From: Michael Blair <amfortas@h...>
Date: Sat, 31 May 1997 10:21:48 -0400
Subject: Missile Maneuvering
Below are some of our campaign rules that may be of some use or interst to someone. CRACK SHIPS If a ship survives a battle roll 1d6. If the roll is less than the number of battles the ship has survived then it becomes a crack ship. Effects of a Crack Ship: · Bonus to repair rolls. Systems are repaired on a roll of 1 or 2. · Increased chance of succeeding in Stretching jumps. Add +1 to roll. · +1 to ramming attempts. · +1 to sensor rolls. · -1 when using ECM (a bonus). · +1 on die rolls for boarding combat, whether defensively or offensively. STARSHIP CONSTRUCTION Ships may only be constructed at shipyards or at a Starport. A Starport is the equivalent of a number of shipyards equal to one percent of a planets wealth (round down) though it may only produce ships with streamlined or semi-streamlined hulls. A spaceport is incapable of constructing any ship or orbital facility. A Starport and shipyard may not combine their efforts in ship construction, three shipyards and a starport may not combine to build a capital ship. Fighters and Interface Craft may constructed at the normal cost at any world with any port facility, whether ground based or orbital. SHIP CONSTRUCTION COST MODIFIERS Facility Ships Streamlining Fully Semi None Shipyard × 1 × 1 × 1 Starport × 1 × 1.5 No Spaceport No No No No Facility No No No To build a ship requires a number of Production Points equal to its cost. These Production Points must either be produced by the planet around which the shipyard orbits or transported there. The total number of Production Points required must be assembled before the project can begin. Should events intervene the construction is stalled until more points are assembled. Modifiers to the construction cost are for the cost of the complete ship including any streamlining modifiers for the cost of the hull. Each shipyard may build 1 damage point of ship per day. Merchant ships may thus be built more quickly than warships. Ships may only be constructed at a shipyard or Starport. A Starport is the equivalent of a single shipyard. A shipyard is a modular unit, one may build escorts, two are required to build cruisers and four are required to build a capital ship while a space station or supership requires eight to build one, unless it is a modular structure. For larger ships the construction rate is not increased. Four shipyards build a battleship at the same rate as a single shipyard constructs a destroyer, one damage point per day. Capital ships are thus slow to build. A Starport or single shipyard may build another shipyard, each costs 500 Production Points. They may be moved by tugs. FITTING OUT The various components of a hip are completed in the following order: hull, manoeuvre drive, FTL drive, weapons, screens, electronics, point defences, small craft and missile loading, fuelling. Within each group the largest systems are fitted first. A ship can be moved at any time after completion of the hull, and can move itself after completion of its drives. This will interfere with construction, any movement of the ship adds a minimum of two days to construction time plus any time spent away from a shipyard. Short journeys to test newly fitted drives and systems are a normal part of the construction process but they are subsumed into the construction time. Moving a partially completed ship to another shipyard slows construction and increases construction cost but may be necessary because: 1. The original shipyard is lost. 2. To make space for a new emergency project. 3. To prevent a subsidiary planet from gaining a new technology (We cant make Megabatteries but we can make the mounts for them.). Postponing construction adds 10% to the cost of the ship if it is completed at the origional yard or 20% if completed at a different yard. RELOADING IN COMBAT To reload a ship or facility must not: · Manoeuvre. The reloading ship must be stationary. · Have any active screens. · Have any electronic systems active (ECM, scanners...). Any system active has a cumulative 1 in 6 chance of detonating the ordnance. · Launch fighters or small craft. Each launch has a 1 in 6 chance of detonating the ordnance. Each fighter squadron counts only once. Note that all of the explosion modifiers listed above are cumulative. Any hits to the ship or facility, even if they would not normally cause damage results in the immediate detonation of the ordnance causing the maximum possible damage to the ship or facility. ************************URL************************ http://www.geocities.com/Area51/Zone/1070/index.html ************************URL************************ <A HREF="http://www.geocities.com/Area51/Zone/1070/index.html">Home Plate</A>