Search found 975 matches

by PsiTraveller
Fri May 22, 2020 8:31 am
Forum: Traveller
Topic: Ship Valuation (aka Breaking Even)
Replies: 17
Views: 1824

Re: Ship Valuation (aka Breaking Even)

hi Greysword! Welcome to the forum. I am going to jump into the discussion and argue that there is a different way of looking at trade and shipping, at least as far as any ship capable of more that a Jump 1 is concerned. Jump 1 ships have other options as well and I will touch upon that at the end o...
by PsiTraveller
Mon Feb 17, 2020 12:43 am
Forum: Traveller
Topic: Fessor Cargo Multipurpose Ship
Replies: 62
Views: 9221

Re: Fessor Cargo Multipurpose Ship

Yeah the Fessor ignores the minimum 1 ton rule. The sub unit cargo pod (pg 6) has 1.5 tons of powerplant and 0.5 tons of fuel and says it has power for 12 weeks. That (to me anyway) seems to show the thought pattern of 1.5 tons of powerplant, 10 percent of which is 0.15 tons, so 3 times that is 0.45...
by PsiTraveller
Sat Feb 08, 2020 4:37 pm
Forum: Traveller
Topic: Fessor Cargo Multipurpose Ship
Replies: 62
Views: 9221

Re: Fessor Cargo Multipurpose Ship

That looks good to me. We are getting the same numbers.
by PsiTraveller
Sat Feb 08, 2020 8:40 am
Forum: Traveller
Topic: Fessor Cargo Multipurpose Ship
Replies: 62
Views: 9221

Re: Fessor Cargo Multipurpose Ship

?? I get 202, and they are missing 2 tons from not adding 1 ton each fore the 2 pop up turrets. A turret is 1 ton, a pop up turret is 2 tons.
by PsiTraveller
Fri Feb 07, 2020 10:41 pm
Forum: Traveller
Topic: Fessor Cargo Multipurpose Ship
Replies: 62
Views: 9221

Re: Fessor Cargo Multipurpose Ship

The ship is not reduced to 48 tons. There needs to be 8 tons of connectors on the 400 ton ship. Only 4 tons are listed on page 4. They messed up on the math and gave 2 percent of the 196 tons for connectors. Ooops on their part. SO we need to add another 4 tons. Now on page 4 the 4 tons of connector...
by PsiTraveller
Thu Feb 06, 2020 10:48 pm
Forum: Traveller
Topic: Fessor Cargo Multipurpose Ship
Replies: 62
Views: 9221

Re: Fessor Cargo Multipurpose Ship

In the other thread we saw how the Fessor is missing 4 tons of connectors, but for armor calculation that does not matter. (I just delted a ton from each sub ship cargo space and called it Connectors. The issue is that all the pieces have 3 points of armor, and the 400 ton ship had 15 tons taken off...
by PsiTraveller
Thu Feb 06, 2020 5:29 pm
Forum: Traveller
Topic: Fessor Cargo Multipurpose Ship
Replies: 62
Views: 9221

Re: Fessor Cargo Multipurpose Ship

The ship at 400 tons has 15 tons of armor, as per the rules. It could simply be that the authors decided to not go into decimal calculations and gave the 49 ton sections 2 tons each, for 8 tons, and left the 7 tons on the core unit. It makes all the math simpler for using the ship in combat. Is it c...
by PsiTraveller
Fri Jan 24, 2020 9:57 pm
Forum: Traveller
Topic: Missile Pod Concept
Replies: 12
Views: 1264

Re: Missile Pod Concept

Missile attacks are different than other weapons in that the TL of the missile gives the attack advantage when rolling your attack roll. A TL 12 ship, with TL 7 level missile racks can fire TL 14 Advanced missiles at a TL 12 opponent and the TL 14 missile will give a +2 on the attacking roll. (Pg 75...
by PsiTraveller
Thu Jan 23, 2020 6:29 pm
Forum: Traveller
Topic: Missile Pod Concept
Replies: 12
Views: 1264

Re: Missile Pod Concept

High Guard first edition had the 70 ton bomber ship (pg 96)

Virtual crew/drone tech makes ships like this an interesting option.

And have you read the Honor Harrington series? Missile pods are the core of her doctrine. :)
by PsiTraveller
Tue Jan 21, 2020 3:28 pm
Forum: Traveller
Topic: Creating a Breakaway Hull
Replies: 42
Views: 3175

Re: Creating a Breakaway Hull

Whoops, you are correct. 8 tons total M Drive tonnage. My mistake there. Your math is correct for the percentages and thrust values. :oops: I design my breakaway ships with different sheets for different pieces, so I don't have the combined stat block as a front page. My error in thinking the Fessor...
by PsiTraveller
Tue Jan 21, 2020 2:04 pm
Forum: Traveller
Topic: Creating a Breakaway Hull
Replies: 42
Views: 3175

Re: Creating a Breakaway Hull

Putting a cap at 10 000 for a 5 to 1 ratio, or 20 000 for a 10 to 1 ratio. The limiting factor may well be the M Drive tonnage on the Clamping ship. 2000 tons needs 20 tons of M Drive to get a thrust of 1. So a ship with clamps better have a lot of extra M Drive capacity to move things. Plus the pow...
by PsiTraveller
Tue Jan 21, 2020 10:34 am
Forum: Traveller
Topic: Creating a Breakaway Hull
Replies: 42
Views: 3175

Re: Creating a Breakaway Hull

This is my thought as well. My only question is the 2000 ton and greater ship size on a Type V clamp. Personally I think there should be an upper limit. Although a type IV clamp can hold a ship 100 times its tonnage, so maybe I should not be worried about a Type V clamp.
by PsiTraveller
Tue Jan 21, 2020 9:03 am
Forum: Traveller
Topic: Creating a Breakaway Hull
Replies: 42
Views: 3175

Re: Creating a Breakaway Hull

The core has 8 tons of drives,so even if the sub units had no drives working the 400 tobn ship would move at thrust 2. Why would you subtract 2 tons of drives from the core ships 8 tons of drives? The core ship drives never leave. When the ship is all together there are 10 tons of drives onboard.thi...
by PsiTraveller
Mon Jan 20, 2020 10:47 pm
Forum: Traveller
Topic: Creating a Breakaway Hull
Replies: 42
Views: 3175

Re: Creating a Breakaway Hull

The Fessor Core Unit has 8 tons of M-Drives. This would be 2% at 400 tons, so a Thrust of 2 when all 4 pods are attached. No compensation needed. I do not see where you think you need to upgrade any of the drives to 3G. The M Drives of the sub units are 0.5 tons each, which would add 2 more tons whe...
by PsiTraveller
Mon Jan 20, 2020 3:47 pm
Forum: Traveller
Topic: Creating a Breakaway Hull
Replies: 42
Views: 3175

Re: Creating a Breakaway Hull

I do not think you can use two smaller clamps to carry a larger ship. My reading of the Docking clamp is that it is one clamp, one ship. So a 50 ton ship would need a Type 2 Docking clamp, not two Type 1's Am I wrong in this? pg 43 of Highguard The size of a docking clamp dictates the tonnage of the...
by PsiTraveller
Mon Jan 20, 2020 2:53 pm
Forum: Traveller
Topic: Creating a Breakaway Hull
Replies: 42
Views: 3175

Re: Creating a Breakaway Hull

4 Docking Clamps for 4 MCr and 20 tons. This means the core unit loses 20 tons of cargo. 20 tons is 5% of your total 400 ton design. The Breakaway hull connectors only take up 8 tons, for 16 Million credits. So there is a cost saving. But you lose 12 tons of cargo in exchange. Carrying 4 ships is po...
by PsiTraveller
Mon Jan 20, 2020 3:58 am
Forum: Traveller
Topic: Creating a Breakaway Hull
Replies: 42
Views: 3175

Re: Creating a Breakaway Hull

Sub Unit of Breakaway ship: Cargo Module The only changes to the Sub Units are to Increase the Tonnage to 50 Tons of Ship and add in 1 Ton of Breakaway Hull Connector for 2 Million If you took all 4 Units as Cargo you could move 212 tons of cargo, at a cost of 212 Million or so credits. A Subsidized...
by PsiTraveller
Mon Jan 20, 2020 3:42 am
Forum: Traveller
Topic: Creating a Breakaway Hull
Replies: 42
Views: 3175

Re: Creating a Breakaway Hull

My Dispersed version of a breakaway ship 200 Ton Core Unit Dispersed Hull 72 Hull Points Cost 5 MCr (half price!) Breakaway Hull Connectors for 400 tons of ship: 4 tons 8 MCr (8 tons total, 2% on this 200 ton piece of hull, and 2% on every other piece) 3 Points Armour taking up 15 tons of space (dou...
by PsiTraveller
Mon Jan 20, 2020 3:19 am
Forum: Traveller
Topic: Creating a Breakaway Hull
Replies: 42
Views: 3175

Re: Creating a Breakaway Hull

I am messing around with the Fessor ship and I think they made a few more errors in math: 1: Armor for the ship may be off by a lot. The Core unit page 4 has 3 points of Crystal Iron Armour for 15 tons. This costs 3 Million. 15 tons of armour would protect 400 tons of ship, but the rest of the sub u...
by PsiTraveller
Tue Jan 14, 2020 10:57 pm
Forum: Traveller
Topic: Creating a Breakaway Hull
Replies: 42
Views: 3175

Re: Creating a Breakaway Hull

I've played around with a Breakaway design with a Dispersed configuration and I have a few questions for you snrdg. How cost efficient are you looking to have the design? Do you want the ship to be a Breakaway hull or use docking clamps? or a mixture of both? (There are advantages to both designs, b...