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05:33, 20th April 2024 (GMT+0)

Game Background and Notes.

Posted by JRFor group 0
JR
GM, 828 posts
Sun 29 Mar 2020
at 05:05
  • msg #5

Stores and Equipment Aboard Wanderer

Wanderer's Supplies - this list is also in the New Eggs Dropbox folder

10 DT Cargo Container
                          Volume Mass MW Notes
Fabrics Fabricator        1.4 0.1 0.0006 operates in place
Metals Fabricator        28 2 2.0 needs to be set up to operate
Polymers Fabricator      2.8 0.2 0.0012 needs to be set up to operate
Electronics Fabricator  2.8 0.2 0.0012 operates in place
Components Assembler         28 2 2.0 interfaces with other assemblers - needs setup
Gases Fabricator         4.2 0.3 0.0018 operates in place
Liquids Fabricator         4.2 0.3 0.0018 operates in place
Solids Fabricator         4.2 0.3 0.0018 needs setup with other fabs to operate - portable smelter and chemical processor
Fabricators Materials         64.4 4.6 Allows construction of 4.6dt worth of items total - cannot manufacture superdense. TL-12 limit.
                         140 10 4.0084

Other Supplies - small containers
                          Volume Mass
Food Consumables        42 3 One year supply for eight people (doesn't include ship's normal 100 day provisions)
Other Supplies:          14 1 in addition to ship's locker supplies and crew equipment
Welding Rig
Tools
10 combat armor
10 ACRs w/5000 rds each
6 vacc suits
Assembled Spares          14 1 Enables ship to conduct one annual overhaul. Annual due 120-1403.

Usable Cargo Area        490 35
This message was last edited by the GM at 05:13, Sun 29 Mar 2020.
Matt
player, 743 posts
Brent
Mon 30 Mar 2020
at 01:07
  • msg #6

Stores and Equipment Aboard Wanderer

I completely forgot we had all the fabrication modules!  Those are better than gold in this setting!  They don't have the power source to run them here though.
JR
GM, 831 posts
Mon 30 Mar 2020
at 03:06
  • msg #7

Stores and Equipment Aboard Wanderer

I'm using TNE rules for the equipment, so I can give you some idea of what power sources are available.

The fabricators are limited to TL-12, so here are the specs for some powerplants to run the entire fabricator setup:

The smallest possible fusion reactor weighs 40 tonnes and produces 20MW - and it uses superdense in its construction.

A fuel cell big enough to run all the fabricators masses 5.34 tonnes, and consumes about 170 gallons of liquid fuel per hour. This also covers turbine and reciprocating generators.

For solar panels, they would cover 40,000 square meters, and mass 240 tonnes.
Matt
player, 745 posts
Brent
Thu 2 Apr 2020
at 01:19
  • msg #8

Stores and Equipment Aboard Wanderer

Looks like we need less than 10MW.  That's not too bad but more than I think the locals can manage.

What TL is Egg?
JR
GM, 832 posts
Thu 2 Apr 2020
at 14:14
  • msg #9

Stores and Equipment Aboard Wanderer

Egg is TL-10. They are working up to TL-12 with legacy tech, though.
Matt
player, 747 posts
Brent
Sat 11 Apr 2020
at 00:54
  • msg #10

Stores and Equipment Aboard Wanderer

That puts it in context, thanks.

And our ship is TL-12 as well?
JR
GM, 834 posts
Sat 11 Apr 2020
at 00:59
  • msg #11

Stores and Equipment Aboard Wanderer

Yes, that was the standard in Imperial space. The higher TL stuff was from a few larger systems.
Matt
player, 773 posts
Brent
Mon 25 May 2020
at 22:47
  • msg #12

Stores and Equipment Aboard Wanderer

So smaller jump capable ships than 100 tons?

Also, is Jump 2 rare?
JR
GM, 859 posts
Tue 26 May 2020
at 05:10
  • msg #13

Stores and Equipment Aboard Wanderer

From Wanderer's database, and what is available at home, the Imperium had advanced to Jump 6 at their highest tech level (TL-15 in the game). Naval vessels, X-boats, fast passenger liners, and couriers were among those ships that could jump that far. So, they weren't altogether rare, but they were usually only for governments or corporations, since they couldn't carry much cargo for their displacement tonnage.

I'm using TNE rules, so it will allow for some really small jump-capable ships. This is the smallest one I could engineer at TL-15.

At TL-21, it's possible to make a jump-capable spacesuit with an antimatter power source. I don't know that I'd want to spend a week going potty in a spacesuit, but it's possible ;-)
Matt
player, 774 posts
Brent
Wed 27 May 2020
at 03:18
  • msg #14

Stores and Equipment Aboard Wanderer

I figured to get a smaller jump capable ship you were tweaking with the TNE rules.  I'm good with TNE as I love the setting.
JR
GM, 860 posts
Wed 27 May 2020
at 05:01
  • msg #15

Stores and Equipment Aboard Wanderer

I used the rules as they are, without my house rules. I posted the Excel workbook so you could play with it :-) I'm not that good with Excel, but I've had this workbook for years.
Matt
player, 776 posts
Brent
Thu 28 May 2020
at 01:31
  • msg #16

Stores and Equipment Aboard Wanderer

You need a spreadsheet to do any of the MT or TNE ship designs.
JR
GM, 862 posts
Thu 28 May 2020
at 03:30
  • msg #17

Stores and Equipment Aboard Wanderer

Ain't that right?

This makes it much easier. I'd started in on the rules for weapons bays, but I never use them, so I didn't finish it.
Matt
player, 778 posts
Brent
Fri 29 May 2020
at 02:05
  • msg #18

Stores and Equipment Aboard Wanderer

Bays... ugh!
JR
GM, 864 posts
Sat 30 May 2020
at 00:48
  • msg #19

Stores and Equipment Aboard Wanderer

Are you an Excel guru?
Matt
player, 780 posts
Brent
Sat 30 May 2020
at 02:03
  • msg #20

Stores and Equipment Aboard Wanderer

I'm a decent user but I'm not a macro-pivot table guy.
JR
GM, 866 posts
Sat 30 May 2020
at 04:55
  • msg #21

Stores and Equipment Aboard Wanderer

I can do some things with pivot tables and, as you can see, a little with lookups.
Matt
player, 782 posts
Brent
Sun 31 May 2020
at 00:57
  • msg #22

Stores and Equipment Aboard Wanderer

I can struggle through pivot tables using the Help functions well enough.  I just don't do it enough to get good.
Matt
player, 790 posts
Brent
Sat 6 Jun 2020
at 17:17
  • msg #23

Stores and Equipment Aboard Wanderer

Very nice renders of the two girls.  I like the vests in particular.
JR
GM, 875 posts
Sun 7 Jun 2020
at 05:28
  • msg #24

Stores and Equipment Aboard Wanderer

From overheard conversations, it's a traditional outfit for the area where the girls live. They said they had shoes, too, but they'd removed them before they went aboard the runabout.
Matt
player, 792 posts
Brent
Sun 7 Jun 2020
at 20:03
  • msg #25

Stores and Equipment Aboard Wanderer

It is a nice touch.
JR
GM, 886 posts
Sat 13 Jun 2020
at 03:46
  • msg #26

Stores and Equipment Aboard Wanderer

I don't know if I posted this before, but the jump drives take ten minutes to recycle. Wanderer takes twenty minutes to transfer fuel from the cargo bay tanks to the main tanks for a second jump. The runabout takes fifteen minutes to refuel, since it's using a flexible hose connection.
Matt
player, 802 posts
Brent
Mon 15 Jun 2020
at 03:10
  • msg #27

Stores and Equipment Aboard Wanderer

So we're going to take at least 15 minutes to turn around a jump with everything going right.
JR
GM, 887 posts
Mon 15 Jun 2020
at 03:59
  • msg #28

Stores and Equipment Aboard Wanderer

Twenty, because Wanderer has to transfer fuel from the aux tanks for a second jump.
Matt
player, 805 posts
Brent
Wed 17 Jun 2020
at 05:30
  • msg #29

Stores and Equipment Aboard Wanderer

Gotcha!  We'll make sure to practice it with the crew until we have it down.
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