Off the shoulder of Orion
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Boat-A-Boat
Critical techs:
- Rider Construction I: All Upgrade and Modifications cost +100%
- Rider Construction II: All Upgrades and Modifications cost +50%
- Rider Construction III: No cost modifier for Upgrades and Modifications
- Ship Construction I: All Upgrade and Modifications cost +100%
- Ship Construction II: All Upgrades and Modifications cost +50%
- Ship Construction III: No cost modifier for Upgrades and Modifications
Nation Trait:
- Space Shipyard: Your state has one of the few orbital shipyards in the Verge. As such it can construct ships without the trans-atmospheric trait, however the difficulties of doing so increases the final cost by 50%.
- Advanced Shipyard: Your state has a shipyard system as good as those of the origin system. There is no cost penalty to building ships in space. Requires Space Shipyard.
Light Ridership
- Hull Cost: $40
- Endurance: 1
- Facets:
- Hull Effects: Engine modules can triple up, Trans-Atmospheric (fast)
- Modules: 3S
- Upgrade 1: +1S, +$10 Hull Cost
- Upgrade 2: +1S, +$20 Hull Cost
Medium Ridership
- Hull Cost: $80
- Endurance: 4
- Facets: Electronics (1)
- Fixed Equipment: 1 Stock Item
- Hull Effects: Engine modules can double up, Trans-Atmospheric (slow)
- Modules: 6S
- Upgrade 1: +1S, +$10 Hull Cost
- Upgrade 2: +1S, +$20 Hull Cost
- Upgrade 3: +1S, +$30 Hull Cost
Large Ridership
- Hull Cost: $200
- Endurance: 8
- Facets: Electronics (1)
- Fixed Equipment: 2 Stock Items
- Modules: 2L, 6S
- Upgrade 1: +1L, +$20 Hull Cost
- Upgrade 2: +1L, +$40 Hull Cost
- Upgrade 3: +1L, +$60 Hull Cost
Small Warship
- Hull Cost: $80
- Endurance: 4
- Facets: Electronics (1)
- Fixed Equipment: 1 Stock Item
- Hull Effects: Engine modules can double up
- Modules: 6S (Jump Drive cost; 4S)
- Upgrade 1: +1S, +$10 Hull Cost
- Upgrade 2: +1S, +$20 Hull Cost
- Upgrade 3: +1S, +$30 Hull Cost
- Modification 1: -2S, +1L, +$5 Hull Cost
- Modification 2: -2S, +1L, +$10 Hull Cost
Medium Warship
- Hull Cost: $200
- Endurance: 8
- Facets: Electronics (1)
- Fixed Equipment: 2 Stock Items
- Modules: 4L, 2S (Jump Drive cost; 3L)
- Hangar Space: 4
- Upgrade 1: +1L, +$20 Hull Cost
- Upgrade 2: +1L, +$40 Hull Cost
- Upgrade 3: +1L, +$60 Hull Cost
Large Warship
- Hull Cost: $300
- Endurance: 10
- Facets: Electronics (1)
- Fixed Equipment: 3 Stock Items
- Modules: 5L, 2S (Jump Drive cost; 4L)
- Hangar Space: 12
- Upgrade 1: +1L, +$30 Hull Cost
- Upgrade 2: +1L, +$60 Hull Cost
- Upgrade 3: +1L, +$90 Hull Cost
- ∞ Modification: -1L, +1LG, +$30 Hull Cost
- ∞ Modification: -1L, +1LP, +$30 Hull Cost
- LG Slot: Holds two identical L weapon modules
- LP Slot: Holds two identical L protection modules
Stock Items
- Deck Gun
- A conventional, almost simple artillery piece, the deck gun has only modest performance but a great deal of versatility depending on just what you load it with. (note that it is an actual weapon as well!)
- Facet: Bombard (1)
- CIWS
- Close In Weapon Systems are small but sophisticated systems including both sensors and small-caliber weapons to take down inbound missiles and unwary battlecraft that wander too close.
- Provides 1 PD
- Hangar Pod
- When you absolutely, positively need to carry another dropship to oppress the natives.
- +4 hangar space
- Fuel Bunker
- An extra reserve of fuel can mean the difference between staying in the field or having to retreat in shame.
- +4 Endurance
- Rider Sling
- For bringing a couple little buddies with you. Not available to Riderships.
- +2 External Slings
Modules
- Rider Rack (L): +4 External Slings, $10
- Hangar (S): +4 hangar space, $5
- Hangar (L): +12 hangar space, $20
- Jump Drive (Special): Double all hull costs, takes up a defined number of spaces as per each hull size.
- Others to come, electronics, specialist modules, etc
Weapons
- Railgun (S)
- Railgun (L)
- Laser (S)
- Laser (L)
- Blasters (S)
- Cluster Missiles (S)
- Multi-Missiles (S)
- E-Torp (S)