The QREBS system has some weirdness to it. This, plus some down right strange rules makes for some odd ship designs
I’m making the cheapest possible ship that can, in theory, land on a planet with an atmosphere and not be totally defenseless.
Mission:Commerce:Merchant:Unscheduled:Cargo. That gives it an ID code of A. I’m adding the modifier of L for Light. Design Tech Level 13 (D)
Hull: 100 dTon Planetoid 1 Mcr. However… I’m making it Organic, with out the lifter installed.That cuts the cost to (1.0/2) -0.5 or in other words, free.
Jump Field. Jump Bubble. No cost.
Armor. Armor is free, takes up space, but the first layer doesn’t. Organic has issue with heat, but there is a way around that.
Armor, 1st layer – Base AV is 6 , Anti-kinetic (value vs PEN is 1300) vs all other than heat and pressure is 65. Vs heat and pressure you get 6. By adding a “Reflec” coating you get a heat AV of 1300.
Drives. OK here is why it’s TL 13 and why QREBS is important.
Jump 2 takes TL-11. By making it in a TL-13 ship yard I get to use “Modified” drives. This is important because that does several thing.
- Reduced drive cost by 1/2
- Give a +2 mod to their use
- Reduce drive dTons by 1/2
- 110% efficiency
- 90% fuel use.
So, Class A J-Drive, M-Drive and Power plant.
|Mod A M-Drive||1||1.0|
|Mod A J-Drive||5||2.5|
|Mod A Power Plant||2||0.5|
Normally under T5 Rules this would need 20 dTons for Jump and 2 dTons for 1 month operation. But with Mod drives, that gets reduced to 18 and 1.8 dTons, resulting in a total fuel tank of 19.8 dTons.
Sensors and Comms
You get Comm-8, Radar-9 and Scope-9 for free, using 0 dTons.
Weapons and defenses This is a “Cheap Ship”, but I don’t want it to be total defenseless, so I’m putting in 3 SR Mod Y Triple turret Hybrid S-L-M on a firm point. By reducing the mount to SR, that makes it a 0.5 dTon turret (also costing 0.5 MCr) and by making it a Mod that raises it to TL-12 with a +2 mod and a weapon cost of 0.5 MCr. Total cost is 3.0 MCr and 1.5 dTons. A generic nuclear damper adds 1 ton as a bolt in defense and 0.5 MCr.
Control. Here is where life gets tricky. Need a control panel for each drive, sensor, weapon, defense or function, so that works out to 7 control panels, that feed into, logically a pilot’s console, an engineer’s console, a security console and a general console. Going with one shift, that makes crew 4. Consoles take 4 tons and cost a total of 0.8 MCr. Adding a 3bis computer adds 3 dTons and 14 MCr. Note that this is not really required, if and only if you always have 4 crew. with it the ship is more or less automatic. But a 3bis is a TL-11 design, so let’s make that a Mod 3bis, which knocks it down to 1.5 dTons and 7 MCr, plus makes it C+S 13 instead of 11.
Standard Life support, 1 dTon and 1 MCr
Shared Fresher 0.5 dTon and 0.5 MCr
Medical and Counselor console. 1.5 dTons and 0.7 MCr
Total space of 20 dTons of Commons area and Spacer Niches. This has 0 MCr cost. Note that if the crew is willing to risk sanity test this can be converted to up 19 more tons of cargo space.
|Weapons & Defenses||2.5 ( with out weapons 0)||3.5 (with out weapons 0)|
|Control||5.5 (with out computer 4)||7.8 (with out computer 0.8)|
|Life Support||21 (using common space as cargo 3)||2.2|
|Cargo||41.7 (‘best case’ 65.2 )||0|
|Totals||100||17 (fully stripped down 7)|
QPS works out to AL-AP22-ACFT