Second Sphere Experimental Rules

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Second Sphere Covert Rules

Gravity Rules

Overview

Humans evolved on a planet and, barring substantial physiological and psychological modifications, perform their best under some form of gravity field. While many of the ill-effects of zero gravity can be staved off with modern drugs and for short trips, zero-G can be a fun change, drops in efficiency are inevitable on long voyages. Thus for over a century, many ships are fitted with spin-gravity sections.

In general, various different types of ships have different general requirements for spin gravity.

All passenger ships save short-range intersystem ferries have large spin-gravity sections, though many also have zero-gravity recreation decks.
Tramp freighters and Conveyors may have extendible living quarters, especially those intended for travel off the catapult routes.
High-efficiency freighters tend to not have gravity-positive sections as they generally travel along catapult lines. Shore leave is available on a regular basis.
Warships tend to depend on both the era and roles. System defense craft are unlikely to have any gravity sections, whereas capital ships from the mid-century often have large, well-armored spin sections with 24/7 crewing.
Logistics ships often feature spin gravity, enabling them to provide relief for crews on ships without.
Exploration ships are rarely designed without spin gravity.

Logistics in Brief

Shipboard Gravity ties in with the concept of Logistics. Everything takes up a certain amount of logistical support to continue to operate. But soldiers in their barracks on their homeworld or ships doing simple patrols around their fleet base are substantially lighter burdens than ships fighting attack drones off the shoulder of Orion. Thus the higher the 'tempo' of the operation that the unit(s) in question are assigned to, the greater their logistical burden.

For some simple values:

Stood down: 50%
Peacetime local operations: 100% (unmodified)
Neaby operations (1-3 jumps away): +50%
Dispersed operations (4-6 jumps away): +100%
Distant operations (7-15 jumps away): +200%
Deep operations (15+ jumps away): +300%
Difficult space (poorly plotted, substantial hostile presence): +100%
Complex operations (surveying, active patrols): +100%
Hangar Queen (per level): +50% (may not be reduced by Gravity, +0% if Stood Down)
Combat operations: x2
Heavy combat operations: x3
Catapult connection to friendly space: -50% or may count distance from nearest catapult system, if friendly.
Gravity (per point): -50% (may not reduce logistics cost below 100%)
Zero-G Adaptation (per point): -50% (Only applies to distance modifiers)

Mechanics

There are (currently) three types of onboard gravity/habitation. Note that while they normally take the form of spin gravity sections, in some unusual cases (such as Minkowskan battleships) they may represent superior crew habitation.

Limited: These are relatively simple centrifuge systems that allow for little more than hotbunking of crew members. They provide 1 point of Gravity. Example: Modern nuclear submarines.
Partial: These are substantially more thorough and comfortable, though most duty stations remain in Zero-G. They provide 2 points of Gravity. Example: Gundam Zeta's Argama
Full: Heavyweight gravity sections have almost all critical duty stations save engineering and small craft operation in full spin gravity. These provide 4 points of Gravity. Example: B5's Omegas.