Phoenix: Starship - Basic |
Starships Links to
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StarshipsStarships are vessels capable of travelling through space and even reaching distant stars. There are many different ship specifications reflecting the job they have been designed for. The typical roles they perform range from transport of goods for trading, to exploration of new worlds, to combat. A merchant ship will have many cargo bays while an exploration vessel will have sensors and exploration modules. Warships will be packed with weapons and armour. Travelling through space, trading, exploring and virtually all other actions require time to complete. While certain actions take a set amount of time, such as visiting maintenance complexes, the time requirement for other actions is based on the design of the ship and the type of action performed. Having more thrust engines will increase take-off speed for example. Time1 Week has 5 Days. 1 Day equals 60 TU's (roughly equal to 45 standard hours) All actions performed by a ship require time. The amount of time required is measured in Time Units (TU's). A ship can have a maximum of 300 TU's at any one time. The current amount will increase by 60 TU's per day. When orders are sent in, a ship will perform actions until it has no more TU's remaining. Any actions still outstanding will be listed as pending orders. These pending orders will not be checked until either the ship has accumulated 300 TU's, or a new batch of orders is sent in. System Co-ordinatesA system is the region of space around a star. This is broken down into orbital rings. There are 15 in a system, 1 being the inner one and 15 being the outer one. A system in also split into 4 quadrants, alpha, beta, gamma and delta. This gives a total of 60 (=4*15) locations, each being referenced by their orbital ring number and its quadrant. Each location is therefore referred to as an orbital quadrant, e.g. Alpha 6 is the sixth orbital ring in the alpha quadrant of the system. Orbital quadrants are not defined by a specific size, but rather the amount of time it takes to travel through the system. Moving through SpaceThere are three types of movement that a ship can undertake: 1.Moving to a new star system (Jumping). This uses a jump drive. As long as the destination system is less than 4 jump links away, a single jump can be used. If it is further than 4 jump links, multiple jumps (into intermediate systems) will be necessary. In order to jump successfully, a ship needs to be in at least the10th Orbital Ring. If the ship is not, it will move out automatically before jumping 2.Moving through a star system. Moving directly in or out (across orbital rings) requires time equal to the rating of the ship’s ISR drive (1 being the fastest, 4 the slowest). Crossing quadrants requires this rating multiplied by the orbital number the ship is in. The ship will automatically take the route that costs the least TU’s overall. If a different route is desired, two or more movement orders need to be used, to fix waypoints. 3.Movement close to planets. The Navigation Report lists the TU's required for landing and taking off from worlds. Leaving orbit costs the same as entering orbit. The ship can only land on worlds if the Manoeuvre Speed is equal to or larger than the world gravity rating (but see Docking). |
Ship Configuration Most of the report should be fairly obvious or is probably not needed in order to begin with. Command Report While ships do not need a ranking officer having one will be beneficial in times of trouble. Hulls - size of ship. Type determines internal capacity and damage resistance. Xlight: 90mu per hull, but very weak Light: 70mu per hull. Weak. Normal: 50mu per hull Reasonable Heavy: 30mu per hull Excellent Heavier hulls can also utilise more armour and are less affected by wear and tear. Integrity - condition of the ship. Standard wear and tear reduces integrity. Receiving hull damage when integrity is low can result in the destruction of the ship. Hull integrity will drop if the internal configuration of the ship is altered, but can be restored back to 100% by visiting maintenance complexes. Navigation Report Crew Report Mercenaries, Soldiers, Startroopers & Scouts: 1 factor Veterans of the above: 2 factors Cargo Report Space Combat Report & Enemy Reports There is too much to cover here,
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