Standard Ship Systems

(Version 1.04 - Last Modified: 12/01/2005)



Introduction

Most modern spaceships are huge and hideously complex, with the necessary environmental systems competing for space with equally important weapon and propulsion systems, but there are standard features that are present in most spaceships. The main difference in spaceships depends on whether a ship is a civilian ship or a military ship. Most civilian ships have few if any offensive systems and are not designed for combat, conversely, a military ship is designed for war and battles, usually against other military ships. These systems can also be found on space stations and satellites.


Combat Systems

From computers to shields to electronic counter measures, combat systems are vital to protect a ship from attacks and to allow a ship to hit a target. Combat Systems are obviously important to military ships, but civilian ships often require some measure of protection as well.

  1. Electronic Warfare System: (Offensive / Defensive)
  2. Hull Armor: (Defensive)
  3. Jamming Systems: (Offensive)
  4. Localized Shield System: (Defensive)
  5. Omni-Directional Shield System: (Defensive)
  6. Sectionized Hull Regions: (Defensive)
  7. Stealth Systems: (Defensive)
  8. Targeting Computer: (Offensive)
  9. Variable Shield System: (Defensive)

Communication Systems

This category covers how one ship communicates with another ship. Most communications travel at the speed of light, which often makes them unsuitable for communication between star systems, but there are types of communications systems that can travel FTL, although they are generally only available to the more advanced space groups. Most communications can be relayed through satellites or similar devices to extend the maximum range of a ship's communication equipment. There are two important factors concerning communication equipment. The first is the maximum, unimpeded range of the device and the second is how easy it is to jam or intercept a communication from the device. Both of these factors vary widely depending on the quality and size of each ship's communication equipment, but generally, larger ships have more powerful communication relays that have longer range.

  1. Gravity Pulse:
  2. Hyper-Dimensional Relay:
  3. Laser:
  4. Phase Receiver:
  5. Radio:

General Systems

This category of ship systems do not fit into any of the other categories and are generally related to life support and command and control facilities. The systems in this category are found on nearly all ships.

  1. Energy Reactor:
  2. Gravity Generator:
  3. Inertial Compensator:
  4. Life Pods:
  5. Life Support:
  6. Radiation Shielding:
  7. Tractor Beams:

Propulsion Systems

What would a ship be without the ability to move from one place to another. There are two main types of propulsion systems, one for sublight speed travel and for for faster-than-light (FTL) travel. There are many different types of propulsion systems that require many different levels of technology. At the low end of technology scale are the simple chemical engines that use ignited particles and the high end of the scale are the powerful gravity manipulating engines.

There are three things that determine how fast a ship can travel at sublight speeds. The first is its propulsion system, which will determine a ship's maximum acceleration rate. The second is an inertial compensator, which will determine how much acceleration a ship's personnel and system can survive. The third and final system is a particle shield that will protect a vessel from micro-meteors and particles of dust. A ship without a particle shield, however it is achieved, could easily be heavily damaged by a small grain of sand if the ship runs into the grain of sand at a significant fraction of the speed of light. Examples of particle shields include simple force fields that withstand the impact before it hits the ship, deflector systems that push the particles away from the ship, and armor that is designed specifically for the purpose of withstanding impacts from small particles. Most particle shields are not useful against bullets or rail guns, but there some systems that are so advanced that they can easily absorb the fast moving particles, even though they are significantly larger then most particles of dust.

  1. Anti-Gravity Drive: (Sublight)
  2. Chemical Rocket: (Sublight)
  3. Contra-Gravitonic Drive: (FTL)
  4. Dimensional Rift Jump Drive: (FTL)
  5. Hyper-Dimensional Drive: (FTL)
  6. Phase Drive: (FTL)
  7. Solar Sail: (Sublight)

Sensor Systems

Sensor systems are needed to detect other ships and to identify a threat to a vessel. There are many different types of sensor systems, varying for a simple radar system to a highly complex electromagnetic sensor. There are two different types of sensors: active and passive. Active sensors actively emit radiation and use the reflection of that radiation to detect other objects. Unfortunately, the main disadvantage of active sensors is that they can be detected at twice the range in which the sending ship can detect others. For example, a ship with an active radar array that has a maximum range of 100,000 miles (160,934 km) can be detected at a range of up to 200,000 miles (321,869 km). To avoid this, most ships employ a method known as "pinging," where the non-passive sensors are activated only in a single pulse instead of running them continuously. This greatly reduces the chance that the active sensors will be accidently detected, although it doesn't eliminate the possibility entirely. In contrast, instead of sending out signals to detect an enemy presence, a passive sensor detects signals coming off of a ship, these signals can include electromagnetic signals or even the gravity that its mass creates. While passive sensors cannot be detected, they are limited to only being able to detect the signals produced by a ship. Even though it is impossible to hide a ship's gravity presence, most other emissions can be hidden, or at least decreased, to make a ship harder to detect.

Using a sensor properly requires the Read Sensor Equipment skill and it is used determine if a ship is detected by the sensor system and if it can be tracked and identified. The base percentage for these rolls is 60% or the percentage of the senior sensor technician, whichever is higher, and this percentage can be modified by each sensor. The first roll determines whether a target has been detected, while the second roll determines if it can be tracked when it moves, and the third and final roll determines whether the target can be identified. Even if the third roll is successful, it is possible that the Targeting Computer cannot identify the target if it has never seen anything like it before, but if the target is in the computer's databanks, then it can be identified. It is possible for modifiers to bring the percentage total above 100% and in that case, it means that the sensor works perfectly and no roll is necessary. While sensors may update themselves often, a sensor is only allowed to roll three time per melee to detect new targets and is only required to roll once per melee to continue to track a target, and can only attempt to identify a target once per melee.

For each sensor, a table is provided that shows the typical ranges for sensor systems equipped on ships in the Three Galaxies. Each table is comprised of a sensor class and the maximum range they can detect tiny, small, medium, or large objects. Class I sensors are usually equipped on civilian ships of all sizes, class II sensors are usually equipped on shuttles, class III sensors are usually equipped on frigate-sized ships or smaller, class IV sensors are usually equipped on destroyer-sized ships, class V sensors are usually equipped on Cruiser or Battlecruiser-sized ships, class VI sensors are usually equipped on Battleship-sized ships, class VII sensors are usually equipped on Dreadnought-sized ships or larger, class VIII sensors are usually equipped on large orbital space stations. See Ship Classes and Types for specific sensor classes a typical ship in the Three Galaxies is equipped with. Obviously ships with more advanced technology could easily have more powerful sensors, while those with technology that is below the average in the Three Galaxies would likely have sensors with less range. A tiny object is any object that is less then 150' (45.7 m) or less then 1000 tons (907.2 metric tons). A small object is any object that is between 150' (45.7 m) and 1000' (305 m) long or between 1000 tons (907.2 metric tons) and 400,000 tons (362,874 metric tons). A medium object is any object that is between 1000' (305 m) and 5000' (1524 m) long or between 400,000 tons (362,874 metric tons) and 18 million tons (16.3 million metric tons). A large object is any object that is greater then 5000' (1524 m) long or greater then 18 million tons (16.3 million metric tons).

  1. Contra-Grav Sensor: (Passive)

  2. Electromagnetic Detection: (Passive)
  3. Gravity Sensor: (Passive)

  4. Neutrino Sensor: (Passive)

  5. Radar: (Active)

Weapon Systems

Weapons are vital to a ship's survival in the harsh realities of space. From pirates to wars, combat is a danger that lurks over most spaceship captains. Most civilian ships have little in the way of weapon systems, often limited to point defense weapons, but military ships are almost always built around the most powerful and most effective weapon systems.

  1. Capital Ship Weapons: (Offensive)
  2. Missile Launchers: (Offensive / Defensive)
  3. Point Defense Weapons: (Defensive)