Iconic adventure ship remakes

Reynard

Emperor Mongoose
I had printed out the new ship options from The Great Rift and Pirates of Drinax Harrier class sources to keep in my HG2e book and use with new High Guard ship designs. I realized a lot of the options are viable for the classic designs just as new High Guard options have been added.

A bit of mental synergy conceived two ships that would have certain new options if they had existed earlier. In another thread, I mentioned the Type A Free Trader would have greatly benefitted from a Fuel/Cargo container system to expand their ability especially during pre-Jump 2 eras when Far Traders would take advantage of the better jump drive. The Type A would have 21 tons as F/C to double jump range and endurance.

My other thought was a couple twists to the cheap, jack of all trade scout. First thing I read is solar panels, "They are typically installed in scout or mining ships, extending their range and endurance." Yeah, that's right, exploration and survey can mean spending time gathering info. I reduced the scout power plant to fusion-8 and reduced the 12 week operation time to 4 weeks but add polar panels which makes better use of the fuel giving up to 16 weeks. (I also reduced power requirement by not having both Maneuver and Jump active simultaneously) Many functions of a scout would have it stationary for long periods of time.

Next, Type S scouts wear several hats in their missions but are a master of none other than they have a workshop and cargo bay. The Type SX Frontiersman uses modules with a variety of mission functions related to their duties but can be expensive, time intensive to swap and need specialized space to warehouse. Then I reread the Configurable Pod for the Harrier. The Scout has a sizable cargo hold and space saved with the reduced power plant. The Configurable Pod would be perfect at a nominal cost for the initial construction. Cargo and fuel configurations are free and the pod already is set up as a fuel tank. Other configurations have a 20% markup for anything placed within but any configuration is possible as a mission calls for. Importantly, available components swap out in very little time. They most likely store more efficiently.
 
We can certainly enhance any of the standard designs.

Reynard said:
..., I mentioned the Type A Free Trader would have greatly benefitted from a Fuel/Cargo container system to expand their ability especially during pre-Jump 2 eras when Far Traders would take advantage of the better jump drive. The Type A would have 21 tons as F/C to double jump range and endurance.
They would not need F/C containers for fuel for a second jump, Collapsible Tanks are cheaper and take less extra space.
 
Oh, I must have misinterpreted the usefulness of the C/CC system from some other threads. Will need to compare better. So what's the use if the collapsible bladder does it better?
 
Reynard said:
Then I reread the Configurable Pod for the Harrier. The Scout has a sizable cargo hold and space saved with the reduced power plant. The Configurable Pod would be perfect at a nominal cost for the initial construction. Cargo and fuel configurations are free and the pod already is set up as a fuel tank. Other configurations have a 20% markup for anything placed within but any configuration is possible as a mission calls for. Importantly, available components swap out in very little time. They most likely store more efficiently.

"The addition of a mission pod enables the Harrier to be quickly optimised for almost any mission, and of course it can be removed to regain the lost cargo space" (Harrier Handbook, p. 27)

OK, but a configurable pod requires 10 tons of cargo space, how and where you store your unused pods if the total cargo space of the Harrier is 29.7 tons?
 
Did I read it wrong? I thought it was describing that a portion of the Harrier's hold was being taken for the pod's space. You have the rest of the hold but now there's a separate 'room' that can be remodeled as desired because it also has special fittings the cargo hold doesn't.
 
"This involves little more than creating attachment points for internal walls and fittings, and replacing existing partitions with more substantial light bulkheads"

I read this as creating a specialized room that can be internally arraigned with facilities, features and equipment as needed. Those items brought in can be removed and stored elsewhere when a new configuration is desired. The picture show internal walls arraigned as needed within the pod space.
 
Seems like pods for scout ships would be stored at scout bases, or they would have long-term leases for storage wherever they needed them. Wouldn't need to be stored at the starport.
 
Thanks for all your replies so far :) . I had just posted quickly and quitted :oops: , but my doubt here mainly comes from the "facilities, features and equipment" of the various configurations.
A few examples:

A bare pod 'weighs' 10 tons by itself.

A Command Suite pod adds "an advanced electronic warfare suite" and "a multi-spectral scanning system".

A Medlab pod adds "a large medical bay with additional bed space plus (a) laboratory (...) that can be used to house up to ten casualties".

A Weaponry Workshop pod has enough machinery to "maintain boarding suits and advanced weapons, service large numbers of less complex devices and weapons, (...) fabricate basic weapons, (...) explosives and ammunition", and more.

Maybe it's because I live in a little apartment, but I can't believe a Harrier can store all the above stuff (or even just the beds of the Marine Barracks and the Prisoner Holding Facility pods) inside a cargo bay "not efficiently designed (that) suffers from a low ceiling and far too much clutter in the form of busts and reliefs (...) peering down from the walls", for a grand total of 10 tons of cargo space.
 
I don't see it say the components are stored on the ship though, if there's room, they could be. You just need a storage facility somewhere with the ability to move the parts to and from the ship plus the staff, which could be the ship's crew, to disassemble and assemble the components.

For my own designs, I decided the 'pod' can be built to any displacement. The 10 ton pod mentioned is specific to the Harrier's needs. Just make components 25K per ton and 1D days per 10 tons or fraction of 10 tons.
 
Yeah, the way I understand it is that you choose one interior for the Harrier pod, and if you want another you'd return to base and rebuild it, not carry the others with you. Kinda like with cutter modules actually. You choose one, but it's easy to swap.
 
Annatar Giftbringer said:
Yeah, the way I understand it is that you choose one interior for the Harrier pod, and if you want another you'd return to base and rebuild it, not carry the others with you.

Maybe. The text (p.27) says: "Applications of the mission pod are almost infinite. The ship could be configured to carry a member of the Drinaxian elite to some important meeting, then later it might be churning out improvised grenades and simple assault rifles for a pro-Drinaxian militia set up by that dignitary. The final victory won by the militia might be coordinated from the Harrier’s command suite, after which a diplomatic suite might be set up to accept the enemy’s surrender".
And later you find: "The addition of a mission pod enables the Harrier to be *QUICKLY* (emphasis mine) optimised for almost any mission". I suppose the writer had Revolution on Acrid (or something similar) in mind when he wrote all the above. Therefore my question is:

If your band of merry pirates is somewhere in the Reach and needs *QUICKLY* different pod configurations for different things, do you:

A): Get a second starship with enough cargo space for all your pods;

B): Build a base close where you can store and swap pods;

C): Have no problems whatsoever because ALL the disassembled equipment requires only minimal cargo space in the Harrier?
 
The problem I'm hearing is people refer to the Pod as a entity within the ship that is separate from the ship then constructed as a particular configuration. The entire pod must be removed in order to slide in another pod and snapped into place. That sounds like a Module:
"A portion of a ship’s hull may be designated as modular, allowing it to be swapped out easily for another module. This allows a ship to be configured for specific missions and roles."

Whereas a Pod:
"The central section of the Harrier’s cargo area can be converted into a mission-configurable pod. This involves little more than creating attachment points for internal walls and fittings, and replacing existing partitions with more substantial light bulkheads to preserve atmospheric integrity..."
"Once in place, the pod can be reconfigured at need or simply swap one pod out for another, though there are expenses involved."

Maybe it's me but I see this as creating a semi-permanent "room' that can have things added or removed on demand while the entire Module is moved. Am I misinterpreting again?
 
That's the way I understand it too, Reynard. I chose my words poorly when likening it to a cutter module, I meant that just like with cutter modules the mission pod is configured for one role, but it can be changed easier than, say, rebuilding the stateroom area to make room for more fuel. Swapping mission pod means to take out the furniture and equipment and install new items.

So, unless your Harrier happens to be the command ship of a squadron (with others to carry your loot and supplies), and you don't have a personal Patrol Tender (Drinax: Ships of the Reach, p.32) following you around (seriously, everyone should have one, they're really handy ^^) how about something along the lines of "the contents of a mission pod can be packed for storage. The stored contents require 3 dt cargo space."
 
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