Traveller: Alternative Ship Design II

Alternative Ship Design II

Attempted mashup of CT and HG for < 5k dtons

#

configuration
  • wedge
hull
  • 0.1mcr/ton
  • min 20
bridge
  • 2% min 20
  • 0.5mcr per 100 tons of ship
computer
  • model 1: TL08, 2mcr
  • model 1bis: TL09, 4mcr
  • model 2: TL10, 8mcr
  • model 2bis: TL10, 12mcr
  • model 3: TL11, 16mcr
  • model 4: TL12, 20mcr
  • model 5: TL13, 40mcr
  • model 6: TL14, 60mcr
  • model 7: TL15, 80mcr
drives
  • percentages
  • j-drive 5% mass, min 5
  • TL10 J1
  • TL11 J2
  • TL12 J3
  • TL13 J4
  • TL14 J5
  • TL15 J6
  • Jn mcr / ton
  • m-drive 5% mass
  • TL09 1G
  • TL10 2G etc
  • 0.5Mn mcr/ton
  • power 5% mass
  • TL09 A
  • TL10 B etc
  • 0.5Pn mcr / ton
  • 1xengineer per 15dt drives
fuel
  • fuel 0.1MJn + 10Pn
streamlining
  • 1mcr per 100
  • fuel scoops
fuel purification
  • 1 dt purifies 1 dt per hour
  • 0.1mcr / ton
  • 1 dt holding tank per dt of purifier
  • water -> unrefined = 2dt per dt per hour
  • water->unrefined->refined = 3dt per dt per hour
hard points
  • max 1 hp per 100dt, 100k each
  • add turrets and weapons
  • 1 dt turret – 1hp, 1mcr
  • 4 dt bay – 4 hp, 4mcr
  • 16 dt bay – 16 hp, 16mcr
quarters
  • sr 4 tons 500k
  • lb 1/2t 50k
  • life pods 100k 1t
armor
  • TL 7+ 4+4a
  • TL10+ 3+3a
  • TL12+ 2+2a
  • TL14 !+1a
  • planetoid +3/+6
  • max a = TL
small craft
  • < 100 no fittings on ships below 1000 or dist config
  • 130% mass on bigger ships
  • big craft > 100 require 110%
  • launch tubes 40 per turn

#

Combat Rules

As CT but laser ranges proportional to weapon power

  • ranges 1, 2, 4, 8 (6″, 12″, 24″, 48″)
  • laser01: pen 1 at range 1
  • laser04: pen 4 at range 1, pen 1 at range 2
  • laser16: pen 16 at range 1, pen 4 at range 2, pen 1 at range 4

pen = #hits

canister

  • weapon fires wide beam at one lower power level
  • 30 degree cone
  • laser 4: pen 1 wide beam at range 1
  • laser 16: pen 4 wide beam at range 1, pen 1 wide beam at range 2

damage

  • ships have 1 structure point per 10 dt
  • hits melt armor first
  • hull, turret etc hits do 1 pt if depressurized, 2 pts otherwise
  • fighting depressurized DM-2 plus vaccsuit skill.

##

Examples

(1) 5000 dt warship

  • hull – 5K, 500mcr
  • bridge – 100dt, 25mcr
  • model/4 20mcr
  • 10 command crew
  • J3 – 250dt 750mcr
  • 3G – 250dt 375mcr
  • P3 – 250dt 375mcr
  • total 750 dt, 1500mcr
  • 50 x engineers
  • fuel 1500+30
  • streamlining: no
  • fuel purification: no
  • hard points: 50 (5mcr)
  • 2 x 16 bays
  • 2 x 4 bays
  • 10 x turrets
  • 50dt, 50mcr
  • 50 x gunners

(2) Scout

  • hull 100dt 10mcr
  • bridge 20dt 0.5mcr
  • computer model/2 8mcr
  • 1 x command crew
  • J1 5dt 5mcr
  • M1 5dt 2.5mcr
  • P1 5dt 2.5mcr
  • fuel 10+10
  • streamlining 1mcr
  • fuel purifying 3dt 0.1mcr
  • 1xhardpoint 0.1mcr
  • 1xturret, 1dt
  • 59dt, 29.8mcr

 

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