Power Management onboard the freighter (refer to deck plans for freighter: http://www.albinjohnson.com/starfrontiers/starships/sfships.html ) ======================================== Power is stored in batteries located near the two onboard generators. A portion of energy from the engine reactors are routed to the batteries to keep them fully charged. When the engines are working normally, the batteries stay fully powered. When the engines are off-line, the batteries operate from their stored energy. Generators operate to provide electrical power to the non-engine parts of the ship. Generators draw steady power from their batteries and shunt that power to the power relay station, which energizes sub-systems on all decks. During normal conditions, the relay station maintains normal power to all areas based on settings made locally or at either of the two engineering stations. Priority of control falls to the primary engineering section, secondary engineering controls, and then the relay station itself in that order. The size of the batteries determines how much power it has to deliver. During normal conditions, that power is enough for all sub-systems for which it is designed. When the engines are not replenishing the batteries, the power store begins to drain. All subsystems use the power equally. Power may be diverted to subsystems as needed. If the generators are damaged, then power levels may drop. Power may be re-routed to subsystems as needed. For our example, there are 45 sub-systems on our hull-size 6 vessel. Say the main battery has 50 power units in it. The backup battery has 25 units. Say the main generator is able to route 50 units of power at a time. The backup generator can route 25 units. Only one generator can operate at a time on an electrical system. Switching between one generator to another takes three turns and can be done at either engineering station or the power relay station. Proposed simplified system: every time the ship is hit, the damage translates to less power available to the ship and its subsystems. Ship damage counts against the max. power offered by the generator (or backup, depending on whichever is being used). If the power units drop below the number of sub-systems, the referee can roll which systems lose power. The crew can re-route power to whatever systems they want, but at least it's sustainable and will not drop unless more damage is suffered by the ship. If one of the generators itself is damaged then power comes from the batteries and diminishes over time. Let's say that the power drops by 1 unit every turn if the ship is under duress (such as in combat). If the ship is not under duress (flying normally, not in extreme conditions or combat) then power drops by one unit every hour. Not sure what the damage-to-ship vs damage-to-system would be. Need to research KH rules more. Example: If a ship is hit for 1 point of damage, that 1 point counts against the max power. If operating off the main generator, then instead of 50 units there would only be 49 available. This remains steady while the generator is working. If the generator is hit, then the 49 units available will begin to drop. If the ship is in combat, then the level drops one unit every turn. After six turns then there would only be 43 units available. The ship has 45 sub-systems, so the referee would roll two times and choose two different systems that shut down. The engineer can divert power from one system to another. Each diversion takes one full turn. At any point the engineer can switch to the back-up generator which is working and will not drain the back-up battery, but only 20 units of power will be available. The engineer would be wise to wait until the main battery is down to 20 units before switching to auxiliary. Ship Sub-system Table 1 - Deck 1 - Pilot Controls 2 - Deck 1 - Co-Pilot Controls 3 - Deck 1 - Main Computer 4 - Deck 1 - Astrogation Panel 5 - Deck 1 - Radar 6 - Deck 1 - Life Support Controls for the ship 7 - Deck 1 - Communications / Sub-space Radio 8 - Deck 1 - Hull Cameras / Videocom 9 - Deck 1 - Engineering Controls 10 - Deck 1 - Hull Skin Sensors 11 - Deck 1 - Elevator 12 - Deck 1 - Life Support for Deck 1 13 - Deck 2 - Lights for Deck 2 14 - Deck 2 - Life Support for Deck 2 (temp/air) 15 - Deck 2 - Doors for Deck 2 16 - Deck 2 - Food Dispenser 17 - Deck 2 - Holovid Projector 18 - Deck 2 - Backup Life Support Equipment 19 - Deck 2 - Airlocks and Hatches 20 - Deck 3 - Lights for Deck 3 21 - Deck 3 - Life Support for Deck 3 (temp/air) 22 - Deck 3 - Doors for Deck 3 23 - Deck 3 - Life Support Equipment for Entire Ship 24 - Deck 4 - Lights for Deck 4 25 - Deck 4 - Life Support for Deck 4 (temp/air) 26 - Deck 4 - Doors for Deck 4 27 - Deck 4 - Laser Battery 28 - Deck 4 - Shuttle Doors 29 - Deck 5 - Lights for Deck 5 30 - Deck 5 - Life Support for Deck 5 (temp/air) 31 - Deck 5 - Doors for Deck 5 32 - Deck 5 - Pod 1 33 - Deck 5 - Pod 2 34 - Deck 5 - Freight Station 35 - Deck 5 - Machine Shop Power 36 - Deck 5 - Robot Station 37 - Deck 6 - Lights for Deck 6 38 - Deck 6 - Life Support for Deck 6 (temp/air) 39 - Deck 6 - Powered Doors to Engines 40 - Deck 6 - Engineering Controls 41 - Deck 6 - Power Relay Station 42 - Deck 7 - Lights for Deck 7 43 - Deck 7 - Life Support for Deck 7 (temp/air) 44 - Deck 7 - Cargo Doors 45 - Deck 7 - Cargo Arm