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Darekun

Scalable Spaceships

Jan 29th, 2020
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  1. SM Loaded Mass dST/dHP Hnd/SR
  2. +2 1 ton 7 +1/3
  3. +3 3 tons 10 +1/3
  4. +4 10 tons 15 0/4
  5. +5 30 tons 20 0/4
  6.  
  7.  
  8.  
  9. Workspaces
  10. A system that has workspaces takes the number thereof from this table.
  11.  
  12. SM Workspaces
  13. +2 0
  14. +3 0
  15. +4 0
  16. +5 0
  17. +6 0
  18. +7 0
  19. +8 0
  20. +9 0
  21. +10 1
  22. +11 3
  23. +12 10
  24. +13 30
  25. +14 100
  26. +15 300
  27.  
  28.  
  29.  
  30. Armor
  31. 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.
  32. 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.
  33. 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.
  34.  
  35. Armor Rating dDR(per system)
  36. -6 .1
  37. -5 .15
  38. -4 .2
  39. -3 .3
  40. -2 .5
  41. -1 .7
  42. 0 1
  43. 1 1.5
  44. 2 2
  45. 3 3
  46. 4 5
  47. 5 7
  48. 6 10
  49. 7 15
  50. 8 20
  51. 9 30
  52. 10 50
  53. 11 70
  54. 12 100
  55. 13 150
  56. 14 200
  57. 15 300
  58. 16 500
  59. 17 700
  60. 18 1 000
  61. 19 1 500
  62. 20 2 000
  63.  
  64. Rating Cost(@+9) Cost(@+10) Armor Material
  65. -8 —— —— Ice
  66. -7 —— —— Stone
  67. -4 600k$ 2M$ Steel
  68. -3 1.5M$ 5M$ Light Alloy
  69. -2 3M$ 10M$ Metallic Laminate
  70. -1 6M$ 20M$ Advanced Metallic Laminate
  71. 0 15M$ 50M$ Nanocomposite
  72. -3 1M$ 3M$ Organic
  73. +1 30M$ 100M$ Diamondoid
  74. +2 60M$ 200M$ Exotic Laminate
  75.  
  76.  
  77.  
  78. Cargo Hold
  79. Mainly for small ships, cargo capacity is also listed in pounds.
  80.  
  81. SM Tons Pounds
  82. +2 .05 100
  83. +3 .15 300
  84. +4 .5 1k
  85. +5 1.5 3k
  86. +6 5 10k
  87. +7 15 30k
  88. +8 50 100k
  89. +9 150 300k
  90. +10 500 1M
  91. +11 1.5k 3M
  92. +12 5k 10M
  93. +13 15k 30M
  94. +14 50k 100M
  95. +15 150k 300M
  96.  
  97.  
  98.  
  99. Cloaking Device
  100. 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.
  101.  
  102. SM Cost
  103. +2 30k$
  104. +3 100k$
  105. +4 300k$
  106. +5 1M$
  107. +6 3M$
  108. +7 10M$
  109. +8 30M$
  110. +9 100M$
  111. +10 300M$
  112. +11 1G$
  113. +12 3G$
  114. +13 10G$
  115. +14 30G$
  116. +15 100G$
  117. A cloaking device has workspaces.
  118.  
  119.  
  120.  
  121. Contragravity Lifter
  122. 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.
  123.  
  124. SM Cost
  125. +2 10k$
  126. +3 30k$
  127. +4 100k$
  128. +5 300k$
  129. +6 1M$
  130. +7 3M$
  131. +8 10M$
  132. +9 30M$
  133. +10 100M$
  134. +11 300M$
  135. +12 1G$
  136. +13 3G$
  137. +14 10G$
  138. +15 30G$
  139. A contragravity lifter has workspaces.
  140.  
  141.  
  142.  
  143. Control Room
  144. 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.
  145. Additional control stations, especially for a small ship, can be added with a Supplemental Control Stations system.
  146.  
  147. SM Cost Control Stations Complexity
  148. +2 2k$ 0 Cx5
  149. +3 6k$ 0 Cx5
  150. +4 20k$ 0 Cx6
  151. +5 60k$ 1 Cx6
  152. +6 200k$ 2 Cx7
  153. +7 600k$ 3 Cx7
  154. +8 2M$ 4 Cx8
  155. +9 6M$ 6 Cx8
  156. +10 20M$ 10 Cx9
  157. +11 60M$ 15 Cx9
  158. +12 200M$ 20 Cx10
  159. +13 600M$ 30 Cx10
  160. +14 2G$ 40 Cx11
  161. +15 6G$ 60 Cx11
  162. Comm/Sensor rating is [TL+SM-11].
  163. A control room has workspaces.
  164.  
  165.  
  166.  
  167. Control Stations, Supplemental
  168. 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.
  169. For intermediate sizes, install a smaller system. For ships below SM: +4, install a larger system.
  170.  
  171. SM Control Stations
  172. +4 1 (1½ SM: +4 systems)
  173. +5 2
  174. +6 6
  175. +7 20
  176. +8 60
  177. +9 200
  178. +10 600
  179. +11 2k
  180. +12 6k
  181. +13 20k
  182. +14 60k
  183. +15 200k
  184. Cost is 50k$ per control station.
  185. A supplemental control stations system has workspaces.
  186.  
  187.  
  188.  
  189. Defensive ECM
  190.  
  191. SM Cost
  192. +2 10k$
  193. +3 30k$
  194. +4 100k$
  195. +5 300k$
  196. +6 1M$
  197. +7 3M$
  198. +8 10M$
  199. +9 30M$
  200. +10 100M$
  201. +11 300M$
  202. +12 1G$
  203. +13 3G$
  204. +14 10G$
  205. +15 30G$
  206. A defensive ECM system has workspaces.
  207.  
  208.  
  209.  
  210. Engine Room
  211. 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.
  212. 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.
  213. 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.
  214.  
  215. SM Cost Workspaces
  216. +5 15k$ 1
  217. +6 30k$ 1
  218. +7 100k$ 1
  219. +8 300k$ 1
  220. +9 1M$ 2
  221. +10 3M$ 6
  222. +11 10M$ 20
  223. +12 30M$ 60
  224. +13 100M$ 200
  225. +14 300M$ 600
  226. +15 1G$ 2k
  227. An engine room has nonstandard workspaces, as listed on the table.
  228.  
  229.  
  230.  
  231. Enhanced/Multipurpose/Science/Tactical Comm/Sensor Array
  232.  
  233. SM Cost
  234. +2 200$
  235. +3 6k$
  236. +4 20k$
  237. +5 60k$
  238. +6 200k$
  239. +7 600k$
  240. +8 2M$
  241. +9 6M$
  242. +10 20M$
  243. +11 60M$
  244. +12 200M$
  245. +13 600M$
  246. +14 2G$
  247. +15 6G$
  248. Comm/Sensor rating is [TL+SM-9].
  249. A comm/sensor array has workspaces.
  250.  
  251.  
  252.  
  253. External Clamp
  254. 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.
  255. 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.
  256.  
  257. SM Cost
  258. +2 100$
  259. +3 300$
  260. +4 1k$
  261. +5 3k$
  262. +6 10k$
  263. +7 30k$
  264. +8 100k$
  265. +9 300k$
  266. +10 1M$
  267. +11 3M$
  268. +12 10M$
  269. +13 30M$
  270. +14 100M$
  271. +15 300M$
  272.  
  273.  
  274.  
  275. Factory
  276. Replicators up to SM: +9 can use the pd/hr or hr(:min)/pd columns; they're equivalent.
  277. 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.
  278.  
  279. SM Cost $/hr pd/hr hr(:min)/pd
  280. +2 50k$ 50 .005 200
  281. +3 150k$ 150 .015 66:40
  282. +4 500k$ 500 .05 20
  283. +5 1.5M$ 1.5k .15 6:40
  284. +6 5M$ 5k .5 2
  285. +7 15M$ 15k 1.5 0:40
  286. +8 50M$ 50k 5 0:12
  287. +9 150M$ 150k 15 0:04
  288. +10 500M$ 500k 50
  289. +11 1.5G$ 1.5M 150
  290. +12 5G$ 5M 500
  291. +13 15G$ 15M 1.5k
  292. +14 50G$ 50M 5k
  293. +15 150G$ 150M 15k
  294. A factory has workspaces.
  295.  
  296.  
  297.  
  298. Force Screen Generator
  299. 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.
  300. Larger and smaller force screen generators adjust their armor rating just like larger and smaller armor systems.
  301.  
  302. SM Light Cost Heavy Cost
  303. +2 15k$ 50k$
  304. +3 50k$ 150k$
  305. +4 150k$ 500k$
  306. +5 500k$ 1.5M$
  307. +6 1.5M$ 5M$
  308. +7 5M$ 15M$
  309. +8 15M$ 50M$
  310. +9 50M$ 150M$
  311. +10 150M$ 500M$
  312. +11 500M$ 1.5G$
  313. +12 1.5G$ 5G$
  314. +13 5G$ 15G$
  315. +14 15G$ 50G$
  316. +15 50G$ 150G$
  317. A force screen has an armor "material" rating of +3 at TL11, +4 at TL12. Streamlining doesn't affect force screen dDR.
  318. A force screen generator has workspaces.
  319.  
  320.  
  321.  
  322. Fuel Tank
  323.  
  324. SM Cost Tons Fuel
  325. +2 300$ .05
  326. +3 1k$ .15
  327. +4 3k$ .5
  328. +5 10k$ 1.5
  329. +6 30k$ 5
  330. +7 100k$ 15
  331. +8 300k$ 50
  332. +9 1M$ 150
  333. +10 3M$ 500
  334. +11 10M$ 1.5k
  335. +12 30M$ 5k
  336. +13 100M$ 15k
  337. +14 300M$ 50k
  338. +15 1G$ 150k
  339.  
  340.  
  341.  
  342. Habitat
  343. `
  344.  
  345.  
  346.  
  347. Hangar Bay
  348. 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.
  349.  
  350. SM Cost Capacity(T) Launch Rate(T/min)
  351. +2 100$ .03 .03
  352. +3 300$ .1 .1
  353. +4 1k$ .3 .3
  354. +5 3k$ 1 1
  355. +6 10k$ 3 3
  356. +7 30k$ 10 10
  357. +8 100k$ 30 20
  358. +9 300k$ 100 50
  359. +10 1M$ 300 100
  360. +11 3M$ 1k 200
  361. +12 10M$ 3k 500
  362. +13 30M$ 10k 1k
  363. +14 100M$ 30k 2k
  364. +15 300M$ 100k 5k
  365. A hangar bay has workspaces.
  366.  
  367.  
  368.  
  369. Jet Engine
  370.  
  371. SM Cost
  372. +2 10k$
  373. +3 30k$
  374. +4 100k$
  375. +5 300k$
  376. +6 1M$
  377. +7 3M$
  378. +8 10M$
  379. +9 30M$
  380. +10 100M$
  381. +11 300M$
  382. +12 1G$
  383. +13 3G$
  384. +14 10G$
  385. +15 30G$
  386. A jet engine has workspaces.
  387.  
  388.  
  389.  
  390. Jump Gate
  391. A setting may impose limitations on a jump gate; a maximum size, a minimum size, etc.
  392.  
  393. SM Cost Max Transit(T)
  394. +2 50k$ .03
  395. +3 150k$ .1
  396. +4 500k$ .3
  397. +5 1.5M$ 1
  398. +6 5M$ 3
  399. +7 15M$ 10
  400. +8 50M$ 30
  401. +9 150M$ 100
  402. +10 500M$ 300
  403. +11 1.5G$ 1k
  404. +12 5G$ 3k
  405. +13 15G$ 10k
  406. +14 50G$ 30k
  407. +15 150G$ 100k
  408. A jump gate has workspaces.
  409.  
  410.  
  411.  
  412. Mining & Refinery
  413.  
  414. SM Cost Mining(T/hr) Refinery(T/hr)
  415. +2 1k$ .005 .015
  416. +3 3k$ .015 .05
  417. +4 10k$ .05 .15
  418. +5 30k$ .15 .5
  419. +6 100k$ .5 1.5
  420. +7 300k$ 1.5 5
  421. +8 1M$ 5 15
  422. +9 3M$ 15 50
  423. +10 10M$ 50 150
  424. +11 30M$ 150 500
  425. +12 100M$ 500 1.5k
  426. +13 300M$ 1.5k 5k
  427. +14 1G$ 5k 15k
  428. +15 3G$ 15k 50k
  429. A mining system or refinery system has workspaces.
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