Rules
How Designing Works
Ships are made of systems. For example, the Generic Space Cruiser has the Big Ass Energy Cannon, Secondary Energy Turrets, Generic Laser Point Defense, Generic Shield Generator, Generic Armored Hull, and Generic Space Drive systems.
When our brave scientists set out to design this Generic Space Cruiser, the first thing they do is make the General Quality Roll, a single roll on a 1d100. The higher the number, the better the roll is. However, any systems roll that rolls below the number rolled on the General Quality Roll will gain a +10 Quality Control Bonus, and any system roll that rolls above the General Quality Roll will take a -10 Over-engineering Penalty. Neither of these can not drag a part pas the General Quality Roll, however. This serves to drag all rolls towards the general quality of the ship. Even so, the higher a roll is, the better it is. The General Quality Roll is not a target number.
After that, they make a separate roll for each of the involved systems, modified by any applicable ability that would apply. Then I, the great DM, look at all the rolls and write up a description of the resulting ship. Afterwhich you, the players, will look at the description and decide to either accept it, or demand a redesign which will redo the project, this time with a +10 bonus to the general quality roll. Finally, if a design is accepted, I will make a Production roll which decides how easy the shipyards find it is to make these ships.
However, each redesign will take a new season, which can lead to bad things if the military needed a ship with that capabilities in production last season..
Turns
Each Turn is also known as a Season, and is separated into two halves. Early Season, and Late Season. In Early Season you decide what ships to develop this turn, and can respond to corporate offers about said designs.
In the Late Season you will first be able to respond to more corporate bargains which will be offered in response to your actions in the Early Season, See the Results of your choices in the early season, and be updated on the progress of the war as well as any standing requests by military officials.
Lastly, you will be updated with any intelligence the military has collected on the alien threat for review before the next season starts.
Spacebucks
What are Spacebucks, you ask? Spacebucks are the only approved form of money for any organization ran or owned by the United Space Nations.
What does this noble Research and Development Board need Spacebucks for, you ask? Well, for one thing, Scientists like to be payed. If you can't pay them, they tend to stop working for you. While the United Space Nations was nice enough to pay the wages of the scientist they seconded to you themselves, that's as far as this budget goes.
As well, Spacebucks can be used to, well, buy things. Things like advanced missiles for designs, or whatever new wonder weapon the X.A.B. has come out with this month, or perhaps time on the Drone And Fiddler Supercomputer Nexus for advanced AI programming.
To sum it up, you want Spacebucks.
While the United Space Nations has given you a budget of 100 Spacebucks a season, I'm sure companies could provide you with some extra.. assuming you make the right (In their view), Choices.
Companies
Peace and Security, Incorporated.
Peace and Security, Incorporated used to be the main company that designed and produced vessels for the United Space Police Force, but with the coming of the alien threat have rededicated themselves from police ships to military ships.. not that, honestly, they are finding that much difference besides the extra guns.
While the company has an experienced design crew and a long history, these two advantages can betray them at times, for they are still more used to the needs that police actions demand instead of military needs. As such, while their ships tend to be high quality for their cost, offering a value of 150% for a cost of 120% as some have said, as well as possessing the high quality engines and sensors needed for hunting smugglers, they also tend to be somewhat underarmored, the design crews not used to things with enough guns to shoot back, and also rarely have any of the 'special gimmicks' that other companies often add to their designs as a bonus.
As well, from the fact that most of the old police ships tended to operate on their own most of the time, ships from this company are often multi-role designs, with the ability to do many things but without the specialization more commonly seen in the military. Whether this is an advantage or not is yet to be seen.
Hammer Industries.
Hammer Industries is a new face in the field of ship design, having only recently broadened into the military field from their old dominant position in the orbital mining and construction industry. (Seized by with what some claim were distinctly underhanded and potentially illegal methods.) With their strong backing in the fields of production, they have focused on making their designs both easy to produce and easy to repair, feeling that the sheer power of humanities industrial machine is the key to winning the war. Some admirals aren't as happy about production being sent to the lowest bidder, however.
Even if some people would insult their ships by calling them 'Boxes with guns attached', or 'Turtle Ships', Hammer Industries is famous for their well armored vessels… And for the slowness of said ships. Even so, they maintain that with enough sheer numbers and firepower, you won't have to scramble ships from one location to another anyway.
Xenotech Acquisition Board.
The Xenotech Acquisition Board, or X.A.B. is one of the newest companies in the field, only being formed after the disastrous war with the aliens begin. Their focus is implicit in their name, being the capture and adaption of all the highly advanced alien ships they can get their hands on. As such, their ships are highly based on alien technology, which can cause problems with upkeep and repairs, as well as making them hard to construct at times.
However, the sheer power of the alien technology can not be doubted, and X.A.B.'s successful adaption of their tech grants a good portion of it to the hands of humanity. While some claim that the ships created by this firm are only one trick ponies, when that trick is 'melt my enemies into screaming pools of liquidized metal', few people find reason to complain.
Arms Unlimited.
Arms Unlimited is a recent start up company, financed and run by a large association of mercenaries tired of having to deal with the crappy gear on the market. Being as the association has no firm rules for interpersonal maneuvering, which group is currently actually running things tends to change season by season. It is said that the only sure thing you will get from Arms Unlimited is that you will not get a sure thing.
However, due to all involved personnel having a large amount of experience with crappy gear, almost all ships are designed with an eye towards the happiness of the crew, making it a rare Arms Unlimited vessel with a population that does not have high morale.
Drone and Fiddler Productions.
Drone And Fiddler Productions has a long history with producing quality electronic luxury gear, and with the war has now seen a chance to expand beyond their traditional frontiers, and incidentally keep their customer base from all getting shot.
While some might laugh at the thought of a luxury company selling military gear, it turns out that Drone And Fiddler Productions' long history of programming AI companions for rich people with no personal skills has easily translated into an amazing level of skill in programing drone fighters, making them a leader in the field of carrier warfare overnight. As well, it turns out that programming missiles features much of the same demands, and they've been putting out some highly advanced designs in that field, if not as advanced as their fighters.
Less laudable is the fact that, due to the old demand for special features to be bragged about in sound bites for commercials, the design teams have been showing an unfortunate tendency to focus more on giving their ships cool special gimmicks then actually focusing on making the best ships that they can, as well as their lack of experience in combat has had them make some questionable armoring decisions.
Ship Types/Meanings/Titles
Frigate : Frigates are the smallest known ship class, serving as support ships in most fleets. As a type, they are a catchall category used for any ship under a certain size limit, and as such have the most variety within their class. When it comes down to it, they just aren't large enough to be important in most situations.
Destroyer : Destroyers are ships that are specialized in killing large amounts of smaller ships. While this includes frigates, many modern day Destroyers are designed to counter enemy fightercraft as well. Even though they can be just as large as a cruiser or battleship, they are less suited for front line combat roles as a result of their focus on larger amounts of lighter weaponry.
Cruiser : Cruisers are the most common class in existence, and are named for their primary capacity. To cruise. Cruisers have the fuel and engines to get to interesting locations, and then the weapons and support systems to do interesting things to whatever they find there.
Battleship : A Battleship's difference in comparison to a Cruiser is the amount of hull space dedicated to weapons and defenses. To put it simply, that's the majority of a Battleship's hull. They are the flat out best design for actual combat, but tend to be slow both tactically and strategically.
Battlecruiser : A battlecruiser is an attempt to combine Battleship's combat power with a Cruiser's speed. While such a design is possible, they tend to both be maintenance hogs and to have very short strategic legs, even if within the area they are able to cover they are usually as fast as a cruiser.
Carrier : A carrier is a ship designed to carry other ships. While rarely worth much in direct combat, the extreme range and flexibility of the small craft they carry can be quite useful.
Monitor : A monitor is a catch all class name for any ship without a FTL drive. While the space taken up by a drive can readily be used to make the ship hit harder and move faster then a design of its size really should, the lack of a FTL system is its own punishment on the strategic stage.