| Motonic | Autochthonic | Geomantic | Jurai |
Sloop | Hull Cost: 12 AP
Speed: 5
Maneuver: 6
Components: 3
Upkeep: 2 Sloops per AP
Power: +4
Logistics: +1
Hull Level: -2/-3/Crippled
Note: the smallest ships that can engage in FTL Travel and combat. Cannot be more than a couple seasons away from base due to lack of storage for parts aboard, thus on extended actions it requires support of a supply train or larger vessel. | Hull Cost: 20 AP
Speed: 5
Maneuver: 5
Components: 3
Upkeep:2 Sloops per AP
Power: +3
Logistics: +1
Hull Level: -1/-3/Crippled
Note: the smallest ships that can engage in FTL Travel and combat. Cannot be more than a couple seasons away from base due to lack of storage for parts aboard, thus on extended actions it requires support of a supply train or larger vessel. | Hull Cost: 30 AP
Speed: 5
Maneuver: 4
Components: 3
Upkeep:2 Sloops per AP
Power: +2
Logistics: +1
Hull Level:-1/-1/-2/-3/Crippled
Note: the smallest ships that can engage in FTL Travel and combat. Cannot be more than a couple seasons away from base due to lack of storage for parts aboard, thus on extended actions it requires support of a supply train or larger vessel. | Hull Cost: 12 AP
Speed: 5
Maneuver: 5
Components: 3
Upkeep:2 Sloops per AP
Power: +2 (in sun) /3 (away)
Logistics: +1
Hull Level: -1/-3/Crippled
Note: the smallest ships that can engage in FTL Travel and combat. Cannot be more than a couple seasons away from base due to lack of storage for parts aboard, thus on extended actions it requires support of a supply train or larger vessel. |
Chariot | Hull Cost: 20 AP
Speed: 4
Maneuver: 5
Components: 4
Upkeep: 1
Power: +5
Logistics: +2
Hull Level:-2/-2/-3/Crippled
Note: A workhorse of the fleet, a great balance between weapons, defense, mobility, and logistics. Combat oriented Chariots can only operate a few seasons away from base, but Chariots can use one of their components to gain cruiser like operational patterns and the storage for logistic supplies. | Hull Cost: 30 AP
Speed: 4
Maneuver: 4
Components: 4
Upkeep: 1
Power: +4
Logistics: +2
Hull Level: -1/-2/-3/Crippled
Note: A workhorse of the fleet, a great balance between weapons, defense, mobility, and logistics. Combat oriented Chariots can only operate a few seasons away from base, but Chariots can use one of their components to gain cruiser like operational patterns and the storage for logistic supplies. | Hull Cost: 45 AP
Speed: 4
Maneuver: 3
Components: 4
Upkeep: 1
Power: 3
Logistics: +2
Hull Level: -1/-1/-2/-2/-3/Crippled
Note: A workhorse of the fleet, a great balance between weapons, defense, mobility, and logistics. Combat oriented Chariots can only operate a few seasons away from base, but Chariots can use one of their components to gain cruiser like operational patterns and the storage for logistic supplies. | Hull Cost: 20 AP
Speed: 4
Maneuver: 4
Components: 4
Upkeep: 1
Power: +3 (sun) / +4 (away)
Logistics: +2
Hull Level: -1/-2/-3/Crippled
Note: A workhorse of the fleet, a great balance between weapons, defense, mobility, and logistics. Combat oriented Chariots can only operate a few seasons away from base, but Chariots can use one of their components to gain cruiser like operational patterns and the storage for logistic supplies. |
Pennant | Hull Cost: 30 AP
Speed: 4
Maneuver: 4
Components: 5
Upkeep: 1
Power: +6
Logistics: +3
Hull Level: -2/-2/-3/-3/Crippled
Note: Pennants are able to store supplies to operate and trom baseavel years away from base inherently. They are usually used to patrol spacelanes and hunt pirates, scout for greater fleets, or as the name implies, act as a high level courier or messenger to a non-tokat controlled world to "show the flag" | Hull Cost: 45 AP
Speed: 4
Maneuver: 3
Components: 5
Upkeep: 1
Power: +5
Logistics: +3
Hull Level: -1/-2/-2/-3/Crippled
Note: Pennants are able to store supplies to operate and travel years away fr inherently. They are usually used to patrol spacelanes and hunt pirates, scout for greater fleets, or as the name implies, act as a high level courier or messenger to a non-tokat controlled world to "show the flag" | Hull Cost: 60 AP
Speed: 4
Maneuver: 2
Components: 5
Upkeep: 1
Power: +4
Logistics: +3
Hull Level:-1/-1/-2/-2/-2/-3/Crippled
Note: Pennants are able to store supplies to operate and travel years away from base inherently. They are usually used to patrol spacelanes and hunt pirates, scout for greater fleets, or as the name implies, act as a high level courier or messenger to a non-tokat controlled world to "show the flag" | Hull Cost: 30 AP
Speed: 4
Maneuver: 3
Components: 5
Upkeep: 1
Power: +4 (sun)/ +5 (away)
Logistics: +3
Hull Level:-1/-2/-2/-3/Crippled
Note: Pennants are able to store supplies to operate and travel years away from base inherently. They are usually used to patrol spacelanes and hunt pirates, scout for greater fleets, or as the name implies, act as a high level courier or messenger to a non-tokat controlled world to "show the flag" |
Wayfarer | Hull Cost: 40 AP
Speed: 3
Maneuver: 4
Components: 6
Upkeep: 2
Power: +8
Logistics: +5
Hull Level: -1/-2/-2/-3/-3/-3/
Crippled/Crippled
Notes: Wayfarers are vessels in the 5 km long range, big enough that they can face some of the fiercest fighting. Wayfarers can travel years without restocking if they start off well stocked. | Hull Cost: 60 AP
Speed: 3
Maneuver: 3
Components: 6
Upkeep: 2
Power: +6
Logistics: +5
Hull Level: -1/-1/-2/-2/-3/-3/
Crippled/Crippled
Notes: Wayfarers are vessels in the 5 km long range, big enough that they can face some of the fiercest fighting. Wayfarers can travel years without restocking if they start off well stocked. | Hull Cost: 80 AP
Speed: 3
Maneuver: 2
Components: 6
Upkeep: 2
Power: +4
Logistics: +5
Hull Level: -1/-1/-1/-2/-2/-2/-3/-3/
Crippled/Crippled
Notes: Wayfarers are vessels in the 5 km long range, big enough that they can face some of the fiercest fighting. Wayfarers can travel years without restocking if they start off well stocked. | Hull Cost: 60 AP
Speed: 3
Maneuver: 4
Components: 6
Upkeep:1
Power: +6(sun)/+8
Logistics: +5
Hull Level: -1/-1/-2/-2/-3/-3/
Crippled/Crippled
Notes: Wayfarers are vessels in the 5 km long range, big enough that they can face some of the fiercest fighting. Wayfarers can travel years without restocking if they start off well stocked. |
Templeship | Hull Cost: 50 AP
Speed: 3
Maneuver: 4
Components: 6 + Manse
Upkeep: 2
Power: +9
Logistics: +6
Hull Level: -1/-1/-2/-2/-2/-3/-3/
Crippled/Crippled
Note: Temple Ships are just slightly larger Wayfarers that are designed to include a Temple from the ground up. They are slightly tougher in order to protect any valuable relics or practitioners aboard. Cost of Temple equipment is included in above stats. (Examples include, Observatories, Medical ships, Atelier ships, etc) | Hull Cost: 70 AP
Speed: 3
Maneuver: 3
Components: 6 + Manse
Upkeep: 2
Power: +7
Logistics: +6
Hull Level: -1/-1/-1
/-2/-2/-2/-3/
Crippled/Crippled
Note: Temple Ships are just slightly larger Wayfarers that are designed to include a Temple from the ground up. They are slightly tougher in order to protect any valuable relics or practitioners aboard. Cost of Temple equipment is included in above stats. (Examples include, Observatories, Medical ships, Atelier ships, etc) | Hull Cost: 85 AP
Speed: 3
Maneuver: 2
Components: 6 + Manse
Upkeep: 2
Power: +4
Logistics: +6
Hull Level: -1/-1/-1/-1
/-2/-2/-2/-2/-3/
Crippled/Crippled
Note: Temple Ships are just slightly larger Wayfarers that are designed to include a Temple from the ground up. They are slightly tougher in order to protect any valuable relics or practitioners aboard. Cost of Temple equipment is included in above stats. (Examples include, Observatories, Medical ships, Atelier ships, etc) | Hull Cost: 50 AP
Speed: 3
Maneuver: 4
Components: 6 + Manse
Upkeep:1
Power: +7(sun)/+9
Logistics: +6
Hull Level: -1/-1/-1
/-2/-2/-2/-3/
Crippled/Crippled
Note: Temple Ships are just slightly larger Wayfarers that are designed to include a Temple from the ground up. They are slightly tougher in order to protect any valuable relics or practitioners aboard. Cost of Temple equipment is included in above stats. (Examples include, Observatories, Medical ships, Atelier ships, etc) |
Dromon | Hull Cost: 50 AP
Speed: 3
Maneuver: 4
Components: 7 (can mount Titanic systems)
Upkeep: 2
Power: +9
Logistics: +6
Hull Level: -1/-1/-2/-3/-3/-3/-3/
Crippled/Crippled
Note: As fast as wayfayers and constructed from the keel up to host the titanic systems more typically mounted on Directional Titans. Usually in the form of massive arcanotech artillery pieces. However, they end up being almost as fragile as a wayfarer, despite sporting fearsome firepower. | Hull Cost: 75 AP
Speed: 3
Maneuver: 3
Components: 7 (can mount Titanic systems)
Upkeep: 2
Power: +7
Logistics: +6
Hull Level: -1/-1/-1/-2/-3/-3/-3/
Crippled/Crippled
Note: As fast as wayfayers and constructed from the keel up to host the titanic systems more typically mounted on Directional Titans. Usually in the form of massive arcanotech artillery pieces. However, they end up being almost as fragile as a wayfarer, despite sporting fearsome firepower. | Hull Cost: 100 AP
Speed: 3
Maneuver: 2
Components: 7 (can mount Titanic systems)
Upkeep: 2
Power: +5
Logistics: +6
Hull Level: -1/-1/-1
/-2/-2/-3/-3/-3/-3/
Crippled/Crippled
Note: As fast as wayfayers and constructed from the keel up to host the titanic systems more typically mounted on Directional Titans. Usually in the form of massive arcanotech artillery pieces. However, they end up being almost as fragile as a wayfarer, despite sporting fearsome firepower. | Hull Cost: 70 AP
Speed: 3
Maneuver: 3
Components: 7 (can mount Titanic systems)
Upkeep:1
Power: +7 (sun)/+9
Logistics: +6
Hull Level: -1/-1/-2/-3/-3/-3/-3/
Crippled/Crippled
Note: As fast as wayfayers and constructed from the keel up to host the titanic systems more typically mounted on Directional Titans. Usually in the form of massive arcanotech artillery pieces. However, they end up being almost as fragile as a wayfarer, despite sporting fearsome firepower. |
Conquest Platform | Hull Cost: 50 AP
Speed: 2
Maneuver: 3
Components: 8
Upkeep: 3
Power: +10
Logistics: +7
Hull Level: -1/-1/-2/-2/-2/-3/-3/-3/-3/
Crippled/Crippled/Crippled
Note:
Conquest Platforms are powerful vessels, although their sheer power makes maintaining their operation a strain. Still their supply bays are quite spacious so given enough supplies they might roam for decades before returning to a friendly world.
| Hull Cost: 80 AP
Speed: 2
Maneuver: 2
Components: 8
Upkeep: 3
Power: +7
Logistics: +7
Hull Level: -1/-1/-1/-2/-2/-2/-3/-3/-3/
Crippled/Crippled/Crippled
Note:
Conquest Platforms are powerful vessels, although their sheer power makes maintaining their operation a strain. Still their supply bays are quite spacious so given enough supplies they might roam for decades before returning to a friendly world. | Hull Cost: 110 AP
Speed: 2
Maneuver: 1
Components: 8
Upkeep: 3
Power: +4
Logistics: +7
Hull Level: -1/-1/-1/-2/-2/-2/-2/-3/-3/-3/-3/
Crippled/Crippled/Crippled
Note:
Conquest Platforms are powerful vessels, although their sheer power makes maintaining their operation a strain. Still their supply bays are quite spacious so given enough supplies they might roam for decades before returning to a friendly world.
| Hull Cost: 80 AP
Speed: 2
Maneuver: 2
Components: 8
Upkeep: 2
Power: +7 (sun)/+10
Logistics: +7
Hull Level: -1/-1/-1/-2/-2/-2/-3/-3/-3/
Crippled/Crippled/Crippled
Note:
Conquest Platforms are powerful vessels, although their sheer power makes maintaining their operation a strain. Still their supply bays are quite spacious so given enough supplies they might roam for decades before returning to a friendly world.
|
Direction Titan (Light) | Hull Cost: 60 AP
Speed: 1
Maneuver: 2
Components: 10
Upkeep: 4
Power: +12
Logistics: +7
Hull Level: -1/-1/-2/-2/-2/-2/-3/-3/-3/-3/-3/-3/
Crippled/Crippled/Crippled/Crippled
Note:
The smallest of the Behemoths able to anchor even massive vessel formations and sway battles to their side by fielding systems of incredible size and complexity, and weapons of terrible might.
| Hull Cost: 100 AP
Speed: 1
Maneuver: 1
Components: 10
Upkeep: 4
Power: +8
Logistics: +7
Hull Level: -1/-1/-1/-1/-2/-2/-2/-2/-3/-3/-3/-3/
Crippled/Crippled/Crippled/Crippled
Note:
The smallest of the Behemoths able to anchor even massive vessel formations and sway battles to their side by fielding systems of incredible size and complexity, and weapons of terrible might.
| Hull Cost: 135 AP
Speed: 1
Maneuver: 0
Components: 10
Upkeep: 4
Power: +4
Logistics: +7
Hull Level: -1/-1/-1/-1/-1/-2/-2/-2/-2/-2/-3/-3/-3/-3/-3/
Crippled/Crippled/Crippled/Crippled
Note:
The smallest of the Behemoths able to anchor even massive vessel formations and sway battles to their side by fielding systems of incredible size and complexity, and weapons of terrible might.
| Hull Cost: 100 AP
Speed: 1
Maneuver: 1
Components: 10
Upkeep: 3
Power: +8 (sun) / +12
Logistics: +7
Hull Level: -1/-1/-1/-1/-2/-2/-2/-2/-3/-3/-3/-3/
Crippled/Crippled/Crippled/Crippled
Note:
The smallest of the Behemoths able to anchor even massive vessel formations and sway battles to their side by fielding systems of incredible size and complexity, and weapons of terrible might.
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