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starrangers:rules_changes [2014/07/29 02:52] webystarrangers:rules_changes [2018/07/31 23:23] (current) – external edit 127.0.0.1
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 These are the basic rules "system" changes. These are the basic rules "system" changes.
  
-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 for objects=====+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 and other complex objects useSquare root of (empty weight in kg*140)+=====Space ship systems===== 
 +The FTL drivesare 1pc/day/module at tl 9-10 and 1.5pc/dat/module at tl 11. Maximum speed 1pc/day at 9, 2 at 10 4.5 at 11.
  
-For homogenousdouble the number+ArmorAll armor values for TL 9 are as spaceships, TL 10 are 1.5 times, TL 11 are 2 times.  The more armor being more compact rules are in effect.
  
-If you have GURPS HP for something you can get the HP byHP^(3/2)+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. 
 + 
 +Driveshot and cold reactionless drives are abailable at TL 9. They have *effect at TL 10, and *10 effect at TL 11.
  
starrangers/rules_changes.1406602374.txt.gz · Last modified: 2018/07/31 23:23 (external edit)