Space Jam Ships

Page history last edited by Michael 5 mos ago

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Ship Design and Alteration

 

These are the ship modules and accessories. A science bay, comm array and more engines are good to have. Spacecraft and stations must have enough life support to support their crew and passengers; a ship must have an engine and a helm.

 

Player ships start with the following items for free:   2 life support bays, a helm, an engine, and a phase drive. Starting ships may not choose Advanced items.

 

Ship Modules:

 

name function cost
Helm allows piloting of ship, at least one is required 1
Engine produces 1 power point, increases max speed by 2 (cumulative per engine) 2
Science Bay allows science checks, sensor checks 1
Comm Array allows ship to transmit messages (reception is free) 1
Stabilizers allows crew to remove OOC ratings much easier 1
Life Support Bay contains oxygen generators enough for 4 beings 1
Reactor produces 2 power points 1
Damage Control allows remote repairs on the ship 1
Cargo Bay allows for storage of armor suits, special ship gear and weapons 1
Tractor Beam allows attraction and repulsion of large objects 1
AMS System allows easier destruction of incoming missiles 1
Ship Armor reduces damage taken by the ship.

Level 1 = 1

Level 2 = 3

Level 3 = 6

Level 4 = 10

Cannon 2 shots/turn, 1 power point; does d6 damage to module, range -1 to hit/3 squares 2
Rocket Bay 1 launch/turn, 1 power point; rockets move at Speed 4, 2d6 to ship hit, blast, max launch range 8 2
Fast Missiles increase to Speed 6, but less damage. You must have a Rocket Bay for each purchase of Fast Missiles 1

 

 

Advanced Ship Modules (not initially available)

 

 

name function cost
Fire Control Bay allows remote firing of multiple weapons, and target locks to be made 1
Shuttle Bay allows storage and launch of transport, assault and armor shuttles 1
Fighter Bay allows storage and launch of fighters and bombers 1
Drone Control allows remote control of up to 10 drones 1
Railgun 1 shot/turn, 1 power; 2d6 to ship, hit in line, range -1 to hit/2 squares 2
Torpedo Bay 2 shots/turn, 2 power; d6+1 damage, blast, range -1 to hit/square 2
Plasma Cannon 1 shot/turn, 3 power; 2d6 damage, starts fires, blast, 3 range max 2

 

 

Ship Examples

 

Patrol Gunboat
Helm, 3 engines, reactor, 2 life support, science bay, comm array, tractor beam, cannon = 14 points. No phase drive. Crew:  captain, pilot, sensor operator, radio operator, engineer, gunner, two AB crewmembers (one is possibly an apprentice or cadet). If there's a lot of tractor-beaming to do, one of the ABs might be switched for a tractor operator.
Speed 6, Power 5

 

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