The Starship Armory ยท Chapter 6

Heat and Power

This chapter is optional. A table that uses it tracks two numbers for each vehicle in a fight. A table that does not ignores the Heat and Pwr fields and reads the alternative printed under Cooldown, Heat Surge, and Scorch in Chapter 5.

Power

A vehicle has a Power Capacity. Every system that is running draws its Power: weapons while firing or holding a lock, screens while up, countermeasures while active.

When the total drawn exceeds Capacity, the engineer chooses one:

  • Shut a system down.
  • Take 1 System Damage.
  • Turn the excess into Heat, 2 Heat for each point of Power.
  • Make an Average Craft check to hold the load for one round.

Being 1 over for a single round costs nothing.

Heat

A vehicle has a Heat Threshold and a Heat Dissipation.

Heat is added each time a weapon fires, each time a screen stops a hit, and by Scorch. At the end of each round, remove Heat equal to Dissipation.

Heat is Effect
At the Threshold Add 1 Boon Die to checks made to detect the vehicle
1 to 3 over Add 1 Bane Die to the vehicle's attacks. Average Craft check each round or Dissipation is halved
4 to 6 over Dissipation is halved. Hard Craft check each round or suffer 1 System Damage
7 to 9 over Suffer 2 Hull Damage each round. Hard Craft check each round or one system shuts down
10 or more over Severe Craft check each round or the reactor shuts down

The Engineer's Actions

Action Effect
Manage Heat Average Craft check. Remove 1 Heat, and 1 more for each Boon
Emergency Vent Remove Heat equal to Dissipation. Until the end of the next round the vehicle is as visible as if it had fired a weapon with Signature Bloom 2
Reroute Cooling One named system makes no Heat on its next use
Shut Down a System Free. The system stops drawing Power and making Heat

Typical Values

Scale Power Capacity Heat Threshold Heat Dissipation
2 3 to 5 6 to 8 1 to 2
3 5 to 7 8 to 10 1 to 2
4 7 to 9 10 to 13 2 to 3
5 9 to 12 12 to 16 3 to 4
6 11 to 15 16 to 22 4 to 6
7 and up 14 to 20 20 to 28 6 to 8

A military hull adds about 5 Power, 7 Threshold, and 3 Dissipation to those figures.

What It Does to a Fight

A Scale 3 scout with Power 6, Threshold 9, and Dissipation 2 can fire one Laser Battery (Heat 3) every round and stay level by keeping its screen down. With the screen up and taking hits it climbs 2 or 3 Heat a round and has three rounds before its attacks suffer. That is the choice the chapter exists to create.

Kinetic weapons and missiles make 1 Heat or none. A ship built around them never has the problem, and pays for it in magazines.