Components And Upgrades

Overview

Essential Components

Essential Components are just like the same category from Rogue Trader. The only difference is that a new element is introduced: Old vs New. Old components belong on 'old' ships, whilst new components belong, obviously, on new. Old ships have to spend Ship Points to upgrade from their standard old equipment to New, whilst New ships can gain Ship Points from downgrading to old equipment. Unless otherwise specified this cost/benefit is equal to 2 SP.

Warp Cores

The warp core or main reactor is the most important device on a starship, supplying power to the ship's propulsion and other systems. The main component consists of a Matter-Antimatter Reaction Assembly- matter (deuterium, in this case) and antimatter (antideuterium) causing a reaction within a dilithium crystal matrix. This is enough to provide the incredible power needed for a starship and its Warp Drive.

Component Name Appropriate Hull Types Power Generated Space SP Availability
Old Cores - - - - -
Cochrane Class-V Civilian Core Transports 30 Generated 9 - Common
Cochrane Class-VI Civilian Core Transports 35 Generated 10 1 Uncommon
Cochrane Class-V Ultra-Light Core Raiders, Frigates 40 Generated 10 - Common
Cochrane Class-VI Ultra-Light Core Raiders, Frigates 50 Generated 12 1 Uncommon
Cochrane Class-V Light Core Light Cruisers 50 Generated 12 - Uncommon
Cochrane Class-VI Light Core Light Cruisers 60 Generated 14 1 Scarce
Cochrane Class-V Standard Core Cruisers 65 Generated 14 - Scarce
Cochrane Class-VI Standard Core Cruisers 75 Generated 16 1 Rare
Cochrane Class-V Heavy Core Heavy Cruisers 80 Generated 16 - Rare
Cochrane Class-VI Heavy Core Heavy Cruisers 90 Generated 18 1 Rare
Cochrane Class-V Ultra-Heavy Core Battlecruisers 95 Generated 20 - Very Rare
Cochrane Class-VI Ultra-Heavy Core Battlecruisers 105 Generated 24 1 Very Rare
New Cores - - - - -
Cochrane Class-VII Civilian Core Transports 40 Generated 10 - Plentiful
Cochrane Class-VII Ultra-Light Core Raiders, Frigates 55 Generated 12 - Common
Cochrane Class-VII Light Core Light Cruisers 65 Generated 14 - Common
Cochrane Class-VII Standard Core Cruisers 80 Generated 16 - Uncommon
Cochrane Class-VII Heavy Core Heavy Cruisers 100 Generated 16 - Scarce
Cochrane Class-VII Ultra-Heavy Core Battlecruisers 120 Generated 24 - Rare

Impulse Drives

Impulse Engines are a ship's main source of sublight propulsion. At full power, an Impulse Engine can push a ship's speed to a significant fraction of the speed of light. This speed can be dangerous when pushed closer to the speed of light- without the subspace warp bubble created by a warp drive, the laws of relativity still apply and can cause issues with a ship.

The type of Impulse Drive a ship has can change its speed and maneuver, as noted below. Do note that when a New ship downgrades to Old Drives, it loses -2 speed and -10 maneuverability.

Component Name Appropriate Hull Types Speed Effect Maneuver Effect Power Space SP Availability
Old Impulse Drives - - - - - - -
Bozeman Class-6 Light Drive Transports, Raiders, Frigates - - 6 6 - Plentiful
Montana Class-3 Light Drive Transports, Raiders, Frigates +2 - 8 8 1 Common
Subadyne Class-7 Light Drive Raiders, Frigates - +10 8 8 1 Common
Avidyne Class-4 Capital Drive Light Cruisers, Cruisers - - 10 10 - Common
Avidyne Class-5 Capital Drive Light Cruisers, Cruisers +1 +5 12 12 2 Uncommon
Yoyodyne Class-4 Capital Drive Heavy Cruisers, Battlecruisers - - 16 16 - Uncommon
Yoyodyne Class-5 Capital Drive Heavy Cruisers, Battlecruisers +1 +5 20 20 2 Scarce
New Impulse Drives - - - - - - -
Bozeman Class-7 Light Drive Transports, Raiders, Frigates - - 5 5 - Ubiquitous
Montana Class-4 Light Drive Transports, Raiders, Frigates +2 +5 8 8 1 Common
Subadyne Class-8 Light Drive Raiders, Frigates +1 +10 8 8 1 Common
Daystrom Class-2 Capital Drive Light Cruisers, Cruisers - - 8 8 - Common
Tasaki Class-3 Capital Drive Light Cruisers, Cruisers +1 +5 10 10 2 Common
Yoyodyne Class-6 Capital Drive Heavy Cruisers, Battlecruisers - - 14 14 - Uncommon
Epsilon Indi Class-1 Capital Drive Heavy Cruisers, Battlecruisers +1 - 18 18 1 Scarce
Berengaria Class-4 Capital Drive Heavy Cruisers, Battlecruisers - +5 18 18 1 Scarce

Warp Drives

Warp Drives are a ship's main form of superluminal propulsion. The main product of a Warp Drive is to create warp fields around the vessel, enclosing it in a subspace bubble. Within the bubble the spacetime continuum is distorted, allowing the vessel to travel at speeds that far exceed the speed of light. By 2367, traveling at top speed, a modern Federation Starship could travel between Earth and Alpha Centauri in under 24 hours.

Component Name Appropriate Hull Types Warp Factor Power Space SP Availability
Old Warp Drives - - - - - -
Reidwell Class-6 Light Warp Drive Transports, Raiders, Frigates 6 6 6 - Common
Utopia Class-7 Starship Drive Light Cruisers, Cruisers 6 8 8 - Common
Excelsior-Type Class-7 Starship Drive Light Cruisers, Cruisers 7 10 10 1 Uncommon
San Francisco Class-6 Starship Drive Heavy Cruisers, Battlecruisers 6 10 10 - Common
New Warp Drives - - - - - -
Reidwell Class-7 Light Warp Drive Transports, Raiders, Frigates 9 7 7 - Common
Utopia Class-8 Starship Drive Light Cruisers, Cruisers 10 10 10 - Common
San Francisco Class-7 Starship Drive Heavy Cruisers, Battlecruisers 10 14 14 - Uncommon

Deflector Shield Banks

A Deflector Shield creates a deflective energy field around a vessel that protects it from danger such as enemy fire and undesirable energy. Shields can prevent transporters and shuttles from passing through its field. Each shield bank covers one side of the ship (selected when chosen), so full protection requires four separate shield banks. Deflector shields are essential equipment on starships for obvious reasons.

Shields have specific energy frequencies- weapons bearing this frequency can pass through the shields without being effected (such as the ship's own weapons); possessing knowledge of an enemy's shield frequency could prove disastrous for that enemy.

The 'Regeneration Rate' refers to the amount of Layers a shield regenerates per turn.

Component Name Appropriate Hull Types Shield Layers Shield Threshold Regeneration Rate Power Space SP Availability
Old Shield Banks - - - - - - -
Basic Navigational Deflectors All Types 1 0 0 1 1 +2 Ubiquitous
Starfleet Class-5 Light Deflectors Transports, Frigates, Raiders 5 4 1 2 1 - Plentiful
Starfleet Class-5 Capital Deflectors Light Cruisers, Cruisers 8 4 1 4 2 - Common
Starfleet Class-5 Reinforced Deflectors Heavy Cruisers, Battlecruisers 12 4 2 6 4 - Uncommon
New Shield Banks - - - - - - -
Starfleet Class-6 Light Deflectors Transports, Frigates, Raiders 6 6 2 3 2 - Plentiful
Starfleet Class-6 Capital Deflectors Light Cruisers, Cruisers 10 6 2 5 3 - Common
Starfleet Class-6 Reinforced Deflectors Heavy Cruisers, Battlecruisers 15 6 3 8 5 - Scarce

Bridge

The ship's nerve centre is the bridge. Here, the Captain directs the ship in peace and war- navigation, sensor and weapon controls, all of it is coordinated from here. Bridges tend to have superficially similar layouts, but are often designed to assist in some goal. Unlike other components, bridges do not have old or new designs.

Component Name Appropriate Hull Types Bridge Effect Power Space SP Availability
Starfleet Bridge All Types - 1 1 - Ubiquitous
Starfleet Tactical Bridge All Types +5 to Command and firing tests 2 1 1 Uncommon
Starfleet Exploration Bridge All Types +5 to Pilot and sensor tests 2 1 1 Uncommon
Starfleet Science Bridge All Types +5 to Tech Use tests 2 1 1 Uncommon
Starfleet Armoured Bridge All Types Roll a 4 or above on 1d10 to ignore bridge damage 1 3 1 Scarce

Life Support

The ship's Life Support systems are primarily concerned with the production of clean air supply for the crew to breathe. This makes it one of the most crucial places on the ship. Life Support also handles 'living requirements' such as waste disposal and replicators.

Component Name Appropriate Hull Types Effect Power Space SP Availability
Old Life Support Types - - - - - -
23rd Century Basic Life Support All Types -1 Morale Regen for New Ship crews 3 1 - Plentiful
New Life Support Types - - - - - -
24th Century Starfleet Life Support Systems All Types +1 Morale Regen 4 1 - Common

Crew Quarters

The crew quarters obviously house the crew of a Starfleet vessel. The qualities of crew quarters have changed drastically over time, from the cramped and spartan designs of the 23rd century, to the almost luxurious quarters of the most advanced vessels of the 24th.

Component Name Appropriate Hull Types Effect Power Space SP Availability
Old Crew Quarter Types - - - - - -
Spartan Quarters All Types +5 Max Crew (+10 for New Ships), -2 Morale Regen for New Ships 1 1 - Ubiquitous
Late 23rd Century Quarters All Types +5 Max Crew for New Ships, +1 Morale Regen for Old Ships (-1 for New Ships) 2 2 - Plentiful
New Crew Quarter Types - - - - - -
24th Century Quarters All Types -5 Max Crew for Old Ships, +2 Morale Regen for Old Ship, 2 2 - Plentiful
Luxury Quarters All Types -5 Max Crew (-10 for Old Ships), +1 Morale Regen (+3 for Old Ship crews) 3 3 1 Uncommon

Computer Core

The Computer Core of a Starfleet vessel acts as the ship's primary computer system, housing processing equipment and hardware as well as software and computer databanks. A computer core's destruction can wreak havoc on a ship; for that reason it is often housed deep within the hull with a semi-decentralised locational spread. Because of this, Computer Cores cannot be affected by Critical Hit results below a 6, and should they be hit they provide an instant -15 penalty to all tests requiring a computer on the vessel- including weapons and piloting.

A Computer Core can also be used for research, and accessing it can provide a person with information equivalent to a basic Scholastic Lore success on a topic. A Computer Core also adds +10 to all investigation tests made on a ship.

Component Name Appropriate Hull Types Effect Power Space SP Availability
Old Computer Types - - - - - -
Daystrom Duotronic Core All Types - 1 - - Ubiquitous
Daystrom Dual-Configuration Duotronics All Types +5 to Computer Actions 2 - 1 Common
New Computer Types - - - - - -
Isolinear Systems Core All Types +10 to Computer Actions 3 - - Plentiful
Isolinear Tri-Core Configuration All Types +2 to Initiative, +15 to Computer Actions 4 - 1 Common

Sensors

The sensors form the eyes and ears of a Starfleet vessel. Without them the ship would be essentially blind. Sensors take on a variety of forms, from Subspace monitors to heat detectors to isolinear multi-spectrum frequency detectors.

Component Name Appropriate Hull Types Effect Power Space SP Availability
Old Sensor Types - - - - - -
M1720 Sensor Suite All Types - 3 0 - Ubiquitous
R210 multi-spectral Suite All Types +5 Detection 4 0 1 Uncommon
New Sensor Types - - - - - -
M23050 Sensor Suite All Types +10 Detection 5 0 - Common
R450 High-res multi-spectral Suite All Types +15 Detection 8 0 1 Scarce

Supplemental Components

Supplemental Components, like Essential Components, are divided into Old and New. However, as all Supplemental Components have a SP cost, it's not practical to work them out in exactly the same way as Essentials. Instead, do it like thus:
Old Ships add 2 SP to the cost of any New Component purchases.
New Ships remove 2 SP from the cost of any Old Component purchases, to the minimum of 1 SP.

Phasers

Phasers ('Phased Energy Reaction') are Starfleet's primary weapon, a directed energy weapon that sees use on almost every Starfleet vessel, with small arms variations developed for crew as well.

All Phasers count as 'Energy' weapons for purposes of mechanics. Some Phasers can only be placed in certain slots. For ease these slots are divided into 'Saucer only' (Saucer Upper, Saucer Lower only), 'Non-Saucer' (Dorsal, Prow, Port, Starboard, Aft, Keel) or 'Any'.

Component Name Appropriate Hull Types Slot Power Space SP Strength Damage Crit Rating Range Availability
Old Phaser Types - - - - - - - - - -
Type 7 Phaser Banks All Ships Non-Saucer 2 1 1 1 1d5+1 4 10 Plentiful
Type 7 Dual Phaser Banks All Ships Saucer Only 3 2 1 2 1d5+1 4 10 Common
Type 8 Phaser Banks All Ships Non-Saucer 3 1 2 1 1d5+2 3 10 Uncommon
Type 8 Dual Phaser Banks All Ships Saucer Only 4 2 2 2 1d5+2 3 10 Scarce
Type 8 Phaser Array All Ships All 4 3 2 3 1d5+2 3 10 Scarce
New Phaser Types - - - - - - - - - -
Type 9 Phaser Banks All Ships Non-Saucer 4 3 2 2 1d10+3 4 15 Uncommon
Type 9 Phaser Array All Ships All 5 4 2 4 1d10+3 3 15 Scarce

Torpedoes

Photon Torpedoes are the 'Hammer of Starfleet', the most powerful weapon in their arsenal. Each Photon Torpedo is a matter/antimatter warhead, designed to impact with a ship before causing an A/AM reaction, which inflicts incredible damage on a vessel. The use of even a handful of Photon Torpedoes can destroy a vessel completely, and their use on a planetary surface has the potential to kill millions with a single volley.

Torpedoes have many special abilities. First and foremost, they all count as 'Guided'; Evasive Maneuvers will have no effect on torpedoes. Secondly, a Torpedo ignores all Armor when dealing damage to hull; thirdly, when a Torpedo rolls a 1 or 2 on the Critical Hit result it hits two components instead of one.

Component Name Appropriate Hull Types Slot Power Space SP Strength Damage Crit Rating Range Availability
Old Torpedo Types - - - - - - - - - -
Mark XX Photon Torpedo All Types Torpedo Slot 2 1 3 1 1d5+3 3 30 Uncommon
Mark XXI Photon Torpedo All Types Torpedo Slot 2 2 3 1 1d5+4 3 30 Uncommon
New Torpedo Types - - - - - - - - - -
Mark XXII Photon Torpedo All Types Torpedo Slot 2 3 3 1 1d10+4 3 30 Uncommon
Mark XXII Torpedo Dual Launcher All Types Torpedo Slot 4 6 4 2 1d10+4 3 30 Scarce
Mark XXIII Photon Torpedo All Types Torpedo Slot 2 3 4 1 1d10+5 2 30 Scarce

Missiles

Used on every ship in Starfleet during the early 23rd Century, the humble Starfleet Starship Missile has fallen by the wayside. Lacking the adaptable properties of a phaser, and not possessing the heavy yield of a photon torpedo, it seems as though the fate of the missile is to fade into obsolescence.
That said, the missile is not completely outdated yet. On older ships it still sees plenty of use; missiles are easy to build and load, and technology has advanced enough to allow missiles to be fired a great number of volleys, making up for low yield by simply throwing more ordinance at the enemy.

Missiles are 'Guided'; evasive maneuvers will have no effect on Missiles.

Component Name Appropriate Hull Types Slot Power Space SP Strength Damage Crit Rating Range Availability
Old Missile Types - - - - - - - - - -
Mark XI Cobalt Fusion Warhead All Types Non-Saucer 1 1 1 2 1d5 5 10 Plentiful
Mark XI Warhead Dual Launcher All Types Non-Saucer 1 2 1 4 1d5 5 10 Plentiful
Mark XII Cobalt Fusion Warhead All Types Non-Saucer 2 2 1 2 1d5+1 5 10 Plentiful
Mark XII Warhead Dual Launcher All Types Non-Saucer 2 3 2 4 1d5+1 5 10 Common
New Missile Types - - - - - - - - - -
Mark XIII Dicobalt Fusion Warhead All Types Non-Saucer 2 2 1 2 1d10+1 4 10 Common
Mark XIII Warhead Dual Launcher All Types Non-Saucer 2 3 2 4 1d10+1 4 10 Common

Cargo Bays and Specialised Passenger Compartments

Starfleet vessels are flexible ships, capable of many roles all at once. Many of them carry sizable cargo bays; others carry diplomatic lodgings or even special, elite teams designed for the most difficult of tasks.

Component Name Appropriate Hull Types Effect Power Space SP Availability
Light Cargo Bay All Types +50 AP to Supply or Trade Objectives 1 2 1 Plentiful
Compartmentalized Hold All Types +100 AP to Supply or Trade Objectives 2 5 1 Common
Main Cargo Bay Transport, Heavy Cruiser, Battlecruiser, Battleship +150 AP to Supply or Trade Objectives 2 7 1 Common
Specialised Crew Quarters All Types Creates 1 Special Team slot 2 1 1 Uncommon
Conference Centre All Types +100 AP to Diplomatic Objectives 4 4 1 Common
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