I changed it radically from the system given in the Campaign Book into something similar to <em>Traveller's High Guard</em> ship construction rules, and the tables provided should be self-explanatory.<br /><br />You start with a hull size with a given total volume and you add components to the hull, subtracting its volume from the total hull volume. There are no MHS restrictions.<br /><br />Only major change in the list of SCCs given in the book is Clarion and Snowball are Class I SCCs; makes sense as it is the first colony in my SF universe, and Snowball's L4 and L5 stations were producing destroyer and capital-class warships for the Sathar before their liberation in SFKH4: <em>The War Machine.</em><br /><br /><strong>Structural Points: </strong>Because of the damage system I put in place, I use Structural Points instead of Hull Points for spacecraft, putting them on the same scale as for other vehicles and objects in the game.<br /><br />Structural Points=Hull Sizex100.<br /><br />Structural points can be reinforced(something which I intend to clarify in the table)with each 10% SP reinforcement costing 10% of the ship's total volume. <br /><br />Other than the Void engines(explained in a separate document), I have a couple of new systems which might need some explaining:<br /><br /><strong>Magnetic Deflection Shielding(MS): </strong>Also called<em> mag shielding, </em>this<em> </em>projects a field of coherent magnetic force equally effective against beam and missile attacks. This replaces all other energy screens in the game.<br /><br /><strong>Anti-Beam Missiles(ABM): </strong>A system similar to the interceptor missile launcher, an ABM launcher fires missiles which blanket a hex with ice crystals and metallic chaff, the latter serving to attenuate the power of proton, electron and disruptor beams as well as lasers.<br /><br />ABMs completely replace masking screens in my SF game.<br /><br /><strong>WEAPONS<br /></strong><br /><strong>Seeker Missiles </strong>now refer to what used to be known as assault rockets. They have the space and damage of ARs but still follow the rules for seekers.<br /><br /><strong>Missile Batteries </strong>fire guided missiles instead of unguided rockets. <br /><br /><strong>Heavy Laser Cannon</strong> are heavier versions of the laser cannon, with a 200,000 klick range, 80d10 damage(4d10 HP damage), a 30,000 Cr pricetag and a 80 cubic meter space requirement.<br /><br /><strong>Heavy Laser Batteries</strong> are octet-mounted heavy lasers(from the AD rules). They inflict 60d10 damage(3d10 HP damage), cost 30,000 Cr, have an 18,000 kilometer range and require 75 cubic meters of space.<br /><br /><strong>Ordinance</strong> and deployables are either carried on external hardpoints(Hull Sizes 1-6)or in internal bays(Hull Sizes 7-20). <br /><br />