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HG2 reengineered design of S5/S9 AHL by Journeyman Design Bureau
Azhanti High Lightning class Fleet Intruder TL14
FI - P4525F3 - 596500 - 99N09 - 6 MCr44,140.304
+60,000 tons Hull - C4 Close Structure
Partially Streamlined
-3,600 tons Armor - F5
-3,600 tons Jump Drive - J5
-3,000 tons Maneuver Drive - 2G (1)
-3,000 tons Power Plant - P5 +3,000 EP (2)
-30,000 tons Jump Fuel x 5 parsecs
-3,000 tons Power Plant Fuel x 4 weeks (3)
Fuel Scoops
-600 tons Fuel Purifiers (4)
-1,200 tons Main Bridge (5)
-14 tons Computer M/6 FIB -5 EP
-1,200 tons Auxiliary Bridge
Casual Bridge
-3,000 tons Spinal Weapon - PA FN -900 EP (6)
1 Battery
-1,200 tons Bay Weapons - Missile F9 (7)
24 Batteries (19 Bearing)
-190 tons Triple Turrets - Beam F9 -570 EP (8)
19 Batteries (15 Bearing)
-80 tons Double Turrets - Fusion F9 -160 EP
4 Batteries (3 Bearing)
-100 tons Triple Turrets - Sand F9
10 Batteries (8 Bearing)
-10 tons Nuclear Damper - F5 -50 EP (9)
-24 tons Meson Screen - F6 -720 EP
-1,417 tons Small Craft Hanger x2 (A)
15 ton craft x66 (31/35)
20 ton craft x5 (4/1)
-1,000 tons Launch Tubes x2 (B)
20 ton craft capacity
-1,760 tons External Large Craft x4
400 ton craft x4
-1,450 tons Quarters x362.5 Staterooms (C)
Officers x105 Rooms
Enlisted x515 Bunks
-155 tons Lowberths x310
Frozen Watch
-400 tons Cargo Holds x2
Price does not include discount, auxiliary craft, ordnance, or supplies.
(1) located in the wings and does not require routine maintenance according to the description, personally I think they just didn’t have room for the extra deck plans in the package so skipped it and made up the story about no maintenance, expect me to add those decks and the connections to them when I get back to the plans, and ignore the no maintenance required story
(2) had to go with a fudge (big fix) here to fit it in the hull, the TL14 Power Plant should be 6,000 tons, at TL15 it would be 3,000 tons, note that in HG first edition (which I suspect is to blame) Power Plants were a flat 0.01MPn which would also result in a 3,000 ton Power Plant even at TL14, so the ship makes do with a special TL14 (to conform to canon) Power Plant operating at double output, this requires twice the normal Engineering crew (so it’s calculated at 6,000 tons for crew requirements and cost, as already done) but takes up less space, it’s a cutting edge design, not quite a TL15 fully debugged Power Plant, but still better than a standard TL13-14 Power Plant
(3) not the S5 listed 2,000 tons (corrected in S9), while most of the fuel is in the main deck body some is in the wings
(4) had to go with 600 tons (good for the full jump fuel rating) aboard and 60 tons (required for the power plant fuel) aboard the fuel shuttles (20 tons per provides one extra for rotation)
(5) the text describes three bridges (main, auxiliary, and casual) as well as a triple redundant computer installation, HG doesn’t allow extra computers though, and there isn’t enough room for three bridges, so I made the casual bridge just an extension (out of common space) of the main bridge, i.e. it doesn’t count but increases the vulnerability, see below for program notes
(6) the later swapped in meson gun is not a perfect fit, it’s smaller (2000 tons) but needs more energy (1000 EP), but there is power to spare and the extra room is not a problem
(7) leaving only 330 hard points for turrets, not the S9 listed 350 hard points, see the choices I made to fix that below
(8) the turrets are as listed except for the Sand which I cut back to just 10 Batteries to fit the correct hard point total
(9) so little tonnage I’d be tempted to have some backups, if there were any room, and I’d make the later retrofitted BG generator a replacement for the Nuclear Damper, so it’d be a 10 ton F1 instead of the 15 ton F2 to make some sense to me
(A) per the listing of 66 small craft (60 active fighters and 6 replacements instead of the 5 gunboats listed) in S5, made the gunboats extra, though it says the gunboats are 40 tons in one place and 20 tons in another it has to be 20 tons for the launch tubes, included basic launch facilities (6 total) for the 4 fuel shuttles and 1 per hanger
(B) it should be 20 ton craft capacity for the 20 ton gunboats
(C) 105 officers with single staterooms and 515 enlisted in shared staterooms/bunk rooms, and 310 lowberths for the frozen watch
Price comes out close to the book. Close enough not knowing how they actually made it work or what they included in the price.
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Computer Programming Notes:
Azhanti High Lightning class Fleet Intruder - model/6fib - 15/35
Basic Package (value MCr6.0 included free):
Maneuver/Evade 2 2 *
Navigate 1
Generate 1
Jump 1 1
Jump 2 2
Jump 3 3
Jump 4 4
Jump 5 5
Library 1
Anti-Hijack 1
Return Fire 1 *
Extra Package (value MCr18.0 added to ship cost):
Anti-Missile 2 *
ECM 3 *
Target 1 *
Launch 1 *
Battery Fire 2 * see Note 1
Multi-Target 2 1 *
Selective 3 1 *
Predict 3 1 *
Available Space 16 see Note 2
* - designates standard programs running (15 slots) for combat
Note 1 - Battery Fire (a MTU program) is required for grouping weapons into batteries for the listed enhanced USP value, allows battery configuration on the fly to compensate for lost weapons and bearing
Note 2 - Available Space is what’s left for programs after the above requirements were met, it’s left to the user to fill this in, see post below for some ideas:
http://www.travellerrpg.com/CotI/Discuss/showthread.php?t=3796
All (S)
Crewed Up:
I had typed up a bit of a long rambling rant on the crewing rules and errors, but it was boring even me before I finished, so I wiped it. Instead I’ll just say it looks like the canon crewing for the AHL forgot to include the Screens crew, the non-Pilot flight crew, screwed up the Pilot flight crew numbers, and took the Troops from the general Services pool.
The easiest way to make it work was to stick to the canon 620 (per S5) crew total (though not the O/E ratio) and fudge the breakdown, as follows - 620 Total (105x Officer ranks and 515x Enlisted ranks):
Command Crew - 30
Composed of: Captain(O7-6), Executive Officer(O6-5), 3x Section Officers(O5-4),
3x Computer Officers(O3-2), 3x Senior Pilots(O4-3), 3x Senior Navigators(O3-2),
3x Communications Officers(O3-2), 3x Medical Officers(O4-3),
and 10x Administrative Aides (O1-1)
Engines Crew - 126 (not including Section Officer - see Command)
Composed of: Chief Engineer(E8), 2x Engineer Mates(E7), 36x Petty Officers(E4 to E6),
and 87x Drive Hands(E1 to E3)
Gunnery Crew - 124 (not including Section Officer - see Command)
Composed of: 5x (one per weapon type) Weapon Chiefs(E8); 3x Spinal Mount Mates(E7),
12x Spinal Mount Petty Officers(E4 to E6), 15x Spinal Mount Ratings(E1 to E3);
24x Bay Weapon Petty Officers(E4 to E6), 24x Bay Weapon Gunners(E1 to E3);
33x Turret Battery Ratings(E1 to E3); 2x Screen Mates(E7), 2x Screen Petty Officers(E4 to E6),
and 4x Screen Ratings(E1 to E3)
Fighter Crew - 75 (not including Section Officer - see Command)
Composed of: Flight Commander(O4-3), 2x Wing Commanders(O3-2), 12x Fighter Leaders(O2-1),
48x Fighter Pilots(O2-1), and 12x Fighter Electronic Officers (O1-1)
Organized as 3 Wings of 2 Squadrons each. Each Squadron is composed of 8 single seat Fighters
and 2 double seat Leaders. The Fighters are missile strike fighters with a magazine, while the
Leaders are laser defense fighters with an extra seat for electronic warfare. Squadrons can
operate split into two attack formations to present a smaller target. Total of 60 active fighter craft.
Support Crew - 265 (yet to be fully detailed)
Composed of: Security, Medical, Technical, Ordnance, Culinary, Maintenance, Cryptology,
Administration, Recruiting, Religion/Counseling, Damage Control, Intelligence, Legal, Musician,
Supplies, Postal, Life Support, Launch Tubes, Docking Clamps, Auxiliary Craft Operators,
and Fuel Handling
Frozen Watch - 310 (low berths)