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Ship Design.

The following are obviously huge abstractions, but that is how I feel FS considers space combat. Keep it simple

After buying Noble Armada I have altered some of the values....

Example ship build.

Hull Size
Class Points Maneuvre Penalty Notes
Yacht 100-400 0  
Frigate 500-1000 -1  
Destroyer 1100-2000 -2  
Cruiser 2100-3000 -3  
Dreadnought 3100-4000 -4  
Monitor 4100-5000 -5  

 

Grade
Class Points Maneuvre Penalty Notes
Void 0    
Atmosphere 5%    
Lander 10%    

 

Vitality
5% of hull base value 0.5% of hull per each extra point

 

Armour
Base value 0 2% of hull per point of armour

 

Drive Engine
5% of base hull for base 5%SOL Each 1%SOL between 6 and 15 - 0.5% of hull
Each 1%SOL between 16 and 20 - 1% of hull
Each 1%SOL between 21 and 25 - 1.5% of hull
Each 1%SOL between 26 and 30 - 2% of hull
Each extra 1%SOL - 3% of hull
Combat burn - max equal to %SOL or Vitality of the ship, whichever is less 20e per +1 per 100 hull.

 

Crew and Passengers
Crew: 1 per 200 pts of hull minimum 2 pts per crew
Passengers, passengers need a minimum of 1 space each, this is very low birth stuff.  Average quarters use 2-3 pts per passenger, luxury would use 10+. 1 pt per passenger space

 

Cargo
Internal 2 pt per space (about 1 ton)
External, not for landers. Atmosphere ships may not have any current external cargo if they enter an atmosphere or it burns up, as may the ship. 2 pt per slot, each slot can carry 3 spaces. Maximum slots equal to Vitality/2.

 

Jump Engine
5% of hull value  

 

Batteries
To get 100pts of Hull from planet to planet costs 500 e(nergy) per 1% speed of light

For a 100 hull ship to make a trip at 20% SOL would require 10,000e

The base size of the battery = 1 pt per 2000e

More can be paid for better batteries
Base Cost x base size/(new size/2)

Maximum reduction is half size (x4 cost).

 

Reactors
2% of hull for basic needs of ship +0.5% of hull per %SOL
+1 pt per output of 100e per combat turn  

 

Supplies
1 pt per 20 people per week x grade Gruel - x0.5
Rations - x1
Food - x1.5
Good - x2
Very Good - x3
Sumptuous - x4

 

Sensors
Radar - 2pts + 2 pt per rating - max 5 Laser - 3pts + 1 pt per rating - max 6
Densometer - 2pts +2 pt per rating - max 6 Infrared - 2pt + 1 pt per rating - max 7
EMS - 3pts + 1 pt per rating - max 8 Neutrinos - 3 pts + 1 per rating - max 8
Psi - 2pts + 1 pt per rating - max 9 Probes - 3 pts each
Buoy - 2 pts each  

 

Weapons - Link to Ships Weapons Table
The cost of a weapon/200 in pts Energy use can be found on the weapons table
Ammunition canisters - 1,2,3 pts for small, medium and large respectively, except all missiles are 2pts. Autoloaders are 2,4,6 pts for small, medium and large weapons repectively, except missiles which are always 4pts.

 

Tractors
50 + 10 per rating.
A rating is 1%SOL that the target ship is slowed.
Energy us - 100e/100 hull per -1 VP

 

Maneuver
2% of hull for base system Energy use: 20e per 100 Hull per +1
2% of hull per + to pilots skill (or rating)  

 

Shields
Vambrace (5) - 2% of hull 100e per hit
Standard (10) - 4% of hull 200e per hit
Assault (15) - 6% of hull 300e per hit
Battle (20) - 8% of hull 400e per hit

 

Computers
Navigation 0.5% of hull + 0.1% per rating
Weaponry 2% of hull + 0.5% per rating
Maintenance 1% of hull + 0.5% per rating
Defences 1% of hull + 0.2% per rating
Pilot 1% of hull + 0.1% per rating

 

Escape Pods
0.5 pts per person space