Missile Maneuvering

1 posts · May 31 1997

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 Ship’s 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 can‘t 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>