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: 1d4 | Enemies |
|---|---|
| 1 | Enemy saboteur |
| 2 | Industrial spy |
| 3 | Scheming construction tycoon |
| 4 | Aspiring ship hijacker |
Friends
dice: [[major-spaceyard^friends]]
| dice: 1d3 | Friends |
|---|---|
| 1 | Captain stuck in drydock |
| 2 | Maintenance chief |
| 3 | Mad innovator |
Complications
dice: [[major-spaceyard^complications]]
| dice: 1d4 | Complications |
|---|---|
| 1 | The spaceyard is an alien relic |
| 2 | The spaceyard is burning out from overuse |
| 3 | The spaceyard is alive |
| 4 | The spaceyard relies on maltech to function |
Things
dice: [[major-spaceyard^things]]
| dice: 1d3 | Things |
|---|---|
| 1 | Intellectual property-locked pretech blueprints |
| 2 | Override keys for activating old pretech facilities |
| 3 | A purchased but unclaimed spaceship. |
Places
dice: [[major-spaceyard^places]]
| dice: 1d3 | Places |
|---|---|
| 1 | Hidden shipyard bay |
| 2 | Surface of a partially-completed ship |
| 3 | Ship scrap graveyard |