Skip to content

Vessel

Stats

Primary

Firepower

Firepower represents the vessel’s energy distribution for weapon systems. More energy equals more damage.

Maneuverability

Maneuverability represents the vessel’s turning speed and speed both in combat and while traveling. Better drives, slicker vessel designs and more power for engines improve the overall maneuverability of a vessel.

Subsystems

Subsystems represent the quality of the ship’s internal components, such as shield generators, sensors, fuel, etc.

Power-Level

The vessel’s upgrades require a certain amount of power-level. Better generators provide more energy, which the vessel can utilize for more upgrades.

The power-level can be temporarily shifted to other primary Attributes. If the power-level requirements of an upgrade isn’t met, that upgrade becomes rendered inert, until enough power is available again.

Secondary

Secondary stats are bound to change quite often. Every secondary stat has a maximum value modified by circumstances, upgrades, and initally by the vessel’s design. The current value of a secondary stat can never exceed the maximum value. All exceeding points are usually lost.

Fuel

Every vessel uses fuel of some sort. A vessel without fuel cannot operate anymore.

Maximum resources

fuel + other bonuses

Storage

Storage space is limited by the vessel’s design. upgrades can upgrade storage size.

Storage space

storage + other bonuses

Resources

Resources abstract materials and energy used for upgrades. Upgrading a vessel requires resources to buy and maintain.

Maximum resources

resources + other bonuses

Technology

Upgrades require technology. upgrades for the vessel require technology to buy and maintain. A vessel restricts the unlockable technology by its maximum technology value. This value is fixed for each vessel and can never be changed.

Maximum technology

technology +

Origin

Every vessel manufacturer creates special versions of vessels.

An origin modifies:

  • primary and secondary stats,
  • adds upgrades or flaws,
  • enables access to inherent Attributes,
  • and may add roleplaying circumstances.

Pools

Hull

A vessel at zero hull is destroyed.

Shields

A vessel at zero shields is rendered inert and becomes an easy target to e.g. weapons and boarding parties.