5150: Shipyard
Cum se joacă 5150: Shipyard?
5150: Shipyard Speed or armor. Firepower or cargo. Stability or Risk. Across Known Space, ships aren’t just bought — they’re engineered, compromised, overbuilt, under-crewed, refit, and pushed past safe limits.
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5150: Shipyard
Speed or armor. Firepower or cargo. Stability or Risk.
Across Known Space, ships aren’t just bought — they’re engineered, compromised, overbuilt, under-crewed, refit, and pushed past safe limits. Every Captain eventually makes the same choice: build safe, or build bold.
5150: Shipyard is the structural expansion for 5150 campaign play. This book gives you full control over how your ship is built, modified, strained, and maintained — without changing a single Contact in Space rule.
This supplement is designed for use with the 5150: New Beginnings core rules, available on Wargame Vault.
Inside You’ll Find:
A complete Structural HP (SHP) construction system tied directly to Hull size.
Rules for reallocating Thrust, Firepower, Cargo Slots, and Crew capacity.
Risk Conversions that let you exceed safe limits — at permanent operational cost.
Crew Strain, System Crew Requirements (SCR), and understaffing penalties.
Refit, overhaul, and stabilization rules for long-term campaign evolution.
Military, civilian, criminal, and exotic ship lists fully compatible with GateMax scale.
Your Ship Is Now Part of the Campaign. After this book, your vessel isn’t just transportation. It is a structural decision engine that shapes your Reputation, your risk profile, your available jobs, and whether your campaign survives the next month.
Overbuild the drives. Strip out crew space for cargo. Convert civilian hulls into gunships. Push an old freighter past its design limits and hope the maintenance bills don’t bury you before the next job pays out.
Every modification has a cost. Every shortcut leaves a mark. Every Captain thinks the ship can take one more upgrade.
Welcome to the Shipyard, Captain.
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