| name | rule-spaceships-and-tactical-systems |
| description | Ship subsystem rules: armory, science bay, med bay, housing, warp travel, tactical systems, and disruption handling. |
Spaceships and Tactical Systems Rules (Thematic)
Scope
Use this skill for ship-upgrade choices, travel costs, tactical-system activation, and "what can we do from orbit" rulings.
Ship subsystem functions
- Armory: consumable acquisition, item charging, gadget-funded augmentation pipeline.
- Science Bay: specimen analysis (
d100 outcomes), mutation access pipeline, high-risk high-reward experimentation.
- Med Bay: passive daily healing scaling by level and med-bay upgrades; gadget-based burst recovery.
- Housing: passenger capacity economy by upgrade tier (noble/skilled/labor/domestic categories).
- Warp Drive: nutronium travel costs by distance and coordinate constraints.
Tactical systems fundamentals
- Require active ship link and non-disabled system state.
- Many require skilled passengers to operate.
- Enemy disruption attempts can block tactical-system usage until source is neutralized.
Tactical effect families
- Orbital direct-fire systems (laser, bombardment, missile patterns).
- Battlefield-support systems (bridges, scans, weather control).
- Force-projection systems (fighter/drone deployment).
- Extraction/transport systems (teleporter and advanced teleporter).
Operational risk model
- Ship disablement can hard-lock travel or remote support.
- Overusing nutronium for tactical power can strand crews logistically.
- Signal denial impacts both tactical actions and communications/evac assumptions.
Search cues / aliases
ship upgrades, warp cost, tactical systems, orbital strike, teleporter extraction, signal disruption, science bay limit.