Review Thousand Suns Starships 

 

Home Campaign Galleries Players Character Crafting Humor Reviews and Fiction

 

 

Thousand Suns Starships (2010)

Rogue Games

 

Date Reviewed: 7-3-2011

Critical Kobold Rating:  (4 out of 5 Dice)

 

Kick the Tires, Let's Take 'Er Out For a Spin!


     Starships is the fourth offering in Rogue Games’ Thousand Suns rpg line, and is a sourcebook dedicated to describing agricultural processing in the colonies of the Imperial sector.

 

     Ha! Just joshin’! Starships, of course, is all about the great vessels of space, the lifeblood of interstellar travel, commerce, and battle. These faster- than- light ships do the exploring, scouting, colonizing, trading, smuggling and joyriding throughout your campaign universe. The sourcebook greatly expands on the minimalist starship information provided by the core book, and there’s a metric tribble-load of campaign info that has nothing to do with the ships themselves: material on the purpose, size, and composition of space navies, crew training and positions and responsibilities, skill use and technology aboard ships, effects of FTL technology on campaigns, interstellar law, communications… oh, it goes on and on. I waited two years for Rogue Games to deliver detailed starship design and combat rules for their Thousand Suns game, and pleasantly, it was worth the wait. (Which is good, cuz you know kobolds are not the most patient goblinoids in the book. I put my instant rice in the microwave.)

 

 

     Starships is broken down into four broad chapters. The opening chapter examines the duties, size, goals, and make-up of a space navy in relation to the type of campaign a game master wishes to run. Naval academies and rank are discussed, as are the typical duties and missions of both starships and personnel. A brief overview of life aboard an interstellar craft is presented. How do crews pass the time? How much room do they have to move around in a frigate? How do marines train while aboard a battleship? What role do lawyers play on a destroyer? Much of the info in this chapter is also applicable to non-military craft, such as deep-space traders or exploration and science ships. This means even PCs who aren’t part of, say, the Navy of the United Republican Federated Protectorate Organization Of Planets (NURF-POOP) can get an idea of how logistics, salvage laws, and letters of marque may affect their own interstellar taxi service.

 

     The second chapter is all about standard shipboard operations and a myriad of campaign details. There’s a LOT of info to consider packed into this chapter, and GMs should give this section the most attention before play. Some of the decisions made from this chapter will shape the course of campaign play from start to finish. For example, GMs are given options for methods of FTL travel appropriate for their game. Do ships use individual warp drives, or does each sector have jump gates? Can they jump from anywhere to anywhere, or are there ‘jump points’ in each solar system? Do they travel through worm holes? Do different alien species have different methods of FTL travel?  How long does travel take? Do your starships make really cool special effects when they go to light speed? Consider all of these well when designing a campaign.  

 

     The chapter then delves into such operational considerations as scanner types and range, and methods for detecting other ships lurking nearby or being sneaky and avoiding detection yourself. Is jamming and cloaking technology available? What about communications? Is there FTL chatter in your game, or do all messages move at the speed of intergalactic mail couriers? There are pages about ship maintenance both in space and at a docking station, and options for fuel, power, and other supply considerations. Equipment such as emergency tech, protective shields and defensive countermeasures, cargo bays, tractor beams, airlocks, probes, and many other operational systems are detailed and described.

 

     This second chapter wraps up with a look at combat systems and piloting, with explanations of common weaponry and  tactics. This is a nice lead-in to the next chapter, which deals with running combat. So, this chapter tells you what items are useful for blowing your wily opponents into space dust, and the next chapter tells you precisely how to do that.

  

 
       The third chapter, then, is the combat chapter, which lays out the game mechanics of fighting in spaaaaaaace. There are explanations of initiative rounds and combat turns, rolling to hit and applying damage, maneuverability, weapon ranges; all the things you’d obviously expect to know about using your plasma batteries to turn the invading enemy into slag. But the combat section has the most optional rules of any chapter, useful for making your fights either grittier or faster, large or small scale, deeply tactical or broadly narrative, all as you prefer. And as a sweet deal, included are mass combat rules, so instead of just one or two ships trying to obliterate each other with rail cannons, you can have entire armadas engaged in wiping each other out! “Mass crew” mechanics allow you to populate huge megacruisers or entire fleets with a few stats representing the experience and skills of the shipmen, so you don’t need 1,001 NPC write-ups to engage in your invasion of Delta Quadrant.

     Coolly, there are rules for including the PCs in the mass battles, so skills they use and actions they take can actually have an effect on the mass combat turn’s outcome. This allows the players who aren’t your weapons and tactical-ops officers to still share in the fun during a high-orbit shoot out. Scanner crews, engineering, communications, medical, everyone except maybe the galley staff can get in on the action and have something to do during red alert.

 
 

     The last chapter provides a comprehensive ship design system. The whole process is all laid out in simple- to- follow tables, from choosing a hull to fitting it with operations systems, drives, specialized components (brigs, labs, bays, hangers, heated pools, etc.), crew, weapons and defenses, all the way down to choosing a pair of fuzzy dice for the rear-view scanner. Basically, any ship design is concerned with tonnage, power use, and cost. As long as you can find a balance between those three things, you can design any ship your heart desires. There is a differentiation between military and civilian craft design and components, which makes for interesting comparisons, and possibly adventures. (What if your PCs want to get their hands on an old military corvette hull instead of a civilian courier? Is that legal? How would they procure and outfit that? And do you think anyone will notice the military grade linked fusion guns on the bow?)

 

 

     Of course, for those who don’t have that kind of time and need to get off-planet before the local constabulary discovers your minor indiscretion on Regula IV, a bevy of pre-designed ships are detailed in the book’s appendix; almost thirty in all! Everything from fighters to dreadnoughts, shuttles to starliners, and dropships to trash haulers are statted and fitted for your immediate blast-off.   

 

     Now sit back and buckle up, and check out these cool special effects as I kick this baby into hyper warp overdrive!

 

 

 

[Go to Critical Kobold Game Reviews Page]  OR  [Go to Critical Kobold Movie Reviews Page]

 

Home     Campaign     Players & PCs     Character Crafting     Reviews and Fiction    Humor    Galleries    Links    Portal

The Penderyn Campaign is the creation of Christopher Cecil.
All website content by Christopher Cecil unless otherwise noted.
The DM:  Email The DM  |
 Read the DM's Welcome

 © 2000-2011, Christopher Cecil
 All Rights Reserved.

Website design by Kris 
Webmistress's Acknowledgements 

This site designed to be viewed at a resolution of 800 x 600 or better