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SS Carrion

far-trader

SOC-14 10K
Killing some time the other night (and typing it up now) I spec'd out the SS Carrion after inspired to suggest it as a name for a salvage ship in Liam's list. The design is CT Book 2 (for a change o' pace), and I think it's ripe with adventure potential and within the realm of player acquisition
Enjoy...

</font><blockquote>code:</font><hr /><pre style="font-size:x-small; font-family: monospace;">SS Carrion class Salvage/Recovery ship - TL12

+600.0T Hull-custom built MCr60.000
Streamlined 6.000

-70.0T Jump Drive N 130.000
-25.0T Maneuver Drive N 52.000
-40.0T Power Plant N 104.000

-280.0T Fuel

-40.0T Bridge-rated 2000T 10.000
-4.0T Computer m/4 30.000

-6.0T Hardpoints x6 0.600
Tri Sand x2 3.500
Tri Miss x2 6.500
Tri Beam x2 8.000
-80.0T Staterooms x20 10.000
-10.0T Lowberths x20 1.000

-40.0T Craft Hanger
20T Tugs x2 34.000

-5.0T Supply locker

Added Computer Programming 8.000
1 - Jump 1
2 - Jump 2
3 - Jump 3
4 - Jump 4
1 - Navigate
2 - Generate
1 - Library
1 - Anti-hijack
1 - Maneuver/Evade 1
1 - Target
1 - Launch
2 - Anti-Missile
3 - ECM

Final price is Mcr463.6</pre>[/QUOTE]Ideally the crew for the ship includes a Captain, Executive Officer, 3 Administrative Aides, Pilot, Navigator, 4 Engineers, Medic, 6 Gunners and 2 Tug Operators for a total crew compliment of 20. Conditions are excellent aboard, with every crew member having their own private stateroom and spacious shared common areas. In addition there are individual lowberths in case of injury, disease or other emergency.

The large supply locker allows for extended operations and provides a secure location for valuable finds.

The ship is able to atmosphere interface when not towing and can skim fuel. It includes naval rated drives to allow use of unrefined fuel. On it's own the ship is capable of 4G and J4, and can tow up to 1,400T and still manage 1G and J1.

The computer includes a naval quality ECM suite to help deal with salvage that may include approaching wrecks with live ordnance or are in a mine field. The weapons are also mostly for safety in such situations and used defensively to counter threats.

The Tugs are modified Launches capable of 6G on their own and mounting a single beam laser for cutting up wrecks too big for a single tow. Tugs have tow apparatus to allow positioning or moving salvage independant of the ship. There is little beyond the drives and two crew seats. Each Tug has a model/1 computer and basic programs.

-------

There she is as planned. In practice, well, things are bound to be different ;)
 
Great work Dan :D

I can see this being used everywhere within the Imperium.

TNE 1248 will also benifit from this type of ship.

Thanks for sharing!!!
 
If you use my proposed Book 2 small craft design system you can get a 20-dton Tug with a lot of push for big loads. Giving it 2 seats for pilots and a Mod/1 computer takes 2 dtons, you can still fit a Heavy drive system and its 5 dtons of fuel (leaving no space left over) which gets you a 500 dton-thrust drive which would let one Tug push a 500 dton ship at nearly 1G (you do have to allow for the Tug's own tonnage). Both Tugs together could push a 1000 dton ship at nearly 1G.
 
Thanks for the kudos Baron :D

And to The Oz thanks also for confirming my hand-wave ;) I didn't so much work out the Tugs as toss a guess, came close too
Gotta run down that link and play with that later.
 
Originally posted by far-trader:
Killing some time the other night (and typing it up now) I spec'd out the SS Carrion after inspired to suggest it as a name for a salvage ship in Liam's list. The design is CT Book 2 (for a change o' pace), and I think it's ripe with adventure potential and within the realm of player acquisition :) Enjoy...
+++++++++++++++++++++++++++++++++++++++++++++++++
The muse strikes in mysterious ways, aye!

ripe? ..."Carrion"... :eek: :p :rofl: ;)

Thou art a punny man!
bows, Exuent!
 
I was of a few minds regards this one when I spotted it while editing. Change it and hope no one saw, leave it and see how long before someone commented, or as I chose, admit it was unintentional and hope to not be condemmed for it as a poor intentional attempt at punnery
Being I didn't catch it till the edit I even got a chuckle out of it.

But I'm afraid my choice may have spoilt the pun for others to discover and for that I apologize.

(gads I dunit agin, but more poorly)
 
I like the ship Btw! I'd seen a 900dt version done for TNE by Peter Gray with grapples etc, and had 4 such tugs. Was also capable of J-4 unloaded, TL-D, IIRC it was rated as. Looks good enough for 1248 work for sure with all those boneyard worlds to be had and derelicts!
 
Thanks much Liam. I probably skimmed Peter's design at some time so I may have borrowed subconsciously. The Book 2 version works at this tonnage with the N drives breaking across the added tonnage nicely. J3 3G with 200tons carried, J2 2G with 400tons carried, and J1 1G for up to 1,400tons carried. Just right for a small ship universe or operations involving smaller recovery.

I expect other design systems, especially TNE, would require a larger ship to work in the features, Book 2 simplicity rules for this kind of design
Also lets me cheat the TL for J4 ;) Not that I'd mind it being TL13 if it were mine, but in the hands of PC's...

I really am liking this design myself. I'm tempted to get my shit together and build a game around it. Just so many opportunities with a ship like this, especially in the right setting.
 
Sounds like a plan for a sweet & decent salvagers campaign in ANY era, friend! Best of luck with it! Am gonna copy this one fer me T20 starship files, okay?

With credits Of course!

Now what brand O' beer were ye drinkin' when this hit ye, I want to spell that right as well!
:D ;)
 
Gods, was I drinking :confused: Hmm, that can't be a good sign :D Nah, I think not that night. Full credit on that one goes to you and the inspiration of your calls for more. Well that and probably watching all those "Carry On" movies when I was still a lad


You are most welcome to use it Liam, and I thank you for asking. You going to convert it? You know we'll want to see the differences :D And know the name ;) (Carrion* is the class name and first of course, but any animal or plant of the type is appropriate. Hyena or Starfish Flower for example, not to mention your forte for Vilani and examples there)

* just in case anyone is wondering I was thinking the second definition when naming it, with of course the first definition being applied to "dead or decaying" ships of course.

car·ri·on Pronunciation (kr-n)
n.
Dead and decaying flesh.
adj.
1. Of or similar to dead and decaying flesh.
2. Feeding on such flesh.
 
On the alliteration of the pronounciation, Charon for the ferryman of the Greco-Roman underworld...? Does this vessel not ferry dead ships to a 'new life'?

You decide! :)

As for creatures that 'grasp and eat dead flesh', well

the Crab for one..Although, Jackal, Hyena, and any sort of fauna that diets upon said would make good names for the class, methinks. :)
 
Created by Far Trader,
T20 conversion/ EDITED by Liam Devlin.


SS Carrion

Charon-class Salvage Ship
Class: Starship, type
EP Output: 89 (0 excess)
Tech Level: 13
Battery 1: 2x triple Pulse lasers TL-D, +4USP, damage 4d10, range 45,000km.
Battery 2: 2x triple Missiles, +4USP, damage (varies by missile), Range: 90,000km.
Battery 3: 2x Triple sandcasters, +6USP defensively.
Agility: 0 Initiative:
Size: Medium (600 tons)
Streamlining: Streamlined
AC: 10
AR: 0
SI: 175
Jump Range: 1 x Jump-4* Acceleration: 4-G*
Fuel: 140 tons** Duration: 4 weeks
Repulsors: 0 Nuclear Dampers: 0 Meson Screens: 0 Black Globes: 0
Crew: 20 (1x CPT/ Pilot, 1xAstrogator/Sensors/Comms, 7 x Engineers, 1x Medical; 6x Gunners, 4x FLT crew [tugs].
Staterooms: 20 Small Cabins: 0 Bunks: 0 Couches: 0 Low Berths: 20
Main Computer: Model/4 Sensor Range: Long (Model/4) Comm. Range: Long (Model/4)
Cargo Space: 9.6dtons
Cost: Mcr521.346 (new)
Atmospheric Speeds: NoE = 1400kph Cruising = 4200kph Maximum = 5600kph*
Other Equipment: 2x 20-ton tugs, with internal hangar, fuel scoops, fuel purification unit.
TAS Form 3.1 (Condensed) Ship’s Data (Commercial)

Design Specifications
Installed Components Tonnage Cost (Mcr) EP Notes
600-ton Hull Streamlined cone +600 66 - -
Bridge*** -40 2.2 - -
Computer -3.2 7.1 -2 Model/4
Flight Avionics (-1.2) (2.7) - Model/3
Sensors (-1.2) (2.4) - Model/4
Communications (-0.8) (2) - Model/4
Jump Drive 4 -50 250 -40 -
Jump Fuel* -120** 0 - -
Maneuver Drive 4 -110 18 -40 -
TL-D Power Plant -89 267 +89 -
Power Plant Fuel* -20 - - -
6 Hard Points - 0.6 - -
Triple Pulse lasers x2 -6 3 -9 +1USP for TL
Triple Sandcasters x2 -6 1.5 - +2USP for TL
Triple Missiles x 2 -6 4.5 - +1USP for TL
Staterooms (20) -84 10 - -
Low Berths (20) -10 1 - -
2x 20-ton Tugs 0 20.684 - -
Launch Hanger -44 0.04 - -
Fuel Purification Plant-D -5 0.03 - -
Cargo Hold -9.6 - - -
Totals Mcr651.654 (Mcr521.346 with 20% standard design discount)

· * Rated at J-4/4G at 600dtons, down to J-1/1G carrying +1400dtons.
· **Uses ½ jump fuel optional rule, THB page 265.
· *** Bridge & avionics sized by THB Design table page 258 for 2kton ship.
 
Oh yes, I like Charon as a choice verrry much. One of my old favorites in mythology, and the logic is excellent. Bravo!

And nicely done on the coversion Liam, it worked quite well considering and all you had to do was use the optional jump fuel rule and some crew reassignments. Beauty eh!
 
Well TY Dan!

There was no choice on the fuel option for the ship's size.

Me, personally, IMTU always uses the 1/2 fuel unless its for straight T20 Publication.

Optionally if this was done as a "Capital"/Military logistics ship, the number of engineers would be 3 not 7 [dividing drives by 100dt/engineer, not 35/as in commercial ships].

This would allow for your three command crew to be single position persons.[CPT, XO, Pilot, Astrogator, Sensors/Comms] and stay within a 20 person crew.

Me personally, the "Imperial standard" of 1 stateroom per crew" I reserve for officers, Bridge crew; gunners, and assistant drive hands share middle passage 2 per stateroom, but i did not apply my biases to your design to maintain your creative effort.

And for MT/HT, TNE 1248, hotbunking would occur for possible 'prize crews' if the derelict was capable of jump itself.

For the gung-ho players, this design is TIGHT, there is no armor! Once you've strapped on the wreck, your vessel's performance degrades. She has no agility whatsoever!

Holding up to 750-1400dtns: J-1/1G
Holding up to 400-700dtns: J-2/2G
Holding up to 201-399dtns: J-3/3G
Holding up 0-200dtns [10% of drives mass]: J4/4G

As this ship has drives rated at J4 unladen, IMHO, a TNE era vessel like this would not go unescorted into the wilds to fetch back a derelict ship! It is far too valuable an asset to the PE to be risked in the wilds alone.

Also, not detailed in design, the folding external streamlined grapples for keeping the 'prize' aboard.

Some details fer ya'll.
me bows again, to Far Trader, and the forum
 
Originally posted by Liam Devlin:
Well TY Dan!
You're most welcome sir and thank you for sharing your insights, I find reasons as valuable as the design and together of course is best.

I've been pondering the half-fuel option since it came out but still haven't decided. I like it but want to see it implemented IMTU with some balance. One thing I've been thinking is making it a military practice, allowed by the use of naval drives and crew. Kind of harkening back to CT Book 2 before fuel purifiers were allowed on ships. In effect anyone could make a half-fuel jump but it would impose a +2 on the misjump check. This practice would be illegal for commercial traffic and inadvisable for private ships. Imperial military ships (including Scouts) would be allowed a -2 on all misjump checks (like the old Naval drives mod). So the Navy and Scouts could use unrefined fuel, or drop tanks, or half-fuel jumps, each without a chance of misjump or in combination with increased chance of misjump, by multiplying rather than adding. So using two of the above would be a +4 on the check and using three would be a +8. The diameter effects would still be just added. I'm not sure if there should be a TL requirement or not but am tempted to make it TL13+ and of course IMTU drop tanks are the old TL12+ from HG(1st.ed.) rather than T20's TL15.


Originally posted by Liam Devlin:
Me personally, the "Imperial standard" of 1 stateroom per crew" I reserve for officers, Bridge crew; gunners, and assistant drive hands share middle passage 2 per stateroom, but i did not apply my biases to your design to maintain your creative effort.
Generally I use what fits
but usually default to:

Commercial and Private ships:
1 stateroom per crewmember

Paramilitary and Military ships:
1 stateroom per command crewmember
1 stateroom per 2 non-command crewmember
1 stateroom per 4 troops

I allow routine crewing to be at half the listed requirement (basically 1 crewmember can fill two positions) but combat requires the full crew or you have penalties. So some of my commercial ships will have fewer than the expected staterooms and the crew is always doing double duty. And some of my military ships will have more staterooms to allow room for carrying replacement crew, extra troops, or rescued crew of other ships.


Originally posted by Liam Devlin:
And for MT/HT, TNE 1248, hotbunking would occur for possible 'prize crews' if the derelict was capable of jump itself.
Part of my consideration, as well as possible rescue of stranded crew and passengers (live and low). And of course there might be times you want to double up the crew to make room for passengers, perhaps under a charter arrangement.

Originally posted by Liam Devlin:
For the gung-ho players, this design is TIGHT, there is no armor! Once you've strapped on the wreck, your vessel's performance degrades. She has no agility whatsoever!
Aye
file_22.gif
Part of it's charm I think, though mostly imposed by doing it as Book 2. It's not a fighter (carnivore) but a salvager (carrion).

Originally posted by Liam Devlin:
As this ship has drives rated at J4 unladen, IMHO, a TNE era vessel like this would not go unescorted into the wilds to fetch back a derelict ship! It is far too valuable an asset to the PE to be risked in the wilds alone.
Excellent point, and one the PCs should consider in any era. Imagine a "less honourable" capatain with one of these at their use, arrrr
file_22.gif


Originally posted by Liam Devlin:
Also, not detailed in design, the folding external streamlined grapples for keeping the 'prize' aboard.
Quite. If only Crow's computer weren't so bogged down deleting all that unneccesary program bloat and we could tempt him to put our words to his vision :D I think this type of design might appeal to his style. And if flattery won't work maybe I'll have to dust off my bribery skill
file_23.gif
 
A possible addition T20 wise, for mentioning, no missile magazine beyond what is loaded in the Turret.

Oversight on my part, although for HT & TNE eras, missiles might fall to beam weapons solely for expenses.

Again, on crew complement, I wasn't sure if this was designed as a Commercial Salvager or System/IN logistics vessel. I used the civilian 35/dtn per engineer rule based on salvaging operators who got short shrift in Ilelish from Survival Margin By Dulinor's Navy..

Granted, the lowberths would be for rescuees, as she has no medbay, or spare crewmen as per frozen watch. Mission, ownership, & ultimate port of call would dictate that.

And of course, also fewer Gunners by half could be carried in "battery fire" as per TL-D...

And yes, an unscrupulous, "less than principled", or "ethically challenged" Skipper
file_23.gif
with one of these would seriously complement any Pirate gang of the HT/ Tne era for making off with the starship. I'd go so far as to say ole 'Indro the Lightless' of Pasdaruu Subsector would have traded several A2's for one of these!
file_22.gif


Also in the MT/HT era, the CPT/Pilot & Astrogator would be among the 'Diceless'.. ;)
 
Liam, a couple of questions about your conversion, if I may.

Why have you used an 89EP power plant?

You don't have to power the jump drive and the maneuver drive at the same time.

Why do you have the jump drive and the maneuver drive using 40EPs?

Going by the book each requires 24EP.
 
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