Custom Ships/Deck Plans

A few questions, since I am a big fan of the 10-ton System Defense Brick...

Does this mine use no basic power, 0.1PP/ton, or 0.2PP/ton?

This would make a good planetary-defense mine. Put them up there and activate them during wartime.
The system defense brick inspired the Caltrop. This one is in the same price bracket (right on it, in fact (Brick: MCr15.236. MCr13.7124, Caltrop: MCr15.622. MCr14.06) and five times the size.

It is using what the spreadsheet decided. There isn't an option to turn off the basic power, so I suppose it is on. I tried to turn off the artificial gravity and halve the basic power cost, but the sheet got all huffy. Not sure why. Seems like a planetoid should be able to have no artificial gravity.

I've updated it to have a computer/5 and included the robotic interfaces I forgot.
 
I tried to turn off the artificial gravity and halve the basic power cost, but the sheet got all huffy. Not sure why. Seems like a planetoid should be able to have no artificial gravity.
HG'22 pg 10
Note that planetoid hulls cannot use the specialised or
additional hull types, listed in the following sections:

HG'22 pg 11:
SPECIALISED HULL TYPES ...

Reinforced Hull: ...
Light Hull: ...
Military Hull: ...
Non-Gravity Hull: ...

Somebody pointed it out, so it was implemented.
 
Also a good source of "what could possibly go wrong?" plots.

They need to be able to be activated and likely the ability to be told who the enemy ships are (which may change from time to time). So even if it's very difficult for a hostile actor to take control of them, it's not completely impossible. Spies, corruption, coercion, incompetence or all of the above might see someone take control of the mines who should not.

(Terry might want to include some security software in the package, unless that's a customer end matter ;) )
 
HG'22 pg 10
Note that planetoid hulls cannot use the specialised or
additional hull types, listed in the following sections:

HG'22 pg 11:
SPECIALISED HULL TYPES ...

Reinforced Hull: ...
Light Hull: ...
Military Hull: ...
Non-Gravity Hull: ...

Somebody pointed it out, so it was implemented.
Explained then. So, that's why no half power. Turning it all off is certainly possible. There aren't rules for a shutdown state that can be awoken by remote command, but it has to be possible. You'd need to add a small battery for that. Heck, .1 ton would last a computer/transceiver a very long time. The system could come to life and run the power plant to recharge for an hour every year to make it good. I'll add that.
 
Also a good source of "what could possibly go wrong?" plots.

They need to be able to be activated and likely the ability to be told who the enemy ships are (which may change from time to time). So even if it's very difficult for a hostile actor to take control of them, it's not completely impossible. Spies, corruption, coercion, incompetence or all of the above might see someone take control of the mines who should not.

(Terry might want to include some security software in the package, unless that's a customer end matter ;) )
The robot brains have security software. It's not an option for the ship's computer per se. If you want really good security software, pony up for robots with very advanced brains. I'll add them in with 0 as the count to have them in place.
 
Explained then. So, that's why no half power. Turning it all off is certainly possible. There aren't rules for a shutdown state that can be awoken by remote command, but it has to be possible. You'd need to add a small battery for that. Heck, .1 ton would last a computer/transceiver a very long time. The system could come to life and run the power plant to recharge for an hour every year to make it good. I'll add that.
Find me a rule and I'll implement it. Beyond listing the Battle Load, I gots nuthin'.

Oh, and there is a toggle on the hull tab to house rule specialized hulls into planetoids. (Tan box next to Modular Hull section)
 
I mean, the non gravity option alone does make sense for an unmanned rock. But on the other hand, how much is actually being saved? The hull is already (literally) dirt cheap and the areas that might benefit from it are small.
 
Explained then. So, that's why no half power. Turning it all off is certainly possible. There aren't rules for a shutdown state that can be awoken by remote command, but it has to be possible. You'd need to add a small battery for that. Heck, .1 ton would last a computer/transceiver a very long time. The system could come to life and run the power plant to recharge for an hour every year to make it good. I'll add that.
RTG from the Robots Handbook? Just enough power to run the passive sensors and the transceiver? Fusion for when it comes online?
 
Okay, here is a version with a TL12 mine and a TL15 self-aware robotic crew with Security/3 running. Adds about MCr2 a pop (MCr13.7 for Security/1, MCR13.9 for Security/2, and MCr15.85 for Security/3), but probably worth it, so I'll make this the one for sale.
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If I just make it all TL15, I can bump the refueling time to almost 14 years at very little increase in price (KCr67). In for a penny and all that.

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Do you really need the robots though? A ship's computer running the right software is definitely smart enough to identify targets it has been given parameters for, and operate weapons.
 
Do you really need the robots though? A ship's computer running the right software is definitely smart enough to identify targets it has been given parameters for, and operate weapons.
And a LOT more expensive. The robots save millions of credits. They have high gunnery skills and you'll spend MCr18 to get advanced fire control/3, so half the effect. Launch Control/3 is MCr16, so if you only go for that, you'll save a few mil. Even Basic Fire Control/3 is MCr6 and needs MCr2 of computers to run on, and you'd not be able to fire both weapons.

You also need a comp/30 to run that, so it's another MCr20. A ship's computer doesn't say what kind of security it has, but it won't be as good as the TL15 self-aware robotic brains, either.

So, MCr38 added to get the effect of MCr2.7 in robots. That's why.

EDIT: I probably need two gunners. That bumps things a little, but not too much. MCr17.8 now. Still a bargain at the price. Take that, System Defense Brick!

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Hmmm.

I dunno. It doesn't really feel right that a robot crew would be cheaper than the computer solution.

Of course, you could potentially have a robot brain command crew controlling any number of merely intelligent computers. Maintenance can be covered by repair drones under either computer or robot direction. But... yikes! Is that expensive!
 
Hmmm.

I dunno. It doesn't really feel right that a robot crew would be cheaper than the computer solution.

Of course, you could potentially have a robot brain command crew controlling any number of merely intelligent computers. Maintenance can be covered by repair drones under either computer or robot direction.
It may not feel right, but that is how the robot rules work. I’d imagine computers and software will change significantly when they eventually do the next High Guard update.

The weak spot in the current setup is the very expensive ships computers and software. That will change, I believe, but for now there is an imbalance and robots are cheaper and more capable.
 
To be honest, MCr2 for a program that lets a computer shoot things is what seems to be the real problem.

Maybe have an included Fire/Control 0, so the computer can make Gunnery-0 attacks.
 
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