STARSHIP FITTING | COST | POWER | MASS | CLASS | EFFECT |
10k* | 1# | 2 | Frigate | Skill bonus for analysis and research | |
25k* | 1 | 1# | Fighter | Can land and can operate under water | |
10k* | 0 | 0 | Frigate | Weapons and armor for the crew | |
5k* | 0 | 1# | Fighter | Can land: frigates and fighters only | |
50k | 1 | 0 | Fighter | Fires one weapon system without a gunner | |
10k* | 2 | 1 | Fighter | Ship can use simple robots as crew | |
5k* | 0 | 1 | Frigate | Allows boarding of a hostile disabled ship | |
25k | 0 | 2 | Frigate | Orbit-to-surface cargo shuttle | |
No cost | 0 | 1 | Fighter | Pressurized cargo space | |
5k* | 1 | 1 | Frigate | Keeps occupants in stasis | |
100k* | 4 | 2# | Frigate | Ship can be deconstructed into a colony base | |
300k | 0 | 2 | Frigate | Stealthed landing pod for troops | |
25k* | 1# | 1# | Fighter | Adds +2 to skill checks to avoid detection | |
50k* | 1# | 2# | Cruiser | House vast numbers of cold sleep passengers | |
5k* | 1# | 1# | Fighter | Doubles maximum crew size | |
5k* | 1 | 1 | Frigate | Can provide medical care to more patients | |
2.5k* | 0 | 1# | Fighter | Maximum life support duration is doubled | |
2.5k* | 0 | 1 | Fighter | Adds fuel for one more drill between fuelings | |
5k* | 2 | 1# | Frigate | Ship can scoop fuel from a gas giant or star | |
10k* | 1# | 2# | Cruiser | Ship produces life support resources | |
2.5k* | 0 | 1 | Frigate | Emergency escape craft for a ship’s crew | |
10k* | 1 | 1# | Frigate | 10% of the max crew get luxurious quarters | |
50k | 2 | 1 | Frigate | Space mining and refinery fittings | |
50k | 3 | 2# | Cruiser | Self-sustaining factory and repair facilities | |
Special | 3 | 0 | Frigate | Focal point for allied psychics’ powers | |
10k* | 1# | 0 | Frigate | At long distances, disguise ship as another | |
200k | 0 | 2 | Cruiser | Carrier housing for a fighter | |
1m | 1 | 4 | Capital | Carrier housing for a frigate | |
2k* | 0 | 0 | Frigate | General equipment for the crew | |
2.5k* | 0 | 1 | Fighter | Small amount of well-hidden cargo space | |
5k* | 2 | 1 | Frigate | Improved planetary sensory array | |
Special | 1 | 1 | Frigate | Pretech teleportation to and from ship | |
10k* | 2 | 1 | Frigate | Manipulate objects in space at a distance | |
2.5k* | 0 | 1# | Frigate | Halve tonnage space of carried vehicles | |
500* | 1 | 0.5# | Frigate | Automated tech workshops for maintenance |
The following list of ship fittings are largely standard TL4 technologies that are available in most sectors. A few items on the list are rare pretech devices that cannot be acquired without special connections or a lucky feat of salvage.
Some costs are marked with an asterisk. These costs are multiplied by 10 when the fitting is installed in a frigate-class hull, by 25 when installed in a cruiser-class hull, and by 100 when installed in a capital ship.
Some power and mass entries are marked with a hashmark. These costs are multiplied by 2 for frigates, 3 for cruisers, and 4 for capital ships, rounded up. Note that you apply these multipliers even if the fitting only works on a large ship; a frigate with a Drill Course Regulator pays 250,000 credits, not 25,000.