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The Fleet Ship designs, strategies, and tactics.

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Old October 15th, 2014, 11:57 PM
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Default Four new Ships in Honor of TravellerCon

Starships of the Fringe Subsector


Kamman Class Mining Platform TL-12 (Mobile Class B Starport)
The Kamman class mining platform is the ultimate in Interstellar mining vessels allowing for extended supported mining operations in remote unpopulated star systems. With a Jump 3 capability as well as onboard fuel scoops, a complete Ore Refinery with a full set of machine shops, as well as a full Petrochemical Refinery, the Kamman class mining platform can also serve as a temporary stardock, with built in services to refuel and repair other starships.

Shipyards - Zaysuf Merchant Marine, Inc.
Mass 50,000 Tons
Hull Configuration - Dispersed Structure 7 Price -50%
Jump Drive - 3 - 6,000 Tons 24,000 Mcr
Maneuver Drive 3- 5,500 Tons, 2,750 Mcr
Power Plant 3 - 4,500 Tons, 13,500 Mcr
Fuel Tanks - Powerplant 3,000 Tons (Jump Drives)
Manuever Drives 300 Tons (8 Weeks)
Bridge - 1,000 Tons 5 Mcr
EP 1,500
3x Computer Type 6 - 21 Tons, 165 Mcr, 3 Ep
100x Triple Missile Laser - 1 Ton, 225 Mcr
100x Triple Beam Laser - 1 Ton, 300 Mcr, 100 Ep
100x Triple Sandcaster - 1 Ton, 75 Mcr
Staterooms x 1200 - 4.800 Tons, 4,800 Mcr
20x Galley - 400 Tons, 200 Mcr, 20 Ep
20 x Rec Room - 400 Tons, 400 Mcr, 20 Ep
20x Gym - 800 Tons, 400 Mcr, 20 Ep
10x Ship's Locker, 100 Tons, 100 Mcr
Churastra Class Cutter 50 Tons, 37.7 Mcr
Ore Refinery 1,500 Tons, 6,500 Mcr, 100 Ep
Petrocehmical Refinery 1,000 Tons, 5,000 Mcr, 50 Ep
Cargo - 20,329 Tons
Crew 947 (Captain x1, Pilot x3, Navigator x3, Gunner x30, Engineer x460, Refinery Engineers x150, Petroleum Engineers x100, Steward x4, Doctors x6 Medic x20 2, Security Colonel x1, Security Captain x3, Security Lieutenants x12, Security x140)
Passengers -53
Maneuver 3
Agility 0
Total Cost : 58,057,000,000 Cr
Build Time - 84 Months

Fojestra Class Merchant Vessel TL-12
The Fojestra merchant vessels are a common sight in the Fringe Subsector plying their trade from system to system and world-to-world. The streamlined designed and rotating maneuver drive thrusters provide the Fojestra class merchant cruiser a Vertical Takeoff and Landing (VTOL) capability that makes them extremely popular especially among small independent merchant traders.

Shipyards - Arego Technologies, Inc.
Mass 1,000 Tons
Hull Configuration Flattened Sphere 6 Price -20% + 1 Mcr (Streamlined)
Jump Drive - 3 - 40 Tons 160 Mcr
Maneuver Drive 3- 80 Tons, 40 Mcr
Power Plant 3 - 90 Tons, 270 Mcr
Fuel Tanks - Powerplant 18 Tons (8 weeks)
Jump Drives 300 Tons
Bridge - 20 Tons .5 Mcr
EP 121.2
Computer Type 3 - 3 Tons, 18 Mcr, 1 Ep
4x Triple Missile Laser - 1 Ton, 9 Mcr
4x Triple Beam Laser - 1 Ton, 12 Mcr, 4 Ep
2x Triple Sandcaster - 1 Ton, .5 Mcr
Staterooms x 30 - 120 Tons, 60 Mcr
Galley - 10 Tons, 5 Mcr, 1 Ep
Rec Room - 20 Tons, 10 Mcr, 1 Ep
Gym - 20 Tons, 10 Mcr, 1 Ep
Ship's Locker, 10 Tons, 10 Mcr
Churastra Class Cutter 50 Tons, 37.7 Mcr
Cargo - 200 Tons
Crew 22(Captain x1, Pilot x1, Navigator x1, Gunner x3, Engineer x6, Steward x4, Medic 2, Security Officer x1, Security x3)
Passengers -22
Maneuver 3
Agility 6
Total Cost : 763.7 Mcr
Build Time - 36 Months


Starcloud Class Light Deepspace Fighter Carrier
CL-8122232-400000-6000C-1 TL-12
Shipyards - Neutron Armory Stardocks, Inc.
Mass 800 Tons
Hull Configuration - Wedge 1 Price +20% Streamlined for atmospheric reentry
Jump Drive - 2 - 24 Tons, 96 Mcr
Maneuver Drive 2 - 40 Tons, 28 Mcr
Power Plant 2 - 48 Tons, 144 Mcr
Fuel Tanks - Powerplant 16 Tons (4 weeks)
Jump Drives 160 Tons
Bridge - 20 Tons .5 Mcr
EP 16
Computer Type 4- 4 Tons, 30 Mcr, 2 Ep
Armor 4 - 16 Tons, 8 Mcr
4x Triple Missile Laser - 4 Tons, 9 Mcr
2x Triple Beam Laser - 2 Tons, 6 Mcr, 6 Ep
2x Triple Sandcaster - 2 Ton, 4.5 Mcr
Staterooms x 27 - 108 Tons, 54 Mcr
Galley - 8 Tons, 4 Mcr, 1 Ep
Lounge- 12 Tons, 6 Mcr, 3 Ep
4x Chevalier Class Long Range Fighter 50 Tons, 64.5 Mcr each
Cargo - 32 Tons
Crew 41 (Captain x1, Pilot x2, Navigator x3, Gunner x8, Engineer x4, Steward x5, Doctors x1 Medic x1, Fighter Pilot x4,Fighter Gunners x4, Fighter Security Chiefs x4, Fighter Medics x4)
Passengers -0
40 Low Berths - 20 Tons, 1 Mcr
Grav Carrier - 8 Tons, 1 Mcr
Speeder x2 - 12 Tons, 2 Mcr
Air/Raft x2 - 8 Tons, 1.2 Mcr
Maneuver 2
Agility 0
Total Cost : 672.84 Mcr
Build Time - 36 Months


Chevalier Class Long Range Fighter
FF-0106634-000000-20001-0 TL-12
Shipyards - Neutron Armory Stardocks, Inc.
Mass 50 Tons
Hull Configuration - Wedge 1 Price +20% Streamlined for atmospheric reentry
Maneuver Drive 6- 8.5 Tons, 4.25 Mcr
Power Plant 6 - 9 Tons, 27 Mcr
Fuel Tanks - Powerplant 3 Tons (4 weeks)
Bridge - 10 Tons, .25 Mcr
EP 3
Computer Type 3- 3 Tons, 18 Mcr, 1 Ep
Missile Launcher - 1 Ton, .75 Mcr
2x Beam Laser - 2 Tons, 2 Mcr, 2 Ep
4x Passenger Acceleration Couch + Life Support -2 Tons, .1 Mcr
4x Small Craft Staterooms - 8 Tons, .4 Mcr
Cargo - 3.5 Tons
Crew 4 - Pilot, Gunner, Security Chiefs, Medic
Passengers -4
Maneuver - 6
Agility 0
Total Cost : 64.5 Mcr
Build Time - 36 Months
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Old October 16th, 2014, 06:54 AM
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There are no maintenance crews?

And in the case of the Kamman class, only 4 stewards to keep for all the crew (nearly 1000 persons). That would be just a small bar/cafee to a 1000 people town...

Even the Starcloud, with only 41 crew, has 5 stewards.
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Old October 16th, 2014, 07:58 AM
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What system are they designed with?
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Old October 16th, 2014, 12:08 PM
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Quote:
Originally Posted by atpollard View Post
What system are they designed with?
Not sure. The fact it uses EPs made me think it used CT:HG (though slightly modified, as there are elemnts not appearing in CT:HG AFAIK).

In any case, regardless the versión, I guess the Galleys, rec romos, gym, etc need to be serviced by someone (probably stewards or service crew), and with only 4 stewards and no service crew, I guess they will be quite busy.
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Old October 16th, 2014, 03:48 PM
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Originally Posted by McPerth View Post
There are no maintenance crews?

And in the case of the Kamman class, only 4 stewards to keep for all the crew (nearly 1000 persons). That would be just a small bar/cafee to a 1000 people town....
That's what the 140 security officers are for: to make sure everyone takes their turn at the dishes.
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Old October 16th, 2014, 07:31 PM
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hrmmm??? Designed with High Guard.

The Stewards are just there for the Deck Officers, you know, The Captain, Navigator, Pilots, Doctors, Security Captains, and their guests are provided services from the ships stewards...

For everyone else there are 19 other galleys aboard, the crew organizes a schedule to serve themselves... It's in the employment contract.

Got a new idea from this though, for some flashy system defense boat style restaurant ships...
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Old October 16th, 2014, 08:21 PM
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Quote:
Originally Posted by GameDaddy View Post
hrmmm??? Designed with High Guard.

The Stewards are just there for the Deck Officers, you know, The Captain, Navigator, Pilots, Doctors, Security Captains, and their guests are provided services from the ships stewards...

For everyone else there are 19 other galleys aboard, the crew organizes a schedule to serve themselves... It's in the employment contract.

Got a new idea from this though, for some flashy system defense boat style restaurant ships...
IIRC (I don't have it handy right now) HG required 2-3 maintenance crew per 1000 dton, and I guess most stewards and carers for the Rec Rooms etc. are taken from there, as well as a miriad of other "minor" tasks.
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Old October 16th, 2014, 08:50 PM
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Quote:
Originally Posted by McPerth View Post
IIRC (I don't have it handy right now) HG required 2-3 maintenance crew per 1000 dton, and I guess most stewards and carers for the Rec Rooms etc. are taken from there, as well as a miriad of other "minor" tasks.
I'm not sure it would apply to Traveller starships, but (wet) military ships do tend to carry bigger crews than merchant ships, and the Kamman class is a civilian ship whereas the HG manning rules are for military ships.


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Old October 16th, 2014, 09:41 PM
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I'm trying to figure out why a mining platform is so heavily armed. If there were threats in the system wouldn't sending in naval ships or defense boats take care of the problem? I'd think a mining platform would be focused on two things:

Mining
Making a profit.

Weapons add lots of cost in crew and equipment for very little or no return.

The same can be said for giving it permanent jump capacity. Why? You get it some where to process ore and such and it sits for years. Better it has something like a transfer module to jump it there or it is modular and assembled on site from components delivered by jump capable freighters. Maneuver 1 should be sufficient too. Why the better maneuverability?
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Old October 16th, 2014, 10:14 PM
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Quote:
Originally Posted by GameDaddy View Post
...For everyone else there are 19 other galleys aboard, the crew organizes a schedule to serve themselves... [/I]
See? I told you!

Quote:
Originally Posted by rancke View Post
... and the Kamman class is a civilian ship whereas the HG manning rules are for military ships.


Hans
I hadn't ever thought of that. High Guard certainly seems to assume you're working with a military ship, the way it mentions the Naval Line, Technical Services, Crew branch, and so forth. However, the Jump Ship (the only sizable nonmilitary ship in Supplement 9) appears to be applying those rules, although it's hard to tell because I can't get things to quite match up to the Supplement 9 values and the crew are not detailed. I get 35, it wants 38.

There's no reason not to apply High Guard to engineering. Beyond that, I'd use it as a general guideline and leave decisions up to the designer. A merchantman would not want so much payroll in the command staff, for example: no need for a dedicated communications officer when the ship isn't coordinating with a squadron and auxiliaries, the XO can double as a navigator, and so forth. And while it's nice to provide a cooked meal to everyone, it's not the only way to do things.

Still, this is a 50,000 dT ship with almost a thousand organic sapients wandering its halls. Regarding the Service section, the rules state, "The ship itself may have a requirement for other sections which provide basic services, including shops and storage, security (especially if there are no ship's troops aboard), maintenance, food service, and other operations." If the plan is to stock the ship with "Hungry-Man" frozen dinners and have the crew take turns at KP (someone's gotta clean out the microwave every once in a while), that's fine, but it still might be advisable to have a few people in Services to handle procurement and supervision of ship's stores (by which I mean food, cleaning supplies, bedsheets, towels and all the other supplies that aren't generally noticed until you run out of them), to make sure the janitorial bots are mopping halls and galleys regularly and the dryer filters get cleaned periodically ('cause you know most of these eggheads are going to forget), to supervise those gyms to prevent accidents and so forth. Maybe half the usual Services complement would do.
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