What kind of macrobateries and lances can a (big) transport carry?
What kind of engines can a transport carry (like the ones marked for cruiser hulls and grand cruiser hulls if the transports are big like an universal transport?
Thank you.
What kind of macrobateries and lances can a (big) transport carry?
What kind of engines can a transport carry (like the ones marked for cruiser hulls and grand cruiser hulls if the transports are big like an universal transport?
Thank you.
A transport can have the weapons and other components marked for transport none else. Even the universe-class mass-conveyer can only use transport-components.
blubbbb said:
A transport can have the weapons and other components marked for transport none else. Even the universe-class mass-conveyer can only use transport-components.
Even the plasma engines? At maximum 54 Power for the best engine for transports it is not too weak ?
that's the reason why there are auxillary plasma banks.
Using only salvage arms can the derelict ship be towed through the safely through the warp without the need of a gellar field component to a repair station like the breaker yards where the missing components can be added?
Can a bought component be stored on the outside of a ship or in a normal cargo hold like Main Cargo Hold?
For a transport what is better a ghost field or a single void shield?
I beleive the rationalization is that even though it's a massive vessel it's not constructed with the same technologies and or level of care a military vessel gets. Thus it lacks certain systems, backups, armor plating etc that would make it able to handle military equipment. Considering its role, as well as the way the imperium works the navy most likely wouldn't want a ship like the universe class to be readily available if it had the capacity to be turned into a mini battleship.
OTOH I'd likely allow escort launch bays if not full sized launch bays for it. Maybe have the regular launch bays take up two of its port or starboard slots to 'balance' it out.
Also i beleive it comes with an extra power plant as part of the stock hull, which helps with the power issue. Though as a tranport it wouldn't need much more than whatever its engines, life support, and cargo holds require. Something that big usually operates in heavily regulated traffic lanes, which means fewer pirates.
George Labour said:
I beleive the rationalization is that even though it's a massive vessel it's not constructed with the same technologies and or level of care a military vessel gets. Thus it lacks certain systems, backups, armor plating etc that would make it able to handle military equipment. Considering its role, as well as the way the imperium works the navy most likely wouldn't want a ship like the universe class to be readily available if it had the capacity to be turned into a mini battleship.
OTOH I'd likely allow escort launch bays if not full sized launch bays for it. Maybe have the regular launch bays take up two of its port or starboard slots to 'balance' it out.
Also i beleive it comes with an extra power plant as part of the stock hull, which helps with the power issue. Though as a tranport it wouldn't need much more than whatever its engines, life support, and cargo holds require. Something that big usually operates in heavily regulated traffic lanes, which means fewer pirates.
Actualy hold landing bay has STR 2 (meaning 6 squadrons of attack craft) equal as jovian landing bay and is actualy better than jovian landing bay (Space 4 in comparison with Space 6).
54 Power is with aditional engine(it is 44 Power like the best plasma engine +10)
Can a bought component be stored on the outside of a ship or in a normal cargo hold like Main Cargo Hold?
Presumably, you could store disassembled componets in a Main Cargo Hold.
thor2006 said:
Using only salvage arms can the derelict ship be towed through the safely through the warp without the need of a gellar field component to a repair station like the breaker yards where the missing components can be added?
Can a bought component be stored on the outside of a ship or in a normal cargo hold like Main Cargo Hold?
Note that this is my interpretation and no official ruling. It's always your GM having the last say on things.
But imho a derelict ship may be towed through the warp without risking the safety of the towing ship (safe for the usual dangers of towing a ship). However if the towed ship is not protected by a gellar field, it and everything on it will be unprotected against any kind of influence by the warp and its creatures. Which could mean that you'll be bringing a daemon infested warp monstrosity back into real space at the end of your voyage.
A bought component can be stored on the outside of the ship. There actually is a rule about this, if I remember correctly. The component however will not be protected by armour and therefor practically automatically destroyed should the ship ever get hit in a battle. As for storing it in a cargo hold: As long as its in parts and the cargo hold big enough, I'd allow it. I'd not let you use the hold for its original purpose though (so no bonus achievement points, unless selling the component(s) is the objective in question).
The BFK component Ships Stores (10 and 20 space each respectively) allows for the carryin gof 10 and 20 spaces worth of components. Presumably you can carry 4 spaces worth inside a 4 space main cargo hold, doesn't seem too far a stretch. Only the Star Galleon can use cruiser class components (IF there isn't a transport variant - and this also precludes the use of cruiser drives because there are transport drives).
With a big enough ship, 20 spaces of ships stores or several transports with the 10 space variety and a few weeks of time (one test to recover per component per week) you might be able to chop up an entire ship and store its component parts in your haulers.
Since theres no real rules about towing you can make up your own.
bobh said:
The BFK component Ships Stores (10 and 20 space each respectively) allows for the carryin gof 10 and 20 spaces worth of components. Presumably you can carry 4 spaces worth inside a 4 space main cargo hold, doesn't seem too far a stretch. Only the Star Galleon can use cruiser class components (IF there isn't a transport variant - and this also precludes the use of cruiser drives because there are transport drives).
With a big enough ship, 20 spaces of ships stores or several transports with the 10 space variety and a few weeks of time (one test to recover per component per week) you might be able to chop up an entire ship and store its component parts in your haulers.
Since theres no real rules about towing you can make up your own.
For example I use salvage systems to anchor to the space hulk for example a grand cruiser or battleship using a universal mass conveyor. Could I tow the hulk ship to a shipward or in another system where the hulk can be repaired, using the my ship gelar field to overlap the space hulk? Or I must buy a gellar field like a warpsbane hull and store it inside one of main cargo holds and then use a spacedock pier to instal on the hulk the gellar field and then I can tow the hulk safely?
I sincerely doubt you could store a warpsbane hull within any size of ship component. The salvage arms are not for towing; they're a mobile gantry system fitted with macro-arc welders and gravitic tethers and such. They allow you to effectively rip out the entire area of the component you want to salvage, then lock around the component like a hawk's talons around its prey when you depart. Most ships would lack anywhere near the engine capacity to forcibly move a space hulk, given that the bulk of them are conglomerations of other hulked ships.
Ultimately, it's going to come down to what your GM thinks is appropriate for your campaign. If he wants to allow you to salvage entire ships, then the ability is there. If not, then the best you could do with the Salvage Systems to loot Components you want from defeated ships and then move on. For my purposes, the Mechanicus and Imperial Navy have specially-fitted ships known as Salvage Arks, which have the bulk of their space taken up with repair facilities, over-sized gellar field generators and engines capable of towing other vessels through both realspace and the Immaterium. They're slow, ungainly, and are ripe pickings for any piratical activity, requiring a careful escort. Both institutions are loathe to bequeath the ships into other hands, but have been known to lease their services to cunning Rogue Traders for a share of the profits, of course.
tl;dr Ask your GM if you can. If you're the GM, what do you want them to be able to do?
I believe at the description of the salvage systems says at salvage operations:This component allows to attach itself to vessel witch has been reduced to spacehulk status.
How much space do you think the components that are external ocuppy in a storage compartiment like ship stores,main cargo hold?