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The Fleet Ship designs, strategies, and tactics.

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Old January 4th, 2009, 11:18 AM
BruceEdwinMorrow BruceEdwinMorrow is offline
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Default Fer-De-Lance Staterooms (High Guard)

For High Guard ships, is a 1 to 1 crew to stateroom ratio used? I'm trying to figure out how many full sized staterooms a Classic Traveller Fer De Lance DE has.. I know it has 14 crew, does that mean 14 staterooms as well?
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Old January 4th, 2009, 11:33 AM
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From High Guard, pg 33
Quote:
"Quarters: Staterooms or quarters must be provided for the entire crew. The captain of the ship must be provided with an individual stateroom, as must the commanding officers of each section and the commander of the ship's troops. All other personnel on military vessels must be provided with the equivalent of half a stateroom each.

Passengers should be provided with single staterooms.

Low passengers should be provided with individual low berths.

Staterooms require four tons at a cost of Cr500,OOO per stateroom. Staterooms actually average about two tons, but the additional tonnage is used to provide corridors and access ways, as well as galley and recreation areas.
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Old January 4th, 2009, 12:29 PM
far-trader far-trader is offline
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As atpollard notes it would by the rules probably have 9 staterooms (4 single occupancy for the 4 officers, and 5 double occupancy for the 10 ratings). However about the only way to be sure (since the description doesn't specify) is to reverse engineer it and see how much room you have. Fortunately it's a small ship, sooo...

...a quick run through with High Guard Shipyard looks like 9 staterooms it is. Just fits with no extra tonnage available. So there's no cargo or stores for extended missions.

Also of note the crew calculations in the program came up with more than 14 required. Book 5 crew calculation came up with 29 required, Book 2 crew calculation came up with 19 required. Big surprise, another broken canon design
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Old January 4th, 2009, 12:36 PM
BruceEdwinMorrow BruceEdwinMorrow is offline
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Awesome, thanks! The reverse engineering was very helpful!

Seems like with two cutters, any cargo space available on them could be used for extended stores.

Hey, perhaps even install a bunk or two for the missing crew members...lol
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Old January 4th, 2009, 12:42 PM
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Quote:
Originally Posted by BruceEdwinMorrow View Post
Awesome, thanks! The reverse engineering was very helpful!
You're quite welcome

Quote:
Originally Posted by BruceEdwinMorrow View Post
Seems like with two cutters, any cargo space available on them could be used for extended stores.

Hey, perhaps even install a bunk or two for the missing crew members...lol
Good ideas! I'd blindly typed in the cutters and didn't even think about their utility. Cargo definitely, quarters... possibly.
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Old January 4th, 2009, 01:11 PM
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Since I had the program open and the data filled in I decided to play a bit...

...I got it to "work" by dropping the powerplant to a 6 (reduced agility to 3) and instead of four missile batteries just two.

That let me reduce the crew to 16* (2 officers and 14 ratings, so 9 staterooms work). If you went with the lasers as a single battery you could get down to 14 crew as described (and fudge the 4 officers and 10 ratings).

* still no crew for the cutters though, but figure some of the ratings are qualified

And it made room for 61tons of cargo (or other usage*) as well as reducing the cost significantly. MCr762.770 before discounts, not including cutters or architect fee.

* maybe two extra cutter modules, or some armor?

Anyway, just goofing off and thought it might be interesting/helpful
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Last edited by far-trader; January 4th, 2009 at 01:17 PM..
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