As I mentioned in my last post, I’m in the process of setting up a play-by-post game and the players want to be a group of adventurers with a ship that knock about the Frontier doing odd jobs and generally getting into and out of trouble. As part of that I want to give them a few choices of ships that they could start with. So for the next few posts, starting with this one, I’ll be presenting the ships I’m designing for the adventure.
While these are specifically designed for Star Frontiers, they could easily be adapted to other systems. Each of these ships is being designed with some new starship construction rules that I’ve been working on. The rules are designed to be a drop in replacement for the existing Knight Hawks construction rules but more flexible and a bit more grounded in physics.
In these posts, I’ll just be presenting just the stats for the ships and a brief description. I’ll probably go back and create detailed deck plans for them at some point starting with whichever ship the PCs decide on buying with their starting fund. I might even do a 3D model.
So with that introduction, lets get to the first ship.
PGC C-10 Fast Courier
The C-10 Fast Courier is a small, hull sized 4 vessel that is aerodynamically streamlined and capable of planetary landings. Designed to be a fast transport ship, it can carry cargo, passengers, or both and evade most pursuit. Lightly armed with two laser batteries, it also carries four ICM salvos and a pair of decoys to help it evade pursuers.
The full ship specs are:
Hull Size: 4
HP: 21
ADF: 4
MR: 4
DCR: 35
Engines: 4 Class A Atomic Engines
Fuel Capacity: 3 full loads per engine
Accommodations: 2 First Class, 10 Journey Class
Life Support:
– Primary: standard system – 10 beings, 200 days, deluxe – 2 beings, 200 days
– Backup: standard system – 10 beings, 200 days, deluxe – 2 beings, 200 days
Communication & Detection Equipment: Videocom radio (x2, each with a master and two secondary control screens), Subspace Radio (x2), Intercom (3 master control panels, 30 standard panels, 15 speaker panels), Radar – Type II, Energy Sensors – Type I, Skin Senors, Camera system
Computer Level: 4 FP: 164
Computer Programs: Atomic Drives 4, Life Support 2, Alarm 4, Computer Lockout 4, Damage Control 4, Astrogation 4, Laser Battery 1, Laser Battery 1, ICM 3, Communication 2, Information Storage 2, Installation Security 3, Robot Management 4, Skin Sensors 1, Maintenance 2, Cargo Arm 2, Cameras 1
Ship’s Vehicles: small launch, small lifeboat, 2 escape pods
Other Equipment: cargo arm, complete backup computer
Weapons: LB (x2)
Defenses: RH, ICM (x4), Decoy (x2)
Control Spaces: 10
Cargo Capacity: 10 cargo units (1500 cubic meters)
Volume: 4955 cubic meters (total), 2764 cubic meters (inhabited)
Unloaded Mass: 2728 tons
Loaded Mass: 5728 tons
Crew Size: 8
ADF per Fuel Load: 4364
Cost: new: 2,548,731 cr. (unfueled)
The specified ADF of 4 is for the ship fully loaded. Unloaded, the ship would actually be capable of and ADF of 9 but is limited to a maximum of 6 due to the limits of the PCs’ physiology. It can achieve this higher ADF of 6 as long as it is carrying 1400 tons (4.7 cargo units) or less of cargo.
The ship available to the PCs is 26 years old and currently lacking the following items from the above description:
- small launch
- small escape pod
- one laser battery
- all life support supplies
- both decoys
- all ICM missiles
Given the age of the ship and the lack of equipment, the ship is available for 1,597,460 cr.
Decoys and ICM launchers are MHS:5 systems, combined with the second laser battery there should be some serious hits to the cargo and performance ratings.
If this was built with the standard KH system, true. But I’m building these with a custom starship design system that doesn’t have those limitations or restrictions but imposes others.