3. Select Hull(Revised, removed double hulls as CATs)CAT | Material | TL | Volume Factor | Cost Mult. |
XI | Steel | 12 | .02 | 1.0 |
XII | Reinforced Steel | 14 | .03 | 1.5 |
XIII | Titanium | 15 | .02 | 1.5 |
XIV | Reinforced Titanium | 15 | .03 | 2 |
XV | Crysteel | 17 | .02 | 3.0 |
XVI | Reinforced Crysteel | 17 | .03 | 4.5 |
XVII | Fullerene | 19 | .01 | 8.5 |
XVIII | Reinforced Fullerene | 19 | .015 | 15 |
XIX | Collosium | 24 | .04 | 50 |
XX | Neutronium | 29 | 0.001 | 200 |
Multiple Internal Hulls(before superior alloys)Internal hulls are used to prevent damage to internal spaces. This prevented loss of cargo, sinking, and other calamities. Each hull provides a +10DB at the cost of volume & mass.
NOTE: Internal hulls provide reinforcement equivalent to the Mass Hull Factor.Number | DB | Volume/Cost | Mass/Reinforce |
0 | +0 | 1 | 1 |
1 | +10 | 2.2 | 1.9 |
2 | +20 | 3.3 | 2.8 |
3 | +30 | 4.4 | 3.7 |
Number = Number of Internal Hulls
DB= Defensive Bonus
Volume/Cost = Volume & Cost Hull Factors
Mass/Reinforcement = Mass & Reinforcement Hull Factors
Hull Volume (Vol. of vehicle) x (Vol. Factor) x (Hull Factor)
Hull Mass(Vol. of vehicle) x 0.05 x (Hull Factor)
Hull CostMass x 100 x (total cost multipliers)
Options:Partial Internal HullsMarine vehicles that are intended to operate on the surface are more concerned with damage below the waterline. A vessel like this only has internal hulls slightly above their waterlines. Divide the Hull Factors by 2. DB only applies to attacks against the area with internal hulls.
Filled VoidsThe area between the hulls is called a void, but it can be filled with various substances to reduce damage further. However, filled voids increase cost and time to maintain or repair the hulls. A void can only filled with one substance. (Modern marine military vessels use easily accessible voids as additional stowage, and fill none of the voids as this would affect buoyancy). Add .2 to Mass Hull Factor and Cost Hull Factor for each layer of voids filled, this does not affect Reinforcement Hull Factor or Volume Hull Factor.
Ballistic: +10 vs. Ballistic (Piercing) weapons
Explosive: +10 vs. Explosive (Blast & shrapnel causing) weapons)
Thermal: +10 vs. Laser & Blaster weapons
GM Option: This bonus can also be applied as a negative vs. the applicable critical.NOTE:
If multiple substances are used, either by using different substances in different voids (checker boarding the voids)or by mixing, divide the bonus given by the number of substances. If there are more then one internal hulls, then each layer of voids can have different fills and retain the full bonuses. Superior AlloysChange Table to add Reinforcement Factor. Reinforcement Factor is half of Cost MultiplierReinforcement(Replace second paragraph)The reinforcements necessary depend a great deal on the CAT of the hull and any hull improvements. Existing hull improvements from superior alloys and internal hulls will reduce the amount of reinforcement necessary. To determine how much reinforcement the vessel needs, Use the vehicles Mass and CAT number to find Reinforcement percentage. Multiply this by the number of Gs and subtract the Superior Alloy Reinforcement Factor and the Internal Hull Mass Factor. If the result is 0 or negative, you do not have to add reinforcement. If it is positive, multiply the Volume of the ship by this value to find the volume of the reinforcement, then do the same with the mass to find the mass of the reinforcement.
Reinforcement(Reinforcement for Acc.) x Gs – (Sup. Alloy RF) –(Int. Hull Mass Factor)
Mass of Reinforcement(Vehicle Mass) x Reinforcement
Volume of Reinforcement(Vehicle Volume) x Reinforcement
Cost of ReinforcementReinforcement x Mass x 100