Structural Modules
The stuff that makes up the ship! Doors and floors, my friend, doors and floors.
Flooring
Space to roam aboard (or offboard) your ship!
Hallway
Costs ☐1
A simple hallway. Allows mechs to travel on the inside of the ship. Can be placed adjacent to each other to make wider hallways that can support larger sizes of mechs. Cannot be placed outside.
Magnetic Plating
Costs ☐1
Allows mechs and people to treat outer space as normal terrain movement-wise. Can only be placed on the exterior of the ship, and no walls can be placed on its edges.
Mag Plate With Automatic Clamps
Costs ☐2
Allows mechs and people to treat outer space as normal terrain movement-wise. Also prevents allies on these tiles from being pushed or pulled. Can be placed indoors and outdoors, unlike mag plates.
Transit Rail
Costs ☐3
A rail tile that allows allied people or mechs to travel twice as fast while on them. Omnidirectional, and works inside or outside.
Teleporter
Costs ☐1 ♢1 ⚡1 (per link)
A floor panel with a short-range teleporter installed. Use 2 actions while on the teleporter to be instantly transported to any other linked teleporter at long range. Teleporters can be linked an unlimited number of times, but their power consumption increases by ⚡1 per link. Teleporter networks that use one teleporter as the "hub" teleporter are much less energy costly compared to those that link all teleporters to each other directly. Fragile, and could be hacked into by crafty boarders...
Walls, Doors, and Airlocks
Stuff to keep the inside inside. Also to make sure there is an inside.
How Walls Work
Placement
You will need to enclose any space you don't want to be outside in walls. Walls can only be placed on the edge of each hexagon that has a floor (such as hallways and modules). Walls can not be placed in the middle of modules that are more than one hexagon large.
Cost
The cost for walls is only applied per hexagon. That is to say, you can construct a wall on any number of the six sides of the hexagon while only paying the cost once.
Health
Each segment of a wall has its own health. Person sized doors typically are the least sturdy, with walls having an average amount of health. Airlocks are the most sturdy out of the three.
Light Walls & Doors
No Cost!
Weak and lightweight walls and doors that cost basically nothing to build. Can be used on the outside of the ship, but are not likely to survive a breach attempt.
Sturdy Walls & Doors
Cost ☐1 per hexagon
Stronger walls and doors meant to armor the outside of your ship while not breaking the bank materials-wise.
Heavy Walls & Doors
Cost ☐3 per hexagon
Very strong walls and doors that are also radiation proofed.
Light Airlock
Cost ☐1
A weak and lightweight airlock that can be used by mechs and people. Can be placed adjacent to each other to let larger mechs through.
Sturdy Airlock
Cost ☐3
Stronger airlock for mechs and people. Can be placed adjacent to each other to let larger mechs through.
Heavy Airlock
Cost ☐5
Very strong airlock for mechs and people that is also radiation proofed. Can be placed adjacent to each other to let larger mechs through.
Docking Port
The docking port is effectively a hallway module that can be disabled or enabled in order to detach two parts of a ship from each other, or to dock with a station or other ship. Remember, to be controlled a ship needs all necessary essential modules. It can be constructed by itself or adjacent to any airlock module. When adjacent to an airlock module, it will adopt the durability of it, but if the docking port is destroyed, the airlock is as well.