From: mehawk@c... (Michael Sandy)
Date: Tue, 23 Dec 1997 14:04:16 -0800
Subject: Non-combat craft
I was playing around with some campaign ideas and decided to come up with a few non-combat craft. Ideas for campaign mechanics blatantly stolen from various web pages. Industrial landing craft: 8 Mass non-ftl Merchant Hull, Q-ship Drive. 4+ Thrust, Streamlined C Beam PCS 5 Mass cargo for a mining, refining, construction or fleet repair unit. Cost: 18 + 8-16 + 3 = 29-37 points for the ship, 50-100 for the specialized cargo. (54 - 66 points for a 12 Mass FTL version) Industrial Landing Craft are attached to colonial expeditions to ensure the new colony can quickly become self-sufficient. They are also useful to quickly establish an advance logistical base for repairs, fuel, and munitions resupply. Once they are unloaded they provided heavy cargo lift capacity to the new colony or base. Colony Tug: Mass 100 Merchant Hull 150 FTL (tug) 100 + 200 Thrust 2 200 Damage 25 Long Endurance Fighter Bay 32 (Or Long Endurance Multirole Attack 44) Superior Sensors 30 C Beam PCS C Beam PCS 10 +1 Damage Control Party 20 Mass Cryostorage for 1000 people (and animals) 200 16 Mass Boat Bay 16 2 Mass 8 systems boats: Streamlined military hull C Beam PCS Thrust 8 Damage 4 5 Mass of Cargo Additional Damage Control Party Cost 53 each (37 points for the civilian version) 4 Mass additional Cargo (14 Mass or 700 cargo units total) Cost: 1050 or 1062 with better fighters Long endurance fighters can be transfered to the new colony for system defense, after all, they'd have three turns of combat ability after the gravity well requirements. They are also useful for survey work. Using the transporting troops rules on pg 15 of More Thrust I figured that cryostorage would be ideal for a colony craft to transport people, plants and animals to their new home. The ratio of cargo mass to colonists seems a bit low unless a significant fraction of the cryostorage is for food animals and the like. A tug can be an extremely efficient modular cargo ship. If you replace most of its internal structure with boat bays and extra fuel you can do in-system cargo loading really fast. Take a whole bunch of small non-ftl cargo ships with cargos going to particular places and offload those ships when they get to that system. The cargo-tug then picks up the local non-ftl cargo ship and off they go. Other non-military ship ideas: Passenger liner: Mass 50, Thrust 4, Level-1 shields, PDAF, C PCS Perhaps passenger ships shouldn't have any offensive weaponry, but shields for the safety of the passengers makes sense. 8 Mass Boat bay 4 Accommodations for 50 passengers cost 4+ 4 Cyrosleep beds for 200 passengers cost 40 4 200 Cargo Space units for extra facilities for 1st class passengers and cargo Asteroid Miner-Tug: This ship breaks asteroids up and then tows them to a mining/refining base. They make have Armor to protect them from the odd rock hit, but their main system is a set of forward firing batteries used to break rocks apart. The ship has a tug system, or tractor beams, or oversized engines in order to get its heavy cargo home. These ships have some combat use, but their batteries are fixed for efficient rock chopping, not anti-ship use. It is easy to track a rock and these batteries are designed to be fired at point blank range. They can be devastating if used to tug rocks for bombardment purposes. Skimmer: This craft is a specially designed Gas Giant skimmer. Thrust 8, streamlined, no systems, Special Cargo system for processing and compressing gasses. It is used as an auxilary craft to quickly refuel major ships. Close in Stellar Observer: Mass 100 Shield-3 Enhanced Sensors Partially streamlined (round with huge radiator fin in CiSO's shadow. Used for long term studies of stellar dynamics. Most of the mass is used to shield the crew and scientists from stellar radiation. The ship could also be designed to beam power collected by solar panels to a colony world in the system. In the Age of Iridium universe it can serve as a customs station. Some things to think about: There is a great deal of internal difference between a ship designed to transport bulk grain, oil, ore or construction materials and a ship designed to transport heavy machinery, or a container ship. It would take some time to refit a ship to be most efficient for carrying a particular cargo. At the very least some cargo space should be lost when carrying cargo a ship isn't optimized for carrying. For one thing, there is the consideration of whether the cargo hold is pressurized or not! And there is the matter of setting up an automated loading and unloading system that will speed turnaround. Since some merchant ships are basically huge hollow holds with an engine, it may be practical to define it as a tug that can carry all its cargo inside, possibly by openning up like the Super Guppy, a real, if silly looking, plane designed to carry aircraft parts and rocket parts. So an ore carrier defined as a 50 Mass tug could carry 70 Mass of ore, if with a low thrust... More missions for space installations: Ships designed for combat are designed to make it hard for enemy weapons to get in. This can also make it difficult to rapidly get supplies on board or to open up the hull to repair or replace internal systems. So, a port facility should be able to rapidly load and unload cargo from a wide variety of ship types. To some extent this can be done through the boat bays. Some fleets design all their Capital ships with at least one boat bay to speed cargo loading. A port facility also needs heavy cranes, and the station keeping drives to steady itself to use them, needed to properly open up a ship. Ports need advanced medical facilities and quarantines for explorer vessels. They also need communications gear, FTL communications if the campaign has it. If the administration of a system or colony is done from space, the bureaucracy could take up a significant amount of room. Not to mention the zoos, theatres, gyms and other entertainment the ruling class would demand. A space station could be a vacation spot of choice for a particularly harsh colony world. For really big orbital facilities, you might want to consider a beanstalk system. Have the entire Geostationary orbit be occupied by a gigantic space station with beanstalks for quick cargo shipping to the planet. How much should a Beanstalk cost? A 6" FT elevator from ground to space.