TEXT: Traveller is a registered trademark of Far Future Enterprises.  Portions of this material are Copyright ©
  1977-1996 Far Future Enterprises.  The QSD System was designed by Guy “wildstar” Garnett, and is
  Copyright © 1996-1997 Guy Garnett, all rights reserved.
  THE QUICK SHIP DESIGN SYSTEM
  Version 1.5e
  Certain situations in Traveller call for a different ship design than those provided. The Quick Ship Design
  System (QSD System) is a simple way of  customizing and designing starships for Traveller. Ships
  designed with the QSD System are modular starships, assembled at the shipyard from standardized
  components.
  The use of standardized components, and thus the economies of scale production, make starships
  constructed using this system cheaper than custom designed ships. Starships designed using the QSD
  System receive a 25% discount over the equivalent custom-built ship.  The design tables below show the
  undiscounted list price of the components. When the ship design is completed, multiply all the final cost
  by 75% to reflect the discount for standardized, modular construction.
  THE DESIGN SEQUENCE
  The goal of the design sequence is to fill in the Universal Ship Description of the new ship. This will
  provide all of the necessary details of the ship, from its cargo capacity to its fighting weaponry and
  defenses.
  Ship or Class Name and Type (Design System)
  Tons: ### Std (Configuration) 
  Volume: ###### m^3 
  Cost: #### MCr
  Crew: #### 
  High/Mid Pass: #### 
  Low: ##
  Cargo: #### Std 
  Controls: Type (Bridge) 
  TL: ##
  ## Size 
  ## Jump Drive (## Std/Pc Fuel)
   
  ## Maneuver (Type, ## Mw)
  ##x BatteryName (##) #/##-##-##-## 
  ## Power Plant (#x ##Mw)
  ##x BatteryName (##) ##/## 
  ## Fuel (Scoop ##, Refine ##)
   w/ ## MissileName #/# #G## 
  ## Meson Screen (## Mw)
  ## Sandcasters (#### Cans)
  ##x LaunchFacility (Craft) 
  ## Nuclear Damper (## Mw)
  ##x HangarFacility (Craft) 
  A# P# J# Sensors (# Stealth/Cloak)
  ## Armor, ## Structure
  Crew Detail: 
  ## Engineers, ## Electronics, ## Maneuver, ## Gunners, ## Screens,
  ## AuxCraft Crew, ## Troops/Marines, ## Command, ## Stewards, ## Medical
  Notes:
  THE DESIGN SEQUENCE
  The design of the starship is a simple process of following the sequence below. When the Universal Ship
  Descriptor is completed, then the ship has been completely designed. Once the hull has been chosen, the
  total volume (in displacement tons) of the vessel will be known. All systems must fit in the volume of the
  ship hull chosen. The surface area of the ship is also critical to determine the type and number of external
  fittings on the ship. The surface area of added equipment and fixtures cannot exceed the total available
  surface area of the ship.
  
  Select Mission
  Select Hull
  Calculate Volume Available
  Select Jump Drive
  Select Maneuver Drive
  Select Avionics
  Select Communications
  Select Offensive Weapons
  Select Defensive Weapons
  Select Miscellaneous Equipment
  Select Power Plant
  Calculate Crew Requirements
  Add Workstations
  Add Bridge
  Add Quarters
  Calculate Cargo Space
  Calculate Cost
  Complete the USD
  MISSION SELECTION
  Select the Tech Level and mission for the ship. This will determine what sort of equipment will be
  needed. For example, a long range military ship will require a bigger hull and greater jump drives, not to
  mention weapons, whereas an intrasystem cargo vessel may only require a short jump drive, lots of cargo
  space, and no weapons. The requirements for weapons, defenses, passengers and cargo will be dictated by
  the ship's mission.
  HULL
  All vessels must have a hull; select one from the table below.  Hull size is measured in Standard
  Displacement Tons (Std or simply tons), equal to 14 cubic meters, the volume of one metric ton (1000kg)
  of liquid hydrogen.  All hulls include a life-support system, controls, airlocks (one per hundred tons
  displacement), cargo hatches (one per two hundred tons displacement), artificial gravity, inertial
  compensation systems and contra-gravity lifters in addition to the basic shell of the ship. Streamlined
  hulls also include fuel scoops capable of scooping 40% of the hull volume per hour.  All of these hulls are
  available at any building yard, TL-10 or above.
  
  Standard Hull Configurations
  Configuration
  Tons MaxG Armor Structure Volume Power
  Cost
  Area
  Length
  USD Size
  Wedge S
  100
  2
  10
  6
  94.1
  27.3
  4.4
  708.0
  35
  8
  Needle S
  100
  4
  20
  9
  92.8
  27.2
  4.5
  612.0
  42
  8
  Wedge A
  100
  6
  20
  10
  89.2
  26.9
  5.4
  924.0
  35
  8
  Disk S
  200
  2
  10
  9
  189.6
  54.6
  8.8
  832.0
  26
  8
  Box S
  200
  1
  0
  6
  190.6
  54.7
  8.5
  832.0
  21
  8
  Cylinder S
  200
  4
  20
  11
  187.8
  54.5
  8.8
  760.0
  34
  8
  Needle S
  200
  6
  40
  12
  178.7
  53.8
  9.6
  904.0
  51
  8
  Disk S
  300
  4
  20
  12
  281.9
  81.7
  13.7
  1120.0
  30
  8
  Cylinder A
  400
  1
  0
  9
  381.3
  109.4
  17.3
  1684.0
  44
  8
  Needle A
  400
  3
  10
  12
  376.2
  109.0
  17.9
  1996.0
  66
  8
  Wedge U
  400
  6
  40
  16
  358.5
  107.7
  17.8
  1993.0
  55
  8
  Slab S
  500
  4
  20
  16
  469.3
  136.2
  21.9
  1996.0
  66
  8
  Cylinder S
  600
  2
  10
  12
  570.8
  164.0
  25.7
  1708.0
  50
  8
  Open Frame U
  700
  1
  0
  10
  666.6
  191.4
  28.9
  1916.0
  95
  8
  Disk A
  800
  1
  0
  11
  763.1
  218.8
  34.2
  2931.2
  42
  8
  Sphere U
  800
  2
  60
  14
  724.2
  215.9
  36.7
  2096.0
  28
  8
  Sphere S
  800
  4
  30
  18
  749.0
  217.7
  35.8
  1856.0
  28
  8
  Cylinder U
  900
  2
  10
  15
  857.0
  246.0
  37.4
  2498.0
  58
  8
  Needle S 1000
  3
  10
  18
  947.8
  273.0
  43.1
  2828.0
  90
  9
  Needle A 1000
  6
  20
  23
  931.5
  271.8
  45.9
  3701.6
  90
  9
  Open Frame U 2000
  1
  0
  16
  1908.4
  547.0
  82.5
  3710.0
  126
  9
  Slab A 2000
  4
  30
  25
  1855.6
  543.1
  95.1
  6548.0
  99
  9
  Close Structure U 3000
  2
  10
  23
  2859.6
  820.3
  123.9
  6938.0
  74
  9
  Box U 4000
  1
  0
  20
  3825.2
  1094.6
  164.9
  7240.0
  59
  9
  Wedge U 5000
  4
  20
  28
  4745.3
  1365.6
  208.2
  10396.0
  128
  9
  Explanation of columns:
  Config - The code for the ship’s overall shape and degree of streamlining.
  Tons - The exterior volume of the hull, in Standard Displacement Tons (tons = 14 cubic meters each).
  MaxG - The maximum Gs of maneuver acceleration the hull is rated for.
  Armor - The USD armor factor of the hull.
  Structure - The USD structure factor of the hull.
  Volume - The remaining, usable interior volume of the hull, in tons.
  Power - The power required to run the hull’s systems (life support and gravitics).
  Cost - The cost of the hull and all it’s systems, in millions of credits (MCr).
  Area - The remaining, usable surface area in Square Meters.
  Length - The approximate length of the hull, in meters.
  USD Size - The USD Size Rating of the hull.
  The degree of streamlining is indicated by a letter appended to the shape code number.  Unstreamlined
  hulls, coded U, have no attention paid to the aerodynamic qualities of the hull.  Such ships cannot enter an
  atmosphere without risk, and cannot skim gas giants for fuel.  Streamlined ships, indicated by the letter S,
  have hulls that are faired into a sleek shape capable of high-speed travel through an atmosphere.  Such
  ships may land on any world, and may skim for fuel.  Airframe hulls, coded A, have lifting surfaces added
  so that they can fly (or at least glide) and maneuver aerodynamically within an atmosphere.  Airframe
  ships may land on any world, and may skim for fuel.
  
  DRIVES
  Jump Drive
  The Jump Drive provides a starship with the ability to move interstellar distances.  Vessels that have a
  jump drive installed are starships.  Vessels that do not are non-starships, used for in-system use.  Starships
  and non-starships may also have a maneuver drive, to enable them to travel within a star system.
  Determine the maximum possible jump range for the ship’s tech level from the Jump Drive Technology
  table.  Any jump capacity up to and including this maximum may be constructed.
  Jump Drive Technology
  TL
  9
  11
  12
  13
  14
  15
  Jump
  1
  2
  3
  4
  5
  6
  Cross-index the desired jump performance of the ship with the size of the hull on the Jump Drive
  Potential chart.  The chart will indicate the size (in displacement tons) of the drive required.  To find the
  other characteristics of the drive, locate the size of the drive on the Standard Jump Drives table below.
  Also note the fuel requirement (along the bottom of the Jump Drive Potential table): jump drives require
  fuel equal to 10% of the total displacement of the hull, per parsec jumped.
  Jump Drive Potential
  Jump
  1
  2
  3
  4
  5
  6
  100
  2
  3
  4
  5
  6
  7
  200
  4
  6
  8
  10
  12
  14
  300
  6
  9
  12
  15
  18
  21
  400
  8
  12
  16
  20
  24
  28
  500
  10
  15
  20
  25
  30
  35
  600
  12
  18
  24
  30
  36
  42
  700
  14
  21
  28
  35
  42
  49
  800
  16
  24
  32
  40
  48
  56
  900
  18
  27
  36
  45
  54
  63
  1000
  20
  30
  40
  50
  60
  70
  2000
  40
  60
  80
  100
  120
  140
  3000
  60
  90
  120
  150
  180
  210
  4000
  80
  120
  160
  200
  240
  280
  5000
  100
  150
  200
  250
  300
  350
  Fuel
  10% 20% 30% 40% 50% 60%
  
  Standard Jump Drives
  Volume Cost
  Area
  Crew
  2
  8.4
  9.3
  0.1
  3
  12.6
  14.0
  0.1
  4
  16.8
  18.7
  0.1
  5
  21.0
  23.3
  0.2
  6
  25.2
  28.0
  0.2
  7
  29.4
  32.7
  0.2
  8
  33.6
  37.3
  0.3
  9
  37.8
  42.0
  0.3
  10
  42.0
  46.7
  0.3
  12
  50.4
  56.0
  0.4
  14
  58.8
  65.3
  0.5
  15
  63.0
  70.0
  0.5
  16
  67.2
  74.7
  0.5
  18
  75.6
  84.0
  0.6
  20
  84.0
  93.3
  0.7
  21
  88.2
  98.0
  0.7
  24
  100.8
  112.0
  0.8
  25
  105.0
  116.7
  0.8
  27
  113.4
  126.0
  0.9
  28
  117.6
  130.7
  0.9
  30
  126.0
  140.0
  1.0
  35
  147.0
  163.3
  1.2
  36
  151.2
  168.0
  1.2
  40
  168.0
  186.7
  1.3
  42
  176.4
  196.0
  1.4
  45
  189.0
  210.0
  1.5
  48
  201.6
  224.0
  1.6
  49
  205.8
  228.7
  1.6
  50
  210.0
  233.3
  1.5
  54
  226.8
  252.0
  1.5
  56
  235.2
  261.3
  1.6
  60
  252.0
  280.0
  1.6
  63
  264.6
  294.0
  1.6
  70
  294.0
  326.7
  1.7
  80
  336.0
  373.3
  1.8
  90
  378.0
  420.0
  1.9
  100
  420.0
  466.7
  2.0
  120
  504.0
  560.0
  2.2
  140
  588.0
  653.3
  2.4
  150
  630.0
  700.0
  2.5
  160
  672.0
  746.7
  2.6
  180
  756.0
  840.0
  2.8
  200
  840.0
  933.3
  3.0
  210
  882.0
  980.0
  3.1
  240 1008.0 1120.0
  3.4
  250 1050.0 1166.7
  3.5
  280 1176.0 1306.7
  3.8
  300 1260.0 1400.0
  4.0
  350 1470.0 1633.3
  4.5
  
  Explanation of columns:
  Volume - The size of the drive, in tons.
  Cost - The cost of the drive, in MCr.
  Area - The surface area required for the drive’s jump grid, in square meters.
  Crew - The number of crew required to operate the drive.
  Maneuver Drives
  There are several technologies available, depending on Tech Level, for maneuver drives.  Most vessels
  will require a maneuver drive, although some specialized designs (such as a small space station or orbital
  gun platform) may not require one.
  HEPlaR Drive
  At TL-10, the standard maneuver drive is a type of fusion rocket using High-Energy Plasma
  Recombination (HEPlaR).  These drives require both electrical power and fuel for reaction mass.
  To install a HEPlaR maneuver drive, cross-index the size of the hull with the maneuver Gs desired on the
  HEPlaR Drive Potential table to determine the volume of the drive in displacement tons.  To find the other
  characteristics of the drive, including the fuel required for one hour of operation, find the indicated size
  drive on the Standard HEPlaR Drive table.
  HEPlaR Drive Potential
  Maneuver
  1
  2
  3
  4
  5
  6
  100
  1
  1
  2
  2
  2
  3
  200
  1
  2
  3
  3
  4
  5
  300 
  2 
  3 
  4 
  5 
  6 
  7
  400 
  2 
  3 
  5 
  6 
  8 
  9
  500
  2
  4
  6
  8
  9
  11
  600
  3
  5
  7
  9 11
  13
  700 
  3 
  5 
  8 10 13 
  15
  800 
  3 
  6 
  9 12 15 
  18
  900
  4
  7 10 13 17
  20
  1000
  4
  8 11 15 18
  22
  2000 
  8 15 22 29 36 
  43
  3000 11 22 33 43 54 
  65
  4000 15 29 43 58 72
  86
  5000 18 36 54 72 90 108
  
  Standard HEPlaR Drives
  Volume Power Cost
  Area
  Fuel
  Crew
  1
  140
  0.1
  14
  2.5
  0.0
  2
  280
  0.3
  28
  5.0
  0.1
  3 
  420 
  0.4 
  42 
  7.5 
  0.1
  4 
  560 
  0.6 
  56 
  10.0 
  0.1
  5
  700
  0.7
  70
  12.5
  0.2
  6
  840
  0.8
  84
  15.0
  0.2
  7 
  980 
  1.0 
  98 
  17.5 
  0.2
  8 
  1120 
  1.1 
  112 
  20.0 
  0.3
  9
  1260
  1.3
  126
  22.5
  0.3
  10
  1400
  1.4
  140
  25.0
  0.3
  11 
  1540 
  1.5 
  154 
  27.5 
  0.4
  12 
  1680 
  1.7 
  168 
  30.0 
  0.4
  13
  1820
  1.8
  182
  32.5
  0.4
  15
  2100
  2.1
  210
  37.5
  0.5
  17 
  2380 
  2.4 
  238 
  42.5 
  0.6
  18 
  2520 
  2.5 
  252 
  45.0 
  0.6
  20
  2800
  2.8
  280
  50.0
  0.7
  22
  3080
  3.1
  308
  55.0
  0.7
  29 
  4060 
  4.1 
  406 
  72.5 
  1.0
  33 
  4620 
  4.6 
  462 
  82.5 
  1.1
  36
  5040
  5.0
  504
  90.0
  1.2
  43
  6020
  6.0
  602 107.5
  1.4
  54 
  7560 
  7.6 
  756 135.0 
  1.5
  58 
  8120 
  8.1 
  812 145.0 
  1.6
  65
  9100
  9.1
  910 162.5
  1.7
  72
  10080
  10.1
  1008 180.0
  1.7
  86 12040 12.0 1204 215.0 
  1.9
  90 12600 12.6 1260 225.0 
  1.9
  108
  15120
  15.1
  1512 270.0
  2.1
  Explanation of columns:
  Volume - The size of the drive, in tons.
  Power - The power required to operate the drive, in Mw.
  Cost - The cost of the drive, in MCr.
  Area - The surface area required for the drive’s exhaust nozzles, in square meters.
  Fuel - The amount of fuel (liquid hydrogen) in tons required to operate the drive for one hour.
  Crew - The number of crew required to operate the drive.
  Thrust-Plate Drive
  The thrust-plate drive is developed at TL-12, and is the standard spacecraft drive from that point onward.
  It uses gravitic principles, and requires only electrical power to operate.  Thrust-plate drives are unsuitable
  for deep-space operations, more than 1000 diameters from the nearest large body.  Most starships operate
  well within this distance, and thrust-plate drives are installed on practically all starships once they are
  available.
  To install a thrust-plate drive, cross-index the maneuver Gs required with the size of the hull on the
  Thrust-Plate Drive Potential table to determine the volume (in displacement tons) of the drive.  Use the
  Standard Thrust-Plate Drives table to determine the other characteristics of the drive.
  
  Thrust-Plate Drive Potential
  Gs
  1
  2
  3
  4
  5
  6
  100
  2
  4
  6
  8
  9
  11
  200
  4
  8
  11
  15
  18
  22
  300
  6
  11
  17
  22
  27
  33
  400
  8
  15
  22
  29
  36
  43
  500
  9
  18
  27
  36
  45
  54
  600
  11
  22
  33
  43
  54
  65
  700
  13
  25
  38
  50
  63
  75
  800
  15
  29
  43
  58
  72
  86
  900
  17
  33
  49
  65
  81
  97
  1000
  18
  36
  54
  72
  90 108
  2000
  36
  72 108 143 179 215
  3000
  54 108 161 215 268 322
  4000
  72 143 215 286 358 429
  5000
  90 179 268 358 447 536
  
  Standard Thrust-Plate Drives
  Volume Power Cost
  Area Crew
  2
  28
  7.0
  6
  0.1
  4
  56
  14.0
  12
  0.1
  6
  84
  21.0
  17
  0.2
  8
  112
  28.0
  23
  0.3
  9
  126
  31.5
  26
  0.3
  11
  154
  38.5
  31
  0.4
  13
  182
  45.5
  37
  0.4
  15
  210
  52.5
  42
  0.5
  17
  238
  59.5
  48
  0.6
  18
  252
  63.0
  51
  0.6
  22
  308
  77.0
  62
  0.7
  25
  350
  87.5
  70
  0.8
  27
  378
  94.5
  76
  0.9
  29
  406
  101.5
  82
  1.0
  33
  462
  115.5
  93
  1.1
  36
  504
  126.0
  101
  1.2
  38
  532
  133.0
  107
  1.3
  43
  602
  150.5
  121
  1.4
  45
  630
  157.5
  126
  1.5
  49
  686
  171.5
  138
  1.6
  50
  700
  175.0
  140
  1.5
  54
  756
  189.0
  152
  1.5
  58
  812
  203.0
  163
  1.6
  63
  882
  220.5
  177
  1.6
  65
  910
  227.5
  182
  1.7
  72
  1008
  252.0
  202
  1.7
  75
  1050
  262.5
  210
  1.8
  81
  1134
  283.5
  227
  1.8
  86
  1204
  301.0
  241
  1.9
  90
  1260
  315.0
  252
  1.9
  97
  1358
  339.5
  272
  2.0
  108
  1512
  378.0
  303
  2.1
  143
  2002
  500.5
  401
  2.4
  161
  2254
  563.5
  451
  2.6
  179
  2506
  626.5
  502
  2.8
  215
  3010
  752.5
  602
  3.2
  268
  3752
  938.0
  751
  3.7
  286
  4004 1001.0
  801
  3.9
  322
  4508 1127.0
  902
  4.2
  358
  5012 1253.0
  1003
  4.6
  429
  6006 1501.5
  1202
  5.3
  447
  6258 1564.5
  1252
  5.5
  536
  7504 1876.0
  1501
  6.4
  Explanation of columns:
  Volume - The size of the drive, in tons.
  Power - The power required to operate the drive, in Mw.
  Cost - The cost of the drive, in MCr.
  Area - The surface area required for the drive’s emitter plates, in square meters.
  Crew - The number of crew required to operate the drive.
  
  AVIONICS
  All spacecraft require electronic systems to enable them to navigate, detect other vehicles and navigational
  hazards, and to communicate.  Select at least one package from each category (controls, sensors, and
  communicators) and install the packages in the hull.  Some systems are described as military; but the
  purchase such equipment is not restricted to the military. Rather, it is of the type typically used on military
  vessels.  Civilian ship owners may freely purchase military-specification avionics.
  All control systems include the appropriate computer systems, flight avionics, and terrain-following
  equipment to allow flight over planetary surfaces for those ships capable of doing so.  Military controls
  include radiation-hardened computer systems to better withstand battle damage.
  Standard Civilian Controls
  TL Volume Power
  Cost Area
  9
  1.1
  0.9
  2.0
  0.4
  10
  1.3
  1.0
  3.2
  0.4
  11
  1.5
  1.2
  6.2
  0.3
  12
  1.7
  1.3
  9.2
  0.3
  13
  1.9
  1.5
  12.2
  0.2
  14
  1.7
  1.6
  15.2
  0.2
  15
  1.5
  1.8
  18.2
  0.2
  Explanation of columns:
  TL - The Technology Level (TL) of the equipment.
  Volume - The volume required of the installation, in displacement tons.
  Power - The power required to run the controls, in Mw.
  Cost - The price, in MCr.
  Area - The surface area required for antennas.
  Standard Military Controls
  TL Volume Power
  Cost Area
  9
  2.2
  1.6
  3.8
  0.4
  10
  2.6
  1.9
  6.2
  0.4
  11
  3.0
  2.2
  12.2
  0.3
  12
  3.4
  2.5
  18.2
  0.3
  13
  3.9
  2.8
  24.2
  0.2
  14
  3.4
  3.1
  30.2
  0.2
  15
  3.0
  3.4
  36.2
  0.2
  SENSORS
  There are four types of standard sensor package available.  All of the sensor packages contain an active
  sensor (radar, or active EMS when available) and a passive sensor (high-resolution thermal, or passive
  EMS when available).  In the Basic package, the active sensor is too short-ranged for combat use, but is
  sufficient for collision-avoidance.  The Improved package increases the range of  the basic sensors.  Both
  military packages add a LADAR system for accurate range-finding and target designation, as well as
  improved antenna sizes for the active and passive sensors.  The antenna diameter determines the
  minimum size ship these sensors may be mounted on.  The medium military package provides an
  identical back-up active sensor to better withstand battle damage, and also adds neutrino sensors and
  densitometers when they become available.
  
  Standard Sensor Systems
  TL Sensor Description
  Min Length
  Volume
  Power
  Cost
  Area
  Crew
  USD
  9
  Basic
  5
  1.1
  2.2
  13.5
  45.0
  1.3
  A0 P2 J0
  9
  Improved
  5
  1.4
  3.2
  18.5
  47.5
  1.3
  A0 P2 J0
  9
  Small Military
  10
  4.5
  15.3
  90.0
  167.0
  2.6
  A2 P3 J1
  9
  Medium Military
  20
  7.2
  23.1
  171.0
  621.3
  3.3
  A4 P4 J2
  10
  Basic
  5
  0.3
  15.2
  9.4
  14.0
  0.9
  A0 P2 J0
  10
  Improved
  5
  0.6
  35.2
  17.4
  22.0
  0.9
  A0 P2 J0
  10
  Small Military
  20
  1.9
  82.7
  67.0
  154.4
  1.4
  A4 P4 J0
  10
  Medium Military
  40
  14.0
  545.1
  254.0
  574.4
  2.7
  A16 P5 J8
  11
  Basic
  5
  0.3
  15.1
  8.2
  10.0
  0.6
  A0 P2 J0
  11
  Improved
  5
  0.5
  25.1
  12.2
  14.0
  0.6
  A1 P2 J0
  11
  Small Military
  20
  2.1
  142.7
  88.0
  88.1
  1.2
  A10 P4 J4
  11
  Medium Military
  40
  14.1
  465.3
  186.8
  561.5
  2.1
  A16 P5 J16
  12
  Basic
  10
  0.3
  11.1
  6.8
  12.4
  0.4
  A1 P3 J0
  12
  Improved
  10
  0.3
  12.6
  7.4
  13.0
  0.4
  A2 P3 J0
  12
  Small Military
  20
  1.2
  85.2
  62.5
  44.6
  0.8
  A10 P4 J10
  12
  Medium Military
  40
  4.5
  201.2
  92.9
  262.0
  1.2
  A16 P5 J16
  Explanation of columns:
  TL - The TL of the sensor system.
  Sensor Description - A short description of the most commonly purpose of the sensor.
  Min Length - The length of the shortest hull that can mount the sensor, in meters.  This detail can be
  safely ignored for almost any hull listed in this version of the QSDS system.
  Volume - The volume of the system, in displacement tons.
  Power - The power required, in Mw.
  Cost - The price, in MCr.
  Area - The surface area required for the system’s antennas.
  Crew - The number of crewmembers required to operate the system.
  USD - The combat statistics of the sensor system.
  COMMUNICATIONS
  In the QSD System, three types of communicator packages are available.  The Basic package contains
  only the systems absolutely required for navigation: a 3000km-range radio communicator and a 1000AU-
  range laser communicator.  The Improved package extends the radio’s range to 30,000km, and replaces
  the laser with a tight beam maser-based system that offers superior reliability.  The Advanced system uses
  a 1000AU-range radio communicator, two maser communicators, and adds a laser communicator as an
  inexpensive back-up system.
  
  Standard Communicator Systems
  TL Type
  Volume Power Cost Area
  Crew
  9 Basic
  0.0
  1.3
  0.2
  11.0
  1.3
  9 Improved
  0.0
  10.6
  0.3 101.0
  1.3
  9 Advanced
  0.1
  21.5
  2.0 203.0
  2.6
  10 Basic
  0.0
  1.3
  0.2
  11.0
  0.9
  10 Improved
  0.0
  10.6
  0.3 101.0
  0.9
  10 Advanced
  0.0
  21.5
  2.0 203.0
  1.8
  11 Basic
  0.0
  1.3
  0.2
  11.0
  0.6
  11 Improved
  0.0
  10.6
  0.3 101.0
  0.6
  11 Advanced
  0.0
  21.5
  2.0 203.0
  1.2
  12 Basic
  0.0
  1.3
  0.2
  11.0
  0.4
  12 Improved
  0.0
  10.6
  0.3 101.0
  0.4
  12 Advanced
  0.0
  21.5
  2.0 203.0
  0.8
  Explanation of columns:
  TL - The TL of the system.
  Type - A short description of the most commonly purpose of the communicator.
  Volume - The volume of the system, in displacement tons.
  Power - The power required, in Mw.
  Cost - The price, in MCr.
  Area - The surface area required for the system’s antennas.
  Crew - The number of crewmembers required to operate the system.
  WEAPONS
  Civilian Weapons
  Civilian weapons systems are low-cost, low-power models intended for widespread use as after-market
  add-ons to existing starships.  For this reason, they don't include the dedicated, sophisticated fire-control
  equipment that military-specification weapons have.  A ship that mounts civilian weapons has a USD fire-
  control rating of 0, no matter what TL avionics system is installed.
  Most worlds allow non-military shipowners to install military-specification turret and barbette weapon
  systems.  Missile batteries, bay and spinal weapons are usually only available to authorized purchasers.
  Standard Civilian Laser Batteries
  TL Weapons Volume Power
  Area Cost USD
  11
  1
  3.0
  11.0
  10.0
  2.1
  (+0) 1/1-0-0-0
  11
  1
  3.0
  22.0
  10.0
  2.1
  (+0) 1/2-0-0-0
  12
  1
  3.0
  13.3
  10.0
  1.4
  (+0) 1/1-0-0-0
  12
  1
  3.0
  26.7
  10.0
  1.4
  (+0) 1/2-0-0-0
  13
  1
  3.0
  14.5
  10.0
  1.5
  (+0) 1/1-1-0-0
  13
  1
  3.0
  29.0
  10.0
  1.5
  (+0) 1/2-2-0-0
  14
  1
  3.0
  21.0
  10.0
  0.7
  (+0) 1/1-0-0-0
  14
  1
  3.0
  42.0
  10.0
  0.7
  (+0) 1/2-0-0-0
  15
  1
  3.0
  21.0
  10.0
  0.9
  (+0) 1/1-1-1-1
  15
  1
  3.0
  42.0
  10.0
  0.9
  (+0) 1/2-2-2-2
  Explanation of columns:
  TL - The TL of the laser battery.
  Weapons - The number of weapons mounts in the battery.
  Volume - The total volume in displacement tons, of the battery and all it’s control equipment.
  Power - The total power required for the battery, in Mw.
  
  Cost - The cost of the battery, in MCr.
  Area - The total surface area required for the battery, in square meters.
  USD - The USD bonus, hits and penetration factors of the battery when it is used in combat.
  Military Missile Systems
  Missile launchers are available in two sizes: turret, and the larger barbette.  Both systems can launch their
  entire supply of ready missiles in a single turn.  Missile launchers do not have to be crewed when
  operating as part of a missile battery under the control of a Master Fire Director, but if assigned, a
  crewmember may launch missiles under local control from the weapon mount.
  Military Missile Launchers
  TL
  Missiles Volume Power
  Cost Area
  Mount
  8
  2
  3
  0.2
  0.1
  10
  Turret
  8
  5
  6
  0.2
  0.1
  20
  Barbette
  Explanation of columns:
  TL - The TL the launcher system is introduced.
  Missiles - The number of missiles in ready storage.
  Volume - The volume of the system, in displacement tons.
  Power - The power required, in Mw.
  Cost - The price, in MCr.
  Area - The surface area required for the system’s antennas.
  The number of missiles a ship may control in flight simultaneously depends on the capacity of it’s missile
  Master Fire Directors (MFDs).  Any number of MFDs may be installed; each requires a crewmember to
  operate it.  No ship may have a MFD or military weapon battery of a TL higher than that of it's avionics
  system.
  Master Fire Directors
  TL Control Volume Power
  Cost Area USD Bonus
  9
  2
  3.1
  15.2
  36.1
  7.0
  (+2)
  10
  3
  3.9
  13.4
  48.1
  6.2
  (+3)
  11
  3
  2.9
  6.4
  34.1
  3.4
  (+3)
  12
  4
  2.3
  3.1
  25.6
  2.1
  (+4)
  13
  4
  2.3
  3.1
  25.6
  2.1
  (+4)
  14
  5
  1.6
  1.8
  15.1
  1.6
  (+5)
  15
  6
  1.1
  1.7
  9.1
  1.6
  (+6)
  Explanation of columns:
  TL - The TL of the Master Fire Director
  Control - The control rating of the MFD; the number of missiles in can control in-flight at once.
  Volume - The volume of the MFD and it’s sensors and communicators, in tons.
  Power - The power required, in Mw.
  Cost - The cost of the MFD, in millions of credits (MCr).
  Area - The surface area required for the MFD’s antennas.
  USD Bonus - The USD bonus for missile batteries using this equipment.
  
  Standard Military Laser Batteries
  TL Weapons Volume Power
  Cost
  Area
  USD
  11
  1
  5.9
  28.4
  36.1
  13.4
  (+3) 1/2-0-0-0
  11
  2
  8.9
  50.4
  38.2
  23.4
  (+3) 1/3-0-0-0
  11
  4
  14.9
  94.4
  42.4
  43.4
  (+3) 1/4-0-0-0
  11
  6
  20.9
  138.4
  46.5
  63.4
  (+3) 1/5-0-0-0
  11
  8
  26.9
  182.4
  50.7
  83.4
  (+3) 1/6-0-0-0
  11
  10
  32.9
  226.4
  54.9
  103.4
  (+3) 1/7-0-0-0
  11
  1
  12.9
  74.4
  45.5
  23.4
  (+3) 1/2-2-0-0
  11
  2
  22.9
  142.5
  57.0
  43.4
  (+3) 1/3-3-2-0
  11
  3
  32.9
  210.6
  68.4
  63.4
  (+3) 1/4-3-2-2
  11
  4
  42.9
  278.6
  79.9
  83.4
  (+3) 1/5-4-3-2
  11
  5
  52.9
  346.7
  91.4
  103.4
  (+3) 1/6-5-3-2
  11
  6
  62.9
  414.7
  102.8 123.4
  (+3) 1/7-6-3-2
  11
  7
  72.9
  482.8
  114.3 143.4
  (+3) 1/8-6-4-2
  11
  8
  82.9
  550.9
  125.7 163.4
  (+3) 1/9-7-4-3
  11
  10
  102.9
  687.0
  148.7 203.4
  (+3) 1/9-8-5-3
  12
  1
  5.3
  29.8
  27.0
  12.1
  (+4) 1/2-0-0-0
  12
  2
  8.3
  56.4
  28.4
  22.1
  (+4) 1/3-2-0-0
  12
  4
  14.3
  109.8
  31.3
  42.1
  (+4) 1/4-3-2-0
  12
  6
  20.3
  163.1
  34.2
  62.1
  (+4) 1/5-3-3-0
  12
  8
  26.3
  216.4
  37.1
  82.1
  (+4) 1/6-4-3-2
  12
  10
  32.3
  269.8
  40.0
  102.1
  (+4) 1/7-5-3-2
  12
  1
  8.3
  69.8
  28.6
  22.1
  (+4) 1/2-2-0-0
  12
  2
  14.3
  136.4
  31.6
  42.1
  (+4) 1/3-3-2-0
  12
  3
  20.3
  203.1
  34.6
  62.1
  (+4) 1/4-4-3-2
  12
  4
  26.3
  269.8
  37.6
  82.1
  (+4) 1/5-5-3-2
  12
  5
  32.3
  336.4
  40.6
  102.1
  (+4) 1/6-5-3-2
  12
  6
  38.3
  403.1
  43.6
  122.1
  (+4) 1/7-6-4-3
  12
  7
  44.3
  469.8
  46.6
  142.1
  (+4) 1/8-7-4-3
  12
  8
  50.3
  536.4
  49.6
  162.1
  (+4) 1/9-7-5-3
  12
  9
  56.3
  603.1
  52.6
  182.1
  (+4) 1/9-8-5-3
  12
  10
  62.3
  669.8
  55.6
  202.1
  (+4) 1/9-9-5-3
  13
  1
  5.3
  32.1
  27.0
  12.1
  (+4) 1/2-2-0-0
  13
  2
  8.3
  61.1
  28.5
  22.1
  (+4) 1/3-3-2-0
  13
  4
  14.3
  119.1
  31.4
  42.1
  (+4) 1/4-4-3-0
  13
  6
  20.3
  177.1
  34.3
  62.1
  (+4) 1/5-5-3-0
  13
  8
  26.3
  235.1
  37.2
  82.1
  (+4) 1/7-6-4-0
  13
  10
  32.3
  293.1
  40.1
  102.1
  (+4) 1/8-7-4-2
  14
  1
  4.6
  43.8
  15.8
  11.6
  (+5) 1/2-0-0-0
  15
  1
  4.1
  43.7
  9.9
  11.6
  (+6) 1/2-2-2-2
  15
  10
  31.1
  421.7
  17.7
  101.6
  (+6) 1/9-9-9-9
  Explanation of columns:
  TL - The TL of the laser battery.
  Weapons - The number of weapons mounts in the battery.
  Volume - The total volume in displacement tons, of the battery and all it’s control equipment.
  Power - The total power required for the battery, in Mw.
  Cost - The cost of the battery, in MCr.
  Area - The total surface area required for the battery, in square meters.
  USD - The USD bonus, hits and penetration factors of the battery when it is used in combat.
  
  Military Bay Weapons
  TL
  Type
  Volume Power
  Cost
  Area Crew
  USD
  9
  PA-Gun
  200
  1125.0 156.3
  24.9
  2.9
  (+2) 2/5-4-2-0
  11
  PA-Gun
  100
  2281.9 126.2
  16.0
  2.7
  (+3) 1/7-6-5-0
  10
  Laser
  50
  125.0
  104.0
  91.6
  1.0
  (+3) 1/2-0-0-0
  12
  Laser
  50
  1336.4
  98.1
  91.6
  1.0
  (+4) 1/6-6-6-5
  12
  PA-Gun
  100
  2278.7 118.6
  14.7
  1.8
  (+4) 2/9-7-6-5
  12
  Meson Gun
  125
  27.8
  147.0
  10.2
  5.0
  (+4) 2/3-2-0-0
  Explanation of columns:
  TL - The TL of the bay weapon.
  Type - The number of the weapon in the bay: neutral particle accelerator (PA-Gun), bay laser system
  (Laser), or meson accelerator (Meson Gun).
  Volume - The total volume in displacement tons, of the battery and all it’s control equipment.
  Power - The total power required for the battery, in Mw.
  Cost - The cost of the battery, in MCr.
  Area - The total surface area required for the battery, in square meters.
  USD - The USD bonus, hits and penetration factors of the battery when it is used in combat.
  Spinal Mount Weapons
  Custom-built starships may have a large weapon forming the keel or spine of the ship.  The long tunnel
  length and large size of these weapons make them the most formidable that cruise the stars.  Since the
  QSD System relies on standardized hulls and modular components, spinal mounts are not available for
  QSD System designed ships.
  DEFENSES
  Sandcasters
  The basic defensive weapon of starship combat, sandcasters are also installed in turrets.  Each sandcaster
  requires a gunner to operate it.
  Sandcasters
  TL Volume Power
  Cost Area Cans
  9
  3
  1
  0.7
  10
  18
  10
  3
  1
  0.7
  10
  20
  11
  3
  1
  0.8
  10
  24
  12
  3
  1
  0.8
  10
  30
  13
  3
  1
  0.9
  10
  35
  14
  3
  1
  0.9
  10
  40
  15
  3
  1
  1.0
  10
  50
  Explanation of columns:
  TL - The TL of the sandcaster.
  Volume - The volume in tons of the sandcaster.
  Power - The power required per sandcaster, in Mw.
  Cost - The price of the sandcaster, in MCr.
  Area - The hull surface area required per sandcaster, in square meters.
  Cans - The number of volleys (cannisters) in the sandcaster’s ready storage.
  Meson Screen
  The meson screen is developed at TL-12 to defend against meson guns.
  
  Standard Meson Screens
  Volume Power
  Cost
  Area Crew PV 100+ PV 1000+
  1.4
  1
  2
  10
  0.0
  2
  1
  4.3
  3
  6
  30
  0.1
  3
  2
  8.6
  6
  12
  60
  0.3
  4
  3
  17.1
  12
  24
  120
  0.5
  5
  4
  30.0
  21
  42
  210
  1.0
  6
  5
  45.7
  32
  64
  320
  1.5
  7
  6
  71.4
  50
  100
  500
  2.3
  8
  7
  102.9
  72
  144
  720
  3.3
  9
  8
  182.9
  128
  256
  1280
  5.8
  10
  9
  321.4
  225
  450
  2250
  10.3
  11
  10
  642.9
  450
  900
  4500
  20.5
  12
  11
  1142.9
  800 1600
  8000
  36.5
  13
  12
  Explanation of columns:
  Volume - The volume of the screen generator, in displacement tons.
  Power - The power required for the screen, in Mw.
  Cost - The cost of the screen, in MCr.
  Area - The area of the screen's emitters, in square meters.
  Crew - The number of crewmembers required to operate the screen
  PV100+ - The screen's USD protection value for 100-999 ton ships.
  PV1000+ - The screen's USD protection value for 1000-9999 ton ships.
  Nuclear Dampers
  Like sandcasters, nuclear dampers are installed in turrets.  They target incoming nuclear missiles, using
  the damper to deactivate them.  Each damper requires a gunner to operate it.
  Standard Nuclear Dampers
  TL Volume Power
  Cost Area Mount
  USD
  12
  6
  15
  2.0
  20 Barbette
  Number of Barbettes
  13
  6
  9
  2.7
  20 Barbette
  Number of Barbettes
  14
  6
  6
  4.0
  20 Barbette
  Number of Barbettes
  15
  3
  3
  4.5
  10 Turret
  Number of Turrets
  Explanation of columns:
  TL - The TL of the damper installation.
  Volume - The volume required per damper in displacement tons.
  Power - The power required per damper in Mw.
  Cost - The cost per damper in MCr.
  Area - The hull surface area required per damper, in square meters.
  Mount - The type of weapon mount, turret or barbette.
  USD - The nuclear damper USD factor is equal to the number of dampers installed.
  MISCELLANEOUS EQUIPMENT
  Different equipment can be purchased for use on starships. Their costs, requirements for use and any notes
  are described below.
  
  Shops and Labs
  Type
  Volume
  Power
  Cost
  Notes
  Engineering Shop
  6
  0.6
  1
  1 per 20 engineering crew
  Vehicle Shop
  10
  1
  2
  1 per 20 vehicle or small craft crew
  Laboratory
  8
  0.8
  5
  1 per 2 scientists
  Sickbay
  8
  0.8
  5
  1 per 2 beds
  Explanation of columns:
  Type - The type of facility.
  Volume - The volume in displacement tons, of the facility.
  Power - The power requirement to run the shop or lab, in Mw.
  Cost - The cost of the fully-equipped shop or lab, in MCr.
  Notes - The recommended (but not required) installation guidelines.
  Small Craft External Grapples
  If external grapples are used, the ship may carry externally mounted craft without compromising its
  streamlining configuration, so long as the externally mounted craft also meets that configuration. If the
  grapple or craft's configuration is lower than that of the overall hull, the ship is limited to the lower
  configuration if it is carrying the craft. If the craft is detached, the hull's configuration may be used.
  Craft Unstreamlined hulls
  Streamlined hulls
  Airframe hulls
  Surface
  Hull
  Volume       Cost
  Volume       Cost
  Volume       Cost
  Area
  10
  1
  0.0
  3
  0.1
  5
  0.2
  441
  20
  2
  0.0
  6
  0.2
  10
  0.4
  576
  30
  3
  0.1
  9
  0.3
  15
  0.6
  762
  40
  4
  0.1
  12
  0.3
  20
  0.8
  974
  50
  5
  0.1
  15
  0.4
  25
  1.1
  1129
  60
  6
  0.1
  18
  0.5
  30
  1.3
  1212
  70
  7
  0.1
  21
  0.6
  35
  1.5
  1407
  80
  8
  0.1
  24
  0.7
  40
  1.7
  1569
  90
  9
  0.1
  27
  0.8
  45
  1.9
  1665
  Explanation of columns:
  Craft Hull - The hull size in displacement tons, of the small craft carried.
  Volume - The volume, in displacement tons, of the grapple equipment.
  Cost - The cost of the grapple, in MCr.
  Surface Area - The surface area required for the grapple and craft.
  Small Craft Hangars and Launch Port
  Craft
  Hull Size
  for Minimal Hangar
  Volume             Cost
  for Spacious Hangar
  Volume             Cost
  Launch Port
  Area
  10
  20
  0.1
  40
  0.2
  49
  20
  40
  0.2
  80
  0.3
  64
  30
  60
  0.3
  120
  0.4
  85
  40
  80
  0.3
  160
  0.6
  109
  50
  100
  0.4
  200
  0.7
  126
  60
  120
  0.5
  240
  0.8
  135
  70
  140
  0.6
  280
  0.9
  157
  80
  160
  0.6
  320
  1.1
  175
  90
  180
  0.7
  360
  1.2
  185
  
  Explanation of columns:
  Craft Hull Size - The hull size, in displacement tons, of the carried small craft.
  Minimal Hangar - A hangar that provides no room to perform maintenance and repairs.
  Spacious Hangar - A large hangar, with enough room for service crews to work.
  Volume - The volume, in displacement tons, occupied by the hangar.
  Cost - The cost of the hangar, in MCr.
  Launch Port Area - The surface area, in square meters, required for the launch port.
  Standard Fuel Purification Plants
  TL Capacity Volume Power Cost
  9
  3
  11
  2.3
  0.1
  9
  5
  18
  3.8
  0.1
  9
  10
  36
  7.6
  0.2
  9
  20
  72
  15.1
  0.3
  9
  50
  180
  37.8
  0.8
  10
  3
  10
  2.0
  0.1
  10
  5
  17
  3.4
  0.1
  10
  10
  33
  6.7
  0.2
  10
  20
  66
  13.4
  0.3
  10
  50
  165
  33.6
  0.8
  11
  3
  8
  1.7
  0.0
  11
  5
  14
  3.0
  0.1
  11
  10
  27
  5.9
  0.1
  11
  20
  54
  11.8
  0.3
  11
  50
  135
  29.4
  0.7
  12
  3
  7
  1.5
  0.0
  12
  5
  12
  2.5
  0.1
  12
  10
  24
  5.0
  0.1
  12
  20
  48
  10.1
  0.3
  12
  50
  120
  25.2
  0.7
  13
  3
  6
  1.3
  0.0
  13
  5
  11
  2.1
  0.1
  13
  10
  21
  4.2
  0.1
  13
  20
  42
  8.4
  0.3
  13
  50
  105
  21.0
  0.6
  Explanation of columns:
  TL - The TL of the plant.
  Capacity - The amount of fuel processed by the plant, in tons per hour.
  Volume - The volume of the plant, in displacement tons.
  Power - The power required to operate the plant, in Mw.
  Cost - The cost of the plant, in Mcr.
  Extra Fuel Tanks
  Any volume of space within the hull may be designated as fuel tankage.  There is no additional cost,
  surface area or power requirement for fuel tanks.  Starship fuel is liquid hydrogen.  Entering a fuel tank,
  even partially-filled, is fatal to personnel (even in the best of vacc suits).  Empty fuel tanks still contain
  hydrogen gas, and may be entered, but should be treated as Insidious type atmospheres.
  Normally, the designer will provide enough fuel tankage for the ship's primary purpose.  Additional fuel
  may be added with collapsible tanks, or dismountable tanks.
  
  Collapsible Tanks: Insulated fuel bladders may be carried in the cargo hold to provide additional fuel.
  This fuel may not be used directly, but must be pumped into the ship's normal fuel tanks before use.
  Collapsible tanks cost Cr 1400 per ton of fuel carried.  When empty, they can be stored at 5% of their full
  volume.
  Dismountable Tanks: Dismountable fuel tanks may be carried in the ship's cargo hold to provide
  additional fuel.  Fuel from these rigid tanks may be used directly by the ship's drives.  Dismountable tanks
  cost Cr 2800 per ton of fuel carried, but must be stored at their full volume.  A version is also available
  that can be disassembled to store in 25% of its full volume, at a cost of Cr 7000 per ton.
  POWER
  All vessels require a power plant to provide electrical power to run the ship’s systems.  Total the power
  required for all systems.  Select power plants from the table below until the power requirement has been
  met.  You can add the power output of more than one plant to meet the total power requirement.  All
  power plants on this table have the listed characteristics from the TL of their introduction through TL 12.
  Standard Power Plants
  TL Volume
  Power
  Cost
  Fuel
  Crew
  9
  107.1
  3000
  300.0
  32.1
  2.1
  9
  71.4
  2000
  200.0
  21.4
  1.7
  10
  71.4
  2000
  200.0
  21.4
  1.7
  10
  35.7
  1000
  100.0
  10.7
  1.2
  11
  26.8
  750
  75.0
  8.0
  0.9
  11
  17.9
  500
  50.0
  5.4
  0.6
  12
  7.1
  200
  20.0
  2.1
  0.2
  12
  3.6
  100
  10.0
  1.1
  0.1
  12
  2.7
  75
  7.5
  0.8
  0.1
  12
  1.8
  50
  5.0
  0.5
  0.1
  12
  0.7
  20
  2.0
  0.2
  0.0
  12
  0.4
  10
  1.0
  0.1
  0.0
  Explanation of columns:
  TL - The earliest TL at which the plant can be produced.
  Volume - The volume, in displacement tons, of the plant.
  Power - The power in Mw output by the plant.
  Cost - The price of the plant, in MCr.
  Fuel - The fuel (liquid hydrogen) volume in tons required to run the plant for 1 year.
  Crew - The engineering crew required to run the plant.
  CREW
  Crew Size
  Engineering Crew: Total the crew requirements for power plants, maneuver drives, and jump drives.
  Drop fractions less than 0.2; round others up to the next whole crewmember.  This is the number of
  engineering crewmembers needed.  Each engineering crewmember requires a workstation.
  Electronics Crew: Total the crew requirements for sensors and communications equipment.  Drop
  fractions less than 0.2; round others up to the next whole crewmember.  This is the number of electronics
  crewmembers needed.  Each electronics crewmember requires a workstation.
  Maneuver Crew: All starships require an astrogator, and any spacecraft with a maneuver drive requires a
  pilot as well.  The pilot and astrogator each require a workstation.
  
  Gunnery Crew:  One gunner is required for each battery installed. One gunner is also required for each
  sandcaster and damper turret installed.  Each gunner requires a workstation.
  Screens Crew: Crew are required to operate the ship’s meson screen, as indicated in the meson screen
  table.  These crew do not require workstations.
  Small Craft Crew:  The crew of the small craft, as well as any maintenance personnel (at least one per
  craft carried, unless otherwise specified), must have quarters aboard the mothership, but do not need
  workstations.
  Troops: Any number of troops (marines) may be carried.  They will require quarters (but not
  workstations).
  Command Crew: Total the above crew, and divide by six (round fractions to the nearest whole number).
  This is the number of command crew.  They will require workstations.
  Stewards: Ships that carry high passengers, or have a total crew larger than 25, must have at least one
  steward.  One steward is required per 8 high passengers (or command crew), plus one steward is also
  required per 50 middle passengers (or non-command crew).  Round all fractions up.  Stewards do not
  require workstations.
  Medical: Ships that carry passengers of any type must have at least one medic onboard.  One medic is
  required per 120 people carried, plus one per 20 low berths installed.  Medical crew does not require
  workstations, but ships with a total complement of 120 or more should have a sickbay.
  WORKSTATIONS
  Multiply the number of crewmembers that need workstations by the workstation characteristics below.
  The results will be the volume and cost of the workstations.  Note: if there are fewer than 25 crew, the cost
  of the workstations may be ignored.
  Workstations
  TL Volume Cost
  9
  0.5 0.0010
  10
  0.5 0.0015
  12
  0.5 0.0020
  Explanation of columns:
  TL - The TL of introduction of the workstation.
  Volume - The volume of each workstation.
  Cost - The cost of each workstation.
  Small Ships and combined jobs:
  Any fractional crew requirement less than one (before rounding), can be combined into one position, as
  long as the total of the combined requirement is still less than or equal to one.  Small ships can also be
  operated under routine conditions (not combat) by fewer than the normal crew.  A ship of 100 tons or less
  can be operated by a single person, and a ship of 200 tons or less can be operated by a crew of two.
  BRIDGE
  If a ship requires two or more command crew, a bridge must be installed, and the electronics, maneuver,
  gunnery, and command workstations must be located on the bridge.  A bridge requires 0.5 displacement
  tons per workstation installed, in addition to the workstations themselves.
  
  QUARTERS
  Living quarters must be installed for the crew and passengers.  High passengers require a large stateroom,
  and middle passengers require at least a small stateroom.  Crewmembers may have any type of living
  quarters, but command crew should have quarters larger than enlisted crew; commercial ships typically
  allocate a large stateroom for the captain (and possibly the executive officer), and small staterooms for all
  other crewmembers.  Low berths are used for low passengers.  Emergency low berths hold 4 persons, and
  are installed on some vessels as a safety measure, or for transporting large animals safely in cold sleep.
  Multiply the number of occupants by the characteristics of the selected type of quarters to determine the
  volume, power, and cost of quarters.  The power requirement can be ignored for ships with a total
  complement of less than 50.
  Type
  Volume
  Power
  Cost
  Bunk
  1
  0.0000
  0.005
  Small Stateroom
  2
  0.0005
  0.040
  Large Stateroom
  4
  0.0010
  0.100
  Low Berth
  1
  0.0010
  0.050
  Emergency Low Berth
  2
  0.0020
  0.100
  Explanation of columns:
  Type - The type of the quarters.
  Volume - The amount of space, in displacement tons, required by quarters for one person.
  Power - The power required, per person, in Mw.
  Cost - The cost of quarters for one person, in MCr.
  CALCULATE CARGO SPACE
  Any volume of space within the hull may be designated as cargo holds. There is no additional cost,
  surface area, or power requirement for cargo holds.  The required cargo hatches are already included in
  the price of the hull.  Cargo holds are assumed to be maintained at the ship's standard environment
  (gravity, temperature, and air pressure and composition) unless changed by the ship's crew.  This ship's
  environmental controls allow each cargo hold to be set for a wide range of conditions, so that a hold could
  be configured to carry refrigerated cargo, or animals requiring a simulated desert environment.
  CALCULATE COST
  Add all of the costs of all of the systems installed in the ship together, from hull to quarters. This is the
  full cost of the ship. Multiply the cost by 75% to calculate the cost of actually building the ship at a
  shipyard. The savings is generated because of the use of standardized modules.
  COMPLETE THE UNIVERSAL SHIP DESCRIPTOR
  All of the information to create the Universal Ship Descriptor is now available. Fill in the necessary
  information. The ship design process is complete.
  Tons: Enter the tonnage of the vessel, in standard displacement tons.
  Volume: Enter the volume of the vessel in cubic meters.  Volume equals tonnage multiplied by 14.
  Cost: Total the cost of the ship in MCr, rounded to the nearest tenth, and enter it here.
  Crew: Enter the total number of the crew (including stewards and medics).
  High/Mid Passengers: Enter the total number of high and middle passengers (combined) carried.
  Low Passengers: Enter the number of low berths.
  
  Cargo: Enter the total volume of the ship's cargo holds, in displacement tons.
  Controls: Enter a short description of the ship's controls.  "Std" indicates standard control systems, "Fib"
  indicates military-specification fiber-optic systems.  If the ship has a bridge, place "/Bridge" after the
  control system type.
  Tech Level: Enter the controlling TL of the design (usually the TL of the ship's avionics).
  Size: Enter the USD Size rating of the ship from the hull table.:
  Jump: Enter the jump drive capacity of the ship, in parsecs.
  Maneuver: Enter the maximum acceleration of the maneuver drive, in Gs, as well as the type of drive
  (HEPlaR or Thrust-Plate).
  Power Plant: Multiply the total power output by the ship's power plants (in Mw) by 2, and divide by the
  ship's volume rating in displacement tons.  This is the power plant rating.  Starships must have a Power
  Plant rating of at least half their Jump Rating to be able to charge the jump drive prior to making a Jump.
  Fuel: Enter the total volume of fuel carried, in standard displacement tons.  If the ship is equipped with
  fuel scoops (all streamlined and airframe hulls designed with the QSD System are), enter an S and the
  scooping rate (in tons per hour) after the amount of fuel.  If the ship is equipped with a fuel purification
  plant, also enter an R (for refining capability), and the plant’s capacity in tons per hour.
  Meson Screen:  Enter the USD number from the meson screen table.
  Sand Caster: Enter the number of sandcasters, and in parentheses, the total number of canisters carried in
  ready storage.
  Nuclear Damper: Enter the number of nuclear damper turrets or barbettes installed.
  Sensors: Enter the sensor rating from the avionics section.
  Armor: Enter the armor factor given on the hull table.
  Structure: Enter the structure factor given on the hull table.
  Batteries: For each distinct type of battery carried by the ship, make a battery entry.  This entry consists
  of the number of batteries of this type, a battery identifier (such as "Long-Range Laser" or "Missile Bay"),
  and the USD combat statistics from the battery table (bonus, hits, and penetration).
  Missiles: If the ship  is equipped with missiles, note the number of missile batteries, the battery identifier
  (such as “Missile Barbette”), and the number of launchers as well as the number of missiles that can be
  guided at once.  On separate lines, list the number of missiles carried and their characteristics.
  Launch Facilities: List the number of facilities, their type, and the type of craft that use them.
  Hangar Facilities: List the number of hangars, their type, and the craft that are stored there.
  Crew Detail: List the breakdown of the crew required to operate the ship.
  Notes: Note additional information about the ship here, including the hull shape, streamlining, and details
  of any carried craft.
  
SOURCE: textdata/thevault/Traveller/01 - Classic Traveller/Third Party Materials - CT/Homebrew and Houserules/Traveller - Quick Ship Design System (v1.5e).pdf