Ship Building

## To Make a Space Ship

***REQUIRED*** SHIP PARTS: Chassis, Power Generator, Computer System, Main Propulsion, Vernier Propulsion, Bulkhead Structure, Atmospheric System

***OPTIONAL*** SHIP PARTS: Weapons, External Armor, Internal Armor, Auxiliary Systems, Artificial Gravity Generator, Negaton Drive

Build a ship using the guide below!

#### Spaceborn

If you have the Spaceborn Gift, each part costs a certain number of points relative to its overall price in credits and its rarity. You start with 40 points to spend, spread across a number of different modules. If something has a cost, it will be listed next to the item’s name between a pair of brackets!

Ex: Deluxe Rubber Ducky [25]

While many items vary in size, and thus in price, this does not affect their point costs, and you may freely choose their size. Certain items may always come in the smallest available size - these will be denoted with an asterisk (\*) next to their point total.

Ex: Limited Edition Rubber Ducky [35\*]

#### Purchase

If you are purchasing a space ship using money you gained from the Noble Born advantage, or from your exploits in character, you instead spend money equal to the listed Cost of the item. Each degree of Size over the item's minimum size increases the item's price by an additional 1%.

#### Relative Space Ship Power by Point Totals

10 – Escape pod, single-person civilian transport

20 – Most civilian very small, small and medium civilian ships

30 – Most large civilian ships, most small corporate ships

40 – Most medium corporate ships, most pirate ships, astrofighters, most PMC ships, most armed freighters, bounty hunters, et al.

50 – Very Large civilian ships, Large corporate ships

60 – Very Large corporate ships, small police ships

70 – medium police ships, small military ships

80 – Large police ships, medium military ships

100 – Very Large police ships, large military ships

140 – Very Large military ships

200 – Flagships

(Keep in mind that the massive point totals for combat vessels are primarily a result of them having multiple gun turrets or missile tubes)

## Ship Class

Although many space explorers like to analogize their exploits to those of famous ocean explorers like Marco Pollo and Magellan, the truth is that space exploration is completely different from ocean navigation. You can rely only on your instruments to guide you, and most starship designs more closely resemble rockets or submarines than boats. However, many nautical terms remain in use to describe certain kinds of ships. In general, there are five broad ship sizes: Very Small, Small, Medium, Large, and Very Large.

Ships within each of these categories vary in their particular sizes and shapes. The larger a ship is, the more room it has for crew or cargo or to attach equipment, but the more energy it takes to move it.

In order for a ship to move, it must have a **Thrust** equal to or greater than its Size. When performing maneuvers, a ship relies on its **Specific Impulse** to provide it with nimbleness and speed. Specific Impulse i

#### Very Small [1]

A very small ship could be a short-range civilian transport, an astrofighter, a small science vessel or even an escape pod. Ships of this size are the most common throughout the solar system. They include any ship shorter than 15 meters in length.

* **Minimum Size**: 8
* **Maximum Size**: 19
* **Cost**: 15,500,000c
* **Attributes**: 9 (3/5/5)

#### Small [2]

A small ship could be a military frigate or a cargo transport, a surveillance craft, luxury yacht or a mining vessel. Ships of this size are very common. With money, they can easily be refitted to serve an endless number of purposes. Small ships range between 16 and 40 meters in length.

* **Minimum Size**: 20
* **Maximum Size**: 49
* **Cost**: 35,850,000c
* **Attributes**: 9 (4/5/4)

#### Medium [4]

A medium ship could be an industrial transport or a military cruiser, a deluxe cruiseliner or a salvage hauler. These ships are between 41 and 90 meters in length.

* **Minimum Size**: 50
* **Maximum Size**: 119
* **Cost**: 125,000,000c
* **Attributes**: 10 (5/5/3)

#### Large [8]

Large ships vary greatly in their uses, from exploratory research vessels to military battleships or mobile mining bases. They range from 91 to 160 meters in length.

* **Minimum Size**: 120
* **Maximum Size**: 200
* **Cost**: 8,175,000,000c
* **Attributes**: 10 (6/5/2)

#### Very Large [16\*]

Very large ships are the least common vessels to see, and one can be considered lucky if they ever get to see one in person. Very large ships could be military carriers or dreadnaughts, massive industrial freighters or colony ships. They include any ship greater than 160 meters in length.

* **Minimum Size**: 201
* **Maximum Size**: ∞
* **Cost**: 105,000,000,000c
* **Attributes**: 11 (6/6/1)

## Chassis

Since there are such a wide variety of spaceship chassis’ in production in 2308, you get to design your own! Usually, space ships are longer than they are wide, and wider than they are tall, with many angles along the surface of the hull. Most ship chassis have a generally circular, hexagonal or octagonal shape when viewed from the front. Smaller ships may have wings and tails for atmospheric flight, while larger ships might have towers or additional structures jutting out from the main chassis. Here are some example chassis.

### Example Chassis

#### Future Forward Corp. A98 “*Astrofighter*”

An icon of Human militaries since before the solar civil war, Astrofighters exemplify the robust, three-dimensional design ethic of Sol’s engineers. An astrofighter is made up of a ball-shaped cockpit in the center with four wings attached to it, each one on a corner. The wings are swept back and angled away from the center, each one housing a vector thruster nozzle on the end. The base of the wings where they attach to the main module is attached via a ball and socket joint, allowing the wings to rotate 360 degrees. These very small ships rely on a single main thruster mounted on the back of the vessel. On the sides, top and bottom of the cockpit are mounts for weapon pods, and missile launch tubes are spread out on the wings.

#### Future Forward Corp. CC19 *“Condor”* Industrial Transport

One of the most common vessels in all of Sol, the Future Forward CC19 is a staple of Human society. With its robust and cost-effective design, it is easily acquired by most enterprises. The Condor has a detachable cockpit which also functions as an escape pod attached to a much wider main body by a thin airlocked “neck.” The main body is three times wider than it is tall, with large flat sections on the top and bottom. The main body is mostly rectangular except for cropped corners at the top, giving the condor a hexagonal cross-section from the front. Underneath the main body of the ship, four magnetic clamps hold the detachable cargo bay in place. The upper half of the ship has wings attached on either side which are angled 45 degrees downward and taper towards the rear. This medium-sized ship is usually propelled by a cluster of three main thrusters, with vector thrusters placed in divets along the corners and wings.

#### Kawasaki Heavy Industries Mark 3 Mod 1 *“Yuubokumin”* Frigate

An offensive frigate frequently used by the United Earth federation military, along with various paramilitary groups throughout the inner worlds. This small-sized vessel is long and flat with a single deck and rounded edges, cut in half by a space in the center of the ship which opens up in the front, but is connected in the rear. This space is usually used for mounting large weapons, such as torpedo launchers. The Yuubokumin has two wings attached near the rear which are parallel with the sides and taper towards the front. Both halves of the ship curve towards the center near the front. It is most often propelled by two main thrusters spaced out evenly on the back of the ship, with vector thrusters placed in divets along the rounded corners and wings.

#### Titan Aerospace GmbH. TSN-BC-07

A battlecruiser designed by the Republic of Titan’s state-sponsored aerospace R&D company. This large-sized ship uses a simple, but effective design to maximize armor capability, space utilization and crew comfort. The ship is very long, with an octagonal cross-section. The surface of the hull is littered with outcropped sensor towers and observation posts, but mostly adheres to the basic shape. It has two pairs of large, wide  wings which taper toward the back, spaced evenly along the middle of the ship’s sides. These “wings” are used for mounting additional turrets and vector thrusters, as the ship is too large for atmospheric flight. Usually, the TSN-BC-07 is propelled by a cluster of five thrusters on the rear, with vector thrusters placed in divets along the flat and wings.

#### Future Forward Corp. CC23 *“Ziz”*Freighter

Named after the legendary giant bird from Hebrew mythology, the Future Forward CC23 is aptly named. This very large ship chassis is one of the biggest industrial vessels ever developed. This ship is so huge, it more closely resembles a space station than a vessel, yet it is capable of high-speed, long-distance travel all the same. The Ziz is composed of six separate rectangular, detachable cargo bays mounted on either side of a cylinder along its length. At the rear of the vessel, on the top, is a dome-shaped structure intended to act as a bridge or command center. The cargo bays are held in place each by a single gigantic magnetic clamp which reaches around it from the top of the vessel. On either side of the Ziz, at the very back, the cylinder is widened with a flat top and bottom in order to accomodate three clusters of five thruster nozzles on the rear of the ship. Vector thrusters are usually mounted along the cylindrical main body of the ship, inside divets on the rounded corners.

## Power Generator

All ships require electricity to function. There are various types of power generators available, each with their own strengths and weaknesses. They function exactly the same as their terrestrial counterparts. The term “size-to-output ratio” refers to the increase in output for larger variants of the design. For power generators, “efficiency” refers to the amount of power they generate compared to the amount of fuel they consume.

#### Magnetohydrodynamic (MHD) Hydrogen Generator [1]

Very small, cheap, reliable and highly efficient, MHD Hydrogen Generators function by using a magnetohydrodynamic converter to convert thermal and kinetic energy into electricity. They are by far the most ubiquitous power generators for civilian vessels due to their ease of use, cheapness and good base output for their small size, but they have an extremely poor size-to-output ratio. MHD Generators are most often utilized on very small ships where space is at a premium, such as on shuttles, personal sized transport craft, space racers or astrofighters. They require frequent refueling, and are generally not intended for use on vessels that make extended voyages.

* **Minimum Size**: 5
* **Maximum Size**: 20
* **Cost**: 130,000c
* **Power Generated**: SIZE/4+10 per hour.
* **Fuel Consumed**: SIZE/5 units of Hydrogen Fuel per day

#### Turbine Generator [0]

Small and extremely cheap, the conventional Turbine Generator operates by burning liquid Hydrogen Fuel or Gasoline in a combustion engine and using the steam generated to turn a cylindrical heat engine, which converts its mechanical motion into electricity. Turbine Generators are very inefficient and of middling reliability; they have poor base output and also require frequent maintenance and refueling. They make up for these shortcomings by having a better size-to-output ratio than the next cheapest competitor, and by being the least expensive option among all generator designs. They are the second most popular space ship generators among civilians, especially on space ships that are of Medium or larger size.

* **Minimum Size**: 12
* **Maximum Size**: 30
* **Cost**: 56,290c
* **Power Generated**: SIZE/2 per hour, or SIZE/4 per hour when burning Gasoline
* **Fuel Consumed**: SIZE/2 units of Hydrogen Fuel or Gasoline per day

#### Nuclear Fission Reactor [2]

A very large power generation technology that relies on using the heat generated from a nuclear fission reaction to heat a liquid medium (usually water or liquid sodium) to the vaporization point, then using the steam to drive a heat engine (turbine). Nuclear Fission Reactors in particular tend to be much cheaper than Nuclear Fusion Reactors, but they are less efficient and prone to producing large amounts of nuclear waste. These types of reactors rely on a complex system of moving parts and require constant adjustment in order to function at peak capacity; going more than a few days without routine maintenance will result in an automatic shutdown in order to avoid nuclear catastrophe.

* **Minimum Size**: 20
* **Maximum Size**: 50
* **Cost**: 5,000,000c
* **Power Generated**: SIZE/2+15 power per hour
* **Fuel Consumed**: SIZE/20 Fission Fuel Rods per week
* **Waste Generated**: SIZE Nuclear Waste per day

#### Radioisotope Thermoelectric Generator (Fission) [3]

Radioisotope generators are similar to nuclear reactors, but do not use heat to drive a turbine. Instead, they function by converting thermal and kinetic energy from radioactive decay (specifically, electron beta decay) into electricity as the decaying particles strike the inside of the containment vessel. They have the advantages of being smaller, more reliable and more efficient compared to most nuclear reactors, but they are more expensive and lack the same raw power output. Unlike reactors that generate electricity using a heat engine, radioisotope generators are much less prone to failure as they have *far* fewer moving parts. They only require maintenance once a month or so. Fission based RTGs in particular give a lot of bang for their buck, especially on smaller vessels that might not be able to mount a full-sized reactor or carry enough fuel to power it for long.

* **Minimum Size**: 14
* **Maximum Size**: 46
* **Cost**: 11,500,000c
* **Power Generated**: SIZE/3+10 per hour
* **Fuel Consumed**: SIZE/20 Fission Fuel Rods per month
* **Waste Generated**: SIZE/2 Nuclear Waste per day

#### Nuclear Fusion Reactor [4]

A very large power generation technology that relies on using the heat generated from a nuclear fusion reaction to heat a liquid medium (usually water or liquid sodium) to the vaporization point, then using the steam to drive a heat engine (turbine). Nuclear Fusion Reactors in particular tend to be much more expensive than Nuclear Fission Reactors, but they are also more powerful, more efficient and do not produce nuclear waste. These types of reactors rely on a complex system of moving parts and require constant adjustment in order to function at peak capacity; going more than a few days without routine maintenance will result in an automatic shutdown in order to avoid nuclear catastrophe.

* **Minimum Size**: 20
* **Maximum Size**: 80
* **Cost**: 20,000,000c
* **Power Generated**: SIZE+20 power per hour
* **Fuel Consumed**: SIZE/20 Fusion Fuel Rods per week

#### Radioisotope Thermoelectric Generator (Fusion)  [5]

Radioisotope generators are similar to nuclear reactors, but do not use heat to drive a turbine. Instead, they function by converting thermal and kinetic energy from radioactive decay (specifically, electron beta decay) into electricity as the decaying particles strike the inside of the containment vessel. They have the advantages of being smaller, more reliable and more efficient compared to most nuclear reactors, but they are more expensive and lack the same raw power output. Unlike reactors that generate electricity using a heat engine, radioisotope generators are much less prone to failure as they have *far* fewer moving parts. They only require maintenance once a month or so. Fusion based RTGs in particular are among the most powerful and most space-optimized generators available for Very Small ships, but they are generally unpopular due to their expense and the abundance of solid competition.

* **Minimum Size**: 9
* **Maximum Size**: 65
* **Cost**: 48,150,000c
* **Power Generated**: SIZE/2+15 power per hour
* **Fuel Consumed**: SIZE/20 Fusion Fuel Rods per month

#### Nuclear Fusion Reactor (Tokamak) [8]

The final word in nuclear power technology, the "Tokamak" was originally invented in the 21st century as a tool for nuclear physics research. The same techniques and designs have since been applied towards converting the venerable Tokamak into the most powerful electrical generator Sol has ever seen. Tokamaks function by confining a fusion reaction inside an electromagnetic field in the shape of a torus, then collecting energy from both particle decay and the heat created by the reaction itself. Due to the extreme cost of Tokamak type reactors, they are almost never seen on Large or smaller vessels outside the military. Most often, they can be found serving as the main power plant aboard huge shipping freighters, small space stations or military battleships. Unlike standard reactors, Tokamaks are far more efficient and reliable. They use less fuel to produce equivalent amounts of power, and only need to receive maintenance once a month or so.

* **Minimum Size**: 22
* **Maximum Size**: 110
* **Cost**: 109,299,000c
* **Power Generated**: SIZE\*2 power per hour
* **Fuel Consumed**: SIZE/20 Fusion Fuel Rods per month

#### Thermophotovoltaic (TPV) Cell Array [2]

An array of thermophotovoltaic cells attached to rotating panels and arranged in a line, circle or square on the surface of a buoy that extends from a vessel. TPV Cell Arrays function by converting thermal energy collected from sunlight into electricity, and thus they will stop generating power if they lose line of sight to the nearest star. They are a very popular choice of power generator due to their relatively low cost, high reliability, and ease of scaling - their size can be increased or decreased after they have already been constructed simply by adding more solar panels. However, they have an extremely poor size-to-output ratio and use an inordinate amount of a vessel's available space, making them much more common in the civilian private sector than the military.

* **Minimum Size**: 16
* **Maximum Size**: ∞
* **Cost**: 900,000c
* **Power Generated**: SIZE/4 per hour
* **Fuel Consumed**: None

#### Solar Power Tower [6]

Enormous, bright and reflective towers that store heat generated by focusing sunlight on the tower with dozens or hundreds mirror reflectors. Solar Power Towers function by directing thermal energy collected from the distant sun into a liquid medium, usually liquid sodium, which is used to generate heat and steam in order to drive a heat engine (turbine) mounted internally. Though they are extremely powerful and efficient for the price, Solar Power Towers require direct line of sight to the sun to generate electricity and have a minimum size too large to be installed on any but the largest of starships. These drawbacks make them generally unpopular, but they have found a niche among civilian capital-size ships, orbital terraformers and other Very Large vessels.

* **Minimum Size**: 50
* **Maximum Size**: 120
* **Cost**: 3,500,000c
* **Power Generated**: SIZE per hour
* **Fuel Consumed**: SIZE Silicates per month

## Computer System

All ships require at least some computer systems in order to perform basic functions. Additional systems, such as fire control software (FCS), electronic counter-measures (ECM), and electronic counter-counter measures (ECCM) can give the vessel a great advantage in combat. Others may be more suited for civilian uses, such as material analysis or terraforming.

All computer systems provide ships with the ability to remotely control their primary and secondary systems from within the bridge or cockpit, but only some are capable of firing weapons this way.

All space ships are also equipped with an autopilot that can avoid obstacles and get them from point A to point B, but only some offer a bonus to dice rolls made by the ship when the autopilot is in control.

#### Basic Package [0]

Computer systems integrated with the starship allow automatic control of atmospheric feeds, power generation and navigation. This also includes a simple autopilot and the basic sensors required to find one’s way in space, such as RADAR sensors, LADAR sensors, galvanometers, magnetometers, hall effect detectors, and MEMS sensors.

* **Cost**: 32,500c
* **Power Consumption**: 1 per hour
* **Attribute Bonus**: +2 SEN
* **Autopilot Skill**: -1
* **Integrated Electronics**: None

#### Deluxe Package (Civilian) [1]

Includes the basic passage as well as additional sensors used for salvaging, mining and surveying, such as electroscopes, long-range audiovisual scanners, gravimetric sensors and material analyzers. Also includes an improved autopilot and a simple drone control system for commanding short-range probes.

* **Cost**: 288,999c
* **Power Consumption**: 2 per hour
* **Attribute Bonus**: +4 SEN
* **Autopilot Skill**: 0
* **Integrated Electronics**: Civilian Drone Controller (25,000mi)

#### Deluxe Package (Military) [2]

Includes the basic package, as well as a basic fire-control system for computer-assisted or completely automated targeting of onboard weapons, including missiles. Also comes with a basic ECCM suite for protection against short-range electronic attacks such as RADAR jamming or LASER guidance interference. Includes an enhanced auto-pilot and combat sensors.

* **Cost**: 599,000c
* **Power Consumption**: 3 per hour
* **Attribute Bonus**: +4 SEN
* **Autopilot Skill**: 1
* **Integrated Electronics**: Fire Control System (-1 die on automatic mode)

#### Premium Package (Civilian) [2]

Includes the Civilian Deluxe Package as well as advanced, long-range, penetrating sensors used for studying the internal composition of buildings, vehicles, spaceships, caves or even individual objects. Also included is a software suite used for scientific analysis, research and development. This package’s sensors have generally superior precision and efficiency compared to others, and it also includes a drone control system for commanding long-range probes.

* **Cost**: 725,000c
* **Power Consumption**: 3 per hour
* **Attribute Bonus**: +5 SEN, +3 PRO
* **Autopilot Skill**: 0
* **Integrated Electronics**: Civilian Drone Controller (1,000,000mi range), Analyzer+ (100,000mi range), Utilities Scanner+ (100,000mi range), Optical Structure Scanner+ (100,000mi range)

#### Premium Package (Military) [4]

Includes the Military Deluxe Package as well as a basic electronic warfare suite used for short-range jamming of missiles and sensors. Also comes with an upgraded ECCM system which can defend against long-range electronic warfare attacks such as negaton drive interdiction, FCS disruption and propulsion hacking. In addition, this package’s FCS has generally superior precision and efficiency compared to others, and it also includes a drone control system for commanding short-range fighter drones.

* **Cost**: 9,800,000c
* **Power Consumption**: 4 per hour
* **Attribute Bonus**: +4 SEN, +3 PRO
* **Autopilot Skill**: 2
* **Integrated Electronics**: Fire Control System (+1 bonus on manual mode), Combat Drone Controller (25,000mi range), Space Ship Software Hacking Suite, ECCM+ (1,000mi range), ECM+ (1,000mi range),

#### Ultimate Package (Civilian) [5]

Includes the Civilian Premium Package, but introduces a utility AI to assist the crew with most aspects of ship and sensor control. The utility AI is also capable of performing complex analyses much quicker than a normal computer and can detect false sensor readouts by constantly comparing relevant data. The utility AI is fully self-aware, but is programmed to serve and protect the registered crew of the ship and lacks free will.

* **Cost**: 550,000,000c
* **Power Consumption**: 12 per hour
* **Attribute Bonus**: N/A
* **Autopilot Skill**: N/A
* **Integrated Electronics**: Civilian Drone Controller (1,000,000mi range), Analyzer+ (100,000mi range), Utilities Scanner+ (100,000mi range), Optical Structure Scanner+ (100,000mi range), Utility AI

#### Ultimate Package (Military) [6]

Includes the Military Premium Package, but introduces a combat AI to assist the crew with most aspects of ship and weapon control. The combat AI is capable of performing complex analyses much quicker than a normal FCS, and can actively counter electronic warfare measures. The combat AI includes an advanced electronic warfare program used for long-range interdiction and FCS disruption. The combat AI is not self-aware, and lacks the corresponding problem-solving capabilities of a self-aware AI. However, it is also safer and more efficient for use during combat. Also includes an upgraded drone control system for commanding long-range fighter drones.

* **Cost**: 2,950,000,000c
* **Power Consumption**: 16 per hour
* **Attribute Bonus**: N/A
* **Autopilot Skill**: N/A
* **Integrated Electronics**: Fire Control System (+1 bonus on manual mode), Combat Drone Controller (1,000,000mi range), Space Ship Software Hacking Suite, ECCM+ (1,000mi range), ECM+ (1,000mi range), Combat AI

## Main Propulsion

The main propulsion is what is used to impart the majority of the ship’s forward thrust to its mass. “Thrust” refers to the overall output the thruster is capable of when sustained over time, while “specific impulse” refers to the immediate output the thruster is capable of when “pulsed.” Thrusters optimized for specific impulse allow for extreme shifts in speed and inertia by generating quick bursts of speed, but are generally very power-inefficient when used for sustained periods of time.

**Mechanically**, a space ship will continue to accelerate faster and faster each round it is moving by a number of MPH equal to the difference between its Size and Thrust. When turning or evading in space, ships benefit greatly from having a Specific Impulse that is greater than their current velocity. If a ship's velocity is greater than its Specific Impulse, it takes a -1 penalty to AGI for the duration of the round. If its velocity is more than two times its Specific Impulse, it takes a -2 penalty to AGI, at three times, it takes a -3 penalty to AGI, and so on.

Most engines require fuel to function, and similarly to standard vehicles, they can carry an amount of fuel equal to the engine's Size.

In most cases, engines with a high Specific Impulse are better suited for vessels which are intended to be agile in combat, while engines with a high Thrust are best suited for vessels that are too large to be agile, or which need to move quickly in a straight line at sublight speeds.

#### Rocket Engine [0]

Conventional chemical rocket thrusters, as seen on space shuttles since the 20th century. They are incredibly cheap to purchase and refuel, but are very inefficient, have extremely low thrust and specific impulse and are somewhat unreliable. They also have a very poor size-to-output ratio and require frequent maintenance due to their parts moving at high temperatures. These extremely cheap engines are a budget option even for civilian enterprises, and are not recommended for combat vessels. They take very cheap conventional liquid oxygen rocket fuel, just like many of their centuries old ancestors.

* **Minimum Size**: 2
* **Maximum Size**: 20
* **Cost**: 5,500c
* **Power Consumption**: 0
* **Forward** **Thrust**: SIZE\*2+10
* **Specific Impulse**: SIZE/2
* **Fuel Consumption**: SIZE\*2 per day
* **Fuel Cost**: 250c/unit

#### Hall Effect Thruster [1]

A Hall-effect thruster (or HET) is a type of ion thruster in which the propellant is accelerated by an electric field. HETs use a magnetic field to limit the axial motion of electrons in the fuel and then use them to ionize the propellant as it exits the thruster nozzle, efficiently accelerating the ions to produce thrust before neutralizing them in the plume. By and large, HETs are the go-to propulsion system for the majority of starship captains owing to their combination of efficiency, reliability, relative cheapness and overall balance. HETs use inexpensive compressed xenon gas as fuel, although they tend to require refueling more often than other designs.

* **Minimum Size**: 8
* **Maximum Size**: 40
* **Cost**: 250,000c
* **Power Consumption**: 3 per hour
* **Forward** **Thrust**: SIZE\*3+10
* **Specific Impulse**: SIZE+5
* **Fuel Consumption**: SIZE per day
* **Fuel Cost**: 440c/unit

#### Gridded Ion Thruster [2]

A type of radio-frequency ion thruster that uses a pair of high-voltage grids of electrodes to accelerate ions using electrostatic forces. Propellant atoms are injected into the discharge chamber and are ionized by electron bombardment, forming a plasma sheath at a hole in the grid. These atoms are then accelerated by the difference in electric potential between the first and second grids and guided through the extraction holes by the powerful electric field. Although Gridded Ion Thrusters have generally inferior Thrust and Specific Impulse compared to other types of propulsion and consume a disproportionate amount of power, they are extremely reliable. Gridded Ion Thrusters almost never require maintenance and are known for having a much longer operational lifespan than most forms of propulsion. They also never require refueling, as they use recycled nitrogen atoms from the air as propellant, making them extremely popular for ships that may not have access to maintenance facilities, or which perform long-duration trips without support.

* **Minimum Size**: 5
* **Maximum Size**: 25
* **Cost**: 319,999c
* **Power Consumption**: 4 per hour
* **Forward** **Thrust**: SIZE\*3
* **Specific Impulse**: SIZE
* **Fuel Consumption**: None
* **Fuel Cost**: None

#### Magnetoplasmadynamic (MPD) Thruster [4]

A form of electrically powered spacecraft propulsion which uses the Lorentz force (the force on a charged particle by an electromagnetic field) to generate thrust. They are sometimes referred to as Lorentz Force Accelerators (LFA) or MPD arcjet thrusters. Generally, a gaseous material is ionized and fed into an acceleration chamber, where the magnetic and electrical fields are created using a power source. The particles are then propelled by the Lorentz force resulting from the interaction between the current flowing through the plasma and the magnetic field out through the exhaust chamber. MPD thrusters are somewhat unreliable due to the high temperatures involved and the fact that their plume lacks a plasma sheath; they consume a large amount of power and perform poorly at small sizes and at sustained burns. However, MPDs make up for their litany of drawbacks by having the greatest Specific Impulse available among common spacecraft engines. For that reason alone, MPDs are very popular with astrofighters and other small combat vessels. MPD Thrusters use commonly available compressed lithium canisters as fuel.

* **Minimum Size**: 4
* **Maximum Size**: 32
* **Cost**: 2,200,000c
* **Power Consumption**: 12 per hour
* **Forward** **Thrust**: SIZE\*2+5
* **Specific Impulse**: SIZE\*3+10
* **Fuel Consumption**: SIZE/2 per day
* **Fuel Cost**: 550c

#### Variable Specific Impulse Magnetoplasma Rocket (VaSIMR) [5]

A class of electrothermal radio-frequency ion thruster, VaSIMR has been described as a convergent-divergent nozzle for ions and electrons. It can be thought of as an electrodeless version of an arcjet rocket that can reach higher propellant temperature by limiting the heat flux from the plasma to the structure. Neither type of engine uses electrodes, thus eliminating the electrode erosion that shortens the life of other ion thruster designs. Since every part of a VaSIMR engine is magnetically shielded and does not directly contact plasma, VaSIMR thrusters are highly reputed for their durability and reliability. When the thruster is activated, the propellant is injected into a hollow cylinder surfaced with electromagnets. On entering the engine, the gas is first heated to a cold plasma by a helicon radio frequency coupler that bombards the gas with electromagnetic waves, stripping electrons off the propellant atoms and producing a plasma of ions and loose electrons that flow down the engine compartment. By varying the amount of energy dedicated to RF heating and the amount of propellant delivered for plasma generation, VaSIMR engines have the capability of generating either low-thrust, high–specific impulse exhaust or relatively high-thrust, low–specific impulse exhaust.

* **Minimum Size**: 8
* **Maximum Size**: 38
* **Cost**: 29,500,000c
* **Power Consumption**: 7 per hour in Thrust mode; 11 per hour in Pulse mode
* **Forward** **Thrust**: SIZE\*3+10 in Thrust mode; SIZE\*2+5 in Pulse mode
* **Specific Impulse**: SIZE in Thrust mode; SIZE\*2+10 in Pulse mode
* **Fuel Consumption**: SIZE\*2 per day
* **Fuel Cost**: 1,325c

#### Nano-particle Field Extraction Thruster (NanoFET) [8]

An inordinately expensive style of charged-particle ion thruster, the NanoFET engine is capable of varying its specific impulse and thrust output, similarly to its main competitor, VaSIMR. Unlike VaSIMR, NanoFET thrusters use much more expensive carbon nanotube suspensions as fuel. By varying the output size of the carbon nanotubes as they are ejected from the engine exhaust, the NanoFET can alter its flight characteristics without harming its power efficiency. This also allows NanoFET engines to operate for extended lengths of time without refueling. NanoFET thrusters function in a fairly straightforward manner. They consist of three main parts: a particle storage area, a charging pad, and an acceleration grid. First, it transports the carbon nanotube particles to the charging pad, ionizing them. As the particles gains charge, the pulling force from the acceleration grid increases. Eventually, this pulling force overpowers the electro-magnetic and surface adhesion forces between the particles and charging pad, causing the particle to begin accelerating towards the acceleration grid until it is shot out of the exhaust, consequently pushing the ship in the opposite direction. The NanoFET is a generally unpopular propulsion system due to its extremely high cost and inferior performance at small sizes compared to many other designs; however, their power and efficiency scales with their size better than nearly any other engine.

* **Minimum Size**: 14
* **Maximum Size**: 46
* **Cost**: 195,000,000c
* **Power Consumption**: 8 per hour
* **Forward** **Thrust**: SIZE\*4 in Thrust mode; SIZE in Pulse mode
* **Specific Impulse**: SIZE\*2 in Thrust mode; SIZE\*2 in Pulse mode
* **Fuel Consumption**: SIZE/2 per day
* **Fuel Cost**: 24,500c

#### Magnetic Sail (Solar Sail) [3]

A magnetic sail (also called a solar sail) is a method of spacecraft propulsion which uses a static magnetic field to deflect charged particles radiated by the sun as a plasma wind, thus imparting momentum to accelerate the spacecraft. An ancient theoretical technology hailing from the 20th century, magnetic sails have only recently come into vogue in the Solar System due to improvements in modern designs which allow them to thrust directly against planetary and solar magnetospheres. Compared to other forms of propulsion, magnetic sails are considered much more niche and unique. They have a lower thrust output than other engines and will only function within line of sight to a nearby star or close proximity to a planet; they often must be built very large in order to be effective, and they have extremely poor specific impulse. Magnetic sails are fairly uncommon due to their disadvantages, but they are still popular in certain circles, especially among freighter pilots. This is because they have no moving parts and almost never require maintenance; they consume no power to use, never need to be refueled, cannot be jammed or hacked, and to top it off, they are the cheapest propulsion system available at their colossal size. Some of the largest magnetic sails are even capable of outperforming the thrust output of ion engines that cost thousands of times the credits, although even at their biggest, they are always ill-suited for combat due to their extremely poor specific impulse.

* **Minimum Size**: 24
* **Maximum Size**: 80
* **Cost**: 380,000c
* **Power Consumption**: None
* **Forward** **Thrust**: SIZE\*2
* **Specific Impulse**: SIZE/4
* **Fuel Consumption**: None
* **Fuel Cost**: None

## Vernier Propulsion

Vernier propulsion uses small, rotating thrusters placed all over a vessel to control its orientation in a three-dimensional space. Although they do not make a ship any quicker, they use short bursts with a high specific impulse to affect the its course. Vernier thrusters do not provide any additional forward thrust, but instead provide thrust while moving up, down, backwards, left or right, and supplement the Specific Impulse of rear-mounted primary engines.

#### Miniature Rocket Engines [0]

Miniaturized chemical rocket thrusters, no different from their rear-mounted primary variant except for scale. Even moreso than rocket engines used for primary propulsion, miniature rocket engines are widely viewed as the absolute worst option available for vernier propulsion and are only ever considered by the captain operating on a shoestring budget.

* **Minimum Size**: 4
* **Maximum Size**: 12
* **Cost**: 3,500c
* **Power Consumption**: 0
* **Vernier** **Thrust**: SIZE\*2+5
* **Specific Impulse**: SIZE/2
* **Fuel Consumption**: SIZE\*2 per day
* **Fuel Cost**: 250c/unit

#### Miniature Hall Effect Thrusters [1]

Hall-effect thrusters which have been miniaturized and installed around a ship in order to enable vectored propulsion. Just like primary Hall Effect Thrusters, these miniaturized variants are the most popular vernier propulsion system in Sol owing to their balanced combination of traits, cheap cost and ease of maintenance. They are the go-to vernier thrusters for most starship captains.

* **Minimum Size**: 1
* **Maximum Size**: 10
* **Cost**: 165,000c
* **Power Consumption**: 2 per hour
* **Vernier** **Thrust**: SIZE\*3+5
* **Specific Impulse**: SIZE
* **Fuel Consumption**: SIZE per day
* **Fuel Cost**: 440c/unit

#### Pulsed Plasma Thrusters [2]

The simplest form of electric spacecraft propulsion and the first ever developed, Pulsed Plasma Thrusters, also known as PPTs, are still considered one of the finer choices for vernier propulsion on combat vessels, even though the technology is insufficient for use as a primary engine on modern spacecraft. The first stage in PPT operation involves an arc of electricity passing through the fuel, causing ablation and sublimation of the fuel. The heat generated by this arc causes the resultant gas to turn into plasma, thereby creating a charged gas cloud. Due to the force of the ablation, the plasma is propelled at low speed between two charged plates -an anode and cathode. Since the plasma is charged, the fuel effectively completes the circuit between the two plates, allowing a current to flow through the plasma. This flow of electrons generates a strong electromagnetic field which then exerts a Lorentz force on the plasma, accelerating the plasma out of the PPT exhaust at high velocity. Pulsed Plasma Thrusters provide poor vernier thrust compared to other ion engines and consume a great deal more power than most, but they have a powerful specific impulse and are highly reliable. They also share the same type of propellant as HETs, making them easy to find fuel for in any remotely civilized area.

* **Minimum Size**: 1
* **Maximum Size**: 12
* **Cost**: 179,999c
* **Power Consumption**: 5 per hour
* **Vernier** **Thrust**: SIZE+10
* **Specific Impulse**: SIZE\*3+15
* **Fuel Consumption**: SIZE per day
* **Fuel Cost**: 440c/unit

#### Pulsed Inductive Thrusters [2]

A very early ion thruster design that was invented during the peak of the space race in the mid-20th century. A plasma propulsion engine using perpendicular electric and magnetic fields to accelerate a propellant, Pulsed Inductive Thrusters, or PITs, are a popular choice for vessels that are unlikely to have access to maintenance facilities or for those which perform very long-duration flights. Though they function similarly to other electrodeless ion thrusters, PITs are specifically purpose-made for heightened fuel economy. As such, they have comparatively middling thrust and specific impulse, but very low power and fuel consumption. They are also very cheap to both purchase and refuel and have relatively superior scalability next to similarly priced options.

Average thrust and reliability, average specific impulse, very small size, average cost, low power consumption. Has a high size-to-output ratio and requires occasional refueling (uses cheap compressed argon canisters); has few moving parts, but still requires occasional maintenance. Recommended for starships that are unlikely to have access to maintenance facilities, or those which perform long-duration flights. Commonly seen on large cruise ships and transport vessels.

* **Minimum Size**: 3
* **Maximum Size**: 24
* **Cost**: 212,250c
* **Power Consumption**: 1 per hour
* **Vernier** **Thrust**: SIZE\*2
* **Specific Impulse**: SIZE\*4
* **Fuel Consumption**: SIZE/4 per day
* **Fuel Cost**: 150c/unit

#### Electrodeless Plasma Thrusters [3]

A late 20th century spin on an electrodeless version of the venerable PPT. Developed by the French Atomic Energy Commission, the Electrodeless Plasma Thruster, or EPT, is often described in literature as an "Electrodeless-Ionization Magnetized Ponderomotive Acceleration Thruster" to differentiate it from other electrodeless ion engines. In popular parlance, however, most people in Sol refer to them as EPTs. The use of ponderomotive force to accelerate a plasma through the thruster nozzle makes the EPT unique among electrodeless ion engine designs. Unlike electrodeless gridded or inductive engines, the EPT's exhaust plume is extremely dense, producing a large amount of thrust while maintaining low power consumption. This is accomplished by cooling the plasma through electron cyclotron resonance before it is released through the thruster nozzle. As a result of this process, however, EPTs have very poor specific impulse, making them unsuitable for high-speed dogfighting or evasive maneuvers. EPTs are most popular with combat vessels that serve in a supporting role, such as missile cruisers, that benefit from having the capability to move backwards and laterally at high speed so they can keep their targets at range. EPTs use the same lithium gas canisters as HETs for fuel, giving them an inherent advantage over more expensive engines that use rarer types of propellant.

* **Minimum Size**: 6
* **Maximum Size**: 28
* **Cost**: 208,190c
* **Power Consumption**: 2 per hour
* **Vernier** **Thrust**: SIZE\*3+10
* **Specific Impulse**: SIZE\*2
* **Fuel Consumption**: SIZE/4 per day
* **Fuel Cost**: 440c/unit

#### Field-emission Electric Propulsion (FEEP) Thrusters [4]

An advanced electrostatic space propulsion technology prototyped in the early 21st century, but which was not perfected until after the Warp War. Field-emission Electric Propulsion Thrusters, or FEEP thrusters are a form of ion thruster that uses liquid caesium as a propellant instead of a noble gas. A FEEP engine consists of an emitter and an accelerator electrode which have a potential difference 10 kV applied between the two, generating a strong electric field at the tip of the metal surface. The interplay of electric force and surface tension generates surface instabilities which give rise to Taylor cones on the liquid surface. At sufficiently high values of the applied field, ions are extracted from the cone tip by field evaporation or similar mechanisms, which then are accelerated to high velocities. FEEP Thrusters are extremely reliable and provide high thrust and specific impulse, but they are very expensive to purchase, with equally expensive fuel. They also tend to be on the smaller side and are less suitable for upscaling than other options. While FEEP Thrusters provide the best balance of attributes compared to their competitors and are especially powerful for their size, they lack the raw capability of larger, more specialized options.

* **Minimum Size**: 1
* **Maximum Size**: 14
* **Cost**: 1,525,000c
* **Power Consumption**: 3 per hour
* **Vernier** **Thrust**: SIZE\*2+30
* **Specific Impulse**: SIZE\*2+30
* **Fuel Consumption**: SIZE/2 per day
* **Fuel Cost**: 5,330c/unit

## Bulkhead Structure

A bulkhead is an internal wall separating compartments within a ship. Bulkheads allow individual sections of a ship to retain air in the event of a hull breach by using airlocks to seal off the breached compartment. You can decide the layout of the bulkheads within your vessel at your leisure; alternatively, you may use one of these common layouts!

#### Basic Layout 1

This standard layout is commonly seen on many starships throughout Sol. It consists of a cockpit or bridge at the front of the vessel, a cargo hold at the bottom or the rear of the vessel depending on its size, and engineering systems such as power generators, computer mainframes and atmospheric control systems in the center where they are most protected. Other rooms, such as bedrooms or bunks, dining areas, rec rooms, kitchens, armories etc. are spaced out along a hallway that leads from the front to the back of the vessel in a straight line, sometimes with multiple hallways on multiple decks parallel to one-another. In addition, maintenance tunnel entrances are located between rooms, in order to allow access to atmospheric pump rooms, thruster maintenance rooms, emergency closets, etc.

#### Basic Layout 2

This standard layout is commonly seen on many starships throughout Sol. It consists of a cockpit or bridge at the front of the vessel, a cargo hold at the bottom or the rear of the vessel depnding on its size, and engineering systems such as power generators, computer mainframes and atmospheric control systems in the center where they are most protected. Other rooms, such as bedrooms or bunks, dining areas, rec rooms, kitchens, armories etc. are spaced out along multiple hallways that go around the ship in a rectangular shape, with some hallways in the center leading from one side to the other. When a ship has multiple decks, the hallways on each deck are parallel to eachother. In addition, maintenance tunnel entrances are located between rooms and on the outside walls of the hallways.

#### Space-Optimized Layout

This layout is somewhat uncommon due to its unintuitive nature, and is usually seen on military starships or pirate vessels on a budget. This layout has no obvious progression – instead, it is entirely optimized for utilization of space inside the vessel. Important areas are muddled together as close to eachother as possible, usually with rooms leading into one another, while rooms such as bedrooms or the kitchen are simply put wherever they will fit. In addition, maintenance tunnels must take a path to go around or in between the rooms, turning them into a labyrinthine maze.

#### Luxury Layout

This layout is commonly seen on large starships or expensive space yachts. Power generation and other engineering systems are kept separate from the rest of the vessel, usually in the front, rear, or (in the case of multi-deck ships) bottom of the ship, so that their operation does not bother non-engineering crewmembers. Multiple intersecting hallways criss-cross the ship, in order to make it easy to get from one room to another. The bridge is usually in the center of the ship, so it can be quickly accessed from any area, while rooms such as bedrooms, kitchens, rec rooms etc. are spaced out along the sides of the ship, so that the areas most frequented by the crew have a majestic view of space.

## Life Support

A life support system is used to provide the cabin of a space ship with breathable air at a tolerable temperature. Often, such systems also include special hazard shutters, alarms, blast doors, or other measures meant to keep oxygen from leaking into space, purify the air supply, alert the crew to problems with life support, and more.

#### Refillable Finite Air Supply [0]

This budget option is normally used on small, short-range vessels such as shuttlecraft and on emergency escape pods. Rather than actually recycling the air supply, this simple design uses a series of pumps to inject a fresh nitrogen-oxygen air mix from a pressure tank into the cabin and scrubs carbon dioxide into separate tank, but has no other functions.

* **Cost**: 50,000c
* **Power Consumption**: 0 per hour
* **Air Supply**: Ship's SIZE hours

#### Basic Atmospheric Distribution System [1]

This life support system uses a series of pumps and scrubbers to inject a nitrogen-oxygen air mix into the cabin and scrub carbon dioxide and exhaled nitrogen into their own tanks. As air returns to the main atmospheric control room, it passes through a series of filters which separate the elements into their own independent tanks. Pure oxygen and nitrogen are then mixed into another tank at an optimum ratio, and the recycled air is pumped back through the feed.

* **Cost**: 220,000c
* **Power Consumption**: 3 per hour
* **Air Supply**: Unlimited

#### Deluxe Atmospheric Distribution System [2]

Like the basic system, except it also includes a series of programmable air alarms and emergency airlocks, at least one for each room on board the ship. These air alarms passively detect harmful changes to the atmosphere of a room and will automatically close emergency airlocks in the event of a breached bulkhead or a fire. Although the air alarms are capable of detecting harmful gasses and gas ratios, they can only identify gasses which are contained within the atmospheric pressure tanks. In the event of atmospheric sabotage with harmful gasses or toxins, the harmful substance will simply be listed as “unknown.” This system is also capable of performing a manual panic syphon or panic drain, in which the vents in a room deactivate and the scrubbers attempt to empty the room of all gasses, including air, in order to correct an atmospheric problem such as overpressure or a harmful gas leak.

* **Cost**: 480,000c
* **Power Consumption**: 3 per hour
* **Air Supply**: Unlimited
* **Integrated Devices**: Air Alarms, Basic Gas Analyzers, Emergency Bulkheads

#### Premium Atmospheric Distribution System [3]

Like the Deluxe system, except with greatly enhanced functionality. In addition to more efficient pumps and scrubbers, this system’s air alarms can identify almost any gas and will automatically attempt to correct air mix ratios. This system also has filtration scrubbers, which will automatically filter harmful gasses out of the air. In addition, individual rooms come equipped with isolated distribution systems in case of a pipe breach or failure.

* **Cost**: 875,399c
* **Power Consumption**: 2 per hour
* **Air Supply**: Unlimited
* **Integrated Devices**: Air Alarms, Advanced Gas Analyzers, Siphon Filters, Emergency Bulkheads

#### Ultimate Atmospheric Distribution System [4]

Like the Premium system, except with the greatest possible functionality. In addition to having the best pumps and scrubbers on the market, this system uses EMP-hardening and vacuum-tube technology in non-essential areas so that the atmospheric recycling system will continue to operate in the event of an EMP. This system also includes a backup capacitor which can power the pumps and scrubbers for up to 48 hours, even if main power fails.

* **Cost**: 1,499,000c
* **Power Consumption**: 1 per hour
* **Air Supply**: Unlimited
* **Integrated Devices**: Air Alarms, Advanced Gas Analyzers, Siphon Filters, Emergency Bulkheads, Hardened Piping, Auxiliary Battery

## Weapons

As the myriad of weapons in Sol is too large to list them all here, this list will only contain broad variations. All weapons are mounted either forward-facing, on cylindrical turrets, or on ball-and-socket shaped hardpoints, and can be controlled manually from within the hardpoint joint or automatically from the bridge if a ship has a fire-control system. Although advanced super-weapons are more specialized, conventional weapons can have an enormous range of compatible munitions. Missiles and rockets might come in EMP or Nuclear flavors, and firearms can use incendiary or armor-piercing ammunition to improve their lethality.

#### Low-caliber Point-Defense Gun [1]

A low-caliber (sub-.50) automatic machinegun meant for destroying incoming missiles, picking off boarding parties as they scale the outer hull, or eliminating fighter drones. Common on all types of ships, including civilian, as they are cheap, reliable and effective. However, they are usually thought of as self-defense weapons, because it is extremely difficult to destroy a starship with a low-caliber weapon.

#### High-caliber Point-Defense Gun  [3]

A high-caliber (.50 BMG to 14.5mm) automatic machinegun capable of both point defense and direct offense. Usually seen on private military ships, pirate vessels, corporate cargo vessels and independent ships near the fringe of Sol, these weapons are more expensive than their lower-caliber counterparts. However, they make up for their price with their destructive power, as most ships without extra armor plating on the hull can eventually be eliminated with concentrated fire from these weapons.

#### Low-caliber Autocannon [5]

A comparatively low-caliber (20-25mm) autocannon used for direct engagements and fast-paced combat. These weapons are more expensive than normal machineguns and are almost exclusively mounted on vessels built for battle. These weapons can much more reliably defeat unarmored vessels than machineguns, but are too large and cumbersome to be used as point-defense weapons against boarding parties or missiles. However, they can still track and target fighter drones.

#### High-caliber Autocannon [7]

A comparatively high-caliber (25-40mm) autocannon used for direct engagements. These weapons are more expensive than low-caliber autocannons, and are almost exclusively mounted on vessels built for battle. They can reliably dispatch vessels with light armor using concentrated fire, but are too large and cumbersome to be used as point defense weapons at all.

#### Low-caliber Artillery Cannon [9]

A comparatively low-caliber (50-100mm) artillery cannon used for mid to long-range engagements. These weapons are more expensive autocannons, and are almost exclusively mounted on larger combat vessels. They can eventually dispatch vessels with moderate armor with repeated hits, but are too large and cumbersome to be used against smaller, faster craft such as astrofighters or escape pods.

#### Mid-caliber Artillery Cannon [11]

An artillery cannon of intermediate caliber (100-160mm) used for long-range engagements. These weapons are more expensive than their lower-caliber cousins, and cannot be mounted on frigates. They can reliably dispatch moderately armored vessels, but are too large and cumbersome to be used against smaller, faster craft such as shuttle transports or certain high-speed frigates.

#### High-caliber Artillery Cannon [13]

A comparatively high-caliber artillery cannon (160-250mm) used for very long-range engagements. These weapons are more expensive than their lower-caliber cousins, and cannot be mounted on cruisers or smaller vessels. They can eventually dispatch heavily armored vessels, but are too large and cumbersome to be used against smaller, faster craft such as frigates or certain high-speed cruisers.

#### Rocket Pod [10]

An unguided, multiple-launch rocket system that allows for close-range bombardment of larger or clustered targets. These weapon systems are considerably more expensive than firearms. Rockets become more powerful as their size is scaled up. Unfortunately, unguided rockets are too inaccurate for use at mid to long range in most cases, and are almost exclusively used by hit-and-run attack vessels such as fighters and frigates, along with certain high-speed cruisers.

#### Missile Launcher [12]

A system containing a tube (or tubes) and autoloading mechanism for the use of guided missiles. Various types and sizes of missiles exist, and so these versatile weapons can be found mounted on almost any class of ship. They are considerably more expensive than firearms. Missiles become more powerful as their size is scaled up. Although they can be used at almost any range, these accurate weapons lack the sheer firepower of multiple-launch rocket systems at close range and are susceptible to jamming and hacking.

#### Torpedo Launcher [14]

A system containing a tube and autoloading mechanism for the use of guided torpedoes. Various types of torpedoes exist, but torpedoes are inherently very large, so these weapons cannot be mounted on frigates or cruisers. These weapons are extremely expensive, but inflict levels of damage which reflect their price. In most cases, a single torpedo will completely destroy its target. The weakness is in their slow mid-flight correction speed as a result of their large mass, and their susceptibility to jamming and hacking. Torpedoes are the most common delivery method for nuclear weapons.

#### Railgun [20]

A weapon which uses electromagnetic rails to launch armor penetrators at incredible speeds. These rare, powerful guns draw far more power than conventional firearms and are extremely expensive. However, they make up for it with their ability to penetrate all but the toughest armor. In addition, railguns can reliably strike targets at much greater distances than normal firearms due to the speed of the projectile. However, as a result of using large, cumbersome ammunition, they tend to have very limited ammunition storage.

#### Gauss Gun [20]

Similar to Railguns, Gauss Guns propel a penetrator using electromagnetic coils instead of rails. This allows for a much higher firing rate, but at the cost of greatly reduced power. Gauss Guns are still much more destructive than conventional firearms, however, and ‒ like their cousins ‒ require a large amount of electricity. Since they produce less power, Gauss Guns use smaller projectiles to reach similar velocities to railguns. These smaller projectiles inflict far less damage than the long penetrators railguns can accelerate, but they allow for a greatly increased ammunition capacity and fire rate.

#### Amplified Electromagnetic Weapon System (AEWS) [23]

A weapon which projects an amplified beam of electromagnetic radiation, usually light or microwaves. Also referred to as a LASER, MASER, GRASER, or XRASER gun (depending on the frequency), these weapons are extraordinarily powerful, but require enormous amounts of power to operate. In addition, they are many orders of magnitude more expensive than conventional weapons, and are especially weak against ablative armor. However, against most vessels one might encounter in Sol, a focused attack from an AEWS is more than enough to ensure total annihilation.

#### Lightning Arc Projector [26]

A powerful plasma-based weapon which uses a gaseous mist filled with superconductive particles to direct a stimulated electric discharge to strike its target. Thus the weapon appears to “charge” for a moment before firing, but this is just to ensure that the electrical arc follows a predictable path. When the particles make contact with the target, the weapon creates an electrostatic discharge which bounces between them, eventually reaching the targeted point and dealing enormous damage. The weapon draws even more power than an AEWS and is too slow and cumbersome to be effective against smaller vessels. However, its sheer destructive potential allows it to eliminate even heavily-armored vessels with just one or two blasts.

#### EM-Encased Plasma Projector [26]

A plasma-based weapon which uses a field of compressed electromagnetic radiation to force plasma into a bubble-like shape, where it is then accelerated to great speeds using electromagnets. The bubble then bursts upon contact with a solid object, causing the plasma to “splash” over the target, which deals severe thermal damage. Often, ships blasted with plasma weapons simply melt away or disintegrate. The weapon draws as much power as an AEWS and has a slower tracking speed, but is considerably more powerful against ablative armor.

#### Particle Accelerator Cannon [30]

An extremely expensive weapon demanding massive amounts of power, these weapons use magnetic induction to accelerate a super densely-packed particle gathered from radioactive decay to near relative velocities. The sheer force of the impact causes an explosive release of kinetic energy, usually tearing the target to pieces. These weapons are very large, and can only be mounted on relatively sized vessels. Particle Accelerator Cannons are extremely rare, reserved as the main weapons of flagship vessels in most fleets.

#### Bose-Einstein Condensate Projector [30]

A unique weapon which kills the crew of a starship rather than destroying the starship itself. It projects an electromagnetically confined stream of bose-einstein condensate, which looks like a translucent mist. This ultra-cold substance is cooled to near absolute zero, so when it makes contact with the vessel, it causes snap freezing. This damages the hull severely, destroys sensors, and quickly begins to freeze the inside. Temperatures inside the ship quickly fall far below the limit of human endurance, and the crew dies of hypothermia in minutes. These weapons are extremely rare and expensive, and almost never encountered outside of specialist military operations.

## External Armor

It is not only the type of armor, but the amount of armor that affects a starship’s ability to survive in battle. However, more armor is not always better, as it comes with a cost. Heavier armor gives the ship more mass, and creates far greater strain on the propulsion systems, making it less agile. There are three general levels of armor – Light, Moderate, and Heavy. Adding more armor is always more expensive. In this category, three point prices will be listed, separated by commas. The prices are listed from light to heavy.

Ex: Deluxe Foam Armor [1, 2, 3]

#### Sloped Armor [1, 2, 3]

Overlapping, sloped plates of metal with a backbone made of a strong ceramic, this is the most common type of armor to find in Sol. Increasing armor slope improves the armor’s level of protection by increasing the thickness measured on a horizontal plane. This armor is very effective at countering solid projectiles, but offers minimal protection from high explosive anti-tank (HEAT) weapons or directed energy weapons.

#### Composite Armor [2, 3, 4]

Armor which consists of layers of different material such as metals, plastics, ceramics or air. Most composite armors are lighter than their all-metal equivalent, but instead occupy a larger volume for the same resistance to penetration. Its primary purpose is to help defeat HEAT rounds, but it is a good versatile armor. It is also effective at countering solid projectiles, but offers only light protection from directed energy weapons.

#### Ablative Armor [2, 3, 4]

Overlapping, solid plates of ablative ceramic material. This armor is used specifically to counter directed-energy weapons by being destroyed instead of the vessel it protects through the process of ablation. It is also somewhat effective against solid projectiles, although it offers minimal protection from HEAT weapons.

#### Explosive Reactive Armor [3, 4, 5]

This armor is used specifically to counter HEAT weapons and shaped-charge explosives. It consists of a layer of reactive material on top of a ceramic backbone. It creates an explosive counter-force at the time of impact to mitigate the penetrating effects of the impactor. This type of armor offers moderate protection against directed energy weapons as well, but it offers only light protection against solid projectiles.

#### Electric Reactive Armor [4, 6, 8]

This armor is made up a series of conductive plates separated by ceramic plate armor, which acts as an insulator and creates a high-power capacitor. In operation, it requires a power source. When an incoming body penetrates the plates, it closes the circuit to discharge the capacitor, dumping a great deal of energy into the penetrator, which may vaporize it or even turn it into a low-energy plasma, significantly diffusing the attack. This type of armor is somewhat effective against HEAT weapons, effective against directed energy weapons, and very effective against solid projectiles.

## Internal Armor

Various types of internal protections are used to keep the crew and vital ship components safe during combat or impacts.

#### Hull Plating [2]

Interior bulkhead plating made up of overlapping steel and ceramic plates, affording extra protection against hull breaches in case external plating is defeated.

#### Blast Doors [2]

Armored emergency airlocks allow for extra protection in the case of enemy boarding, especially effective when combined with automatic atmospheric systems.

#### Robust Atmospheric Systems [1]

Atmospheric systems are carefully braced and organized and have collapsible armored panels to protect them from sustaining inadvertent damage during combat or collisions.

#### Robust Electrical Systems [1]

Electrical systems are carefully braced and organized and have collapsible armored panels to protect them from sustaining inadvertent damage during combat or collisions.

#### Armored Mainframe [1]

The ship’s mainframe computer is protected by an armored enclosure fitted with an ovonic threshold protector and braced against its walls with non-conductive material, protecting it from strong kinetic shock as well as EMPs.

## Auxiliary Systems

Too many auxiliary systems exist for them all to be listed, as this includes basically anything that isn’t listed above. Come up with your own and I’ll price it! Here are some examples.

#### Emergency Fire Sprinklers [1]

These sprinklers activate in the case of a fire, spraying it with a foaming suffocant which quickly douses the flame.

#### Anti-Ballistic LASER [5]

A miniature automated point-defense laser which is incapable of engaging even the weakest of targets. Instead, its use extends to the automatic acquisition and destruction of incoming missiles and projectiles in order to protect the vessel it is mounted on.

#### Anti-Ballistic Rocket Pod [3]

A miniature automated rocket pod which is incapable of engaging even the weakest of targets. Instead, its use extends to the automatic acquisition and destruction of incoming missiles and projectiles in order to protect the vessel it is mounted on.

#### Utility LASER [3]

A LASER projector that emits a low-intensity, sustained beam for long periods of time. This allows it to be used to “cut” through surfaces slowly, and is especially effective at cutting apart destroyed vehicles for salvage or asteroids for mining purposes.

#### Drone Launcher [2]

A flat magnetic strip extending from the cargo bay with electromagnetic rails on the sides. Used to propel drones out of the vessel and towards opposing ships or scouting locations.

#### Probe [1]

A surveillance drone mounted with various long-range sensor equipment. Generally very accurate, probes are frequently used for minor transportation as well, as they can carry small loads (7x7x7 feet).

#### Defense Drone [6]

A heavily armored drone armed with Anti-Ballistic LASERs or Rocket Pods, as well as high-caliber point defense guns and occasionally missile tubes. Defense Drones are very tough, but lack the speed, agility and raw destructive power of attack drones.

#### Attack Drone [8]

A lightly armored drone armed with dual low-caliber autocannons and rocket pods. They are much faster and more agile than Defense Drones, but are vulnerable even to low-caliber point defense guns. Attack Drones can be damaged or destroyed with concentrated small arms fire.

#### Boarding Drone [14]

A moderately armored drone shaped like a scorpion with four legs, it has magnetic feet and vibroblade claws used for landing on and tearing through a ship’s hull. Its tail is mounted with a Gatling-style  machinegun, and its head is mounted with a flamethrower. It also has mini-rocket pods on its back. These drones are used to kill a ship’s crew rather than destroy the ship itself.

## Artificial Gravity Generator

In order to stave off the severe negative health effects of long-term exposure to zero gravity, most ship captains opt for an artificial gravity generator. It is common for astrofighters and other Very Small combat vessels to go without any gravity at all.

#### Centrifuge [1]

An archaic form of artificial gravity in which a large spinning ring is built around the ship’s midsection, imparting its rotational force outward upon each full rotation. At steady speeds, this creates the sensation of gravity for those inside the centrifuge’s cabin, and helps counteract the health effects of zero gravity. Increases the ship’s mass, impacting its speed and maneuverability. (For the captain on a serious budget)

#### Negaton Gravity Generator [2]

A device which uses negaton fuel to superdensify a single point in space by warping the space around it. The generator must be programmed with the ship’s chassis, at which point it selects the most appropriate center of gravity. This device consumes negaton fuel to work, and so is frequently built into a ship’s negaton drive.

## Negaton Drive

A negaton drive uses the Alcubierre effect to warp space around a vessel and force it through the spatial dimension like squeezing a bottle of toothpaste. Inside the warp bubble, the ship is not moving. In this way, the Alcubierre effect is used to negate time dilation when traveling at extremely high, sub-luminal speeds, and when powered by an external device such as a cosmic gateway, faster than light speeds. All negaton drives rely on the use of special fuel composed of negaton particles (particles with a negative mass) suspended in a gaseous potential.

#### Basic Drive [1]

The basic drive has an inefficient fuel economy, but is relatively cheap. It has a lower top speed than superior models, but also draws less power.

#### Deluxe Drive [3]

Like the basic drive, except with quicker warp activation, a higher top-speed, and superior fuel economy. In addition, the deluxe drive contains a warp feedback circuit breaker. This device forces the warp field to disperse and deactivates the drive if a warp field collapse is imminent.

#### Premium Drive [5]

Like the Deluxe Drive, except with even faster warp activation, a very high top speed and very good fuel economy. In addition, the premium drive comes with a secondary drive on par with a basic drive, which can be activated if the main drive is damaged or interdicted.

#### Ultimate Drive [8]

Like the Premium Drive, except with the fastest warp activation and top speed and the best possible fuel economy. In addition, the ultimate drive is capable of performing at faster-than-light speeds for minutes at a time by burning fuel at a greatly accelerated rate.