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Category Archives: Starships

Ship Dock – Crew Lounge Area

This is a common dock lounge found on most large (HS 5 or 6) civilian stations around the Frontier.  Located in the station hub, the gravity here is only about 0.1g. Just enough to keep you in your seat but light enough that you have to be careful with your movements.

This lounge area provides a place for crews to get off the ship without going into the station proper, mingle with crews in adjacent berths, and even conduct some semi-private business away from the hustle and bustle of the main station.

Each docking hub can accommodate up to four ships so there could be members of different crews here at any given time but no more than four at once. Depending on the size of the station and its central hub, there could be from 4 to 16 of these areas on any given station.

The Map

Click for the full resolution (50px per square/meter) image.

I’ve had this map kicking around in my sketch book for years. It’s actually part of a one-shot adventure I’ve run and will write up some day. This weekend I decided to give it the full, vector-graphic treatment and turn it into a usable map. I’ve used this location in a couple of different adventures over the years and it’s part of my concept of the design of the stations around the Frontier.

The map above is the labeled version at my standard 100 dpi resolution with each square representing 1 meter. If you want an unlabeled version, or either version at 70 pixels per square which is the default for Roll20’s map system, here are a few more versions of the map. The ones labeled 70ppm (pixels per meter) are the larger versions for VTT systems.

ShipDock-noLabelsDownload
ShipDock-70ppmDownload
ShipDock-noLabels-70ppmDownload

If your particular virtual table top uses a different default resolution, let me know and I’ll add in maps at that resolution as well.

Area Descriptions

Area 1 – Station Passageway

This is the main passageway through the hub of the station. I’ve drawn it here as a 2m wide passage with a small side passage going to the crew lounge. That’s how I originally drew it and described it the first time I used it. When I used it in the “A New Can of Worms” game, the hub corridor was much wider, like the terminal area in modern airports, and the crew lounge area was right up against it with glass walls. The PCs in that game tried several times, unsuccessfully, to get in.

Area 2 – Crew Lounge

This is the crew lounge proper. It has a couple of desks, some tables and chairs and a sofa and a couple of recliners. All in all, it’s a bit over 45 feet long and 20 feet wide.

The desks are fixed in the corners but all the other furniture is movable and can be positioned wherever the crews want. There are sensors that monitor the area in front of the doors and if they are blocked, the lights in the room flash and an alarm sounds until the offending item is moved. Since there is only 0.1g in the area, it’s fairly easy to move even the sofa but everything stays on the floor and doesn’t float around.

The door into the room from the hallway is locked with a level 4 security lock that opens only to beings who have been registered with the station as part of the crew of one of the ships assigned to these berths. The registration is typically done as part of the docking procedure so that the doors are working as soon as they arrive. The door itself is a pressure door and takes 3 turns (18 seconds) to cycle and move through: On the first turn the person wishing to pass through stops at the door and starts the process, on the second, the doors cycles and opens, and on the third, they can move through into the room. The door closes and seals automatically if not held open.

The roof of the room is a series of large windows, allowing those in the room to look up and out into the central hub of the station and see their ship and the other ships docked in the area. The ships attached to passages 4b & 4c are directly above the room while the other two are slightly higher up and off to the left and right.

Area 3 – Access Halls

These short passages provide access to the docking tunnels on either side of the crew lounge area. Like the door into area 2, these pressure doors have a level 4 lock on them that only allows the registered crews of the two ships docked off of the passageway through. Thus the crew of the ship docked in passage 4a could not open the door to 3b.

Area 4 -Docking Tunnels

Each of these passages ends at another pressure door (not shown) that opens into the docking collar connecting one of the ship’s airlocks to the station. For small ships this may be the only airlock and so all crew and passengers come out this way. On larger ships with more than one airlock, this is connected to the crew’s airlock with passengers typically going through a different part of the station. Alternately, for large ships, more than one of these docking tunnels may be connected to different airlocks on the same ship.

The tunnels move away from the lounge area, angling upward as they do, and then turn into a vertical shaft going up to the ship with ladders and hand holds along the walls. Gravity decreases from 0.1g to less than 0.05g by the time you reach any of the ships.

Tunnels 4b and 4c typically connect to smaller ships (up to hull sizes 8 and 6 respectively) although a single large ship could be connected to both of them. The other two tunnels extend farther out into the hub and can accommodate ships up to hull size 10 (4a) and 12 (4d). Even larger ships could take up 4a and 4b or 4c and 4d together or even three or all four of the tunnels (for a HS 20 ship).

The pressure doors to these docking tunnels are keyed only to the crew of the ship docked to that tunnel and use a level 6 security lock.

Some Thoughts on Station Sizes

The 0.1g gravity in this area only really works if you don’t allow very large ships into the station hub. That limitation goes a bit against the Star Frontiers setting as described in the rule books. There it says that a HS 6 station is 1200m in diameter. Assuming 1 g at the rim, that mean you hit 0.1g of gravity at just 60m from the center of the station. So the hub can only be 120m in diameter. The size given for a HS 20 ship is 100m in diameter so it could just squeeze in but would take up all the space. So you either have to limit the size of ships that can come in, or you have to make the hub bigger which means the gravity would be a bit higher in the lounge area probably up to 0.2g. It’s even worse on smaller stations. Because they are smaller, you hit that 0.1g even closer to the center of the station. Just something to keep in mind.

September 10, 2019 Tom 1 Comment

Battle of Zebulon

I finally got the Pursale ship deck sketches up last week but then got completely distracted by a number of other things.  One of those was the decision to write up my concept for a complete “zero-to-hero” style Star Frontiers campaign that takes the characters from starting PCs to major players in the Frontier with high level spaceship skills that uses all the published modules.  The first of those posts will be next week. 

While working on that, I talk about the space battle around Volturnus at the end of the first 3 modules.  The modules hand wave it away as, at the time, the spaceship rules weren’t published so there was no way to run it.  In this post, we’ll look at my concept for that battle.  What sathar ships are there, and what the UPF sends to the fight.  If you read my Detailed Frontier Timeline posts, you know the answers as this has already been covered in the posts there, but I thought I’d lay out some of the rationale behind the decisions and set the game up for an epic Knight Hawks board game battle.  And I’ll tell you how it played out when I ran through the scenario to generate the timeline posts.

Sathar Ship Design

In my universe, all the sathar ships of destroyer size or larger are also troop transports.  While the UPF tend to have small crews and lots of allocated space, the sathar pack in lots of ground troops on to each ship. 

You can see an example (and more detailed explanation) of this in my Sathar Destroyer Technical Manual (link goes to product page on DriveThruRPG – it’s a free product) that details the interior of a sathar destroyer.  That ship carries over 500 ground troops packed into its bowels. 

Based on the ship sizes, I’ve extrapolated that the light cruisers carry about 4,500 troops, the heavy cruisers carry over 15,000 and the assault carriers transport around 10,000 troops in addition to up to 12 fighters.  While I haven’t completely fleshed out those larger vessels, this is a close enough estimate for this article.

How Many Sathar Ships Are Involved

Now that we know how many troops each ship transports, we can come up with a reasonable composition for the invasion fleet that is attacking Volturnus.

The boxed text from the adventure gives us the following clues:

All that can be done has been done to prepare the planet for defense against the hideous worms.  The initial reports arriving at the Eorna complex beneath the ruins of Volkos are good; the Eorna planetary defense batteries have kept the Sathar fleet at bay, and many of the Sathar shuttles have been destroyed attempting to land ground troops on the planet

The successful landing of a large Sathar army has been detected.  After scanning the planet, the Sathar advanced in the direction of Volkos.  They should arrive in full battle array sometime tomorrow morning.  They number at least 30,000 plus robots and other weapons!”

This tells us that there are at least 30,000 troops on the ground and that there were more to begin with as many were destroyed in the landing attempt.

So, we want a mix of ships that can transport something over 30,000 troops.  Based on the mix of ships given in the Knight Hawks campaign book, I settled on the following mix of ships for the fleet:

  • 2 frigates
  • 6 Destroyers
  • 2 Light Cruisers
  • 2 Heavy Cruisers
  • 1 Assault Carrier with 8 fighters

This gives me a total troop compliment of about 52,000 troops plus robots, attack creatures, and heavy weapons.  We can assume that about 40% of the troops were killed by the planetary defense system leaving about 30,000 for the assault on Volkos.

The UPF Contingent

We have to remember that this is not a planned engagement in an on-going war.  Rather it is a sudden call to arms that has to be filled in at short notice with no idea of what the opposing force will be.  In fact, given the overwhelming number of ships that were seen at Pale 50-60 years earlier (in my history), the UPF might be loathe to commit any ships fearing that they are sending them into a deathtrap.  Regardless, the ships are sent, but they are assembled on short notice.

The most obviously available ships are the Pale militia ships, consisting of a frigate and three assault scouts.  They would almost certainly be pressed into service by Spacefleet as they are only one jump away.  If Laco (in Dixon’s Star) had a militia, they too would probably have been involved but Laco is only an outpost.

Streel Corporate logo

Streel is headquartered on Pale, and it is almost certain that they have a number of military or paramilitary vessels at their disposal.  They might be conscripted by Spacefleet or possibly even volunteered as Streel has a definite interest in opening (and exploiting) Volturnus.  Keeping the sathar out of the system and off the planet is just good business practice.  So Streel will probably send some ships along.

That leaves Spacefleet.  Strike Force Nova might be around.  It patrols around the Frontier constantly so there is a chance it is nearby.  The nearest large group of ships with a known location is Task Force Prenglar, stationed in its namesake system.  The problem is that it’s three systems away from Zebulon.  Which means it’s going to take some time to get there and may not arrive in time. 

If you just use the distances between the stars as travel time, it’s only 15 days.  That’s they way the Alpha Dawn rules described interstellar travel.  However, the Knight Hawks rules say you have to accelerate up to 1% the speed of light to make the jump and then slow down at your destination.  That acceleration, at 1g takes a little over 83 hours or just over 4 days.  And then 4 days to slow down.  Assuming some maneuvering at the beginning and ending of the trip and checking vectors and such just before Void entry, a single interstellar hop really takes about 9 days, regardless of distance. Maybe a bit longer on long jumps due to extra astrogation calculation time.

Now we can speed this up a bit by accelerating faster but for a long transit, that has detrimental effects on crew.  If you expect to be coming out of the Void into a firefight, you don’t want to have spent the last two weeks strapped into an acceleration chair at 2-3 gees.

We can also speed up the transit by not slowing down in the intermediate systems.  Then we only have the astrogation time to worry about.  That might work for the Dixon’s Star system, but they will have to slow down in Truane’s Star to rendezvous with the ships from that system and coordinate their jump.  So assuming ships from Prenglar blow through Dixon’s Star without stopping it will take them 4.5 days to get to Void speed in Prenglar, 2.5 days in Dixon’s Star to do the astrogation calculations, 4.5 days to slow down at Pale in the Truane’s Star system. Then they need to accelerate and jump to Zebulon which will take another 9 days.  All told, that’s 20.5 days of travel.  Add to that any time it takes to assemble the Task Force and get the ships ready to leave.

What other options are there?  In the description of Spacefleet, it describes the two Task Forces and Strike Force Nova and then says that there are other smaller units as well.  I decided to take advantage of this.

image by Scott Mulder

At the same time as the events are unfolding on Volturnus, Streel and Pan Galactic are locked into what will be known as Laco’s War, the first corporate war.  In my games, this war is just starting to heat up.  Because of that, Spacefleet had recently dispatched a medium sized Patrol Group to the system to attempt put a damper on the rising hostilities.  Patrol Group Virgo, consisting of 2 light cruisers, 2 destroyers, 2 assault scouts, and an assault carrier with 8 fighters, has just recently arrived in Dixon’s Star.  That puts them marginally closer only requiring 18 days to get to Volturnus with the advantage that since they are already out on patrol, they can depart immediately.

So once the call comes in from the PCs, Spacefleet takes a day or two to make the decision and then dispatches Patrol Group Virgo from Dixon’s Star.  In Truane’s Star they pick up the Pale militia as well as a frigate, 4 corvettes, and 3 assault scouts that Streel sends along on the expedition.  With that, the ships arriving at Volturnus from the UPF are:

  • 8 Assault Scouts
  • 4 Corvettes
  • 2 Frigates
  • 2 Destroyers
  • 2 Light cruisers
  • 1 Assault Carrier with 8 fighters

From a campaign perspective, I have the UPF fleet arrive just as the battle on the ground is ending, driving off the sathar ships.

The Knight Hawks Scenario

We now have the order of battle.  The sides are fairly evenly matched.  The UPF fleet has more ships, but the sathar have slightly more hull points.  The UPF’s forces are concentrated into its smaller vessels, lots of little assault scouts and corvettes that can potentially be picked off fairly easily.

This scenario can be played by any number of people.  Simply divide into teams and each team takes a side.  The UPF forces divide fairly easily into three groups, one playing the UPF ships, one the Pale militia, and one the Streel ships.  Although the number of ships and their strength isn’t evenly distributed between those groups.  The sathar ships can be divided up any way that team sees fit.

Setup

A planet counter representing Volturnus is placed in the center of the map.

The sathar are the defenders in this scenario.  Sathar ships, with the exception of the frigates, are all placed in orbit around Volturnus with a speed of zero.  They have just recently finished dropping off all their troops.  Since the frigates are not troop carriers, they can start in any hex within 5 hexes of the planet with a speed of up to 5 hexes/turn.

The UPF are the attackers.  They all start along one of the short sides of the map.  The individual ships can be anywhere on that side, but all the ships have to be on the same side.  They must start within 3 hexes of the map edge and be moving at any speed up to 15 hexes/turn.  All the UPF ships have to start at the same speed.

Special Rules

Escaping the Battle

A ship is considered to have escaped from battle if it moves off any edge of the map with a) no ships in pursuit, or b) is out of weapon range and has a higher ADF of any pursuing ships.

Preserve the Fleet

Heavy cruisers and assault carriers are important vessels in the sathar navy.  If the tide of battle seems to be going against the sathar, they will try to pull back to preserve these larger vessels, sacrificing the smaller ones if necessary (even if it means ramming) to delay the UPF ships and allow the larger vessels to escape.

Victory Conditions

Sathar Victory

The sathar claim victory if they can destroy all the UPF vessels.

UPF Victory

The UPF claim a complete victory if all the sathar vessels are destroyed.  If any of the sathar vessels escape, it is only a partial victory.

When I Played

image by Scott Mulder

I played this out once using the full Advanced Combat rules of the Knight Hawks boardgame.  I wanted to test the plausibility of this mix of ships in the scenario.  Basically I was playing to make sure it was possible for the UPF to win.  I definitely thought the sathar would have the advantage.  It turned into quite the slugfest.  However, the UPF got in some lucky early blows with the assault scouts living up to their hype and taking out nearly half of the sathar fleet by round 3 of the game after losing only a single assault scout.

In the end, the sathar fleet was routed, escaping with only 1 frigate, 2 destroyers, and a heavy cruiser. The other heavy cruiser and assault carrier were lost on that fateful round 3.  The UPF only lost a Pale militia assault scout, and a light cruiser and assault scout from the Spacefleet contingent, but almost no ship escaped unscathed.  The die rolls favored the UPF and it ended up being a very lopsided game.  I suspect if played through several more times, it could go either way.

Last Thoughts

Do you like these Knight Hawks game scenarios?  Would you like to see more of them?  Should I include the statistics for the ships?  If you play this scenario out, let me know which rule set you used (Basic or Advanced) and how it turned out.

April 23, 2019 Tom 6 Comments

Pursale Colony Ship Sketches

It’s taken me a long time to get to this point but I finally have sketches of the ship embedded in the center of the Outpost Osiris asteroid. These are my initial roughs that I will fill in with details as I complete the write-ups.

The scale on the images is 5 meters to the square. This ship is quite large with a “wingspan” of nearly 200m and a length of over 300m. It consists of five decks each of various sizes. I’m going to try to do a 3D render of the shape of the ship at some point.

The bold outer outline in each of the following images represents the outer hull of the middle deck (deck 3). It is shown on each of the images to allow you to compare the other decks to the overall size of the ship.

Only parts of the ship are going to be physically accessible in the module. Other parts are fused with the rock of the asteroid or crystalline structures piercing through the body of the ship in the central cavity of the asteroid. I’ll be deciding exactly what is obstructed and what isn’t as I work on the module details. I know for sure that the engines are not accessible and that the phase shield room (deck 3) and power core (deck 4) are undamaged as is the starboard airlock. Some of the robot storage areas will be accessible as will at least one cryo bay (so the characters can find some desiccated Pursale remains) but beyond that, I haven’t decided what to make accessible. That will come at a future date.

So here are the five decks of the ship, from bottom to top.

Deck 1 – Shuttle bays

This deck primarily contains 8 shuttle bays, a storage area, and the ship’s two underbelly laser batteries. The large engines out on the wings also extend down to this part of the ship but are not accessible from here. The large storage area here contained colonization supplies.

Deck 2 – Robots and Tech

This deck has another large storage area for colonization supplies, as well as the robot storage areas and a tech shop. There are also two more shuttle bays on this level as well as the first of many cryo bays containing rows and rows of the (once) frozen colonists.

Deck 3 – Crew Deck

This is the largest deck of the ship. It contains the engineering section, access to the engines and the crew quarters for the active crew. There is a large garden area, dining an food storage, as well as several cryo chambers. There is also an aft observation deck, forward sensors, and the ships two forward facing laser batteries. The airlocks are also on this level as are some of the ship’s workpods. The phase shield generator is located on this deck in the very center of the ship.

Deck 4 – Cryo Bays and Power

This deck consists almost completely of cryo storage bays containing colonists in frozen storage. The only other ship system on this level is the ship’s power core, which amazingly wasn’t destroyed when the ship unphased into the asteroid.

Deck 5 – Bridge

This deck contains the ship’s bridge and medical facilities, a few more smaller cryo bays, as well as the ship’s launches and some more workpods. It also has the upper laser battery.

Next Steps

This is the ship as built when fleeing the Pursale homeworld and fully functional. By the time the PCs discover it, it has been embedded in the asteroid of millenia. Many of the parts of the ship are fused with either the rocks of the asteroid or crystalline structures in the central cavity. All of the crew and colonists are long dead however some of the robots, along with some parts of the ship’s machinery has survived.

The next step is to figure out which parts of the ship are still accessible and create the actual maps for the game along with the description of the various areas.

The intention of this part of the adventure is for the players to make their way onto the ship, overcoming the last of the ship’s defenses, and attempt to obtain the phase shield generator off the ship and install it on their own. They then need to feel the outpost as their tampering has caused the ship’s power core to enter a self-destruct mode that cannot be stopped.

The details of the ship are still fairly malleable so let me know if there are any major ship systems or details that you think I missed.

April 16, 2019 Tom 1 Comment

A New Starship Construction System – part 5 – Engines Revisited

This post is a result of me thinking about the smaller ships: shuttles, fighters, even assault scouts. But especially the tiny hull size one and two ships. We’re going to look at an expansion of the engine size chart presented in part 2, adding in some new sizes and more data on the existing engines.

The first thing I was contemplating, and that I’ve know for a while, is that the Class A engines were way overpowered for the very small craft. If you took the stats for a fighter, it comes out to a total mass of about 263 tons. The thrust for a Class A Atomic or Chemical drive is 6250 and an Ion drive has a thrust of 3000. That mean the maximum potential ADF is 23.7 for the atomic and chemical drives and 11.4 for the ion drive. Well over the 6 ADF maximum and the 5 ADF specified for the ships. These smaller ships could easily get by with much smaller engines and still have the same performance. It had always been my intention to add in the smaller engine sizes.

The other issue that has been nagging at me lately is docking, specifically in bays inside a larger vessel. The system takes this into account and allocates bay sizes based on the size of the ship and includes the mass of the docked ships in the ADF calculation. Except the final sizes of the ships don’t include size or mass of the engines! I had originally hand-waved that away saying that the engines were rated to propel themselves plus provide X amount of thrust depending on the size and type of engine. For the larger ships, that’s fine. The engines are external to the ship and it’s really not going to dock inside anything else. But for the little ships, this is an issue and I need mass and volume values to make it all work out.

So that’s the task for today: Calculate the data for some smaller engines for the little ships, and come up with mass and volume values for all the engine types.

And then we can properly build and design assault carriers to hold our fighters (and maybe our assault scouts) and any ship that has one or more shuttles it houses internally. So let’s get started.

Smaller Engines


Gemini and Apollo rocket engines from Wikipedia

This is actually the easy part. I intended to make two additional sizes of engines, one about half the performance of the Class A engine, and a second one at half the performance of that.

The hardest bit for me was coming up with a nomenclature. Do I go with the engine size labels from model rocketry (1/2A, 1/4A) to match the A, B, and C sizes of model rockets? Or do I go the battery route and call them AA, and AAA engines. In the end, I decided to go the battery route. So the Class AA engine has about half the performance of the Class A engine, and the Class AAA engine about 1/4 the performance.

The only real constraint I had was that I wanted at Class AAA engine to still provide and ADF of 5 to the standard UPF fighter. Since that fighter has a mass of 274 tons (when configure, it has to provide a thrust of at least 1370.

The thrust ratios between the Class A, B, & C engines are on the order of 3-4. If I maintained that same ratio, then our AA engine at best would only have a thrust rating of 6250/9 = 694, about 700 which is too small. Of course 2 of them would give us the required thrust but all the depictions of the smaller ships are single-engined and I wanted to go with that.

So instead of going down by thirds, decided to go down by halves. Actually a little more in the case of the step from Class A to Class AA with the atomic and chemical drives. With that decision made, it was time to work out the values. That gives us the following table.

Engine Performance Table
Class AClass AAClass AAA
Engine TypeThrustCost (cr)ThrustCost (cr)ThrustCost (cr)
Chemical6,25050,0003,00028,0001,50015,000
Ion3,000100,0001,50055,00075030,000
Atomic6,250250,0003,000130,0001,50070,000

The values for the Class A engines are simply taken from the original post and provided for comparison. Additionally, we need the cost of fuel for each of these new engines types.

Fuel Cost Table
Engine TypeClass AClass AAClass AAA
Chemical30015075
Ion532
Atomic10,0006,0003,000

As with the larger engines, the atomic engines require the atomic fuel pellet at the prices listed plus a load of Chemical fuel as well.

Unlike the larger atomic engines, which can hold more than a single fuel load, the AA and AAA atomic engines can only hold a single load. Additionally, the smaller ion engines can only hold 5,000 fuel units instead of 10,000 like their full-sized siblings.

Volumes and Masses

Now for the harder part. Generating volumes and masses for these various engines.

Engine Volume

There really isn’t much go to on here. I could look at the miniatures, but they were created more for style than with any eye for consistency between the ships. There are also a few drawing in the game books that might be used as a reference. In the end, I did the following.

I started with my 3D model of the assault scout which is based on the drawings of the ship all through the books. I then assumed that this plus the wing of the assault scout represented the volume of the engine plus the fuel tanks needed to hold the three units of fuel for the engine. This gave me a volume, based on my models of 657 cubic meters. We’ll round that down to 600 cubic meters and call it good. That’s the volume of a Class A atomic engine and its associated fuel tanks.

Now, anyone who looks at real rockets will immediately realize that that isn’t a lot of volume for fuel. For example, the space shuttle’s external tank had a volume of just over 2000 cubic meters. And that’s enough to make one trip up, not one and back, let alone three trips. So we’re dealing with some amazing rocket propellant here (and really cheap too). But that’s okay, I’m willing to have handwavium as a fuel additive in our rockets.

The next thing we need is a scaling relation for the larger (and smaller) engines. It has to account for the larger fuel load in the larger engines, And remembering that for the atomic engines, we can hold additional loads over the three in the Class A engines. At the very least, it has to scale up as the thrust scales. But I want to add a little more on top of that.

At one point in the past, I had made 3D models of Class A, B, & C atomic engines. At some point when I created them, I had some rationale for why they were the size they were. I don’t remember that rationale now (and it may have been purely aesthetic), but I figured I could at least look at them and see what the relationships were.

In the end I decided that the scaling for the volumes would be 1.45 times the scaling in the thrust. That would provide a baseline and then I’d adjust the numbers slightly to get nice “round” numbers (i.e. 2800 instead of 2782.5). On the smaller engines, I adjusted things up bit making the engines slightly larger to account for “minimum” sizes for some of the components and fuel tanks. I also made some adjustments to the various types of engines to account for the type and amount of fuel they carry.

Engine Mass

This one was much easier as it was to be based off of the volume. In this case I just assumed an “average” density for each type of engine and its fuel. The question was what to pick.

Modern rocket fuels are actually very light, on the order of 0.7-1.0 tons per cubic meter, less dense than water. And liquid hydrogen, the primary fuel in ion engines, is amazing light at only 0.07 tons per cubic meter. On the other hand, the actual engine parts are going to be much more dense to withstand the forces and pressures being exerted.

So in the end I compromised. Chemical engines would have an average density of 2 tons/cubic meter, ion engines would be 1.5 to reflect their much lighter fuel, and atomic engines would be 2.5 to represent the additional components that give them their special properties.

Engine Data

With all of those items figured out we can now build the full data table on each of the engine types.

Chemical Engines

SizeThrustCost (cr)Fuel Cost (cr)Volume (m3)Mass (tons)
AAA1,50015,00075100200
AA3,00028,000150200400
A6,25050,000300400800
B20,000175,0001,0002,0004,000
C80,000770,0004,20012,00024,000

Ion Engines

SizeThrustCost (cr)Fuel Cost (cr)Volume (m3)Mass (tons)
AAA75030,0002100150
AA1,50055,0003200300
A3,000100,0005500750
B10,000400,000172,5003,750
C40,000200,0007015,00022,500

Atomic Engines

SizeThrustCost (cr)Fuel Cost (cr)Volume (m3)Mass (tons)
AAA1,50070,0003,000100250
AA3,000130,0006,000200500
A6,250250,00010,0006001500
B20,000400,00032,0002,8007,000
C80,0006,000,000125,00016,00040,000

Impacts

So how does this impact our smaller ships? Most importantly, I want to see what it does for fighters and digger shuttles, the two small ships that are explicitly included inside larger vessels.

Using this system before the changes to the engines, we had the following characteristics for the two ships:

  • Fighter – mass: 274 tons, volume: 136 m3, 1 Class A Atomic engine, Max loaded ADF: 22.8
  • Digger shuttle – mass: 1330 tons, volume: 641 m3, 1 Class A Chemical engine, Max loaded ADF: 4.7

If we were to just update these vessels with the data for the original engines, the volume of the fighter would jump to 736 m3 with a mass of 1774 tons, an increase of 441% and 547% respectively. The digger shuttle isn’t quite as bad as it was bigger to begin with but it would increase to 1041 m3 and 2130 tons, increases of 62% and 60%.

However, these ships don’t need this large of an engine. If its occupants could handle it, the Class A engines on the fighter give it a maximum possible ADF of 22.8. Since it is only supposed to have an ADF of 5, we can swap out the Class A engine for a Class AAA engine. It will still have a maximum ADF of 5.5. With that change, the the fighter now has a volume of 236 m3 (a 74% increase) and a mass of 524 tons (a 91% increase). Still larger, but much more reasonable and easier to pack into our assault carriers. It also reduces the cost of the fighter by 180,000 credits. Since the original cost was 528,151 cr., reducing that by 180,000 is a savings of 34%. And that makes the bean counters at Spacefleet happy.

The default Class A chemical engine on the digger shuttle gives it a maximum ADF of 4.7, well within the species limit of 5. However, it only really needs an ADF of at least 2 to get on and off planets, so here we can get away with a Class AA chemical engine. This still leaves the shuttle with a max ADF of 2.3, reduces the cost of the shuttle by 22,000 cr., and put the final volume and mass at 841 m3 and 1730 tons (increases of 32% and 30% over the original), making them easier to store in the mining ships. Since the digger shuttle was original 140,320 cr., the 22,000 cr. reduction saves nearly 16% off the cost of the shuttle.

And for the curious, the Assault Scout has a volume and mass of 3455 m3 and 2458 tons. Adding in its two Class A atomic engines brings its total volume up to 4655 m3 and total mass up to 5558 tons (increases of 35% and 126%). That makes it 20x larger and 11x more massive than a fighter. So it’s not unreasonable that special carriers might be designed to transport the larger ships.

Final Thoughts

I definitely like the direction of this change. The size of the fuel storage is probably unreasonably small, but that’s just going to be part of the fiction of our science fiction. The exact values might change as this sees a bit more play but I think it serves as a solid baseline to build on.

What are your thoughts and ideas on this update to the engines? Let me know in the comments below.

March 26, 2019 Tom 1 Comment

A New Star Ship Construction System – part 4 – Hull Types, Armor, and Sensor Systems

This is a continuation of the excerpts from the starship construction system. I had originally planned to have the how to draw a star system map post ready for today but I didn’t quite finish it. So I’m posting this one in its place and will have that one up next week.

This article will be about the various type of hulls that you can make you ship out of and the effects they have on the hull points and mass of the ship. In the new system I expand on the basic hull from the original rules to four different types that have different characteristics and costs.

While not related, I’m also including the section on the radar and energy sensors as that is another deviation from the standard system

Hull Type

There are four different hull types. Each type has a mass and cost associated with it depending on the hull type selected. Different hulls provide different amount of hull points for a given ship size.

Hull Type Cost multiplier Mass Multiplier Hull Point Multiplier
Light 35 cr * total volume 0.15 tons * total volume 0.6
Standard 50 cr * total volume 0.25 tons * total volume 1
Armored 100 cr * total volume 0.50 tons * total volume 1.4
Military 200 cr * total volume 0.40 tons * total volume 2

Light Hull – This is a light duty hull.  It costs and weighs less than a standard hull but only provides sixty percent of the hull points of a standard hull.

Standard Hull – This is the standard type of ship hull and provides the standard number of hull points.  This is the typical hull used on most civilian vessels

Armored Hull – This is the highest grade hull available to civilians.  It is twice as massive and twice as expensive as a standard hull and provides a forty percent increase in hull points over a standard hull.

Military Hull – Combining specialized materials and designs, the military grade hull is not available for civilian ships.  It is more expensive than even the armored hull although it doesn’t contain as much mass and provides double the number of hull points of a standard hull.

Example:  Obar Enterprises is designing a new mid-sized freighter that has 100 cargo units of space.  After selecting all the ship’s, the total volume of the ship is 18,453.2 cubic meters.  Selecting a standard hull gives a cost of 18,453.2 x 50 = 922,660 credits and a mass of 18,453.2 x 0.25 = 4613.3 tons.  This hull would have the standard number of hull points.

If the cost or mass were a concern, they could go with a light hull, which would have a cost of only 18,453.2 x 35 = 645,862 cr (saving nearly 300,000 cr) and have a mass of only 18,453.2 x 0.15 = 2767.98 tons saving nearly 2000 tons.  However, this hull would have a hull point multiplier of 0.6 or only 60% of the standard hull points.

Additional Armor

Sometimes even the strongest hull just isn’t enough and you want to add more armor to the ship. Once you have your base hull, you can add additional layers of protection to the ship as desired. This will greatly increase the cost and mass of your ship but won’t affect the volume.

You can add armor on to the ship to increase its hull points by up to 25% in 1% increments.  The cost of additional armor is 8 cr. per cubic meter of volume per percentage increase.  Thus to get a 5% HP increase it would cost you 40 cr. per cubic meter of the ship, nearly doubling the cost of a standard hull.  The armor adds an additional 0.016 tons of mass per cubic meter of volume per percentage increase.  Thus that 5% increase above would also add 0.08 tons per cubic meter of the volume of the ship.

The armor modifier for calculating the ships final hull points is just 1+(armor bonus/100).  So if my armor bonus is 20% the modifier is 1+(20/100) = 1.2.  This will be multiplied by the ship’s base hull points to determine the actual number of hull points the ship has.

Long Range Detectors

Radar

Radar systems are combination active/passive systems.  In active mode they send out pulses of radio waves and detect the reflected pulses.  In passive mode, they scan space for emissions from other ships.  The range of the radar system depends on its rating.  The higher the rating the more distant an object it can detect due to stronger emitters and more sensitive receivers.  It takes a lot of power and large transmitters to get returns from objects in the larger areas covered by the higher rated systems.  The listed range is the range for the active system.  In passive mode, the ranges are at least 10 times larger but can only detect targets that are radiating at radio frequencies.

Rating Range (km) Multiplier
1 300,000 1
2 600,000 8
3 900,000 27
4 1,200,000 64
5 1,500,000 125

Cost: 10,000 cr x Multiplier, mass: 15 tons x Multiplier, volume: 5 cu m x multiplier (7 cu m if aerodynamically streamlined)

Energy Sensors

These are broad spectrum radiation detectors that look at multiple wavelengths to detect radiation from ship systems.  They scan radio, optical, infrared, x-ray, and microwave wavelengths and have gamma-ray detectors to look for signatures from ships’ engines and power plants.  These are completely passive systems and like radar come in different ratings that have increased sensitivity.  The ranges listed are for detecting shielded, ship-sized energy sources against the cosmic background.  If an object is putting out energy emissions that are stronger than typical radiation leaked from ship systems, the detection range could be much larger.  For example, even a type 1 energy sensor suite will still be able to detect the system’s star at ranges of billions of kilometers.  Exact details are left up to the referee.

Rating Range (km) Multiplier
1 500,000 1
2 1,000,000 8
3 1,500,000 27
4 2,000,000 64
5 2,500,000 125

Cost: 200,000 cr x Multiplier, mass: 50 tons x Multiplier, volume: 20 cu m x multiplier

Thoughts

That’s it for the hull types, armor, and long range detectors. It’s a fairly simple change but allows for a wide range of ships with various characteristics and costs. Obviously the heavier hulls, armor, and larger sensors are going to require bigger, more expensive engines or suffer a performance penalty but sometimes you just need more hull points or a larger sensor range.

Share your thoughts, suggestions, and questions in the comment section below.

February 19, 2019 Tom 2 Comments

A New Starship Construction System – part 3 – Life Support

My previous posts about my new starship construction system generated a bunch of interest and several people expressed a desire to see more. So I thought I’d post up bits and pieces of this over a series of posts. I’ll start by posting the things that are new relative to the starship construction system in the Star Frontiers Knight Hawks Campaign Book.

I already posted the introduction the the “A New Starship Construction System” post back in early November. Although it wasn’t labeled as such, the “Starship Engines” post that came shortly after the first one was part 2 as that was taken from the new system as well.

The timing of these posts will be probably be fairly sporadic as I’m using them as filler between posts on other topics and when I’m working on things that I’m not ready to post about.

I’ve already posted about the engines. The next major change is the life support system which is the topic of this post. With each of these posts going forward, I’ll try to include some of the rationale and thinking behind the choices I made and the way I designed it. So let’s get going.

Design Considerations

One of the things that I found problematic with the life support system as described in the standard rules was that it always felt way too small. For example say you had a ship that could support 9 people. According the the standard rules, all of the life support equipment for the entire ship, including all the food, oxygen, and water for 200 days of operation would weigh only 9 kg (20 lbs)!

That 9 kg is split half and half between the equipment and the consumables so there is 4.5 kg (10 pounds) of equipment to get all that food, water, and air throughout the ship and then 4.5 kg of the food and water itself. Now I don’t know about you, but there is no way I can feed my family of 9 for a week, let alone 200 days on 10 lbs of food. Maybe if it was all just a nutrient pill that you took once a day that had all your calories, vitamins, and minerals. But I think even that is stretching it and definitely not very satisfying.

One could argue for transmutation/replicator technology ala Star Trek but that just doesn’t jive with the feel of Star Frontiers for me and I don’t want that in my game. Beside the rules state that the life support systems “include food storage and preparation, and water, atmosphere and wast processing and disposal.” (KHCB p 14) That sounds like it should include a bunch of machinery and storage space.

So looking at the life support systems I saw two things that needed to address. One was food storage and preparation, and the other was water, air, and waste circulation and processing. All of that was going to take up space. I needed to make sure the system had enough mass and volume associated with it to include all the various bits of machinery and storage and pipes and duct work needed to get the various bits around the ship as needed.

Another aspect was that I wanted it to be completely configurable by the ship designer. The default rules were for a 200 day supply in the system. Since I knew this new system was going to be bulkier, I wanted to give the option to go for a smaller system if you knew that was all your needed. For example, a shuttle, that just goes up and down from the ground to orbit probably doesn’t need a life support system that can go 200 days without recharging. It probably only needs a few days at most and so can have a much lighter system.

Related to that I wanted to have different types of system for shuttles, system ships, standard interstellar ships, and first class accommodations. Each of those have different requirements and therefore should have different costs, volumes, and masses.

Taking all of that into account results in the following system. The excerpt of the rules that follows assumes that you’ve determined the crew size and number of the various passenger cabins you will have on the ship before to select the life support system.

Life Support Equipment

Now that you know the number of crew and passengers, you can select the amount of life support equipment the ship needs. It is recommended that you have at least one backup life support system in case there are problems with (or damage to) the primary system.  The life support system includes a variety of systems such as air filtering and circulation, food preparation, sanitation facilities, and waste management.  Life support on starships are mostly a closed system, almost everything gets recycled.  However there are some consumables that do need to be replaced (mainly foodstuffs) every so often.

Your life support system needs to be at least large enough to support the crew and passengers.  Typically, ships are designed with a little extra capacity as a safety margin or for emergencies.  There are four basic levels of life support available for ships, depending on the ship’s needs:

Rudimentary – This is an air supply system only.  It doesn’t handle food or waste materials and just provides an air supply and air circulation system with filtering.  This is the life support system you find on launches, workpods, fighter craft, and other ships that are not designed to be occupied for a long time.

Basic – This level of life support adds basic food storage and preparation, sanitation facilities, and waste management to the air supply system of the rudimentary life support level.  Supplies are stored and consumed and waste material has to be removed regularly.  There is little to no recycling of materials except for air and water.  This level of life support is typical of shuttles and some short distance system ships that typically operate for only short periods of time between calling on bases where their life support can be resupplied and waste material removed.  It may also be found on some lifeboats.  While you could equip a starship with this type of life support system, making it large enough to support long missions uses up valuable space in the ship and tends to be more expensive in the long run.

Standard – This is the typical system for any starship.  It consists of complete air and water recycling, as well as recycling of waste material.  It typically includes some sort of hydroponics system for both growing fresh food and recycling carbon dioxide back into oxygen.  There are full food preparation facilities as well as complete sanitation facilities.  This level of life support is required for Journey class passenger accommodations.

Deluxe – This is a more advanced version of the Standard system.  It provides better recycling, larger food preparation facilities, more variety in the fresh foodstuffs, and better (nicer) sanitation and waste management facilities.  This level of life support is required for any First Class passenger accommodations.

A ship can have different life support levels for different parts of the ship.  This is quite common on passenger liners.  For example, if a passenger liner has 20 First Class cabins and 100 Journey class cabins.  It is not very likely that the owners will invest in Deluxe life support for the entire ship (although if they did, it would figure prominently in their advertising).  Rather they would invest in a Deluxe life support system to cover the First Class cabins and a standard system to cover the Journey Class cabins and the crew.

The volume listed for the life support system includes both the machinery and hardware for processing the air, water, food, and waste material as well as storage space for raw materials and duct work to move material around the ship.

Every life support system has two ratings.  The first is the maximum number of beings the system can support.  This determines the amount of mass and volume allocated for the life support machinery (pumps, filters, ducts, pipes, etc.).  The second is the maximum number of days that the system can support those beings without being refilled/recharged.  This determines the amount of volume committed to storage of life support supplies.

Base hardware costs and volumes per being supported

All values except base system volume are multiplied by the maximum number of beings the system can support at one time.

Type Cost Mass Base system volume Volume
Rudimentary 500 cr 0.2 tons 1 cu m 0.1 cu m *
Basic 1500 cr 2 tons 6 cu m 5 cu m
Standard 3000 cr 4 tons 15 cu. m 8 cu m
Deluxe 5,000 cr 6 tons 30 cu. m 10 cu m.

* This volume assumes you are equipping a small one or two room craft with this system like a fighter or launch.  If you try to put this into a larger ship the volume goes up by a factor of 10 for the ducting and pipes needed.

For example, our passenger liner has 20 First Class cabins and 100 Journey class cabins for crew and passengers.  It would need two life support systems.  The Deluxe system would support 20 beings.  It would cost 20 x 5000 = 100,000 cr, have a mass of 20 x 6 = 120 tons, and take up 30 (base volume) + 20 x 10 (volume per being) = 230 cubic meters.  The Standard system for the Journey class cabins would cost 100 x 3000 = 300,000 cr, have a mass of 100 x 4 = 400 tons and take up 15 + 100 x 8 = 815 cubic meters.  Thus the Standard system while being just a little more than 3x the size of the Deluxe system, supports 5x as many beings.

Supply cost per being per day

In addition to the base machinery costs, there is the cost of the food, air, and water needed for the beings on board.  Multiply each value times the maximum number of beings the system can support and then by the number of days you want to be able to support those beings without a reload/refill of the system.

Type Cost Mass Volume
Rudimentary 10 cr 0.05 tons .1 cu m
Basic 15 cr 0.15 tons .4 cu m
Standard 25 cr 0.1 tons .15 cu m
Deluxe 40 cr 0.15 tons .25 cu m

So if our passenger liner wanted to support its full complement of crew and passengers for 200 days without a resupply, the cost of the supplies and storage areas would be as follows:  For the Deluxe system the cost is 40cr x 20 beings x 200 days = 160,000 cr, the mass would be 0.15 tons x 20 x 200 = 600 tons, and the volume would be 0.25 cu m x 20 x 200 = 1000 cubic meters.  The standard system supplies would cost 25 cr x 100 beings x 200 days = 500,000 cr, the mass would be 0.1 tons x 100 x 200 = 2000 tons, and the volume would be 0.15 cu m x 100 x200 = 3000 cubic meters.

Thoughts and Comments

That’s the life support system rules in the the new system. Let me know what questions or thoughts you have in the comments below.

January 29, 2019 Tom Leave a comment

TSS Eternity (yacht)

The TSS Enternity is a small HS 4 Luxury Yacht originally registered in the Timeon system.  Sporting a pair of class A atomic engines, it is quick and maneuverable,  Built with an armored hull, it is also fairly resilient to damage as well.  I has a laser battery and reflective hull for defense, relying more on its speed than its weaponry to get out of trouble.

The ship is designed to carry a crew of four for operations and six passengers in luxury where ever it may go.  It has a 1 CU hold (often used for storing vehicles) and is aerodynamically streamlined and fully capable of planetary landings.

The full stats for this ship are:

Hull Size: 4
HP: 29
ADF: 3 (fully loaded) 4 (unloaded)
MR: 3 (fully loaded) 4 (unloaded)
DCR: 34
Engines: 2 Class A Atomic Engines
Fuel Capacity: 3 full loads per engine
Accommodations: 4 Journey Class, 6 First Class
Life Support:
– Primary: standard system – 4 beings, 200 days, deluxe system – 6 beings, 200 days
– Backup: standard system – 4 beings, 200 days, deluxe system – 6 beings, 200 days
Communication & Detection Equipment: Videocom radio with a master and 1 secondary control screen, Subspace Radio , Intercom (2 master control panels, 20 standard panels, 10 speaker panels), Radar – Type I, Energy Sensors – Type I, Skin Senors, Camera system
Computer Level: 4   FP: 116
Computer Programs: Atomic Drives 4, Life Support 2, Backup Life Support 2, Alarm 2, Computer Lockout 4, Damage Control 2, Astrogation 4, Laser Battery 1, Communication 2, Information Storage 2, Installation Security 3, Skin Sensors 1, Maintenance 2, Cameras 1
Ship’s Vehicles: small launch, small lifeboat
Other Equipment: deluxe astrogation system , complete backup computer and life support system
Weapons: LB
Defenses: RH
Control Spaces: 4
Cargo Capacity: 1 cargo unit (300 cubic meters)
Volume: 3721 cubic meters (total), 2857 cubic meters (inhabited)
Unloaded Mass: 2990 tons
Loaded Mass: 3290 tons
Crew Size: 4 (nominal)
ADF per Fuel Load: 3800 (loaded), 4181(unloaded)
Cost: new: 1,885,837 cr. (unfueled)

Originally owned by a wealthy business man on Timeon, the original owner has tired of this old ship and is selling it to help pay for his new one.

The ship is currently missing:

  • small launch
  • small lifeboat
  • all life support supplies
  • backup computer

The price of the ship in its current state is 1,267,586 cr.

November 21, 2018 Tom Leave a comment

CDC MV-043 Mining Ship

The MV-043 is a small, HS 5 mining ship designed to work independently on both small and large worlds.  Streamlined for planetary landings, the ship carries and orbital processing lab that allows it to process any resources found and bring them back to civilization in its 20 cargo unit hold.

The ship has 10 mining robots and a digger shuttle for mining operations and its support system can support up to 12 beings for 200 days.  It carries two laser batteries for self defense.  It’s ship’s vehicles include a small lifeboat and launch and a workpod.

CDC built a number of these vessels in its early days and continued to manufacture them at a low level as it opened new worlds.  The ships often doubled as exploration scouts – seeking out new worlds and collecting their resources.

The full ship stats are:

Hull Size: 5
HP: 24
ADF: 1 (loaded), 3 (empty)
MR: 1 (loaded), 3 (empty)
DCR: 38
Engines: 2 Class A Atomic Engines
Fuel Capacity: 3 full loads per engine
Accommodations: 12 Journey Class
Life Support:
– Primary: standard system – 12 beings, 200 days
– Backup: standard system – 12 beings, 200 days
Communication & Detection Equipment: Videocom radio with a master and 2 secondary control screens, Subspace Radio , Intercom (2 master control panels, 20 standard panels, 10 speaker panels), Radar – Type I, Energy Sensors – Type I, Skin Senors, Camera system
Computer Level: 4   FP: 138
Computer Programs: Atomic Drives 4, Life Support 1, Backup Life Support 1, Alarm 2, Computer Lockout 4, Damage Control 2, Astrogation 4, Laser Battery 1, Laser Battery 1, Communication 2, Information Storage 2, Installation Security 2, Skin Sensors 1, Maintenance 2, Cameras 1, Robot Management 4, Cargo Arm 2, Orbital Processing Control
Ship’s Vehicles: small launch, small lifeboat, workpod, digger shuttle
Other Equipment: cargo arm, orbital processing center, 10 mining robots, complete backup computer and life support system
Weapons: LB (x2)
Defenses: RH
Control Spaces: 8
Cargo Capacity: 20 cargo units (3000 cubic meters)
Volume: 7313 cubic meters (total), 2343 cubic meters (inhabited)
Unloaded Mass: 3848 tons
Loaded Mass: 9848 tons
Crew Size: 8 (nominal)
ADF per Fuel Load: 1269 (loaded), 3248 (unloaded)
Cost: new: 2,478,412  r. (unfueled)

The ship currently available has been in service for 19 years and is currently missing the following items:

  • all vehicles including the digger shuttle
  • the mining robots
  • all life support supplies
  • the backup computer

In its current state, the ship is selling for 1,292,284 cr. 

November 19, 2018 Tom Leave a comment

PGC LL-037 Passenger Liner

The LL-037 is a small (100 passenger) space liner typically operated in more remote systems that don’t have enough traffic to warrant a larger ship.

With a crew of 30, the ship can accommodate the needs of its passengers for the duration of the interstellar journey.  While the liner sports 10 First Class cabins, it is primarily focused on basic Journey class passengers of which it can carry 90.  There are also 100 storage class berths for those that which to take that route.

Sporting two Class B Atomic engines, the ship has a maximum ADF of 2, allowing it to run a little faster than its typical 1g of acceleration if it needs to.  It also sports a single laser battery as a deterrent.

The full ship stats are:

Hull Size: 8
HP: 39
ADF: 2
MR: 2
DCR: 52
Engines: 2 Class B Atomic Engines
Fuel Capacity: 6 full loads per engine
Accommodations: 10 First Class, 120 Journey Class, 100 Storage Class
Life Support:
– Primary: standard system – 120 beings, 200 days, deluxe system – 10 beings, 200 days
– Backup: standard system – 35 beings, 200 days, deluxe system – 10 beings, 200 days
Communication & Detection Equipment: Videocom radio with a master and two secondary control screens, Subspace Radio , Intercom (3 master control panels, 40 standard panels, 100 speaker panels), Radar – Type I, Camera system, 120 portholes
Computer Level: 4   FP: 157
Computer Programs: Atomic Drives 5, Life Support 2, Backup Life Support 2, Alarm 2, Computer Lockout 4, Damage Control 2, Astrogation 4, Laser Battery 1, Communication 2, Information Storage 2, Installation Security 2, Maintenance 2, Cameras 1, Robot Management 4
Ship’s Vehicles: small launch, 2 large launches, 2 small lifeboats, 5 large lifeboats, 5 escape pods, 1 workpod
Other Equipment: complete backup computer and life support system
Weapons:  LB
Defenses: RH
Control Spaces: 8
Cargo Capacity: 5 cargo units (1500 cubic meters) – this is beyond the required storage for the berths
Volume: 31266 cubic meters (total), 24413 cubic meters (inhabited)
Unloaded Mass: 17380 tons
Loaded Mass: 18880 tons
Crew Size: 30(nominal)
ADF per Fuel Load: 2118
Cost: new: 8,113,345 cr. (unfueled)

The ship currently on the market is 21 years old and missing the following items:

  • All of the ship vehicles
  • all Life support supplies
  • the backup computer
  • furniture and equipment from the passenger cabins (cost is half regular price to refurbish)

The cost of the ship in it’s current condition is 4,247,313 cr.  With a minimal crew of 6, the DCR is only 46 and in it’s currently stripped state, the ship has a current ADF of nearly 4 (3.89).


November 16, 2018 Tom Leave a comment

PGC FF-02 Military Frigate

The FF-02 was an early model frigate designed and built shortly after the Great Sathar War as the newly formed UPF worked to build up it’s Spacefleet to defend against another sathar incursion that never happened.  A mainstay of the early fleet, a large number of these ships were build in the early days of the UPF.

Many have been lost over the years to skirmishes with pirates over the intervening decades with a few even showing up in pirate fleets, having been captured or salvaged.  Those remaining in service within Spacefleet are getting up in years and are being decommissioned in favor of newer, updated models.  Some have gone to planetary militias, and other to the escort fleets of the larger mega-corps.  A few, fully stripped of military hardware, have gone to private buyers as well.

PGC FF-02 Military Frigate

The frigate is the smallest and fastest (ADF 4) of the capital ships in Spacefleet.  Packing nearly the same punch as the slightly larger destroyers, these ships were quicker to build and their added maneuverability gave them a desirable advantage.

The frigate sports a laser cannon, laser battery, and rocket battery and torpedo launchers.  It has a standard reflective hull, masking screen launcher, and small interceptor missile cluster for defense.

The PGC FF-02 was built with older armored hull technology that provided extra hull strength at the cost of increased mass.  Newer models are being built with newer military spec hulls that provide even more hull strength and less weight, increasing maneuverability.

The full ship specs are:

Hull Size: 5
HP: 39
ADF: 4
MR: 4
DCR: 70
Engines: 2 Class B Atomic Engines
Fuel Capacity: 6 full loads per engine
Accommodations: 35 Journey Class
Life Support:
– Primary: standard system – 35 beings, 200 days
– Backup: standard system – 35 beings, 200 days
Communication & Detection Equipment: Videocom radio with a master and five secondary control screens, Subspace Radio , Intercom (4 master control panels, 100 standard panels, 20 speaker panels), Radar – Type I, Energy Sensors – Type I, Skin Senors, Camera system, White Noise Broadcaster
Computer Level: 4   FP: 176
Computer Programs: Atomic Drives 5, Life Support 1, Backup Life Support 1, Alarm 2, Computer Lockout 4, Damage Control 2, Astrogation 4, Laser Cannon 1, Laser Battery 1, Rocket Battery 2, Torpedo 3, ICM 3, Communication 2, Information Storage 2, Installation Security 5, Skin Sensors 1, Maintenance 2, Cameras 1, Robot Management 4
Ship’s Vehicles: small launch, large launch, 2 large lifeboats, 10 escape pods, 2 workpods
Other Equipment: complete backup computer and life support system
Weapons: LC, LB, RB(x4), T(x2)
Defenses: RH, MS (x2), ICM (x4)
Control Spaces: 16
Cargo Capacity: 2 cargo units (300 cubic meters)
Volume: 9320 cubic meters (total), 7063 cubic meters (inhabited)
Unloaded Mass: 9196 tons
Loaded Mass: 9796 tons
Crew Size: 25 (nominal)
ADF per Fuel Load: 4083
Cost: new: 5,810,168 cr. (unfueled)

The ship currently available is one of the early editions, produced just a few years after the Great Sathar War and is 53 years old.  It has been stripped of all military grade hardware and a lot of other parts.  Currently it is missing the following components:

  • Laser Cannon
  • Rocket Battery Salvos
  • Torpedo Launcher and salvos
  • Masking screen salvos
  • ICM salvos
  • Energy sensors
  • the backup computer
  • all life support supplies
  • the 14 robots giving the boosted DCR
  • White Noise Broadcaster
  • all of the ship’s vehicles
  • all 10 escape pods

This stripped down hull is available for 1,762,663 credits.

With the missing damage control robots and a minimal crew of 6, the ship is rated at a DCR of 37 instead of 70. Additionally, in it stripped down state, the hull has a current ADF of 5+.  The final ADF will depend on the systems the buyer adds back in.

November 14, 2018 Tom Leave a comment

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Recent Posts

  • State of the Frontier – January 2024
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  • Battle of Hargut (Gruna Garu) – FY62.098
  • Archived Arcane Game Lore Posts – May 2013 to Dec 2014

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