Components
The parts a ship design is built from, grouped as the ship designer groups them.
Command and Control
| Component | Tiers | What it does | Available |
|---|---|---|---|
| Single | The main control centre of a starship. | From the start | |
| Single | Living space where the crew spends its off-hours. | From the start | |
| Single | Air, water and warmth - the systems that keep a crew alive between the stars. | From the start | |
| I to III | An AI neural net that flies and crews a whole starship in place of its bridge, life support and crew. | Computers 1 |
Sensors
| Component | Tiers | What it does | Available |
|---|---|---|---|
| I to III | Fire-control sensors that sharpen a ship's aim in combat. | Sensors 1 | |
| I to III | Electronic counter-measures that spoof incoming fire, making the ship harder to hit. | Combat Support 1 |
Propulsion
| Component | Tiers | What it does | Available |
|---|---|---|---|
| I to III | A magnetically-accelerated ion drive - the workhorse of interstellar travel. | From the start | |
| I to III | A fusion torch - the same tonnage, appreciably more thrust. | Propulsion 4 | |
| I to III | Matter-antimatter annihilation, driving the hull harder still. | Propulsion 7 | |
| I to III | A quantum drive - the fastest thing a hull can carry. | Propulsion 10 |
Weapons
| Component | Tiers | What it does | Available |
|---|---|---|---|
| I to V | Hurls dense uranium slugs at a target at high velocity. | From the start | |
| Single | A heavy guided warhead built to pound fortified worlds. | From the start | |
| Single | Bleeds an enemy's shields away without touching the hull. | Shield-Piercing Weapons 1 | |
| Single | A tuned beam that slips straight through shields. | Phase Weapons 1 | |
| Single | A null-space projector that ignores shields and armour alike. | Voidspace Weapons 1 | |
| Single | Scatters an ion charge through a target's engines to cripple its drive. | Engine Disruptors 1 | |
| Single | Rakes a target's weapon mounts, silencing its guns. | Weapon Disruptors 1 | |
| I to XII | A focused stream of charged particles that rakes a target at range. | Directed-Energy Weapons 1 |
Defence
| Component | Tiers | What it does | Available |
|---|---|---|---|
| I to III | Ablative plating that soaks damage before it reaches the ship's systems. | Armour 1 | |
| I to V | Projects an energy shield that absorbs fire between battles. | Shields 1 |
Construction
| Component | Tiers | What it does | Available |
|---|---|---|---|
| I to III | A mobile repair yard that mends the components of nearby ships in the field. | Repair 1 |
Remote Mining
| Component | Tiers | What it does | Available |
|---|---|---|---|
| I to III | Autonomous robots that strip minerals from an uncolonised world, wearing it out for good. | From the start | |
| I to III | Autonomous robots that coax organics from an uncolonised world, wearing it out for good. | From the start | |
| I to III | Autonomous robots that draw radioactives from an uncolonised world, wearing it out for good. | From the start |
Storage
| Component | Tiers | What it does | Available |
|---|---|---|---|
| Single | Extra tankage that stretches how far the ship can range from home. | From the start | |
| I to III | Draws on a system's starlight to replenish the ship's own supply tank in the field. | Stellar Harnessing 1 |
Colony
| Component | Tiers | What it does | Available |
|---|---|---|---|
| Single | The gear needed to raise a colony on a rock world. | Rock World Colonisation 1 | |
| Single | The gear needed to raise a colony on an ice world. | Ice World Colonisation 1 | |
| Single | The gear needed to anchor a colony above a gas giant. | Gas World Colonisation 1 |