Kinunir-class Battle Frigate

Rikki Tikki Traveller said:
You wouldn't be creating ship-sized versions of the programs, you would be using the ship's computer to run these personal programs to replace crew positions.

I figure the an Expert/Astrogation with your Jump Control program is the equivalent to GENERATE in CT.

Now that you and Golan "expertly" :wink: point that out, I understand.

Don't mind my bumping this to remind myself to post the updated version, and the hyperdrive version, here when I get the chance. (I'd post my version of the crew from the CT Adventure 1 but that's likely illegal.)
 
Kinunir-class Battle Frigate
1200 ton selfsealing streamlined reflec hull: 252 MCr Hull 66 Structure 66
Armor: 15 points bonded superdense armor: 150 tons, 150 MCr
Jump Drive Q: 80 tons, 165 MCr
Manuever Drive Q: 21.75 MCr, 120 MCr
Power Plant Q: 34.5 tons, 240 MCr
Fuel: 540 tons; 1 Jump 4, 4 weeks ops
Fuel Processor: 27 tons, 1.35 MCr
Computer: 4*Model/7Fib, 90 MCr
Electronics: Very Advanced, 5 tons, 4MCr
Bridge: 40 tons, 6 MCr
10 staterooms: 40 tons, 5 MCr
30 barracks: 60 tons, 3 MCr
8 triple turrets: 5 tons, 16 MCr
6 missile racks: 4.5 MCr
9 Variable Range Accurate Beam Lasers: 9 MCr
9 Variable Range Pulse Lasers: 4.5 MCr
2 High Yield Easy Repair Long Range Resilient single particle beam barbettes: 6 tons, 32 MCr
High Yield Easy Repair Long Range Fusion Bay: 31 tons, 16 MCr
High Yield Easy Repair Long Range Resilient Missile Bay: 31 tons, 24 MCr
Nuclear Damper: 45 tons, 55 MCr
Armory: 2 tons, 0.5 MCr
Briefing Room: 4 tons, 0.5 MCr
Medical bay: 4 tons, 1 MCr (note: used stats for lab to get medbay)
Pinnace: 40 tons, 20 MCr
Full Hangar: 12 tons, 3 MCr
15 Jump Capsules: 30 tons, 1.5 MCr
Grav APC: 12 tons, 5 MCr
3 air/rafts: 12 tons, 0.825 MCr
Repair Drones: 12 tons, 2.4 MCr
Programs:
Manuever/0 (included)
Library/0 (included)
Intellect (R10, 1 MCr)
Jump Control/4 (R20, 0.4 MCr
Evade 3 (R25, 3 MCr)
Fire Control 4 (R20, 8 MCr)
Auto-repair 1 (R10, 5 MCr
4*Security (R5 each, 40000 Cr total)
2*Intrusion (R5 each, 100000 Cr total)
5*Expert (Pilot, Astrogate, Engineer, Medic, Gunner; R3 each, 25000 Cr total)
4*Intellect (R5 each, 100000 Cr total)
4*Agent (R5 each, 40000 Cr total)
33 tons cargo
986.265 MCr total
 
Kinunir-class Battle Frigate, Hyperdrive
1200 ton selfsealing streamlined reflec hull: 252 MCr Hull 66 Structure 66
Armor: 15 points bonded superdense armor: 150 tons, 150 MCr
Hyperdrive E: 60 tons, 50 MCr
Manuever Drive Q: 21.75 MCr, 120 MCr
Power Plant Q: 34.5 tons, 240 MCr
Fuel: 340 tons, 10 weeks ops plus 40 fuel for pinnace
Fuel Processor: 27 tons, 1.35 MCr
Computer: 4*Model/7Fib, 90 MCr
Electronics: Very Advanced, 5 tons, 4MCr
Bridge: 40 tons, 6 MCr
10 staterooms: 40 tons, 5 MCr
30 barracks: 60 tons, 3 MCr
8 triple turrets: 5 tons, 16 MCr
6 missile racks: 4.5 MCr
9 Variable Range Accurate Beam Lasers: 9 MCr
9 Variable Range Pulse Lasers: 4.5 MCr
2 High Yield Easy Repair Long Range Resilient single particle beam barbettes: 6 tons, 32 MCr
High Yield Easy Repair Long Range Fusion Bay: 31 tons, 16 MCr
High Yield Easy Repair Long Range Resilient Missile Bay: 31 tons, 24 MCr
Nuclear Damper: 45 tons, 55 MCr
Armory: 2 tons, 0.5 MCr
Briefing Room: 4 tons, 0.5 MCr
Medical bay: 4 tons, 1 MCr (note: used stats for lab to get medbay)
Pinnace: 40 tons, 20 MCr
Full Hangar: 12 tons, 3 MCr
15 Jump Capsules: 30 tons, 1.5 MCr
Grav APC: 12 tons, 5 MCr
3 air/rafts: 12 tons, 0.825 MCr
Repair Drones: 12 tons, 2.4 MCr
Programs:
Manuever/0 (included)
Library/0 (included)
Intellect (R10, 1 MCr)
Jump Control/4 (R20, 0.4 MCr
Evade 3 (R25, 3 MCr)
Fire Control 4 (R20, 8 MCr)
Auto-repair 1 (R10, 5 MCr
4*Security (R5 each, 40000 Cr total)
2*Intrusion (R5 each, 100000 Cr total)
5*Expert (Pilot, Astrogate, Engineer, Medic, Gunner; R3 each, 25000 Cr total)
4*Intellect (R5 each, 100000 Cr total)
4*Agent (R5 each, 40000 Cr total)
253 tons cargo
986.265 MCr total
 
I think that there's a carrier-frigate version of the hyperdrive model, but it requires reducing the Marine contingent to one squad plus a Force Ensign (Lieutenant Lower Grade) in order to make room for the crew for the fighters, which will be 20 tonners.
 
I was poking through the forum for MongTrav-based Kinunir redesigns and just noticed this.

Jame Rowe said:
9 Variable Range Accurate Beam Lasers: 9 MCr
No can do. Both Variable Range and Accurate upgrades each require two upgrade "slots" totaling 4 upgrades. Per High Guard, only three upgrade slots per upgraded system is allowed. Other than that, very nice redesign and one I'm looking at using for my MongTrav campaigns.
 
SSWarlock said:
I was poking through the forum for MongTrav-based Kinunir redesigns and just noticed this.

Jame Rowe said:
9 Variable Range Accurate Beam Lasers: 9 MCr
No can do. Both Variable Range and Accurate upgrades each require two upgrade "slots" totaling 4 upgrades. Per High Guard, only three upgrade slots per upgraded system is allowed. Other than that, very nice redesign and one I'm looking at using for my MongTrav campaigns.

Maybe that is one of the reasons the AI lost it. Too much for it to handle.

Dave Chase
 
Ohh! I see what happened..the design looks to be based on the first printing of High Guard. The errata on that printing limits the number of upgrade slots but the initial printing did not. Makes sense now.

Edit: Technically, High Guard limits the number of upgrades by stating further advancement either becomes "..outmoded or further improvement becomes too difficult to be cost–effective." I suppose if someone really wants to put the money into the research (like the Darrians did with their torpedoes), then more upgrades would be available. I started a previous thread on this some months ago. Such research would be very expensive and likely limited only to large governments.
 
SSWarlock said:
Ohh! I see what happened..the design looks to be based on the first printing of High Guard. The errata on that printing limits the number of upgrade slots but the initial printing did not. Makes sense now.

Edit: Technically, High Guard limits the number of upgrades by stating further advancement either becomes "..outmoded or further improvement becomes too difficult to be cost–effective." I suppose if someone really wants to put the money into the research (like the Darrians did with their torpedoes), then more upgrades would be available. I started a previous thread on this some months ago. Such research would be very expensive and likely limited only to large governments.

I would handwave it and say that's what happened: they did the research. The Imperium is a large government, after all...

Glad you like it! Happy to see it in use.
 
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