Ship Type (d100)

d100 Result

1-12

Type: Worn freighter

Debt: Roll 1d6+20 Credits

Hull Points: 30

Traits: None

13-18

Type: Retired troop transport

Debt: Roll 1d6+30 Credits

Hull Points: 35

Traits: Emergency Drives

Emergency Drives: If you have to perform an emergency take-off while your ship is damaged, reduce the Hull damage sustained on the roll by 3.

19-23

Type: Strange Alien Vessel

Debt: Roll 1d6+15 Credits

Hull Points: 25

Traits: None

24-31

Type: Upgraded shuttle

Debt: Roll 1d6+10 Credits

Hull Points: 20

Traits: None

32-38

Type: Retired scout ship

Debt: Roll 1d6+20 Credits

Hull Points: 25

Traits: Fuel-efficient

Fuel-efficient: When traveling to a new world, the fuel cost is reduced by 1 credit.

39-45

Type: Repurposed science vessel

Debt: Roll 1d6+10 Credits

Hull Points: 20

Traits: None

46-56

Type: Battered mining ship

Debt: Roll 1d6+20 Credits

Hull Points: 35

Traits: Fuel Hog

Fuel Hog: When traveling to a new world, the fuel cost is increased by 1 credit.

57-65

Type: Unreliable merchant cruiser

Debt: Roll 1d6+20 Credits

Hull Points: 30

Traits: None

66-70

Type: Former diplomatic vessel

Debt: Roll 1d6+15 Credits

Hull Points: 25

Traits: None

71-76

Type: Ancient low-tech craft

Debt: Roll 1d6+20 Credits

Hull Points: 35

Traits: Dodgy Drive

Dodgy Drive: Any time the ship takes Hull damage, roll 2D6. If the roll is equal to or below the amount of damage sustained, the drive is misbehaving, and 2 additional points of damage are sustained.

77-84

Type: Built from salvaged wrecks

Debt: Roll 1d6+20 Credits

Hull Points: 30

Traits: None

85-95

Type: Worn colony ship

Debt: Roll 1d6+20 Credits

Hull Points: 25

Traits: Standard Issue

Standard Issue: The cost of all Starship Components (see p.60) is reduced by 1 credit.

96-100

Type: Retired military patrol ship

Debt: Roll 1d6+35 Credits

Hull Points: 40

Traits: Armored

Armored: Any time the ship takes damage, you lose 1 Hull Point less than indicated by the rules