The optional rules presented here are for constructing capital class ships. These ships should NEVER come into the possession of the PCs, as they are far too powerful, and cannot be crewed by a small party of adventurers.
Rules: Ships larger than 60 durability are broken down into sections. Each section is constructed as a separate ship, but can have systems running to another section. A section can be targeted by an attacking ship without a called shot roll, as the target is so large. Damage to one section of a ship won't adversely affect other sections unless vital systems are damaged (ie. power plants). Sections can have a number of compartments equal to the number allowed to a ship of that size (ie a section on a destroyer that has 30 dur can have 6 compartments).
Exception to the durability rule (no more than 10 dur per compartment): Since certain systems on a capital ship can take more than 10 dur (ie capital class weapons) the GM may wish to let durability in some compartments go up to 15, or in extreme cases, 20.
Military capital ships usually possess a primary firing weapon or two of Mark II or better power. Other than that, they possess a barage of normal strength weapons to deal with any threats. Many ships of Cruiser class or higher carry a squadron of fighter craft for additional firepower. In general, capital ships will never be encountered alone. They will almost always have a small entourage of lesser ships to act as scouts and guards.
Maneuverability and Acceleration Issues: No matter how many engines you put on a capital ship, you will not get one with a -3 bonus to maneuverability. 0 would be about the best you could hope for, +3 or +4 being about average. These ships aren't build for doing tricky maneuvers; they're build to either haul a lot of stuff from point A to point B, or fly at something and blast the hell out of it. Likewise, acceleration and cruising speed are similarly tricky issues. I've tried to extrapolate on the tables provided in the GMG and the Starships supplement to provide these rates for capital ships, but they don't make much sense in the end, so I've done what any GM should do in these instances: make it up as you go. I looked to see the size of the engines, compared to the size of the ship, and then assigned these figures. These figures aren't from any calculations I've done. They're just out of my head.
New Ship Hull Types
| Hull Name | Dur | Max # of Sections | Cost |
| Frigate | 80 |
|
15M |
| Destroyer | 120 |
|
45M |
| Cruiser | 200 |
|
90M |
| Battleship | 400 |
|
150M |
| Hull Name | Dur | Max # of Sections | Cost |
| Large Freighter | 160 |
|
70M |
| Colony Vessel | 350 |
|
120M |
Vengence Class Destroyer
Danilo Class Carrier
Non-Military Hulls
Coming Soon!