name: chapter-6-spaceships description: Chapter 6 - Spaceships (Pg 117) - Armory, science lab, med bay, housing, warp drives, tactical systems.
{width="8.557638888888889in" height="4.278472222222222in"}Armory
As you adventure through the galaxy, you will collect ancient technology, artifacts, old parts to old machines, and more. These gadgets can be brought to the armory and spent to purchase consumables, as listed in the consumables section of the equipment chapter. You can have three types of consumables ready for use, as shown by the three spots on your character sheet for consumables. You can have up to 5 of each type of consumables. Consumables are spent with a minor action and have the effect as described in their entry in the equipment chapter.
Some armor and weapons will have effects that can be activated by spending a charge. At the armory you can spend gadgets to apply charges to armor and weapons.
Lastly, at the armory, while you are advancing your character to the next level, if you are able to take a feat, you may take a augmentation feat by spending the number of gadgets as indicated in the feat entry. This process takes 1d20 days to complete.
{width="8.557638888888889in" height="4.278472222222222in"}Science Lab
When you are at your ship you may take specimens that you have collected on your adventures and inspect them at the Science Lab. These specimens can offer great rewards, unlock the secrets of the Galaxy's past or the universes fundamental nature, or give you and your crew abilities to help you on your galactic journeys.
When on your ship, you may tell your game master that you are going to inspect specimens at the Science Bay. When you do this, the game master will ask you how many specimens you are going to use on this roll, and then he will ask you to roll a d100 and provide the result. The more specimens you use on a single roll the better the benefit can be. However, using more specimens also increases the strength of any potential dangers.
30 or less: Nothing
31 to 45: A number of gadgets equal to the number of specimens spent.
46 to 50: A number of nutronium equal to the number of specimens spent.
51 or over: The game master will reply with some flavor text that describes what happened. Sometimes you get no benefit. Other times you may get consumables, single use psychic abilities, or other temporary or limited use effects. In rare circumstances you may get permanent benefits, like armor, weapons, mutations (that might be unwanted), augmentations, and more.
You can only spend specimens at your ship equal to the number of upgrades of the Science Bay your ship has. If the science bay is currently disabled, then you cannot spend specimens at the science bay.
Lastly, at the science bay, while you are advancing your character to the next level, if you are able to take a feat, you may take a mutation feat by spending the number of specimens as indicated in the feat entry. This process takes 1d20 days to complete. The level of your science bay does not limit the number of specimens that you can spend when gaining a mutation.
{width="8.557638888888889in" height="4.278472222222222in"}Med Bay
In the boundless expanse of Galactic Adventures, the cosmos is a full of awe-inspiring wonders and unrelenting dangers. As you embark on your daring quests, you will inevitably take damage---whether from skirmishes with ferocious alien beasts or the hazardous anomalies lurking in uncharted space. These trials leave adventurers weary and wounded; their vitality sapped by the unforgiving nature of the galaxy. Fortunately, your spaceship stands as a steadfast refuge amidst the chaos, offering a chance to recover and prepare for the next perilous chapter.
When you spend days aboard your vessel, your characters have the opportunity to rest in the med bay---a gleaming bastion of advanced technology and solace. Under normal circumstances, resting for a single day restores 1 health per level your character has attained. This gradual healing mirrors the body's natural resilience, subtly enhanced by the ship's baseline medical capabilities---a lifeline for those who brave the stars.
Yet, the med bay's true potential lies in its capacity for improvement. Through upgrades, this med bay can improve your rate of healing. When characters rest within the med bay, they receive additional healing equal to the number of upgrades you've made. For example, a med bay with two upgrades grants an extra 2 health points per day, stacked atop the usual 1 health per level. Imagine a level 3 character resting there: they'd regain 3 health points from their level plus 2 from the upgrades, totaling 5 health points in a single day.
You may also spend a single gadget at the med bay to receive immediate healing equal to 1d6 per upgrade you have made to the med bay.
Beyond its mechanical purpose, the med bay is a haven of reflection and renewal. As characters recline in the pods, the rhythmic whir of machinery soothes their minds, inviting thoughts of past victories and future frontiers. Crewmates may gather, swapping tales of valor or offering quiet support, forging bonds that steel them for the adventures ahead. In this space, both body and spirit are restored, ensuring your crew is ready to face the galaxy's challenges once more.
{width="8.557638888888889in" height="4.278472222222222in"}Housing
Throughout the galaxy you will encounter many people and aliens. Often, they will be looking to travel around the galaxy, or even just looking for a place to live. As you upgrade the housing section of your ship, you may take on more passengers.
1 upgrade 2 passengers
2 upgrades 5 passengers 3 upgrades 10 passengers 4 upgrades 20 passengers 5 upgrades 50 passengers 6 upgrades 100 passengers 7 upgrades 200 passengers 8 upgrades 500 passengers
Passengers can be one of four types as listed below.
Nobles: Nobles can be diplomats, royalty, rich businessmen, and other high profile characters of the galaxy. You may only have one noble per housing upgrade on your ship. Nobles will pay 100 credits to be delivered to a particular destination or will pay 100 credits per month to live on your ship.
Skilled: Skilled passengers represent highly trained engineers, scientists, soldiers, or other characters that have training and skill in something. Skilled passengers will pay 10 credits to be delivered to some destination or will offer their skills in exchange for a permanent place on the ship. Some tactical systems will require skilled passengers to operate the tactical system.
Labor: Labor passengers represent people that do the hard work of the galaxy, such as asteroid mining, construction, and more. Labor passengers will pay 10 credits to be delivered to some destination or will offer their labor in exchange for a permanent place on the ship.
Domestic: Domestic passengers represent families, parents and children. Domestic passengers have little to offer onboard the ship but may be required to be housed in order for a noble, skilled, or labor passenger to come aboard.
{width="8.557638888888889in" height="4.278472222222222in"}Warp Drives
In general, the cost is 1 nutronium for nearby locations within a solar system, 2 nutronium for most other locations, and 3 nutronium for distant locations within the solar system.
If you are ever stuck on a planet with a broken warp drive or lacking nutronium, then you will have to search the planet in the hopes that you can beg, barter, or steal for the nutronium you need. While adventuring, it may be tempting to use your powerful tactical systems, but it is a good idea to always hold some nutronium back for travel.
You can even leave your star system using nutronium. This requires spending anyway between 4 and 8 nutronium, as determined by the game master. In addition, you must have galactic coordinates for this kind of travel. The game master will explain how you can find these galactic coordinates. You may be able to buy them, steal them, or get them in some other way.
If the warp drive is disabled, then you cannot travel beyond the planet or space station that you are currently at.
If your warp drive becomes disabled while in deep space, then your best hope is to send out a distress signal and hope for rescue.
{width="8.557749343832022in" height="4.278874671916011in"}Tactical Systems
Tactical systems are abilities of your ship that can be used while you are adventuring. You may be traversing a jungle and need a regional scan of your surroundings, you might be engaged in a fire fight with alien hostiles and need an orbital bombardment of their defensive position, or you might be taking fire from aircraft and need to deploy jets to fight off the enemy air power.
When using a tactical system, you must have a remote connection to your ship. Various factors could break this signal, such as a mysterious fog let loose by jungle plants, enemy signal disruptors, and more.
Additionally, your ship must be operational, and the tactical system must not be disabled. Various things can disabled tactical systems, from onboard hostiles that have snuck on your ship, to enemy ships that have launched torpedoes at your ship, to power surges from solar flares.
Any time a tactical system is used, enemies with the proper equipment can attempt to disrupt the signal. This is an intelligence vs. intelligence roll. If the enemies roll is successful, then the tactical system cannot be used, and no additional tactical systems can be used until the source of the disruption is neutralized. This may be mean killing an enemy psychic or destroying an enemy signal tower. The game master will explain how you can regain the signal to your ship. Related expertise can be used to find the source of the disruption.
Without a ship signal, you can also not communicate with your ship. This means that it is often good to have a backup plan in order to be retrieved from your ship in case you do not signal back, and have an evac point planned ahead of time.
{width="8.468055555555555in" height="4.2340277777777775in"}Tactical System Options
Laser Cannon
A blinding beam of energy lances down from the heavens, its origin a distant glint in the upper atmosphere. The air crackles and ionizes as the laser carves a path through the sky, leaving a trail of superheated plasma. Upon impact, the ground erupts in a shower of molten debris, the laser's precision unmatched as it surgically eliminates its target.
Effect: Spend 1 nutronium to make an aim vs. agility attack against a creature within line of sight from orbit. On a hit, deal 3d6 energy damage.
Enhancements
Precision Targeting: Gain advantage on the attack roll.
Sustained Beam: Deal an additional 2d6 energy damage to the target's health at the start of their next turn if the attack hits.
Requirements
Requires 1 skilled passenger to operate the tactical system.
Orbital Bombardment
A thunderous roar heralds the ship's wrath as energy bolts rain from orbit, each streak of light a harbinger of destruction. The ground erupts in a grid of fiery explosions, shockwaves rippling through the air. The bombardment is a calculated tempest, leaving craters and chaos in its wake.
Effect: Spend 1 nutronium to designate a 5x5 space area within line of sight from the source of the tactical system. Make an aim vs. agility attack against each creature in the area. On a hit, deal 2d6 energy damage.
Enhancements
Precision Strike: Gain advantage on the attack rolls against all targets in the area.
Increased Payload: Increase the damage by 1d6.
Expanded Bombardment: Increase the area by 2 spaces (e.g., from 5x5 to 7x7).
Requirements
Requires 1 skilled passenger to operate the tactical system.
Aether Bridge Projector
A cascade of shimmering particles rains from orbit, coalescing into a radiant lattice of energy that spans the battlefield. The air hums as the lattice solidifies into a translucent bridge, arching gracefully over chasms or obstacles. The bridge glows with an inner light, its surface rippling like water underfoot, offering a fleeting path where none existed before.
Effect: Spend 1 nutronium to create an energy bridge up to 5 spaces long and 1 space wide within line of sight from orbit. The bridge lasts until the end of the encounter or until you choose to end the effect. It can be placed over any terrain, including impassable areas, but must connect two points on solid ground. Allies and enemies can move across the bridge as if it were normal terrain, ignoring any obstacles or hazards directly beneath it.
Enhancements
Extended Span: Increase the bridge's length by up to 5 spaces.
Widened Path: Increase the bridge's width by 1 space.
Phase Stability: Spend 1 additional nutronium to make the bridge last as long as the source of the tactical system.
Fighter Jet Deployment
A sleek, angular craft streaks down from orbit, its engines roaring as it slices through the atmosphere. The air shimmers with heat trails as the jet banks sharply, locking onto its target with predatory precision. Its weapons hum to life, ready to unleash devastation or scan the battlefield with unerring accuracy.
Effect: Deploy a fighter jet from your ship's hangar bay to the battlefield. The jet is not placed on the battle mat but instead is considered to be flying around in the area. The jet remains active until the end of the encounter. The fighter jet activates on initiative 1 and can take one of the following actions.
Dog Fight: Make an aim vs. aim attack against an enemy system that is deployed in the area. Whichever system loses this roll is forced out of the area. If you win the roll, the enemy tactical system is destroyed. If you lose, the tactical system is disabled.
Missile Strike: Make an aim vs. agility attack against a target within line of sight. On a hit, deal 3d6 damage to the target and 1d6 to all adjacent creatures. On a miss, do 1d6 damage to the target and adjacent creatures.
Machine Gun Barrage: Make an aim vs. agility attack against up to 3 targets within line of sight. On a hit, deal 1d6 ballistic damage to each target.
Tactical Scan: Make a perception roll to a quarter mile area within 10 miles. The pilot of the fighter jet relays his findings to you.
Enhancements
Squadron Deployment: Deploy one additional fighter jet up to the number of available jets in the hangar bay. Each jet can act independently.
Advanced Payload: Spend 1 additional nutronium when using Missile Strike to increase the damage to by 1d6 for both the direct damage and the adjacent damage. and adjacent damage to 2d6.
Requirements
Requires 1 skilled passenger per fighter jet deployed.
Drone Deployment
A trio of sleek drones streak down from the heavens, their synchronized movements a testament to advanced orbital technology. Each drone hums with purpose as it locks onto its designated task.
Effect: Spend 1 nutronium to deploy three drones to the battlefield. Each drone takes up 1 space on the battlefield and has 5 health. They persist until the end of the encounter or until destroyed. Drones act on initiative 1. The drones may move 5 spaces and take one of the following actions:
Attack: Make an aim vs. agility attack against a target within 5 spaces. On a hit, deal 1d6 damage.
Defend: Grant an adjacent ally cover 3 until the start of your next turn. If the cover blocks an attack, the drone takes the damage.
Enhancements
Additional Drones: Deploy two extra drones.
Upgraded Arsenal: Increase all drones' attack damage to 2d6. This enhancement can only be taken once.
Tactical Defense: Spend 1 additional nutronium to increase the cover granted by the Defend action to 6.
Weather Modification System
A storm is summoned from orbit, its wrath spanning miles. The sky darkens as torrential rain and high winds sweep across the land, transforming the region into a treacherous expanse.
Effect: A storm covers a region of approximately 10 square miles. The storm lasts for 1 hour. All ground movement speed is decreased by 1 due to difficult terrain caused by heavy rain and wind. Ranged attacks have disadvantage due to the storm's intense winds and rainfall. Perception checks relying on sight or hearing have disadvantage, as the storm obscures visibility and drowns out sound.
Enhancements
Intensified Storm: The storm winds increase, damaging light and unprotected structures in the area.
Extended Duration: Extend the storm's duration by 1 hour.
Teleporter
The Teleporter hums, locking coordinates. A portal opens, and the characters step through, dissolving into light. They reappear on the planet, energy crackling as they solidify, ready for the mission.
Effect: While on your ship, you may spend 1 nutronium to teleport up to 10 characters from the ship's science bay to the surface of a planet, moon, or asteroid. The target location must have line of sight to the sky.
Emergency Extraction: You may use a nutronium to activate the Teleporter and instantly transport all creatures within 2 spaces of a target space back to the spaceship's science bay. You must have line of sight to the sky.
Advanced Teleporter
The teleporter's glowing core hums as you step onto its sleek platform. In a flash, you're dissolved into light, then rematerialize, the sensation fleeting but unforgettable, with solid ground beneath your feet at your destination.
Effect: While on your ship, you may spend 1 nutronium to teleport up to 10 characters from the ship's science bay to the surface of a planet, moon, or asteroid. The target location can be inside a building or otherwise not have line of sight to the sky.
Emergency Extraction: You may use a nutronium to activate the Teleporter and instantly transport all creatures within 2 spaces of a target space back to the spaceship's science bay. You can use this ability even without line of sight to the sky, such as inside of a building.
Requirements
This tactical system requires spending 1,000 coin to add to your ship.
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