Hulls
A hull is the container that everything else is poured into. It determines how many of each type of module can be mounted and can give bonuses or maluses to them depending on rolls and player goals set forth when Designed.
Converted Freighter (1E, 3O) (3M): The typical hull of a pre-Fall merchantman. The copious amounts of open space are a boon to designing new ships but the hull is not built with the rigors of combat in mind.
[Sabre-class Corvette Hull: Designed at the beginning of the Hegemon's Crusade, this was the first warship created by Calavar alone and still holds a place of honor in the System Defense Fleet even in the face of more capable hulls that have been developed since. Two Weapons, One Defense, One Engine (Two Acceleration Maximum), Two Utility. (5M)]
Trench-class Small Defense Platform: A vaguely mushroom shaped defensive installtion meant to hang over a friendly planet and use it's bulk to shield the more vulnerable hangar spire from enemy fire while it's dome resists enemy attacks from the void. (3M)
-Three Weapons (One Hangar-only)
-Two Defense
-One Utility
*Platforms do not gain any benefit from not having a Warp Drive, as they were not built to have one. Other Essentials apply.
Weapons
Put simply, these are the things that make enemies die. Here they come in three flavors: Energy, Kinetic, and Ordnance. Energy weapons do not require ammunition but are more expensive to build and maintain, Kinetic weapons require ammunition but can be built to fire multiple kinds, and Ordnance are strike craft and torpedoes and thus heavily reliant on supply to continue operating.
Self Defense Battery (Short Range, Damage 1) (1M): A thick battery of merchant grade cannon firing solid shot.
[Standard Macrocannon Battery MkI: The refined version of the previous defense guns, these weapons were an iterative development for improved power. In recognition of the manufacturing bottlenecks of the time this model makes limited use of advanced systems and instead relies on direct human supervision for troubleshooting and maintenance. Damage 2, Short Ranged. (2M)]
Atomic Warheads (Very Short Range, Damage 1.5) (2M): Broadside mounted tubes launching volleys of fusion warheads on short burn missile bodies.
Defenses
Stuff to stave off your ship being turned into a half molten hulk. 'Nuff said. Armor provides damage reduction while Shields absorb punishment until they break. Point Defense target Ordnance and can technically do damage to a hostile ship in a pinch.
Navigational Shields (Shield 1) (1M): A single layer of weak Void Shielding meant to protect against mundane hazards and light weapon fire.
[Haptrix-Pattern Rapid Shields: Named for the fallen homeworld of the refugee team that aided in their design, the Rapid Shields were another case of early Calavar taking something that already existed and modifying it to suit their purposes. Using numerous overlapping shield emitters taken from midscale planetary defenses the Haptrix had a small weakness to significant force from a single source, such as a powerful Lance, but made up for it by getting back fallen sections in a fraction of the time as standard naval bubble shields. Shield 2, .5 Armor. (4M)]
Hull Armor (Armor .5) (1M): Structural material forged into plates and welded onto the sides of your ships in useful locations.
Engines
The ship's Engines are an integral part of how they perform their duties as warfare is motion. They provide Acceleration (straight line speed) and Maneuverability (how fast they can change course).
Merchant Thrusters (1A, 1M, Fuel Efficient) (1M): Standard thrusters for small civilian shipping, built for economy over all other concerns.
Tuned Merchant Thrusters (2A, 1M, Fragile) (1M): Standard engines overhauled for additional speed, based off of "field refits" by criminal and civilian shipping.
Utility
Anything that is not directly military falls under this category, be it high gain sensor mounts, cargo holds beyond what is necessary for a ship that size, or an onboard manufactorum for minor repairs in the field.
Cargo Hold (0M): An open compartment with the necessary equipment for moving loads.
[Cargo Bay Hangar: A cavernous hold containing a small complement of small craft or void craft. Provides the Repair rule to its complement. Civilian hulls only. (1M)]
- [Calavar-Pattern Arvus Combat Lighter: As Calavar possessed little to no aerospace development before the Hegemon's Crusade the response to the threat of strike craft was answered in typical form. This variant of the Arvus Lighter carries fixed lascannon of local make, autocannon for self defense, and external hardpoints for mission packages. PD 1. (1M)]
Repair Deck (2M): A minor production line for repairing common damage and restoring basic functionality to engines.
Troop Deck (2M): The necessary housing and life support systems for an Army Group worth of extra bodies, as well as some landers to unload them under noncombat conditions.
Essential Components
Critical infrastructure every ship needs one of: Bridge, Sensors, Life Support, Housing, and Warp Drive.
Bridge
The seat of power of a starship, where orders are given and the command crew dwells. Includes cogitator support for bridge personnel among other leadership type buffs or modifiers.
Merchant (1M): Basic command and control elements with limited redundancy.
Sensors
Every ship needs a way to see what happens beyond, or even inside, it's hull. Also can be made to include Electronic Warfare duties.
Merchant (1M): Simple and rugged systems meant to last in the face of the harshness of the void, with a dual stage passive and active sensor package with limited resolution.
[T-100 Auspex: Additional and slightly improved sensor clusters allow for more than the simple recognition of a potential enemy presence. The new mark of sensorium allows crews to record and potentially analyze enemy auspex signals, do more detailed battle damage analysis on other hulls, and track targets with greater precision. Passive 1, Active 1.5, Medium Range. (2M)]
Warp Drive
While not every ship will be given the means to leave the system of it's birth, it is a vital asset for any warship.
Merchant (4M): A truly massive piece of arcane engineering that allows for the carrying ship to be carried through the Warp at minimal passive risk to itself and it's crew, at a slow pace.
None (0M): Termed either monitors or SDF ships, ships that do not possess Warp capability are locked into the same system they were built in. Doing so provides an extra Omni slot to the ship class.
Life Support
Equipment meant to preserve the atmosphere of the ship goes under this category, such as automated fire fighting equipment, secondary shutters to prevent bleeding pressure into the void, and so on.
Essential (2M): Unlike the venerable ships that develop entire cities in their bellies, this provides for exactly the range of life forms that make up the average crew.
Housing
Crews need somewhere to live for the possibly decades they spend away from friendly ports. As well, this category accepts to the living space such as the addition of minor onboard garrisons.
Barracks (1M): Minimal amounts of space and mass go into maintaining the morale of the ratings and deckhands, with high density housing made the norm.
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Fixed Defenses
Ships move and patrol, and so may not always be on call when the enemy arrives. Fixed defenses will be there to rebuff them.
-Cannon Battery: 1 Weapon, Base Cost 4M