The ST-160 on a landing pad at dusk: a battered white-and-orange transport with its cargo ramp down and twin blue drive pods glowing.
Horizon Aerospace ST-160 · Federal registry: Shackleton Magellan

The Albatross

A GURPS Spaceships build of the crew's stolen transport, laid over Tim's own schematic. Twenty systems, slot by slot, as she left the yard and as she flies now.

Hull art and schematic: Tim's mobRPG Space world

An upper-mid-tier transport built to land on planets. Somebody gutted the passenger seats for cargo, stripped every weapon off the mounts, and fitted an alien jump drive where the mess hall used to be. The crew took her off the Kinetic Logistics compound on Thides III in Session 3 and have flown her on her own vortex ever since.

This sheet is an offer to Tim, the way Six's background web was. Every number comes from the Spaceships tables at SM+7 and TL11. Anything the book can't price is marked as off-book. The hull's real size and fit are Tim's to confirm; the list at the bottom says what needs his ruling.

Hull
SM+7, streamlined, 300 tons loaded, about 150 ft; reactionless drive
Decks
A flight & upper · B main & cargo · C lower systems
Crew
3 control stations + 1 engine room; 4 cabins, sleeps 8
Pilot skill
Piloting/TL11 (High-Performance Spacecraft)
Docked
Rangi Station, above Dinon I
Aboard
Marlo Petrak, by his own choice
Spaceships stat block

By the book

Piloting/TL11 (High-Performance Spacecraft)
TLSpacecraftdST/HPHnd/SRHTMoveLWt.LoadSMOccdDRCost
11^ST-160, as built50−1/5132G/c300137.8+78ASV + 20 seats5/5/0$6.2M
11^The Albatross, now50−1/5132G/c300150.8+78ASV5/5/0$5.8M + alien drive
11^Refit plan50−1/5132G/c300121.0+710ASV5/5/0$6.5M + alien drive
DriveReactionless only (Tim's ruling). No reaction mass; the reactor takes a tiny top-up of fuel every so often.
In atmosphereTop air speed 3,500 mph at 2G; air Move 20/1,750.
Sensors & computerComm/sensor 7, Complexity 8 network, 3 control stations.
Damage threshold5 dHP. Every 5 dHP of penetrating damage forces a system damage roll.
Power2 Power Points from the reactor, both used by the reactionless drives. The alien drive runs on its own source.
Cargo doorThree holds in the front hull give a 5-yard door. Up to SM+3 fits easily; SM+4 on a Freight Handling roll.
Deck plan · after Tim's schematic

Where everything sits

Tap a room or a slot to match the two up. Hull sections are thirds of the ship's mass, so the bands are approximate. Deck codes (A1, B3, C2…) are Tim's.

Front hull Central hull Rear hull Stripped or gutted Alien Refit
Three-deck plan of the Albatross with the twenty Spaceships systems placed by hull section. FRONT HULL CENTRAL HULL REAR HULL DECK A FLIGHT & UPPER Control cockpit A1 [core] A3 sensor array (in the control room) alien nav device Mess hall galley refit · new habitat · A2 Passenger seating A2 · 20 seats Passenger cabin, gutted A2 · seats torn out for cargo [2] [6] mounts, empty Galley & mess Lounge upper obs A4 Alien jump drive former mess, about 5 × 4 yd [2] Drive housings upper bay of the drives DECK B MAIN & CARGO ramp Cargo hold B1 · three 15-ton holds [3-5] ramp Cargo hold B1 · two holds, 30 t [3-4] Sickbay 1 bed, automed 5th cabin [5] refit Crew quarters B3 · 4 cabins [3-4] lobby B4 Engine room B2 [1] Fusion reactor [core] [2-3] reactionless DECK C LOWER SYSTEMS nose gear bay · keel · maintenance shaft C4 (structure, no system) C1 fuel Lower hold two 15-ton holds [5-6] Aft lower hold C2 · three 15-ton holds [4-6] Orange edge = Metallic laminate armor (front and central hulls). The rear hull is unarmored. C1 tanks = the reactor's small fuel store.

Landing gear (C3) and the maintenance shaft are part of the hull structure in Spaceships and take no system slot.

Twenty systems · SM+7 · TL11

The slot ledger

Slot numbers are also the hit locations in space combat. Core systems sit deep in the hull, like vitals.

Front

6 + core
[1]
Metallic laminate armor stockdDR 5 streamlined$300Khull skin
[2]
Passenger seating Cargo space guttedBuilt with 20 airliner seats. Now open deck for freight.was $100KA2
[3-5]
Cargo holds ×3 stock15 tons each, 45 tons. Deployable ramp.negligibleB1
[6]
Secondary weapon battery strippedTen 10 MJ mounts, all empty. Each empty mount carries 1.5 tons of cargo instead.$0 emptyforward fuselage
[core]
Control room stockComplexity 8 network, comm/sensor 7, 3 control stations.$600KA1 · A3

Central

6
[1]
Metallic laminate armor stockdDR 5 streamlined. Protects the sides.$300Khull skin
[2]
Habitat: galley, mess & lounge Alien jump drive alienThe mess hall now holds a compact alien drive. See Off the book.was $300KA2 aft · A4
[3-4]
Habitats ×2: crew quarters stock4 cabins, 2 people each. Airlocks, hatches and the lobbies come with them.$600KB3 · B4
[5-6]
Cargo holds ×2 stockLower hold, 15 tons each. The reactor's small fuel store sits alongside.negligibledeck C

Rear

6 + core
[1]
Engine room stock1 workspace and its own control station. Keeps HT at 13.$100KB2
[2-3]
Standard reactionless engines ×2 stock1G each at TL11, 2G together. 1 Power Point each.$600KB2 drive units
[4-6]
Cargo holds ×3 stockAft lower hold, 15 tons each. Slots freed by Tim's reactionless ruling; cargo is this sheet's guess.negligibledeck C
[core]
Fusion reactor stock2 Power Points. Tim: a minuscule fuel top-up every so often.$3MB2 main power core

Design feature, not a slot: artificial gravity, $300K. The crew spar and sleep aboard in hyperspace without any zero-g trouble on record, so she is assumed to have it.

What the book can't price

Off the book

Alien jump drive · central [2]

Found by Shack in Session 10: a compact alien drive filling the old mess hall, about five yards by four, banking energy on the scale of a dreadnought's capacitors. It takes about four hours to charge after a jump, and a direct hit while it is charged would destroy the ship and everything near it.

Nearest book fit: a stardrive engine (FTL-1) with the singularity drive switch. That needs no Power Points and costs five times a normal stardrive, $15M at this size. The book only allows it on hulls of SM+11 or larger at TL11, so a version this small is beyond Republic engineering, which is what the vault says.

Alien navigation device

Mounted near the cockpit and wired into the nav computer. It plots off the gravity bends of hyperspace instead of the beacons, opens portals straight into an atmosphere, and runs on a power source nobody aboard can find.

It has no Spaceships system. Treat it as a part of the control room that only Tim can rate.

Fitted since the theft

  • Federal transponder under the hull, registered to Shackleton Magellan (Roselyn Monroe, Session 9).
  • Biometric entry re-keyed to the crew's prints (Marlo Petrak, Session 7).
  • Autopilot kill switch, duct-taped to the dashboard.
  • Fuse capacitor for the third airlock button.
  • A bumper sticker and a fuzzy jellyfish on the console (Session 12).
Costs and refits

Running her

Price as built

Armor ×2$600K
Control room$600K
Passenger seating$100K
Habitats ×3$900K
Engine room$100K
Reactionless engines ×2$600K
Fusion reactor$3M
Artificial gravity$300K
ST-160, as built$6.2M

Upkeep

  • Fuel: the reactionless drive uses no reaction mass. Tim rules the reactor needs a minuscule top-up every so often; price it at the table.
  • Reactor overhaul: by the book, 10% of the reactor's cost, $300K, at a TL11 yard.
  • Repairs: Mechanic for drives, habitats and hull; Electronics Repair for the control room; Armoury (Vehicle Armor) for the armor.

Refits the crew have talked about

  • Rock's medbay: a sickbay is a specialized room in a habitat, paid for in cabins. Converting one crew cabin is the cheap route; Tim sets the exchange.
  • Rearming: refilling the empty battery costs $150K a weapon, $1.5M for all ten. Weapons need power, and both reactor points already feed the drives. Arming her means a bigger reactor (super fusion, 4 points, $10M) or shutting a drive down to fire.
  • Scoops: the vault says she can scoop fuel from planetary bodies, which covers the reactor's small top-ups.
Proposal · the alien drive stays

Refit plan

A proper mess, a medbay, and a cabin each for Six, Rock, Shack, Ronin and Marlo. Two slots change; nothing touches the alien drive or the reactor.

SlotNowRefitCost
Front [2]Gutted passenger cabin, used as cargo (A2)Habitat: mess hall. Seats 20, with galley. Back on deck A beside the old mess the drive now fills.$300K
Front [5]Cargo hold, 15 tons (B1)Habitat: sickbay and a 5th cabin. One bed with an automed, so the ship can treat a patient when the medic is the patient.$300K + $100K automed
Central [3-4]4 crew cabins (B3)Unchanged. With the 5th cabin, everyone aboard has their own.none

What it changes

  • Rock's Surgery: the crash kit counts as improvised gear for Surgery at −5. A sickbay meets the equipment need at +2, a 7-point swing. +2 to Diagnosis, First Aid and Physician too.
  • Cargo: Load drops from 150.8 to 121 tons. Seven holds and the empty weapon mounts remain.
  • Berths: 4 cabins become 5; occupancy 10ASV.
  • Power: none. Habitats don't draw on the reactor.
  • Cheaper version, $300K: convert only front [2], into a two-bed sickbay. All three holds stay; the crew eat in the small galleys their cabins already have, and one cabin stays shared.

Rules: Spaceships p. 18. A mess is an establishment (2 cabins' worth, a whole habitat at SM+7); a sickbay is 1 cabin per bed; automeds are $100K a bed. The book prices systems, not labour: the vault says the medbay is waiting on a starship engineer, and Tim sets the refit's time and fee.

For Tim to rule on

Open questions

  1. Size. SM+7 (300 tons) fits the art and the three decks. One step up, SM+8, would be a 1,000-ton ship with five times the cost.
  2. Freed slots. Tim ruled her reactionless with negligible fuel, which frees the five slots this sheet had given to a fusion torch and fuel tanks. They are cargo holds here; a third drive, a bigger reactor or something else is his call.
  3. Armor. Metallic laminate on the front and central hulls, none on the rear. A beat-up commercial hull could be cheaper light alloy (dDR 3).
  4. Original weapons. She has mounting points with nothing in them. This build assumes a ten-mount secondary battery.
  5. The alien drive's rating. FTL-1 with no power drain is a placeholder. The blind jump from Katha to Dinon took four days against the gate's three.
  6. The name plate. His schematic reads "ST-60 Albatross, Interstellar Transport LCT-904". The vault and mobRPG use Horizon Aerospace ST-160.
  7. Artificial gravity is assumed. Without it, the ship saves $300K and every hyperspace transit is spent in free fall.
Source

Tim's schematic

Tim's system schematic of the Albatross: three deck plans labelled A flight and upper, B main and cargo, C lower systems and engineering.
"ST-60 Albatross · Interstellar Transport LCT-904 · System Schematic", from Tim's mobRPG Space world. The deck plan above follows its layout.