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The following document details all the rules involved in creating your fleets for the Stellar Empires 2 Roleplaying game. There are two versions of this engine. The first is known creatively enough as the Simple Engine. This is where it is easy to create simple ships and squadrons. The prices will vary depending on many factors. The other half of the engine is the Complex half. That is for those who LIKE to make their own lives miserable with hard work to get their fleets done with far more detail than they could ever possibly need. But it is good for doing ships that are used by characters or other such heros. First up. The Simple Engine.
ESCORT SHIPS: All these use all steps. Exception: Does not use Carrier Step. Light Cutter: Medium Cutter: Heavy Cutter: Light Corvette: Medium Corvette: Heavy Corvette: Light Frigate: Medium Frigate: Heavy Frigate: Strike Frigate: Chase Frigate: Battle-Rider: Light Destroyer: Fast Destroyer: Medium Destroyer: Heavy Destroyer: Assault Destroyer: 100 RP 120 RP 140 RP 200 RP 220 RP 240 RP 400 RP 430 RP 460 RP 500 RP 480 RP 650 RP 625 RP 600 RP 650 RP 680 RP 700 RP
DEFENCE SHIPS: Does not use Step 2, Does not use the Carrier Step. Mantlet: Minelayer: Monitor: Q-Ship: 680 RP 400 RP 3000 RP 1000 RP
CAPITAL SHIPS: All these use all the steps. Exception: Does not use Carrier Step. Light Cruiser: Medium Cruiser: Heavy Cruiser: Battlecruiser: Grand Cruiser: Fast Battleship: Battleship: Heavy Battleship: Dreadnought: Superdreadnought: Mauler: CARRIERS: Do not use Step 2 Escort Carrier: Pocket Carrier: Light Carrier: Fast Carrier: Medium Carrier: Heavy Carrier: Supercarrier: 300 RP 500 RP 1200 RP 1800 RP 2500 RP 4200 RP 12500 RP 1700 RP 2500 RP 3500 RP 3700 RP 5000 RP 8000 RP 10000 RP 12000 RP 24000 RP 30000 RP 50000 RP
SPECIAL SHIPS: All these ships are bought AS IS. No modification possible. Do not do any other steps. Light Transport: Medium Transport: Heavy Transport: Bulk Transport: Fleet Defender Ship: SWSCS: Interdictor: Flagship: 250 RP 500 RP 1000 RP 4000 RP 8000 RP 10000 RP (1000, 5000 or 10000 RP) Add 100000 RP to another ship class. Max: 1.
NATION SPECIFIC. NOTE: Nations and ships in Italic can ONLY be made with the Simple Engine. WARLORD: Warhound Destroyer: Warhorse Frigate: Galleon Cruiser: Ironclad Battleship: Super-Mauler: DESPOILER: Gas Drones: Biowar Destroyer: Biowar Cruiser: Radiation Bath: Plaguebearer Battleship: PACIFIST: Disabler: Mobile Joy Palace: Diplomatic Party Barge: SCIENTIST: X-Testbed: Wormhole Assault Ship: Enerjax Projector: Mobile Lab: The Gravity Lift: ECONOMIST: Mobile Drydock: 12000 RP Mobile Construction Ship: 8000 RP Mobile Market: 2000 RP Market Escorts: 1000 RP Economic Defence Dreadnought: 32000 RP INDUSTRIALIST: Factory Cutter: Factory Frigate: Factory Destroyer: Heavy Assault Cruiser: Manufactory: HUNTER: Bloodtracker Division-ship: 1000 RP Hawkeye Spyship: 2000 RP Silent Night: 14000 RP 175 RP 700 RP 900 RP 6000 RP 16000 RP 25000 RP 15000 RP 6000 RP 12000 RP 800 RP 2000 RP 4000 RP 16000 RP 250 RP 800 RP 4200 RP 6000 RP 12000 RP 800 RP 600 RP 4000 RP 12000 RP 100000 RP
DESTROYER: Siege Ship: Siege Driver: World Burner: Planet Cracker: ENVIRONMENTALIST: Environmental Shield: 8000 RP Laser-web Projection Ship: 6000 RP Orbital Grid: 100000 RP (Do not do any other steps.) ISOLATIONIST: Repulsor: Redirector: Eviction Notice: (Battleship) The Promethean Tug: (Mauler Class Tow-ship) SPYMASTER: S.I.S (Cutter): S.I.S (Destroyer): S.I.S (Cruiser): S.I.M.S: Infiltration Battleship: BIO-TECHNOCRACY: Do step 2 only. Biodrones: Adolescent Screamer: Adult Screamer: Venerable Screamer: Adolescent Voidhawk: Adult Voidhawk: Venerable Voidhawk: Adolescent Blackhawk: Adult Blackhawk: Venerable Blackhawk: Adolescent Hellhawk: Adult Hellhawk: Venerable Hellhawk: Adolescent Queen: Adult Queen: Venerable Queen: Adolescent Hive: Adult Hive: Venerable Hive: Ancient Hive: 1 RP 100 RP 150 RP 200 RP 400 RP 450 RP 500 RP 700 RP 750 RP 800 RP 1200 RP 1300 RP 1400 RP 6000 RP 7000 RP 8000 RP 9000 RP 14000 RP 16000 RP 18000 RP *Do no more steps.* 600 RP 1000 RP 4000 RP 10000 RP 14000 RP 1000 RP 6000 RP 12000 RP 60000 RP 8000 RP 10000 RP 40000 RP 50000 RP
PSYCHIC HIVE: Meditation Sphere: Projector Vessel: Amplifier: Psychic Lash Battleship: Psychic Reaper Dreadnought: THEOCRACY: Faith: (Destroyer) Purity: (Frigate) Virtue: (Cruiser) Judgement: (Heavy Cruiser) Wrath: (Battleship) ARTIFICIAL EMPIRE: Corrupter: Electronic Assault Ship: Von Neumann Destroyer: Repair Hive: World Devastator: CYBERNETICISTS: Regenerative Frigate: Regenerative Destroyer: Regenerative Cruiser: Cyber-Fighters: Cyber-Bombers: THE CULTURE: Propaganda Ship: National Pride: CSV: (Combat Systems Vehicle) GSV: (General Systems Vehicle) ISV: (Invasion Systems Vehicle) ENSLAVERS: Raider: Ripper: Harvesting Battle-rider: C.L.A.W: Harvester: CRIMEOCRACY: Smuggling Boat: Pirate Gunboat: Mobile Blackmarket: Pirate Cruiser: Black Q-Ship: 500 RP 600 RP 4000 RP 4200 RP 1200 RP 500 RP 1200 RP 800 RP 600 RP 20000 RP 3000 RP 20000 RP 2000 RP 8000 RP 1000 RP 500 RP 800 RP 4000 RP 5 RP 8 RP 1200 RP 1500 RP 1000 RP 8000 RP 18000 RP 1100 RP 500 RP 4200 RP 9000 RP 14000 RP 5000 RP 6000 RP 1000 RP 13000 RP 28000 RP
Craft Experience Levels. Rookie: (Cost x1) These are poor quality pilots and hangar crew. Dont rely on them. Green: (Cost x2) These men know how to fly and wont die.. instantly. Trained: (Cost x3) These men are fresh out of advanced flight school. Reliable. Veteran: (Cost x4) These men are hard men with field experience. Aces: (Cost x5) These men are aces of combat. Multiple Aces: (Cost x6) These men are condescending bastards who thing theyre gods gift to strike craft. Pity that theyre right.
Wait wait, you want how many particle beams? Dear lord man... that is not nearly enough. Here, try this.
Medium 1 RP Torpedo Torpedo And now youre done your Strike Craft Squadron.
Description Automatic Kinetic Gun Slow Firing Kinetic Gun, Greater Damage An energy beam weapon. Constant rate of fire. Lower damage. An energy pulse weapon. High rate of fire. Better damage than Beam An area of effect weapon. It is slow firing and does a lot of damage. A fast missile with low damage potential. A bomber killer. A cheap torpedo. Less powerful than others. Very powerful in large volleys. Standard anti-shipping torpedo. Valuable in large numbers.
Unlike the simple creator there is only one modifier, the Tech Level, ship quality and crew quality are purchased upgrades that cost a certain percentage of the hull depending on the level chosen. Escorts cannot be outfitted as Carriers under any circumstances. The first step is to pick the hull. The tech level modifier is applied AFTER all parts have been purchased. CLASS Light Cutter Medium Cutter Heavy Cutter Light Corvette Medium Corvette Heavy Corvette Light Frigate Medium Frigate Heavy Frigate Strike Frigate Chase Frigate Battle-Rider Light Destroyer Fast Destroyer Medium Destroyer Heavy Destroyer Assault Destroyer Mantlet
Primary Weapon Spaces Secondary Weapon Spaces Point Defence Weapon Spaces
Crew 24 30 44 80 100 140 320 350 400 440 420 1000 600 550 620 650 600
Cost 100 RP 120 RP 140 RP 200 RP 220 RP 240 RP 400 RP 430 RP 460 RP 500 RP 480 RP 650 RP 625 RP 600 RP 650 RP 680 RP 700 RP
0 0 1 4 6 10 20 24 30 50 10 100 40 40 60 30 1 CAPITAL
12 14 18 20 20 20 10 10 20 20 40 100 20 20 40 50 10
10 Shield 10 10 650 680 RP Projectors Minelayer 10 Minelayers 20 50 320 400 RP Once you have chose the hull of the ship you are planning to make you can see several factors. Primary Weapon spaces fit weapons from the Primary Weapons table. The Secondary Weapons are for the lesser weapons on a ship, less powerful but higher tracking. The point defence dictates the defensive weapons designed for shooting down missiles, torpedoes and bombers. Crew says how many standard crew there might be, if your ships are more automated or crewed by stronger beings the crew wont be as high, if filled with weaklings the number might be higher. The Cost is the cost of the hull in Industrial Points. The percentage of weapons cannot be changed.
Weapon Name
Weapon Type
Cost
Description
Spaces Required
Primary Weapons This is a kinetic cannon. It projects a heavy shell into Kinetic Cannon Kinetic 1 RP 1 the void at the target. Kinetic Assault This is a more rapid fire kinetic cannon, it does its Kinetic 2 RP 1 Gun damage by smaller, but more numerous, shots. The space-shotgun. It fires a lot of shots all at once to Barrage Gun Kinetic 1 RP 2 try and blanket an area of space in fire. A beam weapon. Sustained damage and high Beamer Energy 1 RP 1 accuracy, but lower power than others. This weapon does more damage than the Beamer and Pulser Energy 2 RP 1 has a high rate of fire, but lower accuracy. This is the shotgun of the energy weapon world. It is Wave Gun Energy 1 RP powerful up close, but though its accuracy is good at 2 range its power suffers greatly. This is a missile launcher and typically contains Medium Missile 2 RP enough ammunition to launch 20 missiles before 5 Launcher Weapon requiring resupply. Unguided Rockets fired in massive salvoes, they have Rocket Missile 1 RP great power but very poor accuracy, though a single 5 Launcher Weapon launcher typically carries about 100 rockets. Torpedo Missile Fires heavy Torpedoes, but a single launcher can only 5 RP 10 Launcher Weapon have five before the ship needs to resupply. Secondary Weapons This is a kinetic cannon. It projects a heavy shell into Kinetic Cannon Kinetic 1 RP 1 the void at the target. Kinetic Assault This is a more rapid fire kinetic cannon, it does its Kinetic 2 RP 1 Gun damage by smaller, but more numerous, shots. The space-shotgun. It fires a lot of shots all at once to Barrage Gun Kinetic 1 RP 2 try and blanket an area of space in fire. A beam weapon. Sustained damage and high Beamer Energy 1 RP 1 accuracy, but lower power than others. This weapon does more damage than the Beamer and Pulser Energy 2 RP 1 has a high rate of fire, but lower accuracy. This is the shotgun of the energy weapon world. It is Wave Gun Energy 1 RP powerful up close, but though its accuracy is good at 2 range its power suffers greatly. This is a missile launcher and typically contains Light Launcher Missile 2 RP enough ammunition to launch 20 missiles before 5 requiring resupply. Unguided Rockets fired in massive salvoes, they have Rocket Missile 1 RP great power but very poor accuracy, though a single 5 Launcher launcher typically carries about 100 rockets. Torpedo Fires heavy Torpedoes, but a single launcher can only Missile 5 RP 10 Launcher have five before the ship needs to resupply. Point Defence The CIWS, or close in weapons system, is a fastCIWS Kinetic 1 RP 1 tracking high rate of fire kinetic weapon. More accurate than the CIWS and sustained firing Laserlight Energy 2 RP 3 makes this a weapon of choice. Hammerhand Missile 5 RP Missile point defense, highly accurate, but expensive. 3 Note that where applicable trait-specific weapons replace the items above, this will be noted in the trait descriptions themselves along with any changes to the stats. Also note that there are only a handful of types, Kinetic, Energy and Missile Weapon, certain exotic weapons will replace normal weapons if you have the trait. These represent basic everyday weapons. A player is free to come up with a reasonable technology that fits the description. But they may not resemble trait-weapons.
Now that weapons have been purchased you move onto other essential components. These include engine upgrades, sensors, crew quality, ship quality and tech level. These are all important. (And required.) It should also be noted that these are relevant to the ship in question. The High Power Engine on a Heavy Frigate is NOT as good as a High Power on a Fast Frigate for example. (Note: This table is shared by all ships) Part Name Cost Description NOTE: All parts cost a percentage of the hull cost. If the cost is 10%, and the hull cost is 100 RP then the cost is 10 RP. Be aware that some parts can be as much as double the hull cost! Engines Standard 0% This is the basic drive that comes with your ship no matter what. This is a higher powered drive. It is reliable and provides higher speed but weakens High Power 25% the ships ability to manoeuvre Advanced This drive is just as powerful as the high power drive but doesnt hinder its 50% Drive manoeuvring ability. Sensors Basic These are your basic sensor equipment, used to find anyone and anything. Their 0% Sensors ability to find cloaked craft is inadequate and too short ranged however. Active These sensors are more powerful with a more significant range. Their cost is 50% Sensors considered to be prohibitive for some, but acceptable for others. Ultimo These expensive bastards are considered to be the second best sensors available to 100% Sensors a craft. Doubling its sensor range and resolution few can deny the power of them. High powered point defence sensors, they have the same resolution as the Ultimo AEGIS 200% but with enhanced fire control to the point defence weapons. (Best value in high PD Sensors ships) Crew Quality New blood, dont trust them to go to the toilet without someone to guide their aim. Rookie 0% These men are not to be relied upon. These men have little training and experience, they can do their jobs, but are likely Green 25% to panic. Dont use them on high value ships. Trained to do their jobs properly they are capable enough. But they lack valuable Trained 50% experience that could lead to their untimely demise. Well trained with some experience. They can be trusted, most ships will be crewed Experienced 100% by these men. Well, if the budget permits. Hard men tried in battle, already having weeded out the weak these are the strong, Veteran 200% luck and smart ones who are left. The best of the best, these men are hard and well experienced. They are those you Elite 400% trust for the missions that need the best. You cant afford anything less. Ship Quality These vessels are barely held together monuments to the scrap gods, and by those Poor 0% gods do they look all too ready for the part. Say a prayer before you undock. These vessels are those normally fielded by most, fresh off the show-room floor of Standard 100% your bog standard factory These are well made vessels fresh out of a workmans proud hands. Built to excellent High Quality 200% specifications these vessels are more reliable than their cheaper cousins. These are the best-made vessels your resources can buy. Made to the best Best Quality 300% specifications with the best materials itll take punishment no other of its class can. Tech Level Normal None This ship is built with the normal technology used by your nation. X2 This ship is built with more advanced technology than most possess. Tech 2 Modifier X3 This ship is built with the best available technology you possess. Tech 3 Modifier This ship is built with, well, frankly experimental technology. Its powerful, but X5 Tech 4 remember that everything is experimental, dont be surprised if it blows up in your Modifier faces. At the worst time possible. Specials: Many ships have unique technologies, for every tech level higher than normal the player may, if approved, include a special piece of equipment, each special costs the same as the hull does. (Eg: A Light Cutter with Tech 3 could take 2 specials for a total of 200 RP for the specials.) This is added after the modifier is done so that they do not effect it.
Unlike the simple creator there is only one modifier, the Tech Level, ship quality and crew quality are purchased upgrades that cost a certain percentage of the hull depending on the level chosen. The first step is to pick the hull. The tech level modifier is applied AFTER all parts have been purchased. Note: Carriers do not have Capital Weapon Spaces, instead they have Hangar Spaces. (Also not Transports can only be bought using the simple system. CLASS Light Cruiser Medium Cruiser Heavy Cruiser Battlecruiser Grand Cruiser Fast Battleship Battleship Heavy Battleship Dreadnought Superdreadnought Mauler
Capital Weapon Spaces Primary Weapon Spaces Secondary Weapon Spaces Point Defence Weapon Spaces
Crew
Cost
200 400 50 12000 1700 RP 250 500 60 19000 2500 RP 300 600 40 24000 3500 RP 350 700 50 30000 3700 RP 500 1000 40 38000 5000 RP 800 1600 140 80000 8000 RP 850 1700 80 85000 10000 RP 1000 2000 60 98000 12000 RP 1400 2800 40 250000 24000 RP 1800 3600 20 280000 30000 RP 4000 8000 40 545000 50000 RP DEFENCE SHIPS (Capital Class) Monitor 10 200 400 60 2700 3000 RP Q-Ship 1 60 120 80 850 1000 RP SPECIAL SHIPS Fleet Defender 0 20 20 400 15000 8000 RP Interdictor Small INTERDICTOR 20 40 60 1200 1000 RP Interdictor Med INTERDICTOR 200 400 100 40000 5000 RP Interdictor Large INTERDICTOR 400 800 100 90000 8000 RP SWSCS 5 125 250 30 22000 10000 RP NOTE: The SWSCS is an advanced sensor ship. It possesses the best sensors available. Flagship 10 100 200 200 10000 100000 RP The Flagship is an upgrade to another ship. It can only be bought once. It provides the best possible shielding beyond what that ship could normally carry. The best command NOTE: and control and second best sensors available. (Limited to a Capital Ship Grand Cruiser or Larger.)
CARRIER CLASS Escort Carrier Pocket Carrier Light Carrier Fast Carrier Medium Carrier Heavy Carrier Supercarrier
0 0 0 0 10 20 80
6 12 40 30 60 120 200
Once the hull is selected move on to arming your ships. Weapon Name Weapon Type Kinetic Kinetic Kinetic Energy Energy Energy Missile Missile Missile Kinetic Kinetic Kinetic Energy Energy Energy Missile Missile Missile Cost Description Capital Weapons This is a heavier version of the kinetic cannon. Hits hard, harder and hardest. Dont blink or youll die. This is a Capital version of the Kinetic Assault Gun, dont get in front of it. This is the biggest Barrager. You dont want to be anywhere near it when it fires. Ever. The Capital Beamer is a ship-killer if you stay where it can find you. The Heavy Pulsar is a heavier version of the Pulsar. Its fire rate is identical, but it hits harder. Much. An upgraded Wave Gun its effects are even shorter ranged. But it hits noticeably harder. The Heavy Launcher launches much larger missiles with bigger warheads, but theyre slower. Heavy Rockets are slower, just as unguided, but their warheads kick like a mule. These Torpedoes make the Primary torpedo launcher look like pop-guns. Primary Weapons This is a kinetic cannon. It projects a heavy shell into the void at the target. This is a more rapid fire kinetic cannon, it does its damage by smaller, but more numerous, shots. The space-shotgun. It fires a lot of shots all at once to try and blanket an area of space in fire. A beam weapon. Sustained damage and high accuracy, but lower power than others. This weapon does more damage than the Beamer and has a high rate of fire, but lower accuracy. This is the shotgun of the energy weapon world. It is powerful up close, but though its accuracy is good at range its power suffers greatly. This is a missile launcher and typically contains enough ammunition to launch 20 missiles before requiring resupply. Unguided Rockets fired in massive salvoes, they have great power but very poor accuracy, though a single launcher typically carries about 100 rockets. Fires heavy Torpedoes, but a single launcher can only have five before the ship needs to resupply. Spaces Required 1 1 2 1 1 2 10 10 20 1 1 2 1 1 2 5 5 10
Heavy Kinetic Kinetic Storm Heavy Barrage Gun Heavy Beamer Heavy Pulsar Ultra Wave Gun Heavy Launcher Heavy Rockets Heavy Torpedoes Kinetic Cannon Kinetic Assault Gun Barrage Gun Beamer Pulsar Wave Gun Medium Launcher Rocket Launcher Torpedo Launcher
2 RP 3 RP 2 RP 2 RP 3 RP 2 RP 3 RP 2 RP 10 RP 1 RP 2 RP 1 RP 1 RP 2 RP 1 RP 2 RP 1 RP 5 RP
Kinetic Cannon Kinetic Assault Gun Barrage Gun Beamer Pulser Wave Gun Light Launcher Rocket Launcher Torpedo Launcher CIWS Laserlight Hammerhand
1 RP 2 RP 1 RP 1 RP 2 RP 1 RP 2 RP 1 RP 5 RP
1 RP 2 RP 5 RP
Secondary Weapons This is a kinetic cannon. It projects a heavy shell into the void at the target. This is a more rapid fire kinetic cannon, it does its damage by smaller, but more numerous, shots. The space-shotgun. It fires a lot of shots all at once to try and blanket an area of space in fire. A beam weapon. Sustained damage and high accuracy, but lower power than others. This weapon does more damage than the Beamer and has a high rate of fire, but lower accuracy. This is the shotgun of the energy weapon world. It is powerful up close, but though its accuracy is good at range its power suffers greatly. This is a missile launcher and typically contains enough ammunition to launch 20 missiles resupply. Unguided Rockets fired in massive salvoes, they have great power but very poor accuracy, though a single launcher typically carries about 100 rockets. Fires heavy Torpedoes, but a single launcher can only have five before the ship needs to resupply. Point Defence The CIWS, or close in weapons system, is a fasttracking high rate of fire kinetic weapon. More accurate than the CIWS and sustained firing makes this a weapon of choice. Missile point defense, highly accurate, but expensive.
1 1 2 1 1 2 5 5 10
1 3 3
On the next page are detailed all the carrier relevant parts and equipment. If you have not chosen a carrier or do not have Hangerise feel free to skip the next page.
Spaces Required Nations with Hangerise may pay for Hangar Spaces using Capital spaces. In those cases the number of spaces required represent a percentage of Capital spaces. Eg: A Light Hangar (1 Space) would require 1 percent of a ships Capital Spaces, rounding up. This is for balance reasons. Carrier Parts Cost Description 4 RP 8 RP 12 RP 16 RP 2 RP 5 RP 10 RP 20 RP This gives room for one squadron of Light Strike Craft This gives room for one squadron of Medium Strike Craft This gives room for one squadron of Heavy Strike Craft This gives room for one squadron of Super-Heavy Strike Craft Crew and Briefing. This gives a squadron more comfortable quarters for their needs. This item leads to faster deployment. This allows command to adequately brief their people on what needs doing. Dont forget it. (Can handle 4 Squadrons) This is a larger Briefing room allowing for more squadrons to be deployed in short order. (Can handle 80 Squadrons) This is the largest briefing room capable of handling truly staggering amounts of strike craft. (Can handle 400 Squadrons) Launching Methods These tubes are narrow and can only handle small amounts of traffic. (Can launch 10 Squadrons) These launchers rack the fighters up and drop them from the ship one after another. (Can launch 50 squadons) These external launchers are limited by the speed that craft can be delivered to them. (Can launch 100 squadrons) Running the length of the ship the Hangars are build into the sides of this arrangement. (Can launch 250 Squadrons) Pilot Quality New blood, dont trust them to go to the toilet without someone to guide their aim. These men are not to be relied upon. These men have little training and experience, they can do their jobs, but are likely to panic. Dont use them on high value ships. Trained to do their jobs properly they are capable enough. But they lack valuable experience that could lead to their untimely demise. Well trained with some experience. They can be trusted, most ships will be crewed by these men. Well, if the budget permits. Hard men tried in battle, already having weeded out the weak these are the strong, luck and smart ones who are left. The best of the best, these men are hard and well experienced. They are those you trust for the missions that need the best. You cant afford anything less. 1 Space 2 Spaces 4 Spaces 6 Spaces 1 Space 4 Spaces 14 Spaces 40 Spaces
Light Hangar Medium Hangar Heavy Hangar Super-Heavy Hangar Squadron Quarters Briefing Room Small Briefing Room Medium Briefing Room Large Launching Tubes Drop Chambers Launch Decks External Launch Decks Internal Rookie
0%
0 0 0 0 0
Now that weapons have been purchased you move onto other essential components. These include engine upgrades, sensors, crew quality, ship quality and tech level. These are all important. (And required.) It should also be noted that these are relevant to the ship in question. The High Power Engine on a Heavy Frigate is NOT as good as a High Power on a Fast Frigate for example. (Note: This table is shared by all ships) Part Name NOTE: Cost Description All parts cost a percentage of the hull cost. If the cost is 10%, and the hull cost is 100 RP then the cost is 10 RP. Be aware that some parts can be as much as double the hull cost! Engines Standard 0% This is the basic drive that comes with your ship no matter what. This is a higher powered drive. It is reliable and provides higher speed but weakens High Power 5% the ships ability to manoeuvre Advanced This drive is just as powerful as the high power drive but doesnt hinder its 10% Drive manoeuvring ability. Sensors Basic These are your basic sensor equipment, used to find anyone and anything. Their 0% Sensors ability to find cloaked craft is inadequate and too short ranged however. Active These sensors are more powerful with a more significant range. Their cost is 10% Sensors considered to be prohibitive for some, but acceptable for others. Ultimo These expensive bastards are considered to be the second best sensors available to 20% Sensors a craft. Doubling its sensor range and resolution few can deny the power of them. High powered point defence sensors, they have the same resolution as the Ultimo AEGIS 30% but with enhanced fire control to the point defence weapons. (Best value in high PD Sensors ships) Crew Quality New blood, dont trust them to go to the toilet without someone to guide their aim. Rookie 0% These men are not to be relied upon. These men have little training and experience, they can do their jobs, but are likely Green 5% to panic. Dont use them on high value ships. Trained to do their jobs properly they are capable enough. But they lack valuable Trained 10% experience that could lead to their untimely demise. Well trained with some experience. They can be trusted, most ships will be crewed Experienced 15% by these men. Well, if the budget permits. Hard men tried in battle, already having weeded out the weak these are the strong, Veteran 20% luck and smart ones who are left. The best of the best, these men are hard and well experienced. They are those you Elite 25% trust for the missions that need the best. You cant afford anything less. Ship Quality These vessels are barely held together monuments to the scrap gods, and by those Poor 0% gods do they look all too ready for the part. Say a prayer before you undock. These vessels are those normally fielded by most, fresh off the show-room floor of Standard 5% your bog standard factory These are well made vessels fresh out of a workmans proud hands. Built to excellent High Quality 10% specifications these vessels are more reliable than their cheaper cousins. These are the best-made vessels your resources can buy. Made to the best Best Quality 15% specifications with the best materials itll take punishment no other of its class can. Tech Level Normal None This ship is built with the normal technology used by your nation. X4 This ship is built with more advanced technology than most possess. Tech 2 Modifier X6 This ship is built with the best available technology you possess. Tech 3 Modifier This ship is built with, well, frankly experimental technology. Its powerful, but X8 Tech 4 remember that everything is experimental, dont be surprised if it blows up in your Modifier faces. At the worst time possible. Specials: Many ships have unique technologies, for every tech level higher than normal the player may, if approved, include a special piece of equipment, each special costs the same as the hull does. (Eg: A Light Cutter with Tech 3 could take 2 specials for a total of 200 RP for the specials.) This is added after the modifier is done so that they do not effect it.
Crew
Cost
Crew
Cost
1 30 180 50 750 800 RP 1 30 50 20 500 600 RP 22 300 600 40 24000 3500 RP The Galleon Cruiser mounts all its Capital weapons and Primary weapons in NOTE: broadside configurations. Only 2 Capital and 20 Primary cover the prow armament. Ironclad Battleship 180 900 1800 100 100000 12000 RP 1200000 100000 RP Super-Mauler 1200 8000 16000 80
DESPOILER CLASS Gas Drones Biowar Destroyer Biowar Cruiser Radiation Bath Plaguebearer BB
Capital Weapon Spaces Primary Weapon Spaces Secondary Weapon Spaces Point Defence Weapon Spaces
6 20 250 20 800
12 40 20 20 140
SCIENTIST CLASS Wormhole Assault Ship Enerjax Projector The Gravity Lift
Capital Weapon Spaces Primary Weapon Spaces Secondary Weapon Spaces Point Defence Weapon Spaces
10 Wormholes
100
500
200 100
0 200
40 1600
60 2800
60 240
INDUSTRIALIST CLASS Factory Cutter Factory Frigate Factory Destroyer Heavy Assault Cruiser
Capital Weapon Spaces Primary Weapon Spaces Secondary Weapon Spaces Point Defence Weapon Spaces
1 50 40 600
6 30 60 1200
18 20 20 60
0 0 100
6 0 800
40 80 1600
40 40 140
DESTROYER CLASS Siege Ship Siege Driver World Burner Planet Cracker
Capital Weapon Spaces Primary Weapon Spaces Secondary Weapon Spaces Point Defence Weapon Spaces
120 0 0 0
1000 500 0 0
50 50 20 100
160 600
1000 3000
2000 10000
60 40
SPYMASTER CLASS S.I.S Cutter S.I.S Destroyer S.I.S Cruiser S.I.M.S Infiltration Battleship
Capital Weapon Spaces Primary Weapon Spaces Secondary Weapon Spaces Point Defence Weapon Spaces
0 0 0 0 60
14 20 40 100 140
0 0 12 46 140
50 20 40 80 60
0 0 10
30 30 250
50 180 500
20 50 60
40 60 140 50
0 8 0 0 5000 Carrier
30 200 100 50 80
20 50 100 20 300
CRIMEOCRACY CLASS Smuggling Boat Pirate Gunboat Pirate Cruiser Black Q-Ship
Capital Weapon Spaces Primary Weapon Spaces Secondary Weapon Spaces Point Defence Weapon Spaces
0 0 24 4
30 30 350 60
20 50 50 80
This here is an Interex 950 Ion Cannon. Itll disable a cruiser a half a lightsecond. How many you want?
Siege Gun Thunderer Batteries Heavy Penetrator Missile Banks Heavy Metalstorm Light Penetrator Missile Banks Light Metalstorm AEGIS Point Defence
200 RP 10 RP
Missile Kinetic
50 RP 25 RP
30 6
Missile Kinetic
50 RP 25 RP
30 6
Mixed
100 RP
10
DESPOILER
Weapon Name Weapon Type Cost Description Biowar Weapons Spores that change the biosphere of a world for the worst, increased chances of Cancers, increases in flesh-eating viruses and all manner of other horrors. Mutagens to increase the number of aggressive DNA markers in native life. This is a strange trait, it doesnt actually collapse the gene-pool, none of its alterations should result in extinction, however it does mean the most undesirable genetic markers become pre-dominant. Radiation Weapons The Broad Wavefront Projector fires a concentrated burst of radiation in, as its name might suggest, a broad wavefront, this weapon cannot miss its target but it does little damage. A radiation weapon similar to the X-Ray Laser but much broader in its effect, however it doesnt bypass the hull or armour and due to this shields and armour must BOTH be compromised before this weapon can do damage. A planetary bombardment weapon used by Despoilers when such measures must be taken. A projector that soaks the groundside target in gamma radiation. Everything underneath its soak dies. Primary Weapons A laser that ignores armour and hulls to kill anything organic about the target. However it cannot pierce shields. Period. Secondary Weapons A laser that ignores armour and hulls to kill anything organic about the target. However it cannot pierce shields. Period. Spaces Required
Biological Biological
100 RP 100 RP
1 Biowar 1 Biowar
Biological
1000 RP
40 Biowar
Radiation
50 RP
10 Capital
Gamma Burst
Radiation
20 RP
10 Capital
Gamma Soak
Radiation
1000 RP
100 Radiation
X-Ray Laser
Radiation
10 RP
X-Ray Laser
Radiation
10 RP
SCIENTISTS
Weapon Name Weapon Type Cost Description Capital Weapons The fire a nanite swarm in a jacketed cartridge that explodes on the target covering them with a swarm of nanites who are set to disassemble the target. With a wave of compressed space, one can penetrate standard shielding. Size, complexity and cost ensures that these weapons are rarely seen. An energy weapon powered from Zero-Point space. Has control issues however, if operated for too long it will cause a feedback destruction loop. Primary Weapons An energy weapon powered from Zero-Point space. Has control issues however, if operated for too long it will cause a feedback destruction loop. With a wave of compressed space, one can penetrate standard shielding. Size, complexity and cost ensures that these weapons are rarely seen. The fire a nanite swarm in a jacketed cartridge that explodes on the target covering them with a swarm of nanites who are set to disassemble the target. Secondary Weapons An energy weapon powered from Zero-Point space. Has control issues however, if operated for too long it will cause a feedback destruction loop. Spaces Required
Kinetic Exotic
100 RP 200 RP
5 15
Energy
20 RP
Energy
10 RP
Exotic Kinetic
100 RP 50 RP
15 5
Energy
5 RP
DESTROYERS
Weapon Name Weapon Type Cost Description Capital Weapons Take a one thousand ton spear of tungsten (or other metal) accelerate it through a mass driver to .65c and watch the fireworks. Six of the heaviest laser weapons short of a siege laser mounted into a single cycle-firing spinal mount. Primary Weapons The Penetrator Missile Banks are heavy missile launchers fitted with shield-bypassing missile. (50) Secondary Weapons Light Penetrator Missile Banks EMP Co-Axial Laser Missile 50 RP The Penetrator Missile Banks are heavy missile launchers fitted with shield-bypassing missile. (50) A weapon designed to fire alongside standard Laser Batteries, these weaken a targets shields allowing the high powered laser weapon to penetrate and do the damage directly to the hull. 30 Spaces Required
Kinetic Energy
1000 100
100 20
Missile
50 RP
30
Energy
12 RP
THEOCRACY
Weapon Name Weapon Type Cost Description Capital Weapons A weapon of prodigious firepower. It is mounted from aft to prow and its blast can level a city in a single shot. Or blast a battleship in half. (This can only be equipped on the Wrath class vessel.) The Divine Judgement is a heavy weapon, its golden bolt can level a city with a single salvo of blasts and its sounds remind one of the judgement being pronounced upon them by the high priests of their enemies. And so it is. Primary Weapons The Storm of God is a Thunder of God series weapon with a high rate of fire and excellent tracking capabilities. Even a capital ship has reason to be concerned facing these. Secondary Weapons A medium weapon, this destructive bolt is slow firing like the finger but accurate and powerful. The Wrath of God is a weapon similar to the Thunder of God but Shotguns space with a devastating volley of fire. The Golden bolts of light driving the fear of judgement into the enemies of God. Point Defence A weapon, a pulse of golden light but the width of a wrist. With this weapon the flying threats of the enemy are destroyed before they can bring their cannons or bombs to bear. Spaces Required
Gods Guardian
Energy
1000 RP
140
Divine Judgement
Energy
500 RP
60
Storm of God
Energy
100
20
Energy Energy
50 60
10 15
Finger of God
Energy
ENSLAVERS
Weapon Name Ion Storm Projector Ion Storm Projector Stun Cannon Ion Storm Projector Stun Cannon Weapon Type Energy Energy Energy Cost Capital Weapons 100 RP 100 RP 50 RP This weapon is king for disabling shields and ships. Primary Weapons This weapon is king for disabling shields and ships. This weapon stuns the crew of enemy ships to make it easier to take slaves. Secondary Weapons This weapon is king for disabling shields and ships. This weapon stuns the crew of enemy ships to make it easier to take slaves. 5 5 5 Description Spaces Required
Energy Energy
100 RP 50 RP
5 5