The Technical Database (TB) contains all data
related to a specific class of ship.
| Type name |
Kind of ship (ISD, VSD,
etc) |
| Class |
Capital - freighter -
fighter |
| Length |
In meters |
| Hull |
Resistance of the hull of a
ship, classic A/B system where A shows the actual state of the hull
and the B is the max level.
When hull = 0/B, ship is destroyed. B is depending of the class. |
| Hyperspeed |
Speed coefficient used to
calculate the time to travel between 2 star systems. The maximum
hyperspeed any ship can reach is 15. |
| Sublight speed |
Speed coefficient used to
calculate the time to travel inside a system. The maximum sublight
speed any ship can reach is 150. |
| Max speed |
Speed coefficient used to
calculate the time to travel on a planet. |
| Max passengers |
Max number of passengers
that the ship can carry. |
| Weight/Volume |
Weight and volume of the
ship, see also capacity. |
| Weight/Vol.
Capacity |
A ship can carry as many
smaller ships, vehicles and/or raw material until one of these numbers
is reached by adding up all the weight/volume numbers of the ships,
vehicles and raw material.
This is depending on whether it has a Docking Bay and/or Hangar Bay. See
Special Characteristics |
| Repulsor |
Ships equipped with
repulsor can land, others simply cannot. |
| Deflector shields |
A/B system. All laser hits
and so decrease the A till X = 0. When A = 0, the hull begins to
decrease if further hits. |
| Ionic capacitance |
A/B system. Only ion
weapons can decrease A. When A = 0, ship is disable (can't move, fire,
flee). |
| Weapon systems |
Listing of all weapons that
are mounted on the ship hull |
| Escape pods |
If there are A pods, then
A-1 passengers and the commander can escape, or A passengers can
escape. See the Movement: Escape Pods
rules. |
| Sensors |
Allows the detection of
other entities (ships, stations, vehicles...) at nearby locations. For
more details, see the Vision rules. |
| ECM |
Electronic counter
measures, used as cloaking device with Sensors. This can also include
non electronic counter measures in regards to stealth eg. dark paints,
etc. See the Vision rules. |
| Energy |
Available energy on the
ship. |
| Manoeuvrability |
1-10
1 is for heavy capital ships (ISD or so)
10 is for yet to be researched fighters. |
| Special
Characteristics/ Modifications |
List the special features
of the facility:
Docking Bay - Ships can land inside ship
Hangar Bay - Vehicles can park inside ship
Gravity Generators - has a gravity well projector and generators that,
when turned on, prevent ships in the nearby area from fleeing into
hyperspace. See the Movement rules.
Unique - Only one of this type ship can ever be built |
| Raw Materials
needed |
List of all required
resources to build this kind of ship |
| Price |
This is the strict raw
materials price. To know the total production price of a ship (costs
of materials + costs of production), you must double that amount. |
| Datacard owned by |
List of all publicly known
factions that own a datacard to this ship type |
| CP Price |
This is the cost of the
ship on the CP Exchange System.
Note: only a few ships are available on the exchange |