How long to work on a ship?

Putraack

Banded Mongoose
Let's say our Travellers have a ship and they want to make some adjustments.
Rip out some staterooms and turn it into extra fuel tankage, for instance.
Upgrade the sensors.
Change the weapons in one of the turrets.

Elsewhere, I've seen the rule borrowed from Trillion Credit Squadron* in Classic Traveller "Cost is 10% of the removed pieces, and 110% of the new components", but I haven't found anything about how long it will take to get this done-- days in the shipyard?

I no longer own TCS, thus the question.
 
Let's say our Travellers have a ship and they want to make some adjustments.
Rip out some staterooms and turn it into extra fuel tankage, for instance.
Upgrade the sensors.
Change the weapons in one of the turrets.

Elsewhere, I've seen the rule borrowed from Trillion Credit Squadron* in Classic Traveller "Cost is 10% of the removed pieces, and 110% of the new components", but I haven't found anything about how long it will take to get this done-- days in the shipyard?

I no longer own TCS, thus the question.
High Guard page 72

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However, I would count 'ripping out a stateroom for more fuel tankage' as a Major Refit.
But that does beg the question, just exactly what it 6 tons [or 12 tons for two staterooms] of fuel going to buy you? It won't give you enough tankage for a J-1 unless you're in a 100 ton Scout.
 
Technically, it would be minor.

Despite the usual aesthetic in stuffing fuel in every nook and cranny, see where the bulkheads are positioned.
 
However, I would count 'ripping out a stateroom for more fuel tankage' as a Major Refit.
It isn't, the rules specifically state what is a major refit, increasing fuel tankage at the cost of internal cargo or staterooms falls under the minor refit category.
But that does beg the question, just exactly what it 6 tons [or 12 tons for two staterooms] of fuel going to buy you? It won't give you enough tankage for a J-1 unless you're in a 100 ton Scout.
More power plant fuel for longer duration?
 
IMTU most walls and such can be moved and reconfigured, especially with quarters and common areas. These are capabilities built into all Naval craft and most civilian ships. With “dry dock” they can even reconfigure bulkheads floors, etcetera. Cost is mCR 0.5 per twenty dtons and takes 1hr per dton.
 
Thanks. I'm still working from a 2016 High Guard book, that information isn't in there. Or at least, I've never been able to find it.

Is the "time to construct" still 1MCr per day in the more recent book?
 
Do not forget the benefits of automation and robots on construction either. I think it higher tech levels manufacturing times should be a3 to a quarter of lower tech levels. So a tech level 10 construction may take a year. At tech level 12 maybe 3 to 6 months at tech level 15, 30 to 45 days. This is per 1000 tons IMTU something like the third imperium can throw nearly unlimited resources and crews at construction24-7 and something like a Tigress can be constructed in, at most, six months.
 
Do not forget the benefits of automation and robots on construction either. I think it higher tech levels manufacturing times should be a3 to a quarter of lower tech levels. So a tech level 10 construction may take a year. At tech level 12 maybe 3 to 6 months at tech level 15, 30 to 45 days. This is per 1000 tons IMTU something like the third imperium can throw nearly unlimited resources and crews at construction24-7 and something like a Tigress can be constructed in, at most, six months.
That is what the Construction Time reduction in the tables represents. 1MCr/ship/day at TL-12 and 2MCr/ship/day at TL-16 resulting in a 50% reduction in construction time.
 
With standardized modules you can "convert" from different specialties in hours as long as a module is available. For MTU a lot of "yachts" are actually ships carrying a Luxury module. Helps celebrities travel in both comfort and anonymously. Who knows if that Freighter is pure cargo or purely luxury modules for a wealthy person travelling incognito. Could be a science vessel, a liner or fuel tanker or maybe a hospital ship. Anything at all.
 
With standardized modules you can "convert" from different specialties in hours as long as a module is available. For MTU a lot of "yachts" are actually ships carrying a Luxury module. Helps celebrities travel in both comfort and anonymously. Who knows if that Freighter is pure cargo or purely luxury modules for a wealthy person travelling incognito. Could be a science vessel, a liner or fuel tanker or maybe a hospital ship. Anything at all.
The Type R Subsidized Merchant is mentioned as one of the most popular platforms for customization in one of the 2e books. In my current Traveller series the crew has a heavily modified Type R kitted out as a Scout Trader running around the Periphery areas of Jewell subsector and environs in the Hard Times.
 
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