Ship Systems
This document lists all of the standard ship systems available. Listed here will be the price, power usage, and brief description of each system. Feel free to suggest new systems. Note that some special systems are not listed here. Also note that the price given here is just a guide, some races may charge different ammounts for some systems.

Cloaking Device

Cost 650Power Usage: 1000
Required Technology: Cloak
Description: Gives invisibility through light distortion. Cloaked vessel cannot use shields or weapons while cloaked.

Cloaking Device (Advanced)

Cost 1200Power Usage: 500
Required Technology: Fire While Cloaked
Description: By mking the cloaking device more economical on power, it is now possible to use shields and weapons systems while cloaked. Costs 600 to upgrade existing cloaking device.

Deflectors

Cost 200Power Usage: 200
Required Technology: Deflectors
Description: Gives protection from missile weapons.

Deloz Cannon

Cost 800Power Usage: 1 per shot
Required Technology: Deloz Cannons
Description: Energy weapon. More powerful than disruptors. Costs 200 to upgrade from disruptors to deloz cannons.

Disruptor Array

Cost 500Power Usage: 2 per shot
Required Technology: Disruptors
Description: Energy weapon. Primarily used by the Klingons and Romulans.

Garam Phaser Array

Cost 750Power Usage: 1 per shot
Required Technology: Garam Phasers
Description: Energy weapon. More powerful than conventional phasers. Costs 150 to upgrade from phasers to garam phasers.

Impulse Engines

Cost 1000Power Usage: 10
Required Technology: none
Description: Allows travel at impulse speed (max. impulse = warp 0.1). All vessel come equipped with this system. Impulse engines or warp core are needed for travel.

Ion Cannons

Cost 1200Power Usage: 10 per shot
Required Technology: Ion Cannons
Description: Energy weapon. Less powerful than other energy weapons. Can cause system failure on target vessel.

Life Support

Cost 200Power Usage: 500
Required Technology: Warp
Description: Allows ship crew to survive. All vessels come equipped with this system.

Phase Cloaking Device

Cost 2500Power Usage: 3000
Required Technology: Phase Cloak
Description: Allows vessel to phase with objects such as asteroid and planets. Vessel will take hull damage if shields are not strong enough.

Phaser Array

Cost 500Power Usage: 1 per shot
Required Technology: Phasers
Description: Energy weapon. Originally designed by the Federation.

Photon Torpedoes

Cost 10Power Usage: see Torpedoe Tubes
Required Technology: Photon Torpedoes
Description: Missile weapon.

Quantum Deflectors

Cost 500Power Usage: 500
Required Technology: Quantum Deflectors
Description: Gives protection from missile weapons. More effective than conventional deflectors. Costs 100 to upgrade existing deflectors.

Quantum Shields

Cost 1400Power Usage: 500
Required Technology: Quantum Shields
Description: Gives protection from energy weapons, and prevents transporter activity. More effective than conventional shields. Costs 300 to upgrade existing shields.

Quantum Torpedoes

Cost 10Power Usage: see Torpedoe Tubes
Required Technology: Quantum Torpedoes
Description: Missile weapon.

Sensors

Cost 200Power Usage: 50
Required Technology: Warp
Description: Used to scan planets, sectors and ships. Can give information about any planet or ship in sector, or any sector that is within 3 sectors. All vessels come equipped with these.

Sensors (Advanced)

Cost 400Power Usage: 50
Required Technology: Advanced Sensors
Description: Used to scan planets, sectors and ships. Can give information about any planet or ship within 2 sectors, or any sector that is within 5 sectors. Costs 150 to upgrade existing sensors.

Shields

Cost 850Power Usage: 300
Required Technology: Shields
Description: Gives protection from energy weapons. Also prevents transporter activity.

Torpedoe Tubes

Cost 300Power Usage: 5 per shot
Required Technology: Photon Torpedoes
Description: Used to fire missile weapons.

Tractor Beam

Cost 500Power Usage: 100 per hull size of vessel towed
Required Technology: warp
Description: Used to tow ships and orbital structures. Can only tow vessels up to one hull size smaller than ships size (so a ship of hull size 5 could tow ships of hull size 1 to 4).

Warp Core

Cost 2000Power Usage: special
Required Technology: Warp
Description: Allows subspace movement. Power used is 1 unit per warp speed per time unit (eg. travelling at warp 5 for 5 time units will cost 25 power).