| System Name |
Function |
Range |
Skill + |
Power Req. |
Size |
Cost |
HP |
| Polysteel Hull |
2 Starship Armor, AC +1, Tiny or larger vessel required. |
- |
- |
- |
N/A |
10,000
Credits |
1 |
| Titanium Hull |
4 Starship Armor, AC +2, Tiny or larger vessel required. |
- |
- |
- |
N/A |
20,000
Credits |
2 |
| Starsteel Hull |
8 Starship Armor, AC +4, Small or larger vessel required. |
- |
- |
- |
N/A |
40,000
Credits |
4 |
| Supersteel Hull |
12 Starship Armor, AC +6, Medium or larger vessel required. |
- |
- |
- |
N/A |
80,000
Credits |
6 |
| Megasteel Hull |
16 Starship Armor, AC +8, Large or larger vessel required. |
- |
- |
- |
N/A |
160,000
Credits |
8 |
| Ultrasteel Hull |
20 Starship Armor, AC +10, Huge or larger vessel required. |
- |
- |
- |
N/A |
300,000 Credits |
10 |
| Reactive Hull |
20 Starship Armor, AC +10, Small or larger vessel required. |
- |
- |
2 GW |
N/A |
300,000 Credits |
6 |
| Starship Frame Type I |
The building block and requirement to start adding modules to consumer grade star vessels. |
|
- |
- |
10m |
20,000 Credits |
2 |
| Starship Frame Type II |
The building block and requirement to start adding modules to commercial grade star vessels. |
- |
- |
- |
10m |
30,000 Credits |
4 |
| Starship Frame Type III |
The building block and requirement to start adding modules to military grade star vessels. |
- |
- |
- |
10m |
50,000 Credits |
8 |
| Airlock (Standard) |
A multi-sequence 2 door airlock that can interface with any other standard airlock. |
- |
- |
.5 GW |
2m |
10,000 Credits |
2 |
| Airlock (Standard) (Breaching) |
A multi-sequence 2 door airlock that can interface with any other standard airlock. It possesses a motorized arm and beam welder that cut through other standard airlock doors. |
- |
- |
2 GW |
2m |
30,000 Credits |
2 |
| Blast Doors |
A set of blast doors. The doors have reinforced armor and a magnetic seal. They are considered to be impenetrable by conventional arms and typically require explosives to open forcefully. Can be activated from the door panel or from the bridge with the proper authorization. |
- |
- |
.5 |
2m |
20,000 Credits |
4 |
| Boarding Ramp(Small) |
A small extendible boarding ramp that is typically situated on the underside of the vessel. It often leads directly into the cargo hold area of the vessel and allows for efficient loading and unloading of the vessel. |
- |
- |
.5 GW |
2x1 meter opening |
10,000 Credits |
2 |
| Boarding Ramp(Standard) |
A standard size extendible boarding ramp that is typically situated on the underside of the vessel. It often leads directly into the cargo hold area of the vessel and allows for efficient loading and unloading of the vessel. |
- |
- |
.5 GW |
4x2 meter opening |
20,000 Credits |
4 |
| Boarding Ramp(Large) |
A large extendible boarding ramp that is typically situated on the underside of the vessel. It often leads directly into the cargo hold area of the vessel and allows for efficient loading and unloading of the vessel. |
- |
- |
.5 GW |
8x4 meter opening |
40,000 Credits |
6 |
| Boarding Ramp(XL) |
An extra large extendible boarding ramp that is typically situated on the underside of the vessel. It often leads directly into the cargo hold area of the vessel and allows for efficient loading and unloading of the vessel. |
- |
- |
.5 GW |
16x8 meter opening |
80,000 Credits |
8 |
| Cargo Hold Deck |
A section of cargo hold that can be combined into nearly any configuration. Unfurnished and barely lit. |
- |
- |
.01 |
1 sq. meter |
50 Credits per sq. meter |
- |
| Command Deck |
A section of the command deck that can be combined into nearly any configuration. Features additional power and connection plugs and thicker bulkheads. Sparsely furnished and well lit. |
- |
- |
.04 |
1 sq. meter |
120 Credits per sq. meter |
- |
| Corridor Deck |
A section of corridor that can connect various sections of a starship. Sparsely furnished and dimly lit. |
|
|
.01 |
1 sq. meter |
75 Credits per sq. meter |
- |
| Airlock (Standard) (Large) |
A multi-sequence 2 door airlock that can interface with any other standard airlock. It is double the size of a standard airlock, so larger creatures and cargo can enter through the passage. |
- |
- |
.5 GW |
4m |
20,000 Credits |
4 |
| Cloak Field Generator |
Renders all parts of the vessel within the area visually invisible and undetectable via scans that originate outside of the cloaking field. |
10 tiles |
- |
5GW |
4m |
400,000 Credits |
5 |
| Scanning Insulation |
Prevents scans from penetrating into the insulated area. The scan will instead reveal a void in the insulated area. |
1 tile |
- |
- |
10m |
50,000 Credits |
1 |
| Comms Hub Type I |
Long range communications |
25 tiles |
- |
1GW |
1m |
10,000 Credits |
3 |
| Comms Hub Type II |
Long range communications |
50 tiles |
- |
2GW |
4m |
25,000 Credits |
4 |
| Comms Hub Type III |
Long range communications |
150 tiles |
- |
5GW |
10m |
50,000 Credits |
4 |
| Booster Rocket Type I |
Generation of Speed and cargo capacity, +1 speed / + 1 c |
- |
- |
1GW |
2m |
5,000 Credits |
5 |
| Booster Rocket Type II |
Generation of Speed and cargo capacity, +2 speed / + 2 c |
- |
- |
2GW |
3m |
10,000 Credits |
10 |
| Booster Rocket Type III |
Generation of Speed and cargo capacity,+3 speed / + 3 c |
- |
- |
3GW |
4m |
25,000 Credits |
15 |
| Engineering Hub Type I |
Regulating power flow and overseeing repairs |
- |
- |
.5GW |
1m |
10,000 Credits |
5 |
| Engineering Hub Type II |
Regulating power flow and overseeing repairs |
- |
+2 |
1GW |
2m |
25,000 Credits |
8 |
| Engineering Hub Type III |
Regulating power flow and overseeing repairs |
- |
+4 |
2GW |
2m |
50,000 Credits |
11 |
| Fuel Tank Type I |
Safe storage of vessel’s fuel supply, 5 Units |
- |
- |
- |
4m |
10,000 Credits |
5 |
| Fuel Tank Type II |
Safe storage of vessel’s fuel supply, 10 Units |
- |
- |
- |
6m |
25,000 Credits |
8 |
| Fuel Tank Type III |
Safe storage of vessel’s fuel supply, 20 Units |
- |
- |
- |
10m |
50,000 Credits |
12 |
| Fusion Power Core Type I |
Generation of power |
- |
- |
-10GW |
6m |
10,000 Credits |
8 |
| Fusion Power Core Type II |
Generation of power |
- |
- |
-22GW |
10m |
25,000 Credits |
12 |
| Fusion Power Core Type III |
Generation of power |
- |
- |
-33GW |
20m |
50,000 Credits |
16 |
| Fusion Power Coil Type I |
Converts power into fuel at a rate of 1 GW to 1 Unit(s) of fuel every 12 hours. |
- |
- |
1GW |
3m |
5,000 Credits |
5 |
| Fusion Power Coil Type II |
Converts power into fuel at a rate of 2 GW to 2 Unit(s) of fuel every 12 hours. |
- |
- |
2GW |
5m |
10,000 Credits |
7 |
| Fusion Power Coil Type III |
Converts power into fuel at a rate of 3 GW to 3 Unit(s) of fuel every 12 hours. |
- |
- |
3GW |
10m |
20,000 Credits |
10 |
| Habitat Deck |
A section of habitable living space that can be arranged into any configuration. Comfortably furnished and well lit. |
|
|
.02 |
1 sq. meter |
100 Credits per sq. meter |
- |
| Kitchenette |
All utilities needed for the preparation and cooking of food |
- |
- |
.25GW |
2m |
3,000 Credits |
4 |
| Kitchen |
All utilities needed for the preparation and cooking of food as well as ample space to store and freeze foodstuffs. |
- |
+1 |
.50GW |
4m |
10,000 Credits |
5 |
| Mess |
All utilities needed for the preparation and cooking of large volumes of food as well as ample space to store and freeze foodstuffs and seat diners. |
- |
+2 |
1GW |
10m |
25,000 Credits |
8 |
| Life Support Type I |
Generation and ample flow of breathable air |
1 tiles |
- |
1GW |
2m |
10,000 Credits |
4 |
| Life Support Type II |
Generation and ample flow of breathable air |
2 tiles |
- |
2GW |
4m |
25,000 Credits |
6 |
| Life Support Type III |
Generation and ample flow of breathable air |
5 tiles |
- |
3GW |
6m |
50,000 Credits |
8 |
| Maneuvering Jets Type I |
Increases the vessels maneuverability, +1 handling |
- |
- |
1GW |
1m |
4,000 Credits |
2 |
| Maneuvering Jets Type II |
Increases the vessels maneuverability, +2 handling |
- |
- |
2GW |
2m |
10,000 Credits |
3 |
| Maneuvering Jets Type III |
Increases the vessels maneuverability, +3 handling |
- |
- |
2.5GW |
4m |
20,000 Credits |
5 |
| Mini Med Bay |
Allows for rapid recovery from wounds and illnesses, x 2 heal rate during extended rests in med bay, +4 on Medicine Skill Rolls made in med bay. |
- |
+5 |
1GW |
4m |
15,000 Credits |
4 |
| Med Bay |
Allows for rapid recovery from wounds and illnesses, x 2 heal rate during extended rests in med bay, +5 and add a Destiny Die on Medicine Skill Rolls in the med bay. |
- |
+5 |
2GW |
8m |
30,000 Credits |
6 |
| Med Suite |
Allows for rapid recovery from wounds and illnesses, x 3 heal rate during extended rests in med bay, +8 and add a Destiny Die on Medicine Skill Rolls in the med bay. |
- |
+8 |
4GW |
10m |
80,000 Credits |
8 |
| Navigations Hub Type I |
Allows for the plotting of Slipstream Routes |
2
Star Systems |
+1 |
1GW |
1m |
12,000 Credits |
3 |
| Navigations Hub Type II |
Allows for the plotting of Slipstream Routes |
3
Star Systems |
+2 |
2GW |
2m |
25,000 Credits |
4 |
| Navigations Hub Type III |
Allows for the plotting of Slipstream Routes |
4
Star Systems |
+3 |
2.5GW |
4m |
85,000 Credits |
6 |
| Pilot’s SuiteType I |
Allows for the controlling and maneuvering of the vessel from the suite. |
- |
- |
.5GW |
1m |
5,000 Credits |
3 |
| Pilot’s SuiteType II |
Allows for the controlling and maneuvering of the vessel from the suite. |
- |
+1 |
1GW |
2m |
15,000 Credits |
5 |
| Pilot’s SuiteType III |
Allows for the controlling and maneuvering of the vessel from the suite. |
- |
+2 |
1.5GW |
3m |
35,000 Credits |
7 |
| Slip Drive Type I |
Allows the ship to access the slipstream and travel faster than the speed of light between star systems. |
1
Star System |
- |
5GW |
2m |
98,000 Credits |
8 |
| Slip Drive Type II |
Allows the ship to access the slipstream and travel faster than the speed of light between star systems. |
2
Star Systems |
- |
7GW |
4m |
180,000 Credits |
10 |
| Slip Drive Type III |
Allows the ship to access the slipstream and travel faster than the speed of light between star systems. |
4
Star Systems |
- |
10GW |
6m |
400,000 Credits |
12 |
| Grav Drive |
Allows the ship to instantly teleport between massive gravity fields. The bigger the field, the further the distance the grav drive can teleport. This makes the drive useless in deep space but able to travel between suns and black holes faster than most forms of FTL. |
1-5
Star Systems |
- |
10GW |
6m |
300,000 Credits |
12 |
| Small Replicator |
Allows for the replication of common scanned items and food as long as matter banks are full. Each print uses 1 charge from the matter banks, the matter banks have 30 charges and the cost to refill is 3g. Items and food cannot be larger than 1 sq. meter. Can replicate scanned common poisons and potions. |
- |
- |
1GW |
3m |
12,000 Credits |
1 |
| Medium Replicator |
Allows for the replication of common scanned items and food as long as matter banks are full. Each print uses 1 charge from the matter banks, the matter banks have 30 charges and the cost to refill is 5g. Items and food cannot be larger than 2 sq. meter. Can replicate scanned common poisons and potions. |
- |
- |
2GW |
5m |
25,000 Credits |
3 |
| Large Replicator |
Allows for the replication of common scanned items, object machines and food as long as matter banks are full. Each print uses 1 charge from the matter banks, the matter banks have 20 charges and the cost to refill is 10g. Items and food cannot be larger than 5 sq. meter. Can replicate scanned common poisons and potions. |
- |
- |
5GW |
12m |
85,000 Credits |
6 |
| Pulse - Sensor Suite Type I |
Short range scanning - Range: 10 Tiles |
10 tiles |
- |
1GW |
1m |
10,000 Credits |
3 |
| Pulse - Sensor Suite Type II |
Short range scanning - Range: 15 Tiles |
15 tiles |
- |
2GW |
3m |
25,000 Credits |
5 |
| Pulse - Sensor Suite Type III |
Short range scanning - Range: 20 Tiles |
20 tiles |
- |
3GW |
6m |
55,000 Credits |
7 |
| Multi-Spectrum- Sensor Suite Type I |
Long range scanning - Range: 1 System |
1
Star System |
- |
5GW |
2m |
16,000 Credits |
4 |
| Multi-Spectrum- Sensor Suite Type II |
Long range scanning - Range: 2 Systems |
2
Star Systems |
- |
7GW |
5m |
36,000 Credits |
6 |
| Multi-Spectrum- Sensor Suite Type III |
Long range scanning - Range: 3 Systems |
3
Star Systems |
- |
10GW |
10m |
98,000 Credits |
10 |
| Shield Emitter Type I |
Generation of shield around vessel, 20 shield capacity / 3 rr |
- |
- |
2GW |
1m |
10,000 Credits |
4 |
| Shield Emitter Type II |
Generation of shield around vessel, 40 shield capacity / 5 rr |
- |
- |
5GW |
5m |
25,000 Credits |
8 |
| Shield Emitter Type III |
Generation of shield around vessel, 60 shield capacity / 8 rr |
- |
- |
8GW |
10m |
95,000 Credits |
12 |
| Torpedo Tube Type I |
Allows for the firing and reloading of Type I Torpedos |
- |
- |
.5GW |
2m |
50,000 Credits |
3 |
| Torpedo Tube Type II |
Allows for the firing and reloading of Type II Torpedos |
- |
- |
1GW |
6m |
15,000 Credits |
5 |
| Torpedo Tube Type III |
Allows for the firing and reloading of Type III Torpedos |
- |
- |
2GW |
10m |
40,000 Credits |
8 |
| Weapons Hub Type I |
Firing and reloading connected weapons systems, limit 4 weapon system connections. |
- |
- |
.5GW |
1m |
5,000 Credits |
5 |
| Weapons Hub Type II |
Firing and reloading connected weapons systems, limit 8 weapon system connections. |
- |
+1 |
1GW |
3m |
15,000 Credits |
7 |
| Weapons Hub Type III |
Firing and reloading connected weapons systems, limit 12 weapon system connections. |
- |
+2 |
2GW |
5m |
40,000 Credits |
10 |
| Gav Field Generator Type I |
Generates artificial gravity for up to 1 Hectometer. |
1 ton |
- |
1GW |
2m |
25,000 Credits |
3 |
| Gav Field Generator Type II |
Generates artificial gravity for up to 2 Hectometers. |
2 tons |
- |
2GW |
5m |
50,000 Credits |
5 |
| Gav Field Generator Type III |
Generates artificial gravity for up to 5 Hectometers. |
5 tons |
- |
4GW |
10m |
120,000 Credits |
8 |
| Landing Gear Type I |
Allows small vessels to land on various flat surfaces. |
1-2 tons |
- |
.25GW |
2m |
5,000 Credits |
4 |
| Landing Gear Type II |
Allows medium sized vessels to land on various flat surfaces. |
3-5 tons |
- |
.5GW |
8m |
25,000 Credits |
8 |
| Landing Gear Type III |
Allows large vessels to land on various flat surfaces. |
5-10 tons |
- |
1GW |
12m |
85,000 Credits |
12 |
| Magnetic Clamps |
Allows the ships landing gear to electromagnetically attach to ferrous metal surfaces, such as the hulls of larger vessels. Suitable for non-capital ships only. |
- |
- |
1GW |
1m |
15,000 Credits |
4 |
| Weapons Port Type I |
Allows for Personal scale weapons to be mounted in that location and be fed power. |
- |
- |
- |
1M |
5,000 Credits |
2 |
| Weapons Port Type II |
Allows for Fighter scale weapons to be mounted in that location and be fed power. |
- |
- |
- |
2M |
10,000 Credits |
4 |
| Weapons Port Type III |
Allows for Capital scale weapons to be mounted in that location and be fed power. |
- |
- |
- |
9M |
25,000 Credits |
6 |