As a result, it's simply inconceivable that the Norway , for example, would go careening off into space because of a gravity arrow, but Mallory might use the gravity of a planet to perform a maneuver otherwise outside Norway 's performance envelope. Also, planets and such are important because they are obstacles to hide behind, and because they potentially can affect a ship's jump drive. While rereading some of the materials for Chessex's Albedo RPG, I was struck by how close the combat values of Albedo ships seem to match those in Triplanetary . There is a chart in the Albedo Ship Sourcebook which gives this value on a per-weapon system basis. In addition, there should be some defensive value based on the size of the hull.
Large ships are less vulnerable than small ships.
Point defenses are used as DRM, as in Albedo combat rules. They should probably only be effective to a point, however, as we don't want ship to become invulnerable. Excess capability above the point provides redundancy in event of damage. A more detailed combat table could be used. Unfortunately, the ship construction rules contained in the Albedo Ship Sourcebook are badly broken.