New Harrier Design Needed?

PsiTraveller

Cosmic Mongoose
The change of Particle Beam from Turret weapon to barbette means the Harrier ship cannot mount the Particle Beam in the Turrent anymore. The Turret would have to be changed into a barbette and 5 tons of internal space created.
 
Since the new Traveller rules won't be out for some time, I'd say we're safe and many a campaign will reach conclusion. Plenty of time for some conjectural designs and reconfiguration. Just looked at the deck plans. Hmmm...
 
My players put in a triple turret and packed in more Particle Beams. They like the long range and radiation hits, it really softens a crew up.

Can Barbettes be triple mounted? :P
 
The particle beam turret mount is still there. It's just tucked away in the high technology section. Our harriers will continue to be the scourge of the spaceways for a long time.
 
Yes, but the weapon is listed as both Accurate and High Yield. Old Tech level was 8, new tech level is listed as 12. The TL 14 of the Harrier allows for 2 Advantages, not the three from High Guard.

yeah I am nitpicking, just trying to remake the ship inside the rules. Maybe it cannot be done and copy the ship exactly. Could a TL 12 particle Turret have an Advanced design (+1 TL 1 Advantage) beam focuser allowing it to be High Yield (1 Advantage used), for a 50% cost increase, and a Very Advanced (+2 TL 2 Advantages) targeting system making it Accurate? 100% cost increase.

Can you stack costs and get 3 Advantages total? This would make the Particle Beam 50% more expensive than High Guard (1st edition). The shift in cost is the TL +3 = 200% cost increase which resulted in the 4 MCr Particle beam costing 8 MCr in the Harrier.

Anyone else have a design idea for the 2nd edition Harrier?
 
Bump the beam up to TL-15 from 12, get the 3 advantages and you get both accurate and high-yield.

Drinax intro Players section said:
The Drinaxi Harrier-class commerce raider (her original name
was V’Hurg, but the player characters can change this) was
constructed at a TL15. Her internal systems are extremely
advanced, although battle damage and two centuries of
neglect means that there are some glitches and damaged
components.

Since the Harrier was built at TL-15 we can assume at least the PB she starts with can be at least that level. Not every other one you might have picked up along the way will be that cmparable however.
 
Wow, I missed that completely, despite reading the section on the ship over. I thought the ship was TL 14. :oops:

So the question still is whether or not the 3 Advantages are possible. The chart maxes out at TL +2 and 2 Advantages. I hope the 3 Advantages from High Guard remains. It allows for customization of weapons on a players ship.
 
I've always looked at the table as your guideline for how things move forward With TL advancement.

The things I've been wondering about is the Engines. It's noted that they are significantly more advanced than current Imperium standards but thanks to the new sizing of parts... a J2 drive is already smaller than what is listed for the harrier. with 10 Tons for a J2 drive at TL-11 which is the smallest that a Jump Drive can be.

I've asked for a ruling on reducing sizes of advanced drives but it seems to be getting ignored. But tha'ts not the point right now.

This thread resparked my interest in looking into this redesign so I've been toying with it for a bit.

The design does have to change. The fuel tank for one needs to be reduced in size. Since power plants don't need as much fuel in 2nd ed 60 tons is way too much but this is mostly compensated for by the fact that you need to allocate common areas seperately from staterooms now.

The M-Drive and P-Plant are much smaller than the previous edition, and the M-drive gains 4 Advantages from it's increased TL.

Here's my rough Idea of what the 2nd Ed Harrier could look like.
(The stealth Jump Drive is probably a little wishful thinking on my part. Though all you can really do is replace it with more effitient power usage and less fuel again. and the less fuel it's already using is basically being used for the power plant as is.)

If I've forgotten anything or made some stupid mistakes please let me know so I can fix it. I might have rushed past some of the sections.


20f4vpx.jpg
 
PsiTraveller said:
Can you stack costs and get 3 Advantages total? This would make the Particle Beam 50% more expensive than High Guard (1st edition). The shift in cost is the TL +3 = 200% cost increase which resulted in the 4 MCr Particle beam costing 8 MCr in the Harrier.

Wasn't really meant to have a limit as far as how many TL's you could go. I'll bug Mathew about it.
 
I am just looking at page 53 of High Guard and the TEch-1 to Tech +3 limits for weapons
"Armaments & Screens
Weapons and screens also become available as prototypes one Tech
Level before they are commonly available. They remain available for
three Tech Levels before being outmoded or further improvement
becomes too difficult to be cost–effective.

So the 3 TL's improvement would give 3 Advantages, allowing for a Double advantage and a single advantage mix like in the Harrier. Too many advantages allowed and you get extra long range easy to fix, Very High Yield weapons that destroy enemy ships pretty easily.
 
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