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8. Additional facilities
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8.1 Determine Crew Quarters and Passenger Accommodations
The following Crew and Passenger accommodations are on a
one person basis. You may combine them into multiple-being
sleeping quarters.
Mass Cost
* First Class Stateroom 15 1000
- Deluxe cabin
* Standard Stateroom 10 400
- The standard acommondation on large vessels
* Low Stateroom 5 200
- The standard acommodation on small vessels
* Seating 0.1 100
* Stasis Capsules 2 4000
- Puts the inhabitant into hibernation over long periods
* Recreational Facilities
Recreational facilities include everyting from gyms to arcade
machines.
Mass: Number of Persons x 5
Cost: Number of Persons x 100
8.2 Determine Life Support
Every starship has a life support system that allows the ship's
occupants to survive in space. The life support system provides
a breathable atmosphere and a gravitational enviroment capable
of negating most of the g-effects resulting from maneuvering etc.
Mass: Number of persons carried x Consumables, in days / 100
Cost: Number of persons carried x Consumables, in days x 10
* How to determine number of days:
24 Hours = 1 Day
1 Week = 5 Days
1 Month = 35 Days
1 Year = 368 Days
8.3 Select Escape Equipment
Escape equipments helps to save lifes in case of an emergency.
In theory, every starship must have some form of escape equip-
ment for every crew and passenger carried, but exceptions exists,
especially in military ships were the need for weapons outweighs
the needs of the crew.
* Ejection Seats
Ejection seats propels the inhabitant of the seat out of the
ship. This type of system relies heavily upon the inhabitant's
use of a full enviromental flight suit in case of an space
ejection. The seat contains life support for 24 hours.
Mass: Number of Ejection Seats / 10
Cost: Number of Ejection Seats x 1000
* Escape Pods
Escape pods are basically space capsules capable of limited
flight and maneuverability. It is not possible to take-off from
a planet with this type of escape equipment.
Mass: Number of Persons x Consumables, in days / 12
Cost: Number of Persons x Consumables, in days x 15
* Life Boats
Life boats are a larger type of escape pods. They are better
equipped and are capable of landing and taking off from planets.
Some are even equipped with small hyperdrives.
Mass: Number of Persons x Consumables, in days / 10
Cost: Number of Persons x Consumables, in days x 20
Note: The Cost is for a non-hyperspace capable life boat.
8.4 Select Medical Facilities
Medical facilities varies from first aid stations to advanced
surgical rooms. All of the ones mentioned below are for one
person at a time. You can install several of these and combine
them into a hospital etc.
* First Aid Station
Mass: ( First Aid Bonus, in pips + 10 ) / 10
Cost: ( First Aid Bonus, in pips + 1 ) x 1000
* Sick Bay
Mass: ( Medicine Bonus, in pips + 10 ) / 5
Cost: ( Medicine Bonus, in pips + 1 ) x 5000
* Bacta Tank
Mass: 2 Ton
Cost: 3000
8.5 Select Labs
Laboratories are necessary in order to conduct research or to
investigate things properly. A laboratory gives a bonus to a
skill but the lab must be made for the specific skill.
Example: Medicine lab gives a bonus to the medicine skill.
Mass: ( Skill Bonus, in pips + 10 )
Cost: ( Skill Bonus, in pips + 1 ) x 10000
8.6 Select Hydroponics
Hydroponics are greenhouses which can be used to produce air
and food for use by the inhabitants of the ship. It is also of
great assistance for ships on long duration voyages since they
provide an enviroment otherwise only encountered on planets and
helps to counter boredom. Each unit of Hydroponics can sustain
one person with enough air and consumables for one year.
Mass: 2 Ton per unit
Cost: 1000 per unit
8.7 Select Workshops
A workshop is necessary if you want to make spaceborne repairs.
Note that only one workshop may be used for one major repair at
a time. You might therefore need several workshops if you want
to repair several systems at a time.
Workshops can give a bonus to repair skills.
Mass: ( Skill Bonus, in pips + 10 ) / 2
Cost: ( Skill Bonus, in pips + 1 ) x 5000
8.8 Select Security Facilites
Security facilities include personal weapon and armor storage
plus security monitoring centers. They are required if the
ship is built to carry military troops or prisoners.
* Troop Facility
Mass: Number of Troops x 5
Cost: Number of Troops x 300
* Prison Facility
Mass: Number of Prisoners x 5
Cost: Number of Prisoners x 1000
8.9 Select Boat Bays
Boat Bays are storage and maintenance/repair areas for all
types of starships.
If the Boat Bay has no maintenance facilities, reduce mass with
25% and cost with 50%.
External Docking Positions can refuel a ship but repairs and
maintenance are very difficult to perform, double all repair
times.
* Internal Fighter Bay
Mass: Mass of carried Fighters, in tons x 5
Cost: Mass of carried Fighters, in tons x 100
Note: The Fighter Bay Mass includes the mass of the fighter.
* Internal Shuttle Bay
Mass: Mass of carried Shuttles, in tons x 10
Cost: Mass of carried Shuttles, in tons x 50
Note: The Fighter Bay Mass includes the mass of the shuttle.
* External Docking Position
Mass: Mass of carried vessel, in tons / 10
Cost: Mass of carried vessel, in tons x 10
Note: If you want to carry a ship docked to an external docking
position through hyperspace, you must install special
equipment which expands the hyperfield to encompass the
carried vessel. Multiply mass with 25% and cost with 50%.
The External Docking Position does not include the mass
of the carried vessel. Please note that you should not
exceed the Total Mass Limit, calculated in chapter 2.4,
when carrying a vessel externally.
8.10 Select Vehicle Bays
Vehicle Bays are storage and maintenance/repair areas for all
types of vehicles.
Mass: Mass of carried Vehicles, in tons x 3
Cost: Mass of carried Vehicles, in tons x 20
Note: The Vehicle Bay Mass includes the mass of the vehicles.
8.11 Select Cargo Bays
* Cargo Capacity
Sets the maximum amount of cargo to be carried by the starship.
Must be of the same value as the one used when calculating the
Mass Limit.
Do NOT include the cargo value when summarizing the mass. It is
only included when calculating the TML.
Cargo: Cargo Capacity, In tons
Note: The cargo value chosen must be the same as in 2.3.
* Automatic Cargo Jettisoning
This device will jettison whatever portion of your cargo you
wish, whether it be in a secret cargo compartment or in the
main cargo bay. Can be triggered by either a dead-mans switch
or by command from the ship's computer.
Mass: Cargo Capacity, in tons / 100
Cost: Cargo Capacity, in tons x 10
* Secret Cargo Compartments
Secret Cargo compartments are a must for any smuggler. Up to
three people can fit in each ton of cargo space in a secret
compartment. However, secret compartments require a lot of
space to even conceal, and this means that if more than 20%
of a ship's cargo space is taken up by secret compartments,
customs officials are likely to become suspicious merely on
grounds of simple mathematics.
The cost for secret compartments depends upon how secret they
are. There are three different grades of compartments:
* Concealed:
Requires a Difficult Perception roll to locate, but a
scanner will detect it immediately.
Cost: 200 Credits per ton of cargo to be hidden.
Mass: 5 tons from cargo capacity for 1 ton of cargo
space.
* Hidden:
Requires a Very Difficult Perception roll to locate
with the naked eye, a scanner will find it on a Moderate
Perception roll.
Cost: 400 Credits per ton of cargo to be hidden.
Mass: 5 tons from cargo capacity for 1 ton of cargo
space.
* Scanner Resistant:
Requires a Very Difficult Perception roll to locate,
does not show up on scanners at all.
Cost: 1000 Credits per ton of cargo to be hidden.
Mass: 5 tons from cargo capacity for 1 ton of cargo
space.
8.12 Select Mining Equipment
Mining equipment is necessary when trying to extract ore from
the crust of a planet.
* Mining Laser
The Mining Laser is designed for strip mining on planets. It
is normally installed with several more of the same type to
form a tight ring on the underside of the mining vessel.
Mass: Damage, in pips x SM x (Max Range / 7) / 2
Power: Damage, in pips x SM x (Max Range / 7) x 100
Cost: Damage, in pips x SM x (Max Range / 7) x 200
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