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S T E L L A R E M P I R E S 2
S H I P C O N S T R U C T I O N A N D E Q U I P P I N G
The following document details all the rules involved in creating your fleets for the Stellar Empires 2
Roleplaying game. There are two versions of this engine. The first is known creatively enough as the Simple
Engine. This is where it is easy to create simple ships and squadrons. The prices will vary depending on many
factors.
The other half of the engine is the Complex half. That is for those who LIKE to make their own lives miserable
with hard work to get their fleets done with far more detail than they could ever possibly need. But it is good
for doing ships that are used by characters or other such heros.
First up. The Simple Engine.
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SHIP BUILDER: SIMPLE
This is the simple rules for building your ships, and other important items, in the Stellar Empires Engine. The
methods for building your ships is far easier than those who choose to use the complex system, but dont forget
your calculator.
This will be done in a manner similar to the Ground Forces rules.
The first step is the easiest and all hulls have an associated cost. Some however are fixed-costs and set ships,these hulls will have this mentioned. You do not have any say as to how these craft are fitted.
Note: You take the basic hull value and then add ALL modifiers together before applying them. (Eg: A Mauler
*50000 RP* , Ship of the Line *x3* , Bleeding Edge Technology *x4* and Elite Crew *x4* gives a total X11
multiplier on the 50000 RP cost totalling 550000 RP.)
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STEP 1: --- CHOOSE YOUR HULL
STRIKE CRAFT:
All these have fixed prices and are bought per squadron of 12 unless otherwise specified.
Do not continue to step 2 or above.
Exception: Does not use Carrier Step.
Scout Drone: 1 RP
Fighter Drone: 1 RPLight Fighter: 1 RP
Medium Fighter: 2 RP
Heavy Fighter: 3 RP
Super-Heavy Fighter: 4 RP
Light Bomber: 3 RP
Medium Bomber: 4 RP
Heavy Bomber: 5 RP
Super-Heavy Bomber: 6 RP
Light Gunship: 5 RP
Medium Gunship: 6 RPHeavy Gunship: 7 RP
Super-Heavy Gunship: 8 RP
Cloakshape Fighters: 6 RP (Hunters Only)
Cloakshape Bombers: 8 RP (Hunters Only)
Gigadeath Bomber: 15 RP (Destroyers Only)
Drag-Craft: 8 RP (Isolationists Only)
Biodrones: 6 RP (Biotechnocracy Only)
ESCORT SHIPS:
All these use all steps.Exception: Does not use Carrier Step.
Light Cutter: 100 RP
Medium Cutter: 120 RP
Heavy Cutter: 140 RP
Light Corvette: 200 RP
Medium Corvette: 220 RP
Heavy Corvette: 240 RP
Light Frigate: 400 RP
Medium Frigate: 430 RP
Heavy Frigate: 460 RP
Strike Frigate: 500 RP
Chase Frigate: 480 RP
Battle-Rider: 650 RP
Light Destroyer: 625 RP
Fast Destroyer: 600 RP
Medium Destroyer: 650 RP
Heavy Destroyer: 680 RP
Assault Destroyer: 700 RP
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DEFENCE SHIPS:
Does not use Step 2, Does not use the Carrier Step.
Mantlet: 680 RP
Minelayer: 400 RP
Monitor: 3000 RP
Q-Ship: 1000 RP
CAPITAL SHIPS:
All these use all the steps.
Exception: Does not use Carrier Step.
Light Cruiser: 1700 RP
Medium Cruiser: 2500 RP
Heavy Cruiser: 3500 RP
Battlecruiser: 3700 RP
Grand Cruiser: 5000 RP
Fast Battleship: 8000 RP
Battleship: 10000 RPHeavy Battleship: 12000 RP
Dreadnought: 24000 RP
Superdreadnought: 30000 RP
Mauler: 50000 RP
CARRIERS:
Do not use Step 2
Escort Carrier: 300 RP
Pocket Carrier: 500 RP
Light Carrier: 1200 RP
Fast Carrier: 1800 RP
Medium Carrier: 2500 RP
Heavy Carrier: 4200 RP
Supercarrier: 12500 RP
SPECIAL SHIPS:
All these ships are bought AS IS. No modification possible.
Do not do any other steps.
Light Transport: 250 RP
Medium Transport: 500 RP
Heavy Transport: 1000 RP
Bulk Transport: 4000 RP
Fleet Defender Ship: 8000 RP
SWSCS: 10000 RP
Interdictor: (1000, 5000 or 10000 RP)
Flagship: Add 100000 RP to another ship class. Max: 1.
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NATION SPECIFIC.
NOTE: Nations and ships in Italic can ONLY be made with the Simple Engine.
WARLORD:
Warhound Destroyer: 800 RP
Warhorse Frigate: 600 RP
Galleon Cruiser: 4000 RP
Ironclad Battleship: 12000 RP
Super-Mauler: 100000 RP
DESPOILER:
Gas Drones: 250 RP
Biowar Destroyer: 800 RP
Biowar Cruiser: 4200 RP
Radiation Bath: 6000 RP
Plaguebearer Battleship: 12000 RP
PACIFIST:
Disabler: 2000 RP
Mobile Joy Palace: 4000 RP
Diplomatic Party Barge: 16000 RP
SCIENTIST:
X-Testbed: 25000 RP
Wormhole Assault Ship: 15000 RP
Enerjax Projector: 6000 RP
Mobile Lab: 12000 RP
The Gravity Lift: 800 RP
ECONOMIST:
Mobile Drydock: 12000 RP
Mobile Construction Ship: 8000 RP
Mobile Market: 2000 RP
Market Escorts: 1000 RP
Economic Defence Dreadnought: 32000 RP
INDUSTRIALIST:
Factory Cutter: 175 RP
Factory Frigate: 700 RP
Factory Destroyer: 900 RP
Heavy Assault Cruiser: 6000 RP
Manufactory: 16000 RP
HUNTER:
Bloodtracker Division-ship:1000 RP
Hawkeye Spyship: 2000 RP
Silent Night: 14000 RP
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DESTROYER:
Siege Ship: 8000 RP
Siege Driver: 10000 RP
World Burner: 40000 RP
Planet Cracker: 50000 RP
ENVIRONMENTALIST:
Environmental Shield: 8000 RP
Laser-web Projection Ship: 6000 RP
Orbital Grid: 100000 RP (Do not do any other steps.)
ISOLATIONIST:
Repulsor: 1000 RP
Redirector: 6000 RP
Eviction Notice: (Battleship) 12000 RP
The Promethean Tug: (Mauler Class Tow-ship) 60000 RP
SPYMASTER:
S.I.S (Cutter): 600 RP
S.I.S (Destroyer): 1000 RP
S.I.S (Cruiser): 4000 RP
S.I.M.S: 10000 RP
Infiltration Battleship: 14000 RP
BIO-TECHNOCRACY:
Do step 2 only.
Biodrones: 1 RP *Do no more steps.*
Adolescent Screamer: 100 RP
Adult Screamer: 150 RP
Venerable Screamer: 200 RP
Adolescent Voidhawk: 400 RP
Adult Voidhawk: 450 RP
Venerable Voidhawk: 500 RP
Adolescent Blackhawk: 700 RP
Adult Blackhawk: 750 RP
Venerable Blackhawk: 800 RP Adolescent Hellhawk: 1200 RP
Adult Hellhawk: 1300 RP
Venerable Hellhawk: 1400 RP
Adolescent Queen: 6000 RP
Adult Queen: 7000 RP
Venerable Queen: 8000 RP
Adolescent Hive: 9000 RP
Adult Hive: 14000 RP
Venerable Hive: 16000 RP
Ancient Hive: 18000 RP
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PSYCHIC HIVE:
Meditation Sphere: 5000 RP
Projector Vessel: 6000 RP
Amplifier: 1000 RP
Psychic Lash Battleship: 13000 RP
Psychic Reaper Dreadnought: 28000 RP
THEOCRACY:
Faith: (Destroyer) 1100 RP
Purity: (Frigate) 500 RP
Virtue: (Cruiser) 4200 RP
Judgement: (Heavy Cruiser) 9000 RP
Wrath: (Battleship) 14000 RP
ARTIFICIAL EMPIRE:
Corrupter: 1200 RP
Electronic Assault Ship: 1500 RP
Von Neumann Destroyer: 1000 RP
Repair Hive: 8000 RP
World Devastator: 18000 RP
CYBERNETICISTS:
Regenerative Frigate: 500 RP
Regenerative Destroyer: 800 RP
Regenerative Cruiser: 4000 RP
Cyber-Fighters: 5 RP
Cyber-Bombers: 8 RP
THE CULTURE:
Propaganda Ship: 3000 RP
National Pride: 20000 RP
CSV: (Combat Systems Vehicle) 2000 RP
GSV: (General Systems Vehicle) 8000 RP
ISV: (Invasion Systems Vehicle) 1000 RP
ENSLAVERS:
Raider: 500 RP
Ripper: 1200 RP
Harvesting Battle-rider: 800 RP
C.L.A.W: 600 RP
Harvester: 20000 RP
CRIMEOCRACY:
Smuggling Boat: 500 RP
Pirate Gunboat: 600 RP
Mobile Blackmarket: 4000 RP
Pirate Cruiser: 4200 RP
Black Q-Ship: 1200 RP
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STEP 2: --- CHOOSE YOUR SHIP PURPOSE
Your ships will all have a purpose amongst your fleet. Otherwise how would you do with them what needed to
be done? These are modifiers on top of the ships value.
ESCORT PURPOSES (ESCORTS ONLY)
Picket Ship (Cost x1) These vessels protect the extremities of a fleet with advanced sensors andwarning systems. Lightly armed compared to most their job is to warn the others.
Vanguard (Cost x2) Similar to the Picket ship instead their job in a fleet is to range ahead of it and findthe enemy, minefields etc and engage them. Heavily armed for their size they are a reliable ship, but
their defences suffer for this.
Close Fleet Escort (Cost x2) These vessels are fitted with many lighter weapons designed for engagingother vessels in the same class as themselves, however they are reliant on the fleet for protection from
anything larger.
Patrol Ship (Cost x1) This is often seen as the normal escort ship, designed to operate on its own forextensive amounts of time, this version has a complete balance between all its systems.
Scout/Explorer (Cost x3) Even more powerful sensors and engines than a picket ship or vanguard it is along-ranged explorer not attached to a fleet. Its defences and weapons suffer for this but it is popularfor an expendable vessel to explore without worry.
CAPITAL SHIP PURPOSES (CAPITAL SHIPS ONLY)
Fleet Ship (Cost x1) This is a basic ship of the line for its class. Well defended, decent guns, good enginesand sensors. Good at all, master of none.
Ship of the Line (Cost x3) This ship is built for engaging ships in its own class, its weaponry is significantand mostly tailored to handling vessels in its own weight class, this makes it poor for engaging anything
much larger or smaller than it is.
Directed Gunnery (Cost x3) This ship is built so that it can bring nearly all its weapons to bear on itsforward arc. This makes it truly devastating for just about anything that can be found to put itself in that
position. You dontwant to do that.
Hunter-Killer (Cost x4) Designed to operate in the lone-wolf fashion or in small groups the hunter-killeris a truly scary beast. Good firepower and engines mean that its enemies should it choose to have any
will greatly regret their error. (Nothing above Fast Battleship may be a Hunter-Killer.)
Bombarment Ship (Cost x3) The Bombardment ship sacrifices its sensors in exchange for better onesfor choosing ground-based targets. Its weapons are designed and arranged to get maximum coverage
for firing on a planetary surface and is typically always of the heaviest available weapons. But their
defences are weaker and engines poorer than any other purpose.
AEGIS Ship (Cost x4) This is a fleet defender, it has no other use, it has the most powerful sensorsavailable and the most powerful point defence systems available. However it is vulnerable to anyone
and anything else. Remind the crew not to sneeze. (No ship above Fast Battleship may be an AEGIS
ship.)
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STEP 3: --- EQUIPMENT QUALITY AND LEVEL
Equipment quality and level is a universal thing across all classes of ship. An object takes one week to build per
500 RP it costs. Equipment Quality and Level may effect this. (And in fact is likely to.)
People with the Creaky Military flaw or the Shitty Workmanship flaw may not take any quality level
above Obsolete.
Last Centuries Scraps (Cost: .25): This equipment is so old that people will be wondering how the hellits flying, it is utter garbage.
Very Obsolete (Cost: .5): This is some old, unreliable junker youre flying. I advise that you get a tetanusshot before getting on or off the ship. No I dont need to pee, I can hold it.
Obsolete (Cost: x1): This is older technology but still useful on the battlefield, you wont be doing wellagainst better made ships with better technology, but you wont be dropping like flies either.
Current Gen Technology (Cost: x2) This is the average current technology available, itll hit hard, take itslicks and keep on ticking. Reliable and well loved by its users.
Next Gen Technology (Cost: x3) This is some highly advanced technology soon to be on your markets ina big way, it is well loved by its users but is known for niggling issues.
Bleeding Edge Technology (Cost: x4) This is the best technology you could possibly fit your vessels withbar one, it has the best and most reliable weapons, shields and all manner of equipment. But it is also
plagued by minor bugs and issues common to new developments. And they dont adhere to a friendly
timetable of when you can afford it.
(Increases Construction Time by 50%)
Blatantly Experimental Tech (Cost: x5) This isnt technology, this is a technology demonstrator from agoddamned lab! Itll outperform anything you have. Right up until that new experimental component
decides to break. Or worse, explode.
(Doubles Construction Time)
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STEP 4: --- CREW EXPERIENCE AND TRAINING
This is the level of training and experience the ships crew possesses and is trained to before deployment. This
can mean the difference between life, death and a medical discharge because half your brain went missing in
the Nubila Reach after that shrapnel dug it out like a spoon.
People with Creaky Military may not take any experience level over Trained
People with Hilariously Fail may not take any experience level over Green
People with Cowardly may not take any experience level over Rookie
Rookie (Cost .5) These are barely trained, who knows if they can even read! These guys will most likelydie in droves. Dont get too attached to them.
Green (Cost x1) These guys are new, blue and probably very frightened. They are not experienced andhave only gone through basic training.
Trained (Cost x2) These men have gone through rigorous training to get where theyre at and are wellsuited for the jobs theyre expected to perform.
Veteran (Cost x3) These men have been trained well and have experience in the field and on thebattlefield without remorse. They are hard men and jaded in experience. They do what they do well.
Elite (Cost x4) There are some who it is said have seen too much war. That its presence is marked upontheir flesh and souls equally. The Elite can only tell you that those who say it have some inkling of thetruth.
Elite of the Elite (Cost x5) These men only know war. Whether raised to it or forced into it bycircumstances unknowable, these men are the most hard-bitten men of all and few come away
unscathed. People get severely uncomfortable around them, but if someone needs killing it is these men
who will do it without hesitation.
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STEP 5: --- CARRIERS
Carriers are a mainstay of some nations fleet. But not all carriers are equal.
NOTE: Those with the Hangerize trait have 3 Squadron spaces on EVERY ship per 1000 points (basic hull cost,
before modifiers). Minimum of 3 Spaces (Eg: A Cutter would have 3 spaces, a Mauler would have 150)
Below is the number of spaces available to the Carriers.
Escort Carrier: 12 Squadrons (Nothing over Medium)
Pocket Carrier: 16 Squadrons (Nothing over Medium)
Light Carrier: 200 Squadrons (Nothing over Medium)
Fast Carrier: 100 Squadrons (Nothing over Heavy)
Medium Carrier: 400 Squadrons
Heavy Carrier: 800 Squadrons (Nothing under Medium)
Supercarrier: 1200 Squadrons (Nothing under Medium)
Craft Experience Levels.
Rookie: (Cost x1) These are poor quality pilots and hangar crew. Dont rely on them.
Green: (Cost x2) These men know how to fly and wont die.. instantly. Trained: (Cost x3) These men are fresh out of advanced flight school. Reliable. Veteran: (Cost x4) These men are hard men with field experience. Aces: (Cost x5) These men are aces of combat. Multiple Aces: (Cost x6) These men are condescending bastards who thing theyre gods gift to strike
craft. Pity that theyre right.
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SHIP BUILDERCOMPLEX
Wait wait, you want how many particle beams? Dear lord man... that is not
nearly enough. Here, try this.
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S H I P C O N S T R U C T I O N
- - - - -
C O M P L E X V E R S I O N
This is the complex construction rules for manufacturing your ships and craft! Do not expect simplicity. Do not
expect cheap. Do not expect to leave with your head even close to intact!!!! Note, these rules are not
interchangeable, a ship is either made via the Complex rules or the Simple rules. These rules are intended for
those that like Complex, or wish to design important character shielded ships.
In most cases ships designed by these rules will be both more expensive and capable than those done by simple
rules. But 1000 RP of Complex ships is only as good as 1000 RP in Simple ships in most cases.
In any case. There will be several elements to these rules.
1: Strike Craft Construction Rules.
These will be used for designing your strike craft! (Or you can use the simple Strike Craft figures.)
2: Escort Construction Rules.
These will be used to design your escort ships.
3: Capital Construction Rules.
These will be used to design and build your Capital Ships.
4: Carrier Construction Rules.
These will be used to design your carriers.
5: Strike Craft Reference Tables.
6: Ship Reference Tables.
The above two items will have listed ALL the weapon types that can be used in a general fashion. Against myoriginal inclination there wont be a lot of detail. There will be things like Light, Medium, Heavy Beams, what
type wont be mentioned leaving the player room to make it their own but trait given weapons override these
with the traits weapon.
7: Trait specific Reference Tables.
This table will list only trait items and the nation/trait required. (And what they replace.)
The last part of this document will detail the Nation special ships only.
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STRIKE CRAFT CONSTRUCTION RULES
This is used for building your strike craft. All Strike craft will be listed here. (All costs are added onto the base
cost.)
G = Gun
-T-G means Number of turrets and guns per turret.
M = Anti-Fighter Missile
T = Torpedo
BTG = Bio-tech Gun
ATMOS CAPAB = Atmospheric Capable
Name of Craft Weapon Spaces Cost Nation Type Notes:
Scout Drone 0 1 RP ALL
Fighter Drone 2G 1 RP ALL
Light Fighter 1G 1 RP ALL
Medium Fighter 2-4G, 16M 2 RP ALL
Heavy Fighter 6-8G, 24M 3 RP ALL
Super-Heavy Fighter 8-10G, 40M 4 RP ALL
Light Bomber 1T2G, 6T 3 RP ALL
Medium Bomber 2G, 12T 4 RP ALL
Heavy Bomber 4G, 2T1G, 24T 5 RP ALL
Super-Heavy Bomber 8G, 6T2G, 36T 6 RP ALL
Light Gunship 2T2G 5 RP ALL
Medium Gunship 4T2G 6 RP ALL
Heavy Gunship 4T2G, 200M 7 RP ALL
Super-Heavy Gunship 6T4G, 200M, 6T 8 RP ALL
Cloakshape Fighter 6G, 10M 6 RP HUNTER CLOAKING
Cloakshape Bomber 1G, 1T2G, 10T 8 RP HUNTER CLOAKING
Gigadeath Bomber 4T3G, 100T 15 RP DESTROYER ATMOS CAPAB
Drag-Craft 0 8 RP ISOLATIONIST TRACTORBiodrones 1BTG 6 RP BIOTECHNOCRACY ALIVE
Cyber-Fighters 8G, 22M 5 RP CYBERNETICISTS INTEGRATION
Cyber-Bombers 2G, 2T1G, 12T 8 RP CYBERNETICISTS INTEGRATION
Once you have selected your craft you select the weapons, missiles or torpedoes.
Weapon Cost Type/Fitting Description
Kinetic Repeater FREE Gun Automatic Kinetic Gun
Kinetic Cannon 0.5 RP Cannon Slow Firing Kinetic Gun, Greater Damage
Beam 0.5 RP Gun An energy beam weapon. Constant rate of fire.
Lower damage.
Pulse 0.5 RP Gun An energy pulse weapon. High rate of fire. Betterdamage than Beam
Wave 2 RP Gun An area of effect weapon. It is slow firing and does
a lot of damage.
Fast Missile FREE Missile A fast missile with low damage potential.
Medium Missile 1 RP Missile A bomber killer.
Light Torpedo FREE Torpedo A cheap torpedo. Less powerful than others. Very
powerful in large volleys.
Medium
Torpedo
1 RP Torpedo Standard anti-shipping torpedo. Valuable in large
numbers.
And now youre done your Strike Craft Squadron.
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ESCORT CONSTRUCTION RULES
Construction of actual ships is considerably more difficult than Strike Craft or the simple system. You have to
account for every piece of critical equipment, weapon and special piece of gear!
Every escort has the following characteristics.
Class
Name Crew Primary Weapons Secondary Weapons Point Defence Weapons Sensors Engine Levels Crew Quality Ship Quality Tech Level Specials Total Cost
Unlike the simple creator there is only one modifier, the Tech Level, ship quality and crew quality are
purchased upgrades that cost a certain percentage of the hull depending on the level chosen. Escorts cannot be
outfitted as Carriers under any circumstances. The first step is to pick the hull. The tech level modifier is
applied AFTER all parts have been purchased.
CLASSPrimary Weapon
Spaces
Secondary Weapon
Spaces
Point Defence Weapon
SpacesCrew Cost
Light Cutter 0 4 12 24 100 RP
Medium Cutter 0 6 14 30 120 RP
Heavy Cutter 1 6 18 44 140 RP
Light Corvette 4 10 20 80 200 RPMedium Corvette 6 20 20 100 220 RP
Heavy Corvette 10 20 20 140 240 RP
Light Frigate 20 40 10 320 400 RP
Medium Frigate 24 40 10 350 430 RP
Heavy Frigate 30 50 20 400 460 RP
Strike Frigate 50 30 20 440 500 RP
Chase Frigate 10 40 40 420 480 RP
Battle-Rider 100 100 100 1000 650 RP
Light Destroyer 40 80 20 600 625 RP
Fast Destroyer 40 60 20 550 600 RP
Medium Destroyer 60 100 40 620 650 RP
Heavy Destroyer 30 180 50 650 680 RP
Assault Destroyer 1 CAPITAL 40 10 600 700 RP
DEFENCE SHIPS (Escort Class)
Mantlet10 Shield
Projectors10 10 650 680 RP
Minelayer 10 Minelayers 20 50 320 400 RP
Once you have chose the hull of the ship you are planning to make you can see several factors. Primary Weapon
spaces fit weapons from the Primary Weapons table. The Secondary Weapons are for the lesser weapons on a
ship, less powerful but higher tracking. The point defence dictates the defensive weapons designed for shooting
down missiles, torpedoes and bombers. Crew says how many standard crew there might be, if your ships are
more automated or crewed by stronger beings the crew wont be as high, if filled with weaklings the number
might be higher. The Cost is the cost of the hull in Industrial Points. The percentage of weapons cannot be
changed.
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Weapon NameWeapon
TypeCost Description
Spaces
Required
Primary Weapons
Kinetic Cannon Kinetic 1 RPThis is a kinetic cannon. It projects a heavy shell into
the void at the target.1
Kinetic Assault
GunKinetic 2 RP
This is a more rapid fire kinetic cannon, it does its
damage by smaller, but more numerous, shots.1
Barrage Gun Kinetic 1 RP
The space-shotgun. It fires a lot of shots all at once to
try and blanket an area of space in fire. 2
Beamer Energy 1 RPA beam weapon. Sustained damage and high
accuracy, but lower power than others.1
Pulser Energy 2 RPThis weapon does more damage than the Beamer and
has a high rate of fire, but lower accuracy.1
Wave Gun Energy 1 RP
This is the shotgun of the energy weapon world. It is
powerful up close, but though its accuracy is good at
range its power suffers greatly.
2
Medium
Launcher
Missile
Weapon2 RP
This is a missile launcher and typically contains
enough ammunition to launch 20 missiles before
requiring resupply.
5
RocketLauncher
MissileWeapon
1 RP Unguided Rockets fired in massive salvoes, they havegreat power but very poor accuracy, though a single
launcher typically carries about 100 rockets.
5
Torpedo
Launcher
Missile
Weapon5 RP
Fires heavy Torpedoes, but a single launcher can only
have five before the ship needs to resupply.10
Secondary Weapons
Kinetic Cannon Kinetic 1 RPThis is a kinetic cannon. It projects a heavy shell into
the void at the target.1
Kinetic Assault
GunKinetic 2 RP
This is a more rapid fire kinetic cannon, it does its
damage by smaller, but more numerous, shots.1
Barrage Gun Kinetic 1 RPThe space-shotgun. It fires a lot of shots all at once to
try and blanket an area of space in fire.2
Beamer Energy 1 RP A beam weapon. Sustained damage and highaccuracy, but lower power than others.
1
Pulser Energy 2 RPThis weapon does more damage than the Beamer and
has a high rate of fire, but lower accuracy.1
Wave Gun Energy 1 RP
This is the shotgun of the energy weapon world. It is
powerful up close, but though its accuracy is good at
range its power suffers greatly.
2
Light Launcher Missile 2 RP
This is a missile launcher and typically contains
enough ammunition to launch 20 missiles before
requiring resupply.
5
Rocket
Launcher Missile 1 RP
Unguided Rockets fired in massive salvoes, they have
great power but very poor accuracy, though a singlelauncher typically carries about 100 rockets. 5
Torpedo
LauncherMissile 5 RP
Fires heavy Torpedoes, but a single launcher can only
have five before the ship needs to resupply.10
Point Defence
CIWS Kinetic 1 RPThe CIWS, or close in weapons system, is a fast-
tracking high rate of fire kinetic weapon.1
Laserlight Energy 2 RPMore accurate than the CIWS and sustained firing
makes this a weapon of choice.3
Hammerhand Missile 5 RP Missile point defense, highly accurate, but expensive. 3
Note that where applicable trait-specific weapons replace the items above, this will be noted in the trait
descriptions themselves along with any changes to the stats. Also note that there are only a handful of types,
Kinetic, Energy and Missile Weapon, certain exotic weapons will replace normal weapons if you have the trait.
These represent basic everyday weapons. A player is free to come up with a reasonable technology that fits the
description. But they may not resemble trait-weapons.
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Now that weapons have been purchased you move onto other essential components. These include engine
upgrades, sensors, crew quality, ship quality and tech level. These are all important. (And required.) It should
also be noted that these are relevant to the ship in question. The High Power Engine on a Heavy Frigate is NOT
as good as a High Power on a Fast Frigate for example. (Note: This table is shared by all ships)
Part Name Cost Description
NOTE: All parts cost a percentage of the hull cost. If the cost is 10%, and the hull cost is 100 RP then the cost
is 10 RP. Be aware that some parts can be as much as double the hull cost!
EnginesStandard 0% This is the basic drive that comes with your ship no matter what.
High Power 25%This is a higher powered drive. It is reliable and provides higher speed but weakens
the ships ability to manoeuvre
Advanced
Drive50%
This drive is just as powerful as the high power drive but doesnt hinder its
manoeuvring ability.
Sensors
Basic
Sensors0%
These are your basic sensor equipment, used to find anyone and anything. Their
ability to find cloaked craft is inadequate and too short ranged however.
Active
Sensors50%
These sensors are more powerful with a more significant range. Their cost is
considered to be prohibitive for some, but acceptable for others.
UltimoSensors 100% These expensive bastards are considered to be the second best sensors available toa craft. Doubling its sensor range and resolution few can deny the power of them.
AEGIS
Sensors200%
High powered point defence sensors, they have the same resolution as the Ultimo
but with enhanced fire control to the point defence weapons. (Best value in high PD
ships)
Crew Quality
Rookie 0%New blood, dont trust them to go to the toilet without someone to guide their aim.These men are not to be relied upon.
Green 25%These men have little training and experience, they can do their jobs, but are likely
to panic. Dont use them on high value ships.
Trained 50%Trained to do their jobs properly they are capable enough. But they lack valuable
experience that could lead to their untimely demise.
Experienced 100% Well trained with some experience. They can be trusted, most ships will be crewedby these men. Well, if the budget permits.
Veteran 200%Hard men tried in battle, already having weeded out the weak these are the strong,
luck and smart ones who are left.
Elite 400%The best of the best, these men are hard and well experienced. They are those you
trust for the missions that need the best. You cantafford anything less.
Ship Quality
Poor 0%These vessels are barely held together monuments to the scrap gods, and by those
gods do they look all too ready for the part. Say a prayer before you undock.
Standard 100%These vessels are those normally fielded by most, fresh off the show-room floor ofyour bog standard factory
High Quality 200% These are well made vessels fresh out of a workmans proud hands. Built to excellentspecifications these vessels are more reliable than their cheaper cousins.
Best Quality 300%These are the best-made vessels your resources can buy. Made to the best
specifications with the best materials itll take punishment no other of its class can.
Tech Level
Normal None This ship is built with the normal technology used by your nation.
Tech 2X2
Modifier
This ship is built with more advanced technology than most possess.
Tech 3X3
Modifier
This ship is built with the best available technology you possess.
Tech 4X5
Modifier
This ship is built with, well, frankly experimental technology. Its powerful, but
remember that everything is experimental, dont be surprised if it blows up in your
faces. At the worst time possible.Specials: Many ships have unique technologies, for every tech level higher than normal the player may, if
approved, include a special piece of equipment, each special costs the same as the hull does. (Eg: A Light Cutter
with Tech 3 could take 2 specials for a total of 200 RP for the specials.) This is added after the modifier is done
so that they do not effect it.
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CAPITAL SHIP CONSTRUCTION RULES
Construction of actual ships is considerably more difficult than Strike Craft or the simple system. You have to
account for every piece of critical equipment, weapon and special piece of gear!
Every Capital Ship has the following characteristics.
Class
Name Crew Capital Weapons Primary Weapons Secondary Weapons Point Defence Weapons Sensors Engine Levels Crew Quality Ship Quality Tech Level Specials Total Cost
Unlike the simple creator there is only one modifier, the Tech Level, ship quality and crew quality are
purchased upgrades that cost a certain percentage of the hull depending on the level chosen. The first step is to
pick the hull. The tech level modifier is applied AFTER all parts have been purchased.
Note: Carriers do not have Capital Weapon Spaces, instead they have Hangar Spaces. (Also not Transports can
only be bought using the simple system.
CLASSCapital Weapon
Spaces
Primary
Weapon Spaces
Secondary
Weapon Spaces
Point Defence
Weapon SpacesCrew Cost
Light Cruiser 8 200 400 50 12000 1700 RPMedium Cruiser 10 250 500 60 19000 2500 RP
Heavy Cruiser 16 300 600 40 24000 3500 RP
Battlecruiser 24 350 700 50 30000 3700 RP
Grand Cruiser 30 500 1000 40 38000 5000 RP
Fast Battleship 100 800 1600 140 80000 8000 RP
Battleship 140 850 1700 80 85000 10000 RP
Heavy Battleship 160 1000 2000 60 98000 12000 RP
Dreadnought 220 1400 2800 40 250000 24000 RP
Superdreadnought 280 1800 3600 20 280000 30000 RP
Mauler 600 4000 8000 40 545000 50000 RP
DEFENCE SHIPS (Capital Class)
Monitor 10 200 400 60 2700 3000 RP
Q-Ship 1 60 120 80 850 1000 RP
SPECIAL SHIPS
Fleet Defender 0 20 20 400 15000 8000 RP
Interdictor Small INTERDICTOR 20 40 60 1200 1000 RP
Interdictor Med INTERDICTOR 200 400 100 40000 5000 RP
Interdictor Large INTERDICTOR 400 800 100 90000 8000 RP
SWSCS 5 125 250 30 22000 10000 RP
NOTE: The SWSCS is an advanced sensor ship. It possesses the best sensors available.
Flagship 10 100 200 200 10000 100000 RP
NOTE:
The Flagship is an upgrade to another ship. It can only be bought once. It provides the
best possible shielding beyond what that ship could normally carry. The best commandand control and second best sensors available. (Limited to a Capital Ship Grand Cruiser
or Larger.)
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CARRIER CLASSCarrier
Hangar SpacesPrimary Weapon
SpacesSecondary Weapon
SpacesPoint Defence
Weapon Spaces Crew Cost
Escort Carrier 20 0 6 12 400 300 RP
Pocket Carrier 30 0 12 24 600 500 RP
Light Carrier 400 0 40 48 1000 1200 RP
Fast Carrier 200 0 30 44 1200 1800 RP
Medium Carrier 1600 10 60 120 3000 2500 RPHeavy Carrier 3200 20 120 180 4000 4200 RP
Supercarrier 4800 80 200 300 15000 12500 RP
Once the hull is selected move on to arming your ships.
Weapon NameWeapon
TypeCost Description
Spaces
Required
Capital Weapons
Heavy Kinetic Kinetic 2 RP
This is a heavier version of the kinetic cannon. Hits
hard, harder and hardest. Dont blink or youll die. 1
Kinetic Storm Kinetic 3 RPThis is a Capital version of the Kinetic Assault Gun,
dont get in front of it.1
Heavy Barrage
GunKinetic 2 RP
This is the biggest Barrager. You dont want to be
anywhere near it when it fires. Ever.2
Heavy Beamer Energy 2 RPThe Capital Beamer is a ship-killer if you stay where
it can find you.1
Heavy Pulsar Energy 3 RPThe Heavy Pulsar is a heavier version of the Pulsar.
Its fire rate is identical, but it hits harder. Much.1
Ultra Wave Gun Energy 2 RPAn upgraded Wave Gun its effects are even shorter
ranged. But it hits noticeably harder.2
HeavyLauncher
Missile 3 RP The Heavy Launcher launches much larger missileswith bigger warheads, but theyre slower.
10
Heavy Rockets Missile 2 RPHeavy Rockets are slower, just as unguided, but their
warheads kick like a mule.10
Heavy
TorpedoesMissile 10 RP
These Torpedoes make the Primary torpedo launcher
look like pop-guns.20
Primary Weapons
Kinetic Cannon Kinetic 1 RPThis is a kinetic cannon. It projects a heavy shell into
the void at the target.1
Kinetic Assault
GunKinetic 2 RP
This is a more rapid fire kinetic cannon, it does its
damage by smaller, but more numerous, shots.1
Barrage Gun Kinetic 1 RP
The space-shotgun. It fires a lot of shots all at once to
try and blanket an area of space in fire. 2
Beamer Energy 1 RPA beam weapon. Sustained damage and high
accuracy, but lower power than others.1
Pulsar Energy 2 RPThis weapon does more damage than the Beamer and
has a high rate of fire, but lower accuracy.1
Wave Gun Energy 1 RP
This is the shotgun of the energy weapon world. It is
powerful up close, but though its accuracy is good at
range its power suffers greatly.
2
Medium
LauncherMissile 2 RP
This is a missile launcher and typically contains
enough ammunition to launch 20 missiles before
requiring resupply.
5
RocketLauncher
Missile 1 RPUnguided Rockets fired in massive salvoes, they havegreat power but very poor accuracy, though a single
launcher typically carries about 100 rockets.
5
Torpedo
LauncherMissile 5 RP
Fires heavy Torpedoes, but a single launcher can only
have five before the ship needs to resupply.10
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Secondary Weapons
Kinetic Cannon Kinetic 1 RPThis is a kinetic cannon. It projects a heavy shell into
the void at the target.1
Kinetic Assault
GunKinetic 2 RP
This is a more rapid fire kinetic cannon, it does its
damage by smaller, but more numerous, shots.1
Barrage Gun Kinetic 1 RPThe space-shotgun. It fires a lot of shots all at once to
try and blanket an area of space in fire.2
Beamer Energy 1 RPA beam weapon. Sustained damage and high
accuracy, but lower power than others.1
Pulser Energy 2 RPThis weapon does more damage than the Beamer and
has a high rate of fire, but lower accuracy.1
Wave Gun Energy 1 RP
This is the shotgun of the energy weapon world. It is
powerful up close, but though its accuracy is good at
range its power suffers greatly.
2
Light Launcher Missile 2 RPThis is a missile launcher and typically contains
enough ammunition to launch 20 missiles resupply.5
Rocket
LauncherMissile 1 RP
Unguided Rockets fired in massive salvoes, they have
great power but very poor accuracy, though a single
launcher typically carries about 100 rockets.
5
Torpedo
Launcher Missile 5 RPFires heavy Torpedoes, but a single launcher can only
have five before the ship needs to resupply. 10
Point Defence
CIWS Kinetic 1 RPThe CIWS, or close in weapons system, is a fast-
tracking high rate of fire kinetic weapon.1
Laserlight Energy 2 RPMore accurate than the CIWS and sustained firing
makes this a weapon of choice.3
Hammerhand Missile 5 RP Missile point defense, highly accurate, but expensive. 3
On the next page are detailed all the carrier relevant parts and equipment. If you have not chosen a carrier or
do not have Hangerise feel free to skip the next page.
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Now that weapons have been purchased you move onto other essential components. These include engine
upgrades, sensors, crew quality, ship quality and tech level. These are all important. (And required.) It should
also be noted that these are relevant to the ship in question. The High Power Engine on a Heavy Frigate is NOT
as good as a High Power on a Fast Frigate for example. (Note: This table is shared by all ships)
Part Name Cost Description
NOTE: All parts cost a percentage of the hull cost. If the cost is 10%, and the hull cost is 100 RP then
the cost is 10 RP. Be aware that some parts can be as much as double the hull cost!
EnginesStandard 0% This is the basic drive that comes with your ship no matter what.
High Power 5%This is a higher powered drive. It is reliable and provides higher speed but weakens
the ships ability to manoeuvre
Advanced
Drive10%
This drive is just as powerful as the high power drive but doesnt hinder its
manoeuvring ability.
Sensors
Basic
Sensors0%
These are your basic sensor equipment, used to find anyone and anything. Their
ability to find cloaked craft is inadequate and too short ranged however.
Active
Sensors10%
These sensors are more powerful with a more significant range. Their cost is
considered to be prohibitive for some, but acceptable for others.
UltimoSensors 20% These expensive bastards are considered to be the second best sensors available toa craft. Doubling its sensor range and resolution few can deny the power of them.
AEGIS
Sensors30%
High powered point defence sensors, they have the same resolution as the Ultimo
but with enhanced fire control to the point defence weapons. (Best value in high PD
ships)
Crew Quality
Rookie 0%New blood, dont trust them to go to the toilet without someone to guide their aim.These men are not to be relied upon.
Green 5%These men have little training and experience, they can do their jobs, but are likely
to panic. Dont use them on high value ships.
Trained 10%Trained to do their jobs properly they are capable enough. But they lack valuable
experience that could lead to their untimely demise.
Experienced 15% Well trained with some experience. They can be trusted, most ships will be crewedby these men. Well, if the budget permits.
Veteran 20%Hard men tried in battle, already having weeded out the weak these are the strong,
luck and smart ones who are left.
Elite 25%The best of the best, these men are hard and well experienced. They are those you
trust for the missions that need the best. You cant afford anything less.
Ship Quality
Poor 0%These vessels are barely held together monuments to the scrap gods, and by those
gods do they look all too ready for the part. Say a prayer before you undock.
Standard 5%These vessels are those normally fielded by most, fresh off the show-room floor ofyour bog standard factory
High Quality 10% These are well made vessels fresh out of a workmans proud hands. Built to excellentspecifications these vessels are more reliable than their cheaper cousins.
Best Quality 15%These are the best-made vessels your resources can buy. Made to the best
specifications with the best materials itll take punishment no other of its class can.
Tech Level
Normal None This ship is built with the normal technology used by your nation.
Tech 2X 4
Modifier
This ship is built with more advanced technology than most possess.
Tech 3X6
Modifier
This ship is built with the best available technology you possess.
Tech 4X8
Modifier
This ship is built with, well, frankly experimental technology. Its powerful, but
remember that everything is experimental, dont be surprised if it blows up in your
faces. At the worst time possible.Specials: Many ships have unique technologies, for every tech level higher than normal the player may, if
approved, include a special piece of equipment, each special costs the same as the hull does. (Eg: A Light Cutter
with Tech 3 could take 2 specials for a total of 200 RP for the specials.) This is added after the modifier is done
so that they do not effect it.
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NATION SPECIFIC SHIPS
The following are the nation specific ship types. In addition their weapon types will also be listed with costs and
space requirements. The example table is seen below empty. (It should look familiar.)
WARNING: Any vessels not on this cannot be made using the Complex Ship Builder.
CLASSCapital Weapon
Spaces
Primary
Weapon Spaces
Secondary
Weapon Spaces
Point Defence
Weapon SpacesCrew Cost
WARLORD.
CLASS Capital WeaponSpaces PrimaryWeapon Spaces SecondaryWeapon Spaces Point DefenceWeapon Spaces Crew Cost
Warhound Destroyer 1 30 180 50 750 800 RP
Warhorse Frigate 1 30 50 20 500 600 RP
Galleon Cruiser 22 300 600 40 24000 3500 RP
NOTE:The Galleon Cruiser mounts all its Capital weapons and Primary weapons in
broadside configurations. Only 2 Capital and 20 Primary cover the prow armament.
Ironclad Battleship 180 900 1800 100 100000 12000 RP
Super-Mauler 1200 8000 16000 80 1200000 100000 RP
DESPOILER
CLASSCapital Weapon
Spaces
Primary
Weapon Spaces
Secondary
Weapon Spaces
Point Defence
Weapon SpacesCrew Cost
Gas Drones 2 Biowar 6 12 12 0 250 RP
Biowar Destroyer 10 Biowar 20 100 40 800 800 RP
Biowar Cruiser 80 Biowar 250 540 20 18000 4200 RP
Radiation Bath 100 Radiation 20 20 20 20000 6000 RP
Plaguebearer BB 60 Biowar 800 1500 140 140000 12000 RP
SCIENTIST
CLASS Capital WeaponSpaces PrimaryWeapon Spaces SecondaryWeapon Spaces Point DefenceWeapon Spaces Crew Cost
Wormhole Assault
Ship10 Wormholes 100 500 200
120000
(80%T)
15000 RP
Enerjax Projector 1 Enerjax
Cannon
60 400 100 240 6000 RP
TheGravity Lift 10 Orbit to Surface Tractor Beams 10000 (98% Troops) 800 RP
ECONOMIST
CLASSCapital Weapon
Spaces
Primary
Weapon Spaces
Secondary
Weapon Spaces
Point Defence
Weapon Spaces
Crew Cost
Market Escorts 0 40 60 60 700 1000 RP
Economic Defence
Dreadnought200 1600 2800 240 250000 32000 RP
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INDUSTRIALIST
CLASSCapital Weapon
Spaces
Primary
Weapon Spaces
Secondary
Weapon Spaces
Point Defence
Weapon SpacesCrew Cost
Factory Cutter Factory 1 6 18 44 175 RP
Factory Frigate Factory 50 30 20 440 700 RP
Factory Destroyer Factory 40 60 20 550 900 RP
Heavy Assault
Cruiser40 600 1200 60 42000 6000 RP
HUNTER
CLASSCapital Weapon
Spaces
Primary
Weapon Spaces
Secondary
Weapon Spaces
Point Defence
Weapon SpacesCrew Cost
Bloodtracker
Division-ship0 6 40 40 120 1000 RP
Hawkeye Spyship 0 0 80 40 60 2000 RP
Silent Night 100 800 1600 140 80000 14000 RP
DESTROYER
CLASSCapital Weapon
Spaces
Primary
Weapon Spaces
Secondary
Weapon Spaces
Point Defence
Weapon SpacesCrew Cost
Siege Ship Siege Laser 120 1000 50 90000 8000 RP
Siege Driver Siege Driver 0 500 50 120000 10000 RP
World BurnerNuclear
Saturation0 0 20 500 40000 RP
Planet Cracker Planet Cracker 0 0 100 15000 50000 RP
ISOLATIONIST
CLASSCapital Weapon
Spaces
Primary
Weapon Spaces
Secondary
Weapon Spaces
Point Defence
Weapon SpacesCrew Cost
Eviction Notice 160 1000 2000 60 98000 12000 RP
The Promethean
Tug600 3000 10000 40 545000 60000 RP
SPYMASTER
CLASSCapital Weapon
Spaces
Primary
Weapon Spaces
Secondary
Weapon Spaces
Point Defence
Weapon SpacesCrew Cost
S.I.S Cutter 0 0 6 14 30 600 RPS.I.S Destroyer 0 40 60 20 550 1000 RP
S.I.S Cruiser 0 500 1000 40 38000 4000 RP
S.I.M.S 0 100 100 100 1000 10000 RP
Infiltration
Battleship60 750 1200 140 80000 14000 RP
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THEOCRACY
CLASSCapital Weapon
Spaces
Primary
Weapon Spaces
Secondary
Weapon Spaces
Point Defence
Weapon SpacesCrew Cost
Faith 0 200 400 50 12000 1100 RP
Purity 0 50 30 20 440 500 RP
Virtue 12 500 1000 40 38000 4200 RP
Judgement 46 850 1700 80 85000 9000 RP
Wrath 140 1000 2000 60 98000 14000 RP
CYBERNETICIST
CLASSCapital Weapon
Spaces
Primary
Weapon Spaces
Secondary
Weapon Spaces
Point Defence
Weapon SpacesCrew Cost
Regenerative
Frigate0 30 50 20 400 500 RP
Regenerative
Destroyer0 30 180 50 650 800 RP
Regenerative
Cruiser10 250 500 60 19000 4000 RP
THE CULTURE
CLASSCapital Weapon
Spaces
Primary
Weapon Spaces
Secondary
Weapon Spaces
Point Defence
Weapon SpacesCrew Cost
National Pride 180 1200 2400 40 250000 20000 RP
CSV 10 250 500 60 19000 2000 RP
GSV Factory Bays 800 1600 140 80000 8000 RP
ISVTroop Landing
Module200 400 50 12000 1000 RP
ENSLAVERS
CLASSCapital Weapon
Spaces
Primary
Weapon Spaces
Secondary
Weapon Spaces
Point Defence
Weapon SpacesCrew Cost
Raider 0 30 50 20 400 500 RP
Ripper 8 200 400 50 12000 1200 RP
Harvesting
Battle-Rider0 100 100 100 1000 800 RP
C.L.A.W 0 50 30 20 440 600 RP
Harvester 5000 Carrier 80 200 300 20000 18000 RP
CRIMEOCRACY
CLASSCapital Weapon
Spaces
Primary
Weapon Spaces
Secondary
Weapon Spaces
Point Defence
Weapon SpacesCrew Cost
Smuggling Boat 0 30 50 20 400 500 RP
Pirate Gunboat 0 30 180 50 650 600 RP
Pirate Cruiser 24 350 700 50 30000 4200 RP
Black Q-Ship 4 60 120 80 850 1200 RP
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SHIP BUILDER
COMPLEXNATION SPECIFIC WEAPONS
This here is an Interex 950 Ion Cannon. Itll disable a cruiser a half a light-
second. How many you want?
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NATION SPECIFIC WEAPONS
WARLORD
Weapon NameWeapon
TypeCost Description
Spaces
Required
Capital Weapons
Siege Gun Kinetic 200 RP A heavy spinal kinetic weapon, this weapon doesincredible amounts of damage at almost any range.
200
Thunderer
BatteriesKinetic 10 RP
The Thunderer is a heavier version of the Kinetic
Storm weapon. And far more dangerous.5
Primary Weapons
Heavy
Penetrator
Missile Banks
Missile 50 RPThe Penetrator Missile Banks are heavy missile
launchers fitted with shield-bypassing missile. (50)30
Heavy
MetalstormKinetic 25 RP
The Metalstorm is a combination of the Kinetic
Assault Gun and a Barrage Gun. Do not get in its way.6
Secondary Weapons
Light
PenetratorMissile Banks
Missile 50 RP The Penetrator Missile Banks are heavy missilelaunchers fitted with shield-bypassing missile. (50) 30
Light
MetalstormKinetic 25 RP
The Metalstorm is a combination of the Kinetic
Assault Gun and a Barrage Gun. Do not get in its way.6
Point Defence
AEGIS Point
DefenceMixed 100 RP
This point defence mixes all types of point defence
into an Integrated AEGIS sensor linked to only those
weapons. This makes it the best point defence
available.
10
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DESPOILER
Weapon NameWeapon
TypeCost Description
Spaces
Required
Biowar Weapons
Mutagenic
SporesBiological 100 RP
Spores that change the biosphere of a world for the
worst, increased chances of Cancers, increases in
flesh-eating viruses and all manner of other horrors.
1 Biowar
IAM Biological 100 RPMutagens to increase the number of aggressive DNAmarkers in native life.
1 Biowar
Genetic
CollapseBiological 1000 RP
This is a strange trait, it doesnt actually collapse thegene-pool, none of its alterations should result in
extinction, however it does mean the most
undesirable genetic markers become pre-dominant.
40 Biowar
Radiation Weapons
Broad
Wavefront
Projector
Radiation 50 RP
The Broad Wavefront Projector fires a concentrated
burst of radiation in, as its name might suggest, a
broad wavefront, this weapon cannot miss its target
but it does little damage.
10 Capital
Gamma Burst Radiation 20 RP
A radiation weapon similar to the X-Ray Laser butmuch broader in its effect, however it doesnt bypass
the hull or armour and due to this shields and
armour must BOTH be compromised before this
weapon can do damage.
10 Capital
Gamma Soak Radiation 1000 RP
A planetary bombardment weapon used by
Despoilers when such measures must be taken. A
projector that soaks the groundside target in gamma
radiation. Everything underneath its soak dies.
100
Radiation
Primary Weapons
X-Ray Laser Radiation 10 RP
A laser that ignores armour and hulls to kill anything
organic about the target. However it cannot pierce
shields. Period.
5
Secondary Weapons
X-Ray Laser Radiation 10 RP
A laser that ignores armour and hulls to kill anything
organic about the target. However it cannot pierce
shields. Period.
5
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SCIENTISTS
Weapon NameWeapon
TypeCost Description
Spaces
Required
Capital Weapons
Nanotech
CannonKinetic 100 RP
The fire a nanite swarm in a jacketed cartridge that
explodes on the target covering them with a swarm
of nanites who are set to disassemble the target.
5
Grav Wave
CannonExotic 200 RP
With a wave of compressed space, one can penetratestandard shielding. Size, complexity and cost ensures
that these weapons are rarely seen.
15
Zero-Point
ReaperEnergy 20 RP
An energy weapon powered from Zero-Point space.
Has control issues however, if operated for too long it
will cause a feedback destruction loop.
4
Primary Weapons
Zero-Point
ReaperEnergy 10 RP
An energy weapon powered from Zero-Point space.
Has control issues however, if operated for too long it
will cause a feedback destruction loop.
4
Grav Wave
Cannon Exotic 100 RP
With a wave of compressed space, one can penetrate
standard shielding. Size, complexity and cost ensuresthat these weapons are rarely seen.
15
Nanotech
CannonKinetic 50 RP
The fire a nanite swarm in a jacketed cartridge that
explodes on the target covering them with a swarm
of nanites who are set to disassemble the target.
5
Secondary Weapons
Zero-Point
ReaperEnergy 5 RP
An energy weapon powered from Zero-Point space.
Has control issues however, if operated for too long it
will cause a feedback destruction loop.
4
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DESTROYERS
Weapon NameWeapon
TypeCost Description
Spaces
Required
Capital Weapons
Spinal Mass
DriverKinetic 1000
Take a one thousand ton spear of tungsten (or other
metal) accelerate it through a mass driver to .65c and
watch the fireworks.
100
Reaper Beams Energy 100Six of the heaviest laser weapons short of a siegelaser mounted into a single cycle-firing spinal mount.
20
Primary Weapons
Heavy
Penetrator
Missile Banks
Missile 50 RPThe Penetrator Missile Banks are heavy missile
launchers fitted with shield-bypassing missile. (50)30
Secondary Weapons
Light
Penetrator
Missile Banks
Missile 50 RPThe Penetrator Missile Banks are heavy missile
launchers fitted with shield-bypassing missile. (50)30
EMP Co-AxialLaser
Energy 12 RP
A weapon designed to fire alongside standard Laser
Batteries, these weaken a targets shields allowing thehigh powered laser weapon to penetrate and do the
damage directly to the hull.
2
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ENSLAVERS
Weapon NameWeapon
TypeCost Description
Spaces
Required
Capital Weapons
Ion Storm
ProjectorEnergy 100 RP This weapon is king for disabling shields and ships. 5
Primary Weapons
Ion StormProjector
Energy 100 RP This weapon is king for disabling shields and ships. 5
Stun Cannon Energy 50 RPThis weapon stuns the crew of enemy ships to make
it easier to take slaves.5
Secondary Weapons
Ion Storm
ProjectorEnergy 100 RP This weapon is king for disabling shields and ships. 5
Stun Cannon Energy 50 RPThis weapon stuns the crew of enemy ships to make
it easier to take slaves.5