Subject: Aerotech
Date: Tue, 07 Jul 1998 18:33:48 -0400
From: Halliday Chris
To: dtwill@frognet.net
These come from the Black compendium because they have lvl 2 stuff
also...
Step 1:choose technology base; I.S., or Clan
Step2: Determine tonnage. Pretty simple
Step 3: Determine engine rating
Aerospace fighter: Engine rating = (tonnage)*(thrust - 2)
Conventional fighter: Engine Rating = tonnage*thrust
conventional fighters can use fusion engines, or turbine engines.
Turbine engines weigh twice as much as fusion.
Conventional fighters with fusion engine must add extra
shielding...equal to half the weight of the engine.
Aerospace fighters must use fusion engines...but these can be XL.
Step4: Determine fuel. Conventional fighters get 30 thrust points per
ton of fuel. aerospace fighters get 15 points per ton.
Step 5: Add cockpit(AEROSPACE only)
The cockpit weighs 3 tons, and provides 10 points of protection.
Step 6: Add control components(CONVENTIONAL only)
These components weigh 10% of the fighters tonnage. If VTOL capability
is desired...the tonnage is 15% of the fighters weight.
Step 7: add extra heat sinks.
Aerospace fighter engines come with 10 free heat sinks. More may be
added...and depending on engine size...these may be "hidden" in the
engine.
Conventional fighters should have heat sinks equal to the max heat
generated by firing all energy weapons. fusion engines come with 10
built in...but turbine engines come with none, and each heat sink must
be added. Turbine fighters also require power amps for energy weapons
in a ratio of one ton for every ten tons of energy weapons mounted.
Step 8: add armour.
conventional fighters may carry one point of armour per ton of fighter.
Each ton of armour provides 16 points. this armour may be ferro
aluminum(exactly like ferro fibrous) Ferro aluminum armour requires the
player to reduce the max amount of weapons carried on each wing by 2.
Aerospace fighters can have as much tonnage devoted to armour as
desired...and it may be ferro aluminum also...with the same restriction
as noted above.
step 9:Add weapons/ammo/equipment.
step 10:allocate armour
divide the armour points between the following locations:
Cockpit
Left wing
Right wing
Nose
Fuselage
Engine
Step 11: complete the record sheet. Each location on the
fighter(except cockpit) has 6 spaces with which to hold weapons and
ammo. Except the Fuselage which can mount 2 rear firing weapons...or
ammo.
There you go...you're all set to make a fighter. : )
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