Starships

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Starting PC Starships - Hyperlanes Setting[edit]

The ships below are ships that are possible for PCs to get right at the start of play, depending on their background. These ships have statistics for the Hyperlanes campaign setting. Ship building isn't the same as character creation and PCs cannot create a custom ship, but may modify ships during play.

Asteroid Miner [edit]

A special purpose ship designed for deep space mining.

Big 1, Resistant 2, Slow 2, Vulnerable 1
Size Large Speed: 4 Squares (space)
CR9 XP 5000 AC 14 HP 260
Proficient Roll +9 Unskilled Roll/Initiative +5 Gunnery Stations 1
Skills Perception, Science, Space Vehicles Passive 17
Saves Constitution, Strength, Wisdom Cost: 55,000 Credits

Battle Stations

  • Gunnery, Piloting, Sensors
    • Plasma Mining Cannon: 5/10 square range, dealing 4d10 (20) heat damage on hit.
    • Provided Gambit: Double Tap
  • Engineering, Sensors
    • Provided Gambit: Compromise Integrity
  • Resistant: Resistance to heat and radiation damage.
  • Vulnerabilities: Exposed Attack. Vulnerable to all damage in the turn following my own attack.

Asteroid processing station 480x270.jpg

Bulk Freighter [edit]

A lumbering cargo-hauling starship.

Big 1 , Hyper 1, Slow 5, Vulnerable 1
Size Large Speed: 3 Squares (FTL, space)
CR13 XP 10,000 AC 14 HP 360
Proficient Roll +11 Unskilled Roll/Initiative +6 Gunnery Stations 2
Skills Perception, Space, Vehicles, Survival Passive 19
Saves Constitution, Intelligence, Strength, Wisdom Cost: 120,000 Credits

Battle Stations

  • Gunnery, Piloting, Sensors
    • Laser Cannon: 3/5 square range, dealing 3d12 (18) heat damage on hit.
    • Provided Gambit: Side Swipe
  • Engineering, Piloting, Sensors
    • Provided Gambit: Liberation
  • Gunnery
    • Laser Cannon: 5/10 square range, dealing 3d12 (18) heat damage on hit.
    • Provided Gambit: Dead Aim
  • Resistant: Resistance to heat and radiation damage.
  • Vulnerabilities: Combined Attack. Vulnerable to damage on attacks from a foe that is getting Help from 2 or more allies on that attack.

Freighter.jpg

Courier Shuttle [edit]

A small craft, designed for delivery of important passengers.

Hyper 1, Little 1, Mobile 3, Resistant 1, Vulnerable 1
Size small Speed: 9 Squares (FTL, space)
CR12 XP 8,400 AC 18 HP 230
Proficient Roll +9 Unskilled Roll/Initiative +5 Gunnery Stations 0
Skills Perception, Persuasion, Science, Space Vehicles, Stealth Passive 17
Saves Dexterity, Intelligence Cost: 50,000 Credits

Battle Stations

  • Piloting, Engineering, Sensors
    • Provided Gambit: Break Away
  • Resistant: Resistance to radiation damage.
  • Vulnerabilities: Point Blank. Vulnerable to damage from ranged attacks made within 5ft (1 square).

Courier shuttle.jpg

Interstellar Cruise Ship [edit]

Expensive, sizeable, and impressive. Advanced security and a few defensive measures to fend off the pirates.

Big 1, Hyper 1, Resistant 1, Slow 1, Vulnerable 1
Size Large Speed: 5 Squares (FTL, space)
CR13 XP 10,000 AC 16 HP 320
Proficient Roll +10 Unskilled Roll/Initiative +5 Gunnery Stations 1
Skills Deception, Persuasion, Space Vehicles Passive 18
Saves Charisma, Constitution, Dexterity, Intelligence, Strength Cost: 500,000 Credits

Battle Stations

  • Piloting, Engineering, Sensors
    • Oversized Energy Cannon: 5/10 square range, dealing 5d12 (30) heat damage on hit.
    • Provided Gambit: Seeker Missiles
  • Engineering
    • Provided Gambit: Shunt Power
  • Resistant: Resistance to electricity damage.
  • Vulnerabilities: Frontal Assault. Vulnerable to damage on attacks from the front.

Star liner.jpg


Starting PC Starships - Starships & Starwyrms Setting[edit]

The ships below are ships that are possible for PCs to get right at the start of play, depending on their background. These ships have statistics for the Starships & Starwyrms campaign setting. Ship building isn't the same as character creation and PCs cannot create a custom ship, but may modify ships during play.

Starpiercer, demo ship[edit]

Primary Demo Ship Starpiercer.png

Aphelion, large heavy freighter[edit]

Ship - aphelion.png

Arcane Schooner, medium pioneer[edit]

Ship - arcane schooner.png

Armistice, medium light transport[edit]

Ship - armistice.png

Starting PC Starships - Esper Genesis Setting[edit]

Esper genesis starting starships.PNG

Esper genesis starships 2.PNG

Esper genesis starships 3.PNG

Starting PC Starships - TinyD6 Frontiers Setting[edit]

Player Starting Starship: Rising Moon
Chassis Scout class
Structure 8
Fuel 8
Crew up to 150
Chassis System Adaptable build. Passive: Scouts gain 1 extra system when building their chassis.
Scanners
Basic Scanners Basic scanners can show live camera footage of things nearby your ship. Action: Pick one enemy and make a Test at Disadvantage. If you succeed, all your ship's attack rolls against that ship gain Advantage this round.
Long Range Scanners Sensitive scanners that can detect enemy Starships from lightyears away. PassiveWhen you Search, you Test with Advantage.
Shields
Basic Shields Basic force fields protect your ship from sand-and-gravel sized space debris. Action: test at Disadvantage. If you succeed, the next attack to your ship is negated. The shield dissipates after two rounds if it hasn't taken a hit.
Multi-phase shield Several force field emitters allow for fine manipulation of everything around your Starship. Passive When Evading, you test with 2D6.
Titanium Shield You've welded a massive amount of plating onto your Starship. You can use this to protect your starship and prevent damage. Passive Any action against your Starship deals 1 less damage. This System costs both a Weapons and Defense system slot.
Weapons
Weapons (Basic) Basic weapons such as small lasers are useful for breaking up asteroids or cleaning the hull of a capital-sized ship. Action:Test at Disadvantage to attack an enemy ship.
Rapid Fire Lasers A massive burst of multiple lasers. Action Perform an Attack Test with Disadvantage. If the first attack misses, no other attacks can be made. If the attack hits, you may make an extra Attack Test with Disadvantage (with the same benefit), to a limit of 3 Attack Tests.
Main Cannon A reliable long-range weapon is mounted on your Starship. Make an Attack Test. If you successful, deal 2 damage. If you fire on an immobile target, this attack has Advantage.
Thrusters
Thrusters Basic thrusters get your ship anywhere in the galaxy, but will not protect you from long, boring interstellar trips. Action Each time an enemy attacks your ship, for the rest of the round, you may Test at Disadvantage to Evade the attack.
Gravity Engines A reactionless engine that is very efficient for long missions. Action: Spend 2 Fuel and then move. You may use an Attack System (giving your Test Disadvantage) at the end of the move.
Life Support
Life Support Basic oxygen recycling systems keep you and your crew alive and protect you from the cold of deep space. Action: Make a Test at Disadvantage. If you succeed, repair 1 point of damage to your ship.
Reactor
Reactor A basic nuclear reactor keeps all of your ship's systems online. Action Pick one of the other five systems and make a Test at Disadvantage. If you succeed, all rolls with that system and special systems of the same type lose Disadvantage this round. If they don't have Disadvantage, they gain Advantage this round.
Docking / Transporters
Docking Bay/Transporter Bay All ships have some sort of area that allows for embarking and disembarking. This slot is a reminder about that. Your GM will tell you which your ship has based on their game and universe. This ship only has a docking bay.
Crew Positions
Captain The Captain can forgo both their actions to give any other Crew member an additional action on their turn.
Helm The Helm can reroll one failed Evade Test per roud.
Communications The Communications position can reroll one failed Sensors system roll per round.
Doctor When in their med-bay, the Doctor always helps to heal 1 extra Hit Point on a successful Healing Test.
Engineer When in their Engineering Bay, the Engineer can forfeit both their actions to bring a disabled system back online or restore 1 Structure to the Starship (no test required).
Tactical When making an attack with a Weapons system, Tactical may forfeit one action on their turn to increase damage dealt by 1.