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TNE Only: A Kinunir Fleet

TNE/CT Heresy within. Apply due care.

Classed as a Destroyer Escort fleet: The #1595

• Kinunir: a 1250 d ton colonial cruiser J4 M4
officers = 14, crew = 41 marines = 36 Total = 91
• A Type M Scout/courier: 100 ton scout startship J2 M2
crew = 3
• A Class PS 32 Explorer scout: 300 ton starship J5 M2
crew = 14
• A Type T patrol cruiser 400 ton warship J3 M4
officers = 2, crew = 16
• A Gazelle class close escort J5 M5 (max)
officers = 3, crew = 19

Primary Role: Piracy interdiction and system patrol, Secondary role: Orbat ground support and orbital artillery.

Tactical: The Kinunir is a small ship for its class of Colonial Cruiser.
Being small it is very difficult to detect at long or extreme ranges.
The dual laser barbette gives it an advantage over larger ships up to destroyer class.
The Kinunir must use planetary cover or asteroid clutter and even smaller ships such as a close escort or Type T and a scout courier or explorer scout to catalogue planetoids within near LOS of a distant potential target/s.
The fleet commander can receive tight beam communications of contact coordinates. Under acceleration early Launch of missiles to drift into close or medium range of a target and the main battery when going active for the missiles strike would allow a stealthy sniper shot followed immediately by a jump out of the system.

Fleet: The Destroyer Escort fleet shall operate as two wings of the Colonial Cruiser. The Type M Scout/courier (with enhanced sensor suite) and Type T Patrol Cruiser operating in a forward position scanning for contacts within the inner system. The Explorer scout and Close Escort forming a reserve for rapid jump out of a hostile system while scanning the outer system for inbound hostile fleets.


******Classified Secret******​
Authorized IN Eyes Only.

The standard Kinunir has a price tag of near MCr 500.

In 1120 by edict of the Spinward Marches Imperial Navy R&D Macene office and liaison with Duke Craig Horvath of Daibei to obtain the necessary trillions, the Kinunir has been upgraded to a new class the Shinunir.
Ship Architect Lt Andon Miry Ruorial assigned.
The Duke replied affirmative within 54 weeks.

Upgrades classified Secret

A source revealed may include upgrade of main battery, addition of stealth EMMS and a globe.

As of 092- 1119 Negotiations are underway between the IN Attache and Darrian Envoys.

Stay Tuned for more…
 
IMHO, the J2 scouts limit too much the strategic mobility of the squadron...
 
It`s what was available - the ships were introduced in articles written by I think different people over a few years in time, and I don`t think coherent fleet strategy was the prime design consideration.
 
If this is a true TNE/CT crossover are you going with jump fuel is also maneuver fuel?

If so then the fleet is going to jump 2 or even 1 a lot of the time in order for the lower fuel capacity ships to be protected by the higher capacity ships as they refuel - classic high guard doctrine.

If the purpose of this fleet is to 'cruise', travel from world to world within a subsector area showing the flag, commerce oversight/protection, piracy suppression, border patrol then a sensible use for the jump 2 scouts is to scout - visit worlds adjacent to the fleet movement. The main elements of the fleet could be in a system for a month or two.
 
The concept of a Kinunir Fleet #1595

Warning TNE/CT Heresy may be found herein.

I tend to mish-mash different editions of Traveller to find what works. I do prefer mainly TNE gearheadedness, CT tropes since I really like the Spinward Marches & I have been known to refer to T4 for Pocket Empires and Fire Fusion & Steel for some gold concepts found within. The reader is entitled to their own preferences.

what is the purpose of mixing jump capabilities?

Thanks for asking. The purpose here will become clear with later posts.
A Kinunir Fleet is designed as a Local Fleet for System Patrol and piracy interdiction.

The Kinunir also has an additional special operations role with it's Marine contingent and subcraft.

Being jump capable, this fleet is also capable of Subsector or Quadrant patrols, probably focusing on the Jump Mains rather than the backwaters.

The #1595 Fleet might be tasked with providing SigInt "Signal Intelligence" for an arriving Destroyer, Cruiser or Capital Ship or for patrolling a gas giant or asteroid belt within Imperial space.

It is not designed for rapid mobility or for line of battle.



It`s what was available - the ships were introduced in articles written by I think different people over a few years in time, and I don`t think coherent fleet strategy was the prime design consideration.

Haha, fair enough, jcrocker. Thanks for sharing your opinion.

The Kinunir was published by GDW in Adventure 1 THe Kinunir CT 1979.
The Gazelle Close Escort was published by GDW in Traders and Gunboats Supplement 7 CT 1980.
The Patrol Cruiser was published by GDW in LBB Book 2 CT, 1977, 1981 and later published by the Keith brothers, with deck plans in ACS-2 Adventure Class Ships, Volume 2 by FASA 2009 as the Lurushaar Kilaalum Class or Type T with Credit to the staff of Game Designer's Workshop.

Also by later versions of Traveller.

The Explorer Scout was first published in White Dwarf Issue 40 Jan 1983.
In TNE tropes it is a fantastic PC ship and a very capable medium sized exploration or speculative trader. Unfortunately I no longer have access to that issue.

A picket added to this local fleet will round it out well as a supply, patrol and special operations Unit. Now, back to work out the price of this Unit and how commonly it might be found in Imperial Space...



Stay tuned.


Thanks for reading.
 
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The value of the scout is as an auxiliary vehicle to support the fleet.

In a large fleet, scout ships are small enough to be tendered with the fleet, rather than flown independently and used to slow it.

But when necessary, having a jump capable ship, even if the total jump is less than the fleet speed is still useful as a slow messenger, as an "actual" scout to pop in to neighboring systems, and as an emergency dispatch courier.

Much if the Imperium is reachable, eventually, by Jump 2. That capability alone is valuable.
 
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