Lots of human ships are custom made. The Von Neumann technology humans introduced, at least in its current form, to the known sentiences, makes shipbuilding a relatively easy process.
Hulls
The hull is what keeps the air in and the cold out. It compromises a large percentage of the mass of the ship.
Hulls are paid for by total dimensions. The dimensions figure is the total width, length and depth of the hull. A spherical ship gives the most volume, but its easy for sensors to spot because it is an equally sized target from all directions.
Attempts to hit ships with weapons, and detect them with sensors both are greatly affected by shape. I call it the ships profile. A ship with a large profile, is exposing a large surface area to those targeting it. For this reason raiders often use ships which are long and thin, with weapons clustered at the nose, so that they’re hard targets to hit when they’re attacking. Were you to catch such a ship from the side though, you’d have a much greater exposed surface area to fire at. This is why defensive ships tend to be more spherical. This may seem like an odd system (length+width+depth)*cost per meter, but its easier than calculating surface area and it addresses to some degree the problem of cubed versus squared increase in ship size. We’re dealing with three dimensions here after all. Remember this total dimension figure, you’ll need it later on.
Total Dimensions in meters | Cost Per Meter |
Less than 40 | 300 |
40-46 | 345 |
47-53 | 390 |
54-60 | 420 |
61-67 | 480 |
68-74 | 540 |
75-81 | 600 |
82-88 | 660 |
89-95 | 720 |
96-102 | 780 |
103-109 | 850 |
110-116 | 930 |
117-123 | 1010 |
124-130 | 1150 |
131-140 | 1400 |
Armor Plating
Armor plating is multi-layered reactive armor. Protection against impact, heat, and everything else painful. Ships have locations on which to distribute armor (like Aerotech), as a ship can present totally different sides to attackers.
Nose | The end opposite the drive. |
Top | Subjective, but |
Bottom | they needed |
Left Side | names. |
Right Side | |
Engine |
The cost of armor is (hulls Total Dimension*total Armor Points)*5
This is to address the fact that a giant hull must use a great deal more armor to attain the same armor rating across its entire hull as a small ship must.
Superconductive Plating
Most ships have a superconducter of heat (inspired by the Mote in Gods Eye) plating the surface to protect the ship against heat caused by friction from charging through dust, lasers and upper layers of atmosphere. Heat is distributed equally across the entire surface area of the ship and quickly radiated out into the cold of space. Lasers cannot damage a part of the ship which is protected by this plating unless its base damage was higher than the number of points of superconductive plating protecting the hit location. If the lasers value is higher then it is powerful enough that the ships insulators are insufficient and overloaded (the superconductor becomes so hot its melting the ship under it) and the extra points are taken as damage to the armor.
Cost is (Total Dimensions*points of superconductive plating)*40
The Alderson Drive
An Alderson Drive (stolen from Jerry Pournelle and the Mote in Gods Eye) moves a ship into another universe which corresponds point to point with this one, it then accelerates down the gravitation trench between stars gravitational wells emerging on the opposite end instantly, and leaving the crew and computers quite stunned.
Cost is (Total dimensions + Armor points) * 200
Fusion Drive
The fusion drive which powers and propels a ship is very important; maneuverability is all in space.
Ships with greater masses will need a much more powerful drive to achieve accelerations equal to a small ship.
Maneuverability is rated 1-5 (5 being most maneuverable).
Maximum Acceleration is rated in Gravities which we’ll round off to about what New Canaan has 1 G=10 m/s acceleration. Choose how many gravities you want to be capable of. Remember the effect of acceleration on the passengers though. Don’t get carried away.
Cost
(Maximum Acceleration in G’s * Maneuverability Rating) * (Total Dimensions + Armor) * 20
Communications
Radio
Rating 1-10
Cost is Rating^2 (squared) * 1000
Rating is equal to the number of Astronomical Units (93 million miles) the system can transmit across with a directional signal with a small angular diameter.
Laser
Rating 1-10
Cost is Rating ^2 * 1000
Rating is equal to the number of AU the system can transmit across to a recieving system.
Computer Systems
CPU
Level^3 * 500
No program can have a higher rating than the CPU. For computers attempting a task the CPU rating is used as the relevant attribute, round down.
Autopilot
Skill Level^2 * 400 (Max 5)
Hyperspace Navigator
Skill Level^2 * 600 (max 5)
Weapons Management
Manages weapon systems and is capable of actively combating a number of targets equal to its rating. It can be instructed in conditions of engagement or be taught standard operating procedures.
Skill Level^3 * 150
Engineering System
Manages repairs of the ship using hundreds of thousand of tiny semi-Von Neumanns. They are fed repair materials which are converted into specialized workers or used in repair.
Skill level^3 * 250(Max 5)
Sensor System
Manages the ships sensors to gather information independently. Incapable of using sensor packages rated higher than itself to their full ability.
Skill Level^3 * 200
Sensors
Eavesdropper
It’s a passive sensor which observes “background” radio waves given off by all atoms. It detects a ship by the large amounts of metals consistent with advanced alloys.
Rating 1-10
Rating^3 * 500
Optics
Detects through a series of scopes “easy” to spot phenomenon such as the light of a fusion drive.
Rating 1-10
Cost Rating^3 * 100
Telescopes
A telescope provides powerful magnification, but is an instrument of observation, not search.
Rating 1-10
Cost Rating ^2 * 400
Exotic Sensor package
Used for mapping new systems. Sensitive to x-rays, radio, microwave, gamma, etc.
Rating 1-10
Cost Rating^3 * 500
Profile
Profile is a target number modifier used when targeting a ship. There are three profile ratings, Top/Bottom, Front/Back (Nose/Engine), Sides
Multiply length by width and compare the results below to find the Top and Bottom ratings.
Multiply length by depth for the sides.
Multiply Width by Depth for Front/Back.
Area | Target Number Modifier |
300-500 m | +5 |
501-700 m | +3 |
701-1,300 m | +2 |
1,301-3,000 m | +1 |
3,001-5,000 m | - |
5,001-8,000 m | -1 |
8,001-11,000 m | -2 |
11,001-14,000 m | -4 |
14,001-19,000 m | -7 |
Electromagnetic Shields
This is what keeps small particles in vacuum from grinding ships to dust at high velocities.
Class | Safe Speed | Cost |
A | 1,000 kps | 1,000 |
B | 2,000 kps | 2,500 |
C | 3,000 kps | 5,000 |
D | 5,000 kps | 7,500 |
E | 10,000 kps | 12,000 |
F | 15,000 kps | 18,000 |
G | 20,000 kps | 30,000 |
H | 25,000 kps | 50,000 |
I | 30,000 kps | 80,000 |
WEAPONS
Ships are capable of generating tremendous energies through the expenditure of fuel. In battle, the key is to focus the energies a ship is capable of generating and its weapon systems that make this possible.
Lasers (Which we'll use to include all forms of variation such as masers and phasers)
These weapons generate beams of coherent light of extreme temperature. They are useful to the degree which they are capable of keeping light coherent, and the amount of power they are capable of focusing into light.
We'll use ratings to determine these abilities.
Rating 1-20
Cost is rating cubed times 200.
Optimal range is rating * 10,000 km. Beyond that the damage done fades quickly.
Damage done is equal to the rating. The superconductor rating is subtracted from the damage and the extra is applied to the armor. If the superconductor is of a greater rating than the weapon then the heat is distributed and dissipated by the target.
Kinetic Weapons
Torpedos
They really upon the ships velocity for speed a great deal more than missiles do. These are usually used on stationary targets. Multiply damage by 2 for every 100 km/s at impact.
Class 1 - Delta V 200 km/s, base damage is 1, cost 5,000
Class 2 - Delta V 500 km/s, base damage is 1.5, cost 14,000
Class 3 - Delta V 200 km/s, base damage is 3, carries compressed gas to generate a shockwave for increased damage. Its very large.
Ion Weapons
Ion weapons work in much the same way that lasers do. The ranges are much shorter, but the damage isn't as reduced by superconductive plating.
Rating 1-20
Cost is rating cubed times 300
Range is rating * 4,000 km, effectiveness disappears quickly beyond that.
Damage is equal to rating and taken by armor directly
MED-TANKS
Med-tanks are automated systems into which the patient is submerged and the machine begins treatment of the subject.
Relevant attribute is 4, and you pay for the skill level.
Cost is skill level^2 *1000
GRAV-BATHS
These are tanks of fluid in which a persons body can be to some degree submerged to help even out pressure within their bodies caused by acceleration. There are partial submersion comfort baths, and everything up to total submersion oxygenated fluid baths. Prices will be posted later.