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All CL-Drive ships are assumed to have certain basic components in as part of their standard hull and fittings. These basic components are determined by the ship configuration.
All additional components are controlled by three main fitting characteristics: external hardpoints, internal hardpoints, and grid.
Hardpoints are specially engineered locations in and on the ship's hull designed for structural integrity and advanced power and computational access. External hardpoints are fitted to the ship's exterior, internal hardpoints are contained within the ship's structure. Hardpoints are a fixed resource based on the ship's design.
Grid is a measure of available power and computational capacity. Certain (expensive) ship fittings can alter available grid.
Fire control measures the effective speed of a weapon system. ROF is rate of fire per round. Reload is time to fit a new clip. Clip is number of total shots before a reload is required. Lasers are a special case, requiring no ammo, but using a capacitor charge when fired. Lasers can be fitted with additional capacitors to effectively increase clip size.
Damage numbers rate each weapon system in terms of three base damage types, kinetic, thermal and explosive.
Range values indicate the effective minimum and maximum range bands for the weapon system. Deviation measures the loss of damage per band out of range or per band of relative velocity shift. Note that missiles are a special case. They are only effective in the indicated ranges and are unaffected by actual Range and Deviation. They CAN however, be affected by ECM defenses specifically targeting them.
Note: Certain factional components (i.e. Navy or Scout), require a relationship with the appropriate organization. Anyone with at least Rank 1 status with such an organization can arrange the availability of one such component. Rank 3+ allows two components.
Lasers | |||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Fitting | Fire Control | Damage | Range | ||||||||||
Component | Cost | Ext | Int | Grid | ROF | Reload | Clip | Kin | Ther | Expl | Min | Max | Dev |
Light Beam Battery (1) | $500,000 | 1 | 1 | 3 | 1 | 2 | 1 | 0 | 3 | 0 | 2 | 5 | 1 |
Heavy Pulse Laser | $650,000 | 1 | 1 | 3 | 1 | 3 | 1 | 0 | 4 | 0 | 2 | 7 | 2 |
Marine "Daylight" Pulse Laser | $750,000 | 1 | 1 | 3 | 1 | 3 | 1 | 0 | 5 | 0 | 2 | 8 | 2 |
Heavy Beam Laser | $850,000 | 1 | 1 | 4 | 1 | 3 | 1 | 0 | 6 | 0 | 2 | 9 | 2 |
Light Capacitor (3) | $250,000 | 0 | 1 | 2 | 0 | (*) | 1 | - | - | - | - | - | - |
Heavy Capacitor (4) | $300,000 | 0 | 1 | 3 | 0 | (*) | 1 | - | - | - | - | - | - |
Artillery | |||||||||||||
Fitting | Fire Control | Damage | Range | ||||||||||
Component | Cost | Ext | Int | Grid | ROF | Reload | Clip | Kin | Ther | Expl | Min | Max | Dev |
Synchro Gauss Array (2) | $450,000 | 1 | 0 | 2 | 2 | 3 | 40 | 2 | 0 | 0 | 1 | 3 | 1 |
MIC "Flame" Gauss Array (1) | $650,000 | 1 | 0 | 3 | 2 | 2 | 40 | 3 | 0 | 0 | 1 | 3 | 1 |
Light Gauss Cannon | $550,000 | 1 | 0 | 2 | 1 | 3 | 40 | 3 | 0 | 0 | 1 | 4 | 2 |
Heavy Gauss Cannon | $750,000 | 1 | 1 | 3 | 1 | 4 | 20 | 5 | 0 | 0 | 2 | 6 | 3 |
Missiles | |||||||||||||
Fitting | Fire Control | Damage | Range | ||||||||||
Component | Cost | Ext | Int | Grid | ROF | Reload | Clip | Kin | Ther | Expl | Min | Max | Dev |
Standard Launcher | $650,000 | 1 | 1 | 2 | 1 | 2 | 2 | By Missile | 2 | 8 | 1 | ||
Navy "Lance" Launcher | $750,000 | 1 | 1 | 2 | 1 | 1 | 2 | By Missile | 2 | 8 | 1 | ||
Rapid Launcher | $850,000 | 1 | 1 | 3 | 2 | 2 | 2 | By Missile | 2 | 8 | 1 |
(1) - Can be configured for missile defense. 2 round configuration switch.
(2) - Can be configured for missile defense. 1 round configuration switch.
(3) - Adds 1 to clip for attached Light Beam Battery or Heavy Pulse Laser.
(4) - Adds 1 to clip for attached Heavy Beam Laser.
(*) - Capacitors charge at the same rate as the attached system.Missiles | ||||
---|---|---|---|---|
Component | Cost | Kin | Ther | Expl |
Navy "Spike" 2x | $100,000 | 2 | 0 | 5 |
Standard Explosive 2x | $80,000 | 1 | 0 | 5 |
Navy "Fireburst" 2x | $120,000 | 0 | 3 | 4 |
Artillery | ||||
Component | Cost | Kin | Ther | Expl |
Light 40x Clip | $20,000 | By Weapon | ||
Heavy 20x Clip | $45,000 | By Weapon |
Defenses use the same fitting system as weapons. Shields and armor negate a fixed amount of damage based on the same damage types weapons inflict. ECM (and some specialized shields and armor) affect the opponent's targetting and tracking systems, inflicting a penalty on either range band or deviation.
Shields | |||||||||
---|---|---|---|---|---|---|---|---|---|
Component | Cost | Ext | Int | Grid | Kin | Ther | Expl | Range | Dev |
Standard "Attuned" | $1,000,000 | 2 | 0 | 2 | 2 | 1 | 1 | 0 | 0 |
Scout "Magician" | $1,150,000 | 2 | 0 | 1 | 1 | 1 | 1 | 0 | 1 |
Navy "Iceblock" | $1,250,000 | 3 | 0 | 3 | 2 | 3 | 1 | 0 | 0 |
Matari "Lightweave" | $1,350,000 | 3 | 0 | 2 | 3 | 1 | 2 | 0 | 0 |
Armor | |||||||||
Component | Cost | Ext | Int | Grid | Kin | Ther | Expl | Range | Dev |
Standard "Energized" | $1,250,000 | 0 | 3 | 2 | 1 | 1 | 3 | 0 | 0 |
EDH "Flare" | $1,350,000 | 0 | 3 | 2 | 2 | 1 | 2 | 0 | 0 |
Navy "Matrix" | $1,450,000 | 0 | 3 | 3 | 2 | 1 | 3 | 0 | 0 |
Navy "Granite" | $1,550,000 | 0 | 3 | 3 | 1 | 1 | 5 | 0 | 0 |
ECM | |||||||||
Component | Cost | Ext | Int | Grid | Kin | Ther | Expl | Range | Dev |
Standard Jammer | $450,000 | 1 | 0 | 1 | 0 | 0 | 0 | 1 | 2 |
Scout "Blindeye" | $650,000 | 1 | 0 | 1 | 0 | 0 | 0 | 2 | 3 |
Matari "Obscure" | $550,000 | 1 | 0 | 1 | 0 | 0 | 0 | 1 | 4 |
Navy "Gunjam" | $650,000 | 1 | 0 | 1 | 0 | 0 | 0 | 4 | 1 |
EDH "Lost" | $750,000 | 1 | 0 | 1 | 0 | 0 | 0 | 3 | 2 |
There are various other extra ship fittings available. They are listed below, along with a brief description.
Component | Cost | Ext | Int | Grid | Notes |
---|---|---|---|---|---|
Stabilizers "Agile" | $500,000 | 0 | 1 | 1 | +1 combat maneuvering |
Refuel System | $500,000 | 1 | 1 | 1 | Scoop and purification system, 8h cycle |
Scout "Double-dip" Refuel | $650,000 | 1 | 1 | 1 | Scoop and purification system, 6h cycle |
Shuttle Bay | $500,000 | 1 | 0 | 1 | Allows shuttle docking / transport |
Sensor Array (1) | $1,000,000 | 0 | 1 | 2 | Allows fitting of advanced sensors |
Extended Life Support (2) | $500,000 | 0 | 1 | 3 | Support up to 20 passengers |
Sleeper Bay (3) | $750,000 | 0 | 2 | 1 | Supports 20 cryo bays |
Probe Launcher (4) | $550,000 | 0 | 1 | 1 | Allows use of remote sensor probes |
Marine "Elevator" Atmo Controls | $500,000 | 0 | 1 | 1 | +1 atmospheric maneuvering |
(1) Each sensor array fits two sensor types, which are included in the price above. Advanced sensors fall into one of three categories:
(2) Ships are assumed to have life support for their standard crew and passenger allocation.
(3) Sleeper Bays are used for bulk passenger transport or, occasionally, prisoner transport.
(4) Remote sensor probes allow Planetary and Gravimetric sensors to be used on remote targets. Typically these sensors require orbital approaches. Remote sensor probes relay information back to ship sensor arrays for analysis. A probe launcher is fitted with 5 reusable probes. Additional probes cost $20,000 each.
These are variants on core fitting components that alter the fundamental structure of the ship. The cost of these components is the EXTRA cost above and beyond the standard component, which is part of the ship's base cost.
Component | Cost | Effect |
---|---|---|
EDH "Heartbeat" Life Support | $750,000 | Superb efficiency of design frees +2 Grid |
Marine "Ember" Reactor | $750,000 | +3 Grid but emissions triple mass calculation time for CL-Drive |
McKenzie "Starwalker" CL-Drive Computer | $750,000 | Reduces destination calculation time by 2 minutes. -1 Grid |
Navy "Swallowtail" Turret Extender | $500,000 | Splits an existing external hardpoint into two. -1 Grid |
Marine "Firewall" Airlocks | $250,000 | Reinforced airlocks provide additional protection against intrusion. |