Not exact, but I whipped up an Enterprise. Could probably be tweaked.
When flying into the dark and unknowable void full of untold horrors and wonders, it’s best to come prepared. Exploration craft are the vanguards of civilization, taking fresh steps and expanding the borders of their maps with all the technology required to get the job done.
Crew 16/250; Passengers 32; Prestige Bonus +1;Diplomatic Quarters 4
Size 600–1,000 ft (a large ocean liner); Supply 2400 (8/day); Cargo 400 tons
Officers Available Engineer, Medic, Comms Officer, Navigator, Scientist, Security Officer, Counselor, Tactical Officer
Gear Available Clothing, Communications & Computing, Containers, General Gear, Medicine, Scientific Gear, Survival Gear
AC 13; Shields 25% (250); Recharge medium (5); Hacking DC 18
Saving Throws Dexterity, Constitution
Damage Resistances —
Damage Immunities poison and psychic damage
Condition Immunities blinded, charmed, confused, deafened, fatigued, frightened, incapacitated, paralyzed, petrified, poisoned, prone, slowed, strife, stunned, unconscious
FTL Speed 9
STR 42 (+16) DEX 12 (+1) CON 42 (+16) WIS 12 (+1)
Systems Escape Pods, Tractor Beam, Diplomatic Quarters,
Starfighters/Shuttles 4
USS Enterprise
Grade 4 Explorer (78,000 cr)When flying into the dark and unknowable void full of untold horrors and wonders, it’s best to come prepared. Exploration craft are the vanguards of civilization, taking fresh steps and expanding the borders of their maps with all the technology required to get the job done.
Crew 16/250; Passengers 32; Prestige Bonus +1;Diplomatic Quarters 4
Size 600–1,000 ft (a large ocean liner); Supply 2400 (8/day); Cargo 400 tons
Officers Available Engineer, Medic, Comms Officer, Navigator, Scientist, Security Officer, Counselor, Tactical Officer
Gear Available Clothing, Communications & Computing, Containers, General Gear, Medicine, Scientific Gear, Survival Gear
Defenses
HP 1,000AC 13; Shields 25% (250); Recharge medium (5); Hacking DC 18
Saving Throws Dexterity, Constitution
Damage Resistances —
Damage Immunities poison and psychic damage
Condition Immunities blinded, charmed, confused, deafened, fatigued, frightened, incapacitated, paralyzed, petrified, poisoned, prone, slowed, strife, stunned, unconscious
Propulsion
Impulse Speed Average (6)FTL Speed 9
STR 42 (+16) DEX 12 (+1) CON 42 (+16) WIS 12 (+1)
Decks & Systems
Decks Bridge (2), Cargo Hold (1), Engineering (1), Hangar (1), Leisure Deck (1), Medical Bay (1), Science Bay (2), Passenger Deck (2)Systems Escape Pods, Tractor Beam, Diplomatic Quarters,
Starfighters/Shuttles 4
Weapon Mounts
- 2x dual plasma torpedo salvo. Ranged Weapon Attack: medium range, ammunition (5), salvo. Hit: 126 (12d20) fire damage.
- 4x medium plasma weapon battery. Ranged Weapon Attack: medium range, simple. Hit: 35 (10d6) fire damage.
Special Properties
- Escape Pods. This ship has enough escape pods to support a number of creatures equal to twice its minimum crew. Each escape pod can hold up to 8 passengers, with life support for 48 hours.
- Tractor Beam. Tractor beams can target ships two or more grades smaller than the attacker. The target makes a Strength saving throw or becomes restrained.
- Well-equipped. Once per region, Voidrunners are able to access any equipment of a certain type from the ship’s stores as though they were in a settlement. The ship can supply gear up to a total value of 4,000 cr from the Clothing, Communications & Computing, Containers, General Gear, Medicine, Scientific Gear, Survival Gear equipment categories. The equipment must still be paid for, unless the Narrator determines that gear is provided by the Fleet.
- Sensors. Exploration craft are designed to scan the farthest reaches for the faintest signals. Checks made for the Scan journey activity have advantage.
- Research Labs. Science checks made aboard the ship gain an expertise die.
- 5-Year Mission. This craft is designed for long, multi-year missions. It can carry ten times the normal amount of Supply.
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