Standard Components
Work in Progress
Every ship has these.
Engineering
Reactor.
- Reactor powers components.
- Reactor size must be greater than or equal to the component score.
- Determines range capability of Hyperlite travel.
- Determines number of components active within a frame.
Component score and fuel cells need more mechanical development. The components will draw power from the reactor, and so reactor size limits type and size of components. Each non-software component will need a score for this purpose.
Fuel Cells. These are imagined to be fuel capacity units. Each represents a unit of fuel that is consumed by ship components during their operation.
Thrusters.
- Acceleration capability in-system.
- Determines in-system speed, combat speed & maneuverability.
Dirty Light Matrix (DLM). Projects the lasersails; determines Hyperlite Factor and capability.
The Hyperlite Constant is 6000c or 6000 times the Speed of Light. This is the rate at which the Hyperlite has been observed to flow by the Explorers. The Hyperlite Factor is, in layman's terms, the size of the lasersail that allows capture of Hyperlite currents.
Bridge
Computer. The ship's brain.
- Determines number of subroutines that can run simultaneously.
- Determines how many can reside in cache.
- Determines how many can be held in storage.
Console. Consoles allow control of ship systems and accessories by crew members.
- Consoles may not be used simultaneously by crew members.
- Every ship has a helm console.
Acceleration Couch. Standard install for all crew members. During combat maneuvering, all crew and passengers must be in a couch (or their staterooms) or sustain injury with each maneuver.
Main Compartment
Crew & Passenger Quarters
| Frame | Berths |
|---|---|
| Personal Ships | 4 |
| Working Ships | 10 |
| Subsidized Ships | 26 |
| Capital Ships | 32 |
| Dreadnoughts | 64 |
Cabin. Adds crew and/or passenger capacity. 1 high passenger or 2 crew.
Shared Berth. Adds crew capacity. 4 crew or working passengers.
Cold Berth Capsules. Enables low passage fares, and emergency medical hibernation. 5 cold passengers or suspended animation crew.
Shared Compartments
Grants bonuses to crew & passenger recruitment.
| Compartment | DM |
|---|---|
| Entertainment Suite | passenger DM +1, crew DM +2 |
| Communication Suite | crew DM +1 |
| Galley & Dining Compartment | passenger & crew DM +1 |
Crew Compartments
- Workshop — allows R&D + R&R activities
- Office — DMs for cargo, freight & mail
- Magazine — store more ammo/missiles.
- Squad Bay — billet for 12 troops
- Lab — study shit you find and learn secrets
- Armory — build, modify, repair and store personal weapons
Life Support
- Personal Life Support Extension — adds 250 days.
- Crewed Life Support Extension — adds 500 days.
- Survival Capsule — 2 people, indefinite cold sleep.
Cargo
- Personal Hold Expansion — adds 1 cargo unit
- Crewed Hold Expansion — adds 3 cargo units
Cargo Units. These can be thought of as displacement of ~ 6m x 2.5m x 2.5m. In-game, these are sealed containers loaded onto starships for transport.
Data/Mail Units. These are solid-state, sealed, data storage cubes with a size of ~ 2.5m a side. Special vaults are required on the starships transporting these.
Vehicle Bay — dock your spaceship, raft or ATV
Superstructure
Utility Mounts. Component mounting plates and wiring harnesses to accommodate external components and accessories.
Weapon Mounts. Heavy-duty mounting plates, reinforcements, and wiring harnesses to accommodate weaponry. Mount must match weapon size: Small, Medium & Large
Streamlining. Allows atmospheric entry and planetary landings. Personal ships only.
Airlock. Need another entry/exit?
Universal Docking Ring. Clamp on to any ship with an airlock and go over for a visit.