Ships

Ships are a vital part of the Collision universe, as they transport people and objects across star systems and even between galaxies, the backbone of commerce and travel. As of such, there are several companies producing starships, but in order to help ensure understanding each ship's model sequence follows the same order and rating system, put in place by the Local Starlane Management.

The sequence begins with a one or two letter abbreviation of the name of the company that produced it, followed by the letter denoting line, then four numbers giving passenger capacity, offensive capabilities, defensive capabilities, and shielding in that order, with the final letter(s) corresponding to engine type. The Green Line ships are the only exception to this, and instead of four numbers have only one, rating quality of medical care available onboard. The numeric ratings are all relative to liner type, as a Red Line ship with an offensive rating of 1 has more capabilities than a Blue Line ship with an offensive rating of 5. These numbers do not account for any modifications.

## Ship Lines:

Most ships will also sport some kind of colored mark in the color of their line, making identification earlier when communication is unavailable.

### Blue

blue line ships are civilian transport or luxury liners, and given

### Purple

purple ships are entertainment ships, usually containing casinos or theatres

### Orange

orange line ships are cargo only. Most are automated with

### Red

Red line ships are armed vessels transporting cargo or passengers

### Black

Black line ships are diplomat and leadership exclusive, high class and high comfort

### Green

green line ships are medical starships and stations, and do not possess weapons or shields beyond what is necessary to enter and exit atmospheres of populated planets. The rankings given to Green Line ships are on a scale of 1-30 and based off of medical care.

## Engine Types:

### Solar-Hopping:

Solar Hoppers use solar panels to gather energy, which is then stored and used by the engines, weaponry, and shielding, as well as any ship computers. Once enough energy is gathered, ships can make a leap for a short distance, usually to the next star, giving them the name "solar hoppers". Charge time depends on the engine and ship itself, but the closer to the star the ship is, the more quickly energy is absorbed. A full charge is usually enough for two jumps if each jump is the distance between two solar systems. How the engine allows for these jumps is the use of an absolute-vacuum generator, powered by the solar batteries, which temporarily pushes aside dark matter and allowing the ships momentum to reach beyond the speed of light.

Used in Ship Model Sequences as SH.

### Nightmare Gating:

A secondary function of some Solar-Hopper ships, in which solar batteries are used to power a secondary engine that allows the ship to "punch" through to the subverse below standard space. This subverse, aptly named the "nightmare" realm, is a universe where the laws of physics are loosened, when not ignored completely. As organic creatures follow the laws of physics of a strict plane, extended time in the Nightmare realm is not recommended. Also, to prevent the ship from being instantly overwhelmed, it must have enough power to create a "bleeding effect", where the laws of one plane bleed over into the next. The bleed effect is only strong enough to protect jumpers for spans of one minute's time at most, and only with the highest tier ships available. As of such, most Nightmare Gating is a bumpy ride, going in and out of realms like a needle looping through cloth.

Not present in Ship Model Sequences as it is a secondary function of SH (Solar-Hopping).

### Warp Jumpers:

Warp Jump ships are powered not by solar panels and batteries (though some do possess them as a secondary measure) but instead are fueled by Neutron star cores, harnessing the core's energy and gravity to allow the ship to create a field of absolute vacuum by temporarily pushing aside dark matter. However, energy must be stored from the star rather than drawing from it continually. Warp Jumps take much less time and go much further than Solar-Hoppers, but are also much more expensive, and typically only found on higher end ships.

Used in Ship Model Sequences as WJ.

Example: an Evris Enterprises blue line starship with a solar hopper engine would have the model sequence EvB-9111-SH, meaning passenger capacity is highest available, and weapons/defenses are minimal.

### Ships of Note:

#### The Valoree:

Owned and piloted by Vael, the smaller ship is an SBL-1888-SH. Modified to sacrifice most of its comfort for space, it carries a surprising amount of cargo and packs an equally surprising punch.