[Ship Design] Did I do this right?

Sylvre Phire

Mongoose
I'm in need of some help with ship design in the new Traveller rules from Mongoose. The crew requirements seem rather loose compared to the old rules in the LBBs and the original High Guard. Here's what I came up with for my design. Could someone check it and make sure I did things right? One note - with regard to the computer weights, I deferred to the data in the original CT High Guard. Not having weights for computers didn't seem right to me. :P

Sword Worlds Durendal-class 200-dton Armed Trader

Basic Concept: A jump-2 armed trader; armor enough to give small pirates a tough time, just enough to keep the ship in one piece when fleeing the bigger corsairs. Though the Sword Worlders can be scrappers, the main concerns with this design are range and durability, not fancy flying in battle zones.

Hull: 200 tons - streamlined, self-sealing - Hull Code 2 - 10.8 MCr.
Hull / Structure Points: 4 / 4
Armor: TL10 Crystaliron - 4 pts - 10 tons - 1.6 MCr.

Drives and Power Plant
Jump Drive: B - Jump-2 - 15 tons - 20 MCr.
Maneuver Drive: B - Thrust 2 - 3 tons - 8 MCr.
Power Plant: B - 7 tons - 16 MCr.
Fuel: 60 tons - 40 tons for one 2-parsec jump plus 5 weeks’ operations.
Fuel Processors: 2 tons - 40 tons refined/day - 100,000 Cr.

Bridge: 10 tons - 1 MCr.
Main Computer: Model 5/fib - TL13 - Rating 25 - 5 tons - 15 MCr.
Software: Maneuver/0; Jump Control/2; Fire Control/1; Auto-Repair/1; Library - 7.2 MCr.
Backup Computer: Model 3/fib - TL11 - Rating 15 - 3 tons - 3 MCr.
Software: Maneuver/0; Jump Control/2; Fire Control/1; Library - 2.2 MCr.
Electronics: Basic Civilian - TL 9 - DM -2 - RADAR, LIDAR - 1 ton - 50,000 Cr.

Armament: Two hardpoints - each filled with a triple turret (two beam lasers, one sandcaster)
- Triple Turret (x2) - TL9 - 2 ton - 2 MCr.
- Beam Lasers (x4) - TL7 - Medium Range - 2D6 damage - 4 MCr.
- Sandcasters (x2) - TL7 - Special Range - Special Damage - .5 MCr.
- 40 sandcaster barrels - 2 tons - 20,000 Cr.

Crew: 1 officer/pilot, 1 medic/steward, 1 engineer
Staterooms: 7 (three Crew, three passenger, one common area) - 28 tons - 3.5 MCr.
Low Berths: 7 - 3 tons - 150,000 Cr.
Air Raft: 4 tons - .275 MCr
Cargo Space: 45 tons

Is this thing a deathtrap or did I design it right?

Thanks for any help offered!

Pax et bonum,

Dale :P
 
Sylvre Phire said:
Low Berths: 7 - 3 tons - 150,000 Cr.
I am not sure about this one, at least with the rules from the TMB (I do
not yet have High Guard) it seems to be difficult to do ?

Besides, your ship has a strange mix of at least 5 different technology
levels, from TL 7 to TL 13, and it could be difficult to make this work
together and to find an engineer able to handle that mix. :D
 
rust said:
Sylvre Phire said:
Low Berths: 7 - 3 tons - 150,000 Cr.
I am not sure about this one, at least with the rules from the TMB (I do
not yet have High Guard) it seems to be difficult to do ?

Besides, your ship has a strange mix of at least 5 different technology
levels, from TL 7 to TL 13, and it could be difficult to make this work
together and to find an engineer able to handle that mix. :D

With regard to the low berths, they displace .5 tons per berth, so it should be 3.5 tons. I might have to refigure the cost too, but I'll get to that later...

As far as TL is concerned, one of the tech-heads at CotI informed me that the Sword Worlds are limited to TL10 or 11, having only one TL12 world (oops :lol: ). So, the computer bit's got to be straightened out too. I'll repost an updated version later in the day.

Thanks for your help thus far!

Pax et bonum,

Dale
 
If you are just using the default stuff in the TMB, you don't have to worry about TL, except for the computer.

If you are going to use the technology rules in HG and take advantage of the smaller size, then you need to show the base TL and the upgraded TL. This is especially important in the weapons area, since you can give them 1 enhancement per TL, up to 3 max (some upgrades take 2 slots, so be careful). More than likely though, the basic design would include the basic weapons and individual ships would buy the upgraded weapons when they get the money.

Do you need a steward for those passengers?
 
Sylvre Phire said:
Bridge: 10 tons - 1 MCr.
Main Computer: Model 5/fib - TL13 - Rating 25 - 5 tons - 15 MCr.

Backup Computer: Model 3/fib - TL11 - Rating 15 - 3 tons - 3 MCr.

Why 4 computers? And why a Model 5? You spent more on computers than sensors for no real tactical benefit.
 
Rikki Tikki Traveller said:
Do you need a steward for those passengers?

It's in the crew listing. Are you volunteering? What's your Medical skill rated at? :wink: :D

Infojunky said:
Sylvre Phire said:
Bridge: 10 tons - 1 MCr.
Main Computer: Model 5/fib - TL13 - Rating 25 - 5 tons - 15 MCr.

Backup Computer: Model 3/fib - TL11 - Rating 15 - 3 tons - 3 MCr.

Why 4 computers? And why a Model 5? You spent more on computers than sensors for no real tactical benefit.

The Model 5/fib is an error. Sword Worlders have about TL10/11 in their society with one TL12 world. The last time I counted, there were only two computers - the main and the backup; are you sure you didn't count the software entries as computers?

The reasoning for having a backup is safety. If one computer gets fried, the other can be used to keep things running. The backup may not be as efficient, but it will get the job done.

As for the sensors, I figured that although the Sword Worlders are a scrappy bunch, they don't necessarily go out of their way to pick fights. Thus, having military sensors being standard on a civilian design is just asking for trouble from the Imperial Navy.

I'll have the reworked version posted in a bit here.

Thanks for everybody's help thus far!

Pax et bonum,

Dale
 
Sylvre Phire said:
Rikki Tikki Traveller said:
Do you need a steward for those passengers?

It's in the crew listing. Are you volunteering? What's your Medical skill rated at? :wink: :D

Infojunky said:
Sylvre Phire said:
Bridge: 10 tons - 1 MCr.
Main Computer: Model 5/fib - TL13 - Rating 25 - 5 tons - 15 MCr.

Backup Computer: Model 3/fib - TL11 - Rating 15 - 3 tons - 3 MCr.

Why 4 computers? And why a Model 5? You spent more on computers than sensors for no real tactical benefit.

The Model 5/fib is an error. Sword Worlders have about TL10/11 in their society with one TL12 world. The last time I counted, there were only two computers - the main and the backup; are you sure you didn't count the software entries as computers?

The FIB modification is Fiber optic back up which in High Guard Bk5 is a parallel system.. Or ( after looking in the TMB) not under the current description. Do it your way, my complaint was one of intimately knowing what was in previous editions which where different.
 
I got bogged down in a business meeting and housework last night, so I wasn't able to post as quickly as I should have...

First off, thanks to everybody for their help and input. For the record, I went out and bought the new High Guard book. Haven't taken a look at the design rules or make use of them, but I will.

Here is the revised version of:

Sword Worlds Durendal-class 200-dton Armed Trader

Basic Concept: A jump-2 armed trader; armor enough to give small pirates a tough time, just enough to keep the ship in one piece when fleeing the bigger corsairs. Though the Sword Worlders can be scrappers, the main concerns with this design are range and durability, not fancy flying in battle zones.

Hull: 200 tons - streamlined, self-sealing - Hull Code 2 - 10.8 MCr.
Hull / Structure Points: 4 / 4
Armor: TL10 Crystaliron - 4 pts - 10 tons - 1.6 MCr.

Drives and Power Plant
Jump Drive: B - Jump-2 - 15 tons - 20 MCr.
Maneuver Drive: B - Thrust 2 - 3 tons - 8 MCr.
Power Plant: B - 7 tons - 16 MCr.
Fuel: 60 tons - 40 tons for one 2-parsec jump plus 5 weeks’ operations.
Fuel Processors: 2 tons - 40 tons refined/day - 100,000 Cr.

Bridge - 10 tons - 1 MCr.
Computer: Model 3/fib - TL11 - Rating 15 - 3 tons - 3 MCr.
Software: Maneuver/0; Jump Control/2; Fire Control/1; Auto-Repair/1; Library - 7.2 MCr.
Backup Computer: Model 2/fib - TL9 - Rating 10 - 2 tons - 240,000 Cr.
Software: Maneuver/0; Jump Control/2; Fire Control/1; Library - 2.2 MCr.
Electronics: Basic Civilian - TL 9 - DM -2 - RADAR, LIDAR - 1 ton - 50,000 Cr.

Armament: Two hardpoints - each filled with a triple turret (two beam lasers, one sandcaster)
- Triple Turret (x2) - TL9 - 2 ton - 2 MCr.
- Beam Lasers (x4) - TL7 - Medium Range - 2D6 damage - 4 MCr.
- Sandcasters (x2) - TL7 - Special Range - Special Damage - .5 MCr.
- 40 sandcaster barrels - 2 tons - 20,000 Cr.

Crew: 1 officer/pilot, 1 medic/steward, 1 engineer
Staterooms: 7 (three Crew, three passenger, one common area) - 28 tons - 3.5 MCr.
Low Berths: 7 - 3 tons - 150,000 Cr.
Cargo Space: 48 tons
Air Raft: 4 tons - .275 MCr

Total Cost: 80.635 MCr.

Now if someone could check my math on the cost, I think we're good. :P

Pax et bonum,

Dale
 
Sylvre Phire said:
Low Berths: 7 - 3 tons - 150,000 Cr.
You remember ? :)
Air Raft: 4 tons - .275 MCr
According to the starship design core rules the cost of the Air Raft should
be 0.6 MCr, I think, which probably includes the vehicle itself as well as
the equipment required to transport it within the starship.
 
rust said:
Sylvre Phire said:
Low Berths: 7 - 3 tons - 150,000 Cr.
You remember ? :)
Air Raft: 4 tons - .275 MCr
According to the starship design core rules the cost of the Air Raft should
be 0.6 MCr, I think, which probably includes the vehicle itself as well as
the equipment required to transport it within the starship.

Evidently I didn't... Curse these skillchips. I knew that Vargr was too eager to get rid of them at that price. :shock:

Thanks for the clarification. I'll look into it...

Pax et bonum,

Dale
 
Sylvre Phire said:
Evidently I didn't... Curse these skillchips. I knew that Vargr was too eager to get rid of them at that price. :shock:

Dude, You bought Skill chips from some Vargr in the Arcade!?! You lucky your not barking now....
 
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