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Optional Spacecraft components

Okay,
Laboratory: TL 12, 4 Td, 1 MCr.
SickBay: TL ?, 8 Td, 2 MCr.
AutoDoc: TL ?, 0.5 Td, 0.04 MCr.

I'm trying to figure out How you would add and use an Electronics Shop and a Machine Shop? And since I don't have T20 are they similar to an Engineering Shop and Vehicle Shop?
 
A sick bay counts as a hospital for healing purposes.
An Autodoc provides automatic treatment for major trauma (tho' what rolls are involved, I am not certain).

A laboratory configured for a given science allows performing research in that scientific field.
 
Okay,
Laboratory: TL 12, 4 Td, 1 MCr.
SickBay: TL ?, 8 Td, 2 MCr.
AutoDoc: TL ?, 0.5 Td, 0.04 MCr.

I'm trying to figure out How you would add and use an Electronics Shop and a Machine Shop? And since I don't have T20 are they similar to an Engineering Shop and Vehicle Shop?

Laboratory: TL 8, 4 dton, 3 MCr; TL10, 4 dton, 2 MCr
Sickbay: TL 8, 8 dton, 4 MCr; TL 9, 7 Dton, 3 MCr; TL 10, 6 dton, 2 MCr; TL 12, 4 dton, 1MCr
Autodoc: TL 11, 0.5 dton, 0.03 MCr

How's this for the price/size? A bit more reasonable and allows lower-TL ships to be equipped.
 
In the case of the three items you listed, it's not an issue of reducing space rather than what goes on in that space that counts. Hospital beds don't shrink in size because of tech level. Labs need chairs, tables and working spaces to perform work on speimens. Upgrades in equipment may reduce the size of it, but you still need those spaces to get around in.

My suggestion is this: Instead of reducing the size of the room, add a modifier that helps a person during activities taking place there.
 
I wasn't worried too much about the 3 listed items. But I still wasn't sure About Machine shops or Electronics etc. I couldn't find much info on them from T4 let alone use them in MgT.
 
No idea on TNE, but for MgT:

HG has Laboratory - spec'd at 4 tons per scientist (and MCr 1.0 per 4 tons). I'd take that as equivalent for Electronic/Machine shop.

Dedicated shops could be useful for repairing and fabbing stuff (A-Team music commence) ... rule-wise I would handle this as reducing difficulty of task checks on things that would benefit from the space/resources.
 
Machine shops etc useful for fleet repair vessels - to fix other ships or for those long range missions where the ship attempts to perform self maintenance as a long way from freindly starports.

PCs probably add them to either

A) fix damage they would rather not have the authorities noticing,
b) for upgrades and other tinkering - who hasn't welded a gun onto the airraft,
 
In the case of the three items you listed, it's not an issue of reducing space rather than what goes on in that space that counts. Hospital beds don't shrink in size because of tech level. Labs need chairs, tables and working spaces to perform work on speimens. Upgrades in equipment may reduce the size of it, but you still need those spaces to get around in.

My suggestion is this: Instead of reducing the size of the room, add a modifier that helps a person during activities taking place there.

In that case make them all standard stateroom size of 4 dtons.
 
In that case make them all standard stateroom size of 4 dtons.

I don't know if they can always be 4 tons, but definitely standardize their effect, so that they become task enablers.

In an extreme example, a stateroom is a "rest enabler", allowing a character to rest without mishap (like getting stepped on, if they instead have to sleep in the hallways?)

Potentially, every skill could have an associated workspace. Lab, Mechanics shop, Infirmary, Electronics shop, Metallurgical, Chemical.
 
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HG has Laboratory - spec'd at 4 tons per scientist (and MCr 1.0 per 4 tons). I'd take that as equivalent for Electronic/Machine shop.

Aside from size per worker, we must take into account that machine shops (and maybe electronic shops too, in case of electrical/gravitic vehicles) may be also for vehicle repair, and, if so, they need a minimum additional space for the vehicle itself, IMHO at least that of a full hangar.
 
Is it the size of a hanger or space attached to a hanger?


The canon T4 Machine Shops shops were 10Td (140m^3)... and included no hangar space. It was JUST the metals/fabrication shop.
Electronics were 6Td.
Labs were 8Td (112m^3), as were sickbays.
(FF&S2 p 85)

Electronics Shops decreased diagnostic tasks by 2 levels, and repair/construction by 1 level. (FF&S2, p 14)
Machine Shops decreased mechanical tasks by 1 level. (ibid.)
Each shop or lab supports four techs. (FF&S2 p 14-15)
Sickbays reduced difficulties

An 8Td sickbay can be used for any one of the following at a time:
  • 2 medics seeing outpatients (-2 levels easier for routine, -1 level for emergency)
  • a surgery theater with 2 tables (-2 difficulty levels)
  • a 4 bed inpatient ward. (Counts as hospital for most patients)
  • a 2 bed Critical Care ward. (Required for certain kinds of patients to get hospital benefit to healing rates.)

Note that T4 had 6 levels of difficulty labeled, and MGT has 7 (-6 to +6 in 2 point steps, but I forget the labels), but they don't quite map to the same probabilities. Still, it's a good enough guide.
 
I went ahead and posted this here.

Can someone give me an example of a TL 11 2000 hr chemical battery, assume PP Y: 70 tons, 182 MCR for a 1000 ton hull.
 
I went ahead and posted this here.

Can someone give me an example of a TL 11 2000 hr chemical battery, assume PP Y: 70 tons, 182 MCR for a 1000 ton hull.

Ok... 2000 hours. 1000Td hull.
1000Td requires plant E for a PP1.
Fusion E is 16Td and MCr40.

Thus Chemical Batteries have a base of 16Td and MCr160 per 1000 hours, for TL11-14. TL 7-10 are 20Td and MCr160 per 1000 hours, while TL 15+ are 12Td and MCr320 per 1000 hours.

So, to get that 1000 hours performance in that 1000 Ton Hull, you need two units for MCr 320 and 32 Td.

What's happening here: 1000 hours is the same as a PP1 for that hull in tonnage - the minimum PP1 is an E, for 16Td and MCr40 - but costs 4x as much, or MCr160. HG, p 42.

TL 11-14 is the baseline for power plants - TL 8-10 is the low-tech range, and TL 15+ the high tech range for power plants; the chemical batteries are a power plant, so this applies. HG, p. 53. Pg 42 notes that TL7 batteries are the same as TL8 ones.

You want 2000 hours, so we install two of these units, per p. 42. If you wanted 1500 hours, that would be 1.5 of these units.

Note that this is coasting time. Combat is said to be 1000x as much use - but MGT as written provides no power point system, so we do not know what the usage is for "under thrust but not firing weapons," etc.

To be blunt, I suspect a table is missing from HG... because batteries should change more per TL than is shown, and the PP TL rules are explicitly about Fusion, but since they work well enough for other PP's...

MMgTU uses variant design rules... because there is so much glossed over in the MgT ship design rules that I find them unable to sustain even my generous WSOD.
 
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