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