Silver Age Beyond
The following are common modifications that Starships may have, where to look if you want to have them and some general references.
- Airlock (Accordion): The airlock, has an extending rubberized seal to handle just about any standard door size. Relies on magnetic guidance and creates a vacuum seal between two vessels which can be shut down and retracted from the bridge or from the door itself.
- Airlock (Breaching): Used by some militaries, this airlock is a heavy magnetic ring with powerful lasers capable of breaching a ship’s hull and cutting a hole inside to deploy troops. Costs the same as the Lt Laser in Weaponry.
- Airlock (Cargo): Extra Large airlock for direct cargo bay to cargo bay transfers.
- Airlock (Standard): A standard hardpoint, magnetically guided. May open to space or open to another airlock door. Doors must be aligned precisely to form a good seal.
- Aquarium: See MENAGERIE from the SAS Base System
- Arboretum: An area inside a ship made to simulate a natural (well kept) area. See RECREATION from the SAS Base System
- Arms control: See ARMOURY from the SAS Base System
- Astrometrics: See WAR ROOM from the SAS Base System
- Artificial Gravity (Centripital): see Artificial Gravity
- Artificial Gravity (Gravitic): see Artificial Gravity
- Auxiliary control: Its possible to have a secondary bridge, or programs and computers designed to act as crew. See Starship Computers
- Bowling alley: See RECREATION from the SAS Base System
- Bridge: A requirement on all Starships, on smaller vessels this is called a cockpit. Where piloting and navigation checks are made, also the location of Starship Sensors and Communications. See also REMOTE ACCESS COMMUNICATOR from the SAS Base System. This is also the section from which much of Starship Combat is initiated and many Starship Computers may be accessed. Because of the sensitive nature of starship bridge controls, engineering is particularly susceptible to Starship Internal Damage.
- Briefing room: See WAR ROOM from the SAS Base System
- Brig: See PRISONS from the SAS Base System
- Cargo bay: See MOTOR POOL from the SAS Base System
- Cargo Arms: A Major gadget that some people will strap a confused robot to and send outside to pick up salvage.
- Cargo Clamps (External): See Starship Cargo
- Chapel: See OCCULT STUDIO from the SAS Base System
- Cockpit: Essentially another word for the bridge of a starship. Where the pilot and navigator control the vessel from.
- Command module: Essentially another word for the bridge of a starship. Where the pilot and navigator control the vessel from.
- Corridor: An area between sections of a starship. Costs nothing extra.
- Decontamination chamber: Can be created with an Item of Power with Special Defence: Disease
- Dedication plaque: Common among military Commissioned Starships, showing the full name and designation of a vessel. See Starship Names
- Dojo: See TRAINING ARENA from the SAS Base System
- Energy Shields: See Starship Shields
- Engineering: A section of a starship dedicated to the mechanical and electrical functions of a vessel; the ‘engine room’. Commonly the power core of the ship, shield controls and power grid controls and management, as well as the jump drive, Bleed damper and hyperflight FTL drive are accessible from this area, as well as the controls for the starship’s life support system. All but the smallest spacecraft require an engineer to run this portion of a starship. Because of the volatile nature of starship fuel sources, engineering is particularly susceptible to Starship Internal Damage.
- Escape pod: Most Starships have one. See Starship Escape Pods
- Fuel: Combustion engines, jets and rockets all require solid fuel, commonly some form of petroleum based diesel or gasoline. In the case of rocket or jet fuel, the fuel is often simply more highly volatile and more precisely ignited. Lander Grade spacecraft often rely on solid fuel for in-atmosphere Flight, as hyperflight engines are dangerous to use in atmosphere, and jump engines only function in conjunction with a jump gate and ingress key. Combustion engines are considered Tech Level 4.
- Fusion Core: Often pseudonymous with a ship’s jump drive or hyperflight drive, often powers shields, weapons and can be tapped to recharge fusion-based weapon ammunition. Fusion technology is almost always considered Tech Level 8.
- Fusion Grid: Any terrestrial or starship energy grid based on high-energy fusion technology. High-tech power grids are not just run on electricity, or standard ‘energy’, but fusion energy, a cleaner, more high-yield energy source. Unlike electrical power, fusion power is immune to electromagnetic disruption. Fusion cells for weapons are ‘FC’, ac compared to EC for standard energy cells. Fusion technology is almost always considered Tech Level 8.
- Gun deck: Starship Weaponry is fired from the gun deck of Starships, one of the ‘trinity’ of common areas needed on most combat-ready vessels (the others being the bridge and engineering). Because of the volatile nature of heavy weapons, gun deck is particularly susceptible to Starship Internal Damage.
- Gym: See TRAINING ARENA from the SAS Base System
- Herbarium: See RECREATION from the SAS Base System
- Hologram Chamber: See TRAINING ARENA from the SAS Base System
- Hololab: See LABORATORIES from the SAS Base System
- Hull: See Starship Armor
- Hyperdrive: See Hyperflight
- Intensive care ward: See LABORATORIES from the SAS Base System
- Interrogation: See PRISONS from the SAS Base System
- Jump Engine: See Starship Jumps
- Laboratory: See LABORATORIES from the SAS Base System
- Landing gear: See Starship Grade
- Library: See LIBRARY and/or OCCULT STUDIO from the SAS Base System
- Lifeboat: See Starship Escape Pods
- Maneuvering Thrusters: See Starship Maneuver
- Maintenance bay: See MOTOR POOL from the SAS Base System
- Mess hall: See RECREATION from the SAS Base System
- Mission module: See any of the specialized rooms/types in the SAS Base System
- Morgue: See LABORATORIES from the SAS Base System
- Navigation: Navigation is handled from the starship’s bridge. A navigation (mind+navigation) roll is needed before every jump or hyperflight use.
- Observation lounge: See RECREATION from the SAS Base System
- Power grid: Based on tech level. TL3 = Steam, TL4 = Combustion (solid fuel) and Electricity. TL8 = Fusion. Each type of energy has it’s own advantages and drawbacks.
- Quarters: This is a bit of a combination between Starship Crew, Starship Passengers and possibly see RECREATION from the SAS Base System for amenities. Since beings on long voyages also need to eat and breathe, check out Starship Supplies and Starship Life Support. If you want to know how much those kinds of things cost, you also may wish to look at Goods & Services and Passage Costs.
- Ready room: See WAR ROOM from the SAS Base System
- Recreation deck: See RECREATION from the SAS Base System
- Recreation room: See RECREATION from the SAS Base System
- Security office: See SECURITY from the SAS Base System
- Sensor control: See Starship Sensors
- Shuttlebay: See MOTOR POOL from the SAS Base System
- Sickbay: See LABORATORY from the SAS Base System
- Stellar cartography: See LABORATORY from the SAS Base System
- Technical specs: Finding the blueprints for a starship can be difficult, especially if the ship is found, modified, handed down, etc. full blueprints of starships cost the same as a rare book and a large data crystal combined and are difficult to find.
- Weapons Room: If you’re talking about where you fire Starship Weaponry from, you mean the gun deck, which is detailed on the Starships main page. If you mean where individual weapons are stocked and stored, See ARMOURY on the SAS Base System page.
- Weapon (Mount): A uni-directional mount for Starship Weaponry
- Weapon (Turret): A 360-degree mount for Starship Weaponry