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  #21  
Old July 4th, 2007, 04:39 PM
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Default Neptune class Stores Ship

IMS Neptune

(Others in class: Pluto, Jupiter, Mercury, Hermes)

Type: Stores Ship
Displacement: 800 tons, Streamlined
Empty Cost: MCr 492.55
Drives: Jump, Maneuver and Power-R, giving Jump-4 and Maneuver-4.
Electronics: Computer Model-4
Fuel: 360 tons
Staterooms: 6
Low Berths: 0
Cargo: 179 tons (219 tons if pinnace is pre-loaded)
Vehicle Bay: 40 tons
Typical Vehicles: 1 40 ton Slow Pinnace (31 ton cargo capacity; usually pre-loaded).
Armament: Varies, but typical armament is 2 triple turret with a total of 5 pulse lasers and a sandcaster. The ship has 8 hardpoints and could be fitted with up to 8 turrets.

Crew:
Captain
XO/Pilot
Navigator
Doctor
Chief Engineer
Assistant Chief Engineer
3 Engineer's Mates
2 Gunners

The Neptune class light stores ship is the proposed replacement for the Pollux class stores ship. Deployment of the Neptune class has been extremely controversial, due to the fact that the Neptunes cost three times what a Pollux class ship costs (and requires almost twice the crew), yet has the same cargo capacity.

Critics point to the Neptune as an example of the flaw in the decision to transition the Commonwealth Navy to universal Jump-4 capability. The result, the critics allege, will be a fleet that is too expensive and that will end up being too small to protect the Commonwealth. Critics of the Navy's "4x4 Plan" attempted to defund the Neptune class in Parliament but were defeated when Fleet Admiral Telford made a public appeal to fund the ships.

The small number of Neptunes have been assigned to the new Indefatigable and Tarawa squadrons.

Neptune class ships are classed as transports, but they can carry armament comparable to destroyers and could be impressed into service as such. In such cases, portable staterooms are mounted in the cargo deck for additional gunners and marines.

Last edited by tbeard1999; July 9th, 2007 at 06:38 PM..
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  #22  
Old July 4th, 2007, 07:23 PM
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Default IMS San Pablo Gunboat

IMS San Pablo (ex-Corsair)

(Others in "class": Panano [ex-Vindictive], Elcano [ex-Avenger], Luzon [ex-Retribution])

Type: Gunboat (converted Type-RS Subsidized Liner, Streamlined)
Displacement: 600 tons, Streamlined
Empty Cost: MCr 324.1 (+MCr 19.2 for portable staterooms)
Drives: Jump, Maneuver and Power-J, giving Jump-3 and Maneuver-3.
Electronics: Model 2bis
Fuel: 210 tons
Staterooms: 13 +24 portable staterooms
Low Berths: 0
Cargo: 195 tons (96 tons consumed by portable staterooms)
Vehicle Bay: 20 tons
Typical Vehicles: 1 20 ton launch.
Armament:
San Pablo, Luzon: 2 triple pulse laser turrets and 4 triple missile turrets.
Panano: 1 triple pulse laser turret; 2 triple missile turrets; 3 quad-60mm autocannon turrets
Elcano: 1 triple pulse laser turret; 2 triple missile turrets

Crew:
Captain
XO
Pilot
Navigator
Doctor
Chief Engineer
Assistant Chief Engineer
4 Engineer's Mate
6 Gunners
12-14 other
At least a dozen civilian technicians

The San Pablo "class" gunboats began life as Type RS Subsidized Liners. Originally operated by the Gold Star Line, they were sold to the Isran Republic several years before the Outrim Rebellion and used as passenger ships. When the rebellion began, the Israni government began equipping them as privateers at Venturi starport. Retreating Israni forces failed to destroy the ships and the Commonwealth Marines captured them intact. Desperately short of ships, Vice Admiral Hosegaya commissioned them into service.

After the rebellion was over, they were renamed and transferred to the so-called "Rim Fleet" where they currently serve as gunboats in backward systems as part of Patrol Squadron 12. After being transferred, all 4 ships had their original Manuever-C drives replaced with more powerful J-models cannibalized from scapped Brutus class bulk carriers. All four ships had 3 additional tons of fire control added and 3 additional hardpoints mounted. Several had their weaponry upgraded.

The gunboats of Patrol Squadron 12 all have at least a dozen "civilian technicians" -- unofficial crewmembers from local backward worlds. These civilian technicians do most of the routine work, freeing the crew to practice battle drills. These ships do a fair amount of fighting, as the backwards Rim systems are plagued by pirates, warlords and the like. Like many Rim Fleet ships, none of the gunboats carry marines (marine spit and polish is incompatible with the norm in the Rim Fleet). The fighting is done by Naval personnel.

Of course, given that these gunboats are 50+ years old, a lot of work is necessary just to keep them in space. Despite this, few spacemen choose to transfer out of the gunboats. Life is extremely good for them -- each has a private stateroom, for example.

Commonwealth Navy admirals just look the other way -- a common practice when the esoteric habits of the Rim Fleet are involved.

Last edited by tbeard1999; July 20th, 2007 at 11:06 PM..
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  #23  
Old July 15th, 2007, 03:02 PM
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Quote:
Originally Posted by atpollard View Post
I like the Vindicator concept - a long range extended duration fighter to "keep an eye on things". It could be one of the most useful encounter ships in the small ship universe that most players dwell in.[1] Perhaps a routine "customs" stop on approach to a high LL world. A few of them could charge in at a critical moment to save the day of a free trader under attack by pirates.

If someone was interested in designing an exterior, I'd be happy to create a deckplan for it.


[1] Small ship universe refers to the ships typically encountered during Traveller adventures. Million ton transports might exist, but the PCs do not typically own one or attack one.
Yes, my Traveller universe is a "Book 2 starship" universe. My vision of the Vindicator is that it is a long and sleek craft, with a top view outline similar to the Venator class stardestroyer from Revenge of the Sith (my fascination with this shape predates Star Wars; a number of ships from the Ground Zero Games Full Thrust line, as well as FASA's Renegade Legion universe have the same shape).

http://starwars.wikia.com/wiki/Image..._Cruiser_1.jpg

It might have atmospheric control surfaces, but they'd be variable geometry and retractable (the ship has to be able to be carried on a carrier).

In general, Commonwealth Navy ships are "long and sleek" (note that all of them are streamlined).

Last edited by tbeard1999; July 15th, 2007 at 03:09 PM..
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  #24  
Old July 16th, 2007, 02:52 AM
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I rather like the idea of the Buffalo. I've done similar backstories before, and am currently running a "Life During Wartime" Rebellion era game in Daibei. Oldie-but-goodie hardware is always amusing...
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  #25  
Old July 21st, 2007, 06:21 AM
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What I like about this thread is how the venerable CT-LBB2 system is re-tuned to turn out modern ship designs (Aliens- or Babylon 5-style) that feel very different from the archetypical Age-of-Sail-style CT ships. That's what I like about CT - its a very, very versatile system that could be made - with some work - into your own sci-fi RPG system.
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  #26  
Old July 21st, 2007, 11:16 AM
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Default VRF Gauss Guns in Space Combat

Many Commonwealth fighter loadouts replace the integral laser with one or more VRF gauss guns for ground attack. Inevitably, desperation will lead to these weapons being used in space combat.

IMTU, starship hulls are *not* as thick as in the OTU. Heavy infantry weapons *can* penetrate them and cause damage (one reason merchant ships seldom carry laser small arms is the possibility of causing expensive damage). So here are the rules for VRF gauss guns and autocannon in space combat. (In CT terms, a starship hull in MTU is equivalent to Combat Armor*; in standard CT, it would be at least Combat Armor +10). Personally, I think that starship hulls are way too thick in Traveller. A Traveller starship hull has minimum armor protection equal to about 13" of hard steel armor. This makes it better armored than many main battle tanks and invulnerable to even large caliber weapons. IMTU the typical hull is equivalent to no more than 2" of hard steel. *Lasers get a +6 against starship hulls because Combat Armor has reflec built in; a starship hull does not.

Treat both as beam lasers unless otherwise noted. Both weapons have a maximum range of 4" (or if using range bands, 4 range bands). Each inch of range after the first inch is -1 to hit. The VRF gauss gun has a +3 to hit, the autocannon gets no bonus. A hit will penetrate a large ship (i.e. 100+ tons) hull 50% of the time. If it penetrates, roll normally on the damage chart. If it fails to penetrate, the hit had no effect. A hit will penetrate the hull of a small craft automatically. These weapons ignore sand.

Yes, I know that the muzzle velocities of autocannon and VRF gauss guns are too low to allow hits at 10,000 km in a single game turn, but this is a concession to playability. My fingers are too big to fiddle with measurements smaller than 1 inch. With a muzzle velocity of ~2km/sec, a hyper velocity autocannon round would travel 2000km in a Book 2 turn (or 20mm on the table). With a muzzle velocity of (say) ~4km/sec, a VRF gauss round would travel about twice as far.

Last edited by tbeard1999; July 21st, 2007 at 11:29 AM..
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  #27  
Old July 21st, 2007, 02:28 PM
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Default IMS Hercules Fleet Tug

IMS Hercules Fleet Tug

(Others in class: Samson, Conan, Goliath, Orestes, Theseus, Aegir, Loki, Mimir, Shrek)

Type: Fleet Tug
Displacement: 600 tons, Streamlined
Empty Cost: MCr 448.05
Drives: Jump, Maneuver and Power-Q, giving Jump-5 and Maneuver-5 (see below).
Electronics: Model 5
Fuel: 350 tons
Staterooms: 6
Low Berths: 0
Cargo: 13 tons
Vehicle Bay: 30 tons
Typical Vehicles: 1 30 ton SB-7 ship’s boat
Armament: 2 triple pulse laser turrets; 1 triple sandcaster turret
Crew:
Captain
XO
Doctor
Pilot
Navigator
Chief Engineer
Second Engineer
2 Assistant Engineers
3 Gunners

The Hercules class Fleet tugs are used to tow ships, barges and gunnery targets. They are also used as platforms for salvage work, as participants in naval exercises, to conduct search and rescue missions, to aid in the clean up of debris fields and to transport cargo.

Each vessel is equipped with cranes and tow cable fittings to allow them to tow much larger ships. A Hercules can tow ships up to 2400 tons displacement. Up to 6 standard “short” (400 ton) and “tall” (600 ton) cargo pods can also be towed (any mix is allowable). The tug’s jump and maneuver ratings drop when towing ships or pods:

Total Mass Being Towed – Jump or Maneuver Rating
0 tons – 5
Up to 400 tons – 3
Up to 1400 tons – 2
Up to 2400 tons – 1

It takes at least an hour to properly dock and secure a cargo pod.

Typical Pods:

Note: all pods are streamlined and can reenter atmosphere (once), using parachutes to cushion the landing. No maneuver drives are fitted, but attitude thrusters can produce 0.1G acceleration. Power fuel is sufficient for four weeks.

400 ton passenger – 400 tons, Power-B, 10 tons fuel, 72 staterooms, streamlined, cargo 75 tons, MCr 98. Crew – pilot, doctor, variable number of stewards

400 ton low passage (“reefer”) – 400 tons, Power-B, 10 tons fuel, streamlined, 5 staterooms, 650 low berths, 18 tons cargo, MCr 97, Crew – pilot, 8 doctors.

400 ton bulk (comes in dry, liquid, supercooled, pressurized/unpressurized variants but have same game ratings) -- 400 tons, Power-B, 10 tons fuel, streamlined, 2 staterooms, 355 tons cargo, MCr 63, Crew – pilot, navigator.

600 ton passenger – 600 tons, Power-C, 10 tons fuel, 110 staterooms, streamlined, cargo 130 tons, MCr 148. Crew – pilot, doctor, variable number of stewards.

600 ton low passage (“reefer”) – 600 tons, Power-C, 10 tons fuel, streamlined, 5 staterooms, 1050 low berths, 18 tons cargo, MCr 148, Crew – pilot, 9 doctors.

600 ton bulk (comes in dry, liquid, supercooled, pressurized/unpressurized variants but have same game ratings) -- 600 tons, Power-C, 10 tons fuel, streamlined, 2 staterooms, 552 tons cargo, MCr 88, Crew – pilot, navigator.

A huge variety of specialty pods are available from various manufacturers.

Last edited by tbeard1999; July 21st, 2007 at 02:30 PM..
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  #28  
Old July 21st, 2007, 02:29 PM
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Default IMS Conveyor Fleet Tanker

IMS Conveyor

(Others in class: Karumba, Supply, Biloala, Success, Sylvania, Niagara Falls, Concord, Plainview)

Type: Fleet Tanker
Displacement: 3000 tons, Streamlined
Empty Cost: MCr 855.5
Drives: Jump, Maneuver and Power-X, giving Jump-2 and Maneuver-2.
Electronics: Model 1bis
Fuel: 1240 tons (enough for 2 jumps and 8 weeks power) + 1400 tons
Staterooms: 12
Low Berths: 0
Cargo: 84 tons
Vehicle Bay: 60 tons
Typical Vehicles: 2 30 ton SB-7 with Fuel Modules
Armament: 4 triple pulse laser turrets; 2 triple sandcaster turrets
Crew:
Captain
XO
Doctor
Pilot
Navigator
Chief Engineer
Second Engineer
4 Assistant Engineers
5 Miscellaneous
6 Gunners

The Conveyor class Fleet Tankers are the standard large fleet tankers of the Commonwealth Navy. Tankers provide low-jump ships with much greater strategic mobility by allowing them to make successive jumps without refueling. A starship can typically refuel in 4 hours, versus a week for gas giant skimming or port refueling.

With the transition to Jump-4 capable ships, however, tankers are far less useful. The high fuel consumption of high-jump ships makes tanker refueling impractical (the tankers must usually carry enough fuel for *two* standard jumps, plus the fuel for the fleet).

So Conveyors are being placed in reserve or transferred to lower readiness fleets. Four (Rim Dolphin [ex-Success], Rim Mammoth [ex-Sylvania], Rim Mastiff [ex-Niagara Falls], and Rim Caribou [ex-Concord]) have been transferred to the Rim Squadron, where they provide significant strategic mobility enhancement for the older ships in the Rim Squadron.
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  #29  
Old July 21st, 2007, 04:11 PM
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Default IMS Reliant Frontier Carrier

IMS Reliant (ex-Constellation) (modified Audacious class carrier)

(Others in class: Retribution [ex-Kongo])

Type: Frontier Carrier (Ex-Audacious class carrier, Streamlined)
Displacement: 1000 tons, Streamlined
Empty Cost: MCr 283.75
Drives: Jump, Maneuver and Power-E, giving Jump-1 and Maneuver-1.
Electronics: Model 1
Fuel: 220 tons
Staterooms: 60
Low Berths: 0
Cargo: 154 tons (80 tons consumed by 20 collapsable staterooms)
Vehicle Bay: 300 tons
Typical Vehicles: 2 30 ton SB-7; 24 F-31 Starfire;
Armament: 5 triple pulse laser turrets; 3 triple missile turrets; 6 triple sandcaster turrets
Crew:
Captain
XO
Pilot
Navigator
Doctor
Yeoman
Chief Petty Officer
Chief Engineer
Assistant Chief Engineer
10 Gunners
24 Pilots
16 Flight Crew
about 40 civilian technicians

Over a century old, IMS Reliant and her sister ship, IMS Retribution are among the oldest ships in Commonwealth naval service. They began life as Audacious class light carriers and have been modified for service with the Rim Squadron. Orginally, they carried 48 fighters, but now only carry 24. The excess space was converted to fuel storage to allow Reliant and Retribution to make 2 consecutive Jump-1s.

The ships' anti-ship ordinance is old and unrealiable -- missiles and sand canisters have a 50% chance of failure when used. The obsolete Lucasarms Mk2 fire control systems are also cranky and subject to crashes and short circuits. At any given time, about half the ship's turrets are "on the blink" and unusable.

The fighter wing has a high serviceability level; equivalent to line carrier squadrons. Most ordinance carried is for ground attack missions; only 12 fighters have lasers. The remainder have VRF gauss guns. each ship carries a very limited amount of anti-ship ordinance. Most of it is old and subject to the same 50% failure rate as ship missiles and sancasters.

Each ship carries about 40 "civilian technicians" -- unofficial crewmembers from local backward worlds. These civilian technicians do most of the routine work, freeing the crew to practice battle drills. These ships do a fair amount of fighting, as the backwards Rim systems are plagued by pirates, warlords and the like. Like many Rim Fleet ships, ship carries no marine contingent. The fighting is done by Naval personnel (*not* by the civilian contractors). On a few occasions, captains have hired small mercenary contingents to supplement their ships crews. The Navy frowns on this, so the captains seldom mention the mercenaries in official dispatches.

Due to the difficulty of getting voluntary transferees. the fighter squadrons contain buth Marine and Navy pilots. These carriers are the only ones to carry blended squadrons.

These ancient ships require a lot of work just to keep them in space. Despite this, few Rim Spacers choose to transfer.

Commonwealth Navy admirals just look the other way -- a common practice when the esoteric habits of the Rim Fleet are involved.

These ships patrol the backwater systems of the Rim. They carry out a wide variety of missions -- convoy escort, anti-piracy, gunboat diplomacy, support for marine landings, etc.
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Old October 7th, 2007, 01:38 PM
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Default Revised IMS Hercules Fleet Tug and Pods

Note: Replaces previous version of Hercules class Fleet Tug

IMS Hercules Fleet Tug

(Others in class: Samson, Conan, Goliath, Orestes, Theseus, Aegir, Loki, Mimir, Shrek)

Type: Fleet Tug
Displacement: 600 tons, Streamlined
Empty Cost: MCr 451.05
Drives: Jump, Maneuver and Power-Q, giving Jump-5 and Maneuver-5 (see below).
Electronics: Model 5
Fuel: 350 tons
Staterooms: 8
Low Berths: 0
Cargo: 5 tons
10 tons of winches and grappling machinery (MCr 2.0)
Vehicle Bay: 20 tons
Typical Vehicles: 1 20 ton launch
Armament: 2 triple pulse laser turrets; 1 triple sandcaster turret
Crew:
Captain
XO
Doctor
Pilot
Navigator
Chief Engineer
Second Engineer
4 Assistant Engineers
3 Gunners

The Hercules class Fleet tugs are used to tow ships, barges and gunnery targets. They are also used as platforms for salvage work, as participants in naval exercises, to conduct search and rescue missions, to aid in the clean up of debris fields and to transport cargo.

Each vessel is equipped with cranes and tow cable fittings to allow them to tow much larger ships. A Hercules can tow ships up to 2400 tons displacement. Up to 6 standard “short” (400 ton) and “tall” (600 ton) cargo pods can also be towed (any mix is allowable). The tug’s jump and maneuver ratings drop when towing ships or pods:

Mass Being Towed – Jump or Maneuver Rating
0 tons – 5
Up to 400 tons – 3
Up to 1400 tons – 2
Up to 2400 tons – 1

It takes at least an hour to properly dock and secure a cargo pod.

Typical Pods:

Note: all pods are streamlined and can reenter atmosphere (once), using parachutes to cushion the landing. No maneuver drives are fitted, but attitude thrusters can produce 0.1G acceleration. Power fuel is sufficient for four weeks.

400 ton passenger – 400 tons, Power-B, 10 tons fuel, 72 staterooms, streamlined, cargo 75 tons, MCr 98. Crew – pilot, doctor, variable number of stewards

400 ton low passage (“reefer”) – 400 tons, Power-B, 10 tons fuel, streamlined, 5 staterooms, 650 low berths, 18 tons cargo, MCr 97, Crew – pilot, 8 doctors.

400 ton bulk (comes in dry, liquid, supercooled, pressurized/unpressurized variants but have same game ratings) -- 400 tons, Power-B, 10 tons fuel, streamlined, 2 staterooms, 355 tons cargo, MCr 63, Crew – pilot.

600 ton passenger – 600 tons, Power-C, 10 tons fuel, 110 staterooms, streamlined, cargo 130 tons, MCr 148. Crew – pilot, doctor, variable number of stewards.

600 ton low passage (“reefer”) – 600 tons, Power-C, 10 tons fuel, streamlined, 5 staterooms, 1050 low berths, 18 tons cargo, MCr 148, Crew – pilot, 9 doctors.

600 ton bulk (comes in dry, liquid, supercooled, pressurized/unpressurized variants but have same game ratings) -- 600 tons, Power-C, 10 tons fuel, streamlined, 2 staterooms, 552 tons cargo, MCr 88, Crew – pilot.

A huge variety of specialty pods are available from various manufacturers.

Each 600 ton pod adds 10 tons of drives for purposes of determining the minimum number of engineers. each 400 ton pod adds 7 tons of drives for purposes of determining the minimum number of engineers. The tug itself has 155 tons of drives. Typically, the tug carries enough extra engineers to handle a maximum load of pods. By itself, the tug requires 1 less assistant engineer.

Technically, each pod should require a navigator. Since the pods lack jump drives and rely on 0.1-G thrusters for limited maneuverability, I've decided to ignore this requirement.

Last edited by tbeard1999; October 8th, 2007 at 07:30 PM..
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