Date: Thu, 1 Oct 1998 14:33:45 -0700 (PDT) From: Anthony Jackson Subject: G:Traveller -- a few useful ship construction modules. The G:Traveller ship design system includes power plants as parts of components -- while this does simplify matters, it tends to generate a slight excess of power plant, and has really strange effects when doing things such as adding weaponry to a ship. It also causes problems for mapping, if you want to know how big your power plant is. I made this stuff for the playtest, separating out the power plant from major power-using components, but it was either not wanted or lost in the noise (signal/noise ratio in the G:T playtest could have been higher). This also includes a few other useful modules, such as variable size spinal weaponry. Module: 'power plant' At TL 10, 4 tons, $0.4 million. Produces 40 megawatts. At TL 12, 4 tons, $0.2 million. Produces 40 megawatts. Module: 'capacitor' At TL 10, 8 tons, $1.6 million. Holds 80 MWH of power. At TL 12, 8 tons, $1.6 million. Holds 120 MWH of power. Note that I am including access space in capacitors, which is non-standard. Module: 'unpowered utility module'. 10.5 tons, $0.2M. Draws 1 MW per 50 spaces with artificial gravity (10 MW for the entire component). For small craft, the real cost for artificial gravity is 1 ton and $20k per 50 spaces or fraction (the remaining .5 tons is for the airlock). Normally, the power usage might as well be included in the module, since it's fairly rare that artificial gravity will be turned off. Module: 'unpowered thruster' At TL 10, 3.75 tons, $0.15 million. 50 tons thrust, draws 5 megawatts. At TL 11+, 3.75 tons, $0.75 million. 125 tons thrust, draws 12.5 MW. Module: 'unpowered unvectored thruster' At TL 10, 4 tons, $0.16M. 80 tons thrust, draws 8 MW. At TL 11+, 4 tons, $0.8M. 200 tons thruster, draws 20 MW. Most common on merchants who don't need high manueverability. In order to land, the ship must have a contragravity unit. Module: 'unpowered contragravity unit' 4 tons, 8,000 tons CG lift, draws 16 MW, costs $0.8M. Not very useful without at least one thruster unit. Module: 'unpowered jump drive' At any TL: 3 tons, $3 million, draws 10 megawatts. Note that this is noticeably smaller than a classic J-drive, I favored 4 tons, $2M, 20 megawatts. Module: 'unpowered turret Xaser' At TL 10, 10.75 tons and $.98M; draws 16 MW. Oddly enough, there does not appear to be sufficient space in this component for the power plant. At TL 12, 12 tons and $.34M (compact is discarded), draws 18 MW. Module: 'unpowered turret laser' This is a compact 270 MJ TL 10 UV laser. It is 12 tons and $.92M, draws 9 MW, and does 8d*50 damage with a 1/2D of 8500 miles, max 25,500. This is basically inferior to the turret Xaser (despite its higher damage), but might be found on some merchant ships. Module: 'unpowered turret fusion gun' As CT fusion guns only fit 2 to a turret, this is a 1.5 space weapon. It is also compact. It is 1 GJ fusion gun, damage 5d*500, power consumption 33 MW, 1/2D 4000, max 12,000. At TL 11 this rises to 6d*500, 1/2D 4200, max 12,600. Price is 2.32 million. A fusion gun can fit in a turret along with one other weapon (including another fusion gun). Module: 'unpowered turret PAW-X' At TL 10, 12 tons and $.54M, draws 12 MW (multiply weight/cost/volume X^2); damage is 6d*250*X, range is 2400*X. Beam energy is 360 MJ * X^2. At TL 11+, increase damage to 6d*300*X, range to 2500*X. Spinal versions of these weapons are possible. Reduce weight and volume by 30%, cost remains the same (conveniently, the power plant is .3 spaces per space of weapon). The bay mount in GT is a turret-6 (36 spaces plus 11 spaces of power plant). The spinal mount in GT is a spinal-40 (1120 spaces plus 480 spaces power plant; due to my rounding conventions the actual weight/volume is slightly lower). X may have a minimum value, though based on the G:T book it doesn't really (100 MJ is below threshold). A class T spinal mount is a PAW-100, taking up 7,000 spaces. Module: 'unpowered turret meson-X' At TL 10, 12 tons and $1.16M, draws 12 MW, all multiplied by X^2. Damage is 6d*160*X, 1/2D range is 2000*X, max is 6100*X. At TL 12, use stats for a TL 10 PAW. Spinal versions are possible as above. Module: 'unpowered meson screen' The meson screen stats took me a bit of work to back-compute; it appears that a meson screen is a force screen (per VE) with DR multiplied by 5. This means it is actually a surface component, and has no volume. Per million DR-sf, this is 2 MW, .04 tons, and $0.1 million; the standard screen includes a 41.6 MW fusion reactor and should cost $2.288M, not $2.258M. For reference, a TL 11 screen has the same power consumption, but twice the weight and cost. Module: 'unpowered nuclear damper' The performance for the damper unit appears wrong (looks like it _should_ be two damper units, *8 mass for being TL 12, but that's only 4 tons)