Logistics for 2300AD Starships
by Bryn Monnery


Introduction

While preparing to run the SCLS PBEM, I came upon a need for a logistics system for 2300. This is it.

Technology Levels

KevinC reminded me of the following:

Not everything can be gotten everywhere. A frontier starport in the Outback is unlikely to have parts for a military grade Fusion reactor. To simulate this, high tech parts can only be drawn thusly:
 
TL Availability
New Military Earth
Old Military/ New Commercial Earth/ Industrial Colonies (BCV, Beowulf etc.)
Old Commercial Any Colony World

So Manchuria would be well advised to keep to OC tech ships, as she has no really industrialised colonies (except Chenghu).

Life Support

Star Cruiser Life Support requirement are for oxygen tanks only, and don't include food, water, carbon dioxide scrubbers etc. which I think are pretty important to live. Up the requirement to 20kg per man-day (with an sg of 1).

Life support costs Lv200 per man per day.

Fuel

Nothing particularly to note, except that Lv100 per ton is actually too cheap for refined LHyd, but what the hey....

Nuclear fission reactors need refuelling every 2 years. One "package" is needed for every 5MW of reactor.

Fusion plants need replacing every 10 years or so, at the same cost as a new reactor.

Maintenance

This is the constant replacement of worn parts, and is actually fairly extreme. Take the unloaded mass of the starship, and deduct the following: fuel and life support. Every month, a starship uses parts equal to 10% of the remaining mass.

A starship already carries 1 month of spares already included in the basic design. Additional tonnage is needed to extend this range.

The cost of these spares are Lv10,000 per ton.

Refit

Even with on site maintenance, the ship will require a refit at a major shipyard approximately once a year. This overhaul takes roughly 2 weeks and costs 10% the basic purchase cost of the ship.

Wear

If a vessel goes beyond it's supply of spare, systems start breaking down. Every month, the ship gains one level of wear. Each level of wear represent 10% of the ships systems going down, so after 3 months, 30% of the lasers would be broken, the power plant is only operating at 70% of it's output etc.

The same also occurs if refit is skipped. For every month that refit is overdue, add a level of wear.

Holding her together

A crew may try and hold a ship together using scavaged parts etc. The Chief Engineer rolls a Formidible task, with his engineering skill as a bonus. If successful, the ship does not get that months wear.

Putting her back together

Repairing wear once it has occured takes place in refit. The cost is 10% x (Wear Value +1). Wear value is reduced to 1 above it's starting level, the ship has suffered some permanent damage.