Masters and Commanders of the Void
This section is for all the players (including the Game Master) to design their ship for this game. The type of ship and components that are placed in it should give the game is direction, at least initially. A combat heavy game should focus on creating a warship heavily controlled by the Church (who can fund such as vessel) and the Imperium. The Civic will probably have little power and might be under martial law. Opposed to an exploration ship which will have a huge Civic population for colonization. There is even a potential for the Foundation or the Church to have much power to sway either scientific research or missionary work respectively.
Basic Ship Frame
Acceleration/Top Speed: 2/6 Toughness: 20(4) Wounds: 3
Port/Starboard Guns: 3d6
The size that the group choose for their ship largely dictates the difficulty of the game. The larger the ship the more problems the players should expect. All of the factions will be larger and have more experienced members making political and diplomatic maneuvering more difficult. Even if the ship is Imperial dominated warship, the Commodore and his entourage are expected to be shining examples to the rest and undertake the most difficult of missions.
Townships: So nicknamed because they tend to have relatively small populations (between 6,000 and 12,000) aboard. These ships range from 3 km to 5 km in length. Faction leaderships is usually quite small. The Civics have a mayor and few administrators, the Foundation will likely only have a couple dozen facility members for their college aboard, and the church may only have one bishop. Internal disputes are often solved one-on-one between the faction leaders with the Commodore adjudicating.
Townships are often the newest ships with most current Foundation technology equipped. Because they are largely of Foundation design they tend to forgo the impressive Gothic design of older ships. Their small size also prevents a large amount weaponry to be integrated without considerable real estate concerns. Most people aboard will live is small apartments. Civics tend to complain their isn’t enough area for their development and may require time off ship to prevent void madness. Townships provide 100 points of building space.
Capital Ships: These ships make up the bulk of the Imperium navy measuring from 5 to 8 km in length. Their population range from 12,000 to 20,000. These ships tend to be well-rounded to deal with any obstacles and challenges. Factions start to have some complexity. The Church will typically have a Cathedral, and the Foundation will setup a full university. The Civics will often times have a town counsel in addition to a Mayor or other Civic officials to run the local government. Space is typically not an issue on these ships like on the smaller townships unless the ship is overfilled with systems. Capital Ships provide 200 points of building space.
Megaship: While not nearly as common as capital ships they are simple more common that either townships or behemoths. They range from 8 to 12 km in length with populations 18,000 to 24,000. This size class of ship tend to be mission focused, be it colonization, exploitation, trade, or war. Megaships provide 200 points of building space.
Behemoth Ships: Behemoths range from 12 to 20 km in length and are some of the most massive vessels in the fleet. Their populations range anywhere from 25,000 to 100,000. These are some of the oldest ships in the Imperium fleet some constructed before or during the fall of the old Confederacy. Because of this, they have a very Gothic architectural design to them. They may even have technology aboard that the Explorators and Foundation have not yet fully discovered or understand. Behemoths provide 300 points of building space.
Each faction will control a portion of the points from the ship size to utilize for their purposes. The percentage of points also usually dictates the amount of influence they have aboard. Typically at least 50% of the points are dedicated to the Civics. Any points dedicated toward the Civics counts as 1/5 the points for determining influence. While the Civic utilize much of the space within a ship, they rarely have controlling influence aboard. While they Church receives double the controlling influence in points given to them. Outside a cathedral and few chapels or Templar barracks, the Church needs little space yet are always major players aboard the ship. The Foundation and the Imperium points are worth they same value.
Civics 1/5 Points
Church 2/1 Points
Foundation 1/1 Points
Imperium 1/1 Points
These are the various components of the ship that are not already included in the basic frame. Each listing provides: The Name of the Component, (Its Cost), Requirement For, and a brief description of its purpose aboard. Note: the requirements for means this component is required for the ship to have certian features such a population, other components, etc.
Cathedral (6); Populations over 10,000: This is the on board headquarters of the Reformation Church. It is a place of worship for those aboard. It serves a treasury for the Church and well as a secure meeting place. It is required before the Church can setup a Seminary.
Chapel (1); every 2,000 people over 10,000:
Civic Hall (5); Populations over 10,000: This serves as the Civic’s governmental seat of power and Hall of Records.
Inquisition Chantry (0); Cathedral: This serves as the Church private police force who seek out heretics to church dogma. Every 5 Points the Church has gives the faction 10 Inquisitors and 1 Militant-Inquisitor. The After 20 points, the Church has a Grand Inquisitor.
Merchant’s Arcade (5); Each 10,000 Civics:
Residential Zone (5/10); Each 5,000 Civics:
Seminary (2); Cathedral: It is here that the Church trains is chaplains, doctors, missionaries, priests, and Templars. Without a properly funded seminary, the ship may not have the proper medical services it requires.
Templar Monastery (1); Cathedral: This is the training grounds and living area for the Church’s personal security forces. Each point allows 20 Templar and one Paladin to be boarded. With each 5 points, the Church has a Paladin Knight in their service.
University (16); Access to Foundation Services:
Vertical Plow Shares (1); Each 1,000 people: