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Retrofitting ships

Golan2072

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Assuming that a TL8 non-starship has enough available (probably cargo) space for both a jump drive and it's required fuel, is it possible to retrofit it with a Jump-1 drive once TL9 tech is available?
 
Short answer no.

Longer answer yes with explanations.

You'll have to consider the design system of course (meaning the rule set) and how you (or the rule) says things like the jump drive work.

Stuff like does the jump drive IYTU use a "jump-grid" of rare-earth elements to work, or is it simply a field projection device. If you need the grid then you'll have to do a major refit by stripping the old hull plates and building new ones with the grid imbedded. If it's a field projection it's easier but still not simple.

There should be issues of heat dissapation, solid secure mounting, bulkheads against noise, radiation and possible explosion/leak of the fuel, to name a few.

And speaking of fuel that is another issue. Is the bulk of jump fuel converted to energy and coolant or used as a buffer in J-space for YTU's jump drive? If it's just burned then you should be ok, if it has to somehow get from the jump drive to the hull, evenly, and quickly, then you'll have a lot of plumbing to do. Said plumbing will probably impinge on much of the previously useful space throughout the ship.

I'm sure I could come up with other issues to worry about but in the end it's up to you. If it's something you want possible in YTU go for it
In a simple scenario (using it as a MacGuffin to get PC's interstellar on the cheap) I'd just pick some ballpark cost for the conversion work. Maybe 20% of the cost of building it new from scratch as a whole ship plus the full cost of the actual new components.

And I'd throw in a couple of kinks in the way of glitches (like one time in X the thing works badly or just a general higher chance of misjump like using drop tanks) to represent the non-original purpose of the design.

Anyway that's my off the cuff take. I'd go for feasible fun most of the time ;)
 
Depending on interpretation, the TCS retrofitting rules probably wouldn't allow you to add a jump drive to a non-starship. TCS says that "Power plant, M-drive, J-drive and spinal weapons may not be increased in tonnage." To me, adding a J-drive where there was not one before would be "increasing" the tonnage of the J-drive.
 
The only reason I wouldn't allow refitting a 100t or larger non-starship with a jump drive would be if I was using a version of the rules that included the hull jump grid as part of the jump drive system.

Saying that, on re-reading TCS I have to agree that it does limit refitting jump drives to ships that already have them.

So it's back to good old LBB2 - I can't find anything to stop you refitting a ship with a jump drive, provided you don't exceed the drive compartment size limitation ;)
 
Originally posted by far-trader:
Interesting Sigg, can you outline the TCS rules for converting in a few words? Please :D
I only read the first couple of paragraphs of Refitting Ships on page 34.

It's the last paragraph that prevents this :(

My mistake, it was too early in the morning :eek:
 
No problem Sigg


If it were a CT Book 2 design the answer is that easy. Will all the drives fit in the drive section? Of course Book 5 pretty much did away with that notion unless you figure that the total of the drives installed makes up the drives section and use that as your limit for drive modifications.

Of course then, unless you're converting a SDB or other warship there won't likely be room to retrofit a jump drive into a pre-jump space ship, most of the non-mil designs will be 1G minimal power for profit reasons. And taking a 6G high power mil ship will require scaling back the maneuver and/or the power plant too so the jump drive will fit. I think it might be cheaper (if a shipyard is available) to build from scratch.

As for the jump grid question, much as I like the idea I prefer the field projection explanation to keep everything else rational in MTU. Stuff like hulls not costing extra if they are jump capable compared to just space capable, externally mounted small craft not needing protection (in some rules, may be implied between the lines in others).
 
Far - Trader,

You raise an interesting idea. Some standard designs have an attached small craft that seems to be external to the hull while others are internally berthed. I have seen nothing in the rules to require or forbid either plan. Can you enlighten me?
 
Actually, Andy, HG specifically mentions placing small craft on the outside of starships. But, of course, it doesn't mention anything about what that means for the jump grid.... :(
 
That's because High Guard pre-dates the idea of a hull jump grid by several years.
Note that you can't achieve a jump drive hit on the surface explosions table - which you should be able to IMHO if the hull includes a jump grid ;)
 
Well, if you wanted, maybe you could take out the power plant or upgrade it, then install the Jump drives (though it's up to you; I have a feeling I know what brought up the question).
 
What about retrofitting older ships for different purposes? What I had in mind was taken from the Mileu 0 materials. It seems that selected citizens who had proven their loyalty by past actions were given a chance to bid on consvicated ships (from pirates, smugglers, etc.) that had been refurbished by the navy. It stated that this method placed usable ship in "good hands" and that the navy made back what it spent to refurbish these ships from the auction proceedes.

I took it a step further and awarded a refurbished ship to a group of retired SEH holders who were "persuaded" to spend another 5 years teaching their skills to some future secret agents. When the extra 5 years are up they get the ship free and clear.
 
That sounds like a misjump adventure waiting to happen. Six-finger Seth the engineer says
"yah . . .no problemo, it'll jump just fine, but im gonna need da cash up front."
 
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