Home Rules - Ship Operations
Docking, Painting
a Ship, Purchasing a Ship, Towing, and
Turbo Manuever Drives
Docking
Costs and size do not vary and are
available at that tech level. Some
vessels have several different types. Crew impact is time to setup and
the number of crew to complete setup.
1. Basic Hardened Air Locks
a. A
Low-Velocity Shot line between the two vessels
-
Has a power, magnetic
brace that attaches to other vessel.
- Standard in all small craft
- Requires 1 crewmember to
operate
-
Requires 1 player turn to
assemble
b. No
Atmosphere, Open, Flexible Docking Tube
- Requires 2 people
- 3 player turn to assemble
2. No atmosphere, Enclosed Flexible
Docking Tube
- Requires 2 people
- 3 player turns to assemble
3. Atmoshere, Enclosed, Flexible
Docking Tube
- Requires 2 people from each
vessel
- 4 player turns to assemble
- Standard on Passenger liners.
5. Atmosphere, Enclosed, Hardened
Docking Tube
-
Requires 1 ships turns to
assemble,
- 2 crewmembers,
- if not standard equipment an
additional 1dt,
- Standard on Tenders, SDBs
and
Patrol cruisers.
6. Atmosphere, Open, Shielded, Gravitic
Tunnel (TL18+)
- Requires 1 player turn
- Requires one crewman to
activitate
Painting a Ship
Ship Painting and designs are
available starting at 5,000cr/100t of
ship, as a minimum. This will provide 1 basic design and two
colors. Additional intricate designs start at 1000cr each
(depending on the artist), and additional colors add 1000cr/100t of
ship.
Purchasing a Ship
In the Shattered Imperium, ship costs
for older vessels (40+ year refits) are 10% of the original purchase
value. A recent refit (within 1 year) will add 100% of the refit
cost to the vessel. Within
5 years will add 80% of the refit cost. Within 10 years will add 50% of
the refit cost. Within 20 years
will add 25% of the refit cost.
- These vessels have been severely beaten at some point
- Most major governments extensively subsidize starship
production.
Running with a Mortgaged Ship
Most governments (that are not at
war) will intercommunicate through trade. This includes putting out a
reward for lost vessels. Bounty Hunters find this to be a goodway
to make additional income 1% of the vessels value and 2% with the
command crew. Governments that are hostile or at war will use the
opportunity to sieze the vessel for their own purposes. Running with a
mortgaged ship is an act of piracy.
Towing
- The
total mass must be
within the capabilities of the towing ship's system (computer,
avionics, power plant...etc) but will be implemented at a reduced Jump
or Manuever number. If the ships systems may handle J3, a 600t J3
ship may jump 1800t a distance of J1.
- An
alternative to the Digest Group's discussion on Jump Grids. Over 60% of
the Grid must be available. Builders logically "over grid" ships by 40%
to assure damage does not impede a jump.
- A
hardened attachment
must occur in several places between the two ships (hardpoint, and
enclosed docking system) when one is being towed.
- The
jump grids must be
linked together. Builders make this readily possible through several
grid attachment points in any ship hull.
- Battle
damage must be
patched generally patched and capable of holding environment.
The engineering
team will have to roll versus a DC12
for hardened attachments, grid attachments and
battle damage patching.
Turbo Manuever Drives
Secondary Manuever drive at
M1-6. Designed to be activated
after the full performance of the vessels' manuever drive has been
reached.
- Cannot be installed at a higher Manuever number than the
primary drive.
- Doubles power plant fuel usage.
- Doubles maintenance of the ship.
- TL 13-14 double 2nd manuever drive cost.
- Must be part of the original, structural design of the
ship. Not a refit.
- Can be used as a primary drive upon the loss of the main drive.