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MGT Only: Module cost

Brandon C

SOC-13
Do modules include the cost of a hull for that size? For example, is the 30-ton module for the modular cutter a base MCr 1.3 (cost of a 30 ton hull)? The modular hull rules on p.41 don't specify.
 
I found it an area that was frustratingly unclear in the rules.

That is EXACTLY how I do it.
(IMTU) A 50 dTon Modular Cutter requires a 30 dTon hull for the module (purchased separately) and a 20 dton bridge/engineering "Cutter" to hold it.

In MgT High Guard, the 50 dTon Modular Cutter would require a 50 dTon S5 Hull at 1.5 MCr plus a 60% surcharge for making 60% (30/50=60%) of the craft modular. Per MgT HG the 50 dT Modular Cutter hull costs 2.4 MCr (1.5 MCr x 1.6 = 2.4). This should make the hull a part of the ship and the 'swapable module' a non-structural internal component that requires no hull. I have no idea how they intended that to work for a 'fuel tank module' or a 'cargo module', but there you have it ... rules as written.

[and that is why I just charge for the 'cutter hull' and 'module hull' seperately and call it done ... IMTU].
 
When I was writing the commercial starships for Mongoose I had the same question, since there wasn't much on modules for starship use.

the process was simple, build it the same way you would a ship, but you don't need a bridge, or computer, since it has no drives, or advanced systems For pods with weapons, sensors, etc you can add computer, and cockpit for crewmen...or use a system link if you have the stats for that.

I used this method and it turned out fairly well.

Another option for using modules was to fit the carrier ship with docking clamps. once connected you just attach the tonnage of the module to the ships total tonnage.

the main difference being installation. with docking clamps you just use a tug to dock the module to the ship, or install it using a gantry at a starport. instead of integrating the module into the ships computer and power systems....of course you have to add those to the modules if you want the modules to operate independently.

You can bend some of the rules slightly if you make the module an independent system...such as adding weapons above and beyond the normal limits of the carrier ships tonnage.

a ten ton gunnery pod can fit a single weapon such as missiles, or lasers, using it'sown power, and computers...as well as a crewman who rides in his own stateroom in the pod.
 
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