TEXT:  
   
   
  
   
  Preface 
   
  Starship Kit 6.1 
  Ship Systems 
  Engines, Propulsion & Power 
   
  Ships need to go, to move through space. 
  Virtually all of them need power as well. 
  Those core parts of almost all space going 
  vessels are covered here. 
   
  This is part 6.1 of the Starship Kit, although it 
  can be used as a standalone product if 
  required.  
   
  Future parts will include: 
   
  Captain & Crew 
   
  Special Features 
   
  Cargo, both Legal and Illegal 
   
  Ship Quirks 
   
  You do not need to have all the parts in the kit 
  to use them, but it does help and is 
  recommended. 
   
  This generator/kit is designed to provide the 
  starting points for your own inspiration. 
  Actual details about each system, such as its 
  design or how it actually works is up to you. 
   
  Credits & Legal 
   
   
  www.enneadgames.com 
   
  Email : contact@enneadgames.com 
  Twitter: @enneadgames 
   
  Copyright 
  Ennead Games ©2014 
   
  Page background 
  "Publisher's Choice Quality Stock art  
  ©Rick Hershey/Fat Goblin Games" 
  Contents 
   
  Preface ............................................................ 2 
   
  Credits & Legal ................................................ 2 
   
  Ship Systems ................................................... 3 
   
  How to Use ................................................. 3 
   
  Class ............................................................ 3 
   
  Core Systems................................................... 4 
   
  Engines ........................................................ 4 
   
  Sub-Light ................................................. 4 
   
  FTL propulsion ......................................... 6 
   
  Power Generation ..................................... 10 
   
  Low Power Generation ......................... 10 
   
  High Power Generation ........................ 10 
   
  Fuel ....................................................... 11 
   
  Batteries ................................................ 11 
   
  Coming Soon ................................................. 12 
   
  Also Available ................................................ 12 
   
   
  
   
   
  3 
   
  Ship Systems 
   
  How to Use 
   
   
  Class 
   
  A broad category, this gives an overall 
  indicator of how strong, powerful and 
  complex the system is. As with weapons, this 
  can vary from group to group, but all other 
  things being equal a Mark V system will be 
  better than a Mark IV but worse than a Mark 
  VI etc. 
   
  Not every ship will have all of these systems, 
  but the core systems will exist in some form 
  on almost every ship. The core systems are: 
   
  Computing 
   
  Engines 
   
  Life Support  
   
  Navigation 
   
  Power Generation 
   
  The only real exception this is life support for 
  drone or autonomous ships. 
   
  The secondary systems include everything 
  else, except weapons, armor and shields, as 
  they have been covered by other parts of the 
  SSK.  
   
   
   
   
   
   
   
   
   
  Class 
   
  Roll a d20. That becomes the tier class of the 
  system you are rolling for. If a 20 is rolled then 
  the system is a Capital-class system and can 
  only be placed on Capital class vessels. 
  Alternately, it is just a Mark XX system, with 
  XX determined by the result of the die roll. 
   
  Alternately, if you require a more “realistic” 
  system that keeps the higher class systems to 
  a minimum, use the chart below. 
   
   
  D100 
  Mark 
  01 
  Mark I 
  02 - 03 
  Mark II 
  04 - 06 
  Mark III 
  07 - 10 
  Mark IV 
  11 - 14 
  Mark V 
  15 - 19 
  Mark VI 
  21 - 25 
  Mark VII 
  26 - 30 
  Mark VIII 
  31 – 40 
  Mark IX 
  41- 50 
  Mark X 
  51 - 60 
  Mark XI 
  61 - 70 
  Mark XII 
  71 - 75 
  Mark XIII 
  76 - 80 
  Mark XIV 
  81 - 85 
  Mark XV 
  86 - 90 
  Mark XVI 
  91 - 94 
  Mark XVII 
  95 - 97 
  Mark XVIII 
  98 - 99 
  Mark XIX 
  00 
  Mark XX/Capital Class 
   
  Quite often, the mark is left off when crew 
  talk about the system, unless there is more 
  than one on the ship and clarification is 
  needed. However, it is useful to know what 
  the tier of a system is as it can have an impact 
  on other systems and the ships size. 
   
   
   
   
   
   
  
   
  Core Systems 
   
  All ships have at least: 
   
  A computer system for control 
   
  Engines or some kind of propulsion 
  system 
   
  Life Support 
   
  Navigation 
   
  Power 
   
  The only real exception is for Life Support –
  Drones and other autonomous ships that 
  require no traditional life-support would not 
  be burdened by this extra support system, 
  unless their mission directives are to capture 
  or transport living organisms. 
  Engines 
   
  Engines come in one of two broad categories: 
  Sub-light and FTL, or Faster Than Light.  
  Virtually every space faring culture develops 
  SL before FTL. A working FTL system opens up 
  the universe for the culture, with all the 
  wonders and terrors this brings with it. 
   
  Sub light engines, even though strictly 
  speaking many of them are not really engines, 
  do not take a lot of power and it is a rare ship 
  that doesn’t have at least one SL system. One 
  major problem with SL drives, apart from the 
  face that they are extremely slow when 
  compared to FTL, is an effect called Time 
  Dilation.  
   
  To keep things simple, this is an effect that 
  occurs when travelling at very fast, but still 
  sub-light, speeds. Time slows down for the 
  person traveling, while time passes at the 
  same rate for someone on Earth. So, 
  depending on the SL speed you are going at, a 
  month for the crew of your ship may be 1 year 
  for those at home. 
   
  For ships with FTL capabilities, roll/pick from 
  both the FTL table and the SL table. 
   
   
   
   
   
  Sub-Light 
   
  D20 
  SL engine/propulsion 
  1 
  Beam Rider 
  2 – 4 
  Fusion 
  5 – 7 
  Ion Drive 
  8 
  Magnetic Sail 
  9 
  Nuclear Pulse 
  10 – 13 
  Plasma Engine 
  14 - 17 
  Rocket 
  18 – 19 
  Slingshot 
  20 
  Solar Sails 
   
  Beam Rider 
   
  A Beam rider is a term used for any propulsion 
  system that user a generator on a planet or 
  create a powerful beam that the ship uses in 
  some way to create thrust, either by hitting a 
  component on the ship that vaporises or by 
  “pushing” against a sail like the wind on a 
  terresital bound vessel. 
   
  Fusion 
   
  A fusion drive, sometimes called a fusion 
  rocket engine, is the next step up from the 
  rocket engine. It uses less fuel and produces 
  less radiation, if any, when compared to the 
  fission rocket engine. For many ships this is 
  the most typical sub-light propulsion system 
  used and higher class models can achieve a 
  respectable percentage of light-speed. 
   
  Ion Drive 
   
  An ion drive is one that creates thrust by 
  generating and expelling ions. They are quite 
  efficient engines, but not designed for high 
  speeds as they have a low acceleration rate. 
   
   
   
   
   
   
   
   
   
  
   
   
  5 
   
  Magnetic Sail 
   
  A variation on the solar sail, the Magnetic sail 
  uses the solar wind (or an artificial equivalent) 
  instead of light to propel the ship.  
   
   
  Nuclear Pulse 
   
  A nuclear pulse propulsion system works by 
  causing controlled nuclear explosions and 
  using the resulting forces to push the ship in 
  the direction desired. There are many 
  variations on this method, with some having 
  the explosions occur inside the ship and 
  others outside the ship. Each method has its 
  own drawback and benefits.  
   
  One major problem with this method is that 
  the radiation level in the areas where the 
  explosions occur can get very high, making the 
  need for radiation protection for the rest of 
  the ship a high priority. 
   
   
  Plasma Engine 
   
  A plasma propulsion engine is a type of 
  propulsion that generates thrust from plasma, 
  which is a super-heated gas. 
   
   
  Rocket 
   
  This is the first type of propulsion virtually all 
  cultures develop. A fuel of some kind is 
  burned or used and the resulting output is 
  used to push the spacecraft forward. They 
  require a lot of fuel and are very energy 
  intensive. Often the rockets are used to 
  provide the initial thrust and to slow down, 
  with minor course corrections along the way. 
   
  With careful planning, the fuel and efficiency 
  can be increased by using the gravity of stellar 
  bodies, such as planets to help provide a 
  speed change and an alteration of the 
  direction of travel. 
   
   
   
   
  Slingshot 
   
  A sling shot system is even simpler than 
  rockets. It’s a fire-and-forget. If the initial 
  calculations are wrong by even the smallest 
  amount, the target could be missed by many 
  thousands of miles.  However it does have 
  one major advantage in that it requires almost 
  no fuel to use. 
   
   
  Solar Sails 
   
  The solar sail, sometimes called a light or 
  photon sail that uses radiation (also called 
  solar) pressure to push large, ultra-thin 
  reflective surfaces. These mirror-like sails then 
  in turn pull the ship they are attached to. It is 
  a very slow, low thrust propulsion system. The 
  larger the ship, the larger the sails need to be.  
   
  They have several major drawbacks in that 
  they can only work where there is a solar 
  wind of some kind and the sails are quite thin 
  and prone to damage. Also, they have a very 
  small, but steady and constant, acceleration. 
   
  A few of these solar sails though, especially 
  those with a high mark rating, are capable of 
  achieving almost 10% the speed of light. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
   
  FTL propulsion 
   
  Most races use the same type of drive on all 
  their ships, with other drives being reserved 
  for experimental or testing ships, for ease of 
  manufacturing, repair and use, although there 
  may be subtle variations amongst the fleet, 
  they would all work on the same basic 
  principles. 
   
  The Mark level of the drive (e.g. A Mark XI 
  Gravity Engine) typically determines the 
  following factors about the drive: 
   
   
  Amount of fuel used per jump or 
  activation and to maintain it 
   
  Cool down time before being able to 
  be used again 
   
  Complexity 
   
  Ease of use 
   
  Range 
   
  Size of the engine – The higher the 
  mark the smaller it is 
   
  Speed (relative), both theoretical 
  maximum and cruising speed 
   
  You can use the same mark level for each 
  aspect of the propulsion or have 1d4 
  variations for each aspct – So a Mark XII 
  Engine could have be the same size as a Mark 
  X etc. 
   
  D100 
  FTL propulsion 
  01 - 25 
  Alcubierre/Warp Drive 
  26 – 30 
  Folding Generator 
  31 – 35 
  FTL Catapult/Slingshot 
  36 – 40 
  Gravity Engine 
  41 – 65 
  Hyperspace 
  66 – 70 
  Inertia less Propulsion 
  71 – 80 
  Jump Drive 
  81 
  Quantum Tunnelling 
  82 - 87 
  Slipstream 
  88 
  Tachyon Drive 
  89 - 90 
  Teleportation 
  91 – 92 
  Wave Riding 
  93 – 95 
  Wormhole 
  96 - 00 
  Something Else/Unknown 
   
   
   
  Alcubierre/Warp Drive 
   
  The Alcubierre drive is more famous for being 
  called a Warp Drive. It works on the principle 
  of contract the fabric of space time in front of 
  the ship and expanding it behind the ship.  
  The ship then “rides” the wave pushing it 
  forwards at very high speeds.  
   
  Folding Generator 
   
  It has been said that the shortest distance 
  between two points is a straight line.  The 
  Folding Generator bends those two points 
  together so that the area around them is 
  either overlapping or even touching. The ship 
  then moves at normal speeds and “unfolds” 
  space, having crossed to the other side it has 
  now travelled huge distances in a single 
  activation. 
   
  FTL Catapult/Slingshot 
   
  Only a few cultures use this type of FTL 
  system, mainly due to the cost of setting up 
  and the fact you either need to slow down the 
  other end or be “caught” be another slingshot 
  at your destination. 
   
  As the name suggests, the Slingshot throws 
  the ship at speeds through some kind of 
  exotic accelerator (varies by culture), which 
  pushes the ship to beyond light speed., either 
  through an early form of hyperspace or 
  tunnelling. Another slingshot the other ends 
  “catches” the ship and slows it down to a 
  more manageable speed.  One major 
  disadvantage is that the slingshots, once set 
  up, cannot be moved. 
   
  One major advantage, and for many is the 
  reason these systems are still in use, is that 
  the ship using the catapult doesn’t need its 
  own inbuilt FTL system, but the ship works 
  better if it has been designed for a slingshot 
  propulsion and that’s what this type of 
  “engine” represents. 
   
   
   
   
  
   
   
  7 
   
  Gravity Engine 
   
  A gravity engine is considered by some to be a 
  variation of the warp drive.  In fact what this 
  type of engine does is to alter how gravity 
  affects the ship. The fabric of space isn’t 
  changed, like in a warp drive, but the effects 
  are very similar. 
   
  These types of engines are very complex and 
  can cause problems if they go wrong and it is 
  not recommended to use a damaged one. 
  They can also cause havoc with other FTL 
  engines that are sensitive to gravity. 
   
   
  Hyperspace 
   
  Hyperspace is an alternate region of space-
  time that co-exists with our own. Hyperspace 
  works on the principle that within this swirling 
  energy intense region, distances travelled are 
  longer in real-space. For example 100 miles in 
  hyperspace could equal 10 light years in real-
  space. You still have to travel the distance 
  required, but hyperspace makes that distance, 
  much, much smaller. Think of it as a short-cut 
  through another dimension. 
   
  Getting lost in hyperspace is a real-possibility, 
  so some kind of beacon system is normally 
  established. Go off the path and you never 
  know where in the universe you end up. 
   
  There are two main ways of getting to 
  hyperspace – One is through a gate or portal 
  system, the other is the ship shifts itself into 
  hyperspace. The first is easier and in many 
  ways safer, but requires a stationary open 
  portal, the second allows for the ship to enter 
  hyperspace on its own at any point it chooses. 
   
  It is highly recommended to never use a hyper 
  drive or establish a hyper gate near sources of 
  high gravity, such as a star. And building one 
  or using one in an atmosphere is simply asking 
  for trouble. 
   
   
   
   
  Inertia less Propulsion 
   
  Sometimes called reactionless drives, the ILP 
  system works by affecting the mass of the 
  ship it is on. Inertia is the measure of the 
  resistance of a material body to a change in 
  state of motion. This drive removes that 
  resistance.  It is this that allows the ship to 
  travel at and beyond the speed of light. 
   
  Due to the immense complications with 
  setting up these types of drives they are only 
  used by highly advanced or wealthy cultures. 
   
  One major advantage they have is that this 
  ship does not require an additional sub-
  system to protect those within from the high 
  speed when the ship travels to light speed and 
  beyond. 
   
   
  Jump Drive 
   
  A jump drive is designed to make a spaceship 
  go from one point in space to another point, 
  which may be several light years away, in a 
  single instant. They are sometimes mistaken 
  for teleportation drives, due to the instant 
  nature of their use.  
   
  Jump drives require a long time to charge up 
  their capacitors for each jump. Each jump 
  must be to a specified set of spatial co-
  ordinates. If this is calculated wrong or the 
  capacitors are not fully charged, then the ship 
  will end up somewhere it does not mean to 
  be, which can be dangerous and risky. 
   
  A few jump drives are known to be rough on 
  those using them. A few cultures get around 
  this by putting their crews in “jump-couches” 
  that help protect against the nauseas and 
  other side effect that come from using these 
  poorly designed jump-drives. 
   
   
   
   
   
   
   
  
   
  Quantum Tunnelling 
   
  Quantum Tunnelling: a quantum mechanical 
  phenomenon 
  where 
  a 
  particle 
  tunnels 
  through a barrier that it classically could not 
  surmount, the barrier in this case being the 
  fabric of space-time.  
   
  To put it simply and some would argue 
  incorrectly, you just fire up the QT drive and 
  go, ignoring the limits to speed and anything 
  in your way, because for you, it simply isn’t 
  there anymore. Many say that this is not what 
  a QT drive actually is, but at some point in the 
  past the name stuck, much to the annoyance 
  of scientists and engineers alike. 
   
  Strictly speaking this effect would only be 
  used at the quantum level of matter. But, like 
  other drives, this system gets around that. 
   
  The major disadvantage of a QT drive is that 
  you are flying blind. Calculations are made 
  beforehand knowing the speed of the drive 
  and direction travelled. Then you hope there 
  is nothing in the area when the QT drive is 
  turned off as if there was, the results would 
  be rather messy. Designated areas are 
  reserved for QT-drive ships to arrive in. 
  Venturing into one of these areas is 
  considered a crime by those cultures that use 
  QT drives. 
   
  Slipstream 
   
  The slipstream drive works by generating a 
  small tunnel or stream that the ship travels 
  along. This tunnel opens before the ship and 
  closes behind it. Anything that matches the 
  speed of the ship that generates this 
  slipstream can travel alongside it. 
   
  This tunnel works on a similar principle to 
  hyperspace in that the distance travel within 
  this stream is greater when compared to real-
  space.  
   
  The major disadvantage to slipstreaming is 
  that you have to travel in a perfectly straight 
  line and a disruption to the stream can 
  severally damage the ship. 
  Tachyon Drive 
   
  Once believed to be a purely theoretical 
  particle until the discovery of ftl travel, the 
  tachyon is a particle that exists only at FTL 
  speeds. In fact it requires energy to slow 
  down in much the same way as anything else 
  would need energy to speed up. 
   
  A tachyon drive works on the principle that 
  once activated, you don’t need energy to 
  speed up, but to slow down and stop. Or to 
  put it in simple terms, starting a TD is easy 
  when compared to stopping one. This is both 
  its major advantage and disadvantage. The 
  faster you are going, the more energy you 
  need to slow down and stop and if you don’t 
  have enough you could keep going faster and 
  faster.  The upper speed limit of a TD has 
  never been measured for just this reason. 
   
  Teleportation 
   
  Unlike a jump drive which activates practically 
  instantly, a teleporting drive works by 
  breaking down the material of the ship (and 
  its crew) and transporting them by some kind 
  of projector through another dimension such 
  as subspace or hyperspace where they are 
  reformed at the other end.  
   
  This system has several major disadvantages. 
  One is that there must be a transmitter 
  independent of the ship being teleported. 
  Another is that teleportation is not as perfect 
  as certain governments would have you 
  believe. A TP system works better with a 
  sending and a receiving station away from 
  high gravity areas. 
   
  The major advantage is that from the point of 
  view of the ship, almost no time passes at all, 
  but the journey, as far as the rest of the 
  universe is concerned takes as long as it takes 
  for all the data to arrive. 
   
   
   
   
   
   
  
   
   
  9 
   
  Wave Riding 
   
  Ships that use a wave riding system to achieve 
  FTL speeds are often nicknamed surfing ships, 
  for a good reason.   
   
  These types of ships are often made by 
  cultures that have just started to understand 
  the principles of warp drive but have yet to 
  perfect the system. 
   
  They work by a generator at the home 
  destination creating a subspace wave, which 
  is then projected in the rough direction 
  desired. The ship and anything else in the way 
  then “rides the wave” 
   
  A few ships have the ability to generate their 
  own wave, as these require a massive amount 
  of power.  
   
  Wave Generators that are planetary based are 
  limited in that they can only project a wave in 
  the direction the part of the plant the 
  generator is on is facing. This combined with 
  the fact that the wave dissipates after a 
  certain distance makes them unsuitable for 
  many cultures to use for long trips. Also, once 
  on a wave you cannot get off, so you need to 
  be sure in the calculations made before the 
  projector is used. 
   
  Wave generators work best on ships designed 
  for them and other ships that try to use a WG 
  as a means of propulsion have a good chance 
  of being damaged in the process. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Wormhole Generator 
   
  Often thought to be a combination of a slip-
  stream drive and a folding generator, this 
  works by creating a tunnel from one area of 
  space to another. The ship then passes 
  through the wormhole and arrives after a 
  short period of time in another part of the 
  universe. 
   
  A wormhole opening can be a fascinating 
  thing to see. The colouration and look of a 
  wormholes entrances and exits varies, but is 
  the same for each culture. One might have a 
  green tinge, another bright white. 
   
  Travel through a wormhole is quite dangerous 
  without the proper shielding and even then 
  most forget that wormholes can be two-way 
  and an enemy seeing one opening in their 
  system may have time to prepare to attack 
  you in transit. 
   
   
  Something Else/Unknown 
   
  This is a category for any other type of weird 
  and exotic drive system that works under 
  principles that are not known are simply defy 
  conventional understanding. 
   
  Use this category to create one-off and weird 
  propulsion system.  It could be a ship 
  powered by psionic energy, or the life force 
  on those on board. Another could be so 
  complex that no-one understand how it 
  works, not even those using it. 
   
   
  
   
  Power Generation 
   
  Ships need power. Even lifeless drone ships 
  need something to power their A.I. circuits. 
  Low Power Generation 
   
  Low Power Generation (LPG) is for the 
  systems on the ship that that, as the name 
  would suggest, do not need a lot of power. 
  LPG for the most part, cannot be used to fire 
  weapons or power shields, not without a 
  major boost in output and re-enforcing the 
  power conduits. Even then, it will either use 
  up all the fuel or possibly destroy the LPG. 
   
  Essentially the type of LPG a ship has can be 
  classed as one of several categories. 
   
  D10 
  Low Power 
  1 – 3 
  Nuclear (Fusion) 
  4 
  Chemical 
  5 -  9 
  Plasma 
  10 
  Reduced HPG 
   
  Nuclear and plasma generators are fairly 
  standard on almost all ships. Resources and 
  development paths decide what is used. 
   
  Chemical generators are very simple, from a 
  design point of few. A Chemical reaction of 
  some kind, either from burning or other 
  reaction powers the generators that makes 
  the LP system work. 
   
  Reduced HPG is power from the HPG system 
  that has been reduced in voltage to be 
  useable by the low power grid. This can save 
  on space and fuel system needed, but if the 
  HPG system is damaged then all power not in 
  batteries is lost. 
   
   
   
   
   
   
   
   
   
   
  High Power Generation 
   
  This for systems on the ship that require a lot 
  of power, such as shields or weapons and 
  even the FTL system – assuming the ship has 
  one.  
   
  The ships HPG system creates a lot of energy 
  and as such is normally protected quite 
  heavily. This has the added bonus of 
  protecting the crew from any adverse effects 
  the HPG may have.  Each also has some kind 
  of ejection or nullification system in case of 
  catastrophic failure or damage. 
   
  D100 
   
  01 – 45 
  Anti-Matter/Matter 
  46 – 90  
  Singularity 
  91 - 95 
  Advanced Fusion 
  96 - 00 
  Zero-point 
   
  Anti-Matter/Matter 
   
  The reaction between matter and ant-matter 
  produces a rather extreme amount of energy. 
  This energy is siphoned off and used to power 
  the HP grid. 
   
  Singularity 
   
  Sometimes called a “Black Hole” engine, this 
  system used the power from a trapped 
  artificial singularity 
   
   
  Advanced Fusion 
   
  Compared to other system the AF is the 
  weakest of the lot. Often the first type of HPG 
  a culture develops. 
   
   
  Zero-Point Energy 
   
  A ZPE generator taps into the power grid of 
  the universe itself.  A theoretical limitless 
  power source – Although the components 
  that access this power are rather fragile and 
  need replacing quite often when compared to 
  other system. 
   
  
   
   
  11 
   
  Fuel 
   
  For simplicity’s sake, assume that the fuel the 
  ship has is appropriate for the engines and 
  power systems on board. The mark indicator, 
  if any, shows how much fuel the system has 
  appropriate for the ship.  
   
  If the ship has multiple propulsion and power 
  generation systems, then there needs to be a 
  fuel system for each, although some may 
  share the same fuel. 
   
  The mark indicates how many weeks of fuel or 
  energy that particular system has, assuming 
  the system runs at standard operating levels 
  and is not damaged in anyway. This is per tank 
  or storage facility. 
   
  Batteries 
   
  Batteries are used to store excess power 
  when not needed and to provide back-ups if 
  the main generator goes down. Although not 
  always suitable for high-power requirements 
  such as the FTL drive, they can keep a vessel 
  intact in battle or provide a boost to other 
  systems in an emergency. 
   
  Batteries have two aspects to them – Size 
  (relative to ship size and class) and nature. 
  The size is a measure of how much power 
  they can hold for their mark – a larger battery 
  may not be able to hold as much power as a 
  smaller and better designed one. The second 
  aspect is the type of battery. 
   
  D20 
  Battery size 
  1 – 2 
  Tiny 
  3 – 6 
  Small 
  7 - 14 
  Medium/Standard 
  15 – 18 
  Large 
  19 – 20 
  Extra Large 
   
   
   
   
   
   
   
  D20 
  Battery type 
  1 – 10 
  Standard 
  11 – 13 
  Fast 
  14 - 16 
  Slow 
  17 - 20 
  Back-up/High Cap 
   
  Standard 
   
  The standard battery on the ship. 
   
  Fast 
   
  A fast battery charges quickly, but also drains 
  quickly when not supplied with power. 
   
  Slow 
   
  A slow battery charges slowly, but when not 
  supplied with power, holds it charge for 
  longer. 
   
  Backup/High Cap 
   
  These are designed in such a way that they 
  will only discharge their held power once 
  activated.  Not suitable for everyday use as 
  they are meant to keep their power reserves 
  for as long as possible. 
   
   
  Each ship has at least one battery, with the 
  majority having more than one, spread 
  throughout the ship for redundancy and 
  safety.  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
   
  Coming Soon 
   
  Keep an eye out for these upcoming 
  products from Ennead Games (in no 
  particular order) 
   
   
  Starship Kit Part 6.2  
  Medical & Environmental 
   
  Your ship is going to need a crew and 
  maybe even take on a passenger or two 
  for their latest mission. 
   
   
  Background & Details Kit 
  Super Heroes 
   
  The Background and Details Kit returns – 
  This time covering Super Heroes, their 
  origins, powers and more 
   
   
  Prison Kit 
   
  Sometimes you need a place to hold those 
  dastardly villains. A multi-part kit series 
  that will cover the prison, security and the 
  inmates, their crimes and those who 
  guard them 
   
   
  Spell Generator 
   
  For those times you need to create a spell 
  but can’t decide just what it does.  
   
   
  Pantheon Kit 
   
  A multiple series of generators linked 
  around creating your world’s pantheon 
  and gods! 
   
   
   
  Also Available 
   
  Other products from Ennead Games 
   
  Background & Details Kits 
  Fantasy  + Scifi 
   
  Need some background details for your 
  characters? You can’t decide how many 
  children they have or what their hair style is?  
   
  Well worry no longer. The BADK is for you. 
  Currently available in two versions, one 
  themed for fantasy characters and the other 
  for sci-fi characters, the BADK will give you 
  enough options and suggestions to get the 
  creative juices flowing for a long time, 
   
   
   
  Technobabble Generator 
  (Standard, Extended and Steampunk) 
   
  Technobabble is a staple of any sci-fi game or 
  story. It helps with emersion and makes 
  impressive sounding technology. 
   
  3 versions of the technobabble generator are 
  available 
   
  Standard 
  – 
  Basic 
  technobabble 
  generator 
   
  Extended – Takes the Standard 
  version and adds more options and 
  solutions 
  for 
  your 
  technological 
  problem 
   
  Steampunk 
  – 
  Technology 
  goes 
  steampunk with this version that adds 
  wonderful devices and the names of 
  those who invented them 
   
   
   
  
SOURCE: textdata/thevault/_GM Books/World Building & Game Design/Starship Kit/Starship Kit, Vol 6.1 - Engines, Propulsion & Power.pdf