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drawingboard:externals:externals [2024/05/31 15:59] tailkinkerdrawingboard:externals:externals [2024/05/31 16:09] (current) tailkinker
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 At this stage, you should have the general shape of your vehicle.  You should have a modified Volume, Area and Linear values.  Now it's time to put the hull together. At this stage, you should have the general shape of your vehicle.  You should have a modified Volume, Area and Linear values.  Now it's time to put the hull together.
 +
 +There are two primary external features you will have to worry about:  [[drawingboard:externals:endostructure|Endostructure]] and [[drawingboard:externals:armour|Armour]].
  
 <WRAP info> <WRAP info>
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 </WRAP> </WRAP>
  
-====== Mass, Volume and Cost ======+===== Mass, Volume and Cost =====
  
 Mass is generally given in kilograms or in tonnes, and will be indicated as such.  For those from the United States, there are 1,000 kilograms in a tonne.  Remember to convert as needed.   Mass is generally given in kilograms or in tonnes, and will be indicated as such.  For those from the United States, there are 1,000 kilograms in a tonne.  Remember to convert as needed.  
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 Cost is given in imaginary currency values, represented by the symbol **₠**.  One ₠ is about enough to buy a loaf of bread. Cost is given in imaginary currency values, represented by the symbol **₠**.  One ₠ is about enough to buy a loaf of bread.
  
-===== Endostructure ===== 
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-This is the part of your vehicle that holds the vehicle together.  For most vehicles, this is an external skeleton, wrapped with enough material to hold it all together. 
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-To determine the quality of your endostructure, consult the table below. 
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-^TR  |  -5  |  -4  |  -3  |  -2  |  -1  |  0  |  +1  |  +2  |  +3  |  +4  |  +5  | 
-^Mass  |  50kg  |  45kg  |  40kg  |  30kg  |  20kg  |  10kg  |  7.5kg  |  5kg  |  5kg  |  3.75kg  |  2.5kg  | 
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-Decide how much Structural Strength you want.  A higher Structural Strength will result in the vehicle being able to absorb more damage, and resist stresses due to high-speed turns or deep diving, but will eat into your available mass rather quickly.  A value of 2 is good for most civilian applications;  most military applications will want 4 or more.  A value of 15 is the practical limit. 
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-Multiply your Area by the Mass value for your structure, and then by your Structural Strength value.  This gives the mass of your endostructure.  To find the cost, multiply your Area by the Structural Strength value, and then by ₠25. 
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-==== Materials Quality ==== 
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-You can install a lower-quality structure to keep the price down.  Increase the final mass of your endostructure by 50%, but cut the cost in half. 
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-You can also install a higher-quality structure to reduce the mass.  Halve the final mass of your endostructure, but multiply its cost by //five//. 
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-==== Structural Considerations ==== 
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-If your vehicle has wings, multiply the cost of the endostructure by ten.   
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-If your vehicle is a submarine, double both the mass of the endostructure and its cost. 
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-If your vehicle has streamining better than Low, find the cost multiplier on the [[drawingboard:fundamentals:hull_shape#Streamlining]] table. 
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-==== Hull Points ==== 
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-Hull Points are a measure of the damage that the vehicle can absorb and still be able to function.  If a vehicle's hull points are depleted, the vehicle will be destroyed. 
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-To find the vehicle's hull points, multiply its Area value by its chosen Structural Strenth, and the muliply by 4.  Drop fractions. 
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-If your vehicle is a walker, use it's hull-only Area modifier to calculate its body hull points.  Then do the same for its legs, using the individual Area value worked out when you selected the leg.  If a leg loses all of its hull points, it is blown off, and the vehicle will be slowed or immobilized. 
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-If you want to know the hull points of your wings, find the amount of Area you added specifically for wings.  Work out the wing's hull points based on that area, then divide by your total number of wings before dropping fractions.  Remember to subtract the hull points for the wings from your total hull points.  If a wing loses all of its hull points, it will be blown off, and the vehicle will likely no longer be able to fly. 
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-===== Armour ===== 
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-Armour is really heavy!  Most vehicles won't need any armour;  only those that expect to face weapons fire should worry about it. 
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-Consult the table below to find the mass of armour at your Technology Rating. 
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-^TR  |  -5  |  -4  |  -3  |  -2  |  -1  |  0  |  +1  |  +2  |  +3  |  +4  |  +5  | 
-^Mass  |  10kg  |  10kg  |  10kg  |  7kg  |  6kg  |  2.5kg  |  1.5kg  |  1kg  |  60g  |  40g  |  25g  | 
-^Cost  |  ₠2.5  |  ₠2.5  |  ₠2.5  |  ₠20  |  ₠20  |  ₠20  |  ₠50  |  ₠100  |  ₠100  |  ₠100  |  ₠100  | 
-^Material  |  Wood  |  Wood  |  Wood  |  Metal  |  Metal  |  Metal  |  Plastic  |  Sci-Fi  |  Sci-Fi  |  Sci-Fi  |  Sci-Fi  | 
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-Choose how much Damage Reduction you want your vehicle to have.  Every point of Damage Reduction will decrease incoming damage from each attack by one point.  Take a look at the sort of damage inflicted by weapons to see how much you want to install.   
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-Multiply that Damage Reduction by the Area of your vehicle.  That is the total volume of armour, in liters, you want to install. 
  
-Multiply that volume of armour by the Mass and Cost values for your Technology Rating to find the total Mass and Cost of your armour. 
drawingboard/externals/externals.1717171152.txt.gz · Last modified: by tailkinker