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Miner Ship

Even though a Three Star-Class factory ship can, very easily, take a couple of large asteroids, rend them down, and pop out a Veritech Squadron a month later, they rarely do. This is because the efficiency of such a method is practically nil; The extra time and effort needed to rend the asteroid down could be much more efficiently used extra Veritechs, ships, etc. During the earliest phases of a new colony, it may be necessary to rend down the asteroids, until either Mining Ships can be built, or at minimum until they can rend down enough asteroids to begin clearing the docks (produce enough steel and etc to begin ship it). While it is fairly common to start without a Mining Ship, a wisely developed colony makes the building of several such ships a priority.
“¿Why vacuum mining?” is a question constantly asked. The answer: Money. It costs 3,ØØØ€ per pound up to one ton to send a cargo into space; After one ton, the costs INCREASE to 15,ØØØ€ per pound. However, vacuum mining costs about 3Ø,ØØØ€ per TON, provided the asteroid selected is a good deposit (comets are inherently good deposits, because they are 9Ø% water, which is the main thing mined in comets). Additionally, some elements only naturally form in space. Finally, removing comets and asteroids from the spacelanes is critical to safe navigation of the spacelanes; Though ships transiting the spacelanes can divert around them, they have to slow or take a circuitous route to avoid them, either way adding time to the transit.
Vacuum mining is very hazardous, however; Vacuum miners suffer a one-in-three fatality rate. Because of this, most mining ships are Prison Ships. A few are free ships (that is mining ships that are NOT manned by convicted criminals), but the profit margin for these ships is far less substantial for the effected line; Because of this, most Free Miners (as they’re called) tend to be independent, and more often than not are double-use ships (one in the Restadt System, is also a medical research facility). The mining is simply used to add to the overall profit margin, or simply to supply the ship with metals they need.
Note that there is no on class of Mining ships; Almost every single ship is different, and there are no more than 2Ø identical ones.
Type: Heavy Industrial Ship
Class: Mining
Crew: Varies by ship; As little as 1Ø,ØØØ to 1Ø times that number.
MDC By Location: SPECIAL: Each ship has slightly diffrent stats; Follow these general guidlines:
Main Hull: Varies by ship; Generally about 1Ø per every 1ØØ crewmen.
Bridge: Varies by ship; Generally 1 per every 1ØØ Hull MDC.
Hatches: Large through-hull hatches have 5ØØ MDC, smaller internal hatches, doors, and scuttles generally only about 1ØØ. The exact number of
hatches, doors, and scuttles vary, but two large through-hull hatches and 1Ø-1ØØ smaller, humanoid-sized through-hull hatches (underside
only) are common.

Speed and Statistical Data:
Space Fold: Not Equipped.
FTL: Factor 5
Cruising Speed: Mach 2 to Mach 2Ø; The approach speed of the ship will be equal to the speed of the target to be mined.
Clearance: Varies; Generally 3Ø to 5Ø feet.
Beam: Generally 1½ to 5 times the clearance.
Length: Varies, however shorter vsls tend to fit into the niches better, so rarely are they longer than their beam.
Weight: Varies. Generally about 1 ton per every 1ØØ crewmen.
Cargo: Varies; Generally about 1ØØ tons of ore per every ton of vsl.
Cruise Duration: Varies; Generally about 5 years.

Power Plant:
Primary: Various nuclear reactors; Out put varies greatly.
Secondary: Solar panel arrays; Often used in place of the main power plant, since
it’s free, if circumstances permit. When otherwise, it is generally used only in emergencies.
Tertiary:; Battery back up. These are only used in GRAVE emergencies, but have a
full six-week capability at basic life-support levels.
Propulsion:
Primary: Tractioning drives;
Secondary: Rocket power
Flight System: Not Applicable; Not planet-fall capable.
Cost and Availability:Every crewman equals about 2Ø€ towards construction cost; Takes about 3 months to build.
Black Market Cost and Availability: Varies VERY greatly; Only ships stolen from somewhere else
would be available on the black market, and since these are pretty big ships, it’s hard to off-load one. However, malconts often swap these and other vsls between each other for various purposes.

Weapons Systems: Because these ARE civilian vsls, they are rarely armed with anything but the most basic self-defense mechanisms.
1. Full-Force Barrier Field: This type of vsl generally has a full-force barrier field, but only a fairly light and rudimentary one.
MDC: Generally not more than about 15Ø to 5ØØ
Range: Self + about 1Ø feet.
Payload: Technically unlimited; However, the barrier field prevents ANY approach to the vsl, and therefore must be lowered to allow cargo shuttles, in.
Attacks Per Melee: Technically unlimited; Requires one melee action to raise, if the operator happens to be standing right there when the attack begins. Sadly, all too often they are not.
2. Point Defense Lasers: These automated laser batteries kick in whenever the Collision alarm alerts. Rarely are there more than four, though.
MD: 1D4×1Ø per blast.
Range: 1ØØ feet.
Payload: Unlimited.
Attacks Per Melee: Twice per melee.


Features:
  • 1 MC (loudspeaker): Internal loudspeaker.
  • ESM: Radar Detector. Passively detects other radars being operated.
  • Radar: Civilian grade radar. Range 1ØØØ miles, can track up to 5Ø individual targets. 8Ø% reliability (ØØ% against unfriendly stealthed vehicles).
  • AMC/FD (2): Anti-Missile Chaff/Flare Dispensers. Actually launches a glob of burning magnesium/aluminum alloy to confuse both radar AND heat sensory systems. Fires off Ø4 chaff/flares each time it is activated. The system is KNOWN to work on all KNOWN radar and infrared systems, but concerns continue that somewhere out there their MIGHT be a system that will be totally unaffected by the system. Reduce effects by 2Ø% against smart missiles (add +2Ø% to rolls for smart missiles.)
    Effect:
    Ø1-5Ø Enemy missile or missile volley detonates in chaff cloud-
    Missiles are all destroyed.
    51-75 Enemy missile or missile volley loses track of real target and veers
    away in wrong direction (may lock onto another target).
    76-ØØ No effect, missile is still on target.
    Also note that the chaff cloud will also blind nearby heat sensors (and optically based sensors at night) for 1 melee. They will suffer the following penalties: Reduce melee attacks/actions, and combat bonuses by half.
    Duration: 1D4 melee rounds.
    Payload: 12Ø chaff/flares. Each time the system is engaged, the system fires off Ø4 chaff/flares.

  • HUD: Displays maps, radar, targeting information, and any OTHER information the crew member wants directly in front of them.
  • FLIR/SLIR: Forward and Side Looking Infrared. Allows crew to get visuals at night and in deep space.
  • Virtual Map: Displays a continuously-updating map of all bodies ahead for the pilot. Takes data from and gives data to other ships in the area. Effective navigation of 85% as updates come. Good to 5ØØ miles. Specific range can be adjusted in 1 mile increments.
  • Video Camera: Records from the HUD. 5Ø hours of recording available.
  • Full range optic sensory suite: Infrared, ultra violet, Magnification, night sight, color filters, thermal imager. Range is about 2ØØ miles for MOST sensors.
  • Escape Pods: There are SUPPOSED TO BE 1 1Ø-man pod per every 5 crewmembers. And once in a while there are.
  • Survival Pack: A pack of simpler emergency survival supplies: Pup tent, sleeping bag, black light, GPS, first aid kit (bandages, gauze, bandage tape, pads, antiseptic/analgesic), plasma torch (for small repairs and starting fires), repair kit (with MDC Repair Spray), sewing kit (a small spool of thread and 5 needles), 7 star flares (25Ø foot apogee), 1ØØ feet of black or brown parachute cord (15Ø lbs tensile strength; This is in addition to several hundred feet from their parachute itself), 2-5 days rations, 2 gallons water, water purification kit (good for about 1Ø gallons), manual-inflating liferaft (for at-sea abandonment), self-inflating lifevest (15# buoyancy). The liferaft can also double as a Pup Tent if so desired (though most pilots prefer to use a parachute for that, if anything, due to the fact that it is easier to hide). Typically kept with the escape pods. Not that a pup tent has very little use in hard vacuum, but can be handy if you crash land on a planet unexpectedly.
  • EPIRB: Emergency Position Indicating Radio Beacon; An automated distress buoy that can be jettisoned in the event of massive catastrophe. Mining ships are unique for having these, as they tend to settle into a given asteroid for years at a time, and are therefore relatively stagnant and can be found, if the circumstances require. To date, EPIRBS have been used only in 1Ø% of all emergencies, and all of these have been CRITICAL; Fire on board ship.

  • Combat Profile for an average mining ship
  • 2 attacks per melee for automated laser batteries.
  • 4 attacks per melee for the pilots (dodges/parries only; only applies when actually underway, not when anchored to an asteroid).
  • +3 to strike
  • +2 to parry (only applies when actually underway, not when anchored to an asteroid).
  • +2 to dodge (only applies when actually underway, not when anchored to an asteroid).

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