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.
Hull
Price per ton varies with configuration:
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.
Energy Points
Spines require EPs generated by dedicated power plants.
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:
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
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
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.
Spines require EPs generated by dedicated power plants.
Code:
EP = 1% hull volume x power plant rating / 2
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
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