PsiTraveller
Cosmic Mongoose
Cute pun on Lesser Evil aside, I have been playing around with making a breakaway ship that acts as a battle rider section. The Jump Drive and fuel tank have the Breakaway collar and before battle the sections would break into two ships. A saucer section for battle, and the Jump engines and fuel tank (picture a central body and two nacelles for Jump engines)
Seriously though, I realized that the ship short changes itself, and that any design that involves removing the fuel tank before battle has tactical issues that need to be considered. After looking at the discussions about keeping a Drop Tank on during jump, or removing a tank for combat I tried to make one.
Going back to my 1000 ton hull from my other posts a J4 capacity would involve 100 tons of Jump engine and 400 tons of fuel, plus a cockpit, computer, M-Drive and Power Plant. Add in a couple of staterooms for the pilot and engineer you would need and you have about 550- 600 tons of ship leaving. This leaves you with 400 tons of 'combat ship'. This just makes the ship a smaller spaceship not a starship.
The speed advantage would be a savings on M-Drive cost at 2 MCr per ton, but then you need to buy a second power plant to power the Breakaway section of hull. It could be small, and rely on main power plant to provide Jump power. This would help by having the larger Power Plant on the battle section, all the extra power would reduce the impact of an Ion attack.
The tactical loss under Traveller design rules is that you lose 6 hardpoints. The hardpoints would go with the Jump section of the 2nd ship, This reduces your PD capacity, offensive throw weight and turns your 1000 ton attack ship into a 400 ton SDB with a big engine. Your fuel tank section would actually have more weapons than your battle section since it has more tonnage.
1000 tons is a low end, and the math gets a little better with increased tonnage, the Jump engines run 10 percent of hull and fuel is 10 percent times J4 range.
You could keep your Jump engine on the battle section just to keep the hardpoint. This increases your hardpoints, but puts your Jump Drive at risk.
You are looking at reducing your tonnage and thus hardpoints by at least 40 percent, probably close to 50 to account for Power Plant, M-Drive and crew for the breakaway section. This is a problem if you were hoping to make a breakaway ship that split.
The same issue is there for the removable fuel tank even if it is not a breakaway hull but is just a removable demountable tank. The loss of 40 percent of your tonnage means that you lose 40 percent of your hardpoints.
Larger ships may have some more room to add extra weapons because the crew needs are not as tight. you have room for larger bays etc and do not have to worry about the 400 ton limit. The 40 percent of space for fuel does not change.
So once again I am looking at the Drop Tank ship that needs to be supplied with a Drop Tank to leave a system. The extra 40 percent of space is very attractive for weaponry.
Anyone else run into similar problems or issues with a removable fuel tank design?
Seriously though, I realized that the ship short changes itself, and that any design that involves removing the fuel tank before battle has tactical issues that need to be considered. After looking at the discussions about keeping a Drop Tank on during jump, or removing a tank for combat I tried to make one.
Going back to my 1000 ton hull from my other posts a J4 capacity would involve 100 tons of Jump engine and 400 tons of fuel, plus a cockpit, computer, M-Drive and Power Plant. Add in a couple of staterooms for the pilot and engineer you would need and you have about 550- 600 tons of ship leaving. This leaves you with 400 tons of 'combat ship'. This just makes the ship a smaller spaceship not a starship.
The speed advantage would be a savings on M-Drive cost at 2 MCr per ton, but then you need to buy a second power plant to power the Breakaway section of hull. It could be small, and rely on main power plant to provide Jump power. This would help by having the larger Power Plant on the battle section, all the extra power would reduce the impact of an Ion attack.
The tactical loss under Traveller design rules is that you lose 6 hardpoints. The hardpoints would go with the Jump section of the 2nd ship, This reduces your PD capacity, offensive throw weight and turns your 1000 ton attack ship into a 400 ton SDB with a big engine. Your fuel tank section would actually have more weapons than your battle section since it has more tonnage.
1000 tons is a low end, and the math gets a little better with increased tonnage, the Jump engines run 10 percent of hull and fuel is 10 percent times J4 range.
You could keep your Jump engine on the battle section just to keep the hardpoint. This increases your hardpoints, but puts your Jump Drive at risk.
You are looking at reducing your tonnage and thus hardpoints by at least 40 percent, probably close to 50 to account for Power Plant, M-Drive and crew for the breakaway section. This is a problem if you were hoping to make a breakaway ship that split.
The same issue is there for the removable fuel tank even if it is not a breakaway hull but is just a removable demountable tank. The loss of 40 percent of your tonnage means that you lose 40 percent of your hardpoints.
Larger ships may have some more room to add extra weapons because the crew needs are not as tight. you have room for larger bays etc and do not have to worry about the 400 ton limit. The 40 percent of space for fuel does not change.
So once again I am looking at the Drop Tank ship that needs to be supplied with a Drop Tank to leave a system. The extra 40 percent of space is very attractive for weaponry.
Anyone else run into similar problems or issues with a removable fuel tank design?