Slim's Ship Shack! You may buy ship parts for the body of your ship! You have ten points to spend, and the body is free. Keep in mind every ship must have two engine slots filled, and things such as life-support and a gravity drive are included and take up no slots. [hider= Body]The primary model of ship, the body determines exactly what you can mount on the ship and how much it can carry. This one's on the house. [b]Fawkes Industries Marauder[/b] Weapon slots: 4 Engine Slots: 4 Default armor: light Module Slots: 4 Cargo Capacity: 100 units: (about 1 metric ton) Size: Medium [b]Thoron Brigand[/b] Weapon slots: 5 Engine Slots: 3 Default armor: Medium-light Module Slots: 4 Cargo Capacity: 50 units: (about 1/2 metric ton) Size: Medium [b]Solus Ranger[/b] Weapon slots: 2 Engine Slots: 4 Default armor: light Module Slots: 4 Cargo Capacity: 50 units: (about 1/2 metric ton) Size: Small Other: Comes with a low-quality stealth system[/hider] [hider= Weapons] [b]Solus S-448 Longbow[/b] Type: Cannon Slots: 1 slot Cost: 2 Points Description: Longbows are semi-automatic 12.7 millimeter anti-materiel cannons, good for punching through light armor. However, a better weapon must be sought quickly if you expect heavy conflict. Still, a solid weapon for it's price. [b]Ignis T-28 Grinder[/b] Type: Light gun Slots: 1 Cost: 1 Description: Grinders are .50 Cal automatic weapons, often given to merchant ships as a last resort in the event of conflict. Are often mounted on independently aimed turrets, rather than forward guns. [b]Fawkes #761 Haymaker Missile launcher[/b] Type: Missile Launcher Slots: 2 Cost: 4 Description: Haymaker's are your basic missile launcher. Often carried by local law-enforcement, these weapons fire missiles with relatively advanced targeting systems, capable of dealing pretty serious damage. However, ammo is expensive, and the things have quite long reload time, so other weapons are often taken as well. [/hider] [hider= Engines] [b]Fawkes #67 Journeyman[/b] Slots: 1 Cost: 1 Description: The most basic engines available. No bells or whistles, they just get you where you need to go, and do it cheap. [b]Tauros Compensator[/b] Slots: 2 Cost: 3 Traits: +top speed Description: The largest civilian-available engine... available. Known for it's comparatively high speed when compared to other engines available in the civilian market. [b]Solus S-97 Pathfinder[/b] Slots: 1 Cost: 1.5, must be taken in a pair Traits: +top speed, +handling Description: While they must be wing-mounted, Pathfinders offer superior speed and agility, allowing greater control. However, the wings they require often make the ship a bigger target. [/hider] [hider= Modules] [b]Fawkes #78 manned independent turret[/b] Cost: 2 Slots: 1 Weapon Slots available: 2 Other: Crew required Description: This variety of turret is simply a dome you can bolt guns on. It doesn't have advanced targeting equipment, so it must be manned to use it, but it allows the ship to fire at threats it isn't directly facing. [b]Fawkes #79 Turret channel[/b] Cost: 1 Slots: 1 Size: 2 Description: This upgrade is a tunnel that allows a turret carrying guns equal to or less than it's size to travel to the other side of the ship, thereby reducing the amount of blindspots. [b]Thoron Smart-Pilot System[/b] Cost: 3 Slots: 1 Description: This module is an extensive array of computers that provide a pilot various bits and bobs to assist flight, as well as provide limited autopilot. In addition, it monitors the ship's condition, giving handy warnings if systems fail, among other things. [b]Fawkes #512 Recreational module[/b] Cost: 1 Slots: 1 Description: This module is a room that contains many basic entertainment systems, such as a television and a collection of films, several couches, a dining area, a small kitchen and a set of Holo-chess. While it doesn't help in combat, a means to combat stress might help in the long run. [b]Nexus Cz-654 Breaching Drill[/b] Cost: 3 Slots: 1 Other: Manned, 1 passenger Description: Breaching drills are essentially manned screaming metal deathtraps with a drill on the end that are fired into another ship after which they vomit their angry passengers into said victim to generally wreak havoc. To aid in not sending valuable crewmen hurtling to their death, each comes with it's own means of navigation and steering, as well as a homing beacon and enough rations, air, and water to last them about five days. However, missing can be disastrous, so they are generally used on larger and slower ships. While not as advanced as teleporting, a fair few ships have shielding against teleportation, so drills are still widely used. [/hider]