Stellar Empires 2 Ship Construction

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    S T E L L A R E M P I R E S 2

    S H I P C O N S T R U C T I O N A N D E Q U I P P I N G

    The following document details all the rules involved in creating your fleets for the Stellar Empires 2

    Roleplaying game. There are two versions of this engine. The first is known creatively enough as the Simple

    Engine. This is where it is easy to create simple ships and squadrons. The prices will vary depending on many

    factors.

    The other half of the engine is the Complex half. That is for those who LIKE to make their own lives miserable

    with hard work to get their fleets done with far more detail than they could ever possibly need. But it is good

    for doing ships that are used by characters or other such heros.

    First up. The Simple Engine.

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    SHIP BUILDER: SIMPLE

    This is the simple rules for building your ships, and other important items, in the Stellar Empires Engine. The

    methods for building your ships is far easier than those who choose to use the complex system, but dont forget

    your calculator.

    This will be done in a manner similar to the Ground Forces rules.

    The first step is the easiest and all hulls have an associated cost. Some however are fixed-costs and set ships,these hulls will have this mentioned. You do not have any say as to how these craft are fitted.

    Note: You take the basic hull value and then add ALL modifiers together before applying them. (Eg: A Mauler

    *50000 RP* , Ship of the Line *x3* , Bleeding Edge Technology *x4* and Elite Crew *x4* gives a total X11

    multiplier on the 50000 RP cost totalling 550000 RP.)

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    STEP 1: --- CHOOSE YOUR HULL

    STRIKE CRAFT:

    All these have fixed prices and are bought per squadron of 12 unless otherwise specified.

    Do not continue to step 2 or above.

    Exception: Does not use Carrier Step.

    Scout Drone: 1 RP

    Fighter Drone: 1 RPLight Fighter: 1 RP

    Medium Fighter: 2 RP

    Heavy Fighter: 3 RP

    Super-Heavy Fighter: 4 RP

    Light Bomber: 3 RP

    Medium Bomber: 4 RP

    Heavy Bomber: 5 RP

    Super-Heavy Bomber: 6 RP

    Light Gunship: 5 RP

    Medium Gunship: 6 RPHeavy Gunship: 7 RP

    Super-Heavy Gunship: 8 RP

    Cloakshape Fighters: 6 RP (Hunters Only)

    Cloakshape Bombers: 8 RP (Hunters Only)

    Gigadeath Bomber: 15 RP (Destroyers Only)

    Drag-Craft: 8 RP (Isolationists Only)

    Biodrones: 6 RP (Biotechnocracy Only)

    ESCORT SHIPS:

    All these use all steps.Exception: Does not use Carrier Step.

    Light Cutter: 100 RP

    Medium Cutter: 120 RP

    Heavy Cutter: 140 RP

    Light Corvette: 200 RP

    Medium Corvette: 220 RP

    Heavy Corvette: 240 RP

    Light Frigate: 400 RP

    Medium Frigate: 430 RP

    Heavy Frigate: 460 RP

    Strike Frigate: 500 RP

    Chase Frigate: 480 RP

    Battle-Rider: 650 RP

    Light Destroyer: 625 RP

    Fast Destroyer: 600 RP

    Medium Destroyer: 650 RP

    Heavy Destroyer: 680 RP

    Assault Destroyer: 700 RP

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    DEFENCE SHIPS:

    Does not use Step 2, Does not use the Carrier Step.

    Mantlet: 680 RP

    Minelayer: 400 RP

    Monitor: 3000 RP

    Q-Ship: 1000 RP

    CAPITAL SHIPS:

    All these use all the steps.

    Exception: Does not use Carrier Step.

    Light Cruiser: 1700 RP

    Medium Cruiser: 2500 RP

    Heavy Cruiser: 3500 RP

    Battlecruiser: 3700 RP

    Grand Cruiser: 5000 RP

    Fast Battleship: 8000 RP

    Battleship: 10000 RPHeavy Battleship: 12000 RP

    Dreadnought: 24000 RP

    Superdreadnought: 30000 RP

    Mauler: 50000 RP

    CARRIERS:

    Do not use Step 2

    Escort Carrier: 300 RP

    Pocket Carrier: 500 RP

    Light Carrier: 1200 RP

    Fast Carrier: 1800 RP

    Medium Carrier: 2500 RP

    Heavy Carrier: 4200 RP

    Supercarrier: 12500 RP

    SPECIAL SHIPS:

    All these ships are bought AS IS. No modification possible.

    Do not do any other steps.

    Light Transport: 250 RP

    Medium Transport: 500 RP

    Heavy Transport: 1000 RP

    Bulk Transport: 4000 RP

    Fleet Defender Ship: 8000 RP

    SWSCS: 10000 RP

    Interdictor: (1000, 5000 or 10000 RP)

    Flagship: Add 100000 RP to another ship class. Max: 1.

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    NATION SPECIFIC.

    NOTE: Nations and ships in Italic can ONLY be made with the Simple Engine.

    WARLORD:

    Warhound Destroyer: 800 RP

    Warhorse Frigate: 600 RP

    Galleon Cruiser: 4000 RP

    Ironclad Battleship: 12000 RP

    Super-Mauler: 100000 RP

    DESPOILER:

    Gas Drones: 250 RP

    Biowar Destroyer: 800 RP

    Biowar Cruiser: 4200 RP

    Radiation Bath: 6000 RP

    Plaguebearer Battleship: 12000 RP

    PACIFIST:

    Disabler: 2000 RP

    Mobile Joy Palace: 4000 RP

    Diplomatic Party Barge: 16000 RP

    SCIENTIST:

    X-Testbed: 25000 RP

    Wormhole Assault Ship: 15000 RP

    Enerjax Projector: 6000 RP

    Mobile Lab: 12000 RP

    The Gravity Lift: 800 RP

    ECONOMIST:

    Mobile Drydock: 12000 RP

    Mobile Construction Ship: 8000 RP

    Mobile Market: 2000 RP

    Market Escorts: 1000 RP

    Economic Defence Dreadnought: 32000 RP

    INDUSTRIALIST:

    Factory Cutter: 175 RP

    Factory Frigate: 700 RP

    Factory Destroyer: 900 RP

    Heavy Assault Cruiser: 6000 RP

    Manufactory: 16000 RP

    HUNTER:

    Bloodtracker Division-ship:1000 RP

    Hawkeye Spyship: 2000 RP

    Silent Night: 14000 RP

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    DESTROYER:

    Siege Ship: 8000 RP

    Siege Driver: 10000 RP

    World Burner: 40000 RP

    Planet Cracker: 50000 RP

    ENVIRONMENTALIST:

    Environmental Shield: 8000 RP

    Laser-web Projection Ship: 6000 RP

    Orbital Grid: 100000 RP (Do not do any other steps.)

    ISOLATIONIST:

    Repulsor: 1000 RP

    Redirector: 6000 RP

    Eviction Notice: (Battleship) 12000 RP

    The Promethean Tug: (Mauler Class Tow-ship) 60000 RP

    SPYMASTER:

    S.I.S (Cutter): 600 RP

    S.I.S (Destroyer): 1000 RP

    S.I.S (Cruiser): 4000 RP

    S.I.M.S: 10000 RP

    Infiltration Battleship: 14000 RP

    BIO-TECHNOCRACY:

    Do step 2 only.

    Biodrones: 1 RP *Do no more steps.*

    Adolescent Screamer: 100 RP

    Adult Screamer: 150 RP

    Venerable Screamer: 200 RP

    Adolescent Voidhawk: 400 RP

    Adult Voidhawk: 450 RP

    Venerable Voidhawk: 500 RP

    Adolescent Blackhawk: 700 RP

    Adult Blackhawk: 750 RP

    Venerable Blackhawk: 800 RP Adolescent Hellhawk: 1200 RP

    Adult Hellhawk: 1300 RP

    Venerable Hellhawk: 1400 RP

    Adolescent Queen: 6000 RP

    Adult Queen: 7000 RP

    Venerable Queen: 8000 RP

    Adolescent Hive: 9000 RP

    Adult Hive: 14000 RP

    Venerable Hive: 16000 RP

    Ancient Hive: 18000 RP

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    PSYCHIC HIVE:

    Meditation Sphere: 5000 RP

    Projector Vessel: 6000 RP

    Amplifier: 1000 RP

    Psychic Lash Battleship: 13000 RP

    Psychic Reaper Dreadnought: 28000 RP

    THEOCRACY:

    Faith: (Destroyer) 1100 RP

    Purity: (Frigate) 500 RP

    Virtue: (Cruiser) 4200 RP

    Judgement: (Heavy Cruiser) 9000 RP

    Wrath: (Battleship) 14000 RP

    ARTIFICIAL EMPIRE:

    Corrupter: 1200 RP

    Electronic Assault Ship: 1500 RP

    Von Neumann Destroyer: 1000 RP

    Repair Hive: 8000 RP

    World Devastator: 18000 RP

    CYBERNETICISTS:

    Regenerative Frigate: 500 RP

    Regenerative Destroyer: 800 RP

    Regenerative Cruiser: 4000 RP

    Cyber-Fighters: 5 RP

    Cyber-Bombers: 8 RP

    THE CULTURE:

    Propaganda Ship: 3000 RP

    National Pride: 20000 RP

    CSV: (Combat Systems Vehicle) 2000 RP

    GSV: (General Systems Vehicle) 8000 RP

    ISV: (Invasion Systems Vehicle) 1000 RP

    ENSLAVERS:

    Raider: 500 RP

    Ripper: 1200 RP

    Harvesting Battle-rider: 800 RP

    C.L.A.W: 600 RP

    Harvester: 20000 RP

    CRIMEOCRACY:

    Smuggling Boat: 500 RP

    Pirate Gunboat: 600 RP

    Mobile Blackmarket: 4000 RP

    Pirate Cruiser: 4200 RP

    Black Q-Ship: 1200 RP

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    STEP 2: --- CHOOSE YOUR SHIP PURPOSE

    Your ships will all have a purpose amongst your fleet. Otherwise how would you do with them what needed to

    be done? These are modifiers on top of the ships value.

    ESCORT PURPOSES (ESCORTS ONLY)

    Picket Ship (Cost x1) These vessels protect the extremities of a fleet with advanced sensors andwarning systems. Lightly armed compared to most their job is to warn the others.

    Vanguard (Cost x2) Similar to the Picket ship instead their job in a fleet is to range ahead of it and findthe enemy, minefields etc and engage them. Heavily armed for their size they are a reliable ship, but

    their defences suffer for this.

    Close Fleet Escort (Cost x2) These vessels are fitted with many lighter weapons designed for engagingother vessels in the same class as themselves, however they are reliant on the fleet for protection from

    anything larger.

    Patrol Ship (Cost x1) This is often seen as the normal escort ship, designed to operate on its own forextensive amounts of time, this version has a complete balance between all its systems.

    Scout/Explorer (Cost x3) Even more powerful sensors and engines than a picket ship or vanguard it is along-ranged explorer not attached to a fleet. Its defences and weapons suffer for this but it is popularfor an expendable vessel to explore without worry.

    CAPITAL SHIP PURPOSES (CAPITAL SHIPS ONLY)

    Fleet Ship (Cost x1) This is a basic ship of the line for its class. Well defended, decent guns, good enginesand sensors. Good at all, master of none.

    Ship of the Line (Cost x3) This ship is built for engaging ships in its own class, its weaponry is significantand mostly tailored to handling vessels in its own weight class, this makes it poor for engaging anything

    much larger or smaller than it is.

    Directed Gunnery (Cost x3) This ship is built so that it can bring nearly all its weapons to bear on itsforward arc. This makes it truly devastating for just about anything that can be found to put itself in that

    position. You dontwant to do that.

    Hunter-Killer (Cost x4) Designed to operate in the lone-wolf fashion or in small groups the hunter-killeris a truly scary beast. Good firepower and engines mean that its enemies should it choose to have any

    will greatly regret their error. (Nothing above Fast Battleship may be a Hunter-Killer.)

    Bombarment Ship (Cost x3) The Bombardment ship sacrifices its sensors in exchange for better onesfor choosing ground-based targets. Its weapons are designed and arranged to get maximum coverage

    for firing on a planetary surface and is typically always of the heaviest available weapons. But their

    defences are weaker and engines poorer than any other purpose.

    AEGIS Ship (Cost x4) This is a fleet defender, it has no other use, it has the most powerful sensorsavailable and the most powerful point defence systems available. However it is vulnerable to anyone

    and anything else. Remind the crew not to sneeze. (No ship above Fast Battleship may be an AEGIS

    ship.)

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    STEP 3: --- EQUIPMENT QUALITY AND LEVEL

    Equipment quality and level is a universal thing across all classes of ship. An object takes one week to build per

    500 RP it costs. Equipment Quality and Level may effect this. (And in fact is likely to.)

    People with the Creaky Military flaw or the Shitty Workmanship flaw may not take any quality level

    above Obsolete.

    Last Centuries Scraps (Cost: .25): This equipment is so old that people will be wondering how the hellits flying, it is utter garbage.

    Very Obsolete (Cost: .5): This is some old, unreliable junker youre flying. I advise that you get a tetanusshot before getting on or off the ship. No I dont need to pee, I can hold it.

    Obsolete (Cost: x1): This is older technology but still useful on the battlefield, you wont be doing wellagainst better made ships with better technology, but you wont be dropping like flies either.

    Current Gen Technology (Cost: x2) This is the average current technology available, itll hit hard, take itslicks and keep on ticking. Reliable and well loved by its users.

    Next Gen Technology (Cost: x3) This is some highly advanced technology soon to be on your markets ina big way, it is well loved by its users but is known for niggling issues.

    Bleeding Edge Technology (Cost: x4) This is the best technology you could possibly fit your vessels withbar one, it has the best and most reliable weapons, shields and all manner of equipment. But it is also

    plagued by minor bugs and issues common to new developments. And they dont adhere to a friendly

    timetable of when you can afford it.

    (Increases Construction Time by 50%)

    Blatantly Experimental Tech (Cost: x5) This isnt technology, this is a technology demonstrator from agoddamned lab! Itll outperform anything you have. Right up until that new experimental component

    decides to break. Or worse, explode.

    (Doubles Construction Time)

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    STEP 4: --- CREW EXPERIENCE AND TRAINING

    This is the level of training and experience the ships crew possesses and is trained to before deployment. This

    can mean the difference between life, death and a medical discharge because half your brain went missing in

    the Nubila Reach after that shrapnel dug it out like a spoon.

    People with Creaky Military may not take any experience level over Trained

    People with Hilariously Fail may not take any experience level over Green

    People with Cowardly may not take any experience level over Rookie

    Rookie (Cost .5) These are barely trained, who knows if they can even read! These guys will most likelydie in droves. Dont get too attached to them.

    Green (Cost x1) These guys are new, blue and probably very frightened. They are not experienced andhave only gone through basic training.

    Trained (Cost x2) These men have gone through rigorous training to get where theyre at and are wellsuited for the jobs theyre expected to perform.

    Veteran (Cost x3) These men have been trained well and have experience in the field and on thebattlefield without remorse. They are hard men and jaded in experience. They do what they do well.

    Elite (Cost x4) There are some who it is said have seen too much war. That its presence is marked upontheir flesh and souls equally. The Elite can only tell you that those who say it have some inkling of thetruth.

    Elite of the Elite (Cost x5) These men only know war. Whether raised to it or forced into it bycircumstances unknowable, these men are the most hard-bitten men of all and few come away

    unscathed. People get severely uncomfortable around them, but if someone needs killing it is these men

    who will do it without hesitation.

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    STEP 5: --- CARRIERS

    Carriers are a mainstay of some nations fleet. But not all carriers are equal.

    NOTE: Those with the Hangerize trait have 3 Squadron spaces on EVERY ship per 1000 points (basic hull cost,

    before modifiers). Minimum of 3 Spaces (Eg: A Cutter would have 3 spaces, a Mauler would have 150)

    Below is the number of spaces available to the Carriers.

    Escort Carrier: 12 Squadrons (Nothing over Medium)

    Pocket Carrier: 16 Squadrons (Nothing over Medium)

    Light Carrier: 200 Squadrons (Nothing over Medium)

    Fast Carrier: 100 Squadrons (Nothing over Heavy)

    Medium Carrier: 400 Squadrons

    Heavy Carrier: 800 Squadrons (Nothing under Medium)

    Supercarrier: 1200 Squadrons (Nothing under Medium)

    Craft Experience Levels.

    Rookie: (Cost x1) These are poor quality pilots and hangar crew. Dont rely on them.

    Green: (Cost x2) These men know how to fly and wont die.. instantly. Trained: (Cost x3) These men are fresh out of advanced flight school. Reliable. Veteran: (Cost x4) These men are hard men with field experience. Aces: (Cost x5) These men are aces of combat. Multiple Aces: (Cost x6) These men are condescending bastards who thing theyre gods gift to strike

    craft. Pity that theyre right.

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    SHIP BUILDERCOMPLEX

    Wait wait, you want how many particle beams? Dear lord man... that is not

    nearly enough. Here, try this.

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    S H I P C O N S T R U C T I O N

    - - - - -

    C O M P L E X V E R S I O N

    This is the complex construction rules for manufacturing your ships and craft! Do not expect simplicity. Do not

    expect cheap. Do not expect to leave with your head even close to intact!!!! Note, these rules are not

    interchangeable, a ship is either made via the Complex rules or the Simple rules. These rules are intended for

    those that like Complex, or wish to design important character shielded ships.

    In most cases ships designed by these rules will be both more expensive and capable than those done by simple

    rules. But 1000 RP of Complex ships is only as good as 1000 RP in Simple ships in most cases.

    In any case. There will be several elements to these rules.

    1: Strike Craft Construction Rules.

    These will be used for designing your strike craft! (Or you can use the simple Strike Craft figures.)

    2: Escort Construction Rules.

    These will be used to design your escort ships.

    3: Capital Construction Rules.

    These will be used to design and build your Capital Ships.

    4: Carrier Construction Rules.

    These will be used to design your carriers.

    5: Strike Craft Reference Tables.

    6: Ship Reference Tables.

    The above two items will have listed ALL the weapon types that can be used in a general fashion. Against myoriginal inclination there wont be a lot of detail. There will be things like Light, Medium, Heavy Beams, what

    type wont be mentioned leaving the player room to make it their own but trait given weapons override these

    with the traits weapon.

    7: Trait specific Reference Tables.

    This table will list only trait items and the nation/trait required. (And what they replace.)

    The last part of this document will detail the Nation special ships only.

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    STRIKE CRAFT CONSTRUCTION RULES

    This is used for building your strike craft. All Strike craft will be listed here. (All costs are added onto the base

    cost.)

    G = Gun

    -T-G means Number of turrets and guns per turret.

    M = Anti-Fighter Missile

    T = Torpedo

    BTG = Bio-tech Gun

    ATMOS CAPAB = Atmospheric Capable

    Name of Craft Weapon Spaces Cost Nation Type Notes:

    Scout Drone 0 1 RP ALL

    Fighter Drone 2G 1 RP ALL

    Light Fighter 1G 1 RP ALL

    Medium Fighter 2-4G, 16M 2 RP ALL

    Heavy Fighter 6-8G, 24M 3 RP ALL

    Super-Heavy Fighter 8-10G, 40M 4 RP ALL

    Light Bomber 1T2G, 6T 3 RP ALL

    Medium Bomber 2G, 12T 4 RP ALL

    Heavy Bomber 4G, 2T1G, 24T 5 RP ALL

    Super-Heavy Bomber 8G, 6T2G, 36T 6 RP ALL

    Light Gunship 2T2G 5 RP ALL

    Medium Gunship 4T2G 6 RP ALL

    Heavy Gunship 4T2G, 200M 7 RP ALL

    Super-Heavy Gunship 6T4G, 200M, 6T 8 RP ALL

    Cloakshape Fighter 6G, 10M 6 RP HUNTER CLOAKING

    Cloakshape Bomber 1G, 1T2G, 10T 8 RP HUNTER CLOAKING

    Gigadeath Bomber 4T3G, 100T 15 RP DESTROYER ATMOS CAPAB

    Drag-Craft 0 8 RP ISOLATIONIST TRACTORBiodrones 1BTG 6 RP BIOTECHNOCRACY ALIVE

    Cyber-Fighters 8G, 22M 5 RP CYBERNETICISTS INTEGRATION

    Cyber-Bombers 2G, 2T1G, 12T 8 RP CYBERNETICISTS INTEGRATION

    Once you have selected your craft you select the weapons, missiles or torpedoes.

    Weapon Cost Type/Fitting Description

    Kinetic Repeater FREE Gun Automatic Kinetic Gun

    Kinetic Cannon 0.5 RP Cannon Slow Firing Kinetic Gun, Greater Damage

    Beam 0.5 RP Gun An energy beam weapon. Constant rate of fire.

    Lower damage.

    Pulse 0.5 RP Gun An energy pulse weapon. High rate of fire. Betterdamage than Beam

    Wave 2 RP Gun An area of effect weapon. It is slow firing and does

    a lot of damage.

    Fast Missile FREE Missile A fast missile with low damage potential.

    Medium Missile 1 RP Missile A bomber killer.

    Light Torpedo FREE Torpedo A cheap torpedo. Less powerful than others. Very

    powerful in large volleys.

    Medium

    Torpedo

    1 RP Torpedo Standard anti-shipping torpedo. Valuable in large

    numbers.

    And now youre done your Strike Craft Squadron.

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    ESCORT CONSTRUCTION RULES

    Construction of actual ships is considerably more difficult than Strike Craft or the simple system. You have to

    account for every piece of critical equipment, weapon and special piece of gear!

    Every escort has the following characteristics.

    Class

    Name Crew Primary Weapons Secondary Weapons Point Defence Weapons Sensors Engine Levels Crew Quality Ship Quality Tech Level Specials Total Cost

    Unlike the simple creator there is only one modifier, the Tech Level, ship quality and crew quality are

    purchased upgrades that cost a certain percentage of the hull depending on the level chosen. Escorts cannot be

    outfitted as Carriers under any circumstances. The first step is to pick the hull. The tech level modifier is

    applied AFTER all parts have been purchased.

    CLASSPrimary Weapon

    Spaces

    Secondary Weapon

    Spaces

    Point Defence Weapon

    SpacesCrew Cost

    Light Cutter 0 4 12 24 100 RP

    Medium Cutter 0 6 14 30 120 RP

    Heavy Cutter 1 6 18 44 140 RP

    Light Corvette 4 10 20 80 200 RPMedium Corvette 6 20 20 100 220 RP

    Heavy Corvette 10 20 20 140 240 RP

    Light Frigate 20 40 10 320 400 RP

    Medium Frigate 24 40 10 350 430 RP

    Heavy Frigate 30 50 20 400 460 RP

    Strike Frigate 50 30 20 440 500 RP

    Chase Frigate 10 40 40 420 480 RP

    Battle-Rider 100 100 100 1000 650 RP

    Light Destroyer 40 80 20 600 625 RP

    Fast Destroyer 40 60 20 550 600 RP

    Medium Destroyer 60 100 40 620 650 RP

    Heavy Destroyer 30 180 50 650 680 RP

    Assault Destroyer 1 CAPITAL 40 10 600 700 RP

    DEFENCE SHIPS (Escort Class)

    Mantlet10 Shield

    Projectors10 10 650 680 RP

    Minelayer 10 Minelayers 20 50 320 400 RP

    Once you have chose the hull of the ship you are planning to make you can see several factors. Primary Weapon

    spaces fit weapons from the Primary Weapons table. The Secondary Weapons are for the lesser weapons on a

    ship, less powerful but higher tracking. The point defence dictates the defensive weapons designed for shooting

    down missiles, torpedoes and bombers. Crew says how many standard crew there might be, if your ships are

    more automated or crewed by stronger beings the crew wont be as high, if filled with weaklings the number

    might be higher. The Cost is the cost of the hull in Industrial Points. The percentage of weapons cannot be

    changed.

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    Weapon NameWeapon

    TypeCost Description

    Spaces

    Required

    Primary Weapons

    Kinetic Cannon Kinetic 1 RPThis is a kinetic cannon. It projects a heavy shell into

    the void at the target.1

    Kinetic Assault

    GunKinetic 2 RP

    This is a more rapid fire kinetic cannon, it does its

    damage by smaller, but more numerous, shots.1

    Barrage Gun Kinetic 1 RP

    The space-shotgun. It fires a lot of shots all at once to

    try and blanket an area of space in fire. 2

    Beamer Energy 1 RPA beam weapon. Sustained damage and high

    accuracy, but lower power than others.1

    Pulser Energy 2 RPThis weapon does more damage than the Beamer and

    has a high rate of fire, but lower accuracy.1

    Wave Gun Energy 1 RP

    This is the shotgun of the energy weapon world. It is

    powerful up close, but though its accuracy is good at

    range its power suffers greatly.

    2

    Medium

    Launcher

    Missile

    Weapon2 RP

    This is a missile launcher and typically contains

    enough ammunition to launch 20 missiles before

    requiring resupply.

    5

    RocketLauncher

    MissileWeapon

    1 RP Unguided Rockets fired in massive salvoes, they havegreat power but very poor accuracy, though a single

    launcher typically carries about 100 rockets.

    5

    Torpedo

    Launcher

    Missile

    Weapon5 RP

    Fires heavy Torpedoes, but a single launcher can only

    have five before the ship needs to resupply.10

    Secondary Weapons

    Kinetic Cannon Kinetic 1 RPThis is a kinetic cannon. It projects a heavy shell into

    the void at the target.1

    Kinetic Assault

    GunKinetic 2 RP

    This is a more rapid fire kinetic cannon, it does its

    damage by smaller, but more numerous, shots.1

    Barrage Gun Kinetic 1 RPThe space-shotgun. It fires a lot of shots all at once to

    try and blanket an area of space in fire.2

    Beamer Energy 1 RP A beam weapon. Sustained damage and highaccuracy, but lower power than others.

    1

    Pulser Energy 2 RPThis weapon does more damage than the Beamer and

    has a high rate of fire, but lower accuracy.1

    Wave Gun Energy 1 RP

    This is the shotgun of the energy weapon world. It is

    powerful up close, but though its accuracy is good at

    range its power suffers greatly.

    2

    Light Launcher Missile 2 RP

    This is a missile launcher and typically contains

    enough ammunition to launch 20 missiles before

    requiring resupply.

    5

    Rocket

    Launcher Missile 1 RP

    Unguided Rockets fired in massive salvoes, they have

    great power but very poor accuracy, though a singlelauncher typically carries about 100 rockets. 5

    Torpedo

    LauncherMissile 5 RP

    Fires heavy Torpedoes, but a single launcher can only

    have five before the ship needs to resupply.10

    Point Defence

    CIWS Kinetic 1 RPThe CIWS, or close in weapons system, is a fast-

    tracking high rate of fire kinetic weapon.1

    Laserlight Energy 2 RPMore accurate than the CIWS and sustained firing

    makes this a weapon of choice.3

    Hammerhand Missile 5 RP Missile point defense, highly accurate, but expensive. 3

    Note that where applicable trait-specific weapons replace the items above, this will be noted in the trait

    descriptions themselves along with any changes to the stats. Also note that there are only a handful of types,

    Kinetic, Energy and Missile Weapon, certain exotic weapons will replace normal weapons if you have the trait.

    These represent basic everyday weapons. A player is free to come up with a reasonable technology that fits the

    description. But they may not resemble trait-weapons.

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    Now that weapons have been purchased you move onto other essential components. These include engine

    upgrades, sensors, crew quality, ship quality and tech level. These are all important. (And required.) It should

    also be noted that these are relevant to the ship in question. The High Power Engine on a Heavy Frigate is NOT

    as good as a High Power on a Fast Frigate for example. (Note: This table is shared by all ships)

    Part Name Cost Description

    NOTE: All parts cost a percentage of the hull cost. If the cost is 10%, and the hull cost is 100 RP then the cost

    is 10 RP. Be aware that some parts can be as much as double the hull cost!

    EnginesStandard 0% This is the basic drive that comes with your ship no matter what.

    High Power 25%This is a higher powered drive. It is reliable and provides higher speed but weakens

    the ships ability to manoeuvre

    Advanced

    Drive50%

    This drive is just as powerful as the high power drive but doesnt hinder its

    manoeuvring ability.

    Sensors

    Basic

    Sensors0%

    These are your basic sensor equipment, used to find anyone and anything. Their

    ability to find cloaked craft is inadequate and too short ranged however.

    Active

    Sensors50%

    These sensors are more powerful with a more significant range. Their cost is

    considered to be prohibitive for some, but acceptable for others.

    UltimoSensors 100% These expensive bastards are considered to be the second best sensors available toa craft. Doubling its sensor range and resolution few can deny the power of them.

    AEGIS

    Sensors200%

    High powered point defence sensors, they have the same resolution as the Ultimo

    but with enhanced fire control to the point defence weapons. (Best value in high PD

    ships)

    Crew Quality

    Rookie 0%New blood, dont trust them to go to the toilet without someone to guide their aim.These men are not to be relied upon.

    Green 25%These men have little training and experience, they can do their jobs, but are likely

    to panic. Dont use them on high value ships.

    Trained 50%Trained to do their jobs properly they are capable enough. But they lack valuable

    experience that could lead to their untimely demise.

    Experienced 100% Well trained with some experience. They can be trusted, most ships will be crewedby these men. Well, if the budget permits.

    Veteran 200%Hard men tried in battle, already having weeded out the weak these are the strong,

    luck and smart ones who are left.

    Elite 400%The best of the best, these men are hard and well experienced. They are those you

    trust for the missions that need the best. You cantafford anything less.

    Ship Quality

    Poor 0%These vessels are barely held together monuments to the scrap gods, and by those

    gods do they look all too ready for the part. Say a prayer before you undock.

    Standard 100%These vessels are those normally fielded by most, fresh off the show-room floor ofyour bog standard factory

    High Quality 200% These are well made vessels fresh out of a workmans proud hands. Built to excellentspecifications these vessels are more reliable than their cheaper cousins.

    Best Quality 300%These are the best-made vessels your resources can buy. Made to the best

    specifications with the best materials itll take punishment no other of its class can.

    Tech Level

    Normal None This ship is built with the normal technology used by your nation.

    Tech 2X2

    Modifier

    This ship is built with more advanced technology than most possess.

    Tech 3X3

    Modifier

    This ship is built with the best available technology you possess.

    Tech 4X5

    Modifier

    This ship is built with, well, frankly experimental technology. Its powerful, but

    remember that everything is experimental, dont be surprised if it blows up in your

    faces. At the worst time possible.Specials: Many ships have unique technologies, for every tech level higher than normal the player may, if

    approved, include a special piece of equipment, each special costs the same as the hull does. (Eg: A Light Cutter

    with Tech 3 could take 2 specials for a total of 200 RP for the specials.) This is added after the modifier is done

    so that they do not effect it.

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    CAPITAL SHIP CONSTRUCTION RULES

    Construction of actual ships is considerably more difficult than Strike Craft or the simple system. You have to

    account for every piece of critical equipment, weapon and special piece of gear!

    Every Capital Ship has the following characteristics.

    Class

    Name Crew Capital Weapons Primary Weapons Secondary Weapons Point Defence Weapons Sensors Engine Levels Crew Quality Ship Quality Tech Level Specials Total Cost

    Unlike the simple creator there is only one modifier, the Tech Level, ship quality and crew quality are

    purchased upgrades that cost a certain percentage of the hull depending on the level chosen. The first step is to

    pick the hull. The tech level modifier is applied AFTER all parts have been purchased.

    Note: Carriers do not have Capital Weapon Spaces, instead they have Hangar Spaces. (Also not Transports can

    only be bought using the simple system.

    CLASSCapital Weapon

    Spaces

    Primary

    Weapon Spaces

    Secondary

    Weapon Spaces

    Point Defence

    Weapon SpacesCrew Cost

    Light Cruiser 8 200 400 50 12000 1700 RPMedium Cruiser 10 250 500 60 19000 2500 RP

    Heavy Cruiser 16 300 600 40 24000 3500 RP

    Battlecruiser 24 350 700 50 30000 3700 RP

    Grand Cruiser 30 500 1000 40 38000 5000 RP

    Fast Battleship 100 800 1600 140 80000 8000 RP

    Battleship 140 850 1700 80 85000 10000 RP

    Heavy Battleship 160 1000 2000 60 98000 12000 RP

    Dreadnought 220 1400 2800 40 250000 24000 RP

    Superdreadnought 280 1800 3600 20 280000 30000 RP

    Mauler 600 4000 8000 40 545000 50000 RP

    DEFENCE SHIPS (Capital Class)

    Monitor 10 200 400 60 2700 3000 RP

    Q-Ship 1 60 120 80 850 1000 RP

    SPECIAL SHIPS

    Fleet Defender 0 20 20 400 15000 8000 RP

    Interdictor Small INTERDICTOR 20 40 60 1200 1000 RP

    Interdictor Med INTERDICTOR 200 400 100 40000 5000 RP

    Interdictor Large INTERDICTOR 400 800 100 90000 8000 RP

    SWSCS 5 125 250 30 22000 10000 RP

    NOTE: The SWSCS is an advanced sensor ship. It possesses the best sensors available.

    Flagship 10 100 200 200 10000 100000 RP

    NOTE:

    The Flagship is an upgrade to another ship. It can only be bought once. It provides the

    best possible shielding beyond what that ship could normally carry. The best commandand control and second best sensors available. (Limited to a Capital Ship Grand Cruiser

    or Larger.)

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    CARRIER CLASSCarrier

    Hangar SpacesPrimary Weapon

    SpacesSecondary Weapon

    SpacesPoint Defence

    Weapon Spaces Crew Cost

    Escort Carrier 20 0 6 12 400 300 RP

    Pocket Carrier 30 0 12 24 600 500 RP

    Light Carrier 400 0 40 48 1000 1200 RP

    Fast Carrier 200 0 30 44 1200 1800 RP

    Medium Carrier 1600 10 60 120 3000 2500 RPHeavy Carrier 3200 20 120 180 4000 4200 RP

    Supercarrier 4800 80 200 300 15000 12500 RP

    Once the hull is selected move on to arming your ships.

    Weapon NameWeapon

    TypeCost Description

    Spaces

    Required

    Capital Weapons

    Heavy Kinetic Kinetic 2 RP

    This is a heavier version of the kinetic cannon. Hits

    hard, harder and hardest. Dont blink or youll die. 1

    Kinetic Storm Kinetic 3 RPThis is a Capital version of the Kinetic Assault Gun,

    dont get in front of it.1

    Heavy Barrage

    GunKinetic 2 RP

    This is the biggest Barrager. You dont want to be

    anywhere near it when it fires. Ever.2

    Heavy Beamer Energy 2 RPThe Capital Beamer is a ship-killer if you stay where

    it can find you.1

    Heavy Pulsar Energy 3 RPThe Heavy Pulsar is a heavier version of the Pulsar.

    Its fire rate is identical, but it hits harder. Much.1

    Ultra Wave Gun Energy 2 RPAn upgraded Wave Gun its effects are even shorter

    ranged. But it hits noticeably harder.2

    HeavyLauncher

    Missile 3 RP The Heavy Launcher launches much larger missileswith bigger warheads, but theyre slower.

    10

    Heavy Rockets Missile 2 RPHeavy Rockets are slower, just as unguided, but their

    warheads kick like a mule.10

    Heavy

    TorpedoesMissile 10 RP

    These Torpedoes make the Primary torpedo launcher

    look like pop-guns.20

    Primary Weapons

    Kinetic Cannon Kinetic 1 RPThis is a kinetic cannon. It projects a heavy shell into

    the void at the target.1

    Kinetic Assault

    GunKinetic 2 RP

    This is a more rapid fire kinetic cannon, it does its

    damage by smaller, but more numerous, shots.1

    Barrage Gun Kinetic 1 RP

    The space-shotgun. It fires a lot of shots all at once to

    try and blanket an area of space in fire. 2

    Beamer Energy 1 RPA beam weapon. Sustained damage and high

    accuracy, but lower power than others.1

    Pulsar Energy 2 RPThis weapon does more damage than the Beamer and

    has a high rate of fire, but lower accuracy.1

    Wave Gun Energy 1 RP

    This is the shotgun of the energy weapon world. It is

    powerful up close, but though its accuracy is good at

    range its power suffers greatly.

    2

    Medium

    LauncherMissile 2 RP

    This is a missile launcher and typically contains

    enough ammunition to launch 20 missiles before

    requiring resupply.

    5

    RocketLauncher

    Missile 1 RPUnguided Rockets fired in massive salvoes, they havegreat power but very poor accuracy, though a single

    launcher typically carries about 100 rockets.

    5

    Torpedo

    LauncherMissile 5 RP

    Fires heavy Torpedoes, but a single launcher can only

    have five before the ship needs to resupply.10

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    Secondary Weapons

    Kinetic Cannon Kinetic 1 RPThis is a kinetic cannon. It projects a heavy shell into

    the void at the target.1

    Kinetic Assault

    GunKinetic 2 RP

    This is a more rapid fire kinetic cannon, it does its

    damage by smaller, but more numerous, shots.1

    Barrage Gun Kinetic 1 RPThe space-shotgun. It fires a lot of shots all at once to

    try and blanket an area of space in fire.2

    Beamer Energy 1 RPA beam weapon. Sustained damage and high

    accuracy, but lower power than others.1

    Pulser Energy 2 RPThis weapon does more damage than the Beamer and

    has a high rate of fire, but lower accuracy.1

    Wave Gun Energy 1 RP

    This is the shotgun of the energy weapon world. It is

    powerful up close, but though its accuracy is good at

    range its power suffers greatly.

    2

    Light Launcher Missile 2 RPThis is a missile launcher and typically contains

    enough ammunition to launch 20 missiles resupply.5

    Rocket

    LauncherMissile 1 RP

    Unguided Rockets fired in massive salvoes, they have

    great power but very poor accuracy, though a single

    launcher typically carries about 100 rockets.

    5

    Torpedo

    Launcher Missile 5 RPFires heavy Torpedoes, but a single launcher can only

    have five before the ship needs to resupply. 10

    Point Defence

    CIWS Kinetic 1 RPThe CIWS, or close in weapons system, is a fast-

    tracking high rate of fire kinetic weapon.1

    Laserlight Energy 2 RPMore accurate than the CIWS and sustained firing

    makes this a weapon of choice.3

    Hammerhand Missile 5 RP Missile point defense, highly accurate, but expensive. 3

    On the next page are detailed all the carrier relevant parts and equipment. If you have not chosen a carrier or

    do not have Hangerise feel free to skip the next page.

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    Now that weapons have been purchased you move onto other essential components. These include engine

    upgrades, sensors, crew quality, ship quality and tech level. These are all important. (And required.) It should

    also be noted that these are relevant to the ship in question. The High Power Engine on a Heavy Frigate is NOT

    as good as a High Power on a Fast Frigate for example. (Note: This table is shared by all ships)

    Part Name Cost Description

    NOTE: All parts cost a percentage of the hull cost. If the cost is 10%, and the hull cost is 100 RP then

    the cost is 10 RP. Be aware that some parts can be as much as double the hull cost!

    EnginesStandard 0% This is the basic drive that comes with your ship no matter what.

    High Power 5%This is a higher powered drive. It is reliable and provides higher speed but weakens

    the ships ability to manoeuvre

    Advanced

    Drive10%

    This drive is just as powerful as the high power drive but doesnt hinder its

    manoeuvring ability.

    Sensors

    Basic

    Sensors0%

    These are your basic sensor equipment, used to find anyone and anything. Their

    ability to find cloaked craft is inadequate and too short ranged however.

    Active

    Sensors10%

    These sensors are more powerful with a more significant range. Their cost is

    considered to be prohibitive for some, but acceptable for others.

    UltimoSensors 20% These expensive bastards are considered to be the second best sensors available toa craft. Doubling its sensor range and resolution few can deny the power of them.

    AEGIS

    Sensors30%

    High powered point defence sensors, they have the same resolution as the Ultimo

    but with enhanced fire control to the point defence weapons. (Best value in high PD

    ships)

    Crew Quality

    Rookie 0%New blood, dont trust them to go to the toilet without someone to guide their aim.These men are not to be relied upon.

    Green 5%These men have little training and experience, they can do their jobs, but are likely

    to panic. Dont use them on high value ships.

    Trained 10%Trained to do their jobs properly they are capable enough. But they lack valuable

    experience that could lead to their untimely demise.

    Experienced 15% Well trained with some experience. They can be trusted, most ships will be crewedby these men. Well, if the budget permits.

    Veteran 20%Hard men tried in battle, already having weeded out the weak these are the strong,

    luck and smart ones who are left.

    Elite 25%The best of the best, these men are hard and well experienced. They are those you

    trust for the missions that need the best. You cant afford anything less.

    Ship Quality

    Poor 0%These vessels are barely held together monuments to the scrap gods, and by those

    gods do they look all too ready for the part. Say a prayer before you undock.

    Standard 5%These vessels are those normally fielded by most, fresh off the show-room floor ofyour bog standard factory

    High Quality 10% These are well made vessels fresh out of a workmans proud hands. Built to excellentspecifications these vessels are more reliable than their cheaper cousins.

    Best Quality 15%These are the best-made vessels your resources can buy. Made to the best

    specifications with the best materials itll take punishment no other of its class can.

    Tech Level

    Normal None This ship is built with the normal technology used by your nation.

    Tech 2X 4

    Modifier

    This ship is built with more advanced technology than most possess.

    Tech 3X6

    Modifier

    This ship is built with the best available technology you possess.

    Tech 4X8

    Modifier

    This ship is built with, well, frankly experimental technology. Its powerful, but

    remember that everything is experimental, dont be surprised if it blows up in your

    faces. At the worst time possible.Specials: Many ships have unique technologies, for every tech level higher than normal the player may, if

    approved, include a special piece of equipment, each special costs the same as the hull does. (Eg: A Light Cutter

    with Tech 3 could take 2 specials for a total of 200 RP for the specials.) This is added after the modifier is done

    so that they do not effect it.

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    NATION SPECIFIC SHIPS

    The following are the nation specific ship types. In addition their weapon types will also be listed with costs and

    space requirements. The example table is seen below empty. (It should look familiar.)

    WARNING: Any vessels not on this cannot be made using the Complex Ship Builder.

    CLASSCapital Weapon

    Spaces

    Primary

    Weapon Spaces

    Secondary

    Weapon Spaces

    Point Defence

    Weapon SpacesCrew Cost

    WARLORD.

    CLASS Capital WeaponSpaces PrimaryWeapon Spaces SecondaryWeapon Spaces Point DefenceWeapon Spaces Crew Cost

    Warhound Destroyer 1 30 180 50 750 800 RP

    Warhorse Frigate 1 30 50 20 500 600 RP

    Galleon Cruiser 22 300 600 40 24000 3500 RP

    NOTE:The Galleon Cruiser mounts all its Capital weapons and Primary weapons in

    broadside configurations. Only 2 Capital and 20 Primary cover the prow armament.

    Ironclad Battleship 180 900 1800 100 100000 12000 RP

    Super-Mauler 1200 8000 16000 80 1200000 100000 RP

    DESPOILER

    CLASSCapital Weapon

    Spaces

    Primary

    Weapon Spaces

    Secondary

    Weapon Spaces

    Point Defence

    Weapon SpacesCrew Cost

    Gas Drones 2 Biowar 6 12 12 0 250 RP

    Biowar Destroyer 10 Biowar 20 100 40 800 800 RP

    Biowar Cruiser 80 Biowar 250 540 20 18000 4200 RP

    Radiation Bath 100 Radiation 20 20 20 20000 6000 RP

    Plaguebearer BB 60 Biowar 800 1500 140 140000 12000 RP

    SCIENTIST

    CLASS Capital WeaponSpaces PrimaryWeapon Spaces SecondaryWeapon Spaces Point DefenceWeapon Spaces Crew Cost

    Wormhole Assault

    Ship10 Wormholes 100 500 200

    120000

    (80%T)

    15000 RP

    Enerjax Projector 1 Enerjax

    Cannon

    60 400 100 240 6000 RP

    TheGravity Lift 10 Orbit to Surface Tractor Beams 10000 (98% Troops) 800 RP

    ECONOMIST

    CLASSCapital Weapon

    Spaces

    Primary

    Weapon Spaces

    Secondary

    Weapon Spaces

    Point Defence

    Weapon Spaces

    Crew Cost

    Market Escorts 0 40 60 60 700 1000 RP

    Economic Defence

    Dreadnought200 1600 2800 240 250000 32000 RP

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    INDUSTRIALIST

    CLASSCapital Weapon

    Spaces

    Primary

    Weapon Spaces

    Secondary

    Weapon Spaces

    Point Defence

    Weapon SpacesCrew Cost

    Factory Cutter Factory 1 6 18 44 175 RP

    Factory Frigate Factory 50 30 20 440 700 RP

    Factory Destroyer Factory 40 60 20 550 900 RP

    Heavy Assault

    Cruiser40 600 1200 60 42000 6000 RP

    HUNTER

    CLASSCapital Weapon

    Spaces

    Primary

    Weapon Spaces

    Secondary

    Weapon Spaces

    Point Defence

    Weapon SpacesCrew Cost

    Bloodtracker

    Division-ship0 6 40 40 120 1000 RP

    Hawkeye Spyship 0 0 80 40 60 2000 RP

    Silent Night 100 800 1600 140 80000 14000 RP

    DESTROYER

    CLASSCapital Weapon

    Spaces

    Primary

    Weapon Spaces

    Secondary

    Weapon Spaces

    Point Defence

    Weapon SpacesCrew Cost

    Siege Ship Siege Laser 120 1000 50 90000 8000 RP

    Siege Driver Siege Driver 0 500 50 120000 10000 RP

    World BurnerNuclear

    Saturation0 0 20 500 40000 RP

    Planet Cracker Planet Cracker 0 0 100 15000 50000 RP

    ISOLATIONIST

    CLASSCapital Weapon

    Spaces

    Primary

    Weapon Spaces

    Secondary

    Weapon Spaces

    Point Defence

    Weapon SpacesCrew Cost

    Eviction Notice 160 1000 2000 60 98000 12000 RP

    The Promethean

    Tug600 3000 10000 40 545000 60000 RP

    SPYMASTER

    CLASSCapital Weapon

    Spaces

    Primary

    Weapon Spaces

    Secondary

    Weapon Spaces

    Point Defence

    Weapon SpacesCrew Cost

    S.I.S Cutter 0 0 6 14 30 600 RPS.I.S Destroyer 0 40 60 20 550 1000 RP

    S.I.S Cruiser 0 500 1000 40 38000 4000 RP

    S.I.M.S 0 100 100 100 1000 10000 RP

    Infiltration

    Battleship60 750 1200 140 80000 14000 RP

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    THEOCRACY

    CLASSCapital Weapon

    Spaces

    Primary

    Weapon Spaces

    Secondary

    Weapon Spaces

    Point Defence

    Weapon SpacesCrew Cost

    Faith 0 200 400 50 12000 1100 RP

    Purity 0 50 30 20 440 500 RP

    Virtue 12 500 1000 40 38000 4200 RP

    Judgement 46 850 1700 80 85000 9000 RP

    Wrath 140 1000 2000 60 98000 14000 RP

    CYBERNETICIST

    CLASSCapital Weapon

    Spaces

    Primary

    Weapon Spaces

    Secondary

    Weapon Spaces

    Point Defence

    Weapon SpacesCrew Cost

    Regenerative

    Frigate0 30 50 20 400 500 RP

    Regenerative

    Destroyer0 30 180 50 650 800 RP

    Regenerative

    Cruiser10 250 500 60 19000 4000 RP

    THE CULTURE

    CLASSCapital Weapon

    Spaces

    Primary

    Weapon Spaces

    Secondary

    Weapon Spaces

    Point Defence

    Weapon SpacesCrew Cost

    National Pride 180 1200 2400 40 250000 20000 RP

    CSV 10 250 500 60 19000 2000 RP

    GSV Factory Bays 800 1600 140 80000 8000 RP

    ISVTroop Landing

    Module200 400 50 12000 1000 RP

    ENSLAVERS

    CLASSCapital Weapon

    Spaces

    Primary

    Weapon Spaces

    Secondary

    Weapon Spaces

    Point Defence

    Weapon SpacesCrew Cost

    Raider 0 30 50 20 400 500 RP

    Ripper 8 200 400 50 12000 1200 RP

    Harvesting

    Battle-Rider0 100 100 100 1000 800 RP

    C.L.A.W 0 50 30 20 440 600 RP

    Harvester 5000 Carrier 80 200 300 20000 18000 RP

    CRIMEOCRACY

    CLASSCapital Weapon

    Spaces

    Primary

    Weapon Spaces

    Secondary

    Weapon Spaces

    Point Defence

    Weapon SpacesCrew Cost

    Smuggling Boat 0 30 50 20 400 500 RP

    Pirate Gunboat 0 30 180 50 650 600 RP

    Pirate Cruiser 24 350 700 50 30000 4200 RP

    Black Q-Ship 4 60 120 80 850 1200 RP

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    SHIP BUILDER

    COMPLEXNATION SPECIFIC WEAPONS

    This here is an Interex 950 Ion Cannon. Itll disable a cruiser a half a light-

    second. How many you want?

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    NATION SPECIFIC WEAPONS

    WARLORD

    Weapon NameWeapon

    TypeCost Description

    Spaces

    Required

    Capital Weapons

    Siege Gun Kinetic 200 RP A heavy spinal kinetic weapon, this weapon doesincredible amounts of damage at almost any range.

    200

    Thunderer

    BatteriesKinetic 10 RP

    The Thunderer is a heavier version of the Kinetic

    Storm weapon. And far more dangerous.5

    Primary Weapons

    Heavy

    Penetrator

    Missile Banks

    Missile 50 RPThe Penetrator Missile Banks are heavy missile

    launchers fitted with shield-bypassing missile. (50)30

    Heavy

    MetalstormKinetic 25 RP

    The Metalstorm is a combination of the Kinetic

    Assault Gun and a Barrage Gun. Do not get in its way.6

    Secondary Weapons

    Light

    PenetratorMissile Banks

    Missile 50 RP The Penetrator Missile Banks are heavy missilelaunchers fitted with shield-bypassing missile. (50) 30

    Light

    MetalstormKinetic 25 RP

    The Metalstorm is a combination of the Kinetic

    Assault Gun and a Barrage Gun. Do not get in its way.6

    Point Defence

    AEGIS Point

    DefenceMixed 100 RP

    This point defence mixes all types of point defence

    into an Integrated AEGIS sensor linked to only those

    weapons. This makes it the best point defence

    available.

    10

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    DESPOILER

    Weapon NameWeapon

    TypeCost Description

    Spaces

    Required

    Biowar Weapons

    Mutagenic

    SporesBiological 100 RP

    Spores that change the biosphere of a world for the

    worst, increased chances of Cancers, increases in

    flesh-eating viruses and all manner of other horrors.

    1 Biowar

    IAM Biological 100 RPMutagens to increase the number of aggressive DNAmarkers in native life.

    1 Biowar

    Genetic

    CollapseBiological 1000 RP

    This is a strange trait, it doesnt actually collapse thegene-pool, none of its alterations should result in

    extinction, however it does mean the most

    undesirable genetic markers become pre-dominant.

    40 Biowar

    Radiation Weapons

    Broad

    Wavefront

    Projector

    Radiation 50 RP

    The Broad Wavefront Projector fires a concentrated

    burst of radiation in, as its name might suggest, a

    broad wavefront, this weapon cannot miss its target

    but it does little damage.

    10 Capital

    Gamma Burst Radiation 20 RP

    A radiation weapon similar to the X-Ray Laser butmuch broader in its effect, however it doesnt bypass

    the hull or armour and due to this shields and

    armour must BOTH be compromised before this

    weapon can do damage.

    10 Capital

    Gamma Soak Radiation 1000 RP

    A planetary bombardment weapon used by

    Despoilers when such measures must be taken. A

    projector that soaks the groundside target in gamma

    radiation. Everything underneath its soak dies.

    100

    Radiation

    Primary Weapons

    X-Ray Laser Radiation 10 RP

    A laser that ignores armour and hulls to kill anything

    organic about the target. However it cannot pierce

    shields. Period.

    5

    Secondary Weapons

    X-Ray Laser Radiation 10 RP

    A laser that ignores armour and hulls to kill anything

    organic about the target. However it cannot pierce

    shields. Period.

    5

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    SCIENTISTS

    Weapon NameWeapon

    TypeCost Description

    Spaces

    Required

    Capital Weapons

    Nanotech

    CannonKinetic 100 RP

    The fire a nanite swarm in a jacketed cartridge that

    explodes on the target covering them with a swarm

    of nanites who are set to disassemble the target.

    5

    Grav Wave

    CannonExotic 200 RP

    With a wave of compressed space, one can penetratestandard shielding. Size, complexity and cost ensures

    that these weapons are rarely seen.

    15

    Zero-Point

    ReaperEnergy 20 RP

    An energy weapon powered from Zero-Point space.

    Has control issues however, if operated for too long it

    will cause a feedback destruction loop.

    4

    Primary Weapons

    Zero-Point

    ReaperEnergy 10 RP

    An energy weapon powered from Zero-Point space.

    Has control issues however, if operated for too long it

    will cause a feedback destruction loop.

    4

    Grav Wave

    Cannon Exotic 100 RP

    With a wave of compressed space, one can penetrate

    standard shielding. Size, complexity and cost ensuresthat these weapons are rarely seen.

    15

    Nanotech

    CannonKinetic 50 RP

    The fire a nanite swarm in a jacketed cartridge that

    explodes on the target covering them with a swarm

    of nanites who are set to disassemble the target.

    5

    Secondary Weapons

    Zero-Point

    ReaperEnergy 5 RP

    An energy weapon powered from Zero-Point space.

    Has control issues however, if operated for too long it

    will cause a feedback destruction loop.

    4

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    DESTROYERS

    Weapon NameWeapon

    TypeCost Description

    Spaces

    Required

    Capital Weapons

    Spinal Mass

    DriverKinetic 1000

    Take a one thousand ton spear of tungsten (or other

    metal) accelerate it through a mass driver to .65c and

    watch the fireworks.

    100

    Reaper Beams Energy 100Six of the heaviest laser weapons short of a siegelaser mounted into a single cycle-firing spinal mount.

    20

    Primary Weapons

    Heavy

    Penetrator

    Missile Banks

    Missile 50 RPThe Penetrator Missile Banks are heavy missile

    launchers fitted with shield-bypassing missile. (50)30

    Secondary Weapons

    Light

    Penetrator

    Missile Banks

    Missile 50 RPThe Penetrator Missile Banks are heavy missile

    launchers fitted with shield-bypassing missile. (50)30

    EMP Co-AxialLaser

    Energy 12 RP

    A weapon designed to fire alongside standard Laser

    Batteries, these weaken a targets shields allowing thehigh powered laser weapon to penetrate and do the

    damage directly to the hull.

    2

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    ENSLAVERS

    Weapon NameWeapon

    TypeCost Description

    Spaces

    Required

    Capital Weapons

    Ion Storm

    ProjectorEnergy 100 RP This weapon is king for disabling shields and ships. 5

    Primary Weapons

    Ion StormProjector

    Energy 100 RP This weapon is king for disabling shields and ships. 5

    Stun Cannon Energy 50 RPThis weapon stuns the crew of enemy ships to make

    it easier to take slaves.5

    Secondary Weapons

    Ion Storm

    ProjectorEnergy 100 RP This weapon is king for disabling shields and ships. 5

    Stun Cannon Energy 50 RPThis weapon stuns the crew of enemy ships to make

    it easier to take slaves.5