Capital Ships


Capital ships are oversized starships consisting of multiple sections. Each section is a connected series of up to twelve compartments with a maximum total Durability of 48 (60 for military hulls). There is no limit to how many Durability points can be assigned to a compartment within a section; for sake of simplicity, a section can be treated as one super-compartment with all the Durability points.
 
 

Civilian Capital Ships

Hull Type

Number of Sections

Total Durability

Heavy Freighter

3

144

Super-Freighter

5

240

Mega-Freighter

7

336


 

Military Capital Ships

Hull Type

Number of Sections

Total Durability

Frigate

2

120

Destroyer

3

180

Cruiser

5

300

Light Carrier

7

420

Dreadnought

9

540

Fortress Ship

12

720

Possible Section Names: Fore; Aft; Port; Starboard; Amidships; Upper/Lower Deck; Habitat; Launch Bay.

Holding Capacity: Due to the larger area inside a capital ship, the number of people serviced by a crew quarters or passenger suite, as well as the total durability of vehicles stored in a hangar, is multiplied by the number of sections (e.g., a 10-durability hangar on a cruiser with five sections can hold 50 durability worth of space vehicles and 100 worth of planetary vehicles).

Gun Batteries: Duplicate weapons in one section can be linked to fire together at the same target using one attack roll, with a +1 step penalty for every two additional weapons linked to the first. If the attack hits, make a separate damage roll (and armor roll for the target ship) for each linked weapon (all hits are on the same section/compartment, however).  The chief advantage to this is that one skilled gunner can control all weapons, aiming them collectively and even affecting them all with a single Last Resort.

Movement: To determine a capital ship’s movement rate, use Table G38: multiply the base ranges for Durability by the number of sections and the base ranges for Movement Points Generated by 100% plus 50% for each section over one. To determine starfall distance, use Table G41: multiply the base ranges for Durability by the number of sections and the base ranges for Power Factors by the same above percentage. Capital ships may achieve a starfall of 35 LY with twice the power requirement for 15 LY and a starfall of 50 LY with twice the power requirement for 25 LY (e.g., a five-section cruiser would fall into the 255-300 Durability total range on Table G38, requiring 3 Movement Points for +3 Maneuver Rating, 9 for +2, 12 for +1, 15 for 0, 18 for -1, 27 for -2, and 42+ for -3; on Table G41, it wouldd require 60 Power Factors for a starfall of 5 light years, 135 for 10 LY, 180 for 15 LY, 270 for 25 LY, 360 for 35 LY, and 540 for 50 LY).

Damage: If a section has specified compartments, then damage is handled normally.  When a capital ship is hit, roll on Table G50: Compartment Hit Location as normal; every section is assigned a standard hit-range by superimposing "sections" for "compartments".  Then a second roll on Table G50 must be made to determine which compartment in that section is hit.  Primary damage is applied normally to a compartment within a section, but secondary damage is divided as evenly as possible between all compartments within the section (with any remainder applied to the compartment hit with primary damage).

However, if the section is simplified and is treated as one super-compartment, then damage must be handled slightly differently. Stun and Wound damage function normally. For Mortal damage, a section does not suffer the +1 step penalty or roll a Durability check until it loses a full 10% of its Mortal points; each time it loses another full 10% of its mortal points, the penalty increases by an additional +1 and another Durability check must be made (so a section with 48 Durability would suffer a +1 step penalty and make its first Durability check after taking 5 points of Mortal damage, and the penalty would rise to +2 and a second Durability check would be made after taking 10). A section’s "skill score" for Durability checks is 10 plus one-fourth of its maximum Mortal points, round up (so a section 48 Durability would have a "skill score" of 22).  Remember, Durability checks are modified by the cumulative penalties for damage, and a natural 20 on the control die is always a Critical Failure.

An attack against a capital ship can only be directed against a single section (damage never bleeds over to other sections, although a capital ship might be crippled if one crucial section is destroyed).


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