Major Spaceyard

Most worlds of tech level 4 or greater have the necessary tech and orbital facilities to build spike drives and starships. This world is blessed with a major spaceyard facility, either inherited from before the Silence or painstakingly constructed in more recent decades. It can build even capital-class hulls, and do so more quickly and cheaply than its neighbors.

Enemies

dice: [[major-spaceyard^enemies]]

dice: 1d4Enemies
1Enemy saboteur
2Industrial spy
3Scheming construction tycoon
4Aspiring ship hijacker

Friends

dice: [[major-spaceyard^friends]]

dice: 1d3Friends
1Captain stuck in drydock
2Maintenance chief
3Mad innovator

Complications

dice: [[major-spaceyard^complications]]

dice: 1d4Complications
1The spaceyard is an alien relic
2The spaceyard is burning out from overuse
3The spaceyard is alive
4The spaceyard relies on maltech to function

Things

dice: [[major-spaceyard^things]]

dice: 1d3Things
1Intellectual property-locked pretech blueprints
2Override keys for activating old pretech facilities
3A purchased but unclaimed spaceship.

Places

dice: [[major-spaceyard^places]]

dice: 1d3Places
1Hidden shipyard bay
2Surface of a partially-completed ship
3Ship scrap graveyard