The maximum armour of a buffered planetoid is 4 plus the limit from the technology or tech level of the armour. The maximum armour of a planetoid is 2 plus the limit from the technology or tech level of the armour.
They may be additionally armoured as if they were a close structure vessel, but with the base hull already paid for. Planetoids and Buffered Planetoids have integral armour of 2 and 4 points respectively. Armour does not need to be added in 5% elements, but it must be added in whole point values.ĭispersed structure ships can not be armoured. One section is always the Engineering section sample names are given for different sections, but the section should be named when components are allocated to it.Īrmour can be allocated on a per-section basis, in which case the cost is determined as if the two differently armoured sections of the ship were different vessels of the appropriate size. Attacks on a ship will hit one section or another. Only 80% of the volume of a planetoid hull is useable and 65% of the volume of a buffered planetoid is useable.Ī capital ship is divided into between two and six sections, depending on its tonnage. Planetoid and Buffered Planetoid hulls cost Cr 4000 per ton to transport from the local planetoid belt and to drill out. 0.1 per ton, plus a modifier based on the Hull Configuration. Capital ships range between 2,001 and 1,000,000 tons, and are designated by Hull Code.