Rules & Lore › Starships

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

FrameBerths
Personal Ships4
Working Ships10
Subsidized Ships26
Capital Ships32
Dreadnoughts64

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.

CompartmentDM
Entertainment Suitepassenger DM +1, crew DM +2
Communication Suitecrew DM +1
Galley & Dining Compartmentpassenger & 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.