DP Ship Templates

This is a reference page for all DP system templates.

Arsenal Ship

 * Requires 'Frontline Designs' Technology
 * Turret softcap reduced to (1/2 BP)
 * Turret max size reduced by 6 (min 3), reduce max spinal size by 30 (min 15)
 * Missile Batteries: Double number of missiles mounted to the ship.

Area Defense

 * Requires 'Support Designs' Technology
 * PD have a separate softcap of (BP * 6), and cost 1DP per 2
 * Standard turret softcap becomes (BP * 2), additional turrets may not be bought
 * Armor/Shields/SCAR cost 2x normal
 * Turret max size reduced by 6 (min 3), Reduce max spinal size by 30 (min 15)
 * Projected Shielding: The ship may project shielding in an area rather than around self.

Assault

 * Requires 'Reinforced Hulls' Technology
 * Armor costs 1DP per 20cm
 * VSA / VSE / Auxiliary Generators / Shield Expanders gain free redundancy.
 * Turret max size reduced by 3 (min 3), Reduce max spinal size by 15 (min 15)
 * Assault Frame: The ship is equipped with Breaching Collars/Pods/Etc to launch a 'Ranged' (within 250km) boarding assault
 * [pending]Assault Teams: Ship has 2x modifier for marines

Carrier

 * Requires 'Strike Designs' Technology
 * Armor/Shields/SCAR/Weapons costs 2x normal
 * Turret max size reduced by 3 (Min 3), the ship may not mount spinals
 * Sensors become 2DP
 * Hanger Support becomes 2DP per, and the ship has no softcap on Hanger Support
 * Field Repairs: The ship is able to repair any vessel it has Hanger Support for

Civilian

 * Requires 'Civilian Frames' Technology
 * Reduce total DP by 50%
 * Armor Hardcap of 1/2x BP
 * Shield Hardcap of 1/4x BP
 * Turret Hardcap of BP
 * Max Missile Battery cost of BP

Colonizer

 * Requires 'Civilian Frames' Technology
 * Reduce total DP by 50%
 * Armor/Shields/SCAR/Weapons costs 2x normal
 * Turret max size reduced by 3 (Min 3), Reduce max spinal size by 15 (min 15)
 * Colonizer: May colonize planets, is not consumed in doing so unless designed otherwise

Command and Control [Electronic Warfare Variant]

 * Requires 'Support Designs' Technology
 * Minimum Size: Battlecruiser (Computation technologies reduce)
 * Armor/Shields/SCAR/Weapons cost 2x normal
 * Sensors are treated as having a free level of redundancy
 * Electronic Warfare systems 1/2 cost

Command and Control [Fire Control Variant]

 * Requires 'Support Designs' Technology
 * Minimum Size: Battlecruiser (Computation technologies reduce)
 * Weapons cost 2x normal
 * Sensors are treated as having a free level of redundancy
 * Fire Control Director: provides resistance to E-war to a number of linked ships equal to 2x the size of the CnC vessel, this requires double the normal effort to jam the targeting of the linked vessel. A CnC ship must be able to communicate with the linked vessel to provide this benefit; QEC must be at least Generation III to count as communication for this purpose.

Constructor

 * Requires 'Stellar Construction' Technology
 * Reduce total DP by 50%
 * Armor/Shields/SCAR/Weapons cost 2x normal
 * Turret max size reduced by 3 (Min 3), the ship may not mount spinals
 * Field Repairs: The ship is able to repair any vessel it has Hanger Support for
 * Fabricator: The ship is able to build stations and defensive platforms, additionally it may build ships 2 classes smaller then itself.

Courier

 * Requires 'Lightweight Frames' Technology
 * Armor softcap is reduced to BP
 * Turret max size reduced by 3 (Min 3), Reduce max spinal size by 15 (min 15)
 * Secondary Engines: Engines gain free Dual core modification [Dualcore sub-option replaced by Quad-core: Doubling engines again]
 * Enhanced Drives: FTL speed with all purchased drives increased by 20%. Does not affect gate speeds
 * Express Transport: By treating the cost of an FTL drive as if the courier was three sizes larger, the courier may FTL tow with the drive as the Freighter 'Cargo Tug' trait. Requires, and cannot benefit from, the 'Transport Envelope Optimization' technology.

Demilitarized

 * Requires 'Civilian Frames' Technology
 * Any ship regardless of previous template, may be refit to this template. They may ignore normal refit rules in doing so.
 * Cut total DP by 25%
 * Armor Hardcap of BP
 * Shield Hardcap of 1/2x BP
 * Turret Hardcap of 2x BP
 * Max Missile Battery cost of 2x BP

Electronic Warfare Frame

 * Requires 'Support Designs' Technology
 * Minimum Size: Frigate
 * Armor/Shields/SCAR/Weapons cost 2x normal
 * Electronic Warfare Systems cost 1/2 normal, Exception: E-War Targeting systems and Inertia field remain normal cost.
 * E-War Boat: Immune to Electronic Warfare, Electronic Warfare Targeting systems effect a number of targets equal to the ships size

Freighter

 * Requires 'Civilian Frames' Technology
 * Reduce total DP by 50%
 * Armor/Shields/SCAR/Weapons cost 2x normal
 * Turret max size reduced by 3 (min 3), the ship may not mount spinals
 * Treat FTL and STL drive costs as if the ship was one size larger
 * Cargo Tug: A number of freighters, whose total size is equal to a target ship, may tow the ship through FTL.

FTL Interdictor

 * Requires 'FTL Jamming Theories' Technology
 * Minimum Size: Frigate
 * Armor/Shields/SCAR/Weapons cost 2x normal
 * Turret max size reduced by 3 (min 3), Reduce max spinal size by 15 (min 15)
 * Can mount FTL Bubble Jamming Equipment
 * Targeted FTL Jamming is 1/2 cost

Grand Warship

 * Requires 'Grand Starship Production' Technology
 * Minimum Size: Cruiser
 * Add [5 * Size] posts to build time, this does not provide additional DP or count for softcaps
 * You may pick THREE of the following traits to use with this template
 * Structural Armoring: Armor costs 1DP per 20cm armor
 * PD Nests: PD costs 1DP per 2 Turrets
 * Redundant Shielding: Shields gain free redundancy
 * CnC Linkage: Provides resistance to E-war to a number of linked ships equal to the ship's size
 * Super Reactors: Reactors gain free Twin Core modification [Twincore sub-option replaced by Quad-core: Doubling reactors again]
 * Secondary Engines: Engines gain free Dual core modification [Dualcore sub-option replaced by Quad-core: Doubling engines again]
 * Sensor Suite: Double sensor arrays per purchase (or) gain stealth detection and survey sensors
 * These traits exclude each other [May only pick one]
 * Weapon Batteries: Weapons may have additional turrets up to the vessels max size in a 'battery', Each additional turret in a battery costs 1/2 the original.
 * Colossal Mountings: Max turret size increased by 9, increase max spinal size by 45
 * These traits exclude each other [May only pick one]
 * Expanded Hangers: Hanger support carries double the normal amount of small craft
 * Parasite Craft: Replaces hanger support option with [Parasite Dock = 2DP per Patrol Boat]

Heavy

 * Requires Frontline Designs
 * Turret Softcap Reduced to (BP)
 * Turret max size increased by 6
 * Cannot mount spinals

Jump Carrier

 * Requires 'Strike Frames' and 'Deep Jump Gates' Technologies
 * Armor/Shields/SCAR/Weapons cost 2x normal
 * Sensors become 2DP, and scale as normal.
 * The ship has no softcap on Hanger Support
 * Gate Launch: The ship is equipped with a number of Deep Strike gates equal to 1/4x BP, these gates only function for strikecraft.

Mining Barge

 * Requires 'Civilian Frames' Technology
 * Reduce total DP by 50%
 * Armor/Shields/SCAR/Weapons cost 2x normal
 * The ship may not mount Spinal weapons
 * Rock Cracker: Can mine and refine resources in the field

Mobile Shipyard [Drydock Variant]

 * Requires 'Resupply Platforms' Technology
 * Minimum Size: Frigate
 * Armor/Shields/SCAR/Weapons cost 2x normal
 * Turret max sized reduced by 3 (min 3), the ship may not mount spinals
 * Advanced Field Repair: The ship is able to repair/refit any vessel of same size or smaller
 * Field Morphing: The ship can morph any vessel its size and smaller that can dock, Requires Gen II Fabrication Nanites

Mobile Shipyard [Fabricator Variant]

 * Requires 'Resupply Platforms' Technology
 * Minimum Size: Frigate
 * May only be produced at a shipyard complex
 * Reduce total DP by 50%
 * Armor/Shields/SCAR/Weapons cost 2x normal
 * Turret max sized reduced by 3 (min 3), the ship may not mount spinals
 * Advanced Fabricator: The ship may construct/repair/refit any vessel of same size or smaller
 * Field Morphing: The ship can morph any vessel its size and smaller that can dock, Requires Gen II Fabrication Nanites

Mothership

 * Requires 'Grand Starship Production' Technology
 * Minimum Size: Cruiser
 * Add [5 * Size] posts to build time, this does not provide additional DP or count for softcaps
 * Armor/Shields cost 2x
 * You may pick THREE of the following traits to use with this template
 * Fabrication Systems: The ship may construct/repair/refit any vessel of same size or smaller
 * Industrial Bays: The ship is able to build stations and defensive platforms
 * Simplified Docks: Hanger support for corvettes and larger costs 1/2 normal
 * Expanded Drive Effect: As Freighters 'Cargo Tug' trait except Mothership's size limit is doubled.
 * Enhanced Transmitters: Up to 4x normal transmission range for communication systems
 * Intermediate Hangers: Hanger support can carry Patrol Boats
 * Super Reactors: Reactors gain free Twin Core modification [Twincore sub-option replaced by Quad-core: Doubling reactors again]
 * Secondary Engines: Engines gain free Dual core modification [Dualcore sub-option replaced by Quad-core: Doubling engines again]
 * Sensor Suite: Double sensor arrays per purchase (or) gain stealth detection and survey sensors
 * These traits exclude each other [May only pick one]
 * Advanced FTL Core: Vessel acts as a receiving FTL gate, size is equivalent to ship. Max receiving range is 8 Parsecs This is a 'universal' FTL Receiver that may only be on or off.
 * Slingshot FTL Core: Vessel acts as a sending FTL gate, size is equivalent to ship. Type must be declared, gate may alternate to function as a Deep Jump Gate. As a Deep Jump gate it has 2x duration, Deep Jump Gate tech is required for this function.

Raider Carrier

 * Requires 'Resupply Platforms' Technology
 * Minimum Size: Destroyer
 * Armor/Shields/SCAR/Weapons cost 2x normal
 * Hanger support for ships corvette sized and larger costs 1/2x normal
 * Field Repairs: The ship is able to repair any vessel it has Hanger Support for
 * Raider Hangers: The ship is able to carry Patrol Boat sized strikecraft
 * Fire Control Director: provides resistance to E-war to a number of linked ships equal to 2x the size of the Raider Carrier, this requires double the normal effort to jam the targeting of the linked vessel. A Raider Carrier must be able to communicate with the linked vessel to provide this benefit; QEC must be at least Generation III to count as communication for this purpose.

Siege Ship

 * Requires 'Frontline Designs' Technology
 * Turret softcap reduced to (BP * 1/2)
 * Turret max size reduced to 3, increase max spinal size by 30.
 * Advanced Accelerators: Kinetic spinals have double muzzle velocity
 * Advanced Projectors: Energy spinals have double lens size.

Special Systems

 * Requires 'Specialized Equipment Platforms' Technology
 * Armor/Shields/SCAR/Weapons cost 2x normal
 * Turret max size reduced by 6 (min 3), the ship may not mount spinal weapons
 * Reduce cost of reactors by 2DP
 * Sensors cost 2DP
 * May carry and drop FTL beacons [Jump Drives]
 * Power Projection: Can transmit power to nearby vessels, requires 'Wireless Power' technology
 * Advanced Tracking: All sensors may also count as FTL sensors, and are resistant to E-war
 * Scientific Surveyor: May mount Survey sensors.
 * Stealth Detection: May mount a Stealth Detection Suite, this costs (BP * 2), and counters the 1/2 range of the stealth template.

Stealth

 * Requires 'Steath Designs' Technology
 * Armor softcap is reduced to BP
 * Turret max size reduced by 3 (Min 3), Reduce max spinal size by 15 (min 15)
 * Cloaking Prepared: May mount cloaking devices, these cost (BP) and require a relevant technology.
 * Reduced Profile: Appears one class size smaller on sensors
 * Minimized Signature: Normal sensors may only detect at 1/2 normal range.

Transport

 * Requires 'Support Designs' Technology
 * Landing Craft: Destroyer-sized vessels and smaller can land or take-off from planets (no DP cost)
 * Armor/Shields/SCAR/Weapons cost 2x normal
 * Orbital Deployment: The ship is equipped with drop pods to deploy troops/vehicles/supplies to the surface of a planet from orbit.
 * Troop Transport: Can carry marines and land vehicles [Obsolesce Pending]
 * [Pending]Massive Berths: Has 3x modifier for marines
 * [Pending]Extended Hangers: Has 2x modifier for planetary vehicles

Defensive Platform Templates
Note: All defensive platform templates ignore Prototype Requirements, and they have no softcaps

Defense Platform

 * Requires 'Stellar Construction' Technology
 * May be one size larger than largest researched hull size
 * May not mount mount FTL or STL drives
 * Max turret size increased by 3, increase max spinal size by 15
 * Stealth Detection: May mount a Stealth Detection Suite, this costs (BP * 2), and counters the 1/2 range of the stealth template.

Defensive Platform [Arsenal Variant]

 * Requires 'Stellar Construction' and 'Frontline Designs' Technologies
 * May be one size larger than latest researched hull size
 * May not mount FTL or STL drives
 * Armor/Shields cost 2x normal
 * Missile Batteries: Double number of missiles mounted to the ship.

Defensive Platform [Area Defense Variant]

 * Requires 'Stellar Construction' and 'Support Designs' Technology
 * May be one size larger than latest researched hull size
 * May not mount FTL or STL drives
 * PD costs 1DP per 2
 * Armor/Shields cost 2x normal
 * Turret max size reduced by 6 (min 3), Reduce max spinal size by 30 (min 15)
 * Projected Shielding: The ship may project shielding in an area rather than around self.

Defensive Platform [Counter Siege Variant]

 * Requires 'Stellar Construction' and 'Frontline Designs' Technologies
 * May be one size larger than latest researched hull size
 * May not mount FTL or STL drives
 * Armor/Shields cost 2x normal
 * Turret max size reduced to 3, increase max spinal size by 30.
 * Advanced Accelerators: Kinetic spinals have double muzzle velocity
 * Advanced Projectors: Energy spinals have double lens size.

Defensive Platform [Hanger Variant]

 * Requires 'Stellar Construction' and 'Strike Designs' Technologies
 * May be one size larger than latest researched hull size
 * May not mount FTL or STL drives
 * Armor/Shields cost 2x normal
 * Hanger Support costs 2DP per

Defensive Platform [Stealth Variant]

 * Requires 'Stellar Construction' and 'Stealth Designs' Technologies
 * May not mount FTL or STL drives
 * Cloaking Prepared: May mount cloaking devices, these cost (BP) and require a relevant technology.
 * Reduced Profile: Appears one class size smaller on sensors
 * Minimized Signature: Normal sensors may only detect at 1/2 normal range.

Heavy Defensive Platform

 * Requires 'Stellar Construction' and 'Frontline Designs' Technologies
 * Add 10 posts to build time, this does not provide additional DP
 * May be one size larger than latest researched hull size
 * May not mount FTL or STL drives
 * Turret max size increased by 3, increase max spinal size by 15
 * Weapon Batteries: Weapons may have additional turrets equal to its max size in a 'battery', Each additional turret in a battery costs 1/2 the original.
 * Armor costs 1DP per 25cm armor
 * Shields cost 1/2 normal
 * Hanger support costs 2dp
 * Stealth Detection: May mount a Stealth Detection Suite, this costs (BP * 2), and counters the 1/2 range of the stealth template.

Prototype

 * This replaces normal BP and DP rules
 * The ship requires a number of posts equal to (10 * Size) to build
 * The ship gains 8DP per post
 * The ship may not have any template

Monitor Subclass

 * Required size: Frigate
 * Add 5 posts to build time, this does not provide additional DP
 * Turret max size becomes 18
 * Turret softcap becomes 1/2x BP
 * Armor/Shields/SCAR costs 2x normal
 * Engines cost 4DP more

Cutter Subclass

 * Required size: Destroyer
 * Add 5 posts to build time, this does not provide additional DP
 * Automatically gains 1/4x BP Hanger support, this does not count against the ships Hanger Support softcap
 * Turret max size decreases by 3
 * Increase missile warhead sizes by 50% (This applies After missile pool is assigned)

Hunter-Killer Subclass

 * Required size: Cruiser
 * Add 5 posts to build time, this does not provide additional DP
 * Automatically gain 1/2x BP Point Defense, this does not count against the ships Turret softcap
 * Sensors cost 3DP
 * One free level of redundancy on all FTL/STL drives and on Self Repair systems