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Variant Small Craft

Oh heavens, forgot that stealth IMTU is a thing but fabulously expensive to build and maintain. So normally only small craft get the useful levels, with a few ships getting the minimal stealth treatment.

Small smuggler craft, specops insertion/exfiltration, stealth recon missions.
 
I tend to stick to the classic smallcraft hull shapes (rolling pin) and sizes (20t,30t,40t,50t) with most of my small craft, so that they can use a standard size docking bay on different ships. For example, most launches and boats have a 4.5m tube hull, so can dock with a standard 4.5m bay, while most standard pinnaces and cutters can use their 6m wide hulls to dock with most 6m bays. Different performances can be built into a wide range of 'standard' hulls, depending on the TL and role they are designed for. Different sized and shaped hulls (wedge, box, disc, sphere, dispersed structure, with wings etc) are possible as well, but they will either have to be carried in either custom bays designed just for that smallcraft (and will be incompatible with most other starship bay), will have to be carried in a cargo bay of the right dimensions, or be not carried by a starship at all and just used for local in system (world to world) flights. I also find this is a good way to keep the players guessing - if they pick up a 'Ship's Boat' on the sensors, it could be anything from an insystem slow freighter/passenger Boat to a heavily armed gunship/troopship/Fighter.
 

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A Marine Dropship, a larger Assault Carrier, and some variant shuttles.
If you think in terms of Squads (9-10 people), you can put a GCarrier (8 tons, TL=8+), a Speeder (6 tons, TL=8+) and 10 acceleration couches (5 tons) plus 1 ton of cargo space (for consumables) into a 20 ton form factor that can be dropped into a LZ (and left there? :unsure:). That gives you 2 vehicles with gravitic mobility, one slow APC (optionally armed) for moving the grunts and one fast mover for recon/overwatch/rapid evac, at the squad level.

2x squads and you've got yourself a Section.
4x squads and you've got yourself a Platoon (just add extra 20 ton box for additional mission supplies).

The assault carrier would have the staterooms for barracks.
 
Like kilemall, custom shuttles for intra-system work. As these aren't intended for carriage by ships, they don't need to be, and often aren't simple bullet shapes. They'll often have wings, and be of non-cylindrical form - needles for high performance craft (they look fast) and domes/disks for other craft are common (being the cheapest aerodynamic forms in FF&S).
 
I am designing some small craft IMTU. A Marine Dropship, a larger Assault Carrier, and some variant shuttles.
What kind of custom small craft are common in your Traveller game?
Man, that is an open question....

Been playing with the 6 ton fighters in Broadsword again, with rewriting the rest to scale alongside.
 
Been playing with the 6 ton fighters in Broadsword again
LBB A7, p31:

nMTNBOs.png


For space combat, this thing is barely better than a practice target because of the computer (functionally model/0 due to no bridge).

1.02 tons for Maneuver-6 (17%)
1.08 tons for Power Plant-6 (18% @ TL=12)
1 ton for fuel (minimum 1 ton)
1 ton for single turret (missile) ... because code: 1 instead of code: 2 (triple turret) and only 1 battery
1 ton for computer model/1
0.5 ton for acceleration couch (1)
0.4 tons "cargo hold"

= 6 tons

Against Free/Far/Fat Traders (with model/1 perhaps bis computers), this kind of micro fighter would have its uses ... but up against anything with a model/2+ it's going to be at risk in LBB5.80 combat. On the plus side, it will have 3+12=15 missile shot rounds before exhausting its ordnance load, so it'll have better combat endurance with a single turret than a triple turret would offer (due to ordnance consumption rates).

However, as "mobile field artillery" this thing would be absolutely devastating for making precision strikes. Being able to attack vehicles and stationary installations with this kind of fighter (from orbit!) would be extremely ... unfair ... for those on the receiving end. So as a fire support platform for troop movements, this kind of micro fighter would bring a LOT of "cremation per credit" to mercenary operations. Therefore, as a "ground attack micro fighter" it's basically got everything you "need" to get the job done with few to no downsides, other than the number of pilots (and their staterooms aboard ship) you'll need for a flotilla of these micro fighters. :sneaky:
 
See that is the mistake you are making with your assumptions... I default to book2.
If you're defaulting to LBB2 for space combat, are you also using the computer programming rules (p38-41) of LBB2 in those combats? :rolleyes:
Because if so, a model/1 computer (small craft or not) is going to be excessively vulnerable to attack.

2 CPU / 4 Memory isn't a whole lot of room to run maneuver+combat programs in simultaneously ... :unsure:
You can't do much more than "Push the button, Max!" ... :sneaky:
 
If you're defaulting to LBB2 for space combat, are you also using the computer programming rules (p38-41) of LBB2 in those combats? :rolleyes:
Because if so, a model/1 computer (small craft or not) is going to be excessively vulnerable to attack.

2 CPU / 4 Memory isn't a whole lot of room to run maneuver+combat programs in simultaneously ... :unsure:
You can't do much more than "Push the button, Max!" ... :sneaky:
More flexible in that phasing allows combat programs to run without maneuver active.

You won’t be able to run target predict and gunner interact at the same time, and something like return fire may be dropped in favor of anti missile, but fighters don’t need generate or jump so less constraints than a Free Trader packing the same model.

Of course with full computer rules comes full software prices, easily double the price of the fighter itself. I’d be inclined to orient towards dual purpose fighter/transports on an expeditionary ship.

There is the -1 fire DM for no computer small craft so little fighters work, just that much more not survivable.
 
If you're defaulting to LBB2 for space combat, are you also using the computer programming rules (p38-41) of LBB2 in those combats? :rolleyes:
Because if so, a model/1 computer (small craft or not) is going to be excessively vulnerable to attack.

As if in LBB5:HG a ship with a model 1 computer was not vulnerable...
 
I am designing some small craft IMTU. A Marine Dropship, a larger Assault Carrier, and some variant shuttles.
What kind of custom small craft are common in your Traveller game?
In my Traveller game, I'm not really using small crafts for this, but 400 tonnes shuttles...

See this thread for more details
 
From another thread, the asteroid workboat, the grav scooter, and the orbital tug, complete with sources:

The Judges Guild adventure Darkling Ship includes the "asteroid workboat," a 150 dton TL 9 non-starship - basically it's a barge for carrying up to 100 dtons of ore or supplies and gear. The adventure includes a deck plan for the workboat along with its High Guard stats. They're common IMTU, mostly operated by mining operations for hauling ore to the starport.

Darkling Ship also gives us a grav scooter, essentially a grav bike for those who work in space.

IMTU, many rockhoppers - independent prospectors/miners - use small craft. LKW's 30-ton Ship's Boat book includes an "ore carrier" variant; couple this with a second-hand mining drone from White Dwarf 37 for a mining (pulse) laser and you have lower purchase and operating costs than a type J. ComStar Avenger's Golden Age Starships 5: Cutters and Shuttles gives us a "mining shuttle" as well as a cargo module capable of carrying ore for the modular cutter.

In my solo Beltstrike campaign, my intrepid belting couple used workboats to carry the ore they mined to the starport, then chartered a merchant ship to carry it to market. For subsequent trips to their asteroid mine, they purchased 300 dton shipping containers as described in Games Workshop's IISS Ship Files and filled those with ore instead; 50 dton "orbital tugs," as described in FASA's High Passage 4, were used to move the containers to and from the belt starport, whereupon chartered 300 dton "freight tractor vessels," also from IISS Ship Files, transported the containers to market. This proved less expensive than chartering workboats and freighters as they did the first time around.
 
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