Revised Equipment Lists

Many items from the standard game were significantly different 100 years before the founding of the UPF. These items have been reclassified to match earlier technology as it might have been in this period. Some items have yet to be invented. Some are in the prototype stage, and others have been recently released.

The breakdowns below detail the specifications of computers, robots, weapons and body armor, standard equipment, and spaceship equipment. Aside from new specifications, normal AD & KH rules still apply except where noted.

Also note that all specs and prices given are according to Pale/New Pale technology and economics, as unified under Streel Incorporated. Mining Guild/PGC equipment will vary from these lists.

KH Equipment Specs

This section will define various spaceship equipment and rulings specific for this time period, as specified by the Streel, Inc. owned starship construction center located orbiting Pale (considered as a Class:III SCC).

Detailed here will be drives, weapons & defenses, and miscellaneous equipment. Related KH computer programs are covered in the COMPUTER section found one page back.

Drive Systems

Two types of propulsion are available during this era: chemical rocket drives for system ships and ion drives for starships. As of 100 PF atomic drives are merely in the reasearch phase and will not be made available to the public for at least another few decades.

Chemical Drives

Chemical drives burn solid oxygen, available at any docking station or SCC at the cost of 5Cr per unit. Fuel cost is doubled when taking off from a planetary atmosphere (based on stock fuel capacity only), and external tanks must be purchased for such duty. One external tank is required per drive in order to double the fuel capacity, price of the external tank is 250Cr per unit plus fuel. Tanks can be retained and refilled rather than disposed with no penalty, or removed and stored once docked at a space station. Note that when taking off from a planet, the entire external fuel supply is utilized in order to reach orbit (speed:0 hex/turn) and then the main supply is used for space travel.

As such, a ship equipped with chemical drives will have a maximum safe velocity, which can be calculated by figuring half the fuel capacity allocated per drive divided by the fuel consumption rate. This figure represents the number of 10,000km hexes the ship may travel per turn when using the fold out map from the KH boxed set. Note that if a ship accelarates beyond this maximum safe velocity, it will not have enough fuel to decelerate at its destination.

MSV = ½fuel capacity / FCR

Internal fuel capacity can be upgraded up to ten times times in sequence, doubling the cost for each consecutive upgrade. The first time costs 1,000Cr and doubles the original fuel capacity per drive, the second costs 2,000 credits and triples the original capacity, the third upgrade is 4,000 credits and quadruples the original capacity. 8,000cr gets you quintuple the capacity, and 16K credits sextuples the capaicty. 32Kcr nets you septuple capacity, 64Kcr octuples capacity, and 128Kcr nonuples the capacity. 256 gets you the maximum decuple (10X) capacity.

Thus, it would cost 15K credits to quinuple the original capacity (five times the capacity). Note that it gets quite expensive at the higher capacities, high velocity comes with a price. External tankage can not be increased, as this is solely for lifting off from an atmosphere. However, ships launching from an orbital station may factor the external tankage into their MSV. It should be noted that anything five times or more will start chewing into cargo and passenger capacity.

Note that the ADF for a ship equipped with the specifed amount and size drives will be 1. This can be increased by a factor of 1 by doubling the number of drives when applicable (no more than eight drives of any type are permitted, so in cases where doubling the number of drives exceeds eight this increase is not possible), which increases fuel capacity and consumption. Also, supercharged chemical drives have been recently made available which increase ADF by a factor of 1, which can be consecutively figured in (re: a ship that requires two A drives can have four SC drives with an ADF of 3). SC Chemical drives are only available through a military contractor and are double the standard price. Note that doubling the number of drives can only be performed once for increased acceleration by a civilian contractor, further doubling will have no effect unless performed by a military contractor. Again total number of drives must be observed for such increases. Due to the high cost of these perfromacne modifications, unless the players are operating under a corporate or military contract, for the most part any chemical thruster powered civilian vessel will have the standard allotment of drives and corresponding ADF of 1. These game mechanics have been introduced to depict what is possible in the absence of atomic drives rather than what is probable for common use.

Also noteworthy is the deck arrangement of system ships. Streamlined craft (available for system ships up to HS:5) will typically have their decks parallel to the main axis so as to permit movement when on the surface. Larger craft will typically (but not always) have the decks arranged perpendicular to the main axis. The bulk of a system ship's travel time will be spent coasting at zero G, as it will spend less time accelerating to the maximum safe velocity (or any other desired travel speed) than it will coasting along to its destination. Larger craft boasting higher fuel capacities will spend a little more time accelerating than their smaller counterparts, and as such at ADF:1 the crew can travel about the craft under such conditions...but once the desired travel speed is reached it will spend the bulk of the trip in zero G coasting.

Also note that if a ship accelerates past 200 hexes per turn, it will enter the void...but this is unlikely to happen on system ship designs considering the enormous fuel capacities and consumption rates. However, assuming if those prohibitive fuel capacity modifications could be made (remember, it would need fuel to decelerate on the other end), it would possible to convert a system ship into a starship. Realize this is merely a theory, not a rule. Also note that even if the theory could be realized, it is much more cost efficient to use the Ion drives for such duty.


EngineSize Fuel Capacity     Fuel Consumption Rate  Cost*
         A12u x HS per drive1u per ADF point expended per drive 25,000Cr
         B24u x HS per drive2u per ADF point expended per drive 50,000Cr
         C48u x HS per drive4u per ADF point expended per drive100,000Cr
* price is the same regardless of SCC size


Ion Drives

Ion drives burn liquid hydrogen (aka L-Hyd), available at any docking station or SCC at the cost of 5Cr per unit. However, an ion drive can burn pretty much any other fuel source incurring a penalty of ½ the base ADF (under most conditions, that translates to accelerating by one hex every other turn unless performance has been modified).

All Ion drives burn L-Hyd at a rate of one unit per ADF point expended. Thus, an interstellar trip would take a minimum of 402 units to complete: accelerating up to the sub-jump velocity of 200 hexes/turn, nudging the craft into the void by accelerating once more, followed by void exit decelration of one, and then resuming normal deceleration of 200 hexes thus coming to a complete stop.

Prototype ion drives are in the works that can scatter the ion field around the ship's entire hull rather than directing it aft as thrust, creating a radar jamming window. However, this hasn't been made available to the public yet as it is still in the experimental stage, there are still a few bugs that need to be worked out. Like the chemical drives, these game mechanics illustrate what is possible rather than probable...in no way should a party have access to the modified "window" ion drives.

Engine Size  Fuel Capacity  SCC:I price  SCC:II price  SCC:III price
       A    1,000u  50,000Cr  75,000Cr  100,000Cr*
       B    2,500u  75,000Cr 100,000Cr       n/a
       C    5,000u 100,000Cr      n/a       n/a
* applicable only to Streel, Inc. owned/produced vessels, treat as n/a for any other application 

Weapons & Defenses

There are five basic weapon systems currently in production: laser cannons, omni-directional lasers, rockets, striker missiles, and torpedoes. Rockets and striker missiles can be fired from fixed mounts or omni-directional systems. Torpedoes are relatively new and utilize homing technology and should not be made available to civilians.

Computer programs are detailed in the COMPUTERS section, and are only listed here as some systems use a variation of the program.

WEAPON SYSTEMS

WeaponRangeDamageRestrictionsDTMCombat Table EquivilentMHSprogramsize, m3Price
Forward Firing Rocket Launchers32d10FF, MPO, LTD-10AR*1FFR (1)1010,000Cr
Laser Cannon (MK 1)41d10FF, RD0LC1LC (1)253,500Cr
Laser Cannon (MK 2)61d10 +5FF, RD0LC5LC (2)507,500Cr
Laser Cannon (MK 3)92d10FF, RD0LC10LC (3)7015,000Cr
Laser Turret41d5FF, RD0LB2LB (1)254,000Cr
Laser Battery81d10FF, RD0LB4LB (2)305,000Cr
Rocket Battery32d10LTD-10RB5RB (2)4010,000Cr
Striker Missile Rack41d10 +2FF, MPO, LTD-20AR1SM (1)55,000Cr
Torpedo43d10MPO, LTD-20T5T (1)8020,000Cr
Warhead Launcher Turret4SMMPO, LTD-10AR4WL (2)3010,000Cr
* no head-on bonus


Ammunition
ProjectileSize, m3Cost
Rocket Salvo102,500Cr
Striker Missile52,500Cr
Torpedo2510,000Cr
Rocket Salvos may be loaded into either FFR launchers or Rocket Batteries, Striker Missiles may be affixed to SM racks (2 per rack) or Warhead Launcher Turrets (up to six per turret).



DEFENSIVE SYSTEMS

Defenseprotects againstMHSsize, m3Priceprogram
Reflective HullLasers1n/a300Cr x HS --
Masking ScreenLasers4155,000Cr --
ICM Launcher*Projectiles51510,000CrICM (3)
*An ICM launcher holds up to two missiles

Defensive System Consumables
Itemsize, m3Price
MS charge (water)25varies
Interceptor Missile51,000Cr

COMPUTERS

Computers in 100 PF weren't as powerful as the modern day versions in the Alpha Dawn/Knight Hawks rules. The mainframes were larger in size and had smaller memories, and programs took up more memory space.

As such, it is very easy to max out a mainframe computer when creating the specifications compared to normal modern day grade stats. Because of this, multiple linked mainframes may become neccesary to accomplish what a single modern mainframe would normally do. In order to interlink multiple computers, a Bureaucracy program will be needed at a level equal to the number of computers linked (of course if a higher level Bureaucracy program is called for to link several programs, the higher level program will apply). If more than six computers are needed, a second program must be added after the level 6 program is utilized (re: you must have a LVL:6 program and a new program for additional mainframes, rather than using a level 4 and a level 3 program). The Bureacracy program must be loaded into each mainframe that will be linked, hence if two mainframes are linked each must have an individual LVL:2 Bureaucracy program loaded.
 
LEVEL  function pointsMass(kg)/SP 
    1           1-7           5/2
    2          8-15         10/5
    3         16-35       25/15
    4         36-75      120/75
    5        76-150     350/250
    6       151-300    1000/600



AD Computer Programs - fp per level (all programs cost 500Cr x fp)

Program 1 2 3 4 5  6
Analysis248163264
Bureaucracy312 244896
Commerce416 3264128
Communication48163264128
 Computer Security312 244896
 Industry416 3264128
 Information Storage312 24 4896
 Installation Security416 32 64128
 Language216 3264
 Law Enforcement510204080160
 Life Support510204080160
 Maintenance612244896
 Robot Management 3612244896
 Transportation 48163264128



KH Computer Programs - fp per level (all programs cost 500Cr x fp)

Program123456
Alarm248163264
Computer LockOut248163264
Damage Control3612244896
Drive - Chemical4816------
Drive - Ion----163264--
Interceptor Missile----16------
Forward Firing Rocket4----------
Laser Battery510--------
Laser Cannon4816------
Rocket Battery--8--------
Striker Missile5----------
Torpedo4----------
Warhead Launcher--10--------


Miscellaneous Special Purpose Programs

ProgramLVL/fp
Agriculture  1/4
AtmoProbe  2/6
Cargo Arm  2/6
Guidance/Analysis 3/12
Laboratory (any) 3/12
Landing Drone 3/12
Mining - Excavation  2/6
Mining - Processing (OPL) 4/16
Mining - Processing (MR) 4/24
Remote Probe  2/6


Astrogation Equipment - price of equipment & program
Ship TypeEquipmentProgram LVL/fp
Shuttle    500      1 / 4
System Ship   2,500      2 / 8
Starship   7,500      4 / 32
Starship, Deluxe  50,000     6 / 128
an equivilent level Analysis program is required for Astrogation


Life Support - price of equipment & program
Number SupportedEquipmentProgram LVL/fp
1-21501 / 1
3-62501 / 2
7-124501 / 2
13-207501 / 3
21-351,2501 / 3
36-602,5001 / 4
61-1004,5001 / 4
101-2009,0001 / 5
201-50015,0001 / 5
501-100030,0002 / 10
for every 1000 additional beings double equipment price and use the next level LS program

ROBOTS (work in progress)

Robots also aren't quite as advanced in 100 PF although they still follow most of the rules pertaining to modern play. Anthropomorphic bodies are a rarity as are certain other modern modifications. For the most part the automatrons are completely electric, although some of the heavier chassis models (heavy duty track mobile type bots) can be found with a gas engine powering the drivetrain.

Robotics list TBA

VEHICLES (work in progress)

Vehicles are significantly different in 100 PF. For one thing, internal combustion engines are still somewhat common, what with uber-efficient electric motors only making the scene in recent decades The civilized worlds of Truane's Star are not ready to give up the performance from their gas burners, which have progressed to decent efficiency without much in the way of resulting pollution like their predecessors were so guilty of. The gas engines burn "clean fuels" such as hydrogen and propane. However, the occasional petroleum burning engine can still be encountered from time to time, usually in the hands of antique enthusiasts following the strict regulations of such vehicles.

List of vehicles TBA

Weapons & Armor

Ranged Weapon Table

Weapon Price Mass Damage Ammo SEU Rate Defense PB E 
Stun Gun  400   2stun* PowerClip  A-S412------ 
Laser Pistol   500   5d10/SEUBeltpack 1-5 Albedo 15 40 75 150 
Laser Rifle 1000  10d10/SEU Backpack 1-10 Albedo 10 30 80 150 300
Heavy Laser 6000  50d10/SEU Parabattery 10-20 1Albedo -- 75 350 750 1500 
Automatic Pistol   150   2d10/3d10 20 rounds -- 1/5 Skein 12 25 60 120 
Automatic Rifle   250   4d10/6d10 20 rounds -- 1/10 Skein 25 50 120 240 
Sniper Rifle  200   45d10 5 rounds --  1Skein 50 100 200 400 800 
Machine Gun  1800  208d10 100 rounds -- 10 Skein 15 50 150 300 600 
Gyrojet Pistol   150   22d10 9 rounds -- Skein -- 30 60 125 
Gyrojet Rifle   250   53d1012 rounds -- Skein -- 560 120 250 
Grenade Launcher    350  +2grenade  1 bullet--  varies -- 10 20 40 80 
Grenade Rifle   600   4grenade  1 bullet--  varies -- 20 40 75 150 
Rocket Launcher 4200  1512d10 1 rocket--  Skein -- 50 150 350 750 
Grenade, Doze   Sleep -- -- STA 10 15 25 50 
Grenade, Frag  7d10 -- -- RS 51015 25 50 
Grenade, Incindiary   3d10 + d10/3 turns -- -- 1RS 10 15 25 60 
 Grenade, Smoke  -10 to hit -- -- IR** 10 15 25 60 

* Roll current Stamina or less to avoid sleep or stun
** lnfra-red goggles will allow the wearer to see through smoke


Melee Weapons

WeaponDamageModifierDefensePowerSEUMassCost
Axe2d10+5Skein----18
Bottle/Mug1d5--Skein----1--
Brass Knuckles1d10--Skein------5
Chain/Whip1d10-5Skein----110
Chair1d10-15Skein----1--
Club1d10-5Skein--------
Electric Sword4d10/stun*+10--/A-SPowerClip2/hit275
Knife1d10+5Skein------5
Nightstick2d10+5Skein----110
Pistol Buttd10-10Skein--------
Pole Arm4d10-10Skein----420
Rifle Butt2d10-5Skein--------
Spear/Bayonet2d10+15/-5Skein----1--
Spray Hypospecial**-20STA----15
Stunstick3d10/stun*+5--/A-SPowerClip2/hit140
Sword3d10+10Skein----215
Vibroknife2d10+5SkeinPowerClip1/hit115

* If set on stun, the target is stunned for d100 turns unless he rolls his current Stamina or less on d100. Stuns have no effect on anyone with an anti-shock implant.
** The effect depends on the drug used; see Skills; Medkit