Ship Design Philosophy

Le Crédit Impérial, or CrImp, is the equivalent to a United States Dollar, nineteen seventy five Anno Domini vintage.

Then you add inflation.
 
Spaceships: Bomber

Specifically the seventy tonne one that used to be an integral part of Imperium Navy carrier aerospace wings.

You can't emplace a missile bay, or any other type of weapons bay, on a smallcraft now.

I'm not quite sure the specific difference between a rack and a launcher, only that for a turret equivalent, you get four missiles on it, and a barbette, you get eight; which at thirty five tonnes is the same, except two turrets are two tonnes of volume, and a barbette is five tonnes. Since the turrets are specifically stated to be singles, and barbettes tend to be so anyway, that means the turrets would outshoot the barbette. Unless the barbette can still volley off five missiles at a time, in which case it can outshoot the two turrets; in either case, you couldn't keep up with a fifty tonne bay, which still fires off twelve missiles, and has a capacity for twelve salvos.

It's kinda pointless to keep the weight at seventy tonnes, since even three firmpoints can't be exchanged for a bay.

You could make a thirty five tonne plus smallcraft into a fighter bomber, since you'll have enough volume to add in armour and fast propulsion; the fighter part implies that you have enough speed to get in and out of trouble fast, and that if the situation required it, you might be able to hold your own with most interceptors.

If you only have one firmpoint, then a light attack craft.
 
Spaceships: Strike Boat

An expensive alternative to the standard torpedo ‘blast boat’, the fast and deadly strike boat is a rare sight, and an unwelcome one for its enemies. It trades the dual-torpedo rack for a single magnetically-attached launcher, and mounts an advanced pulse laser for use after it has deployed its payload. The strike boat is a Technology Level 12 design.

If you can change payloads through magnetic attachments, it would speed up turnaround, even if it's just cargo modules.

The most unusual aspect of the Starcom toy line was its use of Magna Lock technology. The action figures had tiny magnets implanted in their feet. Not only did this allow them to stand on the vehicles and playsets without falling off, but it also activated devices in the playsets. For instance, if one placed a figure in the elevator of the Starbase Station playset, its Magna Lock magnets would cause the elevator to rise to the top by itself. On the same playset, if one put a figure within a cannon, the Magna Lock magnets would activate a mechanism that made it turn and fire its rockets.
 
Spaceships: Hulls and Technological Level Discounts

There aren't any; you might as well have them constructed at tech level nine, since at least you get self-sealing for free.
 
Spaceships: Uncompensated Travelling and Counting the Expense

It seems humans can probably adjust for long term exposure to eighty to one hundred twenty percent of Earth gravity, and that apparently we experience one hundred and fifty percent when we travel by commercial jetplane.

That doesn't sound that bad; you can accelerate your spaceship between zero point eight and probably one and a half gees without much complications, though presumably your more senior passengers may want to sit down for the higher end of that curve.

Living under an increased gravitational influence ages you, it's been implied at about an equal ratio as the gravity field; in theory, that means zero gee should make you immortal.
 
Condottiere said:
Spaceships: Uncompensated Travelling and Counting the Expense

It seems humans can probably adjust for long term exposure to eighty to one hundred twenty percent of Earth gravity, and that apparently we experience one hundred and fifty percent when we travel by commercial jetplane.

That doesn't sound that bad; you can accelerate your spaceship between zero point eight and probably one and a half gees without much complications, though presumably your more senior passengers may want to sit down for the higher end of that curve.

Living under an increased gravitational influence ages you, it's been implied at about an equal ratio as the gravity field; in theory, that means zero gee should make you immortal.

Evidently, zero Gee is far more destructive then moderately higher Gees. of course, the heart will be working harder which might lead to problems but extended zero gee will wreck a human body.

Might be an interesting option for troop transports. slowly build up the Gees internally and the troops might bet a short-term edge in endurance from the extra work out. Or adjusting the internal atmosphere to acclimate the troops to the environment they are going to operate in when the ship gets to its destination.
 
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Starships: Engineering and Modularity

1. In theory, you can hook up, I vaguely recall from Tee Five, nine sets of nine engineering modules.

2. Mongoose First certainly did a lot of coupling; probably didn't like swinging.

3. For power plants, not really an issue, now, since they produce an indiscriminate amount of energy, and there are no economies of scale mentioned; though I suspect that jump drives appreciate an uninterrupted uniform amount of energy during transitioning, no hiccupping.

4. For manoeuvre drives and reactionary rockets, like power plants, it's a clean translation of input to output, as opposed to jump drives; also, the new interpretation of high burn thrusters explicitly allows you to mix and match, with no degradation of thrust.

5. One issue I find strange is the capping acceleration per technological level, since without an explanation, it makes no sense; if it's due to OSHA, and the amount of inertial compensators available, sure. Though a nuclear warhead wouldn't care, and missiles don't usually have built in inertial compensators. What would stop a technological level spacecraft from having nine factor one manoeuvre drives installed, and from the combined thrust, zooming along at nine gees?

6. Jump drives and modularity doesn't really make sense for small ships, since each module would still have to incorporate the five tonne overhead; also, mixing and matching would probably increase the chances of a misjump, or cause one, you'd have to use uniform modules, built to the exact same capability and engineering standards.
 
Spaceships: Armaments and the Over Advantaged

Did we ever resolve the issue where the missile launcher was upgraded to accurate, and then the missile as well?
 
Spaceships: Armaments and Disadvantaged Booths

If you choose to increase the size of your weapon by twenty percent, unless you make it a fixture, you run up against a housing problem, because standard capacities of bays, barbettes and turrets are set.

Just because you increase the size of one weapon type or model, doesn't mean the rest will be increased as well, and as we know, application of a specific advantage causes shrinkage; I used to use shrinkage to cram in more missiles

According to the rules, only screwing around with spinal mount is an issue, as you can't make it bigger, though you could stick in a more streamlined model; the rule writers obviously hadn't thought about non-standard sizes for the secondary and tertiary armaments, considering it a matter of plug and play.

Military bureaucracies and logistics will have fun with that.

At a more commercial level, ship owners may have to commission tailored turrets.
 
They're treated as integral to the weapon system, but can upgraded on their own.

You can't make a missile launcher inherently longer ranged, though you could make the missile have a greater endurance.
 
Condottiere said:
You can't make a missile launcher inherently longer ranged, though you could make the missile have a greater endurance.

There was actually some advantages for missiles/torpedoes including endurance, alas they didn't make it into the book.
 
If you look at the weapon advantages in regard to missile weapon systems, you can see that some can be applied to both launcher and missile separately, and some only on one or the other.

You can't increase the yield on a launcher; you could make both resilient.
 
Spaceships: Engineering and the Planetary Leash

Is Orbital Range really an disadvantage?

Sure, if you're a rolling stone, but a thousand klicks is in the middle of Low Earth Orbit, so if the spaceship is actually spending most of it's time at aerospacey missions, it's not.

If you're renting transportation to a bunch of shifty spacers, it also means they can't take off for parts unknown.

Limited range is tricky, because if you're tempted to install that on your starship, in the event of a misjump, there's a good chance you're screwed above and beyond.
 
Condottiere said:
Spaceships: Engineering and the Planetary Leash

Is Orbital Range really an disadvantage?

Sure, if you're a rolling stone, but a thousand klicks is in the middle of Low Earth Orbit, so if the spaceship is actually spending most of it's time at aerospacey missions, it's not.

If you're renting transportation to a bunch of shifty spacers, it also means they can't take off for parts unknown.

Limited range is tricky, because if you're tempted to install that on your starship, in the event of a misjump, there's a good chance you're screwed above and beyond.

Orbital range would be good when the grav drive is low tech. use a small orbital drive( thrust 1), with a reaction drive. so the pilot/navigator has to nurse the fuel, and the process of getting to jump limit is now a bit trickier and makes a ship more vulnerable. If a ship gets jumped in transit from orbit to jump limit the pilot now has to choose whether to risk burning fuel and being intercepted.
 
Hybrid drives are an option:

. CoRoG - Combined Rocket or Gravitational
. CoGoG - Combined Gravitational or Gravitational
. CoRaG - Combined Rocket and Gravitational
. CoGaG - Combined Gravitational and Gravitational

If you combined Orbital Range with a double dose, or triple dose of energy efficiency, that would make sense, especially if you have a larger thrust factor.
 
Condottiere said:
Drop ships, as opposed to more general purpose assault shuttles, would only need Orbital Range.

That would work. they are meant for surface to orbit, and orbit to surface operation. Add some heat shielding and aerofins.I always like to add reaction boosters to give them short bursts of high acceleration.
 
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