Date: Tue, 31 Oct 1995 13:14:02 +0100 (MET) From: URBAN LUNDQVIST Subject: SCS version 1.1, part 3 ============================ Part 3 - Rules ============================= Interchangability: All systems are interchangable. Take care how much mass a system use so that you do not exceed the limit of how much a ship can carry. Another important matter is the power factor, in other words, how much power each system needs. To change systems between two different Mass Categories do you need to know the power demand from both Categories, and calculate how much the difference is, using that as basis. Example 1: We want to have a space speed of 8 in our YT1300 and therefore install the sublight drive from the X-Wing. The power needed to drive the YT1300 in space 8 is ( 8 x 26.7 x 1 x 1 / 5 ) = 42.72 and since the the sublight drive from one X-Wing needs 5 in power, you have to install 42.72 / 5, rounded to 9 X-Wing engines. This gives a weight of 4 x 9 = 36 tons, but remember that since the X-Wing engines are already modified (Very Small Mass Category) you get a +4 mishap modifier, however, if you had installed a new standard sublight drive with space 8, it would have had a mass of 16 tons. Example 2: You want to install 1D capital-scale shields on your starfighter- scale vessel. The shields used 450 in power on the old ship and on your ship is the power demand 50 for each pip in shield rating. This means that your new shield rating becomes (450 / 50 )^0.5 = 3 pips or 1D, starfighterscale. However, the mass and cost of the shield generator is based upon the original ship, in this case, a capital-scale vessel. Power Managment: By increasing the power input of the sublight drive, lateral thrusters, shield generators or energy weapons, is it posssible to boost their effect. This can be done by either using excess power or reducing the power available for other systems. However, using this method puts great strain on the system in question and if the player character rolls either a one or a two on the wild die, a malfunction occurs. (Roll on the relevant mishap table). A hyperdrive cannot use this method since it requires power over long periods of times, not like a weapon which fires instantly. Power Boost Difficulty Mishap Modifier Effect 10% Easy +1 Rating x 1.1 20% Moderate +1 Rating x 1.2 30% Difficult +2 Rating x 1.3 40% Very Difficult +2 Rating x 1.4 50% Heroic +3 Rating x 1.5 Example: A 10% power boost to the sublight drive system means that the space rating is multiplied by 1.1, since the power is at 110%. Round to nearest space rating, can in some cases be exactly the same rating as in the beginning. To use this method on other systems, take the rating and multiply with the relevant factor, round to nearest pip or dice. Improvment of systems: Energy Weapons: When improving the damage rating on energy weapons, the weight does not increase but it uses more power and therefore a larger powerplant might be needed. Increasing cargo carrying capability: At the time of installation, a captain can decide to install an sublight drive with more thrusting power and less speed, to increase his ship's cargo capacity. For every rating of the space speed he take less than an engine's rating, increase cargo capacity with 50%, based upon the original cargo capacity. The only limit that exists is that the starting cargo space cannot exceed the Mass Limit. This space speed is fixed and you cannot reverse the process, however, normal modification is possible, remember only to use the real rating of the sublight drive instead of the current one. For each rating that is lowered using this method, the cost decreases with 10%, based upon the original retail price of the sublight drive.. Note that this method should increase both the hold's size and the capability to carry heavier cargo. Example: You build a capital-scale bulk freighter with a length of 100m and wants a cargo of 75000 tons and a space speed of 2. Your mass limit is 26000 tons and you choose to start with a cargo of 15000 tons. In order to have 75000 ton must you increase the original cargo five times, 5 x 15000 = 75000, and this means also that your sublight drive must have an rating of 7 to make it possible to have a final space speed of 2. The cost for the sublight drive should be lowered by 5 x 10 = 50%. Payload Limits: Current cargo load at 3/4 upp to maximum of the ships Final Mass; * Maneuverability -3D * Space -2 * Atmosphere speed drops 2 steps * All Mishap Modifiers are doubled regarding the sublight drive, hull and maneuver systems Current cargo load at 1/2 up to 3/4 of the ships Final Mass; * Maneuverability -2D * Space -1 * Atmosphere speed drops 2 step Current cargo load at 1/4 up to 1/2 of the ships Final Mass; * Maneuverability -1D * Atmosphere speed drops 1 step Any cargo load below 1/4 of the ships Final Mass suffers no penalties. Game Notes: * The Space rating cannot go below 1. * Maneuverability cannot go under 0, but any maneuverability penalty left reduces the relevant piloting skill with the remaining penalty. Example: The pilot Schmuck has Space Transports 5D, and is currently flying an YT1300 with a maneuverability of 0D. He has loaded his freighter as much as it can carry and consequently has a maneuverability penalty of -2D. This reduces his maneuverability to 0D and his piloting skill to 3D. Reducing Weight or Power Demand: A system can reduce its weight or power demand or even do both by using the table found below. The mishap modifier is applied to the systems original mishap table. If the system has no mishap table, use the generic mishap table. The cost is based on the original price for the specific system. Reduction Difficulty Cost Mishap Modifier 10% Very Easy +20% +1 20% Easy +40% +1 30% Moderate +60% +2 40% Difficult +80% +2 50% Very Difficult +100% +3 75% Heroic +150 +4 Note: Due to current technology standards, it is impossible to reduce a systems weight or power demand by more than 75%. A system made for the Very Small Mass Category automatically gains +4 in mishap modifier. This is due to miniaturization and the use of short-life components to gain a 75% reduction in weight. There is no need for all systems to be reduced by as much as 75%, but many systems is reduced by some degree. Note, however, that a ship in this category can have systems from other categories, thereby removing the +4 mishap modifier. Powerplant: Power is the most important component in a ship since almost everything needs power, from ion drive to life support. Characters use either their capital ship repair or starship repair roll, depending upon the scale of the starship, to increase the power. The cost is based on the original price of the powerplant. Power Increase Difficulty Cost Mishap Modifier 10% Moderate +20 +1 20% Difficult +25% +1 30% Very Difficult +30% +2 40% Heroic +35 +3 Note: Due to current technology standards, it is impossible to improve the powerplant by more than 40%. Powerplant Mishap Tables: Minor Mishaps Roll Result 1 Powerplant control conduits blow out. All maneuvers at +5 difficulty until rerouted. (Easy repair roll) 2 Power surges increases difficulty for all maneuvers by +5 for one round. 3 Minor Radiation leak, nothing immediately dangerous but must be repaired before next hyperspace jump (Easy difficulty). Anyone in the engine room suffers 3D radiation damage. 4 Shield array damaged through power fluxes, Shields reduced by -1D for one round. 5 Powerplant controls misaligned. Easy repair roll to fix. 6 Temporary powerplant failure. No power available for one round. Moderate Mishaps Roll Result 1 Power surges. Add +10 to the difficulty of all maneuvers for 2D rounds. 2 Powerplant control conduits blow out. All maneuvers at +10 difficulty until rerouted. (Moderate repair roll, takes 2 rounds) 3 Powerplant operates at 3/4 capacity. All redundant systems must be shut down in order to operate the vital systems. 4 Radiation leak, nothing immediately dangerous but must be repaired before next hyperspace jump (Moderate difficulty). Anyone in the engine room suffers 4D radiation damage. 5 Temporary powerplant failure. No power available for 1D rounds. 6 Powerplant overloads while landing or docking as a result of stresses. Replacement parts costs 25% of the original cost of the powerplant Catastrophic Mishaps Roll Result 1 Powerplant operates at half-capacity. All redundant systems must be shut down in order to operate the vital systems. 2 Major radiation leak. Double all hyperspace travel times and all in the engine room or next to it suffers 6D radiation damage. 3 Serious power surge. Feedback destroys one ships's system. Roll 1D: 1 Hyperdrive 2-3 Sublight Drive 4 Sensors 5 Lose 1D of shields 6 1 Weapon (determine randomly) 4 Powerplant reaching unsafe operating parameters, must be shut down. Difficult repair roll to fix. 5 Powerplant fails as ship is on final approach for landing. Pilot must make Difficult piloting rolls not to crash the ship (5D damage to all aboard if ship chrashes) 6 Powerplant explodes doing 6D damage x Scale Modifier to ship. Must be completely replaced. Generic Mishap Tables: Minor Mishaps Roll Result 1-2 System malfunction, add +5 to difficulty to use. 3-4 System short, duration one round. (Easy repair roll to fix) 5-6 System damaged, Easy repair roll to fix Moderate Mishaps Roll Result 1-2 System short, duration 1D rounds. (Moderate repair roll to fix) 3-4 System damaged, Moderate repair roll to fix 5-6 System malfunction, add +10 to difficulty to use. (Moderate repair roll to fix) Catastrophic Mishaps Roll Result 1-2 System malfunction, add +15 to difficulty to use. (Difficult repair roll to fix) 3-4 System reaching unsafe operating parameters, must be shut down. Difficult repair roll to fix. 5-6 System destroyed. Must be completely replaced. Urban Lundqvist