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Data
File Updated:
Wednesday, July 22, 2026
Warning: this is an incomplete work-progress entry
that is currently just a cleaned-up pastiche of notes and forum
posts, presented here for reference. Please pardon the mess.
About the Shipboard System Profiles
This is the "back-end system" counterpart to the
Weapon Profiles article.
However, it's a bit more rough and lacking in statistics, etc.;
even though it uses some game terminology, the old sim document
it's based on is way out of date. I think it can be useful in
terms of just describing the system, so rather than wait until I
have the time to bring it fully up to date, I've just cleaned it
up a bit. Such numbers which remain in it should be viewed with
some skepticism.

Power Systems
Primary and Auxiliary Power
In most cases, primary power is provided by the ship's
engines, and most systems (including weapons) are parasitic off
this power. Given the fantastic energies required to push these
starships along at 30g, I think that the energy requirements of
most conventional beam weapons are going to pale by comparison,
and so I'm assuming that as long as a ship has main power, a
proper warship can probably accelerate at the maximum capacity
of its drives and still have energy to fire all of its available
weapons.
Most ships will have auxiliary power reactors for use when
the mains are offline or unavailable due to damage or
maintenance.
Accumulators
Because of the large power requirements of the jump drive,
the core of any starship is a large bank of capacitors for
storing energy.
The power stored in accumulators can be used for other
purposes, and the accumulators are frequently tied into the main
deflector screen system. In Loroi vessels, the accumulators are
built into the Wave-loom device.
Heat Management and Cooling
Starship powerplants, drives and weapon systems generate a terrific
amount of heat, and managing this heat is often a key limiting
factor in acceleration endurance and rate of fire of weaponry.
In addition, Taimat fuel must be stored at very low temperatures
to maintain containment, requiring sophisticated and redundant
cooling systems. Most vessels use a combination of
heat sinks, heat reclaimers and external radiators to manage
this heat.
Loroi cooling systems involve large external structures,
including the large engine struts and dedicated cooling vanes.
Umiak vessels have more sophisticated heat sinks and heat
reclamation systems that allow their ships to recapture and
reuse some of this heat, increasing endurance and reducing the
amount of vulnerable external structures required.
Reactor Types
Taimat
(Type-A Fuel)
Taimat (also referred to as "Type-A" fuel) is an artificially-produced form of exotic matter with
physical properties similar to Helium-4. It is unstable, and can be
induced to decay on demand, which releases gamma
radiation and a small mass of subatomic particles. The energy
efficiency of Taimat decay is less than but close to that of a matter-antimatter
annihilation. Taimat is less expensive to produce than
antimatter, and easier to store; it can be kept stable as
long as it is stored at very low temperatures.
Taimat is fairly stable if supercooled to a superfluid state,
but will start to decay if allowed to boil, and if you strike a
nucleus with the right kind of particle, several of the nucleons
will annihilate each other. So if you raise the temperature of
the Taimat in an enclosed chamber, you can get a sustained chain
reaction. If there's loss of containment and the fuel boils into
open space, there will be decay and radiation but probably not a
chain reaction. But if there's loss of containment or an
unregulated flow within the implosion chamber of the reactor,
there could be a runaway chain reaction and an explosion.
Torpedo reactors are probably to do this on purpose:
when triggered, the chain reaction is allowed to run up the fuel
injector and into the fuel container.
Because of the danger of radiation (both from the normal
operation of the reactor as well as the possibility of fuel
venting), Taimat-powered engines are often constructed in
nacelles that can be kept at a distance from the inhabited
portions of the ship. The notable exception to this is Umiak
vessels, whose ships have extensive internal radiation
shielding.
Antimatter
A matter-antimatter reaction involves the collision and
annihilation of a particle and its antiparticle, resulting in
conversion to gamma-ray energy of the entire mass of
the fuel. As such, antimatter represents the highest possible
energy density of any fuel, but it is very expensive to create
and dangerous to store and transport, as it must be kept from
contact with normal matter. Since the development
of the less-expensive and safer Taimat process, very few races
still operate antimatter reactors. Some antimatter is still
produced, primarily for use in weapons.
Nuclear Fusion
A fusion reaction produces energy by fusing atomic nuclei of
hydrogen or helium. While this is an energetic reaction, it
requires more fuel per unit of energy than antimatter or Taimat, and so it used for primary propulsion mainly by races that lack
the technology for more advanced reactors. Fusion is still used
as auxiliary or utility power generation by several fleets.
Unlike some other powerplants, a fusion reactor requires energy
input to sustain the reaction, and quits cold when this is
interrupted.
Propulsion Systems
Inertial Compensation
Because of the space-time warping effects of jump drive, some
kind of inertial compensation is required to prevent the ship
and crew from being torn apart by gravitational tidal stresses during the transition from real
space to hyperspace and back. The additional benefit of this
requirement is that this inertial damping field can also be used
to mitigate the stresses of regular acceleration on the ship and
crew. So, acceleration is typically only limited by available
power rather than the structure of the ship or the G-tolerance
of the crew.
Inertial Dampers
Inertial dampers do have a minimum energy requirement, and
so are impractical to operate on a typical warship much smaller than
65m, or an unarmed shuttle much smaller than 50m. The additional
power needed for jump drives means that most jump-capable
vessels are at least 150m in length. Most small craft (including fighters and most shuttles)
will not have inertial compensation, and must either restrict
their acceleration to a level that the passengers can handle, or
use some other acceleration mitigating mechanism. Larger small
craft that do use inertial dampers will have reduced range due
to the increased energy requirements.
Artificial Gravity
Artificial gravity is a by-product of the inertial damping
system. Any difference in strength of the local inertial damping
field between two points is has the same effect on the occupants
as if it were a gradient in the gravitational field, as long as
the system is within an accelerating frame of reference. This
force is felt in the direction of the gradient rather than in
the direction of acceleration, which means the direction of
experienced acceleration can be different from the direction of
actual acceleration. This allows decks to be aligned with the
long axis of the ship for best use of space, instead of having
to be aligned perpendicular to the long axis of the ship, with
decks stacked like a skyscraper.
Liquid Breathing Medium
Since the Loroi operate combat small craft with acceleration
performance in the ~40G realm, fighter crews must find an
alternate method to accommodate the G load. Loroi pilots do this
using fluid-filled hardsuits and a liquid breathing medium.
Because fluids are not compressible and forces applied to
them are distributed as an omnidirectional pressure, a pilot
immersed in a fluid-filled rigid suit feels the acceleration as
pressure rather than a directional force against the seat. This
protection is limited by the differential density of body
tissues, and so the compressibility of air-filled cavities such
as the lungs and airway must also be filled with a liquid
breathing medium with a density similar to water to allow
protection beyond about 20 G. A pilot totally immersed in
liquid, with liquid inside all body cavities, will feel little
effect from extreme G forces because the forces on a liquid are
distributed equally, and in all directions simultaneously.
However effects will still be felt because of density
differences between different body tissues (such as between
bones and soft tissue), so an upper acceleration limit still
exists, but it is in the hundreds of G's.
The exoskeletal Umiak have heavy bodies with highly varying
tissue densities, and so experience poor G-tolerance in general
and do not gain much benefit from using a liquid breathing
medium. Accordingly, the Umiak do not operate combat craft
smaller than gunboats about 70m in length, which have sufficient
power to utilize inertial dampers.
In most cases, the main engines of a starship are independent
reactors tied to one or more drive units. In some cases, such as
chemical rockets or plasma bottle drives, the power source and the
drive are essentially one. Most primary starship drive mechanisms produce
high-temperature, radioactive thrust components that make them
unsafe to operate in atmosphere.
Drive Systems
Ion
Drive
Also called an ion thruster or plasma thruster, this is a
large class of thrusters in which a electrostatic or
electromagnetic field is used to accelerate charged particles
(usually plasma) out of the drive aperture, creating thrust. The
power source is usually electrical and supplied by an external
reactor. There are a variety of possible propellants (sublimated
solid, liquid, and gaseous), which must be carried in addition
to the reactor fuel. Many ion thrusters use toxic propellants
that are not suitable for operation in atmosphere, but some
plasma thrusters can operate safely in atmosphere.
Ion thrusters are flexible and efficient, with a high
specific impulse and the ability to operate continuously at very
low power. They are used extensive on small system craft and as
secondary maneuvering thrusters on larger craft with more
sophisticated main drives. Ion thrusters are the main drives on
Humanity's starships; each engine nacelle couples a fusion
reactor with two to four ion drive nozzles, and can achieve
accelerations for cruiser-sized vessels in the realm of 5-6g,
though with limited fuel endurance.
Plasma Torch
Also known as a "plasma bottle", this type of
engine combines the reactor and drive into a single unit,
enclosing the high-energy plasma created from a fusion or Taimat
reaction in a magnetic field and blasting it out of an aperture,
creating thrust. A basic plasma torch has higher thrust but
lower efficiency than a typical ion drive, and it can often use
the production of the reactor as propellant instead of having to
carry a separate supply of reactor fuel and propellant. There
are a number of variants that use electrostatic or
electromagnetic "afterburners" to increase the velocity of the
plasma, or other more exotic methods (see below) to increase the
efficiency of the drive.
Floater Drive
The Floater drive (named after the Pipolsid, who developed
it) is used with several variations by most of the Union
nations. It combines the principle of the plasma torch with the
effect of inertial damping fields. The system uses a Taimat
reaction to drive a small amount of propellant through a
"Floater Field" (usually generated by large vanes projecting
from the engine outlet) which has the reverse effect of an
inertial damping field; it accelerates and temporarily increases
the inertia (and therefore the effective reaction mass) of the
propellant. This dramatically reduces the amount of propellant
that must be carried by a ship, and greatly increases its
endurance. The field vanes can also be used to vector the thrust
to increase rotation rate of the vessel. Loroi cruiser-class
vessels using twin Floater Drives can typically sustain acceleration in the
26-30g realm for extended periods of 100 hours or more.
The chief drawback is the vulnerability of the drive vanes,
which can be easily damaged.
Plastron Field
The Umiak counterpart to the Floater Drive works on the same
principle in reverse, lowering the inertia of the vessel itself
rather than increasing the inertia of the propellant. The
Plastron Field is a modification to the inertial damping field
that encloses the whole ship, reducing its effective mass and
allowing for higher acceleration. It also has the secondary
effect of reducing the effect of collision (and the kinetic
component of weapons)
on the hull while the field is active. Umiak vessels using
Taimat plasma bottle drives and the Plastron Field typically
have a lower maximum acceleration (in the 25-28g realm
for most cruiser-class)
but are more fuel efficient than equivalent Floater Drives, allowing for greater endurance.
The drives also have fewer vulnerable external structures, and
add to the structural integrity of the full (both against
acceleration stress and kinetic impacts).
Illusion Drive
Historian vessels use a mysterious drive technology that
appears to be completely reactionless, requiring no propellant
at all. It seems to directly convert energy into momentum.
Little is known about how this drive operates or what powers it;
the Loroi who first witnessed in in action described it in their
report as the Torein Periadi ("Illusion Drive").
Chemical Rockets and Cold Gas Thrusters
Still used for some applications such as short-range missiles
and boosters for larger Taimat-powered torpedoes.
Atomic Rockets
Fissionable materials are often in short supply once a
civilization has reached its starfaring phase, and so are often used
in other applications.
Maneuvering Thrusters (Verniers)
Although vessels can maneuver to a certain degree through
thrust vectoring or differential thrust of the main engines, fine maneuvering
control is usually achieved through dedicated reaction control
thrusters located around the hull. Thrusters are used in
tactical combat mainly for pivots and docking maneuvers.
Thrusters can also be used for minimal propulsion, but this is
not relevant in the tactical scale. At longer timescales,
maneuvering thrusters can be used to limp back to base.
Jump Drive Generator
See FTL Tech. A jump drive
consists of the jump field generator and a set of accumulators
to store enough power to operate it, as this power requirement
usually exceeds the on-demand output of a ship's powerplant. The
jump field breaks the "surface tension" of spacetime with enough
energy to propel the ship into hyperspace; the power required
for this increases with the mass of the vessel, requiring more
accumulators and a higher-rated generator. Once in hyperspace,
the faster-than-light journey is ballistic and requires no
further power or navigation. There is a minimum power
requirement to create this entryway into hyperspace, regardless
of the mass the ship, so there is a minimum size requirement of
a jump-capable starship in that it must be able to generate this
minimum power. As such, the smallest practical jump-capable
starship is usually a corvette or frigate about 100m long. See
Weights and Measures: Scales.
Tugs and Gunboat Tenders
A mothership or tug can tow vehicles into jump as long as it has
enough power. For a dedicated 300m 125kt Umiak type-G gunboat tender carrying
four 2.4 kt 75m light gunboats is about a 10% increase in jump
mass. But vehicle mass increases with the cube of length, so a
large 120m heavy gunboat weighs in at around 6 kt. For the same
tender to carry two of these heavy gunboats is a 40% increase in
jump mass. Towing a single 150m 17 kt light destroyer would be
an 80% jump mass increase.
Dedicated tenders are armed and follow the rest of the fleet
into combat, but they can't be as well-armed as pure combat
cruisers; the more daughter craft it has to tow, the less well
it can fight itself. Many ships with tow linkages aren't
dedicated tenders, just regular warships with linkages and extra
fuel storage, and can't really handle much extra jump mass. So
there's a point past which the fact that the daughter crafts'
engines are not contributing to the power required to jump the
increasing mother-daughter total mass starts becoming a real
problem.
As gunboats get up into the 120m range, you either need to
have it towed by a larger, dedicated tender, or you need to give
it its own jump drives so it can jump separately and use its own
engines to relieve the increasing mass burden. Some of the
larger Umiak gunboats do have their own jump drives, but still
need to dock with a mothership to resupply and give its crews a
break.
Once you get up into the 150m range, you're a full-fledged
frigate and you really need to have your own jump drive. As we
discussed some time ago regarding the feasibility of salvage
vessels, it's one thing to carry small vehicles into jump with
you, but when you're talking about another full-size starship
the power requirements get pretty daunting.
Defensive Systems
Deflector Screens
Defensive screens electromagnetic fields designed primarily to
deflect
charged beams, such as blasters and plasma weapons. Screens may deflect a shot
altogether; failing that, the screens will absorb a portion of
the damage of the shot before it penetrates to the ship.
Penetration may overload the screen generators and reduce screen
effectiveness, as will direct damage to the generators.
Defensive screens are usually weakest in the rear quarter of a
ship, because of potential interactions with the drive exhausts.
Charged particles that penetrate the screens can get trapped
inside the magnetic field, which can lead to overloads and
damage to the screen generators. So, as screens are repeatedly
penetrated, they tend to lose effectiveness.
Screens do not function in atmosphere or dense clouds of
gas/dust, as they will become overloaded by plasma that becomes
trapped in and energized by the field. This will happen quickly
in a typical planetary atmosphere, but builds up over time in a
more rarified dust cloud. The trapped plasma can be released by
shutting down the screens and allowing the plasma to dissipate
(during which time the vessel will be vulnerable, and may take
damage from the released plasma). Screens are affected in a
similar manner by most engine exhausts, therefore must be
designed to allow the drive plasma to escape; because of this,
the defensive strength of the screens is greatly reduced
directly behind the ship near the drive outlets.
Being electromagnetic, defensive screens
only protect with 50% (round up) of
their strength against Screen-Piercing weapons (such as lasers
and kinetic weapons). Any damage that penetrates the shields is
resolved next against armor. Screen strength can be restored
over time by damage control measures.
Screen generator cells are grouped together to protect
portions of the ship. In Loroi vessels, the forward deflectors
are usually housed in the prongs, and the aft generators are
usually housed in the engine nacelles. Loroi vessels typically
have stronger screens in the forward section than the rear.
Umiak vessels usually more even deflector coverage, though they
are still vulnerable in the rear around the drive outlets.
The screen generators are generally tied into the same
accumulators that feed the jump drive.
Deflector Screen Characteristics by Type
|
Type |
Passive
Deflection* |
Damage
Absorption |
Damage
Reduction |
Overload
Value |
Generator
Cells |
Typical Vessel
Class |
| Class i |
2 (16%) |
1 |
½ |
5 |
1 |
Small Craft |
| Class I |
2 (16%) |
1 |
½ |
10 |
2 |
Civilian Craft |
| Class II |
2 (16%) |
2 |
½ |
15 |
3 |
Destroyer |
| Class III |
3 (26%) |
3 |
½ |
20 |
4 |
Cruiser |
| Class III+ |
3 (16%) |
4 |
½ |
20 |
4 |
Battlecruiser |
| Class IV |
4 (38%) |
4 |
½ |
25 |
5 |
Battleship |
| Class V |
4 (38%) |
5 |
½ |
30 |
6 |
Command Ship |
| Class VI |
4 (38%) |
6 |
½ |
35 |
7 |
Superheavy |
| Class IX |
5 (50%) |
9 |
½ |
45 |
9 |
Ultraheavy |
*Roll or less on
3D6, assuming an Evasion rating of 5
Overload Damage
Individual screen generator cells may overload when penetrated by
enemy weapons.
Maybe overloads don't happen (or are reduced) with
screen-piercing or screen-ignoring weapons.
Screens are weakened when penetrated by enemy weapons. If the
damage value of an incoming volley penetrates the shields (is
greater than the shield strength) then reduce the screen value
by one (mark one “S” element as destroyed). This reduction is
done after the screen strength has been subtracted from the
damage pool. If there is not enough damage to exceed the Screen
strength, then the Screen remains at its current strength. Note
that in order to penetrate, at least one damage point must get
past the screens. It takes 5 damage points to penetrate a screen
of strength 4. Damage from Screen Splash weapons can cause an
overload even if it did not penetrate the screens. This overload
damage can only occur once per segment, no matter how many times
the screens were penetrated or struck by Screen Splash damage.
Damage formula:
Penetrating_damage = (Shot_damage - DA) - (DR*Overload) [if
< 0, =0]
Cells_damaged = Penetrating_Damage / 5
Overload = Overload - Cells_damaged * 5
DA = MAX( DA - Cells_damaged, 1)
PD = MAX( PD - Cells_dmaaged, 2)
Plasma Splash
Plasma weapons can do additional overload damage, and may
cause an overload even when they do not penetrate. Probably the
most straightforward way to do with is to say that Plasma Splash
weapons include the DR*overload component in the overload
damage? Or maybe just that overload damage is doubled.
Armor
E2.2.1 External Armor Representing
the armored skin of the starship, the Armor value of a ship is
equal to the number of undestroyed “A” elements on its profile.
This value is subtracted from incoming damage in the same manner
as Screens. Armor only protects with 50% (round up) of its value
against Armor-Piercing weapons (such as particle beam weapons).
Any damage that penetrates the armor is resolved next against
internal subsystems.
E2.2.2 Section-Specific Armor Some warships
have an internal armored belt in addition to the armored
exterior skin. This is usually to protect the ship’s Core
section, or the armored forward section. In this case, the
“6-Core” section will have additional Armor elements recorded
just inside the left bracket (ex.: “6[AAA QQ CC]”). This armor
is treated just like normal armor, but protects only this
system; damage to the Core system must penetrate this armor to
damage the Core subsystems. All normal rules for armor
penetration, ablation and hull soak still apply. Any section can
have section-specific armor.
E2.2.3 Penetration and Ablation
Damage Armor is also degraded by one point when penetrated, in
the same manner as Screens. This reduction is after armor value
has been subtracted from the damage pool. In addition, weapons
with Armor-Ablating abilities further degrade armor by the
specified value, whether or not the armor was penetrated.
I imagine that it's probably a composite of a carbon fiber
structural framework interwoven with an insulating material,
alternating with layers of a strong, conductive alloy that helps
spread and dissipate heat. Different combatants at the same tech
level probably use the same materials, with variations in
structure and manufacturing technique (Race A's alloy of X
material might be more refined than Race B's).
There's a physical limit to how much energy any material
armor can absorb, so I think we have to accept that defensive
screens probably represent the majority of protection and armor
is a minor component.
Crew Facilities and Storage
E6.0 Internal Systems Crew quarters, cargo storage, special
facilities. If we modeled control spaces (bridge), they would be
here. A warship’s core often has its own armored belt. See Armor
above.
E6.1 Crew Quarters (Q) Spaces for crew living.
Essentially free hits from a tactical point of view. If all your
quarters are lost, the crew must eventually abandon ship. 1 Q
per 50 hull spaces for warships, per 25 for carriers. Extra
quarters allow the ship to carry extra crew or passengers (such
as troops). Note that some small ships (such as light gunboats)
do not have Quarters at all, which means that the gunboat must
dock and crews disembark to the mothership at the end of the
battle. Roughly, a Quarters element represents living space for
up to 200 people. That’s about 18 tons of person. [Crew
casualties may eventually be modeled, especially as related to
Damage Control. Loss of crew would represent tactical
casualties, not necessarily killed.] [Optional rules could be
added later to model crew casualties, operating with surplus or
short crews, and crew quality (or “crew grade”). Crew Grade, if
tracked, is recorded next to the size of the crew on the Ship
Profile. If a ship loses all of its Quarters systems, the crew
will have to abandon ship within 24 hours or crew quality will
suffer (not yet modeled). See Crew Grade [F2.0] in the Optional
Rules section.]
E6.2 Cargo Holds (C) Spaces for storage of
cargo, supplies and ammunition. Each hold “C” element represents
storage for one “space” of cargo; groups of cargo holds can
store any item of any size if there are enough holds. One cargo
hold can store 1 “space” of cargo or 6 “points” of ammunition.
Cargo holds can be linked to weapon mounts or hangar bays to
speed reloading; these linked holds are referred to as
“Magazines” and are recorded in the appropriate weapon subsystem
rather than the crew subsystem. When a cargo hold is destroyed,
whatever was stored inside is also destroyed, but empty holds
are always destroyed before occupied ones. [Optional Rule: if a
cargo hold containing live ammunition is destroyed, it may cause
critical hits. TODO]
E6.2.1 Cargo Size Table CARGO TYPE CARGO
SPACE ORDNANCE POINTS Crew Unit (~200 people) 1 6 Marine Unit
(~100 armed troops) 1 6 Cargo Unit (~200 tons) 1 6 AMM Missile
1/36 1/6 SR Torpedo 1/12 1/2 MR Torpedo 1/6 1 LR Torpedo 1/3 2
Shuttlecraft 1 6
E6.3 Flag Facilities (Z) [This system
represents extra crew and facilities for flag officers
(admirals). In tactical combat, this system does not currently
have a use, though it may at some point be used to generate flag
“points” that can be spent on special actions. A ship is not
required to have this system to be the flagship of a group. Give
+1 initiative for flagship? The fleet commander is considered to
be “in” this subsystem if it exists, so if it is destroyed, she
may be required to make a survival roll.
E6.4 Telepathy Amplifier (Amp) A Loroi Farseer’s telepathy
amplification chamber. No real tactical uses… the Farseer is
mainly of use at the system and strategic level.
[TODO] Other special facilities… marine barracks, science
labs, etc.
E4.3 Hangar
Bays and Tow Linkages
A Hangar subsystem is a group of
bays for carrying and servicing daughter craft. The daughter
craft is assumed to be wholly or partially within the mother
ship, and so is considered to be internal to the mother ship and
can not be separately targeted. A Tow Linkage is an external
attachment for towing a daughter craft. The daughter craft is
outside the mother ship, and can still be separately targeted.
Normally a starship must have at least one hangar (H) or linkage
(G) to allow crews and supplies to get on and off.
E4.3.1
Shuttle Bay (H)
Each shuttle bay can carry one shuttle-sized
in-system spacecraft (small craft). Each grouping of bays
(called a Hangar) is assumed to have its own launch and
retrieval system, so a ship with two groups of shuttle bays can
launch or receive two groups of craft independently. Multiple
grouped bay elements can carry craft larger than a single
shuttle; for example, four Hangar elements (“HHHH”) grouped
could carry four standard shuttles (size 1), or two heavy
transport shuttles (size 2), or two standard shuttles and one
heavy shuttle. A shuttle hangar can refuel any craft that can
fit in it, but it does not have built-in facilities for
re-arming fighters. Fighters that can fit in a hangar bay can
still be rearmed with ordnance from cargo storage, using the
Reloading Rules. When a hangar bay is destroyed, any craft
carried inside are also destroyed, but empty bays are always
destroyed before occupied ones. Launching and Recovering Craft
Hangars are assumed to be able to launch all of their craft
simultaneously in a single segment. Recovering craft may take
longer: see Docking Phase. Cargo Transfer Some ships carry extra
shuttles in cargo holds. These can be transferred to a hangar if
necessary using the reloading rules. Magazines can be connected
to Hangar Bays in the same way as to a missile weapon to speed
reloading of spare craft. [Due to the large size of spare
shuttles, there may be an additional penalty for moving shuttles
from non-connected holds, representing a partial breakdown and
reassemble of the shuttle required to move it through the ship’s
restricted passageways.]
E4.3.2 Fighter Bay (V)
Fighter Bays
work the same as normal hangars with the exception that they are
larger (1.5 times the size) and have built-in facilities for
rearming fighters. A Fighter Bay may contain up to 3 points of
extra ordnance per element in addition to the fighter; for
example, a four-element Fighter Bay (“VVVV”) could store up to
24 short-range torpedoes (3x4x2). This extra ordnance is in
addition to whatever ordnance the fighter is already carrying.
Fighter Bay ordnance may be used to rearm fighters immediately;
once this ordnance is used up, reloads must be brought in from
cargo holds using the normal reload rules. A fighter bay can
carry one fighter of any size, even a double-size heavy fighter
that would normally require two shuttle bay spaces. This is for
simplicity. Magazines can be connected to Hangar Bays in the
same way as to a missile weapon to speed reloading of spare
craft or spare ordnance. Fighter and Shuttle bays can be grouped
together in the same hangar. A fighter may be stored in a normal
shuttle hangar if the hangar is large enough, but reloading of
ordnance must be done from cargo holds using the normal
reloading rules. See: Small Craft table
E4.3.3 Starship Bay (O)
Some really massive ships (or large bases) have hangars large
enough to carry an entire starship. Each Starship Bay (O)
represents 20 cargo spaces, and can carry a ship of size class 1
(Corvette) or smaller. Each starship size class is three times
the physical size of the previous one, so it would take three
bays (OOO) to carry a destroyer, and nine (OOOOOOOO) to carry a
cruiser-class ship. A starship docked inside the bay cannot
move, fire its weapons, or launch its own missiles or small
craft. A ship’s defensive screens are not active when inside a
bay. An empty Starship Bay is still destroyed by one point of
damage (it’s mostly empty space). Damage against an occupied bay
is scored directly against the Profile of the occupying ship,
but any defensive screens are ignored for the daughter ship, as
they are deactivated. Critical engine hits are not rolled for
against a docked daughter ship, as the engines are not powered
up. See: Starship Size class table
E4.3.4 Tow Line (Y) and
Gunboat Linkage (G)
A Tow Line is an arm-like protrusion used
for towing a smaller ship, typically a gunboat-class vehicle.
This semi-rigid tether allows fuel, cargo and crews to be
transferred between mother and daughter vessel. Only ships
equipped with a Linkage (G) may dock to a mother ship equipped
with one or more tow lines. The Umiak are primary users of these
tethers for their gunboats, allowing the gunboats to be built
without jump drives, extra fuel tanks or even sometimes crew
quarters.
Sensors and Countermeasures
E7.1 Fire Control Sensors (R)
Currently, all ships have at least one sensor system. This
represents both active sensors (such as radar or lidar) and
passive sensors including passive radar and optical detectors
(telescopes). At the tactical scale, any ship with at least one
active sensor system is assumed to be able to detect any other
ship in direct line of sight. Starships in Outsider are not at
all stealthy (drive plumes and weapons fire output energy in the
terajoule range), and in space there is not much to hide behind.
Friendly ships can share target information, so any ship can
detect a target that is in the line of sight of any friendly
ship with an active sensor system (even if the first ship does
not have an active sensor system). Although a ship may only fire
direct-fire weapons at a detected target in line-of-sight, it
may launch seeking weapons against any detected target, even if
it is not in line of sight. If the sensor system is damaged, a
ship may become unable to target weapons (or may incur penalties
to hit). (TODO) [This may end up being like the Engines, with a
series of numbers indicating current ability.]
E7.2 Jamming & Countermeasures (?)
More commonly know as Electronic Countermeasures (ECM). Not
modeled yet. (TODO) [Could be something as simple as a number,
compared with Sensors, and if one number is higher than the
other, the represents a positive or negative modifier to hit.
E7.3 Long-rage Sensors (X) These will be important at the system
level for detecting the enemy, but in tactical play they are
just free hull hits.
See also;
Weapons Profiles,
FTL
Technology,
Loroi Warship Classes,
Umiak Warship
Types,
Terran Warship Classes
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