J. L. Brown
Emperor Mongoose
That is, unfortunately, correct.I thought spinal mounts were limited to 50% tonnage of the vessel? AM I wrong?
That is, unfortunately, correct.I thought spinal mounts were limited to 50% tonnage of the vessel? AM I wrong?
Drat. I just finished writing it up. Back to the drawing board.I thought spinal mounts were limited to 50% tonnage of the vessel? AM I wrong?
I figure combat vessels are all about the 'teeth' -- ie, every available hardpoint will mount a weapon system. Large and Medium Bays are a wash, though; so your options for filling up hardpoints with leftover tonnage are, (per 100 dTons):Drat. I just finished writing it up. Back to the drawing board.
If I make it smallest, I can get the ship down to 12,000 tons.
I added 60 point defense and 20 points of bonded superdense.I figure combat vessels are all about the 'teeth' -- ie, every available hardpoint will mount a weapon system. Large and Medium Bays are a wash, though; so your options for filling up hardpoints with leftover tonnage are, (per 100 dTons):
1} 2 hardpoints = 2x Small Bays;
2} 5 hardpoints = 5x Point Defense Batteries;
3} 20 hardpoints = 20x Barbettes; or
4} 100 hardpoints = 100x Turrets.
Whatever you mount needs Power, and usually Gunners -- Point Defense batteries are automated, though.
I trimmed my 5000 dTon 'Large Bay' design down to 1500 dTons; and could probably get it lower, but I am satisfied with where it is right now.Ok, my attempt at the smallest ship with a large bay:
Blaster, TL15, 700/700 tons
Captain + 2 Pilots + 3 Engineers + 1 Mechanic + 6 Gunners + 2 Sensor Operators + 1 Medic + 1 Officer
Crew required on parent ship: 0.4 Mechanics + 0.7 Admin
Sphere - 280 Hull Points, 140 base power
Bonded Superdense Armour 15, 75.6 tons
M-9 Drive, 63 tons, 630 power
Power Plant (Fusion 15) 900, 45 tons
Fuel: Operations, 2 weeks, 4.5 tons
Bridge w/ Holographic Controls: 20 tons
Computer + Software (not relevant to tonnage)
Advanced Sensors, 5 tons, 6 power
Enhanced Signal Processing, 2 tons, 2 power
Large Particle Beam Bay (Reduced Size x2), 400 tons, 80 power
Particle Beam Barbette (Accurate, High Yield), 5 tons, 15 power
Point Defense Laser Battery (Type III, Reduced Size), 18 tons, 30 power
Medical Bay, 4 tons, 1 power
Workshop, 3 tons
3 Single Stateroom (Captain, Officer, Medic), 12 tons
7 Double Staterooms (Rest of Crew), 28 tons
Common Areas, 10 tons
Cargo Space, 4.9 tons
What about the Crossbow design I posted here? Curious about your thoughts.I trimmed my 5000 dTon 'Large Bay' design down to 1500 dTons; and could probably get it lower, but I am satisfied with where it is right now.
There was a thread 'Are Traveller ships too big?', where I laid out some initial thoughts on how-to-build-a-Navy, and maybe I need to re-examine what those thoughts mean in relation to various BR designs. For example 'Light Armor' is probably about Armor Factor 12; maybe a little higher. There is no armor (at a reasonable TL) which is sufficient to ignore Small Bays, though; and the official reading of 'Screens' makes them essentially worthless; etc.
I'm not sure the Hadrian makes much sense, overall -- the not-minimal, not-maximal spinal weapon is difficult to justify.
I cannot see it. For some reason my archive manager insists there is nothing there.What about the Crossbow design I posted here? Curious about your thoughts.
There are a couple important things to keep in mind:Now for someone to actually fight it out between a Warmonger and its brood versus the equivalent credits of jump-capable ships of a similar TL!
It is a perfectly acceptable design, although my 15k dTon rider design does a few things differently. The one thing that I think is questionable is your use of 'Very Accurate' and 'High Yield' on the Spinal Weapon -- I believe the Spinal Mounts Improvements table on HGU 2022 p35 is the only allowed improvement on Spinal Weapons.I'll reload it here.
I blame the spreadsheet for giving me the options, then. I'll change that.It is a perfectly acceptable design, although my 15k dTon rider design does a few things differently. The one thing that I think is questionable is your use of 'Very Accurate' and 'High Yield' on the Spinal Weapon -- I believe the Spinal Mounts Improvements table on HGU 2022 p35 is the only allowed improvement on Spinal Weapons.
Pfft, replace the fusion barbette fighters with my blasters. Same tonnage means 10 fusion barbettes or 1 large bay particle beam wirh the speed to keep the range at distant.It is a perfectly acceptable design, although my 15k dTon rider design does a few things differently. The one thing that I think is questionable is your use of 'Very Accurate' and 'High Yield' on the Spinal Weapon -- I believe the Spinal Mounts Improvements table on HGU 2022 p35 is the only allowed improvement on Spinal Weapons.
Fusion Barbette armed fighters are going to give you fits.
The Blaster is neat; but one hit destroys it. His Crossbow v1.3 had no way to shoot at fighters at all.Pfft, replace the fusion barbette fighters with my blasters. Same tonnage means 10 fusion barbettes or 1 large bay particle beam wirh the speed to keep the range at distant.
Sure, the point is to treat them like fighters. They aren't proper warships. But they have something fighters don't have - range. So they fight en masse but with the goal of staying out of range of the enemy. So if you have a carrier that would normally carry 200 fighters, you replace them with 20 blasters.The Blaster is neat; but one hit destroys it. His Crossbow v1.3 had no way to shoot at fighters at all.
Yeah, the 'Distant' range of the Large Particle Beam Bay is really neat; nothing else can match it.Sure, the point is to treat them like fighters. They aren't proper warships. But they have something fighters don't have - range. So they fight en masse but with the goal of staying out of range of the enemy. So if you have a carrier that would normally carry 200 fighters, you replace them with 20 blasters.
@J. L. Brown has convinced me of the need to have EMP protection and armored bulkheads, so I'll be updating the three designs a tad. Also, I kind of like the idea of biospheres to offset people's life support cost.
It's simple to do on the Crossbow and Hadrian (and I might use all that extra space on the latter for a spinal mount because who doesn't need more firepower?
The question is for the Warmonger. I won't add armored bulkheads as it's not a fighting ship, but what about EMP protection and more fusion barbettes? If I change anything with it, the thrust will drop from 2 to 1 as I'm using all the space currently. Does that matter as it isn't running from anything and can't keep up with the other Navy ships? What do y'all think?
You can save some space with an Energy Efficient M-drive and hence smaller PP.That means I need a price for the blaster.. I'll edit that in later.. (ideally i wanted countermeasure suite, and an emergency power plant. Hard to justify an extra 100 tons for that though, even if it would get a second point defense battery.)
M9 is TL15, I can't add advantagesYou can save some space with an Energy Efficient M-drive and hence smaller PP.