Hull Chart
Hull | Modules | | | Build | | | | Standard | Thrusters | High Perf. | Thrusters |
---|
type | Exterior | Int. | Core | Time | Cost $ | Maint. | JD | Modules | Cost | Modules | Cost |
---|
| | | | | | | | | | | |
210* | 2 | 1 | 0 | 1 | 6 | 1 | A | 0 | 1 | 0 | 3 |
310* | 3 | 1 | 0 | 1 | 8 | 1 | A | 0 | 1 | 0 | 4 |
410* | 4 | 1 | 0 | 1 | 10 | 1 | A | 0 | 2 | 0 | 5 |
420* | 4 | 2 | 0 | 1 | 11 | 1 | A | 0 | 2 | 1 | 6 |
421* | 4 | 2 | 1 | 1 | 12 | 2 | A | 0 | 2 | 1 | 7 |
| | | | | | | | | | | |
620* | 6 | 2 | 0 | 1 | 15 | 2 | A | 0 | 3 | 1 | 8 |
621 | 6 | 2 | 1 | 2 | 17 | 2 | A | 0 | 3 | 1 | 9 |
630* | 6 | 3 | 0 | 2 | 17 | 2 | A | 0 | 3 | 1 | 9 |
631* | 6 | 3 | 1 | 2 | 18 | 2 | A | 1 | 3 | 1 | 10 |
| | | | | | | | | | | |
820* | 8 | 2 | 0 | 2 | 20 | 2 | A | 1 | 3 | 1 | 10 |
821* | 8 | 2 | 1 | 2 | 21 | 2 | A | 1 | 4 | 1 | 11 |
930 | 9 | 3 | 0 | 2 | 23 | 2 | B | 1 | 4 | 1 | 12 |
931* | 9 | 3 | 1 | 2 | 24 | 2 | B | 1 | 4 | 1 | 13 |
* Available
Armor
Armor points | GDB | Ship Modules | DS |
---|
+1 | $2 | $3 | $3 |
+2 | $4 | $5 | $6 |
Systems
Code | Name | Cost | Maint | Build Time | Hit Points | Repair | Ship Ext. | Ship Int./Core | DS | GDB |
---|
JD-A | Jump Drive A | $25 | 2 | +1 | 1 | -- | No | Yes | No | No |
JD-B | Jump Drive B | $40 | 3 | +1 | 1 | -- | No | Yes | No | No |
| | | | | | | | | | |
FT | Fuel Tank | $4 | 0 | -- | 2 | $1/2 | Yes | Yes | No | No |
CH | Cargo Hold | $4 | 0 | -- | 2 | $1/2 | Yes | Yes | Yes | No |
LS | Life Support | $6 | 0 | -- | 3 | $1/2/3 | Yes | Yes | Yes | No |
LB | Science Facility | $10 | 0 | -- | 3 | $1/3/5 | Yes | Yes | Yes | No |
| | | | | | | | | | |
LZ | Lazer | $5 | 0 | -- | 2 | $1/3 | Yes | No | Yes | No\ |
Jump Drive
A JD allows a ship to move one hex or to the other end of a warpline each move. A ship may jump twice per turn if both jumps are along the T-net. Otherwise, a starship can only jump once per turn. Any damage to a JD system will trigger a massive explosion and destroy the ship.
Fuel Tank
Each FT adds three turns to a starship’s endurance. A starship can only refuel at a FS. A starship that runs out of fuel is lost.
Cargo Hold
CH allow units to be transported to other planets and systems. Each CH can transport 2 OP; or 1 TM, DS, GDB; or ½ MRN or MCH (also requires 1 LS); or 1/3 FS; or 1/24 POP.
Life Support
LS are required to transport personnel. Each LS can transport 1 INF, MRN, or MCH (also requires 2 CH). LS can also transport POP; 24 LS can transport 1 POP. These LS can be on multiple ships, but these ships must stay together, fractional POP cannot be transported.
Science Facility
A LB will provide precise details of the capacity and modifiers of surveyed planets. They also greatly increase the chance of being able to open communications with alien races.
Lazer
A LZ does 1 point of damage and hits on a 9 or less [on 2d6). LZ treat armor as having only 1 HP regardless of actual level (and destroys the armor). LZ cannot fire at long range or be placed in GDB. A LZ may overheat, a roll of 12 indicates the LZ burns out and is disabled.