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Adventure-Class Starships in T5

robject

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Here's an example, using the current starship rules, of the Type S Scout/Courier.

Please note beforehand that there are other ways of building the Type S in T5: this one happens to closely match up with the CT version.

Scout/Courier (type S):

Using a 100-ton hull, the scout/courier is intended for exploration, survey, and
courier duties, with many in service throughout known space. It mounts jump
drive-A, maneuver drive-A, and power plant-A, giving performance of jump-2 and
2-G acceleration. A 40-ton fuel tank provides fuel for the power plant and
provides sufficient fuel for one jump-2 and 10 weeks' normal operation. Adjacent
to its bridge is a computer Model/3, and a Scout-grade sensor suite. There are
four staterooms. One hybrid LMS turret with its fire control is installed on the
ship's hardpoint. One air/raft is carried in a specially fitted hangar within
the ship. Cargo capacity amounts to 3 tons. The hull is a flotation hull with a
lift body configuration, equipped with landing gear legs with pads.

The scout/courier requires a crew of one, assuming the duties of pilot,
astrogator, and engineer. The ship costs MCr 29.4 and takes 9 months to build.

Code:
Volume  Component                   Price
(100)   Hull-A LDK                   2
  20    Standard Bridge (6 consoles) -
        -  Computer model/3
        6  sensors                   1.8

  10    Jump drive-A (J2)           10
   2    Maneuver drive-A (2G)        4
   4    Power plant-A                8
  40    Fuel
  16    Staterooms (4)               2

   1    Hybrid LMS turret            1
   4    Air/Raft                     0.6
   3    Cargo
------- ----------------------- --------
                                MCr 29.4

Please note that the differences are all internal, and all relatively minor:

The bridge is "free".

T5 ships have specific sensor suites.
(The above example should actually list the sensors installed and their individual prices).

The computer is rated differently than CT and tends to be smaller. In T5, computer models are on a logarithmic curve; as a result, the Model/3 is small potatoes, even though it can perform fine for small starships. At the time of this posting, the Model/1 and Model/2 are only useful for smallcraft.

The large fuel tank allows ten weeks' operation -- a very safe margin for an explorer. The fuel tank can be as small as 22 tons (2 weeks operation), which -- along with a half-sized bridge -- could open up the ship for all sorts of uses, including a small trader like this one:

Pocket Trader (type ??):

Using a 100-ton hull, the pocket trader is intended for trade along safe routes.
It mounts jump drive-A, maneuver drive-A, and power plant-A, giving performance
of jump-2 and 2-G acceleration. A 22-ton fuel tank provides fuel for the power
plant and provides sufficient fuel for one jump-2. Adjacent to its bridge is a
computer Model/3. There are six staterooms and six low berths. One hybrid LMS
turret with its fire control is installed on the ship's hardpoint. There are no
vehicles. Cargo capacity amounts to 25 tons. The hull is a floatation hull with
a lift body configuration, equipped with landing gear legs with pads.

The pocket trader requires a crew of one, assuming the duties of pilot, astrogator, and
engineer. The ship costs MCr 29.6 and takes 9 months to build.

Code:
Volume  Component                   Price
(100)   Hull-A LDK                   2
  10    Half Bridge (3 consoles) -
        -  Computer model/3
        3  sensors                   1
  10    Jump drive-A (J2)           10
   1    Maneuver drive-A (2G)        4
   4    Power plant-A                8
  22    Fuel
  24    Staterooms (6)               3
   3    Low berths (6)               0.6
   1    Hybrid LMS turret            1
  25    Cargo
------- ----------------------- --------
                                MCr 29.6
 
Interesting that the 100 ton Pocket trader is J2. How does the cargo capacity compare with the Type A from CT?
 
Hmm.

The bridges are about an order of magnitude too big, and they shouldn't be free.

Ships that small should be able to run for a year on 1dt of fuel.
 
Hmm.

The bridges are about an order of magnitude too big, and they shouldn't be free.

Ships that small should be able to run for a year on 1dt of fuel.

I agree that the bridges seem to big, and the fuel definitely seems wonky. Is it just me?
 
I agree that the bridges seem to big, and the fuel definitely seems wonky. Is it just me?

No, it's not just you. It's A Feature, not a bug.

The small starships from the classic adventures are practically icons. Therefore, the aim is compatability with CT's small starships, while allowing many of the types and ranges of choices that MT offers.

Traveller traditionally has large bridges and poor fuel economy.


The Scout could easily do with a 10-ton bridge, and in fact that's the first variant I created. However, I changed my mind and instead aimed to get as close as possible to the canonical CT designs. They appear to be close enough to grandfather in the CT designs with such minor tweaking that it's almost like a rounding error in later versions of Traveller.


Details and problems are still being hammered out.
 
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Interesting that the 100 ton Pocket trader is J2. How does the cargo capacity compare with the Type A from CT?

The Type A has a huge cargo hold in comparison in both CT and the version I crafted in T5 to match it. I note that small traders really don't have any use at all for a 20-ton bridge, and am hard-pressed to justify keeping them.

These will not be the versions in T5. They exist to demonstrate the compatibility points with the CT designs.

Free Trader (type A):

Using a 200-ton hull, the free trader is an elementary interstellar merchant
ship plying the space lanes carrying cargo and passengers. It has jump drive-A,
maneuver drive-A, and power plant-A, giving performance of jump-1 and 1-G
acceleration. Fuel tankage for 22 tons supports the power plant and one jump
-1. Adjacent to the bridge is a computer Model/3. There are ten staterooms
and twenty low berths. No weapons are mounted. There are no ship's vehicles.
Cargo capacity is 92 tons. The hull is a lift body configuration, equipped
with landing gear legs with pads.

The free trader requires skill complements for pilot, astrogator, engineer,
medic, and steward. Up to two gunners may be added. The ship can carry six high
or middle passengers and twenty low passengers.

The ship costs MCr 37 and takes 11 months to build.

Code:
Volume  Component                   Price
(200)   Hull-B LDK                   8

  20    Standard Bridge (6 consoles) -
        -  Computer model/3
        6  sensors                   1
  10    Jump drive-A (J1)           10
   2    Maneuver drive-A (1G)        4
   4    Power plant-A                8
  22    Fuel
  40    Staterooms (10)              5
  10    Low berths (20)              1
  92    Cargo
------- ----------------------- --------
                                MCr 37

Far Trader (Type A2):

Using the type 200 hull, the far trader is capable of 1-G acceleration and
jump-2. Fuel tankage is 44 tons, and the ship incorporates fuel scoops for gas
giant skimming. The bridge is standard and has a computer Model/3 installed.
The ship has no weapons installed. The ship has ten staterooms (three for
the crew; seven for the passengers) and four low berths. A single air/raft
is carried for various ship duties. The ship itself is streamlined for
atmospheric landings. Cargo capacity is 66 tons.

The far trader costs MCr 55 to construct. The price includes architect's fees and design plan costs, but does not include weaponry to be added later.

Code:
Volume  Component                   Price
(200)   Hull-B LDK                   8

  20    Standard Bridge (6 consoles) -
        -  Computer model/3
        6  sensors                   1
  15    Jump drive-B (J2)           20
   2    Maneuver drive-A (1G)        4
   7    Power plant-B               16
  44    Fuel
  40    Staterooms (10)              5
   2    Low berths (4)               0.4
   4    Air/Raft                     0.6
  66    Cargo
------- ----------------------- --------
                                MCr 55
 
Hi, so far the information that...

Hi,

So far the information that you provided looks like a nice mix of new ideas while trying to retain alot of the traditional designs. I'm interested to see more.

Regards

PF
 
And, for grins, here's Andrew's Frontier Trader, as far as I can tell.

Code:
Volume   Component      Cost
 (800)   Type H hull     80
   20    Std Bridge       -
         Model/3          -
         6 consoles       1.2
   65    J-drive-M (J3) 120
   15    M-drive-H (M2)  32
   37    P-plant-M       96
   96    P-fuel (8 wks)   -
  240    J-fuel           -
    8    Turrets/8        8
   72    Staterooms/18    9
    4    ELBs/4           4
   40    Slow pinnace    18
   20    Launch          14
    4    Air/raft         0.6
   50    mag (4t),        1
         lab (8t),        2
         sickbay (8t),    2
         ls               -
  144    Cargo            -
-------- ---------- ---------
                    MCr 387.8
 
Hi,

So far the information that you provided looks like a nice mix of new ideas while trying to retain alot of the traditional designs. I'm interested to see more.

Regards

PF

Thanks!

Well, let's redesign the Type A.

Since we're allowed to use a 10-ton bridge with this size hull, let's swap it out. Let's also steal two tons from cargo, since 90 tons seems like an optimal freight load, and add 3 more staterooms. And downgrade those expensive sensors.

Voila. It's not much different from the classic version.

Code:
Volume  Component                   Price
(200)   Hull-B LDK                   8
  10    Half Bridge (3 consoles) -
        -  Computer model/3
        3  sensors                   0.3
  10    Jump drive-A (J1)           10
   2    Maneuver drive-A (1G)        4
   4    Power plant-A                8
  22    Fuel
  52    Staterooms (13)              6.5
  10    Low berths (20)              1
  90    Cargo
------- ----------------------- --------
                                MCr 37.8
 
Here's something I haven't tried - the X-Boat. I'm going to jam in the biggest computer I possibly can, and give it a datacaster turret for information broadcast/reception (which, when used in self-defense in tandem with the computer, gives it a delaying tactic if sought by pirates).

Code:
Volume  Component                   Price
(100)   Hull-A                       2
  10    Half Bridge (3 consoles)     -
        -  Computer model/3
        3  sensors                   0.6
  10    Model/8 +Fluidic hardening  64
  15    Jump drive-B (J4)           20
   7    Power plant-B               16
  44    Fuel
   8    Staterooms (2)               1
   1    Datacaster turret            1
   5    Cargo
------- ---------------------- ---------
                               MCr 104.6
 
Out of curiosity...

Hi,

Some of the other versions of Traveller that I have looked through suggest that the "Basic Controls" fom LBB2 may include stuff other than the Bridge, such as airlocks, machinery controls, etc and some of these other versions of Traveller appearto instead brake the old 20t Bridge into separate smaller items like bridge/cockput, sensors, and airlocks. As such, I was curious if you had any thoughts/input on what the thinking might be for T5.

Additionally, a couple things that I always thought was a little odd about Traveller was how;

  • they kind of just assume that basic cargo handling stuff is included in the vessel, and
  • they kind of appear to assume that on vessels less than 1000 dt a vehicle or small craft will only take up an amount of space exactly equal to its size

In at least one newer version of Traveller (GURPS Traveller: Interstellar Wars) they appear to address the vehicle issue by allowing you to either select a conformal type bay that the vehicle/small craft fits snuggly into, or a larger open bay (like a modern ship's helo hangar) that must be sized at least twice as big as the craft it contains. For either type vehicle/craft bay those rules also stipulate an additional small amount of space and cost that must be set aside for controls, however, they don't seem to address anything similar for cargo holds.

Anyway, I was wondering if you have given any thought to maybe addressing something like this for the stuff you are looking at. I suppose its not a real big deal either way, and maybe the small amount of space for cargo handling equipment and/or vehicle/small craft bays could maybe just be considered part of the space you end up allocating to the ship's bridge and/or controls.

Anyway, just curious to see what your thoughts may be.

Regards

PF
 

Hey, there. Did I mention I appreciate the optimism?

Some of the other versions of Traveller that I have looked through suggest that the "Basic Controls" fom LBB2 may include stuff other than the Bridge, such as airlocks, machinery controls, etc and some of these other versions of Traveller appearto instead brake the old 20t Bridge into separate smaller items like bridge/cockput, sensors, and airlocks. As such, I was curious if you had any thoughts/input on what the thinking might be for T5.

From what I can tell, T5 has workstations connected to sensor equipment and at least part of the computer on the bridge; beyond that, I have no idea. I've also read threads that muse about the bridge. So far there's not any more elucidation. A 'cockpit' inside the bridge area may be a good idea, though!

Additionally, a couple things that I always thought was a little odd about Traveller was how;

  • they kind of just assume that basic cargo handling stuff is included in the vessel,

Or, assume that the starport has the handling equipment. In a related note, I think 'cargo handler' is a required position for large enough cargo holds.

  • they kind of appear to assume that on vessels less than 1000 dt a vehicle or small craft will only take up an amount of space exactly equal to its size

Yes. In The Traveller Book (that's 'classic' Traveller), there is mention of the vehicles being in a 'fitted' compartment. So, no hangar for repairs, for sure.

In at least one newer version of Traveller (GURPS Traveller: Interstellar Wars) they appear to address the vehicle issue by allowing you to either select a conformal type bay that the vehicle/small craft fits snuggly into, or a larger open bay (like a modern ship's helo hangar) that must be sized at least twice as big as the craft it contains.

T5 is leaning in this direction (but, doesn't it seem like 2x a vehicle volume is still awfully snug?)

Anyway, just curious to see what your thoughts may be.

Regards

PF

Again, I appreciate the questions.
 
Thanks!

Well, let's redesign the Type A.

Since we're allowed to use a 10-ton bridge with this size hull, let's swap it out. Let's also steal two tons from cargo, since 90 tons seems like an optimal freight load, and add 3 more staterooms. And downgrade those expensive sensors.

Voila. It's not much different from the classic version.

Quite cool! I just got a chance to look at the original and that is pretty much on target! You get more cargo space, more passengers and a navigator, to boot! :)

That gives a nice adventure-party sized crew.

T5 is leaning in this direction (but, doesn't it seem like 2x a vehicle volume is still awfully snug?)

Well, I am assuming this is bare minimum, right? It's probably enough to allow you to walk alongside the speeder and hop in before hitting the garage door opener (kind of like my garage... lets not go there...).

2X for hangar volume has been around since at least FFS v1, so I think this is in keeping with prior versions, as well.

EDIT - Just checked MT. It looks like vehicles needed 150% of their volume to be carried as subordinate craft.
 
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Traveller traditionally has large bridges and poor fuel economy.

No, CT had large bridges* and poor fuel economy**. All later versions had bridges whose size depended on the actual requirements, and power plants with more realistic efficiencies.


*Although the deckplans don't reflect this - the Scout/Courier shows a 3dt bridge. (Note that 20dt is 12m x 7.5m x 3m, ie all four staterooms plus corridor plus half the common area!)

**Maybe left over from the reaction drives of 1st edition?
 
No, CT had large bridges and poor fuel economy.

Exactly!

The Scout/Courier shows a 3dt bridge. (Note that 20dt is 12m x 7.5m x 3m, ie all four staterooms plus corridor plus half the common area!)

I've heard that few deckplans conform to design.

Looked at one way, that's a cockpit. The rest of the bridge is distributed between section 13 (8 tons) (detached duty text notwithstanding) and section 19 (sensors). Leaving a deficit of 5 tons, not 17 tons.

If anything, that makes me think the Scout always did have the equivalent of a 10-ton bridge. Thanks for bringing that issue up, this is good stuff! Now I'll have to redesign.

Scout/Courier

In fact, the T5 version of the Scout is closer to the deckplan than the CT version.

Code:
Volume  Component                   Price
(100)   Hull-A LDK                   2
  10    Half Bridge (6 consoles) -
        -  Computer model/3
        6  sensors                   1.8

  10    Jump drive-A (J2)           10
   2    Maneuver drive-A (2G)        4
   4    Power plant-A (100mj)        8
  20    Jump Fuel
  10    Maneuver Fuel (10wks)
  16    Staterooms (4)               2
  10    Common space
  10    Upper gallery                

   1    Hybrid LMS turret            1
   4    Air/Raft                     0.6
   3    Cargo
------- ----------------------- --------
                                MCr 29.4


But, for sure, there is a lot of common space there -- more than typical staterooms allow. On the other hand, it makes sense that cramped ships need all that much more living space.
 
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Next up is the Oberlindes Cargo Carrier from The Traveller Adventure. Starting with 800-ton hulls, the drive potential table starts to "steepen", and T5 drive letters yield somewhat higher performances than CT. This does result in a bit of extra space on larger ships, but not as much as you'd think. The prices are better, too.

This Cargo Carrier is a Jump-3, Maneuver-1 model for plying freight around the Regina subsector and its surrounds. It's only got three turrets, which sort of surprised me (I assumed Oberlindes would up-gun their ships more, and in fact used to think these ships had all ten hardpoints turreted).


Code:
Oberlindes Cargo Carrier
Volume   Component              MCr
(1000)   Hull-K                 100
   20    Bridge                   1.2
          6 ctl stations
   60    J-drive-L (J3)         110
    9    M-drive-E (M1)          20
   34    P-plant-L (1100mj)      88
  300    Jump fuel 
   22    Plant fuel (2wks)
   80    Staterooms/20           10
    5    Low berths/10            0.5
   10    Hardpoints/10      
         L-Turrets/3              9
    4    Air/Raft                 0.6
  456    Cargo
  -----------------------------------     
                            MCr 339.3
 
I'd rate a Scout bridge as 5dt max. All the extra sensor etc gear is just that, extra. A 100dt cargo ship wouldn't have it.

I prefer smaller bridges as well; just not as small as yours. Although a 5t cockpit is a tempting idea...
 
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Next up, the Subsidized Liner, the Yacht, and the Mercenary Cruiser.

Note that I haven't taken the cost of sensors into account. This is on my to-do list. The Mongoose draft lists standard sensor suites, just like I did with MegaTraveller, which is just goading me to get on with the job.

Subsidized Liner, type M

Using a 600-ton hull, the subsidized liner is a passenger and freight carrier committed to long-haul routes. It has jump drive-J, maneuver drive-C, and power plant-J, giving performance of jump-3 and 1-G acceleration. Fuel tankage for 198 tons supports the power plant and allows one jump-3. Adjacent to the bridge are twenty low berths. The ship has three hardpoints and three tons set aside for fire control. No weapons are installed.

There is one ship's vehicle: a 20-ton launch. Cargo capacity is 149 tons. The hull is unstreamlined.

The subsidized liner requires a crew of nine: pilot, navigator, three engineers, three stewards, and one medic. Up to three gunners may be added. The ship can carry 21 high or middle passengers and twenty low passengers.
The pilot operates the launch. The ship costs MCr253 and takes 22 months to build.

Code:
Volume  Component                   Price
(600)   Hull-F LDK                   48
  20    Bridge (sensors+Model/3)      -
  50    J-drive J (J3)               90
   5    M-drive-C (1G)               12
  28    P-plant-J                    72
 198    Fuel                          -
 120    Staterooms (30)              15
  10    Low berths (20)               2
  20    Launch                       14
 149    Cargo                         -
------- ----------------------- --------
                                MCr 253


Yacht
Built on the 200-ton hull, the yacht is a noble's plaything used to entertain friends and undertake political or commercial missions. The shipmounts jump drive-A, maneuver drive-A, and power plant-A, giving performance of jump-1 and 1-G acceleration. Fuel tankage of 44 tons supports four weeks of normal operation and allows two consecutive jump-1s. Adjacent to the bridge is a model/3 computer. There are sixteen staterooms; two have been combined into a suite for the owner. There are no low berths. No turrets or weaponry are installed, but there is one hardpoint and one ton has been set aside for fire control. The yacht carries an air/raft and a ship's boat in hull compartments; there is also an ATV, and the ship's boat has been fitted to ferry it. Cargo space of 30 tons is available. MCr53.

Code:
Volume  Component                   Price
(200)   Hull-B LDK                    8
  10    Half Bridge                   -
  10    J-drive-A(J1)                10
   2    M-drive-A(1G)                 4
   4    P-plant-A                     8
  44    Fuel                          -
  56    Staterooms(14)                7

   4    Air/Raft                      0.6
  30    Ship's Boat                  16
  10    ATV                           -
  30    Cargo                         -
------- ----------------------- --------
                                 MCr 53


Mercenary Cruiser, type C
Using an 800-ton hull, the mercenary cruiser is built to carry small troop units for corporate or government operations. It has jump drive-K, maneuver drive-K, and power plant-K, giving jump3 and 3-G acceleration. Fuel tankage of 328 tons supports the power plant, provides one jump-3, and holds 48 tons in reserve for its small craft and for long term operations.

Adjacent to the bridge is a computer Model/5. There are 35 staterooms and no low berths. The ship has eight hardpoints and eight tons allocated for fire control. Eight triple turrets are installed, but no weapons are mounted.

There are five ship's vehicles: two modular cutters (with one open module and one fuel module), two ATVs (in ATV modules), and one airlraft. Cargo capacity is 153 tons. The hull is unstreamlined.

The mercenary cruiser requires a crew of eight: commanding officer, pilot, navigator, four engineers, and medic. Vehicle pilots, clerks, troops, and gunners may be added. The ship can carry 17 passengers (42 if double occupancy) in non-commercial service; i t s primary intended purpose is transport and support of small military (mercenary) units.

The ship costs MCr375 and takes 25 months to build.

Code:
Volume  Component                   Price
(800)   Hull-H LDK                   80
  20    Bridge (sensors+Model/3)      -
  55    J-drive K (J3)              100
  19    M-drive-K (3G)               40
  31    P-plant-K                    80
 328    Fuel                          -
 100    Staterooms (35)              12.5
 100    Cutter x 2                   58
  60    ATV modules x 2               3.6

   4    Air/Raft                      0.6
 153    Cargo                         -
------- ----------------------- --------
                                MCr 375
 
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