Boat Construction Rules

Type Main Body S.D.C. Crew Modules Length Tonnage Price
Small Water Craft (BOAT)
Canoe 50 wood, 85 aluminum 4 0.1 12 0.1 $500 / $1000
Rowboat 120 wood, 160 aluminum 8 0.25 15 0.25 $600 / $1200
Air Boat, Small 200 3 0.5 24 0.5 $2400
Air Boat, Large 450 18 0.75 60 0.75 $6000
Cabin Cruiser 400 10 7 35 7 $25,000
Cruising Trawler 500 14 27 46 27 $60,000
Sailboat (1 mast) 350 5 20 20 20 $20,000
Sailboat (2 mast) 600 20 50 60 50 $90,000
Speed boat 350 6 2 25 2 $45,000
Fishing Smack 300 10 7 40 7 $25,000
Large Water Craft (Ship)
Fishing Trawler 700 50 2500 120 2500 $100,000
Yacht 600 20 1100 100 1100 $200,000
Tugboat 2800 9 390 150 390 $400,000
Merchant Ship 5000 112 21,000 300 21,000 $800,000
River Boat/Ferry 2000 10+1200 2475 328 2475 $900,000
Sailing Ship (3 mast) 2500 50 80 120 80 $600,000
Sailing Ship (4 mast) 4900 58 130 140 130 $950,000
Sailing Ship (5 mast) 6900 73 165 200 165 $2 million
Freighter 6500 212 35,000 500 35,000 $15 million
Supertanker 8000 102 60,000 700 60,000 $10 million
Hovercraft & Hydrofoils
Hovercraft, Small 250 4+20 12 28 12 $750,000
Hovercraft, Military 800 5+24 200 88 200 $2.4 million
Hovercraft, Large 1800 12+418 265 185 265 $5 million
Hydrofoil, Small 300 12 26 40 26 $100,000
Hydrofoil, Military 1500 24 255 130 255 $1.4 million
Hydrofoil, Large 1000 8+350 117 90 117 $500,000
Military Boat (BOAT)
River Patrol Boat 300 5 18 32 18 $40,000
Landing Craft Mechanized 600 5+80 68 56 68 $600,00
Landing Craft Utility 2500 11+400 375 135 375 $1.4 million
Special Ops Craft 800 5+16 57 82 57 $160,000
Sea Patrol Boat 5000 22 270 100 270 $2 million
Warship (SHIP)
Corvette 6500 164 2500 300 2500 $10 million
Frigate 7500 172 3400 400 3400 $40 million
Destroyer 9000 440 5800 500 5800 $50 million
Cruiser 10,000 540 11,000 600 11,000 $70 million
Battleship 14,000 2090 58,000 800 58,000 $90 million
Aircraft Carrier 16,000 2220 95,000 1000 95,000 $110 million
Submersible
Diving Bell 200 2 10 12 10 $100,000
Bathyscape 400 4 95 30 95 $250,000
Bathysphere 600 6 336 78 336 $600,000
Small Passenger 2000 24 380 100 380 $15 million
Large Passenger 5000 75 1500 200 1500 $28 million
Submarine
Two-Man Sub 250 2 10 10 3 $6 million
Mini-Sub 525 4 65 65 72 $10 million
Fast Attack 3200 120 360 360 6900 $500 million
Ballistic Missile 5500 155 560 560 18,000 $900 million
Notes:
1. Canoes cannot be fitted with a motor.
2. Rowboats can be fitted with an outboard motor limited to Speed Class 7, using the Boat Cost.
3. Fan Boats use the Hovercraft Table for Speed & Engine Costs, but are limited to Speed Class 21.
4. Sailing Boats & Ships use the Boat or Ship Speed Costs as appropriate, but are limited to Speed Class L (12).
5.Submersibles use the Submarine Speed Class Costs.

Speed for Boats & Ships
Speed Class Spd Max Cruise Boat Ship Submarine Hydrofoil Hovercraft
0 0 0 0 N/A N/A N/A N/A $6000
1 A 9 6 mph/5 kts 3 knots $100 $500 $6000 N/A $8000
2 B 12 8 mph/7kts 5 knots $150 $1000 $8000 N/A $10,000
3 C 15 10 mph/9 kts 7 knots $200 $1200 $10,000 N/A $12,000
4 D 18 12 mph/10 kts 7 knots $250 $1400 $12,000 N/A $14,000
5 E 20 14 mph/12 kts 8 knots $300 $1600 $14,000 N/A $16,000
6 F 23 16 mph/14 kts 10 knots $350 $1800 $16,000 N/A $18,000
7 G 26 18 mph/16 kts 11 knots $400 $2000 $18,000 N/A $20,000
8 H 30 20 mph/17 kts 12 knots $450 $2250 $20,000 N/A $22,000
9 I 44 30 mph/26 kts 18 knots $500 $2500 $22,000 $50,000 $24,000
10 J 58 40 mph/35 kts 25 knots $550 $3000 $24,000 $60,000 $25,000
11 K 73 50 mph/43 kts 30 knots $600 $4000 $25,000 $70,000 $26,000
12 L 88 60 mph/52 kts 36 knots $700 $5000 $30,000 $80,000 $27,000
13 117 80 mph/70 kts 50 knots $1000 $7500 $50,000 $90,000 $28,000
14 132 90 mph/78 kts 55 knots $1500 $10,000 N/A $100,000 $29,000
15 147 100 mph/87 kts 60 knots $2000 $50,000 N/A $110,000 $30,000
16 161 110 mph/96 kts 65 knots $5000 $100,000 N/A $120,000 $31,000
17 176 120 mph/104 kts 70 knots $10,000 $500,000 N/A $150,000 $33,000
18 191 130 mph/113 kts 80 knots $15,000 N/A N/A $200,000 $36,000
19 200 140 mph/122 kts 85 knots $20,000 N/A N/A $250,000 $38,000
20 220 150 mph/130 kts 90 knots $25,000 N/A N/A $300,000 $40,000
21 264 180 mph/156 kts 110 knots $30,000 N/A N/A N/A $50,000
22 308 210 mph/183 kts 130 knots $40,000 N/A N/A N/A $60,000
23 330 225 mph/196 kts 140 knots $50,000 N/A N/A N/A $70,000
24 352 240 mph/209 kts 145 knots $100,000 N/A N/A N/A $100,000
25 381 260 mph/226 kts 160 knots $750,000 N/A N/A N/A $250,000
26 440 300 mph/261 kts 180 knots $1,000,000 N/A N/A N/A $750,000

Engine Types:
Coal Steam Turbine. This power plant can provide power to only one system at a time (weapons, propulsion, ship's power, etc.). To generate power for more than one system at a time will require additional power plants. Fuel Consumption: 0.005 gallons/ton per ship ton. Base Cost: As per Speed Class above plus $1000 per ton Space: 0.5 per ton
Fuel Oil Steam Turbine This power plant can provide power to only one system at a time (weapons, propulsion, ship's power, etc.). To generate power for more than one system at a time will require additional power plants. Fuel Consumption: 0.01 gallons/mile per ship ton. Base Cost: As per Speed Class above plus $2500 per ton Space: 0.3 per ton
Diesel Turbine: Fuel Consumption: 0.02 gallons/mile per ship ton. Base Cost: As per Speed Class above plus $5000 per ton Space: 0.25 per ton
Gas Turbine: Fuel Consumption: 0.05 gallons/mile per ship ton. Base Cost: As per Speed Class above plus $7500 per ton Space: 0.2 per ton
NuclearReactor. This reactor can provide power to only one system at a time (weapons, propulsion, ship's power, etc.). To generate power for more than one system at a time will require additional reactors. Base Cost: As per Speed Class above plus $25,000 per ton. Space: 0.4 per ton

Second Engine: The price for second engine depends on Speed and type, see above.

Fuel Costs:
Diesel: $5/gallon
Gas: $7/gallon
Fuel Oil $/3 gallon
Liquid Coal: $2/gallon

Rowing/Paddling/Sculling Notes:
Muscle, as measured by P.S., is also required to move boats. When it comes to manually powered boats, the tonnage (displacement actually) determines just how much muscle is needed. A minimum P.S. of 8 is needed for any boat. After that, every 100 pounds of displacement requires another point of P.S. So, for example, a rowboat with a displacement of 2000 lbs (1 ton) would need 20 points of P.S. plus the basic P.S. of 8, or a total of 28 points of P.S.
For example, let's say there are four characters rowing at full speed on a rowboat that's manually driven. What are the P.S., P.E. and Spd. limits of a rowboat crewed by the following four characters?
Bernie -- P.S.: 20, P.E.: 12, Spd.: 12 Alf-- P.S.: 9, P.E.: 11, Spd.: 11 Bruce-- P.S.: 7, P.E.: 11, Spd.: 23 Nancy -- P.S.: 7, P.E.: 13, Spd.: 13
P.S. Limits. The rowboat has a total payload of 2,200 pounds (including crew), so it takes a P.S. of 30 (22 plus the basic 8) to keep the rowboat moving. Therefore, all four characters (with a total P.S. of 45) can easily keep it going. Or, Bernie and any two of the others. But if Bernie stops, the other three characters can only muster a P.S. of 25, so they won't be able to keep the rowboat moving.
P.E. Limits. Going at the top speed for the whole group, 7.8mph (Spd.: 11), the group can only keep it up for 11 minutes. That's when Alf's and Bruce's P.E.s will give out. Going slower, at cruising speed, 5.2mph (two-thirds maximum), means the group can move along with-out burning themselves out.
Spd. Limits. If everyone is rowing, then the maximum speed will always be 11, because that's as fast as Alf can row. If Alf drops out for a while, then the whole group can speed up to 12, Bernie's Spd. If Bruce could pedal all by himself, he could boost the speed up to 23. Unfortunately, with a P.S. of 7, Bruce doesn't have the strength to move the rowboat all by himself.

Sailing Notes:
Beaufort Scale Name Wind Speed Storm Damage Sailing Speed Close Haul (22.5) Close Reach (22.5-45) Beam Reach (90) Broad Reach (90-135) Running Free (135-150) Running (150-180)
0 Calm 0 kts 0 -- -- -- -- 80% 75%
1 Light Air 1-3 kts 25% -- -- -- 90% 80% 75%
2 Light Breeze 4-6 kts 50% -- -- 100% 90% 80% 75%
3 Gentle Breeze 7-10 kts 75% 40% 75% 100% 90% 80% 75%
4 Moderate Breeze 11-16 kts Full 40% 75% 100% 90% 80% 75%
5 Fresh Breeze 17-21 kts Full 40% 75% 100% 90% 80% 75%
6 Strong Breeze 22-27 kts Full 40% 75% 100% 90% 80% 75%
7 Near Gale 28-33 kts 5% Full 40% 75% 100% 90% 80% 75%
8 Gale 34-40 kts 10% -- 10% 35% 60% 50% 40% 35%
9 Strong Gale 41-47 kts 20% -- 10% 35% 60% 50% 40% 35%
10 Storm 48-55 kts 30% -- 10% 35% 60% 50% 40% 35%
11 Violent Storm 56-63 kts 40% -- 10% 35% 60% 50% 40% 35%
12 Hurricane 64+ kts 50% -- -- 10% 50% 40% 30% 25%
Notes:
1. Storm Damage indicates the chance of damage to the vessel. Double the chance of damage to sails if sails are not furled.
2. Sailing Speed refers to the percentage of maximum speed attainable at that level of wind.
3. The numbers associated with Close Haul, Close Reach, Beam Reach, Broad Reach, Running Free and Running (with the wind) indicate the degree(s) of sail with regard to wind direction, with 0 degrees representing the direction the wind is coming from. These values are for Port or Starboard Tacks (i.e. to the left or right of the wind direction), not both.
4. The percentages associated with the sailing points (Close Haul, Close Reach, Beam Reach, Broad Reach, Running Free and Running (with the wind) are based on 'modern' gaff-, and bermuda-rigged sails. Square-rigged sails (such as those found on most of the vessels in High Seas) would use the sailing point modifiers found on page 189 of Adventures on the High Seas (i.e. "If the wind is blowing in a perpendicular direction," "Sailing against the wind," and "Generally, "best speed"," BUT NOT the wind modifiers.
5. At the GM's option, the Weather Conditions, Roughness of Water, and Note on Speed modifiers from pages 189-190 of Adventures on the High Seas may also be used to modify the sailing vessel's speed.

Step 4 Adding Armor
Having weapons is nice. Unfortunately, there are plenty of other people on the road with similar ideas. To keep them from putting holes in characters and vehicles, you'll need armor.

Crew Compartment Armor. Armor can be installed for each crew station on a vehicle Each crew station armor must be bought separately.
Light Armor with Plexiglas Windows; A.R.: 12, S.D.C.: 250 $1,000 Modules: 5 pounds
Medium Armor with Plexiglas Windows; A.R.: 14, S.D.C.:350 $2,500 Modules: 10 pounds
Heavy Armor with Plexiglas Windows; A.R.: 15, S.D.C.: 550 $4,500 Modules: 20 pounds

Fuel Compartment Armor
This armor serves two functions. To protect the fuel area from enemy fire, and to protect the vehicle crew from the explosion when and if the fuel gets hit. Only one set of fuel armor Per vehicle allowed.
Light Armor; A.R.: 10 S.D.C.: 200 $500 Modules: 1.5
Medium Armor; A.R.: 12 S.D.C.: 300 $2,000 Modules: 5
Heavy Armor; A.R.: 14 S.D.C.: 400 $7,000 Modules: 9

Hull Armor
Light Armor: A.R.: 12. S.D.C.: 10 per ton. Modules: 20. Cost: $2000 per ton
Medium Armor: A.R.: 13. S.D.C.: 20 per ton. Modules: 20+0.1 per ton. Cost: $4000 per ton
Heavy Armor: A.R.: 15. S.D.C.: 40 per ton. Modules: 40+0.2 per ton. Cost: $6000 per ton
Battleship Armor*: A.R.: 16. S.D.C.: 80 per ton. Modules: 80+0.25 per ton. Cost: $8000 per ton

Turret Armor
Note: The prices below are for single weapon mount turrets. Double the modules & cost for twin weapon mounts, triple the modules & cost for three weapon mounts, and quadruple the cost for quad weapon mounts.
Unarmored Turret: A.R. 8 S.D.C.: 100 Modules: 0.1 per turret.
Light Armor: A.R.: 12. S.D.C.: 350. Modules: 0.1 per turret. Cost: $1000 per turret.
Medium Armor: A.R.: 13. S.D.C.: 300. Modules: 0.2 per turret. Cost: $1500 per turret.
Heavy Armor: A.R.: 15. S.D.C.: 400. Modules: 0.2 per turret. Cost: $2000 per turret.
Battleship Armor*: A.R.: 16. S.D.C.: 500. Modules: 0.25 per turret. Cost: $2500 per turret.

Step 5: Adding Weapons
Weapon limitations by vessel size (maximum number): Ships are typically limited to a number of weapon system equal to 1/2 of their hull space (rounded down). A vessel with enough modules can have just about any weapon system installed with a few exceptions.
Guns typically have several hundred rounds each, although additional packs of 100 rounds can be stored at the cost of 0.25 modules per ammo pack.
Missile launching racks and the missiles must be purchased separately. Missile launchers usually accommodate 10 missiles. Missiles themselves do not take up module space unless they are reloads, in which case, the standard reload is 0.5 modules. Unless the ship has an automatic reloading mechanism (see the Additional Equipment section for costs and details), crew members will have to manually reload the rack themselves. Manual reloading generally takes one melee action per missile reloaded. Even manual missile reloading will require support with a machine (i.e. forklift), superhuman strength or several men. Short range missiles are +1 to strike, medium range are +2 to strike, long range and cruise missiles are +3 to strike, unless smart missiles.

Weapon Emplacement
Direct-fire weapons come in two basic configurations: fixed mount or turret mount. Each weapon system is tied into the main electrical grid of the ship. Each is also equipped with an independent targeting computer system (which can be tapped into the main ship's computer) and video recorder. These are all standard items. The listed costs for weapons are for fixed firing weapons (can only shoot in the direction they are pointed and cannot move). All Turrets and Weapon Arms can be bought without weapons.
Multiple weapon systems can be purchased and fire-linked to act as a single weapon. However, this reduces the number of targets the ship can engage at once. Fire linking is merely a matter of configuring the weapons' operations software and does not cost anything extra. However, to link or unlink weapons requires both a successful Computer Programming and Ship Mechanics or Weapons Engineer skill roll. Multiple weapon systems can also be set to fire simultaneously on command in one massive burst.
Fixed Mount: This kind of weapon fires in only one direction, and aiming requires turning the entire vehicle. Fixed-mount weapons have the advantage of being cheaper and less prone to breakdowns. Usually set up to shoot straight ahead, but can be mounted in any direction. Usually used by the vehicle's pilot. Unfortunately, fixed weapons have a restricted arc of fire. It is up to the pilot to maneuver his craft to allow for a shot. Cost: Weapon Price (except for ordnance, see below). Modules: 0.1 each (can be left empty for single shot missiles)
Concealed fixed mounts Cost twice the listed weapon price. Concealed fixed mounts can not be targeted with "called shots" while they are retracted/concealed. Modules: Weapon x2.
Swivel Mount, Manual: Weapon is mounted on a swivel that can be rotated 360 degrees. A gunner must operate the weapon from an open platform or turret. A swivel mount cannot be armored.
Swivel Mount, Automated: Weapon is mounted on a swivel that can be rotated 360 degrees. The gunner operates the weapon from a remote station. This is the most bare bones version of a turret mount, with just the weapon and a swivel mechanism. A swivel mount cannot be armored.
Fixed Mount Turrets Cost: Turret Price + Weapon Price. Modules: as per Turret +Weapon (can be left empty).
Rotating Turret: A turret mounting for any laser or weapon system provides 360 degrees of rotation and an 180 degree arc of fire. Turret weapons can be independently targeted and fired without specific maneuvering, but are somewhat bulkier and more expensive than fixed mounts. Rotating turrets are +1 to strike Rotating turrets Cost twice the price of the turret & weapon installed. Modules: 1.5xTurret+Weapon(s). (can be left empty).
Retractable or Pop Up Turrets Cost three times the turret price + weapon price. These concealed turrets can not be targeted with "called shots" while they are retracted/concealed. Machine Guns, Gatling Guns, Rockets and Mini-Missiles can be made retractable on any craft while heavier weapons can only be retractable on vehicles larger than 500 tons. Cruise Missiles can not be concealed or retracted, except in vehicles 1000 tons or larger. Modules: 2xTurret+Weapon (can be left empty).
Retractable or Pop Up Rotating Turrets Cost four times the turret+weapon price. These concealed turrets can not be targeted with "called shots" while they are retracted/concealed. Machine Guns, Gatling Guns, Rockets and Mini-Missiles can be made retractable on any craft while heavier weapons can only be retractable on spacecraft larger than 500 tons. Cruise Missiles can not be concealed or retracted, except in vessels 1000 tons or larger. Modules: 2.5xTurret+Weapon (can be left empty).
Vertical Launch Systems for Missiles: These are essentially specialized Fixed Mounts for missile systems, allowing the missile to be stored in vertically aligned, quick firing, 8-cell launcher (as opposed to the standard 10-cell launchers of standard missile packs). Singular VLS systems can also be purchased, but have unchanged features from standard fixed mount single-missile launchers.

GUNS
Small Caliber Gun Damage Range Range (m) Rate of Fire Modules Payload Cost
5.56mm Light Machinegun 5D6/round 3281ft 1000m Fully Auto 0.1 600 rounds $1500
5.56mm Minigun 5D6/round 3281ft 1000m Long or Melee Burst 0.5 1000 rounds $15,000
7.62mm Medium Machinegun 7D6/round 4923ft 1500m Fully Auto 0.2 600 rounds $2500
7.62mm Minigun 7D6/round 4923ft 1500m Long of Melee Burst 1 4000 rounds $25,000
.50 Caliber Heavy Machinegun 1D6x10/round 19685ft 6000m Fully Auto 0.3 500 rounds $8000
.50 Caliber Maxigun 1D6x10/round 19685ft 6000m Long or Melee Burst 2 2500 rounds $80,000
20mm Automatic Cannon 1D8x10/round 9843 3000m Fully Auto 1 400 rounds $15,000
20mm Gatling Gun 1D8x10/round 9843 3000m Long or Melee Burst 3 500-940 rounds $100,000
30mm Automatic Cannon 1D12x10/round 11000ft 3353m Fully Auto 1 400 rounds $25,000
30mm Gatling Gun 1D12x10/round 11000ft 3353m Long or Melee Burst 4 1100 rounds $250,000
40mm Grenade Launcher 3D4x10/round 5400ft 1646m Single Shot 2 300 rounds $20,000
40mm Improved Grenade Launcher 3D4x10/round 5400ft 1646m Fully Auto 2 50 rounds $28,000
Large Caliber Gun Damage Range Range (m) Rate of Fire Modules Payload Cost
76mm (3") Naval Gun 1D4x100 7 miles 11500 24 RPM 30 500 $300,000
127mm (5") Naval Gun 3D6x100 11 miles 17370 20 RPM 50 400 $500,000
203mm (8") Naval Gun 5D6x100 18 miles 29260 12 RPM 80 300 $800,000
305mm (12") Naval Gun 1D6x1000 24 miles 38400 2 RPM 90 200 $1.2 million
406mm (16") Naval Gun 2D6x1000 25 miles 39000 2 RPM 120 100 $1.6 million
Fully automatic (See Machine Gun Combat Rules).
Long or full melee bursts only. This weapon fires so rapidly that a long burst uses only one attack and a full melee burst ties up the weapon for only two attacks. (See Gatling Gun Combat Rules).

Combination Weapons

Dual Coordinated SystemM-21: This is a combination of a 7.62mm Minigun and a seven-tube 2.75" rocket launcher in a twin light armor turret.
Range: Rockets - 11,250 feet; minigun - 4923 feet.
Damage: Rockets - 1D6x10; minigun - 7D6 per round.
Rate of Fire: Rockets can be fired one at a time or in volleys of 2 or 3; mini-gun in 100 round bursts.
Modules: 5
Payload: 7 rockets and 4,000 rounds 7.26mm
Cost: $30,000

Dual Coordinated System XM-28: This is a combination of a 7.62mm Minigun and a 40mm Grenade Launcher in a twin light armor turret.
Range: Grenade Launcher - 5400 feet; minigun - 4932 feet.
Damage: Grenades 3D4x10; minigun 7D6 per round.
Rate of Fire: Grenades can be fired one at a time or in volleys of 2, 4 or 6; mini-gun in 100 round bursts.
Modules: 7
Payload: 300 grenade rounds and 4,000 rounds 7.62mm.
Cost: $50,000

Dual Coordinated System FV-01: This is a combination 30mm Gatling Gun and 40mm Grenade Launcher in a twin medium armor turret.
Range: Grenade Launcher - 5400 feet; Gatling Gun - 11,000 feet
Damage: Grenades 3D4x10; Gatling Gun 1D12x10 per round.
Rate of Fire: Grenades can be fired one at a time or in volleys of 2, 4 or 6; Gatling Gun in 50 round bursts.
Modules: 6
Payload: 12 grenade rounds and 300 rounds 30mm.
Cost: $175,000

ORDNANCE
Weapon Damage Range Range (m) Rate of Fire Modules Payload Cost
Rocket Launcher Tube 2.75" Rocket 11,250 ft 3429m 1 0.1 1 $700
Rocket Launcher Rack 2.75" Rocket 11,250 ft 3429m 2, 4, 7 0.2 7 $5000
Rocket Launcher Rack 2.75" Rocket 11,250 ft 3429m 2, 4, 8, 12 0.3 12 $8500
Rocket Launcher Rack 2.75" Rocket 11,250 ft 3429m 2, 4, 8, 19 0.4 19 $13,500
Rocket Launcher Rack 2.75" Rocket 11,250 ft 3429m 2, 4, 8, 24 0.5 24 $17,000
Rocket Launcher Rack 2.75" Rocket 11,250 ft 3429m 2, 4, 8, 24, 48 1 48 $36,000
Mini-Missile Launcher Mini-Missile 1 mile 1600m 1 0.1 24 $24,000
Mini-Missile Launcher Mini-Missile 1 mile 1600m 1, 2 0.2 24 $40,000
Mini-Missile Launcher Mini-Missile 1 mile 1600m 1, 2, 4 0.3 24 $80,000
Short Range Missile Rack SRM Varies Varies 1 0.2 1 $120,000
Short Range Missile Pack SRM Varies Varies 1, 2, 4, 10 0.5 10 $1.2 million
Short Range Missile Vertical Launch System SRM Varies Varies 1, 2, 4, 8 0.25 $2 million
Medium Range Missile Rack MRM Varies Varies 1 2 1 $2.4 million
Medium Range Missile Pack MRM Varies Varies 1, 2, 4, 10 8 10 $24 million
Medium Range Missile VLS MRM Varies Varies 1, 2, 4, 8 5 8 $40 million
Long Range Missile Pack LRM Varies Varies 1 8 1 $15 million
Long Range Missile Rack LRM Varies Varies 1, 2, 4, 10 24 10 $51 million
Long Range Missile VLS LRM Varies Varies 1, 2, 4, 8 20 8 $100 million
Cruise Missile Rack CM Varies Varies 1 20 1 $30 million
Cruise Missile Pack CM Varies Varies 1, 2, 4 60 4 $180 million
Cruise Missile VLS CM Varies Varies 1, 2, 4, 8 80 8 $500 million
Depth Charge Rack Depth Charge 2 miles 3200m 1 0.25 1 $9000
Depth Charge Pack Depth Charge 2 miles 3200m 1, 2, 4, 10 0.5 10 $100,000
Mini-Torpedo Tube 1D6x100 1 mile 1600m 1 0.1 1 $7000
Light Torpedo Tube 2D4x100 5 miles 80000m 1 0.2 1 $16,000
Medium Torpedo Tube 3D4x100 10 miles 16,000m 1 2 1 $20,000
Heavy Torpedo Tube 4D6x100 20 miles 32,200m 1 8 1 $40,000
Mini-Mine 1D6x100 5 feet 1.5m 1 0.25 1 $10,000
Light Mine 2D6x100 10 feet 3m 1 0.5 1 $20,000
Medium Mine 3D6x100 15 feet 4.6m 1 1 1 $50,000
Heavy Mine 5D6x100 20 feet 6m 1 2 1 $75,000

Mini-Missiles (MMs)
High Explosive Damage 5D6 Speed: 500 mph Range: 1 mile Blast Radius: 5 feet
Fragmentation Damage 5D6 Speed: 500 mph Range: � mile Blast Radius: 20 feet
Armor Piercing Damage 1D4x10 Speed: 1400 mph Range: 1 mile Blast Radius: 3 feet
Napalm Damage 1D6x10 Speed: 1200 mph Range: 1 mile Blast Radius: 15 feet
Smoke (colors available) Damage N/A Speed: 500 mph Range: � mile Blast Radius: 20 feet
Tranquilizer Gas Damage KO Speed: 500 mph Range: 1200 feet Blast Radius: 10 feet
Tear Gas Damage Stun Speed: 500 mph Range: 1200 feet Blast Radius: 10 feet
Nerve Gas Damage poison Speed: 500 mph Range: 1200 feet Blast Radius: 10 feet
Short Range Missiles (SRMs)
2.75" Rocket Damage 1D6x10 Speed 330 mph Range: 11,250 feet (3,429 m) Blast Radius 20 feet
High Explosive (light) Damage 1D4x10 Speed 500 mph Range 5 miles Blast Radius 10 feet
High Explosive (medium) Damage 2D6x10 Speed 500 mph Range 5 miles Blast Radius 15 feet
Fragmentation (light) Damage 2D4x10 Speed 450 mph Range 3 miles Blast Radius 20 feet
Armor Piercing (medium) Damage 2D6x10 Speed 650 mph Range 5 miles Blast Radius 5 feet
Napalm (medium) Damage 2D6x10 Speed 500 mph Range 3 miles Blast Radius 15 feet
Smoke (colors available) Damage N/A Speed: 300 mph Range: 1 mile Blast Radius: 20 feet
Tranquilizer Gas Damage KO Speed: 200 mph Range: � mile Blast Radius: 10 feet
Tear Gas Damage Stun Speed: 200 mph Range: � mile Blast Radius: 10 feet
Fire Retardant Damage none Speed 200 mph Range � mile Blast Radius: 20 feet
Medium Range Missiles (MRMs)
High Explosive (light) Damage 2D4x10 Speed 1200 mph Range 50 miles Blast Radius 20 feet
High Explosive (medium) Damage 2D6x10 Speed 1200 mph Range 40 miles Blast Radius 20 feet
High Explosive (heavy) Damage 3D6x10 Speed 1200 mph Range 40 miles Blast Radius 30 feet
Fragmentation (light) Damage 2D6x10 Speed 1000 mph Range 40 miles Blast Radius 40 feet
Fusion Damage: 2D10x10 Speed: 2010 mph Range: 80 miles Blast Radius: 330 feet
Armor Piercing (medium) Damage 3D6x10 Speed 1600 mph Range 60 miles Blast Radius 20 feet
Napalm (medium) Damage 4D6x10 Speed 1400 mph Range 40 miles Blast Radius 40 feet
Multi-Warhead* Damage 5D4x10 Speed 1200 mph Range 80 miles Blast Radius 20 feet
Smoke Damage N/A Speed 1000 mph Range 40 miles Blast Radius 40 feet
Long Range Missiles (LRMs)
High Explosive (medium) Damage 3D6x100 Speed 2010 mph Range 500 miles Blast Radius 30 feet
High Explosive (heavy) Damage 4D6x100 Speed 2010 mph Range 500 miles Blast Radius 40 feet
Fragmentation (light) Damage 2D6x100 Speed 1400 mph Range 400 miles Blast Radius 80 feet
Armor Piercing (medium) Damage 3D6x100 Speed 2010 mph Range 800 miles Blast Radius 30 feet
Napalm (medium) Damage 4D6x100 Speed 1400 mph Range 500 miles Blast Radius 40 feet
Napalm (heavy)* Damage 5D6x100 Speed 1400 mph Range 500 miles Blast Radius 50 feet
Nuclear Fission (medium)* Damage 1D4x1000 Speed 2010 mph Range 1000 miles Blast Radius 40 feet
Nuclear Fission(heavy)* Damage 1D6x1000 Speed 2010 mph Range 1000 miles Blast Radius 50 feet
Nuclear Fission Multi-Warhead* Damage 2D4x1000 Speed 2010 mph Range 1800 miles Blast Radius 50 feet
Cruise Missiles (CMs)
Fission* Damage 2D6x1000 Speed 2010 mph Range: 1000 miles Blast Radius: 330 feet
Fusion* Damage 4D6x1000 Speed 2010 mph Range: 1800 miles Blast Radius: 330 feet
Cluster Warhead* Damage: 2D6x500 Range: 1000 miles Speed: 4020 mph Blast Radius: 100 feet
Antiship* Damage: 1D6x1000 Range: 1100 miles Speed: 4020 mph Blast Radius: 200 feet
Depth Charges
Depth Charge Damage: 2D4x100 to a 100 foot radius, and 1D6x10 to an additional 30 feet radius beyond that.
Torpedoes
Mini-Torpedo: Damage 1D6x100 S.D.C. Range: 1 mile, Speed 300 mph. Cost: $7000 each Modules: 0.1
Light Torpedo: Damage: 2D4x100 S.D.C. Range: 1 mile, Speed 300 mph. Cost: $16,000 each Modules: 0.2
Medium Torpedo: Damage: 3D4x100 S.D.C. Range: 3 miles, Speed 300 mph. Cost: $20,000 each Modules: 2
Heavy Torpedo: Damage: 4D6x100 S.D.C. Range: 5 miles, Speed 300 mph. Cost: $40,000 each Modules: 8
Naval Mine
Mini-Mine Damage 1D6x100 S.D.C. Detonation Range: 5 feet. Modules: 0.25 each.
Light Mine Damage: 2D6x100 S.D.C. Detonation Range: 10 feet. Modules: 0.5 each.
Medium Mine Damage: 3D6x100 S.D.C. Detonation Range: 15 feet. Modules: 1 each.
Heavy Mine Damage: 5D6x100 S.D.C. Detonation Range: 20 feet. Modules: 2 each.
* Available as smart missiles, Type I.

Notes:
1. Rockets have absolutely no guidance, no bonus to strike.
2. Rockets are disposable weapons; once used, the entire thing must be replaced.
3. All missiles are self-guided; +3 to strikes
4. Smart Missiles: Type I: These are launched missiles that can identify and pursue enemy targets. They are + 5 to strike and + 4 to dodge attacks directed at them.
5. The terms, light, medium, and heavy, found in parenthesis after the warhead type, refers to the destructive force of the warhead.
6. Multi-warhead missiles are usually a cluster of medium range missiles housed inside the casing of a large, long range missile. When the body casing runs out of fuel or reaches it's target, it fires the four medium range missiles.
7. Fragmentation missiles are missiles that send out fragments, or shards, upon impact, affecting a larger area.
8. Fire Retardant missiles explode, releasing a chemical foam that puts out fires.
9. Smoke missiles release large, billowing clouds of smoke, filling the blast radius. They are used to provide cover or mark an area.
10. The Range is the maximum effective range of the missile.
11. The Speed is provided to give players an idea of how fast the missiles travel.
12. The Blast Radius is the full area damaged by the missile impact. The specific target of the missile takes FULL DAMAGE, while all else in the blast radius takes half damage.
13. Depth Charges are basically a bomb that is dropped into the water, sinks and detonates when it reaches a particular depth or hits an object.
14. Depth Charges are -4 to strike a target (even a stationary target) when launched more than 3000 feet above it.
15. Maximum Depth for depth charges is 2 miles.
16. Torpedo Penalties: Light Torpedos are -2 to strike at any range longer than two miles; at 1000 feet the Light Torpedo is +3 to strike. Medium Torpedos are -2 to strike at any range longer than 5 miles; at one mile they are +3 to strike. Heavy Torpedos are -2 to strike at any range longer than 12 miles; at five miles they are +3 to strike.
17. Naval Mines are basically bombs dropped over the side that detonate when the come near or into contact with an object.

Anti-Blast Magazine: A special option which vectors blasts occurring in an ammunition magazine away from the vehicle. Cost: $2500 per payload. Modules. 0.25 per missile.

Automatic Missile Reloading System: This equipment is built into the hull in front of a retractable missile launcher. When the launcher is retracted (takes one action), the reloading system's sensors check for any empty missile tubes. It will then reload those that need missiles if it has spares remaining. This one action. A launcher can be fired, retracted, reloaded, ready to fire again on the third action. Cost: $20,000 per launcher. Module Requirements: 0.1 per missile the space required for spare missiles.

LIQUID PROJECTORS
Liquid Projector Damage Range Range (m) Rate of Fire Modules Payload Cost
Light Flamethrower 4D6 100ft 30m 1 0.2 10 $3000
Medium Flamethrower 8D6 150ft 46m 1 0.3 20 $6000
Heavy Flamethrower 2D6x10 200ft 61m 1 0.5 30 $12,000
Light Water Cannon 3D6 100ft 30m 1 0.25 10 $600
Medium Water Cannon 5D6 200ft 61m 6 0.5 40 $2000
Heavy Water Cannon 1D6x10 400ft 122m 6 1 80 $5000

Notes:
1.Flamethrowers will ignite all combustible material in the target area.
2. Light Water Cannons have a 10% chance of knockdown.
3. Medium Water Cannons have a 30% chance of knockdown.
4. Heavy Water Cannons have a 50% chance of knockdown.

DEFENSIVE WEAPONS
Active Electronic Buoy: A disposable buoy that produces an electro-acoustic signal to decoy torpedoes. The buoy makes a parry roll against the torpedo attack at +4; if successful, the torpedo hits and detonates on the buoy instead of the vessel Cost: $8000 Modules Required: 0.1 per buoy
Anti-missile Chaff: This defense mechanism is designed to be launched from the target ship and to draw the missiles away from it to hit the chaff ball instead. Chaff for spacecraft are actually small globes packed with electronics. When launched, they emit energy signature patterns and electronic signals similar to those missiles are programmed to home in on. The chaff makes a parry roll against the missile attack at +4; if successful, the missile or missile volley hits and detonates on the chaff globe instead of the vessel. Anti-missile chaff will not work on long range or cruise missiles because of the advanced guidance systems of these missiles. A chaff system comes with ten chaff globes. Cost: $165,000 for the chaff dispenser and $3,500 for each chaff globe. Modules Required: 0.5 for the dispenser and 10 chaff globes; 0.1 for every additional ten globes.
Anti-Missile Flare: When triggered it sends out a canister designed to decoy enemy anti-aircraft missiles. The canister heats up, attracting the missile's heat sensors. The flare makes a parry roll against the missile attack at +4; if successful, the missile or missile volley hits and detonates on the flare instead of the vessel. Cost: $4200 each. Modules Required: 0.1 for six flares.
Electronic Countermeasures (ECM): ECM is a powerful system designed to interfere with the proper operation of electronic combat systems such as targeting computers, radar locks, laser targeting, sensors, and other systems. ECM is especially useful for protecting vessels from attacks that use computer tracking, locking, and auto-guidance, including robots, missiles, and ship based weaponry. ECM does little against direct fired weapons such as guns. In game terms, an active ECM unit provides the vessel with a bonus of +4 to dodge any incoming attack except guided missiles, against which an ECM provides a dodge bonus of +6. Cost: $4.2 million. Modules Required: 16.
Hardened Circuits: The ship's electrical and computer circuits have been hardened to withstand the effects of scramblers and EMP. Electronic systems without hardening are 90% susceptible to being disabled by EMP. Hardening increases the protection to 25% chance of being disabled. Cost: $600,000
Prairie Masker: Forms an air bubble around the vessel, thus reducing it's acoustic noise. This makes the vessel less susceptible to torpedo homing. In game terms, an prairie masker unit provides the vessel with a bonus of +4 to dodge any incoming torpedo attack. Cost: $10,000 per ton. Modules Required: None
Smoke Screen: The pilot can release smoke by changing the fuel mix in the engine. Cost: $14,400 for boats and $144,000 for ships. Modules Required:
Submarine Electronic Countermeasures. Consist of a passive, electro-acoustic decoy system used to provide deceptive countermeasures against acoustic homing torpedoes, towed astern on a cable. The system provides an alternate target diversion for an enemy acoustic homing torpedo by stringing on cable a "noise maker", aft of the ship, which has the capability of producing a greater noise than the ship; thereby diverting the incoming torpedo from the ship to the "fish". The towed device receives the torpedoes ping frequency, amplifies it 2 to 3 times and sends it back to lure the torpedo away from the ship. They may be used in pairs or singularly. The system makes a parry roll against the torpedo attack at +6; if successful, the torpedo hits and detonates on the system instead of the vessel. Cost: $250,000 Modules Required: 1 per countermeasure system.
Submarine Chaff: This is a defensive mechanism designed to launch a canister that generates loud acoustic noise as well as using a dye and air-bubble forming generator to acoustically and visually distract torpedo homing systems. The chaff makes a parry roll against the torpedo attack at +6; if successful, the torpedo hits and detonates on the chaff globe instead of the vessel. Cost: $24,000 Modules Required: 0.25 each

Step 6: Audio, Optics & Sensors

AUDIO

Audio Recorder: A tape recording system with external access. Contains eight hours of tape. Of course tapes can be used repeatedly. Cost: $5,000. Module Requirements: 0.1

Bug Detector: A small device that picks up radio signals from listening devices (bugs). Range: 20 feet (6.1 m). Cost: $5,000. Module Requirements: 0.1

Laser Communicator: Uses a laser instead of radio waves. Can only be picked up by another laser comm. Module Requirements: 0.2

Loudspeaker: Simply a large speaker/amplifier mounted out-side a vehicle. Amplifies the character's voice up to 90 decibels. Can be heard clearly over vehicle noise up to 500' away. Cost: $400. Module Requirements: 0.1

Radio Jammer: An untuned radio transmitter which projects powerful blanket noise to drown signals in static. Cost: Module Requirements: 0.5

Radio, Wide-Band Receiver and Transmitter with directional capabilities. Range: 300 miles (480 km) with a retractable antenna (150 miles/240 km without the antenna). Cost: $50,000. Module Requirements: 1

Radio Signal Scrambler System is linked to the radio system to send and receive coded messages. Cost: $10,000. Module Requirements: 0.25

Radio, Tight-Beam: A UHF (Ultra-High Frequency) Radio with a directional signal. Can only be picked up by a 20 degree cone. Typically used for satellite transmissions. Range: 50 miles (80 km) with a retractable antenna (half range without). Cost: $500 Module Requirements: 0.25

Radio, Marine VHF: Radio is installed on all large ships and most motorized small craft. It is used for a wide variety of purposes, including summoning rescue services and communicating with harbors and marinas. Maximum range of up to about 60 nautical miles (111 km) between aerials mounted on tall ships and hills, and 5 nautical miles (9 km) between aerials mounted on small boats at sea-level. Cost: Module Requirements: 0.5

Radio, VLF or ELF: A Very Low Frequency Radio or Extremely Low Frequency radio useful for underwater communication. (range is one mile for ever 100 miles of surface range.) Cost: $150,000 Module Requirements: 2

Ship's Horn. A low pitch horn. Can be heard clearly over vehicle noise up to 2000 feet away. Cost: Module Requirements: 0.2

Siren: High-pitched emergency siren. Can be heard up to 2,500ft away. Cost: $50. Module Requirements: 0.1

Stereo System: Picks up AM/FM/Shortwave signals and de-livers the signal in stereo. Also plays tape cassettes, Cost: $600 Module Requirements: 0.1

OPTICS

External Video and Audio Surveillance System: A high resolution video camera relays images directly to the vessel's pilot or video scanners. The small camera can rotate 360 degrees for viewing all around and has a telescopic lens with a 10x magnification. Secured in a concealed housing when not in use. Range: 1200 feet (366 m). Cost: $40,000. Module Requirements: 0.5

Infrared Scope: The eye emits a pencil-thin beam of infra-red light (invisible to the human eye, but visible to another infra-red system) to illuminate its target in darkness. The narrowness of the beam limits the scope of vision to about a 7 foot width (2.1 m). Range: 1600 feet (488 m). Cost: $1200. Module Requirements: 0.1

IR Searchlight: An infrared projector used to enhance passive IR optics. Cost $1000 Module Requirements: 0.1

Laser Targeting System: A thin beam of light is emitted from the vehicle or the weapon itself. When the light beam locates its target, a computer locks in and registers the fire command. Adds a +3 to strike when using a distance weapon (not applicable to hand to hand combat; P.P. bonuses do not apply, but the targeting sight bonus is applicable). Range: 1600 feet (488 m). Cost: $3000. Module Requirements: 0.1

Light Amplification Sight: Simple 'starlight' scope used to electronically amplify light levels. May not be used with telescopes. Cost $400 Module Requirements: 0.1

Low-light TV: A TV camera with telescopic and low-light optics down-linked to a view screen. Cost $1000 Module Requirements: 0.1

Night Sight: A passive image intensifier that electronically amplifies existing ambient light to provide a visible picture without emitting any trace light of its own. Range: 1600 feet (488 m). Cost: $800. Module Requirements: 0.1

Night Sight Camera/Monitor: A forward mounted camera that sees into the darkness and relays an amplified image to a monitor in front of the operator. Range is 2,000 feet (610 m), and the camera clearly shows ground-based buildings, vehicles and creatures. Imaging is too slow to see aircraft. Any bright lights, including the vehicle's own headlights, blind the night sight cam-era. Cost: $3000. Module Requirements: 0.1

Searchlight: High-powered spotlight. Controlled by the pilot. Built into the vehicle, or shoulder(s) or head or chest, with a 90 degree arc up and down and 180 degree side to side rotation (not possible for chest units). High-powered light beam. Range: 300 feet (91.4 m). Cost: $600. Module Requirements: 0.1

Targeting Sight: A special system that superimposes target cross hairs. Add a bonus of +1 to strike. Range: 1600 feet (488 m). Cost: $5000. Module Requirements: 0.1

Telescopic Vision: Magnifies an image area like a gun scope (medium magnification). Automatic, self-focusing. Range: 1600 feet (488 m), 10 foot (3 m) image area. Cost: $350. Module Requirements: None

Thermo-Imager: An optical heat sensor that converts the infrared radiation of warm objects into a visible image. This device allows the robot or pilot to see in darkness, shadows and through smoke. Range: 1600 feet (488 m). Cost: $18,000. Module Requirements: 0.1

Ultraviolet Sight: The robot can see ultraviolet light (often used in security systems). Range: 1600 feet (488 m). Cost: $3,000. Module Requirements: 0.1

Vehicle Camera: A telephoto camera designed to film automatically once activated. Cheap versions use color film, expensive versions use digital data storage.
Telephoto: Cost $200 Module Requirements: 0.1
Digital: Cost $1000 Module Requirements: 0.1
Infrared or Low Light Telephoto: Cost $400 Module Requirements: 0.1
Infrared or Low Light Digital: $2000 Module Requirements: 0.1

Video Receiver and Transmitter: Enables the vessel to receive and send video and television transmissions. Range: 40 miles (64 km). Cost: $8,000.

SENSORS

Chronometer: A marine chronometer is a timekeeper precise enough to be used as a portable time standard, used to determine longitude by means of celestial navigation Cost: $1000 Module Requirements: 0.1

Gyrocompass: Acompass which finds true north by using an (electrically powered) fast spinning wheel and friction forces in order to exploit the rotation of the Earth. Gyrocompasses are widely used on ships. They have two main advantages over magnetic compasses; 1) they find true north, i.e. the direction of Earth's rotational axis, as opposed to magnetic north, and 2)they are not affected by metal in a ship's hull. Cost: $2600 Module Requirements: 0.1

LADAR: Laser Detection and Ranging. Functions like an imaging radar, but is harder to detect or confuse. Because the wavelength is outside the range detected by IR (including thermographic) or UV sensors, and well outside radio wavelengths, it is very difficult to detect. In addition, Electronic Jamming systems and ECM are ineffective against the system. However, LADAR is ineffective in smoke, fog, or heavy rain. Works underwater at 5% normal range. Range: 28 miles (44km) Cost: $2 million. Module Requirements: 0.2

LIDAR:: Laser Imaging, Detecting and Ranging. This is the military version of LADAR Same basic features as LADAR, with a larger range. Range 83 miles (133km) Cost: $6 million. Module Requirements: 0.5

Magnetic Anomaly Detector (MAD): Detects fluctuations in the Earth's magnetic field caused by the movement of large, ferrous objects. Can locate the position of such objects and classify them by mass and speed. Mainly used to detect subs and shipwrecks. Cost: $50,000 Module Requirements: 10

Meteorological Instruments: Measure temperature, humidity, wind speed, etc outside the vehicle. Cost: $7500 Module Requirements: 0.2

Motion Perimeter and Collision Warning System: An array of motion detectors around the ship will warn the crew as soon as something man-sized or larger breaks the field of the sensors (typically 6000 feet/1828 m). It will also indicate the speed, ETA of landing or impact (usually 315 seconds) and the number of approaching objects. It also sounds one of three different warnings: One for one or more small, slow moving objects that represent negligible or minimal danger, a louder more frantic alarm for medium sized (compared to the ship) or fast moving objects (missiles?), and a blaring collision alarm for objects half to same size or bigger than the vessel, or if the objects are moving at really fast speeds (fighters). A limited motion sensor array can be placed at positions in the front, rear, and main docking bays, but this leaves "dead zones' where the motion detectors do not reach. However, it is half as expensive as listed and still provides the docking bonus. Coat: $1000 per ton of the ship. Module Requirements: 0.5. Bonuses: +10% to piloting skill when docking (warns if one is getting too close to another ship, wall, strut, etc.) and +1 to dodge for vessels under 300 tons.

Navigation Instruments: Include a magnetic compass, precise chronometer, gyroscopic compass, as well as other advanced navigation instruments. Cost $500 Module Requirements: 0.1

Radar, IFF: Identification, Friend or Foe beacon used to transmit and receive special radio frequency codes which identify the transmitting vehicle. Cost $15,000 Module Requirements: 0.1

Radar, Basic Navigational: Range 8 miles (13 km) Cost: $1000 Module Requirements: 0.1

Radar, Intermediate Navigational Range 28 miles (44km) Cost: $3000 Module Requirements: 0.1

Radar, Advanced Navigational Range 83 miles (133km) Cost: $8000 Module Requirements: 0.1

Radar, Weather; Range 100 miles (160 km). Cost: $2500 Module Requirements: 0.5

Radar, Civilian Surface: Ranges 25 miles (40km). Cost: $40,000. Module Requirements: 0.25

Radar, Surface Search, Advanced: A much larger and sophisticated radar system, optimized for detecting targets on the ground or water surface. Can identify up to 72 targets and simultaneously track 48. Range: 253 miles (407 km) Cost: $600,000. Module Requirements: 1

Radar, Surface Search, Basic: A small, but sophisticated radar system for detecting targets on the ground or water surface. Can identify up to 15 targets and simultaneously track six. Rate of travel, direction, and location are indicated. Range: 50 miles (80 km) Cost: $250,000. Module Requirements: 2

Radar Targeting, Basic: 30 mile range (48km), able to identify up to 20 targets and simultaneously track 10 targets. Cost: $150,000 Required Modules: 3

Radar Targeting, Advanced: 62 mile range (100 m), able to identify 60 targets and simultaneously track 30 targets. Cost: $500,000. Required Modules: 8

Radar Air Search, Basic: This is a basic version of the extensive military system detailed above. These smaller systems are rarely illegal and normally fall under self-defense laws. It can track and identify up to 120 targets to a range of 283 miles (463km), and keep track of up to 75 additional targets to a range of 500 miles (800 km). Ranges are halved in an atmosphere. The targeting computer adds a bonus of +2 to strike with mounted weapons and +1 to dodge. These bonuses are not cumulative with those of the military system. Cost: $400,000. Required Modules: 2

Radar Air search, Advanced: It can track and identify up to 500 targets to a range of 500 miles (800 km), and keep track of up to 250 more out to a range of 1000 miles (1,600 km). Cost: $990,000. Required Modules: 3

Radar Detector: A tiny radar receiver which will alert the character with an alarm buzz or pinging when he is being scanned by radar. Cost: $10,000. Module Requirements: 0.1

Radar Signal Detector: Registers radar waves to indicate radar surveillance. Can track the source of radar emissions with 70% accuracy. Cost: $250,000. Module Requirements: 0.5

Radiation Detector: Registers and pinpoints radioactivity. Range: 60 feet (18.3 m). Cost: $50,000. Module Requirements: 0.2

Radio Locator: Directional locator that lets the vehicle opera-find the exact position of a radio transmission. Cost: $1,500. Range: 5 miles (8 km). Module Requirements:

Sonar, Active: A system which emits sound waves to detect objects in or underwater. Also called an echo sounder. Provides the range, size, and direction of an object, and, with repeated pulses, can be used to determine course and speed. Can also be used to find the depth to the bottom (and fish) as well as locate silent, stationary objects. On the downside, the sonar pulse gives away the vehicle's position to other sonar sensors at twice the range. Range 20 miles. Cost: $8000 Module Requirements: 0.5

Sonar, Dipping: A sonar mount which allows aircraft to use sonar by dipping it in the water. Cost: $6000 Module Requirements: 1

Sonar, Fish Finder. A type of fathomer which uses active sonar to detect fish and "the bottom" and display them on a small CRT or LCD screen. Cost: $1400 Module Requirements: 0.2

Sonar, Passive: Also called hydrophone. A sound-to-electricity transducer for use in water or other liquids, analogous to a ear for listening to underwater sound. Can only detect noise-making objects in the water and cannot determine exact location, nor discern size or shape. It can find approximate distance, course, and speed and classify object by acoustic signature (especially with the assistance of transmission profiling software). Cost: $4000 Module Requirements: 0.25

Sonar, Towed Array: A passive sonar system for moving watercraft to detect objects behind them by putting the sonar array behind the ships propellers. Cost: $16,000 Module Requirements: 2

COMPUTERS

Autopilot Computer (Autocomp): This computer is necessary for spacecraft whose entire crew will be in stasis, but their most common use is in automated ore transport craft which are loaded with ore before the autocomp FTLs to a predetermined rendezvous point. An autocomp has a base piloting percentage of 45%, making it suitable for ordinary flight patterns, but not particularly reliable for handling combat or docking. That percentage can be upgraded, however. When an autocomp and super navigation computer are linked, the percentages of each must match, but once they do, the two each get a 10% bonus. Cost: 200,000 credits. Upgrades cost 10,000 credits for each 5% increase above the base 45% with a maximum of 80%. Modules Required: 2.

Chartplotter: An electronic chart will be shown on a display, the position, heading and speed of the ship can be displayed in the chart. All chart plotters include GPS functions and are an evolution of the basic marine GPS combining multi functions on a single screen, usually the screen include: a Marine chart, all GPS functions, a depth sounder or sonar , and a radar screen. Depending on the manufacturer and model, the screen could be a separate screen for each function, an overlaid screen of two or more functions on the same screen, or a split screen where the screen is divided to show different windows of information. Chart-plotting can also be performed by a computer running appropriate software. Modern navigational software running on a PC can generally out-perform dedicated chart plotters. As a computer has more processing power than a plotter, and may draw data from many sources, its functionality goes beyond pure chart plotting and autopilot control, to providing advanced passage planning functions as well.

Crew Automation Computer: These advanced computer automation systems each reduce a ship's crew requirements by one person. This system may be bought multiple times to keep reducing a ship's crew requirements. Cost: $200,000 each. Module Requirements: 0.5 modules.

Dynamic Positioning: a system to automatically maintain a ship's position and heading by using her own propellers and thrusters.

Electronic Chart Display and Information System (ECDIS) is a computer-based navigation information system that displays information from electronic navigational charts (ENCs) and integrates position information from the Global Positioning System (gps) and other navigational sensors, such as radar, fathometer and automatic identification systems (AIS). It may also display additional navigation-related information, such as Sailing Directions.

Global Positioning System: Links the vehicle to an orbital navigation satellite network, enabling the operator ot know exact position. Weight .02 lbs Cost $200 (x4 for military versions)

Inertial Navigation System: A sophisticated computer system used to calculate the vehicle's exact location and heading without using a satellite. Accuracy is one foot per ten miles.It is immune to jamming and deception. Weight 40 lbs Cost: $40,000

Satellite Uplink Computer: In order for a spacecraft to send or receive any useful information from a satellite, it has to have an uplink computer to process and feed the data. If it does not have these systems, the satellite must be reeled in and docked for a physical link to transfer information. Cost: 150,000 credits. Required Modules: .2

Super Navigation Computer: The basics package mentioned previously contains a basic navigation computer. Its navigation skill equivalent is 65%, which is not bad until one tries to use it for FTL, gateway, or point to point travel, and then it drops to 30%. The basic nav computer was designed to help guide a craft around solar systems and in orbit. Advanced space travel is simply out of its league, and it can not be upgraded. The super navigation computer is specifically designed for the more demanding tasks of detailed and/or tricky flight plans, advanced decision making, and FTL or other precision forms of travel. Its skill equivalency rating starts at 50% and can be upgraded in 5% increments. Each aspect of navigation, sublight and FTL/advanced travel, must be purchased separately, and both begin at the base of 50%. When used in conjunction with an autopilot computer, the systems complement each other (see the autocomp entry for details). Programs standard to this computer system include navigation and piloting, star maps, planetary information, gateway location coordinates (but no activation codes unless they were purchased separately), and gravity well locations (for point to point). Of course, ship crews can go without all of this hardware if they have skilled navigators among the crew. But for ships trying to cut down on personnel, a super navigation computer is the way to go. Cost: The basic computer and programs cost one million credits. Sublight percentage upgrades cost 10,000 credits per 5% increase (max 98%). FTL percentage upgrades are 15,000 credits per 5% increase (max 98%). Required Modules: .5

Voyage Data Recorder, or VDR, is a data recording system designed to collect data from various sensors on board the vessel. It then digitizes, compresses and stores this information in an externally mounted protective storage unit. The protective storage unit is a tamper-proof unit designed to withstand the extreme shock, impact, pressure and heat, which could be associated with a marine incident (fire, explosion, collision, sinking, etc). Information recorded includes data from GPS, the speed log, the gyrocompass, radar, bridge audio & radio communications, sonar or fathometer, alarms, door status, rudder, hull stress, engine/propeller feedback, thrusters, anemometer & weather vane.

Step 7: Optional Modifications, Equipment and Accessories

Atmosphere Recycling System: The most valued commodity in space is breathable atmosphere. Only a limited supply can be brought for any given trip, so conservation and recycling is a good idea, especially if combat causes some to leak out. A spacecraft generally has a number of days worth of breathable atmosphere in it equal to its tonnage divided by the number of crew members. A recycling system will extend this time by a multiple of ten. Thus a 50 ton combat craft with one pilot would have 500 days worth of air while a four man crew would have 125 days worth of breathable atmosphere. Effective underwater up to a depth of 1100ft (335m). Cost:$200,000 for a Boat, $450,000 for a Ship.. Module Requirements: 0.3 per 50 tons.

Accommodation: A decorated living area with beds (from 1 to 6), small kitchen with sink and stove, bathroom with shower, conference/dining table, paneling and carpeting. The kind of thing usually found in private jets. Cost: $15,000. Module Requirements:2

Accommodations, Bunk: A bunk for a single person. It includes a locker or storage space. Cost $100 Module Requirements: 0.1 per person

Accommodations, Cabin: A furnished room which can house one or two people. Cost $3000 Module Requirements: 0.2 per person.

Accommodations, Hammock: A slung area for a single person to bunk in. Cost $20 Module Requirements: None

Accommodations, Luxury Cabin: Large cabin with superior fittings, including a small kitchen with sink and stove, bathroom with shower, conference/dining table, paneling and carpeting. Cost $10,000 Module Requirements: 0.5 per person.

Accommodations, Quarters: Consist of bunks and cabins. Cooking, laundry, and waste disposal facilities are included. Cost: $100 per Module. Module Requirements: 1 each.

Accommodations, Suite: Two or more cabins combined into a single space. Weight and Cost vary.

Airlock: Any vehicle with an Air Recycling System, Pressurized Compartment, or CBR kit must have an airlock. Cost $1000 per person Module Requirements: 0.5

Brigs and Restraints: Any accommodations can be built with barred doors and sturdy locks. Costs an extra 10% more than normal. Module Requirements; 10% more than normal

Burglar Alarm: An electronic alarm which sets off a siren and locks the vehicle ignition system. Cost $600 Module Requirements: 0.1

Compact Fire Suppression System. Smaller, cheaper version of the Full. Cost $500 Module Requirements: 0.5

C.D. Stereo System: Cost: $1200. Module Requirements: 0.1

Electric Grill: Cost: $1000. Module Requirements: 0.1

Emergency Lights and Siren: A siren and flashing lights system, tied into the ship's internal communication system, typically used to warn of fire, collision, or flooding. Cost $50 Module Requirements: 0.1

Fire Extinguisher System: An array of extinguishers or hoses mounted inside the vehicle. Cost $300 Module Requirements: 0.15 per ton

Full Fire Suppression System: An improved, fully automatic version of the Fire Extinguisher System, using inert gases to put out fires in milliseconds. Cost $5000 Module Requirements: 2

Hall/Bar/Conference Room: A large room with tables, usable as a restaurant, bar, conference room, etc. Can accommodate ten people per 100 sq ft. Weight and cost include furnishings. Cost: $50 per ton. Module Requirements: 0.8 per ton

Hospital Bed: Buy like bunks or quarters.

Microwave Oven: Cost: $1000. Module Requirements: 0.1

Movie Screen and Projector: A screen for displaying motion pictures plus a projector. By adding passenger seats and a crew station for a projectionist, a movie theater can be created.
Small Screen (airline-sized) Cost $1000 Module Requirements: 10
Big Screen (theater-sized) Cost $5000 Module Requirements: 20

Operating Room: Consists of one or more operating tables plus associated equipment (anaesthetic pumps, wash-up, surgical tools, lights, etc). It includes all the necessary gear to perform surgery. Cost: $50,000 per occupant Module Requirements: 25 per occupant

Provisions Storage: 10 gallons of water (37.9 liters) and airtight compartment with four weeks of freeze-dried and powdered food rations. Cost: $2000. Module Requirements: 0.2

Radiation Shielding: Completely stops harmful radiation of all kinds and levels. Cost: $50,000. Module Requirements: None

Recreation Facilities: This represents one form of recreation for each time it is purchased. Includes video game rooms, pool tables, tennis courts, swimming pool, restaurants, running areas, parks/gardens, etc. The nicer transport craft will have all of the above and more (like casinos). Each recreation area can serve the entire crew of a spacecraft. To accommodate more people, like passengers on transport craft, a given facility must be purchased additional times to increase its size. Cost: $50,000. Module Requirements: 2 for each facility purchased as well as 2 additional each time a facility's size is increased.

Refreshment Dispenser: A built-in unit that delivers coffee, tea, hot chocolate or hot soup (pick one) from one spout, and soft drinks, milk, ice water or fruit juice (pick one) from another. Must be recharged every few days. Cost: $450. Module Requirements: 0.1

Refrigerator: A small refrigerator unit. Cost: $1000. Module Requirements: 0.1

Science Lab: An equipment filled laboratory built into the vehicle. The science skill must be specified. Gives a +20% to using that science skill. Cost 41 million Module Requirements; 200

Secret Compartments: Small secret compartments can built into the vehicle to hold tools, supplies, weapons and The number of compartments depends on the size and type vehicle and size of the compartment. Cost: $8000 each. Module Requirements: 0.1 each.

Self-Destruct System: Will blow up the vehicle, inflicting 3D6x100 damage to a 40 foot (12.2 m) area. Cost: $80,000. Cost: 500 credits per ton. Module Requirements: 2

Stage Facility: A stage area usable for dancing, plays, nightclub acts, etc. Includes a sophisticated electric light and sound system. Cost $100 per ton used Module Requirements: 2.5 per ton used.

Stretcher Pallet: A stretcher-bed for one person, equipped with safety straps and suitable for use in an ambulance or medevac aircraft. Cost $100 each Module Requirements: 0.1

Winch and Cable: Woven steel cable about 1,000 feet (305 m) long and has a hook on one end. The winch can pull up to 300 lbs (135 kg), and larger loads can be handled by locking the winch and moving the vehicle. Usually used on helicopters and space vehicles. Cost: $1,600. Module Requirements: 0.2

Workshop: An elaborate portable repair shop. Mechanic, Engineering, Electronics, or Armory must be specified. A Complete Workshop handles all four areas. Up to three people can be accommodated by each standard workshop. Mini-workshops accommodate one person. Adds +20% to repairs.
Mini-Workshop Cost $4000 Module Requirements: 30
Standard Workshop Cost $19,000. Module Requirements: 100
Complete Workshop Cost $60,000. Module Requirements: 300

Optional Equipment Exclusive to Seacraft

Bilge Pumps: Used to pump water from the bottom of a vehicle. Cost $500 ea. Module Requirements: 0.2 each

Dry Dock: A flood-able hanger enabling watercraft to dock inside a larger vehicle. Cost $500 per ton Module Requirements: 4 per ton

External Cradle: Ships often attach smaller craft to the decks or sides and use a winch or boom to release and recover the vehicle. Cost $1 per pound of weight (to support) Module Cost: 0.01 per pound of weight (to support).

Grapple System: These are cables with magnetic attachment claws on their ends. They are used to attach one ship to another so they can be drawn together for boarding. Although normally an emergency or salvage system, they are often employed by pirates and law enforcement entities for forced boardings. Naval vessels weighing twice the tonnage the grapples are rated for can snap them and break free. A grapple is fired at the object to be docked, and will (75% chance) attach itself with claw grips. The grapple is attached to a winch and 1640 feet (500 m) of cable, with a breaking strain of 100 tons Cost: 20,000 credits per 100 tons of craft to be secured. Module Requirements: 0.1 per 100 tons capacity.

Hangar Bay: A large bay in which other, smaller vehicles may be stored. Cost $250 per ton Module Requirements: 0.3 per ton

Inflatable Life Boat, Small: 8 feet ( m) long, 4 passengers, Spd Class 2. Comes with storage bag, collapsible oar set, and foot pump. Cost: $1400 Module Requirements: 6

Inflatable Life Boat, Medium: 10 feet (3m) long, 5 passengers, Spd Class 4. Comes with storage bag, collapsible oar set, and foot pump. Cost: $2000 Module Requirements: 8

Inflatable Life Boat, Large: 14 feet ( m) long, 7 passengers, Spd Class 6. Comes with storage bag, collapsible oar set, and foot pump. Cost: $3000. Module Requirements: 10

Inflatable Life Raft, 4 person: Includes emergency equipment consisting of: Bailer, Hand Pump, Sponge, Repair Kit, Flashlight, Signal Mirror, Paddles, Safety Knives, Emergency Instructions. Cost: $2000 Module Requirements: 0.6

Inflatable Life Raft, 6 person: Includes emergency equipment consisting of: Bailer, Hand Pump, Sponge, Repair Kit, Flashlight, Signal Mirror, Paddles, Safety Knives, Emergency Instructions. Cost: $2300 Module Requirements: 0.9

Inflatable Life Raft, 8 Person: Includes emergency equipment consisting of: Bailer, Hand Pump, Sponge, Repair Kit, Flashlight, Signal Mirror, Paddles, Safety Knives, Emergency Instructions. Cost: $2600 Module Requirement:; 1

Launch Catapult: Installed in the body of any vehicle designed to launch aircraft.
Hydraulic Cost $200,000 Module Requirements: 40
Steam Cost $400,000 Module Requirements: 40

Marine Sanitation System. Used to prevent pollution from the vessel's sewage system. Cost: $25,000 per 50 tons (round up) Module Requirements: 0.3 per 50 tons

Personal Flotation Device. PFD or life jacket. Cost: $20-80

PFD, Personal Survival Suit: A survival suit, or more specifically an immersion survival suit, is a special type of waterproof dry suit that protects the wearer from hypothermia from immersion in cold water, after abandoning a sinking or capsized vessel, especially in the open ocean. A survival suit's flotation and thermal protection is usually better than an immersion protection work suit, and typically extends a person's survival by several hours while waiting for rescue. Cost: $550

PFD, Throwable: Often called "life savers", "life preservers" or "lifebelts" Cost: $80

Submersible Water Capability: Used to give any vehicle the ability to operate underwater. The vehicle's surface and ex-posed equipment is waterproof. A depth-controller and a propeller-driven engine (Speed Class 1) have been installed so that the vehicle can dive like a submarine. Pressurized cabin must be bought separately, otherwise the passengers will have to use Scuba gear while submerged. Maximum depth is 200 feet (61m). Cost: $175,000. Modules Required: 0.1 per ton

Theft Alarm System: A tamper-proof burglar alarm. When someone attempts to open the vehicle without the alarm key, a piercing siren will sound out. Cost: $700 each. Module Requirements: 0.1

Thief-Proof Locks: The vehicle locks have been modified so that standard pry bars and skeleton keys will not work. Thief is - 35% to pick locks. Cost: $200.

Underwater Capabilities: This requires the sealing and waterproofing of internal mechanisms, joints and access panels. The entire physical structure is conditioned for water pressure and stress, as well as small ballast devices and maneuver jets installed. (The pressurized cabin is an additional requirement and expense). Maximum Depth: 2600 feet (792 m). Speed Underwater: 8 knots (8.8 mph/14 km). Cost: $300,000. Modules Required: 0.25 per ton

Void Tanks: Used for holding air, water, or fuel. Cost: $10 per ton. Modules Required: 0.1 per ton (holds 240 gallons/940 liters).

Watermaker, 150 gal/day (568l): A device used to obtain potable water by reverse osmosis of seawater. Cost: $2000 Module Requirements: 5

Watermaker, 300 gal/day (1134 l): A device used to obtain potable water by reverse osmosis of seawater. Cost: $3000 Module Requirements: 6

Watermaker, 400 gal/day (1500 l): A device used to obtain potable water by reverse osmosis of seawater. Cost: $5000 Module Requirements: 8

Watermaker, 700 gal/day (2600 l): A device used to obtain potable water by reverse osmosis of seawater. Cost: $7500 Module Requirements: 9

Watermaker, 1000 gal/day (3700 l): A device used to obtain potable water by reverse osmosis of seawater. Cost: $10,000 Module Requirements: 11

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