Pre-emptive apology for any heads exploding, this is a work in progress, so any input towards game balance and the like is appreciated.
I noticed the RAW state that you can only have a single bridge… for those of us who've spent time in an actual Naval capacity, I couldn't help but wonder why, considering things like modern aircraft carriers would have the equivalent of both a command bridge and a flight bridge… cruisers, would have a command bridge, a much smaller flight bridge since they carry only one or two helos, and, in the RAW, a ship master's bridge (though under a different name.) Soooo, I "fixed" it by adding the Ops Center. I tried balancing out the increased bonuses by making the various sub-components both rare and expensive, and making it to where all subcomponents share the same damage state, as it acts as a single component otherwise.
And again: I'm just now starting to beta-test these ideas, so if anyone has comments or suggestions, I welcome them.
So, my plans along these lines (Sans flavor text, some of which has already been written and can be supplied on request):
R = Raider, F = Frigates, LC= Light Cruiser, C = Cruiser, GC = Grand Cruiser, T = Transports
name - component class - requirements (Power/Space/SP)
Replace
Combat Bridge (Tech use for repair +10) - Essential Component - T,R,F (1/1/0), LC, C (2/2/0)
with:
"Damage Control Central (Tech use for repair +10) - Supplimental component - T,R,F (1/1/0), LC, C (1/2/0), if a fire suppression system is present, permanently increase morale by 2, as this component symbolizes an organized effort to bring everyone back home alive.
Replace
Armored Bridge (On damage, roll 1d10, remains unharmed on 4+) - Essential Component - R, F (2/2/0), LC, C (3/2/0)
with
"Armored" The ship's bridge or operation's floor is reinforced with additional armor. If damaged, roll 1d10, remains unharmed on 4+) - Upgrade - (0/1/1) -- may be taken twice (covers both the bridge and the ops floor)
Add:
Loadmaster's Office - Supplimental component
In charge maintaining the center of gravity for the ship, the loadmaster handles cargo placement and proper use of the ship's voids.
T (2/1/0) - +5 maneuverability, +20 AP for trade objectives.
R,F (1/1/0) - +3 maneuverability, +10 AP for trade objectives.
LC, C (1/1/0) - +2 maneuverability, +10 AP for trade objectives.
*NOTE: I have not decided how aquisition for the Ops floor will work. Given that the idea is that it is supposed to be modular, I'm thinking you can aquire the individual equipment separately, but must have a yard period to install any of it, where the time needed is equal to the final SP of the Ops Floor, not just the components being installed. This would represent changes in layout and equipment.
Operations Floor - Supplimental component - (*/*/*+1 SP) (*=Determined by subcomponents installed)
Operations floor bonuses do not stack with bonuses from ship's bridge. Only the larger of the two apply.
If the Operations floor becomes damaged, unpowered, or exposed to the vacuum of space, all subcomponents share that damage state.
Redundant cogitation capability is eliminated as additional subcomponents are installed, -1 power at 2,4, and 5 subcomponents.
Overlapping personnel are eliminated as additional subcomponents are installed, -1 space at 3,4,5 subcomponents.
Ops floor subcomponents are not subject to craftsmanship rules. Only one subcomponent from each category may be installed.
Requires at least a Crack crew to operate.
Bonus steps: 1->3->5->7->10->13->15
(CIC)
Combat Information Center - Supplimental component - Ops floor subcomponent (1/1/1) - Rare
Primary: +3 BS
Secondary: Attacks made with (select one) torpedos, ballistic macrocannons (ie. energy based systems do not benefit), or missiles have the primary bonus increased by one step.
Combat Information Center (Advanced) - Supplimental component - Ops floor subcomponent (1/2/1) - Extremely Rare
Primary: +7 BS
Secondary: Attacks made with (select two) torpedos, ballistic macrocannons (ie. energy based systems do not benefit), or missiles have the primary bonus increased by one step.
(Flight Ops)
Flight Operations Center - Supplimental component - Ops floor subcomponent (2/2/1) - Very Rare
Tests to ready new squadrons auto-pass.
Primary: Command tests w/attack craft +3
Secondary: When using (pick one) fighters, bombers, assault craft, increase primary bonus by one step.
Flight Operations Center (Advanced) - Supplimental component - Ops floor subcomponent (2/2/1) - Near Unique
Tests to ready new squadrons auto-pass. Trade objectives involving ground to orbit operations gain 25 AP.
Primary: Command tests w/attack craft +5
Secondary: When using (pick two) fighters, bombers, assault craft, increase primary bonus by one step.
(TOC)
Tactical Operations Center - Supplimental component - Ops floor subcomponent (1/1/1) - Rare
All ground forces in communication count as having a multicompass. Ground units attached do not suffer the effects of 'surprised' while advancing.
Primary: When engaging in orbital strikes, BS vs ground targets +3
Secondary: When employing (choose one), infantry/armor, artillery, or air power, increase their base power by 1. This represents superior, timely intelligence acting as a force multiplier.
Tactical Operations Center (Advanced) - Supplimental component - Ops floor subcomponent (2/1/1) - Extremely Rare
All ground forces in communication count as having a multicompass. Ground units attached do not suffer the effects of 'surprised' while advancing.
Primary: When engaging in orbital strikes, BS vs ground targets +7
Secondary: When employing (choose two), infantry/armor, artillery, or air power, increase their base power by 1. This represents superior, timely intelligence acting as a force multiplier.
(ComOp)
Steps pri:system/+15, cluster/+25, subsector/+50 Steps sec: PF +1, +2, etc. Aquisition +5, +10.
Commerce Operations - Supplimental component - Ops floor subcomponent (1/1/1) - Rare
Primary: Capable of tracking and storing supply/demand data and commodity prices in the current system - +15 AP to trade objectives
Secondary: (Choose one) When engaging in endeavours with a trade, add +1 profit factor, all aquisitions for ship components within the current system have their penalty reduced by one half step (rare, normally -10 becomes -5), all aquisitions for non-ship equipment within the current system have their modifier increase by 5 (rare, normally -10 becomes -5)
Commerce Operations (Advanced) - Supplimental component - Ops floor subcomponent (1/1/2) - Extremely Rare
Primary: Capable of tracking and storing supply/demand data and commodity prices in the current cluster - +25 AP to trade objectives (GM Discretion, may add an additional +1 profit factor to all endeavors)
Secondary: (Choose two) All aquisitions for vehicles within the current system have their modifier increase by 5 (rare, normally -10 becomes -5), all aquisitions for ship components within the current system have their penalty reduced by one half step (rare, normally -10 becomes -5), all aquisitions for non-vehicle equipment within the current system have their modifier increase by 5 (rare, normally -10 becomes -5)
(ADP)
Ships Cogitation - Supplimental Component - Ops floor subcomponent (2/1/1) - Extremely Rare
Primary: Increase all non-ADP primary bonuses from the Ops Floor by one step.
Secondary: Select one non-ADP subcomponent, increase the number of choices for it's secondary characteristic by one.
Ships Cogitation (Advanced) - Supplimental Component - Ops floor subcomponent (2/1/2) - Unique
Primary: Increase all non-ADP primary from the Ops floor by one step.
Secondary: Select two non-ADP subcomponents, increase the number of choices for it's secondary characteristic by one.
Ships Cogitation (Archeotech) - Supplimental Component - Ops floor subcomponent (2/1/A) - Archeotech
Primary: Increase all non-ADP primary from the Ops floor by two steps, all secondary bonuses by one step.
Secondary: All non-ADP subcomponents increase the number of choices for their secondary characteristic by one.
Search and Rescue (Extended action) - Reduce crew/morale loss from depressurisation by 1, min 1; from hull breaches by 10%.
Take her as a prize, boys (Extended action) - Boarding action with intent to seize the ship. Treat as mass-combat per BFK rules (Pg. 121). Two units involved, defending crew and boarding party. Set unit strengths appropriately -- e.g. defending ship starts with 100k crew but has only 10 crew population points left. This equates to 10,000 living crewman, or 1000 unit strength. Set morale by ship's morale score. Calculate and apply any penalties for the defenders (ie. convert crew %age to actual numbers, set apropriately as defending crew unit strength), defending crew gains +5 BS and 1 unit armor, representing home field advantage. If surrender is not an option, defenders gain +20 on morale checks. So long as the boarders push the attack, the defending unit counts as in-contact and cannot disengage.
*Additional rules for unit types will follow, until then, using basic infantry may or may not work. GM discretion is advised.*