User Tools

Site Tools


traveller:goldenage:tech:spacecraft_options

Differences

This shows you the differences between two versions of the page.

Link to this comparison view

Both sides previous revisionPrevious revision
Next revision
Previous revision
traveller:goldenage:tech:spacecraft_options [2021/07/24 10:01] samtraveller:goldenage:tech:spacecraft_options [2021/08/14 21:45] (current) sam
Line 2: Line 2:
  
 Some updated/modified/expanded options for starships for Mongoose 2nd. Some updated/modified/expanded options for starships for Mongoose 2nd.
 +
 +
 +==== 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 ====
Line 10: Line 26:
 | 13 | 50    | 4     | Cr150K  | | 13 | 50    | 4     | Cr150K  |
 | 15 | 80    | 8     | Cr200K  | | 15 | 80    | 8     | Cr200K  |
- 
  
 ==== Fuel Scoops ==== ==== Fuel Scoops ====
Line 27: Line 42:
   * -5: Loose control   * -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.+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. 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 =====
 +
 +Reduced crew requirements needs an advantage. It is one advantage to reduce the crew required by a system by two thirds. This normally only applies to drives and power plants.
  
traveller/goldenage/tech/spacecraft_options.1627120898.txt.gz · Last modified: 2021/07/24 10:01 by sam