
The heart of the ship and responsible for effective steering. If taken over by hostile units or destroyed the ship is lost. | 10 Pilots | 100 | 600.000c |
The Computer Core is necessary to enable the AI to perform tasks and coordinate the crew. If disabled or destroyed, the AI can no longer issue commands and the crew is on his own. | 1 Pilot | 100 | 600.000c |
The Emergency Bridge can replace the Main Bridge so that the crew remains in control of the ship. | - | 100 | 300.000c |
If the Engine Room is diabled or destroyed. The ship stops moving, is more vulnerable to capture or attack. Without engine it cannot complete its journey and has to be towed. | 7 Tech | 150 | 800.000c |
Reinforces the outer Hull. | - | - | 1000c |
The Relay takes the Power from its designated Generator and supplies all Corridors, Hatches and Lifts on its Deck. | 1 Tech | - | 30.000c |

Contains 200 kt of highly explosive Fuel. | 1 Tech | 10 | 5000c |
One Airtank supplies 15 Crew Members for 1 Month. Needs Lifesupport to function properly. | 1 Tech | 70 | 3000c |
The Watersupply for 10 Crewmembers for 1 Month. Needs Lifesupport. | 1 Tech | 20 | 2000c |
Small, robust and still powerful. The best combination best suited for emergency use. Generates 250 TW of Energy. | 1 Tech | +250 | 160.000c |
The smalles Power generator available. Generates 150 TW of Energy. | 1 Tech | +150 | 100.000c |
Mid-range Power Generator. Generates 250 TW of Energy. | 2 Tech | +250 | 150.000c |
The largest Power Generator available. Generates 500 TW of Energy. | 3 Tech | +500 | 200.000c |
The Shield Generator takes the kinetic energy out of projectiles and debris too close to the hull. It loses energy when hit and takes some time to recharge. | 1 Tech | 60 | 350.000c |

The Emergency Escape Vehicle can contain 10 Crewmembers and launches in case of imminent descruction or breakdown of lifesupport. | 10 Crew | 10 | 120.000c |
A medium-sized Cargo unit, able to store 200 mT of cargo. Its feeding doors are vulnerable to infiltration. | - | 20 | 200.000c |
The Hangar Bay contains attack craft like dropships and drones. The Cargo Bay Doors are very vulnerable to infiltration. | 3 Tech | 180 | 700.000c |

Hypersleep capsules and living quarters for 4 Marines. | +4 Marines | 5 | 1000c |
Hypersleep capsules and living quarters for 8 Marines. | +8 Marines | 10 | 1500c |
Hypersleep capsules and living quarters for 16 Marines. | +16 Marines | 15 | 2000c |
Hypersleep capsules and living quarters for 1 Medic. | +1 Medic | 6 | 1500c |
Hypersleep capsules and living quarters for 2 Medics. | +2 Medics | 8 | 2500c |
Hypersleep capsules and living quarters for 4 Medics. | +4 Medics | 10 | 3500c |
Hypersleep capsules and living quarters for 2 Technicians. | +2 Tech | 4 | 1500c |
Hypersleep capsules and living quarters for 4 Technicians. | +4 Tech | 8 | 2000c |
Hypersleep capsules and living quarters for 8 Technicians. | +8 Tech | 12 | 3000c |
Hypersleep capsules and living quarters for 1 Pilot. | +1 Pilot | 3 | 2000c |
Hypersleep capsules and living quarters for 3 Pilots. | +3 Pilots | 6 | 3400c |
Hypersleep capsules and living quarters for 6 Pilots. | +6 Pilots | 9 | 4000c |

A simple hatch to connect two rooms or corridors. Can be locked to restrict unauthorized access or sealed by welding to deter hostile troops for a long time. | - | 5 | 1000c |
A simple double hatch to connect two rooms or corridors over greater distance. Can be locked to restrict unauthorized access or sealed by welding to deter hostile troops for a long time | - | 10 | 2000c |
A Corridor Segment. Corridors and Hatches need a Power Relay on each deck for energy supply. | - | 1 | 200c |
A Corridor Segment. Corridors and Hatches need a Power Relay on each deck for energy supply. | - | 2 | 400c |
A Corridor Segment. Corridors and Hatches need a Power Relay on each deck for energy supply. | - | 3 | 500c |
A Corridor Segment. Corridors and Hatches need a Power Relay on each deck for energy supply. | - | 4 | 700c |
A Corridor Segment. Corridors and Hatches need a Power Relay on each deck for energy supply. | - | 5 | 800c |
A Corridor Cross Section. Corridors and Hatches need a Power Relay on each deck for energy supply. | - | 10 | 1500c |
A Corridor L Section. Corridors and Hatches need a Power Relay on each deck for energy supply. | - | 8 | 1300c |
A Corridor S Section. Corridors and Hatches need a Power Relay on each deck for energy supply. | - | 8 | 900c |
A large S Section. Corridors and Hatches need a Power Relay on each deck for energy supply. | - | 8 | 1300c |
A Corridor T Section. Corridors and Hatches need a Power Relay on each deck for energy supply. | - | 9 | 900c |
The End of a Corridor. Needs to be built to seal the structure. | - | 1 | 200c |
Connects the different decks. | - | 20 | 10.000c |
Connects the different decks. | - | 10 | 5000c |

At the Galley, crew members get their food and drink. A ship without at least one Galley creates a bad mood and low morale. | 1 Medic | 60 | 60.000c |
Wounded crewmembers can be healed here. Needs at least one Sickbay. | 2 Medics | 20 | 25.000c |
At the Sickbay wounded crewmembers can be healed. There has to be a medic present for every patient, with a maximum amount of 3 patients. See Sickbay Extension for more capabilities. | 3 Medics | 80 | 200.000c |
The Lifesupport connects all available Air- and Watertanks to provide a stable and healthy environment for the crew. | 40 | 40 | 40 |

The Armory supplies 16 Marines with firearms. It also contains 2 sentry gun drones. | - | 60 | 120.000c |
The Cannon Unit contains 2 HVP Cannons and has to be manned with 3 Marines to function properly. The guns have an arc if fire of 100° and a reload time of 30 sec. | 3 Marines | 200 | 250.000c |
Contains 3 Long Range Missiles with devastating effect. Needs 1 Missile Control Room to operate. Reload Time 60 sec. | 2 Marines | 50 | 350.000c |
The Missile Control Room is needed to guide the Long Range Missiles successfully into their target. | 1 Marine | 100 | 150.000c |