TEXT: Alpha Vector: Spacecraft Design 
  version 1.1 
   
  1.  Choose Hull Size 
  2.  Choose Hull Configuration 
  3.  Install Engine 
  4.  Assign Fuel Tankage 
  5.  Assign Living Space 
  6.  Install Sensors 
  7.  Install Communications 
  8.  Install Computer 
  9.  Assign Cargo Holds 
  10.  Assign Vehicle Bays 
  11.  Install Specialized Fittings 
  12.  Install Weapons 
  13.  Install Defenses 
  14.  Finalize Design 
   
  1.  Choose Hull Size 
   
  The hull is the basic framework of the ship within which all other components 
  must fit.  Hull size is measured in tons equivalent to ten cubic meters of volume.   
   
  2.  Choose Hull Configuration 
   
  Hull configuration determines the overall shape of the hull and the percentage 
  of the ship's tonnage that must be dedicated to hull space.  There are three possible 
  configurations to choose from: Basic, Streamlined, and Airframe.   The major differences 
  between hull types are their ability to maneuver in an atmosphere. 
    
  Basic hulls are designed for use only in vacuum  They require space equal to ten 
  percent of the ship's tonnage at a cost of $20K per ton.  Basic hulls are the most 
  efficient in terms of utilizing the hull's available space, but entering an atmosphere 
  will destroy them. 
   
  Streamlined hulls are designed for limited use in an atmosphere, generating lift 
  directly from engine thrust instead of wings.  They require fifteen percent of a 
  vessel's tonnage at a cost of $40K per ton.  
   
  Aerodynamic hulls are capable of operating in an atmosphere like a conventional 
  aircraft.  They're the most tonnage hungry hull types, requiring twenty percent of the 
  vehicles tonnage for the wings and control surfaces for atmospheric flight at a cost of 
  $60K per ton. 
   
   
  3. Install Engine 
   
  The basic engine is a high-efficiency muon catalyzed fusion reactor that uses 
  liquid hydrogen as reaction mass, heating it to a plasma state in a magnetic confinement 
  vessel and then releasing it to provide thrust.  While the lack of an engine obviously 
  limits the maneuverability of a spacecraft, they aren't required.   
   
  Multiply the ship's tonnage by it's desired acceleration in G's to determine the 
  engine thrust required.  For example, a 100 ton ship capable of 1G acceleration would 
  need an engine with a thrust of 100.  Installing an engine with a thrust of 200 would 
  make the same ship capable of 2G's. 
   
  Determine the size of the required engine in tons by taking the square root of 
  the engine's thrust x 2.  Divide the engine's size by ten to yield it's fuel consumption 
  in tons per hour.  Multiply the thrust rating by $5K to determine purchase price.  The 
  chart below has the tonnage for a number of common engines. 
   
  Thrust Rating  Size (in tons)  Thrust Rating  Size (in tons) 
  100 
   
  14 
   
  2000 
   
  63 
  200 
   
  20 
   
  3000 
   
  77 
  300 
   
  24 
   
  4000 
   
  89 
  400 
   
  28 
   
  5000 
   
  100 
   
  500 
   
  32 
   
  6000 
   
  110 
  600 
   
  35 
   
  7000 
   
  118 
  700 
   
  37 
   
  8000 
   
  126 
  
  800 
   
  40 
   
  9000 
   
  134 
  900 
   
  42 
   
  10000 
   
  141 
  1000 
   
  45 
   
   
  4.  Assign Fuel Tankage 
   
  The tonnage assigned to fuel tankage determines how much fuel is available for 
  the engines to burn.  Calculate the ship's endurance in hours by multiplying the 
  engine's fuel consumption in tons per hour by the tonnage devoted to fuel tankage.  
  There is no additional cost for fuel tankage.  
   
  5.  Assign Living Space 
   
  Living space includes the rooms inhabited by passengers and crew, life support 
  facilities, consumables storage, and recreational areas.  Three types are available: 
  Standard, Temporary, and Spin. 
   
  Standard living space is designed for use primarily in zero-G and uses the 
  floor, walls, and ceilings of rooms for accommodations.  While efficient in using the 
  available space they can be confusing and potentially dangerous to people used to a 
  fixed up-down orientation.  An even greater drawback is the need for regular, intense 
  workouts to avoid the potentially lethal bone and muscle degeneration brought on by 
  extended zero-G living.  Standard living space requires a minimum of 1 ton of space per 
  person at a cost of $50K per ton. 
   
  Temporary living space is physically the same as Standard, but with short term 
  life support facilities.  It provides 100 hours of life support, ideal for small ships 
  and interface craft that spend limited amounts of time traveling through space before 
  reaching their destination.  Temporary living space requires a minimum of .5 tons of 
  space per person at a cost of $20K per half ton.   
   
  Spin living space avoids the problems of zero-G degeneration by rotating 
  perpendicular to the ship's axis of thrust to simulate gravity.  Most ships use a pair 
  of small living areas on opposite ends of a transit shaft leading to the vessel's main 
  body, but large installations often have a complete habitation ring or torus rotating 
  around the central axis. Spin living space requires 3 tons of space per person at a cost 
  of $100K per ton. 
   
  Living space is initially purchased as Basic accommodations, consisting of 
  utilitarian furniture and fixtures, simple acceleration couches, some storage lockers, a 
  supply of cheap dehydrated food powder, and basic life-support systems.  To upgrade to 
  Normal quality living space, on a par with a budget hotel room, multiply the Basic 
  tonnage by 2.  To upgrade to Comfortable accommodations, equivalent to a business suite 
  in a chain hotel, multiply tonnage by 4 and cost by 2.  To upgrade to Luxurious, 
  equivalent to a suite in an upscale hotel, multiply tonnage by 6 and cost by 2.5. 
   
  6.  Install Sensors 
   
  Sensors include all the detection equipment used for navigation and combat, 
  including optical, thermal, laser, and radar subsystems.  Each point of Sensor rating up 
  to level 10 requires .25 tons of ship volume and costs $50K.  Each point of Sensor 
  rating from level 11 to 20 requires .5 tons of ship volume and costs $100K.  Each 
  additional point of Sensor rating over level 20 requires 1 ton of ship volume and costs 
  $150K. 
   
  7.  Install Communications 
   
  Communications includes all the ship's radio, laser, and microwave transmission 
  and receiving gear. The ship's Communications rating provides a relative measure of the 
  quality of it's equipment and capabilities as well as limiting it's combat networking 
  capacity.  The volume and cost requirements for Communications are identical to those of 
  Sensors. 
   
  8.  Install Computer 
   
   
  The Computer system includes the ship's central processors, workstations, 
  onboard network, master memory banks, and backup systems.  Volume and cost is calculated 
  as for Sensors and Communications. 
   
   
   
  
  9.  Assign Cargo Holds 
   
  Cargo can be carried in purpose-built holds equipped with tie downs, cargo 
  handling equipment, and standard 3x3 meter cargo doors in the hull.  Pressurized holds, 
  capable of holding an atmosphere and allowing the crew to work in a shirt sleeve 
  environment, cost $50K per ton.  Unpressurized holds, exposed to vacuum when the ship is 
  in space and requiring the use of space suits, cost $5K per ton. 
   
  10.  Assign Vehicle Bays 
   
  Storage space is required for any vehicles, including landers, dropships, or 
  rovers, the ship carries.  Each bay requires 150 percent of the carried vehicle's size 
  in tons and includes an appropriately sized bay door in the hull.  Pressurized bays cost 
  $50K per ton while unpressurized bays are $5K per ton. 
   
     
  11.  Install Specialized Fittings 
   
  Cargo grapples are mechanical linkages that hold a standard 25 ton cargo module.  Each 
  grapple masses 3 tons and costs $75K. 
   
  Refueling probes allow a ship to transfer fuel from it's tanks to another vessel at a 
  rate of 1 ton per minute.  Probes mass 2 tons and cost $100K. 
   
  12.  Install Weapons 
   
  Ships can choose from a variety of weapon systems for protection or attacks.  
  Each weapon installation includes basic targeting sensors, recoil compensators, and 
  supplementary power generation equipment to prevent draining the main power supply 
  during firing. 
   
  Swarmguns are rapid-firing cannons that accelerate metallic rounds to high velocity 
  using magnetic fields.  Each burst of fire creates a cloud of projectiles moving at over 
  10 km/second and capable of turning any ship it hits into a drifting hulk.   
  Unfortunately, the distances involved in space combat means it can take minutes or hours 
  to reach a distant target, limiting swarmguns to applications like point defense and 
  close combat where long range accuracy isn't necessary. 
   
  Lasers attack with a beam of concentrated light that melts or vaporizes a small area of 
  the target.  They're extremely accurate, the beams traveling from emitter to target at 
  the speed of light, but lose power at long ranges because of beam dispersal.  
  Specialized anti-laser aerosols that scatter the beam before it can damage a ship have 
  also been developed.    
   
  Particle Beams fire a stream of hydrogen nuclei accelerated to near lightspeed.  They 
  suffer from the same dispersal problems as lasers, but can produce devastating 
  explosive, electrical, and radiation damage in a target.  Particle beams are adversely 
  effected by magnetic fields. 
   
  Missiles are guided rockets mounting explosive warheads that create lethal sprays of 
  shrapnel when they detonate near a ship.  After launch they glide to the target under 
  passive guidance, switching to active homing for a final sprint that brings them within 
  range.  The only weakness of these brutally effective ship-killers is their 
  vulnerability to point defense weapons. 
   
  The Weapons Table lists the required tonnage and price for each weapon.  Choose the 
  desired Damage rating for laser, swarmgun, and particle beam mounts, represented by "X" 
  on the table, and then multiply the base size and cost by "X".  
   
  Weapons Table 
  Weapon Damage Rating  
  Tonnage  
  Cost 
   
  Special Effects 
  Laser 
   
  X 
   
  X tons  
  $50K X  
  +2 To Hit 
  Swarmgun 
  X 
   
  .5X tons 
   
  $30K X  
  -2 To Hit 
  Particle Beam X 
   
  2X tons  
  $100K X +2 To Damage 
  Light Missile  5 
   
  2 
   
  $50K 
  Medium Missile 10 
   
  5 
   
  $100K 
  
  Heavy Missile 20 
   
  10 
   
  $150K 
   
   
   
  13.  Install Defenses 
   
  Defensive systems are designed to prevent attacks from hitting a ship or limit 
  the damage of those that do.  Vessels designed for combat carry a number of different 
  systems to provide protection from an assortment of threats.    
   
  Anti-Laser Aerosol is composed of millions of metallic glass microbeads packed in one-
  shot canisters.  When fired, they create a particulate cloud that prevents damage from 
  laser fire by breaking up the beam before it can strike the ship.  A cheap and effective 
  countermeasure to laser weapons. 
   
  Chaff/Flare Dispensers fire munitions designed to distract enemy missiles away from 
  their target.  Flares are fast-burn thermal emitters that generate the same heat 
  profiles as engine nozzles or cooling radiators.  Chaff is made from thousands of strips 
  of metallic foil sized to reflect particular radar frequencies and produce hordes of 
  false targets on enemy sensors.  Dispensers fire a cluster of both types of rounds when 
  activated.      
   
  Decoys are inflatable balloons equipped with engines, thermal generators, and 
  transmitter suites designed to mimic the profile of a ship.  They draw fire away from 
  their parent vessel by confusing enemy sensors as to which ship is the real one.    
   
  Defenses Table 
  Defense  
   
   
  Tonnage  
  Cost 
   
  Uses 
  Anti-Laser Aerosol 
   
  2 
   
  $20K 
   
  1 
  Chaff/Flare Dispenser  
  1 
   
  $15K 
   
  5 
  Decoy 
   
   
   
  Variable* 
  $50K 
   
  1 
  *Decoys take require 5 tons or 1% of the ship's tonnage, whichever is greater. 
   
   
  14.  Finalize Design 
   
  Total up the tonnage of all components to make sure it doesn't exceed the ship's 
  tonnage, add up the cost of  all the components, and give the ship a name. 
   
   
   
  �
  
SOURCE: textdata/thevault/Cyberpunk/Unofficial/Datafortress 2020 Archives/Cyberpunk 2020 - Net - Rules - Alpha Vector Spacecraft Design By Morninman.pdf