Corsair, Type G

Xoph

Mongoose
After looking at the Corsair deckplans I realized that things like the Common room were illegal and decided to remake the deckplans.

History:
The type G or Guardian type Corsair was commissioned by the father of the current (1105) Duke Norris to "fight fire with fire" these ships became the rank and file of the Duke's Corsair Task force paroling the borders of the Vargr Extents in small "wolf pack" squadrons of 3 to 7 ships. The Duke made a couple of changes from the standard Imperial Corsair Design:

  • 1st) He made it a streamlined design, for wild refuelling.
    2nd) He added a Sickbay and Lounge (reducing the number of staterooms from 10 to 6. The Sickbay is sometimes swapped out with a marine barracks.)
    3rd) He reduced the number of Low Berths from 20 to 10 and added a Air Raft launch in their space.
 
Deckplans posted here Corsair, Type G

Code:
Corsair, Type G

Hull: 400 dtons		Hull:8                               Cr. 16,000,000
Streamlined              Structure:8	                       Cr. 1,600,000
Armour: None           Ar:0

J-Drive: D	               Jump:2               25		Cr. 40,000,000
M-Drive: F	               Thrust:3              11		Cr. 24,000,000
P-Plant: F					         19		Cr. 48,000,000
Bridge:						 20		Cr. 2,000,000

Computer: Model 2 	Rating:10				Cr. 16,000,000
Software: Jump Control 2					Cr. 200,000
	  Manoeuvre 0
	  Library 0
	  Evade 2						        Cr. 2,000,000
	  Fire Control 2					        Cr. 4,000,000

Electronics: Military	DM: +0		   2		Cr. 1,000,000
	Radar, Lidar, Jammers

Weapons: 
	Hardpoint #1	Triple Turret	   1		Cr. 1,500,000
			Portside Bridge		
			Beam Laser/empty/empty	
	Hardpoint #2	Triple Turret
			Bow Deck 0
			Beam Laser/empty/empty	
	Hardpoint #3	Triple Turret		  1		Cr. 1,500,000
			Stern Deck 0	
			Beam Laser/empty/empty

Staterooms: 
	Crew Lounge				         8
	Sick bay				                 8		       Cr. 500,000
	6 Staterooms				       24		       Cr. 5,000,000
	10 Low Berth				        5		       Cr. 500,000

Cargo:
	Cargo Bay				            152
	Port Cargo Bay				       4
	Starboard Cargo Bay			       4

Bays:
	Air Raft Bay				          4
	Drone Bay Port		Repair Drones	  2		       Cr. 400,000
	Drone Bay Starboard	Repair Drones	  2		       Cr. 400,000

Fuel:	Deck 3					       104
	Fuel Processors				          2		        Cr. 100,000


Total: 						       399		Cr. 176,200,000
Standard Price:						        	Cr. 158,580,000
 
As "Streamlined" goes, that's going to be a rough ride through a gas giant.

Common Room tonnage is part of "Staterooms" in most cases.
 
It is as streamlined, if not more then the fat trader or the far trader.

Yes you're right, the Common room is mostly part of the Stateroom dTonnage part of it also belongs to the bridge dTonnage, part of the electronics also belongs to the bridge dTonnage along with the turret hallway and the giant ships lockers.

Seems a little fluid on what belongs as part of the bridge to me. I'm not sure why they require 20dton bridges if they just let anything be part of the bridge. The definition of a Bridge I find most places is something like:
Location on the ship that serves as a command and control station.
I'm hoping the new "High Guard" will define what goes on the bridge and what doesn't. Maybe a list like this; A single contiguous Control area that contains:

  • Command, Computer & Control stations
    Ships locker (no more 25% of the bridge)
    Airlocks (no more 25% of the bridge)
    Entry and hallways (no more than 15% of the bridge)
 
Xoph said:
Seems a little fluid on what belongs as part of the bridge to me. I'm not sure why they require 20dton bridges if they just let anything be part of the bridge. The definition of a Bridge I find most places is something like:
Location on the ship that serves as a command and control station.
I'm hoping the new "High Guard" will define what goes on the bridge and what doesn't. Maybe a list like this; A single contiguous Control area that contains:

  • Command, Computer & Control stations
    Ships locker (no more 25% of the bridge)
    Airlocks (no more 25% of the bridge)
    Entry and hallways (no more than 15% of the bridge)

Not a bad set of guidelines (the T20 list was a bit too broad), but hard percentages are the bane of many gamers.

Under design systems as basic as CT and MGT, functions not explicitly included in the system get lumped into appropriate systems that are present. To my mind, "Bridge" is most all the functions that make it a "ship" instead of a "hotel". So the ship's locker, if *just* a locker, can best be carved out of Bridge tonnage (since stateroom and cargo tonnages are economic numbers, and the ship's locker is not paying cargo space), but if you want a real armory/shop, write it down that way. Airlocks and the minimal corridor space to get from the primary airlock(s) to the Bridge could also legitimately be allocated from Bridge volume. Depending on available space, any non-drive space in "Engineering" could be Bridge space, or be purchased as Shop/Lab space.

The other slop spaces are "paying" spaces, so a little more care is needed. If you are carving a cargo airlock out of cargo space, make sure the lock can itself be used to stack a few things. Not that you will, necessarily, but dedicated Cargo volume is part of a ship's money making equation.

Similarly, volume borrowed from staterooms for corridors and common areas needs to be accessible to the users, be they crew or passengers. It may also be possible to pull some airlock volume out of stateroom volume, and of course life support is the invisible segment of the stateroom and/or engineering volumes.

Design systems that break all this down, like MT and TNE, don't need this type of fudging to the same extent (corridor/common and airlock spaces still need some love), but not everyone likes that level of detail, so...
 
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