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Deploying Grav-Tanks and G-Carriers

The distinction between LST and LCT is one of two factors: In modern naval language, a ship is a Naval Surface Vessel over 100 feet in length, other than one owned by the Army. At least one LST becamme an LST upon transfer to the army. Many navy LCT's are in the 80-90' range.

Both are RO-RO, and capable of deployment to shore. Both have been used in amphib ops during and post WW2. Both operate around the "Well Deck", which ends in the ramp(s).

A Traveller Space LCT should be able to handle a standard 4 vehicle platoon plus one of the HQ support craft. For trepidas, at 14 Td each, that's 56 Td of landed crafft, plus a 10-14 Td astrin. so berths for 70 Td of craft.

Given that we need armor and a cockpit, and drives, and a hardpoint/turret, and of course, places for the crews. It should be a "Series-capable" design, to match canon. It won't be RORO, since RORO, they take 200 % of their displacement.

You can JUST barely build one under HG for 5 Trepida berths and about 3G's. For four, you can get a much more expensive one with about 6g's... and a computer Model 9. (for a +8 Computer DM....), with just the gunner, pilot, and mabe a drop master and/or flight engineer.

In any case, you want a SL design, minimum.

Using T20, go for the Airframe, as it adds some advantages.

Now, the 200 Td "Platoon Planter" would be a mobile HQ, repair shop, and barracks for four trepidas, plus their techies.

TL15
200 Td Cyl AF
20 Td Bridge.
34 Td 6G
14 Td PP 7 (14 EP)
14 Td fuel
56 Td 4x Trepida/Astrin bays
4 Td Model 2/Fib Computer
2 Td 2 hardpoints with turret space
40 Td 4 SR (Large) and 12 SR (Small) (Captain/Pilot, Engineer, Gunner, Steward, Medic, 12 armor crewmen (Dr,Gn,Cdr ea).
6 Td Machine Shop
10 Td 9 points armor.

Skipper gets a LSR to himself. Guns and Drives share an LSR. Cook and Doc get an LSR shared. Each crewman on a tank gets a single SSR; each tank has the SSR's adjacent.

TL 14 variation:
200 Td Cyl AF
20 Td Bridge.
34 Td 6G
24 Td PP 6 (12 EP)
12 Td fuel
56 Td 4x Trepida/Astrin bays
3 Td Model 1/Fib Computer
2 Td 2 hardpoints with turret space
40 Td 4 SR (Large) and 12 SR (Small) (Captain/Pilot, Engineer, Gunner, Steward, Medic, 12 armor crewmen (Dr,Gn,Cdr ea).
6 Td Machine Shop
3 Td AF 1
 
Not bad designs, but... ;)

I think you forgot the airframe upgrade displacement in them both (10T of airframe control surfaces each).

And the fact that the TL 15 design will suffer an agility penalty of -1 in atmosphere due to insufficient avionics, while the TL 14 version will have a -2 to agility for the same reason. Unless that is designed 'game feature'.

And when you go to build the carrier remember it will need a 220T hanger for each (110% of the large craft). Which is probably a bonus since a small craft (sub 100T) would likely need 130%.
 
As a quick fix to the above I think I'd cut the small staterooms to just 6 and have the armor crews hotbunk (they should be on patrols and such anyway).

That'll free up 12T, 10T for the airframe and 2T for a computer upgrade (maybe a model/3 fib in each, sacrificing one turret in the TL14 model. Just an off the top of my medicated head so it may be a bit off ;)

Ugh, right, just remembered too, for any quatering less than stateroom you need a separate fresher for every 10 persons. But then radiation hits to the computer (as I understand it) are pretty rare so you could probably skip the fib and save some volume and creds.
 
Actually, I'd done it using HG, and airframe is a special effect (heheheh), but yes, for T20 legitimacy, you'd need to drop the number of SSR's.

The computer is actually not even sufficient for the task at hand. Under T20, I'd use a 300 ton hull, airframe, and give it even more computing power...

Computer model is a modifier to hit...
 
Dunno about the TNE rules, but CT (Book 4) Meson-Artillery is somewhat short-ranged. So it might be useful as a ground attack weapon for fighters, but less so in space combat (especially as even a veritable Meson bay has a snowball's chance of hitting and penetrating screens).

The way I see it, a meson screen works by accelerating the decay of mesons passing through it (for the moment ignoring the worms that are crawling out of the can that is TA7). The idea is to let incoming meson bundles explode harmlessly before they reach the ship. The decay rate is synchronized with your own meson fire, so it effectively does not hinder it. To ignore the screen, you will have to fly inside its operational radius, which probably is only a few kilometers, maybe a few dozen. This is so unlikely in space combat that it can be downright ignored. It might become possible when a medium-sized spaceship with a screen enters the planetary atmosphere.

Regards,

Tobias

------------------------------Yeah, I don't think that you can get inside the envelope of a meson screen without penetrating the ships hull itself.
 
System Assault Boats (Juggernauts) and Dropships

IMHO you would use Drop ships supported by Ortillery, fighters and gunboats in your assaults on planets, but there might also be something like an Assault boat or a "Juggernaut" to coin a term. If anyone can think of a better name be my guest.

Drop ships would transport grav tanks to world surfaces, because although these (grav tanks) can enter orbit, I doubt that they are very good at it. My guess is that grav tanks are very vulnerable to AAA and orbital Artillery. Anything with good sensors and a tac missile or AAA capibility will be firing at a grav tank entering orbit or flying at a high altitude.

I also cannot imagine grav tanks being very good at atmospheric re-entry, but maybe I am wrong and they have special ablativ shields or pods for them?

In any case, the transfer from close orbit to Airspace command is probably a scary event for a grav tank crew during an assault. There might be enemy SDBs hiding in world oceans or in hidden bay-like sites under the world's surface. There are the dangers of AAA and fixed-wing fighters. The enemy may still have fighters or gunboats capable of atmospheric operations.

IMHO Grav Tanks are called "Tanks" because they fight best on the ground, sticking close to terrain.

To fill the gap between Close Orbit and Airspace you would use Streamlined fighters, frigates, gunboats and the "Assault Boat" or "Juggernaut".

Juggernauts would carry hard hitting weapons and have more armor than a grav tank or a fighter, but less armor than a ship. They are usually built around one heavy central weapon like a small meson gun, particle accelerator, RP Fusion, Plasma or laser, but they also carry one-use rocket-pods that can be jettisoned after pulverizing ground targets. In addition, the Juggernaut is covered with multi-role turreted weapons (such as Sandcasters, VRFGGs, Pulse lasers etc.). These weapons are used in one of three roles: automatic point defense; AAA; or Ground Support. During the drop phase the turreted weapons are automatically controlled by the Juggernaut's computer and linked with the defensive sensors in a point defense role to defeat incoming rounds and missiles as well as lasers. When the Juggernaut reaches its cruising altitude the turreted weapons perform a protective AAA role keeping enemy fighters and fixed-wing-atmoshperic assault craft at a distance. Finally the turreted weapons can be used as tactical ground support weapons in gun runs VS enemy ground targets.

Juggernauts are designed to plummet fast from close orbit into low altitude avoiding exposure to AAA just like a dropship does. During the drop the Juggernaut will usually acquire one significant ground target and fire off all of its rockets at it. The juggernaut then jettisons its rocket pods.

Once at a lower altitude the Juggernaut goes on the hunt and can maintain a cruising speed that is a little slower than a jet, but faster than most grav tanks.

Juggernauts are equipped with extensive ECM and ECCM and attempt to jam all enemy communications nets. There is usually a dedicated ECM/ECCM officer on board.

Juggernauts attempt to attack static enemy targets directly. They go after anything that the ortillery did not take out during its bombardment including any remaining planetary defense sites, AAA sites, SDBs, Command and control centers, strong points, fortifications, and re/supply points. Troop or grav tank concentrations are also viable targets for gun runs from Juggernauts.

Juggernauts are not as fast and maneuverable as fighters or fixed-wing atmospheric attack craft. They really on their ECM and AAA to keep these threats at a distance or shoot them down!

Juggernauts operate in "packs" using the interlocking fields of fire from their turreted weapons for mutual support. Juggernauts attempt to clear and secure areas around drop zones and landing zones for friendly troops.

Juggernaut losses can be heavy if the initial bombardment did not destroy enemy AAA and light planetary defense weapons. Juggernauts can usually beat off attacks by fixed-wing atmospheric fighters, but they can be overwhelmed if these have a significant numerical advantage. Jugernauts are also vulnerable to concentrated prolonged fire from enemy grav tanks, but these are usually hunted by the juggernauts and only present a problem if they have a significant numerical advantage, well-hidden ambush sites or significant ECM/ECCM capabilities.

Juggernauts need to refuel and re-arm quickly they are not meant for prolonged assaults and rely on the quick establishment of re-supply points either in orbit or on the world's surface.

Ok, what do you think?

I am mad! Mad I tell you Ah-ha-ha-ha-ha!!!

Ok, sorry I scared everyone away didn't I? = (
 
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