

Have three equipment bays, impose a -1 penalty to Dexterity (Piloting). They have a 1-shift Cosmetic Damage box on each damage track.ĭestroyer, freighter, large private yacht Scopuli, Guanshiyin Have two equipment bays, impose a -1 penalty to Pilot. Have one equipment bay.įrigate, small freighter Rocinante, Xinglong Typically have a pilot and a co-pilot, and don’t come with any adjustments. Ship’s boat, drop ship, patrol destroyer Knight, MCRN Kittur Chennamma

Grants a +1 bonus to Dexterity (Piloting) rolls made to defend against attacks. Typically have a pilot and possibly a co-pilot, no modular equipment bay. So small they can accommodate a pilot and basically nothing else, not even a modular equipment bay.

The Tachyon Squadron scale chart has been modified to encompass more categories since the range is greater in The Expanse.

We have a similar tool in Fate, scale, and it is used in Tachyon Squadron so we have a relatively easy match. The Expanse RPG classifies ships by size, and a ship’s size category determines approximate length, hull quality, and crew complement. One way or another, this aspect should reflect the ship’s size. The High Concept might be as simple as UNN Cruiser, or more flavourful like “Salvaged” MCRN Frigate With a Crew of Fugitives. Our ships will an aspect or two, of course. Ships in Fate are built as Extras, and they will get their own character sheets. I largely based it on Tachyon Squadron and its supplement, the Spaceship Construction Toolkit, but I do follow The Expanse RPG as closely as I can, especially in the technology lingo. However, I promised you a more detailed version and here it is. Does it have an advanced sensor package? You’ll see other ships coming a little earlier in the fiction.
Expanse spaceships Pc#
Does it say the ship has a med bay? OK, your PC gets a bonus for recovering from appropriate conditions such as Injured or Wounded. Therefore, I will use the lightest version possible in my own campaign in essence, I will treat the AGE System ship profiles as narrative descriptions. I had my answer: keep the spaceship combat rules light for my players, don’t burden them with detailed mechanics they’re not interested in using. The two options that go no votes were horror, which didn’t surpris me, and spaceship combat, which did. I gave my players a mini-survey to see where their interest lie: Political intrigue, Action and suspense, Character drama, Spaceship combat, Mystery and investigation Horror, Espionage, or Other. At the other end of the spectrum, ship-to-ship combat may be a your characters’ bread and butter. At the most basic, ships may be a backdrop, important but more of a scenery aspect the way space stations or planet-side locations may be. Compared to character creation, however, we don’t have as good an internal blueprint for how ships should be modeled in a role-playing game.Īs I explained in my interlude, how detailed the ship rules should be in a specific campaign depends on how interested your group is in directly controlling ships and how often this element will show up in the story. On with our adaptation of The Expanse to Fate! Along with character creation and ship combat, spaceship construction is one of the most important pieces in this system conversion.
