snrdg082102
SOC-14 1K
Ah, I just sent Onno an edited version to save him the work of fixing
the formatting but he beat me to it. Thanks for your effort in
rendering it fit to post.
I for one found it an interesting contest idea and it was only other
"stuff" that kept me from doing this up better.
Besides fixing the formatting I added a few clairifications which I've
included below...
> USP - LB-A2212E2-B00000-1000-0 MCr 1,000 tons MCr929.500
> TLB A Crew x30
>
> Tons Description MCr cost
>
> 1000.0 Hull - Cone - Fully Streamlined 110.000
>
> + 105.0 Drives section (note 1)
> - 55.0 Jump Drive - K module - J2 100.000
> - 17.0 Maneuver Drive - J module - 1G 36.000
> - 31.0 Power Plant - K module - P2 72.000
> - 2.0 upgrade option (note 2)
>
> + 895.0 Main section
> - 20.0 Bridge - primary 5.000
> - 10.0 Computer model/5 fib 68.000
> - 20.0 Bridge - auxiliary 5.000
>
> - 360.0 Armor factor 11 (note 3) 504.000
> - 10.0 Hardpoints x10 1.000
> Single Turrets x10 2.000
> Beam Laser f1 x10 (note 4) 10.000
>
> - 120.0 Staterooms x30 single capacity 15.000
> - 7.5 FW Lowberths x15 capacity 0.750
> - 7.5 Emergency Lowberths x30 capacity 0.750
>
> - 320.0 Fuel - 6 months and 1J2 (note 5)
>
> - 11.0 Ship's stores x5 months life support
> - 15.0 Miscellaneous cargo and common space
>
> note 1 - while a HG design it uses LBB2 drives and so benefits
> works with those rules, including fuel, cost, size, and the
> double-fire option, as well as ignoring EP concerns which
> means among other things no agility
also note that if using HG combat any hits to jump, maneuver
or power should be applied to the letter rating not the USP
code so for eg. the maneuver drive can take 5 hits before
being reduced, while the jump drive and power plant will take
1 hit for the first reduction and then 5 more for the second
reduction
> note 3 - if using CT book 2 combat rules treat as a Defender
> DM -1 per factor for any attacks that get by defensive
> laser fire but degrade it by one factor for any miss that
> would have hit otherwise
(just a mtu fudge)
> note 5 - while the ship is designed for long duration patrols
> it is limited in jump ability without refueling, and it
> does not have fuel scoops as they would detract from the
> armoring, so it also does not have purifiers
(not a rule, just color)
> -------
>
> The Ghost of the Ormen hin Lange:
>
> Attempts to communicate with the ship require an 8+ roll on 2d6
> with the BG factor as a negative DM. It will be impossible
> to establish meaningful communications before the BG factor is
> reduced to 4 or less. This is partly because of the screening
> and partly because of the paranoia of the crew. Only one attempt
> may be made per encounter
and until a successful parley is made the Ormen hin Lange crew
will believe they are still at war and treat all ships as hostile
and engage with fire.
-------
Dan "far-trader" Burns
the formatting but he beat me to it. Thanks for your effort in
rendering it fit to post.
I for one found it an interesting contest idea and it was only other
"stuff" that kept me from doing this up better.
Besides fixing the formatting I added a few clairifications which I've
included below...
> USP - LB-A2212E2-B00000-1000-0 MCr 1,000 tons MCr929.500
> TLB A Crew x30
>
> Tons Description MCr cost
>
> 1000.0 Hull - Cone - Fully Streamlined 110.000
>
> + 105.0 Drives section (note 1)
> - 55.0 Jump Drive - K module - J2 100.000
> - 17.0 Maneuver Drive - J module - 1G 36.000
> - 31.0 Power Plant - K module - P2 72.000
> - 2.0 upgrade option (note 2)
>
> + 895.0 Main section
> - 20.0 Bridge - primary 5.000
> - 10.0 Computer model/5 fib 68.000
> - 20.0 Bridge - auxiliary 5.000
>
> - 360.0 Armor factor 11 (note 3) 504.000
> - 10.0 Hardpoints x10 1.000
> Single Turrets x10 2.000
> Beam Laser f1 x10 (note 4) 10.000
>
> - 120.0 Staterooms x30 single capacity 15.000
> - 7.5 FW Lowberths x15 capacity 0.750
> - 7.5 Emergency Lowberths x30 capacity 0.750
>
> - 320.0 Fuel - 6 months and 1J2 (note 5)
>
> - 11.0 Ship's stores x5 months life support
> - 15.0 Miscellaneous cargo and common space
>
> note 1 - while a HG design it uses LBB2 drives and so benefits
> works with those rules, including fuel, cost, size, and the
> double-fire option, as well as ignoring EP concerns which
> means among other things no agility
also note that if using HG combat any hits to jump, maneuver
or power should be applied to the letter rating not the USP
code so for eg. the maneuver drive can take 5 hits before
being reduced, while the jump drive and power plant will take
1 hit for the first reduction and then 5 more for the second
reduction
> note 3 - if using CT book 2 combat rules treat as a Defender
> DM -1 per factor for any attacks that get by defensive
> laser fire but degrade it by one factor for any miss that
> would have hit otherwise
(just a mtu fudge)
> note 5 - while the ship is designed for long duration patrols
> it is limited in jump ability without refueling, and it
> does not have fuel scoops as they would detract from the
> armoring, so it also does not have purifiers
(not a rule, just color)
> -------
>
> The Ghost of the Ormen hin Lange:
>
> Attempts to communicate with the ship require an 8+ roll on 2d6
> with the BG factor as a negative DM. It will be impossible
> to establish meaningful communications before the BG factor is
> reduced to 4 or less. This is partly because of the screening
> and partly because of the paranoia of the crew. Only one attempt
> may be made per encounter
and until a successful parley is made the Ormen hin Lange crew
will believe they are still at war and treat all ships as hostile
and engage with fire.
-------
Dan "far-trader" Burns