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8/9/2019 Thousand Suns Starships -- Chapter 2 Cheat Sheet
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CHAPTER TWO:OPERATIONS CHEAT SHEET
TRAVEL FORMULAS
The following formulas can be used to determine distance traveled, theamount of time it took to travel that distance or the acceleration used tocover that distance in that amount of time if two of the three variables areknown.
D=distance (in meters)T= time (in seconds)A=acceleration (in meters/second/second)
D=AT2/4
T=2(D/A)A=4D/T2
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SYSTEM SCALE SENSOR RANGES
The ranges listed below are for detecting a ship-sized object and aresuggestions only.
Sensor/Application Range
Passive EM/detect 3 light hours
Passive EM/identify 2 light seconds
Radar or ladar/detect 8 light seconds
Radar/identify 4 light seconds
Ladar/identify 5 light seconds
Mass detector 3 light seconds
Mass detector/ID drive signature 5 light seconds
Quantum trap 1 light hour
RANGE MODIFIERSShortMediumLong
0-2-4
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8/9/2019 Thousand Suns Starships -- Chapter 2 Cheat Sheet
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DETECTING ACTIVE SENSORS
ACTIVE SENSOR MEANS OF DETECTION
Radar Military grade passive EM sensor, radar, EM smartjammer
Ladar Passive EM sensor, EM smart jammer
SENSOR VS.SMARTJAMMER
Radar/Ladar Jammer Result(s)
Fail Fail Ship is undetected/contact with ship is lost
Pass Fail Ship is detected/contact with ship ismaintained
Pass Pass Winner is the one with the most degrees of success; tie goes to the defender
Fail Pass Ship is undetected/contact with ship is lost/false information provided
STARSHIP CREW BREAKDOWNS*
Category Command Operations Engineering Gunnery
Ultralight 20 - 25% 10 - 25% 35 - 50% 10 - 20%
Light 20% 15 - 20% 40 - 50% 10 - 15%Medium 10% 20% 55% 15%
Heavy+ 5% 25% 60% 10%
* The information shown applies equally to military and civilian ships. Crew which are responsible for the wellbeing of passengers are considered part of the operations division.
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RANDOM SYSTEM SELECTION
1: Life support
2: Power plant3: Gravity drive
4: D-Drive
5: Central information system
6: Weapons
7: Communications
8: Sensors/electronic warfare
9 12: General maintenance*
* General maintenance is a catch term all for any problem that doesnt fall into one of the other categories.
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SITUATIONAL MODIFIERS FOR SHIPBOARD WEAPONS
Situation Modifier
Ship and target both in
atmosphere, all weapons
None
Ship in orbit, target inatmosphere, projectile weapon
-3 (See notes below)
Ship in orbit, target inatmosphere, energy weapon
-2
Ship in orbit, target inatmosphere, missile
None
Ship on surface, target in orbit,projectile weapon
Not allowed
Ship on surface, target in orbit,energy weapon
-2
Ship on surface, target in orbit,missile
-1
Planet has thin atmosphere +2
Planet has hazardous atmosphere -2 (or GMs call)
Notes:
1. Projectile weapons include gauss guns, mass cannon, needle drivers, rail cannon; munitions dropped from
orbit are included in this category.
2. Smart munitions dropped from orbit use a TN-1 modifier instead of the -3 listed in the table.
3. Ignore modifiers when dealing with a planet with no atmosphere.
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EQUIPMENT
Type Cost
Body Bag, standard 800$Body Bag, large 1000$
Cutting charge 100$/AV 5 of ship armor (round down)/meter
Cutting charge detonator 10$
Cutting torch 5000$
Fire extinguisher 400$
Portable airlock 1000$
Reentry pack, basic 1000$
Reentry pack, sport 2000$
Reentry pack, military 3500$