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  1. Notes

Starship Fittings

Rules System

STARSHIP FITTINGCOSTPOWERMASSCLASSEFFECT

Advanced lab

 10k*
1#2Frigate
Skill bonus for analysis and research

Amphibious operation

25k*
11#
Fighter
Can land and can operate under water

Armory

10k*
00Frigate
Weapons and armor for the crew

Atmospheric configuration

5k*
01#
Fighter
Can land: frigates and fighters only

Auto-targeting system

50k
10Fighter
Fires one weapon system without a gunner

Automation support

10k*
21
Fighter
Ship can use simple robots as crew

Boarding tubes

5k*
01
Frigate
Allows boarding of a hostile disabled ship

Cargo lighter

25k
02Frigate
Orbit-to-surface cargo shuttle

Cargo space

No cost
01
Fighter
Pressurized cargo space

Cold sleep pods

5k*
11
Frigate
Keeps occupants in stasis

Colony core

100k*
42#Frigate
Ship can be deconstructed into a colony base

Drop pod

300k 
02Frigate
Stealthed landing pod for troops

Emissions dampers

25k*
1#1#
Fighter
Adds +2 to skill checks to avoid detection

Exodus bay

50k*
1#2#Cruiser
House vast numbers of cold sleep passengers

Extended life support

5k*
1#1#
Fighter
Doubles maximum crew size

Extended medbay

5k*
11
Frigate
Can provide medical care to more patients

Extended stores

2.5k*
01#
Fighter
Maximum life support duration is doubled

Fuel bunkers

2.5k*
01
Fighter
Adds fuel for one more drill between fuelings

Fuel scoops

5k*
21#
Frigate
Ship can scoop fuel from a gas giant or star

Hydroponic production

10k* 
1#2#Cruiser
Ship produces life support resources

Lifeboats

2.5k*
01
Frigate
Emergency escape craft for a ship’s crew

Luxury cabins

10k*
11#
Frigate
10% of the max crew get luxurious quarters

Mobile extractor

50k
21
Frigate
Space mining and refinery fittings

Mobile factory

50k
32#Cruiser
Self-sustaining factory and repair facilities

Psionic anchorpoint

Special
30Frigate
Focal point for allied psychics’ powers

Sensor mask

10k*
1#0Frigate
At long distances, disguise ship as another

Ship bay/fighter

200k
02Cruiser
Carrier housing for a fighter

Ship bay/frigate

1m
14CapitalCarrier housing for a frigate

Ship's locker

2k*
00Frigate
General equipment for the crew

Smuggler's hold

2.5k* 
01
Fighter
Small amount of well-hidden cargo space

Survey sensor array

5k*
21
Frigate
Improved planetary sensory array

Teleportation pads

Special
11Frigate
Pretech teleportation to and from ship

Tractor beams

10k* 
21
Frigate
Manipulate objects in space at a distance

Vehicle transport fittings

2.5k*
01#
Frigate
Halve tonnage space of carried vehicles

Workshop

500*
10.5#
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.