400 ton adventure ship

Jak Nazryth

Mongoose
The Winters Corporation is a medium sized shipyard with a focus on high tech and advanced ship design. This is one of their cutting edge designs, a tech level 14 advanced scout/explorer intended for mega corps in search for new markets to exploit both Spinward and Rimward of the Spinward Marches. They have shipyards located in both Glisten and 5 sisters with many components being build on "fee worlds" within district 268

(Please note on some design components which are not addressed in Mongoose, I include a note on which rule system the components originate)

Tech Level 14, 400 ton close structure, with steam lining added.

COMPONENT / SPACE / COST / NOTES
HULL / +400 / 20 MCr / 10 Hull Points, 10 Structural Points
self-sealing / none / 4 MCr
Armor (6) / -20 / 10 MCr / Tech level 14 Bonded Superdense

Jump (F) / -35 / 54* MCr / includes 10% break for TL 12 Drive
Maneuver (F) / -11 / 16.8* MCr / includes 30% break for TL 8 Drive
Power Plant (F) / -19 / 48 MCr

Bridge (Hard) / -20 / 2.5 MCr
Electronics / -2 / 1 MCr / Basic Military

Power Plant Fuel / -16 / nil MCr / 2 weeks operation
Main Jump Fuel / -40 / nil MCr / Main tanks for a jump 1

Jump Fuel bay 1 / -40 / .28 MCr / Dismountable Fuel tank (From T4 and others) for jump 1. Can be disassembled or reassembled in 40 man hours. Disassembled tank occupy 10 tons and is stacked against one wall leaving an additional 30 tons of extra cargo space in the bay

Jump Fuel bay 2 / -40 / .28 MCr / Dismountable Fuel tank (From T4 and others) for jump 1. Can be disassembled or reassembled in 40 man hours. Disassembled tank occupy 10 tons and is stacked against one wall leaving an additional 30 tons of extra cargo space in the bay.

Drop Tank fitting (3) / -4.8 / 2.4 MCr / 3 drop tank fittings for 3, 40 ton drop tanks (drop tanks not included in price)

12 state rooms / -48 / 6 MCr

Triple Turret 1 / -1 / 4 MCr / Particle Beam [Upgrades include Variable Range (medium, long, and very long), Accurate (+1 DM), and Very High Yield (all 1's and 2's are counted as 3's when rolling damage)]
Triple Turret 2 / -1 / 1.5 MCr / Pulse laser (x3) [Upgrades include Variable Range (close, short, and medium), Accurate (+1 DM), and Very High Yield (all 1's and 2's are counted as 3's when rolling damage)]
Triple Turret 3 / -1 / .75 MCr / sand caster (x3)
Triple Turret 4 / -1 / 2.5 MCr / Missile Rack (x2) and mining laser Upgrades include Easy to repair (+1 DM to repair rolls), Resilient (first hit from an enemy weapon is ignored) Accurate (+1 DM), and Very High Yield (all 1's and 2's are counted as 3's when rolling damage)
Space for extra missiles and sand / -2 / nil MCr

Fuel Processor / -3 / .15 MCr
Air/Raft bay / -4 / nil MCr
Med Bay / -3 / .5 MCr / 2 beds for treatment and rest plus medical equipment locker, table, medicine etc...(GURPS)
Work Shop / -3 / .18 MCr / Gives +2 to mechanical, electrical, and engineering repairs (GURPS)

Double Cell Brig / -2 / .045 MCr / hardened cell with bed and small toilet for one person each (GURPS)

Grapple Arm / -2 / 1 MCr
10 probes / -2 / 1 MCr

Cargo 80 tons (can be expanded with up to an additional 60 tons of cargo space depending on the jump distance)

Total Price with 10% Discount from Winters Corp 162.077 MCr

monthly payments = 675k

Hope I got everything right from my scratch paper...

This is the fist ship I've translated into Mongoose. Have at it and tell me what I did wrong! 8)

This looks live a very expensive "player's adventure ship" but I have a 200 ton similar design as a back up.
 
It just ends up being streamlined rather than close.

You only have two tons of ammunitions. So 12 missiles (+2 in the launcher) and 20 sand. Thats very little.

Also, I'm pretty sure you can only have three upgrades on a weapon, I believe, including double ones.
Yeah, pg53 says this. You get three tech levels above before things become obsolete. So you get three upgrade 'slots'. However, your particle beam turret uses six 'slots' (three double upgrades). In fact most of your turrets use more than three 'slots'.

Otherwise I cant see much wrong. I like the dissasemblable jump tanks. But wouldn't it be easier to use inflatable ones. They would take less space...

This ship cannot make payments with cargo running. You're going to have to find another way to pay for it :P
 
The variable fuel capacity is a nice touch.

Weapons - depends on how you read the High Guard book. Whilst it says "One upgrade may be added per extra Tech Level", it's done "Instead of decreasing the tonnage of the weapon" - implying that:

a) You need to pay the associated cost increase you would have paid for the miniaturization

b) The number of upgrades tops out at three (not counting double upgrades - which all of the ones you've taken are)

Now that's just the way I read the book, but it does match up with how I've seen it costed and used before by others. To me, a VHY Particle Beam must surely cost more than a standard design.

Also - A Turret Particle Beam is 4MCr - the Triple Turret it's fitted to is an additional million for a total of 5MCr. Same for the other mounts.

Next off; if this is a player's ship, note that Particle Beams are a very military weapon - there's no reason they shouldn't have them if playing a High Guard or Mercenary campaign, but be aware those things are not legal for civvy ownership in the same way as a pulse laser. Either you need a lot of clearances or you're into pirate territory.



Med Bay & Workshop:
Fair enough. Note that DM+2 on mechanic checks is a big deal in Mongoose Traveller - don't know enough about Gurps to know if it worked off the same dice mechanics.

General observation:
If translating an existing ship, you'll obviously be putting on it what it normally carries. If designing from scratch, I'd suggest avoiding pulse lasers where possible - if you're wanting to blow stuff up, particle beams are out-and-out better; harder hitting and more accurate. If wanting point defence, beam lasers are the way forwards.
 
Can you have a streamlined close structure?

Close Structure is (as far as a starship rather than a capital ship is concerned) a "standard" structure - so as noted, streamlined close structure is just a longhand way of saying 'streamlined'.

You couldn't have streamlined dispersed structure, because the two are mutually exclusive (for obvious reasons).

This ship cannot make payments with cargo running. You're going to have to find another way to pay for it

I'm thinking that the particle beam may have some bearing on that.

You only have two tons of ammunitions. So 12 missiles (+2 in the launcher) and 20 sand. Thats very little.

Missiles are very much a secondary weapon, though. Half an hour (and a bit) of fire should be enough. Missiles aren't much cop against armoured targets anyway.
 
barnest2 said:
It just ends up being streamlined rather than close.

You only have two tons of ammunitions. So 12 missiles (+2 in the launcher) and 20 sand. Thats very little.

Also, I'm pretty sure you can only have three upgrades on a weapon, I believe, including double ones.
Yeah, pg53 says this. You get three tech levels above before things become obsolete. So you get three upgrade 'slots'. However, your particle beam turret uses six 'slots' (three double upgrades). In fact most of your turrets use more than three 'slots'.

Otherwise I cant see much wrong. I like the dissasemblable jump tanks. But wouldn't it be easier to use inflatable ones. They would take less space...

This ship cannot make payments with cargo running. You're going to have to find another way to pay for it :P

Ok, I missed the three max upgrade slot part. I only saw that you could get 1 upgrade per tech level. Easy enough to fix.

The difference between collapsible tanks and discountable tanks is that while collapsible tank only takes up 15% once it's "deflated" it is in fact a fuel bladder that cannot be pumped directly into the jump drives or power plant. Collapsible tanks are used to refill your normal tanks once out of jump, when crossing an expanse beyond your jump range.
Dismountable tanks come in two types. A one piece "drop tank" that you simply don't drop, but physically remove with tools, and a tank made up of assembled panels that you can stack. Think of it as a walk-in cooler or freezer you see at commercial restaurants. Dismountable tanks of this type take up 25% of it full volume once disassembled. The best thing about them as that you can pump fuel directly into the jump drive.
So if you want to spend a little extra money and time, you have a very flexible cargo/fuel bay. All ships with a jump 2 or higher can rig for lower jumps and higher cargo yield. It is more expensive, but in the long run the extra cargo space will pay for the cost of the specialized fuel tanks.

Winters corporation produces most of their ships with dismountable tanks.
 
Med Bay & Workshop:
Fair enough. Note that DM+2 on mechanic checks is a big deal in Mongoose Traveller - don't know enough about Gurps to know if it worked off the same dice mechanics.[/quote]

You're probably right. Gurps uses 3d6 and Traveller 2d6. I think the conversion would be a +1 on skill checks.
 
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