Myoss Gamma

Myoss Gamma is a pencil-and-paper (and dice) game in which players design and build spaceships, and then battle them.

MYOSS GAMMA is a game in which you design one or more space vehicles by buying, customizing and listing a set of ship components, all to a budget that is set at the start of the game. Then, a relatively simple combat system allows players to blow the crap out of each others’ ships. Any number of people can play, the system is easily expandable into mission, campaign and war scenarios (instead of just individual battles), and should be easy to integrate into other games (RPGs, for example).


Time, friends, lots of lined paper, lots of pencils (or pens) and dice. Percentile dice (abbreviated “d100”), to be specific. Raiding the Monopoly game for dice will not work for this game. You can use an online die roller like this one, too (just click the “d100” button to get one d100 roll). If the method you use for d100 results in numbers between 00 and 99, then consider a 00 roll to be 100.


The money used in Myoss Gamma is generic “credits” (abbreviated “c”). All players begin with the same amount, unless the intent is to specifically make a lopsided battle. Once a credit limit is set, players can build one or more ships, with a total value less than or equal to the limit (for example, if a player decides to build three ships, the cost of all three added together must meet the limit). For games played as individual battles, the credit limit is more-or-less arbitrary: players can agree to a low limit for a short game taking less than an hour, or a super-high limit if you feel like spending a whole weekend battling. Money can be handled in more sophisticated fashions for larger, more nuanced scenarios (like campaigns), as the players see fit.


Each ship is made of a number of “components,” each of which takes up a certain amount of space, measured in generic “units” (abbreviated “u”). The only component that is absolutely required for any ship is a “frame” (other components are attached to it). Any ship which will be manned also requires a “life support” component and a “bridge” component. Ships which will move under their own power require some sort of “propulsion,” and ships which need offensive capability will require a “weapon” component (or two, or ten).

Each component has a “toughness” (abbreviated TG), which relates how much damage it can take before being destroyed. If a component has a TG of 3, that means it can take 3 damage points before being demolished (which may result in the destruction of the whole ship). Component toughness can be increased by buying more, which will also increase the size (in units) of the component (consider extra TG to be like armor or extra fortification of just that one component). In all cases, each extra point of toughness for a component will cost 5c and increase the size of the component by 1u.

Along with TG, components may have other attributes that are unique to whatever the component is. For example, weapons have power and accuracy attributes, and shields have a protection attribute. These extra attributes will be identified and described in the discussions of the individual components, below.


Combat in Myoss Gamma is turn-based. Players must agree to a turn order (roll dice, flip coins, whatever), which will be followed for the whole combat. Each player’s turn consists of a number of “actions,” each of which can include firing a weapon, making some repairs, healing injured crew, etc. Unused actions go to waste, except that you may save a single action each turn to be used, extra, on the next turn (consider it as if some crew members “rest up” for frantic activity later). The number of actions a player gets per turn will depend upon his/her ship configuration at the start of each turn, and generally goes down as components are destroyed during a battle, but will always be at least one so long as the ship has crew or staff (or just a captain).

The most important part of combat is (of course) firing your weapons and blowing other ships to little bitty pieces. Firing a single weapon is one action. Before firing, the player selects a target ship (if more than one is available), and then the weapon being fired is compared to the tagret ship’s defenses, for an “Attack Index” (abbreviated AI. The higher it is, the better, but a negative AI isn’t fatal). d100 are rolled against the target ship’s “size” (the total size of all ship components — bigger ships are easier to hit). If the ship is hit, the number rolled will also determine which component is damaged (so long as the weapon gets through any shields which the target ship might have).

The weapon’s power (if not modified) is then applied to the damaged component, the component taking one damage point for each point of power. If the total damage to the component is equal to or greater than the component’s TG, the component is destroyed for the remainder of the battle (while damaged components can be repaired, destroyed components cannot). When a component is destroyed (or an already-destroyed component is hit again), there is a chance that the entire ship will blow up, due to the sensitive nature of electronics and the possibility that a small amount of damage to one component might cause a chain reaction of destruction throughout the vessel.

Bonuses and penalties to combat actions will be identified and fleshed-out in the discussions of the individual components, below.


Start with a blank piece of paper. Imagine what sort of ship you might like to build, whether it be fast and maneuverable, or slow and bristling with weapons, or somewhere in between. Will it be manned by just a couple of people, or will it have a large crew? Once you’ve got an idea for a ship (with the credit limit in mind), begin by listing the most-basic components (life support, bridge) and work downwards towards the components for which you’ll have to be more flexible (weapon power selection, for example). The last component you should list is the frame, because its size and cost will be dependent upon the size of the rest of the components you select.

While this write-up will name the components with particular words, feel free to change the names to fit your personality or your ship’s style. For example, whether you call a weapon a “turbo laser” or a “phaser” doesn’t affect gameplay in any way, it’s all about the flavor.

You should record your choices for components in a set of columns on the paper, one line for each component. From left-to-right, you’ll record the cost of each component, its name, its size, and its toughness and other attributes. Put the cost and size of each component within parentheses, or within vertical lines, just to give them more visual separation on the page. For example:

30Main Bridge31AP/3TG
20Main Life Support42BP/3TG
40Primary Ion Drive73MN/2TH/4TG
55Particle Cannon105PW/3AC/4TG
20Magnetic Shield75PR/3TG


The bridge (or cockpit, or whatever) is the command center of a ship. A ship may have more than one bridge (a back-up or “war bridge,” but only one bridge may be active at any time), and unmanned ships need no bridge at all. A manned ship that’s had all of its bridges destroyed gets a –2 (negative two) modifier to its Attack Index (AI) for the remainder of combat. If a ship has multiple bridges, its owner must specify one of them as the primary bridge for combat, and if it is destroyed, all attacks get a –1 modifier to its AI for the remainder of combat.

A basic bridge (more of a cockpit, really) costs 20c and takes up 2u of space, with a TG of 1 and it will provide 1 Action Point (AP). Extra AP cost 20c each and add 2u to the size of the bridge. For example, a 2-AP, 4-TG bridge will cost 55c and take up 6u of space.


Crew are people who can run the ship, but who aren’t staff (staff reside in the bridge). A small ship may have no crew, while a large ship may have many different crew components. Each crew component provides one or more AP to the ship.

A basic crew component costs 20c and takes up 2u, with a TG of 1 and it will provide 1 AP. Extra AP cost 20c each and add 2u to the size of the component. For example, a 3-AP, 3-TG crew component will cost 70c and take up 8u of space.


Any ship which will carry any people requires life support. Life-support units provide “Biosupport Points” (BP) to the ship. Ships with fewer BP than they have AP will begin to damage crew/staff components (see below) at a rate of one damage point per turn (if there’s more than one undestroyed crew unit, it’s your choice as to which one gets damaged), taken at the very start of the turn. If all crew/staff components are destroyed (or there were none to begin with), roll for ship destruction at the start of every turn. (Obviously, if you build a ship with fewer BP than AP to start, you will immediately begin taking crew damage on your first turn.)

The smallest life-support system costs 5c, takes up 1u of space, has a TG of 1 and provides 1 BP. Extra BP cost 5c each and add 1u to the size of the component. For example, a 5-BP, 2-TG life-support unit would cost 30c and take up 6u.


Ships generally need engines to move, unless a ship is intended to be towed (see “Tractor Beam,” below). Engine components move the ship around in space, although the system within this game is highly simplified. Engines have two attributes: maneuver (MN) and thrust (TH). A ship’s “Maneuver Score” (MS) is the highest maneuver attribute of any one of its undestroyed engines. If a ship is towing another ship (or is otherwise “locked on” to another ship with a tractor beam), cut the normal MS in half, rounded down, but with a minimum of one (1).

When firing weapons, compare the attacking ship’s MS to the target ship’s MS. If they are within one point of each other, there is no effect to the attack. If the attacker’s MS is two (2) or more points higher than the target ship’s MS, the attacker gets +1 to his Attack Index. If the attacker’s MS is five (5) or more points above the defender’s MS, the AI bonus is +2. If the target ship’s MS is the higher one, do the same calculation as above, but it will instead be a –1 or –2 penalty for the weapon’s AI. Ships with no functioning engine components have an MS of zero (0), unless they are being actively towed, in which case their MS is one (1).

The Thrust Score (TS) of a ship is the total of all the thrust attributes of all of its engines, added together, multiplied by 100, divided by the size of the ship (minus any destroyed components) and then rounded down (minimum of 1). If towing another ship (or otherwise locked on to another ship with a tractor beam), divide the normal TS by two (again, round down, minimum of 1). The TS of a ship will generally be ignored in single battles, but may be used (at the GM’s direction) in missions, campaigns and larger scenarios. The only time it will make a difference in individual battles is if “fleeing” is allowed (see below), in which case having a higher TS than one’s opponent would be a very good thing.

A basic propulsion component costs 10c, is 1u in size, has a TG of 1, an MN of 1, and a TH of 1. Extra MN points cost 10c each, and extra TH points cost 5c each. Each extra point of either attribute will increase the size of the component by 1u. For example, a 3-MN, 4-TH, 2-TG engine component would cost 50c and take up 7u.


A weapon is something used to attack another ship. Weapons come in all sorts of flavors, but all of them have power and accuracy as extra attributes (along with toughness and size). Power (PW) is the amount of damage a weapon can do (before subtracting the effects of shields, see below), while accuracy (AC) is how well it can target other ships. A weapon’s AC is directly added to the Attack Index (AI), in fact (so if, for example, you’ve already got a +2 AI and you’re firing a weapon with an AC of 3, your final AI for that one shot is +5).

The basic weapon component takes up 1u, has a TG of 1, a PW of 1, an AC of 1 and costs 10c. Extra PW or AC points can be purchased for 5c each, also adding 1u to the weapon. Each extra point of either attribute will increase the size of the component by 1u. For example, a 7-AC, 5-PW, 4-TG weapon would cost 75c and take up 14u.


The term “shields” in this game refers only to energy-type shields, and not solid armor (see “Structures/Decorations/Armor,” below). Shields protect against weapon damage, reducing the potential damage from a weapon by the Protection (PR) of a shield. However, the effectiveness of a shield is also reduced as it absorbs damage, its PR dropping by 1 for every attack it protects against. So, when a weapon hits a shielded ship, subtract the shield’s PR from the weapon’s PW, and if the result is 1 or more, that amount of damage is inflicted on the target ship. In all cases where a shield absorbs some non-zero amount of damage, its PR will be reduced by 1 (but can never go below 0).

Say, for example, a ship with a shield of 3PR is being attacked by a ship with a 2PW weapon. On the first successful hit, the 2PW of the weapon will be absorbed by the shield, and the shield will drop to 2PR. After another hit, the 2PW of the weapon will again be completely absorbed by the shield, but the PR of the shield will then drop to 1. On a third hit, the 1PR shield will absorb only a single point from the 2PW weapon, allowing 1 point of damage to “get through” to whatever component will be hit, but the shield will also drop to 0PR. Further hits would get through at 100% of the weapon’s PW, because there would be no protection from the shield.

A shield’s PR can be recovered, in part, by using an Action. The ship must have a non-destroyed maintenance component (at least 1 RP, see “Maintenance,” below), and by using an AP, the crew can restore 1 PR point for a shield, up to the PR that the shield was purchased with.

Every shield component covers the entire ship (even over-sized ships, see below), so only one shield may be active at any time. Switching from one active shield to another costs an Action. Turning on a shield after another one has been destroyed also costs an Action (which means if an active shield unit is destroyed, you will not be able to switch to another shield until all other players have finished their turns). It also costs an Action to turn shields on or off, which may be important because transporters, cloaks and tractor beams (see below) are all unusable while shields are up. At the start of a battle (assuming the combatants know there’s going to be a battle), players must select to be running with either shields up or cloak up (or neither), players pick before the first turn.

The basic shield component costs 20c, takes up 1u of space, has a TG of 1 and a PR of 1. Extra PR points for a shield component cost 10c each, and increase the size of the component by 1u. For example, a 4-PR, 2-TG shield would cost 55c and take up 5u.


Cloak components function by attempting to hide the entire ship from detection, thus making it harder to target by weapons. Each cloak component has a Cloak attribute (CL) that determines how well it hides the ship. Any weapon fired against the ship while a cloak is active suffers an AI penalty equal to the cloak’s CL.

A cloak’s CL can be recovered, in part, by using an Action. The ship must have a non-destroyed maintenance component. This will increase a cloak’s CL by 1, up to the CL that the cloak was purchased with.

Every cloak component can cover the entire ship (even over-sized ships, see below) so only one cloak component may be active at any time. Switching from one active cloak to another costs an Action. Turning on a cloak after another one has been destroyed also costs an Action (which means if an active cloak unit is destroyed, you will not be able to switch to another cloak until all other players have finished their turns). It also costs an Action to turn cloaks on or off, which may be important because transporters, shields and tractor beams (see below) are all unusable while cloaks are up. At the start of a battle (assuming the combatants know there’s going to be a battle), players must select to be running with either shields up or cloak up (or neither), players pick before the first turn.

The basic cloak component costs 20c, takes up 1u of space, has a TG of 1 and a CL of 1. Extra CL points for a cloak component cost 10c each, and increase the size of the component by 1u. For example, a 2-PR, 4-TG cloak would cost 45c and take up 5u.


Sensors allow your weapons to better target other ships. For every sensor you activate (using an Action) before firing a weapon, you’ll add all of their Sensing Levels (SL) to the AI for that weapon’s firing. For example, if the weapon you want to use would otherwise have an AI of 2, but you activate an SL-3 and an SL-1 sensor with Actions prior to firing the weapon, it will have an AI of 6 (2+3+1) for that one attack.

The basic sensor component costs 10c, takes up 1u of space, has a TG of 1 and an SL of 1. Extra SL points for a sensor component cost 10c each, and increase the size of the component by 1u. For example, a 3-SL, 3-TG sensor would cost 40c and take up 5u.


Computers also allow your weapons to better target other ships. They are also the only way for unmanned ships to use weapons. “Attaching” a computer to a weapon gives that weapon an AI bonus equal to the computer’s Targeting Level (TL) for all firings. Switching a computer from one weapon to another weapon takes an Action, as does switching a computer away from a destroyed weapon to one that’s still functional. At the start of a battle (assuming the combatants know there’s going to be a battle), players must set which computers will be assisting which weapons. More than one computer may be “attached” to a particular weapon.

Computers may also be set to “autofire” mode, in which case you can specify a ship to target, and the computer will automatically fire the weapon it’s attached to once per turn, freeing up an Action for the crew. However, while computers can aid targeting by humans, they’re not as good at it by themselves, so weapons on autofire get a –1 penalty to their TL. Computers on autofire also negate all benefit from sensor components for weapon firings (see above). If more than one computer is attached to a weapon, only one of them need be set to autofire (although any/all can be), just make a note which computer(s) are on autofire for which weapon(s), so if components get destroyed, you can act/react appropriately. Turning autofire on or off for a computer costs an action, and no computers may be set to autofire before the start of combat.

The basic computer costs 25c, takes up 1u of space, has a TG of 1 and a TL of 1. Extra TL points for a computer component cost 25c each, and increase the size of the component by 1u. For example, a 3-TL, 2-TG computer would cost 80c and take up 4u.


Tractor beams are used to either tow ships with no engines, or to grab hold of target ships to make them easier to attack. Regardless the mode in which a tractor beam is used, the ship using the tractor beam gets its MS cut in half (round down, minimum 1, see “Propulsion,” above). Tractor beams cannot be used at the same time as shields or cloak are used.

Most importantly, it costs an Action to establish or release a tractor beam lock. And if a tractor beam is directed at an opposing ship, it costs an Action every turn to maintain the lock. A single ship may not establish more than one tractor-beam lock on another ship. If two different ships lock onto a single ship, the target ship is not penalized twice — each tractor beam is considered independently of the others.

If a tractor beam is used to lock on to an opposing ship, its MS is also cut in half (round down, minimum 1), and the attacking ship gets a +1 bonus to its AI for all weapons. If two ships lock on to each other with tractor beams, both of their MS will be 1, and their AI modifiers will be zero because of that, whether attacking each other or other un-tractored ships.

If a tractor beam takes any damage while in use, the lock is lost. The player may lock on again to the same ship it had been locked onto, on the player’s next turn, as usual.

The basic tractor beam costs 20c, takes up 1u of space and has a TG of 1. Tractor beams have no other attributes than those.


Maintenance components are like engineering or repair shops. They provide “Repair Points” (RP) with which you can effect repairs to your ship. For every RP your ship has, you can spend an Action to remove 1 point of damage from any component. Each RP may be used only once per turn, so long as the player has enough AP to do so.

Except for Action Points (see “Medical,” below), for every point of damage that you repair, you can also restore 1 point of another single attribute to that same component (up to the amount that the component was purchased with, of course), and it’s your choice as to which attribute to increase. For example, a 4-TG, 3-MN, 2-TH engine which has suffered 2 points of damage would be reduced to 2-TG, 1-MN, 1-TH. A repair done to it would give it 3-TG again, and you would choose whether to make it 2-MN or 2-TH (not both). Again, Action Points cannot be restored in this manner.

RP may also be used to restore shield PR without repairing damage. Shields will lose PR before any ship components take damage, and so if you have a shield which has lost PR but not taken any damage, you can restore 1 PR by using an action, so long as you have 1 RP available.

For both repairing damage and restoring shields, it is important to remember that AP and RP are taken together, every turn. If you have two maintenance components, one with 3-RP and the other with 2-RP, you have 5 RP, total, and can make 5 repairs every turn if (and only if) you devote 5 AP to making repairs. If you have 5 RP and 7 AP, you can make 5 repairs. If you have 5 RP and 2 AP, you can make 2 repairs if you do nothing else that requires AP (like firing a weapon). If you have 5 RP and 7 AP, but have fired 4 weapons this turn, you will have only 3 AP left and so can only make use of 3 RP for 3 repairs.

And don’t forget to recalculate your ship’s RP every turn after maintenance components have either been damaged or repaired. Continuing the above example, if your 3-RP component gets destroyed, you will have no more than 2 RP for the rest of combat. Destroyed components cannot be repaired at all during combat, and no component can be repaired so that it has attributes higher than the ones it was purchased with.

The basic maintenance component costs 20c, takes up 1u of space and has a RP of 1. Extra RP points for a maintenance component cost 20c each, and increase the size of the component by 1u. For example, a 4-RP, 3-TG maintenance component would cost 90c and take up 6u.


Medical components are what you will use to regain Action Points lost due to damage to Crew or Bridge components. Medical components provide “Heal Points” (HP) with which you can heal your crew and staff. For every Hp your ship has, you can spend an Action Point to restore 1 AP lost to damage to a Crew or Bridge component. Each HP may be used once per turn, so long as the player has enough actions to do so.

For example, if a 3-AP, 2-TG crew component has been hit for 1 point of damage, it will be at 2-AP and 1-TG. Spending an AP on healing, and it will go back to being 3-AP, but still 1-TG. Actions regained in this fashion will not be available for use until the player’s next turn.

For healing the people onboard, it is important to remember that AP and HP are taken together, every turn. If you have two medical components, one with 2-HP and the other with 1-HP, you have 3 HP, total, and can heal 3 times every turn if (and only if) you devote 3 AP to healing. If you have 3 HP and 7 AP, you can make 3 heals. If you have 3 HP and 2 AP, you can make 2 heals if you do nothing else that requires AP (like firing a weapon). If you have 3 HP and 7 AP, but have fired 6 weapons this turn, you will have only 1 AP left and so can only make use of 1 HP for 1 heal.

And don’t forget to recalculate your ship’s HP every turn after medical components have either been damaged or repaired. Continuing the above example, if your 2-HP component gets destroyed, you will have no more than 1 HP for the rest of combat. Destroyed crew/bridge components cannot be healed at all during combat, and no bridge or crew component can be healed so that it provides more AP than it was purchased with.

The basic medical component costs 20c, takes up 1u of space and has a RP of 1. Extra HP points for a medical component cost 20c each, and increase the size of the component by 1u. For example, a 3-RP, 4-TG medical component would cost 75c and take up 6u.


Transporters are mostly useful only for role-playing versions of the game. They allow captain and crew to survive ship destruction (even with self-destruct, see below), if another ship is within range (whatever that means for the scenario you’re playing) and with the spare capacity to carry the people. Crew first! Each transporter has an attribute, “TC” (TC), and it requires 1 TC for every AP worth of crew/staff that your ship has, remaining, to evacuate everyone. Per tradition, the captain (or pilot, or whoever runs the ship) goes last. See also “Shuttles,” below, for other evacuation options. If shields are up or a cloak is operating at the time of evacuation, or there are no other ships within transporter range, everyone dies unless shuttles are available.

The basic transporter costs 10c, takes up 2u (that’s two units) of space and has a TC of 1. Extra TC points for a transporter cost 5c each, and increase the size of the component by 1u. For example, a 5-TC, 2-TG transporter would cost 35c and take up 7u.


Cargo holds are used to carry cargo which can’t be exposed to space, or for cargo to which people need access during spaceflight. Cargo racks are used for cargo which can be exposed to space (or for separate space-ready cargo containers). Shuttles (see below) go into cargo holds. Like transporters, cargo holds/racks are mostly useful only for role-playing versions of the game, or (for example) missions where the goal is to get a certain amount of cargo through several battles.

The “Carrying Capacity” (CC) of a cargo hold or rack is what determines how much stuff you can put inside (or on) it. For example, shuttles (see below) take up 2 CC inside of cargo holds. You can use that figure to estimate how much CC your particular cargo will need.

Other ships can also be placed inside cargo holds, at 1u size per CC (if a ship has a size of 32u, it will require a hold with at least 32 CC). Since the largest single cargo hold which can be purchased has a CC of 62, this means that the largest ship you can park inside another ship would be 62u. Or, in that same gigantic hold (it would be 93u in size without any extra toughness!), you could store 7 ships of 8u each, totalling 56u (and thus needing 56 CC), plus a few shuttles.

Oddly shaped or damaged ships should be played in a way that makes sense. For example, an undamaged long, slender ship of 27u size wouldn’t fit into a 27-CC cube-shaped hold. A long, slender ship with most of it blown away might fit, though.

Other ships can also dock on cargo racks with enough CC. The same restrictions apply for racks as for holds in determining the size(s) of ship that can dock. However, since a cargo rack is open to space, ships docked on a cargo rack can be separately targeted by enemies. In other words, cargo holds can hide a ship from attack, while cargo racks cannot. Also, any people inside a ship docked on a cargo rack cannot simply walk from ship-to-ship. They would either need to transport, or use shuttles.

A ship intending to move into a cargo hold or dock on a cargo rack requires either a functioning propulsion component or a functioning tractor beam component, or another ship with a tractor beam to help. Ships cannot move into cargo holds (or dock with cargo racks) on enemy ships, period.

Damage to cargo holds and racks destroys the cargo also, in proportion to the toughness that the cargo component has left compared to the TG it began the battle with (if a rack started with a TG of 4, then every lost TG point due to damage destroys 25% of the cargo). The owner of destroyed cargo gets to pick which cargo is destroyed (when cargo holds/racks are only partially damaged), if it makes a difference to the game.

If another ship is in a cargo hold or on a cargo rack when the hold (or rack) is damaged, and damage to that stored ship is unavoidable, then it takes damage in the form of destroyed components in proportion to the TG of the hold/rack, and you would need to roll for ship destruction for each component so destroyed. If a ship blows up while inside a cargo hold or docked with a rack, the hold or rack itself will be utterly destroyed along with whatever cargo was also in/on it (if it was another ship, it would go straight to “Ship Destruction,” as well). The ship to which the cargo hold (or rack) belonged to will take twice the normal damage from Ship Destruction (essentially, it will count for 2 “other” ships).

The basic cargo hold costs 10c, takes up 3u (that’s three units) of space and has a CC of 2. Extra CC points for a cargo hold cost 10c for 2 more CC points, and increase the size of the component by 3u (again, three units). For example, a 6-CC, 3-TG cargo hold would cost 40c and take up 11u.

The basic cargo rack costs 10c, takes up 1u of space and has a CC of 3. Extra CC points for a cargo rack cost 5c for 3 more CC points, and increase the size of the component by 1u. For example, a 9-CC, 2-TG cargo rack would cost 25c and take up 4u.


Using comms components pretty much requires honest role-playing. Comms are required to offer or accept surrender, and if comms are down between an unmanned vessel and the manned ship that’s directing it, all weapons on the unmanned vehicle (if any) get a –2 AI modifier (if they have been set up on autofire). If you’ve got a large fleet of ships, comms will be needed between them, but how it works and what gets said is really up to you and the other players, in terms of the rules.

The basic communications component costs 5c, takes up 1u and has a TG of 1. Communications components have no other attributes than those.


Blowing oneself up is almost a sure way to lose the game, but perhaps you’ll take your opponent out with you in your last great act of defiance, and thus eke out a tie. Go straight to “Ship Desctruction,” below, but add 1 to the power that each component attacks with for every “Destruct Power” (DP) point that the self-destruct component has.

The basic self-destruct component costs 5c, takes up 1u of space and has a DP of 1. Extra DP points for a self-destruct component cost 5c each, and increase the size of the component by 1u. For example, a 4-DP, 4-TG self-destruct component would cost 35c and take up 7u.


Shuttles, like transporters (see above) allow your crew/captain to leave. Shuttles must be stored inside of cargo holds, and require 2 CC of space to store in the hold. Each shuttle can carry one AP worth of crew and/or staff (see Transporters, above, for details about capacity). Each shuttle costs 5c.

Shuttles out in space are targetable by enemies. They have an MS of 1. Calculate the AI of any attack as usual, but then add 5 to the AI, and then multiply by 10 and roll d100. If the roll is less than or equal to the number, the shuttle is destroyed, period. A fraction of a shuttle is no shuttle at all.

Record each shuttle on a line of its own, with its cost, underneath the cargo hold it is stored in. A shuttle can be moved from one hold to another during a battle at the cost of 1 AP.

Shuttles can be stowed on cargo racks, but such shuttles cannot be used for evacuation.

Shuttles, in flight, should be treated as independent ships which have 1 AP under all conditions.


Amenities (like holodecks, lounges, passenger berths, libraries, etc.) can be added to a ship for flavor, or as places in which to temporarily house crew/staff rescued from other destroyed ships. For every point of “Personel Capacity” (PC) inside an amenity component, 1 AP worth of crew or staff can be bunked.

The basic amenity costs 5c, takes up 1u, has a PC of 1 and a TG of 1. Extra PC points for an amenity cost 5c for each point of PC, and increase the size of the component by 1u. For example, a “large ballroom” might be 10-PC and 1-TG, which would cost 50c and take up 10u. Or, a toughened “small bunk” could be 2-PC and 2-TG, which would cost 15c and take up 3u.


Structures (like pylons or wings), decorations (spires, fins, etc.) and armor (designed to be destroyed) have one thing in common: they don’t do much else within this game but serve as cannon fodder, but they’re nice for role-playing flavor.

If a structure is destroyed which supports some other component (like a wing or pylon which holds an engine away from the main ship), then those components are destroyed when the structure is destroyed, and one must roll for ship destruction as normal. Armor, too (since it supposedly protects something). Not so for decorations: when they are destroyed, they simply cease to be. No critical circuitry or plumbing runs through any decoration, by definition.

Structures, decorations and armor can be any size. The cost is 5c for the first unit of size, and any units over that can be added per the “Enlarging Components” rules, below. For examples, a 10u “Tail Boom” holding an engine away from the main body of the ship with a TG of 2 would cost 10c; a decorative “Shark Fin” might be 5u and 1-TG, which would cost 5c, and a 5-TG piece of armor plating would cost 25c and take up 5u.


You can voluntarily increase the size of any component without increasing any of its attributes for free. If you want to make your components (and thus your ship) a larger target, go for it. Your opponent will likely thank you for it. Of course, for game “flavor,” one must make such sacrifices from time-to-time.


The frame is what holds a ship’s components together. If the frame itself is destroyed, the ship simply falls apart and is destroyed even if the ship would otherwise survive its ship destruction roll (except see “Oversized Ships,” below). Each ship has one and only one frame, and it needs to be purchased last because its size and cost is determined in part by the amount of stuff you’re going to bolt to it.

Add up the sizes of all the other components on the ship, divide by 20 and round up. That number represents the size of the frame in units (so a ship with 57u of other components will have a frame of size 3u). Multiply the size of the frame by 5, and that will be its cost in credits. The frame has a base TG of 1, and just like other components, extra TG can be purchased for 5c per point, and adds 1u of size for each to the size of the frame.

For example, an 83u ship requires a 5u frame, which would cost 25c. Bumping that frame’s TG up to 3 would cost an additional 10c (35c total), and make the total size of the frame 7u.

If a frame’s size would make the total ship size larger than 98u, you will either need to make the rest of the ship components smaller, or split the ship as an Oversized Ship (see below).


If your ship ends up being more than 98u in size (99 or more units), you have what is called an “Oversized Ship.” You must divide the ship up into two (or more) “sections” of approximately equal size, all with 98u or fewer of components, each. No component may be split between more than one section, and in fact each section must have its own, independent frame (consider them to be welded and/or bolted together to form one big ship).

Oversized Ships are big, period. Players attacking an oversized ship get to pick which “exposed” section of the ship they are targeting, and for every section over the first, attackers get a +1 modifier to their AI (so a 3-section ship gives its attackers a +2 AI modifier, a 10-section ship gives its attackers a +9 AI modifier, etc. — oversized ships will generally have massive propulsion or shield components to compensate for this penalty).

When components in an oversized ship section get destroyed, instead of whole-ship destruction (see “Ship Destruction,” below), only the section which was hit is in direct danger of exploding. Every other neighboring section of the ship will count as 2 independent ships, however, when it is time to assess damage from the one section blowing up. In other words, when a section of an oversize ship explodes, the neighboring sections of the ship may be bombarded by bits and pieces of wreckage, and face a larger risk of being hit than any enemy ships, due to their proximity.

“Neighboring” sections of an oversized ship must be determined during ship design. Draw a map or otherwise describe how the sections fit together, and which sections will be “exposed” to outside attack. Weapons on sections which are not exposed may not fire. Engines on sections which are not exposed cannot move the ship (and so do not count towards MS or TS). Sensors in sections which are not exposed may not operate. Shuttles in/on sections which are not exposed may not fly. Shields, cloaks, computers, bridges, transporters and the like can all operate normally within sections which are not exposed. Sections of the ship which are not exposed may not be targeted for attack by enemies (the map or description of how the sections go together must be public knowledge).

If an oversized ship section survives destruction after that section’s frame component is destroyed, only the one section of the ship falls to pieces, with no damage to other sections.

If a ship has 3 sections, all in a row, and the middle section is destroyed (for whatever reason) without destroying either of the other two sections, the first and last sections can fight on, still (if, of course, they have weapons, life support, etc.). Split-apart sections should be played as if they are two (or more) now-independent ships. How oversized ships will split apart will depend upon the sections fit together, of course.

Players may also choose to turn a ship smaller than 99u into an oversized ship, voluntarily, if it would make sense for game play. Multi-stage rockets, for example, might be better played with a section per stage, with the player voluntarily ditching sections as stages burn out.

Oversized ships which are not split apart take all their actions as a single ship, no matter whether crew components are centralized in a single section, or spread throughout the sections. Similarly, life support works through the whole ship, no matter where the life support components are located. Again, if an oversized ship has been split into two or more independent “chunks,” then each one is considered a separate ship. If one chunk has no (or too few) life support components, then any crew or bridge components it has will begin taking damage, or if a chunk has no crew or bridge components, then it cannot perform any actions on its own, etc.


On your paper, total up all the credit costs within the left-hand column in your list of components, and make sure that it is under the credit limit for whatever battle you plan on engaging. If it’s over the limit, you’re going to have to look at your design choices and see what and where you can trim (this may affect the size and cost of your frame, so make sure to recalculate that, too).

Then, under the right-hand column of sizes, total up the size of all the components in your ship (or section of ship, see “Oversized Ships,” above). This number must be 98 or less. (Again, if the ship size is more than 98, then you’ve got an oversized ship and are required to split it up, or go back to your design and make it smaller.) Attacks against your ship must roll the ship size or less on d100 to succeed.

To find out which component is hit if your ship is hit, start a new column on the right-hand side of the list you’ve created, and label it “Hit Loc,” which is short for “Hit Location.” Start with 1, and add the size of the first component, minus 1u. If numbers within this range are rolled, then the first component is hit. Add 1 to that second number, and do the process again for the second component. Here’s an example:

cComponentuAttributesHit Loc
30Main Bridge31AP/3TG01-03
10Emergency Bridge11AP/1TG04
20Main Life Support42BP/3TG05-08
40Primary Ion Drive73MN/2TH/4TG09-15
10Emergency Thruster11MN/1TH/1TG16
55Particle Cannon105PW/3AC/4TG17-26
10Pea Shooter11PW/1AC/1TG27
20Magnetic Shield75PR/3TG28-34

Then, to make the accounting easier, you can add circles or check-boxes to the right of the Hit Location list, to just check off when damage occurs (or to show other attributes, like shields absorbing damage), like so:

cComponentuAttributesHit LocDmgCurrent
30Main Bridge31AP/3TG01-03OOOAP: O
10Emergency Bridge11AP/1TG04OAP: O
20Main Life Support42BP/3TG05-08OOOBP: OO
40Primary Ion Drive73MN/2TH/4TG09-15OOOOMN: OOO
10Emergency Thruster11MN/1TH/1TG16OMN: O
55Particle Cannon105PW/3AC/4TG17-26OOOOPW: OOOOO
10Pea Shooter11PW/1AC/1TG27OPW: O
20Magnetic Shield75PR/3TG28-34OOOPR: OOOOO

Add penciled-in notes to your list(s) of components about which shield or cloak is up, and which computers are attached to which weapons, and you’re ready to starting blasting away.


On each of your turns, there are a couple things you will need to do for each individual ship before you get to do anything.

First, you will total up all of the BP available from your life support component(s), and then you will add up all of the AP you still have remaining among all your functioning crew components, plus your one active bridge component (if any). If the total BP is less than the total AP, you will need to damage one of your crew components or the active bridge component (your choice). A single damage point (it’s okay if the BP total is still less than the AP total after this one point of damage, it will catch up after more turns). If this destroys a component, roll for ship destruction (see below). If the damage results in the loss of 1 or more AP, subtract them from the total you already calculated.

Then, if a ship saved an action (see below) on the previous turn, add 1 to its AP total for this turn.

Again, do the above for each ship you control, separately. You cannot share AP or BP or any other component attributes between ships. Shuttles in flight get 1 AP, and ignore the BP check, above.

Once you have figured out the AP total for each one of your ships, you’re ready to start doing things. Pick one of your ships, and complete all of the actions with it that you intend for the turn. Then, pick another ship, and do all of its actions. You cannot do a few actions with one ship, then a few with another, and then do more actions with the first ship. You have to finish each ship’s turn before moving on to the next, but you get to pick the order in which the ships’ turns are taken (and you can change that order every turn, if you want).

The actions you can perform are as follows:


You may use a functioning (not destroyed) sensor component to aid your next weapon firing this turn (scanning at the end of a turn doesn’t “carry over” to your next turn). Each sensor component may be used only once per turn, but multiple sensor components may be used cumulatively to improve the chances of a good hit. Each sensor so used takes 1 AP, and adds the sensor’s SL to the next weapon’s AI. Scanning has a chance of failure (see “Action Failure,” below).


You may use a functioning (not destroyed) weapon to attack another ship in the battle. Each weapon may be used only once per turn. Using a weapon takes 1 AP. See “Detailed Combat,” below.


If your ship has RP available (see “Maintenance,” above), you may use 1 RP and 1 AP to remove 1 damage point from any damaged component, or to restore 1 point to any other attribute the repaired component has (except AP), if any are lost. Repairs have a chance of failure (see “Action Failure,” below). You may not restore any attribute (including TG) to a value higher than it had when purchased.


If your ship has HP available, (see “Medical,” above), you may use 1 HP and 1 AP to restore 1 AP missing from any crew or bridge component. Healing has a chance of failure (see “Action Failure,” below). You may not heal any crew or bridge component to the point where it has more AP than it was purchased with.


You can spend 1 AP to turn off a shield. You can spend 1 AP to turn on a shield. Switching from one shield component being on to a different shield component being on only costs 1 AP, though. If a shield is taken down to zero PR, it still requires 1 AP to turn a different shield on.

You can also restore shield protection. See “Repairing Damage,” above.

You can also spend 1 AP to turn a cloak component on or off, or to switch from one cloak component being on to another. Shields cannot be used at the same time as cloak. Transporters and tractor beams will not function through shields or cloak.


You can spend 1 AP to change which weapon a computer is attached to, or to turn autofire on or off (see “Computers,” above). Computers set to autofire on a ship that’s been destroyed automatically turn off autofire (if the target no longer exists, the computer knows to shut off).


Most communications is used for role-playing versions of this game. However, if you’ve got an unmanned ship in your fleet with a functioning comms component (and your ship has a functioning comms component), you can use AP to remotely perform actions on the unmanned ship (like changing shields, cloak, or computer settings). See “Unmanned Vessels,” below.


You can spend 1 AP to turn a tractor beam on or off. You must spend 1 AP on every turn if you have a tractor beam locked onto an opposing ship. Tractor beams cannot be used while shields or cloak are in use.


The only real rules of ship movement in this game are these: it costs 1 AP to open or close cargo hold doors, and it costs 1 AP to move a shuttle into or out of a cargo hold. And it costs 1 AP to move another ship into or out of a cargo hold. Also, it costs 1 AP to dock or undock a shuttle or a ship with a cargo rack.


If you’ve got 1 or more AP but nothing more that you want (or can) do in a turn, you may “rest” some of your crew and get a single extra action the next turn. You may not save more than 1 AP in this fashion. Saving actions is not cumulative, you cannot save more than 1 AP, ever, and you cannot save an action for more than one turn. Shuttles can never save an action.


Some actions, including repairs, healing and using sensors have a chance of failure, and even a possibility of making things worse. Before every action that has a chance of failing, roll d100. If the result is 1, the action has failed. Repairs don’t happen, crew stay injured or scans reveal nothing.

On a failed action, roll d100 again. If the result is between 1 and 10 (inclusive), then the action has backfired. Backfired repairs do an extra point of damage to whatever you were trying to fix (if TG goes to 0, the component is destroyed, of course; but other attributes may drop to 0 due to backfire, but no lower). Backfired medication kills more crew (it removes 1 AP instead of adding 1, AP cannot go below 0 for any component). And backfired scans give you a –1 modifier to your next attack (instead of adding the SL for a successful scan, or 0 for a failed scan).


Unmanned vessels can be piloted remotely, requiring a communication component. The basic remote connection allows crew on another ship to use the unmanned vessel’s engines, shields and/or cloak as if they were actually on the remote ship (these activities cost actions, as usual). If the remotely-piloted ship has weapons, it requires computers to fire them (on autofire), and their configuration (which computers fire which weapons) is changeable through the comms link, also.

If communications is disrupted (perhaps because one of the two ships’ comms component has been destroyed), a remotely piloted ship will keep on doing whatever it was last told to do, so long as it can.

Ships which begin unmanned can be manned via shuttle or transporter so long as the unmanned ship has life support and crew components (or a bridge component).


Firing a weapon, step-by-step, from an attacking ship “ATT” to a target ship “TAR.”

1) Subtract the MS of the TAR from the MS of the ATT (taking into account MS modifiers due to tractor beam use and engine damage). The result is the initial Attack Index (AI). It is, of course, okay for the initial AI to be negative.

2) If ATT has a tractor beam locked onto TAR, then add 1 to the AI.

3) For every functioning computer attached to the weapon being fired on the ATT, add their TLs to the AI.

4) For every scan that’s been done this turn so far by the ATT, add their SLs to the AI. (For every scan that has backfired, subtract 1).

5) Add the ATT’s weapon’s AC (taking into account weapon damage) to the AI.

6) If the TAR has a cloak active, subtract its CL from the AI. If the ATT’s primary bridge has been destroyed, subtract 1 from the AI (or if all of the ATT’s bridges have been destroyed, then subtract 2).

7) Look up the AI on the following table to determine what to do:

–10 or lessClean Miss unless a 100 is rolled
–93 rolls, TAR picks and adjusts
–83 rolls, TAR picks
–73 rolls, TAR picks
–62 rolls, TAR picks and adjusts
–52 rolls, TAR picks and adjusts
–42 rolls, TAR picks
–32 rolls, TAR picks
–21 roll, TAR adjusts
–11 roll, TAR adjusts
01 roll, normal
+11 roll, normal
+21 roll, ATT adjusts
+31 roll, ATT adjusts
+42 rolls, ATT picks
+52 rolls, ATT picks
+62 rolls, ATT picks and adjusts
+72 rolls, ATT picks and adjusts
+83 rolls, ATT picks
+93 rolls, ATT picks and adjusts
+10 or moreFree Pick unless 99 is rolled

8) Make the specified number of d100 rolls, with the following notes (from the above table) in mind:

Clean Miss: roll d100 once, and if it’s 100, then make a normal “critical hit” roll (see below). If it’s not 100, the shot misses, period.

Picks: roll d100 multiple times (as specified), then either the TAR player or the ATT player (as specified) gets to pick which roll to use.

Adjusts: after the die roll(s) (and pick), either TAR or ATT player (as specified) gets to adjust the rolled number by up to 5, in either direction (but this cannot be used to make a roll 100). So if the roll itself was 17, the player with the adjust option can make the final number anything between 12 and 22 (inclusive).

Free Pick: roll d100 once, and if it’s 99, it’s a miss, otherwise the ATT player gets to simply pick a target component without rolling again, and you’ll skip ahead to step 10.

On any die roll, if the result is 100, it signifies a “critical hit,” and the player may roll as many times as needed to get a result between 1 and the size of the TAR ship (a hit somewhere). If, during this process, another 100 is rolled, the shot misses, period. If a player was supposed to get multiple die rolls (on an Attack Index of –4, for example) and one of the first rolls is 100 (“goes critical”), then none of the other rolls count (an AI of –4 gives “2 rolls, TAR picks,” the ATT rolls 100 for the first roll, so the attack goes critical and ATT does not get a second roll, even if he misses with the critical shot). Adjusting the result can still be done on critical hits.

9) If the roll(s) result in a number between 01 and the size of the TAR ship, the weapon hit, otherwise it missed. Look up the component being damaged (possibly) by looking up the number rolled in the “Hit Location” column for the TAR ship (see “Finalizing Ship Design,” above).

10) If the TAR ship has a shield up, compare the weapon’s current PW to the shield’s current PR. If the PW is less than the PR, just subtract 1 from the PR, and the attack is over (it was just a “shield hit”). Otherwise, substract the PR from the weapon’s PW to find out how much damage “gets through” the shield, and then reduce the shield’s PR by 1 (minimum of 0).

11) Apply the weapon damage to the component selected in step 8 or 9 (see “Damaged Components,” below). If the component is destroyed, roll for ship destruction (see below). Otherwise, it’s time for the next action by the ATT player.


Any time a component takes a point of damage, it will also suffer from the loss of another attribute point (if it has any other than TG). If a component has more than one other attribute (like engines, which have both PW and TH in addition to TG), the highest attribute will suffer the point loss. If all other attributes are equal, the owner of the ship gets to decide which attribute takes the loss. Attributes cannot be reduced below 1 unless the component is destroyed.

For example, a bridge component that was purchased with 4-TG and 2-AP takes a point of damage, reducing it to 3-TG and 1-AP. If it takes a further point of damage, it will drop to 2-TG and 1-AP (because AP cannot be reduced to 0 unless the component is destroyed).

For another example, a 3-AC, 4-PW, 2-TG weapon takes 1 point of damage, reducing it to 3-AC, 3-PW and 1-TG. If it were to take another point of damage, it would be destroyed.

If a component takes more than 1 point of damage in a single hit, apply each point individually if it will make a difference to which attributes have which values after the damage is done.


At the start of any turn, a player can specify that a ship is trying to flee the combat, but as with crew or staff escaping destruction, this is generally only an option during larger campaigns or when Myoss Gamma is mixed with an RPG). Opposing players may declare that they are chasing the fleeing ship, if they are able to.

For a ship to successfully flee at all, it must have a TS higher than any ships that would chase it (it can’t get away, otherwise). Divide the TS of the fleeing ship by the TS of the slowest chasing ship, and round up. Subtract the result from 6 to find the number of turns that the chase will be on. If the result is zero (or negative), then the fleeing vehicle zips out of the combat fast enough that the chasers can’t keep up at all.

If the number of turns is greater than zero, then this is the number turns that the fleeing vehicle and its pursuers can only fire weapons at each other (and vehicles not involved in the chase cannot fire weapons at them, either). If that number of turns go by, and the fleeing ship is still intact, then it successfully escapes combat, and the chasing vessels can go back to the main combat (if there is one).

If the fleeing or chasing ship’s engine(s) are damaged or destroyed during the pursuit, recalculate whether escape is possible, and the number of turns needed to escape. If fleeing becomes easier (because the chasing ships are slower), and if the new number of turns has already passed, the escape succeeds right away. If the escaping ship becomes slower than the chasing ship(s) (the escaping ship has a lower TS than the fastest chasing ship), the escape fails and all of the ships rejoin combat as usual. If the escaping ship slows, but escape is still possible, then the new number of turns to escape takes effect (if the number of turns was 2, but a hit to an engine on turn one caused it to jump to four, then three more turns will be required for escape).


When one of your ship’s components is destroyed (except for Decorations, see above), or under certain other situations, you will be asked to roll for your ship’s destruction. Do this by taking the ship’s original size in units, and substracting the size of all destroyed components (in units) to get the “Destruction Index” (DI), and then rolling d100. If the roll is less or equal to the DI, your ship is fine, you can keep on playing. If the number is larger than the DI, your ship is destroyed.

When a ship is destroyed (either through combat or self-destruct, but not through failure of life support), every undestroyed component (excluding the self destruct component, if it was used, including it if not) becomes a weapon, and half of them (round up) fly towards the other ships in the battle (divide them up as equally as possible, randomize when needed), to make “attacks.”

For example, let’s say that there was a two-player battle between Alice and Ben, with four ships (two each), and one of Alice’s ships is destroyed. It still had the following undestroyed components: a bridge, two engines, a life-support unit, three crew components, two weapons and a transporter, for a total of 10. So half of them (five) would become weapons, and would make attacks on Alice’s other ship, and both of Ben’s ships. So for each of five randomly selected components, Alice would randomly select one of the three other ships in the battle for them to attack.

Each component makes its attack with an AI of +1 (ignore all other modifiers), and a PW equal to the current TG of the component. If the destruction is the result of a self-destruct, the power of each component is multiplied by the self-destruct component’s DP.

If these attacks happen to destroy another ship, then it, too will immediately follow this procedure (chain-reaction destruction is possible).

If you have an oversized ship (see above), you will roll for destruction of just the one section that the destroyed component was in. The size of the section (instead of the size of the ship) will be used to determine if destruction of the section happens. Due to their proximity, neighboring sections of the ship will be treated as two (2) ships each for determining the targets of the component attacks.

So if Alice’s ship in the previous example had been an oversized ship and only one section were being destroyed, and that section had two neighboring sections, then Alice’s other ship would be one possible target, Ben’s ships would be two more targets, and each of the two neighboring sections would count as two more targets, each, for a total of seven possible targets (or, more accurately, five targets, two of which are twice as likely to get hit as the other three).

So for each of the five components, a random number between 1 and 7 would be picked. If the number is 1, the target would be Alice’s other ship; if it’s 2 or 3, the target would be one of Ben’s ships; if it’s 4 or 5, the target would be the first of the two neighboring sections in Alice’s oversized ship, and if it’s 6 or 7, the target would be the other neighboring section.

If an oversized ship is a potential target for a destroyed ship or section, then every exposed section of it will be an individual potential target.

(A good way to randomly pick which undestroyed components become weapons is to simply roll d100 over and over, and looking up the numbers on the ship’s Hit Location chart until half — rounded up — of the undestroyed components are picked. Randomly selecting which other potential targets get hit can be done by rolling d100 over and over until the result is less than or equal to the number of targets to choose between.)

If shields or cloak were on at the moment of ship (or section) destruction, transporters are not available for rescue of the staff/crew. Shuttles can be used for rescue regardless of shield or cloak status. See “Transporters” and “Shuttles” for rules on rescue.


Here is the list of all abbreviations used in the game, alphabetically:

AIAttack Index
APAction Points
BPBiosupport Points
CCCargo Capacity
CLCloak Level
d100Percentile Dice (1-100 scale)
DIDestruction Index
DPDestruct Power
HPHealing Points
MSManeuver Score
PCPersonel Capacity
PRProtection Rating
RPRepair Points
SLSensing Level
TCTransport Capacity


In the table below, you’ll find the costs for the most-basic version of components, along with their size and toughness, and the credit cost to increase their attributes. Remember: all components have a base toughness of 1, and it costs 5c to increase it by 1 (with an increase of 1u in size, also).

Cost Per
Life Support51BP1+1+1u5c
Tractor Beams101     
Cargo Holds103CC2+2+3u10c
Cargo Racks101CC3+3+1u5c
Self Destruct51DP1+1+1u5c
* Total size is 1u per 20u of ship or section size; cost is 5c per unit frame size.


Below, you will find a selection of example ships. You should feel free to use them as-is, or modify them as you see fit.

Tiniest Fighter: this is the smallest ship one can make in Myoss Gamma that’s capable of moving on its own and shooting (though it doesn’t do either one very well).

cComponentuAttributesHit LocDmgCurrent
20Cockpit11AP/1TG01OAP: O
5Life Support11BP/1TG02OBP: O
10Engine11MN/1TH/1TG03OMN: O
10Laser11PW/1AC/1TG04OPW: O

Battleaxe: this is basically a big weapon welded to a big engine, with a few extras and everything toughened up a bunch (41% of the ship’s size is due to extra toughness points alone).

cComponentuAttributesHit LocDmgCurrent
55Twin Cockpit72AP/4TG01-07OOOOAP: OO
25Life Support52BP/4TG08-12OOOOBP: OO
85Greased Lightning125MN/5TH/4TG13-24OOOOMN: OOOOO
65Photon Cannon125PW/5AC/4TG25-36OOOOPW: OOOOO
65Shield74PR/4TG37-43OOOOPR: OOOO
40Computer41TL/4TG44-47OOOOTL: O
35Workshop41RP/4TG48-51OOOORP: O

Local Tug: this ship has huge thrust and maneuver capabilities, for towing other ships and moving them around space ports (a long-distance tug would probably not have such huge maneuverability).

cComponentuAttributesHit LocDmgCurrent
20Cockpit11AP/1TG01OAP: O
11BP/1TG02O BP: O
Thruster A
Thruster B

Cargo Drone: this is nothing but an unarmored cargo carrier. It must be towed. It offers a total of 46 CC inside cargo holds, and 69 CC on cargo racks.

cComponentuAttributesHit LocDmgCurrent
30Hold B96CC/1TG22-30OCC: OOOOOO
30Hold C96CC/1TG31-39OCC: OOOOOO
20Hold D64CC/1TG40-45OCC: OOOO
20Hold E64CC/1TG46-51OCC: OOOO
20Hold F64CC/1TG52-57OCC: OOOO
10Hold G32CC/1TG58-60OCC: OO
10Hold H32CC/1TG61-63OCC: OO
10Hold I32CC/1TG64-66OCC: OO
10Hold J32CC/1TG67-69OCC: OO
15Rack E26CC/1TG88-89OCC: OOOOOO
15Rack F26CC/1TG90-91OCC: OOOOOO
10Rack G13CC/1TG92OCC: OOO
10Rack H13CC/1TG93OCC: OOO

Explorer: this is a ship designed for poking about in the far reaches of space, on missions of discovery and conquest. The “winglets” hold the engines away from the main body of the ship (the winglets are structures).

cComponentuAttributesHit LocDmgCurrent
50Bridge32AP/2TG01-03OOAP: OO
50Crew A32AP/2TG04-06OOAP: OO
50Crew B32AP/2TG07-09OOAP: OO
15Life Support A32BP/2TG10-12OOBP: OO
15Life Support B32BP/2TG13-15OOBP: OO
15Life Support C32BP/2TG16-18OOBP: OO
15Port Winglet33TG19-21OOO 
60Port Engine84MN/3TH/3TG22-29OOOMN: OOOO
15Starboard Winglet33TG30-32OOO 
60Starboard Engine84MN/3TH/3TG33-41OOOMN: OOOO
35Particle Beam A62PW/3AC/3TG42-47OOOPW: OO
35Particle Beam B62PW/3AC/3TG48-53OOOPW: OO
50Light Torpedoes95PW/3AC/3TG54-62OOOPW: OOOOO
15General Sensor21SL/2TG63-64OOSL: O
15Tractor Beam22TG65-66OO 
10Transporter21TC/1TG67-68OTC: O
50Shield53PR/3TG69-73OOOPR: OOO
30Cargo Hold86CC/3TG74-81OOOCC: OOOOOO
5Shuttle Ajax     
45Sick Bay32HP/2TG82-84OOHP:OO
45Engineering32RP/2TG85-87OORP: OO
25Computer A11TL/1TG89OTL: O
25Computer B11TL/1TG90OTL: O
25Computer C11TL/1TG91OTL: O

Party Barge of Doom (PBoD): this is an oversized tourist ship with attitude. It’s made of one “head” section, one “tail” section, and as many “middle” sections as you can afford (but at least one). The minimum cost is 2,210 credits (which includes one of each section).

PBoD Head Section:

cComponentuAttributesHit LocDmgCurrent
80Luxurious Bridge73AP/5TG01-07OOOOOAP: OOO
55Super Blaster A105PW/4AC/3TG08-17OOOPW: OOOOO
55Super Blaster A105PW/4AC/3TG18-27OOOPW: OOOOO
30Long-Range Scanner42SL/3TG28-31OOOSL: OO
20Ion Sensor31SL/3TG32-34OOOSL: O
80Main Shield86PR/3TG35-42OOOPR: OOOOOO
40Backup Shield42PR/3TG43-46OOOPR: OO
30Crew A31AP/3TG47-49OOOAP: O
30Crew B31AP/3TG50-52OOOAP: O
30Crew C31AP/3TG53-55OOOAP: O
30Crew D31AP/3TG56-58OOOAP: O
25Forward Lounge53PC/3TG59-63OOOPC: OOO
15Captain’s Dining31PC/3TG64-66OOOPC: O
25Computer A11TL/1TG67OTL: O
25Computer B11TL/1TG68OTL: O
25Computer C11TL/1TG69OTL: O
25Computer D11TL/1TG70OTL: O
25Computer E11TL/1TG71OTL: O
25Computer F11TL/1TG72OTL: O
25Computer G11TL/1TG73OTL: O
25Computer H11TL/1TG74OTL: O
25Computer I11TL/1TG75OTL: O
25Computer J11TL/1TG76OTL: O
25Computer K11TL/1TG77OTL: O
35Life Support A75BP/3TG79-85OOOBP:OOOOO
30Life Support B64BP/3TG86-91OOOBP:OOOO

PBoD Middle Section(s):

cComponentuAttributesHit LocDmgCurrent
20Blaster A31PW/1AC/3TG01-03OOOPW: O
20Blaster B31PW/1AC/3TG04-06OOOPW: O
30Crew A31AP/3TG07-09OOOAP: O
30Crew B31AP/3TG10-12OOOAP: O
15Life Support A32BP/2TG13-15OOBP: OO
5Holosuite A11PC/1TG16OPC: O
5Holosuite B11PC/1TG17OPC: O
5Holosuite C11PC/1TG18OPC: O
25Lounge A53PC/3TG19-23OOOPC: OOO
35Berths A75PC/3TG24-30OOOPC: OOOOO
50Holopark108PC/3TG31-40OOOPC: OOOOOOOO
401st Class Suites85PC/4TG41-47OOOOPC: OOOOO
35Dining Hall75PC/3TG48-54OOOPC: OOOOO
25Observation Deck53PC/3TG55-59OOOPC: OOO
10Transporter21TC/1TG60-61OTC: O
35Berths B75PC/3TG62-68OOOPC: OOOOO
25Lounge B53PC/3TG69-73OOOPC: OOO
5Holosuite D11PC/1TG74OPC: O
5Holosuite E11PC/1TG75OPC: O
5Holosuite F11PC/1TG76OPC: O
15Life Support B32BP/2TG77-79OOBP: OO
30Crew C31AP/3TG80-82OOOAP: O
30Crew D31AP/3TG83-85OOOAP: O
20Blaster C31PW/1AC/3TG86-88OOOPW: O
20Blaster D31PW/1AC/3TG89-91OOOPW: O

PBoD Tail Section:

cComponentuAttributesHit LocDmgCurrent
50Backup Bridge42AP/3TG01-04OOOAP: OO
30Transporter63TC/3TG05-10OOOTC: OOO
30Crew A31AP/3TG11-13OOOAP: O
30Crew B31AP/3TG14-16OOOAP: O
30Crew C31AP/3TG17-19OOOAP: O
30Crew D31AP/3TG20-22OOOAP: O
50Engineering A42RP/3TG23-26OOORP: OO
50Engineering B42RP/3TG27-30OOORP: OO
50Sick Bay42HP/3TG31-34OOOHP: OO
40Port Hold116CC/3TG35-45OOOCC: OOOOOO
5Shuttle Gwendolyn     
40Starboard Hold116CC/3TG46-56OOOCC: OOOOOO
5Shuttle Persephone     
30Outboard Rack59CC/3TG57-61OOOCC: OOOOOOOOO
45Life Support97BP/3TG62-70OOOBP: OOOOOOO
90Port Engine107MN/2TH/3TG71-80OOOMN: OOOOOOO
90Starboard Engine107MN/2TH/3TG81-90OOOMN: OOOOOOO


Myoss Gamma is stolen from Mikie McAllister’s game “Space Fight,” which he stole from someone else, long ago.


1.0 — 20090704 — First version.
1.1 — 20090831 — Many major changes.
1.11 — 20090904 — Changed how shields work, dropping only 1PR per attack.