Battlestar Galactica 3.0

Discuss the Traveller RPG and its many settings
AndrewW
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Re: Battlestar Galactica 3.0

Postby AndrewW » Mon Apr 28, 2014 9:32 pm

Wil Mireu wrote:Because it's not like hydrogen? They don't need to stop and refuel after every jump - Tylium reserves will apparently run a ship for a LONG time. Plus, it seems to be mined from asteroids rather than planets.
Well, the largest tylium mine that was found (original series) wasn't an asteroid, it ended up blowing up the planet...
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Re: Battlestar Galactica 3.0

Postby sideranautae » Mon Apr 28, 2014 9:38 pm

Wil Mireu wrote:
Tom Kalbfus wrote:Tyllium seems to be used both for the drives and for the vipers which were not jump capable,so it is basically a source of energy. Traveller uses hydrogen for its jump drives, no reason why we couldn't use hydrogen. Tyllium was only essential for one episode. The main thing is hydrogen is the commonest element in the Universe, they wanted something that was more like oil so the proper 20th century OPEC analogs can be made up, by hydrogen works just as well as a fuel, so long as we don't have spaceships that can travel up to significant fractions of the speed of light, hydrogen fusion works just fine, why not stick with that?
Because it's not like hydrogen? They don't need to stop and refuel after every jump - Tylium reserves will apparently run a ship for a LONG time. Plus, it seems to be mined from asteroids rather than planets.

http://en.battlestarwiki.org/wiki/Tylium
"Refined tylium has a tremendous enthalpy to the order of approximately half a million gigajoules per kilogram, or about 6 times greater than Uranium-235 and 81% that of deuterium fusion. "

I don't know. It is less energy dense than even Trav fusion. Comparing with trav jump drives is Apples to oranges. Mainly because the "bubble' H2 needed (which isn't used as fuel anyway).
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Re: Battlestar Galactica 3.0

Postby Wil Mireu » Mon Apr 28, 2014 10:13 pm

Trying to do BSG with Traveller assumptions is futile.

Traveller is a generic SF game. That means you will save yourself a lot of headaches by changing the FTL drive rules to correspond to BSG's 'rules', rather than by trying to cram BSG into the Third Imperium's rules. Otherwise it's "Square Peg, Round Hole". (the "hydrogen jump bubble" is one of Traveller's more stupid conceits, IMO).

Also, ignore the original series. Or pick one series, and ignore the other. Trying to make sense of them both at the same time is like trying to make sense of two different editions of Traveller at the same time.
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Re: Battlestar Galactica 3.0

Postby Tom Kalbfus » Mon Apr 28, 2014 10:26 pm

Not really. Just as Ron Moore reimagined the BSG series, so can we, see below
I like the more recent series, but I would like to make it Travelleresque with futuristic weaponry and other technologies rather than just our present onboard space ships. This is more compliant when the fleet does eventually make contact with Earth, assuming its todays Earth, it will have the futuristic gadgetry to impress the Earthlings with, and of course there is the question of whether the Cylons followed the fleet to Earth and will attack. That is a problem for Earth to deal with.
sideranautae wrote:
Wil Mireu wrote:
Tom Kalbfus wrote:Tyllium seems to be used both for the drives and for the vipers which were not jump capable,so it is basically a source of energy. Traveller uses hydrogen for its jump drives, no reason why we couldn't use hydrogen. Tyllium was only essential for one episode. The main thing is hydrogen is the commonest element in the Universe, they wanted something that was more like oil so the proper 20th century OPEC analogs can be made up, by hydrogen works just as well as a fuel, so long as we don't have spaceships that can travel up to significant fractions of the speed of light, hydrogen fusion works just fine, why not stick with that?
Because it's not like hydrogen? They don't need to stop and refuel after every jump - Tylium reserves will apparently run a ship for a LONG time. Plus, it seems to be mined from asteroids rather than planets.

http://en.battlestarwiki.org/wiki/Tylium
"Refined tylium has a tremendous enthalpy to the order of approximately half a million gigajoules per kilogram, or about 6 times greater than Uranium-235 and 81% that of deuterium fusion. "

I don't know. It is less energy dense than even Trav fusion. Comparing with trav jump drives is Apples to oranges. Mainly because the "bubble' H2 needed (which isn't used as fuel anyway).
I'm leaning toward a teleport drive anyway, they work the same as jump drive and suffer the same restrictions, such as the 100 planetary diameter for jumps, only that its instantaneous instead of taking 5 to 9 days in Jump Space. Since it is instantaneous, we don't have to define Jump space, we don't need a jump bubble, the required hydrogen is simply consumed by the jump. Presumably the hydrogen is fused and the energy released is channeled into bending space to create the jump, if the energy was not so channeled it would create a titanic explosion comparable to the mass in jump fuel in hydrogen bombs, Since this won't work less that 100 planetary diameters, it can't threaten any cities on the surface of a planet. A FTL Jump can't be initiated from less than 100 diameters from a planetary mass, this runs contrary to a number of instances in the new series where ships have jumped out from within the atmosphere of a planet. I think we should not allow this and require all ships to move beyond 100 planetary diameters, otherwise the jump drive simply won't work, that is nothing happens.

I don't have a problem with using hydrogen instead of the fictional Tylium. I think gas giants provide plenty of opportunities for Cylon ambushes and the like. the amount of jump fuel used is proportional to the distance jumped, thus a 2 parsec jump uses twice as much jump fuel as a 1 parsec jump. Fuel would probably have to be delivered to the 1-Jump starships such as the Free Trader, but since each jump is instantaneous, this doesn't matter much anyway. The fleet makes a lot of 1-parsec jumps since this is the slowest jump drive in the fleet. What slows this down is the requirement to refuel at gas giants, and also the desire to look for Earth or other habitable planets.

the question of Earth naturally leads to what kind of Earth they'll eventually find.
Would it be today's Earth? In which case the arrival of the fleet would have enormous social consequences.
Would it be an Earth of the Future?
Would it be an Earth of the Past? The referee should keep his cards close to his chest and keep the players guessing while trying to evade and overcome the Cylon threat.
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Re: Battlestar Galactica 3.0

Postby sideranautae » Mon Apr 28, 2014 10:39 pm

Wil Mireu wrote:Trying to do BSG with Traveller assumptions is futile.

Traveller is a generic SF game. That means you will save yourself a lot of headaches by changing the FTL drive rules to correspond to BSG's 'rules', rather than by trying to cram BSG into the Third Imperium's rules. Otherwise it's "Square Peg, Round Hole". (the "hydrogen jump bubble" is one of Traveller's more stupid conceits, IMO).

Also, ignore the original series. Or pick one series, and ignore the other. Trying to make sense of them both at the same time is like trying to make sense of two different editions of Traveller at the same time.
Totally agree.
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Re: Battlestar Galactica 3.0

Postby Wil Mireu » Mon Apr 28, 2014 11:25 pm

Tom Kalbfus wrote:Not really. Just as Ron Moore reimagined the BSG series, so can we, see below
Honestly? If what you really want to do is post your ideas with little feedback, then I think you're going to be much better served by getting your own blog and putting up all these longs 'streams of consciousness' of yours about 're-imaginations' and 'time travel' and 'alternate universes' there. Because it seems to me that you're really just wanting to throw your ideas out there and develop them your own way anyway.
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Re: Battlestar Galactica 3.0

Postby Tom Kalbfus » Mon Apr 28, 2014 11:40 pm

Wil Mireu wrote:
Tom Kalbfus wrote:Not really. Just as Ron Moore reimagined the BSG series, so can we, see below
Honestly? If what you really want to do is post your ideas with little feedback, then I think you're going to be much better served by getting your own blog and putting up all these longs 'streams of consciousness' of yours about 're-imaginations' and 'time travel' and 'alternate universes' there. Because it seems to me that you're really just wanting to throw your ideas out there and develop them your own way anyway.
What don't you like? there are a few core ideas that are essential, how the space ships work aren't one of them, I like to default to Traveller wherever possible, their is no reason to go in our own direction. Traveller and BSG are similar enough already, don't you agree? For instance do you want lasers or bullets?
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Re: Battlestar Galactica 3.0

Postby Wil Mireu » Tue Apr 29, 2014 12:27 am

Tom Kalbfus wrote:What don't you like? there are a few core ideas that are essential, how the space ships work aren't one of them, I like to default to Traveller wherever possible, their is no reason to go in our own direction. Traveller and BSG are similar enough already, don't you agree? For instance do you want lasers or bullets?
It's not so much the content as how you're approaching it. It's more the fact that you post these huge tracts of text containing your ideas out of the blue, and they have little to do with anything else here. You clearly have strong ideas about the subjects and have a lot to say about them, but I don't really see what you want anyone else here to do with them. You develop them in your own way regardless of other peoples' input (I don't think you really incorporate what other people say half the time anyway). And most of your ideas don't really seem to have anything to do with MGT.

Which is why I think you're better off just getting a blog to post them on and using that as your creative outlet - you can develop them your own way there and you can talk about any subject you like there too.
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Re: Battlestar Galactica 3.0

Postby Reynard » Tue Apr 29, 2014 1:32 am

Alright, my first attempts for Traveller Battlestar Galactica vessels and it's a stretch. If you want something much closer to BG mechanics, get the other game. I really welcome double checking my numbers here.

First I must point out as I considered sizes and content of the Viper I noticed the 10 ton fighter in the book has a pulse laser but can't be there because its power plant is too small. Use the missile variant. On to my carried craft, there are no prices because the colonial craft can be fixed but not replaced and the Cylons have as many as a story needs.

Viper:
20 tons. Standard configuration with aerofins. Hull 2, Structure 4, Armor 4(crystaliron).
Maneuver drive s-G Thrust 7. Power plant s-G. Fuel - 2 weeks.
1 cockpit. Model/1. Maneuver 0, Library 0. Basic Military electronics.
Fixed single pulse laser. Cargo - 2tons (That flying bike and survival supplies.)

Had to throw out the double guns to keep the Viper to an optimal 'realistic' size and still bear an energy weapon. The Raider is multi-purpose and carries an anti-ship weapon so it had to be larger. Larger means extra space so I had to get creative while retaining the flavor again.

Raider:
40 tons. Streamlined. Hull 1, Structure 1, Armor 4(crystaliron).
Maneuver drive s-H Thrust 4. Power plant s-H. Fuel 2 weeks
3 x cockpit. Model/1. Maneuver 0, Library 0. Basic civilian electronics.
Fixed single pulse. 1 x Torpedo (anti-ship or ground assault)
Barracks - 9 troopers stored onboard for ground assaults. Cargo 2.2 tons

The pilot (Pilot 0), Gunner (Gunner 0) and commander (Sensor 0) are standard Cylon warriors with extra programming for fighter duty. The troopers are always on board and on standby mode until needed. Robots are cheap, versatile and expendable as well as the craft. One reason Raiders attack in flights of three.

I blended features of the Raptor and Colonial shuttle into a true multi-purpose craft ready for a multitude of missions; advanced scout, ECCM fighter support, anti-ship, troop transport, search and rescue and general transport.

Raptor:
Standard. Hull 2, Structure 2, Armor 4(crystaliron)
Maneuver drive B Thrust 4. Power plant B. Jump A. Fuel - One Jump 2, 2 weeks.
Bridge. Crew 2. Model/2. Basic military electronics. Maneuver 0, Library 0, Evade 1, Jump 2.
Counter-measure suite.
Stateroom (Double occupancy). Barracks - 10 troopers or persons in emergency.
12 ton modular hulls; 11 ton fuel store with scoops and processor, Torpedo barbette with 6 torpedoes, Cargo, 6 person barrack extension, Land-ram compartment (use the Traveller ATV with extended life support and on board computer).

The capital ships should keep me busy.
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Re: Battlestar Galactica 3.0

Postby Tom Kalbfus » Tue Apr 29, 2014 2:50 am

Wil Mireu wrote:
Tom Kalbfus wrote:What don't you like? there are a few core ideas that are essential, how the space ships work aren't one of them, I like to default to Traveller wherever possible, their is no reason to go in our own direction. Traveller and BSG are similar enough already, don't you agree? For instance do you want lasers or bullets?
It's not so much the content as how you're approaching it. It's more the fact that you post these huge tracts of text containing your ideas out of the blue, and they have little to do with anything else here. You clearly have strong ideas about the subjects and have a lot to say about them, but I don't really see what you want anyone else here to do with them. You develop them in your own way regardless of other peoples' input (I don't think you really incorporate what other people say half the time anyway). And most of your ideas don't really seem to have anything to do with MGT.

Which is why I think you're better off just getting a blog to post them on and using that as your creative outlet - you can develop them your own way there and you can talk about any subject you like there too.
I don't know, I've changed my ideas with this discussion, so clearly I am listening to other people's suggestions, after all I started out saying we don't need FTL, we could have just used STL, relativity, and low berths. I defend my positions I put forth, but I change them too if I think other people's ideas have merit. Its not that I am a one way big mouth. The point is to have a discussion, which I am doing with you here. Doesn't mean I'll agree with everything your say here, doesn't mean I don't consider your opinions either. If I didn't want to talk with anyone, I'd just write a blog.. If you must know, I'm working from my old T20 Core rulebook on traveler, but I'm discussing ideas here that could be replicated with Mongoose Traveller, and its the ideas that are important and they translate across game systems. I have the classic rulebooks somewhere as well. T20 has the examples of the spaceships I want to talk about, that is all. I'll get a Mongoose rulebook, when I have the time and the money.
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Re: Battlestar Galactica 3.0

Postby Tom Kalbfus » Tue Apr 29, 2014 4:03 am

Reynard wrote:Alright, my first attempts for Traveller Battlestar Galactica vessels and it's a stretch. If you want something much closer to BG mechanics, get the other game. I really welcome double checking my numbers here.

First I must point out as I considered sizes and content of the Viper I noticed the 10 ton fighter in the book has a pulse laser but can't be there because its power plant is too small. Use the missile variant. On to my carried craft, there are no prices because the colonial craft can be fixed but not replaced and the Cylons have as many as a story needs.

Viper:
20 tons. Standard configuration with aerofins. Hull 2, Structure 4, Armor 4(crystaliron).
Maneuver drive s-G Thrust 7. Power plant s-G. Fuel - 2 weeks.
1 cockpit. Model/1. Maneuver 0, Library 0. Basic Military electronics.
Fixed single pulse laser. Cargo - 2tons (That flying bike and survival supplies.)

Had to throw out the double guns to keep the Viper to an optimal 'realistic' size and still bear an energy weapon. The Raider is multi-purpose and carries an anti-ship weapon so it had to be larger. Larger means extra space so I had to get creative while retaining the flavor again.

Raider:
40 tons. Streamlined. Hull 1, Structure 1, Armor 4(crystaliron).
Maneuver drive s-H Thrust 4. Power plant s-H. Fuel 2 weeks
3 x cockpit. Model/1. Maneuver 0, Library 0. Basic civilian electronics.
Fixed single pulse. 1 x Torpedo (anti-ship or ground assault)
Barracks - 9 troopers stored onboard for ground assaults. Cargo 2.2 tons

The pilot (Pilot 0), Gunner (Gunner 0) and commander (Sensor 0) are standard Cylon warriors with extra programming for fighter duty. The troopers are always on board and on standby mode until needed. Robots are cheap, versatile and expendable as well as the craft. One reason Raiders attack in flights of three.

I blended features of the Raptor and Colonial shuttle into a true multi-purpose craft ready for a multitude of missions; advanced scout, ECCM fighter support, anti-ship, troop transport, search and rescue and general transport.

Raptor:
Standard. Hull 2, Structure 2, Armor 4(crystaliron)
Maneuver drive B Thrust 4. Power plant B. Jump A. Fuel - One Jump 2, 2 weeks.
Bridge. Crew 2. Model/2. Basic military electronics. Maneuver 0, Library 0, Evade 1, Jump 2.
Counter-measure suite.
Stateroom (Double occupancy). Barracks - 10 troopers or persons in emergency.
12 ton modular hulls; 11 ton fuel store with scoops and processor, Torpedo barbette with 6 torpedoes, Cargo, 6 person barrack extension, Land-ram compartment (use the Traveller ATV with extended life support and on board computer).

The capital ships should keep me busy.
So basically the Raptor is a variant of the Scout/Courier with modular hulls. I see you swapped out the air/raft for an ATV. The original Battlestar Galactica had an ATVs too as I recall, with a lot of headlights up front. So I guess your using the classic saucer/flying wing configuration for the Cylon Raider with a crew of three Cylon Centurians the commander in the back behind the pilot and gunner. Perhaps the commander has gold plated armor.
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Re: Battlestar Galactica 3.0

Postby Tom Kalbfus » Tue Apr 29, 2014 4:05 am

I also would like to poll you on various Battlestar Galactica time units, Which set do you like the best, assuming we use them?

Option 1
EARTH TIME Caprica Time
1 Day = 1 Day
24 hours = 10 centours
1440 minutes = 1000 centons
86400 seconds = 100000 microns
1 second = 1.157407407 microns
1 minute = 0.694444444 centons
1 hour = 0.416666667 centours

Option 2
EARTH TIME Caprica Time
1 day = 0.864 days (10 centours in a Caprican day)
24 hours = 8.64 centours
1440 minutes = 864 centons
86400 seconds = 86400 microns
1 second = 1 micron = 0.01 centons
1 minute = 0.6 centons
1 hour = 0.36 centours
1.666666667 minutes = 1 centon = 100 microns
2.777777778 hours = 1 centour = 100 centons
1.157407407 days = 1 day = 10 centours

Option 3
EARTH TIME Caprican time
1 day = 0.9 days (16 centours in Caprican day)
24 hours = 14.4 centours
1440 minutes = 1440 centons
86400 seconds = 144000 microns
1 second = 1.666666667 microns
1 minute = 1 centon = 100 microns
1 hour = 0.6 centours
0.6 seconds = 1 micron = 0.01 centons
1.666666667 hours = 1 centour = 100 centons
1.111111111 days = 1 day = 16 centours

Option 4
EARTH TIME Caprican time
1 day = 1 day
24 hours = 24 centours
1440 minutes = 1440 centons
86400 seconds = 144000 microns
1 second = 1.666666667 microns
1 minute = 1 centon = 100 microns
1 hour = 1 centour = 60 centons
0.6 seconds = 1 micron
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Re: Battlestar Galactica 3.0

Postby Reynard » Tue Apr 29, 2014 11:59 am

"the commander in the back behind the pilot and gunner. Perhaps the commander has gold plated armor."

And has a golden parachute when his bad commands gets his Raider blown up. :)

The ATV seem the perfect fit from what I remember about the Land-ram. It also has a hardpoint for a heavy weapon possibly a PGMP.

I read the mission description for the Raptor and the Colonial shuttle and they shared enough to be a single craft. I placed function on it that fit its various missions and the module concept seemed reasonable considering the wide variety. The Fuel module a Traveller concept for using small craft to assist in refueling larger craft especially if only planetary water is available. 132 dtons a day is better than nothing.

With 12 Raptors, when there's time, I see these sent to all the nearby systems to determine the best path for the fleet. Two weeks fuel means they jump in, survey then jump out arriving near the Galactica for refueling. The Fuel module is probably the standard scouting modules so they can linger by using local fuel sources. Possibly there could be a Survey module housing the survey sensor suite for quicker system evaluation. Thoughts?

What was the time conversion used on the show? Seems reasonable to keep that one.
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Re: Battlestar Galactica 3.0

Postby Tom Kalbfus » Tue Apr 29, 2014 12:34 pm

Reynard wrote:"the commander in the back behind the pilot and gunner. Perhaps the commander has gold plated armor."

And has a golden parachute when his bad commands gets his Raider blown up. :)

The ATV seem the perfect fit from what I remember about the Land-ram. It also has a hardpoint for a heavy weapon possibly a PGMP.

I read the mission description for the Raptor and the Colonial shuttle and they shared enough to be a single craft. I placed function on it that fit its various missions and the module concept seemed reasonable considering the wide variety. The Fuel module a Traveller concept for using small craft to assist in refueling larger craft especially if only planetary water is available. 132 dtons a day is better than nothing.

With 12 Raptors, when there's time, I see these sent to all the nearby systems to determine the best path for the fleet. Two weeks fuel means they jump in, survey then jump out arriving near the Galactica for refueling. The Fuel module is probably the standard scouting modules so they can linger by using local fuel sources. Possibly there could be a Survey module housing the survey sensor suite for quicker system evaluation. Thoughts?

What was the time conversion used on the show? Seems reasonable to keep that one.
Option 4 was the official one, basically it replaces the 60 second minute with the 100 micron centon. A centon is otherwise identical to a minute, there are 60 centons per centour and 24 centours per day, I is basically renaming the hour as centour and the minute as centon and dividing it up into 100 equal parts. My personal preference is for option 3. The word centon implies there are 100 of them, not 60. I think having 16 Centours in a day makes sense, because then we could label them 0,1,2,3,4,5,6,7,8,9,A,B,C,D,E,F in hexadecimal.

In another plot twist, what if we brought back Cassiopeia and made her a Cylon Agent, Model Six? There is also the question of which Starbuck we should have, the girl or the guy? The characters in the original series don't seem to have last names, and in the original series, Starbuck was the guy's name, not his call sign.
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Re: Battlestar Galactica 3.0

Postby Reynard » Tue Apr 29, 2014 5:59 pm

Since this is not an official campaign, I'd say let the players and game master decide on either the old series, the reimagined series or mix and match to taste. This already has the feel of an alternate Battlestar Galactica. Is it really a problem if there are character role reversals? How about Adama replaced with Commander Eva?

The biggest thing for creating characters from the show will be age. The majority will be in their 20s and 30s so not many terms of service. Look over their roles and abilities in whichever show you prefer and model them in Traveller chargen terms. High Guard will be great havong enough naval career diversity and Warriors are definitely marines.

By the way, what did that robot dog do besides poop used batteries?
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Re: Battlestar Galactica 3.0

Postby Tom Kalbfus » Tue Apr 29, 2014 6:47 pm

In stead of retired Navy Characters, we have active duty Navy characters, there are also Marines, and Scouts such as Karl Agathon "Helo" and Boomer, or Athena. Scouts fly the colonial shuttles. The navy characters are either viper pilots or they work onboard the Galactica or Pegasus. Civilian careers can be found in the fleet. Tom Zareck would qualify as a Rogue, you have politicians, you have merchants, Saul Tigh is an older character, probably has a few terms of service under his belt. A few Army guys can probably be found either as mercenaries or perhaps Colonial Marines. If Serena is there, Boxy's Mom, she is a Holovid Reporter.
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Re: Battlestar Galactica 3.0

Postby AndrewW » Tue Apr 29, 2014 7:07 pm

Reynard wrote:By the way, what did that robot dog do besides poop used batteries?
Sniff out mushies and use his tracking sensors.
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Re: Battlestar Galactica 3.0

Postby Tom Kalbfus » Wed Apr 30, 2014 12:51 am

Reynard wrote:Alright, my first attempts for Traveller Battlestar Galactica vessels and it's a stretch. If you want something much closer to BG mechanics, get the other game. I really welcome double checking my numbers here.

First I must point out as I considered sizes and content of the Viper I noticed the 10 ton fighter in the book has a pulse laser but can't be there because its power plant is too small. Use the missile variant. On to my carried craft, there are no prices because the colonial craft can be fixed but not replaced and the Cylons have as many as a story needs.

Viper:
20 tons. Standard configuration with aerofins. Hull 2, Structure 4, Armor 4(crystaliron).
Maneuver drive s-G Thrust 7. Power plant s-G. Fuel - 2 weeks.
1 cockpit. Model/1. Maneuver 0, Library 0. Basic Military electronics.
Fixed single pulse laser. Cargo - 2tons (That flying bike and survival supplies.)

Had to throw out the double guns to keep the Viper to an optimal 'realistic' size and still bear an energy weapon. The Raider is multi-purpose and carries an anti-ship weapon so it had to be larger. Larger means extra space so I had to get creative while retaining the flavor again.

Raider:
40 tons. Streamlined. Hull 1, Structure 1, Armor 4(crystaliron).
Maneuver drive s-H Thrust 4. Power plant s-H. Fuel 2 weeks
3 x cockpit. Model/1. Maneuver 0, Library 0. Basic civilian electronics.
Fixed single pulse. 1 x Torpedo (anti-ship or ground assault)
Barracks - 9 troopers stored onboard for ground assaults. Cargo 2.2 tons

The pilot (Pilot 0), Gunner (Gunner 0) and commander (Sensor 0) are standard Cylon warriors with extra programming for fighter duty. The troopers are always on board and on standby mode until needed. Robots are cheap, versatile and expendable as well as the craft. One reason Raiders attack in flights of three.

I blended features of the Raptor and Colonial shuttle into a true multi-purpose craft ready for a multitude of missions; advanced scout, ECCM fighter support, anti-ship, troop transport, search and rescue and general transport.

Raptor:
Standard. Hull 2, Structure 2, Armor 4(crystaliron)
Maneuver drive B Thrust 4. Power plant B. Jump A. Fuel - One Jump 2, 2 weeks.
Bridge. Crew 2. Model/2. Basic military electronics. Maneuver 0, Library 0, Evade 1, Jump 2.
Counter-measure suite.
Stateroom (Double occupancy). Barracks - 10 troopers or persons in emergency.
12 ton modular hulls; 11 ton fuel store with scoops and processor, Torpedo barbette with 6 torpedoes, Cargo, 6 person barrack extension, Land-ram compartment (use the Traveller ATV with extended life support and on board computer).

The capital ships should keep me busy.
One interesting ship if you have the time would be "Cloud Nine", not essential of course, then their is the Botany Ship, Colonial Movers, the Wheel Ship, and of course the Prison Ship the Astra Queen.
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Re: Battlestar Galactica 3.0

Postby Reynard » Wed Apr 30, 2014 1:38 am

Two interesting ships in the fleet are the Mineral ship for ore survey and extraction and the Foundry ship for processing the ore. The Battlestar has an armory and machine shops to create materials. Explains how they survived without an outside supply of parts.
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Re: Battlestar Galactica 3.0

Postby Tom Kalbfus » Thu May 01, 2014 2:31 am

Reynard wrote:Two interesting ships in the fleet are the Mineral ship for ore survey and extraction and the Foundry ship for processing the ore. The Battlestar has an armory and machine shops to create materials. Explains how they survived without an outside supply of parts.
I did a T20 version of your viper, turns out I had to make it Tech Level 16 to give it the 4 points of armor you had on it in Mongoose Traveller.

I'll leave out the T20 stats and just give you the features:
Viper:
Class: Smallcraft
Tech Level: 16
Size: Small (20 tons)
Streamlining: Streamlined
Jump Range: None
Acceleration: 6-G
Fuel:
Duration: 4 weeks
Crew: 1
Staterooms: 0
Small Cabins: 0
Bunks: 0
Couches: 0
Low Berths: 0
Cargo Space:
Atmospheric Speeds:
Cruising = 4425kph
Other Equipment: None

Single Turret: Pulse Laser
Attack Bonus +1 (+1 USP)
Damage 1d10/*2

Main Computer: Model/2
Sensor Range: Short (Model/2)
Comm Range: Short (Model/2)

Cost: MCr 31.32 (new)
NoE = 1475kph
Maximum = 5900kph
It has an Airframe that requires I use a Model/2 computer, I justify this because a Viper has wings.

I think the Cylon Raider has to be somewhat inferior to the Viper, Cylons prefer quantity over quality.

At some point We need to do a Cylon Centurian stats, I think a suit of battledress is a good place to start, eliminate the human inside and make it all machine and you have your cylon, about 300 kg of him. I also want to do stats for Starbuck and Apollo, put them in vipers and sick a few Cylon raiders on the to see how they do in a playtest.

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