Ship Construction Procedure
Hull Cost Chart | Hull Type Efficiency Analysis | |||||||
---|---|---|---|---|---|---|---|---|
Hull Type | Spaces Available | Hull Cost | Turn Mode | Max Speed | Engine Cost | Space Req'd. |
Percentage of non-engine systems* |
% Ratio of non-engines to hull cost* |
Escort (ES) | 10 | $33 | 2 | 6 | 5 | 0.5 | 70 | 21 |
Corvette (C) | 13 | $60 | 2 | 6 | 5 | 0.5 | 77 | 17 |
Frigate (FG) | 18 | $72 | 2 | 6 | 6 | 1 | 67 | 17 |
Destroyer (DD) | 25 | $130 | 2 | 6 | 7 | 1 | 76 | 15 |
Cruiser, Light (CL) | 35 | $185 | 3 | 6 | 8 | 1.5 | 74 | 14 |
Cruiser (AC) | 50 | $300 | 3 | 6 | 8 | 2 | 76 | 13 |
Carrier, Light (CVL) | 50 | $400 | 3 | 6+1 | 8 | 2 | 76 | 9.5 |
Battlecruiser (BC) | 70 | $465 | 3 | 6 | 10 | 2 | 83 | 12 |
Battleship (BB) | 80 | $600 | 4 | 5 | 12 | 3 | 76 | 10 |
Carrier (CV) | 85 | $700 | 3 | 6+1 | 10 | 2 | 86 | 10 |
Dreadnought (DN) | 120 | $800 | 4 | 5 | 15 | 4 | 80 | 12 |
Freighter 1 (FR1) | 20 | $60 | 4 | 2 | 4 | 1 | 90 | 30 |
Freighter 2 (FR2) | 35 | $100 | 4 | 2 | 5 | 1 | 94 | 33 |
Freighter 3 (FR3) | 55 | $150 | 4 | 3 | 6 | 1 | 95 | 35 |
Freighter 4 (FR4) | 90 | $250 | 3 | 4 | 8 | 1.5 | 93 | 34 |
Base 1 (B1) | 20 | $250 | n/a | |||||
Base 2 (B2) | 40 | $500 | n/a | |||||
Base 3 (B3) | 75 | $500 | n/a | |||||
Base 4 (B4) | 100 | $750 | n/a | |||||
Hull Type | Spaces Available | Hull Cost | Turn Mode | Max Speed | Engine Cost | Space Req'd. |
Percentage of non-engine systems* |
% Ratio of non-engines to hull cost* |
Hull Cost Chart | Hull Type Efficiency Analysis |
Fighter Construction Procedure
Item | Cost | Load Points |
Reduction to Assault Movement |
Notes |
---|---|---|---|---|
Gun Pack | $2 | 2 | 1 | like a ship gun; 1 available on each CV bay |
Laser Pack | $5 | 2 | 1 | like a ship laser |
Missile | n/a | 1 | 1 | like a ship missile; add at launch time; 6 on each CV bay |
Rocket Pod | n/a | 1 | 1 | add at launch time; 10 on each CV bay |
Recon Pack | $2 | 0 | 0 | for campaign scenarios |
Offense | Code | Cost | Space Req'd. | Notes |
---|---|---|---|---|
Energy Beam | E | 35 | 4 | ignores A and H |
Force Beam | F | 25 | 4 | destroys systems from left to right |
Gun | G | 5 | 3 | destroys systems from left to right |
Laser Beam | L | 25 | 4 | destroys left to right, ignoring shields |
Multiplex Tracking | M2 | 30 | 1 | ship can have 2 targets in 1 turn; only one M per ship |
Multiplex Tracking | M3 | 40 | 1 | ship can have 3 targets in 1 turn; only one M per ship |
Multiplex Tracking | M4 | 50 | 1 | ship can have 4 targets in 1 turn; only one M per ship |
Presser Beam | Pb | 9 | 2 | ? |
Primary Beam | P | 50 | 4 | fires every other turn, ignores shields/armor; roll die to determine how far in destroyed system is |
Missile Launcher | R | 10 | 3 | destroys systems from left to right |
Missile+Gun Launcher | W | 20 | 3 | each turn can fire as either gun or missile |
Missile Hold | Mh | 15 | 2 | ? |
Defense | Code | Cost | Space Req'd. | Notes |
Armor | A | 2 | 1 | |
Bulkhead | B | 2 | 1 | need 1 per every 4 Holds |
ECM | ? | 60 | 3 | ? |
Hold | H | 1 | 1 | may not be more than 10% of ship except freighters |
Overload Dampener | O | 20 | 1 | see combat charts |
Point Defense | D | 25 | 2 | die roll to intercept missiles in a volley: first on 1-5, second on 1-4, etc.; also attacks fighters |
Point Defense, Improved | Di | 30 | 2 | die roll to intercept missiles in a volley: first on 1-4, second on 1-3, etc.; also attacks fighters |
Shield | S | 4 | 1 | must outnumber armor |
Propulsion | Code | Cost | Space Req'd. | Notes |
Ion Engine | I | see Hull Cost Chart | most are usually placed at far right | |
Advanced Maneuver | n/a | 10% hull cost, 0 sp. | Reduces turn mode by 1. | |
Assault Movement | n/a | 2 per hull sp., 0 sp. | Requires speed 6 and at most 1 primary, energy or force beam. | |
Miscellany | Code | Cost | Space Req'd. | Notes |
Carrier Bay | V | 5 | 1 | Each bay can hold one fighter. |
Datalink | Z | 40 | 0 | at most one per ship |
Long Range Scanner | Xr | 30 | 2 | for campaign scenarios |
Science Instruments | X | 10 | 1 | for campaign scenarios |
Shearing Plane | C | 15 | 2 | ? |
Tractor Beam | T | 9 | 2 | ? |
Transit Instruments | Y | 10 | 1 | for campaign scenarios |
See also: combat charts
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