The following are obviously huge abstractions, but that is how I feel FS considers space combat. Keep it simple
After buying Noble Armada I have altered some of the values....
Hull Size |
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| Class | Points | Maneuvre Penalty | Notes |
| Yacht | 100-400 | 0 | |
| Frigate | 500-1000 | -1 | |
| Destroyer | 1100-2000 | -2 | |
| Cruiser | 2100-3000 | -3 | |
| Dreadnought | 3100-4000 | -4 | |
| Monitor | 4100-5000 | -5 | |
Grade |
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| Class | Points | Maneuvre Penalty | Notes |
| Void | 0 | ||
| Atmosphere | 5% | ||
| Lander | 10% | ||
Vitality |
|
| 5% of hull base value | 0.5% of hull per each extra point |
Armour |
|
| Base value 0 | 2% of hull per point of armour |
Drive Engine |
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| 5% of base hull for base 5%SOL | Each 1%SOL between 6 and 15 - 0.5% of hull Each 1%SOL between 16 and 20 - 1% of hull Each 1%SOL between 21 and 25 - 1.5% of hull Each 1%SOL between 26 and 30 - 2% of hull Each extra 1%SOL - 3% of hull |
| Combat burn - max equal to %SOL or Vitality of the ship, whichever is less | 20e per +1 per 100 hull. |
Crew and Passengers |
|
| Crew: 1 per 200 pts of hull minimum | 2 pts per crew |
| Passengers, passengers need a minimum of 1 space each, this is very low birth stuff. Average quarters use 2-3 pts per passenger, luxury would use 10+. | 1 pt per passenger space |
Cargo |
|
| Internal | 2 pt per space (about 1 ton) |
| External, not for landers. Atmosphere ships may not have any current external cargo if they enter an atmosphere or it burns up, as may the ship. | 2 pt per slot, each slot can carry 3 spaces. Maximum slots equal to Vitality/2. |
Jump Engine |
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| 5% of hull value | |
Batteries |
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| To get 100pts of Hull from planet to planet costs 500 e(nergy) per 1%
speed of light For a 100 hull ship to make a trip at 20% SOL would require 10,000e |
The base size of the battery = 1 pt per 2000e More can be paid for
better batteries Maximum reduction is half size (x4 cost). |
Reactors |
|
| 2% of hull for basic needs of ship | +0.5% of hull per %SOL |
| +1 pt per output of 100e per combat turn | |
Supplies |
|
| 1 pt per 20 people per week x grade | Gruel - x0.5 Rations - x1 Food - x1.5 Good - x2 Very Good - x3 Sumptuous - x4 |
Sensors |
|
| Radar - 2pts + 2 pt per rating - max 5 | Laser - 3pts + 1 pt per rating - max 6 |
| Densometer - 2pts +2 pt per rating - max 6 | Infrared - 2pt + 1 pt per rating - max 7 |
| EMS - 3pts + 1 pt per rating - max 8 | Neutrinos - 3 pts + 1 per rating - max 8 |
| Psi - 2pts + 1 pt per rating - max 9 | Probes - 3 pts each |
| Buoy - 2 pts each | |
Weapons - Link to Ships Weapons Table |
|
| The cost of a weapon/200 in pts | Energy use can be found on the weapons table |
| Ammunition canisters - 1,2,3 pts for small, medium and large respectively, except all missiles are 2pts. | Autoloaders are 2,4,6 pts for small, medium and large weapons repectively, except missiles which are always 4pts. |
Tractors |
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| 50 + 10 per rating. A rating is 1%SOL that the target ship is slowed. |
Energy us - 100e/100 hull per -1 VP |
Maneuver |
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| 2% of hull for base system | Energy use: 20e per 100 Hull per +1 |
| 2% of hull per + to pilots skill (or rating) | |
Shields |
|
| Vambrace (5) - 2% of hull | 100e per hit |
| Standard (10) - 4% of hull | 200e per hit |
| Assault (15) - 6% of hull | 300e per hit |
| Battle (20) - 8% of hull | 400e per hit |
Computers |
|
| Navigation | 0.5% of hull + 0.1% per rating |
| Weaponry | 2% of hull + 0.5% per rating |
| Maintenance | 1% of hull + 0.5% per rating |
| Defences | 1% of hull + 0.2% per rating |
| Pilot | 1% of hull + 0.1% per rating |
Escape Pods |
|
| 0.5 pts per person space | |