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Modular Taskforce Cruiser
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CRMcNeill
Director of Engineering
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Joined: 05 Apr 2010
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Location: Redding System, California Sector, on the I-5 Hyperspace Route.

PostPosted: Tue Mar 25, 2014 1:38 pm    Post subject: Reply with quote

garhkal wrote:
What of a quarantine module. One that is made specifically to take the cruiser to a planet under quarantine for an epidemic with lots n lots of med facilities/droids, and mucho seals to prevent spread of any virus.

That's a possibility as well, but definitely a rare one. I don't really see the Empire being hugely interested in expending the resources for humanitarian purposes, but this could be used in conjunction with a blockade to find a cure as part of keeping it from spreading off-world. Or for harvesting a potential bio-weapon...
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Panzerjedi
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PostPosted: Tue Mar 25, 2014 8:11 pm    Post subject: Reply with quote

crmcneill wrote:
Panzerjedi wrote:
hummm.... plausible new republic usage of this class, later, could mean some other moduales could be made..... one I can see is Colony modules, and Science modules.......... another is a mobile Drydock modules for Frigate-Sized, and smaller vessels.


This is supposed to be an Imperial-only ship as of the Dark Empire era, but it is possible TaggeCo could market it to the New Republic after that.

I already have a Science & Research module, but a Colony transport is certainly an option. It was even mentioned as a support ship mission under the original description of the Taskforce Cruiser.

Mobile Airdock is also a possibility. It could be used specifically to transport ships that are no longer spaceworthy to dedicated repair facilities, or in a pinch, it could be used for field repairs in conjunction with a technical support vessel. Personally, I had always pictured Mobile Airdocks as specialist vessels, with tech similar to the Deepdocks mentioned in the Imperial Sourcebook, with modular airdocks composed of sections, which could be fit together specifically to fit the ship in question.

Can you give me some more detail on what the specific missions of a colony transport and a mobile airdock would be? I'm still not quite wrapping my head around it.



For a good description see the star seeder in Galaxy Guide: Scouts however, this would be for a larger scale colony operation then the star seeder... I can see the colony module having some of the survey and science module's functions, on a smaller scale, some small machine shop/fabrication facilities for colony use..... it could also be detachable and useable as part of the the colony site...... the mobile air doc, would be primarily make it a repair and salvage vessel for frigate sized and smaller vessels..... repairing in the field if not too massively damaged, or transporting back if too damaged for its stock of parts and and/or facilities to handle.
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RexMundiAbu
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PostPosted: Tue Mar 25, 2014 8:29 pm    Post subject: Reply with quote

I like the prefab garrison base deployer idea which you modifed as a construction base module , so I dont know if they would be seperate modules or the same one just with different materials included ?

Anyway the Prefab Garrison base deployer module equiped MTC would be a cool addition to a troop line imo . 2 troop transports ( could be troop module equipped MTC's ) , 2 escourt strike cruisers and 1 MTC with the prefab base module . I wonder if the prefab Garrison base would be able to be dismantled once a campaign is over and re-deployed else where ?
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CRMcNeill
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Joined: 05 Apr 2010
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Location: Redding System, California Sector, on the I-5 Hyperspace Route.

PostPosted: Tue Mar 25, 2014 8:51 pm    Post subject: Reply with quote

RexMundiAbu wrote:
I like the prefab garrison base deployer idea which you modifed as a construction base module , so I dont know if they would be seperate modules or the same one just with different materials included ?

Same one with different materials, IMO

Quote:
Anyway the Prefab Garrison base deployer module equiped MTC would be a cool addition to a troop line imo . 2 troop transports ( could be troop module equipped MTC's ) , 2 escourt strike cruisers and 1 MTC with the prefab base module .

Considering that the Troop Transports can carry an entire army corps with room to spare, they could probably fit the garrison base in with the corps, then just deploy it to the surface with landing barges like they do with the one on the ISD. I could see it as an option if the troop transports were carrying a lot of troops...

Quote:
I wonder if the prefab Garrison base would be able to be dismantled once a campaign is over and re-deployed else where ?

Anything is possible, but considering this is the Empire that throws massive amounts of trash out of the back of their starships before they jump to lightspeed, I don't think they would be overly concerned with recycling, even something as expensive as a garrison base...
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garhkal
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PostPosted: Wed Mar 26, 2014 12:35 am    Post subject: Reply with quote

crmcneill wrote:
garhkal wrote:
What of a quarantine module. One that is made specifically to take the cruiser to a planet under quarantine for an epidemic with lots n lots of med facilities/droids, and mucho seals to prevent spread of any virus.

That's a possibility as well, but definitely a rare one. I don't really see the Empire being hugely interested in expending the resources for humanitarian purposes, but this could be used in conjunction with a blockade to find a cure as part of keeping it from spreading off-world. Or for harvesting a potential bio-weapon...


Humanitarian i don't see them. BUt it would be a great tool to use for sowing discord and to protect core planets.
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CRMcNeill
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Location: Redding System, California Sector, on the I-5 Hyperspace Route.

PostPosted: Wed Mar 26, 2014 2:06 pm    Post subject: Reply with quote

Okay, to sum up...

Colony Transport - Looking into this, I found that almost all of the Colony Transport functions parallel those of the Troop Transport. Where possible, I prefer to give one module as broad a functional range as possible, so I think I'm going to scratch Colony Transport and fold its potential functions into the Troop Transport and Survey modules, with Survey used for any necessary first contact and scouting needs and the Troop Transport moving the colony and all their supplies and equipment.

Mobile Spacedock - This shows promise. I think you are correct to limit it to Frigates and smaller ships, as the images of the Taskforce Cruiser seem to show a central spine with the Mission Module wrapped around it. As such, this module would probably consist of two spacedocks, one on either side of the central spine, which would enable it to transport two damaged frigates at a time (or alternately, more numerous smaller vessels).

Quarantine - garhkal, I'd like some more details from you on what you think this module would include. Would it land on the planet or stay in orbit? How would it differentiate from a hospital module? If it lands, would it be wise to include defensive weaponry to keep people from trying to storm the ship to escape the plague?
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garhkal
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PostPosted: Wed Mar 26, 2014 3:56 pm    Post subject: Reply with quote

Land (or de-dock and land). Self contained unit with a twin layer of quarenteening capacities like say an outer vac sealed unit with an inner layer that has negative pressure (or some sort of cleaner in). Then they would have one side as the 'clean side' so those deconned would come out and wait to be transported elsewhere.
Weapons for defense usually would consist of 4-8 E-web mounts for crowd control.
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CRMcNeill
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Joined: 05 Apr 2010
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Location: Redding System, California Sector, on the I-5 Hyperspace Route.

PostPosted: Wed Mar 26, 2014 4:11 pm    Post subject: Reply with quote

Could it potentially be a possible quarantine and decontamination module?

EDIT: I'm seeing intake airlocks on the base for bringing contaminated persons aboard, then shuttle bays at the top to ship them out. Presumably, the area around the ship will also be contaminated, so just sending them back outside will re-expose them to whatever they just got uncontaminated from.

EDIT: It could even not have to land, just come in and hover over a site, then use tractor beams to bring people aboard in a lift basket ala the one in Han Solo's Revenge. If the crowd gets too unruly, the basket can simply be abandoned.
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"No set of rules can cover every situation. It's expected that you will make up new rules to suit the needs of your game." - The Star Wars Roleplaying Game, 2R&E, pg. 69, WEG, 1996.

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RexMundiAbu
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PostPosted: Wed Mar 26, 2014 5:05 pm    Post subject: Reply with quote

prison module ? holds x amount of prisoners and x amount of gaurds with a small docking bay or docking tubes for prisoner shuttles ( non hyperdrive equiped shuttles )
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CRMcNeill
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PostPosted: Wed Mar 26, 2014 5:15 pm    Post subject: Reply with quote

Just added the Mobile Spacedock and Decontamination modules to the list.
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"No set of rules can cover every situation. It's expected that you will make up new rules to suit the needs of your game." - The Star Wars Roleplaying Game, 2R&E, pg. 69, WEG, 1996.

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CRMcNeill
Director of Engineering
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Joined: 05 Apr 2010
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Location: Redding System, California Sector, on the I-5 Hyperspace Route.

PostPosted: Wed Mar 26, 2014 6:29 pm    Post subject: Reply with quote

RexMundiAbu wrote:
prison module ? holds x amount of prisoners and x amount of gaurds with a small docking bay or docking tubes for prisoner shuttles ( non hyperdrive equiped shuttles )


Good one. Just added it.
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"No set of rules can cover every situation. It's expected that you will make up new rules to suit the needs of your game." - The Star Wars Roleplaying Game, 2R&E, pg. 69, WEG, 1996.

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CRMcNeill
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PostPosted: Wed Mar 26, 2014 7:41 pm    Post subject: Reply with quote

Also, just because.

Adjusting the Taskforce Cruiser's stats as follows:

Crew: 925 (Skeleton: 340 @ +10) & 30 gunners
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"No set of rules can cover every situation. It's expected that you will make up new rules to suit the needs of your game." - The Star Wars Roleplaying Game, 2R&E, pg. 69, WEG, 1996.

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CRMcNeill
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PostPosted: Wed Mar 26, 2014 9:42 pm    Post subject: Reply with quote

So, we have a pretty good list of possible Mission Function Models, so I'd like to start fleshing them out in a similar manner to the official versions below. I think my descriptions will work as the Capsules, but I'd like suggestions as to crew, cost, cargo capacity, etc.

    Mission Function Modules
    Each individual mission function module is an entirely self-contained unit. The module need only be attached to the skeleton and be hooked into the power generators, life support and communications ports.
    Each ship can only contain one module at a time. It is believed that Tagge Industries is working on mini-modules so a ship can be outfitted for a variety of smaller-scale functions.
    Typical Mission Function Modules (MFMs) are as follows:

    Hospital Module
    Crew: 225 doctors, 400 nurses, 1.500 emergency medical technicians, 1,000 medical droids
    Passengers: 2,750 (bacta tanks), 1,000 (quarantine ward), 19,600 (patients)
    Cargo Capacity: 5,000 metric tons
    Cost: 750,000 credits
    Capsule: The hospital module is used in planetary disasters, anti-terrorist clean-up functions and space battle recovery. The hospital module can handle any number of disasters from combat, to radiation leaks. Equipment includes thousands of medpacs, repulsorlift stretchers, five shuttles for transporting casualties and a centralized medical computer.

    Survey Module
    Crew: 2.000 scouts, 1,500 techs. 5,000 droids
    Cost: 1 million credits
    Sensors:
    Passive: 60/3D
    Scan: 80/4D
    Search: 175/5D
    Focus: 6/5D+2
    Capsule: This module is used for the rapid exploration of planets and entire systems. Besides the crew, the module contains over 100 observation airspeeders for rapid surveys, 500 exploration droids, and five Skipray blast boats and six TIE bombers for defense. The module has a centralized computer for quick analysis of all gathered data. This module and its crew can completely analyze a planet within a standard 24 hour day and determine likely colony sites, mineral and agricultural resources. The computer and its techs can also calculate likely astrogation routes from any nearby trade routes.

    Observation Module
    Crew: 1,550 Intelligence officers and comscan specialists
    Cost: 6.3 million credits
    Sensors:
    Passive: 250/3D
    Scan: 800/4D
    Search: 1500/5D
    Focus: 18/6D
    Capsule: This module is used for espionage and long range observation for intelligence gathering. The cruiser itself does not infiltrate enemy territory since it would be easily detected by enemy sensors. Instead, the ship is equipped with 500 probots and observation droids, which are deployed around the perimeter of enemy holdings for passive observation. The probots can run the standard light/energy spectrum analysis and eavesdrop on communications frequencies. Some specially equipped (and very expensive) probots can scan very localized hyperspace with cross-channeled radiation (as is used with the planetary security net). With the subspace link-up, the probots can deployed up to 30 light years away and still have instantaneous communication with the cruiser. The ship has 12 TIE fighters for defense.

    Rescue Module
    Crew: 140 doctors, 2,130 techs
    Cargo Capacity: 40,000 metric tons
    Cost: 500,000 credits (plus parts)
    Capsule: The rescue module is used for space battle clean-up and repair. When a cruiser is dispatched to a battle scene, it is loaded with a variety of replacement parts for the ships that were involved in the battle. Doctors search any wrecks that weren't already checked for survivors (presumably, a hospital ship is sent with these ships to a battle scene). The primary mission of the techs is to repair what ships they can so that they can be flown back to dockyards for complete repairs (naturally, only drive systems and life support systems are repaired at this stage). Those ships that cannot be repaired are analyzed and the techs note what must be done to the ship so that it can be returned to the nearest Imperial shipyard. Military planners at the shipyard will then determine whether repairs will be attempted or simply scuttled.

    Inquisition Module
    Crew: 100 Inquisitors, 3,660 CompForce/observation staff, 10,000 interrogation droids
    Cost: 425,000 credits
    Capsule: This module is the most recent addition and it is used for punitive actions against insurgents and rebellious worlds. Aboard the module's cavernous cargo holds are 15,000 pre-fabricated disintegration chambers, two garrison bases, an Orbital Data Net Eraser unit, probes with sterilization spores, five cluster bombs with magnepulse bombs (see page 67 of the Imperial Sourcebook) and a complete orbital nightcloak system.

_________________
"No set of rules can cover every situation. It's expected that you will make up new rules to suit the needs of your game." - The Star Wars Roleplaying Game, 2R&E, pg. 69, WEG, 1996.

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garhkal
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PostPosted: Thu Mar 27, 2014 2:38 am    Post subject: Reply with quote

crmcneill wrote:
Could it potentially be a possible quarantine and decontamination module?


One version for each.. A quarantine module would be mostly med bays with no real way to get out for those in said quarantine, while the decon would be one side in, one side out..


crmcneill wrote:

EDIT: It could even not have to land, just come in and hover over a site, then use tractor beams to bring people aboard in a lift basket ala the one in Han Solo's Revenge. If the crowd gets too unruly, the basket can simply be abandoned.


That would definitely work for the Decon one.
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RexMundiAbu
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PostPosted: Thu Mar 27, 2014 2:47 am    Post subject: Reply with quote

Hmm I have been thinking and I'm wondering if this ship would be available for corporations or private people to buy ? Only certain modules would be available of course e.g. hospital module and cargo modules . If so I was thinking about perhaps a mining module - carries 1 or 2 dozen mole miners or other mining craft , goes into a asteroid feild and deploys them then either stores whatever has been mined or houses the spare parts , rest of the mining operation etc. and works with other MTC's with cargo modules to get filled up with the ore and leave . Plus the ships weapons could break up large asteroids into more manageable chunks and clear a path for the vessel into and out of any mining area .
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