Blake's 7 Liberator

Discuss the Traveller RPG and its many settings
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Postby lucasdigital » Fri May 15, 2009 11:39 am

EDG wrote:
Sigh. I did really love the look of this ship. So unique!
Definitely! I recall having a tiny die-cast model of it. Every adult who ever saw it asked me which way the thing was supposed to fly. When they ask you that, you know the design is "alien".
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Postby The Chef » Fri May 15, 2009 12:33 pm

the benifits of a set designer making the ship rather than a model maker.
are you absolutly sure sir it does mean changing the bulb!
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IMTU DSV2

Postby Scootaguv » Wed May 20, 2009 9:00 am

DSV2 'Liberator'

Ship length (excluding sensor probe) 24.84 Millispacials
2380 ft (725.42 Mt) 1 Millispacial = 95.81 ft

Life zone = 12 Decks deep - Main crew deck = Deck 6
Life zone = 280ft - Crew area = 175ft. Cargo bays = 105ft long.

Deckplan area = 57 1.5 Mt squares long x 36 wide.

Bibliography/Videography

Horizon B7 Tech manual (Vols 1,2 & 3)
Horizon B7 Role-playing game
Blake's 7 'The Inside Story - Nazzaro/Wells
Ep 2 'Space Fall'
Dug in on Serenity Valley with the 57th Overlanders.
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Postby Terrible Tim » Wed May 20, 2009 10:31 am

Cool stuff. What quality are the books?
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Liberator

Postby sc0ttws » Tue Jun 02, 2009 7:15 am

The Liberator has always been a favourite of mine but you can't find anything to do it justice. The Corgi are cute but I have always wanted something with more detail. Recently I found TitanFind and they have a great model of not just the Liberator but several other B7 ships. You can find them at http://www.titanfind.com/ Have fun.
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Re: Liberator

Postby Vile » Wed Jun 03, 2009 5:21 am

sc0ttws wrote:You can find them at http://www.titanfind.com/ Have fun.
That's a great find, sc0ttws - I'm going to be busy browsing this weekend! :D
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Postby Scarecrow » Tue Aug 25, 2009 7:14 pm

I came here via SFRPG.org and thought I could help.

I built an actual size - 725.42 Metres (excluding sensor needle) block model of the liberator from this picture:

Image

I was unable to find any plans so this was the most side-on image I could find.

This is the model:

Image

The various sections break down like this (using 1 dTon = 13.5 cubic metres):

Propulsion Sphere: 2,643,598.5 cubic metres - 195,822.1 dTons
Main Body (excluding needle): 3,009,118.25 cubic metres - 222,897.6 dTons
Nacelle: 2,437,932.75 cubic metres - 180,587.6 dTons
x3 = 541,762.8 dTons
Nacelle Arms: 80,596.71 cubic metres - 5,970.1 dTons
x3 = 17,910.4

For a grand total of (not including sensor needles): 978,392.9 dTons

Not official or deadly accurate but pretty darn close. Close enough that I don't think it makes any signifigant difference one way or another.

Hope that helps.

Crow

- Edited for stupidity - :/ Maya's volume calculator is apparently flaky so I rechecked in good ol' Studio MAX. 16 million dTons, my arse!
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Postby Gee4orce » Wed Aug 26, 2009 11:09 am

EDG wrote:
Sigh. I did really love the look of this ship. So unique!
Yep - I think it is heavily influenced by the Enterprise. Strange that they are both such weird shapes and yet they 'work' somehow.

I seem to remember an episode where the Liberator encountered ships that were just the 'pod' part, flying separately (it's been a loooog time, so I could be wrong). I always thought that the 'pods' were separate ships that could be detached and flown separately. That could be an answer to the 3 spinal mount question - treat the Lib as 4 separate ships, docked together.
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Postby Vile » Wed Aug 26, 2009 2:23 pm

Hey, Scarecrow, thanks for your help! That really puts the Liberator in perspective (pun intended) - almost a million tons! Ha, we laugh at, no, we break wind in the general direction your puny Tigresses!

That's it, the Liberator is getting three spinal mounts ... :twisted:

Gee4orce, you're thinking of the interceptors sent after the Liberator by its builders, the System in the final season 1 episode "Redemption". They were basically a combination of a weapons pod with a propulsion sphere (red instead of the Liberator green), so it's unlikely that the pods could fly by themselves. But they were still huge - over 380,000 tons by Scarecrow's model. :shock:
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Postby EDG » Wed Aug 26, 2009 3:16 pm

Vile wrote:That's it, the Liberator is getting three spinal mounts ... :twisted:
Three? Give it four, one for each pod and one for the central spike!
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Postby SSWarlock » Wed Aug 26, 2009 4:55 pm

Shiloh wrote:That, and the rules don't really allow for three spinal mounts... :)
So go with three 100 dton bays. If you want them firing forward only, put them in a fixed mount. Either way, 9D6 damage per bay is very, very scary..especially if the bay is designed as "Very High Yield".

They rip through anything, believe me. Been there, done that, got the coffin.
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Postby Traveller-61 » Wed Aug 26, 2009 10:01 pm

Vile wrote:Gee4orce, you're thinking of the interceptors sent after the Liberator by its builders, the System in the final season 1 episode "Redemption".
Just to a bit of pedant the episode Redemption was no1 of Season 2 (Orac was the final one of the first season and led directly into Redemption). Also I think that that those ships were referred to as Spaceworld Pursuit Ships.

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Re: IMTU DSV2

Postby EDG » Wed Aug 26, 2009 10:41 pm

Scootaguv wrote:DSV2 'Liberator'

Ship length (excluding sensor probe) 24.84 Millispacials
2380 ft (725.42 Mt) 1 Millispacial = 95.81 ft
If that's correct, Liberator is enormous - about half the length of Battlestar Galactica! (BSG Height: 183.32m, Width: 536.84, Length: 1438.64)
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Postby Vile » Thu Aug 27, 2009 2:20 pm

I'm pretty happy with the 700-odd metre length - I've seen it worked out many times in many different ways, and it always comes out somewhere around there. It really does put into perspective how huge this ship is.

Ah, yes, pedant away Traveller-61! My mistake I always get confused by that one since the BBC did a re-run of season 1 on the 25th (?) anniversary. There was then a letter-writing campaign by rabid fans (including yours truly) who wanted the cliffhanger ending followed by its resolution. The Beeb relented and showed us episode 1 of season 2! :D
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Postby Poi » Sat Jul 02, 2011 4:15 pm

Admiral Duck Sauce makes several B7 ships (in two scales) http://www.shapeways.com/shops/admiralducksauce

Someone else who estimated Liberator's size came up with 230m http://www.hermit.org/Blakes7/Essays/LibSize.html

Assuming this guy is correct, the scales are 1:2300 and 1:4600.

Starship Dimensions is still up and running, but no B7 ships http://www.merzo.net/index.html
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Postby Egil Skallagrimsson » Mon Jul 04, 2011 7:15 pm

Yep, many happy memories of B7!

I think this is one of the places when a trav game "inspired" by B7 might work better than trying to work up a direct copy, the assumptions in ship design are very different (as in, "what cool shapes can we make out of toilet rolls? [some time passes........more time passes.......] Now lets try to reverse engineer some figures".

So, how about a small TL 10 evil empire, perhaps only a few sub-sectors. The prison transport moving politicals and criminals to the local moon bumps into a large TL15 (or TL16?) vessel (with at least jump 4) with powerful AI and a lot of automation. Throw in teleporters and some mean personal weapons as well.

And cue sound track :D

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Postby Poi » Mon Jul 04, 2011 8:51 pm

New Audiobooks and Novels in 2012 - http://bigf.eu/?r=314
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Postby Solomani666 » Mon Jul 04, 2011 11:08 pm

What is the setting? Is it based on the actual B7 universe?

What are the average and highest tech levels of planets?

How many tons is a cruiser in this universe?

------

My idea:

I don't recall any capital ship except for the Liberator, so I would limit the ship sizes to 2000 tons or less. Only 1 or 2 50 ton bays per ship.

The tech level also seems low, or maybe it was just the cheesy BBC budget (75 pounds for special effects for most episodes WTF!?), so I would also limit ships to tech level 11. No meson guns.



Bad guys:
TL 11.
2,000 tons max (battleship).
Warp drive.
Turrets.
Barbettes.
1-2 x 50 ton bays on larger ships.
No meson.
No screens.


Liberator:
TL 15.
6,000 tons.
Warp drive.
Expert systems computer (pilot, astrogator, gunnery, engineer)
Repair drones. (many)
Solar panels.
3 x Nuclear dampers.
3 x Meson screens.
3 x Black globe generators.
3 x 100 ton meson bays (neutron blasters).
3 x 50 ton fusion bays. (plasma bolts)
1 x 50 ton torpedo bay (seeker missles).

How you want to handle the 'transporter' is up to you.
You could just add 2+ high tech shuttles.



I hope this helps.


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Postby locarno24 » Tue Jul 05, 2011 7:51 am

SSWarlock wrote:
Shiloh wrote:That, and the rules don't really allow for three spinal mounts... :)
So go with three 100 dton bays. If you want them firing forward only, put them in a fixed mount. Either way, 9D6 damage per bay is very, very scary..especially if the bay is designed as "Very High Yield".

They rip through anything, believe me. Been there, done that, got the coffin.
If you're going for the suggested million dTons, then you can quite happily have multiple rapid fire spinal mounts. Just designate the pods as permanently attatched smaller ships connected by docking clamps. Fill 'em with spinal mounts, sensors and chemical batteries (recharged off the main ship's power plant) - gives you a limited endurance using the main guns...
Understand that I'm not advocating violence.
I'm just saying that it's highly effective and I strongly recommend using it.
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Postby Solomani666 » Tue Jul 05, 2011 12:00 pm

SSWarlock wrote:
Shiloh wrote:That, and the rules don't really allow for three spinal mounts... :)
So go with three 100 dton bays. If you want them firing forward only, put them in a fixed mount. Either way, 9D6 damage per bay is very, very scary..especially if the bay is designed as "Very High Yield".

They rip through anything, believe me. Been there, done that, got the coffin.
I designed a dreadnought with 2 spinal mounts.
I simply added an additional power plant for each extra spinal mount.
Keep the extras on standby and power them up when trouble is expected.


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