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an imperial fleet

flykiller

SOC-14 5K
In the role playing game of Traveller the Third Imperium faces threats by outside forces. In an effort to respond to and take action against those threats the Imperium has built and deployed a "navy", fleets of manned space-going ships capable of travelling to other star systems and using powerful weapons to engage those threats. The following posts will specify some aspects of this Imperial Navy - its ships, tactical and strategic employment, administrative organization, crews, basing, and construction in the Spinward Marches "IMTU" (In My Traveller Universe). Numbers and descriptions in Little Black Book 5, High Guard version 2, are assumed and utilized in all cases, and construction considerations are based on Trillion Credit Squadron rules (mostly), but the ship designs are oriented towards, not HG2 space combat rules, but rather my own ideas of how space combat should be conducted. Take them as you will.

The purpose of these posts is to provide the working game Traveller referee (or perhaps any space-going science-fiction game referee) a description of the Imperial Navy should that referee not have immediately available his own clear understanding of such and should he need to appropriate on short notice the ideas of another. Nothing here is official or fixed or required, and in fact it is incomplete, but it is integrated and ready for initial use. The discussion will start with the ships themselves, then move on to other matters.

The rules for Traveller are ... various and dispersed (and in some cases disputed) and the posts here represent some years of thought and experience in addressing both the rules and their implications and some means of using and utilizing those rules. Covering every aspect of this subject, and of my own personal conclusions about it, clearly and sucinctly, is difficult, and I may or may not have succeeded. In using this material the game referee should be prepared to encounter and deal with inevitable gaps and vagueness, or simply to take a different view and alter the material to his own needs.

Any errors, please say so. Any comments, any questions like "Huh? What are you talking about?", feel free.
 
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Fleet Battle Rider, Allosaurus-class 12B

One of two main battle line riders for the Imperium, the other being the Kurashk. The Allosaurus closes to short range with primary opponents to make best use of its factor N meson gun, while its secondary weapons consisting of 12 factor 9 beam laser batteries (supplied with enough power for double-fire) and 2 factor 7 missile batteries engage secondary targets or apply further pressure to primary targets. Maneuver/Agility 6, armor 18, factor 9 nuclear damper and factor 9 meson screen, a pair of factor 9 sand caster batteries, and crew and ship resources dedicated to damage control enhance Allosaurus survivability.

Strategic jump transport for the Allosaurus is provided by a Tok (description following). The Allosaurus itself also is capable of Jump 1 enabling escape from losing battles and providing some independent strategic mobility.

Bridge crew is overmanned, and hull crew is overmanned in engineering and gunnery departments, to foster officer development and crew training and to reinforce operational reliability and damage control capabilities. Engineering department includes a dedicated damage control division of 1 officer and 3 chiefs who oversee training of enlisted men rotated in from other divisions. Logistics endurance is the standard two months, plus cargo space for eight months, for a total of ten months self-supporting deployment capability. Tier 1 medical services, expanded living conditions, and hotel services further enhance ship operational independence and crew deployment endurance. Fuel scoops and fuel purification facilities allow wilderness refueling. The Allosaurus carries a full ship's boat and flight crew complement, along with lifeboats for the entire crew and an Ambeau Jump-4 boat to summon help if the Allosaurus becomes marooned for any reason.

This version, "Allosaurus 12B", has a major secondary weapons suite of 12 batteries of factor 9 beam lasers, sometimes replaced by pulse lasers ("Allosaurus 12P"). This configuration is well-suited to dealing with multiple smaller close-range targets, and allows doubling of available firepower.

Allosauri are built at any Tech 15 yard - Mora, Trin, Glisten, or Rhylanor. Their jump drives may be built at any Class A shipyard of Tech 9 or higher. Because of Palique's ability to meet hull armor specifications some Allosauri hulls are constructed at Palique and then finished with imported components.

"Allosaurus" was an ancient Terran carnivore of surpassing size and terrible ferocity. Allosauri typically are named for dangerous animals, infamous killers, or natural disasters of great consequence. This has projected an ethos such that aggressive sailors, typically Moran males, gravitate towards service in the Allosaurus-class, resulting in female naval officers (especially from Fornice) trending towards staff positions there.

Code:
HULL
    Tech 15, Spheroid, Streamlined, Landing-Capable
    19,000 dtons displacement
    (32335 dtons construction yardspace)
MANNING
    Command  16
        Captain
        Executive Officer
        Operations Officer
        Chief Engineer
        Gunnery Officer
        Senior Pilot, 3 pilots
        Senior Navigator, 2 navigators
        Computer Officer
        Comms Officer
        Flight Officer
        Ship's Surgeon
    Engineering  89
        (Computer Officer), 2 Chiefs
        (Comms Officer), 1 Chief, 3 enlisted
        Jump Drive Division Officer, 3 Chiefs
        Maneuver Drive Division Officer, 4 Chiefs, 28 enlisted
        Power Plant Division Officer, 4 Chiefs, 29 enlisted
        Fuel Systems Division Officer, 2 Chiefs, 5 enlisted
        Damage Control Division Officer, 3 Chiefs
    Gunnery  63
        Meson Gun Division Officer, 2 Chiefs, 22 enlisted
        Laser Battery Division Officer, 2 Chiefs, 13 enlisted
        Screens Division Officer, 2 Chiefs, 10 enlisted
        Secondaries Division Officer, 2 Chiefs, 6 enlisted
    Service  32
        (Operations Officer)
        Bridge     - 2 Chiefs, 6 enlisted
        Flight     - 1 Chief,  2 enlisted
        Supply     - 1 Chief,  4 enlisted
        Food       - 1 Chief,  4 enlisted
        Admin      - 1 Chief,  2 enlisted
        (Ship's Surgeon)
        Medical    - 1 Chief,  2 enlisted
        Sanitation - 1 Chief,  4 enlisted
    Flight  10
        (Flight Officer)
        5 Warrant Officers, 5 Chiefs
    Troops  13
        (Executive Officer)
        1 Lieutenant, 1 Staff Sergeant, 2 corporals, 9 marines
            or
        1 Lieutenant, 1 Chief, 2 Petty Officers, 9 troops
    TOTAL  223
COMPUTER/SENSOR/COUNTER-SENSOR
    Model 9fib Sensor Suite               (12 energy points required)
ENGINEERING
    J1 Jump Drive                        (190 energy points required)
    6G/Agility Maneuver Drive           (1140 energy points required)
    Power Plant                        (3304 energy points generated)
    Fuel Purifier
FUEL TANKAGE CAPACITY
    1900 dtons                                           (one Jump 1)
    3304 dtons                              (4 weeks power plant ops)
ENDURANCE
    461 dtons Cargo for 10 Months Endurance
WEAPONS
    Factor N Spinal Meson Gun           (1000 energy points required)
    12 Factor 9 Beam Laser Batteries     (360 energy points required)
        Backup Power for each turret - 3 Shots
        12 Gunnery Stations
    2 Factor 7 Turret Missile Batteries - 3 Salvos
        Backup Power for each turret
        Reload Magazine for each turret - 3 Reloads of 3 Salvos ea
        2 Gunnery Stations
DEFENSES
    Factor 9 Nuclear Damper Screen        (90 energy points required)
    Factor 9 Meson Screen                (342 energy points required)
    2 Factor 9 Sand Caster Batteries - 3 Salvos ea
        Backup Power for each turret
        Reload Magazine for each turret - 3 Reloads of 3 Salvos ea
        2 Gunnery Stations
    Armor 18 (7 factors for tech 15 hull, plus 11 factors added)
    12 Damage Control Stations
CREW ACCOMODATIONS
    125 Crew Staterooms
    Medical Facility - 24 dtons
    Brig - 12 dtons
    Recreation - 38 dtons
CARRIED CRAFT
    1 Ambeu-class Fleet Messenger Boat
    7 Lifeboats (in standard boat bays)
    5 Ship's Gigs (in standard boat bays)
    2 Air Rafts
CARGO
    0
MISCELLANEOUS
    Extra Power Plant for Laser Double-shots - 360 ep
    4 Extra Staterooms
    12 Lowberths
 
Fleet Battle Rider, Kurashk-class 14M

One of two main battle line riders for the Imperium, the other being the Allosaurus. The Kurashk engages or "snipes" at opponents at long range with its factor T Particle Accelerator Weapon, while secondary weapons consisting of 14 factor 9 missile bay batteries engage secondary targets or apply further pressure to primary targets. Maneuver/Agility 6, armor 17, factor 9 nuclear damper and factor 9 meson screen, a pair of factor 9 sand caster batteries, and crew and ship resources dedicated to damage control enhance Kurashk survivability.

Strategic jump transport for the Kurashk is provided by a Tok (description following). The Kurashk itself also is capable of Jump 1 enabling escape from losing battles and providing some independent strategic mobility.

Bridge crew is overmanned, and hull crew is overmanned in engineering and gunnery departments, to foster officer development and crew training and to reinforce operational reliability and damage control capabilities. Engineering department includes a dedicated damage control division of 1 officer and 3 chiefs who oversee training of enlisted men rotated in from other divisions. Logistics endurance is the standard two months, plus cargo space for eight months, for a total of ten months self-supporting deployment capability. Tier 1 medical services, expanded living conditions, and hotel services further enhance ship operational independence and crew deployment endurance. Fuel scoops and fuel purification facilities allow wilderness refueling. The Kurashk carries a full ship's boat and flight crew complement, along with lifeboats for the entire crew and an Ambeau Jump-4 boat to summon help if the Kurashk becomes marooned for any reason.

This version, "Kurashk 14M", has a major secondary weapons suite of 14 factor 9 missile batteries. This is in accordance with its primary combat profile of long-range engagement. Some disadvantages acrue to this configuration, namely a limited number of missiles - 48 salvos total available at full loading - and greatly enlarged logistical requirements to accomplish reloading of the bays. But while the advantages of this configuration are thought to outweigh any disadvantages and this is the most common version of the Kurashk, there are many examples of the Kurashk which have secondary armaments identical to those of the Allosaurus - 12B / 2M / 2S - and an engineering section also exactly identical to that of the Allosaurus.

The secondary Battle Group Division Bridges and living quarters for the Battle Group Division Commodore, Commodore staff, and Commodore's gig, are located on this ship. From here the Commodore coordinates the actions of his division's Allosaurus, Kurashk, and Tok, and any associated Cherrys.

Kurashk are built at any Tech 15 yard - Mora, Trin, Glisten, or Rhylanor. Their jump drives may be built at any Class A shipyard of Tech 9 or higher. Because of Palique's ability to meet hull armor specifications some Kurashk hulls are constructed at Palique and then finished with imported components.

"Kurashk" is a Vilani word referring to a distant or hidden threat that approaches and strikes suddenly with no sign or warning.

Code:
HULL
    Tech 15, Spheroid, Streamlined, Landing-Capable
    19,000 dtons displacement
    (33018 dtons construction yardspace)
MANNING
    Command  16
        Captain
        Executive Officer
        Operations Officer
        Chief Engineer
        Gunnery Officer
        Senior Pilot, 3 pilots
        Senior Navigator, 2 navigators
        Computer Officer
        Comms Officer
        Flight Officer
        Ship's Surgeon
    Engineering  80
        (Computer Officer), 2 Chiefs
        (Comms Officer), 1 Chief, 3 enlisted
        Jump Drive Division Officer, 3 Chiefs
        Maneuver Drive Division Officer, 4 Chiefs, 28 enlisted
        Power Plant Division Officer, 4 Chiefs, 21 enlisted
        Fuel Systems Division Officer, 2 Chiefs, 4 enlisted
        Damage Control Division Officer, 3 Chiefs
    Gunnery  87
        Meson Gun Division Officer, 2 Chiefs, 33 enlisted
        Missile Battery Division Officer, 2 Chiefs, 30 enlisted
        Screens Division Officer, 2 Chiefs, 10 enlisted
        Sand Division Officer, 1 Chief, 3 enlisted
    Service  32
        (Operations Officer)
        Bridge     - 2 Chiefs, 6 enlisted
        Flight     - 1 Chief,  2 enlisted
        Supply     - 1 Chief,  4 enlisted
        Food       - 1 Chief,  4 enlisted
        Admin      - 1 Chief,  2 enlisted
        (Ship's Surgeon)
        Medical    - 1 Chief,  2 enlisted
        Sanitation - 1 Chief,  4 enlisted
    Flight  12
        (Flight Officer)
        6 Warrant Officers, 6 Chiefs
    Troops  13
        (Executive Officer)
        1 Lieutenant, 1 Staff Sergeant, 2 corporals, 9 marines
            or
        1 Lieutenant, 1 Chief, 2 Petty Officers, 9 troops
    TOTAL  240
COMPUTER/SENSOR/COUNTER-SENSOR
    Model 9fib Sensor Suite               (12 energy points required)
ENGINEERING
    J1 Jump Drive                        (190 energy points required)
    6G/Agility Maneuver Drive           (1140 energy points required)
    Power Plant                        (2584 energy points generated)
    Fuel Purifier
FUEL TANKAGE CAPACITY
    1900 dtons                                           (one Jump 1)
    2584 dtons                              (4 weeks power plant ops)
ENDURANCE
    498 dtons Cargo for 10 Months Endurance
WEAPONS
    Factor T Particle Accelerator       (1000 energy points required)
    14 Factor 9 Missile Bay Batteries (48 salvos ea)
DEFENSES
    Factor 9 Nuclear Damper Screen        (90 energy points required)
    Factor 9 Meson Screen                (342 energy points required)
    2 Factor 9 Sand Caster Batteries - 3 Salvos
        Backup Power for each turret
        Reload Magazine for each turret - 3 Reloads of 3 Salvos ea
        2 Gunnery Stations
    Armor 17 (7 factors for tech 15 hull, plus 10 factors added)
    12 Damage Control Stations
CREW ACCOMODATIONS
    133 Crew Staterooms
    Medical Facility - 24 dtons
    Brig - 12 dtons
    Recreation - 40 dtons
CARRIED CRAFT
    1 Ambeu-class Fleet Messenger Boat
    8 Lifeboats (in standard boat bays)
    6 Ship's Gigs (in standard boat bays)
    2 Air Rafts
CARGO
    0
MISCELLANEOUS
    1 Commodore's Bridge (40 dtons)
    1 Commodore's Cabin (40 dtons)
    8 Commodore's Staff (48 dtons)
    1 Commodore's Flag Gig (26 dton bay)
    4 Extra Staterooms
    12 Lowberths
 
Fleet Battle Rider, Cherry-class

The Cherry-class is the fleet's in-system scout, recon, screening, destroyer, and ground-assault-support ship. Its primary mission is to aggressively seek out and destroying enemy scouts and determine enemy force compositions. Typically commanded by young Captains or even Commanders and manned by junior crewmen.

The Cherry's primary weapon is a factor 9 Beam Laser battery supplied with enough power for double-fire. Secondary weapons consist of a pair of factor 3 missile turret batteries. A reduced ship cross-section profile, Maneuver/Agility 6, armor 20 (the heaviest armor in the fleet), a factor 9 nuclear damper, a factor 9 meson screen, a factor 8 sand caster battery, and crew and ship resources dedicated to damage control make the Cherry survivable in its role of prosecuting aggressive enemy contact.

Strategic jump transport for the Cherry is provided by a Tikkit (description following). The Cherry itself also is capable of Jump 1 enabling escape from losing battles and providing some independent strategic mobility.

Crew space for Cherrys is not generous, though not overly spartan. Engineering is slightly overmanned and includes a damage control division of 2 chiefs who oversee training of enlisted men rotated in from other divisions. Logistics endurance is the standard two months, plus cargo space for eight months, for a total of ten months self-supporting deployment capability, though in practice it is difficult for Cherrys to carry everything they might need. Tier 1 medical services, expanded living conditions, and hotel services enhance ship operational independence and crew deployment endurance, though again in practice Cherrys need somewhat more relief downtime than the larger combatants. Fuel scoops and fuel purification facilities allow wilderness refueling. The Cherry carries no transport except lifeboats for the entire crew, thus when off-duty calls the ship will land directly adjacent to any available liberty faciltities - a popular aspect of Cherry assignment.

Cherrys are built at any Tech 15 yard - Mora, Trin, Glisten, or Rhylanor. Their jump drives may be built at any Class A shipyard of Tech 9 or higher. Because of Palique's ability to meet hull armor specifications some Cherry hulls are constructed at Palique and then finished with imported components.

The "Cherry" class appears to have been named by a naval archtect's daughter. Most Cherrys are named after prominent cities or high-population habitats.

Code:
HULL
    Tech 15, Spheroid, Streamlined, Landing-Capable
    1900 dtons displacement
    (3253 dtons construction yardspace)
MANNING
    Command  15
        Captain
        Executive Officer
        Chief Engineer
        Gunnery Officer
        Senior Pilot, 3 pilots
        Senior Navigator, 2 navigators
        Computer Officer
        Comms Officer
        Flight Officer
        Ship's Surgeon
    Engineering  26
        (Computer Officer), 2 Chiefs
        (Comms Officer), 1 Chief, 2 enlisted
        Jump Drive Division Officer, 2 Chiefs
        Maneuver Drive Division Officer, 1 Chief, 4 enlisted
        Power Plant Division Officer, 1 Chief, 4 enlisted
        Fuel Systems Division Officer, 1 Chief, 3 enlisted
        Damage Control Chief
    Gunnery  20
        (Gunnery Officer)
        Laser Battery - 1 Chief, 2 enlisted
        Missile Batteries - 1 Chief, 2 enlisted
        Sand Battery - 1 Chief, 1 enlisted
        Screens - 2 Chiefs, 10 enlisted
    Service  0
    TOTAL 61
COMPUTER/SENSOR/COUNTER-SENSOR
    Model 9fib Sensor Suite               (12 energy points required)
ENGINEERING
    J1 Jump Drive                         (19 energy points required)
    6G/Agility Maneuver Drive            (114 energy points required)
    Power Plant                         (311 energy points generated)
    Fuel Purifier
FUEL TANKAGE CAPACITY
    190 dtons                                            (one Jump 1)
    311 dtons                               (4 weeks power plant ops)
ENDURANCE
    46 dtons Cargo for 10 Months Endurance
WEAPONS
    1 Factor 9 Beam Laser Battery         (30 energy points required)
        Backup Power for each turret - 3 Shots
        Gunnery Station
    2 Factor 3 Missile Turret Batteries - 3 Salvos
        Backup Power for each turret - 3 Shots
        Reload Magazine for each turret - 3 Reloads of 3 Salvos ea
        2 Gunnery Stations
DEFENSES
    Factor 9 Nuclear Damper Screen        (90 energy points required)
    Factor 9 Meson Screen                 (35 energy points required)
    1 Factor 8 Sand Caster Battery - 3 Salvos
        Backup Power for each turret
        Reload Magazine for each turret - 3 Reloads of 3 Salvos ea
        Gunnery Station
    Armor 20 (7 factors for tech 15 hull, plus 13 factors added)
    4 Damage Control Stations
CREW ACCOMODATIONS
    34 Crew Staterooms
    Medical Facility - 20 dtons
    Brig - 2 dtons
    Recreation - 20 dtons
CARRIED CRAFT
    2 Lifeboats
CARGO
    0
MISCELLANEOUS
    4 Lowberths
    Extra Power Plant for Laser Double-shots - 30 ep
 
Fleet Rider Transport, Tok class

The Tok provides up to Jump 4 transportation to up to two 19000 dton battle riders, usually one Allosaurus-class and one Kurashk-class Battle Riders, carrying them in dispersed structure mode (think of two softballs attached to a basketball) and dropping them as soon as it enters any system. Not meant to engage in any front-line combat but carries enough weaponry to make it somewhat dangerous to any non-capital opponent. Maneuver/Agility 1 when carrying 1 or 2 riders, Maneuver/Agility 2 when unburdened, armor 4, factor 9 nuclear damper and factor 9 meson screen, 50 Beam Laser Turret Batteries, 4 Sand Caster Turret Batteries, and crew and ship resources dedicated to damage control.

Bridge crew is overmanned, and hull crew is overmanned in engineering and gunnery departments, to foster officer development and crew training and to reinforce operational reliability and damage control capabilities. Engineering department includes a dedicated damage control division of 1 officer and 3 chiefs who oversee training of enlisted men rotated in from other divisions. Logistics endurance is the standard two months, plus cargo space for eight months, for a total of ten months self-supporting deployment capability. Tier 2 medical services, expanded living conditions, and hotel services further enhance ship operational independence and crew deployment endurance. Fuel scoops and fuel purification facilities allow wilderness refueling. The Tok carries a full ship's boat and flight crew complement, along with lifeboats for the entire crew and an Ambeau Jump-4 boat to summon help if the Tok becomes marooned for any reason.

The primary Battle Group Division Bridges and living quarters for the Battle Group Division Commodore, Commodore staff, and Commodore's gig, are located on this ship. From here the Commodore coordinates the actions of his division's Allosaurus, Kurashk, and Tok, and any associated Cherrys.

Toks are built at Fornice and Jewell and a few lesser tech-12 worlds - this includes the power plant and fuel purifier. Their computer/sensor/counter-sensor suites, weapons, screens, and jump drives are built elsewhere and imported.

"Tok" is the name of an overburdened pack horse in the early days of Regina in a children's show popular throughout the Spinward Marches.

Code:
HULL
    Tech 12, Spheroid, Streamlined, Landing-Capable
    100,000 dtons displacement (138,000 with Riders)
    (137,257 dtons construction yardspace)
MANNING
    Command  16
        Captain
        Executive Officer
        Operations Officer
        Chief Engineer
        Gunnery Officer
        Senior Pilot, 3 pilots
        Senior Navigator, 2 navigators
        Computer Officer
        Comms Officer
        Flight Officer
        Ship's Surgeon
    Engineering  423
        (Computer Officer), 2 Chiefs
        (Comms Officer), 2 Chiefs, 20 enlisted
        Jump Drive Division Officer, 10 Chiefs, 69 enlisted
        Maneuver Drive Division Officer, 4 Chiefs, 50 enlisted
        Power Plant Division Officer, 8 Chiefs, 166 enlisted
        Fuel Systems Division Officer, 4 Chiefs, 80 enlisted
        Damage Control Division Officer, 3 Chiefs
    Gunnery  94
        Laser Battery Division Officer, 8 Chiefs, 55 enlisted
        Screens Division Officer, 4 Chiefs, 16 enlisted
        Sand Battery Division Officer, 2 Chiefs, 6 enlisted
    Service  94
        (Operations Officer)
        Bridge     - 4 Chiefs, 18 enlisted
        Flight     - 2 Chiefs,  6 enlisted
        Supply     - 2 Chiefs, 12 enlisted
        Food       - 2 Chiefs, 12 enlisted
        Admin      - 2 Chiefs,  8 enlisted
        (Ship's Surgeon)
        Medical    - 4 Chiefs, 12 enlisted
        Sanitation - 2 Chiefs,  8 enlisted
    Flight  30
        (Flight Officer)
        15 Warrant Officers, 15 Chiefs
    Troops  13
        (Executive Officer)
        1 Lieutenant, 1 Staff Sergeant, 2 corporals, 9 marines
            or
        1 Lieutenant, 1 Chief, 2 Petty Officers, 9 troops
    TOTAL  670
COMPUTER/SENSOR/COUNTER-SENSOR
    Model 9fib Sensor Suite               (12 energy points required)
ENGINEERING
    J4 Jump Drive                       (5560 energy points required)
    2G/Agility Maneuver Drive           (2000 energy points required)
    Power Plant                        (5572 energy points generated)
    Fuel Purifier
FUEL TANKAGE CAPACITY
    55600 dtons                                          (one Jump 4)
    5572 dtons                              (4 weeks power plant ops)
ENDURANCE
    1571 dtons Cargo for 10 Months Endurance
WEAPONS
    50 Factor 9 Beam Laser Batteries    (1500 energy points required)
        Backup Power for each turret
        50 Gunnery Stations
DEFENSES
    Factor 9 Nuclear Damper Screen        (90 energy points required)
    Factor 9 Meson Screen               (1800 energy points required)
    4 Factor 9 Sand Caster Batteries - 3 Salvos ea
        Backup Power for each turret - 3 Shots
        Reload Magazine for each turret - 3 Reloads of 3 Salvos ea
        2 Gunnery Stations
    Armor 4 (4 factors for tech 12 hull, 0 factors added)
    40 Damage Control Stations
CREW ACCOMODATIONS
    370 Crew Staterooms
    Medical Facility - 80 dtons
    Brig - 20 dtons
    Recreation - 112 dtons
CARRIED CRAFT
    1 Ambeu-class Fleet Messenger Boat
    21 Lifeboats (in standard boat bays)
    15 Ship's Gigs (in standard boat bays)
    10 Air Rafts
CARGO
    0
MISCELLANEOUS
    1 Commodore's Bridge (40 dtons)
    1 Commodore's Cabin (40 dtons)
    8 Commodore's Staff (48 dtons)
    1 Commodore's Flag Gig (26 dton bay)
    12 Extra Staterooms
    40 Lowberths
 
First reaction: This is cool. Really cool. Love the nod to adding more crew to assure reliability and continuity planning. This is how the real world works.

Second reaction: What's all this energy point stuff? This presses happy buttons for me, but I want to know where I can read the rules for the system.

Third reaction: I'll bet you could divide all the energy point stuff by 10 without any significant loss, and make the arithmetic that much easier.
 
Second reaction: What's all this energy point stuff? This presses happy buttons for me, but I want to know where I can read the rules for the system.
The design system appears to be HG'80.
Numbers and descriptions in Little Black Book 5, High Guard version 2, are assumed and utilized in all cases, and construction considerations are based on Trillion Credit Squadron rules (mostly), but the ship designs are oriented towards, not HG2 space combat rules, but rather my own ideas of how space combat should be conducted.
 
What's all this energy point stuff? This presses happy buttons for me, but I want to know where I can read the rules for the system.

straight out of little black book 5, high guard 2. various ship systems require energy to operate, and the energy is measured in "energy points". more powerful computers require more energy points, making the ship go faster and have more agility requires more energy points, missiles require no (measurable) energy points to function while lasers do, and so on. more energy requires more power plant to generate that energy, which requires more fuel, and so on. balancing all this requires ship design and construction choices - this ship is more agile vs this ship has more weapons, and so on. also, as a ship takes damage this may reduce available energy so the ship captain must make tactical decisions as to how to distribute whatever is left, which supplies gaming action.

I'll bet you could divide all the energy point stuff by 10 without any significant loss, and make the arithmetic that much easier.

hg2 energy generation/distribution scales seamlessly from a small 100 dton ship with 1 energy point for maneuver 1G and no other energy systems, to a 1,000,000 dton battleship moving at maneuver 6G and loaded with meson guns and particle accelerator weapons and lasers and massive computers and defensive screens. it's already as granular as it can be.
 
Can these ships be made using HG'80 rules as written? Your house rules for armour need explaining for those who haven't seen them before.
Excellent fluff text as usual :)
 
The design system appears to be HG'80.

But the armor factors (17-20) are well above those allowed by HG80...

See that this will make PA spinals really useless, as armor not only modifies the damage roll, but aso reduces the extra rolls and criticals.

Imagine the effect of such armors in what's discussed in this thread.
 
Can these ships be made using HG'80 rules as written? Your house rules for armour need explaining for those who haven't seen them before.

the armor is constructed and installed as specified in hg2, but I don't follow hg2 combat so imcu armor is essentially ablative and there is no reason for the upper limits specified in hg2. doesn't matter, they're for reference only, anyone who uses these is unlikely to use them as-is or in systematic combat but rather as background color and starting points for their own mileau.
 
See that this will make PA spinals really useless, as armor not only modifies the damage roll, but aso reduces the extra rolls and criticals.
House-ruled combat system:
but the ship designs are oriented towards, not HG2 space combat rules, but rather my own ideas of how space combat should be conducted.

I guess they are only factor 11 armour, plus house-rules.
Armor 18 (7 factors for tech 15 hull, plus 11 factors added)
 
Fleet Scout Frigate, Condor-class

The Condor is a general purpose military jump scout, capable of up to Jump 6. It recons remote star systems ahead and to the flanks of the main fleet, surveying those systems and reporting back as to any hostile forces present. It may also lurk long-term in systems of interest, watching to see if any enemy ships arrive and then jumping away to inform the fleet. Secondary missions include message and report delivery and critical personnel transfer.

Though not intended ever to engage in any combat, the Condor's primary (and sole) weapon is a Factor 9 Beam Laser battery which has enough power available for double-fire. Ship defenses are Maneuver/Agility 2, armor anywhere from 1 to 7 depending on where the ship hull is built, a single Factor 8 Sand Caster battery (only three salvos available), and minimal ship and crew resources dedicated to damage control.

Crew space for Condors meets minimum specifications. The command section is minimal and no service crew are present and no department is overmanned, though a damage control Chief is present to oversee training of all ship's crew in damage control practices. Logistics endurance is the standard two months, plus cargo space for eight months, for a total of ten months self-supporting deployment capability, though in practice Condors cannot carry everything they need in all circumstances. Tier 1 medical services and some recreation space is available, though again in practice Condors need somewhat more relief downtime than the larger combatants. Fuel scoops and fuel purification facilities allow wilderness refueling. The Condor carries no transport except a single lifeboat for the entire crew, thus when off-duty calls the ship will land directly adjacent to any available liberty faciltities - a popular aspect of Condor assignment.

Condor hulls may be built at any shipyard, but everything else is constructed and assembled at the Tech 15 yard of Mora, Trin, Glisten, or Rhylanor.

Condor duty is considered arduous, and enlisted crew typically are senior experienced personnel with high mission dedication, low personal energy, and a high boredom threshold. By necessity the best navigators in the fleet are on Condors. An alternative crew assignment regime is rotating Condor crewmen with Tok and Tikkit crewmen.

"Condor" is the name of a terran bird known for its long-duration flight. Many worlds have animals and human tribes known for their long journeys and Condors are named after these.

Code:
HULL
    Tech 15, Spheroid, Streamlined, Landing-Capable
    1900 dtons displacement
    (xxx dtons construction yardspace)
MANNING
    Command  12
        Captain
        Executive Officer
        Chief Engineer
        Gunnery Officer
        Senior Pilot, 3 pilots
        Senior Navigator, 2 navigators
        Ship's Surgeon
    Engineering  15
        (Chief Engineer Officer)
        Bridge - 1 Chief, 1 enlisted
        Computer - 1 Chief, 1 enlisted
        Jump Drives - 2 Chiefs
        Maneuver Drives - 1 Chief, 1 enlisted
        Power Plant - 1 Chief, 1 enlisted
        Fuel Systems - 1 Chief, 3 enlisted
        Damage Control - 1 Chief
    Gunnery  4
        (Gunnery Officer)
        Laser Battery - 1 Chief, 1 enlisted
        Sand Battery - 1 Chief, 1 enlisted
    Service  0
    TOTAL 31
COMPUTER/SENSOR/COUNTER-SENSOR
    Model 9fib Sensor Suite               (12 energy points required)
ENGINEERING
    J6 Jump Drive                        (114 energy points required)
    2G/Agility Maneuver Drive             (38 energy points required)
    Power Plant                         (126 energy points generated)
    Fuel Purifier
FUEL TANKAGE CAPACITY
    1140 dtons                                     (up to one Jump 6)
     126 dtons                              (4 weeks power plant ops)
ENDURANCE
    26 dtons Cargo for 10 Months Endurance
WEAPONS
    1 Factor 9 Beam Laser Battery         (30 energy points required)
        Gunnery Station
DEFENSES
    1 Factor 8 Sand Caster Battery - 3 Salvos
        Gunnery Station
    Armor ? (1-7 factors for hull, 0 factors added)
    2 Damage Control Stations
CREW ACCOMODATIONS
    31 Crew Staterooms
    Medical Facility - 20 dtons
    Brig - 2 dtons
    Recreation - 12 dtons
CARRIED CRAFT
    1 Lifeboat
CARGO
    0
MISCELLANEOUS
    2 Extra Staterooms
    4 Lowberths
 
Fleet Rider Transport, Tikkit class

The Tikkit provides up to Jump 4 transportation for 1 or 2 1900 dton Cherry-class Battle Riders, carrying them in dispersed structure mode (think of two softballs attached to a basketball) and dropping them as soon as it enters any system. Marginally capable of combat action the Tikkit sticks very close to any rear-echelon fleet elements able to provide it with some defense. Maneuver/Agility 1 when carrying up to 2 riders, Maneuver/Agility 2 when unburdened, Armor 4, Factor 9 Nuclear Damper, and crew and ship resources dedicated to damage control.

Tikkits have two secondary missions. Given the arduous conditions of Cherry and Condor duty, the first secondary mission is to provide some kind of recreational and logistical support to Cherry and Condor crews. To this end Condors may attach to Tikkits just as Cherrys do, and extra recreational space, stateroom support, and enhanced medical services are provided, along with extra cargo space, in support of the Cherrys and Condors. Some Tikkits take great pride in their entertainment service and are visited by all fleet element crews. The secondary mission is to provide, support, deploy, and recover a jump fuel drop tank for Condor jump operations. The drop tank, conformable to the Tikkit hull, carries fuel sufficient for a Condor to execute up to Jump 6. Combined with the Condor's inherant fuel tankage this allows Condors to execute up to two consecutive Jump 6 without refueling, thus vastly expanding the Condor's scouting range and enabling them to enter and survey remote systems without having to hazard refueling operations in the possible presence of enemy fleet elements.

Bridge crew is overmanned, and hull crew is overmanned in engineering and gunnery departments, to foster officer development and crew training and to reinforce operational reliability and damage control capabilities. Engineering department includes a dedicated damage control division of 1 officer and 2 chiefs who oversee training of enlisted men rotated in from other divisions. Logistics endurance is the standard two months, plus cargo space for eight months, for a total of ten months self-supporting deployment capability. Enhanced Tier 1 medical services, expanded living conditions, and hotel services further support ship operational independence and crew deployment endurance. Fuel scoops and fuel purification facilities allow wilderness refueling. The Tikkit carries a full ship's boat and flight crew complement, along with lifeboats for the entire crew and an Ambeau Jump-4 boat to summon help if the Tikkit becomes marooned for any reason.

Tikkits are built at Fornice and Jewell and a few lesser tech-12 worlds - this includes the power plant and fuel purifier. Their computer/sensor/countersensor suites, weapons, screens, and jump drives are built elsewhere and imported.

"Tikkit" is the name of an overburdened pack horse's foal in the early days of Regina in a children's show popular throughout the Spinward Marches.

Code:
HULL
    Tech 12, Spheroid, Streamlined, Landing-Capable
    19,000 dtons displacement (22,800 with riders)
    (27,597 dtons construction yardspace)
MANNING
    Command  16
        Captain
        Executive Officer
        Operations Officer
        Chief Engineer
        Gunnery Officer
        Senior Pilot, 3 pilots
        Senior Navigator, 2 navigators
        Computer Officer
        Comms Officer
        Flight Officer
        Ship's Surgeon
    Engineering  90
        (Computer Officer), 2 Chiefs
        (Comms Officer), 2 Chiefs, 4 enlisted
        Jump Drive Division Officer, 2 Chiefs, 12 enlisted
        Maneuver Drive Division Officer, 2 Chiefs, 10 enlisted
        Power Plant Division Officer, 4 Chiefs, 28 enlisted
        Fuel Systems Division Officer, 2 Chiefs, 15 enlisted
        Damage Control Division Officer, 2 Chiefs
    Gunnery  30
        Laser Battery Division Officer, 2 Chiefs, 16 enlisted
        Screens Division Officer, 1 Chief, 5 enlisted
        Sand Battery Division Officer, 1 Chief, 2 enlisted
    Service  56
        (Operations Officer)
        Bridge     - 2 Chiefs,  8 enlisted
        Flight     - 1 Chief,   4 enlisted
        Supply     - 1 Chief,   4 enlisted
        Food       - 1 Chief,   4 enlisted
        Admin      - 1 Chief,   2 enlisted
        (Ship's Surgeon)
        Medical    - 1 Chief,   2 enlisted
        Sanitation - 1 Chief,   4 enlisted
        Entertainment          20
    Flight  8
        (Flight Officer)
        5 Warrant Officers, 5 Chiefs
    Troops  14
        (Executive Officer)
        1 Lieutenant, 1 Staff Sergeants, 3 corporals, 9 marines
            or
        1 Lieutenant, 1 Chiefs, 3 Petty Officers, 9 troops
    TOTAL  214
COMPUTER/SENSOR/COUNTER-SENSOR
    Model 9fib Sensor Suite               (12 energy points required)
ENGINEERING
    J4 Jump Drive                        (912 energy points required)
    2G/Agility Maneuver Drive            (380 energy points required)
    Power Plant                         (924 energy points generated)
    Fuel Purifier
FUEL TANKAGE CAPACITY
    9120 dtons                                           (one Jump 4)
    924 dtons                               (4 weeks power plant ops)
ENDURANCE
    359 dtons Cargo for 10 Months Endurance
WEAPONS
    16 Factor 9 Beam Laser Batteries     (480 energy points required)
       Backup Power for each turret - 3 Shots
       16 Gunnery Stations
DEFENSES
    Factor 9 Nuclear Damper Screen        (90 energy points required)
    2 Factor 9 Sand Caster Batteries - 3 Salvos ea
        Backup Power for each turret
        Reload Magazine for each turret - 3 Reloads of 3 Salvos ea
        2 Gunnery Stations
    Armor 4 (4 factors for tech 12 hull, 0 factors added)
    9 Damage Control Stations
CREW ACCOMODATIONS
    118 Crew Staterooms
    Medical Facility - 36 dtons
    Brig - 30 dtons
    Recreation - 36 dtons (crew)
CARRIED CRAFT
    1 Ambeu-class Fleet Messenger Boat
    7 Lifeboats
    5 Ship's Gigs
    2 Air Rafts
CARGO
    0
MISCELLANEOUS
    4 Extra Staterooms
    20 Lowberths
    120 Extra Cargo Space
    150 Recreational Space (includes 26 dton incoming gig bay)
    1 Fuel Drop Tank - 1320 dtons mount, 1200 dtons tank
 
One of the things I think the Imperium would do is to have a fleet covert ops logistics service, in other words, deep space mini-depots for scouting elements to send reports to, pick up fuel, mail, orders, food and some repair and other support services. The mini-depots would maintain J-6 boats for communicating with fleets, and other mini depots. The scouting elements will not know where the fleet is going to be in 3 weeks, and you would not really want them knowing that, this would be the conduit for delivering information to all systems within range, like a pony express, but to all systems instead of just to the next station. Of course there would be care taken to keep the mini depots rotating to new locations every so often for operational security. Procedures like the messengers jumping to a retransmission drone's location, but the actual depot is 1000 AU's away from the drone.

In a FFW type game the possession of such a network allows the referee to propagate the news at J6 in all directions once the message is delivered to the network.
 
One of the things I think the Imperium would do is to have a fleet covert ops logistics service, in other words, deep space mini-depots ...
Yes, I agree, but unfortunately the Imperium isn't the only one doing it.

Lower tech polities, with lower available jump, would be even more eager to maintain such bases.

The logical consequence is that you have to patrol deep space, even empty hexes, to try to prevent a potential enemy from maintaining such bases in your territory.
 
May help explain why the IN is conspicuous by its absence in the OTU of 1105+

They have to conduct sweeps of deep space and empty hexes, maintain their own deep space/empty hex bases, and thus are not available to prevent piracy and other ethically challenged merchant activities...
 
May help explain why the IN is conspicuous by its absence in the OTU of 1105+

They have to conduct sweeps of deep space and empty hexes, maintain their own deep space/empty hex bases, and thus are not available to prevent piracy and other ethically challenged merchant activities...

I'm big on Oort clouds meaning that pirates are like the common cold, never can quite wipe them out.

A single system's Oort would translate I expect to something like a subsector's worth of patrol space.

That would be useful for the OTU scenario of state actors using them and the IN being Very Busy, and also a need to get agents out there to find and track the outsystem economy/support facilities that might be using the Cloud.
 
I'm big on Oort clouds meaning that pirates are like the common cold, never can quite wipe them out.

A single system's Oort would translate I expect to something like a subsector's worth of patrol space.

That would be useful for the OTU scenario of state actors using them and the IN being Very Busy, and also a need to get agents out there to find and track the outsystem economy/support facilities that might be using the Cloud.

The oort cloud is pretty huge - if we presume they exist in most systems, with distance proportionate to the mass of the star, shell distance will be roughly 1000 × M² AU, where M= Mass in solar masses.... they're jump distance away.

500 AU, at 6 G, is 18 days full burn, with 93,000 kms vector at end ; 25.84 days for a come to stop flip-course, with mid-course flip at 66,992. kms vector.

Shannon et al (2014) says 8 million rocky asteroids in the oort, and that's 4% of the bodies, in a shell at 10^4 to 10^5 AU... so 22e8 bodies in 4.185e18 cubic AU, 5.257e8 cu AU per item, cubroot gives mean separation of 807 AU each... The ones useful for bases are a month's burn from the ones useful for fuel...

You're not going to have much of a civilization out in them. KBO's are not a whole lot better, but being 1/20th the range (5e2 to 1e4 AU). and mean separations in the mere dozens to hundreds of AU...

There are lots of bodies to hide bases upon. But once you have a base there, they become readily visible.
 
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