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STAR WARS: The Powers of Time Lost Roleplay
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#Post#: 10--------------------------------------------------
Starships
By: Nerdymidgetkid Date: August 9, 2013, 10:23 pm
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Starships are the most important thing you can build in this
roleplay. However, The Powers of Time Lost has a unique way (at
least, we think it's unique...) of dealing with them. Instead of
having set classes of ships with set attributes, the system is
completely modular. You design your ship and everything on it;
no two classes will be the same. Some modules are also
size-interchangeable, so you can choose how large they are.
Please note that some of the modules can be placed on the
surface of a planet. (For example, bubble shields tend to be an
exclusively "surface" structure, while things like Battle Droid
control centres and army accommodations can be built on either
the surface or on a ship.
Ships are divided into two simple types: fighters and capital
ships. Fighters are ships that have 15 hull points or less,
capital ships are anything larger than that.
Here are the steps to working out the cost of the ship in
Industrial Points:
Add all the module costs together.
Construct a hull that is large enough to hold all of them. Each
hull point up to 50 costs 1, from 50-100 costs 2, from 100-150
costs 3 and so on.
Add the results together
Divide the final number by 100
Below is a list of all module stats:
Modules (Cost) [spoiler]
Turret: 4
Turbolasers: Pair of Size 1 Turrets = 20. Each level of size =
+20
Tractor Emitters: 40
Ion Cannons: 100
Missile Launchers: Size 1 Launcher = 50. Each level of size =
+50
Proton Torpedo Launchers: Size 1 Launcher = 20. Each level of
size = +20
Ship Armoring: Thickness 1: 20. +20 for every level of
thickness.
Force Fields: 20 per ship
Bulkheads: (Used in ships larger than a fighter) 10 per ship
Blast Doors: (Similar use to Bulkheads) 20 per ship
Starship shields: 40 per ship
Hangar Bay: 30 per size 1 bay; Each level of size = +20 (Size 1
can carry 50 hull points worth of space. Each level of size
increases capacity by 25.)
Marine Quarters: 20 per ship
Battle Droid accommodations: Size 1 = 80. Each Level of size
=+80.
Army accommodations: Size 1 = 120. Each Level of Size = +120
Medical Bays: 10 per bay
Battle Droid Control Centres: 120 per centre
Cargo Bays: Size 1 bay = 10. Each level of size = +10 (Size 1
can 0.1 TU, increases by 0.1 for every level of size.)
Hyperdrive: 20
Advanced Hyperdrive: 20
Sublight Engines: Size 1 = 5 Each level of size = + 10[/spoiler]
Modules (Space) [spoiler]
Turret: 2
Turbolasers: Pair of Size 1 Turrets = 10.Each level of takes +5
space
Tractor Emitters: 20
Ion Cannons: 50
Missile Launchers: Size 1 launcher = 10. Each level takes +5.
Proton Torpedo Launchers: Size 1 = 5. Each level takes +2.
Ship Armoring: Thickness Level 1: 10. +5 for every level of
thickness.
Force Fields: 5 per ship
Bulkheads: (Used in ships larger than a fighter) 5 per ship
Blast Doors: (Similar use to Bulkheads) 10 per ship
Starship shields: 10 per ship
Hangar Bay: 30 per size 1 bay. Each level of size = +15.
Marine Quarters: 10 per ship
Battle Droid accommodations: Size 1 = 20. Each Level of Size =
+15
Army accommodations: Size 1 = 50. Each Level of Size = +30
Medical Bays: 5 per bay
Battle Droid Control Centres: 60 per centre
Cargo bays: Size 1 = 10. Each level of Size = +7. (Size 1 can
0.1 TU, increases by 0.1 for every level of size.)
Hyperdrive: 5
Advanced Hyperdrive: 20
[/spoiler]
Travelling between worlds takes time. To travel to a planet
without your sector, it takes 12 hours. (For example, Alderaan
to Balmorra.) To go to a planet in an adjacent sector, it takes
24. (For example, a Core Worlds planet to a planet in any other
sector.) Finally, to travel to a non-adjacent sector, (for
example, the Seat of the Empire to the Distant outer rim) takes
48 hours.
However, this travel time can be shortened by researching the
"Advanced Hyperdrive Technology" (see technology page.)
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