Return-path: Received: from DRYCAS.CLUB.CC.CMU.EDU by DRYCAS.CLUB.CC.CMU.EDU (PMDF V4.3-13 #7763) id <01HS5NO4CNE891W30M@DRYCAS.CLUB.CC.CMU.EDU>; Mon, 26 Jun 1995 09:25:57 -0500 (EST) Received: from ruunfs.fys.ruu.nl by DRYCAS.CLUB.CC.CMU.EDU (PMDF V4.3-13 #7763) id <01HS5NLMMMJ491W13Z@DRYCAS.CLUB.CC.CMU.EDU>; Mon, 26 Jun 1995 09:20:13 -0500 (EST) Received: from ruunat.fys.ruu.nl by ruunfs.fys.ruu.nl with SMTP id AA01549 (5.67b+/IDA-1.5 for ); Mon, 26 Jun 1995 15:19:59 +0200 Received: by ruunat.fys.ruu.nl id AA08432 (5.67b/IDA-1.5 for Star Wars Mailing List ) ; Mon, 26 Jun 1995 15:19:59 +0200 Date: Mon, 26 Jun 1995 15:19:58 +0200 (GMT+0200) From: Thijs Krijger Subject: Lift/Mass Ratio To: Star Wars Mailing List Errors-to: jae+sw-rpg-errors@DRYCAS.CLUB.CC.CMU.EDU Reply-to: jae+sw-rpg@DRYCAS.CLUB.CC.CMU.EDU Message-id: MIME-version: 1.0 Content-type: TEXT/PLAIN; charset=US-ASCII Content-transfer-encoding: 7BIT Well, always is noted that the MF has a lift/mass ratio far beyond original, but nowhere there was to find anything about it, so I had nothing to do some time back and came up with this. Greetings from Thijs. If you want to be happy for one day, then get drunk! If you want to be happy for one week, then get married! If you want to be happy for the rest of your life, then don't get out of bed! III) Lift/Mass Upgrade Rules Being able to carry more cargo is extremely important for any trader, for more cargo could be more profit (or loss). Carry- ing larger or more cargo isn't difficult, extensions can easi- ly be bought or more room can be created by extending the cargo bay. The real problem is the extra weight that the ship has to carry and still be able to lift off and maneauver. Every ship has a original lift/mass ratio, expressed in metric tonnage, often called cargo capacity. To improve this capaci- ty, repulsors have be upgraded, non-essential parts have to be removed, etc.. This is a costly business. The table below gives the improvement of capacity in percentage, the original capacity is 100%. Cost is calculated from the original retail price of the ship. Lift/Mass Ratio Upgrade Table Lift/Mass Difficulty Cost Mishap Upgrade Modifier 125% Easy 5% +1 150% Moderate 10% +1 175% Difficult 15% +2 200% Very Difficult 20% +2 250% Heroic 30% +3 Strap-on Cargo Pods A way to gain extra cargo space, so more cargo can be carried or so there is more place for replacements. These pods are fastened to the hull outside and can be jettisoned if wanted. If more then one is to be installed the first four cost the normal price, any following cost as many time the price as the number of pods placed before that one. Cost: 2,000 Weight: 10 tons gained (much more space though) LIFT/MASS RATIO MISHAP TABLES Mishaps occur only near a gravity field, mostly at landing and lift-off, sometime also when heavily maneauvering in orbit. Whenever a mishap occurs that says that the ship can't lift the cargo, this can also be solved be reducing the cargo one category in lift capacity. (i.e. ship able to carry 150%, mishap, then 125% without problem unless another mishap). A ship is always able to carry his original load. Minor Mishaps Roll Result 1 Repulsorlift can't carry cargo, ship won't lift-off or increase height until Easy repair roll(1 rounds). 2 Ship too heavily loaded. Reduce space by -1 and maneua- verability by 1D for 3 rounds. 3 Engine reaching unsafe operating parameters: ship must make no maneuvers for next 3 rounds or circuits burn out, adding +10 to difficulty of all maneuvers until repaired (Easy difficulty). 4 Minor hull stress; susceptible to further damage. If the ship is damaged in the next three rounds, add +1D to ene- my's damage roll. 5 Minor radiation leak: must be repaired before next hyper- space jump (Easy repair roll), or increase all astroga- tion difficulties by +10 and anyone in the engine room suffers 4D damage from radiation. 6 Engine vibration stresses hull. Hull code is -1D for 1 round. Moderate Mishaps Roll Result 1 Repulsorlift can't carry cargo, ship won't lift-off or increase height until Moderate repair roll(5 rounds). 2 Microscopic hull breach; automatic bulkheads seal. Cha- racters may not move to different sections of the ship until crew makes an Easy computer programming/repair roll (to open bulkheads) and a Easy repair roll to fix the breach. 3 Power surge overloads sensors and communications systems for 1D rounds. 4 Engine reaching unsafe operating parameters: ship must make no maneuvers for next 2 rounds or circuits burn out, adding +10 to difficulty of all maneuvers until repaired (Moderate difficulty). 5 Ship too heavily loaded. Reduce space by -2 and maneua- verability to 0D for 2D rounds. 6 Lateral thruster misfire because of weight. Add +5 to the difficulty of any maneuvers and enemy ships get a +5 bonus to hit for next 3 rounds.