Solomani Confederation (Military)

Discuss the Traveller RPG and its many settings
Condottiere
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Re: Solomani Confederation (Military)

Postby Condottiere » Sun Jul 11, 2021 12:00 pm

Spaceships: Armaments and Factor Three Meson Spinal Mount

Volume - nineteen and one eighth kilotonnes (fifteen percent size reduction)

Power - three thousand power points; hundred sixty tonnes very advanced standard fusion reactors

Damage - six deadly dice

Range - long

Cost - seven and one fifth gigastarbux (twenty percent premium)

Traits - infinite armour piercing, radiation

Crew - hundred ninety two gunners, twenty officers, two medics, twenty administrators
Condottiere
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Re: Solomani Confederation (Military)

Postby Condottiere » Sun Jul 11, 2021 12:28 pm

Spaceships: Armaments and Factor Six Railgun Spinal Mount

Volume - sixteen and four fifths kilotonnes (twenty percent size reduction)

Power - three thousand power points; hundred sixty tonnes very advanced standard fusion reactors

Damage - six deadly dice

Range - medium

Cost - three and nine tenths gigastarbux (thirty percent premium)

Traits - damage reduced by two percent per target's hull armour points

Crew - hundred eighty gunners, eighteen officers, two medics, seventeen administrators

Ammunition - five rounds preinstalled; twenty tonnes each; one fifth megastarbux each


Difference - in theory range, though for a target with a predicted course, such as a planetary urban centre, you can have a quite distant stand off; cost at three and nine tenths gigastarbux, though that represents ammunition cost of sixteen thousand five hundred ball bearings capital, and annually, sixteen and a half ball bearings.

Then you have the added volume of the magazine, against the possibility of battle damage or destruction, with the amount of ammunition used per battle or lifetime.
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Re: Solomani Confederation (Military)

Postby Condottiere » Sun Jul 11, 2021 7:29 pm

Spaceships: Armaments and Factor One Railgun Spinal Mount

Volume - three and a half kilotonnes

Power - five hundred power points; twenty six and two third tonnes very advanced standard fusion reactors

Damage - one deadly dice

Range - medium

Cost - half a gigastarbux

Traits - damage reduced by two percent per target's hull armour points

Crew - thirty five gunners, four officers, one medic, four administrators

Ammunition - five rounds preinstalled; twenty tonnes each; one fifth megastarbux each
Condottiere
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Re: Solomani Confederation (Military)

Postby Condottiere » Sun Jul 11, 2021 7:49 pm

Spaceships: Armaments and Factor One Railgun Spinal Mount

Volume - two and four fifths kilotonnes (twenty percent size reduction)

Power - five hundred power points; twenty six and two third tonnes very advanced standard fusion reactors

Damage - one deadly dice

Range - medium

Cost - thirteen twentieths gigastarbux (thirty percent premium)

Traits - damage reduced by two percent per target's hull armour points

Crew - twenty eight gunners, three officers, one medic, three administrators

Ammunition - five rounds preinstalled; twenty tonnes each; one fifth megastarbux each


Difference - less about the cost, and seven hundred tonnes are only thirty five ball bearings; it's more about allowing personnel from lower technologicalized worlds to handle and maintain less sophisticated machinery, assuming that made a difference in wartime conscription.

This really is only worthwhile for factor one spinal mounts, whether meson or railgun
Condottiere
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Re: Solomani Confederation (Military)

Postby Condottiere » Sun Jul 11, 2021 8:07 pm

Spaceships: Armaments and Factor One Meson Spinal Mount

Volume - six and three eighth kilotonnes (fifteen percent size reduction)

Power - one thousand power points; fifty three and a third tonnes very advanced standard fusion reactors

Damage - two deadly dice

Range - long

Cost - two and two fifth gigastarbux (twenty percent premium)

Traits - infinite armour piercing, radiation

Crew - sixty four gunners, seven officers, one medic, seven administrators
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Re: Solomani Confederation (Military)

Postby Condottiere » Mon Jul 12, 2021 4:59 pm

Spaceships: Armaments and Factor Two Meson Spinal Mount

Volume - twelve and three quarters kilotonnes (fifteen percent size reduction)

Power - two thousand power points; one hundred six and two third tonnes very advanced standard fusion reactors

Damage - four deadly dice

Range - long

Cost - four and four fifth gigastarbux (twenty percent premium)

Traits - infinite armour piercing, radiation

Crew - one hundred twenty eight gunners, thirteen officers, one medic, thirteen administrators
Condottiere
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Re: Solomani Confederation (Military)

Postby Condottiere » Mon Jul 12, 2021 5:32 pm

Spaceships: Armaments and Factor Two Meson and Factor Three Railgun Spinal Mounts

1. In theory, they are about equivalent in possible damage.

2. Armour piercing, radiation and range compensate for range.

3. Factor two mesons seem bookmarked for heavy cruisers, and probably the equivalent for ten inch guns.

4. Factor six railguns seem like ironclad sixteen inchers, but valued for their howitzer like performance, more Big Bertha, than Schwerer Gustav.

5. It's more of a psychological transition, where four deadly dice would represent the pinnacle of cruiser damage, and six the beginning of what's expected in the line of battle, basically twelve inches equivalent.

6. I kinda suspect that if you had to design the Victory class battlecruisers, you'd have to base them around the factor three meson gun.

7. Factor one meson guns aren't necessarily for light cruisers, possibly more for mediumish cruisers, and probably the equivalent to eight inchers.

8. Process of elimination would make factor one particle accelerators and railguns the equivalent of six inchers.

9. But basically, I'm assuming that railguns are easier to operate, easier to maintain, and cheaper to purchase, if battle damage will take out most line of battle ships in some form or other, and that you have to close to medium range to really score hits.
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Re: Solomani Confederation (Military)

Postby Condottiere » Tue Jul 13, 2021 9:31 am

Spaceships: Armaments and Factor Four Meson Spinal Mount

Volume - twenty five and a half kilotonnes (fifteen percent size reduction)

Power - four thousand power points; two hundred thirteen and one third tonnes very advanced standard fusion reactors

Damage - eight deadly dice

Range - long

Cost - nine and three fifth gigastarbux (twenty percent premium)

Traits - infinite armour piercing, radiation

Crew - two hundred fifty five gunners, twenty six officers, three medics, twenty six administrators
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Re: Solomani Confederation (Military)

Postby Condottiere » Tue Jul 13, 2021 9:40 am

Spaceships: Armaments and Factor Five Meson Spinal Mount

Volume - thirty one and seven eighth kilotonnes (fifteen percent size reduction)

Power - five thousand power points; two hundred sixty six and two third tonnes very advanced standard fusion reactors

Damage - ten deadly dice

Range - long

Cost - six gigastarbux (twenty percent premium)

Traits - infinite armour piercing, radiation

Crew - three hundred nineteen gunners, thirty two officers, four medics, thirty two administrators
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Re: Solomani Confederation (Military)

Postby Condottiere » Tue Jul 13, 2021 9:53 am

Spaceships: Armaments and Factor Ten Meson Spinal Mount

Volume - sixty three and three quarters kilotonnes (fifteen percent size reduction)

Power - ten thousand power points; five hundred thirty three and one third tonnes very advanced standard fusion reactors

Damage - twenty deadly dice

Range - long

Cost - twelve gigastarbux (twenty percent premium)

Traits - infinite armour piercing, radiation

Crew - six hundred thirty eight gunners, sixty four officers, five medics, sixty four administrators
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Re: Solomani Confederation (Military)

Postby Condottiere » Thu Jul 15, 2021 6:56 pm

Confederation Navy: Cheapest Monitor

1. That would depend on how you define it.

2. Because the exchange rate mechanism between different technologicalized levelled planets is not in effect.

3. And going by the current design mechanisms, lower technologized isn't necessarily cheaper.

4. So, what I've come up with is the option of opportunity cost.

5. In other words, using products from manufacturing bases that aren't level fourteen, but can arguably can deliver sufficient performance so that it doesn't necessarily penalize or degrade the result.

6. Exceptions would be electronics, which would be required for optimum target acquisition and fire control.

7. And the hull, since bonded superdense is only available at technological level fourteen.

8. Without armour, you could drop that to nine, being self sealing, or four for large scale steel manufacturing, and if you're feeling lucky.

9. Also, if you could leverage lower technologized educational systems, which would, in theory, widen the manpower pool for technical skills.
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Re: Solomani Confederation (Military)

Postby Condottiere » Thu Jul 15, 2021 9:21 pm

Confederation Navy: Cheapest Monitor

10. The hull choices are five kay tonnes, less than ten kay, or more.

11. Currently, there are no spinal mounts under twenty five hundred tonnes.

12. And more than ten kay tonnes removes the penalty to hit by spinal mounts.

13. So, that leaves us with the fifty six to ninety nine hundred tonne range, though ten kay is actually feasible.

14. The cheapest spinal mount is a technological level ten factor one railgun at half a gigastarbux.

15. At thirty five hundred tonnes, hull required is seven kay tonnes.

16. Between technological level thirteen twenty eight and thirty five hundred spinal mounts is twenty percent in volume, and one hundred fifty megastarbux.

17. You also have to account for the extra engineering required, essentially twenty percent, that would be needed for the weapons platform to achieve the same performance, and thereby the scaled up cost.

18. Default factor one manoeuvre drives would be fifty six and seventy tonnes respectively, and fourteen tonnes difference would be twenty eight megastarbux.

19. I don't think you need lifters, since in the unlikely event you do need to land the monitor, you can manipulate the manoeuvre drives.
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Re: Solomani Confederation (Military)

Postby Condottiere » Thu Jul 15, 2021 9:58 pm

Confederation Navy: Cheapest Monitor

20. Do you need to be a rocket scientist to operate and maintain reactionary rockets?

21. Interestingly enough, someone must have forgotten to add reactionary rocket subskill in Core.

22. So it's somewhat up in the air as to who can maintain reactionary rockets, unless it's defaulted to Engineer Zero.

23. I'm inclined to believe that a specialized mechanic could be substituted.

24. It seems that the default acceleration that the Imperium Navy has decided on is six.

25. Technological level eight does give access to factor six reactionary rockets.

26. You could simplify operations, by attaching a space tug with a manoeuvre drive, until combat, at which event, the tug detaches and the rockets are lit up.

27. On the other hand, post combat, you probably do need some form of propulsion.

28. You would need a highly technologized reactionary rocket, in order to have a fuel consumption of one percent per hour per factor.

29. Factor three would need technological level ten, and factor six would need technological level eleven.
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Re: Solomani Confederation (Military)

Postby Condottiere » Fri Jul 16, 2021 1:21 pm

Confederation Navy: Cheapest Monitor

30. Engineering and weapon systems tend to be the big ticket items.

31. Engineering can be divided into three parts.

32. First off, we divorce strategic movement, that is, don't have to account for the jump drive, which also tends to avoid battle damage to it.

33. More cynically, this is meant to be a disposable in the first place.

34. Second, tactical movement is better served with the manoeuvre drive, if only in terms of volume (half) and fuel consumption (practically none).

35. However, doctrine would be basically more static than dynamically motivated, in other words, the enemy wants to close with you.

36. When they do, you light up the rockets.

37. Doesn't seem much point to go beyond factor six, and factor three isn't really sufficient for that short period of one percent terror.

38. The other ninety nine percent of boredom should be dealt with with a factor one manoeuvre drive, whether on the space tug or organic.

39. If onboard, the rockets would act as afterburners, and again, factor four effective isn't enough for combat, though factor seven would be give it an edge.
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Re: Solomani Confederation (Military)

Postby Condottiere » Fri Jul 16, 2021 2:03 pm

Confederation Navy: Cheapest Monitor

40. You can, of course, add drop tanks for increased bunkerage.

41. Eleven hundred sixty six tonnes net drop tank(s), which while still attached would give the monitor a factor six performance.

42. Which is about fourteen point twenty eight percent volume, which would be sufficient for about two hours and fifty one minutes, at full blast.

43.Though just under a tad of thirty megastarbux, there might be a cheaper solution, especially as you wouldn't need it for jump fuel.

44. If the monitor is purely a rocket affair, you'd really have to consider how to economize movement, though if you had an organic thirty five tonne manoeuvre drive, it's sufficient at thirty five hundred thrust tonnes to move around a seven kay tonne hull at half a gee.

45. Essentially, you'd need only one engineer to keep an eye on that.

46. The third aspect of engineering is the power plant.

47. The go to answer to that should always be a fusion reactor, or modules thereof.

48. There's very little difference in cost benefit, it's usually a case of energy density, or fuel consumption with chemical and fission variants (or lack thereof).

49. However, I'm going with the fact that the chemical variant wouldn't need engineers, just mechanics.
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Re: Solomani Confederation (Military)

Postby Condottiere » Fri Jul 16, 2021 7:32 pm

Confederation Navy: Cheapest Monitor

50. As far as I know, there's no actual game mechanism that can throttle down a power plant, though in most cases, that's never been really necessary.

51. Dividing up the power plant(s), does allow you to shut down some of them.

52. This would have an effect on fuel consumption, especially for the chemical variant.

53. You can multiply that with solar panelling.

54. Not too sure how long it takes to bring a reactor, either fission or fusion, online.

55. I'd assume that all it takes is to turn the ignition key for the chemical variant.

56. You only have to switch on most of the power plants to energize the weapon systems, since with reactionary rockets, they're fuel guzzlers, not energy sinks.

57. If relatively stationary, as with the siege bombard mode, the power plants can use the solar panelling to stretch out fuel usage.

58. Batteries can be added, as uninterruptible power supply units.

59. And emergency power, since the expectation is that battle damage will take out the power plant(s).

59. You could also add an additional solar panelling that's just dedicated to powering the monitor in it's stand by mode.
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Re: Solomani Confederation (Military)

Postby Condottiere » Sat Jul 17, 2021 10:33 am

Confederation Navy: Cheapest Monitor

20.0% planetoid seven thousand tonnes, thirty five hundred power points
09.6% armour factor twelve
50.0% railgun factor one, five hundred power points
00.5% turrets, triple lasers, four hundred fifty five
12.0% reactionary rockets
00.5% manoeuvre drive, thirty five hundred thrust tonnes
-------
92.6%
=====

07.4% five hundred eighteen


not enough spare space as conceptualized
Condottiere
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Re: Solomani Confederation (Military)

Postby Condottiere » Sat Jul 17, 2021 7:39 pm

Confederation Navy: Cheapest Monitor

Planetoid, seven kilotonnes, twenty eight megastarbux; factor twelve hull armour, twenty six point eighty eight megastarbux; total fifty four point eight eight megastarbux

Spherical hull, seven kilotonnes, gravitated, three hundred fifty megastarbux; factor fourteen hull armour, three hundred ninety two megastarbux; total seven hundred forty two megastarbux; difference 687.12 megastarbux negative, 1'288 tonnes positive

Spherical hull, seven kilotonnes, non gravitated; not viable due to minimum five gravities acceleration
Last edited by Condottiere on Sat Jul 17, 2021 10:43 pm, edited 1 time in total.
Condottiere
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Re: Solomani Confederation (Military)

Postby Condottiere » Sat Jul 17, 2021 8:19 pm

Confederation Navy: Cheapest Monitor

Manoeuvre drive, factor five, three hundred fifty tonnes, seven hundred megastarbux.

Reactionary rocket, factor five, seven hundred tonnes, one hundred forty megastarbux; difference three hundred fifty tonnes negative, five hundred sixty megastarbux positive.
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Re: Solomani Confederation (Military)

Postby Condottiere » Sun Jul 18, 2021 12:41 pm

Confederation Navy: Cheapest Monitor

60. There are about three ways to get around.

61. The first would be to inflate your way out of trouble.

62. There is a buffer to ten kilotonnes, after which you lose the bonus to evade spinal (mount) taps, and in theory, factor two starts at eleven thousand two hundred tonnes.

63. The problem is that you also increase the size of engineering, which take up the same space percentially, but cost is per tonne, and that's like a forty two percent increase, if you use the whole of ten kay tonnes.

64. The second way is to either tone down performance, or replace components that require less volume.

65. Which sort of goes against the principle of simplicity, as a manoeuvre drive would be inherently more complex than a rocket.

66. Third one is to offshore the reactionary rockets into a separate booster module, which would have the net effect of increasing tonnage.

67. Or, you could treat the spinal mount as a gun pod, attached to the primary motivator.

68. Since Traveller design mechanisms tend to be costs tied to a linear tonnage basis, rather than diminishing returns or economies of scale (exception, I think, was the alphabet range of engineering).

69. It's possible that by substituting more complex systems and being able to scale downwards, you can come to about the same overall cost.

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