Sci-Fi Crew System

A high tech Sci-fi system where the player characters are the senior staff and crew aboard a starship.

General Details

  • It costs money to add, modify, or repair ship systems after initial creation
  • Base Ship Speeds vary by the exact setting in use. For example settings, please see:
  • Ship Scale While not counted directly as an attribute afterwards, the scale impacts the ship's base speed. The Scale defaults to 0. For each size away from Scale 0 in either direction 1 Attribute point must be spent.

Scale

Scales roughly vary by a factor of 2 in length (if Scale 3 is 10m then Scale 4 is 20m).
Person ScaleShip ScaleApproximate SizeNotes
0-6~1.5m tall/longThe standard size for an adult person.
2-4~5m longThe smallest size for a Ship. At this size the ship can carry no more than 6 people.
60~80m longThe standard size for many primary mission ships.
104~1.25km longThe largest size for playable ships. Not all species have even made ships of this size.

Player Character

Character Creation

No Attributes or Skills may go past ±3 during character creation
  • Attributes start at 0 and you get 4 Attribute points.
  • Expertise start at -1 (except hard ones - they start at -2) and you get 20 expertise points
  • 1 Gifts
  • At least 1 Faults (cannot go lower than that)
Additional points can be bought by taking more Faults (at the GM's approval).
  • 1 fault buys: 1 gift or 2 attribute points or 6 expertise points
Points can be traded as well:
  • 1 attribute point gets you 3 expertise points
  • 1 gift gets you 2 attribute points or 6 expertise points
  • 3 expertise points get you an attribute point
  • 6 expertise points gets you a gift
  • 2 attribute points gets you a gift

Attributes

Armour penalty applies to skills with an * (skills and attributes with ** have half armor penalty). Armour skills are able to reduce base armour penalty.

4 points
AttributeCategoryPurpose/Description
MemoryMind
Knowledge
ReasoningMind
Puzzles and Tactics
LuckMind
Chance and Initiative
FitnessBody
Hitting and Attacking.
Speed **Body
Movement and Dodging
(this modifier adds directly to your move speed)
StaminaBody
Physical Damage Reduction
Defending against life stealing.

Expertise

Armour penalty applies to skills with an * (skills and attributes with ** have half armor penalty). Armour skills are able to reduce base armour penalty.

4 points
  • Athletic Skills
    • Acrobatics/Tumbling *
    • Balance **
    • Boating
    • Climbing *
    • Jumping *
    • Knot-tying
    • Move Quietly *
    • Riding
    • Sleight of Hand
    • Swimming *
  • Engineering Expertise
    • System Design
    • Super Jump Drive Operation
    • Repair
      • General
      • Advanced System
        • Able to repair Cloaking Devices, Wormhole Communication Systems and other Advanced technologies
      • Novelty and Exotic
      • FTL Drive & Countermeasures
        • Jump
        • Slip
        • Tunnel
        • Spin
        • Crush
    • Engineering Domains
      • Terrestrial
      • Aquatic
      • Astral
      • (Etc.)
  • Military Expertise
      • In-Person Combat
        • Archaic Weapons
        • Brawling *
        • Modern Projectile
        • Handheld Phased Particulate Lasers
        • Handheld Matter Disruptors
        • Personnel Tactics
      • Ship-to-Ship Combat
        • Concealment
        • Distraction & Deception
        • Point Defense
        • Siege
        • Planetary Bombardment
          • Can also be used against other, similar targets
        • Exotic and Alien Tactics
        • Large "Field" Tactics
        • FTL Engagement
        • Simple and Guided Projectile Weapons
        • Beam Weapons
      • Other
        • Resistance & Revolution
        • Evasive Maneuvering
    • Scientific Expertise
      • Cartography
      • Botany
      • Evaluate Goods
      • First aid
      • Geography
      • Medicine
      • Veterinarian
      • Astrophysics
      • Chemistry
      • (Other fields of knowledge)
    • Diplomatic Expertise
      • Legends/Stories
      • Heraldry/Court Rituals
      • Barter/Haggle
      • Bluff
      • Etiquette
      • Interrogate
      • Intimidate
      • Oratory
      • Parley/Negotiate
    • Engineering Expertise
      • Language (choose each)
      • Survival
      • Theology/Myths/Rituals
      • Forgery & Disguise
      • Difficult Terrain Travel
      • Boating & Water Navigation
      • Aerodynamic Flight
      • Handheld Sensor and Analytical Devices

    Gifts

    Each character may have 1 Gifts from the following list(s), or other GM-approved Gift.
    GiftEffect
    AlertnessYou are more aware of your surroundings than most.
    Ambidexterityyou can use either hand equally well. Great for those times when you’re wounded in an arm …
    Attractiveyou’re good looking – either handsome, beautiful, pretty, or whatever level you wish. (Warning: the more attractive you are, the more power you have over susceptible people, true, but the more likely you are to be abducted, etc.)
    Beautiful speaking voice+1 to NPC reactions. Also works for a singing voice if you take a Musical skill.
    Charismapeople tend to like you, believe you, and are willing to follow your lead.
    Common Sensewhen you are about to do something incredibly stupid that will harm yourself or the party, the GM will warn you
    Direction SenseUnerring sense of direction and is less likely to become lost.
    Empathy with Animalsanimals trust you and domesticated ones tend to obey you. Cruelty to animals nullifies this Gift.
    Empathy with Other-worldersPeople of other species can find it easier to get along with you. Xenophobic actions nullify this Gift.
    Focussedyou are at +1 to any lengthy task, but don’t notice things outside this task, such as that brigand about to skewer you …
    Good Reputationyou’re well known as a hero, healer, leader, fighter for justice, etc.
    Keen SenseOne sense is keener than normal and you are able to use it at greater distance or with greater discrimination.
    LinguistLanguage skills are easy for your character.
    Natural Mechanicyou are at +1 to performing mechanical work & repairs
    Night Visionyou see well in dim light, but not in absolute darkness, of course.
    Pain ToleranceIgnore in-Battle wound penalties at Moderate Wound, and you are only at –1 at Serious Wound.
    Perfect Timingif someone says to open the gate in five minutes, you’ll do it within two seconds of that time. Also valuable in performing.
    ScholarAcademic Knowledge skills are easy for your character.
    Sleep ControlYou can sleep more lightly and can fall asleep at a moment's notice.
    Strong StomachAlmost nothing can make you vomit.

    Faults

    Each character must start with 1 Faults from the following list(s), or other GM-approved Gift.
    FaultEffect
    Absent-Mindedyour attention tends to wander if bored.
    Annoying Voiceyou sound terrible.
    Off-putting Appearanceyour appearance is off-putting in some way, whether ugly or unkempt.
    Blunt and Tactlessyou have no social skills in dealing with sensitive people.
    Compulsive Generosityyou are at –3 Reasoning to resist giving things away to those perceived to be needier than you.
    Compulsive Lyingyou are at –3 Reasoning to avoid lying just for fun.
    Cowardyou take very good care of yourself.
    Curiousyou are at –3 Memory to resist exploring something new or unusual.
    Delusionsthe world doesn’t work the way you think it does, in some important way.
    Dependentyou’re responsible for someone unable to care for themselves adequately.
    Easily Distractibledid you say something?
    Easy to Readyou give away your thoughts and feelings to any who care to observe you.
    Enemythere is someone who wants to kill, imprison, or otherwise trouble you
    Getting oldand all that implies.
    Gluttonyou're hungry
    Goes Berserk if Woundedyou’re a danger to your friends, even.
    Greedyyou want more.
    Gullible-3 to Reasoning to believe an unknown “fact.”
    Honestyyou hate to break a law.
    Intolerantyou hate a certain type of person
    Mute
    Offensive OdorYou stink
    Overconfidentyou know you can’t fail.
    Pain Intolerantyou’re at –1 if Trivial Wound, -2 if Minor Wound, and –3 if Major Wound.
    Phobiaslots of these – you’re at –3 Reasoning to avoid acting out of control in certain situations: snakes, darkness, heights, cats, falling, crowds, spiders, open or closed spaces, magic, loud noises, etc.
    Quick to take offenseyou’re thin-skinned.
    Quick-Temperedyou blow up when crossed.
    Reckless Braveryyou take no thought for your safety in dangerous situations.
    Secretif it’s revealed, you’ll be embarrassed, arrested, or worse – maybe that warrant out for your arrest, or your second spouse?
    Self-defense Pacifistyou’ll fight, but you’ll never start a fight – no preemptive strikes.
    Shynessyou never want to talk to strangers
    Stubbornyou don’t easily admit you’re wrong
    Truthfulnessyou can’t tell a believable lie.
    Weak StomachWhenever your character is exposed to anything violent or otherwise disturbing you feel the need to vomit.
    Worry Wartyou wring your hands a lot.
    XenophobicYou default to not trusting those of species you are not familiar with. They usually do not get along with you either (probably just because they can't deal with your species' inherent superiority).
    Youthyou’re so young no one takes you seriously. Also, lose one level each from three skills – you just haven’t had time to develop everything that well yet.

    Player Ship

    Ship Creation

    No Attributes or Skills may go past ±3 during ship creation
    • Ship Attributes start at 0 and you get 4 Attribute points.
    • Ship Systems start at -1 (except hard ones - they start at -2) and you get 10 + 5 * Ship Scale system points
    • 1 Ship Gifts
    • At least 1 Ship Faults (cannot go lower than that)
    Additional points can be bought by taking more Ship Faults (at the GM's approval).
    • 1 fault buys: 1 gift or 2 attribute points or 6 system points
    Points can be traded as well:
    • 1 attribute point gets you 3 system points
    • 1 gift gets you 2 attribute points or 6 system points
    • 3 system points get you an attribute point
    • 6 system points gets you a gift
    • 2 attribute points gets you a gift

    Ship Attributes

    4 points
    AttributeCategoryPurpose/Description
    StructuralShip
    Withstand damage, hold together under stress, etc.
    Sub-light EnginesShip
    Movement and Dodging
    (this modifier adds directly to your Sub-light move speed)
    ProcessingShip
    Modifying damage from attacks, avoiding collisions and other obstacles under normal circumstances

    Ship Systems

    4 points
    • FTL Drive
      • Jump
      • Slip
      • Tunnel
      • Spin
      • Crush
        • Requires "Crush Drive" Gift.
    • FTL Countermeasures
        • Anti-Departure
          • Jump Mines
          • Jump Disruptors
          • Slip "Anchor" Pods (Slip Anchors)
          • Slip "Glue" Burst (Slip Glue)
          • Tunnel "Flood" Field Emitters (Tunnel Flooder)
            • Tunnel Flooders also count as Anti-Arrival Weapons
        • Slowing
          • Slip "Sand" Burst Disruptors (Slip Sand)
          • Tunnel "Quake" Disruptors (Tunnel Quake)
          • Spin Coolant Mines (Spin Mines)
          • Crush "Grit" Pods (Crush Grit)
        • Drop Downs
          • Jump Termination Burst Disruptors (Jump Wall)
          • Tunnel "Excavator" Bombs
        • Anti-Arrival
          • Counter-Spin Field Generator (Counter-Spin)
          • Crush "Cream" Burst Pods (Crush Cream)
      • FTL Weapons
        • Reduced Wave Particulate Laser
        • Phased Flak Mines
      • Sub-light Weapons
        • Simple Projectile
        • Conventional Missile
        • Advanced Torpedo
          • Only available for scale -3 and larger ships.
        • Laser
        • Phased Particulate Laser
        • Matter Disruptors
        • Mines/Bombs
          • Only available for scale -3 and larger ships.
        • Fighters (Requires "Docking Bay" Gift)
          • With Conventional Weapons
          • With Phased Particulate Lasers
          • With Both Conventional and Phased Particulate Lasers
            • Requires "Advanced Fighters" Gift
          • With Both Conventional and Matter Disruptors
            • Requires "Advanced Fighters" Gift
      • Defenses
        • Armoured Hull
        • Energized Hull
        • Near-Frame Deflectors
        • Deflector Bubble
        • Projectile Countermeasures
        • Guidance Jammers
      • Communications
        • Conventional Radio
        • Conventional Radio Jammers
        • Subspace Radio
        • Subspace Radio Jammers
        • Wormhole Communication System
          • Requires "Micro Wormhole Generator" Gift
        • Conventional Radio Relay Probes
          • Only available for scale -3 and larger ships.
        • Advanced Relay Probes
          • Only available for scale -3 and larger ships.
      • Sensors
        • Standard Active Sensors
        • Subspace Sensors
        • Trans-phasic Sensors
        • Specialized Sensor Probes
          • Only available for scale -3 and larger ships.
      • Utilities
        • Life Support Systems
        • Navigational Deflector
          • Can (under limited Circumstances) be substituted by Deflector Bubble or Crush FTL Drive
        • Tractor Beam
        • Grappling Hooks
        • Teleporters
          • Requires "Teleporters" Gift
        • Transport Shuttles
          • Requires "Docking Bay" Gift
        • Research Labs
        • Medical Facilities
        • Cargo Holds
        • Cloaking Device
        • Recreation Facilities
        • Ship's Armouries

      Ship Gifts

      Each ship may have 1 Gifts from the following list(s), or other GM-approved Gift.
      GiftEffectLimitations
      Advanced FightersEnables Fighters with Dual Weapon SystemsRequires Docking Bay
      Alternate Drive SystemCan have an additional FTL Drive. Can be taken at most twice
      Aquatic Drive SystemCan travel through water
      Armoured Critical ComponentsSome Critical Ship system is better protected than normal. It is less likely to be taken offline when damage is taken. Move the component's slot to one damage category higher (it will likely share the slot with another component).
      Captain's GigA Smaller Auxiliary Craft directly docked to the main ship. It is at least 3 Scales smaller than the main ship.Min. Scale -1
      Cloaking DeviceEnables Cloaking DeviceMin. Scale -2 Requires "Contained Singularity" Gift.
      Contained SingularityEnables other advanced gifts and technologiesMin. Scale -2
      Crush DriveEnables Crush FTL DriveMin. Scale -3, Max. Scale 2
      Docking BayEnables Transporting Most Secondary CraftMin. Scale -1
      Food SynthesizersImproved Crew Morale. Bonus for state dinners and other hosted meals.
      Large ShipThe ship is larger than normal player ship size (-4 to +1).If taken once the limit is extended to +3. If taken twice the limit is extended to +6. If taken three times the limit is extended to +9.
      Micro Wormhole GeneratorEnables Several Wormhole-based systems.Min. Scale -2 Requires "Contained Singularity" Gift.
      Secure Re-targetting ProtocolsConventional Missiles and Advanced Torpedoes can be re-targetted without challenge.Requires "Re-targetting Antennae Array" Gift
      Super Jump FTL Drive SystemAble to occasionally perform a "Super" Jump while already travelling using an FTL Drive to jump to a destination quicker and evade pursuit. Must make a "Super Jump Drive Operation" Expertise roll to perform the Super Jump. Use of this drive disables all drive systems used by the technique for 1 day.Max. Scale +2 Requires Jump Drive to be installed and "Contained Singularity" Gift.
      TeleportersEnables Teleporters
      Re-targetting Antennae ArrayEnables re-targetting of already fired Conventional Missiles and Advanced Torpedoes.Min. Scale -2
      Terrestrial Landing SystemsCan make touchdown on the surface of a terrestrial planet.This is free for ships of Scale -3 or smaller.
      "Universal" TranslatorCan translate all common & known languages and can help with learning new languages
      Zenith Drive Enhancement+1 Bonus to all FTL speed, manoeuvring or countermeasures rolls when using one particular FTL drive.

      Ship Faults

      Each ship must start with 1 Faults from the following list(s), or other GM-approved Gift.
      FaultEffect
      Dangerous SystemThe use of the specified system is dangerous to the ship or crew. On occasion it may damage other ship components (or the crew itself).
      Experimental SystemSome Major Ship system is experimental and doesn't have all the problems worked out quite yet. It may not always work when called upon (though occasionally will behave beyond normal limitations).
      Exposed Critical ComponentsSome Critical Ship systems are more exposed than normal. They are more likely to be taken offline when damage is taken. Add the component to a second damage slot (one damage category lower if possible). When that slot is filled the component is damaged. If it is sharing a slot with another component, that slot damages both components.
      Leaky Exhaust PortsEasier to Track your ship. Projectile Countermeasures and Cloaking Devices are less effective (-1 to all rolls).
      No Terrestrial Landing SystemOnly available for ships of scale -3 or smaller. They are not able to safely make terrestrial landings (though they can still crash).
      No Food Production FacilitiesOnly long-term stored rations are available onboard. Decreased Crew Morale unless docked at another viable fresh food source.
      Obsolete Drive System-1 Bonus to all FTL speed, manoeuvring or countermeasures rolls when using one particular FTL drive.
      Polluting EngineThe use of the specified FTL drive results in dangerous pollution either at departure or arrival points. This may result in repercussions or other sanctions.
      Problematic Ship AIDefine one (or more) aspects of the ship's AI that are problematic.
      Reduced Efficiency Sub-light DriveLose all tied results with regards to Ship Speed Rolls. Speed is -1 on first turn of movement from a standstill or when turning.
      Unreliable FTL Drive SystemAssociate this with one FTL Drive. That Drive may not always work when called upon. It is also more susceptible to countermeasures

      Damage System

      To attack:
      1. Attacker rolls vsDefender's roll. If the attacker wins, the difference becomes the Relative Degree
      2. Calculate the Damage Number as follows:
        Damage Number =Relative Degree +Offensive FactorsDefensive Factors + 1dF
      3. Compare Damage Number with the Damage Tables below.

      Attack Types

      This table lists the attributes/skills that are rolled and what offensive and defensive factors apply to each attack type.
      Attack TypeAttacker RollsDefender RollsOffensive Factor
      (damage with)
      Defensive Factor
      (reduce damage with)
      Sub-light Ship-to-ShipApplicable Weapons System Expertise + Targeting ModifierSub-light Engines or Evasive Maneuvering + Evasion ModifierWeapon System + Damage ModifierStructural + Protection Modifier
      FTL Ship-to-ShipFTL Engagement ExpertiseFTL SystemWeapon SystemFTL Engagement Expertise
      Surface BombardmentOrbital Bombardment ExpertiseVariesWeapon SystemVaries
      PersonnelWeapons ExpertiseSpeedFitnessStamina

      Damage Tables

      Ship Damage table

      Damage CategoryTrivialMinorMajorSevereCritical
      Damage Number Range1-23-45-67-89+
      Slots3 Unlabeled2 Labeled4 Labeled2 Labeled (Whatever label is unused counts as the last labelled option for the "Major" damage category)1 Unlabeled
      Label OptionsTractor Systems, Long Range SensorsFTL-Engines, Navigational Deflector, Long-Range CommunicationsOffensive, Defensive, Sub-light Engines
      EffectFood Synthesizers and recreational systems are damaged.When that slot is filled all systems of that type are disabled. Cloak is disabled.When that slot is filled all systems of that type are disabled. Contained Singularity is disabled.When that slot is filled all systems of that type are disabled. Aquatic Drive is disabled.Offensive and Defensive Systems are Disabled. All Engines are disabled. Life Support is Failing.

      Crew/Personnel Damage Table

      Damage CategoryTrivialMinorMajorSevereNear Complete
      Damage Number Range1-23-45-67-89+
      Slots2 1 2 1 1
      DescriptionsMinor injuries onlyFirst major injury or possibly first death.Several dead or crippledBadly wounded. Many crippled, some are dead.Most are dead or dying.
      EffectNone-1-2No prolonged resistance possibleRetreat, surrender or death are only options

      Fudge Points and Character Development

      Players earn Fudge points over time. These can either be converted into XP for character development or can be used to alter one die roll up or down 1 level.

      3 Fudge points can become 1 XP. XP cannot be converted back into Fudge points.

      You can only raise skills or attributes the character has been exercising recently or it can be reasonably argued they have been practicing.

      Raising Skills
      FromToCost (XP)
      -3-21
      -2-11
      -101
      012
      124
      238
      3416
      Raising Attributes
      FromToCost (XP)
      -3-21
      -2-11
      -101
      012
      124
      238
      3416

      Ship Systems

      FTL Systems

      Drive SystemWhen In UseCountermeasures
      Can Attack Ships withCan be Attacked by Ships withAnti-DepartureSlowDrop-DownAnti-Arrival
      JumpJumpAll but TunnelYES(2) YES 
      SlipAll but TunnelSlip, Spin, & CrushYES(2)YES  
      TunnelNoneNoneYESYESYESYES
      GuidanceAll but TunnelSlip, Spin, & Crush YES YES
      GuidanceAll but TunnelSlip, Spin, & Crush YES YES

      FTL Drive Systems

      Jump

      Jump drive sends the ship to its destination by seemingly jumping the ship from its origin to its destination through the creation of a warped space bubble around the ship and then launching the bubble (and the ship) to the destination. While it is similar to Spin and Slip drive in how it accomplishes this it is fundamentally different in how the arrival, travel and departure appear to others in the vicinity.

      Ships that are Jumping can only attack other ships that are jumping (though can use FTL Countermeasures as normal).

      Jumping ships cannot as easily change their target destination (without suffering damage to their Jump drive).

      Slip

      Slip drive propels itself across space by emitting a special field that allows the ship to slip along creases in the fabric of reality and to manipulate those creases to go where they desire.

      Tunnel

      Tunnel drive bores into subspace and travels through subspace to its destination allowing it to arrive in advance of light. As a result a ship travelling using tunnel drive may not be attacked through conventional means. They also may not attack other ships as well.

      Spin

      Spin drive rotates around (or in a significant portion) of the ship when active to form and maintain a warped region of space around the ship allowing it to reach FTL speeds. Some more primitive Spin drive ships instead spin around a smaller, static portion of the ship.

      Crush

      A FTL drive system is propelled by drawing in the fabric of reality ahead of the ship, crushing it in the main drive system and expelling it as propellant to the aft.

      It is the newest, most experimental drive system. It is also the most potentially dangerous as a result. The main key advantages are its ability to be used as an alternate sub-light drive system, its slight speed advantage and the fact that it also doubles as a Navigational Deflector system when in operation.

      FTL Countermeasures

      All FTL Countermeasures can only be used while the applicable drive system is not engaged on the attacking ship.

      Anti-Departure Countermeasures

      Anti-Departure Countermeasures delay a ship$apos;s ability to engage its FTL drive system to depart.

      • Jump Mines
        • Mines that disrupt the formation of the Jump Warped-Space Bubble.
        • The Mines can be destroyed or the area exited at Sub-light to evade. They usually also eventually lose power and fail.
      • Jump Disruptors
        • Disruptor blasts fired at a Jump Drive ship that disrupt the ship's ability to form the Jump Warped-Space Bubble.
        • The effect dissipates over time.
      • Slip "Anchor" Pods
        • Pods that anchor a Slip Drive ship to its location by forming rigid creases blocking travel by slip drive.
        • The pods can be destroyed or the area exited at Sub-light to evade. They usually also eventually lose power and fail.
      • Slip "Glue" Burst
      • A Burst of energy that inhibits the ability of the Slip drive to build its main control field temporarily.
      • The effect dissipates over time.
      • Tunnel "Flood" Field Emitters
        • Small energy field emitters that strengthen the barrier between subspace and normal space.
        • The pods can be destroyed or the area exited at Sub-light to evade. They usually also eventually lose power and fail.
        • They also act as Anti-Arrival FTL Countermeasures.
      Slowing Countermeasures

      Slowing Countermeasures slow down the target ship.

      • Slip "Sand" Burst Disruptors
        • Disruptor blasts that burst against the Creases in space, rendering them rougher and therefore harder to travel along.
      • Tunnel "Quake" Disruptors
        • Disruptors that shake the barrier between subspace and normal space, causing dangerous turbulence for Tunneling ships
      • Spin Coolant Mines
        • Mines that, when detonated, create a smoothing effect that causes the Spin drive to slow by deforming its Warped-Space Bubble
      • Crush "Grit" Pods
        • Pods that are consumed by the Crush drive and temporarily decrease its efficiency.
      Drop-Down Countermeasures

      Drop Down Countermeasures force a ship to disengage their FTL Drive. They also tend to shock the FTL drive system so that immediate re-engagement is not viable.

      • Jump Termination Burst Disruptors (Jump Wall)
        • Disruptor blasts that burst against Jump Warped-Space Bubbles causing them to slow and quickly fail. If Jump Drive is not safely disengaged in time then the ship may be destroyed.
      • Tunnel "Excavator" Bombs
        • Bombs that rip open subspace and force the Tunneling ship to exit and stop.
      Anti-Arrival Countermeasures

      Anti-Arrival Countermeasures inhibit a ship's ability to disengage their FTL Drive.

      • Counter-Spin Field Generator
        • A large pod that generates a strong field that interferes with engaged Spin drive's ability to reduce its speed. It visibly creates glowing, spinning bands of plasma around the pod.
        • The generator can be destroyed. It usually also eventually loses power and fails.
      • Crush "Cream" Burst Pods
        • Pods that are triggered by the warping of space caused by the Crush drive and effectively lubricate it to force the Crush drive to not be able to slow.
        • The pods can be destroyed. They usually also eventually lose containment and burst without proper cause.

      FTL Weapons

      FTL Weapons can only be used against ships that are not tunneling. They also can only be used by ships that are travelling by slipping, spinning or crushing. Jumping ships can only use them against other jumping ships.

      Reduced Wave Particulate Laser

      A special kind of energy weapon that can be used whilst travelling in the Warped-Space Bubbles and other environments most FTL Drive systems use.

      Phased Flak Mines

      Mines that are able to phase into the Warped-Space Bubbles and other environments most FTL Drive systems use in order to deliver their payload.

      Sub-light Weapons and Defensive Systems

      Weapons

      WeaponTargetingDamage
      Simple Projectiles+1+1
      Conventional Missiles+2+2
      Advanced Torpedoes+3+2
      Mines & Bombs-+2
      Laser+4-
      Phased Particulate Laser+5+2
      Matter Disruptor+4+3
      Simple Projectiles, Conventional Missiles, Advanced Torpedoes, Mines & Bombs

      These all damage the target by impacting with the target or detonating near the target. The projectiles, missiles and torpedoes travel faster than the launching ship (able to strike targets ahead of the ship) while the mines and bombs are passively dropped. Projectiles head towards the targeted location along a pre-set path. Missiles and torpedoes both are able to dodge some counter attacks and follow their targets. Torpedoes deliver heavier payloads and are better able to pierce the defenses of some ships.

      Unless re-targetted all such weapons will travel off the map should their target be destroyed. They will continue along their previous flight path.

      WeaponAdditional Cost (Skill Points)Movement Per RoundTargeting Modifier
      Simple Projectiles+03-0
      +15-2
      +27-4
      Conventional Missiles & Advanced Torpedoes+03+1
      +15-0
      +17-1
      +210-2
      +313-4
      Advanced Torpedoes+415-6
      Re-targetting Conventional Missiles and Advanced Torpedoes

      If a ship is equipped with a $quot;Re-targetting Antennae Array$quot; then they may attempt to re-target one of their own launched and not yet detonated Missiles or Torpedoes. If the ship does not also have the $quot;Secure Re-targetting Protocols$quot; gift then their re-targetting can potentially be blocked by hostile parties.

      To block an attempted re-targetting then the two players perform an opposed Processing roll. If the blocking player ties the roll then the re-targetting fails and the weapon's course is unaffected. If the blocking player wins the roll then the weapon in question detonates immediately and potentially damaging an adjacent ship as though it were a Mine.

      Lasers and Phased Particulate Lasers

      Lasers and Phased Particulate Lasers are both beam based energy weapons that dissipate over extreme distances but once a target lock is achieved are virtually impossible to dodge. Phased particulate lasers are better able to damage ships hulls and pierce advanced shielding.

      Matter Disruptors

      Matter Disruptors are short blast based energy weapons. They shred objects by working to disrupt the fundamental bonds holding it together. They can be very dangerous but are less able to bypass energy shielding and travel slightly slower than Lasers and Phased Particulate Lasers.

      Defensive Systems

      Defensive SystemEvasionProtection
      Armoured Hull-+1
      Energized Hull-+1
      Near-Frame Deflectors-+2
      Deflector Bubble+1+2
      Projectile Counter-measures+2-
      Guidance Jammers+3-
      Armoured Hull

      Simple and plain. Not very effective against Matter Disruptors and will need repairs from damage regularly.

      Energized Hull

      More effective than simply an Armoured hull against energy weapons.

      Near-Frame Deflectors

      Projected energy based force fields that deflect objects and blasts near the hull of the ship. Cheaper to operate while also provided a smaller buffer between any explosions and the hull itself.

      Deflector Bubble

      Projected energy based force fields that deflect objects and blasts at a greater range from the ship.

      Projectile Countermeasures

      Devices that either launch from the ship to fool and mislead guidance systems. They may also prove effective against simple projectiles by providing obstacles for the projectiles to impact with that are not the ship.

      Guidance Jammers

      More sophisticated guidance jamming systems to send missiles and some torpedoes off course.

      Communication Systems

      Communication SystemMaximum Effective RangeJammable
      Conventional RadioWithin Star SystemYES
      Subspace RadioWithin Local Star GroupYES
      Wormhole Communication SystemWithin Several Nearby Star Groups 
      Conventional Radio Relay ProbesWithin Star SystemYES
      Advanced Relay ProbesWithin Local Star GroupYES

      Sensors / Scanners

      Standard Active Sensors

      Sensors that scan the local area actively. The use of active sensors is easy to spot and can help others to pinpoint the location of the scanning ship.

      Standard Passive Sensors

      Lower power and accuracy sensors for scanning the local area. The use of these sensors does not generally bring attention to the scanning ship.

      Long Range Sensors

      Sensors able to peer well beyond the nearest star system and gather information from afar. Using the sensors makes one visible to any monitoring for that sort of activity.

      The use of active sensors such as these is easy to spot and can help others to pinpoint the location of the scanning ship.

      Internal Sensors

      Sensors used to check the interior of the ship more easily than visual inspection or the use of handheld sensor sweeps by crewmembers.

      Subspace Sensors

      Sensors that pierce the barrier through to subspace to allow for easier scanning of subspace for various anomalies, easier detection of tunneling ships, attempted tracking of subspace radio transmitters and receivers or other events and entities in subspace.

      Trans-phasic Sensors

      Advanced sensors that facilitate the study of exotic locales or objects and can make it easier to spot cloaked ships.

      Specialized Sensor Probes

      Probes launched from the ship that carry specialized sensors for pre-selected purposes. They are able to enter into more dangerous areas and bring a more specialized approach to the scanning of events and entities.

      Other Systems

      Life Support

      Maintains the living conditions on board the ship so that crew may move about without need of pressurized space suits.

      Navigational Deflector

      Mandatory system for any ship to engage in FTL travel or even fast Sub-light travel. It deflects small particulates and objects away from the ship to protect it and its crew.

      Mechanical Grappling System

      Simple mechanical system for attempting to tractor another ship. Attacks the ship as though it is as a projectile (without causing damage).

      Tractor Beam

      An advanced energy based system for attempting to tractor another ship. Attacks the ship as though it is a Phased Particulate Laser (without causing damage).

      Teleporters

      Quick and easy way to transport personnel and materials to and from the ship. Maximal range is within standard orbital distance from a Earth-like planet. Active Deflector Shields and engages FTL drive block teleporters.

      Cloaking Device

      Makes the ship invisible to the naked eye and most primitive sensor systems. May be pierced by focussed near-field scanning with "Long Range Scanners" and other techniques. Consumes too much power to allow weapons targeting systems and energized defensive systems to function. Also cannot be used when FTL drive is engaged.

      Ship's Armouries

      Facilities stocked with weapons and other arms for use by personnel. If they are not present then personnel will have to provide/bring their own weapons. Armouries are equipped differently depending on their rank.

      RankDefinition
      -3TerribleThe armouries are only equipped with small melee weapons
      -2PoorThe armouries are equipped with:
      1 kind of small melee weapon
      either 1 kind of gun or grenades (acquired separately)
      -1MediocreThe armouries are equipped with:
      1 kind of small melee weapon
      1 kind of gun
      grenades (acquired separately)
      0FairThe armouries are equipped with:
      1 kind of melee weapon
      2 kinds of guns
      grenades (acquired separately)
      1GoodThe armouries are equipped with
      2 kinds of melee weapon
      3 kinds of guns
      grenades (acquired separately)
      2GreatThe armouries are equipped with
      2 kinds of melee weapon
      3 kinds of guns
      grenades (acquired separately)
      1-2 individual light artillery pieces (acquired separately)
      3SuperbThe armouries are equipped with
      2 kinds of melee weapon
      4 kinds of guns
      grenades (acquired separately)
      3-4 individual light artillery pieces (acquired separately)

      Personnel Equipment

      Personnel and characters may carry a limited amount of materials without sacrificing their ability to function to the full extent of their abilities. This is limited by assigning each carried item to one of the following slots:

      • 1 Back Slot
      • 1 Shoulder Slot (2 if Stamina or Fitness are +3 or higher but at a Speed reduction of 1)
      • 8 Belt Slots
      • As many Handheld Slots as the individual has available hands

      Armour & Shields

      (Modified from "Weapons and Armour in Fudge" in Fudge 10th Anniversary book)

      Shields Fill Back/Handheld Slots.

      NameTypeArmourArmour Penalty
      vs Piercingvs Slashingvs Bludgeoningvs Energy
      Light KevlarArmour+2+3+200
      Heavy KevlarArmour+3+4+3+1-1
      Thermal DissipatingArmour00+1+40
      Environmental Protection Suit
      (This can also be used for fighting in otherwise non-survivable environments.)
      Armour00+2+1-7
      ArmouredEnvironmental Protection Suit
      (This can also be used for fighting in otherwise non-survivable environments.)
      Armour+3+5+2+6-8
      Thermal Dissipating ShieldShield+2+2+2+2-1
      Containment Field
      (Setup using a series of Containment Field Emitters (at least 2 are required))
      Emplaced Shielding+2+2+2+2N/A
      Security Field
      (Setup using a series of Security Field Emitters (at least 2 are required))
      Emplaced Shielding+3+4+10+6N/A

      Engineering Equipment

      EquipmentSlotDetails
      Handheld WelderBelt/Handheld 
      Simple Physical Multi-ToolBelt/HandheldAble to play the role of:
      • Hammer
      • Wrench
      • Screwdriver
      • Socket Wrench
      Material Integrity AnalyzerShoulder 
      Repair ToolkitBack 
      Small Engineering JackBack 

      Scientific & Medical Equipment

      EquipmentSlotDetails
      Simple Hand ScannerBelt/HandheldAble to do simple scans with a range of up to 15m
      Medical Hand ScannerBelt/HandheldSpecialized for medical purposes with reduced range (2m) but increased granularity of scans
      High-Powered Hand ScannerBelt/HandheldAble to scan through simple armour (10m range) or at greater open ranges (50m)
      Capsule loaded Hypodermic InjectorBelt/HandheldCan inject medication or take blood samples to/from small capsules.
      (The capsules count as small items)
      Simple Programmable Hypodermic InjectorBelt/HandheldCan be programmed to synthesize and inject simple common medications
      Wound Sanitizer-CauterizerBelt/Handheld 
      Bandage CapsuleBelt/Handheld 
      Gaseous Sampling and Analysis KitShoulderCan store 2 small samples in capsules
      Geological Sampling and Analysis KitShoulderCan store 2 small samples in capsules
      Botanical Sampling and Analysis KitShoulderCan store 2 small samples in capsules
      Zoological Sampling and Analysis KitShoulderCan store 2 small samples in capsules
      Hazardous Material Sampling and Analysis KitShoulderCan store 2 small samples in capsules
      Containment Field EmitterBackUseful for containing hazardous environmental elements. Place 1m apart to secure a 1m surface.
      Containment CapsuleShoulder 
      Additional Sample Transport kitShoulderCan store up to 10 small samples in capsules
      Hazardous Environment MaskBelt 

      Security Equipment

      EquipmentSlotDetails
      Security Field EmitterBackPlace 1m apart to secure a 1m surface.
      Energy Discharge Sensor and Sounding AlarmBelt/HandheldWill alert Audibly if energy weapons are discharged within 15 meters.
      Energy Discharge Sensor and Comm-AlarmBelt/HandheldWill alert via a communications channel if energy weapons are discharged within 15 meters.
      Lock Bypassing KitShoulderRequired for picking mechanical locks and for attempting to hack electronic locks
      Traditional ShacklesBelt/HandheldReinforced Metal Shackles
      Stun ShacklesBelt/HandheldKeeps the prisoner dazed and applies a harsh stun should they become violent or aggressive.
      This stunning feature will discharge at most twice an hour.
      Battering RamBackRequires 2 hands to operate.
      Bayonet ClipN/AAllows a Dagger to be equipped on a Rifle.

      Weapons

      WeaponClassTypeDamageHandsOther Details
      Projectile PistolGunPiercing+31Requires reload after 10 shots.
      Projectile RifleGunPiercing+42Requires reload after 10 shots.
      Projectile ShotgunGunPiercing+12 (As directional explosion with falloff radius of 5 m)2Requires reload after 2 shots.
      Light Laser PistolGunEnergy+31 
      Standard Laser PistolGunEnergy+41 
      Laser RifleGunEnergy+62 
      Phased Particulate Laser PistolGunEnergy+51When used it resulting in a distinctive smell
      Phased Particulate Laser RifleGunEnergy+72When used it resulting in a distinctive smell
      Matter Disruptor PistolGunEnergy+41When used it resulting in a burning smell
      Matter Disruptor RifleGunEnergy+82When used it resulting in a burning smell
      DaggerSmall MeleePiercing+11 
      Short SwordSmall MeleePiercing+21 
      HatchetSmall MeleeSlashing+31 
      Stun StickSmall MeleeEnergy Non-lethal+101Leave struck target with light headache
      Long SwordMeleeSlashing+31 
      MaceMeleeBludgeoning+31v
      Battle AxeMeleeSlashing+41 
      War HammerMeleeBludgeoning+41 
      SpearMeleePiercing+22 
      Fragmentation GrenadeGrenadePiercing+12 (As explosion with falloff radius of 5 m)1 
      Stun GrenadeGrenadeEnergy Non-lethal+12 (As explosion with falloff radius of 5 m)1Leave struck targets with light headache
      Disruptor GrenadeGrenadeEnergy+16 (As explosion with falloff radius of 8 m)1When used it resulting in a burning smell and incinerates most flammable material within range
      Basic Projectile CannonLight ArtilleryPiercing+8Effectively 2 
      Anti-Air Projectile CannonLight ArtilleryBludgeoning+8Effectively 2 
      Laser CannonLight ArtilleryEnergy+8Effectively 2 
      Phased Particulate Laser CannonLight ArtilleryEnergy+11Effectively 2When used it resulting in a distinctive smell
      Disruptor CannonLight ArtilleryEnergy+12Effectively 2When used it resulting in a burning smell
      Portable Tractor Beam EmitterLight ArtilleryEnergyN/AEffectively 2Can pull targets towards the Emitter. Does so with a pulling attack of +6.

      Creates a noticeable and at times dangerous wind near Emitter when in use.

      Other Equipment

      EquipmentSlotDetails
      BackpackBackCan hold 1 Shoulder and 2 Belt Slot items or 8 Belt Slot Items. Also has a Pouch for small items
      Shoulder BagShoulderCan hold 6 Belt Slot Items. Also has a Pouch for small items
      Field Emitter Carrying RackBackCan hold 3 Field Emitters (or similar devices)
      Belt-PouchBeltFor small items
      Handheld Comm-unitBelt/Handheld 
      Communications Relay and ProcessorBack 
      Small KitHandheldCan hold 3 Belt Slot items
      Fire-Starter KitBelt 
      LampBelt 
      Portable Light-postBackCan be carried by a Field Emitter Carrying Rack
      BedrollBack 
      Field Stovev 
      Rations PackBeltContains 2 days of field rations
      Anti-Gravity Cart2 HandheldCan carry 1 Light Artillery piece, 1 Individual person or 8 Back Slot items.