Ship Design Philosophy

This is crunch.

Mongoose crunch.


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Nostalgia lies.


Jump bubbles simplifies the damaged hull issue, of the lanthanum grid.

And since that is/was skintight, if you towed anything, you have to extent that field over that item.

Hence, jump net.

Though, reverse engineering would indicate how much the grid costs, but not necessarily embedding it in the hull.
 
Nostalgia lies.


Jump bubbles simplifies the damaged hull issue, of the lanthanum grid.

And since that is/was skintight, if you towed anything, you have to extent that field over that item.

Hence, jump net.

Though, reverse engineering would indicate how much the grid costs, but not necessarily embedding it in the hull.
I dislike jump bubbles, and therefore don't pay any attention to them.
 
Spacecraft: Unwelcome Visitors and Breaching Tube

1. All airlocks include flexible plastic docking tubes that allow passengers to cross from one ship to another by floating through the air-filled tube.

2. A breaching tube is a military version of the airlock that may be forcibly applied to the hull of another ship.

3. Instead of a thin myomer, the breaching tube is made of a combination of ballistic cloth and reflec.

4. It can be used as an ordinary, default, two tonne airlock.

5. The breaching tube does not end in a docking collar but in a magnetic clamp with a ring of plasma torches that burn through the hull of an enemy vessel when attached.

6. Breaching tubes can only be attached to disabled or otherwise inert ships.

7. Or, cooperative ones.

8. The extra tonne probably represents the additional tools that can cut into a hull.

9.
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Spacecraft: Unwelcome Visitors and Breaching Tube

A. If either ship moves after a breaching tube has been attached, the breaching tube is destroyed and the ship to which it is attached receives 2D damage.

B. In addition, if the breaching tube plasma torches have been allowed to begin cutting through the hull, the ship to which they are attached might suffer an explosive decompression event.

C. An attacking ship fitted with a breaching tube gains DM+1 to rolls made on the Boarding Actions table on page 175 of the Traveller Core Rulebook.

D. Three tonnes at three megastarbux, compared to two tonnes at one fifth of a megastarbux.

E. You could also use a laser drill.

F. Though, somewhat inaccurate and subject to overpenetration.
 
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A jump bubble is pretty wide.

And forced linkage basically reels in the caught fish.
Then why is it that the low tech "jump"net can't be used to carry cargo into jump but the higher tech version can? This difference is why I call the first an M-Net and the 2nd a J-Net. One can only be used with a manoeuvre drive and the other with that and Jump Drive.

I'd actually say that an attempted jump with an object not within the ship, in a docking clamp or a J-Net results in a failed jump as there is another mass not "part" of the ship in 100 diameters.
 
That's probably because a high percentage of High Guard is basically copy paste.

So unupdated legacy material not so much as has squatting rights, but established freeholds.
 
Then why is it that the low tech "jump"net can't be used to carry cargo into jump but the higher tech version can? This difference is why I call the first an M-Net and the 2nd a J-Net. One can only be used with a manoeuvre drive and the other with that and Jump Drive.

I'd actually say that an attempted jump with an object not within the ship, in a docking clamp or a J-Net results in a failed jump as there is another mass not "part" of the ship in 100 diameters.
Exactly how I'd rule as well. I mean the Core rulebook says there is a jump bubble but nowhere does it say it's big, it could be 2mm from the hull, if it WAS big then you could drag things into jump with you, which would be such a headache to referee you'd be mad to allow it.
 
Apparently, you can tune the jump drive as to exact configuration, since it could be egg plant shaped.

My guess is, you can't change the volume.

Otherwise, everyone would be building spherical hull configuration.
 
Spacecraft: Cargo

G. There probably is a minimum size requirement for docking clamps.

H. I'd like one for ten tonnes and less, at a third the cost and volume of docking clamp type/india.

I. For dogfighting, anything below fifty tonnes has an advantage, and doesn't encourage committing anything smaller.

J. I don't recall tonnage being a factor for sensor detection.

K. So, you have to have other reasons for going below fifty tonnes.
 
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Primitive Hull

1. Fifteen kilostarbux per tonne, default.

2. Ungravitated.

3. Maximum thrust, non gravitational drive, factor/three.

4. While I'll go with not being able to install gravitational drives onboard, the restriction of jump drives is puzzling.

5. Unless, the jump bubble is corrosive, and primitive hulls are vulnerable.

6. And, in either case, you probably could still use a jump drive, and perhaps, just have a larger maintenance bill for the hull.

7. Unless, this has to do with some minimum overhead power requirement, which shifts hull tonnage cost back to twenty five kilostarbux per tonne, and power requirement to twenty percent of volume.

8. Or, if we half the minimum, and half again due to lack of gravitational tiling, five power points per hundred.

9. Other than that, one power point per hundred tonnes for basic services,.
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Primitive Hull

A. Hull points are halved.

B. I tend to think you need at least one hull point to have a spacecraft.

C. So, dispersed configuration with a lightened hull, needs to be at least 6.17283950617284 tonnes.

D. Minimum tonnage would still be five tonnes.

E. Is there a maximum tonnage?

F. Going by High Guard, probably a semimegatonne.


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Primitive Hull

G. Originally, you can build a spacecraft hull at technological level five.

H. However, you have to pay double the default cost.

I. And, acceleration is limited to factor/one.

J. Which does leave us to question, how would it reach orbit on a Terran gravity standard planet?

K.



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Primitive Hull

Q. It appears that default hulls have insulation against extreme temperatures.

R. Which means that primitive hulls have to pump up climate control to counteract them for human passengers and crew.

S. System habitable zones being the criteria thereof.

T. Hot and cold needs an additional power point per hundred tonnes.

U. Boiling and freezing, three additional power points.




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