Independent Transport Convoys (ITCs)
Posted: Wed Oct 05, 2016 4:45 am
So you want to be a Supply Chain Manager eh?
Funny thing about civilian freight carriers is they like to make money and will manipulate the market and capacity to do so. This optional rule is based on my real life experience working with my SCM responsible for freight between US, Mexico and China. Between fuel prices, over-capacity and dock strikes we lost a lot of sleep and revenue for most of a year.
Independent Transport Convoys
Available Capacity - roll 2d6, on (5+) 100% capacity (10 transport points) is available; (4) 60% capacity; (3) 30% capacity; (2) no capacity available and no further convoy attempts can be made.
Roll is for each convoy and you must accept/pay for the capacity before rolling another convoy. Each additional convoy subtracts 2 cumulative to the dice, i.e. rolling a third convoy subtracts -4.
Capacity Cost - 1 EP. Each additional 1 EP can improve the result by (1). Example if you roll a (3), you can spend 2 more EPs to get your goods (10 points) loaded and moved.
Transport Range - 1 Jump (plus 1 Major if available), or add 1 EP for each additional Jump.
ITC's will not jump across Restricted Jump Lanes without Scout escort, and will not jump into a contested system/sector. The player's empire does not build or own these convoy's.
Cheers!
Funny thing about civilian freight carriers is they like to make money and will manipulate the market and capacity to do so. This optional rule is based on my real life experience working with my SCM responsible for freight between US, Mexico and China. Between fuel prices, over-capacity and dock strikes we lost a lot of sleep and revenue for most of a year.
Independent Transport Convoys
Available Capacity - roll 2d6, on (5+) 100% capacity (10 transport points) is available; (4) 60% capacity; (3) 30% capacity; (2) no capacity available and no further convoy attempts can be made.
Roll is for each convoy and you must accept/pay for the capacity before rolling another convoy. Each additional convoy subtracts 2 cumulative to the dice, i.e. rolling a third convoy subtracts -4.
Capacity Cost - 1 EP. Each additional 1 EP can improve the result by (1). Example if you roll a (3), you can spend 2 more EPs to get your goods (10 points) loaded and moved.
Transport Range - 1 Jump (plus 1 Major if available), or add 1 EP for each additional Jump.
ITC's will not jump across Restricted Jump Lanes without Scout escort, and will not jump into a contested system/sector. The player's empire does not build or own these convoy's.
Cheers!