I have long used Book 2 for designing small ships. It's easy, and gets me most of what I need for non-military designs. I house-rule what's lacking, and we do fine.
Weapons are another subject entirely, although I keep the ones in Book 2.
Hull
I don't have "standard hulls", although nothing stops me from using the ones in the book. Construction time for hulls over 1000 tons is 10 months plus 1 month per 100 tons plus 2D months.
Drives
Over the years, I've house-ruled the drive tables, regretting their weirdness at the upper ends, until I did away with the upper limits entirely and rewrote them.
Book 2-Plus is less friendly to larger ships. It penalizes them in two ways: it uses the High Guard formula for powerplant fuel, and it requires a greater overall tonnage for drives. On the other hand, shipes under 1000 tons benefit from requiring less powerplant fuel, and mostly have the same tonnage drives as before.
On the gripping hand, Book 2-Plus is more friendly to "odd" hulls. Because it uses formula, any hull size works with it. The 500t Maru merchant is not at a disadvantage. Here's the formula I use:
Rugged Jump Drives. Ruggedized jump drives displace half again their volume (with corresponding price increase), and can safely burn unrefined fuel.
Survey Sensors. These are sensors hinted at in IISS ships, and perhaps the Safari Ship and Lab Ship. They're sensors for scanning a world's surface for particulars such as life, intelligence, chemical compounds, subsurface mapping, etc. MCr 0.5 and an increase to the bridge's size.
Bridge. The bridge can still be 20 tons, but sometimes I prefer to squeeze it a bit. In those cases, I count 2 tons per workstation (only a part of which is the actual station a crewman works on), and one workstation per pilot, astrogator, engineer, gunner, steward, medic, et al. There's also one workstation for the ship's computer. Two more workstations are added if survey sensors are installed.
So a ship with a calculated crew of 5 could have 5 crew workstations + 1 workstation for the computer = 6 workstations x 2 = 12 tons. Or I can add in an 8-ton ready room and beef it back up to a full 20 tons.
Fuel Purifier. 1 ton, MCr 1. Refines 4 tons of fuel per hour.
Mail Vault. 5 tons. For dedicated contracted shipping.
Environmental Tank. KCr100 per ton. Specialized cargo with environmental controls. Can be set to any world physical characteristics, from Size=0 thru A or greater, Atmosphere=0 thru C, and Hydrographics=0 thru A. Also called a Trophy Tank.
Lab. 10 tons, MCr1. Contains tools for one of: research or medic.
Shop. 10 tons, MCr1. Contains tools for skills such as: mechanic, electronics, cybernetics, engineering, etc. If you can fit it inside the shop, you can try to repair it.
Drop Pod. In increments of 35 tons, MCr 2.5 per 35 tons. Droppable, streamlined cargo/fuel/supply pod. Requires 2 grapples per 35 tons (2 tons per grapple): one grapple on the ship, and one on the pod.
Weapons are another subject entirely, although I keep the ones in Book 2.
Hull
I don't have "standard hulls", although nothing stops me from using the ones in the book. Construction time for hulls over 1000 tons is 10 months plus 1 month per 100 tons plus 2D months.
Drives
Over the years, I've house-ruled the drive tables, regretting their weirdness at the upper ends, until I did away with the upper limits entirely and rewrote them.
Book 2-Plus is less friendly to larger ships. It penalizes them in two ways: it uses the High Guard formula for powerplant fuel, and it requires a greater overall tonnage for drives. On the other hand, shipes under 1000 tons benefit from requiring less powerplant fuel, and mostly have the same tonnage drives as before.
On the gripping hand, Book 2-Plus is more friendly to "odd" hulls. Because it uses formula, any hull size works with it. The 500t Maru merchant is not at a disadvantage. Here's the formula I use:
Code:
Drive Volumes
Jump: 5 + 2.5% * n, min 10 tons
Maneuver: -1 + 1.0% * n, min 1 ton
Power: 1 + 1.5% * n, min 1 ton
Cost
Jump: MCr1 x (tons-5)
Maneuver: MCr2 x (tons+1)
Power: MCr1 x tons [aligned closer to HG]
Rugged Jump Drives. Ruggedized jump drives displace half again their volume (with corresponding price increase), and can safely burn unrefined fuel.
Survey Sensors. These are sensors hinted at in IISS ships, and perhaps the Safari Ship and Lab Ship. They're sensors for scanning a world's surface for particulars such as life, intelligence, chemical compounds, subsurface mapping, etc. MCr 0.5 and an increase to the bridge's size.
Bridge. The bridge can still be 20 tons, but sometimes I prefer to squeeze it a bit. In those cases, I count 2 tons per workstation (only a part of which is the actual station a crewman works on), and one workstation per pilot, astrogator, engineer, gunner, steward, medic, et al. There's also one workstation for the ship's computer. Two more workstations are added if survey sensors are installed.
So a ship with a calculated crew of 5 could have 5 crew workstations + 1 workstation for the computer = 6 workstations x 2 = 12 tons. Or I can add in an 8-ton ready room and beef it back up to a full 20 tons.
Fuel Purifier. 1 ton, MCr 1. Refines 4 tons of fuel per hour.
Mail Vault. 5 tons. For dedicated contracted shipping.
Environmental Tank. KCr100 per ton. Specialized cargo with environmental controls. Can be set to any world physical characteristics, from Size=0 thru A or greater, Atmosphere=0 thru C, and Hydrographics=0 thru A. Also called a Trophy Tank.
Lab. 10 tons, MCr1. Contains tools for one of: research or medic.
Shop. 10 tons, MCr1. Contains tools for skills such as: mechanic, electronics, cybernetics, engineering, etc. If you can fit it inside the shop, you can try to repair it.
Drop Pod. In increments of 35 tons, MCr 2.5 per 35 tons. Droppable, streamlined cargo/fuel/supply pod. Requires 2 grapples per 35 tons (2 tons per grapple): one grapple on the ship, and one on the pod.
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