Should I be reading into this that in order to secure Blackstone Fortress protection Globes we need to get Soulsteel locked in before starting production?
You can make one a turn now, if you get the soulsteel deal you can make two a turn.
Preliminary component list, not threadmarking this page, let me know if you see needed edits.
Components and Improvements
Slot-less Improvements
Essence Drive II
Unknown
Build Cost: +6 or -3
Power Cost: -1/+1
Logistics: none extra
Hard to Kill/Emergency Shielding
A series of minor upgrades such as adding bulkhead doors, rooms with independent life sustaining equipment and tertiary control terminals. If you need to call on this you are probably in big trouble, but not quite as big trouble as if you needed it but didn't have it. Each purchase adds a -4 Hull Level to the vessel. How many a ship can have is dictated by its size and matches the number of "Crippled" levels a hull has. Instead you can install small self powered shielding units that will spring up to prevent breaches and reduce damage from spreading around a ship. This replaces the -4 with a -3 Hull level and has the same maximum cap but does cost more.
Build Cost: +2 per -4 HL, +3 per -3 HL
Power Cost: none
Logistics: None
Toughness
Using higher quality materials and more sophisticated craftsmanship is no easy matter when discussing something as big as one of these vessels. If a source of the better material compatible with a hull type is plentiful than the ship can use the second cheaper price, such as using Ebonite on an Autochthonian style ship after securing an Ebon-wood plantation. Effect is to make a -2 HL into a -1 HL. This can be repeated until no -2 HL remain. Addendum: If those materials are available than the cost associated with their implementation can be supplied via Plantations, Atelier manses, trade, or whatever method is appropriate for a given material.
Cost: +10/+5 per HL converted
Power: None
Logistics: none
Hardness
It would be phenomenally expensive, but we can incorporate enough magical materials and enchantments into the hull to make the whole ship much more resistant to damage. However, to get the best effect the material must be imbued with essence, which will raise the power demand on the hull. The effect is to convert a -1 HL into a -0 HL. This can be used on -1 HL generated via the Toughness improvement. Addendum: Certain materials, such as Ka'anium and Ebonite (or eventually Adamantium), count as nigh-magical alloys when used on compatible hull types which make this slightly easier but more importantly avoid the increase in power cost and can be supplied via plantations, atelier manses or however the critical material is supplied directly.
Cost: +20/+18 per HL
Power: +1 per HL/ +0 per HL
Logistics: none
Magical Material
Incorporating enough Magical Materials into the spaceframe of a void vessel to make it an Artifact would be difficult enough, but the efforts the commander and crew must go to attune such a thing would also be legendary. Some may thing it is worth it though, perhaps. Every Magical Material, regardless of which material, vessel that is properly attuned seems to leap into action at its Captain's whim. Each gain +2 dice on every position maneuver to gain momentum. Furthermore, each material provides a unique bonus based on the material.
Orichalcum, sometimes called wishmetal, provides sublime resistance. Orichalcum ships downgrade every damaging attack they receive by one level. They cannot be harmed by basic attacks, Advanced attacks count as basic attacks, etc. Unless the attack is specifically designed to harm holy objects. In addition the ship counts as consecrated and creatures of Darkness are pained and unable to regenerate or recover essence aboard an Orichalcum ship. Orichalcum AP cost is double compared to other Materials
Jade: Mostly white jade but some other colors would be used. The ship benefits from the beneficence and wrath of the elements. Boarding a Jade ship is possible but accomplishing anything is all but as terrible elemental effects sweep the ship while ignoring the crew allowing boarders to be driven off or slain with ease (Boarding requires 5 more momentum and damaging all -1 HLs first). Jade is quite resilient and the ship counts as having the Massive Property. Ramming does an extra level of damage to the non-Jade ship, regardless of whether the other ship is rammer or victim. The ship gains an automatic success in sailing rolls to deal with turbulence or "space weather" representing a Jade ship's greater solidity.
Elektron: Magical Amber contains the congealed Karmic energy of souls which is gathered at certain locations which are filled with both life and death, usually Lanka the world tree. If enough is gathered to carve a ship out of it the ship gains a measure of the vitality and regenerative force as well as its impermeable nature. The ship can regenerate one HL per six rounds of maneuver (3 hours) and its hull cannot be passed by immaterial or incorporeal beings or effects. It could also be given Sapience if a powerful enough ghost could be found.
Adamant: Superlatively clear crystal that, in the right circumstances, alights with inner fire. Adamant hulled ships receive a remarkable clarity of reception from sensory techniques. They gain the benefits of installing a Sympathetic Resonator Array (Improved Sensors suite) even if they haven't and that improvement stacks if they also install a SRA. Adamant ships also receive a +2 dice bonus on maneuver rolls to attack with direct fire weapons or torpedo launches, only the roll the attack is made gets the bonus, not every maneuver roll as you position yourself for the attack. Does not benefit hanger operations or indirect fire weapons
Moonsilver: We cannot produce moonsilver in any but the smallest amounts right now. If a ship could be built out of moonsilver the ship would gain incredible flexibility and speed. The ship could act as if it had Perfected Calculation Arrays installed. The ship gains +2 to maneuvers that are not based on attacking or positioning to attack. Hanger operations, closing to board, disengaging, or attempting a deceptive maneuver all count though.
Starmetal: We cannot produce starmetal in any but the tiniest amounts right now. If a ship could be built out of starmetal, the ship would gain fate touched grace. Every roll made by the ship lowers its target number by 1, every ship opposing the starmetal hull raises their target number by 1. Cost of a starmetal ship is double that of other Magical materials (even when its available)
Cost: +15 Skyreme, +20 Sloop, +30 Chariot, +40 Pennant, +50 Wayfarer, +55 Templeship, +60 Dromon, +75 Conquest Platform, +100 Directional Titan, +135 Ark Draconis
Power: +3 Skyreme, +5 Sloop, +7 Chariot, +8 Pennant, +10 Wayfarer, +10 Templeship, +11 Dromon, +12 Conquest Platform, +15 Directional Titan, +20 Ark Draconis
Logistics: None
Ramming Prow
Your ship is installed with a Ramming Prow which enables you to take the Ram maneuver without damaging your ship (or it reduces damage by ONE!). Plus, it's much easier to board a ship you have recently rammed!
Cost: +4
Power: +0
Logistics: +0
Wondrous Globe of Precious Stability
Your ship has been installed with one of these rare and precious wonders providing it grand protection while traveling in the Wyld or if attacked by those who draw on its energies. Such a ship has no risk of crew mutation or addiction unless something can sabotage the Globe. The ship cannot be boarded by Creatures of the Wyld nor possessed by them. Attacks made on the ship by Wyldspawn or Psykers against the ship or those aboard are resisted by +5 dice. Even effects that should just work employ an essence roll-off between the crew member attuned to the Globe +5 and the user of the effect.
Cost: +15
Power: +1
Logistics: 0
Special: Upkeep +1
Half Slot
Heavy Ramming Prow
The Heavy Ram is a component which should take up a half size component in volume. Heavy Ram reduces momentum needed to ram by 1. Heavy ram increases damage by +1 per 2 extra successes instead of +1 per 3 extra successes. Heavy Ramming Prows reduce damage taken by its ship when ramming by 3 health levels instead of 1.
Cost: +7
Power: +0
Logistics: +0
One Slot
Magitech Weaponry
Using a variety of Implosion Bows, Lightning Ballista, and Essence cannons, which in concert, allow a vessel to do Basic Damage in the smallest volume possible. Such weapons need power and maintenance, the magical materials and power density allow weapons like this to be installed on ships as small as a Skyreme.
Cost: +10
Power: +1
Logistics: +1 Stockpile
Torpedo Bays
Launching Torpedoes allows a small ship to deal greater damage at the expense of limited and expensive ammunition and vulnerability to point defense and interceptors. Plasma Torpedoes deal Advanced Damage, Artifact torpedoes deal Supreme Damage. Torpedoes are vulnerable to Advanced Point Defense but ignore Advanced ECM-like effects like Haze Shields. Plasma and Artifact Torpedoes can be fired from the same bays but Artifact Torpedoes cost more to replace. Each Bay stores three attacks worth of Torpedoes after which the ship may have to depend on back up weapons or withdraw. Larger vehicles can store more attacks. Chariots can store 4, Wayfarers can store 5, Templeships can store 6 and conquest Platforms can store 8. Larger ships have little call for the weapons but can presumably ignore limitations, although it should be noted restocking an aggressively torpedo using Titan may be expensive after the battle.
Cost: +5
Power: None
Logistics: +1 per turn, +1 per plasma torpedo and +2 per Artifact Torpedo used.
Amoth Smiting Cannon
The Lord of Tumbled Ruins has been re-cast as a divine weapon of all-encompassing power, especially considering the small size the weapon can be contained within. The Smiting Cannon can be contained in one slot on any ship of Wayfarer class or larger. The Divine weapon can only be used against targets which can potentially leave behind ruins or derelicts behind after being "Destroyed" and they always do so if the Smiting cannon did damage to them. To its valid targets the Cannon does Legendary Damage. The cannon makes a superb Orbital Bombardment weapon against cities which can become Tumbled Ruins. Oaths sworn by Dragon Kings mean they cannot repair derelicts, cast them into stars or eject them into deep space. They can be moved, boarded and searched but any salvage cannot be so thorough as to remove the Ruin from existence, nor can they be moved such that they are completely hidden from view. You are not sworn to keep others from performing those tasks but you cannot encourage them, you cannot even "sell" salvage rights or grant them as official gifts. At best you can say "Do as you wish." Amoth Smiting Cannon is Unique, only one can be installed anywhere.
Cost: +2
Power: +1
Logistics: None
Essence Battlements
Dense fields of hardened essence can protect our ship while still having the ports which allow outgoing fire and other systems to operate. One installation always costs one slot but larger ships may have more space and can expand an installation to provide multiple layers of battlements without costing more slots. Each layer of battlement grants a ship a -0 HL. Wayfarers, Dromons, and Templeships can install two layers, Conquest Platforms can install three layers, Directional Titans can install four, Ark Draconis can mount five layers of Battlements.
Cost: +3 for first layer +1 per layer for additional layers.
Power: +1 per layer
Logistics: +1
Extra Point Defense
All ships, even transports and larger skyships, have small weapons able to quickly track and shoot debris. These are used to provide the standard defense against Strikecraft and Torpedo style weaponry. Installing this means you have elected to ignore more useful equipment and cover your ship in anti-smallcraft weapons. For your sins your ship gains +2 dice to Maneuver when defending against a torpedo or strikefighter attack.
Cost: +10
Power: +1
Logistics: +1
Haze Shield
When this is adapted to operate in space it will allow uncertainty regarding the ships position by blurring its emissions. What might traditionally be called ECM. Unless a weapon system can adapt as it closes and potentially "fly under" the shield it will have a harder time hitting. When defending against weapon attacks that are not a Strikecraft or Torpedo based the ship will gain +2 bonus dice
Cost: +8
Power: +1
Logistics: +1
Cargo Bay
Your ship is installed with more storage, which allows it to be used for trade or potentially simply operating for longer before being forced to return to base. Cargo Bay Improvements scale with the size of the ship hull they are installed on, a Cargo Bay on a Conquest Platform may be enough to store a Transport, much less what cargo the Transport holds.
Cost: +0
Power: 0
Logistics: 0
Hanger Bay
All ships are equipped with a few shuttles and globes of Transport for interacting with the surface. Your ship has been equipped with Aeriel Bays and Hangers containing a variety of potential craft and in far larger numbers. You may have three "squadrons" worth per hanger. A Squadron can be an actual squadron of Strikecraft, or it can be Assault shuttles, exploration shuttles, cargo shuttles, boarding shuttles, etc. How much the Hanger costs will depend on what the ship is typically equipped with. One "type" can be replaced with Manta Skiffs. While numbers are not finalized the larger the ship the more vehicles it is assumed to have as replacements for losses in combat. Scouts (+2 to a position maneuver against a target you have accrued no momentum for), Assault Shuttles (allow boarding Stratagem as a hanger operation), interceptors (+2 dice to rolls to resist torpedo or Assault shuttles or strike craft), Strike Craft (Launch at 4 momentum cost, does Basic Damage on success, recovery of Strikecraft to try again costs 2 momentum). Cargo Shuttles (-1 Difficulty on relevant actions), Exploration Shuttles (-5 Difficulty in relevant actions).
Cost: +5 plus costs of vehicles
Power: 0
Logistics: +1
Barracks
Your ship has an unusually large number of troops kept at high readiness. Perhaps it's simply a defense against being boarded. Or perhaps your ship is meant to close and board the enemy. Or it can be paired with assault shuttles to attack a planet. Or maybe yours is simply a troopship for shifting troops around and you have no real ability to use them. A barracks allows carrying at least ten Legions and 30 stockpiles, but does not necessarily enable using them. Larger ships can carry more per Barracks for the same number of slots. Wayfarers can carry 20 legions per barracks. Templeships can carry 30 Legions per barracks. Conquest Platforms can host 40 Legions and 120 Stockpiles per Barracks improvement installed.
Cost: +3
Power: +0
Logistics: +0
Sympathetic Resonator Array
All of our long-range detection use Geomantic Pulses to detect things but most have minimal ability beyond a few "minor" telescopes and simple thaumaturgic instruments to make observations across the a star system. This improvement installs at least 25 scanning pools and works to maintain a large collection of powerful elementals insuring at least one pool of each element and often two of different Essence strength is available for discerning detection. Standard sensing devices are also uprated to use more magical material and more sophisticated enchantments in their artifice. Powerful Adamant lensed telescopes based on astrological infrastructure can rapidly map a planet from the outskirts of a system. White Jade orbs can triangulate the strength and position of not just stars and planets but moons and larger asteroids. Matrices of blue and red jade can map temperature within millions of kilometers of the vessel and vanes of filigreed orichalcum can pick up the faintest wisp of essence. Note: Generally, sensors will not be rolled, I simply will decide how well the sensor will work in a given situation and circumstance and dictate. That being said, ships with SRA installed will be given more information at greater distances and be more able to gain some information in difficult situations and circumstances (such as in systems with sensor occluding phenomena or stealth techniques).
Cost: +8
Power: +1
Logistics: +1
Temple
Temples can only be installed on Wayfarer or larger crafts, which typically means the upgrade to a Temple Ship is worth it. But just in case you want a Temple on a Conquest Platform or something it's given here as an option. Each temple is dedicated to one Divinity and allows relics, rituals, and summoning from said Divinity to occur as needed. Relics and Rituals that can operate without a Temple can usually be enhanced in scope when occurring near a temple anyway. With this its possible to use some Ark effects to at a Solar Templeship over a world to affect the whole of the world, and certain Relic effects may be stretched to benefit the whole of the Temple Ship. An Abraxan Templeship would allow the lorekeeping priests to decipher the mysteries of a new race being contested and actively produce countermeasures on the front.
Cost: +10
Power: +1
Logistics: +1
Observatory
Astrology is one of your passions and you have installed a ship with an observation dome just to practice it on the go. Observatories can be built as temples, requiring ships at least Wayfarer or larger but also allowing Observatory Ships that are mechanically identical to Temple ships. A ship with an observatory may start a combat with 4 momentum built up towards chosen maneuver against any target they want since they "knew" it was coming and are perfectly placed. They may give this up to invoke some kind of absurd starting advantage to combat that can derived from "lucky" timing, such as attacking a world when its strongest ship is down for maintenance, or just happening to be perfectly positioned to intercept ships coming out of the warp. The first benefit cannot be shared but nothing prevents other ships from following along when an Observatory ship goes and does something with absurd timing.
Cost: +10
Power: +1
Logistics: +1
Perfected Calculation Array
While every ship would install some form of Cognition matrix to aide in sensory analysis and target tracking, this ship takes to further. Massive scale crystal arrays keep track of targeting information and feed it to navigation allowing ships to chart a nigh impossible course. PCA allow a ship to perform multiple maneuvers (or resist the maneuvers of multiple enemy ships) unless the maneuvers are contradictory (like trying to escape and ram at the same time) without the same steep penalties normally invoked. Chariots and Pennants with a PCA can handle two maneuvers, Wayfayers, Dromons, and Temple ships can handle three. Conquest Platforms can handle four, and the big ships can handle five.
Cost: +10
Power: +1
Logistics: +2
Ox-Body
Toughening up a ship is a lot easier if you are willing to use up your precious interior volume to do so. Each Ox-Body installed grants one of the following options; 2 x -1 HL (Much thickened normal ship armor), 1x -1 and 2x -2 HL (balanced approach) and 4 x -2 HL (a lot of emergency bulkheads and redundant systems).
Cost: +1 per -2, +2 per -1
Power: 0
Logistics: 0
Vaults
Similar in purpose to a cargo bay, a vault is intended to protect precious or delicate cargo. First the vault hold itself is massively reinforced and will often survive the death of the ship. The Vault has only one door and it is a massively reinforced citadel meant to hold off boarding attempts to steal from the Vault. In aide of storing delicacies the various bays of the Vaulthold can be environmentally controlled. Delicate items can be stored in Stoneheart coffers to assure they survive. The most precious items can be crystalized by sorceries and stored with their release wands (locked in stoneheart coffers deep inside evershifting labyrinths and guarded by terrible biothaumaturgically crafted nightmares). Stasis tubes can be used if wounded/cursed humans or dragon kings need moved without letting their condition progress. The incredibly rare veil that holds back time can be used if a Moon-Blessed sorcerer is not available.
Cost: 8
Power: +1 (a Vault can draw power even if the ship dies, which should mean the vault is recoverable)
Logistics: 0
Way-Travel Chancel
Your ship has been installed with systems to enable the ship to enter the Wyld, equipment to protect the crew from Mutation, Madness, or Maliciousness, and the Guides and navigational aides needed to allow the ship to travel between stars in the Materium via the Wyld.
Cost: +10
Power: +1
Logistics: 0
Godspeed Motivator
Your ship has been installed with systems that enable it to travel at the speed of light for sustained durations. This includes components to compensate for time dilation, stasis tubes, and methods for handling extended maintenance periods in case the system is needed to cross the gap between stars.
Cost: +6
Power: +1
Logistics: 0
Two Slots
Implosion Weapons
By using a lot of our heaviest model of Implosion bow we can put the hurt on the enemy to a far greater extant. Implosion Weapons deal Advanced Damage in exchange for consuming more space, power, and maintenance. Implosion weapons can be installed on any ship that can spare two slots.
Cost: +20
Power: +2
Logistics: +2
Sutra Weapons
Scaling up prayer weapon has led to golden slugs that weigh one hundred tons each. (This is often made using either alchemically transmuted gold or silver-gold alloys to preserve the amount of natural gold available for Orichalcum production). These massive gold slugs are beautifully engraved with epics regaling half the story of the forging and birth of the Unconquered Sun and his rise as the Guarding Star of creation while the other half is permanently engraved in the orichalcum barrels of the weapon. Each slug is capped with a unique masterwork sutra invoking awe in the Highest of Holies. Each master prayer crafter trying to bring about a unique and transcendent knowing of the phrase "for the Glory of the Unconquered Sun". Sutra Weapons do Advanced Damage to all targets, against Creatures of Darkness or their unholy artifice this weapon does supreme damage. If such a target has a spell or mechanism to repair their ship in combat scale time frames it fails before the rage of the Glory of the Most High.
Cost: +25
Power: +1
Logistics: +2
Capital Plasma Weapons
By scaling up both the barrels and amount of alchemical fuel we can produce Plasma weapons that can deal Advanced Damage. But what ship could possibly mount such ridiculous weaponry?! Capital Plasma weapons can only be installed on Dromon Artillery ship or true capital ships like the Direction Titan and the Arc Draconis.
Cost: +12
Power: 0
Logistics: +2
Guardian Defense
By using greater numbers, bigger weapons, and better Calculation arrays we can build ships which can provide enhanced point defense not just for themselves, but can protect another as well. This lets ships escort another which lacks the enhanced protection.
Cost: +18
Power: +2
Logistics: +2
Large Hanger:
By designing a hanger dedicated to have more space available (and thus only installable on larger vessels) we can combine certain elements and achieve a superior outcome than simply installing two normal hangers. A Large Hanger may have 9 unique squadrons and it may "position" for two unique hanger operations simultaneously as long as they are vaguely related. IE a strikecraft and its escort, not invading a planet while launching a strikecraft.
Cost: +9
Power: 0
Logistics: +2
Large Barracks
By designing a troop barracks dedicated to having more space available we can combine certain elements and achieve a superior outcome than simply installing two "normal" barracks. A Large Barracks may hold three times as many troops as a standard barracks installed in the same craft would. This includes three special units being assigned, like Warstrider units or Stalker Hordes.
Three Slots
Mark IV Heavy Sonic Cannon
100 meters long barrels of Adamant and Blue jade. Originally crafted to slay a crystalline Primordial by vibrating her to pieces, this cannon can also be deployed to wipe out whole towns and end enemy encampments even if not crystalline in nature. When used in an Atmosphere the vibrational energies produce the distinct sound that created its name but vibrational energies are carried via essence and need no medium. Weapons of this size can only be mounted on ships able to mount titanic weapon systems. This weapon does Supreme damage to any target and Legendary Damage to a crystalline (or something vulnerable to vibration) target.
Cost: +25
Power: +3
Logistics: +2