FTA3 Ship Design
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Ship Design
Bonus Stacking
Where additive (or subtractive) and multiplicative bonuses from doctrines and quirks stack, they always resolve in the order that is least beneficial. Example: “Mahanian Might” reduces the weight of Cruisers by 2. “Forager” “[weight is] counted as halved when deployed on Piracy and Commerce Protection [...]”. So, a CL (normal weight 12) under the effect of both, would be reduced to 5 effective weight (12 - 2)/2, not 4 ((12/2)-2.
Different Tech Levels
A higher TL ship is roughly twice as effective, overall, as a ship of a lower tech level, four times as effective as a ship two Tech Levels lower, and so on. When ships are built, their overall HP and attacks are modified by the TL multiplier below, and rounded as normal:
TL6: Sqrt(2) = (1.414213562…)
TL5: 1
TL4: Sqrt(½) = (0.7071067812…)
TL3: Sqrt(¼) = .5
Example: a ‘standard gunfight’ CA has 161 HP and it’s attacks do 6 base damage. If it was TL4, then it’s final HP would be ( 161 * sqrt(½) = 113.84 -> ) 114 and it’s base attacks would do (6 * sqrt(2) = 4.24… ->) 4 damage.
Prototyping
You don’t just go directly from a computer model of a ship to building hundreds of them in the shipyard. The first ship(s) of a class always costs more. In addition to the normal construction price, the first ship(s) of a class costs an additional 1 R&D, $100, and 10 DI. Developing the prototype of a ship class requires no extra time, once you pay the prototype cost, you can immediately start construction of any number of ships of that class. Note that you have to build at least one.
Quirks
Sometimes, when you build the first ship of a class, everything goes to plan. Due to spooky interactions between the design of specialist ship hulls, the high iron union, and sacrifices made long ago to strange Gods, ship classes based on specialist hulls never develop quirks. Neither do Star Bases. But, for a class based on a normal hull, when the first ship(s) of a class are completed, roll a d12 and consult the quirk table:
- 1: Costly to build: Increase $ and DI cost by 10%
- 2: Slow to build: Ships require an extra quarter to complete
- 3: Ship gains the Yard Queen trait.
- 4: Ship gains the Supply Hog trait.
- 5-8: No quirk of note
- 9: Ship gains the Thrifty trait.
- 10: Roll a D10 and gain one of the following Traits: 1: Small 2: Large 3: Subhunter 4: Nimble 5: Flak 6: Forager 7: Deniable 8: SCIENCE! 9: Show the Flag 10: Pick One
- 11. Ship gains the Long Legs trait.
- 12: Inexpensive to build: Decrease $ and DI cost by 10%
Where the cost of the ship changes, you are either charged for the budget overruns in the budget year the newly completed ships roll off the assembly line, or refunded the budget surplus.
The possibility of budget overruns, or finding out that the new design is a lemon is part of the reason why only a few of the new ship class are constructed in the first production run.
If you decide you don’t want a rolled quirk for a ship, you may pay 1 R&D or Military token and $1000 to “buy it off”. This process is instant (and represents working out the issues during prototyping and construction or whatever)
Stacking Modules
There is only so much armor or guns you can affix to a ship before diminishing returns begins to be a factor. Every time, after the second, you increase a stackable module it doubles the module cost, the second costs one and the third two, slotless modules do not count for this purpose. So, in total, 2 modules would take 2 module slots, 3 modules would take 4 slots, and 4 modules would take 8 slots. Certain modules are one-offs however and do not gain benefit from being multiples. The modules that can be stacked are labeled with an (M).
Note that this stacking penalty only applies to the modules fitted in the ‘module slots’ of the ship hull (referred to as ‘picked modules’). Some doctrines or other things add a slotless (X) module to a ship. Slotless modules do not interact with stacking penalties.
Refitting Ships
Sometimes you really need a different configuration of ship but don't have the resources or time to just build one. Or maybe you have to send a ship back to the yard to correct mistakes the builder made.
Refitting a ship costs 20% of the ship's initial $ build cost. It takes time equal to the 'standard repair time' for ships of that class (typically escorts: 1 quarter, cruisers 2 quarters, capitals: 3 quarters) and must be done in your own territory.
What you can do during a refit:
Remove a negative quirk: If this is the first time you are removing a quirk from this design, you must also pay 1 R&D. After the first 'quirk removed' ship returns to service, you may also now build new ships of that design without the negative quirk, though any ships other of that design currently in your navy would still have to be refitted to remove the quirk.
Change the distribution of direct vs seeking attacks of the ship
Change one module on the ship to any other module it is legal to fit. If, due to stacking requirements, the new module would take the space of multiple old modules, you can remove enough modules to fit the new one.
Fit OPF technology (usually fold drives): If all you are doing is fitting OPF tech pieces to the ship, the refit does not cost any $, but still takes the normal time.
Ship Hulls
[Show/Hide]Standard Escort Hulls
Escort Carrier (CVE)
The CVE is the smallest hull that could conceivably fit hangars, the CVE is still massive compared to most Escorts, being the heaviest ship you can stuff down an escort line. Despite being significantly larger than other escorts, it doesn't make up for it in terms of durability or conventional firepower, with almost all of its spare internal space being put towards the difficult job of carrying and maintaining fighters.
Tram Span: Escort
Speed: 3
Modules: 3
Weight: 12
HP: 60
Protection: 7
Avoidance: 11
Attacks: 4
Damage: 4
Hangars: 3
Base Traits:
Hull Base Modules:
$ Cost: $80
DI Cost: 20
Time: 1 year
Escort Division (DE)
A standard throughout the galaxy, the humble escort division serves as a staple for patroling and picketing operations. Due the the extremely cheap cost of production, there are endless variations of what is considered an escort, though often they are retrofitted civilian vessels with enhanced guns and sensors, many dedicated military variants of the vessels exist. Due to the small size of the individual vessels, an escort division encompasses 2-6 vessels, which work together closely.
Tram Span: Escort
Speed: 3
Modules: 3
Weight: 6
HP: 35
Protection: 7
Avoidance: 13
Attacks: 4
Damage: 5
Hangars: 0
Base Traits:
Hull Base Modules: Point Defense Battery Network, Torpedo Bay
$ Cost: $55
DI Cost: 15
Time: 1 year
Frigate (FF)
The smallest class of mobile singular ships, Frigates are created to operate alone or in small self-sufficient groups to give the nation more breadth in their patrols. They can also serve as pickets and screens for larger classes of vessels, but particularly in smaller nations they tend to be a reliable combat ship for operating alone or far away from home due to their relatively small size, though certainly more fragile than larger offerings. These characteristics of excelling in operating alone away from home make them excellent piracy or trade protection craft.
Tram Span: Escort
Speed: 3
Modules: 3
Weight: 8
HP: 50
Protection: 7
Avoidance: 11
Attacks: 4
Damage: 5
Hangars: 0
Base Traits:
Hull Base Modules: STAG
$ Cost: $65
DI Cost: 15
Time: 1 year
Specialist Escort Hulls
(S) Fast Attack Craft Division (FAC)
Tram Span: Escort
Speed: 3
Modules: 2
Weight: 6
HP: 35
Protection: 7
Avoidance: 13
Attacks: 4
Damage: 4
Hangars: 0
Base Traits: Stand Off (Full), No Jump Drive
Hull Base Modules:
$ Cost: $45
DI Cost: 12
Time: 1 year
(S) Merchant Cutter (QF)
Tram Span: Escort
Speed: 3
Modules: 3
Weight: 10
HP: 50
Protection: 7
Avoidance: 8
Attacks: 4
Damage: 4
Hangars: 0
Base Traits: Q-Ship
Hull Base Modules:
$ Cost: $65
DI Cost: 20
Time: 1 year
(S) Orbital Combat Ship (LST)
The need to take the fight downwell of gravity often demands an aggressively agile ‘streetfighter’ that can bring crucial mission capabilities into the risky environment of a contested orbit. Accordingly some naval architects independently converge on a large escort with a disproportionate emphasis on sprint speed, aerodynamic hull shape, and support capabilities for espatiers or landing forces – at the cost of armament. Such characteristics incidentally make them well suited for anti-piracy patrol…or privateering.
Tram Span: Escort
Modules: 2 + Slotless Landing Force and Slotless Boarding Module
Speed: 3
Logistics Weight: 10
Hit Points: 50
Protection: 7
Avoidance: 14
Base Attack: 3
Base Damage: 4
Traits: Orbital Support, Aquatic
Base Cost: $70 & 12 DI
Construction Time: 1 Year
(S) Prowler (DDC)
Tram Span: Escort
Speed: 3
Modules: 2
Weight: 10
HP: 35
Prot: 6
Avoid: 9
Attacks: 4
Damage: 5
Traits: Deep Cloak
Base Cost: $140 & 35 DI
Construction Time: 1 Year
(S) Sloop (DDS)
Tram Span: Escort
Speed: 3
Modules: 4
Weight:10
HP: 70
Protection: 7
Avoidance: 10
Attacks: 4
Damage: 5
Hangars: 0
Base Traits: Expeditionary, Quantum Tunneler
Hull Base Modules: Lab Complex
$ Cost: $135
DI Cost: 30
Time: 1 year
(S) Superfrigate (DDL)
Tram Span: Escort
Speed: 3
Modules: 4
Weight: 10
HP: 80
Protection: 8
Avoidance: 11
Attacks: 6
Damage: 5
Hangars: 0
Base Traits: Subhunter
Hull Base Modules:
$ Cost: $115
DI Cost: 30
Time: 1 year
Standard Cruiser Hulls
Heavy Cruiser (CA)
Tram Span: Cruiser
Speed: 2
Modules: 6
Weight: 16
HP: 115
Protection: 10
Avoidance: 9
Attacks: 7
Damage: 6
Hangars: 0
Base Traits: Protect, Long Legs (1)
Hull Base Modules:
$ Cost: $175
DI Cost: 45
Time: 2 years
Light Carrier (CVL)
Tram Span: Cruiser
Speed: 2
Modules: 4
Weight: 18
HP: 135
Protection: 10
Avoidance: 9
Attacks: 4
Damage: 5
Hangars: 5
Base Traits:
Hull Base Modules:
$ Cost: $200
DI Cost: 50
Time: $2 years
Light Cruiser (CL)
Tram Span: Cruiser
Speed: 2
Modules: 4
Weight: 12
HP: 80
Protection: 8
Avoidance: 10
Attacks: 5
Damage: 6
Hangars: 0
Base Traits: Long Legs (2)
Hull Base Modules: Secondary Batteries
Construction Cost: $105 & 25 DI
Build Time: 2 years
Support Ship (APD)
Tram Span: Cruiser
Speed: 2
Modules: 2
Weight: N/A (Supports 100 weight of units)
HP: 60
Protection: 5
Avoidance:5
Attacks: 2
Damage: 3
Hangars: 0
Base Traits: Auxiliary
Hull Base Modules:
Construction Cost: $150 & 40 DI
Build Time: 2 years
Specialist Cruiser Hulls
(S) Arsenal Ship (AS)
Tram Span: Cruiser
Speed: 2
Modules: 6
Weight: 16
HP: 85
Protection: 9
Avoidance: 8
Attacks: 10
Damage: 6
Hangars: 0
Base Traits: Stand-Off (Full)
Hull Base Modules:
Construction Cost: $175 & 45 DI
Build Time: 2 years
(S) Explorer (ENT)
Tram Span: Cruiser
Speed: 2
Modules: 6
Weight: 20
HP: 175
Protection: 10
Avoidance: 9
Attacks: 8
Damage: 8
Hangar: 0
Base Traits: Expeditionary
Hull Base Modules: Diplomacy Suite, Fold Drive, Lab Complex
$ Cost: $300
DI Cost: 60
Time: 2 years
(S) Gravity Interdictor, Auxiliary (AGI)
Tram Span: Cruiser
Speed: 2
Logistics Weight: N/A (Supports 100 weight of units)
Hit Points: 60
Protection: 5
Avoidance: 5
Base Attacks: 2
Base Damage: 3
Base Traits: Interdictor, Auxiliary
Base Cost: $200 & 60 DI
Construction Time: 2 Years
(S) Gravity Interdictor, Combat (CGI)
Tram Span: Cruiser
Speed: 2
Modules: 6
Weight: 20
HP: 150
Prot: 9
Avoid: 9
Attacks: 8
Damage: 7
Hangars: 0
Base Traits: Interdictor
Hull Base Modules:
Construction Cost: $300 & 90 DI
Time 2 years
(S) Hunter-Killer (HK)
Tram Span: Cruiser
Speed: 2
Modules: 4
Weight: 16
HP: 50
Prot: 8
Avoid: 9
Attacks: 6
Damage: 7
Base Traits: Deep Cloak
Construction Cost: $200 & 50 DI
Build Time: 2 Years
(S) Merchant Cruiser (QC)
Tram Span: Cruiser
Speed: 2
Modules: 6
Weight: 16
HP: 100
Protection: 9
Avoidance: 6
Attacks: 6
Damage: 6
Hangars: 0
Base Traits: Q-Ship
Hull Base Modules:
Construction Cost: $145 & 50 DI
Build Time: 2 years
(S) Spinal Cruiser (CSG)
Tram Span: Cruiser
Speed: 1
Modules: 4
Weight: 20
HP: 125
Prot: 11
Avoid: 8
Spinal: 1x120
Attacks: 0
Damage: 4
Hangars: 0
Base Traits: Protect, Spinal Mount
Hull Base Modules:
Construction Cost: $270 & 70 DI
Build Time: 2
(S) Spinal Lancer (CLSG)
Tram Span Cruiser
Speed: 3
Modules 3
Weight 12
HP 75
Prot 8
Avoid 10
Spinal 1x80
Attacks 0
Damage 4
Hangars 0
Base Traits: Spinal Mount
Hull Base Modules:
$ Cost 155
DI Cost 40
Time 2
(S) Strike Cruiser (CN)
More warship leaning than an ENT, and if fitted out as an Explorer, will probably lose to an ENT fitted with guns, as ENT get more (relevant) free modules. But if you'd prefer your fold drive ships to just fight, then CN is the hull for you.
Tram Span: Cruiser
Speed: 2
Modules: 6
Weight: 20
HP: 150
Protection: 10
Avoidance: 9
Attacks: 10
Damage: 9
Hangars: 0
Base Traits: Show the Flag, Expeditionary
Hull Base Modules: Fold Drive
Base Cost: $300 & 60 DI
Time: 2 years
Standard Capital Hulls
Battlecruiser (BC)
If you have capital tramlines available, and want to send out ships to wreck things, BC is one of best hulls to do that. Free speed makes it competitive in mobile battles too
Tram Span: Capital
Speed: 2
Modules: 8
Weight: 26
HP: 220
Protection: 10
Avoidance: 9
Attacks: 8
Damage: 10
Hangars: 0
Base Traits:
Hull Base Modules: Additional Sublight Engines
$ Cost: $315
DI Cost: 90
Time: 3 years
Battleship (BB)
The pinnacle of being able to fight and still move around. It's only its low speed and high weight that holds it back from dominating over the BC. But if you don't care about either of those things, buy BB instead.
Tram Span: Capital
Speed: 1
Modules; 8
Weight: 33
HP: 320
Protection: 13
Avoidance: 6
Attacks: 8
Damage: 12
Hangars: 0
Base Traits: Protect
Hull Base Modules:
$ Cost: $430
DI Cost: 120
Time: 3 years
Fleet Carrier (CV)
Tram Span: Capital
Speed: 1
Modules: 6
Weight: 26
HP: 200
Protection: 10
Avoidance: 9
Attacks: 4
Damage: 5
Hangars: 9
Base Traits:
Hull Base Modules:
Base Cost: $330 & 90 DI
Time: 3 years
Starbase (SB)
Notes: Star bases can’t gain quirks, just like specialist hulls.
Tram Span: N/A
Speed: N/A (counts as 0 for positioning)
Modules: 8
Weight: 25
HP: 400
Protection: 14
Avoidance: 6
Attacks: 12
Damage: 12
Hangars: 6
Base Traits:
Hull Base Modules:
Base Cost: $500 & 120 DI
Build Time: 3 years
Specialist Capital Hulls
(S) Gatepuncher (GPB)
Tram Span Capital
Speed: 1
Modules 8
Weight 33
HP 320
Prot 12
Avoid 6
Attacks 8
Damage 12
Hangars 0
Base Traits Gatepuncher
Hull Base Modules
$ Cost 530
DI Cost 180
Time 3 years
(S) Space Control Ship (LHD)
Designed to dominate the orbitals over a heavily defended planet, an SCS can drop multiple brigades onto a planet’s surface and support them from orbit with command & control and ortillery fire
Tram Span: Capital
Speed: 1
Modules: 6 + 2 Slotless Landing Force
Logistics Weight: 36
Hit Points: 350
Protection: 12
Avoidance: 6
Base Attacks: 6
Base Damage: 8
Hangars: 4
Traits: Orbital Support
Base Cost: $400, 100 DI
Construction Time: 3 Years
(S) Strike Carrier (CVA)
Tram Span: Capital
Speed: 1
Modules: 6
Weight: 26
HP: 200
Protection: 10
Avoidance: 9
Attacks: 4
Damage: 10
Hangars: 6
Base Traits:
Hull Base Modules: Magnum Catapult
$ Cost: $350
DI Cost: 95
Time: 3 years
(S) Supercarrier (CVB)
Tram Span: Capital
Speed: 1
Modules: 6
Weight: 33
HP: 290
Protection: 13
Avoidance: 6
Attacks: 4
Damage: 6
Hangars: 12
Base Traits:
Hull Base Modules: Point Defense Battery Network
$ Cost: $475
DI Cost: 130
Time: 3 years
Ship Module List
Additional Weapons (M)
Increases ship’s attacks by 2, divided by seeking & direct fire as you allocate when the class is designed.
Additional Sublight Engines (M)
Gives a ship the Nimble trait.
AEGIS (M)
Increases this ship’s avoidance value by 1.
Aquatic
Allows a ship to operate in water (or other liquids) and dense atmospheres (Such as pre-space Venus). Cannot be applied to capital ships.
Boarding Capability
This ship can conduct boarding operations of enemy ships during narrative or adventure zone actions with a significant bonus. Represents breaching pods, additional power armored marines above a normal complement, etc; can carry a battalion of Espatiers or Interface troops. The boarding modules can also land its battalion of troops in support of a ground invasion, as if it were a landing module.
Cloaking Device
Gives a ship the Cloak trait. Can only be mounted on units with 26 or less base logistical weight.
Damage Control Module
Reduces the cost of post-damage repairs (Make note of this module’s existence for mod attention) and adds a a +1 to Damage Control rolls.
Diplomacy Suite
Grants the Diplomatic trait.
Extended Support (M)
Grants Long Legs (1) trait.
Fighter Direction Center
Coordinates the activities of a fleet’s fighters, enabling combat directors to redirect squadrons and reform ad-hoc groups after damage. Fighter squadrons mission killed can be reorganized and sent back into combat on a 4+ on a D6.
Fire Control Array
An array of active detection equipment used to burn through combat scale EW and provide more accurate targeting solutions in combat. Active fire control grants the ship +1 to hit and pierce. On a turn this ability is utilized (declare at the start of the turn), the FCA ship’s avoidance number is reduced by 1-you’re actively pinging with a variety of types of energy, it’s going to make it easier to spot you. Stealth Ships utilizing a fire control array reduce the DC to spot them by 5.
Hangar
Increases this ship’s hangar attribute by one (1). Limit of 1 for cruisers, 2 for capital ships.
Lab Complex
Gives the ship the SCIENCE trait.
Landing Force (*)
Transports and supports a battalion (escort), brigade (cruiser), or division (capital) in any configuration. Landing Force Modules are not subject to the normal module stacking limitations.
Missile Targeting Array
Allows ships to accurately target (and re-target) things that require precision, such as individual ships or specific parts of infrastructure. Used to guide IPBMs.
Magnum Catapult Launchers
Gives the fighters launched from this ship the First Strike trait.
Ortillery
Gives a ship the Orbital Support trait.
Point Defense Battery Network
Gives this ship the Flak trait.
Reinforced Hull & Shields (M)
Increase this ship’s protection value by 1.
Secondary Batteries
This ship mounts a degree of firepower aimed specifically at engaging escorts. +1 to hit and pierce vs escorts; not for spinal mounts.
STAG
(Special Tachyon Antagonism Gear) A STAG is a set of specialized anti-cloaking sensors, capable of reliably spotting a ship operating under cloak at close range and decent chance at greater range. It also includes specialized weapons tied directly into the sensors and tracking system. Gives ships the Subhunter trait and a +2 to hit ships they’ve detected in cloak. Larger ships have slightly superior STAGs but lose out on cost-efficiency.
Structural Reinforcement (M)
Increases ship HP by 20% of base hull HP.
Torpedo Bay
The ship mounts a set of heavy weapons designed to punch through armor and shielding. Vs any ship at least one class larger than the mounting ship, +1 to hit and pierce; not for spinal mounts.
Ship Trait List
Auxiliary
This unit can only sortie with support from proper combat ships. If ever alone with opposing forces at the end of a combat round it is immediately captured or destroyed.
Cloak
Decreases the “noise” this ship generates for the purposes of observation (see espionage and intelligence) and also the cloaked combat rules in this document.
Deep Cloak
A ship so fitted is capable of operating under sensor cloak effectively indefinitely. It uses the Deep Cloak rules in combat. Also counts as a standard cloak for strategic purposes.
Deniable
The ship is built using generic or ‘off the scrapheap’ technology, crewed by hired mercenaries or purpose-built synths, and distinctly at-odds with your standard of aesthetic. This ship is not immediately traceable back to your polity.
Diplomatic
A ship with this trait can be used for diplomatic ventures, granting a +X bonus to diplomacy rolls. Additionally, this ship can fly under ambassadorial flags, allowing it special privileges and access where other vessels would normally be restricted..
Expeditionary
This ship is always considered one system away from a point of supply, regardless of other modifiers to distance from supply.
First Strike
A carrier with this trait enables its fighters to attack as a Stand-Off attack once before regular combat begins.
Flak
A ship with this trait inflicts a penalty of +2 on the attack roll on fighters attacking it.
Fold
This ship is equipped with a High grade OPF Fold Drive, which can transit any tram line or jump gate at will and quickly. This means it ignores limitations on size and quality for any jump line on the map. They also can enter and emerge from a tram line far from its mouth, giving them significant strategic and tactical flexibility.
Forager
This ship has a minimal logistics footprint, meaning its weight is counted as halved for deployment weight limits when assigned to Piracy and Commerce Protection missions in a sector. It still consumes full supply.
Gatepunch
This ship has the ability to, in the short-term, stabilize and expand tramlines to allow the passage of larger ships in company with the gatepuncher. This ability does not work well under fire and generally requires the ship to be more or less undamaged.
Gravity Interdict
This ship can prevent others from utilizing fold drives and shrinks the span of jump lines by one step when in close proximity. Scales based on mounting ship category.
Large
Increases this ship’s base protection by one, reduces its avoidance by one.
Long Legs (X)
Reduces the distance modifier for supply when deployed away from a base by the value listed. Cannot reduce the modifier below 1.
Nimble (X)
Increases a ship’s base speed by the listed amount, to a maximum of 4. Nimble and Sluggish cancel each other out on a 1 to 1 basis.
Orbital Support
This ship can support units on the ground with command and control functions and pin-point fire support. While ortillery is greatly frowned on in general and banned by custom or law around a Server Spire or against a Garden World, practically speaking there’s a difference between some light railgun fire against a pirate asteroid base and glassing a Gaia-type world. (Expound as needed)
Protect
A ship with protect may redirect the attacks of a flanking ship of their choice on to themselves.
Q-Ship
This ship has the ability to appear significantly less threatening or as something else entirely. Ships with the Q-ship trait double their effectiveness when applied to either commerce protection or privateering duties in a sector.
Quantum Tunneler
This ship can navigate any tramline or gate pair no matter how degraded thanks to expensive, and somewhat finicky, advanced tensor coils.
Regeneration
Ships with regeneration have differing damage level thresholds than normal ships. (See: Ship damage: damage levels).
SCIENCE
This ship is equipped to deal with Weird Shit. Primarily an out-of-combat effect but could have unconventional impact on ship to ship combat from time to time.
Secured
Secured units are resistant to hostile intelligence operations. Any attacking against one has an automatic, baseline 50% chance of failure. Negates (and is negated by) the Secret Weapons asset.
Show the Flag
This ship has the uncanny ability to show up where a crisis is going on and participating.
Sluggish (X)
Reduces the base Speed of a ship by 1, to a minimum of 1. Nimble and Sluggish cancel each other out on a 1 to 1 basis.
Small
Increases this ship’s base avoidance by one, reduces its protection by one.
Spinal Mount
The ship has a singular large weapon rather than a collection of smaller guns; Spinal mounts have +1 to hit in close range, -1 to hit at long range, and +3 to pierce. It may benefit from fire control, but not from secondary batteries or torpedoes.
Stand-Off
This ship gets standoff attacks against the enemy fleet, before the first round of regular combat. Where the standoff is a specific number, it gets that many attacks. If it is Standoff(full) it gets attacks equal to it’s normal number of attacks. It’s also possible to have Standoff(full +X), where you make more standoff attacks than your normal number of attacks.
Subhunter
Gives you a re-roll to detect one cloaked ship at the start of combat (see cloaking rules).
Supply Hog
Increases the distance modifier for supply when deployed away from a base by one.
Thrifty
Ship consumes 20% less supplies.
Yard Queen
Ship consumes 20% more supplies.