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Rules Only: Book 5 clarification needed.

yannir

SOC-1
I'm working on a python program for Book 5 ship design and I've come across an ambiguity I hope we can all work out together.

Do backup systems require crew? On the one hand they only come into play when the primary takes damage but they still need maintenance right?
 
Where does Book 5 mention Backup Systems?

[I ask because the RAW say "installed" for crew requirements, but the only word-search for Backup is the "fib" computer.]
LBB2 size ships (<1000 tons) use LBB2 crew rules.
 
Where does Book 5 mention Backup Systems?

[I ask because the RAW say "installed" for crew requirements, but the only word-search for Backup is the "fib" computer.]
LBB2 size ships (<1000 tons) use LBB2 crew rules.
Oh sorry. Backup systems come from Adventure 5: Trillion Credit Squadron. In the rules and rulings section. Basically drives, computers, and screens can have backups that come into operation if the primary gets damaged. The rules say they don't consume energy or fuel but don't cover crew requirements.
 
They do? Even if powered down?

I mean, simply, where does this really take place. Engineering systems? (i.e. redundant power, m-drive, and j-drive?) Do those simply boost the engineering volume from which crew is calculated? Computers don't require crew. There's no such thing as "back up weapons".

But, you should be able to have a "back up pinnace" but only a single flight crew, yes? Or does that not make any sense either?

Anything else I'm missing?
 
There are many things in the Traveller errata that should be ignored. This is one of them.
It is a silly reality ... however it is a correct interpretation of the RULES AS WRITTEN [which is what Errata is all about ... clarifying the DESIGNER's intent and correcting typos, not creating what the rules SHOULD HAVE BEEN). Book 5 says crew is per "installed" units. If it is "installed", then the rules say it should count. The other option is a spare PP in the cargo hold that you can swap out after the battle (not installed).

I agree that it is a bad rule. I would ignore it IMTU, too. However that should probably not be errata.
[I am starting to see the difference after many a beating over the subject.]
 
But, you should be able to have a "back up pinnace" but only a single flight crew, yes?
If I am in battle and the Starboard Pinnace is destroyed, so the Captain orders the Port Pinnace (the backup) launched immediately instead, then it will need a Flight Crew already aboard and the "backup" already pre-flighed so it is ready for immediate operation.

If the Starboard Pinnace is destroyed and the captain orders the spare pinnace in the cargo hold fueled, moved into launch position, manned with the flight crew and warmed up to launch ... that is not "immediately available as a backup" (it will take time).

IMHO, the INTENT dictates the crew need ... and the intent of the LBB5 "crew" is "immediate operation in combat". In a MERCHANT SHIP, a "spare" (no crew) is more accurate than a "backup" (crewed).
 
Think of it this way.

You know how LBB5.80 organizes weapons into batteries ... and there's a formula that determines how many batteries can be brought to bear in a single combat round?

Assume that all of the batteries that can bear are the "active" weapons and the batteries that are not being brought to bear are "backups" during each combat round.

Do you provide crews to ALL of the batteries ... or just the batteries capable of bearing each round onto a target?



Short answer is that ALL batteries get crews, regardless of whether or not they can be brought to bear on a target in any given specific combat round.
Why?
Because until the shooting starts, you don't know which batteries are going to need to be brought to bear onto target, so you provide crews to ALL batteries, not just the ones that can bear on target each combat round.

The same principle applies to all departments in terms of crew complement.

It's why Mr. Sulu says, "all phaser banks, manned and ready" even if not all phaser banks are going to be used in an encounter.



As a Referee, the way I would rule this mindset of "only man what you're going to use" such that any kind of "crew movement to backup systems" will require 2 combat rounds (1 to move, 1 to power up). If you want the backups to provide "uninterrupted service" then the backup systems require crews for them that are NOT "held in common" with the main systems.

A backup/auxiliary control bridge requires its own crew. You can't just assume the "main" bridge officers will be working both locations simultaneously.

Pretty simple, really.
 
The batteries bearing rule is another stupidity in a universe where ships can roll about their long axis without the crew even noticing thanks to acceleration compensation.

A small maintenance crew for back up systems yes, a full extra crew, no.
 
Thank you all for your replies. They illuminated the issues at hand and led me to the solution for me. The errata gives an official enough answer for me to get on with for my project.
 
The batteries bearing rule is another stupidity in a universe where ships can roll about their long axis without the crew even noticing thanks to acceleration compensation.
It is certainly out there, in terms of good, honest, workin' man physics, but I would draw the line at calling it outright 'stupidity':
Although Einstein rejected it, matter of negative mass is not disallowed by the general theory of relativity. Negative mass doesn’t fall upwards … but in other ways its properties would be extremely strange. Since the inertia of negative mass subtracts from that of positive mass, a collection of negative and positive mass could have arbitrarily low, or even zero, inertia.
I am not saying that this solves the issue. And I am also willing to agree that this creates waaaaaay more questions than it answers. But it is a germ of an idea about how to get 'er done. And certainly by the 54th Century they'll have a better notion as to whether this is actual physics or Star Wars woo.
 
57th, the Third Imperium is the 57th century :)

If negative mass can be harnessed for acceleration compensation starting at TL8 then there a whole lot more things that could be done with it. Warp drives and wormholes immediately spring to mind.
 
The rules as written seem fairly clear - Book 5 lists crew as being required for installed drives, for each bay, battery, etc. TCS does not, in the section on 'spare systems', say anything that would alter that rule, so it applies to the spares as well.
 
It does explain why there are so few designs of warships with back up systems. For a little more credit you get two ships instead of one.
 
It does explain why there are so few designs of warships with back up systems. For a little more credit you get two ships instead of one.
A) There's no room. Warships are tightly packed, a backup power plant would be way too expensive in fighting power. Making room would make the ships much bigger, hence more expensive, hence fewer, or less capable...

B) You basically only need backup systems to survive meson hits, but at high tech that will kill the ship anyway... Say TL-12 is a different matter with only Meson C guns or so. An extra set of computer, screens, and crew will significantly increase the chance of surviving a meson hit and is rather affordable for large ships, much cheaper than a meson gun.


So, spare systems are reserved for cheap systems at lower TLs, unless you are way out of reach of your supply chain, see Leviathan.
 
The way that fixed tonnage and percentile tonnage components interacts, a warship with an extra components gets exponentially larger and more expensive. Take a simple (bad) light cruiser:
Code:
CL-K336EJ3-449900-230J9-0     MCr 10 569      15 000 Dton
bearing     F     FF 11                          Crew=180
batteries   F     FF 11                             TL=15
                    Cargo=231 Fuel=6702 EP=2202 Agility=6
[SPOILER="Design"]
Code:
Dual Occupancy                                      231    13 211
                                     USP    #      Dton      Cost
Hull, Part Streaml  Custom             K         15 000         
Configuration       Cylinder           3                    1 500
Scoops              Partial                                    15
Armour              4                  4            750       525
                                                                
Jump Drive                             3    1       600     2 400
Manoeuvre D                            6    1     2 550     1 275
Power Plant                           14    1     2 202     6 606
Fuel, #J, #weeks    J-3, 4 weeks            3     2 202         
Purifier                                    1       101         1
                                                                
Bridge                                      1       300        75
Computer            m/9fib             J    1        26       200
                                                                
Staterooms                                  4        16         2
Staterooms, Half                          176       352        44
                                                                
Cargo                                               231         
Demountable Tanks   J-3                     1     4 500         5
                                                                
Spinal              Meson J            J    1     1 000       400
Bay                 Missile, 50 t      9    1        50        13
Single Turret       Pulse              2   15        15         8
Single Turret       Plasma             3   15        30        23
Triple Turret       Sand               4   15        15        11
                                                                
Nuclear Damper                         9    1        20        50
Meson Screen                           9    1        40        60
                                                                
Nominal Cost        MCr 13 211,26        Sum:       231    13 211
Class Cost          MCr  2 774,36       Valid        ≥0        ≥0
Ship Cost           MCr 10 569,01                               
                                                                
                                                                
Crew &               High     0        Crew          Bridge    10
Passengers            Mid     0         180       Engineers    54
                      Low     0                     Gunners    71
                 Extra SR     0      Frozen         Service    45
               # Frozen W     0           0          Flight     0
                  Marines     0                     Marines     0
[/SPOILER]

Now add a spare power plant and make the ship bigger to accommodate it:
Code:
CL-L336BJ3-449900-230J9-0     MCr 25 447      29 000 Dton
bearing     E     EE 11                          Crew=300
batteries   F     FF 11                             TL=15
                   Cargo=314 Fuel=11994 EP=3294 Agility=6
[SPOILER="Design"]
Code:
Dual Occupancy                                      314    31 808
                                     USP    #      Dton      Cost
Hull, Part Streaml  Custom             L         29 000         
Configuration       Cylinder           3                    2 900
Scoops              Partial                                    29
Armour              4                  4          1 450     1 015
                                                                
Jump Drive                             3    1     1 160     4 640
Manoeuvre D                            6    1     4 930     2 465
Power Plant                           11    2     6 588    19 764
Fuel, #J, #weeks    J-3, 4 weeks            3     3 294         
Purifier                                    1       180         2
                                                                
Bridge                                      1       580       145
Computer            m/9fib             J    1        26       200
                                                                
Staterooms                                  4        16         2
Staterooms, Half                          296       592        74
                                                                
Cargo                                               314         
Demountable Tanks   J-3                     1     8 700         9
                                                                
Spinal              Meson J            J    1     1 000       400
Bay                 Missile, 50 t      9    1        50        13
Single Turret       Pulse              2   15        15         8
Single Turret       Plasma             3   15        30        23
Triple Turret       Sand               4   15        15        11
                                                                
Nuclear Damper                         9    1        20        50
Meson Screen                           9    1        40        60
                                                                
Nominal Cost        MCr 31 808,25        Sum:       314    31 808
Class Cost          MCr  6 679,73       Valid        ≥0        ≥0
Ship Cost           MCr 25 446,60                               
                                                                
                                                                
Crew &               High     0        Crew          Bridge    15
Passengers            Mid     0         300       Engineers   127
                      Low     0                     Gunners    71
                 Extra SR     0      Frozen         Service    87
               # Frozen W     0           0          Flight     0
                  Marines     0                     Marines     0
[/SPOILER]

Do you want one cruiser w/ extra PP or two better¹ cruisers with a few destroyers tossed in for good measure?

¹ Better as they are more difficult to hit, because of the smaller size (code K).
 
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