Ship Designer

Scifi Campaign

Step 1 - Design hull

Select hull size
Megara corp ships are all streamlined hulls that are capable of planetary landings.

Select level of compartmentalization
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.

Robotic Ship

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)
0 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)

Step 3 - Select armor tonnage and costs

An unstreamlined ship may 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 will be better armored.
1 cDR (each cDR is 100 pts DR) 0.012m$ per tons

Step 4 - Sensor masking features

Step 5 - Internal spaces

Step 6 - Hull Mass and Estimated mass

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 - 0An 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 - 0 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 - 0 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 0 Jump Drive Fuel 0

Maneuver Drive

A maneuver drive propels the ship through normal space at slower-than-light speeds.
Bussard Ramjet - 0
Optimized Fusion Drive - 0
Antimatter Pion Drive - 0
Slow Ion Drive - 0
Fast Ion Drive - 0
Slow Fusion Drive - 0
Standard Thruster - 0
Super Bussard Ramjet - 0
Light Sails - 0
Super Thruster - 0
Fast Fusion Drive - 0
Slow Antimatter Drive - 0
Fission Drive - 0
Fusion Rocket Drive - 0
Nuclear Pulse Drive - 0
Antimatter Rocket Drive - 0
Fast Antimatter Drive - 0
Mega Thruster - 0
Chemical Rockets - 0

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

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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 - 0
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 - 0
Solar Panels - 0

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

0 Bunk Rooms - a room with 5 beds, each with a small locker, intercom, controls for light and temperature, shared sanitary facilities.

0 Cabin - a furnished room capable of housing 1 or 2 people. Bed, chairs, desk, closet, toilet, sink, shower, intercom, controls for light and temperature

0 LuxuryCabin - Furnished room with fittings superior to an ordinary cabin. Can house 1 or 2 people.

0 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.

0 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
0 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.
0 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.
0 LaserLight 1d

0 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

Energy Banks

0 EnergyBanks

Accessories

0 AutoMedBay - This system contains two automed beds

0 Workshop - A complete workshop with tools and spare parts

0 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.

0 Lab - An equipment filled laboratory

0 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 -

0 Surgery - A well-equipped surgury, including gyrosablized operating table.

0 VehicleBayLifeboat -

0 VehicleBayShuttle -

0 VehicleBayLAC -

Cargo Capacity

0 Cargo - Mass reflects loaded weight

Info

Debug

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