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 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. 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. |
| Sensors |
Allows the detection of other ships in the same system.
If number of sensors = 0, then Sensor Range = 0
Else, Sensor Range = 2* floor(Log()) +1 (in squares)
Minimum number automatically installed on a ship (for free) = 1
For More Details Look at Ship Sensor Rules Below |
| 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. |
| 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 |