7.2.2: Capital Ship Systems and Equipment

Like vehicles and characters, a capital ship wouldn’t be much more than a pile of metal without any equipment installed; it is the ship’s equipment that gives it its basic characteristics and (perhaps more importantly) determines how much butt it can kick at a moment’s notice. It is also important for the more mundane tasks of research and exploration, which will be necessary for characters to engage in from time to time.
Capital ships have several main systems; they are similar to vehicle systems for the most part, though there are some very minor differences. All capital ships have slots reserved for their basic equipment, namely Engines, Armor and Shields; the first instance of these pieces of equipment installed never counts against the ship's total accessory count. The following outlines the basic systems found aboard capital ships:
*Engines: Capital ships generate power via a main reactor system; by-products of these reactions (usually high energy plasma streams) are channeled to the ship's thrusters or Faster-Than-Light drive system depending upon its current flight mode. The actual pieces of propulsive equipment on most ships are modular and can be swapped out of their nacelles for new modules fairly easily. Drive systems usually include some kind of inertial dampening system that allows both ship and crew to survive the massive accelerations they generate as well as a series of cooling ducts. The ship's Engine Class determines its maximum speed and fuel efficiency.
*Armor: Most ships have Armor plating attached to the ship's outer hull. Armor is designed for several functions, including crew safety and the mitigation of damage to the chassis in the event of a collision. Armor is also effective at reducing the amount of permanent damage a capital ship receives due to incoming weapons fire.
*Shields: Shields perform many of the same jobs as Armor. They have two key advantages over Armor: they can be added without acquiring an HD penalty and they regenerate over time. Their main disadvantage is a substantial increase in their cost for an equivalent level of protection. Shield systems consist of an array of emitters embedded into the hull as well as a capacitor system that provides steady power to them; the ambient strength of a ship's Shields is based solely on the amount of power the capacitor can provide to the emitters while still holding its charge.
*Weapons: Capital ship weapons are among the most powerful known; they are designed mainly to fight other capital ships and must be powerful enough to cause significant damage to any target. Weapons are included when a ship needs an offensive arm for one reason or another, be it to fend off pirates, to provide extra cutting power or to just kick butt. Capital ship weapons come in three varieties: Guns, Ordnance and "Special" weapons (which are weapons that function neither as Guns nor Ordnance, such as tractor beams).
*Accessories: Accessories are additional systems designed to help a ship perform specific tasks such as terraforming, cargo hauling, passenger ferrying, and weapons delivery. The smallest capital ships only hold two accessory systems while the largest can handle over a hundred. Capital ship accessories tend to be harder to swap out than vehicle accessories since most have to be hard-wired into the design; as a result, capital ships make a greater use of mountpoints than vehicles, including the use of temporary modules attached to the exterior of the ship's hull for specific missions (which are known as pods). Though in terms of overall measurement not all accessory slots are of the same size, they are treated as such for the sake of simplicity.
In addition to these basic systems, capital ships have sensors, communications arrays, computers, workspaces and command-and-control areas (the ship's bridge, its combat information center and so forth). These systems tend to be hardwired into the ship's chassis and are included in its cost; they can't be removed or modified directly though the function of some of them can be augmented through the addition of accessories.
The following Chapter is an overview of the pieces of basic equipment, what each can do and how much they cost. GMs who are interested in creating their own equipment for ships are more than welcome to do so (for instructions on how to create such equipment, see Chapter 10.2.6.)
===Engines===
Engines provide electrical and propulsive power; they directly determine how fast the ship may go during travel and the number of range increments per round it may move during combat. In addition to being capable of propelling a ship faster, higher Classes of Engine are more fuel efficient than lower ones (see Chapter 8.1).
====Engine====
*HD Effect: -1 HD/BHD per Class level
Engines
Class Level 	Cost 	Initiative	Maximum Rated Speed (kps)	Base Fuel Efficiency
First Class 	¤10,000 	1 	2 	5%
Second Class 	¤30,000 	2 	4 	10%
Third Class 	¤60,000 	3 	8 	15%
Fourth Class 	¤100,000 	4 	16 	20%
Fifth Class 	¤150,000 	5 	32 	25%
Sixth Class 	¤250,000 	6 	64 	30%
Seventh Class	¤350,000 	7 	128 	35%
Eighth Class 	¤700,000 	8 	256 	40%
Ninth Class 	¤1,400,000	9 	512 	45%
Tenth Class 	¤2,800,000	10 	1024 	50%
===Shields===
Shield emitters are small external arrays that generate protective barriers around the outer hull of a ship, in essence adding an extra layer of Armor to its hull. Capital ship shield emitters require power from an external capacitor in order to function. This substantially increases their cost but also vastly increases their effectiveness; it generally requires the use of specialized weaponry such as torpedoes in order to ensure a successful assault against a capital ship by fightercraft. A capital ship may only have one Shield system installed unless a Backup Shield Generator accessory is also installed on the ship (both the Generator and the extra Shield systems are counted as added accessories). Shields fall under the category of Defenses.
*Type: Defenses/Shield
*Availability: Starfaring Age
*Regeneration: 10% total SHP plus Engineer's Defenses Skill score every ten rounds.
*Nebula Hit Point Reduction: -500 SHP when located in a nebula.
*Gun/Missile Damage Reduction: None
*Effects: None
Shields
Class Level 	Basic Cost	Durasteel Equivalent(Design Maximum)	Shield Hit Points(Design Maximum)
First Class 	10,000 	100 cm 	1,000
Second Class 	30,000 	200 cm 	2,000
Third Class 	50,000 	300 cm 	3,000
Fourth Class 	100,000 	400 cm 	4,000
Fifth Class 	150,000 	500 cm 	5,000
Sixth Class 	180,000 	600 cm 	6,000
Seventh Class	200,000 	700 cm 	7,000
Eighth Class 	400,000 	800 cm 	8,000
Ninth Class 	800,000 	900 cm 	9,000
Tenth Class 	1,600,000 	1000 cm 	10,000
===Armor===
A capital ship’s Armor consists of metal plates attached to its outer hull designed to give it extra protection. It is not a required system but many crews are still glad to have it despite the added cost and performance degradation. Capital Ships are limited in the amount of Armor they can utilize without having the Reinforced Chassis accessory installed based on their chassis type. Armor falls under the category of Defenses and can only be repaired or replaced while the ship is in dry-dock.
*Type: Defenses/Armor
*Gun/Missile Damage Reduction: None
*Effects: +1 HD/BHD/FHD per 10 centimeters (round up).
Armor
Type 	Cost 	Armor Hit Points(per centimeter)	Service Date(Earth equivalent)
Iron 	¤50,000 	1 	1859
Aluminum 	¤100,000 	2 	1914
Steel 	¤250,000 	5 	1872
Durasteel	¤500,000 	10 	2363
Titanium 	¤750,000 	50 	1960
Plasteel 	¤1,000,000	100 	2634
Tungsten 	¤1,500,000	200 	2487
Isometal 	¤2,000,000	600 	2669
Platolum 	¤2,500,000	2,400 	2689
===Weapons===
Capital ships can carry and utilize various forms of weapons systems; the use of weapons aboard ships is covered more in depth in Chapter 9.4.
As with vehicles, capital ship weapons do not count as accessories in and of themselves. However, in order to be placed aboard a ship, a Weapons Station accessory is required. Weapons Stations in general determine the number of weapons a ship carries and defines the combat arcs into which a weapon may be fired (for details, see Chapter 9.4). Weapons stations are counted as accessories. Weapons Stations are described as a phrase of categorical descriptors with the following form:
 <qualifiers> <weapon type> <arc coverage>, <magazine (if applicable)>
The specific descriptors along with their effects are listed in the table below.
Weapons Station Descriptors and Effects
Descriptor Category 	Descriptor 	Cost Modifier 	Effect
Qualifier (May have more than one.) 	Armored 	Varies* 	Adds armor (and AHP) to a Weapons Station. The descriptor adds one-ten thousandth the normal price of Armor per 0.1 centimeters of Durasteel equivalent (1 AHP) Armor added to the station. The normal maximum amount of Armor for the chassis type may not be exceeded without the installation of a Reinforced Chassis Accessory. List any amount of Armor after any magazine descriptor or arc coverage.
Qualifier (May have more than one.) 	Gatling 	Total Cost * 12 	
Increases weapon's rate of fire; make four attack rolls for the weapon when used. The results stack with the weapon's normal re-fire potential.
Qualifier (May have more than one.) 	Multi-Fire 	Varies* 	Adds another hardpoint to the station. Increases the price of the Weapons Station based on weapon type: Guns add twenty, Missiles add twenty-five, torpedoes add thirty and special weapons add fifty. Multi-fire weapons stations should be referred to in Latin adjective form (i.e. Dual, Triple, Quad, etc.).
Weapon Type 	Gun 	¤20 	The Weapons Station may carry any one Gun.
Weapon Type 	Light Ordnance	¤25 	The Weapons Station may carry any one piece of light ordnance.
Weapon Type 	Heavy Ordnance	¤30 	The Weapons Station may carry any one piece of heavy ordnance.
Weapon Type 	Special 	¤50 	The Weapons Station may carry any one non-projectile weapon or any item specifically designated as a special weapon.
Arc Coverage 	Hard-point 	Total Cost * 1.00	Attached weapons may fire into a narrow (45°) arc. This level of arc coverage may not be coupled with the Multi-Fire Qualifier if the Weapons Type is Gun.
Arc Coverage 	Sponson 	Total Cost * 1.25	Attached weapons may fire into a standard (90°) arc.
Arc Coverage 	Barbette 	Total Cost * 1.50	Attached weapons may fire into a standard arc and an adjacent narrow arc or into a full hemispheric (180°) arc.
Arc Coverage 	Limited Turret	Total Cost * 1.75	Attached weapons may fire into a hemispheric arc plus either an adjacent narrow arc or an adjacent standard arc.
Arc Coverage 	Turret 	Total Cost * 2.00	Attached weapons may fire into an over-the-shoulder (315°) arc or into a full 360° arc.
Magazine (Ordnance Only; may be numerically qualified.)	Tube 	N/A 	The Weapons Station has a magazine of up to ten weapons.
Magazine (Ordnance Only; may be numerically qualified.)	Bank 	N/A 	The Weapons Station has a magazine of up to twenty-five weapons.
Magazine (Ordnance Only; may be numerically qualified.)	Bay 	N/A 	The Weapons Station has a magazine of up to one-hundred weapons.
As with vehicles, capital ships use a system of relative bearings to determine line-of-sight to their targets. A weapon station's default bearing (i.e. the direction in which it is normally aimed) should be included along with the total number of degrees of its firing arc; the indicated bearing will be assumed to be the center-point of its firing arc. Weapons stations on capital ships may use the same set of designated firing arcs as listed in Chapter 6.2.3. Bearing information is necessary due to the various grids that may be utilized via the game's flexible combat engine (for more information, see Chapter 9.1).
For example, a Weapons Station with a descriptor of "Gun Hard-Point (0°, no arc)" indicates a non-armored, single-weapon platform capable of holding one gun and firing that weapon along a straight line ahead of the ship. A more complex example is an "Armored Gatling Nonuple Heavy Ordnance Turret (Forward Over-the-Shoulder), Double Bay, 50 cm". This indicates a weapons station that has 50 centimeters of armor, has an increased firing rate, has nine heavy ordnance launchers, can fire on bearings between 210°-150° and has a magazine capable of holding up to 200 weapons at the same time.
Weapons Stations may be explicitly targeted via Targeting actions. A Weapons Station can sustain 100 points of damage before being destroyed, unless it has been given armored plating; an armored station can sustain 100 points plus the amount of AHP it has been given. When a Weapon Station is Targeted, Core Damage will not occur unless the Station is destroyed in the attack; 1% Core Damage occurs when a Weapons Station is destroyed.
Weapons come in three main varieties: guns (multi-use projectile weapons utilizing one of several different methods of causing mechanical damage), ordnance (single-use high-explosive projectiles capable of causing a single burst of massive damage) and special weaponry (non-projectile weapons of any nature, such as beam weaponry). The following weapons are available for use on capital ships. Each has the following set of statistics:
*Type: The general category of weapon being described.
*Name: What the specific type of weapon is called.
*Service Date: The Earth-equivalent year at which the weapon will become available for use.
*Cost: The amount the weapon adds to the ship's total cost.
*Refire: The number of times the weapon may apply damage during the course of a standard round provided it is charged (for details, see Chapter 9.3).
*Range: The maximum distance in range increments a target may be from the firing ship in order to use the weapon effectively.
*Damage: The amount of damage the weapon applies to a target on an indicated hit.
*Effects: Various sundry effects the weapon may have/cause. For a list of general examples of weapons effects, see Chapter 10.2.6.
Note that the statistics for weapons outlined herein are for standard weapons; Military capital ships may adjust the damage, re-fire rate and range of weapons as needed to suit their specific needs. Doing so adjusts the cost of the weapon using the formula below, with each multiplier expressed as a ratio of the new statistic to the old statistic rounded to the nearest hundredth:
 final cost = base cost * damage multiplier * range multiplier * refire multiplier
For example, the base statistics for a civilian-grade Laser Cannon are a cost of ¤1,000, 18 points of damage, range of 5, and a refire rate of 5. If we wanted to adjust the damage to 30 points and change the refire to ten, we'd have to adjust the price to ¤3,340 (¤1,000 * (30/18) * (5/5) * (10/5) = ¤1,000 * 1.67 * 1 * 2 = ¤3,340).
Finally, while the following weapons sets are available specifically for capital ships, they may also utilize any weapon of any type listed for vehicles; for information on these weapons, see Chapter 6.2.3.
====Guns====
Guns (Capital Ship Specific)
Name 	Service Date	Cost 	Refire	Range	Damage	Effects
Anti-Matter Gun 	2667 	¤500,000 	1 	8 	300 	Bypasses Shields. Subtract the firing ship's Size Class from the target's and apply the result to the target's HD.
Flak Cannon 	2538 	¤15,000 	15 	3 	10 	Rapid-Fire: roll 2d10 on an indicated hit to determine a number of additional hits, may only roll 2d10 once regardless of the number of hits indicated. Receives a +20 HD bonus when used against Fightercraft and Heavy Ordnance.
Flak Cannon, Heavy 	2669 	¤75,000 	15 	3 	50 	Rapid-Fire: roll 2d10 on an indicated hit to determine a number of additional hits, may only roll 2d10 once regardless of the number of hits indicated. Receives a +20 HD bonus when used against Fightercraft and Heavy Ordnance.
Laser, Defensive 	2630 	¤1,500 	7 	4 	25 	 
Laser, Offensive 	2669 	¤3,000 	7 	3 	60 	 
Laser, Long Range 	2681 	¤650 	1 	8 	38 	 
Mass Driver Cannon, Defensive	2669 	¤42,500 	2 	9 	320 	 
Mass Driver Cannon, Offensive	2679 	¤100,000 	2 	14 	510 	 
Meson Blaster, Defensive 	2669 	¤40,000 	3 	11 	250 	 
Meson Blaster, Offensive 	2669 	¤95,000 	3 	17 	400 	 
Neutron Gun, Defensive 	2645 	¤25,000 	6 	4 	70 	 
Neutron Gun, Offensive 	2645 	¤250,000 	6 	9 	320 	 
Neutron Gun, Long Range 	2645 	¤600,000 	6 	15 	450 	 
Plasma Cannon 	2681 	¤200,000 	3 	6 	60 	Nephilim craft only.
Plasma Cannon, Defensive 	2691 	¤1,600,000 	3 	7 	470 	 
Tachyon Cannon, Stand-Off 	2674 	¤385,000 	3 	8 	490 	 
Tachyon Cannon, Offensive 	2684 	¤952,000 	3 	12 	780 	 
Turret B 	2790 	¤16,843,009	7 	1 	200 	Tri-System craft only.
====Heavy Ordnance====
Heavy Ordnance (Capital Ship Specific)
Name 	Service Date	Cost 	Speed	Range 	Damage	Effects
Heavy Torpedo, Lance 	2715 	¤84,000,000 	6 	4/14 	8000 	Requires two rounds to lock.
ASM-436A Cruise Missile (Capship Missile) 	2665 	¤1,785,000,000	6 	0.1 AU (15,000)	60,000	Military Only. Requires five rounds to lock. Use BHD, causes quarter damage at Range 1.
KH-19Y Cruise Missile, Stealth (Skipper Missile)	2669 	¤5,800,000,000	6 	0.1 AU (15,000)	60,000	Military Only. Requires five rounds to lock. Use BHD, causes quarter damage at Range 1. Equipped with a Standard Cloaking Device; it may remain cloaked for eight rounds but then must de-cloak for two rounds.
====Special Weaponry====
Special Weaponry (Capital Ship Specific)
Name 	Service Date	Cost 	Refire	Range	Damage	Effects
Anti-Matter Gun, Heavy 	2712 	¤1,100,000 	1 	11 	480 	Bypasses Shields.
Mass Driver Cannon, Very Heavy	2719 	¤550,000 	2 	25 	1530 	 
Neutron Gun, Very Heavy 	2665 	¤3,600,000 	6 	30 	1350 	 
Tachyon Cannon, Heavy 	2714 	¤5,100,000 	3 	24 	1560 	 
CapShip Plasma 	2681 	¤25,750,000	1/8 	10 	10,000	Nephilim craft only (as a standard gun).
Phase Transit Cannon 	2653 	¤15,000,000	1 	8 	1000 	Bypasses shields.
===Capital Ship-Specific Accessories===
Accessories are items that can be installed on a capital ship in order to augment its abilities. There is no limit to the types of modules that can be added to a ship, though the number of additional systems is limited by its chassis type and weight class. Capital ships are allowed to pick accessories from the following list only. Each capital ship-specific accessory has the following set of statistics:
*Name: This is what the accessory is called.
*Cost: This lists the cost of the accessory in credits.
*Effect: This indicates what the accessory does; any additional notes on it are included here.
Capital Ship-Specific Accessories
EAD/Terraforming Module 	¤50 * Size Class 	The ship may transform one square kilometer of a planet’s surface per hour into a habitable zone, eliminate pollution in an area of the same size or fix other ecological problems in an area of the same size.
Apprehension Module 	¤20 * Size Class 	The ship may hold up to (5 * Size Class) prisoners for maximum security transport.
Fire Suppression Module 	¤40 * Size Class 	Provides (30 * Size Class) minutes worth of fire retardant material. It may be shot at a distance of up to 300 meters away from the ship. This accessory may only be used by a ship located in a planetary atmosphere.
Hospital Module 	¤50 * Size Class 	The ship may treat up to (2* Size Class) injured characters simultaneously. For the purposes of healing, the ship provides the Major Surgery Service (see Chapter 5.4).
Industrial Manipulator Module 	¤15 * Size Class 	The ship may perform any industrial duty; the intended function of the module should be indicated at the time of the ship's creation.
Waste Disposal Module 	¤75 	The ship incorporates a specialized tank designed to hold up to 50 cubic meters of non-hazardous waste material.
Refrigeration/Stasis Module 	¤100 	The ship incorporates a specialized tank designed to hold up to 50 cubic meters of material at temperatures below 0°C.
High Temp Storage Module 	¤110 	The ship incorporates a specialized tank designed to hold up to 50 cubic meters of material at temperatures above 100° C.
Bio-Hazard Storage Module 	¤150 	The ship incorporates a specialized tank designed to hold up to 50 cubic meters of hazardous waste material.
Bulk Cargo Module 	¤200 * Size Class 	The ship contains a volume of space up to (the minimum bounding box volume six Size Classes smaller than the ship) devoted to cargo hauling in addition to its normal cargo capacity. A ship may have one Bulk Cargo Module installed without penalty. Subsequent modules reduce the Accommodation space of the ship by 20% of its full amount and induce a +10 HD/BHD/FHD penalty; these penalties are cumulative and are also incurred if the Bulk Cargo Module is installed along with any type of Hangar Bay Module. A ship may never have more than five Bulk Cargo Modules installed.
Emergency Stasis Unit 	¤100 * Size Class 	This accessory can place an entire ship's compliment (crew and passengers alike) into stasis for an indefinite period, provided it has a continuous source of electrical power.
Automation Module 	¤25 * Size Class 	The ship can operate without a crew.
Cloaking Device 	¤500 * Size Class 	This device must be toggled on and off; while active, the ship gains a -25 HD/FHD bonus but may not fire weapons.
ECM Module 	¤20 * Size Class * x 	This accessory adds a +(5 * x) DC bonus to all Stealth Checks, where x is a whole number. It also adds a permanent -(5 * x) bonus to the ship's HD rating only.
SWACS Module 	¤30 * Size Class 	This accessory adds a +10 DC bonus to all Science Checks made for the purpose of scanning.
Non-Lethal Weapons Delivery System 	¤50 * Size Class 	The ship's weapons may be used to inflict an amount of Non-Lethal Damage equal to their normal amount of Lethal Damage to a target; this may only be used with guns and only while the ship is in atmosphere.
Airborne Delivery Module 	¤50* Size Class 	The ship can jettison cargo/passengers for safe airdrops to a planet's surface. The ship must be in atmosphere to use this accessory.
Orbital Insertion Module 	¤200* Size Class 	The ship can jettison cargo/passengers for safe drops from orbit to a planet's surface. The accessory does not include any provision for later retrieval.
Repair Bay Module 	¤100 * Size Class 	Allows the ship to repair buildings, other ships and vehicles that are as large as or smaller than itself.
Fuel Tank 	¤5 * Size Class 	This accessory adds ten fuel points to the ship's maximum fuel capacity.
Ramscoop 	¤100 * Size Class 	This accessory may be used to refill the ship's fuel tanks while still in flight. It cannot be used while any Impulse Engine or FTL-drive system is in use. It refuels the ship at a rate of ten fuel points per hour under normal flight. It can be configured to take in hydrogen from a gas giant at a rate of two fuel points per hour or from a star at a rate of fifteen fuel points per hour.
Turboinjector 	¤30 * x * Size Class 	Improves the craft's fuel efficiency by (x times ten) percent, where x is a whole number from one to ten (to a maximum of 100%). Only one Turboinjector may be installed on a given craft.
D-Drive 	¤750 	FTL Drive System. This drive allows a craft to make intermittent, low FTL jumps up to five AU in distance at an average speed of one thousand times its normal maximum speed.
Morvan Drive 	¤750 	FTL Drive System. This drive allows the ship to make FTL hops (see Chapter 8.4).
Akwende Drive 	¤1000 	FTL Drive System. This drive allows the ship to make instantaneous FTL jumps between systems (see Chapter 8.4).
Countermeasure Pod Dispenser 	¤10 + 1 per use 	The ship may elect to launch countermeasures in order to evade incoming ordnance. Each pod used adds +5 to the DC of any spoofing attempt performed. This bonus is only good for the round in which the pods are deployed. The dispenser cannot be refilled while the ship is in operation.
Enhanced Countermeasure Pod Dispenser 	¤20 + 1 per use 	The ship may elect to launch countermeasures in order to evade incoming ordnance. Each pod used adds +10 to the DC of any spoofing attempt performed. This bonus is only good for the round in which the pods are deployed. The dispenser cannot be refilled while the ship is in operation.
Phase Shields 	¤1,000 	The ship becomes immune to all forms of damage provided it is not hit by anything that can bypass its Shields (such as Antimatter Guns or torpedoes).
Signal Filter 	¤600 * Size Class 	If infection with the BSE Virus is indicated, a DC 50 saving roll may be made in order to avoid its effects.
Tractor Beam 	¤20 * Size Class 	This accessory enables a craft to tractor space-borne objects into its cargo hold (provided it has one).
Speed Enhancer 	¤8,000 * Size Class * x 	This accessory increase's a craft's listed maximum speed by x without a corresponding increase in its fuel consumption, where x is a number with two decimal points.
Afterburner 	25 * Size Class * x 	The ship may travel at x times its normal maximum speed for a period of one round; it discharges one installed Gun for each round in which it is used and does not begin recharging any discharged weapons until it is no longer being used.
Auxiliary Reactor Mount 	¤100 * Size Class 	This accessory allows a ship to add backup Engines as pods. Backup Engines must be of an equal or lesser Class than the main Engine. A +1 bonus is added to the ship's Initiative rating for each backup Engine installed. If the primary Engine is destroyed, the backup takes its place; the ship loses its Initiative bonus and must begin using the backup's speed/fuel efficiency figures.
Backup Shield Generator Mount 	¤25 * Size Class 	This accessory allows a ship to add a backup Shield. The backup counts as an additional accessory and must be of an equal or lesser Class than the main Shield. The shield hit points of all installed generators should be added together.
Backup Sensor Array 	¤500 	This accessory adds a +5 DC bonus to all Science Checks and backs up the main system in the event it is destroyed.
Backup Communications Array 	¤500 	This accessory adds a +5 DC bonus to all Communications Checks and backs up the main system in the event it is destroyed.
Gun Cooler/Capacitor 	¤20 * Size Class * x 	This accessory increases the number of Guns that may be recharged per round by x.
Shield Regenerator 	¤30 * Size Class * x 	This accessory Increases the ship's shield regeneration rate by x.
Inertial Target Tracking System (ITTS)	¤10 	This accessory multiplies the total number of weapons hits made by any single weapon by 1d5 and allows a quantity of hits in excess of the weapon's refire rate to occur.
Tracking Computer 	¤20 	This accessory enables a ship to fire all forms of ordnance that require a prerequisite lock.
Capship Systems Adapter 	¤1000 * Size Class 	This accessory allows a ship to mount equipment whose Class is above the normal maximum normally allowed for its chassis. Only one adapter is required to support multiple systems.
Reinforced Chassis 	(¤100 * Size Class) per level	This accessory allows a ship to mount an amount of armor above the normal maximum normally allowed for its chassis; the standard HD penalty applied for Armor is doubled for each centimeter above the normal maximum.
Permanent Pod Mount 	¤10 	This accessory allows a ship to mount one "permanent" external pod.
Expendable Pod Mount 	¤15 	This accessory allows a ship to mount one "permanent" or one "expendable" external pod.
Collapsible Sections 	¤100 	This accessory reduces the ship's volume by ¼ when it is not occupied.
External Docking Port 	¤10 	The ship may dock with any other ship or vehicle that is also carrying an External Docking Port.
Hangar Bay Module 	¤50 * Size Class 	The ship contains a volume of space up to (the minimum bounding box volume six Size Classes smaller than the ship) devoted to sheltering "child" vehicles. The parent ship may not be actively moving when deploying vehicles unless at least one Carrier Systems accessory is also installed. A ship may have one Hangar Bay Module installed without penalty. Subsequent modules reduce the Accommodation and Cargo space of the ship by 20% of their full amounts and induce a +10 HD/BHD/FHD penalty; these penalties are cumulative and are also inflicted if the module is installed alongside any smaller Hangar Bay Module types. A ship may never have more than five Hangar Bay Modules installed.
Half Hangar Bay Module 	¤40 * Size Class 	The ship contains a volume of space up to (the minimum bounding box volume seven Size Classes smaller than the ship) devoted to sheltering "child" vehicles. The parent ship may not be actively moving when deploying vehicles unless at least one Carrier Systems accessory is also installed. A ship may have one Half Hangar Bay Module installed without penalty. Subsequent modules reduce the Accommodation and Cargo space of the ship by 10% of their full amounts and induce a +8 HD/BHD/FHD penalty; these penalties are cumulative and are also inflicted if the module is installed alongside any smaller Hangar Bay Module types. A ship may never have more than five Half Hangar Bay Modules installed.
Quarter Hangar Bay Module 	¤30 * Size Class 	The ship contains a volume of space up to (the minimum bounding box volume eight Size Classes smaller than the ship) devoted to sheltering "child" vehicles. The parent ship may not be actively moving when deploying vehicles unless at least one Carrier Systems accessory is also installed. A ship may have one Quarter Hangar Bay Module installed without penalty. Subsequent modules reduce the Accommodation and Cargo space of the ship by 5% of their full amounts and induce a +6 HD/BHD/FHD penalty; these penalties are cumulative and are also inflicted if the module is installed alongside any smaller Hangar Bay Module types. A ship may never have more than five Quarter Hangar Bay Modules installed.
Eighth Hangar Bay Module 	¤20 * Size Class 	The ship contains a volume of space up to (the minimum bounding box volume nine Size Classes smaller than the ship) devoted to sheltering "child" vehicles. The parent ship may not be actively moving when deploying vehicles unless at least one Carrier Systems accessory is also installed. A ship may have one Eighth Hangar Bay Module installed without penalty. Subsequent modules reduce the Accommodation and Cargo space of the ship by 3% of their full amounts and induce a +4 HD/BHD/FHD penalty; these penalties are cumulative and are also inflicted if the module is installed alongside any Shelter Modules. A ship may never have more than five Eighth Hangar Bay Modules installed.
Shelter Module 	¤10 * Size Class 	The ship contains a volume of space up to (the minimum bounding box volume ten Size Classes smaller than the ship) devoted to sheltering "child" vehicles. The parent ship may not be actively moving when deploying vehicles unless at least one Carrier Systems accessory is also installed. A ship may have one Shelter Module installed without penalty. Subsequent modules reduce the Accommodation and Cargo space of the ship by 1% of their full amounts and induce a +2 HD/BHD/FHD penalty. A ship may never have more than five Shelter Modules installed.
Carrier Systems 	¤50 	The ship may deploy and/or recover one child vehicle while it is actively moving.
Areal Shield Generator 	Varies* 	This accessory adds a layer of enhanced Shielding to a specific system; the protected system must be specified in the craft's design. In the event the system is the object of a Target action, the extra SHP from the generator may be accounted for prior to the reduction of any SHP from the craft itself or the application of any damage to the system; note that the system may still sustain damage with the generator intact. The SHP endowed by an Areal Shield Generator regenerates at one-tenth the rate of the craft's shields. The generator is considered destroyed if it is ever reduced to zero SHP or less. The accessory costs one-tenth the normal price of an equivalent Class Shield; its effectiveness cannot exceed the normal maximum Shield Class for the ship's chassis unless a Capship Systems Adapter is also installed.
Weapons Station 	Varies* 	Allows the ship to mount specific weapons systems. For details on their functioning, see the discussion under the Weapons section in this sub-Chapter.
===Pods===
As previously mentioned, pods are add-on modules that attach to the outer hull of a capital ship. Pods themselves don't count as accessories but the ship on which they are to be mounted must have an available pod mount accessory of the correct type installed. There are two types of pods: permanent and expendable. Permanent pods remain attached to their mounts at all times; they are not designed to be removed unless the ship is in dry-dock. Expendable pods have a specific one-time use; they detach from the ship when they are activated. Permanent pods may be attached to an Expendable Pod Mount, but expendable pods must attach to an Expendable Pod Mount; they may not be attached to a Permanent Pod Mount. Like Weapons Stations, Pods may be the explicit targets of Targeting actions; they can sustain 100 points of damage before being destroyed. Unlike Weapons Stations, Pods may never be armored for additional survivability. When a Pod is Targeted, Core Damage will not occur unless it is destroyed; 1% Core Damage occurs when a Pod is destroyed. Pods have the following stats:
*Name: This is what the Pod is called.
*Cost: This lists the cost of the Pod in credits.
*Effect: This indicates what the Pod does; any additional notes on it are included here.
Standard Capital Ship Pods
Cargo Container Pod 	¤500 	Permanent pod. It adds 50 m3 of cargo carrying capacity to a ship.
Large Cargo Container Pod	¤500,000	Permanent pod. It adds 5,000 m3 of cargo carrying capacity to a ship.
Complement Pod 	¤1,000 	Permanent pod. It adds 4 12.5 m3 steerage cabins or an equivalent volume of accommodation space to a ship, which may be redistributed at the GM's discretion (maximum 50 m3).
Habitation Module Pod 	¤100,000	Permanent pod. It adds up to 5,000 m3 of habitation space to a ship.
Colony Pod 	¤100,000	Expendable pod. It establishes a pre-fabricated basic colony settlement on any previously cataloged world when deployed from a ship. The maximum initial supportable population is 500 persons per pod used on a single world; the new colony will grow at a rate determined at the GM's discretion. See Chapter 10.2.5 for further details on communities and settlements.
Escape Pods 	¤100 	Expendable pod. It adds sixteen 1.5625 m3 emergency escape vehicles to a ship. These pods can be resized as needed in order to add or remove vehicles (maximum total volume 50 m3). They may detach and activate upon an Abandon Ship action and may deploy without the installation of a Carrier Systems accessory on the ship.
Mission Module Pods 	¤200 	Permanent pod. This is a generic pod that holds specialized equipment for use in specific missions; the pods effects are at the GM’s discretion.
===Bonuses===
Finally, some capital ships may have special abilities by virtue of their design, referred to as bonuses. These abilities can make the ship more resistant to particular kinds of damage or make them more versatile. Naturally, ships of this nature have a tendency to be significantly more expensive. Bonuses are unlike other capital ship equipment in that they affect the ship as a whole and their cost is listed as a multiplier. The multipliers from bonuses are applied after the remainder of the ship's cost has been tallied as outlined in Chapter 7.2. Bonuses have the following stats:
*Name: This is a general description of the bonus.
*Cost Multiplier: This indicates the multiplier to be applied to the ship's final total cost.
*Effect: This is what the bonus does.
Capital Ship Ability Bonuses
Name 	Cost Multiplier 	Effect
Gun Resistant 	1.1, +.1 per point of Damage Reduction 	The ship is resistant to Gun fire; if it is hit by a Gun, the damage it inflicts is reduced by the indicated amount of damage reduction. If the damage would be reduced to zero or less, no damage occurs.
Ordnance Resistant 	1.2, +.1 per ten points damage reduction	The ship is resistant to missiles, mines, torpedoes and other forms of ordnance; if it is hit by any piece of Ordnance, the damage it inflicts is reduced by the indicated amount of damage reduction. If the damage would be reduced to zero or less, no damage occurs.
1/x General Damage Reduction	x (Denominator) 	All damage the ship takes is multiplied by 1/x (round down) before it is applied.
Modular Design 	1.5 	This bonus allows the removal and replacement of any installed accessories while the ship is in dry-dock.
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Category:WCRPG