Date: Tue, 31 Oct 1995 13:12:18 +0100 (MET) From: URBAN LUNDQVIST Subject: SCS version 1.1, part 1 Starship Construction System Version 1.1 Date: 31 October 1995 Designer's Notes: To make full use of the Starship Construction System (SCS) do you need the Galaxy Guide 6; Tramp Freighters 2nd Edition. The SCS was split into 3 parts to make it easier to upgrade and download : SCSV11P1 - Contains the necessary formulas needed to design a ship. SCSV11P2 - Contains calculation examples of some common ships. SCSV11P3 - Contains rules regarding the SCS and some Mishap Tables. A great thanks go to the people on the Star Wars RPG Mailing List for help with the design of this system. Wing Commander Luna Urban Lundqvist ========================= Part 1 - Calculations ========================= In order to make it possible to use this system on existing designs, some levity must be used when calculating the Mass Limit. In those cases when the mass limit has been grossly exceed, try the weight reducing metod (see Part 3 - Rules) or consider the ship to be so different that need all that extra mass. If you have not reached the Mass Limit, either consider the redundant mass as pre-planned equipment expansion areas, extra cargo space or reduce your Mass Limit. It is impossible to exactly match Cost against existing designs from West End Games and the Cost calculations in the SCS should therefore be considered guidelines. =============================== Modifiers ============================== Mass Category Types Length Very Small Starfighters, Small Spaceships 0-20 Small Light/Medium Freighters 21-60 Medium Bulk Freighters, Corvettes 61-200 Large Frigates, Cruisers 201-700 Very Large Star Cruisers, Star Destroyers 701-2000 Giant Super Star Destroyers 2001+ Mass Category Mass Modifier Cost Modifier Very Small x0.25 x1.5 Small x1 x1 Medium x10 x2 Large x100 x3 Very Large x1000 x4 Giant x10000 x5 Note: The borders between the various groups is fluid, meaning that a small frigate such as the Lancer, can be placed in the Medium category instead of the Large category. Time Period Age Modifiers Cost Modifier Very Old Republic x10 to x20 ??????? Old Republic x2 to x9 x0.8-0.1 Clone War x1.2 x0.9 New Order x1 x1 New Republic x0.8 x1.1 Scale Category Scale Modifiers Cost Modifier Starfighter Scale x1 x1 Capital Scale x2 x2 Death Star Scale x10 x10 ========================= Weight Calculations ========================== Mass Limit on a starship can be calculated by one of the two following metods: Metod 1: Mass Category Mass Limit Formula Very Small Length x Scale Modifier x Mass Modifier x 10 Small Length x Scale Modifier x Mass Modifier x 13 Medium Length x Scale Modifier x Mass Modifier x 12 Large Length x Scale Modifier x Mass Modifier x 11 Very Large Length x Scale Modifier x Mass Modifier x 10 Giant Length x Scale Modifier x Mass Modifier x 9 Metod 2: Calculate the real volume and divide it by three The ship's real mass is calculated by using the following formula: Hull : Rating, in pips x Length x Mass Modifier x Scale Modifier / 5 Landing Gear : Length x Mass Modifier x Scale Modifier / 10 Maneuverability : Maneuverability, in pips x Length x Mass Modifier x Scale Modifier x Age Modifier / 20 Sublight Drive : Weight from Sublight Table x Mass Modifier x (Scale Modifier^4) x Age Modifier Hyperdrive : Weight from Hyperdrive Table x Mass Modifier x (Scale Modifier^3) x Age Modifier Hyperdrive Backup: Weight from Hyperdrive Table x Mass Modifier x (Scale Modifier^3) x Age Modifier Shields : Rating, in pips x 1.5 x Mass Modifier x Scale Modifier x Age Modifier Cargo : Cargo Capacity, In tons Fuel : Consumables, in days x Length / 100 Sensors : (Passive Range x 2 + Scan Range + Search Range x 5 + Focus Range x 10) x Mass Modifier x Age Modifier / 200 Ship's Systems : Length x Mass Modifier x Scale Modifier x Age Modifier/10 Life Support : (Crew + Passengers) x Scale Modifier x Age Modifier Accommondations : (Crew + Passengers) x (Varies depending upon standard) Rec. Facilities : (Crew + Passengers) x 1 Escape Equipment : (Crew + Passengers) / 2 Workshops : Length x Crew / 10 Fighter Bays : Number of Starfighters x 100 Shuttle Bays : Number of Vessels x 500 Weapons : Weight from Weapons Weight Table x Age Modifier Extra Equipment : Weight from Extra Equipment Table Powerplant Weight: Use the result from the power calculation sheet. Final Mass = ????? Ton Note: The Final Mass should not exceed the Mass Limit, exceptions exists. If you want to calculate the volume, reverse metod 2 and multiply the Final Weight with three. Note that this is no accurate metod and should therefore be avoided. =========================== Power Calculations ========================= The powerplant is the only power source available on a ship, the only exception is if there have been installed fusion generators as backup. Powerplant is calculated by using the following formula: Hull : Rating, in pips x Length x Mass Modifier x Scale Modifier / 10 Landing Gear : Length x Mass Modifier x Scale Modifier / 100 Maneuverability : Maneuverability, in pips x Length x Mass Modifier x Scale Modifier / 10 Sublight Drive : Rating x Length x Mass Modifier x Scale Modifier / 5 Hyperdrive : Length x Mass Modifier / (Hyperspace Multiplier x 5) Hyperdrive Backup: Length x Mass Modifier / (Hyperspace Multiplier x 5) Shields : (Rating, in pips)^2 x Length x Mass Modifier x Scale Modifier / 10 Cargo : Cargo Capacity, In tons / 10 Fuel : Consumables, in days x Length x Mass Modifier x Scale Modifier / 2000 Sensors : (Passive Range + Scan Range x2 + Search Range x 5 + Focus Range x 10) x Mass Modifier x Scale Modifier/200 Ship's Systems : Length x Mass Modifier x Scale Modifier / 10 Life Support : (Crew + Passengers) x Consumables, in days / 100 Accommondations : (Crew + Passengers) Rec. Facilities : (Crew + Passengers) / 10 Escape Equipment : (Crew + Passengers) / 100 Fighter Bays : Number of Starfighters x 50 Shuttle Bays : Number of Vessels x 100 Workshops : Length x Crew / 100 Energy Weapons : Use formula from Weapons Table Missile Weapons : (Scale Modifier x Number of Missiles&Torpedos) / 10 Tractor Beams : Use formula from Weapons Power Table Extra Equipment : Weight from Extra Equipment Table / 10 Powerplant Rating = Reserve Capacity : Powerplant Rating / (Varies, normally 10) Final Powerplant Rating = Power Demand Hyperdrive: Length x Mass Modifier x Scale Modifier / Rating Note: Must be lower than Final Powerplant Rating in order to be capable of hyperspace jumps, otherwise increase the Reserve Capacity. Powerplant Weight: Final Powerplant Rating x Age Modifier / 10 Note: The weight for the powerplant include the reactor core and all equipment necessary to run it, such as pumps, piping and isolation, however it does not include the weight of the fuel. Powerplant Cost: Final Powerplant rating x 260 / ( Scale Modifier^2 x Final Cost Modifier ) =============================== Cost ================================== Cost is calculated by using the given cost for the equipment or system, multiplying it with the Final Cost Modifier. Final Cost Modifier: All given Cost Modifiers are cumulative, which means that the formula becomes: Mass Category Cost Modifier x Time Period Cost Modifier x Scale Cost Modifier The ship's cost is calculated by using the following formula: Hull : Rating, in pips x Length x Final Cost Modifier x 100 Landing Gear : Length x Final Cost Modifier x 100 Maneuverability : Maneuverability, in pips x Length x Final Cost Modifier x 100 Sublight Drive : Cost from table x Mass Modifier x Final Cost Modifier Hyperdrive : Cost from table x Mass Modifier x Final Cost Modifier Hyperdrive Backup: Cost from table x Mass Modifier x Final Cost Modifier Shields : Rating, in pips x Mass Modifier x Scale Modifier x Final Cost Modifier x 1300 Cargo : Cargo Capacity, In tons x 5 Fuel : Consumables, in days x Final Cost Modifier x 100 Sensors : (Passive Range x 4 + Scan Range x 2 + Search Range x 5 + Focus Range x 10) x All Sensor Dice, in pips x Final Cost Modifier Ship's Systems : Length x Final Cost Modifier x 200 Life Support : (Crew + Passengers) x Final Cost Modifier x 30 Accommondations : (Crew + Passengers) x (Cost varies depending upon standard) x Final Cost Modifier Rec. Facilities : (Crew + Passengers) x 100 Escape Equipment : (Crew + Passengers) x 100 Workshops : Length x Crew x 10 / Final Cost Modifier Fighter Bays : Number of Starfighters x 20000 Shuttle Bays : Number of Vessels x 60000 Weapons : Cost from Weapons Weight Table x Number of Mounts x Final Cost Modifier Fire Control : Fire Control, in pips x 500 x Number of Mounts x Final Cost Modifier Extra Equipment : Cost from Extra Equipment Table Powerplant Cost : Use the result from the power calculation sheet Final Cost = =============================== Table's ================================= Accommondation Table: One inhabitant/room, can be combined Weight Cost First Class Stateroom 15 1000 - Deluxe cabin Standard Stateroom 10 400 - The standard acommondation on larger vessels Low Stateroom 5 200 - The standard acommodation for crewmembers or passengers on small vessels Stasis Capsules 2 4000 - Puts the inhabitant into hibernation over long periods Extra Equipment Table: Equipment Weight Cost Availability The following equipment weights are modified by the formula: Weight x Mass Modifier x Scale Modifier x Age Modifier Sensor Jammer 1 ton 4000 X - +1D to identify, but -2D to detect Solid Fuel Converter 5 tons 8000 - Can use any matter as fuel Scoops 15 tons 15000 - Permits tanking from gas giants or planetary oceans Solar Converters 10 tons 12000 - Recharges fuel cells in 15 days, in-system and in 60 days, out-system Automatic Cargo Jettisoning 1 ton 1000 - Permits jettisoning of cargo in flight The following equipment have no modifier except perhaps the Age Modifier. Sensor Decoy 2 tons 2000 F - +2D to identify Refrigation Equipment 1 ton 100 - Enviromental Converters 4 tons 4000 Escape Pod (8 Persons, 2 Weeks) 5 tons 1200 (6 Persons, 1 Weeks) 4 tons 800 (4 Persons, 1 Week) 3 tons 600 (2 Persons, 1 Weeks) 2 tons 400 Hyperdrive Table: Hyperdrive Weight Cost Availability Multiplier x0.5 20 50000 X x1 18 15000 F x2 15 10000 2 x3 12 7000 2 x4 10 4000 1 x5 8 2500 1 x6 to x10 6 2000 1 x11 to x20 4 1500 1 Sublight Drive Table: Space Weight Cost Availability Rating 12 24 500000 X 11 21 300000 X 10 18 100000 X 9 17 75000 R 8 16 50000 F 7 14 35000 F 6 12 20000 F 5 11 15000 2 4 10 10000 2 3 7 6000 1 2 5 4000 1 1 4 3000 1 Weapons Power Table: The power used by energy weapons and tractor beams is calculated in the following way, take the total damage rating, convert it into pips, and calculate the power demand by multiply it with the number of mounts. To get the number of mounts, consider all fire-linked weapons and all mounts containing several weapons to be equal to one mount. Example: Four fire-linked guns is one mount while one double laser cannon is also a mount. Laser Weapons Formula: Scale Modifier x Damage, in pips x Number of Mounts Ion Weapons Formula: Scale Modifier x Damage, in pips x Number of Mounts / 2 Tractor Beam Formula: Scale Modifier x Damage, in pips x Number of Mounts x 10 The exception to this rule is when guns are placed in batteries. Use the following formulas to calculate power demand: Laser Weapon Battery: Scale Modifier x Damage, in pips x Number of Batteries x 10 Ion Weapons Battery: Scale Modifier x Damage, in pips x Number of Batteries x 5 Weapon Weight Table: There is two types of weapon mounts, Fixed and Turret. A fixed mount is like the X-wings cannons, capable of firing in one fire arc only, and uses the weight given for single guns. A turret mount is capable of firing either in all arc's or on a large ship, in one arc only, and uses the weight given for turret mounted guns. Fire control rating is bought separately, see under Cost. Laser, Blaster and Turbolaser Cannons: Weight Cost Single gun: 0.1 ton for each pip damage 150/pip Turret, including one gun: 1 ton for each dice damage 750/dice For each extra gun in turret: 0.1 ton for each pip damage 150/pip Ion Cannons: Weight Cost Single gun: 0.05 ton for each pip damage 100/pip Turret, including one gun: 0.5 ton for each dice damage 500/dice For each extra gun in turret: 0.05 ton for each pip damage 100/pip The exception to this rule is when guns are placed in batteries. Since batteries can consist of several fire-linked gun mounts, a standard formula has been used. Battery Weight: 1 ton for each pip damage. Cost: 1000/pip Tractor Beam Projector: Weight Cost Tractor Beam: 1.25 ton for each pip damage 1000/pip All weapons mentioned above also uses the Scale Modifier. In other words, capital scale has a modifier of 2, while starfighter scale has a modifier of 1. Please note that you need to use the real damage value of the guns, in other words, reverse the fire-link rules. Example: One double laser cannon mounted in a turret, damage 4D, is in reality two guns with damage 3D each, while four fire-linked guns, combined damage 6D, is really four single guns with damage 4D each. Using the two guns mentioned above gives us the following weights. The turret with one double laser cannon, starfighter scale, has a weight of 3 x 1 (turret, including one gun) + 1 x 3 x 3 x 0.1 (extra gun) = 3.9 ton. Using the Scale Modifier, 1 x 3.9 tons gives the same weight. The four single guns, starfighter scale, has a combined weight of 4 x 4 x 3 x 0.1 = 4.8 ton. Since the Scale Modifier is 1, the weight remains the same. If the turret contain one laser cannon with a damage of 4D+2, the weight becomes 4.66 x 1 = 4.66 ton, since 1D = 3 x 0.33. And if an extra gun is mounted, the weight becomes, 4.66 x 1 + ( 4 x 3 + 2 ) x 0.1 = 6.06 ton. Missiles: Weight Cost Proton Torpedo 0.1 ton/torpedo 800 Proton Torpedo Launcher 0.8 ton 2500 Proton Torpedo Tube 0.1 ton/torpedo 1000 Concussion Missile 0.2 ton/missile 500 Concussion Missile launcher 1.0 ton 3500 Concussion Missile Tube 0.2 ton/missile 1500 A Tube is a fixed weapons mount capable of containing one missile or torpedo and must be reloaded on the ground while a Launcher reloads from an internal magazine. Note that the weight of the Tube/Launcher does not include the mass of a torpedo/missile. The given weight for the missiles and torpedos are in starfighter scale, all capital scale missiles and torpedos is multiplied by a factor of 10. Example: A capital scale concussion missile has a weight of 2 ton, while the launcher has a mass of 10 tons. Urban Lundqvist