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starrangers:spaceship_operations

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Using space ships

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),Mechanic(spaceships), Mechanic(Reactionless), Mechanic(Fusion Reactor) rolls, all at +4.

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).

Takeoff/Landing

Each takeoff and landing roll HT roll. On fail see below for effects.

pilot: piloting(space)+ship HND

if landing beacons+orbital control nothing else needed(+2 to piloting each).
Else: Electronics operate(sensors): success +2 to pilot, fail -2 to pilot if no landing beacon. Navigation(space), success +2 to pilot, fail -2, if no Orbital control.

If takeoff: +2 for known start location, +2 for orbital control. Else: Navigation(space), success +2 to pilot, fail -2, if no Orbital control.

If you multi task you get -2 to all tasks/extra

Normal space fight

Remember that ships also needs the maintenance
Each day in transit roll HT roll. On fail see below for effects.

Normally: pilot+sensor op regardless of need. (1/3 normal crew, minimum 1)
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.
Engineer (no rolls needed if mechanic(spacehip) 12+, else roll at +4/hour of maneuvers or 24 hours of coasting)

If you multi task you get -2 to all tasks/extra

Hyperspace travel

Navigation:
Normally takes 1 hour of navigation calculations to jump, roll at +4(computer support)-1/parsec plotted jump length divided by TL mod, where TL mod=1 for TL9, 2 for TL10, 4 for TL11.

Hyperspace entry

Each hyper space entry roll HT roll. On fail see below for effects.

Normally: pilot+navigator+sensor op regardless of need
Navigation(hyperspace) : critical fail → wrong place and pilot at -2, Fail → need to recalculate, success → normal pilot. Critical success: -5% travel time, +1 piloting. Hyper calculation takes 1 hour normally.
Pilot(Hyperspace): critical fail: hit something. Fail: no entry. Success: entry. Critical success: -5% travel time.

In hyperspace

Remember that ships also needs the maintenance.
Each day in transit roll HT roll. On fail see below for effects.

Normally 1+ on watch (1/6 normal crew, minimum 1) 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..

Failures caused by failed watch rolls

In most cases: Failure forces a HT roll at -5
Sensor watch roll failures in normal space cause a collision: roll 1d: 1-3:really small: 1 hp object. 4-5:small:1d hp object 6:reroll and multiply by 1d.
Sensor watch roll failures in hyper space cause a drop out of hyper and a HT-2 roll for hyper space generator.

Maintenance

All ships have a maintenance requirement.

Typical skills needed: spaceship_maintain_repair

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 10). If some system gets too low maintenance it reduces the ship HT rolls by -1/starting 10% of total maintenance requirement.

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.

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:
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%.
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”.

starrangers/spaceship_operations.1399024874.txt.gz · Last modified: 2018/07/31 23:23 (external edit)