Pods, Barges, and Subhulls are attached to the parent hull with interlocking clamps called Grapples. One Grapple set consists of two 1-ton Grapples (one on the Pod, Barge, or Subhull; one on the parent hull). One set is required for each 35 tons of Pod, Barge, or Subhull.
Detachable Pods, Barges, and Subhulls are attached to the parent hull with interlocking clamps called Grapples. Non-detachable Pods, Barges, and Subhulls are attached to the parent hull with Connectors. One set of either type consists of one on the Pod, Barge, or Subhull and one on the parent hull. One set is required for each 35 tons of Pod, Barge, or Subhull.
Std Vd (FR2) Bay Nuclear Damper-13 (13) Mod +5 50 tons MCr6.0 S=2
Ult Vd (FR2) Main Nuclear Damper-21 (21) Mod+14 600 tons MCr123.0 S=2
Std Vd (FR2) Bay Nuclear Damper-14 (14) Mod +5 150 tons MCr16.0 S=2
Ult Vd (FR2) Main Nuclear Damper-18 (18) Mod+14 600 tons MCr63.0 S=2
The Process. The producing factory creates a pattern or master plan for the sophontoid characteristics. The sum of the characteristics C1 C2 C3 C4 cannot be less than 1 times the dice rolled for those characteristics in the sophont pattern, and the sum of C1 C2 C3 C4 cannot be greater than 6 times the dice rolled for those characteristics in the sophont pattern. Each characteristic cannot be greater or less than the maximum or minimum for the sophont pattern.
For example, a factory chooses to produce a laborer android based on a human pattern. A human character has C1 C2 C3 C4 for a total of 8 dice. The minimum sum would be 8 points (= 8 * 1) and the maximum sum would be 48 points (= 8 * 6). The factory decides to use the average ( = 8 * 3.5 ) = 28 points. The lowest value for Str, Dex, End, or Int would be 2, and the highest value would be 12. The factory allocates Str= 10 Dex= 6 End= 8 Int= 4. Edu and Soc remain at zero.
The members of the batch then receive a standard set of skill levels equal to the sum of their characteristic points, divided by 2. Two levels provide basic behavior compulsions, control structures, and understanding of one language. One level is a sanity-supporting hobby; the remainder are the usable skill set.
Android | Str | Dex | Agl | Gra | End | Vig | Int | Skills | Skills | Hobby | KCr | Occupation |
Batch | 7 | 7 | 7 | 7 | 12 | Driver-9. Wheeled-2. | Chef-1 | 2,401 | Driver | |||
Batch | 9 | 9 | 10 | 5 | 14 | Fighter-9. Slug-Thrower-4. | Forensics-1 | 2,025 | Guard | |||
Batch | 5 | 5 | 5 | 5 | 8 | Fighter-3. Admin-2. Slug-Thrower-1. Medic-1. | Musician-1 | 313 | Rentacop | |||
Batch | 5 | 8 | 8 | 8 | 12 | Admin-6. Bureaucrat-5. | Vacc-1 | 640 | Clerk | |||
Batch | 5 | 8 | 8 | 7 | 12 | Chef-7. Teacher-2. Medic-2. | Author-1 | 2,240 | Chef | |||
Batch | 8 | 8 | 6 | 6 | 12 | Fighter-7. Slug-Thrower-2. Unarmed-2. | Computer-1 | 2,304 | Soldier | |||
Batch | 12 | 5 | 5 | 6 | 12 | Fighter-9. Unarmed-2. | Magnetics-1 | 450 | Brute | |||
Batch | 6 | 6 | 6 | 10 | 12 | Broker-6. Trader-5. | Animals-1 | 540 | Broker | |||
Batch | 7 | 5 | 5 | 11 | 12 | Computer-2, nine Knowledges-1. | Seafarer-1 | 481 | Librarian | |||
Premium | 10 | 9 | 9 | 10 | 17 | Astrogator-12. Pilot-9. | Counsellor-1 | 8,600 | Astrogator | |||
Premium | 9 | 10 | 10 | 9 | 17 | Engineer-12. Jump-5. Small-Craft-4. | Dancer-1 | 8,600 | Engineer | |||
Premium | 10 | 8 | 8 | 12 | 17 | Pilot-3. Sensors-8. Gunner-7. Turret-3. | Medical-1 | 4,340 | Sensor/Gunner | |||
Premium | 12 | 7 | 7 | 12 | 17 | Mechanic-8. Gravitic-7. Electronic-6. | Photonics-1 | 7,556 | Drive Tech | |||
Premium | 10 | 8 | 8 | 12 | 17 | Anglic-12. Vilani-12. Trokh-11. Zhedtl-11. | Craftsman-1 | 4,920 | Translator | |||
Cheap | 7 | 6 | 7 | 5 | 10 | Mechanic-5. Electronic-4. | Musician-1 | 735 | Laborer | |||
Cheap | 4 | 4 | 4 | 4 | 6 | Bureaucrat-5. | Polymers-1 | 64 | Clerk |
Page 411 said:Strangeness is the degree of difference from the norms of interstellar society. High Strangeness is evidenced by unusual or outwardly incomprehensible actions, statements, or responses in the course daily activity. Low Strangeness reflects activities close to interstellar norms.
1 | 2 | 3 | 4 | 5 | 6 | |
1 | 0 | 1 | 2 | 3 | 5 | 7 |
2 | 0 | 1 | 2 | 3 | 5 | 7 |
3 | 0 | 1 | 2 | 4 | 5 | 8 |
4 | 0 | 1 | 2 | 4 | 6 | 8 |
5 | 0 | 1 | 3 | 4 | 6 | 9 |
6 | 0 | 2 | 3 | 4 | 6 | 10 |
The formulae for Anti-armor layers do not appear to be correct. Some anti-armor has a multiplier of 10, and some a multiplier of 100. This conflicts with Table B on page 293, which lists the anti-armor multipliers at 10.
For example, the formula for EMP for Armor Plate is TL x 10. The formula for Anti-rad is TL x 100.
If the anti-armor multiplier is truly 10 then it would appear that the formula for all the anti-armors should read "<type> x 10" where <type> is BF, EMP, RAD or Kinetic. This will then correctly apply a multiplier of 10 to the original armor value of the type.
For example, the calculation for Anti-blast would read BF x 10 instead of TL x 10.
It would also make sense to have a footnote similar to "The anti-armor multiplier applies to the original protection for that armor type and category. For example, the BF calculation for Armor Plate is TL x 10. The BF calculation for anti-blast Armor Plate would be TL x 10 x 10."
Sorry if I was unclear.not sure I follow the RAD levels in the last example.
I suggest that clarify 1 lot is 1dton and then you have multiple lots of the same cargo if you have greater than 1 dton.
I think your suggestion goes against the intent behind creating the term lot. I recently re-read that section for a new project and it seemed to me that the point was to create a dilemma for the ship's captain. This is the kind of dilemma I mean:
A Free Trader lands on planet x and checks for available freight bound for planet y. The captain wants to fill his hold as close to his 82 available tons of cargo space but finds two lots waiting, one of 45 tons and another of 48 tons, he has to pick one because he cannot break a lot. He can delay departure to see what else comes up for freight or he can look into speculative cargo to fill the rest of the hull (assuming he has the available funds).
I agree that we need the mechanism to determine lot size but setting the size at 1 ton will not create this sort of dilemma. Maybe roll a number of dice equal to the Importance of the destination world and subtract the importance of the departure world from the result?
On world x (I=2) seeking freight bound for world y (I=4) lot size is 4D-2 giving a numerical range from 2 to 22 tons per lot. For a reverse trip, 2D-4 or 1-8 tons per lot (treating 0 or negative numbers as 1 ton). This assumes that important worlds import more which may not always be the case, so perhaps another mechanic would be better.
I agree that 1 lot <> 1dton. I like the idea of the size of the lot being dependent on the origin world, but not so sure about destination as this is speculative trade: bulk trade (the base Cr1000/ton/parsec) has a destination world, spec trade is yours to do what you want with).
Lot size may be based on population & tech level of the origin world: a tech level 4 world with a dozen inhabitants may not be able to produce 40 dTons of stuff - they have enough to do just staying alive!
Maybe 1d per population code tons? Pop 1 world would have 1-6 tons per lot, pop 2 would range 2-12 (2 dice), and so on?
If we wanted to factor in TL maybe, add TL to total? Pop 1 / Tech 4 = 1-6 + 4 => 5-10 tons per lot, Pop 1 / Tech F = 1 - 6 + 15 => 16-21? I don't know, I would like a potential wider range at higher TL as more automation should produce more goods at a lower price.
edit: my question referred to spec trade: the freight trade actually does have the tonnage for major, minor and incidental based on current world and destination world. I've got that working in my trade program, but hiccuping over the T5 spec trade part.
I think your suggestion goes against the intent behind creating the term lot. I recently re-read that section for a new project and it seemed to me that the point was to create a dilemma for the ship's captain. This is the kind of dilemma I mean:
A Free Trader lands on planet x and checks for available freight bound for planet y. The captain wants to fill his hold as close to his 82 available tons of cargo space but finds two lots waiting, one of 45 tons and another of 48 tons, he has to pick one because he cannot break a lot. He can delay departure to see what else comes up for freight or he can look into speculative cargo to fill the rest of the hull (assuming he has the available funds).
I agree that we need the mechanism to determine lot size but setting the size at 1 ton will not create this sort of dilemma. Maybe roll a number of dice equal to the Importance of the destination world and subtract the importance of the departure world from the result?
On world x (I=2) seeking freight bound for world y (I=4) lot size is 4D-2 giving a numerical range from 2 to 22 tons per lot. For a reverse trip, 2D-4 or 1-8 tons per lot (treating 0 or negative numbers as 1 ton). This assumes that important worlds import more which may not always be the case, so perhaps another mechanic would be better.