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=====Overview===== | =====Overview===== | ||
- | The Way of the Failover is not so much an equipment module as it is an engineering style practiced by [[freespacers: | + | The Way of the Failover is not so much an equipment module as it is an engineering style practiced by [[faction: |
====Hull Reinforcement==== | ====Hull Reinforcement==== | ||
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Each section is autonomous and operates completely separate from others. The destruction of a hull section will not compromise the rest of the vessel' | Each section is autonomous and operates completely separate from others. The destruction of a hull section will not compromise the rest of the vessel' | ||
- | Basically, every time a component (external armor or internal section) is damaged, it takes the damage.\\ | + | Basically, every time a component (external armor or internal section) is damaged, it takes the damage. |
- | If a hit destroys a section, subtract from the DR of the weapon the maximum DR of the section (no matter how badly damaged the section was before the hit): what's left over is transferred to a nearby section.\\ | + | If a hit destroys a section, subtract from the DR of the weapon the maximum DR of the section (no matter how badly damaged the section was before the hit): what's left over is transferred to a nearby section. |
The ship is not considered " | The ship is not considered " | ||
- | | Example: An Failover ship armored with rolled tungsten plating [Armor DR 4] is hit by a plasma burst for [DR 7]. The armor in that section is destroyed, and the underlying section [Internal DR 5] takes the remaining [DR 3] damage, and is left at [Internal DR 2].\\ A second burst [DR 7] to that damaged section would destroy it. That section would lose its last 2 hit points, but would still reduce the overflowing damage by its maximum DR, that is, by 5 (despite having only 2 points of those 5 left.)\\ So, if it is hit by our second [DR 7] plasma burst, of this 7 points of damage, 2 are used up to kill off the remaining 2 hit points, 3 are " | + | | Example: An Failover ship armored with rolled tungsten plating [Armor DR 4] is hit by a plasma burst for [DR 7]. The armor in that section is destroyed, and the underlying section [Internal DR 5] takes the remaining [DR 3] damage, and is left at [Internal DR 2]. A second burst [DR 7] to that damaged section would destroy it. That section would lose its last 2 hit points, but would still reduce the overflowing damage by its maximum DR, that is, by 5 (despite having only 2 points of those 5 left.) So, if it is hit by our second [DR 7] plasma burst, of this 7 points of damage, 2 are used up to kill off the remaining 2 hit points, 3 are " |
- | The point of this system is that Freespacer starships don't have critical systems, and there are no sensible points where to land ship-crippling blows. They have redundant, overabundant reactors and energy sources, extra rocket engines, spare solar sails, no command bridge and no centralized control avionics, allowing each single system to be activated and operated independently.\\ | + | The point of this system is that Freespacer starships don't have critical systems, and there are no sensible points where to land ship-crippling blows. They have redundant, overabundant reactors and energy sources, extra rocket engines, spare solar sails, no command bridge and no centralized control avionics, allowing each single system to be activated and operated independently. |
- | It's not enough to just pierce the hull in a section and damage the sensible, defenseless inside of the ship: every single section and every single system must be individually destroyed.\\ | + | It's not enough to just pierce the hull in a section and damage the sensible, defenseless inside of the ship: every single section and every single system must be individually destroyed. |
- | Because of this, furthermore, | + | Because of this, furthermore, |