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