Ship Design Philosophy

Starships: Engineering, Jump Drives, and Improvement

1. Unlike those underdeveloped Estuary truckers, you get a factory fresh standard jump drive.

2. Twelve dice is an average of forty two units of structural materials, at a cost of ten kilostarbux per unit, and one tenth of a tonne warehoused.

3. Twelve dice is an average of forty two units of technical materials, at a cost of twenty five kilostarbux per unit, and ten kilogrammes warehoused.

4. Average cost for a ten tonne jump drive would be four and one fifth megastarbux for structural materials, plus ten and a half megastarbux for the technical materials.

5. Average total cost would be fourteen and seven tenths megastarbux for a ten tonne jump drive.

6. Compared to High Guard's fifteen megastarbux for a default jump drive.

7. Though, it could get dicey, with a range from twenty five and one fifth megastarbux, to four and one fifth megastarbux.

8. Though you'd have to roll twenty four sixes, or twenty four ones, to get to those extremes.

9. I suppose customization modifiers could apply.
 
Last edited:
Starships: Engineering, Jump Drives, and Improvement

A. Since for mass production, we'd want more stable production costs, we'll use the default jump drive.

B. I tried figuring out what was meant that you required one hundred fifty percent of materials to upgrade a standard component to improved.

C. While on the next table, it's stated that a jump drive would need four dice of units each of technical and structural material to do so.

D. I'm guessing that would be four dice, times one and a half of material.

E. Average would be fourteen units, times one and a half, total twenty one units.

F. Again, average would make that plus fifty percent to the cost of a default jump drive to improve performance to one hundred twenty five percent, or get a modifier of plus one.
 
Starships: Engineering, Manoeuvre Drives, and Improvement

1. This one is a bit of a dilemma.

2. Twelve dice is an average of forty two units of structural materials, at a cost of ten kilostarbux per unit, and one tenth of a tonne warehoused.

3. Twelve dice is an average of forty two units of technical materials, at a cost of twenty five kilostarbux per unit, and ten kilogrammes warehoused.

4. Average cost for a one tonne manoeuvre drive would be four hundred twenty kilostarbux for structural materials, plus one and one twentieth megastarbux for the technical materials.

5. Average total cost would be 1'470'000 starbux for a one tonne manoeuvre drive.

6. Compared to High Guard's two megastarbux for a default manoeuvre drive.

7. Range from two million, five hundred and twenty thousand starbux, to four hundred and twenty kilostarbux.

8. For a homemade manoeuvre drive, that does seem cheaper than a factory made one.

9. Seems very Vargrish.
 
Starships: Engineering, Jump Drives, and Improvement

G. A complete component, say a TL14 jump drive, can be installed in a ‘black box’ configuration providing suitable interface devices can be constructed.

H. Installing a complete component requires an Average (8+) Engineer check (INT) with a negative DM equal to the difference between the component’s Tech Level and that of the vessel it is to be installed into.

I. Failing this check reduces the condition of the component by one level but does not preclude a future attempt.

J. This probably bleeds through trying to replace spacecraft components at any Starport.

K. Though likely mitigated by the stated Starport spaceyard facility technological level.
 
Starships: Engineering, Jump Drives, and Improvement

L. You could have a higher technology level manufacturing facility construct lower teched components.

M. That would allow systems integration with higher teched gear, as long as that would not exceed that of the facility, with lower ones.

N. If done constantly with more or less the same components, that would become familiar, and be expressed as a boon.

O. It also should be noted, that we know that there three distinctive components, one of which are probably separate in two parts, in a jump drive.

P. Which would be the five tonne overhead, separated into eighty percent actual overhead, and twenty percent jump capacitors; and the actual jump core itself, eighty percent core, and twenty percent jump capacitors.
 
Starships: Engineering, Jump Drives, and Improvement

Q. Towards the other end of the stick, can you construct a cheap, if not the cheapest, jump drive.

R. The Venture Drive, is ten tonnes, performance one hundred twenty parsec tonnes, costs nine megastarbux, and mass produceable, so you could at ten percent discount, conceivably price it at eight megastarbux.

S. It can't drop below eighty three and a third percent current performance.

T. That would be basic component condition, two thirds of the time (eighty three and a third percent, to ninety percent).

U. Wholesale cost eight megastarbux, utilizable basic condition, six and four fifths megastarbux.
 
Starships: Engineering, Jump Drives, and Improvement

V. Optionally, energy inefficiency would increase power input by an extra thirty percent, though that wouldn't be a Venture Drive.

W. Janky component condition would drop performance to sixty to seventy percent, with a minus two modifier, at a tad over a third discount.

X. That would be one hundred twenty to one hundred forty parsec tonnes.

Y. Since that would be a ten tonne jump drive, budgetted to eleven and a quarter megastarbux.

Z. Janked, it drops to 7.3125 megastarbux, though, I don't think the question as to efficiency is addressed, in that you'd still need the approximate amount of power points and fuel percentage of the original configuration, to even achieve the depreciated performance.
 
Starships: Engineering, Jump Drives, and Improvement

1. If you seriously tried mass production of non industrial standard components, it seems you have to be prepared to bin them.

2. Basically, the same batch produces varying quality components, and you split them up by performance and market segment.

3. Of course, this would include salvaged, and gently used ones, as well.

4. I suppose, if it makes economical sense, you could try to upbin a component, by sending it back to the factory for an upgrade.

5. Even within standard conditions, there can be subdivisions.

6. If you get a default ten tonne jump drive, beyond janky condition, and randomly get fifty percent performance, basically hundred parsec tonnes, that's the rare premium beyond janky subgrade.

7. Some vessels will have thrust ratings measured in decimals and will need to list their thrust potential as well as their current thrust capability.

8. Which means we can manufacture that performance straight out of the factory, as well.

9. I'm going to assume a minimum of ten percent, which equates to crude grade.
 
Starships: Engineering, Jump Drives, and Improvement

A. There doesn't seem much point in building a new hull.

B. Hulls and bulkheads only need structural material to construct, ten percent of volume at ten kilostarbux each.

C. That would mean, a hundred tonne hull would require ten tonnes of structural material, and cost between three to eighteen megastarbux, average ten and a half megastarbux.

D. I don't know about you, but I don't like those odds, considering a default gravitated standard hull would cost five megastarbux.

E. Assuming, that includes gravitational tiling.

F. Definitely, a gutted primary hull, or welding together odd sized hull plating.
 
Starships: Engineering, Jump Drives, and Improvement

G. Which does leave open the question, exactly what's the production costs of drilling holes into a given planetoided hull.

H. 'Cos, it defaults to four kilostarbux per launched tonne.

I. Which is two fifths of a megastarbux, for a hundred tonne hull.

J. And, I rather vaguely recall when I tried calculating the costs for asteroid mining, far more expensive when compared to just drilling holes into said asteroid.

K. Plus, you can sell the tailings.
 
Starships: Engineering, Jump Drives, and Improvement

G. Which does leave open the question, exactly what's the production costs of drilling holes into a given planetoided hull.

H. 'Cos, it defaults to four kilostarbux per launched tonne.
Assuming a nickel iron asteroid the "drilled" material can then be sold to a smelter.

Example: A 100 ton planetoid hull (not buffered) has 20 tons of the ore left at 1000 Cr/ton. So 20,000 Cr for materials. You sell the 80 tons you removed assume that same 1000 Cr/ton so you make (gross) 80,000 Cr there. You sell the hull for 4000 Cr for 100 tons or 400,000 Cr. You have an income of 480,000 Cr, likely both the planetoid for 100 Cr/ ton so that cost you 10,000 Cr.

Seems like a good deal for the shipyard. Income of 480,000 CR with material cost of 10,000 Cr.
 
Someone pointed out, that you can't build armaments without pig iron.

In terms of hull armour, crystal iron and bonded superdense, probably need iron as the foundation.
 
Starships: Minimally Sized Control Centres

1. A smallcraft of fifty tonnes or less, tends to require either a cockpit, or a three tonne bridge, as a general control centre.

2. One less than a hundred tonnes, it defaults to a six tonne bridge.

3. One to two hundred tonnes, the rather familiar ten tonne bridge.

4. For a primary hull of anywhere between fifty one to ninety nine tonnes, a specialized control centre for flight operations, would cost half, and weighs in at the lower category tonnage tier of three tonnes.

5. The interesting question would be, if you could get the same size for a specialized control centre for jump operations?

6. The safe answer would be six tonnes, being a tier down from ten tonnes of the minimum volume required for jumping, safely.

7. Though, jump operations appear to be principally of two parts.

8. The astrogator prays to the the Emperor for safe passage.

9. The engineer than takes the sacred reply, and feeds it into the jump drive control computer.
 


Inspiration: Star Wars: The Mandalorian and Grogu | Final Trailer | In Theaters May 22

The old protect the young, and then the young protect the old.

Tickets are on sale tomorrow for Star Wars: The Mandalorian and Grogu only in theaters and IMAX May 22.



Not really.

Nice special effects.

Script sux ballz.
 
Starships: Engineering, Jump Drives, and a One Shot Venture Drive variant

1. Total tonnage consumed is reduced by 20% (the minimum of 10 tons still applies)

2. Cost is reduced by 75%

3. Using a one-shot jump drive imposes DM-2 to Engineer (J-drive) checks.

4. If the jump drive is used a second time, this increases to DM-4, and for a third time it increases to DM-8.

5. Assuming default mass production cost of eight megastarbux per unit, cost would drop to two megastarbux per unit.

6. Twenty tonnage deflation reduces the overhead back to five tonnes from six and a quarter.

7. Five divided by three and three quarters, times by one hundred twenty equals one hundred sixty parsec tonnes

8. Though, if you did ten tonnes times one hundred twenty five percent, equals twelve and a half tonnes, times eighty percent, equals ten tonnes.

9. Two hundred parsec tonnes at twelve and a half tonnes, in theory, remains two hundred parsec tonnes at deflated ten tonnes, but actually the adjusted two hundred parsec tonnes per six and a quarter tonnes of jump core, at thirty two parsec tonnes per tonne. deflated by twenty percent, is thirty two parsec tonnes per jump core tonne, times five, equals one hundred sixty parsec tonnes.
 
Last edited:
Starships: Engineering, Jump Drives, and a One Shot Venture Drive variant

A. Following that premise that with minimum tonnage, the retail price actually has to increase with the increased tonnage.

B. Two megastarbux would be for an eight tonne deflated Venture Drive, composed of a five tonne overhead, and a three tonne core.

C. Though, if you look at it that way, it also changes the actual amount of core that has to make up for that deficit, to sixty six and two thirds plus.

D. Which would restore the original two hundred parsec tonnes, at one hundred twenty percent cost.

E. So the one shot variant would at ten tonnes, be two hundred parsec tonnes, at a cost of two and a half megastarbux.

F. Though, to take advantage of a two parsec jump, the technological level has to be raised from nine to eleven.
 
Starships: Engineering, Jump Drives, and a One Shot Venture Drive variant

G. When I first came across this, I thought that there were three ways to leverage it.

H. Short range close bombardment starship, since the odds of withdrawing undamaged seemed rather long.

I. Lifeship, with the the parts assembled only if there is a misjump into a very distant corner of the hex, or it's just empty.

J. Bugout starship, with transition far less than a hundred diameters out; likely wrecking the jump drive.

K. Any situation, where it's likely that the jump drive would be badly damaged, or rarely used.
 
Starships: Engineering, Jump Drives, and a One Shot Venture Drive variant

L. It comes down to economics, if you're trying to figure out if it's worth having a one shot jump driven starship.

M. At a minimum, you're spending two and a half megastarbux, for a ten tonne drive that can jump three times.

N. Replacing it, would cost three and three quarters megastarbux, in a major refit.

O. Eight megastarbux for a Venture Drive, that could potentially, jump an infinite number of times.

P. That would definitely eliminate the role of the lifeship.
 
Starships: Engineering, Jump Drives, and a One Shot Venture Drive variant

Q. The problem with a surprise bombardment, is that you're going to hit the hundred diameter wall, first.

R. In most cases, or worlds, that's going to give enough warning, to send up fighters.

S. It's not a case that the bomber is going to get shot up, it's mire that there's a good chance he's not going to get in range, first, to dump his load.

T. And trying to ambush a convoy with jumping, is probably impossible, unless it's going to be parked at the same spot, for quite a while.

U. Probably, more opportunistic shooting up of ships that happen to be near the point of exit, when they themselves are either coming or going.
 
Back
Top