Sie sind auf Seite 1von 33

STELLAR EMPIRES 2

SHIP CONSTRUCTION AND EQUIPPING

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.

SHIP BUILDER SIMPLE

Building ships is easy. Pay someone else to do it.

SHIP BUILDER: SIMPLE


This is the simple rules for building your ships, and other important items, in the Stellar Empires Engine. The methods for building your ships is far easier than those who choose to use the complex system, but dont forget your calculator. This will be done in a manner similar to the Ground Forces rules. The first step is the easiest and all hulls have an associated cost. Some however are fixed-costs and set ships, these hulls will have this mentioned. You do not have any say as to how these craft are fitted. Note: You take the basic hull value and then add ALL modifiers together before applying them. (Eg: A Mauler *50000 RP* , Ship of the Line *x3* , Bleeding Edge Technology *x4* and Elite Crew *x4* gives a total X11 multiplier on the 50000 RP cost totalling 550000 RP.)

STEP 1: --- CHOOSE YOUR HULL


STRIKE CRAFT: All these have fixed prices and are bought per squadron of 12 unless otherwise specified. Do not continue to step 2 or above. Exception: Does not use Carrier Step. Scout Drone: Fighter Drone: Light Fighter: Medium Fighter: Heavy Fighter: Super-Heavy Fighter: Light Bomber: Medium Bomber: Heavy Bomber: Super-Heavy Bomber: Light Gunship: Medium Gunship: Heavy Gunship: Super-Heavy Gunship: Cloakshape Fighters: Cloakshape Bombers: Gigadeath Bomber: Drag-Craft: Biodrones: 1 RP 1 RP 1 RP 2 RP 3 RP 4 RP 3 RP 4 RP 5 RP 6 RP 5 RP 6 RP 7 RP 8 RP 6 RP (Hunters Only) 8 RP (Hunters Only) 15 RP (Destroyers Only) 8 RP (Isolationists Only) 6 RP (Biotechnocracy Only)

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

STEP 2: --- CHOOSE YOUR SHIP PURPOSE


Your ships will all have a purpose amongst your fleet. Otherwise how would you do with them what needed to be done? These are modifiers on top of the ships value. ESCORT PURPOSES (ESCORTS ONLY) Picket Ship (Cost x1) These vessels protect the extremities of a fleet with advanced sensors and warning systems. Lightly armed compared to most their job is to warn the others. Vanguard (Cost x2) Similar to the Picket ship instead their job in a fleet is to range ahead of it and find the enemy, minefields etc and engage them. Heavily armed for their size they are a reliable ship, but their defences suffer for this. Close Fleet Escort (Cost x2) These vessels are fitted with many lighter weapons designed for engaging other vessels in the same class as themselves, however they are reliant on the fleet for protection from anything larger. Patrol Ship (Cost x1) This is often seen as the normal escort ship, designed to operate on its own for extensive amounts of time, this version has a complete balance between all its systems. Scout/Explorer (Cost x3) Even more powerful sensors and engines than a picket ship or vanguard it is a long-ranged explorer not attached to a fleet. Its defences and weapons suffer for this but it is popular for an expendable vessel to explore without worry. CAPITAL SHIP PURPOSES (CAPITAL SHIPS ONLY) Fleet Ship (Cost x1) This is a basic ship of the line for its class. Well defended, decent guns, good engines and sensors. Good at all, master of none. Ship of the Line (Cost x3) This ship is built for engaging ships in its own class, its weaponry is significant and mostly tailored to handling vessels in its own weight class, this makes it poor for engaging anything much larger or smaller than it is. Directed Gunnery (Cost x3) This ship is built so that it can bring nearly all its weapons to bear on its forward arc. This makes it truly devastating for just about anything that can be found to put itself in that position. You dont want to do that. Hunter-Killer (Cost x4) Designed to operate in the lone-wolf fashion or in small groups the hunter-killer is a truly scary beast. Good firepower and engines mean that its enemies should it choose to have any will greatly regret their error. (Nothing above Fast Battleship may be a Hunter-Killer.) Bombarment Ship (Cost x3) The Bombardment ship sacrifices its sensors in exchange for better ones for choosing ground-based targets. Its weapons are designed and arranged to get maximum coverage for firing on a planetary surface and is typically always of the heaviest available weapons. But their defences are weaker and engines poorer than any other purpose. AEGIS Ship (Cost x4) This is a fleet defender, it has no other use, it has the most powerful sensors available and the most powerful point defence systems available. However it is vulnerable to anyone and anything else. Remind the crew not to sneeze. (No ship above Fast Battleship may be an AEGIS ship.)

STEP 3: --- EQUIPMENT QUALITY AND LEVEL


Equipment quality and level is a universal thing across all classes of ship. An object takes one week to build per 500 RP it costs. Equipment Quality and Level may effect this. (And in fact is likely to.) People with the Creaky Military flaw or the Shitty Workmanship flaw may not take any quality level above Obsolete. Last Centuries Scraps (Cost: .25): This equipment is so old that people will be wondering how the hell its flying, it is utter garbage. Very Obsolete (Cost: .5): This is some old, unreliable junker youre flying. I advise that you get a tetanus shot before getting on or off the ship. No I dont need to pee, I can hold it. Obsolete (Cost: x1): This is older technology but still useful on the battlefield, you wont be doing well against better made ships with better technology, but you wont be dropping like flies either. Current Gen Technology (Cost: x2) This is the average current technology available, itll hit hard, take its licks and keep on ticking. Reliable and well loved by its users. Next Gen Technology (Cost: x3) This is some highly advanced technology soon to be on your markets in a big way, it is well loved by its users but is known for niggling issues. Bleeding Edge Technology (Cost: x4) This is the best technology you could possibly fit your vessels with bar one, it has the best and most reliable weapons, shields and all manner of equipment. But it is also plagued by minor bugs and issues common to new developments. And they dont adhere to a friendly timetable of when you can afford it. (Increases Construction Time by 50%) Blatantly Experimental Tech (Cost: x5) This isnt technology, this is a technology demonstrator from a goddamned lab! Itll outperform anything you have. Right up until that new experimental component decides to break. Or worse, explode. (Doubles Construction Time)

STEP 4: --- CREW EXPERIENCE AND TRAINING


This is the level of training and experience the ships crew possesses and is trained to before deployment. This can mean the difference between life, death and a medical discharge because half your brain went missing in the Nubila Reach after that shrapnel dug it out like a spoon. People with Creaky Military may not take any experience level over Trained People with Hilariously Fail may not take any experience level over Green People with Cowardly may not take any experience level over Rookie Rookie (Cost .5) These are barely trained, who knows if they can even read! These guys will most likely die in droves. Dont get too attached to them. Green (Cost x1) These guys are new, blue and probably very frightened. They are not experienced and have only gone through basic training. Trained (Cost x2) These men have gone through rigorous training to get where theyre at and are well suited for the jobs theyre expected to perform. Veteran (Cost x3) These men have been trained well and have experience in the field and on the battlefield without remorse. They are hard men and jaded in experience. They do what they do well. Elite (Cost x4) There are some who it is said have seen too much war. That its presence is marked upon their flesh and souls equally. The Elite can only tell you that those who say it have some inkling of the truth. Elite of the Elite (Cost x5) These men only know war. Whether raised to it or forced into it by circumstances unknowable, these men are the most hard-bitten men of all and few come away unscathed. People get severely uncomfortable around them, but if someone needs killing it is these men who will do it without hesitation.

STEP 5: --- CARRIERS


Carriers are a mainstay of some nations fleet. But not all carriers are equal. NOTE: Those with the Hangerize trait have 3 Squadron spaces on EVERY ship per 1000 points (basic hull cost, before modifiers). Minimum of 3 Spaces (Eg: A Cutter would have 3 spaces, a Mauler would have 150) Below is the number of spaces available to the Carriers. Escort Carrier: Pocket Carrier: Light Carrier: Fast Carrier: Medium Carrier: Heavy Carrier: Supercarrier: 12 Squadrons 16 Squadrons 200 Squadrons 100 Squadrons 400 Squadrons 800 Squadrons 1200 Squadrons (Nothing over Medium) (Nothing over Medium) (Nothing over Medium) (Nothing over Heavy) (Nothing under Medium) (Nothing under Medium)

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.

SHIP BUILDER COMPLEX

Wait wait, you want how many particle beams? Dear lord man... that is not nearly enough. Here, try this.

SHIP CONSTRUCTION ----COMPLEX VERSION


This is the complex construction rules for manufacturing your ships and craft! Do not expect simplicity. Do not expect cheap. Do not expect to leave with your head even close to intact!!!! Note, these rules are not interchangeable, a ship is either made via the Complex rules or the Simple rules. These rules are intended for those that like Complex, or wish to design important character shielded ships. In most cases ships designed by these rules will be both more expensive and capable than those done by simple rules. But 1000 RP of Complex ships is only as good as 1000 RP in Simple ships in most cases. In any case. There will be several elements to these rules. 1: Strike Craft Construction Rules. These will be used for designing your strike craft! (Or you can use the simple Strike Craft figures.) 2: Escort Construction Rules. These will be used to design your escort ships. 3: Capital Construction Rules. These will be used to design and build your Capital Ships. 4: Carrier Construction Rules. These will be used to design your carriers. 5: Strike Craft Reference Tables. 6: Ship Reference Tables. The above two items will have listed ALL the weapon types that can be used in a general fashion. Against my original inclination there wont be a lot of detail. There will be things like Light, Medium, Heavy Beams, what type wont be mentioned leaving the player room to make it their own but trait given weapons override these with the traits weapon. 7: Trait specific Reference Tables. This table will list only trait items and the nation/trait required. (And what they replace.) The last part of this document will detail the Nation special ships only.

STRIKE CRAFT CONSTRUCTION RULES


This is used for building your strike craft. All Strike craft will be listed here. (All costs are added onto the base cost.) G = Gun -T-G means Number of turrets and guns per turret. M = Anti-Fighter Missile T = Torpedo BTG = Bio-tech Gun ATMOS CAPAB = Atmospheric Capable Name of Craft Weapon Spaces Cost Nation Type Scout Drone 0 1 RP ALL Fighter Drone 2G 1 RP ALL Light Fighter 1G 1 RP ALL Medium Fighter 2-4G, 16M 2 RP ALL Heavy Fighter 6-8G, 24M 3 RP ALL Super-Heavy Fighter 8-10G, 40M 4 RP ALL Light Bomber 1T2G, 6T 3 RP ALL Medium Bomber 2G, 12T 4 RP ALL Heavy Bomber 4G, 2T1G, 24T 5 RP ALL Super-Heavy Bomber 8G, 6T2G, 36T 6 RP ALL Light Gunship 2T2G 5 RP ALL Medium Gunship 4T2G 6 RP ALL Heavy Gunship 4T2G, 200M 7 RP ALL Super-Heavy Gunship 6T4G, 200M, 6T 8 RP ALL Cloakshape Fighter 6G, 10M 6 RP HUNTER Cloakshape Bomber 1G, 1T2G, 10T 8 RP HUNTER Gigadeath Bomber 4T3G, 100T 15 RP DESTROYER Drag-Craft 0 8 RP ISOLATIONIST Biodrones 1BTG 6 RP BIOTECHNOCRACY Cyber-Fighters 8G, 22M 5 RP CYBERNETICISTS Cyber-Bombers 2G, 2T1G, 12T 8 RP CYBERNETICISTS Once you have selected your craft you select the weapons, missiles or torpedoes. Weapon Kinetic Repeater Kinetic Cannon Beam Pulse Wave Fast Missile Medium Missile Light Torpedo Cost FREE 0.5 RP 0.5 RP 0.5 RP 2 RP FREE 1 RP FREE Type/Fitting Gun Cannon Gun Gun Gun Missile Missile Torpedo Notes:

CLOAKING CLOAKING ATMOS CAPAB TRACTOR ALIVE INTEGRATION INTEGRATION

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.

ESCORT CONSTRUCTION RULES


Construction of actual ships is considerably more difficult than Strike Craft or the simple system. You have to account for every piece of critical equipment, weapon and special piece of gear! Every escort has the following characteristics. Class Name Crew Primary Weapons Secondary Weapons Point Defence Weapons Sensors Engine Levels Crew Quality Ship Quality Tech Level Specials Total Cost

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

4 6 6 10 20 20 40 40 50 30 40 100 80 60 100 180 40 DEFENCE SHIPS (Escort Class)

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.

CAPITAL SHIP CONSTRUCTION RULES


Construction of actual ships is considerably more difficult than Strike Craft or the simple system. You have to account for every piece of critical equipment, weapon and special piece of gear! Every Capital Ship has the following characteristics. Class Name Crew Capital Weapons Primary Weapons Secondary Weapons Point Defence Weapons Sensors Engine Levels Crew Quality Ship Quality Tech Level Specials Total Cost

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.)

8 10 16 24 30 100 140 160 220 280 600

CARRIER CLASS Escort Carrier Pocket Carrier Light Carrier Fast Carrier Medium Carrier Heavy Carrier Supercarrier

Carrier Hangar Spaces

Primary Weapon Spaces

Secondary Weapon Spaces

Point Defence Weapon Spaces

Crew 400 600 1000 1200 3000 4000 15000

Cost 300 RP 500 RP 1200 RP 1800 RP 2500 RP 4200 RP 12500 RP

20 30 400 200 1600 3200 4800

0 0 0 0 10 20 80

6 12 40 30 60 120 200

12 24 48 44 120 180 300

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

Kinetic Kinetic Kinetic Energy Energy Energy Missile Missile Missile

1 RP 2 RP 1 RP 1 RP 2 RP 1 RP 2 RP 1 RP 5 RP

Kinetic Energy Missile

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.

Carrier Part Name NOTE:

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

60 RP 120 RP 250 RP 1000 RP

2 Spaces 10 Spaces 20 Spaces 40 Spaces

0%

Green Trained Experienced Veteran Elite

5% 10% 15% 20% 25%

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.

NATION SPECIFIC SHIPS


The following are the nation specific ship types. In addition their weapon types will also be listed with costs and space requirements. The example table is seen below empty. (It should look familiar.) WARNING: Any vessels not on this cannot be made using the Complex Ship Builder. CLASS
Capital Weapon Spaces Primary Weapon Spaces Secondary Weapon Spaces Point Defence Weapon Spaces

Crew

Cost

WARLORD. CLASS Warhound Destroyer Warhorse Frigate Galleon Cruiser


Capital Weapon Spaces Primary Weapon Spaces Secondary Weapon Spaces Point Defence Weapon Spaces

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

Crew 0 800 18000 20000 140000

Cost 250 RP 800 RP 4200 RP 6000 RP 12000 RP

2 Biowar 10 Biowar 80 Biowar 100 Radiation 60 Biowar

6 20 250 20 800

12 100 540 20 1500

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

Crew 120000 (80%T) 240

Cost 15000 RP 6000 RP 800 RP

10 Wormholes

100

500

200 100

1 Enerjax 60 400 Cannon 10 Orbit to Surface Tractor Beams

10000 (98% Troops)

ECONOMIST CLASS Market Escorts Economic Defence Dreadnought


Capital Weapon Spaces Primary Weapon Spaces Secondary Weapon Spaces Point Defence Weapon Spaces

Crew 700 250000

Cost 1000 RP 32000 RP

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

Crew 44 440 550 42000

Cost 175 RP 700 RP 900 RP 6000 RP

Factory Factory Factory 40

1 50 40 600

6 30 60 1200

18 20 20 60

HUNTER CLASS Bloodtracker Division-ship Hawkeye Spyship Silent Night


Capital Weapon Spaces Primary Weapon Spaces Secondary Weapon Spaces Point Defence Weapon Spaces

Crew 120 60 80000

Cost 1000 RP 2000 RP 14000 RP

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

Crew 90000 120000 500 15000

Cost 8000 RP 10000 RP 40000 RP 50000 RP

Siege Laser Siege Driver Nuclear Saturation Planet Cracker

120 0 0 0

1000 500 0 0

50 50 20 100

ISOLATIONIST CLASS Eviction Notice The Promethean Tug


Capital Weapon Spaces Primary Weapon Spaces Secondary Weapon Spaces Point Defence Weapon Spaces

Crew 98000 545000

Cost 12000 RP 60000 RP

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

Crew 30 550 38000 1000 80000

Cost 600 RP 1000 RP 4000 RP 10000 RP 14000 RP

0 0 0 0 60

0 40 500 100 750

6 60 1000 100 1200

14 20 40 100 140

THEOCRACY CLASS Faith Purity Virtue Judgement Wrath


Capital Weapon Spaces Primary Weapon Spaces Secondary Weapon Spaces Point Defence Weapon Spaces

Crew 12000 440 38000 85000 98000

Cost 1100 RP 500 RP 4200 RP 9000 RP 14000 RP

0 0 12 46 140

200 50 500 850 1000

400 30 1000 1700 2000

50 20 40 80 60

CYBERNETICIST CLASS Regenerative Frigate Regenerative Destroyer Regenerative Cruiser


Capital Weapon Spaces Primary Weapon Spaces Secondary Weapon Spaces Point Defence Weapon Spaces

Crew 400 650 19000

Cost 500 RP 800 RP 4000 RP

0 0 10

30 30 250

50 180 500

20 50 60

THE CULTURE CLASS National Pride CSV GSV ISV


Capital Weapon Spaces Primary Weapon Spaces Secondary Weapon Spaces Point Defence Weapon Spaces

Crew 250000 19000 80000 12000

Cost 20000 RP 2000 RP 8000 RP 1000 RP

180 10 Factory Bays Troop Landing Module

1200 250 800 200

2400 500 1600 400

40 60 140 50

ENSLAVERS CLASS Raider Ripper Harvesting Battle-Rider C.L.A.W Harvester


Capital Weapon Spaces Primary Weapon Spaces Secondary Weapon Spaces Point Defence Weapon Spaces

Crew 400 12000 1000 440 20000

Cost 500 RP 1200 RP 800 RP 600 RP 18000 RP

0 8 0 0 5000 Carrier

30 200 100 50 80

50 400 100 30 200

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

Crew 400 650 30000 850

Cost 500 RP 600 RP 4200 RP 1200 RP

0 0 24 4

30 30 350 60

50 180 700 120

20 50 50 80

SHIP BUILDER COMPLEX


NATION SPECIFIC WEAPONS

This here is an Interex 950 Ion Cannon. Itll disable a cruiser a half a lightsecond. How many you want?

NATION SPECIFIC WEAPONS WARLORD


Weapon Name Weapon Type Kinetic Kinetic Cost Description Capital Weapons A heavy spinal kinetic weapon, this weapon does incredible amounts of damage at almost any range. The Thunderer is a heavier version of the Kinetic Storm weapon. And far more dangerous. Primary Weapons The Penetrator Missile Banks are heavy missile launchers fitted with shield-bypassing missile. (50) The Metalstorm is a combination of the Kinetic Assault Gun and a Barrage Gun. Do not get in its way. Secondary Weapons The Penetrator Missile Banks are heavy missile launchers fitted with shield-bypassing missile. (50) The Metalstorm is a combination of the Kinetic Assault Gun and a Barrage Gun. Do not get in its way. Point Defence This point defence mixes all types of point defence into an Integrated AEGIS sensor linked to only those weapons. This makes it the best point defence available. Spaces Required 200 5

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

Mutagenic Spores IAM Genetic Collapse

Biological Biological

100 RP 100 RP

1 Biowar 1 Biowar

Biological

1000 RP

40 Biowar

Broad Wavefront Projector

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

Nanotech Cannon Grav Wave Cannon Zero-Point Reaper

Kinetic Exotic

100 RP 200 RP

5 15

Energy

20 RP

Zero-Point Reaper Grav Wave Cannon Nanotech Cannon Zero-Point Reaper

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

Spinal Mass Driver Reaper Beams Heavy Penetrator Missile Banks

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

Thunder of God Wrath of God

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

Das könnte Ihnen auch gefallen