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8/9/2019 Thousand Suns Starships -- Chapter 4 Cheat Sheet
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Chapter Four: Design Cheat Sheet
Hull Size Categories
Category Tonnage RangeUltralight 59 Tons or lessLight 60 - 249 TonsMedium 250 949 TonsHeavy 950 3499 TonsVery Heavy 4000 - 11999 TonsCapital 12000+ Tons
Hull Cost
Category Military CivilianUltralight 0.03 0.02Ultralight (fighter) 0.035 N/ALight 0.06 0.04Medium 0.12 0.08Heavy 0.18 0.13Very Heavy 0.20 0.14Capital 0.22 0.15
Crew Requirements
Military Crew Requirements
Tons Multiplier25 or less N/A (one person minimum)26 - 35 0.1336 - 90 0.2091 - 115 0.27116 145 0.28146 or greater 0.30
Civilian Crew Requirements
Tons Multiplier10 or less N/A (one person minimum)11 - 20 0.2721 - 65 0.1366 - 100 0.07
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101 or greater 0.03 (minimum possible crew is six)
Note: This calculation does not take into account crew assigned to passengerservice aboard commercial vessels. Any decisions in that regard are left up to thedesigner.
Turn Rate
Category Military CivilianUltralight 180 180Light 135 135Medium 90 45Heavy 90 45Very Heavy and Capital
45 45
Offensive and Defensive Modifiers
Baseline Military Offensive/Defensive Modifiers
Tons OM/DMFighter (10 25 Tons) 4/539 or less Tons 2/140 to 499 Tons 4/1500 1199 Tons 6/1
1200+ Tons 6/2
Baseline Civilian Offensive/Defensive Modifiers
Tons OM/DM10 or less Tons 2/311 839 Tons 2/1840+ Tons 2/2
Armor
Type Hull Multiplier CostComposite .0050 1.00Advanced Composite .0040 1.40Active .0035 1.75
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Note: Active armor requires power equal to the hull volume in Tons of thearmor added. It is considered to have been technology bumped for maintenancepurposes.
Gravity Drive
Gravity Drive Tonnage Requirements
Move % of Ship Required1 62 83 104 125 146 16
7 188 209 35 (double cost of entire drive and power required)10 50 (double cost of entire drive and power required)
Gravity Drive
Gravity drive in Tons = ((Move Rating x 0.02) +.04) x Hull RatingCost in millions of Sols = (Drive in Tons x 0.5) +1.0Power required = Drive in Tons
To increase the maneuverability of a ship requires the following be paid for eachincrease in DM (to a maximum of 2):
Maneuverability increase in Tons = Hull Rating x .03Cost in millions of Sols: (Maneuverability increase in Tons x 0.5)Power required = Maneuverability increase in Tons x 0.5
Use the same calculations for an increase in Turn Rate (can only be taken once).
Dillingham Drive
D-Drive in Tons = Hull Rating x 0.01Cost in millions of Sols: Tons of drive + 0.5Power required = Tons of drive x 2
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Command Spaces
Cockpit
Tons: Number of workstations x 0.5
Cost in millions of Sols: Number of workstations x 0.1Power required = 0
Bridge
Tons = Hull Rating/100 + 2Cost in millions of Sols: Tons of bridge x 0.3Power required = 0
CIC
Tons = Hull Rating/200 + 1Cost in millions of Sols: Tons of CIC x 0.15Power required = 0
Fleet Ops
Tons = Total Hull Rating of ships being directed/200Cost in millions of Sols: Tons of fleet ops x 0.25Power required = Tons of fleet ops
Flight Ops
Tons = One Ton per 10 ships being directedCost in millions of Sols: Tons of flight ops x 0.2Power required = Tons of flight ops x 0.5
Ground Operations Center
Tons = Based on size of unit being commanded (see below)Cost = Tons x 0.25Power = Tons x 0.25
Unit Naval Infantry* Army* TonsCompany (or less) - Band 2Battalion SEU - 5Regiment/Brigade SEF - 10Division - Legion 20Corps - - 35Army - - 65
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*These units are described in the Thousand Suns rules.
Computers
Central Information System
Information system in Tons = Hull Rating/100Cost in millions of Sols: Tons of information systemPower required = Tons of information system
Tactical Computer
Tactical computer = 0.3 Tons eachCost in millions of Sols: 0.75M$ eachPower required = 0
Technology bump: Add TN+1 bonus to all Gunnery Tests for one type of weapon(for example, laser, rail cannon or missile); double the Tons and Cost of thetactical computer. (Limit one bonus per weapon type per tactical computer).
Sensors
Sensor Tons Cost PowerFree Passive EM 0.5 N/A 0.5Passive EM 0.5 1.00 0.5Radar 1.0 0.50 1.0
Ladar 1.0 0.75 0.5Mass Detector 8.0 5.00 3.0Quantum Trap 10.0 10.0 1.0
Tons: Tons required per unit.Cost: Cost of a single unit in millions of SolsPower: Amount of power required per unit.Technology bump options (quantum trap not eligible):1) Add one unit of range of a single type of sensor; add 25% to Tons and Power(limit of one increase in range)2) Add a bonus of TN+1 to Tests related to a single type of sensor; add 25% to
Tons and Power (limit of one Test bonus)
Note:Remember to account for the Tons and Power of the free passive EMsensor.
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Electronic Warfare (EW)/Countermeasures
System Tons Cost PowerEM Jammer 0.35 0.50 0.35Smart EM Jammer 0.50 1.00 0.75
Smoke 0.40 0.05 0.0Decoy 0.35 0.065 0.0
Tons: Tons required per unit.Cost: Cost of a single unit in millions of SolsPower: Amount of power required per unit.Technology bump options (smoke and decoy not eligible):1) Add one unit of range of a single type of jammer; add 30% to Tons, Cost andPower (limit of one increase in range)2) Add a bonus of TN+1 to smart jammer related Tests; add 30% to Tons andPower (limit of one Test bonus)
Gravity Mask
Tons = Hull Rating/25Cost in millions of Sols = Tons of gravity mask x 2Power required = Tons of gravity mask x 3
Infrared (IR) Suppression
Tons = Hull Rating x 0.03Cost in millions of Sols = Tons of IR suppression x 0.9
Power required = Tons of IR suppression x 0.5
Cloaking Shield
Tons = Hull Rating x 0.05Cost in millions of Sols = Tons of cloaking shield x 3.0Power required = Tons of cloaking shield x 4.0Note: The availability of the cloaking shield is setting dependent.
Communications
System Tons Cost PowerRadio (RF) 0.5 1.0 0.250Laser 0.5 1.5 1.000
Tons: Volume of Tons required per unit.Cost: Cost of a single unit in millions of Sols
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Power: Amount of power required per unit.
Weapons
Energy Weapons
Weapon Tons Cost Power DV Range ROFFusion Beam 0.8 0.90 1.5 4(60) 3 SGravity Ram 1.5 0.35 2.0 7(80) 1 SLaser 0.5 0.02 0.5 2(40) 3 SLaser, Heavy 0.8 0.05 1.0 4(40) 4 SMaser Cannon 1.0 0.65 2.0 5(75) 6 SMaser Cannon, Heavy 2.0 2.00 2.5 8(100) 8 SParticle Beam 0.5 0.20 1.5 4(60) 4 SParticle Beam, Heavy 0.8 0.50 2.0 6(75) 5 SPlasma Cannon 1.0 0.20 2.0 5(60) 3 S
Plasma Cannon, Heavy 1.5 0.25 2.5 6(75) 4 S
Tons: Volume of Hull required per weaponCost: Cost of a single weapon in millions of SolsPower: Amount of power required per weaponTechnology Bump options (gravity ram is not eligible):1) Add one unit of range to a single type of weapon; add 50% to Tons, Cost andPower (limit of one increase in range per weapon type).2) Add a bonus of TN+1 to Gunnery Tests for a single type of weapon; add 50%to Tons and Power (limit of one Test bonus per weapon type).
Projectile Weapons
Weapon Tons Cost Power DV Range ROFGauss Gun 0.5 0.15 2.0 3(50) 4 SMass Cannon 0.5 0.275 1.5 3(50) 5 SMass Cannon, Heavy 0.8 0.65 2.0 5(75) 6 SNeedle Driver 0.8 0.20 1.5 2(45) 4 ARail Cannon 0.5 0.35 1.0 3(50) 3 S
Tons: Volume of Hull required per weaponCost: Cost of a single weapon in millions of Sols
Power: Amount of power required per weaponTechnology Bump: 1) Add one unit of range to a single type of weapon; add 30%to Tons, Cost and Power (limit of one increase in range per weapon type) toevery such weapon.2) Add a bonus of TN+1 to Gunnery Tests for a single type of weapon; add 30%to Tons and Power (limit of one Test bonus per weapon type) to every suchweapon. A laser and a heavy laser are considered different types of weapon.
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Missiles and Drones
Type CostMissile, Submunition 0.035
Missile, Nuclear 2.75Missile, Plasma 3.50Drone, Comms Relay 0.50Drone, Messenger 0.10Drone, Recon 1.50
Cost: Cost for a lot of ten in millions of Sols
Energy Lances
Weapon Tons Cost Power DV Range
Plasma Lance 75.0 14.0 95.0 12(245) 6Plasma Lance, Heavy 80.0 16.0 110.0 15(275) 5Particle Lance 85.0 20.0 135.0 18(300) 6Particle Lance, Heavy 100.0 25.0 160.0 20(325) 5
Rate of fire is single shot for all energy lances.
Spinal Mounts
Weapon Tons Cost Power DV RangeParticle Spinal Mount 750 135 700 100(1100) 6
Particle Spinal Mount, Heavy 1800 290 1500 200(2100) 5
Rate of fire is single shot for all spinal mounts.
Weapon Mounts
Energy and Projectile Weapon Mounts
For a single weapon turret or the first weapon in the turret, the Tons and cost ofthe weapon are multiplied by 0.5 and added to the figures for the weapon itself.
For each additional weapon after the first, the Tons and cost of the weapon(s) aremultiplied by 0.25 and added to the total(s) for the weapon(s).
Missile Launching Mounts
System Tons Cost PowerRacks* 0.1 0.01 N/A
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Launcher 1.0 0.1 0.5Magazine* 0.25 N/A N/ALaunch Cells* 0.5 0.01 N/A
*Indicates the per missile requirement.
Linked Weapons and Batteries
Linked weapons cost 0.2M$ per pair.Batteries of weapons cost 0.4M$, regardless of the number of weapons tiedtogether, and 0.1 Tons of volume for the additional computer.
Point Defense Weapons
All PDWs takes up 1 Ton for each weapon installed at a cost in Power of 1. Thecost of each weapon is based on the TN of the version installed. Note: All PDWson a ship must have the same TN.
TN Cost in millions of sols10 0.0211 0.0312 0.0513 0.0714 0.08
A fire control system designed specifically for PDWs is required.
Tons = 0.1 x the number of installed PDWsCost = 0.01 x the number of installed PDWsPower = 0.1 x the number of installed PDWs
Energy Shield
Tons = 0.004 x Armor Value x total ship displacement.Cost = Tons x 0.5 million solsPower = Tons x 0.75
Tractor Beams
Type Tons Cost PowerTractor Beam 2.0 0.5 2
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Utility Tractor Beam 0.5 0.2 1
All figures are per unit installed.
Life Support, Quarters and Facilities
Life Support Systems
Tons of life support = Hull Rating/25Cost in millions of Sols = Tons x 0.2Power required = Tons of life support
Quartersand Facilities
Type Tons Cost Power
Crew Bunk 0.25 0.02 N/ACrew Cabin 0.50 0.05 See Note 1Crew Stateroom 1.00 0.10 See Note 2Passenger Cabin 0.50 0.25 See Note 1Passenger Stateroom 1.00 0.30 See Note 2Passenger Seating 0.06 0.025 N/ASick Bay 0.50 0.20 N/ASurgery Bay 0.75 0.40 N/AAutomed 0.20 0.10 0.20Cryo Tank 0.20 0.08 0.20Brig 0.25 0.15 0.05
Security Upgrade (per Ton)0.10 0.10 0.01Laboratory 3.0 0.10 VariableWorkshop 2.0 0.15 2.0Drop Capsule Launcher 2.0 2.00 1.0Drop Capsule Cell Launcher 0.6 0.20 0.02Drop Capsule Storage 0.25 N/A N/ACargo, Standard Var. N/A N/ACargo, Special Var. 0.01 0.01Exotic Life Support Generator 0.05 0.025 0.01Cargo, Liquid Var. 0.02 N/AOther (GMs decision)
Notes:1) For each whole block of 100 cabins, power consumption is 0.52) For each whole block of 100 staterooms, power consumption is 1.0
An entry of Var. indicates that the figure is variable and determined by thedesigner.
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Hangar Space
Type Tons Cost PowerExternal Clamps 0.01 0.01 N/AFitted Hangar 1.5 0.02 N/AOpen Hangar 2.5 0.05 N/A
Note: The figures here are multiplied by the Hull Rating of the craft carried toarrive at the total hangar requirement.
Power Plant
Nuclear Fusion PlantTons required/point of Power = 0.35Cost in millions of Sols = Tons of power plant x 0.15 + 1.5
Particle Reactor
Tons required/point of Power = 0.30Cost in millions of Sols = Tons of power plant x 0.25 + 2.0
Zero Point Extractor
Tons required/point of Power = 0.28 (minimum size is 10 Tons)Cost in millions of Sols = Tons of power plant x 0.20 + 3.2
Capacitors
Tons required/point of Power: 0.05Cost in millions of Sols = 0.1 x number of Power points
Damage Control Ratings
Size Category Military CivilianUltralight 1 1
Light 3 2Medium and larger 4 3
Note: Ships designed for a crew of one have their Damage Control ratingreduced by one.
Damage Control can be increased by a maximum of one at a cost of 0.1M$.
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Advanced/Optional ConceptsShip Build Times
Tons/Size Factor = Years to build
Size Category FactorUltralight 120Light 250Medium 500Heavy 1500Very Heavy 2000Capital 2500
Airlocks
Type Tons CostStandard personal 0.50 0.05Non-standard Variable 0.06 per 0.5 Tons
Permeable Force Fields
Type Tons Cost Power
Open Hangar, per 100 Tons 0.25 0.5 0.5Life support modification +10% to all three