Shipbuilder's Guide - Revised!   Posted by Fabric of the Universe.Group: 0
Fabric of the Universe
 GM, 16 posts
Thu 7 Jul 2011
at 17:31
Shipuilder's Guide - Revised!
A Ship is designed using the following three steps:

1. Select a Core. This determines the type and number of slots a vessel can mount, and is crucial for determining what a ship can do. A limited amount of modification of slots can be done at this time.

2. Select Life Support, FTL, and purchase SIMs. This determines the size of the crew, how tough, and how fast the vessel is.

2. Purchase Systems. This includes non-essentials, such as weapons, defenses, and cargo modules.

3. Finalize statistics and record the ship.

It is recommended, though not required, that players keep a library of designs for construction. This allows an ease of bookkeeping, as it tends to standardize fleets, and prevents a player from having to design a new ship every time one is built. These can be called classes, and the sheet for them is listed in the Worksheets thread.

This message was last edited by the GM at 21:19, Thu 07 July 2011.

Fabric of the Universe
 GM, 17 posts
Thu 7 Jul 2011
at 17:52
Select a Core
A ship's energy core is the heart of the ship, providing power and energy to every other section of the ship. Most cores have a single, main core. However, larger ships might have a small backup core for emergency use. The core determines the number and type of systems which can be mounted onto a vessel.

Level   Crew  Cost   Requirements         Level   Crew  Cost   Requirements
  1      4     4      None                  2      6     6      Energy 1
Supports:                                 Supports:
  1 Life Support                            1 Life Support
  1 FTL                                     1 FTL
  1 Weapon OR Sensor                        1 Sensor
  1 Defense                                 1 Weapon
  1 Miscellaneous System                    1 Defense
  1 Cargo                                   2 Miscellaneous Systems
                                            1 Cargo

Level   Crew  Cost   Requirements         Level   Crew  Cost   Requirements
  3      8     9      Energy 2              4      10    13     Energy 3
Supports:                                 Supports:
  1 Life Support                            1 Life Support
  1 FTL                                     1 FTL
  2 Sensor                                  2 Sensors
  1 Weapon                                  2 Weapons
  1 Defense                                 2 Defense
  3 Miscellaneous Systems                   4 Miscellaneous Systems
  2 Cargo                                   2 Cargo

Level   Crew  Cost   Requirements         Level   Crew  Cost   Requirements
  5      12    18     Energy 4              6      14    24     Energy 5
Supports:                                 Supports:
  2 Life Support                            2 Life Support
  2 FTL                                     2 FTL
  3 Sensor                                  3 Sensors
  2 Weapon                                  3 Weapons
  2 Defense                                 2 Defense
  5 Miscellaneous Systems                   6 Miscellaneous Systems
  3 Cargo                                   3 Cargo

Level   Crew  Cost   Requirements         Level   Crew  Cost   Requirements
  7      16    31     Energy 6              8      18    39     Energy 7
Supports:                                 Supports:
  2 Life Support                            2 Life Support
  2 FTL                                     2 FTL
  4 Sensor                                  4 Sensors
  3 Weapon                                  4 Weapons
  3 Defense                                 3 Defense
  7 Miscellaneous Systems                   8 Miscellaneous Systems
  4 Cargo                                   4 Cargo

Level   Crew  Cost   Requirements         Level   Crew  Cost   Requirements
  9      20    48     Energy 8             10      22    58     Energy 9
Supports:                                 Supports:
  3 Life Support                            3 Life Support
  3 FTL                                     3 FTL
  5 Sensor                                  5 Sensors
  4 Weapon                                  5 Weapons
  3 Defense                                 4 Defense
  9 Miscellaneous Systems                   10 Miscellaneous Systems
  5 Cargo                                   5 Cargo

When a core takes damage, it disables one system of the operator's choice. If the vessel already has a disabled system, from damage or otherwise, this effect is already fulfilled. Additionally, if a core is not at full capacity, unused slots may be disabled instead of a ship's system.


When purchasing a core, some slight modification is allowed. You may select to do TWO of the following conversions. The two selected conversions can not have a slot type in common (for example, you cannot convert sensor slots to weapons, then weapon slots to cargo).

Slot Conversions:
-Life Support slots into Miscellaneous slots at a 2:1 ratio.
-Life Support slots into Cargo slots at a 1:1 ratio.
-Sensor slots into Weapons slots at a 1:1 ratio.
-Sensor slots into Defense slots at a 2:1 ratio.
-Sensor slots into Miscellaneous slots at a 2:1 ratio.
-Sensor slots into Cargo slots at a 1:2 ratio.
-Weapons slots into Sensor slots at a 1:1 ratio.
-Weapons slots into Miscellaneous slots at a 2:1 ratio.
-Weapons slots into Defense slots at a 2:1 ratio.
-Weapons slots into Cargo slots at a 1:2 ratio.
-Defense slots into Sensor slots at a 1:1 ratio.
-Defense slots into Miscellaneous slots at a 2:1 ratio.
-Defense slots into Weapons slots at a 2:1 ratio.
-Defense slots into Cargo slots at a 1:2 ratio.
-Miscellaneous slots into any other slot at a 2:1 ratio.
-Cargo Slots into Life Support Slots at a 3:1 ratio.
-Cargo Slots into Sensor Slots at a 2:1 ratio.
-Cargo Slots into Weapons Slots at a 2:1 ratio.
-Cargo Slots into Defense Slots at a 2:1 ratio.

This message was last edited by the GM at 21:36, Tue 12 July 2011.

Fabric of the Universe
 GM, 18 posts
Thu 7 Jul 2011
at 21:40
Life Support Modules
Life Support and FTL are the only mandatory systems a vessel must have in order to operate in space. Life support keeps the crew alive, and FTL allows the vessel to move about.

Life Support modules contain the air, water, and food supplies for the vessel, as well as living and recreational support for the crew. The larger and more advanced these modules, the more crew can occupy the vessel, and the longer the vessel can sustain itself independently. Resupply occurs at a friendly shipyard, and happens quickly enough that a ship need only spend a part of a turn in the same system as the base.

Should the vessel have more crew than its life support can sustain, all crew above that level are killed at the end of the current turn year.

Basic
Level Slots  Crew  Cost   Effect                   Requirements
  1     1     1     2      +20 Crew,+1yr range      NONE
  2     1     1     3      +30 Crew,+1yr range      Biotech 1
  3     1     1     4      +40 Crew,+2yr range      Biotech 2
  4     1     2     6      +50 Crew,+2yr range      Biotech 3
  5     1     3     9      +60 Crew,+3yr range      Biotech 4
  6     2     3     13     +70 Crew,+3yr range      Biotech 5
  7     2     4     18     +80 Crew,+4yr range      Biotech 6
  8     2     5     26     +90 Crew,+4yr range      Biotech 7
  9     2     5     40     +100 Crew,+5yr range     Biotech 8
  10    2     5     57     +110 Crew,+5yr range     Biotech 9
Effect of Damage: -10 max crew per point of damage.


This is the basic set of life support systems, including smaller quarters for crew members (typically 2-4 to a room) as well recreational and dining facilities for their psychological well-being. The life support functions are supplied primarily by on-board stores, with minimal recycling and reprocessing facilities on board as backup.

Long-Range Regenerative
Level Slots  Crew  Cost   Effect                   Requirements
  1     1     2     3      +5 Crew,+6yr range       Biotech 3
  2     1     2     4      +7 Crew,+7yr range       Biotech 4
  3     1     2     6      +10 Crew,+8yr range      Biotech 5
  4     2     3     9      +12 Crew,+9yr range      Biotech 6
  5     2     4     13     +15 Crew,+10yr range     Biotech 7
  6     2     4     19     +17 Crew,+11yr range     Biotech 8
  7     2     5     27     +20 Crew,+12yr range     Biotech 9
  8     2     6     39     +22 Crew,+13yr range     Biotech 10
  9     3     6     60     +25 Crew,+14yr range     Biotech 11
  10    3     6     73     +27 Crew,+15yr range     Biotech 12
Effect of Damage: -5 max crew per point of damage, 1 year range.


Long range regenerative modules are much more spacious, allowing for greater personal space for the crew (single rooms are typical), and truly large recreational and support areas for the ship. The systems are also much more self-sufficient, including small biospheres for food generation and reprocessing, biological air recyclers, and extensive water purification plants. This allows the ship to stay out for much longer periods of time, but at the cost of the size of crew that can be supported.

High-Capacity
Level Slots  Crew  Cost   Effect                   Requirements
  1     1     6     7      +30 Crew                 Biotech 3
  2     1     7     8      +45 Crew                 Biotech 4
  3     1     8     9      +60 Crew,+1yr range      Biotech 5
  4     1     9     11     +75 Crew,+1yr range      Biotech 6
  5     1     10    14     +90 Crew,+1yr range      Biotech 7
  6     1     11    18     +105 Crew,+1yr range     Biotech 8
  7     2     12    23     +120 Crew,+2yr range     Biotech 9
  8     2     13    31     +135 Crew,+2yr range     Biotech 10
  9     2     14    45     +150 Crew,+2yr range     Biotech 11
  10    2     15    62     +165 Crew,+2yr range     Biotech 12
Effect of Damage: -15 max crew per point of damage.


High-capacity modules are, for lack of a better term, barracks. Crew 'quarters' are usually little more than a hallway for bunks, with communal lavatories and very little in the way of communal recreation or relaxation areas. In addition, the modules typically forgoes any regenerative systems whatsoever to fit more crew. This makes for very packed vessels with a very limited range.

This message was last edited by the GM at 05:07, Tue 12 July 2011.

Fabric of the Universe
 GM, 19 posts
Fri 8 Jul 2011
at 05:48
FTL Modules
This module is what separates a planetary empire from an interstellar empire; it allows the vessel to move at Faster-Than-Light speeds. The more advanced the module, the faster the engines allow the ship to move. Ships without these modules cannot venture outside the system.

In combat, this module also represents the ship's sub-light engines; a disabled FTL means that the vessel cannot move, causing a -1d6 to all defense rolls, and preventing the vessel from performing the ramming action.

Standard
Level Slots  Crew  Cost   Effect               Requirements
  1     1     4     2      Moves ship at c      FTL 1
  2     1     7     3      Moves ship at 2c     FTL 2
  3     1     10    4      Moves ship at 4c     FTL 3
  4     1     13    6      Moves ship at 7c     FTL 4
  5     1     16    9      Moves ship at 11c    FTL 5
  6     2     20    13     Moves ship at 16c    FTL 6
  7     2     24    18     Moves ship at 22c    FTL 7
  8     2     31    26     Moves ship at 29c    FTL 8
  9     2     36    40     Moves ship at 37c    FTL 9
  10    2     41    57     Moves ship at 46c    FTL 10
Effect of Damage: -2c speed per point of damage.


This represents the standard FTL engine. Different species operate their engines slightly differently, but they are all roughly equivalent in speed and manpower required to operate.

Solar Jump Engine*
Level Slots  Crew  Cost   Effect               Requirements
  1     2     8     10     Moves ship at 5c     FTL 4
  2     2     14    15     Moves ship at 10c    FTL 5
  3     2     20    20     Moves ship at 20c    FTL 6
  4     2     26    25     Moves ship at 30c    FTL 7
  5     2     32    30     Moves ship at 40c    FTL 8
  6     3     40    35     Moves ship at 50c    FTL 9
  7     3     48    40     Moves ship at 60c    FTL 10
  8     3     62    60     Moves ship at 70c    FTL 11
  9     3     72    80     Moves ship at 80c    FTL 12
  10    3     82    100    Moves ship at 90c    FTL 13
Effect of Damage: -10c speed per point of damage.
*A vessel with a jump engine must end its turn in a system with a star, and spend a full turn to recharge its engines before moving again. Should the vessel not end its turn in orbit around a star, the vessel is unable to move, and requires a delivery of 30IP per level of the drive to make an additional jump.


A Solar Jump Engine utilizes a bank of capacitors and a number of fusion scoops to bleed energy off of a sun, turn it to usable power, and launch the vessel at incredible speeds. The drawback of this s that the engine has only so much fuel to store; it requires recharging after every jump.

Combat Engine
Level Slots  Crew  Cost   Effect                 Requirements
  5     2     24    24     10c, 2 round charge    FTL 5, Energy 2
  7     3     35    55     25c, 1 round charge    FTL 7, Energy 4
  10    3     67    70     50c, no charge time    FTL 10, Energy 7
Effect of Damage: -1c speed per point of damage.</tt>

The Combat drive is a larger, heavier, tougher version of the standard FTL drive. Although taking up more space, costing more, and requiring more crew, it has the advantage of a much faster charge time for retreat, and more resistance to being damaged.

FTL Interdictor
Level Slots Crew Cost   Effect                       Requirements
  2     1    9    4      Halts level 3 FTL in 1LY     FTL 4, Scanning 4
  4     1    15   9      Halts level 4 FTL in 2LY     FTL 8, Scanning 6
  6     2    21   19     Halts level 5 FTL in 4LY     FTL 12, Scanning 8
  8     2    27   39     Halts level 6 FTL in 6LY     FTL 16, Scanning 10
  10    2    33   85     Halts level 7 FTL in 8LY     FTL 20, Scanning 12
Effect of Damage: -1 FTL level, -1Ly range


The FTL Interdictor is a large generator capable of disrupting FTL travel in surrounding regions around the vessel. Unlike other modules, this one is not utilized during combat, requiring several hours to charge and consuming enough energy to make all but basic defense impossible. Typically, vessels with interdictors are given standing orders for years, blocking travel in and out of a system or sets of systems. In addition, a damaged interdictor cannot function at all until fully repaired.

If an enemy vessel has a more powerful FTL engine than the interdictor can block, the vessel's speed is reduced as if the system had taken damage equal to the maximum level the inderdictor can stop. If a vessel is stopped by the interdictor, it halts FTL travel at the edge of the field for the remainder of the turn. If a halted ship continues through the field, it moves at 1c, struggling to move through the field at all.

This message was last edited by the GM at 04:52, Tue 12 July 2011.

Fabric of the Universe
 GM, 20 posts
Fri 8 Jul 2011
at 16:51
Structural Integrity Modules (SIMs)
Structural Integrity Module
Level   Crew  Cost     Effect    Requirements
  1      0     4     +5HP,+1DT    Manufacturing 1
  2      0     6     +8HP,+1DT    Manufacturing 2
  3      0     9     +11HP,+2DT   Manufacturing 3
  4      0     13    +14HP,+2DT   Manufacturing 4
  5      0     18    +17HP,+3DT   Manufacturing 5
  6      0     24    +20HP,+3DT   Manufacturing 6
  7      0     31    +23HP,+4DT   Manufacturing 7
  8      0     39    +26HP,+4DT   Manufacturing 8
  9      0     48    +29HP,+5DT   Manufacturing 9
  10     0     58    +32HP,+5DT   Manufacturing 10


Structural Integrity Modules, or SIMs, represent enhanced durability and redundancy measures installed into a vessel to make it more resistant to damage and destruction. These measures are distributed throughout the ship, and are not able to be damaged or disabled, nor do they count towards calculations for crew size, hull points, or slot allocation. A vessel may only have one SIM at a given level, purchasing multiple instances of the module does nothing.

This message was last edited by the GM at 04:41, Tue 12 July 2011.

Fabric of the Universe
 GM, 21 posts
Fri 8 Jul 2011
at 17:42
Weapon Modules
A weapons system is the system that allows a ship to offensively damage or destroy opposing vessels. The more advanced the weapon, the more damage it does. No matter its size, a vessel can only have two weapon systems installed onto it.

Standard Weapons System
Level   Damage Slots Crew Cost   Requirements
  1     2d12     1    1    3      Weapons Tech 1
  2     2d12+1   1    1    5      Weapons Tech 2
  3     2d12+2   1    1    7      Weapons Tech 3
  4     2d12+3   2    1    10     Weapons Tech 4
  5     2d12+4   2    2    13     Weapons Tech 5
  6     2d12+5   2    2    17     Weapons Tech 6
  7     3d12     3    2    21     Weapons Tech 7
  8     3d12+1   3    3    26     Weapons Tech 8
  9     3d12+2   3    3    31     Weapons Tech 9
  10    3d12+3   4    4    37     Weapons Tech 10


Effect of Damage: -1d6 to attack

When purchasing a standard weapon system, the type of damage it deal must be selected. This determines its effectiveness against different types of defensive systems, as well as the technology required for construction.


Name         Strong Vs.    Weak Vs.                 Tech Required
 Chemical     Shields       Resistance, Armor        Biotech
 Laser        Point Def.    Shields, Insulators      Energy Weaponry, Offensive
 Missile      Resistance    Point Def., Shields      Mass Weaponry, Offensive
 Plasma       Armor         Insulators, Resistance   Energy Weaponry, Offensive
 Projectile   Insulators    Armor, Point Def.        Mass Weaponry, Offensive


Damage types:
  Chemical- Chemical weapons are acids, viruses, bacteria, any organic-based material used as an offensive weapon. This is typically delivered via fragile capsules attached to missiles or simply shot at the target. Due to the organic nature of most of these weapons, they are particularly effective against shields. They are ineffective against resistors, which are especially designed to counter them, and armor, which it does not have the mass or energy to effectively penetrate.

  Laser- A tightly-focused beam of light, aimed and used as a weapon. This has the advantage of traveling at the speed of light, and its lack of mass makes it difficult to intercept or block. It is very good against point defense weaponry, as their systems are not designed to refract and block light. Shields, however, were, and lasers find it difficult to penetrate them. Insulators are also effective, as they can dissipate the heat generated by lasers with relative ease.

  Missile- An explosive or massive warhead perched on a guided rocket. Guidance systems make these very accurate, and they can pack massive amounts of explosive potential in their warheads. They tend to burn off and destroy resistors. Point defense counters them, as well as shields, which tend to short and detonate the warhead outside of its effective range.

  Plasma- A highly exited, very energetic material which is magnetically encapsulated and launched at the target. Unlike lasers, plasma weapons do damage both from the energy in the weapon as well as the mass of the weapon. This allows them to eat through armor; the heat weakens the armor, allowing the particulate matter to enter. However, insulators counter plasma weaponry, and resistance-type defenses also tend to do well against plasma.

  Projectile- A heavy mass shot at high velocities towards the target. It is simple, effective, and difficult to block or deflect. Projectile weapons also tend to be cheap and reliable. They tend to blow right through the lighter, less-dense material of insulators, but encounter heavy resistance from armor, and point defense weaponry typically can knock it off of course, mitigating its damage.

Hangar Module
Level  Slots Crew Cost  Effect                     Requirements
  1      2    20   20*   Deploys 2 fighter craft    Manufacturing 3, Scanning 1
  2      2    25   24*   Deploys 4 fighter craft    Manufacturing 4, Scanning 1
  3      2    30   30*   Deploys 5 fighter craft    Manufacturing 5, Scanning 1
  4      3    35   34*   Deploys 7 fighter craft    Manufacturing 5, Scanning 2
  5      3    40   40*   Deploys 10 fighter craft   Manufacturing 6, Scanning 2
  6      3    45   44*   Deploys 12 fighter craft   Manufacturing 7, Scanning 2
  7      4    50   50*   Deploys 15 fighter craft   Manufacturing 7, Scanning 3
  8      4    55   54*   Deploys 17 fighter craft   Manufacturing 8, Scanning 3
  9      4    60   60*   Deploys 20 fighter craft   Manufacturing 9, Scanning 3
  10     5    65   64*   Deploys 22 fighter craft   Manufacturing 9, Scanning 4
*Purchase cost of the fighter craft not included.


Effect of Damage: lose 1 fighter in hangar.

A hangar module is a large open space inside the ship, designed to store, service, and crew smaller support craft. This is a large dedication in crew and resources, but it prevents the ship from becoming directly involved in the combat, and is a significantly different style of warmaking than large vessel combat.

All fighters attack on their parent vessel's attack action, and deal damage directly to the target vessel, minus the defense system's minimum roll (this can be countered better by some modules, but defense systems are too large to effectively counter fighter damage). On an attack action, an enemy vessel may target a number of fighters equal to the weapon's level. It rolls damage once, and distributes it amongst every fighter targeted. Armor is then subtracted, and hull points deducted, either damaging or destroying the fighter. Fighters can target and attack other fighters on a 1-to-1 ratio.

Fighters take one action to deploy and one action to recall, and can be completely repaired (not built from scratch) on-board the parent vessel in one turn year. Fighters cannot attack the same turn they are deployed or recalled.

Fighter Craft
Name        Cost Damage* Arm Hull Special              Requirements
Stinger I    2   1d6      0   3    None                 Weapon 1
Stinger II   5   1d6+1    1   5    None                 Weapon 2
Stinger III  8   1d6+2    2   7    None                 Weapon 3
Bomber I     5   1d6      1   2    +2vs. Capitol        Weapon 2, Manuf. 2
Bomber II    8   1d6      3   3    +3vs. Capitol        Weapon 3, Manuf. 4
Bomber III   11  1d6      3   4    +1d6vs. Capitol      Weapon 4, Manuf. 6
Wraith I     10  1d6      0   1    Cloaked at 2         Weapon 1, Stealth 6
Wraith II    13  1d6+1    0   2    Cloaked at 4         Weapon 2, Stealth 7
Wraith III   16  1d6+2    0   3    Cloaked at 6         Weapon 3, Stealth 8
Hornet I     4   None     0   1    2d6 kamikaze         Energy 2
Hornet II    6   None     0   1    3d6 kamikaze         Energy 3
Hornet III   8   None     0   1    4d6 kamikaze         Energy 4
Crone I      8   1d6      0   2    enemy sensors -1**   Weapon 1, Stealth 2
Crone II     10  1d6+1    0   3    enemy sensors -2**   Weapon 2, Stealth 3
Crone III    12  1d6+2    1   5    enemy sensors -3**   Weapon 3, Stealth 4
*  A fighter does typed damage, chosen at construction of the fighter. See the capitol ship weapons above for the specific weapons tech required.
** This effect is non-cumulative; three Crone Is still only reduce enemy sensor effectiveness by 1.


Ram
Level  Slots Crew Cost  Effect                   Requirements
  1      1    0    15    -5 dmg from ramming      Manufact. 3, M. Weaponry 1
  2      1    0    18    -8 dmg from ramming      Manufact. 4, M. Weaponry 2
  3      1    0    21    -11 dmg from ramming     Manufact. 5, M. Weaponry 3
  4      2    1    24    -14 dmg from ramming     Manufact. 6, M. Weaponry 4
  5      2    1    27    -17 dmg from ramming     Manufact. 7, M. Weaponry 5
  6      2    1    30    -20 dmg from ramming     Manufact. 8, M. Weaponry 6
  7      3    2    33    -23 dmg from ramming     Manufact. 9, M. Weaponry 7
  8      3    2    36    -26 dmg from ramming     Manufact. 10, M. Weaponry 8
  9      3    2    39    -29 dmg from ramming     Manufact. 11, M. Weaponry 9
  10     4    3    42    -32 dmg from ramming     Manufact. 12, M. Weaponry 10

Effect of Damage: -5 to damage prevented.

A Ram is a thick prow of armor, with structural reinforcement, fitted to the front of a ship. This allows the vessel to ram other ships in combat with much lower risk to the vessel's structural integrity. It is an aggressive weapon, typically found on the ships of dedicated warmakers.

AA Battery
Level   Damage  Slots Crew Cost  Special                      Requirements*
  1     1d12      1    6    3     Targets fighters normally    Weapon 1
  2     1d12+1    1    8    5     Targets fighters normally    Weapon 2
  3     1d12+2    1    10   7     Targets fighters normally    Weapon 3
  4     1d12+3    1    12   10    Targets fighters normally    Weapon 4
  5     1d12+4    1    14   13    Targets fighters normally    Weapon 5
  6     1d12+5    1    16   17    Targets fighters normally    Weapon 6
  7     2d12      1    18   21    Targets fighters normally    Weapon 7
  8     2d12+1    1    20   26    Targets fighters normally    Weapon 8
  9     2d12+2    2    22   31    Targets fighters normally    Weapon 9
  10    2d12+3    2    24   37    Targets fighters normally    Weapon 10

*  This system does typed damage, chosen at construction. See the capitol ship weapons above for the specific weapons tech required.

Effect of Damage: -1d6 to attack

The AA Battery is a system of small weapon emplacements designed to combat and take down fighters. Although crew-intensive, the system is much more effective against small craft than their larger counterparts.

This system can target a number of fighters per attack action equal to its level, and rolls full damage against each. If this system is used to attack a capitol ship, it deals half its rolled damage.

This message was last edited by the GM at 04:39, Tue 12 July 2011.

Fabric of the Universe
 GM, 22 posts
Sat 9 Jul 2011
at 05:35
Defense Modules
A defensive system is the counter to a weapons system; this allows the vessel to deflect, mitigate, or otherwise protect itself from damage. The more advanced the system, the better and more effective that damage mitigation is.

Primary Defense System
Level   Defense Slots Crew Cost    Requirements
  1      1d6      1    1    3       Defense Tech 1
  2      1d6+1    1    1    5       Defense Tech 2
  3      1d6+2    1    1    7       Defense Tech 3
  4      2d6      2    2    10      Defense Tech 4
  5      2d6+1    2    2    13      Defense Tech 5
  6      2d6+2    2    3    17      Defense Tech 6
  7      3d6      3    4    21      Defense Tech 7
  8      3d6+1    3    5    26      Defense Tech 8
  9      3d6+2    3    7    31      Defense Tech 9
  10     4d6      4    9    37      Defense Tech 10


Effect of Damage: -1 to Defense rolls

When purchasing a primary defense system, the type of system it is must be selected. This determines its effectiveness against different attacks, as well as the technology required to construct it.

Name         Strong Vs.            Weak Vs.      Tech Required
 Armor        Projectile/Chemical   Plasma        Mass Weaponry, Defensive
 Insulators   Plasma/Lasers         Projectiles   Energy Weaponry, Defensive
 Point Def.   Missiles/Projectile   Lasers        Mass Weaponry, Defensive
 Resistance   Chemical/Plasma       Missiles      Biotech
 Shields      Lasers/Missiles       Chemicals     Energy Weaponry, Defensive


Defense types:
  Armor- Heavy layers of metal or other dense material, designed to take damage instead of critical systems. It is simple and relatively cheap, and is a mainstay of most ships.
  Insulators- Thick layers of light material coupled with heat sinks and radiators, designed to mitigate damage from heat-based weapons. They work best against insubstantial attacks; they are too fragile to defend against mass attacks.
  Point Defense- systems of anti-missile guns, chaff weapons, and decoys which intelligently counter incoming attacks. They work best against materials; their methods are useless against light and heat.
  Resistance- Artificial antibodies, neutralizers, and non-reactive materials are the chief component of this defense. It is designed primarily against biological and chemical attacks, but its networks also work well against plasma damage.
  Shields- Energy-based defenses which consist of a field around the ship which either deflects or absorbs the damage from incoming attacks. While very effective, they can be a drain on power consumption.

Fleet Shield
Level   Defense Slots Crew Cost   Effect                  Requirements
  1       1d6     2    5    9      +1 to fleet defense     Energy Defense 5
  3       2d6     3    10   30     +2 to fleet defense     Energy Defense 8
  5       3d6     4    20   63     +3 to fleet defense     Energy Defense 11
  7       4d6     5    45   111    +4 to fleet defense     Energy Defense 14


Effect of Damage: -1 to defense rolls AND fleet bonus

The fleet shield is a massive shield generator, able to expand and encompass an entire fleet of vessels. It operates for the ship it is mounted on as a standard shield defense system, but grants a constant bonus to every defense roll of every friendly vessel in the combat (including itself).

Phalanx Defense System
Level   Defense Slots Crew Cost   Effect           Requirements
  1        -      1    10   5      +2 defense/PDS   Mass Defense 5
  3       1d6     2    20   15     +3 defense/PDS   Mass Defense 8
  5       2d6     3    40   32     +4 defense/PDS   Mass Defense 11
  7       3d6     4    90   55     +5 defense/PDS   Mass Defense 14


Effect of Damage: -1 to defense rolls

The Phalanx Defense System, or PDS, is a system of communication and networking software designed to interlink the defense systems of several vessels. Every vessel in a fleet with a PDS receives a bonus to their defense equal to the number of other PDSs in the fleet. A PDS does nothing by itself, and the size of the PDS does not matter. For example, a fleet with two level 1 PDSs, and one level 7 PDS, would grant a +10 to defense for the vessel with the level 7, but only +4 to the two with level 1 PDSs.

This message was last edited by the GM at 04:39, Tue 12 July 2011.

Fabric of the Universe
 GM, 23 posts
Mon 11 Jul 2011
at 20:38
Sensor Modules
Sensors allow a vessel to determine the vital statistics of another vessel. The more complex and advanced the system, the better the ship's ability to find and penetrate other vessels.

All ships have a sensor rating equal to the Level of the highest level ship's sensors plus the operating species' Analytical trait. Additional Sensor Modules do not add to this number. A ship has a minimum sensor rating of 1. This sensor rating opposes an enemy ship's stealth rating to determine what can be determined about a target vessel. To determine what information is learned, consult the table below.

Net Sensor Rating
(Sensors-Stealth)          Available Information
------------------------------------------------
  -3 or lower               Ship is invisible to sensors; can't be hit.
      -2                    -2d6 to all attack/def rolls.
      -1                    -1d6 to all attack/def rolls.
       0                    Determine ship's size and amount of damage on ship.
       1                    Determine cargo capacity and contents.
       2                    Determine energy core level.
       3                    Determine FTL engine level.
       4                    Determine power of weapon systems on ship.
       5                    Determine power of defensive systems on ship.
       6                    Determine enemy net sensor rating.
       7                    Determine presence and level of other modules.
       8                    +1d6 to all attack/def rolls.
       9                    +2d6 to all attack/def rolls.
  10 or higher              -2d6 to enemy attack/def rolls vs. this ship.


Some sensors have particular bonuses or special effects, listed in their own description.

Basic Sensors
Level Slots Crew Cost  Range  Special     Requirements
  1     1    4     3     -     None        Scanning 1
  2     1    4     5     -     None        Scanning 2
  3     1    5     7     -     None        Scanning 3
  4     2    5     10    -     None        Scanning 4
  5     2    5     13    -     None        Scanning 5
  6     2    6     17    -     None        Scanning 6
  7     3    6     21    -     None        Scanning 7
  8     3    7     26    -     None        Scanning 8
  9     3    8     31    -     None        Scanning 9
  10    4    8     37    -     None        Scanning 10


Effect of Damage: -1 to sensor rating

These sensors are a basic suite of close-range sensors, able to determine basic tactical information and planetary data within one light-year of the ship (the square it is in). It is the most basic, general purpose of the sensor arrays, and provides no particular bonuses.

Bio-Sensors
Level Slots Crew Cost  Range  Special                      Requirements
  1     1    6     7     -     Determine biosphere          Scanning 1, Biotech 1
  2     1    6     10    -     above                        Scanning 2, Biotech 1
  3     1    7     13   1ly    +Detect Chem. Weap. @NSR 1   Scanning 3, Biotech 2
  4     2    8     17   1ly    +Determine crew size @NSR 2  Scanning 4, Biotech 2
  5     2    8     21   2ly    above                        Scanning 5, Biotech 3
  6     2    9     26   2ly    +Determine species at NSR 4  Scanning 6, Biotech 3
  7     3    10    31   3ly    +Planet Species and Pop.     Scanning 7, Biotech 4
  8     3    10    37   3ly    above                        Scanning 8, Biotech 4

Effect of Damage: -1 to sensor rating

Bio-Sensors are specifically calibrated to sense life forms and other organic materials. They are not as effective at sensing other objects, and receive a -1 to its rating when used to calculate the ship's Net Sensor Rating.

Combat Sensors
Level Slots Crew Cost  Range  Special                   Requirements
  4     1    7    15     -     +1 to attack              Scanning 5
  7     2    8    26     -     +2 to attack/defense      Scanning 8
  10    3    10   42     -     +2 to attack/defense      Scanning 11


Effect of Damage: -1 to granted bonuses

Combat sensors are designed to be used in conjunction with the tactical systems of a ship, calibrated to more effectively place fire and mitigate incoming attacks. They suffer a -3 penalty when used to calculate the ship's Net Sensor Rating.

Scanners
Level Slots Crew Cost  Range  Special   Requirements
  1     1    3    2     2ly    None      Scanning 3
  2     1    3    3     2ly    None      Scanning 4
  3     2    4    4     2ly    None      Scanning 5
  4     2    8    6     3ly    None      Scanning 6, Espionage 2
  5     2    10   9     3ly    None      Scanning 7, Espionage 3
  6     2    11   13    3ly    None      Scanning 8, Espionage 4
  7     3    13   18    4ly    None      Scanning 9, Espionage 5
  8     3    14   26    4ly    None      Scanning 10, Espionage 6
  9     3    16   40    5ly    None      Scanning 11, Espionage 7
  10    3    17   57    6ly    None      Scanning 12, Espionage 8


Effect of Damage: -1 to sensor rating, -2ly to range

Scanners are a long range version of the sensors system, able to detect and scan at incredible ranges. Unfortunately, they sacrifice short-range resolution for that range; they cannot be used to scan anything within the same square as the vessel (this includes combat situations).

Stealth-Penetrating Sweep
Scanners
Level Slots Crew Cost  Range  Special         Requirements
  1     1    3    3      -     +1 vs. Cloak    Scan. 1, Espionage 2, Stealth 3
  2     1    4    6      -     +2 vs. Cloak    Scan. 3, Espionage 4, Stealth 4
  3     1    10   13     -     +3 vs. Cloak    Scan. 5, Espionage 6, Stealth 5
  4     2    13   27     -     +4 vs. Cloak    Scan. 7, Espionage 8, Stealth 6
  5     2    16   60     -     +5 vs. Cloak    Scan. 9, Espionage 10, Stealth 7

Effect of Damage: -1 to cloak bonus, sensor rating

Stealth-penetrating sweeps are designed to specifically counter cloaking devices, and are effective to penetrate their stealth systems.

Stealth System
Basic Sensors
Level Slots Crew Cost  Range  Special             Requirements
  1     1    6     3     -     See Description     Stealth 1
  2     1    6     5     -     See Description     Stealth 2
  3     1    7     7     -     See Description     Stealth 3
  4     2    7     10    -     See Description     Stealth 4
  5     2    8     13    -     See Description     Stealth 5
  6     2    8     17    -     See Description     Stealth 6
  7     3    8     21    -     See Description     Stealth 7
  8     3    9     26    -     See Description     Stealth 8
  9     3    10    31    -     See Description     Stealth 9
  10    4    10    37    -     See Description     Stealth 10


Stealth systems overcome and defeat enemy sensors, allowing a ship to maintain secrecy and covertness while in combat and close range. A ship's stealth rating is equal to the level of their stealth modules (unlike sensors, additional stealth systems count as half their level) plus their Insight trait. Unlike sensors, a ship's stealth rating can be 0.

If an entire fleet, when it engages, has stealth on the entire enemy fleet (causes a net sensor rating of 0 or lower), they receive a surprise round. The effects of this surprise round is detailed in the Ship vs. Ship section of Combat.

This message was last edited by the GM at 04:37, Tue 12 July 2011.

Fabric of the Universe
 GM, 24 posts
Tue 12 Jul 2011
at 04:34
Cargo Modules
Cargo modules are large, relatively open areas designed to carry things through interstellar space. The more advanced the module, the larger and more efficient the module is in its capacity. For the purposes of rescue missions, vessel abandonment, and colonization, ten crew are equal to one passenger, and 1 planetary population unit is equal to ten passengers. Ambassadors, trade delegations, and other similar parties typically count as a single passenger.

When a level of a cargo module is damaged, any cargo or passengers above the new maximum capacity are destroyed, and any additional occupancy has a 50% chance of being destroyed or killed as well. Disabling a cargo module destroys/kills everything inside of it.

Passenger Cabins
Level Slots Crew  Cost  Capacity         Requirements
  1     1    1     1     1 passenger      None
  2     1    1     3     2 passengers     None
  3     2    1     5     3 passengers     None
  4     2    1     7     5 passengers     Manufacturing 1
  5     3    2     10    7 passengers     Manufacturing 1
  6     3    2     13    9 passengers     Manufacturing 1
  7     4    2     16    12 passengers    Manufacturing 2
  8     5    3     20    15 passengers    Manufacturing 2
  9     5    3     24    18 passengers    Manufacturing 2
  10    6    3     28    22 passengers    Manufacturing 3


Effect of Damage: -2 passenger capacity

Passenger cabins are areas of the ship designed to house and support non-crew lifeforms aboard the vessel. They are largely self-contained, and take no drain off of life support systems. These rooms are comfortable and spacious, suitable for all manner of passenger with little to no modification.

Cargo Compartments
Level Slots Crew  Cost  Capacity         Requirements
  1     1    1     1     5 units cargo    None
  2     1    1     3     10 units cargo   None
  3     2    1     5     15 units cargo   None
  4     2    1     7     25 units cargo   Manufacturing 1
  5     3    2     10    35 units cargo   Manufacturing 1
  6     3    2     13    45 units cargo   Manufacturing 1
  7     4    2     16    60 units cargo   Manufacturing 2
  8     5    3     20    75 units cargo   Manufacturing 2
  9     5    3     24    90 units cargo   Manufacturing 2
  10    6    3     28    110 units cargo  Manufacturing 3


Effect of Damage: -10 cargo capacity

Cargo Compartments are large, climate-controlled areas of the vessel designed to handle and store bulk cargo. They are largely self-contained, sometimes even simply bolted onto the main frame of the ship. They come able to hold any number of objects safely.

Blended Units
Level Slots Crew  Cost  Capacity           Requirements
  1     1    1     1     1 pass., 2 cargo   Manufacturing 1
  2     1    1     3     1 pass., 3 cargo   Manufacturing 1
  3     1    1     5     2 pass., 3 cargo   Manufacturing 1


Effect of Damage: -2 cargo capacity, -1 passenger capacity

Blended units are a mixture of passenger and cargo modules, designed for small ships that require storage of both types of cargo; live and inert. Larger levels can be extrapolated, but it is never as efficient as simply purchasing separate cargo compartments and passenger cabins.

Capture Hangar
Level Slots Crew Cost Capacity         Requirements
  1     8    20   21   size 10 vessel   Manufacturing 3
  2     8    22   23   size 12 vessel   Manufacturing 3
  3     9    25   25   size 14 vessel   Manufacturing 4
  4     9    27   27   size 16 vessel   Manufacturing 4
  5     10   30   30   size 18 vessel   Manufacturing 5
  6     10   32   33   size 20 vessel   Manufacturing 5
  7     11   35   36   size 22 vessel   Manufacturing 6
  8     11   37   40   size 24 vessel   Manufacturing 6
  9     12   40   44   size 26 vessel   Manufacturing 7
  10    12   42   48   size 28 vessel   Manufacturing 7


Effect of Damage: -3 to maximum size, 20% to destroy captured vessel

A Capture hangar is a large opening on the bottom of a ship, allowing it to closely tether and dock with another ship, moving it around as if it were a piece of cargo. The captured vessel must either be willing to tether, disabled, or abandoned for the docking to succeed. This allows a civilization to tow irreparably broken vessels to a dock, move ships without a crew, or ferry vessels further than they would otherwise reach.

This message was last edited by the GM at 04:36, Tue 12 July 2011.

Fabric of the Universe
 GM, 25 posts
Tue 12 Jul 2011
at 04:35
Miscellaneous Modules
AI Core
Level Slots Crew Cost   Effect             Requirements
  1     1   -10   8      -5 Crew            Energy 7, Sci.Mthd. 5
  2     1   -15   12     -6 Crew            Energy 7, Sci.Mthd. 6
  3     1   -20   18     -8 Crew            Energy 8, Sci.Mthd. 7
  4     2   -25   26     -11 Crew           Energy 8, Sci.Mthd. 8
  5     2   -35   36     -15 Crew           Energy 9, Sci.Mthd. 9
  6     2   -45   48     +1 DT, -20 Crew    Energy 9, Sci.Mthd. 10
  7     3   -65   62     +1 DT, -26 Crew    Energy 10, Sci.Mthd. 11
  8     3   -85   78     +1 DT, -33 Crew    Energy 10, Sci.Mthd. 12
  9     3   -100  96     +1 DT, -41 Crew    Energy 11, Sci.Mthd. 13
  10    4   -130  116    +1 DT, -50 Crew    Energy 11, Sci.Mthd. 14


An AI module houses a powerful artificial intelligence core, and represents distributed automation throughout the ship. This has the result of significantly reducing both the recommended and skeleton crew requirements. The more advanced modules allow for a vessel to execute more commands in a given amount of time, and some ships have been designed to work completely independently.

The AI Core reduces maximum, minimum, and skeleton crew by the listed amount. If an AI module reduces a vessel's standard crew complement to 0, the ship is automated, and requires no crew to operate. If an AI module reduces the skeleton crew to 0, the ship has an automated return feature; in the event of a lack of crew, the ship moves at maximum speed to the nearest friendly system.

Multiple AI modules can be installed for the sake of redundancy. If more than one separate module is installed, every AI module operates as if it were half the level it actually is.

Cloaking Device
Level Slots Crew Cost   Effect           Requirements
  1     3    11   12     Cloaks @ 2 NSR   Scanning 4, Stealth 4
  2     3    12   15     Cloaks @ 3 NSR   Scanning 4, Stealth 5
  3     4    13   21     Cloaks @ 4 NSR   Scanning 5, Stealth 5
  4     4    14   30     Cloaks @ 5 NSR   Scanning 5, Stealth 6, Espionage 1
  5     5    15   39     Cloaks @ 6 NSR   Scanning 6, Stealth 6, Espionage 1
  6     5    16   51     Cloaks @ 7 NSR   Scanning 6, Stealth 7, Espionage 1
  7     6    17   63     Cloaks @ 8 NSR   Scanning 7, Stealth 7, Espionage 2
  8     6    18   78     Cloaks @ 9 NSR   Scanning 7, Stealth 8, Espionage 2
  9     7    19   93     Cloaks @ 10 NSR  Scanning 8, Stealth 8, Espionage 2
  10    7    20   101    Cloaks @ 11 NSR  Scanning 8, Stealth 9, Espionage 3


A cloaking module is a device which channels tremendous amounts of power, with the effect of making the ship much more difficult to observe via sensors and optical scans. When activated, this module makes the ship invisible to enemy ships. Keeping the cloak takes an action every turn it stays up, and a cloaked ship cannot attack or defend.

Sensors of a high enough level can penetrate the cloak; and the effectiveness of the cloak is listed in the module's description. An enemy's effective sensor rating must be higher than the listed number to penetrate the cloak.

Damage Repair Network
Level Slots Crew Cost   Effect                   Requirements
  1     3    9    12     +1 hp, 1 Level/Turn      Manufacturing 5, Biotech 1
  2     4    12   15     +1 hp, 3 Levels/Turn     Manufacturing 5, Biotech 2
  3     5    15   21     +2 hp, 5 Levels/Turn     Manufacturing 6, Biotech 2
  4     5    18   30     +2 hp, 7 Levels/Turn     Manufacturing 6, Biotech 3
  5     6    21   39     +3 hp, 9 Levels/Turn*    Manufacturing 7, Biotech 3
  6     6    25   51     +3 hp, 11 Levels/Turn    Manufacturing 7, Biotech 4
  7     6    29   63     +4 hp, 13 Levels/Turn    Manufacturing 8, Biotech 4
  8     7    36   78     +4 hp, 15 Levels/Turn    Manufacturing 8, Biotech 5
  9     7    41   93     +5 hp, 17 Levels/Turn    Manufacturing 9, Biotech 5
  10    7    46   101    +5 hp, 19 Levels/Turn**  Manufacturing 9, Biotech 6


The damage repair module is a complex fusion of organic and nano-scale repair and fabrication systems, designed to quickly and effectively repair and mitigate damage done during combat. Every turn in combat, the vessel repairs the listed number of hp (this has the side-benefit of the ship completely repairing its hp between combats). In addition, by spending a turn in orbit around a planet, the vessel repairs the listed number of levels of damage done to modules in the vessel.

*A fifth level or higher damage repair module has developed enough fabrication equipment to sustain its crew indefinitely. By spending an action around a life-supporting planet (one with a non-barren biosphere), the vessel's range is completely replenished.

**A tenth level or higher damage repair module is able to sustain multiple vessels. By spending a turn around a life-supporting planet, the module can replenish itself, plus a number of additional ships equal to the level of the module -9.

Decoy Drones
Level Slots Crew Cost   Effect            Requirements
  1     1    10   8      5% Miss Chance    Energy 5, Manufacturing 5
  2     1    14   11     8% Miss Chance    Energy 6, Manufacturing 5
  3     2    18   14     12% Miss Chance   Energy 6, Manufacturing 6
  4     2    22   17     17% Miss Chance   Energy 7, Manufacturing 6
  5     3    26   20     23% Miss Chance   Energy 7, Manufacturing 7
  6     3    30   23     30% Miss Chance   Energy 8, Manufacturing 7
  7     4    32   26     38% Miss Chance   Energy 8, Manufacturing 8
  8     4    34   29     47% Miss Chance   Energy 9, Manufacturing 8
  9     5    36   32     57% Miss Chance   Energy 9, Manufacturing 9
  10    5    38   35     68% Miss Chance   Energy 10, Manufacturing 9


The decoy module manufactures and deploys mines designed to confuse enemy targeting systems, mistaking the mines for a copy of the vessel. The more advanced the system, the more effective the system is at averting and confusing the attack. Each level gives every incoming attack a percent chance to miss the vessel, as listed above. Deploying a decoy mine takes one action, and once the mine successfully diverts an attack, it is hit and destroyed. A decoy system can only have one mine deployed at once.

Defense Coordination System
Level Slots Crew Cost   Effect      Requirements
  1     1    5    6      +1d6 def    Mass AND Energy Defense 3
  4     2    7    20     +2d6 def    Mass AND Energy Defense 6
  7     3    12   42     +3d6 def    Mass AND Energy Defense 9
  10    4    20   74     +4d6 def    Mass AND Energy Defense 12


The defense coordination module, or DCM, is a module which more firmly interlinks the defense systems with sensors and command areas of the ship, providing a bonus to defense. Unlike most other modules, multiple instances of the module provide no additional bonuses.

Fire-Control System
Level Slots Crew Cost   Effect                   Requirements
  3     2    6    14     +1d6 dmg                 Mass AND Energy Weapons 5
  6     4    10   34     +2d6 dmg                 Mass AND Energy Weapons 8
  9     6    17   62     +3d6 dmg, dbl. attack    Mass AND Energy Weapons 11


The Fire-Control module is a control and coordination center for the offensive sections of the ship, allowing it to make more effective and deadly attacks with existing weaponry. The more advanced the system, the more effective it is at coordinating attacks. Unlike most other modules, multiple instances of the module provide no additional bonuses.

At ninth level, the module allows the vessel to attack with both of its weapons systems in a round, if it possesses two.

This message was last edited by the GM at 05:10, Tue 12 July 2011.

Fabric of the Universe
 GM, 26 posts
Tue 12 Jul 2011
at 22:14
Ship Worksheet

--(Ship Name)-------------------------------Supply Remaining: XX Yrs. ------------
--(Class Name)----(Fleet Role)----------------------------------------------------
Core: 0000000000   HP: XXX  DT: XXX
                  3/4: XX  1/2: XX  1/4: XX

Life Support X/X    FTL X/X            Sensors X/X          Cargo X/X
 Life1: 0000000000   FTL1: 0000000000   Sense1: 0000000000   Cargo1: 0000000000
 Life2: 0000000000   FTL2: 0000000000   Sense2: 0000000000   Cargo2: 0000000000

Miscellaneous X/X                                    CREW: XXX/XXX
Misc1: 0000000000    Misc2: 0000000000                Max     : XXX
Misc3: 0000000000    Misc4: 0000000000                Min(-4) : XX
Misc5: 0000000000    Misc6: 0000000000                Skeleton: X

          WEAPONS SYSTEMS X/X               DEFENSE SYSTEM X/X
Level: 0000000000  Level: 0000000000         Level  : 0000000000
Attk : XdY+Z       Attk : XdY+Z              Defense: XdY+Z
Type :             Type :                    Type   :

PASSENGER CAP. XX/XX    CARGO CAP. XX/XX     Speed  : Xc           Size: XX
 -Type, Number          -Type, Amount        Range  : Xyrs         Cost: XXX
 -Type, Number          -Type, Amount        Scan R.: Xly        Upkeep: XXX
----------------------------------------------------------------------------------

This message was last edited by the GM at 00:08, Wed 13 July 2011.

Fabric of the Universe
 GM, 27 posts
Wed 13 Jul 2011
at 00:13
Worksheet Information
Cost: This number is the cost of every module on the ship, payable in IP, and representative of the number of IP needed to build the vessel. This number is reduced by the empire's Dexterity and Greedy scores.

Crew Size: Minimum crew size is determined by adding the crew requirements of all modules on-board the ship, then subtracting the empire's Focus and Unity scores. Maximum crew size is determined by the amount granted by life support, plus the empire's Hardiness and Philosophical scores. Skeleton crew is equal to 1/(Reflexes), so a ship built by an empire with a reflex score of 5 would have a skeleton crew size one fifth that of it's minimum crew size.

Excepting the negatives granted by AI cores, a ship's minimum or maximum crew can not be less than one. Skeleton crew size is, at most, one-half of the ship's minimum complement. None of these scores can ever be less than zero.

A ship with crew between its maximum and minimum operates as normal. A crew complement below minimum, but above skeleton operates at a reduced efficiency; all modules (excepting the Core) operate as if they had two points of damage on them, to a minimum of 1 remaining point.

Damage: Assuming the vessel has at least one weapons system, the vessel receives a damage bonus equal to the operating species' Insight and Aggressive scores.

Damage Threshold: A ship's initial damage threshold is equal to your empire's Hardiness cultural trait plus your empire's manufacturing technology level.

Defense: Assuming the vessel has at least one defensive system, the vessel receives a defense bonus equal to the operating species' Reflex and Stubborn scores.

Hull Points: A vessel receives a number of initial hull points equal to an empire's Strength and Stubborn scores. This is calculated when the vessel is built, and does not change when the empire's scores change. In addition, a ship receives one additional hull point per level of module in the ship.

Range: A ship's base range is measured in years, and is equal to 1 plus the empire's Hardiness and Philosophical scores. Life support adds to this number, though other modules may effect this as well.

Should a vessel not visit a friendly planet before its range is exhausted, half of its crew will die the following round. The round after that, the remainder of the crew on-board the vessel will perish. For example, a ship with a range of 5 years that does not visit a friendly planet will lose half of its crew at the beginning of the sixth turn, and the remainder on the beginning of the seventh.

Size: A ship's size is equal to the number of levels of modules the ship has, plus the ship's number of SIMs.

Upkeep: This number is the cost, in EP, of maintaining a vessel for operation. It is equal to 5 times the size of the ship in EP, plus 1 EP per ten (maximum)crew. An empire's Greedy score provides a bonus of 1 EP for size, and 1 crew per EP. For example, an empire with a Greedy score of 4 would pay 2 times the size of the ship in EP, and 1 EP per 14 crew.