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- SM Loaded Mass dST/dHP Hnd/SR
- +2 1 ton 7 +1/3
- +3 3 tons 10 +1/3
- +4 10 tons 15 0/4
- +5 30 tons 20 0/4
- Workspaces
- A system that has workspaces takes the number thereof from this table.
- SM Workspaces
- +2 0
- +3 0
- +4 0
- +5 0
- +6 0
- +7 0
- +8 0
- +9 0
- +10 1
- +11 3
- +12 10
- +13 30
- +14 100
- +15 300
- Armor
- Armor rating determines the dDR per system. Armor rating is the sum of the armor material's rating and the ship's SM, minus 1 if streamlined. Calculate dDR per system from armor rating, then sum dDR per system. Small ships can use a higher precision, so they use an extra step: Add .2 dDR for the ship's basic structure, and then round down.
- Costs are listed at SM: +9 and +10. For an odd SM, start with the SM: +9 cost; for an even SM, start with the SM: +10 cost. Divide by 10 for every -2 SM, or multiply by 10 for every +2 SM.
- For larger and smaller armor systems, the SM to use is the ship's SM plus /triple/ the system's /relative/ SM. For example, installing one system of SM: +8 diamondoid armor in an SM: +9 unstreamlined ship uses SM: +6 to calculate armor rating, yielding a rating of 7 and thus dDR: 15.
- Armor Rating dDR(per system)
- -6 .1
- -5 .15
- -4 .2
- -3 .3
- -2 .5
- -1 .7
- 0 1
- 1 1.5
- 2 2
- 3 3
- 4 5
- 5 7
- 6 10
- 7 15
- 8 20
- 9 30
- 10 50
- 11 70
- 12 100
- 13 150
- 14 200
- 15 300
- 16 500
- 17 700
- 18 1 000
- 19 1 500
- 20 2 000
- Rating Cost(@+9) Cost(@+10) Armor Material
- -8 —— —— Ice
- -7 —— —— Stone
- -4 600k$ 2M$ Steel
- -3 1.5M$ 5M$ Light Alloy
- -2 3M$ 10M$ Metallic Laminate
- -1 6M$ 20M$ Advanced Metallic Laminate
- 0 15M$ 50M$ Nanocomposite
- -3 1M$ 3M$ Organic
- +1 30M$ 100M$ Diamondoid
- +2 60M$ 200M$ Exotic Laminate
- Cargo Hold
- Mainly for small ships, cargo capacity is also listed in pounds.
- SM Tons Pounds
- +2 .05 100
- +3 .15 300
- +4 .5 1k
- +5 1.5 3k
- +6 5 10k
- +7 15 30k
- +8 50 100k
- +9 150 300k
- +10 500 1M
- +11 1.5k 3M
- +12 5k 10M
- +13 15k 30M
- +14 50k 100M
- +15 150k 300M
- Cloaking Device
- A cloaking device at -1 SM provides a -3 penalty, at -2 SM provides a -1 penalty. The effect of a cloaking device at -3 SM or smaller is too small to measure. A cloaking device even +1 SM larger will hit the maximum cloaking penalty of -12.
- SM Cost
- +2 30k$
- +3 100k$
- +4 300k$
- +5 1M$
- +6 3M$
- +7 10M$
- +8 30M$
- +9 100M$
- +10 300M$
- +11 1G$
- +12 3G$
- +13 10G$
- +14 30G$
- +15 100G$
- A cloaking device has workspaces.
- Contragravity Lifter
- A regular system cancels up to 10G. A system 1 SM smaller cancels up to 3G, a system 1 SM larger cancels up to 30G. Divide by 10 for each further -2 SM, or multiply by 10 for each further +2 SM.
- SM Cost
- +2 10k$
- +3 30k$
- +4 100k$
- +5 300k$
- +6 1M$
- +7 3M$
- +8 10M$
- +9 30M$
- +10 100M$
- +11 300M$
- +12 1G$
- +13 3G$
- +14 10G$
- +15 30G$
- A contragravity lifter has workspaces.
- Control Room
- A smaller or larger control room applies its /relative/ SM as a modifier to Hnd and SR. For example, in an SM: +9 ship, installing an SM: +10 control room gives +1 Hnd and +1 SR.
- Additional control stations, especially for a small ship, can be added with a Supplemental Control Stations system.
- SM Cost Control Stations Complexity
- +2 2k$ 0 Cx5
- +3 6k$ 0 Cx5
- +4 20k$ 0 Cx6
- +5 60k$ 1 Cx6
- +6 200k$ 2 Cx7
- +7 600k$ 3 Cx7
- +8 2M$ 4 Cx8
- +9 6M$ 6 Cx8
- +10 20M$ 10 Cx9
- +11 60M$ 15 Cx9
- +12 200M$ 20 Cx10
- +13 600M$ 30 Cx10
- +14 2G$ 40 Cx11
- +15 6G$ 60 Cx11
- Comm/Sensor rating is [TL+SM-11].
- A control room has workspaces.
- Control Stations, Supplemental
- Sometimes, you need more control stations than the control room provides — especially for small ships. This system provides additional control stations, which are generally part of the same bridge if placed in the same hull section. A computer network allows supplemental control stations to work from other hull sections, however. Each station includes 24hr life support.
- For intermediate sizes, install a smaller system. For ships below SM: +4, install a larger system.
- SM Control Stations
- +4 1 (1½ SM: +4 systems)
- +5 2
- +6 6
- +7 20
- +8 60
- +9 200
- +10 600
- +11 2k
- +12 6k
- +13 20k
- +14 60k
- +15 200k
- Cost is 50k$ per control station.
- A supplemental control stations system has workspaces.
- Defensive ECM
- SM Cost
- +2 10k$
- +3 30k$
- +4 100k$
- +5 300k$
- +6 1M$
- +7 3M$
- +8 10M$
- +9 30M$
- +10 100M$
- +11 300M$
- +12 1G$
- +13 3G$
- +14 10G$
- +15 30G$
- A defensive ECM system has workspaces.
- Engine Room
- Normally limited to ships of SM: +9 and smaller. A smaller engine room doesn't avoid the "no engine room" HT penalty — however, a set of 3 engine rooms at -1 SM do count, allowing this functionality to be spread throughout the ship. A larger engine room, or similar total of engine rooms, grants a +1 HT bonus.
- A ship of SM: +4 or smaller generally has no engine room, and thus suffers the HT penalty, but can install an SM: +5 engine room and get the HT bonus.
- A ship of SM: +10 has workspaces, generally instead of an engine room. However, Adding 2 engine rooms of its own SM will grant the HT bonus.
- SM Cost Workspaces
- +5 15k$ 1
- +6 30k$ 1
- +7 100k$ 1
- +8 300k$ 1
- +9 1M$ 2
- +10 3M$ 6
- +11 10M$ 20
- +12 30M$ 60
- +13 100M$ 200
- +14 300M$ 600
- +15 1G$ 2k
- An engine room has nonstandard workspaces, as listed on the table.
- Enhanced/Multipurpose/Science/Tactical Comm/Sensor Array
- SM Cost
- +2 200$
- +3 6k$
- +4 20k$
- +5 60k$
- +6 200k$
- +7 600k$
- +8 2M$
- +9 6M$
- +10 20M$
- +11 60M$
- +12 200M$
- +13 600M$
- +14 2G$
- +15 6G$
- Comm/Sensor rating is [TL+SM-9].
- A comm/sensor array has workspaces.
- External Clamp
- An external clamp has a max SM equal to the system's SM. When two ships are clamped together, this is the max SM of the /smaller/ of the two ships. Thus, a ship needs only a clamp of its own SM to clamp itself onto any larger ship.
- When three or more ships are clamped together, consider the cluster of ships on each side of the clamp, and the clamp's max SM limits the smaller cluster. Thus, for example, an SM: +5 tug with two clamps of its own SM can't connect two SM: +12 ships, but an SM: +5 tug with two clamps +1 SM larger can connect two SM: +6 ships. With multiple connections to a cluster, split the cluster between them; for example, 7 identical ships with +1 SM larger clamps can all clamp together in a ring, because each ship effectively sees the other 6 ships as divided into 2 clusters of 3 ships each.
- SM Cost
- +2 100$
- +3 300$
- +4 1k$
- +5 3k$
- +6 10k$
- +7 30k$
- +8 100k$
- +9 300k$
- +10 1M$
- +11 3M$
- +12 10M$
- +13 30M$
- +14 100M$
- +15 300M$
- Factory
- Replicators up to SM: +9 can use the pd/hr or hr(:min)/pd columns; they're equivalent.
- The listed minifac is an SM: +4 factory, with -1 skill(for factories that have a skill). It's also possible to install an SM: +5 factory as a minifac, still at -1 skill, in place of 3 cabins.
- SM Cost $/hr pd/hr hr(:min)/pd
- +2 50k$ 50 .005 200
- +3 150k$ 150 .015 66:40
- +4 500k$ 500 .05 20
- +5 1.5M$ 1.5k .15 6:40
- +6 5M$ 5k .5 2
- +7 15M$ 15k 1.5 0:40
- +8 50M$ 50k 5 0:12
- +9 150M$ 150k 15 0:04
- +10 500M$ 500k 50
- +11 1.5G$ 1.5M 150
- +12 5G$ 5M 500
- +13 15G$ 15M 1.5k
- +14 50G$ 50M 5k
- +15 150G$ 150M 15k
- A factory has workspaces.
- Force Screen Generator
- Force screens do not stack. However, Partial force screens over different hull sections can be combined. A Partial force screen generator can cover only its own hull section for 3× DR, or its own and one adjacent for 1½× DR. In some settings, "military force screens" means three Partial heavy force screen generators, one for each section. Even if the ship can't afford a whopping 6 PP for force screens alone, power can be diverted to a hull section under direct fire.
- Larger and smaller force screen generators adjust their armor rating just like larger and smaller armor systems.
- SM Light Cost Heavy Cost
- +2 15k$ 50k$
- +3 50k$ 150k$
- +4 150k$ 500k$
- +5 500k$ 1.5M$
- +6 1.5M$ 5M$
- +7 5M$ 15M$
- +8 15M$ 50M$
- +9 50M$ 150M$
- +10 150M$ 500M$
- +11 500M$ 1.5G$
- +12 1.5G$ 5G$
- +13 5G$ 15G$
- +14 15G$ 50G$
- +15 50G$ 150G$
- A force screen has an armor "material" rating of +3 at TL11, +4 at TL12. Streamlining doesn't affect force screen dDR.
- A force screen generator has workspaces.
- Fuel Tank
- SM Cost Tons Fuel
- +2 300$ .05
- +3 1k$ .15
- +4 3k$ .5
- +5 10k$ 1.5
- +6 30k$ 5
- +7 100k$ 15
- +8 300k$ 50
- +9 1M$ 150
- +10 3M$ 500
- +11 10M$ 1.5k
- +12 30M$ 5k
- +13 100M$ 15k
- +14 300M$ 50k
- +15 1G$ 150k
- Habitat
- `
- Hangar Bay
- A hangar bay in a Core location has zero launch rate with respect to the outside of the ship. This is generally only useful when combining with hull hangar bays, but in the special case of a ship with a jump gate or the like, a core hangar bay can launch into the gate or the like.
- SM Cost Capacity(T) Launch Rate(T/min)
- +2 100$ .03 .03
- +3 300$ .1 .1
- +4 1k$ .3 .3
- +5 3k$ 1 1
- +6 10k$ 3 3
- +7 30k$ 10 10
- +8 100k$ 30 20
- +9 300k$ 100 50
- +10 1M$ 300 100
- +11 3M$ 1k 200
- +12 10M$ 3k 500
- +13 30M$ 10k 1k
- +14 100M$ 30k 2k
- +15 300M$ 100k 5k
- A hangar bay has workspaces.
- Jet Engine
- SM Cost
- +2 10k$
- +3 30k$
- +4 100k$
- +5 300k$
- +6 1M$
- +7 3M$
- +8 10M$
- +9 30M$
- +10 100M$
- +11 300M$
- +12 1G$
- +13 3G$
- +14 10G$
- +15 30G$
- A jet engine has workspaces.
- Jump Gate
- A setting may impose limitations on a jump gate; a maximum size, a minimum size, etc.
- SM Cost Max Transit(T)
- +2 50k$ .03
- +3 150k$ .1
- +4 500k$ .3
- +5 1.5M$ 1
- +6 5M$ 3
- +7 15M$ 10
- +8 50M$ 30
- +9 150M$ 100
- +10 500M$ 300
- +11 1.5G$ 1k
- +12 5G$ 3k
- +13 15G$ 10k
- +14 50G$ 30k
- +15 150G$ 100k
- A jump gate has workspaces.
- Mining & Refinery
- SM Cost Mining(T/hr) Refinery(T/hr)
- +2 1k$ .005 .015
- +3 3k$ .015 .05
- +4 10k$ .05 .15
- +5 30k$ .15 .5
- +6 100k$ .5 1.5
- +7 300k$ 1.5 5
- +8 1M$ 5 15
- +9 3M$ 15 50
- +10 10M$ 50 150
- +11 30M$ 150 500
- +12 100M$ 500 1.5k
- +13 300M$ 1.5k 5k
- +14 1G$ 5k 15k
- +15 3G$ 15k 50k
- A mining system or refinery system has workspaces.
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