traveller:goldenage:tech:spacecraft_options
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traveller:goldenage:tech:spacecraft_options [2021/07/11 21:34] – sam | traveller:goldenage:tech:spacecraft_options [2021/08/14 21:45] (current) – sam | ||
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+ | ==== Bridges ==== | ||
+ | |||
+ | What does a bridge actually do? As well as a place for the captain to sit, they provide some free operator positions which may be used for either sensor operators or gunners. | ||
+ | |||
+ | ^ Size of ship ^ Size of Bridge ^ Operators ^ | ||
+ | | 50 tons or less | 3 tons | - | | ||
+ | | 51-99 tons | 6 tons | - | | ||
+ | | 100-200 tons | 10 tons | - | | ||
+ | | 201-1,000 tons | 20 tons | 1 | | ||
+ | | 1,001-2,000 tons | 40 tons | 2 | | ||
+ | | 2,000 tons + | 60 tons | 4 | | ||
+ | |||
+ | Positions must be designated as gunnery or sensor operator at time of design, but by default they are sensor operator positions. | ||
+ | |||
==== Fuel Processors ==== | ==== Fuel Processors ==== | ||
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| 13 | 50 | 4 | Cr150K | | 13 | 50 | 4 | Cr150K | ||
| 15 | 80 | 8 | Cr200K | | 15 | 80 | 8 | Cr200K | ||
- | |||
==== Fuel Scoops ==== | ==== Fuel Scoops ==== | ||
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* 8-9: Only 5% of ship mass in fuel is scooped. | * 8-9: Only 5% of ship mass in fuel is scooped. | ||
* 6-7: No useful fuel is obtained. | * 6-7: No useful fuel is obtained. | ||
- | * -5: Something goes wrong. | + | * -5: Loose control |
+ | |||
+ | On loosing control, the ship begins to descend further into the atmosphere. Roll again, on an 8+ the pilot manages to regain control. On less than 6, the ship takes 1d6 damage per point below 6. Keep on rolling until you get 8+. You get to keep the DM used for the initial roll. A fully streamlined ship gains +1. | ||
+ | |||
+ | If the ship is 1000t or more, damage is x3, if 10,000t or more x10, if 100,000t or more, x30. Armour comes off the damage before the multiplier. | ||
+ | |||
+ | === Pumping Water === | ||
+ | |||
+ | To pump water from a nearby fresh water source requires INT + Mechanic 6+, takes 1d6 hours to set up all the hoses correctly. If salt water, than -2 DM to the check. On failure, can opt to risk impurities in the fuel which will give DM to jump check for each point of effect, or can simply try again. | ||
+ | |||
+ | Once connected, gain 5% of ship mass in fuel each hour. | ||
+ | |||
+ | It takes an hour to disconnect the pumps (or a minute to leave them behind). | ||
+ | |||
+ | Processing can start once pumping is complete. | ||
+ | |||
+ | === Pumping Water Ice === | ||
+ | |||
+ | Similar to water, but difficulty and rate of refuelling depends on the temperature. | ||
+ | |||
+ | ^ Temperature ^ INT + Mechanics ^ Fuel Rate ^ | ||
+ | | 200K+ | 10+ | 5%/2 hours | | ||
+ | | 100K+ | 12+ | 5%/3 hours | | ||
+ | | < 100K | 14+ | 5%/4 hours | | ||
+ | |||
+ | |||
+ | ===== Advanced Technology ===== | ||
- | If the roll is less than 6, then 1d6 damage is suffered per point below 6, plus roll again as you begin to lose control of the ship. If you roll 8+, you manage to regain control and are safe. If you roll < 8, then you continue | + | Reduced crew requirements needs an advantage. It is one advantage |
traveller/goldenage/tech/spacecraft_options.1626039270.txt.gz · Last modified: 2021/07/11 21:34 by sam