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Missile Maneuvering

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.

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