Starship Class

Starship Class


Starships Main Computers Jumps Shields
Armor Cost Length & Width Supplies
Artificial Gravity Crew Life Support Tech Levels
Builder Escape Pods Maneuver Tractor Beams
Cargo Grade Modifications Types
Character Scale History Names Vitality
Class Hyperflight (Speed) Passengers Weaponry
Combat Internal Damage Sensors

Fighter.jpgClass is everything. Starships are rated by their class, dependent on how many levels of SAS Base have been purchased (from 1-8). The class of the ship directly relates to the level of Awkward Size assigned when using the SAS Base System to build a Starship (also from 1-8). A lot depends on the ship’s class (or rating). For all of the features of a ship’s class, the details below are governed by that level.

The smallest interstellar vessel is the explorer (Base lvl 2), designed to hold a small crew of merchants or adventurers. (Shuttles and fighters are smaller (Base lvl 1-2) but they are at most involved only in interplanetary travel within the same solar system, i.e. most shuttles and fighters do not have a jump drive.) Next in size is the raider, (Base lvl 3) a vessel designed specifically to target lone freighters or other likely prey or piracy ventures. For this reason, freighters (Base lvl 4) are usually accompanied by escorts (Base lvl 4) designed to defend against piracy.

Frigate.jpgLarger than an escort is the standard gunship, the frigate, (Base lvl 5) a versatile vessel designed for limited engagements and boarding actions. Above the frigate is the galliot, (Base lvl 6) a troopship specifically built to deliver a host of marines in a boarding action against a target vessel.

Destroyer.jpgNext are the destroyer, (Base lvl 6-7) designed for all-out gun battles in space; and the assault lander, (Base lvl 6) a troopship build to deliver a host of troops onto a planet.

Then there are the capital ships, the military behemoths of the space lanes. Cruisers, Heavy Destroyers, (Base lvl 7) and dreadnoughts (Base lvl 8) are the bane of any invading fleet, with their massive arrays of guns and meson cannons. Colony ships, full to the brim of deck after deck of everything needed to start a new colony on distant worlds can grow to be monolithic in size (Base lvl 8), and Monitors, (Base lvl 8+) the spacestations of the fleet round out any militarized solar system by providing weapons platforms and resupply. Monitor stations rarely move at all however, and most are built in orbit and therefore do not have any need of jump or hyperflight-capable engines, relying instead on small retrorocket boosters to course correct their lazy orbits around a planet of sufficient interest.

CapitalShip.jpg



“What, by the moons of Czernobogu is that thing coming out of the jump gate, your Grace?”

“Absolution, my dear Lord Bogovi, Absolution.”


Light Vessels

Ship Class Awkward Size (Base lvl) Armor Vitality Passengers Crew Jumps Power Storage/Range Supplies Cargo Maneuver
Shuttle/Fighter 1 50 25% 1 1 0-1 10-100 50 kgs per wk 500 kgs +2
Explorer 2 75 25% 5 2 2 400 100 kgs per wk 1 ton +1
Raider 3 100 25% 10 4 4 800 500 kgs per wk 5 tons +1

Medium Vessels

Ship Class Awkward Size Armor Vitality Passengers Crew Jumps Power Storage/Range Supplies Cargo Maneuver
Freighter/Escort/Yacht 4 125 50% 50 8 8 1,500 1 ton per wk 10 tons -1
Frigate/Gunship 5 150 50% 100 15 15 3,000 5 ton per wk 100 tons -1
Galliot/Destroyer /Assault Lander 6 175 50% 500 30 30 6,000 10 ton per wk 1000 tons -2

Capital Ships

Ship Class Awkward Size Armor Vitality Passengers Crew Jumps Power Storage/Range Supplies Cargo Maneuver
Cruiser/Heavy Destroyer 7 200 75% 1,000 60 60 12,000 100 ton per wk 10K tons -3
Dreadnought/Colony Ship/Monitor 8 225 75% 5,000 125 125 25,000 1K ton per wk 100K tons -4
  • Range is in AU and at Drive 1 speeds (1x Lightspeed), anything faster uses more Energy per AU. See Hyperflight
  • A ship that takes it’s vitality % in armor damage automatically suffers internal ship damage. This continues until the damage is repaired with every subsequent hit, and each subsequently damaged system takes time and materials to repair.
  • Crits always cause a roll on the internal ship damage table. See Internal Ship Damage.

Starship Sections and BulkheadsBulkhead.jpg

In general, Starships are considered to have as many ‘decks’ as levels of Awkward Size (which also defines the class of a ship, as noted above). For almost every class of ship, the bridge of the ship is in one section (usually the front), the engineering section is in another section (usually the rear), and the gun deck is in another section (usually somewhere in the middle). Other areas built by the SAS Base system, such as a Training Room or Laboratory can be assigned to each of these other sections, however the GM may randomly roll those sections for non-critical damage if it should come up that an enemy vessel is targeting the same non-critical spot on a vessel. For the most part it doesn’t matter what sections these other rooms are in, but feel free to note that.

Starships vs. Bases & Awkward Size
Remember a mid-sized Awkward Size 5 office building has 24 floors, so a starship built with with Base lvl 5/Awkward Size 5 could easily have the same number of floors, however that would still be broken up into 5 sections of 5-ish floors a piece as far as Bulkheads go.

Sections.jpgShips with fewer than 3 levels of Awkward Size are assumed not to have as many delineated sections, and may just have everything together in one area (like a fighter, for example). If a ship that small is ever opened to space in the engine area, there are no bulkheads between the engine and the cockpit to save the pilot (so they tend to wear spacesuits). In general, the first bulkhead to be installed in a larger class of ship is between the engine room and the rest of the ship.

Because the number of sections of a ship is governed by the number of levels of Awkward Size, is also usually the same amount of doors a character would need to run up and open to pass from the bridge to engineering, so that’s a fair guess as to how many rounds it takes to run from one end of a ship to another at full speed, (and even a speedster has to stop to open doors).

Each section is assumed to have a bulkhead between it and the other section. These bulkheads are assumed to be operable like standard (if large and heavy) doors, but will automatically seal airtight in case of an area being opened to space to avoid depressurization elsewhere throughout the ship unless it’s specified that they are left opened for some reason. Bulkhead doors require authorization (or a successful hacking attempt) to open once sealed. Starship bulkheads (and heavy duty airlocks) are made out of high tech substances and are quite difficult to damage.

Wall Type Tech Level Thickness Armor Points Notes
Bulkhead* TL8 1 m. 480 Starship bulkheads and outer hulls are most often ceramsteel, while inner walls are usually plasteel or steel.
*Bulkheads are not starship scale structures, they are character scale

Starship Class

Silver Age Beyond brightwyrm