Q Ship Module, was Re Jump Ships

9 posts ยท Jan 21 1999 to Jan 23 1999

From: Laserlight <laserlight@q...>

Date: Thu, 21 Jan 1999 18:44:27 -0500

Subject: Q Ship Module, was Re Jump Ships

> This is mostly for the UBW stuff that I'm working on. I figure that it

Ah, what you need is the Alarishi Q Module, specially designed for standard
merchant ship cargo fittings. For a very reasonable cost, you too can procure
what you need to convert your hard working merchant fleet to an
instant home defense force--and be able to convert back after the
battle!
Q-Module:
Mass 14 (to fit standard merchant cargo bays) Thrust 1 (self contained power)
Hull Integrity 1 (discourages aggression, encourages repeat customers) Fire
Control 1 (not the most advanced Alarishi systems, but sufficient to do the
job) Payload Space 14

Imagine his face when the enemy raider captain sees your "cargo bay" doors
open to reveal 2 Class 2 (360) beams and 5 submunition packs! And remember,
while you can use one module per ship to protect your commerce, you can also
use two, three or more per ship in home defense operations.

Other weapon fits are also available, including salvo missiles, Class 1
beams, needle beams, and even fighter bays--however, due to engineering
constraints, Class 3 or larger beams and Plasma Torpedo mounts cannot be
installed ["engineering constraints" meaning "Imperial Bureau of Intelligence
and Security". If you're using it for defensive purposes, IBIS feels you can
get along just fine without these weapons].

From: DracSpy@a...

Date: Thu, 21 Jan 1999 19:25:08 EST

Subject: Re: Q Ship Module, was Re Jump Ships

In a message dated 99-01-21 18:50:22 EST, you write:

<< Ah, what you need is the Alarishi Q Module, specially designed for standard
merchant ship cargo fittings. For a very reasonable cost, you too can procure
what you need to convert your hard working merchant fleet to an
 instant home defense force--and be able to convert back after the
battle!
 Q-Module:
Mass 14 (to fit standard merchant cargo bays) Thrust 1 (self contained power)
Hull Integrity 1 (discourages aggression, encourages repeat customers) Fire
Control 1 (not the most advanced Alarishi systems, but sufficient to do the
job) Payload Space 14

Imagine his face when the enemy raider captain sees your "cargo bay" doors
open to reveal 2 Class 2 (360) beams and 5 submunition packs! And remember,
while you can use one module per ship to protect your commerce, you can also
use two, three or more per ship in home defense operations.

Other weapon fits are also available, including salvo missiles, Class 1
 beams, needle beams, and even fighter bays--however, due to engineering
constraints, Class 3 or larger beams and Plasma Torpedo mounts cannot be
installed ["engineering constraints" meaning "Imperial Bureau of Intelligence
and Security". If you're using it for defensive purposes, IBIS feels you can
get along just fine without these weapons]. >> Thats one idea...
What I'm thinking of is in system cargo ships (they have thrust-4) add
fighter bays and such. How would you do the missile packs from HH?
-Stephen

From: Samuel Reynolds <reynol@p...>

Date: Thu, 21 Jan 1999 20:00:54 -0700

Subject: Re: Q Ship Module, was Re Jump Ships

> In a message dated 99-01-21 18:50:22 EST, you write:
[snip]

> How would you do the missile packs from HH?

You mean the missile pods?

I'd make them thrust-1 ships just big enough to hold
SMRs. No armor, eggshell hulls, no FTL, and no other weapons.

1 SMR -- Mass 6, 22 points, 1 damage point -- 22 points/SMR
2 SMR -- Mass 10, 38 points, 1 damage point -- 19 points/SMR
3 SMR -- Mass 14, 54 points, 1 damage point -- 18 points/SMR
4 SMR -- Mass 19, 73 points, 2 damage points -- 18.25 points/SMR

Too bad you can't call them un-crewed and get back some
points.

- Sam

From: DracSpy@a...

Date: Thu, 21 Jan 1999 22:44:12 EST

Subject: Re: Q Ship Module, was Re Jump Ships

In a message dated 99-01-21 22:24:54 EST, you write:

<< I'd make them thrust-1 ships just big enough to hold
SMRs. No armor, eggshell hulls, no FTL, and no other weapons.

 1 SMR -- Mass 6, 22 points, 1 damage point -- 22 points/SMR
 2 SMR -- Mass 10, 38 points, 1 damage point -- 19 points/SMR
 3 SMR -- Mass 14, 54 points, 1 damage point -- 18 points/SMR
 4 SMR -- Mass 19, 73 points, 2 damage points -- 18.25 points/SMR

 Too bad you can't call them un-crewed and get back some
points. >> That would work. I think that it would be interesting to play test
them, that
is that Sat/Sundays are for:)
-Stephen

From: jim clem <travmind@h...>

Date: Fri, 22 Jan 1999 05:38:51 PST

Subject: Re: Q Ship Module, was Re Jump Ships

Tell me suh, what might those statistics be in FT2/MT?  The NCS finds
itself a bit short on vessels at this time, and would be interested in
purchasing some of yore fine Q-modules.

Jim Clem, B.S.E.
Main Site:  http://www.geocities.com/area51/stargate/2891
Full Thrust:  http://www.geocities.com/area51/stargate/2891/ncs.html
In God we trust, everyone else SQUAWK MODE IV!!!!!!!!!!!!

----Original Message Follows----
From: DracSpy@aol.com
Date: Thu, 21 Jan 1999 19:25:08 EST
To: gzg-l@CSUA.Berkeley.EDU
Subject: Re: Q Ship Module, was Re Jump Ships
Reply-To: gzg-l@CSUA.Berkeley.EDU

In a message dated 99-01-21 18:50:22 EST, you write:

<< Ah, what you need is the Alarishi Q Module, specially designed for standard
merchant ship cargo fittings. For a very reasonable cost, you too can procure
what you need to convert your hard working merchant fleet to an
 instant home defense force--and be able to convert back after the
battle!
 Q-Module:
Mass 14 (to fit standard merchant cargo bays) Thrust 1 (self contained power)
Hull Integrity 1 (discourages aggression, encourages repeat customers) Fire
Control 1 (not the most advanced Alarishi systems, but sufficient to do the
job) Payload Space 14

From: Thomas Anderson <thomas.anderson@u...>

Date: Fri, 22 Jan 1999 17:53:56 +0000 (GMT)

Subject: Re: Q Ship Module, was Re Jump Ships

> On Thu, 21 Jan 1999 DracSpy@aol.com wrote:

i know jerry han has some rules for HH; i don't know if they address
missile pods, or if they are ft2.5-compatible. his page is (iirc) on
people.canoe.ca, but i don't have a web browser to hand and haven't
managed to find it by telnet-probing the server ... i'm sure he'll post
his address. it's right next to the list archives.

just my 0.02 euros.

Tom

ps what are we supposed to call centieuros? i reckon we should have gone SI
and had millieuros instead.

From: DracSpy@a...

Date: Fri, 22 Jan 1999 18:19:30 EST

Subject: Re: Q Ship Module, was Re Jump Ships

In a message dated 99-01-22 08:43:50 EST, you write:

<< Tell me suh, what might those statistics be in FT2/MT?  The NCS finds

itself a bit short on vessels at this time, and would be interested in
 purchasing some of yore fine Q-modules.   >>
The lattest one that I did was as fallows: Mass 50 Average Hull 15 Level 1
Screen 3
Class-1                   1
Fire Control 1 Thrust 4 10 20 Cargo 20

This is for hostile areas For non hostile areas you can get ride of some of
the weapons and up the cargo or speed.
-Stephen

From: John Leary <john_t_leary@y...>

Date: Fri, 22 Jan 1999 16:38:17 -0800

Subject: Re: Q Ship Module, was Re Jump Ships

> DracSpy@aol.com wrote:

The Royal New Tasmanian Navy has several dual purpose ships in its fleet
reserves. Built by the Frei Stadt Beyern shipyard at Neu Hurtgen is:

Aux CVL: mass 50 FTL thrust 5
E-sensors
2 FCS 2 screens 1 3 arc 'A' 2 3 arc 'C' 2 Submumitions packs 2 fighter
squadrons cost 405 (plus Profit and delivery charges)

Or from the FCT shipyards at the Harmony System comes: Aux Cruiser: Mass 36
FTL Thrust 7
E-sensors
2 FCS 2 screens 1 3 arc 'A' 2 3 arc 'C' 6 cargo cost 405 (plus Profit and
delivery charges)

Both types are very hardy and will serve you well.

Bye for now,

From: John Leary <john_t_leary@y...>

Date: Fri, 22 Jan 1999 17:51:14 -0800

Subject: Re: Q Ship Module, was Re Jump Ships

Oops! The FCT Aux. Cruiser cost is 322!

Bye for now,