Any Ship may be scrapped at no cost, and at no benefit. It's gone.

Note: Optional Rule.

Instead of scrapping used parts you may take on some extra paperwork.

Whenever any Ship component is still working 100%, and is removed,

it can be put in Ordinary (mothballed) . It can be reused w/o having

to pay for a new one. When used, it's noted & removed from the Ordinary.

All mothballed parts pay the annual Ordinary 1% Maintenance Fee,

but there are no extra costs to 'recommission' them, except as below.

If used for a Critical Repair or a Refit, only the 50% (of new cost) fee for

labour is charged for PP, JDrive & MDrive ( Major part) reuse. With

all other (Minor Part ) changes , it costs only the 10% (of new cost) fee.

(TCS pp.34)

If any undamaged part (above) re-used in a new build of the same Ship

Class there is no fee.

If re-used in a new build of an 'identical Tonnage' Ship, but not of the

same Class, there is no fee for Minor Parts, and only a 10% (of new

cost ) fee for PP, JDrive & MDrive ( Major part) reuse.

If re-used in a new build of any other type Ship, there is the 10% fee

for Minor Parts, and but a 50% (of new cost ) fee for PP, JDrive &

MDrive ( Major part) reuse.

Example: Ten stored triple Laser turrets originally removed from a

Turkey class, 20,000T war Ship, are Reused in a 20KT freighter.

The cost is 0%.

Example: Stored Jump-1 Drive originally removed from a Turkey class,

20,000T war Ship, is Reused in a Turkey class, 20,000T war Ship.

The and the cost is 0% of the cost for a new J-1 Drive for the new Ship.

Example: Stored Jump-1 Drive originally removed from a Turkey class,

20,000T war Ship, is Reused in a 20KT freighter. The cost is 10%

of the cost for a new J-1 Drive for the new Ship.

Example: Stored Jump-2 Drive originally removed from a Butterball class,

50KT war Ship, is Reused in a 20KT freighter. The new Ship is now a

J-5 (Jump # x old Ship size / new Ship size) Ship and the cost is 50%

of the cost for a new J-5 Drive for the new Ship,

UNLESS J-5 IS ABOVE YOUR CURRENT TL,

then you have a working, but over-sized, J-Drive of your best range at

your TL. (If J-3 is your best, it's a J-3, & the cost is based on J-3)

## Wednesday, January 2, 2008

## Tuesday, January 1, 2008

### In Campaign Ship Building

Normal Ship building in Campaign:

Take one years Naval Budget every Jan 1st, Pay all Maintenance Fees.

All Ships in Ordinary (i.e. mothballed) on Jan.1st, pay 1% Annual

Maintenance Fee. All Ships, not in Ordinary (i.e. mothballed), Jan.1st, must pay 10% Annual Maintenance Fee.

Design a Ship Class

Pay Architect fees.

Build 1st one of Class, pay full price, + cost modifiers, if any, to build it faster (TCS p.33). Build more of same Class & build it 40% faster than normal time required. Also pay 80% of full price, + cost modifiers, if any, to build it faster.

When each Jan. 1st rolls around, for every Ship not in Ordinary (i.e. mothballed), pay Maintenance of 10% of what each Ship cost to build. (TCS p.35)

Take one years Naval Budget every Jan 1st, Pay all Maintenance Fees.

All Ships in Ordinary (i.e. mothballed) on Jan.1st, pay 1% Annual

Maintenance Fee. All Ships, not in Ordinary (i.e. mothballed), Jan.1st, must pay 10% Annual Maintenance Fee.

Design a Ship Class

Pay Architect fees.

Build 1st one of Class, pay full price, + cost modifiers, if any, to build it faster (TCS p.33). Build more of same Class & build it 40% faster than normal time required. Also pay 80% of full price, + cost modifiers, if any, to build it faster.

When each Jan. 1st rolls around, for every Ship not in Ordinary (i.e. mothballed), pay Maintenance of 10% of what each Ship cost to build. (TCS p.35)

*Example: The Fictitious, a 1,000T Ship, costs MCr2,000 to build the 1st of its' Class, and its' size is listed (TCS p.33) as taking 120 weeks (unmodified weekly cost = MCr2,000/120 = MCr16.6667), costing MCr2,000.*

10% Annual maintenance fee = MCr200.

But you're in a hurry. If you use double the required Shipyard capacity for, say, 47 weeks, you get the bonus of +40% work done during those weeks (47 x 140% = 65.8 weeks work done in 47), this means 54.2 weeks more work to go.

If you wish to use double the required Shipyard capacity (2 x 1,000T) for the entire time, 86 weeks x 140% = 120.4 weeks work of 120 weeks required.

[Keep track of all fractions in the calculations.] Ship is completed at a cost of the unmodified weekly cost (MCr16.6667) times the 86 weeks it took., or MCr1,433.3362.

10% Annual maintenance fee = MCr143.33362

If the Fictitious is to be rammed though as fast as possible, at the lowest cost, using double the required Shipyard capacity for the entire time, and paying the +10% (of the unmodified weekly cost above) extra cost for each +10% work done per week. Since the double Capacity already gives a work bonus of +40%, and 100% bonus work is the maximum, 60% of the unmodified weekly cost is the most that can be added each week. 60 weeks x (100% + 40% + 60%) = 120 weeks of work done. Ship is completed is 60 weeks at a cost of [(60 weeks x MCr16.6667) + ( 0.60% x 60 weeks x MCr16.6667 )] = [(MCr1000.002 ) + (MCr600.0012) = MCr1,600.0032.

10% Annual maintenance fee = MCr160.00032

If the Fictitious is to be rammed though as fast as possible, without using double the required Shipyard capacity at all, paying the +10% (of the unmodified weekly cost above) extra cost for each +10% work done per week.

Since 100% bonus work is the maximum, 100% of the unmodified weekly cost is the most that can be added each week. 60 weeks x (100% + 100%) = 120 weeks of work done. Ship is completed is 60 weeks at a cost of [MCr2,000

x (100% + 100%).

10% Annual maintenance fee = MCr40010% Annual maintenance fee = MCr200.

But you're in a hurry. If you use double the required Shipyard capacity for, say, 47 weeks, you get the bonus of +40% work done during those weeks (47 x 140% = 65.8 weeks work done in 47), this means 54.2 weeks more work to go.

If you wish to use double the required Shipyard capacity (2 x 1,000T) for the entire time, 86 weeks x 140% = 120.4 weeks work of 120 weeks required.

[Keep track of all fractions in the calculations.] Ship is completed at a cost of the unmodified weekly cost (MCr16.6667) times the 86 weeks it took., or MCr1,433.3362.

10% Annual maintenance fee = MCr143.33362

If the Fictitious is to be rammed though as fast as possible, at the lowest cost, using double the required Shipyard capacity for the entire time, and paying the +10% (of the unmodified weekly cost above) extra cost for each +10% work done per week. Since the double Capacity already gives a work bonus of +40%, and 100% bonus work is the maximum, 60% of the unmodified weekly cost is the most that can be added each week. 60 weeks x (100% + 40% + 60%) = 120 weeks of work done. Ship is completed is 60 weeks at a cost of [(60 weeks x MCr16.6667) + ( 0.60% x 60 weeks x MCr16.6667 )] = [(MCr1000.002 ) + (MCr600.0012) = MCr1,600.0032.

10% Annual maintenance fee = MCr160.00032

If the Fictitious is to be rammed though as fast as possible, without using double the required Shipyard capacity at all, paying the +10% (of the unmodified weekly cost above) extra cost for each +10% work done per week.

Since 100% bonus work is the maximum, 100% of the unmodified weekly cost is the most that can be added each week. 60 weeks x (100% + 100%) = 120 weeks of work done. Ship is completed is 60 weeks at a cost of [MCr2,000

x (100% + 100%).

10% Annual maintenance fee = MCr400

### Initial Fleet

Ships built as Initial Fleet

A/

Take 80% of 10 years of your Naval Budget, Peace Time

Design a Ship Class at current Tech level

Pay Architect fees.

Build 1st one of Class & pay full price.

(Annual Maintenance fee = full price x10%)

Build more of same Class & 80% of full price

(Annual Maintenance fee = price paid x10%)

B/

Take 20% of 10 years Naval Budget, Peace Time

Design a Ship Class at one Tech Level below current Tech Level

Pay Architect fees.

Build 1st one of Class & pay full price.

(Annual Maintenance fee = full price x10%)

Build more of same Class & 80% of full price

(Annual Maintenance fee = price paid x10%)

C/

If you wish to Refit Ships built in 'B' above, using the Refit rules (TCS p.34), you may use any MCr left over from 'B'

D/

You are NOT required to spend all MCr given you above.

Any MCr not spent are LOST.

E/

All above Ships, not in Ordinary (i.e. mothballed), Jan.1st, must pay their 10% Annual Maintenance Fee.

All above Ships in Ordinary (i.e. mothballed), Jan.1st, must pay their 1% Annual Maintenance Fee.

A/

Take 80% of 10 years of your Naval Budget, Peace Time

Design a Ship Class at current Tech level

Pay Architect fees.

Build 1st one of Class & pay full price.

(Annual Maintenance fee = full price x10%)

Build more of same Class & 80% of full price

(Annual Maintenance fee = price paid x10%)

Note: Any MCr not spent above can be applied below.

B/

Take 20% of 10 years Naval Budget, Peace Time

Design a Ship Class at one Tech Level below current Tech Level

Pay Architect fees.

Build 1st one of Class & pay full price.

(Annual Maintenance fee = full price x10%)

Build more of same Class & 80% of full price

(Annual Maintenance fee = price paid x10%)

C/

If you wish to Refit Ships built in 'B' above, using the Refit rules (TCS p.34), you may use any MCr left over from 'B'

D/

You are NOT required to spend all MCr given you above.

Any MCr not spent are LOST.

E/

All above Ships, not in Ordinary (i.e. mothballed), Jan.1st, must pay their 10% Annual Maintenance Fee.

All above Ships in Ordinary (i.e. mothballed), Jan.1st, must pay their 1% Annual Maintenance Fee.

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