starrangers:rules_changes
Differences
This shows you the differences between two versions of the page.
Both sides previous revisionPrevious revisionNext revision | Previous revision | ||
starrangers:rules_changes [2014/07/29 02:50] – weby | starrangers:rules_changes [2018/07/31 23:23] (current) – external edit 127.0.0.1 | ||
---|---|---|---|
Line 2: | Line 2: | ||
These are the basic rules " | These are the basic rules " | ||
- | For other changes see: | ||
+ | =====Damaging objects===== | ||
+ | All larger objects have Damage Reduction Factors. Most vehicles have IT(DR) equal to their SM on the speed/range table. Homogenous objects tend to have one more and large living objects one less. | ||
- | =====Hitpoints | + | Note that vehicles like tanks that get an effective SM reduction on the design system still get the non-reduced SM for IT(DR) |
- | For machines | + | =====Space ship systems===== |
+ | The FTL drives: are 1pc/ | ||
+ | |||
+ | Armor: All armor values for TL 9 are as spaceships, TL 10 are 1.5 times, TL 11 are 2 times. | ||
+ | |||
+ | Shields: are ablative shields and increase in effect a lot at larger sizes. | ||
+ | |||
+ | Cloaking devices are available at TL 11. They are harder and hard to build as the size protected increases. The currently in the empire basic cost applies up to 300 tons, with 4* cost up to 3000 tons and 20* cost up to 10 000 tons, 100* cost up to 30 000 tons. | ||
+ | |||
+ | Smaller systems do not reduce ship HT. | ||
+ | |||
+ | Drives: hot and cold reactionless drives are abailable at TL 9. They have *2 effect at TL 10, and *10 effect at TL 11. | ||
starrangers/rules_changes.1406602215.txt.gz · Last modified: 2018/07/31 23:23 (external edit)