Cosmos 12

By John Redden ·

TML message #743From bundle 70

Second in a series of alternate rules on starhips.  Inspired by
progammability in original travller rules.

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Basic starship operation

The operational parameters for different tech level star ships are
different.  Some may be present in one technology and not present in
another.  Common to tech level 8 to tech level 30 ships are the number
of Eunits that the chip can generate.  Thus each ship has a number of
Eunits that are available for *variable* functions of the ship.  The
distribution of Eunits to various ship functions should conform to a
number of predefined configurations or programs.  Starships may be
reconfigured during the movement phase of the round.

There are number of Variables that are programmed for a configuration:

OCV ODVen EXPL DCV  DSC MADG CGunits CGrange JU SCshort

When the starship is constructed there are a number of total Eunits
for ship consumption from one or more Energy generators.  Some Eunits
must be dedicated to internal systems (ISYSeunits) others go into
these programmable variables.  These Eunits are assigned to the
variables so one or more actions are optimized.

Typical configurations might be:

Green One subspace: 5% OCV 5% ODVen 5% DCV 15% DSC 25% MADG
                10% CGunits 0% JU 10% SCshort 25% reserve.
Normal subspace programming with energy reserve.

Green Two subspace: 5% OCV 5% ODVen 5% DCV 5% DSC 50% MADG
          25% CGunits 0% JU 5% SCshort 0% reserve.
Fast movement subspace programming.

Green One hyperspace: 5% OCV 5% ODVen 5% DCV 5% DSC 5% MADG
		  5% CGunits 30% JU 5% SCshort 35% reserve.
Normal hyperspace programming with energy reserve.

Green Two hyperspace: 0% OCV 0% ODVen 0% DCV 0% DSC 0% MADG
		  5% CGunits 90% JU 5% SCshort 0% reserve.
Fast hyperspace programming.

Yellow one: 12% OCV 12% ODVen 12% DCV 12% DSC 12% MADG
	    12% CGunits 0% JU 5% SCshort 23% reserve.
Balanced defense and offense with reserve.

Yellow two: 25% OCV 12% ODVen 12% DCV 25% DSC 5% MADG
	    5% CGunits 0% JU 5% SCshort 12% reserve.
Defense with greater offense.

Yellow three: 25% OCV 12% ODVen 23% DCV 25% DSC 5% MADG
	      5% CGunits 0% JU 5% SCshort 0% reserve.
Defense with high level of offense.

Red one: 10% OCV 5% ODVen 30% DCV 30% DSC 10% MADG
	 0% CGunits 0% JU 0% SCshort 15% Reserve.
Offense with greater defense.

Red two: 15% OCV 5% ODVen 35% DCV 35% DSC 10% MADG
	 0% CGunits 0% JU 0% SCshort 0% reserve.
Offense with high level of defense.

Red three: 0% OCV 0% ODVen 50% DCV 45% DSC 5% MADG
	   0% CGunits 0% JU 0% SCshort 0% reserve.
Maximal defense.

Black one:  35% OCV 40% ODVen 5% DCV 5% DSC 5% MADG
	      5% CGunits 0% JU 5% SCshort 0% reserve.
Maximal offense.

Grey one: 10% OCV 10% ODVen 10% DCV 10% DSC 10% MADG
	  10% CGunits 10% JU 10% SCshort 20% reserve.
Equal spread of energy.

White one: 90% EXPL 10% MADG
Missile or self destruct with maximum explosion damage.

Blue one: low OCV low ODVen low ODVprox low DCV mid DSC low MADG
          high CGunits nil JU high SCshort (and a reserve of Eunits)
Maximize probing and sensors.


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