Thread: Mining Vessel Contest

16 posts.



Count me in. In a GDW game 2300, in a book I think was titled Belt Strike there was a vessel I think would work well for a Mega corp mining vessel. On one end it was a ore processing plant and on the other end it was a HUGE gauss gun that would take a ingot on processed metals and fire it towards a world with port facilities to capture the ingot. I'm wondering has any one tried to make this ship using FFS-1 or 2?



Beltstrike was a CT boxed supplement.

Sending ore away with a linear accelerator is quite an intersting concept. But how do you catch the nuggets when they arrive?

--
Roger Malmstein
www.travellerfreeport.com

From: roger
Sent: Friday, January 29, 2010 2:59 PM
To:
Subject: [Traveller_TNE] Mining Vessel Contest

Count me in. In a GDW game 2300, in a book I think was titled Belt Strike there was a vessel I think would work well for a Mega corp mining vessel. On one end it was a ore processing plant and on the other end it was a HUGE gauss gun that would take a ingot on processed metals and fire it towards a world with port facilities to capture the ingot. I'm wondering has any one tried to make this ship using FFS-1 or 2?



very carefully?
I can see the job advertisements now: Help Needed, full benefits, pay determined by experience. Bullet stoppers ...
;^)
T

________________________________
From: Roger Malmstein
Sent: Fri, January 29, 2010 12:35:00 PM
Subject: Re: [Traveller_TNE] Mining Vessel Contest

Beltstrike was a CT boxed supplement.

Sending ore away with a linear accelerator is quite an
intersting concept. But how do you catch the nuggets when they
arrive?

--
Roger Malmstein
www.travellerfreepo rt.com

From: roger
Sent: Friday, January 29, 2010 2:59 PM
To:
Subject: [Traveller_TNE] Mining Vessel Contest

Count me in. In a GDW game 2300, in a book I think was titled Belt Strike
there was a vessel I think would work well for a Mega corp mining vessel. On one
end it was a ore processing plant and on the other end it was a HUGE gauss gun
that would take a ingot on processed metals and fire it towards a world with
port facilities to capture the ingot. I'm wondering has any one tried to make
this ship using FFS-1 or 2?



With a very large, well-padded catcher's mitt.  Use the rules on Antenna Arrays to work out size, and double mass to account for the padding.  [grin]

--- On Fri, 1/29/10, Roger Malmstein <> wrote:

Beltstrike was a CT boxed supplement.
 
Sending ore away with a linear accelerator is quite an intersting concept. But how do you catch the nuggets when they arrive?
 
 


Prior to launch you attach a reusable breaking device to the front that
consists of an EAPlaC engine, a flight computer, and a radio antenna.
Once the projectile enters the vicinity of the target world the flight
computer is activated via an RFD signal and uses the rocket to brake and
place the hunk of rock in a far orbit to be picked up when convenient.

Once the braking device is removed it is refueled (the engine holds fuel
for a round trip) and launched back to where it came from. Because it is
re-fueled at the destination world with enough fuel to get it back there
again with a payload attached, there is no refueling needed at the mining
site.

Of course, that may not be feasable due to the mass of the object the
"brakes" are attempting to stop. Don't know at the moment.

> With a very large, well-padded catcher's mitt.  Use the rules on Antenna
> Arrays to work out size, and double mass to account for the padding. 
> [grin]
>
> --- On Fri, 1/29/10, Roger Malmstein <>
> wrote:
>
>
>
>
>
>
>
>
> Beltstrike was a CT boxed supplement.
>  
> Sending ore away with a linear accelerator is quite an intersting concept.
> But how do you catch the nuggets when they arrive?
>  
>  



I was thinking about something similar.
First we need to establish how fast the nugget goes, and how far it will travel.
As we are talking about asteroid and ring mining the speed may not need to be large as there isn't any deep gravity well to escape from, buth rather a gravity well going towards.
A Linear accellerator could be buoldt with the mass driver rules from FF&S.
When the mass and the speed is known we know how large break engine we needs to install. An EAPLAC are more or less a solid fuel rocket. When the fuel is spent, the rocket is pretty much used up.

Launch of nuggets may be aimed towards lunar orbits or something simliar.

--
Roger Malmstein
www.travellerfreeport.com

From:
Sent: Friday, January 29, 2010 10:04 PM
To:
Subject: Re: [Traveller_TNE] Mining Vessel Contest

Prior to launch you attach a reusable breaking device to the front that
consists of an EAPlaC engine, a flight computer, and a radio antenna.
Once the projectile enters the vicinity of the target world the flight
computer is activated via an RFD signal and uses the rocket to brake and
place the hunk of rock in a far orbit to be picked up when convenient.

.



On 30 Jan 2010 at 2:38, Roger Malmstein wrote:

> I was thinking about something similar.
> First we need to establish how fast the nugget goes, and how far it
> will travel.
> As we are talking about asteroid and ring mining the speed may not
> need to be large as there isn't any deep gravity well to escape from,
> buth rather a gravity well going towards.
> A Linear accellerator could be buoldt with the mass driver rules from
> FF&S.
> When the mass and the speed is known we know how large break engine
> we needs to install. An EAPLAC are more or less a solid fuel rocket.
> When the fuel is spent, the rocket is pretty much used up.
>
> Launch of nuggets may be aimed towards lunar orbits or something
> simliar.

As noted in another post, velocity doesn't have to be that high when
it reaches the destination.

You don't really need the braking (note spelling) rocket, but it
might be useful.

Assuming you have power to burn, you *can* make one sort of rocket
out of asteroidal material. Aluminum/pxygen. Real world plans for
exploiting the moon and asteroids have designed such.

Not all that practical on earth but on the moon they'd suffice to
reach orbit and land again.
--
Leonard Erickson (aka shadow)
shadow at shadowgard dot com



On 29 Jan 2010 at 19:35, Roger Malmstein wrote:

> Beltstrike was a CT boxed supplement.
>
> Sending ore away with a linear accelerator is quite an intersting
> concept. But how do you catch the nuggets when they arrive?

If you've done it right, they aren't moving that fast when they get
there. After all, as long as you have a steady stream of ingots, do
you really care how long they've been in transit?

And worst case, you grapple on with a tug.

--
Leonard Erickson (aka shadow)
shadow at shadowgard dot com



Yesterday I wrote about the HUGE mining/processing ship. First I apologize, the name was not Belt Strike, Belt Strike sounded familiar. I've since looked up my copy the correct name is Nyotekundu Sourcebook. Its from GDW's 2300 series.
The mining/processing ship is 1500 meters long and has a inside core (bore?) of 50 meters. It looks like a cannon barrel with a rotating habitat ring near the back. In this case ice chunks are brought in to the rear (breach) and melted, then case into a manageable size and fired towards the desert world.
On the receiving end there would have to be something to stop the pellet, and I think a breaking thruster would work well. It could be fueled using liquid hydrogen from an ice asteroid and the thruster could be given commands and guided into a stable low orbit by something like NASA control or maybe Freedom Station, and a shuttle as part of its satellite launch duties retrieves the pellet. The refurbished thrusters could be returned to the processing ship by a resupply ship on a regular food and parts mission.
I'm picturing this ship being used in today's world, does anyone know the dimensions of the space shuttle's cargo bay and the maximum cargo return weight?
Also does anyone have the FF+S stats for an ore processor, I have seen one in Gurps Starships, but I would prefer to use one from CT or MT or one from someones TNE Home Rules.



Nyotekundu Sourcebook.

To stop it? Use the target planets gravity of course. Basically the accelerator is firing the ore into an orbit around the planet. Match speed and pick it up.


If we can count on a clear path to the target world, and the target world
has an atmosphere, then why not mine the ore and shape it like a
parachute, balancing the majority of the weight around the rim, and making
sure to have lots of "vacuum pockets" in it. Then aim it at the world and
fire with the opening of the metal shoot being that the front of the
projectile. When it hits the atmo, it's shape could give it plenty of
drag and then it would land in the ocean and, due to all the vacuum
pockets, be buoyant enough that it will float and can be pick up at
leisure.

Of course, if we can't count on an uninterrupted path between the mining
facility and the world, I don't see any way that this could be done
without tacking on some course correction machinery.

> Nyotekundu Sourcebook.
>
> To stop it? Use the target planets gravity of course. Basically the
> accelerator is firing the ore into an orbit around the planet. Match speed
> and pick it up.



Sorry for the delay. Been a bit busy.

I was thinking about multiple eras: MT, TNE-1202 and, if there's
interest, TNE-1248.

While there will be commonalities, by going with different settings, the
designers will have design specifications specific to the time period.
That also means there will be TL limitations to consider.

If anyone feels strongly one way or the other about this, please say so.

Give me a week or two and I'll come back with the required specs and
then everyone can weigh in on those as well.

Design rules will be FF&S (of course). But if anyone feels that they
can be improved upon, please feel free to share. :)

\_/
DED



I would be interested in TNE-1202. Well, actually I would be designing it for my own pocket empire, and at a fairly low tech to make feasable for more worlds. However, it would be the kind of thing that could easily just be given a bit of a different history and worked into either 1202 or 1248. Not sure about MT, just 'cause I've never tried that rule set.

Sent on the TELUS Mobility network with BlackBerry

-----Original Message-----
From: DED
Date: Mon, 08 Feb 2010 22:21:26
Subject: [Traveller_TNE] Re: Mining Vessel Contest

Sorry for the delay. Been a bit busy.

I was thinking about multiple eras: MT, TNE-1202 and, if there's
interest, TNE-1248.

While there will be commonalities, by going with different settings, the
designers will have design specifications specific to the time period.
That also means there will be TL limitations to consider.

If anyone feels strongly one way or the other about this, please say so.

Give me a week or two and I'll come back with the required specs and
then everyone can weigh in on those as well.

Design rules will be FF&S (of course). But if anyone feels that they
can be improved upon, please feel free to share. :)

\_/
DED



Arrow hawk is a modified J-Hawk Far Trader. The J-Hawk is a fine ship in a low threat environment, but it has draw-backs that make it dangerous to take into the wilds. The Soho Far Trader found in Traveller Chronicle address some problems but I believe it is still too small. I started with the deck plan in Gilded Lily, splitting it in half bow to stern and widening it by 4 meters, then enlarged the upper deck fuel tank to hold most of the fuel. I then increased the size of the hanger and forward cargo hatch and added a third turret and a belly cargo hatch, I also left 28m3 of space on the flight deck and 56m3 of growing space in engineering for improvements.
Arrow Hawk Class Far Trader
General Data
Displacement: 300 D Tons Hull Armor: 20
Length: 42.5 meters Volume: 4200m3
Price: MCr 104.215 Target Size: S
Configuration: Wedge SL Tech Level: 12
Mass (Loaded/Empty): 3521.868/ 1994.022
Engineering Data
Power Plant: 2x118mw Fusion Plants, 1 Year Duration, 4.3055mw
excess
Jump Performance: 2
Jump Fuel: 630m3 (45 S Tons)
G-Rating: 1 (150mw/g), CG Lifters (30mw), 45 Ton Ducted Fans
(22.5mw)
G-Turns: 36 (plus 16.8Gs/parsec of jump fuel used)
Fuel Tankage: 1305m3 (93.2 D Tons)
Maint: 155 (83 w/o cargo)
Electronics Data
Computer: 3xTL-12 Mod St Computers (0.4mw each)
Commo: 30,000 km Radio (1 Hex, 1mw), 1000AU Maser (~, 0.6mw)
Avionics: TL-10+ Avionics (160 km/h)
Sensors: 120,000 km Active EMS (4 Hexes, 16.5mw), 150,000 km
Passive EMS fixed array (5 Hexes, 0.2mw)
ECM: None
Controls: 4x Flight Deck, and 2x Engineering Workstations
Armament Data
Offensive: 3x 120mj Laser Turrets (Loc: 8,9; Arcs: 1-3L
Loc: 16-17; Arcs: All, 3.3mw, No crew fired from
fired from flight deck)
Defencive: None
Fire Control: None
Name Short Medium Long Extreme
120mj Laser 4:1/9-27 8:1/9-27 16:1/6-19 32:1/3-9
Accommodations Data
Life Support: Extended (0.84mw), Gravitic Compensators
(3G,21mw)
Crew: 5 (7-8 if armed) (2xEng,1xElect, 2xMan,(armed) 1-2xGunners,
1x Com)
Crew Accommodations: 1x Captains Cabin (0.001mw), 4x Small
Staterooms (0.0005mw each)
Passenger Accommodations: 11x Small Staterooms (0.0005mw each)
Cargo: 1434.018m3 (102.4 D Tons)
Small Craft Facilities: Minimal Hanger with LP for 3 D Ton
Coalition Air Raft
Air Locks: 3
Notes
Arrow hawk is the first in a line of improved Far Traders, it has been widened 4 meters and has been reconfigured to carry most of its fuel on the upper deck. Arrow Hawks also carry a third turret with an all around field of fire. Other improvements include a larger hanger for the 3 ton Coalition Air Raft and a double-sized cargo hatch forward and a belly hatch. Arrow Hawks also have had their external armor thickened and their internal bracing reinforced to allow up to 2Gs maneuvering. Arrow Hawks can scoop 840me/ hour and can purify 1.53mw) 255m3/6 hours.

Area (1D20) Surface Hits Internal Explosions
1,11 1-5: CH Cargo
2-3 1-2: LP, 3-4:Ant 1-4: Hanger, 5-20: Qtr
4 1-9: Elect, 10-16: Qtr, 17-20: Cargo
5 1-17: Qtr, 18-20: Cargo
6-7 1-10: Fuel, 11-20: Cargo
8-9 1-5: CH, 6: AL 1-4: LT, 5-20: Cargo
10 1: Ant Fuel
11 1-5: CH Cargo
12-13 Fuel
14-15 Cargo
16-17 1-3: Ant 1-2: LT, 3-20: Fuel
18-19 1-15: Eng, 16-20: Fuel
20 Eng

*In my own designs I break down "Hold" into its component parts, in this case Hanger, Cargo and Fuel, it makes it easier for me to get a feel for what was hit.

Systems
JD 4H LS 3H Hanger 3h
PP 3H(x2) ELS 2H LT 1H(x3)
MD 3h AG 1H LSR 1H
CG 2H SSR 2h(x15) FPP 2H



Looks good for the milleu as a support vessel looks like it would need further mods to be a miner though...
T

--- On Fri, 5/14/10, roger <> wrote:

From: roger <>
Subject: [Traveller_TNE] Mining Vessel Contest
To:
Date: Friday, May 14, 2010, 10:06 AM

 

Arrow hawk is a modified J-Hawk Far Trader. The J-Hawk is a fine ship in a low threat environment, but it has draw-backs that make it dangerous to take into the wilds. The Soho Far Trader found in Traveller Chronicle address some problems but I believe it is still too small. I started with the deck plan in Gilded Lily, splitting it in half bow to stern and widening it by 4 meters, then enlarged the upper deck fuel tank to hold most of the fuel. I then increased the size of the hanger and forward cargo hatch and added a third turret and a belly cargo hatch, I also left 28m3 of space on the flight deck and 56m3 of growing space in engineering for improvements.
Arrow Hawk Class Far Trader
General Data
Displacement: 300 D Tons Hull Armor: 20
Length: 42.5 meters Volume: 4200m3
Price: MCr 104.215 Target Size: S
Configuration: Wedge SL Tech Level: 12
Mass (Loaded/Empty): 3521.868/ 1994.022
Engineering Data
Power Plant: 2x118mw Fusion Plants, 1 Year Duration, 4.3055mw
excess
Jump Performance: 2
Jump Fuel: 630m3 (45 S Tons)
G-Rating: 1 (150mw/g), CG Lifters (30mw), 45 Ton Ducted Fans
(22.5mw)
G-Turns: 36 (plus 16.8Gs/parsec of jump fuel used)
Fuel Tankage: 1305m3 (93.2 D Tons)
Maint: 155 (83 w/o cargo)
Electronics Data
Computer: 3xTL-12 Mod St Computers (0.4mw each)
Commo: 30,000 km Radio (1 Hex, 1mw), 1000AU Maser (~, 0.6mw)
Avionics: TL-10+ Avionics (160 km/h)
Sensors: 120,000 km Active EMS (4 Hexes, 16.5mw), 150,000 km
Passive EMS fixed array (5 Hexes, 0.2mw)
ECM: None
Controls: 4x Flight Deck, and 2x Engineering Workstations
Armament Data
Offensive: 3x 120mj Laser Turrets (Loc: 8,9; Arcs: 1-3L
Loc: 16-17; Arcs: All, 3.3mw, No crew fired from
fired from flight deck)
Defencive: None
Fire Control: None
Name Short Medium Long Extreme
120mj Laser 4:1/9-27 8:1/9-27 16:1/6-19 32:1/3-9
Accommodations Data
Life Support: Extended (0.84mw), Gravitic Compensators
(3G,21mw)
Crew: 5 (7-8 if armed) (2xEng,1xElect, 2xMan,(armed) 1-2xGunners,
1x Com)
Crew Accommodations: 1x Captains Cabin (0.001mw), 4x Small
Staterooms (0.0005mw each)
Passenger Accommodations: 11x Small Staterooms (0.0005mw each)
Cargo: 1434.018m3 (102.4 D Tons)
Small Craft Facilities: Minimal Hanger with LP for 3 D Ton
Coalition Air Raft
Air Locks: 3
Notes
Arrow hawk is the first in a line of improved Far Traders, it has been widened 4 meters and has been reconfigured to carry most of its fuel on the upper deck. Arrow Hawks also carry a third turret with an all around field of fire. Other improvements include a larger hanger for the 3 ton Coalition Air Raft and a double-sized cargo hatch forward and a belly hatch. Arrow Hawks also have had their external armor thickened and their internal bracing reinforced to allow up to 2Gs maneuvering. Arrow Hawks can scoop 840me/ hour and can purify 1.53mw) 255m3/6 hours.

Area (1D20) Surface Hits Internal Explosions
1,11 1-5: CH Cargo
2-3 1-2: LP, 3-4:Ant 1-4: Hanger, 5-20: Qtr
4 1-9: Elect, 10-16: Qtr, 17-20: Cargo
5 1-17: Qtr, 18-20: Cargo
6-7 1-10: Fuel, 11-20: Cargo
8-9 1-5: CH, 6: AL 1-4: LT, 5-20: Cargo
10 1: Ant Fuel
11 1-5: CH Cargo
12-13 Fuel
14-15 Cargo
16-17 1-3: Ant 1-2: LT, 3-20: Fuel
18-19 1-15: Eng, 16-20: Fuel
20 Eng

*In my own designs I break down "Hold" into its component parts, in this case Hanger, Cargo and Fuel, it makes it easier for me to get a feel for what was hit.

Systems
JD 4H LS 3H Hanger 3h
PP 3H(x2) ELS 2H LT 1H(x3)
MD 3h AG 1H LSR 1H
CG 2H SSR 2h(x15) FPP 2H



Capt Johansen is an independent merchie with a long term (4year) contract to supply materials, fuel, life support, incidentals and etc to Leap Frog Mining LLC.  His J Hawk trader has been equipped with additional fuel stowage and a refueling probe on a robotic arm (this seals off one of the airlocks from the cargo hold to the exterior of the ship (if so equipped, if not there may have been a more permanent /semi-permanent mod done through the ships hull) 
The remainder of the cargo hold is divided between life support supplies and a small concessionary store.  The life support items - compressed air tankage, water, and food ... the liquids and air can be supplied through the same robotic arm using their own umbilicals.  Food is normally transported via either small craft, floating them across in containers or making airlock-airlock connections.
The robotic arm is extensible, and has 6 points of articulation to enable it to make its connections even if the ship is mated by airlock connections.
 
The store is like a small gas station store with a mix of items from extra drill components to a small selection of entertainment programs; vacc suit amenities to spices.  The supply is limited as is the variety but they can and do accept orders which can be filled on the next trip in to civilization.
 
The ship follows a set route covering the operational area of the mining company.
 
The crew was augmented with a trained Nurse Practitioner (+) and sick bay accomodations are expanded somewhat from the standard design such that emergency surgeries could be conducted.  However, the normal procedure is to attempt to stabilize the patient and transport them to the operational base for advanced care.  This is not quite an ER setup, about a step or two back from that it is an advanced medical clinic however and routine but urgent care (tooth extractions, broken bones etc can be handled well enough.  Small xray, sonogram, pharmacy, etc ... this takes 2 Staterooms off the passenger availability list.  These have been modified into a suite so that access can be made from one directly to the other without going into the main passage way.  This makes it possible to make one of the rooms into an isolation ward with decontamination if necessary.
.... just my take on a possible use of a J Trader as designed and described by Roger Clark his original post follows ...
Regards,
Tim

--- On Fri, 5/14/10, roger <> wrote:

From: roger <>
Subject: [Traveller_TNE] Mining Vessel Contest
To:
Date: Friday, May 14, 2010, 10:06 AM

 

Arrow hawk is a modified J-Hawk Far Trader. The J-Hawk is a fine ship in a low threat environment, but it has draw-backs that make it dangerous to take into the wilds. The Soho Far Trader found in Traveller Chronicle address some problems but I believe it is still too small. I started with the deck plan in Gilded Lily, splitting it in half bow to stern and widening it by 4 meters, then enlarged the upper deck fuel tank to hold most of the fuel. I then increased the size of the hanger and forward cargo hatch and added a third turret and a belly cargo hatch, I also left 28m3 of space on the flight deck and 56m3 of growing space in engineering for improvements.
Arrow Hawk Class Far Trader
General Data
Displacement: 300 D Tons Hull Armor: 20
Length: 42.5 meters Volume: 4200m3
Price: MCr 104.215 Target Size: S
Configuration: Wedge SL Tech Level: 12
Mass (Loaded/Empty): 3521.868/ 1994.022
Engineering Data
Power Plant: 2x118mw Fusion Plants, 1 Year Duration, 4.3055mw
excess
Jump Performance: 2
Jump Fuel: 630m3 (45 S Tons)
G-Rating: 1 (150mw/g), CG Lifters (30mw), 45 Ton Ducted Fans
(22.5mw)
G-Turns: 36 (plus 16.8Gs/parsec of jump fuel used)
Fuel Tankage: 1305m3 (93.2 D Tons)
Maint: 155 (83 w/o cargo)
Electronics Data
Computer: 3xTL-12 Mod St Computers (0.4mw each)
Commo: 30,000 km Radio (1 Hex, 1mw), 1000AU Maser (~, 0.6mw)
Avionics: TL-10+ Avionics (160 km/h)
Sensors: 120,000 km Active EMS (4 Hexes, 16.5mw), 150,000 km
Passive EMS fixed array (5 Hexes, 0.2mw)
ECM: None
Controls: 4x Flight Deck, and 2x Engineering Workstations
Armament Data
Offensive: 3x 120mj Laser Turrets (Loc: 8,9; Arcs: 1-3L
Loc: 16-17; Arcs: All, 3.3mw, No crew fired from
fired from flight deck)
Defencive: None
Fire Control: None
Name Short Medium Long Extreme
120mj Laser 4:1/9-27 8:1/9-27 16:1/6-19 32:1/3-9
Accommodations Data
Life Support: Extended (0.84mw), Gravitic Compensators
(3G,21mw)
Crew: 5 (7-8 if armed) (2xEng,1xElect, 2xMan,(armed) 1-2xGunners,
1x Com)
Crew Accommodations: 1x Captains Cabin (0.001mw), 4x Small
Staterooms (0.0005mw each)
Passenger Accommodations: 11x Small Staterooms (0.0005mw each)
Cargo: 1434.018m3 (102.4 D Tons)
Small Craft Facilities: Minimal Hanger with LP for 3 D Ton
Coalition Air Raft
Air Locks: 3
Notes
Arrow hawk is the first in a line of improved Far Traders, it has been widened 4 meters and has been reconfigured to carry most of its fuel on the upper deck. Arrow Hawks also carry a third turret with an all around field of fire. Other improvements include a larger hanger for the 3 ton Coalition Air Raft and a double-sized cargo hatch forward and a belly hatch. Arrow Hawks also have had their external armor thickened and their internal bracing reinforced to allow up to 2Gs maneuvering. Arrow Hawks can scoop 840me/ hour and can purify 1.53mw) 255m3/6 hours.

Area (1D20) Surface Hits Internal Explosions
1,11 1-5: CH Cargo
2-3 1-2: LP, 3-4:Ant 1-4: Hanger, 5-20: Qtr
4 1-9: Elect, 10-16: Qtr, 17-20: Cargo
5 1-17: Qtr, 18-20: Cargo
6-7 1-10: Fuel, 11-20: Cargo
8-9 1-5: CH, 6: AL 1-4: LT, 5-20: Cargo
10 1: Ant Fuel
11 1-5: CH Cargo
12-13 Fuel
14-15 Cargo
16-17 1-3: Ant 1-2: LT, 3-20: Fuel
18-19 1-15: Eng, 16-20: Fuel
20 Eng

*In my own designs I break down "Hold" into its component parts, in this case Hanger, Cargo and Fuel, it makes it easier for me to get a feel for what was hit.

Systems
JD 4H LS 3H Hanger 3h
PP 3H(x2) ELS 2H LT 1H(x3)
MD 3h AG 1H LSR 1H
CG 2H SSR 2h(x15) FPP 2H