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High Guard BCS

robject

SOC-14 10K
Admin Award
Marquis
What would it take to use High Guard for creating Battle-Class Ships?

General. Numbers have to align, one way or the other.

Particulars:
1. Armor has to map.
2. Drive formula must be simple. ACS formulas need a minor tweak.
3. Spines have to map.
4. Bays have to map.
5. Turrets and Barbettes have to map.
6. Screens, Globes, and Dampers have to map.
7. Vehicles and small craft have to map.

That's the 10,000 meter view; the devil's in the details.

Additions. Some things would be added.
1. Magazine data.
2. Gigantic guns/multiple "spines".
3. Payload-first design.
4. TLs up to 33.
5. Ship sizes up to appx. 15 million tons*


* I've thought about this, and it seems that once a ship reaches some size between 1 and 100 million tons (or perhaps it's by population rather than volume, but I'll use volume as a proxy for now), it ceases to be a ship, and behaves more like a base. This implies that the way you attack it changes from ship-to-ship tactics to assault tactics -- the way you'd attack a Naval Base, or the Loeskalth planetoid, or the Death Star, or an entire planet.


Example - Azhanti High Lightning

Here's an example of a cruiser designed for Traveller5, but which uses High Guard, adapted to work with T5, to sketch out the main details.

Code:
TL 14 Fleet Intruder / Vanguard Cruiser / Whatever

Tons    Component               MCr    Notes
------- ----------------------- ------ ----------------------------
(60000) Braced Hull (HG:P)      1800   208 weeks' construction 
   300  Spacious bridge           30   150 workstations
     6  Model/6fib                83
  3800  PAW Spine-14            1266   rough estimate 
  1500  30 x Bay Missile-14      156
   200  49 x B2 Fusion-14        220
   100  100 x T3 L-14            150
   100  100 x T3 Sand-14         109
   250  5 x Bay Damper-14         30
   300  6 x Bay Screen-14         36
   640  80 x Lt Fighter         1840
    80  Fighter brackets          80
  1600  4 x Fuel shuttle         532   
    40  Shuttle hangarage          -
  1000  400 Crew                 100   10 tons / 4 crew / MCr 1
   200  80 pilots                 20
   128  150 marines                6   2 company + 2 squad barracks
======  ===========================================================
 10244  PAYLOAD TOTAL
======  ===========================================================
   200  Advanced Maneuver-2      400   =(0.5%Mn-1)/1.2, MCr2/ton
  7505  Jump-5                  7505   =(2.5%Jn+5), MCr1/ton
  4501  Improved Power-5        4501   =(1.5%Pn+1), MCr1/ton
        :EP = (Vol-1) x 100/3 = 150,000      -
 30000  Jump Fuel                  -
  2700  PPlant Fuel                -   =(1.0%Pn)/1.1 
  4800  Armor (3 layers)           -   AV 42
-------------------------------------------------------------------
                               18864   BCr 19
Hull

Price per ton varies with configuration:

Code:
Configuration    Base Cost + MCr per kiloton
---------------- ---------   ---------------
Planetoid            0            10
Cluster              0            20
Braced               0            30
Unstreamlined    MCr 2            30 
Streamlined:     MCr 2            60
Airframe:        MCr 2            80
Lifting Body:    MCr 4            120
Crew and Life Support

For large numbers of crew, it helps to have a crew "module" which bundles up living space and life support together. The "naval crew module" consists of five 2 ton staterooms, five 1 ton spacer niches, 6 tons' worth of crew lounge, 1 crew common fresher, and 2 tons of long-term life support. Totals: 24 tons, 10 crew, MCr 4, 4 months' life support. Crew comfort is -2 (but this shouldn't be a problem on military vessels).


Drives

Please observe TL restrictions per Traveller5.

Code:
                        Rating
          Base    1     2     3     4     5     6     7     8     9
Maneuver   -1 +  1.0%  2.0%  3.0%  4.0%  5.0%  6.0%  7.0%  8.0%  9.0%
Jump        5 +  2.5%  5.0%  7.5% 10.0% 12.5% 15.0% 17.5% 20.0% 22.5%
Power       1 +  1.5%  3.0%  4.5%  6.0%  7.5%  9.0% 10.5% 12.0% 13.5%

Total volume = Base + Percentage x Hull Volume.
Energy Points

Spines require EPs generated by dedicated power plants.

Code:
EP = 1% hull volume x power plant rating / 2
Bays

The table for Bay Weapons changes when used with Traveller5. "Attack factor" in Traveller5 is actually the Target Number, and is more strongly related to tech level. What's more, ships by default have distributed power systems, meaning non-spine weapon emplacements have their own internal power plants, charging capacitors, etc. Finally, there are fewer restrictions about what can go in a bay, with one exception: meson guns can only be mounted as a "main" gun or a spine.

If you were to express this in High Guard terms, the bay weapon tables (plus a "main weapon" table) might look like this:

Code:
200-ton Main Gun (If a ship doesn't have a spine, it may mount a main gun).
Weapon       TL  7 8 9 A B C D E F G H J K L M   MCr
---------------- -----------------------------   ----
Missile          J K L M N P Q R S T U V W X Y   20.2
KK Missile             M N P Q R S T U V W X Y   23.0
Salvo Rack             M N P Q R S T U V W X Y   30.0
Ortillery                  P Q R S T U V W X Y   35.0
Rail Gun                   P Q R S T U V W X Y   32.0
PA                       N P Q R S T U V W X Y   22.5
Meson Gun                    Q R S T U V W X Y   25.0
Plasma Gun             M N P Q R S T U V W X Y   21.0
Fusion Gun                 P Q R S T U V W X Y   21.5
Tractor/Pressor                    T U V W X Y   25.0
Jump Damper                    R S T U V W X Y   35.0
Jump Inducer                         U V W X Y   21.0
Disruptor                              V W X Y   35.0
AM Missile                                 X Y   25.0
Stasis                                       Y   25.0

100-ton Bay
Weapon       TL  7 8 9 A B C D E F G H J K L M   MCr
---------------- -----------------------------   ----
Missile          G H J K L M N P Q R S T U V W   10.2
KK Missile             K L M N P Q R S T U V W   13.0
Salvo Rack             K L M N P Q R S T U V W   20.0
Ortillery                  M N P Q R S T U V W   25.0
Rail Gun                   M N P Q R S T U V W   22.0
PA                       L M N P Q R S T U V W   12.5
Plasma Gun             K L M N P Q R S T U V W   11.0
Fusion Gun                 M N P Q R S T U V W   11.5
Tractor/Pressor                    R S T U V W   15.0
Jump Damper                    P Q R S T U V W   25.0
Jump Inducer                         S T U V W   11.0
Disruptor                              T U V W   25.0
AM Missile                                 V W   15.0
Stasis                                       W   15.0

50-ton Bay
Weapon       TL  7 8 9 A B C D E F G H J K L M   MCr
---------------- -----------------------------   ----
Missile          C D E F G H J K L M N P Q R S    5.2
KK Missile             F G H J K L M N P Q R S    8.0
Salvo Rack             F G H J K L M N P Q R S   15.0
Ortillery                  H J K L M N P Q R S   20.0
Rail Gun                   H J K L M N P Q R S   17.0
PA                       G H J K L M N P Q R S    7.5
Plasma Gun             F G H J K L M N P Q R S    6.0
Fusion Gun                 H J K L M N P Q R S    6.5
Tractor/Pressor                    M N P Q R S   10.0
Jump Damper                    K L M N P Q R S   20.0
Jump Inducer                         N P Q R S    6.0
Disruptor                              P Q R S   20.0
AM Missile                                 R S   10.0
Stasis                                       S   10.0
 
Last edited:
Code: CF "Frontier Cruiser"

<snip>

Spinal PAW = 2700 tons, MCr 900.
30 x Bay Missile: 1500t, MCr 156.

Neat! I'm going to have to play with this when I get home.

But just a tiny nit-pick: What's described (PAWS spinal and missile bays) is closer to the original "Fleet Intruder" configuration of the AHL than the "Frontier Cruiser" configuration. (Same error as CT Supplement 9.)

Azhanti High Lightning Variants (according to CT Supplement 5)

FI (Fleet Intruder)
1x PAWS spinal mount
24x 50-ton missile bays
4x fusion gun batteries (10 double turrets each)
19x beam laser batteries (10 triple turrets each)
13x sandcaster batteries (10 triple turrets each)

CF (Frontier Cruiser)
1x meson gun spinal mount
24x 50-ton PAWS
4x fusion gun batteries (10 double turrets each)
10x beam laser batteries (10 triple turrets each)
12x missile batteries (10 triple turrets each)
10x sandcaster batteries (10 triple turrets each)

SC (Scout Cruiser)
1x PAWS spinal mount
4x 50-ton meson gun bays
20x 50-ton repulsor bays
4x fusion gun batteries (10 double turrets each)
19x beam laser batteries (10 triple turrets each)
13x sandcaster batteries (10 triple turrets each)

QC (Auxiliary), TN (Tanker), AH (Commercial)
3x fusion gun batteries (1 single turret each)
10x beam laser batteries (2 triple turrets each)
8x sandcaster batteries (4 double turrets each)

AG (Commercial - Oberlindes)
1x PAWS spinal mount
24x 50-ton missile bays
3x fusion gun batteries (1 single turret each)
10x beam laser batteries (2 triple turrets each)
8x sandcaster batteries (4 double turrets each)
 
I'd also like to be able to design a Lightning backwards: payload first.

Assume the numbers, as before. Payload = bridge, computer, spine, secondaries, defenses, carried craft, crew quarters. Say it's 10,300 tons.

Making note of Stage Effects, I then calculate armor + drive + fuel percentage of hull:

Armor: 8%
Maneuver Drive-2, Advanced: 0.3%
Jump Drive-5: 12.5%
Jump Fuel: 50%
Power Plant-5, Improved: 7.5%
Power Plant (Improved) fuel: 4.5%

Total Systems as Percentage of hull: 82.8%

Ship Volume = Payload / ( 1 - drive percentage )
= Payload / ( 1 - 0.828 )
= Payload / 0.172
= 10,300 / 0.172
= 59,883

Pretty close. Guess I could add a bit more payload.
 
More on the Azhanti High Lightning

My crew numbers are too large: the AHL has 62 officers, 333 ratings, 150 marines, 80 pilots

Its mission statement:
Supplement 5 said:
Conceived originally as a fleet intruder (or flint boat, in naval parlance), the Azhanti High Lightning class vessels were among the few ships of their day below capital class to incorporate a meson screen. This meson screen, coupled with a high amperage tritium accelerator and a wide array of deadfall bombardment ordnance, resulted in extensive employment of the class in both the planetary bombardment and fleet vanguard roles. While the ships had short legs (only 2G maneuver drives), their jump4 capacity made them highly responsive to situations and crises over many parsec spans. They proved especially useful in the closing days of the war against the Solomani.

Being unstreamlined, these large ships were restricted to beyond the reaches of atmosphere, and carried shuttles and small craft for the transfer of personnel and equipment between the tops and bottoms of gravity wells. Rapid transfers of troops were considered essential, resulting in the adaptation of the ship's fuel shuttles for vehicle and troop movement when they were not committed to refuelling itself. The ships, constructed using an outer frame system, were unable to withstand the uneven stresses of gravity at a surface were they ever to land, even on an airless world. As a result, all troop or invasion situations depended on the shuttles as an integral part of the plan.
 
Here's the AHL using a modified version of my shipyard software (modified to build hulls up to 200kt).

Cruiser C-VWB25 Azhanti High Lightning MCr23162.7

Crew comfort: -2

Code:
    Tons Component                          TN     MCr  Notes
-------- ---------------------------------- -- -------  --------------------
   60000 Braced Hull                        12    1800  B
    -300 No Landers                         15       0  
    4800 AV=84. 3 Kinetic Charged           14       0  
   30000 Jump Fuel (5  parsecs)             12       0  J5, 6000t/pc
    2700 Plant Fuel (one month)             12       0  one month
    7505 Jump Drive-5 (Z63)                 14    7505  J 5
  299.75 Ult Maneuver Drive-2 (Z25)         14    4796  2 G
    4501 Imp PowerPlant-5 (Z63)             14    4501  P 5
    3500 LR Sp Particle Accelerator         14    1000  
     200 Vd B2 Fusion Gun (40)              17     220  #40 
      99 Vd T3 Beam Laser (99)              14   148.5  #99 
      99 Vd T3 Sandcaster (99)              14   108.9  #99 
    1500 AR Bay KK Missile (30)             19     240  #30 
     606 LBay Meson Screen (6)              22      66  #6 
     510 LBay Nuclear Damper (5)            22      55  #5 
      12 Computer Model/6 fib               20    58.5  
     120 Company Barracks (2)               14       6  #2 (70) 3 pl + O3 O2 R5 R3
       8 Squad Barracks (2)                 14     0.4  #2 (5) R1 R1 R2 R2 R3
     264 Spacious Controls                  16       0  
    1152 Crew Module (48)                   12     192  #48 10 crew/4 mo LS
     720 Lt Fighter w/bracket (80)          15    1920  #80 days endurance
    1640 Fuel Shuttle w/hangarage (4)       14     532  #4
 
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