Hi! I wrote these Homebrew rules for space combat. Feedback is welcome!:)
SciFi Vehicles and SpaceCrafts For D&D 5e
By Carlo Gemmani
Summary 1
- Vehicles 2
- Currency conversion 3
- Structure of an Airborne Craft 3
- Structure of a Small Spacecraft
- Structure of a Large Spacecraft 4
- Structure of a Mothership 5
- Dogfights and Space Combat 6
- Planetary Airborne Combat and Space Combat 6
- Gravity 6
- Underwater Combat 6
- Maneuvers 7
- Types of Maneuvers 7
- Maneuverability 7
- Outmaneuvering 8
- Dogfight Maneuver Rolltable 8
- Losing Control 9
- Attacks and Actions 9
- Crew 10
- Crew Composition 10
- Commanding Officers 10
- Crew Members 10
- Crew Proficiency 11
- Controlling the Crew 11
- Repairing the Ship 11
- Characters in Space 12
- Space Suit 12
- EVA (Extravehicular Activity) 12
- Death in Space 12
- Weapons and Upgrades 13
Vehicles
Vehicle
|
Cost
Credit
|
Speed
MPH
|
Crew
|
Passengers
|
Cargo (tons)
|
AC
|
HP
|
Shield
|
Damage Threshold
|
Maneuverability
|
Land Vehicles
| ||||||||||
Motorcycle
|
150
|
400
|
1
|
1
|
-
|
13
|
50
|
-
|
-
|
high
|
Buggy
|
500
|
300
|
2
|
3
|
-
|
15
|
100
|
-
|
-
|
standard
|
Truck
|
600
|
200
|
3
|
3
|
30
|
15
|
200
|
-
|
5
|
low
|
Airborne Craft
| ||||||||||
Civilian Aircraft
|
500,000
|
570
|
6
|
400
|
20
|
13
|
100
|
-
|
-
|
low
|
Helicopter
|
100,000
|
250
|
2
|
12
|
-
|
13
|
60
|
-
|
-
|
standard
|
Air Fighter
|
3.5 Mil
|
1,550
|
2
|
-
|
-
|
15
|
80
|
10
|
-
|
high
|
Bomber
|
7 Mil
|
630
|
2
|
5
|
20
|
18
|
90
|
10
|
-
|
standard
|
Drone
|
130,000
|
135
|
-
|
-
|
-
|
16
|
60
|
10
|
-
|
high
|
Small Space Craft
| ||||||||||
Escape Pod
|
10,000
|
600
|
1
|
0
|
-
|
13
|
30
|
10
|
-
|
low
|
Utility Pod
|
100,000
|
5,000
|
2
|
0
|
1
|
13
|
60
|
20
|
-
|
low
|
Space Fighter
|
1.8 Bil
|
20,000
|
2
|
0
|
-
|
12
|
100
|
25
|
5
|
high
|
Mecha
|
2.25 Bil
|
20,000
|
5
|
0
|
-
|
15
|
200
|
20
|
5
|
high
|
Shuttle
|
1.25 Bil
|
17,500
|
7
|
5
|
2
|
15
|
300
|
30
|
10
|
standard
|
Patrol / Scouts
|
1 Bil
|
23,000
|
3
|
1
|
-
|
12
|
60
|
15
|
-
|
high
|
Repair Ship
|
500 Mil
|
2,000
|
5
|
2
|
3
|
14
|
200
|
30
|
10
|
low
|
Troop Ship
|
3 Bil
|
10,000
|
10
|
500
|
150
|
15
|
200
|
30
|
10
|
standard
|
Large Spacecraft
| ||||||||||
Escort
|
200 Bil
|
5,000
|
100
|
900
|
5
|
14
|
300
|
30
|
15
|
standard
|
Cutter/Frigate/Destroyer
|
100 Bil
|
10,000
|
30
|
50
|
50
|
16
|
250
|
40
|
15
|
high
|
Cruiser
|
1 Tril
|
15,000
|
50
|
200
|
300
|
20
|
800
|
50
|
20
|
low
|
Battle Cruiser
|
3 Tril
|
17,000
|
60
|
100
|
250
|
25
|
900
|
60
|
20
|
standard
|
Assault Carrier
|
2 Tril
|
9,000
|
20
|
60
|
100
|
16
|
700
|
50
|
15
|
high
|
Space Freighter
|
10 Tril
|
6,000
|
80
|
200
|
500
|
26
|
900
|
60
|
20
|
low
|
Cargo Ship
|
3 Tril
|
4,000
|
15
|
20
|
800
|
25
|
950
|
80
|
15
|
low
|
Dreadnought
|
50 Tril
|
3,000
|
200
|
800
|
1000
|
25
|
1000
|
100
|
25
|
low
|
Mother Ship
|
500 Tril
|
1,000
|
1000
|
5000
|
3000
|
27
|
5000
|
500
|
25
|
low
|
Submarine Vehicles
| ||||||||||
Waterborne Pod
|
2,000
|
100
|
2
|
0
|
-
|
12
|
60
|
-
|
-
|
low
|
Submarine
|
15,000
|
200
|
30
|
10
|
2
|
18
|
200
|
-
|
10
|
low
|
Currency Conversion
Copper = 1 Unit (=1 $)
Silver = 10 Unit
Electrum = 50 Unit
Gold = 100 Unit = 1 Credit
Platinum = 100,000 Units = 1000 Credit
Structure of an Airborne Craft
These craft are made to function only within an atmosphere and a gravitational field. They include Airplanes and self piloting Drones.
d8
- Cockpit/Flight deck
- Wings
- Fuselage
- Engine Cowlings / Propulsion System
- Radar
- Flight Control system (Oxygen generation and Electrical emergency power unit)
- Weaponry
- Tail/Stabilizers
Structure of a Small Spacecraft
d10
- Piloting Array
- Sensor Array
- Weaponry
- Cargo Hold
- Crew Cabins
- Dining Room
- Engine Room
- Sick Bay
- Passenger Dorm
- Air Lock
Structure of a Large Spacecraft
This is what you can find in a large size spaceship
d20
- Main Bridge
- Sensor Array
- Engine Room
- Warp Engine Room
- Weaponry (depending on the ship type)
- Docking Tube / Airlock
- Energy containment Cells
- Emergency Power systems
- Shuttle bays (may contain smaller ships such as shuttle, fighters, workers...)
- Crew and Passenger Hull
- Life Support
- Cargo Hold
- Sick Bay
- Pressure Chambers
- Escape pods
- Computer Core
- Shield Emitters
- Cooling Tanks (for engines and weaponry)
- Teleport Chamber (only specific advanced crafts have this technology)
- Tractor Beam emitter (only specific advanced crafts have this technology)
Other spaces are
- Kitchen
- Recreation Chambers
- Holodeck (for simulations and recreation.)
- Conference Room
- Officer’s Cabins
The presence, size and number of these parts may vary depending on the ship
Every ship part has its function. When hit with a critical hit or its HP drop to half, roll on the table above to determine which part of the ship has been damaged/destroyed.
The part can be repaired by the Chief Engineer and their Mechanics after the battle as described in the “Repairing the Ship” paragraph.
Structure of a Mother Ship
Mother ships are extraordinarily large ships, which are often built in space and are the size of a small Space Station. This makes them a separate class of ships. You can think of them as small mobile Space Stations. They can be the size of a large town or even bigger. They can travel at Hyper Speed, but they are not easily maneuverable. They do not land on planets, unless they are equipped with appropriate landing supports, procedures or structures.
d100
- Main Bridge
- Auxiliary Bridge
- Primary Sensor Array
- Secondary Sensor Array
- Main Engine Room
- Auxiliary engine Room
- Warp Engine Room
- Torpedoes Bay
- Torpedoes Loading Port
- Drone Bay and Control
- Nuclear Array
- Nuclear Fusion Reactor
- Reactor Service Hatch
- Gyroscopic Pulse Cannons
- Gyroscopic Phaser Beams
- Weapon Turrets
- Docking Tube / Airlock
- Docking Arms
- Landing Gravitic Supports
- Main Power Generator
- Energy containment Cells
- Emergency Power systems
- Shuttle bays (may contain smaller ships such as shuttle, fighters, workers...)
- Crew and Passenger Hull
- Life Support
- Cargo Hold
- Sick Bay
- Pressure Chambers
- Escape pods
- Computer Core
- Primary Shield Emitters
- Secondary Shield Emitters
- Shield Stabilizers
- Emergency shield Adapters
- Auxiliary Shields
- Cooling Tanks (for engines and weaponry)
- Teleport Chamber (only specific advanced crafts have this technology)
- Tractor Beam emitter (only specific advanced crafts have this technology)
- Tractor Beam Reactor
- Main Exhaust Port
- Thermal Exhaust Port
- Power Converters
- Atmosphere Processing unit
- Atmospheric Membrane
- Auxiliary Atmospheric Generator
- Water Tanks
- Gravitic Power Core
- Sector Computer Cluster
- Offices
- Meeting Rooms
- Officers Inner Hulls
- Crew Outer Hulls
- Heat Exchanger
- Beam Focusing Magnet
- Fuel Collector
- Refinery
- Trade Market
- Trader Sector
- Civilian Sector
- Primary Factories Sector
- Secondary Factories Sector
- Armory
- Magnetic Field Generator
- Mining Bays
- Fighters Bays
- Solar Panels
- Sewer Discharge System
- Communication Relay
- Communication Offices
- Science Labs
- Medical Research Facilities
- Control Headquarters
- Sanitation Systems
- Recycle Synthesizer
- Holodeck
- AI Surveillance Cluster
- Entertainment Facilities
- Sports Stadium
- Surface Racers Port
- Surface Pressure Chambers
- Surface Magnetic Pods
- Propulsion Stabilizers
- Thrusters
- Warp Mass Anti Mass Support Cluster
- Mass Detectors
- Stellar Radiation Adaptor
- Port Resources Depot
- Resupply Connection Ports
- Escape Pods Ports
- Escape Pods Ejection Tubes
- Mecha Storing Facilities
- Mecha Launch Tubes
- Mecha Laboratories
- Assembly facilities
- Construction Facilities
- Gardens
- Hibernation Pods Cluster
- Food Processor
- Kitchens
- Restaurants
Dogfights and Space Combat
These rules apply to combat in spaceships and other airborne vehicles.
Planetary Airborne Combat and Space Combat
The difference between Planetary Airborne and Space combat is the presence of an atmosphere and gravitational field. When a planetary gravitational field is applied to a vehicle, the rules for Falling apply, and depending on a vehicle, in order to stay airborne, it might have to maintain a Momentum or Hover. When the speed of a craft is reduced to 0 within a gravitational field, it begins to fall.
Gravity
This Force determines the amount of damage that a craft takes upon falling. Follow the falling rules from the PHB. On a low gravity celestial body the craft takes half damage and can attempt to land. In high gravity, the craft takes double the damage.
Underwater Combat
Works just the same as Space Combat. But this time you can ignore Gravity, Inertia and Momentum.
Maneuvers
To avoid the complication of a grid like approach, that would not work on a 3d Environment, the movements are substituted by Maneuvers. To complete a Maneuver, roll a Dexterity check against the specified DC in the Table below. On a success gain the benefits of the maneuver. On a critical fail (natural 1) the craft has disadvantage on the next maneuver roll.
Types of Maneuver
Maneuvers are performed by the Flight Control officers and their Flight Operators crew from the bridge of a Craft. In a small craft such as certain types of Fighters, the Flight Operator is also in charge of the weaponry. When this crew is active, and the bridge is functioning, the ship can perform the maneuvers below. When the bridge is damaged or the crew is dead, the craft’s speed is reduced to 0, and either drift helpless into space, or falls when within the gravitational field of a larger object such as a planet, a moon, or a large asteroid.
Below are basic maneuvers not used in combat.
- Hover: Allows a craft to stay airborne even when the speed is reduced to 0.
- Forward Momentum: minimum speed to stay airborne within a gravitational field.
- Inertia: This apply only in space movement. Once a character or vehicle begins to move in one direction, it keeps doing so, until a Reverse or a Hover bonus action is taken.
- Orbit can be done around objects that exert a considerable gravitational force over the craft. Tractor Beams don’t count to this end.
- Landing can be done on planets, Asteroids, or Ports.
- Takeoff can be done from planets, Asteroids or Ports. Can be aided by Tractor beams, Gravitic technology and Landing Procedures.
- Emergency Landing can be attempted when a craft is out of control or the Engine is damaged or its speed is reduced to 0. First, control of the ship must be taken through the Losing Control rules below (Roll a DC 10 Dex Saving Throw).
- Docking It’s a Landing operation in Space. Requires dexterity and training in Space Piloting.
- Offensive and Defensive. These maneuvers are described in the section below.
Maneuverability
When a Craft is maneuvering around a Larger one, or one with less maneuverability, they have advantage on all Maneuver Roll, and vice versa.
Low Maneuverability
|
Average Maneuverability
|
High Maneuverability
| |
Low Maneuverability
|
-
|
Disadvantage
|
Disadvantage
|
Average Maneuverability
|
Advantage
|
-
|
Disadvantage
|
High Maneuverability
|
Advantage
|
Advantage
|
-
|
Outmaneuvering
Outmaneuvering happens when a Craft gains tactical advantage on another. See the table below for the Maneuver rolls. When a defender outmaneuvers the attacker, he becomes the attacker.
Dogfight Maneuver Rolltable
These rules describe movement on and off gravitational fields.
Some of these maneuvers, if failed, can cause the pilot to lose control. Follow the table below for more details.
Attacking Maneuver
|
DC (Dex)
|
Properties
|
Lag Pursuit
|
10
|
Become the attacker and keep the Craft steady on the defender’s trail. Gain tactical advantage.
|
Lead Pursuit
|
15
|
Lean the craft to aim ahead of the defender. Gain advantage roll on your cannons and rays
|
Pure Pursuit
|
18
|
The craft tails their opponent with high precision. Gain advantage on next attack roll. Lock On is triggered. You can now use your missile ammo.
|
Defensive Maneuver
|
DC
|
Properties
|
Defensive Spiral
|
10
|
Within Gravitational fields only. You dive trying to lose your tail, using gravity to your advantage. On a failed roll, you must succeed a DC 10 Dex Saving Throw or lose control of your craft. In order to stay on your trail, the attacker must also succeed a DC10 Saving throw or lose control. Otherwise the Attacker can forfeit the pursuit attempt.
|
Low flight
|
18
|
Pilot dangerously using the environment to your advantage. Use caves, mountains, asteroids, city buildings, etc. On a fail succeed on a DC 10 Dex Saving Throw or lose control of the craft.
|
Scissors
|
15
|
Keep your craft out of phase from the attacker going into a forward spiral. If successful, a Ramming action can be taken
|
J-Turn
|
18
|
Only applicable to High Maneuverability vehicles. Perform a controlled Tail Spin 180. Now you are facing the attacker and you can shoot with your cannons. On your next turn, you can attempt pursuit.
|
Evasive maneuvers
|
13
|
The attacker has disadvantage in his next Pursuing Maneuver roll.
|
Losing Control
When a pilot loses control of his craft, they have little time to regain it. Roll a DC 10 Dexterity ST. on a fail you lose control of the craft and either begin to fall towards the center of the Gravitational Field (a planet, space station, large asteroid) or drift in space out of control, losing all tactical advantage. On your turn you can roll the saving throw again until you regain control of the craft, or until the ship crashes, or is stopped from moving from outside forces (such as Tractor Beams and Repair Ships).
Attacks and Actions
A craft can take as many action as it is possible each turn. For example it can shoot with its cannon while recharging its laser beams and waiting to Power up its Antimatter Cannon.
- Fire! This is the regular attack. Utilizes your weapons of choice. Some can be used only through the use of a maneuver roll.
- Recharge Roll a d6 and compare it to the Recharge DC of the weapon. If the Recharge succeeds the weapon can fire again.
- Cooling Wait N turns to use the weapon again.
- Power Up Wait longer to fire, in order to magnify the damage of certain weaponry.
- Docking Can be executed upon a willing vessel, or a drifting out of control craft. A craft can only dock upon a same size or larger craft.
- Ramming. Can be executed on a Surprise turn, after a successful J-Turn, Scissor or Pure Pursuit. It can be also performed against an out of control vehicle, or a larger and slower vehicle.
- Ready - The Crew gets ready for a counter maneuver. Counter the next enemy maneuver with a Contest (dex) instead of the Maneuver DC
Crew
Depending on the crew size, and ship type, one person may cover one or more of the roles shown below
Crew Composition
Commanding Officers
- General
- Admiral
- Commander
- Captain
- Science
- Flight Control
- Security
- Tactical
- Operations
- Engineering
- Medical & Counseling
- Linguist
- Intelligence
- Diplomatic
- Civilian VIP (Ambassador, Emperor, King/Queen and other relevant political individuals)
- Master Chef
Crew Members
- Flight Operator
- Security Officer
- Tactical Advisor
- Worker
- Mechanic
- Nurse
- Agent
- Soldier
- Chef
- Bodyguard Private
- Sanitation
- Civilians/Passengers
Crew Proficiency
Some crews are more trained than others. Follow the table below for proficiency and general prices of a crew.
Crew
|
Proficiency Bonus
|
Commanding Officer Cost/Week
|
Crew Member Cost/Week
|
Characteristics
|
Shabby
|
0
|
1 C
|
50 U
|
They will fly the ship, but don’t expect them to be organized.
|
Interlopers
|
+1
|
10 C
|
1 C
|
Organized, but don’t take responsibilities
|
Trained
|
+2
|
40 C
|
10 C
|
Professional Pilots and Mercenaries
|
Veteran
|
+3
|
80 C
|
40 C
|
Expert in Space Travel and Experienced in Combat
|
Disciplined
|
+4
|
150 C
|
80 C
|
Usually coming from the Army and highly disciplined organizations. They will obey orders to the death. You can count on them.
|
Controlling the crew
Having a crew in battle is vital in order to complete many actions in the same turn. Consider the ship as one character who can perform as many action as it is possible with their weapon and movement capabilities at the same time. Don’t consider the crew individually unless they are docking and pillaging another ship. Follow the Heroes, in order to keep the fight cinematic and keep things simple. Avoid having a space battle, unless the heroes specifically control any of the ships involved.
Having command officers gives advantage on initiative rolls and a trained crew is vital in order to call all men at their station before the battle begins. A surprised craft will take one turn to get their crew to their posts.
During a Dogfight, follow the maneuver rules and ignore the crew members. Once the battle is over, or when it becomes relevant (during a docking or ramming, or when the fight moves into one ship or the other), assess how much of the crew was lost during the fight. Look which parts of the Ship were damaged/destroyed, consider that part of the crew dead.
If a character was established in the damaged part of the ship, roll a Dexterity Saving throw. On a fail they take damage as well and are ejected into space; if they succeed they take half damage but they are safely within the ship. They are then moved to Sick Bay for those craft that have one.
Repairing the Ship
A damaged ship is not lost. The Chief Engineer and his crew of mechanics can attempt to repair the ship once the battle is over. The craft can expend a short rest (24 hours) to recover half of its HP, and the damaged parts are now functioning. During a Long Rest (48 hours) the ship recovers all HP and all parts are functioning.
The amount of time needed for a repair can be determined at the discretion of the GM. All of these rules are just a guideline.
The amount of time needed for a repair can be determined at the discretion of the GM. All of these rules are just a guideline.
Characters in Space
Space Suit
A space Suit is a piece of equipment that every Space Vehicle has. The number depends on the vehicle Type. When completely charged, a suit has a Power and Oxygen independence of 1 hour. This may vary upon GM discretion.
Vehicle type
|
Average Number of Space Suits
|
Small Vehicle
|
4 - 10
|
Large vehicle
|
30 - 100
|
Mother ship
|
200 - 1000
|
EVA (Extravehicular Activity)
In order to begin an EVA, - or Space Walk - a Character must be wearing a working Space Suit. He must also go through a Compression Chamber where he must remain for 1 turn before access the outside of the Vehicle or Space Station.
A character in space is subjected to Inertia, and not subjected to falling, unless a gravitational field is applied to them.
Death In Space
The space suit exhaust the Energy cell, or the Oxygen finishes, the ship depressurize and jettison you into space. You float helplessly. A choking darkness surrounds you.
When a character is in outer space without protection follow the tab below.
Turns n
|
Effect
|
1
|
Take 1d8 Cold Damage + 1d10 Force Damage
|
2
|
Take 1d8 Cold Damage +
2d10 Force Damage
|
3
|
Falls Unconscious. (Begin Death saving throws.)
|
4
|
From this turn on, the character has Permanent Injury even in case of recompression
|
15
|
Death (even if the character managed to stabilize succeeding 3 death saving throws, if exposed to the vacuum for this long dies automatically.)
|
If a character exposed to the Space environment is not recompressed within 90 seconds he dies. Also, the character must be recompressed even if exposed to the vacuum for just 1 turn. Ships and Space stations are provided with Compression Chambers where this can be done.
Weapons and Upgrades
Vehicles and Crafts can be upgraded substituting or adding the elements from the tab below. The cost below only refers to the cost of the upgrade. If the characters decide to have a Mechanic install the upgrade, the fee for their labor is not included.
Upgrade
|
Properties
|
Installation Time
|
Cost
Credit
|
Weapons
| |||
Cannon
|
Projectile, Repetitive (6/second), 1d4+5 Piercing Damage,
|
10 Hours
|
100
|
Phaser Beam
|
Plasma, High Precision, 1d8+5 Radiant Damage
|
24 Hours
|
600
|
Pulse Cannon
|
Plasma, 1d8 Radiant Damage + 1d10 Burning Damage, Recharge (5)
|
24 Hours
|
1,500
|
Gauss Beam
|
Dark Matter, Power up (+1d10/turn), 1d10 Radiant Damage+1d12+5 Force Damage, Cooling (2 turns)
|
48 Hours
|
8,000
|
Antimatter Cannon
|
Antimatter, Power up (+1d12/turn), 1d12 Radiant Damage, +2d10+5 Force damage, Recharge (6)
|
3 Days
|
10,000
|
Torpedo
|
Missile, Lock on, 6d10 Fire Damage, Consumable.
|
20 Minutes
|
9,000
|
Nuclear Warhead
|
Missile, Lock on, 15d12 Fire Damage, 10d10 Force damage, Consumable.
|
3 Hours
|
20,000
|
Turret
|
Projectile, Repetitive (6/second), 1d4+5 Piercing Damage,360∘ Angle
|
24 Hours
|
300
|
Engine
| |||
Pulse
|
Short Extraplanetary Travel
|
3 Weeks
|
10,000
|
Gauss
|
Long Extraplanetary Travel (star system)
|
1 Month
|
5.5 Mil
|
Antimatter
|
Interstellar Travel
|
2 Months
|
1 Bil
|
Warp
|
Instantaneous interstellar travel.
|
6 Months
|
10 Bil
|
Tech
| |||
Thrusters
|
Hover, Landing Procedures(+6 to Landing and Emergency Landing Rolls), Takeoff (automatic success)
|
48 Hours
|
150
|
Gravitic Rings
|
Ignore Falling and Crashing even when a gravitic field is applied to the craft. Makes the craft extremely smooth and quiet during landing and takeoff procedures.
|
30 Days
|
1,000
|
Mining Beam
|
Allows to mine materials from asteroids and planets.
|
5 Hours
|
30
|
Tractor Beam
|
Applies a gravitic field in cone area 30 ft long, 20 ft wide ray area from the ship.
|
48 Hours
|
450
|
Shields
|
Adds 50 Temporary hitpoints per upgrade. Can be stack to a maximum of 3 upgrades. The shield Temporary Hitpoints may not exceed the total HP of the craft.
|
24 Hours
|
100
|
Stealth Camo
|
Provides Invisibility
|
8 Days
|
3000
|
Space Suit
|
Provides protection from the vacuum of Space. See rules on Space Suit
|
10 Minutes
|
1,200
|
Holo Projector
|
Creates illusion
|
3 Hours
|
50
|
Gyroscopic rig
|
Mount your cannons on this rig to gain a 360 angle of attack. This rig allows the defender to shoot a pursuing craft
|
2 Hours
|
250
|
Ram
|
Allows the ship to ram into another craft and allows the crew to access the other ship for a raid operation.
|
8 Hours
|
100
|
Cooling System
|
Allows the cooling of weaponry that necessitates it.
|
48 Hours
|
60
|
Solar Sails
|
Can be used even when the engine is incapacitated to achieve speed (maximum of 150,000 mph). This technology can only be used within a solar system (proximity to the sun)
|
4 Days
|
900
|
Plasma Coils
|
Generate Plasma and supplies a steady amount to a Pulse Engine.
|
2 Days
|
800
|
Dark Matter Extractor
|
Filter and channels antimatter into an Antimatter Cell. Provides stability and independence to a Dark Matter Engine.
|
5 Days
|
500,000
|
Antimatter Synthesizer
|
Synthesize Antimatter
|
1 Week
|
1 Mil
|
Energy Cells
| |||
Plasma Cell
|
Powers Pulse Engine (30 - 90 days), Phaser Beam (500 Charges) and Pulse Cannon (1000 Shots)
|
10 Minutes
|
90
|
Dark Matter Cell
|
Powers Gauss Engine (1 Light year), and Gauss Beam (500 Charges)
|
20 Minutes
|
10,000
|
Antimatter Cell
|
Powers Antimatter Engine (10,000 Light years), and Antimatter Cannon (100 Shots)
|
30 Minutes
|
650,000
|
Anti Mass Containment Cell
|
Powers Warp Engine, Upon Warp Drive Trigger stabilizes the appropriate amount of Antimass, and supplies the energy to tear through space and time for a jump, Recharge after 3 Days
|
1 Week
|
2.5 Bil
|