Core Fleet/Navy elements - benchmark design paradigms

A quirk of Traveller ship design is that considerably earlier TL vessels don't become redundant. We're not talking about an age of sail craft vs an Aegis cruiser. Ships are effectively useable after what would be hundreds of years after their production date if you were to compare technology time lines. Becoming outdated is really by the game design only a difference in M-Drive and Jump capability. Offensive fire power doesn't change that much in the sense if you're a 10,000 ton craft you're still going to be seriously out gunned by a 20,000 ton craft 3 tech levels below you.

Which then implies a simple issue of refit and resupply to brown water navies of older designs...
 
Well, this was my best shot at a TL15 2000 ton frigate Jump 4. With fudged crew levels for the gunners, corners cut and a number of compromises in drive and armor. The advantages used push the cost up and up too. No great firepower and no cargo for missile ammo.

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Would be a handful as a screening vessel that's for sure. fighters, and strike craft,would have to give it wide berth. Or burn though their missiles, and torps to deal with it.

I cant find anywhere to scrimp for more tonnage, or lower cost.

About the only place I could see to save money would be the stealth gear... but considering how few PD options it has that would leave it a bit more vulnerable to lock-on.

If it were teamed up with corvettes, they could in theory handle fighter attacks. They could go into close escort formation, and intercept missiles, and fighter with their lasers. But a J-4 corvette would be even tougher to build.
 
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