Supplement 14: Space Stations - Now on Drivethru!

MongooseMatt

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After a long wait, Supplement 14: Space Stations is finally here! You can grab your copy at;

http://rpg.drivethrustuff.com/product/129879/Supplement-14-Space-Stations?affiliate_id=7242

Smaller than planets, often larger than capital ships, space stations are a key part of any system’s military, economic and social construct. Indeed, in some systems the majority of the local population may be housed on stations with only a few making their lives on planets and moons in the area. Either way, stations are almost universally present in any system able to build them.

The core of this book is focused on the design and construction of space stations. New power-plants and grav drives provide the much less intensive needs of a space station, while new hull forms allow for cheaper structures to be built without the anti-gravity plating normally mounted within every ship. Facilities enable space stations to take part in local, inter-planetary and interstellar production and trade, to become population centres, install shopping districts and construct their own starships for sale or personal use.

Further chapters give more detail to station facilities and how they function, as well as offering new docking options for larger spacecraft and even capital ships. Stations can be the home ports of entire fleets, and without sufficient docking and recreation space, a fleet will soon fall apart.

This book covers a wide variety of types of station, and also the running of a station, involving building, staffing and setting up the imports that will be its life blood. You will read about the continued running of a station and the end result; profits. Finally, you will discover adventure hooks, setting suggestions and example stations to populate your Traveller universe with.
 
Hmm... Odd. The fuel refinery for station on p. 9 seems different from the fuel refinery that ships can be equipped with. I'm under the current impression that the refinery on ships are better than the one that stations use (more output and costs less per ton). I'll look into it more later.
 
Sam approved!

I like it. Great station construction rules - and a great addition of station-adventures/trading aspects (speculative building!). Also some very nice examples of stations as well as adventure seeds. For the price of a combo-fast food meal?! Count me in. Purchased :) Great work.
 
Just a few innocent questions :?: how is this book different from the previous book Starport encounters where it describes how to design space stations and such?

For instance a noble in my gaming group gets ahold of several AHL hulls and through automation and robots remanafactures them into moble armored and armed gas refinerys /space stations (home away from home) for border use in systems without scout or navy presence.

Does this book just contain just imperum space stations ideas or other like the Darians, Aslain, Zhodani and etc... :idea:

Are these designes based out of HG building designes / Starport then since they service capital ships?

Thx for any input.
 
Subzero001 said:
Just a few innocent questions :?: how is this book different from the previous book Starport encounters where it describes how to design space stations and such?

For instance a noble in my gaming group gets ahold of several AHL hulls and through automation and robots remanafactures them into moble armored and armed gas refinerys /space stations (home away from home) for border use in systems without scout or navy presence.

Does this book just contain just imperum space stations ideas or other like the Darians, Aslain, Zhodani and etc... :idea:

Are these designes based out of HG building designes / Starport then since they service capital ships?

Thx for any input.

I've finished skimming through the book not too long ago (and read some bits more intensely than others). To answer your questions, where Starport encounters appear to be all about the encounters, the people you meet, and events, and other things that happen on stations, this book appears to be about the design and function of space stations. You can design space stations the same way you design ships in the Core Rulebook and High Guard. Some of the new equipment involves mining asteroids for raw ore, smelting the ore, and producing advanced goods. Other equipment involves the stuff needed for the construction of ships and such. The ship contains rules for running trade stations, residential stations, a factory station, ship yards, etc. To sum things up, Starport encounters is about things from the perspective of characters traveling to stations to do some stuff there before moving on, while this book seems to be the kind of information needed by people who own and run space stations.

Like I said before, I have only skimmed through the book thus far, so I don't yet know if the rules work well or not. However, it is quite a different book than starport encounters.
 
What are the size range of these stations? Does it include free space colonies such as the Stanford Torus, the Bernal Sphere, the O'Neill Cylinder as some of the options without grav plating?
 
Tom Kalbfus said:
What are the size range of these stations? Does it include free space colonies such as the Stanford Torus, the Bernal Sphere, the O'Neill Cylinder as some of the options without grav plating?

200 tons - 10,000 tons.

It does include non grav plating options (double hull, hamster cage).
 
The forums are back online now? Thats good. I've finished doing a more thorough reading of this book since then. Here are some of my thoughts.

1. The book is just under 100 pages, with little more than half that given to space station designs (not unexpected considering Mongoose Traveller). The other half includes rules, table of contents and other stuff.

2. There are many parts of the book that could have had problems cleared up. Many parts that say "see p. xx". In some places there are missing details, such as on p. 24 where it says if there is no local infrastructure then takes 1 week to build a station for every Mcr .0 it's costs (0 MCr ?). There are also some typos in the book. I think the book could have used some more proof reading before being released (and therefore it could use a patch soon).

3. The rules for profit is less than clear and complete. Running a manufacturing space station for profit is perhaps the most clear of the for profit rules of space stations, and even then it has problems. According to my calculations, the example manufacturing station in the book (at best) allows for profits nearly 20 times the upkeep expenses of the station itself (maintenance, life support, I assume 4000 Cr per employee per month). This means it can survive on even terrible sale rolls. However, it doesn't list how much it costs to buy inputs (maybe I missed it) or what kinds of inputs are needed. It assumes that you must find a supplier for this stuff. I am saddened that I can't really design a station that eats space rocks and spits out high tech goods.

Other types of profits are less clear, with fuel sales, residential, and commercial rent being something that fluctuates. The book doesn't state that a system gets x amount of ships per period of time, and these types of ships are common, only that an x percentage of your fuel production, residential space, and commercial space will be used (regardless of how much you got). I think it gets worse from there with other rules...

4. Setting up a space port in a region of space isn't covered by the rules. I guess if you wanted to house rule it, I suppose you could build a space station that is capable of doing everything that space port needs to be able to do, like build space ships and provide fuel...

5. There was more that I wanted, like space stations that can be built up in stages (they can be really expensive to build in one go) or have more space and parts added to it over time (like maybe growing bigger over the decades or centuries it exists). Or being able to build star ships that had the on board manufacturing ability to build its own spare parts and life support supplies (plus the ability to collect and refine fuel) so it could do deep space exploration without the need to return home for decades...
 
Tom Kalbfus said:
What are the size range of these stations? Does it include free space colonies such as the Stanford Torus, the Bernal Sphere, the O'Neill Cylinder as some of the options without grav plating?

As of TL 14-15, it is possible to get up to a billion ton space stations. However, none of the example stations in the books get larger than 10,000 tons. A good thing as I wouldn't want to buy a whole book and get only 1 monster of a space station.

Space stations without grav plating? Yes it is possible (they are cheaper). It is possible up to 500,000 tons (at which point, artificial gravity is required to maintain structural integrity for anything bigger). There is a design option to have rotating sections that produce gravity by its spin (the parts that produce the spin do cost money and space). The options are double hulls and hamster cages (which may or may not be what you are looking for).
 
The Stanford Torus according to the Wikipedia is 10 million tons, that's mass not volume in liquid hydrogen? The Bernal Sphere in the Island One configuration is also 10 million tons.

The following is a description of the O'Neill Cylinder from http://mavericuniverse.wikia.com/wiki/Island_Three_The_O'Neill_cylinder
GoetzScheuermann-oneillcylinder-650.jpg

This would probably be considered a Tech Level 8 design, simply because you need to be able to get into space in a massive way in order to build it. It is a huge structure to be sure probably around a billion tons of displacement, much of its volume is empty air as you can see by the picture above, not sure whether that should be counted as part of hull volume. It is low tech, which has its advantages, the alternative would be to build a giant grav-plated dome on an asteroid.
The O’Neill “Island Three” habitat is a gargantuan cylinder with hemispherical end caps, 32 kilometers (20 miles) long and 6.4 kilometers (four miles) in diameter, with a habitable surface area of 325 square kilometers (125½ square miles) or 32,500 hectares (80,310 acres) supporting a population in the tens of millions.
(In the Gundam canon, the population is generally given as three to ten million.) The cylinder is rotated on its long axis at ½ RPM (one revolution every two minutes) to simulate Terrestrial gravity for the people living inside. (½ RPM is not very impressive visually, so the apparent rate of rotation is exaggerated to about two RPM in the animation.)Orbiting with one end facing the sun, it’s divided lengthwise into six alternating “ground” and “sky” panels, so only half of the inner surface is actually available for habitation.

Three mirrors project outward at a 45° angle from the end facing away from the Sun and reflect sunlight through the translucent “sky” panels to the landscaped “ground” panels opposite them.

Because the end caps of the cylinders are domed, each of the “ground” panels has what, from an inhabitant’s point of view, appears to be a 3.2-kilometer (two-mile) high “mountain” at either end.The simulated “gravity” resulting from the rotation varies from one “G” at the base of the mountain to zero-G at the apex. The drop-off is linear—at the 1.6-kilometer (one-mile) level, midway (45°) up the mountainside, the pseudo-gravity is 50% (½ G). You can calculate the acceleration that produces this pseudo-gravity using the formula F=rω²/g, where F is the resulting acceleration, r is the distance from the central axis, ω is the angular velocity (a constant equal to 2π times the number of rotations per second) and g is the acceleration due to gravity experienced on Earth (9.80665 m/s² or 32.174 ft/s²).

This is equivalent to the more familiar F=mV²/r formula, only substituting V=rω.

(On 7 November 2002, Ian Woollard wrote me to correct my math regarding the drop-off rate.)

The mountains and the “valleys” between them are landscaped to an idyllic green splendor, supporting six densely populated urban and suburban civic and residential centers. The underlying cylinder hull is a meter (3 feet, 3 inches) of titanium-reinforced “mooncrete” or lunar concrete, a mineral aggregate of anorthosite, ilmenite, and “KREEP,” an acronym for potassium (K), rare earth elements (REE) and phosphorus (P).The three “ground” panels are covered with an average 5-meter (16.4-foot) layering of landscaped topsoil.

The three “sky” panels are composed of quartz glass, vitreous silica prepared from pure quartz and noted for its transparency to ultraviolet radiation. Each “sky” panel is 3.2 kilometers (two miles) wide and 25.6 kilometers (16 miles) long, divided into eight square “windows” 3.2 kilometers on a side. Bridges connecting the “ground” panels span the “sky” panel at the junctions of these windows, seven bridges across each of the three “sky” panels, for a total of 21 “sky” bridges in all.

The basic element or building block of the “sky” panels is a cubical quartz glass prism 3.2 meters (10.4 feet) on a side, massing about 80 tonnes (90 tons). The prisms are mounted in a five-by-five titanium grid to form a square “frame” 16 meters (52 feet) on a side and three meters deep, with 25 prisms per frame.These frames are mounted, four ply, in a five-by-five array “pane” 80 meters (260 feet) on a side and 12.8 meters (41.6 feet) deep, with 100 frames (2,500 prisms) per pane.

The panes are mounted in a five-by-five “sash” 400 meters (1,312 feet) on a side, with 25 panes (2,500 frames or 62,500 prisms) per sash. Each of the eight windows is thus an eight-by-eight array of 64 sashes, containing 1,600 panes (160,000 frames or four million prisms), so each “sky” panel contains 512 sashes (12,800 panes or 1,280,000 frames or 32 million prisms).

Since there are three such panels, each colony has 24 windows (1,536 sashes or 38,400 panes or 3,840,000 frames or 96 million prisms) containing a combined mass of about 7,680 megatonnes (8,640 megatons) of quartz glass.

Docking ports called “bay blocks” at either end of the colony’s central axis rotate in the opposite direction, maintaining a “stationary” position around which the colony proper appears to rotate. Laser beacons line a five-kilometer approach path for incoming spacecraft. A solar power station (SPS) generating a gigawatt per hour is built into the port docking port.

Each docking port contains six docking bays, arranged around the axis like the chambers of a revolver. Each docking bay has six docks, arranged in a similar fashion around the centerline of the bay. Each dock can accommodate three 300-meter ships, for a total capacity of 108 ships. Zero-G industrial blocks are strung out along the axis between the docking ports and the end caps, standard-G industrial blocks are mounted on the exterior of the colony cylinder. All of the agriculture and industry is external to the colony proper, so all of the space within the colony cylinder is actual living space for the colonists, pure and unpolluted.(The O’Neill design specified solar power to supply the colony’s needs, but there’s another simple, effective and continuous sources of energy readily available, which is to run thermally conductive material from the interior to the exterior and from the north end cap to the south end cap and use the temperature differential—an extraterrestrial equivalent of “geothermal” power.)

Since the spacecraft bay blocks are necessarily at the center of the end caps, in line with the axis of rotation, the “mountainsides” on the interiors of these end caps are heavily urbanized. Six major cities are built at the bases of these mountains, three at either end, thinning out as they spread down the “foothills” and into the “valleys” toward the equator. (In a reversal of the mundane trend, it is the “hillside” which is the less desirable, “poor” side of town) The central zone at the equator is kept in a state of artificial “wilderness” dotted with a few small rural villages and highly prized resorts. Each colony thus contains six separate urban civic centers, six suburban residential zones and three rural recreational areas, each with its own distinct identity, as a safeguard against inbreeding and cultural stagnation.

Each of the three valleys within the colony is an elongated rectangle 32 kilometers (20 miles) long and 3.2 kilometers (two miles) wide, yielding a total area of 105 square kilometers (40 square miles). The six cities and their associated suburbs cover an area of 41.4 square kilometers (16 square miles) each. The three rural areas cover an area of 20.7 square kilometers (eight square miles) each, which must be shared evenly between the two urban/suburban centers at either end.

Travel from the docking bay and industrial blocks at the axis “down” to the residential areas in the valleys or “up” to the agricultural block ring is via elevator, usually depicted as a set of three vertical tubes spaced 120° apart. If so, riding them would be murder, due to the same Coriolis effect that produces the artificial “gravity” at the hull. As the elevator “rises” from the hull to the axis, the passengers are going to be pushed downspin at the same rate as they are inward, with the result that the “floor” is going to feel as if it’s been upended at a 45° angle.

The same applies going “down” from the axis to the hull, except that the push is going to be upspin. A body dropped from the axis to the hull would fall in a Nautilus-shell helical spiral, appearing to travel in an upspin arc around the axis until it finally impacted, not on the ground panel immediately below, but the ground panel upspin from there. The fall would take about five minutes 20 seconds and make one and one-third revolutions, with a terminal impact of 644 KPH (400 MPH).

Presuming that the elevator accelerates and decelerates at the same rate, minus the sudden sharp stop going from axis to hull, travel time would be the same as it is for a free fall, with the Coriolis effect converted into lateral forces on the vertically restricted passengers. That being the case, the best design for the elevator would be an upspin spiral for the cars going from axis to hull and a downspin spiral for the cars going from hull to axis. The cars would not run “vertically” (i.e., perpendicular to the “ground”), but drive “parallel” to the hull the entire trip.
 
WARNING!!!!

You MUST have High Guard (and the Core Rulebook) to use this book! MANY Of the features from HG Capital Ships are mentioned in this book, but not detailed. You need HG to complete most designs.

LOVE IT!

Although - How do I get the classic "Spinning Wheel" design for a non-Gravity space station ala 2001???????? Neither Hampster Cage nor Double Hull seems to fit that design.

Babylon 5 would be a double-hull design.
 
I think from the above description taking into account the glass windows alone have a mass of 8 billion tons, assume the Island Three has a mass from around 16 billion to 20 billion tons. For calculating displacement tonnage, only count the air 2 meters above the surface or about 5 meters of thickness including the 3 meter thick hull of each cylinder, since these Cylinders come in pairs and spin in opposing directions while linked together with trusses, say about 40 billion tons to include both cylinders, add another 10 billion tons for the agricultural cylinders if you want those!
 
Rikki Tikki Traveller said:
Although - How do I get the classic "Spinning Wheel" design for a non-Gravity space station ala 2001???????? Neither Hampster Cage nor Double Hull seems to fit that design.

There are little pgms online that'll tell you the minimum size for those. Other than that just spec the hull size and then cost. M-drives to be able to start and vary the spin rate. Should be easy to extrapolate as there is no other special equip.
 
sideranautae said:
Rikki Tikki Traveller said:
Although - How do I get the classic "Spinning Wheel" design for a non-Gravity space station ala 2001???????? Neither Hampster Cage nor Double Hull seems to fit that design.

There are little pgms online that'll tell you the minimum size for those. Other than that just spec the hull size and then cost. M-drives to be able to start and vary the spin rate. Should be easy to extrapolate as there is no other special equip.

But do I use the rules for Double Hulls or Hampster Cages? Those are the only two in this book that have stats (size and cost) available. I guess if the Outer/Spinning hull represents 90% of the total size, you could argue that it is a Double Hull with the other 10% representing the central hub...
 
Rikki Tikki Traveller said:
But do I use the rules for Double Hulls or Hampster Cages? Those are the only two in this book that have stats (size and cost) available. I guess if the Outer/Spinning hull represents 90% of the total size, you could argue that it is a Double Hull with the other 10% representing the central hub...

The hub also turns. Single hull. In the hub you usually have the drives and power plant and other machinery. No one lives there.
 
I was trying to figure out how to make entire space stations that spin work, but I figured out that the existing rules don't work well for that. Depending on the type of rotating system you use, you get a price increase of 1% or 2% to the hull for every 1% of the hull set aside to spin. Given the price differences between AG hulls (Artificial Gravity) and NG hulls (No Gravity), you could very easily end up paying more for NG hulls if you tried to give most of them over to some kind of rotation. Only the very high TL hulls get a enough of a difference in price between the AG and NG hulls that 90% increase in price would be cheaper for the NG hulls, but the high TL hulls are pricier as is so you lose either way (a TL 16 NG hull is just as expensive as a TL 12 AG hull).

If you wanted entire space stations that spin to produce artificial gravity, but don't want to blow a budget on it, you are probably want to make house rules for that. I think the spin mechanisms are supposed to be for hulls that only a fraction of it spins, not the majority.
 
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