Ships Classes
The size of your ship dictates it's class. The class of the ship will effect
it's performance and some modifiers.
Size (ex SS) |
Class |
Support Cost |
mv per eng |
Cost to repair |
Passive scan range |
Passive footprint |
Visible in gravwell |
DarkLight gain |
0-10 |
Fighter |
1 |
4 |
-3 |
3 |
0 |
8 |
0.25 |
11-20 |
Frigate |
2 |
3 |
-2 |
2 |
1 |
7 |
0.5 |
21-30 |
Destroyer |
3 |
2 |
-2 |
1 |
2 |
6 |
0.75 |
31-40 |
Cruiser |
5 |
1 |
-1 |
0 |
3 |
5 |
1 |
41-55 |
BattleShip |
7 |
1 |
0 |
0 |
4 |
4 |
1.5 |
56-65 |
Dreadnaught |
10 |
1 |
0 |
0 |
5 |
3 |
1.75 |
66+ |
Mauler |
14 |
1 |
1 |
0 |
6 |
2 |
2 |
- Size ex SS
- This is the ship size excluding the super structure. Note that super structure
DOES count towards a ships max speed, but DOES NOT count towards ship classification
ie Max ship speed is 20 - (size /4)
- Support Cost
- Your race is given a fleet support revenue value, calculated as 40+colony
revenue after tax. You fleet cost is the sum of the support costs of your
ships, and the available balance is the races fleet support - current fleet
cost..
- Move per engine
- Each unit of engine can move the vessel a certain distance, but only up
to the ships max speed.
- Cost to repair
- If a unit costs 5 to repair normally then this modifier is applied, eg
a fighter costs 5-3=2 mass to repair a unit
- Passive scan range
- Within this distance the vessel can detect other ships, just by being close.
Smaller ships create less interference and so can see further. It is the combination
of the target footprint and the scanners passive value which gives the range
at which ships are detected. So Maulers can detect other Maulers at range
6 due to thier footprint.
- Passive footprint
- Simply add the scanners passive scan to the targets footprint to get the
range at which it is seen.
- Gravity Well visibility
- If gravity well + passive footprint >4 then the vessel creates a disturbance
and becomes visible.
- DarkLight gain
- This is the gain that the enemy flagship will get if your vessel jumps away
from the system. This value will be doubled if they destroy your ship.
- Ship Jumping
- All ships have to be 20+ hexes from a planet to engage their RipDrives
-