These (A) Engineering specializations have the following prerequisites (source: Hideouts and Strongholds):
Vehicle/Hangar Bay:
Passengers:
Cargo:Cargo costs 75 credits per ton . Assume that there is one cubic meter of storage space per two metric tons of cargo.Accessories:
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Sensors:Cost: (1,000 x #D) x (Passive range/15) x (Scan range/30) x (Search range/50) x (Focus range/3) Weapons Systems:Weapons costs are determined by type and the sum of fire control and damage dice. For these purposes, consider fire-linked weapons to be a single weapon (e.g., an X-wing's four fire-linked laser cannons are purchased as a single laser cannon with Fire Control 3D and Damage 6D). Blasters (Starfighter-scale):Cost: 750 per 1D Lasers (Starfighter-scale):Cost: 1,000 per 1D Lasers or Turbolasers (Capital-scale):Cost: 8,000 per 1D Ion Cannons (Starfighter-scale):Cost: 1,000 per 1D Ion Cannons (Capital-scale):Cost: 8,000 per 1D Proton Torpedoes (Starfighter-scale):Cost: 500 per 1D Proton Torpedoes (Capital-scale):Cost: 4,000 per 1D Concussion Missiles (Starfighter-scale):Cost: 375 per 1D Concussion Missiles (Capital-scale):Cost: 3,000 per 1D Tractor Beams (Starfighter-scale):Cost: 2,000 per 1D Tractor Beams (Capital-scale):Cost: 16,000 per 1D Gravity Well Projector (Capital-scale only):
Range: 1-5/75/150 Fire Control: 0D-6D Gravity Well Constant (GWC): 1-6 space units (each point counts as 1D for cost purposes). A starship's range from the center of the gravity well determines the effecton its hyperdrive: Note: See pp.18-20 of Wanted by Cracken for details. |
Hyperdrive: 20,000/(Hyperspace mult.)
Sublight Engines: 2,500 x Space
Baffled Drive: 50,000 x Space
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Hull (Starfighter-scale): 4,000 per 1D
Hull (Capital-scale): 32,000 per 1D
Shields (Starfighter-scale): 6,000 per 1D
Shields (Capital-scale): 48,000 per 1D
Maneuverability: 3,750 per 1D
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((Design team leader's skill) + ((Total of all other team members' skills) / (Number of other team members))) / 2The maximum number of people who may work on a given task is equal to the cube root of the man-hours required (e.g., if 1,000 man-hours are required, no more than 10 engineers may work on the blueprints). Every engineer must have an appropriate (A) Engineering specialization to participate. Note that an average person will spend no more than eight hours a day working on the blueprints; if more time is required (up to 16 hours a day), overtime will have to be paid and the engineers will have to make Stamina rolls against a difficulty of (# hours worked - 8), increasing by +1 every day until the design is finished for the engineer collapses from exhaustion, at which point he needs a number of days off equal to (total # of overtime worked thus far)/8, rounded up.
Compare the (A) Engineering roll to the difficulty:
Design Flaws | |||
Minor Flaws (2D) | Major Flaws (2D) | ||
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Malfunction-prone weapon systems. On any given round of firing, roll 1D. On a "1" the weapons systems are disabled for 1D rounds. |
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Weak Hull Integrity. On any given day, the vehicle has a 1/6 chance to lose integrity and expose major compartments to vacuum. |
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Weak engines. Reduce Space by -1. | ||
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Inferior sensors. Reduce 1-3 sensors by -1 pips. |
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Weak structural integrity. Reduce Hull by -1D. |
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Poor handling. Reduce Maneuverability by -1 |
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Misaligned shield generators. Reduce Shields by -1D. |
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Complex control systems. Unless the pilot has at least 1D in a specialization for this specific vehicle, reduce his skill by -1D. |
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Unsafe. A critical safety system (blast doors to prevent decompression, emergency shutdown on reactor, escape pods) doesn't work. |
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Inefficient fuel consumption. Reduce Consumables by 1Dx5% |
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Very poor handling. Reduce Maneuverability by -1D. |
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High maintenance requirements. Add +1D to the difficulty of all repair, modification, and maintenance rolls. |
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Underpowered retrograde thrusters. The vehicle can accelerate normally (increasing by one movement grade per round), but may only decelerate by one movement grade every two rounds. |
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Strong electromagnetic signature. Reduce all difficulties to detect and/or identify this vehicle by 1D. |
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Defective hyperdrive motivator. On any given hyperspace jump, there is a flat 1/3 chance of a hyperdrive mishap unless the hyperdrive runs at half normal speed (i.e., x2 instead of x1). |
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Temperamental electronics. Add +1D to the difficulty of any computer programming/repair, communications, or other rolls as dictated by the GM. |
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Sticky controls. On any round in which the vehicle moves at All-Out speed or makes a Difficult maneuver, there is a 1/6 chance that the control lock up, permitting no piloting rolls for 1-3 rounds. |
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Shoddy armor. Reduce Hull by -1 pip. |
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Failure-prone generator/power cells. On any round in which the vehicle moves at All-Out speed or makes a Difficult maneuver, there is a 1/6 chance of losing all power for 1-3 rounds. |
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Vulnerable generators/power cells. On any Severe Damage result, add +1 to the damage result (giving a 1/3 chance of the vehicle being Destroyed). |
During the building of the prototype, construction materials cost 100% of the Base Cost; if a workforce has to be hired, they cost an additional 500% of the Base Cost (before paying for overtime). Note that volunteers, droids, and slaves do not incur workforce costs (although volunteers will have to be fed, droids will have to be bought, and slaves will need both).
Make an appropriate [vehicle] repair roll based on the average of all mechanics working on the prototype (e.g., if building a starfighter, use the mechanics' starfighter repair or Mechanical, whichever is higher), rolling against the following difficulty:
Roll the appropriate Piloting skill once per 2D days and check the result:
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