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Alternative Small Craft

RossWinn

SOC-12
Knight
Count
I'm working on some alternative small craft designs for my Traveller universe, and I wondered who else might have some.
I'm thinking about the gig, ship's boat, the cutter (not a modular cutter), the shuttle, etc. Just to see if anyone else has any interesting ideas they'd like to share.
 
If you want some alternative designs, try playing mix-and-match with modular cutter modules. Hangar Bays, mining equipment, sensor packages, the old standby, passengers, the list goes on because when you buy it as modular, it's hooked up to power and passageways, it's not just an empty cargo bay. Then the Mod Cutter can be any specialty non-combat small craft you like with just a module change.
 
Just to see if anyone else has any interesting ideas they'd like to share.
This is where my current research has led to for early interstellar "stuff" that is compatible with a 24 ton Box modular container system.



Jolly Boat (Type-QT, TL=9)
24 ton small craft hull, configuration: 1 (MCr2.88, integral fuel scoops)
0 tons for Armor: 0 (TL=9, Composite Laminates, bulkhead thickness=18cm)
1 ton for LBB2.81 standard Maneuver-A (Agility=6 requires 1.5 EP) (MCr4)
4 tons for LBB2.81 standard Power Plant-A (EP=2) (MCr8)
0.2 tons for Jump Capacitors (7.2 EP/combat turns storage) (MCr0.8)
1 ton for fuel
  • Basic Power + 0.00 EP= 0.012 tons of fuel consumption per 7d (583d 08h 0m endurance)
  • Basic Power + 1.44 EP = 0.516 tons of fuel consumption per 7d (13d 13h 34m endurance)
4.8 tons for bridge (2 crew acceleration couches, life support endurance: 12-24 hours) (MCr0.12)
0 tons for no computer (MCr0)
0 tons for 1x hardpoint: no fire control reserved, no turret, no weapons (MCr0.1) (LBB2.81, p23)
* External Docking: 176 tons capacity (MCr0.352)
2 tons for 1x Small Craft Cabin (MCr0.05, 2 person/weeks life support endurance)
11 tons for cargo hold: multi-purpose refit ready (MCr0)

= 0+1+4+0.2+1+4.8+0+0+2+11 = 24 tons
= 2.88+0+4+8+0.12+0.1+0.352+0.05+0 = MCr15.502
  • 1G, Agility=1: 200 - 24 = 176 tons external load (7x 24 ton Boxes or 160 ton Big Craft)
  • 2G, Agility=2: 100 - 24 = 76 tons external load (3x 24 ton Boxes)
  • 3G, Agility=3: 66 - 24 = 42 tons external load
  • 4G, Agility=4: 50 - 24 = 26 tons external load (1x 24 ton Box)
  • 5G, Agility=5: 40 - 24 = 16 tons external load
  • 6G, Agility=6: 33 - 24 = 9 tons external load
15m x 7.5m x 3m = 337.5m³ / 14 = 24.10714286 tons ≈ 24 tons (10:5:2 dimensions ratio)
10 x 5 deck squares area, 1 deck

=====

Fighter Decoy-9 (Type-FQ, TL=9)
24 ton small craft hull, configuration: 1 (MCr2.88, integral fuel scoops)
0 tons for Armor: 0 (TL=9, Composite Laminates, bulkhead thickness=20cm)
1 ton for LBB2.81 standard Maneuver-A (Agility=6 requires 1.44 EP) (MCr4)
10 tons for LBB2.81 standard Power Plant-C (EP=6) (MCr24)
0.2 tons for Jump Capacitors (7.2 EP/combat turns storage) (MCr0.8)
1 ton for fuel
  • Basic Power + 0.00 EP= 0.012 tons of fuel consumption per 7d (583d 08h 0m endurance)
  • Basic Power + 1.44 EP = 0.516 tons of fuel consumption per 7d (13d 13h 34m endurance)
  • Basic Power + 2.44 EP = 0.866 tons of fuel consumption per 7d (8d 01h 59m endurance)
  • Basic Power + 5.44 EP = 1.916 tons of fuel consumption per 7d (3d 15h 40m endurance)
4.8 tons for bridge (2 crew acceleration couches, life support endurance: 12-24 hours) (MCr0.12)
3 tons for model/3 computer (EP: 1) (MCr18)
2 tons for 1x hardpoint + pop up triple turret: beam laser, beam laser, beam laser (TL=9, batteries: 1, code: 3, EP: 3) (MCr4.2) (LBB2.81, p23) (JTAS #25, p15)
* External Docking: 451 tons capacity (MCr0.902)
2 tons for 1x Small Craft Cabin (MCr0.05, 2 person/weeks life support endurance)
0 tons for cargo hold (MCr0)

= 0+1+10+0.2+1+4.8+3+2+2+0 = 24 tons
= 2.88+0+4+24+0.8+0.12+18+4.2+0.902+0.05+0 = MCr54.952
  • 0.4G, Agility=0: 475 - 24 = 451 tons external load (410 ton Big Craft)
  • 1G, Agility=1: 200 - 24 = 176 tons external load (7x 24 ton Boxes)
  • 2G, Agility=2: 100 - 24 = 76 tons external load (3x 24 ton Boxes)
  • 3G, Agility=3: 66 - 24 = 42 tons external load
  • 4G, Agility=4: 50 - 24 = 26 tons external load (1x 24 ton Box)
  • 5G, Agility=5: 40 - 24 = 16 tons external load
  • 6G, Agility=6: 33 - 24 = 9 tons external load
15m x 7.5m x 3m = 337.5m³ / 14 = 24.10714286 tons ≈ 24 tons (10:5:2 dimensions ratio)
10 x 5 deck squares area, 1 deck



Fighter Provincial-A (Type-FP, TL=A)
24 ton small craft hull, configuration: 1 (MCr2.88, integral fuel scoops)
0 tons for Armor: 0 (TL=A, Crystaliron, bulkhead thickness=9cm)
1 ton for LBB2.81 standard Maneuver-A (Agility=6 requires 1.44 EP) (MCr4)
10 tons for LBB2.81 standard Power Plant-C (EP=6) (MCr24)
0.2 tons for Jump Capacitors (7.2 EP/combat turns storage) (MCr0.8)
1 ton for fuel
  • Basic Power + 0.00 EP= 0.012 tons of fuel consumption per 7d (583d 08h 0m endurance)
  • Basic Power + 1.44 EP = 0.516 tons of fuel consumption per 7d (13d 13h 34m endurance)
  • Basic Power + 3.44 EP = 1.216 tons of fuel consumption per 7d (5d 18h 09m endurance)
  • Basic Power + 5.44 EP = 1.916 tons of fuel consumption per 7d (3d 15h 40m endurance)
4.8 tons for bridge (2 crew acceleration couches, life support endurance: 12-24 hours) (MCr0.12)
4 tons for model/4 computer (EP: 2) (MCr30)
1 ton for dual turret: beam laser, beam laser (TL=9, batteries: 1, code: 2, EP: 2) (MCr2.6)
* External Docking: 451 tons capacity (MCr0.902)
2 tons for 1x Small Craft Cabin (MCr0.05, 2 person/weeks life support endurance)
0 tons for cargo hold (MCr0)

= 0+1+10+0.2+1+4.8+4+1+2+0 = 24 tons
= 2.88+0+4+24+0.8+0.12+30+2.6+0.902+0.05+0 = MCr65.352 Single Production (100% cost)
  • 0.4G, Agility=0: 475 - 24 = 451 tons external load (410 ton Big Craft)
  • 1G, Agility=1: 200 - 24 = 176 tons external load (7x 24 ton Boxes)
  • 2G, Agility=2: 100 - 24 = 76 tons external load (3x 24 ton Boxes)
  • 3G, Agility=3: 66 - 24 = 42 tons external load
  • 4G, Agility=4: 50 - 24 = 26 tons external load (1x 24 ton Box)
  • 5G, Agility=5: 40 - 24 = 16 tons external load
  • 6G, Agility=6: 33 - 24 = 8 tons external load
15m x 7.5m x 3m = 337.5m³ / 14 = 24.10714286 tons ≈ 24 tons (10:5:2 dimensions ratio)
10 x 5 deck squares area, 1 deck
 
I designed a rocket sled at around two tonnes, based around a high burn thruster.

Then, Mongoose Two came out, with minimum five tonnes, and a reconceptualization of the high burn thruster being actually an add on default rocket engine, rather than compact one with expensive fuel.
 
Hmm just off top of head-

System yacht. A smallish yacht with no jump capacity, minimalist size but good enough to toodle around the system and ship as cargo when it’s time to jump. Ridiculous master suite and minimalist crew.

Open structure small craft. Spindly space only cargo handlers for high ports, belter work on asteroids and zero atmo moons/worlds. Flexible and maybe standardized on containers that can serve a variety of uses.

Stealth small craft. The idea is that really effective stealth is very costly, so most actual uses are in the small craft/boat range. Smuggling, spec ops insertion/exfiltration, and recon craft loaded with outsized computers/sensors for fleet tracking/comms intercept/deception missions.
 
recon craft loaded with outsized computers/sensors for fleet tracking/comms intercept/deception missions.
Problem with that notion (particularly in CT) is that once you cross the model/5-7 threshold, it gets HARD to cram everything you need inside of a small craft form factor. By the time you reach model/8-9 computers, you're almost locked into needing big craft (100+ tons) in order to make everything you need "fit inside" because of how the percentages vs fixed tonnages stack up when you put them all together.

This is also one of the primary reasons why small craft fighters are extremely effective at low tech levels, but become increasingly "unaffordable+impractical" as tech levels advance under CT (because of the computer model influences on combat effectiveness). There comes a breaking point, beyond which small craft become "too expensive" to field in large quantities, each with their own high powered computer and a single turret worth of weaponry. So a paradigm shift occurs ... away from small craft (with turrets) in favor of big craft (with bay weaponry) and spinal sleds.

Fun fact ... the "ubiquitous yet humble" Type-S Scout/Courier is supposedly capable of doing a lot of mission tasking (fleet tracking, comms intercept, deception missions) simply by being "unimportant" enough that most people forget about them ... and yet, that's what Detached Duty Scouts given surplus Type-S Scout/Couriers are actually doing on a daily basis (and why they get free fuel and maintenance at scout bases!). :unsure:

Rather than reaching for "stealth" ... the Type-S Scout/Courier achieves the same result via "camouflage" ... blending into the background in order to avoid notice. 🤫
 
Problem with that notion (particularly in CT) is that once you cross the model/5-7 threshold, it gets HARD to cram everything you need inside of a small craft form factor. By the time you reach model/8-9 computers, you're almost locked into needing big craft (100+ tons) in order to make everything you need "fit inside" because of how the percentages vs fixed tonnages stack up when you put them all together.

This is also one of the primary reasons why small craft fighters are extremely effective at low tech levels, but become increasingly "unaffordable+impractical" as tech levels advance under CT (because of the computer model influences on combat effectiveness). There comes a breaking point, beyond which small craft become "too expensive" to field in large quantities, each with their own high powered computer and a single turret worth of weaponry. So a paradigm shift occurs ... away from small craft (with turrets) in favor of big craft (with bay weaponry) and spinal sleds.

Fun fact ... the "ubiquitous yet humble" Type-S Scout/Courier is supposedly capable of doing a lot of mission tasking (fleet tracking, comms intercept, deception missions) simply by being "unimportant" enough that most people forget about them ... and yet, that's what Detached Duty Scouts given surplus Type-S Scout/Couriers are actually doing on a daily basis (and why they get free fuel and maintenance at scout bases!). :unsure:

Rather than reaching for "stealth" ... the Type-S Scout/Courier achieves the same result via "camouflage" ... blending into the background in order to avoid notice. 🤫

Computer-6 is as about as much as I would expect or want, if cost for no other reason. That craft type assumes there are sensor effects and aggressive stealth that are not RAW. Not for everyone but the OP is looking for new types, that is one IMTU.

I greatly appreciate the ubiquitous net that detached scouts provide. If nothing else, even surplus Type S work to give the impression of eyes everywhere even if they aren’t the slightest bit affiliated with the Scouts.

But some intel and fleet work requires something that can shadow, recon and report at speed and sometimes without being seen, that the ‘trawler everywhere’ Type S won’t cut.
 
But some intel and fleet work requires something that can shadow, recon and report at speed and sometimes without being seen, that the ‘trawler everywhere’ Type S won’t cut.
Quite true. (y)

The distinction you're making (quite rightly!) is ... I'm thinking (correct me if I'm wrong) ... between a "background radiation" level of intel gathering from informants, assets, observers, etc. that are largely already in place (going about their ordinary business) and a "pursuit" level of intel gathering where there is a focused intent to "tail" something of interest.

Anything involving "pursuit" is going to need sufficient maneuvering power and jump range to "shadow/follow" a target of interest ... and report back (across interstellar distances) whatever intel is gathered in a timely fashion. That set of capabilities alone kind of precludes the use of small craft for pursuit through jump (because: duh :rolleyes:) ... but could include small craft for maneuver "shadow/follow" monitoring under maneuver only in normal space, which then creates an argument for a "jump carrier" capable of launching such small craft from a (relatively) safe standoff distance for the purpose of intel gathering.
 
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