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General ** Could a 16-ton Light Fighter effectively operate as a pirate vessel?

Your references are bogus, for one simple reason: CT Book 2's drive table is NOT FORMULAIC.
When you break your own rules multiple times in multiple places, you're not following your own formulas (which is what LBB2 did, both times).
Anything under 100 Td uses the 100Td line. Anything 100.5-200 uses the 200, etc.

That makes the A drive only 2G.
Which then begs the (obvious) question ... :rolleyes:
Which begs the question, as to why fifty tonne cutters are acceleration factor/four, and thirty tonne ship's boats factor/six.
Yes.

Why in LBB2 are 200 ton Free Traders 1G?
  • 200 / 200 = 1
Why in LBB2 are 100 ton Scout/Couriers 2G?
  • 200 / 100 = 2
Why in LBB2 are 50 ton Cutters 4G?
  • 200 / 50 = 4
Why in LBB2 are 40 ton Pinnaces 5G?
  • 200 / 40 = 5
Why in LBB2 are 30 ton Ship's Boats 6G?
  • 200 / 30 = 6.66666667 ≈ 6
ktUmeiV.gif
That makes the A drive only 2G.
That matches the rules as written: "Use next larger size hull for intermediate tonnages."

Hulls from 1 to 99 are therefore treated as 100 by the rules as written :)
Ah yes ... the age old "Do as I say, not as I do." answer. :cautious:
Pass the popcorn...
WVzIgKE.gif
 
If your 16 ton Light Fighter had enough room for 2 or 3 people for a boarding party / prize crew, they could do pretty well for themselves capturing mining boats and taking them back to Shakleton to be stripped for sellable/usable parts, and the mined ores smuggled back into the economy
That's the problem. 😣
A 16 ton small craft doesn't have room for all of those things on a longer term basis. 😫
Yes, acceleration couches only cost 0.5 tons per person, but they have limited life support ... 12-24 hours (combat vs non-combat). If you've got a "mothership" of some kind to dock and replenish/swap crews at, you can make things work in such a small form factor (16 tons), but even then you're going to struggle to make things fit.

For any type of USEFUL loitering endurance (in excess of 24 hours) you've got 2 options ... small craft staterooms (2 tons each) OR low berths (0.5 tons each) and acceleration couches (0.5 tons each). The "live" crew are going to need small craft staterooms to extend their life support endurance beyond 24 hours, and if you've got low berths with a "frozen watch" of prize crew for boarding actions (keep them "on ice" until you need them) plus acceleration couches to sustain them after the "frozen watch" has been resuscitated and are standing by to board another craft. Of course, if you're using the "frozen watch" option (low berths+acceleration couches) then you're going to need to keep a medic on the "live crew" roster in addition to the pilot and gunner, which will increase the number of small craft staterooms needed.

In other words, you'll need to pay 4-6 tons for small craft staterooms (2-3) before adding "frozen watch" boarding party prize crew at a cost of 1 ton per each member of the prize crew.

Even for a "modest" operation with a prize crew of 4 ... you're looking at spending 8-10 tons on crew accommodation :oops: ... which doesn't exactly "fit" into a 16 ton form factor that ALSO needs to be a fighter (high G maneuver, max agility, fuel, model/2 computer, 4 tons minimum bridge, 1 ton of fire control for a turret armed with missiles).

Alternatively, a "double crew of 2" (pilot, gunner) (pilot, gunner) enabling 24 hour watch rotations (12 hours on, 12 hours off) would, in commercial service, require 4 small craft staterooms for LONG endurance operations (measured in weeks) ... but would be sufficient for a boarding party/prize crew of 2 when operating as a pirate. However, in a 16 ton form factor, you're still looking at a craft that needs to be 50% crew accommodations (8 tons) ... which means you can't have everything.


Using LBB5.80, a TL=9 small craft of 20 tons could have:
  • 3.4 tons for Maneuver-6 (Agility=6 requires 1.2 EP)
  • 3.6 tons for Power Plant-6 (1.2 EP)
  • 1 ton for fuel (16d 6h 41m endurance)
  • 4 tons for bridge (includes 2 acceleration couches for pilot, gunner)
  • 2 tons for model/2 computer (EP: 0)
  • 1 ton for mixed turret: missile, mining pulse laser, missile (codes: 1/1/1, EP: 1) (laser not intended for use in combat)
  • 4 tons for 2 double occupancy small craft staterooms (pilot, gunner) (pilot, gunner)
  • 1 ton for cargo hold
Using LBB2.81, a TL=9 Ship's Boat of 30 tons could have:
  • 1 ton for Maneuver-A drive (Agility=6 requires 1.8 EP)
  • 4 tons for Power Plant-A drive (2 EP)
  • 1.3 tons for fuel (14d 02h 36m endurance at 1.8 EP output continuous, 606d 16h endurance at minimal basic power)
  • 6 tons for bridge (includes 2 acceleration couches for pilot, gunner)
  • 2 tons for model/2 computer (EP: 0)
  • 1 ton for mixed turret: missile, mining pulse laser, missile (codes: 1/1/1, EP: 1) (laser not intended for use in combat)
  • 4 tons for 2 single occupancy small craft staterooms (pilot, gunner) (pilot, gunner)
  • 0.7 ton cargo hold (contains 105 person/weeks of life support, 4 crew=26w 1d 18h operational endurance before needing to return to base for replenishment)
  • 10 tons for cargo hold (10 tons allocated for ore processing, as per CT Beltstrike p3)
Using LBB2.81, a TL=9 Pinnace of 40 tons could have:
  • 1 ton for Maneuver-A drive (code: 5) (Agility=5 requires 2 EP)
  • 4 tons for Power Plant-A drive (2 EP)
  • 1.3 tons for fuel (12d 15h 20m endurance at 2 EP output continuous, 455d endurance at minimal basic power)
  • 8 tons for bridge (includes 2 acceleration couches for pilot, gunner)
  • 2 tons for model/2 computer (EP: 0)
  • 1 ton for mixed turret: missile, mining pulse laser, missile (codes: 1/1/1, EP: 1) (laser not intended for use in combat)
  • 8 tons for 4 single occupancy small craft staterooms (pilot, gunner) (pilot, gunner)
  • 4 tons for prospecting buggy vehicle berth (CT Beltstrike, p9)
  • 0.7 ton cargo hold (contains 105 person/weeks of life support, 4 crew=26w 1d 18h operational endurance before needing to return to base for replenishment)
  • 10 tons for cargo hold (10 tons allocated for ore processing, as per CT Beltstrike p3)

In other words, I would consider a 40 ton Pinnace to be the "minimum required" for a small craft that is primarily a "working belter" which is capable of piracy and boarding actions (when circumstances are favorable) which can be operated in a "reliably sustainable" manner with regards to crew endurance and mental health.

As you can see from the above "napkin analysis" ... even a 30 ton Ship's Boat is going to "struggle" as a "working belter" because the 2 crews are hot bunking in the small craft staterooms, meaning that crews are "living in each other's pockets" for up to ~26 weeks before needing to return to base for replenishment, which can result in some pretty severe mental stress (and you don't want people "going crazy" on you when you're working as a belter :oops:).



For both the Ship's Boat and the Pinnace designs, the life support endurance is "long enough" for these small craft to spend up to 1/2 a year(!) prospecting before needing to return to base for replenishment of life support reserves. Both designs will typically need to refuel during a prospecting cycle, but with such high acceleration available, that shouldn't be a problem under most nominal circumstances (barring accidents, of course).



Anyone who is interested in how I calculated the fuel consumption rate, I used CT Beltstrike and "refactored the formula" into something more "useful" in a Traveller paradigm where EPs are used.
  • Basic Power: Hull tonnage / 2000 = fuel tons consumed per week
  • EP Production: EP * 0.35 = fuel tons consumed per week
So for the 30 ton Ship's Boat, the fuel consumption is:
  • 30/2000+1.8*0.35=0.645 tons of fuel per week @ 1.8 EP produced continuously
  • 30/2000=0.015 tons of fuel per week @ Basic Power only
For the 40 ton Pinnace the fuel consumption is:
  • 40/2000+2*0.35=0.72 tons of fuel per week @ 2 EP produced continuously
  • 40/2000=0.02 tons of fuel per week @ Basic Power only
After that, it's just a simple matter of determining how long 1.3 tons of fuel will last at those rates of consumption. ;)
 
Next step look at the "engine allocation" and compare with g rating and hull size.

"Engines"maneuver ratinghull tonnagemr*ht</"engines"rounding
5.56106010.911
41202055
73309012.913
5.42408014.815
12.56301209.610
13.654020014.715
13.535015011.111
24.1439528511.812
Is there a pattern that reveals an underlying formula?
5 10 11 12 13 15
 
With a minimum hundred tonnes for jump transitions, jump drives aren't eligible.

Power plants depends on what the edition says they're powering, and I think in this case, it has an overhead of one tonne, plus one tonne per thirty three and a third tonne equivalent.
 
Two quick comments: small craft staterooms include an acceleration couch by definition in LBB2; and, RAW, letter-drive power plants need 10Td/Pn fuel (which will last 1 month regardless of whether a small craft would need -- or could even use, let alone carry! -- that much*).

‐---------
^yes, it's nonsensical and really needs to be revised.
 
letter-drive power plants need 10Td/Pn fuel (which will last 1 month regardless of whether a small craft would need -- or could even use, let alone carry! -- that much*).

‐---------
^yes, it's nonsensical and really needs to be revised.
... OR ...

You look at the 10Pn fuel requirement as an "extra safety margin" enforced by regulations on starship construction, but the fuel consumption isn't high enough to use all of that fuel in 4 weeks.

Using the fuel consumption formula that I outlined above from CT Beltstrike ...
Anyone who is interested in how I calculated the fuel consumption rate, I used CT Beltstrike and "refactored the formula" into something more "useful" in a Traveller paradigm where EPs are used.
  • Basic Power: Hull tonnage / 2000 = fuel tons consumed per week
  • EP Production: EP * 0.35 = fuel tons consumed per week
20 tons of power plant fuel in a 100 ton Scout/Courier will last for:
  • 100/2000 + 2*0.35 = 0.75 tons of fuel per week @ 2 EP output continuous
  • 20 / 0.75 = 186d 16h endurance @ 2 EP output continuous
In other words, well in excess of 4 weeks (or 28 days, if you prefer), when computing endurance when using the CT Beltstrike fuel consumption rates.
 
Yes. Also, the 10Td fighter would need 60Td fuel. So, yeah. :)
Exactly.
For craft that are 1-99 tons, the regulatory requirement is 24 hours minimum endurance for small craft (1 day) of fuel consumption at full power (minimum 1 ton of fuel).
For craft that are 100-1000 tons, the regulatory requirement is 28 days minimum endurance for big craft (4 weeks) of fuel consumption at full power (minimum 1 ton of fuel).

You can exceed those minimum endurance limits (no problem!), but you're not allowed to go below them.
 
All you need to do is extrapolate from the small craft descriptions, all house rules of course. Start with a table:
Yes, obviously the Ships Boat, Pinnace, and Cutter have approximately the equivalent of an A drive, and the slow versions half that.
The Fighter has the slow (half-A) drive, the Shuttle has both.
The Launch is the exception with a tenth drive, or LBB2 minimum drives (1 Dt each).
The originals were presumably made by feel in LBB2'77.

Agreed, all house rules...
 
..., RAW, letter-drive power plants need 10Td/Pn fuel (which will last 1 month regardless of whether a small craft would need -- or could even use, let alone carry! -- that much*).

‐---------
^yes, it's nonsensical and really needs to be revised.
It is:
CT Consolidated Errata, p16:
Page 34, Small Craft, Fuel (clarification and addition): The formula given for fuel (one percent of ship tonnage multiplied by power plant factor) gives four weeks of fuel (28 days). Small craft may reduce the amount of fuel carried to one day (24 hours) or several days, but it may still not be less than one ton.
 
Is there a pattern that reveals an underlying formula?
5 10 11 12 13 15
They are built using LBB5'80 (almost), after the pattern established in LBB2'77, e.g. the Ships Boat:
Code:
SB-0106601-000000-00000-0       MCr 18,0          30 Dton
bearing                                            Crew=1
batteries                                            TL=9
                       Cargo=13 Fuel=1,8 EP=1,8 Agility=6

Single Occupancy                                   13,7      22,5
                                     USP    #     Dton       Cost
Hull, Streamlined   Custom             0           30           
Configuration       Needle/Wedge       1                      3,6
                                                                
Manoeuvre D                            6    1       5,1       2,6
Power Plant                            6    1       5,4      16,2
Fuel, #J, #weeks    J-0, 4 weeks                    1,8         
                                                                
Bridge                                      1       4         0,1    <=== Non-standard size
Computer            m/0                0    1                   
                                                                
Cargo                                              13,7         
                                                                
Nominal Cost        MCr 22,45            Sum:      13,7      22,5
Class Cost          MCr  4,71           Valid      ≥0          ≥0
Ship Cost           MCr 17,96
With an 1.8 EP power plant it has 1.8 dT fuel for four weeks and can power one laser, the same as:
Ship's Boat: Using a 30-ton hull, the ship's boat is capable of 6-G acceleration, carries 1.8 tons of fuel tankage, and has a crew of two. A ship's boat may mount one beam or pulse laser; remaining weapons must be missile racks and sandcasters. The craft has 13.7 tons of excess space available, and costs MCr 16.
The price is straight from LBB2'77.
 
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