IT FITS! IT FITS!
This one was a bit of a challenge to work the way I wanted but I'm quite happy with the results. As long as I didn't screw up in the editing since the first two drafts didn't quite add up. Haven't had time to do a second proof of it so I hope it's correct.
T20 again, with Bryan's notes* about the ATU the ship is from in mind, and some personal rules tweeks of my own to fit that.
* Posted elsewhere by Bryan Gibson:
Okay, NR forces are at TL 12...Jump 3 for them is a real strecth, most of their forces being J2..and please note, in the TP setting jump is instantaneous, so those arent as restricting as one might think.
First, I like the idea of it being "heavily armed for its size" and from CotI "The two large guns midships are cannon, outsized for the ships size and are its main armaments." I've been playing with rules tweeks to do over-arming and this one seems the best. First, I interpreted the "large cannons" to be Bay Weapons, Particle Accelerators in fact, PACs for short (Particle Accelerator Cannons). Ah but a 1700ton ship can only have 1 Bay Weapon says the rules. Says I that's because the usual hardpoint calculation is based on a single "bridge" and computer to control the ship and weapons. So I added an auxiliary "bridge" and computer to double the allowed hardpoints. Voila, two 100ton Bay Weapons, and 14 hardpoints left
Second, per Bryan's note that in "the TP setting, jump is instantaneous" I decided that I could get away with just 2 weeks of powerplant endurance. It has to hit a resupply that often anyway for life support. It's a very tight design. Missions of more than 2weeks between resupply points will mean the corridors and such will be stuffed with extra life support and supplies since there's no cargo space.
Third, in MTU a weapon battery composed of multiple turrets can be a single "big gun" instead of several small ones aimed at the same target. That's my approach to this ship for the Plasma Guns (the two smaller turrets just behind the "head", one dorsal one ventral, representing two turrets each of four guns) and the Missile Launchers (two small bay like affairs, place where you like, perhaps that dark line break over the hull numbers port and starboard is the armor shield covering them from the side view, representing four turrets and four magazines each). That leaves two regular turrets and magazines for the sandcasters (maybe the two light gray domes aft, dorsal and ventral).
Fourth, on magazines, in MTU they are one ton per 18 muntions and include an autoloader. There is no cost and they are not specially armored. Just regular bulkhead installations like cargo but with blowout panels in case of explosion.
Fifth, I did some calculations to figure out the skimming rate and matched the purifiers to it. It'll skim and purify 100tons of fuel per hour.
Finally the crew calculations are my interpretation of the T20 rules, they make sense to me but you may not be able to get them to perfectly match the book.
Other than that I think it sticks to the rules and works quite nicely, enjoy...
Novaya Rhodina Patriot Class frigate
Designed and built by Journeyman Design Bureau 206-2006
The NRSS Sergey Kamorov is typical of ships of this class. Capable of jump 2 it is well armed but only lightly armored and moderately fast. It is also a very tight design with no long duration capability without regular supplies. Significant in the design is the auxiliary bridge and computer, allowing a doubling of weapon capabilities. The crew of 62 is comprised of 17 officers, 14 petty officers, and 31 ratings. The breakdown is:
Officers:
Captain, Executive Officer, 2 Helm Officers, 2 Astrogation Officers, Doctor, Gunnery Officer, Communications Officer, 2 Engineering Officers, and 6 Staff Officers (Ensigns)
Petty Officers:
5 Chief Engineers, and 9 Gunnery Chiefs
Ratings:
Medic, 6 Drive Hands, 14 Gunners, 4 Stewards, 6 Marines
Quarters consist of 32 staterooms total with double occupancy except for the Captain and Executive Officer who each have a private stateroom. An additional 60 personnel could be carried if the crew hot-bunked but conditions would not be comfortable for very long. There is one small medical bay with a single treatment bed.
Original design cost MCr1,995.328 complete. Disounted cost MCr1,596.2624 for quantity orders.
</font><blockquote>code:</font><hr /><pre style="font-size:x-small; font-family: monospace;">+1,700t Hull-Cls-PS MCr102.000
-34t Bridge-mil 8.500
-12t cmp mdl/6fib -5EP 144.000
-34t Bridge-aux 8.500
-6t cmp mdl/6 -5EP 72.000
-51t Jump Drive J2 -34EP 204.000
-340t fuel x2P
-187t Maneuver 4G -68EP 93.500
agility 2 -34EP
-375t Fusion9-250 +250EP 1,125.000
-125t fuel x2w
Fuel scoops 1.700
-24t purifiers x4 0.128
-102t Armor f2 51.000
-50t Nuke Damper f1 -10EP 50.000
-100t Weapon Bay 100 1.000
PAC f8 x1 -60EP 35.000
-100t Weapon Bay 100 1.000
PAC f8 x1 -60EP 35.000
-4t Double Turret x2 1.500
Plasma f4 x1 -4EP 6.000
-4t Double Turret x2 1.500
Plasma f4 x1 -4EP 6.000
-1t Triple Turret x1 1.000
Sand f4 x1 0.750
-1t Magazine x18
-1t Triple Turret x1 1.000
Sand f4 x1 0.750
-1t Magazine x18
-4t Triple Turret x4 4.000
Missile f4 x1 9.000
-4t Magazine x72
-4t Triple Turret x4 4.000
Missile f4 x1 9.000
-4t Magazine x72
-128t Staterooms x32 16.000
-4t Sickbay x1/2 2.500</pre>[/QUOTE]Thanks for sharing another inspiring piece of Traveller art Bryan
I hope these stats, mine and the others find some use in somebody's game some day.