The Ascension Project
Each starship description includes the following statistics.
Name and Tier: This is the designation of the starships and its power level. starships of different tiers vary to a greater degree in terms of power and abilities than monsters whose Challenge Rating (CR) differs by a similar amount.
Classification: The starship’s type (ultralight, light, midweight, heavy, or dreadnought) determines its fighting space on the battle grid.
Size Category and Frame: This describes the overall size of the vessel (see Starship Scale). A starships’s size provides a modifier to its Armor Class and Target Lock (see below). This entry also notes the base frame of the starships.
Speed: This is the number of hexes the starships can move using most pilot actions.
Maneuverability: A starships’s maneuverability is rated clumsy, poor, average, good, or perfect. This is generally tied to the mass and size of the starships, and it both indicates how agile the starships is in space and determines the minimum number of hexes the starships must move before it can turn.
Defense: A starship’s Defense is how difficult the ship is to hit in combat by direct fire weapons. This value is is calculated based on the ship’s size, maneuverability, and physical armor, as well as the pilot’s number of ranks in the Piloting skill. A starship’s autopilot Piloting skill is used when the ship’s autopilot system is engaged.
Target Lock (TL): This value is used when determining whether tracking weapons (see Type) hit a starships. TL is calculated based on the starships’s size, maneuverability, and defensive countermeasures, plus the pilot’s number of ranks in the Piloting skill.
Hardness: A ship’s hardness is determined by its armor. Hardness reduces the amount of damage the ship takes from weapon attacks. Better armor can improve a ship’s hardness.
Hull Points (HP): This is the total amount of damage a starships can take before it becomes inoperative. A starships with 0 Hull Points isn’t destroyed, though many of its systems are no longer functioning and it is no longer a threat to its enemies. In a base frame stat block, the Hull Points entry also lists the HP increment, which is the number of Hull Points a starships with that frame automatically gains when its tier increases to 4 (and every 4 tiers thereafter).
Damage Threshold (DT): If an attack deals less damage less than this value, that damage isn’t counted against the ship’s total Hull Points. Only Huge or larger ships have a Damage Threshold, and it matters only when such a starships’s shields are depleted.
Critical Threshold (CT): Whenever the total amount of damage that has been dealt to a starships’s Hull Points reaches a multiple of this value, one of its systems takes critical damage. This value is always one-fifth of the starships’s maximum number of Hull Points.
Shields: In a starships stat block, this lists the ship’s shield system and the Shield Points (Sp), which represent the damage shields can take before they’re depleted. Shield Points are assigned to particular quadrants (forward, port, starboard, or aft). These quadrants correspond in orientation to the firing arcs shown in the diagram.
Attacks: A starships has four firing arcs: forward, port, starboard, and aft (see the diagram). Most nonturret weapons can fire only in the firing arc where they’re mounted; turret weapons can be fired in any arc. The attack entries list the various weapons mounted on the ship that can fire in each of the arcs. Each weapon also lists its damage, range, and other special properties.
Mounts: In a base frame stat block, this entry lists the class of weapon that can be mounted on the starships.
Crew: The ship’s standard crew complement is given here. A ship cannot operate with less than the minimum crew value listed in the base frame stat block. The crew’s quality is given in parentheses, along with the crew’s modifier to skill checks (including Piloting checks made to avoid hazards). The quality of the crew determines the pilot’s class bonus to Defense, the pilot’s Dexterity modifier, and the gunner’s attack bonus (see Table: Crew Quality for details).
Base Purchase DC: The base purchase DC includes the ship’s frame, engines, armor, shields, defensive systems, sensor systems, comm systems, weapons, or grappling systems and equal the amount of build point used in its design.
Restriction Level: See Equipment Basics
Characters who cannot afford to buy their own starship can always borrow, requisition, rent, or steal one as the need arises.
Borrowing a Starship: A character with the favor of a ////edit//// faction can attempt a favor check (DC 30) to borrow a starship from a friendly contact, assuming that the contact has a ship available. The contact must have an attitude of helpful, and improving a contact’s attitude requires a Diplomacy check. The GM sets the terms of the favor.
Requisitioning a Starship: A character working for an agency can requisition a starship as “equipment,” using the rules for requisitioning equipment.
Renting a Starship: The issue of starship rental won’t come up in campaigns where space traffic is limited to military vessels. However, in campaigns featuring commercial and privately owned starships, heroes can rent a starship for much less than it costs to buy one. Only ultralight or light starships with a restriction rating of licensed or restricted can be rented, and the heroes must have the appropriate license to operate the vessel. Renting a starship for a day requires a successful Wealth check against one-quarter of the starship’s purchase DC. Increase the purchase DC by 2 if a trained crew is provided as part of the rental agreement. Renters must cover any damages sustained by the ship during the rental period.
Stealing a Starship: Characters can steal a starship only after disabling its security locks (Disable Device DC 40, one check per lock), overcoming any hostile crewmembers aboard, and defeating the ship’s onboard computer security system (Computer Use DC 40). A ship’s computer security system can be accessed from any onboard computer terminal, although using a bridge terminal reduces the DC by 5. For more information on defeating computer security, see the Computer Use skill description.
- COMM SYSTEMS
- DEFENSE SYSTEMS
- EXPANSION BAYS
- GRAPPLING SYSTEMS
- POWER CORES
- ROLES AND STAFFING
- TEMPLATES AND OUTFITTING