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Capsule

  • Capsule
    • A Capsule component houses Derps, Rations and Payloads during spaceflight and protects them during Reentry and Landing.
    • A Capsule can carry as much Mass as its own minus 1 (For example, a mass-4 capsule can carry a Derp, an EVA suit, and two Rations). A mass 1 capsule is considered a "test article" and can be built to try to save on research costs, but does nothing except allow an "empty" suborbital launch.
    • A Capsule can be launched partially empty. In which case, consider its mass as 1 + whatever it is actually carrying.
    • A Capsule can be invented as Reusable, but will weigh and cost an additional 1 Mass per 5 Mass worth (A 12 Mass Reusable lower capsule can only carry 9 units of Mass). In order to reuse a Capsule component, it must pass checks for Reentry and Landing; if either fails, the component is not reusable. If both succeed, the component is refueled for free and can be reused immediately. Note that it is possible for a Capsule to fail at being reusable, but taking the Derps home anyway!
    • Capsules roll for reliability during Transit or Orbital stages, as well as steps on a celestial body surface. They also roll for Reentry and Landing, whether they are reusable or not.
    • FAIL! - In case of a Fail, choose whether to lose a unit of contents (payload or a unit of rations; if you are mean, you can choose to lose a derp as well), or suffer a -1/-1 safety penalty for all your rolls for the rest of the flight.
    • BOOM! - In case of a Boom, you lose a unit of contents as above, and the Capsule is stranded - it can no longer be used to command burns. and will have to be docked with or jury rigged. All Capsules of this type lose reliability (-3/-3).
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Page last modified on March 31, 2013, at 02:26 PM