Some blueprint ideas?

JMISBEST

Mongoose
Hi

A friend of mine who is trying to do a 1st edition Pirates Of Drinax Campaign using The 2nd edition Ship Building rules wants for blueprints.

1 is for A 500 Ton+ version of The Drinax Harrier that can not cost more then Cr 449,800,000 and the oter is for A Frigate that has to mass at least 4,200 tons, has to have at least 200 crew in 5 ton 4 person staterooms, has at least 1 Fusion Bay, at least 80 tons of cargo space, have A Flight Deck capable of carrying at least 140 tons of fighters, at least 25 tons of briefing rooms and a repair room/workshop massing at least 35 tons and have Prototype TL 16 Jump Drives that give at least Jump 1, 2 weeks of operations and at least Thrust 3, but are no more then half normal size

The thing is I was and still am brilliant at that kind of thing in 1st edition, but at best struggle big time in 2nd edition. Can you experts help?. Please and thank you
 
Some of this won't translate well. Are you sure you guys want to do this? The 1st edition stuff should suffice so long as no one pokes it too hard.

Also, I don't have the book. I can only work with the information you provide.


Staterooms. 5 ton 4 person state rooms don't exist in 2nd edition. You could try using barracks or double bunk state rooms, both of which will allow you to stuff 1 person per 2 tons. Should be able to stuff 200 people in 400 tons. They won't be happy with cramped conditions though.

Fusion bay. Fusion bays come in 3 sizes. Small (50 tons), medium (100 tons), and large (500 tons). Small is 1DD damage, medium is 2DD, and large 2+2DD (roll 2 dice, add 2, then multiply by 10) and +4 to dice rolls to hit big ships (3000 tons or more).

Fighters. Fighters are probably going to be light fighters. Light are 10 tons and heavy are 50 tons. Docking space that can hold a light fighter is going to be 11 tons (10 tons +10% rounded up). You probably want to be able to do maintenance work on them, so some full hangers are recommended. Hanger for light fighters is going to be 20 tons (10 tons x2). I'm thinking the mix should be 12 docking space and 2 hangers (172 tons, 43 MCr). You may want 1 to 2 workshops per full hanger. 4 workshops are 24 tons 3.6 MCr.

Fighters can be launched and recovered quickly with launch tubes and recovery decks. They need to be 10x larger than the craft they are for, so 100 tons and 50 MCr each.

80 tons of cargo space is easy enough to set aside.

2 weeks of operation. You use less fuel for power plants in second edition. 4 weeks of operation is covered by a fuel tank sized equal to 10% of the power plant.

TL 16 Prototype jump drive. This won't translate well. Prototype stuff have defects while advanced stuff has advantages. If you use high tech level, the J-Drive will be 3 TLs above what is minimum, has 3 advantages, and costs 50% more. You can select reduced size (5%) 3 times for a total of 15% size reduction. However, I would argue you would get more space if you reduced fuel demands.

Thrust 3 engines, are well, thrust 3. They are going to take up 3% of your hull and cost 2 MCr per ton. So 126 tons 252 MCr.
 
JMISBEST said:
1 is for A 500 Ton+ version of The Drinax Harrier that can not cost more then Cr 449,800,000

Just for reference the new version of the 200 ton Harrier is: MCr318.94875. But it's a bit more like an advanced ship then the earlier version and does include a few more problems.

JMISBEST said:
The thing is I was and still am brilliant at that kind of thing in 1st edition, but at best struggle big time in 2nd edition. Can you experts help?. Please and thank you

Anything in particular you are struggling with?
 
Just general suggestions, hints, tips and advise

The may problem is that Ship design making is the only traveller thing I struggle at and I generally tend to make it up as I go along, but the friend I am helping doesn't want me to do that and wants a game-legal blueprint

Also a question I have a idea have for A Encounter for Adventure 6's Naval Pcs if they don't turn pirate. What is the, rough, difference in training, skill, ability, experance and first-hand knowledge between 2 captains that both have Leadership with A +4 DM, but 1 is a commoner who got were he is by sheer ability and has Leadership /4 and A +0 Edu DM and The other is A Dukes 1st born daughter, but 4th born child who due to TL 15 Training and teaching modules has Leadership /1, a +3 Edu and got her position due to her fathers influence
 
JMISBEST said:
Hi

A friend of mine who is trying to do a 1st edition Pirates Of Drinax Campaign using The 2nd edition Ship Building rules wants for blueprints.

1 is for A 500 Ton+ version of The Drinax Harrier that can not cost more then Cr 449,800,000

Just a beefed-up version, otherwise the same stuff? Same M-drive, J-drive, computer, weapons, etc? Obviously there will be more crew and thus staterooms.


JMISBEST said:
…the oter is for A Frigate that has to mass at least 4,200 tons

This is doable. Did you want it to be as close to 4,200 tons as possible, or would you prefer something a bit bigger?

JMISBEST said:
has to have at least 200 crew in 5 ton 4 person staterooms

This isn't possible with HG2e. Standard staterooms are 4 tons per person, or you could double-up and have 2 people per 4 tons. A barracks is still 2 tons per person, but I doubt that the crew wants to live in a barracks and have no privacy.

JMISBEST said:
has at least 1 Fusion Bay

As DivineWrath mentioned, there are three types of bays. Which would you prefer?

JMISBEST said:
at least 80 tons of cargo space, have A Flight Deck capable of carrying at least 140 tons of fighters, at least 25 tons of briefing rooms and a repair room/workshop massing at least 35 tons

This all should be easy enough to fit into a 4,200dT craft.

JMISBEST said:
…and have Prototype TL 16 Jump Drives that give at least Jump 1

A J-1 drive is only TL9, what do you mean by 'Prototype TL16'? At TL16 you can have a J-7 drive.

JMISBEST said:
2 weeks of operations

No issues with this. In HG2e the smallest amount of time you can get from fuel is 4 weeks.

JMISBEST said:
and at least Thrust 3, but are no more then half normal size

The best you can get is 70% normal size (TL+2, +50% price for a high tech version with size reduction taken three times).

JMISBEST said:
The thing is I was and still am brilliant at that kind of thing in 1st edition, but at best struggle big time in 2nd edition. Can you experts help?. Please and thank you

I've never played or read 1e, so all I know is 2e. I'm sure we'll be able to help out if we can get a bit more information.
 
Just checked she wants it at least 4,200 tons, with all the stuff listed earlier, on a maximum budget of Cr 1,812,300,000 that she plans to get into the characters hands by having them save The Tobian Duke and his family, as well as several dozen lesser nobles and thousands of guards, servants and common-born advisors, whilst on A Diplomatic mission with Rao from A Genocide Attack by The Zhodanni Controlled crew of A Frigate and get it as a reward

The worse thing is that I got 2nd edition High Guard for Christmas and during a clearout last week binned The 2nd edition High Guard book instead of The 1st edition copy, a very expensive mistake

Also meant TL 14 Retro designs of The TL 12 Jump 3 drives not TL 16 Retro designs of The Jump 1 Drive, I didn't realize she put TL 16 and Jump 1, but meant TL 14 and Jump 3, but I texted her and found out tghat she wrote the wrong thing and I assumed she was talking about something new that I had never even heard of
 
You could stuff a traveller in half a ton if you are using low berths. Just don't expect them to useful immediately after being thawed.

I'll go punch in some numbers. I'll try to make something that will loosely fit the requirements you've provided thus far.
 
Thanks and sorry about being vague my GM friend knows that her players use the net and that they know that she gets me to look up answers for her and that she wants me to give way/write as little as possible in case her players read this and spoil it for themselves
 
Hows this?

TL 13 ship. 4000 tons. 1998.474 MCr (1798.627 MCr w/ 10% discount).
Normal Hull. No armor. 1600 hull points.
M-Drive 3 120 tons. J-Drive 3 305 tons. P-Plant Fusion TL 12 (3210 power) 214 tons. Fuel 1220 (4 weeks, jump 3)
Bridge w/ Holographic controls 60 tons. Computer Core/70 fib.
Advanced Fire Control/1, Anti-Hijack/2, Auto-Repair/1, Broad Spectrum EW, Evade/1, Jump Control, Library, Manoeuvre/0, Point Defence/2, 2 Meson Screens 20 tons, 2 Nuclear Screens 20 tons.
Weapons: 2 Small Missile Bays 100 tons, 2 Small Fusion Gun Bays 100 tons, 30 Triple Turret (3 Beam Laser) 30 tons, 2 Point Defense Type 3 40 tons,
Craft: 18 Docking Space (10 tons) 198 tons, Full Hanger (10 tons) 40 tons, 20 Light Fighters, 2 Docking Space (50 tons) 110 tons, 2 Modular Cutters, Launch Tubes (10 tons) 100 tons, Recovery Deck (10 tons) 100 tons.
Options: Armoury 6 tons, 6 Briefing Rooms 24 tons, Fuel Scoops, Fuel Processors 60 tons (1200 tons per day), 4 Medical Bays 16 tons, Repair Drones 40 tons, 4 Workshops 24 tons.
130 state rooms (1 Captain, 3 pilots, 1 astrogator, 19 engineers, 8 mechanics, 2 medics, 80 gunners, 4 administrators, 12 officers). 130 Common Areas.

There should be 374 tons of unused space. Make it a cargo hold or add more equipment. Also, yes I know its 200 tons less than 4200 tons. I don't think its a big deal.
 
If you expect to design more than one ship, it's worthwhile to create a spreadsheet. I'd share mine, but I prefer GURPS Travellers ship design rules (but Mongoose character generation), so my spreadsheet won't be compatible. A spreadsheet doesn't have to cover all the rules, just the ones that are used by the ships you need to build.
 
Whoops! I forgot to factor in the fighter pilots. Fortunately, I left some unused space.

Lets see here 20 fighter pilots need 20 staterooms. 80 tons + 10 MCr. Light fighters needs half of ton of fuel, lets add in a backup supply, so 10 tons.

We'll need another officer to manage the 20 additional crew, so another 4 tons and 0.5 MCr.

So new total comes to 2024.074 MCr (1821.667 w/ 10% discount). 1232 units of fuel, 151 staterooms, and 151 common areas. 259 units of unused space (which can be turned into cargo space).
 
JMISBEST said:
The worse thing is that I got 2nd edition High Guard for Christmas and during a clearout last week binned The 2nd edition High Guard book instead of The 1st edition copy, a very expensive mistake

Don't bin books. Somebody, somewhere, wants it...
 
JMISBEST said:
The worse thing is that I got 2nd edition High Guard for Christmas and during a clearout last week binned The 2nd edition High Guard book instead of The 1st edition copy, a very expensive mistake

Well, I think the 2nd edition of High Guard is better built than 1st edition. There was information missing in the 1st edition book. While its not perfect, the 2nd edition book is nearly complete and makes an effort to make many rules clear. I think that the 2nd edition book will serve you better in the long run.

By the way, has any of the ships we provided been what you needed?
 
DivineWrath said:
JMISBEST said:
The worse thing is that I got 2nd edition High Guard for Christmas and during a clearout last week binned The 2nd edition High Guard book instead of The 1st edition copy, a very expensive mistake

Well, I think the 2nd edition of High Guard is better built than 1st edition. There was information missing in the 1st edition book. While its not perfect, the 2nd edition book is nearly complete and makes an effort to make many rules clear. I think that the 2nd edition book will serve you better in the long run.

I believe he is saying he got rid of the 2e rules by mistake, instead of getting rid of the 1e rules. So he no longer has the 2e book.
 
They have been very usrful thanks.

My GM Friend, as well as myself, are very impressed at how easy you guys, maybe ladies, make this sort of thing look. Keep up the greatvwork

Also cos I have binned The 2nd edition Highguard instead of The 1st edition Highguard how about some costs, power and space suggestions for A Hydrophonics Bay capable of producing decent fruit, veg and the stuff to make bread and cheese ans Soya for Vegi Meat/Meats
 
JMISBEST said:
Also cos I have binned The 2nd edition Highguard instead of The 1st edition Highguard how about some costs, power and space suggestions for A Hydrophonics Bay capable of producing decent fruit, veg and the stuff to make bread and cheese ans Soya for Vegi Meat/Meats

Biosphere
This is an area depicted to flora and fauna, either for the production of food or as a leisure area. Every ton dedicated to a biosphere will eliminate the life support costs for two passengers.
Biosphere consume 1 power and cost Mcr0.2 per ton.
 
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