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WIP Traveller Alternate Ship Design

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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Alternative Ship Design I

May be useful for creating quick ship designs.

#

Ship Attribute Ranks

Standard

power
manouver
jump
life support
sensors
comms
crew
cargo
passengers
medical
workshop
weapons
armor
boats

Exotic

fighters
troops
marines
luxury
laboratory

etc

All the attributes default to rank-0.

Standard attributes at rank-0 mean those attibutes exist at a basic level proportional to the size of the ship.

Exotic attributes and jump at rank-0 mean those attibutes don’t exist.

Example
Maneuver-0 means the ship has the default maneuver drive
Jump-0 means there is no jump drive

Crew-0 means there is the default crew
Fighters-0 means there are no fighters on the ship

Main Rule

each 100 dtons of ship gets one rank to spend

Drive Tables (WIP)

engine ranks provide different max Jn and different max G for different ship sizes at different tech levels

max jump number produced from specified drive rank and ship size

max G uses the same table with the columns shifted one to the left so
maneuver-0 counts as rank-1, maneuver-1 as rank-2 etc

TL10 rank-1 rank-2 rank-3
100 2 – –
200 1 2 –
400 – 1 2
800 – – 1

TL11 rank-1 rank-2 rank-3
100 3 – –
200 2 3 –
400 1 2 3
800 – 1 2

TL12 rank-1 rank-2 rank-3
100 4 – –
200 3 4 –
400 2 3 4
800 1 2 3
1600 – 1 2

TL13 rank-1 rank-2 rank-3
100 4 – –
200 4 4 –
400 3 4 4
800 2 3 4
1600 1 2 3
3200 – 1 2

TL14 rank-1 rank-2 rank-3
100 4 – –
200 4 4 –
400 4 4 4
800 3 4 4
1600 2 3 4
3200 1 2 3
6400 – 1 2

TL15 rank-1 rank-2 rank-3
100 4 – –
200 4 4 –
400 4 4 4
800 4 4 4
1600 3 4 4
3200 2 3 4
6400 1 2 3
12800 – 1 2
25600 – – 1

(the standard ship sizes IMTU are powers of 2 cos reasons but the table would be the same for the standard 1000, 2000, 3000, 4000, 5000 dtons easily enough)

Design Rules

so with some rules like:
– either use drive tables for exact Jn and G
– or use hand wavy jump and maneuver ranks
—rank-1 = low Jn/G
—rank-2 = medium Jn/G
—rank-3 = high Jn/G
– passenger-1 requires medical-1
– one crew rank at 400dt, 1600dt, 6400dt etc
—on naval ships a rank of marines can count as a rank of crew and
represents ship’s troops/crew rather than ground troops

then the book 2 ships might be specified something like

100dt Type S: jump-1
200dt Free Trader: jump-1, cargo-1
400dt Type R: jump-1, crew-1, cargo-2
600dt Type M: jump-2, crew-1, cargo-1, passengers-1, medical-1
200dt Yacht: jump-1, luxury-1
800dt Broadsword: jump-2, manouver-2, crew-1, weapons-1, boats-1, troops-1

200dt Safari Ship: jump-1, cargo-1(animal containment)
200dt Scout Survey Ship: jump-1, sensors-1
400dt Scout Mother Ship: jump-1, crew-1, medical-1, workshop-1

Examples

the actual Jn and G associated with the jump and maneuver ranks can either
be hand wavy as above or matched to the books by specifying the TL of the
ship as well so for example a Book 2 400dt Patrol Cruiser has J3 and 3G in
the book which in the hand wavy way above might be specified as

400dt Patrol Cruiser: jump-2, manouver-2, marines-1, weapons-1

(for a total of 6 ranks instead of the 4 allowed technically breaking these ship design rules)

however using the drive tables and specifying the TL it could be:

TL10 400dt Patrol Cruiser: manouver-2, marines-1, weapons-1
(no jump, 2G)

TL11 400dt Patrol Cruiser: jump-1, manouver-1, marines-1, weapons-1
(J1, 2G)

TL12 400dt Patrol Cruiser: jump-1, manouver-1, marines-1, weapons-1
(J2, 3G)

TL13 400dt Patrol Cruiser: jump-1, marines-1, armor-1, weapons-1
(J3, 3G)
(as the default maneuver-0 improves with TL and now provides 3G)

Similarly with the Broadsword and Type M.

More Examples

some more examples using the drive table

TL13 1600dt Patroller: jump-3, maneuver-2, crew-1, marines-1, medical-1,
sensors-1, armor-2, weapons-4
(J3, 3G)

TL13 1600dt Freighter: jump-3, crew-2, boats-1, cargo-10
(J3, 1G)

etc

##

mashup of CT and HG for < 5k dtons

configuration
hull
  • 0.1mcr/ton
  • min 20
bridge
  • 2% min 20
  • 0.5mcr per 100 tons of ship
computer
drives
  • percentages
  • j-drive 5% mass, min 5
  • TL10 J1, TL11 J2, TL12 J3, TL13 J4, TL14 J5, TL15 J6
  • m-drive 5% mass
  • TL9 1G, TL10 2G etc
  • power 5% mass
fuel
  • fuel 0.1MJn + 10Pn
streamlining
  • 1mcr per 100
  • fuel scoops

 

fuel purification
  • 1 dt purifies 1 dt per hour
  • 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
  • 1 hp per 100dt 100k
  • add turrets and weapons
  • turrets 1dt FC
  • 160 dt bay – 16 hp
  • 40 dt bay – 4 hp
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