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TL17 Battleships

robject

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NOTE - in this thread I'm ignoring the difficulty of success in a Hop task.

Over on the Facebook Traveller page, Jeff Hopper noted that the Hop drive will significantly change how battleships and tenders/riders are designed.

A one-two-three punch of TL17 weapons (e.g. Disintegrators) and the low fuel requirements and extended range of the Hop drive means that TL17 battleships might be uncontestable.

This seems to me to be more powerful in effect to Jump-2 with the Ziru Sirka. The difference between a battleship and a battle rider may be the smallest it's been since then.

Another implication is that the military will likely take priority over commercial exploitation. While exploration will certainly be rapid, development takes time. IF the military can equip TL17 battleships before new worlds can be established with a strong infrastructure, then consolidation wars will first surely take place. The result is a military assimilation of a core of loyal worlds -- and that core might be larger than Charted Space itself -- and a large number of scattered, remote, and non-united resisting worlds.

But exploration and development will accelerate as the military struggles calm down, and Charted Space will explode to many times its current size... too big to grok in full, I would suggest.

Assume Hop-1 only doubles the range of control. That means Charted space grows by a factor of four.

Of course, after that is TL18 and Hop-2...
 
Known Space has other limitations...political. Non-commercial traffic (military) extending into other domains will not go over well.
Are you accounting for Hop drive costs? Note: I have not reviewed this in T5.

SDBs will always hold the advantage. But there are other tech advantages at TLH.
Traveller opened up the proverbial Box by introducing the Star Trigger to the Darrians at TL H. The ability to cause solar flares is an advantage to any invading force.
 
Grav Scrambler as well...

disrupts M-Drive and G-Drive of target
used as a defense are great... used as a stealth missile warhead?

Grav Scramb TL-17
Mag Scramb TL-14
Elec Scramb TL-12

  • Improved Black Globe
    • option damage capture power - with a cut off allows you to use enemy or even stellar matter to charge the jump (yes! this means it is an alternative collector jump drive....)
    • option canceller - allows you to dump heat and open windows in the globe (supercedes flicker)
    • option - not listed as an option because it is a separate BG! - double black globes *pg 379 "Globes Within Globes"
  • Prototype Proton Screens (TL 19 tech - not really necessary at this point due to limited Antimatter weapons at TL 17)
  • DataCaster Virus (effects dependent on TL...)
  • Early Disintegraters (TL 18 Tech) (this is actually an offshoot of the superblackglobes.... pg 380 Option Foam)
  • Jump Inducers (better add jump dampers)
  • Improved Tractor Pressors (Tl16)


*removed errata*
 
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