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2000 Dton Freighter - Deck Two.

She was the pride of the Imperial side,

Coming back from some world in the Marches.

-Apologies to Gordon Lightfoot


Cargo, Boat bay, fuel and main engineering. Deck Three on it's way - pretty easy because basically a series of large cargo bays. I upgraded my laptop monitor to a 32" flat screen TV so doing these got a bit easier on the eyes.

deck-two-detail.jpg


http://woolshedwargamer.com/2015/06/03/2000-dton-heavy-merchant-deck-two/

Cheers
Brian
 
looks really good. I like the depiction of the load handler on the cargo deck.

are all the doors meant to be pressure boundaries? if they are then there's an awful lot of them, if they're' not then I see no interior pressure control anywhere.

if there's a fire or hull displacement in the galley, or engineering control, or anywhere in that long deck one central corridor, how will the crew get back to engineering?
 
Cheers flykiller. Take the long way through the cargo bays I guess. To be honest those are not generally the things I think about when knocking these out. Perhaps I should. I would imagine that on a ship this size there are a few alternative routes - access crawlspaces/tubes if you will - but I really only want to map the important bits. The alternative access, if I needed them in a game, would be more of a plot device.
 
To be honest those are not generally the things I think about when knocking these out.

ex-navy myself, I think about it all the time. two ways out at opposite ends of every major space. no one single critical access point. environment (air and fire) boundaries at proper locations. damage control lockers with gear lockers, vacc suit lockers, reserve air, reserve water, and reserve power batteries. low berths and/or lifeboats for everyone. boat decks and ease of access to the lifeboats. two engineering sections so a single fire doesn't disable the entire power plant or maneuver drive. and in large crew/passenger capacity ships, clear access and no choke points between the people and the escape hatches (designed a liner once, actually arranged the internals to achieve that).

makes it much harder to design a deck, but once you do it all falls into place and looks ... correct.
 
ex-navy myself, I think about it all the time. two ways out at opposite ends of every major space. no one single critical access point. environment (air and fire) boundaries at proper locations. damage control lockers with gear lockers, vacc suit lockers, reserve air, reserve water, and reserve power batteries. low berths and/or lifeboats for everyone. boat decks and ease of access to the lifeboats. two engineering sections so a single fire doesn't disable the entire power plant or maneuver drive. and in large crew/passenger capacity ships, clear access and no choke points between the people and the escape hatches (designed a liner once, actually arranged the internals to achieve that).

makes it much harder to design a deck, but once you do it all falls into place and looks ... correct.

You draw it - I will give the mapping a go :)
 
is there a statblock for this ship? i am curious as to which of the traveller rulesets you used to create it.
 
is there a statblock for this ship? i am curious as to which of the traveller rulesets you used to create it.

Someone is always difficult and asks that question :)

I used High Guard for the basic stats. I use GURPS, High Guard and B2 pretty much interchangeably. Just been looking at Mongoose ship rules as well. I will do the stats for it soon when work permits.

Cheers
Brian
 
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