Difference between revisions of "Ship Creation"

From benscondo.wiki-rpg.com
Jump to: navigation, search
('''Weapon Systems''')
 
(9 intermediate revisions by 2 users not shown)
Line 1: Line 1:
 +
[[Gemini Index]]
 +
 +
OK, Ed done cleaning up this sewer of a section..have at it wiki blokers
 +
 +
 
Ship building; this section is still a work in progress.  For now, the total value of the cards played into the ship pile is multiplied by 3 to give you the build points you have to make your crews' ship.  My conception of space opera ships (like Matt's, I think) is that the ship is essentially a character in the group:  an almost-living entity with as much personality (with all its adjunct quirks, problems, and traits) as any other member of the crew.  Thus, as stated at the end of this document, the ship has a focus and a path rating as well.  How this will play out exactly, I haven't decided yet: more to come.
 
Ship building; this section is still a work in progress.  For now, the total value of the cards played into the ship pile is multiplied by 3 to give you the build points you have to make your crews' ship.  My conception of space opera ships (like Matt's, I think) is that the ship is essentially a character in the group:  an almost-living entity with as much personality (with all its adjunct quirks, problems, and traits) as any other member of the crew.  Thus, as stated at the end of this document, the ship has a focus and a path rating as well.  How this will play out exactly, I haven't decided yet: more to come.
  
  
Chassis:<br>
 
1.)Size: (1-10)^3 tons ship final weight.  Length is (1-10)*25 meters.<br>
 
2.)Quality is 1-10.  Subtract from 10 for % chance of breakdown (not total, partial) per adventure:  on a 00 is a total breakdown, must be repaired immediately (for 10 quality, this is a partial breakdown.  <br>
 
3.)Atmospheric capability is 5 pts.  Fuel costs of Atmospheric travel (other than descent)are: (100 miles/(chassis class)^2)/(Fuel Unit).  This is considered “very poor” fuel efficiency.  To 'streamline' your ship, spend ((chassis class/2))/level you want to go up on the fuel efficiency chart for atmospheric travel only (see Engines, below).<br>
 
4.)SDC base: (Size class + Quality class)*10<br>
 
5.)Cost: (Size class + Quality class)*2.<br>
 
6.)Features: <br>
 
  
Hull:<br>
+
== '''Chassis''' ==
1.)Quality: 1-10.  1 is standard hull plating, increasing in quality from there.  Effects: adds quality class in 'Technical' dice (see [[ship combat]]).  Adds (Quality class)*5 in SDC.<br>
+
 
2.)Cost: (Quality Class*Chassis Size Class)/2 (round down). <br>
+
1)  Size: (1-10)^3 tons ship final weight.  Length is (1-10)*25 meters.<br>
3.)Features:  <br>
+
2)  Quality is 1-10. Subtract from 10 for % chance of breakdown (not total, partial) per adventure:  on a 00 is a total breakdown, must be repaired immediately (for 10 quality, this is a partial breakdown.  <br>
1.Stealth: 5 pts. Per sensor system type.<br>
+
3)  Atmospheric capability is 5 pts.  Fuel costs of Atmospheric travel (other than descent)are: (100 miles/(chassis class)^2)/(Fuel Unit).  This is considered “very poor” fuel efficiency.  To 'streamline' your ship, spend ((chassis class/2))/level you want to go up on the fuel efficiency chart for atmospheric travel only (see Engines, below).<br>
2.Reflective hull: 1, 2, or 3 technical dice (reuseable) against lasers only 3 pts. Per level.<br>
+
4)  SDC base: (Size class + Quality class)*10<br>
 +
5)  Cost: (Size class + Quality class)*2.<br>
 +
6)  Features: <br>
 +
 
 +
 
 +
== '''Hull''' ==
 +
 
 +
1)  Quality: 1-10.  1 is standard hull plating, increasing in quality from there.  Effects: adds quality class in 'Technical' dice (see [[ship combat]]).  Adds (Quality class)*5 in SDC.<br>
 +
2) Cost: (Quality Class*Chassis Size Class)/2 (round down). <br>
 +
3) Features:  <br>
 +
* Stealth: 5 pts. Per sensor system type.<br>
 +
* Reflective hull: 1, 2, or 3 technical dice (reuseable) against lasers only 3 pts. Per level.<br>
 +
 
 +
 
 +
== '''Engine''' ==
 +
 
 +
1)  Speed:  Slow (max speed 250,000 km/h) , Standard (max speed 400, 000 km/h) , Fast (500,000 km/h), Fastest (>500,000km/h): 5 pts. Per level.  +1 pts per 100k km/h above 500,000 at fastest, to max of 1.5 million (light speed).<br>
 +
2)  Maneuverability: Non vectored thrust (gas-jet): 0 pts.  Atmospheric speed limit for combat purposes (you are always considered at the atmospheric combat state for purposes of combat, even if you are moving at Deep speeds).  Vectored thrust (Chassis class)*2 pts.  Coastal speed limit for combat purposes.  Calibrated-Vector Thrust (Chassis class)*4 pts.  No combat speed limit.  It is also recommended that if you get Calibrated-Vector Thrust, you get inertial dampeners as well (3 pts).  If you do not, anyone without the "resistance to G forces" advantage (forgot the actual name of it) passes out during such maneuvers.<br>
 +
3)  Fuel efficiency/Energy Efficiency.  Standard (standard fuel unit usage) 0pts., Poor -5 pts. (x1.5 fuel usage), Very Poor (x2 fuel usage) -10 pts. , Good 5 pts. (x.5 fuel usage), Excellent (x.25 fuel usage) 10pts., Best (x.10 fuel usage) 15 pts., Legendary (no fuel usage) 20 pts.<br>
 +
* Each round of combat uses 50*(size class) fuel units in atmospheric, 100*size class units in coastal, and 200*size class units in Deep combat.  This usage is affected by your 'speed limit' (ie, if you are limited by vectored thrust to Coastal fighting effectiveness, you burn 100 units per combat round even in Deep combat).
 +
4)  Reliability is 1-10.  same effect as for Chassis.  Cost is (reliability class).<br>
 +
5)  Features:<br>
 +
* Space-Jump: 10 pts.<br>
 +
 
 +
 
 +
== '''Life Support''' ==
 +
 
 +
1)  Quality: 1-10.  same effect as for Chassis.  Adds (quality rating) in SDC and (quality rating)/3 (round down) in technical dice for ship combat.<br>
 +
2)  Cost:  (quality rating).<br>
 +
 
 +
 
 +
== '''Piloting/Navigation Systems''' ==
 +
 
 +
1)  AI quality: -2,-1,0,+1,+2,+3: effect:  add this number of dice (d6) to the raise in Maneuvers each turn (!).  Add this number to any piloting or navigation rolls.  You must have a +3 Piloting/Navigation AI to utilize Space-Jump capability.<br>
 +
2)  Cost:  (AI quality +1)*10.<br>
 +
 
 +
 
 +
== '''Tactical Systems''' ==
 +
 
 +
1)  AI quality:  -2, -1, 0, +1, +2, +3: effect: add this number of dice (d6) to every raise into the threat pool.<br>
 +
2)  Cost:  (AI quality+1)*10.<br>
 +
 
 +
 
 +
== '''Sensors/Comms''' ==
 +
 
 +
1)  Quality: 1-10: Effects: the maximum AI quality rating for piloting/navigation or Tactical is limited by sensors/comms level (see below).  Add (quality rating)/2 (rounding down) to cosmology and other related rolls.<br>
 +
* Sensor quality 1 = AI max of -2<br>
 +
* Sensor 2 -3 = AI max of -1<br>
 +
* Sensor 4-5 = AI max of 0<br>
 +
* Sensor 6 = AI max of +1<br>
 +
* Sensor 7 = AI max of +2<br>
 +
* Sensor 8+ = AI max of +3<br>
 +
2)  Cost: (quality rating).<br>
  
Engine:<br>
+
== '''Ship features''' ==
1.)Speed: Slow (max speed 250,000 km/h) , Standard (max speed 400, 000 km/h) , Fast (500,000 km/h), Fastest (>500,000km/h): 5 pts. Per level. +1 pts per 100k km/h above 500,000 at fastest, to max of 1.5 million (light speed).<br>
+
:<br>
2.)Maneuverability: Non vectored thrust (gas-jet): 0 pts.  Atmospheric speed limit for combat purposes (you are always considered at the atmospheric combat state for purposes of combat, even if you are moving at Deep speeds).  Vectored thrust (Chassis class)*2 pts. Coastal speed limit for combat purposes.  Calibrated-Vector Thrust (Chassis class)*4 pts. No combat speed limit.  It is also recommended that if you get Calibrated-Vector Thrust, you get inertial dampeners as well (3 pts).  If you do not, anyone without the "resistance to G forces" advantage (forgot the actual name of it) passes out during such maneuvers.<br>
+
1)  Slots:  (Chassis size class)^2 slots.<br>
3.)Fuel efficiency/Energy Efficiency. Standard (standard fuel unit usage) 0pts., Poor -5 pts. (x1.5 fuel usage), Very Poor (x2 fuel usage) -10 pts. , Good 5 pts. (x.5 fuel usage), Excellent (x.25 fuel usage) 10pts., Best (x.10 fuel usage) 15 pts., Legendary (no fuel usage) 20 pts.<br>
+
2) Slot uses<br>
1.Each round of combat uses 50*(size class) fuel units in atmospheric, 100*size class units in coastal, and 200*size class units in Deep combat.  This usage is affected by your 'speed limit' (ie, if you are limited by vectored thrust to Coastal fighting effectiveness, you burn 100 units per combat round even in Deep combat).
+
* Fuel storage: 0 pts/slot: (size class)*1000 fuel units/slot.<br>
4.)Reliability is 1-10.  same effect as for Chassis. Cost is (reliability class).<br>
+
* Cargo: 0pts/slot: (size*.7) tons/slot.<br>
5.)Features:<br>
+
* Passenger compartments: 0pts/slot: sardines: 5 people/slot, crammed 2/slot, comfortable 1/slot, luxury .25 slot. Extravagant 1/.1 slot.<br>
1.Space-Jump: 10 pts.<br>
+
* Crew compartments:  private rooms 1 crew member/slot, doubles: 2crew/slot: 0pts/slot.<br>
 +
* Weapon systems: number before slash is number of dice, after is cost in pts.  Every weapon system occupies one slot.  See below.<br>
 +
* Shuttle: (size class)^3 slots (unless external, see special equipment): cannot be larger than (Chassis size class)/2 (round down). : Cost: (size class)*10 pts.<br>
 +
* Ammo storage: 0 pts/slot. Each slot holds 10 ammo units.  Ship ammo costs 100 credits/unit.  The ships ammo stores are d100% full at the start of the game: burning a fortune point will make them completely full.<br>
  
Life Support:<br>
+
== '''Weapon Systems''' ==
1.)Quality: 1-10.  same effect as for Chassis.  Adds (quality rating) in SDC and (quality rating)/3 (round down) in technical dice for ship combat.<br>
+
2.)Cost:  (quality rating).<br>
+
  
Piloting/Navigation Systems:<br>
+
'''''Type I weapons''''': Primarily Human controlled direct fire weapons<br>
1.)AI quality: -2,-1,0,+1,+2,+3: effectadd this number of dice (d6) to the raise in Maneuvers each turn (!).  Add this number to any piloting or navigation rollsYou must have a +3 Piloting/Navigation AI to utilize Space-Jump capability.<br>
+
*''Conventional'': (d4): 3pts/dice up to 3 dice, 4 pts per dice above that up to 6 dice.  Ammo usage is 1 unit/dice/shot.<br>
2.)Cost:  (AI quality +1)*10.<br>
+
*''Laser'': (d6): 4pts/dice up to 3 dice. 6Pts/dice above that up to 6 dice (the high cost of high powered laser batteries is due to the extra fusion power that must be installed to accommodate their tremendous power<br> drain:Nonfunctional in atmospheric conditions (NOT atmospheric speeds, but actual atmosphere).  No ammo usage.<br>
 +
*''Railgun'' (d8): 4pts/dice up to 3 dice6Pts/dice above that up to 6 dice.  Ammo usage is 2 unit/dice/shot.<br>
 +
*''Ramjet'' (d6): 3 pts/dice up to 3 dice, 4 pts/dice above that up to 6 dice. Ammo usage is 3 units/dice/shot.<br>
 +
*''Plasma'' (d4): 3pts/dice up to 3 dice, 5 pts/dice up to six dice.  No ammo usage.<br>
 +
*''EMP'' (d4): 4pts/dice up to 3 dice.  6pts/dice above that up to 6 dice.  No ammo usage.  Cannot be seen with technical dice other than those derived from EMP shielding.  Does 4 instead of 10 fallout per dice that hits.<br>
  
Tactical Systems:<br>
+
'''''Type II weapons''''': Primarily AI controlled direct fire weapons.<br>
1.)AI quality: -2, -1, 0, +1, +2, +3: effect: add this number of dice (d6) to every raise into the threat pool.<br>
+
*''Conventional'': (d4): 3pts/dice up to 3 dice, 4 pts per dice above that up to 6 dice.  Ammo usage is 1 unit/dice/shot.<br>
2.)Cost:  (AI quality+1)*10.<br>
+
*''Laser'': (d8): 5pts/dice up to 3 dice.  7Pts/dice above that up to 6 dice (the high cost of high powered laser batteries is due to the extra fusion power that must be installed to accommodate their tremendous power drain:Nonfunctional in atmospheric conditions (NOT atmospheric speeds, but actual atmosphere).  No ammo usage.<br>
 +
*''Railgun'' (d10): 5pts/dice up to 3 dice.  7Pts/dice above that up to 6 dice.  Ammo usage is 2 unit/dice/shot.<br>
 +
*''Ramjet'' (d6): 3 pts/dice up to 3 dice, 5pts/dice above that up to 6 dice. Ammo usage is 3 units/dice/shot.<br>
 +
*''Plasma'' (d4): 3pts/dice up to 3 dice, 5 pts/dice up to six dice.  No ammo usage.<br>
 +
*''EMP'' (d4): 4pts/dice up to 3 dice.  6pts/dice above that up to 6 dice.  No ammo usage.  Cannot be seen with technical dice other than those derived from EMP shielding.  Does 4 instead of 10 fallout per dice that hits.<br>
  
Sensors/Comms:<br>
+
'''''Type III weapons''''':  self-correcting/adjusting weapons such as missiles or powerful precursor weapons: these are essentially all AI controlled.<br>
1.)Quality: 1-10: Effects: the maximum AI quality rating for piloting/navigation or Tactical is limited by sensors/comms level (see below). Add (quality rating)/2 (rounding down) to cosmology and other related rolls.<br>
+
*''Heat/Ion trail/Magnetic/Etc. Tracking missile pod:'' (d12) 5pts/dice up to 5 dice, 7pts/dice above that up to 10 dice. Ammo usage is 5units/dice/shot.<br>
1.Sensor quality 1 = AI max of -2<br>
+
*''AI guided smart weapon'' (d20):  7pts/dice up to 5 dice, 10pts/dice above that up to 10 dice. Ammo usage is 10 units/dice/shot.<br>
2.Sensor 2 -3 = AI max of -1<br>
+
*''Precursor subspace weaponry'': (d100):  you can't afford it. oh you can at 20 points per dice but it's your only weapon<br>
3.Sensor 4-5 = AI max of 0<br>
+
4.Sensor 6 = AI max of +1<br>
+
5.Sensor 7 = AI max of +2<br>
+
6.Sensor 8+ = AI max of +3<br>
+
2.)Cost: (quality rating).<br>
+
  
Ship features:<br>
+
== '''Special equipment''' ==
1.)Slots:  (Chassis size class)^2 slots.<br>
+
(ex: med bay, archeo-chamber)<br>
2.)Slot uses<br>
+
1.Fuel storage: 0 pts/slot: (size class)*1000 fuel units/slot.<br>
+
2. Cargo: 0pts/slot: (size*.7) tons/slot.<br>
+
3.Passenger compartments: 0pts/slot:  sardines: 5 people/slot, crammed 2/slot, comfortable 1/slot, luxury .25 slot.  Extravagant 1/.1 slot.<br>
+
4.Crew compartments:  private rooms 1 crew member/slot, doubles: 2crew/slot: 0pts/slot.<br>
+
5.Weapon systems: number before slash is number of dice, after is cost in pts.  Every weapon system occupies one slot.<br>
+
Type I weapons:  Primarily Human controlled direct fire weapons<br>
+
Conventional: (d4): 3pts/dice up to 3 dice, 4 pts per dice above that up to 6 dice.  Ammo usage is 1 unit/dice/shot.<br>
+
Laser: (d6): 4pts/dice up to 3 dice.  6Pts/dice above that up to 6 dice (the high cost of high powered laser batteries is due to the extra fusion power that must be installed to accommodate their tremendous power<br> drain:Nonfunctional in atmospheric conditions (NOT atmospheric speeds, but actual atmosphere).  No ammo usage.<br>
+
Railgun (d8): 4pts/dice up to 3 dice.  6Pts/dice above that up to 6 dice.  Ammo usage is 2 unit/dice/shot.<br>
+
Ramjet (d6): 3 pts/dice up to 3 dice, 4 pts/dice above that up to 6 dice.  Ammo usage is 3 units/dice/shot.<br>
+
Plasma (d4): 3pts/dice up to 3 dice, 5 pts/dice up to six dice.  No ammo usage.<br>
+
EMP (d4): 4pts/dice up to 3 dice.  6pts/dice above that up to 6 dice.  No ammo usage.  Cannot be seen with technical dice other than those derived from EMP shielding.  Does 4 instead of 10 fallout per dice that hits.<br>
+
  
Type II weapons: Primarily AI controlled direct fire weapons.<br>
+
*Med Bay: (1-10)*2 pts: uses (level)/2 slots. adds 1-10 to Medical rolls.  Level is also the % chance of breakdown per adventure (fancy stuff breaks more easily).  Each point spent equals one cryo chamber.<br>
Conventional: (d4): 3pts/dice up to 3 dice, 4 pts per dice above that up to 6 diceAmmo usage is 1 unit/dice/shot.<br>
+
*Archeo-storage Chamber: 2 pts/slot: holds same amount as a cargo slot.
Laser: (d8): 5pts/dice up to 3 dice. 7Pts/dice above that up to 6 dice (the high cost of high powered laser batteries is due to the extra fusion power that must be installed to accommodate their tremendous power drain:Nonfunctional in atmospheric conditions (NOT atmospheric speeds, but actual atmosphere).  No ammo usage.<br>
+
*Prison: 1pts/slotHolds same as passenger compartments above.<br>
Railgun (d10): 5pts/dice up to 3 dice7Pts/dice above that up to 6 diceAmmo usage is 2 unit/dice/shot.<br>
+
*Secret compartments: 1pts/slot.  Holds half as much as a cargo slot.<br>
Ramjet (d6): 3 pts/dice up to 3 dice, 5pts/dice above that up to 6 diceAmmo usage is 3 units/dice/shot.<br>
+
*Machine Shop/Repair Bay/Etc: (1-10)*2 pts: uses (level) slots.  Adds 1-10 to repair/building/whatever rolls.  <br>
Plasma (d4): 3pts/dice up to 3 dice, 5 pts/dice up to six diceNo ammo usage.<br>
+
*Extra Armor:  2 pts/technical dice for combat (d6) (one use).  1 slot holds up to 3 dice of armor.<br>
EMP (d4): 4pts/dice up to 3 dice.  6pts/dice above that up to 6 diceNo ammo usageCannot be seen with technical dice other than those derived from EMP shieldingDoes 4 instead of 10 fallout per dice that hits.<br>
+
*Self repair system/diagnostics system/etc.: 4pts/technical dice for combat (d4).  1 slot holds up to 5 dice of repair stuff (reusable).  <br>
 +
*Tug setup: 5pts for towing wrecks up to (chassis class), 10 pts for (chassis class)*2, 15 pts for (chassis class)*3.  Uses 2, 4, 8 slots, respectively.  Tug setups may be more distant magnetic tow ropes or direct "clamps"; it is in this configuration that they are used by rescue crews and pirates.  Clamping a ship is essentially impossibly at maneuver speeds of coastal or better: at atmospheric, make a piloting roll difficulty 25.  A non-maneuvering ship is difficulty 20, and a stationary ship is difficulty 15.  Usually, approaches to clamping are done very slowly and steadily by salvage crews for this reason: rescuers or pirates, obviously, don't always have this luxury.  Failure means 1d6 fallout for the clamping ship.<br>
 +
*Hacking/Programming rig:  Hardware rating of 1-10, Software rating of 1-10: Cost is (hardware rating + software rating) for rigs up to 5 points; for rigs 6-10 cost is (hardware rating + software rating)*2This increased price is in effect if either software or hardware is six or above. Uses 1 slot.<br>
 +
*Flares/flak cannons/etc: 2pts/technical dice for combat against type II or type III weapons only (d4).  3pts/technical dice (d6)reusable.  ammo use is 2 units/dice/shot.<br>
 +
*Grappling Hook: 5 pts.  Takes one slot.  The grappling hook may only be used on targets maneuvering at atmospheric speed (ie, their maneuvering speed limit, or if they are actually moving at atmospheric speed).  It is a 1d4 weapon.  if it hits, the two ships are now attached.  Potential dangers of doing this to a still moving ship are: 1) manuevers by either ship are now impossible.  No dice may be played into this pool. 2) The grappling ship must make a piloting roll difficulty 10 for atmospheric, 15 for coastal, and 20 for deep speeds (+5 difficulty if actually in atmosphere): otherwise the ships collide with serious consequences.  <br>
 +
*Assault Airlock: 5 pts.  takes one slot.  If two ships are attached via tug clamps or grappling hook, the assault airlock may be used.  It will cut through one point of hull quality or extra armor per turn or 10 seconds, depending on if combat is still active.  This hole in the hull must be repaired before the assault airlock is removed if you want that ship to avoid the cold dark of space, at least in that sectionAlternatives include docking up to an ordinary airlock and cracking it with tools or a hacker.<br>
 +
*Emergency Beacon: 1 pt./0 slots.  One use.  when activated, trasmits a subspace signal with reduplication (the kind that transmits the news...ie a very far reaching one) with coordinates, time left, number of passengers, and type of problem, as well as the reward the crew might be able to offer for their rescue.  <br>
 +
*EMP shielding: 1, 2 or 3 technical dice against EMP weapons only. 3 pts per dice: 1 slot for emp shielding of any level.<br>
 +
*Ship based extendable Mining Rig: Small: capable of digging depths of about 50 metersNo ore processing included.  5 slots, 5 pts.  Medium: Capable of digging depths around 150 meters.  processing and extraction of ores to raw material15 slots, 15 ptsLarge: essentially unlimited functional depth limit.  processing, extraction, and refinement of ores to almost finished product.  40 slots, 25 pts.  <br>
 +
*Autonomy programs:  for those without a pilot, navigator, or gunner you may install an autonomy program for the appropriate AIthe cost is (effective stat + effective skill)pts. up to +6.  Instead of buying this with points, you may also purchase these programs with ship loot (this is also true for much of this other stuff, but not for all of it...ask me if you want to know about specific ones).  the programs take 0 slots.  Note that type II or type III weapons may still be given a manual override and used by human gunners.<br>
  
Type III weapons:  self-correcting/adjusting weapons such as missiles or powerful precursor weapons:  these are essentially all AI controlled.<br>
+
== '''Other stuff''' ==
Heat/Ion trail/Magnetic/Etc. Tracking missile pod: (d12) 5pts/dice up to 5 dice, 7pts/dice above that up to 10 dice.  Ammo usage is 5units/dice/shot.<br>
+
AI guided smart weapon (d20):  7pts/dice up to 5 dice, 10pts/dice above that up to 10 dice.  Ammo usage is 10 units/dice/shot.<br>
+
Precursor subspace weaponry: (d100):  you can't afford it.<br>
+
+
+
+
6.Shuttle: (size class)^3 slots (unless external, see special equipment): cannot be larger than (Chassis size class)/2 (round down). :  Cost: (size class)*10 pts.<br>
+
7.  Ammo storage: 0 pts/slot.  Each slot holds 10 ammo units.  Ship ammo costs 100 credits/unit.  The ships ammo stores are d100% full at the start of the game: burning a fortune point will make them completely full.<br>
+
8.Special equipment (ex: med bay, archeo-chamber)<br>
+
Med Bay:  (1-10)*2 pts: uses (level)/2 slots. adds 1-10 to Medical rolls.  Level is also the % chance of breakdown per adventure (fancy stuff breaks more easily).  Each point spent equals one cryo chamber.<br>
+
Archeo-storage Chamber: 2 pts/slot:  holds same amount as a cargo slot.
+
Prison: 1pts/slot.  Holds same as passenger compartments above.<br>
+
Secret compartments: 1pts/slot.  Holds half as much as a cargo slot.<br>
+
Machine Shop/Repair Bay/Etc: (1-10)*2 pts: uses (level) slots.  Adds 1-10 to repair/building/whatever rolls.  <br>
+
Extra Armor:  2 pts/technical dice for combat (d6) (one use).  1 slot holds up to 3 dice of armor.<br>
+
Self repair system/diagnostics system/etc.: 4pts/technical dice for combat (d4).  1 slot holds up to 5 dice of repair stuff (reusable).  <br>
+
Tug setup:  5pts for towing wrecks up to (chassis class), 10 pts for (chassis class)*2, 15 pts for (chassis class)*3.  Uses 2, 4, 8 slots, respectively.  Tug setups may be more distant magnetic tow ropes or direct "clamps"; it is in this configuration that they are used by rescue crews and pirates.  Clamping a ship is essentially impossibly at maneuver speeds of coastal or better: at atmospheric, make a piloting roll difficulty 25.  A non-maneuvering ship is difficulty 20, and a stationary ship is difficulty 15.  Usually, approaches to clamping are done very slowly and steadily by salvage crews for this reason: rescuers or pirates, obviously, don't always have this luxury.  Failure means 1d6 fallout for the clamping ship.<br>
+
Hacking/Programming rig:  Hardware rating of 1-10, Software rating of 1-10: Cost is (hardware rating + software rating) for rigs up to 5 points; for rigs 6-10 cost is (hardware rating + software rating)*2.  This increased price is in effect if either software or hardware is six or above. Uses 1 slot.<br>
+
Flares/flak cannons/etc:  2pts/technical dice for combat against type II or type III weapons only (d4).  3pts/technical dice (d6).  reusable.  ammo use is 2 units/dice/shot.<br>
+
Grappling Hook: 5 pts.  Takes one slot.  The grappling hook may only be used on targets maneuvering at atmospheric speed (ie, their maneuvering speed limit, or if they are actually moving at atmospheric speed).  It is a 1d4 weapon.  if it hits, the two ships are now attached.  Potential dangers of doing this to a still moving ship are: 1.) manuevers by either ship are now impossible.  No dice may be played into this pool. 2.) The grappling ship must make a piloting roll difficulty 10 for atmospheric, 15 for coastal, and 20 for deep speeds (+5 difficulty if actually in atmosphere): otherwise the ships collide with serious consequences.  <br>
+
Assault Airlock: 5 pts.  takes one slot.  If two ships are attached via tug clamps or grappling hook, the assault airlock may be used.  It will cut through one point of hull quality or extra armor per turn or 10 seconds, depending on if combat is still active.  This hole in the hull must be repaired before the assault airlock is removed if you want that ship to avoid the cold dark of space, at least in that section.  Alternatives include docking up to an ordinary airlock and cracking it with tools or a hacker.<br>
+
Emergency Beacon: 1 pt./0 slots.  One use.  when activated, trasmits a subspace signal with reduplication (the kind that transmits the news...ie a very far reaching one) with coordinates, time left, number of passengers, and type of problem, as well as the reward the crew might be able to offer for their rescue.  <br>
+
EMP shielding: 1, 2 or 3 technical dice against EMP weapons only. 3 pts per dice: 1 slot for emp shielding of any level.<br>
+
Ship based extendable Mining Rig: Small: capable of digging depths of about 50 meters.  No ore processing included.  5 slots, 5 pts.  Medium: Capable of digging depths around 150 meters.  processing and extraction of ores to raw material.  15 slots, 15 pts.  Large: essentially unlimited functional depth limit.  processing, extraction, and refinement of ores to almost finished product.  40 slots, 25 pts.  <br>
+
Autonomy programs:  for those without a pilot, navigator, or gunner you may install an autonomy program for the appropriate AI.  the cost is (effective stat + effective skill)pts. up to +6.  Instead of buying this with points, you may also purchase these programs with ship loot (this is also true for much of this other stuff, but not for all of it...ask me if you want to know about specific ones).  the programs take 0 slots.  Note that type II or type III weapons may still be given a manual override and used by human gunners.<br>
+
Other stuff:<br>
+
 
          
 
          
Reputation:  1-10.  determined by group story pile from prologue.<br>
+
* Reputation:  1-10.  determined by group story pile from prologue.<br>
Focus/Path:  the ship also has a focus and a path.  If the ship violates its path (or the crew does something that violates the path), it risks losing path rating, focus rating, and there is an immediate 10% chance that something on the ship breaks in the next scene.  The focus and path will be GM designed based on suggestions from the players as with player focus/path.  A ship cannot have more focus than it has reputation, to a minimum of 1.  <br>
+
* Focus/Path:  the ship also has a focus and a path.  If the ship violates its path (or the crew does something that violates the path), it risks losing path rating, focus rating, and there is an immediate 10% chance that something on the ship breaks in the next scene.  The focus and path will be GM designed based on suggestions from the players as with player focus/path.  A ship cannot have more focus than it has reputation, to a minimum of 1.  <br>
External shuttle mount: 3 pts, 6 for atmospheric ships.<br>
+
* External shuttle mount: 3 pts, 6 for atmospheric ships.<br>

Latest revision as of 01:26, 7 April 2007

Gemini Index

OK, Ed done cleaning up this sewer of a section..have at it wiki blokers


Ship building; this section is still a work in progress. For now, the total value of the cards played into the ship pile is multiplied by 3 to give you the build points you have to make your crews' ship. My conception of space opera ships (like Matt's, I think) is that the ship is essentially a character in the group: an almost-living entity with as much personality (with all its adjunct quirks, problems, and traits) as any other member of the crew. Thus, as stated at the end of this document, the ship has a focus and a path rating as well. How this will play out exactly, I haven't decided yet: more to come.


Chassis

1) Size: (1-10)^3 tons ship final weight. Length is (1-10)*25 meters.
2) Quality is 1-10. Subtract from 10 for % chance of breakdown (not total, partial) per adventure: on a 00 is a total breakdown, must be repaired immediately (for 10 quality, this is a partial breakdown.
3) Atmospheric capability is 5 pts. Fuel costs of Atmospheric travel (other than descent)are: (100 miles/(chassis class)^2)/(Fuel Unit). This is considered “very poor” fuel efficiency. To 'streamline' your ship, spend ((chassis class/2))/level you want to go up on the fuel efficiency chart for atmospheric travel only (see Engines, below).
4) SDC base: (Size class + Quality class)*10
5) Cost: (Size class + Quality class)*2.
6) Features:


Hull

1) Quality: 1-10. 1 is standard hull plating, increasing in quality from there. Effects: adds quality class in 'Technical' dice (see ship combat). Adds (Quality class)*5 in SDC.
2) Cost: (Quality Class*Chassis Size Class)/2 (round down).
3) Features:

  • Stealth: 5 pts. Per sensor system type.
  • Reflective hull: 1, 2, or 3 technical dice (reuseable) against lasers only 3 pts. Per level.


Engine

1) Speed: Slow (max speed 250,000 km/h) , Standard (max speed 400, 000 km/h) , Fast (500,000 km/h), Fastest (>500,000km/h): 5 pts. Per level. +1 pts per 100k km/h above 500,000 at fastest, to max of 1.5 million (light speed).
2) Maneuverability: Non vectored thrust (gas-jet): 0 pts. Atmospheric speed limit for combat purposes (you are always considered at the atmospheric combat state for purposes of combat, even if you are moving at Deep speeds). Vectored thrust (Chassis class)*2 pts. Coastal speed limit for combat purposes. Calibrated-Vector Thrust (Chassis class)*4 pts. No combat speed limit. It is also recommended that if you get Calibrated-Vector Thrust, you get inertial dampeners as well (3 pts). If you do not, anyone without the "resistance to G forces" advantage (forgot the actual name of it) passes out during such maneuvers.
3) Fuel efficiency/Energy Efficiency. Standard (standard fuel unit usage) 0pts., Poor -5 pts. (x1.5 fuel usage), Very Poor (x2 fuel usage) -10 pts. , Good 5 pts. (x.5 fuel usage), Excellent (x.25 fuel usage) 10pts., Best (x.10 fuel usage) 15 pts., Legendary (no fuel usage) 20 pts.

  • Each round of combat uses 50*(size class) fuel units in atmospheric, 100*size class units in coastal, and 200*size class units in Deep combat. This usage is affected by your 'speed limit' (ie, if you are limited by vectored thrust to Coastal fighting effectiveness, you burn 100 units per combat round even in Deep combat).

4) Reliability is 1-10. same effect as for Chassis. Cost is (reliability class).
5) Features:

  • Space-Jump: 10 pts.


Life Support

1) Quality: 1-10. same effect as for Chassis. Adds (quality rating) in SDC and (quality rating)/3 (round down) in technical dice for ship combat.
2) Cost: (quality rating).


Piloting/Navigation Systems

1) AI quality: -2,-1,0,+1,+2,+3: effect: add this number of dice (d6) to the raise in Maneuvers each turn (!). Add this number to any piloting or navigation rolls. You must have a +3 Piloting/Navigation AI to utilize Space-Jump capability.
2) Cost: (AI quality +1)*10.


Tactical Systems

1) AI quality: -2, -1, 0, +1, +2, +3: effect: add this number of dice (d6) to every raise into the threat pool.
2) Cost: (AI quality+1)*10.


Sensors/Comms

1) Quality: 1-10: Effects: the maximum AI quality rating for piloting/navigation or Tactical is limited by sensors/comms level (see below). Add (quality rating)/2 (rounding down) to cosmology and other related rolls.

  • Sensor quality 1 = AI max of -2
  • Sensor 2 -3 = AI max of -1
  • Sensor 4-5 = AI max of 0
  • Sensor 6 = AI max of +1
  • Sensor 7 = AI max of +2
  • Sensor 8+ = AI max of +3

2) Cost: (quality rating).

Ship features


1) Slots: (Chassis size class)^2 slots.
2) Slot uses

  • Fuel storage: 0 pts/slot: (size class)*1000 fuel units/slot.
  • Cargo: 0pts/slot: (size*.7) tons/slot.
  • Passenger compartments: 0pts/slot: sardines: 5 people/slot, crammed 2/slot, comfortable 1/slot, luxury .25 slot. Extravagant 1/.1 slot.
  • Crew compartments: private rooms 1 crew member/slot, doubles: 2crew/slot: 0pts/slot.
  • Weapon systems: number before slash is number of dice, after is cost in pts. Every weapon system occupies one slot. See below.
  • Shuttle: (size class)^3 slots (unless external, see special equipment): cannot be larger than (Chassis size class)/2 (round down). : Cost: (size class)*10 pts.
  • Ammo storage: 0 pts/slot. Each slot holds 10 ammo units. Ship ammo costs 100 credits/unit. The ships ammo stores are d100% full at the start of the game: burning a fortune point will make them completely full.

Weapon Systems

Type I weapons: Primarily Human controlled direct fire weapons

  • Conventional: (d4): 3pts/dice up to 3 dice, 4 pts per dice above that up to 6 dice. Ammo usage is 1 unit/dice/shot.
  • Laser: (d6): 4pts/dice up to 3 dice. 6Pts/dice above that up to 6 dice (the high cost of high powered laser batteries is due to the extra fusion power that must be installed to accommodate their tremendous power
    drain:Nonfunctional in atmospheric conditions (NOT atmospheric speeds, but actual atmosphere). No ammo usage.
  • Railgun (d8): 4pts/dice up to 3 dice. 6Pts/dice above that up to 6 dice. Ammo usage is 2 unit/dice/shot.
  • Ramjet (d6): 3 pts/dice up to 3 dice, 4 pts/dice above that up to 6 dice. Ammo usage is 3 units/dice/shot.
  • Plasma (d4): 3pts/dice up to 3 dice, 5 pts/dice up to six dice. No ammo usage.
  • EMP (d4): 4pts/dice up to 3 dice. 6pts/dice above that up to 6 dice. No ammo usage. Cannot be seen with technical dice other than those derived from EMP shielding. Does 4 instead of 10 fallout per dice that hits.

Type II weapons: Primarily AI controlled direct fire weapons.

  • Conventional: (d4): 3pts/dice up to 3 dice, 4 pts per dice above that up to 6 dice. Ammo usage is 1 unit/dice/shot.
  • Laser: (d8): 5pts/dice up to 3 dice. 7Pts/dice above that up to 6 dice (the high cost of high powered laser batteries is due to the extra fusion power that must be installed to accommodate their tremendous power drain:Nonfunctional in atmospheric conditions (NOT atmospheric speeds, but actual atmosphere). No ammo usage.
  • Railgun (d10): 5pts/dice up to 3 dice. 7Pts/dice above that up to 6 dice. Ammo usage is 2 unit/dice/shot.
  • Ramjet (d6): 3 pts/dice up to 3 dice, 5pts/dice above that up to 6 dice. Ammo usage is 3 units/dice/shot.
  • Plasma (d4): 3pts/dice up to 3 dice, 5 pts/dice up to six dice. No ammo usage.
  • EMP (d4): 4pts/dice up to 3 dice. 6pts/dice above that up to 6 dice. No ammo usage. Cannot be seen with technical dice other than those derived from EMP shielding. Does 4 instead of 10 fallout per dice that hits.

Type III weapons: self-correcting/adjusting weapons such as missiles or powerful precursor weapons: these are essentially all AI controlled.

  • Heat/Ion trail/Magnetic/Etc. Tracking missile pod: (d12) 5pts/dice up to 5 dice, 7pts/dice above that up to 10 dice. Ammo usage is 5units/dice/shot.
  • AI guided smart weapon (d20): 7pts/dice up to 5 dice, 10pts/dice above that up to 10 dice. Ammo usage is 10 units/dice/shot.
  • Precursor subspace weaponry: (d100): you can't afford it. oh you can at 20 points per dice but it's your only weapon

Special equipment

(ex: med bay, archeo-chamber)

  • Med Bay: (1-10)*2 pts: uses (level)/2 slots. adds 1-10 to Medical rolls. Level is also the % chance of breakdown per adventure (fancy stuff breaks more easily). Each point spent equals one cryo chamber.
  • Archeo-storage Chamber: 2 pts/slot: holds same amount as a cargo slot.
  • Prison: 1pts/slot. Holds same as passenger compartments above.
  • Secret compartments: 1pts/slot. Holds half as much as a cargo slot.
  • Machine Shop/Repair Bay/Etc: (1-10)*2 pts: uses (level) slots. Adds 1-10 to repair/building/whatever rolls.
  • Extra Armor: 2 pts/technical dice for combat (d6) (one use). 1 slot holds up to 3 dice of armor.
  • Self repair system/diagnostics system/etc.: 4pts/technical dice for combat (d4). 1 slot holds up to 5 dice of repair stuff (reusable).
  • Tug setup: 5pts for towing wrecks up to (chassis class), 10 pts for (chassis class)*2, 15 pts for (chassis class)*3. Uses 2, 4, 8 slots, respectively. Tug setups may be more distant magnetic tow ropes or direct "clamps"; it is in this configuration that they are used by rescue crews and pirates. Clamping a ship is essentially impossibly at maneuver speeds of coastal or better: at atmospheric, make a piloting roll difficulty 25. A non-maneuvering ship is difficulty 20, and a stationary ship is difficulty 15. Usually, approaches to clamping are done very slowly and steadily by salvage crews for this reason: rescuers or pirates, obviously, don't always have this luxury. Failure means 1d6 fallout for the clamping ship.
  • Hacking/Programming rig: Hardware rating of 1-10, Software rating of 1-10: Cost is (hardware rating + software rating) for rigs up to 5 points; for rigs 6-10 cost is (hardware rating + software rating)*2. This increased price is in effect if either software or hardware is six or above. Uses 1 slot.
  • Flares/flak cannons/etc: 2pts/technical dice for combat against type II or type III weapons only (d4). 3pts/technical dice (d6). reusable. ammo use is 2 units/dice/shot.
  • Grappling Hook: 5 pts. Takes one slot. The grappling hook may only be used on targets maneuvering at atmospheric speed (ie, their maneuvering speed limit, or if they are actually moving at atmospheric speed). It is a 1d4 weapon. if it hits, the two ships are now attached. Potential dangers of doing this to a still moving ship are: 1) manuevers by either ship are now impossible. No dice may be played into this pool. 2) The grappling ship must make a piloting roll difficulty 10 for atmospheric, 15 for coastal, and 20 for deep speeds (+5 difficulty if actually in atmosphere): otherwise the ships collide with serious consequences.
  • Assault Airlock: 5 pts. takes one slot. If two ships are attached via tug clamps or grappling hook, the assault airlock may be used. It will cut through one point of hull quality or extra armor per turn or 10 seconds, depending on if combat is still active. This hole in the hull must be repaired before the assault airlock is removed if you want that ship to avoid the cold dark of space, at least in that section. Alternatives include docking up to an ordinary airlock and cracking it with tools or a hacker.
  • Emergency Beacon: 1 pt./0 slots. One use. when activated, trasmits a subspace signal with reduplication (the kind that transmits the news...ie a very far reaching one) with coordinates, time left, number of passengers, and type of problem, as well as the reward the crew might be able to offer for their rescue.
  • EMP shielding: 1, 2 or 3 technical dice against EMP weapons only. 3 pts per dice: 1 slot for emp shielding of any level.
  • Ship based extendable Mining Rig: Small: capable of digging depths of about 50 meters. No ore processing included. 5 slots, 5 pts. Medium: Capable of digging depths around 150 meters. processing and extraction of ores to raw material. 15 slots, 15 pts. Large: essentially unlimited functional depth limit. processing, extraction, and refinement of ores to almost finished product. 40 slots, 25 pts.
  • Autonomy programs: for those without a pilot, navigator, or gunner you may install an autonomy program for the appropriate AI. the cost is (effective stat + effective skill)pts. up to +6. Instead of buying this with points, you may also purchase these programs with ship loot (this is also true for much of this other stuff, but not for all of it...ask me if you want to know about specific ones). the programs take 0 slots. Note that type II or type III weapons may still be given a manual override and used by human gunners.

Other stuff

  • Reputation: 1-10. determined by group story pile from prologue.
  • Focus/Path: the ship also has a focus and a path. If the ship violates its path (or the crew does something that violates the path), it risks losing path rating, focus rating, and there is an immediate 10% chance that something on the ship breaks in the next scene. The focus and path will be GM designed based on suggestions from the players as with player focus/path. A ship cannot have more focus than it has reputation, to a minimum of 1.
  • External shuttle mount: 3 pts, 6 for atmospheric ships.