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SCS Mishap Rules Version 1.0 (10-feb-97)
* 1. Introduction
* 2. Modification Rules
- 2.1 Other Systems
- 2.2 Hull
- 2.3 Hyperdrive
- 2.4 Lateral Thrusters
- 2.5 Powerplant
- 2.6 Sensors
- 2.7 Shields
- 2.8 Sublight Drive
- 2.9 Weaponry
* 3. Mishap Rules
* 4. Mishap Tables
- 4.1 Generic
- 4.2 Hull
- 4.3 Hyperdrive
- 4.4 Maneuverability
- 4.5 Powerplant
- 4.6 Sensors
- 4.7 Sublight Drive
- 4.8 Weaponry
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1. Introduction
The modification rules, mishap rules and tables below are basically
a brief summary of the rules in Galaxy guide 6: Tramp Freighters 2nd ed.
They have been altered and expanded to fit all types of starships and
to make them more compatible with the Starship Construction System (SCS)
version 3.0 and higher.
I highly recommend that you buy GG6 yourself since it contains a lot
of interesting information on tramp freighters.
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2. Modification Rules
Installation Time: Difficulty Time
Very Easy 1 Hour
Easy 6 Hours
Moderate 1 Day
Difficult 2 Days
Very Difficult 1 Week
Heroic 1 Month
Modification Limit: Stats may only be increased one step at a time.
For instance, a maneuverability of 1D must be improved to 1D+1 and
1D+2 before it can be modified to 2D.
Note: Cost is always based on the original retail price of the system.
2.1 Other Systems:
Modifier Difficulty Cost Mishap Modifier
+1 Easy +15% +1
+2 Moderate +25% +1
+1D Difficult +30% +2
+1D+1 Very Diffucult +35% +2
+1D+2 Heroic +50% +3
Note: Due to current technology standards, it is impossible to improve
other systems by more than +1D+2.
2.2 Hull:
Hull Difficulty Cost Mishap Modifier
+1 Moderate +10% +1
+2 Difficult +20% +1
+1D Very Diffucult +30% +2
+1D+1 Heroic +40% +3
Note: Due to current technology standards, it is impossible to improve
the hull by more than +1D+1.
2.3 Hyperdrive:
Hyperdrive
Old/New Difficulty Cost Mishap Modifier
X4/X3 Easy +25% +1
X3/X2 Moderate +50% +1
X2/X1 Very Difficult +75% +2
X1/X1/2 Heroic +100% +3
Note: Due to current technology standards, it is impossible to improve
a hyperdrive to better than x1/2.
For each x0.1 improvement between the hyperdrive multipliers
given above, cost increases with +2.5% but the mishap modifier
does not change until the next level of hyperdrive multiplier
has been reached. The difficulty is one step lower.
Example: You modify a X2 hyperdrive to become a X1.6 hyperdrive.
It has been modified six x0.1 increments, which gives
a cost increase of +75% plus 6x2.5% = 75% + 15% = +90%.
The mishap modifier is still +2. Modification difficulty
is Moderate.
2.4 Lateral Thrusters:
Maneuverability Difficulty Cost Mishap Modifier
+1 Easy +50% +1
+2 Moderate +100% +1
+1D Difficult +150% +1
+1D+1 Very Difficult +200% +2
+1D+2 Heroic +250% +3
Note: Due to current technology standards, it is impossible to improve
the maneuverability by more than +1D+2.
2.5 Powerplant:
Power Increase Difficulty Cost Mishap Modifier
10% Moderate +20% +1
20% Difficult +30% +1
30% Very Difficult +40% +2
40% Heroic +50% +3
Note: Due to current technology standards, it is impossible to improve
the powerplant by more than 40%.
2.6 Sensors:
Sensor Dice Difficulty Cost Mishap Modifier
+1 Very Easy +10% +1
+2 Easy +15% +1
+1D Moderate +20% +1
+1D+1 Difficult +25% +2
+1D+2 Very Difficult +30% +2
+2D Heroic +40% +3
Sensor Range Difficulty Cost Mishap Modifier
+10% Easy +5% +1
+25% Moderate +10% +1
+50% Difficult +15% +1
+75% Very Diffucult +20% +2
+100% Heroic +25% +3
Note: Due to current technology standards, it is impossible to improve
the sensor dice by more than +2D and the range by more than +100%.
2.7 Shields:
Shield Rating Difficulty Cost Mishap Modifier
+1 Easy +15% +1
+2 Moderate +25% +1
+1D Difficult +30% +1
+1D+1 Very Difficult +35% +2
+1D+2 Heroic +50% +3
Note: Due to current technology standards, it is impossible to improve
the shields by more than +1D+2.
2.8 Sublight Drive:
Space Difficulty Cost Mishap Modifier
+1 Moderate +50% +1
+2 Difficult +75% +1
+3 Very Difficult +100% +2
+4 Heroic +125% +3
Note: Due to current technology standards, it is impossible to improve
the Space by more than four.
Characters roll for mishaps whenever complications happen, and
when they are going above the drive's original speed.
2.9 Weaponry:
Damage Difficulty Cost Mishap Modifier
+1 Easy +15% +1
+2 Moderate +25% +1
+1D Difficult +30% +2
+1D+1 Very Diffucult +35% +2
+1D+2 Heroic +50% +3
Weapon Range Difficulty Cost Mishap Modifier
+5% Easy +5% +1
+10% Moderate +10% +1
+15% Difficult +15% +2
+20% Very Diffucult +20% +2
+25% Heroic +25% +3
Note: Due to current technology standards, it is impossible to improve
the damage by more than +1D+2 and the range by more than 25%.
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3. Mishap Rules
Most starship systems that have a mishap modifier have been altered
by the ship's owner to increase the prestanda without any subsequent
increase in mass.
It is also possible for a system to have a mishap modifier without
being previously modified. This is to simulate equipment being pushed
to the limit by the ship designers. A good example is starfighters
which use high-technology systems in order to get the performance
wanted, but as a result suffers from low reliability and a high maint-
enance demand.
A Mishap occurs whenever the Gamemaster wants, or if the player is
using a system with mishap modifier and rolls a one on the wild die.
The Gamemaster can choose to use the normal rule of subtracting the
player's highest die, but it is recommended that a complication of
the relevant system occurs.
The Gamemaster then rolls another die to determine how serious the
malfunction is, adding any mishap modifiers. Then should the Game-
master roll on the relevant Mishap Table to see exactly what happens.
Type of Mishaps
* Add the mishap modifier to the die in order to determine how serious
the mishap is.
* A roll of "1" always counts as a minor mishap.
Die Roll Type of Mishap
1-2 Minor
3-5 Moderate
6+ Catastrophic
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