Ship Design Philosophy

Condottiere said:
With the new rules, assuming you can power and control the jump drive from a separate hull, you could drop it together with fuel tanks before transition, and after you punch a hole into another dimension.
I think not. You can specifically jettison drop tanks, but drop tanks are just fuel. A ship needs a jump drive to jump, there is no mechanism to jettison the jump drive, or a part of the ship, when you jump.
 
Too bad, since that stops you from being able to do Babylon 5/Mass effect style jump gates. It would still be an easy house rule though and could make for an interesting game, go for a ship with no jump capabilities but more internal space that is restricted to the jump network or a less capable ship that can go its own on the frontier.
 
Spaceships: Hull Configurations and Stealth

Considering the fact that the fuselage of B-2, B-21, and that drone the Polecat all look like they were copied from each other, configuring a spaceship hull form in the shape of a smooth flying wing should in theory make it harder to detect by radar.
 
Condottiere said:
Solomani Navy: Scoutships

1. Venture class
- Scoutship
- Tech level 9
- 100-tonnes
- Jump factor 1
- Remarks: Not the oldest exploration ship type that the Terrans used to breach the final frontier, but certainly the most numerous one; while the Solomani Navy has never used this class, enthusiasts have built replicas despite general discouragement to build any starship below two hundred tonnes

2. Suleiman class
- Scoutship
- Tech level 11
- 100-tonnes
- Jump factor 2
- Remarks: legacy from the Imperium Navy; any remaining examples have been disposed off or transferred to SolSec

3. Kangaroo class
- Scoutship
- Tech level 12
- 200-tonnes
- Jump factor 3
- Remarks: immediately ordered to replace the Suleiman class, besides policy, the two hundred tonne made exploration and courier duties easier on both crew and passengers

4. Marathon class
- Scoutship
- Tech level 13
- 200-tonnes
- Jump factor 4
- Remarks: until recently the primary fleet courier, this role has been taken over by the Sonic class corvettes; still used for local or regional communications; also used as the primary rapid communications ship, Solomani equivalent of the X-boat

5. Zelda class
- Rapid communications ship
- Tech level 14
- 200-tonnes
- Jump factor 5
- Remarks: current primary relay ship for the Solomani Naval communications network, the two hundred tonne size, like the Marathon class before it, allowed greater comfort to the crew and the fast transfer of key personnel around the Confederacy

It's a little early, but with what seems the definitive smallest possible jump drive at ten tonnes, I guess the best optimal use of it would be for a two hundred tonne starship.

1. Venture class
- Scoutship
- Tech level 9
- 200-tonnes
- Jump factor 1
- flattened sphere hull configuration
- armament 1 turret and three fixed mounts
- Remarks: Not the oldest exploration ship type that the Terrans used to breach the final frontier, but certainly the most numerous one; while the Solomani Navy has never used this class, its design is the most popular for Solomani freetraders; normal armament is a triple turret with a beam laser, a pulse laser and a sandcaster, while the fixed mounts sport a pulse laser and two missile racks;
- Crew: In theory, it can be operated by a single member, since engineering doesn't differ from a hundred tonne scout, and the turret can be locked forward, allowing the ship's entire armament to be pointed in one direction, though missiles can be aimed in all directions
 
Starships: Engineering and Jump Drives

If a Jump One drive can plop out of hyperspace 1.49 parsecs away, then jumping again would allow you to move 2.98 parsecs in a fortnight, plus.

Or, 5.96 parsecs in about a month; with a forty percent plus fuel load.
 
Spaceships: Launch Facilities

RDN_LCP2_SRC90E.jpg


You grab or let go that ship, when and where it's not going to collide with your hull.
 
Hello all I was wondering if I can get this converted to MGT1 edition.

"“BLACK OPS” IMPERIAL NAVY DESTROYER– THE BLACK PRINCE – [CLASSIFIED]
This 2,000-ton ship is not listed as part of the subsector fleet – or even the Imperial Sector fleet. It carries no transponder, and carries a black globe generator. The extraordinary thing about this vessel is the number of power-draining systems it has - meson screen, nuclear damper, very high agility, powerful computer and a powerful meson bay. Conventional wisdom would dictate that it is impossible to cram all this equipment into a highly agile 2000-ton hull, but the ship’s powerplant produces staggering power output. It is an experimental antimatter powerplant. The Imperial Navy may have got this technology from an Ancients site – the powerplant may be an Ancient artifact – no-one knows for sure. But what will become known is that the Black Prince is a one-of-a-kind experimental ship unless the Navy has succeeded in replicating the antimatter technology. It is obvious the Black Prince would be a devastating vessel to pilot in battle – powerful defenses, small, fast, highly agile and sporting a Meson Bay that could destroy a light cruiser. But how safe is the antimatter powerplant? How does the Navy handle the containment of the antimatter required for the powerplant?

“Black Ops” Imperial Destroyer- The Black Prince
Class: Starship, Type ?? EP Output: 588 (0 excess), Battery 1: 100dt Meson Bay (x1); +9 attack bonus
(+9 USP); Damage 9d20.
Battery 2: 50dt Fusion Bay
(x1); +9 attack bonus (+9 USP); Damage 9d20.
Tech Level: 15/16 Agility: 6
Size: Large (2000dt) Initiative: +6
Streamlining: Streamlined – Cone
AC: 25 (+10 armor, +6 agility, -1 size)
Jump Range: 4 Repulsors: None
Acceleration: 6 Nuclear Dampers: USP 8
Fuel: 800 Jump Fuel, 7.35
Antimatter Fuel
Meson Screens: USP 9
Duration: 1 year Black Globes: USP 2
Crew: 49 AR: 10
Staterooms: 26 SI: 275
Small Cabins: 0 Main Computer: Model/9fib
Bunks: 0 Sensor Range: 2 Parsecs (Model/9)
Couches: 0 Comm. Range: System Wide (Model/9)
Low Berths: 0
Cargo Space: 2.65 Cost: MCr2019.524 (one off)
Atmospheric Speeds: NoE = 1175kph
Cruising = 3525kph Maximum = 4700kph
Other Equipment: Fuel Scoops, Fuel Processor (5 hours for 800dt jump fuel), 1xAutodoc, 1xEngineering Shop, 1xSickbay, 2x20dt Lifeboats.
TAS Form 3.1 (Condensed)" copied from QLI - Traveller - T20 - CT - Golden Age - Epic Adventure 01 - The Forgotten War

thx, I'm also trying to think up a deck plans for this 2k ship, I was thinking of using the deck plans of the 3k in the Supplement 3-Fighting Ships if I can't fink a 2k ship.
 
Isolate what you think are the most important characteristics, like armament, hull and propulsion, and kickstart the design process, and see if they can fit in.

And speaking of isolation:


Spaceships: Sensors and Towed Arrays

tern-kite_large.png
 
Condottiere said:
Isolate what you think are the most important characteristics, like armament, hull and propulsion, and kickstart the design process, and see if they can fit in.

And speaking of isolation:


Spaceships: Sensors and Towed Arrays

tern-kite_large.png

Sort of an idea I was playing with :D IN space of course...

Not a bad idea. Getting a few miles longer line of sight before the horizon eclipses your view is important.
 
Spaceships: Hulls and Material Science

The Russians have announced that their next submarine will be of composite materials, perhaps carbon fibre.

It should make them stealthier, assuming it isn't vapourware, and they can afford to develop and build them.

It might make our spaceships stealthier.
 
Spaceships: Hulls and Crew Facilities

I was envisioning a spaceship crewed by hobbits, and the first image that came to mind were low, tubular corridors.

If you scaled it up to human size, you'd end up with corridors with two and a quarter metre diameter, and you could stick all the conduits along the rounded edges, which would be carpeted, and plated three sixty with artificial gravitation, so that essentially, you could pass people upside down.
 
Spaceships: Crew Facilities and Gangways

For warships, likely only the interior corridors have aids to locomotion when the artificial gravitation is shut off.

These can include a conveyor belt with hand holds, to get you anywhere fairly fast.

While magnetic grapples seem obvious, I think there is a place for suction cups for the hands and knees.
 
Spaceships: Stealthlike

There is no air in space, but temperatures are a little nippy. Then you have a spaceship with a fusion reactor.

Mirages are formed by a concoction of hot and cold air refracting light.

Optical sensors may be aware there's something there, just not what.
 
Spaceships: Force-fields and Repulsors

Handshields (tech level fourteen): Worn like a set of brass knuckles, this device projects a flicker of gravitic repulsion whenever the wearer tries to block an incoming attack. The flicker is not strong enough to harm a weapon or send it out of the attacker’s hands, it merely allows a martial combatant or unarmed fighter to parry otherwise dangerous weapons. Handshields can be used to parry any melee or unarmed weapon, even arc-field weaponry.

Embed these guys in the outer-skin of the hull and micrometeorites and missiles will bounce off.
 
Condottiere said:
Spaceships: Force-fields and Repulsors

Handshields (tech level fourteen): Worn like a set of brass knuckles, this device projects a flicker of gravitic repulsion whenever the wearer tries to block an incoming attack. The flicker is not strong enough to harm a weapon or send it out of the attacker’s hands, it merely allows a martial combatant or unarmed fighter to parry otherwise dangerous weapons. Handshields can be used to parry any melee or unarmed weapon, even arc-field weaponry.

Embed these guys in the outer-skin of the hull and micrometeorites and missiles will bounce off.

I've used a system like this on ships for my setting. I use a very dirty, debris filled version of hyperspace so most ships require a "Static Barrier" to avoid damage from "hail" and "gravel". The system is part of the cost of the hull for a Hyperspace capable ship. Smal craft and fighters didn't have the systems.

fighters and small craft could enter hyperspace, if they were launched from a ship IN hyperspace, or piggy-backed through a larger ships hyperspace portal.But the pilots had to actively avoid debris clouds, and can get shredded by dense clouds of debris, and dust. Even larger ships have to make occasional Pilot checks to avoid being sandblasted by debris to heavy for their Static Barriers.

To be sure no one takes a nap when standing watch on the bridge during Hyperspace travel.
 
The issue I'd have with this is, if you launched the smallcraft from a hangar, you increase the volume in the jump bubble, which could, and probably should, cause a misjump.

Unless it's a shuttle and a dreadnought.
 
Condottiere said:
The issue I'd have with this is, if you launched the smallcraft from a hangar, you increase the volume in the jump bubble, which could, and probably should, cause a misjump.

Unless it's a shuttle and a dreadnought.

The ships I use for that setting use the alternate Hyperspace drives, not jump drives. They physically transit from normal space into hyperspace which is for all purposes it's own universe. Once you're in H-space, you're in until you trigger the H-drives and transit back....and any ship in pursuit can transit into the same Hyperspace and continue to pursue a fleeing ship. I used an alternate technology progression, Jump drives are still experimental in that setting. It has had a major impact on how my players think, especially since they can't simply hop into J-space to avoid pursuit.
 
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