RolePlay onLine RPoL Logo

, welcome to Pax Bellum: Genocide War

11:31, 30th April 2024 (GMT+0)

Pod and facilites.

Posted by PrometheusFor group 0
Prometheus
GM, 58 posts
Mon 21 Sep 2015
at 21:02
  • msg #1

Pod and facilites

Labs, Workshops, Facilities
While a starship is a useful vehicle for transport, commerce and warfare, they often lack the means to carry out tasks related to various professions and skills. to allow more than the basic tasks of maintenance starships require the inclusion of specialized workshops and labs.

While a quick modification of a stateroom can suffice for the most simple tasks often specialized gear and supplies are required to allow professionals to make full use of their skills. to supply these tools and equipment a specialized workshop or lab is needed.
Purchasing facilities:
The first step of installing a facility, is acquiring the supplies and hardware for the facility. This can be done either by purchasing the required materials piecemeal or ordering a modular facility from a supplier. Typically, any moderate to high population ( Population 6 or better) world will have the materials for any facility available. Requires a Easy (+4), Broker, Streetwise, or trader Skill check taking 1d3 days , which can be attempted untrained.

Specialized Facilities, or acquiring materials on smaller worlds, require an Average Check (+0) taking 1-6 days.

Installing Facilities
Installing facilities on a starship requires the materials and hardware,. This can be installed in a starship stateroom, or the addition of an enclosed area in an open section of the starship. This takes a week for most installations. The price of installation and initial supplies for the facility or workshop are included in the price of the unit.

Technology Level Limits.
A facility is limited to the technological level of the world on which the materials, and hardware, were purchased.  They are suitable for use on materials and tasks relating to lower technology levels, however, they are of limited use when dealing with higher technology levels. They suffer a penalty equal to the difference between the tech level of the facility, and the tech level of the item, material, or device being worked with.

This penalty can Be waived by the Referee if he feels that the technology level difference has no bearing on the task at hand.


Laboratory
Equipped with, supplies, specialized equipment and computers,  this module is primarily for scientific investigation, and research. With this lab installed and fitted for a specific Science it allows a trained expert to run both basic and advanced tests, as well as basic research.
It comes standard with a basic Library computer, as well as an expert Program  ( Expert 1) of the appropriate skill. The computer and programs can be upgraded by the owner, but the cost is not covered in the purchase of the lab.
A Specialized workshop is available for most skills, but cost twice as much as a general workshop. Specialized labs allow the user to attempt far more difficult tasks than a general shop, or provide a +1 DM Bonus to any task Of average difficulty or below.

Basic chemicals and supplies cost Cr 1,000 a month

Cost: 1 Mcr Weight 4 tons


Workshop
Workshop space contains work benches, diagnostic equipment, welding gear and various mechanical or electrical tools. The workshop benefits ship or vehicle repairs, servicing and modifications. Also personnel equipment and weapons may be repaired/serviced/modified in the workshop. The exact contents are up to the Referee. Like the ships locker, its contents should be kept reasonable.


A single 4 ton Workshop allows two people to work comfortably, without getting in each others way. Workshops can be combined to allow larger groups to work on a task at the same time or allow multiple tasks to be engaged in at one time.

General shops allow only basic tasks ( simple, easy, routine, or average tasks) with a +1 Dm to the task.
Cost: 0.4 Mcr Weight: 4 Tons

Specialized Shops,
Specialized shops  allow completion of complex tasks within a specified skill,with a +1 DM to the task. They will allow lesser tasks( simple or easy) for other skills with a similar nature,  but offer no modifiers to the task.
4 tons
Cost:
            Mcr 0.75 per 4 tons

Fabrication Shop
This specialized module is fitted with compact machinery specializing he fabrication of advanced electronics, mechanical devices, and power systems. It is often used for vessels operating beyond the reach of starports and dockyards to provide the machinery and equipment needed to perform the tasks of the vessel, or repair major damage in the field.
A fabrication shop can manufacture a wide variety of components, including those needed to repair ship power plants and drives, as well as manufacture hull panels, and patches. However, it is not as efficient or as flexible as a full dockyard.
Due to the less than optimal conditions and cramped spaces fabricated parts take twice as long to manufacture, and cost an additional 25% over factory assembled components. This applies to personal, equipment, vehicles, and weapons fabricated within the shop.
raw materials, spare parts and materials for the Fabrication shop must be carried as cargo or gathered locally by the owner. Forcing the ship to devote cargo space to the materials,or purchase them from local suppliers. This may limit the ability of a shop to manufacturing parts and equipment to the local tech level if more advanced spares, and materials are not included in the ships stores.
In addition, fabrication facilities are limited by the tech level of the producer, a facility purchased on a TL level of 12 can produce any device of a lower L but can not produce materials and equipment of higher tech levels. For this reason often purchasers will attempt to locate a facility of the highest tech level they can afford.

TL production (limited to the tech level of the module)
Cost: MCr2  Weight 8 tons


Multi Purpose Rooms
These areas are often based on standard stateroom designs with interior fittings and furnishings designed to be quickly removed and new fittings installed. In many cases, they are simply a large empty room with the life support, lighting and plumbing installed in a way that allows for rapid installation for the needed furnishings.
Multi purpose rooms can be reconfigured with an Easy Education Task, with furnishings being purchased as luxuries, one unit of luxuries often enough to completely refit a room, although additional expenditures may be needed to raise the furnishings and decor to the standards demanded by the client.
Each ton of luxuries raises Grants an additional Skill rating of +1 to the Steward skill when dealing with the occupant or user of a Multi Purpose room.
4 tons ( can be combined for larger rooms)
Cost 1 Mcr (can be combined into larger rooms)

Trade Supplies:
Trade supplies can be purchased in bulk and will provide the basic materials needed for any tasks related to the specific skill the supplies are related to. These supplies may be purchased at any Sufficiently advanced starport,( Type C or better) or bought on the open market from established suppliers
Cost: Cr200,000 per ton


Med bay
A basic ship’s infirmary and often staffed by a medical officer. Each 4 tons of space can treat up to 2 persons. Like the Workshop its exact contents are up to the Referee. Usually contains 1 -2 beds, diagnostic gear and medical equipment/drugs.
Cost:Mcr 0.8 Weight: 4 tons.

Suggested Bonuses
This unit provides the equivalent of Medic 0 without a trained medic, and a +1 Dm to any Medic Related Task if staffed with a person possessing the Medic Skill.

Example contents , and equipment
2 Patient Beds
2 Auto medics
2 Portable Medical Scanners
4 personal Medi-scanners
2 independent Oxygen units
1 independent portable Generator
Self Sealing doors and walls
Environmental Seals ( for isolation and quarantine patients)
100 doses All medical drugs ( excluding combat and recreational drugs)
20 Disposable Medi-Kits.  (TL-8) can be recycled for 1/2 base cost)

     Spare supplies cost 100,000 credits per unit and completely resupply the bay.



Professional Trade Materials
Like spare parts and luxury goods, trade materials are the raw materials needed for a professional to be able to perform his trade on board ship. Goods are used up at a rate of 1 ton per month of operation, and cost
Cr200,000 per ton.

Deluxe accommodations
Most Vessels are equipped to allow crew and passengers some degree of comfort. However these furnishings and accommodations are often the most basic available. Deluxe accommodations are after market,packages installed into open spaces of a Starship, or put in place during the construction of the craft.

Lounge:
While most vessels will have a small area for passengers or crew to relax during their spare time smaller ships are not well appointed for leisure activities, making the long flight taxing on passengers and crew. A lounge is an area set aside and appointed with comfortable seating, climate control, and various diversions for use by the crew or passengers.
Usually a lounge is simply a converted stateroom, fitted with a few comfortable chairs, games and a basic entertainment device. However, paying passengers, prospective clients, and guests may not be impressed with such basic improvised measures. In these cases a ship owner can have an area specifically modified into a lounge, or have a purpose built lounge constructed.
1.5 tons per occupant
Cost Mcr.0.05 per 1.5 tons.

Entertainment Suite
A large, well appointed area, taking up the size of a standard stateroom. this space has many interactive holo visual systems, games, multipurpose areas and a large sunken sitting area for guests and passengers. Often, systems and devices are hidden and controlled by a small remote, or voice controls operating while completely concealed if possible.
An entertainment Suite can be used by four persons comfortably, and may be combined with larger areas, or other entertainment suites if desired. Usually access to an entertainment suite Grants a DM+1 to any Steward Skill rating for attracting passengers or keeping the crew and passengers from becoming bored, or dissatisfied during long voyages.

Cost: Mcr 1 4 Tons

Gambling Suite:
Most often found on liners, casino ships, and private vessels  A gambling suite gives the crew and passengers to partake of games of chance, and related activities.They can contain card tables, electronic games,, pool tables, or other gambling devices.  Every 1.5 tons of gaming space allows one person to utilise the area. For every 5 passengers supported by this space one crew member is needed. Gambling Suites
Gambling Suites may be combined with other areas, and may be regulated by local laws governing games of change and gambling.
cost Mcr 0.06 per ton.

Kitchen:
Nothing says home like a freshly cooked meal. Unfortunately, many ships make due with a small kitchenette, pre packed foods, and simple implements to prepare meals for the crew and passengers. A kitchen is a compact, efficient area fitted with stoves, ovens, food processing devices, and storage spaces for perishable foodstuffs, spice, and ingredients.
In addition, it is supplied with the proper implements, knives, and cookware to prepare a tasty, nutritious, and appetizing meal for crew and passengers. It takes up 4 tons of space per ten persons served, and requires Cr 20 - 120 per meal in raw foodstuffs, spices, and supplies.
Exceptional meals, at double normal process requiring a Difficult (-2) Steward Check taking 2-6 hours may grant a DM+1 Bonus to Diplomacy, Broker, Persuade checks at the Referees discretion.
4 tons per 10 persons
Cost: Mcr 0.01 per ton

Dining Area
No self respecting Noble, businessman, or official will be impressed by a fine meal served on a folding table, with cheap plastic chairs. A dining area is almost expected for anything but a small scout, or tramp freighter. This area has tables, chairs, dishes, and glassware suitable for a sit down meal in at least modest comfort.
A dining area takes up .25 tons per diner, and includes concealed devices for cleaning up after a meal. Additionally, they will often include a small entertainment system for playing music, as well as a small wet bar for preparing beverages, and other light refreshments.
Additional fittings, and luxuries can be purchased as per Luxuries, granting a DM+1 bonus to the Steward Skill for the purpose of serving a meal. At the Referees discretion above average dining areas may grant bonuses to Carousing, Diplomacy, Trade, Or other persuasion, interaction related skills.
0.25 tons per diner
Cost: Mcr 0.01 per ton.

Bar
Starships carrying passengers or crews who can afford the expense and space, sometimes like to enjoy a fine adult beverage, a smoke, or conversation in comfort. The bar, or salon allows these leisure activities without intruding or disrupting other passengers or crewmen.
Bars are fitted with small, well stocked supply of alcohol, glasses, and other supplies to allow a wide variety of alcoholic and non alcoholic beverages to be prepared and served. In addition, they have soundproofing, and a negative pressure system fitted with specialized scrubbers to remove the pollutants and smells of smoking from the air without impacting the ships primary life support systems.
0.5 tons per occupant
Cost: 0.001 Per Ton.

Utilities Room:
This area allows the crew and passengers to clean and care for clothing, personal equipment, linens and other items that require regular cleaning and laundering.  Usually provided with recyclable dry cleaning agents, solvents, polishes, and other basic supplies a Utility Room can support 10 persons for a month without running low on household supplies.
Household supplies can be restocked from almost any world, at minimal cost. And the required machinery and devices are easily available at any TL-5 or better world. However, luxury clothing, exotic materials, or unusual stains and contaminants may require more advanced means of cleaning.

Utility Modules
While Most starships are constructed for one role or several they cannot meet all the possible situations that may arise in the course of their operational life. Utility Modules are intended to provide specialized facilities that a standard starship can not provide.
Due to the lack of manoeuvre drives, controls, and gravitics, the modules cannot manoeuvre independently. However, If needed a Utility module can be loaded onto a shuttle or modular cutter and carried to the it's destination.. Under normal conditions the Module is self sustaining requiring only fuel, and Supplies for the occupants to operate in any environment including vacuum and hostile environments.
Modules are built in many versions, with specialized equipment. These modules are produced by many manufacturers and available at most larger starports. They can be purchased or rented as needed. Modules are also sold as prefabricated facilities for small colonies, outposts and settlements. In these cases, they can be ordered lots, picked up at a starport, and transported to their final destination.
Each Module features a large hatch at one end for rapid loading and unloading, and a smaller hatch connecting tot he carrier ship, with a reinforced frame that allows the carrier vessels docking clamp to maintain a secure hold on the vessel during flight.
Modules may be attached to a ship several ways, carried as internal cargo, installed in a modular bay, or by the use of docking clamps.
Sign In