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1000-dton Modular Freighter

Hi chaps

Just another deck plan of a ship I have had an idea about for ages. I am sure there is a similar ship in 2300AD but have not got access to my Ships of the French Arm book at the moment. Did the plan and then did the High Guard stats for it - sort of :) Knocked this out this week - while we had power and in between cleaning up flood damage. See my other recent posts on this.
http://woolshedwargamer.com/2015/06/24/1000-dton-pod-merchant-freighter/
1000-ton-cargo-pod-carrier-detail.jpg


Cheers
Brian
 
I really like this ship. A lot of times the full color deckplans don't work for me. These really do.

The M-drives make me think Firefly, and the spaces just seem well thought-out.

Kudos and thanks for this!
 
Nice plans and design. Just too details:
  • No TL is specified by the ship
  • Weaponry is listed as two double blaser turrets as one battery. If so, its factor would be 3 (4 if TL is 13+), not 1, with one weapon being extra. See that if organized in two batterlies their factor would be 2 (3 if TL is 13+), though they would need another gunner...
 
Nice plans and design. Just too details:
  • No TL is specified by the ship
  • Weaponry is listed as two double blaser turrets as one battery. If so, its factor would be 3 (4 if TL is 13+), not 1, with one weapon being extra. See that if organized in two batterlies their factor would be 2 (3 if TL is 13+), though they would need another gunner...

The TL is 11 - it is on the HGS output. Given it is Jump 2 only I don't think it needs to be built higher (and my campaign is mostly set in a TL11-12 part of the Traveller universe.

I went with two turrets - one battery because I don't see merchant ships being armed like destroyers just because they can be. But would be a surprise I guess to a pirate.
 
The TL is 11 - it is on the HGS output. Given it is Jump 2 only I don't think it needs to be built higher (and my campaign is mostly set in a TL11-12 part of the Traveller universe.

Sorry, I missed it

I went with two turrets - one battery because I don't see merchant ships being armed like destroyers just because they can be. But would be a surprise I guess to a pirate.

I understand the idea of lightly arming merchants, not only for the reasons you give, but also to be able (in CT/MT) or have it easier (in MgT) to obtain mail contracts.

What I intended to point you here is that you list the battery as 1 rated, while in HG/MT 3 BLasers in a simple battery are rated as 3 (the fourth weapon having no effect).

As a curiosity, you might like the ship I designed for MgT. it's quite similar in concept (higher TL, and a bit more flexible, as it can carry passengers too) posted in this thread. No deckplans provided, though (I'm not good with graphics).
 
If you draw (on a piece of paper even) how you envisage the layout, scan it and post it here or pm it to me- I can look at a deckplan if you want. 2000 tons - I swore I wouldn't do another one that big :)
 
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