Starships

To put together a starship, use the following parts, starting with the hull.  

Hull

Hull determines the size, HP, available subsystems, and Equipment Mounts.   Light Fighter: SM 4. Sometimes called an Interceptor, this is a short-range fighter that is essentially a cockpit, one or two weapons mounts, and an engine. This is as close as spaceborne infantry as one can get without shoving a laser into the hands of a man in a spacesuit.   Medium Fighter: SM 5. What most people mean when they say "Starfighter," this is a one-man starfighter usually designed for versatility.   Heavy Fighter: SM 6. Depending on the design, this might be a deep-space fighter for one pilot with enough equipment to sustain life for a long period, a bomber with two pilots and an extended missile battery or torpedo bay, or it might be a devastator, a fighter model with heavy armor and a dedicated gunner to divide use of their weapon systems for more destruction.   Light Corvette: SM 7-8. The smallest starship suitable for long term habitation. Usually has a crew of 4-50 and can field more weapons and tools than a fighter. This is a common size for freelancer crews.   Medium Corvette: SM 9-10. Probably the most common starship type flying. A crew of 25-100 depending on the tool and weapon outfit. Might also be a Light Drone Carrier.   Heavy Corvette: SM 11-12. A larger starship, the smallest 'interstellar' class. A crew of 80-400, and could be a Heavy Drone Carrier, or store a wing of Light Fighters.   Light Frigate: SM 13-14. A small warship, almost never used for simple cargo or logistics hauling. Has a crew compliment of 350-1000 people, could be the lightest of the true Carriers that feature several wings of light fighters, or could be a destroyer with all of its slots filled with weapons and defenses.   Medium Frigate: SM 15-16. A mid-sized warship, the sort that winds up on recruiting posters. Has a crew of 800-5000 including various subsystem crews, security teams, and potential passengers.   Heavy Frigate: SM 17-18. Crew: 3,500-10,000 people. A large warship, often used as a flagship or for high-priority missions. May carry a mix of fighters, drones, and heavy weapons.   Light Cruiser: SM 19-22. A versatile warship, suitable for a variety of tasks, including escort duties, reconnaissance, and raiding. May carry a small wing of fighters or drones. Crewed by between 9,000-40,000, including a dispatch of Marines and usually clones or LI drones. Sometimes supports a squadron of cataphracts.   Medium Cruiser: SM 23-24. A well-rounded warship, balancing firepower, armor, and mobility. Often used as a workhorse for fleet operations, may carry a medium-sized wing of fighters or drones. Crewed by between 30,000 and 80,000, including Marines, line infantry, and cataphract or armored companies. This is the maximum ship size for most corporations and planetary defense forces.   Heavy Cruiser: SM 25. A powerful warship, with heavy armor and firepower. May serve as a fleet flagship or command ship, and often carries a large wing of fighters or drones. Crewed by 75,000 to 150,000 including Marines, line infantry, up to a battalion of cataphracts or armor and artillery. There are a few of these floating around human space, and always as the nucleus of a fleet. The most famous Heavy Cruisers are the VD Paragon, the MA Shrieking Widow, and the EE   Dreadnought: 26. An apocalyptic-scale warship, only two exist anywhere in human space; the first is the SDF Omega Point. The SDF Omega Point is 102 decks at 1,250 ft tall, 20 miles wide and 50 miles long. Between the crew, Marines, two devastator wings, four medium fighter wings, and six interceptor wings, support staff, and political staff, there are around 35,000,000 souls on it. The other is the PSC Chains of Fenris, an 89 deck monstrosity under the command of the Technocrat of Wolf, Marshall Immozene Gegentot  
NameSMHT/HPTool MountsCrew CapacityCostNotes
L. Fighter 4 d10/d10 3 1 $25,000
M. Fighter 5 d15/d15 5 1-2 $50,000
H. Fighter 6 d20/d20 8 2-3 $75,000
L. Corvette 7-8 c10/c10 15 4-50 $125,000
M. Corvette 9-10 c13/c13 25 25-100 $200,000
H. Corvette 11-12 c15/c15 35 80-400 $325,000
L. Frigate 13-14 c20/c20 55 350-1000 $525,000
M. Frigate 15-16 c25/c25 90 800-5000 $850,000
H. Frigate 17-18 c30/c30 145 3,500-10,000 $1,375,000
L. Cruiser 19-22 m10/m10 235 9,000,40,000 $2,225,000
M. Cruiser 23-24 m20/m20 380 30,000-80,000 $3,600,000
H. Cruiser 25 m25/m25 610 75,000-150,000 $5,825,000
Dreadnought 26 e10/e10 1000 500,000+ $10,000,000

Hull Styles

These are design styles for the hulls that give them specific capabilities. They alter the cost and statistics of the hull. You may choose one. The 'default' design is for a starship that can't enter atmosphere and makes full use of its mounts and is reinforced for at least some kind of violence.   Cargo Hauler: Cargo Haulers are maximized for packing in cargo. They have double the Tool mounts, but only 1% of them (minimum 1) is for weaponry and the rest are for cargo containers. They have 75% (rounded down) of their stated HP. Cost remains the same.   Ironclad: Warships that are designed for heavy fighting and not much else. HT/HP are both +150%, armor is twice as effective, tool mounts are reduced by 10%, and engine output is reduced by 50%. Cost 200%.   Aeroform: Aeroform Starships operate freely in space, in the air, and underwater. Due to the needs and strictures of physics, this lowers your Tool Mounts by 1/3. Cost +120%.   Orbiter: Rather than an engine, Orbiters have stabilizers that keep them in a stable orbit around a planet, moon, or star. They are generally cubic in area rather than linear, and their 'effective SM' is two higher than marked. Cost 80%.  

Targeting the Hull

There are four quadrants to any hull. Targeting one of these quadrants can degrade the DR of that hull portion. Most human starships are elongated by tradition, and so are harder to hit from the front and back than the sides. When targeting the hull specifically, DR becomes ablative (hardness remains). If the attacker is skilled enough (or has a sophisticated enough targeting computer) they can target an even smaller portion of the hull to take advantage of scaling differences. This is a risk/reward decision, and starships are designed to contain hull breaches, which means that just targeting the hull is unlikely to destroy the ship.   For obvious reasons, Hulls can't be targeted by Electronic Warfare directly, but the "Goober Maneuver," a cyberjacking technique where a turret is hacked and turned on its own ship, is popular and potentially devastating.  

Hull Mods

HT Increase: This affects HP and health rolls to recover from system damage. Cost $500xSM per point, altered by scale (IE: a M. Corvette at SM 9 would cost $500x9x100= $450,000 per point.   HP Increase: This is HP only. Cost $100xSM per point, altered by scale. For instance, a L.Fighter costs $100x4x10= $4,000 per point.   Add/Subtract Tool Mounts: This is an increase or decrease in available mounts. Increasing mounts costs $1,000 per mount, and decreasing mounts shaves off $500 from the total cost of the hull.

Engine

Fitch-Finnig Engines have become ubiquitous on starships and have been since before the Cozine Disaster. They are described by Class and have a a scale attached. An engine can serve a ship of up to one class higher, and two engines can serve as a replacement for one class higher. Engines provide "Engine Output," which directly affect Acceleration, Delta-V, DX, and ST of the starship (affecting Basic Lift and Encumbrance as normal).   Acceleration: This is always measured in gravities, abbreviated G. To convert to a Move in yards per second per second, multiply it by 10.   Delta-V: This “top speed” is measured in miles per second, abbreviated mps. To convert to a Top Speed in yards per second, multiply by 1,800.   ST: Starship ST determines push and tow strength, Basic Lift, and Encumbrance.   DX: Starship DX determines maneuverability, dodge, and Vector-skip and slingshot efficiency.    
ClassScaleSMAcceleration (Gs)Delta-VSTDXCostLCNotes
A S -1 1 1 s8 8 $8k 3
B S 0 1 2 s9 9 $10k 3
C S 1 1 3 s10 10 $12k 3
D S 2 2 4 s11 11 $14k 3
E S 3 2 5 s12 12 $15k 3
F D 4 3 6 d10 8 $16mil 3
G D 4 3 6 d11 9 $18mil 3
H D 4 4 8 d12 10 $20mil 2
I D 5 4 8 d13 11 $22mil 2
J D 5 5 10 d14 12 $24mil 2
K D 5 5 10 d15 13 $26mil 2
L D 6 6 12 d16 14 $28mil 2
M D 6 6 12 d17 15 $29mil 2
N D 6 6 14 d18 16 $30mil 1
O C 7 7 14 c10 8 $31bil 1
P C 8 7 16 c11 8 $33bil 1
Q C 10 7 16 c12 8 $35bil 1
R C 12 8 20 c13 9 $36bil 1
S C 13 8 20 c14 9 $38bil 1
T C 15 8 24 c15 10 $39bil 0
U C 18 9 24 c18 10 $40bil 0
V M 19 9 26 m10 8 $41bil 0
W M 20 9 28 m11 8 $43bil
X M 21 10 30 m12 9 $44bil 0
Y M 22 11 36 m13 9 $46bil 0+M
Z M 23 12 50 m14 10 $48bil 0+M
Alpha D 4 3 9 d11 14 $280k 0+S Optimized for Whitespace Travel*
Bravo D 5 2 8 d12 13 $260k 0 Optimized for Grayspace Travel*
Omega D 6 4 10 d14 15 $220k nil Optimized for Redspace Travel*
Carries Redspace Risks
Ion* D 6 2 7 d10 12 $3k 4 Not capable of Ftich Tunneling
*Normal Fitch Tunneling requires 3 hours for Whitespace, 10 minutes for Grayspace, and 10 seconds for Redspace. Optimized engines decreases the time it takes to penetrate the branes to 10% for the optimized brane, but doubles it for the others. It also doubles the time/distance divisor.   FF-Hypersphere: The basic hypersphere engine uses a crystal-matrix sphere pushed slightly into Grayspace, creating a rotating hypersphere over which red mercury from Jupiter is cycled. The result is a smooth function with relatively low complexity, making these engines reliable, quiet, and durable.   FF-Hypercube: The mid-tier FFE uses a hypercube. The hypercubes 'beat' like a heart, creating a signature staccato thump as they cycle through. This beat ripples and counter-ripples the red mercury and The engine is louder and less quiet but has a much higher output than a hypsersphere. This arrangement is more fragile than hypersphere models and can explode with serious force, blasting a city block into ashes and dust. Cost x2. Engine Output is x1.5.   FF-Pentachoron: The high-tier FFE uses a 4-dimensional pyramid crystal as its central component. A Pentachoron actually pulls some of the red mercury into Grayspace and pulls it out again, exponentially increasing output. This arrangement is fragile and if the engine goes critical can implode, yanking most of the mech through a pinprick sized hole into Grayspace. Cost x 4. Engine Output is x2.  

Targeting the Engine

A successful direct attack on the engine forces the crew to roll HT for the ship to avoid interruptions. An engine shut down by a direct attack and a failed HT roll can be 'restarted' by the ship's engineer, but the process takes time. If the attack is a critical hit or does more than 1/3 of the engine's total health, the engineering crew must roll a HT to avoid a reactor leak instead. A failed HT roll means the Red Mercury has sprung a leak, turning the engine room into a toxic and radiation hazard and rendering the engine inoperable until the leak is fixed. A critically failed HT roll when the engine is at half or less health means the engine has breached beyond field repair and may explode.   A disabled engine stops the starship from controlling its movement. They continue drifitng at the same speed that they were going when their engines were disabled. They cannot steer, slow down, or accelerate until the engines are online, and if they were heading towards something dangerous such as a planet or another ship, they may suffer secondary damage or even total destruction. Disabling the engine is standard practice prior to boarding.   Engines can be targeted by Electronic Warfare. Most engines are hard-coded to shut down rather than overload by cyberjacking.

Capacitor

Capacitors determine the FP and FP recovery rates of the Starship. This applies mainly to the engine and maneuvers, but it can act as a 'pool' of FP to be added to individual subsystems should the limits of their QMBs be reached or insufficient. A Capacitor must be no more than two scales below the Hull in order to keep the lights on. Alternatively, for larger ships, several capacitors might need to be installed at the cost of equipment mounts.    
ClassSMScaleMax FPFP RecoveryBCLCWeightCostNotes
1 -4 Mini 4 1 FP/hour A 4 15 $1,000
2 -3 S 6 1 FP/50 minutes B 4 30 $2,000
3 -2 S 8 1 FP/40 minutes C 4 60 $3,000
4 -1 S 10 1 FP/30 minutes D 4 120 $5,000
5 0 S d10 1 FP/20 minutes E 3 240 $8,000
6 0 S d12 1 FP/10 minutes F 3 480 $12,000
7 0 S d13 1 FP/5 minutes G 3 600 $16,000
8 1 S d14 1 FP/minute H 2 1200 $20,000
9 2 S d15 1 FP/30 seconds I 2 2400 $40,000
10 3 S d16 1 FP/15 seconds J 1 4800 $80,000
11 4 D c10 1 FP/12 seconds K 1 9600 $100,000
12 5 D c12 1 FP/10 seconds L 0 12000 $250,000
Note: Capacitors that have charge left in them if they are damaged have to roll HT or suffer a shutdown. A critical failure on this roll results in an explosion instead, which does 1d burn ex damage, and 1d cr damage for every 3 burn damage inflicted. The explosion is 10 yds/scale, damages all connected subsystems, and if the capacitor is close enough to the hull possibly a hull breach.

Targeting a Capacitor

When a capacitor receives damage, the engineering crew must roll HT or risk a Capacitor shutdown. A ship without a functioning capacitor cannot spend or recover FP, and restarting the Capacitor takes 1 action x the reactor's class. If the Capacitor takes more than 1/3 of its max HP in damage or if it receives a critical hit, the crew must roll HT or risk a capacitor breach, which causes the Capacitor to explode. An exploding capacitor damages the surrounding decks, causing 1d burn ex sur and 1d cr damage per remaining FP to the ship, bypassing the Hull's DR.

Computer

A CCM is a necessary component of a starship. A basic model will come with an RI, but most advanced models will chip in an AI. GMEs and RAIs can also be plugged in, but this can lead to quirks, willfullness and potentially outright hostility.   It's inadvisable to have more than one computer for a ship overall, but it's not out of bounds to have one central computer for the ship and one computer for each subsystem. By using RIs and SIs for subordinate computers to the central computer's AI, GME, or RAI, you essentially expand that central computer's IQ as well as give it the Compartmentalized Mind trait.   Note again that having a sentient central computer can and will lead to the 'ship' developing a personality.  

Computer Intelligence

 
IntelligenceIQWillSkill BonusBCLCCostNotes
RI 10 10 -2 A 4 $12,000
SI 14 14 -1 C 3 $24,000
AI 18 18 0 D 2 $60,000
GME * * * E 2 $30,000 *GME stats based on original, less if low-rez or very low-rez
RAI 10 10 +2 not required nil $8,000 *stats given are for a Sentient RAI. For a Minor RAI, the IQ and Will are 8, and for a
Supersentient the IQ is 16 and the Will is 20, and the 'captain' and 'crew' are likely either victims or servants.
Bioronic Mind 10 12 0 not required 2 $28,000 *stats given are for a basic Bioronic brain.

Computer Terminals

Basic Terminal: An old-style monitor and keyboard setup, with a whole host of touch screen, datapad type options. Provides no bonus to operating the computer. LC 4, $250   Holgraphic Terminal: A terminal projected in a pre-set area. It's fancy, and a space saver. LC 4, $750.   Holosuite: The whole computer room is lined with holographic projectors, allowing holoraphic terminals, displays, interfaces, and metaphorical representations to be projected around the user. Popular for recreation as well as for intenseive work. Add +2 to skills interacting with the computer. LC 4, $4,500.   Hardlight Holosuite: As a normal holosuite, except the holograms can be felt and interacted with as arrested photonic suspensions. Adds +3 to skills interacting with the computer. LC 2, $45,000.   Man-Machine Interface: This might be a wreath, a throne, a hand-slot, or just a jack for a Cybernetic Nexus. Adds +5 to skills interacting with the computer, but if the computer suffers damage while the connection is active, it deals 1d burn damage and 1d SP damage. LC 3, $21,000.   Pirore: A Robotics Platforms - Basic as the interface puts a face on the computer, and allows you to simply converse to tell them what you want. Computers invested into a Pirore are specifically designed to 'get' colloquialisms and be friendly and pleasant to work with. Unless the AI is removed from the ship and slotted into the robot, the platform becomes increasingly laggy the farther it gets away from the ship. LC 3, $27,000.   Bioroid Cylinder: A cylinder filled with neurogel where a Bioroid can insert themselves and enter a 'hibernation state,' operating the ship and accessing the databanks as if it was their own body. They are able to hear through the ship's internal sensors and communicate over the intercomm, and are otherwise just like a regular AI. The gel recycles nutrients and oxygen for the Bioroid. LC 2, $35,000.

Computer Accessories

All computers come with a voice interface, but unless these are Pirore or Bioroid Cylinders then the computer tends to be brutally literal. Additionally, they might come with or have added later a number of gadgets.   Microprocessors: Every microprocessor node added to a computer adds +1 effective IQ to the intelligence's score. LC 4, $20,000.   Pressors: Small gravity beams that, when used in conjunction with the computer's control over the ship's gravity plates, effectively give the computer abilities equivalent to Telekinesis. LC 3, $5,000/level per room. A corridor counts as one room.   Manipulator Drones: A suite of cheap drones that fly, float, or crawl along corridors that can physically manipulate tools, make minor repairs, provide visual feedback to the computer, and interact with the crew. They can interfere with enemy boarders, but they aren't terribly useful for more than a distraction. If the ship has a functioning fabricator, then the computer can create as many drones as are needed until the Fabricator runs out of carbon. LC 4, $12,000.   SHIELD: Strategic Hub Integrity Electronic and Logic Defense. A series of SIs that resemble modified Crickets, but they're designed to provide a defense against cyberwarfare intrusions. They monitor the computer's programming for sudden changes, and make adjustments if a change appears to be coming from a hostile intrusion. Each Grasshopper provides Mind Shield 1 (Cybernetic), LC 4, $2,000.   Black Box: A solid, dense clamshell shield that can slam shut around the CCM as a defense against direct attack. While shut, the CCM is cut off from the ship entirely, effectively leaving it vulnerable, but in the event of a catastrophic failure the Black Box can 'flush' down a tube and jettison it in a bid to preserve the computer for potential recovery. Most Black Boxes come with an emergency beacon. LC 4 $ 20,000. For a Black Box that covers a whole Bioroid Cylinder, the LC is 3 and the cost is $50,000 (for a hybernation suite as well as the larger shell).   SPEAR: Synchronized Pulse Electronic Assault Resource is an SI node dedicated to boosting RAM to boost Electronic Warfare attacks by the central computer. Each one adds +1 to Electronics Operation (Electronic Warfare) skill for the purposes of attack. LC 2, $2,000.   RAVEN: Rapid Adaptive Vulnerability Exploitation Node. A databank of stored H.exes for use in attacking enemy computers when a vulnerability is detected. LC 1, $5,000.   Falcon: Fast Adaptive Logical Combat Operations Network. A databank of stored ECHOs for use in attacking enemy computers and opening up vulnerabilities. LC 0, $15,000.   Universal Translator: This module allows the computer to 'learn' languages from a large enough sample size. LC 0. $10,000.  

Targeting the Computer

Most computer terminals are either a part of or attached to the Bridge/Cockpit and can't be usefully targeted from the outside by fire. They can be attacked with Electronic Warfare (and often have to be in order to effectively use EW against the rest of the ship) and they can be directly targeted by a boarding party. A ship without a computer can function at a basic level, but this requires double effort from the crew and the crew must take on tasks that are normally automated at the risk of life and limb.

Communicator

Comms are important for any starship, not just for ship-to-ship communications but also for docking and landing permissions. Ships normally field both a radio communication device for local transmission and a Quantix Comm for long range communication and access to SolarNet.   LazComm: An IR laser communicator that uses focused beams of light precisely targeted at a receiver. This generally requires an AI for the sake of precision, and is generally better if speed is matched. Most often this is for space-to-surface communications by ships in geosynchonous orbit. The benefit is that if this communication is intercepted, the sender and receiver can both detect the interference. In normal atmosphere with no obstructions, the base range of this communication is 50 miles. In space, it is theoretically possible indefinitely, subject to the constraints of photon physics. LC 4 $15,000.   Radio Communicator: You communicate using radio waves. Base range is 10 miles. Your signal is omnidirectional, but because you can shift frequencies, eavesdroppers must still roll vs. Electronics Operation (Communications) to listen in. A side benefit of this ability is that you can receive AM, FM, CB, and other ordinary radio signals on an IQ roll (takes one second). Note that radio-frequency “noise” from lightning and unshielded electronics can interfere with Radio. Radio does not work at all underwater. LC 4, $10,000.   Quantix Comms: A non-portable console with several chips in it meant for installation into a vehicle or building. Nearly all of them have a full array of radio and communications arrays for more mundane and generalized communication. The counterparts of the chips are in Omega Systems' array. More chips can be installed in the console for direct communication. LC 3, $15,000   ~Quantix Chip: A chip that can be slotted anywhere an RI can, meant for use as a cybernetic or to slot into a smaller vehicle, such as a starfighter or cataphract, or as part of a portable device like a datapad or ID scanner. The counterparts of the chip is in Omega Systems' array. LC 3, $8,000.   ~Gemini Chip: A specialized Quantix Chip that is sold in pairs. The chips allow one to one communication. LC 2, $10,000.   Hive Array: A central Console with a series of Gemini Chips, with or without a regular chip. This is meant for team communications, and is used in everything from carrier ships and their fighters to commando squads and their minder. LC 1, $18,000 + $10,000 per chip.   PsiComm: A bioronic communicator that uses psionics. The range is 10 miles per IQ point of the connected central computer, but this can 'beam' communications directly into the head of a target. It cannot receive replies from non-telepathic individuals, though the use of a Psionic Amp does allow for non-psions to respond. This can be eavesdropped on by another PsiComm or a psion, each with a successful Will roll. This also acts as a 'psionic energy dector,' which allows the central computer to precisely pinpoint anything generating brainwaves. LC 1, $210,000.  

Targeting Comms

All comms except for the Quantix Comms and Hive Arrays require external tools to boost, project, and receive the signal. These can be targeted. In general, these are -2 SM, and can be difficult to precisely hit.   All comms but the PsiComm are vulnerable to Electronic Warfare, but PsiComms can be targeted with Psionics. Boarding parties can disable all versions of comms by directly damaging the comm terminal.

Sensors

Sensors send data to the central computer and often the bridge. Cockpits usually have sensors but also armored glass to use the pilot's senses.   Omnispectral Sensors: This is a 'visual' sensor suite that detects and interprets lights. As a standard, they operate in a three dimensional 360° arc. They can display a render of the data on a screen or HUD. By default, this extends even into the extremely low band (microwave, radar, radio waves) through the low band (Infrared) through the visual spectrum, into Ultraviolet, and into the Extended High-Band (X ray and gamma ray) radiations. Light travels until it's interrupted, though nothing useful is gained after a few thousand lightyears without an extrapolating computer. LC 4, $40,000.   Chemo-Destroying Sensor: This is a scanner that 'shaves off' a thin slice of atoms from a material and subjects it to extreme, minute heat. This allows the material to be pyrolitically analized. The process is mostly harmless as the amount of material burned off is atomic in scale, but living beings subjected to this scan feel a discomforting tinglng. This process can raise the temperature of a target by 1° per minute. A subject will combust long before enough material has been damaged to be harmed by the loss of atoms. LC 2, $100,000.   Photon Vibration Analysis: This projects a visual spectrum light (usually in the violet range) that bounces off of a solid object to be read precisely by the scanner. This allows precise surface mapping of the near side of an object, but also allows vibration analysis which can be used to 'hear' sounds from the object, even in space. LC 3, $80,000. An Ultraviolet and IR version of this suite exists, but it's LC 2 and $120,000.   Hull Vibration Sensors: This allows a ship to 'detect' objects on or impacting the hull in a sort of 'touch sense.' In addition to detecting boarders, it also allows the ship to precisely detect hull damage and assists the pilot in landing or docking. This adds +5 to Pilot rolls to dock and +2 to the Crew's rolls to repair damage. LC 4, $10,000.   Background Radiation Lensing: This 'reads' the universal background radiation as it bends through the gravity envelope of a Fitch-Fennig Engine. This allows the central computer to formulate a near-perfect image of everything within C range by detecting and extrapolating the changes from the radiation as it enters to when it leaves. This includes everything on the ship as well. For larger vessels with defensive turrets, this allows them to precisely target enemies; add their full Acc without an Aim maneuver. This suite is extensive and requires 6 tool mounts. LC 4, $1,250,000.  

Targeting Sensors

Sensors require external tool mounts, and are usually 4 SM beneath a ship's total size. They are also delicate, and require repair on taking ANY direct damage.   Sensors can be targeted by Electronic Warfare, both to shut them down and to introduce 'ghosts,' digital artifacts that can be misinterpreted as positive readings. This can mean masking a ship from sensors, convincing the central computer that there are more opponents than there are or offset the targeting.

Cockpit/Bridge

The Cockpit/Bridge is where the command crew and/or pilot of the starship operate the vessel. A cockpit always has a viewport to the outside, while a bridge may or may not, typically preferring a viewscreen that extrapolates sensor data so the cockpit is less vulnerable to attack. Those with viewports almost always have a HUD that can also display sensor data as well as targeting reticles and other information from the computer. A viewport cannot be fooled by Electronic Warfare and allows the pilot to rely on their own senses, but it is also a structural weakness. Viewports are made from transparent Carbexene, DR 8 (scaling).   One Man Cockpit: A one person seat with a pilot control console. This is generally not meant for long term use or deepspace without some sort of medical assistance for hybernation or muscular stimulation. Assumes a viewport and a HUD. LC 4, $18,000.   Two Man Cockpit: A two person cockpit with a pilot control console and a co-pilot. The two pilots can divide the various subsystems between them. A contested Electronics Operation roll is required if they both want to control the same subsystem. LC 4, $22,000.   Three man Cockpit: A three person control console, and two co-pilots. The three pilots can divide the various subsystems between them. A contested Electronics Operation roll is required if any two want to control the same subsystem, but if the argument is two to one then the controls defer to the sketch. LC 4, $26,000.   Basic Bridge: A four person bridge, typically a pilot, navigator, sensor operator, and captain's chair wtih control of computers and comms. Each console is dedicated to their own subsystems and cannot take over others. LC 3, $48,000.   Scientific Bridge: A five person bridge with a pilot, navigator, two sensor operators, and a captain's chair with control of computers and comms. Each console is dedicated to their own subsystems and cannot take over others. LC 3, $60,000.   Warship Bridge: A seven person bridge, containing a pilot, a navigator, a captain's chair with control of comms, a Cyberwarfare console, a firing solutions console and a defensive console. LC 2, $80,000.   Sightseer Bridge: Not necessarily for tourists, this bridge has a pilot/navigator, a captain's chair with computers and comms, and a sensor operator. It also has 8 seats in the rear and along the walls for observers. LC 4, $120,000.  

Targeting the Cockpit/Bridge

Massacring the command staff of a starship is a time honored tradition. A hull breach into the cockpit/bridge can potentially kill the pilot or command crew. This is why most starfighter pilots (IE: those that most often use the more vulnerable cockpits) wear vaccuum suits. A fair number of bridge crew uniforms feature emergency bubbles and limited vacuum support. Most warships also feature secondary command centers, and central computer rooms are usually located deeper in the ship so the various crews of capitol ships can carry on even if the ship is 'blinded' by eliminating the command staff. Viewports are reinforced witha DR 8 (scaling) and intelligent blackouts that block lasers and prevent a laser from just frying everyone inside immediately.

Cargo Hold

Cargo holds are a space for supplies, trade goods, equipment, etc. The listed versions are for a D-scale starship's cargo holds, which scale from there. Cargo Holds that are external (using equipment slots) can be loaded and unloaded by standard starport equipment, and are favored for trading. DR for external cargo is 8(2). They are also They come in a few varieties:   Cargo Blister: Essentailly a crate mounted on an equipment slot. It's about 5x5x5 for 125 cubic feet, and carries roughly 100 lbs of cargo. LC 4, $2,500.   Carrier Blister: A specialized tool mount which can accommodate a drone, a vehicle, or other separating launchable. These are mounted externally, which leaves them vulnerable pre-launch but also provides some protection for the starship. LC 3, $5,500.   Cargo Container: An elongated container that takes two equipment slots. It's about 20x8x10 for 1,600 cubic feet, LC 4, $8,000.   Cargo Pod: A container that sits flatter to the hull, using three equipment slots. It's 20x20x8 for 3,200 cubic feet, LC 4, $16,000.   Landing Bay: A large internal room in the starship usually featuring either an airlock, a cargo ramp, or both. 15x15x15 for 3,375 cubic feet of storage. LC 4, $32,000.   Cargo Bay: An enormous internal room, usually one that the starship is built around. Usually has a combination of bay doors and an extendable cargo ramp. 25x20x15 ft for 7,500 cubic feet of storage. LC 4, $75,000.   Launch Bay: A specialized Cargo Bay which carries vehicles for launch. These can be drones, hovercraft, etc. and they are kept relatively safe, secure and accessible internal to the ship. Features bay doors large enough to launch a wing of vehicles and drones at a time. 25x20x25 for 12,500 cubic feet of storage. LC 2, $85,000.   Mods The following mods can be added to cargo holds, increasing their cost.   Shielded: Prevents scanning at all. Scanners will know that this bay is shielded, and most authorities will be suspicious, especially if you lack a license for a shielded bay. LC 2, Cost x 1.5.   Hardened: Higher armor divisor for the bay. Cost x 1.25 for (4), Cost x 1.5 for (8), Cost 2 for (10).   Armored: DR for the container. x1.5 for each DR increase.   Quantum Mirrors: A special shielding of quantum-entangled dust embedded in the shell of the container, must be paired with another. Both containers appear to contain the same cargo on the scanners, which cargo is visible can be switched. A particularly astute operator of a scan will notice that they are identical, but most people who are just 'punching a ticket' aren't going to look that closely. Cost x 3.   Explosive: Inert plasma charges in the cargo hold that can be triggered to completely obliterate the cargo at the mollecular level. This deals 15d burn sur ex damage to anything in the vicinity especially an attached ship. This is nominally meant to deter pirates, but it can also be used to destroy evidence (which may be a lesser charge, depending on what a smuggler might have in there. Cost x 2.  

Targeting Cargo Hold

Targeting cargo bays with ranged weapons usually destroys the contents, while disabling the hull around the external holds can dislodge them, destroying the mount and sending them into space for retreival. It can also be targeted with a grappler and torn away with a successful piloting check. Targeting internal holds can damage cargo, but is otherwise essentially useless unless the hold is a launch bay. A disabled launch bay cannot launch their payload, and anyone inside the bay when it's disabled has about 1d seconds to get out before they're blown into the vaccuum of space.

Habitat

Provides living quarters and extended life support for spacecraft crew during long voyages. A habitat includes a pressurized hull, radiation shielding, and a variety of standard features such as airlocks, hatches, compartmentalization, and elevators. It can contain several different types of facilities.   Cabins, cells, and bunkrooms are accommodations that provide sleeping quarters and full life support to permit occupancy for an indefinite period. They have sanitary, galley, and dining facilities appropriate to their size and quality. For example, a habitat with 10 luxury cabins will likely have a well appointed kitchen and sumptuous dining room; one with a single bunkroom may have a microwave oven and a mini-fridge. Life support provides air, climate control, and a water/waste recycler. Total life support doubles space required (e.g., each cabin counts as 2 cabins). Alternatively, vessels with replicator systems or one or more open spaces devoted to gardens or farms can be assumed to be able to manufacture all necessary food.   The Habitat Table shows the number of Cabins that a habitat system provides. Cabins may be exchanged for bunkrooms, cells, or cages at a 1:1 ratio. Luxury cabins count as two cabins; each cabin exchanged for steerage provides five tons cargo. For specialized rooms, see the Specialized Rooms for Habitats, below. Habitats are unavailable on SM+5 craft or lower. Crew will occupy a Control Room or Engine Room and passengers occupy Passenger Seats.   Bunkroom: Cramped accommodations with bunk beds for up to four people. Often used for enlisted crew, troops, or colonists.   Cabin: Quarters for one person in comfort or shared by two occupants.   Cell or Cage: Spartan accommodations equivalent to bunk, but with fewer amenities. Includes a barred door, electronic lock, and surveillance camera.   Luxury Cabin: A suite with very comfortable quarters for one or two occupants.   Specialized Rooms: See Specialized Rooms for Habitats.   Steerage Cargo: Unused tonnage in a habitat is usually assigned to cargo; this is a good way to use up excess capacity. Steerage cargo is pressurized and climate-controlled, so it can be used for livestock or delicate goods.    

Specialized Rooms for Habitats

  Habitats can include various specialized rooms. Multiple facilities can be combined to represent larger examples. The number of cabins that must be exchanged for each specialized room is shown in parenthesis.   Briefing Room (1): A conference room with a table and up to 10 chairs.   Establishment (2): A facility such as a bar, brothel, casino, gym, massage parlor, nursery, salon, classroom, or retail store. Each has standing or seating room for up to 20 patrons, usually manned by one to three staffers.   Hibernation Chamber (0.25): A pod housing one person. The “sleeper” inside it is unconscious, but ages at 1/10th speed and does not require sustenance.   Lab (2): A scientific laboratory usable by up to two people simultaneously. Fulfills equipment requirements for a scientific skill, e.g., Chemistry, Biology, Physics, or Science!, with a +1 equipment bonus. Each lab costs an extra $1M ($10M for Physics labs, $30M for Science!). Installing 10+ identical labs qualifies as a “large lab” with +2 bonus; 100+ qualify as a “major lab” with +TL/2 to skill.   Minifac (1): A miniaturized version of any Factory system can be installed in a habitat. A minifac is 1/10 the cost and production capacity of an SM+6 factory (e.g., $0.5M and $0.5K/hr. for a fabricator minifac) and, for a robofac, only skill-13.   Office (1): Contains a desk and display terminal for use by one or two administrators, analysts, etc. Useful for skills such as Administration, Computer Operation, Computer Programming, Intelligence Analysis, Market Analysis, or Strategy skill tasks. A habitat with 10 or more offices devoted to the same activity can be classed as an “ops center” with +1 bonus to these tasks, or a “large ops center” with +2 bonus if 100 or more.   Sickbay (1): Medical facilities, e.g., a stabilized diagnostic bed, trauma maintenance, and surgery, for diagnosis and treatment of one patient at a time (First Aid for 1-4 patients). Multiple sickbays extend this, e.g., a “20-bed sick bay” is 100 tons. Fulfills equipment requirements for Diagnosis, First aid, Physician, and Surgery skill with a +2 bonus. Ten-bed or larger sickbays (“clinic”) increase this to +3; 100+ beds (“hospital”) give +TL/2. Any size sickbay can use automeds for extra $100K per bed, allowing AI computer software to treat patients.   Escape Pod (1): An emergency pod meant to be jettisoned. It has no accommodations, simply 8 seats and an air recycler. A simple RI with rudimentary navigation avoids immediate hazards and an emergency beacon that will outlast the passengers by about a week.   Repair Skills: If labs, add Electronics Repair (Scientific). If sickbay or hibernation chamber, Electronics Repair (Medical). If office, Electronic Repair (Computers). If teleport projector, Electronics Repair (MT). If minifac, see Factory.  
SM67891011121314151617181920212223242526
Cabins 1 2 6 20 60 200 600 2k 54k 18k 48k 80k 100k 120k 150k 180k 200k 350k 420k 500k 800k
Workspaces 0 0 0 0 1 3 10 30 90 270 800 1.6k 2k 2.2k 2.5k 2.8k 3k 4.5k 5.2k 10.5k 20k
Cost $100k $300k $1M $3M $10M $30M $100M $300M $1B $3B $10B $30B $100B $300B $1T $3T $10T $30T $100T $300T $1Q

Habitat Mods

Habitat mods apply either to all rooms, or a suite of similar rooms. Either way, the extra mechanical and electrical support raise the cost overall and most of the cost is in that infrastructure.   Jettisoning: All cabins and bunkrooms are converted to emergency escape pods. Functionally, this means that they can survive almost indefinitely, though at one person per bunk. Cost +5%.   Reinforced: All cabins and workspaces are hardened to (4), including compartmentalizing doors. Cost +8%.   Turret Defenses: All corridors and companionways are guarded by laser turrets. Cost +30%.   Mobile Cover: All corridors and companionways have retractible waist-high Carbexene barriers controlled by the computer for use by security personnel against boarding parties. Unless hacked, these barriers allow defenders to move from cover to cover while leaving boarders vulnerable. Cost +10%.   Holosuites: Holographic interfaces for the computer that extend throughout the ship, allowing the computers to project holograms anywhere inside the ship. This is usually to interface with the crew, but can also be used defensively. Cost +25%.   Hardlight Suite: A Holographic interface for the computer that extend throughout the ship, allowing the ship to use hardlight projections, giving its illusions the ability to interact physically. Cost +75%.   Pressors: Gravity pressors that run along the corners of the rooms and companionways, allowing the computer to move things around. Treat this as Telekinesis 5, which the computer can improve by turning off the gravplating in a room. Cost +50%.   Squadpods: A special class of Jettisoning cabins. Instead of an escape pod, they are meant to deliver a squad of commandoes onto the hull of an enemy ship, then a 'boarding beak' (see below) on the bottom penetrates in to deposit the squad into the enemy habitat. Cost: $120,000 per Squadpod cabin, which takes up a cabin slot.  

Defenses

There are generally three types of defenses: Point Defense, Armor, and Shields. Defensive turrets count as weapons (below). Defenses other than armor take tool mounts.    

Point Defense

  Point Defense systems use a combination of short range gravity pressors and 15mm flak rounds to redirect, degrade, and/or destroy incoming projectiles. It only works on objects 3 SM less than the hull it's installed on, but it can be layered.   Defense Pressors: Gravity lenses that project a burst of gravity to knock projectiles off course, slow them down, or otherwise deter them. Unlike Utility Pressors (see gadgets), these aren't capable of maintaining a sustained beam. When incoming projectiles penetrate the ship's gravity envelope, the pressors activate and degrade their course. The ship's computer makes an IQ roll and subtracts the difference from the attacker's roll. Brilliant and Genius missiles can recover and re-aim. 10% of tool mounts. Cost: $12,000 x SM.   Flak Projectors: 15mm launchers that fire aeroburst projectiles guided and triggered by the computer. The Computer makes an IQ roll to target the projectiles. While small projectiles aren't usefully effected, missiles and torpedoes can be destroyed this way. 4% of tool mounts. Cost: $15,000 x SM   Interceptor Drones: Small swarms of Mini-Scale drones that stalk the gravity envelope of their ship armed with lasers for the purposes of hunting enemy drones, battlesuits, missiles and torpedoes. 5% of tool mounts. Cost $25,000 x SM.   Targeting Point Defense Systems: Individual pressors and flak guns are miniscule and unlikely to be hit if targeted, but damaging a sihp's sensors or computer will degrade the point defense systems as well.  

Armor

  Armor systems listed are at S-Scale, which notably isn't the size of any ship. Take the listed DR and cost and scale them, then multiply them by layer. Note that the hardness and other properties do not change.   A streamlined spacecraft must be given at least one armor system on its front hull for atmospheric entry.   Multiple armor systems (“layers”) can protect the same hull section; the dDR of all armor systems on a given hull section are cumulative. Where important (e.g., in the case of semiablative or hardened armor), armor layers from outer to inner most protect in the order they are numbered. Civilian craft built for deep space operations often omit armor on some sections to conserve mass. If a hull section is entirely unarmored, it is dDR 0.   (When not using decade-scale damage, e.g., in personal combat, the thin non-structural walls of a dDR 0 unarmored hull section can be assumed to have DR 2 if streamlined or DR 3 if unstreamlined.)   Targeting Armor: When you target armor, you target either the fore, aft, port or starboard armor. Focusing on the armor this way allows any penetrating damage to reduce the armor's DR, requiring repairs.  

Composites

  Biochitin: An organic composite bioplastic with a lower DR but an added benefit of being able to 'heal' over time. DR 5 (4), heals 1 DR (Scaling) every minute. Cost $800 x SM.   Carbexene: The standard armor on human-built starships. DR 5 (6). Cost $250 x SM.   CCOF: Carbon-Ceramic Organic Framework, a material designed to store radiation and light energy. While it's softer than other armors, it is effective against lasers, electrolasers, rasers, and other energy based weaponry as wel as heat from reentry. DR 8 (2). For every 5 burn or rad damage blocked by CCOF, the ship's capacitor gains 1 FP. Cost $400 x SM.    

Shields

  Shields project an energy defense at a standoff distance from the hull. The most basic is the Defense Screen, but none of them are mutually exclusive. They work best against beam weapons, but projectiles and missiles can be slowed down by them as well. The DR listed is against beam weapons only, and scales with the Hull. The hardness applies across the board to all attacks that pass through the shield, though not from attacks originating from inside the shield like fire from fighters at sC range or missiles and torpedoes. Shielding is also ablative, and if they reach DR 0, the shield projectors overload and must be repaired. They regain DR at the same rate that the ship's capacitor regains FP, and capacitor energy can be sent to reinforce shields at a rate of 1 FP = 5 Shield DR.   Defense Screen: The most basic shield 'hardens' the gravity envelope of the ship. The screen blocks visual light, so they can't be up constantly unless the crew doesn't mind flying blind. It also blocks beam weapons from inside. When working properly, the computer will 'flash' the screen in response to enemy fire. Takes up 6 slots. DR 5 (6). Cost: $500 x SM   Ray Shielding: Close-to-hull shielding projected from bundles of microprojectors that clear the hull by only a few inches. This means that fighters can't fly inside the shielding, but it also causes the shield to be less effective. Takes up 8 slots. DR 20 (4). Cost: $800 x SM.   Shield Drones: Swarms of microbot drones that form circles in which they project hardlight shielding. Unlike other shield systems, this DR does reduce ballistics and potentially destroy missiles. The drones are targetable themselves, though, and defend against one enemy individually at a time. These drones don't scale; the size of their robot platforms is always SM-4, and the shield they project is always D-Scale, SM +6. The shield DR is d60 (2). Each swarm of Shield Drones takes up 1 slot. $4,000.

Weapons

Weapons for starships are sold by scale rather than be scaled up or down. At scale or lower, a weapon takes one mount. A ship can mount a weapon of one scale higher, but it will take the form of a dorsal cannon around which the ship is likely built. As such, a larger-scale weapon isn't something that can be added afterwards.  

D-Scale

Railgun: A Gravitic slinger that launches a 3 ft long, 6 inch diameter rod at incredible speeds. LC 0, $2,000,000.   Low Band Laser Turret: A blister turret, sometimes mounted on a tower, that fires a red-beamed laser. Can be doubled on one equipment mount. LC 2, $14,000.   High Band Laser Turret: A blister turret, sometimes mounted on a tower, that fires a barely visible violet beam at a much farther distance than an LB laser but is stunted in atmosphere. LC 2, $14,000.   Multiphasic Laser Turret: A blister turret, sometimes mounted on a tower, that fires a barely visible white beam. This is actually a full-spectrum multi-phasic laser that cycles through the full spectrum including Extended Low-Band and Extended High-Band EM several dozen times per second. LC 0, $42,000.   Graser Turret: A blister turret, sometimes mounted on a tower, that fires a gamma burst aimed at a target. This weapon damages the crew if they're unshielded but does minimal damage to electronics. Note that if this weapon is being used to engage fighters, an unpiloted fighter is going to continue in a straight line, which may turn a fighter into a missile. LC 2, $25,000.   Blaster Turret: A blister turret, sometimes mounted on a tower, that fires a burst of particles "shaved" off of a graphene ammunition brick. LC 0+M, $2,000,000.   Heavy Blaster Turret: A large cannon that fires a blast of particles shaved off of a graphene ammunition brick. LC 0+M, $2,500,000.   Dual Blaster Turret: A dual-linked blister turret, sometimes mounted on a tower, that rapidly fires small bursts of particles shaved off of a graphene ammunition brick. LC 0+M 140,000.   Smart Turret: A 15mm heavy machine gun turret, sometimes mounted on a tower. LC 3, $1,200.   Missile Mount: An external mount for a missile. Once the missile fires, it has to be reloaded externally. LC 2, $3,300   Torpedo Mount: An external mount for a torpedo. Once the torpedo fires, it has to be reloaded externally. LC 1, $4,000.    

D-Scale Weapons Table

 
Manufacturer(s)NameDamageAccRangeWeightRoFShotsSTBulkRclCostBCLCNotes
VD, GCT, MA Railgun 6dx15 (10) imp sur 15 10k/30k 1k/10Fp 1 100(5) 34M -10 1 $2mil L 0
Universal LB Laser Turret 8d(2)x10 burn 12 8k/12k 500 10 300(5) 18M -10 1 $14k H 2
Universal HB Laser Turret 8d(2)x10 burn 12 24k/48k 500 5 300(5) 18M -10 1 $14k H 2 *range is no more than 500 in atmosphere.
Universal MP Laser Turret 16d(2)x10 burn 12 4k/6k 500 3 100(5) 18M -10 1 $42k K 1
VD Graser Turret 4dx10 (10) rad
1dx10 (2) burn
18 480mi/1.4k mi 120 10 60(8) 18M -10 1 $19k MAC 0+M
VD, MA Blaster Turret 5dx10 (5) burn sur rad 15 30k/80k 300 3 60(4) 160M -10 10 $2mil K 0+M
VD Heavy Blaster Turret 6dx10 (5) burn sur rad ex 15 120k/360k 400 1 30(4) 160M -10 10 $2.5mil L 0+M
VD, MA Dual Blaster Turret 4dx10 (5) burn sur rad 15 30k/80k 600 4 60(4) 160M -10 10 $140mil K 0+M
Universal Smart Turret 6d pi+ 1 1.9k 2/1 25 * - -1 1 $8.25k C 3 *chain linked from inside.
Universal Missile Mount * 10 * * 1 1(3 min) 5 - - $3.3k - 2 per missile
Universal Torpedo Mount * 15 * * 1 1(3 min) 5 - - $4k - 1 per torpedo

C-Scale

Railcannon: A scaled up railgun that fires a 10 ft. long, 4 ft. in diameter hardened carbon rod at relativistic speeds. LC 0+M, $20,000,000.   Low-Beam Laser Cannon: A cannon that fires a red beam, balanced for both atmospheric and space combat. LC 1, $140,000.   High-Beam Laser Cannon: A cannon that fires a deep violet beam surrounded by ultraviolet energy. This diffuses quickly in atmosphere and usually won't penetrate a healthy ozone layer, but fires at extreme range. LC 1, $140,000.   Multiphasic Laser Cannon: A laser cannon that fires a blazing white beam. This is actually a full-spectrum multi-phasic laser that cycles through the full spectrum including Extended Low-Band and Extended High-Band EM several dozen times per second. LC 0, $420,000.   Graser Cannon: A cannon that fires bursts of Gamma Radiation. This weapon damages the crew if they're unshielded but does minimal damage to electronics. This is a signature weapon of the Ice Pirates. LC 0, $250,000.   Blaster Cannon: A Cannon, sometimes mounted on a tower, that fires a burst of particles "shaved" off of a graphene ammunition brick. LC 0+M, $20,000,000.   Heavy Blaster Cannon: A large cannon that fires a blast of particles shaved off of a graphene ammunition brick. LC 0+M, $25,000,000.   Missile Bay: A bay leading to an internal room dedicated to loading and storing missiles. Missiles are reloaded with a successful crew roll. This takes a Workroom slot as well as an equipment mount. LC 2, $33,000   Torpedo Bay: A bay leading to an internal room dedicated to loading and storing torpedoes. Torpedoes are reloaded with a successful crew roll. LC 1, $40,000.

C-Scale Weapons Table

 
Manufacturer(s)NameDamageAccRangeWeightRoFShotsSTBulkRclCostBCLCNotes
VD, MA Railcannon 12d(10)x100 imp sur 15 100k/300k 1k 1 150(15) 180M -10 1 $20mil L 0+M
Universal LB Laser Cannon 8d(2)x100 burn 12 100k/240k 350 1 350(15) 160M -10 1 $140k K 1
Universal HB Laser Cannon 6d(2)x100 burn 12 *10mi/100mi 350 4 350(15) 160M -10 1 $140k K 1 Range limited to 500 yards in atmosphere.
Universal MP Laser Cannon 16d(4)x100 burn 12 50k/120k 400 1 100(15) 160M -10 1 $420k K 0
VD Graser Cannon 4dx100 rad
1dx100 burn
18 400k/800k 140 1 30(15) 180M -10 1 $250k MAC 0
VD, CS, MA Blaster Cannon 5dx100(5) burn sur rad 15 4mi/40mi 4,000 3 90(15) 150M -10 10 $20mil L 0+M
VD, MA Heavy Blaster Cannon 6dx100(5) burn sur rad 15 8mi/40mi 6,000 1 40(15) 170M -10 10 $25mil L 0+M
VD, CS, GCT, TSC Missile Bay * * * 8,000 1 1(30) - -10 - $33k - 2 *per missile
VD, CS, GCT, TSC Torpedo Bay * * * 12,000 1 1(45) - -10 - $40k - 1 *per torpedo

M-Scale

Siege Railgun: A scaled up railgun that fires a 40 ft. long, 12 ft. in diameter hardened carbon rod at relativistic speeds. If it misses, someone, somewhere, eventually is going to have a very bad day. LC 0+M, $20,000,000,000.   Low-Beam Siege Cannon: A large cannon that fires a red beam, balanced for both atmospheric and space combat. LC 1, $14,000,000.   High-Beam Siege Cannon: A large cannon that fires a deep violet beam surrounded by ultraviolet energy. This diffuses quickly in atmosphere and usually won't penetrate a healthy ozone layer, but fires at extreme range. LC 1, $14,000,000.   Multiphasic Siege Cannon: A large laser cannon that fires a blazing white beam. This is actually a full-spectrum multi-phasic laser that cycles through the full spectrum including Extended Low-Band and Extended High-Band EM several dozen times per second. LC 0, $42,000,000.   Graser Siege Cannon: A large cannon that fires bursts of Gamma Radiation. This weapon damages the crew if they're unshielded but does minimal damage to electronics. This is the largest version of a Graser in use in human space. LC 0, $25,000,000.   Siege Blaster Cannon: A massive cannon that fires a blast of particles shaved off of a graphene ammunition brick. LC 0+M, $2,500,000,000.   Missile Bay: A bay leading to an internal room dedicated to loading and storing missiles. Missiles are reloaded with a successful crew roll. This takes a Workroom slot and a Cabin as well as an equipment mount. LC 2, $3,300,000,000   Torpedo Bay: A bay leading to an internal room dedicated to loading and storing torpedoes. Torpedoes are reloaded with a successful crew roll. This takes a Workroom and two Cabins. LC 1, $4,000,000,000.  
Manufacturer(s)NameDamageAccRangeweightRoFShotsSTBulkRclCostBCLCNotes
VD, MA Siege Railgun 15d(10)x1k imp sur 15 10mi/100mi 10k 1 1(15) 250M -10 1 $20bil L 0+M
Universal LB Siege Cannon 8d(2)x1k burn 10 8mi/80mi 8k 1 10(30) 250M -10 1 $14mil L 1
Universal HB Siege Cannon 5d(2)x1k burn 10 50mi/500mi* 8k 1 10(30) 250M -10 1 $14mil L 1 Terminates in 500 yards in atmosphere.
VD MP Siege Cannon 8d(2)x1k burn 10 1mi/3mi 9k 1 5(35) 250M -10 1 $42mil L 0
VD Graser Siege Cannon 12d(10)x1k rad
1dx1k burn
15 800k/1600k 12k 1 1(60) 250M -10 1 $25mil L nil illegal
VD, MA Siege Blaster Cannon 12d(5)x1k burn sur rad 15 80mi/800mi 12k 1 20(20) -10 10 $2.5bil L 0+M
Universal Missile Bay * * * 80,000 3 9(10) - -10 - $3.3bil - 1 *Per Missile
Universal Torpedo Bay * * * 120,000 3 9(15) - -10 - $4bil - 0 *Per Torpedo

E-Scale

Extinction-Level Gravity Cannon: An enormous weaponized pressor beam that is intended to "shove" external objects at relativistic speeds. A ship with this weapon can accellerate any object caught in the beam is launched at 8,200,000 yards per second towards the end of the beam, which extends out to 100k miles. The given number is for Standard Scale, for objects larger than S-Scale, divide by scale. IE: 820,000 yps for D-Scale, 82,000 for C scale, and 8,200 for M scale. The cannon cannot meaningfully affect E-Scale objects, but it can throw smaller objects at it. LC 0+M, $250,000,000,000.   Multi-Phasic Laser Battery: A battery of dual linked High Band, Low Band, and Multiphasic laser cannons that are designed to pinpoint target an area in space, or to bombard an area on the ground. The core of this bombardment is hotter than the surface of Sol. LC 0+M, $500,000,000,000.   Core Disruptor: An enormous particle cannon that fires a sustained beam that penetrates into an object. Given enough time, it can damage the core of a planet and eventually destabilize it, causing apocalyptic changes in that planet's magnetosphere, tectonic activity, etc. Using it in ship to ship combat almost guarantees a kill on any but the most robust warships. LC 0+M, $25,000,000,000   Missile Suite: A collection of internal compartments leading to a missile launcher. These compartments store, reload, and even manufacture missiles for the ship, allowing them to be launched nearly indefinitely. LC 0+M, $350,000,000,000.   Torpedo Suite: A collection of internal compartments leading to a missile launcher. These compartments store, reload, and even manufacture missiles for the ship, allowing them to be launched nearly indefinitely. LC 0+M, $500,000,000,000.  
Manufacturer(s)NameDamageAccRangeWeightRoFShotsSTBulkRclCostBCLCNotes
VD, MA EL Gravity Cannon Special 8 100k mi 350k 1 1(300) 800M -10 1 $250bil L 0+M
VD, MA MP Laser Battery 8d(2)x1k burn 15 50mi/500mi 160k 100 3000 (80) 600M -10 1 $500bil L 0+M
VD, MA Core Disruptor 15d(10)x1k burn sur rad 10 500mi/10k mi 350k 1 1(600) 1200M -10 10 $25bil L 0+M
VD, MA Missile Suite * * * 800k 15 30(60) - -10 - $350bil - 0+M *per missile
VD, MA Torpedo Suite * * * 1.2mil 10 30(120) - -10 - $500bil - 0+M *per torpedo

Gadgets

Gadgets are non-weapon tools that take up equipment slots and sometimes workspaces and cabins. Effects mentioned by Gadgets are either scaling (which improves the range, effective ST, Cost, etc.) or non-scaling.   Repair Drones: A suite of robotics platforms that repair the ship. They require a dedicated fabricator to function properly, as well as one equipment slot and one cabin. These drones come in many different forms, but each ship has some dedicated to the inside and some outside. They function as an extra Repair Crew. Scaling, LC 4, $2,000.   Repair Skills: 12   Attack Drones: A suite of robotics platforms that behave in much the same way as FM drones for infantry. They actively attack targets in Close Range. They have Synthetic Intelligences under the control of the ship's computer. Scaling, LC 2, $5,000.

Attack Drone

Class B Engine, Omnispectral Sensors, Quantix Chips. Low Band Laser Turret, Defense Screen. SM 0, DR 5/14 (4) HT/HP 20.   Sensor Probes: These small drones are basically miniaturized gravity drives with Extended Hyperspectral sensors and comm equipment. They allow a ship's computer to 'see' around obstacles or map complex environments like debris fields. Requires an equipment slot for the launcher, a cabin for storage of unused probes and their quantix relay, and a workspace. A full cabin has 10 drones. Non-Scaling, LC 4, $8,000.

Sensor Probe

Class C engine, Omnispectral Sensors, Quantix Chip. SM+1, DR 8, HT/HP 10.   Pressor: A gravity beam that can be used to lift, grapple, or push an object. An operator can use a Pressor to attack a foe directly. The operator rolls against DX or an unarmed combat skill to hit. The foe defends as if attacked by an invisible opponent. If the operator chooses to grapple, the foe cannot grab hold of the Pressor Beam, but they can try to break free as usual – and if he also has a Pressor, he can take a Concentrate maneuver and use his a Pressor instead of his ship's ST. The turn after the operator grapples a foe using a Pressor, the operator of the Pressor can use a Move maneuver to pick him up off the ground, provided the Pressor can lift the weight. Someone in this position can’t do anything that relies on ground contact (run, retreat, etc.), but can perform any other action that is possible while grappled. This ability functions by default as Telekinesis 10, but an extra 1 can be added to this for $5,000/level. Otherwise, the Pressor is a scaling Gadget, has an LC of 2, and costs $50,000.   Active Camouflage: A hull modification that can change the ship's surface pattern to blend into the surrounding space. It fools all sensors that rely on visible light, giving a ship a +2 per level to Stealth skill when perfectly still, or +1 per level if moving. The cost is scaling, but not the bonuses. Does not require an equipment slot. LC 2, $5,000/ level.   Channeling Computer: This computer allows an RAI to communicate harmlessly with the ship through its comm system. The outside dish requires an equipment slot. Non-scaling. LC nil, $10,000.   Corporate License Registry: This widget is a unique Quantix Chip that can be slotted into a ship that transmits the ship and crew's 'reputation' with the various corporations. So long as a ship is in good standing with a corporation, it can dock at ports owned by that corporation and may receive discounts on gear. The price is for the chip, not the good standing. Does not require an equipment slot. Non scaling, LC 4, $15,000.   Landing Gear: Required for landing. Simple struts that hold the ship up when it's on teh ground or platform. Scales, requires an equipment slot. LC 4, $5,000.   Monomollecular Landing Gear: Using Nanothorn technology, the landing gear sends branching molecule-sized fillaments into the surface on which the ship is sitting. This makes the ship extremely difficult to shake off, move, or otherwise remove without breaking the landing struts themselves. This Gadget is not particularly useful for ships that can't land. Does not require an equipment mount, just landing gear. Scaling, LC 4, $20,000.   Grappler Arm: An extendable arm of one scale lower than the ship it's mounted on. They require a dedicated operator, a cabin to retract into as well as an equipment mount. LC 4, $10,000.   Courage Boosters: A MRCR modification in the ship that adds +1/level to Fright Checks of those on board. While this is good for ship to ship combat, it may be advantageous to cut the system when attempting to repel boarders, unless a fight to the death is the goal. Some shady casino stations will put Courage Boosters on their gambling floors to encourage riskier behavior. Cost scales, but the bonus doesn't. This takes no equipment slot. LC 2, $2,000/level.   Hardened Subsystem: A Hardened Subsystem has backups, redundancies, quality materials, etc. that all combine to make it marginally less likely to explode or spring a leak in an emergency. Each subsystem must be hardened individually. Each level gives +1 to HT rolls made in response to damage by that subsystem. A given subsystem can only be hardened up to +3. Scaling (with the scale of the subsystem). This takes no equipment slot. LC 4, $2,000/level.   Cloaking Screen: A device that turns the gravity envelope of the ship into a prism, bending light around the ship. While active, the ship can't use a Defense Screen if one is present on the ship. This gives a +9 to Stealth against visual or energy detection systems from anything outside the gravity envelope, and benefits anything inside of it. Anything inside the envelope, including enemies, can see anything inside. Uses six equipment slots, and requires a dedicated Capacitor. The cost scales but the bonus doesn't. LC 0, $96,000.   Boarding Beak: An airlock that extends through the hull of a ship to link two habitats. Can be used either for boarding or rescue operations. At D-Scale, these are typically on squadpods but C-Scale and higher they usually have extendable tubes that shoot out with the Beak that can be used at C range.
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