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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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