Starship Expansion Bays
Table: New Systems
Name PCU BP Cost Source
Augmented engine apparatus 30 20 NotN:HT:NSS
Automated factory 30 20 NotN:HT:NSS
Brig 4 5 NotN:HT:NSS
Hyperspace communiations array 10 20 NotN:HT:NSS
Kitchen 3 5 NotN:HT:NSS
Library 5 10 NotN:HT:NSS
Onboard college 0 10 or 2 NotN:HT:NSS
Rearmament bay 20 30 NotN:HT:NSS
School hall 0 5 NotN:HT:NSS
Scout lab 15 15 NotN:HT:NSS
Shield generators 40 60 NotN:HT:NSS
Shrine 2 4 RGG:SFC
Solar Sails - 4 RGG:SFC

Augmented Engine Apparatus

Consuming a large space, this complex mass of mechanical components and volatile fuel can be used to directly feed a mixture of potent ingredients to the starship’s thrusters, greatly increasing the starship’s speed at the cost of its hull integrity. Activating the augmented engines is done during the engineering phase of space combat, and consumes the action of the engineer. Once activated, the starship gains 5 speed but suffers 10 points damage to its Hull Point each round as the whole ship begins to shake apart. Deactivating the augmented engine apparatus is also done by an engineer and requires an action during the engineering phase. While the augmented engines are active, power diverted to the engines results in a gain of 4 speed, rather than 2, but causes the engines to deal 15 points damage to the ship’s Hull Points that round. Because of the extreme danger, augmented engine apparatuses are usually only found on very large starships, or are used only sparingly.

Automated Factory

An automated factory is a computer-run factory that can aid in the construction of magical, mundane, and technological goods. The automated factory can always assist in creating nonmagical low-tech items, such as furniture, clothing, and the like, but a starship must also have an arcane laboratory or a technology lab in order to create magical or technological goods, respectively. The time required to craft goods on a ship outfitted with an automated factory is reduced by half. A starship outfitted with multiple automatic factories further reduces this time by half again.

Special: This expansion bay can only be installed on ships that are at least Large.

Brig

This bay is converted into a small prison for holding unruly passengers, captured prisoners, or anyone else not fit to be housed with the rest of the general population. A brig contains both mundane security measures such as iron bars or high walls, as well as more sophisticated technology such as cameras, force fields, and other systems to keep the prisoners secure and allow for easy monitoring. The brig can house up to 2 creatures.

Hyperspace Communications Array

This bay contains specialized equipment for sending messages through hyperspace to other similarly outfitted vessels, labs, or satellites capable of receiving the signals. Not only is this form of communication exceptionally fast, but messages sent this way are very difficult to intercept except by magical means, and any nonmagical attempt to intercept communications sent by a hyperspace communications array require a similar device in order to even have a chance of being successful. The amount of time it takes to send a message with a hyperspace communications array depends on the relative distance in hyperspace the message has to travel. For in-system communication, as well as to devices located on or near a hyperspace nexus, the time required to send the message is negligible, allowing for real-time communication. For civilized space locations it requires a few seconds for the message to be received, the equivalent of a combat round. A message sent to a location in frontier space requires 1 minute to be received. A starship must be outfitted with a hyperspace drive to be outfitted with this expansion bay.

Kitchen

This fully functional kitchen suite comes fully stocked with the best in modern equipment and a wide host of ingredients. Either fully automated or staffed with a live-in chef, a kitchen provides a diverse and nutritious menu for the starship’s crew and passengers to enjoy.

A single kitchen can feed up to 20 people per day without need of acquiring foodstuffs elsewhere (the kitchen’s budget is included in the Build Point cost). In addition to seeing to the crew’s nourishment, a kitchen allows for a customizable menu and an opportunity to relieve stress. Some kitchens include full service bars or other culinary services, at the discretion of the builders. The starting attitudes of NPC crew members on ships containing one of these kitchens is increased by one step; at the GM’s discretion, this bonus may also apply to other guest aboard the ship.

Library

The starship is outfitted with an onboard library containing digital or print records on a wide variety of topics. The library also contains comfortable furnishing and controlled light and sound levels, allowing visitors to choose the level of noise they wish to experience or filter out, as well as the light level. These settings have an option to be locked to the preferences of one or more VIPs when they are using the library, to prevent the settings from changing when other guests enter the library. The library’s vast collection reduces the DC to recall knowledge by 5. Some libraries are more specialized in a single area and are tied to a single skill. When using that skill to recall knowledge in conjunction with such a library, the DC is reduced by 10 instead.

Onboard College

The starship is outfitted with higher learning facilities, similar to a school hall, but with more advanced material and more guided instruction. A character who spends at least 8 hours studying at an onboard college per day for 1 month (this time need not be spent consecutively) can gain a single rank in a skill for which she already has at least 1 rank. This rank cannot allow the character to have more ranks in that skill than she would normally be allowed for her level. A single character cannot gain more than 3 skill ranks in this way.

Special: The BP cost of this expansion bay is reduced from 10 to 2 if the ship already has a school hall.

Rearmament Bay

This bay is attached to one or more of the weapon mounts on the starship and contains a specially designed rig and series of motors and hatches. By default, the bay contains a light weapon mount. For a heavy weapon mount, the cost in Build Points goes up to 40, and the PCU requirement is increased to 25; for a capital weapon mount, the cost in Build Points goes up to 50, and the PCU requirement is increased to 30. The starship must have the same type of weapon mount as the one in the rearmament bay. The rearmament bay can have a weapon mounted on, as normal with a weapon mount. At any given time, only one of these two weapons can be used, while the other remains within the expansion bay. During the engineering phase, an engineer can use his action in order to switch which weapon can be used.

School Hall

The starship is equipped with a school where young folks and the curious can learn. Typically, these schools are run in part or in whole by the starship’s onboard computer systems, but may employ a teacher as well as staff and other aides. In addition to providing space for learning, including desks, chairs, and view screens, a school hall also provides computer-assisted learning. Starships outfitted with school halls provide vastly accelerated learning, allowing a character who studies at the school hall at least 8 hours per day for 1 month (this time need not be spent consecutively) to gain a single rank in a skill for which they have no ranks. A single character cannot gain more than 3 skill ranks in this way.

Scout Lab

A scout lab contains sophisticated equipment for scanning pockets of hyperspace to find more direct routes through it. A starship’s scout lab can be operated by a single individual, or it can be tied directly to the starship’s computer, allowing it to be run automatically, but increasing its PCU requirement by 5. In either configuration, the scout lab allows for faster travel in hyperspace, adding 1 to the starship’s hyperspace engine rating. Additionally, the starship gains +1 AC while in hyperspace, due to more efficient maneuvering.

Shield Generators

Specialized engineering components are housed in this bay, which provide additional energy specifically to the starship’s shields. Whenever an engineer diverts power to the shields during combat, the shields regain 10% of the starship’s power core’s PCU output to their Shield Points, to a maximum of the shield’s normal Shield Points. Multiple shield generators can be installed upon the same ship, and they are more efficient when linked together. Each additional shield generator consumes only 10 PCU and has a BP cost of 20, and when power is diverted to the shields, they increase the amount of power restored by a further 5% of the starship’s power core PCU, to a maximum of 25% of the starship’s power core’s PCU output.

Shrine

This expansion bay serves as a place of worship, but it is also more than that on many vessels. The shrine can house a spiritual entity, such as a ghost, kami, demigod, or similar being, that serves a role on the vessel. These roles vary widely based on the nature and personality of the resident, but generally the presence of such an entity grants a +1 to +5 bonus on specific checks made during starship combat. For instance, a kami living in the shrine that wants to protect the vessel might grant a +3 bonus on checks during the Engineering phase. A shrine generally consumes 2 PCU and costs 4 BP, though more elaborate shrines might have higher costs, at the GMs discretion.

Solar Sails

Solar sails are attachments to a starship that can be deployed to supplement the energy provided by the ship’s power core. When deployed in a system with at least one active star, solar sails increase the base amount of power provided by the ship’s power core by 10%. Solar sails can also be used in interstellar space, but they only grant a 5% increase in power for the ship’s power core. Solar sails must be furled before hyperspace travel, a process that takes 1 minute. The expansion bay houses power system of the apparatus and allows space for the solar sails to be furled when not in use. Solar sails do not consume PCU and they cost 4 build points.

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