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==Infrastructure== ===Size=== The first thing that must be determined is the ships size. Ships in the NIS scale range from size 1, to size 5. The number of free compartments that a ship has is equal to its size x10 plus dedicated space for a medium-sized bridge, engine, and a drop ship hanger bay. '''Size Costs''': size 1=50cr, size 2=100, size 3=250, size 4=400, size 5=600 ===Power Plant=== The power plant of the ship includes the ships engines, electrical systems, and life support systems. While it only directly effects the ships speed characteristic, certain weapons and compartments require power plants of certain size in order to operate. '''Power Plant Costs''': sz1: 25cr, sz2: 75cr, sz3: 150, sz4: 250, sz5: 450 ===Speed=== The ships speed characteristic depends on the relative size of the power plant. Tiny: 2, Small: 3, Medium: 4, Large: 5, Huge 6 ===Hull=== In considering the thickness of a ships hull, you have to consider a tradeoff between armor and maneuverability. Although more expensive materials and a stronger power plant can offset this some, a captain often has to sacrifice one for the other. When purchasing the hull, the captain purchases a certain number of points that he can divide in any manner between armor and maneuverability. For instance, if the ship has a Hull 9, the captain can have 6 Armor, 3 Maneuverability, 4 Armor, 5 Maneuverability, or any other combination. Also, the size of the engine effects the maneuverability: tiny –3, small –1, large +1, and huge +3. '''Hull Costs''': 6: 50, 7: 90, 8: 120, 9: 150, 10: 190, 11: 230, 12: 280, 13: 330, 14: 370, 15: 430 '''Extra Compartments''':<br>Typically, armor doesn’t take up too much extra space on the ship. However, extra thick armor does bite into your cargo space. Divide the ships Armor rating by 2, rounding down, to determine the size of the ships armor. Large armor takes 2 additional compartments. Huge armor takes 4. ===Armaments=== Every ship in the Imperium is armed: it’s just a fact of life. Between the threat of pirate or xeno raids, the necessity of clearing asteroids from the path of the ship, and the ever-present possibility of having one’s ship and crew commandeered into the Imperial Navy in a time of crisis, no ship is allowed to leave the shipyard without basic armaments. The armaments section of the ship effects two stats—Offensive Capability and Batteries—which work as a generic representation of the ships guns. More advanced guns with special effects can be equipped, but they are considered part of the upgrades portion of ship creation. Offensive Capability and Batteries are purchased separately: '''Battery Costs''': first battery is free. Each additional battery costs 60cr plus one compartment. A large or huge number of batteries costs 75cr plus two compartments. '''Offensive Capability Costs''': To determine the size of the ships OC, divide it by 2 (rounding up). To determine the cost, build the OC up by one applying the following prices: tiny 10, small 20, medium 30, large 40, huge 50. In addition, because the ships usually have some energy-based weapons, the size of the guns relative to the size of the power plant cannot be tiny. For instance, for a size 3 ship, the first two points of OC would cost 20 cr (10 cr each), because sz 1 on sz 3 is tiny. To raise OC to 3 and 4 would cost 40 cr (20 each b/c sz 2 on 3 is small) raising the cost to 60 cr. To raise it to 5 and 6 would cost 60 cr (30 cr each) for a grand total of 120 cr, etc. However, to raise a size 2 ship to OC 6 would cost 200. ===Reliability=== Ships work best when every part of them is in balance: to that extent, being over-powered and being under-powered each exert their toll on a ship’s soundness. Ships start with a reliability of 3, and for every 2 “points” the ships is off medium, it’s reliability is reduced by 1. Each size difference away from medium is 1 point (eg, small and large is 1 point, tiny and huge is 2 points). For instance, a ship with a tiny power plant, large armor, and small maneuverability would have a reliability of 1. '''Master Workmanship''':<br> However, if the captain pays extra for materials and labor, he can offset losses to reliability. +1 reliability costs 50cr, +2 100cr, +3 200cr, +4 400cr.
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