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The Fleet Ship designs, strategies, and tactics.

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  #1  
Old January 30th, 2006, 12:21 AM
far-trader far-trader is offline
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Spun off from another thread ( link ) and linked from a second ( link ) since it applies to both and imo deserves it's own. Besides it allows me to be the master of it
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Old January 30th, 2006, 12:24 AM
far-trader far-trader is offline
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IISS Fast Scout/Courier - Book 5 and Book 2 redesigns of the CT Supplement 9 Type FF Fleet Courier.

Well I had a look at the canon design, no surprise it didn't quite add up for me, so here's how Journeyman Design Bureau would have filled the requirements...

</font><blockquote>code:</font><hr /><pre style="font-size:x-small; font-family: monospace;">IISS Fast Scout/Courier - TL-15

HG B5 Fast Scout/Courier - SF - 4162661 - 000000 - 40003 - 0
2 2

+400.0T Hull - Wdg - FS 48.000

-28.0T Jump drive - 6P 112.000
-240.0T fuel xJ6
-20.0T Man. drive - 2G 14.000
agility +2 -8EP
-24.0T Powerplant - E6 +24EP 72.000
-24.0T fuel x4w
Fuel scoops 0.400
-4.0T Fuel purifier 0.040

-20.0T Bridge - std 2.000
-7.0T Computer m/6 -5EP 55.000
Software 15.000

-4.0T Hardpoints x4 0.400
Triple T x4 4.000
Beam x6 -6EP 6.000
Misl x6 4.500

-24.0T Staterooms x6 3.000
-5.0T Cargo hold
-------
MCr336.340

Discounted price MCr302.706</pre>[/QUOTE]Crew: Pilot, Navigator, Engineers x2, Gunners x4, Medic. Shared staterooms for all but commander.

Pass: One or two passengers may be carried with full crewing. More are possible with reduced crewing or hotbunking but note the lack of a Steward. This is a military vessel, not some cushy merchant. Passengers will typically be urgently needed officers or diplomats, or occassionally special operatives.

Cmpt: Programming includes: Library, Generate, Navigate, Jump 1 through 6, Maneuver, Maneuver Evade 2, Target, Launch, Gunner Interact, Predict 2, Select 2, Multi-Target 2, Double Fire, and Anti-Missile Fire.

While this ship doesn't go looking for a fight it is able to put a little fear into light ships it may encounter in its mission, especially being it is armed with nuclear missiles. Naturally anyone intereferring in the mission of a military ship deserves all they get.

Note: My design has the identical USP as the cannon version except the letter id code. Some of the other details differ, and it is cheaper before adding the extra costs. This is probably due to the "extensive databanks" never being defined for us in the rules. Another difference from my HG designs and the Book 5 are hardpoints and turrets. Book 2 charges for both while Book 5 does not, I follow Book 2 convention and charge the listed rates.

-------

And now, the same ship in pure CT Book 2 style. Well, some 1st edition Book 2 I had to use the old "Jump drive stands on it's own and the Power Plant is only needed to match the Maneuver drive" rule. And "the computer only has to be able to run the software" rule, using the old programming sizes, which means a Model/2 is enough. I'm pretty happy it worked out so nicely, I may just have to revert to 1st edition more often [img]smile.gif[/img] Of course I don't actually have 1st edition kicking about so I hope I got it right, and I'm sure someone (whose name here begins with S ) will let me know if I didn't [img]smile.gif[/img]

</font><blockquote>code:</font><hr /><pre style="font-size:x-small; font-family: monospace;">IISS Fast Scout/Courier - TL-12

CT B2 Fast Scout/Courier - type SF

+400.0T Hull - custom - FS 44.000
includes fuel scoops
-65.0T Jump drive M - 6P 120.000
-240.0T fuel xJ6
-7.0T Man. drive D - 2G 16.000
-13.0T Powerplant D - E2 32.000
-20.0T fuel x4w

-20.0T Bridge - std 2.000
-2.0T Computer m/2bis 18.000
Software 9.000

-4.0T Hardpoints x4 0.400
Triple T x4 4.000
Beam x6 6.000
Misl x6 4.500

-24.0T Staterooms x6 3.000
-5.0T Cargo hold
-------
MCr258.900

Discounted price MCr233.010</pre>[/QUOTE]Crew: Pilot, Navigator, Engineers x2, Gunners x4, Medic. Shared staterooms for all but commander. Note this ship is operating short an Engineer however it is a Scout ship and built to take a lot of abuse so this is no problem.

Pass: One or two passengers may be carried with full crewing. More are possible with reduced crewing or hotbunking but note the lack of a Steward. This is a military vessel, not some cushy merchant. Passengers will typically be urgently needed officers or diplomats, or occassionally special operatives.

Cmpt: Programming includes: Library, Generate, Navigate, Jump 1 through 6, Maneuver, Maneuver Evade 1, Target, Launch, Gunner Interact, Select 2, and Anti-Missile.

While this ship doesn't go looking for a fight it is able to put a little fear into light ships it may encounter in its mission, especially being it is armed with nuclear missiles. Naturally anyone intereferring in the mission of a military ship deserves all they get.

Note: This ship is classified as a Scout ship for the purposes of the Malfunctions table of Book 2. IMTU I apply the Navy or Scout mod to both the Drive Failure section and the Misjump section of that table, which as in this case allows a Scout ship to safely operate on unrefined fuel AND short an Engineer.
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  #3  
Old January 30th, 2006, 01:12 AM
DaveShayne DaveShayne is offline
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Quote:
Originally posted by far-trader:
Crew: Pilot, Navigator, Engineers x2, Gunners x4, Medic. Shared staterooms for all but commander. Note this ship is operating short an Engineer however it is a Scout ship and built to take a lot of abuse so this is no problem.
Alternately you could make the commander bunk with somebody and carry a full crew. If no passengers are being carried that frees up a stateroom as well. Failing that a person can double up on jobs at a cost of operating efficiency per Book 2 (-1 to each affected skill.) Barring that I would rather ship short a gunner than an engineer, even on a durable scout ship, there are just too many things that can go wrong engineering wise and in the event of combat somebody who isn't otherwise engaged can fill in at one of the otherwise unmanned turrets.
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Old January 30th, 2006, 01:51 AM
far-trader far-trader is offline
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Good solutions David, I'd forgotten about the double tasked idea.
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Old January 30th, 2006, 02:41 AM
boomslang boomslang is offline
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Re: the Book 2 (1st. Ed.) version --

Quote:
Note this ship is operating short an Engineer however it is a Scout ship and built to take a lot of abuse so this is no problem.
Two Engineers oughta do you; 85 dtons of drives divided by 35 is 2 and change... and I'll have to check, but I think it's only HG2 (Book 5, 2nd. Ed.) that the "or fraction thereof" comes into play; you should be good to go with only 2 drive monkeys -- no operating penalty as far as I can see.
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Old January 30th, 2006, 02:47 AM
far-trader far-trader is offline
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Hmm, you might be right about the fraction rounding down in Book 2 vs up in Book 5 boomslang, thanks. I always round up unless it's less than .1 [img]smile.gif[/img]
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Old January 30th, 2006, 02:54 AM
far-trader far-trader is offline
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Oops, forgot to make a note of the TLs, off to edit above.
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Old January 30th, 2006, 03:10 AM
boomslang boomslang is offline
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Also, while I'm thinking about it, if you're really, really, really tight on budget, and you're going to embrace the heresey that is LBB2 1st. Ed., you can go whole hog and cram everything you need at a bare minimum into one of my mentioned-elsewhere 195-dton hulls:

</font><blockquote>code:</font><hr /><pre style="font-size:x-small; font-family: monospace;"> 35 j-drive-F
1 m-drive-A
4 p-plant-A
117 j fuel
10 p fuel
20 bridge
2 model/2
4 stateroom (Pilot, Engineer; double occupancy)
0 1 hardpoint
2 hold (or fire control and/or magazine)
---
195 dtons, streamlined, military (unrefined OK)
TL9, yes, that's right, N-I-N-E</pre>[/QUOTE]Cost is left as an exercise for the reader...

Note that this version assumes that all "Jump-N" programs require only 2 CPU, as may or may not be the case in LBB2 1st. Ed.; if Jump-6 requires, say 6 CPU (as per later Eds. of LBB2), then it will be necessary to go with at least a model/4, which will require sacrificing all of the hold space (as well as upping to a minimum TL10 for the build)...

This, at last, may be the source of the "you can build a 200-dton J-6 ship at TL9 under LBB2 rules" legend...

"Myth Confirmed!" (with apologies to Adam & Jamie & crew...)
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Old January 30th, 2006, 03:39 AM
far-trader far-trader is offline
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I like it boomslang, and may have to agree with your assessment, but until we blow something up, burn something down, or break Buster I don't think we can rule definitively on this myth

And of course my goal was just to rework the Fleet Courier. I'll leave it to others, for now, to make the mini versions

Yes I was taking the program slot sizes from the Forms which list all but J1 as 2 slots. I think that's the 1st ed. numbers. With Generate being 2 slots the only(?) other difference.
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Old January 31st, 2006, 12:42 PM
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Quote:
Note that this version assumes that all "Jump-N" programs require only 2 CPU, as may or may not be the case in LBB2 1st. Ed.; if Jump-6 requires, say 6 CPU (as per later Eds. of LBB2), then it will be necessary to go with at least a model/4,
Just make the computer a Hiver computer. twice the power in the same space. . . .
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