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Bad Wolf class Vargr Corsair...

far-trader

SOC-14 10K
...and the rest of the band/squadron. Well eventually, maybe. Needs more Vargrness to it :)

A work in progress, and my current Billion Credit Squadron entry, so if you're playing treat this as intelligence :)

Code:
Ship: Bad Wolf (1 of 4 - Blaidd Drwg, Schlechter Wolf, Mauvais Loup)

Architect: Dan "Far-Trader" Burns

USP      EX-3433562-240000-30002-0  TL: 12                        
B B                  1     1   1
Bat                  1     1   1

USP      EX-4422562-240000-30002-0  with drop tanks
 
Cargo: 15 Tons, Frozen Watch: 1, Fuel: 105 Tons, EP: 15, Agility: 2
Crew: 10, Marines: 10

Fuel Treatment: Fuel Scoops, On Board Fuel Purification and Drop Tank Fittings

Detailed Description:

HULL
300 tons standard, Close Structure Configuration, Partially Streamlined

CREW
Pilot, Navigator, 3 Engineers, Medic, 3 Gunners, 10 Marines, 1 Other 

ENGINEERING
Jump-3, 3G Maneuver, Power plant-5, 15EP, Agility 2, without drop tanks

Jump-2, 2G Maneuver, Power plant-5, 15EP, Agility 2, with drop tanks

AVIONICS
Bridge, Model/6 Computer: Maneuver Evade 1, Navigate, Generate, Jump 1, Jump 2,
Jump 3, Target, Launch

HARDPOINTS
3 Hardpoints

ARMAMENT
1 Triple Missile Turret organized into 1 Battery (Factor-2)
1 Triple Beam Laser Turret organized into 1 Battery (Factor-3)

DEFENCES
1 Triple Sandcaster Turret organized into 1 Battery (Factor-4)
Armoured Hull (Factor-2)

FUEL
105 Tons Fuel (3 parsecs jump range and 28 days endurance)
90 Tons Drop Tanks (3 parsecs jump range if dropped)

MISCELLANEOUS
10.0 Staterooms, 10 Low Berths, 15 Tons Cargo

COST
MCr291.432 Initially plus MCr2.914 Architect’s fees
MCr233.146 in Quantity, Squadron total cost MCr993.784

CONSTRUCTION TIME
71 Weeks Initially, 57 Weeks in Quantity
 
Deckplans:

No key (pretty obvious what is what for the most part, well to me anyway :) I'll get around to keying it after Christmas)

No profile yet, just a quick draft to lay things out. Not pretty.

Comments and errors spotted are welcome. And if anyone wants to count squares be my guest :D

I used a blend of my one-half rules and the Supplement 7 deckplan guidelines. It should come out close to 360tons shown (not counting the drop tanks), so 720 squares.

Upper Deck:

UpperDeckDraft1P.png


Lower Deck:

LowerDeckDraft1.png
 
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OK, a quick tour to save questions and so you pinks don't get lost...

Upper deck, from the nose:

That's the avionics in the grey there outside the bridge. The bridge has 5 workstations, Pilot and Navigator up front with small view ports, mine as the Leader centered behind that, and two flanking utility workstations, each with two separate terminals so they can do double duty. From the bridge you can go down to the chin turret or the computer room. Or exit to the aft down the ramp. Yes this ship holds its head high and spits lasers out of its mouth!

Next on the tour is the ship's locker where we keep all the fun toys and... PUT THAT DOWN! As I was saying, our toys and trophies, you don't touch!

The upper deck quarters are for the ship crew, Me, the pilot, navigator, medic, the gunners and engineers. We sleep double bunked when we have a full crew. The lounge is comfy and spacious for play, and the galley and storeroom are always full of the best. There's a lift and hatch to the lower deck here.

Next up is our big bark, nuclear missiles, and some sand to kick in your face for fun. There's a reload area with a lift from the cargo hold between the two turrets, and a couple more ways down to the lower deck.

Then we have a little airlock to the engineering shack and the control stations there with a full wall wraparound viewport of the upper drive areas. And the lockers with hard suits and such. From here we can get access to the jump drive directly aft or the thrusters and power plants to port and starboard. We'll continue our tour on the...

Lower deck from the aft:

Not a lot to see here, more thrusters and power plants, and the fuel purifiers. And we have to go back up and through the engineering shack again to continue forward on the lower deck.

From the cargo hold. Spacious, with a full width ramp hatch at the back, to load booty or drive off vehicles, when we have them and raid grounders. Sometimes we have lowberths here for replacement crew and such... and of course more missiles, food, sand cannisters, and big toys for the hunters. Oh, there's a couple fuel valves hooked into the dipping pumps here too so we can carry fuel bladders.

Next is the lower quarters, for the hunters, my equivalents to your pinky marines. It's much like the quarters above, double bunked of course. I wouldn't advise you lingering here, the hunters are a bit rougher in their play.

Just forward of the hunters quarters is the primary airlock, with nice wide hatches on both side for quick boarding actions.

Forward of the airlock is the secondary access to the computer room with two more workstations. On the other side of the forward wall is the laser chin turret I mentioned before, but we can't get there from here without going back up to the bridge.

Good, now that the tour is done you can get to work, some food first I think. If it's good enough I might even let you gnaw on the bones. After you clean up that mess in the hunter's lounge, and remember what I said about them, you'll want to do it quickly and quietly, while they're asleep :file_23:
 
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F-T, Let me be the first to say I like it, particularly the deckplans; very nice. You don't have anymore ships just lying around do you? ;)
 
Thanks Ran :)

And yes I do ;) Are you suggesting I should do something with them, like post my precious here instead of just keeping it safe, in the dark, all mine, my precious...

;)

We'll see in the New Year...
 
...if anyone wants to count squares be my guest :D

I did a quick count (as if anyone else cares ;) ) and if my counting and math was right it looks like:

I'm a little over on the fuel. Showing about 254 squares and should be 231 squares. But that's ok since I wanted to slope some of that anyway.

I'm a little under on the internals. Showing about 418 squares and should be about 449 squares. Which is odd because as I was working through it I thought I was over. It might be I didn't put enough squares in engineering. Still, pretty close, and under is better than over. I can always add some duct work :)
 
Just added a few viewports to the upper deck. Two small ones (eyes) on the bridge, and one full wall (not floor to ceiling) wraparound one in the engineering shack.
 
Meet the Pack

Leader "Bad Wolf" - UPP 69A98A - Alpha Male - 6 Terms - 41 years old

5 terms Corsair, 1 term adventuring

Bad Wolf, the Anglic translation of his chosen name for raiding, was the runt of his litter but born with a winning personality. He just managed to charm his way into the Corsairs and a helm position as trainee Navigator in his first term.

In his second term he was made leader of a raiding pack and distinguished himself there earning a promotion but choosing to return to a helm assignment.

The rest of his career saw him move from Navigation to Pilot and eventually to his own command, in a ship of his own design, The Bad Wolf.

After "retiring" he attracted more packs to his cause, each building a ship of the same class as his own, and he now commands a group of four Corsairs engaged in raiding.

Skills - Navigation - 1, VaccSuit - 1, Infighting - 2, Computer - 1, SMG - 2, Leader - 3, Pilot - 2, Gunnery - 1, Revolver - 2

Gear - Cr50,000, Bad Wolf Corsair, SMG Special, Revolver Special

Created (not rolled except initial stats) with CT Vargr rules.*

* except for changing the Rank skill for Corsair Lieutenant from Ship's Boat (which Corsair ship has a boat :confused: - none) to Navigation (which Corsair needs a navigator - all - and the skill isn't on the Corsair lists :p )
 
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Meet the Pack

Second in Command "M" - UPP 5A6989 - Alpha Female - 5 Terms - 37 years old

2 terms Merchant, 2 terms Corsair, 1 term adventuring

Known only by the initial "M" the ship's navigator is the Second in Command and the mate of Bad Wolf. She was the runt of the litter and began her life among the stars as a Merchant, picking up a bit of nav skill but mostly doing all the odd jobs.

In her second term she was picked up by a larger ship that actually needed a Navigator and things were looking up, until she was demoted and let go.

With nice revolver and Cr20,000 she hooked up with a young Corsair pilot and inspired him to greatness. The rest as they say is history.

Skills - Navigation - 3, VaccSuit - 1, Computer - 2, Revolver - 2, Leader - 2, Streetwise- 1, Medical - 1

Gear - Cr40,000, Revolver Special

Created (not rolled except initial stats) with CT Vargr rules.*

* except for changing the Rank skill for Corsair Lieutenant from Ship's Boat (which Corsair ship has a boat :confused: - none) to Navigation (which Corsair needs a navigator - all - and the skill isn't on the Corsair lists :p )
 
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(which Corsair ship has a boat :confused: - none)

Which Corsair ship has a boat? None of the ones that have been detailed. How big a percentage of all Corsair ships they constitute is a question.

Which Corsair ship ought to have a boat? All of them.

(which Corsair needs a navigator - all - and the skill isn't on the Corsair lists :p )

Astrogator. Corsair ships (and every other jump-capable ship) need astrogators. Just why every Traveller incarnation has insisted on confusing astrogation with navigation is a complete mystery to me.



Hans
 
One good reason.

/ka-snip/
Astrogator. Corsair ships (and every other jump-capable ship) need astrogators. Just why every Traveller incarnation has insisted on confusing astrogation with navigation is a complete mystery to me.

Hans
Because it sounds cool and is a Traditional Title for the Officer that Plots the Course of the Ship.
 
Because it sounds cool and is a Traditional Title for the Officer that Plots the Course of the Ship.

This is a matter of opinion, of course. I think it sounds lame. It's the traditional title of the officer on surface ships who use navigation to plot a course from one dirtside harbor to another across piddling ponds. Not at all the same thing as one of those lofty beings who use astrogation to plot courses to take ships from one star to another across interstellar space.


Hans
 
Because Astrogation was not a commonly used word in 1977... it was around, having been used in a 1957 movie and novel... the C-57D has an astrogator unit.

It became popular in the mid 1980's, IIRC.
 
Because Astrogation was not a commonly used word in 1977...

That's why CT didn't use it. What I said was that I didn't understand why every incarnation of Traveller used it. After all, even though the original skill description said that it also gave a bonus to surface navigation, the two skills are hardly the same. Certainly I'd never allow someone with surface navigation skill to plot a starship course (Sailors being able to acquire star navigation skill to the contrary notwithstanding).


Hans
 
TNE used astrogation Hans.

MT didn't, but that's because, aside from weapons skills being grouped, the MT skill list is the CT skill list.

T20 used Techical/Astrogation.

MGT uses Astrogation as well.

All of them refer to the position as Navigator, but the skill is astrogation in TNE, T20, and MGT.

I don't have GT to hand to check, but ISTR it uses Astrogation as well. And my T4 is buried.
 
Right, I got a tad confused. Some versions do indeed distinguish between Astrogation and Navigation. But none of them distinguishes between navigators and astrogators. If you do go to the trouble of differentiating the skills, why not go the extra mile -- no, the extra yard -- and use the much more evocative and science fictiony job description?



Hans
 
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