Modular Cutter Fuel Module and Ship Fuel

PsiTraveller

Cosmic Mongoose
Ship design question for the boards here. I am thinking of a design for a ship. If you put in a Hangar/Storage space for a module from a Modular Cutter (takes 33 tons of space) inside a regular ship you could carry a variety of modules and swap them out with the Cutter as needed.

One thought I had was to have a Fuel module for the Modular Cutter that carries 30 Tons of Fuel. If you put the Fuel module into the Cutter and the Cutter filled it and then returned the module to the mother ship, could you classify is as a Demountable tank and use it as a fuel source. Basically include in the extra 3 tons of space the hangar takes up the piping connections and power connections to pipe the fuel to the Power Plant or Jump Drive.

It is not as efficient as regular Demountable tanks in that it takes an extra 3 tons, but the hangar space also offers cargo space if you put in a cargo module instead.

It is similar to the Manta ship of TNE except the Modular Cutter does not have to dock with the ship to become the fuel tank.

Anyone else done something similar?
 
I would not allow that. Stuff carried in a hangar is non fixed and cannot be directly used by the mothership.

But, you could specify that the ship has a modular hull and use standard 30 dT cutter modules. The fuel module would slot into the ship and be a part of the ship, so useable as jump fuel. You would even save the extra 3 dT docking space.
 
PsiTraveller said:
Anyone else done something similar?
Yes, there is even an official example, the 300 dton LSP Modular Starship published by Avenger Enterprises. It has six cutter modules and normally Jump-1, but with one of the cutter modules filled with fuel it becomes Jump-2.
 
AnotherDilbert said:
But, you could specify that the ship has a modular hull and use standard 30 dT cutter modules. The fuel module would slot into the ship and be a part of the ship, so useable as jump fuel. You would even save the extra 3 dT docking space.

The trouble with that is the modular hull uses a shipyard to swap out components.
 
AndrewW said:
The trouble with that is the modular hull uses a shipyard to swap out components.
It does? Where is that stated?

The modular cutter does not need a shipyard?
Core said:
The modular cutter is notable for having 30 tons dedicated to a detachable module; this allows the cutter to quickly and efficiently change roles during a voyage without needing extensive refits at a starport.
The Cutter specifically uses a Modular Hull and can change modules fairly quickly without a shipyard.
 
If you install the drop tank pumps, you can suck fuel for the jump drive from almost any container, except a rubber balloon.
 
cutter fuel module, once docked, could have fuel pumped out into primary fuel tanks to be used, instead of using fuel directly.
 
I am designing a Drop Tank only ship, but want the option of having a fuel reserve for an extra Jump. I did something similar in my Tricked out Far Trader when I put in extra Demountable Tanks in that ship. I just want the options the modules give.

Thanks for the modular hull idea. It is more expensive up front, but saves 3 tons, and that is a lot in this design.
 
AnotherDilbert said:
It does? Where is that stated?

Book 3: Scout page: 53 said:
As a result, the SX has never been as physically modular as the Scout service desired, and while variant load-outs do exist, they are generally installed at initial construction, and require shipyard work to change.
 
So there is a difference in rules as to the ease of module changing. Core book pg 135 has the Modular Cutter description.

The fifty-ton cutter is capable of good speed
within a short-range operational capacity and
has a crew of two. Its main feature is the 30
ton ‘module bay’ that allows the cutter to be
quickly and easily reconfigured for different
missions. Changing the module in a modular
cutter is an Easy (+4 DM), Intelligence-based
Engineer (any) or Mechanic check, with no
non-proficiency penalty. It normally takes 1–6
minutes but is often drawn out to 1–6 hours
to ensure success.

The GM will have to decide if the easy Modular Cutter description will be used, or if the Scout description will be used.
 
AndrewW said:
Book 3: Scout page: 53 said:
As a result, the SX has never been as physically modular as the Scout service desired, and while variant load-outs do exist, they are generally installed at initial construction, and require shipyard work to change.
Thanks, I hadn't seen that.

But that is specific chrome for that design, that is not a general rule. The smelly life support of the Type S doesn't imply that all ships have smelly life support systems?

PsiTraveller said:
So there is a difference in rules as to the ease of module changing. Core book pg 135 has the Modular Cutter description.

...

The GM will have to decide if the easy Modular Cutter description will be used, or if the Scout description will be used.
Neither is a general rule, but specific to that type?


MgT2 HG said:
This results in 30 tons of the ship’s components being easily swapped out from mission to mission.
This is a general rule, and it does not seem to imply that it is especially difficult or time-consuming to switch modules.
 
I dug out Classic Adventure 7: Broadsword which features the mercenary cruiser in detail. It carries two cutter plus room for two extra module. Page 23 has the full procedure for swapping out modules:

Enter or leave cutter well - 5 minutes.
Detach module in free space - 2 minutes.
Attach module in free space - 5 minutes.
Detach module in cutter well - 2 minutes
Attach/detach module in cutter well - 2 minutes.

This gives an idea that could be extrapolated for other situations.
 
2 Minutes is quite fast for removal or attachment. I would imagine that would mean some sort of automation.
 
Probably easy to detach and free float in zero-g while it takes longer to line up a pod properly to the clamps for attachment.
 
Reynard said:
Probably easy to detach and free float in zero-g while it takes longer to line up a pod properly to the clamps for attachment.
LOL, I was just thinking how long it takes me to change a light bulb or the air filter on the AC unit. 2 Minutes goes real fast. But then maybe I am just slow. :lol:
 
Reynard said:
I dug out Classic Adventure 7: Broadsword which features the mercenary cruiser in detail. It carries two cutter plus room for two extra module. Page 23 has the full procedure for swapping out modules:

Enter or leave cutter well - 5 minutes.
Detach module in free space - 2 minutes.
Attach module in free space - 5 minutes.
Detach module in cutter well - 2 minutes
Attach/detach module in cutter well - 2 minutes.

This gives an idea that could be extrapolated for other situations.

I would think attaching/detaching would take an entire turn under normal operations. Safety and not damaging your module because you were in a hurry would be of the highest priority, not necessarily speed. If you were in a hurry, or under fire, then you could shorten the time, but with risks.

Attaching may take longer, then again it might not. My experience in the military showed me that things that seem to take a long time don't always stay that way once you become familiar and experienced with what you are doing. When we were first shown how to put up camoflage netting on a 55 foot truck and trailer it took six of us nearly half an hour. We called total bullshit on our instructors when he told us 2 people should be able to do that in 10-15 minutes.

Turns out he was right and we were wrong. #privates_who_know_everything
 
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