Talia

Scifi Campaign

Step 1 - Design hull

Select hull size
Megara corp ships are all streamlined hulls that are capable of planetary landings.
25 ksf (surface area)
50 structural mass (tons)
$3,000,000 credits
5 max turrets

Select level of compartmentalization
adds 10 tons
adds $100,000 credits

Other hull options
Biomechanical hulls heal 1% of their damage a day, but have a cap of 2 cDR armor.
Living metal hulls are packed with self-repair nanomachines and repair 1% of their damage an hour.
adds $3,100,000 credits

Robotic Ship
adds $6,200,000 credits and 5 spaces

Step 2 - Designate turrets

Turrets are rotating superstructures attached to the hull, normally used to mount weapons.
0 Small Turret (single mount - 1 slot, .8 tons, 0.048 $m)
2 Small Turret (double mount - 2 slots, 1.2 tons, 0.072 $m)
0 Small Turret (triple mount - 3 slots, 1.6 tons, 0.096 $m)
0 Small Turret (quad mount - 4 slots, 2 tons, 0.12$m)
0 Medium Turret (single mount - 4 slots, 4 tons, 0.24 $m)
0 Medium Turret (double mount - 8 slots, 6 tons, 0.36 $m)
0 Medium Turret (triple mount - 12 slots, 8 tons, 0.48 $m)
0 Large Turret (single mount - 10 slots, 20 tons, 1.2 $m)
5 possible turrets, 4 slots used, 1 free turret slots
adds 4 ksf surface area
adds 2.4 tons of mass
adds $144,000 credits

Step 3 - Select armor tonnage and costs

An unstreamlined ship my have cDR 0. A streamlined ship must have at least cDR 1. Most civilian vessels have cDR 1 to 2. Ships likely to face enemy fire may be better armored.
10 cDR (each cDR is 100 pts DR) 0.012m$ per tons
adds 3625 tons
adds $43,500,000 credits

Step 4 - Sensor masking features

adds 43.5 tons
adds $13,050,000 credits

Step 5 - Internal spaces

316

Step 6 - Hull Mass and Estimated mass

Hull Mass 3730.9 tons
Estimated Mass 5330.9 tons

Step 7 - Component systems

Every ship should have a bridge or cockpit, sensor and power systems. Others are more-or-less optional, although life support, drives and quarters should be installed on nearly all vessels.

Bridge

All ships require at lest one bridge component. Large ships often add a second one (frequently of smaller size) as backup.
Cockpit - 0. A one-person cockpit is designed for short-ranged spacecraft like fighters and shuttlecraft. It contains a control console, an ejection seat, a computer, communctions and navigations systems. There is no room to stand up and walk around, and no airlock. It includes life support (air and heat) for 2 man-days.
SmallBridge - 0. A rudimentary bridge system. A nearby small airlock, two control consoles, computer, communications, navigation, life support for two man-days.
MediumBridge - 0. Typical bridge for an average freighter or small warship, designed with four bridge consoles, and doubly redundant avionic and computer systems, plus life support for four man-days.
LargeBridge - 1: 4 spaces, 9 Tons, $3,200,000 credits, 0 power
. An advanced bridge system. Work space for 10 crew, better computers, triply redundant avionics, life support for 10 man-days.

Sensors

Sensors enable a ship to see where it is going. Every mobile ship requires at least one sensor system for navigation. Ships often install extras as backup in case of damage.
BasicSensors - 1: 1 spaces, 12 Tons, $4,600,000 credits, 0.5 power
. A set of active and passive electromagnetic sensors adequate for most vessels.
EnhancedSensors - 0. A set of more expensive, longer-ranged sensors suitable for warships or scout ships.
AdvancedSensors - 1: 1 spaces, 52 Tons, $31,000,000 credits, 6.8 power
. A longer ranged (but bulkier) version of enhanced sensors.

FTL Drive

The scifi campaign is using jump drive. Not all ships will have it installed. You need enough jump drive thrust allocated to exceed the mass of the ship, or the ship cannot jump.
Jump Drive 6: 6 spaces, 24 Tons, $840,000 credits, 21600 power (requires energy banks) 6000 ton jump capacity 669.1000000000004 tons to spare
Jump Drive Fuel 51: 51 spaces, 1275 Tons, $255,000,000 credits, 0 power

Maneuver Drive

A maneuver drive propels the ship through normal space at slower-than-light speeds.
Bussard Ramjet - 0. Each space will generate 0.000013 tons of thrust. Bussard Ramjets require a fusion power core
Optimized Fusion Drive - 0. Each space will generate 0.0013 tons of thrust. Fission drives require a fusion power core
Antimatter Pion Drive - 0. Each space will generate 0.004 tons of thrust. Antimatter pion drives require an antimatter power core
Slow Ion Drive - 0. Each space will generate 0.004 tons of thrust
Fast Ion Drive - 0. Each space will generate 0.02 tons of thrust
Slow Fusion Drive - 0. Each space will generate 0.08 tons of thrust. Fission drives require a fusion power core
Standard Thruster - 0. Each space will generate 4 tons of thrust
Super Bussard Ramjet - 0. Each space will generate 6.5 tons of thrust. Bussard Ramjets require a fusion power core
Light Sails - 0. Each space will generate 10 tons of thrust
Super Thruster - 0. Each space will generate 10 tons of thrust
Fast Fusion Drive - 0. Each space will generate 13 tons of thrust. Fission drives require a fusion power core
Slow Antimatter Drive - 0. Each space will generate 16 tons of thrust
Fission Drive - 0. Each space will generate 27 tons of thrust. Fission drives require a fission power core
Fusion Rocket Drive - 0. Each space will generate 80 tons of thrust. Fission drives require a fusion power core
Nuclear Pulse Drive - 0. Each space will generate 100 tons of thrust
Antimatter Rocket Drive - 0. Each space will generate 200 tons of thrust
Fast Antimatter Drive - 0. Each space will generate 200 tons of thrust
Mega Thruster - 80 spaces, 320 Tons, $64,000,000 credits, Produces 16000 tons of thrust, consuming 1600 MW power and 0 tons of per hour.
3.0013693747772425 gravities acceleration

Chemical Rockets - 0. Each space will generate 330 tons of thrust

Fuel Tanks

A ship that uses a reaction drive requires tanks.
Argon - 0
Cadmium - 0
Hydrogen - 0
Hydrogen/Oxygen - 0
Nuclear Pellets - 0
Water - 0
Antimatter - 0

Gravity Generation

Tractor and Pressor beams

Power Plant

Any ship needs a power source. Power is measured in megawatts (MW). There is no need to provide power for jumps, beams, or railgun weapons. These get their energy from energy banks. Fission systems will last 2 years before refueling. Antimatter systems will last 2.5 years before refueling. Fusion systems will last 200 years and cannot be refueled.
Fission Power Plant - 0
Fusion Power Plant - 0
Antimatter Power Plant - 21: 21 spaces, 84 Tons, $3,360,000 credits, 0 power
Generates 1680 MW power

For each power plant installed, also install one power core. It contains vital engineering controls.
Fission Power Core - 0
Fusion Power Core - 0
Antimatter Power Core - 21: 10.5 spaces, 84 Tons, $5,880,000 credits, 0 power

Solar Panels - 0
Total power consumption 7.3999999999999995
Total power generated 1680

Crew and Passengers

Typical crew requirements are given below. Military ships will have larger cews. Command. At least one captain, plis one command officer per 5 to 10 non-command crew. On small ships, the commander may double as pilot or gunner. Engineering. One enginner per 60 tons of drives, FTL drives, and power plants. Gunners. On average, one for each turret. Life support. One full-time life support tech if there are over 20 people onboard, one more for every additional 100 people. Maintenance & Damage Control. One full-time mechanic if there over 10 people onboard, one more for every additional 50 people or 200,000 cf of ship. Medical Officer. One full-time medic if there are more than 10 people aboard, plus an additional medic or assistant for every 50 people. A ship should have one medic per surgury. Passenger Service. One person to look after passengers per every 50 cargo or steerage passengers, 20 standard passengers, 10 first-class passengers or 2 luxury passengers. Pilot. At least one. All but the smallest military ships will have a specialist astrogater. On small ships, the pilot usually runs the sensors. Service. One full-time service person - cook, yeoman, morale officer, etc, for every 50 people after the first 20. Specialists. Large ships, especially military vessels, will have full-time officers and specialists for communications, sensors, etc. There may also be landing teams, security staff, science crew, cargo specialists, etc. Entertainers (optional). Often found on luxury liners. Marines and fighter pilots. Not really ship crew, but more like passengers until needed. Marines usally get steerage, fighter jocks usually get the equivelant of standard quarters. Multiple shifts. Most military and some civilian ships carry three times as many crew so they can operate around the clock in three 8 hour shifts. Backup crew. Extra crew members may be carried in freeze tubes, to be awakened in an emergency.

Quarters

1: 1 spaces, 0.5 Tons, $500 credits, 0 power
Bunk Rooms - a room with 5 beds, each with a small locker, intercom, controls for light and temperature, shared sanitary facilities.
5: 5 spaces, 5 Tons, $15,000 credits, 0 power
Cabin - a furnished room capable of housing 1 or 2 people. Bed, chairs, desk, closet, toilet, sink, shower, intercom, controls for light and temperature
1: 2 spaces, 2 Tons, $10,000 credits, 0 power
LuxuryCabin - Furnished room with fittings superior to an ordinary cabin. Can house 1 or 2 people.
1: 1 spaces, 4 Tons, $880,000 credits, 0 power
FreezeTube - Each space contains 20 suspended-animation capsules, each capable of holding one person.
0 PassengerSeating - Ships designed for short term operations, like shuttlecraft, may install passenger seating instead of quarters. Each space devoted to passenger seating can provide 15 seats. The systems built-in air supply also provides 15 man-days of life support.

Life Support

When deciding how many spaces of life support are needed, it is safe to count two people per cabin and 5 people per bunk.
0 Full Life Support - Full systems provide air, heat, and water, but not food. Food should be carried as cargo for longer voyages.
2: 2 spaces, 5 Tons, $10,000 credits, 0.1 power
. This will support 10 people
TotalLifeSupport - Total systems do provide food, they include hydroponics or food vats of some kind.

Habitat Modules

0 Farm - An acre or so of open space with a few buildings devoted to agriculture and food processing. Up to 10 or so people or robots can work efficiently. Each worker can grow sufficent food to feed 10 people.
0 Factory - A large industrial park containing several warehouses and robotic factories.
0 Housing - One or more apartment buildings or a few dozen houses, plus surrounding grounds, walkways, etc. Providing long-term accomodations for up to 100 people in conditions much more "open" than quarters
0 Park - A landscaped green park, possibly with entertainment or excercize facilities (pools, stream, playgrounds, etc). In a pinch, it can provide camp grounds for about 100 people
0 Plaza - A mall or concourse area with a dozen or so medium-sized establishments, plus substantial open space for several hundred people to congregate around them.

Weapons

I am not sure I like these space weapon damage values, I may be recalibrating these weapons

Weapons are grouped into three broad categories, beam weapons, guns, and missiles.
For simplicity, beams and guns have been classed as light ( 1 space ), medium ( 10 spaces ), heavy ( 100 spaces ), extra heavy ( 1000 spaces ), super heavy ( 10,000 spaces ), and ultra heavy ( 100,000 spaces ).
Weapons can either be placed in hull mounts ( "fixed" weaponry installed into hull spaces ), or built into turrets.
A small turret can mount one ( single ), two ( double ), three ( triple ) or four ( quad ) light weapons or missle bays.
A medium turret can mount one ( single ), two ( double ) or three ( triple ) medium weapons.
A large turret can mount one heavy weapon.
Larger weapons can only be mounted in hull mounts.
Weapon Types
Missle bay: A launch bay capable of firing one missle per space-combat turn. Missles can do a great deal of damage, but they can also be shot down. Each missle bay can hold 16 heavy or 40 light missiles.
Light missiles accelerate at 6g and do 7d damage
Heavy missiles accelerate at 9g and do 6dx3 damage
2 guns installed, 2 spaces, 2 Tons, $6,000 credits, Consuming 0 energy bank power per shot
MissleBay -
Railgun: An electromagnetic mass driver that accelerates projectiles to high speeds. It does great damage, but its slugs move at a crawl compared to energy beams, making them more suited to close range opponents or stationary targets.
2 guns installed, 2 small turrets, 0 spaces, 6.6 Tons, $5,000,000 credits, Consuming 20 energy bank power per shot
RailGunLight 4d+1
0 RailGunMedium 6d+2
0 RailGunHeavy 9dx3
Laser: A space-combat laser fires high-energy pulses of coherent light, usaully in the ultraviolet frequency. Lasers are quite accurate and reasonably long-ranged, but have extreme power consumption relative to their armor-penetrating ability.
2 guns installed, 2 small turrets, 0 spaces, 10 Tons, $1,800,000 credits, Consuming 100 energy bank power per shot
LaserLight 1d
1 guns installed, 0 medium turrets, 10 spaces, 50 Tons, $9,000,000 credits, Consuming 1000 energy bank power per shot
LaserMedium 4d-1
0 LaserHeavy 4dx2
0 LaserExtraHeavy 6dx3
0 LaserSuperExtraHeavy 8dx5
0 LaserUltraHeavy 6dx15
Particle Beam: ( blaster ) focused beams of neutral subatomic particles moving at speeds approaching light. Less accurate and more power hungry tha lasers, but they deliver a more energetic punch.
0 BlasterLight 2d
0 BlasterMedium 6d
0 BlasterHeavy 6dx2
0 BlasterExtraHeavy 6dx5
0 BlasterSuperExtraHeavy 6dx10
0 BlasterUltraHeavy 8dx20
X-ray laser: A laser that operates at X-ray frequencies.
0 XrayLaserLight 2d
0 XrayLaserMedium 6d-1
0 XrayLaserHeavy 6dx2
0 XrayLaserExtraHeavy 5dx5
0 XrayLaserSuperExtraHeavy 6dx9
0 XrayLaserUltraHeavy 6dx20

Ammunition

Energy Banks

1: 1 spaces, 25 Tons, $5,000,000 credits, 0 power
EnergyBanks 45000 total megawats in energy bank

Accessories

2: 1 spaces, 1.2 Tons, $200,000 credits, 0 power
AutoMedBay -
This system contains two automed beds
2: 5 spaces, 30 Tons, $120,000 credits, 0 power
Workshop -
A complete workshop with tools and spare parts
2: 1 spaces, 4 Tons, $14,000 credits, 0 power
EntryModuleSmall -
A passage tube and a four-person airlock
0 EntryModuleLarge -
A passage tube and an eight-person airlock
0 HallBarConferenceRoom -
A large room with tables. Useable as a restaurant, bar, conference room, etc. It can hold up to 50 people.
1: 2 spaces, 10 Tons, $1,000,000 credits, 0 power
Lab -
An equipment filled laboratory
2: 40 spaces, 2 Tons, $10,000 credits, 0 power
SpaceDockShuttle -
A pressurized hanger bay designed to house smaller craft in the ship. Airlock doors open into space, but the hangar is sealed allowing air to be pumped in or out in minutes.
0 SpaceDockLAC -
1: 1 spaces, 1 Tons, $5,000 credits, 0 power
Surgery -
A well-equipped surgury, including gyrosablized operating table.
0 VehicleBayLifeboat -
0 VehicleBayShuttle -
0 VehicleBayLAC -

Cargo Capacity

57: 57 spaces, 285 Tons, $0 credits, 0 power
Cargo -
Mass reflects loaded weight

Step 8 - Basic statistics

Step 9 - Performance

Info

200,000 (Merchant ship) cubic feet
6034 tons
$460,044,500 credits
29 ksf area
316 spaces
305.5 used spaces
10.5 remaining spaces
5 max turrets
4 used turrets
1 remaining turrets
5330.9 estimated mass
1680 total power
7.3999999999999995 total power used
45000 total energy banks
23200 total energy used (peak capacity)

Debug

Exiting updateValues
4 0 0 4 0 0
dbg09
Debug 4
Debug 5
Debug 6
Debug 7
UpdateWeaponSub thisSpace=0
Debug 9