The Starship Construction Guide
| Step 1: Hull Shape | |
| The basic shape of what your ship will look like. | |
|
Open Frame |
An open skeletal frame with no exterior covering. |
| Needle/Wedge | A long pointed exterior. |
| Cone | An oblong rounded exterior. |
| Cylinder | An oblong rounded exterior with square edged ends. |
| Box | A square edged exterior. |
| Sphere | A ball shaped exterior. |
| Dome/Disk | A half sphere or flattened sphere exterior. |
| Irregular | A modular exterior which isn't clearly definable as any one of the other possible configurations. |
| Planetoid | A metallic or hollowed out asteroid. |
| Step 2: Size | |||||
| Length: This
is the base minimum length in metres of the ship for that hull size. The
bigger the size class the larger the size of the vessel.
Hatches: Airlocks are pressured exits to and from the vessel, they equalize the pressure on either side and fill with oxygen before allowing entry into the vessel, most also decontaminate people passing through in order to prevent people from carrying any alien infections or contaminants onto the ship. Every ship has one airlock for every size class, airlocks can vary such as the canopied cockpit of an interceptor, or the rear hatch of a shuttle, the retractable cargo lifts and ramps of a freighter and so on. An airlock always takes three rounds to depressurise, re-pressurize and open. Also those with Decontamination capabilities as appropriate to the type of Airlock provide a single re-save if an individual is infected with a disease or similar, if the save succeeds then the disease is cleansed from the individual. Passengers: When designing a ship you must ensure that there is adequate life support to handle the number of passengers as well as crew. For every 10 x10 metres squared of space the ship can have 1 airlock and carry 1 passenger. |
|||||
| Hull Size |
Length |
Hull Size | Length | Hull Size | Length |
| 1 | 10 | 21 | 1380 | 41 | 3820 |
| 2 | 20 | 22 | 1495 | 42 | 3925 |
| 3 | 35 | 23 | 1615 | 43 | 4035 |
| 4 | 55 | 24 | 1740 | 44 | 4150 |
| 5 | 80 | 25 | 1870 | 45 | 4270 |
| 6 | 110 | 26 | 2005 | 46 | 4395 |
| 7 | 145 | 27 | 2145 | 47 | 4525 |
| 8 | 185 | 28 | 2190 | 48 | 4660 |
| 9 | 230 | 29 | 2240 | 49 | 4800 |
| 10 | 280 | 30 | 2390 | 50 | 4945 |
| 11 | 335 | 31 | 2445 | 51 | 5095 |
| 12 | 395 | 32 | 2600 | 52 | 5250 |
| 13 | 460 | 33 | 2760 | 53 | 5410 |
| 14 | 730 | 34 | 2825 | 54 | 5575 |
| 15 | 805 | 35 | 2995 | 55 | 5745 |
| 16 | 885 | 36 | 3170 | 56 | 5920 |
| 17 | 970 | 37 | 3350 | 57 | 6100 |
| 18 | 1065 | 38 | 3535 | 58 | 6285 |
| 19 | 1165 | 39 | 3625 | 59 | 6475 |
| 20 | 1270 | 40 | 3720 | 60 | 6670 |
| Step 3: Armour | ||
| Every ship has a hull covering, the layer which covers the frame into which all systems are built, this sealed layer also includes the armour of the ship being built. The type of material used can have an effect on mass, hardness, and cost, as well as possibly granting other special benefits like the ability to naturally heal for biological hulls or immunity to lasers. | ||
| Armour | Material | Hit Points |
|
Soft Steel |
A soft ferrous metal. Steel is the cheapest hull material available, more commonly found on older vessels. Steel is an alloy and as such quite strong and resilient but prone to rust, tending to mean the hull needs constant care and maintenance to maintain its integrity, it is however inevitable that Steel will eventually need patching or replacing. | 1000 x Hull Size |
| Hard Steel | A harder ferrous alloy. This is the material that is now most commonly used to build ships. It is stronger and lighter than soft steel and it has the added benefit of never rusting. | 2500 x Hull Size |
| Composite Alloy | A composite metal/ceramic alloy. | 5000 x Hull Size |
| Crystallion | A special form of crystal molded as a framework. It is about the same in weight to hard steel and so does not alter a ships mass at all. | 10,000 x Hull Size |
|
Dwarf Matter |
A hull whose molecular structure has been partially collapsed in a massive artificial gravity field (like a white dwarf star). | 20,000 x Hull Size |
| Bonded Dwarf Matter | As above but with a small induced electronic current to strengthen the internal electron bonds. | 40,000 x Hull Size |
| Coherent Dwarf Matter | As above but also dynamically manipulated to polarize the subatoms in the hull. | 80,000 x Hull Size |
| Step 4: Engine | |
| Perhaps the most important part of any ship is the power plant that provides all the energy that is required to power it and everything in it (doors, lights, lifts, shields, engines, weapons, life support, helm controls). Power plants are thusly of great importance to all vessels for without them a ship is lifeless in space, unable to move or function. | |
| Engine | Power |
| Batteries | Used to supplement the normal power plant. This serves as an emergency back up. |
| Fuel Cell | Hydrogen/oxygen fuel cell. They produce pure water as a waste by-product. |
| Fusion | The most expensive yet the most efficient. |
|
Internal Combustion |
A hydrocarbon burning reciprocal engine. |
| Nuclear Fission | Uses radioactives as fuel such as Uranium and produces all sorts of nasty radioactive by-products, including Plutonium. Fission reactors can be dangerous. |
| Solar Cells | Photoelectric cells that produce electrical energy from light. |
| Turbine | A hydrocarbon burning rotary engine. |
| Step 5: Drive | ||
| The ship’s main engine is just that, the vast engine with which any vessel is provided forward or upward momentum. It is not however the means by which a starship is provided directional movement beyond this as it is the manoeuvring thrusters that do that not the main engines. Main engines also tend to require a lot of energy. Every craft needs a main engine with the sole exception of space stations, which as a general rule do not require the ability to move, and only need station-keeping manoeuvring thrusters. | ||
| Drive | Range | |
| Manoeuvring Thrusters | 100,000 kms | The main engines provide the forward and upward thrust but to turn or aid manoeuvres a ship needs manoeuvring thrusters. They are used to speed up, slow down, turn and almost any other manoeuvre that involves something other than going forward. They provide a speed of 100kph. |
| Chemical Drive |
480,000 kms |
A Chemical Rocket functions by igniting a substance and using the resulting explosion as a thrust. The type of fuel used by these rockets varies widely, but fuel requires a great deal of a ship's internal volume and needs to be replenished. Ships with rockets can only move in the direction that the rockets point in, although carefully placed manoeuvring rockets and mobile thrusters eliminates most of these problems. |
|
Ion Protolight Drive |
1 AU | Ion drives require little to no fuel, can generally produce high levels of acceleration, and with carefully placed units, can offer unmatched manoeuvrability. |
| Impulse Drive | 1 light year | Impulse Drives are used to power the ship when speeds of less than the speed of light are required. They are also used to provide power to many ship systems even while under Warp. They employ advanced fusion-type reactors to provide energy and/or thrust as required. Impulse engines are used for planetary orbits, and for entering and exiting planetary systems. Standard full Impulse speed is one quarter light speed. Deuterium serves as the fuel source for Impulse engines. The Helium plasma produced by the fusion process is used for thrust. Tech level 8 only. |
| Antimatter/ Warp Drive | 3500 light years | Warp reactors use small bits of anti-matter to annihilate matter, producing potentially hundreds of times the energy of the same weight of hydrogen fusion fuel. While it is the most expensive power source by far, it is also the most powerful for its mass. Vessels are propelled at such huge speeds that time outside the vessel actually slows down. This allows the vessel to travel great distance in much reduced times of only 1 day for each 100 light years being travelled. Tech level 9 only. |
| Intergalactic Jump Drive | 1,680,000 light years |
Jump Drives work by drawing a vast amount of energy and using it to literally pull a hole in space known as a "jump conduit" to a transitive plane called "jump space". In Jump space distance and time does not work the same way in as it does in real space. Thus by travelling through Jump space vast amounts of distance can be traversed in a far shorter time. Tech level 10 only. |
| Extragalactic Star Drive | Unlimited | The Star Drive is the pinnacle of space flight technology. It folds the distance between two distant points, thus bringing the source and destination points together. Travel in this fashion is instantaneous. Distances greater than 1000 parsecs require 1 hour. Tech level 11 only. |
|
Travel Times |
|||
| Below is a chart of space travel times as seen by an outside observer. The distances shown are for astronomical units (AU), light years (LY), and parsecs. | |||
| Mode | 1 AU | 1 LY | 1 Parsec |
| Chemical Drive | 5.78 days | 1000 yrs | 3270 yrs |
| Ion Protolight Drive | 24.96 mins | 6 yrs | 17.30 yrs |
| Impulse Drive | 16.64 mins | 4 years | 13.08 yrs |
| Antimatter/ Warp Drive | 0.32 seconds | 5.78 hrs | 18.84 hrs |
| Intergalactic Jump Drive | 0.001 seconds | 0.06 seconds | 1 second |
| Extragalactic Star Drive | 0.00001 seconds | 0.0001 seconds | 0.001 seconds |
| Subspace Radio | 0.05 seconds | 52.60 mins | 2.87 hrs |
| Step 6: Equipment | |
| Equipment | Function |
| Advanced Controls | These are touch screen controls which can be added to any basic control type. Commands and related functions are also linked so that multiple commands can be achieved via a single command initiation. |
|
Astrogation Computer |
Used for plotting and navigating jumps and standard manoeuvres. |
| Atmoprobe | Missile type sensor probe which gradually descends through the atmosphere. It is equipped with a standard suite of instruments to detect and analyse all normal EM and subspace bands, organic and inorganic chemical compounds, atmospheric constituents, and mechanical force properties. It also includes varying degrees of telerobotic operation capabilities to permit real time control and piloting of the probe. This permits the investigation team to remain on board the starship while exploring what might otherwise be a dangerous hostile or otherwise inaccessible environment. |
| Atmospheric Shielding | Additional coating to the hull which enables a ship to enter an atmosphere at high speed. |
| Automatic Pilot | The robocruise automatic navigation system has the capability to plot and control travel to any destination within a system. |
| Automated Hull Sealing | All hulls have an automatic sealing system, fitted as standard. It is comprised of two separate layers of resin under high pressure in the hull. When the layers are breached the substances expand and mix to form a very durable foam-like patch. This prevents the whole hull being explosively decompressed from a single shot. |
| Auxiliary Controls |
Many starships, but not all, contain auxiliary ship and mission control stations. These stations do not require constant attention and are only manned when necessary. Two science stations provide real time data to the command personnel and are used by mission specialists who have to coordinate activities with the bridge. The Mission Ops station provides support to the Ops officer and coordinates secondary objectives. The Environmental Systems station allows monitoring and control of the support systems aboard a starship and can serve as a deputy operations management station in a crisis. The Engineering systems' monitor duplicates the Chief Engineer's primary status displays from the Main Engineering section. |
| Basic Conn | The responsibility for actual piloting and navigation of a starship lies with the Flight Control Officer, or Conn. Receiving instructions directly from the commanding officer, the Conn's duties include: navigational references and course plotting, supervision of automatic flight operations, manual flight operations, positive verification, and acting as Bridge liaison to the engineering department. While these functions are heavily automated, their importance to the safety of the ship and the missions at hand demands that an officer be assigned to oversee the Conn at all times. |
| Basic Ops | The Operations Management Officer normally referred to as Ops, is responsible for the coordination and scheduling of resources and hardware to the various missions being performed aboard a starship. The Ops panel on the bridge displays a continually updated list of all current major shipboard activities. This information is used to evaluate the current state of the ship's activities, so priority decisions can be made. For example, if a science department is using a sensor array and an alert situation arises, the Ops will have to divert the science scan from the main sensor array to another available system. |
| Basic Tactical | Defensive Systems Control and starship internal security are the duties of the Tactical Station (Tactical for short) located near the rear of the bridge. This position gives the Senior Tactical Officer an unobstructed view of the main viewer and the command stations below. Tactical security coverage ranges from low-level crew safety to full counter-intelligence measures against sabotage or terrorism. External security systems (defensive shields and weapons) are generally controlled from the Tactical station, as well as sensor arrays, probes, buoys, and tractor beam systems. |
|
Beamer Cooling Booster |
Some find their normal laser cooling equipment inadequate. Since lasers cut out when they overheat, this device is a bonus. |
| Boarding Tube | A boarding tube is similar to a docking clamp, except that it is made lock onto any portion of a ship and create its own door. It uses a laser bore to accomplish this task, it can cut through the thickest armour in only a few seconds. The tube latches onto the hull of a ship with a powerful electromagnet and then proceeds to bore through it with the laser. While cutting the system requires 2 MW, afterwards only 0.5 MW are needed to charge the electromagnet. The boarding tube comes in only a retractable version and can be fitted to any of the standard airlocks, it can act like a regular docking clamp. |
| Bomb Dispenser | The Bomb Bays and dispenser system is designed for the purposes of dropping bombs from orbit to a planets surface. Such bombing runs can only be achieved from a relatively low orbit in order to guarantee any kind of accuracy. Bombs have no form of targeting or guidance, instead the computer aims from orbit and drops the bomb, all other bombs then scatter around the first. The smallest version holds 10 and it can be bought in increments of 10. |
| Cargo Bay Life Support | Superb environment control, including deodorizer and choice of four fresh air scents, Fomalhaut Harvest, Ma’s Cookies, Seashore and Solar Breeze. Needed for transportation of live animals and slaves. |
| Cloak | The Cloaking Device is something of a technological Wonder, through a process of a special device, which emits a light refracting field around the vessel, effectively bouncing photons away from the hull and making the space where the vessel occupied look empty. A lot of energy is required to use a cloaking device and it is quite a fragile piece of machinery, also while active all but the most crucial systems are run on minimal power. While cloaked a vessel can have no shields active and may not fire any weapons. The actual effect of a ship being cloaked is to provide it the benefit as if being 100% concealment, which means all attacks against it are at –2 to hit and any that would normally hit have a 50% chance of missing anyway. |
| Colony Module | A Colony module is designed so that it can be easily deployed from a ship, dropped from a hold into orbit where a chute deploys for safe landing, upon hitting ground the module activates and deploys. Alternatively a vessel with atmospheric capability can land and deploy the module that way. Simply put it is an automated, self sufficient habitation, designed to be modular and each capable of connecting to up to four other colony modules in order to create larger facilities and habitations. Each colony module deploys in first stages, the first stage or "module Stage" as it is known is how the module first appears a twenty foot cubed box, with an airlock on each side. Upon being deployed stage two is initiated, in this stage known as "Habitation stage" from each side of the cube an eighteen feet high, eighteen feet wide section extends outwards ten feet of each of the four sides, locking into place. At this point the final stage begins known as the "Activation" stage, from the top of the cube an eighteen feet wide and long section ten feet high extends upwards, and from that another eight feet by eight feet section ten feet high extends and also locks into place. From this third raised level a telescopic mast some thirty feet in height extends in three parts upwards locking into place, from the end of which a solar array splays out and locks into place like a Chinese fan. Finally from the central lower section a ten feet high radio antenna extends upwards. At this point the solar panels activate and begin powering the battery, and in turn activate the water purifier, lights, life support and so forth. A Colony module can house and work 10 people, and the module can provide adequate power and waste recycling to keep them alive indefinitely, the only thing it cannot do is provide a source of food, so if none is present where the module is deployed a source of food must be sought. |
| Computer Core | Probably the single most important operational element of a starship is it's main computer system, being responsible in some way for most every aspect of the ship's operation. The heart of the system is a set of three main processing cores, which incorporate a series of miniature subspace field generators to allow the processing of optical data at rates faster than the speed of light. The computer cores are redundant, so any one can handle the computing load of the entire ship should the need arise. An intricate optical data network connects the cores with virtually every component on board the ship, and a subspace link is maintained with hand-held or remote devices needing computer access. |
| Cryogenic Chamber | A Cryogenic Chamber is a special room filled with sophisticated machinery designed to monitor and sustain the cryo chamber contained within. Any who enter are frozen reducing bodily functions to a bare minimum. While in cryogenic stasis an individual only ages one day out of every year that passes. |
| Docking Clamp | A rigid housing that can lock onto the outside of another docking clamp or an ordinary airlock of the appropriate size. It holds pressure and allows occupants to travel between ships without a vacc suit. There are two types, fixed and retractable. The fixed type is mounted outside the ship and adds no volume. The retractable type telescopes out of the ships hull, so it takes up a small amount of volume. Each type is made to latch onto a certain size of airlock so it must be purchased in appropriate sizes. The retractable version is usually longer. They are pressurized upon docking, have artificial gravity but little armour (although it can be added). |
| Docking Hatch | A special airlock designed to connect with another of the same type (similar to the docking clamp but minus the tube). |
| Drive Cloud Analyser | Determines the destination and the exact time and date of arrival of ships by analysing the residual space time disturbance left behind after a jump. You will also be told the mass of the ship which has left or is about to arrive. |
|
Drive Dampener |
Inhibits the ability of any ship within 1000kms to use its warp or jump engines. |
| Drive Disruptor | Causes any ship with warp or jump engines within 500kms to misjump. |
| ECM | Short for Electronic Counter Measures. A clever device this, as it causes detonation of all activated Homing Missiles in range (including your own). |
| ECM Decoy Probe | This rare and sought after probe includes an array of transmitters including a Variable Transponder which are calibrated to broadcast an electromagnetic signature identical to that of the launching craft. This probe makes it appear as if two identical ships are in the area. |
| Electromagnetic Detection | One of the broadest passive sensors, the electromagnetic detection sensor can detect radar, laser, microwave, radio, and all other electromagnetic frequencies. The range of this sensor is two times that of the maximum range of the source, but the sensor must be in the path of emission for it to be detected if it is a directed emission, such as a laser. Of course, if the emission cannot travel through obstacles such as planets, then the sensor cannot detect an emission from the other side of the obstacle. The only way to hide from this type of sensor is to not generate any electromagnetic emissions, which may be difficult for some ships. |
| Elevators | Either passenger or cargo lifts. |
| Emergency Beacon | 1 AU range lasting 1 year with an emergency SOS repeater. |
| Energy Booster Unit | Boosts the recharging rate of all Shield Generators fitted. |
|
Escape Pod |
1 person escape capsule for those sticky moments when a fast exit is prudent. Escape pods are capable of limited flight and have enough fuel and power for limited manoeuvring. All escape pods have food and water, power and air sufficient to last four weeks in space. Each escape pod also includes the following 2 Med kits, a water purifier, filter masks, survival kit, a 1 man Temporary shelter and 2 flare guns each with 5 flares. All Escape Pods also have an automatic Emergency Signal Transponder which transmits identity and location telemetry constantly so long as it’s solar battery can receive enough light to keep it activated. An Escape Pod is capable of independent movement and has a speed of 100kph, and it has enough fuel for 5 manoeuvres should they be necessary, if it does fall into a planetary orbit it does have integral heat shield and can deploy a chute to allow a safe descent. |
| Factory Module | A factory module endows a ship with the ability to turn raw materials into some finished product. Exactly what can be constructed depends on the type of factory as determined at the time of purchase, and by the size of the vessel, which should be given due consideration. But autofactories for armour, weapon, robot, vehicle, fighter, pharmaceuticals, or even shuttle construction are not unfeasible. Each autofactory requires raw materials in order to function, how much raw materials an autofactory needs in order to produce an item is based on the item itself, but usually unless the Gm specifies otherwise 25% of the market value of the item you seek to produce in raw materials is needed to produce one item of that type, which can then be sold on at market price. One other thing is needed in order to be able to produce an item and that is the Design Schematic, without this an autofactory simply does not know how to produce the desired item. |
| Galley | The standard galley is adequate for up to ten passengers and crew. |
| Grappler mags | Grappler mags attach to a starship in much the same way as any standard weapons system, but provide the ability to tow an object rather than do damage. Grappler mags feed fire control data to the main computer and get targeting data from the ship's sensors. The grappler mag is a large, metal disk, which magnetizes and demagnetises on command, attached to a length of heavy-duty tow cable. This disk is propelled out from the starship at great speed towards its target, magnetizing itself an instant before impact, and then firmly connects itself to the metal object which it is intended to tow. The line can be drawn in or let out as much as necessary (up to the line's maximum length of 150 meters), and the disk can depolarise upon command from the ship. Grappler mags are used in salvage operations, clearing debris from a battlefield, and can also be used to tow in a disabled starship if necessary. The advantages of a grappler mag over a tractor beam are many. Grappler mags require much less energy and can be placed on a starship as small as a starfighter. They produce no energy signature, and may not be detected by sensor sweeps when stealth is necessary. |
| Grav Plates | Internal artificial gravity. With the mastery of gravity manipulation technology, it is possible to build a system that can artificially generate gravity within a ship or station without the need to spin the ship. The most advanced systems of this type can generate gravity on the surface of the ship as well as inside the ship. |
| Hangar | A hangar provides docking space and maintenance facilities for any size 2 vessel. Part of the hangar includes hangar bay doors to the exterior of the vessel. |
| Hardened Circuits | The ship's electrical and computer circuits have been hardened to withstand the effects of EMPs. |
| Holding Cell | Standard holding cells are designed to incarcerate one prisoner (although they can be larger). The cells include security monitors and basic barred gates which have electronic locks. They have beds which retract/extend from the wall at the touch of a button and a small sink and toilet facility but little else. |
| Hull Autorepair System | A large piece of equipment which is generally only fitted to larger ships. Exactly how this works is a trade secret, but it does entail placing many microbots in the hull reinforcing channels. |
| Hydroponics | Hydroponics rooms can be anything from rooms which create recycled nutrients paste from human waste and other organic by products to ship board gardens, but whatever their form the intent remains the same. A Hydroponics bay is there to provide consumables enough to sustain a ships crew and passengers. Every ship of Size Class 4 or higher must have one Hydroponics bay for every full 50 passengers and crew or fraction thereof. This ensures adequate consumables are available at all times and also covers water recycling. |
| Inertial Compensators | Allows high G manoeuvres while negating the effects of inertia so the occupants have no sensation of motion. This system generates a controlled series of variable-symmetry forcefields that serve to absorb the inertial forces of space flight which would otherwise cause fatal injury to the crew. |
| Interior Lighting | Includes normal lighting, infrared lighting (for during combat) and emergency (dimmer) lighting. |
| Internal Security Systems | Internal security systems
are there for those ships which expect trouble and may face the
possibility of being boarded, they are also there for vessels like
prison ships, diplomatic transports and so forth where onboard security
is a definite issue. There are a number of Internal security packages
all of which offer different options as follows:
Basic Security; this provides numerous onboard cameras, and the ability to channel an electrical charge into the floor of the ships airlocks which causes D10 electrical damage each round unless the target has some form of protection or insulation. Intermediate Security; this provides all of the above, plus microphones. In addition the vessel is compartmentalized with heavy duty blast door at major intersections of the vessel. These doors are 200 HPs, allowing each compartmentalized section to also be air tight and thus in the case of explosive decompression only lose access to that breached compartment. This also means that via the environmental control a ships captain can also drain the air out of a specific section of the vessel. Advanced Security;
this provides all of the above in addition to this the vessel now has at
least one of the following mounted in each corridor - |
| Laboratory | For analysing biological, atmospheric and geological samples. Laboratories are almost always catered towards one of the sciences (biology, physics, chemistry, anthropology, astrophysics, psychology and so on). They are most commonly found on science vessels or vessels which are commonly out in unexplored territory or exposed to new things. A laboratory is for study, analysis and cataloguing as pertinent to the relevant science covered by it. |
|
Landing Drone |
Larger version of atmoprobe which also tests soil and collects cultures. |
| Landing Gear | Landing Gear is rather self explanatory, and is installed within a vehicle so that it can be extended or retracted as needed should a vessel be about to land. |
| Life Boat | 10 person escape capsule with supplies for 1 month. |
| Life Support | Provides all the elements necessary to keep the ship’s inhabitants alive including food storage and preparation, water, waste processing and disposal. Also creates a breathable and suitable atmosphere anywhere within the ship which can be reconfigured. |
| Magnetic Shield | Prevents effects of radiation, vacuum, micro debris, etc from entering or affecting the ship. |
|
Medlab |
Fully equipped medical facilities for treating 1 person per ranking of lab. |
| Military ECM | This higher specification system can also destroy the Smart Missile. Only obtainable at larger Shipyards. |
| Mine Dispenser | This is designed to drop mines throughout space at predetermined intervals. It is designed along a rack dispenser arrangement where the mines are moved up to the hatch dispensed and the next one moves up into place. The smallest version holds 10 and it can be bought in increments of 10. Any vessel with a mine Deployer can drop one mine per round with a distance between them equal to the distance covered by the vessel based on its speed. Typically vessels dropping mines slow right down in order to cover as much of the area with mines as they can, minimising the distance between them. In this way if a mine explodes and another mine is within the blast radius that mine too explodes and as a result the damage is increased for every mine exploded in addition to the original. |
| Mining | This heavy duty robot prospects, mines and refines minerals for you. |
| Naval Shields | This is a precautionary device used by starships entering combat, asteroid belts, gas clouds, and uncharted regions. Basically it insulates the ship from contact with minor asteroids, meteorites, crashing ships, and other forms of space debris that might collide with the ship. |
|
Passenger Cabin |
Suitable for one person. It comes with life support, food dispenser and holovid screen. An extra facility is the automatic decor control which changes in order to compliment the mood of the occupants. It is activated by sensors of heat and pheromones. Two or more can be bought and connected to make a larger room to contain more people. A first class cabin must be at least 6 meters square. A journey class cabin must be at least 4 meters square. |
| Radar | Radar systems use both radio waves and laser light to send emissions out from the ship where they will bounce off of targets. The bounced waves become signals that the sensor can track with a high degree of precision. Unfortunately radar systems travel at the speed of light, so at long ranges the information returned to a ship can be quite old after the time it took the emissions to travel to the target and then back again. Also like radio communications, the radio waves used by the a radar system can be easily blocked, although while the laser light system is much harder to block in this method it can be blocked as well. |
| Radar Mapper | Scans for information on a targeted ship. |
| Radio, Subspace | A subspace radio is used for sending messages between distant planets and star systems. Subspace communicators send coded tachyon beams that must be broadcast from very carefully aimed dish antenna to hit their target planet or system. A subspace message crosses 1 light year per hour. However, subspace radios mounted on ships use the ship's power supply and do not need their own battery. |
| Radio, Videocom | This communication device broadcasts a combined picture and voice message that travels at the speed of light. It is useful over relatively short distances in space, and when communicating between points on a planet or from an orbiting vessel or station to the planet. A videocom message takes one second to travel 300,000 kilometres. |
| Ramscoop | These devices act as magnets for hydrogen. When combined with a fusion engine, ramscoops allow a ship to refuel itself. A ship can gain one day of fuel per day of travel when moving between planets. Higher speeds mean faster refuelling, at the GM’s discretion. |
| Reflective Hull | Reduce damage from energy weapons by 10%, it is simply coated over any normal hull. |
| Remote Handling Arms | These advanced lifting mechanisms are usually fitted to the outside of a craft and when unfolded from their protective cowling are used to manipulate salvage, clamp onto neighbouring ships, etc. The cost of each pair of arms includes an external camera which shows the operator what the arms are doing. |
| Repair Drone | Repair Drones are small robots that automatically move about the vessel interior of any ship Size class 3 or larger, fixing and maintaining the vessel. |
| Running Lights | These serve to both illuminate the outside of the ship when its dark and highlight its name, registration, etc. |
| Self Destruct System | A Self Destruct System is a means by which a vessel can be destroyed by an explosion automatically. This is most often installed in vessels where the owner does not wish their identity to be discovered in the event of capture, or for certain suicidal organizations who ram a vessel and self destruct at the last instant ensuring that they take the enemy with them. It is also installed in vessels that are one of a kind in order to prevent them from falling into enemy hands. A Self Destruct almost always requires two verbal command codes, one from the captain and one from the executive officer. Some larger vessels choose to increase the number of codes necessary to activate a self destruct, but once activated the ships captain then determines a countdown until the destruction this can be anywhere from zero rounds (instant) to 24 hours. The Self Destruct works by causing the power plant of a vessel to feedback upon itself until it explodes. It can be deactivated once set but once again requires verbal codes from the main officers onboard. It can also be overridden be a skilled computer operator with access to the ships computer. Damage varies according to the size of the vessel and what it had on board. |
| Slave Circuits | Slave Circuits are a mean by which a vessel can be installed with the relevant machinery to operate it remotely, in much the same way as a Remote operations unit allows a Robot to be operated remotely. In such circumstances a controlling unit or vessel requires a Remote Operation workstation, or if multiple vessels are being operated it is even feasible to have each controlled by an individual remote operator. |
| Solar Shields | Protects the ship and all within from the effects of high radiation planets or nuclear areas. |
| Stairway/ Ladder | For standard use or in emergencies when elevators are not functioning. |
| Tachyon Radar | 2000km radius, able to track up to 500 targets. |
|
Tractor beam |
This is a powerfully energized electromagnetic beam which draws objects toward it. The object is held just within the beam's range and can be drawn in at a rate of 2kms per second. The beaming ship must cut its speed to zero before it can draw in the tractored object. Spaceships can use this device on any ship eight hull sizes less than the beaming ship's own hull size. |
| Translator | Translate known languages instantly, unknown languages require 1 day of continuous input (-1hr per successful roll of translator). |
| Transponder |
These are designed to carry information on the Charioteer registry codes, owning faction and home port of the ship, thus allowing the rapid return of salvaged vessels. Any ship which does not return a transponder request can be assumed to be a pirate vessel and may be attacked with no legal consequences. |
| Transponder, Variable | A variable transponder is a highly illegal item which can be configured to transmit a false ID code. This piece of equipment is invaluable to smugglers, pirates and other spaceship owners with extra-legal activities as it transmits a false, usually squeaky-clean, identification signal. |
| Transporter (Personal) Orbit to Surface | Transporters are matter-energy conversion devices that take an object or being and transform it into a pattern of phased energy that can be transmitted as a complex trans-barrier signal through the first level of subspace (or hyperspace) domain to a set of desired coordinates. At the desired coordinates, it is reintegrated into its original structure. Normal range is 40,000 km. The range for emergency or shuttle based Transporters is 15,000 km. |
| Transporter (Cargo) Orbit to Surface | This teleportation device works like a personal teleporter except it is designed for Cargo or large numbers of people. Cargo Pad’s are almost always installed into the cargo holds of a vessel. Each Cargo Teleporter can teleport up or down up to 5 tons or 100 people in close proximity in any one use. |
| Water Flotation System |
Although starships are designed to work in non-atmospheric environments very few are designed to resist the pressures imposed on their hulls by immersion in deep water. This system of air-filled cushions allows the ship deploying them to maintain a neutral buoyancy if it is forced to land in water. The cushions are filled either from compressed air bottles (in emergencies), or using the ship's atmospheric hydrolysis life-support system to provide the air (for routine use). |
| Winch/Crane | This is exactly what it says, a winching mechanism fitted either inside a ship's cargo hold or externally and designed to lift or haul loads. The purchaser can choose how the crane is controlled, whether by directly supervised operation, or from the Engineering Section or Bridge of the ship. |
| Workpod | One person space going toolbox that enables a person to make repairs or perform construction work. It has 100 HPs, 4 mechanical arms, a welder, a riveter and any other modular tools as needed. |
| Workshop | Workshops are the repair bays aboard ship. If something needs fixing or replacing it is usually here that it is done. Basic machinery is present like drills, lathes, saws, raw materials, spare parts and so forth. Workshops however are not factories. Big constructions cannot be produced in them like vehicles and so forth. However tools could be made, weapons, armour or robots etc can be constructed providing the relevant parts or materials were available, but not in great numbers or speedily. Every ship of Size Class 4 or higher must have one Workshop for every full 50 passengers and crew or fraction thereof. This ensures things are able to stay in good repair. Workshops can be combined together to create larger repair bays, if four are combined then vehicles can be repaired or modified within them. |
| Step 7: Screens |
|
Screens afford additional
shielding to the normal damage resistance of a hull. More than one can
be fitted at once and the effect is cumulative. They recharge from the
ship’s power system, and each shield takes a fixed amount of time to
do so. For example a large ship with ten screen generators will take the
same time to recharge as a ship with one screen. The ship with ten
however, will achieve the same defence as the ship with one screen in a
tenth of the time because of the additive effect of Screen Generators. The screen must tap energy directly from the ship's generator in order to function. The total amount of damage that can be absorbed by a screen is 50 points per available Screen Generator. |
| Step 8: Weapons | |||
| Weapon Type | Damage | Range in atmosphere | Notes |
|
Accelerator |
x10 |
-25% |
Increases the damage of any energy based weapon by a factor of 10. |
| Beam Cannon | D10 x100 | 800 metres | Fires an intense, concentrated beam of light. |
| Disruptor Battery | 2D6 x100 | 2 kms | Fires an intense beam of alternating protons and electrons. |
| Electron Battery | 8D6 x20 | 1500 metres | Fires an electrical beam of negatively charged particles. |
|
Fission Cannon |
D12 x100 |
1500 metres |
Disrupts the molecular attraction that holds matter together causing said molecules to fly apart. |
| ICMs | D10 x10 | 100 metres | Interceptor Missiles are small missiles which can be fired at incoming projectiles including other missiles, holding 15 each. |
| Ion Cannon | D8 x100 | 1 km | Fires an intense beam of ionised particles. |
| Mass Driver | D100 x1000 | 100 kms | Fires projectiles with the damage of a nuke but minus the radiation. |
|
Meson Battery |
D20 x100 |
2300 metres |
Create a point of decay at the target causing a high energy explosion. |
| Mine | D100 x100 | N/a | Explodes over a 100 metre radius. |
| Particle Cannon | 10D10 x14 | 1700 metres | Fires charged nuclei at target. |
| Plasma Cannon | 10D10 x15 | 2 kms | Fires highly energised beam of ionised gas at target. |
|
Point Defence |
D10 x20 |
50 metres |
Identical to ICMs but use a cluster of 15 mini rail guns instead. |
| Proton Battery | 9D6 x20 | 1700 metres | Fires an electrical beam of positively charged particles. |
| Rail Gun I | 3D6 x20 | 1400 metres | Ship mounted gauss weapon. |
| Rail Gun II | 4D6 x20 | 1500 metres | |
|
Rail Gun III |
5D6 x20 |
1600 metres |
|
| Rail Gun IV | 6D6 x20 | 1700 metres | |
| Rail Gun V | 7D6 x20 | 1800 metres | |
| Rocket Battery | 2D6 x100 | 10 kms | Cluster of missile launchers, holding 5 each. |
| Sandcaster | N/a | 10 metre radius | Projects a granular agent which obstructs light and interferes with beam weapons reducing damage by 25%. |
| Weapon Mounts | |
| Bay | Large weapon mount able to move to point at the target. |
|
Gun |
Small mount able to move to point at the target. |
| Retractable | Any mounts smaller than very large. |
| Spinal | A fixed large mount which the entire ship is built around. |
| Turret | Moderate mount able to move to point at the target. |
| Ship Type | Description |
| Agriculture Starship | Hull Size 8-20. These are among the most expensive ships to build and move because of the large amount of mass (such as water) that they must carry. Food is grown hydroponically to produce as much as possible in the shortest time. They use solar energy from the stars but also have auxiliary power sources to provide the light and heat needed by the growing plants. An Agriculture ship can support a number of people equal to its Hull Size x 200. The cost of outfitting an agriculture spaceship is determined by multiplying the base cost of the materials needed to grow and tend the crops by the ship's hull size. The hull, drives, life support and other required systems must be purchased normally. The ships require 4 crew +1 per 5 Hull Size (most of the work being done by robots). |
| Assault Carrier | Hull Size 14-17. Assault carriers serve as mobile bases for fighter squadrons. A carrier transports fighters to the scene of a battle, launches them, and recovers and re-arms fighters that survive the battle. Because of the large amount of maintenance required by fighters, an assault carrier carries 300 to 400 crew members. Most carriers have a complement of 5 to 8 fighters, but some of the largest can carry 12 or more. |
| Assault Transport | Hull Size 8-10. Assault transports carry very few weapons relying heavily on other ships for protection. A transport can carry from 600 to 1,000 troopers, however. The ship's cargo hold carries one shuttle for every 100 soldiers. |
| Battleship | Hull Size 19-40. These are the mightiest warships and carry about 400 crew members. A battleship has excellent manoeuvrability and acceleration, and can absorb considerable damage. The biggest disadvantage of the battleship is its extreme cost. |
| Destroyer | Hull Size 6. Destroyers carry 40 to 50 crew members. They are very similar to frigates, being only slightly larger and a bit less manoeuvrable but with greater firepower. |
| Exploration Ship |