STARSHIP AGING This file presents some rules on the effects of wear-and-tear on starships. As you will see, starships which are either very new or very old are prone to system failures. Very old ships, being out in space for so long, are slightly "tougher" on the outside (as the crew has been constantly reinforcing the hull due to combat) but are typically more brittle on the inside. Older starships are also slightly slower in terms of warp speed than when they first came off the assembly line. CATEGORY: NEW YOUNG AVERAGE OLD VENERABLE # Battles: 0 (Maiden) 0-2 3-5 6-9 10+ System Failures: 1 0 0 0 1 Armor: 0 0 0 1 3 Natural Effects: +1 0 0 -1 -2 Warp Mult: x1.1 x1.1 x1 x1 x0.9 Opt Allow Mult: x1 x1 x1 x1.1 x1.25 Btty Capacity: +0 +0 +0 +0.5 +1 Leg Officers: 0 0 1 2 3 Bizarre Effects: 0 0 0 1 2 BPV Adjustment: x0.9 x1 x1 x1.25 x1.5 CATEGORY: This is simply a general classification of how old the ship is. NEW means the ship is on its maiden voyage, or possibly a prototype. # BATTLES: This is the number of battles where the ship took internals. Battles where only shield damage was involved do not count. For example, a ship who has been in 8 battles and has taken internals is considered "OLD". If a ship takes ExcDam hits in a battle and yet survives, it will automatically move to the next category. SYSTEM FAILURES: The ship has a chance of a system failures. Roll 1d6 each day or when the ship enters combat: 1. The ship suffers a Critical Hit. 2. The ship acts as if it has a Poor Crew for 1d6 turns. 3. Roll a system using the DAC, one grouping of boxes of that system are considered Inactive (they may be reactived using the Inactive rules). 4.-6. No system failure. ARMOR: This is additional Armor with a 360 degree arc, to represent the ship being slightly "tougher" as it gets older. NATURAL EFFECTS: This is how much you adjust damage due to natural effects each turn. Starships (and their crews) need time to get used to Nebulae and other such phenomenon. WARP MULTIPLIER: If using my "Going into Warp" rules, this is what you multiply the final Maximum Speed by. Fuel consumption is not increased. OPT ALLOWANCE MULTIPLIER: This multiplies the ship's total Opt Allowance. Older ships have a tendency of having more "junk/spare equipment" laying around for NWO's and such. BATTERY CAPACITY: The crew would presumably try to increase battery capacity with time. Each battery's capacity is increased by the given number. The battery does not require any additional amount to repair. LEGENDARY OFFICERS: This is the number of times you roll for Legendary Officers in a scenario, unless the scenario or campaign suggests otherwise (sometimes a NEW ship might have a Legendary Helmsman to test it out, for example). BIZARRE EFFECTS: These represent "personality" or other strange behavior a ship may pick up with time. When the ship reaches OLD stage, roll 2d6 on the table below. Roll again when the ship reaches VENERABLE stage; the bizarre effect it received before at OLD stage is still kept. 2. Ship is Self-Aware (Intelligent): When the ship's fleet is faced with a superior force (in terms of BPV), there is a 1 in 6 chance per turn the ship takes over as if it was a Super-Intelligent Computer. This control lasts for 1 turn. 3. Alien Presence: Unknown to the crew, an non-corporeal entity resides on the ship. If the ship takes internals, there is a 1 in 6 chance per impulse that it takes internals that the Alien Presence displaces the entire ship 1d6 x 1d6 x 1d6 (three d6's multiplied together) hexes in a random direction. The Alien Presence is destroyed on the first Probe hit after the ship has no remaining undamaged probes. 4. Massive Jury-Rigging: The crew, in an attempt to make future repairs on the ship easier to do, have included a massive network of backups and jury-rigging. Each internal on the SSD with a repair cost of 2 of greater has its repair cost reduced by 1 (so IMPULSE which costs 3 in my rules becomes 2). This makes the systems easier to repair, but they are also harder to modify using my CONST rules (as they as lower repair cost and thus are more limited in what they can turn into). 5. Tech fluctuation: Roll a random system using the DAC. One grouping of that system has technology fluctuations. When used, there is a 1 in 6 chance it will be +1d6-3 tech levels difference in effect. Tech levels below 0X are considered 0X. Thus, a 1X Photon would fire as a 0X to 4X Photon instead if it fluctuated. 6. Reduced Energy Cost: Roll a random system using the DAC. The system requires only one-half the normal amount of energy to operate and hold. 7. Massive Storage: The ship can store twice the normal amount of cargo, but there is a 1 in 6 chance for each cargo unit that the cargo has been "lost in the mess" and cannot be found again for 1d6 weeks. 8. Anticipation: Similar to Self-Aware above, the ships seems to anticipate actions by the crew. The Turn Mode is improved is one, and the player of the ship does NOT have to declare weapons fire, he may fire in response to another ship firing. 9. Creepy Maze: The ship's corridors make strange sounds and is a general maze to walk around. The ship also seems to resent newcomers, so enemy Boarding Parties have a 1 in 6 chance per impulse of being lost within the ship. Lost Boarding Parties cannot attack but can be attacked by the defending ship's Boarding Parties. This effect lasts for 1 impulse. 10. Ammunition from Nowhere: All systems on the ship that use ammunition (Probes, Drones, etc.) have a 1 in 6 chance of not actually using any ammunition at all when used. It is impossible to tell where the extra ammunition came from. 11. Bizarre Alien Technology: The crew recently discovered within the bowels of the ship a piece of alien technology which must have been captured in the last battle (even though the crew doesn't remember doing it...). Make a list of the systems the enemy had in the last battle that your ship does not possess. Choose one randomly, and your ship has one box of that system on its SSD. 12. Self-repair: All internal systems on the ship receive 1/10 (one-tenth) of a repair point per turn if they are damaged. BPV ADJUSTMENT: Multiply the ship's BPV by this number for a rough estimate of the ship's new effective BPV. Of course, ships may become very powerful with certain combinations of Bizarre Effects and ship systems, but this is only an estimate. That's all folks. Not exactly a complete set of rules, but I hope you enjoyed the concept at least. Don