Vehicle

This article is about vehicles in various settings

Space Age Science Fiction
The vehicles here may be setting Specific. Vehicle speed represents meters per second. Assuming that a round of action is at least 3 seconds, I've multiplied the numbers accordingly.

Types of Vehicles
There are naturally different types of vehicles, and by that I am not discussing the different subcategories of each different vehicle type, but rather the overarching categories.

Planetary Vehicles
A planetary vehicle could be anything from a fossil-fuel car to a massive cargo ship or even an electric personal jet. What all Planetary vehicles have in common, is that they are more or less standard vehicles used by people or businesses on planets, and more often than not, these vehicles are designed with "universal use" in mind, and as such they are rarely 100% optimized for the specific atmosphere of a specific planet, though often adjusted before taken into use or made to be configurable.

Atmosphere Specific Vehicles
The Space-Era equivalent of an airplane, these vehicles are entirely specified for the atmosphere that they operate inside, and in cases of planets with high water content, they may be made to go underwater when relevant, or to fit inside sleek and slim underground tunnels.

Atmosphere vehicles are inevitably always going to be the most effective as well as fastest and usually also safest, means of transport on the given planet that they are produced for.

As with planetary vehicles, it is tricky to say anything about them in general as every planet likely has it's own specific model, which will likely differ considerably from what ever model is used on another planet, to the point where completely different designs may have been taken into place, and the vehicles have nothing in common.

Some atmosphere vehicles, especially on particularly mountainous and rocky worlds, even have the ability to enter the planets orbit and slingshot around the planet, where as others are designed to go through the planet.

Orbital Crafts
Compared to an atmosphere or planetary vehicle, Orbital crafts can reach blinding speeds because of the vacuum of space. However, it still takes, on average, 1-3 days to reach an orbiting moon, and at least an hour to reach an orbital station.

Orbital crafts are not commonly designed to be "space sustainable" for long periods of time, as they simply do not have the life-support capabilities to sustain prolonged interstellar journey, but there are many examples of, what would now be considered "Orbital Crafts" that were once used for such applications.

On the frontier, it isn't at all uncommon for it to be necessary to retrofit an Orbital Craft for solar travel, though the mere thought of retrofitting an Orbital craft for interstellar travel in modern times is frankly ludicrous and equivalent of converting a car into a submarine - when it would frankly be easier to just create a whole new vehicle.

Despite their fairly limited applications, Orbital crafts are much more numerous than and common than other kinds of crafts. It's perfectly acceptable to have to spend a day, or even a few days, traveling between planets in a solar system using an Orbital craft in a remote system, when you compare the price of labor to the price of a proper Solar Craft. For every space-worthy vehicle in existence NOT counting Orbital crafts, there's going to be roughly 10 Orbital Crafts that are in use and seeing service, and even more that are not.

Sometimes Orbital Crafts even feature a smaller orbital craft that can detach or deploy, because docking procedures are risky, and sometimes it is just more feasible to use a small landing craft, though small landing crafts are not even taken into account in the above estimate.

Solar Vehicles
Vehicles designed for inner-solar travel, though they can feasibly be used to travel to other systems, provided the systems are not too far away.

Solar Vehicles are made with the modern Hyper-Acceleration-Drives, that form a field around the ship, which allows the ship to behave as if it was light. The ship becomes capable of traveling at faster than light-speed after brief acceleration, but it still takes days to travel just 10 lightyear in this fashion - where as by comparison, it would likely only take a few minutes to reach any given planet inside a solar system from any other point - perhaps an hour in an extremely large and crowded system.

Commonly, Hyper-Acceleration-Drives are used to travel between close-knit groups of Solar Systems, provided no other means of transportation is available. It can be compared roughly to when people decide to sail the open high-seas in a small sailboat or an attempt at crossing the Atlantic ocean in a fishing trawler, certainly not impossible but far from ideal.

Solar Vehicles are, like Orbital Crafts, often used for purposes they aren't exactly intended for - such as interstellar travel. In fact, this is extremely common in the more remote colonies, and even in heart-land colonies, and while the vehicles are fairly ineffective for interstellar travel, if outfitted for it - it is entirely doable.

By traveling along hyper-lanes, using relays, jump-gates and renting/owning docking modules, solar vehicles can very effectively accommodate most budget interstellar travel, and even the most expensive commercial solar vehicles do not even begin to compare in price to a used outdated Interstellar Craft of the cheapest classes.

Interstellar Vehicles
From massive cargo-freighters to the smallest personal yachts, Interstellar Vehicles are the cream of Space Vessels. Outfitted with the ability to travel between the stars effortlessly, interstellar Vehicles differ very little in reality, from the most expensive "long distance" Solar Crafts, but the difference is notable.

Interstellar Vehicles have sustainable and renewable life-support, meaning that the oxygen, water, food and electricity on the ship is practically designed to be a closed circuit system with no need for adding anything.

In reality, this largely only holds true when a ships are being piloted by a skeleton crew who are highly trained to make their resources last, but that said, any Interstellar Crew worth their salt can make their basic resources last years if necessary.

Interstellar vehicles have many amenities that allow them unimpeded journeys into systems with no infrastructure, such as the ability to siphon gas from gas giants, drills and probes to directly mine resources, the ability to manufacture any spare-part they need on board (provided they can acquire the materials) and finally interstellar vessels are designed to use Warp Drives - an upgrade of the old Hyper-Drive design, that permits the spaceship to skip from Hyper-Speed and into Warp, shunting them through a separate dimension.

While still benefiting minimally from relays, Interstellar Vehicles are still slower than using a Jump Gate (a worm-hole - i.e. instant travel), and also traveling much faster along Hyper-Lanes - Interstellar Vehicles can, on average, jump from one system to an adjacent system in a matter of hours (perhaps less) without use of any outside aid.

Interstellar Vehicles are ridiculously expensive and rare, outside of Cargo Freighters, personal yachts and few commercial vehicles. The Space Navies typically employ a few reconnaissance vessels of this type and naturally experiments with the creation of larger strike-ships and flag ships using Warp engines, but primarily large carrier ships (designed to allow even other large ships to "dock and piggy-back") are found using this kind of technology, making the navy more mobile.

Land vehicles
Land vehicles are still popular enough, especially on colony worlds where expensive grav technology is hard to come by.

Motorcycle

Safe Speed: 120 - Max Speed: 210 - Crew: 2 - Handling: 4. Price: 1000

Quad bike

Safe Speed: 150 - Max Speed: 190 - Crew: 2 - Handling: 5. Price: 1000

Ground Car

Safe Speed: 160 - Max Speed: 190 - Crew: 5 - Handling: 3. Price: 5000

Truck/Bus

Safe Speed: 110 - Max Speed: 150 - Crew: 5 - Handling: 0. Price: 10000

Grav Vehicles
Grav Vehicles use the same stats as above, but add +1 handling and improve their safe speed by 50 and their max speed by 50. Grav vehicles can fly upwards of 15 meters above the ground, meaning one has to be fairly unfortunate to crash. There is also no ground friction to account for.

Multiply the price by 10.

Grav Vehicles can drive across water, but it's not the safest choice in case of waves!

Air Vehicles
Air Vehicles are used for transportation across large distances normally. They are found on most planets out of necessity.

Gravflyer
Same as a grav vehicle, but can fly much higher above ground. Multiply original price of vehicle by 20.

Sea Vehicles
TBA.

Stellar Vehicles
Stellar Vehicles are much the same as interstellar vehicles, but incapable of hyperspace travel.

Stellar Vehicles abide by different rules than non-stellar Vehicles and have their own stat systems and rules. They are, when it comes to speed, so much superior to normal vehicles that there can be no comparison.

Note: Stellar Vehicles do not have inbuilt life-support that is sustainable - this means there is a limit to how long they can operate without docking with another vessel. It's usually a matter of days (7 is the norm). All stellar Vehicles are configured for atmosphere.

Agility
Agility is the maximum dicepool a pilot can obtain with the ship in question to perform maneuvers. It's also a ship's maximum defense rating,

Shield
Shield is a small "buffer" of rechargeable health that a ship can sustain without anything repairs being needed. First to go in combat.

Hull
Hull is a ship's size, but also it's HP.

Armor
Armor is the durability of a ships hull, and is subtracted from incoming damage.

Power
Power is how many systems a ship can support. See ship upgrades.

Free Mass
Free Mass is free space in a ship for storage or for upgrades. One point of free mass equals about 1 metric tons worth of storage. Does this make sense? no because a metric ton is a weight, not a size, but this is space.

Weapon Slots
Some ship types may have more weapon systems installed than others. This is a combination of practical and legal restrictions.

Crew min/max
Minimum crew is the absolute skeleton crew required to operate a ship. The funny thing about space travel is, that no matter how big your ship is, in theory, you will never need more than: A pilot, a navigator, an engineer and at least a few people to help where it's needed - so the highest skeleton crew requirement will never go above 5. Maximum crew is a balance between actual space, what life support can handle and what the ship can carry supplies for.

Fighter Class
The fighter class is the smallest stellar vehicle. Some own civilian versions for travel within a star system, for instance from a planet to a nearby moon, but it's not generally bearable to be inside a fighter class vehicle for more than 6 hours in a row, so most would splurge on a small shuttle instead. Civilian fighters are commonly outdated and disarmed versions of military fighters.

Interceptor
The interceptor, a defensive fighter with room for one pilot, usually only a single weapon system but better agility. Interceptors are very cheap, and are the most agile ships in existence. Fighter pilots are always trained in interceptors first. Think of a tie-fighter.

Agility: 10, Armor: 5, Cost: 200K, Crew: 1, Free Mass: 0, Hull: 7, Power: 5, Shield: 5

Weapon slots: 1

Fighter
Then there is the more expensive variant that seats one or two people (the one person variant has 1 extra free mass), features two weapon systems, takes a loss in agility but is generally more resilient, and even sports a minimal amount of cargo space. This type of fighter is commonly used for bombing runs, and they have great offensive capabilities. Think of an X-Wing or a Y-Wing

Agility: 9, Armor: 5, Cost: 350K, Crew: 1-2, Free Mass: 1, Hull: 8, Power: 5, Shield: 5

Weapon slots: 2

Shuttle Class
The smallest shuttles are only slightly bigger than the largest fighter class, but the biggest shuttles are actually pretty substantial in size, rivaling a small Free Merchant ship in size. Most larger ships have a shuttle dock, where a very small shuttle is always kept for moving cargo around. Shuttles usually have pull-down seats that are concealed in wall panels, or fold-able seats that come out of the floor, making better space for cargo when there are no passengers. A shuttle can exchange 2 passenger capacity for 1 free mass at will, though it cannot drop it's passenger capacity below 2. So for most shuttles, it's either passengers OR cargo. Naturally, cargo and luggage are separate instances, and passengers can bring luggage without taking up cargo space or other passenger's space.

Cargo Lighter
The Cargo Lighter is the average docked shuttle found on yacht- and corvette class ships. They're not economically feasible for anything else, so they are extremely rarely seen outside of that use. A stealthed variant exists which is twice as expensive - this variant is a military variant which also has an armor rating of 5 and a shield of 5 - it bridges between the fighter and the shuttle, being used as a support vehicle in combat situations.

Agility: 8, Armor: 2, Cost: 200K, Crew: 8, Free Mass: N/A, Hull: 8, Power: 5, Shield: 1

Weapon slots: 2

Gunship
The gunship is a military class shuttle, armed to the teeth and commonly used for troop transports, but also capable of giving heavy weapon support from the air as it's armed to the teeth. Gunships are often just modified shuttles, rigged for the use of gangs and pirates - but actual military variants are normally stealthed and have a level one hyperdrive (very unusual for ships that small).

Agility: 7, Armor: 5 Cost: 500K (1 million for the military variant), Crew: 10, Free Mass: N/A, Hull: 15, Power: 5, Shield: 5

Weapon slots: 4

Shuttle
The Shuttle is a fairly common thing to own for anyone who ever needs to go out of orbit, but shuttle services are also commonly used to transport people from surface to orbital stations and used for oribtal flights from one point of a planet to another. They vary very little in size, as they are designed for multipurpose, and very few orbital stations can internally store a shuttle much bigger.

Agility: 6, Armor: 2, Cost: 350K, Crew: 15, Free Mass: N/A, Hull: 15, Power: 5, Shield: 1

Weapon slots: 3

Interstellar Vehicles
Interstellar Vehicles have to live up to certain regulations. They use the same terminology and stats as stellar vehicles, the only real difference being that interstellar vehicles can travel through hyperspace. Interstellar vehicles have sustainable life support, and are capable of producing their own oxygen through a tank of super-bred algae that is nourished with the feces of the crew members. The algae grows so fast that it has to be trimmed regularly, and the trimmings are used to produce pure carbon, which is used to produce carbon-dioxide which is then fed back to the plant for more oxygen. Interstellar ships also have water recycling.

Interstellar Vehicle Regulations
The regulations get fairly technical when it comes to hull pressure demands and how much oxygen the life support can produce.

Boiled down, the demands are that there is one licensed pilot on board at all times that the ship is travelling, though he doesn't have to be at the helm.

The ship must be capable of recycling water and must have oxygen production. Every person on the ship must have an assigned bunk with inbuilt emergency cryo-stasis function.

Every ship must have a lifeboat, which in turn must have at least one emergency cache per 5 crew members.

Every ship must have a medbay capable of holding at least one fifth of the crew at any given time.

Every ship must be armed - A laser gun is the minimum accepted armament. This is due to asteroids primarily, but also to discourage space piracy.

The leader of a space vessel can demand of any of their crew that they carry arms. The crew can however refuse to fight.

Everyone on a ship needs to wear a vacc skin at all times, except when sleeping, bathing or of course using the toilet. Most crews use a vacc-skin combined with an armored undersuit as a uniform. Either atmofilters must be available in all sections of the ship or everyone must carry one with them. Most ships have small caches of extra vacc skins and atmofilters stored in compartments in every single room, marked with big yellow signs - though an atmofilter is really a fairly small thing to carry around so many choose to do so anyway.

A space ship must have one vacc suit on board, as well as one space worthy personal weapon which is loaded and functional and at all times in the hands of a member of the crew. A space worthy personal weapon could be a laser pistol or a void rifle.

A space ship always has to carry a modicum of repair supplies. It's specified what these supplies are, but most space ports can refill the supply cache for a pittance.

An interstellar vehicle may not be colored grey, black or any nuance of the two, unless it is a military vessel. Civilian vessels can have any base color they want, but must have red, yellow or orange lines running across with certain intervals.

Other than that, the ship must be functional.

Crew Regulations
The Commercium is entirely dependent on interstellar travel happening, due to logistics and trade needing to flow, so they have established a ruleset that is the baseline of regulations for a crew.

Crews have a right to a number of days off equal to 1 day off per 6 days of travel. Alternatively, they can get 6 days off after 24 days of travel. It's entirely up to their employer which option he will take. When granted shore leave on another world than the one the crew designates as their collective home (a given destination - usually where the company is registered), the crew must be paid during their shore leave and the owner of the company must pay for accommodations off ship - Only if the ship needs to undergo repairs can the owner of the company deny the crew the right to eat and sleep on the ship, and if they choose to do so, they must still be paid what they would have spent on accommodations (5 credits is the going rate - though it might sometimes actually be more expensive).

Crew pay starts at 5 credits a day for trained crew. Food and water must be provided for free during trips, but it's acceptable to sell snacks and other such goods to the crew from a kiosk on a separate basis, though it's actually illegal to run an overpriced internal kiosk.

Crew may not imbibe any intoxicating substances while on duty. If under the effect of such substances, other than through emergency medical purposes, they can be docked their pay or fired legally.

Except in emergency situations where all hands are needed on deck, crews have work shifts of no longer than 8 hours, and must have at least 10 hours until their next shift begins. If a crew member's time off must be interrupted for some reason, the amount of time they lose must simply be added on the other end, but doubled. Tripled if they are woken from their sleep - though if there is talk of an emergency, lost time off is just that - lost.

Crew must have three meal breaks of thirty minutes each, with three hours in between each. The last of these meal breaks must not happen within 1 hour of there only being 8 hours left of a given crew member's rest period.

These regulations sound pretty tough, but actually, while in hyperspace, a crew of a smaller ship rarely has more than one or two people on duty at any given time. The rest of the crew is just given the day or a list of chores to do on their own time.

Most people are fairly loose about these regulations on smaller ships - people can usually figure out what to do in a small crew. These regulations are much more important on larger ships.

Yacht Class
The Yacht Class refers to small, personal ships. They range in size, but there are generally speaking three different types of Yacht Class ships, the Explorer, the Yacht and the Free Merchant - their sizes ranked in that order. All members of the Yacht Class have atmospheric configuration.

All members of the Yacht class feature a docked shuttle of the smallest type. It's commonly used to store extra cargo among free traders.

Explorer
The Explorer is a typical military recon vessel, often used for light escorts or exploration missions. It's also popular among smugglers because it's more agile than the other members of it's class and features better shielding than other yachts. The Explorer comes with free Emission Dampeners, advanced scanners, an armory and Fuel Scoops and are usually sold as military surplus, stolen or custom repair jobs. For 100K extra, the cargo lighter docked is a military variant.

Agility: 7, Armor: 6, Cost: 700K, Crew: 5, Free Mass: 8, Hull: 18, Power: 10, Shield: 6,

Weapon slots: 4

Yacht
The Yacht is a common personal space ship, used by the wealthy as temporary living quarters on vacation and trips. Often set up for luxury, these ships are the modern man's yacht cruiser. At the same time often used much in the same way a business man uses a private yet, these ships come with powerful hyperdrives straight out of the factory. The Yach features a level 3 hyperdrive, which is the highest class of hyperdrive that can be found on a ship of the yacht class.

Agility: 6, Armor: 3, Cost: 1 million, Crew: 10, Free Mass: 15, Hull: 20, Power: 10, Shield: 3,

Weapon slots: 5

Free Merchant
The Free Merchant is a roomy ship, featuring both capacity for a large amount of passengers and a large amount of cargo. Perfect for hauling both through the empty void of space.

Agility: 5, Armor: 5, Cost: 500k, Crew: 15, Free Mass: 15, Hull: 25, Power: 10, Shield: 3,

Weapon slots: 5

Corvette Class
The Corvette Class is popular among all branches. Still small enough to land - though difficult to find landing space for, the Corvette has a versatile vessel. Always configured for atmosphere and always features a docked cargo lighter.

Patrolboat
The patrolboat is a common systems defense ship - It outguns the vast majority of civilian vessels and is built to last. They dock the military variant of a Cargo Lighter, meaning they can split into a combat force of two, but are commonly used for police work. They have emission dampeners, an armory and advanced scanners but normally features only a level 1 hyperdrive as they do not normally leave the system that they patrol.

Agility: 5, Armor: 8, Cost: 2.5 million, Crew: 30, Free Mass: 25, Hull: 30, Power: 15, Shield: 8,

Weapon slots: 8

Light Freighter
The Light Freighter is commonly used by successful free traders - Sunburst Interstellar also uses Light Freighters for their personnel transport in the public transportation sector. They're not among the most commonly used transports for cargo within the more civilized regions of space however. Because they are the mark of successful free traders, they commonly feature excellent hyperdrives of rating 3, they are configured for atmosphere and feature a cargo lighter.

Agility: 5, Armor: 3, Cost: 1 million, Crew: 30, Free Mass: 30, Hull: 30, Power: 15, Shield: 3,

Weapon slots: 6

Frigate Class
The Frigate Class is perhaps the largest type of ship that is ever really found as property of a single individual or very small partnership companies. Incredibly big, the frigate class is the largest class that can land on planets, but this requires immense skill or a specially set up landing pad. Most starports cannot support frigates landing. Frigates are always configured for atmospheres and feature cargo lighters.

Invader
Invader is the name chosen for military frigates because their ability to enter the atmosphere of a planet makes the extremely dangerous. Invader's feature usually at least a level 3 Hyperdrive, a military cargo lighter, an armory, emission dampeners, advanced scanners and enough weaponry and on board gunners to challenge a planet-side military installation.

Agility: 4, Armor: 8, Cost: 4 million, Crew: 50, Free Mass: 30, Hull: 40, Power: 20, Shield: 10,

Weapon slots: 8

Heavy Freighter
The heavy freighter isn't much different from the large freighter, except of course that it is bigger. Only the most successful free traders can boast of owning vessels like these, but their use is somewhat limited due to being difficult to land. The biggest type of ship useful to free traders - the smallest ship seen in use for cargo transportation in civilian space - also often used for passenger travel on more popular routes. Outfitted with a level 3 hyperdrive.

Agility: 4, Armor: 4, Cost: 2 million, Crew: 50, Free Mass: 35, Hull: 40, Power: 20, Shield: 5,

Weapon slots: 7

Cruiser Class
The Cruiser Class boasts ships that cannot be configured for atmosphere due to their size. The ships are built in space and will most likely be destroyed if they enter an atmosphere, though they can still crash land. Cruise Class ships are large enough to dock smaller ships internally.

Light Carrier
A Light carrier is a military vessel that can dock a large number of fighters. Light Carriers feature emission dampeners, advanced scanners, an armory and the ability to dock 10 fighters, usually 5 interceptors and 5 fighters. It does still feature a military variant of a cargo lighter. It features a level 3 hyperdrive. Light Carriers do not have room for much cargo. The light carrier's function actually isn't necessarily to drop ships - they are armed incredibly well, and are normally used for planetary bombardment, the fighters are there to serve as defenses and more precision based attacks. Some versions of a Light Carrier transport 7 Gunships and two interceptors instead of 10 mixed fighters - and these are used for troop insertion.

Agility: 3, Armor: 10, Cost: 15 million, Crew: 200, Free Mass: 10, Hull: 50, Power: 50, Shield: 15,

Weapon slots: 16

Battle-Cruiser
A Battle-Cruiser is almost identical to the Light Carrier, but usually docks only 2 interceptors, using the rest of the space for mission specific upgrades, some are used for troop transports (extended life support) or as hospital ships (extended medbays). Some are designed to haul large amounts of supplies.

Agility: 3, Armor: 10, Cost: 10 million, Crew: 200, Free Mass: 26, Hull: 50, Power: 50, Shield: 15,

Weapon slots: 16

Bulk Freighter
The bulk freighters operate with small crews and sacrifice a defensive design in order to fit more cargo. Bulk Freighters dock a single full-sized shuttle, and feature a level 4 hyperdrive. An alternate version of the Bulk Freighter exists where the free mass is reduced to 50 and the transport then supports 500 passengers. These are known as cruise-ships, but are more popularly used for transportation on incredibly popular lines of travel.

Agility: 1, Armor: 5, Cost: 5 million, Crew: 10, Free Mass: 200, Hull: 50, Power: 50, Shield: 5,

Weapon slots: 8

Capital Class
Capital Class ships are the largest ships out there. Used for incredibly massive operations, these ships are practically mobile space stations.

Heavy Carrier
The heavy carrier is an invasion ship. It carries a number of docked frigates and features a massive hyperdrive, capable of getting those frigates far into space with just a single jump. Some Heavy Carriers carry 20 Frigates and two interceptors and a cargo lighter - others carry 42 mixed fighters and a cargo lighter or 38 gunships, two interceptors and a cargo lighter - or even some combination of the above. Think Star Destroyer.

Agility: 2, Armor: 10, Cost: 60 million, Crew: 1000, Free Mass: 10, Hull: 100, Power: 70, Shield: 20,

Weapon slots: 16

Battle-Ship
The Battle-Ship is a generic capital ship with no predefined function - similar to the Battle Cruiser. They get specifically outfitted for various missions.

Agility: 2, Armor: 10, Cost: 50 million, Crew: 1000, Free Mass: 100, Hull: 100, Power: 70, Shield: 20,

Weapon slots: 16

Planet Cracker
Planet Crackers are big mining ships.

Agility: 1, Armor: 8, Cost: 50 million, Crew: 1500, Free Mass: 500, Hull: 100, Power: 70, Shield: 5,

Weapon slots: 10

Colony Ship
A colony ship is a ship designed to travel into unknown regions and start a colony on a planet.

Agility: 1, Armor: 8, Cost: 50 million, Crew: 1500, Free Mass: 500, Hull: 100, Power: 70, Shield: 5,

Weapon slots: 10

Vehicle Fittings
The fitting in question will specify the smallest candidate that the fitting fits on.

* You multiply the cost by 2 shuttles, 3 for Yacht class ships, 5 for Corvette class ships, 8 for frigate class ships, 10 for cruiser class ships and 15 for capital ships.


 * 1) You add 10% of the requirement cost (rounded up to nearest .1) for shuttles, 25% for yacht class, 50% for corvette class, 75% for frigate class, 100% for cruiser class and 200% for capital ships.

Advanced Nav Computer
Cost: 10k*, Power: 1#

You half the time it takes to make an extended navigation check. Normal navigation checks gain the 9 again quality.

Advances Scanners
Cost: 100K, Power: 1

Normal scanners can detect heat signatures outside of an orbit, they can detect traces of various signals, they can detect gravitational pulls that are strong (at least the size/mass of a capital ship) and some other forms of energy.

Advanced scanners can usually pick up on even things with extremely low gravitational pulls - the smallest detectable object would be a scout yacht class ship of the Yacht type or of equivalent mass. Advanced scanners can scan in debt for various particles and molecules as well as for life forms. It's not specific enough to tell how many life forms, what type or even to be certain, but it's a good indicator.

Advanced Scanners cancel out emission dampeners on larger ships.

Armory
Cost: 2K* Requires shuttle class or larger.

The Ship has a room with specific weaponry for everyone in the crew (as long as the crew doesn't exceed the supported crew limit) for space combat.

It's assumed that there is a full-face helmet with targeting module slaved to a void assault rifle with targeting slave unit attached, 5 magazines in a tactical vest and a chest piece - both armor pieces are combat field uniform type. The helmet has an atmo-filter inbuilt. The chest rig has a vibro knife and a baton with inbuilt stun option attached to it.

Further more, all crew members get a vacc-skin with an inbuilt armored under suit.

The armory can be used to safely store any weapons on the ship, and ammunition, without fear that a malfunction will cause any damage to the ship, as the armory is designed to contain a blast, and has many blast proof containers.

It comes with a firing range if the ship is big enough, and optionally, the weapons and armor are stored in various less-safe locations at people's stations for faster response time.

The armory is an emergency arms station. It can be upgraded to contain more, and better gear - any gear beyond this, that you want to make commonly available for all members of the crew will cost 75% of the piece of equipment, multiplied by the lowest possible crew capacity in your ship class.

Example: You want to add a Lazarus patch to everyone's load out. The Lazarus patch goes for 100 credits, of which 75% is in fact 75. You ship is a frigate, and the smallest amount of crew supported by any frigate is 50. You now multiply 75 by 50 which is 3750 credits - but then everyone on the ship has a Lazarus patch

It seems like a nice way to get a 50% discount, until you realize that you're most likely not flying with a full crew. While your ship may not actually HAVE 50 crew members - the Lazarus patch is sort of "universal", so the upside is that everyone in your crew who makes it to the armory in time to arm up, will have one Lazarus patch per encounter in which this procedure is done.

In the same way, for each encounter, it's assumed you have 5 magazines available for your void assault rifle, and even if in last encounter, you lost your, say, helmet - it will be automatically replaced by next encounter.

Atmospheric Configuraion
Not possible to buy - Either a ship has it, or it doesn't.

Auto Targeting Computer
Cost: 100K, Power: 1

The Auto Targeting Computer (ATC - "attack") can control one weapon on the ship - Many choose some sort of defensive weapon, or a weapon that is intended to target a secondary target while dog-fighting (practical for bombers). Expensive military grade equipment like this is rarely found on civilian vessels. The ATC acts as a competent gunner with a dice pool of 6.

Boarding Tubes
Cost: 10K per tube-launcher - comes with 1 free tube. 1 Free Mass per tube. Requires Yacht class or larger.

A boarding tube is a small "missile" like space vessel, with 6 hours of life-support, fired to penetrate OR attach to the hull of an enemy ship (can penetrate armor of 5 or below, or any ship which hull integrity has been reduced to a 10th). Once attached, the people inside the tube can work to weld through the hull using pre-installed tools - it takes 10 minutes per point of armor above 5 the enemy ship has. The boarding tube can be detached at will and can be used as an escape pod. Boarding tubes are incredibly durable, and very difficult to destroy or target because of their tendency towards extremely erratic and fast movements. Once a boarding tube is detached - if it ended up penetrating the hull somehow, deals 1 point of hull damage but cannot drop the ship below 1 point of hull.

A boarding tube can fit 6 individuals and a tube can be re-used. A new tube costs 5K.

Shuttle Dock
A ship either has a shuttle dock, or it doesn't. See ship classes for information on what kind of shuttle your ship can dock.

Cryo Bunk
Cost: 5k*

A ship normally sports enough cryo bunks for it's maximum passenger capacity, but some ships do not have cryo bunks installed and could have them installed. It's assumed that cryo bunks are installed for all possible passengers when buying this upgrade.

Cryo bunks are included in most ships that have use for them. If you expand the ships available crew size, the bunks do not magically multiply. Cryo bunks are demanded by regulation, so they are almost always found in working pristine condition on all vessels.

Cryo Bunks resemble the beds in typical Asian tube-hotels, and offer the inhabitant a small personal space they can shut the world out of. Cryo bunks are armored quite well and rarely are destroyed during hull-breaches - a subject inside a cryo-bunk who ends up in space inside the cryo bunk has remarkably long time to surivive in, before the cryo-bunk engages forced cryo-stasis to preserve the life of the inhabitant - Almost a week, it's possible to drift around.

Cryo bunks exist to preserve crew in case of sudden drastic loss of life support, complete system failure in ships where rescue will take very long (or even be unlikely), if a ship runs out of fuel and is dead in in a region without help available and has to manually pro-pulse to the nearest system where help can be gotten (could take years) or if food suddenly becomes scarce.

People in induced cryo sleep can be kept in cryo stasis almost indefinitely it's assumed.

Emission Dampeners
Cost: 25K* and 1# power

Emission Dampeners are surprisingly easy to find on the market, but they are expensive and most can't afford them, let alone use them properly. It takes an experienced pilot to figure out how to fly around with an essential invisibility cloak on.

With Emission Dampeners, the ship doesn't let any heat escape. Every 24 hours, the ship has to discharge the built up heat however, unless the ship has essentially not been moving. The dampeners only hides a heat signature, so advanced scanners can pick up on a ship using these, if the pilot in the stealthed vessel isn't skilled enough to conceal their presence, provided the ship in question is big enough.

Extended Medbay
Cost: 5k*, 1 Free Mass

The medbay can have more passengers at a time. A traditional medbay can house the minimum required number of crew members - A third of the maximum passengers OR the skeleton crew of the ship, which ever is bigger of the two numbers. The general rule of thumb is, if the more than either number is sick/injured, it's too many taken out of the rotation anyway, and too many to treat.

A larger medbay turns the ship into a small hospital, capable of holding it's entire crew.

The medbay can be extended once more to hold 50% on top, and this processes can be repeated until there is no more space on the ship - though extending the medbay function doesn't add extra life-support capability.

Shuttles don't come with a medbay, but can have one installed using this upgrade.

Extended life support
Cost: 5k* and 1# Power

Doubles maximum crew size - note that there may not necessarily be room for this extra crew, but the water recycles fast enough, and there is more than enough oxygen.

Fuel Scoops
Cost: 5K, 1 power

Fuel Scoops are incredibly simple inventions that can siphon hydrogen from a gas giant, an atmosphere or even a star if necessary. The siphoning is a very simple process, but the refining of the hydrogen into hyperdrive fuel takes a while. It takes a week to produce a single unit of fuel.

You can buy this upgrade multiple times, but each ship class can have only one fuel scoop, multiplied by the class' listing in the order - example: Yacht class is the third listed ship type and can have 3 fuel scoops - Any additional scoops cannot fit on the hull and must be built inside, taking up a point of free mass.

Each fuel scoop halves the time necessary to produce a unit of fuel.

Hydroponics production and vitromeat lab
Cost: 10k*, 1# Power and 2# Free Mass - Yacht class or larger.

You produce enough food to support your entire maximum passenger capacity and even produce 1 extra ration for everyone every day - though the rations cannot normally be turned into a commercial product (the equivalent of a home packed lunch versus a cafeteria meal).

Drop Pod
Cost: 5 K per lancher, 1 free mass.

A drop pod launches a pod not dissimilar from a boarding tube, but meant to land on a surface, keeping the occupants safe. To most readings, a drop pod detects (and even looks like from afar) as a meteorite, making them good for stealth insertions or cargo deliveries.

A drop pod can fit 5 metric tons or 6 people but life support for only an hour. A new pod only costs a 1000 credits. An advanced scanner CAN (with a good roll) reveal a drop pod.

Life Boat
There's always enough life boats on a ship, if it meets regulations. Installing life boat docks is nearly impossible, if the ship was built without them. A new life boat (not the dock) costs are to be determined - but we're looking at at least a 100K. Life boats do not have hyperdrives and have life support for a month, and cryo-stasis bunks on board - In fact, it has no seats, only cryo bunks.

Precognitive Navigation Chamber
Cost: 100k*, 1 power

A person with dots in the time discipline can assist in navigation. The rules for this are to be added.

Ship bay
Cost: 200k, 2 free mass

The above cost is required to hold a single fighter, which can be docked and undocked rapidly. Increase to 3K and 3 free mass for shuttle dock capability, and so forth (through out the ship classes).

Ship's locker
Cost: 5K*

A ships locker contains the following equipment: 1 commserver for every 10 crew members, navcomps for each crew member, multi-purpose scanners for each crew member, comlinks for all crew members, metatools for all crew members, durable vacc suits for all crew members, mag boots for all crew members, grapnel launchers for all crew members, climbing harnesses for all crew members, one medkit for every 10 crew members, advanced backpacks for all crew members, survival kits for all crew members, 5 glowbugs for each crew member, 10 type A energy cells per crew member, 1 pressure tent for each 5 crew members, 3 thermal flares for each crew member, 1 vacc fresher per 5 crew members, 5 doses of tailored anti allergens for each crew member, 1 length of rope for each crew member, 1 binocular for each crew member and a telescoping pole for each crew member.

You can add equipment following the same model as for the Armory.

Workshops
Cost: 5K, 2 free mass.

Is assumed to have any kind of toolkit, except for pretech, psitech medicine and science, which must be added manually (or are for the laboratory). Any item up until tech level 4 can be crafted in a workshop. Spare parts for a ship can also be crafted there, and basic repairs can be made.

Laboratory
Cost 2K, 1 free mass

Can analyse samples and create medicine - can refill a used Lazarus patch for 10 credits, keeps medkits from running out and automatically restocks them after use. Has medicine and science tool-kits installed.

Offensive Combat Fittings
These fittings are for combat specifically, and most of them are only available through the black market or through military connections - not because most of them are illegal, they're just generally not sold to civilians. The damage rating listed is added to the gunner's dicepool.

Clumsy: The weapon cannot effectively target small crafts (shuttles and fighters), who always get a chance to dodge the attack.

Flakk: Fighter and shuttle class crafts are vulnurable to this kind of attack because it overwhelms their shields due to their small size. Ignores shield rating of small crafts.

Cloud: Creates an area of effect.

Ammo X: The X indicates how much "universal ammunition" is used by the weapon when it is fired.

Armor Piercing: How much of the target's armor is ignored per attack.

Heavy Weapon
You have installed a heavy weapon of any kind on your ship. The weapon is useless against other ships, but is good for defending against smaller vehicles that could pose a danger to your ship and for defending against infantry.

Multi-focal laser
10K, 1 slot 5 power (5 AP) No additional damage

The basic laser cannon found on almost every ship that comes out of the production line. Laser can carve through a shield fairly easy, and has an AP rating of 2.

Twinned assay and penetration lasers modulate the frequency of this beam for remarkable armor penetration. These weapons are popular choices for fighters intended for frigate or cruiser engagement.

Reaper Battery
50K, 1 slot, 3 power (Clumsy) 2d10

An inaccurate but powerful weapon. Stepped tapping of the spike drive power plant allows for the emission of a torrent of charged particles. The particles have very little armor penetration, but can fry a small ship’s power grid in a strike or two. It's a photon particle weapon battery that fires repeatedly at the enemy at various locations for spread out damage.

Fractal Impact Charge
50K, 1 slot, 2 power, 4 ammo per shot (ammo costs 500 credits) 5d10 (clumsy)

A spray of penetrator sabots that use fractal surfacing to increase impact. Favored for bomber-class fighter hulls.

Polyspectral MES Beam
1 million, 1 slot, 5 power, 5 AP 5d10

A rare example of pretech weaponry, a fighter equipped with a PMB can scratch even a battleship’s hull. Your average future tech weapon.

Flak Emitter Battery
50K, 1 slot, 2 power, 2 AP, Flak, 2d10 - Yacht Class or larger

A baseline frigate anti-fighter system, this battery fires waves of lasers or charged particles to knock down small craft. Popular, but expensive, self defense weapon, mostly useful for larger ships.

Torpedo Launcher
50 K, 10 Power, 4 ammo per shot, 1 slot, 10d10 - Corvette Class or larger

Capable of damaging even a battleship,torpedoes are cumbersome, expensive, and often the core of a line frigate’s armament.

Charged Particle Caster
80K, 5 power, 2 slot, 2 AP, Clumsy, 3d10

A focalized upgrade to the reaper battery, the CPC has a lower energy drain than the Laser Beam, but sacrifices the armor piercing capabilities though maintains roughly the same power level. It's a photon particle weapon.

Laser Beam
100K, 10 power, 2 slot, 5 AP, 3d10

A laser based version of the reaper battery, considerably higher power cost but has superior armor penetration. It's also much more accurate.

Mag Spike Array
100K, 2 slots, flak, Fires 10 ammo per shot, 3 power, 5d10,

A storm of magnetically-accelerated spike charges is almost guaranteed to eradicate any fighter-class craft it hits. The equivalent a cannon broad-side - but it creates a swarm.

Spinal Beam Cannon
1 million, 10 power, 3 slots, AP 5, Clumsy, 20d10

One of the first spinal-mount class weapons, he SBC briefly channels the full power of the ship into a charged beam. Your average future tech weapon of mass destruction.

Smart Cloud
200K, 10 power, 2 slots, "flak", cloud, 5d10

A swarm of self-directed microdrones sweeps over the ship. Their integral beam weaponry is too small to damage larger ships, but they can wipe out an attacking fighter wave in moments. It creates a kill-zone for smaller crafts (fighters and shuttles), in which they take periodic damage, also after leaving it for a few rounds. Most fighters cannot survive a fly-through.

Defensive Combat Fittings
These defenses are, unlike their offensive counter parts, much more widely available.

Sandthrower
The sandthrower creates a cloud of particles that eliminates the armor piercing capabilities of laser. Unfortunately works both ways. The cloud can envelop the ship that emits it, or be placed on any side of the ship. It can even be directed unto a nearby target. It's also a good detergent against fighter class ships, as pilots in those tend to rely on what they can physically see.

Augmented Plating
50K*, +2 Armor, 1 slot per class listing (example - Fighter costs 1 slot, shuttle costs 2)

At the cost of a certain amount of speed and maneuverability, a ship can have its armor plating reinforced against glancing hits. This augmentation can decrease a ship’s Agility below 0, meaning it will be applied as a penalty to all Piloting tests rather than a bonus. The penalty of course only applies within an atmosphere!

Hardened Polyceramic Overlay
25K* - resists 1 point of AP, 1 slot per class listing (example - Fighter costs 1 slot, shuttle costs 2)

A complex glazing process can harden the surface of a ship’s armor to more effectively shed incoming attacks.

Grav Eddy Displacer
50K*, 5 power - Count as having a +2 to agility

This system links with a ship’s navigational subsystem and randomizes the motion vectors in sympathy with metadimensional gravitic currents. This causes the ship to rapidly skip small distances at unnaturally high speed, giving a small chance of completely defeating an incoming attack.

Point Defense Lasers
10K*, 5 power, roll reflexive gunnery versus incoming ammunition using attacks, and if the roll is beaten, the attack is avoided - comes with a limited Automatic Targeting System that rolls 6 dice versus the enemy attack.

Too small to damage ships, these point defense lasers can detonate incoming munitions, improving the ship’s defenses against torpedoes, fractal impact charges, and other ammunition-based weapons.

Ablative Hull Compartments
10k*, 1 free mass, +1 Hull. - Cruiser or larger.

By sacrificing empty hull space in a complex system of ablative blast baffles, a capital-class ship can have a large amount of its total mass shot away without actually impinging on its normal function.

Foxer Drones
These drones are invariably short-lived due to the enormous energy signatures they produce, but for a brief, precious time they can greatly increase the difficulty of targeting their parent ship. Foxer drones are cheaply constructed and essentially free; the only limit on their number is the amount of free space set aside for holding them.