Armour¶
This chapter lists all available armour for vessels. The armour rating describes how much damage is reduced by the armour. The speed column shows how much speed the armour takes away from the vessel. Weight is irrelevant, and is represented in the penalty to speed.
Name | Armour | Requirements | Speed | Cost |
---|---|---|---|---|
Small Armour MK I | 4 | Small Vessel | -1 | 5000 |
Small Armour MK II | 6 | Small Vessel | -2 | 7000 |
Small Armour MK III | 8 | Small Vessel | -3 | 9000 |
Name | Armour | Requirements | Speed | Cost |
---|---|---|---|---|
Medium Armour MK I | 6 | Medium Vessel | -1 | 12000 |
Medium Armour MK II | 10 | Medium Vessel | -2 | 18000 |
Medium Armour MK III | 14 | Medium Vessel | -3 | 24000 |
Medium Armour MK IV | 18 | Medium Vessel | -5 | 32000 |
Power Cores¶
Power cores provide the ship with power, necessary to operate engines, modules and to keep the lights on. They are the most vital part of the ship and require fuel to operate.
The fuel value shows how much fuel the power core requires per day, regardless of its load. If the power core is out of fuel it no longer produces any power.
Name | Fuel | Cost |
---|---|---|
Small Power Core MK I | 2 | 5000 |
Small Power Core MK II | 4 | 10000 |
Small Power Core MK III | 8 | 20000 |
Small Power Core MK IV | 12 | 50000 |
Name | Fuel | Cost |
---|---|---|
Medium Power Core MK I | 4 | 20000 |
Medium Power Core MK II | 8 | 40000 |
Medium Power Core MK III | 12 | 60000 |
Medium Power Core MK IV | 18 | 80000 |
Sublight Engines¶
Sublight engines give the vessel thrust and speed either in space, land or air. There is no difference between the specific types of engines, as it would only complicate things to have different types of engines for each type of vessel.
The speed column shows how much speed is gained by installing this sublight engine on the vehicle.
Name | Speed | Requirements | Cost |
---|---|---|---|
Small Sublight Engine MK I | 4 | Small Vessel, Power Core MK I | 2000 |
Small Sublight Engine MK II | 8 | Small Vessel, Power Core MK II | 4000 |
Small Sublight Engine MK III | 12 | Small Vessel, Power Core MK III | 8000 |
Name | Speed | Requirements | Cost |
---|---|---|---|
Medium Sublight Engines MK I | 3 | Medium Vessel, Power Core MK I | 30000 |
Medium Sublight Engines MK II | 6 | Medium Vessel, Power Core MK II | 60000 |
Medium Sublight Engines MK III | 9 | Medium Vessel, Power Core MK III | 90000 |
Medium Sublight Engines MK IV | 12 | Medium Vessel, Power Core MK IV | 120000 |
Sensor Arrays¶
Sensor arrays provide communications, sensors, emergency beacons and other means of detecting other people, vessels and stations. They provide a bonus to the skill Radio Operations.
Name | Radio Op. | Requirements | Cost |
---|---|---|---|
Small Sensor Array MK I | +1 | Small Vessel, Small Power Core MK I | 1000 |
Small Sensor Array MK II | +2 | Small Vessel, Small Power Core MK II | 2000 |
Small Sensor Array MK III | +4 | Small Vessel, Small Power Core MK II | 4000 |
Name | Radio Op. | Requirements | Cost |
---|---|---|---|
Medium Sensor Array MK I | +1 | Medium Vessel, Small Power Core MK I | 10000 |
Medium Sensor Array MK II | +2 | Medium Vessel, Small Power Core MK II | 20000 |
Medium Sensor Array MK III | +4 | Medium Vessel, Small Power Core MK II | 40000 |
Security Systems¶
Security systems include everything from encryption of the data transfer of the computers, to the security protocols of the terminals and of the locks of the ships doors, hatches and airlocks. All of these are simplified into one security module which can be installed and upgraded on ships. Security systems usually cannot be hacked or attacked from afar, but prevent the vessel from theft and other illegal access while docked or parked.
All security systems provide a DC against which Hacking and Intrusion skill checks must be made against. If a crew member wishes to detect or even reverse a hack or intrusion attempt he must pitch his Hacking or Intrusion against that of the intruder. The person on the defending side may gains a bonus from the security module, as listed below.
Security Systems do not come with in sizes, but are the same for all vessel sizes, except for the price. The table below lists the prices for each vessel size (small, medium, large and capital) and the DC for intrusion and hacking attempts, as the system provides him with tools and countermeasures against intruders.
Having no security system does not automatically mean that the vehicle can be operated without any sort of clearance. Normal land vehicles (such as cars) can be considered having no special security system, and may still still require keys to be operated.
Name | DC | Bonus | Cost (S) | Cost (M) | Cost (L/C) |
---|---|---|---|---|---|
No security system | 8 | - | - | - | - |
Security System MK I | 10 | +0 | 1000 | 10000 | 100000 |
Security System MK II | 12 | +1 | 3000 | 30000 | 300000 |
Security System MK III | 15 | +1 | 5000 | 50000 | 500000 |
Military Grade System MK I | 18 | +2 | 8000 | 80000 | 800000 |
Military Grade System MK II | 20 | +3 | 12000 | 120000 | 1200000 |
Shield Generators¶
Shield generates produce a shield that soaks up to their shield value of damage. The recharge column specifies how many shield points they recharge per round.
Name | Shield | Recharge | Requirements | Cost |
---|---|---|---|---|
Small Shield Generator MK I | 10 | 2 | Small Vessel, Small Power Core MK II | 10000 |
Small Shield Generator MK II | 20 | 2 | Small Vessel, Small Power Core MK III | 20000 |
Small Shield Generator MK III | 30 | 3 | Small Vessel, Small Power Core MK IV | 30000 |
Name | Shield | Recharge | Requirements | Cost |
---|---|---|---|---|
Medium Shield Generator MK I | 50 | 3 | Medium Vessel, Medium Power Core MK II | 50000 |
Medium Shield Generator MK II | 100 | 4 | Medium Vessel, Medium Power Core MK III | 100000 |
Medium Shield Generator MK III | 150 | 5 | Medium Vessel, Medium Power Core MK IV | 150000 |
Weapons¶
Weapons come in all shapes and sizes and often require ammunition to operate properly. They have a flat damage they deal, and often a damage type. The reload column defines how many actions it takes to reload the gun before it can fire again. If it is capable of burst firing it is noted in the special column.
Railguns are used for long range sniping, and are the main weapons most ships use for ship to ship combat. Point defence or PD are used in close quarters, and represent machine guns, Gatling guns and other weapons with a high rate of fire. They are mainly effective at closer rangers, against soft targets and for destroying missiles. Missile launchers are used destroy armoured targets and are highly effective against vehicles, but their ammunition is expensive and limited. The stats for range, damage and speed for the missiles are listed in the rockets and missiles section. Launcher’s fire one rocket and then reload, while missile batteries are preloaded with a fixed amount of rockets. Once they are empty, they have to be manually reloaded.
Small Weapons¶
Name | Dmg | Type | Ammo | Range | Reload | Requirements | Special | Cost |
---|---|---|---|---|---|---|---|---|
Railgun MK I | 8 | Piercing | 30mm | 100km | 1 rnd. | Small Vessel, Small Power Core MK I | 4000 | |
Railgun MK II | 12 | Piercing | 30mm | 150km | 2 rnds. | Small Vessel, Small Power Core MK II | 8000 | |
Railgun MK III | 16 | Piercing | 30mm | 200km | 4 rnds. | Small Vessel, Small Power Core MK III | -1 Speed | 12000 |
PD MK I | 3 | Piercing | 10mm | 400m | 1 act. | Small Vessel, Small Power Core MK I | 10 Burst | 3000 |
PD MK II | 6 | Piercing | 10mm | 500m | 1 act. | Small Vessel, Small Power Core MK II | 10 Burst | 6000 |
PD MK III | 8 | Piercing | 10mm | 600m | 1 act. | Small Vessel, Small Power Core MK III | 15 Burst | 8000 |
Battery MK I | - | Explosion | 4 x Missile | - | - | Small Vessel, Small Power Core MK I | No reload, -1 Speed | 3000 |
Battery MK II | - | Explosion | 10 x Missile | - | - | Small Vessel, Small Power Core MK II | No reload, -2 Speed | 6000 |
Revolver cannon MK I | 4 | Explosion | 25mm | 2km | 1 act. | Small Vessel, Small Power Core MK I | 3 Burst | 2000 |
Revolver cannon MK II | 8 | Explosion | 25mm | 2km | 1 act. | Small Vessel, Small Power Core MK II | 3 Burst | 4000 |
Revolver cannon MK III | 12 | Explosion | 25mm | 3km | 1 act. | Small Vessel, Small Power Core MK III | 5 Burst | 8000 |
Medium Weapons¶
Name | Dmg | Type | Ammo | Range | Reload | Requirements | Special | Cost |
---|---|---|---|---|---|---|---|---|
Railgun MK I | 12 | Piercing | 30mm | 100km | 1 rnd. | Medium Vessel, Medium Power Core MK I | 20000 | |
Railgun MK II | 16 | Piercing | 30mm | 150km | 2 rnds. | Medium Vessel, Medium Power Core MK II | 40000 | |
Railgun MK III | 20 | Piercing | 30mm | 200km | 4 rnds. | Medium Vessel, Medium Power Core MK III | -1 Speed | 100000 |
PD MK I | 6 | Piercing | 10mm | 400m | 1 act. | Medium Vessel, Medium Power Core MK I | 10 Burst | 60000 |
PD MK II | 9 | Piercing | 10mm | 500m | 1 act. | Medium Vessel, Medium Power Core MK II | 10 Burst | 90000 |
PD MK III | 12 | Piercing | 10mm | 600m | 1 act. | Medium Vessel, Medium Power Core MK III | 15 Burst | 120000 |
Battery MK I | - | Explosion | 4 x Missile | - | - | Medium Vessel, Small Power Core MK I | No reload, -1 Speed | 30000 |
Battery MK II | - | Explosion | 10 x Missile | - | - | Medium Vessel, Small Power Core MK II | No reload, -2 Speed | 60000 |
Launcher MK I | - | Explosion | Missile | - | 2 act. | Medium Vessel, Medium Power Core MK I | 50000 | |
Launcher MK II | - | Explosion | Missile | - | 1 act. | Medium Vessel, Medium Power Core MK II | 100000 |
Ammunition¶
Rail gun and PD¶
Standard 30mm rail gun ammunition costs 300 credits for a crate of 100 projectiles.
The 10mm projectiles for standard point defence and Gatling guns costs 200 credits for a box 1000 rounds of ammunition. Generally the ammunition for point defence comes in such huge boxes, that the players usually do not have to worry about running out of ammo.
Missiles¶
Missiles have to be bought separately and have to be stored in cargo. Launchers automatically reload from cargo space, and batteries have to be loaded prior to flight.
Dumb fire rockets cannot manoeuvre, and the pilot has to make one attack role to see if his dumb fire rockets hit. Tracking missiles can reengage their targets, tracking them across long distances. Tracking missiles have an additional pilot score, that is added (alongside their speed) to their attack roll.
Missiles attack twice, once during the additional attack, and they can turn around and attack again.
If a point defence is able to hit the missile they are considered destroyed, and will no longer track the target.
Name | Dmg | Speed | Pilot | Range | Special | Cost | Weight |
---|---|---|---|---|---|---|---|
Burya MK I | 10 | 9 | 0 | 60km | Dumb fire | 500 | 100 kg |
Burya MK II | 20 | 10 | 0 | 80km | Dumb fire | 800 | 120 kg |
Vikr MK I | 20 | 9 | 1 | 120km | Tracking | 4000 | 150 kg |
Vikr MK II | 30 | 10 | 2 | 200km | Tracking | 6000 | 210 kg |
Fuel¶
Fuel comes in kilograms and is usually stored in cargo of the vessel and is directly taken from there to fuel the power core. One kilogram of fuel costs 2 credits and can be bought at most stations.