Starship Construction 101

 

STARSHIP CONSTRUCTION 101

 

I've always found the MHS rules to be, well, stupid, and the ones offered in the pair of Dragon magazine articles to be lacking.

 

Over the years, I've developed a starship construction system loosely based on the construction rules in the Traveller supplement High Guard, where each hull starts out with a total volume, with each component added to that frame subtracting from that total.

 

HULLS

 

Starship hulls are rated in size according to the table below:

 

 

Hull Size

Length

Radius

Total Volume

(cubic meters)

Total Mass

(tons)

1

10

1

31.40

2.24

2

30

2.5

588.75

42.05

3

50

4

2,512.00

179.43

4

75

6

8,478.00

605.57

5

100

7.5

17,662.50

1,261.61

6

130

10

40,820.00

2,915.71

7

150

12.5

73,593.75

5,256.70

8

180

15

127,170.00

9,083.57

9

210

17.5

201,941.25

14,424.38

10

240

20

301,440.00

21,531.43

11

270

22.5

429,198.75

30,657.05

12

300

25

588,750.00

42,053.57

13

340

27.5

807,372.50

57,669.46

14

380

30

1,073,880.00

76,705.71

15

420

35

1,615,530.00

115,395.00

16

450

37.5

1,987,031.25

141,930.80

17

475

40

2,386,400.00

170,457.14

18

500

44.5

3,108,992.50

222,070.89

19

540

45

3,433,590.00

245,256.43

20

600

50

4,710,000.00

336,428.57

 

The number of structure points a starship has is equal to (Hull Size ×100).

 

Changing Structure Points: Starships can add to or subtract up to 50% from their total Structural Points. Additions or subtractions either add to or take up a percentage of the ship's total volume equal to the percentage added to or removed from the ship's total SP.

 

EXAMPLE: A fighter with 100 SP elects to subtract 50% of its total structural Points from its frame. The fighter will only have 50 SP, but now has 47.1 cubic meters of total volume to use for additional systems and weaponry,

 

Hulls cost (HS×50,000) credits to construct at a Spaceship Construction Center. All SCCs are Class I, located in orbit around any world with an H population code.

 

VOID ENGINES

 

Starships use Void engines to travel both interplanetary and interstellar distances.


A Void engine consists of two parts:


Antimatter Pion Drive


The antimatter pion drive annhilates matter and antimatter to generate power and thrust.


Hydrogen is continously accelerated iinside the acceleration chamber at relativistic speeds, the acclerator benifiting from superconducting materials to generate anti-hydrogen from hydrogen more cheaply, quickly and efficently than was previously possible.


The hydrogen and anti-hydrogen are then annhilated upon anti-hydrogen creation inside the annhilation chamber, with a combination of thermopiles and gamma-particle collectors- fiber-optic filaments of lead crystal doped with lathanide filaments which convert the gamma particle's energy into usuable electricity-with the resulting pions being directed by the engine's magnetic, containment coils through the exhaust chamber, where they are then expelled to provide thrust.


The Void Field Generator


By the time a ship accelerates to a velocity of 3,000 km/s(1% c or 12,000,000 km/hour), its Void engine has generated enough power to engage its Void field generator.


The generator energizes lathanide thermopiles embedded into the skin of the ship to create a field which warps spacetime around a ship, creating a pocket continuum where the ship's relativistic mass is reduced to and maintained at zero, allowing for travel at light speed and beyond.


When the generator goes online, the ship disappears in a pulse of heat and radiation-harmless in space, but making for a pretty light show-the alternate spacetime created by the Void field being called the Void.


The largest Void engines manufactured generate 12,000,000 SEU of power per second(or terajoules), with 99% of the power generated going to thrust and the creation of the Void field, the remaining one percent going to power the ship's energy weapons and other systems.


Time Dialation And Void Travel


A ship in the Void expiriences time-dialation, roughly fifteen seconds passing in warpdrive for each day in normal space.


All ships in the Void travel at the same rate-one light-year per day, translating to a rate of over 300 times the speed of light.


Hazards Of Void Travel


The Void field still interacts with normal space, meaning that solid objects of sufficient density impacting with the outside or the inside of the Void field interface(including another Void field) can disrupt the Void field and completely destroy the ship.


This allows for the mining of known interstellar routes, the mines in question having proximity fuses which detonate upon detection of the heat and radiation pulse resulting from ships in the Void changing the density of local space-time as their Void fields interact with normal space.


It also means that a starship cannot use its weapons, subspace transceiver or subspace lidar while in the Void, since solid objects or other Void fields striking the inside of the Void field interface will destroy the ship.


VOID ENGINE SIZES AND COSTS


Size

Hull Sizes

Volume

Cost

A

1 to 5

1% of ship's total volume per point of ADF x number of engines

100,000 Creditsx(1% of ship's total volume per point of ADF x number of engines)

B

6 to 20

2% of ship's total volume per point of ADF x number of engines

100,000 Creditsx(1% of ship's total volume per point of ADF x number of engines)


Starships require (HS/5) engines(minimum 1) in order to maintain a stable Void field geometry.


MANEUVER JET


Starships use maneuver jets for atmospheric flight and maneuvering in both atmosphere and normal space. The maneuver jet system is a single plasma jet engine connected to thrust vectrals located throughout the spaceframe.


The maneuver jet system requires 0.5% of the ship's total volume per point of MR, and costs 25,000×(0.5% of ship's total volume per point of MR).


CREW SPACES AND LIFE SUPPORT


Crew Quarters: 5 cubic meters per crew member, which includes corridors, common areas and control spaces as well as actual quarters.


Life Support: Base of 2 cu. meters plus 0.5 cubic meters per crew member, which includes provisions and artifical grav generators, as well as breathable air and climate controls.


Crew Spaces Cost: 300 credits per crewmember.


REQUIRED CREW


Minimum: Equal to Hull Size

Recommended: Equal to (Hull Size+1/battery weapon+1/missile system+marines+1 medic/ 3 crewmembers.


PASSENGER ACCOMODATIONS


Type

Volume

Cost

First Class Passenger

72 m3

2,000 per cabin

Journey Class Passenger

32 m3

1,000 per cabin

Storage Class Berth

4 m3

2,000 per berth

Passenger Luggage

1/3 cabin volume


Passenger accomodations include life support and artificial grav for the passenger spaces.


COMPUTERS


Computer costs assume 200 function points' worth of programs per computer.


One computer is required for each major ship's system(piloting, astrogation, engines, one for each weapons system, etc.), plus a master computer(or mastercomp) to coordinate the efforts of all the ship's other computers.


All ship's computers are linked together in an optically-wired intranet.



Typical Computer Programs


Mastercomp: Alarm, Lockout, Installation Security, Datalink, Robot Management, most non-specialized computer programs.


Piloting Computer: Piloting, Evasion, Beam Cannon, Targeting

Astrocomp: Astrogation(Interstellar), Astrogation(Interplanetary), Astrophysics, Astronomy, Astrocartography, maps of the Frontier and each of its systems.

Engine Computer: Void Engine, Damage Control, Robot Management

Gunnery Computer(per battery/missile weapon): Battery Weapon, Missile Guidance, Targeting, Vehicles(Remote)

Defensive Computer: Defensive Systems, ECM, Decoy Guidance


Each computer takes up 0.1 cubic meters and costs 200,000 credits.


COMMUNICATION AND DETECTION EQUIPMENT


Subspace Radio: The subspace radio uses Void engine technology to grant a laser beam imaginary relativistic mass, allowing it to exceed the speed of light by a factor of one billion, allowing for instaneous transmission of data and messages between planets, ships in normal space and between star systems no more than 100 light years apart.


The subspace radio comes in a regular size for most starships and a smaller, shorter-range(1 light year maximum range) unit for small craft(Hull Size 1 ships only).


A subspace radio unit takes up 3 cubic meters of space(0.01 cubic meters for the small-craft unit). Both units cost 20,000 credits.


Holoprojectors: Holographic projectors for use with workstations(see below). A single holoprojector takes up 0.5 cubic meters of space and costs 100 credits.


Workstation: A computer workstation is a terminal allowing access to the ship's intranet. It also serves as an intercom unit, using built-in speakers to relay voice transmissions.


A workstation takes up 0.05 cubic meters of space, and costs 100 credits.


Subspace Radar: A subspace radar unit is a lidar system boosted to FTL speeds using Void engine technology. Detection of any object is instaneous out to a range of 10 light years(20 AU for the small-craft unit, see below).


Like the subspace radio, a subspace radar unit comes in two sizes, one for most starships, and a smaller one for small craft


A subspace radar unit takes up 5 cubic meters of space(0.05 for the small-craft unit). Both units cost 10,000 credits.


Energy Sensors: A series of passive sensors designed to pick up emissions in the electromagnetic spectrum, from long-wave radio to cosmic rays. Regular energy sensors can pick up EM radiation(including heat and radiation pulse accompanying the interface of a Void field with normal spacetime) out to a range of 300,000 kilometers, while small-craft energy sensors are restricted to a maximum range of 15,000 kilometers.


Standard energy sensors take up 20 cu. meters of space, while small craft energy sensors take up 0.05 cu. meters of space. Both units cost 200,000 credits.

 

Camera System: A series of small image-intensifying cameras able to see in nearly every part of the electromagnetic spectrum.

 

A set of 350 cameras, built into the ship's spaceframe, is sufficent to cover the needs of most starships, and takes up 7 cubic meters of space, while a pair of such cameras suffice to provide a fighter with a 360-degree view of the space around it, taking up a total of 0.01 cubic meters of space. Camera systems, regardless of size, cost 15,000 credits, most of which is installation and calibration cost, rather than the cost of the actual cameras themselves.

 

Skin Sensors: Embedded into a starship's spaceframe, skin sensors act as proximity warning devices, alerting the crew to craft at point-blank ranges, as well as to hull breaches and probable intrusion attempts.

 

A standard set of skin sensors includes (HS×200) sensors and takes up (HS×10) cubic meters of space, while a fightercraft is equipped with a single skin sensor, taking up 0.05 cubic meters of space. A set or a single sensors costs the same: 1,000 credits times the ship's hull size, most of this figure being, again, installation and calibration costs rather than the actual component cost.

 

ECM: A standard suite of electronic countermeasures include a radar window generator and a white-noise broadcaster, amongst other systems designed to suppress electromagnetic emissions and confound enemy sensors.

 

An ECM suite takes up 50 cubic meters of space and costs 80,000 credits.

 

Decoys: A series of small missiles with smaller-scale ECM suites designed to fool enemy sensors into believing they are the ship which launched them.

 

Each decoy takes up 4 cubic meters of space and costs 10,000 credits.

 

EMERGENCY EQUIPMENT

 

Escape Pod: Referred to by spacers as "creet buckets," escape pods are single-person escape craft, with enough life support for a tenday, an emergency subspace radio. and a small plasma jet system with enough fuel to thrust at ADF 1 for ten hours.

 

An escape pod takes up 16 cubic meters of space and costs 30,000 credits.

 

Lifeboat: A lifeboat holds up to ten people, with enough life support for 40 days, an emergency subspace radio, and plasma jets with enough fuel to thrust at ADF 1 for sixty hours.

 

A lifeboat takes up 80 cubic meters and costs 100,000 credits.

 

WEAPONS

 

Weapon descriptions can be found in the section under combat, above.

 

Their cost and space requirements are listed below:

 

Laser Weapons

Weapon

Volume

Cost

 

HLC

400

150,000

 

MLC

80

15,000

 

LLB

1.68

8,000

 

LLC

0.28

8,000

 

MLB

120

30,000

 

Charged-Particle Weapons

Weapon

Volume

Cost

 

PC/EC

5

13,000

 

HPC/HEC

300

30,000

 

PB/EB

10

15,000

 

Massdrivers

 

 

 

Weapon

Volume

Cost

 

MDB

20

20,000

 

HMDB

50

35,000

 

MDC

75

50,000

 

Missile Systems

Weapon

Volume

Cost

 

SM

10

10,000

 

MB

40

60,000

 

TT

20

20,000

 

MM

1

5,000

 

LP

5

9,000

 

DF

31.4

100,000

 

MMD

588.75

250,000

 

Miscellaneous Items

 

 

 

Weapon

Volume

Cost

 

Grapples

60

25,000

 

Mines

20

25,000

 

Defensive Systems

System

Volume

Cost

 

ABM Launcher

10

20,000

 

ABM Salvo

5

2,000

 

ICM Launcher

10

20,000

 

ICM Salvo

5

2,000

 

Mag Shielding

100×HS

3,000×HS

 

 


Missiles: Ordinance bays in the bellies of starships house missiles, torpedos and drones(hereafter referred to as missiles); upon launch, the bay doors open, and the desired number of missiles are dropped from the bay into space, where their own engines engage to propel them forward.


The volume and cost of the bay(s) is 50% of the total volume of the missiles being stored there.


EXAMPLE: A ship is being built to hold 20 torpedos. Twenty torpedos cost 400,000 credits and take up 400 cubic meters, and the bay to hold them takes up an additional (400×0.5) 200 cubic meters, costing an additional (400,000×0.5)200,000 credits.


Thus, the bay and the torpedos together take up 600 cubic meters of space and costs 600,000 credits.


SHIP'S VEHICLES


Hangar Space: Ship's vehicles are housed in a hangar bay. The additional cost and space for the hangar bay is equal to 50% of the total cost and volume of the vehicles being stored there.


(In other words, one multiplies the total volume of ship's vehicles by 1.5 to arrive at the total space required for vehicles and the hangar bay, the same going for cost).


Typical Ship's Vehicles


Fighters: Single-person combat starships designed for interception, fleet escort and light anti-ship duties.

Bombers: Small attack starships designed for anti-ship and ground attack duties.

Dropships: Specialized troop transport shuttles holding a company-strength unit, designed both for planetary insertion and boarding.

Shuttles: Generic small utility craft used for passenger and cargo transport.

Launches: Small ship's boats designed for the movement of personnel between ships or between ships and planets.


Launches come in two sizes, a four-person size which generally serves as a captain's gig, and a ten-person size, which serves both as a generic ship's boat and a troop transport for smaller craft.


Sizes and costs are listed below; all reflect the size and cost of the vehicle and the size and cost of the required hangar bay space:


LIST OF SHIP'S VEHICLES


Vehicle

Volume

Cost

Four-person launch

30

75,000

Ten-person launch

75

100,000

Fighter

47.1

250,000

Bomber

883.125

50,000

Drop Ship

883.125

100,000

Shuttle

883.125

100,000


MISCELLANOUS EQUIPMENT


This listing includes both generic starship gear and specalized equipment for various types of craft as mining vessels, research craft and ag ships.


Digger Shuttle: A shuttle equipped for mining asteroids and uninhabitable worlds. It is equipped with a close-range(300 kilometers max.)drilling laser which can bore through solid rock.

 

If used as a weapon, a digger's drilling laser can do 4,000 points(400D10) of max structural damage, but is restricted to point-blank range(180 meters or less).

 

A digger has an ADF and MR of 1.

 

Held in external racks on a mining vessel, a digger shuttle takes up 150 cubic meters of space and costs 108,000 credits.

 

Ore Processing Lab: A shipboard facility designed to refined mined ores(and atmospheric gasses). Mining ships often have more than one OPL, so as to refine as much raw material on site as possible in a twenty-hour period.

 

An OPL requires 1,000 cubic meters of space and costs 100,000 credits.

 

Seeds: A packet of seeds for use by agricultural ships and stations. Each seed packet takes up (HS×10) cubic meters of space and costs 500 credits.

 

Nutrient Solution: A vat of nutrient solution provides enough nutrient to grow a packet of seeds hydroponically. Each vat of nutrient solution takes up (HS×40) cubic meters and costs 1,000 credits.

 

Farming Robot: A farming robot provides automated assistance in planting and harvesting crops on an ag ship or station. A farming robot takes up (HS×2) cubic meters of space and costs 3,000 credits per robot.

 

Solar Collectors: While solar collectors-clusters of fiber-optic filaments-can provide auxiliary power for starships, they are mainly used to gather the sunlight necessary for ag ships/stations to raise their crops.

Each solar collector take up (HS×10) cubic meters of space and costs 4,000 credits.

 

Probes: A probe is an small robotic missile used by military and research vessels to gather information; it is capable of both atmospheric and space flight, with an ADF and MR of 60.

 

A probe takes up 25 cubic meters of space and costs 100,000 credits.

 

Laboratory: Lab facilities analyze information gathered on site by probes and survey teams.

 

A laboratory requires 60 cubic meters of space and costs 100,000 credits.


Cargo Arm: A robotic arm used for loading and handling cargo; any starship with cargo capacity requires at least one cargo arm.


Each cargo arm takes up 20 cubic meters of space and costs 25,000 credits.


CARGO BAY


Any space left over can be used for the ship's cargo bay.

Deck Plans

 

DECK PLANS


The development of artificial grav generators during the Second Sathar War has changed the way ships are laid out. As opposed to the perpindicular to long axis arrangements of older ships, modern ship's decks are laid out parallel to the ship's long axis and generally employ a three-deck design, as follows:


Crew Deck: The topmost deck of most starships, containing crew quarters and other amenities for crew use.


Middeck: The working area of the ship, holding the hangar bay, bridge, galley, sickbay and much of the ship's engineering spaces.


Gunnery Deck: The bottomost deck of a ship, this area holds the controls(and ordinance bays) to most of the ship's weapons and defensive systems.

 

Cargo Bay: Generally, the cargo bay is situated directly behind the three main decks and accessible by cargo doors either in the dorsal or ventral sections of the spaceframe, as well as by hatches on any of the three main decks.

 

Void Engine Placement

 

On most starships, the Void engine(s) is integrated into the spaceframe, as opposed to being placed on struts. The engine(s) is sealed off from the rest of the ship, bathed in supercoolant(to aid in power generation, containment and overall efficency) and are tended to almost exclusively by robots. Void engine(s) are remotely controlled and monitored from the engineering spaces on the middeck.

 

Bridge

 

Military starships tend to place their bridges at the center of their middeck areas, for greater security and safety. As opposed to being glassed in(having windows), starship bridges are equipped with holoprojectors showing the view of space as rendered by the ship's sensors, cameras and subspace radar systems.

 

Scale: 1 square= 2.5 meters.

 

Omega Mods

These next couple of documents describe modifications made to my system for my Omega campaign setting.

Merely cosmetic, for those who just want to gloss over them.

Omega Mods for KH2K

 

Omega Mods for Knight Hawks 2000

SYSTEMS

Subspace radios are called warpdrive transceivers.

Subspace radars are called warpdrive lidar systems or, simply lidar.

 

WEAPONS

 

Listed below are the common starship weapons of the 22d century.

 

160 TJ Laser Cannon(HLC): These weapons are the ship-mounted versions of planetary laser cannon. They have a range of 1,800,000 kilometers(30,000,000 hexes), fire once per turn and inflict 4,000 points maximum structural damage(400D10 structural points damage).

 

40 TJ Laser Cannon(MLC): These smaller cannon are the most common weapons for scoutcraft, with a range of 1,800,000 kilometers(30,000,000 hexes), firing once per turn, and inflicting 800 points(80D10)of maximum structural damage.

 

5TJ Laser Cannon(LLC): These cannon are common warpfighter and vehicle-mounted weapons. They have a range of 1,800,000 kilometers(30,000,000 hexes), firing twice per turn, inflicting 400 points(40D10)of maximum structural damage per pulse which hits.

 

Each pulse is a separate to-hit roll.

 

500GJ Autolaser(AL): Called heavy lasers by AD/Zeb's, these are common secondary warpfighter and vehicle-mounted weapons. In space, they have a range of 1,800,000 kilometers(30,000,000 hexes), firing fifteen times per turn, inflicting 200 points(20D10)of maximum structural damage per pulse which hits.

 

Each pulse is a separate to-hit roll.

 

 

Medium Laser Battery(MLB): This is a turreted medium laser cannon; the turreted mounting allows it to fire into any arc.

 

Light Laser Battery(LLB): This is a turreted quad mount of light laser cannon; the turreted mounting allows it to fire into any arc.

 

Heavy Electron/Proton Cannon(HEC/HPC): A heavy weapon which fires either a beam of protons or a beam of electrons at a target. It has a range of 1,800,000 kilometers(30,000,000 hexes), firing once per turn and inflicting 3,000 points(30D10) of maximum structural damage.

 

Electron/Proton Cannon(EC/PC): A lighter proton weapon which is mounted aboard fightercraft. It has a range of 1,800,000 kilometers(30,000,000 hexes), firing once per turn, inflicting 200 points(20D10) of maximum structural damage.

 

Electron/Proton Battery(EB/PB): A turreted proton/electron cannon, able to fire once per turn into any arc.

 

Massdriver Cannon(MDC): A projectile weapon using a powerful magnetic field to propel solid metallic slugs into space at relativistic velocities(about 20 % of the speed of light). It has a range of 360,000 kilometers(6,000,000 hexes), firing twice per turn and inflicting 600 points(60D10)of maximum structural damage.

 

Heavy Massdriver Battery(HMDB): A turreted pair of medium-sized massdriver cannon, the heavy massdriver battery can fire into any arc, has a range of 360,000 kilometers(6,000,000 hexes), firing four times per turn and inflicting 400 points(40D10) of maximum structural damage.

 

Massdriver Battery(MDB): A turreted set of four small massdriver cannon, the massdriver battery can fire into any arc, has a range of 360,000 kilometers(6,000,000 hexes), firing eight times per turn and inflicting 200 points(20D10) of maximum structural damage.

 

Seeker Missiles(SM): Small guided missiles with a Level 3 robot brain, passive and active sensors, a plasma engine, and a one-kiloton antimatter warhead. These are dropped from hardpoints or internal bays, the onboard robot brain using its Missile Guidance(Level 3) program to seek out enemy targets and its Level 3 Vehicular Combat(Starship) program to evade interceptors(q.v.) .

 

A seeker missile has an ADF and MR of 30, and its plasma engine has enough fuel for ten turns' of acceleration, after which it automatically detonates.

 

Alternatively, a seeker can be dropped off and programmed to keep station, waiting until an enemy crosses its path, at which point it accelerates towards it.

 

A seeker missile does 460 points(46D10)of maximum structural damage, and a ship can launch a number of seekers equal to the amount of missiles on board per turn.

 

Missile Battery(MB): A missile battery is a four-tubed launcher firing smaller seeking micromissiles(see below) which otherwise act as seeker missiles. It fires at a rate of four salvos per turn, each missile having enough fuel to accelerate at ADF 30 for six turns before detonating.

 

Each salvo does 400 points(40D10) of maximum structural damage.

 

Torpedos(TT): A torpedo is twice as large as a regular seeker missile, with a Level 6 robot brain guiding its actions(with Missile Guidance and Vehicular Combat(Starship) programs at Level 6) and a one-megaton antimatter warhead doing 1000 points(100D10) of maximum structural damage. Its plasma engine has enough fuel to accelerate at ADF 30 for twenty turns before automatically detonating.

 

It otherwise acts like a seeker missile.

 

Micromissiles(MM): These are the missiles from the missile battery, carried externally and used by fighters and bombers for air-to-air(or space-to-space)combat.

 

In all respects micromissiles act like missile battery salvos; cost and volume are for four micromissiles.

 

Laser Pod(LP): The laser pod is a pair of five-terajoule laser cannon in a gunpod, designed to give warpfighters much-needed punch. It has the range and damage of a regular light laser cannon.

 

Drone Fighters(DF): These are remotely-piloted fightercraft with a Level 6 robot brain and a full array of Astrogation, Gunnery and Starship Pilot programs, all at Level 6 as well.

 

Armed with the standard array of fightercraft weapons, drone fighters inflict 400 points(40D10) of maximum structural damage per turn, making up to four attacks per turn.

 

Multi-Missile Drones(MMD): Seen on destroyer and dreadnaught-class starships, multi-missile drones are robotically-piloted bombers(with the same robot brain and programming as the drone fighter, above) armed with either 230 torpedos or 460 seeker missiles on board.

 

Assuming it releases its entire payload in one turn, a multi-missile drone can inflict 6900 points(690D10)of maximum structural damage per turn.

 

Grav Beam: Grav beam projectors project a short-range(120 meter)grav beam which otherwise acts as a set of grapples, using the canon Knight Hawks rules for grappling, save for the fact that a ship caught in a grav beam can make a successful Starship Pilot roll to escape the grav beam or use the same chance for grappling to sever the grav beam with the ship's own.

 

Ships caught in a grav beam can be pulled towards the grappling ship at a rate of one hex per turn.

 

Grav beams can also be used defensively to augment the ship's grav shielding, subtracting 25% from any incoming attack's chance to hit.

 

A grav beam used defensively cannot be used for grappling in the same turn and vice-versa.

 

Mines(M): Mines are antimatter warheads which can be emplaced in a volume of space by a ship equipped for minelaying. Mines are proximity-fused, with passive sensors which detect magnetic flux, heat and radiation(such as the heat and radiation pulse made when the density of local spacetime is changed by a drivefield intersecting it)and detonate.

Each mine does 1000 points(100D10)maximum structural damage per turn, and a ship can lay a number of mines per turn equal to its maximum load, for a maximum of 10 mines per hex.

 

SHIP's VEHICLES

 

If a ship is carrying space vehicles, it can launch them as an attack as well.

 

Starting Speed:Vehicles(and missiles) launched from a ship begin the game with the same speed as the platform which launched them.

 

Remote Piloting: Missiles and drones launched from a ship can be remotely piloted from the ship. The remote pilot uses his Vehicles: Remote or Gunner: Missiles skill and half of the missile/drone's robot brain's Vehicular Combat(Starship) skill to guide the missile/drone to its target.

 

DEFENSIVE SYSTEMS

 

Auto-Laser Quad Battery(ALQB): Four autolasers mounted in a robotically-controlled turret, designed for point-defense against missiles and fighters. Each ALQB fired in a turn subtracts 25% from any incoming missile's chance to hit.

 

Anti-Beam Missiles(ABM): Similar in structure to an ICM, an anti-beam missile has a warhead of water(which turns to ice vapor in space) and strips of gold foil which blanket an entire hex upon detonating, thus providing a defense against both laser and particle-beam weapons.

 

ABMs are launched in salvos of four, blanketing four hexes in a line up to sixty hexes(3,600 meters) away from the ship launching them, each salvo subtracting 25% from the chance to hit for each beam weapon which passes through the cloud it creates, the beam's damage being reduced by 25% even if it passes through the cloud successfully.

 

An ABM has an ADF and MR of 60, with an endurance of one turn, after which it detonates.

 

Grav Shielding(GS): Grav shielding generates a skin-tight field of artificial gravity around starships HS 2 or larger, deflecting beams and missiles away from the ship.

 

Grav shielding subtracts 50% from a missile or beam weapon's chance to hit, halving the damage of any beam or missile which hits.

 

Warp Engines

 



Starships use warp engines to travel both interplanetary and interstellar distances.

A warp engine consists of two parts:

Antimatter Pion Drive

The antimatter pion drive annhilates matter and antimatter to generate power and thrust. Hydrogen is continously accelerated iinside the acceleration chamber at relativistic speeds, the acclerator benifiting from superconducting materials to generate anti-hydrogen from hydrogen more cheaply, quickly and efficently than was previously possible.

 

The hydrogen and anti-hydrogen are then annhilated upon anti-hydrogen creation inside the annhilation chamber, with a combination of thermopiles and gamma-particle collectors— fiber-optic filaments of lead crystal doped with lathanide filaments which convert the gamma particle's energy into usuable electricity—with the resulting pions being directed by the engine's gravitic containment coils through the exhaust chamber, where they are then expelled to provide thrust.

The Drivefield Generator

The generator is a powerful grav generator—driven by the antimatter reaction—which energizes lathanide thermopiles embedded into the skin of the ship to create a field which warps spacetime around a ship, creating a pocket continuum where the ship's relativistic mass is reduced to and maintained at zero, at the same time the engine is generating thrust, creating imaginary relativistic mass, allowing for faster-than-light travel.

When the generator goes online, the ship disappears in a pulse of heat and radiation—harmless in space, but making for a pretty light show*—the alternate spacetime created by the drivefield being called drivespace, subpsace, or more commonly, the redundant term warpdrive.

 

The largest warp engines manufactured generate 7.5 million terawatts(TW)of power per second(or terajoules), with 99% of the power generated going to thrust and the creation of the drivefield, the remaining one percent going to power the ship's energy weapons and other systems.

Warp Travel

Time-Dialation & Warpdrive

A ship in warpdrive expiriences time-dialation, roughly fifteen seconds passing in warpdrive for each day in normal space.

All ships in warpdrive travel at different rates, depending on how much power the warp engine is capable of generating and how big the ship is.

 

The equation in question is:

 

vt=
vt=Warp speed in light-years per day.

 

mi=Imaginary mass generated by the thrust from a warp engine's antimatter pion drive, equal to accleration in gravities(ADF) times 100 tons.

 

kB = Bergenholm constant, equal to 62.5 tons/light-years per day(an SI unit of measurement also known as a Bergenholm, abbreviated Bg).


Hazards Of Warp Travel

The drivefield still interacts with normal space, meaning that solid objects of sufficient density impacting with the outside or the inside of the drivefield interface(including another drivefield) can disrupt the drivefield and completely destroy the ship.

This allows for the mining of known interstellar routes or entire stellar systems, a tactic shunned by the Commonwealth as a hazard to navigation, and employed widely by the Terranovans, who deploy System-Wide Mine Fields(SWMFs) to deny access to entire star systems.

 

The mines in question have proximity fuses which detonate upon detection of the heat and radiation pulse resulting from ships in warpdrive changing the density of local space-time as their drivefields interact with normal space. Starships can use their cams detect the mines in time to emerge safely from warpdrive, leaving them vunerable to ambush.

 

It also means that a starship cannot use its weapons, warpdrive transceiver or warpdrive lidar system while in warpdrive, since solid objects or other drivefields striking the inside of the drivefield interface will destroy the ship.



When a starship emerges from warpdrive, it will retain the velocity it had when it entered warpdrive, requiring the ship to decelerate upon returning to normal space if it wishes to dock or make planetfall.

 

*In atmosphere, the heat and radiation pulse from a warpdrive event is devastating, causing (HS×750)points of damage to everything within a 1,000 kilometer radius of the ship entering/emerging from warpdrive.