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1001 Nights variant: the ship as a character

Game rules - homebrew

Checking on the Coriolis Discord, I read that the publishers are OK with players recreating tables, figures and data from the RPG source material where the only purpose is the facilitation of playing their game and I hereby promise this is my only intent with this article. Here I've taken the Year Zero Engine to modify the Coriolis rules for my own games - Doctor Weather
I've found that though the ship gets created with the care of a player character it doesn't really come into play anywhere near as much. Plus, the economics of it can make it a turn off for some players who don't want to play a game of accountancy. To make the ship more of an NPC that the players enjoy interacting with but one with stats rather than a balance sheet I'm going to take inspiration from Mutant: Year Zero's ark rules.  

Class of ship and maximum capability

  All ships begin with the 'functional' level outfit and capability and can be improved from there based on limits from the ship class.  
SHIP CLASSMAXIMUM OUTFIT
I
  • 'Functional' outfit and features are the maximum
  • Only 2 areas can be improved with features, often defining the purpose of the craft (as a fighter, shuttle, etc.)
II
  • Can reach 'improved' level in outfit and features
  • Only 2 areas can reach 'improved' level though, the rest remaining at 'functional' (though they can buy 'functional' features still)
III
  • Can reach 'superior' level in outfit and features
  • A maximum of 2 areas can reach 'superior' level and a single third area can be raised to 'improved', the rest remaining at 'functional'
  • Features can be purchased up to the level of the outfit in all cases
IV
  • Can reach 'superior' level in outfit and features
  • Can support multiple 'superior' areas of the same type - bonuses don't stack but does allow the ship to work on more than one project at once
    • The ship can have 7 total areas: 5 are the initial one of each area; the remaining 2 can be of any type
    • If you upgrade an area's outfit and feature maximum then all areas of that type are upgraded to the same new maximum
  • Of the five types of area, a maximum of 3 can reach 'superior' level and the remainder can reach 'improved'
V
  • Can reach 'superior' level across all its areas, irrespective of how many of each type there are - if you have the money you can make everything awesome
  • Can support multiple 'superior' modules - bonuses don't stack but does allow the ship to work on more than one project at once
    • The ship can have 9 total areas: 5 are the initial one of each area; the remaining 4 can be of any type
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Command

  These operations are the perview of the captain, potentially requiring use of Empathy skills for negioations and trade.  
FUNCTIONALIMPROVEDSUPERIOR
OUTFITBridge   Cargo holdCabins - coffin and standard   Command unit   ShrineCabins - suite   Chapel
CAPABILITYShip is operationalCommand unit
As 'gear' rules   Shrine
  • Counts as a chapel but only for 3 pre-defined Icons
Chapel
Normal rules
FEATURES
....that can be purchased as extras
External cargo   Smuggler's stash   Ship system   Traveller's blessing
  • +1 to portal jumps
  Ship's intelligence
Arboretum
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Defence and security

 
FUNCTIONALIMPROVEDSUPERIOR
OUTFITSmall weapons module - choose 2:
  • Countermeasures
  • Autocannon
  • Accelerator cannon
  • Nestera Mangler
  • Torpedo
 
Improved weapons module - choose 2:
  • Anything from the small module list
  • Heavy accelerator
  • Ion cannon
  • Ion torpedo
  • Plasma torpedo
  • Mine
Superior weapons module - choose 3:
  • Anything from the improved module list
  • Meson cannon
  • Thermal cannon
  • Antimatter torpedo
  • Nuclear torpedo
  • Antimatter mine
  • Nuclear mine
  • Ion missile
CAPABILITYShip can defend itself and/or attackWeapons and combat rules unchangedWeapons and combat rules unchanged
FEATURES
....that can be purchased as extras
Advanced countermeasures   Advanced targeting   Advanced torpedos   Advanced weapon system Ablative armourHeavy armour
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Engineering

  Everything here is run by the ship's engineer and mostly makes use of the technology skill.  
FUNCTIONALIMPROVEDSUPERIOR
OUTFITReactor   Graviton projector WorkshopService station   Remote functions
CAPABILITYShip is spaceworthyWorkshop
  • Can repair (P) and (O) tech equipment
  • +1 to Technology for equipment repairs made in the workshop
Service station
  • Can repair (O) tech ship modules
  • +1 to Technology for ship repairs
  • Workshop bonus increases to +2
Remote functions
  • Can send holo-comms and/or drones to assist on remote repairs
FEATURES
....that can be purchased as extras
Atmospheric entry   ED fields   Reactor burst   Repair drone
  • Can repair EP and critical damage but not HP
  Robust hull   Supercharged reactor
Advanced workshop
  • Can repair (A) tech equipment
  • Bonus dice are d8
Advanced service station
  • Can repair (A) tech modules
  • Bonus dice are d8
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Operations

  These modules are run by the ship's pilot. Whereas the pilot might need to take direction from sensors or engineering to decide what to mine or salvage, the actual operation of the equipment will be done through the pilot skill.  
FUNCTIONALIMPROVEDSUPERIOR
OUTFITBridgeDocking station   Escape pods Operational module - choose 1:
  • Extra cargo hold
  • Hangar
  • Mining station
  • Salvage station
CAPABILITYShip can be pilotedDocking station
Normal rules   Escape pods
Normal rules
Operational modules
Normal rules
FEATURES
....that can be purchased as extras
Ejector   Precise thrusters   Tuned accelerator   Turbo projector Antimatter rocketsSavage unit
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Sensors and science

  Combining these functions means it must be possible to run everything from the science skill. Logically, the sensors part alone could still be run from data djinn though, especially on ships that have no appreciable science function.  
FUNCTIONALIMPROVEDSUPERIOR
OUTFITBridgeStasisScience module - choose 1:
  • Medlab
  • Science lab
CAPABILITYShip is operationalStasis
Normal rules
Medlab
Normal rules   Science lab
  • Can analyse items of any tech level
  • +2 to Science
  • Can send holo-comms and/or drones to assist on remote analyses
FEATURES
....that can be purchased as extras
Library database   Sensitive sensors   Stealth technology   Super sensors Data meme   Data pulse   Research computerAdvanced science lab
  • Bonus dice are d8
  Trauma lab
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Main: 1001 Nights variant overview Related

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Cover image: islam by Quentin088

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