FFS designs

TL13 K'kree Merchant

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Date: Sun, 20 Nov 1994 01:01:21 -0600
Subject: TL13 K'kree Merchant

Quite a while back, I said that the rules changes in TNE made it
impossible to build a starship for the K'kree.  I think that I've
found a way to get around the problems now.  Here's the result: a
K'kree merchant vessel, inspired by the designs in the GDW K'kree
alien module.


TL13 K'kree Xeekr'kir! ("Merchant")

BATTLE RIDER

AK Xeekr'kir!
 --          -2
 --       TL-13
 --         --
 --         -- 
A:6 P:5   J2 G1* 
AV:1        --
 --          31
            

BRILLIANT LANCES/FF&S

GENERAL
  Displacement:  6000 tons         Hull Armor:       29
  Length:        80 meters         Volume:        84000 cu. meters
  Target Size:   M                 Tech Level:       13
  Config'n.:     Dome/Disc SL      Price:      MCr 3550.83 
  Mass (Loaded/Empty): 27831*/25977 metric tonnes 
    *loaded mass may increase if accomodations exchanged for cargo
  
ENGINEERING
  Power Plant:       1224 MW Fusion (94 MW/hit), 1 year duration
  Jump Performance:  2 (12600 kL hydrogen fuel)
  G-Rating:          1G Fusion Rkt (-1200 MW/G), CG Lifters (600 MW),
                     0.05G HEPlaR (30 MW/0.01G)
  G-Turns:           40 (124 with jump fuel), 150 kL ea. (Fusion Rkt)
                      OR
                     16 (49.6 with jump fuel), 375 kL ea. (HEPlaR)
                     [HEPlaR burns 2.5 Fusion Rkt G-turns per G-turn]
  Maint:             1125
  
ELECTRONICS
  Computer:  3 x TL13St (0.45 MW ea.)
  Commo:     1 x 300 Mm radio (10 hex, 10 MW)
  Avionics:  TL10+ Avionics
  Sensors:   1 x PEMS fixed array 150 Mm (5 hex, 0.5 MW ea.)
             1 x AEMS 180 Mm (6 hex, 20 MW ea.)
  Controls:  4 x K'kree Bridge Workstations, twelve other K'kree
             workstations.
			 
ARMAMENT
  None.  Armed variants typically mount twelve hardpoints.
			             
ACCOMODATIONS
  Life Support:   Extended (14.28 MW); jump fuel tankage not supported
                  Artificial Grav (5G, 420 MW) 
  Crew:           Working Crew: 17 (1 x Maneuver, 12 x Engineering,
                  3 x Command, 1 x Medical)
                  Retinue: 54 (9 x Maintenance, 45 x Supernumerary)
  Accomodations:  71 x K'kree Accomodations (0.012 MW ea.)
  Cargo:          552.65 cubic meters, 154 cargo hatches
  Airlocks:       60 (K'kree Airlocks)
  
  
SYSTEMS
  LS 27H; ELS 14H; JD 76H; PP 13H; FRkt 67H; CG 12H; AG 17H; 
  HEPlaR (3h); PEMS (2h); KSR 1H ea.; AEMS (2h); Others (1h)
  
  FRkt == Fusion Rkt; KSR == K'kree Accomodations
  
DAMAGE TABLES:
  AREA  SURFACE                 INT. EXPLOSION
  1     1-6: Antenna            1-9: Elec., 10-20: Quarters
  2                             1-18: Quarters, 19-20: Hold
  3-5                           Quarters
  6-11  1-11: CH, 12-15: AL     Quarters
  12-15 1-12: CH, 13-17: AL     1-8: Quarters, 9-20: Hold
  16,18                         1-9: Engineering, 10-20: Hold
  17,19                         1-8: Engineering, 9-20: Hold
  20                            Engineering
  
DESIGNER'S NOTES:

K'kree Accomodations
  672 kL; 48 tons; 0.012 MW; MCr 1.
K'kree Airlocks
  36 kL; 2.4 tons; 0.012 MW; MCr 0.06; 20 square meters.
K'kree Workstations (TL13)
  168/84 kL; 0.2 tons; MCr 0.002.
  
For each K'kreer! not carried, 672 cubic meters of cargo may be carried 
instead.  Presumably, the open quarters have some sort of concealed
"blast door" system in the ceiling or floor to seal off small portions 
of the ship if the hull is somehow breached.

The Xeekr'kir! was intended only for travel by small herds within K'kree
civilization.  Unlike human starships, civilian K'kree ships that travel 
within the Two Thousand Worlds often carry no navigator, but rely on the
use of pre-recorded jump co-ordinates available from most starports.

To keep the crew size small, this ship uses two maneuver drives:  a 1G
fusion rocket for use outside of atmosphere, and a small 0.05G HEPlaR
system which in conjunction with the contragrav is used for takeoffs 
and landings with an approximate 0.04G performance in an effectively
0.01G gravity field.  The fusion rocket is used to kill most of the 
ship's vector before the landing system is activated.  The hull is
only stressed for 1G, but the drives are rated for normal thrust 
figures (FRkt == 60000 TT; HEPlaR == 3000 TT), so the HEPlaR will in
actuality get about twice better than rated performance in most cases.

Peak power output is held down to 1224 MW.  If the fusion rocket is in
operation, the power plant is throttled back and engineering crew are
tranferred to rocket operation.

The K'kree have the technical capability to build better ships than
this, but they have a conservative approach to technology.  This ship
is fairly sophisticated for K'kree space.  (This suggests that many
civilian K'kree vessels with archaic computers will survive the TNE 
virus.)

This design illustrates some K'kree difficulties with interstellar 
travel.  The ship above is roughly the equivalent to a K'kree Far Trader,
and it is possibly cramped by civilian K'kree standards.  It's about
the smallest civilian K'kree starship size possible.

  Steve Bonneville
  <bonn0015@gold.tc.umn.edu>