TEXT:  
   
   
   
   
   
   
   
   
  
   
   
  1 
   
  Introduction 
  02 
  New Game Stats 
  02 
  Starship Systems 
  03 
  Aesthetics 
  04 
  VTOL Flight 
  05 
  Battery Power 
  05 
  Optional Rules 
  06 
  Example Ships 
  07 
  Your Own Designs 
  15 
  Build Time 
  17 
  REQ Authority 
  17 
  Benefits Of Command 
  18 
  Aux-Ship Systems 
  18 
  System Costs 
  19 
  New System  
  20 
  Upgrades 
  24 
  Retrofits & Refits 
  26 
  Crew Size 
  26 
  Cinematic Crew 
  26 
  Aux-Ship Decks 
  27 
  Design Flaws 
  27 
  Planetary Landing 
  31 
  Aquatic Landing 
  31 
  Emergency Speed 
  32 
  “It Takes A Village” 
  33 
  “Out Of Gas” 
  33 
  Hypergate Travel 
  34 
   
  This fan created product is designed for use 
  with 
  Goblinoid 
  Games’ 
  Starships 
  & 
  Spacemen™ 2nd Edition role playing game, 
  which 
  can 
  be 
  found 
  at 
  www.goblinoidgames.com. Starships and 
  Spacemen™, 
  and 
  associated 
  content 
  owned by Daniel Proctor and Goblinoid 
  Games. 
   
  AUTHOR & ILLUSTRATOR: 
  Scott Mulder 
   
  CGI MODELS & TEXTURES: 
  Simon Schild, Power Fusion 3-D, 3-D-C, 
  Notilize, Coflek Gnorg, Adam Thwaites, 
  Cybertenko, Darriofish, Predatron 3D, 
  Nightshift3D, The Antfarm, Mortem Vetus, 
  and Valander. 
   
  This product contains fan created content 
  under the creative common license. The 
  purchaser of this product may re-print it 
  for personal use.   
   
  ARTWORK: 
  Copyright 2018. All original or derived artwork 
  contained in this product were created by 
  Scott Mulder and Luminous Design Studio. 
  These works cannot be redistributed or 
  extracted outside the personal use of this 
  product without the expressed written 
  permission of the artist. 
   
   
   
  
   
   
  2 
   
   
  Auxiliary Ships, also known as “Aux-Ships” 
  or “System Ships”, are small vessels used to 
  support starships, space stations, and star 
  bases. These ships are typically too small to 
  accommodate hyperdrive propulsion and 
  are limited to interplanetary flight within a 
  solar system. All Aux-Ships are powered by 
  a nuclear pulse drive which has a top speed 
  of 30,000 miles per game turn on the 
  planetary scale map. These ships can be 
  requisitioned for construction at any of the 
  three classification of shipyard and 
  typically take between three months to a 
  year to build. 
   
  This manual is a rules supplement resource 
  for 
  designing 
  and 
  building 
  Galactic 
  Confederation auxiliary spacecraft for use 
  in Goblinoid Games’ Starships & Spacemen 
  2nd Edition role playing game. These 
  expanded rules require the Starship 
  Construction Manual (SCM) Volume #1 to 
  use. This supplement can be used by both 
  Star Masters and Players, but it is at the 
  Star Master’s discretion whether a new 
  ship design will be allowed into the game 
  or available for a player to command. 
   
   
  The standard units of measurement in the 
  2nd Edition rulebook are described using 
  the English System of measurement. If you 
  prefer to use the metric system, simply 
  exchange or convert any measurements to 
  the metric system to suit your personal 
  preference. 
   
   
   
  The three new statistical scores introduced 
  in the Starship Construction Manual Vol. #1 
  are also used here to help you organize and 
  manage your auxiliary ship construction 
  projects. They include Hull Size (HS), 
  Construction Points (CP), and Design 
  Budget 
  (DB). 
  Like 
  in 
  the 
  Starship 
  
   
   
  3 
   
  Construction Manual Vol. #1, the rules 
  presented here are a simple resource 
  management system like the one used for 
  starship operation in the 2nd Edition 
  Rulebook. 
   
  HULL SIZE (HS)  
  This is a conceptual score that indicates the 
  size of a spacecraft’s superstructure frame. 
  Hull Sizes will adjust in scale to fit the 
  technology of the time period, but ship 
  classifications remain the same.  Auxiliary 
  ships are considerably smaller than most 
  starships and are represented by fractional 
  hull sizes ranging from HS-¼ to HS-1. While 
  it maybe theoretically possible to build a 
  one eighth HS ship, the technologies 
  present in the 22nd thru 24th centuries are 
  not small enough to support a fully 
  functional spacecraft of this size. 
   
  AUX-SHIP HULL SIZE TABLE 
  AUX-SHIP CLASS HS PPB CP CREW 
  Service Pod 
  ¼  
  8 
  8 
  1 
  Exploration Pod 
  ¼  
  8 
  8 
  1 
  Scout / Spy Pod 
  ¼  
  8 
  8 
  1 
  Mining Pod 
  ¼  
  8 
  8 
  1 
  EEV Pod 
  ¼  
  8 
  8 
  1/5 
  Shuttle (Type 1) 
  ¼ 
  10 10 
  1/10 
  Fighter (Type 1) 
  ¼  
  12 12 
  1 
  Shuttle (Type 2) 
  ½  
  14 14 
  2/20 
  Fighter (Type 2) 
  ½  
  16 16 
  2 
  Shuttle (Type 3) 
  ¾  
  18 18 
  3/30 
  Fighter (Type 3) 
  ¾  
  20 20 
  3/5 
  Transport 
  1 
  22 22 
  4/40 
  Dropship 
  1 
  24 24 
  4/40 
  CONSTRUCTION POINTS (CP)  
  This is a conceptual score that determines 
  the construction cost of a spacecraft based 
  on the amount of energy required to build 
  and operate the vessel.   
   
  DESIGN BUDGET (DB)  
  This is a conceptual score that indicates the 
  maximum number of construction points 
  that a spacecraft design can use. A 
  spacecraft design can be under its total DB 
  score but must not exceed it. 
   
  Aux-Ships can use any of the starship 
  systems found in the Starship Construction 
  Manual Vol. #1 allowed under their design 
  budget except for hyperdrives and Q-
  drives. Specific systems have also been 
  designed for this supplement since Aux-
  Ship’s 
  are 
  smaller 
  and 
  produce 
  considerably less power than starships. 
  You can use these systems as they are 
  presented here, or you can use them as an 
  inspiration for creating your own. 
   
  
   
   
  4 
   
  The Galactic Confederation of Allied 
  Worlds is composed of a diverse group of 
  peacefully coexisting space-faring races. 
  The diversity of these interstellar cultures 
  contributes to the wide variety of 
  spacecraft designs found in its service. The 
  examples 
  provided 
  in 
  this 
  manual 
  represent only a small number of 
  standardized spacecraft and should not be 
  considered the only ones available. Various 
  shipyards operated by individual planetary 
  governments, corporations, and private 
  enterprises produce a variety of unique 
  designs. Star Masters and players are 
  welcome to use the designs found in this 
  manual as written or adapt these rules to 
  fit your own unique game setting or 
  campaign. 
  Like people, spacecraft begin to show their 
  age over time. After the stresses of space 
  travel, combat, or high risk maneuvers 
  these vessels will begin to lose some of 
  their youthful vigor. Energy distribution 
  will become less efficient, computers will 
  run slower, and equipment will demand 
  more energy to operate than it once did. 
  While this natural maturation of a 
  spacecraft can seem negative it actually 
  adds a lot of character and a sense of 
  history to your game’s hero-ship.  
   
   
   
  In this optional rule the Star Master or 
  player designing a spacecraft can opt to 
  create a ship that is either brand new or 
  been hanging around for a while. To 
  randomly determine the age and condition 
  of either a Starship or Aux-Ship roll 1d6 on 
  
   
   
  5 
   
  the table below to determine the age of 
  the spacecraft when it enters the game.  
   
  AUX-SHIP AGE TABLE 
  ROLL 
  AGE 
  CONDITION MODIFIER 
  01 
  00-03 Brand New 
  +3 PPB 
  02 
  04-06 Current 
  +2 PPB 
  03 
  07-09 Serviceable 
  +1 PPB 
  04 
  10-12 Outdated 
  -1 PPB 
  05 
  13-15 Obsolete 
  -2 PPB 
  06 
  16-18 Relic 
  -3 PPB 
   
  Since starships are significantly more 
  complex, and typically larger than most 
  Aux-Ships, the affects of age are multiplied 
  by Hull Size. For example, a HS 2 Frigate 
  that is obsolete at 21 to 25 years old would 
  subtract a total of 6 points (HS2x-3 = -6) 
  from its overall PPB score. If the same ship 
  is brand new you would add 6 points to its 
  overall PPB score.  
   
  STARSHIP AGE TABLE 
  ROLL 
  AGE 
  CONDITION 
  MODIFIER 
  01 
  00-05 Brand New 
  +5 PPB / HS 
  02 
  06-10 Current 
  +3 PPB / HS  
  03 
  11-15 Serviceable 
  +1 PPB / HS 
  04 
  16-20 Outdated 
  -1 PPB / HS 
  05 
  21-25 Obsolete 
  -3 PPB / HS 
  06 
  25-30 Relic 
  -5 PPB / HS 
   
  All Confederation spacecraft that are 
  atmospheric flight capable have vertical 
  take-off and landing (VTOL) capabilities 
  unless specified otherwise.  This allows 
  spacecraft to take-off and land in relatively 
  confined spaces. There is no additional cost 
  in energy for VTOL Flight unless the ship 
  hovers in place which requires additional 
  power to the thrusters for maintaining 
  position. 
   
   
  This rules supplement introduces a new 
  method of power management called 
  Battery Power that allows a Starship or 
  Auxiliary Ship to temporarily boost their 
  PPB capacity for a limited time with use of 
  a battery bank energy storage system. 
  These systems allow spacecraft to store 
  any surplus energy units from their PPB for 
  a limited amount of time in internal 
  batteries that can be used to off-set energy 
  expenditure deficits. These systems can 
  also be used by Starships as an emergency 
  power system in the event of a main power 
  failure or catastrophic event that results in 
  a hyperdrive ejection. Battery systems can 
  
   
   
  6 
   
  also be charged while a spacecraft is 
  docked with a starbase, space station, or 
  starship at a rate of 25 EU’s per day.  
   
   
   
  In the 2nd Edition Rulebook, shuttles and 
  auxiliary ships do not track energy 
  consumption or power management. In 
  most cases auxiliary ships do not produce 
  or consume enough power to warrant this 
  kind of attention to detail in the course of 
  game play. However, this supplement 
  presumes that auxiliary spacecraft can be 
  used to play a more significant role in 
  adventuring and provides these rules as a 
  means 
  of 
  exploring 
  this 
  possibility. 
  Provided here is an example list of 
  common Aux-Ship operations and their 
  corresponding power cost in terms of 
  Energy Units. You can use this example list 
  or create your own to fit the mechanics or 
  setting of your game.  
   
   
   
  ENERGY USAGE TABLE 
  AUX-SHIP ENERGY USAGE  
  EU 
  Instant Launch* 
  5 
  Launch With One Hour Prep Time 
  0 
  Enter Planetary Orbit 
  1 
  Leave Planetary Orbit 
  1 
  Planetary Landing 
  2 
  Atmospheric Flight 
  2 
  Hover (Atmospheric) 
  2 
  Ship / Station Docking 
  1 
  Ship / Station Undocking 
  1 
  Life Support (Mandatory) 
  2 
  Intra-System Travel / Day 
  5 
  Course Change Heading 
  1 
  Evasive Maneuvers  
  2 
  Tractor Beam (1/12,500 miles) 
  1/< 
  Half-Screens 
  5 
  Full Screens 
  10 
  Teleportation (Each Way) / Person 
  3 
  Torpedo / Probe / Decoy Launch 
  0 
  Operate Equipment Rig 
  1 
  Fire Beam Bank 
  5 
  Fire Beam Canon 
  2 
  Fire Patterson Cannon 
  0 
  Holographic Camouflage / Day 
  3 
  Jamming Pod Pulse 
  2 
  Science Pod Scanner Sweep 
  2 
  Emergency Speed Burst 
  10 
   
  *This operational cost is normally charged 
  to the host facility, starship, or station. 
  However, while planet side or on-board a 
  non-Confederation facility, starship, or 
  station the cost for instant launch is 
  charged to the Aux-ship itself.  
     
  
   
   
  7 
   
  This rules supplement introduces four new 
  types of auxiliary spacecraft ranging from 
  space 
  pods 
  to 
  transports. 
  Thirteen 
  example auxiliary spacecraft are provided 
  here to use in your game or as inspiration 
  for your own designs. Included with this 
  supplement 
  is 
  an 
  Aux-Ship 
  Design 
  worksheet to help you keep track of your 
  spacecraft design projects. This worksheet 
  works like the one for Starships included 
  with SCM Volume #1. 
   
   
  Space Pods are small one or two-person 
  short range auxiliary spacecraft used for 
  specific mission functions. These ships 
  come in a variety of configurations, but 
  unlike shuttlecraft they are only designed 
  to perform in a specific role. Pods are 
  equipped with full function life support 
  systems that allow them to stay in space 
  for longer durations than Space Fighters. 
  Space Pods do not have an official naming 
  convention and are typically identified by a 
  registry or unit number.   
   
   
  SERVICE POD 
  Service 
  pods 
  are 
  small 
  one-person 
  spacecraft designed for maintenance, 
  repair, and construction operations in 
  space. These robust pods are equipped 
  with a variety of tools, manipulator arms, 
  and tractor/pressor beams. Service pods 
  are not normally armed but do come 
  equipped with a powerful short ranged 
  cutting laser.  
   
  SERVICE POD (SP-S) 
  Hull Size: 
  ¼  
  Construction Cost: 
  8 CP 
  Crew Compliment: 
  1 
  Command Rank: 
  Ensign 
  Power Pile Base: 
  8 
  Teleporter Capacity: 
  N/A 
  Beam (Cannon): 
  N/A 
  Torpedoes (Ion): 
  N/A 
  Sick Bay Capacity: 
  N/A 
  Ship’s Locker (Optional): 
  2 
  2 
   
  
   
   
  8 
   
  EXPLORATION POD 
  Exploration pods are small spacecraft 
  designed for exploration and scientific 
  research. 
  These 
  one-man 
  pods 
  are 
  equipped with a variety of tools and 
  sensors used for exploring the unknown 
  mysteries of space. 
   
  EXPLORATION POD (SP-E) 
  Hull Size: 
  ¼  
  Construction Cost: 
  8 CP 
  Crew Compliment: 
  1 
  Command Rank: 
  Ensign 
  Power Pile Base: 
  8 
  Teleporter Capacity: 
  N/A 
  Beam (Cannon): 
  1 
  Torpedoes (Ion): 
  N/A 
  Sick Bay Capacity: 
  N/A 
  Ship’s Locker (Optional): 
  2 
  2 
   
  SCOUT / SPY POD 
  Scout Pods or “Spy Pods” are exploration 
  pods that have been specifically designed 
  for 
  military 
  reconnaissance 
  and 
  surveillance operations. Scout Pods are 
  normally equipped with a variety of stealth 
  and electronic warfare technologies such 
  as 
  counter 
  measure 
  modules 
  and 
  holographic camouflage to avoid detection 
  by enemy forces. 
   
   
   
   
   
   
   
   
  SCOUT / SPY POD (SP-I) 
  Hull Size: 
  ¼  
  Construction Cost: 
  8 CP 
  Crew Compliment: 
  1 
  Command Rank: 
  Ensign 
  Power Pile Base: 
  8 
  Teleporter Capacity: 
  N/A 
  Beam (Cannon): 
  1 
  Torpedoes (Ion): 
  N/A 
  Sick Bay Capacity: 
  N/A 
  Ship’s Locker (Optional): 
  2 
  2 
   
  MINING POD 
  The mining pod is a modified version of the 
  service pod built around a Mining Rig with 
  a 
  rugged 
  reinforced 
  superstructure 
  designed to survive the rigors of deep 
  space asteroid mining. Mining pods are 
  equipped with two manipulator arms, a 
  cutting laser, a tractor/pressor beam 
  emitter, and a variety of geological survey 
  instruments. 
   
  MINING POD (SP-M) 
  Hull Size: 
  ¼  
  Construction Cost: 
  8 CP 
  Crew Compliment: 
  1 
  Command Rank: 
  Ensign 
  Power Pile Base: 
  8 
  Teleporter Capacity: 
  N/A 
  Beam (Cannon): 
  N/A 
  Torpedoes (Ion): 
  N/A 
  Sick Bay Capacity: 
  N/A 
  Ship’s Locker (Optional): 
  2 
  2 
   
   
  
   
   
  9 
   
  EMERGENCY ESCAPE VEHICLES 
  Emergency Escape Vehicles are short range 
  interplanetary 
  lifeboats 
  that 
  can 
  accommodate up to six humanoid sized 
  passengers. EEV’s are more akin to a 
  shuttle than a personal escape pod 
  because they have their own autonomous 
  propulsion and navigation systems like 
  those found on shuttlecraft. 
   
   
   
  EEV POD (SP-EV) 
  Hull Size: 
  ¼  
  Construction Cost: 
  8 CP 
  Crew Compliment: 
  1/5 
  Command Rank: 
  Ensign 
  Power Pile Base: 
  8 
  Teleporter Capacity: 
  N/A 
  Beam: 
  N/A 
  Torpedoes: 
  N/A 
  Sick Bay Capacity: 
  N/A 
  Ship’s Locker (Optional): 
  2 
  2 
   
   
   
  Shuttle ships, or shuttlecraft, are the most 
  widely used of all auxiliary ships in the 
  Galactic Confederation Spacefleet. This 
  versatile interplanetary spacecraft comes 
  in a variety of shapes, sizes, and 
  configurations. 
  Their 
  roles 
  within 
  Spacefleet 
  are 
  equally 
  diverse 
  encompassing everything from cargo 
  transport 
  to 
  military 
  reconnaissance 
  operations. Almost every starship, Hull Size 
  2 or larger, carries at least one of these 
  auxiliary 
  ships 
  for 
  times 
  when 
  teleportation is not practical or possible. 
  Shuttlecraft are typically named after 
  famous 
  historical 
  artists 
  such 
  as 
  Rembrandt, T’vak, Hokusai, and Da Vinci.  
   
   
  SHUTTLE TYPE 1 
  The Type 1 Shuttle is the smallest 
  classification of shuttle-craft and are 
  sometimes called shuttle pods even 
  though they have little in common with the 
  pod class spacecraft. These shuttles 
  normally 
  have 
  one 
  pilot 
  and 
  can 
  accommodate up to ten passengers. They 
  
   
   
  10 
   
  are the taxis of Spacefleet used to ferry 
  crew, equipment or supplies between 
  planets, ships, and stations. Type one 
  shuttles are rarely armed, but some are 
  equipped with a single beam or Patterson 
  cannon to give them a fighting chance 
  against light attack craft or space hazards.  
   
  SHUTTLE TYPE I (SS-I) 
  Hull Size: 
  ¼  
  Construction Cost: 
  10 CP 
  Crew Compliment: 
  2/20 
  Command Rank: 
  Ensign 
  Power Pile Base: 
  10 
  Teleporter Capacity: 
  N/A 
  Beam (Cannon): 
  1 
  Torpedoes (Ion): 
  N/A 
  Sick Bay Capacity: 
  N/A 
  Ship’s Locker (Optional): 
  2 
  2 
   
  SHUTTLE TYPE 2 
  These medium sized shuttles are the 
  second most common ship found in 
  Spacefleet. These shuttles have a two-
  person crew that consists of a pilot and a 
  mission specialist. They can accommodate 
  up to 20 passengers or one medium sized 
  planetary vehicle. 
   
   
  SHUTTLE TYPE II (SS-II) 
  Hull Size: 
  ½   
  Construction Cost: 
  14 CP 
  Crew Compliment: 
  2/20 
  Command Rank: 
  Ensign 
  Power Pile Base: 
  14 
  Teleporter Capacity: 
  N/A 
  Beam (Bank): 
  1 
  Torpedoes (Ion): 
  N/A 
  Sick Bay Capacity: 
  N/A 
  Ship’s Locker (Optional): 
  2 
  2 
   
  SHUTTLE TYPE 3 
  The Type 3 shuttle, also referred to as a 
  “Cargo Shuttle”, is the largest and most 
  versatile shuttle-craft found in Spacefleet. 
  Comprising the bulk of all auxiliary ship 
  commissions, this ship is one of the most 
  common found throughout the fleet.  This 
  large spacecraft has a three-man crew 
  consisting of a pilot, a mission specialist, 
  and an engineer. It can accommodate 30 to 
  50 passengers or one large planetary 
  vehicle. An unarmed exploration variant of 
  this shuttle is the standard shuttle-ship 
  example that is described in the 2nd Edition 
  rule book carried by Confederation 
  starships. While many confederation ship-
  yards are fond of including this popular 
  type of auxiliary ship, it is not the only 
  choice available.  
   
  
   
   
  11 
   
   
   
  SHUTTLE TYPE III (SS-III) 
  Hull Size: 
  ¾  
  Construction Cost: 
  18 CP 
  Crew Compliment: 
   3/30* 
  Command Rank: 
  Ensign 
  Power Pile Base: 
  18 
  Teleporter Capacity: 
  N/A 
  Beam (Bank): 
  1 
  Torpedoes (Ion): 
  N/A 
  Sick Bay Capacity: 
  N/A 
  Ship’s Locker (Optional): 
  2 
  2 
   
   
  Space fighters are small, fast, and 
  maneuverable 
  spacecraft 
  designed 
  specifically for combat. Unlike shuttlecraft, 
  fighters 
  substitute 
  cargo 
  space 
  for 
  powerful engines, weapons and armor. 
  These kinds of spacecraft have extremely 
  small 
  and 
  uncomfortable 
  crew 
  accommodations designed for short range 
  missions. Life support systems in these 
  ships are minimal to save space for combat 
  systems and are usually intended to last no 
  longer than a day or two under ideal 
  conditions. The Galactic Confederation 
  Spacefleet in its role as peacekeepers and 
  explorers has been slow to embrace the 
  use and development of fighters for its 
  fleet. However, their formidable strategic 
  usefulness, which has been proven 
  through extensive use by the Zangids and 
  Videni, cannot be dismissed or ignored. 
  Space Fighters are designated by a 
  squadron number and do not have an 
  individual naming convention. A time-
  honored combat aviator tradition of the 
  pilot or crew naming their space fighter is 
  popular among Spacefleet Officers. 
   
   
   
  SPACE FIGHTER TYPE 1 
  This vessel is the smallest of the three 
  primary classifications of Confederation 
  space fighters. They are used primarily for 
  fast attack craft, close fire support, and 
  reconnaissance operations.   
   
   
   
   
   
   
  
   
   
  12 
   
  FIGHTER TYPE I (SF-I) 
  Hull Size: 
  ¼  
  Construction Cost: 
  12 CP 
  Crew Compliment: 
  1 
  Command Rank: 
  Ensign 
  Power Pile Base: 
  12 
  Teleporter Capacity: 
  N/A 
  Beam (Bank): 
  1 
  Torpedoes (Ion): 
  N/A 
  Sick Bay Capacity: 
  N/A 
  Ship’s Locker (Optional): 
  2 
  2 
   
  SPACE FIGHTER TYPE II 
  This well balanced medium sized space 
  fighter 
  is 
  the 
  back 
  bone 
  of 
  the 
  Confederation fighter fleet. These ships are 
  commonly used as multi-role interceptors 
  and space superiority fighters. 
   
   
   
   
   
   
  FIGHTER TYPE II (SF-II) 
  Hull Size: 
  ½   
  Construction Cost: 
  16 CP 
  Crew Compliment: 
  1/1 
  Command Rank: 
  Ensign 
  Power Pile Base: 
  16 
  Teleporter Capacity: 
  N/A 
  Beam (Bank): 
  1 
  Torpedoes (Ion): 
  2 
  Sick Bay Capacity: 
  N/A 
  Ship’s Locker (Optional): 
  2 
  2 
   
   
   
  SPACE FIGHTER TYPE III 
  The largest of the three Confederation 
  space fighters, this ship is almost as large 
  as a Runabout and accommodates up to 
  five crew members. These fighters fulfill a 
  variety 
  of 
  roles 
  in 
  combat 
  from 
  interceptors to torpedo bombardment.  
   
  
   
   
  13 
   
   
   
  FIGHTER TYPE III (SF-III) 
  Hull Size: 
  ¾  
  Construction Cost: 
  20 CP 
  Crew Compliment: 
  3/5 
  Command Rank: 
  Ensign 
  Power Pile Base: 
  20 
  Teleporter Capacity: 
  N/A 
  Beam (Bank): 
  1 
  Torpedoes (Ion): 
  4 
  Sick Bay Capacity: 
  N/A 
  Ship’s Locker (Optional): 
  2 
  2 
   
   
  Transports are the largest and most diverse 
  classification of auxiliary ships in the 
  Confederation. Like light freighters, these 
  interplanetary vessels are designed for a 
  variety of functions and missions. While 
  rendered almost obsolete in Spacefleet by 
  the introduction of the interstellar capable 
  runabout these inexpensive ships are still 
  seen in extensive use among civilians, 
  private corporations, and some planetary 
  governments. They maybe slow but they 
  are reliable and not prone to the unique 
  problems that normally plague their 
  interstellar counterparts. Transports are 
  typically named after famous authors such 
  as Twain, Hemmingway, Tolkien, Sa 
  Vaneth, and Lo’Cha. The practice of naming 
  transport ships after authors came from 
  the common sight of passengers trying to 
  pass the time by reading during long 
  voyages between planets. 
   
   
   
  TRANSPORTS (ST) 
  Hull Size: 
  1  
  Construction Cost: 
  22 CP 
  Crew Compliment: 
  4/40 
  Command Rank: 
  Ensign 
  Power Pile Base: 
  22 
  Teleporter Capacity: 
  N/A 
  Beam (Bank): 
  1 
  Torpedoes (Ion): 
  2 
  Sick Bay Capacity: 
  N/A 
  Ship’s Locker (Optional): 
  2 
  2 
   
   
   
   
  
   
   
  14 
   
   
  These 
  are 
  versatile 
  and 
  rugged 
  interplanetary spacecraft designed to 
  rapidly deliver cargo, equipment, or 
  passengers planet side. They commonly 
  incorporate a detachable cargo or mission 
  module which the dropship can deliver or 
  pick up and then return to its mothership 
  or a station in orbit. Like Space Pods, 
  Dropships do not have a specific naming 
  convention and are typically identified by a 
  registry number or unit number. 
   
   
   
  DROPSHIPS (DT) 
  Hull Size: 
  1  
  Construction Cost: 
  24 CP 
  Crew Compliment: 
  4/40 
  Command Rank: 
  Ensign 
  Power Pile Base: 
  24 
  Teleporter Capacity: 
  N/A 
  Beam (Banks): 
  1 
  Torpedoes (Ion): 
  2 
  Sick Bay Capacity: 
  N/A 
  Ship’s Locker (Optional): 
  2 
  2 
   
   
   
  HYPERWARP SHUTTLES & FIGHTERS. 
  For simplicity of game mechanics any small 
  vessel, such as a shuttle or fighter, that has 
  been designed for interstellar flight and 
  equipped with a hyperdrive falls into the 
  category of the Runabout / Patrol Craft 
  starship. Spacecraft must be at least Hull 
  Size 1 in order to be large enough to 
  accommodate 
  a 
  Hyperdrive 
  system 
  regardless of their designed function. 
   
   
   
   
  Drones are automated auxiliary spacecraft 
  that are either computer or tele-presence 
  controlled vehicles. Drone spacecraft 
  operate without a pilot or crew and only 
  
   
   
  15 
   
  require life support systems if they are 
  transporting live passengers.  Any auxiliary 
  ship can be converted into a drone if it is 
  equipped with an Aux-Ship automation 
  system. Drones are pre-programmed for 
  their missions prior to launch and cannot 
  deviate from it unless re-programed with a 
  successful 
  technical 
  skill 
  check 
  and 
  computer inquiry made by an engineering 
  officer or enlisted man. Reprograming a 
  drone ship requires the aid of a starbase or 
  starship’s 
  computer 
  in 
  order 
  to 
  communicate the new commands to the 
  drone. 
  While 
  drones 
  can 
  receive 
  commands from the player characters they 
  are ultimately under the control of the Star 
  Master and should be considered as NPC 
  robots similar in nature to those described 
  in the 2nd Edition Rulebook (Pg. 65) but 
  with the physical attributes of a spacecraft. 
  Space fighters are frequently equipped as 
  drones and can be preprogramed with a 
  variety of tactical combat maneuvers but 
  are not as creative or intuitive as their 
  biological 
  counterparts. 
  Some 
  space 
  fighters are specifically designed as drones 
  and are manufactured without crew cabins 
  or cockpits. Others can be converted from 
  any space fighter that has an aux-ship 
  automation system installed during its 
  construction. 
  Fighters 
  that 
  are 
  not 
  previously equipped with an automation 
  system cannot be converted into a drone. 
  However, these ships can be flown by a 
  robot NPC under the Star Master’s control.  
   
   
  In addition to the sample Aux-Ships, this 
  rules supplement provides you with 
  resources to create your own designs. You 
  can use one of the example ships as a 
  template or create something completely 
  original from your own imagination. The 
  rules in this supplement, as well as those 
  found in the SCM Vol. #1, are intended to 
  provide you with a guide for crafting your 
  own creations. You can use these rules as 
  written, modify them to fit your existing 
  game setting, or use them as inspiration to 
  make something entirely new. 
   
   
  
   
   
  16 
   
  
   
   
  17 
   
   
  The time required to build an auxiliary 
  spacecraft from blueprint to shake-down 
  cruise is based on the size of the ship. The 
  bigger the ship the longer it will take to 
  build the vessel.  
   
  AUX-SHIP BUILD TIME TABLE 
  AUX-SHIP CLASS 
  SIZE 
  TIME 
  Service Pod 
  HS ¼  
  3 Months 
  Exploration Pod 
  HS ¼  
  3 Months 
  Scout / Spy Pod 
  HS ¼  
  3 Months 
  Mining Pod 
  HS ¼  
  3 Months 
  EEV Pod 
  HS ¼  
  3 Months 
  Shuttle (Type 1) 
  HS ¼ 
  3 Months 
  Fighter (Type 1) 
  HS ¼  
  3 Months 
  Shuttle (Type 2) 
  HS ½ 
  6 Months 
  Fighter (Type 2) 
  HS ½  
  6 Months 
  Shuttle (Type 3) 
  HS ¾  
  9 Months 
  Fighter (Type 3) 
  HS ¾  
  9 Months 
  Transport 
  HS 1 
  1 Year 
  Dropship 
  HS 1 
  1 Year 
   
  Command experience is an important 
  factor in how big of a construction project 
  Spacefleet will entrust to an officer. As an 
  officer advances in rank their respect, 
  reputation, 
  and 
  requisition 
  authority 
  within 
  Spacefleet 
  also 
  grows. 
  The 
  minimum command rank to requisition a 
  new Aux-Ship design is Lieutenant. Enlisted 
  personnel in the Confederation Spacefleet 
  cannot requisition starship or auxiliary 
  spacecraft construction projects.  
   
  If your characters do not have sufficient 
  rank to requisition a construction project 
  on their own they may need to seek out a 
  third-party NPC to help them. This could 
  provide your party with an excellent side 
  adventure hook for locating and convincing 
  a higher ranked officer to requisition the 
  construction of a ship they need for their 
  mission. Keep in mind build time may play 
  a critical factor here and characters who 
  are pressed for time may need to 
  requisition an existing spacecraft, if 
  available, instead of constructing an 
  entirely new one. It’s always a good idea 
  for the Star Master to have a supply of pre-
  generated 
  starships 
  and 
  aux-ships 
  available for incorporation into your 
  scenarios as needed.  
   
  REQ AUTHORIZATION TABLE 
  RANK 
  CLASS 
  CP 
  Lieutenant 
  Service Pod 
  8 
  Lieutenant 
  Exploration Pod 
  8 
  Lieutenant 
  Scout / Spy Pod 
  8 
  Lieutenant 
  Mining Pod 
  8 
  Lieutenant 
  EEV Pod 
  8 
  Lt. Commander 
  Shuttle (Type 1) 
  10 
  Lt. Commander 
  Fighter (Type 1) 
  12 
  Lt. Commander 
  Shuttle (Type 2) 
  14 
  Lt. Commander 
  Fighter (Type 2) 
  16 
  Lt. Commander 
  Shuttle (Type 3) 
  18 
  Lt. Commander 
  Fighter (Type 3) 
  20 
  Commander 
  Transport 
  22 
  Commander 
  Dropship 
  24 
   
  
   
   
  18 
   
   
  Under this rule the Star Master can award 
  an additional 1D12 PPB and Construction 
  Points per Hull Size for commissions that 
  are below the Officer’s level of Requisition 
  Authority. Aux-Ships below HS 1 should 
  divide the dice roll results by the ship’s HS 
  and round up to the next whole number. 
   
   
   
  Like 
  starships, 
  the 
  technologies 
  incorporated into the design of a new 
  auxiliary ship are called “Systems” and are 
  classified as either Compulsory or Mission 
  Specific. Compulsory systems are those 
  technological 
  components 
  that 
  are 
  necessary for the ship to function safely. 
  They include everything from the ship’s 
  hull structure to life support. All auxiliary 
  ship designs are required to have these 
  systems installed prior to leaving the 
  shipyard. The mission specific systems for 
  an auxiliary ship include all of the 
  technologies needed for it to fulfill its 
  design 
  parameters. 
  Mission 
  specific 
  systems are not necessary for the ship to 
  function safely but are needed in order for 
  the crew to perform their missions. These 
  include everything from weapons to 
  science pods.  
   
  AUX-SHIP COMPULSORY SYSTEMS 
  The 
  compulsory 
  systems 
  are 
  those 
  required for every spacecraft to function. 
  Without any of these systems the ship 
  would either simply not go anywhere or be 
  too dangerous for the crew to operate. The 
  compulsory systems are required to be 
  included in every new Aux-Ship design 
  regardless of the size or the complexity of 
  the build. These systems include… 
   
  • Hull Structure 
  • Nuclear Drive 
  • Flight Deck 
  • Life Support Systems 
  o Environmental 
  o Artificial Gravity 
  o Inertial Dampening 
  o Food / Provisions 
  • Computer Core 
  o Sensors 
   
  o Astro-Navigation 
  o Communications 
  o Universal Translation 
   
  
   
   
  19 
   
   
  For ease of explanation, a list of the most 
  common compulsory and mission specific 
  systems found on Confederation Aux-Ships 
  has been compiled here. Each item in the 
  list has been assigned a construction point 
  (CP) value based on the amount of energy 
  required to fabricate it and the amount of 
  energy it will require to operate. You may 
  notice that some systems listed here are 
  identical in cost to those found on starships 
  and some are not. The reason for the 
  difference in CP cost is that the Aux-Ship 
  systems are much smaller in size and 
  complexity 
  than 
  their 
  starship 
  counterparts. Some systems, such as 
  torpedoes and probes, cost the same as 
  those found on starships because they are 
  the same but have been modified for use 
  on Aux-ships. 
   
   
  SYSTEM COST TABLE 
  AUX-SHIP’S SYSTEM 
  CP COST 
  Aux-Ship Hull Structure 
  3 CP / HS 
  Nuclear Drive 
  3 CP / HS 
  Defense Screen Grid 
  3 CP / HS 
  Capacitor Torpedo 
  3 CP Each 
  Beam Bank 
  3 CP Each 
  Aux-Ship Automation 
  3 CP Each 
  Battery Bank III 
  3 CP Each 
  Holographic Camouflage 
  3 CP Each 
  Emergency Teleporter 
  3 CP Each 
  Tractor Beam Emitter 
  3 CP Each 
  Aux-Ship Flight Deck 
  2 CP / HS 
  Aux-Ship Computer Core 
  2 CP / HS 
  Aux-Ship Med-Bay 
  2 CP / HS 
  Aux-Ship Life Support 
  2 CP Each 
  Aux-Ship Landing Rig 
  2 CP Each 
  Aux-Ship Aquatic Rig 
  2 CP Each 
  Aux-Ship Mining Rig 
  2 CP Each 
  Aux-Ship Atmospheric Rig 
  2 CP Each 
  Jamming Pod 
  2 CP Each 
  Beam Cannon 
  2 CP Each 
  Ion Torpedo 
  2 CP Each 
  Science Pod 
  2 CP Each 
  Battery Bank II 
  2 CP Each 
  Screen Buster Torpedo 
  2 CP Each 
  Decoy Torpedo 
  2 CP Each 
  Battery Bank I 
  1 CP Each 
  Aux-Ship Living Quarters  
  1 CP Each 
  Plasma Torpedo 
  1 CP Each 
  Patterson Cannon 
  1 CP Each 
  Pod Life Support (24 Hr.) 
  1 CP Each 
  Cryo-Tube 
  1 CP Each 
   
   
   
  
   
   
  20 
   
   
  Presented here are seventeen new 
  systems for use in Auxiliary Ship design. 
  These systems have been organized in 
  order of construction point cost from 
  highest to lowest. Some of the systems 
  here are specific to Aux-Ships only while 
  others can be used by either Aux-Ships or 
  starships. Those systems that begin with 
  Aux-Ship are specifically intended for 
  Auxiliary Ships only.  
   
  AUX-SHIP AUTOMATION (3 CP) 
  This 
  component 
  system 
  allows 
  the 
  computer core to automate the Aux-Ship’s 
  functions so that they do not require 
  individual crew to operate them. Aux-Ships 
  that are equipped with this system can be 
  converted into fully unmanned drone ships 
  at no additional CP cost. Automation 
  systems can also help lower the cost of 
  manned spacecraft by reducing the overall 
  required crew compliment by 50%. This 
  eliminates half of the required living 
  quarters and reduces the cost of the life 
  support systems to 1 construction point. 
  The downside to automation is that its 
  complex 
  integrated 
  nature 
  hampers 
  damage control efforts. With a successful 
  skill check Engineering Officers will only be 
  able to repair their level x2 for total PPB 
  restored per day and technical enlisted 
  men at their level for total PPB restored per 
  day when conducting repairs on a ship with 
  automated systems.  
  BATTERY BANK TYPE III (3 CP) 
  The Battery Bank Type III is a secondary 
  emergency power system that stores up to 
  15 EU’s of energy for seven days. The 
  battery storage system is charged by any 
  surplus energy from the hyperdrive until it 
  has reached its full capacity. Once full, the 
  battery system will hold its charge for 
  seven days before depleting and requiring 
  recharge again. When needed the power 
  can be drawn from the battery bank as 
  emergency power to prevent an energy 
  deficit. Battery power can also be fully 
  charged at a starbase, shipyard or by 
  another starship. 
    
   
  
   
   
  21 
   
   HOLOGRAPHIC CAMOUFLAGE (3 CP) 
  Holographic Camouflage is a type of screen 
  that renders a spacecraft or vehicle 
  invisible to visual detection.  The screen 
  works by projecting a three-dimensional 
  holographic image of the surrounding 
  environment and costs 3 EU per day to use. 
  Unlike a cloaking screen, vehicles using 
  holographic camouflage can still be 
  detected by infrared, radar, and sensor 
  scans but cannot be seen by the naked eye. 
  Alien lifeforms or animals that can see 
  infrared or other wavelengths outside of 
  the visible spectrum will be able to see 
  through the screen in that spectrum only.  
   
  EMERGENCY TELEPORTER (3 CP) 
  Few auxiliary ships can afford the luxury of 
  having their own teleporter unit.  However, 
  for those that do have the design budget 
  and energy resources available to support 
  one the emergency teleporter unit is what 
  you are looking for. This single person 
  teleporter works in the same way as its 
  starship counterpart and uses the same 
  rules as those found on Pg. 42 of the 2nd 
  Edition Rulebook. 
   
  AUX-SHIP FLIGHT DECK (2 CP / HS)  
  A Flight Deck, or Cockpit, is the command 
  center that coordinates and oversees all 
  activity on an auxiliary ship. The flight deck 
  on Confederation Aux-Ships is usually 
  located either at the front of, or in the 
  center of, the spacecraft. It is a compulsory 
  system 
  that 
  is 
  required 
  on 
  all 
  Confederation Aux-Ships. Unlike Starships, 
  Aux-Ships typically only have one flight 
  deck due to their size, but additional units 
  are not prohibited. A flight deck provides a 
  +1 bonus to all PC and NPC skill checks as it 
  aids in the coordination of all operational 
  systems on the ship.  
   
  AUX-SHIP MED-BAY (2 CP)  
  Med-Bays are identical in function to the 
  Sick Bays found on Starships but much 
  smaller. These single person medical units 
  can restore 2d6 Hit Points of damage per 
  day of rest and treatment. Unlike Sick Bays, 
  these units do not include cryo freeze 
  tubes which can be purchased separately 
  at the Shipyard during ship construction. 
   
  AUX-SHIP LIFE SUPPORT (2CP) 
  Auxiliary Ship Life Support Systems are 
  identical to those found on starships but 
  only smaller in scale.  
   
  AUX-SHIP LANDING RIG (2 CP) 
  A Landing Rig is an equipment package that 
  provides an Aux-Ship everything it needs to 
  safely land on any planetary surface except 
  for water or molten lava. This package 
  includes an external system of struts, 
  stabilizers, and adjustable all terrain 
  landing pads that reduce any damage or 
  energy cost for planetary landing by half. 
  Landing Rigs must be installed during ship 
  construction at the shipyard and cannot be 
  added later. 
   
  
   
   
  22 
   
  AUX-SHIP AQUATIC RIG (2 CP) 
  An Aquatic Rig is an equipment package 
  that provides an Aux-Ship everything it 
  needs to land and operate in a water 
  environment. This package includes aqua 
  thrusters, ballast tanks, floatation pods, 
  reinforced self-sealing bulkheads, and 
  enhanced environmental systems. Aquatic 
  Rigs must be installed during ship 
  construction at the shipyard and cannot be 
  added later. The Rig components are 
  stowed inside the ship’s hull structure until 
  they are deployed for use. Aquatic Rigs also 
  allow Aux-Ships to operate under water 
  and reduce the damage caused by deep 
  dive water pressure by half. 
   
  AUX-SHIP MINING RIG (2 CP) 
  Mining Rigs are equipment packages that 
  provide an Aux-Ship with everything 
  needed for deep space mineral or gas 
  mining. This includes survey instruments, 
  extraction tools, and refining equipment. 
  Mining Rigs must be installed during ship 
  construction at the shipyard and cannot be 
  added later. Auxiliary Ships equipped with 
  a mining rig can find, extract and convert 
  1d6 EU of fuel grade material into energy 
  per day. The mined raw materials can also 
  be used for molecular fabrication of 1d6 
  units of equipment or facilitate the repair 
  of 1d6 points of structural damage per day. 
   
   
   
  AUX-SHIP ATMOSPHERIC RIG (2 CP) 
  Atmospheric Rigs are equipment packages 
  that provide an Aux-Ship with everything 
  needed for extended atmospheric flight 
  capabilities. 
  This 
  includes 
  additional 
  thruster units, retractable aerodynamic 
  wing surfaces, flight stabilizers, and a 
  Ramscoop to convert atmospheric gases to 
  fuel energy. Installation of this package 
  reduces the cost of atmospheric flight and 
  hover in place actions in half to 1 EU per 
  day. Atmospheric Rigs must be installed 
  during ship construction at the shipyard 
  and cannot be added later. 
   
  JAMMING POD (2 CP) 
  Jamming Pods are defensive counter 
  measures that emit a high energy pulse 
  that interferes with all communications 
  and weapon targeting systems within a 
  five-hex radius for 1d6 turns. Anyone firing 
  on a spacecraft with a Jamming Pod 
  activated will have a -5 penalty to hit for 
  the duration of the jamming pulse.  
   
  SCIENCE POD (2 CP) 
  Science Pods are externally mounted 
  sensor modules used to survey, detect, and 
  record scientific data. Science Pods 
  perform 
  sensor 
  sweeps 
  to 
  obtain 
  information and are essentially identical in 
  function to Science Probes. The only 
  difference between the two is that Probes 
  are limited in use to the number that are 
  carried on the ship and Pods are not. 
  Science Pods cost 2 EU to conduct a sensor 
  
   
   
  23 
   
  sweep and have an effective range of 
  250,000 miles. 
   
  BATTERY BANK TYPE II (2 CP) 
  The Battery Bank Type II is a secondary 
  emergency power system that stores up to 
  10 EU’s of energy for five days. The battery 
  storage system is charged by any surplus 
  energy from the hyperdrive until it has 
  reached its full capacity. Once full, the 
  battery system will hold its charge for five 
  days before depleting and requiring 
  recharge again. When needed the power 
  can be drawn from the battery bank as 
  emergency power to prevent an energy 
  deficit. Battery power can also be fully 
  charged at a starbase, shipyard or by 
  another starship. 
   
  SCREEN BUSTER TORPEDO (2 CP) 
  A screen buster torpedo is a specially 
  designed torpedo that emits a powerful 
  burst 
  of 
  energy 
  that 
  overloads 
  a 
  spacecraft’s defensive screens. Screen 
  busters will automatically neutralize all half 
  screens and will reduce full screens in half 
  for any vessel in a 1 hex radius of the 
  detonation. Screen Buster Torpedoes do 
  not cause PPB damage and have the same 
  range as an ion torpedo. A ship that is hit 
  by a screen buster can restore its screens 
  in 1d4 turns but will have to pay the full EU 
  cost for the day to do so.  
   
   
   
   
  DECOY TORPEDO (2 CP) 
  A Decoy Torpedo is a specially designed 
  torpedo that carries a powerful signal 
  transmitter instead of a warhead. The 
  transmitter in the torpedo broadcasts a 
  massive electronic signature that for all 
  intents and purposes looks like a starship 
  to an adversary’s computers and sensors. A 
  common tactic for using a Decoy is to 
  launch the torpedo and then run silent by 
  shutting down all electronic emissions. The 
  idea behind this tactic is that the enemy 
  ship will detect the decoy while the actual 
  ship fades into the “background noise” of 
  celestial emissions. Engineering officers 
  and enlisted men can make a technical skill 
  check to modify the decoy to emit other 
  broadcasts such as an SOS message or the 
  electronic signature of a specific kind of 
  ship. Decoys are also commonly used to 
  lure adversaries into an ambush with fake 
  broadcasts or energy signatures. Decoys 
  have the same range as ion torpedoes and 
  can continue to broadcast their signal for 
  1d10 days after launch. 
   
  BATTERY BANK TYPE I (1 CP) 
  The Battery Bank Type I is a secondary 
  emergency power system that stores up to 
  5 EU’s of energy for three days. The battery 
  storage system is charged by any surplus 
  energy from the hyperdrive until it has 
  reached its full capacity. Once full, the 
  battery system will hold its charge for three 
  days before depleting and requiring 
  recharge again. When needed the power 
  
   
   
  24 
   
  can be drawn from the battery bank as 
  emergency power to prevent an energy 
  deficit. Battery power can also be fully 
  charged at a starbase, shipyard or by 
  another starship. 
   
  AUX-SHIP LIVING QUARTERS (1 CP) 
  The living quarters compartment for an 
  auxiliary spacecraft consists of four 
  humanoid sized wall mounted sleeping 
  alcoves and a single person lavatory. These 
  units are very Spartan and have limited 
  space for personal storage or comforts. 
   
   
   
  POD CLASS LIFE SUPPORT (1 CP) 
  The Pod Class Life Support System is a 
  miniaturized self-contained environmental 
  unit that provides 24 hours of life support 
  for one crew member. These systems are 
  used in all Pod Class personal spacecraft 
  and Type 1 Space Fighters where useable 
  equipment space is severely limited. Once 
  depleted these systems must be recharged 
  on a starship, station, or starbase. 
  Recharge of these Life support systems 
  requires landing or docking and takes one 
  hour to complete. 
    
  With the exception of hyperdrive engines, 
  auxiliary ships are eligible to purchase the 
  same system upgrades as starships 
  described in the Starship Construction 
  Manual Volume #1. The power distribution 
  systems for Aux-Ships are designed around 
  their nuclear pulse drive engine and cannot 
  support 
  conversion 
  to 
  hyperdrive. 
  However, the reverse is true for starships 
  which 
  are 
  constructed 
  with 
  power 
  distribution systems for both hyperdrive 
  and nuclear drive. If a starship finds itself in 
  a situation where its hyperdrive is disabled 
  or destroyed it essentially becomes a really 
  big system ship. Weapons, hull armor, and 
  computer upgrades are all available for 
  purchase during Aux-Ship design and 
  construction at the Shipyard.   
   
   
   
  
   
   
  25 
   
   
  
   
   
  26 
   
  Galactic Confederation auxiliary ships are 
  not eligible for system retro-fits or refits. 
  They simply do not have sufficiently 
  adaptable power distribution systems or 
  hull structures to undergo such extensive 
  modifications. In most cases it is less 
  expensive to decommission an obsolete 
  auxiliary craft than to attempt to retrofit or 
  refit it. This does not mean Aux-Ships are 
  disposable, on the contrary these ships are 
  just designed for specific purposes and 
  whatever equipment they are built with is 
  what they have. Engineering officers and 
  enlisted men can attempt to use their 
  technical skills to make modifications on 
  the existing systems to improve their 
  performance as allowed by the Star 
  Master. However, they will not be able to 
  exchange systems because most Aux-Ships 
  are just too small to support this. 
   
  To determine the crew compliment of your 
  Aux-ship design, use the following formula 
  Hull Size x PPB / 2 = the total crew 
  compliment (round up any fractions). For 
  example, the formula for a new Type II 
  Shuttle would look like this HS ½ x PPB 12 = 
  6 / 2 = 3. So, the crew compliment of your 
  new design would be a total of 3. Now your 
  crew will need a place to sleep and work, 
  so you will need to build Aux-Ship living 
  quarters into your design to accommodate 
  your crew. Aux-Ships are too small to 
  accommodate standard starship living 
  quarters, so they have their own version 
  which can temporarily accommodate up to 
  four humanoid sized crew with a place to 
  rest. These small compartments are very 
  Spartan, consisting of little more than 
  sleeping alcoves and a shared lavatory. 
  Since each of these units house up to four 
  crew you will need to add 1 unit for this 
  design at a cost of 1 construction point.  
   
  If your game style is more cinematic in 
  nature you may wish to use this optional 
  rule to expand the crew compliment and 
  fill out your Aux-ship. To expand the crew 
  size of any given ship class simply consider 
  the listed crew compliment to represent 
  the ship’s minimum command crew 
  required to operate the vessel. This 
  minimum crew is 10% of the total number 
  of crew or passenger the Aux-ship can 
  support. However, some Aux-Ship classes 
  such as Pods and fighters have a specific 
  crew capacity that cannot be deviated 
  from due to their limited size. 
   
  
   
   
  27 
   
  A deck on an auxiliary ship is the interior 
  area inside the hull where the ship’s crew 
  live 
  and 
  work. 
  Auxiliary 
  ships 
  are 
  considerably smaller than starships. Most 
  auxiliary ships are only large enough to 
  accommodate 
  one 
  deck 
  of 
  usable 
  workspace. To determine the maximum 
  number of decks available for your design 
  multiply the ship’s hull size by 6, divide by 
  2, and round fractions up. Since not all ship 
  designs are the same for the same type of 
  vessel you can choose the number of decks 
  that best fit your design up to the 
  maximum number of decks allowed for the 
  Hull Size.  
   
  Each ship designed and produced at a 
  shipyard is a unique work of technology 
  and artistic craftsmanship. While two ships 
  of the same class may have the same 
  specifications, they will individually be 
  unique with their very own quirks and 
  personality. New ship designs are bound to 
  come out of the shipyard with some flaws. 
  The longer a vessel is under construction at 
  a shipyard the greater the chance that 
  some flaws will creep their way in. 
  Whether it is a matter of too many people 
  involved in the process or an oversight, 
  flaws will happen. After all, even the best 
  engineers have been known to make a 
  mistake or a compromise from time to 
  time to meet a deadline. For every three 
  months that a new Aux-Ship spends under 
  construction in the shipyard Roll 1d20 to 
  select one random design flaw from the 
  table.  For example, a Hull Size ¾ Shuttle 
  Type 3 will be under construction for nine 
  months so roll 3 times on the table for the 
  design flaws that end up in the ship. If the 
  design flaw is serious enough to warrant 
  repair your ship’s engineering team and 
  enlisted technical men can attempt to 
  repair the issue.  
   
  DESIGN FLAW TABLE 
  ROLL DESIGN FLAWS 
  01 
  Intermittent Engine Failure. 
  02 
  Language Barrier. 
  03 
  Environment Runs Cold. 
  04 
  Repulsive Appearance. 
  05 
  Emergency Lights On. 
  06 
  Unidentifiable Odor. 
  07 
  Bad Vibrations. 
  08 
  Bad Launch Relay.  
  09 
  Power Drain 2EU’s Per Day.  
  10 
  Bumpy Ride. 
  11 
  Loud Annoying Engine Noises. 
  12 
  Environment Runs Hot. 
  13 
  Faulty RCS / Heading Changes. 
  14 
  Artificial Gravity Failures. 
  15 
  Uncomfortable Furniture. 
  16 
  Auto Pilot Off Course. 
  17 
  Intermittent Light Failures. 
  18 
  Controls Freeze. 
  19 
  Glitchy Gyro Causes Rolls. 
  20 
  Perceived Death Trap. 
   
   
   
  
   
   
  28 
   
  01: INTERMITTENT ENGINE FAILURE.  
  “Uh Oh, the engines just quit!” A faulty 
  control coil in the nuclear drive’s reactor 
  causes intermittent engine shutdowns. 
  After launch the Star Master should roll 
  1d6 to determine how many times per 
  travel day the engine will unexplainably 
  shutdown and a require restart taking 1d4 
  turns. 
   
  02: LANGUAGE BARRIER.  
  “What The…? Hey, the shuttle’s instrument 
  displays are all in Zangid! Anyone here that 
  can read Zangid?” A glitch in the ship’s 
  computer core causes it to randomly 
  display information in various alien 
  languages foreign to the pilot or crew. The 
  Star Master should roll 1d6 upon each new 
  action the crew makes with the ship and 
  any odd number result causes the glitch. 
  The glitch will last for 1d10 turns during 
  which time all skill checks involving the ship 
  will incur a -3 penalty. 
   
  03: ENVIRONMENT RUNS COLD.  
  A faulty regulator in the ship’s life support 
  system causes the temperature inside the 
  ship to remain at a brisk 40 Degrees 
  Fahrenheit regardless of how many times 
  the engineer attempts to adjust it. 
   
  04: REPULSIVE APPEARANCE. 
  “What the Hell is that?” Sometimes 
  function overwhelms form or beats it 
  within an inch of its life with a stick. Your 
  ship is ugly, there is no polite way of saying 
  it. Whether it is due to intentional 
  modifications. years of patch work repairs, 
  or unrepentant abuse your ship is hideous 
  to behold. Upon first contact with this ship 
  any Character or NPC will be repulsed or 
  momentarily overcome by hysteria at its 
  appearance. 
  Despite 
  whatever 
  other 
  merits this ugly duckling may have all 
  interaction with this ship or its crew (while 
  on board or associated with) will invoke a -
  3 to any Contact Skill check or Charisma 
  check. 
   
  05: EMERGENCY LIGHTS ON. 
  A fused circuit in the ship’s life safety 
  system causes the emergency alert lighting 
  to be on all the time. This fault casts an 
  eerie slow flashing red glow over 
  everything inside the ship. While the light 
  itself 
  does 
  not 
  directly 
  affect 
  the 
  performance of the ship it does saturate all 
  color control screens effecting user 
  concentration and the ability to accurately 
  read the controls. All Characters and NPC 
  will have a -2 penalty to all skill checks 
  while inside the ship. 
   
  06: UNIDENTIFIED ODOR.  
  Nick-named 
  “new 
  ship 
  smell”, 
  this 
  intensely unpleasant foul chemical, or 
  biological, odor lingers throughout the 
  entire ship. Over time the odor can build up 
  becoming 
  an 
  irritant 
  that 
  causes 
  headaches, dizziness, and disorientation 
  among the crew resulting in a -1 penalty to 
  all skill checks inside the ship. 
  
   
   
  29 
   
  07: BAD VIBRATIONS 
  The ship has some poorly fabricated 
  bulkhead seams which causes strong 
  vibrations and rattling anytime the ship 
  accelerates. Any Character or NPC on the 
  ship will have a -2 penalty to any Skill check 
  or Dexterity check while the ship is 
  accelerating due to severe shaking.  
   
  08: BAD LAUNCH RELAY.  
  A faulty power relay in the ship’s power 
  distribution network will result in a 1d12 
  turn delay in successfully Launching the 
  ship. Unfortunately, the problem is 
  systemic and can neither be repaired or 
  bypassed.   
   
  09: POWER DRAIN.  
  A fault in the ship’s power distribution 
  system is causing a 2EU power drain per 
  day from the ship’s total PPB. This power 
  drain can be repaired or bypassed but will 
  eventually re-occur 1d10 days later. This 
  power drain does not affect any secondary 
  power systems such as battery power.  
   
  10: BUMPY RIDE. 
  A malfunctioning inertial damper inside 
  the ship causes any launch, landing, or 
  atmospheric maneuver to be bumpy for 
  the crew. Any Character or NPC that is not 
  strapped into their seat will receive 1d4 
  points of damage during each new 
  maneuver. 
   
   
   
  11: ANNOYING ENGINE NOISES.  
  “Damn it, I can’t even hear myself think!” A 
  glitchy stabilizer strut inside the ship’s 
  propulsion system causes a distinctly 
  annoying loud noise when the engine is 
  running. While this noise does not affect 
  the performance of the ship in anyway it 
  does cause a -2 penalty to any skill check 
  performed by crew due to the intense 
  distraction the noise causes. 
   
  12: ENVIRONMENT RUNS HOT.  
  A faulty regulator in the ship’s life support 
  system causes the temperature inside the 
  ship to remain at an uncomfortable 104 
  Degrees Fahrenheit regardless of how 
  many times the engineer attempts to 
  adjust it. 
   
  13: FAULTY RCS: HEADING CHANGES. 
  A malfunction in the ship’s Reaction 
  Control System (RCS) causes it to fire the 
  directional thruster for too long pushing 
  the ship off course. After any course 
  change the Star Master will Roll 1D6 to 
  determine how many hex facings the ship 
  will continue to turn. If the result is an even 
  number the ship’s turn will be to the left 
  and if it is an odd number the ship’s turn 
  will be to the right. 
   
   
   
   
   
   
  
   
   
  30 
   
  14: ARTIFICIAL GRAVITY FAILURES.  
  The artificial gravity plating embedded 
  below the ship’s flooring has a fault that 
  causes areas of high, low, or zero gravity to 
  occur inside the ship. The Star Master 
  should roll 1d6 to determine how a deck is 
  affected, how many times per travel day it 
  occurs, and the duration of the glitch in 
  game turns. A roll of 1 or 2 indicates 
  reduced gravity on the deck. A roll of 3 or 4 
  indicates no gravity on the deck. A roll of 5 
  or 6 indicates elevated gravity on the deck. 
  For example, the Star Master rolls a 3 
  which indicates that for 3 times a day for 3 
  turns the ship will have no gravity on a 
  randomly chosen deck. In most Aux-Ships 
  there is only one deck, and this will be the 
  area affected by the glitch. If there is more 
  than one deck on the ship the Star Master 
  can randomly choose which deck is 
  affected by the glitch. 
   
  15: UNCOMFORTABLE FURNITURE.  
  The furniture on the ship is stiff and 
  uncomfortable to use for long periods of 
  time 
  resulting 
  in 
  discomfort 
  and 
  aggravation for the crew. Any interaction 
  with the crew using this ship will suffer an 
  increasing -1 penalty to any Contact Skill 
  check or Charisma check per day of travel. 
   
  16: AUTO PILOT OFF COURSE. 
  The auto pilot program in your ship’s 
  computer core has become corrupted and 
  now calculates course corrections during 
  flight incorrectly. Anytime the crew 
  activates the ship’s auto pilot control to 
  perform any other action the glitch will 
  occur. The auto pilot will gradually shift the 
  ship laterally one hex to the right per day 
  of travel. The discrepancy will be difficult to 
  distinguish from other common celestial 
  phenomenon that may affect the ship’s 
  course. 
   
  17: INTERMITTENT LIGHT FAILURES.  
  A glitch in the power regulation system for 
  the ship’s internal lighting controllers is 
  causing intermittent lighting failures. This 
  glitch leaves the ship’s interior in total 
  darkness for 1d6 turns upon a random 1d6 
  check by the Star Master that results in an 
  odd number. 
   
  18: CONTROLS FREEZE. 
  A faulty relay module causes the ship’s 
  controls to temporarily freeze for 1d6 turns 
  after any maneuver or system is activated. 
  While the ship’s controls are frozen the 
  ship cannot change course, speed, or 
  activate or turn off any other systems.  
   
  19: BAD GYRO CAUSES ROLLS. 
  A faulty gyro stabilizer causes the ship to 
  roll uncontrollably for 1D4 turns after any 
  change of course heading. Any Character 
  or NPC that is not strapped in to their seat 
  will sustain 1d4 points of damage per turn. 
   
   
   
   
   
   
  
   
   
  31 
   
  20: PERCEIVED DEATH TRAP.  
  “That thing is cursed! No way in Hell am I 
  going anywhere in that!” For whatever 
  reason this spacecraft has the reputation 
  for being a “death trap” with an unlucky 
  past of being a danger to its crew and 
  passenger’s health. Even Taurans view this 
  ship as “questionably space-worthy” or 
  “illogical to travel in”. Any Character or 
  NPC, except for Taurans or Robots must 
  make a Save versus Paralysis or find 
  themselves unable to board the ship due to 
  an uncontrollably irrational sense of terror.  
   
   
  Unlike most starships, Aux-ships are 
  specifically designed for atmospheric flight 
  and landing on a planet’s surface. In 
  general, any spacecraft larger than Hull 
  Size 3 will sustain catastrophic damage 
  when attempting to land on a planet. Even 
  if equipped with a landing rig, the extreme 
  forces and energy required to safely land 
  anything larger than HS-3 will either 
  overload or destroy most systems on the 
  ship. Most starships can endure a certain 
  amount of limited atmospheric flight, but 
  landing is always a risky maneuver that 
  often ends as a one-way trip. To prevent 
  this, starships rely on teleporters and Aux-
  Ships to ferry personnel or cargo to and 
  from a planet’s surface. 
   
   
   
  From time to time an auxiliary spacecraft’s 
  mission may require it to enter or 
  submerge under water. The most common 
  example is when landing, or crash landing, 
  on a water world. While spacecraft have a 
  self-contained environment designed for 
  operating in the vacuum of space they are 
  not particularly well suited for operating 
  deep under water. The deeper a spacecraft 
  descends the higher the pressure that is 
  exerted against the ship’s hull. Over time 
  this pressure will begin to damage the hull 
  and internal systems until it eventually 
  crushes the ship entirely. An Aux-Ship 
  aquatic 
  rig 
  temporarily 
  improves 
  survivability under water and reduces the 
  amount of depth damage by half allowing 
  the ship to operate longer at lower depths. 
  However, the known limit for any Aux-Ship 
  is 2,500 feet at Earth-like gravity before it 
  will be crushed by the pressure and 
  destroyed.  Planets with higher gravity will 
  increase the pressure damage and planets 
  with lower gravity will decrease it at the 
  same depth. 
   
  SUBMERGED DAMAGE TABLE 
  DEPTH 
  DAMAGE  
  1,000 Feet 
  1d6 / Hour 
  1,500 Feet 
  2d6 / Hour 
  2,000 Feet 
  3d6 / Hour 
  2,500 Feet 
  Crush Depth 
   
  
   
   
  32 
   
   
  The emergency speed burst is a special 
  maneuver where an Aux-Ship pushes its 
  nuclear 
  pulse 
  drive 
  beyond 
  is 
  recommended safe operating limits. This 
  action 
  will 
  allow 
  a 
  spacecraft 
  to 
  temporarily increase its top speed to 
  40,000 miles per turn at a cost of 10 EU’s 
  and 1 point of permanent damage to the 
  ship’s PPB per day of use.  
   
   
   
  One of the commonly overlooked and 
  under appreciated logistical concerns of 
  auxiliary spacecraft is their support crew. 
  Any Aux-Ship, from Shuttlecraft to Space 
  Fighter, requires a dedicated crew of 
  engineers, 
  technicians, 
  and 
  support 
  specialists who keep these remarkable 
  ships repaired, fueled, armed, and mission 
  ready. Spacefleet Aux-Ship support crews 
  are made up of enlisted men from the 
  engineering branch who specialize in Aux-
  Ship Flight Operations. Each Aux-Ship will 
  have an assigned support crew who are 
  responsible for maintenance and prepping 
  the ship. The larger the compliment of Aux-
  Ships that these crews are responsible for, 
  the greater the chance is that they will 
  have to split their attention between them. 
  When a support crew has too many ships 
  to care for the result is delays. There is a 
  10% chance of support crew delay for 
  every Aux-Ship on-board the host starship, 
  facility, or station. With each one-hour 
  launch prep request the Star Master should 
  conduct a D100 roll to determine if a delay 
  is caused. If the roll results in a delay the 
  Star Master should roll 1d10 on the chart 
  below to determine the duration. 
   
  LAUNCH DELAY TABLE 
  ROLL 
  DURATION OF DELAY 
  01-02 Scrubbed, try again tomorrow. 
  03-04 1d10 additional turns. 
  05-06 Delayed by 1 additional hour. 
  07-08 Delayed by 4 additional hours. 
  09-00 Delayed by 2 additional hours. 
  
   
   
  33 
   
   
  Operating an Aux-Ship can be a tricky 
  endeavor, their small size severely limits 
  power production capacity. It is not 
  unusual for an Aux-Ship to max out their 
  Power Pile Base performing routine 
  activities. An experienced crew will know 
  how to get the most out of their resources 
  so that they last throughout the duration 
  of the mission. However, should the 
  inevitable happen and a crew depletes 
  their power supply the most common 
  outcomes are presented here. 
   
  ACTION LIMITS 
  If the ship is in open space and depletes its 
  energy resources (PPB) for the day then no 
  further energy dependent actions can be 
  initiated. For example, a Shuttlecraft crew 
  expends the ship’s entire energy supply for 
  launch and transit from their starship to a 
  planet in the same solar system. In this 
  case the shuttle will not be able to enter 
  orbit or land on the planet in the course of 
  this day. The crew will have to wait until 
  the following day to complete these energy 
  dependent actions until the ship’s PPB 
  recharges the next day. An experienced 
  crew will anticipate this possibility and plan 
  their trip to last a day of travel followed by 
  planet 
  fall 
  on 
  the 
  following 
  day. 
  Inexperienced crews may find themselves 
  arriving early only to find that they have to 
  wait in open space before attempting to 
  enter orbit and begin their landing cycle. 
  Attempting to enter orbit and land the 
  craft without sufficient power for engines 
  and inertial dampening fields will be 
  disastrous and should be treated as a crash 
  landing. 
   
  If already planet side, the depleted Aux-
  ship crew would find themselves stranded 
  for a day until the ship’s PPB is fully 
  recharged. During this time the crew may 
  need to embark on various side missions 
  such as repairing their ship, foraging for 
  food, avoiding hostile forces, exploring the 
  planet, or hunting for an alternate power 
  source to recharge their ship for launch.  
   
  DEFICIT SPENDING 
  When time is of the essence and a mission 
  simply 
  cannot 
  wait 
  until 
  power 
  replenishment 
  has 
  completed 
  deficit 
  spending maybe necessary. In this case, 
  emergency power can be drained from 
  other systems but will result in permanent 
  damage to the Aux-ship’s PPB score. For 
  example, a shuttle type 1 with a PPB of 12, 
  
   
   
  34 
   
  is on a rescue mission to a planet in a 
  dangerous region of space. The crew 
  expends 2 EU for mandatory life support, 5 
  EU for intra-system transit, and 5 EU for 
  running half-screens. This leaves the ship 
  with zero EU remaining for its PPB for the 
  day. While on route the landing party 
  requiring the rescue sends word that one 
  of their team has been attacked, will likely 
  succumb to his wounds, and requires 
  immediate cryo-freeze. Realizing that 
  there is no time to waste with waiting the 
  additional day to replenish the ship’s PPB 
  the crew decides to attempt landing on the 
  planet on the same day. Since this will 
  require a deficit spending of 1 EU to enter 
  orbit and 2 EU’s for the planetary landing. 
  The decision to overspend the ship’s PPB 
  by three points will result in damage to the 
  ship’s power system due to the additional 
  strain. The following day the ship will have 
  a new total PPB of 9 after subtracting the 
  deficit three points. The shuttle’s PPB will 
  remain at a total of 9 until it can be 
  properly repaired at a starbase or shipyard. 
  If the deficit, or a combination of the deficit 
  and sustained damage, reaches double the 
  Aux-Ship’s PPB it will be destroyed by the 
  overload to the ship’s systems.  
   
  STAR MASTER INTERVENTION 
  Sometimes it is necessary for the Star 
  Master to intervene on behalf of the 
  players if they have depleted their 
  resources. This decision might be plot 
  driven in order to keep the players on track 
  or keep the game from getting bogged 
  down. The Star Master can provide a 
  rational explanation for the intervention 
  such as “Your Commander’s inspiration 
  encouraged the pilot to coax some much-
  needed additional efficiency out of the ship 
  allowing you to complete the action.” Or 
  just simply state that you successfully 
  made the action despite the PPB deficit 
  and let it stand at that. Another means of 
  adjudicating an intervention could be 
  through a player skill check to see if they 
  can successfully attempt the action despite 
  the energy deficit. When considering an 
  intervention, it is important for the Star 
  Master to remember that the game can be 
  challenging but should always be fun. 
  Sometimes failed actions themselves can 
  result in new and exciting adventure 
  hooks. 
   
   
  Auxiliary Spacecraft by definition are not 
  capable of interstellar flight on their own. 
  However, there are some work-arounds 
  including the use of a Hyperwarp Gateway. 
  Commonly referred to as a “Hypergate”, 
  these massive orbital structures create a 
  temporary 
  localized 
  transversable 
  wormhole that allows a spacecraft to travel 
  vast interstellar distances without the need 
  of a hyperdrive. Even starships equipped 
  with their own hyperdrive can benefit from 
  the use of a Hypergate by conserving PPB 
  that would normally be expended during 
  
   
   
  35 
   
  hyperwarp travel. Use of a Hypergate 
  requires two linked gateways with one 
  acting as the point of origin and one acting 
  as a point of destination. Both gateways 
  are required for the system to operate and 
  if one gateway is damaged or malfunctions 
  transit will not occur. Multiple gateways 
  can be linked together to form a 
  hyperspace 
  network 
  between 
  solar 
  systems. Travel through the artificial 
  wormhole is near instantaneous and is 
  considered to be no more dangerous than 
  teleporter travel. Hypergates require a 
  massive amount of power and typically 
  have their own dedicated powerplant or 
  use one at a nearby Starbase. Currently 
  there are only two operational linked 
  Hypergates in Confederation Space. One is 
  located near Starbase Alpha and the other 
  is located near Starbase Beta. While 
  Hypergate travel within Confederation 
  Space is highly regulated it is free of 
  charge. Some planetary governments 
  outside the Confederation who have 
  Hypergate technology may charge a toll or 
  fee to use their gate. This is typically in the 
  form of Energy Unit transfers or local 
  currency. Hypergate usage is protected by 
  a computer encrypted pass code that 
  requires 
  an 
  engineering 
  officer 
  to 
  successfully 
  log-on 
  to 
  their 
  ship’s 
  computer, download the code from the 
  gate, and decrypt it. After the pass code 
  has been successfully decrypted the 
  Engineer will make a technical skill check to 
  use the ship’s computer to operate the 
  gateway. If the Engineer fails the skill check 
  it will result in a malfunction causing a 
  Hypergate mishap. Star Masters should roll 
  1d10 on the Chart below to determine the 
  kind of mishap that occurs.  
   
  HYPERGATE MISHAP TABLE 
  ROLL 
  HYPERGATE MISHAP 
  01 
  Arrival 1d6 months in the past. 
  02 
  Crew and ship are duplicated. 
  03 
  Arrival in the psionic plane. 
  04 
  Arrival at a gate in Xoth sector. 
  05 
  Arrival at an unknown alien gate. 
  06 
  Arrival in an alternate universe. 
  07 
  Arrival 1d6 months in the future. 
  08 
  Gateway does not work at all. 
  09 
  Arrive safely, crew has amnesia. 
  00 
  Feedback disables origin gate. 
   
   
  
  AUX-SHIP DESIGN WORKSHEET 
   
   
                                                                         
   
   
   
   
   
   
   
                                        
          
   
   
   
   
   
   
   
   
   
  CP: 
  STARTING: 
   
  REMAINING: 
   
  SHIP’S NAME: 
  S.S. SHIP NAME 
  BEAM: 
  TYPE: 
  # 
  SHIP’S CLASS: 
   
  TORP: 
  TYPE: 
  # 
  COMMAND RANK:  
  BATT: 
  TYPE: 
  # 
  BENEFIT OF RANK: 
  HS x 1d12 / 2 
   
  TELEPORT CAP: 
  # 
  CREW COMP: 
  MIN: 
  MAX: 
  MED-BAY CAP: 
  # 
  SYSTEMS & UPGRADES: 
  # 
  CP 
  HULL STRUCTURE 
  1  
  NUCLEAR DRIVE 
  1  
  FLIGHT DECK 
  1  
  LIFE SUPPORT SYSTEM 
  1  
  COMPUTER CORE 
  1  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  HS 
  DESIGN FLAWS: 
  1 
   
  2 
   
  3 
   
  4 
   
  5 
   
  6 
   
   
  HS: 
   
   
   
  PPB: 
  STARTING: 
   
  ADJUSTED: 
   
   
  DB: 
  = STARTING PPB: 
   
   
  DECKS 
  HS X 6 / 2: 
   
   
   
  SHIP’S LOCKER 
  TOTAL UNITS 
  MAX UNITS 
  HS X 3, +1: 
   
  HS +1: 
   
  USE BACK SIDE FOR ADDITIONAL ENTRIES 
  
  AUX-SHIP DESIGN WORKSHEET  
   
   
   
          
               
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
       
                                                                    
  SYSTEMS & UPGRAGES (CONTINUED): 
  # 
  CP 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  NOTES / DESCRIPTION 
   
   
   
   
   
   
   
   
   
   
   
  
SOURCE: textdata/thevault/Starships & Spacemen/Starships & Spacemen (osr)/Starships & Spacemen Starship Construction Manual 02 Auxilliary Ships.pdf