63-64
  71
  72
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  Chapter 4: Ship Specifications
  STORY HOOK: ONE LAST RIDE 
  One of the early Truman-class dreadnoughts is being 
  decommissioned in a special ceremony where it is being 
  docked at the Bush Shipyards. The ceremony is for military 
  and civilians, and the crew is present. While on board, they 
  learn that saboteurs intend to detonate the reactor (which 
  hasn’t been removed yet because the decommissioning is 
  behind schedule). This leads to a race against time, as the 
  crew pursues the saboteurs through the mostly empty ship. 
  xerxeS-CLaSS
  BATTLESHIP
  The Xerxes-class battleship is physically the largest warship 
  in the system, following the United Nations Navy belief that 
  bigger is, strictly, better. Measuring at exactly 500 meters in 
  length, it edges out the MCRN Donnager-class equivalent 
  by just over 24 meters.
  SIZE MEANS EVERYTHING
  Continuing the tradition of naming conventions, the Xerxes-
  class was named after a Persian king of renown. These 
  capital ships are the third redesign of the same type—
  showing just how many times it took to get to the right 
  design. The UNN still feels comfortable with these modifi-
  cations decades later.
  These battleships are packed to the brim with fire-
  power and hangar bays containing their own complement 
  of Phantom-class escort ships, Marauder-Type dropship 
  skiffs, and shuttles that can be released to form a small 
  fleet. These massive numbers mean that the Xerxes-class 
  never finds itself wanting and can not only make a stand 
  in a fight but pushes the boundaries of aggression in ways 
  that other ships can’t. 
  While truly enormous, one thing that the Xerxes-class 
  specializes in is close-range combat using grapplers. The 
  massive boat is built with the thickest hulls to take as many 
  hits as it can if it’s incapable of taking out all of an opponent’s 
  weapons first. With eight enormous Epstein drives, ventral 
  and dorsal keel-mounted rail gun, point defense cannons, 
  and 24 conventional rapid reload torpedo bays, the UNN 
  has produced a truly horrific weapon of mass destruction.
  STORY HOOK: A BEHEMOTH AWAKENS 
  An unchristened Xerxes-class battleship malfunctions 
  at the Callisto shipyards, firing torpedoes and launching 
  breaching pods into space. Fortunately, none of them 
  hit the moon. Instead of making extensive (and expen-
  sive) repairs or deconstruction of the new battleship, the 
  shipyard hires the crew to investigate quietly since basic 
  diagnostics have turned up no anomalies.
  FACTION
  UNN
  DRIVES
  Epstein, Thrusters
  CREW (MINIMUM)
  280
  CREW (STANDARD)
  1400
  COMPETENCE
  Capable
  CATEGORY
  Colossal
  LENGTH
  500m
  HULL
  6d6+5
  SENSORS
  4
  FAVORED RANGE
  Close
  arMaMent
  WEAPON TYPE
  RANGE
  DAMAGE
  ARC
  Torpedo Bays (24)
   Long 
  3d6
  6 Fore, 6 Starboard, 
  6 Port, 6 Aft
  Rail Gun (2)
  Medium
  3d6
  Fore
  Point Defense 
  Network 
  Close
  2d6
  Full Coverage
  Grappler (4)
  Close
  -
  2 Fore, 2 Aft
  FAVORED COMMAND STUNTS
  Multi-Targeting, Precise Hit, Rapid Reload
  QUALITIES
  Advanced Communications, Advanced Targeting Systems, Emergency 
  Batteries, Hangar Bay, Hull Plating V, Rapid Reload Torpedo Tubes, 
  Redundant Hull (Double), Self-Destruct System, Sensor Scrambling
  FLAWS
  High Maintenance, Lumbering
  Xerxes 
  Xerxes - Class 
  - Class 
  Battleship
  Battleship
  XERXES-CLASS DECK KEY
  1. 
  FLIGHT DECK /  
  OPERATIONS / 
  COMMAND 1
  2-3. 
  OPERATIONS / 
  COMMAND 2-3
  4.  
  CIC
  5. 
  OFFICER’S  
  QUARTERS (FLAG)
  6-7.  
  OFFICER’S QUARTERS
  8. 
  OFFICER’S GALLEY / 
  GYMNASIUM
  9. 
  MEDICAL 1
  10-14. CREW-MARINE 
  GALLEY
  15-19. CREW GYMNASIUM
  20-26. CREW QUARTERS
  27. 
  MEDICAL 2
  28.  
  ENTERTAINMENT 1
  29.  
  ENTERTAINMENT 2
  30-31. SECURITY-BRIG
  32-37. CREW QUARTERS
  38-42. CREW-MARINE 
  GALLEY
  43-47. CREW GYMNASIUM
  48. 
  MEDICAL 1
  49.  
  ENTERTAINMENT 1
  50.  
  ENTERTAINMENT 2
  51-52. SECURITY-BRIG
  53-55. TORPEDO HOLD
  56-59. MUNITIONS HOLD
  60. 
  CARGO HOLD 1
  61-65. CARGO HOLD 2
  66. 
  CARGO HOLD 3 / 
  HANGAR 1
  67.  
  ENTERTAINMENT 1
  68.  
  ENTERTAINMENT 2
  69-70. SECURITY-BRIG
  71. 
  MEDICAL 1
  72-74. CREW-MARINE 
  GALLEY
  75-77. MARINE BARRACKS 1
  78. 
  MARINE BARRACKS 2 / 
  HANGAR 2
  79-81. MARINE GYMNASIUM
  82-85. MARINE TRAINING
  86. 
  CREW-MARINE 
  GALLEY
  87. 
  CREW GYMNASIUM
  88. 
  MEDICAL 1
  89. 
  MARINE SHOP 1
  90. 
  MARINE SHOP 2
  91. 
  MARINE SHOP 3
  92. 
  ENGINEERING 1
  93-95. ENGINEERING 2
  96. 
  ENGINEERING 3
  97. 
  WATER STORAGE 1
  98-101. WATER STORAGE 2
  102. 
  WATER STORAGE 3
  
  Chapter 4: Ship Specifications
  500
  500M
  2 MeterS
  9090
  1
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  4
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  6-7
  5
  
  Chapter 4: Ship Specifications
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  9, 48, 71, 88
  10-14, 38-42, 72-74, 86
  15-17, 43-47, 87
  20-26, 32-37
  27
  29, 50, 68
  28, 49, 67
  30-31, 51-52, 69-70
  53-55
  56-59
  
  Chapter 4: Ship Specifications
  2 MeterS
  9292
  60
  61-65
  66 [ port Side view]
  78 [ port Side view]
  
  Chapter 4: Ship Specifications
  9393
  89
  90
  91
  92
  93-95
  96
  75-77
  79-81
  82-85
  97
  98-101
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  Chapter 4: Ship Specifications
  MCrn SHipS
  The following are all ships of the MCR Navy, but this is by no means the entire catalog of Martian warships. The ship stats 
  provided are the most common versions, and many ships of the same class have slightly different profiles, often fitted with 
  different weapons and electronics suited to specific missions. Most Martian ships are deliberately built modularly to be able 
  to easily swap out components. Older ships may have flaws as the result of combat damage or simply age, but the Marians 
  are meticulous in their upkeep and this would be far rarer than say a UNN ship. 
  These ships are organized by size (smallest to largest) and then alphabetically. 
  aSp-CLaSS
  FAST ATTACK CRAFT
  The smallest ship in the Martian Congressional Republic 
  Navy, and one of the most underestimated combat ships. 
  The Asp-class is vicious and annoying, especially for larger 
  ships that have trouble locking on to such a small target.
  FAST ATTACK
  The Asp-class features two autoloading torpedo bays 
  that can change between conventional and plasma 
  warheads. They like to get in close and fire as many 
  torpedoes as possible before making a hasty exit. This 
  makes restocking a frequent endeavor, and occasionally, 
  in combat situations, they will have to dock just to reload 
  mid-battle. In addition, this fast attack craft is equipped 
  with side-mounted point defense cannons that provide full 
  coverage.
  The small and sleek nature of the ship lends to its 
  maneuverability, and while it’s bulky in the middle, it comes 
  to a point at the top and bottom, giving way to the single 
  Epstein drive and PDCs that poke out the sides. The Asp-
  class fast attack craft also has an extended antenna that 
  projects from its flat fore section to maintain its advanced 
  sensors. Their small size also makes it easy to turn their 
  point defense cannons into effective offensive weapons, 
  which is why they’re flown by some of the best pilots the 
  MCRN has to offer.
  94
  
  Chapter 4: Ship Specifications
  FACTION
  MCRN
  DRIVES
  Epstein, Thrusters
  CREW (MINIMUM)
  2
  CREW (STANDARD)
  4
  COMPETENCE
  Elite
  CATEGORY
  Medium
  LENGTH
  23m
  HULL
  1d6
  SENSORS
  4
  FAVORED RANGE
  Close
  arMaMent
  WEAPON TYPE
  RANGE
  DAMAGE
  ARC
  Torpedo Tubes (2)
   Long  
  4d6
  Fore
  Point Defense Network 
  Close
  2d6
  Full 
  Coverage
  FAVORED COMMAND STUNTS
  On-Target, Precise Hit, Too Close
  QUALITIES
  Atmosphere Capable, Advanced Targeting Systems, Agile II, 
  Improved Acceleration II, Maneuverable II, Plasma Torpedoes, 
  Self-Destruct System
  FLAWS
  Poor Amenities
  S
  E
  C
  U
  R
  I
  T
  Y
  Asp - CLASS 
  Fast Attack Craft
  ASP-CLASS DECK KEY
  1. 
  FLIGHT DECK
  2. 
  COMMAND / 
  OPERATIONS
  3.  
  CREW QUARTERS
  4. 
  MMC BARRACKS
  5. 
  GALLEY
  STORY HOOKS: NEED FOR SPEED
  The MCRN has entered one of their Asp-class ships in 
  a race called the Hidalgo Run to show off its speed and 
  agility. The race begins at Tycho and proceeds on a very 
  specific route, involving several complex maneuvers 
  throughout the Belt. The Martian crew falls ill the day of 
  the race, and the crew is recruited to take their place. 
  BanSHee-CLaSS
  DESTROYER
  The Banshee-class is so named because it is the epitome of 
  the Martian Navy’s ideal sleek and fast ship with advanced 
  tech. It is built for efficiency, and in the case of this destroyer, 
  efficiency is swift and precise targeting.
  THE GHOST OF THE MARTIAN NAVY
  Banshee-class destroyers are made with some of the 
  most unique technology in the system, including early 
  stealth technology. The ship incorporates bleeding-edge 
  2323 M
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  2
  3
  4
  5
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  Chapter 4: Ship Specifications
  Martian stealth tech and advanced sensors and elec-
  tronics. Although the stealth tech is not the level of more 
  advanced materials developed by Protogen, it’s by far the 
  most advanced currently employed by any military vessel. 
  The destroyers are all smooth angles with the only bumps 
  in the design being the point defense cannons on either 
  side about midway down the hull, and even those are 
  recessed and can be covered by outer doors that reduce 
  the ship’s profile. 
  The bottom of the ship is blocky and wide with three 
  massive Epstein drives. The sensors and scrambling tech-
  nology on the Banshee-class are unprecedented and 
  provide the most support of MCRN ships. Due to their 
  stealth capability and the light armament, these ships are 
  often used for reconnaissance or ambushes rather than 
  all-out combat scenarios or escort missions.
  STORY HOOK: GHOST STORIES
  The crew find themselves in a UNN restricted zone in 
  the Belt. (Perhaps they were dodging pirates, or maybe 
  they were hired to retrieve something from a long-aban-
  doned station.) While inside the restricted zone, they 
  come across a Banshee-class running silent. Do they 
  alert the UNN, try to blackmail the Martians, or try to 
  ignore it? Perhaps the Banshee is after the same prize 
  as the crew… 
  FACTION
  MCRN
  DRIVES
  Epstein, Thrusters
  CREW (MINIMUM)
  12
  CREW (STANDARD)
  48
  COMPETENCE
  Skilled to 
                              Elite
  CATEGORY
  Huge
  LENGTH
  115m
  HULL
  3d6
  SENSORS
  4
  FAVORED RANGE
  Long
  arMaMent
  WEAPON TYPE
  RANGE
  DAMAGE
  ARC
  Torpedo Tubes (2)
   Long 
  4d6
  Fore
  Rail Gun
  Medium
  3d6
  Fore
  Point Defense Network
  Close
  2d6
  Full Coverage
  FAVORED COMMAND STUNTS
  Evasive Action, Precise Hit, Perceived Weakness
  QUALITIES
  Improved Acceleration II, Good Juice, Maneuverable II, Rapid Reload 
  Torpedo Tubes, Redundant Hull (Double), Self-Destruct System, Stealth
  FLAWS
  None
  S
  E
  C
  U
  R
  I
  T
  Y
  Banshee - CLASS 
  Destroyer
  BANSHEE-CLASS DECK KEY
  1. 
  FLIGHT DECK
  2. 
  COMMAND / 
  OPERATIONS 
  3.  
  CIC
  4-8. CREW QUARTERS
  9-10. GALLEY
  11-12. GYMNASIUM / 
  MEDICAL BAY
  13-14. CARGO HOLD /  
  MUNITIONS HOLD
  15. 
  MACHINE SHOP
  16.  
  ENGINEERING
  17-18. WATER STORAGE
  115115 M
  96
  1
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  11-12
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  15
  16
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  Chapter 4: Ship Specifications
  Corvette-CLaSS
  LIGHT FRIGATE
  The Corvette-class is among the smallest MCRN ships, 
  second only to the Morgaina-class patrol destroyer, and 
  serves multiple functions from boarding parties to recon, 
  surveillance, and even law enforcement. 
  The light frigate is a bit smaller than the average Large 
  ships, but it’s equipped with more stations for better effi-
  ciency—the MCRN way.  The Corvette-class ship is armed 
  with point defense cannons, two torpedo bays, and a single 
  Epstein drive. These are often docked on board Donnager-
  class battleships, even though they take up almost twice 
  as much space as the Morgaina-class destroyers. While the 
  Corvette-class vessels are still fairly new, rumor has it that 
  they will soon be phased out in favor of a newer design.
  These ships feature an armory in addition to other stan-
  dard decks, allowing small complements of soldiers to be 
  heavily outfitted whether they’re Infantry or Force Recon 
  members of the Martian Marine Corp, though they can’t 
  outfit an entire complement with Goliath powered armor.
  STORY HOOK: CURSED TREASURE
  News of a missing MCRN Corvette-class ship has been 
  leaked and is all over the newsfeed. While traversing the 
  Belt, the crew picks up an intermittent, weak, automated 
  distress beacon from the ship. If they investigate, they find 
  the Corvette-class docked to a large asteroid. The ship 
  suffered an unfortunate engine malfunction that flooded 
  much of the ship with radiation, killing all or most of the 
  crew. Unfortunately, the asteroid they chose is packed with 
  radioactive minerals that are interfering with its distress 
  beacon. Does the crew try to claim the ship as legitimate 
  salvage? Are there still surviving Martians on board?
  FACTION
  MCRN
  DRIVES
  Epstein, Thrusters
  CREW (MINIMUM)
  4
  CREW (STANDARD)
  16
  COMPETENCE
  Capable
  CATEGORY
  Large
  LENGTH
  46m
  HULL
  2d6+2
  SENSORS
  3
  FAVORED RANGE
  Long
  arMaMent
  WEAPON TYPE
  RANGE
  DAMAGE
  ARC
  Torpedo Tubes (2)
   Long 
  4d6
  Fore
  Point Defense Network
  Close
  2d6
  Full
  FAVORED COMMAND STUNTS
  Guidance, Tactics, Perceived Weakness
  QUALITIES
  Advanced Targeting Systems, Atmosphere Capable, Emergency 
  Batteries, Good Juice, Hull Plating II, Luxury Amenities, Medical 
  Expert System, Redundant Hull (Double), Self-Destruct System, 
  Sensor Scrambling
  FLAWS
  None
  Corvette - CLASS 
  Light Frigate
  CORVETTE-CLASS DECK KEY
  1. 
  FLIGHT DECK
  2. 
  COMMAND / 
  OPERATIONS
  3-4.  CREW QUARTERS
  5. 
  MMC BARRACKS
  6. 
  GALLEY
  7. 
  MEDICAL BAY / 
  ARMORY
  8. 
  CARGO BAY
  9.  
  ENGINEERING /  
  MACHINE SHOP
  10. 
  WATER STORAGE
  donnager-CLaSS
  BATTLESHIP
  Like all other MCRN ships, Donnager-class battleships are 
  built at the Callisto shipyards. However, because of the 
  importance and investment in designing and constructing 
  each Donnager they are incredibly difficult to make, and 
  only eight of them were constructed during the UN-MCR 
  Cold War.
  PRIDE OF THE FLEET
  The Donnager-class battleships are among the largest and 
  most efficiently built ships in the Martian Congressional 
  Republic Navy and are the pinnacle of the fleet. These massive 
  ships are a bit smaller than the Xerxes-class, their UNN coun-
  terparts, but make up for it with a thick hull that allows them to 
  take multiple hard hits. In addition, their 40mm point defense 
  cannons are controlled by high-accuracy point defence 
  98
  
  Chapter 4: Ship Specifications
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  1
  2
  3-4
  5
  6
  7
  8
  9
  10
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  Chapter 4: Ship Specifications
  targeting computers—one of the MCRNs most 
  treasured systems for its advanced tracking and 
  targeting algorithms. These battleships are what 
  makes the MCRN standout and were designed as 
  the pinnacle of forward-thinking technology so that 
  each ship could hit harder and faster, and that’s never been 
  truer than with the Donnager-class battleships.
  MCRN engineers had the foresight to equip the Donnager-
  class with four rail gun hardpoints on the hull, giving it the 
  option to double the rail guns should such upgrades become 
  available in the future, guaranteeing its continued technolog-
  ical superiority and keeping it from becoming obsolete so 
  quickly. On top of the  ultra-heavy rail guns, the Donnager-
  class battleship also hosts a hangar bay large enough to 
  home their own protective escorts; in addition, it maintains 
  a  number of dropships and repair skiffs that allow the MCRN 
  to repair their own ships without docking or returning to a 
  shipyard. These designs and tech secrets are so ferociously 
  protected that if a Donnager is boarded, a biometrically-acti-
  vated self-destruct mechanism triggers to prevent them from 
  being captured and replicated or used against the MCRN.
  The design and construction of the MCRN fleet are so 
  advanced and well-planned that they rarely have any flaws 
  or any sort of problem with their ships. Even though the 
  Donnager-class is smaller than the average battleship, they 
  have a larger crew compliment than their UNN equivalents.
  THE MMC CREW
  The Donnager-class is the apex battleship in the galaxy 
  and the MCRN knows it, assigning only the best-of-the-best 
  to to crew it. Those assigned to a Donnager-class are the 
  most elite of the Martian Marine Corps, including members 
  of the Infantry, Armor, and Force Recon branches; Goliath 
  powered armor is kept on board in addition the standard 
  Martian light armor. In particular, the captains of Donnager-
  class battleships are the most brilliant and skilled captains 
  the MCRN has to offer and are often in charge of over 
  2,000 crew members. The MCRN rewards their crew with 
  an on-board MMC barracks and armory, as well as a sophis-
  ticated medlab, all considered cutting edge technology and 
  donnager-CLaSS BattLeSHipS
  SHIP NAME
  FLEET
  MCRN Bellaire
  Home fleet
  MCRN Harman Dae-Jung
  Home fleet
  MCRN Barkeith
  Home fleet
  MCRN Donnager
  Home fleet (Destroyed)
  MCRN Hotspur
  Jupiter fleet
  MCRN Firebrand
  Jupiter fleet
  MCRN Schiaparelli
  Jupiter fleet
  MCRN Icria Planum
  Saturn fleet
  FACTION
  MCRN
  DRIVES
  Epstein, Thrusters
  CREW (MINIMUM)
  312
  CREW (STANDARD)
  2086
  COMPETENCE
  Elite
  CATEGORY
  Colossal
  LENGTH
  475.5m
  HULL
  5d6+4
  SENSORS
  5
  FAVORED RANGE
  Medium
  arMaMent
  WEAPON TYPE
  RANGE
  DAMAGE
  ARC
  Torpedo Bays (14)
   Long 
  4d6
  6 Fore, 8 Aft
  Rail Gun (2)
  Medium
  4d6
  Turreted  
  (Full Coverage)
  Point Defense 
  Network
  Close
  2d6
  Full Coverage
  FAVORED COMMAND STUNTS
  Multi-Targeting, Tactics, Set-Up
  QUALITIES
  Advanced Communications System, Advanced Targeting 
  Systems, Drone Bay, Emergency Batteries, Hangar Bay, High-
  Charged Rail Gun, Hull Plating IV, Improved Acceleration, 
  Improved Stores, Luxury Amenities, Medical Expert System, 
  Plasma Torpedoes, Rapid Reload Torpedo Tubes, Redundant 
  Hull (Double)
  FLAWS
  None
  Donnager - CLASS 
  Battleship
  DONNAGER-CLASS DECK KEY
  1. 
  FLIGHT DECK /  
  OPERATIONS / 
  COMMAND 
  2-3. 
  OPERATIONS / 
  COMMAND 
  4.  
  CIC
  5.. 
  OFFICER’S  
  QUARTERS (FLAG)
  6-7.  
  OFFICER’S QUARTERS
  8. 
  OFFICER’S GALLEY / 
  GYMNASIUM
  9. 
  MEDICAL 1
  10-14. CREW-MARINE 
  GALLEY
  15-19. CREW GYMNASIUM
  20-26. CREW QUARTERS
  27. 
  MEDICAL 2
  28.  
  ENTERTAINMENT 1
  29.  
  ENTERTAINMENT 2
  30-31. SECURITY-BRIG
  32-37. CREW QUARTERS
  38-42. CREW-MARINE 
  GALLEY
  43-47. CREW GYMNASIUM
  48. 
  MEDICAL 1
  49.  
  ENTERTAINMENT 1
  50.  
  ENTERTAINMENT 2
  51-52. SECURITY-BRIG
  53-55. TORPEDO HOLD
  56-59. 
  MUNITIONS HOLD
  60. 
  CARGO HOLD 1
  61-65. CARGO HOLD 2
  66. 
  CARGO HOLD 3 / 
  HANGAR 1
  67.  
  ENTERTAINMENT 1
  68.  
  ENTERTAINMENT 2
  69-70. SECURITY-BRIG
  71. 
  MEDICAL 1
  72-74. CREW-MARINE 
  GALLEY
  75-77. MARINE BARRACKS 1
  78. 
  MARINE BARRACKS 2 / 
  HARGAR 2
  79-81. MARINE GYMNASIUM
  82-85. MARINE TRAINING
  86. 
  CREW-MARINE 
  GALLEY
  87. 
  CREW GYMNASIUM
  88. 
  MEDICAL 1
  89. 
  MACHINE SHOP 1
  90. 
  MACHINE SHOP 2
  91. 
  MACHINE SHOP 3
  92. 
  ENGINEERING 1
  93-95. ENGINEERING 2
  96. 
  ENGINEERING 3
  97. 
  WATER STORAGE 1
  98-101. WATER STORAGE 2
  102. 
  WATER STORAGE 3
  100
  
  Chapter 4: Ship Specifications
  475.5
  475.5 M
  1
  2-3
  4
  8
  6-7
  5
  2 MeterS
  101101
  
  Chapter 4: Ship Specifications
  9-10, 29, 84
  11,30
  12, 31, 83
  13, 32, 77
  14, 53
  15-17
  25-28
  33-35
  37-39, 48-52, 72-76
  18
  19-24
  102
  102
  
  Chapter 4: Ship Specifications
  40-42
  59-71
  47 [port Side view]
  36 [port Side view]
  103
  103
  2 MeterS
  
  Chapter 4: Ship Specifications
  43-45
  46
  54-58, 78-82
  85
  86
  87
  88
  89-91
  92
  93
  94-95
  98
  104
  104
  
  Chapter 4: Ship Specifications
  a part of what make an MCRN vessel worth more than its 
  UNN counterpart.
  STORY HOOK: ALL HELL BREAKS LOOSE 
  The crew is on board a Donnager-class ship (possibly as 
  consultants or even prisoners) when a significant portion 
  of the crew mutinies and combat breaks out all over 
  the ship. The crew must find a way off the battleship as 
  quickly as possible, maybe with the help of a crewperson 
  still loyal to Mars. Perhaps they can steal a dropship or 
  even a Corvette-class…
  Morgaina-CLaSS
  PATROL DESTROYER
  The patrol destroyer is the most mass-produced Martian 
  Navy ship in the system and, like its name, is serviced to 
  patrol and police various sectors of space. The Morgaina-
  class is faster and sleeker than most ships while large 
  enough to have a significant weapons suite.
  OUT ON PATROL
  The MCRN went through a fleet-wide upgrade, bringing what 
  were outdated ship designs up to snuff and future-proofing 
  them. This resulted in the creation of the Donnager-class 
  battleship, the Corvette-class frigate, and the Morgaina-
  class destroyer—a combination of a torpedo boat and light 
  destroyer that was affordable to mass-produce and deploy 
  to patrol and be assigned security details. 
  This is the go-to ship of the MCRN fleet—and even these 
  mass-produced ships are more technologically advanced 
  than most UNN vessels. They’re quite compact and can hang 
  in the hangar bays of Donnager-class Battleships via inverted 
  ceiling clamps. Like most MCRN designs, the Morgaina-class 
  is future-proofed and is easily modified, with several non-stan-
  dard units outfitted with stealth capabilities.
  While the Morgaina-class is equipped with an aggres-
  sive weapons suite, it lacks a ventral point defense cannon. 
  It makes up for this lack of defense by being one of the 
  leanest and most maneuverable warships due to its size 
  and often travels in large numbers, as fleets of Morgaina-
  class ships will cover one another’s open sides. At only 9 
  meters in width, it’s one of the sleekest ships the MCRN 
  deploys that sports only a single Epstein drive.
  STORY HOOK: CORNERED BEAST 
  A Morgaina-class ship was transporting a high-value 
  prisoner who escaped and murdered most of the crew. 
  The prisoner has locked themselves in the engineering 
  section and has threatened to overload the reactor. 
  Unfortunately, both the ship’s engineers were among the 
  casualties. No other MCRN ships are within a reasonable 
  range, so the Morgaina-class requests the crew’s assis-
  tance in dealing with the prisoner. 
  105
  
  Chapter 4: Ship Specifications
  raptor-CLaSS
  FAST-ATTACK CRUISER
  Like all Martian Congressional Republic Navy ships, the 
  Raptor-class carries the most up-to-date and cutting-edge 
  technology and systems available. Although they are 
  created in fewer quantities than their UNN equivalents, 
  the Raptor-class can take on multiple UNN opponents of 
  the same class. 
  TOP-OF-THE-LINE HARDWARE
  The title fast-attack cruiser portrays an accurate and 
  succinct image of the Raptor-class vessel as top-of-the-line 
  Martian military hardware. The MCRN spared no expense 
  in creating a ship with the best scanning capability and 
  weapons in the fleet.  
  The Raptor-class has fore- and aft-firing, keel-mounted 
  rail guns and six plasma torpedo bays on the fore of 
  the ship, as well as two on each side and two in the aft 
  hidden above the Epstein drives, making this a dangerous 
  monster of a ship. As a cruiser, the Raptor-class also 
  FACTION
  MCRN
  DRIVES
  Epstein, Thrusters
  CREW (MINIMUM)
  3
  CREW (STANDARD)
  8
  COMPETENCE
  Skilled
  CATEGORY
  Medium
  LENGTH
  31m
  HULL
  1d6+3
  SENSORS
  2
  FAVORED RANGE
  Medium
  arMaMent
  WEAPON TYPE
  RANGE
  DAMAGE
  ARC
  Torpedo Tubes (2)
  Long
  4d6
  Fore
  Point Defense Network
  Close
  2d6
  Fore
  FAVORED COMMAND STUNTS
  On-Target, Precise Hit, Too Close
  QUALITIES
  Agile II, Hull Plating, Improved Acceleration II, Maneuverable, 
  Redundant Hull (Double), Reliable, Self-Destruct System, Sturdy
  FLAWS
  Poor Amenities
  Morgaina - CLASS 
  Destroyer
  MORGAINA-CLASS DECK KEY
  1. 
  FLIGHT DECK
  2. 
  COMMAND / 
  OPERATIONS
  3. 
  CREW QUARTERS
  4. 
  GALLEY
  5. 
  MUNITIONS HOLD
  6. 
  CARGO HOLD
  7-8.  ENGINEERING /  
  MACHINE SHOP /  
  WATER STORAGE
  3131 M
  1
  2
  3
  4
  5
  6
  7-8
  106
  106
  2 MeterS
  
  Chapter 4: Ship Specifications
  carries up to three Troika-class dropships, each outfitted 
  with a mix of Martian Marines and Force Recon units with 
  Goliath powered armor.
  Between the advanced Epstein drives and its sleek, 
  pin-like shape, the Raptor-class is highly maneuverable 
  and cuts through space with purpose. This makes the fast-
  attack cruiser more evasive, also allowing it to  strategically 
  position to inflict catastrophic damage. The downside to the 
  FACTION
  MCRN
  DRIVES
  Epstein, Thrusters
  CREW (MINIMUM)
  96
  CREW (STANDARD)
  1080
  COMPETENCE
  Elite
  CATEGORY
  Gigantic
  LENGTH
  282m
  HULL
  4d6+2
  SENSORS
  4
  FAVORED RANGE
  Medium
  arMaMent
  WEAPON TYPE
  RANGE
  DAMAGE
  ARC
  Torpedo  
  Tubes (12)
   Long 
  4d6
  6 Fore, 2 Starboard,  
  2 Port, 2 Aft
  Rail Gun (2)
  Medium
  3d6
  Fore and Aft
  Point Defense 
  Network 
  Close
  2d6
  Full Coverage
  Grappler (1)
  Close
  -
  Fore
  FAVORED COMMAND STUNTS
  Multi-Targeting, Precise Hit, Rapid Reload
  QUALITIES
  Advanced Targeting Systems, Agile, Hangar Bay, High-Charged Rail 
  Gun, Hull Plating II, Improved Acceleration II, Maneuverability, Plasma 
  Torpedoes, Rapid Reload Torpedo Tubes, Self-Destruct System
  FLAWS
  High Maintenance
  Raptor - CLASS  
  Fast Attack Cruiser
  RAPTOR-CLASS DECK KEY
  1. 
  FLIGHT DECK 
  2-3. 
  COMMAND / 
  OPERATIONS
  4.  
  CIC
  5-9. 
  SECONDARY  
  OPERATIONS 1
  10. 
  SECONDARY  
  OPERATIONS 2
  11-13. OFFICER GALLEY
  14-17. OFFICER QUARTERS 
  18-25. CREW QUARTERS 1 
  26-28.  CREW GALLEY 1
  29-37. CREW QUARTERS 2 
  38-39. CREW GYMNASIUM / 
  RECREATION 1
  40-41. MEDICAL FACILITIES
  42. 
  MARINE CREW RECON
  43-46. MARINE CREW
  47-49. MARINE GALLEY
  50-51. MARINE GYMNASIUM
  52. 
  CARGO HOLD 1
  53-56. CARGO HOLD 2
  57. 
  HANGAR BAY
  58-60. CREW QUARTERS 3 
  61-62. CREW GALLEY 2
  63-64. CREW GYMNASIUM / 
  RECREATION 2
  65. 
  MACHINE SHOP 1
  66. 
  MACHINE SHOP 2
  67. 
  ENGINEERING 1
  68. 
  ENGINEERING 2
  69 
  ENGINEERING 3
  70. 
  WATER STORAGE 1
  71. 
  WATER STORAGE 2
  72. 
  WATER STORAGE 3
  S
  E
  C
  U
  R
  I
  T
  Y
  282
  282 M
  1
  2-3
  4
  5-9
  10
  11-13
  14-17
  107
  107
  2 MeterS
  
  Chapter 4: Ship Specifications
  18-25
  26-28
  29-37
  38-39
  40-41
  42
  43-46
  47-49
  50-51
  52
  57
  53-56
  108
  108
  
  Raptor - CLASS  
  Fast-Attack Cruiser
  Chapter 4: Ship Specifications
  70
  71
  72
  67
  68
  69
  66
  65
  58-60
  61-62
  63-64
  109
  109
  2 MeterS
  
  Chapter 4: Ship Specifications
  amazing hardware that the MCRN invested in these ships 
  is that they require constant care, which means having 
  substantially more crew  than similarly-sized vessels.
  SCiroCCo-CLaSS
  ASSAULT CRUISER
  The Scirocco-class is a high-speed frontline warship that 
  doubles as a troop carrier and is the pinnacle of combat 
  balance. The assault cruiser is fast and maneuverable and 
  armed to the teeth while still having  space for troops, 
  breaching pods, and dropships.
  SHIP OF ALL TRADES
  The Scirocco-class assault cruiser is unique in that it has 
  a rail gun on its dorsal-starboard, giving it an easily recog-
  nizable profile. However, it also comes equipped with ten 
  torpedo tubes, point defense cannons, and grappling 
  cannons, which snare nearby ships  for breaching pods.
  The cruiser is narrow, rounded, and somewhat angular, 
  measuring 72 meters wide, with ventral hangar bays 
  that can fit three Troika-class dropships. This makes the 
  assault cruiser excel as a boarding craft as well as a troop 
  carrier, and it regularly carries 120 Martian Marines as 
  well as Force Recon Marines with a full suite of Goliath 
  S
  E
  C
  U
  R
  I
  T
  Y
  P
  I
  N
  K
  W
  A
  T
  E
  R
  Scirocco - CLASS  
  Assault Cruiser
  FACTION
  MCRN
  DRIVES
  Epstein, Thrusters
  CREW (MINIMUM)
  54
  CREW (STANDARD)
  430
  COMPETENCE
  Skilled
  CATEGORY
  Gigantic
  LENGTH
  200m
  HULL
  4d6+2
  SENSORS
  3
  FAVORED RANGE
  Medium
  arMaMent
  WEAPON TYPE
  RANGE
  DAMAGE
  ARC
  Torpedo Bays (10)
   Long
  4d6
  5 fore, 5 aft
  Rail Gun
  Medium
  3d6
  Fore
  Point Defense Network
  Close
  2d6
  Full Coverage
  Grappler
  Close
  -
  Fore
  FAVORED COMMAND STUNTS
  Multi-Targeting, Perceived Weakness, Set-Up
  QUALITIES
  Advanced Communications Systems, Advanced Targeting Systems, 
  Hangar Bay, Hull Plating II, Maneuverable, Medical Expert System, 
  Redundant Hull (Double), Self-Destruct System, Sensor Scrambling
  FLAWS
  None
  200
  200 M
  1
  4
  10
  5-9
  2-3
  11-13
  14-16
  110
  
  Chapter 4: Ship Specifications
  SCIROCCO-CLASS DECK KEY
  1. 
  FLIGHT DECK 
  2-3. 
  OPERATIONS 1
  4.  
  CIC
  5-9. 
  SECONDARY  
  OPERATIONS 1
  10. 
  SECONDARY  
  OPERATIONS 2
  11-13. GALLEY
  14-16. OFFICER QUARTERS
  17-25. CREW QUARTERS
  26-27.  GYMNASIUM
  28. 
  MEDICAL FACILITIES
  29. 
  MARINE CREW RECON
  30-33. MARINE CREW
  34-36. MARINE GALLEY
  37-38. MARINE  
  GYMNASIUM
  39. 
  CARGO HOLD
  40-42. MUNITIONS HOLD
  43. 
  HANGAR BAY
  44. 
  MACHINE SHOP 
  45. 
  ENGINEERING 1
  46. 
  ENGINEERING 2
  47. 
  WATER STORAGE 1
  48. 
  WATER STORAGE 2
  29
  39
  17-25
  26-27
  28
  30-33
  34-36
  37-38
  2 MeterS
  
  Chapter 4: Ship Specifications
  43
  44
  40-42
  45
  46
  47
  48
  Scirocco - CLASS  
  Assault Cruiser
  112112
  2 MeterS
  
  Chapter 4: Ship Specifications
  powered armor in the onboard MMC facilities, not even 
  even accounting for the standard crew.
  As an MCRN ship, the advanced weaponry is only the 
  beginning. The Scirocco -class has a significantly advanced 
  communication system with tactical uplink arrays and long-
  range targeting lasers. That’s on top of the superior armories, 
  repair shops, and medical facilities that are extensive through 
  MCRN ships. These make the assault cruiser an ideal commu-
  nications support ship as well as a mobile command center 
  that could potentially rival even the Donnager-class in the 
  right situation, at less than half the size.
  troika-CLaSS
  DROPSHIP
  The Martian Congressional Republic Navy always puts its 
  best foot forward with design and technology, and this 
  state-of-the-art dropship is no different. The only dropship 
  to be mounted with ground-focused artillery, the Troika-
  class dropship can set down on any battlefield and provide 
  heavy fire while Marines pour out of it.
  S
  E
  C
  U
  R
  I
  T
  Y
  P
  I
  N
  K
  W
  A
  T
  E
  R
  Troika - CLASS  
  Dropship
  FACTION
  MCRN
  DRIVES
  Thrusters
  CREW (MINIMUM)
  2
  CREW (STANDARD)
  4
  COMPETENCE
  Capable
  CATEGORY
  Medium
  LENGTH
  32m
  HULL
  1d6+1
  SENSORS
  1
  FAVORED RANGE
  Close
  arMaMent
  WEAPON TYPE
  RANGE
  DAMAGE
  ARC
  Point Defense 
  Network 
  Close 
  2d6
  Fore 
  Machine Guns* (6)
  n/a
  n/a
  3 Starboard, 3 Port
  *These are personal-size firearms and cannot harm ships. 
  FAVORED COMMAND STUNTS
  Evasive Action, Scrambling Defenses
  QUALITIES
  Atmosphere Capable, Hull Plating, Maneuverable, Sensor 
  Scrambling, Self-Destruct System
  FLAWS
  Poor Amenities
  TROIKA-CLASS DECK KEY
  1. 
  FLIGHT DECK / 
  OPERATIONS / 
  ENGINEERING
  2. 
  MARINES
  3. 
  RECON MARINES
  4. 
  WATER STORAGE
  3232 M
  1
  2
  3
  4
  113113
  2 MeterS
  
  Chapter 4: Ship Specifications
  CHaUCer-CLaSS
  WATER HAULER
  Water haulers are massive ships equipped with over-
  sized arms and other equipment to harvest water from 
  frozen chunks of rock and glaciers in Saturn’s rings and 
  other places in the Belt. This makes them invaluable to 
  the economy to the Outer Planets, and most are owned 
  by private corporations that send these ships back and 
  forth to supply communities with the water they need to 
  survive. The Chaucer-class are all former colony ships, 
  most around a century old, that have been refurbished and 
  sold to companies like Pur’n’Kleen and Krystal Kleer for the 
  purpose of harvesting ice. 
  ICE FROM THE RINGS
  Water is the most precious resource beyond Earth. These 
  ships are usually based on efficiency and cost-effective-
  ness, which means they’ve been repurposed from old ships 
  that were retired and about to be dismantled. The vast 
  passenger quarters and cargo bays have been ripped out 
  and replaced with huge ice bays and water storage tanks. 
  The bulk of the ice is shipped in liquid form, but the ships 
  also have the capability to melt down the ice and store it in 
  tanks for customers who require liquid water. 
  In most cases, corporations want to keep their costs to a 
  minimum and rely on engineers and officers to keep their 
  ships running without falling apart. These ships almost always 
  have a laundry list of problems that keep their engineers busy 
  and creative. Each ship has a hanger bay for shuttles that 
  are sometimes used during ice harvesting operations. The 
  Chaucer-class is almost always unarmed and often relies on 
  military escorts during dangerous times. They do have grap-
  plers, but those are used for pulling in large chunks of ice. 
  Metal plates are embedded in the ice (often by drone), and 
  the grapplers are then used to draw the ice into the cargo 
  bay. They also carry at least one salvage and one towing 
  drone, as well as a repair and resupply drone. 
  YOUR CHARIOT AWAITS
  Dropships are most often utilized to bring a complement 
  of marines from an orbiting vessel to the surface of a 
  planet. The MCRN utilizes the Troika-class on board the 
  Scirocco-class assault cruiser and can host a dozen Recon 
  Marines suited up with Goliath powered armor in addition 
  to a complement of standard Martian Marines, making 
  best use of the utilitarian space by cramming in as many 
  bodies as possible. 
  In true MCRN fashion, the vessels themselves are armed 
  and dangerous in their own right, and can travel quite a 
  distance from their mothership on their thrusters, making 
  them far more advanced than other dropships. While the 
  Troika-class has the capabilities to make somewhat long 
  treks away from their berth, this is hardly an ideal situa-
  tion if it’s filled with marines. Ultimately, these ships are 
  designed to drop through the atmosphere quickly and 
  efficiently with their blocky underbelly cutting through and 
  smashing into the ground safely. 
  STORY HOOK: A REPO JOB
  The crew comes across several Troika-class dropships 
  that have been retrofitted with mining gear and are being 
  used to mine minerals in a remote part of the belt. The 
  ships warn the crew off, but it is clear from the transmis-
  sion that they aren’t MRCN. Searching the newsfeeds 
  reveals that several of these ships were stolen during a 
  training exercise about 6 months ago. 
   The ships are, in fact, in the possession of a group of 
  Belters who took advantage of (or possibly created) an 
  emergency onboard the dropships’ parent ship to steal 
  them. Several Martian marines were killed in the inci-
  dent, so Mars would be grateful to have its missing ships 
  returned. Does the crew investigate further in the hopes 
  of receiving a reward? 
  CiviLian SHipS
  The ships in this section are all civilian craft, meaning many are available for purchase, and the prices can be found on page 
  69. The ships listed here are the stock versions of their kind, but almost all civilian craft have some deviation from the original 
  ship. Captains and crews might add on after-market weapons, armor, or gourmet galleys. Ships can take damage that results 
  in long-term Flaws, or they could suffer simply from becoming old.. The GM should feel free to modify these ships however 
  makes sense for their story. This is only a small sample of the ships one can encounter in the solar system, but they provide 
  a good jumping off point for designing new ships. 
  Some of these ships, such as the Tereshkova-class shuttle or the Narlikar-class research vessel, also see service in the 
  MCR or UN Navies. These ships often have modifications that suit their specific needs, but the hulls and much of the hard-
  ware are identical to the civilian versions. 
  114
  
  Chapter 4: Ship Specifications
  FACTION
  Any
  DRIVES
  Epstein, Thrusters
  CREW (MINIMUM)
  14
  CREW (STANDARD)
  55
  COMPETENCE
  Incompetent 
  to Average
  CATEGORY
  Colossal
  LENGTH
  750m
  HULL
  5d6
  SENSORS
  0
  FAVORED RANGE
  None
  arMaMent
  WEAPON TYPE
  RANGE
  DAMAGE
  ARC
  Grapplers (2)
  Close
  None
  Aft
  FAVORED COMMAND STUNTS
  Evasive Action
  QUALITIES
  Drones, Hangar Bay, Reduced Crew Requirements
  FLAWS
  Bad Juice, High Maintenance, Lumbering, Old, Poor 
  Acceleration III, Weak Hull
  Chaucer - CLASS  
  Water Hauler
  STORY HOOK: A GLACIAL TASK
  An ice hauler owned by Krystal Kleer has malfunctioned 
  and is on the float. The engineering crew was killed in 
  the malfunction and their repair skiff is inoperable. The 
  official in charge of the ship at Krystal Kleer is embar-
  rassed and terrified that pirates will raid the ship if it sits 
  too long. 
   The company hires your crew to get to the coordinates 
  as fast as you can with maintenance equipment, find 
  the problem, and get the hauler moving before pirates 
  arrive. Your crew must gather the necessary equipment, 
  burn like hell, and find the ship—then defend it from the 
  pirates, fix an unusual problem, and get the Chaucer 
  home so that the company can still make a profit off of 
  the glacier they’re tugging.
  CHAUCER-CLASS DECK KEY
  1. 
  FLIGHT DECK / 
  OPERATIONS
  2. 
  SECONDARY  
  OPERATIONS
  3. 
  GALLEY / 
  BOARDING DECK
  4. 
  COMMAND CREW 
  QUARTERS
  5-9 
  CAPTAIN & COMMAND 
  CREW QUARTERS
  10. 
  COMMAND GALLEY
  11. 
  CREW GYMNASIUM
  12. 
  MEDICAL FACILITIES 1
  13. 
  MEDICAL FACILITIES 2
  14-20.  CREW QUARTERS
  21-22.  CREW GALLEY
  23-24. CREW GYMNASIUM
  25. 
  CREW CARGO BAY 1
  26-27. CREW CARGO BAY 2
  28-70. 1CE/WATER STORAGE / 
  DRONE HANGAR / 
  SKIFF/SHUTTLE 
  HANGAR
  71.  
  MACHINE SHOP
  72. 
  ENGINEERING 1
  73. 
  ENGINEERING 2
  74. 
  WATER STORAGE 1
  75. 
  WATER STORAGE 2
  750
  750 M
  115115
  
  Chapter 4: Ship Specifications
  1
  3
  2
  4
  5-9
  10
  11
  12
  13
  14-20
  23-24
  21-22
  25
  26-27
  116116
  2 MeterS
  
  Chapter 4: Ship Specifications
  28-70
  iCe/water Storage Bay
  iCe/water aCCeSS LeveL
  drone Hangar aCCeSS LeveL
  Skiff/SHUttLe Bay aCCeSS LeveL
  71
  72
  73
  74
  75
  117117
  
  Chapter 4: Ship Specifications
  Cornucopia - CLASS  
  Supply Ship
  FACTION
  Any
  DRIVES
  Epstein, Thrusters
  CREW (MINIMUM)
  32
  CREW (STANDARD)
  250
  COMPETENCE
  Average
  CATEGORY
  Gigantic
  LENGTH
  272m
  HULL
  3d6
  SENSORS
  1
  FAVORED RANGE
  None
  arMaMent
  WEAPON TYPE
  RANGE
  DAMAGE
  ARC
  Grapplers (2)
  Close
  -
  Aft
  FAVORED COMMAND STUNTS
  Evasive Action
  QUALITIES
  Hanger Bay, Improved Stores, Medical Expert System, 
  Reduced Crew Requirements, Sturdy
  FLAWS
  Lumbering
  CornUCopia-CLaSS 
  SUPPLY SHIP 
  While tensions between political entities simmer, trade 
  continues unabated. Most supply ships are owned by 
  private companies or contractors, aiming to maximize profit 
  by delivering the right goods to the right place at the right 
  time. While life aboard a supply ship may seem like pedes-
  trian work, delays in supply runs may result in civil unrest, 
  which can be dangerous ---and even occasionally lethal--to 
  supply ship crews. Profit margins can be thin, so these ships 
  need to operate at peak efficiency. For those in the busi-
  ness of trade, the Cornucopia-class supply ship is the best 
  you can find. 
  THE PRICE OF ABILITY
  Travel in space can be hard and long, so there are rules 
  and policies in place to ensure the safety and comfort of 
  those who choose to make that journey, especially for non-
  military vessels. More importantly, the long journeys make 
  it difficult to transport goods from one place to another—
  be it a station or a planetary body. That’s the job of supply 
  ships—to fill their cargo bays to the brim with the demands 
  of others and transport them across the system.
  These huge supply ships ply the space lanes from 
  Earth to Saturn. Although massive, these freighters tend 
  to carry food and luxury goods rather than ice or large-
  scale construction materials—those are left to even larger 
  ships. They often have a standard route: picking up food 
  and supplies from Earth, winding their way through the 
  Belt and to the Outer Planets, then restocking foodstuffs at 
  Ganymede for the return journey. They often have a small 
  amount of space set aside for passengers, although most 
  prefer faster ships to the plodding and meandering pace 
  of a supply ship. 
  Some corporations prefer to cut corners and refit older 
  model vessels of cheaper quality for their supply ship 
  fleets, but the Cornucopia-class is the best money can buy, 
  with many owners finding that their speed and reliability 
  outweighs the cost-cutting. 
  Supply ships are stocked with different resources such 
  as medicine, food, and electronics, or even components to 
  make them. Below are some items that could make it onto 
  supply ships, though realistically, anything a corporation 
  could turn into money could be found.
  Food
  Environment Suits
  Vac Suits
  Armor
  Weaponry
  Minerals
  Medicine
  Medical Equipment
  Mechs
  Terminals/Other Electronics
  Drones
  Vehicles
  STORY HOOK: ENOUGH IS ENOUGH
  A supply manager at Savage Industries is responsible 
  for delivering stores and repair supplies to several UN 
  outposts. Several of their supply ships have recently 
  been raided by pirates, so he hires the crew to assist with 
  the problem. Rather than hire escort ships for the fore-
  seeable future, they want to put an end to the problem 
  once and for all. One of their supply ships has been 
  mounted with a single rail gun and PDCs. He needs a 
  combat-experienced crew to eliminate the pirates once 
  and for all. 
  gLeaSon-type
  REPAIR SKIFF
  The Gleason-type repair skiff isn’t like typical spaceships, 
  instead resembling terrestrial vehicles in size and func-
  tion except for their thrusters and capabilities of operating 
  in different gravities. They typically have room for only a 
  pilot and a small quantity of materials, with mechanical arms 
  equipped with various tools that can help the ship perform 
  different tasks.
  THE SMALLEST HELPER
  Gleason-type repair skiffs are small craft that usually reside 
  within the hangar bays or cargo bays of larger ships. Ship-
  yards such as Callisto and Tycho Station also keep multiple 
  of these ships at their disposal. The arms of the skiff have 
  118
  
  Chapter 4: Ship Specifications
  CORNUCOPIA-CLASS DECK KEY
  1. 
  FLIGHT DECK / 
  OPERATIONS
  2. 
  SECONDARY  
  OPERATIONS
  3. 
  GALLEY
  4. 
  CAPTAIN & 
  COMMAND 
  CREW QUARTERS
  5-9. 
  COMMAND CREW 
  QUARTERS
  10. 
  COMMAND GALLEY 
  11. 
  COMMAND CREW 
  GYMNASIUM
  12. 
  MEDICAL FACILITIES
  13-25. CREW QUARTERS
  26. 
  CREW GALLEY
  27. 
  CREW GYMNASIUM
  28-35.  CARGO CONTAINER 
  LEVEL
  36. 
  MACHINE SHOP
  37. 
  ENGINEERING
  38. 
  WATER STORAGE
  272
  272 M
  1
  2
  3
  4
  5-9
  119119
  2 MeterS
  
  Chapter 4: Ship Specifications
  10
  11
  12
  27
  36
  26
  13-26
  37
  38
  28-35
  120
  120
  2 MeterS
  
  Chapter 4: Ship Specifications
  Gleason - CLASS  
  Repair Skiff
  FACTION
  Any
  DRIVES
  Thrusters
  CREW (MINIMUM)
  1
  CREW (STANDARD)
  2
  COMPETENCE
  Average
  CATEGORY
  Small
  LENGTH
  12m
  HULL
  1d3
  SENSORS
  -2
  FAVORED RANGE
  None
  arMaMent
  WEAPON TYPE
  RANGE
  DAMAGE
  ARC
  None
  -
  -
  -
  FAVORED COMMAND STUNTS
  Blinding Maneuver, Evasive Action
  QUALITIES
  Repair Facilities
  FLAWS
  Fragile, Poor Amenities
  welding tools, as well as claws that help move and lay 
  materials along the hull of a ship. These skiffs also assist 
  personnel by transporting them around to perform mainte-
  nance on hard to reach internal places as well as helping 
  with the external repairs that need to be done after combat. 
  These repairs are typically just delaying the need for proper 
  repairs at a shipyard and can sometimes even lead to 
  further problems if not done correctly.
  Skiffs aren’t or sturdy enough to handle an Epstein drive, 
  only thrusters, and aren’t equipped to handle being atmo-
  sphere capable. They’re only deployed from the hangars of 
  other ships or stations and use their thrusters to maneuver 
  around the exterior of a ship. 
  Crews that pilot skiffs are often secondary pilots who 
  don’t have much actual piloting training. Often, a pilot is 
  assigned to be the primary skiff pilot in cases where repairs 
  and maintenance are regular needs, and most frequently, 
  on larger vessels.
  FLYING TOOLBOXES
  Skiffs are boxy-shaped and very simple, with short-range 
  thrusters on the underbelly and a pair of thrusters on the 
  back. They’re not atmosphere-landing capable and are 
  stored in hangar bays of much larger vessels. Because of 
  their size, they are very difficult targets. 
  The Gleason-type has a wide array of tools that allow 
  them to aid help with salvaging and retrieval of materials. 
  GLEASON-CLASS DECK KEY
  1. 
  FLIGHT DECK
  2. 
  CARGO HOLD
  3. 
  CARGO HOLD (OPTIONAL)
  4. 
  ENGINEERING / 
  WATER STORAGE 
  1212 M
  1
  2B
  2a
  3
  121121
  2 MeterS
  
  Chapter 4: Ship Specifications
  Notably used by Belter pirates, these tools allow 
  the skiff to quickly and safely grab metals, goods, 
  and material from derelict or disabled ships.
  Another common use for these skiffs is during 
  the construction of larger ships at stations or ship-
  yards. Notably, skiffs were used at Tycho station during the 
  construction of the Nauvoo, where plates and beams were 
  hauled out to different sections of the generation ships 
  during the enormous task of construction.
  STORY HOOK: EMERGENCY REPAIRS
  The crew’s (or another’s) ship has suffered damage 
  that requires external repairs. Unfortunately, the ship 
  is caught in a decaying orbit (perhaps Jupiter, Saturn, 
  or a planet beyond the Ring), making an EVA in a vac 
  suit extremely hazardous, if not impossible. Instead, the 
  crew must use a borrowed Gleason-type repair skiff 
  to make repairs. Things might get interesting when an 
  enemy or rival arrives in another skiff to stop the repairs 
  from being made. 
  grendeL-CLaSS
  LIGHT FREIGHTER
  The Grendel-class has been in operation for over 50 years 
  and is the workhorse of the solar system. Although much 
  smaller than some of the massive freighters that ply the 
  space lanes, the Grendel is the most popular amongst 
  small corporations and entrepreneurs who hope to strike 
  it rich. 
  LONG DISTANCE DELIVERY
  The Grendel-class is designed to haul cargo over the vast 
  distances between the planets. Unlike its larger cousins, 
  the Grendel was built with speed in mind, allowing the ship 
  to transport a specific cargo from point to point as quickly 
  as possible. 
  The ships fill in the gaps left by goods transportations 
  services provided by larger ships. They often offer private 
  services to corporations or individuals who require fast 
  delivery. Some companies maintain their own fleet of 
  freighters to circumvent typical manifest and cargo policies. 
  The UNN and MCRN also maintain some of these freighters 
  to transport military-grade cargo like firearms, torpedoes, or 
  high-spec technology to different stations, bases, and fleets 
  all over the system, although these ships often have after-
  market armaments.
  The stock Grendel-class comes unarmed to maximize 
  cargo space and speed, although many captains choose 
  to add a point defense network to provide basic protection 
  and deterrent against pirates. 
  STORY HOOK: THIEVING THIEVES
  Not long after receiving a notification that a light freighter 
  out of Ceres has gone missing, the crew picks up the 
  drive signature of a ship that is running a transponder 
  code that matches the missing ship’s drive signature. Do 
  they try to intercept the ship? Do they notify the authori-
  ties? Do they attempt to blackmail the new owners of the 
  stolen ship? Or do they  take it for themselves?
  narLikar-CLaSS 
  RESEARCH VESSEL
  Private companies are most interested in profits, and while 
  most of the well-known companies in the system provide 
  consumer goods or services, there are still corporations 
  and government entities that are more concerned with 
  the advancement of technology, discovery of unknown 
  concepts, and the betterment of humankind. For companies 
  interested in space exploration, the Narlikar-class research 
  vessel is often the perfect fit. 
  A BETTER YOU!
  Narlikar-class research vessels are equipped with exten-
  sive laboratories, medical facilities, and whole decks dedi-
  cated to research and development for various experi-
  ments that are custom-built for the research needed. 
  FACTION
  Any
  DRIVES
  Epstein, Thrusters
  CREW (MINIMUM)
  2
  CREW (STANDARD)
  8
  COMPETENCE
  Average to 
                             Capable
  CATEGORY
  Large
  LENGTH
  65m
  HULL
  2d6
  SENSORS
  0
  FAVORED RANGE
  Long
  arMaMent
  WEAPON TYPE
  RANGE
  DAMAGE
  ARC
  None
  -
  -
  -
  FAVORED COMMAND STUNTS
  Blinding Maneuver, Evasive Action, Scrambling Defenses
  QUALITIES
  Improved Acceleration, Improved Stores, Reduced Crew 
  Requirements
  FLAWS
  None
  Grendal - CLASS  
  Light Freighter
  122
  
  Chapter 4: Ship Specifications
  GRENDAL-CLASS DECK KEY
  1. 
  FLIGHT DECK
  2. 
  OPERATIONS
  3. 
  CREW QUARTERS
  4. 
  GALLEY
  5. 
  CARGO HOLD
  6. 
  ENGINEERING / 
  MACHINE SHOP
  7. 
  WATER STORAGE 
  6565 M
  1
  2
  3
  4
  5
  6
  7
  123
  123
  2 MeterS
  
  Chapter 4: Ship Specifications
  These vessels are privately built and owned by dozens of 
  different companies, and while each may customize the 
  design, the functionality between each one remains the 
  same: go to a designated location, gather samples, and 
  perform tests.
  These ships are unarmed, except for grapplers, but they 
  do have a small hanger bay that carries shuttles for landing 
  on planetary bodies and asteroids. These ships also come 
  equipped with drones for remote observation in dangerous 
  circumstances. In addition to its standard crew comple-
  ment, there is room for an additional six scientists. 
  STORY HOOK: LOST RUINS
  Royal Charter Energy has been investigating anomalous 
  asteroid readings in the Belt. However, a couple of their 
  research vessels have been attacked by pirates intent on 
  stealing their data. So far, the targeted ships have been 
  lucky and managed to escape, but the VP in charge of this 
  research has decided to take extra security measures, 
  hiring the crew’s ship to escort one of their ships. 
   While conducting their observations, the research 
  ship discovered what appears to be an old and aban-
  doned (possibly pre-Epstein drive) station buried deep 
  inside one of the asteroids. The station isn’t recorded 
  in any official records and is unmarked. The crew of the 
  research ship wants to investigate and asks the crew to 
  accompany them just in case. Not long after entering the 
  derelict station, a transmitter beacon is activated. Who, if 
  anyone, responds? 
  FACTION
  Any
  DRIVES
  Epstein, Thrusters
  CREW (MINIMUM)
  3
  CREW (STANDARD)
  12
  COMPETENCE
  Average
  CATEGORY
  Large
  LENGTH
  78m
  HULL
  2d6
  SENSORS
  3
  FAVORED RANGE
  Long
  arMaMent
  WEAPON TYPE
  RANGE
  DAMAGE
  ARC
  Grapplers (2)
  Close
  None
  Fore
  FAVORED COMMAND STUNTS
  Evasive Action
  QUALITIES
  Advanced Communications Systems, Drones, Emergency 
  Batteries, Hangar Bay, Improved Stores, Medical Expert System
  FLAWS
  None
  Narlikar - CLASS 
  Reesearch Vessel
  124
  
  Chapter 4: Ship Specifications
  NARLIKAR-CLASS DECK KEY
  1. 
  FLIGHT DECK
  2.  
  OPERATIONS
  3.  
  ADVANCED COMMS
  4. 
  GALLEY
  5. 
  MEDICAL BAY
  6-7. 
  CREW QUARTERS
  8. 
  PASSENGER  
  QUARTERS
  9. 
  EQUIPMENT & 
  DRONE STORAGE
  10. 
  DOCKING BAY
  11. 
  CARGO HOLD
  12-13. LABORATORIES
  14. 
  MACHINE SHOP
  15. 
  ENGINEERING
  16. 
  AUXILIARY 
  BATTERIES
  17.  
  WATER STORAGE
  7878 M
  1
  2
  3
  4
  5
  6
  7
  8
  9
  10
  11
  125
  125
  2 MeterS
  
  Chapter 4: Ship Specifications
  14
  15
  16
  12-13
  126
  126
  Narlikar - CLASS  
  Research Vessel
  2 MeterS
  
  Chapter 4: Ship Specifications
  Peseshet - CLASS  
  Medical Support Ship
  peSeSHet-CLaSS
  MEDICAL SUPPORT SHIP
  Space combat can be notoriously dangerous and lethal, 
  and stations experience medical catastrophes such as 
  disease outbreaks or even the occasional asteroid strike. 
  It’s times like these when the Peseshet-class medical 
  support ship comes into play. Most of these ships are 
  owned by non-profit medical relief groups dedicated to 
  wellness; however, the UNN also uses this class of ship as 
  a medical support frigate. 
  BRINGING HEALTHCARE TO YOU
  Medical support ships are essentially mobile mini-hospitals 
  equipped with bleeding-edge medical tech and experienced 
  doctors and nurses. They carry the most advanced medicines 
  and technology capable of regrowing limbs or attaching pros-
  thetics. They do whatever they can to keep patients alive until 
  they can reach a fully stocked medical facility. 
  FACTION
  Any
  DRIVES
  Epstein, Thrusters
  CREW (MINIMUM)
  2
  CREW (STANDARD)
  8
  COMPETENCE
  Capable
  CATEGORY
  Large
  LENGTH
  67m
  HULL
  2d6
  SENSORS
  0
  FAVORED RANGE
  Long
  arMaMent
  WEAPON TYPE
  RANGE
  DAMAGE
  ARC
  Grapplers (4)
  Close
  None
  2 Fore, 2 Aft
  FAVORED COMMAND STUNTS
  Guidance, Evasive Action
  QUALITIES
  Advanced Communications Systems, Atmosphere Capable, Good 
  Juice, Improved Acceleration II, Improved Stores, Maneuverable, 
  Medical Expert System, Reduced Crew Requirements, Sturdy
  FLAWS
  None
  PESESHET-CLASS DECK KEY
  1. 
  FLIGHT DECK
  2. 
  OPERATIONS
  3. 
  GALLEY
  4. 
  CREW QUARTERS
  5-6. PHYSICIAN QUARTERS
  7. 
  PHYSICAL THERAPY / 
  GYMNASIUM
  8. 
  SUPPLIES / 
  IMPROVED STORES
  9-16. MEDICAL FACILITIES / 
  LABORATORIES
  17. 
  CARGO HOLD
  18. 
  MACHINE SHOP / 
  ENGINEERING
  19. 
  WATER STORAGE 
  6767 M
  1
  2
  127
  127
  2 MeterS
  
  Chapter 4: Ship Specifications
  3
  4
  5-6
  7
  8
  9-16
  17
  18
  19
  128
  2 MeterS
  
  Chapter 4: Ship Specifications
  This equipment can be customized based on the type of job 
  the crew is on—welding equipment for repairs or mainte-
  nance, cutting or mining tools, or a myriad of other options 
  that involve the hard work of Belters, freelancers, or pirates.
  STORY HOOK: IT’S A TRAP!
  A rockhopper, far out in the Belt, broadcasts a distress 
  signal. When the crew investigates, no life forms are 
  detected on board. However, if they board the ship, they 
  find a bomb that starts counting down as soon as they 
  board. At the same time, a Belter pirate ship comes out 
  of hiding and launches torpedoes at the crew’s vessel. 
  tereSHkova-type
  SHUTTLE
  Almost every ship in the system—no matter who it belongs 
  to—not only has shuttles but is required by law to have a 
  certain amount of functioning shuttles based on the size and 
  personnel of the vessel at hand so that the crew can safely 
  leave in case of emergency. The Tereshkova-type is one of 
  These ships are never armed, except for grapplers, which 
  are used for docking disabled ships. They are crammed 
  full of crash couches with medical expert systems and can 
  treat up to fifty patients at a time. Most of these ships can 
  be found near the Inner planets, much to the dismay of 
  the Belters, although several of these ships can always be 
  found docked at Ganymede. 
  SHATTERED MEMORIES:
  The crew wakes up on a Medical Support Ship with no 
  recollection of what just happened. The ship is adrift and 
  everyone on board is dead except for one doctor. Unfortu-
  nately, the doctor doesn’t even know the full situation, only 
  that shortly after rescuing the crew, they were attacked. 
   The crew must effect repairs before whoever damaged 
  the medical ship returns, hopefully restoring their lost 
  memories in the process. Why can’t they remember 
  anything? Is this a trap set to get the crew to reveal impor-
  tant information? Can the surviving medical officer be 
  trusted?
  SCHMitt-type
  ROCKHOPPER
  Named after Harrison Schmitt, the first professional scien-
  tist to leave low Earth orbit and to visit the moon, this ship 
  is designed for maneuvering in close proximity to asteroids 
  to take the necessary tests and even perform small-scale 
  mining operations. It is small and agile, while still being 
  large enough to carry a crew along with a large quantity 
  of scientific instrumentation. It is also capable of capturing 
  and hauling smaller asteroids. Although popular among 
  independent operators, this ship is often used by the UN 
  and MCR. 
  THE BLUE COLLAR SHUTTLE
  Despite having maneuvering thrusters, the Schmitt-type 
  doesn’t have the necessary equipment, navigation, or 
  protection to enter the atmosphere—however, all of these 
  ships are specialized in being able to duck and weave near 
  massive asteroids to get to particular chunks of ice or rocks 
  or attach scientific equipment where needed. These ships 
  also have higher sensor ratings that most ships of their size 
  and class.  
  Many Belt-built rockhoppers aren’t equipped with an 
  Epstein drive and must hitch a ride on a larger ship or use 
  maneuvering thrusters to reach their destination. However, 
  the Schmitt-type is Epstein drive-equipped, which gives it 
  greater versatility than most rockhoppers. The crew quar-
  ters are tight, requiring the crew to hot bunk (share a bed) 
  or to sleep on the crash couches. The exterior of this ship 
  is designed for modular attachments based on the mission. 
  129
  
  Chapter 4: Ship Specifications
  the most common shuttle types found in the system and can 
  be found on everything freighters to luxury passenger liners. 
  EJECT TO SAFETY
  Shuttles are Small-category ships with barely any room—
  typically a maximum of three decks, though it’s typically 
  one or two. Shuttles are made to serve one function: trans-
  porting a small number of people from a ship to another 
  ship, station, or body that needs to be investigated. Shuttles 
  can fit a maximum of eight people, though this is cramped, 
  but there’s no need for a crash couch since shuttles aren’t 
  fitted with Epstein drives and aren’t capable of landing on 
  a planet by themselves. Instead, shuttles fly only using 
  thrusters. Shuttles aren’t armed with any sort of weaponry 
  or defenses, but given their small size, they are a terribly 
  difficult sort of ship to hit with torpedoes.
  The standard crew complement is two, but the Teresh-
  kova-type can carry up to 12 passengers. There are emer-
  gency rations and medical supplies on each shuttle, but 
  no galley or medical systems to perform invasive or critical 
  procedures, which means that time in a shuttle is limited. 
  Shuttles are equipped with standard sensors and transmis-
  sion systems so that they can keep communications with 
  their mothership and also send and receive tightbeam 
  FACTION
  None
  DRIVES
  Epstein, Thrusters
  CREW (MINIMUM)
  2
  CREW (STANDARD)
  4
  COMPETENCE
  Incompetant 
                             to Average
  CATEGORY
  Medium
  LENGTH
  32m
  HULL
  1d6
  SENSORS
  3
  FAVORED RANGE
  None
  arMaMent
  WEAPON TYPE
  RANGE
  DAMAGE
  ARC
  Grapplers (2)
  Close
  -
  Fore
  FAVORED COMMAND STUNTS
  Evasive Action
  QUALITIES
  Agile, Maneuverable
  FLAWS
  Bad Juice, Poor Amenities
  SCHMITT-TYPE DECK KEY
  1. 
  FLIGHT DECK / 
  OPERATIONS
  2. 
  GALLEY /  
  COMMON AREA
  3. 
  CARGO HOLD
  4. 
  ENGINEERING/ 
  WATER STORAGE
  Schmidt - Type  
  Rockhopper
  3232 M
  3
  4
  130
  1
  2
  2 MeterS
  
  Chapter 4: Ship Specifications
  transmissions from elsewhere in the system, especially 
  important for SOS transmissions. 
  STORY HOOK: SHADES OF GRAY
  A private shuttle out of Mars has been hijacked. The 
  family of the people onboard hires the crew to retrieve 
  the shuttle and bring them home to safety. The family 
  believes that they were taken by OPA pirates but have 
  no proof. The crew tracks the shuttle to its last known 
  location in the Belt but an OPA ship swoops in to attack, 
  allowing the shuttle to escape.  
   The crew must fight off the OPA ship and pursue the 
  shuttle. When they finally manage to capture and board 
  the shuttle, things become complicated when they learn 
  that it was “stolen” by the missing family member and 
  other members of their polycule who were attempting to 
  escape the religious persecution of the families on Mars 
  for a freer life in the Belt. 
  tSai SHen-CLaSS
  LUXURY YACHT
  The Tsai-Shen-class luxury yacht offers the epitome of 
  comfort and opulence for the discerning client. A ship of 
  this size could easily hold 200 passengers comfortably, but 
  instead, they have a dozen staterooms (not counting crew 
  quarters) that are the height of extravagance. Unlike most 
  spaceship, every Tsai-Shen-class yacht has a comes with a 
  custom paint job. 
  FACTION
  Any
  DRIVES
  Thrusters
  CREW (MINIMUM)
  1
  CREW (STANDARD)
  2 (14)
  COMPETENCE
  Average
  CATEGORY
  Small
  LENGTH
  15m
  HULL
  1d3+2
  SENSORS
  1
  FAVORED RANGE
  Long
  arMaMent
  WEAPON TYPE
  RANGE
  DAMAGE
  ARC
  None
  -
  -
  -
  FAVORED COMMAND STUNTS
  Blinding Maneuver, Evasive Action, Sensor Scrambling
  QUALITIES
  Sturdy
  FLAWS
  Poor Amenities
  TERESHKOVA-TYPE DECK KEY
  1. 
  FLIGHT DECK
  2. 
  CARGO HOLD
  3. 
  CARGO HOLD 
  (OPTIONAL)
  4. 
  ENGINEERING / 
  WATER STORAGE
  Tereshkova - Type  
  Shuttle
  1515 M
  131131
  1
  2a
  2B
  3
  2 MeterS
  
  Chapter 4: Ship Specifications
  Tsai Chen - CLASS  
  Luxury Yacht
  LOVE BOAT
  Each suite on this ship takes up an entire deck of the ship 
  and contains its own media center, private bath, and lounge 
  with a full bar. Most ships have a gourmet chef on board and 
  stock real food in their larders, something unheard of on 
  most spaceships. Security is taken very seriously with state-
  of-the-art locking mechanisms and reinforced doors. Safety 
  is another concern, and these ships come standard with 
  triple-redundant hulls to protect against a random meteor 
  strike, or heavens forbid, the ship is attacked. The opulence 
  of these ships means that they are extremely expensive 
  to maintain. Luxury yachts are most often found near the 
  Inner planets with few risking travel beyond the Belt. The 
  only exception being Titan, where the wealthy love to show 
  off their extravagant transportation. When traveling this far, 
  most owners hire an escort ship to ensure their safety. 
  STORY HOOK: IT’S JUST BUSINESS
  A VP for a large corporation such as Mao-Kwikowski 
  Mercantile, Pope Enterprises, or Royal Charter Energy 
  has been making unusual trips to some of the smaller 
  moons in the outer planets. The chief of security hires the 
  crew and inserts them as crewpeople onboard VP’s yacht 
  so that they can discover what he’s been up to. Are they 
  selling corporate secrets to the Belt or another corpora-
  tion? Are they working on a secret project for the UN or 
  MCR? Or perhaps they’re carrying on a secret affair with 
  the CEO’s spouse?
  TSAI SHEN-CLASS DECK KEY
  1. 
  FLIGHT DECK / 
  OPERATIONS
  2. 
  CAPTAIN & COMMAND 
  QUARTERS
  3-6. 
  CREW QUARTERS
  7. 
  CREW GALLEY
  8. 
  CREW MEDICAL  
  FACILITIES
  9. 
  CREW CARGO 1
  10. 
  CREW CARGO 2
  11-23. PASSENGER SUITES
  24. 
  PASSENGER GALLEY
  25. 
  PASSENGER  
  GYMNASIUM
  26-28. ENTERTAINMENT
  29-30. PASSENGER MEDICAL 
  FACILITIES
  31. 
  CARGO HOLD 1 / 
  DOCKING BAY
  32-33. CARGO HOLD 2
  34. 
  MACHINE SHOP
  35-36. ENGINEERING
  37-38. WATER STORAGE
  FACTION
  Any
  DRIVES
  Epstein, Thrusters
  CREW (MINIMUM)
  8
  CREW (STANDARD)
  32
  COMPETENCE
  Skilled
  CATEGORY
  Huge
  LENGTH
  205m
  HULL
  3d6
  SENSORS
  -1
  FAVORED RANGE
  None
  arMaMent
  WEAPON TYPE
  RANGE
  DAMAGE
  ARC
  None
  -
  -
  -
  FAVORED COMMAND STUNTS
  Evasive Action
  QUALITIES
  Advanced Security Systems, Gourmet Galley, Hanger Bay, 
  Improved Stores, Medical Expert System, Reduced Crew 
  Requirements, Redundant Hull (Triple), Ultra Luxury Amenities
  FLAWS
  High Maintenance
  205
  205 M
  132
  
  Chapter 4: Ship Specifications
  1
  2
  3-6
  7
  8
  9
  10
  11-23
  24
  25
  26-28
  133
  133
  2 MeterS
  
  Chapter 4: Ship Specifications
  31
  34
  35-36
  37-38
  32-33
  29-30
  134
  134
  2 MeterS
  
  Chapter 4: Ship Specifications
  Windrose L6 Vayu  
  Racing Pinnace
  windroSe L6 vāyU
  RACING PINNACE
  Most racing pinnaces are custom built, but the Windrose 
  L6 Vāyu exists for those who wish a pre-buiilt package 
  with which to pretend at being a part of the elite. Made 
  specifically for its speed, these ships are usually housed 
  on other, larger ships or used by rich kids to race around 
  the Inner planets. They’re essentially a life-support module 
  attached to an Epstein drive and not much else. These 
  hobby boats are made for the wealthy or well-connected 
  to compete in legal (or illegal) space races, fierce competi-
  tions that often carry a lot of betting power. 
  THE FASTEST BOAT
  Most racing pinnaces are between 20 and 30 meters long, 
  though most of them are custom built and can get longer 
  or shorter. The Vāyu has two crash couches, which are 
  surrounded by computers, panels, systems, and equipment 
  FACTION
  None
  DRIVES
  Epstein, Thrusters
  CREW (MINIMUM)
  1
  CREW (STANDARD)
  2
  COMPETENCE
  Skilled
  CATEGORY
  Medium
  LENGTH
  30m
  HULL
  1d3
  SENSORS
  -1
  FAVORED RANGE
  None
  arMaMent
  WEAPON TYPE
  RANGE
  DAMAGE
  ARC
  None
  -
  -
  -
  FAVORED COMMAND STUNTS
  Evasive Action
  QUALITIES
  Agile III, Good Juice, Maneuverable, Reduced Crew Requirements
  FLAWS
  Fragile, High Maintenance, Poor Amenities
  SPECIAL: SWIFT MOVEMENT
  The pinnace is made for speed and precision, meaning it’s 
  faster than the average ship of its size. During the Maneuvers 
  step of space combat, this vessel may move up to two range 
  bands, and when it or an enemy ship wants to maintain 
  distance, it gets an additional +1 bonus for the opposed 
  Dexterity (Piloting) test.
  WINDROSE L6 VĀYU DECK KEY
  1. 
  FLIGHT DECK
  2. 
  BUNKS
  3. 
  WATER STORAGE 
  3030 M
  135
  135
  1
  2
  3
  2 MeterS
  
  Chapter 4: Ship Specifications
  UniQUe SHipS
  The ships featured in this section are all unique ships that the crew may 
  encounter in their travels. These are ships that have been described in 
  The Expanse novels or featured in Abzu’s Bounty for The Expanse RPG. 
  PROCEED WITH CARE
  You’ll want to be careful how you use these ships if you want your story to 
  stick to canon or intend to use Abzu’s Bounty as part of your campaign. 
  For example, if the crew discover the existence of Anubis-class stealth 
  frigates before the crew of the Roci encounters them, it could change the 
  course of history. 
  anUBiS-CLaSS
  STEALTH FRIGATE
  On Luna’s Bush Shipyard, the Protogen Corporation 
  secretly designed and built nine advanced warships with 
  stealth capabilities using parts that were created by the 
  UN. The Anubis-class stealth frigate is a large vessel 
  with a single Black Ops Epstein drive, four hypercooled, 
  retractable point defense cannons along the ship’s spine, 
  two torpedo bays, a single rail gun, and nine prototype 
  breaching pods. 
  The Protogen frigates were built using some of the most 
  high-quality materials that money can buy. No corners were 
  cut during their design and construction, due both to the 
  on all sides. These tend to be sleek and designed to maxi-
  mize speed. Like yachts, they are some of the few ships in 
  the solar system to have custom exterior paint jobs.
  These ships have no extra equipment or even space 
  for cargo or storage. The entirety of the inside is dedi-
  cated to the pilot and co-pilot, and even that doesn’t have 
  much wiggle room. There is a small cabin located in the aft 
  section that is more like a coffin. Cutting out excess systems 
  and equipment reduces the weight and increases maneu-
  verability. Unlike other ships, the racing pinnace’s engine 
  is sealed and completely inaccessible from the interior—all 
  mechanical and engineering repairs must be done on the 
  outside. 
  It should be noted that racing in The Expanse is as much 
  about the tolerances of the human body as it is the ship 
  itself. No ship involved in a race can reach the levels of 
  acceleration it’s technically capable of without killing it’s 
  pilot. The ships that perform best are the ones with the 
  highest quality acceleration drugs, the most sophisticated 
  life support systems, and the most physically fit pilots.
  STORY HOOK: A RACE TO REMEMBER
  The crew has been asked to participate in a unique busi-
  ness opportunity: there’s a racing pinnace in need of a 
  pilot, backed by a wealthy benefactor. The only catch 
  is that the pilot must send an encoded transmission 
  via tightbeam when it is on the far side of an asteroid, 
  presumably away from prying eyes. Then the ship can 
  place no greater than second place in the race.
   It is up to the crew what to do with this information. 
  They can dig into the transmission and attempt to 
  decrypt it, they can try to figure out where it’s headed, 
  or they can disobey the terms of their contract and try 
  to win the race. They can also be boring and follow the 
  instructions to the letter and make a nice bit of cash, in 
  which case the GM might want to inject some excite-
  ment. Perhaps the pinnace breaks down and it becomes 
  a race against the clock (or Belter scavengers) for the 
  rest of the crew to rescue their pilot and recover their 
  boss’ property.
  importance of stealth technology and the seemingly endless 
  amounts of money Protogen was willing to invest. With an 
  incredibly sophisticated medlab, a containment bay specifi-
  cally for hazardous material, and stealth targeting systems, 
  these warships are as advanced—and in some cases more 
  so—than MCRN vessels. The larger size and advanced 
  systems mean ships of the Anubis class are often crewed by 
  a significantly higher number of personnel than normal.
  Physically, these ships are all angles and sharp edges, 
  made of black composite materials supported by cooling 
  systems that conceal the normally detectable heat signa-
  ture and absorb and redirect radar signals. This allows the 
  ship’s temperature signature to blend in with an asteroid 
  or background radiation—though this is only possible when 
  the main engines are off.
  “It was long, lean and utterly black, and almost 
  impossible to see against the backdrop of space with 
  the naked eye. Its radar-deflecting curves gave it an 
  aerodynamic look almost always lacking in space-going 
  vessels. …It was beautiful.”
  — Persepolis Rising
  136
  
  Chapter 4: Ship Specifications
  THE PROTOGEN FAMILY
  Only nine Anubis-class frigates were constructed, and each 
  of those ships houses a single Shu-class shuttlecraft that 
  mirrors the frigate physically and capably. These shuttles 
  are kept in concealed compartments on the exterior of the 
  hull. Each warship is named after an Egyptian god, and the 
  shuttles are labeled after their mothership’s name along 
  with an identifying number. This class of ship was named 
  after the first prototype: the Anubis. 
  STORY HOOK: CHASING SPECTRES
  In a recon mission to test its capabilities, the Sobek 
  used its stealth technology to sneak into the range of 
  Tycho Station, just far enough away to not be detected, 
  and gather data on the station and all of the ships in 
  the vicinity. Before falling away, the stealth frigate was 
  noticed, but it was too late.
   Fred Johnson is very concerned about this ship with 
  apparent stealth capability. Fearing a panic within the 
  OPA, he hires the player characters’ crew and ship 
  to chase down the Sobek and recover whatever intel 
  they’ve gathered. The first step of this means figuring out 
  where the Sobek is before attempting to fly faster, take 
  them out, or board prior to returning to Tycho Station with 
  whatever they can.
  FACTION
  Protogen
  DRIVES
  Epstein, Thrusters
  CREW (MINIMUM)
  18
  CREW (STANDARD)
  50
  COMPETENCE
  Skilled
  CATEGORY
  Large
  LENGTH
  55m
  HULL
  2d6+1
  SENSORS
  4
  FAVORED RANGE
  Long
  arMaMent
  WEAPON TYPE
  RANGE
  DAMAGE
  ARC
  Torpedo Tubes (2)
   Long
  4d6
  Fore
  Rail Gun
  Medium
  3d6
  Fore
  Point Defense Network
  Close
  2d6
  Full Coverage
  FAVORED COMMAND STUNTS
  Blinding Maneuver, Rapid Reload, Set-Up
  QUALITIES
  Advanced Targeting Systems, Hull Plating, Hidden Compartments, 
  Improved Stealth, Maneuverable, Medical Expert System, Sensor 
  Scrambling
  FLAWS
  High Maintenance, Wanted
  Anubis - CLASS 
  Stealth Frigate
  137
  
  Chapter 4: Ship Specifications
  SHU-CLaSS
  SHUTTLE
  The Shu-class shuttle was made and used by Protogen as 
  a smaller version of the Anubis-class frigate and mirrors the 
  larger ships’ stealth capabilities in almost every way.
  PROTECTORS OF THE SKY
  These shuttles are a mix of sharp angles and flat, jet-black 
  panels—a design intended to reflect radar signals that fall in 
  line with Protogen’s need for stealth technology. Not only 
  are these modeled after the frigates, but they are kept in 
  concealed compartments on the Anubis-class ships’ outer 
  hull and are often used as scouts or evacuation craft. The 
  Shu-class aesthetically mirrors their mothership and mimics 
  their stealth technology, but that’s where the comparison 
  ends. Unlike most shuttles, the Shu-class does have an 
  Epstein drive, although it carries limited reaction mass and 
  cannot make extensive journeys. 
  Like most shuttles, the Shu-class is unarmed. Other than 
  its stealth technology, what makes these shuttles stand 
  out is their impressive ability to travel a significant distance 
  from their mothership. This capability is used to transfer 
  personnel or supplies when needed. These shuttles can 
  act as forward scouts or to transfer crew from ship-to-ship; 
  however, they’re not atmosphere capable, so they can’t 
  land on planetary bodies.
  STORY HOOK: WRONG PLACE, WRONG TIME
  While performing test maneuvers in deep space, an 
  Anubis-class stealth frigate suffered a containment breach 
  and exploded before it was able to dump its core. A pilot 
  on board a shuttle managed to escape, but just barely. The 
  shuttle’s Epstein drive was damaged in the escape, leaving 
  the shuttle only able to fly teakettle. The crew receives a 
  distress call from the damaged shuttle, and they arrive to 
  find a ship unlike anything they have ever seen. Unfortu-
  nately, what they don’t know is that another stealth frigate 
  is already on the way to perform clean-up, and they’re not 
  going to be happy about witnesses. 
  anne Bonny
  MODIFIED PIRATE FREIGHTER
  The Anne Bonny started life as a Grendel-class light 
  freighter called the Anne Marie. When its owner was killed, 
  the executive officer, Claire O’Rourke took command and 
  the Anne Marie was re-christened the Anne Bonny, trans-
  forming from trade to piracy. 
  THE BOUNTY OF SPACE
  The Bonny, as her crew affectionately call her, is equipped 
  with weapons and greater maneuverability than a normal 
  ship of its size. She still lacks the armor and some of the 
  features of true military-grade ships but is more than a 
  FACTION
  Any
  DRIVES
  Epstein, Thrusters
  CREW (MINIMUM)
  2
  CREW (STANDARD)
  8
  COMPETENCE
  Capable
  CATEGORY
  Large
  LENGTH
  65m
  HULL
  2d6
  SENSORS
  0
  FAVORED RANGE
  Long
  arMaMent
  WEAPON TYPE
  RANGE
  DAMAGE
  ARC
  Torpedo Tubes (2)
   Long
  4d6
  Fore
  Point Defense Network
  Close
  2d6
  Full Coverage
  FAVORED COMMAND STUNTS
  Blinding Maneuver, Evasive Action, Scrambling Defenses
  QUALITIES
  Atmosphere Capable, Hidden Compartments, Improved 
  Acceleration II, Improved Stores, Reduced Crew Requirements, 
  Redundant Hull (Double)
  FLAWS
  High Maintenance, Wanted
  FACTION
  Protogen
  DRIVES
  Epstein, Thrusters
  CREW (MINIMUM)
  1
  CREW (STANDARD)
  2
  COMPETENCE
  Capable
  CATEGORY
  Small
  LENGTH
  13m
  HULL
  1d3
  SENSORS
  1
  FAVORED RANGE
  None
  arMaMent
  WEAPON TYPE
  RANGE
  DAMAGE
  ARC
  None
  -
  -
  -
  FAVORED COMMAND STUNTS
  Blinding Maneuver, Evasive Action
  QUALITIES
  Improved Stealth, Sensor Scrambling
  FLAWS
  High Maintenance, Poor Amenities
  Shu - CLASS  
  Shuttle
  Anne Bonny 
  Modified Freighter
  138
  
  Chapter 4: Ship Specifications
  ANNE BONNY DECK KEY
  1. 
  FLIGHT DECK
  2. 
  OPERATIONS
  3. 
  CREW QUARTERS
  4. 
  GALLEY / ARMORY / MEDICAL BAY
  5.  
  CARGO HOLD
  6. 
  ENGINEERING / MACHINE SHOP
  7. 
  AUXILIARY CREW QUARTERS
  8. 
  WATER STORAGE
  6565 M
  139
  139
  1
  2
  3
  4
  5
  6
  7
  8
  2 MeterS
  
  Chapter 4: Ship Specifications
  LdSS naUvoo
  COLONY SHIP
  The Nauvoo is a one-of-a-kind vessel designed by the 
  LDS Church and constructed by Tycho Manufacturing as a 
  generational colony ship to bring thousands of Mormons to a 
  new system and create a life on a new planet. This ship was 
  constructed at Tycho Station and christened the Nauvoo.
  GENERATIONAL SHIP
  To say that the Nauvoo is massive is a disservice to the 
  concept of size. The colony ship is over 2,100 meters long 
  and 500 meters wide with the ability to carry 7,000 people 
  for theoretically ever, as well as being able to hold eight 
  Huge Size ships and a dozen Medium or smaller ships that 
  may be skiffs or shuttles to do repairs and maintenance on 
  the exterior. 
  The systems on the ship are designed to be loss-free, 
  meaning that the air and water are so tightly recycled 
  there’s no loss and could be in use forever if properly 
  maintained in the ten levels of environmental engineering. 
  Other than its massive size and self-sustaining systems, the 
  most impressive thing about the ship is the eight incred-
  ibly massive Epstein drives that were constructed specially 
  by Tycho Manufacturing; each is the size of a frigate-class 
  warship designed for interstellar travel. 
  FACTION
  LDS Church 
                   (Tycho Station)
  DRIVES
  Epstein, Thrusters
  CREW (MINIMUM)
  986
  CREW (STANDARD)
  4000  
                                   (7000)
  COMPETENCE
  Average
  CATEGORY
  Titanic
  LENGTH
  2148m
  HULL
  6d6+5
  SENSORS
  6
  FAVORED RANGE
  None
  arMaMent
  WEAPON TYPE
  RANGE
  DAMAGE
  ARC
  None
  -
  -
  -
  FAVORED COMMAND STUNTS
  None
  QUALITIES
  Hull Plating (Thick Hull) III, Hangar Bay, Improved Stores, Luxury 
  Amenities, Medical Expert System, Redundant Hull (Triple), Sturdy
  FLAWS
  Lumbering
  LDS Nauvoo  
  Colony Ship
  match for most of the civilian vessels that she preys on. The 
  Anne Bonny is featured in Abzu’s Bounty but is reprinted 
  here with some of the additional qualities listed in this book. 
  
  Chapter 4: Ship Specifications
  On top of that, the colony 
  ship 
  contains 
  temples, 
  schools, forges, crew quar-
  ters, wastewater treatment, and machine shops along 
  with a huge center and decks that can facilitate living for 
  several hundred years as the Mormons inside traveled 
  outside the Sol System to Tau Ceti, where they believed 
  they would be able to find a new, livable system, and 
  hoped to above to find a habitable planet. Life on the 
  Nauvoo was meant to be similar to that of a small town 
  with regular meeting places and highly communal sched-
  ules for meals, prayer, and work. People would need roles 
  to play on the ship for work such as engineering, teaching, 
  and medical services—but they would also be part of a 
  family. The massive cylindrical exterior of the ship was 
  built to generate spin gravity. 
  The Nauvoo is unique in that its sole purpose is to leave 
  our solar system in a way that no ship has done since 
  Epstein’s yacht. However, this colony ship is designed for 
  zero loss and holding more people than any other ship 
  ever built. The Nauvoo does not require maintenance like 
  other ships, doesn’t need to dock, and can use its Epstein 
  drive to leave our system while maintaining an advanced 
  sensor system to be on the lookout for the unknown.
  STORY HOOK: ACCIDENTAL STOWAWAYS
  Despite its immense size, there is only limited space 
  on the Nauvoo; only so many Mormons are going to 
  be able to make the long trip to Tau Ceti. The process 
  for selection is being kept secret by the Mormon elders 
  and there are people who want to know how it’s being 
  done. The crew is hired to sneak onboard the Nauvoo 
  and access a computer on the command deck where 
  the passenger manifest and details on the selection 
  process are supposedly being kept. Although not yet 
  ready for launch, there are quite a few Mormons on 
  board, and the command deck is off-limits; it’s under the 
  protection of security forces hired by the Mormon High 
  Council and Tycho Station security. What if the crew is 
  on board when the Nauvoo is launched at Eros?
  STORY HOOK: CORPORATE ESPIONAGE
  The Epstein drives constructed by Tycho Manufacturing 
  are the most powerful Epstein drives ever constructed 
  and one of the best kept secrets in the solar system. The 
  crew is hired (possibly by the UN or MCR) to sneak on 
  board the Nauvoo and download the engine diagnostics 
  from the engineering section. Unfortunately, another 
  group already beat them there and is in the process of 
  sabotaging the data when they arrive. To complete their 
  mission, they must retrieve the data from the competing 
  team while dealing with Tycho Station security.
  prinzeSSin viCtoria LUiSe
  LUXURY CRUISE LINER
  The Prinzessin Victoria Luise is a state-of-the-art luxury liner 
  built by Pope Enterprises as a test case for a potential foray 
  into the luxury-liner business. However, the cost over-runs 
  were so extensive that the project was axed, but the Victoria 
  Luise continues to operate, running a route from Luna to 
  Titan. 
  LIFE OF LUXURY
  This luxury liner defies all expectations in its grandiose 
  opulence. Every aspect of its construction lends to its 
  passengers’ comfort and satisfaction. Even the “cheap” 
  staterooms are fitted with full baths and showers, plush 
  carpeting, king-sized beds, and viewscreens that line the 
  walls and project an idealized view of space. Other views-
  creen options are available as well, including nearly any 
  location on Earth to distant moonscapes. 
  The kitchen facilities are run by an expert staff of award-
  winning chefs, and the on-board entertainment is top notch, 
  featuring celebrities from around the inner planets. On 
  board, there are 27 restaurants, 52 bars and lounges, seven 
  theaters, a 10-story mountain climbing range, and a zero-g 
  sports arena (the ship always spends time on the float for 
  micro-gravity entertainment). Celebrities and those willing to 
  pay for it can be assigned their very own security guard cour-
  tesy of Vector Security, another Pope Enterprises subsidiary. 
  FACTION
  Any
  DRIVES
  Epstein, Thrusters
  CREW (MINIMUM)
  250
  CREW (STANDARD)
  2,325
  COMPETENCE
  Average
  CATEGORY
  Colossal
  LENGTH
  553m
  HULL
  4d6
  SENSORS
  -1
  FAVORED RANGE
  None
  arMaMent
  WEAPON TYPE
  RANGE
  DAMAGE
  ARC
  None
  -
  -
  -
  FAVORED COMMAND STUNTS
  Evasive Action
  QUALITIES
  Advanced Security Systems, Emergency Batteries, Gourmet Galley, 
  Hanger Bay, Improved Stores, Medical Expert System, Reduced Crew 
  Requirements, Redundant Hull (Triple), Ultra Luxury Amenities
  FLAWS
  High Maintenance, Lumbering, Poor Acceleration
  Prinzessin Victoria Luise 
  Luxury Cruise Liner
  141
  
  Chapter 4: Ship Specifications
  The “Presidential Suite” is not only luxurious but features 
  a cutting-edge security system including a reinforced door, 
  taser turret system, and a personal escape pod. The suite 
  consists of a large living/entertaining area, dining area, has 
  a full bar, and there is an attached kitchen stocked with a 
  wide variety of exotic foods. Two bedrooms are attached 
  to the living area, each with its own bathroom, complete 
  with shower and soaking tub. Every room is luxuriously 
  appointed with gold filigree furniture (some of it even made 
  of real wood), overstuffed (real) leather couches and chairs, 
  thick carpets, antique lamps, and other curios from Earth (all 
  carefully secured). 
  The Prinzessin Victoria Luise is featured in Abzu’s Bounty, 
  a multi-part campaign for The Expanse RPG. 
  STORY HOOK: SOUNDS AND SECRETS
  The crew are hired as personal security for a popular 
  Martian folk singer who is performing onboard the 
  Victoria Luise. What they don’t know is that the singer 
  is carrying secret UN documents that they intend to 
  turn over to the OPA during the liner’s stop at Tycho 
  Station. The Martian Secret Service has learned about 
  the stolen documents and hopes to intercept them by 
  placing several agents on board the Victoria Luise. Can 
  the crew keep their patron safe? What do they do when 
  they discover her plans?
  roCinante
  ROGUE CORVETTE
  The Rocinante is a Corvette-class light frigate that was 
  commandeered by Jim Holden and the surviving crew of 
  the Canterbury after they were attacked by a mysterious 
  ship during an ice hauling mission. Holden was the execu-
  tive officer on the Canterbury and was made the captain of 
  the Rocinante. The ship was once an MCRN ship docked on 
  the Donnager, but when it came under attack, Jim and crew 
  stole it and escaped before the battleship’s destruction.
  Holden and his crew have made some modifications to the 
  ship—most under necessity after pushing the ship to its limits 
  or suffering damage. The ship remains a Corvette-class ship 
  at its heart, but it now sports a keel-mounted rail gun. The 
  crew also managed to put back together a functional galley 
  and machine shop, facilities that were damaged by a heavy 
  cannon during the battle for Thoth Station. 
  STORY HOOK: WRONG PLACE, RIGHT TIME
  The characters are on Eros at the time of the Protomol-
  ecule incident and need a way off the station. Perhaps 
  they stumble across several of the Rocinante crew who 
  ask for their help rescuing several Belters in exchange for 
  passage off the infected world. z
  FACTION
  MCRN
  DRIVES
  Epstein, Thrusters
  CREW (MINIMUM)
  4
  CREW (STANDARD)
  16
  COMPETENCE
  Capable
  CATEGORY
  Large
  LENGTH
  46m
  HULL
  2d6+2
  SENSORS
  3
  FAVORED RANGE
  Long
  arMaMent
  WEAPON TYPE
  RANGE
  DAMAGE
  ARC
  Torpedo (2)
   Long 
  4d6
  Fore
  Rail Gun
  Medium
  3d6
  Fore
  Point Defense Network
  Close
  2d6
  Full Coverage
  FAVORED COMMAND STUNTS
  Guidance, Tactics, Perceived Weakness
  QUALITIES
  Advanced Targeting Systems, Atmosphere Capable, Emergency 
  Batteries, Good Juice, Hull Plating II, Improved Acceleration, 
  Luxury Amenities, Medical Expert System, Redundant Hull 
  (Double), Sensor Scrambling
  FLAWS
  None
  Rocinante 
  Rogue COrvette
  
  Donnager - class
  Battleship - 475.5m
  Chaucer - class
  Water Hauler - 750m
  Xerxes - class
  Battleship - 500m
  Truman - class
  Dreadnought - 376m
  Raptor - class
  Cruiser - 282m
  Cornucopia - class
  Supply Ship - 272m
  Tsai Shan - class
  Luxury Yacht - 252m
  Sirocco - class
  Assault Cruiser - 200m
  Monroe - class
  Light Destroyer - 152m
  Andronicus - class
  Destroyer - 132m
  Banshee - class
  Destroyer - 115m
  Murphy - class
  Light Destroyer - 102m
  Gleason - type
  repair Skiff - 12m
  Troika - Class
  Dropship - 32m
  Insertion - Type
  Dropship Skiff - 28m
  Tereshkova - Type
  Shuttle - 15m
  Mulan - Class
  Gunship - 27m
  Vayu - Type
  Racing Pinnace - 30m
  Morgaina - Class
  Patrol Destroyer - 31 m
  Schmitt - Class
  Rockhopper - 32m
  Asp - Class
  Fast Attack Craft - 33m
  Marauder - Class
  Dropship Skiff - 54m
  Phantom - Class
  Escort - 42m
  Corvette - Class
  Light Frigate - 46m
  Anne-bonny
  Pirate Ship - 65m
  Grendel - Class
  Light Freighter - 65m
  Peseshet - Class
  Medical Support Ship - 67m
  Narlikar - Class
  Research vessel - 78m
  Relative Size Comparison
  
  Index
  A
  Acceleration, Improved (ship quality) .......  17
  Advancements .......................................  20–21
  Quality Costs ............................................   21
  Agile (ship quality) .........................................  17
  Aging (ship flaw) ...........................................   19
  Altered Transponder Code (ship quality)..  17
  Andronicus-class ..................................  70–72
  Anne Bonny ........................................  138–140
  Anubis-class ........................................  136–137
  Asp-class ................................................  94–95
  Asphyxiation .................................................   62
  Asteroids........................................................   32
  Atmosphere Capable (ship quality) ..........  17
  B
  Banking ..........................................................   46
  Banned from Port (ship flaw) .....................   19
  Banshee-class .......................................  95–97
  Bars .................................................................  60
  Blockade (stunt) ............................................  27
  Bonds .............................................................   24
  Bookkeeping (interlude) ............................   65
  Building A Ship ..............................................   10
  Burn Them (stunt) ........................................   26
  Bush Shipyards ...............................................  7
  Buying a Ship ...............................................   68
  C
  Calculation (stunt) ........................................   26
  Cargo .......................................................  37–38
  Carts .................................................................   15
  Chaplaincy......................................................  57
  Chaucer-class .......................................   114–117
  Civilian Ships .......................................  114–136
  Class ...............................................................   48
  Cleaning (interlude) ....................................   65
  Clocks ..............................................................  57
  Clubs ...............................................................  60
  Cold .................................................................   46
  Combined Fire (stunt) .................................   26
  Command ......................................................   55
  Command Stunts .........................................   26
  Communication (interlude) ........................   65
  Communications ..........................................   55
  Communications Systems,  
  Advanced (ship quality) ...........................  17
  Complications .........................................  61–63
  Construction Time ........................................   10
  Cornucopia-class ................................  118–120
  Corvette-class .......................................  98–99
  Cosmic Rays ..................................................   41
  Costs ...............................................................   69
  Crew Tasks .............................................  54–57
  Administration .........................................   55
  Bridge ........................................................   55
  Engineering ..............................................   56
  Cycling Chambers .......................................   53
  D
  Dauntless (stunt) ...........................................  27
  Debris Screens .............................................   32
  Decelerating .................................................   46
  Deck plan Legend .......................................   69
  Dehydration ..................................................   62
  Disguise (ship quality) ..................................  17
  Donnager-class ...................................  98–105
  Down With the Ship (stunt) .......................   26
  Draw Fire (stunt) ...........................................   26
  Drinks ......................................................  52–53
  Drone Bay (ship quality) ...............................  17
  Drones .............................................................   14
  Medical .......................................................   14
  Repair and Resupply ..............................   14
  Sabotage ...................................................   14
  Salvage and Towing ...............................   14
  Scientific.....................................................   14
  Security ......................................................   14
  Surveillance ..............................................   14
  Drugs ..............................................................   53
  Duty Rotations .......................................  57–59
  E
  Electric Motorbikes ......................................   16
  Electronic Warfare .......................................   29
  Electronic Warfare Stunts ...........................  27
  Emergencies ..........................................  62–63
  Emergency Batteries (ship quality) ..........   18
  Engineer Stunts.............................................  27
  Entertainment ................................................  57
  Escort Duty .............................................  39–40
  Espionage .....................................................   39
  Exercise ..........................................................  60
  Exercise (interlude)......................................   66
  Experimentation (interlude) ......................   66
  Explosive Decompression ........................   42
  F
  Fabricators ....................................................   54
  Flagship (ship quality) ..................................   18
  Flaws ..........................................................  17–19
  Fleet Command Stunts ..............................   26
  Food ..........................................................  51–52
  Fuel ..................................................................   51
  G
  Gain Quality (ship advancement) .............   21
  Games ............................................................  60
  Gleason-type ........................................  118–121
  Good Advice (stunt) ....................................   26
  Gourmet Galley (ship qualities) .................   18
  Gourmet Galley (ship quality) ....................   18
  Grendel-class .....................................  122–123
  Gunnery .........................................................   29
  H
  Hack the System (stunt) ..............................  27
  Hazards ....................................................  41–43
  Story Hooks ..............................................  43
  The Churn and .........................................   41
  Hiding .............................................................   30
  Hobbies..........................................................  60
  Hobbies (interlude) .....................................   66
  Honorifics ...............................................  22–23
  Historical ...................................................   23
  I
  Incapacitated Crewmembers ...................   62
  Information ....................................................   55
  Insertion-type ........................................   73–74
  Interludes ................................................  64–67
  K
  Kitchen Equipment ......................................   54
  L
  Leisure ............................................................  60
  Life-Support ..................................................   55
  Limited Range (ship flaw) ...........................   19
  M
  Maintenance ...............................  11–12, 49, 56
  Maneuvering .................................................   46
  Maneuvers .............................................  28–29
  Marauder-type .......................................   73–75
  MCRN Callisto Shipyards .............................  9
  MCRN Ships ..........................................   94–114
  Mechs ..............................................................   15
  Medical ...........................................................   55
  Medical Supplies .........................................   53
  Mental Health ...............................................   62
  Military Operations ......................................   56
  Military Tests (interlude) .............................   66
  Mining ..............................................................  34
  Mining Rovers ................................................   16
  Misdirect (stunt) ............................................   26
  Morgaina-class ..................................   105–106
  Index
  143
  
  Index
  Mulan-class ............................................  75–76
  Munroe-class ..........................................  77–79
  Murphy-class .........................................  80–82
  Music ..............................................................  60
  N
  Narlikar-class ......................................  122–125
  Nauvoo ..................................................  140–141
  Navigation .....................................................   55
  Network and Database  
  Access, Improved (ship quality) ...........   18
  Not My Ship! (stunt) ......................................  27
  O
  Old (ship flaw) ................................................   19
  Operations ..............................  34–40, 55–56
  Out of Water .................................................   42
  Overloaded Reactor ....................................  44
  Oxygen ...........................................................  50
  P
  Passengers.............................................  35–36
  Patch (stunt) ...................................................  27
  Peseshet-class ...................................  127–129
  Phantom-class .......................................  82–83
  Piloting ...........................................................   55
  Pilot Stunts .....................................................  27
  Piracy .......................................................  38–39
  Plasma Torpedoes (ship quality) ...............   18
  Poor Acceleration (ship flaw) .....................   19
  Prinzessin Victoria Luise ...................  141–142
  Prospecting ....................................................  34
  Q
  Qualities ....................................................  17–19
  Quick Fix (stunt) ............................................  27
  Quick Start (stunt) ........................................   26
  R
  Rail Gun, High-Charged (ship quality) .....   18
  Rapid Reload (stunt) ....................................   26
  Rapid Reload Torpedo  
  Tubes (ship quality) .................................   18
  Raptor-class ........................................   106–110
  Rationing ..................................................  61–62
  Rationing (interlude) .....................................  67
  Recreation ......................................................  57
  Recyclers .......................................................   53
  Reduced Crew  
  Requirements (ship quality) ..................   18
  Redundant Hull (Double) (ship quality) ...   18
  Redundant Hull (Triple) (ship quality) .......   18
  Refurbishment .........................................  12–13
  Relationship Intensity .................................   24
  Reliable (ship quality) ...................................   18
  Remove Flaw (ship advancement) ...........   21
  Repair Facilities (ship quality) ....................   18
  Repairs .......................................................  11–12
  Reputation ...............................................  21–22
  Rescue Operations .....................................   40
  Research .........................................................  57
  Retrofitting ................................................  12–13
  Rocinante .....................................................  142
  Rovers..............................................................   16
  S
  Salvaged Spaceships ..................................   13
  Schmitt-type ........................................  129–130
  Science ...........................................................  57
  Scirocco-class ......................................  110–113
  Security ..........................................................   56
  Security Systems,  
  Advanced (ship quality) ..........................   18
  Sensor Scrambling (ship quality) ..............   18
  Settings ...................................................  47–50
  Shifts ........................................................  57–59
  Shipyards ...............................................  6, 7–10
  Callisto.....................................................  8–9
  Civilian ..........................................................  6
  Luna ..............................................................  7
  Military ..........................................................  6
  Secret ...........................................................  6
  Shu-class ......................................................  138
  Size...................................................................  47
  Skimming (stunt) ..........................................   26
  Smuggling ..............................................  37–38
  Software Glitch (ship flaw) ..........................   19
  Solar Flares ....................................................   41
  Space Junk ...................................................   42
  Sports .............................................................  60
  Starvation.......................................................   62
  Steady as She Goes (stunt) ........................  27
  Stealth, Improved (ship quality) ................   18
  Stealth Technology ......................................   31
  Storytelling .............................................  63–64
  Stunts .......................................................  25–28
  Command .................................................   26
  Electronic Warfare...................................  27
  Engineer .....................................................  27
  Fleet Command ......................................   26
  Pilot .............................................................  27
  Sturdy (ship quality)......................................   19
  Supplies ..................................................  50–53
  Supply.............................................................   55
  T
  Tactics ......................................................  30–34
  Targeting Systems,  
  Advanced (ship quality) ..........................   19
  Tereshkova-type .................................  129–131
  Thruster Packs ..............................................   15
  Thrusters Only (ship flaw) ...........................   19
  Time .................................................................  57
  Too Close (stunt) ..........................................   26
  Torpedoes ..............................................  33–34
  Hidden ........................................................  33
  Nukes .................................................  33–34
  Point Defense ...........................................  33
  Proximity ....................................................  33
  Treatment (interlude) ...................................  67
  Troika-class ...........................................  113–114
  Truman-class ..........................................  84–89
  Tsai Shen-class ...................................  131–134
  Turnabout is Fair Play (stunt) .....................  27
  Tycho Station ............................................  9–10
  U
  Ultraluxury Amenities (ship quality) .........   19
  UN Callisto Shipyards ...................................  9
  Uncomfortable (ship flaw) ..........................   19
  UNN Ships ..............................................  70–93
  V
  Vehicles.....................................................  14–16
  Ground .................................................  15–16
  Vid Feeds ......................................................  60
  Vulnerability (ship flaw) ...............................   19
  W
  Watch ..............................................................   55
  Watch (interlude) ...........................................  67
  Water ..............................................................  50
  Weak Hull (ship flaw) ...................................   19
  Weapon Online (stunt) ...............................   26
  Weapons ........................................................   56
  Weapons (ship advancement) ...................   21
  Windows .........................................................  47
  Windrose L6 Vāyu .............................  135–136
  Work Hours ....................................................  57
  X
  Xerxes-class ...........................................  89–93
  144
  
SOURCE: textdata/thevault/The Expanse RPG/Ships of the Expanse/GRR6607e_ShipsOfTheExpanse_v1.pdf