🚀 NEW: Professional Traveller Ship Builder Tool - Free & Ready to Use!

Hey all!

I've developed a new web-app for building ships! It's designed using the updated High Guard rules. Please check it out via the Traveller Tools page on the Mongoose Website.

It leads people nicely through the process in a way that's probably clearer than the spreadsheet for beginners (although I would probably use Technetium or Arkathan's sheets, myself).

It probably needs a bit more feedback in terms of why things cost what they do, especially around TLs. I was wondering why a ship was costing double what I expected, then realised that the two points of armour were a couple of tech levels too high, but I did have to go through and manually check my decisions.
 
Thank you for doing this.
Some testing and comments below.
It doesn't put any warning for installing engines of higher tech level that the hull.
Also, why is power plant by tons? It should be by power points since you rarely know what tonnage you need but knowing the power point requirement of each system is easy. And on non-military ships I never do power for everything at once so I have fractional sized plants.
No batteries or solar option for power?
I have no jump drive selected but it's charging fuel for jump 1.
4 weeks of fuel is a fractional amount so it is rounding down to 0 instead of up to 1.
In my opinion, Double staterooms should be an adjustment option for each type of stateroom as you can change them on the fly without changing anything on the design.
Can't add other stateroom types, they are locked.
What about small craft passenger options?
I would add the ship summary to the design tabs instead of as part of the final design sheet. It took me a second to find it.
Also, what is an .mt2 format?
Ship print output looks good
 
I am trying to build a Marine Assault Craft. 400dtons, M6, No staterooms but A small bridge and 46 Couches.
There are no options for small craft accommodations, no options for Assault Capsules, no options for fixed mount weapons, no batteries, no battle dress cradles, Ship printout should be two column, front and back only.
Thanx!
 
You’ll find there are a lot of options that come in from other books. I haven’t had a chance to look at it as I’m not at my computer, but expect a ton of change requests and expansions needed. ;)
 
Some comments...

Some options should not be available at default. Here a TL-12 ship:
Skärmavbild 2025-09-24 kl. 18.34.43.png
Neither TL-14 stealth, nor TL-16 armour should be available by default for a TL-12 ship.


You can have several drives, e.g. two different jump drives. See the Leviathan, HG p217.


The design system isn't a waterfall model, but a iterative method. E.g. we can't finalise the power plant, hence fuel tanks and crew, until weapons, screens, and sensors are installed.


Power plant fuel isn't correctly calculated?


If you default install power, fuel, and bridge, it is much easier to see how much space is required and left free.


Computers can be /bis and /fib.
A certain computer model is required to make the selected jump drive actually work. Don't present smaller computers by default?


There can be several different sensor packages installed. There are many other sensor options than the basic sensor package, it would be easier to select all of them in Step 7.


Weapon mounts can be left empty, e.g. a bay or barbette mount can take up space, but contain no weapon. A triple turret can contain less than three weapons.


Turret weapons take no space, only the turret takes space. A fully loaded triple turret is only 1 Dton.
Both turret weapons and the turret itself can consume power, e.g. a triple laser turret consumes 13 Power; four per weapon and one for the turret.


High Burn Thrusters are the same as Reaction Drives, they can go higher than 6 and take a percentage of the ship (and lots of fuel...)


Drop tanks do not consume space inside the hull, they are installed outside the hull, increasing the total tonnage of the ship, which affects drive performance.


It's not "200K Cr", it's "KCr200" or perhaps "200 KCr".


Many optional systems should probably be presented together in other steps, e.g. a detachable bridge is an alternative to a regular bridge, not an optional addition. Sensor options in the sensor step, accommodation options in the accommodation step a.s.o.


Docking Clamps allows carrying spacecraft outside the hull, increasing the total tonnage of the ship, which affects drive performance.


Crew: Commercial ships don't generally require a separate Captain, it can be one of the Officers or e.g. a Pilot.
Commercial ships require one officer per FULL 20 crew, i.e. crew/20, round down. The value can be 0.
Some crew positions are rounded up, some are rounded down, see examples in the ships. Generally Engineers are rounded up, and e.g. Administrators are rounded down...


There are no "single staterooms" and "double staterooms", only staterooms. They generally only berth one person, but can berth two people in a pinch.


Cargo: You can leave space unallocated as reserve for upgrades, so all available space should not necessarily be automatically allocated to cargo.


It's inconvenient to add small craft and vehicles in the Finalise step, after crew and accommodations are set, invalidating the design.


Some values might be more convenient as percentages, e.g. Staterooms as a percentage of crew and passengers, Common Areas as a percentage of total stateroom space, or Escape pods as percentage of carried crew and passengers. That way you don't have to redefine them everytime something changes.
 
You’ll find there are a lot of options that come in from other books. I haven’t had a chance to look at it as I’m not at my computer, but expect a ton of change requests and expansions needed. ;)
I don’t think it’s reasonable to expect all options to be included. However, it would be nice of all options in High Guard were included.
 
Some comments...

Some options should not be available at default. Here a TL-12 ship:
View attachment 5902
Neither TL-14 stealth, nor TL-16 armour should be available by default for a TL-12 ship.


You can have several drives, e.g. two different jump drives. See the Leviathan, HG p217.


The design system isn't a waterfall model, but a iterative method. E.g. we can't finalise the power plant, hence fuel tanks and crew, until weapons, screens, and sensors are installed.


Power plant fuel isn't correctly calculated?


If you default install power, fuel, and bridge, it is much easier to see how much space is required and left free.


Computers can be /bis and /fib.
A certain computer model is required to make the selected jump drive actually work. Don't present smaller computers by default?


There can be several different sensor packages installed. There are many other sensor options than the basic sensor package, it would be easier to select all of them in Step 7.


Weapon mounts can be left empty, e.g. a bay or barbette mount can take up space, but contain no weapon. A triple turret can contain less than three weapons.


Turret weapons take no space, only the turret takes space. A fully loaded triple turret is only 1 Dton.
Both turret weapons and the turret itself can consume power, e.g. a triple laser turret consumes 13 Power; four per weapon and one for the turret.


High Burn Thrusters are the same as Reaction Drives, they can go higher than 6 and take a percentage of the ship (and lots of fuel...)


Drop tanks do not consume space inside the hull, they are installed outside the hull, increasing the total tonnage of the ship, which affects drive performance.


It's not "200K Cr", it's "KCr200" or perhaps "200 KCr".


Many optional systems should probably be presented together in other steps, e.g. a detachable bridge is an alternative to a regular bridge, not an optional addition. Sensor options in the sensor step, accommodation options in the accommodation step a.s.o.


Docking Clamps allows carrying spacecraft outside the hull, increasing the total tonnage of the ship, which affects drive performance.


Crew: Commercial ships don't generally require a separate Captain, it can be one of the Officers or e.g. a Pilot.
Commercial ships require one officer per FULL 20 crew, i.e. crew/20, round down. The value can be 0.
Some crew positions are rounded up, some are rounded down, see examples in the ships. Generally Engineers are rounded up, and e.g. Administrators are rounded down...


There are no "single staterooms" and "double staterooms", only staterooms. They generally only berth one person, but can berth two people in a pinch.


Cargo: You can leave space unallocated as reserve for upgrades, so all available space should not necessarily be automatically allocated to cargo.


It's inconvenient to add small craft and vehicles in the Finalise step, after crew and accommodations are set, invalidating the design.


Some values might be more convenient as percentages, e.g. Staterooms as a percentage of crew and passengers, Common Areas as a percentage of total stateroom space, or Escape pods as percentage of carried crew and passengers. That way you don't have to redefine them everytime something changes.
Drop tanks do take a small amount of internal volume 0.4% of the fuel pod maximum tonnage.

For computers, once you have chosen the computer, you get a check option to add bis or fib.
 
I don’t think it’s reasonable to expect all options to be included. However, it would be nice of all options in High Guard were included.
If all the options aren’t included, it will never be as useful as the spreadsheets that do cover all the rules. Blame Mongoose for spreading them out, but build rules are build rules. Even the ones not in High Guard are valid and legal, so should be included.
 
If all the options aren’t included, it will never be as useful as the spreadsheets that do cover all the rules. Blame Mongoose for spreading them out, but build rules are build rules. Even the ones not in High Guard are valid and legal, so should be included.
Until the next book with more High Guard stuff comes out and then it needs to be updated again. But can still be just as useful if you aren't using those rules anyway.
 
Until the next book with more High Guard stuff comes out and then it needs to be updated again. But can still be just as useful if you aren't using those rules anyway.
Right up until you need them. Everyone’s needs are different. The thing you might dismiss as unneeded might be the thing they absolutely need. When you start making calls to restrict the build rules, you limit the utility. My view is that it should be robust and cover all the published options, even perhaps allowing for some user created additions like @Arkathan’s spreadsheet does.

Personally, I like being able to modify existing designs of mine and suspect this tool will not allow for that. Unless it can export the build data and import same, it will never have the utility of a good spreadsheet. I suppose we’ll see.
 
Modifications to drives, etc.?

Jump fuel is not multiplying by parsecs. So it happily makes illegal ships.

Cannot install holographic controls on the bridge. OK, found them, see next.

Having to go to two places for the same system is annoying/confusing. Especially when optional accommodations comes up before staterooms.

Having to confirm additions after entering everything, when the add button is down the page after the selection expands (pushed offscreen twice for me) is confusing and superfluous. Specifically looking at weapons. A similar confirmation, albeit visible on the same line, was a major irritation for AnotherDilbert and others on my own sheet.
 
It leads people nicely through the process in a way that's probably clearer than the spreadsheet for beginners (although I would probably use Technetium or Arkathan's sheets, myself).

It probably needs a bit more feedback in terms of why things cost what they do, especially around TLs. I was wondering why a ship was costing double what I expected, then realised that the two points of armour were a couple of tech levels too high, but I did have to go through and manually check my decisions.
Thanks Endie, I do have to be careful that I'm not exceeding the allowances for Fair Use, but I'll see what I can do.
 
Thank you for doing this.
Some testing and comments below.
It doesn't put any warning for installing engines of higher tech level that the hull.
Also, why is power plant by tons? It should be by power points since you rarely know what tonnage you need but knowing the power point requirement of each system is easy. And on non-military ships I never do power for everything at once so I have fractional sized plants.
No batteries or solar option for power?
I have no jump drive selected but it's charging fuel for jump 1.
4 weeks of fuel is a fractional amount so it is rounding down to 0 instead of up to 1.
In my opinion, Double staterooms should be an adjustment option for each type of stateroom as you can change them on the fly without changing anything on the design.
Can't add other stateroom types, they are locked.
What about small craft passenger options?
I would add the ship summary to the design tabs instead of as part of the final design sheet. It took me a second to find it.
Also, what is an .mt2 format?
Ship print output looks good
Awesome feedback, thanks!

1. Power Plant by tons is just how the High Guard books has it, I've stuck with being as close to the books as I can.
2. Batteries and Solar are available - Solar Coatings are in the Hulls section, batteries and Solar Panels are Optional Systems - again, sticking as closely to the rules material as possible.
3. The Jump Fuel with no engines is defintely incorrect behaviour. I've added it to my Bugs List.
4. You can absolutely change bunk room allocations in the fly, but for ease of calculations I've included them as an option for installation. It won;t force you to have the 'correct' number of staterooms.
5. Other types of staterooms are added in Optional Systems (again, how the rules are stated in the books)
6. I have not implemented Small Craft as a separate creation yet. I do intend to create a "Small Craft Builder" like the "Module Builder" at some stage, but for now the contents of your small craft will need to be defined by you.
7. I did have a Ship Design Summary on each page, but it made each page way too cluttered. I will think about other ways of making it clearer in future updates.
8. "mongoose traveller 2" - it's just a unique file designation just for the web app. If you build a module it will save as .tm2.
 
I am trying to build a Marine Assault Craft. 400dtons, M6, No staterooms but A small bridge and 46 Couches.
There are no options for small craft accommodations, no options for Assault Capsules, no options for fixed mount weapons, no batteries, no battle dress cradles, Ship printout should be two column, front and back only.
Thanx!
Thanks for having a go, most of the items you are looking for are installed as "optional systems" - Assauklt Capsules are there, as are batteries - I'm not sure what Battle Dress Cradles are, the App currently is restricted to using High Guard and the Core Book ship builder rules only.

Fixed mount weapons should be available, but it may be restricitng them to ships with hulls less than 100 tons. I'll add it to my bugs to check list!

I'll keep looking at ways to improve the print-out, but once you start realling getting into heavily customised ships with a lot of options it fills out a page very quickly.
 
You’ll find there are a lot of options that come in from other books. I haven’t had a chance to look at it as I’m not at my computer, but expect a ton of change requests and expansions needed. ;)
Cheers Terry.
I'll look at adding other options from other books in future releases. For the moment, I have an agreement from Mongoose to use the High Guard book, and I want to bug-fix as much of the exisiting stuff as I can before introducing new material.
 
If it's an official build rule, it should be covered by an application being promoted by the company.
Thanks, but I'm not sure "promoted by the company" is quite correct.

It's definitley just me, a fan made product that Mongoose have kindly allowed me to distribute for free.

As I replied to another, I'm keen to continue to make it better and add further content when I can. For now, it's a very early Beta release. I'll do my best to work out all of the kinks with the currently restricted content, then look to implementing other stuff afterward.

It can't compete with spreadsheets made by others with years of support, yet. But I hope that soon it will.
 
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