• Welcome to the new COTI server. We've moved the Citizens to a new server. Please let us know in the COTI Website issue forum if you find any problems.
  • We, the systems administration staff, apologize for this unexpected outage of the boards. We have resolved the root cause of the problem and there should be no further disruptions.

Bucephalus Class J6

parmasson

SOC-14 1K
For an upcoming adventure, just though I would share.

EDITED to reflect design suggestions on 4/15/06

The Bucephalus Class: a long range rift cruiser (CT LBB2)
A cutting edge high jump courier and warship the Bucephalus Class is designed to project Imperial authority quickly to hotspots and move VIPs with the greatest speed possible.

IMTU modifications
House rules armor
1st ed LBB2 power plant

Revised using LBB2 1st ed power plant requirements

1000 tons, Streamlined hull. (needle/wedge shape)
Tech Level 15
Jump drive X, Jump 6
maneuver drive K, 2G acceleration
power plant K,
Fuel, 620 tons, 1 Jump 6 and 4 weeks of operation. (drop tank capable)
Computer Systems
Model/5 Core (Stats 12/25)
Advanced Starship Operations Computer System Mk. XV
http://www.travellerrpg.com/cgi-bin/Trav/CotI/Discuss/ultimatebb.cgi?ubb=get_topic;f=9;t=000263#000000

Cargo: 55 tons (34 with troops)

Armor: Level 5 (IMTU thing)
No ship’s troops normally, Variant configuration up to 20 troops (quad bunked in 5 rooms)
8 triple turrets, 2 PAW turrets (10 total)
5, pulse laser
2 PAW Turrets
2 Missile
1 Sandcaster

Ship’s vehicles
1 Ship’s boat
1 Airraft

12 Staterooms
1 Crew Lounge 10 tons
Sickbay 5 tons
4 VIP staterooms (4 tons, single bed)
1 Reconfigurable repair shop 10 tons

Crew 21
1 commanding officer
1 executive officer
3 administrative personnel
2 pilots
1 navigator
7 engineers
1 medic
1 PAW gunner, 2 pulse gunners, 2 missile/sand gunners

A sleek, high tech ship that stands out in any fleet.
 
Nice ship


And if you build it as a first edition LBB1 design you could save a bit more fuel (the power plant only has to match the maneuver rating).

A couple of questions, if I may?

How did you allocate tonnage to armour? Use the High Guard formula or some other method?

Why only eight turrets instead of maxing them out?
 
Armor works like this IMTU.

LBB2 ships are small so allocating tonnage to armor is tricky as we well know.

One armor level absorbs one hit of damage.
At TL-10 one level will cost you 1% total tonnage.
At TL-11 One armor level is free, then every level after that costs you tonnage
AT TL-12 Two armor levels are free then every level after that costs you tonnage.
And on, and on

To find if your ship can actually carry that load consult the LBB2 drive table.

A 1000 ton hull takes “Armor Factor W” to get you level 5. Cost is the same as the power plant of that size (MCr 84/ MCr 16.8 per level). When the ship takes damage it will cost MCr 16.8 to repair the damaged armor/hull. Ouch! The implications are that 3000 ton battleships only get up to armor factor 3. Perhaps stacking would solve that. I will deal with that issue if it comes up.

Most of my worlds are TL-12, TL-15 is really and I mean really high tech and tough to find. I cut them a deal on their current ship so their 200 ton Far trader mounts Armor Factor F ( 6 levels) but it still costs MCr 24 to install.

Eight turrets because it is not really designed to operate alone or as a first rate battleship. These ships might only travel in flights of three. I figure that in a small ship universe three, 1000 ton ships with a PAW and nukes onboard will scare any local system into compliance. I figure its really high tech computers will hit you long before you see it coming. The addition of the Mk XV ops system give you an even greater edge as the predict programs and gunners will all have major advantages. If a slight redesign gave me more room for crew I might add the two more turrets.
 
Interesting armour idea.

So, you want more space?

There's the power plant fuel reduction I mentioned (it'll save you 20t), and you could swap the ship's boat for a 20t armed gig (saving another 10t).
 
Revised design. See above.
Thanks

Bromgrev,
Nasty cough there better have it looked at. ;)

No scanner so deckplans are a local thing, sorry.
 
8 turrets? better re-calculate.
"8 triple turrets, 2 PAW turrets (10 total)
5, pulse laser
2 PAW Turrets
2 Missile
1 Sandcaster"

That seems to add up to 10 to me.
 
huh? It does.

Armor: Level 5 (IMTU thing)
No ship’s troops normally, Variant configuration up to 20 troops (quad bunked in 5 rooms)
8 triple turrets, 2 PAW turrets (10 total)
5, pulse laser
2 PAW Turrets
2 Missile
1 Sandcaster
8 triple turrets + 2 PAWs = ten hardpoints
 
Back
Top