Kochheiser Galaxy House Rules

Starfire fiction by Daniel Kochheiser

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Kochheiser Galaxy House Rules

Postby Zombee on Sat 18 Jul 2009 23:08

Random Starting Tech for Kochheiser Galaxy

All races get the Common Tech Tree
One roll on the Engine Chart.
One roll on the Long Range Weapon Chart
One roll on the Short Range Weapon Chart
Three rolls on the Miscellaneous Chart

Engine Chart

01-50 Inertial Engines
51-100 Inertialess Engines

Long Range Weapons

01-50 Kinetics
51-100 Missiles

Short Range Weapons

01-50 Guns
51-100 Lasers

Miscellaneous Chart

01-10 Datalink
11-20 ECM
21-30 Energy Beams
31-40 Fighters
41-50 Multiplex Tracking
51-60 Shields
61-70 Tractors
71-80 Plasma Weapons
81-86 The Other Engine type
87-93 The Other Long Range Weapon Type
94-00 The Other Short Range Weapon Type


They must have developed all of the techs available to them before starting research on the next EL.

All Inclusive Engine Proposal

Hull Code TM I1 Ic1 J1 Jc1
Sub2 1/8 (9) 1/16 (5) 1/16 (13) 1/8 (5)
Sub1 1/6 (9) 1/12 (5) 1/12 (13) 1/6 (5)
EX 2 ¼(8) 1/8 (4) 1/8 (12) 1/4 (4)
ES 2 1/3 (8) 1/6 (4) 1/6 (12) 1/3 (4)
CT 2 ½ (8) ¼ (4) ¼ (12) 1/2 (4)
FG 2 2/3 (7) 1/3 (4) 1/3 (11) 2/3 (4)
DD 3 1 (7) 1/2 (4) ½ (10) 1 (4)
CL 3 1.5 (6) 3/4 (4) ¾ (9) 1.5 (4)
CA 3 2 (6) 1 (4) 1 (9) 2 (4)
BC 4 2.5 (6) 1 1/4 (4) 1 ¼ (9) 2.5 (4)
BB 4 3 (5) 1.5 (3) 1.5 (8) 3 (3)
DN 5 4 (5) 2 (3) 2 (7) 4 (3)
SD 5 5 (4) 2.5 (3) 2.5 (6) 5 (3)
MT 6 6 (4) 3 (3) 3 (6) 6 (3)
MH 6 7.5 (3) 3 3/4 (2) 3 ¾ (5) 7.5 (2)
SM 6 9 (3) 4.5 (2) 4.5 (4) 9 (2)
LN 6 12 (2) 6 (1) 6 (3) 12 (1)
JG 6 15 (2) 7.5 (1) 7.5 (3) 15 (1)
Pro1 18 (2) 9 (1) 9 (3) 18 (1)
Pro2 24 (1) 12 (1) 12 (2) 24 (1)
Pro3 30 (1) 15 (1) 15 (2) 30 (1)
Pro4 36 (1) 18 (1) 18 (1) 36 (1)

SubC2 ½ (8) ¾ (5) ½ (12) ½ (5)
SubC1 ¾ (7) 1 (5) 1/3 (11) 2/3 (5)
CVE 2 1 (7) 2 (4) ½ (10) 1 (4)
CVS 2 1.5 (6) 3 (4) ¾ (9) 1.5 (4)
CVL 2 2 (6) 4 (4) 1 (9) 2 (4)
CV 3 2.5 (6) 5 (4) 1 ¾ (9) 2.5 (4)
CVB 3 3 (6) 6 (4) 1 ½ (9) 3 (4)
CVA 4 4 (6) 8 (4) 2 (9) 4 (4)
CVH 4 5 (5) 10 (3) 2 ½ (8) 5 (3)
CVN 5 6 (5) 12 (3) 3 (7) 6 (3)
ProC1 7.5 (5) 15 (3) 3 ¾ (7) 7.5 (3)
ProC2 9 (4) 18 (3) 4.5 (6) 9 (3)
ProC3 12 (3) 24 (2) 6 (5) 12 (2)
ProC4 15 (3) 30 (2) 7.5 (4) 15 (2)


The Sub and Pro Hulls are listed for the purpose of expanding the chart for the engine power. They are not actuall hulls and therefore have no TM’s.













Military Engines (I) specifics…
Generational…at HTL6 and HTL12
Each generation moves the engine power requirements down one hull size
Can warp transit transit
Can use (RAM)
Use base TM
Can use It and all it’s generational products.
Use current rules for EM
Can detune
½ MP (FRD) is crusing speed or suffer Burnout
I1 I2 I3
Cost: 10 20 30
Hull Space: 1 1 1
Is a military system


Tactical Engines (J) specifics…
Generational….At HTL-6 and HTL-12
Cannot Warp Transit
Cannot use (RAM)
Use base TM + 1 as TM
Cannot use It or it’s generational products
EM cost 1 additional MP per point after TM costs
Cannot detune
1/3 MP (FRD) is cruising speed or suffer Burnout
Take 5 times damage from missiles
J1 J2 J3
Cost: 20 40 60
Hull Space: 1 1 1
Is a military system

Commercial Engines (Ic) specifics…
Generational…At HT’s 6 and 12
Each generation allows the engine requirements equal one less (per generation) hull type than current (i.e. An for a JG using Ic1 (HTL-1) would need 15 engines per MP max of 1 MP, using Ic2 it would figure the engine power as if it were a LN ( 12 engines at max speed of 1) and with Ic3 it would use the SM line for engine power (9 engines at max speed of 2)
Can Warp Transit
Can use (RAM)
Use Base TM with warship and freighters
Use TM +1 for TM on Carrier hulls
Can use It and all it’s generational products
Use current EM rules
Cannot detune
No burnout
Ic1 Ic2 Ic3
Cost 4 8 12
Hull Space 2 2 2







Jump Carrier Engines (Jc) specifics…
Generational…at HT’s 6 and 12
Each generation allows the engine requirements equal one less (per generation) hull than current (i.e. As same as Ic example)
Warp Transit in a cone…..Exit cone is 3d10-3 from WP
Entrance of Cone is Jc1…1d10-1 from WP
Jc2 2d10-2 from WP
Jc3 3d10-3 from WP
One roll used to enter the WP, any roll greater than the physical distance from the warp point means the ship has transited)
No control can ever be gained over dispersion on exit..use current rules for exiting dispersion
Cannot use (RAM)
Use Base TM+1 for TM for warships and freighters
Use Base TM with Carrier Hulls
Use 1 additional MP per EM pt after TM cost
Cannot detune
No It usage
No burnout
Jc1 Jc2 Jc3
Cost: 8 16 24
Hull Space: 2 2 2

Drive Field Enhancer (Je) specifics…
Works only with J drives.
Generational….at HT’s 4, 7, 10 and 13
Je1 reduces missile damage to 4x and increases engine power by 1 hull size
Je2 reduces missile damage to 3x and increases engine power by 2 hull sizes
Je3 reduces missile damage to 2x and increases engine power by 3 hull sizes
Je4 reduces missile damage to 1x and increases engine power by 4 hull sizes and allows the ship to warp transit like I.
Cost: 50% of EC
Hull Space: 0 (marked on control sheet like (AM))
Is a military system

Transit Sheilding (TS)
HTL-13
Gives ‘old school’ Jc4 transit resistance to whatever ship mounts it.
Cost: 50% of totsl cost of ship
Hull Space: 0 (marked in sheet like (AC))
Is a military system
Zombee
AKA Dan Kochheiser
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