starrangers:spaceship_operations
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starrangers:spaceship_operations [2014/05/02 09:56] – created weby | starrangers:spaceship_operations [2018/07/31 23:23] (current) – external edit 127.0.0.1 | ||
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====== Using space ships ====== | ====== Using space ships ====== | ||
===== Starting Starships ===== | ===== Starting Starships ===== | ||
- | Base time for regular start is Minutes equal to the object length for the ship SM. (10 min for sm 4, 15 for sm 5, 20 for sm 6 and so on) and requires Pilot(High performance space craft), Electronics Operation(sensors), | + | Base time for regular start is Minutes equal to the object length for the ship SM. (10 min for sm 4, 15 for sm 5, 20 for sm 6 and so on) and requires Pilot(High performance space craft), Electronics Operation(sensors), |
- | This requires as many crew as indicated in the ship entry. | + | This requires as many crew as indicated in the ship entry. |
- | + | ||
- | You can do any part or all faster by taking -1 to the roll for each -SM time unit. | + | |
- | + | ||
- | Roll a HT roll for the ship on each start. | + | |
- | + | ||
- | On fail see below for effects. | + | |
- | + | ||
- | Normal launch notices the problem on the skill roll rolled above. | + | |
- | + | ||
- | Notes: \\ | + | |
- | Each skill roll given under Skills requires a separate person or else take at minimum the multiple in time.\\ | + | |
- | Quick launch is either from standby or by not doing the checklist and hoping for best(Cold Quick launch).\\ | + | |
+ | Roll a HT roll for the ship on each start. | ||
+ | If the ship is on standby, divide time to start by 10. | ||
===== Takeoff/ | ===== Takeoff/ | ||
Each takeoff and landing roll HT roll. On fail see below for effects. | Each takeoff and landing roll HT roll. On fail see below for effects. | ||
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Each day in transit roll HT roll. On fail see below for effects. | Each day in transit roll HT roll. On fail see below for effects. | ||
- | ==== Small ships/ | + | Normally: pilot+sensor op regardless of need. (1/3 normal crew, minimum 1)\\ |
- | Normally: pilot+sensor op regardless of need.\\ | + | |
Pilot (no rolls needed if piloting 12+, else roll at +4/hour of maneuvers or 24 hours of coasting)\\ | Pilot (no rolls needed if piloting 12+, else roll at +4/hour of maneuvers or 24 hours of coasting)\\ | ||
Sensor Operator(no rolls needed if electronics operate(sensors) 12+, else roll at +4/hour of maneuvers or 24 hours of coasting) But if there is an encounter, the detection is rolled by the sensor operator.\\ | Sensor Operator(no rolls needed if electronics operate(sensors) 12+, else roll at +4/hour of maneuvers or 24 hours of coasting) But if there is an encounter, the detection is rolled by the sensor operator.\\ | ||
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===== Hyperspace travel ===== | ===== Hyperspace travel ===== | ||
- | ==== Navitation and travel time modifiers ==== | ||
Navigation: | Navigation: | ||
- | Normally takes 1 hour of navigation calculations to jump.\\ | + | Normally takes 1 hour of navigation calculations to jump, roll at +4(computer support)-1/ |
===== Hyperspace entry ===== | ===== Hyperspace entry ===== | ||
Each hyper space entry roll HT roll. On fail see below for effects. | Each hyper space entry roll HT roll. On fail see below for effects. | ||
- | ==== Small ships ==== | ||
Normally: pilot+navigator+sensor op regardless of need\\ | Normally: pilot+navigator+sensor op regardless of need\\ | ||
Navigation(hyperspace) : critical fail -> wrong place and pilot at -2, Fail -> need to recalculate, | Navigation(hyperspace) : critical fail -> wrong place and pilot at -2, Fail -> need to recalculate, | ||
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Each day in transit roll HT roll. On fail see below for effects. | Each day in transit roll HT roll. On fail see below for effects. | ||
- | ==== Small ships ==== | + | Normally 1+ on watch (1/6 normal crew, minimum 1) |
- | Normally 1 on watch.\\ | + | |
Need someone on watch. (no rolls needed if electronic operation(sensors) or piloting(hyperspace) 12+, else roll at +4/24 hours), if no one on watch roll at the typical ship computer default skill of 3 at +4=7..\\ | Need someone on watch. (no rolls needed if electronic operation(sensors) or piloting(hyperspace) 12+, else roll at +4/24 hours), if no one on watch roll at the typical ship computer default skill of 3 at +4=7..\\ | ||
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Typical skills needed: [[skills# | Typical skills needed: [[skills# | ||
+ | For SM +10 or larger Look up the workspaces in each module and the repair skills for that module. Each module needs 20 hours of maintenance*workspaces/ | ||
+ | For lower SM ships use table below for each system required maintain/ | ||
+ | ^Ship SM|4|5|6|7|8|9| | ||
+ | ^1 module Time|1.5min|4min|12min|40min|2hr|6hr| | ||
+ | ^Typical Full ship time|20 min|1hr|3hr|10hr|32hr|96hr| | ||
- | They list the ammount of time needed for each skill weekly(5 days). | + | Someone with skill 12+ must spend that time maintaining the system(Note that extra time gives a bonus, thus if you have a skill 10, you could spend four times normal time to get +2 and thus make it effective skill 12). If some system gets too low maintenance it reduces the ship HT rolls by -1/ |
One can leave systems on standby, they require the normal maintenance at 4 times normal interval. | One can leave systems on standby, they require the normal maintenance at 4 times normal interval. | ||
- | Ships that have been on storage long time also require maintenance. Maintenance requirement for a turned off ship is: 1/16th on normal planetary surface, 1/256th in vacuum, proper hangar or other protected conditions. All that missed maintenance should be done before starting such ship. | + | Ships that have been on storage long time also require maintenance. Maintenance requirement for a turned off ship is: 1/16th on normal planetary surface(=1.25hr/ |
===== HT roll results ===== | ===== HT roll results ===== | ||
The different things above call for HT rolls. All but start roll allow a save to be made: Roll against the appropriate skill of the one who did the previous maintenance on that component. On success nothing happens, but the near failure is clear and if no maintenance done until next failed HT roll the maintenance roll is counted as failure unless the maintenance roll was a critical success. On fail, lookup the HT roll result, on critical failure shift result to one worse:\\ | The different things above call for HT rolls. All but start roll allow a save to be made: Roll against the appropriate skill of the one who did the previous maintenance on that component. On success nothing happens, but the near failure is clear and if no maintenance done until next failed HT roll the maintenance roll is counted as failure unless the maintenance roll was a critical success. On fail, lookup the HT roll result, on critical failure shift result to one worse:\\ | ||
Critical Success: Next 1d HT rolls will succeed automatically.\\ | Critical Success: Next 1d HT rolls will succeed automatically.\\ | ||
- | On Fail: some system has a problem that has to be corrected. Roll random system, all actions with it are at -1/fail by. Fixing it requires +0 roll with suitable repair skill and (HT roll fail by)^3 minutes. Parts need is: fail by-1d%. \\ | + | On Fail: some system has a problem that has to be corrected. Roll random system, all actions with it are at -1/fail by. Fixing it requires +0 roll with suitable repair skill and (HT roll fail by)^3 minutes |
- | Critical failure: one system fails badly and requires 3d% parts to fix and 3d hours. 1d other systems fail as under fail. Roll 1d each to get "fail by".\\ | + | Critical failure: one system fails badly and requires 3d% parts to fix and 3d hours for as may people as are the system crew(minimum 1). 1d other systems fail as under fail. Roll 1d each to get "fail by".\\ |
starrangers/spaceship_operations.1399024597.txt.gz · Last modified: 2018/07/31 23:23 (external edit)