Condottiere
SOC-14 5K
You now have weapon bays weighing in at five hundred tonnes; they might be mistaken as ultralite spinal mounts.
As our Absent Friend Hans always said: It has to make sense.
Canon is silent on a myriad of subjects and rightfully so. We can, however, infer and deduce a great deal of information that isn't explicitly or specifically mentioned.
Hans and I had our debates and, while I didn't always agree with him, but his inferences and deductions were always predicated on logic and not wishful thinking
When you look at all the canonical facts, even those not directly connected with the Darrians, when your inferences and deductions are predicated on logic and historical examples, and when you take great care to suggest as small a change as possible, then you have a workable explanation that can be used by the greatest number of people.
Otherwise, you're just making stuff up for your own TU and your own purposes.
We don't build the "best" weapons can now. No one ever has. Instead, we build what we can get away with.
There's always a complex interplay of needs, capabilities, economics, and other factors involved. Mangling metaphors here, but no weapon is an island.
Examine what the Darrians knew at the time, examine the Darrians' actual strategic needs circa -1000, examine the roles a Darrian navy circa -1000 could seriously be asked to fill, examine what the Darrians are plausibly capable of industrially, financially, or otherwise, and then tell me with a straight face that the Darrians were building enough spinal-armed capital ships that they were stockpiling them in the outer system by -924.
Again, I'm not talking about capital ships, but about heavy SDBs on the 10-15 kdton range being used as BRs.
The terms used in the AM8 text preclude SDB's, Lluis.
The issue of spinals on those TL16 warships... whole 'nother matter. The text is unclear, but I'm on the "Probably at least one of the ships is likely to have one"... because AM 8 was written well into the Big Ship OTU paradigm.
Bill is, I think, overlooking one other use of a fleet - maintaining internal unity.
That was suggested and I discounted it. How big are those Darrian colonies in -924? Big enough to have independence movements which require big-stick warships to show the flag? It took the biggest, Mire, over 600 years to build jump drives again and that despite knowing it was possible.
I simply don't see an external threat or the internal turmoil that require spinal-armed warships.
Only takes about 30K people to generate a secessionist movement. See also Alaska in the 1930's to 1950's. The active military presence was a deterrent - you don't just have to declare and isolate, but also deal with the near immediate on-location forces.
A lot more has to do with ideology. The Big Stick may be there just to say, "Look, Pirates, if we find you, we WILL blow your base from here to eternity..."
Pirates. In the Marches. One thousand years before the founding of the Third Imperium.
As far as inhabited worlds go, we're looking at various Minor Race home worlds, Algine, Vanejen, and a few Zho worlds who didn't even notice the Darrians for over 500 years, but we need to be worried about pirates.
Or we need to be worried about looking tough?
Sorry, I still don't see any in-game reasons why the Darrians would build them.
Could be a test bed ship, to rate the effectiveness of certain technologies. If we're only talking about one special vessel, it's easier to see how it might have been preserved as well.
Or, alternatively, they could have just gone through a phase of martially inclined leadership who squandered money on some ill-conceived and unnecessary military adventure.
So the Darrians are going to build spinal-armed capital vessels because the locals on their versions of Alaska are getting stroppy?
Prior to WW2, did the US station any battleships or cruisers in Alaska to counter any grumbling? Hell, did they station anything there larger than a Coast Guard cutter? What sort of armed forces of any type were stationed there in 1939? A few Army rifle companies, some signal forces, and Navy seaplane base wasn't it? (Of course after WW2 more forces are stationed, not because of the locals but because of the Soviets.)
Any society less rigidly mind-invading that the Zhodani will generate would-be pirates. The pirates the darrians would have faced would have been homegrown...The US kept the lid on with a few patrol vessels, but the Darrians are going to need spinal-armed cruisers?
Pirates. In the Marches. One thousand years before the founding of the Third Imperium.
see above...As far as inhabited worlds go, we're looking at various Minor Race home worlds, Algine, Vanejen, and a few Zho worlds who didn't even notice the Darrians for over 500 years, but we need to be worried about pirates.
Or we need to be worried about looking tough?
Sorry, I still don't see any in-game reasons why the Darrians would build them.
The terms used in the AM8 text preclude SDB's, Lluis.
There might be some heavy SDB's built at TL14 (in fact, I'd expect it), but the surviving ships are 4 merchants and 12 warships...
The issue of spinals on those TL16 warships... whole 'nother matter. The text is unclear, but I'm on the "Probably at least one of the ships is likely to have one"... because AM 8 was written well into the Big Ship OTU paradigm.
AM8, p24 talk about "starships" a little too often to be dismissed:And the fact they were forgotten after the Maghiz precludes (IMHO) jump capable ships, as they were probably all pressed to service when they tried to keep the contact with their colonies untill divided among them and mothballed when they understood that was not possible
Thus, survivability and endurance can be inferred to be two of the characteristics that Darrian tech level 16 starships have.
Probably fewer than two dozen Darrian tech level 16 starships survive today.
In addition, a small percentage of surviving Darrian tech level 16 starships were not originally of military design.
I really like that, David. Really, really, really like that. It's a perfect Traveller "wheels within wheels within wheels" moment.
I wonder if he ever finished writing it up. I wonder whatever happened to his slush pile.
I don’t see this as likely. While Darrians are told to be in the verge of TL17 when the Maghiz stuck, it’s likely that any TL17 ships they could have were prototypes, and so, unlikely to stil lbe funcional after a thousand years in storage and oer 800 uears in commision, and the repair/maintenance problems told about on a TL16 fleet would only be magnified by an exponential factor...
One suggestion (it may have been in the Regency Sourcebook, but I can't remember) was that one factor of the higher TL - admittedly something not covered in the design rules - is that the higher TL is more reliable. Otherwise they wouldn't even have the TL 16 ships still running around after all this time.
So, maybe they invented the e-Circuit. (RAPP, Donald P., Merchants & Merchandise, Paranoia Press, Fort Wayne, Indiana, USA, 1981, p 16). ;-) ;-)
"Outside the box, people, think OUTSIDE the box!!"
Eternity Circuit Module.
TL R, Size 5, 1000kg, MCr100. Displaces one ton.
Descended from the Molecular Dissembler, the ECM is a specialized molecular fabrication unit which requires administrative access to the ship’s computer. It performs three functions:
Installation. When installed, it studies the ship’s systems from the ship’s computer, using molecular analysis to record a genetic redundancy circuit for the ship’s configuration.
Scan. Periodically scans the ship’s systems for changes in state. New components are added to the overall configuration.
Restore. When a system is damaged, it uses the delta generated from the genetic circuit to gradually restore it to its original state, or as close as possible, via molecular fabrication. Restoration time is measured by Quality, which maps to the number of damage levels the module can repair in a 1-ton (or less) item in one day.
For example, a 1 ton sensor with a damage severity of 1 can be repaired by a Quality 1 module in 1 day. If the sensor has a damage severity of 2, it could be repaired by a Quality 1 module in 2 days. On the other hand, a 10 ton jump drive with a damage severity of 3 would be repaired by a Quality 1 module in 30 days, or a Quality 2 module in 15 days.
Access to raw materials is required for operation.
Where exactly? I lack many books, but, AFAIK nowhere is this fleet described in canon, and nowhere is told that it is composed of jump capable ships (at least no more than IN, that is, at least in a alrge portion, formed by BT/BR combos).
From AM8, page 24:I postulate two things: the fabled TL 16 ships are just that - a fable. While they do have a number of TL 16 ships, the main purpose of all the talk around TL 16 armed ships is propaganda.
Those valuable ships are generally commited only when they will assure victory
AM8, p24 talk about "starships" a little too often to be dismissed.
So in my mind (at least), this means starships.
As our Absent Friend Hans always said: It has to make sense.
For example, why do you think those warships found in 390 had been stockpiled in the outer system? (...) It's almost as if they wanted to hide them for some reason and then over time forgot where they were hidden.
The TL 16 ships may be an odd mix of ships of different classes.
And, as odd as it might seem at first glance to most of us, too tied to previous assumptions and thinking, doesn't this keep with those requirements?When you look at all the canonical facts, even those not directly connected with the Darrians, when your inferences and deductions are predicated on logic and historical examples, and when you take great care to suggest as small a change as possible, then you have a workable explanation that can be used by the greatest number of people..
Thus, survivability and endurance can be inferred to be two of the characteristics that Darrian tech level 16 starships have. Probably fewer than two dozen Darrian tech level 16 starships survive today.
a small percentage of surviving Darrian tech level 16 starships were not originally of military design. At least four are reported to be merchant ships to which tech level 14 weaponry has been added. The implication is clear that tech level 16 ships
(Note:
in naval parlance, the term ship is reserved for jump-capable vessels, while non-jump
capable vessels are referred to as boats, riders, or monitors).
There are five broad types of ship in service with the Imperial Navy: Scouts,
Escorts, Cruisers, Carriers, and Battleships.