TEXT: PIMP MY (WAR)SHIP 
   
  Note from the author: 
   I was ready to jump fully into warship to create my perfect custom spacecraft (Millennium Falcon, 
  Serenity, Normandy SR-2, Defiant, ect.). When I noticed that I just couldn`t fit half the systems to make it 
  a good, solid, do-anything, go-anywhere (in reasonable time), and still-have-some-teeth ship. Cars, 
  planes, motorcycles and boats can be outfitted and pushed far beyond specifications in our current time 
  and it stands to reason that in the far flung future the options exist. Much like our current time those 
  options come with either a penalty to other systems, a very high cost, or frequently both. I also noted a 
  lack of versatility in the equipment themselves. There’s seriously only one type of everything? I can`t buy 
  one brand of cat litter! They don`t even make one version of fuel for cars. My disappointments aside the 
  Warship’s book and its add-ons are excellent and the rules make creating a fleet of ships and space 
  combat much more smooth and realistic. There are several instances where I will borrow from, or 
  completely copy work done in the Warships book. This whole customization system relies on the short 
  entry about complex skill checks in the PHB and follows the rules for those. 
  This is intended for users who like Warship but want to squeeze the most out of their personal 
  crafts (or flagships). While a few modifications could be applied en-mass, most are cost prohibitive or 
  carry a drawback that makes them less than enticing for mass production. That said; I wholly intend for 
  these modifications to push the limits of spacecraft into the near fantasy. If your GM allows this reference 
  be careful the next time you run into a pirate vessel! Godspeed! 
   
   
   
  
  Table O’ Contents 
   
  Notes on Upgrades/Modifications 
   
  General 
   
  Upgrades/Modifications 
   
  Chassis 
  Custom Builds 
  Superstructure Improvements 
  Upgrades/Modifications 
  Power 
  Upgrades/Modifications 
  The Bad Guy’s Bag O’ Tricks #1 
   
  Propulsion 
  Sublight Drives 
  Upgrades/Modifications 
  Acceleration, what moves you! 
   
  FTL 
  Upgrades/Modifications 
  Speed of light too slow? 
   
  Defenses 
  Armor – Upgrades/Modifications 
  Partial coverage 
   
  Shields – Mixed bag of knuts 
   
   
  Upgrades/Modifications 
   
   
  Alternate shielding rules 
   
  WEAPONS (like you read anything else) 
   
  Upgrades/Modifications 
   
  Ridiculous overpowered obscene weapons (by type) 
   
  Quick (and dirty) ordnance 
   
  Command and Control 
   
  What can comm’s really do? 
   
  Upgrades/Modifications 
   
  Sensors 
   
  A use for the sensors operator? 
   
  Upgrades/Modifications 
   
  Hangars and Small Craft 
   
   
  How hard could it be? 
   
  Upgrades/Modifications 
  Miscellaneous (We have cake) 
   
   
  Quirks- Because you used standard and they used metric…. 
   
   
   
   
  
  Notes on Upgrades/Modifications 
  Hull Points/Durability – Both terms will be used interchangeably as best as possible. H.P. means Hull 
  Points, Dur. Is short for Durability 
  To keep some aspect of balance in the game all upgrades cost quite a bit more than modifications and 
  modifications come with more options but also more disadvantages. There is a limit of 3 upgrades or 
  modifications to each system or system group. You can have a prototype unit that comes with 2 upgrades 
  and slots for two more but your GM can make a roll to generate a random flaw in the prototype. The GM 
  has the option to tell you or not tell you the flaw. During the process of upgrading if a check fails make a 
  second roll to determine if the upgrader notices the flaw and corrects it. It is the same check as their 
  original check or a related check (whichever they choose). Multiple people can contribute to both the 
  primary check and the checks to notice anything going wrong. Up to 2 extra people per H.P./Durability 
  can assist. Modifiers for available facilities and time reductions are available. 
  Time for upgrades/modifications- The time involved in upgrading a system varies depending on the 
  level of the upgrade the size of the item being modified, the user’s skill level and the conditions it is being 
  done under. You can either use these rules in ultra realistic settings or completely ignore them as do 
  them as you see fit. These are just based upon current abilities of crews, time involved in overhauls, and 
  general game mechanics. 
  An upgrade can be done in 8 hour segments provided that the cost for the parts for an upgrade are 
  already available. One person or crew can perform only once during this 8 hour segment then has to rest, 
  they can perform a second segment following the first but must take a 8 hour break in-between (call it 
  boot up, initializing or sleeping). This second segment within a 24 hour period gives them a +2 penalty to 
  all checks due to fatigue and rushing the system. Two crews could alternate and install at triple speed at 
  +2, three crews could install at triple speed and have no penalty (one crew only operates once in 
  24hours). This includes installation, calibration, programming, and limited testing. With multiple crews you 
  always take the lowest modifiers. The formulas for figuring out how long it takes are as follows: 
  Marginal: 0.5 X (HP / CONDITIONS) = 8 HOUR SEGMENTS/check 
  Ordinary: 1 X (HP / CONDITIONS) = 8 HOUR SEGMENTS/check 
  Good: 2 X (HP / CONDITIONS)= 8 HOUR SEGMENTS/check 
  Amazing: 3 X (HP / CONDITIONS)= 8 HOUR SEGMENTS/check 
   
  So an 8 H.P. weapon with an ordinary modification (1x) at an ordinary quality station or hangar (2) means 
  that it takes 4 segments per check. Roughly 32 hours per check. 4 days with a single person or crew 1 
  day 8 hours with a full three crews between checks. As always, round to the nearest 8 hour segment. 
  How many checks it takes to finish is in the table below.  
   
  Groups of items as a battery, sensor systems, or other items that are used by the same check.  
   
  *Alternate Rules: Temp Job/Rush – This is designed as a plot point for characters whom have a time 
  limit to work with, if it seems unnecessary or will not work for the GM they can institute an “Temp Job” or 
  “Rush” alternate rule. Temp Jobs are only designed to hold up to the immediate futures uses, not a 
  permanent fixture on the ship. They only last for the next 1d4 scenes it was used in plus 1 per 3 ranks the 
  one who did the checks has. This reduces the segments into one hour segments (same formula divided 
  by 8). 
   
  Rush- Rush jobs are an option for people with very little time and a lot of expertise to do the job. 
  For every +1 the roller takes they increase the conditions modifier by 1.  So a person taking a +3 penalty 
  increases their condition by 3. So an ordinary condition becomes a 5 modifier. So the above modification 
  takes (8/5) x 8 hours = 12.8 hours per check, about 2 days with a single person and 16 hours with three 
  crews.  
  
   
  Conditions: 
   
   
  Type of Condition 
    
  (Examples) 
  Modifier 
  Mega-Port  
  – Capable of building even fortress ships, Only one or two may be 
  available to any nation due to costs. (Tendril System) 
  X10 
  Super-Port  
  – Can build a single capital ship at a time, some fortress ships 
  qualify, common at well-populated systems. (Aegis, Algemron, 
  Hammer’s Star) 
  X5 
  Base-port  
  – Modest by most standards, not capable of any capital 
  constructions, most stations with any shipyard qualify. Some are 
  even located on planets. 
  X2 
  Mini-Port  
  – Very small outposts, mining stations, and other permanent 
  installations may have one of these to assist in repair of small craft. 
  They cannot repair Capital Ships. 
  X1 
  Landing Pad 
  – Exactly what it sounds like, bring your own parts and repair crew. 
  0.5X 
   
   
   
  Unless otherwise stated the modifications follow the following number of successful checks: 
   
  Upgrade* 
   
   
   
   
  Modification* 
  First Upgrade: Ordinary complexity (3)  
  First Modification: Marginal complexity (2) 
  Second Upgrade: Good complexity (5)  
  Second Modification: Ordinary complexity (3) 
  Third Upgrade: Amazing Complexity (8) 
   
  Third Modification: Good complexity (5) 
   
  Three failures indicate the ship compartment/system develops a flaw. See charts for possible results. You 
  can retry the work for 25% cost of the upgrade.  
  *Working on prototype items are always amazing complexity (8). They cost 3 times the listed items cost 
  and start with upgrades included (that cannot exceed 100% extra costs). Prototype items have a 
  maximum mod/upgrade limit of 5. Prototypes are always restricted availability. 
   
   
   
   
   
  
  General Upgrades/Modifications 
   
  UUppggrraaddeess  
  Type 
  Effect 
  Cost 
  Reduce H.P/Dur. 
  Use 
  Reduce the durability cost for a system by 20% 
  (if reduced less than 1 reduce by one, if there is 
  only 1 reduce to 0.5) 
  System Cost +25% 
  Reduce Power 
  Use 
  Reduce the power consumption of a system by 
  5%, this can never reduce it lower than 0.5. (if 
  reduced less than 1 reduce by one, if there is 
  only 1 reduce to 0.5) 
  System Cost +25% 
  Hot swappable 
  Reduce time to install/removed by 75% 
  System costs +25% 
  Reliable 
  -2 to jury rig attempts to bring back into 
  operation, -2 on damage checks to avoid 
  damage 
  System costs +30% 
   
  These apply to all systems, round down to the nearest half number for HP/Durability use. 
   
   
   
  
  CChhaassssiiss    
  “Hold together baby.” 
  Custom Builds 
   
  In the vast and diverse universe there are unlimited variations and styles of ships. Therefore 
  there should be no limit to the custom sizes of ships that you can build. Now just because it can be built 
  doesn`t mean that it’s going to be cheap. Common plans and sizes decrease costs.  
   
  To find a price for your ship first decide if you are going to go with a military hull or a civilian 
  hull. The military hulls are tougher per hull point, but they cost quite a bit more money. Civilian hulls are 
  great for cost for space but are not as durable. Then find the two nearest ships to the HP/Durability 
  number you want. For this example I wanted 60 HP so we will use the Escort (1M, 40HP) and the 
  Corvette classes (5M, 80HP). 
   
  The next thing to do is to decide how many HP/Durability points you want your ship to be (we’ll 
  go with 60 for our example). Now take the more expensive ship (Corvette 5Mil) divide its price by its hp 
  ($62,500 per H.P) now multiply that by your new ships H.P (60HP x 62,500= 3,750,000). Now comes 
  decision making time do you want the other stats like toughness, target modifier, or maneuver to be the 
  same as the higher or lower ship? If you just want the stats of the worst of the two ships than leave your 
  price unmodified. If you want to pick the best of both you need to add 10% to your costs (3.75mil x 
  +10% =4,125,000). If you just want one of the upgrades then add +5% (3.75mil x +5% = 3,937,500). 
   
  Now for the finishing touches; Damage stats. To find your new ships damage stats take the 
  difference between the two and divide it in half, rounded up. For an extra 10% total cost you can have 
  the better damage stats as well.   
   
  Let us assume I wanted a super awesome ship in our example. I would take the extra 10% for 
  the better chassis stats, and another extra 10% for the better damage stats. That means my 60 HP ship 
  moves like an Escort but takes hits like a Corvette (and costs 4.5million). Is it a bad ass ship? You bet! Is it 
  better statistically than an escort or a corvette, yes. Can it survive a beating from 4 escorts and a strike 
  fighter for the same price? Hell no, sorry but you`re going to lose. So for most large scale battles where 
  both have to worry about money it’s not statically advantageous. But if you`re a commander with a lot 
  of money and want the best this option is for you. 
   
   
   
   
   
   
  
  Superstructure Improvements 
   
   
  Ever wish your ship could just take a bit more beating? Those bigger guns getting the upgrade in 
  damage just because they have a higher rating? Say no-more! With this special upgrade you can 
  upgrade the toughness of your ship to the next level! Extra bulk heads! Redundant structure supports! 
  Thickened inertial dampening! Headlight fluid! This costs 40% of your ship’s hull cost (which includes the 
  cost of installation). One upgrade per ship (sorry, no fighters are going to get the toughness of a heavy 
  cruiser). This also reduces your Maneuver rating by 1. You do not gain any bonus hull points from this 
  sort of upgrade. 
   
   
   
  Upgrades/Modifications to Chassis:  
  *add 10% to time for changes (have to remove all external components before working). 
    
  UUPPG
  GRRAADDEESS  
   
  Type 
  Effect 
  Cost 
  Good Design1 
  Adds 5% to total hull points 
  (bonus) 
  20% hull cost 
  Great Design1 
  Adds 10% to total hull points 
  (bonus) 
  40% hull cost 
  Superb Design1 
  Adds 15% to total hull points 
  (bonus) 
  60% hull cost 
  Durable Hull 
  Adds 10% to all damage tracks 
  (rounded up) 
  40% hull cost 
  Small profile1 
  Increase difficulty to target +1 
  40% hull cost 
  Well balanced1 
  Increase maneuver by 1 
  40% hull cost 
  Universal Design1 
  Decrease the time it takes to find 
  parts, remove, or work on the 
  ship by 15% 
  5% hull cost 
  Redundancy 
  Gives -1 to all damage control 
  checks, as well as system 
  damage resistance checks 
  30% hull cost 
   
   
   
   
  1: This can only be applied once per chassis 
   
   
   
   
   
  
   
   
   
   
  M
  MOODDIIFFIICCAATTIIOONNSS  
  Type 
  Effect 
  Cost 
  Slap it on 
  Add 10% Hull Pts.  
  20% hull cost, reduce damage 
  tracks by 5% (rounded down) 
  Extra re-enforcements 
  Add 10% to all damage tracks 
  (rounded up) 
  20% hull cost, decrease 
  maneuver by one 
  Glued to the outside 
  Add 10% Hull Pts.  
  20% hull cost, reduce target 
  modifier by one.  
  Redundant Redundancy 
  Gives -1 to all damage control 
  checks, as well as system 
  damage resistance checks 
  15% hull cost, reduce available 
  hull points 5%. 
  It’s not built for that1 
  Gain 20% hull points that must 
  be used on a single system. 
  15% hull cost, Reduce armor in 
  section by half, reduce damage 
  track in section to 75%.   
  Slim and sleek 
  Increase maneuverability by 2 
  20% hull cost, 10% H.P.,  
  Need for speed 
  Increase maneuverability by 4, 
  increase acceleration 10% 
  30% hull costs, armor resistances 
  are reduced by 2,  15% hull 
  points 
  What a piece of junk2 
  Add 20% Hull pts. 
  20% hull costs, gain quirks 
  unreliable and troublesome. 
  Ultra light3 
  Increase maneuver by 1, 
  increase targeting mod by 1, 
  increase acceleration by 15% 
  15% hull costs, Reduce 
  toughness one grade, reduce 
  available hull points 5% 
   
   
   
  1: Can be applied multiple times, but must be in a different section for different equipment.  
  2: Can only be applied once, if another modification has the same quirk than either double the penalty 
  or have the GM pick another quirk. 
  3: Can only be applied once. 
   
   
   
   
   
  
   
  Power 
  “I cannot change the law of physics! I’ve got to have 30 minutes!” 
  Power, next to hull points, is the most vital resource aboard a ship. It is also the one that is hard to come 
  by in abundance. The following upgrades/modifications allow for a ship to squeeze the most out of a 
  system. 
  UUPPG
  GRRAADDEESS  
   
  Type 
  Effect 
  Cost 
  Highly Efficient1 
  Adds 5% to total power available 
  (bonus) 
  20% system costs 
  Great Efficiency1 
  Adds 10% to total power 
  available (bonus) 
  40% system costs 
  Superb Efficiency1 
  Adds 15% to total power 
  available (bonus) 
  60% system costs 
  Redundant Capacitors 
  Reroll any damage checks that 
  would disable this power system 
  30% system costs 
  Hot boot system1 
  Enable a quick start from cold, 
  reduce startup time by 75% 
  30% system costs 
  Ejection system1 
  Enable power source to be 
  jettisoned into space in event of 
  failure 
  20% system costs 
  Idiot proof1 
  Gives -2 bonus to any attempts 
  related to adjusting power 
  30% system costs 
  Excellent Recycling 
  Increase time between fuel refills 
  by 50% 
  25% system costs 
  Split distribution systems 
  Split power generation into 
  multiple systems. (Every upgrade 
  gives one more power generator 
  that does an even amount of 
  power). 1st: 2 generators 50% 
  each, 2nd: 3 gens. 1/3rd each. 4 
  gens. 25% each.   
  25% system costs 
   
   
   
   
   
   
  1: This can only be used once per system 
   
   
  
   
  M
  MO
  ODDIIFFIICCAATTIIO
  ONNSS  
  Type 
  Effect 
  Cost 
  Over clocked 
  Power generation +10% 
  +25% system cost, burn through 
  fuel at 2x rate, +2 penalty to 
  resist damage to system 
  Lean mixture3 
  Reduce power generation 2% 
  (min. 1 point), increase fuel 
  duration 200% 
  +10% system cost, reduce time 
  between maintenance by half. 
  “Unique” Design1 
  Increase power +5%, reduce HP 
  cost -5%,  
  +20% system cost, +2 repair 
  checks, 2x maintenance costs 
  Dangerously powerful1,2 
  (Also known as the Death Star 
  Mod.) 
  Gain +15% power 
  +20% system cost, Any damage 
  to system requires check to see 
  if system explodes. Consume 
  fuel at 2x.  
  Cool Power1 
  Gain -2 bonus to check to 
  distribute, overpower, or adjust 
  power to systems 
  +25% system cost, only applies 
  until any failed check then 
  remove bonus and apply +2 
  penalties till end of scene. 
  Duct-tape and a spanner1 
  Repair time -50%, repair costs -
  50%, -1 Jury-rig attempts 
  +10% system cost, time between 
  maintenances cut in half.  
   
   
   
   
   
   
  1: Can only be used once per system. 
  2: Only applies if damage is primary damage or higher than wound secondary damage. 
  3: Only applies to generators that use fuel. 
   
   
  The Bad Guy’s Bag O’ Tricks #1 
   
   
   
  A note for GM’s: Bad guy vessels always seem to have an amazing amount of firepower but 
  frequently have a fatal flaw that causes their ship to explode in amazing and spectacular fashion. I would 
  recommend that their ships be equipped with Dangerously Powerful power generators. This gives them 
  all the power they need to fill the stars with firepower but fall to a pair of proton torpedoes that make it 
  past the outer hull. Also, feel free to strap on guns that are too big for the bad guys and have them 
  “charged” before battle. That means the bad guys make a good first round showing but truly have less 
  ability to fight that would be thought at first. Of course be sure not to make a weapon that a little luck 
  couldn`t destroy your PC’s ship with that first hit! 
   
   
  
   
  Propulsion 
  Sub-light Drives 
  “She may not look like much, but she’s got it where it counts, kid.” 
   
  Any method of propulsion in this category has one thing in common; they all go under the speed 
  of light. Before the discovery of any of the law-of-the-physical-universe devices that allow FTL this was 
  the only method of transportation. As such there are a myriad of ways to do it from solar sails to the 
  induction engine and beyond. They all rely on the acceleration, which is discussed later, and other than 
  that the only part that matters is where you point your acceleration (or how you point it). 
   
  UUPPG
  GRRAADDEESS  
   
  Type 
  Effect 
  Cost 
  Power Reserves 
  If all power is lost to the engines, 
  then they can operate normally 
  for 3 rounds before cutting out.  
  30% system costs 
  Omni-directional Thrusters1,2 
  The ship can maneuver in any 
  direction without changing facing; 
  however it only can do this at 
  quarter its normal speed. 
  25% system costs 
  Resilient 
  Any damage check rolls to this 
  system have a -2 modifier 
  25% system costs 
  Acceleration Boosters1 
  Pilot can make checks to 
  accelerate faster than normal. 
  O=+1,G=+2, A=+3 
  30% system costs 
  Backup System 
  Integrated backup system that 
  operates at ¼ of the original if 
  original is disabled. 
  60% system costs, 10% extra 
  durability costs. 
  General Performance Pack1,3 
  Increase Acceleration 10% 
  20% System Costs 
  Advanced Performance Pack1,3 
  Increase Acceleration 20% 
  50% System Costs 
  Superb Performance Pack1,3 
  Increase Acceleration 30% 
  80% System Costs 
  Enhanced maneuverability 
  Increase maneuver rating by 1 
  30% System Costs 
  Maximum Speed 
  Increase top speed by 10% (or 
  halfway to light speed, whichever 
  is less) 
  30% System Costs 
   
   
   
  1: This can only be used once per system 
  2: Induction engines do not need this as they can already do it. 
  3: Cannot be combined with other performance Packs or Tweaks. 
   
  
   
  M
  MO
  ODDIIFFIICCAATTIIO
  ONNSS  
  Type 
  Effect  
  Costs 
  Strap another one on 
  Increase accl. 10%, have one 
  backup at 1/8th normal speed 
  30% system costs, 20% system 
  hull costs 
  Booster4,1 
  Increase acceleration 40% for 2 
  rounds 
  20% system costs, 2% hull 
  points, reduce maneuver by 5 
  when used. 
  Minor Tweaks1,2 
  Increase acceleration 10% 
  15% system costs, gain 
  temperamental flaw 
  Major Tweaks1,2 
  Increase acceleration 20% 
  30% system costs, gain 
  temperamental and take +2 to 
  damage checks. 
  Tricked out Tweak1,2 
  Increase acceleration 35% 
  50% system costs, gain 
  temperamental, take +2 to 
  damage checks, and gain 
  unreliable 
  Hot Rod Tweak1,2 
  Increase acceleration 50% 
  60% system costs, gain 
  temperamental, take +2 to 
  damage checks, gain 
  dangerously unreliable 
  Lots a thrusters 
  Increase maneuverability by 1 
  20% system costs, reduce 
  acceleration by 10%.  
  Moves like a fish, turns like a 
  cow 
  Increase top speed by 10% (or 
  halfway to light speed, whichever 
  is less) 
  20% system costs, reduce 
  maneuverability by 1. 
  Fixed Direction1,3 
  Increase acceleration 10%, 
  reduce durability size (not cost 
  of system) by 20% 
  Reduce maneuverability by 2 
   
   
   
  1: Can only be used once per system. 
  2: Cannot be combined with other tweaks or performance packs 
  3: Cannot be used on chemical engines, only induction 
  4: Only chemical propulsion can use this. Other systems can add it for twice the cost (still only works for 
  the highest chemical propulsion available.) 
   
   
  Alternate Maximum speed ratings: I was at first confused when reading the game with their insistence 
  that ships using the same propulsion methods would have different top speeds. It’s not like there are 
  other factors in space that you need be concern with such as drag or resistance. An object with a 
  constant force (ie. Thrust) will accelerate until that thrust is equal, or near enough, to the speed at 
  which it exits the craft that it makes little difference. That said a craft with less acceleration will take 
  must longer to get near the max speed and maybe the authors thought ‘oh well, its close enough’.  
  Besides to truly reach the maximum speed of any propulsion would probably take more AU’s of 
  distance than most star systems have.   
   
   
  Therefore I have an alternate table of maximum speeds in a 24hour period as follows:  
  
  F.T.L. 
   
  Upgrades/Modifications 
  “It’s the ship that made the Kessel Run in less than 12 parsecs…” 
  UUPPG
  GRRAADDEESS  
   
  Type 
  Effect 
  Cost 
  Increased Speed2 
  Increase speed in transit 15% 
  25% System Costs 
  Increased Distance3 
  Increase distance jumped 20% 
  25% System Costs 
  Reduce Cool-down 
  Reduce cool down time between uses by 20% 
  25% System Costs 
  Quick Jump3 
  Can jump a short distance into empty space 
  without the need for calculations. Can only 
  move 10% normal distance. 
  50% System Costs 
  Reduced Gravitational 
  Interruption 
  Reduce the distance from gravitational sources 
  to needed to jump by 25% 
  30% System Costs 
  Increase FTL field size 
  Increase FTL H.P/durability limit for taking other 
  craft along with by 30%. 
  20% System Costs 
  Increase Jump Accuracy3 
  Reduce distance to target achieved by 
  successful Astrogation by 30%, no effect for 
  failures. 
  25% System Costs 
  Quick Calculations 
  Reduce computation time for astrogation by 
  30% 
  20% System Costs 
   
   
   
   
   
   
   
   
   
  1: This can only be used once per system 
  2: Only for FTL drives that are rated in speed (Hyperdrives, Warpdrives, ect.) 
  3: Only for FTL drives that are rated in distance per jump (Stardrives, ect.) 
   
  M
  MO
  ODDIIFFIICCAATTIIO
  ONNSS  
   
  Type 
  Effect  
  Costs 
  Thread the Needle1,3 
  Reduce distance to target 
  achieved by successful 
  Astrogation by 50%, 
  15% System Costs, increase 
  modifier dice +2  
  Crunch ALL the variables1 
  Roll twice for astrogation checks 
  10% System Costs, triple the 
  time for calculations 
  Quick jumper1 
  Reduce cool down between FLT 
  travels by 40% 
  25% system costs, Gain 
  unreliable.  
  Ludicrous Speed2 
  Increase speed in FTL by 25% 
  25% System Cost, Gain 
  Unreliable and Tempermental 
   
   
   
   
   
   
  1: This can only be used once per system 
  2: Only for FTL drives that are rated in speed (Hyperdrives, Warpdrives, ect.) 
  3: Only for FTL drives that are rated in distance per jump (Stardrives, ect.) 
   
   
  
   
   
  Defenses 
  Armor –  
   
  UUPPG
  GRRAADDEESS  
   
  Type 
  Effect 
  Cost 
  Thick Skinned 
  Increase all armor defenses by 
  +1 
  50% Armor costs 
  Increased Energy Absorption 
  Increase energy defense by +1 
  20% Armor costs 
  Increased Kinetic Buffer 
  Increase LI defense by +1 
  20% Armor Costs 
  Increase Hardness 
  Increase HI defense by +1 
  20% Armor Costs 
  Reduce Collateral damage 
  Reduce any secondary damage 
  by 1 
  30% Armor Costs 
  Safety optional extras 
  Reduce any damage sustained 
  by crew in compartment by 2 
  30% Armor Costs 
  Scan resistant 
  Apply +2 penalty to any attempts 
  to scan components that have no 
  external attachments (i.e. cargo) 
  30%  Armor Costs 
   
   
   
   
   
   
   
   
   
   
   
   
  1: This can only be used once per system 
   
  M
  MO
  ODDIIFFIICCAATTIIO
  ONNSS  
  Type 
  Effect  
  Costs 
  Tough 
  Add +1 to all armor ratings 
  30% armor costs, +5% hull costs. 
   
  Achilles’ Heel 
  Add +2 to one armor rating but 
  reduce the die of the others by 
  one step. 
   
  10% armor costs 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  1: This can only be used once per system 
  
   
  Shields – 
   
   Mixed bag of knuts 
   
   
  With the advent of shielding technologies in PL7 I feel there should be many more options for 
  ships to defend themselves against all different threats they may encounter. This means that there 
  should be several different forms of shields and shielding, some work just on a specific type of damage, 
  others have secondary effects. There should also be different levels of shielding and the power 
  requirements of them.  
   
  Therefore I have created a list of new shields and different shield levels for every budget and 
  size of vessel. They will all have their strengths and weaknesses. 
   
  Low-density field- Rather than a hard shield that consumes a lot of power and completely 
  absorbs the damage, the LDF shield creates a semi-permeable  energy field that reduces the force of 
  incoming projectiles and spreads energy before it impacts the ship. This effectively reduces the power of 
  the incoming damage one grade. Medium weapons become Light, Light become Small, ect. The upside is 
  that a ship can launch and recover its own ships and equipment without lowering the shields, the 
  downside is that missiles and other guided ordinance weapons can penetrate the shields without 
  interference. Often a well equipped ship will have this as a secondary when launching but energize its 
  normal shields when all ships have embarked/disembarked. Note: This shield does work against area 
  attacks as they do not rely on making contact. 
   
  Polarized hull (particle screen) - One of the most common defensive measures of PL7, this 
  absorbs some or all of the energy before it reaches the hull. It comes in several varieties, but the most 
  common deals with d4 Li/Hi and d6 En damage. Any remaining damage is applied to armor. This does 
  not stop any vehicles or carried craft from deploying or landing, or missiles firing. There are two other 
  models a; material screen that gives d6 Li/Hi and d4 En protection, and a heavy version that protects 
  d6+1 Li/Hi and d8+1 En. Apply secondary damage as normal.  
  High-Density field – This provides a bit more true protection and reliability than polarized hulls 
  or low-density fields. Any damage absorbed is not added as secondary damage but is completely 
  negated before you roll for armor. It comes in a few varieties. Light: Reduce all damage by 2, Medium: 
  reduce all damage by d4+1, Heavy: Reduce all damage d6+1.  
  Deflection Inducer – There are multiple types of deflection inducers, the first is passive and 
  provides a steady bonus. The second is active and requires a defensive operator to make a check every 
  round to adjust them to incoming fire. They both come in three varieties; Ordinary, Good, and Amazing. 
  Ordinary Passive D.I.’s provide a +1 penalty to any attacks against the ship. Good Passive D.I.’s provide a 
  +2 penalty to any attacks against the ship. Amazing Passive D.I.’s provided a +3 penalty to any attacks 
  against the ship. This belt of gravitational force seriously damages any craft that try to pass through it 
  and it prevents ships from departing or embarking.  
    
  Active Deflection Inducers are a bit more complicated. They reduce the power and size required 
  by using the Defense Systems Operator to manage the angles and adjust the power at certain areas to 
  maintain an effective defense. The defense check determines the resulting quality of the defense: 
  Failure (no bonus), Ordinary +1, Good +2, Amazing +3.  The quality of the deflector determines the 
  
  bonus to the check or additional defenses. An ordinary deflector operates normally, a good deflector 
  gives a -1 bonus to the check, and an amazing deflector gives a -1 bonus and increases the defensive 
  bonus by +1 for any check. A critical failure gives a -2 to any attacks (-1 with amazing deflector). One 
  additional feature is that the defensive operator is able to drop deflectors on any one of the protected 
  arcs to allow ships to embark/disembark.  
   
  Magnetic Screen – Still an effective shield in PL7, it does suffer against more modern energy 
  weapons. It comes in three levels of protection. Ordinary gives +1, Good gives +2, and Amazing gives +3. 
  This only works on mines, missile attacks and projectile weapons, other weapons are unaffected. Any 
  ships attempting to embark have to make a piloting check with a penalty equal to the level of protection 
  to land safely with the shield on. 
   
  Type of Shield 
  Hull 
  Power 
  Cost/Coverage 
  Notes 
  Low-density field 
  (PL7) 
  1 
  2 
  $400k/20 hull pts 
  Reduce weapon grade by 
  one step 
  Polarized Hull (PL7) 
  Ordinary 
  Material 
  Heavy 
   
  2 
  2 
  3 
   
  3 
  3 
  5 
   
  $750k/20 hull pts 
  $750k/20 hull pts 
  $1.1mil/20 hull pts 
  Reduce damage taken 
  D4 Li/Hi, D6 En 
  D6 Li/Hi, D4 En 
  D6+1 Li/Hi, D8+1 En 
  High-density field 
  (PL7) 
  Light 
  Medium 
  Heavy 
   
   
  2 
  3 
  4 
   
   
  3 
  4 
  5 
   
   
  $900k/20 hull pts 
  $1.2mil/20 hull pts 
  $2 mil/20 hull pts 
  Damage reduced 
  - 
  2  
  D4+1 
  D6+1 
  Deflection Inducer 
  (PL7) 
  Ordinary 
  Good 
  Amazing 
   
   
  1 
  1 
  2 
   
   
  1 
  2 
  3 
   
   
  $350k per 20 Hull points 
  $500k per 20 Hull Points 
  $750k per 20 Hull Points 
  Targeting modifier 
  - 
  +1 
  +2 
  +3 
  Deflection Inducer 
  (Active) 
  Ordinary 
  Good 
  Amazing 
   
   
  1 
  1 
  2 
   
   
  1 
  2 
  3 
   
   
  $250k per 20 Hull Points 
  $350k per 20 Hull Points 
  $500k per 20 Hull Points 
  Defense op bonus 
  - 
  0 
  -1 
  -1, increase effect +1 
  Magnetic Screen 
  (PL6) 
  Ordinary 
  Good 
  Amazing 
   
   
  3 
  4 
  4 
   
   
  1 
  2 
  3 
   
   
  $250k per 20 Hull Points 
  $400k per 20 Hull Points 
  $650k per 20 Hull Points  
   
   
  +1 
  +2 
  +3 
  Ablative Shield 
  (PL8) 
  Generator 
  Capacitor 
  Energy Compiler 
   
   
  1 
  1 
  1 
   
   
  2 
  - 
  - 
   
   
  $500k per 20 hull points 
  $100k per unit 
  $500k per unit 
   
   
  Capacitor/Compiler required 
  10 Shield points 
  20 Shield points 
   
   
   
   
   
   
  
  UUPPG
  GRRAADDEESS  
   
  Type 
  Effect 
  Cost 
  Increase recover rate2 
  Shields recover 1 extra point a round/phase 
  25% System cost 
  Increased capacity2 
  Increase energy storage capacity by 10% 
  30% System cost 
  Shield Flicker 
  Turn on and off shield in certain locations to 
  allow objects to pass through un-accosted. 
  25% System cost 
  Secondary Shielding1 
  Can have two different shields active at the 
  same time. 
  40% cost for each 
  system (Must be 
  applied to both) 
  Increased energy dissipation3 
  Increase the die of the energy absorption by 
  one (D4>D6>D8>D10>D12>2D8) 
  30% System cost 
  Increase kinetic absorption 
  Increase the die of Li/Hi shielding by one 
  (D4>D6>D8>D10>D12>2D8) 
  30% System cost 
   
   
   
  1: This can only be used once per system 
  2: This only applies to Ablative Shields  
  3: Only applies to Polarized Hulls and High Density Fields 
  M
  MO
  ODDIIFFIICCAATTIIO
  ONNSS  
  Type 
  Effect  
  Costs 
  Special Calibration 
  Pick one weapon or weapon type (laser, 
  plasma, missile, ect), Gain  +2 armor vs. that 
  type of attack 
  10% system cost, 1PP and all 
  other types of damage are 
  reduced by one less. 
  I`m invincible! 
  Double the effectiveness of the shield (twice 
  the dice, twice the capacity ect) 
  25% system costs, 1.5x power 
  consumption, gain burnout quirk 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  1: This can only be used once per system 
   
   
   
  
   
  WEAPONS (like you read anything else) 
   
  UUPPG
  GRRAADDEESS  
   
  Type 
  Effect 
  Cost 
  Range Increase 
  Increase Weapon Range by 20% 
  (min 1 Mm) 
  Weapon Costs +25% 
  Damage increase 
  Increase weapon damage by +1 
  Weapon Costs +30% 
  Increased Targeting 
  Add or subtract 1 from 
  compartment target roll. 
  Combines with Sensor Ops. 
  Targeting 
   
  Weapon Costs +25% 
  Fire Rate increase 
  Increase firing rate one step 
  F/B/A (cannot increase to 
  Battery) 
  Weapon Costs +20% 
  Internal power reserves 
  Store enough power for two extra 
  shots. 
  Weapon Costs +20% 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  1: This can only be used once per system 
   
   
  
  M
  MO
  ODDIIFFIICCAATTIIO
  ONNSS  
  Type 
  Effect  
  Costs 
  Overpowered1,2 
  Increase grade of damage by one 
  +50% system cost, Uses 1.5X the 
  power and must make 
  engineering check or take 1d4 
  stun when fired.  
  Sporting 
  Increase range 30%, increase 
  accuracy bonus by 1 
  20% weapon cost, Decrease 
  damage grade by one step 
  Kick it up a notch4 
  Increase damage by 2 
  25% weapon cost, +10% power 
  cost (min 0.5), gain troublesome, 
  must say “BAM!” after every hit.  
  Spray and Pray3 
  Add A (automatic fire) to the 
  weapon 
  10% system costs, lose the ability 
  to use any other fire option,  
  Make it count1,2 
  Have the option to ‘juice’ the 
  system to up the grade of 
  damage by one, add 3 to the 
  damage roll and a -1 to the 
  accuracy for a single shot 
  +50% system costs, after shot 
  weapon shuts down for 1d4+1 
  rounds (It cannot charge power 
  during shutdown), uses 2x 
  power, gain burnout 
  It goes to eleven 
  Increase damage by 2 
  20% weapon costs, +10% H.P. 
  used.  
   
   
   
   
   
   
  1: Can only be applied once per system. 
  2: Can only be used on Energy weapons. 
  3: Weapon must have at least 3 actions to qualify 
  4: If they do not say “BAM!” then the shot glances harmlessly off the target and everyone must point at 
  laugh at them.  
   
  Ridiculous overpowered obscene weapons (by type) 
   
  This is for those who wish to have a flying cannon. Basically it’s an engine, a power source, a 
  hull, and a cannon. If you`re looking for the biggest cannon you can find for a large scale battle you might 
  be able to go up two grades. Look into investing heavily in power reduction and size reduction. Armor 
  should be a secondary concern to accuracy and speed. A wing of bombers with medium grade weapons 
  will deal havoc if they have the speed for hit and run tactics. If you can, eliminate any environmental 
  controls, and any bunk or cargo space, also it won`t have the option of any FTL so it better have a base 
  to return to. I recommend energy weapons for those who like a quality ship that can be reliable. However 
  for cost and damage projectile weapons are hard to beat. The most enduring (and sometimes expensive) 
  are missile boats. Firing very large, very deadly weapons at close range will make any commander think 
  twice about ignoring them.  
  For those that still want a ship of their own with a really big gun and still have FTL, some armor, 
  some cargo and a bunk to sleep in, get ready for some drawbacks. The first thing that you should do is 
  make it a fixed weapon. That means that it’s stuck in a single direction and to change its direction you 
  have the change the ships direction. This applies a targeting penalty but reduces the size quite a bit. I 
  would recommend energy weapons as the ammo for projectiles take up more space. Just be sure to give 
  it some real power. Remember if you are just a hair over you can always have it charge every other round 
  to make it a bit less of a power bear. If you are cruel you can turn off life support or other “wasteful” 
  systems to squeeze a bit more power out, just remember to tell you’re crew first. As far as secondary 
  weapons, good luck, you`ll most likely be using small weapons like lasers or missile racks.  
   
  
   
  Command and Control 
   
  What can comm’s really do? (See sensor operator) 
  Seriously, not exactly the job everyone wants. Next to sensors operator it can get pretty dull. 
  They most fun you can possibly have is if you have a kind GM who lets you be a hacker, and attempt to 
  hack your opponent’s ship. The good news is that you can go get a beer during combat, bad news is that 
  you might as well get a beer during combat. A good GM will pass you notes about what you hear over 
  communications at least then you get to rephrase it however you like.   
   
  Hacking an opponent’s ship can be quite a challenge during combat. Most military ships 
  have their communication systems separated from their main systems, preventing anyone from taking 
  over their ship via the com system. Doesn`t mean that even having your opponent shut off their com 
  isn`t a bad option. During combat especially in a large group communications are vital. If a ship looses 
  their com they have no orders, no direction, and no sync with the rest of the group. Laser com are a 
  solid option though they can only communicate to one ship/per laser com. Anyone who wishes to hack a 
  communication must proceed similar to a hacking check, first they will have to make a connection which 
  is a communications attempt. The level of difficulty is based upon the encryption used and the skill of 
  the other com officer. If they are using encrypted com’s then make a check with a penalty equal to the 
  level of the opponents com check. 
  New Equiptment 
   
  Jammers – Jammers will be divided into two groups, active and passive. Active jammers require 
  an operator to function and are used much like those in the PHB and GMG. Passive are like those in 
  warship and require no operators but cost more for size and power. 
    
  UUPPG
  GRRAADDEESS  
   
  Type 
  Effect 
  Cost 
  Emergency Stations1 
  Gain backup controls at another 
  location 
  25% Cost, all checks at +1 
  from emergency stations. 
  Piercing communications1 
  Reduce penalty for being jammed by 1 
  25% System Cost 
  Mono Directional 
  Make communications impossible to 
  intercept over short distances 
  25% System Cost, +2 to 
  comm. Checks when active. 
  Can only communicate to a 
  single vessel.  
  Disruptive Jammer2 
  Gain -1 to any attempts to jam 
  communications or sensors 
  30% System Cost 
  Wide spread Jamming 
  Jam all ships in a fire arc 
  40% System Cost 
  Extended Jamming 
  Apply jamming to all ships within your 
  MM. 
  40% System Cost 
   
   
   
   
   
   
  1: This can only be used once per system 
  2: Active Jammers only 
  
   
  M
  MO
  ODDIIFFIICCAATTIIO
  ONNSS  
  Type 
  Effect  
  Costs 
  RASBERRY!2 
  Increase jamming effect by 2 
  15% System Costs, Penalize your 
  own sensors/coms by 2, passive 
  detectors gain -1 bonus to detect 
  jamming signal (not to target) 
  Jam everything 1,2 
  Increase jamming effect by 4 
  25% System costs, Penalize your 
  own sensors/coms by 5, passive 
  detectors gain -3 to detect 
  jamming signal (not to target) 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  1: This can only be used once per system 
  2: Jammers Only 
   
   
   
   
   
  
   
  Sensors 
   
  A use for the sensors operator? 
   
  Usually one of the most boring positions on a starship, next to communications, keeping watch. 
  At best you can give a bonus to the weapons or see how bad the enemy is doing. While vital to the 
  operation especially during combat it isn`t much fun to role-play out. If you have NPC’s or fighters, or 
  even enemies you`d wouldn`t mind passing off I`d recommend it to keep them off their cell phones and in 
  the game firing and dealing damage. If they are on a small ship with only one weapon and one opponent 
  there’s not much for them to do in any situation. I do also recommend passing notes to sensors on what 
  they pick up on scans rather than telling the group. Makes them have to interact with others.  
   
   
  UUPPG
  GRRAADDEESS  
   
  Type 
  Effect 
  Cost 
  Long range sensors 
  Increase sensor range 20% 
  30% System Cost 
  Penetrating sensors1 
  Decrease penalty for scanning through 
  objects by 1 
  15% System Cost 
  Targeting improvement1 
  Reduce targeting penalty by 1 
  40% System Cost 
  Increase damage recognition2 
  1 step bonus to detecting damage on ships. 
  20% System Cost 
  Sensor masking3,4 
  Reduce bonus to enemies detecting with 
  passive sensors by one. 
  30% System Cost 
   
   
   
  1: Cannot reduce penalties below zero. 
  2: Only works on sensors that can detect damage. 
  3: Cannot reduce opponent’s bonus below zero. 
  4: Active Sensors only 
   
  M
  MO
  ODDIIFFIICCAATTIIO
  ONNSS  
  Type 
  Effect  
  Costs 
  Loud1,2 
  Gain a -2 to all sensor checks 
  15% System Cost, opponents 
  gain a -2 to detect you with 
  passive sensors 
  Quiet1,2 
  Opponents reduce bonus for 
  detecting by 2 
  15% System Cost, all sensor 
  checks are at a +2 penalty 
  Very Focused1 
  Gain -3 to a sensor check vs a 
  single object 
  20% system cost, cannot use 
  sensor for any other task 
  Broad spectrum  
  Increase detection by 25% 
  System cost 10%, +2 targeting 
  penalty 
  Heavy tuning1 
  Gain -1 to damage scans and 
  targeting 
  System cost 10%, reduce range 
  by 20% 
  Fuzzy Picture 
  Increase sensor range 40% 
  System cost 10%, Damage scans 
  and targeting take +2 penalty 
  1: This can only be used once per system 
  2: Only applies to Active Sensors 
  
   
   
  Hangars and Small Craft 
   
   
  How hard could it be? 
   
   
  UUPPG
  GRRAADDEESS  
   
  Type 
  Effect 
  Cost 
  Efficient storage1 
  Add 10% to Hangar capacity 
  15% System Cost 
  Superb Storage1 
  Add 20% to Hangar capacity 
  35% System Cost 
  Amazing Storage1 
  Add 30% to Hangar capacity 
  55% System Cost 
  Catapult2 
  Craft can be launched at up to 20% 
  maximum velocity from the hangar 
  10% System Cost (per 
  catapult/upgrade) 
  Vehicle Drop (PL6)3 
  Capacity to deliver vehicles safely out of 
  the ship from in atmosphere. (The 
  vehicles must have some way to land 
  safely on their own) 
  10% System cost (Per 
  vehicle dropped per 
  round) 
  Vehicle Lander (PL7)3 
  Vehicles can be safely delivered to ground 
  via gravity manipulation from in 
  atmosphere. 
  15% System Cost (Per 
  vehicle dropped per 
  round) 
  Vehicle Teleported (PL8)3 
  Vehicle is materialized upon the ground at 
  desired location. (Can be done from orbit) 
  20% System Cost (per 
  vehicle per round) 
  Auto-Loader 
  This increases the number of ordinance 
  loaded per round by 5 
  25% System Cost 
   
   
   
   
   
   
   
   
   
  1: This can only be used once per system 
  2: Can be used a number of times equal to the number of craft that can be launched at one time. In 
  addition you may purchase it up to three times per launch, increasing the speed of the launch each time 
  (20%>40%>60%). 
  3: Only purchased once per system, multiply purchase price by number of vehicles deployed 
   
   
   
  
  M
  MO
  ODDIIFFIICCAATTIIO
  ONNSS  
   
  Type 
  Effect  
  Costs 
  Need for Speed! 
  Hangar can launch craft at 30% 
  their cruise speeds 
  10% system cost, 1 PP per 20 
  H.P.  of craft 
  Cool Bay1 
  Hangar can dock and launch 25% 
  more at a time   
  20% System Cost, Hangar has no 
  airlocks, gravity, or atmosphere 
  when active. 
  Hot Loader 
  Craft do not need to dock to load 
  (still must enter area and remain 
  next to ship until loaded) 
  10% System Costs (per external 
  loader). Any wound or higher 
  damage to hangar disables 
  loaders until repaired. 
  Pack ‘em in!1 
  Add 20% hangar capacity 
  20% System Cost, Gain Disarray 
  that applies to any craft in the 
  hangar.  
  Who needs aesthetics?1 
  Add 40% Hangar capacity 
  45% System Cost, Gain Disarray 
  to any craft in the hangar, lose 
  gravity and life support in bay 
  (open to space) 
   
   
   
   
   
   
   
   
   
  1: This can only be used once per system 
  2: Can be used a number of times equal to the number of craft that can be launched at one time. In 
  addition you may purchase it up to three times per launch, increasing the speed of the launch each time 
  (30%>60%>90%). 
   
   
   
   
  
   
  Miscellaneous (We have cake) 
  UUPPG
  GRRAADDEESS  
   
  Type 
  Effect 
  Cost 
  Alien Life support1 
  Can duplicate almost any 
  environments atmosphere 
  50% Life Support Cost (Can be 
  applied on a single system) 
  Crew Safety 1 
  Treats all crew as though they 
  were strapped in (airbags, inertia 
  dampeners, ect.) 
  75% Life Support Costs, 0.5 H.P 
  per 20 covered. 
  Concealed Compartments2 
  Use up to 20% of cargo space as 
  anti-scan, hidden compartments 
  (+4 to detect with search) 
  50% Cargo system cost. Lose 
  5% cargo space. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  1: This can only be used once per system 
  2: Each additional is added to the first. 
   
  M
  MO
  ODDIIFFIICCAATTIIO
  ONNSS  
  Type 
  Effect  
  Costs 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  1: Can only be applied once per system. 
   
   
   
   
  
  Quirks 
  All because you used standard and they used metric… 
   
   
  Quirks are those traits of a spaceship that may or may not come into play regularly but are a 
  part of it none the less. They give the ship personality, and usually come as the result of either 
  tampering too far beyond the capabilities of physics, or as a direct result of a modification that causes 
  problems. If they are part of the upgrade/ modification they can only be removed if the offending 
  modification/upgrade is removed. If it is due to some poor installation then they may be removed and 
  reinstalled with a new set of checks when the players have the time and money to do such. 
   
  Quirks apply to only the system or item that was modified unless otherwise specified.  
   
  Unreliable – At the end of a scene involving the spacecraft roll a crew check/engineering check to see if 
  the ship breaks down in some fashion. If it is a failure then roll for which compartment fails (If this is a 
  system apply the penalty to the system without rolling). Assume that compartment/system has taken 
  maximum stun damage. Repair as normal.  
  Seriously Unreliable – The same as unreliable but make checks before and after each scene involving 
  the spacecraft. 
  Dangerously unreliable – The same as unreliable but instead of stun damage it is wound damage the 
  ship/compartment takes.  
  Annoying – System Operations and Repair Checks take a +1 penalty 
  Temperamental – System Operations and Repairs take a +2 penalty  
  Worry-some – Repairs/ Modifications/Upgrades carry a +1 penalty 
  Troublesome – Repairs/Modifications/Upgrades carry a +2 penalty 
  Burnout – Every round that this system is active it takes 1d4 stun points which cannot be repaired until 
  the system is inactive.  
  Disarray – This may not be accurate in describing how the actually component works or is laid out, but 
  in any case it takes one and a half times as long to get anything done due to some reason. This applies to 
  Repair and Jury-Rig 
   
   
   
   
   
  
  Flaw Chart 
   
  When someone fails and upgrade or modification they may suffer the consequences. While 
  flaws that are included in a modification are well known and should be revealed to the players. Rolled 
  flaws are hidden until they take effect. A good GM will roll secretly (or even better roll when they first 
  use the system), and keep the info secret as long as possible while the engineer is constantly trying to 
  narrow down the problem.  
  A nice GM will let the players test their systems to see the flaw before it is critical. A naughty 
  GM will let the players think that they`ve no problem until it is time for combat or some other dire 
  situation. Nothing like gearing up for a dogfight only to find out that modified engine cuts out when you 
  try to give it the gas. All flaws are at a GM’s discretion, they may rule that a certain condition does not 
  apply, applies some of the time, or all the time. They can also select a flaw rather than roll, they can also 
  come up with a new flaw. 
   
   
  Roll d20 
  Name of Flaw 
  Result 
  1 
  Structure Flaw 
  Roll random compartment, apply +1 penalty when rolling for a 
  damage check 
  2 
  Structure Defect 
  Roll random compartment, apply +2 penalty when rolling for 
  damage check 
  3 
  Wrong Circuit 
  Roll Random compartment, compartment looses environmental 
  controls (air, gravity, lights, ect) when modified system is 
  activated. 
  4 
  Poor Welds 
  Compartment with modified system applies +1 penalty when 
  rolling for damage check 
  5 
  Damaged Structure 
  Compartment with modified system applies +2 penalty when 
  rolling for damage check 
  6 
  Bad Circuitry 
  Compartment with modification looses environmental controls 
  (air, gravity, lights, ect) when modified system is activated. 
  7 
  Poor Distribution 
  Random system shut down for 1d4 rounds when modified system 
  is activated. Roll compartment and system randomly every time. 
  System Ops Engineering success can reduce downtime by O (1), G 
  (2), A (3) 
  8 
  Power Hog 
  Modified system takes 1 additional power when used; if no more 
  power is available roll random system (that uses power) shuts 
  down for as long as other system is active. 
  9 
  Overload 
  Modified system compartment takes one stun damage whenever 
  activated (no armor reduction) 
  10 
  Ionizing 
  Modified system ionizes round after activated or used, system 
  inactive for 1d4 rounds. Jury-Rig as if disabled to reactivate sooner, 
  keep track of ionization rounds vs. jury-rig rounds. 
  11 
  Crossed Wire 
  Activate random other system when modified system is used. If 
  system is already active, deactivate. Cargo includes cargo hold 
  door, rooms with airlocks and escape pods should be included.  
  12 
  Overheat 
  System deactivates 1 round from use. System Ops  Engineer can 
  return to use with complex check of ordinary (4) 
  13 
  Measured in Standard  
  Any repair work on compartment is increased by one die, and one 
  more successful check. 
  
  14 
  Incorrect Ventilation 
  System vents into compartment. Any characters inside take 1D6 
  Stun (En) from heat and electricity whenever modified system is 
  activated, armor may reduce.  
  151 
  Annoying 
  System gains Annoying quirk 
  161 
  Temperamental 
  System gains Temperamental quirk 
  171 
  Disarray 
  System gains Disarray quirk 
  181 
  Unreliable 
  System gains Unreliable quirk 
  191 
  Seriously Unreliable 
  System gains Seriously Unreliable quirk 
  201 
  Dangerously Unreliable 
  System gains Dangerously Unreliable quirk 
  1: If the system already has this quirk either reroll, upgrade to the next level or add the modifier. 
  
SOURCE: textdata/thevault/Alternity/1st Edition/Star Drive/Fan made supplements/Alternity - Star Drive - Warship Modifiers.pdf