Resources module

*Resource Modules* are modules that provide the resources the modules of a construction need to function. All constructions will need at least a supply hatch, and most will need many more resource modules in a wide variety of types to ensure functionality and survivability.

## Supply Hatch

*A way in and out for supplies and people. You need at least one of these.*

A 1x1 module which provides the vital supply resource, it also provides an easy entrance for boarding parties who haven't managed to cause a hull breach. Current versions include a lighter Wood version & a heavier-but tougher Reinforced version. Supply hatches don't need to be close to other resource modules or otherwise have any access requirements, so feel free to guard them accordingly.

## Cargo Door

*A large door for quickly re-supplying the ship and moving troops and crew.*

A 2x2 module which provides as much supply as 5 Supply Hatches for the size and price of 4. Otherwise, everything that goes for a Hatch goes for the Doors as well.

## Small Ammo Store

*A small ammunition closet.*

A 1x2 module which provides a modest amount of ammunition for projectile weapons. Understandably, it can explode under certain circumstances such as fire or direct hits from enemy weaponry.

## Ammo Store

*Ammunition for the ship's weapons is stored here. Just make sure it doesn't catch fire.*

A 2x3 module which provides a more spatially efficient ammunition storage. Like the Small Ammo Store, it is explosive.

## Small Coal Store

*A small coal storage room.*

A 1x2 module which provides a modest amount of coal to fuel certain Lift and Propulsion modules, as well as Suspendium Cannons.

## Coal Store

*Coal is needed to power suspendium chambers and propellers. Unfortunately, it burns easily.*

A 2x3 module which provides the coal supply of 4 Small Coal Stores in a somewhat smaller space with a much smaller supply footprint.

## Repair Bay

*Filled with tools, replacement parts, and sturdy sections of wood and pipe.*

A 1x3 module containing Repair Supplies, used to fix up damaged modules.

## Machine Shop

*Filled with tools, replacement parts, and sturdy sections of wood and pipe.*

A 3x4 module containing large stock of Repair Supplies, roughly as many as 8 repair bays for the weight & space of ~4. In practice, these can be a bit heavy for an Airship but may be worth considering for a Landship or building.

## Fire Extinguisher

*A small tank of pressurized water to quickly put out nearby fires.*

A 1x1 module that functions identically to a corridor, but with a small supply of water to use for fire fighting. Requires the Fire Extinguishers technology (itself a prerequisite for Safer Ammunition Storage) in Strategic Mode. (Haven't been able to check whether folks bucket-brigade water from the extinguisher, as they do from the fire point, or simply grab the extinguisher & spray.) Unlike most resource modules, this small version has a ladder and the Fire Point does not, rather than the usual larger-module having ladders.

## Fire Point

*Two massive water tanks provide the means to extinguish fires.*

A 2x2 module that supplies a large amount of water to deal with the inevitable fires a construction will encounter. Very efficient in terms of water storage compared to the Fire Extinguisher, but it comes at the cost of being far denser and more difficult to incorporate into a construction design.