Ships In Version 4
The tables list each races ships in a format that will enable
players to quickly ascertain which ship is appropriate for what
they have in mind. The tables are up to date as far as I know. If
there are any mistakes please let me know. Each table will open
in a separate window (Some are quite large and take a while to load).
When I get around to it I will provide a downloadable version of
each table as an zipped Excel file.
Specifications
Below is listed what the numbers in the tables refer to. These
descriptions have been taken from the Version 4 helpfile.
Cost: Amount in megacredits
to build the hull.
Mass: The total mass of the
ship plus all standard cargo.
Tech Level: The tech level
required before the ship can be built.
Duranium, Tritanium and Molybdenum:
Kilotons of metals required to build the hull.
Max Fuel: Maximum amount of
neutronium fuel the ship can carry.
Max Ord: Maximum amount of
combat ordnance the ship can store.
Max Repair: Maximum amount
of repair units the ship can carry.
Max Cargo: Maximum amount of
standard cargo the ship can carry. Cargo can be any mix of duranium,
tritanium, molybdenum, food units, med units and supplies.
Armour Limit: The limit on
the amount of armour reinforcement.
Shield Limit: The highest shield
power this ship can have.
Crew Size: How many crew the
ship requires.
Passengers: The maximum amount
of passengers the ship can carry.
Max Speed: The maximum distance
the ship can travel in one turn.
Max Hyp Jump: The maximum distance
the ship can hyper jump.
Evasive Bonus: The ability
to dodge enemy weapons fire. The higher the number, the harder the
ship is to hit.
Attack Bonus: The ability to
bring weapons to bare on the enemy target. The higher the number,
the more accurate targeting becomes.
Warp Drag Factor: Ships that
have a lower warp drag factor burn less fuel and ships that have
a higher rating burn more fuel. A normal rating for a ship is 100.
Warp Signature: The lower the
warp signature rating the harder it is to detect the ship. The higher
the warp signature rating the easier it is to detect the ship. A
rating of 100 is considered normal.
Scan Range: The scan range
is the maximum range that the ship can normally detect a ship or
other object.
Tractor Beam: The maximum mass
the ship can tow.
Cloak Fuel Burn: The amount
of fuel that the ship burns to cloak per turn.
Large Weapons: Ships have from
0 to 20 large ship weapons.
Max Large Size: The maximum
size of large weapon that will fit in the large weapon mount.
Small Weapons: Ships have from
0 to 30 small ship weapons.
Point Defense: Ships have from
0 to 10 point defense weapons. Point defense weapons shoot at enemy
fighter craft. The secondary use of point defense systems is to
shoot down incoming enemy weapons fire.
Super Weapon: A few very large
ships can mount a super weapon. These very powerful weapons can
destroy an enemy ship with a single shot. The super laser can destroy
a planet.
Engines: Ships can have from
0 to 30 subspace engines.
Generators: Ships have from
0 to 5 power generators. Power generators produce power to charge
the ships weapon systems.
Power Bank: Standby weapons
power. A ship with a very large power bank system will enter the
battle with all their weapons fully charged. A ships with very small
power banks will enter battle with their weapons only part way charged.
Pod Bays: Ships have from 0
to 20 pod bays. Pod bays hold cargo pods.
Fighter Bays: A ship can have
from 0 to 20 fighter bays. Fighter bays hold fighter wings.
Fighter Bay Size: The number
of fighters each fighter bay can hold.
Construction Bay Size: The
maximum size hull that can be constructed.
Vulnerability of Components:
The design and internal layout of the ship parts, placement of internal
armor and internal shielding systems can afford a ship extra protection
of important ship systems. Systems that have a damage modifier of
100 take normal damage. Systems with a damage modifier of 50 are
considered highly protected and only take 50% normal damage when
hit.
Critical (Soft Spot): When
a ship takes an internal hit there is a chance that the ship will
take a critical hit and explode. This number can range from 0% to
100%. A 0% soft spot means that the ship will never explode from
a critical hit and will only explode when the hull reaches 100%
damage.
Ship Devices
Below is a description off devices available on ships. Obviously
some devices are race specific.
Ram Scoop: Take in 20 kt of
fuel if moving faster than 20 ly per turn
Particle Fountain: Mines from
planet doing +3 heat a turn and generates up to 20 HD Stress a turn
Tachyon Emitter: Increases
the sensor image of all objects within 100 ly by 250 units
Alchemy: Converts supplies
into metals. Twelve supply units are converted into 3 kt of metal,
1 kt of each type.
Bioscanner: Detects planets
with life. Has a range of 500 ly and works about 20% of the time.
Gravitonic Mine Dropper: Anti-Hyper
jump mines. If a hyper jump ship travels through a gravitonic minefield
it will fall out of hyper space.
Barbitic Mine Dropper: Anti-Ship
mines Laser Mine Dropper: Anti-Fighter mines. Does not harm ships.
Web Mine Dropper: Stops ships
from moving (Speed trap mines)
** Minefields: The radius of a minefield
is equal to the square root of number of ord units used to product
it. If you drop 144 ord units to produce a minefield it will have
a radius of 12 ly. Minefields have a 20 turn lifetime before they
run out of energy and vanish.
Mine Sweeper Array: Destroys
1 minefield per turn, destroys the whole minefield. Can also be
used to recover your own minefields. The number of ord units recovered
from your own minefields is proportional to the percentage of energy
left in the minefield.
Warp Chunneler: Moves the ship
and all ships next to it to another warp chunnel ship no matter
how far away the other ship is. A warp chunnel jump uses 100 kt
of fuel. To use the warp chunnel device set your waypoint 1 to the
target ship and turn on the chunnel device. Warp chunnel jumps take
place before normal movement. The warp chunnel ship can both jump
and move normally and is allowed to have a speed setting greater
than zero.
Gravitonic Accelerator: Doubles
ship's speed. When on scanners will not work.
Ore Processing: Turns ore in
pods or on ground base under ship into metals. Metals are automatically
transfered to the ground base.
Gravity Well Generator: Stops
ships from hyper jumping. Has a range of 50 ly. Unlike Gravitontic
mines the well generator will NOT knock jumping ships out of hyperspace
if they fly by.
Psi-Opps Hisser Unit: Increases
pop happiness by +10 decreases crime by 5. Works on both natives
and colonists
DTMS-N fuel converter: Produces
fuel from metals and supplies into fuel. It can convert 1 kt of
metal into 1 fuel unit or 10 kt of supplies into 1 unit of fuel.
Siren HAARP: Enemy crew joins
your ship at a rate of 20% of crew size of ship using the device.
The device works until the ship has a full crew.
Mind Crusher: Makes people
unhappy! -40 happiness a turn 10 ly range. Works on colonists and
natives. Works on your own bases as well as enemy bases.
Reticulian Light Beam: Places
enemy colonists in prison pod at a rate of 50,000 a turn.
Cloak: Decreases a ship's sensor
image by 50 units. The ship must have less than 25% system damage
for the cloak to work.
Laser Mining Drill: Mines ore
from a planet's core and produces pure metals. Heats a planet by
about 0.3 climate units a turn. Adds between 10 and 60 units of
HD stress to the core of the planet.
Global Warmer: Warms a planet
to climate level 50. Uses 1 kt of fuel per climate level change.
Can change at a rate of up to 5 climate levels a turn.
Global Icer: Cools a planet
to climate level 50. Uses 1 kt of fuel per climate level change.
Can change at a rate of up to 5 climate levels a turn.
Crystal Inferno Device: Heats
a planet to climate level 100. Uses 1 kt of fuel per climate level
change. Can change at a rate of up to 10 climate levels a turn.
Spy Scanner: Find high pop
enemy planets with heavy industry within 1000 ly.
Glory Device: Explodes the
ship doing damage to nearby ships. Has a range of 10 ly.
This is the damage chart for a 100 kt hull mass ship being damaged
by a glory device ship.
Range |
Damage |
0 |
110% |
1 |
55% |
2 |
37% |
3 |
27% |
4 |
22% |
5 |
18% |
6 |
16% |
7 |
13% |
8 |
12% |
9 |
11% |
10 |
10% |
11 |
0% |
A ship with 50kt hull mass would take double damage. A ship with
a 200kt hull mass would take half damage. All your own ships will
take 25% of normal damage.
Boarding Laser: Active when
a hostile ship to ship transfer of troops takes place. Holes are
cut into the hull of the enemy ship killing about half the enemy
crew and troops and doing light damage the the enemy ship's hull
making it easier to take the enemy ship.
Assimilation Beam: Enemy colonists
on a ground base are transformed into your own colonists and loaded
into the ship. If all the enemy colonists are taken the enemy base
is captured.
Long Range Mine Detector: Detects
all active minefields in a 500 LY radius.
Mobile Ord Factory: Turn supplies
into Ord, makes 100 units of free ord a turn.
Mobile Fighter 1 Factory: Produces
type 1 fighters and adds them to docked wings If there are no docked
wings a new wing will be formed in an empty fighter bay.
Mobile Fighter 2 Factory: Produces
type 2 fighters
Mobile Fighter 3 Factory: Produces
type 3 fighters
Scalar Wave Amp: Increase HD
stress base frequency by +5.
Gambling Deck: Produced 1 mc
income per colonist up to a max of 500mc
Holodeck: Increases ship happiness
by 10 points.
Probe Launcher: Costs 100 ord
units to use. Sends scan probes to planets within 500 LY Probes
have a 90% chance of working, sending base detailed scanner data.
Clone Lab: Increase guests
and crew by 20% a turn, by making copies of them.
Mobile Med Lab: Converts food
to med units and produces 3 free med units a turn
Mobile Parts Plant: Duranium
is converted to repair units. One kt of Duranium yields 100 repair
units
Agro-Dome: Produces 20% cargo
size of food or at least 100 kt of food
Soil Reformer: Improves a planet's
soil 5 per turn up to a max of 250
Scalar Wave Damper: Drops HD
stress base frequency by 8
Reticulian Med Lab: Turns natives
into food and med and supplies 10 native --> one of each
Food To Supply Converter: Turns
food into supplies.
Fuel Robber: Takes fuel from
all enemy ships. Works through shields.
Cargo Grappler: Robs as much
cargo from ships and pods as possible. Works through shields.
Crew Abducter: Take enemy crew
from planets to fill out our crew
Hacker Droid: Produce plans
from a captured ship under tow.
Pyramid Lounge: +5 happiness
for the ship and 1 mc income per highguard
Show Lounge: +3 happiness for
the ship and 1 mc per 10 crew
Minefield Destabilizer: All
minefields within 150 LY have a 40% chance of being destroyed
Jumpgate Builder: Builds a
jump gate, the cost of the game is cost 1000 molybdenum and 10000
megacredits.
Jumppoint Generator: Allows
ships next to a hyperdrive ship to jump into hyperspace with it.
Self Destruct: Blows up the
ship.
Ground Base Chunnel: Moves
the base under the ship to another planet. This device will NOT
move the ship. Moving a base takes 100 kt of fuel and two chunnel
ships. To use the device park the first Ground Base Chunnel ship
(Firestorm) over the base you wish to move. Set the ship's speed
to zero and its waypoint to the target planet. The target planet
needs to have a Firestorm or Firecloud ship in orbit to recieve
the base. If there is already a base on the target planet the moved
base will merge with the existing base forming a larger base. The
event takes place after all normal movement, so the ships must end
movement over the base and target planet for this to work.
Advanced Training: Convert
20% + 100 colonists on a ship to troops
Ground Quake Trigger: Damage
bases on the planet below, destroys cities, kills colonists.
Soil Sterilizer: Destroys and
poisons soil on a planet, -20 soil per turn.
Recruting Center: Full load
of colonists each turn Cloaking Field: Hide ships near the ship.
All object in the area get a -150 sensor image cloaking bonus. Ship
itself does not cloak.
Dust Off: Move troops from
the planet and mechs to pods in the pod bay. If the ship has no
pods, new ones will be made on the spot.
Incarceration Beam: If an enemy
ship's system damage is greater than 90% move all the enemy crew
and colonists to a prison pod
Holojammer: Takes 10kt of fuel
to run. Causes the ship using it plus all ships belonging to the
ship's race within a 10 LY radius to appear to all other players
to be at an incorrect location up to 100 LY away. A Bioscanner within
150 LY causes the holojammer to fail.
Warp Bubble Generator: Uses
100kt of fuel to use. Causes all ships withing 130ly to be tossed
up to 30 LY in a random direction.
Dampening Field: Always on.
The device is installed on the Pretender Class Q-Ship, Omen Class
Spec Ops Transport, and Masquerade Class Q ship. Causes the ship
to appear to be a freighter. Ship weapons, ord and troops are all
hidden.
Transport Inhibitor: Works
70% of the time and costs 10 fuel. When it works you get a 100%
block of all incoming enemy boarding parties.
Crystal X Field: Steals repair
units from all ships, bases and pods within 50 LY. Can steal a maxium
of what the ship's repair hold size is. If the repair hold is full
it will still take a full measure of enemy repair units and destroy
them. It will take from all other empires, including ones that you
are not at war with. The device will capture any enemy ship within
50 LY that has more than 99% engine damage. Device will erase all
ship plans in ships, pods, and bases within 150 LY.
Solar Gamma Ray: The device
kills half of all Carbon based and Robotic life on all bases under
the ship including natives. Device works through base shields. Gamma
rays destory all food, farms and medical units on the bases.
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