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STAR WARS

Chapter 3 - Hull, maneuverability, drives

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3.      Hull, maneuverability, drives


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3.1     Determine Hull characteristics

        * Select Hull Rating

        The Hull Rating determines how tough the hull of a ship is
        and how well it can withstand damage in combat. The power
        demand is for the integral particle shields and the need to
        create a anti-gravity field to decrease the stress on hull
        and crew.

        Mass:  Hull Rating, in pips x SM x ML / 100
        Power: Hull Rating, in pips x SM x ML x 2
        Cost:  Hull Rating, in pips x SM x ML^0.5 x 100

        Note: All starships have integral particle shields and that
              value is always included in the hull rating, when calc-
              ulating mass and cost.


         * Select Atmospheric Capability

        In order for a starship to be able to enter a planets atmo-
        sphere, it must have a special protective layer applied to
        its outer hull. This can be either permanently integrated into
        the hull or attached as an ablative shield which is discarded
        after each use.

                * Integrated:

                Mass: ML / 100
                Cost: ML^0.5 x 200


                * Ablative Shield:

                Mass: ML / 200
                Cost: ML^0.5 x 50


        * Select Landing Gear

        Landing Gear should be installed if your starship intends to
        land on planets. Note that some vessels (example: TIE Fighters)
        lacks landing gear, but they use other means of landing such as
        being caught in tractor beams and stowed in racks.

        Mass: TML / 30
        Cost: TML^0.5 x 100


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3.2     Determine Maneuverability Rating(s)

        Mass:  ML x ( Maneuverability, in pips + 1 ) / 100
        Power: ML x ( Maneuverability, in pips + 1 ) x 2
        Cost:  ML^0.5 x ( Maneuverability, in pips + 1 ) x 200

        Note 1: 0D Maneuverability still takes mass, power and cost.
                This is because all ships have basic station keeping
                thrusters.

        Note 2: Some ships can have a different maneuverability rating
                in atmosphere compared to space. Always use the rating
                given for the maneuverability in space when calculating
                mass, power and cost.


        * Maneuverability in atmosphere

        If the starship is configured with an aerodynamic shape, it
        is possible to increase the original maneuverability rating
        with up to 80%. A decrease of the maneuverability does not
        lower mass of the ship.

        Mass: Maneuverability increase, in percent x ML / 400
        Cost: Maneuverability increase, in percent x ML x 5

        Note : If the ship has 0D maneuverability, treat zero as +1
               when doing the calculations.

        Example: A Skipray Blastboat has a maneuverability of 1D+2 in
                 space and 2D+2 in atmosphere. 1D+2 = 5 pips while
                 2D+2 = 8 pips. This gives us an increase with 8 / 5 =
                 1.6 or 60%. The mass becomes: 60 x ML / 400. The cost
                 is 0.6 x ML x 5.


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3.3     Select Sublight Drive

        The Sublight Drive moves a ship in realspace via a fusion
        reaction which breaks down fuel into charged particles.
        The resulting energy hurls from the vessel providing thrust.
        Choose a Space Rating from the chart below. The rating chosen
        determines your starcraft's move in space.

        Mass:  ML x Space Rating / 60
        Power: ML x Space Rating x 10
        Cost:  ML^0.5 x Space Rating^2 x 50


        * Repulsorlift Unit

        The Repulsorlift Unit makes it possible for a starship to hover
        and land/takeoff vertically. If no repulsorlift unit is needed,
        decrease sublight drive mass with 10% and cost with 20%.


        * How to determine atmosphere speed:

        A Ship's atmosphere speed depends upon the configuration of the
        ship, but as a general rule the following chart may be useful:

        Move    Meters/Move     Kmh     Move    Meters/Move     Kmh
        1       210             600     9       400             1150
        2       225             650     10      415             1200
        3       260             750     11      435             1250
        4       280             800     12      450             1300
        5       295             850     13      470             1350
        6       330             950     14      505             1450
        7       350             1000    15      520             1500
        8       365             1050

        Note: Take the Space rating and insert it into the table above
              instead of Move, in order to get the atmosphere speed.


        * Speed in atmosphere if aerodynamically shaped

        If the starship is configured with an aerodynamic shape, it is
        possible to increase the original atmosphere speed with up to
        50%.

        Mass: Speed increase, in percent x ML / 400
        Cost: Speed increase, in percent x ML

        Note: All speed increases are based on Meters/Move of the ship,
              not on Kmh.

        Example: A Skipray blastboat has a speed of 415;1200 kmh, but
                 only a speed of 8 in space. Therefore the atmosphere
                 speed should be 365;1050, but the Skipray is configured
                 aerodynamically to improve the speed with about 14%.
                 (415/365 - 1 = 13.6%). The cost is 0.14 x ML


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3.4     Select Hyperdrive and Hyperdrive Backup

        * Hyperdrive

        The Hyperdrive moves a ship through hyperspace, making it
        possible to travel vast distances over a short period of time
        compared to sublight travel.
        Choose a Hyperdrive Multiplier. The Multiplier determines how
        much time a hyperspace jump takes. (Low Multiplier = fast ship)

        Mass:  ML / (5 x (Multiplier + 1)
        Power: 10 x ML / Multiplier
        Cost:  1300 x ML^0.5 / Multiplier

        Note: The calculated power consumption is for sustained flight,
              not the power needed to jump into hyperspace.


        * Hyperdrive Backup

        The hyperdrive backup is used when the main hyperdrive is in-
        operable. The Hyperdrive Multiplier is often quite high, and
        the Drive simple in order to decrease mass and cost. Some ships
        have a regular hyperdrive as backup although it is slower than
        the main hyperdrive. You calculate the backup hyperdrive as if
        it was a normal hyperdrive, but you insert the result into
        one of the formulas below:

        Needs overhaul after each use: Backup Hyperdrive Mass x 3/4
                                       Backup Hyperdrive Cost x 3/4

        One use only: Backup Hyperdrive Mass / 2
                      Backup Hyperdrive Cost / 2




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