LiminalMask
SOC-12

Link to Ship Fillform PDF
((EDITED based on feedback. New deckplan is above.))
[The following is part of a packet I'm developing IMTU, a minor race with delusions of grandeur, the Korr. The Korr's dramatic function can vary, sometimes they're the dumb brutes, the greedy bad guys manipulated by someone smarter. Sometimes they're just annoying or difficult. Sometimes just flavor, when you're tired of seeing yet another Vargr or Aslan.
Here's one of their ships. I tried to get a design philosophy for the Korr first, and then build the ship around that. Comments welcome.]
(Mongoose Traveller Rules)
Overview
Type SI-K – Korr Scout/Interceptor – TL 11
Hull: 100 tons, Streamlined
Armor: Titanium Steel, 10%. Armor 4.
J-Drive: A
M-Drive: B
P-Plant: B
Computer: Model/1 bis
Sensors: Standard
Fuel: 28 tons (1 Jump-2 and 2 weeks operations)
Staterooms: 4
Low Berths: 0
Fuel Scoops Installed
Fuel Processors: 1 ton
Vehicles: Air/Raft
Weapons: Triple Turret - Pulse Laser / Pulse Laser / Missile Launcher
Cargo: 10 tons.
Maintenance Costs: 3,518cr / month
Life Support Costs: 8,000 / month
Total Cost: 42,220,000
The Ptrin Korrazor class Scout-Interceptor is the earliest build put out by the Korr Grand Armada. Essentially, the SI-K is a couple of modular engineering sections dragging the rest of the ship in an ungainly-looking, lopsided wing configuration. With aspirations of achieving notoriety and respect in the sector, the first Korr engineers to get their hands on M and Jump drive technology raced to create their first fleet of jump capable ships: early versions of the SI-K. Those early ships were cobbled together en masse from modular containers (which Korr factories made thousands of) and could only achieve Thrust-1 and Jump-1. As the Korr expanded and acquired more technological savvy, they began to build newer versions with better drives and plants, but the old modular designs remained.
The Korr philosophy of shipbuilding is one-upsmanship with neighboring sophonts in raw power and speed, usually at the expense of systems other races might consider important. The SI-K meets this philosophy in terms of speed, primarily; it can achieve Thrust-4, making it significantly faster than most Scout-sized vessels. Much of its 100 tons is taken up with a Class B Manoeuvre Drive, the Class B Power Plant required to power it, and the 28 tons of fuel needed to run the Power Plant for 2 weeks and one Jump-2. This means the rest of the ship is cramped, crowded, and considering the age of most of these vessels, unpleasant, even to the Korr. Engineering itself is packed so tightly that crew have to duck under the Jump Drive conduit to traverse from side of the ship to the other. There are four staterooms for crew. Originally, the KGA envisioned 8 crew in double occupancy: 1 captain, 1 engineer, 1 gunner, 1 navigator, and 4 marines who would also crew the included Air/Raft, allowing for a fast ship to deliver a small assault team. However, the tension of all those crew in such a small space caused difficult morale issues, and crew requirements were relaxed. The SI-K could theoretically be flown with one skilled Pilot, but most crews also include an Engineer and Gunner/Marine. One triple turret is mounted within the bridge module, and standard armaments are 2 pulse lasers and a missile launcher, though in the after-market, any sort of weaponry can be found on the hardpoint.
The SI-K is somewhat infamous for its mechanical and structural problems. Some engineers claim that the ships are more bonding agent than original metal any more. The truth is that the Korr preferred atmosphere gasses inside the mass-constructed hulls of cheap metals cause corrosion and wear that must be checked and repaired frequently, and the age of some of the ships means parts wear out and must be replaced constantly. Every KGA Ptrin Korrazor carries at least one Engineer who works long hours keeping the ship operational. In fact, the ship's locker reflects this fact: originally built large to house the arms for the ship's marines, most SI-K lockers have gotten rid of weapons to make room for spare parts. The only positive to the SI-K's mechanical woes is that its low Tech requirements make finding parts and making repairs easier from system to system. Only the Jump Drive and computer software need Tech level 11, the rest of the ship is repairable at Tech level 9.
Since so many of these ships have been made over the years, there are many variations found in the after-market. The most common is the reduction of the Power Plant and M-Drive to types A, and the removal of the Interceptor role. While this reduces the ship to Thrust-2, the ship's reduced fuel requirement means 8 more tons is either relocated to cargo or the fuel is kept, giving the SI-K(a) 2 more weeks of operation. For those seeking a Jump capable ship for a real bargain, there are a few dozen of the original SI-K's flying around, though they have been declared obsolete. These SI-K(o) ships have early, inefficient power plants and M-drives, meaning they can only make Thrust-1, yet require 2 tons of fuel/week. Likewise, the J-Drive can only make Jump-1, but requires 20 tons of fuel for it. These hundred-year-old ships are a bargain, however their monthly maintenance cost is double that of the more modern SI-Ks, and mechanical breakdowns are frequent.
Special Thanks: Dan "Far-Trader" Burns
Variants:
SI-K(a): Power Plant: A, M-Drive: A, [Fuel: 24 tons (2 Weeks, 1 Jump-2), Cargo: 18 tons], Hardpoint: Empty, cost: 27,470,000cr.
SI-K(o): Power Plant: <A, M-Drive: <A, J-Drive: <A (Thrust-1, Jump-1), Fuel 24 tons (2 weeks, 1 Jump-1), Cargo: 18 tons, Hardpoint: Empty. Maintenance costs doubled. Cost: 16,500,000cr.
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