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Big Naval Ships in the Traveller Universe

If it was in range, and didn't move, unless the other ship may really interpose and fully cover it, again hard to swallow...
That is what LBB5'80 says:
BATTLE FORMATION STEP
_ _ Both players form their ships into two lines each. The first is the line of battle; the second is the reserve. Ships in the line of battle may fire and be fired upon. Ships in the reserve are screened; they may not fire and may not be fired upon unless their defending line of battle is broken (see Breakthrough).
No M-drive or agility is required. The screened ships can be fired upon as soon as all the screening ships are removed. The same range apply.


LBB5'80, p43:
BOARDING
_ _ Disabled enemy ships may be captured by boarding. In order for boarding to take place, two conditions must be satisfied.
First, the ship to be boarded must be disabled; it must be incapable of maneuvering, all of its offensive weapons must be disabled, and it must not have a working black globe generator.
_ _ Second, it must be separated from protecting friendly ships; this is assumed to occur if, at any point after the ship is disabled, the owning player has the initiative and changes range from short to long (retreating, in effect).
The rest of the fleet must abandon the disabled ship, else it can be screened.

It's not quite the same thing, and technically a ship can be in the reserve and still vulnerable to boarding. The rules does not cover every corner case...
 
The rest of the fleet must abandon the disabled ship, else it can be screened.
Its basically moot how the ship got to the reserve, it's not going to be boarded or salvaged or anything until the offensive line is disabled anyway. The hulk shares the fate of the fleet.
 
If it was in range, and didn't move, unless the other ship may really interpose and fully cover it, again hard to swallow...
If we say craft of the reserve are already in the same hex operating on miminal emissions in order to hide within the emissions of their actively fighting fellows, then covering the cripple is no different than covering any other craft. I know some people aren't thrilled with the idea, but it works a lot better than assuming a distant reserve that can't get to the line in the same turn the way CTHG says they can. The only caveat if if the cripple's fleet wins an initiative and falls back from short to long, they leave the cripple behind and the opponent can take it into their own reserve and board it - which again only works if we assume the distances involved are small.
 
No M-drive or agility is required. The screened ships can be fired upon as soon as all the screening ships are removed. The same range apply.

Agreed, that's what I said before:

IIRC in HG no rule prevents it, but from the POV of narrative is quite difficult to swallow...

If we say craft of the reserve are already in the same hex operating on miminal emissions in order to hide within the emissions of their actively fighting fellows, then covering the cripple is no different than covering any other craft.

While this would be easier to swallow (again, from narrative POV), I don't see what kilemall said applicable if so...
I’m assuming scuttling in fleet combat occurs in the reserve and enough small craft exist to take off the crew. As such scuttling actually saves them from going down and potentially on board for a win or a jump out.

Neither do I see, if reserve means so, why ships must be in reserve to perform repairs/damage control (if that does not mean being farther), not why they can be attacked as breakthrough if no armed ships remain...

All of this seems to hint reserve ships are farther in the rear...
 
How many US naval bases have a dry dock fit for a carrier and can rip out and replace the nuclear propulsion system?

Probably it cannot do this, but arround the turn of century I rmember the outcry it was because a British nuclear submarine went to Gibralatar to repair a breakdown, so it must have some capacity...
 
The original world design rules did not allow for a naval base roll if the world didn't have an A or B starport. However, since the starport roll was independent of any world features, you could end up with starports at weird places. If the naval base were at some world whose starport couldn't support much in the way of repair or maintenance, the naval base would have to take up the slack.
 
The Imperium Navy likely has a number of bases with their own shipyards, besides depots, that can extensively repair their capital ships.
 
Probably it cannot do this, but arround the turn of century I rmember the outcry it was because a British nuclear submarine went to Gibralatar to repair a breakdown, so it must have some capacity...
HM Dockyard Gibraltar is a good example of a naval base that was immense and has now been drastically reduced. The dockyard (now public/private rather than solely defence) used to house Force H in WW2 (One carrier, two battle cruisers, 6 battleships, 12 cruisers and various screens) and supply repair and refit capabilities to both the Atlantic and Mediterranean Fleets.

The dock was so important it was a Vice-Admiral's slot. By the 60s it was a Rear Admiral's slot, since the 90's it's been a Commodore's slot. There's still capability for capital ship and submarine repair but it's mostly done at the public/private Gibdock yard rather than solely on the naval base.

The actual permanent establisment is now a River class, two Cutlasses and some RHIBs.
 
The Imperium Navy likely has a number of bases with their own shipyards, besides depots, that can extensively repair their capital ships.
Then there are the worlds that have megacorporation shipyards that build the Imperial fleet in the first place - such as General, on TL 10 Regina.
 
Not really, it appears TL15 megacorporations can build shipyards wherever they want to, irrespective of local TL.
Again, narrative...

Rules are clear (CT:HG, page 20):

The technological level of the building shipyard determines the technological level of the ship being constructed (a class A starport on a tech level 14 world constructs a tech level 14 ship)
I'm not saying this to be good or bad, nor that it's not possible, justa pointing another inconsistency among narrative and rules...
 
That "rule" in HG is for HG derived settings that use TCS paradigms.
The CT LBB2 rule is any A starport can build any TL ship up to TL15 Z drives regardless of world TL.

The Third Imperium works by different rules to HG, are you after consistency between different rule books and setting? Not with Traveller :)
The Third Imperium has had a civilian TL of 15 for over 100 years, technology flows freely from world to world - well not free, it costs Cr1000 per ton of cargo per jump.

Perhaps the labour costs or government subsidies mean that the General ship yard on TL10 Regina can import the parts it needs for final assembly at a total cost similar to what the shipyards of Mora can charge.
 
Which is another inconsistency among narrative and rules...
It's an inconsistency between LBB2 and all other rule sets.
LBB2: Any ship can be built by any starport type A, TLs be damned.
LBB5: A starport is limited to world TL.


A TL-15 shipyard in Regina isn't against the rules, it's just Rule 0 in action. An author or referee can make an exception to the general rules any time they like. That doesn't change the general rule, it's just an exception.
 
You can treat naval bases (and megacorporation compounds) as advanced technological enclaves, presumably factor fourteen or fifteen, since you could assume these institutions have the latest gadgets.
 
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