Ship Creation: Starting Out.
Note: This only applies to a starting character.
SHIP Creation: Beginning.
Hull: There are six classes of hull on which
to spend your points.
Rusted Hulk: 1 Point: There was a reason you found this hull in the scrapyards.
Despite no water in space the damn thing is rusted like nothing else, covered in impact craters and sporting damage thats
probably older than you are. It has negilible Life Support, maybe a weeks work just to get it running.
Decommissioned
Hull: 2 Points: A decent hull, not to banged up but it shows the signs of old age and gradual decay. 90% of its systems have
been stripped for parts.
Old Hull: 3 Points: The hull itself is in good nick, shows signs of wear and tear, a skilled
eye would notice stress fractures here and there. (Unlike the two hulls and above where a blind three year old with no arms
could find them.)
Good Hull: 4 Points: A reliable piece of equipment with some minor signs of aging. You can't go far
wrong here, you might not even have to give it a tuneup first time out!
Great Hull: 5 Points: This hull came from somewhere.
And its in bloody good nick.
Perfect Hull: 6 Points: You had this straight out commissioned didn't you?
Cargo Capacity Purchasing: A Ship gets ten tons of Cargo space per "point" spent on it, this accounts for cargospace that isn't pressurised
or sealed. Basically "container" transport. For a pressurised cargo hold the price is 2 Points per ten tons. (You can have
both types, but seperately.)
Sublight Engines: Sublight engines are what gets a ship from either their jump emergence
point to the planet or from a planet to jump-point. Or from any two points within a single solar system.
Poor Drives:
1 Point: A Slow point-to-point drive. I hope you weren't planning on many course corrections.
Shabby Drives: 2 Points:
A relatively slow Sublight drive with a tendency to cut out.
Mediocre Drives: 3 Points: Of "average" speed and reliability.
Most people find them more than adequate.
Good Drives: 4 Points: Good sublights that will get you from point to point,
reliable but... costly...
Great Drives: 5 Points: Fast drives. Reliable. Expensive.
SUBLIGHT DRIVE MODS: Optionals.
Reactionless:
2 Points: Your drives aren't based off of newtonian physics. Maintenance is identical to the drives before, while they may
be more complex they also don't have the constant wear-tear of a plasma torch.
Sprint Drive: 2 Points: Need that extra
boost of speed? Good for Couriers and High-value perishables. Of course you're probably going to shoot yourself when you see
the maintenance bill. (Incompatible with Reactionless)
FTL
Drives: FTL Drives are your Faster than Light Wormhole
drives. They create a Wormhole link using Lagrange Points, the less stable the Lagrange point the more taxing on the drives,
but the more stable they are the more closely they're watched too.
Poor: 4 Points: A Slow FTL drive.
Medium:
5 Points: An average FTL drive.
Good: 6 Points: A fast FTL drive.
Defences: How else do you expect to soak up
damage? Unlike the others so far this is not in a "bad to great" category, Each item here is purchased seperately. If you
purchase none your ship is unarmoured and unshielded (other than minor particle shields against interstellar debris, micrometeorites
and solar radiation)
Light Armour: 1 Point: A light layer of metal to protect against weapons fire. Won't do much against
a determined attack.
Medium Armour: 2 Points: A Thicker armour good against Lasers and small projectile weapons.
Heavy
Armour: 3 Points: Great armour, but the tax on your drives will cost you in maintenance bills.
Light Shields: 2 Points:
Light Energy Shielding. (Universally effective) It'll hold... I swear...
Medium Shields: 3 Points: Medium Energy Shielding.
Better than the Light. But costlier too.
Heavy Shields: 4 Points: Really not needed unless you're moving PREMIUM Cargo.
Defense
Gun: 2 Points Each, Maximum 2: A small defence gun. Comes in either Laser, Blast or Railgun variety.
CREW!: Crew
are the Backbone of your ship, they keep it running when all else failed. More importantly. They are REQUIRED. For every 25
Tonnes of Cargo space you possess you REQUIRE a Crewman (including a "captain" which will probably be you at the start.)
Crewmembers
Initial "Points Cost" and continued Salary.
Captain: 4 Points, $25'000 Credits per Month. Pilot: 2 Points, $10'000
Credits p/M Navigator: 2 Points, $8'000 Credits p/M Engineer: 2 Points, $8'000 Credits p/M Mechanic: 2 Points, $4'000
Credits p/M Crewman: 1 Point, $500 Credits p/M
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