Starship Equipment

Starships are vehicles used for interstellar travel with spike drive technology. Below is a listing of typical equipment and aspects of MSR Factionspace starships.

## Terminology

Certain terminology has been standardized through MSR Factionspace to allow easier ship modification and commerce. Several important characteristics are listed below:

* **Power** is a general measure of available power once the ship's main controls and operations are accounted for. Ship fittings, defense, and weaponry may take up additional power.
* **Mass** is a general measure of available space left unassigned by the hull design. The free mass can be filled by fittings, cargo, or living space*.*
* **Hard** (also know as Hardpoint) is a measure of available weapon attachment points a design may allow. Most weapons and fittings need one or two hardpoints to be successfully installed.
* **AC** (also known as Armor Class) is a combination of agility and effective ECM denoting the difficulty of landing a solid hit on the ship.
* **Armor** is a measure of the ship plating, and is subtracted from incoming damage. Armor-piercing weapons can ignore some or all of this number.
* **HP** (also known as Hit Points) is a measure of the amount of damage a ship can take before becoming inoperable.

## Starship Hulls

*(see pages 94-95 in SWN)*

Starship hulls are divided into four typical types, based on size, weight, and capabilities: fighters, frigates, cruisers, and capital ships. Each average class size tends to be four to eight times larger than the previous, though it depends on the system and ship.

Terminology may differ between system. Cost is an estimate price of a base hull with a drive-1 class spike drive in Emissary Space and may differ depending on size, weight, and system. Military hull types are rare and are generally controlled by system governments.

## Starship Fittings

*(see pages 96-100 in SWN)*

The following fittings are considered largely standard in MSR Factionspace. Costs for these fittings marked with an asterik depend on the class of ship for install. These costs are multiplied approximately by 2 for frigates, 10 for cruisers, and 25 for capital ships. Additionally, the marked power and mass are multiplied by 1 for frigates, 2 for cruisers, and 3 for capital ships.

## Starship Defenses and Weaponry

*(see pages 101-103 in SWN)*

The following defenses and weaponry are considered largely standard in MSR Factionspace. Some may be used in other aspects. Costs for these defense and weapons marked with an asterik depend on the class of ship for install. These costs are multiplied approximately by 2 for frigates, 10 for cruisers, and 25 for capital ships. Additionally, the marked power and mass are multiplied by 1 for frigates, 2 for cruisers, and 3 for capital ships.

Ship weaponry is classified in two categories: damaging and armor piercing (AP). Weapons that are armor piercing tends to do less damage overall in combat, while high damage tend to be thwarted by armor. Weapons that use ammunition are listed above, with estimated MSR prices.

Additional weapon effects are defined below:

* **Cloud:** The weapon fires an omni-directional wave or spray or projectiles. It automatically targets all hostile ships of Freighter size or smaller and any ammo-usage weapon projectiles.
* **Clumsy**: This weapon suffers a -4 to hit fighter-class hulls due to slow discharge time or unwieldy engineering.
* **Flak**: These weapons launch vast numbers of small discharges or projectiles. Against Freighter size or smaller ships, these weapons attack and damage twice.

## Starship Modification

*(see pages 108-109 in SWN)*

A properly trained engineer can modify ship weapons, fittings, and defenses. This process is recommended only in dry dock. With sufficiently vast resources and shipyard access, entire ships can be re-engineered.

Each modification requires certain parts with potential need for pre-tech components.

## Starship Names

Starship names largely depend on the entity building or operating the ship. Several naming conventions are listed below.

Ships created in service of the Most Serene Republic will carry the prefix "RSS", an acronym of Republic Star Ship. The names can be varied, but often express an obscure idea. For example, the *RSS Nervous Energy* is the Doge's primary vessel, while the *RSS Involuntary Idolatry* is the newest spike ship in the MSR fleet. Vessels in operation under a zaibatsu will also carry the RSS acronym, but do not always following the naming example of the Doge fleet ships.

Ships operated by the Knights of the Realm in the Aether System will carry the prefix "KN", and are usually named with an adjective followed by a weapon. For example, the *KN AtomicScythe* is the second largest ship in the Aether fleet, while the *KN StarkKatar* is a small fighter.