Tuesday, March 15, 2011

Travel

Transport:

All transport, for the sake of brevity unless stated otherwise, takes 1 week from the order inception point (Sunday) to the next impulse of the campaign (Sunday).

Player owned transport may be used if it is possessed. In such an event it costs 100,000cr for every docking collar used.

From Outreach, Players may lease combat dropships at the cost of 0.1% of the value of the craft being leased for the duration of their campaign. In addition the player must pay for all damages to the leased craft. These craft will always operate under forced withdrawl rules. At the GM’s discretion they will avoid unnecessary combat were possible.

Civilian transport to and from combat zones costs 1,000cr per ton being shipped. Civilian transport is non-combat only and requires an operating starport for arrival. Upon arrival, player must roll 2d6. On a 5+ the cargo ship arrived and the player may use all assets. On a 2, the ship and cargo is missing in transit. The player will keep rolling every week even if the combat zone has for some reason changed. Undeliverable cargo will be at the discretion of the GM (most likely seized in the combat zone by the power with air superiority).

Emergency Evacuation can be purchased at the discretion of the GM. These craft are randomly selected and are assumed to charge 1% of the value of the craft available for emergency extraction. In addition the player must pay for all damages to the leased craft. These craft will always operate under forced withdrawl rules.

As an example, ferrying an assault lance of 4 Atlases at 400 tons would cost $400,000 to ship through civilian lanes. A Leopard Dropship ($171,385,128) would cost $171,385 to lease, plus a docking collar fee of $100,000 for a total of $271,385. However, getting that same dropship’s use, should it be available, in an emergency would cost $1,713,851 plus any extra fees such as docking collar fees and repairs.

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