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design by Alvin Plummer
First built in 138, these flying bricks perfectly reflect the big, bulky and dour design philosophy of the Vilani. They also happen to be quite capable in their work: after all, 1000 years later they still serve in innumerable frontier fleets, as tankers and second-tier naval logstics vessels.
(In a pinch they can support Marine contigments, but lack the armour to serve in any more hostile environment than your typical bushfire rebellion. They also lack sufficent on-board cargo shuttles, and the Marines get to sleep in the cargo hold - hopefully modified to house them, rather than sleeping on the bare floor.
The Orrimot DOES at least have CG lifters, unlike most dedicated space tankers/freighters. So it can lift off, as well as land...)
These ships are rarely seen in civilian service: the two large hamster cages used to mimic gravity is rather unpopular among merchants, and civilian fuel stations have rendered tanker jumpships a poor economic gamble. Also, most merchants find the additional cost to maintain the inefficent dual fusion plants not worth the greater safety margin. And the 10 lifeboats are SO passe, and an unnecessary expense - although the crews doesn't seem to mind.
Well, the Orrimot is just the oldest and the most primitive of the vast (an I mean VAST) array of cargo/refuelers that has been built for the Imperial Navy over the centuries. "Ugly, stinky, and full of odd grinding noises" is the usual shorthand description. Cheap, also, for it's purpose: discounts on the price may hit 80%, since the basic model's so well known. Even it's base price is quite reasonable for a tanker of it's type, as it lacks expensive artificial gravity. For the cash-strapped colonial and planetary navies which need a handy jump-3 tanker/cargo ship, this is the way to go.
I would feel that it's unpopularity would stem from the hard-to-find part's and supplies it needs, as it was designed before most of the modern Imperial Naval Part's spec's were set. Fortunately, the Orrimot spec's are usually ancient ancestors to today's spec's, and the relationship is close enough so that, even if you can't find exactly what you're looking for, you can jury-rig something fairly easily.
Just don't expect to win any popularity contest with the Orrimot. Even the crew of Morraine free traders - who's TL A design isn't exactly cutting edge technology - enjoy sneering at the Orrimot's obvious hamster cages
"Ten liferafts? Obviously, you don't QUITE trust your pilot - not that I blame you, seeing the sorry excuse of a landing approach you made..." and overall cheapness."
"Yeah, just look for the Orrimot. You know, the building with the stubby wings slapped on it's sides. Watch out though, the crystaliron (giggleSNORT) hull's a bit rusty, chunks of it might lick your head if you bang on it too hard..."
"Well, I don't know about this software..."
"What? WRITTEN CODE?" Shoves doubtful captain aside, look over code "Yes! Hold on a minute... maybe it's..." Praticaly explodes with joy on the bridge "JUMP TAPES! Genuine JUMP TAPES, without any of those cheap modern upgrades!"
Captain turns ashen. "You mean we have to buy blindingly expensive jumptapes for *every* *single* *system* we want to visit?" The Vilani engineer - with a delighted gleam in her eye - replies "Absolutely! Just like in The Good Old Days!"
Captains' eyes roll into her head as she crumples to the floor.
"The Spinward Marches are so poor, you could conquer half the worlds with nothing but a few Orrimot's and ten FGMP-15's."
"The Zho's seem to have a rough time of it..."
Orrimot Logistics Ship
|Displacement: 2500 tons||Hull Armor: 10|
|Length: 107 meters||Volume: 35,000 m3|
|Price: 756.483 MCr||Target Size: M|
|Configuration: Slab SL||Tech Level: 12|
|Mass (Loaded/Unloaded): 26,564/15,929|
Surface Area 1 1-5 Radio Ant 6 1 Maser Ant 2 Laser 3-4 A-EMS 5 P-EMS Damage Area 1-5 Hold (Cargo or fuel) 6-7 Hold (Fuel) 8-9 1-4 Hold (Fuel) 5-8 Hold (Liferaft) 9-12 Hold (Cargo/Fuel, fuel bladder 1) 13-16 Hold (Cargo/Fuel, fuel bladder 2) 17-20 Hold (Fuel) 10-11 1-2 Wpns (10: Laser, 11: Sandcaster) 3-14 Eng (fuel purifier) 15-18 Eng (CG lifter) 19-20 Hold (Fuel) 12-15 Hold (Fuel) 16-17 1-3 Elect 4-8 Quarters 9-20 Hold (Fuel) 18-19 1-7 Eng (power plant #1 in 18, #2 in 19) 8-20 Eng (jump drive) 20 1-2 Eng (HEPlaR) 3-20 Hold (Fuel) System Damage Elect Maser, Laser, Radio, A-EMS P-EMS (1h) ant (1h) Hold Cargo 88H (if loaded with cargo, rather than fuel) Quarters Sm. Stateroom * 30 (2h) ea. Life Support 15H Emergency L.S. 7H Engineering Jump Drive 35H ea. Power Plant * 2 7H HEPlaR 2H ContraGrav 8H Fuel Processing 38H Weapons Laser * 5 1H ea. Sandcasters * 5 1H ea.