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Citadel-class Assault Ship design

I think part of the problem is too many rules sets. You have T1 -T4 with T5 just now coming on line. Striker 1 and II and a bunch of board games. Then there is the Judges Guild and Fasa stuff and Mongooses almost Traveller, and also T20.

Much of this stuff was written by different writers at different times with anywhere from lots to no oversight. What is "Official" and what is 2nd or 3rd party? Most of us have some of these sources, but few have all. I can use LBB's (T1), Striker 1, and T20. Others are using MT or TNE rules.

For most weapons stats I still think Striker 1 is the most solid in facts, but then I have never seen Striker II or Mongooses Traveller.
 
OK GL,

I am coming back after about 6 months off. T5 was not out yet and still a work in progress back then. I have heard mention of Striker II on these boards but do not have any idea what is in it. Striker I was for the LBB series and has some of the best design formulas for Traveller I have seen. Everything makes sense and works for me.

Keep in mind I have ONLY the LBBs, Striker, and T20 to work off of. I never got into the rewrites of the game.
 
You have a point on Striker II I just was so happy with the fist set I went and grabbed a second copy for a back up.

As for T20 I can work with the characters. The rest is a rehash with some tweaking. I would scrap everything except character generation. Run a D20 game using T20 characters and Striker and LBB's for the rest. This also means reworking critter encounters for D20 rules.
 
As the ship was built using MT craft design rules, I use MT whenever posible for this thread.
 
Communications Section

As I mentioned in my last post, delineating the command and control nodes inside the hull also provided a framework to determine communications and sensor requirements.

04Communications-1.png


Below are the systems installed in each node along with some notes on why I chose the listed systems.

The reasoning I used was something I learned early as a lieutenant: when planning a mission you need to have multiple and redundant communications planned. A framework that ensures this is to use the acronym PACE, meaning primary, alternate, contingency, and emergency. So, if we were going, say, to a range, we’d take a manpack radio with spare batteries and a long range antenna (primary), an additional radio mounted in a vehicle parked next to the tower (alternate), a cell phone to call range control in case the radios both failed (contingency), and had another vehicle so someone could drive to range control if all else failed (emergency). For tactical missions we have a mix of FM radio, AM radio, tacsat, satellite telephone, or blue force tracker (GPS-driven tactical display), and with those tools the same planning framework is used.

Speaking of the blue force tracker, IMTU the Imperial military use a similar system linked using maser communicator units. By precisely measuring the direction of the maser transmission along with the time from transmission to receipt (which provides the distance), and also triangulating by comparing data from multiple receivers, it provides a relational positioning view of friendly units. This means it is not based on the planetary geography but rather shows where each transmitter is located relative to the ship (or other reference point). Each vehicle linked to the network automatically sends thrust and vector readings which are used to adjust antenna alignment and also allows predicting future locations. Vehicle and ship-mounted sensors and radio direction-finders are also linked to the system so that when a sensor provides a relative direction and distance to a potential target, it is also plotted on the SFPTS display for all linked units to see. This means the system can be used simultaneously to target and to clear fires, ensuring that no friendly units are in the danger space before the ortillery shoots. Infantry, lacking the heavy maser transmitters, are tracked with somewhat less precision using inertial locators, low-power radio beacons, and laser communicators. Vessels like the Citadel usually carry a number of small satellite maser retransmitter units that can be launched and operated remotely or carried by shuttles to extend coverage around the curvature of a planet. These also provide additional reference points for triangulation.

Back to the design, the Bridge communications suite allows communications to the rest of the fleet with units able to broadcast to system range. The craft operations control center is also able to broadcast at system range, more because these units serve as backups for the bridge than an expectation that the carried craft will be operating at such a long distance. The Weapon Systems Control Center, whose primary purpose is ortillery fires, has far orbit range communicators to receive calls for fire from forward observers organic to the marine surface force (each infantry platoon has an FO, as does each company and each recon team). Since I combined the Surface Operations and Surface Logistics Control Centers, the communications array is increased to allow communications traffic to be segregated into separate nets. This control center is also equipped with radio jammer units to support the surface force by jamming frequencies used by enemy forces.

Bridge:
Primary: Maser (System Range, 1,000 AU) – powered at NM
Alternate: Maser (System Range, 1,000 AU) - unpowered backup
Contingency: Laser (System Range, 1,000 AU) - unpowered backup
Emergency: Radio (System Range, 1,000 AU) – powered at NM

Craft Operations Control Center:
Primary: Maser (System Range, 1,000 AU) – powered at NM
Alternate: Maser (System Range, 1,000 AU) - unpowered backup
Contingency: Laser (System Range, 1,000 AU) - powered at NM
Emergency 1: Radio (System Range, 1,000 AU) – powered at NM
Emergency 2: Radio (System Range, 1,000 AU) – unpowered backup

Weapon Systems Control Center:
Primary: Maser (Far Orbit Range, 500,000 km) – powered at NM
Alternate: Maser (Far Orbit Range, 500,000 km) - unpowered backup
Contingency: Laser (Far Orbit Range, 500,000 km) - unpowered backup
Emergency: Radio (Far Orbit Range, 500,000 km) – powered at NM

Surface Operations (& Logistics) Control Center:
Primary (Operations): Maser (Far Orbit Range, 500,000 km) – powered at NM
Primary (Logistics): Maser (Far Orbit Range, 500,000 km) – powered at NM
Primary (SFPTS): Maser (Far Orbit Range, 500,000 km) – powered at NM
Alternate: Maser (Far Orbit Range, 500,000 km) - unpowered backup
Contingency: Laser (Far Orbit Range, 500,000 km) - unpowered backup
Emergency (Ops): Radio (Far Orbit Range, 500,000 km) – powered at NM
Emergency (Log): Radio (Far Orbit Range, 500,000 km) – powered at NM
Jamming System: Radio (Far Orbit Range, 500,000 km) – powered at NM
Jamming System: Radio (Far Orbit Range, 500,000 km) – unpowered backup
 
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Sorry for the delay in responding - its been kind of busy the last couple of days.

If these numbers are correct then Lasers will be effective support weapons but energy weapons will require the ship to get WAY too close to harms way. Lasers can also be used for counter battery fire and keep the air around the operations area clear of enemy aircraft.

I'm still searching for the MT reference I mentioned in an earlier post. At this point I'm beginning to wonder what version it was from as I've had no luck. I did look at Striker and found the atmospheric effects on range in book two which may have been what I had in mind. Also in the back of book two there is a clear mention of fusion guns being effective as ortilley out to their effective range but nothing more. To your point elsewhere in this thread, the multiple versions are confusing but since much of MT was besed on Striker, those are the most credible sources for what I'm doing now.

To use the weapons on ground targets WILL require Foward Observers from the ship to call in fire. In order for them to call in support the target area Will have to be mapped out and gridded. Any world with a medium tech should be able to knock down sats so GPS style mapping will not be effective. The ship or escorts will have to fly over the terrain to map it or have some sort of mapping shuttle to do the job.

I think most Imperial worlds would already be surveyed and mapped, but the marines have to be prepared to fight anywhere so I came up with a relational positioning system that does not necessarily relate to the planet but rather tracks locations relative to the ship. See the communications section post I just put up for more. The advantage is that it will work anywhere. The disadvantage is that it will be difficult to fall back on a map and compass and calling for fire using a grid reference system that will be necessary if the system somehow fails.

This means the ship will need to supply at least 1 FO team per company and maybe per platoon. On top of Naval personel for medics.

When I posted the ILMR Assault Battalion TOE (here and here) I didn't go below squad level to avoid clutter, but both forward observers and medics are organic to the marine force. The four personnel in the platoon HQ team include a FO and a corpsman. There are also one of each in the company HQ and each of the dismounted recon teams has an FO.

On another note I figure this ship will not be going into harms way alone. A strike group will include at least 2 picket ships of Corvette or Frigate size or larger and possably a fleet supply ship. Maybe even a small Support Carrier for ground support, combat air patrols, and med evac.

Absolutely. I see this battalion as part of a larger force, not an independent unit. I don't think I'd try a forced entry against serious opposition with anything less than a brigade or group. This battalion would be first in to complete the destruction of defenses around a chosen LZ that would have been begun by the ortillery from the citadel and the rest of the IN Task Force. The Assault troopers would be followed by more infantry and armor from other ships to expand a lodgement area. Once that was secure, more troops would be brought down to conduct the rest of the campaign. The fleet would have multiple task forces or task groups - one for the assault, more to carry and land the follow on troops, more to conduct the fleet action needed to gain naval superiority before the assault even starts, another for the initial bombardment and on-call support, pickets to protect against any lurking SDBs, carriers are a must as you mentioned...
 
Good work. Concerning my info on the weapons it was out of Striker Book 3. The weapons design charts told me the power of the weapons and the rules told me how to figure out the ranges. It was also stated that a FO was a must for orbital support fire.

As for gridding or location of troops I was thinking of rather than GPS sats maybe have the FO ping off the support ship and a few Support shuttles out there. Let him beam up their positions at the time of his message. The shipboard comp would be able to triangulate his location based off their location headings from his message and adjust fire from there. That or your maser beacon would also work.
 
Also concerning mapping. How old will the maps be?? Will they show roads, construction, or civ projects like dams or bridges built after the inital survey? Mapping before boots on the ground may also pick up strong points, and deployed units. Maybe dig out the robots book 8 and develop some sort of Mapping predator drone*. Have it fly up high with some sort of side scanning radar to develop a current picture of the terrain in the LZ. It may give the LZ away but with the ships in system they already know your intention.

* Use Striker for the drone body and Robots for the brain and sensors in the payload section.
 
Sensors and Electronics Section

This is the breakdown on the Sensors and Electronics Section. Next will be the controls. I've also posted a class status summary - well at least the first draft of one. If anyone wants to help peg out where and when each of the first 20-odd ships of the class were built please check out the draft document posted here.

The Sensors section is pretty straightforward when viewed in the context of the control centers I’ve outlined above. With the sensors linked to the SFPTS, the orbiting ship is able to identify targets to the surface force, and sensor platforms among the surface force can identify target to be fired using the ship’s weaponry or the supporting fighters.

05Sensors.png


Below, I’ve separated which systems are installed in which control node, and the sensor task difficulties for each. The Surface Operations Control Center does not require a separate sensor suite as it relies on the SFPTS display for situational awareness, and through the SFPTS it receives targeting data from the Weapon Systems Control Center.

Bridge:
Active EMS (Far Orbit) plus one unpowered backup
Active EMS Jammer (Far Orbit) plus one unpowered backup
Passive EMS (Interstellar) plus one unpowered backup
Densitometer (Low Pen – 250 m) plus one unpowered backup
Neutrino Sensor (10 kw min magnitude) plus one unpowered backup

Sensor Difficulty Profiles:
Active Object Scan – Routine, Active Object Pin - Routine
Passive Object Scan – Routine, Passive Object Pin - Routine
Passive Energy Scan – Simple, Passive Energy Pin - Routine

Craft Operations Control Center:
Active EMS (Far Orbit) plus one unpowered backup
Passive EMS (Interstellar) plus one unpowered backup
Densitometer (Low Pen – 250 m) plus one unpowered backup
Neutrino Sensor (10 kw min magnitude) plus one unpowered backup

Sensor Difficulty Profiles:
Active Object Scan – Routine, Active Object Pin - Routine
Passive Object Scan – Routine, Passive Object Pin - Routine
Passive Energy Scan – Simple, Passive Energy Pin - Routine

Weapon Systems Control Center:
Passive EMS (Interstellar) plus one unpowered backup
Densitometer (Low Pen – 250 m) plus one unpowered backup
Neutrino Sensor (10 kw min magnitude) plus one unpowered backup

Sensor Difficulty Profiles:
Active Object Scan – Impossible, Active Object Pin - Impossible
Passive Object Scan – Routine, Passive Object Pin - Routine
Passive Energy Scan – Simple, Passive Energy Pin - Routine

EMM is installed throughout the hull, reducing emission levels to faint at all power plant operating levels except full power, where the emission level is moderate.
 
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Controls

I've been busy over the holidays but I'm still working on the rest of the design sections. The deckplanning is coming along now too and I have a few updates to put up.

First, there is not much to discuss with the controls section so I'll get that one posted now.

07Controls.png


First are the necessities. Basic Environment, Artificial Gravity, and Inertial Compensators are installed. Basic and Extended Life Support are also included athough they do not extend to the fuel tankage saving a little bit of volume and expense.

The air locks are necessary for craft and vehicle bays as well as the individual locks that allow crew to conduct EVA when necessary.

The computer is a model 8/fib. If it was a combatant I'd have chosen a model 9 but 8 is good enough for an auxiliary. I could have gone lower but I like to build excess control into a design to allow backups. As it stands, the 6 large holo displays and 30 holo HUD units provide 1,425,000 control points, which is nearly double the requirements of the ship (793,780.26) so there is enough redundancy built in that no single hit can take out a critical function.

Last, I installed electronic circuit protection as the cost in terms of added weight and price was negligible when compared to the additional damage points gained.
 
Accommodations

There have been some work-induced delays in getting the rest of the design sections posted, but here is the next-to-last.

This section covers not just living quarters but is also where I worked in the space for the different command centers, carried vehicles and craft, plus a couple of other extra features.

08Accomodations-1.png


Billeting: I have the vessel crew housed in single-occupancy quarters and the assault force in double-occupancy. There are a total of four full staterooms and the rest are small staterooms. There are also 45 low berths installed to carry replacements for the assault battalion.

Carried Craft: MT allows craft to be carried inside the hull at a volume equal to the craft’s displacement multiplied by 1.3, but when I worked the deckplan this barely allowed enough space for a fitted berth and was nowhere near enough volume to carve out the hangar arrangement I had in mind. I increased the multiple to 1.9 for this ship and this volume, combined with the overage allowed for access space, produced the still cramped but workable hangar arrangement seen on decks D, E, and F.

Command Centers: This is the section of the design worksheet where I carved out the command and control nodes I outlined in an earlier post. I used the same power, weight, and cost per kiloliter as would be required by a small stateroom.

Carried Vehicles: MT allows vehicles to be carried at 1.5 times the vehicles’ combined displacement. This presented the same problem as I found with the carried craft so I increased this multiple to 1.8 and when I build the deckplan for B deck I’ll see if this allows enough space.

Extras: I built three extra features into the design because I thought they were needed: a brig to hold prisoners (either prisoners of war or more likely for marines who get out of line), a training bay to keep the assault force sharp and to allow for pre-mission rehearsals, and a medical bay to treat casualties. Power, weight, and cost were determined using the same rate mentioned above.
 
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Fuel & Miscellaneous

This is the final section of the design. I’ll run through this quickly so I can start posting some of the rough deckplans.

09Fuel-1.png


Power Plant Fuel: I’ve outlined the method I used to allocate power plant fuel according to the burn rates at different power settings. The volumes required by those calculations are shown here, giving a total of 6,503 kl of power plant fuel. This is a significant savings over the 41,438 kl of fuel that would have been required if I had just used the full power burn rate for 30 days.

Jump Fuel: Jump Drive fuel requirement (in MT) is 5x the volume of the jump drive, so this vessel with a J4 drive needs 26,662.5 kl of fuel.

Craft and Vehicle Fuel: The vessel should carry fuel for all of the carried craft and I separated it from the power plant fuel so it wouldn’t mess with endurance calculations. The amount shown allows for twelve full loads for all craft and vehicles.

Refueling Scoops and Purifier: Installed fuel scoops can take on 21,330 kl per hour when skimming. If all of the fuel tanks were completely empty, the vessel could be topped off in 99.1 minutes. The installed fuel purifier is large enough to process a full tank of jump fuel (26,662.5 kl) in 24 hours.

Drop Capsules: There are 55 drop capsule launchers installed. Each holds one drop capsule and has a rack holding six more, so when fully loaded the vessel can launch 385 drop capsules in 3 minutes. If you check the deckplan for Deck H, the launchers are arranged to ‘fire’ downward (with respect to those on the vessel) and are arranged forward and to the sides of the fuel scoop and lowermost decks (I and J).

Cargo Space: The increases in volume for the hangar and vehicle bay mentioned in my previous post were provided at a cost to the excess cargo tonnage built into the design. Now the vessel has 400 tons of dedicated cargo bays plus 15 tons of additional storage in the magazines installed adjacent to each laser turret. The vessel commander still has the option to decrease the number of carried vehicles and/or craft to use the hangar or vehicle bay to store additional cargo if the need for it outweighs the need for the craft or vehicles.

That’s it for the design notes. Thanks again to everyone who supplied ideas and suggestions. I have been working on deckplans over the holidays and have posted some of the images in the file library (here). I’m going to re-post those in this thread for comments and start posting the new decks as they are finished here as well. Please keep providing comments.
 
Revised Craft Profile

The craft profile below shows the final version of the design after all of the changes discussed in this thread.

Please take a look and let me know if anything else looks "not right" to you.

I am working on the deckplans and have the four lowermost done in draft. That's four out of ten. I keep wondering why I didn't decide to make a SDB.

I'll start posting some of the deckplans here soon.

Code:
[B][I][U][COLOR=black][FONT=Calibri]Citadel[/FONT][/COLOR][/U][/I][/B][B][U][COLOR=black][FONT=Calibri]–class 7,900-ton Imperial Armored Assault Auxiliary TL15 (v 2.2) [/FONT][/COLOR][/U][/B]
[FONT=Calibri]  [B][U]CraftID[/U][/B]:    Citadel-class Medium Auxiliary, Armored, Assault (MAA), [U]TL[/U] 15, [U]MCr[/U] 4,386.285[/FONT]
[FONT=Calibri]                    (MCr 6,001.094 with carried craft and vehicles)[/FONT]
[FONT=Calibri]        [B][U]Hull[/U][/B]:    7,110/17,775; [U]Displacement[/U] 7,900 tons, [U]Configuration[/U] 4SL, [U]Armor[/U] 58G, [U]Loaded Wt.[/U][/FONT]
[FONT=Calibri]                    138,934 tons, [U]Unloaded Wt.[/U] 112,184 tons.[/FONT]
[FONT=Calibri]   [B][U]Power[/U][/B]:    641/854; [U]Fusion[/U] 115,105.37 Mw, [U]Duration[/U] 4.7/14.1[/FONT]
[COLOR=black][FONT=Calibri]      [B][U]Loco[/U][/B]:    854/1,138; [U]Gravitic Thruster[/U], [U]Maneuver[/U] = 3; [U]Agility[/U] = 0[/FONT][/COLOR]
[COLOR=black][FONT=Calibri]                    534/712; [U]Jump[/U] = 4[/FONT][/COLOR]
[COLOR=black][FONT=Calibri]                    [U]Top Speed[/U] = 4,200 kph, [U]Cruise[/U] = 3,150 kph, [U]NOE[/U] = 190 kph[/FONT][/COLOR]
[COLOR=black][FONT=Calibri]   [B][U]Comm[/U][/B]:    [U]Radio[/U]: System (3), Far Orbit (3), [U]Laser[/U]: System (2), Far Orbit (3), [U]Maser[/U]: System (4), [/FONT][/COLOR]
[FONT=Calibri]                    Far Orbit (6), [U]Radio Jammer[/U]: Far Orbit (2)[/FONT]
[COLOR=black][FONT=Calibri] [B][U]Sensors[/U][/B]:    [U]EMS Active Array[/U] Far Orbit (4), [U]EMS Jammer[/U] Far Orbit (2), [U]EMS Passive Array[/U] [/FONT][/COLOR]
[COLOR=black][FONT=Calibri]                    Interstellar (6), [U]Low Penetration Densitometer[/U] 250 m (6), [U]Neutrino Sensor[/U] 10 kw (6); [/FONT][/COLOR]
[COLOR=black][FONT=Calibri]                    [U]ActObjScan[/U] Routine, [U]ActObjPin[/U] Routine, [U]PassEnScan[/U] Simple, [U]PassEnPin[/U] Routine, [/FONT][/COLOR]
[COLOR=black][FONT=Calibri]                    [U]PassObjScan[/U] Routine, [U]PassObjPin[/U] Routine[/FONT][/COLOR]
[COLOR=black][FONT=Calibri]                    [U]Electromagnetic Masking[/U] Installed[/FONT][/COLOR]
[B][FONT=Calibri]         [U]Off[/U][/FONT][/B][FONT=Calibri]:    [U]Meson Gun[/U] 04x, [U]Beam Laser[/U] xx6, [U]Missiles[/U] x04, [U]Fusion Gun[/U], x05[/FONT]
[FONT=Calibri]                    Batteries         2                             3                   12                            8[/FONT]
[FONT=Calibri]                    Bearing           2                             3                   12                            8[/FONT]
[FONT=Calibri]                    40 battery-rounds (BR) of HE missiles, 5 BR of nuclear missiles, battery round = 72[/FONT]
[B][FONT=Calibri]        [U]Def[/U][/FONT][/B][FONT=Calibri]:    [U]Defensive DM[/U] +8, [U]Armor DM[/U] +6[/FONT]
[FONT=Calibri]                    [U]Sandcaster[/U] xx6[/FONT]
[FONT=Calibri]                    Batteries       4[/FONT]
[FONT=Calibri]                    Bearing         4[/FONT]
[FONT=Calibri]                    45 battery-rounds of sand canisters, battery round = 36[/FONT]
[COLOR=black][FONT=Calibri] [B][U]Control[/U][/B]:    [U]Computer[/U] model 8/fib with two backups, [U]Large Holodisplay[/U] 6,[U] Holo HUD[/U] 30, [U]Holo[/U][/FONT][/COLOR]
[COLOR=black][FONT=Calibri]                    [U]Linked Control Panels[/U] 36, [U]Electronic Circuit Protection[/U], Basic Environment, Basic Life[/FONT][/COLOR]
[COLOR=black][FONT=Calibri]                    Support, Extended Life Support, Artificial Gravity, Inertial Dampers, [U]Air Locks[/U] 22[/FONT][/COLOR]
[FONT=Calibri]   [B][U]Accom[/U][/B]:    [U]Crew[/U] 154 (8 segments of 20), [U]Bridge[/U] 11, [U]Engineering[/U] 12, [U]Maintenance[/U] 2, [U]Gunnery[/U] 33,[/FONT]
[FONT=Calibri]                    [U]Flight[/U] 56, [U]Ship’s Troops[/U] 21, [U]Command[/U] 12, [U]Stewards[/U] 4, [U]Medical[/U] 3, [U]Crew Staterooms[/U] [/FONT]
[FONT=Calibri]                    Single Occupant Large = 2, Single Occupant Small = 152, [U]Passenger Staterooms[/U] Single [/FONT]
[COLOR=black][FONT=Calibri]                    Occupant Large = 2, Double Occupant Small = 224, [U]Low Berths[/U] 45, [U]Subcraft[/U] 8 Pauldron[/FONT][/COLOR]
[COLOR=black][FONT=Calibri]                    Fighters, 8 Limber Shuttles, 12 Fleet AFVs, 3 Swift APCs, 12 Prodromoi CRVs, 8 Dasher [/FONT][/COLOR]
[COLOR=black][FONT=Calibri]                    GPUVs, 4 Titan AMRVs, and 1,155 Drop Capsules[/FONT][/COLOR]
[FONT=Calibri]    [B][U]Other[/U][/B]:    [U]Cargo[/U] 5,400 kl (400 displacement tons), [U]Power Plant Fuel[/U] 6,503.9 kl, [U]Jump Drive[/U][/FONT]
[FONT=Calibri]                    [U]Fuel[/U] 26,662.5 kl, [U]Craft & Vehicle Fuel[/U] 2,075.5 kl, [U]Object Size[/U] Large, [U]Emission Level[/U] [/FONT]
[FONT=Calibri]                    Moderate[/FONT]
[B][U][COLOR=black][FONT=Calibri]Comments[/FONT][/COLOR][/U][/B][COLOR=black][FONT=Calibri]:    Excerpt from the 1112 edition of [U]Jane’s Fighting Ships of Known Space[/U]: "The Citadel-[/FONT][/COLOR]
[COLOR=black][FONT=Calibri]class assault ship combines the functions of a craft carrier, troop carrier, and fire support vessel and [/FONT][/COLOR]
[COLOR=black][FONT=Calibri]is intended to spearhead planetary assaults. Despite their impressive armament, the vessels are not [/FONT][/COLOR]
[COLOR=black][FONT=Calibri]classified as combatants. They are included in the ranks of the Imperial Naval Auxiliary Fleet and are [/FONT][/COLOR]
[COLOR=black][FONT=Calibri]considered to be a choice assignment among Auxiliary Fleet officers and other ranks. In peacetime [/FONT][/COLOR]
[COLOR=black][FONT=Calibri]these vessels routinely undertake patrol, training, and flag missions and serve as a deterrent in [/FONT][/COLOR]
[COLOR=black][FONT=Calibri]border areas as well as areas prone to unrest. In wartime, they will be found in the forefront of [/FONT][/COLOR]
[COLOR=black][FONT=Calibri]assault task forces."[/FONT][/COLOR]
[COLOR=black][FONT=Calibri]                    "The service record of the Citadel-class, though brief, is nevertheless exemplary. Of [/FONT][/COLOR]
[COLOR=black][FONT=Calibri]the first eighteen vessels commissioned, four saw service in the Fifth Frontier War and two [/FONT][/COLOR]
[COLOR=black][FONT=Calibri]([I]Redoubt[/I] and [I]Bulwark[/I]) received commendations for actions in the counteroffensives against the [/FONT][/COLOR]
[COLOR=black][FONT=Calibri]Sword Worlds and the Zhodani in 1109. Another (the [I]Safehold[/I]) served notably in the emergency [/FONT][/COLOR]
[FONT=Calibri]response to a local plague on [U]Uakye[/U] (Spinward Marches, 1805) in 1111, earning a rare peacetime[/FONT]
[FONT=Calibri]commendation from Archduke Norris. Twenty-one vessels of this class are now in service across the [/FONT]
[FONT=Calibri]Imperium and the IJEB has allocated funding to procure as least 30 more in the next decade."[/FONT]
 
Dropping off the net for awhile

I just wanted to let everyone know that I'm still working on the Citadel deckplans. I haven't had too much spare time to devote to it because we were going through the transfer of authority (TOA) with our replacement unit.

The good news is TOA is done and I'll be heading for home in a few days. I hope I'll have some finished decks to post then.
 
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